TEXT: NORTHERN 
  AGGRESSION
  
  Wyrd Miniatures, LLC  |  wyrd-games.net
  Customer Service Email - support@wyrd-games.net
  This book is printed under the copyright laws of the United States of America. Contents copyright ©2005-2015, 
  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 purposes only.
  MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2015. 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 ©2005-2015 Wyrd Miniatures, LLC.
  First printing: July 2015, Printed in South Korea.
  THROUGH THE BREACH - PENNY DREADFUL: NORTHERN AGGRESSION
  ISBN 978-0-9905896-3-1
  WYR30202
  Through the Breach books:
  The Fated Almanac 
  The Fatemaster’s Almanac
  Into the Steam
  Through the Breach adventures:
  In Defense of Innocence
  Northern Aggression
  
  This text is protected by the copyright laws of the United States of America. Contents copyright © 2005-2015, 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 2005-2015. The Wyrd logo, the MALIFAUX logo, the Through the Breach logo and all related character names, 
  places, and things are trademarks and copyright © 2005-2015 Wyrd Miniatures, LLC. The Malifaux game system is patent pending, serial no. 12/821,427
  NORTHERN 
  AGGRESSION
  
  credits
  WRITING
  Monte Lin
  ADDITIONAL WRITING
  Mason Crawford & Aaron Darland
  LEAD DESIGN
  Aaron Darland
  ADDITIONAL DESIGN
  Mason Crawford
  EDITING
  Kayli Ammen & Mason Crawford
  CREATIVE DIRECTION
  Nathan Caroland
  TTB LOGO ARTIST
  Patrick Guinane
  ART
  Lino Drieghe, Hardy Fowler, Jorge Gomez  
  & Ashlee Hynes 
  GRAPHIC & LAYOUT DESIGN
  Jorge Gomez & Aaron Darland
  PLAYTESTERS
  Giovanni Albino, Adam Baumeister, Jonathan Boynton, 
  Chris Bowers, Josiah Corey, Michael Foreman,  
  Trevor Fulton, Michelle Fuson, April Hergert,  
  David Ivey, Andrew Kornuta, Christopher Patton, 
  Joshua Pavlisko, Mark Rodgers & Liam Tennant
  
  introduction ...............................4
  Contents .........................................................................5
  A Guide..........................................................................6
  adventure ...........................................8
  Act I ...............................................................................9
  Act II ............................................................................24
  Act III ..........................................................................33
  Act IV ...........................................................................44
  people .....................................................65
  Major ............................................................................66
  Minor ...........................................................................78
  Enemies .......................................................................84
  complications ..........................90
  Act I .............................................................................90
  Act II ............................................................................94
  Act III ..........................................................................96
  Act IV ...........................................................................98
  appendices .....................................102
  contents
  
  Chapter 1: Introduction
  introduction
  Northern Aggression is a Penny Dreadful adventure 
  supplement for the Through the Breach RPG. It is 
  set up to provide enough material for four to five 
  gaming sessions and should provide a good challenge 
  for three to five players. 
  Each session, referred to as an Act, is broken down 
  into individual Scenes, each with all the information a 
  Fatemaster will need to run that part of the adventure. 
  If the players need a bit more of a challenge, we've 
  also provided a "Complications" chapter that comes 
  with a few interesting wrenches you can throw at their 
  characters to make things more interesting.
  This entire adventure takes place in the Northern 
  Hills. It serves as an introduction to the new options 
  and locations presented in Into the Steam. In addition 
  to taking advantage of some of the new mechanics 
  and creatures introduced in that book, Northern 
  Aggression introduces players to a variety of locations 
  across the Northern Hills.
  Although Northern Aggression is intended as a 
  companion piece, it is possible to run the adventure 
  without access to Into the Steam. The rules and 
  stats you need to run this adventure are included 
  in this book, so although they are largely building 
  on concepts presented in Into the Steam, the only 
  book you truly need to use this supplement is the 
  Fated Almanac. 
  Northern Aggression shows off many of the interesting 
  locales and people you might find in the North while 
  weaving an epic story that focuses on the dangers of 
  life outside the borders of Malifaux City.
  As this is a Penny Dreadful, if you are not a Fatemaster 
  who plans on running this adventure, read no further. 
  You wouldn't want to spoil the surprise!
  
  Chapter 1: Introduction
  contents
  This book is divided into four chapters. Each chapter 
  focuses on a different aspect of the multipart adventure.
  chapter 1: 
  INTRODUCTION
  This is the current chapter. It provides some 
  information on this supplement, how to best use it, 
  and an overall summary of the adventure.
  It also sets up the main antagonist of Northern 
  Aggression, whose allegiance can be determined with 
  a random card flip.
  chapter 2:  
  ADVENTURE
  The adventure makes up the bulk of Northern 
  Aggression. It is broken up into four Acts, each with 
  three main Scenes. Each Act is intended to be played 
  over a single game session (though Act IV can easily be 
  broken into multiple sessions if the Fatemaster wishes).
  chapter 3: 
  PEOPLE
  This chapter details the various people the Fated will 
  meet over the course of their journey. It contains 
  descriptions and backgrounds for every such 
  character as well as stat blocks for those characters 
  the Fated might face in combat.
  chapter 4:  
  COMPLICATIONS
  Sometimes, an adventure takes so long that it makes 
  more sense to split it into two sessions. Other times, 
  the Fated breeze through the story and need a bit 
  more content to fill out a full session. In either case, 
  the "Complications" chapter provides alternative 
  plot hooks that can be used to present additional 
  challenges to the players or to add a bit more action 
  or political intrigue to the session.
  Appendices
  These appendices provide Tarot Tie-ins, special 
  equipment information, and a new Advanced 
  Pursuit option for the players.
  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."
  
  Chapter 1: Introduction
  A GUIDE
  If you are new to Fatemastering or new to adventure 
  supplements, you may be intimidated by the amount 
  of information contained in this book. That's 
  understandable, but fear not!
  It is important to keep in mind that all the information 
  contained within this book is intended to be an aid 
  to you, as the Fatemaster, in the story you wish to 
  tell with your players. If there are portions of this 
  adventure that don't work for you, just skip them 
  and pick up the adventure at the next Act.
  As you make your way though the adventure, if 
  you're finding yourself wanting a bit more tension 
  in a scene, you can find options for doing that in 
  the "Complications" chapter. Or, if your players 
  seem to be moving too quickly through the action, 
  you can use the "Complications" chapter to throw 
  a wrench in their plans.
  After the adventure we have the People section. 
  Nothing makes a game come alive more than 
  complex Fatemaster characters. While there is 
  plenty of information contained in this chapter (and 
  you may find yourself referencing it regularly), feel 
  free to change the backgrounds and stats of each 
  character to suit the needs of your story.
  The appendix provides some additional information 
  for the Fatemaster. It includes information that 
  may come up for some groups but isn't likely to 
  come up for most. It also includes a new Advanced 
  Pursuit available to Fated who are playing through 
  Northern Aggression.
  summary
  The story starts out in the boomtown of Ridley. 
  As the major population hub of the North, all the 
  region's railways run through the town. There have 
  been a number of murders recently, and the Fated 
  will be brought in to help investigate the deaths and 
  identify the culprit.
  These investigations lead the Fated to a Guild 
  Contract Town called #34, a place too small and 
  insignificant to have a proper name. Here, the 
  players will hear rumors of something dangerous 
  within the mines. Further investigation reveals that 
  the source of the problems can be found atop the 
  mountain that looms over the Contract Town. 
  As the Fated journey up the mountain, they will 
  discover a large cathedral defended by strange 
  people. Inside the cathedral they learn of a plan to 
  wipe Ridley off the map.
  Rushing back to Ridley, the Fated find a large 
  population of refugees fleeing to Ridley to escape 
  the insanity plaguing their neighbors. The town is 
  concerned about the influx of so many refugees, 
  however, and when word reaches the town council 
  of the sudden bouts of madness the refugees have 
  brought with them, the people of Ridley take drastic 
  steps to wipe out the refugees and keep their town 
  safe.
  Northern Aggression is set up so that the main 
  antagonist can vary depending on the group that 
  is playing. It can easily be tailored so that a long-
  time enemy of the Fated is the mastermind behind 
  the plan. A more dastardly Fatemaster might 
  even make the villain one who is aligned with the 
  Fated’s interests.
  By default, the primary antagonist of this adventure is 
  George Blank. The Fatemaster should flip a card to 
  determine the identity of Blank's patron, which affects 
  his motivation and a number of other elements of this 
  adventure (see page on the right). As you go through 
  the adventure, you’ll see call-out boxes that reference 
  these suits and the ways that a specific villain changes 
  the overall flow of the adventure.
  It is also possible to use aspects from the different 
  choices with one another. It could be that a Guild 
  spellcaster has learned to harness the power of an 
  Insidious Madness to conduct his work, for example. 
  George Blank only plays a passing part in this 
  adventure, but he will will feature much more 
  prominently in Northern Sedition, the continuation 
  of Ridley's story. 
  
  Before you begin running the first Act, flip a card. 
  The overarching antagonist in Northern Aggression is determined by your flip, as below.
  t Marcus
  The Beastmaster is always running experiments 
  and tests on nature in the North. The Molemen 
  that now plague the region are his creations, as 
  are the Sabertooth Cerberuses that sometimes 
  prey upon lone travelers in the mountains. 
  In this adventure, Marcus is testing out a 
  new type of magic on the population in an 
  attempt to draw out their primal natures. 
  He needs an appropriate sample size to 
  ensure enough data points to draw valid 
  conclusions, and he's "volunteered" Ridley 
  to assist him in his research.
  The Cursed throughout the adventure have 
  bestial appearances and act like feral creatures, 
  and the Wrath Fetish takes the appearance of 
  a necklace carved from human bones.
  george blank's patron
  R Sonnia Criid
  The Guild has been trying to get a larger 
  foothold in the Northern Hills for some time, 
  and the first step to that is controlling Ridley. 
  By creating panic and danger throughout the 
  North, Sonnia hopes to drive the population 
  to Ridley, where the Guild will escalate the 
  situation before stepping back and allowing 
  the Northerners to kill each other. Once 
  enough Union leaders have been killed, the 
  Guild will swoop in to save the day (from a 
  problem their operative created). 
  The Cursed throughout the adventure remain 
  human but are clearly unhinged. The Wrath 
  Fetish is a brand of six claws pointing downward 
  in a semi-circle. It is also represented by a 
  branding iron with a similar design. 
  M Pandora
  The Death of Hope has trapped the essence 
  of an Insidious Madness, a creature of 
  nightmare and insanity, inside each of the 
  Wrath Fetishes. The Fetishes have become a 
  conduit for insanity, and Pandora is scattering 
  them across the Northern Hills in an attempt 
  to drive people out of the scattered northern 
  towns and toward Ridley. 
   
  Once the tensions between the refugees and 
  the town are close to the breaking point, she'll 
  give them a little shove and then sit back, 
  hugging her box to her chest as she watches 
  the beautiful chaos unfold in front of her. 
  The Cursed throughout the adventure remain 
  human but are clearly insane. The Wrath Fetish 
  takes the appearance of a small rag doll with a 
  hemp loop, allowing it to be worn like a necklace.
  C Jack Daw
  Jack Daw has been hanging around the 
  Northern Hills recently, and his very presence 
  has brought out the worst in its people. The 
  Wrath Fetishes are being used to attract 
  Daw's attention. People's guilt is driving them 
  to madness and bouts of uncontrolled, self-
  destructive rage.
  In a way, Jack Daw is an elemental force in 
  this adventure. He is drawn to acts of betrayal - 
  such as Aines' betrayal of Ambrose or Blank's 
  betrayal of Ridley - and has given Blank the 
  tools he needs to purge the guilty from the 
  city. But everyone is guilty of something...
  The Cursed throughout the adventure ramble 
  insanely about their various crimes, and the 
  Wrath Fetishes are each unique items that 
  played some part in their owner's crimes.
  
  adventure
  Chapter 2: Adventure, Act I
  The adventure for Northern Aggression is comprised 
  of four Acts, each divided out into its own section. 
  Each Act is designed as a single session but can be 
  lengthened to create a longer campaign in the North. 
  For example, Act IV can easily be divided into 
  multiple sessions.
  Fatemasters are encouraged to read the "Adventure" 
  and "Complications" chapters in advance to get the 
  feel of the adventure. In this way, they'll be better able 
  to adapt the story if the Fated are having an easier or 
  harder time of things (or if they start taking actions 
  that are not anticipated by the adventure, which always 
  seems to happen sooner or later).
  Keep in mind that all the information provided here 
  is a guide, and Fatemasters are encouraged to change 
  whatever facts, details, and values they wish in order 
  to make the most compelling story.
  Grab a seat and get ready to experience an epic adventure 
  that will take you from the streets of Ridley to the frozen 
  mountains of the Ten Peaks and back again!
  Tarot Tie Ins
  There are different Tarot Tie-In options for the 
  Fatemaster in the Appendix (page 103). These can 
  be used (or not) at your discretion and are provided 
  mainly as an inspiration for tying the destiny steps of 
  the Fated into the story.
  Each Tarot option provided is linked to a specific Act 
  and references the events that unfold during that part 
  of the adventure.
  Because this adventure is linked to Into the Steam, 
  it provides Tarot Tie-Ins from the Assembly Line 
  Tarot in addition to the Cross Roads Tarot.
  
  Chapter 2: Adventure, Act I
  ACT I 
  Act I begins in Ridley. Ridley is a major population 
  center in the North, second only to Malifaux City 
  itself. The boomtown is run by a local government 
  and is not under direct Guild control, though the 
  Guild does have significant oversight when it comes to 
  keeping its people safe. A train line connects Ridley 
  to Malifaux City, allowing safe passage across the 
  desolate Footprints, an arid region of deep canyons.
  The Guild is responsible for enforcing the law inside 
  Ridley, but the local government (which tends to be 
  filled with members of the M&SU) creates the legal 
  code. Should the government create a law that the 
  Guild doesn’t like, the Guild simply doesn't enforce 
  it, and if the Guild tries to take the law into its own 
  hands, the government just refuses to prosecute. It 
  is a precarious balance of power, and both sides are 
  eager to tip the scales in their favor. 
  It is between these two powers that the Fated begin 
  their adventure. There have been a series of brutal 
  and shocking deaths in Ridley, and both the Guild 
  and the local government are worried. They're trying 
  to keep the murders a secret; Ridley doesn’t need 
  rumors about a deranged madman roaming its streets. 
  Since this is the first Act, it is important that the Fated 
  begin the game connected to the storyline. If you 
  are using Northern Aggression as the start of a new 
  campaign, you can easily work the Fated’s different 
  allegiances into the story to create that investment.
  Regardless, you can find some quick and easy tie-ins 
  on page 10 that can help get the players involved in 
  the adventure.
  Before you begin this Act, it may be useful to reread 
  the section on Ridley in Into the Steam (page 18 of that 
  book). The details presented there will help prepare 
  you for running a session set inside the town's walls.
  
  Chapter 2: Adventure, Act I
  act i,  
  PROLOGUE
  Northern Aggression begins with the inconvenient 
  deaths of two M&SU laborers in the town of Ridley. 
  These deaths are due to an unsanctioned, though not 
  illegal, underground boxing match in the Quartz District.
  Both the Guild and the M&SU want to make sure 
  these deaths are quietly investigated. If the people 
  of Ridley start to think that a serial killer is on the 
  loose, it could create panic or even inspire copycat 
  killers. For once, both factions are in agreement: 
  they want the murderer found and put away quietly, 
  without it becoming a public spectacle. 
  Because of the nature of the crimes (and the political 
  climate of Ridley), certain groups in Ridley have 
  decided to reach out to find external assistance for 
  the problems. That's where the Fated come in.
  For everyone in Ridley, using investigators not directly 
  tied to them is about saving face and, if it comes to 
  it, having a scapegoat. The balance of power in the 
  biggest population center outside of Malifaux City is 
  tenuous, and no one wants to give anyone else any 
  more power, however fleeting. 
  Of course, if the Fated are successful, any faction 
  sponsoring them will be able to claim the Fated's 
  success as their own, so there are also many reasons 
  why the Fated might be directly tied to one group 
  or another.
  That Personal Connection
  To really hook the Fated in this adventure, you should 
  try to give them some personal stakes in the events 
  that are unfolding.
  For Fated interested in politics
  The political situation in Ridley is defined by the 
  antagonism between the Guild and the M&SU. Fated 
  that belong to either organization can easily be brought 
  in to assist in the investigation. Both the Guild and the 
  Union need trustworthy members to investigate the 
  deaths without drawing much attention, and the Fated 
  are the best they have in the area. Fated that don't 
  belong to either faction could be neutral (but trusted) 
  third parties.
  For Fated currently playing in an ongoing campaign
  Consider adding the following key players to an 
  adventure that will take place before the start of 
  Northern Aggression:  
  Piter Gigani (Guild): At the start of Northern 
  Aggression, Piter is a rising rapidly through the ranks 
  of the Guild. Prior to this, the Fated might encounter 
  him serving as a guard or other specialist, but they 
  should generally come away with the opinion that he 
  is trustworthy and a career soldier (which should make 
  seeing him in the position of a politician a bit of a double-
  take). See page 70 for more information on Piter.
  Amina Naidu (M&SU): Amina is a bureaucrat 
  and legal counsel for the Union and could end up 
  representing Union-aligned Fated in court. She should 
  come across as very competent and no-nonsense but 
  still sympathetic towards their plight. If the Fated 
  make a good impression, she might even be the one 
  that recommends them at the start of the adventure. 
  See page 68 for more information on Amina.
  Miriah Bahur-Garrot (Outcasts): The Fated 
  might have met Miriah at any Northern Hills town or 
  in Malifaux City. She should come across as serious 
  and unfettered, with an anger that seems to be just 
  held in check. When she becomes the fiery leader of 
  the refugees urging them to attack Ridley, none of the 
  players should be surprised. See page 74 for more 
  information on Miriah. 
  Who are these people?
  Many of the connections presented on this 
  page won't make a lot of sense unless you've 
  already read the entire adventure.
  If this is your first time reading through this 
  Penny Dreadful, don't be concerned if you 
  don't  understand these connections. They'll 
  start to make more sense as you read the 
  rest of the adventure and check out all the 
  characters presented in the "People" chapter 
  (page 65).
  
  Chapter 2: Adventure, Act I
  For Fated with the Criminal, 
  Drudge, Scrapper, or Wastrel Pursuits
  The Fated might not only know of the underground 
  boxing matches, they might have been among the 
  audience or even participated in the fights! They 
  would know about the local aristocrat, Wesley Aines, 
  who runs the circuit out of the Gilded Mandarin, an 
  old theater in the Quartz District. Some Asian thugs 
  handle the actual betting. The Union tolerates the 
  boxing so long as the participants don't lose work 
  hours, but the Guild would definitely try to shut the 
  matches down if it knew about them.
  The "You Do Not Talk About Pugilist’s Theater" 
  section in the "Complications" chapter (page 92) 
  might be useful if you wish to run the Fated through 
  some fights before the adventure begins in earnest. In 
  order to preserve the investigation elements of Act I, 
  the Fated should not be present for any deaths that 
  might result from the fights.
  For Fated with a wealthy background 
  or those with the Drudge or Wastrel Pursuits
  The characters know someone who has been 
  scammed out of money by Wesley Aines, the man 
  who runs the boxing circuit. Perhaps he even owes 
  the Fated some money. You can use this information 
  to encourage the players to pursue Aines in Act I, 
  Scene 3: Loose Ends.
  Alternatively, you can begin the adventure with 
  Kantor’s assault on Aines at the Gilded Mandarin 
  (perhaps after everyone but the Fated have gone 
  home), then have them chase Clementine Hayes (who 
  has their money), only to encounter Piter Gigani and 
  Amina Naidu in the middle of their investigation. This 
  setup requires a bit of work but can be very effective 
  with Fated that prefer to start off their adventures with 
  some action.
  If you wish to do this, Act I should start with the end 
  of Scene 2 and work backward to the beginning. 
  Once that is complete, the Fated can jump forward to 
  Scene 3, thus completing the whole Act, albeit a little 
  out of order.
  For Fated with the Academic, 
  Dabbler, Mage, Illusionist or Performer Pursuit
  The Fated might have been friends with Ester Ambrose, 
  a theater manager, writer, and actress. She had been 
  researching ancient Malifaux cultures as background 
  for a new play but has since gone missing. She might 
  have asked the Fated to gather some information for 
  her, but then failed to show up at the arranged meeting. 
  If they begin asking around, they find settlers who have 
  returned to Ridley with stories of haunted mines and 
  dead miners walking the passages. Perhaps Ester ran 
  afoul of some bad luck?
  If you go this route, the Fated may skip Act I entirely, 
  instead choosing to head north and find their friend. 
  This should work fine but might require a bit of work 
  from the Fatemaster when events come back around 
  to Ridley, as the players will not have encountered 
  some of the characters introduced in Act I. 
  For Fated with the Mercenary Pursuit 
  or Infiltrators allied with the Union
  Amina Naidu can offer a 20 Scrip retainer fee if the 
  Fated act as "neutral third parties" in the investigation, 
  with the caveat that they give important information 
  only to her. She will offer them a bonus upon the 
  capture of the murderer (provided they also find 
  enough evidence to convict them). Naidu will insist on 
  discretion, so the Fated will have no official support 
  from the government.
  For Fated with the Academic, 
  Criminal, Dabbler, or Tinkerer Pursuit
  The Fated might be brought on by George Blank 
  to help examine the body. He is a criminal under 
  contract to avoid a prison sentence, so those with 
  either criminal or investigative backgrounds might 
  know him. Blank would want the Fated to siphon 
  information about their investigation back to him, in 
  return for a small payment for each report. 
  For Fated with the Performer Pursuit
  Fated Performers might have moved to Ridley in 
  hopes of working at the Gilded Mandarin, only to 
  find out that its construction is behind schedule. 
  They might have known Ester Ambrose well enough 
  to know that she and Aines had a falling out. If the 
  character chooses to investigate the Gilded Mandarin, 
  she could witness Kantor’s assault on Aines and 
  become involved in the adventure that way.
  
  Chapter 2: Adventure, Act I
  act i, scene 1:  
  DEAD MEN TELL TALES
  The Fated are invited to meet with representatives of 
  the Guild and the M&SU to discuss a delicate matter. 
  They are asked to come to a secure location late 
  at night with instructions not inform anyone of the 
  appointment. If the Fated aren’t discreet and decide 
  to tell others about the appointment, this won't have 
  any immediate repercussions, but it might affect 
  Ridley's preparations when Act IV begins.
  When the Fated arrive at the secure location, some 
  plainclothes guards will verify their identity with some 
  brief but inconsequential questions (such as “What’s 
  your name, citizen?” or “What’s your business here, 
  friend?”). The guards are expecting the Fated but are 
  visibly nervous. Something big is happening, and they 
  just want to make certain that they're letting the right 
  people into the meeting. There's no need for any 
  duels to take place, but a bit of dialogue here should 
  show the tension of those involved.
  Once the identities of the Fated have been verified, 
  one of the guards will escort the Fated inside. The 
  building seems to have been in recent use, but it also 
  doesn't seem to be in regular use. There is a decent 
  level of disarray as if the place had once been a mess 
  but was recently cleaned up.
  Read the following as the Fated enter the room:
  At this makeshift morgue, the Fated meet many of the 
  key players in this adventure.
  The Guild is represented by Piter Gigani, a "true 
  believer" in the faction's fight for law and order. A 
  trained soldier rising rapidly through the ranks, he 
  deals with politics earnestly and transparently, which 
  will either garner him support or destroy him by 
  the time this adventure ends. Those with martial 
  backgrounds recognize the stance of a soldier; Gigani 
  is unphased by the corpses in the room. Piter Gigani's 
  stats can be found on page 70.
  Representing the Union is Amina Naidu, a government 
  bureaucrat who also serves as legal counsel for the 
  M&SU. Ambitious and serious, she constantly balances 
  the priorities of the Union with the plight of the miners. 
  It's clear that Naidu is putting up a strong front; the bodies, 
  the stench, or the situation (or perhaps a combination of 
  all of these) are distressing her greatly. Naidu's stats can 
  be found on page 68.
  The Secure Location
  If George Blank's Patron is Sonnia or Jack 
  Daw, the secure location is a library in the 
  Ivory District. The library is not open to the 
  public, and many of the books have been left 
  sitting out. If the Fated attempt to look through 
  the collection, the guards will remind them 
  that they are here for more important matters.
  If his Patron is Marcus or Pandora, the 
  secure location is an artisan’s foundry in the 
  Smelt District. Many tools have been left 
  about haphazardly, giving the impression that 
  the artisan who owns it vacated quickly and 
  has not come back.
  Three individuals look up from their 
  conversation, but your eyes are immediately 
  drawn to the bodies laid out on two tables in 
  the middle of the room. 
  The first cadaver is a bearded man dressed in 
  miner's clothing, with a hastily etched placard 
  reading “Cole Reed” set in front of him. His 
  body is covered in bruises, some of them a 
  disturbing purple and red. The second body 
  is also that of a man, but it lies in two pieces. 
  Entrails are piled neatly between the two halves 
  in a large bucket. A placard near the body 
  identifies it as belonging to “Gilly Wells.”
  As the grisly sight sinks in, you begin to 
  notice the accompanying stench. The 
  three individuals in the room are using 
  handkerchiefs doused with perfume to 
  overcome the smell, and they hand one to 
  each of you. The perfume helps with the rot-
  stench, but it does nothing to hide the sight.
  
  Chapter 2: Adventure, Act I
  The third member of the room is the tattooed ex-
  con George Blank. Unbeknownst to either Gigani 
  or Naidu, Blank is the primary antagonist of this 
  adventure and has been brought into the investigation 
  for one of a number of reasons, as described in his 
  motivation (see Blank's stats on page 66). 
  Blank works for either the Guild or the Union as a 
  contracted “learned expert.” He has been handling 
  the bodies, and anyone taking a closer inspection will 
  notice unpleasantness on his hands. Blank takes great 
  care not to touch anything other than the corpses and his 
  instruments until they have been washed. He remains 
  polite and deferential, never speaking out of turn.
  Amina Naidu will introduce all three of them with a 
  short description of their rank, station, or profession. 
  She will then say the following:
  The Redchapel Killer that Naidu references is a serial 
  killer who stalks the slums of Malifaux City. Neither 
  Naidu nor Gigani want to see this investigation gain 
  the sort of notoriety that surrounds that murderer; 
  Ridley makes a point of advertising itself as a safer 
  alternative to Malifaux City. 
  At this point, the Fated may attempt TN 12 Scrutiny 
  Challenges. On a success, they notice that Gigani 
  tenses up when Naidu mentions that they have no 
  idea how many other people have been murdered, as 
  if deliberately steeling himself to take a punch.
  If the Fated confront him about this, they need to 
  succeed on a TN 10 Convince Challenge to get him 
  to  come clean. Gigani is reluctant to give information 
  but is conflicted by his ethical nature. 
  If the Fated succeed, read the following:
  “Thank you, everyone, for coming on such 
  short notice,” Naidu says, covering her mouth 
  with the handkerchief. “I want everyone to 
  understand that this meeting is to be kept 
  confidential. Likewise, our conversation will 
  be kept off the books.”
  Naidu nods to the Guild Captain, and Gigani 
  begins his briefing. “These two men were 
  found at the outskirts of Ridley in a wagon. 
  The driver intended to throw the bodies 
  over the plateau edge but was interrupted by 
  a Guild patrol before that could happen. She 
  unleashed the horse from the cart and escaped 
  on horseback. We currently have patrols 
  searching for the driver and her horse, but the 
  wagon is out back if you want to take a look at 
  it when we're done here.”
  Naidu speaks up as he finishes. “Ridley is 
  growing quickly, but we're still a small town,” 
  she says. “We can’t have a murderer running 
  loose on our streets. We have no idea how 
  many other people have been murdered, if 
  any, but we want to end this quietly. Ridley 
  doesn't need a Redchapel Killer on its hands."
  Gigani clears his throat and gives Naidu 
  an apologetic look. “We...have proof of 
  other murders.”
  Naidu loses her disciplined visage and 
  practically snaps at him. “This is the first I’ve 
  heard of this! Are you withholding information 
  from me, Captain?”
  He shakes his head and holds up a hand to 
  allay her fears. “My superiors wanted to do a 
  thorough investigation to be certain that the 
  incidents were related. We didn’t want to 
  cause panic or raise false suspicions." Gigani 
  sighs softly. "But, in retrospect, that was a 
  mistake. There have been two other deaths, 
  each with similar bruising patterns as Mr. 
  Reed. They were discovered in their homes 
  over the course of the prior week. From our 
  investigation, we determined that they had 
  each suffered a beating, returned to their 
  homes, and expired.”
  Naidu sends a withering glare at Gigani. 
  “We need to have a private discussion after 
  this, Captain.”
  
  Chapter 2: Adventure, Act I
  If the Fated ask for more information, Gigani can 
  produce the official reports, but they don’t offer 
  much help other than confirming that the patterns of 
  bruising are consistent with "someone being slugged 
  really, really hard, over and over again." The reports 
  are signed by Ridley's Guild Coroner.
  If the Fated fail, Gigani says that it is “Guild 
  policy. I cannot speak of it, and it is unimportant 
  to this investigation.”
  Examination
  If they wish to examine the bodies, George Blank will 
  assist in doing so by manipulating the bodies at their 
  direction. The Fated may attempt a TN 11 Doctor, 
  Notice, or Pugilism Challenge with a + for George 
  Blank’s assistance. 
  If the Fated succeed, read the following: 
  If the Fated score at least one Margin of Success on 
  this Challenge, read this additional text as well:
  If the Fated ask George Blank for his opinion, he 
  claims that he does not have one, stating “I don’t want 
  to rule out any possibilities. I have been… sanctioned 
  in the past for being wrong.”
  There is not much more information that can be 
  gleaned from the corpses or Blank's opinion. There 
  are some valuable clues so far but nothing much to go 
  on from the bodies themselves.
  When the Fated are satisfied, Blank will cover the 
  bodies up with what was once a white sheet. Naidu 
  will guide everyone out of the room and into a more 
  comfortable area to talk. Blank takes a little longer 
  to join them as he pauses to wash his hands clean 
  after handling the bodies.
  The side room is barely large enough to comfortably 
  hold everyone. It is by far the most organized room 
  in the building, and the desk is stacked with neat 
  piles of paperwork pertaining to the investigation, 
  primarily reports detailing all the evidence that has 
  been gathered thus far.
  Both men have bruising only on the front 
  of their chests and faces, as well as on their 
  knuckles. From this, you can deduce that they 
  were both in a fistfight. Furthermore, from 
  the lack of bruising elsewhere on their bodies, 
  you can assume that it was likely a sanctioned 
  fight with defined rules of engagement. It was 
  probably some form of boxing match. 
  Considering the decay, you would guess 
  that Mr. Reed has been dead for a few days, 
  while Mr. Wells was killed earlier today. 
  Both men seemed to be physically fit and 
  in good condition, and the dirt beneath 
  their fingernails has the distinctive glitter of 
  Soulstone dust, which would suggest that they 
  were both miners.
  As you inspect the corpses, you notice that the 
  assistant, George Blank, remains very passive 
  throughout. He doesn't wear gloves, and as 
  he manipulates the corpses you can't help 
  but notice the ram tattoos on the backs of his 
  hands, marking him as a convicted criminal. 
  As Mr. Blank turns the body of Mr. Wells, you 
  notice some faint scratches on his skin, almost 
  like claw marks. They are shallow, unlike that 
  of an animal, and the spacing matches that 
  of a human hand. Someone with incredible 
  strength gouged out skin in several places.
  As for the dismemberment, there are no claw 
  or teeth marks to be found near the edges, 
  not even the cut of a knife to make the tearing 
  easier. The only conclusion is that someone 
  with supernatural strength beat Gilly Wells 
  into submission and then killed him by tearing 
  him in half. 
  
  Chapter 2: Adventure, Act I
  If the Fated are working for the Guild or the Union, 
  that faction is the one heading up the investigation, 
  which explains why the Fated have been assigned 
  to the case. If they are an independent third party, 
  then they are given control of the investigation out 
  of mutual distrust between the Guild and the Union. 
  Read the following text (adjusting as necessary if the 
  players are working for either the Guild or Union):
  Once the Fated have identified 
  the murderer and gathered 
  enough evidence for a 
  conviction, they are to 
  bring the evidence to 
  Gigani 
  and 
  Naidu, 
  at which point the 
  Guild will make the 
  necessary 
  arrest. 
  Neither Gigani nor 
  Naidu is interested 
  in vigilante justice (as 
  it would only draw 
  more attention to the 
  investigation).
  Gigani clears his throat and begins speaking. 
  "As you can see, these murders are quite 
  brutal. You can imagine why we're be worried 
  about this becoming our very own version of 
  the Redchapel Killer."
  "Unfortunately, 
  mobilizing 
  a 
  larger 
  investigation comes with certain challenges 
  in Ridley." He shoots a glance a Naidu, who 
  rolls her eyes. "It seemed easiest to get some 
  independent parties involved who could move 
  quickly and avoid all the blue tape."
  Naidu cuts in before he can say any more. "We 
  all want the streets to be safe from this killer. 
  It was deemed in everyone's best interests to 
  bring in some outside investigators." 
  She pauses, and when Gigani fails to comment 
  further, she continues, "We have the wagon 
  used to dispose of the bodies on site, but the 
  driver might be a bit trickier to find."
  Gigani nods in agreement. "We have some 
  resources we can put at your disposal, but for 
  the most part you're on your own. Report back 
  to us with your findings, and above all else, keep 
  this quiet. We don't need to cause a panic."
  With that, Gigani motions to Blank. "He'll take 
  you to the wagon so you can give it a once over."
  Blank gestures for you to follow him and heads 
  out of the room toward the building's exit.
  
  Chapter 2: Adventure, Act I
  act i, scene 2:  
  FACADE
  This scene focuses on the investigation of the murders 
  of Cole Reed and Gilly Wells. Depending upon 
  the clues the Fated managed to discover during the 
  examination of their bodies, there are a number of 
  ways that this Scene could play out.
  Leads
  The Fated have a few leads, but the best ones are the 
  wagon, its driver, and the horse she escaped on.
   
  Depending upon how the Fated were linked to the 
  adventure, they might already know of the underground 
  boxing rings or Wesley Aines' connection to them. 
  They might even choose to investigate the Gilded 
  Mandarin, skipping over Clementine Hayes entirely. 
  A Wagon Without a Driver
  The Guild brought the corpses to the secure location in 
  the same wagon they found them in, and it is parked right 
  around the back (with a new workhorse to pull it). The 
  wagon is old and run-down, and there's nothing much in 
  the back other than some discarded rope, a shovel, and 
  a dusty tarp. A more careful examination (TN 9 Notice 
  Challenge) reveals a shattered mason jar. From the smell 
  of it, the jar recently contained moonshine. 
  Though jar is shattered, the metal lid is still intact, 
  and the initials “D.L.” are carved in the top. Asking 
  around any of the local bars and saloons reveals 
  the existence a moonshiner by the name of Dimitri 
  Liakos (see page 82). 
  Dimitri cooks his mash out on the edges of town in the 
  Bronze District. If the Fated go to question him, he’s 
  busy cooking. He's also visibly agitated and waving his 
  shotgun around. In short, Liakos is an old coot. 
  With a TN 11 Bewitch duel (or by simply buying 
  a jar of his moonshine for .10 scrip), the Fated can 
  get Liakos to complain about a thief by the name of 
  Clementine Hayes. She was hanging around his shack 
  and bothering him about letting her drink the dregs 
  of his next batch for free, at least until he chased her 
  away. He never suspected that she’d be fast (or brave) 
  enough to steal a bottle of his 'shine. 
  Horsing Around
  If the Fated go back to the edge of town where the Guild 
  spotted the cart (way beyond the Quartz District), they 
  might be able to follow the horse's trail with a TN 12 
  Track duel. Once they find the horse, they’ll need to 
  make a TN 8 Husbandry duel to calm it down and take 
  it back to Ridley. On a failure, it flees over the edge of 
  the plateau, making a daring leap for freedom...which 
  ends in a surprised whinny and loud crunch.
  The brown quarter horse is pretty unremarkable (and 
  not too bright), but it is branded with a “Lazy S Crazy 
  4” (“lazy” means that the S turned 90 degrees on its 
  side and “crazy” means that the 4 is upside down). 
  If the Fated ask around, they're told that the brand 
  belongs to a horse rancher by the name of Anne Seely 
  (see page 82). 
  Seely has her own stable of horses in the Ivory district 
  and also does a brisk business training other horses. 
  If the Fated bring back the quarter horse, she is 
  delighted and even offers them a reward of 3 scrip (a 
  TN 10 Barter duel can get the reward up to 5 scrip). 
  She gladly explains that a layabout by the name of 
  Clementine Hayes startled this very horse, causing it 
  to rear up, break a fence, and gallop free. (“She and 
  this horse have about the same level of intelligence.”) 
  Then again, she never thought Hayes would be able 
  to track down the horse and get it tied to a wagon, so 
  perhaps neither are quite as dumb as she thought. If 
  the Fated express any further interest in Hayes, Seely 
  asks the Fated to get Hayes to pay her the .50 Scrip it 
  cost to fix the broken fence, if they could be so kind. 
  The Driver
  The Fated’s final lead is the driver of the wagon, 
  Clementine Hayes (see page 78). Attempts to locate 
  her are difficult, requiring a TN 13 Leadership or 
  Carouse Challenge and a few hours of asking around 
  about the wagon and the driver. If the Fated know 
  Hayes' name, they gain a + to their flip. If the Fated 
  succeed, they find Clementine Hayes drowning her 
  sorrows with some stolen whiskey in an alleyway. 
  Sadly for her, she’s too drunk to run away. 
  If the Fated fail, they don't have any luck in locating 
  Hayes. The next day, however, they are contacted 
  by Gigani and informed that the Guild has her in 
  custody. Because of the delay, when the Fated go to 
  look for Aines, he has already been killed by Kantor. 
  
