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SEASON 1 — CHAPTER 02

UNDERGROUND ESCAPE

BY DARIO SICCHIO

While Kardia celebrates the new one, an century,


invasion threatens the security of Geminis.

A journey into the mysteries of the underground

will bring new heroes to face the dangers of the Abyss.


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Material reserved for the Game Master: watch out for spoilers!

Welcometo Fabula Chronicles!

Pwihma to start, I want to remind you each meant for 4 Chapter is


to be played 1 composed of session of approximately 3 Game
group and hours Master a Players
in a (including dedicated creation time for sharing).
You can entertain up to 6 players, following the 12 conversion rules .

on page

One of the strengths of the Role Playing Game Fabula Ultimate shared narrative, which
It is for all players to actively participate in the

creation of the world to insert and or modify for different elements in the adventure. course not

pwihvare of sweetness this ca-funny of


an important feature
such Fabula Last, every Chapter of Fabula Chronicles

and includes some textual elements that are the same as all game groups,for (especially those the remaining
parts while
indicated in square brackets, between shaped for example [settlement] as so totally or [boss])
I am and the Players, making each session unique! by you

Example: [settlement] could correspond to songs and to an oasis in the desert inhabited by shit

cattle ranchersor to a village isolatedwith


fromburnt
the skin
world.
from
mountain rest wise old man
In the first long the [chief] could case, be a
sun with silk robes and a sprightly mountain turban, in the second it could be while
girl with passion goat cheese!
For

Feel free to physical characteristics adapt the and behavioral gods NPCs met at the ages,

changing other factors relevant to the narrative,identity


genderneeds of remember that; Not
and but
it will be possibleto modify Iconicway
PNGs
! in any

If you have any doubts regarding the running of the game, you can consult the
have Guide Strategic to
Official of Fabula Chronicles the
or edocument of Incorrect For
FAQ Fabula Ultima.

Good fun! And try to leave


not aanyone
bad taste
with in your mouth, pwih!

SUMMARY
INTRODUCTION................................................ 3 PART 3: BLACK AS THE ABYSS................................10
PART 1: THE ARCA SOCIETY ................................ 4 THE UMBRIAN FOREST................................................................ .............10

THE OBSIDIAN FRONT ................................................ .......12


PART 2: THE SECRETS OF THE UNDERGROUND.................... 7
TRAVEL................................................ ........................ 8 APPENDIX A: NPC PROFILES ..........................................15
THE UNDERGROUND TEMPLE ................................................ ....... 9

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BACKGROUND

499 dL, Grand Magiporto of Geminis. During New Year's Eve, the celebrations for 500 years of peace since the Night of
Tears are ready to culminate with the arrival of a delegation from the Climate Islands.
In the presence of the Twin Sovereigns of Geminis, entertainment personalities and gray eminences, the members of the
Factions participate in recreational events of all kinds and witness the disembarkation of the ambassadors. But everything
soon turns into a nightmare when dangerous magitech constructs burst into the crowd, the magina-vi explode and the
protective barriers of the Grand Magiport are deactivated, allowing dangerous creatures to invade the district while
members of the Climate Islands suddenly open the fire.
It looks like the beginning of an invasion! The survivors only have to save what can be saved and head into the district's
underground, guided by some mysterious (and providential) individuals dressed in purple who have emerged from nowhere.

SYNOPSIS

Having escaped the attack on the Grand Magiport, the PCs are guided by an enigmatic individual (personalized with co-
creation) to a safe haven within the Geminis Aqueduct. In Part One, the PCs exchange a few words with members of
the mysterious Ark Society and other survivors, exploring the surrounding area and learning useful information.

In the second Part, the PCs are forced to flee again; led by the Arca Society, they undertake a journey that leads them
to discover ancient secrets linked to mana.

In the third part, the PCs go out into the Umbra Forest and are soon involved in a fight
with one of the dangerous Abyssals who have begun to threaten Kardia; aided by the Obsidian Front, they are informed
that it is necessary to return to the Grand Magiport to reopen contacts with the capital Concordia, since a magical barrier
prevents Geminis from communicating with the outside world.

INTRODUCTION

As soon as you are ready to begin, read or paraphrase the following text:

You can barely do it tell you what


I count
happened.

