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The Infested Monastery 1.0

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16 views

The Infested Monastery 1.0

Uploaded by

dennylovato999
Copyright
© © All Rights Reserved
Available Formats
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Dungeon

The Infested

Monastery
“Insects, butterflies, moths - they are all living flowers. They are the most
subtle caresses, almost without touching.. They are all born of the sun and
the sun nourishes them.
This sunlike caress is the closest to me - take my 10th Sonata- it is an
entire sonata from insects.”
- Alexander Scriabin

he Talien Monastery was an ancient place that had Its long and storied history came to a brutal and abrupt
T existed for hundreds of years, once perched high in end when soldiers of House Ironpax marched in and put
the Talien mountain range. They worshiped the divine its inhabitants and contents to the sword and flame. The
sky whales, who are said to have once provided songs of monastery and all that it had housed were reduced to
enlightenment to mortals in the Archaic Age. northing more than rubble and memories.

The monks of Talien sourced and cataloged knowledge Until now.


in beautifully crafted manuscripts, as well as providing
aid to the surrounding lowlands. While not a governing The monastery of Talien has mysteriously reappeared,
body themselves, the Talien leadership provided counsel far from and far below the snowy mountains it once
to rulers who made the perilous journey to their peak. inhabited. It now finds itself in the Underworld.

The monks believed that the pursuit and care of Far from cold and empty, the Talien monastery now
knowledge was the noblest of goals for the noblest of swarms with new life and old secrets…
souls. Only the most dedicated and disciplined could find
initiation into the monastery; the isolation and cold
often proved too much for most to handle.

2
Hi! This is my very first submission to any sort of game jam, and my first real
attempt at making content that other people will see, aside from just my players
in my home game. Work got in the way, along with a very unhealthy amount of
scope-creep, so I didn’t exactly get to do everything I set out to do. But I did
have a lot of fun and I intend to continue to iterate on this initial rough
framework and make more in the future! Thank you, and I hope you enjoy! -
froggedmouth

His Majesty the Worm is copyright Joshua McCrowell. “The Infested


Monastery” is an independent production by froggedmouth and is not affiliated
with Joshua McCrowell or Exalted Funeral.

3
Talien Monastery
The Gamemaster’s map is below. The players’ map is on page 19.

The hallways are dark and made of pale blue masonry. The scent of ash lingers. The sound of scurrying and
buzzing can be faintly made out.

223

222

221 220 224 225

206 205 203

216 207-D 207-A 204

215 208 209

217 214 207-C 207-B 202

210
213 211
218 212

219
201

4 CHAPTER X | CHAPTER TITLE


Sample Meatgrinder
I. Torches Gutter

II. Torches Gutter

III. Torches Gutter

IV. Torches Gutter

V. Torches Gutter.

VI. [Curiosity] A beetle warrior, lays dead, grasping a shortsword made out of chitin. He is bisected in two.

VII. [Curiosity] Large grubs feast on the corpse of a dead adventurer.

VIII. [Curiosity] Sound of hymns being read echo through the hall. No one seems to be here though.

IX. [Curiosity] Dead monks sit in a meditation circle.

X. [Curiosity] A scurrying noise can be heard within the walls.

XI. [Travel Event] A devious imp offers a choice: four rations, or he’ll visit the guild at camp.

XII. [Travel Event] Plant-life has exploded in growth here. Doorways and passages have been effectively blocked off.

XIII. [Travel Event] A web trap explodes with a bang, covering the first adventurer in marching order in web.

XIV. [Travel Event] Many giant wasp eggs are laid here. Disturbing them may cause them to hatch.

XV. [Travel Event] Webs cover this entire room, making it difficult to explore.

XVI. [Random Encounter] Raheal is here, spinning webs. He’ll run off when the party spots him.

XVII. [Random Encounter] A pair of beetle knights are having a duel .

XVIII. [Random Encounter] A giant centipede watches from up in the rafters. It will strike if it finds the guild
vulnerable.

XIX. [Random Encounter] A swarm of [discard pile] giant wasps hungrily patrol, looking for their next meal to be
taken to their nest.

XX. [Random Encounter] Larettaka is within this room, sharpening her claws.

XXI. [Quest Rumor] The guild finds a clue towards their current quest in the form of a scroll.

CHAPTER X | CHAPTER TITLE 5


201. Cantor’s Tower
The Cantor’s tower is, as appropriate for the monastery’s keeper of books,
strewn about with old, withered papers. The desk is overturned, and drawers and
shelves have been overturned and knocked aside. A large spider web looms in the
corner. The smell of old paper wafts through the room.

