Beruflich Dokumente
Kultur Dokumente
BY
i
I N FLU ENC ES
As with Shattered, this campaign was not created in a void. There have
been a countless number of books, films, musicians that we have been
inspired by. We’re not going to give an exhaustive list, but instead, we’ll
name a few that are very close to our hearts.
FICTION
It’s Never Dark Enough is: H.P. Lovecraft, William Gibson, Jim Butcher, James S.A. Corey, Neal
Joshua Pietrzykowski, James Palumbo, Cody Wiemholt, Stephenson, Tamsyn Muir, Bryce O’Connor
Philip Barousse, Cory Conrad, and Alex Robb
FILM
Catch up with us at neverdarkenough.com The Thing, The Void, A Quiet Place, The Wandering Earth, Train to
Busan
Follow Shattered on Follow INDE on
Facebook, Twitter & Instagram Facebook, Twitter & Instagram
GAMES
@shatteredrpg @neverdarkenough
Coheed & Cambria, Demon Hunter, Disturbed, Light the Torch, Panic!
At the Disco, Thrice, Billy Talent
CREDITS
Original Concept: Joshua Pietrzykowski, Philip Barousse, Cory Conrad MUSIC
Writing Leads: Joshua Pietrzykowski, Philip Barousse, Cory Conrad Coheed & Cambria, Demon Hunter, Disturbed, Light the Torch, Panic!
Art Direction: Joshua Pietrzykowski At the Disco, Thrice, Billy Talent
Logos & Layout: Joshua Pietrzykowski
Cover Art: TA B L E T O P G A M E S
Interior Art: Alexandre Chaudret, Asha Barousse-Thornton, Crystal Biomodus, Dread, Kult: Divinity Lost, Tales from the Loop
Sully, Daniel Kamarudin, Derek Poole, Giorgio Grecu, Jeff Brown,
Joseph Thompson, Mack Saztaba, Marvin Herbring, Rhys Griffiths TELEVISION
Additional Advice and Input: Asha Barousse-Thornton, Christopher The Expanse, The Witcher, Mindhunter, The Mandalorian, Narcos,
Smith, Elizabeth Pietrzykowski, Kourtney Conrad Ozark, Bosch
VIDEO GAMES
THANK YOU Frostpunk, Blasphemous, A Plague Tale: Innocence, Guild Wars 2,
Borderlands 3
We at INDE (pronounced “indie”) would like to take a minute to
thank a few people that helped make Shattered a continued success.
There have been so many people outside of our team that helped and
inspired us to while writing this campaign. But first and foremost, we
would like to thank our families who have put up with this obsession
of ours. To the many friends that we’ve made, the crew at Midnight
Zombie Marathon, Imp House, Grenade Punch Games, everyone at
the #RPGNET IRC channel, TAPM Systems, Feral Games, Letiman
Games, Bryce O’Connor, and the crew over at DegeTime.
With Heartfelt Sincerity,
Josh, James, Cody, Philip, Cory & Alex
It’s Never Dark Enough
The contents in this book including, but not limited to, characters, places, names, events, etc., are works of fiction and may have been
collaborations between It’s Never Dark Enough (INDE) and their backers on Kickstarter. Any such collaborations may have been altered by
INDE to better serve the contents of this book and the Shattered brand. INDE further reserves the right to reuse and alter these collaborations
further as needed, without reason or justification. Any resemblance to other people, places, names, etc., both real or imagined, are purely
coincidental and are not intended to infringe on any copyrighted material.
The Shattered Game, Logo and all associated works and images are owned by It’s Never Dark Enough LLC (INDE) and are subject to United
States and International Copyright law. All rights reserved.
© 2014-2020 It’s Never Dark Enough
That said, while we at INDE are very protective of what we’ve created, we are very open and love community and fan creations. If you want
to use parts of this book, fiction or system, all you have to do is ask. Feel free to send us an email at:
S TA F F @ N E V E R D A R K E N O U G H . C O M
ii
TA BLE OF CON T EN TS
T I T L E PA G E : ADVERSARIES (CONTINUED)....................................................
VA N Q U I S H I N G D A R K N E S S . . . . . . . . . . . . . . . . . . . I SHRIVELED PUTRIFACT........................................... PAGE 11
C R E D I T S.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . I I DESICCATED HANGEL.............................................. PAGE 12
TA B L E O F C O N T E N T S . . . . . . . . . . . . . . . . . . . . . . I I I CULTIST OF THE ENDERS........................................ PAGE 13
INTRODUCTION................................ V GRIFF MARKOSIAN................................................... PAGE 14
PREMADE CHARACTERS................... VI
LORELEI........................................................................................VI CHAPTER 2:
CHAPTER 1.............................................................................. VIII FATA L D I S T R A C T I O N.. . . . . C O M I N G S O O N
RASHE.............................................................................................. X
CHAPTER 1................................................................................XII CHAPTER 3:
RISK.............................................................................................. XIV I N T O T H E H I V E .. . . . . . . . . . . . . C O M I N G S O O N
CHAPTER 1.............................................................................. XVI
TERROSH.................................................................................XVIII
CHAPTER 1............................................................................... XX
CHAPTER 1:
C R A S H C O U R S E .. . . . . . . . . . . . . . . . . . . . . . . . P A G E 1
CHAPTER OVERVIEW (GM ONLY) .............................. PAGE 1
NARRATIVE ........................................................................ PAGE 2
INTRODUCTION............................................................... PAGE 2
CONVERSING WITH THE CAPTAIN.............................. PAGE 2
SEARCHING FOR THE FIRST MATE............................. PAGE 3
HUNTING FOR SHIP PARTS............................................ PAGE 4
NEW WINGS...................................................................... PAGE 5
COMBAT! ...................................................................... PAGE 5
ESCAPE .............................................................................. PAGE 6
COMBAT! ...................................................................... PAGE 6
CRUISING ATTITUDE ..................................................... PAGE 7
CRASH LANDING............................................................. PAGE 9
SIDE STORY: AUNTIE................................................ PAGE 10
WELCOME TO PULSE.................................................... PAGE 11
COMBAT! .................................................................... PAGE 11
THE LEFT-HAND PATH.................................................. PAGE 13
THE VAULT...................................................................... PAGE 13
COMBAT! .................................................................... PAGE 13
THE RIGHT-HAND PATH............................................... PAGE 14
COMBAT! .................................................................... PAGE 14
THE LAIR OF ENDERS................................................... PAGE 14
COMBAT! .................................................................... PAGE 15
CHAPTER CONCLUSION.............................................. PAGE 15
GM NOTES ........................................................................................
SURVIVOR DESCRIPTIONS............................................ PAGE 6
SURVIVOR INTERACTIONS......................................PAGE 7 - 9
ADVERSARIES (IN ORDER OF APPEARANCE).......................
SHAMBLER ................................................................... PAGE 4
HARVESTER.................................................................. PAGE 7
SEPSIS............................................................................. PAGE 8
ANKLEBITER................................................................ PAGE 8
REPRESSED................................................................... PAGE 9
WARDENGUARD............................................................ PAGE 10
iii
RESERVED
SPACE
iv
INTRODUCTION
W E L C O M E T O VA N Q U I S H I N G D A R K N E S S !
Vanquishing Darkness will be a 3-part adventure that pits adventurers
against mid-air collisions, death cults, a new and terrifying Vampire W H AT ’S I N T H E BOX?
coven, and, of course, the undead. The following adventure is the first You may encounter black boxes, sometimes small like
harrowing chapter, Crash Course. this one, though they may also take up to an entire page.
As this is a companion booklet, the Game Master (GM) and players The purposes of these boxes is to offer context, tips, or
are expected to have access to the Shattered Core Rulebook. The setting information that may be part of the Shattered Core
adventure is intended for 3 to 5 characters that start at session 1 with Rulebook, but have been included here for ease of use. We
approximately 400xp (the standard amount for character creation). Each leave it to the GM’s good judgement on whether or not to
chapter may be played as a standalone adventure, in order— as part communicate this information to their players.
of the Vanquishing Darkness arc, or as a part of a GM’s own unique
campaign.
