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  Overview
  Expected Timeline
  NPCs
  Pressures
  Pre-Gen PCs
  Cynedeall, the Dark Mage
  Einhard, the Explorer
  Byrnhorn, the Knight
  Aedilberg, the Assassin
  Mission Setup
  Act 1: Syrup Street Investigation
  MAP
  Act 2: The Descent
  The Mushrooms
  Act 3: Alderbloat Slum
  Act 4: Gogoroth the Gobbler
  Epilogue
  NPC Stats & Combat Maps
  Spiders in the Ancient Armoury (4)
  Warriors in the Acidic Pools (7)
  Carnivorous Plants (11)
  Gogoroth, on the Fiend Mound (14)
  Acknowledgments
  The Tethered meet Albrecht Haas and learn of his bounty for 
  his missing twin children.
  The Tethered explore Syrup Street, gathering clues, meet other 
  NPCs, and potentially learn more about the conspiracy.
  The Tethered realize the streets metal well is an entrance to 
  the Undercity.
  The Tethered journey through the Undercity and discover a 
  sealed entrance into the City Watch Lodge cellars.
  The Tethered discover the Undercity Slum; Alderbloat.
  The Tethered learn of Gogoroth the Gobbler Fiend, and may 
  take time to study him to learn his habitats and weaknesses. 
  The Tethered must defeat Gogoroth through cunning and 
  direct combat. This may require more than one fight.
  The Tethered free the slaves, locate the twins, and expose the 
  City Watch... or Gogoroth escapes.
  Table of Contents
  A terrifying secret lies beneath Syrup Street: an ancient Fiend 
  called Gogoroth has taken residence in a secret Undercity slum 
  called Alderbloat, and is slowly corrupting the surface city from 
  below. When the Tethered take on a bounty to find a pair of missing 
  twins, they stumble upon a conspiracy that has plagued Syrup Street 
  for years - a string of missing persons dating back decades. With no 
  help from the City Watch, the Tethered must attempt to untangle this 
  mystery and locate the true culprit - a journey that leads them into 
  the Undercity, an endless labyrinth of city ruins and refuse. After a 
  journey through a dangerous cave network the Tethered discover a 
  hidden slum town where they uncover the truth behind the rash of 
  disappearances: Gogoroth has taken control of the local City Watch 
  and is using them to feed his ravenous appetite for human flesh.
  Expected number of game sessions: 2-4.
  The City Watch
  One of the secret antagonists in this adventure is the City Watch. 
  They are under the control of Gogoroth and will work against the 
  Tethered if they learn about their intentions. If the Tethered act too 
  suspiciously around the City Watch they will report this back to their 
  master, and the journey to the Undercity will become much harder.
  The PCs may be able to overpower the City Watch, but 
  as Tethered are not permitted to kill non-corrupted humans 
  (only a few of the City Watch are secretly corrupted by 
  the Fiend) and have no legal authority; they will struggle 
  to detain them, and will have to contend with endless City 
  Watch reinforcements. The GMs should be VERY open about 
  this, and encourage their PCs to work around the unhelpful 
  City Witch.
  Overview
  NPCs
  Expected Timeline
  
  3
  Time
  The clues in Act 1 are arranged to quickly shepherd the players 
  towards the Undercity entrance (the well), as Act 2: The Descent is 
  where most of the action lies. In order to spur characters forward, 
  and stop them from spending too much time looking for clues, there 
  are several Time Pressure options that you may employ.
   » If the players are having trouble finding the clues, keep 
  guiding them back towards the well, and mention that its 
  origins are mysterious, and that maybe something unusual 
  is going on in that area. If they never stop to study the well, 
  have a city plaque catch their notice, which will point them 
  to the Schmidt Estate where Heide Schmidt will tell them 
  about the well.
   » If they still haven’t managed to put the clues together, have 
  another person go missing, and have the Tethered see two 
  souls emerge from the ground near the well (the twins are 
  now dead). News of these souls will send Albrecht into a fit 
  of rage which may result in him attacking the City Watch and 
  alerting them to the Tethered’s plans.
  Secrecy
  Fighting the City Watch and alerting the Fiend to their presence are 
  both bad options; the PCs will need to quickly unravel the conspiracy 
  without gaining too much attention. 
   » If the Tethered are too obvious about their interest in the 
  missing twins they will attract the notice of the City Watch, 
  who will try to pin the disappearances on the Tethered, giving 
  them an even bigger reason to quickly solve the mystery. 
  Remember: Tethered do not kill the non-corrupt humans, 
  which is most of the City Watch.
   » If Gogoroth learns of the Tethered he will plan for their attack 
  by placing guards in the Undercity Acidic Pools (pg: 15) 
  and hiding warriors and spies amidst the slum. He will also 
  instruct the City Watch to pursue the Tethered by pinning the 
  disappearances on them.
  Death
  The Tethered will most likely die during their first fight with 
  Gogoroth, especially if they’re underprepared. There are also many 
  struggles in the Undercity that might kill the Tethered.
   » If all Tethered are slain, they will be reborn the following 
  morning at the closest Great Lantern, approximately four 
  hours away. If they have already discovered the secret to 
  opening the door in the City Watch basement, they can use 
  that as a shortcut. This may alert Gogoroth.
   » If the Tethered are killed by the Gogoroth twice, he will become 
  fed up with the intrusions, eat all of his personal slaves and 
  treasure, and move himself and his corrupted warriors on to 
  make a new home in a new part of the Undercity.
  Pressures
  Albrecht Haas (Father)
  The distraught father of Alric and Nordika will do anything to find 
  his missing children. As the City Watch have shown little interest in 
  solving his case he has taken it upon himself to post bounties around 
  the city for information that may lead to their whereabouts.
   
  Alric and Nordika Haas (Missing Twins)
  These feisty 16 year old twins were kidnapped by the City Watch 
  during a shopping trip to the Syrup Street markets. They will be 
  eaten by the Fiend Gogoroth if the Tethered do not find them in time.
   
  Martell Vice (Watch Commander)
  As commander of the City Watch, Commander Vice is responsible 
  for keeping Gogoroth well fed by kidnapping people and dropping 
  them through the hidden door in the City Watch basement. Martell is 
  an imposing individual who is growing cold and harsh as Gogoroth’s 
  corrupting powers erode away the last vestiges of his humanity.
   
  Jantis Sauer (Alchemist)
  The timid alchemist Jantis is a key part of the City Watch 
  conspiracy as he supplies them with the chemicals that they require 
  to transport prisoners past the Undercity’s Carnivorous Plants, and 
  strong alcohol to keep the Watchmen pacified. His work is under 
  duress, as the Watch has threatened to take his beloved wife if he 
  does not help them. 
   
  Heide Schmidt (Old Lady)
  As one of the oldest living residents of Syrup Street and the last 
  member of the famous Schmidt smithing family to live in the area, 
  Heide knows that the street’s well leads down into the Undercity.
   
  Dors (Slum Priest)
  Dors is a kindly Celestial priest who lived in Alderbloat before it 
  was enslaved by Gogoroth and reduced to a slum. Despite his frailty 
  (from both old age and malnourishment) he lives in hope that the 
  Celestials will send help to his people.
   
  Vill (Escaped Slave)
  Vill is an escaped Alderbloat slave with nowhere to go. Her 
  knowledge of Gogoroth, will surely be useful, as she has lived 
  alongside the Fiend and is eager for its death.
   
  Gogoroth (Gobbler Fiend) 
  This ancient Fiend has enslaved the Undericty town of Alderbloat, 
  reducing it to a slum. Gogoroth lives for only two things; the 
  enslavement of humans, and the consumption of people who 
  are loved.
  
  4
  Cynedeall, the Dark Mage
   
  Cynedeall felt a draw to the darkness long before she became 
  a Tethered. After her parents died in a mysteriously fire Cynedeall 
  was taken in by the Wardens of the Pyre who wished to train her to 
  control her latent arcane gifts. The Tethered Order hoped to steer 
  her away from her dark impulses, but they would not initiate her as 
  a Tethered.
   Cynedeall resented her role as an arcane assistant and grew 
  envious of her Tethered masters. As the years rolled by they remained 
  young, while she grew old, and no matter how dedicated she was to 
  her studies; she never even approached their arcane abilities. She 
  began to sneak into the restricted sections of the Order’s library 
  so that she may glean power from the Fiendish books of those the 
  Tethered had defeated. But her hunger could not be sated as she did 
  not have the power of the golden flame.
  Cynedeall easily gained access to a Great Lantern so that she may 
  steal away some of its fire for her own studies. But the golden flame 
  is alive, and as she carried it away it consumed her. As her body 
  melted away and her screams echoed throughout the chapter house, 
  the golden flamed showed her a deep and horrible truth; what she 
  was becoming. Reborn as a Tethered, Cynedeall now hopes to alter 
  that predicted future and to use her powers to save others from the 
  same possible fate.
  Skills:
  -2 Wealth
  +2 Persuasion
  -2 Leadership
  -2   Insight
  -2 Nature
  +1 Underworld
  -1 Impoverished
  -2 Commoners
  Notes:
   » While you have Endurance; once before your next Turn you may 
  gain +1 Armour vs an Attack (before an Attack Roll is made).
   » You have -1 Armour while you have 0 Endurance.
   » You may gain +/-3 to any Suspense Roll.
  +1 Awareness
  +1   Resolve
  -2 Physical
  -2 Stealth
  -2 High Society
  -2 Production
  +4   Infernal
  +2   Celestial
  Requirements
  Strong Hits
  Benefits
  Effort
  Critical Hit
  Build Momentum
  Set Alight
  You may re-roll a single die from this Skill Roll.
  Deal your Weapons Crit Dmg (-Targets Armour) to a random (d6) Attribute.
  Gain +1 Momentum point.
  Make a free Attack against all damaged characters at the start of each of their Turns (at 0 Range, and with -1 
  Crit Dmg) until they (or an ally adjacent to them) performs the Think Action (does not Stack).
  Does not Req Hit or Success.
  Once per Action, Hit, Not Splash.
  Does not Req Hit or Success.
  Eldritch Flame, Once per Turn, Hit.
  Hit D6
  2d6*
  Crit Dmg
  4
  Max Rng
  40
  Hands
  1
  Rng
  7
  Hit
  -1
  End Dmg
  3
  Resources
  4
  Weapons
  Eldritch Flame (Hefty Ranged)
  Large, *+1d6 Hit with Unleash Action, Energy, Burn, Dangerous 1 (Fire), Splash 2 (Any), Modifications: Practiced, Arcane-Street, Spread.
  Weapon Type & Variation
  Ranged, Spell, Arcane-Street, Fire.
  Defence +Emp vs Fear.
  Reduce all End Dmg by 2.
  Adjacent to Ally
  Defence +Und.
  Light Cover
  Defence +Und x2.
  Heavy Cover
  Defence +Und x3.
  Armour +1.
  Entrenched Cover
  Combat Actions, 2 per Turn
  Move, Recover.
  Get Rea dy
  Move, Recover.
  Think
  Make a Skill Roll.
  Move, Attack.
  Hit: +Agility.
  End Dmg: +Might.
  Hit: +Agility.
  End Dmg: +Might.
  Momentum 1: +1 End & Crit Dm g.
  Momentum 1: Alter Crit Location by +/-1.
  Recovery: +Might -2.
  Momentum 1: Kill an additional Henchmen Body.
  Strike
  Move.
  Gain: +Agi Def vs the next 2 non-Fear Attacks.
  Momentum 1: +1 Cover Step.
  Dodge
  Attack.
  Unleash
  Speed: +2.
  +1 Momentum.
  Activate or Deactivate an item in your 2nd Hand.
  Speed: -2 .
  Kill an adj acent Henchmen Bod y.
  Move.
  Rush
  Healing  (1 Free Roll per b alanced Combat)
  12t
  Heals all A llies within a ‘Emp x2’ splash area.
  Revive: Heal 1, 2 if mid-c ombat.
  14t
  Purify: Heal Emp  x2.
  14t
  Brings a Tethered ba ck to life.
  May not cast when y ou’re a Spectre or in Comba t.
  Only Heals yourself.
  Rebirth: Heal their Emp x1.
  +1 Armour and Crit Dm g.
  You may Fly and are Incorporeal .
  Immune to Fear, and Bleeding.
  Fully Heal the Attribute that Killed you .
  Each Turn you take 1 Dmg to 2 Random (2d6) Attributes.
  Spectre Form
  Targets Defence
  +3d6 +Hit
  vs
  Gain a free Criti cal Hit vs Targets with 0 Endur ance.
  -2 per Rng Incr ement outside y our Ideal Rng.
  Formula
  Attack Rol l
  2
  4
  3
  2
  2
  5
  12
  20
  1
  4
  1d6+1
  3
  12
  6
  4
  2
  
