TEXT: Grove
   Point
  John Dunn
  
  1
  Credits
  Copyright © Melior Via, LLC 2016
  Accursed, Melior Via, and their associated logos are trademarks of Melior Via, LLC in Cleveland, Ohio.
  Contact us: info@meliorvia.com or visit us at www.meliorvia.com
  This book is designed to be used with the Fate Core Roleplaying Game. You will need the Fate Core rules in book or PDF form to make 
  full use of this book. You may find those on the Evil Hat website, at your local gaming store, or on the web here: http://www.faterpg.com/
  FateTM is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC and is used with permission.
  The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: All elements of 
  the Accursed setting, including but not limited to capitalized names, organization names, characters, historic events, any and all stories, 
  storylines, plots, thematic elements, documents within the game world, quotes from characters or documents, and dialogue; and all 
  artwork, logos, symbols, designs, depictions, illustrations, maps, and likenesses. The above Product Identity is not Open Game Content.
  The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity.
  Lead Developer
  Ross Watson
  Writer
  John Dunn
  Interior Artwork
  Jacob Atienza
  Alberto Bontempi
  Graphic Design
  Kevin Childress
  Contents
  The Town 
  2
  The Chapel 
  3
  Baron GraelinG 
  3
  
  Grove Point
  2
  Grove Point
  The sun has set, and the Accursed are discussing 
  their plans for the next day. They currently travel 
  through the Dark and Perilous Forests of 
  Valkenholm, following a small and winding river. As 
  members of the Order of the Penitent, they seek to 
  find and eliminate any bane activity in the region.
  As the evening progresses, the characters see a 
  bonfire, more than a mile down the river atop a cliff 
  that juts out over the fast flowing water. None of the 
  characters are familiar with any holidays or festivals 
  that would lead to a large fire at this time of year. With 
  a Fair (+2) difficulty Lore roll, a character recognizes 
  this location, surrounded by flowing water, might be 
  ideal to safely invoke a powerful ritual.
  If they investigate the site, it takes more than an 
  hour to reach it. (It is night, the forest is fairly dense, 
  and there is no easy way up to the cliff if approaching 
  from the river bank.) By the time they arrive, the 
  bonfire has been put out. A closer examination reveals 
  that fires have burned here many, many times. The 
  area is also littered with Charred Human Bones 
  as well as scraps of clothing. A thorough examination 
  of the remains reveals that at least some of the people 
  were still alive when they were burned.
  Trying to follow the trail from the guttered bonfire 
  really needs daylight. If they wait until morning, they 
  can easily follow a trail back to a worn dirt road. It 
  leads to a small town, named Grove Point.
  The Town
  Grove Point contains an Enochian chapel, a tavern, 
  a smithy, and a small keep which is home to the local 
  baron. Frightened and Desperate Citizens 
  populate the Lonely and Isolated Village. 
  Inhuman PCs obviously scare the residents, but so do 
  any outsiders. It rapidly becomes clear that the city 
  has very few visitors.
  The residents try to keep any interactions brief. 
  The town members are not confrontational. Rather, 
  they are simply scared. If the visitors offer payment, 
  particularly in the form of trade goods in exchange 
  for service or information, locals are quick to comply, 
  but they do not dally. If asked, all admit that the local 
  Baron does not care for visitors. They strive to earn 
  whatever they can quickly, so that they might complete 
  the transaction before the Baron takes notice.
  None of the locals—other than the chaplain, see 
  below—know about the rituals outside of town. All 
  of them have either suffered personal losses, or have 
  suffered losses to friends and extended family. They 
  blame the Baron, but are reluctant to directly say 
  anything against him. They do admit, however, that 
  the Baron has been strict in administering justice, 
  often subjecting locals to grueling imprisonment, to 
  feed his unsavory needs.
  As 
  interactions 
  continue, 
  Baron 
  Graeling 
  eventually puts in an appearance. He is, in fact, a 
  leech-man in service to the Blood Witch. He controls 
  the town, keeping the citizens in sway. When 
  travelling the town, the Baron is always accompanied 
  by a group of eight leech-men. The Baron is not 
  receptive to visitors, unless they offer up a worthwhile 
  blood sacrifice. Otherwise, he demands they leave, 
  immediately. If the characters fight the Baron, his 
  leech-men are swift to join. While the Baron is the 
  ultimate enemy in this adventure, a battle with him 
  in public may not be in the heroes’ best interest. In 
  addition to the banes with him, he has additional 
  assets in the Reinforced Keep. If he starts to lose, he 
  tries to retreat and call upon his allies.
  
