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BW Gamemasters Screen The Titans March 240305
BW Gamemasters Screen The Titans March 240305
BW Gamemasters Screen The Titans March 240305
1
BROKEN WEAVE
CREDITS
Writing: Eleanor Hingley
Additional Writing: Emmet Byrne
Editing: Emmet Byrne, Elaine Lithgow
Gamemaster’s Screen Illustration: Álvaro Jiménez Hernández
Interior Illustration: Runesael Flynn, Andrew Lowry, Sam Manley, Clara-Marie Morin, JG O’Donoghue
Graphic Design: Diana Grigorescu, Laura Jane Phelan
Layout: Emmet Byrne
Cubicle 7 Team: Dave Allen, Emmet Byrne, Alex Cahill, David F Chapman, Walt Ciechanowski,
Christopher Colston, Elaine Connolly, Josh Corcoran, Jennifer Crispin, Matthew Freeman, Paula Graham,
Diana Grigorescu, Gemma Harper, TS Luikart, Dominic McDowall, Sam Manley, Pádraig Murphy,
Ceíre O’Donoghue, JG O’Donoghue, Yvonne Perry, Laura Jane Phelan, Sam Taylor, and Taryn Wray
Producers: Emmet Byrne, Elaine Lithgow, Josh Corcoran
Creative Director: Emmet Byrne
Publisher: Dominic McDowall
TM
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Cubicle 7 Entertainment, the Cubicle 7 Entertainment logo, Broken Weave, the Broken Weave logo, The Broken
World, and all associated illustrations, images, names, creatures, classes, races, lineages, locations, equipment,
items, and characters are trademarks of Cubicle 7 Entertainment Limited. All rights reserved.
© Copyright Cubicle 7 Entertainment Ltd. 2024
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at
https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0
International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
2
THE TITAN’S MARCH
THE TITAN’S
MARCH
Adventure Summary
A lone refugee called Sersa arrives in the Survivor’s
Haven. She has fled her home of Lantern Deep and
brings desperate warnings of a Titan on the horizon.
This Titan, known as the Suncursed Knight, walks
inexorably across the land, spreading Decay in its wake
and destroying any Havens in its path. Now, the Titan
has set its sights on the Survivor’s Haven, drawn to the
light and hope of the people there. The Survivors have
only four weeks to halt the Titan’s march before their
home is crushed underfoot.
When they return to their Haven, they must rally the SERSA’S WARNING
community and formulate a plan to stop the Titan.
Do they work together to trap the Titan, reforge the As the adventure begins, read aloud or paraphrase the
paladin’s sword into a weapon capable of slaying it, or following to your group:
evacuate their homes and forge a new path deep into
the dangerous wilds? ‘The people of your Haven are on edge. The
wilderness has been dangerous recently: tremors
YOUR HAVEN have split the earth, Monsters prowl at the edge
This adventure assumes you are using the sample of the light, and you can hear a storm-like rumble
Haven of Guardian’s Lament (see the Haven Sheet on every sunrise that seems to grow louder with every
page 26, and Broken Weave page 187). It references passing day.
certain NPCs and key locations and uses the Journey
Distance and Difficulty shown in the Beyond the Regardless, life in your Haven goes on. Night is
Walls table on page 193 of Broken Weave. closing in, and you’re on your way to fetch a hearty
meal with your loved ones when you spot the
If your group built your own Haven using the Haven stooped outline of something shuffling through the
Creation rules (see Broken Weave, page 10), feel free to shadows towards your Haven, accompanied by a
substitute names, characters, or locations as required. long, gurgling moan.’