  Chapter 2: Adventure, Act I
  The Interrogation
  Whether the Fated bring Hayes in for arrest or the 
  Guild takes her into custody, Naidu immediately 
  brings the law into effect; Hayes is a card-carrying 
  union member (surprisingly) and has a legal right to 
  a Union representative, which will take several hours 
  to acquire. For Gigani, this is unacceptable. Any delay 
  in the interrogation allows the murderer more time 
  to escape, and he believes that Hayes has critical 
  information (at no point does he believe that she 
  might be the murderer). 
  The Fated can side with either Gigani or Naidu on 
  this issue. Convincing Naidu to bend the law (via an 
  emergency clause) requires a TN 12 Bureaucracy or 
  Convince duel. Naidu demands to be present in the 
  interrogation, however, to prevent any violation of 
  Hayes’ rights. She worries that the Guild will resort 
  to "extreme methods" to make Hayes talk, but it ends 
  up being an empty concern; no torture or persuasion 
  is needed. 
  Siding with Naidu and delaying the interrogation 
  simply means dealing with downtime (and a cranky 
  Gigani) for several hours until a Union representative 
  arrives. This doesn't hinder the investigation; the Fated 
  still encounter Kantor as normal, but Wesley Aines 
  is dead when the Fated reach the Gilded Mandarin. 
  Thus are the consequences of delays. 
  Regardless of how the Fated find her or whether or 
  not she has a representative, it won't take much to get 
  Hayes to talk. She’s shaken up about what happened 
  and is looking to confess (or at least to get a little 
  sympathy for what she's been though). 
  When it's time for Hayes to confess, read the call-out 
  box in the next column.
  The confession's main clue is the mention of Wesley 
  Aines and the Gilded Mandarin. If Hayes was arrested, 
  Gigani holds her a few days, but Naidu eventually has 
  her charges reduced to a small fine (which the Union 
  pays on her behalf). 
  Gigani calls in some Guild Guards to help stake out 
  the theater, but both he and Naidu want the Fated 
  to enter the Mandarin and look around before they 
  launch an official raid (which is sure to draw plenty 
  of unwanted attention to their investigation). Neither 
  completely trusts Hayes, and they want to be certain 
  that Aines is involved before they move on him.
  Clementine Hayes’ hands shake but not from 
  whiskey. She rambles on for awhile about 
  being down on her luck but eventually comes 
  around to the topic of the dead boxers.
  “I ain't no killer, understand? I was told to 
  take those men and toss them off the plateau, 
  to just let the vultures an' hyenas take 'em 
  apart, but it weren't right. I was gonna do the 
  right thing, give 'em a proper burial out in the 
  ground, but then the guard seen me."
  She gives you a wretched look. "I ran an' left 
  'em. Of course I ran! You know what the 
  Guild does to people they catch with bodies? 
  Can you blame me?"
  Clementine makes a half-hearted attempt to pull 
  herself up straight, and when she talks, you get 
  the feeling that she's trying to convince herself 
  just as much as she's trying to convince you. 
  "I'm a good worker, an' I follow orders. I do 
  what I’m told. Mister Aines tells me to get the 
  bodies out of the Gilded Mandarin, I get them 
  out. But I ain't gonna just dump 'em in the 
  wilds like no bandit, neither. I still got to live 
  with ma'self afterwards, no matter how much 
  he pays me. I ain't a bad person."
  
  Chapter 2: Adventure, Act I
  The Gilded Mandarin
  The Gilded Mandarin is an ugly building on the 
  border between the Jade and Quartz districts. Wesley 
  Aines (see page 80) used his family’s money and 
  hired workers from the Jade District to gussy up 
  an old theater into a garish, exotified faux-Chinese 
  facade. Nobody in either district likes the theater's 
  new look, but it serves as the perfect mirror of Aines' 
  personality: overblown, showy, and expensive for the 
  sake of being expensive.
  The theater is still under construction. Fated that stake 
  the building out during the day will see Asian workers 
  carrying supplies into the building or applying garish 
  red and black paint to the exterior. Aines pays these 
  workers by the day but made the mistake of hiring 
  the foreman and workers all from the Jade district. 
  They have been deliberately working slowly since the 
  first day of the project in order to drag out the length 
  of the remodeling (and thus, increase how much he 
  pays them).
  The Fated may attempt TN 11 Scrutiny Challenges; 
  on a success, they notice that while the workers are 
  indeed making progress, they are dragging their 
  feet and seem in no particular hurry to finish their 
  current task. If questioned about this, the workers 
  feign an inability to speak English. Persistent Fated 
  will eventually learn that the workers are just trying to 
  make the job last as long as possible since Aines has 
  "plenty of scrip to spare."
  Aines holds regular underground boxing matches 
  in the basement of the theater. He's bribed the local 
  Guild guards to look the other way and brought on 
  Union workers to participate in the fights for prize 
  money. Bookies and loan sharks run the betting pools 
  and pocket a take of the losing bets before handing 
  the rest to Aines. He doesn’t know (or doesn’t care) 
  that they are cheating him out of his cut; he’s too busy 
  living the life of a decadent raconteur. 
  The fights attract a mixed crowd consisting primarily 
  of gamblers (looking to make money on the fights) 
  and the idle rich (looking to get a little illicit thrill). 
  When the Fated head out to the Gilded Mandarin, 
  read the following (adjusting as appropriate if the 
  Fated arrive at night):
  The Fated won’t find anything interesting in the theater 
  area. If they head upstairs to the offices, they are dark 
  and empty (unless Aines has been killed due to the 
  inaction of the Fated, in which case Aines' bookie, 
  Albert Jennings, is going through the office in search 
  of anything that might link him to the dead playboy; 
  see the Took Too Long section on page 21 for details).
  The stone floor of the basement is crudely marked 
  with a chalk line, forming a circle roughly 16 feet 
  in diameter. It's been doused with water in a hasty 
  attempt to clean up, but the red tint of bloodstains still 
  remains in multiple places. Scraps of betting papers, 
  some discarded food, and the occasional broken 
  bottle litter the floor.
  If Aines is still alive, at some point during their search 
  of the Gilded Mandarin they discover Gabriel Kantor 
  and Wesley Aines having an argument. 
  The exact location of the argument isn't important, 
  but the Fated should get the impression that they have 
  stumbled across an event already in progress. Fatemasters 
  are encouraged to change the look and mannerisms of 
  Kantor based on Blank's patron (i.e., more bestial for 
  Marcus, self-inflicted cuts for Daw, etc.). 
  The Quartz District is silent and peaceful, 
  but the Gilded Mandarin stands out from 
  the other buildings like a brightly colored 
  red, black, and golden boil. None of the 
  workers stop you or even look up from 
  their tasks as you enter the building.
  The ground floor of the Mandarin is a mess 
  of support beams, unfinished walls, and 
  dust-covered canvases. The theater isn't 
  much better and is little more than a sea of 
  wooden chairs, most of them missing their 
  velvet cushions.
  There are stairs leading up to the backstage 
  and offices and a door leading down into the 
  basement. Surprisingly, both sets of stairs have 
  been swept clean of dust and debris. 
  
  Chapter 2: Adventure, Act I
  When the Fated discover the argument, read 
  the following: 
  At this point, the Fated can plainly see the Wrath 
  Fetish on Kantor. The exact appearance of the 
  Wrath Fetish varies depending upon the identity of 
  George Blank's patron. See the Patron callout boxes 
  on page 7 for more details.
  The Fight
  Find the stats for Kantor on page 79.
  If the Fated don’t intervene, the next blow snaps 
  Aines’ neck, killing him. Kantor will then turn 
  his attention on the Fated. If the Fated do move 
  in, Kantor tosses Aines aside and fights against 
  them instead, screaming as he falls deeper into 
  his madness. By the start of the third round, he's 
  frothing at the mouth, glassy-eyed and rabid.
  At the start of Kantor's turn, his Wrath Fetish pulses 
  with power and attempts to infect anyone near him 
  with its anger (as per his Fetish Talent). Characters 
  that fail the Centering duel are overcome with rage 
  and lash out at the nearest character with whatever 
  weapon is at hand. If the Fated are unarmed, they 
  resort to Pugilism attacks in order to do as much 
  damage as they are able.
  If the Fated ask further questions about the Wrath 
  Fetish, encourage them to take a (1) Evaluate Action as 
  described in the Wrath Fetishes callout box on page 20.
  If the Fated brought some Guild backup with them, 
  the Fatemaster could choose to have the waiting Guild 
  guards storm the theater at this time. They arrive three 
  rounds after the first gunshot and can either assist the 
  Fated (perhaps a guard gets off a lucky shot that hits 
  the Wrath Fetish, destroying it) or get close enough to 
  become possessed by the Wrath Fetish as well (which 
  makes for a more difficult fight). 
  See page 88 for stats on the Guild Guards.
  You come across two men in the middle of 
  a violent argument. The first man is large, all 
  hard muscle and grit, and dressed in the garb 
  of a miner. He's holding the smaller man up off 
  the ground by his shirt as if it were the easiest 
  thing in the world. The smaller man is delicate 
  and beautiful in the way that ancient Greek 
  statues are beautful, but his face is battered 
  and contorted with fear and confusion.
  The smaller man pushes against the other's 
  chest, struggling to free himself from the vise-like 
  grip. "Kantor...why? We had an agreement..."
  The larger man - Kantor - laughs bitterly. 
  "Why, Aines? You take the blood and sweat 
  of honest workers and spend them like they 
  were scrip in your bank account. I’m just a 
  bloody dog to you, aren’t I?” He backhands 
  Aines across the face, hard enough that you 
  hear bone crack.  
  Aines whimpers as he paws ineffectually at the 
  larger Kantor. “If you w-want my share…”
  “I don’t want your blood money!” Kantor 
  pulls Aines closer, shouting the words in his 
  face. You can see a ghostly yellow aura start 
  to form around Kantor as he becomes more 
  upset. “You want someone to play the villain 
  in your little fights?”
  Kantor raises his meaty fist for one final strike. 
  “I'll be that villain, Aines.”
  A Very Angry Fireball
  The Enraged Condition forces the Fated to 
  attack those around them. Clever players 
  might choose to take this opportunity to 
  Cheat Fate with their low cards in order to 
  miss their friends, and this is perfectly fine 
  (and probably a good idea).
  However, if the Fated attempts to cast a 
  spell, the Fatemaster might have to step in 
  to prevent her from adding Immuto so the 
  spell becomes impossible to cast. In general, 
  non-damaging spells and those that require 
  a flipped 8+ to succeed shouldn't be allowed 
  on this attack.
  
  Chapter 2: Adventure, Act I
  Kantor Defeated
  If Gigani knows about the Fated investigating the 
  Gilded Mandarin and the guards have not already 
  arrived, they'll arrive at the end of the fight to "help out."
  If the Fated kill Kantor (he fights to the death), they 
  can find a few scrip on his body, along with a Union 
  membership card belonging to Johan Oster. If the 
  Fated do not search his body, one of the Guild 
  guards does so and brings the membership card 
  to Gigani's (and the Fated's) attention. If there are 
  no guards present at the theater, the membership 
  card is discovered during Kantor's autopsy. See 
  the Unanswered Questions section (page 22) for 
  more details.
  If the Fated manage to capture Kantor, he rages and 
  shouts nonsense whenever he's conscious - it's clear 
  that he's completely insane, little more than a raging 
  animal. If brought to Gigani's attention, he wants 
  to “put the man out of his misery” with a bullet to 
  “give the rest of us some peace.” Naidu reluctantly 
  concurs, though it's clearly a hard decision for her. 
  How can they prosecute someone who is no longer 
  human? Regardless, Kantor plays no more part in 
  this adventure.
  The guards quickly escort Aines, if still alive, off the 
  premises. Gigani spends some time debriefing the 
  Fated and letting them know they are welcome to be 
  a part of Aines' questioning.
  If the Fetish is destroyed, it can still be examined, 
  but its mystical energy has departed. If the Fetish is 
  not destroyed, it no longer seems to hold any magical 
  properties. See the Unanswered Questions section 
  (page 22) for information on examining the Fetish.
  Wrath Fetishes
  Some of the characters in this adventure (Kantor, 
  the Cursed, Ambrose, and the Transformed), 
  have the Fetish Talent, which has the potential to 
  grant characters the Enraged Condition. This is 
  a result of the rage curse that is contained within 
  that character's Wrath Fetish; if the Fetish is 
  destroyed, the character loses the Fetish Talent.
  In order to destroy a Wrath Fetish, the Fated 
  need to know what the Fetish looks like. This 
  can be done with the (1) Evaluate Action, which 
  requires the Fated to succeed on a TN 8 Notice 
  Challenge. Once the characters have identified a 
  Wrath Fetish, they can easily identify all further 
  Wrath Fetishes in this adventure without having 
  to take the Evaluate Action again. 
  JACK DAW: If Jack Daw is Blank's Patron, 
  the form of the Wrath Fetishes varies greatly 
  from one character to the next; the characters 
  must Evaluate each character with the Fetish 
  Talent separately in order to identify their 
  Wrath Fetish. Kantor's Fetish, for instance, is 
  a length of chain he wears wrapped around his 
  arm; it came from a mine pulley that snapped 
  and injured two workers, and it represents 
  Kantor's anger at the Union and their unsafe 
  working conditions.  
  Once a Wrath Fetish has been identified, 
  characters may target it with their attacks (treat 
  its Defense as 12). Damage inflicted against the 
  Wrath Fetish does not affect its wielder. At least 
  two points of damage destroys the Fetish and 
  removes the character's Fetish Talent. 
  SONNIA: If Sonnia is Blank's patron, the 
  Fetishes possessed by characters with the Fetish 
  Talent are actually brands upon their skin; the 
  Fated may not attempt to destroy these Wrath 
  Fetishes in the manner above. 
  This might not be the end of the Wrath Fetish's 
  influence. At the end of the session, each 
  character that gained the Enraged Condition 
  should be given the opportunity to take the 
  Rampager Advanced Pursuit (see page 106). 
  
  Chapter 2: Adventure, Act I
  Took Too Long
  If the Fated spend too long in their investigation, 
  it is entirely likely that Aines is killed by Kantor. 
  In this case, when the Fated arrive at the Gilded 
  Mandarin they don't encounter Kantor and 
  Aines but instead run into a scoundrel by the 
  name of Albert Jennings. 
  Albert Jennings is Wesley Aines’ bookie. 
  Aines loved to gamble with his friends, and 
  their simple game of cards quickly turned 
  into a regular boxing match between Union 
  workers. Jennings saw Wesley Aines as a way 
  to line his own pockets and started skimming 
  money off the top of Aines' winnings. 
  When Jennings saw Kantor tear Gilly Wells in 
  half, the bookie realized that things had crossed 
  a line. Deciding that he was done, he went to the 
  office in hopes of clearing out the safe (Aines 
  had already done so), removing any evidence 
  that might link him to Aines, and then leaving 
  Ridley for Malifaux.
  When the Fated arrive, Jennings is in the office, 
  tearing it apart, looking for any additional money 
  stashed in the usual hiding places. Jennings spills 
  the same information about Kantor and the 
  boxing matches as Aines but in a much more 
  forthright manner. He has nothing to lose and 
  is spooked by what he saw. 
  Jennings mentions that Aines was planning to 
  set up a traveling boxing exhibition, although 
  the bookie didn't think there was much profit 
  to be found in the dusty Northern Hills. He's 
  able to give the Fated the address to Kantor's 
  squalid apartment. 
  If the Fated somehow missed the clues pointing 
  towards the Gilded Mandarin, Gigani waits one 
  day before pressure from his superiors forces 
  him to organize a manhunt. By the end of the 
  day, they discover Aines' body, track down 
  Jennings, and convince the bookie to give 
  testimony implicating Kantor for the murders. 
  The Fated are invited to participate in the raid 
  on Kantor's apartment (by Naidu's request, as 
  she trusts them more than Gigani), along with a 
  half dozen Guild Guards.
  Regardless of how the Fated arrive at Kantor's 
  apartment, the fight plays out as described 
  previously. Read the following text:
  If there are any Guild Guards present (as a result 
  of the Guild storming the building), they might 
  fall under the influence of the Wrath Fetish; if 
  so, the resulting combat is a bloodbath. Gigani 
  is heavily chastised for his lack of leadership and 
  terrible planning, and he resolves to be more 
  careful from that moment on. If the Fated had 
  a friendship with him prior to this disaster, it 
  cools noticeably. 
  Kantor's apartment is a disorganized hovel. 
  Al the furniture has been torn up, broken, 
  and scattered all across the floor, leaving 
  little room to walk. 
  Inside the room, Kantor is standing still as a 
  statue by a window, blood dripping from his 
  hands. There is a mangled body at his feet.
  As he notices you, Kantor turns, revealing 
  that he is spattered with blood. Despite the 
  rage in his eyes, he seems tired and worn 
  out. A yellow glow begins to surround him 
  as his weight shifts, and then that weariness is 
  gone, replaced with anger and taut muscles.
  It's been only a moment, but he is about to 
  leap into action.
  
  Chapter 2: Adventure, Act I
  act i, scene 3:  
  LOOSE ENDS
  Once the matter at the Gilded Mandarin is settled, 
  both Gigani and Naidu will want to interrogate Aines 
  (if he survived). Surprisingly, Aines thinks of his 
  interrogation more as dinner theater with himself as 
  the star performer. 
  He spills his guts not only willingly but with flourish. 
  Read the following text to the players:
  Telling his story helps Aines regain his composure, 
  and when it is finished he starts requesting cigars, 
  whiskey, and perhaps a lovely person to tend to 
  his injuries. 
  If Gigani and Naidu are involved in the interrogation, 
  they remark that this will probably be the end of the 
  investigation; Kantor is dead (or captured) and Aines 
  will be tried as an accomplice to the murders. Both 
  Gigani and Naidu deny that the Guild or Union were 
  involved in the fights (which is true; Aines only had a 
  few people on his payroll).
  The boxing matches are shut down, and Aines 
  attempts to lessen his sentence by fingering his 
  accomplices in the Guild and Union (all of whom 
  end up having alibis). The Guild seizes the Gilded 
  Mandarin for its own purposes, and the Union extorts 
  Aines out of his family fortune through a series of 
  lawsuits on behalf of the families of the dead miners.
  Unanswered Questions
  Even though the investigation is over, there are still a 
  few loose ends for the Fated to investigate.
  Union Card
  Kantor had an M&SU union card on him, but it 
  belongs to someone else, a man named Johan Oster. 
  Naidu (or any Union official) can check their records 
  and inform the Fated that Johan is currently emplyed 
  at Guild Contract Town #34.
  Wrath Fetish
  No one is able to identify the Wrath Fetish. If it was 
  preserved, a TN 12 Enchanting Challenge can reveal 
  that it is was under a powerful Enchantment. No other 
  skills will reveal anything of note about the Wrath 
  Fetish. If the Fated show an interest in the Wrath 
  Fetish, Gigani or Naidu might ask them to retrace 
  Kantor's steps in order to make sure that there aren't 
  any more of these strange items out there.
  Somehow, despite the bruises, blood and cuts, 
  Wesley Aines’ hair remains perfectly coiffed. 
  He produces a cigar and some matches. “I’m 
  caught, correct?” He lights the cigar and takes 
  a few short puffs, amusement evident in his 
  eyes. “Should I be in shackles?
  “I started the Pugilist’s Theater. That’s true. 
  It’s all fun and games. Everyone is in on it. 
  The Guild, the Union...I even have a few fans 
  in Ridley’s government. They always have 
  some scrip to spend.”
  He inhales a drag from his cigar, his 
  expression becoming thoughtful. “Kantor…
  poor Gabe was a terrible wretch when I found 
  him. Riding on the back of a transport cart 
  like a pig! Ha! The man made an excellent 
  heel, grumbling and angry all the time. And a 
  face even a mother couldn’t love.
  "I was doing him a favor. It was good money, 
  and he could put his talents to use." Aines waves 
  his hand, dismissing an unspoken thought. "No, 
  not the boxing. The ugliness. That man was 
  born to be a villain. And why not make money 
  off that? People were getting bored of the fights. 
  Too straightforward. They needed some...
  theatricality." He chuckles. "A bit less murder, 
  perhaps, but Kantor was always a brute."
  
  Chapter 2: Adventure, Act I
  Next Assignment
  After the dust has settled, either Gigani or Naidu 
  (whoever the Fated favor more) pull the Fated to one 
  side. Read the following text: 
  Fatemasters can offer reasonable compensation or 
  influence in exchange for helping Gigani or Naidu. 
  Many Fated will be interested in forming a deeper 
  connection to either faction, while others will be 
  happy just to help.
  Try to properly entice them here: you know your 
  group best. The adventure works easiest if you get 
  them to come along willingly.
  Gigani or Naidu want the Fated to head up to the 
  #34 and speak with Oster to find out if he's somehow 
  involved with what happened to Kantor. If his 
  transformation was an accident, so be it, but if the 
  change was deliberate then they need to discover the 
  problem before anyone else is affected. 
  It is possible that the Fated won't want to leave Ridley 
  to pursue the investigation further. If this happens, 
  there are a few other hooks you can use to get them 
  up into Act II.
  Surveying
  Wesley Aines was pretty impressed with the Fated 
  and their handling of the situation (assuming he's 
  alive to be impressed). In gratitude for saving his life, 
  he offers them a job as surveyors in the Northern 
  Hills. He wants them to travel around and check out 
  different towns and mines that he might be able to 
  invest in (although he's really just looking for new 
  fighters and new places to have fights). They are to 
  pay particular attention to the health and quality of 
  the miners in each town.
  If they are interested in money, he'll promise them 
  some cash. In this case, the next part of the adventure 
  will need some changes so that it's not #34 the Fated 
  eventually arrive at, but a different mining town (in 
  order to keep the players from feeling railroaded).
  The Influence of the Fetish
  A more heavy-handed approach is to, over the next 
  several days, have a strange yellow aura surround 
  one of the players that gained the Enraged Condition 
  from the Wrath Fetish. It is likely that this push will 
  drive the Fated into the Northern Hills in search of 
  answers...and a cure.
  [Gigani/Naidu] looks around to make sure no 
  one is nearby.
  "There are a lot of things about this investigation 
  that just don't add up. Strange little bits like 
  Kantor's Union card or his superhuman 
  strength. I don't like it."
  "Officially, the investigation is over, but since 
  it was never on the books anyway... think you 
  might be able to look into things a bit further 
  for me? I'm sure I can have you appropriately 
  compensated, and we need to make sure this 
  doesn't come back to bite us."
  [He/She] takes a deep breath and tries to 
  gauge your feelings.
  "I think the next step is to find this Johan 
  Oster, and find out why Kantor had his 
  Union card. According to our records, he's in 
  a mining town up north, the #34. If this Oster 
  is somehow involved in this mess..." [Gigani/
  Naidu] unconsciously glances back toward the 
  makeshift morgue, "...well, I'd rather not have 
  this sort of thing happening elsewhere. We 
  can't leave anything to chance."
  
  Chapter 2: Adventure, Act II
  ACT II
  Act II takes the Fated to Guild Contract Town #34, 
  one of the many mining towns sprinkled across the 
  Northern Hills. The town, so small that it doesn’t have 
  a name, houses less than fifty souls, all desperately 
  hoping to unearth a rich vein of Soulstones to turn 
  their fortunes around. 
  Like the rest of the Guild Contract Towns, the miners 
  of #34 paid a fee to the Guild for the right to mine 
  in the area. In exchange, the Guild is supposed to 
  provide protection against claim jumpers and provide 
  the town with regular supply shipments. To no one’s 
  surprise, the Guild tends to more aggressively protect 
  the towns with lucrative Soulstone veins, and poor 
  settlements like #34 are often overlooked by the 
  Guild and left to their own devices. 
  Nestled at the base of a prominent mountain in the Ten 
  Peaks, the miners of #34 have had nothing but bad luck. 
  Poor Soulstone veins, frequent cave-ins and deaths, and 
  now a strange curse haunt the dying town. In truth, #34 
  is a few heartbeats away from becoming a ghost town. 
  The townsfolk are spooked and hungry, the 
  mines have been abandoned, and a number of 
  homesteaders have already pulled up stakes and 
  started to make their way back towards Ridley. 
  The townsfolk believe that Mineshaft #4 - the only 
  mineshaft to produce any Soulstones at all - is haunted 
  by the ghost of “the Bride,” a miner who was buried 
  alive in a cave-in shortly after the town was founded. 
  Those tunnels are the source of #34's woes, and 
  the Fated will have to enter Mineshaft #4 either to 
  retrieve Johan Oster’s body or to find out what drove 
  Gabriel Kantor mad. Within the mine, the Fated 
  won't discover any ghosts, only miners driven insane 
  by Wrath Fetishes.  
  act i i,  
  PROLOGUE
  The Fated have a few ways they can reach #34. The 
  easiest option it to walk, though that will take about six 
  days on foot, or half that if the Fated are mounted. While 
  traveling, the Fated may encounter some homesteaders 
  heading the opposite direction towards Ridley. 
  If the Fated appear trustworthy, the homesteaders 
  offer to share their campfire for the night. Even if the 
  Fated come across as a bit sketchy, the homesteaders 
  still warn them away from #34. "That town's cursed," 
  they say, shaking their heads sadly. "Folks say there's a 
  lot of that going 'round these days, but #34 got it worst 
  than most. I'd stay away if I were you."
  Alternatively, the Fated may choose to find a 
  stagecoach driver to take them to #34. The driver is 
  on his way north to deliver mail and offers the Fated 
  a ride if they agree to ride shotgun (literally). Read the 
  following if they agree:
  The ride is hard and the stagecoach's springs 
  are old and rusty. Vagabond Shrubs tumble by 
  as the coach rumbles on, and the red-brown 
  dust in the air makes it difficult to tell the 
  difference between ground and sky. The driver 
  breaks the silence with some idle conversation.
  “Ol' #34 was founded as a Soulstone mine, you 
  know, but lately they only dig ore. Plenty of 
  good people up in that town, but last I heard, 
  they were givin' some thought to packing it all 
  up and moving out." He shrugs his shoulders. 
  "Can't really blame 'em, either. Mines are 
  closing all over the North lately, and you gotta 
  go where the work takes you."
  The coach goes over a hard bump, and the 
  driver grunts. "Then again, most towns don't got 
  a haunted mountain glarin' down at 'em, either. 
  Surprised they stayed as long as they did."
  Number Soup
  Some of the towns and places in this act have 
  numbers instead of names. Contract Towns 
  are created and die out so quickly in the 
  Northern Hills that the Guild just gives them 
  a number to keep track of them; it's easier for 
  the accountants.
  
  Chapter 2: Adventure, Act II
  If the Fated express an interest in the "haunted 
  mountain," the driver shakes his head. "I’m not one 
  to speak ill of the dead," he says, "but when you get to 
  #34, ask 'em 'bout the legend of the Widower Boyle. 
  They know it better than anyone, I reckon." 
  The rest of the ride passes in relative peace. The 
  dust is so thick that face coverings hardly help, but 
  the landscape is still beautiful - like a well-preserved 
  corpse. Every now and then, the Fated pass a 
  few homesteaders heading south towards Ridley, 
  abandoning their homes due to "troubles up north." 
  The drive takes about three days, give or take. 
  Upon arrival, the Fated see a small town (a village 
  really) consisting of about a dozen buildings along a 
  dirt path. These include a Union lodge, some stables, 
  a smithy (abandoned), and a general store (closed). 
  Everything is run down, and nothing seems to be of 
  value (not even the nails on the buildings). There 
  are several more tiny shacks scattered about in a 
  haphazard manner; barely fifty people call #34 their 
  home, and that number is dwindling fast. 
  People head inside their homes or peer out at the 
  Fated as they arrive. If they took the stagecoach to 
  #34, the driver hands the mail (a couple of packages) 
  to the Fated and asks them to deliver it to the noted 
  recipients so that he can be on his way to the next stop 
  along his route. He won’t be back.
  act i i, scene 1:  
  #34
  These townsfolk have fallen on hard times, and the 
  community is in the process of falling apart. 
  If the Fated took the stagecoach and have packages 
  to deliver, the locals thank them and hand out the 
  contents (stale biscuits and some general supplies) 
  evenly to the other townsfolk. They ask if the Fated 
  have anything to sell or trade but will leave the 
  Fated to their own devices if they do not. If they do 
  have tradegoods, it quickly becomes apparent that 
  the townsfolk have almost no money or worldly 
  possessions to pay for them. Despite this, the 
  townsfolk will not accept charity; they are hard-
  working people, and their dignity is just about the 
  only thing they have left. They'll accept discounts but 
  won't be happy about it.
  For the most part, the townsfolk ignore the Fated and 
  give monosyllabic answers to questions. The Fated 
  should quickly get the impression that they are not 
  wanted or needed.
  Only one homesteader, Ingrid Oster (see page 81), has 
  the time and interest to talk to the Fated; everyone else is 
  either out surveying, drowning their sorrows, or packing 
  up their things. She approaches the Fated cautiously but 
  wants their help. Ingrid is quite frank about the fact that 
  her son was murdered in the "Bloody #4." 
  madness and murder!
  Ingrid explains that two or three weeks ago, a miner 
  went mad. This happens sometimes in Soulstone 
  mines, but usually not often enough to be worrisome 
  (or at least, so the Union tells them). However, the 
  town soon forgot about it, because her son Johan 
  discovered a rich vein of Soulstones in Mineshaft #4.
  The town was ecstatic and even threw a little 
  celebration  for her son ("the last good cheer this 
  town knew, before things turned bad"). Within a few 
  days, several more miners had gone mad and boiled 
  out of the mines in a gibbering horde of crazy. The 
  townsfolk fought them back into the mine, collapsed 
  the mineshaft, and held a mass service. 
  Ingrid has been traveling to Mineshaft #4 every day 
  since, slowly doing what she can to clear away the rubble. 
  Contract Town #26
  If the Fated refused to go to #34 but still 
  decide to travel north (likely on a job for 
  Aines), then it's easy enough to replace what 
  would have been #34 with #26. The town 
  might look slightly different (perhaps the 
  general store is still open), but otherwise Act 
  II plays out as described.
  The only real change that should be made 
  is to change Ingrid and Johan Oster's names 
  to Marie and Thomas Holt, and avoid any 
  reference to Johan's Union card. In this 
  case, Johan/Thomas was killed by his friend 
  Rodolf Nifterick (who is now one of the 
  Cursed within the Bloody #4). 
  
  Chapter 2: Adventure, Act II
  If the Fated ask Ingrid about her son or show her 
  Johan's Union card, she breaks down and begs them 
  to help her. Read the following text: 
  If they ask about Gabriel Kantor, read aloud or 
  paraphrase the following:
  Prodding any further about either her son or Kantor 
  will only bring tears to her eyes. You monster.
  The Bloody #4
  Ingrid Oster can give the Fated directions to 
  Mineshaft #4, which lies at the base of the mountain 
  the townsfolk call the Widower Boyle. It's about a 
  twenty minute walk from town.
  The entrance to the Bloody #4 has been collapsed. 
  Ingrid gets right to work at the rubble, lifting rock 
  by rock. If the whole town helps, the rubble might 
  be cleared within a few days, but with only one old 
  woman and the Fated, it could take weeks. 
  Nearby, the few miners who weren't lost in Bloody #4 
  - either from going crazy, being killed by their crazed 
  fellows, or having a mine dropped on their heads - are 
  hunting the base of the mountain in search of a good 
  place to start a new mine. These miners are the last 
  hope of getting #34 back on their feet, and they know 
  it. They've sent letters to the M&SU in Ridley for help 
  and have even petitioned the Guild for a loan, but 
  they haven't received a response from either. They're 
  angry, desperate, and a little hungry. Their plan is to 
  take their last cache of explosives, blow a hole in the 
  side of the mountain, and hope they get lucky. 
  The miners make an effort to keep Ingrid in sight, 
  although they are clearly uncomfortable with her 
  attempts to excavate Bloody #4. They know that she 
  won't make much of a dent in the rubble, but they 
  also don't have the heart to stop her. They all knew 
  and liked Johan and are equally troubled by his death 
  (not to mention the deaths of all their other friends 
  and fellow miners). 
  The miners don’t bother the Fated unless they make 
  an attempt to get into the #4 tunnel. Then they 
  confront the Fated, demanding that they stop "lest you 
  bring the curse back down on us." If the Fated don't 
  back off, they brawl bare-fisted (and perhaps use a 
  shovel), but they won’t go so far as to kill and back off 
  the moment a real weapon is drawn (use the Miner 
  stats on page 83). 
  The Fated can talk the miners into using their 
  explosives to open the Bloody #4 with a TN 14 
  Convince Challenge. If they attempt to use the 
  miners' guilt over Ingrid's situation to their advantage, 
  the Fated gain a + on this Challenge. On a success, 
  the miners sigh in resignation and agree to use their 
  dynamite to blow open the mine. 
  Ingrid's expression turns sour, as if you had 
  just stepped on a sore nerve. “You’d better not 
  give favor to rumors! Gabe loved my boy, and 
  my boy loved him. They were brothers, not by 
  blood, but by the mines. So you better not let 
  me catch you talking about how Gabriel Kantor 
  was a wicked man. He might not have been as 
  good as most, but he did right by my son.”
  Ingrid's eyes begin to water, but she fights 
  back the tears with pure stubbornness. “I’ve 
  buried plenty of sons and daughters with my 
  own two hands. Too many...too many by far. 
  Johan was my last, and this is the only time 
  I've not had a body to put into the earth." 
  Her voice becomes angry as she glances up 
  at the nearby mountain. "I can’t have my son 
  married to that damned mountain. I’m not 
  foolish enough to believe he’s still alive, but if 
  I have to, I’ll die digging him out from under 
  that bastard." 
  The anger departs, leaving her a tired old woman 
  again. "Please, help me bring back my boy.”
  
  Chapter 2: Adventure, Act II
  Alternatively, the Fated can find the miners' cache of 
  explosives and use it to blow open the rubble themselves. 
  The explosives are back in town in the Union lodge, 
  stored in a small, locked shed behind the building. The 
  Fated can open the shed with a TN 12 Lockpicking 
  Challenge. Breaking open the shed with melee weapons 
  is possible but likely to attract a great deal of attention 
  from the townsfolk and miners (none of whom take too 
  kindly to the theft of heavy explosives). 
  Of course, the Fated could always try to shoot off 
  the lock. If this happens, go ahead and flip a card off 
  the top of the deck. If it's a Ram, the bullet strikes 
  the dynamite, and the whole shed goes up in a huge 
  explosion. Characters anywhere near the explosion 
  must pass a TN 12 Toughness Challenge to avoid 
  exploding along with it.
  On a success, the character is knocked unconscious 
  and wakes up a few hours later under the care of one 
  of the townsfolk (likely with some permanent hearing 
  loss). On a failure, they suffer 4/6/8 damage and lose 
  one or more body parts as determined by a suit of their 
  choice in their Final Duel Total - Rams affect the chest, 
  Tomes the head, Crows the arms, and Masks the legs. 
  Note that this need not be a lethal accident; if the Fated 
  is interested, they could use this opportunity to take the 
  Augmented Pursuit at their next opportunity. In any 
  case, the character is unconscious for the rest of the Act 
  as the town's steamfitter works to save their life.
  If the Fated have their own explosives, they can use 
  them here. Keep in mind that most people are highly 
  skeptical of anyone who travels with their own dynamite.
  Once the Fated have the explosives, they need to 
  properly set them at the entrance to the mine, which 
  requires a TN 10 Explosives Challenge. A failure 
  still opens the mine but requires TN 12 Toughness 
  Challenges from anyone nearby (as described above). 
  The opening of the mine in this manner is the 
  climax of Scene 1, and the Fatemaster should make 
  certain to describe the preparations, the setting of the 
  explosives, the wait as the fuse hisses down, and the 
  eventual explosion in an epic manner. The explosion 
  seems to shake the entire mountain, and when they 
  peer through the settling dust and into the mineshaft, 
  it resembles a yawning maw opening wide to swallow 
  them whole.
  If the Fated stole the dynamite, the explosion draws 
  the attention of the remaining miners who are upset 
  that the Fated not only reopened the cursed mine but 
  also wasted #34's last chance at salvation in doing so. 
  A fight is likely (use Miner stats on page 83).
  Of course, the Fated could miss the dynamite or 
  decide  not to mess with it. In this case, their best bet 
  is to go back into town, knock on doors, and try to 
  talk the townsfolk into helping open Mineshaft #4. 
  This requires the following Ongoing Challenge:
  let's open the mine!
  • Skills Allowed: Convince, Leadership.
  • Target Number: 12
  • Duration: 10 minutes
  • Success Requirement: 8
  • Failure Requirement: 3
  Ingrid is well-liked among the townsfolk; if the Fated 
  use her son's body as the reasoning behind opening 
  up the mine, the TN of this Ongoing Challenge 
  drops down to 10. 
  On a success, the Fated manage to convince the 
  townsfolk to help open up the Bloody #4. Everyone 
  pitches in and convinces the miners to use their 
  explosives to blow open the mine (assuming the 
  explosives haven't already been used). Otherwise, it 
  takes two days of back-breaking labor to get the mine 
  back open; the Fated are exhausted after each day of 
  work (treat this as the Dazed Condition that only goes 
  away when they rest for 8 hours).
  On a catastrophic failure, the townsfolk get spooked 
  by the determination of the Fated to reopen the cursed 
  mine and begin to abandon #34 in droves; nobody wants 
  to be around when they finally manage to open the mine 
  back up. Within a day, the Fated and Ingrid are the only 
  people who remain in the North's newest ghost town.
  Under no circumstances will the townsfolk enter the 
  mine themselves. Even if the Fated do clear it out, the 
  miners let it sit for several days before gathering the 
  courage to enter its depths.
  If the Fated bring back Johan’s body from the mine, 
  Ingrid promises to pay them what little money her 
  son managed to save (5 Scrip). 
  