As you run to breathless at the destruction that upsetsthe Grand Magiporto, in


your
your
mind
attempt
of antounderground
escape terrible
canal
memories
that youintertwine
are crossing.
in

inextricable skein, exactly as that consists of alleys


And

But you succeeded moment… a how to escape? An excellentquestion, Not It is true?

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PART 1: THE ARCA SOCIETY


In this part of the Chapter, which lasts about half an hour, the PCs have the opportunity to catch their breath,
interact with other characters, ask questions and explore the Aquifer Hub.

NEW CHARACTERS?
At the beginning of this Chapter, the Players find themselves in a large common space (the Aquifer Hub) populated
by many survivors who escaped the assault of the Grand Magiport. Some PCs may temporarily leave the group,
recognizing someone in the crowd or expressing a desire to return to the surface to ensure the well-being of a
loved one. On the other hand, this area is full of characters who, just like the PCs, escaped the attack of the Climate
Islands and could approach your group by expressing the desire to continue together!

Take advantage of this introductory segment to recreate a short scene with the Players in which the PCs can share
information with each other about what happened after the arrival of the maginaves of the Climatic Islands at the Grand
Magiport of Geminis. Some enigmatic figures dressed in purple have emerged from the darkness at the most opportune
moment to save the PCs, offering an escape route through the dungeons of Geminis; one of these individuals is guiding
them to a “safe place”. He is a [member of the Ark Society] (see Official Strategic Guide, page 29) who, like many
others of his kind, has decided to put his knowledge of the Geminis underground at the service of desperate fugitives.
But what characterizes it? Determine it together with the Players with co-creation!

(Note: If you are playing this Chapter with the same group of Players and PCs as the previous one, you can ignore this
segment and proceed further.)

1 Who is leading you? How old is he and what is his name?

Example: a young woman named Alcmene; Selvius, distinguished and grayed explorer; etc.

2 The eccentricity of members of the Ark Society can manifest itself in many different ways: how does this
NPCs? Do you have any distinctive character traits?

Example: interested enthusiast always appears ea every stammer asks a thousand questions; What; but etc.

3 The members of the Ark Society wear similar clothing (purple robes, backpacks full of tools, helmets equipped with rocklight),
but this does not mean that they cannot differ in style and accessories: what is this NPC wearing?

Example: haute couture clothes; caparisoned from toe, dressed head but with slippers; etc.

As soon as you are ready to continue, read or paraphrase the following text:

As you catch your breath, the scenery that takes on color before your amazed eyes betrays your expectations: the tiled floor
chin is the result the architecture of the place where you are
all and not to sin of elegance, indeed, they seem
of extremely refined, meticulous work. Not your typical
exactly sewer!
be and

One turn after another, the road opens up andyou


onefind yourself in much larger space. An Aquifer Junction
vast and impressivelyas a underground temple.

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?? The Aqueduct of Geminis ofshe's


rich in rivers, transported

Meteria.
the like
hidden
that beauties of the Island

water by waterfalls and underground


As the nation's urbanization grew, it became necessary to
natural flows into the appropriate home delivery system.
Green,

to originate
from
springs began
channel all these

He was the great engineer who

civil wasPrimus his to create infuses miracle of technique, this


Adras
but it seems

sister, the famous artist Eudora Adras, to it with its own exquisite decoration.result is The

a maze of splendid underground passages, delicate scaffolding. Aquifer And channels that culminate in appari-
junctions: larger which have theit task
is anof sorting the richer flows into branch structures of smaller capillaries directed to various areas,
a enormous underground antechamber with shiny surfaces. in colorful of the Green Island. An Aquifer Junction

marbles dominated by specially positioned rock-light formations.

Inlaid columns full height run alongcrystalline


erupting faces in opalescent marble,

while waters
from wide open mouths.

Escorted by the [member of Arca's society], the PCs find themselves in the middle of a veritable crowd of visitors who
escaped the assault on the Grand Magiport. Many of them still wear their festive clothes; some are injured, others simply
terrified. Their agitated chatter echoes in the underground space as other eccentrics [members of the Ark Society] do their
best to calm everyone down. You can safely allow each Player to spend Fabula Points to add details about these additional
NPCs, keeping in mind that the eccentric guides of the Ark Society are mostly jovial, eccentric and talkative.

