Hunters Dark
The March of Stench
and Blood
The assets
This Adventure consists primarily of the following items the GM may add in more if likes but
these are the primary components used in the story from start to finish. The Story is a short
one and is designed to take an hour to an hour 45 mins to complete in full.
1. 10 – town soldiers
2. 30 -Ferrell Goblins
3. 15 –Traveling Presents
4. 20- Rabid Wolves
5. 1- Dukes Son
6. 25- Shadow Cult Assassins
7. 1- Knight Commander Guard
8. 3- Goblin Shaman 1- Goblin Lord
9. 1- twin headed Jackal <Beast>
10. 10- Raiders
The Locations
This Adventure consists primarily of the following Locations these will be given details in to
following campaign story when reached but the GM can Skip to them if they want the players
to get to or start in those locations in a different order while making their own story.
1. Trading outpost -
A small trading outpost on the edge of the great forest with guards to transport villagers
from town to town located in Dark and extremely dangerous territory more than 50
miles from The Reach.
2. The Dunquirk Forest-
The Large forest of house Dunquirk one of the four most powerful dukes in all the Old
Kingdom now a haunted and plagued wasteland but still holds one of the only useable
roads left in the land to move by wagon and horse.
3. Goblin encampment –
An endless network of forts and hovels used by feral goblins to move unseen
throughout the underbelly of the forest in large numbers.
4. Castel Dunquirk
A Massie Castel used in once by the Duke himself as his principle seat of power in the
land. No one has seen anyone go in and out in decades and it is believed to be an
abandoned ruin.
Act I
The March Begins
1. – You arrive at the trading post as the sun crests in the sky and you can see the Guards
getting ready to send the next caravan down the road to Obrens Watch the last town
left for over 100 miles and a necessary spot for you and your companions to resupply.
You must be on that caravan without those supply’s you will not last till the next one for
your bones ach and you know the Mist is coming to this small fort and as you look at the
meager ten soldiers guarding the place you know it will not stand a chance.
2. -The Camp has two entrances with large wooden gates a small barracks for the soldiers
and two tall wooden towers looking out over the battlements. There are ten soldiers
readying the caravan for transport, One commander orders them about left and right
and you can clearly see he is the one in charge. The caravan is made up of one large
wagon pulled by two gray and haggard stallions with 15 presents about gathering
supply’s. Oddly no one is willing to trade at this time for it seems they are all far to
concerned with the trip ahead.
Main Story Goal- Find a way to get on the Caravan
Commander Name Fen Norath – Level 5 Knight – Berserker
Description- a large bearded man in heavy plate with two large war axes at his hip yells
orders at his men. He looks to be about 40 and in no mood for banter.
Nature check 13- Reveals the commander does not like Hunters giving this away will
make him less likely to let you join the caravan-
Conclusion of Successful Conversation- You are welcome on the caravan but must
promise to defend the peasants if attacked.
Conclusion of Failed Conversation- He refuses to allow you aboard this can be rectified
with a bribe of 15 silver or beating him in a one on one fist fight dual.
The Soldiers-
The Soldiers are busy loading up supply’s onto the wagon and do not say much in the
way of greeting. They are made up primarily of Adult and young adult humans and are
each armed with light armor – spears and short swords over common clothing. –
Intellect check 10- reveals they all look fresh uncoordinated and uncomfortable in there
armor it is likely many of them are new recruits and have little to no real combat
experience.
The Peasants –
An assortment of farmers, laborers and common folk stand about the caravan waiting
for it to be ready they all seem terribly frightened. The group is comprised of both men
and women mainly humans dwarfs and Niflem but upon closer examination you can see
one is a daemon shunned from the rest he sits towards the back of the camp. They are
for the most part unarmed aside from a dagger here and there and un armored dressed
in common robes and rags.
Conversation-
the peasants greet you in common fashion but are in little move for conversation and
keep looking over as your talking to see if the caravan is ready to leave
Nature check 15- reveals they are terrified of a beast seen roaming the nearby area one
rumored to have two heads the body of a giant hound and to be wreathed in blue
flame. Many of those traveling east are going because of the children and loved ones
who have been disappearing of late but unlike normal raids and wildlife attacks no
body’s have been found.
Daemon Peasant – Any attempt to talk to the daemon on the far side of the camp
seems futile as he remains silent staring blankly at the wall. The Commander informs
you he is an lost cause for chatter as his tongue was cut off a long time ago it seems.
Trigger-After trying to speak with the daemon both the guards and the villagers trust
you less
Trigger-After Speaking with the Villagers the caravan is ready to depart to the Dunquirk
Forest
Decision- if the Commander allows it the party may join the cavern headed into the
Dunquik forest with 5 guards accompanying them. You can go with them or stay at the
camp to fend off the storm of monsters you can feel headed your way with the five
remaining soldiers.
Roll Intellect Check 12- to see who is aware of these Opportunity’s
Opportunity Persuade the Commander of Danger- Nature check 15 –
This will convince the commander the trip will be dangerous and change the soldier
count to 7 or have him give you some 5 silver to greater incentivize you to protect the
travelers.
Opportunity Persuade the Commander to Stay- Nature check 18 –
This will convince the commander the trip will be too dangerous and change the plan to
leave later the peasants and guards will all stay and be there to help with the coming
battel you know will be upon the fort come nightfall
Branch- 1- If the Commander lets you join-
The Peasants and soldiers gather round the caravan its rusty wheels creaking in the
wind “Man the gates” the Comander shouts and the heavy beaten down oak wood
doors slowly swing open. Ahead lies the dense and fog ridden the Dunquirk Forest the
soldiers whip cracks and the party embarks weary already of a long and dangerous
journey.
Branch- 2- If the Commander forbids you passage –
The caravan departs Through the great wooden doors into the Dunquirk Forest But the
Guards bar your path you have angered the commander and will be held for
questioning. Your only hope now is sneaking past these men or taking them down to
catch up to the caravan before doom falls on this place.
Conclusion –
If Player succeed in escaping Have the players catch up to the caravan at the first
encounter on the road – fighting in this will get the commander to allow them to
continue.
If Players fail to get by guards but are still alive Have Players stay to face the encounter
in branch 3 with only 5 guards to aid them.