  Chapter 2: Adventure, Act II
  act ii, scene 2:  
  MINESHAFT 
  “BLOODY” #4
  This Scene revolves around the exploration of 
  Mineshaft #4. The numbers in front of each area's 
  description refer to the map on the following page.
  Throughout the mine, wooden support beams cross 
  the ceiling and occasionally form an “X” on the walls to 
  support patches of weaker earth. The mine gradually 
  slopes downward the deeper it goes into the mountain.
  Entrance
  The removal of the debris, whether through explosives 
  or backbreaking labor, reveals a long, horizontal 
  mineshaft. A mine cart rail runs down the middle of 
  the shaft, descending into the darkness; there is too 
  much debris to use it effectively within the mine. The 
  Fated need at least one lantern if they wish to have 
  any chance of seeing within the mine. 
  There is nothing here other than a few broken tools 
  and torn cloth. The Fated find scattered bones, dried 
  and stripped of any flesh; these are the remains of the 
  miners murdered before the collapse. A TN 9 Notice 
  Challenge reveals teeth marks in the bones, and a TN 
  10 Doctor Challenge identifies them as human.
  A hundred yards or so down this main shaft, the 
  Fated find two side branches. The left branch leads 
  to the miners’ storage lockers, while the right leads to 
  the building material storage room. 
  1. Personal Storage 
  The storage lockers are unlocked and contain hooks 
  to hang jackets and hats as well as a few pieces 
  of personal mining equipment, such as pickaxes. 
  The Fated can find some wallets containing a total 
  of 3 Scrip. The only surviving piece of advanced 
  equipment is a pneumatic water pump.
  2. Building Storage 
  The miners kept the extra rails, ties, and fasteners to 
  lay down additional tracks here. Equipment includes 
  sledgehammers and railroad spikes as well as wheels, 
  axles, and mine cart parts. 
  Main Shaft, upper half
  The main shaft continues for another two hundred and 
  fifty yards before it reaches any additional side passages 
  (Side Shaft A and Side Shaft B). The area looks relatively 
  well maintained, though a couple of ceiling supports 
  have cracked. A major earthquake or several months of 
  time will probably bury this shaft completely. 
  At the end of this section, the ceiling has collapsed, 
  cutting off the rest of the Main Shaft. Since the shaft 
  has a slight angle downward angle, two mine carts are 
  here at the collapsed section. Human bones, stripped 
  of flesh in the same manner as those at the entrance, lie 
  scattered amongst the debris. Torn clothing lies tossed 
  about, and the Fated can find 2 Scrip mixed in with the 
  clothing if they care to search. 
  Empty Chambers
  The mine contains several unremarkable and empty 
  chambers. Signs of work include hammers, pickaxes, 
  wooden supports haphazardly leaning against weak 
  rock, initials carved in the stone for claims, and 
  painted “X’s” marking areas where the miners are 
  forbidden to dig (due to structural instability).
  Abandoned Shafts
  There are several abandoned shafts where the miners 
  hit strong rock. They decided to make these sections 
  emergency stores in case of cave-ins. In the event of 
  earthquake, these are the mine's "safe spots." A few 
  shafts still have spare lanterns, dried jerky, and water. 
  The rest have been torn apart.
  3. Boarded Up Passages
  These are exploratory shafts that the miners 
  discontinued after hitting soft rock. They threw 
  up some extra support beams (to keep them from 
  collapsing and taking out the main shafts), boarded 
  the passages up, and posted various “Keep Out” and 
  “Danger” signs on the front. 
  Any sort of fighting in these rooms could cause a cave-
  in. The Fatemaster should consider using the Cave-In 
  Activated Hazard rules from Into the Steam during 
  any combat in these areas.
  One of these passages leads deeper into the “weird” 
  caverns. A steady trickle of muddy water flows from 
  here to the Small Sump. The boards over these passages 
  have been broken down with remarkable force. 
  
  Chapter 2: Adventure, Act II
  
  Chapter 2: Adventure, Act II
  Large Sump
  Black, murky, warm water trickles down into this 
  chamber and has pooled to a depth of a few feet. 
  The scent of rotten flesh fills the air, which disguises a 
  more dangerous threat; a heavy gas has settled in this 
  chamber that can be toxic if inhaled. Any Living Fated 
  that enter this room must pass a TN 10 Toughness 
  duel or gain the Dazed Condition until they spend 30 
  minutes recovering in fresh air (i.e., outside the mine). 
  Main Shaft, lower half
  The rest of the Main Shaft goes deeper into the 
  mountain and leads to the “weird” caverns. 
  Side Shaft A
  In this older shaft, the miners attempted to expand the 
  mine in their desperate search for Soulstones. After 
  the collapse of the Main Shaft, the miners decided to 
  make this the new main mine shaft. They widened 
  the shaft, added more supports, and put down a rail 
  track. The shaft curves inward toward the mountain. 
  A carved wooden sign with the letter “A” etched onto 
  its surface is nailed to a support beam at the entrance 
  to this shaft. 
  A trickle of muddy water flows from a boarded up 
  side passage (see Room 3) toward the Small Sump. 
  Small Sump
  To handle water runoff and any dangerous heavy 
  gasses, the miners dug a wide hole about 10 yards 
  deep, the bottom 4 yards of which is filled with 
  murky, brackish water. The remains of a broken 
  wooden fence line the pit. 
  Because of how quickly this hole was dug and how 
  poorly the miners were able to reinforce it before 
  it filled with water, any characters walking near the 
  edges of the hole must attempt a TN 10 Acrobatics 
  Challenge. On a failure, some of the ground gives way 
  beneath the Fated, and they fall into the hole, right 
  onto the floating, rotting body of a miner.
  Side Shaft B
  This shaft is relatively new; it doesn’t even have track 
  laid out yet. A wooden sign nailed to a support beam 
  at the entrance has the letter “B” scrawled on it.
  Weak Section in Shaft B
  The miners hadn’t had time to properly brace Shaft 
  B before the Cursed went on their rampage. Some 
  preliminary supports are up, but a Notice Challenge 
  (TN 8) reveals that they are already starting to bend 
  and crack under the pressure. 
  Any sort of fighting in these rooms could cause a cave-
  in. The Fatemaster should consider using the Cave-In 
  Activated Hazard rules from Into the Steam during any 
  combat in these areas. 
  Winch Elevator and Side Shaft C
  Branching out from Side Shaft A, the miners dug 
  down about 10 yards to create a vertical shaft. The 
  walls are braced with wooden crossbeams, and a 
  winch elevator allows the Fated to move up and 
  down between the two levels. At the top of the shaft, 
  a handwritten sign with a "C" on it has been nailed to 
  one of the support beams.
  The smell of rotten flesh is particularly strong here. 
  The Cursed brought the remains of the dead here to 
  serve as food. There isn’t much left, but the guts and 
  offal have pooled into multiple stank, rotting piles. 
  Two Cursed (see page 84) are here, tearing apart the 
  remains of one of their own. They are starving and 
  savage enough to kill each other for sustenance, but 
  the arrival of the Fated gives them a chance to vent 
  their rage on better targets...and to get some fresh 
  meat in the process.
  One of the Cursed uses a hardback book as a 
  bludgeoning weapon. The book, covered in blood 
  and gore, is a collection of love sonnets. If opened, the 
  Fated find that someone (Ester Ambrose) has written in 
  the margins. Phrases such as “the Mountain speaks to 
  me,” “the Furies on the peak have given me strength,” 
  “this madness is truer than any love,” and “Aines will 
  pay for what he did” are scattered all throughout the 
  book in increasingly incoherent handwriting.
  4. Johan’s Vein
  At the far end of Side Shaft A lies Johan Oster’s 
  body. His corpse rests behind an overturned mine 
  cart and is badly decayed but otherwise untouched 
  by the Cursed. What remains of his face bears a clear 
  resemblance to Ingrid Oster; he is undoubtedly her 
  son. A crumpled map peeks out from the front of his 
  torn shirt.
  
  Chapter 2: Adventure, Act II
  When the Wrath Fetish first took hold of Kantor, he 
  pummeled Johan, broke his back, and stalked off to 
  find something more mobile to assault. Johan clung 
  to life for a little while longer, drifting in and out of 
  consciousness. As he was near death, Ester Ambrose 
  approached him and offered aid but only if he promised 
  to seek revenge upon the man who had beaten him. 
  Despite what he had done, Johan still loved Kantor 
  like a brother and resisted the temptation. Ambrose 
  began monologuing, and Johan eventually passed out. 
  When he awoke, Ambrose was gone, and Johan was 
  able to scribble a few notes onto the back of his map. 
  When he heard her approaching again, he hid the 
  map inside his shirt and refused her offer. In return, 
  Ambrose snapped his neck and began gathering up 
  Soulstones from the vein.
  At this point, the Cursed stormed out of the mine and 
  descended on #34. Never one to turn down a good 
  distraction, Ambrose gathered up her Soulstones and 
  retreated back up the mountain, confident that her 
  experiments with the Wrath Fetishes had been a success. 
  The Soulstone vein rests a few feet away from Johan’s 
  body. Only two charges of Soulstone dust (Lade 1) 
  remain, but with some work, the Fated could manage 
  to pry a small Soulstone out of the vein. Doing so 
  requires a TN 14 Labor Challenge as well as the 
  proper tools and time. On a success, the Fated 
  manage to find a single Soulstone about the size of a 
  small coin (Size 2, Quality 0, Total Lade 2). Further 
  attempts at mining produce one charge of Soulstone 
  dust per success (to a maximum of five charges, when 
  the vein finally goes dry). 
  “Weird” Caverns
  While the Fated are in the “weird” sections of the 
  mine, all of their lamplight takes on a distinct red 
  glow. This doesn’t affect or obstruct their vision 
  though it might be disorientating. They can also hear 
  some off-tune singing coming from the direction of 
  the Screaming Chamber (see Act II, Scene 3).
  5. Faces of the Damned
  This cavern’s walls, ceilings, and floors are carved 
  with hundreds of near-humanoid faces, each with 
  varying numbers of eyes and mouths. No matter 
  where the Fated happen to be, the faces appear to 
  look directly at them. All of the faces seem to be 
  contorted into angry expressions.
  6. Ossuary
  An alarming number of bones line the walls of this 
  chamber. Nooks carved into the stone hold these 
  skeletons in a macabre display. A TN 10 Doctor 
  Challenge reveals that none of the bones are human; 
  they can only be the remains of dead Neverborn. 
  There may have once been more to this chamber, 
  but an ancient cave-in has buried the rest. 
  7. Heart Chamber
  The air is thick, oppressive, and warm in this chamber. 
  Worse yet, the stone beats rapidly like an excited heart. 
  Condensation flows down the walls like sweat; this is the 
  source of the water that trickles down into the Sumps.
  Lung Chamber
  The air here pulses in and out, thick and warm, in a 
  rhythm that seems reminiscent of breathing.
  8. The Screaming Chamber
  See Act II, Scene 3: The Screaming Chamber.
  Johan's Last Words
  Johan has scribbled his last words on the back 
  of a map of the mine, which he has hidden 
  in his shirt. He has also drawn an inverted 
  triangle - a mountain - and drawn an arrow 
  pointing towards its peak, which is circled. 
  The letter is as follows: 
  "Mamma and Gabe - 
  I dun have much tyme now. I can feel my 
  body getting culd. The Boyle Bride kame to 
  me. She wants my sul in ekschange for more 
  life. I want to see yu tu agin but I dun want to 
  hurt anywun. 
  She sayed she lerned how to make men mad 
  at the top of the Mountun. I figure if the curse 
  is up dere den the cure is up dere tu. Please 
  find the cure for Gabe. I dun hate him. Hes 
  my bruther. I dun want him to be sad about 
  what he did. It werent his fault.
  The Bride is commin bak. She wont get my 
  sul.Take care of momma Gabe.
  Goodby and luv, Johan"
  
  Chapter 2: Adventure, Act II
  act ii, scene 3: the 
  SCREAMING CHAMBER
  This Scene begins when the Fated enter the Screaming 
  Chamber. Several columns of rock connect the floor 
  to the ceiling here, and each has the color and texture 
  of pale flesh. The stone feels hard and unyielding but 
  has the warmth and smoothness of skin. 
  The far side of the chamber is composed entirely 
  of this fleshy stone. A Wrath Fetish hangs on the 
  wall from a rusty nail. A tiny trickle of a blood-like 
  substance oozes from the wound and trickles down 
  through the cavern toward the Heart Chamber. A 
  ghostly yellow aura surrounds the Fetish, similar to 
  the one around Kantor in Act I.
  The Fated should make TN 8 Horror duels upon 
  entering the chamber. It is disturbing in many ways, 
  and if they fail, they are paralyzed during the first 
  round of the upcoming combat.
  Three Cursed (see page 84) are here, singing an off-
  key and offbeat tune, the Ballad of Brianna Boyle. 
  The singing of these warped individuals does not 
  sound natural and is interspersed with bestial growls, 
  inhuman whispers, pathetic weeping, or cackling 
  laughter, as appropriate to the nature of the Cursed. 
  Read (or sing!) the following text to the players: 
  These Cursed still carry their workman tools and 
  stare at the Wrath Fetish as if entranced. When the 
  Fated enter the chamber, the Wrath Fetish begins to 
  shake and quiver, causing the Cursed to cease their 
  singing and turn around to attack the Fated. 
  Any sort of fighting in this room could cause a cave-
  in. The Fatemaster should consider using the Cave-In 
  Activated Hazard rules from Into the Steam during 
  any combat in these areas. If the characters cause a 
  Cave-In, instead of rocks and stone dropping down 
  upon them, it will  be chunks of severed flesh and 
  copious amounts of blood. In addition to the normal 
  effects of a Cave-In, the Fated (and only the Fated) 
  will have to make TN 10 Horror Duels. 
  In the rear of the chamber, a large crate is hidden 
  beneath a tarp (to protect it from the blood). The Fated 
  can easily discover the crate once the battle is over. 
  The crate is marked with either Guild or M&SU 
  markings (depending on which faction George Blank 
  works for) and has Ridley shipping marks. The half-
  empty crate holds enough climbing gear (rope, hooks, 
  pitons, hammers, crampons, and fur armor) for six 
  people. An inventory list that has been tucked into 
  the crate suggests that about half the gear is missing; 
  originally there had been enough climbing gear for a 
  dozen people.
  Taking advantage of this gear provides the Fated with 
  Fur Armor (see page 102), and the climbing tools give 
  the Fated a + to any Challenges they make as part 
  of the Climbing the Widower Ongoing Challenge in 
  Act III. If the Fated instead decide to sell the crate, it 
  fetches around 10 scrip back in Ridley.
  "On dark nights the lonely mountain sighs,
  “Give me a lady to love to nigh”
  Brianna Boyle a miner be true
  Her hair dust-black, her eyes be blue
  “That girl be mine,” the mountain did say
  Married her quick six feet down today
  Brianna Boyle, a drink to your man
  Brianna Boyle, you sleep in his bed
  O Brianna Boyle, was that your plan?
  To work the mines and be Bride to Death?"
  Mountain? What Mountain?
  It is possible that the Fated will miss the 
  clues on Johan Oster’s body, Ambrose’s 
  book of sonnets, or even the weird caverns, 
  and thus decide not to trek up the mountain. 
  If this happens and the Fated don't seem 
  intent on exploring any further, just skip to 
  Act IV and have the abandonment of #34 
  occur shortly after they return to town. 
  
  Chapter 2: Adventure, Act III
  ACT III
  Act III has the Fated climbing the Widower Boyle 
  to discover the identity of the "Bride" and to find the 
  source of the curse plaguing #34 (and, indeed, much 
  of the Northern Hills). Between the stories heard from 
  #34's townsfolk and the weird caverns in the mine, the 
  Fated should suspect that there is something about 
  the Widower Boyle that is supernatural. 
  Climbing the mountain is an exercise in endurance 
  for many reasons. Not only is the mountain locked 
  in a perpetual blizzard, but the influence of the curse 
  seems to shroud the entire mountain peak. The Fated 
  might succumb to their anger and rage on the way, 
  but if they resist the curse, they eventually reach the 
  Frozen Cathedral at the mountain's peak.
  Entering the Cathedral, the Fated come across 
  a wretched figure, Ester Ambrose, who is 
  communicating with an unknown co-conspirator 
  through an Aethervox. It is Ambrose who is 
  responsible for the Wrath Fetishes that have plagued 
  Ridley and #34, and here the Fated will learn of the 
  plan to drown Ridley in a whirlpool of madness. The 
  mining towns were merely a test run.
  Whether or not the Fated capture Ambrose, they 
  should uncover enough information about the 
  ritual to permanently dispel the curse clinging to the 
  mountain and learn that someone intends to unleash 
  that same madness upon Ridley. With nothing left 
  but desolation on the peak of the Widower Boyle, 
  the Fated have to return to #34.
  act iii,   
  PROLOGUE 
  When the Fated emerge from the Bloody #4, they 
  encounter the townsfolk, who are armed with 
  pickaxes, shovels, and hunting rifles. They expect the 
  Fated to turn mad and attack them, but when it is 
  clear that the Fated are in control of their own actions, 
  they ask if it's safe to go back into the mines. Even 
  if the Fated assure them that the curse has ended, it 
  will be a few days before anyone from #34 gathers up 
  enough courage to brave the Bloody #4 again.
  Ingrid inquires about her son, Johan. If the Fated 
  didn’t bring back his body, she descends into the 
  mine alone to retrieve him herself (and is be torn 
  apart if there are still any lingering Cursed). If they 
  bring back Johan's body, she buries his remains in the 
  center of the town square. In either case, Ingrid pays 
  the Fated what she promised (5 Scrip). Any attempt 
  to extract more out of her fails; she has nothing left to 
  give (seriously, stop bothering the poor woman). 
  As for the Fated, all signs point up toward the peak 
  of the Widower Boyle. Other than what the Fated 
  find in the mines, there is not much in terms of 
  supplies in #34. The general store has closed, and 
  most of the town's supplies have either been stolen 
  by thieves or sold to keep the town fed. If nothing 
  else, they might be able to either give or sell some 
  warm clothing to the Fated, depending on what the 
  town thinks of their presence. 
  If the Fated are uncertain as to what their next move 
  should be, you could have Gale Sorenson, a local 
  trapper, stumble down from the mountain, near 
  death.Whether or not she survives her injuries - deep 
  claw marks and a bite mark on her arm - she speaks of 
  "madmen" that ambushed her camp and attacked her. 
  She managed to escape but speaks feverishly about 
  the Wrath Fetishes around their necks (though she 
  does not know their proper name). She might even 
  have some climbing supplies that the Fated could 
  "borrow" if they missed the crate inside the mine. 
  It’s possible that the Fated will see no value in climbing 
  the mountain. After all, they have the illiterate words 
  of a dying man, the songs of madmen, the scrawls 
  of a madwoman, and the hiking equipment of 
  mysterious strangers to go on. If the Fated decide to 
  avoid the mountain, just have one of the townsfolk 
  (named Aaron) go crazy and attack his neighbor, 
  which is enough to convince the town to pack up 
  and join the mass evacuation of the other Contract 
  Towns in Act IV.
  The weather on the mountain is cold, and it gets worse 
  the higher the Fated get. They can see visible snow on 
  the peaks, and the shadowed parts of the mountain 
  have ice. It will be a dangerous journey, even for the 
  well-prepared.
  
  Chapter 2: Adventure, Act III
  act iii, scene 1:  
  CLIMBING  
  THE WIDOWER
  The Widower Boyle is sharp and craggy. Miners often 
  hike up the mountain looking for hidden Soulstone 
  veins, but the elements and the strangeness usually 
  chase them back down. As the Fated climb higher, the 
  wind sounds more and more like the wails of the dead. 
  Nevertheless, several trails wind and crisscross up the 
  sides of the mountain. Every year, some enterprising 
  explorer tries to climb the Widower; the lucky ones 
  lose their lives, each becoming another "bride of the 
  mountain," while the unlucky ones stumble back down 
  to civilization, crazed and mumbling incoherently. 
  The hike up the mountain is an Ongoing Challenge: 
  Climbing the Widower
  •  Skills Allowed: Athletics, Navigation, 
  Wilderness.
  • Target Number: 11
  • Duration: 2 hours
  • Success Requirement: 8
  • Failure Requirement: 4
  After each Duration, the Fated must check for 
  Hypothermia. The TN of this Ongoing Challenge 
  increases by +1 during nighttime hours.
  A Hypothermia check is a TN 9 Toughness 
  Challenge. On a failure, the character suffers 1/1/2 
  damage. Regardless of whether they pass or fail, 
  once the duel is resolved the character gains the 
  following Condition: “Frostbite +1: Whenever 
  this character suffers damage from the cold (such as 
  from Hypothermia or an Ice spell), she suffers +1 
  damage. Reduce the value of this Condition by 1 for 
  every hour this character spends in warmth.”
  As the Fated climb the mountain, they encounter a 
  number of events along its slopes, as described in the 
  Trails Up the Mountain callout box on the next page.  
  On a success, the characters manage to make it to 
  the mountain's peak. On a catastrophic failure, the 
  Fated encounter a sheer cliff face so tall and smooth 
  as to act like a mirror. They must backtrack and start 
  over again.
  The Mountain Climb
  There are a few trails leading up the Widower. The 
  man-made trails are marked with piled rocks about a 
  foot high, and tattered bits of bright red or blue cloth 
  help them stand out against the snow. The animal 
  trails are harder to find but more common. At the 
  base of the mountain, the Fated find a little vegetation 
  and a few rocky crags but nothing too difficult. 
  As the Fated climb the mountain, they might  be 
  overcome by the rage curse clinging to the mountain. 
  This should typically occur in times of stress or 
  frustration, such as after the characters experience 
  a catastrophic failure on the Climbing the Widower 
  Ongoing Challenge, after the cave-in at Mineshaft #3, 
  after the Angry Mountain landslide, or after losing 
  sleep at the Glen of the Dead.
  When this happens, have the stressed or angered 
  characters make TN 10 Centering Challenges. On a 
  failure, the character gains the following Condition: 
  "Enraged: On this character's turn, it must spend its 
  first AP to attack the nearest character. If none are 
  in range, it must declare a Charge (if possible). Then 
  end this Condition."
  If the Fated are not in Dramatic Time when this 
  happens, it's probably best to drop into Dramatic Time 
  until everyone has finished resolving their attacks. 
  The Frozen Cathedral
  When the Fated succeed at the Climbing the Widower 
  Ongoing Challenge, the peak of the mountain is in 
  sight. Between them and the peak, however, lies the 
  Frozen Cathedral (see Act II, Scene 2).
  The Benefits of Not Being Alive
  Some of the hazards climbing the Widower 
  Boyle should only affect Living characters. 
  Invested and Stitched characters (as well 
  as any Construct or Undead companions 
  the Fated might have) are immune to any 
  Condition that would not logically affect 
  them. The Fatemaster is advised to use 
  common sense when deciding what will and 
  will not affect a given character.
  
  Chapter 2: Adventure, Act III
  The Effigy
  The Fated come across the skeleton of a strange 
  Neverborn, its many arms and wings strapped to the 
  trunk of a dead tree. The branches of the tree create 
  a halo around its remains. One of the hands points to 
  an animal trail leading further up the mountain, while 
  another hand appears to be motioning "stop."
  If the Fated follow this trail, it leads them directly to 
  the Frozen Cathedral, effectively allowing the Fated to 
  automatically succeed at the Climbing the Widower 
  Ongoing Challenge. Additionally, the path leads them 
  to a different section of the structure; the Fated only 
  need 4 successes to succeed at the Sneaking Past the 
  Transformed Ongoing Challenge (page 42), should 
  they attempt to do so.
  Mineshaft 3
  This short-lived mine collapsed several times before 
  the miners abandoned it. The entrance is supported by 
  cracked and weathered wooden beams, and looking 
  at the entrance reminds one of a scab trying to form 
  over an old wound. In fact, if the Fated attempt to 
  explore this mine, the beams creak, and the ground 
  rumbles in reaction. After about five minutes of 
  exploration, the mine collapses completely on top of 
  the Fated. 
  Everyone in the mineshaft when this happens must 
  succeed at a TN 14 Evade Challenge or suffer 3/4/5 
  damage as the cave collapses onto them. There is 
  still enough room to crawl out of the rubble (and the 
  mineshaft) after the cave-in but going any deeper into 
  the mine is simply not possible. 
  Some equipment can still be found in the mine though 
  it is not in the best of condition. There are old, fraying 
  ropes, some rusty pickaxes, and perhaps some dusty 
  Fur Armor (see page 102). 
  The Angry Mountain
  As the Fated are crossing a cliff face or ravine, the 
  wind picks up into a gale, and the mountain shakes 
  as if from an earthquake. Rocks and boulders tumble 
  their way toward the Fated, who must succeed on TN 
  14 Evade Challenges or suffer 3/4/5 damage. 
  If a character flips the Black Joker on this Evade 
  Challenge, they are knocked over the edge of the cliff 
  and are left hanging from the edge by a single hand. 
  The unlucky character's companions must succeed at 
  a TN 10 Athletics or Labor Challenge within the next 
  two rounds to pull the character up to safety or that 
  character falls, taking an additional 5/7/9 damage.
   
  If this damage would kill the character, the Fatemaster 
  can instead choose to have the character simply fall 
  unconscious. In this case, the character hears the call 
  of December as she lies dying in the snow. This is 
  a good way to introduce the December Acolyte or 
  Silent One Advanced Pursuits (from Into the Steam) 
  to your game. 
  Trails up the Mountain
  As the Fated begin the Climbing the Widower 
  Ongoing Challenge, have a character flip a 
  card off the top of the Fate deck. This flip will 
  determine what trail they are taking up the 
  mountain, and therefore which events they will 
  encounter on their ascent. It is recommended 
  that the Fated encounter the events in the 
  order in which they are presented.
   t  The North Trail: Mineshaft #3 and the 
  Expedition
   R  The East Trail: The Expedition and the 
  Glen of the Dead
   C  The South Trail: The Glen of the Dead 
  and the Angry Mountain
   M  The West Trail: The Angry Mountain 
  and Mineshaft #3
   Jokers - The Snowman and the Effigy
  It is recommended that the Fatemaster 
  present these scenes after each Duration of the 
  Climbing the Widower Ongoing Challenge. 
  
  Chapter 2: Adventure, Act III
  The Expedition
  At this point in the journey, the Fated find the 
  remnants of a previous expedition. Several tents, 
  some torn to shreds, are huddled in front of a natural 
  windbreak. If the Fated investigate these tents, they 
  find an old journal and a tattered map. 
  The journal belongs to a Colonel Hiram Whittaker 
  and details his group's desolate climb. According to 
  the dates on the journey, the expedition dates back to 
  the first opening of the Breach. The ink is faded, and 
  the journal is in poor condition; reading any further 
  requires a TN 10 Literacy Challenge. 
   
  The journal's entries describe how the mountain, 
  which he calls Mount Whittaker, after himself, is 
  unlike anything the Colonel has climbed back on 
  Earth, and how it seems to be sapping the souls out 
  of his companions. They turned morose, embittered, 
  and suicidal, and the expedition was eventually 
  forced to head back down the mountain and camp 
  out in a safer location. The final entry mentions the 
  breakdown of the mechanical Alpinist the expedition 
  brought with them to help with the climb.
  The tattered map of "Mount Whittaker" is shockingly 
  inaccurate, as if the expedition was climbing a 
  completely different mountain hundreds of miles 
  distant. Even the location of Malifaux appears 
  incorrect. If brought back to Ridley or Malifaux City, 
  a TN 10 Barter Challenge will allow the Fated to sell 
  the map and the journal to a collector for 5 scrip each. 
  Alternatively, if the characters have played through 
  the  In Defense of Innocence Penny Dreadul, they 
  can get three times as much from Tannenbaum, a 
  map collector who calls the isolated Contract Town 
  his home. 
  A more thorough search of the torn tents reveals the 
  desiccated body of a man, his skin shrunken and his 
  hair like dead grass. He clutches a rusty knife to his 
  throat, and the skin is split there, but his Fur Armor 
  appears to be in decent condition (see page 102). 
  The body belongs to a miner from a neighboring 
  town; he's been dead for months. 
  The broken remains of the Alpinist are tucked away 
  near the edges of the camp beneath a battered tarp 
  (see the callout box below). 
  The Alpinist
  The Alpinist is a pneumatic climbing machine hailing from the first opening of the Breach. It resembles 
  nothing so much as a wide mechanical goat with numerous hitches that can be used to attach rope or 
  saddle packs. It's built for endurance and traction, and its thick iron horns (intended to shatter rock) 
  make a capable weapon in a pinch. 
  The Alpinist is broken down, but it can be repaired with a TN 12 Artefacting Challenge and an hour 
  of work. Once repaired, the Alpinist will still have to be animated in order to function, either with the 
  Animate Construct Magia, an Engineer's Mechanical Engineering Talent, or a Soulstone (possibly the 
  one retrieved from the Soulstone vein in the Bloody #4). 
  The stats for the Alpinist can be found on page 82. If used during the Climbing the Widower Ongoing 
  Challenge, the Alpinist grants the Fated one additional Success Requirement per Duration. 
  
  Chapter 2: Adventure, Act III
  The Glen of the Dead
  The Fated come across a glen of trees in a misty 
  hollow. The air here is visibly warm; steam billows out 
  from a fissure in the side of the mountain, shrouding 
  everything in a warm mist. If the Fated decide to 
  investigate - it might seem like a good place to rest 
  and recover from their Frostbite - they even see some 
  verdant grass carpeting the uneven ground. 
  The Fated can attempt a TN 9 Notice Challenge to 
  catch sight of the corpse of a Hoarcat lying in the 
  grass, its small body covered in hundreds of shallow 
  cuts. They also notice that the blades of grass are 
  slowly angling towards them, as are the branches of 
  the trees overhead. 
   
  This area is relatively safe, but the grass and the leaves 
  of the trees all have sharp edges like tiny knives. 
  Individually this isn't a problem, but anyone walking 
  across the grass or lying down takes 1 point of damage 
  and gains the following Condition: "Injured Feet: 
  This character may not declare Charge Actions or take 
  more than one Move Action per turn." This Condition 
  can be removed with a TN 10 Doctor Challenge.
  If the Fated are careful, they can hop from rock to 
  rock (TN 8 Acrobatics Challenge) and avoid the 
  grass, which makes this area a relatively safe (and 
  warm) area to rest. 
  The Snowman
  Rounding a corner, the Fated come across a 
  snowman. It looks like a child's creation, with three 
  round spheres stacked on top of one another, each 
  smaller than the one below it. Two eyes are carved 
  out of the top sphere, and its wide, grinning mouth is 
  a little reminiscent of a jack-o-lantern.
  The snowman is actually a Kaltgeist, a creature made 
  entirely of snow. It only attacks the Fated if they 
  approach it to investigate further.
  You may want to add one or two other Kaltgeists to the 
  fight if your Fated are particularly combat-oriented. 
  These Kaltgeists are hiding in the snow and leap out 
  to attack on their initiative.
  Kaltgeist
  Might
  2
  Grace
  3
  Speed
  3
  Resilience
  3
  Charm
  -2
  Intellect
  -1
  Cunning
  3
  Tenacity
  3
  Minion (5),  Living, Beast
  Defense
  5 (10)
  Walk
  5
  Height
  2
  Initiative
  6 (11)
  Willpower
  5 (10)
  Charge
  6
  Wounds
  8
  Skills: Enchanting 4M, Evade 2, Navigation 2, Notice 
  3, Toughness 2, Track 3, Wilderness 4
  Armor +2: Reduce all damage suffered by this 
  character by +2, to a minimum of 1.
  Frozen Heart: This character is immune to Horror 
  Duels and the Paralyzed Condition.
  (1)  Jagged Ice (Enchanting/Cunning) 
  AV: 7M (12M) == Rg: y4  ====== Resist: Df 
  Target suffers 2/3/4 damage from the cold. 
  Mt Bitter Cold: After damaging, the target gains the 
  following Condition: “Frostbite +1: Whenever 
  this character suffers damage from the cold (such 
  as from Hypothermia or an Ice spell), she suffers 
  +1 damage. Reduce the value of this Condition by 
  1 for every hour this character spends in warmth.”
  
  Chapter 2: Adventure, Act III
  act iii, scene 2:  
  THE FROZEN 
  CATHEDRAL
  At the peak of the Widower Boyle, the Fated come 
  across a massive stone structure carved directly from 
  the rock, perhaps a temple or cathedral. It's not a 
  building but rather a natural stone structure carved 
  out of the mountain by time and the elements. 
  The cathedral's entrance is large enough to admit a 
  creature three times the height of a human. A faint 
  yellow aura clings to the temple similar to what the 
  Fated have seen surrounding the Wrath Fetishes in 
  earlier Acts. 
  The cathedral is surrounded on all sides by sheer 
  cliff face, and it seems unlikely that there is any other 
  avenue of approach.
  Near the peak of the Widower Boyle, the air is colder, 
  and the wind blows more quickly and more often. 
  Staying here long isn't be an option for the Fated.
  Entrance
  The sides of the rock entrance are carved with a 
  massive bas-relief depicting hundreds, perhaps 
  thousands, of figures. The details have been worn 
  down by time and the elements, but with a TN 9 
  Literacy Challenge, the Fated are able to determine 
  that it is depicting an epic battle. The figures all tear, 
  rend, and bite each other; there are no clear sides in 
  the conflict, just nonstop brutality across the face of 
  the cathedral.
  Main Structure
  The main structure of the cathedral is a giant volcanic 
  chamber. The top is open to the elements, but the 
  chamber itself is filled with natural steps, overhangs, 
  crags, and tunnels that could easily provide shelter for 
  several hundred people. There is a sense of ancient 
  habitation to the area; the floors are a bit too flat and 
  the natural steps a bit too even to be entirely natural. 
  A strange, bitter scent permeates the air, and some 
  of the stones have a sickly yellow dust covering them.  
  The cathedral is a maze. On the opposite side from 
  the Fated, a massive staircase of natural stone rises up 
  and curls around the mountain, no doubt leading up 
  to the Widower's peak. While the  staircase is visible 
  from just about anywhere in the structure, actually 
  reaching it is another matter. Between the snow and 
  the endlessly winding passages, it is unlikely the Fated 
  will be able to map out the cathedral in advance. They 
  have to try their luck navigating the structure.
  As the Fated are getting their bearings, a Transformed 
  stumbles down the staircase and into the cathedral. 
  She doesn't seem to notice the Fated, but they get a 
  good look at her.
  Choose the text box matching Blank's chosen Patron 
  and read the following description: 
  Marcus
  A creature shuffles down the distant staircase, 
  seemingly oblivious to your presence, and it 
  takes you a moment to realize that she was 
  once human. The remains of heavy winter 
  clothing cling to her thick limbs, and a bone 
  necklace hangs loosely around her wide neck. 
  From this distance, her entire body seems to 
  be surrounded in a pale yellow aura.
  She's hunched over, and there is a hump 
  growing from her back, reminding you of a 
  wild boar or other wild pig. Indeed, her entire 
  body seems to be stuck partway through a 
  transformation into some sort of pig-thing; 
  her nose has split apart to form a crude snout, 
  tusks have jutted upwards from her lower jaw, 
  and every bit of skin you can see is covered in 
  thick, brownish fur. 
  Then she's gone, her shuffling descent taking 
  her out of your sight. Whatever is happening to 
  her - whatever she has become or is becoming 
  - she is now in the maze-like chamber with you.  
  
  Chapter 2: Adventure, Act III
  Jack Daw
  A woman shuffles down the distant staircase, seemingly oblivious to your presence. She's dressed in the tattered 
  remains of heavy winter clothing, but most of the material has been torn away to reveal her bare flesh. Hundreds 
  of cuts - seemingly self-inflicted - criss-cross her body in a horrifying road map of open wounds.
  It takes you a moment to realize that she's crying, and as you watch, she lifts the knife in her hand and pulls 
  it across her chest, cutting a new wound into her tattered flesh. For a moment, you can almost imagine a 
  man floating behind her, whispering into her ear from beneath the sack over his head, but then the vision 
  is gone, and the woman is in motion again, tears still streaming down her lacerated cheeks. 
  Her shuffling descent takes her out of your sight, but now you can hear her mutterings echoing softly 
  through the chamber all around you. "I didn't mean to...should have known better...no forgiveness..." 
  Pandora
  A woman shuffles down the distant staircase, 
  seemingly oblivious to your presence. Despite 
  the distance, it's easy to make out the yellow 
  glow of her eyes, so much brighter than the 
  rest of the yellow aura surrounding her. She's 
  dressed in heavy winter clothing, but it's torn 
  and frayed and splattered with blood in places, 
  as is the burlap doll hanging around her neck. 
  There's something else about the woman 
  that makes you uncomfortable, but you can't 
  quite...and then it hits you. It's like looking 
  at a person drawn on tissue paper: you can 
  see her, but there's also something else, 
  something underneath her, that's far more 
  real and dangerous than the paper-thin visage 
  she's presenting to the world. 
  Then the woman is gone, her shuffling descent 
  taking her out of your sight. Whatever is 
  happening to her - whatever she has become 
  or is becoming - she is now in the maze-like 
  chamber with you.  
  Sonnia
  A woman shuffles down the distant staircase, 
  seemingly oblivious to your presence. She's 
  dressed in heavy winter clothing, but it's 
  splattered with dried blood and torn in places. 
  It doesn't seem to offer much protection against 
  the cold, but then, from the way she's walking, 
  you not sure if the woman even notices.
  There's a gun belt around her hip, and as she 
  slowly makes her way down the steps, you can 
  see the revolver held loosely in her hands. 
  More alarming is her expression; despite the 
  cruel brand that has been burnt into the left 
  side of her face, the woman is grinning widely, 
  her teeth bared in an overly hostile manner.
  Then she's gone, her shuffling descent taking 
  her out of your sight. You hear a distant laugh 
  and the sharp crack of a gunshot as a bullet 
  strikes a distant rock. The woman is clearly 
  insane and firing wildly around her...and now 
  she's in the maze-like chamber with you.  
  