In this segment, the PCs can freely explore the area and talk to whoever they wish, both among the frightened patrons and
among the members of the Ark Society. If they contact them (including their guide), you can provide them with the following
information, as well as any personal details:

• Despite the bizarreness of their mission, they do not consider themselves a secret society and, indeed, they calmly share any
information they have about the Ark Society, their goals and their customs (see Official Strategic Guide, page 29).

• Members of the Ark Society use various areas of the Geminis Aqueduct as meeting points. This is because it is the most convenient
and pleasant access point to the true focal point of their research: underground tunnels that run through the very rock of which the
island is made and which are easily accessible from those rooms.

• The members of the Ark Society were gathered in this Aquifer Junction and were keeping an eye on the celebrations above,
understandably intrigued by that historic meeting. When they felt the chaos and destruction that were spreading right above them,
they decided to intervene to help the population.

While exploring the area, Players may express curiosity about the Geminis Aqueduct (see box above). They may carry out
tests to determine what information they have or can obtain in other ways.

For example: a Test of ÿINT + INTÿ with LD equal to 10 on a symbol placed above one of the access vaults can lead one
of the characters to recognize it as the coat of arms of the Adras family, thus understanding that they were exponents of
this historic family to build this fascinating and ingenious place.

As mentioned, Players are not alone in the Aquifer Hub and could encounter some interesting situations if they decide to
wander among the survivors.

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You can take inspiration from the following table of random events (by choosing or rolling 1d6) to determine
some of the available activities.

1 A couple can't find their baby. He was with them until a moment ago! They ask the PCs to help them find him in the crowd.

2 Some survivors complain about a group of children who do nothing but steal the few resources they managed to bring
with them! If the PCs manage to track them down, they discover that they are a group of imps (see Core Manual, page
332) who disguised themselves as children and snuck into the crowd of fugitives, taking advantage of the chaos!

3 A large crystalline fountain flows into a small pool. For a diner, the water is filtered by mana crystals and can provide
incredible benefits! For another, it's toxic wastewater. Decide who might be right (perhaps the PCs could figure this out
through Tests) and what effect might be achieved by drinking the water: for example, a PC might gain an increase (or
decrease) in their Willpower die size throughout the rest of the chapter.

4 Panicked, a man does nothing but shout something like “it was obvious that it would happen!”, “the apocalypse is near”.
If the PCs address him, he launches into an impassioned speech about running out of mana and the emergence of
night-black structures (see Official Strategy Guide, page 18) from the Great Sea. Wouldn't it be better if he calmed
down? It's scaring everyone!

5 The PCs catch Grand Magister Gradetia in the crowd, in a fleeting moment when he doesn't have one of his proverbial
masks on his face. His clothes are singed and tattered, and he seems alarmed or confused by what has happened.
Before they can talk to him, he puts a mask on his face (with an expression of your choice) and announces that he has
lost sight of the Twin Rulers: he absolutely must find them! Wondering how this could have happened, he regrets the
behavior of the people of the Climate Islands. Every other exchange ends only with a different mask on the face and an
episode of disconsolate silence (or perhaps the same script recited with a different expression?).

(Note: If the PCs have already met the Grand Magister during Chapter 1, he has no memory of them, unless someone
noted the [portrait] in the Hero's Journal.)

6 A member of the Postman Explorers, full of despondency, keeps repeating to himself that the inhabitants of the Climatic
Islands cannot really be invaders: his Faction has spent too many years establishing diplomatic relations with these
distant lands. Was it possible that it was really all part of a plan? While understandable, his confusion is earning him the
ire of bystanders.

Once you have spent enough time in the area, continue with the second part of the Chapter.

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PART 2: THE SECRETS OF THE UNDERGROUND

In this part of the Chapter, lasting about an hour, the PCs travel through the ancient Mana Veins in search of a way
to escape from danger.

As soon as you are ready to continue, read or paraphrase the following text:

The curious eyes of those present dart towards Rock dust the high when a roar spreads through the air darkly and the entire structure
begins to tremble. ae shards of rocklight begin to rain on the survivors who start to seem like it again

shout in fear. The attack on the surface of Not just not he stopped, but to be in the process

moving of the towards other areas of Geminis. Some patrons sob, others rail against the invaders
Climate Islands,still others shoutsurface.
the members
for more
of the
Another
Ark Society
explosion,
whothis
do everything
time strong,against
opens everything
an arm. to prevent them from going back to the

in the elaborate architraves of a marble split .

grabs one of you by the hand a “Come! Here Not safer wethe
are now!”