Branch- 3- If the Commander and the men stay and ready for battel –
The great doors remain shut soldiers usher the present’s into the barracks and urge
them bar the door the Commander ready’s his men to fight and asks that you armed as
you are join him. The Night is coming swiftly and there is little time to prepare but it
matters not win or lose the men are resolved they will not take them without a fight-
ENCOUNTER!-
you have 3 hours to prepare after that the camp is besieged by 20 Goblins and one
goblin shaman vs your party 10 soldiers and any peasants you can get to fight–
the goblins have average loot the shaman has uncommon
Conclusion –
if players survive remove the dead from your Campaign asset pool and continue story
from Branch 1.
Act II
The Lost and Abandon
The Forest Road-
The caravan creeks and rocks beneath you as in moves through the foggy wood as the
mud slops about the caravan wheels you see the faces of the peasants and guards men
darken as the trip entered deeper into the woods. Dark trees arch there eerie braches
across the sky night was coming fast now and it was becoming harder and harder to see.
The guards light torches and pass them out and the journey continues. As the trees get
more dense the Commander turns to you “you can see the fear on their faces this forest
has been cursed for many years” he spits off the side of the cart “a long time ago when
the mist first fell on this land the duke of Dunquirk told his people to stay no evacuation
he said that he would protect them but when the beasts came he shut himself up in his
castle and the people were caught out in the open slaughtered by the thousands. The
ghosts of all those dead souls bonded with the Mist that night to form a curse on the
castle and its forest and the fire from there hate became the burning blue spirt Moku
the Twin headed Jackal. No one was able to leave the castle after that without being
torn to pieces and thus the gates stay shut just as they have for 50 years. We best be
cautious “ he warns “ there’s no telling when all manner of devils may fall upon us make
no mistake this is a accursed place”.
A Blocked Passage-
- After a Time traveling in darkened silence one of the front guards yells “Ho steady
now” and the caravan draws to a screeching halt. “What’s the meaning of this” the
Commander bellows “it’s a downed tree sir“ one of the men replies “going to take
at least a solid hour to remove it”. “Are you insane” he shouts back “we can’t stop
here “ but sir we have no eckkkkkkkkkk! “ just then an arrow slams though the
guards throat “Ambushhhhh” the presents and guards scramble for cover as four
men in dark hooded robes leap from the woods and rush the caravan.
Encounter- 4 Shadow Cult Assassins – armed with – long curved daggers – one bow- and scrolls
of lesser darkness – equipped with dark black robes-
Combat Level- These are cultists not soldiers that being said they are an especially violent cult
and these men are the bloodiest of that sect tasked specifically with the assassinations of the
cults enemy’s. As such treat them as just a bit stringer and more skilled that a band of common
street thugs but with a few spells to mix things up.
Scroll of Lesser Darkness- Reading of the scroll causes it to explode into a vast 20 ft area cloud
of black fog vision in this area is completely impossible for anyone but the person who used the
scroll it.
-
Trigger- After the first death of the fight The Demon peasant breaks his bonds and
begins hurling lesser flame spells at the attackers with an Intelligence of 5 base wounds
2-3
Conclusion- remove the dead from assets section the soldiers begin work removing the
tree and scouting for more enemy’s the Commander if alive thanks you for your service
than moves to question the daemon on why he hid the fact that he was a mage.
Loot- The assassins have no loot on them but their clothes weapons a scroll of lesser
darkness each and one tattered letter.
The Tattered Letter- It looks as though it was written hastily and reads- You’ll find all
you need as Gulverns pass after the deed is done the targets should be too busy playing
with trees to even notice you approach. Bring the dukes son to me kill the rest.
Signed the one who whispers
Intelligence Check -18 – reveals it seems extremely odd for the assassins to be carrying
a note implicating someone who hired them and why is there no information about how
to tell who is the dukes son.
Continue- The Commander is losing his temper fast at the demon mage who has fallen
silent again he screams at the creature “If you want to play dumb with me that’s fine“
he spits in the grass “We’ve got enough mouths to feed on this trip already you either
tell me who you really are and what you’re doing on this trip south or you can start
feeding the earth with your corpse UNDERSTAND” as he raises his knife up to the
Daemons throat.
Pivotal Choice-
1- you can stay out of it
2- you can intervene the questioning on the Daemons Behalf
1- The Commander looks for a moment like he’s truly lost his mind the daemon still
says nothing a moment passes that feels like a lifetime then a solider cry’s out
“Commander what are you doing” “Grahhh nothing” he shudders “lock this one in
irons and throw him in the back we will have no more of his flame casting on my
march”. The Soldiers throw him into the back of the wagon.
2- Nature Check -10- success the guard backs down and lets you have a crack at the
prisoner wandering off muttering something about how he’s not being paid enough
to deal with this shit.
You approach the daemon this time he is far more talkative than back at the camp.
He speaks in very eloquent tones for a daemon and tells you “Listen to me now I
know what you are any one can sense your dark magical auras a mile away you are
hunters yes” he dose not wait for a reply he quickly explains that he is the dukes son
last of the Dunquirk Line if he can get through these dam woods to his ancestral
home he promises he knows a way to get inside and will grant you a portion of the
riches that await him. Refuse and he promises to spill your secret to the commander
and all the other peasants of the caravan.
Pivotal Choice- Agree – No Deal-
No Deal-
the Daemon starts screaming hunters hunters among us the whole group freezes and
looks at you …than bursts into laughter. “Yeah” the Commander bellows “and im the
Lord of the Reach Hahaha lock this fool away before I piss myself”.
Agree-
The Daemon Bidis you remain silent for now and tell the Commander nothing but to
stay close. He shows you a signal he will give once given he is to be freed and than and
only then will he show you the path through this dark place to the Ruins of Castel
Dunquirk.
Side Path- Telling the guard of this plan makes the Deamon no longer trust you and has
the guards put extra chains on him in the back of the wagon. It will also earn each of the
party members ten silver and one long dagger +1;
Continue-
After a few hours the soldiers finish clearing the last of the trees and bushes set to block
the caravan’s path. The road is clear again and Commander shots for everyone to move
forward “the trips a long way from over yet boys lets move” he yells. And the Caraven
creaks to life again as the horses begin plotting their way forward once again into the
black and misty forest path.
Current Moral – the peasants look more terrified than ever as the party drove deeper
into the woods. No surprise there the guards had barely been able to keep these would
be assassins at bay. And the journey had just begun with no telling what kind of dangers
would follow.