  Chapter 2: Adventure, Act III
  
  Chapter 2: Adventure, Act III
  There are actually two Transformed in the main 
  structure: the female that the Fated just saw and a 
  second male Transformed wandering the steps and 
  ledges between the Fated and the stone staircase 
  leading up to the peak. Make certain that you describe 
  the male Transformed as well; this is the time to really 
  play up that something is fundamentally wrong with 
  these poor people.
  These two Transformed were once Ester Ambrose's 
  friends and assistants; they discovered the Frozen 
  Cathedral together while researching ancient 
  Malifaux for one of Ester's plays. Ambrose's theater 
  experience allowed her to compartmentalize her 
  rage and anger before the curse could fully take her, 
  and in time she was able to master its power and 
  claim it for her own. 
  Her friends were not so fortunate.   
  Out of lingering fondness for who they once were, 
  Ester has allowed the two Transformed to make 
  a lair down in the tunnels. She can't control them, 
  but some last vestige of memory keeps them from 
  attacking Ester or each other. They generally follow 
  her instructions, and she takes them out to "hunt" for 
  food every other day or so. 
  There's no talking with the Transformed; they're insane 
  and are formidable in combat. If the Fated think of it, 
  they can attempt to use the various tunnels, passages, 
  and steps to sneak past the Transformed. If they decide 
  to try this approach, treat it as an Ongoing Challenge.
  Sneaking Past The Transformed
  • Skills Allowed: Acrobatics, Athletics, Stealth
  • Target Number: 11
  • Duration: 1 minute
  • Success Requirement: 8
  • Failure Requirement: 2
  If any characters attempt to teleport onto the staircase, 
  they immediately cause a catastrophic failure unless 
  they are also invisible. The staircase is exposed and 
  the Transformed are sensitive enough to magic that 
  this route of slipping past them is doomed to failure.
  On a success, the characters manage to make it past 
  the Transformed and up the staircase, which takes 
  them to the mountain's peak and Scene III. 
  On a catastrophic failure, the Fated encounter one 
  of the Transformed (see page 86), and a fight breaks 
  out. Once the Transformed is defeated, the Fated 
  may begin this Ongoing Challenge again; on a success 
  they sneak past the remaining Transformed, but on 
  another catastrophic failure, they encounter it as well. 
  Once both Transformed are defeated, the Fated may 
  continue up the staircase to Scene III without further 
  complication.
  Ascending Staircase
  This  natural stone staircase rises out of the Frozen 
  Cathedral and winds up the mountain to the peak. It's 
  about a hundred feet wide and quite solid, and this width 
  provides some protection against the blowing wind. 
  Near the base of the stairway (near where it connects 
  with the main chamber) there is a small alcove with 
  a sleeping bag, some heavy blankets, and a backpack 
  half-filled with supplies (dried jerky, a few apples, 
  etc.). Scattered around the alcove are the following: A 
  wagon delivery schedule from #34 to Ridley, theater 
  props, several different "villainous" costumes, several 
  tomes of Shakespeare's plays, and a Ridley newsletter 
  clipping announcing the construction of Wesley 
  Aines' Gilded Mandarin theater. A picture of Aines 
  accompanies the article; his eyes have been scratched 
  out with something sharp.
  This is where Ester Ambrose sleeps when she is not 
  plotting the destruction of Wesley Aines or the town 
  of Ridley; consequently, it has not seen much use.  
  The Ascended
  The Cursed are violent and dangerous, 
  but for the most part, they are still human. 
  With the appearance of the Transformed, 
  however, the Fated catch their first glimpse 
  at the long-term consequences that the rage 
  curse can have upon humans. 
  Unbeknowst to anyone, however, is that the 
  Transformed are not the final stage in this 
  process. Given enough time, these poor souls 
  will finish their metamorphosis and become 
  the Ascended. None of the Transformed 
  have started to undergo this final change just 
  yet, but it's only a matter of time...
  
  Chapter 2: Adventure, Act III
  act iii, scene 3: 
  A VILLAIN MOST 
  MISUNDERSTOOD
  In this Scene, the Fated encounter one of the conspirators 
  responsible for the Wrath Fetishes that have spread 
  madness across Ridley and #34 (and, unbeknownst to 
  the Fated, all across the Northern Hills).
  While they are likely worn out, cold, and exhausted from 
  their journey thus far, the Fated have the opportunity to 
  get a drop on Ester and do some real damage before she 
  or her Cursed have a chance to react.
  The Fated also learn that Ester is but one conspirator 
  in a much larger plan to spread the rage curse to Ridley, 
  where it has the potential to destabilize the entire North. 
  The mining towns were just a practice run. 
  The Choleric Theater
  After climbing the stone steps, the Fated emerge 
  onto the peak of the Widower Boyle. The top of the 
  mountain is slightly bowl-shaped, and the stone has 
  been carved into a series of steps and concentric rings, 
  giving it the appearance of a Greek theater. From end 
  to end, the peak is about thirty yards across. 
  From the center pit rises a wooden stake that has 
  been fashioned with several crossbeams. The twisted 
  corpse of some sort of multi-armed Neverborn lies 
  nearby; it had once been crucified upon the wooden 
  stake but has since been pulled down to make room 
  for the current occupant, a frost-bitten trapper who 
  had the unfortunate luck of encountering Ester 
  Ambrose when she was in need of a sacrifice. If the 
  Fated encountered the effigy on their climb up the 
  mountain, the Neverborn corpse clearly belongs to 
  the same strange species. 
  The trapper's skin has been carved with a number 
  of unwholesome runes, all of which glow with a faint 
  yellow light, and his stomach is slit open. A yellow 
  substance slowly oozes from the wound to fall upon a 
  Wrath Fetish that has been propped up beneath him; 
  when the ichor touches the Fetish, it begins to glow a 
  sickly yellow. 
  The lower portions of the stake and the stone beneath 
  it are discolored yellow from centuries of use. 
  Seven objects lie in a circle around the stake: the 
  dried heart of a murderer, a jar of blood, a plate with 
  teeth knocked out from a fight, a used hangman’s 
  noose, a rusty set of bloody thumbscrews, a set of 
  shackles, and a chipped knife with several hash marks 
  on the handle. Ambrose used these ritual objects to 
  create the Wrath Fetishes that the Fated have been 
  encountering over the course of this adventure.
  Despite being at the top of a mountain peak, the air 
  here is almost entirely still. Not even a single snowflake 
  dares to actually land upon the Widower's peak. 
  Ester Ambrose (page 72) is here at a makeshift table 
  made from two crates that have been set up near 
  the crucified trapper. She's already in a conversation 
  with someone on the Aethervox as the Fated arrive, 
  and her back is to them. Two Cursed linger nearby, 
  like obedient dogs awaiting their master's attention. 
  Read the following:
  "You've done good work," comes the tinny 
  and distorted voice from the Aethervox. “I 
  think [Marcus/Ms. Criid/Pandora/Jack Daw] 
  would be pleased.” 
  The woman by the Aethervox looks like a 
  theater villain. She wears an elaborate, ragged 
  costume, and her long hair is a tangled mess. 
  “I should be the one to tear Aines limb from 
  limb!” she shouts. She wields a rod of metal, a 
  branding iron, and swings it down to punctuate 
  her point. It strikes one of the wooden crates 
  serving as her table, smashing off a section to 
  reveal dozens of glowing yellow objects within.
  “Ester, focus," comes the voice from the 
  Aethervox. "The Fetish might give you strength, 
  but it’s your creativity that makes the scheme 
  work. We still have a bit more planning to do. 
  This is only the third act, and I need you in 
  Ridley when we reach the climax.”
  Ester laughs and poses dramatically. “Just 
  promise me that I’ll be there when the theater 
  goes up in flames! Let me be the instrument 
  of Ridley’s demise!”
  
  Chapter 2: Adventure, Act III
  Confronting Ester Ambrose
  Once she notices the Fated, Ambrose poses 
  dramatically and sends the two Cursed after them ("Cry 
  havoc and let slip the dogs of war!"). Once the Fated are 
  distracted, she attempts to escape down the mountain. 
  ("My villainous intent has not been satisfied!”) 
  Any character that chases after the fleeing Ambrose 
  can catch her with a TN 10 Athletics Challenge, +1 
  for every round that Ester has been running. On a 
  success, they manage to catch Ambrose and tackle 
  her to the ground. On a failure, she reaches the main 
  structure and loses the Fated among its many twists 
  and turns. If Ambrose escapes, she will return to 
  Ridley, where she will either attempt to kill Aines (if 
  he survived Act I) or join Blank to enact the next step 
  of his plan (to be detailed in Northern Sedition, the 
  continuation of this Penny Dreadful). 
  If Ambrose is killed, George Blank continues on with 
  his plan; Ester's death is a significant setback, but his 
  plans are already in motion and reaching fruition. 
  If she is captured, Ester proves to be a difficult person 
  to interrogate. The Wrath Fetish gives her incredible 
  strength, and her speech and mannerisms are those 
  of a villain in a stage play (right down to stage whispers 
  as she plots her "secret" escape).
  The Aethervox and Other Things
  Next to the Aethervox lies Ester's Grimoire, a book 
  of Shakespeare's plays. Ambrose has scribbled in the 
  margins, noting details about each spell and the process 
  she used to create the Wrath Fetishes. Anyone could 
  use this information to replicate the process, provided 
  that they had the necessary focusing items (see the 
  Wrath Fetishes on page 104 for more information).
  The distorted voice on the Aethervox is George Blank. 
  Because of the distortion (common to all Aethervoxes, 
  but amplified due to interference caused by the 
  Widower Boyle), it's impossible to recognize his voice. 
  However, this distortion works both ways; if the Fated 
  wait until Ambrose has signed off before attacking her, 
  a female character could contact Blank afterwards and 
  pretend to be Ester asking for details about his plans. 
  Blank is likely to be very suspicious - Ester already knows 
  the plan - so any attempt to draw information out of him 
  in this way requires a TN 16 Deceive Challenge.
  On a failure - or if the Fated attempt to speak to the 
  Aethervox after a loud and obvious fight - read this, 
  continuing on to the relevant section, depending upon 
  the identity of Blank's patron: 
  George Blank won’t wait for a reply and cuts the 
  connection after his speech. 
  If the Fated attempt to remove the trapper from the 
  stake, he dies in the process. With his death, the 
  tainted aura of rage that clings to the mountain begins 
  to dissipate and weaken.
  The distorted voice on the other end of the 
  Aethervox sounds annoyed. "Unlike Ester, I 
  am not much for grand speeches.”
  [Marcus]: "I am not the villain here. Marcus 
  and I only wish to learn what Malifaux is trying 
  to turn us into. You do not truly believe that 
  the Neverborn were always so twisted of form, 
  do you? Shouldn't we be prepared to become 
  the animals we truly are?"
  [Sonnia]: "The Guild is the only thing keeping 
  humanity from falling into chaos. Sometimes 
  you have to exaggerate the symptoms to get 
  people to accept the cure. And believe me, the 
  good people of Malifaux City are going to be 
  lining up for the cure once I'm done with Ridley."
  [Pandora]: "I've looked into the Box and seen 
  the truth. When Ridley tears itself apart and 
  cries out in despair, it will be the first note in 
  my lady's great symphony of madness. What 
  we will begin here will wash over Malifaux 
  City, and who knows? Maybe even spread 
  through the Breach and back to Earth."
  [Jack Daw]: "I'm purging the guilt from 
  humanity. When I'm done, only the 
  innocent will be left. Won't that be a better 
  world for those that remain?"
  
  Chapter 2: Adventure, Act IV
  ACT IV
  In this Act, the Fated return to #34 and discover that 
  the survivors of the mining town have decided to 
  pack up and call it quits. As the Fated travel south to 
  Ridley, they encounter other people of the Northern 
  Hills abandoning their towns; the trickle of people 
  soon becomes a river of despair. 
  Bandits and Cursed hound the refugees until they 
  reach the base of Ridley's plateau, where a camp is 
  starting to form. Ridley's government isn't prepared to 
  let so many refugees into the town, but the displaced 
  settlers are running out of supplies, and the only other 
  shelter is Malifaux City. Few of the refugees would 
  survive the trek across the Footprints, which makes 
  Ridley their only hope.
  Here the Fated encounter two key figures: Frank 
  Hopkins, who intends to lead the settlers back to 
  Malifaux, and Miriah Bahur-Garrott, who is one 
  step away from igniting a riot. Meanwhile, the Ridley 
  government declares that the refugees must leave the 
  plateau or be shot. 
  As tensions increase, the refugees develop a plan to 
  storm Ridley and take it by force. How the Fated act 
  will determine if Ridley withstands the assault and if 
  any of the refugees live to see the end of the Act.
  No Small Story
  Act IV is, by all measures, gigantic. There 
  are many things happening in this Act, and 
  any of them could easily be expanded into a 
  full session. If the Fatemaster wishes, each 
  individual scene of this Act could be treated 
  as its own session, complete with its own 
  destiny step being resolved. 
  Fatemasters are encouraged to consider 
  running Act IV in this manner. Giving each 
  scene its own session allows players to roleplay 
  out the smaller stories and allows time for the 
  tension and danger of the situation to really 
  sink in.
  In addition to this, there are a few side 
  options that are expanded upon in the 
  "Complications" chapter that can serve as 
  sessions in themselves, should players be of a 
  certain mindset.
  Because of all these options, Fatemasters are 
  encouraged to play liberally with the timing 
  of this Act. The Fated should be given time 
  to accomplish all the things they want to do 
  and talk to the people they want to (within 
  reason) but should never be standing around 
  waiting for the next event to occur so that 
  the story can move forward. 
  Keep the pace steady, as if events have 
  momentum and are moving towards a certain 
  conclusion, but give the Fated time to react to 
  each new occurrence so that they feel as if 
  they are part of the story instead of bystanders 
  watching a story happen to someone else.
  
  Chapter 2: Adventure, Act IV
  act iv,   
  PROLOGUE 
  The Fated return to find #34 in upheaval. An incident 
  has caused the last of the survivors to pack up their 
  things and hitch up any sort of animal they can find to 
  take them back to Ridley. 
  The exact nature of this incident should depend 
  upon the actions of the Fated; if the Fated stole the 
  miners' explosives, then the townsfolk are distraught 
  over losing the town's last hope at finding the new 
  Soulstone vein. Alternatively, the Fated might have 
  left a Cursed alive within the mine; in this case, it 
  wanders out and attacks the townsfolk, reinforcing 
  their belief that the Fated have brought the curse back 
  down onto the town by opening the Bloody #4.
  It is possible, of course, that the Fated have done right 
  by #34. If this happens, one of their own residents 
  (named Aaron) has gone mad, showing that the curse 
  has spread and that the town is doomed. 
  Regardless of why, the people of #34 find some 
  reason to leave their town behind. If Ingrid Oster 
  is still alive, she is the one to break the news to the 
  Fated. Read the following: 
  Ingrid stays in #34 to watch over her son’s grave.
  The Fated can try to convince her to leave #34 
  behind, but it is difficult, requiring a TN 16 Convince 
  or Deceive Challenge as appropriate. Most likely, 
  however, she remains behind in #34 and is eaten by a 
  pack of curious Hoarcats in a week's time. 
  When the Fated decide to head back to Ridley, 
  they soon run into refugees from the other contract 
  towns. Their stories are eerily similar to that of 
  #34: a sudden madness gripped the hearts of the 
  townsfolk, forcing them to fight back against loved 
  ones and leave their towns behind. Many of them 
  are now being hunted by the Cursed, which most 
  of the refugees refer to as "the crazies." 
  Most of the refugees hope they’ll receive help at 
  Ridley, but as more and more people join the exodus, 
  it becomes clear that there might be too many 
  refugees for Ridley to handle. After the second day, 
  there's talk about forcing Ridley to help them, which 
  provides a direction to the impotent rage and loss of 
  the disheartened refugees.
  Ingrid sighs in resignation. “Damned mountain 
  took its time, but the Widower finally broke 
  the spirit of #34. Other times, the neighboring 
  towns might have pitched in to help us out, 
  but the word going around is that they've had 
  it almost as bad as us." She shakes her head. 
  "Everyone here's packing up and getting ready 
  to head back to Ridley. The lucky ones will 
  get sent out to a new town, I reckon, but me...I 
  think I'm going to stay here with my son." 
  She turns and starts heading back to her 
  home. “There's nothing left for you folk here. 
  We appreciate the help, but in the end, you 
  just can't cheat fate.” 
  
  Chapter 2: Adventure, Act IV
  act iv, scene 1:  
  EXODUS
  In this scene, the Fated join the refugees in their 
  journey south to Ridley. More and more refugees show 
  up every day as the group becomes larger and larger, 
  and many of them are low on supplies or fleeing from 
  the Cursed (or "the crazies," as they call them). 
  The Fated have many opportunities to help the 
  situation of the refugees in this scene and in doing 
  so, to earn the refugees points towards the final 
  confrontation with the Ridley government. If the Fated 
  ignore their troubles, however, the refugees arrive at 
  the outskirts of town in a weary and beleaguered state, 
  making it difficult for them to present a significant 
  threat to Ridley.  
  day 0:  
  Heroes or Troublemakers?
  How the Fated treated the people of #34 makes a big 
  difference for the refugees; as more and more settlers 
  join the exodus, they hear stories either praising the 
  Fated for helping the town or grumbling about how 
  they were the heralds of the town's doom. 
  Results: Johan's body recovered (+5 Refugees), 
  all Cursed in Bloody #4 killed (+5 Refugees), Ester 
  Ambrose killed or captured (+15 Refugees), miner 
  explosives used to open Bloody #4 (-10 Refugees), 
  Fated killed any townsfolk (-15 Refugees).
  day 1: The Stagecoach 
  On the first day of travel, the Fated catch sight of a 
  stagecoach on its way north to deliver mail. When it 
  reaches the refugees, however, it turns around and 
  starts racing towards Ridley to warn the government 
  about the incoming refugees. Stopping the stagecoach 
  generally requires two TN 12 Challenges of whatever 
  type seems appropriate to the Fatemaster (Longarms 
  to shoot one of the wheels off, Convince after 
  teleporting up to the stagecoach and talking with 
  the driver, etc.). If they succeed, Ridley will be less 
  prepared for the arrival of the refugees. 
  Results: Stagecoach escapes (+30 Ridley)
  Ridley and the Refugees
  Throughout this Act, the Fated will encounter 
  many opportunities to help (or hinder) the 
  refugees and the city of Ridley. The choices 
  the Fated make here will have a direct impact 
  upon how well Ridley is able to withstand the 
  attacks of the angry refugees and whether any 
  survive their desperate attempt at a coup. 
  Each of the encounters in this Act includes 
  a Results value, which indicates how many 
  points to add or subtract from the Ridley or 
  Refugee point totals, depending upon the 
  actions of the Fated. 
  It's also worth awarding points for other 
  actions the Fated take during this Act, if those 
  actions would favor Ridley or the refugees. 
  For instance, if the Fated allow some refugees 
  to learn a few spells from a Grimoire or raise 
  a horde of undead to help defend Ridley, 
  those actions should contribute points to the 
  faction the Fated are supporting. 
  At the end of the Act, the Ridley and Refugee 
  point totals will be compared to determine 
  the final results of the conflict between the 
  two groups.
  It's recommended that you don't share the 
  exact point totals of the two factions with 
  the players; if you keep the exact numbers 
  vague but show the relative strength of the 
  groups through their behavior and actions 
  - the guards on the walls of Ridley become 
  more nervous as the Refugees gain more 
  points, for instance - it will allow the Fated 
  to become more invested in the story, rather 
  than the numbers and math behind it.
  At the start of this Act, Ridley has 200 points 
  and the Refugees have 0 points.
  Using these numbers and sharing them with 
  the players after the fact can really show just 
  how important the decisions the Fated make 
  can be in the game.
  
  Chapter 2: Adventure, Act IV
  day 2: The Bitter Firebrand
  On the second day, Miriah Bahur-Garrott (see page 
  74) begins organizing a ration system to collect and 
  distribute food and water among the refugees. The 
  majority of the refugees cooperate with her, which soon 
  ends up pushing her into the position of leadership. 
  The Fated should hear about the ration system and 
  maybe even meet Miriah as she makes the rounds 
  on horseback, tallying up their supply totals in a 
  notebook. That night, she moves from camp to 
  camp, collecting and distributing supplies with a half 
  dozen refugee assistants. 
  If the Fated are well-supplied and resist sharing with 
  the others, she resorts to guilt and insults in an attempt 
  to shame them into cooperation. "I know your type," 
  she says, her voice full of contempt. "You're the sort 
  of people who fight hard to keep what little you have, 
  and to hell with anyone else. Well, take a look around, 
  friends. We've got women and children going without, 
  and you all sitting here growing fat on hoarded supplies."
  If the Fated still resist handing over their supplies, 
  Miriah takes stock of the situation; if the Fated seem 
  dangerous and well-armed, she backs off and moves 
  on to the next camp. That night, her assistants sneak 
  into the camp to "liberate" their supplies and spread 
  them to the rest of the camp (TN 8 Notice Challenge 
  for anyone awake; on a success they notice the 
  assistants, who flee rather than risk further conflict). 
  Should the Fated seem like push-overs, she orders 
  her assistants to take their food, which  likely leads to a 
  combat (use Miner stats for the assistants, page 83). The 
  assistants only attack with their bare fists; if any of the 
  Fated draw a real weapon, they immediately back off. 
  If the Fated are low on supplies, Miriah brings them 
  some bowls of watery stew and a few slices of bread; 
  it isn't much, but they're trying to make due with what 
  they have. Miriah then continues on to the next camp, 
  which refuses to hand over their supplies, prompting 
  Miriah's speech from above. If the Fated decide to 
  intervene, they can attempt TN 11 Social Challenges 
  to get the camp to share its supplies with the others. 
  Results: Fated hoarded supplies (-10 Refugees), Fated 
  willingly donate supplies (+5 Refugees), Fated talk 
  second camp into donating supplies (+5 Refugees).
  day 3: The Hunter
  The rationing prompts the refugees to organize 
  hunting parties on the third day. Frank Hopkins 
  (page 76) winds up in charge of these hunting parties 
  after a few of the refugees brag a bit too much about 
  his hunting abilities. Hopkins would prefer to hunt by 
  himself, but he realizes that people are hurting and 
  steps up to do what he can to help them out. 
  There are about thirty hunters, all in all. Hopkins 
  has them split off into pairs and take the best horses 
  to help them chase down their prey. Some hunters 
  ride up to the Fated in the morning and ask if they 
  have any hunting skills. If the Fated agree to help out, 
  have each character that tries to hunt make a TN  12 
  Wilderness or Track Challenge. On a success, the 
  Fated manages to catch and bring down a Moleman 
  (beggars can't be choosers when it comes to food). 
  The fresh meat goes a long way towards keeping the 
  refugees fed, and any character that catches one gets 
  a visit from Hopkins that night. He simply thanks the 
  Fated for “doing what they can" and then takes his leave. 
  The Fated can continue to hunt in this way every 
  day until they reach Ridley (on the seventh day). 
  Each Moleman results in more food and points for 
  the refugees.
  Results: Fated successfully hunted a Moleman (+5 
  Refugees per Moleman).
  day 3: Scavengers
  On the third night, at some time past midnight, the 
  Fated will wake to the sound of yelling and gunshots. 
  In a nearby camp, they find a group of five Bandits 
  (use Guard stats, page 84) ransacking the camp and 
  shooting anyone who tries to stop them; the refugees 
  in that camp are already dead. 
  If anyone attempts to face the Bandits in an actual fight 
  with real weapons, they use (1) Actions to grab sacks 
  of supplies and then mount their waiting horses. The 
  next turn, they flee from the camp at top speed (use the 
  Mounted Bandit stats on page 94 if the Fated pursue). 
  Results: Bandits escape with supplies (-15 Refugees), 
  Fated drive off Bandits by killing at least one (+5 
  Refugees), Fated kill all of the Bandits (+5 Refugees). 
  
  Chapter 2: Adventure, Act IV
  day 3: Chased By Rage
  During the fourth day, a commotion begins to spread 
  upwards from the back of the refugee group. There are 
  whispers of "crazies" attacking the people near the rear 
  of the exodus - mostly groups containing the old, infirm, 
  and children - and people are getting a bit jumpy. 
  If the Fated attempt to calm down the refugees, one of 
  them needs to make a TN 13 Leadership Challenge. 
  On a success, they manage to restore order and keep 
  the refugees moving toward Ridley. On a failure, 
  however, tough miners begin breaking away from their 
  groups, taking makeshift weapons with them as they 
  travel back through the crowds to confront the Cursed. 
  These miners, already bitter and angry, easily 
  succumb to the power of the Wrath Fetishes, which 
  only serves to swell the ranks of the Cursed. Repeat 
  this Challenge three more times, once each hour, 
  until the Fated either succeed or travel to the rear of 
  the refugees to face off with the Cursed themselves. 
  Each time this Challenge is failed, there are two more 
  Cursed in the eventual battle. 
  If the Fated travel back past the steadily advancing 
  refugees to face off with the Cursed (page 84), 
  read the following text, adjusting the number of 
  Cursed as appropriate: 
  The Cursed both have Wrath Fetishes and fight to 
  the death. They chased a group of refugees here from 
  one of the northern Contract Towns (#41). 
  Unfortunately, the Cursed are a problem that must 
  eventually be dealt with. If they survive the afternoon, 
  the Cursed catch up with the Fated that evening 
  while everyone is making camp. Read the following 
  text, adjusting the number of Cursed as appropriate: 
  The Cursed here fight in the manner outlined above. 
  However, because it is dark, all Ranged Combat 
  attacks made at a distance of more than 5 yards suffer 
  a - to the attack flip. 
  Results: Each failed Leadership Challenge (-5 
  Refugees), Cursed are defeated on the road (+10 
  Refugees), Cursed are defeated in camp (+5 Refugees), 
  Fated flee from the Cursed (-15 Refugees). 
  You push your way through the refugees, all too 
  aware of the panic in their eyes. You hear the 
  shouts and the crack of gunfire before you can 
  see the fight, but then you push through the last 
  of the stragglers to come upon two madmen. 
  Both are dressed in the overalls, shirt, and 
  work boots common to many of the refugees 
  and are splattered with fresh blood. They're 
  unarmed, but that doesn't seem to have made 
  them any less dangerous; the first has just 
  finished snapping a woman's neck, while the 
  second is holding up an old man in one meaty 
  fist. As he catches sight of you, he tosses the 
  old man behind him and advances upon you. 
  You've just finished preparing your fire 
  for the night when a shout goes up from a 
  camp a bit north of you. There are two rapid 
  gunshots, then a terrible scream that abruptly 
  fades to a choked gurgle. 
  A moment later, two men storm into the light 
  of your campfire. Both are dressed in the 
  overalls, shirt, and work boots common to 
  many of the refugees and are splattered with 
  fresh blood. In the darkness, you can't help 
  but notice the faint yellow glow surrounding 
  the [Wrath Fetishes] around their necks. 
  With a terrible cry of rage, the crazed miners 
  fall upon you, clawing at you with hands 
  already red with murder.
  
  Chapter 2: Adventure, Act IV
  day 4: Walking INjury
  By noon of the fifth day, tensions are high and 
  everyone is on edge. Some of the refugees have been 
  forcing themselves onward despite their injuries, and 
  now they're suffering after days of forced marching. 
  If the Fated have a doctor among their number, 
  they're approached by Miriah Bahur-Garrott and 
  asked if they're willing to help some of the wounded 
  that are starting to fall behind; they need medical 
  attention but are forcing themselves forward out of 
  fear of getting attacked by the "crazies."
  If there aren't any doctors among the Fated then they 
  hear rumors of injured people forcing themselves 
  to march forward despite serious injuries. Finding 
  these injured refugees isn't difficult; people are 
  sympathetic toward the wounded and want them to 
  get some medical attention but don't have the skills 
  to do it themselves. 
  Regardless of how they learn of the injured, the 
  Fated can attempt some first aid with TN 11 Doctor 
  Challenges (which requires the appropriate Doctor 
  tools). On a success, they manage to splint broken 
  limbs, wrap open wounds, and otherwise get the 
  injured patched up. On a failure, however, the 
  wounds have either grown infected or broken bones 
  have started to mend improperly; it's not pretty, and 
  there's nothing the Fated can do to help. 
  The Fated can make a total of three Doctor Challenges. 
  Results: Each Doctor Challenge passed (+5 Refugees), 
  each Doctor Challenge failed or ignored (-5 Refugees).
  day 5: The Man In Black
  The fifth night is surprisingly quiet; despite all of the 
  camps around the Fated - enough to light up the hills like 
  a hundred little stars - everyone is physically exhausted 
  and mentally drained. There's talk of reaching Ridley 
  sometime in the next day, but most people are worried 
  about what will happen when they reach the town. 
  As the night grows quiet, a man at a nearby camp pulls 
  out a guitar and begins to play. Read the following text 
  to the players: 
  The relative silence of the night is interrupted 
  by the sound of a guitar from a nearby camp. 
  The music starts slowly at first but then picks 
  up into an unknown song that somehow still 
  seems familiar to your ears.
  There are no words to the song, just the 
  music of a single guitar, but it still speaks to 
  your heart, washing away the weariness of the 
  past few days with its simple melody. The 
  music reminds you of the pain of the past 
  but also promises a future filled with hope if 
  you can only hold on for a little longer. 
  As the song continues, the refugees around 
  you exchange small smiles and a mother leans 
  forward to plant a delicate kiss on the forehead 
  of her sleeping son. For a few moments, at 
  least, it seems like everything just might work 
  out for the best. 
  The song gradually comes to an end, the last few 
  notes lingering in the air like a fading promise. 
  Loose Lips Sink...Ridley?
  During Act I, the Fated were instructed to keep 
  their investigation quiet. If the Fated paid no 
  attention to this warning (or if they took too 
  long and Gigani's superiors forced him to 
  launch a manhunt), then the rumors of a serial 
  killer have the city distracted and on edge when 
  Act IV begins. 
  Results: A serial killer stalks Ridley...
  probably. (-20 Ridley)
  
  Chapter 2: Adventure, Act IV
  If the Fated investigate the sound, they will find 
  a few refugees in a nearby camp who claim the 
  musician was a man dressed all in black. They 
  don't know who he was; he just appeared out of 
  nowhere, asked if he could share their fire, and 
  then played his song before leaving just as quickly. 
  The man in black - the wanderer known to some 
  as Sue - does not play any further part in this 
  adventure.
  Results: +10 Refugees. Don't let the players say you 
  never gave them anything.
  
  Chapter 2: Adventure, Act IV
  day 6:  Arrival at Ridley
  When the Fated arrive at Ridley on the sixth day, 
  they see early arrivals already camped out at the base 
  of Ridley’s plateau. Some of them have set up tents 
  while others are creating makeshift stone shelters 
  against the wall of the plateau.
  The Refugee Camp
  Both Amina Naidu and Piter Gigani are present when 
  the Fated arrive at Ridley. They're already dealing 
  with the first wave of refugees, taking notes and 
  getting a rough headcount of those present. Neither is 
  particularly pleased to see a new wave of people come 
  to their doorstep.
  For  Naidu, this is exhausting work. She has been 
  given the bare minimum of the staff she needs to take 
  census of the arrivals, and throughout the day she and 
  her assistants move through the crowds, asking the 
  refugees their names and what town they hail from. 
  She claims that nobody will be allowed entrance into 
  town until the census is complete. Naidu knows that 
  the Ridley government is using her as a stalling tactic. 
  Gigani and his soldiers, however, seem to be 
  invigorated by the arrival of the refugees. The Guild 
  has provided token supplies in the form of old blankets 
  and stale food, and Gigani draws upon his military 
  training to force organization and routine upon the 
  refugees. People are tasked with putting up defensive 
  barricades and digging latrines, and he provides sincere 
  reassurances that the Guild is doing everything it can to 
  help the refugees. He even pays for a few things out of 
  his own pocket, such as medicine for a child or elderly 
  person. He doesn't realize that the Ridley government 
  intends to ignore the problem until it goes away.
  If the Fated attempt to enter Ridley, they find the 
  route blocked by armed Guild, Union, and mercenary 
  forces. If the Fated have a positive reputation with 
  either organization (and succeed on a TN 14 Social 
  Challenge), they can talk the guards into allowing them 
  to enter Ridley. Alternatively, the Fated could press 
  Naidu or Gigani for access to the city, which requires 
  either a TN 12 Social or Bureaucracy Challenge. 
  Otherwise, the Fated (like the refugees) are barred 
  from entering Ridley. If they want to enter the town, 
  they  have to sneak in. Anyone can freely leave 
  Ridley...but it's a one-way trip.
  Helping the Refugees
  As the refugees begin to settle into place outside 
  Ridley, the Fated have a number of opportunities 
  to assist them using various skills. A Fated can each 
  attempt two of these options per day.
  Results
  *  Homesteading (TN 11): The Fated help the refugees 
  build sturdy community housing using scavenged 
  supplies. (+10 Refugees). 
  *  Husbandry (TN 11): The Fated help care for the few 
  animals the refugees brought with them (mostly horses, 
  oxen, and a few chickens and pigs). (+5 Refugees)
  *  Doctor (TN 11): The Fated help tend to refugees 
  that have been wounded or who are suffering from 
  malnutrition or sunstroke. (+5 Refugees)
  *  Labor (TN 11): The Fated help dig latrines and clear 
  out paths through the growing camp. (+5 Refugees).
  *  Leadership (TN 11): The Fated inspire the refugees 
  and get them working together in groups instead of 
  lurking about sullenly (+10 Refugees)
  Organizing the Camp
  Naidu and Gigani have already begun organizing 
  the refugees, and Miriah Bahur-Garrott isn't likely 
  to stay silent about things, either. If the Fated wish, 
  they can attempt to take control of the camp.
  Any attempt to take charge of the camp is met with 
  resistance by Miriah (and possibly Naidu or Gigani, 
  depending on their relationships with the Fated).
  In order to combat Miriah's influence, the Fated need to 
  make a TN 13 Barter, Bewitch, or Convince Challenge 
  to undermine Miriah's command, followed by a TN 
  11 Leadership, Teach, or Bureaucracy Challenge to 
  establish themselves as the leaders of the camp.
  This places the Fated in a position of authority, but 
  Miriah still attempts to steal a train and use it to ram 
  down Ridley's barricades (though the planning takes 
  place in secret). If the Fated attempt to seek an audience 
  with Ridley's town council (see page 52), this gives them 
  a + to their Bureaucracy Challenges to do so.
  Results: Fated fight Mariah (-10 Refugees), Fated 
  take control of the camp (+20 Refugees or -20 
  Refugees, depending on desire), Fated take control 
  and then abandon the refugees, leaving them without 
  any leadership (-10 Refugees). 
  
  Chapter 2: Adventure, Act IV
  Sneaking Into Ridley
  The city of Ridley still hasn't realized just how bad the 
  refugee situation is going to get, so there are a number 
  of footpaths up the plateau that the Fated can use to 
  sneak into town. Sneaking into Ridley is represented 
  by an Ongoing Challenge.
  Sneaking Into Ridley
  •Skills Allowed: Athletics, Barter, Forgery, 
  Stealth
  •Target Number: 11
  •Duration: 10 minutes
  •Success Requirement: 6
  •Failure Requirement: 2
  On a success, all participating characters slip into Ridley 
  without anyone paying much attention to them. This 
  most likely involves climbing the plateau and sneaking 
  into one of the outer districts without being seen, but a 
  few bribes and some false paperwork (likely "signed" by 
  either Naidu or Gigani) can help as well. 
  On a catastrophic failure, all participating characters 
  are spotted and captured by the guards. While this 
  doesn't result in their arrest (unless the Guild already 
  has an arrest warrant issued for one of the Fated for 
  some reason), it does result in the characters being 
  detained for a few hours while the Guild takes their 
  pictures and adds them to a watch list. All further 
  attempts to sneak into Ridley via this Ongoing 
  Challenge have their TN increased by +2.
  Inside Ridley
  There are a number of actions the Fated can take to 
  help or hinder the refugees from within Ridley. 
  The Plight of the Merchant
  The merchants of Ridley are sympathetic to the cause 
  of the refugees but are unwilling to put themselves in 
  any financial jeopardy to assist total strangers. Others are 
  hiking up their prices in order to take advantage of the 
  extra demand. A TN 12 Barter Challenge can swing the 
  opinion of the merchants one way or the other.  
  Results: Fated lower prices (+10 Refugees), Fated 
  increase prices (-10 Refugees). 
  Soapbox Preaching
  The Fated might choose to take up a soapbox (perhaps 
  literally) and begin lecturing the people of Ridley on 
  the moral issues of the refugee crisis. Each Fated can 
  attempt this once per day, in which case they must make 
  a TN 10 Leadership Challenge. On a success, they 
  manage to sway public opinion either for or against the 
  Refugees, while a failure results in them either being 
  ignored or booed off of the streets by angry dissenters. 
  Results: The Fated sway public opinion (+5 Refugees 
  or -5 Refugees, as appropriate).
  Appeal to the Council
  If the Fated are able to get an appointment to speak in 
  front of the town council (TN 13 Bureaucracy Challenge, 
  resulting in a meeting that takes place in six hours, -2 
  hours per Margin of Success), they can make an appeal 
  for either refugee relief or better Ridley defenses. This 
  won't sway the council from their eventual decision to 
  get rid of the refugees, but if the Fated succeed on a 
  TN 11 Convince Challenge, the council makes some 
  concessions in the hope of getting the Fated to return to 
  the refugee camp with a feeling of accomplishment.
  If Pandora is Blank's patron, then this option is of 
  particular importance to the adventure. See the No 
  Chance For Peace section in the "Complications" 
  chapter (page 100) for more details.
  Results: Fated acquired refugee relief (+20 Refugees), 
  Fated gained funding for better defenses (+20 Ridley).
  Dealing with the Defenses
  The Fated are able to take a more active role in the 
  defenses on the Ridley side. They can choose to either 
  assist in bolstering the defenses or work to undermine 
  them. Bolstering the defenses requires Homesteading, 
  Labor, or Engineering duels (TN 11). Undermining 
  the defenses can use a large variety of skills, either social 
  (convincing the guards to be more lenient, poisoning 
  them, or distracting them) or physical (weakening the 
  walls, creating a new path into town, etc.).
  Fatemasters are encouraged to let players get creative 
  here and use a variety of methods. Below are suggestions 
  for rewards, but adjust them based on implementation.
  Results: Fated bolster the defenses (+10 Ridley), 
  Fated undermine the defenses (-10 Ridley).
  