The PCs are once again escorted by a [member of the Ark Society] (the same as before or another) through the shiny
and elegant corridors of the Aqueduct. If they look around, they notice that several other groups of survivors are heading in
multiple directions, again led by the eccentric members of the Ark Society. After a few minutes the [Ark Society member]
moves some kind of cover to reveal a hole made in the wall which gives access to an earthy and rocky tunnel. After turning
on the rock light on his helmet with a light tap, he beckons the PCs to follow him: a real journey is about to take place (see
Basic Manual, page 106)!

Following the guide, the PCs find themselves walking for several minutes through a low, dark and uncomfortable tunnel,
with earthy walls dotted with vaguely luminescent crystals. Nothing seems to strike the eye in there, but characters
connected to the magical arts could perceive some sort of latent energy in that cave (for example with a Ritual or a Test
with LD of 10); PGs with contemporary studies in geology or natural sciences might instead notice some striations along
the rocky walls: an unmistakable sign that, once upon a time, something flowed there (a river, perhaps?) whose level has
decreased until it vanished completely.

Note: After a few minutes of walking, the PCs may no longer be able to find their way back to the Aqueduct without the
[Ark Society member]; if necessary, they can still try (for example with individual or group tests with LD equal to 15, or by
filling sections of a specific clock).

If asked, the [Arca Society member] can provide the PCs with the following information:

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• These tunnels are the favorite object of the studies of the Arca Society. They were once underground capillaries that carried
mana throughout Geminis. Now, these Mana Veins have dried up, remaining unused but viable. Here and there, throughout
this maze, there are even underground temples, anciently frequented by the Priests of Mana (see Official Strategic Guide,
page 20). The Arca Society has been studying these structures and the legends surrounding them for a long time, convinced
that the ancestors of the current Mana Priests had discovered something about the magic of Kardia, the Great Sea and the
Three Sisters. An ancient and lost knowledge that could hold incredible answers to some of the world's oldest mysteries!

• Fortunately, these tunnels also have external views, well hidden from the view of ordinary citizens. However, the [Ark Society
member] doesn't want to risk leading the PCs into an area ravaged by explosions and brawls again; he therefore opted for the
"safe" Selva di Umbra, the wild area adjacent to the Gran Magiporto district. Sure, the PCs might encounter some dangerous
beasts there, but no species should be too aggressive… better than venturing to the surface!

TRAVEL

During the journey, the PCs may encounter aggressive creatures and come across forgotten, obstructed, or dangerous
areas. Compared to traditional travel, travel rolls are not made after every day of exploration, but after every half hour
in terms of time within the game world. In any case, you should be able to make 3 or 4 rolls before proceeding to the
next Part, considering that the journey should accompany the PCs until almost dawn.

The journey into the Geminis dungeons presents a medium Threat Level; roll 1d10 and consult the table to check
which event the result corresponds to. Of course, those provided are only suggestions; feel free to adapt the table to the
needs of the group!

RESULT EVENT

1 ÿ Cube (see An Evanescent Guide, below) indicates a shortcut: make the remaining travel rolls with 1d8!
(DISCOVERY)

ÿ You come across an [underground temple] (see below).

2-5
ÿ Nothing much happens: you can have the PCs narrate their journey until the next roll!
(FLAT CALM)

6-10 ÿ The group gets lost: all PCs suffer the confused status.
(DANGER)
ÿ A flock of vampire bats (see Core Manual, page 324) attacks the PCs. I am in
number equal to that of Players.

ÿ Some fearsome urns (see Basic Manual, page 342) should not be awakened from their sleep!
They are equal in number to the number of Players minus one.

ÿ Structural failure! A portion of the tunnel is about to collapse: set a 4-section Clock; the PCs can attempt
to resolve the situation by filling the Clock, but each failure causes 10 minor damage to the person
taking each Test.

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AN EVENSCENT GUIDE

It may happen that the PCs notice a strange little mouse wandering around the tunnels, recognizing it
as the same one from Chapter 1. It appears and disappears, preceding the path and always taking the
"right" turn, as if to guide them; however, it does not communicate with them and if you try to grab it it
almost magically disappears into thin air. If they ask the [member of the Arca Society] for
explanations, he describes him as an old acquaintance who is pleasantly given the name of Zolletta.
Curious and fond of sugar cubes, she is almost a mascot for many of them.