  5
  Einhard, the Explorer
   
  Einhard and his younger sister Alana were explorers long before 
  Einhard was to become a Tethered. They both craved adventure, 
  even from a young age, and were able to travel extensively due to 
  their skills and vast personal connections. During their travels they 
  saw first-hand the misery that was spread across Aeternum. Both 
  dedicated themselves to good deeds and charity wherever they went, 
  and so Einhard was always confident that their souls would ascend, 
  and so did not fear death.
  When the District they were serving in came under Fiendish attack, 
  they did what they could to distract the beasts so that others could 
  flee. It was during this moment of selfless heroism that Einhard’s 
  world was shattered. He watched on helplessly as Alana was crushed 
  to death by a stampeding mob and her soul was sucked down, not 
  up. Overcome by grief at this great injustice Einhard raised a knife 
  to kill himself, and would have if it were not for the Tethered knight 
  Byrnhorn. The mighty knight came to him in his moment of misery 
  with a choice. Einhard could die, and his soul would most likely 
  descend like his sister’s, or he could swear the oath of the Tethered 
  and continue to protect those who needed it.
  Skills:
  -2 Wealth
  +1 Persuasion
  -1 Leadership
  -2   Insight
  +1 Nature
  -2 Underworld
  +3 Impoverished
  +1 Commoners
  Notes:
   » While you have Endurance; once before your next Turn you may 
  gain +1 Armour vs an Attack (before an Attack Roll is made).
   » At the start of your Turn you may take 1 Dmg (no Armour) to a 
  random (1d3+3) Attribute and Fly for 6 seconds or until your next Turn.
   » Being a Spectre only deals 1 Damage to you per Turn (normally 2).
   » You deal an additional +1 Crit Dmg while you’re a Spectre.
   » Your first Action each Turn ignores all Difficult Terrain (but not climbing).
  +1 Awareness
  -1   Resolve
  -1 Physical
  -1 Stealth
  -2 High Society
  +2 Production
  -2   Infernal
  -2   Celestial
  Requirements
  Strong Hits
  Benefits
  Effort
  Critical Hit
  Build Momentum
  Bash
  You may re-roll a single die from this Skill Roll.
  Deal your Weapons Crit Dmg (-Targets Armour) to a random (d6) Attribute.
  Gain +1 Momentum point.
  All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Does not Req Hit or Success.
  Once per Action, Hit, Not Splash.
  Does not Req Hit or Success.
  Hammers of Justice, Hit.
  3
  2
  2
  4
  4
  3
  Hit D6
  3d6 / 5d6
  Crit Dmg
  4
  Max Rng
  1
  Hands
  1 / 2
  Rng
  1
  Hit
  +0 / -4
  End Dmg
  2 / 4
  Resources
  3
  Weapons
  Hammers of Justice (Dual)
  Large, Dual, After you Attack with this Weapon you may immediately move, Modifications: Practiced, Swift.
  Weapon Type & Variation
  Melee, Hammer.
  Combat Actions, 2 per Turn
  Move, Recover.
  Get Rea dy
  Move, Recover.
  Think
  Make a Skill Roll.
  Move, Attack.
  Hit: +Agility.
  End Dmg: +Might.
  Hit: +Agility.
  End Dmg: +Might.
  Momentum 1: +1 End & Crit Dm g.
  Momentum 1: Alter Crit Location by +/-1.
  Recovery: +Might -2.
  Momentum 1: Kill an additional Henchmen Body.
  Strike
  Move.
  Gain: +Agi Def vs the next 2 non-Fear Attacks.
  Momentum 1: +1 Cover Step.
  Dodge
  Attack.
  Unleash
  Speed: +2.
  +1 Momentum.
  Activate or Deactivate an item in your 2nd Hand.
  Speed: -2 .
  Kill an adj acent Henchmen Bod y.
  Move.
  Rush
  Healing  (1 Free Roll per b alanced Combat)
  12t
  Heals all A llies within a ‘Emp x2’ splash area.
  Revive: Heal 1, 2 if mid-c ombat.
  14t
  Purify: Heal Emp  x2.
  14t
  Brings a Tethered ba ck to life.
  May not cast when y ou’re a Spectre or in Comba t.
  Only Heals yourself.
  Rebirth: Heal their Emp x1.
  +1 Armour and Crit Dm g.
  You may Fly and are Incorporeal .
  Immune to Fear, and Bleeding.
  Fully Heal the Attribute that Killed you .
  Each Turn you take 1 Dmg to 2 Random (2d6) Attributes.
  Spectre Form
  Targets Defence
  +3d6 +Hit
  vs
  Gain a free Criti cal Hit vs Targets with 0 Endur ance.
  -2 per Rng Incr ement outside y our Ideal Rng.
  Formula
  Attack Rol l
  14
  30
  5
  1d6
  2
  14
  3
  2
  4
  Defence +Emp vs Fear.
  Reduce all End Dmg by 2.
  Adjacent to Ally
  Defence +Und.
  Light Cover
  Defence +Und x2.
  Heavy Cover
  Defence +Und x3.
  Armour +1.
  Entrenched Cover
  +2 Crit Dmg
  1D6
  1
  
  6
  Byrnhorn, the Knight
   
  Byrnhorn is an ancient Tethered, old enough that many wonder 
  out loud when he will return to the Great Lantern and never be seen 
  again. No one wishes to see this time come, as Byrnhorn is well 
  respected. He has guided more souls to ascension and defeated 
  more Fiends than most, and is a great recruiter for the Tethered 
  Order. Byrnhorn remembers the Order during its golden age, when 
  they were a powerful and well-respected institution. But despite his 
  fondness for those times, he does not wish to return to them. As 
  it was that previous way of doing things that led to the dilapidated 
  state that the Order is now in.
  Byrnhorn doesn’t talk much about himself, or about his time as 
  a mortal. He was once a corrupt king of a small District who forced 
  the Order to initiate him so that he may escape a regicide plot. The 
  Order did so, not expecting the Golden Flame to accept him, but it 
  did. Byrnhorn’s early years as a Tethered where wild and dangerous, 
  but his heart has mellowed and solidified in conviction as the ages 
  have rolled by.
  Requirements
  Strong Hits
  Benefits
  Effort
  Critical Hit
  Build Momentum
  You may re-roll a single die from this Skill Roll.
  Deal your Weapons Crit Dmg (-Targets Armour) to a random (d6) Attribute.
  Gain +1 Momentum point.
  Does not Req Hit or Success.
  Once per Action, Hit, Not Splash.
  Does not Req Hit or Success.
  9
  45
  -1
  3
  4
  4
  22
  2
  4
  2
  5
  4
  2
  2
  3
  2
  Hit D6
  3d6
  Crit Dmg
  4 / 5
  Max Rng
  2
  Hands
  1 / 2
  Rng
  2
  Hit
  -2 / +0
  End Dmg
  4 / 6
  Resources
  3 (4)
  Weapons
  Ancestral Great Axe (Massive)
  Large, Splash 2 (Any), Poison, Pen 1 Min 4, Dangerous 1 (Difficult Terrain), If you miss with this Weapon you may lower a section of Physical 
  Cover by 1 Step (this also works vs Shields), Modifications: Practiced, Destructive.
  Weapon Type & Variation
  Melee, Blade.
  Combat Actions, 2 per Turn
  Move, Recover.
  Get Rea dy
  Move, Recover.
  Think
  Make a Skill Roll.
  Move, Attack.
  Hit: +Agility.
  End Dmg: +Might.
  Hit: +Agility.
  End Dmg: +Might.
  Momentum 1: +1 End & Crit Dm g.
  Momentum 1: Alter Crit Location by +/-1.
  Recovery: +Might -2.
  Momentum 1: Kill an additional Henchmen Body.
  Strike
  Move.
  Gain: +Agi Def vs the next 2 non-Fear Attacks.
  Momentum 1: +1 Cover Step.
  Dodge
  Attack.
  Unleash
  Speed: +2.
  +1 Momentum.
  Activate or Deactivate an item in your 2nd Hand.
  Speed: -2 .
  Kill an adj acent Henchmen Bod y.
  Move.
  Rush
  Healing  (1 Free Roll per b alanced Combat)
  12t
  Heals all A llies within a ‘Emp x2’ splash area.
  Revive: Heal 1, 2 if mid-c ombat.
  14t
  Purify: Heal Emp  x2.
  14t
  Brings a Tethered ba ck to life.
  May not cast when y ou’re a Spectre or in Comba t.
  Only Heals yourself.
  Rebirth: Heal their Emp x1.
  +1 Armour and Crit Dm g.
  You may Fly and are Incorporeal .
  Immune to Fear, and Bleeding.
  Fully Heal the Attribute that Killed you .
  Each Turn you take 1 Dmg to 2 Random (2d6) Attributes.
  Spectre Form
  Targets Defence
  +3d6 +Hit
  vs
  Gain a free Criti cal Hit vs Targets with 0 Endur ance.
  -2 per Rng Incr ement outside y our Ideal Rng.
  Formula
  Attack Rol l
  Skills:
  +1 Wealth
  -1 Persuasion
  +2 Leadership
  -2   Insight
  -2 Nature
  -1 Underworld
  -2 Impoverished
  -1 Commoners
  Notes:
   » While you have Endurance; once before your next Turn you may redirect 
  1 non-Fear Attack aimed at an adjacent ally onto yourself (after an 
  Attack Roll is made, but before Strong Hit Options are selected).
   » Your Agility and Empathy have +2 Armour.
   » Up to four times per session you may re-roll any one of your 
  rolls that has not already been re-rolled.
   » While you’re a Spectre, you and all allies within sight of you gain 
  +2 Hit and End Dmg.
  -2 Awareness
  +3   Resolve
  +1 Physical
  -2 Stealth
  +1 High Society
  -2 Production
  -2   Infernal
  +1   Celestial
  Defence +Emp vs Fear.
  Reduce all End Dmg by 2.
  Adjacent to Ally
  Defence +Und.
  Light Cover
  Defence +Und x2.
  Heavy Cover
  Defence +Und x3.
  Armour +1.
  Entrenched Cover
  
  7
  14
  15
  1
  1
  2
  1
  5
  8
  3
  4
  4
  Aedilberg, the Assassin 
  Unlike many, Aedilberg did not join the Order’s ranks to better 
  help humanity ascend. She grew up in a tyrannical District where 
  the people in power abused the citizens and regularly put them to 
  death for minor legal infringements. Aedilberg was filled with anger 
  against the rulers of her District, and that anger grew to a thirst 
  for vengeance after her friend was executed by a local governor. 
  Aedilberg planned her retribution for years, only to have it taken 
  from her when she woke one morning to find the entire ruling class 
  hanging from nooses outside of their castle. The citizens blamed 
  ‘The Masked,’ an organization within the Tethered that bring justice to 
  the corrupt. Instead of being angry, Aedilberg channelled her energy 
  into her pursuit of The Masked - if she could not have vengeance, 
  she would prevent these atrocities from happening to anyone else. 
  Aedilberg doesn’t concern herself with the ultimate destination of 
  souls, but by bringing justice to the corrupt, she gives the other 
  Tethered time to work on such lofty problems. She is cunning and a 
  tad theatrical, and is a perfect example of what The Masked should be.
  Requirements
  Strong Hits
  Benefits
  Effort
  Critical Hit
  Build Momentum
  You may re-roll a single die from this Skill Roll.
  Deal your Weapons Crit Dmg (-Targets Armour) to a random (d6) Attribute.
  Gain +1 Momentum point.
  Does not Req Hit or Success.
  Once per Action, Hit, Not Splash.
  Does not Req Hit or Success.
  2
  4
  4
  3
  3
  2
  Hit D6
  4d6
  Crit Dmg
  3
  Max Rng
  17
  Hands
  2
  Rng
  5
  Hit
  -1
  End Dmg
  3
  Resources
  3
  Weapons
  Multishot Crossbow (Dual Ranged)
  Dual, Splash 4 (Any), Poison, Modifications: Long Shot.
  Weapon Type & Variation
  Ranged, Crossbow.
  Combat Actions, 2 per Turn
  Move, Recover.
  Get Rea dy
  Move, Recover.
  Think
  Make a Skill Roll.
  Move, Attack.
  Hit: +Agility.
  End Dmg: +Might.
  Hit: +Agility.
  End Dmg: +Might.
  Momentum 1: +1 End & Crit Dm g.
  Momentum 1: Alter Crit Location by +/-1.
  Recovery: +Might -2.
  Momentum 1: Kill an additional Henchmen Body.
  Strike
  Move.
  Gain: +Agi Def vs the next 2 non-Fear Attacks.
  Momentum 1: +1 Cover Step.
  Dodge
  Attack.
  Unleash
  Speed: +2.
  +1 Momentum.
  Activate or Deactivate an item in your 2nd Hand.
  Speed: -2 .
  Kill an adj acent Henchmen Bod y.
  Move.
  Rush
  Healing  (1 Free Roll per b alanced Combat)
  12t
  Heals all A llies within a ‘Emp x2’ splash area.
  Revive: Heal 1, 2 if mid-c ombat.
  14t
  Purify: Heal Emp  x2.
  14t
  Brings a Tethered ba ck to life.
  May not cast when y ou’re a Spectre or in Comba t.
  Only Heals yourself.
  Rebirth: Heal their Emp x1.
  +1 Armour and Crit Dm g.
  You may Fly and are Incorporeal .
  Immune to Fear, and Bleeding.
  Fully Heal the Attribute that Killed you .
  Each Turn you take 1 Dmg to 2 Random (2d6) Attributes.
  Spectre Form
  Targets Defence
  +3d6 +Hit
  vs
  Gain a free Criti cal Hit vs Targets with 0 Endur ance.
  -2 per Rng Incr ement outside y our Ideal Rng.
  Formula
  Attack Rol l
  Skills:
  -1 Wealth
  +0 Persuasion
  -2 Leadership
  +1   Insight
  -2 Nature
  +2 Underworld
  -2 Impoverished
  +1 Commoners
  Notes:
   » Once between your Turns you may gain +1d6 Defence vs an 
  Attack (after an Attack Roll is made, but before Strong Hit 
  Options are selected).
   » Reduce all Attribute Damage you receive by 2 (after Armour) 
  to a minimum of 2.
   » During your Turn you may perform 1 free Dodge and 1 free Get 
  Ready Action per Combat.
   » Momentum 3: All of your Weapons gain Strong Hit +1 until the 
  end of the Combat (Stacks up to +2).
  +1 Awareness
  -2   Resolve
  +1 Physical
  +1 Stealth
  -1 High Society
  -2 Production
  -2   Infernal
  -2   Celestial
  Defence +Emp vs Fear.
  Reduce all End Dmg by 2.
  Adjacent to Ally
  Defence +Und.
  Light Cover
  Defence +Und x2.
  Heavy Cover
  Defence +Und x3.
  Armour +1.
  Entrenched Cover
  
  8
  Mission Setup
   
  During their travels the Tethered have begun to regularly see 
  flyers advertising a small bounty for anyone who can find a missing 
  set of twins. Normally, the Tethered would not get involved with 
  something as common as this, but a brief interaction with the person 
  posting up these flyers will change their minds.
  Albrecht is the one nailing up the flyers, and will quickly notice 
  one of the well-armed PCs looking at his bounty. He will quickly 
  introduce himself and implore them to listen to his story, and even 
  offers to buy them a drink. Albrecht has a few important things to 
  say during the conversation.
   » His twins, a boy and a girl named Alric and Nordica have gone 
  missing and no one, including the City Watch, will do anything 
  to help him. During his minor investigations, Albrecht has 
  heard from many with a similar story. People have been 
  going missing around the area for decades; their bodies never 
  recovered (this sounds like the work of a cult or a Fiend, and 
  will obligate the Tethered to help).
   » Most of the people who have gone missing were children or 
  young adults, but a few middle-aged women have also been 
  reported missing.
   » The last time Albrecht saw his children, they were heading 
  to Syrup Street, a well-known market street. They never 
  returned, and the shopkeepers he has talked to have no 
  memory of the twins stopping by their stores. 
   » Albrecht has implored the City Watch to assist him, but they 
  are refusing help, claiming to not have the manpower to 
  spare. Albrecht does not consider the City Watch corrupt, just 
  inept and lazy drunkards.
   » He is offering four Small Bags of Money (Fragged Aeternum 
  pg: 160) for the return of both of his children. This is not 
  much, but it is all that he can afford.
   » If pushed, he is willing to sell his small family home to 
  pay a further two Large Bags of Money if his children are 
  returned alive. If a Tethered makes Albrecht commit to 
  this they (and any who do not stop Albrecht making this 
  commitment) will gain a point of Corruption.
  Once the Tethered have decided to accept the mission, their first 
  stop will be Syrup Street, the last known location of the twins.
  Act 1: Syrup Street Investigation
   
