32
32
1. The Graveyard
Seed: The Bishop sacrificed a lot of people to get to his lofty position.
He never thinks of them at all.
A dilapidated burial ground. Maybe two hundred graves lie here,
with ornamentation ranging from simple wooden effigies of pig
skulls to great trees carved from marble. Every single one of the
graves is anonymous. Here and there, the Hound has dug up a
coffin or two and eaten the remains, but it looks like very few
people have been buried here in recent memory.
Before you stands a wide-eyed, haggard-looking occultist
clutching a staff in both their hands. The magic circle they
scratched into the dirt is already blowing away.
“It worked!” they exclaim.
“First things first: take this key.” They thrust a black iron key into
your hand with shaking, mud-stained fingers.
“It works on any door,” they continue. “If anything goes wrong,
you’ll be safe there.” They pause for a second, exhale, and collect
themselves. A relieved smile warms their face.
“Where are my manners? My apologies, you can call me –”
The doors behind slam open and a hound the size of a carriage
lands on them and tears them apart in seconds. It snarls and drags
what remains of their broken body back through the doorway.
Welcome to the Hollow.
T h e H un t B e
gins
: p. 33
The First Combat
The Quickstart begins with a battle against the Guardian Hound
(p. 36), a vassal Entity. Show the players the tactical grid and
have them roll for placement and turn order (p. 12) against the
Hound’s Ranged Defence of 12.
First, the group of Hunters who act before the Entity take their
turns (p. 14). After every Hunter turn ends, you may (and
should!) make an Interrupt action if you are able to spend Threat
to do so.
Then, you take the Entity’s turn (p. 16). At the end of your
turn, place Threat equal to the Entity’s Threat Per Turn (p. 17).
After that, the remaining Hunters take their turns. You may
make Interrupt actions after these turns as well.