It’s here that the adventurers can find a map of the monastery, if they don’t
already have one.

202. Library
Many rows of scroll racks and bookshelves are displayed within the library.
Large, broken windows face out towards the east. Many of the scrolls and tomes
here have been damaged due to exposure to the elements. Some books have been
torn open, and the room has the slightest hint of the smell of smoke clinging to
the wood.

The guild can spend a watch here to search for undamaged books. Have an
adventurer draw a card:

• If the resulting card is a face card, the guild finds a book that has a hint
towards the secrets of the monastery.

• If the card is The Fool, the guild finds a book that provides some sort of hint
towards the guild’s current quest.

203. Reading Hall


The monastery’s reading hall is filled with several desks. Several skeletons are
hunched over different desks, axes plunged into their backs and chest. The axes
are engraved with the crest of House Ironpax.

6 CHAPTER X | CHAPTER TITLE


204. Night Stairs
The stairs here seem at the brink of collapse; they’re held together with web but
still look quite precarious to climb down. Webs hang down the side railing. Even
standing at the precipice of the stairs, one can hear the wood creak underfoot. A
faint scent wafts through the room, like rotten eggs. An intricate web design
hangs over the stairs.

Trap: Trick Stairs

When stepped on with too much weight (a typical humanoid outfitted in metal
armor or anything troll-sized or bigger), the webbing will give way and the stairs
will collapse, causing a fall of 10’. This also activates a web rune hanging above,
releasing a Stinking Cloud over the stairs area.

205. Infirmary
The infirmary has three rather dilapidated beds and a cabinet of medical supplies.
These include four hermetic bottles, four poultices, and a single bundle of
Wolfsbane.

206. Great Bridge


A large stone bridge connects the southern and northern portions of the
monastery. The bridge is worn, but still looks very sturdy. The stone rails are
carved with reliefs of sky whales gliding over mountain tops. Gaps in the railing
allow for beautiful vistas and perilous falls.

CHAPTER X | CHAPTER TITLE 7


207. Cloister
The cloister is an enclosed hallway surrounding the courtyard of the monastery.
There were once glass windows that allowed monks to be able to observe the
garden during their walks, but these windows have been shattered. The dense
foliage from 208 has spilled over into the cloister.

The cloister has been broken up into four “rooms” for ease of navigation. Each
of the corners features a statue of a hooded, beareded man, with his hand acting
as a candle sconce. The floor has intricate floral carvings.

207-A. features a small altar to an unknown god. Several unlit candles surround a
small carving of a mole (the animal). Around the altar, positioned like offerings,
are old dingy plates and rusted cutlery. If the party lights the candles, places a
ration on one of the plates, the ration will be mysteriously eaten by an invisible
entity. Whoever offered the ration will feel blessed (one resolve will be restored
for free and/or have good luck).

207-D.’s candle-man statue has his hand broken off, and a large crack through his
chest. He seems to be half-way turned around.

208. The Courtyard


An outdoor section of the monastery. Dense foliage envelops the courtyard,
leaving little room for walking. The plants are strange, other-worldly, subsisting
on the meager light produced by the glowing fungus on the ceiling of the
massive cavern.

Closer examination reveals the ruins of stepping stones and raised gardens, now
fallen into disrepair.

At the center of the courtyard is a large, gnarled tree. It appears to be grasping


upwards, like a dried and wrinkled hand. At its base, some of its roots have
coalesced to form what appears to be a small basin.

Pouring different liquids into the tree’s basin causes different effects.

* Blood causes the tree to produce dark red fruits that are bitter to the taste and a
pale red mist covers the courtyard and the surrounding hallways.

* Water causes the tree to start growing leaves again. The roots shift slightly.

* Alcohol causes the tree to bear bright blue fruits that taste sweet and a light
blue mist envelops the courtyard and surrounding hallways. Anyone who breathes
in the mist is subject to the effects of the alcohol that was poured into the tree’s
basin.

*Purified or enchanted water causes the tree to blossom with yellow flowers. The
roots part, revealing a new passage deeper into the Underworld. Or treasure.
Whatever you want to put here.

8 CHAPTER X | CHAPTER TITLE


209. The Bath House
This room is humid and wet. A scent of death and decay fills your noses. A large,
empty bathing pool is the centerpiece of the room. It is surrounded by pillars and
a seating area. The tapping of hundreds of legs can be heard in the dark.