Even if you use Guardian’s Lament, we recommend
adding or replacing some of the named NPCs As soon as any party members get close or make a
throughout the adventure with meaningful NPCs successful DC 10 Wisdom (Perception) Test, they can
from your party’s Lifepath, such as family members, tell that it is a Halfling woman in an advanced stage of
allies, or enemies. This will help to connect your Decay. Her skin has turned transparent and gelatinous,
party’s Survivors to the Haven, add additional roleplay and most of her body has sloughed away into a viscous
opportunities, and ensure they are invested in saving sludge that marks the trail behind her. As the party
the Haven from annihilation. approaches, or if anyone attacks the Halfling from a
distance, she gasps out a plea for help and collapses
Regardless of whether you use your own Haven or into unconsciousness. She is clearly injured and in dire
Guardian’s Lament, give your Survivors some moments need of a healer.
of safety, comfort, or emotional intimacy within their
Haven before they leave on their journey to remind At this point, two influential NPCs from the party’s
them what they’re fighting for. Haven arrive on this scene, such as a political leader,
religious figure, skilled maker, or healer. In Guardian’s
Lament, the NPCs that arrive are Eldest Harrin and
BALANCE AND Hunter Misha (Broken Weave, page 190). Eldest
DIFFICULTY Harrin warns the party about aiding the Halfling: ‘Her
The Titan’s March is balanced to take a party Decay could spread inside the Haven. I am sorry, but
of four Broken Weave characters from Levels it is too much of a risk.’ Meanwhile, Hunter Misha
1 to 3. The party should increase their Class demands the party help the woman: ‘Any of us could
Level by 1 when they complete Lantern Deep end up like her one day. We can’t turn her away!’
(see page 9) and again when they complete the
Sun Temple (see page 14). If your adventure Whatever the Survivors choose, Harrin and Misha will
takes a different path, just remember that remember, shaping how they interact with them in the
the party should ideally be Level 3 before future. Whoever the party sides with may offer extra
they finally face the Titan at the adventure’s equipment or advice before their journey and openly
climax. With some changes in the difficulty support the party during the Council Meeting (see
of Tests and the number or type of creatures page 6). The opposite is true for whichever NPC they
faced, you can scale the adventure to suit a deny, who may refuse to provide aid and will publicly
higher Level party. call the party’s intentions or ability into question.
4
THE TITAN’S MARCH
Survivors have several options in dealing with the • If a Survivor uses a method of directly recovering
Halfling woman: Sersa’s Hit Points, such as a Healing Poultice
(Broken Weave, page 116), she survives and
• If they leave her outside the Haven, all Tests to recovers well enough to speak and share her story
care for her or investigate her remains have by the morning.
Disadvantage, due to the darkness and lack of
proper facilities. • If Sersa lives and the Survivors manage to reduce
her Decay by using Moonstone (Broken Weave
• If they bring her inside the Haven, the party page 116), a Class Feature, or some other method,
must tread carefully to prevent her Decay from she is eternally grateful for reclaiming part of
spreading. This is a Group Test with a Goal of 10. herself. The Haven’s Hope increases by 1. This can
Over the course of one hour, each contributing be done during the night as part of her treatment
party member makes a single DC 10 Test using or later in your adventures.
either Intelligence (Local Lore) to find a safe
place to treat her, Charisma (Persuasion) to Sersa carries a tattered satchel made of Strongback
find help, or Charisma (Intimidation) or keep hide, containing only her belongings. If she is alive
curious people away from the danger. If they and awake, she can share their significance. Otherwise,
succeed, they manage to safely bring Sersa into they can be investigated as follows:
the Haven without spreading her Decay. If they
fail, the Haven’s Decay increases by 1. • A set of well-maintained Smith’s Tools. Any
Survivor Proficient in Smith’s Tools can tell
• If they put her out of her misery or abandon her they are well cared for and perfectly sized for a
overnight, she passes away. Only the physical Halfling.
clues left on her remains can be investigated.
• A scrunched-up handful of green leaves with blue
stems. A successful DC 10 Wisdom (Survival)
Sersa Greenleaf Test identifies these as common trail ration
The Decayed woman is Sersa Greenleaf, a Halfling from wrappers from the surrounding area, indicating
the settlement of Lantern Deep and a blacksmith by that Sersa travelled from a nearby Haven.
trade. She uses the Survivor statblock (Broken Weave,
page 236) and has Proficiency in Smith’s Tools. When • A pouch of 13 small nuggets of glimmering gold.
the party finds her, she has 8 Decay, 1 Hit Point, and A successful DC 12 Intelligence (Local Lore)
five Levels of Exhaustion — teetering on the verge of Test identifies them as a metal commonly mined
death due to numerous injuries and exposure suffered and used in the nearby Haven of Lantern Deep.
in the wilds.