R E A D I N G C R E AT U R E S
W H AT I F I ’ V E N E V E R B E E N A G M B E F O R E ? If you are familiar with the creatures layouts in the Shattered Core
Then you’re in the right place! This campaign intends to help Rulebook, you may notice some changes. While working on this
introduce new GMs to elements of storytelling, managing combat, and campaign we also spent a great deal of time trying to streamline creature
managing a group of players. Before you begin, it would be a good idea and NPC layouts.
to read the Game Mastery chapter of the Shattered Core Rulebook. At the top, we begin with the creature name. Below that is a line
Chapter 1 of this campaign is titled Crash Course and was designed that details— in order— the creature’s Size, Genus, and Type, then any
with new players and GMs in mind, walking them through each set kinds of vision the creature may have. To the right of this information
piece as they happen. As the campaign continues, each chapter hands are symbols to denote the creature’s Session Number ( ), Health ( ),
over more control to the GM, allowing them to learn how to improvise Armor ( ), and Stride ( ).
situations, come up with dialogue on the fly, or create your own story. Beneath that is the Stat and Skill block. This should be similar to
what you find in the Shattered Core Rulebook, but in this layout Stats
H O W T O R E A D T H I S C A M PA I G N
are abbreviated by first letter: Strength (S), Toughness (T), Agility (A),
We have developed several visual elements to help you through the
Intelligence (I), Willpower (W), Perception (P), and Charisma (C).
story. They are as follows:
Finally, you will find the attacks and traits of the creature.
“ either
To begin with, anything between the large quotation marks on
side is intended to be read aloud. Sections like this will
likely be expository, but may also include dialogue.
For the GM’s eyes only, these elements help move the story 1d10+1d8 1d10+1d6 1d6 n/a n/a 1d10 n/a
forward. Here you may see recommendations for checks, Resolve 1 H2H 1 Resolve 1
1d10 1d6 1d6
enemies to fight, or even side-stories that are prompted by your
Initiative
players’ choices. Each one of these is important. Intimidate 1 Stealth 1
1d8
1d10+1d4 1d6
“ unique
The players succeeded in making a check and may encounter
dialogue or exposition as a result. ” PROTECT THE RING! 2 SKILL: n/a DAMAGE: n/a
Wardenguards form a wall of armored plating, covering their comrades to either side,
granting each wardenguard additional armor equal to their Toughness for 1 round.
FA I L U R E
COUNTERATTACK: If a Wardenguard suffers damage from an adjacent foe they
1-5 Some checks may include a table of potential results. may, once per round, immediately retaliate with a free basic attack.
GM : If there are specific GM instructions, they will DAYSIGHT: Creatures with Daysight are the most dependent on light sources to
be formatted in this way. function. They suffer -2 penalties to vision-based checks in bright and dim light, a -4
penalty in ambient light, and are blinded in darkness.
6 You fail to jump over the chasm and crash through the fourth
wall.
ENHANCED MOVEMENT: The Wardenguard have a Stride equal to their
Agility + 4
GM : As pennance for their transgression, instruct
the player to get you a drink.
Introduction v
LORELEI
DARK HORSE
B L O O D & F I S T S
The trappings of the scribe— scroll
and quill and ink— are tools to justify
a lifetime of being a bystander, merely
watching as history unfolds.
36
/
HEALTH
rank rating bonus CURRENT MAX
MAX eccentricities psychoses
resolve
4
STRENGTH 3 3 al
itiative
CONDITION
in
1d6
ranoia
c
M elee 3
si
/3
phy
4 5 4
Athletics 3
ons
superstitions
str
1
Intimidate 1 4
me
d
ti
e
ac
i
TOUGHNESS 3 3
pa
nt
l
a
B lock 3 CURRENT
FATIGUE THRESHOLD
THRESHOLD
re
s o lv e
AGILITY 3 3 rank dice aspect rank discipline rank school rank
ARKÄNA
H and - to -H and 3 6 2 1d6 Illusion Necromancy
CONVICTION
PSY
Acrobatics 2 5 3 1d8 RANGE POINTS RANGE STRAIN RANGE OVERCAST
Operate: Striker
Security
3
3
4 1d10 / MAX
/ MAX
5 1d10 + 1d4 graces rank quick notes
Sleight of Hand 3
6 1d10 + 1d6 2
Stealth 3
7 1d10 + 1d8 5
INTELLIGENCE 2 5
8 2d10 9
A rkäna 2
DIE CODES
9 2d10 + 1d4
style impact race
Lore: type 2
13
S TAT S & S K I L L S
WILLPOWER 2 2
Kukri 1d6+2 1 6 6 N/A yds . N/A N/A
P sy 2 mods & defects
WEAPONS
R esolve 1 3 Light
PERCEPTION 2 2 name damage grade uc hours range clip reload
B allistic 2 yds .
&
Awareness 2
mods defects
Operate: Airship 2
3
name dr name
Scrutiny 2
Kinhide
Search 2
ARMOR
/ /
grade uc hours min . tough . mod count grade uc hours location wear limit
CHARISMA 2 2 1 5 5 2 4 5
PROSTHETICS
MAX MAX
Reinforced
Command 2
Deceit 2 name dr name
Diplomacy 2
SHIELD
/ /
grade uc hours min . str . mod count grade uc hours location wear limit
Disguise 2
MAX MAX
Inquiry 2 mods & defects mods & defects
Perform 2
name page description
NOTES HELD CARRY CAPACITY
Bloodburn Found on page 69.
40 / 75 lbs.
RACIAL TRAITS
CURRENT MAX
Bloodlust In combat, gain a +1 bonus to Melee/H2H dmg for each enemy you kill.
name cost weight qty
The Coven Lorelei is a member of Skryst (Page 70).
Darksight Found on page 69.
Extremophile Vampires to not benefit/suffer from airborn potions.
Feared If target knows you are a Vampire, all fear effects last +1 rounds.
Feed Found on page 69.
EQUIPMENT
BIOMODS
total total
Martial Arts (Rank 2) 131 44 Daohd style found on page 131. Vengeance impact found on page 134. Vampire Martial Arts abilities found on page 134.
TA L E N T S
total 44
v 2.0.0
RASHE
SPELLSLINGER
A RK Ä NA & GUNS
The closedmindedness of my
kindred will be their downfall,
for strength comes not purely of
martial skill, but of knowledge
and will.
35
/
HEALTH
rank rating bonus CURRENT MAX
MAX eccentricities psychoses
resolve
3
STRENGTH 2 2 al
itiative
CONDITION
in
1d6
ranoia
c
M elee 2
si
/2
phy
4 5 2
Athletics 2
ons
superstitions
str
1
Intimidate 2
me
d
ti
e
ac
i
TOUGHNESS 3 3
pa
nt
l
a
B lock 3 CURRENT
FATIGUE THRESHOLD
THRESHOLD
re
s o lv e
AGILITY 3 3 rank dice aspect rank discipline rank school rank
ARKÄNA
H and - to -H and 3 2 1d6 Illusion Necromancy
CONVICTION
PSY
Acrobatics 3 3 1d8 RANGE POINTS RANGE STRAIN RANGE OVERCAST
Operate: Striker
Security
3
3
4 1d10 / MAX
8 yds. /4 MAX
5 1d10 + 1d4 graces rank quick notes
Sleight of Hand 3
6 1d10 + 1d6 2
Stealth 3
7 1d10 + 1d8 5
INTELLIGENCE 3 3
8 2d10 9
A rkäna 2 5
DIE CODES
9 2d10 + 1d4
style impact race
Craft: Alchemy 3
10 2d10 + 1d6 rank quick notes
Craft: Armaments 3 6
11 2d10 + 1d8 Impact 1
Craft: Mechaniks 3
12 3d10 Style 2
MARTIAL ARTS
Lore: type 3
13
S TAT S & S K I L L S
WILLPOWER 2 2
Trigun 2d6 1 10 8 5 yds . 3 1
P sy 2 mods & defects
WEAPONS
R esolve 2
PERCEPTION 2 2 name damage grade uc hours range clip reload
B allistic 3 5 +1 yds .