A pair of giant centipedes have made their nest here. They’ve laid six eggs within
the central bathing basin. They’ll attack anyone who attempts to disturb them,
but they won’t pursue anyone, unless they abscond with one of their eggs.

Occasionally, one leaves through a tunnel to go hunting and bring back food. If
the top of the discard pile is a face card, there is only one centipede at first. If
combat happens, the second centipede will ambush from the rafters above in the
middle of the second round.

210. The Nesting Halls/Dormitory


The scent of rotting meat wafts through this area. This place once acted as a
dormitory for the monks of the monastery. Now, much of the dividing walls have
collapsed and large holes have been bored into the remaining structures. The
ceiling in the southern part of the room has collapsed into itself, revealing the
roof of the cavern that the monastery now sits in. Carcasses and gnawed bones
litter the dormitory hall. Buzzing noises can be heard throughout the area.

This room is infested with giant wasps. They use the opening in the southern part
of the room to fly out and terrorize the rest of the Underworld, carrying back
prey to their nest. The southern portion of the room is their nest, where they
store their eggs and whatever shiny bits that adventurers had on them before they
met their grisly fate.

211. Kitchen
The kitchen features several stoneware ovens, counters, and many hanging pots
and pans. A real loud ruckus can be made here if desired. The water storage and
food pantry have fallen into total disrepair, but this room is a good place to find
any cooking gear that the party may be missing. It’s infested with grubs, about the
size of human toddlers, who cannot speak but are non-hostile. They’re content
to eat the fungus and molds that grow in the cracks and crevices of the pantry.

CHAPTER X | CHAPTER TITLE 9


212. Dining Hall
A large window dominates the southern wall of the room, latched shut. Curtains
and tablecloths are torn down and hung over multiple chairs, arranging into a bit
of a maze. Iron chandeliers hang overhead. Tables are arranged in a semi-circle in
the southern part of the room. Two tables and chairs are leaned against each
other, making a make-shift tent. Pinwheels decorate the area.

This room is inhabited by Pinwheel, a halfling hermit. He hasn’t been to the


surface for ages, and his hair is wild. His left eye is compounded, like an insect.
His main goal is to become an insect himself. He is a merchant although he
doesn’t deal in gold. Instead, he exchanges goods for insect-related alchemical
reagants. He always has candles and pinwheels to sell, along with rations and jars
of leeches. He also keeps knickknacks that he’s found throughout the monastery.
Lastly, he has a magical helmet called “Giant’s Knuckle” that he keeps hidden
away, on a hidden ledge just outside the window. He will only trade that if he
receives the head of Larettaka, who he refers to as the “Big Lady”. Once he
trades Giant’s Knuckle, he’ll disappear from the Monastery.

213. Tapestry Room


The southern wall of the room is covered by a large tapestry depicting divine sky
whales above human cities. The cloth is silky smooth and warm to the touch.

Underneath the tapestry is a large ovular mirror, framed with polished obsidian.
A Path of Wands adventurer will be able to sense a presence within the mirror.
The mirror only reflects living beings; backgrounds appear as dark smoke.

The mirror is embedded into the wall. In order to reach the secret room, outlined
in red, one must break shatter the mirror. Upon shattering the mirror, the room
will flood with dark, swirling smoke. Take note of which adventurer broke the
mirror. A shadow copy of them forms and slinks off into the monastery. The
shadow has the same stats as the adventurer, along with their accumulated
knowledge at the time of the shattering. They appear as a mass of smoke, in the
shape of the adventurer, with two glowing, purple diamonds for eyes. Their goal
is to impede the progress towards the party’s current quest.

In the secret chamber, a golden devil idol (two slots, worth 100 gold) sits on a
pedestal, grinning at the party. The room is filled with shelves of decayed scrolls,
many of which appear to be older than the monastery itself. Those that have not
decayed to the point of being illegible contain secrets regarding demonic
summons and banishment. In order to preserve them, they’ll need to be handled
with care and transport will require the use of specialized scroll cases. Each scroll
would be very valuable to collectors or enterprising demonologists.

10 CHAPTER X | CHAPTER TITLE


214. Warming Room
This room has a large fire-pit and many cushions, along with an opening for
smoke to escape. An old set of carved ivory dice lay collecting dust in the corner.

This room is safe; wandering monsters don’t come here.

