Strange reports have been heard from the fringes of Jastrey’s shard. Food seems to be spoiling faster, wounds taking longer to heal, and vermin increasing in number.
[CONTENT WARNING: Insects, Infection]
Story Notes
First of several mods involving The Fears. A group of forces seeking to all become THE manifestation of Fear.
Before this mod starts, set up FOUR visible Sanctums (Swarm Nest). Try to pick cabins that have defensible porches like many of those in Hills and Oaks.
Each Sanctum has the following ability:
- "Trap Pin 4"
- "Self, Earth Meld (Party)"
As Sanctums are destroyed, Clackers gain the following abilities
- 1 Sanctum: Strength of the Swarm: "Body +2"
- 2 Sanctums: Overmind: "Immune Compulsions", "Ban Withstand", "Self, Release"
- 3 Sanctums: Berserk Rage: If Outnumbered: "Always Decaying" and "May Spend Hits As Spirit"
- 4 Sanctums: Wounded Fury: "Bloodied Base 2 Hits" and "Bloodied Always Bleeding"
Materials
4x Cones
4x Spawn Points (Swarm Nest)
Monsters
Clackers (The Corrupt | Brute)
Herald of Corruption (The Corrupt | Fae Knight) [Swap "Slay Heal X (Free)" for "Touch Heal X"]
1.1 - So it begins
Narrative
You have heard rumors from the edges of Jastrey of small but inconvenient events occurring. Grain moldering and spoiling quickly. Milk curdling and butter going rancid. Wounds taking longer to heal than usual and being quick to fester. Vermin becoming an increasing problem.
Scene Notes
This is intentionally vague with little direction for the players. “Corruption is easiest to stop if caught early, but difficult to detect.”
ANNOUNCE: The adventure has begun.
If players say they want to investigate one of the mentioned events, ask for narrative actions. If 10 minutes pass with no successful narrative actions or players not knowing what to do, GO TO SCENE 2.1.
ANNOUNCE: The adventure has begun.
If players say they want to investigate one of the mentioned events, ask for narrative actions. If 10 minutes pass with no successful narrative actions or players not knowing what to do, GO TO SCENE 2.1.
Narrative Effects
Locate (Source of events | Very Hard): You seem to detect a convergence of a form of rot or decaying energies towards the edge of the shard. You can easily make your way there. [GO TO SCENE 6.1]
Commune Nature (Very Hard): You detect vague hints of death and decay not natural to this time of year. The very trees seem confused that their roots speak of autumn. You can easily make your way to where you feel this energy is coming from. [GO TO SCENE 2.1]
Commune Earth (Very Hard): The Earth speaks of new tunnels and hills being built around the shard. The stones direct you towards one such new hill. [GO TO SCENE 2.1]
Explore (Very Hard): You begin exploring further and further across the shard. Eventually you begin to notice what you only know to call trails of autumn. Strange lines where decay seems more common and the trees have begun changing their leaves. [GO TO SCENE 2.1]
Commune Nature (Very Hard): You detect vague hints of death and decay not natural to this time of year. The very trees seem confused that their roots speak of autumn. You can easily make your way to where you feel this energy is coming from. [GO TO SCENE 2.1]
Commune Earth (Very Hard): The Earth speaks of new tunnels and hills being built around the shard. The stones direct you towards one such new hill. [GO TO SCENE 2.1]
Explore (Very Hard): You begin exploring further and further across the shard. Eventually you begin to notice what you only know to call trails of autumn. Strange lines where decay seems more common and the trees have begun changing their leaves. [GO TO SCENE 2.1]
2.1 - One Clacker. Two Clacker. Three Clacker, Four (REPEAT THIS SCENE AFTER EACH SANCTUM)
Narrative
[UPON LEAVING THE TAVERN]
As you set out from the Shady Corner, you see the form of a large insectoid figure that some may recognize as a Clacker. It seems slightly confused, not immediately attacking or acknowledging your presence. The Clacker moves towards a tree, scraping away a section of bark with its claws before regurgitating onto the bare wood. You immediately see the color of the leaves begin to shift from green, to yellow, then orange and red.