  Syrup Street is a bustling merchant street. Over many generations 
  the market has spread beyond the original street and has turned 
  the side-streets into a twisting maze of open air markets and 
  vendor stalls. The range of products on sale is overwhelming, and 
  all but the rarest of goods can be found and bartered for.
  It is easy to understand how a person could become lost in 
  the teeming throngs; it is almost impossible to stay together 
  as your group finds itself turned around in the cacophony of 
  noises - sellers hawking their wares mixed with heated arguments 
  over price and rattling carts overladen with goods.
  There are a few General Clues that the Tethered can pick up on by 
  speaking to just about anybody on Syrup Street, but a few Specific 
  Clues will require speaking to particular people or by putting other 
  clues together. 
  What’s Really Happening?
  Many of the City Watch are under the influence of Gogoroth, 
  a powerful Gobbler Fiend that lives beneath Syrup Street in the 
  Undercity. Their minds are foggy, and they aren’t fully aware of what 
  they’re doing when the Fiend takes control of them. The Watchmen 
  have been secretly kidnapping people and dragging them to the 
  basement of the City Watch Lodge. Once there, a secret door in the 
  basement opens into a shaft where they drop their victims and never 
  see them again.
  After years of being controlled a Watchmen will start to lose all 
  sense of self, and will become a mindless puppet of Gogoroth. Such 
  puppets are inhuman and are taken into the Undercity to act as the 
  Fiends personal guards.
  General Clues
   » No one recalls seeing the twins on Syrup Street on that day 
  or any day since. People disappear in this city all the time, 
  so no one thought twice about it.
   » The twins wouldn’t be the first children to disappear. When 
  engaged with the topic, most vendors will have a story or two 
  of a close relative or friend that have had someone disappear 
  on them. Not all of these disappearances are related - the 
  city is a dangerous place to live - but there does appear to 
  be a pattern of disappearances in this area.
   » Gogoroth has gotten complacent over the years, secure in his 
  control of the City Watch, and so his activities have become 
  less clandestine; not enough to expose himself, but enough 
  so that the townspeople have become aware that something 
  lurks under the street.
   » A few citizens claim to have seen souls rising up through the 
  ground, killed by something deep below. 
   » Most disappearances seem to happen to the young 
  and attractive people who have families.
   » The City Watch is almost useless, seeing as how most of them 
  are too drunk to work properly. With some investigation the 
  PCs may learn that this brew is supplied by a local Alchemist.
  
  9
  Specific Clue: The City Watch
  Players can meet the City Watch in a variety of ways, as they are 
  often patrolling the streets. The Tethered may also visit the local 
  City Watch Lodge where they will meet Martell Vice, commander of 
  the City Watch.
  The players can make a Wealth (bribe), Persuasion (friendly chat), 
  Leadership (intimidate) or Commoners (to understand City Guards) 
  Skill Roll to try and speak with the City Watch, but the Watch is 
  resistant to giving them any information. If the PCs overly pressure 
  the City Watch for answers, the Watch will become hostile and treat 
  them as suspects in these missing persons reports, possibly trying 
  to pin the blame on the Tethered and drive them out of the area.
  A direct Fight with the City Watch should be done as a Theatre of 
  the Mind Combat; requiring 1 Success of 14 per PC.
  Possible Skill Roll Results:
   » 10+: The Watch admits to being aware of the disappearances, 
  but they claim their resources are spread too thin to investigate 
  every single missing persons report that comes their way.
   » 12+: A few Watchmen will mention alchemist Jantis Sauer and 
  how much they enjoy his special brew.
   » 14+: A Watchmen will mention that they have a high staff 
  turnover, though they don’t know why.
   » 12+: If the Tethered bring back some of the Alchemist’s Brew 
  from Jantis Sauer and are on good terms with them, the City 
  Watch will happily drink it with the PCs.
   » As the Watchmen drink the brew they become fearful, 
  paranoid, and warn the Tethered that something dangerous 
  is living under Syrup Street.
   » 16+: If Martell has drunk enough of the Alchemist’s Brew he 
  will even mention the secret Cellar Door that exists in the 
  basement. But not even he knows how to open it.
  Alchemist’s Brew
  See pg: 11 for a full stat write up.
  The City Watch have become addicted to 
  a green alcoholic brew made by the local 
  alchemist; Jantis Sauer.
  What’s really happening here is that 
  the Alchemist’s Brew is dulling the mind 
  control that Gogoroth exerts over the 
  City Watch. They don’t understand what’s 
  happening to them, but while they 
  are free of the Fiends influence, dim 
  memories do trickle back to the surface. 
  This connection might be important later, 
  as knowledge of the brew’s properties might 
  help the Tethered during their fight with Gogoroth.
  Specific Clue: Jantis Sauer, the Alchemist
  In order to protect his wife, Sylvia, who is one of the most beautiful 
  and beloved women in the area, Jantis brews his special Alchemist 
  Brew for the Watch as a bribe. In return, they have left his wife alone.
   
   » Jantis does not trust the PCs. If they connect the dots and 
  offer to protect Sylvia, Jantis will not let them. He fears the 
  Watch and knows that if he betrays them they will take his wife.
   » If the Tethered die fighting Gogoroth and return to Jantis after 
  being reborn; Jantis will trust them.
   » Jantis will secretly sell a small sample (2 uses) of his Brew 
  to the Tethered if they can pass a Wealth Skill Roll of 12. 
  Jantis does not know why the City Watch is so addicted to it.
   » A Nature or Production Skill Roll of 12 will reveal that Jantis 
  does a lot of work with mushrooms. Though he won’t admit this.
   » If a Tethered secretly looks around Jantis’ workshop they 
  will find a blue Elixir that is being stored in the same bottles 
  as the green Alchemist Brew. This potion is being smuggled 
  into the City Watch Lodge alongside the Alchemist Brew. Both 
  potions appear to be made from mushrooms.
   » If Jantis spots a Tethered sneaking around his lab he will 
  immediately attempt to alert the City Watch.
  Specific Clue: Heide Schmidt 
  Heide is one of the oldest living residents of Syrup Street. Her father 
  was one of the builders who shape many of its great buildings, and 
  was the one who built the street’s metal well. Heide remembers her 
  father telling her stories about that well when she was a little girl.
   » The well draws water from an underground cave. As a little girl 
  Heidie remembers her father going down there a few times.
   » The storage shed behind her house hasn’t been touched for 
  years and is filled with old building equipment, including a 
  replacement chain for the well.
  Specific Clue: The Metal Well
  The market square is built around a metal well that was built many 
  decades ago. A few things stand out during an inspection of the well.
   » The well is made of a strange metal that, though grown over 
  with moss, has never rusted and is very strong.
   » There is a plaque on the wall honouring its construction by 
  the “Schmidt Artisans.”
   » The well is very deep, but the rope being used to pull up 
  water looks old and would not support more weight than a 
  bucket of water. The well looks like it was designed to make 
  use of a chain, and not the current rope.
   » An arcane Skill Roll of 12 will show a faint source of dark 
  power emanating from the depths of the well. 
  Once the players realise that the well is the key, they will need to 
  find a way to descend it. They can use the spare chain found at the 
  Schmidt Residence, or they can makeshift their own way down. Once 
  the players enter the well, continue to Act 2: The Descent. 
  
  10
  
  11
  Act 2: The Descent
   
  The descent down the well is best made under the cover of 
  darkness. If the City Watch spot the Tethered entering the well, or 
  if their descent is reported back to them in some way, Gogoroth 
  will learn of their intrusion and may place guards throughout the 
  caverns. There are technically two paths into the Undercity: the main 
  path through the well, and a secret door in the City Watch cellar, 
  which must first be opened from inside the caverns.
  At this point you may wish to transpose parts of the map onto a 
  piece of paper to help give your players a sense of their environment.
  Optional Hurdles
  Several areas in the Undercity will have optional hurdles that can 
  be used at your discretion. If the players are moving through the 
  dungeon too quickly, feel free to liberally use these (and any more 
  that you wish to design) to slow them down. If you wish to speed 
  things up, feel free to remove these hurdles.
  Optional Suspense Rolls
  Moving through the ancient caverns and fallen buildings of the 
  Undercity comes with its own sense of horror. Everything that lies 
  in the Undercity has been forgotten, destroyed and then rebuilt upon 
  to make new buildings that will continue Aeternum’s endless cycle. 
  The Tethered may experience horrors in the Undercity, and you 
  should require your players to make Suspense Rolls whenever they 
  experience horror or moral pressure.
  The Tethered should not reach Act 3 without each making at least 
  one or two Suspense Rolls. You should feel free to add more Suspense 
  Rolls than what are listed in this book if wish to increase the tension.
  Example Suspense Rolls:
   » Sudden Darkness (Clarity): A wave of evil power washes over 
  the Tethered and the golden flames within their lanterns 
  become a small, flickering ember, The oppressive darkness 
  of the Undercity weighs down on them as they struggle to 
  see their own hands.
   » Awareness or Resolve Skill Roll of 14.
   » Failing this Roll deals 1 point of damage to their Conviction 
  (no Armour).
   » Human Suffering (Humanity): Witnesses the soul crushing 
  suffering of another person can turn a person’s heart 
  cold, disconnecting them from their humanity as a 
  defence mechanism.
   » Insight Skill Roll of 14.
   » Passing this Roll deals 2 points of damage to their Empathy 
  (no Armour).
   » Immense Power (Reality): Gogoroth’s supernatural power can 
  mess with a person’s sense of reality, especially a deeply 
  ingrained and well-informed sense, a person’s mind has two 
  choices; bend or break.
   » Infernal Skill Roll of 12 (14 if mid-combat).
   » Passing this Roll deals 1 point of damage to their 
  Understanding (no Armour).
  The Mushrooms
  The Tethered will encounter mushrooms throughout the 
  caverns. These come in two varieties: Blue Mushrooms and 
  Green Mushrooms. Both forms shine with coloured light and 
  can be used to make different concoctions.
  Blue Mushrooms can be distilled down to a Plant Elixir. 
  This elixir will protect the Tethered from the Carnivorous 
  Plants found in the cave in section 11.
  The Green Mushrooms can be distilled down to make an 
  ale, like the Alchemist’s Brew, which prevents Gogoroth from 
  using his mind control powers.
  When combined, the two mushrooms will form a 
  dangerous acid. The Tethered must take care when storing 
  the mushrooms, as if they are mixed haphazardly in a bag, 
  the acid they form will eat away at the container. Drinking 
  both the Plant Elixir and the Alchemists Brew within a two 
  hour period will kill the human/Tethered drinker.
  If the Tethered wish to use these mushrooms against 
  Gogoroth, they will need to harvested them in great quantities, 
  with no small amount of time being spent on the task. Most 
  likely, the players will not understand the significance of the 
  mushrooms upon their first pass through the Undercity.
  Drinking the Alchemist’s Brew:
   » Nature Skill Roll of 12 to create from Green Mushrooms.
   » Effect lasts for one hour.
   » Effect may Stack up to twice.
   » +1 Armour vs Fear.
   » Immunity to Gogoroth’s Dominate Strong Hit Option.
   » +1 Persuasion, Leadership and Resolve.
   » -1 Awareness, Physical, Stealth and all City Skills.
  Drinking the Plant Elixir:
   » Nature Skill Roll of 12 to create from Blue Mushrooms.
   » Effect lasts for one hour.
   » The Carnivorous plants in section 11 will not attack you.
   » +1 Physical.
  
  12
  1. Schmidt Well
  You find yourself staring down a dark hole into the murky 
  blackness of the Undercity where anything could be lurking in 
  the waters below you. The water drawn from this well smells foul, 
  and you pity the poor souls who are forced to drink from it, but 
  you also wonder as to the cause of the rotting stench. Something 
  has died in this well, you’re sure of it. Perhaps many things. But 
  this is the only way into the Undercity, and the lives of those 
  mortal twins, and possibly more, are counting on you. You must 
  face the darkness and the horrors that it holds - that is the duty 
  of a Tethered.
   
  You can hear the sound of water droplets falling into the 
  cistern deep below, but not even your lantern is bright enough to 
  illuminate the cave before you. You’ll have to hope that nothing is 
  lying in wait for you. 
    
  The well is the first step on the player’s journey to the Undercity. 
  Beneath the well lies a series of tunnels that will need to be navigated 
  but first, the Tethered will need to make it safely into the water.
  Possible Skill Roll Results:
   » Making use of the well’s old rope will result in it breaking and 
  the climber falling.
   » If the Tethered were able to acquire the spare chain from the 
  Schmidt Estate, they can attach it to the well and use it to 
  scale down with a Physical Skill Roll of 12.
   » If the Tethered don’t have the spare chain, they can attempt 
  the descent with a makeshift device, such as a rope or ladder 
  by passing a Production Skill Roll of 12. If they do this, adjust 
  the difficulty of the descent accordingly.
   » An arcane Skill Roll will allow a person to safely descend.
   » Float group down (Skill Roll 14).
   » Teleport self (Skill Roll 14).
   » Falling will result in the character hitting the water hard; 
  taking 1 point of Attribute Damage (no Armour) to two random 
  (2d3) Attributes.
  2. Flooded Cavern
  You descend into a deep, dark pool of inky black water, 
  illuminated by the limited light that your lantern produces. The 
  light seems to vanish as it touches the surface of the water, as if 
  it is engulfed by the depths. You are close to the Undercity now, 
  and begin to see layers of the old cities buried in the rock. This 
  flooded cavern hides the way into the deeper maze-like Undercity 
  within it’s dark waters.  
   