215. Grand Hall


The Grand Hall is filled with rows of pews. Two rows of columns lead up to the
high altar at the west of the room. The high altar is adorned with stone carvings
of sky whales surrounding a central stone tree. At the crest of the tree, a faint
outline of a sun and moon is inlaid.

Many pews are sliced in two; cut-down webs litter the area and hang from the
rafters. Battle damage can be seen everywhere.

If the two amulets of the Abbot and the Prior are combined, they fit perfectly
into the high altar’s tree. With grease or a successful test of Swords, the two sky
whale carvings can be turned upside-down, opening a secret compartment in the
altar. This secret compartment holds a mummified right hand adorned with rings
and stitched with gold thread. This hand belongs to Saint Manus and was
considered a lost, sacred relic. It is worth a great deal of gold, as well as having
innate magical properties.

The Grand Hall serves as the lair of the dungeon lord Larettaka the Praying
Mantis. She nests at the high altar, where she awaits her next battle with the man-
spider in 218. She patrols around the monastery, but is always found here when
the top card of the discard pile is Cups.

CHAPTER X | CHAPTER TITLE 11


216. Low Altar
The lower altar serves as a minor altar for small offerings and discrete prayers. It’s
considerably less extravagant than the high altar and features a carving of a sky
whale singing to a primitive-looking settlement in a forest. On the altar is a scroll
case containing a short hymn and a mirror.

Holding the hymn up to the mirror and reciting it backwards causes the eastern
wall of the room to open up, revealing a secret area. The smell of dried blood is
strong here. A row of five cells are lined up along the northern edge of the room.
Scratch marks are all over the brickwork. Manacles and chains are hung up along
the southern wall. Bones are strewn about the room. Rusted cell doors are torn
off their hinges.

A pair of horned, mutated skeletons rattle around in the room, happy to be free
and happy to attack the living.

An aged skeleton lay in the first cell, unmoving. Teeth marks cover their old
bones. A skeleton wearing robes is strangled by a chain, choked up against the
bars of the second cell. This is the corpse of the prior of the monastery and on
their body is a finely crafted brass key to 222.

217. Abbot’s Office


The office here reeks with a stench of death. Desks, bookshelves are all arranged
as makeshift barricades, reinforced by a thick, sticky webbing. Several cadavers
hang from the ceiling. Some are larger insects, while others reflect a grisly fate
for adventurers. An open window shows a grand view of the cavern that the
monastery currently resides in. Web scaffolding connects this window to 218.
Webs cover the door and the ground around it to 218.

Trap: Web Snare


Attempting to remove the webs from the door activates a web snare at the foot of
the door, grabbing and suspending the unlucky adventurer upside down, 10 ft in
the air. This causes said adventurer to become Stressed, while also alerting
Raheal of the party’s position (see 218 for more info on Raheal). The commotion
in getting them down may also cause a random encounter.

12 CHAPTER X | CHAPTER TITLE


218. Abbot’s Tower
Much like the previous room, the Abbot’s Tower is covered in webs. It is here
that the man-spider and master wizard Raheal makes his lair. The tower is
organized rather neatly, with spiderwebs crisscrossing in the upper parts of the
tower. Cadavers enshrouded in web hang from the ceiling.

Raheal seeks heretical power that he believes is hidden here. He is more than
willing to help a party of adventurers if they help him as well, either through
defeating the dungeon lord Larettaka the Praying Mantis or bringing him the
Scepter of Ruby Manus. See more on Raheal in the Bestiary.

219. The Thousand Steps


Dark blue stone steps march down into the darkness of the Underworld. The
Thousand Steps were once the main entrance to the monastery. Now, they serve
as a path deeper into the Underworld. Alternatively, these could also be used as
your entrance into the monastery if that makes more sense for your Underworld.

220. Tile Room


This room features four colorful mosaic tiles depicting various historical events.
These include the founding of the monastery by the First Abbot Mergus, the
eating of Eldagon the Vile, the ascent of the King of Wands, and the trials of
Saint Manus. Each of these are quite large, around 2 ft² apiece. Their bulkiness
and weight means that they can only be carried on the belt.

CHAPTER X | CHAPTER TITLE 13


221. Scriptorium
Many worktables are scattered throughout the room. Quills and parchment sit
upon the workstations. Above is a glass skylight. At the center of the room are
several skeletons, clad in rusted armor and their limbs twisted in unnatural ways.
There is a large crack in the floor, along with several broken inkwells scattered
about.