Nature Check -14- reveals One peasant didn’t look particularly scared at all through a
tall man sporting a large wooden ask with a dark brown beard his eye were shifty and
he had ill-favored look about his face.
Choice- Question the man or leave him be-
1- You Leave him be and stay focused on the dangers ahead
Speed Check- 10- reveals a spike trap laid on the forest ground for unsuspecting
travelers you spot it and yell out just before a guard steps on its trigger doubtless
saving the mans life he thanks you with 10 coppers.
2- You question the woodsmen he’s says his name is Derik Stoakworth and has been
wooding in these parts for over 5 years now and doesn’t need to answer any
questions from strangers.
Trigger- Just then you hear a crash and a shrill scream one of the guards has fallen
through a spike trap the party rushes over to help only to find him dead at the
bottom. “Goblins The Commander growls god dam it keep your eyes open men were
on the outskirts of their territory now.
A fork in the Road – The Old wagon comes to a halt at a fork in the road to paths
diverge in front of you one seems to lead down a dense path of brush and foliage and
looks a difficult road to travel with such a large party the other is well maintained but
has human skull adoring multiple spikes laid out upon its threshold. We’ve got to make a
choice the commander says to the group either we take the long way and brave the
Forests hostile marsh land or we try to slip through goblin territory undetected.
1- If you choose the Goblin territory’s path skip to Act IV
2- If you choose the Swamps go continue to Act III
Act III
A Stench Most Fowl
The Horrid Swamp
The Day grows darker and the forest around you seems to be turning as black as night. As the
Path gets narrower and more crowded Caravan Struggles to get throw the deepening brush and
braken blocking the way. Three times now the commander has had to halt the party to adjust
the wheels and you can easily see any moral left in the poor villagers fade away with the days
last light. The Soldiers look to be having similar concerns all around you their faces darken and
their voices grow quieter with each step as if afraid some unseen devilry might hear them and
descend down with its wrath at any moment. Finally after much walking the torches catch the
reflection of the murky muddy water bellow you and a cruel stench assails your nostrils “
Welcome” the Commander bellows “to the horrid swamplands of the Dunquirk forest, Hope
you’re not afraid of a little mud boys”.
Speed Check – 16- Acid spits up from the bubbling swamp before you and crashes down all
around you.
Success - you dodge out of the way just in time as the acid burns the face off one of the
peasants behind you.
Failure- the acid falls down on you violently burning your body 2d6 damage
Continue- One of the peasants screams another shouts “we should go back” “hold fast you
cowards” the Commander yells “we have to press forward” “Why ?” now one of the soldiers
was talking “Why cant we go back this night is to dark to move on surly you can see that” “You
don’t understand We can’t go back ….” He paused “Its all gone” he collapses to the ground
“three acres past I saw the war carts drawing up through the trees I knew …I knew the goblins
would attack soon by now every man and scrap of wood left at the outpost is probably dead
and burned to the ground.” The faces of the soldiers all sank and the look of terror in the
peasants eyes was now greater than ever. The Commander rises to his feet “Like I said there is
no going back move forward or die that’s your only….“
Encounter – his voice trails off ass 3 men burst from the brush and mud beneath you. You
glance back and see another 2 coming from the rear with wild dogs at there heels. “Raiders!!” a
solider shouts “TO ARMSSS!!!”
5 Raiders 2 Rabid wolves –
The Raiders are armed with short spears clubs and short swords and are dressed in common
clothes and weak leathers.
The Wolves have only their teeth and claws-
Loot- average +gear of Raiders and one lesser edge rune-
-After Combat remove the dead from the assets list
Continue- The party regroups together around the dead men. “Didn’t expect to see raiders this
deep in the swamp” the Commander says “They’ll have made a camp nearby no doubt will
likely be trouble for us later if we don’t handle it now I need a group to come with me to hunt
them down”
Choice- Hunt Down the Raiders – Stay with the Party –
1- Hunt down the Raiders-
You and two of the remaining soldiers embark with the commander to hunt down the
remaining Raiders before they can strike again. The Ground shows tracks where the
Raiders came from leading away from the battel.
Speed Check – 10 – reveals a map on the ground near one of the muddy footprints of
the dead raiders this shows exactly where the camp is after a few hours tracking
through the underbrush you come across the site – it also shows the locations of several
traps witch you are able to avoid –
Fail- you follow the tracks for hours both of the soldiers fall victim to fiendish wood
spike and bamboo traps located on the road and are severely injured. After much toil
the tracks finally lead you to the Raiders campsite
The Campsite- Through the bushes you can see five men milling about a crude camp fire
next to a few poorly made tents there were bed rolls and what looked like many sacks
of stolen grain and several barrels of lantern oil. There was another dog as well chained
up in a cage just beyond the campsite. The Commander with only a few men of his own
looks to you to plan the attack.
Encounter –
5 Raiders 1 Rabid wolf –
The Raiders are armed with short cross bows clubs and short swords and are dressed in
common clothes and weak leathers.
The Wolf has only its teeth and claws- only comes in if someone can get to it and uncage
it
Loot- average +gear of Raiders and 2 lesser flame runes
-After Combat remove the dead from the assets list
Continue- The last of them fall with a sickening crunch bodies litter the ground now
soaked red with blood. The commander cleans his sword and orders you and the men to
search the campsite for supply’s.
Speed Check- 16- reveals -3 bags of fresh food and 4 lesser medical kits – use to restore
1d6 health
The soldiers find nothing but more bags of flower after a time the Commander orders
you to move out and you begin the long march back to the caravan. It takes a bit less
time than before to find your way back but it still feels like hours in the hot damp air of
the dingy swamp. When you finally arrive back at the campsite you are greeted with a
horrific site the caravan is a flame the daemon stands amidst it desperately wielding the
fire with his still chained hands at 10 rabid wolves surrounding the caravan 5 lay dead on
the ground slain by the guards of whom their were only 4 left standing the peasants had
mostly retreated up into the nearby trees but a good 7 of them lay dead as well their
mangled body’s lying strewn about the burning caravan wreckage. – Jump to Wolf
Encounter with only ten left.