  Chapter 2: Adventure, Act IV
  act iv, scene 2:  
  RISING TENSIONS 
  After the first night in the growing refugee camp, 
  tensions begin to rise among the refugees. People 
  are angry that Ridley isn't allowing them to enter 
  and (untrue) stories begin to circulate through the 
  camp of jackals attacking and devouring people at 
  the fringes of the makeshift settlement. 
  If the Fated have been earning steady points for the 
  refugees and helping out as best they can, then they 
  might be seen as competent leaders. If not, they're 
  just faces in the crowd (unless they've been actively 
  working to hinder the refugees, in which case they get 
  a lot of dirty looks and hear mumbled curses as they 
  walk through camp).
  The feelings of resentment towards Ridley's 
  government build all through the day, until finally 
  it reaches a tipping point. Somehow, one or more 
  Wrath Fetishes has made it into the camp, whether 
  from Ridley or tucked into the supplies the refugees 
  brought from the Northern Hills. A farm hand 
  succumbs to the curse, and the foul energies within 
  the Wrath Fetish leap from one angry refugee to the 
  next like a wildfire in dry underbrush. 
  Read the following to the players:
  The eight men are all Cursed, but only the "leader' 
  possesses a Wrath Fetish; the others have been caught 
  up in its corruptive magic and are now venting their 
  anger on their fellow refugees. 
  The idea of fighting against eight Cursed should be a 
  frightening prospect for the Fated, even those that are 
  specialized in the art of combat. Fortunately for the 
  Fated, only one of the Cursed has a Wrath Fetish; 
  ignore the Fetish Talent on the other Cursed.
  The guards on the plateau are watching the 
  disturbance with equal parts confusion and horror. 
  They decide to provide the Fated with assistance in 
  this fight (though the Fated are unlikely to know that 
  until it happens). 
  It's been a long day and people are upset 
  that there hasn't been any progress towards 
  getting them into Ridley and settled down. 
  The guards and census workers have plenty 
  of empty promises, but few facts.
  The silence is broken by a scream from a few 
  hundred feet away. Someone shouts "Please, 
  no!" and then people are screaming and 
  running in every direction. At the center of 
  the chaos, you see eight farmhands screaming 
  in rage as they attack their fellow refugees in a 
  frenzy of violence.
  It's not dark enough to tell if any of them are 
  surrounded with a yellow glow, but judging 
  from the [Wrath Fetish] on the neck of their 
  leader, you don't doubt that it's there.
  The Sound of Gunfire
  It is possible that the Fated might sneak into 
  Ridley and choose not to return to the refugee 
  camp. The first section of this scene (the fight 
  against the eight Cursed) should be skipped 
  in this case.
  However, the events detailed in that scene 
  still occur, albeit "off camera." The Fated 
  will not be oblivious to what's happening; 
  the sound of gunfire is easy to hear in the 
  morning air, and all of Ridley is talking about 
  what happened after the fact.
  If that doesn't compel the Fated to investigate, 
  then either Naidu or Gigani sends a messenger 
  with a note asking the Fated to come assist with 
  the camp. If the Fated still choose to remain 
  in Ridley as the action unfolds elsewhere, skip 
  right to Scene III.
  
  Chapter 2: Adventure, Act IV
  At the start of the second round, have the Fated make 
  TN 10 Notice Challenges; on a success, they catch 
  sight of three Guild riflemen setting up atop the edge 
  of the plateau, overlooking the refugee camp. 
  At the end of the third round and every round 
  thereafter, the riflemen take aim and fire, killing 
  a single Cursed with an expertly aimed headshot. 
  Eventually, the Fated are the only people still alive 
  in a circle of corpses and bloodshed.
  If the Wrath Fetish possessed by the Cursed leader 
  is destroyed, the other Cursed return to normal at 
  the end of the round. Killing the lead Cursed also 
  frees the other Cursed from the effects of the rage 
  curse. If the riflemen are in place, however, one of 
  these "rescued" characters might still catch a bullet in 
  the head. 
  If the Fated find themselves having a hard time with 
  this fight, you can have one of the riflemen take aim 
  at the Wrath Fetish and shatter it with a well-placed 
  bullet, ending the effect as noted above. Of course, if 
  Sonnia is Blank's patron, the Fetish is a brand that is 
  burned into the lead Cursed's flesh, which makes it 
  impossible to destroy. 
   
  Should the Fated choose to flee from the Cursed 
  or otherwise decide not to attack them, the Cursed 
  cut a swathe of destruction through the camp before 
  the riflemen eventually put them (and a dozen or so 
  refugees that get swept up in their madness) down. 
  Afterwards, the talk of the camp will be the Fated (if 
  they intervened) and the Guild riflemen on the hills. 
  The riflemen were excellent shots and the refugees 
  are both impressed and intimidated by their skill.
   
  Regardless of the outcome of the fight, it serves as a 
  wake-up call to Ridley's government. They now know 
  that the rumors of a madness in the northern lands 
  are true and begin taking steps to protect their town 
  from catching it. 
  Results: Fated jumped in to help the refugees (+10 
  Refugees), Guild killed the Cursed without the Fated's 
  help (+10 Ridley, -10 Refugees).
  Sonnia is Coooold... hearted
  If Sonnia is using Blank and his Wrath 
  Fetishes to destabilize Ridley and the 
  Northern Hills, the Guild pulls out of Ridley 
  without informing the town council shortly 
  after issuing its ultimatum (see the next page). 
  The Guild leaves a few infiltrators behind 
  to sabotage Ridley's defenses and stir 
  up passions among the refugees, but 
  the situation really doesn't need much 
  assistance; thanks to Miriah Bahur-Garrot, 
  things quickly escalate into a confrontation. 
  Without the trained soldiers of the Guild 
  manning the barricades, Ridley's defenses 
  are severely compromised.
  If the refugees manage to take Ridley, Sonnia 
  plans to swoop in and restore order, allowing 
  the Guild to take control of the town under 
  the pretense of "rescuing" it from the refugees.
  If Ridley wipes out the refugees, she will use 
  the massacre as political leverage against 
  the town council and the Union at large, 
  and when the next election comes around, 
  Ridley will fall into her hands by the request 
  of its people. 
  It's a win/win plan as far as Sonnia is 
  concerned, but then, she also hasn't counted 
  on the interference of the Fated. This could 
  be a good place to pick up the adventure 
  once Northern Aggression has finished.
  After all, Sonnia is the type to let the fires of a 
  grudge burn for a long, long time.
  Results: The Guild's sudden abandonment 
  (and sabotage) of Ridley leaves the city poorly 
  equipped to defend itself against the refugees 
  (-50 Ridley).
  
  Chapter 2: Adventure, Act IV
  The Death of Peace
  When the Fated wake up the next morning, it's clear 
  that something has changed. The census takers are 
  nowhere in sight, the guards at Ridley's gates have 
  doubled, and there are riflemen placed at strategic 
  points all along the plateau, giving them vantage 
  points across the entire refugee camp.
  Around noon, Gigani (or Naidu, if the Guild is about 
  to abandon Ridley) is handed a message by a runner. 
  It is an order for the refugees to disperse...or face a 
  firing line. Ridley is trying to protect itself from the 
  curse. Read the following to the players: 
  There's not much to say after that. Miriah feels 
  justified and is ready to leave the meeting to set up her 
  own plans. Frank Hopkins is pensive and withdrawn. 
  Unless the Fated speak, Gigani (or Naidu) shakes his 
  (or her) head and leaves the tent. 
  If the Fated want to discuss the message, there's not a 
  lot more to be known. Once the meeting ends, it only 
  takes an hour or so for the ultimatum to start spreading 
  through the camp. Action needs to be taken quickly.
  Fated who show an interest in returning to Ridley should 
  be made aware that with the doubling of the guard and 
  increased Riflemen on the plateau, sneaking in would 
  be very difficult, and bribery and coercion are out of the 
  question. The Fated are stuck outside the town.
  Miriah Bahur-Garrott expected this possibility, and 
  the announcement only serves to give her the final 
  push she needed to transform her into a revolutionary 
  leader. If the Fated have a good reputation among the 
  refugees, she calls them to her tent to share her plan. 
  Read the following to the players:
  Miriah Bahur-Garrott is waiting for you in her 
  small tent, along with a dozen other refugees 
  that you recognize as having been instrumental 
  in keeping the refugees safe and supplied 
  during the trip to Ridley.
  In the close confines of the tent, Miriah's voice 
  is strong and clear. "The city has issued an 
  ultimatum: either we clear out, or they're going 
  to execute us like criminals. And for what? For 
  setting up camps outside the city?" She jabs a 
  finger in the direction of the city. "If they had 
  let us into Ridley when we first arrived, we 
  wouldn't have this problem!"
  From the back of the room, a deep voice 
  provides a counterpoint. "Now hold on up," 
  Frank Hopkins says, one hand raised to implore 
  her to stop. "Ridley's not the only option we have 
  here. The way I see it, a whole lot of these folks 
  could do just fine in Malifaux City."
  "Assuming they can make it across the 
  Footprints," Miriah counters, her tone making 
  it clear that this was something she had also 
  considered. "And what if the Guild turns us 
  away from Malifaux?" She shakes her head. 
  "No, we have to make our stand here, now, 
  while we still have the numbers to do something 
  about it. And I know just the way."
  Hopkins shifts the rifle on his back and steps 
  out of the tent, along with a few others who 
  want nothing to do with the rest of Miriah's 
  plan. The weight of numbers, though, is still 
  clearly on Miriah's side.
  She casts a glance in your direction, as if 
  silently asking whose side you wish to take.
  [Gigani/Naidu] sends each of you a message 
  requesting your presence at an emergency 
  meeting. When you arrive at the small tent 
  at the edge of the refugee camp, [Gigani/
  Naidu] is present, as are a few other key 
  individuals (including Miriah Bahur-Garrott 
  and Frank Hopkins).
  "I fear the worst has come to pass," [Gigani/
  Naidu] says. "The Guild has ordered the 
  refugees to disperse and head home. If they 
  continue to remain in the camp, the Guild will 
  have no choice but to consider them political 
  dissidents, which will result in their execution 
  by firing line."
  
  Chapter 2: Adventure, Act IV
  If any Fated leave with Hopkins, read the following text: 
  Hopkins' plan involves gathering up as many people 
  as possible and leading them across the Footprints 
  to Malifaux City. It's a hard journey and the refugees 
  don't have much in the way of supplies, but it's still a 
  viable (if somewhat desperate) plan. 
  He plans to leave with the refugees shortly after dawn 
  tomorrow but unfortunately is kidnapped a few hours 
  before then by some of Miriah's fanatics (without her 
  knowledge). See the Execution By Dawn section on 
  the opposite page for more details.
  If the Fated agree to help him gather up refugees 
  for this second exodus, have each of them make 
  TN 12 Challenge duels with a Social Skill of their 
  choice. With each success, the Fated manage to 
  sway a few dozen refugees to their way of thinking. 
  Unfortunately, while this does save lives in the long 
  run, it also reduces the number of people able to help 
  Miriah Bahur-Garrott storm Ridley's barricades. 
  Results: The Fated convince some refugees to leave 
  for Malifaux City (-15 Refugees per success). 
  If the Fated decide to stay in the tent and listen to 
  Miriah's plan, read the following text: 
  Miriah waits until the last of the dissenters has 
  left before continuing. "Alright, here it is. The 
  town council in Ridley has guards blockading 
  all the gates and entrances, but there's one way 
  in that they can't shut down so easily."
  She looks at the faces of the gathered, waiting 
  to see if anyone is willing to hazard a guess. 
  "The railway," she finally says, her voice heavy 
  with implication. 
  "But," one of the men speaks up, "the railway's 
  already blocked off. We seen them doing that 
  just this morning."  
  Miriah nods. "Right, some wooden barriers, 
  but nothing strong enough to stop a train going 
  at full steam. I say we head down the tracks 
  towards Hollow Point, hijack one of the trains 
  there, and bring it screaming into Ridley at full 
  speed." She slams her fist into her open palm, 
  making a loud smacking sound. "It'll bust 
  through any barriers they've set up and will 
  scatter the guards long enough for the rest of 
  us to storm into town and take it for our own."
  A woman in overalls speaks up, confusion 
  coloring her features. "Take...Ridley? I don't 
  want to run the town. I just want some food for 
  my daughter."
  Miriah turns to face the woman, but it's clear 
  that she's still speaking to everyone. "You think 
  they're just going to let us settle down beside 
  them like this never happened? They made 
  their choice, and that choice was to put a gun 
  to our heads. If they were willing to do it once, 
  they'll do it again, and that time, we won't have 
  numbers on our side."
  Miriah shakes her head. "No, we have to hit 
  Ridley so hard that they have no choice but to 
  give us a seat - hell, three seats! - on the council. 
  And this is how we do it." There are slow nods 
  of agreement from the other gathered refugees.
  Hopkins stops a few dozen feet from the 
  tent to light a cigarette. "Woman's crazy," he 
  says, glancing up as he shakes out the match. 
  "Good to see that not everyone is buying what 
  she's selling."  
  He takes a long pull from the cigarette, then 
  looks out over the refugee camp, towards 
  Ridley. "I reckon it's time to start gathering up 
  as many people as can listen to reason and start 
  leading them to Malifaux City. The Footprints 
  won't be easy, I ain't gonna lie, especially for 
  the youngins and the old folk...but it's better 
  than catching a bullet from one of them Guild 
  folk with the itchy trigger fingers."
  Hopkins looks back at you. "Can I count on 
  your help here? Time isn't on our side, and 
  once things start to go south, we don't want to 
  be anywhere around here."
  
  Chapter 2: Adventure, Act IV
  Miriah volunteers to lead the hijacking herself but 
  welcomes any Fated who wish to come with (whether 
  sincerely or to put a stop to her plan before it gets out of 
  hand). Word spreads throughout the camp that Miriah 
  is planning "something," and in the evening she and a 
  dozen armed refugees set out to hijack the train. This 
  event takes place in Scene III: The Ridley Massacre. 
  Execution by Dawn
  After Miriah has left the camp, some of her more 
  bloodthirsty followers (correctly) realize that Hopkins' 
  attempts to lead people away from Ridley and back 
  towards Malifaux City will hinder their attempts to 
  capture Ridley. To make certain that this doesn't 
  happen, they attempt to kidnap Frank and march him 
  out towards the Footprints to be shot. 
  If the Fated are with Hopkins in the morning, they are 
  there when six miners show up with drawn weapons 
  and likely are taken prisoner alongside Hopkins. 
  The miners flee if the Fated put up any significant 
  resistance; they're willing to kill someone to help their 
  cause, but not in the middle of camp. 
  If the Fated are not present, then they likely notice 
  that Hopkins is missing after he fails to show up to 
  lead the refugees towards Malifaux City. If they did 
  not attempt to help him gather refugees, then one of 
  the few refugees that joined Hopkins comes to the 
  Fated asking if they have seen him. His disappearance 
  should seem unusual; while a loner, Hopkins didn't 
  seem like the sort of person who would just up and 
  abandon everyone that was counting on him. 
  Alternatively, Piter Gigani may approach the Fated 
  with the revelation that he was to meet with Hopkins 
  that morning about identifying the violent elements 
  in camp before they did something stupid, but he 
  never appeared. Gigani guesses that Hopkins might 
  have been silenced by those same violent elements 
  and wants to see the old man returned to safety 
  (preferably with the information he was going to share 
  during their meeting). 
  The miners tie Hopkins' hands and march him out 
  towards the Footprints. They don't have a real plan here; 
  they just want to get him far enough from the camp to 
  shoot him without anyone noticing. Hopkins is playing 
  the part of the old man, stumbling and making as much 
  of a trail as he can, all in the hopes that someone will 
  come looking for him (via an Ongoing Challenge).
  Save Hopkins From Eating a Bullet!
  • Skills Allowed: Athletics, Notice, Track
  • Target Number: 10
  • Duration: 10 minutes
  • Success Requirement: 6
  • Failure Requirement: 2
  If any of the Fated are mounted, they receive a 
  + to any Athletics Challenges made during this 
  Ongoing Challenge.
  On a success, the characters manage to catch up to 
  Hopkins and the miners before he is executed. The 
  miners aren't looking for a fight and surrender when the 
  Fated arrive. ("We weren't actually going to do anything...
  we were just trying to put a little fright into him, see?")
  If the characters suffer a catastrophic failure or take 
  more than an hour to reach Hopkins, the sharp crack 
  of a pistol punctuates their failure. 
  If the Fated rescue Hopkins, he proceeds with his plan 
  to get as many refugees as possible to Malifaux City. If 
  the Fated aren't aware of Miriah's plans to hijack the 
  train, clues them in now. Read the following text:
  Results: Hopkins lives (-10 Refugees), Hopkins dies 
  (+10 Refugees)
  "Listen, I don't agree with Miriah. That 
  woman's crazy. What're we supposed to do if 
  the coup fails? There's women and children 
  in that camp..."  
  Hopkins shakes his head. "Hell, what're we 
  supposed to do if she wins? Do you think Ridley 
  is going to take us in with open arms? Are we 
  supposed to sit down at the dinner table, look 
  them in the eye and say, 'Sorry that we killed 
  each other and let's let bygones by bygones?'"
  He sighs, suddenly looking like the old man he 
  is. "Miriah's going to hijack the Hollow Point 
  train and use it to force her way into Ridley. 
  It's suicide, but I don't think that woman 
  cares. I'm going to try to get as many people 
  to Malifaux as I can before the shooting starts, 
  but I'm just one man."
  
  Chapter 2: Adventure, Act IV
  act iv, scene 3:  
  THE RIDLEY 
  MASSACRE
  This is the big, climactic, movie-like battle with 
  swelling music and anguished faces.
  Miriah's band of armed refugees are trying to capture 
  a switching station, which they use to bring a train 
  from Hollow Point to them. They then board the 
  train and charge it into Ridley's barricades. 
  The rest of the refugees are migrating around the 
  plateau to reach the more accessible south side.  They 
  are doing this mostly for practical reasons, so they can 
  either march onto Ridley itself or walk along the train 
  line back to Malifaux. However, the hijackers are 
  using them as a distraction to hide the fact that they 
  are taking the train. 
  The M&SU are torn; there are brother and sister 
  Unionists out there among the refugees. Some 
  want to help card-carrying members. Others are 
  afraid of the curse and talk about only supporting 
  the “local union.”
  The Guild definitely opposes any refugee immigration. 
  They have barricaded all of the walking trails up the 
  plateau. The northern trails might as well be vertical, 
  and anyone trying walk up the southern trails will find 
  a storm of bullets waiting for them. 
  It is highly unlikely that the Fated can talk the refugees 
  down from their plan; they are desperate and starving, 
  and if they don’t do something, they will die. 
  This is the final scene in this Act. There are many 
  small events that occur during this scene, each 
  one building up to the final climax. When this 
  climax occurs, the total points for Ridley and the 
  Refugees will be compared to determine the final 
  outcome of the massacre based on what the Fated 
  have accomplished.
  Regardless, there are few happy endings in a 
  situation like this, and the Fated should be prepared 
  for the worst.
  The Train Hijacking
  If the Fated have joined Miriah on her mission to 
  hijack the Hollow Point train, play this scenario out 
  in full. Alternatively, if the Fated have decided to side 
  with Ridley, Gigani or Naidu might have an informant 
  among the refugees that tip them off to Miriah's plan. 
  Then the Fated could be assigned to the ambush 
  force at the switching station...or, if they're sufficiently 
  dangerous, they could be the entirety of the ambush 
  force. In this case, you'll have to adjust the text box a 
  bit to reflect the Fated's different allegiances.
  If the Fated do not intervene in the hijacking, Miriah's 
  desperate plan succeeds, and she slams the train into 
  the barricades, smashing them aside and allowing the 
  rest of her forces to spill into Ridley's streets. However, 
  if the forces of Ridley have been warned about her plan 
  (and Sonnia is not Blank's patron), then the Guild set 
  up an ambush at the switching station that brutally cuts 
  down Miriah and her cohorts in cold blood.
  The Switching Station
  In order to bring the Hollow Point train to her, 
  Miriah needs to control the switching station located 
  about half a day's walk down the tracks from Ridley. 
  The switching station's controls will let her operate 
  the engine remotely; this is one of the improvements 
  the Union made to cut down on labor hours. 
  Miriah's group arrives at the switching station a little 
  after sunrise. If the Guild is aware of the plan to hijack 
  the train (likely because the Fated warned Gigani or 
  Naidu about it) and Sonnia is not Blank's patron, 
  then the Guild has prepared an ambush here to stop 
  the plan cold. That ambush consists of eight Guild 
  Riflemen (see page 89) and ten Guild Guards (see page 
  88), in and on top of the switching station. With the 
  rising sun at their backs, the Guild have the advantage 
  here, and combat begins swiftly and brutally. If there 
  has been no warning of Miriah's attack, then there are 
  only two Guild Guards (page 88) and a tired engineer 
  named Frank McCoy here when her group arrives.
  Because of the sun's glare, anyone shooting eastward (i.e., 
  toward the switching station; the Fated are approaching 
  from the west) suffers a - on their Ranged Combat 
  attacks. The Guild forces split their fire evenly between 
  the refugee forces with any left over shots going toward 
  anyone that stands out or looks dangerous.
  
  Chapter 2: Adventure, Act IV
  Read the following text to the players: 
  This is a tough fight for the Fated. The only real cover 
  is the switching station itself, and the Guild forces have 
  claimed that for their own. If the Fated begin to lose the 
  fight, the commander (Sergeant Emilie Shannon) calls 
  out, offering to let them live if they throw down their 
  weapons and surrender. If the Fated continue to fight 
  past this point, the Guild (try to) fill them full of lead. 
  Alternatively, the Fated could choose to flee from 
  the fight. For the most part, this is successful 
  (the Guild forces only have orders to hold the 
  switching station and aren't fond of shooting 
  people in the back), but if the Fated regroup 
  and make a second attempt to take the station, 
  they put their moral quandaries aside and 
  take whatever shots they can get. 
  If the Fated are defending the station, they 
  might have assistance from a few Guild 
  Riflemen or Guild Guards, depending on their 
  combat skills. In this case, their opponents will be 
  Miriah (page 74) and a dozen Miners (page 83).
  Regardless of which side the Fated are on, after 
  their opponents suffer casualties numbering more 
  than two-thirds their original number, the remaining 
  opponents either surrender or flee (whichever seems 
  most likely to guarantee their survival).
  If Miriah's forces manage to capture the switching 
  station, she uses it to bring the train from Hollow Point 
  to the switching station. If Mariah didn't survive the 
  fight, a Fated can do the same with a TN 8 Engineering 
  Challenge. The pneumatic engine arrives with four 
  boxcars behind it. 
  Miriah plans to take control of the train's controls 
  and drive it straight forward into the barricades 
  at full steam, which will certainly be effective...
  and incredibly dangerous for anyone on board. 
  Someone else could operate the engine, but it 
  requires a TN 8 Engineering Challenge.
  The morning is brisk and chilly, and your legs 
  are sore from walking all night long. You can't 
  remember the last time that you were able to 
  take the time to watch the sun rise, but it's a 
  beautiful sight. For all of its horrors, there's 
  still a bit of beauty to Malifaux. 
  You can see the switching station up ahead, 
  and for a moment, it's possible to believe that 
  Miriah's desperate plan just might be as easy 
  as she made it sound. Then the sharp crack 
  of a gunshot shatters the silence as one of 
  the refugees stumbles backwards, seemingly 
  confused over the appearance of a gaping 
  hole in his chest. 
  More gunshots ring out as the refugees scatter, 
  looking for any sort of cover in the sparse 
  terrain. Miriah, however, draws her pistol and 
  advances on the switching station, firing wildly 
  at the ambush force within. "You bastards!" 
  she shouts, her lips pulling back in a grimace. 
  "Come out and fight like men!"
  
  Chapter 2: Adventure, Act IV
  Alternatively, the Fated could use the switching station 
  to send the train towards Ridley like a guided missile, 
  which requires a TN 9 Engineering Challenge but is 
  just as effective. Talking Miriah out of her suicidal 
  plan is more difficult and requires a TN 12 Convince 
  Challenge. On a failure, she climbs into the train, and 
  it's full steam towards Ridley. On a success, she can 
  be convinced to use the switching station as above but 
  insists on staying behind to guard the station (especially 
  if any of the Guild forces fled from the fight).
  Unless the Fated decide to ride the train back to Ridley, 
  they miss the grand battle that takes place between the 
  forces of the city and the refugees but certainly find its 
  bloody aftermath waiting for them when they return.  
  The Hollow Point Train Arrives
  If Miriah's plan to hijack the train is successful, read 
  the following text (making adjustments as necessary if 
  the Fated are in Ridley and not in the refugee camp): 
  Results: Train smashed through Ridley's barricades 
  (-40 Ridley). 
  Climbing up the PLateau
  The Ridley plateau is not as steep as some of the cliffs 
  in the Footprints, but it's still a dangerous climb. All 
  the trails wind back and forth on narrow paths that 
  challenge even an agile human. Still, they might prove 
  to be a tempting way to sneak into Ridley, especially 
  for those characters who want to speak with the town 
  council one last time.
  While the brunt of Ridley's forces have taken to 
  guarding the town's northern gate, a few guards have 
  been spared to guard these footpaths from anyone 
  trying to climb them and thus sneak into the town. 
  Guild snipers have taken the best positions on each 
  trail in order to pick off any refugees hiking up the 
  plateau. While the craggy rocks and winding paths 
  provide some cover, the snipers have both height and 
  maneuverability on their side. 
  Climbing up Ridley's plateau using the footpaths is 
  handled with an Ongoing Challenge (unless the Guild 
  has abandoned Ridley, in which case the paths are clear).
  Snipers on the Plateau
  • Skills Allowed: Athletics, Stealth
  • Target Number: 11
  • Duration: 10 minutes
  • Success Requirement: 6
  • Failure Requirement: 2
  Because of the snipers set up on the footpaths, any 
  character that fails a Challenge during this Ongoing 
  Challenge suffers 1/3/4 damage, +1 damage if the suit 
  of the card flipped to determine damage was R.
  On a success, all participating characters manage to 
  make it to a gun nest, where two Guild Riflemen 
  (page 89) are waiting in hard cover. If these Riflemen 
  are defeated, it opens up a route for the refugees to 
  use to pour into Ridley. There are five teams total, 
  each one guarding a different path.
  On a catastrophic failure, the participating characters 
  step out into a kill zone. Each participating character 
  suffers 2/4/5 damage, +1 damage if the suit of the card 
  flipped to determine damage was R. After this initial 
  barrage, the characters can flee back to safety but have 
  to choose a different route. All further instances of this 
  Ongoing Challenge have their TN increased by +1.
  Results: Each team of snipers defeated (+10 Refugees).
  Some shouts go up from the eastern edges of 
  the camp, rousing the weary refugees from 
  their morning lethargy. "It's here! Get your 
  weapons, the train's coming!"
  You raise your hand to shield your eyes from 
  the sun, and then you can see it, too. The 
  steam engine is chugging towards Ridley at full 
  steam, pulling four rattling boxcars behind it. 
  Glancing back at the barricades, you have 
  just enough time to see the guards leaping 
  for cover before the engine plows through 
  the blockade with a great crash of shattering 
  wood and screeching metal. Carried forward 
  by its momentum, the train leaps the rails and 
  disappears into the heart of the city, the plow 
  of the engine carving up the paved streets like 
  a reckless surgeon's scalpel.  
  "Let's go!" one of the refugees shouts, and the 
  cry is taken up by dozens of others as they 
  rush towards the shattered barricades with 
  weapons raised.
  
  Chapter 2: Adventure, Act IV
  Acts of Sabotage 
  There are plenty of ways the Fated can sabotage the efforts 
  of the refugees or Ridley, though they'll need access to 
  either the refugee camp or the town, as appropriate. 
  Ammunition Supplies
  The Fated could sabotage either the Guild's or the 
  Union's ammunition supply lines. As per standard 
  procedure, the Guild have established ammunition 
  stores near areas of conflict, and dozens of runners 
  deliver reloads on a continual basis once the shooting 
  starts. Kidnapping, subduing, or killing the runners 
  is one solution, although destroying the ammunition 
  stores is a more permanent one. Waylaying a runner 
  requires a successful TN 10 Athletics Challenge, while 
  destroying the ammunition stores requires a fight with 
  four Guild Guards (see page 88) and then a successful 
  TN 10 Explosives Challenge. Alternatively, the Fated 
  could steal or move the supplies, which has the same 
  effect (and allows them to give the ammunition to the 
  refugees, if they have a route back to the refugee camp). 
  The Fated might instead choose to sabotage the 
  ammunition stores of the refugees. This is a more difficult 
  task as there is no central place where weapons are being 
  gathered but the Fated could convince people that Miriah 
  has ordered them to round up all the available weapons 
  with a TN 12 Deceive or Leadership Challenge. The 
  weapons are difficult to destroy but can be hidden away 
  with a TN 10 Stealth Challenge. The refugees mostly 
  have refurbished pistols and longarms; if you have access 
  to Into the Steam, they are all US&E weapons.
  Results: Ridley's ammunition supplies are destroyed 
  or stolen (-20 Ridley), Refugee weapons are gathered 
  up and hidden (-20 Refugees).  
  Playing Favorites
  The Fated can attempt to leverage their relationship 
  with either Peter Gigani or Amina Naidu into 
  assistance for either Ridley or the refugees. Exactly 
  what they want to accomplish is up the Fated; they 
  could make a TN 12 Convince duel to talk Gigani 
  into relaxing a guard position, allowing the refugees 
  to break through, or feed false information to Naidu 
  with a TN 12 Deceive duel to have defensive forces 
  moved to an ineffective location.
  Results: Fated used their relationship with Gigani or 
  Naidu to help one faction (-10 Refugees or Ridley).
  Riots in Ridley
  The Fated could try to start an actual insurrection within 
  Ridley, especially if they have ties to the Slate District. 
  As the town's poorest district, Slate has long watched 
  politically correct M&SU figureheads benefit while their 
  district gets left with the bottom of the slop pile. In a 
  way, the people of Slate district share a certain kinship 
  with the refugees, and all it takes is a few Fated to point 
  that out. If the Fated succeed on a TN 12 Leadership 
  Challenge (taking two hours), they are able to gather 
  enough support to send all of Slate district into a riot. 
  This doesn't cause much damage to the town, but it 
  does force Ridley to move crucial soldiers and support 
  personnel from the front lines to deal with the chaos. 
  Results: A riot breaks out in Slate District (-20 Ridley)
  Random Mayhem
  Of course, the Fated could just decide to cause a 
  whole bunch of random mayhem within Ridley or the 
  refugee camp that forces the leaders of the respective 
  group to pull people from the front lines to deal with 
  the chaos. This is a catch-all category that covers 
  setting off explosives, fires, kidnapping officials, 
  manipulation of orders, assassinations...just about 
  anything that will destabilize one side or the other. 
  Chaos in the Streets!
  •  Skills Allowed: Explosives, Forgery, Intimidate, 
  Long Arms, Stealth 
  • Target Number: 11
  • Duration: 10 minutes
  • Success Requirement: 6
  • Failure Requirement: 2
  The Fated gain a + on any Challenge made as part of 
  this Ongoing Challenge if they have assistance from 
  NPCs (whether refugees or Ridley forces). 
  Results: On a success, the mayhem and chaos 
  manages to sufficiently destabilize whatever group 
  the Fated are working against, resulting in a -20 point 
  penalty to that group's total. 
  On a catastrophic failure, however, the Fated come 
  face to face with the authorities: either refugees or 
  Ridley guards, none of whom are happy with what the 
  Fated are doing (use Guild Guards for both, page 88).
  
  Chapter 2: Adventure, Act IV
  Fighting in the Streets 
  If the train smashes through the barricades, the refugees 
  pour forth through the gap. If Miriah was controlling 
  the engine when it slammed into the blockade, there 
  may even be a few cries of "For Miriah!" 
  Fighting at the Barricades!
  •  Skills Allowed: Close Combat Skills, Ranged 
  Combat Skills
  • Target Number: 11
  • Duration: 10 minutes
  • Success Requirement: 10
  • Failure Requirement: 4
  Any character that fails a Challenge during this 
  Ongoing Challenge suffers 1/3/4 damage.
  On a success, the Fated manage to fight back their 
  opponents (whether the Ridley guards or the refugees) 
  and emerge victorious at the smashed barricades. 
  This might not be enough to swing the entire conflict 
  in their favor if the opposition is too great, but if things 
  are close, victory here could easily be the turning 
  point in deciding who controls Ridley. 
  On a catastrophic failure, a new surge of support 
  (from either Ridley or the refugees, as appropriate) 
  catches the Fated off guard and forces them to 
  retreat as their opponents capture and hold the 
  shattered gates of Ridley. 
  Results: Whichever side wins the battle at the 
  barricades gains +25 points.
  Jack Daw is just Hanging Around...
  If Jack Daw is using Blank to plunge the 
  Northern Hills into a whirlpool of rage and 
  violence, he becomes personally involved in the 
  massacre. In order to herald his appearance, 
  set the following scene at some location in the 
  refugee camp prior to the massacre:  
  Once the massacre begins, Jack Daw makes a 
  more personal appearance. Read the following:
  Results: Jack Daw brings chaos in his wake 
  (Flip a coin in full view of your players; on 
  heads, +20 Ridley, on tails, +20 Refugees).
  As you make you way through the camp, 
  you catch sight of a trio of young girls 
  playing near a campfire. Two are holding a 
  clothesline and are twirling it while the third 
  jumps over the rope as it comes around. 
  "Jacky Jacky Jack Daw / Hanging on the tree 
  / I asked him for his secrets / But he would 
  not speak to me." It's a common children's 
  rhyme in Malifaux, but something about 
  the words sends chills down your spine. 
  "Jackky Jacky Jack Daw / See him swing 
  and sway / And once he whispers in your 
  ear / You'll go with him on his way." 
  The battle outside of Ridley is a massacre; 
  hundreds of refugees lay dead around 
  their makeshift tents, victims of the [Guild/
  Union]'s initial barrage. Those that are still 
  alive are pressing against the barricades, 
  fighting with the town's defenders. 
  Through the smoke of gunfire, you catch 
  a glimpse of a terrible figure floating over 
  the heads of the combatants; his face is 
  obscured by the cloth sack over his head, 
  and the rope around his neck trails upwards 
  into the air, as if pinning him to the sky. 
  The vision lasts only a moment, but you 
  can feel the battle shifting in the specter's 
  wake as dozens of people on both sides of 
  the conflict succumb to supernatural rage.
  
  Chapter 2: Adventure, Act IV
  The Ridley Massacre
  If the train doesn't smash through the barrier - most 
  likely because Miriah was caught in a Guild ambush 
  and killed - then Gigani (or Naidu, if the Guild has 
  abandoned Ridley) gives the refugees one final chance 
  to clear out. 
  Read the following text: 
  The Ridley Massacre has begun, and the Fated - 
  depending upon where they are located - are likely 
  caught up in the chaos. Feel free to run a few rounds of 
  combat with either the refugees or Ridley's defenders 
  (use the Guild Guard stats, page 88, for either), or just 
  describe the chaos swirling around the Fated if they 
  do not wish to directly participate in the fighting. 
  The Final Outcome
  As this act comes to a close, calculate the total 
  points belonging to Ridley and the Refugees; this 
  determines the ultimate fate of the town and the 
  refugees. Even after the dust has settled, canny Fated 
  might remember that the unknown engineer of this 
  massacre is still out there...
  equal footing
  Less than a 10 point difference
  The massacre is a bloodbath for both sides. 
  The refugees suffer heavy losses, but they 
  give as good as they get. By the end of the 
  day, the streets of Ridley are drenched in 
  blood and corpses. 
  Riots leave Ridley unstable for weeks afterwards, 
  and nobody is entirely certain just which side 
  emerged victorious. Gigani and Naidu are killed 
  in the fighting.
  [Gigani/Naidu] steps up to the barricade and 
  holds [His/Her] hands up to get the attention 
  of the refugees. "Everyone, listen up! Ridley 
  has made its decision; you're not wanted here! 
  Turn around and go back to your homes, or 
  head south towards Malifaux. If you remain 
  camped out here, you will be shot! This is 
  your final warning!"
  An old man with a bushy beard shouts back 
  from the refugees. "Warn this!" He draws 
  a pistol and points it at [Gigani/Naidu] but 
  never gets the chance to pull the trigger; an 
  expertly placed shot from one of the snipers 
  on the plateau blows a hole through the old 
  man's chest. 
  "No! Wait!" [Gigani/Naidu] shouts, but it's too 
  late; the spark has been set to the tinderbox, 
  and what follows is a roar of outrage from 
  the refugees as they draw their weapons and 
  charge forward into an eruption of gunfire 
  from the [Guild/Union].   
  
  Chapter 2: Adventure, Act IV
  refugee victory
  Refugees 61+ points over Ridley
  The refugees storm Ridley and capture 
  the city. The new leaders of the refugees - 
  including Miriah, if she is still alive - execute 
  the town council (and Naidu) and place 
  themselves in power. Gigani wages a fighting 
  retreat back to the Ridley Station and uses 
  the train to evacuate his men to Malifaux 
  City, where he is demoted to Lieutenant 
  and given Quarantine Zone duty. 
  Ridley's future is uncertain, and there are 
  plenty of people who aren't happy with the 
  new regime...
  refugee advantage
  Refugees 10-60 points over Ridley
  The Guild (or Union) puts up a good fight, 
  but in the end, the refugees manage to break 
  their defensive lines and make it into the city. 
  Many of the Union defenders ultimately step 
  aside, refusing to fight against their fellow 
  Union members. 
  The refugees settle in the poorer districts of 
  Ridley, and when the next election comes, 
  many of the current representatives are 
  voted out, giving the refugees (and those 
  sympathetic to their cause) the reins of power 
  within Ridley. If Miriah is still alive, she claims 
  a seat on the council.
  ridley advantage
  Ridley 10-60 points over refugees
  The refugees put up a good fight, but in the 
  end the superior firepower of the Guild (or 
  Union) forces wins out. The surviving refugees 
  are marched out to the Footprints at gunpoint 
  as the town sets fire to their camp.  
  Abandoned and left to fend for themselves, 
  many of the refugees starve or fall prey to 
  predators, but about a quarter of their starting 
  number manage to make it to Malifaux City 
  with most of their limbs intact. They are a 
  defeated and broken people, and the Fated 
  will see familiar faces staring back at them 
  from the slums for months to come...
  ridley victory
  Ridley 61+ points over refugees
  The refugees outside the town are massacred 
  in a storm of gunfire. Gigani will eventually 
  receive a promotion to Major, and Naidu will 
  find herself plagued by nightmares and unable 
  to sleep at night. 
  If any refugees escaped with Frank Hopkins, 
  they will learn of the massacre as they settle 
  into their new homes in Malifaux City. Perhaps 
  some will even seek revenge on the town that 
  murdered their friends and loved ones... 
  
  people
  Chapter 3: People
  Northern Aggression takes place over a few locales 
  with a variety of Fatemaster characters. The important 
  ones have been noted here for ease of reference, 
  ordered from major characters to minor.
  As with any roleplaying game, it is the characters in 
  the story, both player and Fatemaster, that make the 
  story worth telling. Part of that is having complex 
  characters with interesting motivations, but this can 
  also make it difficult to find the right "voice" for a 
  Fatemaster character.
  Each of the major characters presented in this section 
  has a quick reference callout box that gives Fatemasters 
  some suggestions on how to portray the character at a 
  glance, which should help to make them really come 
  alive for the players.
  Because of this, Fatemasters are highly encouraged 
  to tie one or more of the characters presented here 
  to the Fated. It is entirely possible that an ex-convict 
  might have served time with George Blank or that 
  Miriah is a character's sister-in-law.
  These sorts of changes can add complexity and drama 
  to the story and put a new spin on the decisions players 
  have to make throughout the course of the adventure.
  It may also be worth drafting up a few additional 
  characters to add to the adventure at places you 
  feel will be extra important to the Fated. If they 
  are members of the M&SU, it's possible that they'll 
  feel the plight of Contract Town #34 more strongly 
  and will wish to do more for the town. This can be 
  easily accomplished by adding a few more NPCs for 
  characters who are likely to spend more time speaking 
  with the townsfolk.
  Alternatively, you might feel that a confrontation 
  with George Blank should take place during the 
  Ridley Massacre, rather than in Northern Sedition, 
  the sequel to this adventure. In this case, it's a simple 
  matter to add him into the final battle, perhaps with a 
  cadre of loyal Cursed to do his bidding. 
  Remember that this is your adventure! You should 
  feel free to adapt and add to it as you see fit. 
  