  As you shine your light around you, you can see the treasures 
  of ancient ages buried in the stone. The glint of a polished gem, 
  the glare of heroic statues, rotted tapestries of ancient events long 
  forgotten, and a small ledge that promises only a brief respite. You 
  peer around the corners of the cavern, looking for a way forward, 
  but it appears the only way out is down through the murky depths. 
  The only way through the Flood Cavern is to swim down through 
  the cave and up to the surface on the other side. If the players need 
  to rest before their dive, they can do so on the small ledge that is 
  built into the side of the cavern wall. Once the players successfully 
  rise on the other side, they will be able to easily climb out of the 
  flooded chamber and move into the Buried Tower (3). There is no 
  light in this cave, so the Tethered will have to use their lanterns or 
  another light source. 
  Swimming through water will not extinguish the golden flame of 
  the Tethered’s lantern.
  Possible Skill Roll Results:
   » A Nature or Impoverished Skill Roll of 8 will reveal that there 
  is an underwater passage to another chamber.
   » Swimming to the other side of the flooded chamber requires 
  a Physical Skill Roll of 10 for most tethered.
   » If they are wearing heavy armour they will suffer a penalty 
  of -2. Those Tethered may choose to remove their armour, 
  taking a -1 penalty to their Direct and Splash Armour, but 
  increase their ability to swim.
   » Swimming to the bottom of the flooded chamber will 
  increase the difficulty by +2.
   » An arcane Skill Roll of 12 may be used to allow a person to 
  breath under water.
   
  Suspense Roll:
  If any character swims to the bottom of the cavern they discover 
  numerous bones (only some appear human, and they’re very old), 
  rotting animal carcases, and piles of discarded rubbish from the 
  street above.
   » The sudden shock of this discovery will require a Tethered 
  to make a Humanity Suspense Roll. Passing an Awareness 
  or Insight Skill Roll of 12 will result in 1 point of Empathy 
  Damage (no Armour).
   » The few human bones found here are from long ago (5+ years).
  
  13
  3. Buried Tower 
  As you break the surface of the water you find yourselves in 
  another cavern, this one entirely unnatural. What you stand within 
  is the remains of an ancient tower. Once, this place would have 
  been connected to a grand castle, but that structure has long-been 
  crushed below the endless city above. Only the tower remains; 
  cracked and leaning, with its rotted away floors providing some 
  sort of path down further into the dark maze of the Undercity.
   
  The tower is a ruin, with rock and refuse pressing down upon 
  its outer walls, holding it upright through sheer external force. The 
  individual rooms of the tower can still be navigated, but the rotted 
  wooden floor threatens you will collapse, the tapestries that might 
  have given some insight into those who once occupied this place 
  are long since faded, and the metal of what once may have been 
  valuable loot is bent and rusted. You can see the skeletons of the dead 
  soldiers pressed between the rubble. The bones of the forgotten reach 
  out through cracks in the walls towards you as if crying out for help.
   
  The tower contains many levels, some of which have crumbled 
  over time, turning the tower into a maze full of dead ends. At some 
  points, the Tethered will have to climb at strange angles, navigating 
  twisting slopes, or even climb out of sideways windows and scale the 
  outside of this fallen tower. Call for appropriate Skill Rolls when you 
  feel the action is slowing down. The entrance to the Acidic Pools (7) 
  should be easy to find.
  Possible Skill Roll Results:
   » A Physical Skill Roll of 14 to climb down through a rotted 
  floor to fasten a rope so that others may safely follow.
   » A Physical Skill Roll of 12 to avoid taking 2 points of Damage 
  to a random Attribute (1d6) from a collapsing floor.
   » A Production Skill Roll of 12 to identify a stable floor.
   » An Impoverished Skill Roll of 12 to understand how the 
  Undercity cave network has formed around the tower.
   » A Common or High Society Skill Roll of 14 to know that the 
  top room of the tower will be an Armoury (4).
   » A Physical (Might) or Production Skill Roll of 12 will be 
  required to open the locked trap door to the Armoury.
   » An arcane Skill Roll of 14 to reinforce or rebuild a 
  crumbling floor.
   » The rooms of the tower contains trace amounts of Blue 
  Mushrooms, which glow with ambient light. These mushrooms 
  can be collected and used to brew a single Plant Elixir.
   » An Awareness or Natural Skill Roll of 14 will reveal traces of 
  old spider webs.
  Noise from Below
  At a very high risk of falling to their death, a Tethered may climb 
  down to the unstable base of the tower to hear (but not see) trace 
  amounts of sound from the Alderbloat slum.
   » A Physical Skill Roll of 16 to climb down and back up.
   » An Awareness Skill Roll of 10 to hear Alderbloat.
   » An Impoverished Skill Roll of 14 by any Tethered will reveal 
  that the noises heard are from an underground town.
  4. Ancient Armoury 
  The trapdoor to the old armoury slowly creaks open and your 
  lantern light pushes away the darkness, and you swear you see 
  movement in the shadows, scurrying away from the light.
  This armoury once held the arms and equipment used by 
  soldiers defending this castle from a long forgotten enemies. Most 
  of what was once held here has eroded or rusted over. If anything 
  remains, those pieces must have been crafted from the highest 
  quality materials. Perhaps there remains something of value buried 
  in one of these piles, but first you must press further into the room.
  The below text assumes that at least two Tethered have now 
  moved into the room.
  As you take a few steps into the room, you feel your movement 
  restrained by something sticking clinging to the bottom of your 
  feet. As you get a closer look you realize the much of the room’s 
  surface is covered by a spider web. Just as you make the 
  realization, you notice groups of glowing eyes above you, and the 
  catch of torchlight on polished fangs, dripping with venom, as a 
  giant spider descends upon you, making a strange clicking noise 
  in anticipation of food.
  See pg: 24 for a map of this room & combat details.
   
  Web Hurdle
  No matter how the trap door to the Armoury is opened it will set 
  off a web trap which targets the player who opened the door. This 
  trap can be spotted with an Awareness Skill Roll of 16, and disarmed 
  with a Nature Skill Roll of 10.
   » If the trap is triggered, it will Suppress the target character 
  and grant the spiders a Surprise Round.
   
  Possible Skill Roll Results:
   » An Awareness or Production Spare Time Roll of 12t will reveal 
  a master crafted sword (Balanced Blade) or a Hammer made 
  of a strangely black metal (Massive Hammer).
   » Both items have the Mighty Weapon Modification.
   » If the Tethered die, these items will be dropped unless they 
  first pass a Spare Time Roll of 16t and allot the required 2 
  Resources to bind it to themselves.
   » The Tethered may carry these unbound items with them 
  until the end of the adventure, when they can each be sold 
  off for a Small Bag of Money.
   » An Awareness, High Society or Production Skill Roll of 12 will 
  reveal a Small Bag of Money.
   » A Wealth or High Society Skill Roll of 14 will reveal a bag of 
  rare artefacts (Small Valuables).
   » A Nature Skill Roll of 10 on a dead Huge Clacker Spider will 
  grant a single use of Clacker Venom.
  
  14
  6. Laboratory 
  The rubble and debris towards the base of the great tower almost 
  entirely cover over a small doorway. You would not have noticed 
  this small entrance if it were not for faint green smoke clawing 
  its way out. You push past the rubble and find yourself in what 
  looks to be the remains of a laboratory from an ancient alchemist 
  who served this castle. Strange writings cover the wall, mostly 
  faded, but some patterns are etched into the stone surface. Metal 
  Cabinets that held the alchemist’s chemical supplies have rotted 
  away, and dozens of jars can be found where they had fallen. 
  But your eyes are drawn to two dead bodies, slumped against 
  the doorway and walls, in various states of discomposure. These 
  bodies look fresh, and you can’t help but wonder what happened 
  to them, and where they came from. They wear tattered clothing 
  and are huddled over cracked and leaking jars that have filled the 
  chamber with a strange smell and some smoke.
  It looks like they were attempting to make use of the labs 
  dilapidated equipment to boil up several Blue Mushrooms, which 
  evidently resulted in their deaths.
   
  Unstable Container Hurdle
  The alchemists experimented on a variety of subject matter within 
  these labs, including diseases and explosive concoctions. Some of 
  these have become pressurized over time, and the slightest nudge 
  can cause a container to explode. At any time when searching the 
  Laboratory, call for an Physical (Reflex) skill roll.
   » Whoever rolls lowest accidentally sets off one of these 
  containers and becomes diseased (-1 to all Skill Rolls until 
  they receive Healing) or they take 1 point of Damage (no 
  Armour) to a random (1d6) Attribute.
   » If a Tethered manages to roll a 16 or more; they spot the 
  unstable container before it is triggered, saving their ally.
   
  Possible Skill Roll Results:
   » The dead bodies here can be identified as runaway slaves 
  by the wounds on their arms and backs with an Insight or 
  Underworld Skill Roll of 10.
   » An Impoverished Skill Roll of 12 will reveal that they come 
  from an Undercity culture that must live around here.
   » If the Tethered investigate the room, they determine that 
  these slaves were not trying to make an alchemical potion, 
  but where simply trying to cook and eat both blue and 
  green mushrooms.
   » A Nature Skill Roll of 12 will reveal that the blue and Green 
  Mushrooms are both harmless, unless consumed together.
   » An Awareness Skill Roll of 12 will reveal a single blue Plant 
  Elixir (pg: 11).
   » A Nature Skill Roll of 16 will reveal the properties of this 
  Elixir, but it will also consume a single use.
   » This room has the equipment needed to brew the Alchemist’s 
  Brew and the Plant Elixir (pg: 11).
   » Once it is cleaned up a little; this room will grant a +1 bonus 
  to any alchemy or cooking Skill Roll.
  5. Flooded Chambers
  The chambers ahead of you are flooded. Countless cracks from 
  the wall have allowed leaks from the cistern  above to slowly 
  fill these chambers with pools of foul smelling water. The air in 
  these caverns feels both musty and humid, the perfect growing 
  environment for the countless mushrooms that grow on the walls, 
  emitting a soft glow of blue light. Exploring further down this 
  tunnel might be impossible, but who knows what treasures might 
  lie at the bottom of these pools. 
  The walls and slippery floor of this cavern are coated with 
  Blue Mushrooms, making the cave glow with a pulsing light. More 
  mushrooms can be seen under the water, ready for harvesting.
  Possible Skill Roll Results:
   » The walls and slippery floor of this cavern are coated with 
  Blue Mushrooms, making the cave glow with a pulsing light. 
  More mushrooms can be seen under the water, ready for 
  harvesting. These mushrooms can be collected and used to 
  brew up to six Plant Elixirs.
   » If any Tethered gets too close to the ledge during their 
  harvest, the ground will crumble beneath their feet. The 
  Tethered must make an Physical Skill Roll of 12 to remain 
  standing, otherwise they plunge down the ledge and into the 
  water, taking 1 point of Damage (no Armour) to a random 
  (1d3) Attribute.
   » An Awareness or Nature Skill Roll of 14 will indicate the 
  presence of a crumbling ledge.
   » Navigating the water and the slippery floor may require a 
  Physical Skill Roll of 10 or 12.
   » An Awareness Skill Roll of 12 will reveal three valuable 
  trinkets (Small Valuables) at the bottom of the pools of water.
   » An Insight Skill Roll of 12 will reveal that these artefacts 
  looks look like they were purposefully placed here for 
  safekeeping, possibly within the last year.
   » A High Society or Production Skill Roll of 10 will reveal that 
  these artefacts do not come from the above District.
   » An Impoverished Skill Roll of 14 will reveal that they come 
  from an Undercity culture.
   » If these trinkets are returned to their owners in Alderbloat 
  (this should be difficult to do) then all Tethered will be 
  blessed; gaining 1 free Spare Time Point.
  
  15
  7. Acidic Pools
  As you step out of the tower you feel a sense of vertigo, as if 
  the world has flipped upside down on you. You find yourself in 
  an ancient ballroom, somehow flipped onto his head. The roof, 
  once the floor, is ancient and rotted wood, offset by crumbling 
  upside-down staircases and the legs of ancient statues. The floor 
  appears to have once been a ceiling, with great, grand chandeliers 
  protruding from the ground like stalagmites, old and rusted and 
  drooping. The tiled roof upon which you stand has been corded 
  over the years, eaten away by something within the water. Blue 
  and Green Mushrooms grow across the walls here, putting off a 
  faint light - enough to illuminate the bubbling, steaming water in 
  the great crevasse that blocks your path. Whatever toxin exists 
  within these waters have turned them green and allowed them to 
  erode a smooth edge to these pools. Even a slight misstep could 
  send you plunging down into certain death.
  See pg: 26 for a map of this room & combat details.
  Gogoroth’s Warriors
  If Gogoroth is aware of the Tethered’s presence, either by 
  encountering them already, or by the City Watch spotting them 
  entering the well, he will send slum warriors to defend these 
  chambers. These guards are under full mind control and so they 
  care little for their own lives.
  If Gogoroth is not aware of the Tethered but you still wish to have a 
  combat encounter here; feel free to make the NPCs ghosts haunting 
  this location (with the exact same stats, but they can float).
  Acid Pool Hurdle
  The difficulty of this hurdle is variable. If Gogoroth’s warriors 
  are present, then the difficulty of traversing this room should 
  become easier (as this in combination with the fight will already be 
  challenging enough). But if the warriors are not present, then the GM 
  should increase the difficulty of this room to keep things interesting.
   » If the Gogoroth’s warriors are present, use the rules on pg: 26.
   » If the Gogoroth’s warriors are not present, use the below:
   » Jumping over the pit or climbing along the wall un-aided 
  will require a Physical Skill Roll of 14.
   » An arcane Skill Roll of 14 can be used to fly across the room.
   » Falling into the acidic water will cause 1 point of Damage 
  (no Armour) to 3 random (3d3) Attributes.
   » If a person fails their Skill Roll a nearby person who 
  reacts quickly enough, will get another chance to make a 
  Physical Skill Roll to catch them and allow them to regain 
  their footing. If their ally fails their roll they will plunge 
  fully into the acid pool and die. If their ally fails by enough, 
  they too may fall into the acid pool and die.
   