Should the adventurers attempt to traverse through this room, they will be faced
with the guardian of the scriptorium: the inkwell ooze. Squelching between the
cracks in the stonework, the inkwell ooze looks like a mass of pitch black fluid.
The inkwell ooze uses the same statblock as a slime, as it is a slime that’s basically
been dyed black.

Defeating the inkwell ooze will cause it to dissolve, leaving behind 100 gold coins
and the tattered remnants of several manuscripts; while the actual pages have
been permanently ruined, the gold leaf remains and may be sold for 40-50 gold.

222. Prior’s Tower


The prior’s tower is locked up at first. The door is large and ornate, with a finely
carved brass lock. The key can be found in the secret area in 216, on the corpse of
the prior.

The tower’s interior looks relatively untouched, albeit with a heavy layer of dust
coating every surface. Everything is fairly well-organized, nearly everything is in
its own place. Here, one can find journals that detail the prior’s schemes against
the abbot of the monastery. The prior sought knowledge of everything,
including things considered to be too dangerous, such as demonology. In secret,
the prior conducted experiments with darker beings from the Far Realms. He
intended to kill the abbot and claim the Hand of Saint Manus for himself;
however, he was killed by his own prisoners before he could do so.

14 CHAPTER X | CHAPTER TITLE


223. Sacristy
The Sacristy was the storage room of the monastery’s sacred relics. Most of the
valuables that were not nailed down have already been snatched. Weapon racks
are empty. Glass display cases are shattered, their holdings long absconded with.

Here, three beetle knights sit in chittering discussion. They wield chitinous blades
and prod at the southern wall. When first encountered, they have a disposition of
“Surprise”, as they weren’t expecting to find “such soft beings in these depths”.
Only their leader, Sir Edamond the Relenting, speaks in Vulgaris, although he
does mix in some words of Chivalric. Depending on how the guild handles
themselves, Sir Edamond may be willing to make an alliance with the guild,
although he will only put his blade behind someone who can defeat him in an
“honorable duel”.

The southern wall, when whacked or poked, sounds hollow. Etched into the
stone wall is a carving of a hand in a 9 inch diameter circle. If Portable Hole is cast
here, it reveals a secret compartment in the wall with a lever. Pulling the lever will
reveal an entrance to the hidden room. Alternatively, brute force or careful,
timely deconstruction of the wall will do much the same, although the loud noise
is sure to attract something dangerous. Pull twice on the Meatgrinder; if a
random encounter is pulled, the guild must contend with them.

The hidden vault holds a number of treasures. A shelf holds hermetic bottles with
various demonic body parts (tongue of a gluttony devil, eye of an envy devil,
etc.). A display case has four gold rings carved with symbols of power, each of
which sells for 40 gold apiece. At the end of the room, a spear carved from the
ivory of a sky whale, adorned with its ancient feathers.

CHAPTER X | CHAPTER TITLE 15


224. Minor Praying Rooms
Prayer mats are set-up throughout the entire room. Religious paraphernalia are
displayed on pedestals. Two private prayer rooms are attached to the main room.
A large open window provides a clear view out to the other side of the monastery.

In the eastern prayer room, a meditation cushion sits at the center. Carved into
the eastern wall are prayer incantations written in Tylwyth. A translation into
Vetus is carved below. It is titled “Whale-song”. A wardrobe is filled with
religious vestments. A slight draft can be felt when reaching into the wardrobe. It
has a false back, which when pushed through, a secret passageway is found. The
first room has an extremely heavy and ornately carved iron hatch. Its opening
mechanism is exposed, and one of its gears is missing. The second room is an
armory and storehouse with steel weapons and armor. A tinker’s kit and other
camping supplies can be found here. Most items seem unused.

The western prayer room is very bare. The northern wall is carved with prayer
incantations in Vetus, titled “Ruminations on Wind-fins”. The bottom part of
the wall has several horizontal lines. A prayer rug is the only other thing in the
room, at first glance. Under the rug is a trapdoor. In the small compartment is a
jar of red ink and a brush. Translating and writing the “Ruminations on Wind-
fins” into Tylwyth will create a magical entrance into a secret room.

The secret room is illuminated by a red light. Candles eternally burn with a red
flame. At the end of the room is, imprisoned by silver chains and encircled by
sigils, is the Scepter of Ruby Manus. This magical item allows one to bind a
demonic spirit into service. It is flanked by two horned statues. If the scepter is
taken, the room is sealed shut and the two statues become Animate Statues and
will attack. Killing a statue summons two hostile imps. Defeating all enemies will
unseal the door.