  Chapter 3: People
  George Blank
  George Blank wears his hair short, almost shaved; 
  even his face is bare. He wears nondescript clothing 
  - a modest shirt and slacks  - and looks like the sort 
  of man who has been down some rough roads in his 
  past. His nose has clearly been broken at least once, 
  and his hands are strong and calloused...and tattooed 
  with the symbol of the Ram, betraying his identity as a 
  criminal that lives only at the Guild's mercy. 
  Blank is driven and methodical. He gives off an 
  intense aura even if he doesn't say anything, and that 
  intensity can be hard to ignore. While it is sometimes 
  obvious that he is trying hard to suppress his opinions, 
  he remains polite and defers to whatever authority is 
  in the room. 
  Before he was framed for a murder that he didn't 
  commit, George Blank was a man of letters. He 
  was convicted after a laughably short trial with little 
  evidence, but he still managed to convince the judge 
  that he had skills and knowledge that were useful to 
  the Guild. Rather than the hangman's noose, he was 
  given tattoos on the backs of his hands, marking him 
  as a convicted criminal. 
  To ensure that he would not use his stay of execution 
  to escape, the Guild used its magic to burn all memory 
  of his past life out of his skull. He still remembered his 
  skills and how to apply them, but every aspect of his past 
  life - including his name, for it was not George Blank - 
  was lost to him. In the long years since, Blank has seen 
  too many lines crossed to retain any illusion that humans 
  are capable of any real ethical or moral strength. 
  The Guild uses Blank as an academic, letter writer, 
  forensic adviser, and walking library. While they 
  believe him to be harmless, George was recently 
  approached by a patron looking to harness his 
  anger for their own purposes. 
  This patron gave Blank knowledge of the Frozen 
  Cathedral in the Ten Peaks, and Blank in turn 
  used Ester Ambrose as his proxy to travel there 
  and construct the Wrath Fetishes. He has received 
  regular shipments of the fetishes in the months 
  since she claimed the Widower for her own, and 
  now his plans are coming to fruition. 
  George Blank
  Might
  2
  Grace
  3
  Speed
  1
  Resilience
  2
  Charm
  -1
  Intellect
  3
  Cunning
  2
  Tenacity
  2
  Henchman (10), Living, Tormented
  Defense
  4 (14)
  Walk
  5
  Height
  2
  Initiative
  4 (14)
  Willpower
  5 (15)
  Charge
  5
  Wounds
  7
  Skills: Appraise 2, Bureaucracy 2, Centering 3, Doctor 
  2, Enchanting 2, Engineering 2, Evade 2, Forgery 1, 
  Mathematics 2, History 3, Literacy 4, Notice 3, Pugilism 
  3, Printing 2, Scrutiny 1, Stitching 2, Toughness 2
  Cynic: This character gains + on all duels made to 
  resist deception.
  Frenzied Charge: This character gains + to any 
  attacks it generates due to the Charge action.
  Relentless: This character is immune to Horror duels.
  (1)  Brass Knuckles (Pugilism) 
  AV: 5 (15) ===== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage. This attack gains + to 
  its damage flip. 
  c In The Throat: After damaging, the target must 
  either discard a Twist Card or become Slow.
  (1)  Channel Rage (Enchanting) 
  Until the start of this character's next turn, all Close 
  Combat Attacks made by characters within a6 gain 
  + to their damage flips. This Action may only be 
  taken once per turn. 
  
  Chapter 3: People
  Personality
  Attitude
  Reserved - George says little and offers less.
  Angry - Despite his calm appearance, anger 
  seethes behind George's eyes.
  Polite - George is civil and rarely resorts to 
  foul language or rude behavior. 
  Educated - Without a past of his own, 
  George has fallen back on his education to 
  define himself.
  Mannerisms
  Folded Hands - His hands are often folded in 
  an odd mix of calm and self-restraint.
  Slow Blink - George tends to blink slowly, 
  giving him a somewhat skeptical air.
  Barely-Contained Scowl - When he thinks 
  no one is looking, his calm expression 
  sometimes slips into an angry scowl. 
  
  Chapter 3: People
  Amina Naidu
  Amina Naidu is polite yet sly, with a droll sense of 
  humor. She typically carries a pencil and clipboard 
  for notes and reminders, all of it written in an 
  indecipherable form of personal shorthand. She's 
  always working, talking to M&SU members, debating 
  with Ridley's town council, and writing endless reports 
  for both groups.  
  Naidu is well aware of the questions surrounding 
  her background. Why settle in Ridley if she had 
  a promising career Earthside? Why become legal 
  counsel and advocate for the M&SU when there 
  were more lucrative positions (and clients) in 
  Malifaux City? No one who looks into Amina's 
  past can find any trauma or scandal attached to her 
  name. In fact, no one can find anything other than 
  her educational credentials. 
  Born in India but educated overseas, Amina Naidu 
  had a promising career as a barrister but instead was 
  approached by certain economic powers to observe 
  and report on the political situation Breachside. 
  Upon arrival in the alien world, she chose to work 
  for the M&SU because the Union has both reach and 
  membership. She trusts the “voices on the ground” 
  more than the insular and secretive Guild. Her late 
  nights are mostly spent absorbing information from 
  her sources in Malifaux and writing regular reports to 
  her patrons back on Earth. 
  Wielding law and arbitration as a weapon, Amina 
  has protected M&SU interests (especially against the 
  Guild) tirelessly for almost two years now. The Guild 
  constantly finds themselves stymied on the legal front 
  in Ridley, an area that they should have control over. 
  This frustrates them to no end.
  Amina suspects her patrons Earthside of being 
  Arcanists but doesn’t yet understand how intertwined 
  they are with the M&SU. At this point, she isn’t 
  sure if she would side with her patrons, the M&SU 
  leadership, or the rank and file Union members when 
  pressed. She hopes that she will never be forced to 
  make that decision. 
  Amina Naidu
  Might
  -2
  Grace
  1
  Speed
  0
  Resilience
  0
  Charm
  1
  Intellect
  3
  Cunning
  2
  Tenacity
  2
  Enforcer (7), Living
  Defense
  2 (9)
  Walk
  4
  Height
  2
  Initiative
  4 (11)
  Willpower
  4 (11)
  Charge
  4
  Wounds
  4
  Skills: Bureaucracy 4t. Centering 2, Convince 4M, 
  History 2, Literacy 3, Mathematics 1, Pistol 1, Scrutiny 4
  Time is Money: When this character succeeds on a 
  Challenge during an Ongoing Challenge, she generates 
  one additional Margin of Success.
  (1)  Collier Navy (Pistol) 
  AV: 2 (9) ====== Rg: z12  ====== Resist: Df 
  Target suffers 2/3/4 damage.
  (1)  Rapidly Negotiate (Convince) 
  AV: 7M (14M) == Rg: 12  ======= Resist: Wp 
  Target character gains the following Condition until 
  the end of Dramatic Time or until this character 
  targets the character or their allies with another 
  Action: "Coerced: This character may not target 
  the character that applied this Condition with 
  harmful actions without first passing a TN 10 
  Willpower Duel."
  
  Chapter 3: People
  Personality
  Attitude
  Caring - Amina genuinely cares about people 
  (even the ones she doesn't like).
  Witty - Her commentary can be sarcastic and 
  dryly amusing.
  Busy - Amina might have time for a snarky 
  comment, but she doesn't want to waste time 
  on idle chit-chat.
  Professional Distance - She works hard but tries 
  not to think about the greater implications of 
  some of her tasks and duties.
  Mannerisms
  Bustling - Amina is always moving or busy 
  with something.
  Engaged - She's always watching and listening 
  to what's going on around her.
  Smirk - A half-smile is often on her face, 
  usually after she's made a witty comment.
  
  Chapter 3: People
  Piter Gigani
  Piter Gigani is toned, well groomed, and a solider 
  through and through. His mustache and goatee hide 
  a youthful face, but he carries an air of confidence 
  far older than his years. Even his casual clothing 
  reflects his military discipline: buttons polished, fabric 
  brushed, and shoes shined so brightly that you can 
  almost see your reflection in the leather.  
  Gigani speaks in straightforward, clear terms. He 
  is not one for flowery language and often asks for 
  clarification on vague words. Gigani does things by 
  the book because deviancy from established plans 
  gets people killed. He ponders and plans, but once he 
  commits to something, he commits fully and without 
  reservation. Gigani is a man whose ethos and morals 
  have always meshed. 
  Born in the territory of Georgia, Gigani joined the 
  military and fought in some border disputes. He is 
  relatively young to be a Captain, but the Guild saw 
  his natural talent and recruited him for a position 
  in Malifaux. Gigani has been steadily climbing the 
  ranks since, not out of any great desire to be a leader 
  (though the idea does appeal to him), but because he 
  is competent and effective. His current assignment 
  has him leading the Guild forces at Ridley. It will, 
  in many ways, be a crucible for him; either he will 
  take charge of the situation and rise to a position of 
  prominence in the Guild, or it will destroy him and 
  ruin his career forever.
  Since he came to Ridley, Gigani has watched the 
  M&SU constantly skirt the law, or worse, rewrite it 
  in order to benefit their position, and that infuriates 
  him to no end. He often attends town council 
  meetings, where he calls their legal manipulation 
  “blatant disrespect for the law.” He has respect for his 
  counterpart Amina Naidu but finds her frustrating and 
  openly tells her so. She has returned the sentiment 
  many times.
  Captain Piter Gigani
  Might
  3
  Grace
  1
  Speed
  1
  Resilience
  2
  Charm
  0
  Intellect
  1
  Cunning
  1
  Tenacity
  2
  Enforcer (7), Living, Guardsman
  Defense
  4 (11)
  Walk
  5
  Height
  2
  Initiative
  4 (11)
  Willpower
  5 (12)
  Charge
  5
  Wounds
  8
  Skills: Bureaucracy 2, Centering 3, Convince 1, Evade 
  2, Intimidate 3, Leadership 3, Melee 2, Notice 3, Pistols 
  3R, Teach 2, Toughness 3, Track 1
  Armor +1: Reduce all damage suffered by this 
  character by +1, to a minimum of 1.
  Confident Authority: Other friendly Guardsmen 
  within 6 yards of this character gain + to all 
  Willpower duels.
  Attennn-Hut!: Other friendly Guardsmen within 
  6 yards of this character are immune to the Slow 
  Condition.
  (1)  Cavalry Saber (Melee) 
  AV: 5 (12) ===== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage.
  (1)  Peacebringer (Pistols) 
  AV: 4R (11R) == Rg: z10  ====== Resist: Df 
  Target suffers 2/3/5 damage. 
  R Critical Strike: When damaging, deal 1 additional 
  damage for each R in the final duel total. 
  
  Chapter 3: People
  Personality
  Attitude
  Military Man - Piter's military service shows: 
  he is organized, clean, and reserved.
  Straightfoward - He's not a man for 
  embellishment or obfuscation.
  Honorable - Piter is a man of his word, and 
  he will keep it whenever he can; he prefers 
  silence to lies.
  Competent - He's a man who knows his 
  strengths and how to act on them.
  Mannerisms
  At Attention - Piter stands stiffly and with 
  good form.
  Sharp - His actions and words tend to be very 
  pointed and direct.
  Neat - Piter always will take an extra moment 
  to ensure anything he handles is exactly 
  where it should be.
  
  Chapter 3: People
  Ester Ambrose
  Lovely but disheveled, Ester Ambrose possesses the 
  poise of a classically trained actress, but now her small 
  frame oozes rage. She wears a torn and ruined version 
  of one of her theater costumes, a baroque, patched-
  together (and surprisingly warm) Shakespearean dress. 
  Ester Ambrose had dreams of setting up a theater. As a 
  writer, poet, performer, stage manager, and costumer, 
  Ambrose has worked for various troupes and 
  companies all across Earth. However, she saw the alien 
  lands of Malifaux as her muse and came Breachside 
  to find inspiration. After a failed audition at the Star 
  Theater (Colette didn't think that Ester would make a 
  good Arcanist operative), Ester traveled to Ridley and 
  found a peer and patron in Wesley Aines.
  Ambrose was smitten with Aines, and together they 
  invested in a theater together: the Gilded Mandarin. 
  It wasn't long, however, before she realized that 
  Aines was just using her for her money and that her 
  investments in the theater had been funneled off into 
  his other projects. She confronted him, only for him 
  to laugh and walk away with a witty jibe at how easy she 
  had been to both con and bed. When she returned 
  home that night, a group of thugs ambushed her, beat 
  her up, and left her for dead. 
  In a twist of fate, it was George Blank who found her. 
  He nursed her back to health and gave her a map 
  to the Frozen Cathedral, promising that she would 
  find her revenge there. She brought a few friends 
  and assistants with her on the trip (the mountains 
  are dangerous, and Ester didn't know anything about 
  climbing) and eventually discovered the crucified 
  Neverborn at the Widower's peak. Following Blank's 
  instructions (given to him by his patron), she sacrificed 
  a trapper they encountered on the mountain and 
  crafted the first of the Wrath Fetishes.
  While her companions were strongly affected by 
  the Wrath Fetishes (and have subsequently become 
  Transformed), Ambrose was able to compartmentalize 
  her rage and instead slipped into the behavior and 
  mannerisms of a theater villain. She quotes Iago, 
  Don John, and Lady Macbeth and poses dramatically 
  when the mood strikes her. Ambrose wants revenge, 
  specifically on Aines, but also on the various corrupt 
  powers of Ridley (who looked the other way after 
  Aines mistreated her). 
  Ester Ambrose
  Might
  3
  Grace
  3
  Speed
  2 
  Resilience
  1
  Charm
  3
  Intellect
  1
  Cunning
  2
  Tenacity
  1
  Enforcer (8), Living, Showgirl, Tormented
  Defense
  4 (12)
  Walk
  5
  Height
  2 
  Initiative
  5 (13)
  Willpower
  5 (13)
  Charge
  6
  Wounds
  9
  Skills: Acrobatics 2, Art 3, Bewitch 3, Carouse 3, 
  Centering 3, Convince 2, Deceive 3, Enchanting 
  2R, Gambling 1, History 1, Intimidate 1, 
  Leadership 2, Literacy 1, Melee 2, Notice 3, 
  Prestidigitation 2, Scrutiny 2, Teach 1, Wilderness 1 
  Relentless: This character is immune to Horror duels.
  Fetish: At the start of this character's turn, every 
  character within p3 must pass a TN 10 Centering duel 
  or gain the following Condition: "Enraged: On this 
  character's turn, it must spend its first AP to attack the 
  nearest character. If none are in range, it must declare 
  a Charge (if possible). Then end this Condition."
  (1)  Branding Iron (Melee) 
  AV: 5 (13) ===== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage. 
  c To the Head: After damaging, the target gains the 
  Dazed Condition until the end of Dramatic Time.
  (1)  Heal (Enchanting) 
  AV: 4R (12R) == Rg: y3  ====== Resist: Df 
  Target Living character heals 1/2/3 damage. This 
  Action may not target an individual character more 
  than once per day.
  
  Chapter 3: People
  Personality
  Attitude
  Actress - For Ester, all the world is a stage, and 
  she is playing the part of the misunderstood 
  villain.
  Melodramatic - Ester makes everything seem 
  like a life or death situation.
  Playacting - She understands consequences 
  but doesn't give them any serious weight.
  Boundless Rage - She defaults quickly to anger 
  and never seems to calm down.
  Mannerisms
  Script - Ester will often obviously quote lines 
  from plays in the middle of speech.
  Grand - Ester moves and carries herself as if 
  she was a queen on display, every gesture is 
  extravagant.
  Unhinged - When you've done what she's 
  done, you occasionally laugh maniacally.
  "But screw your courage to the sticking place 
  and we'll not fail!" -Macbeth, Shakespeare
  "Come not between a dragon and [her] wrath" 
  -King Lear, Shakespeare
  "You must come with me, loving me, to death; 
  or else hate me, and still come with me." 
  -Carmilla, Joseph Sheridan Le Fanu
  "You know nothing of the world / You would 
  sooner see me dead / But not before I see this 
  justice done!" -Les Miserables, Alain Boublil 
  and Jean-Marc Natel
  
  Chapter 3: People
  Miriah Bahur-Garrott
  Miriah Bahur-Garrott was once a tall, slim, and regal 
  government official. Now she's more wiry than slim, 
  and her muscles have grown strong from years of 
  labor. She wears her hair short and practical and 
  dresses in similarly spartan clothes. 
  Mariah Bahur was born in Egypt, a nation 
  undergoing political upheaval from frequent 
  revolts against the Guild's foreign presence. She 
  studied politics and social policy and fought briefly 
  in a political coup. She was fiery and passionate 
  about the politics of her country, her career as a 
  governmental official, and eventually about her 
  marriage to Albert Garrott, her commander. 
  She only had a few years with her husband before he 
  was killed in another skirmish with the Guild, who had 
  by that point resolidified its hold on Egypt. Miriah's 
  fire dimmed with Albert's death, and the political 
  infighting and corruption among her dwindling 
  cohorts soon soured her on the life of a revolutionary.
  Bahur-Garrott traveled to Malifaux for a fresh 
  start and signed up as a homesteader in one of the 
  Northern Hills Contract Towns. She soon found 
  herself at the center of the town's activities, organizing 
  people and offering solutions to make what little they 
  had last as long as possible.
  When the refugees reach Ridley, Miriah's previous 
  fire returns, but with more anger than optimism. She 
  takes on the role of refugee leader as if to excise her 
  past failures. Miriah knows that it's just a matter of 
  time before Ridley takes action against the refugees. 
  It's not hard for her to get a small group of violent 
  radicals to back her, and they only serve to push her 
  towards a violent resolution to the camp's problems. 
  Miriah will lead the team to hijack the train, despite 
  it being dangerous. In truth, a part of her doesn't 
  want to survive. While she understands Frank 
  Hopkins' position, she knows that it's too late for 
  moderation and peace.
  Miriah Bahur-Garrott
  Might
  2
  Grace
  2
  Speed
  0
  Resilience
  1
  Charm
  2
  Intellect
  1
  Cunning
  2
  Tenacity
  2
  Enforcer (7), Living
  Defense
  5 (12)
  Walk
  4
  Height
  2 
  Initiative
  2 (9)
  Willpower
  4 (13)
  Charge
  4
  Wounds
  7
  Skills: Athletics 1, Centering 2, Convince 3, Evade 3, 
  Homesteading 1, Husbandry 1, Leadership 3, Melee 
  2, Notice 2, Pistol 2, Scrutiny 3, Teach 2, Toughness 2 
  Frantic: While this character has 3 or fewer Wounds 
  remaining she gains + to Attack flips.
  (2) Rapid Fire: This character may discard a Twist 
  Card to take three 1 AP attack actions with a Ranged 
  weapon against a single target.
  (1)  Collier Pistol (Pistols) 
  AV: 4 (11) ===== Rg: z10 or y2  Resist: Df 
  Target suffers 2/3/4 damage. When this character 
  uses the Rapid Fire action, she gains +2 to the 
  attack flips generated by the Rapid Fire action. 
  c Aim Low: After damaging, the target gains Slow.
  (1)  Good Advice (Convince) 
  AV: 4 (11) ===== Rg: 8  ======== Resist: Wp 
  Target Living character immediately takes a (1) AP 
  Action of this character's choice. This Action may 
  not cause the target to sacrifice itself or harm its 
  allies but can otherwise convince the target to take 
  actions against its nature.
  
  Chapter 3: People
  Personality
  Attitude
  Bossy - Miriah acts like she's in charge at all 
  times, even when she's not.
  At Any Cost - She has lost much and believes 
  that sacrifices must be made to achieve 
  anything of worth.
  Cynic - Miriah expects, and sees, the worst in 
  people and situations.
  Atlas - Miriah is happy to enlist aid from others 
  but always acts like the burden of the current 
  situation rests on her shoulders alone.
  Mannerisms
  Impassioned Voice - Her speech tends to be 
  loud and energetic.
  Reluctant Leader - Miriah is hesitant to step 
  forward into a position of leadership, but 
  once she does, she's committed to doing 
  whatever it takes to achieve victory.
  Confident - Miriah is very sure of herself and 
  carries herself accordingly.
  
  Chapter 3: People
  Frank Hopkins
  With graying hair and a weatherworn face, Frank 
  Hopkins faces his early 60s quietly and with sadness. 
  His body is lean and gritty, his eyes are clear, and 
  his hands are steady. More than anything, however, 
  Hopkins can still land a rifle shot because he is 
  patient and takes his time.
  Hopkins found himself worn out and shell shocked 
  by war at the early age of 20. After experiencing the 
  worst of war and leaving service, he wandered from 
  town to town hunting, doing odd jobs, and generally 
  losing himself. When a chance to go Breachside 
  arrived, he took it. He continued his wandering ways 
  in Malifaux, living off the land, being independent, 
  and making a name for himself as a reliable hunter, 
  trader, and mapper. 
  Hopkins is pessimistic and too tired to get angry about 
  very much. He tends to remain distant and quiet until 
  someone says something foolish, at which point he 
  speaks his mind. As a drifter, he keeps his rifle and 
  a small travel pack at his side, since he never knows 
  when he will have to pick up and move on. 
  For the most part, Hopkins just wants to be left alone. 
  He doesn't want to be a spokesperson and takes on 
  the responsibility reluctantly. He highly doubts that 
  Ridley's town council will do the right thing and can see 
  tragedy coming down the rails towards the refugees. 
  Not that they're doing much better for themselves; 
  Miriah Bahur-Garrott is looking to get herself and a 
  whole bunch of other people killed, in his estimation. 
  His natural instinct is to either disappear into the 
  horizon or to return to Malifaux City. In a way, he 
  and Miriah are both veterans of different wars, and 
  they'll argue with each other when it comes times 
  to decide how the refugees will react to Gigani's 
  order to disperse. Frank Hopkins acts as the voice 
  of peace, only because he is tired of fighting and sees 
  no other way out.
  Frank Hopkins
  Might
  1
  Grace
  2
  Speed
  1
  Resilience
  2
  Charm
  -2
  Intellect
  2
  Cunning
  0
  Tenacity
  1
  Enforcer (7), Living
  Defense
  5 (12)
  Walk
  5
  Height
  2 
  Initiative
  4 (11)
  Willpower
  4 (13)
  Charge
  5
  Wounds
  7
  Skills: Athletics 1, Carouse 1, Centering 3, Evade 
  2, Long Arms 4R, Melee 1, Navigation 2, Notice 3, 
  Scrutiny 4, Stealth 2, Toughness 2, Wilderness 2. 
  Reading the Wind: The first time that this character 
  takes the Focus Action during his turn he gains an 
  additional Focused +1.
  (1)  Howles Pattern 1874 (Long Arms) 
  AV: 6R (13R) == Rg: z24  ====== Resist: Df 
  Target suffers 3/5/6 damage. When making an 
  attack with his weapon, this character may ignore 
  one negative Fate Modifier source. 
  R Critical Strike: When damaging, deal 1 additional 
  damage for each R in the final duel total. 
  
  Chapter 3: People
  Personality
  Attitude
  Old - Frank is an old man, and he acts the 
  part, thinking everyone else is too rash and 
  foolhardy for their own good.
  Pessimist - He's a glass-half-empty type of guy.
  Quiet - Frank stays silent and mostly keeps to 
  himself.
  Charismatic - Despite being a crotchety 
  old man, people are naturally drawn to 
  Frank's side.
  Mannerisms
  Weary - Frank feels, looks, and acts tired.
  Sighful - Listening to others often draws long 
  sighs out of him.
  Head shake - Frank will often be found shaking 
  his head no, as if to reject all the terrible ideas 
  around him.
  
  Chapter 3: People
  Clementine Hayes
  Clementine Hayes isn’t bland, she just blends into a 
  crowd. She's of average height but hunches to avoid 
  being seen. Her hair is frequently a mess, and her 
  clothing is the kind you wear when you don't want to 
  stand out. She’s vicious in a hand-to-hand fight, but 
  tries to avoid them when possible; she doesn't want to 
  die for anyone's cause (even her own). 
  Hayes just follows orders. She has no pretenses of 
  ability or intelligence. She does what she’s told and 
  does it…adequately. Right now, she’s on Wesley 
  Aines’ payroll, and she might be a little sweet on him 
  (who isn’t?), but she’s not exactly loyal. Aines has her 
  do small, menial, often semi-legal errands, but when 
  he instructed her to dump the two bodies from the 
  boxing match, it was more than she could handle. 
  However, Aines’ pretty face and his even prettier 
  money convinced her to ignore her gut feeling and 
  agree to the job.
  Clementine Hayes is not a hardened criminal. She 
  steals and pickpockets and sometimes gets into 
  a brawl, but she sticks to petty crimes, earning just 
  enough to keep her fed and drunk (not necessarily 
  in that order). Sometimes she does time in jail or 
  the stockades, yet the Guild doesn't really see her as 
  anything more than a nuisance. They mostly use her 
  as a source of information, and while she's not exactly 
  reliable, she's right more often than she's wrong. 
  At this point of the adventure, Hayes is afraid of being 
  framed for murder. She may be a thief and a criminal, 
  but she's not a murderer, and that's an important 
  distinction in her mind. The Guild actually doesn't 
  want to pin the murders on Hayes, not because she’s 
  beloved in any way, but because it would be aiming 
  too low; if they're going to frame someone, they want 
  it to be someone important...and Hayes isn't.
  Clementine Hayes
  Might
  0
  Grace
  1
  Speed
  0
  Resilience
  -1
  Charm
  -2
  Intellect
  -2
  Cunning
  1
  Tenacity
  0
  Minion (5), Living
  Defense
  2 (7)
  Walk
  4
  Height
  2
  Initiative
  1 (6)
  Willpower
  2 (7)
  Charge
  4
  Wounds
  4
  Skills: Barter 1, Deceive 2, Notice 1, Pick Pocket 2, 
  Pugilism 2, Scrutiny 1
  Drunk and Reckless: At the start of this 
  character's turn, she may suffer 2 damage to generate 
  1 additional AP.
  (1)  Wild Punch (Pugilism) 
  AV: 2 (7) ====== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/3 damage.
  
  Chapter 3: People
  Gabriel Kantor
  Stocky and of German decent, Gabriel Kantor has a 
  muscular body and thick hands built for heavy labor. 
  Kantor loves to complain, usually about the M&SU 
  being no better than the Guild. His only real friend 
  in the world was Johan Oster, a fellow miner from 
  Contract Town #34. They made an odd pair, but 
  Kantor's pessimism kept Johan Oster’s optimism in 
  check. Under normal circumstances, Kantor 
  would have died before harming Johan. 
  Kantor didn't really understand 
  what he was doing when he 
  accepted the Wrath Fetish from 
  Ester Ambrose. She told him that 
  it would give him strength and power, 
  and Kantor accepted in an attempt to 
  "show those Union foremen who should 
  really be running the show." The Wrath Fetish 
  pushed his anger into a seething rage, and when it 
  finally took hold of him, Kantor lashed out at the 
  nearest target: his friend Johan.  
  The rage eventually passed, leaving Kantor overcome 
  with grief over what he had done. He hopped onto 
  the back of a cart and rode it all the way to Ridley, 
  saying little to the driver. 
  Kantor’s brutality proved lucrative for Aines. His first 
  two opponents suffered internal injuries that proved 
  fatal hours later; these are the two men whose deaths 
  Gigani keeps secret in Act I. In his next match, Kantor 
  beat up Cole Reed so badly that he died shortly after 
  the match, before he could stumble away from the 
  theater. Aines had Reed's body put on ice as he 
  debated what to do about Kantor. 
  Two days later, Kantor tore Gilly Wells in half. The 
  crowd (and Kantor) panicked and fled from the Gilded 
  Mandarin, leaving Aines with the corpse. Aines paid 
  Clementine Hayes to pull Reed out of cold storage and 
  dump both bodies outside of town; she failed. 
  The rage curse Kantor suffers from is the result of 
  the Wrath Fetish he keeps in his pocket or wears 
  around his neck. Aines liked the look of it - it played 
  into Kantor's heel persona - and bid him to wear it at 
  all of his matches. By the time the Fated encounter 
  him, Kantor is only a vessel for its rage.
  Gabriel Kantor
  Might
  3
  Grace
  2
  Speed
  2 
  Resilience
  2
  Charm
  -2
  Intellect
  -1
  Cunning
  2
  Tenacity
  3
  Enforcer (7), Living
  Defense
  4 (11)
  Walk
  5
  Height
  2 
  Initiative
  4 (11)
  Willpower
  5 (12)
  Charge
  6
  Wounds
  9
  Skills: Athletics 2, Intimidate 3, Labor 3, Melee 2, 
  Notice 2, Pistols 2, Pugilism 3, Toughness 3
  Fetish: At the start of this character's turn, every 
  character within p3 must pass a TN 10 Centering duel 
  or gain the following Condition: "Enraged: On this 
  character's turn, it must spend its first AP to attack the 
  nearest character. If none are in range, it must declare 
  a Charge (if possible). Then end this Condition."
  (1)  Meaty Fist (Pugilism) 
  AV: 6 (13) ===== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage. 
  M Knock Back: After damaging, the target is pushed 
  3 yards in any direction. 
  c Rip Apart: Any Critical Effect generated by this 
  attack is a Severe Critical Effect.
  
  Chapter 3: People
  Wesley Aines
  Wesley Aines is tall and lovely. Not just handsome, 
  but lovely, like a Renaissance painting or sculpture. 
  Always dressed in the best and flashiest clothes, 
  Aines wants to be seen. He’s always clean, has 
  perfect posture even when slouching, and always 
  has perfect hair. When he dies, he’ll make the most 
  beautiful corpse. 
  Wesley Aines speaks in perfect, manicured English, 
  even when what he says means nothing (which is often). 
  He’s charming and always seems amused, seeing 
  life as one big party. This isn’t an act. Most of the 
  time, Wesley’s too dim to realize just what's going on 
  around him, so he just laughs, tells a joke, and flashes 
  a beautiful smile. He always has a vice in his hands, 
  be it a cigarette, a drink, cards, dice, or the attractive 
  person of the day. If he survives this adventure, even 
  his bruises will give him a Byronesque look. Aines has 
  no ability to reflect upon himself unless it’s through 
  an expensive mirror.
  Aines is an heir to a small fortune. Unfortunately for 
  him, he has no sense of accounting. The one smart 
  thing he's done was to fire his staff, sell his estate, 
  and move Breachside in order to stretch his money 
  out and be a big fish in a little pond. Unsatisfied with 
  Malifaux, he moved to the smaller Ridley to be an 
  even bigger fish. 
  Everyone with power or influence in Ridley knows 
  that Aines is good for two things: trouble and money. 
  Many people use the first against their enemies and 
  the second for themselves. Wesley is too full of 
  himself to realize that he’s eventually going to get into 
  real trouble; he assumes that his pretty face and fat 
  pocketbook will get him out of danger. 
  Wesley Aines
  Might
  -2
  Grace
  2
  Speed
  -1
  Resilience
  -1
  Charm
  3
  Intellect
  2
  Cunning
  -2
  Tenacity
  1
  Enforcer (7), Living
  Defense
  4 (11)
  Walk
  4
  Height
  2
  Initiative
  1 (8)
  Willpower
  5 (12)
  Charge
  4
  Wounds
  6
  Skills: Art 3, Barter 2, Bewitch 3, Bureaucracy 2, 
  Centering 3, Convince 4, Deceive 2, Evade 1, Forgery 
  1, Gambling 3, History 1, Notice 2, Literacy 2, Pistols 2, 
  Stealth 1
  Governor's Gift (Female): This character gains + 
  on any Bewitch or Scrutiny duels made against women.
  Grace Under Fire: This character uses Grace instead 
  of Speed to derive his Defense Aspect.
  (1)  B&S Pocket (Pistol) 
  AV: 4 (11) ===== Rg: z6  ======= Resist: Df 
  Target suffers 2/3/3 damage.
  
  Chapter 3: People
  Ingrid Oster
  A sunburnt Dutch woman, Ingrid Oster’s back is 
  bent over from heavy labor. Despite being in her 40s, 
  her wrinkled face makes it look as if she's in 
  her 60s. 
  Ingrid Oster has always been 
  a woman of few words. She is 
  not the sort of woman who easily 
  expresses empathy, but she was always 
  warm and loving to her son, Johan. Ingrid 
  believes in work, be it knitting, whittling, 
  or tending the stove; if you're not doing 
  something, you're wasting time in her eyes. She's 
  lost children before, back on Earth (both to war 
  and accidents), but Johan was her favorite. She's 
  taken his death hard. 
  Hardened by life and tough as nails, Ingrid moved to 
  Malifaux and #34 with her son, Johan. She quickly 
  became the backbone and heart of the town, and 
  her son's optimism and friendly nature made the 
  two of them popular with everyone. Johan's death 
  struck the entire town a hard blow, and Ingrid's 
  presence is a constant reminder that prevents that 
  wound from healing. 
  In many ways, Ingrid is waiting to die. All she needs 
  is confirmation about when and how Johan died, 
  and a grave that she can call his own, and she'll be 
  ready to follow him into the afterlife. Ingrid isn't a 
  woman of vengeance, so killing Kantor or bringing 
  Ambrose or Blank to justice won't make her son's 
  death any easier.
  Ingrid Oster
  Might
  2
  Grace
  -1
  Speed
  0 
  Resilience
  2
  Charm
  0
  Intellect
  -2
  Cunning
  -1
  Tenacity
  1
  Peon (4), Living
  Defense
  2 (6)
  Walk
  4
  Height
  2 
  Initiative
  1 (5)
  Willpower
  3 (7)
  Charge
  4
  Wounds
  6
  Skills: Athletics 1, Culinary 2, Homesteading 2, 
  Husbandry 2, Labor 3, Melee 1, Notice 1, Teach 1, 
  Toughness 1
  Hard to Wound +1: Damage flips against this 
  character suffer -.
  (1)  Fryin' Pan (Melee) 
  AV: 3 (7) ====== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage. 
  t SMACK!: After damaging, push the target up to 
  4 yards in any direction.
  
  Chapter 3: People
  Dimitri Liakos
  Dimitri Liakos was drunk when he first came through 
  the Breach, and he's only been sober three or four 
  times since that fateful day. He makes what little cash 
  he needs to survive from selling his moonshine in 
  Ridley's Bronze district, and for the most part, the 
  Guild are content to leave him to it. 
  Back on Earth, Dimitri was an influential politician 
  in Palermo, Italy. Flush with a number of political 
  victories and a high popularity rating, he railed against 
  the Guild's execution of striking workers in Milan and 
  called for the fragmented government to oust the Guild 
  from Italy. The Guild responded by forcing the Italian 
  government to revoke his citizenship and deport him, 
  which left Liakos a broken man without a home. 
  He eventually found his way to Malifaux as a dock 
  worker but quickly lost his job due to excessive 
  drinking. For the most part, Liakos hasn't stopped 
  drinking since, and when his money ran out, he 
  turned to moonshining and hasn't looked back. 
  Anne Seely
  Anne Seely came to Malifaux hoping to set up a ranch 
  in the Northern Hills. The cost of bringing her horses 
  Breachside was high, but she guessed (correctly) 
  that most of the ranchers coming to Malifaux would 
  focus on cattle, which allowed her to corner the early 
  horse market and recoup her losses. Unfortunately, 
  something got into her horses last year and made 
  them go bad; they developed a taste for human flesh. 
  Anne managed to fight off her carnivorous steeds, 
  putting down about half of them before the rest of 
  the herd broke through her fences and fled into the 
  wild. Never one to easily admit defeat, Anne sold 
  her land to the railroad and used the money to move 
  to Ridley, where she opened up a smaller stable of 
  horses within the Ivory district. 
  Now, she keeps an eye on her horses and tries not to 
  keep any one horse for too long before selling it and 
  bringing a replacement over from Earthside. She 
  does well for herself but saves much of her money; 
  Anne figures that whatever happened to the horses 
  at her ranch was a fluke, but if it happens again, she's 
  going to cut her losses and return to Earth for an 
  early retirement.
  Alpinist
  The Alpinist is a pneumatic climbing machine hailing 
  from the first opening of the Breach. It resembles a wide 
  mechanical goat, with numerous hitches that can be used 
  to attach rope or saddle packs. It's built for endurance 
  and traction, and its thick iron horns (intended to shatter 
  rock) make a capable weapon in a pinch. 
  Few people have much interest in exploring the Ten 
  Peaks, and those that do can usually track down an 
  Alpinist without too much work. Though quite old 
  (each one is over a hundred years old), Alpinists were 
  intended to withstand the harsh climate of Malifaux's 
  mountains, a trait which has seen many of them 
  through to today. 
  A few aspiring artificers have used the design as a template 
  to create their own versions of the study machines, often 
  with only a few minor adjustments (such as swapping 
  their legs out to make them into sturdy beasts of burden).
  Alpinist
  Might
  1
  Grace
  -1
  Speed
  -1
  Resilience
  +1
  Charm
  -5
  Intellect
  -5
  Cunning
  -5
  Tenacity
  -5
  Minion (5),  Construct
  Defense
  2 (7)
  Walk
  4
  Height
  2 
  Initiative
  -1 (4)
  Willpower
  2 (7)
  Charge
  4
  Wounds
  5
  Skills: Athletics 2, Melee 2
  Armor +1: Reduce all damage suffered by this 
  character by +1, to a minimum of 1.
  Unimpeded: This character ignores penalties for 
  terrain while taking Movement Actions.
  (1)  Headbutt (Melee) 
  AV: 3 (8) ====== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage. 
  M Knock Over: After damaging, if this attack dealt 
  Moderate or Severe damage, the target immediately 
  takes the Drop Prone Action.
  