2- – Stay with the Party –
You stay with the caravan as the Commander and 2 soldiers go off to hunt down the
Raiders, and hour passes than another the men seem restless the peasants even more
so not that you can blame them it seems almost as through every second of this journey
is resulting in another one of their deaths. Some had even climbed up into nearby trees
to hide. 3 hours more pass by now some f the men are beginning to whisper and there is
talk of abandoning the peasants to their fate. A young soldiers by the name of Willias
approaches you directly “I’ve seen you fight sir your no dead weight so id like to
extended you an offer me a these four here” he gestures to four of the caravan guards
behind him “ have had enough of this folly the Commander my be willing to die for this
sad lot here but we sure ant” The leafs rustle in the distance “If you come with us well
all have a better chance of making it out alive so what do you …” his voice trails off as
the rustling gets louder “what in the BLOODY HELLL” another guard screamed then
suddenly the thick brush around you explodes as large Rabid Wolves burst from the
foliage hurling themselves at your throats. The Deamon Mage screams he tries to cast a
fire spell but the chains hinder his movements and the caravan erupts in flame as all
turns to screaming terror.
Encounter- 15 Rabid wolves – 10 if you went on the raid with the commander
Trigger - If you did not go with the Commander he appears to help after 5 wolves are
dead
Weapons – teeth and claws-
Status- weakened – some wolves have been badly injured by fire before you arrive
Hazards- Flames sprout up all around roll speed checks at times to avoid the difficulty 11
failures result in 1d6 fire damage
Loot-11 Sliver -+1 Short Axe- a strange Hand-
The Strange Hand- You find when searching the body’s and stomachs of the wolves a
fully intact severed hand the hair and size show it to clearly have once belonged to a
rather burly man. It has on its index finger a tattoo of a jade dragon nothing else
distinctive can be seen.
Intelligence Check- 17- reveals this tattoo is a symbol for a low ranking member of the
green dragon cult a group known for worshiping magic users as the reincarnation of
gods often with blood sacrifice. You wonder what business such a cult could have
around here
Remove the dead from the assets section-
Continue – The Commander and what’s left of the men gathered the body’s of the dead
and toss them on the burning wreckage that use to be the party’s Caravan. The peasants
simply stare on in disbelief as their friends and family burn slowly into charred bones
and ash. The Commander spit on the flames then lets out a queer sort of laugh that
almost sounds like a sob “Well we should certainly move a lot quicker now” “Move
where one of the peasants screamed were lost in the middle of the swamp with no
supplies “ a guard spoke up behind him we had better get a move to anywhere but here
quick lost or not that fires sure to bring every goblin for miles here soon” Not to worry
Not to worry the Commander yelled out over the gathered mass I managed to find and
kill those pesky raiders and got a little reward for my efforts “ he pulls out an old sheet
of Parchment “ this is what they were looking for a map to an entrance to the Dunquirk
Castel says here there’s an entrance to one of their cellars around here somewhere all
we have to do is find it “. After a brief search one of the peasants stumbles on a stone
door leading deep into the earth. The party follows beginning the journey down into the
long forgotten cellars of the Cursed Castle.
Proceed to Act 5-
Act IV
A Bloody Folly
Continue – The Party makes its way quietly into the goblins territory. A strong sense of dread
grips hard at the hearts of the men you can feel it in the very air as each step could be leading
their heads strait into the cruel jagged edge of a goblins axe. The Caravan had to be stripped
down the Commander had made it explicitly clear that such a beast of transportation would be
far to loud to sneak by the hordes of goblins camped throughout the brush. As such the
peasants had been forced to carry many of their belongings by hand and were moving rather
slowly. They had been told plainly to take only what they needed but clearly had ignored the
sentiment entirely now bogged down with barley corn, sacks of flour and all manure of other
trinket and worthless possession they trekked through the wilderness.
Speed Check – 15- reveals- a few hours go by then suddenly you see a pack of goblins nestled
through the trees a quick gesture from you allows for the people to get down and hide before
they are spotted- you can see 7 of them examining a pile of crudely made weapons by a large
rough spun oak tree.
Choice- if you spotted the goblins decide sneak up and ambush them or attempt to sneak by
them-
Ambush – you get the jump on them +4 on all first round attack rolls continue to goblin
encounter
Sneak By- Speed Check-13-
Success- you sneak by the goblins and avoid combat skip this goblin encounter
Failure - the goblins spot you and engage your party- continue to goblin encounter-
Consequence- if you fail to see the goblins- You continue moving through the dense brush and
the road gets darker you begin to smell the sickening copper sent of fresh blood. Suddenly a
shrill war cry echoes out from across the trees goblins rush forth from a nearby Oak tree at you
and the terrified peasant’s weapons already red with blood.
Encounter- 7 Tribal Goblins – 10 if you failed to spot them
Trigger – there are two fire pit traps in the area If someone steps on them 2d6 damage
every turn till they can get out
Weapons – Clubs, short bows, Long Knives, War Axes,
Armor – Light – Leather Jerkens
Status- Enraged you are on their turf some may get a +1 to attack rolls at random
Loot- Average + weapons- 3 Sliver and one Rusty copper Idol
-Remove the dead from the assets section
Continue – The Last of the Goblins screams as he dies a great howl of agony that echoes
throughout the forest. No one dares to even breath as the echo dies out slowly seemingly
reverberating off every tree and hallow in the wood. All is silent for what seems like an eternity
then out of the darkness a drum is heard than another than ANOTHER! “They have spotted us
“the commander screamed “RUN!!!” The Peasant’s and guards all dash madly into the woods.
Choice - Run or stay and fight
Stay and Fight- You stand your ground as the drums grow louder and a mass of raging goblins
swarms all around you.
Encounter- 20 Tribal Goblins – 2 Goblin Shaman
Trigger – there are two fire pit traps in the area If someone steps on them 2d6 damage
every turn till they can get out
Weapons – Clubs, short bows, Long Knives, War Axes, War Maces, Short swords, The
Shaman wield Staffs of lesser lightning –1d6 lightning damage small chance to stun for
one round
Armor – Light – Leather Jerkens - Robes
Status- Enraged you are on their turf some may get a +1 to attack rolls at random
Loot- Rare + weapons- 10 Gold and 3 rune shards of flame
Continue –If Running Away- You dash wildly through the woods with the commander and few
remaining soldiers by your side the peasants struggle to keep up you see one along side you
stumble as the ground gives way beneath them and their scream fills the surrounding wood.
