The Ravening - Black Shuck

For the past mestrun the nights in Jastrey have been plagued by an unnatural darkness and scattered disappearances. Some simply disappear, others are found, or parts of them at least, throughout the shard. At night the streets are nearly deserted, as Jastrey's citizens seal themselves indoors and leave the lights burning.

Story Notes

The Ravening remains. The first arrivals were only scavengers, the harbingers of the Ravening, they could not enter buildings, and were powerless against any permanent light, not just the balefire.

 

Now the hounds come to Jastrey, ahead of their masters. The hounds may enter buildings, only through open west windows; preferring to grab those near one and drag them out into the darkness of the night where they have the most advantage. The hounds may be fought, but are incredibly powerful, unnatural foes if encountered in the dark of night - to hope to succeed in physically stopping a hound, one must manage to fight it while inside, or while within the light.

 

 Woe unto those who are foolish enough to walk in the darkness though...

 

*Enid Porter. "The Folklore of East Anglia". 1974 Part 2.

 

THE HOUND (GENERAL):

The hounds will be on the lookout for players who are outside, or inside near west facing windows, especially those without a light; the more isolated, the better. They will always prefer being outside to indoors, and will attempt to "Carry" players outdoors, if at all possible. The hounds MAY "CARRY" SUBDUED PLAYERS.

 

THE HOUND (DAMAGING):

While outside, and not exposed to an actual, strong, in play light source (glow necklaces, glow sticks, and flashlights or any type do not count) the hound is "IMMUNE TO ALL DAMAGE". If an in play light source is brought within close range (10 paces or so), this effect is nullified. While indoors, this effect is always nullified, even if there are no lights.

 

THE HOUND (MOBILITY):

The hounds prefer being outside, but they may enter through the west facing windows of a building (kitchen side on the tavern). If any west facing windows are open, hounds may enter through the kitchen and remain out of play until in position near an open window - remember that the kitchen area is always out of play.

 

THE HOUND (ABILITIES):

The hounds may "Drag" and "Carry" players. If the hound is exposed to strong light (see damaging, above) they MAY NOT USE "Vanish" or "Blink".

Monsters

Black Shuck Hound of the Ravening

(a few experienced players, capable of following complex instructions)

"All down the church in midst of fire, the hellish monster flew, and, passing onward to the quire, he many people slew."*

Narrative
[What do I see?]
A beast, terrifying to behold; likened unto a dog, but of massive size, with fur as dark as night, moving without sound and at great speed, it's large, fiery red eyes, and bared teeth!

[Upon dragging a player out a window]
A massive, dark shape suddenly reaches in through the window and grabs [character]! In only a moment they're pulled outside the Shady Corner!

[Before extinguishing the tavern lights]
You know they're out there, though you don't hear them. You can barely see them. Suddenly the lights go out!
Scene Notes
The hounds will be on the lookout for players who are outside, or inside near west facing windows, especially those without a light; the more isolated, the better. They will always prefer being outside to indoors, and will attempt to "Carry" players outdoors, if at all possible. The hounds MAY "CARRY" SUBDUED PLAYERS.

THE TAVERN LIGHTS:
If the players remain indoors, but leave the windows open, have the hounds assemble to enter through the windows (see mechanics above). Read the special narration for this occurrence, and have one hound unplug the tavern lights before calling play on.

IF THE TARGET IS OUTSIDE:
The hound will approach them, likely "Vanished", and may either simply start to count down from 10, or may "Pin" the player and attempt to "Drag/Carry" them off while counting down from 10.

IF THE TARGET IS INDOORS, AND WITHIN "REACH" OF AN OPEN WEST FACING WINDOW (KITCHEN SIDE):
The hound may walk up on the exterior of the building, identify the player, and REMOVE THEM FROM PLAY while they move to the exterior of the same window (the hound drags the player out the window).

UPON REACHING ZERO:
Once you reach zero, if you TOUCH the player they are immediately LEFT TO THEIR FATE. They are carried away by the Ravening, likely torn limb from limb and dropped from a great height some distance away, or perhaps carried off to some unknown place.
Narrative Effects
Adapt Darkness (Automatic): A beast, terrifying to behold; likened unto a dog, but of massive size, with fur as dark as night, moving without sound and at great speed, it's large, fiery red eyes, and bared teeth!
Conjure (Light Source; Automatic): [Has NO EFFECT on 10-Count! Does NOT make the hound vulnerable!]
Light (Automatic): [Has NO EFFECT on 10-Count! Does NOT make the hound vulnerable!]