&
Awareness 2
mods defects
Operate: Airship 2
3
name dr name
Scrutiny 2
Assault Leathers
Search 2
ARMOR
/ /
grade uc hours min . tough . mod count grade uc hours location wear limit
CHARISMA 2 2 1 4 4 2 3 5
PROSTHETICS
MAX MAX
Command 2
Deceit 2 name dr name
Diplomacy 2
SHIELD
/ /
grade uc hours min . str . mod count grade uc hours location wear limit
Disguise 2
MAX MAX
Inquiry 2 mods & defects mods & defects
Perform 2
name page description
NOTES HELD CARRY CAPACITY
Adapted Immunity to environmental hazards UC 4 and under.
60 / 50 lbs.
RACIAL TRAITS
CURRENT MAX
Dusksight No penalty in dim light. -2 in normal/ambient. -4 in bright light/darkness.
name cost weight qty
Mutant No shadowburn when biomods are botched. Roll 2x for deformities.
Tough Bastards Take 2 fatigue to ignore a simple fracture for the duration of combat.
Tremorsense Detect movement of large or greater creatures within 10 yards.
Unstable Decay In grapple, detonate tumors = 1/2 T for 1d6 dmg. 1 dmg to self. No DR.
EQUIPMENT
BIOMODS
total total
total 147
v 2.0.0
R ISK
MAN OF MISCHIEF
STEA LTH & K NI V ES
I like collecting small trinkets. On
occasion, that means buying something
that catches my eye. More often than not,
however, I steal them. I’ll own up to it.
35
/
HEALTH
rank rating bonus CURRENT MAX
MAX eccentricities psychoses
resolve
4
STRENGTH 2 2 al
itiative
CONDITION
in
1d8
ranoia
c
M elee 2 4
si
2/4
phy
4 5 4
Athletics 2 4
ons
superstitions
str
1
Intimidate 2
me
d
+2
ti
e
ac
i
TOUGHNESS 2 2
pa
nt
l
a
B lock 2 CURRENT
FATIGUE THRESHOLD
THRESHOLD
re
s o lv e
AGILITY 4 4 rank dice aspect rank discipline rank school rank
ARKÄNA
H and - to -H and 4 2 1d6 Illusion Necromancy
CONVICTION
PSY
Acrobatics 2 6 3 1d8 RANGE POINTS RANGE STRAIN RANGE OVERCAST
Operate: Striker
Security
4
4
4 1d10 / MAX
/ MAX
5 1d10 + 1d4 graces rank quick notes
Sleight of Hand 4
6 1d10 + 1d6 2
Stealth 4
7 1d10 + 1d8 5
INTELLIGENCE 2 2
8 2d10 9
A rkäna
DIE CODES
9 2d10 + 1d4
style impact race
Craft: Alchemy 2
10 2d10 + 1d6 rank quick notes
Craft: Armaments 2
11 2d10 + 1d8 Impact 1
Craft: Mechaniks 2
12 3d10 Style 2
MARTIAL ARTS
Lore: type
13
S TAT S & S K I L L S
WILLPOWER 2 2
Knife 1d6+1 1 6 6 2 (S) yds . N/A N/A
P sy mods & defects
WEAPONS
B allistic 3 yds .
&
Awareness 3
mods defects
Operate: Airship 3
2
name dr name
Scrutiny 3
Trenchcoat
Search 3
ARMOR
/ /
grade uc hours min . tough . mod count grade uc hours location wear limit
CHARISMA 2 2 1 3 4 2 2 5 5MAX
PROSTHETICS
MAX
Diplomacy 2
SHIELD
/ /
grade uc hours min . str . mod count grade uc hours location wear limit
Disguise 2
MAX MAX
Inquiry 2 mods & defects mods & defects
Perform 2
name page description
NOTES HELD CARRY CAPACITY
Been There, Done That +2 bonus to Mental Resolve checks (accounted for).
60 / 50 lbs.
RACIAL TRAITS
CURRENT MAX
Broken Memories All Rekindled start with 2 points of paranoia (accounted for).
name cost weight qty
Flicker Once/day, blink into spiritual form as a reaction to avoid an attack.
Past Lives Choose 1 Racial Trait from another Race (_______________________).
Shell of its Former Self +1 bonus to Dodge checks (accounted for).
Visions Unseen Start with 2 ranks in a single Lore (_______________________).
Whispers of the Grave Start with a single rank of either Arkäna or Psy (pick one).
EQUIPMENT
BIOMODS
total total
total 84
v 2.0.0
TERROSH
MARSHAL OF LOVE
CON V ICTION & W HIPS
The will of my ancestors is that we hide in
quiet and eternal penance for our crimes.
Lie in wait, conceal yourself. Let any nearby
believe you are one of them and exploit that
to your own ends.
Love is.
Character Sheet
Player Name: Character Name: Terrosh
Race: Alypse Hair / Eye Color: None / Green Gender: Male
Age: Height: Weight: XP: 400 / 1
total remaining
36
/
HEALTH
rank rating bonus CURRENT MAX
MAX eccentricities psychoses
resolve
2
STRENGTH 3 3 al
itiative
CONDITION
in
1d6
ranoia
c
M elee 2 5
si
/2
phy
4 5 2
Athletics 3
ons
superstitions
str
1
Intimidate 3
me
d
ti
e
ac
i
TOUGHNESS 2 2
pa
nt
l
a
B lock 2 CURRENT
FATIGUE THRESHOLD
THRESHOLD
re
s o lv e
AGILITY 2 2 rank dice aspect rank discipline rank school rank
ARKÄNA
H and - to -H and 2 2 1d6 Illusion Necromancy
CONVICTION
PSY
Acrobatics 2 3 1d8 RANGE POINTS RANGE STRAIN RANGE OVERCAST
Operate: Striker
Security
2
2
4 1d10 7 yds. / 12MAX
/ MAX
5 1d10 + 1d4 graces rank quick notes
Sleight of Hand 2
6 1d10 + 1d6 Smooth Talker 2 Once/day/target. -1 to Charisma based checks vs. you.
Stealth 2
7 1d10 + 1d8 5
INTELLIGENCE 2 2
8 2d10 9
A rkäna 2
DIE CODES
9 2d10 + 1d4
style impact race
Craft: Alchemy 2
10 2d10 + 1d6 rank quick notes
Craft: Armaments 2
11 2d10 + 1d8 Impact 1
Craft: Mechaniks 2
12 3d10 Style 2
MARTIAL ARTS
Lore: A pocalypse 2 4
13
S TAT S & S K I L L S
WILLPOWER 2 2
Whip 1d6 1 7 6 1 yds . N/A N/A
P sy 2 mods & defects
WEAPONS
B allistic 2 yds .
&
Awareness 2
mods defects
Operate: Airship 2
3
name dr name
Scrutiny 2
Healer’s Mantle
Search 2
ARMOR
/ /
grade uc hours min . tough . mod count grade uc hours location wear limit
CHARISMA 4 4 1 12 8 2 4 5
PROSTHETICS
MAX MAX
Diplomacy 2
SHIELD
/ /
grade uc hours min . str . mod count grade uc hours location wear limit
Disguise 2 6
MAX MAX
Inquiry 2 mods & defects mods & defects
Perform 2
name page description
NOTES HELD CARRY CAPACITY
Flesh Mask Found on page 59.
65 / 75 lbs.
RACIAL TRAITS
CURRENT MAX
Snaketongue Successful Diplomacy, Deceit, Inquiry. +1 to same skills vs. same target.
name cost weight qty
Heritage All Alypse gain 2 ranks in Lore: Reckoning (accounted for).
Persona Non Grata Gain +1 bonus to Intimidate vs. non-Alypse when Flesh Mask not in use.
