"The path to paradise begins in hell. And the road to this abbey... it's paved with good intentions. Ours, not yours. Come together, right now... over me."
Scenario Overview
Abbaye Road is a folk-horror scenario designed for experienced travelers who have completed Purgatory. It explores themes of twisted devotion, hospitality as predation, and the corruption of sacred spaces.
- Style: Folk Horror / Psychological Survival / Religious Mystery
- Inspirations: Midsommar, The Wicker Man, The Beatles' Abbey Road album & studio, medieval pilgrimage sites
- Recommended for: 3-5 players, 4-6 hour session (or 2 sessions of 2-3 hours)
- Tone: Creeping dread, folk horror, the uncanny, religious critique
- Difficulty: High (lethal by design; escape requires clever thinking)
Structure: Five Room Dungeon format—Entrance (Waterfall Grotto), Puzzle (Abbey Hospitality), Red Herring (Faction Quests), Climax (Sacrificial Ritual), Reward (Escape & Revelation)
Core Theme: Devotion perverted into sacrifice. The horror of hospitality that masks murder. The slow, creeping realization that you are the harvest.
Content Warning: This scenario contains themes of ritual sacrifice, institutional violence, gaslighting, religious extremism, and potential character death. Session Zero discussion recommended.
Abbaye Road
Click on a location to explore
The Premise
You have survived Purgatory, the tutorial level of Nowhere Land. You understand that reality here is a suggestion, but you do not yet grasp the logic of Domains, nor that the magic of this place—Potential—is often paid for in blood. You emerge from a one-way portal behind a freezing waterfall, into a cave that smells of damp earth and long-abandoned secrets. The air is near-freezing (about 5°C). An endless forest, dominated by a single colossal mountain, stretches before you. At its heart, visible even from a distance, is the Abbey.
Round, perpetually under construction since its founding in another age, it gleams with precious metals and a stark, white lime wash. Its religious inhabitants will welcome you with open arms. They will offer you shelter, food, and gifts. Then, one night, you will understand: every smile was a measurement, every hymn a countdown. You are not guests; you are the offering.
The Setup
The travelers have completed Purgatory and understand the basics of Nowhere Land, but the true logic of Domains and Domain Awakening remains a mystery. A portal beckons—one-way passage to a new realm. Stepping through, they emerge behind a roaring waterfall into a frigid cave (5°C / 41°F). The portal seals behind them, its shimmer fading to mere memory. An endless forest stretches before them, dominated by a cloud-piercing mountain. At the mountain's heart: a round, white abbey under eternal construction, gleaming with copper, gold, and blood-red pigment.
The religious inhabitants will welcome you with open arms. They will feast you, gift you, shelter you. And then, when the hymns reach their crescendo, you will understand: you are not guests. You are the harvest.
Environment: The Verdant Maw
Type: Domain (Living Environment) | Difficulty: Challenging | Willpower: 7 (Active and Hungry)
An immense, temperate forest that seems to stretch infinitely in all directions. A single, cloud-piercing mountain sits at its center, where the Abbey is located. The entire domain is perpetually overcast, with clouds that seem to harmonize in subtle, four-part movements— like a choir viewed from below.
The forest paths converge like the white stripes of a zebra crossing, always leading back to the Abbey. Some travelers report hearing distant, melancholic melodies carried on the wind—fragments of hymns that sound almost like studio recordings played backward, or the whisper of "Here Comes the Sun" sung by trees themselves.
PASSIVE FEATURES:
- Endless Expanse: Any attempt to leave the forest by walking in one direction leads back to the Abbey after 2d6 hours. The forest's layout actively reconfigures itself, paths shifting behind travelers.
- Processional Whispers: Constant, barely-audible chanting in four-part harmony. Drop + Anima (Tricky) to resist feeling drawn toward the source. Disadvantage if Domain Willpower ≥ 6.
- Pigment Stain: Red ochre from the sacrificial grotto seeps into the soil. Contact with it marks skin with faint crimson patterns (lasts until cleansed). Factions recognize these marks as "pre-consecration."
- Forest Genii Observation: The Four Winds (Easterly, Westerly, Northerly, Southerly) watch through animals' eyes. Players may feel watched; the forest "knows" their intentions.
ACTIONS (GM can trigger 1-2 per scene):
- The Silver Hart's Call: Serval, in his magnificent deer form, appears to guide (or mislead) travelers. Blue eyes gleam with Potential. Drop + Reverie (Challenging) to resist following.
- Mountain's Rejection: If players attempt to climb the central mountain, massive ibexes with bouncy hindquarters appear. First they bounce travelers away harmlessly (comical but effective); if climbers persist, ibexes attack violently (2 Harm per charge).
- Ritual Echoes: At night, distant screams and chanting echo through the forest. Factions claim it's "troll-hunting," but it's actually a sacrifice in progress. Drop + Umbra (Tricky) to discern the truth.
- Path Realignment: Any route that leads away from the Abbey for more than a day gradually curves back. Landmarks repeat. Moss grows on "wrong" sides of trees. Navigation becomes impossible without magical aid.
REACTIONS (Triggered by player actions):
- When travelers spill blood on sacred ground → Awakening Intensifies: Domain Willpower +1 (max 10). Blessings/Curses visibly expand. Faction leaders feel the disturbance and investigate.
- When travelers befriend trolls → Genii's Favor: Forest paths open slightly; one root-passage is revealed. Advantage on next navigation check.
- When travelers destroy faction artifacts → Domain Fury: Forest attacks with animated roots and branches. All travelers take 1 Harm; Drop + Forma (Challenging) to avoid being restrained.
- When travelers refuse Abbey hospitality → Forced Compliance: Faction sends "welcoming party" of 6-8 armed guards to "insist" on shelter. Combat becomes likely.
IMPULSES (GM Questions to Guide Play):
- • Which path brings them closer to sacrifice? Which to salvation?
- • What reminder of "home" or safety appears at the worst moment to lower their guard?
- • How does the forest "correct" their attempts to subvert it? What form does resistance take?
- • Which faction's hymn do they hear first? How does it resonate with their fears or desires?
- • What does the Silver Hart want them to see? What is Serval hiding?
POTENTIAL ADVERSARIES:
- • Procession Guards: Farmer-soldiers with lances (Tier: Standard, 2 Harm attacks)
- • Ceremonial Gargoyles: Animated copper gutters from Abbey roof (Tier: Elite, fly and spit acid)
- • Troll-Hunters: Zealous acolytes hunting "monsters" (actually hunt travelers; Tier: Standard)
- • Forest Genii Manifestations: Swirling leaf-and-branch constructs (Tier: Elite, can phase through trees)
- • Bouncy Ibexes: Comically dangerous mountain goats (Tier: Standard, knockback + 2 Harm)
Domain Blessings & Curses (Visual Manifestations)
The Verdant Maw marks those who enter its embrace. These marks are visible and permanent until the Domain is pacified or the traveler leaves for another realm.
BLESSINGS (+1 to +5):
A faint, glowing green tattoo of a vine appears on the skin, growing more elaborate with each level—spiraling in patterns that resemble sound waves or music notation. At higher levels, it pulses gently with your heartbeat.
- +1 Blessing: Single vine tendril on wrist or ankle
- +3 Blessing: Vines spiral up forearm/calf in wave patterns
- +5 Blessing: Full sleeve/leg of luminous greenery; animals are friendly; you hear their "voices" as harmonies
Mechanical Benefit: +1 to Drop checks involving nature, animals, or forest navigation per Blessing level.
CURSES (-1 to -5):
A dark, brand-like mark resembling a sacrificial symbol appears on the body—a cross within a circle, etched in ash-black. It pulses with each heartbeat, feeling like a heavy burden on your back. At higher levels, it spreads and burns.
- -1 Curse: Small brand on palm or shoulder blade; faint paranoia
- -3 Curse: Brand spreads to chest/back; constant whispers in four voices debating your fate
- -5 Curse: Brand covers torso; you feel the Abbey "pulling" you toward it; Disadvantage on all rolls to resist rituals
Mechanical Penalty: Disadvantage on social checks with non-faction NPCs (they sense you're "marked for death"). Faction leaders gain Advantage to manipulate you.
Domain Logic & Awakening (Éveil du Domaine)
The Verdant Maw is currently at Willpower 7—active and aware. The longer travelers remain, the more "awake" it becomes, tightening its grip. Understanding Domain Awakening is the key to escape.