THE UNDERGROUND TEMPLE

Being a particularly interesting place, consider whether to include this game segment regardless of the results
of the travel rolls (see above), remembering; for example, the PCs could witness the collapse of a wall and
reach a forgotten ruin, be chased by angry creatures and fall into a deep well full of magical energy, and so on.

In any case, the PCs find themselves in a larger space. The rocklight on their guide's helmet illuminates what
appears to be a small [underground temple]. The labyrinth of tunnels is dotted with these ancient structures
with similar characteristics! Carved into the rock around a basin that once collected mana, the temples are
characterized by niches topped by rock lintels and columns on which very ancient symbols are engraved. Aside
from these details, which are common to all of these structures, determine the specifics of the temple your
Players end up in through co-creation!

AN ANCIENT KNOWLEDGE

Not even the scholars of the Ark Society have ever managed to unlock all the secrets of the runes that dot
the surfaces of these underground structures. This is ancient knowledge, far beyond the reach of any PC.
Nonetheless, some Players may still want to give it a try (perhaps against an LD of 17); why not give it to
him? The symbols indicate in some way the motion of the three stars of Kardia in relation to the Longing,
indicating some connection with the Mana and with something defined as The more astute ones could even
Kardia”dark
recognize a spiral: an ancestral symbol of rebirth even“theadopted
day in passed .
heart by a forgotten Cult of the Rebirth
of the Fourth Sister (the Longing?!). If the PCs demonstrate knowledge of this information, the [member of
the Ark Society] appears amazed (and even slightly annoyed) by their knowledge.

The [member of the Ark Society] stops here to allow you to catch your breath, but he also tells you that you
will have to start moving again as soon as possible: the objective is close now!

If the Players wish, he prepares a short scene of rest to recover his strength and share (if he hasn't already
done so) some curiosities about the place, talking about the Mana Veins, the temples scattered around Geminis
and the Ark Society. As for the content and purpose of the studies that the members are conducting... he
appears decidedly more reserved and inclined not to divulge indiscretions. After that, you can choose to make
the remaining travel rolls or continue with the next Part, depending on the time left.

Once the PCs have finished their journey, continue with the third part of the Chapter.

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PART 3: BLACK AS THE ABYSS

In this part of the Chapter, which lasts an hour and a half, the PCs are attacked by a fearsome Abyssal in the Umbra Forest, but

are saved by the Obsidian Front.

As soon as you are ready to continue, read or paraphrase the following text:

Although it still is between the light


blinds for of Beautiful that filters the trees at night,
a little while instant like a lighthouse. The air

fresh it refreshes you and understand where those


you black
hear about
treesmany
are: and
pasttogether,
questions those purple leaves are
unmistakable. The Umbra Forest. Despite the hours you still have when you turn around... it's already gone!

and the mystery


guide, yours for but The soundsof the forest surroundyou like a turbines

danger. You are in one of the areas wild Geminis...and otherwise are you alone.

THE UMBRIAN FOREST

Through shared creation, you decide together with the Players what the PCs might find in their immediate vicinity: perhaps harmless

kobolds or much more dangerous monsters. If they wander too much, they might even inadvertently stumble upon a sun bear 's den

(see Core Manual, page 327)!

?? Named after the color

more ferocious than


typically due to lari, many attributed
ominous

value to the peculiar past of the vegetation of the Umbra Forest.

all of it Kardia,
black ones
of his Oaks

Formerly populatedby some of the beasts the now extinct

howling approachingas black, a


sec-

Umbra meant of in the


fear not returning flow
too of Mana.
soon

Unsure what to do, the hunters then removed them from


theythe place
didn't know
thatofinhabited
frightening creatures or it is part it were
the ecosystem. whether to simply refrain from altering the natural order
Thanks to the Mana, the “shady” was made by nature itself: of the vegetation of the area the goal was made

preferred theso
hibernation of the peaceful for (but powerful!)
sun bears.
It was theirs to chase away the black howlers from the area, mitigating the danger of the place.
But let yourself be fooled by a beautiful story
adequate
about the balance of the ecosystem: this non-Umbra light (and

preparation) today means crossing thewithout


Gruyere with the heart and the brain!

to have place

In the distance, the explosions coming from the Grand Magiport can still be heard.