  Grove Point
  3
  The Chapel
  Chaplain Heinrich at the Enochian church is an 
  Order of the Penitent Sympathizer. Though he 
  is a mortal, he is also a Veteran of the Bane War. 
  He has no sympathies for the Witches and daily 
  watches the horrible deeds that the Baron and his 
  servants perform upon the village’s inhabitants. 
  Heinrich has become a Ruthless Vigilante. He has 
  been burning bodies at the bonfire site. In fact, he 
  has been identifying locals who have fully joined the 
  Blood Witch’s cause. The priest has been abducting 
  these men and women at night, torturing them to 
  reveal their information about the Witches and their 
  banes, and then eliminating them. He has built up a 
  considerable amount of intelligence about the Baron, 
  his keep, and his network of other banes in the region.
  The chaplain recognizes that he is performing 
  unsavory acts, and fears that they have damned him. 
  He is anxious to garner the assistance of members of 
  the Order of the Penitent, because he believes that they 
  could perform these same deeds without endangering 
  their souls. He attempts to contact them to offer his 
  intelligence and get their assistance, but he knows 
  he must do so without allowing the members of his 
  congregation or the Baron to find out.
  Baron GraelinG
  Aspects
  Blood Sucking Tyrant
  Loyal Pawns
  Monstrous Noble
  Unquestioned Authority
  Vulnerable to Wood
  Skills
  Great (+4): Provoke
  Good (+3): Fight, Physique
  Fair (+2): Deceive, Resources, Shoot
  Average (+1): Athletics, Lore, Notice, Will
  Stunts
  Aquatic (Can move through water without penalty)
  Blood Drain (When using a Fight attack, can force 
  opponent to defend with Physique instead of Fight),
  Twisted Tongue (Gain +2 to a Provoke overcome 
  action when opponent is a commoner).
  Stress
  4 Physical
  3 Mental
  leech-men
  Aspects
  Blood-Crazed Killer
  Flexible Physique
  Vulnerable to Wood
  Skills
  Fair (+2): Fight
  Average (+1): Athletics, Notice
  Stunts
  Aquatic (Can move through water without penalty)
  Blood Drain (When using a Fight attack, can force 
  opponent to defend with Physique instead of Fight),
  Stress
  1 Physical
  1 Mental
  Sample pcS
  The following pages offer pregenerated characters, 
  which can be used to play through the scenario. 
  Please note that each of the Witchbreeds implies a 
  specific physical weakness as a part of their High 
  Concept. Straw Golems, Revenants, and Mummies 
  are vulnerable to fire. Vargr are vulnerable to Silver. 
  Dhampir are vulnerable to wood. 
  