SLEEPING SIGNS (Willpower ≤ 3):
- No chants heard at night; forest is merely eerie, not hostile
- Pigment dries to dull brown instead of staying wet and crimson
- Ibexes ignore travelers; forest paths are navigable (with effort)
- Faction leaders seem tired, distracted; rituals feel perfunctory
ACTIVE SIGNS (Willpower 4-7, current state):
- Colors are saturated, almost psychedelic; copper and gold gleam unnaturally
- Red pigment never dries; it seeps and stains everything it touches
- Whispers carry through closed mouths; you hear hymns even when alone
- The Silver Hart appears frequently, eyes glowing with blue Potential
- Faction leaders are energized, charismatic, magnetic
FULLY AWAKENED (Willpower 8-10, danger zone):
- Trees move when not observed; paths rearrange in real-time
- All travelers gain -1 Curse automatically per day
- Faction leaders can sense travelers' locations within the forest
- The Abbey's bells ring constantly, a maddening four-part dissonance
- Escape becomes nearly impossible without external aid (trolls, genii)
AWAKENING TRIGGERS (any 2 in a single day increase Willpower by 1):
- Accepting gifts from faction leaders (food, shelter, sacred objects)
- Participating in a "hunt" (troll-hunting, foraging with Anima faction)
- Spilling blood on religious objects (altar, Abbey floor, Sensory Stones)
- Sleeping within the Abbey walls (exposure to processional dreams)
- Using a Sensory Stone's Potential power
- Witnessing or participating in a sacrifice ritual
ÉVEIL EFFECT (when Willpower increases):
The next night, the GM adds 1 additional Environmental Action per scene. Processional Compulsion activates: travelers have Disadvantage to resist invitations to ceremonies, feasts, or rituals. All Blessings/Curses intensify by 1 step, visibly expanding or blackening existing marks.
PACIFYING THE DOMAIN (Reducing Willpower):
To weaken the Domain's grip and create opportunities for escape, travelers must break ritual cycles:
- Rescue intended victims: Save a prisoner mid-ritual → Willpower -1
- Destroy a Sensory Stone: Shatter one of the four artifacts → Willpower -1
- Kill a faction leader: Permanently removes their ritual contribution → Willpower -2
- Flood the sacrificial grotto: Collapse underground river into chamber → Willpower -2
- Ally with Forest Genii: Complete a bargain to turn domain against Abbey → Willpower -3
At Willpower ≤ 4, exit portals reappear. Forest paths lead to shimmering gates instead of looping back to the Abbey. Escape becomes possible, though still dangerous.
Node Map & Three Clue Rule
CENTRAL REVELATION:
The Abbey's hospitality is a facade. The factions need four travelers for a grand sacrifice ritual that will activate the portal beneath the grotto—a gateway to the "Under-Sea of Blood" where apotheosis awaits.
Players need to discover ANY 2 of these 3 clue paths to deduce the truth:
CLUE PATH A: The Waterfall Grotto (Physical Evidence)
- Tally marks on walls (count days of previous captivity)
- Medallion with young Anselme's face (he was once a traveler)
- Crude drawing of Abbey surrounded by armed guards
- Pigment analysis: same crimson used in Abbey decoration comes from sacrificial cave
CLUE PATH B: The Women of the Abbey (Social Evidence)
- No children present; "village" excuse never holds up to questioning
- Women have scars, flinch when factions approach
- Sister Marie-Lune's hidden journal describes previous sacrifices
- Doors lock from outside; women are prisoners pretending to be parishioners
CLUE PATH C: The Forest & Its Inhabitants (Supernatural Evidence)
- Serval's eyes contain 12 floating souls (previous victims)
- Trolls flee from Abbey, speak of "the blood table" and "four who feed"
- Genii whisper through roots: "Break the cross table before it drinks you"
- Night "hunts" coincide with prisoner disappearances
IF PLAYERS DISCOVER 2 PATHS:
They understand the threat and can plan accordingly. Gain Advantage on rolls to resist faction manipulation.
IF PLAYERS DISCOVER ALL 3 PATHS:
Complete understanding unlocks a secret: the trolls know a root-tunnel that leads directly to the sacrificial grotto, bypassing the forest and Abbey entirely. Gain access to shortcut and advantage on final confrontation.
GM Note: Don't gate progress behind finding clues. Players should discover the truth naturally through exploration and interaction. Use the Three Clue Rule to ensure they can't miss it—provide multiple avenues to the same revelation.
The Four Factions of the Abbey
Each faction reflects a different facet of a fractured faith, a schism in a once-unified belief system. Their theological disagreements are profound, but their need for sacrifice is the one thing that binds them. Their dynamic is loosely inspired by the internal creative tensions of The Beatles during the Abbey Road sessions—four distinct voices that once harmonized perfectly, now pulling in different directions, yet still capable of creating something darkly magnificent when united.
The Abbey itself is said to have been built in the image of the legendary Studio Two, with acoustically perfect chambers where rituals echo with unnatural clarity. Some say the building's circular design allows sound—and screams—to travel in perfect loops, never escaping.
1. The Polyarchs (Polytheists)
Leader: Prêtre-Sommelier Anselme (The "John" - The Cynical Visionary)
"Imagine there's no heaven... but there are many hells, and each one deserves its artist."
Belief: The Gods are many, and each has a unique, demanding palate. Each traveler must be offered to a different deity, with a performance tailored to their divine tastes.
Method: Theatrical, bespoke sacrifices. They believe suffering must be an art form. Their rituals often involve elaborate stage-like settings with perfect acoustics.
Hymn: Dissonant, overlapping polyphonic chants that sound like "Revolution 9" played in reverse.
Symbol: A white circle split into four quadrants, each containing a different religious icon.
2. The Monos (Monotheists)
Leader: Matriarche-Sentinelle Cécile (The "Paul" - The Rigid Perfectionist)
"Let it be... a perfect execution. Four notes, four lives, one divine resolution."
Belief: There is only One God, and His hunger is so great He demands four sacrifices at once for the sins of the other factions' heresies.
Method: Synchronized, precise executions. The purity of the ritual is paramount. They use metronomes and conduct ceremonies with mathematical precision.
Hymn: A single, hypnotic, unending monotone chant—like a sustained organ note that never wavers.
Symbol: A single golden sun with four rays, perfectly symmetrical.
3. The Anima (Animists)
Leader: Serval the Cervid (The "George" - The Mystical Naturalist)
"Here comes the sun king... and his silver antlers shall lead you to your garden of earthly return."
Belief: The forest itself is the only true god. Travelers must be "returned to the soil"—hunted, devoured, their bones planted as seeds for new growth.
Method: A ritual hunt, led by Serval in his silver-antlered deer form. They play sitars and nature instruments during the chase.
Hymn: The sounds of the forest itself: cracking branches, rustling leaves, low growls, and the distant twang of a sitar echoing through the trees.
Symbol: A silver stag's head within a mandala of intertwining roots.
4. The Anthropophages (Human-Cannibals)
Leader: Le Professeur Arkan (The "Ringo" - The Unconventional Heart)
"With a little help from my friends... and their flesh, their bones, their beating hearts."
Belief: Humanity is the only divine spark. To consume a traveler is to absorb their Potential, their very essence, and achieve apotheosis.
Method: A communal feast, where every part of the victim is consumed with ritualistic reverence. The rhythm of the feast is kept by ceremonial drums—steady, grounding, hypnotic.
Hymn: Rhythmic drumming (four-beat patterns) and guttural, joyous laughter that builds into a crescendo.
Symbol: Four hands clasped in a circle, dripping with crimson.
Key Characters & Entities
Prêtre-Sommelier Anselme (Polyarchs)
Type: NPC - Priest | Tier: Standard | Domain: Devotion
Core Concept: Cynical visionary; every ritual is a performance.
- PASSIVE — Sommelier of Suffering: Advantage to read emotions during ceremonies.
- ACTION — Liturgical Dagger: Precise strike; inflicts 2 Harm if target is marked by gifts.
- REACTION — Applause of the Many: When crowds watch, gains temporary resistance.
Motivation: Prove plurality of gods through spectacle. Secret: Was once a traveler (medallion in the grotto).