“Traps” the commander shouts “watch your footing”.
Speed Check – 15- if fail fall into spike trap 2d6 damage one round to crawl out – roll a few at
random as the party runs through the woods
Continue if you fought the goblins- You dash after the commander and the peasants hoping to
catch up to them you can already hear other goblins after them and you from all over the
wood.
Continue -You can barely breath as the chase persist peasants falling around you both being
captured and butchered. You hear their screams behind you as the guards’ race on all thought
of their duty forgotten. Suddenly you see the Commander ahead by a large hedge over here he
cry’s the guards veer right and join him under the Hedge you see a large metal grate. “What’s
this sir” an out of breath guard manages to stammer between heavy breaths. “Got the
Dunquirk Seal must be a passage to their old cellar system beneath the wood here help me get
it open.” The men begin to lift up the large steel grate just then 3 of the faster Goblins catch up
to you screaming they drive their javelins towards your throat.
Encounter- 3 Tribal Goblins –
Trigger – there are two fire pit traps in the area If someone steps on them 2d6 damage
every turn till they can get out
Weapons – Clubs, short javelins, War Axes,
Armor – None
Status- Enraged you are on their turf some may get a +1 to attack rolls at random
Loot- Average + weapons-
-Remove the dead from the assets section
Continue – As you slay the last of them the Commander heaves with all his strength
“Erahghhhhhhhhhh” with a loud bang the Grate bursts free from its bindings and the dark
passage down lays open “Quick if you value your lives get down there.” By now a few of the
remaining peasants that had made it through the wood alive had rallied with them. You leap
into the darkness with them. landing with a thud the commander slams the grate down behind
him as he descends them as the screams of enraged monsters echo all around you.
Proceed to act V -
Act V
The Daemons Door
Continue – You and what’s left of the party move on slowly through the dark cellar passage
grey murky water nipping at your heels. It was so dark in fact that you can barley see anything
at all. The only light available was a few torches the commander had lit and passed out. It
seemed the dank air of the place was making it hard to see as well filling your lungs with a
sickening odder. It turns your stomach giving you an uneasy sense of nausea as well.
Defense Check – 20- if fail- the feeling over takes you and you feel weak and collapse to the
floor vomiting -2 to speed and Might for 1 hour –
If success – you shake of the feeling and continue down the passage.
A few peasants fall to the floor gasping for air “What ….Cough Cough …Ahhhh god….is causing
this air to be so fowl ?.” The Commander who had made his way to the front of the group
turned back “Well were in a cellar and the Duniquirks were famous and rich for the ability to
make some of the most potent and deadly poisons known to man. It’d stand to reason there’s
more than a few rotting barrels of the stuff about some wear”. The soldiers glance uneasily at
each other they had hastily begin rapping rags about their mouth and nose eager to avoid a
taste of the Family Duniquirks Forgotten recipes. Rats race past your feet and you get the
feeling that the water your standing in might be starting to slowly eat through your boots.
Speed Check- 10- Success – you dodge a large tentacle just as it sweeps up to grab your leg
Fail- 1d6 damage and Might Check 10 – to break free 1d4 dam every round you can’t
Escape- Long Slimy tentacles begin shooting up from the water all around you “Move it we
have to get out of this water” One of the soldiers yells. Another Peasant gets dragged under as
you Run down the corridor –
Loop-Get through the Corridor- Roll Speed and Might checks at random as the party trys to get
through the cellar corridor – the tentacles can also be attacked and hacked off with 6 damage
roll to AC of 12.
Continue- after a rushed escape down the corridor for what seems like a hour you finally see a
way out of this labyrinth a wooden trap door upward to the next level of the castle. “Quick the
door breach the door” The Commander screams the sight of these monstrosity’s seems to be
taking its toll on him. He trys the door but its soundly locked just then 10 Tentacles spurt up
around the door.
Loop-Get Open The Door- Roll Speed and Might checks at random as the party trys to get
through the cellar door – the tentacles can also be attacked and hacked off with 6 damage roll
to hit AC of 12. – the door can be lock picked with a Speed Check of 23 – or broken down with
15 damage and an AC of 17 or a Might check of 25.
Continue- The Door wrenches open and you poor through quick as the wind the commander
slams the door behind you with such force that it tears off one of the tentacles it flops to the
floor still moving wildly about like a tortured snake. The party now very small indeed struggles
to catch its breath. The room you are standing in looks to be a vast great hall huge stone arches
rise up above you to greet the double vaulted ceiling overhead. There is a grand staircase
leading to an upper level as well as several lower corridors leading you can only imagine to
other areas of the first floor a giant glass chandler looms overhead. It looks much more like a
castle than the cursed swear you just crawled out of.
Trigger- If you rejected the daemons deal before.
The Commander stirs suddenly “where’s that mage gotten to” The other guards look around
perplexed The Daemon is nowhere to be found “Ahh to the Mists with this we cant let him out
of our sites up UP you fools after him! You come these men are about as useless as the
peasants ill need your help Follow close” With that he darts off down a one of the many dark
corridors, You Follow after with the remaining guards the peasants seem to be following as well
worried about being left alone in these insane place. When you finish traversing the corridor
you arrive in a long hall but it is empty – Just then- two of the guards slump to the floor as if
exhausted then the Mage himself bursts in from another door on the side wall
.- Go to the Guard Encounter-
If you accepted his deal before – The daemon flame mage approaches you one of the only
surviving peasants he whispers “now’s our chance follow my lead”. He moves behind the group
of peasants and soldiers quick as a shadow and disappears down a long stone corridor.
Speed Check – 15 – To follow unnoticed behind him
Fail- The guards noticed you leaving and cry out as you run down the corridor after the mage
they are no doubt in hot pursuit now.