Tireless Retribution 1 paranoia per 2 fatigue. Unconscious if fatigue > Physical Resolve.
Kiss of Ragnarok On grapple, 1AP to transfer paranoia = 1/2 target’s Willpower.
Zealotry +1 bonus conviction point per rank in Conviction (accounted for).
EQUIPMENT
BIOMODS
total total
total 36
v 2.0.0
CHAPTER 1:
CRASH COURSE
OV ERV I E W
GM E Y ES ON LY C H A P T ER R EFER ENC E
INTRODUCTION ................................................................... PAGE 2
CONVERSING WITH THE CAPTAIN................................. PAGE 2
Crash Course takes place in the Ashlands immediately
SEARCHING FOR THE FIRST MATE................................ PAGE 3
following the crash landing of an airship that was
HUNTING FOR SHIP PARTS................................................ PAGE 4
transporting the players from Neroth to Pulse. In the wake
NEW WINGS ........................................................................... PAGE 5
of the crash they will be recruited to seek out and find a very
COMBAT! ............................................................................ PAGE 5
important item that was being transported to a valuable
ESCAPE .................................................................................... PAGE 6
client in the The Great Forge. Along the way they will
COMBAT! ............................................................................ PAGE 6
encounter various foes, including the recently reanimated
CRUISING ATTITUDE .......................................................... PAGE 7
casualties of the crash. With the precious cargo in tow, they
CRASH LANDING................................................................... PAGE 9
will be asked to attempt to make repairs to the airship.
SIDE STORY: AUNTIE .................................................... PAGE 10
Greater success will lead to more innocent lives being
WELCOME TO PULSE.........................................................PAGE 11
saved, but with a catch. The players must triage the
COMBAT!............................................................................PAGE 11
remaining survivors and determine who they will take with
THE LEFT-HAND PATH...................................................... PAGE 13
them. The cracking vessel can only hold a handful of people.
THE VAULT............................................................................ PAGE 13
Someone will be left behind. More than likely, multiple
COMBAT!........................................................................... PAGE 13
people will be forced to watch their only chance for safety fly
THE RIGHT-HAND PATH................................................... PAGE 14
away.
COMBAT! .......................................................................... PAGE 14
Time is also of the essence. Creatures of the Ashlands are
THE LAIR OF ENDERS....................................................... PAGE 14
nearly as terrifying as roaming Wretched clans out for blood
COMBAT! .......................................................................... PAGE 15
and loot. The longer the characters dawdle, the more threats
CHAPTER CONCLUSION................................................... PAGE 15
they will encounter.
Departure for Pulse will mark their first moments of
reprieve since the accident. The landing will be rough and
attract a lot of attention. Namely, from the customer of the GM R EFER ENC E
cargo and city authorities, concerned about possible pirates S U R V I V O R D E S C R I P T I O N S . . . . . . . . . PA G E 6
or harriers. S U R V I V O R I N T E R A C T I O N S .. . . . P A G E S 7 - 9
Crash Course has a number of potential side-plots should
your party seek diversion from the main arc. Creatures ADVERSARIES
included as they arise and we have included a number of (IN ORDER OF APPEARANCE)
advice side-bars to provide guidance and to help you get a SHAMBLER ......................................................................... PAGE 4
handle on the GM’s mantle. Happy storytelling! HARVESTER........................................................................ PAGE 7
SEPSIS................................................................................... PAGE 8
ANKLEBITER...................................................................... PAGE 8
REPRESSED......................................................................... PAGE 9
WARDENGUARD.............................................................. PAGE 10
SHRIVELED PUTRIFACT................................................PAGE 11
DESICCATED HANGEL.................................................. PAGE 12
CULTIST OF THE ENDERS............................................ PAGE 13
GRIFF MARKOSIAN........................................................ PAGE 14
“ A deep, ragged voice calls out across the wreckage. Despite this, she will not hesitate to eliminate her foes
with a medley of spells and bullets.
Voice: ‘Oy! Over here! If any you left alive, follow my
voice!’ R ISK : Perhaps not the most orthodox of the
Rekindled, Risk cares little for his past life, instead
The captain of the passenger vessel, NV Neskay, lies before seeing his new body as an opportunity. He fills the void
you. His wide brimmed hat sits on his lap, crushed and covered
in soot. He’s missing his right leg at the knee and his previously
in his memory with the baubles and trinkets he has
well trimmed beard is singed and caked with blood. He lies stolen from others. His eyes bear the color of emeralds,
almost lifeless. His pale, greying skin compliments his distant while his pale skin is adorned with ruffled, harlequin,
blue eyes. You can tell he doesn’t have long to live. garb standing in contrast to his profession. Following a
Captain: ‘Oh good, ye heard me. Thank Glint.’ ” heist gone askew he lost his arm and has since replaced
it with a prosthetic that conceals his various thieving
implements. While not necessarily an assassin, he shies
neither from violence nor killing in his near-obsessive
GL I N T item collection.
Glint, also known as the Spiritual Star and the Unblinking,
T ER ROSH: Unlike most Alypse and even
is the Avatar of Light. It is a popular idol for laymen who feel
lost in life and seek guidance or meaning. More information mankind, Terrosh possesses an overwhelming capacity
about Glint can be found on Page 126 in the Shattered core for compassion. At an early age, he was accepted by
book. the Element of Love to become a marshal, much to his
parents’ dismay. Since coming of age, he has roamed
the continent with his companion: his Whip of Love.
He gleefully inflicts it’s amourous touch upon those
“ continues,
After taking each of you in for a moment, the captain
spitting a curse and some blood along with it.
that would attempt to harm others or insult his patron
Element. Terrosh rarely uses his flesh mask, instead
Captain: ‘Hel’s march! Are you it? No matter, you lot relying upon his appearance to sort the grain from the
will have to do. Now, quickly, find my first mate! I haven’t chaff, as it were. He strives to eliminate hate from the
long for this world, and it ain’t proper for me to delve land despite the futility of his actions. Terrosh possesses
the Lost Abyss without passing on my dynasty to the lad. an irresistible air of joy and pride, always seeming to be
He should be an easy find, was the only one aboard with in a positive mood despite the weight of the world on his
unblinking eyes.’ ” shoulders.
Crash Course 2
FOR N E W
SE A RC H I NG FOR G A M E M A S T ER S
T H E FI R S T M AT E
Welcome to Shattered! By now you are
well on your way into the story of Crash
Course and are about to ask— or have
GM DI R EC T ION
Players may search the wreckage for the first mate by making
already asked— your players to make
a 5 UC Search check. their first Skill Check.
As a wise man once said, ‘You’ve taken
SUCCESS
your first step into a larger world.’
If successful, read the following:
Congratulations!
“ theThestavefirstof mate was buried and knocked unconscious by
a destroyed barrel. You gently wake him. He’s a
small man with mousy brown hair and matching eyes that are Skill checks are a critical part of how
beset with panic. His left cheek bares a scar that travels from
many tabletop RPG’s allow the GM and
his sideburn to his lips, but aside from that he appears to be
uninjured. Before giving you a chance to speak he gets to his their players to collaborate on the story. It
feet and makes for the captain. They share a few quiet words allows you to communicate the difficulty
and a clasp of hands. You notice a slim rectangular box is
passed to the first mate. Then he salutes the captain and turns of a task to your players. Pass the check
towards the group. and players may reap the benefits of their
First Mate: ‘In sandstepper’s terms, we’re fucked. skill (or luck) while failure often brings
Doubly so if we fail to get airborne before that storm dreaded consequences.
arrives. You can find some welding torches if you find the
back end of the Neskay, and if you spot the remains of Checks are also a tool for you to steer
our shuttle, find the micro-well. I’m going to stay here to the narrative without forcing your players
see if I can get the ark-drive back up.’ ” down a particular path. Knowing when
and how to employ them is a time-earned
FA I L U R E
skill that takes practice and varies with
If all players fail their Search check, read the following:
each group of players.