Matriarche-Sentinelle Cécile (Monos)
Type: NPC - Adjudicator | Tier: Standard | Domain: Purity
Core Concept: Perfectionist executioner; unity through synchronized death.
- PASSIVE — Cold Appraisal: Disadvantage to deceive her during interrogation.
- ACTION — Fourfold Sentence: Mark up to 4 targets for synchronized harm (delayed).
- REACTION — Unyielding Creed: Resists fear and charm; inspires followers (Advantage next roll).
Motivation: Make the ritual perfect. Secret: First traveler-founder of the Abbey; sacrificed her own.
Serval, the Cervid (Anima)
Type: NPC - Shapeshifter | Tier: Elite | Domain: Forest
Core Concept: Charismatic guide who hunts what he shepherds.
- PASSIVE — Silver Antlers: In deer form, trails of blue motes mesmerize (tests to resist following).
- ACTION — Spirit Stampede: Summons spectral wolves-argent for 1 scene.
- REACTION — Rootstep: Teleports between trees once per scene.
Motivation: Feed the forest with worthy prey. Secret: Eyes hold 12 souls of past victims.
Professeur Arkan (Anthropophages)
Type: NPC - Scholar | Tier: Standard | Domain: Flesh
Core Concept: Apotheosis through consumption; science serves hunger.
- PASSIVE — Anatomist: Advantage to target weak points on marked victims.
- ACTION — Feast of Potential: Consume essence to gain +1 temporary Blessing (domain-limited).
- REACTION — Copper Preservation: Negates 1 Harm by binding wounds with copper wire.
Motivation: Become divine through ingestion. Secret: Experiments to restore fertility via consumption.
The Trolls (Original Inhabitants)
Tall, lanky, androgynous beings with bark-like skin. Visible Marks: swirling moss sigils that glow softly—unchanging since birth—proving their origin before the Abbey. Cooperative when respected. Their leader, Zrrk, whistles and sketches domain diagrams.
Troll Features (Conceptual)
- PASSIVE — Rootkin: Genii treat them as kin; advantage when asking forest aid.
- ACTION — Moss Salve: Regenerate 1 Harm/round for 3 rounds.
- REACTION — Stone Patience: Resist fear and coercion; will parley unless attacked.
- Special: Their blood cancels one active sacrifice magic (1 flask, one ritual).
The Genii of the Forest
Invisible, immaterial spirits of the Verdant Maw—the true guardians of the domain before the Abbey corrupted it. They communicate by manipulating roots that spell words in the earth, by whispering on four distinct winds (each with a different tone and personality), and through the movements of animals they possess temporarily.
The Four Genii (Named After the Winds):
- Easterly (The Visionary): Speaks in riddles and prophecies. Shows visions through morning mist. Wants the Abbey torn down completely.
- Westerly (The Pragmatist): Direct and demanding. Manipulates roots to create paths or barriers. Wants the factions to kill each other, then will deal with survivors.
- Northerly (The Melancholic): Sorrowful, remembers the domain before corruption. Whispers through dead leaves. Wants the trolls restored to power.
- Southerly (The Wrathful): Angry, violent. Possesses predators to attack clergy. Wants blood sacrifice—but of the religious, not travelers.
They despise the Abbey and seek its destruction, viewing the religious as a cancer on the domain. They will aid those who act against the Abbey, but their help is cryptic and always comes at a price:
- Safe Passage: Cost = A cherished memory (permanently forgotten, player chooses which)
- Animal Aid: Cost = 2 HP of blood spilled on sacred ground
- Abbey Collapse: Cost = One traveler must stay behind as the new "anchor" of the domain (essentially trapped forever as a guardian spirit)
- Portal Reveal: Cost = Promise to return and eliminate the remaining faction leaders within one lunar cycle
The Genii can manifest visually when the domain is at Willpower 5+: swirling patterns of leaves, flowers, and small animals moving in unnatural synchronization, forming humanoid shapes that flicker between existence and non-existence.
Scene One: The Waterfall Grotto (Entrance)
The travelers emerge from the one-way portal behind a thundering waterfall. Mist clings to everything. The temperature is near-freezing (5°C / 41°F). Before them: a natural grotto, partially furnished but long abandoned. The portal seals behind them, its shimmer fading to memory. Light filters through the waterfall, creating dancing shadows. They are alone, cold, and trapped.
"Welcome to the end of the road. You may find what you seek here, or you may become what the forest seeks. Linger by the waterfall if you wish, but the Abbey's bells will call you soon enough."
Initial Observations
The grotto shows signs of previous habitation: crude furniture made from rough-hewn planks, an extinguished hearth with a chimney that vents smoke into the waterfall (invisible from outside), and tools for survival. Everything is damp with mildew and abandonment. As dusk approaches, the forest beyond grows dark quickly.
GM Guidance: Opening the Scenario
This scene should take 20-30 minutes. The goals are to:
- • Establish the eerie, trapped atmosphere
- • Provide Clue Path A evidence (Three Clue Rule)
- • Introduce the Silver Hart as hook to the Abbey
- • Give players agency in choosing when/how to leave the grotto
If players get stuck:
- • Have Serval (as the Silver Hart) appear at the forest edge, watching them
- • Distant chanting grows louder as night falls (creates urgency)
- • Troll scouts leave fresh moss footprints leading away from the grotto
- • A traveler's name is called on the wind in four-part harmony (unsettling)
Signs players are engaged:
- ✓ Investigating the skeleton and medallion thoroughly
- ✓ Trying to map the domain or find alternate exits
- ✓ Debating whether to trust the Silver Hart
- ✓ Attempting to reactivate the portal
The Grotto: Investigation
The Grotto: Investigation
Players can investigate their surroundings with Drop + (Any Essence):
Tiered Information: The Grotto
REGULAR SUCCESS (10+):
- • Portal residue lingers in waterfall (one-way; can't go back)
- • Tally marks on wall: 73 days of captivity (start date carved: "1969-08-08")
- • Crude drawing of round, white Abbey surrounded by figures with lances
- • Skeleton behind tanning rack: male, 30s, broken ribs (died fleeing)
- • Improvised weapons: clubs, arrows, crossbow bolts (desperate craftsmanship)
HARD SUCCESS (15+):
- • All Regular info PLUS:
- • Lapis-lazuli veins under prominent boulder pulse faintly (domain magic)
- • Chimney design is sophisticated—vents smoke invisibly through waterfall
- • Skeleton wore a medallion: copper alloy, shows young man with religious robes
- • Papyrus notes (water-damaged): "...four must feed... table shaped as cross... escape is..."
- • Red pigment samples found: same crimson that decorates the Abbey (blood-based)
EXTREME SUCCESS (20+):
- • All Hard info PLUS:
- • Medallion face matches one of the faction leaders if sketched/described (Anselme)
- • Pigment is human blood mixed with subterranean mineral—links to sacrificial cave
- • Hidden passage behind hearth leads DOWN (troll dungeon entrance)
- • Final wall scratching: "The portal is the table. The table is the cross. Break it."
The Silver Hart Appears
As twilight falls and the forest grows dark, the travelers face a choice: remain in the cold grotto or venture into the unknown. At this moment, Serval appears in his deer form—a magnificent silver hart with antlers that gleam like mercury, eyes glowing with blue Potential that contains floating, ghostly shapes.
The hart watches from the tree line, unafraid. If observed closely (Drop + Reverie, DC 15), travelers see twelve tiny human figures floating in the hart's eyes—souls of previous victims. The deer makes no aggressive moves but clearly wants to be followed.
Multiple Approaches: Leaving the Grotto
Players have several options:
PATH 1: Follow the Silver Hart (Easy)
- • Hart leads them directly to Abbey (1 hour journey)
- • Safe path; no encounters; arrive by nightfall
- • Risk: Accepting the "guide" makes them seem compliant to factions
PATH 2: Explore the Forest Independently (Challenging)
- • Drop + Forma or Umbra (Challenging) to navigate without getting lost
- • Success: Discover troll signs, genii whispers, or ibex territory
- • Failure: Forest loops them back to grotto after 2d6 hours (Endless Expanse feature)
PATH 3: Remain in Grotto (Patient)
- • After 1 day, hear nighttime ritual screams from forest (sacrifice in progress)
- • After 3 days, another Silver Hart appears (Serval persists)
- • After 5 days, faction scouts actively search for "lost travelers"
PATH 4: Investigate the Hearth Passage (Risky)
- • Extreme Success reveals hidden passage; players can explore troll dungeon early
- • Bypasses Abbey entirely if they befriend trolls and get map-plates
- • High risk but high reward (shortcuts to understanding the domain)
Scene Two: The Abbey's Welcome (Puzzle)
The travelers arrive at the Abbey—either "rescued" by faction scouts, led by Serval, or arriving on their own terms. The round, white structure gleams in the twilight, covered in lime wash. Copper and gold ornamentation catches the fading light. Gothic arches, onion domes, and gargoyles create a dizzying architectural symphony. A massive central tower under construction will become the bell tower—its four-part carillon already partially functional.