• A Memoria in the shape of a moth, etched with
Survivors have the following options to save the Sersa’s loving detail. A successful DC 12 Intelligence
life. If they succeed, the Haven gains 1 Hope: (Natural Lore) Test confirms that it does not
resemble any moths known in the area. A
• Saving her life with medicine alone is an successful DC 15 Intelligence (Local Lore) Test
Extended Test with a Goal of 10. Over the course brings to mind an old folktale about a beneficent
of the night a Survivors must make three DC 10 moth who led the founders of Lantern Deep to a
Intelligence (Medicine) Tests. If they fail, Sersa resource-rich cave.
dies the next morning. If they succeed, Sersa
survives but remains unconscious for 1d4 days. • A silver keepsake locket with no obvious way to
If they succeed by 5 or more, this time is halved. open it. A successful DC 10 Dexterity (Sleight
Regardless of whether they succeed or fail, any of Hand) Test reveals a hidden clasp to open it.
Survivor who spends the night tending to Sersa Inside is a sketch of a Halfling holding a smith’s
gains a Level of Exhaustion. hammer that resembles a non-Decayed Sersa
and a half-Elf woman in chitin armour holding
a spear. The fixing bears the engraving ‘Sersa &
Esri, sisters in hope’.
5
BROKEN WEAVE
• For weeks, the bellows in the distance grew louder, ADDITIONAL INFORMATION
crazed animals attacked the Haven as they fled, Once the council is gathered and everyone has shared
the earth shook, and Decay continued to spread. what they have learned, the Survivors can offer
Finally, the cause of the troubles appeared on the additional information to help the council make an
horizon: a Titan. informed decision. This information is tied to various
Classes and showcases the Survivors areas of expertise.
• The Titan was a nightmarish mix of human and If your players lack any of the Classes, have a relevant
insect. It wore gargantuan plates of burnished NPC offer the information instead.
armour that starkly contrasted its insectoid plates
of impossibly dark chitin that seemed to absorb • Harrowed characters know that Titans are an
light. It Decayed all in its wake. incredibly potent source of Decay. If it reaches
the Haven, even if it is slain, the resulting Decay
• The rest of her people retreated into the mine would forever damn the Haven and its people.
network to try to survive, while a few brave souls,
including Sersa, were sent to find help. Sersa left • Makers know that the metals mined in Lantern
Lantern Deep around eight days ago with a few Deep are crucial to constructing many tools,
of the hardier Haven-dwellers, but she’s the only weapons, and arms used in the area. If the Lantern
survivor. Deep has truly fallen, it could mean disruption
for all the Havens they traded with. Of course,
• Esri Greenleaf is her sworn sister and a powerful claiming the mines for your own Haven could be
Harrowed. The leadership of Lantern Deep a great boon.
collapsed under the crisis, so Esri stepped forward
to lead the people until help could arrive. Sersa • Sages know various records of Havens finding
begs the Survivors to search for her. ways to fend off or slay Titans. Most of these have
hinged on exploiting a Titan’s specific weakness.
Alas, as each Titan is unique, a closer study
of this particular Titan or its origins would be
needed before the Survivors could identify any
vulnerabilities.
When the Survivors arrive at Lantern Deep, they must • A wall of glyphs that depict family names and
succeed a DC 18 Decay Saving Throw or increase seemingly random directions pointing into the
their Decay by 1. They must make another Decay wild — the final messages of those who evacuated,
Saving Throw any time they take a Long Rest within left in the hope that their loved ones could follow
Lantern Deep. them.
Aside from the destruction and Decay, there is little the • A towering dead Warden, his defiant corpse still
Survivors can tell from outside Lantern Deep through on its knees and blocking the entrance to a home,
the perpetual gloom. If they want more answers, they a trio of Husk corpses lie before him. There are
must explore the area and seek out The Hearth (see signs that people fled out into the wild.
page 10) at the centre of the mines.
• A small child’s toy of a Moth, made from gold
wire, miraculously unharmed by Decay.