Speed check -20 – To out run them- Fail – They catch up to you and surround both you and the
Mage- Go to -the Guard Encounter-
Success in following The Mage- You catch up to the mage as he veers a sharp corner and
pauses listening for movement…”Good we lost them. Listen this is going to seem a bit harsh but
were leaving those fools behind got it their dead anyway the lot of them This place is cursed
you see he pulls out a number of red stones without these you will go insane quick quick take
them” he hands one to each of you “Now lets move I will explain more soon he runs off down
another corridor you follow close behind- Skip the Guard encounter-
The Guard Encounter
The Commander Is no wear to be found a guard moves forward his eyes rolling in his head
“Traitors must be punished Traitors must be punished Traitors must be punished ” all around
you heard the sound echoing off the walls “Traitors must be punished Traitors must be
punished “ Getting Louder and louder coming from all directions” Gods its already happening”
the mage shouts “here quick he tosses each of you a red stone “Keep it close ill explain in a
moment” With that the guards and remaining peasants eyes begin to glow bright red “Traitors
must be punished TRAITORS MUST BE PUNISHEDDD!! “ with a scream they lunge at you
meaning to tear you apart.
Encounter- 5 Guards – 4 Peasants
Trigger – the Mage lights the floor on fire after 2 guards are killed environment hazard
Speed check 10- 1d6 dam to anyone you gets caught in it
Weapons –Spears, Short swords, The Peasants wield basic light melee weapons or no
weapons at all
Armor – Medium- Heavy Leather for the Guards-None for the peasants
Status- Insane they will not yield or back down due to fear
Loot- Common + weapons- 1 Gold and some basic supply’s
Continue- Start here if you skip the guard encounter – The Mage urges you onward “quickly we
can not stay here they will be after us soon. “ He looks around as if the very shadows from the
walls were about leap forward to tear him to pieces. “There is more at play here than you know
this place has been cursed by the shadow cult Assassins using the very essence of the Mist
without those stones anyone within these walls will lose their mind to the mist in minutes. Well
anyone but perhaps a hunter still it will wear on even your mind so I advise you keep them
close. He glances at a door to the left of you up against the stone wall. “My Goal lies ahead I
have not the time to explain all so it is up to you trust me now and I can promise you great
riches if we make it through this refuse and I cannot let you stand in my way “ a light blue flame
crackles to life in his hand “Make your Choice”.
Choice-
1-Ally yourself with the Daemon - You give the demon a curt nod and the deal is done you
move forward after him entering the door wreathed in shadow.
2- You refuse the Daemons offer – “Than burn along with the rest “He yells as flames begin to
rise all around you.
Encounter- 1 Daemon Mage
Trigger – After the first hit on the mage he lights the floor on fire Speed check 10- 1d6
dam to anyone you gets caught in it
Weapons – lesser and greater flame spells
Armor – Medium- Heavy Leather for the Guards-None for the peasants
Status- Engulfed- the mage is engulfed in fire all close range attacks on him endure a
Speed check 10- 1d4 dam to anyone you gets burned in it
Loot- Common -some basic supplies- one slightly burnt note-
-Remove the dukes son from the assets-
Continue- An Entrance lies before you and as you look around you see the passage back has
been bared with a black steel gate. You move forward through the door As you enter it another
gate falls behind you. You try to see what lies ahead of you but only darkness fills the large
room. You take a step forward to secure a better view just then you hear a loud crack as the
floor gives way beneath you.
Speed Check – 18- Success – you land like a cat and roll as you hit the ground saving your body
from a brutal impact
Failure – The fall catches you off guard and you land face first on the floor as the rubble falls
around you take 1d6 damage.
Trapped- You look up and see the room illuminate as light bursts fourth from above. You see a
large stone arena surrounded by great bronze braziers being slowly lit one by one by hooded
men in dark black robes. They look to be of the same group who you encountered on the road
before. At the far end of the room lies a great spiked and gilded chair with ominous jet black
stones jutting forth from it in all directions. On it sits another of the robed figures this one
seems larger than the others and you can sense a great darkness coming from that direction.
The Hooded Man Rises “Welcome Travelers Welcome its been such a long time since I’ve had
any visitors “ His Voice echo’s throughout the room chill and Icey quite yet menacing as daggers
against a chalkboard a involuntary shiver runs down your spine and it feels as though your
whole body is frozen.
Conditional-if mage is alive – The Mage cry’s out “Fiend you killed my father my sister my
brothers my mother I’ve come for vengeance on my family’s blood come down here and face
me” …….. A long pause follows Then slowly you here a deep choking sound bubbling up from
the Great robed figure suddenly he bursts forth into cackling laughter. “your family’s honor ?
your family sold poisons to anyone who wanted people dead boy and they got what they
deserved it was their poisons that killed my family and I waited years to find the man who did it
and take everything from him. everything but you …” He claps his hands together and two more
men in cloaks appear carrying a very old and decayed daemon male in rags ….. “Father the
Mage cried out” “That’s right he’s not dead Heheh-hehaa but he will be soon just one thing
remains for the ritual kill his last son and all his fine new friends in front of his very eyes Blood
FOR BLOOD BOY BLOOD FOR BLOOD!”
Conditional-if mage is dead – “I see you have already killed the fool mage hmmm a pity it
would have maid a fine show ……But no matter im sure you’ll entertain us just as well – It’s a
game you see all a game you have four rounds my men will showcase the talents I’ve been
teaching them these many long years by tearing your limbs off one by one if by any chance you
survive all four “…. He pauses for a moment “ Ahhh the reward well it is a treat you will have
the great honor of being killed by my own hands. Now it begins BLOOD FOR BLOOD Boys
BLOOD FOR BLOOD!”!”
Final Encounter- Stage 1 – The Hooded figures above you begin to move about suddenly two
huge walls of stone in front of you raise up to reveal hidden cells behind them filled with
captured goblins dregs and one of their captured Shaman. They rise weapons in hand and look
at you with ravenous eyes. Lets see how you fair against my pets first “The Robed man Screams
from his chair”.
Encounter - 6 – Goblins – 1 Goblin Shaman
Trigger – when three of the goblins are dead the shaman will start using earth shell –
Might check – 15- if fail trapped in earth for one round
Weapons –Spears, Clubs, staff of Greater Earth- hurls huge chunks of rock at you speed
check- 18- in addition to the goblin shamans rolls to hit- 2d6 +1 damage
Armor – light rusty chain for the Goblins None for the Shaman
Status- Starved- they are already weak from hunger
Loot- Common + weapons- 30 silver and a greater Staff of Earth
Final Encounter- Stage 2 – The Hooded man laughs even louder now his very voice seeming to
weaken and crush your spirt even as you taste victory against the starved horrors before you.