  Possible Skill Roll Results:
   » A Nature Skill Roll of 12 will reveal that the mixing of both 
  blue and Green Mushrooms in water has resulted in the acid.
   » These mushrooms can still be harvested, but the Tethered 
  must be careful not to mix them and to not fall.
  8. Sealed Door
  Before you stands a wall of refuse and rubble. Moss obscures 
  strange ruins that form the shape of a door, and glow with a 
  sickly green light. As you step closer, you swear you hear whispers 
  emanating from it, but you can’t make out what they’re saying. As 
  you linger the sickly light intensifies, glowing in strange patterns 
  that play across the surface of the wall. The doorway has no 
  visible handle, and obvious way of opening.
  No amount of brute force will open this doorway. The only way 
  to open the door is to repeat a passphrase, which is written on the 
  side of the wall in chalk. Gogoroth’s warriors have become lazy and 
  complacent; writing the secret passphrase right next to the magic 
  door so that they don’t have to remember it (they do not anticipate 
  a threat coming from this side of the door).
  Once the Tethered pass through into the City Watch Cellar (9), the 
  door will shut behind them. However, repeating the passphrase allows 
  the door to be opened from either side.
  Madness 3+
  If a Tethered character has 3 or more Madness they can faintly 
  see through the magical doorway, and into the City Watch Cellar. 
  They will also gain a +2 bonus to all Skill Rolls connected to the 
  doorway, as they can grasp a portion of its true nature.
  Possible Skill Roll Results:
   » An Awareness Skill Roll of 8 will locate the chalked passphrase.
   » It will take a successful Infernal Skill Roll of 12 to read 
  the passphrase, which roughly translates to “unlock the soul, 
  dinner is served.”
   
  Suspense Roll:
  It takes a strong amount of magic to create an enchantment 
  to make a door such as this. The entity responsible for it must 
  have great power. Whoever studies the doorway, or deciphers the 
  passphrase, must make a Suspense Roll.
   » Passing an Infernal Skill Roll of 12, or Failing a Celestial 
  Skill Roll of 14 will result in 1 point of Conviction Damage 
  (no Armour).
  Verdant Steps
  After exiting the Acidic Pool room, read the below text. The Tethered 
  can then move up the steps to the Sealed Door (8) or down to the 
  Carnivorous Plants (11).
  Exiting the upside-down room you are greeted by a long and 
  dark passageway with stairs leading both up and down. These 
  steps appear to be man-made, carved out of the layers of debris 
  and refuse that make up the Undercity. Whoever laid out these 
  steps made use of the natural features of the Undercity: a fallen 
  column, the colourful tile wall of a fallen palace, a long stone feast 
  table, and many other repurposed objects make up the sloping and 
  swirling staircase that leads down deep into the Undercity.  
  
  16
  9. City Watch Cellar 
  The below text presumes the Tethered have entered this room via 
  the Sealed Door (8).
  The hidden door swings open into an old, dimly lit cellar. You 
  find yourself face to face with stacks of crates hiding the doorway 
  from the inside. The crates are filled with a foul smelling ale 
  marked with the stamp of a local alchemist; Jantis Sauer. As you 
  move aside the boxes, you hear footsteps above you, someone 
  shuffling around and creaking the floorboards. You see piles of 
  dirty cloaks on the ground, each stamped with the City Watch 
  sigil. Crates of supplies and empty bottles line one wall, and fresh 
  sets of uniforms and studded leather armours line the other. An 
  unstable wooden ladder reaches up to a heavy looking trap door.
  The below text presumes the Tethered have entered this room via 
  the City Watch Parlour (10).  
  The heavy trapdoor swings open with a thud to reveal an old, 
  dimly lit cellar with an unstable wooden ladder reaching down to 
  the cold stone floor. You see piles of crates stacked with Jantis 
  Sauer’s foul smelling Alchemist Brew up against the far wall, piles 
  of dirty City Watch cloaks on the ground, with crates of supplies 
  and empty bottles lining one wall and fresh sets of uniforms and 
  studded leather armours lining the other.
  The corrupted City Watch have been dragging their victims, 
  throwing them through the trapdoor and leaving them alone to be 
  picked up by Gogoroth’s warriors and taken down into the Undercity.
  The Watch Commander Martell Vice is the only Watchman who 
  knows about the secret door. But he does not know how to open it.
  After the Tethered leave this area you may wish to read the 
  Verdant Steps flavour text on pg: 15.
  Possible Skill Roll Results:
   » An Awareness skill roll of 12 will reveal signs of the many 
  struggles that have taken place here. Broken bottles of brew, 
  crates knocked to their sides, scuff marks on the floor, and 
  blood splatters on the wall.
   » Some of the captured people attempted to fight back.
   » An Insight Skill Roll of 14 will reveal that the City Watch do 
  not like to come down here.
   » Investigating the crates of Alchemist Brew will reveal 4 bottles 
  of Plant Elixir secretly mixed in amidst the ale.
   » A Nature Skill Roll of 16 will reveal the properties of this 
  Elixir, but it will also consume a single use.
   » An Insight Skill Roll of 12 will reveal that Jantis Sauer 
  has been smuggling the Elixir into the City Watch Lodge 
  alongside his Alchemist Brew.
   » An Awareness Skill Roll of 18 or an Infernal or Celestial Skill 
  Roll of 16 will reveal the magic door (8). 
   » The Tethered will only be able to open this door from this 
  side if they know the passphrase, or make an Infernal or 
  Celestial Skill Roll of 20.
  10. City Watch Parlour 
  The Parlour is where the City Watch come to relax and blow off 
  steam. Tables and chairs have been positioned for vigorous card 
  games, with gambling chips and other miscellanea are spread 
  out across the tables. Dartboards hang on the walls, and a bar 
  built into the parlour offers a variety of different ales. The entire 
  Parlour speaks of a decadence not found anywhere else on Syrup 
  Street. The City Watch has been living large, enjoying their games 
  and their drink while people are literally vanishing on the streets.
   
  Day
  If the Tethered made their approach down the well during the day, 
  or right before sunrise, they will appear in the Parlour during the 
  middle of the day. If so, the Parlour will be occupied by Watchmen 
  taking a break from their duties. The tables will be occupied with 
  games in progress, and heavy smoke leaking from the Watchmen’s 
  pipes will fill the air. The City Watch won’t be happy with the Tethered 
  sneaking into their Lodge, and they will try to make an arrest.
   
  A direct Fight with the City Watch during the day should be done 
  as a Theatre of the Mind Combat; requiring 2 Successes of 14 per PC. 
  This fight will allow each PC to make a single Healing Roll.
  Night
  If the Tethered entered the well during the night or right before 
  sunset, they will appear in the Parlour during the night. if so, the 
  Parlour will be empty, with only a few Watchmen smoking outside 
  the front door to the building. The Parlour door will be locked, and 
  the Tethered will need to pick the lock to exit or enter into the Lodge. 
  If the Tethered make too much noise in the Parlour or draw attention 
  to themselves there will be an investigation.
  A direct Fight with the City Watch at night should be done as a 
  Theatre of the Mind Combat; requiring 1 Success of 12 per PC. But if 
  one PC fails a Combat Skill Roll; the City Watch will be able to send 
  for reinforcements.
   
  Possible Skill Roll Results:
   » A cursory look at the Watchmen’s ale will reveal that most of 
  it is Jantis Sauer’s Alchemist Brew.
   » A Stealth or Underworld Skill Roll of 12 will reveal a Small 
  Bag of Money (five bags if during the day).
  
  17
  11. Carnivorous Plants 
  The air is humid here, and only becomes more so as you make 
  your way down into the perilous depths. You can hear something 
  slithering and chomping below you, the sounds echo through the 
  steps; something is waiting for you down below. 
   
  As you press on and around a bend in the staircase, the 
  sounds grow louder, and it isn’t long before you discover their 
  source; large, man-eating plants are growing out of the damp, 
  moss-covered walls and ceiling. These huge plants have massive 
  bulbous red mouth-like appendages and clawing green vines. They 
  are currently sucking on the corpses of several long-dead victims. 
  They do not turn towards you, but you have no doubt that they will 
  attack if you venture close by. The only way forward is to fight or 
  lower yourselves down a dangerous drop onto slippery steps below.
   
  See pg: 28 for a map of this room & combat details.
   
  As the Tethered move farther down the tunnel, the sounds of 
  chomping will only get louder. This is coming from the Carnivorous 
  Plants that guard the bend in the tunnel leading out to the Slums.
  Slippery Stair Hurdle
  These stairs are slick with humidity and moisture from the water 
  in the caves, leading to unstable footing. At any time, you may 
  trigger this hurdle and by call for a Physical Skill Roll of 12 (-2 
  penalty to this roll if they’re running, +2 bonus if they’re prone). If 
  the Tethered fail this skill roll they will fall prone and slide a short 
  way down the steps. This will become especially important if they 
  try to run past the Carnivorous Plants.
    
  Plant Elixir
  If the Tethered have discovered how to turn the Blue Mushrooms 
  into the Plant Elixir (pg: 11), they can use that to keep the Carnivorous 
  Plants at bay. If everyone involved in the battle has taken the elixir, 
  then the plants will ignore everyone entirely.
   
  Gogoroth’s Warriors
  If Gogoroth is aware of the Tethered’s presence, either by 
  encountering them already, or by the City Watch spotting them 
  entering the well, he will send slum warriors here to fight alongside 
  the plants. have been given a Plant Elixir, and so the plants will leave 
  them alone while focusing on the Tethered (the Tethered may notice 
  the warriors taking the elixir before they engage in the fight).
   
  As soon as the warriors see the Tethered they will 
  send a runner back down the steps and into the slum 
  to warn Gogoroth about the impending danger.
  This will be a very difficult fight if the warriors are 
  fighting alongside the plants. But it is expected that 
  the Tethered may have figured out what the elixirs do 
  by this point, or figure it out as soon as they see the 
  warriors make use of them.
  12. Entry to the Alderbloat Slum
  You continue to follow the stairs down through the Undercity. As 
  you descend, the layers of debris become more and more packed 
  until the walls look like a kaleidoscope of colours and objects, 
  but feel like polished stone to the touch. Everything that existed in 
  those ancient Districts has been compacted down to this. 
   
  The stairway continues down to an enormous cavern, lit by 
  many torches and lanterns. Eventually, the space opens up, and 
  the stairway continues to hug the wall of the massive cavern, you 
  can see what lies below you: a large and inhabited settlement.
   
  It spreads across the cavern floor, a mismatched series of 
  tents, lean-tos, and haphazardly built cabins, all built atop each 
  other, looking a little like the dismal slums you might find in the 
  city above. The cramped streets between the tents are filled with 
  sickly and malnourished people, dressed in rags or not at all.
   
  You can make out what appears to be a large mound in the 
  centre of the slum, perhaps built over the remains of an ancient 
  temple. You see robed people on the mound worshipping, chanting, 
  and lighting candles, seemingly in preparation for some sort of 
  religious event.
   
  The stairs will deposit the Tethered on the outskirts of the 
  Alderbloat Slum. The inhabitants of the slum barely give the Tethered 
  a second glance, making it easy for them to hide away from any 
  warriors who might raise an alarm.
  Continue onto Act 3: Alderbloat Slum.
  
  18
  Act 3: Alderbloat Slum
   
  From ground level, it seems impossible to navigate the slum. 
  Tents, made from a variety of materials - sometimes leather, 
  sometimes cloth, sometimes stitched together hides from sources 
  you’d rather not question - seem stacked upon each other in a 
  mismatched way that only a resident could safely navigate. As you 
  look closer between the tents you begin to realize that there IS 
  a pattern here, or at least was at one point. You may be standing 
  in the ruins of an ancient portion of the city above that remained 
  somewhat intact as the Undercity swallowed it up. Something 
  repurposed this place, turning it into the slum it is today.
  There is a smell that hangs in the air - the smell of unclean 
  bodies, death, sewage, and various items cooking over open fires. 
  But what makes things worse is the look on people’s faces; a look 
  that tells you that they didn’t always live this way. They have 
  knowledge and experiences that make their current situation all 
  the more painful.
  The people you pass look sickly, malnourished, and scared. 
  They don’t make eye contact with you and seem to avoid you 
  completely when they can. They go about their business with 
  their heads hung low. You notice a few of them wear the uniforms 
  of the City Watch, old and faded and hanging awkwardly off their 
  frail forms. They mutter at you in a strange language with only a 
  few familiar words. Your language and their probably share a root 
  dialect. This causes you to question just how long this town has 
  existed, hidden away in the Undercity.
  The Alderbloat Slum is a tent city constructed in a big, open 
  cavern within the Undercity. The people who live here are poor, 
  and struggling, and have nothing but the clothes on their backs 
  (and some dont even have that). They appear to be living off of the 
  Blue Mushrooms and other strange fungi that grow throughout the 
  cavern. The slum does have its own livestock in the form of strange, 
  gangly looking creatures that seem to be suffering from their own 
  form of sickness. There are defenders posted throughout the slum, 
  brandishing crude weapons, some clothed in the tattered remains of 
  City Watch uniforms.
  Gogoroth
  Gogoroth himself has set himself up on The Fiend Mound (14) 
  where he will give proclamations to the city and take sacrifices from 
  his workers. He can also be found moving around the slums like a 
  King overseeing his territory, and feasting on whatever tributes are 
  brought to him. It is important to note, however, that Gogoroth never 
  eats the fungi.
  Getting Ready for the Fight
  By exploring the Alderbloat Slum to gathering clues, the Tethered 
  should gain a few ideas on how to confront Gogoroth. There are many 
  different ways to encounter the Fiend, and by the end of Act 3 the 
  players should have settled on a strategy. Once they are ready to 
  confront the Fiend, move on to Act 4: Gogoroth the Gobbler.
  The Priest
  At some point during their investigation, the players will 
  be approached by the priest Dor. When this happens, follow the 
  directions in the Priest’s Tent (13).
  Time Pressure
  Everywhere the Tethered move, they will stick out. Even after their 
  travails in the Undercity, they still look pristinely wealthy, clean and 
  healthy when compared to the rest of the humans here. However, 
  Gogoroth (most likely) has no idea why the Tethered are here, or that 
  they know of his existence. It will take Gogoroth a few hours to learn 
  of their presence and will not pick a fight with the Tethered unless 
  he has had time to study them, or he feels that his life is at risk. 
  If the Tethered dally too long in their investigation of Gogoroth, he 
  will begin taking his sacrifices atop the Fiend Mound (14); starting 
  with the twins.
  Gogoroth’s Assassins
  If the Tethered have returned to the Slum after being defeated 
  by Gogoroth, or if he was made aware of their presence, he will 
  have his own agents mixed in with the normal citizens of the slum. 
  These assassins are equipped with better weapons and armour than 
  the normal slum guards, all funded from Gogoroth’s personal gold 
  horde. They will wait until an opportune moment to make a surprise 
  attack against the Tethered.
  A direct Fight with Gogoroth’s Assassins should be done as a 
  Theatre of the Mind Combat; requiring 2 Success of 14 per PC (16, if 
  a PC is caught alone).
  Possible Skill Roll Results:
   » An Insight Skill Roll of 12 will tell you that you have about 3 
  hours before Gogoroth will become aware of your pressence 
  in the slum.
   » A Stealth Skill Roll of 12 by all Tethered, or a 16 by one 
  Tethered, will delay this by 3 hours.
   » An Insight Skill Roll of 14 will tell you that Gogoroth does not 
  eat the fungi.
   » An Awareness or Stealth Skill Roll of 14 will alert you to the 
  presence of Gogoroth’s Assassins.
  Suspense Roll:
  Witnesses the soul crushing suffering of the people within this 
  slum can break a person’s heart, or turn it cold. Any Tethered who 
  spends a reasonable amount of time getting close to the people 
  within the slum must make a Suspense Roll.
   » Passing an Insight Skill Roll of 12 will result in 1 point of Empathy 
  Damage (no Armour) and grant you 1 free point of Momentum 
  at the start of your next fight with Gogoroth (Stacks).
  