9
BROKEN WEAVE
What’s left of the surface of Lantern Deep is a jumbled Once upon a time, markings and murals on mine
collection of ruined buildings shrouded in unnatural tunnel walls safely led the inhabitants of Lantern
gloom and populated by the Decayed Monsters that Deep to the Hearth and back to the surface. Now, the
once called it home. The entrance to the mines is Titan’s Decay has seeped into the earth, twisting the
highlighted by the guttering lanterns hung from its meticulously planned and hand-cut passageways into
entrance. All roads lead to the mines and the answers mind-bending knots that double back on themselves
hidden within, but reaching them is no easy task. in impossible ways.
Moving through Lantern Deep unnoticed is a Group Navigating the mining tunnels is a Group Test with a
Test with a Goal of 10. Over the course of one hour, Goal of 10. Over the course of one hour, each Survivor
each Survivor can make one DC 12 Test using either can make a DC 10 Test using Wisdom (Survival) to
Strength (Athletics) to navigate across the crumbling keep their sense of direction, Intelligence (Local Lore)
rooftops out of the Monster’s reach, Dexterity (Stealth) to read the faded signs, or Strength (Athletics) to clear
to sneak, or Charisma (Deception) to lure packs away rubble or break through hastily erected barriers. If the
to clear a path for the others. If the party succeeds, party succeeds, they reach The Hearth unharmed. If
they make it to the mine entrance without drawing they fail, they still reach The Hearth but stumble into
attention from the Monsters and can proceed inside. two random Decayed Survivors in the dark first.
If they fail, they are attacked at the entrance. Roll twice As the party explores the mines, they hear the soft
on the Decayed Survivor table to determine what flutter of large wings or feel the brush of moving air
ambushes them, then roll one more time at the end of as something passes, but they can never quite spot
each round as another Monster is drawn to the noise. whatever is causing the sounds.
This continues until the survivors can Hide from all
the Monsters or close the iron portcullis. Finding the THE HEARTH
mechanism to lock it requires a successful DC Decay: 4; Hazards: Oppressive Gloom, Shattered Earth
12 Wisdom (Perception) Test. Makers
have Advantage on this test due The main residential area where the community lived
to their understanding of is known as the Hearth — a series of chambers deep
complex mechanisms. in the centre of a spiderweb of mines. The Hearth is a
large circular room that was once a naturally-formed
cave, now mined of its resources and smoothed into a
coommunal hub. Notable features include:
Give the Survivors some time to investigate the Hearth, • The Titan wears golden armour which has a
just enough for a Short Rest. After the Short Rest, each symbol depicting a sun with a face. The Sages
Survivor must succeed a DC 15 Wisdom (Perception) believe the symbol was connected to a nearby
Test, or be Surprised by a winged crystalline Monster ruined temple they call ‘The Sun Temple’ (page
that enters through one of the cracks in the ceiling and 14). They planned to send an expedition to the
drops into the Hearth. . temple to seek answers, but the Decay destroyed
the community before they could set out.
Traits
Extra Action: The Lantern Moth can take two Actions each
turn.
Actions
Crystalline Claws: Melee Weapon Attack: +5 to hit, reach 10
feet, one target. Hit: 5 (1d8 + 2) Slashing Damage.
Projectile Shards: Ranged Weapon Attack: +2 to hit, range
15/45 feet, one target. Hit: 5 (1d8 − 1) Piercing Damage.
Flensing Frenzy (Recharge 4–6): The Lantern Moth leaps
impossibly far and drags its prey to the ground to skin them
alive. The Lantern Moth targets a creature within 30 feet and
leaps towards them. The target must make a DC 15 Dexterity
Saving Throw. On failure, the Lantern Moth lands atop them,
knocking them Prone. The Lantern Moth immediately makes
two attacks with its Crystalline Claws. If any of these attacks
deal Damage, the target must succeed a DC 15 Decay Saving
Throw or gain 1 Decay.
Reactions
Crystalline Wings: If the Lantern Moth suffers 10 Damage
from a single source or is knocked Prone, her wings shatter,
and she loses her Fly Speed. All creatures within 15 feet
must make a DC 15 Dexterity Saving Throw, suffering 5
(2d4) Slashing Damage on a failed save or half as much on a
successful save.