The four faction leaders emerge to greet them, each representing their theological stance. The welcome isoverwhelming—too friendly, too generous, too perfect. This is the puzzle: recognizing that hospitality can be a trap before it's too late.
"Welcome, travelers! Come together, right now, over our table. We have prepared a feast in your honor. You must be weary from your journey. Rest here. Be at peace. Let us care for you."
The Welcome Feast
A grand feast is prepared in the Abbey's main hall—an acoustically perfect chamber where every sound resonates with crystal clarity. Long tables groan under the weight of food: roasted meats, honeyed breads, wine that glows faintly in candlelight. The four faction leaders take turns introducing themselves, each trying to subtly recruit the travelers to their theological position.
Environment: The Abbey as Adversary
Type: Domain Structure | Difficulty: Challenging (DC 15)
PASSIVE FEATURES:
- Pigment Hunger: Food, linens, and gifts restore 1 Reverie but mark travelers with faint crimson stains. These marks make it +1 Difficulty (Disadvantage) to refuse ritual invitations.
- Perfect Acoustics: Every word spoken echoes slightly. Lies sound hollow and obvious (GM's discretion). Secrets are hard to keep.
- Helter Stair: Spiral staircases subtly shift at night. Navigation checks to find specific rooms have Disadvantage after dark.
- Devotional Pressure: The Abbey "wants" believers. Non-believers feel oppressive weight on chest; must succeed Drop + Reverie (DC 13) each morning or start day with -1 Reverie.
ACTIONS (GM triggers 1-2 per scene in Abbey):
- Golden Slumber: Lullaby-chant seeps through walls at night. Drop + Umbra (Tricky) to resist falling into deep, dream-filled sleep. Dreams are of sacrifice and transformation.
- Bells of Summons: Four-part carillon rings from the tower. Everyone within earshot must resist (Drop + Anima, DC 13) or feel compelled to attend the ritual being called.
- Gargoyle Surveillance: Copper gargoyles on the roof occasionally "wake" and watch travelers. Reporting back to faction leaders about suspicious behavior.
REACTIONS:
- When travelers openly question the factions → Abbey grows colder (literally); temperature drops 2-3°C. Faction leaders become icily polite.
- When travelers try to leave → Faction scouts offer to "guide" them (actually herding them back). If refused, scouts shadow them at distance.
- When travelers discover a secret (women's prison, crypt) → "Accidents" begin happening: doors lock unexpectedly, food spoils, belongings go missing.
IMPULSES (GM Questions):
- • How can the Abbey make complicity easy and rebellion hard?
- • Which kindness hides a knife? Which smile masks hunger?
- • What does each traveler see in their quarters that makes them feel "at home"? (Trap)
- • Which corridor smells of castor oil and copper? What's hidden there?
Key NPCs: The Faction Leaders
Each leader embodies a distinct theological position and personality, inspired by the four Beatles during the Abbey Road sessions—creative geniuses pulling in different directions, yet capable of dark harmony when united.
Prêtre-Sommelier Anselme (The Polyarchs)
Type: NPC - Priest | Tier: Standard | Domain: Devotion & Theatricality
Core Concept: "The John Lennon" — Cynical visionary who treats every ritual as performance art. Believes suffering must be beautiful to honor the many gods.
Appearance: Late 40s, gaunt face with intense eyes. Wears copper-threaded robes that chime softly when he moves. Round spectacles that reflect candlelight oddly. Speaks in poetic, sometimes cryptic phrases. Carries a liturgical dagger with jeweled hilt.
FEATURES:
- Sommelier of Suffering (Passive): Can "taste" emotions during ceremonies. Advantage on checks to read travelers' fears, desires, and resistances. Knows exactly which god would savor each victim.
- Liturgical Performance (Passive): When speaking dramatically in the Abbey's perfect acoustics, listeners must resist (Drop + Anima, DC 13) or be emotionally swayed by his rhetoric.
- Precise Strike (Action): Attacks with liturgical dagger. Roll + Forma. On success: 2 Harm. If target has accepted gifts from his faction (+1 marked): 3 Harm and target bleeds (1 Harm per round until treated).
- Applause of the Many (Reaction, when observed by crowd): Gains temporary +2 to all rolls. Feeds on attention and belief. When alone, he's far less confident.
Motivation: Prove the plurality of gods through perfectly curated sacrifices.
Knows: Abbey's history, location of sacrificial grotto, other leaders' secrets.
Doesn't Know: That he himself was once a traveler (repressed memory).
Wants: To create the "perfect" sacrifice—one that pleases all gods simultaneously.
Secret: The medallion in the grotto is his. He's been here since 1969 (real-world time). He sacrificed his own traveling companions and was "rewarded" with eternal life in service to the domain.
Quote: "Imagine there's no heaven... but there are many hells, and each one deserves its artist."
Matriarche-Sentinelle Cécile (The Monos)
Type: NPC - Adjudicator | Tier: Standard | Domain: Purity & Perfection
Core Concept: "The Paul McCartney" — Perfectionist executioner who demands unity through synchronized death. Every detail matters; imperfection is heresy.
Appearance: Ageless (appears 35 but is far older), severe beauty. Golden robes with mathematical embroidery—sacred geometry. Hair in perfect braid. Carries a metronome on her belt that ticks constantly. Eyes like cold sunlight. Speaks with measured, precise diction.
FEATURES:
- Cold Appraisal (Passive): Disadvantage to deceive her during interrogation. She reads micro-expressions with inhuman precision. Can tell when travelers are lying or hiding something.
- Temporal Precision (Passive): Always knows exactly what time it is. Can coordinate actions across distance with perfect timing. Other faction members defer to her scheduling.
- Fourfold Sentence (Action, recharge 5-6): Mark up to 4 visible targets for synchronized harm. At the end of next round, all marked targets take 2 Harm simultaneously. No save, but obvious when marked (golden light appears on forehead).
- Unyielding Creed (Reaction, when questioned or resisted): Automatically resists fear and charm effects. Inspires nearby faction members: they gain Advantage on next roll. Her certainty is contagious.
Motivation: Make the perfect ritual—four deaths, one moment, divine unity.
Knows: Abbey's complete architectural history; she designed recent expansions.
Doesn't Know: That her God might not exist—she's never received confirmation.
Wants: To prove monotheism superior through flawless execution.
Secret: She was the first traveler-founder of the Abbey (medieval era). She sacrificed her own children to "purify" the domain. Her journal is hidden in the women's quarters.
Quote: "Let it be... a perfect execution. Four notes, four lives, one divine resolution."
Serval, the Cervid (The Anima)
Type: NPC - Shapeshifter | Tier: Elite | Domain: Forest & Transformation
Core Concept: "The George Harrison" — Mystical naturalist who hunts what he shepherds. Believes the forest itself is god, and travelers are sacred prey.
Appearance (Human): Tall, androgynous, with bark-textured skin and moss-green hair. Antler-like bone protrusions emerge from temples. Eyes contain twelve floating, ghostly human figures (previous victims' souls). Wears living-root clothing that grows and shifts. Plays a sitar carved from a single piece of wood.
Appearance (Deer): Magnificent silver hart with mercury-sheen antlers. Eyes glow blue with Potential. Larger than natural deer (elk-sized). Moves with impossible grace.
FEATURES:
- Shapeshifter (Passive): Can transform between human and deer form as an action. Transformation is slow (takes full round) and visually unsettling (bones crack, skin ripples). Retains consciousness and memories in both forms.
- Silver Antlers (Passive, deer form only): Trails of blue motes float from antlers. Travelers who see this must resist (Drop + Reverie, Challenging) or feel compelled to follow. Effect lasts until Serval is out of sight.