  19
  13. Priest’s Tents 
  You’re pushing your way through a crowd when one you feels a 
  tug against their arm. A small elderly man, dressed in tattered 
  black robes and with a cautious look across his face, is trying to 
  get your attention.
  “Twum di with me,” he gestures or you to follow with his hands, 
  “Dos dus much to kail talk.”
  The man ushers you between a maze of tents that he navigates 
  from memory. The path leads to a large brown tent, hidden among 
  other similar tents and alongside a small stone building. Inside 
  the tent you find yourself in the ruins of an old Celestial temple, 
  hidden from view by the tent that conceals it. A fire pit sits in the 
  middle of the temple, surrounded by ritualistic items.
  The priest motions for you all to sit by the fire, introducing 
  himself as Dor but speaking a language you don’t fully understand. 
  Luckily, the priest has a translator; a young girl named Vill, who 
  looks to be an escaped slave.
  The priest knows who the Tethered are and wants to know why 
  you have come Alderbloat (the name of this slum town). He has 
  been praying to the Celestials for most of his life, that they would 
  send someone to slay the Fiend; Gogoroth.
  If the Tethered have not yet seen Gogoroth, or learned of his 
  influence, Dor will offer a few clues as to what has been happening. 
  Dor also remembers when Alderbloat was a vibrant Undercity town, 
  and can tell the Tethered how Gogoroth enslaved its population and 
  hunted down all of the other Celestials priests.
   » Gogoroth arrived in Alderbloat sixty years ago and enslaved 
  the population through fear and Fiendish magic.
   » Gogoroth is controlling the City Watch and forcing them to 
  bring him people to enslave and eat.
   » After years of being controlled a Watchmen will start to 
  lose all sense of self, and will become a mindless puppet 
  of Gogoroth. Such puppets are inhuman and are taken into 
  the Undercity to act as the Fiends personal guards.
  If Gogoroth defeats the Tethered he will kill Dor (but Vill will 
  manage to escape).
   
  Possible Skill Roll Results:
   » A Celestial Skill Roll of 12 will reveal that Dor belongs to a 
  religion that worships the Celestials as guardians of ‘Truth’.
   » They have a strong focus on prayer and study.
   » If questioned, Dor recognises the trinkets found in the Flooded 
  Chambers (5). They belonged to a priest who fled Alderbloat 
  to look for help. He can direct you to the priests daughter, who 
  would be glad to know her father’s final fate.
   » An Persuasion Skill Roll of 12 will convince Vill to tell the 
  Tethered how she escaped (fed Gogoroth mushrooms).
  Clues & Tactics
  The following clues may come from the Tethereds conversations 
  with Dor and Vill, or through their exploration the slum. Be sure to 
  apply time pressures on the Tethered, and don’t let them learn more 
  than 2 of these. Players should be free to invent new tactics.
  Mushrooms
  Gogoroth hates the Blue and Green Mushrooms that are present 
  throughout the Undercity. He will never eat them, and he knows 
  they are dangerous when mixed together. Meanwhile, the citizens 
  of Alderbloat are forced to live mostly off of the Blue Mushrooms.
   » If Gogoroth can be tricked into eating the mushrooms he 
  will become poisoned (taking 1 point of Attribute dame (no 
  Armour) to all Attributes). If the Tethered have not collected 
  enough mushrooms along the way, they must return to the 
  descent to collect more.
   » If a Tethered drinks the Alchemist Brew (pg: 11), that is made 
  from the Green Mushrooms they will become resistant to the 
  Fiends mental powers.
  Civil Unrest
  Those who live in the slum do so under the shadow of Gogorth’s 
  tyranny. They are fearful of him, and although some worship him as 
  a deity, others are tired of living in fear and suffering. The mortals 
  will not stand up against Gogorth on their own, as he is far too 
  strong, but they might be convinced to rally against his warriors.
   » If the Tethered are able to convince the slum’s inhabitants to 
  go into battle against Gogoroth’s guards and mind-controlled 
  servants; halve (rounded up) the number of Henchmen who 
  aid him during a fight.
   » If the Tethered fail to kill Gogoroth, his wrath against the 
  population will be brutal.
  Gluttony & Pride
  Gogoroth is almost solely motivated by gluttony and pride. Eating 
  almost anything, and rising to almost any challenge.
   » Gogoroth can’t help but to respond to a direct challenge. 
  Failing to do so would weaken his authority.
   » If Gogoroth is not openly challenged in front of the slums 
  inhabitants his Corrupted Warrior Henchmen will join him 
  from the start of the fight (they normally join after he has 
  received 8 points of Attribute Damage).
   » Gogoroth will boast about being able to defeat the Tethered 
  unaided. Mocking him once he does call aid will anger him.
   » The Tethered will not be able to bait Gogoroth into an 
  unaided fight more than once.
   » Gogoroth may be tricked into revealing his plans to eventually 
  eat the “pathetic inhabitants” of Alderbloat.
   » This may help to cause Civil Unrest.
   » Gogoroth will absentmindedly eat almost anything.
   » This will help with feeding him mushrooms or other poisons.
  
  20
  15. Gogoroth’s Tunnel
  A hole in the Fiend Mound leads down into a wide cavern carved 
  out of the refuse of the Undercity. The tunnel is larger and longer 
  than the well you descended down to enter the Undercity, and you 
  will need something to help you make the climb.
  At the bottom of the tunnel you can the faint glow of Gogoroth’s 
  Lair and a sickly sweet stench fills the air. Directly beneath you 
  sits a large pool of acid, waiting to catch those who misstep during 
  their descent.
  Much like the well, the Tethered will need some sort of long chain 
  to scale down this hole. If they wish, they can return to the top of the 
  Undercity and retrieve the chain from the well, moving back down the 
  City Watch Cellar (9) to return to the Alderbloat Slum. The Tethered 
  could also use magic to help with their descent into the Gogoroth’s 
  Lair (16), but they must be careful; directly below the tunnel lies a 
  large pit of acid.
  Descending and ascending this tunnel is very difficult, and may 
  require the Tethered to work with the townsfolk to build a device 
  (ladder, lift or tunnel) to gain easier access. Magic will be of help 
  once the temple has been properly cleaned (though the Tethered 
  may not discover this).
  Possible Skill Roll Results:
   » If the Tethered were able to acquire the spare chain from the 
  Schmidt Estate, they can attach it to the ruined temple and 
  use it to scale down with two Physical Skill Rolls of 12.
   » Climbing back up will require a Physical Skill Roll of 14.
   » If the Tethered don’t have the spare chain, they can attempt 
  the descent with a makeshift device, such as a long rope or 
  pulley system by passing a Production Skill Roll of 16. If they 
  do this, adjust the difficulty of the descent accordingly.
   » The difficult of this roll may be changed to 12t if they enlist 
  the help of the townspeople to build a lift, ladder or tunnel.
   » An arcane Skill Roll will allow a person to safely descend.
   » Float group down (Skill Roll 14).
   » Teleport self (Skill Roll 16).
   » If the source of power for this arcane Skill Roll is Fiendish, 
  and the Fiend Mound temple has not been cleaned; the 
  spell will appear to work, but then halfway down the hole 
  the Tethered will hear mad laughter and then they will drop.
   » Falling will result in death.
  14. Fiend Mound
  The Alderbloat Slum seems to have been built outward from this 
  ancient, crumbling temple mound. Perhaps the first denizens of 
  this settlement built this temple, seeking to honour the Celestials.
  Gogoroth appears to have made it his personal duty to defile the 
  temple in every way possible. Runes and profane symbols have 
  been carved into the standing walls and columns, marking out the 
  original texts, and skeletons lie scattered across the entire area.
  There are Fiendish symbols carved upon the ground, with lit 
  candles standing alongside each one. Slaves can be seen moving 
  about the temple, keeping those flickering candles lit. Across the 
  broken tiles, scattered coins can be seen alongside other valuable 
  baubles. A bloodied alter stands in front of a broken statue, 
  holding a book written in a vile language and illustrated with 
  grotesque pictures.
  Gogoroth can be found on or around the Fiend Mound, usually 
  surrounded by his many followers. If the Tethered wish to strike at 
  Gogoroth, this is one place they can count on finding him. If fought 
  out in the open, Gogoroth will summon his Slum Guards to defend 
  him, as per Act 4: Gogoroth the Gobbler. 
  In the center of the Mound there lies a giant hole, Gogoroth’s 
  Tunnel (15).
  Possible Skill Roll Results:
   » A Nature Skill Roll of 12 will highlight that the entire area 
  around the mound has been cleared of mushrooms, which is a 
  strange sight considering the rest of the slum is plentiful with 
  them. It is like they won’t grow in a perfect circle radiating 
  out from the hole.
   » An Infernal Skill Roll of 10 will reveal a profane book (Hefty 
  Ranged, Spell, Insect Swarm).
   » This Weapon has the Fiendish and Arcane-Garden, 
  Weapon Modification.
   » If the Tethered die, this item will be dropped unless they 
  first pass a Spare Time Roll of 16t, 1 Forbidden Knowledge 
  (not 3) and allot the required 3 Resources to bind it 
  to themselves.
   » Binding this item to a person will also give them 2d3+2 
  points of Corruption.
   » This item may only be used once it is bound to 
  a character.
   » With a Wealth Skill Roll of 14 this item can be sold or two 
  Small Bags of Money.
   » Selling this item will also give a person 1d3+1 points 
  of Corruption.
   » A High Society or Infernal Skill Roll of 12 will reveal a Small 
  Bag of Money.
   » An Wealth Skill Roll of 16 will reveal two Small Valuables.
   » A Celestial Skill Roll of 14 will reveal that the defiled temple 
  is amplifying Fiendish influence in this area.
   » A Celestial Spare Time Roll of 14t to clean the temple area 
  will reward 3 Study Unit (on any appropriate topic).
  
  21
  17. Acid Pit 
  Looking down into the pit of acid in the floor of Gogoroth’s lair, 
  you can just make out the silhouettes of the many victims of 
  Gogoroth’s wrath, spite and cruelty. It appears he used the acid pit 
  as a punishment for the slaves who either despleased him or drew 
  his attention when he was bored.
   » Jumping over the large pit requires a Physical Skill Roll of 14.
   » Falling into the acid will cause 3 points of Damage (no 
  Armour) to 3 random (3d3) Attributes.
   » If a person falls into the pit they may attempt Physical Skill 
  Roll of 16 to quickly jump out.
   » If they fail this roll they die.
  Possible Skill Roll Results:
   » A Nature or Infernal Skill Roll of 12 will reveal that the Acid 
  in this pit is magical.
   » An Awareness Skill Roll of 12 will reveal an array of strange 
  glyphs around the bottom of the pit.
   » An arcane Skill Roll of 14 will reveal that these glyphs 
  are used for long distance communication. Gogoroth was 
  maintaining communications with some other entity, but 
  there is no way to know who.
  16. Gogoroth’s Lair
  The lair of the Gobbler is every bit as horrifying as you would 
  expect. The large, cavernous space is filled with bones, some still 
  attached to their rotting bodies. Gogoroth has decorated his lair 
  with these corpses, turning them into trophies, lanterns, and even 
  drinking cups. A large throne that appears to have been carved 
  out of the skeleton of a large creature sits to one side. Cages line 
  every wall of the cavern, holding Gogoroth’s future victims. They 
  cry and plead with you to release them as they shake their chains 
  and rattle their cages. Gogoroth’s slaves tend to the prisoners, 
  cleaning their pens and forcing them to drink so they will live until 
  Gogoroth has use for them.
  Gogoroth will retreat to his lair if he feels the Tethered have the 
  advantage on him. If the Tethered are aware that Gogoroth will return 
  to his lair, they can enter first through Gogoroth’s Tunnel (15), and 
  prepare for Gogoroth’s retreat.
   » Gogoroth will have no Henchmen if he fights the Tethered in 
  this location, as the only regular way for humans to enter this 
  area is for Gogoroth to bring them in via magic.
   » Gogoroth’s Fear Weapon will gain +1 End and Crit Damage 
  while in this location.
  Possible Skill Roll Results:
   » An Awareness or Wealth Skill Roll of 6 will reveal six Large 
  Treasure Chests.
   » The Tethered may keep these, or give them to the slum so 
  that they may rebuild their town.
   » The Tethered will each gain 1 point of Corruption for each 
  chest beyond one that they keep.
   » An Awareness Spare Time Roll of 12t will reveal a Large 
  Treasure Chest and require all involved to make a Suspense 
  Roll (see below).
   » This roll may be done up to two times.
  Suspense Rolls:
  Witnesses the soul crushing suffering of the people within this lair 
  can break a person’s heart, or turn it cold. Any Tethered who sees 
  this lair while it has caged slaves must make a Suspense Roll.
   » Passing an Insight Skill Roll of 12 will result in 1 point of Empathy 
  Damage (no Armour) and grant you 1 free point of Momentum 
  at the start of your next fight with Gogoroth (Stacks).
  Gogoroth’s Lair is filled with many vile artefacts and profane 
  treasures. The power and riches that the Fiends can offer can be 
  very tempting.
  Any Tethered who wishes to make a Study Roll on this area gains a 
  +2 bonus to their roll and must make a Suspense Roll. Any Tethered 
  who wishes to pick this location clean of its valuables (ie: more than 
  just the six obvious Treasure Chests) must make a Suspense Roll.
   » Failing a Resolve Skill Roll of 14 will result in that character 
  gaining 1 point of Corruption.
  