12
THE TITAN’S MARCH
15
BROKEN WEAVE
Traits
Horrifying: If a creature starts their turn within 30 feet of
the Ashen Priest, they must make a DC 15 Wisdom Saving
Throw or become Frightened. The target can repeat this Saving
Throw at the end of each of their turns. On a success, they are
immune to this effect for one day.
Searing Ash: If the Ashen Priest suffers 8 or more Damage
from a single attack, every creature within 15 feet must make
a DC 15 Dexterity Saving Throw. The target suffers 10 (3d6)
Fire Damage on a failed save or half as much Damage on a
successful one.
Actions
Searing Touch: Melee Weapon Attack: +3 to hit, reach 5 feet,
one target. Hit: 9 (2d6 + 2) Fire Damage
16
THE TITAN’S MARCH
During the day, the Titan’s golden armour reflects the The Titan is a colossal creature of uncanny scale
sun’s rays in searing blades of light that slice through your mind can barely comprehend. The deep
rock and bone and spread Decay. During the night, rumbling quakes caused by its footsteps shake you
the Titan slumbers and absorbs every ounce of light it to your core. It looks like a twisted mix of human
can, casting the world into a soul-sucking darkness. To and insect, with too many twisted limbs and a long
reflect this, Decay and Environmental Hazards in The segmented tail tipped in a wicked stinger. It wears
March change depending on whether the Suncursed gleaming golden armour that may once have been
Knight is awake or asleep, as shown in The March beautiful but only highlights the twisted black
Environment table. carapace of the Monster that now wears it. Only a
fool would think to stand before such a creature.
THE MARCH ENVIRONMENT
Survivors can learn the following information from
Time Decay Hazards inspecting the Titan from a distance:
Day 9 Razorshine (DC 12)
• Harrowed can feel the Decay radiating from the
Night 5 Oppressive Gloom
Titan’s armour. It feels like it is drinking in the
sun and reflecting it back into the world as potent
Additionally, all the flora and fauna of The March Decay. A successful DC 12 Wisdom (Insight)
have been changed by the Titan’s presence, bleached Test tells them that without the sun to reflect, the
white by Decay and its unnatural light, or suffused radiant Decay would be much lessened.
with a sucking darkness. This has resulted in two new
Decayed Transformations (Broken Weave, page • Makers can recognise the distinct golden metal
253). Each creature and fauna suffer from one of these used in the Titan’s armour, the same metal mined
transformations. in Lantern Deep, but much older, given the
signs of wear. A successful DC 12 Intelligence
Radiant: The creature or plant emits potent rays of (Natural Lore or Smith’s Tools) Test tells them
light that can pierce the darkness. The affected creature that no mortal blade or arrow could pierce such
or plant emits Bright Light in a 5 feet radius and Dim thick armour.
Light for a further 10 feet and has Disadvantage on
Stealth Tests. Components harvested from a Radiant • Sages observe something of twisted divinity
creature can be used to grant a crafted object this light- about this creature and its armour. A successful
emitting effect permanently. DC 12 Intelligence (Local Lore) Test recognises
the sombre-faced sun as a symbol found on
certain holy relics and texts said to originate from
a temple to the south of Lantern Deep.
17
BROKEN WEAVE
• Seekers know that, despite its size, it is still After investigating the Titan, the Survivors can choose
possible to trap a Titan. A successful DC 12 what to do next. They may follow another lead to
Wisdom (Survival) Test lets them mentally plot Lantern Deep (page 9), the Speakthief Nest (page 13),
the Titan’s course and realise it will pass through the Sun Temple (page 14), or they may return to their
a narrow ravine before it reaches the Haven. This Haven to discuss their findings. Alternatively, if the
could prove an opportunity to trap it if the ravine party feels prepared to take on the Titan, proceed to
can be rigged to collapse. Facing the Titan.