[FIRST NARRATION ON REPEATED RUNS]
A lone clacker wanders across the path.
[MOVING FURTHER DOWN THE ROAD TOWARDS A SANCTUM]
Moving on, you encounter another two clackers.
[MOVING FURTHER DOWN THE ROAD TOWARDS A SANCTUM]
Three clackers now stand in your path
[NEARLY ARRIVING AT THE SANCTUM]
Four clackers mull about. In the distance you can see a large excavated tunnel leading into the ground.
[IF PLAYERS ATTACK OR HAVE ATTACKED ANY CLACKERS]
The clacker(s) turn and rush you, mandibles and claws slashing!
As you set out from the Shady Corner, you see the form of a large insectoid figure that some may recognize as a Clacker. It seems slightly confused, not immediately attacking or acknowledging your presence. The Clacker moves towards a tree, scraping away a section of bark with its claws before regurgitating onto the bare wood. You immediately see the color of the leaves begin to shift from green, to yellow, then orange and red.
[FIRST NARRATION ON REPEATED RUNS]
A lone clacker wanders across the path.
[MOVING FURTHER DOWN THE ROAD TOWARDS A SANCTUM]
Moving on, you encounter another two clackers.
[MOVING FURTHER DOWN THE ROAD TOWARDS A SANCTUM]
Three clackers now stand in your path
[NEARLY ARRIVING AT THE SANCTUM]
Four clackers mull about. In the distance you can see a large excavated tunnel leading into the ground.
[IF PLAYERS ATTACK OR HAVE ATTACKED ANY CLACKERS]
The clacker(s) turn and rush you, mandibles and claws slashing!
Scene Notes
Clackers are initially passive to players and do not attack. Once ANY Clacker is attacked, all other Clackers, present and future, become aggressive and attack on sight.
OPTIONAL COMBAT: Clackers
Upon reaching a Sanctum, continue to the appropriate scene:
FIRST NEST: Proceed to 3.1.
SECOND NEST: Proceed to 4.1.
THIRD NEST: Proceed to 5.1.
FOURTH NEST: Proceed to 6.1.
OPTIONAL COMBAT: Clackers
Upon reaching a Sanctum, continue to the appropriate scene:
FIRST NEST: Proceed to 3.1.
SECOND NEST: Proceed to 4.1.
THIRD NEST: Proceed to 5.1.
FOURTH NEST: Proceed to 6.1.
Narrative Effects
Inspect Nature (Medium): This clacker is not exhibiting normal behavior.
Inspect Wound (Medium): You believe the clacker has some form of fungal infection.
Inspect Magic (Medium): Nether and Prime mixed.
Inspect Wound (Medium): You believe the clacker has some form of fungal infection.
Inspect Magic (Medium): Nether and Prime mixed.
3.1 - The First Nest
Narrative
Approaching the tunnel, it takes only a moment to ascertain that this is an entrance into the clackers’ tunnels. If you’re going to stop these strange clackers, shutting these tunnels is likely your only option.
[AS PLAYERS ATTEMPT TO DESTROY THE SANCTUM]
As you begin disturbing the earthworks, clackers rush forward to defend their nest!
[AFTER DESTROYING THE SANCTUM]
One tunnel dealt with, but a nest rarely has just one entrance or exit. The sounds of clackers in the distance tell you that you should probably look for more.
[AS PLAYERS ATTEMPT TO DESTROY THE SANCTUM]
As you begin disturbing the earthworks, clackers rush forward to defend their nest!
[AFTER DESTROYING THE SANCTUM]
One tunnel dealt with, but a nest rarely has just one entrance or exit. The sounds of clackers in the distance tell you that you should probably look for more.