“ man,Afterwhose
searching through the wreckage, you find the head of a
eyes still emanate a faint glow. A few yards away
you find a large propeller embedded into the ground. One of the
To be a Game Master is to walk a careful
blades bears a bloody smear on its edge. Behind it you find the line between totalitarian control and
man’s headless body. After returning to the captain to give him
anarchic freedom. You should strive to
the news, he curses:
challenge your players with checks when
Captain: ‘Damn kid didn’t earn an end like that. If it fits the story. Do not use them to beat
yer wanting to survive this yer gonna need some of these
things we have here. Slag sticks, we had a bunch of them players into submission.
in the mech hall down-ship from here. You’ll also want to
Give careful consideration to all
find a grav-cadger, the more the better. Oh, and take this
to Pulse, Vampires lookin’ fer it, he’ll know what to do. arguements, but allow youself enough
confidence enough to be firm in your
The captain pulls a slim rectangular box from the inside of
his coat. The box tumbles from the captain’s hands as he erupts decisions. Some players will try to walk all
” over you if you let them. Likewise do not
in a coughing fit, spraying out bits of blood and phlegm with
each hack. Moments later he slumps to one side, dead.
walk all over your players or you will soon
find yourself at the head of an empty table.
W H AT ’S I N T H E BOX?
If the party desires to open the box, there is no discernible
way to do so. Those foolish enough to try and force it open or
damage it, are met with a sudden shock for 1d6 damage.
3 Crash Course
H U N T I NG FOR
SH I P PA RTS
C L EGI US M A L 21 1 4
Medium Human • Daysight
GM DI R EC T ION Clegius is friendly and impulsive. If the party reveals what they’re doing, he
If the party found the first mate successfully, the detailed immediately offers to help them. He is terrible at helping them search, but
information he provides grants the party a +2 bonus to the is a reliable ally should they find themselves in combat. Otherwise he makes
subsequent Search checks for the airship parts. quaint small chat and bids them goodbye.
If, however, the party failed to find the first mate, the S 1 T 1 A2 I 4 W 2 P2 C 1
information the captain provides was confusing and 1d4 1d4 1d6 1d10 1d6 1d6 1d4
disorganized. They were the final words of a dying man, and Melee 1 Block 1 Dodge 1 Arkäna 3 Psy n/a Ballistic 1 Devotion n/a
provide no such bonus to Search checks for the airship parts. 1d6 1d6 1d8 1d10+1d8 n/a 1d8 n/a
UC 4 Search checks. On either success or failure, roll 1d6 and Intimidate 1 Stealth 1 Initiative
1d6
reference the subsequent success and failure tables for the 1d6 1d8
SUCCESS DAYSIGHT: Creatures with Daysight are the most dependent on light sources to
function. They suffer -2 penalties to vision-based checks in bright and dim light, a -4
penalty in ambient light, and are blinded in darkness.
1-4 You find a small trinket worth 5.
5 You find a crate beneath some debris that contains 3
welding torches.
Melee 1 Block 0 Dodge 0 Arkäna n/a Psy n/a Ballistic 0 Devotion n/a
Welding Torch 230 1d10 1d4 1d4 n/a n/a 1d4 n/a
This construction tool may be used as a weapon if need be. If Resolve 1 H2H 1 Resolve 1
1d6 1d6 1d6
used successfully to attack an enemy, lights its target ablaze.
It does not gain bonus damage from the user’s Strength. Intimidate 1 Stealth 1 Initiative
1d4
1d10 1d6
One-Handed Grade: 1 Dmg: 1d6+2 UC: 9 Hours: 5
Enhancements: Light, Superheated Coil BASIC ATTACK 2 SKILL: Melee DAMAGE: 2d6
Crash Course 4
GM DI R EC T ION
Resolve combat with any shamblers. When ready, proceed. H A EDRY 31 2 4
Medium Human • Daysight
S 3 T 4 A2 I 2 W 3 P2 C 2
N E W W I NGS Melee
1d8
3 Block
1d10
3 Dodge
1d6 1d6
n/a Ballistic
1d6
2 Devotion n/a
1d10+1d6 1d10+1d8 1d10 n/a n/a 1d10 n/a
Stealth 2
2d10
Initiative
1d6
coordinating care for the wounded while trying to unearth a 1d10+1d4 1d10+1d4
portion of the wreckage. She is monsterous for a human and her
muscles would put even the most well-toned men to shame.
BASH 2 SKILL: Melee DAMAGE: 3d6
Much unlike many of the weeping survivors, you can see a Haedry wields her wrench with deadly force, bashing any who threaten her or those she
firey intensity in her eyes that drives her insurmountable will. is protecting.
You get the distinct impression that she had ventured into the
DAYSIGHT: Creatures with Daysight are the most dependent on light sources to
damaged sections of her ship to rescue who she could, even as function. They suffer -2 penalties to vision-based checks in bright and dim light, a -4
they were plummeting to the ground. penalty in ambient light, and are blinded in darkness.
“ streak
screams escape the first mate for a moment, until his head is
Haedry wipes sweat from her face, leaving a charcoal-colored
torn away from its bone-stalk.
across her forehead, and pulls a flask from her belt. She
A hulking man, a Wretched, rushes in to rescue the doomed
takes a long swig of the beverage before getting back to work on
officer and has his arm pulled through into the underhull of the
the ark-drive.
ship. He howls in rage, a sound both raw and primal, and draws
Survivor: ‘Sir, sir! The dead, Tae’k is turning them!’ a cleaver from his waistband. Without hesitation, he chops
wildly at his shoulder, working his way through the muscle with
Haedry: ‘Damn the Usurper and his tricks! You, get each swing. He gets as far as the bone, hacking at it with a
over there and put them down before we’re overrun!’ ” series of wet thumps, when a dozen or more hands reach through
the hole grasping at the edges of his severed flesh. He drops the
cleaver and struggles to pull himself away from his arm. Several
other survivors help him with the task. The remaining meat of
TA E ’K : T H E USU R PER his arm tears free moments later leaving blood-slick threads of
The Usurper, born to the name Tae’k, is the Avatar of Death. tendon and skin dangling at his side.
He was thrust upon the proverbial throne in the ultimate The undead tear at the hole in the hull, ripping metal sheeting
moments of the Battle at Death’s Door after unwittingly and pulling chunks of wood away until the first one tumbles
slaying Agorra, the former avatar. He suffers this ironic through. The other survivors back away from the undead leaving
fate for eternity, doomed to serve as a symbol of the force only you to deal with them as they pile through the opening.
he sought to eliminate. For he began as a Marshal of Life,
seeking to stop death forever in the wake of his family’s
demise. He is now a popular scapegoat for ill dates, especially
where undead are involved. This is unsurprising as the
numbers of the Undead Tide swelled dramatically in the COM B AT!
wake of his crusade.
GM DI R EC T ION
Ask your players to roll Initiative. There should be 2 more
shamblers than there are players. Once combat has concluded,
read the following:
5 Crash Course
T H E SU RV I VOR S
ESC A PE AU N T I E: This elderly, grandmotherly Human woman
who goes by Auntie is in shock, dragging the remains of her
“ at After putting the last shambler to rest, again, Haedry hollers crushed house cat around by the tail. She doesn’t know quite
you from the upper deck of the dilapidated airship. where she is or how she got there, and seems quite blisteringly
insane, but kind.
Haedry: ‘Nicely fought! I suppose I’m in charge at this
point, what a damn shame. I’ve beat the ark-drive back C L EGI US M A L : A newly recruited caster in the
into submission and it should last long enough to give us a Pulse military. His skills are still rough, but his mind is his
long shot at Pulse. Now get yer asses up here!’ greatest power. He is observant but quick to judge and gets
himself in trouble jumping to the wrong conclusions.