18
THE TITAN’S MARCH
Trapping the Titan should be an Allied NPC. Recovering from the accident
If the Survivors can permanently cast the Titan into and resetting the trap takes an additional 1d4 days.
shadow, it should slumber indefinitely. Doing so
requires three key steps: rallying support, laying You gather a group of the most stalwart and resilient
the trap, and springing the trap. The Survivors must people of the Haven and venture into the wilds. You
complete these steps before the Titan reaches the find a likely spot to lay the trap and set about your
Haven at the start of the fourth week. work. Together, you spend days preparing for what
is to come, sweating and straining as you place
You have made your decision. You can not hope support beams, fighting through the pain of cuts
to defeat the Titan, but you may be able to stop its and injuries to check and recheck your work until
march. You know what you must do, but you will eventually the trap is set. And just in time as, upon
need the support of the entire Haven if you hope to the horizon, you can see the silhouette of the great,
succeed. grotesque Titan as it marches ceaselessly towards
your home…
Rallying support from your Haven is a Group Test
with a Goal of 8. The Goal increases to 10 if any of Springing the trap is a Group Test with a Goal of
the council or the party’s rivals actively work against 30. Over the course of one fateful day, each Survivor
them. Over the course of three days, each Survivor can can make three DC 10 Tests using either Wisdom
make one DC 10 Test using either Wisdom (Insight), (Survival), Dexterity (Stealth), Strength (Athletics),
Strength (Intimidation), or Charisma (Persuasion) or Intelligence (Forgotten Lore) to lure the Titan into
to convince members of the Haven to help them. If the trap and spring it at the right time. If the Test is
the Test is successful, the Haven rises to the challenge successful, the Titan is successfully trapped, blocked
quickly. If the Test is failed, an Allied NPC loses faith off from the sun, and falls dormant. If the Test fails,
in them, and it takes an additional 1d4 days to gather the trap is only partially sprung, and someone must
enough support for the next stage of the plan. sacrifice themselves to trigger the rest manually. Give
the Survivors the choice of who makes this sacrifice.
You spend your mornings offering words of hope If none of the Survivors are willing to do so, an Allied
to the people, convincing the wary that this is your NPC offers to do it instead.
only chance at survival; you spend the afternoon
meticulously planning with your allies and devising The Titan approaches. Its bizarre chitinous armour
how you will restrain such a creature; and you argue seems to drink in all light around it, and its twisted,
late into the night with those who dismiss your plan sneering face twitches to and fro, seeing everything
as a fool’s hope. In the end, after days of negotiations and nothing. Those of the Haven who stayed to
and discussion, you rally the people of the Haven to help begin to falter as doubts creep in, but your
your cause. Now, you must lay the trap. conviction lends them the strength to face the
terrifying monstrosity before them.
Laying the trap is a Group Test with a Goal of 10.
Over the course of three days, each Survivor can make You and your allies leap into action when the
one DC 10 Test using either Wisdom (Survival) or creature comes within range. You spring the trap,
Intelligence (Local Lore) to find a suitable place to sending an avalanche of stone and dirt crashing
trap the Titan — most likely a deep ravine that can down upon the colossal nightmare threatening your
be collapsed atop it — or Strength (Athletics) or home. The Titan stumbles and falters, realising too
Dexterity (any Crafter’s Tools) to build the trap itself late what is happening. A massive, twisted hand
by weakening the canyon’s walls, piling soil, or crafting lashes out in fury but only causes more stone to
other ways of covering the Titan to block out the sun. If tumble down on itself. The light from its armour
the Test is successful, the community successfully lays begins to fade, and its twitching and convulsing
the trap in preparation for the Titan. If the Test is failed, slowly cease. You look down to see the monstrous
a terrible mishap occurs in the trap’s construction, such Titan completely buried in countless tonnes of stone
as being set off early, or part of the canyon collapsing. and earth.
In this case, the Haven loses 1 Hope and its Population
is reduced by 1d6 + 3, as unfortunate people are lost in It does not move. You’ve done it. You have stopped
the accident. One of the characters lost in this accident the Titan’s march.
19
BROKEN WEAVE
You have reclaimed the shards of the shattered Traversing the March requires that the party
blade, and with them comes a glimmer of hope that undertake a Journey through the Decayed aura
you may be able to defeat the monstrous Titan that surrounding the Titan known as the March. This
threatens your Haven. But reforging the blade is no counts as a Short Journey with a Difficulty of 20.
small task… The Decay of this Journey depends on whether the
Survivors can correctly navigate the warping effect of
Reforging the sword is a Group Test with a Goal of time and distance around the Titan to approach while
8. The Goal increases to 10 if any of the council or the it is sleeping (see Edge of the March, page 17). This is
party’s rivals are actively working against them. Over represented during the Group Travel Test step of the
the course of three days, each Survivor can make one Journey (Broken Weave, page 142). If half or more of
DC 10 Test using either Dexterity (Smiths Tools) or the party succeeds, they manage to approach the Titan
Intelligence (Forgotten Lore) to work the shards into at night as it slumbers. Otherwise, they arrive during
a new weapon, or Charisma (Persuasion) or Strength the day when the Titan is awake.