  22
  Act 4: Gogoroth the Gobbler
   
  Once the Tethered have settled on a way to approach Gogoroth, 
  they will be ready for this encounter. Read the below text upon the 
  start of their combat with Gogoroth:
  The Gobbler Fiend before you is a being of pure greed and pride. 
  The Fiend is a fleshy blob, hovering off the ground using some 
  unknown magic. Its massive mouth, the only physical feature that 
  breaks up its form, is large enough to devour a grown man whole 
  and is filled with teeth sharpened to a fine point. As you move 
  closer towards Gogoroth your stomach churns and your head 
  cloudes over with faint images of human death. It is almost as if 
  you can feel Gogoroth inside your mind, probing for control. The 
  Fiend is interested but unimpressed by you, as if you were merely 
  there to provide him with soon-to-be disappointing entertainment. 
  He lets out a great laugh, his entire fatty mass 
  shaking with the sound.
  See pg: 20 for a map of the Fiend 
  Mound & combat details.
  Gogoroth is incredibly greedy 
  and proud. If challenged to a 
  direct combat, he will not refuse, 
  but if the Tethered do not speak 
  to Gogoroth he will immediately 
  attack them in an attempt to 
  catch them off-guard.
  The Twins
  If the Tethered take too long to 
  engage  Gogoroth he will eat the twins. 
  If they are fast enough, the twins will 
  most likely be chained to a nearby pillar, or 
  placed on the altar, waiting to be eaten.
  Weaknesses
  At full strength, Gogoroth will have a huge advantage during any 
  fight. However, there are ways to tilt the tables in the Tethered’s 
  favour, but these might not be discovered on their first pass through 
  the adventure.
  Gogoroth has a few weaknesses, read Clues & Tactics on pg: 19.
  Overpowered
  Gogoroth is stated up to be balanced to fight PCs with 5 Resources, 
  this is higher than the current Resources of your PCs (who have 
  around 4). This is not only because Gogoroth is designed to be a 
  difficult fight for the PCs, but to also reward them for pre-preparation 
  and skill.
  GMs may be tempted to weaken Gogoroth if their PCs are not going 
  well, you should not do this. GMs are encouraged to hold nothing 
  back against the PCs.
  Taunts
  As the fight progresses, Gogoroth will taunt and mock the Tethered.
  First Tethered Attribute Damage
  “I can smell your blood upon the air, sweet and succulent.” 
  Gogorth laughs a deep, horrible laugh. “I will spill it upon the 
  ground and revel in it, draining you until you have nothing left to 
  give. You should not have come to this place... to my unhallowed 
  ground. I will make you pay for your arrogance!” 
  First use of Dominate on a Tethered
  “Your bodies may be immortal, by your minds are not. They’re 
  weak and ripe for abuse. Feel my thoughts invade yours... feel 
  your grasp on reality fade away. You were fools to think you 
  could resist me. Now, watch as your allies turns 
  against you - or do you turn on them?” 
  First Tethered Death
  Gogoroth lets out a victorious roar that 
  shakes the Undercity. “You cannot defeat 
  me Tethered! You are mere playthings, 
  inconsequential distractions called 
  here for my amusement! I have 
  fought your kin before, and I grow in 
  power as each of you fall before me; 
  again and again.”
  First Gogoroth Attribute Damage
  Gogorth bounces back away from 
  you whirling in surprise. His body 
  shakes with malice, then with laughter 
  as he lets out a throaty chuckle. “Well, 
  well. Perhaps this won’t be as easy as 
  I thought. Perhaps you will put up a fight 
  after all - at least enough of one to help pass 
  the short time you have left!”
  Victory or Defeat
  The Tethered will most likely die during their first fight with 
  Gogoroth, especially if they’re underprepared.
   » If all Tethered are slain, they will be reborn the following 
  morning at the closest Great Lantern, approximately four 
  hours away. If they have already discovered the secret to 
  opening the door in the City Watch basement, they can use 
  that as a shortcut. This may alert Gogoroth.
   » If the Tethered are killed by the Gogoroth twice, he will become 
  fed up with the intrusions, eat all of his personal slaves and 
  treasure, and move himself and his corrupted warriors on 
  to make a new home in a new part of the Undercity; read 
  Epilogue: Gogoroth Escapes.
   » Gogoroth will fully heal after defeating all of the Tethered.
  If the Tethered defeat Gogoroth, read Epilogue: Gogoroth is Slain.
  
  23
  Epilogue
   
  Gogoroth Escapes
  You have been slain once again by the might of Gogoroth. 
  Hopelessness has set in, but you must continue on with your quest.
  When you return to Gogoroth’s lair, he is gone. He has grown 
  tired of your presence and does not wish to spend the rest of his 
  life locked in endless combat with a group of immortal Tethered.
  Gogoroth has eaten all of his treasures and slaves, and he has 
  moved on to another part of the Undercity. Alric and Nordicka are 
  nowhere to be found - the cages that once housed live sacrifices 
  are now empty, and the chambers of Gogoroth’s lair have been 
  cleared out.
  The City Watch has been freed from the Gogoroth’s influence 
  and Martell Vice has fled. No more sacrifices will be made on 
  Syrup Street, with the locals none the wiser as to the events that 
  transpired in the Undercity below.
  The citizens of Alderbloat have launched a brutal assault 
  against the remainder of Gogoroth’s warriors, clearing them out 
  of the city.  However, they now live in fear. Gogoroth is still out 
  there somewhere, nursing his injured pride. He will come back, 
  someday, perhaps with greater strength or numbers. He will make 
  the people of Alderbloat pay for his defeat and, if he can, will 
  exact vengeance upon the Tethered who defeated him as well.
  If this module is part of a longer campaign, the Tethered now 
  must worry about the return of Gogoroth. Over time, Gogoroth will be 
  plotting against them and can now serve as an ongoing villain for the 
  rest of the campaign. The Tethered may also wish to explore more of 
  Alderbloat and the Undercity.
  Gogoroth is Slain
  Despite the odds being stacked against you, you have managed 
  to slay the mighty Gogoroth. As his fat body tumbles to the 
  ground, you breathe a sigh of relief.
  You feel a great amount of pride as you sever the chains of 
  Gogoroth’s slaves, releasing them back into Alderbloat and 
  Syrup Street.
  The people of Alderbloat are overjoyed and launch a swift and 
  decisive assault against the remainder of Gogoroth’s warriors 
  before hosting a great feast (making use of Gogoroth’s stored 
  supplies) in your honour.
  The City Watch has been freed from the Gogoroth’s influence 
  and Martell Vice has fled. No more sacrifices will be made on 
  Syrup Street, with the locals none the wiser as to the events that 
  transpired in the Undercity below. The Watch itself has no idea 
  this happened, as their memories serving Gogoroth are hazy at 
  best, but they still feel indebted towards you for returning their 
  missing people.
  The people of Alderbloat can rest easy and are now free to 
  rebuild their community and their lives. They are not alone, and 
  perhaps a steady trade agreement with the surface world will be 
  just what they need. The devilish paths the Gogoroth built to shuttle 
  his sacrifices can now be put to a much more noble purpose.
  If the twins were saved, read below:
  If the twins, Alric and Nordicka were not killed by the Gogoroth, 
  they can be rescued and returned to Albrecht for the bounty. 
  Albrecht is overjoyed at having his children returned to him and 
  promises to dedicate his life to the protection of Syrup Street and 
  its denizens. He tells you he will be joining the City Watch, in an 
  attempt to help keep it free from corruption.
   » Albrecht is offering four Small Bags of Money (Fragged 
  Aeternum pg: 160) for the return of both of his children. This 
  is not much, but it is all that he can afford.
   » If pushed, he is willing to sell his small family home to 
  pay a further two Large Bags of Money if his children are 
  returned alive. If a Tethered makes Albrecht commit to 
  this they (and any who do not stop Albrecht making this 
  commitment) will gain a point of Corruption.
  If this module is part of a longer campaign, the Tethered now must 
  worry about what other threats are in the area, and possibly who 
  Gogoroth was communicating with (via the runes in the Acid Pit (17) 
  in his lair). The Tethered may also wish to explore more of Alderbloat 
  and the Undercity.
  
  24
  NPC Stats & Combat Maps
  Balanced Fight for 4 PCs:
  x1 Young Clacker Spiders.
  x1 Web Globs.
  Key NPC Motivation:
  To eat the PCs.
  Please Note:
   » The Web Globs have special movement restrictions
   » Young Clacker Spiders have the Blunt Keyword (see Core 
  Rule Book pg: 124) on their Poisonous Bite (an unconscious 
  Tethered does not turn into a Spectre).
   » Any Healing Roll (or turning into a Spectre) will remove the 
  effects of Clacker Venom.
  Tactics:
   » The spiders will attempt to poison the PCs while they make 
  use of hit and run tactics.
   » The longer the fight goes on, the greater the spiders advantage.
   » The spiders will make use of the web-filled tunnels around 
  the edge of the room.
   » The webb (Difficult Terrain) does not restrict spider movement.
   » When all of the Huge Clacker Spiders are killed; the Web 
  Globs will stop appearing and the Young Clacker Spiders 
  will try to flee.
  x2 Huge Clacker Spiders.
  17 Spaces
  Trap door entrance.
  28 Spaces
  
  25
  Balanced to fight PCs with Resources = 4
  Notes
  Description
  Avoidance Stance, Attractive
  Attrition
  Poisonous
  (Special Ability)
  While you have Endurance; once before your next Turn you may gain +1d6 Defence vs an Attack (after an Attack Roll is made, but before Strong Hit 
  Options are selected).
  All enemies take 4 Endurance Damage at the start of your Turn.
  You gain unlimited uses of Poisons.
  Climbing and Webs are not Difficult Terrain to you.
  3
  2
  15
  25
  1
  2
  2
  1
  5
  3
  4
  4
  2
  Huge Clacker Spider
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Resources
  Resources
  0 +2/Turn
  6
  13
  14
  2
  4
  *
  6
  3
  2
  Web Globs
  Young Clacker Spiders
  Fresh Web (Dual Ranged)
  Poisonous Bite (Short)
  Traits/Notes:
  Traits/Notes:
  Dual, Splash 5 (Any), Dangerous 4 (Web Difficult Terrain). Modifications: Arcane-Garden (Web).
  Strong Hit: Entangled (Hit) All damaged characters have all of their Movements, Defences and Stealth Skill Roll reduced by 3 until your next Turn (Stacks).
  Small, Momentum 1: +1 Crit Dmg, Poison, Pen 1 Min 4, After you Attack with this Weapon you may immediately move, Blunt. Modifications: Well Maintained, Swift.
  Clacker Venom: Two Uses, Poisoned character must pass a Resolve Skill Roll of 16 or suffer -1 to all Skill and Attack Rolls for 2 hours (Stacks up to -2).
  Power Group (Power Source = Huge Clacker Spiders), Special Ability (*Your Bodies always move with your Source unless they’re Attacking (as the Huge 
  Clacker Spiders are carying you around), +3 End Dmg), Well-Armed.
  Henchmen Group, Only Capture (You only wish to capture your Opponents, You will try to retreat if you’re heavily hurt), Special Ability (Climbing and Webs 
  are not Difficult Terrain to you).
  Type & Variation
  Type & Variation
  Ranged, Spell, A-Garden, (Web)
  Melee, Blade.
  Hit D6
  Hit D6
  4d6
  3d6
  End Dmg
  End Dmg
  4
  3
  Rng
  Rng
  3
  1
  Hit
  Hit
  +0
  +8
  Crit Dmg
  Crit Dmg
  3
  3
  Max Rng
  Max Rng
  10
  1
  Hands
  Hands
  1
  1
  Hit D6
  3d6
  3d6
  Crit Dmg
  5
  2
  Max Rng
  2
  25
  Hands
  2
  0
  Rng
  1
  10
  Hit
  +4
  +4 +Emp*
  End Dmg
  4
  2 +Emp
  Resources
  2
  0
  Weapons
  Pincers (Balanced)
  Chatter (Small Ranged)
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Poison, Pen 1 Min 4, Natural, Modifications: (Natural), Well Maintained, Lunge.
  Clacker Venom: Poisoned character must pass a Resolve Skill Roll of 16 or suffer -1 to all Skill and Attack Rolls for 2 hours (Stacks up to -2).
  Small, Momentum 1: Once per Turn; make a Free Attack with this Weapon, Pen 4 min 4, Natural, Attacks from this Weapon do not break 
  Stealthed, Hit Location 1d3+3, *Agility never increases To Hit, Modifications: Well Maintained.
  Weapon Type & Variation
  Melee, Blade.
  Ranged, Fear.
  Skilled
  2
  2
  5
  4
  
  26
  Balanced Fight for 4 PCs:
  x1 Corrupted Warriors.
  x1 Vile Arcane Orbs.
  x1 Corrupted Champion.
  x1 Vile Priest.
  Key NPC Motivation:
  To alert their master to the presence of the PCs, and to hold them 
  off for as long as they can.
  Tactics:
   » As soon as the NPCs see the PCs they will send runner off 
  to alert their master. It will be difficult for the PCs to catch 
  them in time.
   » The Corrupted Champion will leap over to the PCs as soon 
  as he sees them, while the Vile Priest will stay out of harm’s 
  way by teleporting around each Turn. The Corrupted Warriors 
  will try to protect the Corrupted Champion and Priest.
   » Once a large amount of Momentum Points have been built up 
  the Vile Priest will Teleport behind a PC and disintegrate them
  Please Note:
   » This is an optional fight that will only happen if the Gobbler 
  knows the PCs are around. If the PCs engage the Gobbler’s 
  minions in other locations (ie: within Alderbloat); the GM 
  should use the NPCs stated here.
   » The Vile Priest is carrying 1d3+1 Plant Elixirs, which he will try 
  to destroy if it looks like he might die.
  