- Soul Repository (Passive): Contains 12 victims' souls in his eyes. Can access their memories and skills. Once per scene, can manifest ghostly version of a victim for 1 round (they obey him completely).
- Spirit Stampede (Action, recharge 5-6): Summons pack of 6 spectral wolves (silvery, translucent). They attack designated targets for 1 scene, dealing 1 Harm each per round. Wolves phase through obstacles.
- Rootstep (Reaction, when attacked): Teleport to any tree within 60 feet as long as it's in sight. Once per scene. Leaves behind shower of leaves and sitar chord that resonates.
Motivation: Feed worthy prey to the forest; strengthen domain through sacrifice.
Knows: Every path in the forest, location of all portals, genii's true nature.
Doesn't Know: The genii secretly hate him and want him destroyed.
Wants: To add travelers' souls to his collection; become domain guardian permanently.
Secret: He's not native to this domain—he's a shapeshifter who killed the original Anima faction leader and took their place. The trolls know this.
Quote: "Here comes the sun king... and his silver antlers shall lead you to your garden of earthly return."
Professeur Arkan (The Anthropophages)
Type: NPC - Scholar | Tier: Standard | Domain: Flesh & Hunger
Core Concept: "The Ringo Starr" — Unconventional heart of the group. Believes humanity is divine; consuming travelers grants godhood through acquired Potential.
Appearance: Stocky, jovial, with ink-stained fingers and copper rings on every digit. Wears academic robes (medieval scholar style) stained with... something. Teeth are too white, too sharp. Constant, unsettling smile. Drums his fingers rhythmically on surfaces. Carries anatomical diagrams and copper preservation tools.
FEATURES:
- Anatomist (Passive): Advantage on rolls to identify weak points, pressure points, or vital organs. Can assess a traveler's Essence affinity and Potential strength by observation.
- Jovial Menace (Passive): His friendliness is deeply unsettling. Social checks against him have +1 DC (he's too nice, creating uncanny valley effect). Players feel like prey being fattened.
- Feast of Potential (Action, requires prepared "meal"): Consume piece of a victim (living or dead) to temporarily gain +1 to their strongest Essence. Lasts 1 scene. Can stack up to +3. Each use adds 1 Harm to self (body rejects foreign essence).
- Copper Preservation (Reaction, when taking Harm): Negates 1 Harm by instantly binding wounds with copper wire carried in robes. Can use once per round. Wounds appear mummified, not healed.
- Drumbeat Compulsion (Action, recharge 6): Begins rhythmic drumming (four-beat pattern). All who hear must resist (Drop + Umbra, DC 15) or move toward him involuntarily for 3 rounds. He uses this to herd victims.
Motivation: Achieve apotheosis through consumption; become "more than human."
Knows: Anatomy of multiple species, Potential extraction techniques, fertility magic.
Doesn't Know: That consuming Potential is slowly transforming him into something inhuman.
Wants: To restore fertility to the domain (no children born in decades); believes eating travelers' reproductive essence will work.
Secret: He's conducting experiments on captured women to force pregnancy through cannibalistic rituals. It's failing horribly, causing immense suffering.
Quote: "With a little help from my friends... and their flesh, their bones, their beating hearts."
Tiered Investigation: The Women of the Abbey
Observant travelers may notice something deeply wrong with the women in the Abbey. They appear as servants and acolytes, but closer inspection reveals the truth.
Tiered Information: The Imprisoned Women
REGULAR SUCCESS (10+, Drop + Anima or Umbra):
- • No children present anywhere in the Abbey; only adults
- • Women don't speak unless spoken to; avoid eye contact with faction leaders
- • Doors to women's quarters lock from the outside
- • Many have scars on hands and wrists (restraint marks)
- • When asked about "the village," answers are vague and contradictory
HARD SUCCESS (15+):
- • All Regular info PLUS:
- • "Village" is always "a few days away" but direction changes each telling
- • Maps of domain don't show any village; faction leaders change subject when pressed
- • One woman (Sister Marie-Lune) makes brief, desperate eye contact—silently pleading
- • Women's hymns during rituals sound forced, hollow; they're performing under duress
- • Sleeping quarters are locked at night; travelers hear muffled sobbing
EXTREME SUCCESS (20+):
- • All Hard info PLUS:
- • Hidden journal in women's quarters: Cécile's diary from the Abbey's founding
- • Diary reveals: Cécile founded Abbey, sacrificed her own children for "purity"
- • Women rotate as ritual assistants—forced to prepare victims for sacrifice
- • Recent entries mention "four new ones arriving soon" with today's date
- • Secret passage from women's quarters leads to crypt below Abbey
Scene Three: The Cracks Appear (Red Herring)
After a day or two in the Abbey, the facade begins to crack. Players witness or hear a nighttime "hunt for trolls" in the forest—which is actually the sacrifice of a previous traveler. Each faction offers them a "quest" designed to test loyalty and implicate them in the theological systems. Sister Marie-Lune may approach them secretly, begging for help. The trolls' dungeon becomes accessible.
This is the Red Herring of the Five Room Dungeon—multiple urgent-seeming problems that can distract from or illuminate the true danger. Players may pursue helping Marie-Lune, exploring the troll dungeon, or accepting faction quests. All paths provide pieces of the puzzle.
The Night Hunt (Witnessed Horror)
During the night, travelers hear chanting, drums, and screams from the forest. If they investigate (Drop + Umbra, Tricky, to move unseen), they witness a horrifying procession: the four faction leaders leading a bound traveler toward the forest. Torches illuminate a grim parade.
Multiple Approaches: The Night Hunt
PATH 1: Observe Quietly (Stealth, Challenging)
- • Follow procession to sacrificial grotto deep in forest
- • Witness ritual: four leaders using Sensory Stones, victim placed on cross-shaped table
- • Portal activation sequence visible (table glows, space tears open beneath victim)
- • Gain complete understanding of ritual mechanics
- • Risk: If detected (failed stealth), faction turns on party immediately
PATH 2: Intervene (Combat, Risky)
- • Attack procession to save victim
- • Combat: 4 faction leaders (use full stat blocks) + 12 Procession Guards
- • Success: Save victim, gain ally, but faction now openly hostile
- • Failure/Retreat: Victim dies; party marked for next sacrifice
- • Domain Willpower +2 (major disruption of ritual cycle)
PATH 3: Remain in Abbey (Passive)
- • Hear screams but don't investigate
- • Next morning, faction leaders are energized, satisfied
- • One fewer prisoner in women's quarters
- • Advantage on next social check (factions see you as "compliant")
- • But: Gain +1 Curse automatically (complicity in murder)
Sister Marie-Lune's Plea
If players showed compassion or curiosity about the women, Sister Marie-Lune approaches them in secret— a locked corridor, the garden at dawn, or through a passed note. She's terrified but desperate.
Sister Marie-Lune
Type: NPC - Prisoner | Tier: Helpless (currently) | Domain: Survival
Appearance: Mid-20s, thin from malnutrition, haunted eyes. Wears simple gray robes. Hands shake constantly. Speaks in rushed whispers. Has brand mark on shoulder (cross-in-circle).
What She Knows: Abbey's true purpose (sacrifice), location of grotto, faction leaders' secrets (she's prepared their "guests" for years), that escape is possible if domain is weakened.
What She Wants: Freedom for herself and the other women. Will help players escape if they promise to come back for the prisoners or take some with them now.
"They'll come for you soon. The Grand Ritual—they need four. Always four. The table shaped like a cross, deep in the forest, where the red earth bleeds... Please. You can still escape. But we can't. Not without help."
If Players Help Her:
- • She provides Abbey layout, secret passages, best escape routes
- • Can steal keys to armory or poison faction leaders' food (risky)
- • Knows where each leader keeps their Sensory Stone
- • Will organize women's uprising if given weapons and signal
If Players Refuse or Betray Her:
- • She's discovered and sacrificed that night (guilt for party)
- • Women become uncooperative; no inside help available
- • Faction leaders praise party for "loyalty" (makes them trust too much)
- • Next victim: one of the PCs
The Trolls' Dungeon: La Fontaine des Abysses
If players found the Extreme Success clue in the grotto (hidden passage behind hearth), they can access the troll dungeon—a sprawling cave system predating the Abbey by centuries. This is an optional but highly rewarding path that provides shortcuts and powerful allies.