Scene Notes
ANNOUNCE: Destroying a sanctum: a player must spend five uninterrupted minutes in contact with a sanctum's sheet to destroy the sanctum.
COMBAT: Clackers
WAVES: Clackers will respawn every minute in a wave.
After a successful Non-Locate narrative effect, repeat scene 2.1.
COMBAT: Clackers
WAVES: Clackers will respawn every minute in a wave.
After a successful Non-Locate narrative effect, repeat scene 2.1.
Narrative Effects
Locate (Source of events | Very Hard): You seem to detect a convergence of a form of rot or decaying energies towards the edge of the shard. You can easily make your way there. [GO TO SCENE 6.1]
Commune Nature (Medium): You detect vague hints of death and decay not natural to this time of year. The very trees seem confused that their roots speak of autumn. You can easily make your way to where you feel this energy is coming from.
Commune Earth (Medium): The Earth speaks of new tunnels and hills being built around the shard. The stones direct you towards one such new hill.
Explore (Medium): You begin exploring further and further across the shard. Eventually you begin to notice what you only know to call trails of autumn. Strange lines where decay seems more common and the trees have begun changing their leaves.
Inspect Nature (Medium): This clacker is not exhibiting normal behavior.
Inspect Wound (Medium): You believe the clacker has some form of fungal infection.
Inspect Magic (Medium): Nether and Prime mixed.
Commune Nature (Medium): You detect vague hints of death and decay not natural to this time of year. The very trees seem confused that their roots speak of autumn. You can easily make your way to where you feel this energy is coming from.
Commune Earth (Medium): The Earth speaks of new tunnels and hills being built around the shard. The stones direct you towards one such new hill.
Explore (Medium): You begin exploring further and further across the shard. Eventually you begin to notice what you only know to call trails of autumn. Strange lines where decay seems more common and the trees have begun changing their leaves.
Inspect Nature (Medium): This clacker is not exhibiting normal behavior.
Inspect Wound (Medium): You believe the clacker has some form of fungal infection.
Inspect Magic (Medium): Nether and Prime mixed.
4.1 - The Second Nest
Narrative
Another tunnel, much like the first. As you begin your work of destroying the tunnel, you notice more clackers here than before, and they seem to have thicker exoskeletons.
[AS PLAYERS ATTEMPT TO DESTROY THE SANCTUM]
As you begin disturbing the earthworks, clackers rush forward to defend their nest!
[AFTER DESTROYING THE SANCTUM]
Another tunnel dealt with, the sounds of clackers in the distance tell you that you should probably look for more.
[AS PLAYERS ATTEMPT TO DESTROY THE SANCTUM]
As you begin disturbing the earthworks, clackers rush forward to defend their nest!
[AFTER DESTROYING THE SANCTUM]
Another tunnel dealt with, the sounds of clackers in the distance tell you that you should probably look for more.
Scene Notes
ANNOUNCE: Destroying a sanctum: a player must spend five uninterrupted minutes in contact with a sanctum's sheet to destroy the sanctum
COMBAT: Clackers
WAVES: Clackers will respawn every minute in a wave.
STRENGTH OF THE SWARM: "Body +2"
After a successful Non-Locate narrative effect, repeat scene 2.1.
COMBAT: Clackers
WAVES: Clackers will respawn every minute in a wave.
STRENGTH OF THE SWARM: "Body +2"
After a successful Non-Locate narrative effect, repeat scene 2.1.
Narrative Effects
Locate (Source of events | Very Hard): You seem to detect a convergence of a form of rot or decaying energies towards the edge of the shard. You can easily make your way there. [GO TO SCENE 6.1]
Commune Nature (Easy) - You detect vague hints of death and decay not natural to this time of year. The very trees seem confused that their roots speak of autumn. You can easily make your way to where you feel this energy is coming from.
Commune Earth (Easy) - The Earth speaks of new tunnels and hills being built around the shard. The stones direct you towards one such new hill.
