TEXT: 1
  
  Legacy of the Pale King is an introductory module 
  intended for players new to Unity, or for campaigns 
  starting with Level 1 characters. It gives the oppor-
  tunity for players to get a sense of their characters’ 
  skills, work together as a team, and experience de-
  fining moments that will provide a foundation for 
  further adventuring. Legacy of the Pale King also 
  helps to introduce players to the diverse dangers 
  of Unity, including gaining an understanding of the 
  concepts of Ruin and encouraging the development 
  of Spark Points which give Unity’s gameplay a lush 
  story-telling quality.
  ADVENTURE SUMMARY
  Legacy of the Pale King takes a party of charac-
  ters into the wasted lands of the Gemini Peninsula, 
  where the Undead hold control. Starting in Kraven 
  Mill (a small outpost beyond the walls of Bastion), 
  the players venture forth, through the Edge of 
  Night, in order to reach the Stronghold of the Pale 
  King. This journey aims to seek out a respected hero 
  of Bastion who had ventured forth several weeks 
  before and has failed to return. The players’ goal is 
  to discover what has been terrorizing the citizens of 
  Kraven Mill, what has befallen this hero and, if pos-
  sible, save both him and Kraven Mill from further 
  attack.
  INTRODUCTION
  Players may either be settlers new to Kraven Mill, 
  or they may be travellers passing through on their 
  way to/from Bastion. While it is not a hospitable 
  place that many would stay willingly for extended 
  periods, it is a useful outpost where much-needed 
  supplies can be gathered. It also has a small garrison 
  and blacksmith, meaning it sometimes offers a brief 
  reprieve from the assaults of the Fell or Undead that 
  roam the bleak landscape outside its rustic walls. 
  From a perspective of industry, Kraven Mill does still 
  have two functioning mills: a watermill that pro-
  vides enough power for basic production of needed 
  supplies and an arrastra for pulverizing ore (usually 
  gold and silver gathered from the banks of the fetid 
  river running through the north edge of town) and 
  the rare haul of Kyrindian crystal.  
  If the PCs wish to be some of Kraven Mill’s current 
  residents, they would know each other by sight, if 
  not by name. Newcomers into town always cause 
  quite a stir, so PCs recently arrived will not remain 
  unnoticed for long. Most folk coming into town are 
  likely to stop at the town well, where an old purify-
  ing system scrounged from Titansfall provides clean 
  water for the townsfolk; the Trader’s Post brings 
  in goods (including food, medicine, tobacco, wine, 
  tools, leather, rope, and sundry) while also provid-
  ing a mail service and a small hostelry; the Tavern 
  provides a few beds (though most temporary resi-
  dents lease rooms from the locals’ two-story clap-
  board houses along the main strip) as well as a bath 
  and hot meal to those who can pay. Other places to 
  frequent include a jobs board outside the Trader’s 
  Post, the mills themselves (with the watermill on the 
  north side of town and the arrastra downstream on 
  the south side), the wood-and-stone garrison wall 
  surrounding the town where a watchtower with an 
  iron bell hangs in case of invasion or emergency.  
  KRAVEN MILL
  A small outpost, Kraven Mill has a frontier’s town 
  quality to it. Its population remains small so as to 
  not attract too much Risen attention while they 
  process raw materials from the unsettled land be-
  yond Bastion. Those who live in Kraven Mill tend 
  to only do so for a few seasons before moving on to 
  safer and softer cities—if they survive their time in 
  Kraven Mill at all. Understandably, those at this out-
  post require a hunger for an adventurous life, will-
  ing to face the unexpected, and the skills to survive 
  whatever the world might hand out. A willingness to 
  work together, often with others very different from 
  oneself, is key to survival in Risen territory.
  This adventure is tailored 
  for a group of four Level 
  1 players. Difficulty may 
  be adjusted accordingly 
  if you have more or less 
  players.
  Legacy of the Pale King 
  can be challenging at 
  times, especially when 
  PCs are out in the wild 
  and unable to find a 
  reprieve from the action. 
  Encourage your players 
  to acquire Spark Points 
  to increase their chances 
  of success by helping 
  you paint a cinematic 
  picture as they overcome 
  challenges and face deadly 
  foes in battle. For more on 
  Spark Points, see pg. 253 of 
  the Core Rulebook.
  Deep within the Risen Kingdom, Vampire Lords rule vast swaths of the Undead. After the Great Ca-
  lamity, the Humans who once called this territory home were greatly diminished, many stripped of the 
  memories and skills that made them whole. Now they struggle to hold onto the last of their humanity 
  while a potent few who learned to embrace their darker natures exert their will over all of the Risen 
  lands. Despite this Undead scourge tainting everything in the land, there is great power to be found in 
  the Gemini Peninsula, if one knows how to look…
  Outpost Town: Though it has no Magistrate 
  of its own, there is a local Elder that the civil-
  ians turn to in times of trouble
  Population: 800
  Type: Primarily human, some more autono-
  mous Risen pass through, a few Furian, Valla 
  and Afflicted are uncommon as residents, but 
  may be passing through from Bastion.
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  unity: legacy of the pale king adventure
  
  MAIN RESIDENTS
  Elder Darius Greenway (Human, Judge) 
  Though not an official position, Elder Darius is high-
  ly respected, known to be wise, fair, and patient. He 
  is somewhat reclusive and is rarely seen wandering 
  the town. He has a two-storey clapboard house near 
  the watchtower. He must be sought out with good 
  reason.
  Kasha Fangmoon (Furian, Blacksmith)
  Tough as nails, Kasha has the reputation of being 
  both the only permanent Blacksmith in Kraven Mill, 
  but also its current longest-standing resident. Folks 
  say she originally moved there with her family, but 
  she seems to be alone these days. She gets very testy 
  when pressed about her past, and will charge higher 
  prices if folks with too many questions try to buy 
  her services. 
  Tabitha Fellowes (Human, Tavernkeeper) 
  Tabitha knows when to keep her mouth shut, and is 
  as efficient as she is sturdy. She runs the Tavern and 
  brooks no nonsense from anyone. She’s done a lot of 
  travelling, and has the scars to imply she’s seen a lot 
  of action. Nothing rattles her. Nothing. 
  Manuella Costello (Human, Herbalist) 
  Surprisingly meek for living in a place like Kraven 
  Mill, Manuella is gentle and kind, and always trying 
  to make herself useful. She sells herbs from the first 
  floor of her clapboard house near the well. She has 
  recently lost her son and has become desperate in 
  her efforts to find him. Lately, the hard-hearted of 
  Kraven Mill have taken to calling her Wailing Man-
  uella. 
  “Two Fingers” Griswalde (Human, Phantom) 
  “Two Fingers” is so called because he has only two 
  fingers on his left hand. Whenever anyone asks him 
  how he sustained the injury, he makes up another 
  tall tale (crushed in the arrastra when he tried to 
  pluck a nugget of gold from the tracks; got lost in 
  the woods and had to eat something; paid off his 
  gambling debts to a hungry Risen friend; tried to get 
  fresh with an Afflicted dame with a chainsaw for a 
  leg, etc). He’s the man to see for any sort of shady 
  dealings. It’s said he can trade even the most ob-
  scure goods—for a price. He runs the Trader’s Post 
  and wears a gold talisman with a teardrop shaped 
  ruby in it.
  White Eye (Risen Human) 
  White Eye is one of the peaceable Undead living 
  in Kraven Mill. Though sluggish and rather smelly, 
  White Eye keeps busy doing odd jobs in an effort to 
  keep his mind active. Though he no longer remem-
  bers his name, he is afraid he’ll forget “the important 
  things”. Most folk in Kraven Mill consider him a sort 
  of town mascot, and he’s generally considered in-
  nocuous. He goes everywhere and hears everything.
  WHEN YOU ARE READY TO BEGIN...
  Kraven Mill is not large, and it is likely the PCs will 
  wander into any one of these locales or persons 
  within a half hour. 
  When you’re ready to begin the adventure Wail-
  ing Manuella rushes into the main square, making 
  a scene, begging for help to find her son. Read or 
  paraphrase the following to the players:
  “Please! It’s just as I said: they’ve taken him! Why 
  won’t any of you help? Don’t you care that he’s out 
  there alone? He’s just a boy—a good boy! Please, help 
  me! Look, I’ve found his favourite hat, floating down 
  the river…” 
  You hear many of the rusty shutters up and down 
  the street squeal shut. A few half-heartedly reply ‘Go 
  home, Manuella’ and ‘He belongs to the Pale King 
  now’. None of the regulars in town seem inclined to 
  help or even listen to the tearful woman’s cries. 
  Sobbing, she comes to a stop at the edge of the well, 
  a sopping wet hat wrung between her hands. It seems 
  she found a trace of her son after all.
  PART I: WHISPERS
  If the PCs ask around, they may learn any of the 
  following from the denizens of Kraven Mill:
  • 
  This is not the first time a resident of Kraven 
  Mill has gone missing. It happens with fairly 
  regular frequency. This is simply the cost of liv-
  ing in the wilderness of Risen territory. (“Two 
  Fingers”, Tabitha, White Eye)
  • 
  In the past it has been foolhardy hunters and 
  prospectors who have gone on expeditions un-
  der-prepared or all alone. (White Eye, Kasha, 
  Tabitha) 
  • 
  In recent months, people have been disappear-
  ing closer and closer to Kraven Mill. Elder Dar-
  ius sent word to Bastion and they sent one of 
  their renowned heroes to look into the rumours 
  the Risen were somehow behind these mysteri-
  ous disappearances. (Darius, Kasha, White Eye) 
  • 
  Kraven Mill received word that there was Risen 
  activity seen around the old feudal stronghold 
  from before the fall, nothing more was heard 
  from the hero. (“Two Fingers”, Darius, Tabitha) 
  • 
  Last month, a few workers mending a jam in 
  the watermill discovered the jam was actu-
  ally a corpse. Though difficult to tell from the 
  3
  
  water damage and the work of carrion-eaters, 
  it looked as though the corpse had been com-
  pletely shrivelled up, as if dead for decades not 
  weeks. Elder Darius had the corpse shipped 
  back to Bastion, only to be informed that these 
  remains did not match the hero (a man known 
  by the moniker The White Thane ) they had 
  sent in search for answers. (White Eye, Darius, 
  Manuella)
  • 
  Finally, last week, Manuella’s son vanished from 
  their house. Residents believed the boy had 
  gone out wandering, but none can confirm that 
  he did in fact leave Kraven Mill before he was 
  taken. With no evidence of a break-in, there was 
  no reason to believe that whatever force had 
  spirited away these poor souls had not settled 
  in Kraven Mill. After all, everyone knew that the 
  outpost town was only a place for the stout of 
  heart. (Manuella, White Eye, Kasha)
  Kraven Mill has its share of grizzled residents, but 
  none are trained investigators. The hunters don’t 
  know what they’re meant to be hunting.  There’s no 
  spare capital to mount an expedition, and too few 
  volunteers to go on a wild Fell-chase through the 
  thick forests and broken rock surrounding Kraven 
  Mill. The sole assistance they had relied upon from 
  Bastion was The White Thane, but there has been 
  no further word from him in weeks, and it is un-
  clear if the hero is still searching for answers or met 
  a worse fate. Bastion has confirmed that The White 
  Thane has not returned to Bastion.
  Possible reasons for the PCs to decide to get in-
  volved in this quest. Compassion to assist Man-
  uella; fear that there is something encroaching on 
  the safety of Kraven Mill; personal loss (one of the 
  previous victims was a relative, friend or loved one); 
  duty to find what became of The White Thane (if 
  a fellow citizen of Bastion); a sense of adventure of 
  heading into a stronghold from before the war (“Two 
  Fingers” may offer to fence anything found to en-
  courage more self-serving PCs); a desire for answers; 
  Denerim reward from Bastion for whereabouts on 
  The White Thane etc.
  LOOKING AROUND
  Upstream. If the PCs allow Manuella to lead them 
  back to where she found her son’s hat, they will be 
  on the riverbanks leading north out of Kraven Mill. 
  If they search the area, they will find the boy’s body, 
  emaciated and shrunken. Though only missing for a 
  week, this corpse looks like it’s been dead for years.
  Reading material. There are not many books in 
  Kraven Mill, but Tabitha keeps a handful at the 
  Tavern. Most are prospecting books. One is on the 
  local flora & fauna (the GM can consider revealing 
  some of the flora from the sidebar on this page and 
  some of the monsters outlined in Part 2). One gives 
  suggestions on the useful tools for a foray out into 
  the broken lands of Gemini Peninsula (including 
  Dawnstone—a rare and expensive golden gem that 
  explodes with bright ultraviolet light for a moment 
  when crushed; torches keep many creatures in Gem-
  ini Peninsula at bay; rope—there are many ruins and 
  much broken ground along the Edge of Night, and 
  Flora in the Edge of Night. 
  While a number of mun-
  dane rodents, amphibians, 
  insects, and birds make 
  their home in Gemini Pen-
  insula, they are typically 
  prey creatures for more 
  peaceable Undead. The 
  plant life, however, can 
  pose some challenges to 
  travellers.
  The side effects of some 
  the flora listed to the right 
  are open for narrative 
  complications in addition 
  to the mechanical effects 
  they already have. e.g. 
  Kadour Sweets can cause 
  a character to put an 
  NPC on edge during a 
  conversation if they are 
  all of a sudden shouting in 
  the NPC’s face.
  flora in the edge of night
  Somnelia Moss. A thick and plush moss that may seem at first touch a perfect place to lay camp for the 
  night. It gives off spores that induce a much deeper sleep. Generates 3 Ruin and restores all Recuperations.
  Fen Hemlock. Many a traveller has mistaken Fen Hemlock for watercress and unwittingly added this 
  stimulating plant to their evening meal. A bowlful of Fen Hemlock causes arrhythmia in the heart, which 
  can lead to heart attack if not treated. Reduce Max HP by 1d4+1 and increase Agility by 1 for 24 hours.
  Fellsbane. This small white and yellow star-shaped flower is used by Primalists to create safe spaces in the 
  wilderness that demons cannot enter. They grow naturally in rings, and in folklore it is said that so long as 
  you stand in their centre, evil will pass you by. The truth is likely that the pollen of these flowers acts as a 
  balm, and can ease tired muscles and increase healing. Eating one whole flower allows the user to regen-
  erate 1d4 Recuperations. 
  Kadour Sweets. These small pink berries may look and taste delicious, but they cause the vocal cords of 
  those who eat them to become agitated, making one shout whatever they would normally try to say or 
  whisper. In the Edge of Night, this can put travellers in unnecessary danger, as it can attract the attention of 
  Kadour (hence the plant’s name), activate the spores of the Flower Mantis, disturb local Risen, and even at-
  tract the attention of Vampire Lords. Restores 1d6+2 HP but increases Intrusion numbers by 3 for 24 hours.
  4
  unity: legacy of the pale king adventure
  