The Trolls' Dungeon: La Fontaine des Abysses
Access: Secret crawlspace behind the grotto hearth; a fissure descends to a cavern network lit by bioluminescent moss.
The dungeon is a natural cave system that predates the Abbey by centuries. The trolls carved chambers here in spiraling, musical patterns—walls etched with harmonic ratios and geometric designs that resonate when touched.
Chamber 1: The Echoing Gallery
A long corridor with walls covered in ancient troll petroglyphs showing the forest before the Abbey, when the domain was peaceful. If players whistle or hum, the walls echo back in four-part harmony—a clue to the four stones.
- Clue: Depictions of four sense-spirits (eyes, ears, tongue, nose) as separate entities that once worked in harmony.
- Danger: If loud noises are made, stalactites fall (Drop + Forma to dodge, 1 Harm on failure).
Chamber 2: The Dry Fountain (Heart of the Dungeon)
A circular basin of black stone, fifteen feet in diameter, perfectly smooth. No water. When a drop of blood falls into it, stars appear within—an inverted sky showing constellations unknown to the travelers. The trolls call it the "Abyss Mirror."
- Oracle Function: Drop + Reverie (Risky) to ask it a question about exits or weaknesses in the Abbey. Success: you see a vision (GM provides one true clue). Failure: it shows a false path designed by the factions, and drains 1 Reverie.
- Visual Effect: The blood spreads in spiral patterns, forming words in Partisan or ancient scripts.
- Lore: Zrrk (troll leader) explains that this fountain once flowed with pure water from the domain's heart, before the Abbey "poisoned the source" with their rituals.
Chamber 3: The Hall of Senses (Puzzle Room)
Four niches carved into the walls, each shaped like a sensory organ: an eye, an ear, a tongue, a nose. Above each niche, troll glyphs describe sensory experiences. The Sensory Stones would fit perfectly here.
- The Puzzle: Placing a stone in the wrong niche inflicts a temporary curse (-1 to related Essence, you lose that sense for 1 hour) until dawn or until the stone is correctly placed.
- Correct Placement: Eyes stone → Eye niche | Ears stone → Ear niche | Tongue stone → Tongue niche | Nose stone → Nose niche
- Reward if all placed correctly: The wall behind opens, revealing the ancient troll map-plates and a hidden passage to Chamber 4.
Chamber 4: The Root-Tunnel
Reward: Troll map-plates (snake-scale fossils engraved with the domain's original layout) reveal a root-tunnel leading directly under the Abbey to the sacrificial grotto—bypassing the forest entirely. The tunnel is narrow, damp, and claustrophobic, but safe from faction patrols.
The map-plates also show four "anchor points" around the Abbey—places where the domain's Willpower is concentrated. Destroying these could weaken the factions' power (see Scene Four).
Zrrk, Troll Leader
Type: NPC - Elder | Tier: Standard | Domain: Stone & Memory
Appearance: Tall (7 feet), lanky, androgynous with bark-like skin covered in swirling moss sigils that glow softly. No visible gender characteristics. Communicates through whistles, gestures, and drawings. Patient, ancient eyes. Smells like petrichor and old wood.
FEATURES:
- Rootkin (Passive): Genii treat trolls as kin; advantage when requesting forest aid.
- Moss Salve (Action): Can apply bioluminescent moss to wounds; regenerates 1 Harm per round for 3 rounds.
- Stone Patience (Passive): Automatically resists fear and coercion; will always attempt parley before violence.
- Blood Gift (Special): Troll blood cancels one active sacrifice magic. 1 flask of willing troll blood can disrupt one faction's channel during the Grand Ritual.
Motivation: Reclaim domain from Abbey; restore forest to pre-corruption state.
Knows: Domain's true history, Serval's secret (he's a usurper), location of all anchor points.
Wants: Abbey destroyed, genii restored to power, travelers safe.
Will Trade: Map-plates, blood gift, and safe passage through root-tunnel for promise to disrupt ritual or kill one faction leader.
Faction Quests (Temptations)
Each faction leader offers travelers a "quest" or "privilege"—ostensibly to test their devotion, but actually to mark them spiritually and implicate them in the theological system. Accepting makes Domain Awakening more likely.
Faction Offers (Temptations)
POLYARCHS (Anselme):
"Name a friend who has sinned greatly. We shall 'redeem' them through artistic offering."
- Accept: +1 Blessing (domain favor), +1 Ledger Debt, -1 to Anima (guilt). Anselme trusts you.
- Refuse: Anselme notes this coldly. Disadvantage on social rolls with Polyarchs.
- Trick Him: Name a fictional person or someone already dead. Drop + Umbra (Challenging) to deceive. Success: gain trust without cost. Failure: he knows, and you're marked for sacrifice first.
MONOS (Cécile):
"An acolyte has questioned the One God. Judge them. Unity demands discipline."
- Accept: Witness (and implicitly endorse) brutal punishment. +1 Curse mark (complicity). Cécile trusts you.
- Refuse: You are marked as "impure." Cécile watches you constantly. +1 DC to all checks in Abbey.
- Defend the Acolyte: Social challenge (Drop + Anima, Risky). Success: save acolyte, gain secret ally. Failure: both you and acolyte punished publicly.
ANIMA (Serval):
"Hunt with us tonight. Become the wolf. Taste the forest's truth."
- Accept: Transform into wolf-like state (Drop + Anima, Risky). Success: gain forest ally (spectral wolf companion for rest of scenario). Failure: lose control, attack party member, gain +2 Curse.
- Refuse: Serval sees you as prey, not hunter. He watches you more carefully.
- Hunt But Spare: Join hunt but refuse to kill. Drop + Reverie (Challenging). Success: Serval respects this; gain his grudging admiration. Failure: he sees weakness.
ANTHROPOPHAGES (Arkan):
"Join me for a private feast. Taste what others fear to consume. Become... more."
- Accept: Consume "prepared dish" (actually human flesh). Gain +1 temporary Potential point (lasts until next rest). Side effect: weep blood for 1 hour (disturbing). +1 Curse.
- Refuse: Arkan's smile doesn't waver, but you feel his hunger intensify. He drums fingers ominously.
- Fake It: Pretend to eat (sleight of hand, Drop + Forma, Challenging). Success: gain benefits without consuming. Failure: Arkan notices; "You waste my gift. Others will not."
The Trolls' Dungeon: La Fontaine des Abysses
Access: Secret crawlspace behind the grotto hearth; a fissure descends to a cavern network lit by bioluminescent moss.
The dungeon is a natural cave system that predates the Abbey by centuries. The trolls carved chambers here in spiraling, musical patterns—walls etched with harmonic ratios and geometric designs that resonate when touched.
Chamber 1: The Echoing Gallery
A long corridor with walls covered in ancient troll petroglyphs showing the forest before the Abbey, when the domain was peaceful. If players whistle or hum, the walls echo back in four-part harmony—a clue to the four stones.
- Clue: Depictions of four sense-spirits (eyes, ears, tongue, nose) as separate entities that once worked in harmony.
- Danger: If loud noises are made, stalactites fall (Drop + Drop to dodge, 1 Harm on failure).
Chamber 2: The Dry Fountain (Heart of the Dungeon)
A circular basin of black stone, fifteen feet in diameter, perfectly smooth. No water. When a drop of blood falls into it, stars appear within—an inverted sky showing constellations unknown to the travelers. The trolls call it the "Abyss Mirror."
- Oracle Function: Drop + Reverie (Risky) to ask it a question about exits or weaknesses in the Abbey. Success: you see a vision (GM provides one true clue). Failure: it shows a false path designed by the factions, and drains 1 Reverie.
- Visual Effect: The blood spreads in spiral patterns, forming words in Partisan or ancient scripts.
- Lore: Zrrk (troll leader) explains that this fountain once flowed with pure water from the domain's heart, before the Abbey "poisoned the source" with their rituals.
Chamber 3: The Hall of Senses (Puzzle Room)
Four niches carved into the walls, each shaped like a sensory organ: an eye, an ear, a tongue, a nose. Above each niche, troll glyphs describe sensory experiences. The Sensory Stones would fit perfectly here.
- The Puzzle: Placing a stone in the wrong niche inflicts a temporary curse (-1 to related Essence, you lose that sense for 1 hour) until dawn or until the stone is correctly placed.