Explore (Easy) - You begin exploring further and further across the shard. Eventually you begin to notice what you only know to call trails of autumn. Strange lines where decay seems more common and the trees have begun changing their leaves.
Inspect Nature (Medium) - This clacker is not exhibiting normal behavior.
Inspect Wound (Medium) - You believe the clacker has some form of fungal infection.
Inspect Magic (Medium) - Nether and Prime mixed.
Commune Nature (Easy) - You detect vague hints of death and decay not natural to this time of year. The very trees seem confused that their roots speak of autumn. You can easily make your way to where you feel this energy is coming from.
Commune Earth (Easy) - The Earth speaks of new tunnels and hills being built around the shard. The stones direct you towards one such new hill.
Explore (Easy) - You begin exploring further and further across the shard. Eventually you begin to notice what you only know to call trails of autumn. Strange lines where decay seems more common and the trees have begun changing their leaves.
Inspect Nature (Medium) - This clacker is not exhibiting normal behavior.
Inspect Wound (Medium) - You believe the clacker has some form of fungal infection.
Inspect Magic (Medium) - Nether and Prime mixed.
5.1 - The Third Nest
Narrative
You find your way to a third tunnel entrance. The clackers continue to increase in number. You see the same thick-hided warriors as before, but they seem to be organizing into more structured ranks as they mount their defense against your efforts.
[AS PLAYERS ATTEMPT TO DESTROY THE SANCTUM]
As you begin disturbing the earthworks, clackers rush forward to defend their nest!
[AFTER DESTROYING THE SANCTUM]
Another tunnel dealt with, the sounds of clackers in the distance tell you that you should probably look for yet more.
[AS PLAYERS ATTEMPT TO DESTROY THE SANCTUM]
As you begin disturbing the earthworks, clackers rush forward to defend their nest!
[AFTER DESTROYING THE SANCTUM]
Another tunnel dealt with, the sounds of clackers in the distance tell you that you should probably look for yet more.
Scene Notes
ANNOUNCE: Destroying a sanctum: a player must spend five uninterrupted minutes in contact with a sanctum's sheet to destroy the sanctum
COMBAT: Clackers
WAVES: Clackers will respawn every minute in a wave.
STRENGTH OF THE SWARM: "Body +2"
OVERMIND: "Immune Compulsions" (Fear, Frenzy, Sleep, Soothe, Stun, Taunt), "Ban Withstand", "Self, Release"
After a successful Non-Locate narrative effect, repeat scene 2.1.
COMBAT: Clackers
WAVES: Clackers will respawn every minute in a wave.
STRENGTH OF THE SWARM: "Body +2"
OVERMIND: "Immune Compulsions" (Fear, Frenzy, Sleep, Soothe, Stun, Taunt), "Ban Withstand", "Self, Release"
After a successful Non-Locate narrative effect, repeat scene 2.1.
Narrative Effects
Locate (Source of events | Very Hard): You seem to detect a convergence of a form of rot or decaying energies towards the edge of the shard. You can easily make your way there. [GO TO SCENE 6.1]
Commune Nature (Very Easy): You detect vague hints of death and decay not natural to this time of year. The very trees seem confused that their roots speak of autumn. You can easily make your way to where you feel this energy is coming from.
Commune Earth (Very Easy): The Earth speaks of new tunnels and hills being built around the shard. The stones direct you towards one such new hill.
Explore (Very Easy): You begin exploring further and further across the shard. Eventually you begin to notice what you only know to call trails of autumn. Strange lines where decay seems more common and the trees have begun changing their leaves.
Inspect Nature (Medium): This clacker is not exhibiting normal behavior.
Inspect Wound (Medium): You believe the clacker has some form of fungal infection.
Inspect Magic (Medium): Nether and Prime mixed.