  rope can be handy to get out of a dangerous spot; 
  Cyclops’ Tears, a somewhat luminous sweet blue 
  syrup that can be added to meal rations to rejuve-
  nate one’s health; and Mungbrush to prevent wild 
  beasts from being attracted to one’s campfire). 
  There is also a small chapbook handwritten by a 
  traveller who had arrived in town months before 
  and disappeared called A Brief History of the Pale 
  King: A Traveller’s Guide; it talks about the strong-
  hold known as Hallowfen before the Great Calami-
  ty. It was ruled by a feudal king named Thanodes, by 
  all report both just and courageous. After the Great 
  Calamity happened, King Thanodes tried to insu-
  late his fiefdom from the reach of the Risen, and for 
  some years he amassed an army of righteous war-
  riors keen to save the world from this blight. But 
  his soldiers fell or were corrupted and as the years 
  passed, the land controlled by Hallowfen Strong-
  hold shrank. King Thanodes grew desperate. Some 
  say he made a pact with a demon, others that he 
  fell under the thrall of a Vampire Lord, and some 
  imply he went so mad he forgot how to die. Hal-
  lowfen became a ruin swallowed by brambles and 
  surrounded by sunken fens.  There are still sightings 
  of movement behind its shattered gates, but who or 
  what King Thanodes—now better known as the Pale 
  King—has become remains a mystery.
  STOCKING UP 
  If the PCs are looking for supplies that might help 
  them on their journey, the following are available: 
  Trader’s Post: 
  Dawnstone. 1 available. 20 Denerim. Causes all 
  Nearby Undead to become Hindered for 1 round.
  Two Fingers’ Health Tonic. 4 available. 15 Dener-
  im. Heals the user for 2d4+1 HP. 
  The Tavern:
  Cyclops’ Tears. 4 doses available. 5 Denerim. Cause 
  Recuperations to heal for an additional +1d6 HP per 
  use.
  Manuella:
  Mungbrush. 3 bushels available. 3 Denerim. A type 
  of dried moss that can be cast into a campfire to re-
  duce the chances of an Intrusion by 1 when the party is 
  resting. e.g. The GM picks only 1 number instead of 2. 
  Poisonous Mould Antidote. 3 doses available. 5 
  Denerim. Dissolves any mould spores in the system 
  and clears its side-effects after consuming this phial.
  Mungbrush effects do 
  not stack with the Fell 
  Hunter’s Trailblazer Class 
  Feature.
  5
  
  Last words. “Two Fingers” received a letter from 
  The White Thane. Though some feel the right thing 
  would have been to deliver this missive to Elder Dar-
  ius in order to determine what ought to be done, 
  “Two Fingers” instead posted the missive for all to 
  see on the Jobs postings outside the Trader’s Post. 
  It is signed The White Thane and reads: “Made my 
  way to Hallowfen Stronghold and truly understand 
  why so few return from its environs. Found further 
  sign that the missing people stolen from Kraven Mill 
  were a feast for maddened Risen. This is different from 
  the usual Hunger they are known for. There is magic 
  bound up in this feasting, as if the perpetrator was 
  trying to achieve something with their deaths. At the 
  gates to Hallowfen Stronghold now, so will send this 
  missive back by bird in case things do not go well with-
  in. I vow I will finish what I’ve started or die trying.” 
  If reading the notice board or buying anything 
  from the Trader’s Post, “Two Fingers” will say: 
  “Which way are you headed: the Grave Lands or the 
  Broken Foothills? I’ve been through them all, in my 
  day and no regrets. ‘Cuz my pappy always said: the 
  man who walks all paths comes out the wisest.”
  ELDER DARIUS
  Once the PCs decide to seek out the monster and/or 
  the White Thane, they may visit privately with Elder 
  Darius to make any last preparations before leaving. 
  Possible questions and dialogue:
  Do you know The White Thane? “I met him in 
  Kraven Mill, when he was looking around for clues 
  about where our people were being taken. He seemed 
  withdrawn, pale, but diligent. I had never met him 
  before, though I had heard tales of great deeds done 
  by The White Thane for years. I had begun to think 
  he was little more than a wishful fable, but passing 
  through he was real enough.”
  Who is he? “By all accounts he has been adventur-
  ing in the Gemini Peninsula for the last forty years, 
  though the man I met kept his face shrouded with a 
  hood and veil so it was impossible to judge his age. 
  Recently, he had been stationed in Bastion when not 
  off on one of his adventures. There must be a deep rea-
  son to drive a man on like that, headlong into danger.”
  Why is Bastion unwilling to do more? “What 
  more could they be expected to do? Life is hard out 
  here; we all know the dangers. Don’t be fooled into 
  thinking we are trying to settle the land and make the 
  place civilized—we know that we are merely labour-
  ing for the resources we need to survive.”
  Is it true there are treasures at Hallowfen Strong-
  hold? “So they say. In the old days, the Gemini Pen-
  insula was warred over by countless feudal kings, 
  and King Thanodes was only one of many. They con-
  stantly raided one another’s lands, taking slaves, trib-
  ute, treasure… It’s likely there may still be remains 
  of those high-spirited days left in the bowels of the 
  castle.”
  Who is the Pale King? “King Thanodes? He was a 
  good king by all accounts—that is, until he fell to the 
  Risen. Since then, he’s become something of a ghost. 
  In recent years there have been more and more re-
  ports of him: a pale Risen on a skeletal horse, roaming 
  the fens around Hallowfen Stronghold. He still wears 
  his gold crown, hence the nickname the Pale King. 
  Whatever good once existed in that man rotted away 
  long years ago.”
  What happened to the Hallowfen Stronghold af-
  ter the Great Calamity? “According to the records 
  in the Bastion vaults… A local Vampire Lord tried to 
  round up all of the Undead in these part and start a 
  new sort of kingdom. The Pale King still had enough 
  of his old self left to oppose, at first. But his forces 
  fell swiftly, or were turned, and the Pale King sought 
  outside powers to help hold on to what he felt was 
  his. After a time, things grew quiet around Hallowfen 
  Stronghold, but all of this was long before Kraven Mill 
  was founded.”
  Is there a Vampire Lord ruling the area? “You 
  could say that. Calls himself Julius, which I suppose 
  is meant to imply some sort of emperor, but he’s a…
  strange one. You’d best pray you never have cause to 
  draw his attention.”
  Why do you think people are being taken? “If 
  you had asked me a year ago, I would’ve said they 
  were just dragged down by the dangers out in the 
  wilds—or, at worst, converted to Vampirism. Now that 
  these shrunken bodies have been showing up? That’s 
  no regular blood-letting. Could it be Necromancy?”
  Have there been any patterns between the vic-
  tims? “All have been male, though our population is 
  primarily male, so that is not a telling sign on its own. 
  But, now that I think about it, they have been getting 
  progressively younger…”
  Was Manuella’s son really stolen from inside her 
  home? “There were no broken locks. There are some 
  Risen that can enthrall or bewitch. It’s possible that 
  some force was exerted on the child to lure him out-
  side. But I hate to think what Undead creature would 
  have the strength to lure anyone over such a distance.”
  6
  unity: legacy of the pale king adventure
  
  PART II: EDGE OF NIGHT
  Outside Kraven Mill, the only established road leads 
  to Bastion, and it’s more of a cart track. To the 
  north, leading to Hallowfen Stronghold, is untamed 
  wilderness collectively known as the Edge of Night. 
  The PCs will need to make their own way, choosing 
  between the Grave Lands and the Broken Foothills. 
  Both of these paths leads into the Fens and eventu-
  ally Hallowfen Stronghold. Each of the two potential 
  paths offers its own challenges, and it is highly un-
  wise to travel any of them alone. 
  The White Thane aka Gorath the Undead Stew-
  ard, lives in a ruined hamlet in the Broken Foothills 
  but often ventures out to the Grave Lands. The PCs 
  may or may not run into Gorath depending on their 
  choices and timing. If your game session is on be-
  tween Monday to Thursday, Gorath will be found 
  in the Broken Foothills. If your game sessions falls 
  outside of those days, Gorath will be exploring the 
  Grave Lands. You may also choose to have your 
  players flip a coin, designating heads or tails for 
  each path, to decide where Gorath will be. For the 
  maximum gains from gathering clues, meeting Go-
  rath, gaining experience and finding potential gains, 
  both paths can be explored. 
  The Grave Lands will generate an additional 6 
  Ruin by the time the PCs get to the end of it. 
  The Broken Foothills, being the safer, but slow-
  er path of the two, will generate an additional 
  1d6+6 Ruin. Both these paths will lead to the 
  Fens (and then Hallowfen Stronghold) but PCs 
  can travel from the Grave Lands to the Broken 
  Foothills and vice versa as well because they 
  run somewhat parallel to each other.
  THE GRAVE LANDS
  These rolling hills are peppered with half-sunk-
  en grave-markers left over from the Risen Wars fol-
  lowing the Great Calamity. It is frequently dark and 
  misty, with many monsters roaming its expanse. The 
  half-buried stones, sink holes, and abandoned bones 
  make it a treacherous way to travel. The area has very 
  few natural fauna left, though lichen and moss cling 
  to the slimy gravestones. Most of the names have been 
  worn away by excessive wind and rain, but here and 
  there you catch a snippet of a name. Here lie the un-
  quiet dead.
  If the same random 
  encounter is rolled twice, 
  choose the next encounter 
  ahead of it.
  Things that go bump 
  in the night. The Grave 
  Lands provide a more 
  straightforward path to-
  wards the Fens with little 
  in the way of treacherous 
  terrain or environmental 
  hazards. The denizens 
  that inhabit the Grave 
  Lands are another story 
  however. 
  Monster Cards. 
  Throughout the adventure, 
  various monsters will be 
  mentioned and potentially 
  pitted against your play-
  ers. The Monster Cards 
  containing their stats and 
  abilities can be found 
  at the end of this book 
  starting on pg. 24. The 
  first time a potential mon-
  ster is mentioned in this 
  adventure, an accompany 
  page number will be be-
  side it that can be clicked 
  on to take you directly 
  to its Monster Card. The 
  cards are plainly laid out 
  on blank pages to provide 
  the option of printing 
  them for ease of use.
  Travel through the Grave 
  Lands is rare as most folk 
  opt to take the Broken 
  Foothills mainly out of 
  fear of the creatures that 
  inhabit the Grave Lands. 
  The deadly Grave Kadour 
  and Flower Mantis are 
  frequently found in the 
  area. Both creatures 
  are deadly foes for the 
  average traveler, espe-
  cially if they find their 
  victims alone or wounded. 
  Merchants requiring an 
  expeditious travel sched-
  ule often hire mercenaries 
  to escort their caravans 
  through the Grave Lands. 
  The PCs will take approximately two days to get 
  through the Grave Lands. When the PCs enter the 
  Grave Lands, you may choose from the list below or 
  ask a random player to roll a 1d6 (or roll it yourself if 
  you are using the alternative GM dice-rolling rules) 
  to determine the random encounter of the day. Re-
  peat this process for any additional days spent in 
  the Grave Lands. If Gorath is in the Grave Lands, the 
  PCs will run into him on the second day, after their 
  encounter is over—see pg. 13.
  RANDOM ENCOUNTERS - GRAVE LANDS
  ROLL
  ENCOUNTER
  1
  Flower Mantis
  2
  Grave Kadour
  3
  Shambling Sentries
  4
  Grave Robbers
  5
  Locust Swarm
  6
  Cultist Ritual
  1. Flower Mantis:  After traversing hilly terrain 
  for sometime, the PCs come upon the ruins of what 
  was once a small tomb. Characters can smell a sickly 
  sweet scent in the air if they near the tomb. As night 
  falls, the skies crackle with thunder and flashes of 
  green lightning. The sizzling, sour acidic rains inher-
  ent to the Edge of Night begins to drizzle down upon 
  the PCs. Entering the ruins will provide a measure of 
  protection from the stinging drops. If the PCs choose 
  to wait out the rain outside, they will suffer 1d6 Cor-
  rosive damage and each will lose 2 Gear and Neces-
  sities. If the PCs enter the ruins, they will eventually 
  be attacked by a single Flower Mantis (pg. 26) hid-
  ing in the shadows and attached to a corner of the 
  stone walls. PCs that successfully perform a search 
  or perception type check against a TN of 16 will spot 
  the Flower Mantis and grant First Strike to the par-
  ty. Once the Flower Mantis is defeated it will drop 
  from its stone perch and wilt. The wall behind it will 
  have a vine with a white and yellow star-shaped 
  flower (Fellsbane—see Flora sidebar on pg. 4).
  Also known as Farim’s Mantis, the fauna-flora hybrids 
  root in stone edifices, especially where there is moisture, 
  and plenty of cold, dark corners. The ‘flower’ of this 
  creature hangs from a thick stalk and when agitated by 
  contact, loud noises, or bright light, will open and snap 
  shut on whatever is closest. The flowers’ interiors are 
  laden with countless rows of spikes, enabling them to 
  hold tight to their prey. If given enough time, the Flower 
  Mantis secretes digestive mucus to break down and con-
  sume its catch. The strength of the stalks should not be 
  underestimated. Those who manage to break free will 
  find themselves badly disoriented, as the spikes admin-
  ister a toxin that causes distortion to the five senses, in-
  cluding visual and auditory hallucination, feeling things 
  that aren’t there, perceiving sharp changes in tempera-
  ture, or picking up on unexpected tastes or smells.
  2. Grave Kadour:  A fog gradually builds around 
  the PCs as they make their way through a cemetery 
  along the path towards the Fens. Unless the PCs were 
  7
  
  holding hands or tied to each other, the fog becomes 
  so heavy that the party eventually loses track and 
  sight of each other. This happens so gradually that 
  all the PCs are considered a Far distance away from 
  each other by the time the fog has become unbear-
  ably thick that they can barely see. Have all your PCs 
  roll a perception style check (based off +Mind and 
  any appropriate Core Paths). The PC with the low-
  est roll ends up falling into a shallow grave and suf-
  fering 1d4 damage and being Rooted for one turn as 
  the encounter begins. Two Grave Kadours (pg. 25) 
  descend upon the party. The Grave Kadours will al-
  ways have First Strike at the start of the battle. After 
  the Kadours die, the fog lifts from the battlefield and 
  the PCs will find bushes ripe with juicy pink berries 
  (Kadour Sweets—see Flora sidebar on pg. 4).
  The largest of the Kadour species (there are also Cliff 
  Kadour and Bog Kadour), these wily predators should 
  not be underestimated. Kadours exhale fog, and use 
  this cover to disguise the landscape in which they hunt. 
  Using their stealth, they will track travellers, observing 
  their behaviour. Then, the Kadour creates a perfect 
  mimic of one (or more) of the traveller’s voices in order 
  to lure others to break away from the group and follow 
  the Kadour. Unlike the other Kadour species that pre-
  pare ambushes once they have successfully lured their 
  prey, the Grave Kadour lures its victims into dangerous 
  situations, such as off cliffs, down mine shafts, or into 
  open graves (hence its name), and then devours the 
  cold, dead flesh. Grave Kadours have been known to 
  wait days before eating their victims so that the corpse 
  will be nicely decomposed. However, if threatened or 
  cornered, the Kadour’s rending claws and tusks can be 
  deadly. They have been known to gore creatures up to 
  five times their size when threatened. Extremely ter-
  ritorial, Kadours tend to stake out a specific area as 
  their sole hunting ground. However, Kadour will train 
  their young by hunting together, and it is in these situ-
  ations, their mimicry becomes most disorienting.
  3. Shambling Sentries: Moving through a patch 
  of land where the earth is still soft and moist from 
  the recent rainfall, the PCs are ambushed as rot-
  ting hands burst forth from the mud to grab at 
  their feet. A Might or Agility check (PC’s 
  choice) against a TN of 14 allows the 
  PCs to break free. Failure will result in 
  the PC being dragged into the mud 
  and lose their first turn against the 
  Shambling Sentries (pg. 24). 5 to 6 
  Shambling Sentries rise to meet the 
  party. Any PCs left standing from the 
  initial grabbing get First Strike as they 
  prepare to meet the rising corpses.
  Shambling Sentry is a Zombie that has been brought 
  under the direct control on another, more willful Un-
  dead. By binding them, the Shambling Sentry obeys 
  orders (both thought and spoken) of a single controller. 
  A single Shambling Sentry cannot be bound to more 
  than one controller, and if its controller is destroyed, 
  all cattle of that controller revert to basic Zombies. 
  This level of willful control enables the Shambling 
  Sentry to have greater physical capacity, such as being 
  able to perform simple tasks including opening doors, 
  carrying objects, and wielding simple weapons (in-
  cluding short swords, spears, or shields).
  4. Grave Robbers: The PCs will be able to see a 
  couple of silhouettes about 50m ahead of them as 
  they near a small burial ground. As the PCs get clos-
  er, they’ll hear the banter of a man and a woman 
  discussing the amount of delicious food and frothy 
  ale they’ll be downing once they finish fleecing this 
  last corpse. If any of the PCs have a light source 
  present, the grave robbers will spot them coming, 
  otherwise they will continue their conversation un-
  aware of party’s arrival. If approached, the robbers 
  will nervously call out to the PCs, hoping they are 
  not wardens from Bastion or other righteous folk 
  that might frown upon their current enterprise. The 
  grave robbers are cowardly and they will be eager 
  to please the PCs by providing clumsy directions for 
  the surrounding area and warning the PCs to not 
  eat any berries (Kadour Sweets pg. 4) they find. 
  If bullied or pressed, the grave robbers will offer up 
  their stolen goods and whatever little Denerim they 
  have on themselves (15 Denerim and baubles worth 
  about 5 Denerim) and try to flee. 
  5. Locust Swarm: As the party enters a slightly 
  marshy area of the Grave Lands, a fetid stench fills 
  the air and a low buzzing can be heard intermittently 
  as they traverse the swampy ground. Risen Locusts 
  (pg. 25), tiny little bloodsucking insects, will at-
  tempt to fly and hide in each of the PC’s clothing and 
  belongings. PCs that fail a perception style check of 
  15 TN will be completely unaware that a Locust is 
  lying dormant on their body somewhere. Those that 
  succeed the check hear or feel the Locust and any at-
  tempt to remove the Locust will cause it to fly off im-
  mediately.  At any point in the rest of the adventure, 
  you may spawn the Risen Locust(s) that are hiding on 
  the PCs during a battle they are already engaged in. 
  In the Risen lands, Locust refers not to the small farm-
  land insect, but to a hand-sized leathery leech with 
  beetle-like wings. With notoriously poor sight, the 
  Risen Locust orients itself based on heat. It seeks out 
  living prey and latches on to drink blood. These bites, 
  though itchy and irritating, are not deadly—unless the 
  Risen Locust swarms. There are records of Swarms in 
  If the PCs overtly abuse 
  the Grave Robbers, feel 
  free to generate Ruin 
  depending on how cruel 
  the party gets.
  Sometimes a range will 
  be given on the number 
  of enemies an encounter 
  may spawn. The range is 
  there to help you tailor 
  the appropriate challenge 
  to your particular group 
  of players.
  8
  unity: legacy of the pale king adventure
  
  the thousands which have razed whole villages, but 
  most unlucky travellers have their hands full with 
  Swarms of a few dozen.
  6. Cultist Ritual: The Edge of Night is already a 
  dark place but an even deeper darkness falls upon 
  the area the PCs are currently exploring. The heavy 
  gloom causes a small shack to appear on a hill off 
  in the distance as whoever resides inside of it has 
  burned a candle or lantern to illuminate the space. If 
  the PCs get close and investigate, they’ll hear chant-
  ing in an ominous tongue. A knowledge or language 
  style check of TN 13 will reveal that it is Fellspeak. 
  The shack only has a single weakly constructed door 
  and a small window on the side. Peering through a 
  slat in the window requires a stealth check of TN 12 
  to avoid making noise by carefully navigating the 
  dry leaves and grass surrounding the base of the 
  building. If successful, the PC will see a grotesquely 
  disfigured humanoid (likely Human) wearing cere-
  monial garb and a headpiece presiding over an altar 
  of decapitated heads (a Valla, Furian, and Human). 
  Two bald-headed initiates can be seen kneeling in 
  front of the altar with their palms upturned and eyes 
  closed, chanting along. If the PC failed the stealth 
  style check, all three cultists will turn and see the PC 
  before smashing the lanterns to the floor and setting 
  the place on fire. The cultists will continue their ritu-
  al as they are burned alive and the fire removes any 
  trace of what they were doing. The PCs walking into 
  the shack or knocking on the door will also cause the 
  cultists to set fire to the place. If the PCs ambush the 
  cultists (3 Cultist Initiates of Tala’zim — pg. 29), a 
  battle will ensue inside the 15x15 meter shack.  
  After defeating the cultists, the PCs will find 25 
  Denerim across their bodies, and a small note on the 
  cultist performing the ritual at the altar. The small 
  note reads: “Make haste with your preparations, the 
  portal to the Tower of Lightning is almost complete. 
  The ley line is somewhere in the Grave Lands. Remem-
  ber you need at least three souls to redirect the energy 
  to where we need it to go. You know how important 
  taking the tower is to our cause. The Shrike Maidens 
  will sing of our glory if we can prove our worth to the 
  Cruel One. No one can interfere—we are so close.”
  THE BROKEN FOOTHILLS
  The most mountainous of the two routes, this route 
  boasts solid ground, but it comes at the cost of a phys-
  ically exhausting ordeal. You must pick your way 
  through steep ravines and over the abandoned walls of 
  what once were a series of Human hamlets in the days 
  before the Great Calamity. There are still a vast num-
  ber of Risen shambling these foothills, and the sound 
  and smell of a party passing through is sure to attract 
  their attention.
  The PCs will take approximately three days to get 
  through the Broken Foothills. When the PCs enter 
  the Broken Foothills, you may choose from the list 
  below or ask a random player to roll a 1d6 (or roll it 
  yourself if you are using the alternative GM dice-roll-
  ing rules) to determine the random encounter of the 
  day. Repeat this process for any additional days 
  spent in the Broken Foothills. If Gorath is in the Bro-
  ken Foothills, the PCs will run into him on the sec-
  ond day, after their encounter is over—see pg. 13.
  Have a PC that can 
  understand Fellspeak 
  when the group stumbles 
  upon the Cultist Ritual 
  encounter? The repetitive 
  chanting is translated as: 
  “A soul for the Torturer, a 
  favour granted in return.”
  9
  
  1. Spore Pass: Gold spores begin to fill up a narrow 
  pass the PCs are passing through. Characters must 
  be able to hold their breath and sprint to the end of 
  the pass in order to avoid inhaling the spores. An 
  endurance or athletic style check (Might-based) of 
  TN 15 is required to successfully perform this task. 
  Inhaling the spores causes a minor disease that lasts 
  two Full Rests and reduces a character’s Agility and 
  Mind by 1. 
  2. Rodent Problem: A pack of four Digressed Ro-
  dents (pg. 24) led by a single Skulker (pg. 27) 
  foraging in a forested area will immediately ambush 
  the PCs on sight and strike first. The Skulker will at-
  tempt to flee or parley for mercy if all four Digressed 
  Rodents are vanquished. If pressed, the Skulker will 
  warn the PCs of the traps he set in a thicket some-
  where in the Broken Foothills. The Skulker has 12 
  Denerim and 2 food rations (Necessities) on him. 
  3. Kill Box: The PCs must pass through a dense 
  thicket to continue along the path to the Fens. The 
  thicket is lined with deadly bolt launchers that begin 
  firing if any of the tripwires are set off. A search or 
  perception style check of TN 15 will reveal the wires. 
  An Agility check of TN 13 is required to navigate 
  the wires successfully. A crafty PC may attempt to 
  disable the trap (TN 16). Successful disable attempts 
  render the trap inert and grant the PC 2 Gear from 
  the parts. Unsuccessfully disabling the trap, or even 
  tripping a single wire causes the trap to activate and 
  the entire thicket is filled with bolts. All PCs inside 
  the thicket must roll Defense twice against a TN 
  of 14 or be struck for 1d4+2 damage for each bolt. 
  The bolts are laced with a lingering poison, caus-
  ing any PCs that are struck to have a fitful sleep on 
  their next Full Rest and only recover half the normal 
  amount of HP they’d usually receive. After the bolts 
  are expended, a PC may attempt to scavenge the 
  traps and acquire 2 Gear off the launchers.
  4. Wandering Mother:  As the PCs pass through 
  an area resembling the faint ruins of what could 
  have once been a small hamlet, the sounds of a cry-
  ing woman fill the air. The translucent silhouette of 
  a woman wearing a cloak can be seen sitting against 
  some rubble. She is visibly sobbing. If the PCs ap-
  proach her they’ll see her ghostly visage is visibly 
  scarred, with four deep lines gashed across her mid-
  dle-aged face. The Shade (pg. 28) will look up at 
  the approaching PCs, transparent tears in her eyes 
  as she asks them in a panicked voice, “My daughter! 
  Have you seen my daughter?!”
  The PCs can inquire further about her missing 
  child and they will find that she once worked in Hal-
  lowfen Stronghold as a maid and her young daugh-
  ter would accompany her occasionally. A horrible 
  incident befell the Stronghold and she no longer has 
  any memory of what happened that caused her to 
  be separated from her child. If the PCs agree to help 
  her find her child, she will provide them with a small 
  golden locket that carries a picture of her inside and 
  ask the PCs to bring home her girl.
  Attacking the Shade will be a most unwise choice 
  for the PCs as the Shade will most likely overpower 
  a low level group with ease.
  5. Sinking Moors: The PCs come to a marshy area 
  that must be traversed quickly. A large serpent lives 
  in the muck and will attempt to take a bite out of 
  weary travellers trying to cross the swampy ground. 
  PCs must successfully make three Might or Agility 
  checks of TN 12 to get across safely. For every two 
  failures, the serpent manages to take a bite out of 
  the PC’s legs dealing 1d4+4 damage. PCs that have 
  safely crossed may expend Gear to toss their Allies a 
  If players try to help each 
  other out in the Spore 
  Pass by having a physi-
  cally stronger PC pull a 
  weaker PC through, take 
  the average of both of 
  their rolls and apply that 
  result to both PCs as they 
  make their way through. 
  A similar approach can be 
  done for other challenges 
  where this cooperation 
  makes sense. Unity en-
  courages players to work 
  together so don’t be afraid 
  to improvise solutions 
  such as this suggestion to 
  allow creative team-based 
  solutions to work.
  RANDOM ENCOUNTERS - BROKEN FOOTHILLS
  ROLL
  ENCOUNTER
  1
  Spore Pass
  2
  Rodent Problem
  3
  Kill Box
  4
  Wandering Mother
  5
  Sinking Moors
  6
  Goblin Merchant
  10
  unity: legacy of the pale king adventure
  
  rope, granting their Might bonus to their Allies’ rolls 
  as they attempt to finish their crossing.
  6. Goblin Merchant:  The PCs run into a spunky 
  Goblin merchant (pg. 27) on the road. The mer-
  chant is eager to exchange goods and can pro-
  vide a top up of Gear and Necessities if need be. 
  The merchant will attempt to gouge the players on 
  price (selling Gear and Necessities at 10-15 Denerim 
  each). Haggling or persuasion style checks require a 
  TN of 16 to be successful (he’s a wily dealer). Intim-
  idation style tactics require a TN of 13 to succeed 
  (he’s a coward). Any of these options will cause the 
  merchant to lower his prices. Attacking and killing 
  the merchant will provide the PCs with 65 Denerim 
  and 6 Necessities and Gear. Such aggressive actions 
  will also generate 1d6+6 Ruin.
  THE FENS
  This lush and green wetland may look appealing when 
  compared with the other options, but it is well-known 
  to be the Vampire Lord Julius’ territory. The entire 
  time travelling through this region, you experience the 
  distinct feeling that you are being watched. 
  After the PCs emerge from either the Broken Foot-
  hills or Grave Lands, a large stretch of swampland 
  sits before them. Just beyond the Fens, there is a sil-
  houette of a crumbling building off in the distance—
  Hallowfen Stronghold.
  The PCs will take approximately a full day to get 
  through the Fens. When the PCs enter the Broken 
  Foothills, you may choose from the list below or ask 
  a random player to roll a 1d4 (or roll it yourself if 
  you are using the alternative GM dice-rolling rules) 
  to determine the random encounter they face. After 
  their encounter, the PCs will either stumble upon an 
  ominous mausoleum (Vampire Lord Julius’ domain 
  — pg. 14) or be led there by a Wisp Harbinger.
  1. Wisp Harbinger:  As the PCs pass through the 
  mucky terrain, a faint blue light about 40m ahead 
  of them flickers and pulses by a line of trees. The 
  size of the light is no larger than an average Human 
  torso. If the PCs stop their approach and tarry about 
  for longer than a minute, the light completely dis-
  appears. If the PCs approach the light, choose one 
  PC and have them make a Mind check against TN 
  16. If the PC successfully resists, choose another PC 
  to enthrall. If the entire party is successful at resist-
  ing, the Wisp will run away deeper into the Fens 
  (towards the mausoleum). If the PC fails, the blue 
  light zips in close to the PC’s face and the PC is no 
  longer able to move except to shift their eyes about 
  and speak. After thirty seconds, the light begins to 
  RANDOM ENCOUNTERS - THE FENS
  ROLL
  ENCOUNTER
  1
  Wisp Harbinger
  2
  The Accursed Willow
  3
  Somnelia Clearing
  4
  Scrapyard
  11
  
  slowly float away and the PC is forced to follow it 
  automatically. If the other PCs attack the Wisp (pg. 
  26), the enthralled PC will remain frozen in place 
  although they may try to roll Mind checks against 
  TN 16 each round to see if they can break free of the 
  Wisp’s control. If the Wisp is destroyed it fades into 
  an ethereal blue mist. If the PCs decide to follow the 
  Wisp and the enthralled PC, it will lead them to the 
  mausoleum and bring the enthralled PC down into 
  it (pg. 14). 
  2. The Accursed Willow: After trekking through 
  the boggy land for a few hours, the PCs come across 
  a large rotted tree that possesses a vaguely humanoid 
  form. A perception style check against TN 12 should 
  have the PC swearing the tree just blinked at them. 
  If the PCs investigate the tree further by touching it 
  or getting really close, they will notice a foul vapour 
  emanating from the tree. Touching the tree will reveal 
  that it appears to be breathing and awaken it. The PCs 
  may attempt to sneak past the tree if it hasn’t awoken 
  yet (TN 12). Failure to do so will awaken the tree. If 
  the tree awakes, it will yawn loudly before breaking 
  into a coughing fit. Upon opening its eyes, they will 
  glow with an intense crimson red as the living tree 
  spots any of the PCs. During this moment, the PCs 
  may attack the tree but if they decide to do anything 
  else (e.g. talk, stand still and wait, back away etc.) the 
  tree will immediately try to take a swing at the clos-
  est PC. Every other round after the battle starts, the 
  Accursed Willow (pg. 30) will wail “RELEASE ME!” 
  as it attacks the trespassers. The Accursed Willow is a 
  dangerous foe, but with each passing round, parts of 
  the living tree will begin to break off and deteriorate. 
  The Accursed Willow was 
  once a Green Warden 
  (see pg. 326 of the Unity 
  Core Rulebook). Somehow 
  corrupted and enslaved to 
  the will of dark master, 
  the Accursed Willow now 
  stands watch over the 
  Fens. The Primalist spirit 
  trapped inside of the Ac-
  cursed Willow yearns for 
  freedom from its corporeal 
  prison.
  12
  unity: legacy of the pale king adventure
  
  When the Accursed Willow finally falls either to the 
  PCs’ efforts or simply falling apart, a white ethereal 
  spirit in the form of an elderly Furian will rise from 
  the broken and rotted remains of the tree. With a nod 
  of respect and gratitude towards the PCs, the spirit 
  will then fade into the night. If the PCs inspect the 
  remains of the tree, they will find a single Panacean 
  Seed.
  3. Somnelia Clearing: The PCs stumble upon what 
  appears to be a perfect little clearing lush with soft, 
  spongy moss that would make a perfect bed for a 
  quick nap. A sliver of sunlight breaks through the 
  thick grey clouds above to illuminate the spot. The 
  woody and floral aroma emanating from the moss 
  brings a slumbering heaviness to the eyes. All PCs 
  must roll a Might check against TN 13. A failure will 
  result in them falling sound asleep on top of the moss, 
  unable to be woken unless they suffer 4 or more points 
  of damage or until they’ve slept for 15 hours straight. 
  Those that sleep this way wake up with all the ben-
  efits of a Full Rest and they receive all of their Recu-
  perations back as well. However, for every PC that fell 
  asleep on the Somnelia moss, generate 3 Ruin. 
  4. Scrap Yard: Passing through a particularly flood-
  ed area of the Fens, the PCs come across a small 
  graveyard of automatons. Because all of the autom-
  aton parts have been demolished or torn asunder, 
  it’s hard to tell just how many automatons fell here. 
  A perception style check of TN 14 will reveal the tat-
  tered banner of a wealthy and well-known Human 
  merchant company in the wreckage and an automa-
  ton torso with four deep gash marks torn through it. 
  If the PCs met the Shade mother in the Broken Foot-
  hills, they may recall the gash marks are reminiscent 
  of the scars on the Shade mother’s face.  The PCs 
  may spend time scavenging for parts at the rate of 
  1 Gear and 1 Necessity per hour. Each hour the PCs 
  spend scavenging however, increases the chances 
  of danger finding them. Every hour, you will invoke 
  the Intrusion mechanic and have a PC roll 1d10. 
  Each hour the PCs spend scavenging, increases the 
  amount of numbers you get to pick for the Intrusion 
  by +3. When an Intrusion occurs, a group of 6 Sham-
  bling Sentries will descend upon the PCs. 
  PART III: DEVILISH DEALS
  By this point in the adventure, the party may have 
  encountered Gorath the Undead Steward or the 
  White Thane that everyone in Kraven Mill was 
  talking about. It is possible to play this campaign 
  without encountering Gorath, but for the greatest 
  reward and exploration, it is encouraged for the par-
  ty to deal with him.
  GORATH THE UNDEAD STEWARD
  NPC Gorath has been living in the ruined hamlet in 
  the foothills on the edge of Hallowfen Stronghold. 
  He often wanders through the Grave Lands, explor-
  ing the gravestones and trying to record as many 
  names as possible. Gorath is Undead, as his name 
  suggests, and is distinctive with his long white hair, 
  deadened eyes, a heavy limp, and greying skin that 
  was once warm and brown. He wears a grey tunic 
  and a long brown shroud around his throat like a 
  cape. A number of pouches and pockets are stitched 
  into his worn clothing, and though a tad threadbare, 
  he is not dressed in funerary clothes. 
  This is an Undead who clearly spends time with 
  the living, and perhaps even lives in living cities 
  from time to time. His voice is deep and quiet, and 
  there is a careful deliberation in his bearing, as if he 
  consciously makes every movement, trying to look 
  as “alive” as possible. He is armed with old and rusty 
  weapons, including a rickety crossbow on his back, 
  a rusted long sword, cracked buckler, and a pristine 
  dagger: obviously far newer and nicer than his other 
  possessions.
  Initially concerned with what the PCs are doing 
  in the Edge of Night, Gorath will ask a few lead-
  ing questions to understand their quest. If the PCs 
  have altruistic reasons, (such as to help Kraven Mill, 
  avenge Wailing Manuella, or prevent further loss of 
  life) Gorath will cautiously offer his assistance ‘inso-
  far as he may’. If the PCs are seeking treasure, to de-
  stroy the Pale King, or other more aggressive aims, 
  Gorath will be more evasive unless they offer to help 
  him directly.
  Possible questions and dialogue:
  What are you doing out here? “It used to be 
  home, insofar as any place can be home to the dead.”
  But the closest settlement is Kraven Mill; where 
  do you live? “Perhaps now Kraven Mill is the heart 
  of life in the Edge of Night…but oh, three-hundred 
  years ago, or so, there used to be hamlets all through 
  this peninsula. And in those days, Hallowfen Strong-
  hold was a beautiful place. You should have seen it… 
  White marble arches and stained glass windows, 
  with the highest walls in the land. We thought it 
  was sacred ground and that we could outlast any-
  thing there… If only I could return to that Great Hall 
  again.”
  Do you know your way through Hallowfen 
  Stronghold? “Yes, I know the way. But it’s not the 
  corridors you need worry about, insofar as they’re 
  still standing. It’s that the Pale King has made the 
  place a hazard so that he can keep the world at 
  bay…”
  13
  
  What can you tell us about the Pale King? 
  “When I knew him, he was King Thanodes, and 
  he was a good king to serve. But after the Vampire 
  Lord lured away his wife and then son, he became 
  more and more desperate to hold onto what he had 
  left. It twisted him, and he became…something else. 
  The Pale King is a different creature than the man I 
  served.”
  How did you serve King Thanodes? “He raised 
  me alongside his son, as if we were brothers. And 
  when I grew older, he made me his thane, and I’ve 
  been Steward of Hallowfen ever since…insofar as 
  one can steward a dead kingdom.”
  Do you still serve the Pale King? “If there was 
  a way I could help him, I would…but what he has 
  become is monstrous, and his aims—even if he were 
  to succeed in them—would only bring more rot and 
  suffering to Gemini Peninsula. As much as it pains 
  me…he needs to be stopped.”
  Is the Pale King connected to the disappearanc-
  es of people from Kraven Mill? “I suspected he 
  was, but I have been unable to help those poor peo-
  ple. But…perhaps you can prevent more loss.”
  Why is the Pale King taking people/what is he 
  doing to them? “He made a deal with a devil for 
  power, foolish man! He was given a crown—a Crown 
  of the Dead—that would enable him to retain his 
  strength despite the passing years but it drew on 
  the life of his citizens, and over the decades, they 
  dwindled to dust. He began searching for ways to 
  recapture its effects. He turned those poor people 
  from Kraven Mill into fuel so he can sustain his un-
  natural legacy!”
  How can we stop him? “If you can get close 
  enough, pry that crown from his head. That will 
  weaken him, prevent him from rising again, but to 
  kill him…insofar as the Undead can be killed… Per-
  haps this dagger (Kasha’s Killing Stroke) might be of 
  use to you. If you help me, I’ll give it to you.”
  What do you need help with? “My memory is not 
  what it once was. Since I can no longer be of proper 
  service to my king, I still wish to be of service to my 
  kingdom. I have been trying to record as much about 
  Hallowfen and its history as I can, but I forget more 
  and more of that life with each passing year. There 
  was a Registry of Hallowfen in the Stronghold that 
  contained the names of all the citizens of Hallowfen. 
  If you can retrieve it for me, I can finally create the 
  proper monument those pour souls deserve. Perhaps 
  then these lands will at last be able to rest.”  
  Gorath will agree to guide the PCs through the 
  Stronghold if they ask him. If Gorath accompanies 
  the PCs, he will provide supporting fire from afar 
  during any battles they may get themselves into. 
  Once per round, Gorath will fire his crossbow at an 
  enemy using 2d10+3 as his Attack roll (any of the 
  PCs can roll this for him) and dealing 1d4+2 damage 
  on a successful hit. Gorath is often distracted and 
  seemingly has one thing occupying his mind. If the 
  PCs all become Incapacitated or killed, Gorath will 
  simply leave to continue his personal mission. Aside 
  from some potential bonus damage during battles, 
  Gorath won’t be much help to the PCs until they 
  arrive at Hallowfen Stronghold. Once they have ar-
  rived, Gorath may provide clues and warnings about 
  potential dangers lurking in the Stronghold and he 
  will also hand over Kasha’s Killing Stroke before 
  they head inside.
  If the PCs have not yet visited the Vampire Lord in 
  the Fens, Gorath will refuse to enter the mausole-
  um, and will instead meet them at the gates to the 
  stronghold. If the PCs have already met with the 
  Vampire Lord, or have decided actively to not visit 
  him and have escaped the thrall of the Wisp Har-
  binger, then Gorath can lead them directly to the 
  Stronghold at this point.
  JULIUS THE VAMPIRE LORD
  If brought before the Vampire Lord, the PCs will be 
  presented with a generous offer. This Vampire Lord 
  is Julius. His palace lies at the heart of the Fens, be-
  neath a mausoleum. Unlike the other remnants of 
  graves in the Edge of Night, this marble is polished 
  to mirror shine, and there is the distinct scent of ros-
  es trying to mask the rot.
  Decadent and indulgent, Julius can be generous to 
  those he feels remain useful to him, but he is ca-
  pricious, flippant, and narcissistic. Despite living 
  in a mausoleum, Julius keeps himself fastidiously 
  clean, and still wears opulent clothing from before 
  the Great Calamity: velvet breaches and waistcoat, 
  flouncy lace-ruffled shirt, jewel-encrusted buttons, 
  a gold talisman with a teardrop-shaped ruby in it, 
  and his long auburn hair tied back in a satin ribbon. 
  Kasha’s Killing Stroke 
  was created by Kasha  
  Fangmoon for the White 
  Thane. Although it is a 
  dagger  (Light Melee) 
  by default, you are 
  encouraged to change the 
  weapon type to something 
  your players can use 
  effectively if there are no 
  Classes at play that can 
  maximize Light Melee 
  weapons. A Sentinel who 
  cannot dual-wield two 
  Light Melee weapons 
  without losing her shield 
  would appreciate Kasha’s 
  Kililng Stroke being a 
  spear or longsword.
  kasha’s killing stroke
  A weapon designed to have high effectiveness 
  in dispatching the Risen. Kasha’s Killing Stroke 
  is a dagger (Light Melee) and can be used by 
  any Class; deals an additional 1d6 Fire damage 
  to Undead as a Quick Action on a successful hit 
  if the wielder expends 1 of their Class Resource.
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  unity: legacy of the pale king adventure
  
  While he has a number of minions that skulk around 
  to do his bidding, there are two fledgling vampires 
  that spend their nights at the feet of his gold-leaf 
  throne: a handsome woman of indeterminate age, 
  and a young man as beautiful and well-turned out 
  as Julius. These two look similar enough that they 
  could be related. They are both very watchful, and 
  only speak when Julius speaks directly to them. 
  They will not speak to the PCs. 
  The mausoleum is relatively clean despite a bit of 
  water-damage from the surrounding Fens. It goes 
  deep underground, where any sunlight cannot 
  reach, down a spiral staircase. The mausoleum hous-
  es four rows of coffins in which the Vampire Lord’s 
  minions rest, and a raised dais with a marble sar-
  cophagus in which Julius rests. Set before the sar-
  cophagus is a large, plush throne gilded in gold and 
  set with rubies. All around the subterranean space, 
  uncountable candles are flickering. The whole space 
  has the feeling of a little court. 
  Julius has summoned the PCs here, as he is curious 
  as to what such a ‘jolly troupe’ is doing in his Fens. 
  His initial demeanour is light and seemingly friend-
  ly. If the PCs discuss their quest, the minions lin-
  gering around his throne will fan out and surround 
  the party so that eyes seem to stare at them from 
  every shadow. If the PCs have already met Gorath 
  and mention him, Julius takes on an almost preda-
  tory edge, with too much of a bite in his smiles, and 
  a harder tone in his words. If they mention making 
  trouble for the Pale King, especially if they mention 
  wishing to destroy him, Julius will be very chummy, 
  and especially flirtatious with any of the party mem-
  bers that are remotely attractive (of any gender). Re-
  gardless of which tone he takes, he will continuous-
  ly come back to the concept of sides and wants to 
  make sure that they ‘pick the right side’ or ‘don’t 
  make the mistake of opposing’ him.
  Do you rule this area of Gemini Peninsula? “My 
  charming little domain? It stretches from the river 
  to south and the forest in the west, to the foothills 
  in the north and the stronghold in the east. It’s not 
  much, but it’s home!”
  Do you know the Pale King? “Is that what he’s 
  styling himself these days? How terribly drab! He 
  should give himself more panache if he expects to be 
  taken seriously.”   
  Did you know people have been abducted from 
  Kraven Mill? “You say abducted, I say acquired. 
  You must understand, darlings, that autonomy is a 
  flexible concept in the Risen lands. Most won’t last 
  long out here if they aren’t willing to make some 
  smart deals.”
  15
  
  Fighting Julius or any 
  of his minions would be 
  suicide for the low-level 
  PCs at this point. 
  Vampire Elixir. There 
  should be just enough of 
  the Vampire Elixir for 
  everyone in the party.
  Did you take our people? “Come now, I’m a mag-
  nanimous man! If someone comes all this way, it 
  would be rude not to invite them in…wouldn’t you 
  say?” 
  Have you come to Kraven Mill? “Why ever should 
  I want to do a silly thing like that? With no offence 
  intended for your…quaint abodes, there’s no need 
  for me to visit such a place. Why go to the market 
  when the market can come to me, darlings!”
  Have I seen that talisman somewhere before? 
  “This little ol’ thing? Quite a pretty bauble, isn’t it. 
  Helps me communicate with my Wisp Harbingers, 
  see what they see, direct them where to bring my 
  guests.”
  Why did you summon us here? “To talk a little 
  business. I do so love to make profitable friends… 
  Would any of you care to make a little trade? As 
  charming as you lovely lot are, the ‘Pale King’—(ugh, 
  no panache at all, darlings!)—is not nearly as much 
  fun as I can be. But fret not, for Julius can help!”
  What’s the deal? “I can make you stronger, faster, 
  nigh invincible! …for a while. I know how to make 
  this little Elixir for you—if you can bring me the right 
  herbs—and all you’d need to do is drink it shortly 
  before you face off against this tiresome tyrant. In 
  exchange, once he is dispatched, you go back to…
  whatever hamlet you call home and inform your au-
  thorities that the area is back under rightful rule and 
  to trouble themselves no more about it!”
  Why don’t you deal with the Pale King your-
  self? “Oh, but I would darlings…if he hadn’t gone 
  back on a deal he made with me a couple hundred 
  years ago. See, I made the mistake of instating him 
  as a little king for me to manage the countryside, 
  but the brute became too full of himself and misused 
  my gift. That crown I lent him has been nothing but 
  trouble ever since. I’d like it back.”
  What crown? “Why the very thing that has been 
  guzzling the life from those little people! I know how 
  to take a merry sip, you see, but that paltry king is 
  rather less couth. If you bring the Crown of the Dead 
  back to me, he shan’t be able to harm any more of 
  your kind. …And should you find an old book lying 
  about the place…”
  What book? “A pretty little thing, all chased in gold, 
  ‘Registry…something-something’. It would match 
  my throne so nicely, don’t you think?”
  What’s in it for us? “I can be a very useful man to 
  owe you a favour… Or, if you want to be provincial, 
  I may have some Kyrindian lying about that I’d be 
  willing to part with—but only if the job has been ex-
  cellently performed, you understand.”
  Julius will be increasingly flippant and evasive the 
  more the party tries to press him on these issues, and 
  eventually will oust the PCs from his mausoleum by 
  having his minions push them back into the Fens.
  FORAGING
  If the PCs decide they want the Elixir Julius is offer-
  ing, they must head back into the Edge of Night to 
  collect the required ingredients: water fetched from 
  an open grave, root of Fen Hemlock cut with a blade, 
  handful of Fellsbane kept out of the rain, and the fur 
  of a Rodent less dead than alive.
  To aid them in their journey, Julius provides instruc-
  tions on where each of these things can be found: a 
  grave in the Grave Lands with a blank headstone; 
  Fen Hemlock in the Fens outside the Mausoleum; 
  Fellsbane growing in the temple ruins of the Broken 
  Foothills; and there, among the Broken Foothills is a 
  small cave where a Digressed Rodent makes its nest. 
  Be warned, the beast will not give up its fur lightly! 
  (the PCs will have to fight the Digressed Rodent and 
  cut some fur from it before it is dead)
  Once they return to Julius with these ingredients, 
  the Vampire Lord slips off his throne and climbs into 
  his sarcophagus to mix the potion. 
  PCs that try to stealth/sneak up (TN 19) and take 
  a peek will see Julius putting some of his own black 
  blood into the potion if they beat the check. If the 
  PCs fail their check, the ghouls standing guard will 
  toss the PCs out of the mausoleum. 
  Vampire Elixir. The Elixir, once ingested grants 
  1d4+3 additional Max HP. The drinker’s skin will 
  harden slightly and they receive +1 Armour Value. 
  Lasts 3 days.. 
  PART IV: HALLOWFEN
  Having reached the ruins of Hallowfen Stronghold, 
  the PCs find this location far more sprawling and 
  ruinous than the old legends had prepared them for. 
  Between the crumbling walls and the rusted gear left 
  by previous adventurers, Undead at last passed into 
  oblivion, and the corpses of wild beasts the Risen have 
  preyed upon, finding their way into the Pale King’s 
  Crypt will be hazardous. If the party has agreed to 
  help Gorath, he can help them navigate the ruins. 
  While there are no citizens (alive or dead) left in 
  Hallowfen, there are some slaves to the Pale King’s 
  will: zombies. These mindless Undead have lost ev-
  erything that made them who they once were. Based 
  on their old-fashioned clothing and state of decade, 
  they have been dead for hundreds of years. Even Go-
  rath cannot recognize them. 
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  17
  
  Hazards. If the PCs have 
  Gorath with them to 
  guide them through Hall-
  fowfen Stronghold, you 
  may either remove any 
  suggested Hazards com-
  pletely or grant the PCs 
  Benefit on all their rolls 
  to avoid the Hazards. This 
  choice is largely left to 
  you in order to tailor the 
  experience better for your 
  specific group of players. 
  If your group is struggling 
  already, the Hazards may 
  push them over the edge 
  even with granting them 
  Benefit and you might 
  want to completely re-
  move the Hazards off the 
  table. If the PCs are doing 
  well and have managed 
  to earn Gorath’s favour, 
  then granting them Bene-
  fit on rolls to overcome the 
  Hazards is a nice bonus.
  4.1 Entrance Hall: The portcullis has rusted out of 
  its grate and lies bent on the ground before a gaping 
  stone archway. Within is a vast entrance hall, with 
  sealed doors at the far end and in the left-hand wall. 
  A broken chandelier lies in the centre of the room, 
  which evidently fell down and smashed to pieces 
  many years before. Cobwebs cling to it, but even so, 
  the glitter of crystal and brass can still be seen.  
  Once King Thanodes welcomed guests to Hallow-
  fen Stronghold, but now the gates lie broken and un-
  guarded. If one listens carefully, the sound of creaking 
  can be heard coming from the shattered chandelier, 
  and if the PCs get too close, Zombies (pg. 27) rise 
  from the debris. It is best to stick to the walls, and 
  head to either set of the bolted doors leading into 
  the Stronghold proper. The far doors lead into the 
  Antechamber. The side doors lead to the Courtyard. 
  Creature: The Zombies [between 5-7] will try to 
  herd the PCs back out the entrance, and will try to 
  prevent the PCs from getting through the doors at 
  the far end of the hall. They seem little concerned 
  with the doors to the north.
  4.2 Courtyard: Beneath the open sky of this court-
  yard, weeds and creeping vines have overgrown 
  what once was a training square. At the centre is 
  the cracked remnant of a fountain; though its spray 
  pump is broken, and foetid water still sits in the ba-
  sin. From the dead frogs and motionless insects drift-
  ing along its surface, the water clearly is not drink-
  able anymore.  
  As soon as the party enters the courtyard, they no-
  tice the cobbles are slippery with wet moss, and a 
  fog begins rolling into the square, obscuring the cir-
  cular fountain and causing the vines to shiver with 
  moisture. Voices echo in this space, and there seems 
  to be something lurking in the mist. [Consider Loose 
  Footing, Labyrinthine Passages, or Sink Holes for add-
  ed challenge]
  Creature: A Grave Kadour calls this courtyard 
  home, and will welcome this fresh meal brought be-
  fore it. It will try to use confusion to lure the PCs to 
  falling into the basin of the fountain, where it will try 
  to drown or eviscerate them for later consumption.
  4.3 Antechamber: Through the bolted doors at the 
  end of the Entrance Hall, a modest stone chamber 
  can be found. Part cloak-room, part receiving room, 
  the space is outfitted with an old table with two of 
  the legs rotted out, and a pair of chairs unlikely to 
  support a living body’s weight. Along the wall is an 
  empty fireplace full of ash and fallen roof tiles and 
  beside it is a caved-in wardrobe with an empty scab-
  bard, and a pair of mildewed old boots. The doorway 
  HAZARDS
  Sink Holes – There are subterranean passages that 
  lead towards the crypt, but the soft soil of the fens 
  has caused many to weaken. The pressure of a pass-
  ing adventurer is enough to cave these in, sending 
  one tumbling down to a lower passage, and suffer-
  ing falling damage of 1d4. AGILITY check TN of 12 
  to avoid.
  Crumbling Walls – The stone walls that once 
  made Hallowfen the most defended place in the 
  region are now loose and the mortar rotted away. 
  Even leaning on them is enough to send them top-
  pling, but many are simply falling apart due to the 
  ravages of time. The weight of the stones and falling 
  lintels is enough to cause serious harm to any they 
  might crush. [1d4+1 damage] AGILITY check TN of 
  13 to avoid. 
  Collapsing Tunnels – Cave-ins and mudslides can 
  block off passages in a matter of moments. At worst, 
  they can suffocate a traveller, but if one is lucky, 
  they merely force them to turn and find another 
  way through the halls. AGILITY Check TN of 13 to 
  avoid. Each failure results in 1 Ruin being generated.
  Loose Footing – Rubble litters the ground, from 
  slimy moss to crumbled mosaics and fallen stones. 
  One must be careful where and how they step, or it 
  would be easy to take a serious tumble and break a 
  limb. Fighting on Loose Footing forces the PCs to 
  make an AGILITY check TN of 7 every time they 
  move from where they stand. Failure results in be-
  ing Hindered for 1 round.
  Poisonous Mould – The damp atmosphere and 
  heavy shadows of these twisted passageways has 
  created the perfect opportunity for black mould to 
  grow. Breathing it in settles its spores in one’s lungs, 
  making one feel generally lethargic, weary, short of 
  breath, and with weakness in all limbs. While it is 
  only lethal over long years of exposure, it is enough 
  to leave one feeling enervated after any serious la-
  bour. When infected, a PC’s Main Attribute is re-
  duced by -1 until a Full Rest. 
  Labyrinthine Passages – With all of the dead-end 
  passages caused by the collapse of a once-sound 
  structure, and the overgrowth of the fens reclaim-
  ing this abandoned place, even Gorath has difficulty 
  finding a way through. There are moments when 
  the PCs feel certain that they have passed through 
  this passage before, and may fear they have gone in 
  a circle. Mind check TN of 13 to avoid. Each failure 
  results in 1 Ruin being generated.
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  unity: legacy of the pale king adventure
  
  into the Great Hall is obscured by a fall of broken 
  stones, but behind the desk and chairs, there are two 
  smaller doors leading out of this room, both strong 
  and bolted.  
  The main door is jammed with heavy stones that 
  would take a great deal of time and labour to move 
  aside. Players may find a Denerim tucked into the 
  toe of one of the mouldy boots, as well as some us-
  able wax candles tucked into a drawer in the desk. 
  The sturdy door directly behind the desk is locked, 
  but if the players are observant, they may note a 
  whimpering sound coming from behind it. The door 
  to the right is also in good condition but unlocked; it 
  leads to the Guardroom.
  Hazard: The scabbard to be found in the wardrobe 
  is cursed. Any mundane blade sheathed in it will in-
  stantly rust and deal -3 damage permanently. Poi-
  sonous Mould coats nearly every object in the room, 
  especially the furniture and carpets; interacting with 
  any of these objects (as part of the PCs’ investiga-
  tions or taking loot) will result in poisoning unless a 
  MIGHT check of TN 16 is successful.  
  4.4 Guardroom: The guard of the portcullis once 
  lived in this room. His pallet bed stands in one cor-
  ner, strewn with cobwebs, and upon it a skeleton 
  still half-concealed by a mouldering blanket and a 
  curtain fastened above the bed. A golden necklace is 
  dangling from the skeleton’s neck, as well as a hand-
  ful of rings on its finger-bones. A small connecting 
  door is set into the left-hand wall.    
  Beside the bed is a small nightstand; standing 
  atop it is a candleholder with a burnt out stump of a 
  candle. Above the table is a rusty key hanging on a 
  chain. A small chest at the foot of the bed contains 
  the musty remains of the guard’s old clothes. The 
  skeleton on the bed is well and truly dead. However, 
  if the players try to take its jewellery (still worth 20-
  40 Denerim) the three Flower Manti anchored to the 
  stone wall behind the bed’s curtain will snap at them 
  before they can grab the necklace (unless the PC can 
  beat an AGILITY check of TN 16), striking the of-
  fending PC three times unless successfully defended 
  against. PCs that perform a general perception style 
  check on the room that matches or surpasses a TN 
  of 17 will spot the Flower Manti hiding behind the 
  curtain. The connecting door leading to the Blocked 
  Alcove is in bad condition but could be forced with a 
  little effort. The key can be taken but is too large to fit 
  into the locked door leading to the Blocked Alcove.
  Creature: While Flower Manti don’t typically clus-
  ter so closely together, the prize of the jewellery on 
  this skeleton has lured many fine prey to them over 
  the years. Because the Flower Manti are anchoured, 
  the PCs may simply leave the room after they reveal 
  themselves. However, if they stay inside the room, 
  they will be in reach of  the Manti’s attacks.
  4.5 Blocked Alcove: This little alcove off the Great 
  Hall once held a statue on a pedestal surrounded by 
  sconces, but now has been blocked off by the fall 
  of stones. The statue lies in shattered pieces on the 
  ground—one of them shows a woman’s beautiful 
  face. An eerie keening echoes in the claustrophobic 
  alcove.  
  If the PCs look closely at the pedestal, they’ll see an 
  engraving dedicating this statue to King Thanodes’ 
  queen, Letitia. If the PCs visited Julius, they may 
  recognize her face as that of the female Vampire en-
  thralled to Julius. A ghostly apparition of a young girl 
  sits now on the empty pedestal, incessantly weeping. 
  If the PCs make any noise, the child will fixate on 
  them, demanding to know where her mother is. The 
  sconces are smashed and unlit, and the fall of stones 
  and roof tile is as impenetrable here as in the Ante-
  chamber.
  Creature: The Shade child (pg. 29) trapped in this 
  room was the daughter of one of the servants who 
  used to work in the castle as a washer woman. She 
  will complain of how hungry she is, and demand the 
  PCs to bring her mother here, feed her, play with her, 
  and generally try to prevent them from leaving. If the 
  PCs do try to leave, she will attack them so that she 
  can have some ‘forever playmates’. [Consider Crum-
  bling Walls as an added challenge]
  If the PCs ran into the “Wandering Mother” encoun-
  ter in the Broken Foothills and are in possession of 
  the locket with a picture of young girl’s mother, the 
  young Shade will lower her guard and ‘allow’ the PCs 
  to pass if they leave the locket with her so she can 
  follow the ethereal trail left by it back to her mother.
  Players that decide to return to the Wandering 
  Mother in the Broken Foothills after having returned 
  her lost daughter will be shown a cache of 50 Dener-
  im buried under the ruins of the abandoned hamlet 
  the mother was haunting. 
  4.6 Great Hall: The Great Hall was once grand, with 
  banners decorating the rafters and a wide space to 
  accommodate everything from balls to banquets. 
  The long tables are stacked against the outer stone 
  walls, many littered with dust, cobwebs, and fallen 
  roof tiles: a sad parody of King Thanodes’ majestic 
  court. 
  The Great Hall is the largest room in the Strong-
  hold proper with vaulting ceilings so high that the 
  rafters are lost in shadow. To the right, one of the 
  walls and a bit of the roof has collapsed, creating the 
  fall of stones that blocked the party in the Blocked 
  Alcove or Antechamber. Ahead is the rear wall of the 
  19
  
  Stronghold. On the far left of the Great Hall are three 
  doorways: the Armoury (the doors had been broken 
  down long ago), the Storage Larder (hidden behind a 
  tapestry depicting Hallowfen Stronghold in its days 
  of glory), and the locked door to the Dining Hall. In 
  the centre of the Great Hall is a stone nook protect-
  ing a set of descending stairs. The straw strewn over 
  the floor has long since rotted away, and the echo of 
  clanking footsteps can be heard coming ever closer.
  Creature: A suit of Living Armour (pg. 28) stalks 
  these halls on an endless patrol. Even in the back-
  woods of Kraven Mill, the danger of this foe is notori-
  ous. Unable to face this monster and survive, the par-
  ty must find a way to escape it or sneak past it. Some 
  parties, by a great stroke of luck, may be able to take 
  down the Living Armour, but most groups will be 
  served best by hiding in the side rooms as the Living 
  Armour passes by. Living Armour have dull senses 
  and PCs may attempt to hide in plain sight if they 
  succeed a stealth check of TN 15 or more. Being spot-
  ted by the Living Armour will result in battle starting 
  between the spotted PCs and the Living Armour. 
  If the PCs defeat the Living Armour, they’ll receive a 
  small Spirit Spark. The Spark allows a PC to imbue a 
  weapon to ignore any protection granted by armour. 
  This effect lasts 10 minutes or for 1 battle. Once used 
  the Spark is gone.
  4.7 Armoury: The doors to the Armoury must have 
  been smashed down in a run for arms long decades 
  before. Now the space stands open to the Great Hall, 
  and will not be able to hide anyone from pursuing 
  foes. However, there are still some shelves along the 
  stone walls where objects sit among cobwebs and li-
  chen.  
  All of the larger weapons had been taken during 
  whatever scuffle led to the doors being broken down, 
  however, there is still some ammo for ranged weap-
  ons here. There is also a small buckler like the one 
  Gorath wears, a blue cloak and tarnished silver cloak 
  pin, and a very handsome hat. Based on the cold 
  draft running through the room, the roof is sagging 
  in and extensive rummaging around might cause de-
  bris to fall down on PCs [Consider Crumbling Walls 
  hazard].
  Creature: 2 Shambling Sentries still guard this room, 
  and will attack any who try to enter. If the players 
  fight the Shambling Sentries while running from the 
  Living Armour, it will draw the Armour’s attention 
  if the Sentries aren’t defeated in 3 rounds. And they 
  will be forced to flee their encounter with the Sham-
  bling Sentries (each Sentry gets a free hit on the PCs 
  as they retreat); when/if they come back to fight the 
  Shambling Sentries again, it will have regained any 
  HP it lost during their first scuffle. Once it is defeat-
  ed, the party can claim objects from the Armoury (all 
  mundane equipment), but they still should be cau-
  tious of Crumbling Walls.
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  unity: legacy of the pale king adventure
  
  4.8 Storage Larder: Hidden behind a once-fine tap-
  estry, the Storage Larder would have been used by 
  the servants of the Stronghold. It is a tight space, still 
  packed with ceramic jars of ancient preserves, pick-
  les, casks of wine and musty linens for the many ta-
  bles out in the Great Hall. There is the stink of mould 
  and rot and spoiled food, but there is just enough 
  space between the storage shelves for the party to 
  hide.  
  The Storage Larder can be used to hide in and wait 
  for Animated Armour to pass by, as its tight space 
  prevents the Armour from entering, and its stench 
  masks the presence of the PCs. However, it looks as 
  though Digressed Rodents at some point chewed 
  their way through the seals on these jars and ate 
  their fill of the contents, leaving the remainders to 
  rot. Mould coats everything and not even a spider 
  would call this place home.  An observant PC [Per-
  ception style check of TN 13] may notice that there 
  is a single box not touched by the mould on a higher 
  shelf: this contains some smelling salts that will com-
  bat the mould’s poison. 
  Hazard: Poisonous Mould covers the shelves, walls, 
  and broken jars. A MIGHT check of TN 14 will suc-
  cessfully resist the mould. 
  4.9 Dining Hall: At the far end of the Great Hall, a 
  private Dining Room can be found through a solid 
  iron door in good condition, however, it appears to 
  be locked.  Within, gold-gilt picture frames still hang 
  on the walls, showing King Thanodes, Queen Letitia, 
  their son (Prince Adrastes), and their ward (Gorath). 
  The long table would have once seated up to thirty 
  people, and the high-backed chair at the far end was 
  clearly sat in by the king himself.     
  The doors are large and pounded iron, unbreakable 
  by a Level 1 PC Furian or otherwise. It is locked and 
  cannot be opened from either side (if the party en-
  ters via the Courtyard instead of via the Great Hall). 
  A large key would fit its lock (the key is located in 
  the Guardroom). The Dining Hall is steeped in heavy 
  shadows as the golden candelabras on the table are 
  unlit, as are the sconces in the walls and the elabo-
  rate crystal chandelier hanging in the dark above the 
  table. If the PCs visited Julius, they may recognize 
  Letitia as the female Vampire enthralled to Julius, 
  Adrastes as the young male Vampire; Gorath the 
  Undead Sage is a pale shadow of the living man por-
  trayed in these paintings; in them, he is dressed all in 
  white, and the inscription on his portrait reads “The 
  White Thane, Gorath”. Any effort the PCs make to 
  light their way, look around, or approach the king’s 
  chair, will arouse the attention of each of the three 
  Shambling Sentries stationed in this hall. There is 
  a door at the far end of the hall (behind the king’s 
  chair) leading to the kitchens, and also a pair of wide 
  once-glassed doors leading to the Courtyard. Now 
  they let in a bitter draft. Gorath remembers well: 
  “How sweet the blossoms smelled on summer nights, 
  with torches beating back the night…”
  Creature: Three Shambling Sentries (Lightbearer, 
  The Gourmand, and King’s Guard) still lurk in this 
  hall, and will lash out at those who try to light the 
  space, disturb the chairs or table, or pass through 
  the room, respectively. These Sentries always receive 
  First Strike once awakened. Gorath the Undead 
  Steward remembers these men, will refer to them by 
  name, and used to dine with them. He will begin to 
  express doubt about what they are doing, especially 
  if the PCs attack or destroy these Undead. Sink Holes 
  make this room a dangerous space to cross.
  4.10 Kitchens: Past the Dining Hall is the Strong-
  hold’s Kitchens. As soon as the door opens, you can 
  smell the rot, and something else, nearly wood-smell-
  ing. The room is in bad disrepair, with half the floor 
  caved into a sink hole into a cellar that once sat be-
  low the Kitchen. As you enter, you see movement all 
  around you…    
  What’s left of the Kitchen is swarming with Risen 
  Locusts, cockroaches, flies, and maggots. The worst 
  of them seem to be clustered in the rubble where the 
  cellar once stood, and it seems the grain stores are 
  all infested, any more perishable food rotted away 
  centuries ago, and now a few discarded corpses have 
  been tossed on the pile. While two of them are un-
  recognizable husks with severely mummified flesh, 
  one is slightly fresher, and Gorath recognizes the gar-
  ments as belonging to one of the men he had been 
  seeking when he ventured into the Broken Foothills. 
  Creature: The insects are harmless enough un-
  less anyone had gaping wounds and stays still long 
  enough for a fly to lay eggs. Of real concern are the 8 
  Risen Locust that will immediately ambush the PCs; 
  they will swarm fresh meat when any of the PCs en-
  ters the room.
  4.11 Dungeon Stairs: The sole safe passage to en-
  ter the crypt is via the staircase in the Great Hall. 
  The passage is black as night, and many of the stairs 
  seem to be broken. Gorath resumes the lead, though 
  he moves with far less confidence than when you en-
  tered Hallowfen Stronghold.   
  Below the Stronghold are the Dungeons used both 
  to hold King Thanodes’ enemies as well as hiding the 
  hidden passages to the Crypt of Kings buried deep be-
  neath Hallowfen. Gorath once knew his way through 
  them, but with the number of Collapsing Tunnels and 
  Labyrinthine Passages here, it is easy to get lost—or 
  worse: trapped. (Once the PCs encounter a minimum 
  of 3 Hazards in the Dungeon Stairs, Part 5 ensues) 
  Living Armour Patrol. 
  Play up the tension and 
  describe the ominous 
  footsteps as the Living 
  Armour closes in on the 
  PCs or rounds the corner. 
  If the PCs have sight 
  on the Living Armour, 
  describe it in daunting 
  detail to ensure the PCs 
  understand that this foe 
  is more than a match 
  for them currently. The 
  feeling you should aim 
  to instill in your players 
  is one of dread as this 
  monstrous, hulking suit of 
  armour stalks the halls—
  each clank of its heavy 
  footsteps announcing the 
  coming of doom.
  If the PC is dual-wielding 
  when using the Spirit 
  Spark, let it apply to both 
  weapons. 
  The Feast ability of the 
  Risen Locusts may quickly 
  overwhelm players that 
  lack the ability to deal 
  damage to multiple ene-
  mies at the same time. 
  The Hazards in the 
  Dungeon Stairs are useful 
  to feed you Ruin for the 
  big showdown against the 
  Pale King.
  21
  
  Hazard: Collapsing Tunnels and Labyrinthine Passag-
  es are rife here, and many a stair is likely to crumble 
  away beneath the PCs’ feet. If they are using torches 
  or candlesticks, they will have a lessened difficulty of 
  navigating this dark and treacherous passage—lower 
  the TN by 2 for each check.
  PART V: THE PALE KING’S CRYPT
  Finally the PCs have delved into the noxious bowels of 
  Hallowfen Stronghold to open the Pale King’s tomb. 
  What once was a glorious Kings’ Crypt, where King 
  Thanodes’ ancestors were interred, has now become 
  the throne room of this Risen madman. 
  The smell of death permeates the room, with slime 
  on nearly every inch of stone, and an eerie green light 
  rising from the sludgy pools that sit stagnant in ev-
  ery corner. A steady drip of falling water is the only 
  sound and the air is so frigid that the PCs can see 
  their breath despite the gloom. A chair has been con-
  structed from the desecrated bones of Thanodes’ an-
  cestors and the Pale King (pg. 30) sits upon it. On 
  his brow is the Crown of the Dead: shining gold metal 
  with a green stone set on his brow. On his lap sits the 
  Registry of Hallowfen, the very book Gorath request-
  ed as payment for his assistance and which Julius has 
  offered high reward to obtain.
  The closer the PCs get to the Crypt, they find the 
  Pale King has not left himself unprotected. Standing 
  on either side of the throne is a Grim Captain (pg. 
  24), the most potent and obedient of those in thrall 
  to the Pale King.
  If Gorath has followed the PCs to this point, he will 
  engage and hold the Pale King at bay momentarily, 
  and the PCs may fight the Grim Captains on their 
  own. If Gorath is not with the PCs, the party will need 
  to battle the Pale King and the Grim Captains at the 
  same time. 
  Gorath and the Pale King
  After so many years, Gorath has finally come face 
  to face with his lord once more. The moment is an 
  emotional one, even the dried, unbeating heart inside 
  of Gorath’s rotting ribcage feels a twinge as he con-
  fronts his beloved master turned madman. 
  The Pale King: “This face… I know this face.”
  Gorath: “My liege. It is I, Gorath, steward of Hallow-
  fen. What have you become? This madness must end. 
  There is a chance for redemption yet. Surrender the 
  Crown and the Registry!”
  The Pale King: “Pain… so much pain. Gorath. My 
  faithful servant. Will you too, betray me?”
  Gorath: “It does not have to come to that my king. 
  22
  unity: legacy of the pale king adventure
  
  Surrender the Crown and Registry. Be free. Release 
  yourself from the bonds of vengeance. Do it for Letitia 
  and the young prince. Go and be with them.”
  The Pale King: “Letitia… Adrastes…”
  Gorath: “Yes my king, go be at peace with your loved 
  ones. They are waiting for you.”
  The Pale King drops his hardened stance, relaxing the 
  arm holding his scepter to his side. The burning em-
  bers in his eyes dim slightly before flaring into blazing 
  blue orbs as he raises his weapon angrily again
  The Pale King: “NEVER! I can sense them still on 
  this plane! They REEK of HIM! Gorath, you will pay 
  for your lies. What of duty? What of honour? There 
  is nothing but pain, and I will visit it upon all my en-
  emies!”
  With a wail of anger laced with deep sorrow, the Pale 
  King launches himself at Gorath, bringing his scepter 
  down hard on the steward. Gorath brings his sword 
  up just in time to block the strike as sparks fly and an 
  explosion of dust erupts from the impact. The Grim 
  Captains jostle to life on each side of the throne and 
  move towards to the PCs.
  Gorath will be able to hold the Pale King at bay for no 
  more than 3 rounds before being smashed aside and 
  taken out of the fight. If the PCs have not defeated 
  the Grim Captains by then, they will be joined by the 
  Pale King. 
  PART VI: JUST REWARDS
  If the PCs have remained loyal to Gorath the Undead 
  Sage, they witness his ascension to the throne of Hal-
  lowfen Stronghold, and he makes a pact to help pro-
  tect the citizens of Kraven Mill from the advances of 
  Vampire Lord Julius, in exchange for their tolerance of 
  Undead traversing the Gemini Peninsula. 
  If the PCs have betrayed their promise to Gorath 
  the Undead Sage, they are permitted to leave, with 
  the threat that if ever they enter Hallowfen again, 
  they will be shown no mercy.
  If the PCs have made a bargain with the Vampire 
  Lord Julius, a Wisp Harbinger will appear as they 
  leave Hallowfen Stronghold. If they offer the Crown 
  of the Dead, the Wisp informs them they can sell it 
  to “Two Fingers” and they will receive their payment 
  of a Kyrindian crystal worth 100 Denerim. If they 
  destroy or keep the Crown, the Wisp relays Julius’ 
  threat that Kraven Mill has now become his feasting 
  grounds. If they offer the Registry of Hallowfen, they 
  receive an additional payment of a smaller Kyrindian 
  crystal worth 50 Denerim, however, when they return 
  to Kraven Mill, they will find White Eye has become a 
  Grim Captain—the book enables the bearer to make 
  thralls of the Undead. The PCs may forgo payment 
  and take Julius up on his offer of a “favour” down 
  the road.
  If any PCs accepted the Elixir, they will by now be 
  feeling a ravenous hunger for raw meat. Julius gives 
  them the option of either accepting one of his talis-
  mans (the same as the one “Two Fingers” has) and 
  becoming one of his “liaisons” or suffering the con-
  sequences. If they choose the prior, the Wisp will be-
  stow on them one of the talismans, binding them to 
  Vampire Lord Julius. If they reject his offer, they have 
  their Max HP reduced by 5 as the side-effects of the 
  potion kick in. This side-effect will last 10 days unless 
  they drink a pint of fresh blood each day until 10 days 
  are up. 
  Conclusion: The PCs can now return to Kraven Mill 
  with the wisdom of what was causing their people to 
  disappear. The Crown of the Dead that the Pale King 
  wore was drawing its life from the denizens of the 
  Gemini Peninsula. However, it seems “Two Fingers” 
  is working for Lord Julius, and that those who had 
  been lured from within the safety of their homes may 
  have been his handiwork, as the Wisp Harbingers 
  will serve those in possession of the Vampire Amulet. 
  Vampire Lord Julius had used the PCs to handle the 
  pesky problem of the Pale King for him, by luring out 
  residents and putting them into the path of the Pale 
  King’s Grim Captains. Now that the Pale King has 
  been disposed of, Undead life can return to their sus-
  tainable patterns of power. Gorath the Undead Sage 
  is now the passive ruler of Hallowfen Stronghold, un-
  der the indulgent eye of Vampire Lord Julius. Kraven 
  Mill will be permitted to continue as it is, though 
  transients who travel too close to the Fen may find 
  Julius’ offers too sweet to refuse. 
  The PCs can choose to reveal as much or as little 
  of this information to Kraven Mill’s residents as they 
  see fit. If they expose “Two Fingers” for his complici-
  ty in the recent tragedies, Elder Darius will rule that 
  “Two Fingers” is to be left in the wilderness to survive 
  on his own—meaning he will likely become one of Ju-
  lius’ private minions.
  Being bound to the Vam-
  pire Lord Julius via his 
  unholy talisman can have 
  narrative and mechanical 
  implications if you wish 
  to continue with these 
  characters on another 
  adventure. It is suggested 
  that any PCs bound to 
  Julius are compelled to 
  obey the Vampire Lord’s 
  orders. If they refuse a 
  command, their Max HP 
  is reduced by 1 each day 
  until they reach 0 HP and 
  become a mindless ghoul 
  (obeying the original 
  command may cause 
  Julius to stop this deterio-
  ration as well). Forcefully 
  alleviating this curse will 
  require a Judge or Priest 
  (most likely an NPC at 
  this point in your players’ 
  careers) of sufficient 
  power to use some form of 
  Purify or Cleanse power 
  on the afflicted PC. 
  Julius’ orders can come at 
  inopportune times or once 
  every few days to keep the 
  PCs on their toes. These 
  orders can range from 
  something as simple as 
  stealing an item for Julius 
  or bringing him a tasty 
  morsel, to betraying an 
  important NPC. Use your 
  imagination to put your 
  players into interesting 
  situations from having 
  this dark shadow looming 
  over their heads.
  23
  
  monster cards
  Digressed Rodent
  Small, Beast, 15 XP
  combat stats
  12
  0
  12
  13
  12
  9
  attributes
  might
  agility
  mind
  presence
  2
  2
  0
  0
  attacks
  Bite: Melee. 1d6+2 damage.
  tactics and abilities
  Iron Jaw: Passive. Attacks completely ignore Ar-
  mour. 
  Swarm: Passive. When attacking a target that has 
  another Digressed Rodent ADJACENT to it, add 
  +1 to AR for each other Digressed Rodent ADJA-
  CENT to the target. 
  1
  ♦
  Grim Captain
  Medium, Humanoid, 35 XP
  combat stats
  22
  2
  11
  14
  13
  9
  attributes
  might
  agility
  mind
  presence
  4
  1
  1
  0
  attacks
  Sword: Melee. 1d6+3 damage. 
  tactics and abilities
  Instant Rot: Passive. A successful attack causes 
  the target to suffer 2 Corrosive damage at the 
  start of their next turn.
  Shield Bash: Standard. Adjacent. The Grim Cap-
  tain bashes its shield against the target’s arms 
  dealing 1d6+2 damage and reducing the target’s 
  AR by 2 for their next attack.
  2
  ♦
  Shambling Sentry
  Medium, Undead Humanoid, 20 XP
  combat stats
  18
  0
  11
  13
  13
  8
  attributes
  might
  agility
  mind
  presence
  3
  1
  0
  0
  attacks
  Strike: Melee. 1d6+3 damage. 
  Bite: Melee. 4 damage. 
  tactics and abilities
  Mindless: Passive. Powers affecting the mind have 
  no effect on the Shambling Sentry. They cannot 
  be reasoned with, are unaffected by morale and 
  will never flee.
  Cattle: Passive. The Shambling Sentry has no will 
  or mind of its own, but moves and acts as an 
  extension of its controller (in this case, the Pale 
  King).
  Unstoppable: Passive. Upon reaching 0 or less HP 
  the Shambling Sentry will fight on for 1 more 
  turn through the sheer will of its controller be-
  fore it crumbles.
  Brains!: Passive. If a target dies from a Bite attack, 
  they will rise as a Shambling Sentry in 3 hours.
  1
  ♦
  24
  unity: legacy of the pale king adventure
  
  Risen Locust
  Tiny, Undead Beast, 4 XP
  combat stats
  5
  0
  16
  16
  12
  10
  attributes
  might
  agility
  mind
  presence
  0
  1
  0
  0
  attacks
  Bite: Melee. 2 True damage.
  tactics and abilities
  Flying: Passive. The Locust is immune to Pro-
  voked Attacks.
  Feast: Passive. When a single Risen Locust suc-
  cessfully attacks a target, it sends out a superson-
  ic beacon to alert other Risen Locusts that prey 
  has been found. An additional Risen Locust will 
  appear ADJACENT to the attacked target next 
  round and will take its turn the round after that. 
  Once a Risen Locust has summoned another to 
  its side via Feast, it may no longer do it again.
  1
  ♦
  Grave Kadour
  Medium, Beast, 30 XP
  combat stats
  19
  1
  16
  14
  14
  10
  attributes
  might
  agility
  mind
  presence
  2
  2
  0
  0
  attacks
  Gore: Melee. 1d8+2 damage.
  Rend (2): Melee. 1d4+1 damage.
  tactics and abilities
  Fog of the Kadour: Passive. Any battlefield with 
  a Kadour present becomes lined with a thick fog 
  that dulls the senses, causing all attacks beyond 
  an ADJACENT distance to suffer Hindrance. 
  Kadours are immune to the effects of the fog. 
  Battle Reflexes: Passive. The Kadour’s DR is in-
  creased by +4 against the first single attack made 
  against it in battle.
  Auditory Mimicry: Quick. Far. 1 Ruin. Targets MR. 
  The Grave Kadour will mimic the voice of its tar-
  get’s Ally and cause the target to use their next 
  turn to move towards the Grave Kadour or use a 
  beneficial power or healing ability on the Grave 
  Kadour (GM’s choice). Auditory Mimicry does 
  not work if the target is not in the Fog of the 
  Kadour. 
  Pounce: Standard. Nearby Only. The Grave Kadour 
  leaps a NEARBY distance onto its target dealing 
  1d10+3 damage and causing the target to become 
  Rooted for 1 round. Pounce avoids Provoked At-
  tacks.
  2
  ♦
  25
  
  Flower Mantis
  Large, Beast, 45 XP
  combat stats
  27
  2
  13
  15
  15
  11
  attributes
  might
  agility
  mind
  presence
  4
  3
  1
  0
  attacks
  Tendril Whip: Melee. 1d8+4 damage to Adjacent 
  targets. 1d6+3 to Nearby targets.
  tactics and abilities
  Anchored: Passive. The Flower Mantis cannot 
  move from its current location but can attack up 
  to a NEARBY distance with its whiplike tendrils.
  Protected: Passive. The Flower Mantis’ AV is in-
  creased by +4 until it opens up to attack. After it 
  attacks for the first time, this bonus is lost until 
  the end of battle.
  Floral Regeneration: Passive. The Flower Mantis 
  heals for 10 HP at the start of its turn. This heal-
  ing amount is reduced by 1 each time Floral Re-
  generation occurs.  
  Farim’s Fever: Quick. 1 Ruin. On a successful Ten-
  dril Whip, the Flower Mantis may inject a deadly 
  toxin that causes a non-contagious Disease in the 
  target if they fail a MIGHT check against a TN of 
  13. The target suffers -1 to MIND.
  Lashing Frenzy: Standard. 2 Ruin. The Flower 
  Mantis attacks up to two targets with Tendril 
  Whip.
  3
  ♦
  Wisp Harbinger
  Small, Undead, 25 XP
  combat stats
  16
  1
  13
  14
  16
  12
  attributes
  might
  agility
  mind
  presence
  0
  2
  2
  0
  attacks
  Ethereal Touch: Melee. 1d6+3 Arcane damage.
  tactics and abilities
  Ethereal Light: Passive. The Wisp Harbinger emits 
  a flickering blue light, which is especially mes-
  merizing at night.
  Floating: Passive. The Wisp Harbinger floats half 
  a meter off the ground at all times and all Pro-
  voked Attacks made against it suffer Hindrance.
  Incorporeal: Passive. The Wisp Harbinger suffers 
  half damage from all Physical attacks it receives. 
  The Wisp Harbinger is also able to pass through 
  solid objects unhindered.
  Enthrall: Standard. Adjacent. 1 Ruin. Targets MR. 
  The target becomes Rooted and suffers Hin-
  drance on all actions for 1 round. 
  1
  ♦
  26
  unity: legacy of the pale king adventure
  
  Skulker Skirmisher
  Medium, Humanoid, 25 XP
  combat stats
  23
  1
  15
  13
  14
  11
  attributes
  might
  agility
  mind
  presence
  2
  3
  0
  1
  attacks
  Axe: Melee. 1d6+4 damage. 
  Pocket Crossbow: Ranged. Far. 1d4+3 damage.
  tactics and abilities
  Scurry: Reaction. When a melee attack misses the 
  Skulker, it can freely move to a NEARBY distance 
  without Provoking any attacks.
  Opportunist: Passive. Skulkers will taunt and 
  skitter about to distract their foes, creating open-
  ings for their brethren to capitalize on. A Skulker 
  gains +1 to AR and damage against its target for 
  every additional Skulker that’s ADJACENT to the 
  target.
  Tail Whip: Standard. Adjacent. Some Skulkers 
  keep their tail concealed under clothing/armour 
  but will use the appendage to surprise attack an 
  unsuspecting enemy. Deals 1d4+3 damage and 
  causes the target to be Staggered for 1 round.
  2
  ♦
  Goblin Merchant
  Small, Humanoid, 40 XP
  combat stats
  22
  2
  13
  13
  13
  10
  attributes
  might
  agility
  mind
  presence
  2
  3
  1
  1
  attacks
  Sword: Melee. 1d8+4 damage.
  Shortbow: Ranged. Far. 1d6+3 damage.
  tactics and abilities
  Hustle: Passive. The Goblin Merchant’s diminu-
  tive size and fast legs make it an annoying tar-
  get to hit. All Provoked Attacks made against the 
  Goblin Merchant suffer Hindrance.
  2
  ♦
  Zombie
  Medium, Undead, 15 XP
  combat stats
  18
  0
  11
  13
  11
  8
  attributes
  might
  agility
  mind
  presence
  2
  0
  0
  0
  attacks
  Swipe: Melee. 1d4+3 damage. 
  Bite: Melee. 4 damage. 
  tactics and abilities
  Mindless: Passive. Powers affecting the mind 
  have no effect on the Zombie. They cannot be 
  reasoned with, are unaffected by morale and will 
  never flee.
  Brains!: Passive. Zombies will prioritize attacking 
  Incapacitated targets using their Bite attack. If a 
  target dies this way, they will rise as a Zombie in 
  3 hours.
  1
  ♦
  27
  
  Shade
  Medium, Undead, 150 XP
  combat stats
  37
  0
  16
  16
  16
  14
  attributes
  might
  agility
  mind
  presence
  4
  4
  5
  3
  attacks
  Icy Touch: Melee. 1d12+8 Frost damage.
  tactics and abilities
  Possess: Standard. 2 Ruin. The Shade passes into 
  a living being that’s ADJACENT to it. The target 
  must perform a MR check vs. TN of 17. Failure 
  results in the target becoming Confused (TN 
  18) and the Shade disappearing into the target’s 
  body. Lasts 3 rounds or until the target suffers 18 
  or more damage in a single attack: the shock of 
  such a blow forces the Shade out of the target’s 
  body. While inside the possessed body, the Shade 
  is immune to damage. Possession is a taxing abil-
  ity and a Shade can only possess once per battle.
  Horrifying Visage: Standard. Adjacent. 1 Ruin. 
  Targets MR. The Shade’s face changes into the 
  stuff of nightmares for a moment. The target is 
  Stunned if they are unable to resist their fear.
  Embrace of the Grave: Quick. 2 Ruin. On a suc-
  cessful Icy Touch, the Shade grabs its victim and 
  bites into them deeply. A numbing chill freezes 
  the victim’s veins and leaves a lingering weak-
  ness inside of them. The target must make a 
  MIGHT check against a TN of 15 or become Dis-
  eased. Embrace of the Grave reduces MIGHT by 
  -2 and is contagious.
  Incorporeal: Passive. The Shade suffers half dam-
  age from all Physical attacks it receives. The 
  Shade is also able to pass through solid objects 
  unhindered.
  Floating: Passive. The Shade floats half a meter 
  off the ground at all times and all Provoked At-
  tacks made against a Shade suffer Hindrance.
  Frost Resistance: Passive. The Shade has +5 Frost 
  Resistance.
  Divine Weakness: Passive. The Shade takes 2x 
  more Divine damage.
  5
  ♦
  Living Armour
  Medium, Undead, 150 XP
  combat stats
  50
  4
  12
  16
  16
  14
  attributes
  might
  agility
  mind
  presence
  5
  0
  3
  1
  attacks
  Melee Attack: Melee. 1d8+6 damage.
  tactics and abilities
  Phantasmal Strike: Quick. 1 Ruin. The Living Ar-
  mour channels its unearthly energies through its 
  weapon as it strikes its target. Empowers the Liv-
  ing Armour’s Melee attack to deal Arcane dam-
  age for a single attack instead of Physical.
  Lockdown: Standard. 2 Ruin. The metal plates 
  containing the Living Armour’s ethereal essence 
  clamps shut, forming an impenetrable shell. In-
  crease Living Armour’s AV by +3 until the start 
  of its next turn. After Lockdown ends, all of the 
  damage suffered by the Living Armour during 
  Lockdown is released, automatically striking all 
  ADJACENT enemies for Arcane damage.
  Frost Weakness: Passive. The Living Armour be-
  comes Staggered anytime it suffers Frost dam-
  age.
  Instability: Passive. Suffering 15 or more damage 
  in a single attack after mitigation causes a plate 
  of armour to break off of the Living Armour, re-
  ducing its AV by 1 permanently and causing an 
  immediate explosion that automatically strikes 
  all ADJACENT enemies for 1d8+4 Arcane dam-
  age. Instability can occur up to a maximum of 3 
  times, if it happens again after 3 times, the Living 
  Armour simply crumples to the ground.
  Arcane Absorption: Passive. Arcane attacks heal 
  instead of damage the Living Armour.
  5
  ♦
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  unity: legacy of the pale king adventure
  
  Shade Child
  Small, Undead, 80 XP
  combat stats
  25
  0
  14
  14
  14
  14
  attributes
  might
  agility
  mind
  presence
  2
  2
  2
  1
  attacks
  Icy Touch: Melee. 1d6+4 Frost damage.
  tactics and abilities
  Tantrum: Standard. 1 Ruin. The Shade Child lash-
  es out in all directions in an attempt to strike all 
  ADJACENT enemies for 1d6 Frost damage. The 
  Tantrum continues until the start of the Shade 
  Child’s next turn. While Tantrum is active, any 
  melee attacks made against the Shade Child suf-
  fer 2 Frost damage.
  Playtime: Quick. Adjacent. 1 Ruin. Targets MR. The 
  Shade Child squeals with delight and forces its 
  unholy will on a single target. The target is Con-
  fused for 1 round if they are unable to resist the 
  call to play.
  Incorporeal: Passive. The Shade Child suffers half 
  damage from all Physical attacks it receives. The 
  Shade is also able to pass through solid objects 
  unhindered.
  Floating: Passive. The Shade Child floats half a 
  meter off the ground at all times and all Provoked 
  Attacks made against a Shade suffer Hindrance.
  Frost Resistance: Passive. The Shade Child has +5 
  Frost Resistance.
  Divine Weakness: Passive. The Shade Child takes 
  2x more Divine damage.
  3
  ♦
  Cultist Initiate
  Medium, Humanoid, 35 XP
  combat stats
  18
  0
  14
  14
  12
  11
  attributes
  might
  agility
  mind
  presence
  1
  2
  2
  0
  attacks
  Melee Attack: Melee. 1d6+3 damage.
  tactics and abilities
  Mob Rule: Passive. For every Cultist Initiate on 
  the battlefield, increase Cultist Initiate damage 
  by +1.
  The Last Laugh: Passive. When a Cultist Initiate 
  suffers a killing blow, they make an instant Melee 
  Attack at an ADJACENT target before they die. 
  Marks of the Infernal Kings. Passive. A Cultist Ini-
  tiate may only bear one mark from this list:
  Mark of Vorath: Quick. 1 Ruin. The Cultist’s next at-
  tack is empowered by the hunger of the Devourer 
  himself. The Cultist is healed for twice the amount 
  of damage they inflict from this attack. 
  Mark of Irathmus: Passive. The fires of Irathmus burn 
  inside the Cultist. When the Cultist’s flesh is too 
  weak to contain it anymore, it bursts in a fiery ex-
  plosion. When the Cultist dies, anyone ADJACENT 
  to the Cultist automatically suffers 1d6 Fire damage. 
  Replaces The Last Laugh.
  Mark of Tala’zim: Passive. The Cultist revels in the 
  pain of others and is invigorated by their downfall. 
  When a PC becomes Incapacitated, the Cultist is 
  healed for 6 HP and regains their Standard action.
  2
  ♦
  29
  
  Pale King
  Medium, Undead, 200 XP
  combat stats
  90
  2
  16
  15
  15
  13
  attributes
  might
  agility
  mind
  presence
  5
  4
  3
  0
  attacks
  Scepter of Sorrow: Melee. 1d6+5 damage. 
  tactics and abilities
  Crypt Shriek: Quick. Nearby. 2 Ruin. 2r.  Targets 
  MR. The Pale King lets out a terrible shriek that 
  disables power usage for all successfully affected 
  targets. Successfully resisting the Shriek still 
  leaves the target Staggered. Effects last 1 round.
  Grand Entrance: Standard. 1 Ruin. The Pale 
  King makes a massive sweeping motion with his 
  Scepter of Sorrow and strikes up to 3 ADJACENT 
  targets for 1d4+5 Frost damage .
  Glide: Movement. 1 Ruin. The Pale King hovers 
  across the ground with an uncanny quickness 
  towards his target and is immune to Provoked 
  Attacks. Moves up to a NEARBY distance.
  Resist Pain: Passive. Minor wounds dealt to the 
  Pale King are not felt.  A strike dealing 5 or less 
  damage after mitigation to the Pale King causes 
  no damage at all.
  Crown of the Dead: Passive. When the Pale King 
  or any Grim Captains under his command deal 
  damage, half of that damage is returned as healing 
  for the Pale King. The Crown of the Dead worn 
  by the Pale King enables this healing to occur. To 
  knock off the Crown of the Dead and deactivate 
  this power, an attack must be made directly at the 
  Crown (DR 19) that deals 5 or more damage after 
  mitigation. The Pale King will suffer the damage 
  of this attack as well.
  Burning Vengeance: Passive. Whenever the Pale 
  King’s HP drops below 20, the Crown of the 
  Dead’s healing effect now returns the full amount 
  of damage dealt as healing instead of just half.
  Divine Weakness: Passive. The Pale King takes 
  1.5x more Divine damage.
  2
  Accursed Willow
  Massive, Humanoid, 80 XP
  combat stats
  60
  3
  11
  16
  13
  12
  attributes
  might
  agility
  mind
  presence
  5
  1
  3
  2
  attacks
  Oaken Fists: Melee. 1d8+4 damage.
  tactics and abilities
  Decay: Passive. The Accursed Willow loses 3 HP 
  at the beginning of its turn. 
  Fire Weakness: Passive. The Green Warden takes 
  2x more Fire-based damage. When the Green 
  Warden suffers Fire damage, its Decay effects are 
  also doubled at the beginning of its next turn.
  Power Stomp: Standard. 2 Ruin. Raising one mas-
  sive leg off the ground, the Green Warden stomps 
  down with such force it sucks in enemies. Deals 
  1d4+4 damage to all enemies up to a NEARBY 
  distance away and displaces all enemies up to a 
  NEARBY distance away to become ADJACENT 
  to the Green Warden.
  Thorny Brambles: Quick. 1 Ruin. Razor-sharp thorns 
  burst forth from every part of the Green Warden’s 
  wooden body. While Thorny Brambles is active, 
  melee attacks against the Green Warden return 
  1d4 damage back at the attacker. Also grants +2 
  Armour Penetration. Lasts until the start of the 
  Green Warden’s next turn.
  3
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  unity: legacy of the pale king adventure
  
SOURCE: textdata/thevault/Unity/Unity - Legacy Of The Pale King.pdf