  Grove Point
  4
  neal Sarder
  Aspects
  Revenant Rogue
  Outspoken Braggart
  Quick with a Sword
  Mourns Clan Martigan
  Repentant Defender
  Refresh: 3
  Skills
  Great (+4): Fight
  Good (+3): Notice, Provoke
  Fair (+2): Physique, Shoot, Will 
  Average (+1): Burglary, Contacts, Deceive, Investigate 
  Stunts
  Already Dead (Once per game session, erase a 
  mild physical consequence or downgrade a moderate 
  physical consequence to mild)
  Dark Vision (Notice skill suffers no penalties for 
  lighting conditions)
  Decomposing (+2 to Provoke when attempting to 
  intimidate a living target)
  Extras
  None
  Stress
  3 Physical
  3 Mental
  malakai emmanuel
  Aspects
  Straw Golem Monk
  Visions of War
  Misplaced Scholar
  Compassionate Veteran
  Gentle Giant
  Refresh: 3
  Skills
  Great (+4): Lore
  Good (+3): Athletics, Physique
  Fair (+2): Fight, Investigate, Shoot
  Average (+1): Empathy, Notice, Provoke, Rapport
  Stunts
  Irresistible Force (+2 to Physique Attacks to move 
  or break through an object when taking a running 
  start)
  Religious Scholar (use Lore to resist Provoke 
  attempts when you can cite an appropriate passage)
  From the Pulpit (+2 to Rapport when speaking on 
  religious matters)
  Extras
  None
  Stress
  4 Physical
  2 Mental
  lidiah natoli
  Aspects
  Vargr Soldier
  Arrogant Beast
  Savage Claws
  Proud Gradniki
  Always a Step Ahead
  Refresh: 3
  Skills
  Great (+4): Fight
  Good (+3): Provoke, Will
  Fair (+2): Notice, Physique, Stealth
  Average (+1): Athletics, Contacts, Deceive, Shoot
  Stunts
  Lupine Senses (+2 Notice when in bestial form)
  Strength of the Motherland (+2 Physique when in 
  bestial form)
  Volatile Temper (Gain a boost when accepting a 
  consequence from a mental attack)
  Extras
  None
  Stress
  3 Physical
  4 Mental
  
  Grove Point
  5
  petra VoGel
  Aspects
  Dhampir White Witch
  Delicate Scholar
  Loyal Penitent
  Potent Grimoire
  Ethically Flexible
  Refresh: 2
  Skills
  Great (+4): Will
  Good (+3): Lore, Notice
  Fair (+2): Empathy, Provoke, Rapport
  Average (+1): Athletics, Fight, Investigate, Shoot
  Stunts
  Doublecross (May use Empathy to make a physical 
  Attack against an unsuspecting target)
  Gleaming Smile (+2 to Rapport for seduction)
  Studious Witch (+2 to Lore related to Witchcraft) 
  Extras
  Witchcraft
  Stress
  2 Physical
  4 Mental
  extra: Witchcraft
  Permissions
  High concept must reference that the character is 
  a Witch.
  Costs
  Witchcraft is associated with the Will skill, so 
  characters need that to effectively use this extra. 
  Access to Witchcraft also requires one point of 
  Refresh.
  Characters capable of using Witchcraft add the 
  following actions to the Will skill:
  Overcome: Use Will to disperse an existing 
  aspect created with Witchcraft. Note that Witchcraft 
  can never be used for healing.
  Create an Advantage: Use Will to create an 
  aspect on a target that possesses a soul representing a 
  disruption or enhancement of that being. 
  Attack: Use Will to make physical attacks on 
  targets up to one zone away.
  Defend: Use Will to defend against any attacks or 
  create an advantage attempt made using Witchcraft. 
  nailah rateB
  Aspects
  Mummy Alchemist
  Fleeing the Pharaoh
  Questing for Answers
  Satchel of Potions
  Volatile Solutions
  Refresh: 3
  Skills
  Great (+4): Crafts
  Good (+3): Empathy, Rapport
  Fair (+2): Lore, Provoke, Shoot
  Average (+1): Fight, Physique, Resources, Will
  Stunts
  Ardent Alchemist (+2 to Lore related to alchemy)
  Reveal Hidden Treasures (may substitute Crafts 
  for Resources).
  Extras
  Alchemist
  Stress
  3 Physical, 
  3 Mental
  extra: alchemy
  Permissions
  High concept must reference that the character is 
  an Alchemist.
  Costs
  Alchemy is associated with the Crafts skill, so 
  characters need that to effectively use this extra. 
  Access to Alchemy also requires one point of Refresh.
  Characters capable of using Alchemy add the 
  following actions to the Crafts skill:
  Overcome: Use Crafts to disperse or replace 
  an existing aspect. This transformation requires a 
  commitment of preparation time proportionate to the 
  scope of the transformation.
  Create an Advantage: Use Crafts to create 
  an aspect on a target that does not possess a soul, 
  representing a transformation of that object. 
  Attack: Use Crafts to make physical attacks on 
  targets up to one zone away.
  
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