The survivors of the crash begin to gather around as you
ascend the dilapidated ship to reach the head engineer. DA R I US: A short distance from the bulk of the airship
crash, a young Vampire can be found cursing and scrambling
Haedry: ‘So here’s the catch, unless one of you is
wildly to get cuts of miltbrade into crates and onto a cart.
stowing a bioreactor or two unner yer trousers there, this
slagheap will only manage us an one or two more. I’ll try G A A DR A L EK : A female Wretched that looks to be
to shore up the structure best I can, but leave it to you to part of Lokoran’s city guard. She is cradling what remains of
sort out who takes to the sky and who slogs it all the way her left arm. While injured, she remains fierce and proficient
to Pulse.’ ” at combat.
Haedry: ‘Damn it, harvesters coming! Get on, you T R A M D VA RU K : A lanky, middle-aged man who
sandy bastards! I can’t say how long we’ll stay afloat! The was surprisingly uninjured in the crash. He is well dressed and
rest of you, find shelter and hope the dead don’t find you, adorned with a number of rings that bear the insignia of Lodge
we’ll send help as soon as we reach Pulse!’ ” Norvet of Neroth (UC 4 Lore (Neroth) or Lore (Nobility) to
identify the insignia).
GM DI R EC T ION TREV DA RVA N T: An older man of rosy
Ask your players to roll Initiative. They are welcome to stay complexion and retreating hair who tumbles from the wreckage
behind and fight if they wish to gamble their lives. If they wish trying to haul several heavily laden bags. Books tumble out and
to escape, they must survive at least 2 rounds of combat. At base a number of scrolls unfurl in all directions. Without noticing
there are 5 more shamblers (page 4) and 3 harvesters (page 7).
you he scrambles to his feet, muttering to himself while
retrieving his collection from the ground.
Crash Course 6
H AV ES T ER 11 37 3 5
Medium Undead Grunt • Daysight, Soulsight
S 6 T 3 A4 I 3 W 3 P2 C 1
1d10+1d6
Melee 3 Block
1d8
2 Dodge
1d10
n/a Ballistic
1d6
4 Devotion n/a
1d4
C RU ISI NG
2d10+1d4 1d10+1d4+1 2d10-1 n/a n/a 2d10+1d6 n/a AT T I T U DE
Resolve 1 H2H 1 Resolve 1
1d10 1d10+1d4 1d10
Intimidate 4 Stealth 1 Initiative
2d10+1d6 1d10+1d4
1d6
GM DI R EC T ION
GURGLING PERDITION 2 SKILL: Ballistic DAMAGE: 3d6+1
Find each survivor that the party rescued and read their
descriptions and dialogue in the following section. Follow any
The black ichor gurgling from the harvester’s mask becomes a black cloud of toxic gas
accompanying instruction.
with a 1-yard radius, suffocating its victims for 1d4 rounds while slowly dissolving them.
“
The harvester whips its scythed arms, sending sharp blades of wind up to 2 yards, towards The old woman hobbles across the rattling boards of your
a target. makeshift vessel, still dragging around her flattened furry
friend. She beams at you and offers you a small token of
COUNTERATTACK: If the harvester suffers damage and the attacking foe is appreciation.
adjacent to them, they may, once per round, immediately retaliate with a free basic attack.
DAYSIGHT: Creatures with Daysight are the most dependent on light sources to
Auntie: ‘Aren’t the lot of you sweet? Don’t you think
function. They suffer -2 penalties to vision-based checks in bright and dim light, a -4 so Mr. Whiskers? Here dearies, have some candy. This
comes from my son’s candy shop in Pulse. So many
”
penalty in ambient light, and are blinded in darkness.
FLURRY: The harvester incurs no penalty for secondary attacks. Additionally, the AP employees at his beck and call.’
of secondary attacks are reduced by 1, to a minimum of 1.
GM DI R EC T ION
IMMUNITY (NAUSEATED): The harvester ignores the effects of nausea.
Auntie passes out candies to those who want them. If at least
SOULSIGHT: This type of perception allows the shambler to determine if creatures
one person accepts, there’s a split second where her flesh mask
within 100 yards are living, dead, or undead. falters, showing a withered, scaly visage. If the player wishes,
they may roll a Scrutiny check against a UC 6. If they succeed,
the character realizes Auntie is an Alypse.
7 Crash Course
C L EGI US M A L
“ the abyss. It is evident that this is the first time he’s seen action
The young caster is huddled up in a corner staring out into
SEPSIS 10 35 3 8
Small Invertebrate Veteran • Daysight
outside of Pulse’s war simulations. When you check on him, he
stares up at you, through you, and starts rocking back and forth. ” S 6 T 3 A4 I 3 W 3 P2 C 1
1d10+1d6 1d8 1d10 1d8 1d8 1d6 1d4
DA R I US Melee 1 Block 1 Dodge 5 Arkäna n/a Psy n/a Ballistic 1 Devotion n/a
otherwise wholly focused on the task. ” function. They suffer -2 penalties to vision-based checks in bright and dim light, a -4
penalty in ambient light, and are blinded in darkness.
“ glance both are injured and may not survive the trip without
A Shade woman cradling an infant in her arms. At a quick INDETERMINATE PHYSIOLOGY: Critical successes do not occur as a
”
result of checks made against the sepsis.
help.
REGENERATION: Sepsis feed off of its hosts corpse to heal itself 1d6 health.
GM DI R EC T ION TAPROOT: If the sepsis is killed, and 3 rounds pass before the encounter ends, the
Shortly after departing, Gleam collapses, suffering from sepsis resurrects once, returning with half its maximum health.
convulsions. Players may make a UC 8 Medicine check to
stabilize her. If successful, Gleam survives the ordeal, but the
child dies and becomes an anklebiter. If unsuccessful, the child
survives, but Gleam’s body splits apart revealing that she was
infected with a sepsis.
A N K L EBI T ER 1 16 0 4
Small Undead Grunt • Dusksight, Soulsight
H U RGEION SL AG S 1 T 1 A3 I 1 W 1 P1 C 1
1d4 1d4 1d8 1d4 1d4 1d4 1d4
“ ”
The man keeps his distance from everyone that isn’t clearly
Melee 0 Block 0 Dodge 1 Arkäna n/a Psy n/a Ballistic 0 Devotion n/a
Human, keeping a suspicious eye on any others. 1d4 1d4-1 1d10+1 n/a n/a 1d4 n/a
GM DI R EC T ION Resolve
1d4
0 H2H
1d10
1 Resolve
1d4
0
If Gaadralek is one of the survivors on the ship, read the Intimidate 0 Stealth 0 Initiative
1d4
dialogue below: 1d4 1d8
shadows to strip us clean.’ DUSKSIGHT: This variation of eyesight is better adapted to poorly lit areas, but
falters in extremes of light and darkness. Creatures with Dusksight suffer -2 penalties
to vision-based checks in normal and ambient light while also suffering -4 penalties in
ISL I A D bright light and darkness.
Crash Course 8
SU DA R I B A H R I
R EPR ESSED
“ looking and well dressed. While he would normally command
Under the dirt, grime, and blood, this young human is good 8 25 1 4
Small Humanoid Grunt • Daysight
some degree of regard in social situations, he is found
S 1 T 1 A3 I 4 W 5 P1 C 1
lamenting his disheveled look, especially his right eye that is 1d4 1d4 1d8 1d10 1d10+1d4 1d4 1d4
dangling from its socket, stuck to his cheek on a thick clot of
Melee 0 Block 0 Dodge 3 Arkäna n/a Psy 4 Ballistic 0 Devotion n/a
blood and dirt. He decries his rescue: 1d4 1d4-1 1d10+1d6+1 n/a 2d10+1d4 1d4 n/a
GM DI R EC T ION They approach closer, and without warning rush each of you,
slamming you up against the side of the airship. They pat you
En route, the party begins to suffer from slight hallucinations, down in short order and take several items before knocking
gaining 1 Paranoia every 10 minutes. If players suspect as you unconscious and escaping. Minutes later, you are shaken
much, they may make a UC 6 Scrutiny check. If successful,
”
awake by members of Pulse’s own wardens of Quarterlock, the
they determine that she is a repressed, and must be dealt with. Pathfinders.
9 Crash Course
“ Pathfinder 1: ‘Is everyone alright? Three of our own
were bound and gagged nigh there, around that corner.