After a bit of wandering, the PCs come across something particularly anomalous: a large group of candy melts moving curious and
pudding around a sort of rudimentary nest . It is dug into a surface, delimited by a perimeter made of objects stacked on top of each

other and oily blackish secretions are visible inside . These nests can be found in various points of the Umbra Forest; take advantage

of shared creation!

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Example: it is a small one in the


a cave dugstone of rocks,
out of the a rock.in its Bordered by black branches and

perimeter they arealso visible small unfortunate animals.


carcasses

An Open Test of ÿINT + INTÿ can allow Players to glean additional information based on the result:

RESULT INFORMATION

7+ It would look like some sort of nest. Apparently, it elicits some unusual behavior in candy melts.

10+ As evidenced by the signs of the excavation and the depth, it was something big: a being without claws,
but with fangs and a powerful body. The absence of footprints on the ground indicates that it is a flying
or floating creature.

13+ The secretions seem to be of a magical nature, a sort of energy comparable to that coming from the
Great Sea; yet, it doesn't seem to behave like the magic the PCs are used to (perhaps anyone remembers
some details about past stories related to a certain Puppeteer?).

16+ The PC recognizes it as a nest of Abyssals: very dangerous creatures that are slowly creeping into the
ecosystem of some regions of Kardia (see Official Strategy Guide, page 19). Ask the Player to tell how
he came across this uncommon knowledge.

THE FIRST ABYSSAL

Once these investigations are over, the PCs witness a "bad sign": very scared, the candy melts run away.
Before the group has time to say “Oh, no!” a horrible and threatening being descends on them.
It is a [thousand-eyes], a floating Abyssal with a body as dark as night dotted with eyes; dark purple veins
pulse and periodically emit an incandescent light. Allow Players to add details about this creature with co-
creation.

Example: black being and with a floating a chasm full of gaping fangs with a roar; the
veins everywhere
pulsating
on the surrounding. that horrible it seems enveloped in fetid miasma that masses and corrupts

nature

Powerful and territorial, the [thousand-eyes] is so aggressive that it immediately involves the PCs in a battle
with a boss that is decidedly out of their reach: try to make it obvious. If one of the Players wishes to carry
out a Study action to better understand the creature, any known Species is ???; if the Player scores a critical
success on that Test, they can choose to spend the generated opportunity to reveal the information: the
creature is an Abyssal, a new Species not associated with any existing ones.

Once they understand (possibly with your help!) that the fight cannot be won with conventional methods,
Players may choose to set a 12-section Resolution Clock to escape
from the clash. Depending on the remaining game time, the PCs may succeed and catch their breath for just a
few moments before being attacked by a [thousand-eyes] again and involved in another battle. There's just
no respite in this damned Selva!

During the fight, the [Thousand-Eyes] attacks alternately on its turn with Endless Fangs and Poison Spit; It
prefers to target terrified creatures with Endless Fangs and creatures that aren't afflicted by the poisoned
status with Poison Spit. In the presence of 5 or more Players, the [thousand-eyes] uses an action during its
first turn to generate one or more [miasmatic spores] (see mirror below), which it generates again as soon
as possible in subsequent turns if they should be all eliminated. The [miasmatic spore] is an optional version
of the chaos shard (see Core reskinned
Manual, page 334).

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OH OH!

Being very challenging


Front (see (if
Obsidianimpossible!),
next it isway
page); in this likely that several
reminds random Not
battle
Players
one that
PCsthe
willSacrifice
be reducedis to
in 0situation,
HP beforethisthe
is not
arrival
allowed
of theby spending Fabula
Points to help teammates.

but they can continue to participate

For

Based on the number of Players present, calibrate the battle according to this scheme:

3 PLAYERS 1 Mysterious Creature*

4 PLAYERS 1 Mysterious Creature

5 PLAYERS 1 Mysterious Creature + 1 Miasmatic Spore

6 PLAYERS 1 Mysterious Creature + 2 Miasmatic Spore

* in this case, the creature has 240 Life Points and takes 3 turns per round.

This fight ends as soon as one of the following conditions, of your choice, is met:

• All PCs are reduced to 0 HP.

• Players manage to fill all sections of a Conflict Resolution Clock.

• 4 rounds of combat have passed.

As soon as it seems appropriate, follow up with the intervention of the Obsidian Front (see below).