  Chapter 3: People
  Miners
  Miners are the lifeblood of the Northern Hills; 
  without their constant work within the Soulstone 
  mines of the North, there would be no reason for 
  anyone to live within the region (or, indeed, 
  anywhere in Malifaux). Because of how 
  important Soulstones are to the Guild, 
  most miners spend their waking hours 
  in a mine, steadily toiling away under 
  frequently unsafe working conditions.
  The miners presented here are members of 
  the Miners and Steamfitters Union, which means 
  that they're better trained and have better equipment 
  than their non-Union counterparts. Because of this, 
  it's usually in the Guild's best interests to work with 
  the Union to make the life of a miner as safe as can be 
  reasonably expected, though exactly what constitutes 
  "reasonable" is a matter of constant debate between 
  the two factions. 
  For the most part, miners are content to let other 
  people go about their business, but there are limits to 
  just how much they're willing to let slide. Most miners 
  are fairly protective of their comrades and their towns, 
  so if strangers from out of town start a fight with a 
  miner, they're usually starting a fight with his or her 
  friends as well. Usually this will just be a fight with bare 
  fists, but if push comes to shove, most of the tools 
  a miner uses in his or her day to day work can be 
  employed to deadly effect.
  Miner
  Might
  2
  Grace
  -1
  Speed
  0
  Resilience
  2
  Charm
  0
  Intellect
  -1
  Cunning
  0
  Tenacity
  2
  Peon (4), Living
  Defense
  2 (6)
  Walk
  4
  Height
  2
  Initiative
  3 (7)
  Willpower
  4 (8)
  Charge
  4
  Wounds
  6
  Skills: Athletics 2, Carouse 1, Heavy Melee 2, Labor 3, 
  Notice 1, Pugilism 1, Teach 1, Toughness 1
  Union Dues: Some miners are members of the Miners 
  and Steamfitters Union, or M&SU. These miners 
  are better trained, have better equipment, and are 
  considered to be Peon (4) rather than Peon (3). 
  (1)  Bare Knuckles (Pugilism) 
  AV: 3 (7) ====== Rg: y1  ====== Resist: Df 
  Target suffers 1/2/3 damage.
  (1)  Mining Tools (Heavy Melee) 
  AV: 4 (8) ====== Rg: y2  ====== Resist: Df 
  Target suffers 2/3/5 damage.
  A Better Class of Worker
  The Miners here are presented as Peons. 
  Though M&SU Miners are better trained 
  and equipped, for the most part Miners are 
  undernourished and overworked.
  If the Fatemaster feels that the Fated could 
  use a bit more of a challenge, she could 
  increase the rank value of the Miners in the 
  adventure even beyond the standard M&SU 
  level. Some towns are a bit better off, and 
  some Miners are a bit more motivated.
  
  Chapter 3: People
  Cursed
  Cursed are those unfortunate people who have come 
  into contact with a Wrath Fetish and been corrupted 
  by its rage. While the Cursed suffer no penalties for 
  being apart from the Wrath Fetish - indeed, even its 
  destruction does not harm them - they are comforted 
  by its presence, much in the way that a thirsty man is 
  comforted by a barrel of water. 
  Most Cursed tend to remain near the Wrath Fetish 
  that corrupted them, forming small groups of Cursed 
  that worship the Fetish like an idol. Sometimes, one 
  of the Cursed will wear the Fetish around its neck, 
  which causes the others to follow after their "leader" 
  wherever he or she might wander. 
  For the most part, Cursed are creatures of mindless 
  rage; if they sense someone in their vicinity (sometimes 
  even another Cursed), they will attack without thought 
  or reservation. The curse that grants them their rage 
  also imbues them with great strength; a Cursed can 
  batter down a bolted door in only a few swings. 
  For the most part, Cursed still look human. When 
  not agitated by the presence of other creatures (which 
  is almost always the case), a Cursed might recall 
  memories of its former life and even feel sorry for the 
  things it has done, but these memories begin to fade 
  with each new outburst of rage. 
  Most Cursed prefer to attack with their hands and 
  teeth, punching or clawing at their victims until there's 
  nothing left. Others still retain some semblance of 
  tactical thinking and are able to utilize improvised 
  weaponry, often in the form of a shovel or mining 
  pick. After felling an enemy, a Cursed with a weapon 
  will often continue to hack away at the corpse long 
  after it has ceased to be a threat, venting their rage as 
  they scream incoherently and froth at the mouth. 
  If a Cursed survives long enough (typically a few 
  months), the rage curse simmering in its veins will 
  eventually remake it into a Transformed (see page 86). 
  Most Cursed, however, never reach this phase; their 
  mindless rage all but forces them to throw themselves 
  at any enemy that comes their way.  
  Cursed
  Might
  3
  Grace
  1
  Speed
  2 
  Resilience
  1
  Charm
  -2
  Intellect
  -1
  Cunning
  2
  Tenacity
  3
  Minion (6), Living, [Beast / Woe / Tormented]
  Defense
  4 (10)
  Walk
  5
  Height
  2 
  Initiative
  4 (10)
  Willpower
  5 (11)
  Charge
  6
  Wounds
  7
  Skills: Athletics 1, Intimidate 1, Melee 2, Notice 2, 
  Pugilism 2, Toughness 2
  Hard to Wound +1: Damage flips against this 
  character suffer -.
  Variable Origin: This character gains the following 
  Characteristic, depending upon the identity of Blank's 
  patron: Beast (Marcus), Woe (Pandora), or Tormented 
  (Daw or Sonnia).
  Fetish: At the start of this character's turn, every 
  character within p3 must pass a TN 10 Centering duel 
  or gain the following Condition: "Enraged: On this 
  character's turn, it must spend its first AP to attack the 
  nearest character. If none are in range, it must declare 
  a Charge (if possible). Then end this Condition."
  (1)  Improvised Weapon (Melee) 
  AV: 5 (11) ===== Rg: y2  ====== Resist: Df 
  Target suffers 2/3/4 damage.
  (1)  Punch and Claw (Pugilism) 
  AV: 5 (11) ===== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/3 damage. 
  R Bite Throat: When damaging, this damage flip 
  gains +.
  
  Chapter 3: People
  
  Chapter 3: People
  Transformed
  While it might seem as if the Cursed have been 
  transformed into maddened wretches with no control 
  over their own anger, the truth is far worse: they are 
  in the process of becoming something terrible. That 
  something is the Transformed, the instruments of 
  Blank's patron's vengeance upon Ridley. 
  The exact form of the Transformed varies depending 
  upon the nature of Blank's patron. 
  If Marcus is his patron, the Transformed are half-
  human, half-bestial creatures of animal instinct and 
  rage. With their hunched backs and bristling fur, 
  they resemble nothing so much as a human in the 
  process of becoming a beast (which is not that far 
  off from the truth). 
  If Sonnia is his patron, the Transformed bear no 
  outward physical changes to set them apart from 
  other humans...save, perhaps, for the crazed look 
  in their eyes and the permanent lunatic's grin on 
  their lips. As most of the Cursed were miners and 
  other northerners, the psychotic rampages of these 
  Transformed will give the Guild all the reason it 
  needs to take Ridley under its protective custody. 
  If Pandora is Blank's Patron, the Transformed are 
  those Cursed who have put their humanity behind 
  them and become Neverborn. These fell creatures 
  move with unnatural grace, and their bodies 
  (especially their eyes) glow with a sickly yellow 
  color. Looking at these Transformed is difficult, 
  and one gets the impression that they are merely 
  a thin humanoid disguise being poorly worn by 
  something alien and terrible. 
  If Jack Daw is Blank's Patron, the Transformed are 
  still human, but they have lost themselves to their guilt 
  and madness. These Transformed are frequently clad 
  in torn clothing, and their skin is etched with open 
  wounds, all done by the Transformed's own hand 
  in an attempt to punish themselves for their crimes. 
  They constantly mutter apologies to the dead and 
  details of their crimes as they stalk their prey, equal 
  parts pitiful and deadly. 
  Transformed
  Might
  4
  Grace
  3
  Speed
  2 
  Resilience
  2
  Charm
  -2
  Intellect
  -1
  Cunning
  2
  Tenacity
  3
  Enforcer (7), Living. [Beast / Woe / Tormented]
  Defense
  5 (11)
  Walk
  5
  Height
  2 
  Initiative
  4 (11)
  Willpower
  5 (11)
  Charge
  6
  Wounds
  9
  Skills: Athletics 1, Enchanting 3, Intimidate 1, Melee 
  2, Notice 2, Pistols 2, Pugilism 2, Toughness 3
  Hard to Wound +1: Damage flips against this 
  character suffer -.
  Variable Origin: This character gains the following 
  Characteristic, depending upon the identity of Blank's 
  patron: Beast (Marcus), Woe (Pandora), or Tormented 
  (Daw or Sonnia).
  Fetish: At the start of this character's turn, every 
  character within p3 must pass a TN 10 Centering duel 
  or gain the following Condition: "Enraged: On this 
  character's turn, it must spend its first AP to attack the 
  nearest character. If none are in range, it must declare 
  a Charge (if possible). Then end this Condition."
  (1)  Tooth and Claw (Pugilism) [Marcus only] 
  AV: 6 (13) ===== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/4 damage. 
  R Bite Throat: When damaging, this damage flip 
  gains +.
  (1)  Collier Army (Pistols) [Sonnia only] 
  AV: 6 (13) ===== Rg: y1 or z12 Resist: Df 
  Target suffers 2/3/4 damage.
  (1)  Self Loathing (Enchanting) [Pandora only] 
  AV: 6 (13) ===== Rg: y3  ====== Resist: Wp 
  Target suffers damage from a readied weapon in 
  their possession (or 1/2/3 damage, if no weapons).
  (1)  Murder Weapons (Melee) [Jack Daw only] 
  AV: 6 (13) ===== Rg: y1  ====== Resist: Df 
  Target suffers 2/3/5 damage.
  
  Chapter 3: People
  Transformed (Jack Daw)
  Transformed (Jack Daw)
  Transformed (Pandora)
  Transformed (Pandora)
  Transformed (Sonnia)
  Transformed (Sonnia)
  Transformed (Marcus)
  Transformed (Marcus)
  
  Chapter 3: People
  Guild Guard
  Guild guards are the men and women who protect 
  Ridley from its own residents and other domestic 
  troubles. Typically traveling in pairs, they patrol the 
  streets of the town, looking for trouble and enforcing 
  (or not enforcing) the laws made by the city council. 
  The Guild has been authorized to make arrests and 
  bring criminals in to face justice, but in actuality, there 
  is a great deal of discrepancy in just how much justice 
  one receives, depending upon one's allegiances. 
  Dressed in their distinctive red and gray uniforms, 
  Guild guards are well-armed and well-trained. While 
  this makes them easy to spot in a crowd, the Guild 
  believes that this conspicuousness serves a purpose 
  and helps to deter crime, though some might argue 
  that it just encourages criminals to practice their 
  activities in areas the Guild doesn't care about (and 
  thus, doesn't patrol). 
  Most of the Guild guards in Ridley are drawn from 
  Malifaux City. While nobody can truly be called a 
  lifetime resident of Ridley - the Breach has only been 
  open a few years, after all - the Guild prefers to have 
  guards that don't have personal connections to the 
  people they are policing. In their reasoning, this will 
  make it easier for the guards to remember their duty 
  if the Guild ever decides it has to take Ridley by force.
  Guild Guard
  Might
  1
  Grace
  2
  Speed
  0
  Resilience
  0
  Charm
  -1
  Intellect
  -1
  Cunning
  -1
  Tenacity
  3
  Minion (5), Living. Guardsman
  Defense
  4 (9)
  Walk
  4
  Height
  2 
  Initiative
  2 (7)
  Willpower
  5 (11)
  Charge
  4
  Wounds
  5
  Skills: Athletics 1, Evade 2, Melee 3, Notice 2, Pistol 2, 
  Toughness 1, Stealth 1
  Armor +1: Reduce all damage suffered by this 
  character by +1, to a minimum of 1.
  (1)  Refurbished Infantry Sword (Melee) 
  AV: 4 (9) ====== Rg: y1  ====== Resist: Df 
  Target suffers 1/3/4 damage. 
  R Critical Strike: When damaging, deal 1 additional 
  damage for each R in the final duel total. 
  (1)  Refurbished Collier Army (Pistol) 
  AV: 4 (9) ====== Rg: z12  ====== Resist: Df 
  Target suffers 1/3/4 damage. The target gains the 
  following Condition until the end of this turn: 
  "Arrest: This character must discard a card to 
  perform a movement action."
  
  Chapter 3: People
  Guild Rifleman
  Riflemen are selected from the best that the Guild 
  guard have to offer. Their advanced training in 
  marksmanship and target selection makes them experts 
  with their custom rifles, and they are used by the Guild 
  both as snipers and as support for their other troops.
  Riflemen are elite troops, and the Guild treats them as 
  such. They're often brought in as symbols of intimidation 
  when a situation seems as if it might escalate into violence; 
  more than one miner's strike has ended upon sighting a 
  Guild rifleman setting up a sniper's nest atop the building 
  across the street. In combat situations, riflemen typically 
  focus on high profile targets like command squads or 
  small groups of flanking troops.
  Riflemen often work in groups of two or three, setting 
  up on high ground as they survey the field for the most 
  effective targets. Even when caught off-guard, however, 
  they are formidable adversaries; their training emphasizes 
  mobility and flexibility, and they are perfectly capable of 
  firing brutally accurate shots while moving.
  Guild Rifleman
  Might
  1
  Grace
  3
  Speed
  0
  Resilience
  0
  Charm
  -1
  Intellect
  0
  Cunning
  1
  Tenacity
  2
  Minion (6), Living. Guardsman
  Defense
  4 (10)
  Walk
  4
  Height
  2 
  Initiative
  3 (9)
  Willpower
  5 (11)
  Charge
  4
  Wounds
  5
  Skills: Acrobatics 1, Athletics 1, Centering 3, Evade 2, 
  Long Arms 3, Melee 3, Notice 3, Teach 2, Toughness 
  1, Track 3, Stealth 2
  Taking Aim: When this character gains the Focused 
  Condition, it lasts until the start of his next turn.
  Stand and Fire: When an enemy character declares a 
  Charge Action within line of sight of this character, this 
  character may reduce its Focus Condition value by 1, to 
  a minimum of 0, to immediately deal 2 damage to the 
  character that declared the Charge.
  (1)  Knife (Melee) 
  AV: 4 (10) ===== Rg: y1  ====== Resist: Df 
  Target suffers 1/2/3 damage.
  (1)  Guard Rifle (Long Arms) 
  AV: 6 (12) ===== Rg: z14  ====== Resist: Df 
  Target suffers 1/2/4 damage. When this Attack 
  Action gains the benefit of the Focused Condition, 
  it gains +R to the final duel total. 
  R Critical Strike: When damaging, deal 1 additional 
  damage for each R in the final duel total. 
  
  Chapter 4: Complications
  This chapter provides you with some extra plot hooks, 
  arranged by Act, for Northern Aggression. They are 
  intended to add time, difficulty, and interest to certain 
  elements of the adventure
  Each section includes a summary of the complications 
  within it and an example of when they can be used. 
  The Fatemaster can use this summary to quickly 
  peruse what complications are available to them.
  The Fatemaster is encouraged to review these 
  complications before running an Act in case she 
  needs to add one to the session (either to make the 
  session longer or just because it sounds like fun).
  Beyond these, there are many other potential 
  plot hooks that can be used to provide interesting 
  scenarios for the Fated, and Fatemasters are 
  encouraged to take advantage of whatever 
  opportunities they see.
  ACT I
  Below are a few options to spice up Act I for 
  the Fated.
  • Coughin' Up Lies - Use this complication to 
  add a bit of a red herring into the adventure. 
  It extends the length of Act I and can be 
  particularly compelling if any of the Fated has 
  strong feelings (whether love or hatred) for the 
  Resurrectionists.
  •  Love Is Blind - Use this complication when the 
  Fated are being too trusting of Gigani, or when 
  you want to throw a bit of (perhaps misplaced) 
  suspicion onto the Guild.
  • You Do Not Talk About the Pugilist's Theater - Use 
  this complication to add some fighting and to 
  more directly tie the Fated to Aines. It is useful 
  for any Fated that like a bit of a street fight 
  as it will allow them to show off their bare-
  knuckled fighting skills. Conversely, throwing 
  this complication at a non-combat group could 
  provide them with an interesting dilemma.
  
  Chapter 4: Complications
  Coughin' Up Lies
  When Clementine Hayes confesses, she doesn’t 
  name Aines. Instead, she names Ohana Yoshino, a 
  local weaver. If Peter Gigani is present, he nods sagely 
  and notes that the Guild has a file on Ms. Yoshino, 
  and that she might be a Resurrectionist. Furthermore, 
  she lives slightly apart from the rest of Ridley, and her 
  shack is near where the bodies were found (east of the 
  Quartz District). 
  Yoshino is old and a little eccentric. She keeps to 
  herself, only interacting with the other residents 
  of the city when it comes time to sell her clothing 
  and rugs (which are of decent quality but not 
  particularly noteworthy). 
  She's also not a Resurrectionist. Yoshino has a side 
  business selling wigs, the hair of which she takes 
  from dead bodies. She goes through a few different 
  intermediaries to obtain this hair (no questions asked), 
  and Clementine Hayes is one of them. The two of 
  them have been at odds for awhile; Hayes claims that 
  the weaver shortchanged her, while Yoshino claims that 
  the sneak thief never brought her any hair of quality. 
  If the Fated investigate Yoshino, they are confronted 
  with a Death Marshal who has decided to take matters 
  into his own hands. Read or paraphrase the following:
  The Death Marshal, unbeknownst to the players, has 
  just captured Yoshino in his coffin. His name is Justin 
  Hummel, and he is at Yoshino's shack to investigate 
  her out of suspicion that she might be a Resurrectionist; 
  he read the same files as Gigani and came to many of 
  the same conclusions. When Yoshino was less than 
  helpful and forthright in answering his questions, 
  Hummel decided a proper interrogation was in order 
  and locked her up in his coffin.
  Upon exiting the shack and seeing the Fated, Hummel 
  is on edge. He is not there on any specific orders, and 
  he's not sure just whose side the Fated are on. This is 
  true even if the Fated are wearing Guild uniforms; he's 
  been reprimanded for these sorts of 'investigations' 
  before and doesn't want to get written up again.
  There are three ways this is likely to go down:
  First, the Fated may convince Hummel they are 
  on trustworthy and looking for Yoshino on official 
  business. If they can successfully do this (requiring 
  a TN 11 Bureaucracy, Convince, or Deceive  
  Challenge), Hummel allows Yoshino out of the 
  coffin to be questioned. She is, unsurprisingly, angry 
  and unhelpful.
  Second, the Fated may have strong opinions about 
  shoving old ladies into coffins, and there might 
  be a fight. Suffice it to say, a group of Fated will 
  probably make quick work of a lone Death Marshal 
  (Fatemaster's Almanac, page 153), and once defeated, 
  Yoshino stumbles out of his coffin. If Hummel is 
  killed (as opposed to incapacitated), word eventually 
  reaches Gigani, and there will be an investigation 
  (which can be as involved as the Fatemaster wishes). 
  Third, it is possible for the situation to reach a 
  stalemate if the Fated are unwilling to fight or 
  unable to convince Hummel to help them. In this 
  situation, Hummel should offer up that Yoshino is 
  to be questioned at the Guild Offices in the Ivory 
  District. If they ask Gigani, he grants them access to 
  her without protest.
  Questioning Yoshino
  Yoshino, for her part, doesn't know anything. She's 
  not a Resurrectionist, just a stubborn old woman who 
  has been harassed because Clementine Hayes was 
  trying to steal from her. It quickly becomes clear that 
  she has nothing to do with the deaths of the workers. 
  As you approach the old, weatherworn shack 
  of Ohana Yoshino, you hear a woman cry out 
  something - presumably a curse of some kind - 
  in the language of the Three Kingdoms.
  Her voice is suddenly cut off, and before you 
  can make it to the house, the door opens, and 
  a Guild Marshal with a large coffin strapped to 
  his back steps out.
  
  Chapter 4: Complications
  Love is Blind
  Gigani is a good and honorable man. He is also a 
  devoted man, even to those who might not deserve 
  his devotion. In this complication, Gigani is in love 
  with a dilettante associated with Wesley Aines, and he 
  will do what he can to protect her.
  Because of the nature of the situation, Gigani 
  becomes very tight-lipped and unwilling to share 
  any information once Aines comes into the picture, 
  which likely makes him look highly suspicious. It is 
  unlikely the Fated will ever get him to explain his 
  reasoning (TN 17 Bewitch, or TN 13 if they catch 
  him red-handed), so this shift in personality may lead 
  to suspicion and tension whenever the Fated interact 
  with Gigani.
  The moment Aines’ theater is mentioned in 
  questioning Clementine, Gigani attempts to take over 
  the investigation. He takes measures to hinder the 
  investigation and personally accompanies the Fated 
  to the Gilded Mandarin. Once inside, he orders them 
  down to the basement while he checks the offices...
  alone. Any attempts to argue with him or question his 
  actions cause him to pull rank, and if matters escalate, 
  he draws his pistol (and might even be willing to use 
  it, depending on his relationship with the Fated up to 
  this point).
  Gigani's love is Betsy Rosemaunt, an upper-class, well-
  respected dilettante. She's been keeping company 
  with Wesley Aines, and Gigani is worried that her 
  reputation will be ruined if Aines is arrested. He's 
  taking steps to protect her and removes any proof 
  of her presence from the theater, including letters, 
  family jewelry, and even some undergarments. 
  Once the evidence has been disposed of, Gigani 
  returns to his usual by-the-books self. He offers no 
  explanation for his actions, but if the Fated decide to 
  rough Aines up a bit after he's been arrested, Gigani 
  will find some paperwork that desperately needs filing 
  while they have a go at him.
  While this complication ends here, any suspicions 
  aroused by Gigani's actions may rear back up during 
  Act IV, when the Fated must work with Gigani again.
  You Do Not Talk About 
  Pugilist’s Theater
  Kantor might wait to confront Aines at the Gilded 
  Mandarin, giving the Fated more time to investigate 
  Aines and his boxing club. In fact, this might be the 
  only way the Fated can contact Aines; if they approach 
  him in any other setting, he's protected by layers of 
  employees and scheduling concerns, but at the fights, 
  anyone can walk up and talk to him. 
  With the recent murders at the Gilded Mandarin, 
  Aines has moved the fights to a warehouse in the Jade 
  District. If the Fated make inquiries of Union workers 
  (from whom Aines pulls his fighters), a TN 8 Barter 
  Challenge (costing the Fated 2 scrip) gets them the 
  location of the warehouse, as does a TN 10 Bewitch, 
  Convince, Deceive, or Intimidate Challenge. 
  Aines is desperate for fighters, and the workers 
  inform the Fated that he's offering good money 
  to anyone willing to fight (2 scrip for each fight the 
  character wins and 1 scrip for each fight they lose). 
  Despite this, the workers attempt to discourage the 
  Fated from attending, claiming that "they're not safe 
  fights." The workers have only heard rumors about 
  fighters getting killed; the Fated know more than they 
  do by this point. 
  Alternatively, if one of the Fated is particularly 
  well-known as a pugilist (3+ ranks of Pugilism), 
  one of Aines' lackeys might reach out to them and 
  invite the character to participate in the fights. The 
  rates are as noted above, but with a TN 10 Barter 
  Challenge, they can talk Aines up to 4 scrip for a 
  win and 2 scrip for a loss. 
  The fights at the warehouse are one-on-one 
  tournament matches with a preset time limit (typically 
  around three minutes). If any of the Fated stand out 
  in any particular way - abnormally tall or short, or 
  exceedingly pretty or ugly - the fight announcer will 
  play up that aspect, perhaps even giving the Fated a 
  colorful nickname to make the fight more interesting.
  Aines has rounded up enough fighters for any 
  competing Fated to face off against five opponents 
  each. If multiple Fated are participating in the bouts, 
  consider allowing them to fight the same opponents 
  multiple times. 
  
  Chapter 4: Complications
  The fights are handled via an Ongoing Challenge. 
  Unlike most Ongoing Challenges, only the character 
  that is actively fighting can participate; if any other 
  characters attempt to "storm the ring," Aines' lackeys 
  immediately end the fight and force the interfering 
  characters to leave.
  i want you to hit me as hard as you can
  • Skills Allowed: Pugilism, Martial Arts.
  •  Target Number: Varies by opponent  
  (see below)
  • Duration: 30 seconds
  • Success Requirement: 5
  • Failure Requirement: 3
  Each time a character fails a Challenge made as part 
  of this Ongoing Challenge, they suffer 1 damage.
  On a success, the character knocks out and defeats 
  their opponent. 
  On a catastrophic failure, the character gets knocked 
  out by their opponent and passes out, which eliminates 
  them from the tournament (though they may still 
  participate in exhibition fights if they wish). 
  A list of the fighters are as follows: 
  • Carlos "The Emperor" Green (TN 8)
  • John "The Doctor" Walker (TN 9)
  • Randy "The Badger" Hamilton (TN 10)
  • Thomas "The Boston" Murray (TN 11)
  • "Desert" Rose Gordon (TN 11)
  Aines' lackeys make a big deal about the winner of 
  the tournament facing off against Gabriel "The Beast" 
  Kantor in a final prizefight, but Kantor doesn't show 
  up for the fight (he's waiting for Aines back at the 
  Gilded Mandarin). 
  The Fated should have an opportunity to speak with 
  Aines during the fights (possibly between their own 
  matches, if they're fighting), but a TN 10 Scrutiny 
  Challenge reveals that he's distracted and not paying 
  much attention to the fights. He's surrounded by 
  attractive socialites and gamblers, and he tries to 
  keep the conversation on the fights and how much 
  everyone is enjoying them. 
  If the Fated are participating in the fights, they 
  receive a bit of special treatment: Aines and his 
  groupies are complimentary and friendly as long 
  as the character is winning but turn mocking once 
  they've lost; their attention is fickle and fleeting. If 
  the Fated mention anything about the dead fighters 
  to Aines, he claims ignorance (a TN 10 Scrutiny 
  Challenge reveals that he is lying, but calling him 
  out on it only earns his annoyance). 
  Half way into the night, Aines is approached by a 
  lackey, and they begin talking in not-so-quiet whispers. 
  If the Fated attempt to overhear (TN 9 Notice), they 
  learn that Kantor is waiting for Aines at the Mandarin, 
  and it looks like he's out for blood.
  If Aines notices the Fated listening (TN 13 Stealth for 
  those characters who attempted the Notice Challenge 
  above), rather than be upset, he hires them to accompany 
  him to meet with Kantor to make sure "nothing uncouth" 
  happens. The Fated are, after all, trained fighters.
  If the Fated agree, the scene with Kantor transpires 
  a little differently. Replace the first dialogue box on 
  page 19 with the following text:
  Kantor stands before you, a large man dressed 
  in the garb of a miner, all hard muscle and grit. 
  He addresses Aines in a growing, angry voice. 
  "You bringing more honest people here to 
  protect you, Aines? Spending their lives like 
  they were scrip in your bank account? They 
  ain't going to keep you safe.”
  Aines goes pale next to you, his voice 
  dropping to a whisper. “You can't fight them 
  all, Gabriel.”
  You notice a ghostly yellow aura forming 
  around Kantor as he becomes more upset. 
  “You're gonna pay for what you've done, Aines. 
  And I'm gonna be the man to make you.” He 
  raises his meaty fists. “I'll get vengeance for all 
  us workers, even if I have to kill a few of your 
  dogs in the process!”
  
  Chapter 4: Complications
  ACT II
  Here are some suggestions to flesh out Act II a 
  little more. 
  • Stagecoach Heist - Use this complication to add 
  an additional combat before the Fated arrive in 
  town, as a part of the journey north.
  • Take My Child - Use this complication to add 
  some roleplaying fun to encounters with the 
  townspeople.
  • The Little Engine that Hates - Use this 
  complication to add an additional combat 
  while inside the mines.
  Stagecoach Heist
  If the Fated take the stagecoach to #34, they might 
  be ambushed by four mounted bandits. The driver 
  picks up the pace as soon as he notices the bandits 
  behind him. 
  The bandits are armed with carbines, and the first 
  shot catches the driver in the shoulder. He cries out 
  in pain and tumbles from the driver's seat, leaving 
  the stagecoach uncontrolled as it bumps and jumps 
  across the hills.
  If there are any Fated riding up front alongside 
  the driver, they can grab hold of the reins then 
  and there. If not, the characters have to climb 
  outside and carefully crawl along the outside of the 
  carriage to reach the front (three TN 10 Athletics 
  Challenges), all while being fired upon by the 
  bandits (one attack aimed at each such character 
  per round). Once they reach the front, the character 
  can take control of the reins.
  Characters inside the stagecoach have hard cover 
  against the attacks of the bandits, which makes them 
  fairly well protected... but it also means that nobody is 
  controlling the stagecoach. 
  Controlling the carriage is important as the bandits 
  are trying to maneuver it off a cliff (they figure they 
  can just ride down and pull any scrip or valuables out 
  of the wreckage). At the start of the fourth round of 
  Dramatic Time (and every round until they succeed), 
  have the Fated make a TN 9 Notice Challenge to 
  notice the cliff ahead of them. 
  A character in control of the reins can use a (2) Action 
  to make a TN 10 Husbandry Challenge. On a success, 
  the character is able to either stop the horses or divert 
  them to the side so that they won't careen off the cliff. 
  At the end of the tenth round, if the horses have not 
  been reined in, the stagecoach charges off the edge of 
  the cliff. Characters riding in or on the stagecoach may 
  attempt a TN 12 Evade Challenge to leap to safety 
  before it plummets off the edge. Characters on the 
  outside of the stagecoach gain a + to this Challenge.
  Any characters that follow the stagecoach over the 
  edge are probably in for a messy end. They have one 
  round of "freefall time" where they can attempt to use 
  some sort of magical effect (such as a teleport spell) 
  to save themselves (it's about forty feet from the cliff 
  edge) or make peace with the powers that be, and 
  then the stagecoach crashes into the ground, dealing 
  4/7/10 damage to anyone tagging along for the ride. 
  The bandits break off their attack if the stagecoach 
  avoids the cliff; they're ex-miners from nearby towns 
  who are just desperate for some form of income.
  Mounted Bandits
  Might
  -1
  Grace
  3
  Speed
  2
  Resilience
  1
  Charm
  -1
  Intellect
  1
  Cunning
  2
  Tenacity
  1
  Minion (5), Living, Mercenary
  Defense
  5 (10)
  Walk
  6
  Height
  3
  Initiative
  5 (10)
  Willpower
  4 (9)
  Charge
  10
  Wounds
  6
  Skills: Centering 2, Evade 3, Husbandry 3, Melee 2, 
  Long Arms 2, Notice 3, Toughness 1, Track 2
  (1)  "Sharpshooter" Carbine (Long Arms) 
  AV: 5 (10) ===== Rg: z12  ====== Resist: Df 
  Target suffers 2/3/5 damage. 
  C Blown Off: After damaging a target on the 
  stagecoach (but not inside it), the target must 
  succeed at an Athletics Challenge (TN 7 + damage 
  dealt) or fall off (taking 1/2/3 damage as she lands).
  
  Chapter 4: Complications
  Take My Child
  If the Fated spend any time in #34, they will come 
  across a man named Nestor Davies. Nestor is a 
  drunk, but he manages to mostly keep it together. 
  He's barely able to care for his child, Leslie, but still 
  has the faculties to realize this. He loves his child and 
  wants to get him or her (it could be either!) out of 
  town before everything falls apart around him. Nestor 
  will do whatever it takes to make this happen.
  Nestor is surprisingly clever; he's good at figuring 
  people out and approaches the Fated with one of the 
  following options in an attempt to get them to take his 
  child away from #34 (and, ideally, back to Earth, but 
  he's not hanging his hat on that hope). He's not above 
  getting the Fated drunk and trying to talk them into 
  something when they're thinking less than clearly. 
  •  Marriage - Leslie is fairly attractive and old enough 
  that there's nothing wrong with this option. So why 
  not get hitched? Leslie's been raised right and will 
  make sure the Fated in question is well cared for.
  •  Apprenticeship - The life of a miner is hard, but 
  the Fated (presumably) seem to be doing well for 
  themselves. Why not take his kid on and teach 
  Leslie a more valuable skill than digging in the dirt?
  •  Empathy - #34 is clearly on its last legs, his child 
  is starving, and Nestor is a drunk that can't care 
  for him/her. If the Fated were to take the kid with 
  them when they leave, Leslie would be much 
  better off for it. The child, when presented, 
  will be in tattered clothes and covered in dirt 
  (generously smeared on by Nestor).
  •  The Law - If push comes to shove, Nestor has 
  Leslie ineffectually attack or steal from the Fated 
  and then insists that he/she be taken to justice 
  (waaaay back in Ridley) once Leslie is inevitably 
  caught. Leslie clearly needs some good role 
  models (like the Fated) in his/her life to save 
  him/her from "a life of delinquent crime."
  Nestor is very insistent and will try just about anything 
  to save Leslie from a depressing (and likely short) 
  future. If the Fated do end up taking Leslie with them, 
  the child proves to be a (minor) burden throughout 
  the rest of the adventure. For quick reference, use 
  the Household Servant stats on page 132 of the 
  Fatemaster's Almanac for Leslie.
  The Little Engine 
  that Hates
  A mechanical Soulstone Miner has somehow become 
  influenced by a Wrath Fetish! The Fetish has gotten 
  caught up in its gears, and with nowhere else to go, 
  the Fetish has possessed the machine and is now 
  manipulating it like a puppet master. 
  The machine isn't very happy and has been taking 
  its anger out on the walls of Side Shaft A. When it 
  catches sight of the Fated, it turns its long, serpentine 
  body towards them and attacks. 
  Driller Killer
  Might
  3
  Grace
  -1
  Speed
  -1
  Resilience
  1
  Charm
  -5
  Intellect
  -5
  Cunning
  -5
  Tenacity
  -5
  Minion (5), Construct
  Defense
  5 (10)
  Walk
  5
  Height
  2
  Initiative
  -1 (4)
  Willpower
  5 (10)
  Charge
  6
  Wounds
  6
  Skills: Centering 3, Evade 3, Heavy Melee 3, Labor 2, 
  Toughness 1
  Armor +1: Reduce all damage suffered by this 
  character by +1, to a minimum of 1.
  Fetish: At the start of this character's turn, every 
  character within p3 must pass a TN 10 Centering duel 
  or gain the following Condition: "Enraged: On this 
  character's turn, it must spend its first AP to attack the 
  nearest character. If none are in range, it must declare 
  a Charge (if possible). Then end this Condition."
  (1)  Rock Drill (Heavy Melee) 
  AV: 6 (11) ===== Rg: y2  ====== Resist: Df 
  Target suffers 2/3/4 damage, ignoring Armor. 
  M The Drill That Kills!: After damaging, take this 
  Action again against the same target. 
  
  Chapter 4: Complications
  ACT III
  If the adventure feels too straightforward or if the 
  Fated are breezing through the encounters, consider 
  adding the following complications. 
  • Lost For All Time - Use this complication to add 
  some combat to the mountain journey.
  • Shivering - Use this complication to add a human 
  element to the mountain climb and to remind 
  the Fated that they are good (or bad) people.
  Lost For All Time
  This encounter works best if it takes place either 
  before or after the Fated encounter the Expedition 
  on the side of the mountain. 
  The undead Whittaker Expedition of 1789 still 
  roams the mountainside, looking for new recruits 
  to bring into their ranks. The Colonel has spent 
  the past 100+ years trying to reach the peak of the 
  mountain and plant his flag but hasn't made much 
  progress during that time. 
  The rest of the Colonel's expedition travels alongside 
  him. Thanks to the perpetually cold weather, they're 
  all remarkably well preserved. A TN 12 Scrutiny 
  Challenge is needed to recognize them as undead 
  (instead of just very pale living people). Their clothing 
  can provide a few further hints to the unwary; it's over 
  a hundred years old and looks decidedly "old-timey" 
  on their thin frames.
  The expedition consists of Colonel Whittaker, 
  his 
  second-in-command, 
  Meriwether, 
  and 
  twelve Expedition Members. Only the Colonel 
  is sentient; the others merely follow his lead in 
  their endless marching and climbing along the 
  mountain's frozen paths. 
  The Colonel might make for a pleasant enough 
  conversationalist at first, but once someone brings up 
  his undead nature, tries to convince him that it's not 
  1789, or mentions that they are traveling to the peak, 
  he grows angry and orders a full attack, claiming that 
  he will be "the first to the mountain's peak!"
  Whittaker / Meriwether
  Might
  1
  Grace
  2
  Speed
  1
  Resilience
  2
  Charm
  -2
  Intellect
  0
  Cunning
  0
  Tenacity
  1
  Enforcer (7), Undead
  Defense
  5 (10)
  Walk
  5
  Height
  2
  Initiative
  4 (11)
  Willpower
  4 (9)
  Charge
  5
  Wounds
  8
  Skills: Centering 2, Evade 2, Long Arms 3R, Melee 1, 
  Navigation 2, Notice 3, Toughness 3, Wilderness 2
  (1)  Blackpowder Rifle (Long Arms) 
  AV: 5R (12R) == Rg: z12  ====== Resist: Df 
  Target suffers 2/2/3 damage. 
  R Critical Strike: When damaging, deal 1 additional 
  damage for each R in the final duel total.
  Expedition Member
  Might
  1
  Grace
  -3
  Speed
  -3
  Resilience
  0
  Charm
  -5
  Intellect
  5
  Cunning
  -2
  Tenacity
  0
  Peon (3), Undead
  Defense
  2 (5)
  Walk
  3
  Height
  2
  Initiative
  -3 (0)
  Willpower
  2 (5)
  Charge
  3
  Wounds
  4
  Skills: Pugilism 2
  Shambling: This character gains the Slow 
  Condition at the beginning of its turn.
  (1)  Gnashing Bite (Pugilism) 
  AV: 3 (6) ====== Rg: y1  ====== Resist: Df 
  Target suffers 1/1/3 damage.
  
