Ashen Chapter: The Massacre at B’Gor
Narrative Overview
The Ashen of Haven are survivors in every sense of the word, living on the knife’s edge of
existence in the Ashlands. When reports of an entire Ashen settlement being wiped out reach
Haven, its leaders are thrown into turmoil. B’Gor was not just a neighbor; it was a crucial trading
partner and ally. Worse, the nature of the massacre—marked by unnatural terror and mutilation
—has everyone on edge.
The Ashen must investigate the destruction of B’Gor, contend with the opportunistic warlords
who seek to exploit the chaos, and uncover the first clues of a monstrous threat. This chapter
introduces players to the harsh realities of the Wastes and the difficult choices Ashen survivors
must make to retain their humanity.
Scene 1: The Aftermath
Opening Narrative
The air in Haven is tense. News spreads like wildfire: B’Gor has fallen. Survivors tell tales of
shadows in the night, of fear that drove strong men to madness and left even children
defenseless. Mayor Lira Dael calls an emergency council meeting, demanding answers.
The players are present as trusted Ashen leaders or survivors, tasked with investigating what
happened to B’Gor. Supplies are low, tensions are high, and the Wastes are more dangerous than
ever.
Objectives
Investigate the destruction of B’Gor.
Prepare Haven for potential raids by opportunistic warlords.
Maintain morale among Haven’s citizens.
Complications
Fear spreads quickly among Haven’s populace, making organization difficult.
Reports of warlords moving closer to Haven suggest a raid is imminent.
Key NPCs
Mayor Lira Dael: A pragmatic leader struggling to balance survival with compassion.
Tarek Gorran: A grizzled warband leader offering “protection” to Haven in exchange
for steep tribute.
Scene 2: Into the Ashlands
Opening Narrative
The journey to B’Gor is treacherous. Ash storms whip across the barren landscape, and the eerie
silence of the Wastes only heightens the tension. The settlement, once a bustling trading hub,
now lies in ruins. The players must piece together what happened and prepare for whatever
dangers still linger.
Objectives
Examine the remains of B’Gor for clues about the massacre.
Survive environmental hazards, including ash storms and collapsing structures.
Defend against scavengers and mutated predators drawn to the carnage.
Clues at B’Gor
Deep claw marks in the walls suggest something inhuman was responsible.
A torn journal entry reads: “The shadows moved… but they had no shape.”
Corpses are missing their hearts, all removed post-mortem.
Complications
A scavenger band arrives, seeking to loot B’Gor for supplies.
Signs of the Scarecrow’s presence intensify, as players begin to feel a creeping sense of
unease.
Key Mechanics
Survival Checks: Navigate ash storms and avoid structural collapse.
Insight Checks: Piece together clues from the ruins.
Combat Encounters: Fend off scavengers and predators.
Scene 3: The Warlords’ Advance
Opening Narrative
As the players return to Haven with their findings, they discover it under threat. Tarek Gorran’s
warband has arrived, demanding tribute in exchange for protection. The warlord is not bluffing
—his forces are well-armed and ready to burn Haven to the ground.
The players must decide whether to negotiate with Gorran, rally Haven’s defenders to fight back,
or use their newfound knowledge of the Scarecrow to turn the warband’s attention elsewhere.
Objectives
Defend Haven from Tarek Gorran’s warband.
Maintain morale and prevent panic among the citizens.
Use the information from B’Gor to buy time or leverage against the warlord.
Complications
Haven’s defenders are poorly equipped and low on morale.
Gorran’s forces include deserters from the Covenant, armed with superior technology.
Key Mechanics
Negotiation: Use Communicating skills to broker a deal or stall for time.
Combat: Engage in a desperate defense of Haven.
Leadership: Rally Haven’s defenders, using Will + Insight to inspire them.
Chapter End
Resolution
The Ashen players leave this chapter with critical knowledge of the Scarecrow’s existence and
the realization that this is no ordinary threat. Haven remains intact—if barely—but tensions are
rising. Warlords circle like vultures, and fear of the unknown grows stronger. The Ashen must
prepare for what’s to come while holding onto their humanity in a world that demands its
sacrifice.