Commune Nature (Very Easy): You detect vague hints of death and decay not natural to this time of year. The very trees seem confused that their roots speak of autumn. You can easily make your way to where you feel this energy is coming from.
Commune Earth (Very Easy): The Earth speaks of new tunnels and hills being built around the shard. The stones direct you towards one such new hill.
Explore (Very Easy): You begin exploring further and further across the shard. Eventually you begin to notice what you only know to call trails of autumn. Strange lines where decay seems more common and the trees have begun changing their leaves.
Inspect Nature (Medium): This clacker is not exhibiting normal behavior.
Inspect Wound (Medium): You believe the clacker has some form of fungal infection.
Inspect Magic (Medium): Nether and Prime mixed.
6.1 - The Fourth Nest (SUCCESSFUL LOCATE)
Narrative
You approach the fourth, and judging by the swarm of clackers defending it, the last tunnel entrance to whatever works they were doing beneath the shard. Thick-hided warriors stand in orderly rows. Mandibles clacking angrily as purple viscous fluid drips from their insectoid jaws.
[AS PLAYERS ATTEMPT TO DESTROY THE SANCTUM]
As you begin disturbing the earthworks, clackers rush forward to defend their nest!
[AS PLAYERS ATTEMPT TO DESTROY THE SANCTUM]
As you begin disturbing the earthworks, clackers rush forward to defend their nest!
Scene Notes
ANNOUNCE: Destroying a sanctum: a player must spend five uninterrupted minutes in contact with a sanctum's sheet to destroy the sanctum
COMBAT: Clackers
WAVES: Clackers will respawn every minute in a wave.
STRENGTH OF THE SWARM: "Body +2"
OVERMIND: "Immune Compulsions" (Fear, Frenzy, Sleep, Soothe, Stun, Taunt), "Ban Withstand", "Self, Release"
BERSERK RAGE: If Outnumbered: "Always Decaying" and "May Spend Hits As Spirit"
After clearing the sanctum, continue to the next scene.
COMBAT: Clackers
WAVES: Clackers will respawn every minute in a wave.
STRENGTH OF THE SWARM: "Body +2"
OVERMIND: "Immune Compulsions" (Fear, Frenzy, Sleep, Soothe, Stun, Taunt), "Ban Withstand", "Self, Release"
BERSERK RAGE: If Outnumbered: "Always Decaying" and "May Spend Hits As Spirit"
After clearing the sanctum, continue to the next scene.
Narrative Effects
Inspect Nature (Medium): This clacker is not exhibiting normal behavior.
Inspect Wound (Medium): You believe the clacker has some form of fungal infection.
Inspect Magic (Medium): Nether and Prime mixed.
Inspect Wound (Medium): You believe the clacker has some form of fungal infection.
Inspect Magic (Medium): Nether and Prime mixed.
7.1 - Life Infinite
Narrative
Just as you deal the final structural blow to the tunnel entrance, dozens of clacker warriors rush forward, using their bodies as structural supports, physically holding back the soil. Walking forward on the bodies of the other clackers comes a figure walking a little too like a human for its six insectoid legs.
Standing before you is a Clacker, but unlike those you have seen before. This one wears a robe of silk. In two of its claws it holds a staff, insects darting in and out of holes in the rotting wood. The left half of the creature’s face appears to be consumed by some sort of fungus, as innumerable vermin dart around and through the Clacker.
The Clacker raises its claw as a living shield of chitinous bodies forms before them. With a clarity and intelligence you had never expected, the robed Clacker begins to speak.
[HERALD:]
“Jastreians. Why do you reject my master’s gifts? So many have brought death to your doors as you now do to mine. The Sardians. The Gold Coast Corsairs. Dragons, fiends, exiles. Mortals, and immortals alike. But I do not bring death! I bring you life! Writhing. Teeming. Abundant life!”