Saw some odd folk leave the area under blooded robes. SI DES TORY: AU N T I E
Were they the ones that assaulted you?’ “ from
Auntie crawls from the wreckage, bruised and bleeding
superficial wounds, but is otherwise unharmed.
Pathfinder 2: ‘They been a problem in these parts, Without a word Warden Ghyst almost glides across the
petty thievin’ and the like. They rob you as well?’ ” stonework street to help the woman to her feet. She takes
his hand and as she does, the old woman you had met at
the crash site vanishes, leaving behind an ancient, scaled
GM DI R EC T ION form with the distinct helm of an Alypse. Ghyst walks her
carefully past his guards.
Allow a few minutes for the party to converse with the
Pathfinders. They are fairly helpful and answer what questions Warden Ghyst: ‘You have done me a great kindness
they can with honesty. If the party searches their belongings this day. Thank you. It is regrettable that I cannot
they find everything is present and accounted for, save for the return the courtesy.’
box given to them by the airship captain or first mate.
Without another word, his guards draw their weapons
and move to attack. ”
“ Pathfinder 2: ‘We’ll log the theft. You can follow up
on any upcomings at the Axis. Is there any-’ GM DI R EC T ION
Roll initiative and begin combat against 4 Wardenguards
A balding, elderly man rounds the crashed ship flanked by (shown below).
four personal guards. His coat is layered in military medals
and his eld, but firm, hands bear the circlets of the Iron Ring.
When his green eyes gaze upon you, it feels as if you are being
deconstructed, every detail noted and catalogued for a later time.
Staring each of you down through the iron monocle perched
precariously on his hooked nose, he begins to speak. WA R DENGUA R D 3 26 1 4
Medium Humanoid Veteran • Daysight
Hooked Nose Man: ‘Gentlemen, you may depart. My
S 4 T 3 A1 I 1 W 1 P3 C 1
men and I will take account of the situation.’ 1d10 1d8 1d4 1d4 1d4 1d8 1d4
The two pathfinders offer their salute and leave opposite of Resolve 1 H2H 1 Resolve 1
Warden Ghyst, whispering to one another as they go. 1d10 1d6 1d6
Intimidate 1 Stealth 1 Initiative
Warden Ghyst: ‘I inquire of you, did you by chance 1d10+1d4 1d6
1d8
“ satisfaction,
Ghyst observes your response for a moment and nods with DAYSIGHT: Creatures with Daysight are the most dependent on light sources to
function. They suffer -2 penalties to vision-based checks in bright and dim light, a -4
and reaches inside his coat, retrieves a bag of Notes penalty in ambient light, and are blinded in darkness.
and hands it to a member of the party, before turning to leave.
ENHANCED MOVEMENT: The Wardenguard have a Stride equal to their
Warden Ghyst: ‘Thank you for your candor. It is a Agility + 4
rare thing in this age. Please take your leave of this place
and go about your business. I will ensure the constabulary
deals with this... mess.’ ”
Crash Course 10
GM DI R EC T ION
W EL COM E TO You may need to help your players solve the riddle. They
should then traverse the slums until they find a peculiar sewer
PU L SE grate. After a few minutes of searching, continue.
“ looking
You come to the entrance to the sewers. A stubborn, ancient-
door stands before you, barring entry. Words, barely
“ about
Having survived two crash landings in less than a day, you set
” ”
visible beneath several layers of rust, had been etched into the
to find a place to rest, or perhaps, revel for the night.
surface. ‘Pulseforged in the first cycle of the Iron Ring.’
GM DI R EC T ION GM DI R EC T ION
Allow the party to discuss their options. We encourage you and If the players attempt to discern the symbol, they must make a
your players to improvise here, be it a quiet night’s rest or a UC 5 Lore (Local) check. On success, they find recognize it as
raucous eve of sin and debauchery. the insignia of the Cult of Enders.
If for any reason the players decide to talk up the locals, be
sure to slip in the following : “ smell
venturing into the bowels of Pulse, your minds block out the
of a city’s excrement flowing beneath your feet. The fumes
You hear whispers of a Rekindled by the name of Delve, one who are enough to burn your eyes, a minor insult considering the
works in the trade of secrets. nigh-complete darkness in the space.
A small mischief of rats scurry around your feet, and a number
“ where
The next morning you set out into the city to get a sense of
you are. You venture through Quarterlock and eventually
of fleshy globs emerge from smaller drain pipes in the wall,
trailing coattails of thin. pulsing flesh in their wake. ”
out past the Crush, into Downtrod. After several hours a hooded
figure gets your attention. She wears a simple tawny jerkin, GM DI R EC T ION
leather trousers, and a black hooded cloak. Her arms remain
Allow the party a moment to get their bearings before
uncovered, and have a distinctive ethereal quality to them.
prompting initiative and loosing 2 putrifacts per player on
Hooded Figure: ‘I know of that which you seek and them.
do not know. I know of that which was stolen from you
following your... tumultuous arrival.’
COM B AT!
The woman retreats down an alley and motions for you to
follow. The half destroyed and abandoned houses have almost
formed a natural canopy around this spot making it near
impossible to see anything but the woman who has positioned
herself in the only illuminated spot. She pulls back her hood and SH R I V EL ED
reveals the neutral, androgynous face that the Rekindled are 1 15 0 4
known for.
PU T R I FAC T
Small Invertebrate Grunt • Dusksight
Hooded Figure: ‘I am the one called Delve. You seek
a small box that was taken from you, do you not?’ ” S 1
1d4
T 1
1d4
A2
1d6
I 1
1d4
W 1
1d4
P2
1d6
C 1
1d4
Melee 0 Block 0 Dodge 0 Arkäna n/a Psy n/a Ballistic 1 Devotion n/a
GM DI R EC T ION 1d4 1d4-1 1d6+1 n/a n/a 1d8 n/a
“
Intimidate 0 Stealth 0 Initiative
As if ignoring your questions, the woman grins and continues 1d4 1d6
1d6
speaking.
BASIC ATTACK 2 SKILL: Melee DAMAGE: 2d6
Delve: ‘I would prefer three-score and ten, but I have
been instructed otherwise. A favor given is a favor repaid.’ NOXIOUS PLUME 2 SKILL: Ballistic DAMAGE: 1d6+1
While putrifacts have little in the way of defense, they give off an absolutely horrid
With little else said, the Rekindled before you vanishes into stench that can make even the most resolute adventurer double over in disgust. This cloud
”
thin air, leaving only a scrap of paper drifting to the ground in covers a 1-yard radius around the putrefact and inflicts any in the area with 1 point of
her place. fatigue.
DUSKSIGHT: This variation of eyesight is better adapted to poorly lit areas, but
W here you see engines churn and falters in extremes of light and darkness. Creatures with Dusksight suffer -2 penalties
fingers burn , to vision-based checks in normal and ambient light while also suffering -4 penalties in
bright light and darkness.
P roceed to the utmost center .
INDETERMINATE PSYSIOLOGY: Critical successes do not occur as a
W here men wage notes and slaves their result of checks made against a putrifact.
freedom earn ,
REGENERATION: Putrifacts heal 1d6 health each round.
T race the odor to the C law and enter .
11 Crash Course
Pulse
Known to many as ‘The Great Forge,’ Pulse is run by the The Vortem is a conglomeration of thieves, assassins, spies,
Iron Ring, a military oligarchy. While the city has its share of and smugglers who work together to hoard secrets of both the
trouble, it is, above all other things, a place of order. Where past and present of Feneryss. Their influence is vast and they
the first Iron Ring gave it purpose, function, and focus, the are well supplied, which is the primary reason they have not yet
posthumously titled “Iron King” Brecht gave it shape and been eradicated by the Pathfinders.
propriety. The impact of these endeavors is still plainly visible
today in the clean-cut organization of Pulse’s districts. This D OW N T ROD
order is an absolute necessity in Feneryss’s largest and most
Immigrants came to Pulse in droves, and its birthrates
populous city.
boomed in the early years of the Iron Ring. Soon, the
population had outgrown the city wall. Faced with the chaos
QUA RT ER L OC K and societal collapse that often comes with overpopulation, the
Iron Lords of Pulse forged a new mandate that allowed the city
Home to the remainder of Pulse’s population, Quarterlock
guard to remove known criminals, and deviants from the city.
is split up into five sections in accordance with the five towers.