Metropolins Chapter: The Broadcast
Narrative Overview
The Metropolins, driven by a desire to expose the Covenant’s authoritarian
grip, risk everything to uncover the truth. When word of a family’s exile
reaches the resistance, a plan is set in motion to raid a Covenant
communications hub and broadcast the raw footage. However, what begins
as a mission to reveal oppression soon uncovers hints of a far greater threat
—one tied to the Scarecrow. The players must navigate the fine line between
defiance and survival, balancing the risks of rebellion with the cost of
inaction.
Scene 1: The Plan
Opening Narrative
The resistance’s safehouse is abuzz with tension. A family—exiled by the
Covenant for minor infractions—has reached the Metropolins, carrying
harrowing footage of their punishment. The players, key operatives within
the resistance, are tasked with infiltrating a communications hub to
broadcast the unfiltered truth to the population. But with the Covenant’s
surveillance at its peak, the mission is fraught with peril.
Objectives
Finalize plans for infiltrating the communications hub.
Coordinate roles among the team: infiltration, sabotage, and escape.
Address internal dissent among the resistance, as some question
whether the mission is worth the risk.
Complications
A spy within the resistance has leaked details of the mission to the
Covenant.
Resources are scarce, and players must decide whether to use their
limited supplies now or save them for future operations.
Key NPCs
Lena Orin: A resistance leader whose fiery rhetoric inspires loyalty but
often blinds her to risks.
Renn Corbin: A skeptical engineer who believes exposing the family’s
exile could do more harm than good.
Scene 2: The Raid
Opening Narrative
Under the cover of night, the players approach the communications hub—a
sleek, heavily guarded tower in the heart of the administrative district. The
operation must be swift and precise; the Covenant’s enforcers are never far
away.
Objectives
Infiltrate the communications hub without triggering alarms.
Extract and broadcast the exile footage to disrupt the Covenant’s
propaganda.
Secure encrypted data logs for later analysis, revealing ties to the
Scarecrow.
Complications
An unexpected change in the guard schedule forces the players to
improvise.
Encrypted data hints at “biological anomalies,” but decoding it will take
time the players may not have.
Clues Uncovered
Surveillance logs referencing the Scarecrow as “Asset Theta-9.”
Files detailing experiments with terror-induced control mechanisms.
A cryptic message: “Terror consumes the heart, one beat at a time.”
Key Mechanics
Infiltration: Use Moving + Insight to bypass patrols and security
systems.
Sabotage: Use Operating + Reason to disable alarms and download
data.
Combat: If detected, engage Covenant forces in a desperate fight to
escape.
Scene 3: The Escape
Opening Narrative
The raid is complete, but the Covenant is already mobilizing. Reinforcements
close in on the communications hub, forcing the players to fight or flee. As
they make their escape, the true cost of resistance becomes clear: the
Covenant will stop at nothing to maintain its grip on the Metropolins.
Objectives
Evade Covenant pursuit while protecting the extracted data.
Regroup with the resistance and assess the mission’s success.
Plan for potential retaliation against the safehouse.
Complications
The spy within the resistance attempts to sabotage the escape,
creating further danger.
Players must choose between securing the encrypted data or ensuring
the broadcast signal isn’t cut.
Key Mechanics
Escape and Evasion: Use Moving + Brawn to navigate obstacles
and outpace pursuers.
Combat: If cornered, fight Covenant forces using the environment to
gain an advantage.
Chapter End
Resolution
The players return to the safehouse with raw footage of the exile broadcast
to the population. The resistance is galvanized, but the price of defiance
looms large. The encrypted data they’ve secured hints at a monstrous
experiment—one tied to terror and control. As the Covenant begins its
counterattack, the players must decide how to protect the resistance while
unraveling the mystery of the Scarecrow.
Oceanicans Chapter: The Missing Scientist
Narrative Overview
The Oceanicans operate with clinical precision, seeking to preserve humanity
through logic and reason. When Dr. Burke Adele, a bioengineer crucial to
both Haven’s agricultural efforts and the Oceanicans’ genetic research,
vanishes, the players are sent to locate and extract him. But their mission
takes an unexpected turn: Burke holds critical knowledge about the
Scarecrow’s origins, and his rescue inadvertently sets the stage for the
Covenant’s devastating attack on Haven.