Standing before you is a Clacker, but unlike those you have seen before. This one wears a robe of silk. In two of its claws it holds a staff, insects darting in and out of holes in the rotting wood. The left half of the creature’s face appears to be consumed by some sort of fungus, as innumerable vermin dart around and through the Clacker.
The Clacker raises its claw as a living shield of chitinous bodies forms before them. With a clarity and intelligence you had never expected, the robed Clacker begins to speak.
[HERALD:]
“Jastreians. Why do you reject my master’s gifts? So many have brought death to your doors as you now do to mine. The Sardians. The Gold Coast Corsairs. Dragons, fiends, exiles. Mortals, and immortals alike. But I do not bring death! I bring you life! Writhing. Teeming. Abundant life!”
Scene Notes
ANNOUNCE: The Herald of Corruption is an EPIC MONSTER!
COMBAT: Herald of Corruption (EPIC), Clackers
WAVES: Clackers will respawn every minute in a wave.
STRENGTH OF THE SWARM: "Body +2"
OVERMIND: "Immune Compulsions" (Fear, Frenzy, Sleep, Soothe, Stun, Taunt), "Ban Withstand", "Self, Release"
BERSERK RAGE: If Outnumbered: "Always Decaying" and "May Spend Hits As Spirit"
WOUNDED FURY: "Bloodied Base 2 Hits" and "Bloodied Always Bleeding"
After combat, continue to the next scene.
COMBAT: Herald of Corruption (EPIC), Clackers
WAVES: Clackers will respawn every minute in a wave.
STRENGTH OF THE SWARM: "Body +2"
OVERMIND: "Immune Compulsions" (Fear, Frenzy, Sleep, Soothe, Stun, Taunt), "Ban Withstand", "Self, Release"
BERSERK RAGE: If Outnumbered: "Always Decaying" and "May Spend Hits As Spirit"
WOUNDED FURY: "Bloodied Base 2 Hits" and "Bloodied Always Bleeding"
After combat, continue to the next scene.
Narrative Effects
Inspect Nature (Easy): The clackers are not exhibiting normal behavior.
Inspect Wound (Easy): You believe the clacker has some form of fungal infection.
Inspect Magic (Easy): Nether and Prime mixed.
Inspect Wound (Easy): You believe the clacker has some form of fungal infection.
Inspect Magic (Easy): Nether and Prime mixed.
8.1 - Epilogue
Narrative
The robed clacker curses before walking back into the warrior-lined tunnel.
[HERALD]:
"Why do you resist so? No matter. Surely there are others that will accept my master's beautiful gift of life."
The way into the earth collapses as the warriors retreat. After a moment all is calm, with no sign of the clackers or nests remaining.
[HERALD]:
"Why do you resist so? No matter. Surely there are others that will accept my master's beautiful gift of life."
The way into the earth collapses as the warriors retreat. After a moment all is calm, with no sign of the clackers or nests remaining.
Scene Notes
Players are free to investigate as they see fit, but there are intentionally few answers to be found.
THIS CONCLUDES THE ADVENTURE.
THIS CONCLUDES THE ADVENTURE.
Narrative Effects
Inspect Magic (Easy): Nether, Prime, Maelstrom, and Astral.
Commune Earth (Easy): They’re just… gone. As if they fell out of the Shard.
Commune Nature (Easy): The clackers and their fungus are gone
Consult (Khulzhan | Medium): There are many forces in the Nightmare Realm starting to vie for power. This appears to be one called "The Corruption".
Consult (Hursisa | Hard): This wasn't my doing.
Consult (Pestilence | Medium): This wasn't my doing.
Commune Earth (Easy): They’re just… gone. As if they fell out of the Shard.
Commune Nature (Easy): The clackers and their fungus are gone
Consult (Khulzhan | Medium): There are many forces in the Nightmare Realm starting to vie for power. This appears to be one called "The Corruption".
Consult (Hursisa | Hard): This wasn't my doing.
Consult (Pestilence | Medium): This wasn't my doing.