  27
  Balanced to fight PCs with Resources = 4
  Notes
  Notes
  Description
  Description
  Endure Stance, Imposing
  Aura
  Block Stance, Imposing
  Death Throes
  Blink
  While you have Endurance; once before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself (after an Attack Roll is made, 
  but before Strong Hit Options are selected).
  Enemies who start their Turn, move into, or through the spaces adjacent to you take 4 Endurance Damage.
  While you have Endurance; once before your next Turn you may change your facing in response to another character’s non-Fear Attack Action (before an 
  Attack Roll is made) and gain +1 Armour vs that Attack.
  When you die you may immediately perform one free Action.
  Once during your Turn you may Teleport 1d6+2 spaces for free.
  3
  2
  2
  5
  12
  13
  55
  45
  -1
  -1
  3
  4
  6
  1d6
  6
  2
  3
  2
  2
  4
  3
  2
  2
  3
  Corrupted Champion
  Vile Priest
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Resources
  Resources
  6
  0 +2/Turn
  14
  14
  4
  2
  6
  4
  2
  2
  Corrupted Warriors
  Vile Arcane Orbs
  Clubs (Balanced)
  Consuming Blast (Dual)
  Traits/Notes:
  Traits/Notes:
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Modifications: Practiced, Lunge.
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Large, Dual, Poison, Pen 1 Min 4, Modifications: Well Maintained.
  Henchmen Group, Unstoppable (Ignore the first killed Body you would suffer each Turn).
  Power Group (Power Source = Vile Priest), Straight Strike (Your Bodies may only move in straight lines. -1 Crit Dmg vs targets in Heavy or Entrenched Cover).
  Type & Variation
  Type & Variation
  Melee, Hammer.
  Melee, Blade.
  Hit D6
  Hit D6
  3d6
  5d6
  End Dmg
  End Dmg
  3
  5
  Rng
  Rng
  1
  1
  Hit
  Hit
  +3
  -1
  Crit Dmg
  Crit Dmg
  3
  5
  Max Rng
  Max Rng
  2
  1
  Hands
  Hands
  2
  2
  Hit D6
  Hit D6
  3d6
  2d6*
  Crit Dmg
  Crit Dmg
  6
  5**
  Max Rng
  Max Rng
  2
  35
  Hands
  Hands
  2
  1
  Rng
  Rng
  2
  8
  Hit
  Hit
  +4
  +4
  End Dmg
  End Dmg
  5
  5
  Resources
  Resources
  2
  3 (2)
  Weapons
  Weapons
  Hooked Blades (Massive)
  Disintegrate (Hefty Ranged)
  Large, Splash 2 (Any), Poison, Pen 1 Min 4, Modifications: Well Maintained, Range Burst.
  Momentum 2 (You throw a Hooked Blade): Your next Attack with this Weapon gains Energy, +2 Rng, +10 Max Rng, -1 Crit Dmg.
  Large, *+1d6 Hit with Unleash Action, **Once per Turn if you Attack a character from their rear you gain +1 Crit Dmg for that Attack, 
  Modifications: Practiced,
  Weapon Type & Variation
  Weapon Type & Variation
  Melee, Blade.
  Ranged, Spell, Arcane-Alleyway, Backstab.
  Skilled
  Skilled
  2
  3
  2
  4
  2
  3
  1
  2
  3d6
  2
  25
  0
  10
  +4 +Emp*
  4 +Emp
  0
  Build Power (Small Ranged)
  Small, Momentum 1: Once per Turn; make a Free Attack with this Weapon, Pen 4 min 4, Natural, Attacks from this Weapon do not break 
  Stealthed, Hit Location 1d3+3, *Agility never increases To Hit, Modifications: Well Maintained.
  Ranged, Fear.
  
  28
  Balanced Fight for 4 PCs:
  x2 Vines.
  x1 Spores.
  x1 Giant Carnivorous Plant in the Lower Chamber.
  x2 Giant Carnivorous Plants in the Upper Chamber.
  (x2 Corrupted Warriors).
  (x1 Runner).
  Key NPC Motivation:
  To drag their prey up into the Upper Chamber to eat them.
  Tactics:
   » The Vines will try to drag the PCs up into the Upper Chamber.
   » If the PCs stay up in the Upper Chamber they will be at a 
  significant disadvantage.
   » If the Runner is involved in this combat he will try to run as 
  soon as he sees the PCs.
   » If the Corrupted Warriors are involved in this combat they will 
  spend their 1st Turn drinking their Plant Elixirs.
  Please Note:
   » If the PCs have drunk the Plant Elixir the Vines and Giant 
  Carnivorous Plants will not attack them, but the Spores might. 
   » Giant Carnivorous Plants are unable to move between the 
  Upper and Lower Chambers.
   » At any time the GM may require a PC on the stairs to make 
  Physical Skill Roll of 12 to not fall Prone and move down 2 
  spaces.
  
  29
  Balanced to fight PCs with Resources = 4
  Notes
  Description
  Endure Stance, Imposing
  Split
  Feed, Momentum
  While you have Endurance; once before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself (after an Attack Roll is made, 
  but before Strong Hit Options are selected).
  When you die a Henchmen Group (Grasping Vines) enters the Combat (and may Attack this Turn).
  +1 Hit and Crit Dmg vs characters with 3 or more Momentum, all Weapons.
  -1 Armour vs characters with 3 or more Momentum.
  4
  3
  10
  55
  -1
  3
  4
  4
  3
  2
  3
  3
  Giant Carnivorous Plant
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Resources
  Resources
  6
  0 +4/Turn
  14
  14
  4
  2
  6
  4
  2
  2
  Vines
  Spores
  Grasping Vines
  Poisonous Spores
  Traits/Notes:
  Traits/Notes:
  Strong Hit (5-6), Natural, Splash 1 (Any) *+3 Crit Dmg vs characters at 0 Endurance. Modifications: Lunge.
  Large, Splash 2 (Any), Poison, Pen 1 Min 4, Modifications: Practiced.
  Henchmen Group, Impairers (Strong Hit: Impair (Melee, Hit) Choose one to apply to your target: Move them 1 space in any direction and move them up into 
  the upper chamber OR Suppress them and yourself.).
  Power Group (Power Source = Giant Man-Eater Plant), Swarm.
  Type & Variation
  Type & Variation
  Melee, Tooth & Claw.
  Melee, Blade.
  Hit D6
  Hit D6
  3d6
  3d6
  End Dmg
  End Dmg
  4
  3
  Rng
  Rng
  1
  2
  Hit
  Hit
  +2
  +2
  Crit Dmg
  Crit Dmg
  2*
  6
  Max Rng
  Max Rng
  2
  2
  Hands
  Hands
  2
  2
  Hit D6
  5d6
  3d6
  Crit Dmg
  5
  2
  Max Rng
  2
  25
  Hands
  2
  0
  Rng
  1
  10
  Hit
  -3
  +4 +Emp*
  End Dmg
  5
  2 +Emp
  Resources
  2
  0
  Weapons
  Chomp (Dual)
  Hiss (Small Ranged)
  Large, Dual, Poison, Pen 1 Min 4, Natural, Modifications: (Natural), Well Maintained, Lunge.
  Small, Momentum 1: Once per Turn; make a Free Attack with this Weapon, Pen 4 min 4, Natural, Attacks from this Weapon do not break 
  Stealthed, Hit Location 1d3+3, *Agility never increases To Hit, Modifications: Well Maintained.
  Weapon Type & Variation
  Melee, Blade.
  Ranged, Fear.
  Skilled
  3
  3
  2
  2
  Bodies
  Bodies
  Defence
  Defence
  Armour
  Armour
  Movement
  Movement
  Resources
  Resources
  6
  1
  14
  16
  4
  4
  6
  6
  2
  2
  Corrupted Warriors
  Runner
  Clubs (Balanced)
  Club (Balanced)
  Traits/Notes:
  Traits/Notes:
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Modifications: Practiced, Lunge.
  Your first Attack each Turn with this Weapon gains Strong Hit (5-6), Modifications: Practiced, Lunge.
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Strong Hit: Bash (Hit) All characters damaged by this Weapon are Suppressed and Pushed back 1d3 (1 if they’re big) spaces away from you.
  Henchmen Group, Unstoppable (Ignore the first killed Body you would suffer each Turn).
  Henchmen Group, Unstoppable (Ignore the first killed Body you would suffer each Turn).
  Type & Variation
  Type & Variation
  Melee, Hammer.
  Melee, Hammer.
  Hit D6
  Hit D6
  3d6
  3d6
  End Dmg
  End Dmg
  3
  3
  Rng
  Rng
  1
  1
  Hit
  Hit
  +3
  +3
  Crit Dmg
  Crit Dmg
  3
  3
  Max Rng
  Max Rng
  2
  2
  Hands
  Hands
  2
  2
  
  30
  Balanced Fight for 4 PCs:
  x1 Corrupted Warriors (from Gogoroth’s Trait).
  x1 Vile Arcane Orbs (from Gogoroth’s Trait).
  x1 Gogoroth.
  Key NPC Motivation:
  To kill the PCs.
  Please Note:
   » Once Gogoroth suffers 8 points of Attribute Damage his 
  servants (Corrupted Warriors) will rush to his aid; entering 
  the combat.
   » Gogoroth takes up 4 spaces (characters normally require 1).
   » If Gogoroth kills all of the Tethered he will immediately 
  Heal all damage that he has suffered and gain 1 Additional 
  Attribute Point that he may allot to any Attribute.
  Tactics:
   » Unless first challenged, Gogoroth will immediately Attack the PCs.
   » Gogoroth will try to stay near the hole in the centre of the 
  map and drag (or Dominate) the PCs into the hole with his 
  Chomp Attack.
   » Gogoroth may block the hold with his body to keep a trapped  
  player in the hole.
   » They will be unable to use any Weapon in two hands.
   » They will be required to make a Physical Skill Roll of 12 t 
  the start of each Turn to not fall down.
   » Gogoroth will target any character that mocks him.
  
  31
  Balanced to fight PCs with Resources = 5
  Notes
  Description
  Endure Stance, Imposing
  Immense NPC
  Reveal Support
  Caster
  Flight
  Massive
  (Special Ability)
  While you have Endurance; twice before your next Turn you may redirect 1 Attack aimed at an adjacent ally onto yourself (after an Attack Roll is made, 
  but before Strong Hit Options are selected).
  You may perform 3 Actions per Turn.
  After you take 8 points of Attribute Damage; an additional Henchmen Group enters the Combat.
  After you perform the Think Action; all allied Henchmen Groups gain +2 Bodies.
  Add an additional Power Group to this combat.
  When you perform the Think Action, an allied Power Group gains +4 Bodies.
  You may Fly.
  Reduce all Endurance Damage against you by 3.
  If an ally is adjacent to you; do not reduce Endurance Damage against you (normally by 2).
  -1 Resource.
  Strong Hit: Dominate (Hit, Fear, Once per Turn) As long as your target is unaffected by Alchemist’s Brew (pg: 11) they become Supressed and you may 
  immediately perform a single Action for them right now (using your Momentum).
  6
  4
  11
  70
  -1
  -2
  3
  4
  4
  3
  6
  4
  5
  Gogoroth, The Gobbler
  Hit D6
  3d6
  2d6*
  Crit Dmg
  5*
  4
  Max Rng
  2
  45
  Hands
  2
  0
  Rng
  2
  13
  Hit
  +2
  +4 +Emp**
  End Dmg
  9
  5 +Emp
  Resources
  3
  1
  Weapons
  Chomp (Massive)
  Dominate (Hefty Ranged)
  Large, Splash 2 (Any), Natural, Splash +1 (Any) *+3 Crit Dmg vs characters at 0 Endurance, After you Attack with this Weapon: move yourself 2 
  spaces and your opponent 1 space, Modifications: Practiced, Well Maintained, Arcane-Street.
  Large, *+1d6 Hit with Unleash Action, Pen 4 min 4, Natural, Attacks from this Weapon do not break Stealthed, Hit Location 1d3+3, **Agility never 
  increases To Hit, Modifications: Well Maintained.
  Weapon Type & Variation
  Melee, Tooth & Claw, Arcane-Street, Exchange.
  Ranged, Fear.
  Immense
  5
  3
  3
  0
  Bodies
  Defence
  Armour
  Movement
  Resources
  7 +2d6/T
  13
  3
  5
  3
  Corrupted Warriors
  Rusty Blades (Massive)
  Traits/Notes:
  Large, Splash 2 (Any), Requires 2 Slots, Poison, Pen 1 Min 4, Modifications: Well Maintained, Fiendish, (these Modifications disappear on their death).
  Henchmen Group, Unstoppable (Ignore the first killed Body you would suffer each Turn), Army (+2d6 Bodies per Turn).
  Type & Variation
  Melee, Blade.
  Hit D6
  3d6
  End Dmg
  5
  Rng
  2
  Hit
  +1
  Crit Dmg
  5
  Max Rng
  2
  Hands
  2
  Bodies
  Defence
  Armour
  Movement
  Resources
  0 +3/Turn
  12
  2
  4
  (2) 3
  Vile Arcane Orbs
  Consuming Blast (Dual)
  Traits/Notes:
  Large, Dual, Poison, Pen 1 Min 4, Modifications: Well Maintained.
  Power Group (Power Source = Gogoroth), Straight Strike (Your Bodies may only move in straight lines. -1 Crit Dmg vs targets in Heavy or Entrenched Cover), 
  Defend (Your Source gains +1 Armour while you have at least 1 Body).
  Type & Variation
  Melee, Blade.
  Hit D6
  5d6
  End Dmg
  5
  Rng
  1
  Hit
  -1
  Crit Dmg
  5
  Max Rng
  1
  Hands
  2
  
  32
  Acknowledgments
  Created by
  Wade Dyer (Design Ministries)
  Writing
  Ryan Schoon
  Artwork
  Mateusz Mizak
  Special Thanks
   Benjamin Setzer
  Marc Hardenack
  Copyright (C) 2018 by Design Ministries.
  ”Fragged Empire” is a registered trademark by Wade Dyer.
  ”Fragged Aeternum” trademarked by Wade Dyer.
  All rights are reserved. No part of this publication may be 
  reproduced, distributed or transmitted in any form or by any means, 
  including photocopying, recording or other electronic or mechanical 
  methods, without prior written permission of Design Ministries.
  Names, characters, places, and incidents featured in this publication 
  are fictitious. Any resemblance to actual persons (living or dead), 
  events, institutions, or locales is coincidental.
  Design, Layout and Production:
  Wade Dyer
  www.designministries.com.au
  www.fraggedempire.com
  contact@fraggedempire.com
  
SOURCE: textdata/thevault/Fragged Empire/Fragged Aeternum - Endless Depths Part 1.pdf