Scene 1: Arrival in Haven
Opening Narrative
The players arrive in Haven, their mission cloaked in secrecy. Posing as
Oceanican diplomats, they begin their search for Dr. Burke Adele, last seen
at his lab on the outskirts of the agricultural zone. As they navigate Haven’s
tense political climate, they encounter suspicion from the Ashen, who resent
Burke’s role in their suffering.
Objectives
Establish a covert presence in Haven without revealing the true
purpose of the mission.
Gather intelligence on Dr. Adele’s disappearance.
Manage growing tensions with the Ashen, who blame the Oceanicans
for meddling in their survival.
Complications
Ashen survivors confront the players, accusing Dr. Adele of contributing
to the Scarecrow’s creation.
The Covenant is already tracking Burke, forcing the players to act
quickly.
Key NPCs
Amara Tien: Burke’s former assistant, now a reluctant ally, who holds
key information about his location.
Mayor Lira Dael: Suspicious of the Oceanicans’ intentions but willing
to cooperate if convinced of their sincerity.
Scene 2: The Trail
Opening Narrative
Clues lead the players to Burke’s abandoned lab, a small facility surrounded
by the remnants of hydroponic gardens and overgrown crops. The lab is
eerily silent, its contents ransacked. Evidence points to the Covenant’s
involvement, but dangers lurk within.
Objectives
Search the lab for evidence of Burke’s whereabouts.
Survive environmental hazards, including collapsing structures and
toxic plant growth.
Piece together fragments of data that hint at Burke’s connection to the
Scarecrow.
Complications
A Covenant reconnaissance team arrives, forcing the players to evade
or confront them.
Hidden traps within the lab threaten to destroy critical evidence.
Clues at the Lab
A bloodstained note from Burke: “It was a mistake. We didn’t know it
would wake.”
Data logs referencing Project Theta, tied to the Scarecrow’s creation.
Signs of a hasty escape, including discarded Oceanican equipment
marked with the Council’s insignia.
Key Mechanics
Investigation: Use Insight + Thinking to analyze the lab’s data and
reconstruct Burke’s escape route.
Combat: Defend against the Covenant reconnaissance team if
detected.
Environmental Hazards: Navigate collapsing structures and toxic
spores using Surviving + Brawn.
Scene 3: Rescue and Revelation
Opening Narrative
The players track Burke to a Covenant-controlled safehouse, where he is
being interrogated. Time is running out—not only must they rescue him, but
they must also escape without alerting the Covenant to their presence in
Haven.
Objectives
Infiltrate the safehouse to extract Dr. Burke.
Avoid or neutralize Covenant forces without leaving evidence of
Oceanican involvement.
Protect Burke as he reveals the Scarecrow’s terrifying origins.
Complications
Burke unknowingly carries a radioisotope tracker implanted by the
Covenant, which will lead them back to Haven.
The rescue goes awry, drawing more Covenant forces to the scene.
Revelations from Burke
The Scarecrow was a failed genetic experiment meant to instill fear in
the Ashen and maintain Covenant control.
The creature’s ability to feed on terror is the result of deliberate
manipulation, not natural evolution.
Burke believes he can help neutralize the Scarecrow but is haunted by
guilt over his role in its creation.
Key Mechanics
Stealth: Use Moving + Coordination to infiltrate the safehouse
undetected.
Combat: If discovered, engage Covenant forces in a desperate fight to
escape.
Persuasion: Convince Burke to trust the players and reveal his
knowledge.
Chapter End
Resolution
The players successfully rescue Burke and return him to Haven, unaware of
the radioisotope tracker in his bloodstream. While Burke provides valuable
insight into the Scarecrow, his presence inadvertently leads the Covenant to
the resistance base. As the players prepare for the next stage of their
mission, the seeds of Haven’s destruction are already sown.
Chapter 2: Into the Wastes
Narrative Overview
The factions reluctantly come together, driven by a shared threat: the
Scarecrow. This monstrous creation of the Covenant feeds on terror, leaving
devastation in its wake. The players must track the creature to its lair in the
ruins of Kalamazoo and destroy it before it can strike again. However, the
journey through the Ashlands tests not only their survival skills but also their
ability to work together despite deeply ingrained mistrust.