(Intimidation) to convince one of the Haven’s Makers
to help. If the Test is a success, the fragments can be With the Suncursed Blade safely secured, you say
reforged into the Suncursed Blade. If the Test is failed, what may be your final goodbyes and leave the
the weapon is still reforged, but each Survivor who Haven to hunt a Titan. The creature is not hard
took part suffers 1 Decay from exposure to the magic to find, as its grotesque silhouette dominates the
within the broken blade. horizon, but reaching it proves far more difficult.
The lands seem to warp and shift as you draw near,
twisting and writhing beneath you. Plants grow and
die in an instant, birds explode in an eruption of
THE SUNCURSED BLADE blinding light, and animals call out in voices that
are not their own.
The Suncursed Blade is a Reforged Greatblade
(Broken Weave, page 110). In addition,
After what feels like days, you suddenly find yourself
whenever the wielder makes a successful
beneath the Titan and must scramble not to be
attack with the Suncursed Blade, it deals an
crushed underfoot. You have reached your goal but
additional 1d6 Radiant and 1d6 Fire Damage,
must now scale this gargantuan creature and hope
and the wielder must make an immediate DC
that one of you has the strength left to plunge the
10 Decay Saving Throw or suffer 1 Decay.
blade into its Decay-wracked body.
20
THE TITAN’S MARCH
If the Test is failed, the party still succeeds in scaling You flee as fast as your exhausted legs can carry you
the Titan, but the Suncursed Knight recognises the and get as far away as possible. The heat on your
threat they represent. The Titan immediately makes back is searing, and the world is filled with blazing
two Smite Attacks against two random Survivors. white light. When you reach what you hope is a safe
If this reduces a Survivor to 0 Hit Points, they are distance, you turn to see the monstrous creature
Critically Injured (Broken Weave, page 125) and fall frozen in place, the Suncursed Blade embedded in
to the ground below. The impact from the fall causes its back.
them to immediately fail a Death Saving Throw. If a
party member dies from the attack or the fall, the party It does not move. You’ve done it. You have stopped
loses 1d4 Hope. They must now try to embed the blade the Titan’s march.
in the weak spot while the Titan tries to destroy them.
After taking stock of all you have learned, it is clear You can still see the Titan on the horizon, but it
that you have no hope of stopping the Titan’s march. grows smaller by the day. You traverse twisted
All you can do is try to survive, which means lands filled with pitfalls and sneak past hungry
leaving the only home you have ever known. But predators, all in search of a new home. The journey
people are still looking to you for answers, so you takes weeks. Supplies begin to run low, and you fear
must be strong in this tragic time and try to save as many of your people will die to simple exhaustion
many people as possible. or starvation rather than any monster. Just when
all seems lost, you see it. It isn’t much, but there is
Evacuating the Haven is a Group Test with a Goal of something about this place that speaks to you. This
25. The Goal increases to 30 if any of the council or is where you will found your new Haven.
the party’s rivals are actively working against them.
Over the course of one week, each Survivor can make Building a new Haven uses the Haven creation rules
three DC 10 Tests using Charisma (Persuasion (Broken Weave, page 10) upon the completion of the
or Intimidation) to organise the community, party’s Journey. Generate a new Biome, Abundances,
Intelligence (Natural Lore or Forgotten Lore) or Scarcities, Landmarks, and Crises for this new Haven,
Wisdom (Survival) to chart a course to a suitable and carry over the remaining details and key NPCs
destination, or Strength (Athletics) to help packing from Guardian’s Lament.
and moving goods. If the Test is successful, the Haven
breaks down the Haven and leaves, generating 1d4 After weeks of work filled with hard work and
Resources per party member who took part. If the difficult choices, the foundations of your new home
Test fails, the Haven leaves before the Titan arrives but are in place. Smiles have begun returning to people’s
panic and terror overtake the refugees causing some to faces, and you can feel a sense of hope rising again.
flee wildly. Most return after a few days, but some are Now, all your new home needs is a name.
never seen again. The Haven’s Population is reduced
by 2d10.