THE OBSIDIAN FACE

As soon as you are ready to continue, read or paraphrase the following text:

A mysterious, ferocious creature apparently unassailable who slays a at the dawn of their journey: of heroic fugitives group

what a tragic end If it is true that when you are alone, And
premature!

the shouting of you makes you understand


nowherethat
surrounds
yours dies
the night.
alwaysnight
dies armor
above now
with itblack
will not
as arrive
and Exhausted
A handful you
of dressed
are, almost
warriors
a creature.
come out
likeofthe darkness

of the Umbra Forest.


manage
you
not to see them fast and their armor is so camouflaged

in the flesh of the beast that you believed invincible,Even their weapons
executing with dart everywhere with they are black as pitch, open
but ma-mastery,
gashes managing to

perfect
techniques, well-tested combatand
schemes
in a few to face such
seconds threats.
it is over the beast collapses lifeless.

all earth and black a You are safe!

The intervention of this special body of warriors puts an end to any conflict that may still be ongoing. Congratulating their bravery,

an [Obsidian Front member] approaches the PCs and tends to their wounds, resulting in a brief scene of repose. while his
companions quickly gather and vanish into the Forest without a word (but following a very specific formation, as if they had

received orders to act in exactly that way). Maybe their work isn't done yet!

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The [member of the Obsidian Front] has characteristics common to the others belonging to this particular chosen
corps born from the intervention of all the Kardia Factions against the threat of the Abyssals (see Official Strategic
Guide, page 27), but allows the Players add details about his appearance and character with co-creation!

THE LORD OF THE VANGUARD

A particularly lucky fugitive could be group Magnus, Lord of the have the honor of meeting personal

Vanguard of the Obsidian Front (see Official Strategy Guide, mind 31).
The PCs might recognize him as the man intent on be moved by the for
melodies of Sòl

page. in Chapter 1; the appearance despite imposing And the decision with which he guides his subordinates, the
It seems to have a heart tender! However, Not exchangesmany words with group, limiting himself to
order to lend rescue to the PCs before vanishing into the night.

While the PCs rest, the [Obsidian Front member] proves to be quite affable and helpful, answering their questions and
sharing various details about the Obsidian Front and their leader, Magnus “Fortinbras” (see Official Strategy Guide,
pages 27 and 31).

Additionally, it can provide the following information:

• The Abyssals are a threat to all of Kardia, a region for which they seem to have a particular aversion: a desire for destruction that
follows behavioral rules completely different from those of normal fauna. Even if the mana barriers prevent them from attacking
population centers, this does not mean that they are still too free to sow panic in the rest of the island.

• Despite the blind fury that distinguishes them, the Abyssals tend to demonstrate a very dangerous predatory intelligence when
they are in packs.

• The Obsidian Front has learned of the attack on the Grand Magiport and would like to intervene to defend the population from the
invaders. They cannot let the Abyssals who have now settled in the Umbra Forest be able to penetrate the city perimeter...
and now the barriers have been lowered!

• The Abyssals come from the black megalithic structures that emerged from the Great Sea. When they settle in the wild areas of
Kardia they nest in places (such as the Umbra Forest) with similar characteristics.

• It seems that a very powerful beam of magical energy coming from Castle Libra (residence of the Gemini Sovereigns and center
of power of Geminis) has isolated the entire Green Isle from the outside. Perhaps a response to the Climate Islands attack?

AND NOW?

Once the rest scene is over, the PCs recover all their HP and MP for free, then the [Obsidian Front member] shows
them one of the magic crystal pylons visible from where they are: they are part of the system that allows them to defend
the Grand Magiport from the creatures of the Umbra Forest. It wasn't sabotaged; it was deliberately turned off (as the
PCs can verify if they approach the facility). It therefore seems that someone favored the attack on the Climate Islands...
but who? As if that wasn't enough, no communications have yet arrived from Concordia or from the higher echelons who
guide the Factions on how to handle the situation. What's going to happen?

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As the [Obsidian Front member] makes them understand, if the PCs care about the peace of Kardia, they absolutely
must shed light on this mystery: the entire island is now isolated from the rest of the region and there is no news from
the of the Great Council of Kardia, yet someone must have consciously activated Geminis' emergency protections. It is
necessary for someone to return to the Gran Magiporto (which is located a few hours' walk from the Selva di Umbra)
and try to contact via the communication towers
Concordia or the Factions, or at least verify the situation and can then spread the word.