- Correct Placement: Eyes stone → Eye niche | Ears stone → Ear niche | Tongue stone → Tongue niche | Nose stone → Nose niche
- Reward if all placed correctly: The wall behind opens, revealing the ancient troll map-plates and a hidden passage to Chamber 4.
Chamber 4: The Root-Tunnel
Reward: Troll map-plates (snake-scale fossils engraved with the domain's original layout) reveal a root-tunnel leading directly under the Abbey to the sacrificial grotto—bypassing the forest entirely. The tunnel is narrow, damp, and claustrophobic, but safe from faction patrols.
The map-plates also show four "anchor points" around the Abbey—places where the domain's Willpower is concentrated. Destroying these could weaken the factions' power (see Scene Four).
Zrrk, Troll Leader
Type: NPC - Elder | Tier: Standard | Domain: Stone & Memory
Appearance: Tall (7 feet), lanky, androgynous with bark-like skin covered in swirling moss sigils that glow softly. No visible gender characteristics. Communicates through whistles, gestures, and drawings. Patient, ancient eyes. Smells like petrichor and old wood.
FEATURES:
- Rootkin (Passive): Genii treat trolls as kin; advantage when requesting forest aid.
- Moss Salve (Action): Can apply bioluminescent moss to wounds; regenerates 1 Harm per round for 3 rounds.
- Stone Patience (Passive): Automatically resists fear and coercion; will always attempt parley before violence.
- Blood Gift (Special): Troll blood cancels one active sacrifice magic. 1 flask of willing troll blood can disrupt one faction's channel during the Grand Ritual.
Motivation: Reclaim domain from Abbey; restore forest to pre-corruption state.
Knows: Domain's true history, Serval's secret (he's a usurper), location of all anchor points.
Wants: Abbey destroyed, genii restored to power, travelers safe.
Will Trade: Map-plates, blood gift, and safe passage through root-tunnel for promise to disrupt ritual or kill one faction leader.
Faction Quests (Temptations)
Each faction leader offers travelers a "quest" or "privilege"—ostensibly to test their devotion, but actually to mark them spiritually and implicate them in the theological system. Accepting makes Domain Awakening more likely.
Faction Offers (Temptations)
POLYARCHS (Anselme):
"Name a friend who has sinned greatly. We shall 'redeem' them through artistic offering."
- Accept: +1 Blessing (domain favor), +1 Ledger Debt, -1 to Anima (guilt). Anselme trusts you.
- Refuse: Anselme notes this coldly. Disadvantage on social rolls with Polyarchs.
- Trick Him: Name a fictional person or someone already dead. Drop + Umbra (Challenging) to deceive. Success: gain trust without cost. Failure: he knows, and you're marked for sacrifice first.
MONOS (Cécile):
"An acolyte has questioned the One God. Judge them. Unity demands discipline."
- Accept: Witness (and implicitly endorse) brutal punishment. +1 Curse mark (complicity). Cécile trusts you.
- Refuse: You are marked as "impure." Cécile watches you constantly. +1 DC to all checks in Abbey.
- Defend the Acolyte: Social challenge (Drop + Anima, Risky). Success: save acolyte, gain secret ally. Failure: both you and acolyte punished publicly.
ANIMA (Serval):
"Hunt with us tonight. Become the wolf. Taste the forest's truth."
- Accept: Transform into wolf-like state (Drop + Anima, Risky). Success: gain forest ally (spectral wolf companion for rest of scenario). Failure: lose control, attack party member, gain +2 Curse.
- Refuse: Serval sees you as prey, not hunter. He watches you more carefully.
- Hunt But Spare: Join hunt but refuse to kill. Drop + Reverie (Challenging). Success: Serval respects this; gain his grudging admiration. Failure: he sees weakness.
ANTHROPOPHAGES (Arkan):
"Join me for a private feast. Taste what others fear to consume. Become... more."
- Accept: Consume "prepared dish" (actually human flesh). Gain +1 temporary Potential point (lasts until next rest). Side effect: weep blood for 1 hour (disturbing). +1 Curse.
- Refuse: Arkan's smile doesn't waver, but you feel his hunger intensify. He drums fingers ominously.
- Fake It: Pretend to eat (sleight of hand, Drop + Forma, Challenging). Success: gain benefits without consuming. Failure: Arkan notices; "You waste my gift. Others will not."
Scene Four: The Grand Ritual (Climax)
After 2-3 days in the Abbey (or when players have gathered enough information), the four faction leaders announce the Grand Ritual—a joint ceremony to "cleanse the forest of its corruption" and "honor the divine forces." The travelers are invited as honored participants. The bells ring in four-part harmony. Refusal is... difficult.
The procession leads deep into the forest to the sacrificial grotto—a natural amphitheater where the red earth literally bleeds crimson pigment from underground springs. At its center: a massive stone table carved in the shape of a cross, twelve feet across. This is the portal.
"The road ends here. Four voices, four stones, four souls. Come together, over me. The table opens, and paradise awaits on the other side. Don't you want to see what lies beyond?"
The Sacrificial Grotto
Environment: The Sacrificial Grotto
Type: Ritual Site | Difficulty: Deadly | Willpower: 9 (Fully Awakened)
PASSIVE FEATURES:
- Blood Earth: Ground seeps crimson. Walking leaves red footprints. Eerie and disorienting.
- Portal Resonance: The cross-table hums with power. Anyone touching it feels immense pull (Drop + Umbra, Risky, to resist being drawn to center).
- Four Voices: Faction leaders' chants create harmonic resonance. Disadvantage on concentration checks.
- Processional Compulsion: Guards form circle around grotto. Escape requires breaking through (combat or stealth).
RITUAL PHASES (5 rounds to complete):
- Round 1: Faction leaders place Sensory Stones at cardinal points of cross-table. Binding begins.
- Round 2: Victims bound to table's arms (travelers or NPCs). Stones begin to glow.
- Round 3: Leaders activate stones using their senses. Portal starts opening (space tears beneath table).
- Round 4: Sacrificial strikes begin. 2 Harm per victim per round. Blood feeds portal.
- Round 5: Portal fully opens. Victims consumed. Leaders gain apotheosis. Domain Willpower becomes 10 (permanent).
Players have until end of Round 3 to disrupt ritual before sacrifices begin.
Multiple Golden Paths to Survival
Based on players' prior actions, they have several options:
PATH 1: Troll Alliance (If befriended Zrrk)
- Trolls emerge from root-tunnel during Round 2
- Zrrk throws flask of troll blood onto altar
- Cancels ONE faction leader's channel (player chooses which)
- Ritual destabilizes; portal tears wildly; escape in chaos
- Cost: Zrrk dies holding off guards (heroic sacrifice)
PATH 2: Genii's Bargain (If communicated with forest spirits)
- Player offers 2 Harm of blood + cherished memory to genii
- Roots erupt through grotto floor, collapsing ritual site
- Abbey structure weakens simultaneously (Willpower -3)
- Escape during chaos as forest attacks Abbey
- Cost: Permanent memory loss (player chooses which). One PC must stay as domain guardian (or take Sister Marie-Lune instead if saved)
PATH 3: Faction Schism (If discovered secrets)
- Player publicly reveals faction leader secret during Round 1
- Examples: Anselme's medallion, Cécile's journal, Serval's usurpation, Arkan's failed experiments
- Drop + Anima (Challenging) to make accusation convincingly
- Success: Factions turn on each other; civil war erupts
- Cost: Two faction leaders die, two survive and hunt party
PATH 4: Women's Uprising (If armed Marie-Lune)
- Women attack during Round 2 from Abbey side
- Guards split attention; players can break binding
- Marie-Lune targets Sensory Stones (smashes 1-2)
- Ritual fails; portal collapses inward (violent implosion)
- Cost: 50% of women die in uprising. Marie-Lune likely fatal wounded but succeeds
PATH 5: Portal Hijack (Desperate gambit)
- Players voluntary sacrifice ONE person (NPC or PC) to activate portal
- Remaining party jumps through partially-opened portal during Round 4
- Arrive in random domain (GM's choice for next session)
- Faction leaders unable to follow (portal closes behind them)
- Cost: One life. Unknown destination. Potential TPK if bad roll
PATH 6: Direct Combat (High risk)
- Fight faction leaders + guards head-on
- Requires tactical advantage (darkness, forest cover, divide-and-conquer)
- Focus on destroying Sensory Stones (4 objects, 2 Harm each to shatter)
- If all 4 stones destroyed: ritual impossible, domain Willpower -4
- Cost: Likely 1-2 PC deaths. Faction leaders flee if losing (vengeful pursuit later)
GM Note: Players should succeed if they planned ahead and made allies. Reward preparation, but allow improvisation too. The goal is dramatic tension, not inevitable death.