“Ahhhh Yess Yessssss there’s some fight in you yet I knew you would not disappoint me “ You
can feel him grinning a sick and twisted grin lounging like a deranged child perched upon the
spiked throne. “Round two and this ones something special I caught these men lurking about
outside funny thing though it doesn’t seem like they’ve taken to well to my humble abode do
me a favor an teach them the proper courtesy would you. The robed men above begin
dropping large sacks into the Pit upon hitting the floor they begin to writhe like rabid snakes the
bags are off in a flash and before you crawling on all fours like beasts are the guards you left
behind at the trading post eyes red veins bulging making savage noises like that of a wild beast
they hurl themselves at you in frenzy.
Encounter - 10 – Insane Men
Trigger – The will try to grapple you Might Check -15 to resist if they succeed they will
bite you than make a nature roll of 10 not to become crazed yourself for the next round
Weapons –Insane strength +3 damage
Armor – Rags
Status- Insane they will not yield or back down due to fear
Loot- Old dirty rags-
Final Encounter- Stage 3 – “That’s the way good show perhaps ill make you my personal guard
slaves after this “ He turns and Mutters something to a nearby robed figure. “This next
challenge is a bit different I believe you know him only it seems he left his men to die trying to
escape on his own what a coward I’m afraid he needs to be punished.” This time a whole Iron
cage is pushed headlong into the Ring the impact of the landing breaks the cage door wide
open and out steps the commander murmuring some unintelligible gibberish and swaying ever
so slightly with each motion as if he was partially drunk his axes rise to meet as he shrieks and
charges.
Encounter - 1– The Guard Commander
Trigger – if the mage is still alive he tells you after the guard loses at least half health
that their might be a way to save him hold him down and get him to swallow one of
the red stones.
Weapons –two heavy war axes
Armor – full plate
Status- Insane they will not yield or back down due to fear
Loot- if you save him – nothing – if you kill him Weapons and Armor + 4 gold
If you kill the Commander- “The Hooded Tyrant Screams with delight YESSSSSSSSSSSSSS
Hahhahhah the taste of blood the smell of sorrow I love every minute of it but alas I’m
afraid you’re far to dangerous to be used as slaves and what’s more you’ve bloodied up
all my fine floors. Assassins remove them from this world” With that he turns and walks
away. – Proceed to Final Encounter 4
If you save The Commander- You finally manage to get the stone down his throat The
Commander instantly collapses to the floor shaking violently. “Hold him down the Mage
yells” –Might Check 10 to hold the Commander down – fail take 1d4 thrashing damage.
After a few moments his body movements calm and you release him he rises slowly as if
risen from the dead “ughhhhh blind me what madness is this where am I” “In the pit of
hell I’m afraid” the Mage reply’s can you fight ?“ the commander picks his axes up off
the floor and grips them soundly giving a nod to you and the demon. “Good than get
ready this looks to be far from over”. The Great Hooded One look’s displeased for the
first time “That was ill played” he hissed “I despise cheaters ….. I believe its time for you
all to go this party is over Assassins remove them from this world” With that he turns
and walks away. – Proceed to Final Encounter 4
Final Encounter- Stage 4 – Robed men drop down all around you whilst others draw arrows and
take aim at you from atop the pit the arrows whiz at you cutting the air as they pass.
Encounter - 12– Shadow Cult Assassins
Combat Level- These men are clearly not as skilled as the men you met on the road only
some appear able to use magic and many appear to be less comfortable with their
weapons in fact some look as though it may be the first time they have ever held them
Weapons –Long Daggers , Short Swords, Short Bows, Scrolls of lesser darkness
Armor – None-Robes
Status- Uncoordinated they do not seem to be able to attack as a group occasionally an
archer may miss and hit one of his own men
Loot- Weapons – 60 – silver – 5 scrolls of lesser darkness
Continue- -if mage is alive – “Well fought now quickly we cannot allow Sakor the Witch
king to escape we must rescue my father”
Challenge- Find a way out of the Pit- Info – the pit is 20 feet high- Might checks can be
use to climb out – at 20- fails result in fall damage- or you look around can try to find the
switch that activates the stairs with a Speed check of 22- roll an intelligence check of 18
to see if anyone thinks to look for this if they do the Speed check to locate it drops to
13- also you could try to use magic to aid you if any in the group are adept casters.
Continue – Once out of the pit you see a large dimly lit corridor behind the spiked
throne the robed figure hat been siting just moments before. You dash down the walk
way and are confronted by a great wooden door 15ft high and wide as a barn.
if mage is alive – “I’ve got a bad feeling about this well no turning back now lets see if
I’m right”
Continue- You shove the great door open with a mighty heave loosing all your strength
against it. Inside you find a huge throne room still adorn with the tattered and rotting
banners of house Dunquirk. In the center of the room stands the Robed Witch King
holding a green and glowing dagger over a very old and decrepit man. “You think this is
over “ The witch king screams his shrill voice echoing in strange tones across the Great
hall “It has only just Begun “-
-if you didn’t kill the mage- “Step away from my father” the mage cries “it doesn’t have
to end like this Sakor”, The Witch king pauses a moment “You really have no idea do you
god you pathetic fool you think I was able to raise this whole army of assassins after
your family out of just sympathy for my losses …Your father is not what he seems Moku
the twin headed Jackal is not a beast cursed to hunt your family he is the curse on your
family Hhahahahhahaha behold the truth boy.”
Continue – The Witch King plunges the dagger deep into the old mans heart an a Insane
howl burst forth from his body “AHOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!” the
sound is so deafening you have to hold your ears to keep from fainting. Green fire
bellows forth from the old mans chest wound faster and faster Sakor try’s to run but is
soon consumed by flame “AIEEEEEEEEEEEEEEEEEEEE” he shrikes a final maddening cry
than is no more the flames come faster and faster now till then rise into a great
storming pyre all site of the old mans body is gone now. Suddenly the flames shift from
green to blue and resend until they reveal the monstrous shape of a wolf lager than a
wagon with two heads and a body wreathed in blue flame. Sakor stares at with great
shining red eyes and lets out an unearthly roar “ERRARRRRRRRRRRRRRRRRRRRRRARRR”
he charges toward you like a hurricane of fire.