Scene 1: The Alliance
Opening Narrative
In the wake of their individual missions, the players converge on Haven to
share what they’ve learned. Each faction brings critical information about the
Scarecrow, but their differing agendas threaten to derail cooperation. The
Ashen demand vengeance, the Metropolins seek proof of the Covenant’s
involvement, and the Oceanicans prioritize eliminating the creature while
protecting their secrets.
Objectives
Share findings and formulate a plan to track and destroy the
Scarecrow.
Overcome factional mistrust to form a unified team.
Prepare for the journey into the Ashlands, gathering supplies and allies.
Complications
Tensions between the factions flare as old grievances resurface.
A warlord exploits the chaos in Haven, forcing the players to decide
whether to confront them or focus on the mission.
Key NPCs
Mayor Lira Dael: Mediates the alliance but struggles to keep the
peace.
Tarek Gorran: The warlord seeks to destabilize Haven, forcing players
to choose between unity and immediate action.
Key Mechanics
Persuasion: Use Communicating + Will to mediate factional
disputes.
Resource Management: Prepare for the journey, balancing supplies,
weapons, and information.
Combat: Engage the warlord’s forces if they threaten the alliance.
Scene 2: The Wastes
Opening Narrative
The journey to the Scarecrow’s lair is perilous. The Ashlands are an ever-
shifting landscape of volcanic ash, collapsing ruins, and mutated predators.
The players must navigate these hazards while contending with the
Scarecrow’s growing influence, which manifests as an oppressive aura of fear
that begins to take its toll.
Objectives
Traverse the Ashlands, overcoming environmental and psychological
challenges.
Follow the Scarecrow’s trail to its lair in Kalamazoo.
Defend against predators and scavengers drawn to the players’
movement.
Complications
Ash storms obscure visibility and force difficult navigation checks.
The Scarecrow’s aura of fear grows stronger, causing hallucinations
and discord among the team.
Key Mechanics
Survival: Use Surviving + Brawn to endure the harsh environment.
Tracking: Use Insight + Thinking to follow the creature’s trail.
Psychological Stress: Characters must make Will + Surviving
checks to resist the Scarecrow’s aura, with failures resulting in fear-
based complications.
Scene 3: The Lair
Opening Narrative
Deep beneath the ruins of Kalamazoo, in the subbasement tunnels of what
was once Borgess Hospital, the players find the Scarecrow’s lair. The creature
has made its home among the wreckage of failed Covenant experiments,
creating a nightmarish labyrinth of terror and despair. To destroy the
Scarecrow, the players must confront not only the physical threat but also
the psychological toll of its presence.
Objectives
Navigate the labyrinthine tunnels and avoid the Scarecrow’s traps.
Confront and defeat the Scarecrow in a climactic battle.
Search the lair for evidence of the Covenant’s involvement in its
creation.
Complications
The Scarecrow uses its environment to its advantage, isolating players
and sowing fear.
Covenant technology within the lair begins to self-destruct, threatening
to erase critical evidence.
Key Mechanics
Exploration: Use Insight + Moving to navigate the tunnels and
avoid traps.
Combat: The Scarecrow is a formidable foe, requiring both physical
and psychological tactics to defeat.
Data Recovery: Use Operating + Reason to retrieve evidence
before it is lost.
Clues Uncovered
Covenant files confirm the Scarecrow was created as a test subject for
terror-based control experiments.
A cryptic reference to Project Mantle hints at the Covenant’s plans to
resume mantle-tapping.
Chapter End
Resolution
The Scarecrow is destroyed, but the players leave the lair with more
questions than answers. Evidence of the Covenant’s involvement in its
creation sets the stage for a larger confrontation, while the references to
Project Mantle hint at a far greater danger.
The players return to Haven, only to find it in ruins. The Covenant has struck,
using Dr. Burke’s radioisotope tracker to locate and destroy the resistance
base. Survivors scatter into the Wastes, and the players must decide how to
regroup and prepare for what’s to come.
Chapter 3: The Hollow Victory
Narrative Overview
The players return to Haven triumphant after defeating the Scarecrow, only
to find their victory hollow. The Covenant has used Dr. Burke’s radioisotope
tracker to locate and obliterate the resistance base. Haven lies in ruins, its
people scattered, and the players must navigate the fallout of this
devastating loss. As tensions rise among the factions, they are left with
critical choices that will determine the next chapter of humanity’s story.