Delaying the Inevitable
A week is not enough time to pack up dozens of An exodus is an imperfect solution. By failing to halt
lives, but you do what you can. Some of you spend the Titan’s march, the Survivors are only postponing
your days calming the people of the Haven, trying its arrival. The Titan continues to wander the Broken
to get them organised and ensuring everyone has World, drawn to the light of Hope within communities
a task to keep them busy. Others consult with the until it eventually finds the new Haven. This occurs
Haven’s hunters and Sages to plan the safest route one Season after the Haven is established (Broken
around the Titan and try to decide where best to Weave, page 164), at which point the Survivors must
make camp on the journey. The most physically decide what to do about its arrival all over again —
capable spend their days packing up belongings and though now even further removed from the potential
vital supplies and preparing the people to depart. solutions to be found at Lantern Deep and the temple.
You have everything you need to survive but are
leaving your whole life behind.
EPILOGUE
Journeying to a new home requires the party to
undertake a Journey to scout ahead of the community Against all odds, you have done it: you stopped the
and lead the way to a place suitable for their new Titan’s march. You return to the Haven and are
Haven. This counts as a Long Journey with a Difficulty greeted by worried faces and endless questions. As
of 15. Additionally, any time the entire party fails an word spreads of your success, cheers erupt from the
Encounter during their journey, the Haven’s Population crowd as people hug and cry tears of joy. You are the
is reduced by 1d4. heroes and saviours of your Haven, and what you
have done will be spoken of for years to come.
22
THE TITAN’S MARCH
To round off the adventure, describe the impact on • If the party saves Sersa’s life, she chooses to stay
the Haven and the important NPCs featured in the in the party’s Haven, becoming a staunch ally and
adventure. Broken Weave is a story about Hope in the asset to the community as a skilled Maker.
face of desolation. Even if the Haven has faced dangers
and lost people along the way, they pulled together • Lantern Deep remains a decayed ruin. However,
to face a challenge. That bolsters the community its resources remain a tempting prize. The
with hope as they live to fight another day. The community may send out groups to salvage what
community gains 1d4 Hope regardless of the outcome. they can despite the risks.
Additionally, consider the following when roleplaying
your epilogue: • If the Survivors trapped the Titan or returned the
sword to it, the community is aware that it still
• If the party succeeded in trapping or defeating lies on the horizon, locked in place. One day, it
the Titan, the Haven declares a festival in their may even break free — or be awoken by someone.
honour, and the community comes together to
feast, play games, and share stories and songs. • If the characters slay or trap the Titan, others
The Survivors are celebrated as heroes, and the might come from miles around to learn more
Haven can enjoy a short respite from the dangers about how they did so. The characters quickly
of the Broken World. discover that Titans are unique, but even so, their
experiences can help others seek out the cause
• Depict the community coming together to treat of the Titans plaguing their Havens. In time,
wounds and rebuild in the wake of the crisis. the Haven may become a hub for research and
People survive and rebuild. information on Titans and a place where people
come with their stories and plead for help with
• If notable NPCs or Survivors died during the their own Titan menaces.
adventure, consider roleplaying funeral rites,
where those who remain can thank them for their
sacrifice.
23
BROKEN WEAVE
24
THE TITAN’S MARCH
25
BROKEN WEAVE
Desert 170
Guardian's Lament Location Population
Haven Name
Fairness, justice, equality A council of five key citizens
Values Leadership
12 1 The elder Greentongue, the corrupted Blackthumb, and stay away from the ruins after dark
Traditions and Superstitions
Brightly coloured light and airy clothes that are breathable but protect from the sun.
Hope Decay Clothing and Appearance
Abundance
Clean water
Discover your hero's life before, during, and after their adventures
with new lifepath character creation, unique campcraft and
downtime activities, and new base building rules.