Final Beast Encounter - Moku The Twin Headed Jackal
Trigger – if the mage is still alive he helps you fight
Trigger – if the Guard Commander is still alive he helps you fight
Weapons –Bite – 3d6- Claws 2ds – Great fire spells 2D6-3d6+2 magic fire damage
Armor – None
Status- Engulfed – The Beast is engulfed in flame Must roll a speed check 10 when in
melee to avoid getting burned while attacking – 1d6 fire damage.
Loot- Rare – 4 ethereal rune shards 10 gold and large blue glowing tooth
End- If the Mage is alive- The beast finally falls with a hideous hissing sounds and the
flames dissipate leaving only the dead body of a very fragile old man. The mage goes to
his father “I didn’t know you were still alive father I would have …. I would have tried to
save you if id did “ he closes the old mans eyes “May you finally be at peace now father
the curse of this family is finally over. Thank you all of you for helping me in this matter I
know it was probably far more than you were expecting. I have a reward for you here he
hands you a parchment this is the rights and titles to this whole estate the place is yours
now burn it town transform it into your private sanctuary hell turn into a school for
young Hunters for all I care. Ahh yes and there’s one more thing he turns over what
looks to be a very old map” This has been my family’s treasure hold for generations the
city that held it way off in the mountain’s of the old kingdom was lost years ago in the
Mist War but Beast have no love of treasure so it should all still be there if you have
what it takes to claim it.
If the mage is dead- The beast finally falls with a hideous hissing sound and the flames
despite leaving only the dead body of a very fragile old man. You also see the body of
the burnt and twisted Witch King dead upon the floor. Upon examine it you find to
articles of interest. One appears to be the legal deed to the property supporting
ownership of the entire Castel. The other appears to be a map leading away off into the
Mountains of the old kingdom. It marks a long village close to one of the southern most
peaks as the sole location for the majority of the entire Dunquirk family fortune. If this is
to be believed it guarded by a dark beast on immense power and the witch king has
been spending months gathering an army to take it.
Final Moments- You make it out of the castle and see sunlight for the first time in what
feels like days the road lies ahead of you and a choice to continue on to resupply and
the now very close village of Ravens Point or take path westward to the mountain’s in
search of the Dunquirk family fortune but that is a Hunt for another Tale-
All Party members receive a total of 100exp for completing this Campaign –END
The Following is the detailed enemy index for this game.
Rabid Wolfs Creature
Animals as well as people were affected by the mist the ones that weren’t
slaughtered or transformed into horrific abomination’s were left in altered
states in their minds. They were frenzied frantic and it seemed eternally
hungry. Many that before posed only minor danger to a lone traveler now
became a force to be reckoned with.
Might- 3 Speed- 5 Intellect- 0
Defense- 7 Body- 8 Nature- 0
Abilities – wolves are extremely quick, travel in packs and have leap attacks to knock
you down. They can also cause bleeding
Gear- None Weakness - Fire
Raiders Humanoid
After the mist came most of the worlds great civilizations were overthrown
in mere months. Their people left scattered many turned to theft and
depravity the beasts took care of all but the strongest groups now they
prowl the roads mountains and deserts for anything they can scavenge to
stay alive.
Might- 2 Speed- 3 Intellect- 0
Defense- 10 Body- 10 Nature- 1
Abilities – Most have above average stealth and cunning and some are well
trained in the use poison Gear- Common
weapons and armor –mostly light and medium
Weakness- Easily Frightened, Disorganized and Greedy, No Loyalty’s
Cultist Radicals Humanoid
The world has been thrown into chaos for years now many tried to resist it
but others, fools and mad men embraced it with open arms. These fanatics
believe that the Great Nightmare Beast’s are some kind of long lost dark
and ancient gods. They are not easily dealt with as they worship them with
the blood and dark magic.
Might- 3 Speed- 3 Intellect- 5
Defense- 10 Body- 10 Nature- 1
Abilities – can cast lesser spells of illusion and blood magic Gear- common weapons and some
minor scrolls but rarely armored Weakness –Easily Tricked
Feral Goblins Humanoid/Mob
The Goblins were never a particularly civilized race, even before the fall of
the world they were noted to take part in cannibalism human sacrifice as
well as other savagery’s. However once the Mist fell many never sailed for
the Reach to escape it choosing to stay and hide. Now the ones that
survived are crazed, deadly as Rabid dogs.
Might- 2 Speed- 4 Intellect- 0
Defense- 8 Body- 6 Nature- 0
Abilities – travel in large pacts and can call for more, use poison
Gear- Poor melee weapon’s and armor light Weakness – Elemental magic,
Mindless will charge forth blindly
Guard Comander Humanoid
Trained military personnel left over from the massive retreats and
devastating destruction left in the wake of Nightmare Mist. These men and
women are well trained and well-armed. Now the ones who did not join the
standing army of the Reach are mainly Mercenaries selling their sword as
they please.
Might- 6 Speed- 2 Intellect- 1
Defense- 15 Body- 14 Nature- 2
Abilities – shield shattering blows, parry’s and disarming attacks
Gear- Common weapons and armor mostly heavy with shields Weakness – Armor
destroying Spells and Acid
Goblin Shaman Humanoid/Mob
The Goblins were never a particularly civilized race, even before the fall of
the world they were noted to take part in cannibalism human sacrifice as
well as other savagery’s. However once the Mist fell many never sailed for
the Reach to escape it choosing to stay and hide. Now the ones that
survived are crazed, deadly as Rabid dogs.
Might- 3 Speed- 4 Intellect- 6
Defense- 7 Body- 10 Nature- 0
Abilities – lesser spells of fire lightning and blood magic
Gear- Poor melee weapon’s and armor light Weakness – Elemental magic,
Mindless will charge forth blindly
Moku-The Twin Headed Jackal Beast of the Mist/Legend
At Dusk when the wolves gather to howl into the night there is one who answers
the call. Moku is a spectral beast of enormous power some believe him to be an
amalgamation of dead animal spirts mixed with the dark powers of the mist.
Wreathed in blue flame he moves with lightning speed through the forest hunting
for human souls.
Might- 5 Speed- 15 Intellect- 30
Defense- 19 Body- 88 Nature- 0
Abilities –Beast, Dark Intelligence, Grand Spells of Dark Flame
Gear – None
Weakness – Powerful Rituals to Banish Spirits, Powerful divine magic, Trapping it in a circle of elder salt
from Serifs Edge Alchemists
Dedicated to all the true fans who
made this book possible
Thank you
May your hunt go on
forever