Only in this way can the nightmare come to an end, especially given that it does not seem that the forces of the Climate
Islands are intending to remain near the Grand Magiport for long; they may have already headed to other areas of the
island, or have even reached Castel Libra!

After that, the [Obsidian Front member] takes leave of the group (wishing the PCs good luck) and returns to his
ordinary duties, vanishing into the vegetation.

Before concluding, read or paraphrase the following text:

From somewherethan
in the
theUmbra
others.Forest, Lord Magnus extracts his share of an Abyssal greater very heavy deadly blade from
carcass A battered group
and catch of Kardians
their breath. thank him heartily whose life he just saved
while a nod With of their dismissal hand, his And he grants himself right a

instant open for a small amulet with images of his wife And two daughters. He would really like to be

with them to make sure they are safe, face but his duty is not just give itallows:
to him Front of Obsidian can

the threat of the Abyssals, especially in a single system Now that the energy of the magical barriers is channeled

isolate the island from the world, while leaving the rest of the creatures free to roam the otherwise safe!
areas

Thefew
of the lookouts
hours are of the Front in the trees distracts him from his thoughts: it seems that some of the fugitives rescued in the last

heading at the
Big Magiporto!
What crazy?be again

For the first time since his thick All that hell has begun, Lord Magnus condescends to a slight smile underneath
moustache. But he doesn't have to go back to work soon as a new heroes
as soon
per anotherroar hears new yell out. May the and

Three Sisters fall from the sky there if they won't be this sooncountry!

The Chapter is over!

Remember to check the rewards And directions on how Updates


nare the Hero's Journal in the Official Strategy Guide. Follow future
by NEED GAMES! for not Chronicles,miss the news and Fabula releases on social media

pwih!

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APPENDIX A: NPC PROFILES

In this section you can find the statistics of the opposing NPCs present in the Chapter. For a detailed explanation on
how to read an NPC's profile, you can consult the Fabula Ultima Basic Manual on page 320.

THOUSANDEYS (Sample 4) Lv 15 w ABYSSAL

Typical traits: thousand eyes, powerful, sensitive to obsidian, toxic.

DEX d8 INT d8 VIG d10 VOL d6 PV 320 w 160 PM 90 Init. 11

DEF +1 D. MAG +2 'RS aRSb RSaRSERSfRSiRSlRS b RS

BASIC ATTACKS

$ Endless Fangs wÿDEX + VIGÿ +4 wÿTM + 5ÿ physical damage. If this attack hits a terrified target,
the thousand-eyes can immediately and free of charge make a toxic spit attack against the same target.

a Toxic Spit wÿDEX + INTÿ +4 wÿTM + 5ÿ poison damage and the target takes the
poisoned status .

SPECIAL RULES

Unhealthy Miasma w At the end of each round, each creature afflicted with the poisoned status loses 10
HP and 10 MP.

Born from the Abyss w If the thousand-eyes is hit by an obsidian weapon, it becomes immune to the
poisoned status and its Affinities change as follows until the end of the round:

' aVUb aRSERSfRSiRSlVU b IM

This ability also applies if the thousand-eyes damages a creature protected by obsidian (or similar situations
arise at the discretion of the GM).

Thousand-Eyes Gaze w The Thousand-Eyes can turn its full attention on a creature as soon as one
of the following conditions is met:
- The creature hits the thousand-eyes with an offensive attack or spell.
- The creature succeeds in an Opposed Test against the thousand-eyes.
- The creature inflicts a status on the thousand-eyes.
If you do so, that creature becomes terrified until the scene ends or until the thousand-eyes uses
this Ability on another creature. While terrified in this way, a creature can't take actions that target the
thousand-eyes.

ACKNOWLEDGMENTS

SUPERVISION: Alberto Orlandini and Matteo Pedroni

TEXTS: Dario Sicchio

ADDITIONAL TEXT: Marco Mezzocapo, Chris Pagliari

REVIEW: Alberto Orlandini

GRAPHICS: Erica Viotto

ILLUSTRATIONS: Lorc, Lorenzo Magalotti, Catthy Trinh

Fabula Chronicles is based on Fabula Ultima TTJRPG © 2023 Need Games & Rooster Games.

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