Scene 1: Return to Ruin
Opening Narrative
The smoke is visible on the horizon long before the players reach Haven.
What was once a fragile sanctuary has been reduced to rubble. Ashen
survivors sift through the wreckage, their faces hollow with grief. The
resistance base is gone, its leaders missing or dead. The Covenant’s attack
has shattered Haven’s defenses and its hope.
As the players investigate the destruction, they find signs of the Covenant’s
ruthlessness and the seeds of dissent among the survivors.
Objectives
Assess the damage to Haven and locate any survivors.
Uncover clues about the Covenant’s role in the attack.
Decide how to rebuild or evacuate in the face of ongoing danger.
Complications
Scattered survivors blame one another for the attack, with tensions
threatening to erupt into violence.
Covenant reconnaissance drones remain active in the area, searching
for stragglers.
Key NPCs
Mayor Lira Dael: Injured but alive, she struggles to rally the survivors
while grieving Haven’s loss.
Kara Venn: A fiery Ashen leader who advocates abandoning Haven
and seeking revenge on the Covenant.
Saren Orik: A former Metropolin operative who believes rebuilding is
the only viable option.
Key Mechanics
Investigation: Use Insight + Thinking to uncover clues about the
Covenant’s tactics and identify possible survivors.
Leadership: Use Will + Communicating to defuse tensions among
the survivors.
Stealth: Avoid detection by Covenant drones while exploring the ruins.
Scene 2: Fallout and Fractures
Opening Narrative
The attack on Haven has laid bare the divisions between the factions. The
Ashen demand retribution, the Metropolins urge caution, and the Oceanicans
seek to retreat and regroup. As the players mediate these tensions, they
must also grapple with their own doubts about the Scarecrow’s destruction
and the Covenant’s ultimate plans.
Objectives
Mediate disputes among the factions to prevent further fractures.
Rally the survivors to a common cause, whether rebuilding or seeking
vengeance.
Analyze evidence recovered from the Scarecrow’s lair for clues about
the Covenant’s next move.
Complications
Disagreements among the survivors escalate, with some factions
threatening to break away.
Evidence from the Scarecrow’s lair is incomplete, raising more
questions than answers.
Clues Analyzed
References to Project Mantle hint at a Covenant operation tied to
mantle-tapping.
Surveillance logs suggest the Covenant was aware of the Scarecrow’s
destruction before the players even returned.
A fragment of data reveals a cryptic phrase: “The heart of the world
beats once more.”
Key Mechanics
Persuasion: Use Communicating + Reason to unite the factions
under a shared goal.
Data Analysis: Use Operating + Insight to decrypt evidence from
the Scarecrow’s lair.
Morale Building: Use Will + Communicating to inspire the
survivors and restore hope.
Scene 3: What Comes Next
Opening Narrative
As night falls over the ruins of Haven, the survivors gather for one final
meeting. The players’ actions and decisions throughout the chapter
determine the tone of this gathering. Will the survivors rally together, or will
Haven’s destruction spell the end of cooperation among the factions?
In the midst of the meeting, a new challenge arises: a Covenant broadcast
declares the mantle-tapping project has been “shut down” following the
removal of rogue elements. The players recognize this as a lie but lack the
evidence to counter it. The seeds of the next great conflict are sown, leaving
the factions with critical decisions to make.
Objectives
Decide the survivors’ next steps: rebuild Haven, relocate to safer
ground, or prepare for an offensive against the Covenant.
Determine whether to pursue the truth about Project Mantle or focus
on immediate survival.
Forge or fracture alliances based on the players’ actions throughout
the adventure.
Complications
The broadcast inflames tensions, with some factions believing the
Covenant’s narrative and others calling for war.
A Covenant envoy arrives under a flag of truce, offering aid in
exchange for surrender.
Key Mechanics
Debate: Use Reason + Communicating to challenge the envoy’s
narrative or extract useful information.
Leadership: Use Will + Insight to guide the factions toward unity or
ensure the safety of a chosen group.
Diplomacy: Decide whether to negotiate with or reject the Covenant
envoy, with long-term consequences.
Chapter End
Resolution
The players’ decisions shape the immediate future of Haven and its
survivors. Whether they choose to rebuild, relocate, or retaliate, the
consequences of their actions ripple outward. The Covenant’s false narrative
about Project Mantle hangs over the factions like a shadow, setting the stage
for the next chapter of Ashland.