225. Chamberlain’s Tower


The steps leading up to the chamberlain’s tower have completely collapsed,
leaving nothing but a long, sobering fall into the darkness below. The gap is 30
feet long and the doorway to the tower is about 20 feet up.

When inside, much of the upper level of the tower has collapsed into itself.
Crushed under the rubble is the remains of Chamberlain Carriador. He is
nothing more than a desiccated torso and a head. Yet somehow, some semblance
of false life still exists within him. His empty eye sockets hold two glowing red
orbs and his mouth makes raspy, hoarse noises. Pouring water or wine into his
mouth will cause him to cough and sputter and eventually speak. Carriador will
give rumors and hints about the different secret rooms, in exchange for eccentric
tasks (“put on a play for me”, “deep clean the dining hall”, “teach me something
I don’t know”, etc.). Carriador must be carried with both hands.

16 CHAPTER X | CHAPTER TITLE


Bestiary
Larettaka the Praying Mantis
Beast Dungeon Lord

Larettaka is a giant praying mantis paladin from the insect kingdom. Larettaka and a small contingent of
beetle knights traveled to the monastery to slay the wizard Raheal and claim the site for her liege. However,
in the first encounter with Raheal, she was cursed with a terrible madness that reverted her to a more primal
state: an apex predator. Now, she stalks the halls of the monastery, slaying former friend and current foe
alike.

Attributes: Swords 6 | Pentacles 3 | Cups 4 | Wands 3


Likes: Bug Scripture, Staying True to One’s Word, Slicing Things in Half
Hates: Wizards, Spiders, Heathens, Oathbreaking

CLAWS
Health/Defense: 4/6

Notes
* Reaching Strike. Larettaka, with her long claws, can strike her foes one zone away.

Lesser dooms
* Apex Predator. When making the Attack action, Larettaka can target two adventurers if they are in the
same zone.

Greater dooms
* Divine Smite. When Larettaka Attacks, discard a greater doom card to attempt to smite them. If successful,
deal two wounds and Blind them.

HEAD
Health/Defense: 4/2

Notes
*Weakpoint. If Larettaka’s head is destroyed, she dies. Larettaka’s head cannot be damaged unless her
Abdomen is destroyed.

ABDOMEN
Health/Defense: 5/9

Lesser Dooms
* Leap and Lunge. Play a lesser doom card and compare its value to the Initiative of each character engaged
with Larettaka. She leaps to an adjacent zone, without provoking any attacks. Characters she succeeds against
are inflicted with the Trip effect.

* Aura of Protection. If an adventurer fails to hit Larettaka’s Initiative, Larettaka may immediately play a
card to make any standard Challenge Action against that adventurer. This action does not count towards the
one card per turn limit.

Greater Dooms
* In Shining Armor. Larettaka’s armor is magically enchanted. Once per round, discard a greater doom card

CHAPTER X | CHAPTER TITLE 17


Man-spider Raheal
Sorcerous Strategist

Raheal is a master sorcerer and fearsome enemy of the insect kingdom. He has a hairy, bearded face and the body of a
large spider. He’s about three and a half feet tall. Despite being a master wizard, he prefers to avoid direct combat,
instead setting up traps and contingency plans. Raheal will flee if attacked, unless he has already prepared the
battlefield with tricks; in that case, Raheal will be very cocky.

Attributes: Swords 1 | Pentacles 4 | Cups 4 | Wands 5

Likes: The Sound of His Own Voice, Suspending Things in Webs, Subordination to Him

Hates: Lessers Talking Back to Him, Paladins, Fruit Juice

Lesser Dooms

* Wall Crawling. Raheal can effortlessly climb on walls. If Raheal Moves onto a wall, it can avoid the adventurers and
leave the area (unless the adventurers have some way to keep up).

Greater Dooms

* Web. When Raheal Attacks, discard a greater doom card to cast a web on a single target. If successful, the Attack
target is completely deals no damage but the wrapped in webs. They can free one limb at a time using the Recover
action and are Rooted until all limbs have been freed.

* Spider Wizard. If the zone Raheal is in is covered in webs, he can cast any spells from Appendix A’s Wastes and

18 CHAPTER X | CHAPTER TITLE


223

222

221 220 224 225

206 205 203

216 207-D 207-A 204

215 208 209

217 214 207-C 207-B 202

210
213 211
218 212

219
201

CHAPTER X | CHAPTER TITLE 19

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