  Chapter 4: Complications
  Shivering
  There are two branches for this complication. The 
  first involves the Fated finding a half-dead hunter 
  trying to find some warmth up on the mountain, and 
  the second has the Fated come across Leslie, Nestor 
  Davies' child (see Take My Children on page 95), 
  whom he sent up the mountain after them.
  Regardless, the Fated come across someone on the 
  verge of freezing to death. The climate is unforgiving, 
  and there is no way that the chosen person will survive 
  the rest of the day without assistance.
  If the Fated decide to help the person, they need to 
  succeed on a TN 12 Doctor or Wilderness Challenge 
  to prevent them from dying, followed by a TN 14 
  Wilderness Challenge to provide them with enough 
  supplies, directions, and warm clothes to get them 
  home without dying. Any supplies that the Fated 
  provide (such as a fur coat, food, or a fire) lower the 
  TN by 1 point per helpful item. 
  If the Fated pass the first Challenge but not the 
  second, the person is prevented from dying but must 
  accompany the Fated either up the mountain or back 
  down to #34. If they decide to leave the person on the 
  mountain, there's not a lot more to say; the person 
  freezes to death within a few hours.
  Zane Wernok
  Zane is a hunter from one of the Contract Towns who 
  traveled up into the mountains in search of food. The 
  conflicts due to the Wrath Fetishes in the North have 
  caused many supply issues, and Zane wanted to help 
  his town survive. Unfortunately, he was not prepared 
  for the weather and got turned around; he doesn't 
  have enough supplies to safely make it back home.
  Zane, once rescued from death's doorstep, is 
  personable and grateful. He doesn't have much to 
  offer but is at least committed to not getting in the way. 
  If the Fated try to send him off with some supplies, 
  he insists on repaying them for their kindness by 
  accompanying them up the mountain.
  Zane sticks with the Fated for as long as he can. He 
  essentially acts like a little brother, a bit awed by what 
  they are capable of doing even as he tries his best to 
  prove his worth to them.
  Leslie Davies
  This option should only be used if the Fated 
  encountered Nestor Davis in the "Take My Child" 
  Complication in Act II.
  Once the Fated begin climbing the Widower, Nestor 
  gives his child a warm hat and a few pieces of jerky 
  and sends him/her up the mountain after them. It's 
  actually sort of amazing that Leslie made it as far 
  as he/she did, but it's obvious that the poor child is 
  entirely unprepared for the mountain climate.
  Leslie is mostly quiet and does little things to aid the 
  Fated, such as cooking or cleaning up if they set up 
  camp. Attention and encouragement might eventually 
  cause Leslie to warm up to the Fated, but at first he/
  she is quiet and reserved (and nearly freezing to death 
  sure didn't help much).
  If the Fated keep Leslie with them and he/she 
  witnesses what happens at the end of Act III, he/she 
  latches onto the Fated, feeling they are the only ones 
  who can keep him/her safe. Leslie is a trustworthy 
  and loyal companion, assuming the Fated don't try to 
  ditch the kid the first chance they get.
  December
  Particularly vindictive Fatemasters may wish to have 
  a character that was not saved by the Fated in this 
  complication join up with the Cult of December 
  instead of dying on the mountain.
  In this case, the new-found Acolyte will bear a 
  lasting grudge against the group and may eventually 
  turn up in unexpected places to harry them and 
  cause problems. They'll go out of their way to 
  bring harm and misfortune to the Fated, but only 
  after enough time has passed for them to recover 
  and become initiated into the Cult's mysteries.
  Decisions have consequences, and this is a good way 
  to show that to the players.
  
  Chapter 4: Complications
  ACT IV
  There's already a lot going on in Act IV, but if you 
  wish, here are some events that you can use to add a 
  bit more conflict to the story. They can be particularly 
  useful if you decide to divide Act IV into multiple 
  gameplay sessions.
  • The Call of the Wild - Use this complication 
  only if Marcus is Blank's patron. It makes the 
  adventure feel more connected to him.
  • The Ridley Council - Use this complication to 
  make the discussion with Ridley's council more 
  interesting and to give social Fated the chance 
  to resolve the adventure peacefully.
  • No Chance for Peace - Use this complication 
  only if Pandora is Blank's patron. It makes the 
  adventure feel more connected to her.
  The Call of the Wild
  Use this complication only if Marcus is Blank's patron. 
  As the refugees migrate south towards Ridley, Marcus 
  herds them onward like sheep. He has enlisted the aid 
  of a few Sabertooth Cerberuses and is using them like 
  sheep dogs to ensure that the refugees keep moving 
  toward Ridley and don't break away from the flock. 
  If the Fated are hunting in small groups, they can 
  attempt a TN 7 Notice Challenge to catch sight of a 
  Cerberus stalking at the edges of the refugee groups. 
  The Cerberus isn't trying very hard to remain hidden. 
  There are two other Cerberuses stalking the group, 
  one on the far opposite side and another in the back, 
  urging the refugees forward at a hurried pace.
  So long as nobody ventures too far from the rest of 
  the group, the Cerberuses growl and look menacing 
  but don't take any actual action against the refugees. 
  Fated that observe this behavior or hear about 
  it from the terrified refugees can attempt TN 10 
  Husbandry or Wilderness Challenges to realize that 
  this is not natural behavior for these creatures. If 
  the character scores a Margin of Success on their 
  chosen Challenge, they come to the conclusion that 
  someone is using the beasts to herd the refugees 
  forwards..probably to Ridley.
  There's not a whole lot that can be done to change the 
  momentum of the refugee exodus - there's no definitive 
  leader yet - but that knowledge should cast the rest of 
  the adventure in an ominous tone...particularly if the 
  Fated encountered Ambrose on the mountain peak. 
  If someone attempts to break away from the refugee 
  group - which includes approaching any of the 
  Cerberuses - or takes hostile action against them, the 
  hulking beasts immediately attack. 
  Sabertooth Cerberus
  Might
  4
  Grace
  2
  Speed
  2
  Resilience
  3
  Charm
  -3
  Intellect
  -4
  Cunning
  2
  Tenacity
  3
  Enforcer (8), Living, Beast
  Defense
  5 (13)
  Walk
  5
  Height
  2
  Initiative
  4 (12)
  Willpower
  5 (13)
  Charge
  6
  Wounds
  10
  Skills: Acrobatics 2, Athletics 4, Centering 3, Evade 
  3, Melee 2, Notice 2, Stealth 3, Toughness 4, Track 4, 
  Wilderness 2
  Three Headed: This character gains + to Attack and 
  damage flips it makes when it has half or more of its 
  Wounds remaining.
  Unimpeded: This character ignores penalties for 
  terrain while taking Movement Actions.
  Terrifying (Living) 11: Enemy Living characters must 
  pass a TN 11 Horror Duel if they end a Walk Action 
  within this character's engagement range or target this 
  character with an Action.
  (1)  Bite (Melee) 
  AV: 6 (14) ===== Rg: y1  ====== Resist: Df 
  Target suffers 3/4/6 damage. 
  t Maul: After damaging, take this Attack Action 
  against the same target.
  (0)  Leap (Athletics) 
  This character immediately moves up to its Charge 
  Aspect, ignoring intervening terrain and characters 
  during the move.
  
  Chapter 4: Complications
  The Ridley Council
  This complication should not be used with the No 
  Chance for Peace complication (page 100). It is 
  important to describe this scene and play it out as 
  much as possible as this is essentially a replacement 
  for the end of Act IV.
  If the Fated attempt to Appeal to the Council (page 
  52), this adventure grants them a chance to earn a 
  few concessions but usually assumes that the council 
  stands aside when the Guild issues the ultimatum 
  that eventually leads to the Ridley Massacre. 
  However, the Fated might choose to return to the 
  Council to convince them to stand up to the Guild 
  and allow the refugees to peacefully settle in the town. 
  This requires another TN 13 Bureaucracy Challenge 
  to arrange a meeting, which will happen just as tensions 
  outside are coming to a head. The Fated should feel 
  as if they're trying to arrange an eleventh-hour peace 
  treaty; every minute counts and fighting could break 
  out at any moment. 
  The council is reluctant to counteract the Guild's 
  ultimatum (they agree with the reasoning behind it, 
  if not with the ultimatum itself), but the Fated could 
  engage in some tense negotiations and debates with 
  the council to find a solution that works for everyone. 
  This is handled with the following Ongoing Challenge:
  A Plea For Peace
  •  Skills Allowed: Barter, Bureaucracy, Convince, 
  Leadership
  • Target Number: 10
  • Duration: 10 minutes
  • Success Requirement: 8
  • Failure Requirement: 2
  If either Ridley or the refugees are in a clear position of 
  strength over the other, the council is more difficult to 
  sway into action. The TN of this Ongoing Challenge 
  is increased by +1 for every 10 points of difference 
  between the Refugee's point total and Ridley's point 
  total (in either direction).
  If the Guild has abandoned Ridley, characters 
  participating in this Ongoing Challenge gain + to 
  their duels; the council is panicking and is willing to 
  listen to any reasonable suggestions.
  The Fated have a limited amount of time; if the talks 
  take longer than one hour, this Ongoing Challenge 
  immediately ends in a catastrophic failure.
  Feel free to add as much or as little description to 
  this scene as you wish. It's an important, last-minute 
  attempt to grasp at straws and save lives, so the mood 
  should be tense, with arguments and disagreements 
  springing up for the Fated to solve; this representative 
  doesn't want the refugees in her district, while another 
  is concerned about the rage curse spreading into the 
  general populace and sparking riots and chaos, etc. 
  On a success, the characters manage to work out an 
  arrangement that allows the refugees to settle in Ridley 
  after being screened by the Union's Steamfitter (read: 
  Arcanist) inspectors to make certain they do not carry 
  the curse with them. Additionally, the refugees will 
  be denied voting privileges for the first year of their 
  settlement, as a measure to both protect the seats 
  of the council members and to encourage them to 
  eventually relocate to other towns. 
  This effectively prevents the Ridley Massacre from 
  occurring; the Guild (if still present) stands down, 
  runners are sent up the tracks to flag down Miriah 
  before she can crash the train through the barricades, 
  and the council calls upon the Union (and the 
  Arcanists) to help them begin setting up the necessary 
  procedures to process the refugees. 
  The Fated should feel as if they have barely managed 
  to divert a terrible calamity from happening...which is 
  exactly what has happened.
  On a catastrophic failure, the negotiations come to an 
  abrupt halt as one or more of the council members 
  storm out of the room and refuse to return. The talks 
  fall apart in petty bickering, and the Fated are forced 
  to use what little time they have left to prepare for the 
  coming chaos. They can almost feel it in the air. 
  If the catastrophic failure was caused by the Fated 
  running out of time, negotiations come to an abrupt 
  end as the Hollow Point train crashes through the 
  barricades with an earth-shaking smash. Gunshots 
  follow, refugees pour through the breach, and the 
  council flees to safety. 
  
  Chapter 4: Complications
  No Chance For Peace
  Use this complication only if Pandora is Blank's patron. 
  If the Fated attempt to Appeal to the Council (page 
  52), they will have an unexpected (and likely very 
  one-sided) encounter with Pandora as she arrives to 
  remove the Ridley Council from the picture. After 
  the Fated have managed to obtain an appointment 
  with the council, read the following text to the players:
  When Pandora opens the box, twisted spirits 
  known as Sorrows spill out and begin to attack the 
  council representatives, who go crazy and begin 
  attacking themselves with any weapons at hand (a few 
  representatives have pistols, which is the fast way out, 
  while others throw themselves from windows or claw at 
  their faces). There are initially three Sorrows in this fight.
  The Fated should also be able to feel the madness 
  beginning to grip them. The full force of the 
  madness seems to be focused upon the council, but 
  the Fated can feel their sanity slipping away from 
  sheer proximity to the woman. There's no need to 
  make any duels here, unless you want to add some 
  dramatic tension to the scene.
  The council chamber should be played up as swirling 
  chaos; about half of the eight representatives finish 
  themselves off in the first two rounds, while the others 
  stumble around, screaming and flailing as the Sorrows 
  chase them around and feed on their fears. 
  Pandora stands at the center of it all, her box open as 
  more and more Sorrows spill out of it (at a rate of two 
  Sorrows at the end of each round) and begin attacking 
  everyone (including the Fated). Her expression is 
  gleeful, but she doesn't hang around for a fight; she's 
  already accomplished what she came here to do. 
  If the Fated attack Pandora - she has an effective Defense 
  and Willpower of 7 and Rank Value 13, meaning that 
  they'll need to score a 20 to actually hit her - read the 
  following (adjusting as necessary if the attack hits):
  After 6-10 Sorrows arrive (depending upon the 
  Fated's numbers and strength), Pandora grows bored 
  and gives up the fight. Read aloud the following:
  You've just started to make your opening 
  arguments to the Ridley council when you're 
  interrupted by the sound of high heels clicking 
  loudly against the floor in the adjoining hallway. 
  A few of the council members glance towards 
  the room's double doors in annoyance, and 
  a moment later one swings open to admit a 
  young woman. 
  Her red hair swishes behind her in a long 
  ponytail as she walks to the center of the room, 
  ignoring the protests of the council members, 
  some of whom rise from their seats in anger. 
  "This is a closed meeting!" one shouts.
  "Not too closed," the woman replies with a 
  giggle. For the first time, you notice the ornate 
  box clutched in her hands, and something 
  about its appearance - or maybe it is the manic 
  gleam in the woman's eyes - immediately puts 
  you on edge and sends a shiver up your spine.
  A dour, barrel-chested man slams his fist onto 
  the table. "You're not allowed to be in here!" 
  He looks towards the doors, as if expecting 
  a guard to rush in at any moment. "Where is 
  our security? This is madness!"
  The woman's giggles again and holds the 
  box out in front of her, her lips pulled back 
  in a manic grin. "No," she corrects him. 
  "This is madness."
  Then she opens the box, and all hell 
  breaks loose.
  The woman lifts a hand, stopping the attack 
  an inch from her face through sheer force of 
  will. You catch her gaze, and for a moment, 
  you can feel the sheer futility of the situation 
  overwhelm you. Then she slams the box's lid 
  shut with an audible clap and vanishes, not just 
  from the room, but from your memory as well. 
  You can remember her eyes, and the strange 
  box in her arms, but everything else is fading 
  like an old memory.
  
  Chapter 4: Complications
  After the Fated have finished dealing with the last 
  of the Sorrows, they're left standing in the destroyed 
  remains of the council chambers, most likely 
  surrounded by the bodies of the representatives. If the 
  Fated managed to save any of the council members, 
  it is a hollow victory: their minds have been shattered, 
  and they will never fully recover. Ridley's town council 
  is effectively destroyed. 
  Results: Pandora murders the council (-30 Ridley).
  Rumors of Madness
  If the Fated don't seem interested in the council, there 
  are a few ways you can still use this complication. The 
  council might be gathering in a special session to 
  discuss the matter of the Guild ultimatum, in which 
  case Naidu could ask them to attend the meeting 
  as representatives of the refugees (or to provide the 
  council with information about their defenses and 
  leaders, if the Fated are siding with Ridley). 
  Alternatively, if the Fated are in Ridley but not 
  attending the meeting, they might encounter 
  Pandora's handiwork first hand as one or more of the 
  council members leaps from the window...and lands 
  right in front of them. Looking up, green and purple 
  light pulses in the windows of the council chamber, 
  and ghosts swirl around it ominously. If the Fated 
  investigate, they arrive just in time for Pandora to 
  wink at them before disappearing and leaving them 
  to her Sorrows. 
  Apply the result listed above to Ridley's points total. 
  Sorrow
  Might
  2
  Grace
  2
  Speed
  -1
  Resilience
  2
  Charm
  -4
  Intellect
  0
  Cunning
  0
  Tenacity
  2
  Minion (5), Spirit, Woe
  Defense
  3 (8)
  Walk
  4
  Height
  2
  Initiative
  -1 (4)
  Willpower
  4 (9)
  Charge
  4
  Wounds
  4
  Skills: Evade 1, Intimidate 2, Pugilism 2
  Misery: When an enemy character within 6 yards of 
  this character fails a Willpower duel, it suffers 1 damage 
  after resolving the current action.
  Life Leech: Enemy characters beginning their turn 
  within a1 of this character suffer 1 damage.
  Incorporeal: This character ignores, and is ignored 
  by, other characters and terrain during any movement. 
  Reduce all damage this character suffers from Ranged 
  and Close Combat attacks by half.
  (1)  Doleful Grasp (Pugilism) 
  AV: 4 (9) ====== Rg: y1  ====== Resist: Df 
  Target suffers 1/1/4 damage.
  (2)  Doldrums (Prestidigitation/Tenacity) 
  AV: 5 (10) ===== Rg: 6  ======== Resist: Wp 
  Target gains the Paralyzed Condition.
  (1)  Misery Loves Company 
  This character disappears and appears within the 
  engagement range of another target character within 
  8 yards.
  Just as you're beginning to contemplate 
  surrender, the woman slams the lid of her box 
  shut with an audible clap and vanishes. You're 
  uncertain what sort of magic could enact 
  such a sudden disappearance, but it seems 
  to be affecting your mind as well: You can 
  remember her eyes, and the strange box she 
  held in her arms, but everything else about the 
  woman is starting to fade like an old memory. 
  
  Chapter 5: Appendix
  This Appendix provides numerous rules and options 
  to assist Fatemasters in running Northern Aggression 
  and is divided into three sections. 
  The first section includes some Tarot Tie-Ins for the 
  Cross Roads Tarot (Fated Almanac) and Assembly 
  Line Tarot (Into the Steam), which should help 
  Fatemasters tie characters created using those books 
  to the events that unfold in each Act. 
  The second section of this Appendix deals with 
  supporting materials for the book's villains, George 
  Blank and Ester Ambrose. While Blank will not have 
  a direct role in the events unfolding in the north until 
  the next Penny Dreadful in this series, we've included 
  his information here in case a Fatemaster wishes to 
  continue to use him as an antagonist for the Fated 
  after Northern Aggression has come to an end. 
  Ester Ambrose's and George Blank's Grimoires are 
  detailed in this section. Fatemasters can either use 
  these Grimoires as rewards for the Fated who defeat 
  these characters or can increase the difficulty of any 
  fights involving these characters by allowing them 
  to use the Magia and Immuto mentioned in their 
  respective Grimoires.
  This section also goes into a bit more detail about the 
  Wrath Fetishes and how they're created. Most Fated 
  probably won't attempt to create their own batch of 
  Wrath Fetishes to spread corruption across the world 
  of Malifaux, but we like to keep an open mind when 
  it comes to spreading insanity and chaos, so the tools 
  are there if you need them. 
  Finally, this Appendix includes the Rampager 
  Advanced Pursuit, for those characters who have 
  succumbed to the influence of a Wrath Fetish and 
  wish to fully embrace their rage and anger. This can 
  be a really fun way to tie a character's progress to the 
  overarching story of Northern Aggression and its 
  sequels, but the rules are still broad enough to allow 
  Fatemasters to offer it to players whose characters 
  have serious anger management issues.
  Fur Armor
  Northern Aggression takes place largely in 
  the north, and Act II involves a climb up 
  a mountain in an extremely cold climate. 
  There are a few sets of Fur Armor scattered 
  throughout the adventure that could help 
  the Fated avoid being frozen to death as 
  they attempt to scale the mountain.
  Characters may wear up to four pieces of 
  armor at one time (on their hands, feet, chest, 
  and head). Each piece of Fur Armor grants 
  the character the Protected special ability for 
  the suit matching the location on which it is 
  worn (crows, masks, rams, and tomes). 
  In addition, each piece of Fur Armor 
  a character wears grants them a +1 
  to Toughness duels made to resist 
  Hypothermia (as noted in the Climbing the 
  Widower Ongoing Challenge).
  
  Chapter 5: Appendix
  tarot tie-ins
  Below is a list of possible Tarot Tie-Ins for each Act, 
  pulling from the Tarots of the Fated Almanac and 
  Into the Steam. Use these as ideas to help fuel your 
  players' Destiny Steps.
  The first two letters of a Tie-In stand for the Tarot 
  used. In this case, CR stands for Cross Roads Tarot, 
  and AL stands for Assembly Line Tarot. 
  The next two letters indicate the card's position. For 
  the Cross Roads Tarot, St is Station, NC is Northern 
  Card, and so on. For the Assembly Line Tarot, Al 
  is Allegiance, Ro is Root, etc. Finally, the final two 
  values - the number and suit - indicate the specific 
  card tied to that destiny step.
  Act I
  CRSt 7R: "When your shadow is cast upon the wall" 
  could come up during the fight with Kantor, as the 
  theater's lights give the Fated's shadow a hulking, bestial 
  appearance, foreshadowing the events of the adventure.
  CRSt 9t: "When you open the dead man's eyes" 
  could refer to the autopsy of the dead workers and 
  the subsequent investigation of their deaths. 
  ALAl 11R: "As the dead cry out for bloody justice" 
  could refer to the investigation and how it will likely end 
  in the Fated killing the murderer of the dead workers.
  ALAl 6M: "If you pledge your loyalty to coin alone" 
  could easily come into play if the Fated are working as 
  paid mercenaries or neutral third parties. 
  Act II
  CRSC 7C: "If you open the box best left closed" could 
  refer to the Bloody #4, which the Fated have to blast 
  open to enter. 
  CREC 2R: "You will be bold when it is needed most" 
  could refer to the Fated taking action and opening the 
  Bloody #4 to retrieve Johan's body for his mother. 
  ALRo 12t: "And you will descend into the mine" 
  is easy here as much of this Act revolves around the 
  Bloody #4 and the Fated's attempts to enter - and then 
  their adventures within - the cursed mine. 
  ALBo 11R: "The guilty ones will circle you like the 
  hours of a clock" is very appropriate if Jack Daw is 
  Blank's patron and the Cursed within the mine are 
  being punished for their crimes.
  Act III
  CRNC 7R: "For the coldest court will bow to their 
  king" could describe the Cursed and Transformed 
  that gather around Ambrose atop the mountain's 
  frozen peak...or even hint that all those present on 
  the peak owe allegiance to a male superior: their 
  "king," George Blank.
  ALMi 12t: "The frozen peaks beckon you onward" 
  might be a clue to the Fated that their destiny awaits 
  them on the peak of the Widower Boyle.
  ALEn 8C: "For the treasures of the mountain will 
  be as venom" aptly describes the Wrath Fetishes that 
  Ambrose is creating at the mountain's peak and also 
  serves as a warning to Fated who might be tempted to 
  use the Wrath Fetishes for their own gain. 
  Act IV
  CRNC 4M: "For new enemies are made from old 
  allies" could apply if the Fated sides with the refugees 
  and against Ridley (and thus, Gigani and Naidu).
  CREC 8C: "The sting of a single wasp will light the agony" 
  could refer to the man who attacks Gigani or Naidu and 
  sparks off the Ridley Massacre, or even Miriah's plan to 
  hijack the Hollow Point Train to do the same.
  ALBo 2R: "The eleventh hour will hold no hope" 
  could refer to the Fated's attempts to prevent the Ridley 
  Massacre through peaceful talks with the council 
  and how difficult that is to accomplish. This takes on 
  additional meaning if Pandora is Blank's patron. 
  ALEn 9C: "But in the hour of peace you will find 
  only treachery" is appropriate here if Sonnia is Blank's 
  patron as it's the Guild's ultimatum and betrayal that 
  throws Ridley and the refugees into conflict. 
  
  Chapter 5: Appendix
  The Wrath 
  fetishes
  The Wrath Fetishes are an important element of this 
  adventure and will appear again in later supplements. 
  It might never be necessary to know the exact details 
  of how the Wrath Fetishes are created, but in the event 
  that it does become important (or if the Fatemaster 
  wishes to make them play a larger part in this or other 
  adventures),  this section provides further details.
  The Ritual of Bile
  The Ritual of Bile is the ritual that creates Wrath 
  Fetishes. George Blank learned the ritual from his 
  Grimoire and then taught it to Ester Ambrose, who 
  made the Wrath Fetishes that appear in this adventure. 
  The Ritual is not particularly complex, but it could take 
  some time to gather the materials it requires. 
  The ritual isn’t exactly a recipe or a set of assembly 
  instructions but rather a method by which the caster 
  is able to focus their anger and bind it within physical 
  form. The Ritual's exact form depends on the identity 
  of Blank's patron:
  •  Marcus - The ritual draws primal power from 
  the land and imbues the rage and fury of the 
  beast into a necklace of human bones. The 
  longer one wears the necklace, the more bestial 
  and feral one becomes. 
  •  Sonnia - The ritual is an arcane formula 
  involving mystical runes and the chanting of 
  esoteric verses to enchant a branding iron. The 
  iron can then be used to brand a victim's skin, 
  which burns the magic of the ritual into their 
  body and soul. 
  •  Pandora - The ritual summons an Insidious 
  Madness and binds it within a small cloth 
  doll. The bound Madness whispers to those 
  near the doll, eroding their sanity and pushing 
  them deeper and deeper into a psychotic rage. 
  •  Jack Daw - The ritual binds a small portion of 
  Daw's ancient magic into an item tied to a betrayal 
  or crime, and in doing so draws Jack's attention 
  to the item's owner. As their guilt becomes 
  unbearable, the owners descend into madness. 
  The Ritual
  To learn the Ritual of Bile, the caster will need 
  access to either Ester Ambrose’s or George 
  Blank’s Grimoire. The ritual is represented 
  by the following Ongoing Challenge:
  The Ritual of Bile
  • Skills Allowed: Centering, Enchanting
  • Target Number: 10
  • Duration: 1 day
  • Success Requirement: 7
  • Failure Requirement: 2
  This ritual requires the caster to gather seven 
  symbols of her own rage in a circle around a 
  helpless sacrifice who must be restrained in 
  some manner. 
  On a success, the ritual is completed and 
  remains active so long as the symbols of 
  rage remain in place. If the sacrifice's belly 
  is sliced open, it drips bile onto any object 
  placed within the circle, which transforms the 
  object into a Wrath Fetish over a period of 
  24 hours. 
  Each day the sacrifice is kept immobile, it 
  suffers 1/2/3 damage. The sacrifice cannot 
  heal through natural means, but magical 
  healing is still effective.  
  On a catastrophic failure, the sacrifice dies 
  and the objects of rage are destroyed, forcing 
  the character to begin all over again. If a 
  character flips the Black Joker during this 
  Ongoing Challenge, they are consumed by 
  the ritual's fell energies and become a Cursed 
  who immediately attacks anyone else that is 
  present, ruining the ritual and ending their 
  career as a Fated.  
  It is not a ritual for the faint of heart.
  
  Chapter 5: Appendix
  the fetishes
  Depending upon the identity of Blank's patron, the 
  appearance of the Wrath Fetishes will vary throughout 
  this adventure. Regardless of their form, Wrath 
  Fetshes each glow with a faint yellow light. 
  Some of these Fetishes carry additional game rules 
  with them; see the Wrath Fetishes callout box on 
  page 20 for more details. 
  •  Marcus - The Wrath Fetishes take the form 
  of a necklace carved from human bones. 
  •  Sonnia - The Wrath Fetishes are either a 
  brand of six claws pointing downward in a 
  semi-circle (if found on a character) or a 
  branding iron with a similar design (if found 
  elsewhere). Characters may not directly attack 
  Wrath Fetish brands possessed by a character; 
  the Fetish only ceases to function when the 
  character possessing the brand is killed.
  •  Pandora - The Wrath Fetishes take the form 
  of a small rag doll with a hemp loop, allowing 
  it to be worn like a necklace. Faint whispers of 
  madness can sometimes be heard in its presence.
  •  Jack Daw - The Wrath Fetishes are all different, 
  as they are objects that were used in or played 
  some part in the owner's crimes. Murder weapons 
  are common, as are small trinkets like a locket 
  belonging to a murdered wife. Character must 
  make Evaluate duels to identify these Fetishes.  
  the bard's book
  Ambrose's Grimoire is an annotated book of plays by 
  William Shakespeare. She's scrawled commentary 
  in the margins and underlined certain passages. In 
  order to cast a Magia from this Grimoire, the caster 
  must recite the necessary phrase as part of the spell. 
  •  Magia: Heal (Enchanting, "How poor are 
  they that have not patience! What wound did 
  ever heal but by degrees?") and Invisibility 
  (Prestidigitation, "Stars, hide your fires; Let 
  not light see my black and deep desires")
  •   Immuto: Alter Range, Increased Duration, 
  Increase AP (dramatic posing).
  rockfury
  Rockfury is George Blank's Grimoire. It is a deep 
  red rock worn perfectly smooth from being carried in 
  many different hands, all of them clenched in anger. 
  Despite its smoothness, a casual inspection of the 
  stone will reveal letters that seem to be etched just 
  beneath its surface.
  The unfortunate thing about this Grimoire is that 
  studying it, unlike most other Grimoires, is a waste 
  of time. The letters that can be seen beneath its 
  surface are entirely indecipherable no matter what the 
  character does. 
  Furthermore, the stone almost seems to taunt those 
  trying to unlock its secrets: anything the possessor 
  does to make the letters clearer almost seems to work. 
  It responds to every stimulus in a way that seems at 
  first promising... however, nothing anyone tries will 
  ever make the letters clear enough to make out.
  It is only after the possessor of the stone gives up in 
  anger and frustration that the letters flare to life and 
  reveal their knowledge. The arcane lore stored within 
  Rockfury hits them in a wave of comprehension, and 
  they are able to immediately access the Grimoire and 
  all its contents.
  It is worth noting that whoever possesses the 
  Grimoire will not gain access to it unless they 
  experience anger and frustration in trying to decipher 
  it. Because of this, anyone who has felt that particular 
  frustration is unlikely to easily divulge the secrets of its 
  understanding to another. In fact, doing so makes the 
  Grimoire almost impossible to access; it's difficult to 
  become frustrated at the rock if you know its secret. 
  •  Magia: 
  Unnatural 
  Shifting 
  (Enchanting), 
  Physical Enhancement (Enchanting), and 
  Mind Control (Necromancy).
  •  Immuto: Focus Object (Rockfury, -4 TN), 
  Combined Spell, Alter Range, and Pulse.
  •  Special: Accessing this Grimoire grants the character 
  access to the Ritual of Bile (and they can freely 
  teach the Ritual to others after learning it).
  •  Special: This Grimoire can be used as a 
  weapon with the Melee skill. In this case, it 
  deals 1/3/4 damage.
  
  Chapter 5: Appendix
  rampager
  The Rampager is an Advanced Pursuit available 
  to anyone who gains the Enraged Condition 
  from the Fetish Talent. It can only be taken with 
  Fatemaster approval but provides an interesting 
  roleplaying opportunity for characters with anger 
  management issues.
  Malifaux is a place where extreme emotions can 
  produce dark manifestations, and the Rampager 
  is a prime example of this process at work. The 
  Rampager draws upon the simmering anger within 
  her, becoming stronger and faster as her anger grows, 
  but at the cost of her reason and self-control. 
  Most Rampagers have lived with their anger for years, 
  allowing it to guide their actions and chase away 
  friends and loved ones. All it takes is a bit of a magical 
  push to send them over the edge and into an endless 
  ocean of violence and brutality. 
  Some Rampagers fight against the anger within 
  them, using the focus and drive it provides to 
  push themselves to greater accomplishments and 
  achievements. Others revel in their newfound power, 
  becoming bullies and thugs who only feel truly alive 
  when they are in the middle of a melee, bashing in 
  skulls and screaming at the world around them.
  While the power granted to a Rampager is great, 
  the magic within them is raw and unchained, a 
  perfect compliment to their anger. As the Rampager 
  succumbs to her temper, the two grow and entwine, 
  like two fires burning from the same fuel, until they 
  eventually become one and the same.
  Rampagers pay a high price for their supernatural 
  strength. Each time they lose control, each time they 
  dip into that unending well of pure fury, they loose 
  a little bit of whatever makes them who they are, 
  until finally, there's nothing left but an embodiment 
  of pure rage. 
  Most Rampagers are the result of the Wrath Fetishes 
  created by George Blank and Ester Ambrose, who used 
  the magical trinkets to spread chaos throughout the 
  Northern Hills. However, there have been others who 
  have succumbed to their anger in a critical moment, 
  only to find that their fury never quite went away... 
  Requirements
  To become a Rampager, the character must become 
  corrupted by a Wrath Fetish, which typically means 
  gaining the Enraged Condition from another 
  character's Fetish Talent. The twisted energies of the 
  Fetish settle in the character's bones like a sleeping 
  dragon, waiting for the opportunity to rise up and 
  force her to lash out at those around her. 
  Alternatively, a character might be offered an 
  opportunity to take up this Advanced Pursuit after 
  succumbing to her rage in a gloriously stupid moment 
  of pure roleplaying. In general, this should be an act 
  that goes beyond general anger and into the realm of 
  truly self-destructive behavior (for the character; this 
  isn't intended to be a reward for disruptive players). 
  Advancement
  At each rank, a Rampager gains the Talent listed below:
  Step
  Talent
  1
  Driven by Rage
  2
  Past the Point of Reason
  3
  Seeing Red
  4
  Blood in the Water
  5
  Reckless Assault
  "Anger motivates us 
  all. I've just learned 
  to embrace it."
  -Gabriel Kantor
  
  Chapter 5: Appendix
  Driven by Rage
  As the character first succumbs to her rage, she finds 
  herself gaining great power at the cost of her self-control. 
  Whenever this character suffers damage, she gains 
  the following Condition with a value equal to the 
  amount of damage suffered: "Fuming +1: This 
  character suffers a penalty on all Social Skills and 
  Intellect-based Skills equal to this Condition's current 
  value. This penalty instead applies as a bonus to the 
  Intimidate Skill. Reduce this Condition's value by 
  exactly 1 for every minute that passes without this 
  character suffering damage."
  The character also gains the following Tactical Action: 
  (0) Rage Unleashed: This character may lower her 
  Fuming Condition by any amount, up to the number 
  of steps she has completed in this Advanced Pursuit, 
  to gain the appropriate bonus listed below. She may 
  not lower her Fuming Condition below 0 in this way.
  • Speed of Rage (1 Fuming): Before lowering your 
  Fuming Condition Value, move a number of yards 
  equal to your current Fuming Condition Value.
  • Intense Focus (2 Fuming): Gain the Focused 
  +1 Condition.
  • Enraged Fate (3 Fuming): Draw a Twist Card. 
  • Relentless Assault (4 Fuming): Make a single Close 
  Combat attack against a character within range. 
  • Endless Rage (5 Fuming): Heal 2/3/4 damage and 
  gain the Reactivate Condition.
  Past the Point of Reason
  The character has become so lost within the deep 
  wells of her anger that it is difficult to focus on anything 
  other than her rage. 
  While this character has the Fuming Condition, she 
  gains a + on her Willpower duels.
  Seeing Red
  The unnatural rage within the character grows stronger 
  until even the smallest slights and annoyances are 
  enough to throw her into a violent rage. 
  Whenever this character misses with a Close Combat 
  attack, she gains the Fuming +1 Condition.
  Blood in the Water
  Eventually, the character's rage overtakes her, and she 
  becomes a seething whirlpool of barely constrained 
  violence. It becomes difficult to think of things other 
  than lashing out at everyone and everything around 
  her, but this same focus on violence makes the 
  character a true terror on the battlefield.
  When the character declares a Charge Action, she 
  may discard a Twist Card. If she does so, she may 
  take one additional y attack with an AP cost of 1 
  against the target of her Charge.
  Reckless Assault
  There is no longer anything separating the character 
  from her anger. When in combat, she grows 
  increasingly reckless as her bloodlust forces her to 
  abandon any pretense of self-preservation in the 
  interest of destroying her enemies.
  When this character deals damage with a Close 
  Combat attack, she gains the following Condition until 
  the end of Dramatic Time: "Total Attack +1: This 
  character deals +1 damage with her Close Combat 
  attacks and receives a - to her Defense duels. Lower 
  this Condition's value by exactly 1 at the end of this 
  character's turn."
  Can't Handle It
  The Rampager is a self-contained Advanced 
  Pursuit, but it is also a mindset. The 
  Fatemaster should strongly consider giving 
  anyone with ranks in Rampager the Fuming 
  Condition whenever they become frustrated 
  in social situations (and not just during 
  Dramatic Time).
  An easy method is to have a new Rampager 
  pick one to three situations (Fatemaster's 
  discretion) that make her angry. When these 
  situations arise, the character automatically 
  gains Fuming +1 to +3, based on the severity 
  of the occurrence.
  
  Chapter 5: Appendix
  UNDER 
  QUARANTINE
  COMING SOON
  A new TTB expansion book 
  looking into the Resurrectionists  
  and the things that lurk beneath 
  the surface.
  
  NORTHERN 
  AGGRESSION
  
  Northern Aggression takes players on an epic 
  adventure across Malifaux’s Northern Hills, 
  from the boomtown of Ridley to the frozen Ten 
  Peaks and back again. Along the way, the Fated 
  will have to contend with surly miners, ancient 
  magics, and a sweeping conspiracy that could 
  bring the entire Northern Hills to its knees.
  Northern Aggression is the first in a three-part 
  series of adventures for the Through the Breach 
  roleplaying game. It can be played either on its 
  own or as part of an epic campaign that will 
  change the Northern Hills forever. It requires 
  the Fated Almanac to play.
  WYRD-GAMES.NET
  © 2005-2015 Wyrd Miniatures, LLC
  Printed in South Korea
  the first shots  
  have been 
  fired
  9 780990 589631
  52000>
  ISBN 978-0-9905896-3-1
  $20.00
  WYR30202
  
SOURCE: textdata/thevault/Through the Breach/Through the Breach - Penny Dreadful - Northern Aggression.pdf