Scene Five: The Final Chord (Reward/Revelation)
The resolution. How players escape determines what they learn, what they gain, and what hunts them in future sessions. This is the Reward phase—consequences, loot, and hooks for future play.
Possible Endings
Based on how players resolved the climax:
ENDING A: Blood Entrance (Portal Hijack success)
Players arrive at the Abbey's Under-Sea (mer de sang)—a nightmare realm of blood-red oceans and drowning cities. Gain +10 Potential points but lose 1d10 Reverie (trauma). Portal to next domain visible on distant shore. Hook: "What did the faction leaders seek here?"
ENDING B: Forest Reclamation (Genii's Bargain success)
Abbey collapses. Domain Willpower drops to 2. Trolls emerge, reclaim forest. Genii manifest as four beautiful, terrible spirits—thank players but remind them of their debt. If PC stayed behind: they become forest guardian (semi-NPC, can return in future). Hook: "The forest is free, but what of other corrupted domains?"
ENDING C: Matriarchy Ascendant (Women's Uprising success)
Women seize Abbey. Rituals end. Marie-Lune (if alive) becomes new leader. Players marked by roots (blessing + curse): recognizable by all genii, unable to lie to forest spirits. Gain safe haven but obligation. Hook: "Other domains have similar oppressed groups. Will you free them?"
ENDING D: Factional Chaos (Schism success)
Abbey tears itself apart. 2 faction leaders dead, 2 flee into Nowhere Land. Domain unstable (Willpower fluctuates). Players escape but are HUNTED by surviving leaders. Gain enemy advantage (know how they think) but constant threat. Hook: "They'll rebuild elsewhere. Stop them before they sacrifice others."
ENDING E: Pyrrhic Victory (Combat success, heavy losses)
Players destroy ritual through violence. 1-2 PCs dead, faction leaders scattered. Domain scarred (Willpower 5, hostile). Survivors gain trauma, guilt, and Sensory Stones as loot. Hook: "Was the cost worth it? And what darkness did we unleash?"
ENDING F: Nihilistic Silence (Failure/TPK)
Players sacrificed. Portal opens fully. Faction leaders ascend to apotheosis, becoming domain demigods. Domain Willpower 10 (permanent). New travelers will arrive... and face gods. Hook for next campaign: "Avenge the fallen. Destroy the ascended."
Rewards & Loot
Treasure & Consequences
If players obtained Sensory Stones:
- Each stone functions as described in Scene Three
- Worth 5 Ledger Debt each if sold to The Count
- Can be used as bargaining chips with powerful NPCs
- WARNING: Using them risks addiction (as per mechanics)
If players freed women:
- Sister Marie-Lune becomes permanent ally
- Can call on women's network in future scenarios
- Gain reputation: "Liberator" (Advantage with oppressed groups)
If players befriended trolls:
- Gain Troll Map-Plates (reveal hidden passages in domains)
- Can ask genii for aid once per domain visited
- Permanent +1 Blessing in forest domains
Ledger Debt Accumulation:
- Baseline: +2 Debt (for portal travel)
- If used Sensory Stones: +1 Debt per use
- If made bargains with genii: +3 Debt (promise to return)
- If hijacked portal: +5 Debt (major reality violation)
The resolution. Players must choose their path to survive. This is the moment for alliances to pay off or for desperate plans to be enacted. The scenario can end in several ways, from escaping through the activated portal to destroying the Abbey or even taking it over.
Endings
- Blood Entrance: Enter the portal fully powered → arrive at the Abbey's Under-Sea (mer de sang); gain 10 Potential, lose 1d10 SAN.
- Forest Reclamation: Collapse the Abbey via genii → domain Willpower -2; trolls freed; new allies.
- Matriarchy Ascendant: Women seize control; rituals end; players leave marked by roots (recognizable by genii).
- Nihilistic Silence: Do nothing → TPK via synchronized sacrifice. The road ends here.
The Sensory Stones (Potentials)
The four faction leaders each possess a sacred artifact—ancient gemstones that predate the Abbey, discovered in the depths of the forest. These function as Potentials, requiring the user to spend 1 Reverie and accept a temporary sensory alteration to activate. They can be used by players if acquired (stolen, looted, or bargained for).
The Tongue of Truth (Anselme's Red Stone)
A polished ruby the size of a large coin, warm to the touch, with internal fractures that pulse like a heartbeat.
Effect: When placed on the tongue, allows the user to taste the emotional state of anyone they hear speak. Lies taste like bitter ash and sulfur, truth like fresh water and honey, fear like copper and salt, joy like ripe fruit.
Visual: Your tongue turns deep crimson, and when you speak, small wisps of red smoke escape your mouth.
Duration: 1 scene (approximately 10-15 minutes) or until you spit out the stone.
The Ears of Whispers (Cécile's Lapis Lazuli)
Two perfectly matched stones of deep blue flecked with gold, cold as winter frost, carved with spiral patterns.
Effect: When placed in the ears, allows the user to hear the surface thoughts of one target they can see (within 30 feet). The thoughts come as whispered fragments, often incomplete or metaphorical.
Visual: Your eyes glow faintly blue, and those near you report hearing a very faint, high-pitched ringing.
Duration: Concentration (up to 1 scene). Requires Umbra + Umbra roll (DC 10) to maintain if distracted.
The Eyes of Souls (Serval's Crystal)
Two translucent emerald crystals that seem to contain tiny, moving shadows within, faceted like insect eyes.
Effect: When placed over the eyes (must be held in place or bound), allows the user to see the traumas and emotional scars on a person as a swirling, colored aura. Fresh wounds appear as bright, jagged tears; old scars as dim, twisted knots.
Visual: Your eyes become entirely green, glowing softly. You cannot see physical details clearly, only emotional truth.
Duration: 1 scene. After use, you are temporarily colorblind for 1 hour.
The Nose of Fear (Arkan's Amber)
A piece of ancient amber containing a preserved insect, sticky with resin, giving off a faint smell of honey and decay.
Effect: When placed in the nostrils (uncomfortably, requiring commitment), allows the user to smell fear as a sweet, intoxicating perfume, and track it unerringly within a quarter-mile. Extreme terror smells overwhelming, almost narcotic.
Visual: Your breath becomes visible as golden mist, and your pupils dilate dramatically. You appear predatory.
Duration: 1 scene. Addictive—using it more than once per day requires Essence + Drop (DC 12) or become obsessed with hunting the fearful.
Costs & Limits:
- Each activation costs 1 Reverie
- If used during a ritual scene (within the Abbey or grotto), also inflicts 1 Harm as the domain feeds on your senses
- Outside this domain, stones function at half strength (GM discretion on effects) and impose a -1 SAN drain after use
- Only one stone can be active at a time per person
- Using all four stones simultaneously (requires four different people) creates a temporary sensory gestalt—users can share perceptions but risk losing their individual identity (Essence roll DC 15 to separate after)
Portal Activation:
The cross-shaped altar in the sacrificial grotto opens as a portal only when all four stones are active simultaneously and four sacrifices occur at the four cardinal points of the altar. Breaking any one stone during the alignment ritual collapses the entire ceremony with violent backlash:
- All present take 1 Harm from psychic feedback
- Faction leaders take 2 Harm and lose their primary Potential ability for 24 hours
- The altar cracks, making it impossible to attempt the ritual again for one full lunar cycle (roughly 28 days in-domain time)
Alternate Hooks (Studio Cuts)
- Come Together: The group follows a silver deer through a portal opening to the grotto.
- Maxwell's Hammer: A blacksmith's bell tolls—ibex drive them into the forest.
- Golden Crosswalk: Four white stones align like a zebra crossing—stepping on them pulls the party towards the Abbey.
- Studio Two: A dream of a round hall with perfect acoustics compels them to seek the sound.
- The End: A dying traveler begs them to "break the cross" before midnight on the fourth night.
Additional Resources
This complete scenario includes all acts as presented. Additional downloadable resources:
