TEXT: BAD MOON
  RISING
  
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  Wyrd Miniatures, LLC. All rights reserved. This book is a work of fiction; any resemblance to organizations, 
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  owner of the materials except for review purposes only.
  MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2016. The Wyrd logo, the MALIFAUX logo, the Through 
  the Breach logo, the Penny Dreadful logo and all related character names, places, and things are trademarks 
  and copyright ©2005-2016 Wyrd Miniatures, LLC.
  THROUGH THE BREACH - PENNY DREADFUL ONE SHOT: BAD MOON RISING
  Through the Breach books:
  The Fated Almanac 
  The Fatemaster’s Almanac
  Into the Steam
  Through the Breach full adventures:
  In Defense of Innocence
  Northern Aggression
  
  This text is protected by the copyright laws of the United States of America. Contents copyright © 2005-2016, Wyrd Miniatures, LLC. All rights reserved. This book is a 
  work of fiction; any resemblance to organizations, places, events, or actual persons - living or dead – is purely coincidental. Copies of materials herein are intended solely 
  for your personal, non-commercial use, only if you preserve any associated copyrights, trademarks, or other notices. Wyrd Miniatures, LLC holds exclusive rights to this 
  work. Unauthorized duplication is prohibited. You may not distribute copies to others for a charge or other consideration without prior written consent of the owner of the 
  materials except for review purpose only.
  MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2016. The Wyrd logo, the MALIFAUX logo, the Through the Breach logo and all related character names, 
  places, and things are trademarks and copyright © 2005-2016 Wyrd Miniatures, LLC. The Malifaux game system is patent pending, serial no. 12/821,427
  BAD 
  MOON
  RISING
  
  The Through the Breach roleplaying game is continuing to 
  grow and expand the world of Malifaux with new rules 
  and adventures.
  Our expansion books, such as Into the Steam, highlight 
  large new areas of the world to explore while also 
  providing a host of new mechanics for players.
  The Penny Dreadful line is intended to focus on a 
  specific area or story in the world, providing Fatemasters 
  with the tools to take their players quickly into the action.
  The core Penny Dreadful line, which is released in print 
  and PDF, has full, multi-session adventures for a party of 
  Fated. They are made to be the campaign or a part of the 
  campaign for a group.
  Penny Dreadful One Shots, on the other hand, are single-
  session adventures for a party that are only released as 
  PDFs. They often include pregenerated characters 
  (though this one does not), allowing Fatemasters to 
  choose whether to insert them into an ongoing campaign 
  or to run a quick and dirty standalone session of Through 
  the Breach.
  What is a Penny Dreadful One Shot?
  credits
  WRITING
  Mason Crawford
  EDITING
  Aaron Darland
  CREATIVE DIRECTION
  Nathan Caroland
  TTB LOGO ARTIST
  Patrick Guinane
  ART
  Hardy Fowler,  Jorge Gomez, & Bram Sels
  LAYOUT
  Aaron Darland
  GRAPHIC DESIGN
  Jorge Gomez
  PLAYTESTING
  Paul Lippincott & Joshua Pavlisko
  
  introduction ...............................................................................4
  adventure ..........................................................................................6
  Prologue .............................................................................................................................7
  Scene I ...............................................................................................................................8
  Scene II ............................................................................................................................11
  Scene III ..........................................................................................................................14
  Conclusion .......................................................................................................................17
  FM Characters ....................................................................18
  Leshy, Corrupted Waldgeist ............................................................................................19
  Terror Tots ......................................................................................................................20
  Young Nephilim ..............................................................................................................20
  Mercenaries .....................................................................................................................21
  Damaged Peacekeeper ....................................................................................................22
  Manfred Strand, Doppleganger .......................................................................................23
  Black Blood Shaman .......................................................................................................24
  The Hooded Rider ..........................................................................................................25
  contents
  
  Introduction
  Introduction
  The Quarantine Zone is a place of mystery and fear. 
  Nestled up against the so-called "civilized" parts of 
  the city, it serves as a reminder to the citizens of 
  Malifaux that not even the prodigious might of the 
  Guild can completely hold back the influence of 
  Malifaux's native races. 
  Because of the size of the Quarantine Zone - nearly 
  half the city has been deemed too dangerous for 
  human occupation and hidden away behind tall 
  barricades - the Guild has divided it into different 
  districts according to the architecture, inhabitants, 
  or shared threats present in each area. Patrols take 
  much different steps to protect themselves from the 
  hordes of rats which infest the Warrens than they do 
  when preparing to enter the undead-choked streets 
  of Passage. Some districts, such as Cold Street and 
  Scapetown, are heavily populated by refugees who 
  are distrustful of Guild personnel, while others, 
  such as the haunted mansions of Strangerskeep or 
  the cursed Forlorn, contain threats that not even the 
  Witch Hunters have managed to fully understand.
  Beggartree, however, has always been unique among 
  its peers. The most western of all the Quarantine 
  Zone districts, it presses up against the edges of 
  the Knotwoods. In the hundred years between the 
  closing of the first Breach and its reopening, the 
  forest crept into Beggartree and claimed it for its 
  own. The streets are carpeted with moss and thorny 
  shrub, and the buildings are suffocated by clinging 
  vines and creepers, making the district almost seem 
  to be part of the forest rather than the city.
  More importantly, however, is the importance 
  that the district seems to hold for the Neverborn. 
  Whenever the dark moon Delios reaches its full 
  brilliance, the Neverborn creep into Beggartree to 
  perform mysterious rituals. The Guild doesn't know 
  the exact purpose of these rituals, but they know 
  that they can't allow them to be completed, whatever 
  their function. Every full moon, mercenaries and 
  Guild troops venture into Beggartree to drive the 
  Neverborn away, inadvertently watering the hungry 
  plants of Beggartree with their spilt blood.
  
  Introduction
  Player Name
  DestiNy stePs FulFileD
  exP.
  GuilD scriP
  miGht
  DeFeNce
  iNtellect
  WillPoWer
  Grace
  Walk
  charm
  charGe
  sPeeD
  WouNDs
  cuNNiNG
  heiGht
  resilieNce
  teNacity
  skill
  phisical
  phisical
  mental
  mental
  av
  ratiNG
  asPect
  FateD Name
  curreNt Pursuit
  statioN
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  Name
  sPecial
  av
  DamaGe
  raNGe
  tN
  caPacity
  reloaD
  ASPECTS
  ASPECTS
  ATTACKS
  ATTACKS
  DERIVED ASPECTS
  DERIVED ASPECTS
  SKILLS
  SKILLS
  Within These Pages
  Here's a list of what you'll find in this adventure!
  chapter 1: 
  INTRODUCTION
  This is the section you're reading now!
  chapter 2: 
  ADVENTURE
  The adventure is divided into three scenes detailing 
  the Fated's dealing with the Neverborn located in 
  the Quarantine Zone.
  The first scene presses the Fated into Beggartree, 
  angering a native Waldgeist.
  The second scene continues the travel through 
  Beggartree, culminating in a fight with some young 
  Nephilim.
  The third and final scene reveals the Neverborn 
  ritual that the Fated must stop or face disastrous 
  consequences.
  chapter 3: 
  FM CHARACTERS
  This section contains the stat blocks for the various 
  adversaries the Fated might encounter over the 
  course of the adventure, providing a quick reference 
  to make it easier for Fatemasters.
  Call Out Boxes
  There are many call out boxes like this one 
  scattered throughout the adventure.
  These boxes have two main functions. Boxes 
  like this one highlight rules or special notes 
  for the Fatemaster.
  Boxes like the box on the right are used to show 
  dialogue or description. They are intended to 
  be read by the Fatemaster aloud to the players. 
  Be careful, though; some are only intended to 
  be read if the Fated take certain actions or are 
  successful at certain challenges. 
  "Yeah, I was there." The drifter sighs, his 
  shoulders slumping at the admission. "It 
  only lasted a moment, and I still don't know 
  how I lived through it. There was only the 
  one Ortega, but she was so fast with that 
  gun of hers..." He shakes his head. "Two 
  of the bandits were dead before they even 
  realized she had drawn on them."
  His gaze becomes distant as the memory 
  comes back to him. "It was a ballet of death."
  
  Bad Moon Rising
  Adventure
  The Fated have been recruited by the Guild to help 
  clear out some Neverborn from the Quarantine Zone. 
  They might be employed by the Guild (especially if 
  they’ve upset one of their superiors in recent weeks), 
  working as freelance mercenaries (in which case the 
  Guild has promised them five scrip each for their 
  assistance, plus a bonus of two scrip per Neverborn 
  head they turn in upon the mission’s completion), 
  or helping out in exchange for the Guild pardoning 
  them from one (or more) previous crimes. 
  The Guild don't give the Fated much in the way of 
  information about the operation, save that it has 
  something to do with the Quarantine Zone and that 
  they should be prepared for heavy fighting. The 
  monthly raids into Beggartree are fairly well known 
  among mercenary circles as being easy money, so 
  if you wish to set up a bit of foreshadowing before 
  running this adventure, one of the Fated's mercenary 
  associates might participate in the Guild's raid of 
  Beggartree during the full moon prior to the one that 
  happens during this adventure. 
  This adventure takes place in the summer, but the 
  Fatemaster is welcome to change the season to fit his 
  or her campaign. For the most part, this just involves 
  adjusting the text boxes to alter the level of vegetation 
  present within Beggartree and on the Waldgeist the 
  Fated encounter in the first scene. 
  This adventure is combat-focused. It's intended 
  to challenge Fated with tough combats and strong 
  adversaries. During the battles, take advantage of 
  the Black Blood ability of Leshy and the Nephilim. 
  For example, have them position themselves next 
  to multiple characters, ensuring that every time they 
  are wounded their blood will burn their enemies. 
  If your group has access to Under Quarantine, then 
  Fated who suffer damage from Black Blood might 
  contract Blood Sickness, a supernatural disease 
  which is described on page 152 of that book. Even if 
  the Fated emerge victorious over the Nephilim, they 
  might carry the scars of their victory with them for 
  the rest of their lives.
  
  Prologue:
  INCURSION
  The Fated find themselves in the western Riverfront 
  Slums in the late evening, near the barricades of 
  the Quarantine Zone, along with a large crowd of 
  gathered mercenaries and Guild Guardsmen. Read 
  the following text:
  The crowd around the Fated is mostly comprised 
  of mercenaries and bounty hunters, but there are a 
  few uniformed members of the Guild Guard mixed 
  in with their number, moving among the crowd 
  to make sure that everyone is paying attention to 
  the sergeant, Bristol Daughtery. If the Fated are 
  noticeably disrespectful towards the sergeant, one of 
  the Guild Guard will cast them a glare to let them 
  know that it’s not appreciated.
  As Sergeant Daughtery continues, read the following:
  If the Fated are members of the Guild, they’ll have 
  around a dozen or so mercenaries attach themselves 
  to their “unit,” most with a fair amount of grumbling 
  about how they don’t understand why the Fated’s 
  lives are worth more than their own.
  The warm summer evening has brought 
  out fireflies that zip and weave between the 
  members of the gathered crowd, seemingly 
  unconcerned with their presence. The fireflies 
  are fat little creatures with larger bottoms than 
  the insects back on Earth, and as you watch, 
  a woman wearing a duster slaps one of the 
  bugs as it lands on her arm. She’s rewarded 
  with a smear of phosphorescent goo across 
  her arm and hand, which only serves to draw 
  a grimace of revulsion from her. 
  The low, muffled conversations of the crowd 
  are silenced when a bald man in a long, gray 
  coat steps up onto a soapbox, puts two fingers 
  in his mouth, and releases a piercing whistle. 
  “Everyone, listen up!” The crowd shifts as 
  they turn to face him, giving you a glimpse 
  of the ram’s head pin on his lapel and the 
  epaulets on his shoulders that mark him as a 
  Guild sergeant.
  The sergeant gestures to the tall barricade 
  behind him and the large clockwork gate 
  set in its side. “I know that we’ve got some 
  veterans here, but for you new recruits, this 
  here is the wall that separates us good, decent 
  folk from the Quarantine Zone and all of its 
  assorted horrors. The section of QZ next to 
  us is called Beggartree, for reasons that you’ll 
  figure out soon enough.” 
  There are a few chuckles from the crowd, 
  and the sergeant smirks as he continues. 
  “Now, most of the time, Beggartree is pretty 
  quiet, as far as the QZ goes, but every time 
  the first moon is full, those thrice-damned 
  Neverborn sneak in and start performing 
  their unwholesome rituals. So every full 
  moon we go in, guns blazing, and drive them 
  off. We don’t know just what they’re trying to 
  do, and we’re never going to find out because 
  we’re never going to let them finish.”
  The crowd murmurs its agreement. “Now,” 
  the sergeant continues, with another gesture 
  toward the barricade, “we’re going to take 
  this slow and careful. The gate opens at 11 
  o’clock, but once it shuts behind us, we can’t 
  open it again until tomorrow night. If you 
  want out of the QZ, you’ll have to return to 
  the gate with a Guardsman, who will clear 
  you and instruct the Guardsmen on the 
  barricades to lower ropes for you to climb 
  up.” He pauses to give a meaningful look 
  to the assembled crowd. “Bottom line, you 
  don’t get out without a member of the Guild 
  at your side. Remember that when it comes 
  to evacuating wounded Guardsmen, folks.”
  Adventure
  
  Scene 1:
  INTO THE FOREST...?
  Once the Fated are ready to enter the Quarantine 
  Zone, read the following text:
  Even for the Quarantine Zone, the district designated 
  as Beggartree is unique. The streets are broad and 
  paved with cobblestones, and were it not for all the 
  plants, it might almost be distinguished in the right 
  light. In a very real sense, however, Beggartree is 
  overrun with vegetation, from the thorny scrubs and 
  thick moss that covers the streets and iron fences 
  to the winding creepers that wrap around rusted 
  gaslights like choking parasites. Here and there, stout 
  trees have shoved aside entire buildings to make way 
  for their bulk. The entire district feels as if the city 
  picked a fight with the nearby forest… and lost.
  Have the Fated make TN 12 Centering Challenges. 
  On a failure, the strange environment, creepy 
  shadows, and full moon overhead end up unnerving 
  the character, causing her to suffer a -1 penalty 
  to her final duel totals for the rest of the night. If 
  the character achieves a Margin of Failure on this 
  Challenge, the penalty is increased to -2. 
  In any case, it doesn’t take long for the Guild forces 
  to be noticed by the Neverborn and set upon by the 
  district's guardians.
  If the Fated are Guild members, then read the 
  following text: 
  One of the guards on the barricade looks 
  up from her pocket watch and calls down 
  to the sergeant below. “Three minutes ‘til 
  the hour, sir!”
  The sergeant raises a hand in silent thanks, 
  then walks to the barricade’s clockwork gate 
  and removes a small fob watch from his 
  pocket. Instead of opening the watch, he slots 
  it into a small depression in the clockwork 
  gate and takes a step back. “Everyone get 
  ready,” he warns.
  The next few minutes pass in tense silence and 
  ends in a loud click from the clockwork gate. 
  You can hear the large gears within the gate 
  groaning in protest as it slowly swings open, 
  revealing the dark, forbidden part of the city 
  beyond. The sergeant snatches up his watch 
  from the gate and motions to the crowd with 
  one arm. “What are you waiting for? Move it, 
  move it! Get in there!”
  Each time the Guild forces come to a vine-
  choked cross-street or darkened courtyard, 
  Sergeant Daughtery motions to one of the 
  Guardsmen, directing them to take a dozen 
  Guardsmen to sweep the area. Rather than 
  waiting for their return, he pushes onward, 
  gradually spreading his forces across the 
  district in search of his Neverborn quarry. 
  “I don’t like this,” he says after half an 
  hour. Your group has dwindled down to 
  just Sergeant Daughtery, yourselves, and 
  five nervous mercenaries who are trying to 
  act brave to protect their reputations. “It’s 
  too quiet… we should have heard gunfire by 
  now. One of the teams should have…”
  His concerns are interrupted by the tree 
  branch that strikes him in the chest, 
  knocking him against the side of a partially 
  collapsed building all the way across the 
  street. One of the mercenaries swears as 
  the tree that struck the sergeant lurches 
  forward, its branches creaking in protest as 
  it uproots itself from the ground.
  Adventure
  
  The tree is actually an old Waldgeist named Leshy. 
  It considers any intrusion into its realm – namely, 
  this particular neighborhood of Beggartree – to be a 
  threat to its “forest” and responds with deadly force. 
  Its wrath was not just limited to humans, however, 
  and it had no compunction against attacking the 
  Nephilim that wandered into its realm… much to 
  their surprise. 
  Each time it smashed a Terror Tot beneath its roots 
  or smashed a Young Nephilim to the ground with 
  its branches, however, it would be splashed with 
  the Nephilim’s Black Blood. It took longer than it 
  usually does with humans, but eventually, the Black 
  Blood got into Leshy’s sap and transformed it into 
  something resembling a Nephilim hybrid. 
  There are a number of Terror 
  Tots – small, immature Nephilim 
  – riding in Leshy’s upper 
  branches. They throw things 
  down at the Fated and jeer at them 
  during the fight, and occasionally get 
  knocked from their perches and down 
  into the battle below. Leshy’s stats can be found on 
  page 19. 
  The Fated have the assistance of five subordinate 
  Mercenary characters during this fight. A Fated 
  character can command a single Mercenary with a 
  (1) Order Action, in which case the player controls 
  and flips for the Mercenary as 
  it takes its full turn after the 
  character’s turn.  The player 
  may not Cheat Fate for a 
  subordinate Mercenary. Your 
  players may find it easier to 
  control these Mercenaries if you 
  have copies of their stat blocks (pg. 
  21) ready to hand out to them at the 
  start of the battle.  
  During the battle, Leshy focuses on 
  the Fated while the Terror Tots that 
  fall from its branches attack the 
  Mercenaries. If you need to 
  give your Fated a moment 
  to catch their breath, 
  however, feel free 
  to have Leshy turn 
  its attention toward the Mercenaries for a round. 
  Keep track of how many rounds this battle lasts, as 
  it impacts how close Sergeant Daughtery will be to 
  death once the Fated check on him. 
  The moon is bright enough that the Fated do not 
  suffer any penalty for fighting at night.
  Adventure
  
  The Wounded Sergeant
  Once the battle is over, the Fated hear a groan from 
  Sergeant Daughtery. The Guild officer survived 
  Leshy’s attack, but only just; a TN 12 Notice 
  Challenge or a 10 Doctor Challenge reveals that his 
  back is broken and that he’s Bleeding Out. When 
  the Fated find him, he only has a certain number 
  of rounds (ten rounds minus however many rounds 
  the fight against Leshy lasted) until he perishes from 
  blood loss, to a minimum of one round. Even if the 
  fight lasted ten or more rounds, the Fated will still 
  find him alive (even if just barely). 
  The Fated can use healing magic to keep Daughtery 
  stable; each point of damage he heals extends the 
  number of rounds until he bleeds out by one round 
  per point of healing. The Mend Critical Magia is 
  more effective in this instance and will either mend 
  Daughtery’s back or stop his bleeding. 
  A character can also attempt to staunch Daughtery’s 
  bleeding and save his life with a TN 15 Doctor 
  Challenge. On a failure, the character may make 
  another attempt in a subsequent round, provided 
  that Daughtery does not die at the end of the round. 
  If a character achieves a Margin of Failure on this 
  Challenge, however, they make a gross mistake and 
  end up killing the poor Guild officer.
  Read the following text, choosing the Fated that 
  attempted (or succeeded) to help him as the target 
  of his gratitude:
  If Daughtery dies, he coughs up another gout of 
  blood and then perishes. If he survives, he just 
  passes out, and his shallow breathing indicates that 
  he survived the operation.
  Daughtery coughs as he reaches into his 
  blood-splattered coat and pulls out an 
  intricate fob watch. “You have to keep 
  this safe,” he murmurs, pressing it into 
  [FATED]’s hand. “Can’t let the wrong 
  people… or Neverborn… get ahold of it…” 
  He pulls his hand back to his mouth and 
  coughs blood into it. “…need to rest,” he 
  murmurs, closing his eyes. “Finish… the 
  mission. Make me… proud…” The sergeant 
  makes a vague gesture toward the west 
  before his hand falls weakly into his lap.
  The Barricade Watch
  Daughtery’s fob watch is one of the special clockwork devices that are used to open the 
  gates leading into and out of the Quarantine Zone. His particular watch is attuned to the gate 
  leading from the western Riverfront District into Beggartree, so it can only open that gate, 
  and even then, only at 11 pm. This double redundancy (triple redundancy, if you include 
  the Guild Guard posted at the gate) helps to protect the people of Malifaux City from the 
  horrors that lurk beyond the barricade walls. 
  Adventure
  
  Scene 2:
  THE FOUNTAIN
  The Fated can continue westward, as Daughtery 
  suggested, or attempt to retreat back to the barricade. 
  The latter option is unlikely to work; the Guild 
  Guard refuse to allow the Fated back up onto the 
  barricade without a Guardsmen to vouch for them. 
  If the Fated are Guild members or have Daughtery 
  with them, however, the Guard will lower ropes 
  and haul everyone back up to the safety of the 
  barricades. The Fated can abandon the adventure 
  here, if they so choose, though the Guardsmen at 
  the wall will make note that abandoning the mission 
  before its conclusion seems cowardly. If they 
  remain persistent in their desire to abandon the 
  mission, see the Conclusion section to determine 
  the consequences of their Actions. Heading back 
  into the Quarantine Zone allows them to continue 
  with the rest of the adventure. 
  Continuing westward, the Fated eventually come 
  across an open plaza containing a fountain. 
  Read the following text:
  The sounds of distant gunfire punctuate the night, always in small bursts, never lasting very 
  long. You’re not sure whether that means the Guild forces are cutting their enemies down in 
  quick bursts of violence or if they’re getting ambushed and killed before they can fight back, 
  but either way it’s unsettling. 
  The moon is still high in the sky when you come to the fountain. It’s built from white stones 
  that have become grimy with age, and the statue rising up from its center – a hunched beast 
  with a tentacle face and four spindly arms – sends a shiver up your spine whenever your gaze 
  settles upon it. 
  One side of the fountain has collapsed beneath the weight of a fallen construct. From the look 
  of its blocky body and multiple limbs, you’re guessing that it’s one of the Guild’s Peacekeepers, 
  but from the moss covering its sides and the vines that have twisted themselves between its 
  arm servos, it appears to have been here for some time. 
  Hunched down in front of the inactive construct are two of the Guild’s mercenaries, one 
  binding a wound in his leg and the other reloading his pistol. The second, a man with a large 
  mustache and sideburns, snaps up his pistol as he senses your presence, only to lower it a 
  moment later as he exhales in relief. “I guess we found the regrouping point, huh? You get 
  attacked by the little purple ones, too?”
  Adventure
  
  The mercenaries are Manfred Strand and Stanley 
  Garret; Garret is the one with the wounded leg. 
  They are members of the Guild force, but their 
  commander was killed in an ambush by “small, 
  purple-skinned Neverborn.” The two of them 
  retreated back to the fountain to find another group 
  to join; as far as they’re aware, the rest of their unit 
  is dead. 
  Strand and Garret will mention that as they were 
  fleeing, they passed a few of the small creatures 
  that were eating their fallen comrades and growing 
  larger right before their eyes. “I don’t know what was 
  happening,” Garret will say, “but it weren’t natural.” 
  He doesn’t relish the idea of fighting larger versions 
  of the creatures that attacked his unit. 
  What Garret doesn’t realize, however, is that the 
  actual Manfred Strand perished along with the rest 
  of their unit. The creature pretending to be Strand 
  is actually a Doppleganger who had been preparing 
  to shoot Garret in the head with Strand’s looted 
  pistol when the Fated showed up. For now, the 
  Doppleganger bides its time and plays along with 
  being Strand; its deception is good enough to fool 
  Garret, and the Fated, having never met the real 
  Strand, have no reason to doubt that he is who he 
  claims to be.
  The Fallen Peacekeeper
  The construct that has collapsed against the fountain 
  is a Peacekeeper, one of the large constructs the Guild 
  uses to hunt dangerous criminals. The Peacekeeper 
  is a casualty from an earlier mission, but the Guild 
  delayed its attempts to retrieve the machine over and 
  over again, effectively condemning the construct to 
  an undignified retirement. 
  The Fated can attempt to repair the Peacekeeper, but 
  doing so requires some scrap (likely scavenged from 
  nearby buildings), twenty minutes of work, and a TN 
  14 Artefacting Challenge. On a success, the Fated 
  manage to get the Peacekeeper operational again; its 
  servos whine and clank as it pulls itself upright and 
  waits for orders from the Fated. The Peacekeeper 
  chooses one character to be its master (most likely 
  a character wearing a Guild uniform or, failing 
  that, the character that repaired it) and becomes a 
  subordinate character for that Fated. Control of the 
  Peacekeeper can be passed to another character (or 
  characters) simply by ordering the Peacekeeper to 
  obey someone else’s commands. The stats for the 
  Damaged Peacekeeper can be found on page 22. 
  Alternatively, the Fated can attempt to crack open the 
  Peacekeeper’s armor to retrieve the Soulstone that 
  powers it. The hatch is locked and rusted, requiring 
  both a TN 12 Lockpicking Challenge and a TN 10 
  Labor Challenge (in that order) to open it. Once the 
  hatch has been opened, the Fated can loot the coin-
  sized, dull yellow Soulstone (Size 2, Quality 1, Total 
  Lade 3), from its mounting within the Peacekeeper. 
  Removing the Soulstone renders the 
  Peacekeeper nonfunctional.
  Adventure
  
  The Betrayal
  Once the Fated are ready to head out (possibly 
  with their new Peacekeeper), the Nephilim that 
  ambushed Garret’s unit catch up with them and 
  attack. Read the following text: 
  The winged creatures are Young Nephilim (pg. 20). 
  There are four of them, plus one additional Young 
  Nephilim per Fated character. They begin the battle 
  30 yards from the Fated and launch into the air on 
  their turns, using the Run Action to move 12 yards 
  per turn until they’re within range, at which point 
  they swoop down into melee range.
  During the battle, the Fated can command Garret 
  and Strand (and any Mercenaries that survived the 
  previous battle) as if they were subordinate characters; 
  use the Mercenary stats (pg. 21) to represent them.
  On the third round of combat, however, Strand 
  cannot be commanded by the Fated; he ignores 
  their orders. Instead, he acts on his own initiative, 
  using the Manfred Strand, Doppleganger stat block 
  (pg. 23). Strand uses his Action to attack the weakest 
  member of the group – preferably a spellcaster or 
  sniper – and focuses his attention upon dealing 
  with that character as quickly as possible before 
  moving on to the next. If the Young Nephilim are 
  reduced to two Nephilim or less, Strand copies the 
  appearance of a Fated that appears influential and 
  attempts to flee to safety; a Fated can chase him 
  down with a TN 12 Athletics Challenge, but on a 
  failure, the Doppleganger gets away. 
  The moon is bright enough that the Fated do not 
  suffer any penalty for fighting at night. 
  “We have company,” Garret says, lowering 
  himself down behind the edge of the 
  fountain for cover. “Looks like the grown 
  up versions of those little purple bastards.”
  He gestures up to the roof of a crumbling 
  building at the western edge of the plaza 
  and the winged creature that is perched 
  atop it. It looks to be about the size of a 
  human, but it’s difficult to make out much 
  more detail than its wings and gangly limbs 
  in the moonlight. 
  Other shapes rise up from behind the 
  building, remaining airborne for a moment 
  before landing upon the building’s roof 
  alongside the first. The winged creatures 
  appear to be gathering in number in 
  preparation for an assault on your position.
  Adventure
  
  Scene 3:
  THE RITUAL
  After the Fated have a few moments 
  to catch their breath and tend 
  to their Wounds following 
  the battle, read the following text:
  It takes about ten minutes to reach the source of 
  the pulsing light; the Fated can catch glimpses of 
  Terror Tots in the shadows, but they dart away as 
  soon as the Fated notice them. The shadows around 
  them grow longer and deeper as they head further 
  into Beggartree, with the vegetation becoming more 
  pronounced until it almost seems as if there’s more 
  forest around them than city. 
  You’ve no sooner dealt with the winged 
  Neverborn than there is a bright flash of 
  green light in the distance, in the direction 
  that the winged creatures came from. The 
  light fades to a slow, rhythmic pulse, almost 
  like a heartbeat, less intense than the initial 
  flash but still quite bright in the moonlit night. 
  A moment later, the ground shudders 
  beneath your feet. It’s not enough to knock 
  you to the ground, but it still sends a handful 
  of sleeping birds darting into the night sky 
  with squawks of confusion. Whatever is 
  happening in the west, it can’t be good.
  Adventure
  
  When the Fated arrive at the scene of the ritual, 
  read the following text:
  The plaza is roughly twenty yards in diameter, and 
  because of the roots and upturned cobblestones, the 
  ground within the plaza is considered to be Severe 
  terrain (which forces characters to move through 
  this terrain at half speed). Because of the canopy of 
  trees overhead, the Fated suffer a - penalty when 
  making z attacks unless their target is within the 
  3-yard diameter circle of moonlight at the plaza’s 
  center. The Fated begin the battle ten yards from 
  the two figures.
  The winged creature is a Black Blood Shaman (pg. 
  24). Through an elaborate magical ritual and plenty 
  of blood sacrifices – if the Fated investigate the area 
  after the battle, they will find intricate designs drawn 
  onto the ground in blood both black and red – it 
  has succeeded in summoning the Hooded Rider 
  to Beggartree (and the Guild has failed to stop its 
  ritual). The Shaman lingers at the back of the battle, 
  using its magic to hinder the Fated as the Hooded 
  Rider charges into battle with them. 
  The Hooded Rider (pg. 25) is a near mythical 
  creature that is said to chase the setting sun across 
  Malifaux, leaving death in its wake. It’s almost too 
  powerful for the Black Blood Shaman to control, 
  which is why the shaman intends to point the 
  Hooded Rider into the city and then stand back as it 
  reaps a path of death through humanity. 
  If your group is particularly skilled at combat, feel 
  free to have six Terror Tots (pg. 20) come rushing 
  into the battle from behind the Fated at the start of 
  the third turn. They try to avoid standing too close 
  to the Hooded Rider, out of fear of such a fabled 
  creature, and instead swarm over anyone that seems 
  to be injured or hanging back from melee. 
  When the Black Blood Shaman is reduced to half 
  or fewer Wounds, it takes to the air on its next 
  turn, flying up through the gap in the canopy and 
  away from the battle. When the Hooded Rider is 
  defeated, its mount rears up on its hind legs as the 
  two of them slowly fade away into green light. 
  You eventually find the source of the 
  pulsating light; tall knotwood trees rise up in 
  a roughly circular pattern around a ruined 
  plaza. The cobblestones of the street have 
  been upturned by the thick roots of these 
  trees, which are littered with discarded 
  corpses, most of which appear to be human, 
  though there are few of the purple-skinned 
  Neverborn piled atop the heaps as well.
  The branches of the trees all lean inward, 
  shielding the area beneath in shadow, save 
  for a column of moonlight that descends 
  downward from the gap at the canopy’s 
  center. In this silvery column of light is a 
  hooded figure with a wide-bladed sword. He’s 
  mounted atop a creature that you initially 
  mistake for an armored horse, until you 
  realize that its mane and tail are not waving in 
  an unfelt breeze, but rather are composed of 
  writhing snakes. Both are outlined in a faint 
  green glow.
  Standing next to and speaking with the 
  horseman is a winged Neverborn, similar to 
  the ones you just fought, save that it is slightly 
  taller and wearing some sort of ceremonial 
  skull headdress. It motions to you with an 
  outstretched finger, and the horseman’s 
  blank and pitiless gaze turns toward you. 
  “The trespassers,” the winged creature hisses, 
  its voice barely audible as it takes a step back 
  from the rider. “Begin the purge with these 
  ones, then move into the city.”
  Adventure
  
  Adventure
  
  Conclusion
  Once the Fated have defeated the Hooded Rider, 
  they will be able to trudge back to the barricade 
  gate without further incident; none of the skulking 
  Terror Tots want to mess with them after they 
  have dispatched such a powerful entity. 
  If the Fated are employed by the Guild, they can 
  easily get the Guardsmen on the barricades to 
  lower ropes for them to climb up; their superiors 
  will want a full report, and any Fated that is not in 
  immediate danger of perishing from her injuries 
  will likely spend the rest of the night filling out 
  paperwork while sipping at stale coffee. 
  If the Fated are not employed by the Guild, they 
  will likely have to bring Sergeant Daughtery (or his 
  corpse) back to the barricade in order to get the 
  Guardsmen to lower ropes down to them. Failing 
  that, the Fated will have to find some other way 
  to escape the Quarantine Zone… which could be 
  another adventure in itself. 
  Assuming the Fated are able to escape the 
  Quarantine Zone, the Guild questions them about 
  what happened in Beggartree, then pays them the 
  agreed upon mercenary rate (five scrip each, plus 
  two scrip per Neverborn head they turn in). If the 
  Fated return with the rebuilt Peacekeeper, the 
  Guild reclaims it and offers the Fated a 30 scrip 
  reward for returning their property. If the Fated 
  are more careful in how they get the Peacekeeper 
  out of Beggartree (perhaps marching it through the 
  sewers), then they might be able to keep it.
  Similarly, if Daughtery is killed during the adventure, 
  they can turn the fob watch that opens the Beggartree 
  gate over to the Guild for a 10 scrip reward. If he 
  survives and the Fated keep the watch, then they will 
  likely have to deal with Guild patrols hunting them 
  down to retrieve it.
  If the Fated are unable to stop the Hooded Rider 
  – perhaps they retreated from combat or just 
  abandoned the mission early – then it spends the 
  rest of the night rampaging through the Riverfront 
  Slums, indiscriminately killing anyone it comes 
  across. By the time it rides off at dawn, hundreds of 
  people are dead and the Guild is forced to declare 
  martial law in the district in order to collect the 
  bodies before the Resurrectionists haul them all 
  off into the shadows. The Malifaux Tattler tries 
  to spin the attacks off as some sort of Arcanist 
  terrorist attack, but the attempt comes off as half-
  hearted at best. 
  It was a clear victory for the Neverborn, and they are 
  sure to press this advantage in the weeks to come…
  Adventure
  
  Fatemaster Characters
  Fatemaster Characters
  The following pages contain the stat blocks for the 
  Fatemaster characters that the Fated are likely to 
  encounter over the course of the adventure. They 
  have been created with an eye toward ease of use by 
  the Fatemaster. 
  These stat blocks should provide Fatemasters with 
  everything they need to run the adventure and 
  provide a challenge to the Fated. 
  Depending on the situation, Fatemasters more 
  familiar with Through the Breach may want to adjust 
  some of these characters' Rank Values ahead of 
  time to create more or less of a challenge for their 
  players. In general, Fatemasters should be wary 
  about increasing the Rank Values of the characters 
  in this adventure more than a single point or two; 
  many of this adventure's adversaries are already 
  quite formidable in combat and placed in situations 
  to give them an advantage in combat against the 
  Fated. If the Fated don't have a chance at victory, 
  then their players are unlikely to have fun. 
  Because this adventure is focused around combat, it is 
  a good idea for Fatemasters to familiarize themselves 
  with the antagonists the Fated will encounter over 
  the course of the adventure to ensure that they are 
  being utilized to the full extent of their capabilities.
  Of particular note is the Black Blood of Leshy and the 
  various Nephilim of this adventure. Even if the Fated 
  cut down the Nephilim like a threshing machine 
  on harvest day, each wound they inflict upon their 
  Nephilim opponents will splash 
  them with corrosive blood, 
  unless the Fated are able 
  to deal with them at range. 
  Whether or not the Nephilim 
  exploit this ability (especially 
  Terror Tots) will make a 
  significant difference 
  in the adventure's 
  difficulty.
  
  Leshy, Corrupted Waldgeist
  The Waldgeist known as Leshy defended its 
  home in Beggartree from humans and Nephilim 
  alike, chasing the fast ones away and smashing the 
  slower ones beneath its thick branches. Over time, 
  however, its repeated pummeling of Terror Tots 
  and the occasional Young Nephilim took its toll 
  on the nature spirit, and repeated exposure to their 
  Black Blood corrupted Leshy and transformed it 
  into something resembling a Nephilim hybrid. 
  Now shunned by its fellow Waldgeists, Leshy's only 
  company are the Terror Tots that swing from its 
  branches and clamor back and forth when it rests 
  and cling to its branches for dear life when it decides 
  to patrol the borders of its home. On the nights 
  of the full moon, when the Nephilim presence in 
  Beggartree reaches its zenith, Leshy stomps forth 
  at the head of their forces, using its camouflage to 
  ambush unsuspecting Guild patrols. Those Terror 
  Tots foolish enough to disrupt its disguise by 
  chattering at their fellows are promptly thrown from 
  the Waldgeist's branches and squashed 
  underfoot, a chilling lesson in the 
  importance of keeping their 
  mouths shut while Leshy is 
  trying to hide.
  Leshy, Corrupted Waldgeist
  Might
  4
  Grace
  3
  Speed
  2
  Resilience
  3
  Charm
  0
  Intellect
  0
  Cunning
  3
  Tenacity
  3
  Enforcer (8), Living, Beast, Defiant, Swampfiend
  Defense
  4 (12)
  Walk
  5
  Height
  4
  Initiative
  5 (13)
  Willpower
  5 (13)
  Charge
  6
  Wounds
  10
  Skills: Enchanting 4, Leadership 3, Navigation 3, Notice 3, 
  Pugilism 2M, Toughness 4, Wilderness 5.
  Armor +2: Reduce all damage suffered by this character by 
  +2, to a minimum of 1. 
  Armor Training (x2): This character suffers no penalties 
  from its Armor. 
  Black Blood: All characters without Black Blood within 1 
  yard suffer 1 damage when this character suffers damage.
  Impatient Tots: At the start of this character's turn, if it is 
  Slow or Paralyzed, summon four Terror Tots adjacent 
  to this character. They may act normally on their initiative 
  this round.
  Perfect Camouflage (16): When this character is 
  standing still and unmoving during Narrative Time, 
  it requires a Notice Challenge (TN 16) to detect this 
  character as a threat.
  Unimpeded: This character ignores penalties for terrain 
  while taking Movement Actions.
  (1) Tree Branch (Pugilism + Might) 
  AV: 6M (14M)  =====  Rg: y2  ====== Resist: Df 
  Target suffers 2/4/5 damage. This character may push 
  the target up to 4 yards in any direction. 
  M Shake the Branches: Summon a Terror Tot adjacent 
  to this character for each M in the final duel total. The 
  Terror Tots take 2 damage (ignoring Black Blood) and 
  become Slow.
  (0) Rocks from the Branches (Leadership) 
  AV: 3 (11)  ========  Rg: z3  ====== Resist: Df 
  Target suffers 1/2/3 damage. This Action may be 
  declared while engaged and does not randomize when 
  firing into melee.
  Fatemaster Characters
  
  Nephilim
  Terror Tots and Young Nephilim are Nephilim at 
  different points in their life cycle. After the small, 
  purple-skinned Terror Tots have feasted on enough 
  blood, they rapidly (and painfully) grow into the 
  gangly, winged Young Nephilim. Throughout their 
  life, their Black Blood remains caustic to others. 
  Young Nephilim
  Might
  3
  Grace
  2
  Speed
  2
  Resilience
  2
  Charm
  -3
  Intellect
  -1
  Cunning
  2
  Tenacity
  3
  Minion (6), Living, Nephilim
  Defense
  5 (11)
  Walk
  5
  Height
  2
  Initiative
  4 (10)
  Willpower
  5 (11)
  Charge
  6
  Wounds
  7
  Skills: Acrobatics 1, Athletics 2, Evade 3, Melee 2, 
  Navigation 1, Notice 2, Pugilism 3M, Toughness 2, 
  Track 2, Wilderness 2.
  Black Blood: All characters without Black Blood within 
  1 yard suffer 1 damage when this character suffers 
  damage. 
  Flight: This character is immune to falling damage 
  and may ignore any terrain or other characters when 
  moving. 
  Thirst For Blood: This character receives the Fast 
  Condition when a Living character within 3 yards is 
  killed by another friendly character.
  Mature: If this character kills a Living non-Nephilim 
  character of Enforcer, Henchman, or Master rank, or a 
  character with the Fated Characteristic, with a y attack, 
  it may feast upon the character's remains to become a 
  Mature Nephilim (Fatemaster's Almanac, pg. 177). All 
  damage and Conditions on this character are removed. 
  (1)  Talons (Pugilism) 
  AV: 6M (12M) ==== Rg: y1 ====== Resist: Df 
  Target suffers 2/4/5 damage. 
  R Blood Frenzy: After damaging, take this Action 
  again against the same target. 
  M Toss Away: After damaging, push the target up 
  to 4 yards in any direction. 
  M Feed the Brood: After killing the target, push the 
  target's corpse up to 4 yards in any direction. If 
  the corpse ends within the engagement range of 
  a friendly Terror Tot, that Terror Tot may count 
  as having killed the target for the purposes of its 
  Grow ability. 
  Terror Tot
  Might
  1
  Grace
  3
  Speed
  4
  Resilience
  0
  Charm
  -2
  Intellect
  0
  Cunning
  2
  Tenacity
  3
  Minion (5), Living, Nephilim
  Defense
  6 (11)
  Walk
  6
  Height
  1
  Initiative
  5 (10)
  Willpower
  5 (10)
  Charge
  8
  Wounds
  4
  Skills: Acrobatics 1, Athletics 2, Melee 3, Notice 1, Stealth 2, 
  Track 1, Wilderness 1.
  Black Blood: All characters without Black Blood within 
  1 yard suffer 1 damage when this character suffers 
  damage. 
  Pounce: When an enemy character ends a push or move 
  within this character's engagement range that is not 
  part of a Walk or Charge Action, this character may 
  immediately take a (1) AP melee attack against the 
  character without spending AP.
  Grow: If this character kills a Living non-Nephilim character 
  with a y attack, it may feast upon the character's 
  remains to become a Young Nephilim. All damage and 
  Conditions on this character are removed. 
  (1)  Cutting Implements (Melee) 
  AV: 4 (9) ==== Rg: y1 ====== Resist: Df 
  Target suffers 1/2/4 damage. 
  (0)  Sprint (Athletics) 
  This character may discard a card to take a Walk 
  Action.
  Fatemaster Characters
  
  Mercenaries
  Mercenaries are men and women who are willing 
  to do just about anything for the right price. Some 
  of them are picky in their contracts, never taking 
  jobs that involve killing someone with children or 
  anything having to do with the Guild, while others 
  have fully embraced capitalism and are willing to do 
  just about anything, provided the price is right. 
  Two weapons are common to the mercenary on 
  a budget: the Brahk'blade and the Volyer Patent 
  Revolving pistol. The former was mass produced 
  by the Guild to arm those on the front lines of 
  reclaiming Malifaux City from the Neverborn when 
  the Breach first reopened. 
  The great battle the Guild was expecting never 
  came, however, and most of these serviceable but 
  shoddy weapons were discarded or pawned off by 
  their owners and then picked up on the cheap by 
  mercenaries looking to save a few extra scrip on a 
  melee weapon. Brahk'blades are one of the best 
  melee weapons that money can buy for someone 
  on a budget. They're reliable, large enough to be a 
  threat in melee, and light enough to use them in one 
  hand while carrying a pistol in the other.
  The Volyer Patent Revolving pistol has a much 
  longer history. These firearms were some of the first 
  revolvers available to the general public, and they 
  have proven themselves as reliable weapons in the 
  decades since. They're seen as something of a relic 
  today, but the Volyer Patent Revolvings were well-
  crafted, and they are as good of a gun today as they 
  were when they first entered the market.
  The Mercenaries present in this adventure have been 
  rounded up by the Guild to disrupt a Neverborn 
  ritual deep within the Quarantine Zone. It's a regular 
  occurence, and some of these mercenaries have 
  accompanied the Guild on prior raids of Beggartree. 
  Others are as new to the mission as the Fated and 
  are just hoping to survive long enough to collect 
  their pay.
  Mercenary
  Might
  2
  Grace
  2
  Speed
  -1
  Resilience
  1
  Charm
  0
  Intellect
  -1
  Cunning
  2
  Tenacity
  1
  Minion (5), Living, Mercenary
  Defense
  4 (9)
  Walk
  4
  Height
  2
  Initiative
  1 (6)
  Willpower
  4 (9)
  Charge
  4
  Wounds
  6
  Skills: Centering 2, Evade 2, Intimidate 1, Labor 2, Melee 2, 
  Notice 2, Pistol 3, Scrutiny 2, Toughness 1.
  Reckless: At the start of this character's turn, it may suffer 1 
  damage to gain 1 additional General AP.
  (1) Brahk'blade (Melee) 
  AV: 4 (9)  =========  Rg: y2  ====== Resist: Df 
  Target suffers 2/3/4 damage. This weapon may not 
  declare Triggers.
  (1) Volyer Patent Revolving (Pistol) 
  AV: 5 (10)  ======== Rg: z10  ====== Resist: Df 
  Target suffers 2/3/4 damage. Capacity 7, Reload 4. 
  M Ricochet: After damaging, another character within 3 
  yards of the target suffers 1/2/4 damage. This damage flip 
  may not be cheated.
  When Mercenaries Get 
  Attacked
  Since Mercenaries only flip cards when 
  being directly controlled by the Fated 
  as a result of the (1) Order Action, they 
  are automatically hit by an attacker if the 
  attacker's final duel total is equal to or 
  higher than their defense. 
  If the attacker ties the Mercenary's 
  Defense or beats it by up to four points, the 
  attack deals Weak damage. If the attacker 
  beats the Mercenary's total by five to nine 
  points, the attack instead deals Moderate 
  damage. Any higher deals Severe damage.
  Mercenaries reduced to zero Wounds or 
  less immediately fall unconscious.
  Fatemaster Characters
  
  Damaged Peacekeeper
  Peacekeepers are widely accepted to be one of the 
  Guild's most advanced and deadly constructs. They 
  were originally designed as support for the Guild's 
  special division teams, but with the growth of those 
  branches in the years since their founding, the 
  Peacekeeper has been gradually rotated back into 
  deployment alongside the Guild Guard to combat 
  threats that are simply beyond their capabilities. 
  Peacekeepers can thus be seen patrolling the streets 
  of Downtown or even the slums when the Guild 
  wants to send a clear message to its enemies (and 
  the city's residents) that they're still the faction with 
  the biggest guns (or, in the case of the Peacekeepers, 
  the biggest chain harpoons). The appearance of one 
  of these spider-like machines is a sure sign that a 
  criminal has attracted considerable attention from 
  the Guild's officers... and that their lifespan is now 
  measured in minutes, rather than days. 
  This particular Peacekeeper was part of an earlier 
  raid into Beggartree. It was destroyed and left 
  behind by retreating Guild forces, where it waited, 
  inert, until being reactivated by the Fated. Its armor 
  is falling off in places, and its aim is a bit shaky, but 
  it's still a juggernaut of destruction that will certainly 
  prove to be a valuable ally for the Fated.
  Damaged Peacekeeper
  Might
  4
  Grace
  -2
  Speed
  -2
  Resilience
  3
  Charm
  -5
  Intellect
  -5
  Cunning
  -5
  Tenacity
  -5
  Enforcer (8), Construct
  Defense
  1 (9)
  Walk
  3
  Height
  3
  Initiative
  -1 (7)
  Willpower
  2 (10)
  Charge
  3
  Wounds
  10
  Skills: Heavy Guns 1, Notice 1, Pneumatics 2, Toughness 4.
  Armor +1: Reduce all damage suffered by this character by 
  +1, to a minimum of 1. 
  Hard to Wound +1: Damage flips against this character 
  suffer -.
  (1) Mechanical Claws (Pneumatic) 
  AV: 6 (14)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 3/4/5 damage. 
  R Critical Strike: When damaging, deal 1 additional 
  damage for each R in the final duel total.
  (1) Heavy Chain Harpoon (Heavy Guns) 
  AV: 5 (13)  ======== Rg: z10  ====== Resist: Df 
  Target suffers 2/3/5 damage and gains Slow. Capacity 1, 
  Reload 1. 
  R Pull and Drag: After damaging, push the target 4 yards 
  toward this character. 
  Fatemaster Characters
  
  Manfred Strand
  Manfred Strand was a mercenary of meager 
  reputation; he usually saw his contracts to the end, 
  never tried to renegotiate his contract once it was 
  accepted, and never accepted a mission that seemed 
  too political in nature. This allowed him to live a life 
  of relative comfort; he might not have been able to 
  afford the finer things in life, but he could keep a 
  roof over his head and dinner on his plate, and that 
  was good enough for him. 
  Unfortunately, Manfred Strand was ambushed 
  by Terror Tots, killed, and eaten. The creature 
  that rejoined Stanley Garret, the only other 
  surviving member of Manfred's unit, is actually a 
  Doppleganger that has disguised itself in an attempt 
  to get closer to the lone mercenary and catch him 
  with his guard down. The arrival of the Fated has 
  delayed its plans... but not for very long. 
  The Doppleganger isn't directly involved in the plans 
  of the Black Blood Shaman performing the ritual to 
  summon the Hooded Rider, nor does it particularly 
  care whether or not the ritual succeeds. It merely 
  wishes to cause some chaos among the humans and 
  won't pass up the opportunity to 
  kill a few while their backs are 
  turned. It's only real goal is 
  to have the face of someone 
  influential when it finally runs 
  away from combat, so that it 
  can slip into Malifaux City 
  and cause even more chaos. 
  If the Doppleganger succeeds 
  in copying a Fated and escapes 
  into the night, the Fated will 
  likely find themselves in all 
  sorts of trouble when people 
  start reporting having seen the 
  Fated murdering innocent 
  victims throughout the city. 
  Can they catch a murderer 
  that wears their face?
  Manfred Strand, Doppleganger
  Might
  1
  Grace
  2
  Speed
  3
  Resilience
  1
  Charm
  2
  Intellect
  1
  Cunning
  3
  Tenacity
  3
  Enforcer (7), Living, Woe, Mimic
  Defense
  5 (12)
  Walk
  6
  Height
  2
  Initiative
  1 (6)
  Willpower
  5 (12)
  Charge
  7
  Wounds
  8
  Skills: Carouse 1, Convince 4, Deceive 5, Enchanting 4, 
  Forgery 3, Intimidate 2, Leadership 2, Melee 3, Notice 3, 
  Pick Pocket 2, Pistols 3, Scrutiny 3, Stealth 3, Toughness 3.
  Which One Is Real?: When another character randomizes 
  between targets in a melee involving this character, this 
  character may discard a card to have the attack target a 
  character of its choice.
  (1) Sharp Knife (Melee) 
  AV: 4 (11)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 1/2/4 damage. If the target is engaged with 
  at least one other character it considers to be an enemy, 
  this attack deals +2 damage. 
  R Vital Strike: When damaging, this attack deals +2 
  damage and the target gains Slow.
  (1) Strand's Pistol (Pistol) 
  AV: 5 (10)  ======== Rg: z10  ====== Resist: Df 
  Target suffers 2/3/4 damage. Capacity 7, Reload 4.
  (0) Mimic (Enchanting) 
  This character changes its appearance (including clothing, 
  but not weapons) to match that of another humanoid 
  character within 8 yards. This duplication is perfect, 
  including the target's voice, scars, and birthmarks, even 
  if this character is unaware of them. If the target has 
  any pneumatic limbs, this character's body changes in 
  appearance and texture to mimic the pneumatic, but the 
  limbs in question do not actually become mechanical 
  (and thus cannot release bursts of steam or the like). This 
  change lasts until this character takes this Action again 
  (even if this character is killed).
  Fatemaster Characters
  
  Black Blood Shaman
  The Black Blood Shamans are the keepers of the oral 
  history of the Nephilim and the practitioners of their 
  unique brand of blood magic. They function as a 
  combination of teachers, storytellers, and mediators 
  in matters of disagreement between hunting packs. 
  This particular shaman has spent the past six months 
  gathering threads of power, weaving together a 
  gradual ritual intended to bind a force far more 
  powerful than itself into its service. The distraction 
  provided by Leshy and its fellow Nephilim held the 
  Guild off long enough for it to finish its blood rite 
  and summon the Hooded Rider to Beggartree.
  With the Hooded Rider unleashed onto Malifaux 
  City, the shaman intended to slip quietly back into 
  the shadows to watch it carve a path of slaughter 
  through the humans squatting in Malifaux City. The 
  arrival of the Fated - too late to stop the ritual but 
  still early enough to threaten its plans - is enough of 
  a threat that the shaman lingers in the area as they 
  battle the Hooded Rider. 
  The shaman uses its magic to slowly freeze their 
  blood, but it has no intention of fighting to the death; 
  from its point of view, the summoning of the Hooded 
  Rider was its victory. All that's left is to make certain 
  that the Rider is pointed in the right direction when 
  it begins its ride of carnage.
  Black Blood Shaman
  Might
  3
  Grace
  2
  Speed
  2
  Resilience
  2
  Charm
  -3
  Intellect
  2
  Cunning
  3
  Tenacity
  3
  Enforcer (7), Living, Nephilim
  Defense
  5 (12)
  Walk
  5
  Height
  2
  Initiative
  4 (11)
  Willpower
  5 (12)
  Charge
  6
  Wounds
  6
  Skills: Enchanting 3, Evade 3, Navigation 2, Notice 2, 
  Pugilism 3, Toughness 1, Track 2, Wilderness 2.
  Black Blood: All characters without Black blood within 1 
  yard suffer 1 damage when this character suffers damage.
  Flight: This character is immune to falling damage and may 
  ignore any terrain or other characters while moving.
  (1) Inhuman Claws (Pugilism) 
  AV: 6 (13)  ========  Rg: y1  ====== Resist: Df 
  Target suffers 2/3/5 damage.
  (1) Freeze the Blood (Enchanting + Cunning) 
  AV: 6 (13)  ========  Rg: 10 ======= Resist: Df 
  A Living target suffers 1/2/3 damage and becomes Slow. 
  If the target is already Slow, it is instead Paralyzed.
  Fatemaster Characters
  
  The Hooded Rider
  The Hooded Rider is a figure of legend within 
  Malifaux... just not one of the legends that the 
  humans brought with them from Earth. In fact, most 
  of the humans who have survived an encounter with 
  the Hooded Rider believe it to be a human that has 
  turned against its own people, most likely as a result 
  of Neverborn corruption. They are wrong.
  The Hooded Rider was released from its prison 
  by the Neverborn during the final days of the first 
  Breach, but its purpose was set before it long before 
  the inhabitants of Earth and Malifaux were aware 
  of each other's existence. Temporarily stolen away 
  from its eternal chase of the setting sun, the Hooded 
  Rider now seeks to fulfill the terms of its summoning 
  so that it might once again return to its mysterious 
  purpose. 
  The Hooded Rider
  Might
  4
  Grace
  2
  Speed
  3M
  Resilience
  3
  Charm
  -4
  Intellect
  2
  Cunning
  3
  Tenacity
  4
  Henchman (9), Living, Horseman
  Defense
  5M (14M)
  Walk
  6
  Height
  3
  Initiative
  6 (14)
  Willpower
  6 (15)
  Charge
  10
  Wounds
  10
  Skills: Athletics 3, Husbandry 5, Melee 3, Navigation 5, 
  Notice 3, Toughness 4, Wilderness 4.
  Chase the Morning Light: At the start of its turn, this 
  character gains the following Condition until the end 
  of Dramatic Time: "Chasing Reclamation +1: This 
  character adds +M to its final duel totals." 
  Df (M) Always Twilight: Reduce the damage suffered by 
  this character from this Action by 1 for each M in its final 
  duel total, to a minimum of 1. 
  Mounted Horseman: This character has enhanced Walk 
  and Charge Aspects. If this character would become 
  Paralyzed, it becomes Slow instead. It ignores penalties 
  for terrain while taking Movement Actions.
  (1) Midnight Blade (Melee) 
  AV: 7 (16)  ========  Rg: y2  ====== Resist: Df 
  Target suffers 2/3/5 damage. 
  M Retribution Comes to All: When damaging the target, this 
  attack deals +1 damage for each M in the final duel total 
  (max +3).
  (1) Revel in Carnage (Husbandry) 
  If this character has the Chasing Reclamation +4 or 
  higher Condition, it may end that Condition to perform 
  a Close Combat attack against every enemy character 
  within p10.
  Fatemaster Characters
  
  BAD MOON
  RISING
  
  The Nephilim have begun their ritual, 
  and it’s up to a brave few to stop 
  their plans. But to do so, they must 
  venture into the Quarantine Zone.
  Can you stop the Nephilim before 
  their plan is brought to fruition?
  Bad Moon Rising is a combat heavy 
  One Shot adventure for the Through 
  the Breach roleplaying game. It 
  requires the Fated Almanac to play.
  Get ready for a fight.
  WYRD-GAMES.NET
  © 2005-2016 Wyrd Miniatures, LLC
  trouble
  on the
  way
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - Penny Dreadful - One Shot - Bad Moon Rising.pdf