This rewritten version keeps the tone reflective yet tense, emphasizing the
aftermath of Haven’s destruction and the philosophical and tactical
challenges ahead. Let me know if this resonates!
Creature Template:
"The Scarecrow"
Attributes:
Brawn 5 (Extraordinary Brawn 2) – The creature is physically
immense and extremely powerful.
Coordination 3 – Despite its size, it can still maneuver with surprising
speed and agility.
Agility 2 – Sluggish but fast in short bursts.
Intellect 1 – Mindless in many respects, driven purely by instinct,
though it may have some base cunning.
Will 4 – Strong-willed, especially when feeding on fear.
Health & Defenses:
Wounds: 6
Armor Resistance: 2 (Natural Armor due to its thick hide/scales)
Esper Resistance: 2 (It feeds on fear, perhaps developing some
resistance to psychic intrusion)
Speed: 3 (Can cover large distances, but takes time to turn)
Key Abilities:
1. Fearsome 3:
The creature’s terrifying presence causes panic. The first time any
character sees the Terror-Eater, they must make a Will + Surviving test
with a Difficulty of 3. Failure means they become Afraid, suffering a
Difficulty increase to all tests against it. A Complication might cause
Panic, forcing them to flee.
2. Feed Upon Fear:
Whenever a character near the creature is Afraid or Panicked, the
Terror-Eater becomes bolder. Each Afraid or Panicked character in
Medium range increases the Hazard pool by 2. This ability escalates as
the group becomes increasingly fearful.
3. Brutal 2:
The Terror-Eater uses its overwhelming size and strength in melee,
adding 2[CD] and the Knockdown effect to its attacks. It uses Brawn for
attack rolls instead of Agility or Coordination, making it a nightmare to
defend against in close combat.
4. Implacable 2:
The creature’s survival instincts make it harder to take down. It can
withstand 2 more Wounds than a normal creature before being
Defeated. This makes it extremely difficult to wear down.
5. Scale 2:
The Terror-Eater is a massive creature, at least twice the size of a
regular human. This gives it increased physical endurance and adds +2
to the damage required to inflict a Wound. It also suffers a +1 Difficulty
on any skill test involving tight spaces or situations where its size is a
hindrance.
6. Grasping:
The Terror-Eater’s enormous claws and predatory instinct make it adept
at ensnaring its prey. It can spend 1 Hazard to entangle a target with
its claws, reducing the Difficulty of its attacks against the entangled
enemy by 1. The victim cannot attempt any Reactions until they
escape.
7. Immune to Pain:
The creature is incapable of feeling pain, making it an unrelenting force
of destruction. It suffers no penalties from Wounds or Stun damage
effects, making it difficult to hinder.
8. Keen Senses (Fear Sense):
It can sense fear in its prey, making it a terrifying hunter. The creature
reduces the Difficulty of any skill tests to detect or track frightened
characters by 2. Its perception is also enhanced in dark, ashen
environments, granting it an edge in its native territory.
Escalation Options (for when the creature is more enraged or the
players have done significant damage):
1. Increased Terror (Escalation):
The creature can spend 1 Hazard to increase its Fearsome ability. Any
character who fails their Will + Surviving test becomes Panicked and
suffers a Difficulty increase of 3 to all actions against the creature.
2. Brutal 3 (Escalation):
Once severely wounded or when it feels threatened, the creature's
brutality increases, adding 3[CD] to its melee damage and knocking
down opponents with greater frequency.
3. Invulnerable (Specific Weakness):
The creature’s hide becomes impenetrable, especially when it is in the
middle of feeding. However, there’s a specific weakness – perhaps the
creature has a vulnerable spot on its underside, or a particular type of
weapon or toxin can temporarily render it vulnerable. This would be a
key plot point for the players to uncover.
Tactics and Behavior:
The creature moves towards its prey by scent or sound, often attacking
from the shadows.
It might initially stalk the players, feeding on their fear and causing
them to make mistakes or split up.
Once it feels it has gained enough advantage, it will lash out, using its
immense power and fearsome abilities to dominate the players.
It might also try to manipulate the environment, using the terrain to
trap the players or force them into situations where they have to make
difficult decisions.