Many of these exiles settled just outside of the city’s walls.
Visitors to Pulse are cautioned not to enter Quarterlock without
There, they scavenged city scraps and made paltry trade with
a guide. Wandering aimlessly through the twisting boulevards
merchants traveling to and from the city. These slums grew to
and erratic alleyways is dangerous.
such an extent that the area is almost a city unto itself. Being
Citizens of all kinds, from the wealthy and powerful on the
a city of discarded people, it was not long before it became
upper crust, to the lowly and forgotten, call this place home.
known as Downtrod.
It stands as a microcosm of the greater city, complete with
business lanes, micro-government, and militia. While there are
a number of players, power is divided primarily between the
T H E C RUSH
Pathfinders and the Vortem. The slums meet Pulse proper in a place known to many
The Pathfinders are the police division of the Pulse military as the Crush. Here, on all sides the great city lies the ever-
that seeks to wrest the district from the grasp of criminal expanding, ever-hungry wall of Pulse. Little by little, it creeps
enterprises, cults, and warlords. To this end, they have been out without concern for the people of Downtrod or the hovels
largely successful, with one principal exception: the Vortem. they construct.
Crash Course 12
“ darkness,
Having put down the Putrifacts your eyes have adjusted to the
you can make out the floors and walls, all composed COM B AT!
of simple stone. Each slab masterfully assembled without mortar.
Water, amongst other things, has taken its due and the sharp,
clean edges of stone have given way to something unpredictable.
Rounding the nearest bend you encounter an intersection. The
”
right-hand path is marked with the symbol, while the left-hand DESICC AT ED
path is marked with a crudely drawn skull. 4 35 3 5
H A NGEL
Medium Humanoid Lord • Daysight, Soulsight
GM DI R EC T ION
The party may either choose either the Right-hand or Left- S 4 T 3 A4 I 2 W 3 P3 C 1
hand path, and may backtrack from either if they wish. 1d10 1d8 1d10 1d6 1d8 1d8 1d4
Melee 2 Block 2 Dodge 4 Arkäna n/a Psy n/a Ballistic 2 Devotion n/a
1d10+1d6 1d10+1d4 2d10 n/a n/a 1d10+1d4 n/a
“ abandoned
You begin down a long hall, thick with dust and long-
cobwebs. The wall and ceiling have partially
BROKEN NAILS 3 SKILL: Ballistic DAMAGE: 3d6
The hangel flicks the fingertips of its wings, launching a hail of dagger-like fingernails up
collapsed, flooding much of the path ahead with sewage. to 3 yards away, inflicting bleed for 1d4 rounds.
Eventually, you reach a heavy door sealed with a complicated
mechanical lock. This lock is only a decade or two old by the HUNDRED HANDS OF
2 SKILL: H2H DAMAGE: 3d6+2
DEATH
looks of it, much younger than the elder door it is latched to.
”
Scrawled upon the door is a figure similar to the skull you saw The hangel uses the many hands of its wings to overpower its enemies, knocking anyone
in a 1-yard radius prone while also imposing 1 point of fatigue.
earlier.
DAYSIGHT: Creatures with Daysight are the most dependent on light sources to
function. They suffer -2 penalties to vision-based checks in bright and dim light, a -4
FLIGHT: A hangel may move their Stride in any direction, vertically or laterally, and
hover indefinitely.
GM DI R EC T ION FLURRY: The hangel incurs no penalty for secondary attacks. Additionally, the AP of
secondary attacks are reduced by 1, to a minimum of 1.
Have the players roll against a UC 7 Security check to pick the
lock or a UC 5 Strength check to force it open. SOULSIGHT: This type of perception allows the shambler to determine if creatures
within 100 yards are living, dead, or undead.
FA I L U R E
If all players fail their Security check, read the following:
”
chanting over low-burning coals and incense. You are, for the
Ask your players to roll Initiative against 2 desiccated hangels. moment, unnoticed.
13 Crash Course
“ ledAinto
pair of large doors open below and a black-robed figure is
the room. The chanting stops as the robe is cut from the C U LT IS T OF
prisoner, exposing an auburn haired Human female, scrawled 3 19 0 4
in black winding tattoos. She is wholly naked save for strings EN DER S
Medium Humanoid Grunt • Daysight
of gold and gems that have been stitched into her skin. Her eyes
grow wide and she screams something in another tongue before
S 3 T 1 A2 I 1 W 2 P1 C 1
being cast onto the row of coals and incense. 1d8 1d4 1d6 1d4 1d6 1d4 1d4
Moments later you hear a chorus of confused murmurs. There
Melee 1 Block 0 Dodge 1 Arkäna n/a Psy n/a Ballistic 0 Devotion n/a
”
is no screaming, as would be expected of a Human sacrifice. In 1d10 1d4 1d8 n/a n/a 1d4 n/a
fact, there is no body upon the coals, only empty air. Resolve 1 H2H 0 Resolve 1
1d6 1d8 1d8
GM DI R EC T ION Intimidate
1d8
0 Stealth
1d6
0 Initiative
1d4
T H E R IGH T-H A N D The cultist chants a ritual and sticks themselves with their own dagger, dealing 1 damage
to themselves, but inflicting their target with bleed for 1d4 rounds.
“ maintained
Unlike the opposite direction, this stretch has been expertly
and cleaned.What’s more, it is well lit by torches
DAYSIGHT: Creatures with Daysight are the most dependent on light sources to
function. They suffer -2 penalties to vision-based checks in bright and dim light, a -4
placed at consistent intervals down the length of the hall. The penalty in ambient light, and are blinded in darkness.
path reaches an abrupt corner and you spot a group of figures
bearing crimson robes, not at all different from the ones who EXTRACT OF RAGNAROK: These creatures were once part of Ragnarok
attacked you earlier. Unfortunately, there is little in the way of himself, special connection to all Alypse. As such, any Alypse within 20 yards cannot
perform surprise attacks against the creature.
concealment here and they immediately take notice of you.
“ encircle
You press on through the pair of doors. The adorned cultists
another, bare to the waist, laying hands and murmuring
COM B AT! words of incantation. They hand the man the Captain’s box and
proceed to cover him in an opaque, white substance.
The chanting continues and the surrounding cultists pull
“ antechamber.
Continuing down the hall, you come upon a wide-open daggers from their robes and slit their own thoats, covering the
A wrought iron staircase to your left leads to an one at the center with a wild spray of hot crimson. The box opens
upper balcony, housing shelves full of leatherbound books. The as all but the last remaining cultist falls to the floor, leaving a
remainder of the room is coated with bloody incantations, and deafening silence in their wake. The man glares at you with
a number of shoddily constructed banners. Several ornately empty, black eyes. He is so grotesquely disfigured that you are
adorned figures escape through a pair of doors on the far end of sure not even the Wretched would claim him as their own.
the room.
A fluttering of motion on the balcony railing catches your eye
Cultist Leader: ‘You damned fools! You cannot be
and you obseve an auburn haired woman. Save for sprawling here! You are tainting my ritual at the most favorable
tattoo lines and strings of gold chain stitched into her skin, time! But no matter... feel the wrath of the one true god,
she is entirely naked. She considers you for a moment, then Ragnarok!’
”
mutters a string of syllables in a tongue you cannot discern then
disappears in a swirling mote of black dust. He drops the Captain’s box— which slams shut as if being
closed from within— and his body splits apart. Skin tears and
blood bubbles from the wound like water from the Cistern.
Bones snap a dozen times over and migrate underneath his
remaining skin and muscle. At first he screams, but then those
screams turn into a ragged, basso laughter.
15 Crash Course