Zi’Dara
Contents

Part IV · The World

The Bestiary

Here are forty threats you can run straight off the page, all laid out the same way.

Each threat gets a Challenge, its tags sorted into the three kinds, three telegraphs, a line to say in its voice, and one hidden tag the crew has to find. If a tag’s marked weak point, breaking it ends the threat at once. Count its keeps it going tags and you’ll know how many wins it takes the long way.

The Telegraphs line gives you three to read out as they’re written, each with its die and what it hits. They come from the threat’s own tags, so the crew can see how to answer them. Spend them from your round budget like any telegraph, and write your own as the scene needs them (Telegraphing Well has the tricks). If a tag like Ambush makes the first one a step bigger, it’s listed first.

Every Challenge 6 threat has Tough, and so do two Challenge 5s that should take a while. It works like hit points: every winning die against it takes off what it rolled, and at 0 it’s gone. Plain Tough drops to anything that hurts it, and a named one like Armoured 40 only to what fits it. It’s written for a starting crew of four, a threat budget of 40, so scale it to your crew: Tough 40 means your whole threat budget and Tough 20 means half. Four characters with four Titles each have a threat budget of 60, so they’d be 60 and 30. There’s more in Tough, in Running the Game.

When a threat with Forms loses its last keeps-it-going tag, it changes shape instead of falling. Its Tough fills back up, and you pick 3 to 5 tags for its new shape from its Forms list and tell the table what it’s becoming. It changes once with Forms (2) and twice with Forms (3), and its Tough refills each time, so its Tough is split across its forms: about 20 a form with two, and 13 to 15 with three. Its weak point still ends it in any shape, and its last form falls like anything else.

Mooks: Challenge 2–3

ThreatThe Watchman

A tired man on a long shift.

Uniform a size too big, lantern held low, eyes on the middle distance.

Challenge 3 (d6)

Keeps it going Trained

Drives it One of Many · Bored

Telegraphs He holds his lantern up to the nearest face and asks what you’re doing here. (d6, Confidence) · He puts his whistle to his lips. (d6, an event: the watch arrives) · He swings the lantern pole at whoever’s closest. (d6, Armour)

Voice “Right. Nothing to see here, then. Move along.”

Hidden Takes Bribes (weak point). A purse of gold gets you past him, no questions.

ThreatThe Cutpurse

A child with an old face.

Challenge 2 (d4)

Comes at you Fast Hands · Runs

Keeps it going Slippery

Telegraphs He tugs at the sleeve of whoever’s nearest while his other hand goes into their coat. (d4, Confidence) · He tips a barrow of apples across the path behind him. (d4, the ground) · He bolts for the alleys with whatever he’s lifted. (d4, a stake)

Voice “Sir. Sir. You dropped this.”

Hidden Works for Someone. The purse is already passed on. Let him run and he leads you to his boss.

ThreatThe Guard Dog

A mastiff who’s bitten before.

Challenge 2 (d4)

Comes at you Bites · Loud

Keeps it going Nothing. One good win.

Drives it Loyal to a Name

Telegraphs It clamps onto the ankle of whoever’s nearest and won’t let go. (d4, Armour, Grabbed) · It barks fit to wake the whole street. (d4, the scene clock) · It stands in front of its master’s door, growling. (d4, a stake)

Voice Nothing. It only barks.

Hidden Older Than It Looks (weak point). Stiff in the joints. Past the first corner it can’t keep up.

ThreatThe Drunk

A man who’s stopped pretending.

Challenge 2 (d4)

Comes at you Belligerent

Keeps it going Nothing. One good win.

Drives it Fragile

Telegraphs He grabs whoever’s nearest by the collar and asks if they’re looking at him. (d4, Confidence) · He starts bellowing about the lot of you until the whole street turns to look. (d4, the scene clock) · He takes a wild swing at whoever tries to pull him off. (d4, Armour)

Voice “You looking at me? I said, you looking at me?”

Hidden A Locksmith, Sober (weak point). Sober him up and he is the best lock-picker in the district. Worth more as a friend.

ThreatThe Debt Collector

A patient man with a ledger.

Challenge 3 (d6)

Comes at you Patient

Keeps it going Well-Connected

Telegraphs He reads out what you owe, slowly, so the whole room hears. (d6, Confidence) · He sends his boy running to fetch the men who do the heavy lifting. (d6, an event: his heavies arrive) · He puts a hand on the thing you came for and calls it surety. (d6, a stake)

Voice “It’s not personal. It never is.”

Hidden Someone Else’s Man (weak point). He is here on someone’s behalf. Name who, and he backs down.

ThreatThe Dock Thug

A wall with a face.

Challenge 3 (d6)

Comes at you Heavy

Keeps it going Knows the Waterfront

Telegraphs He puts his shoulder into whoever’s in front of him and sends them off the pier. (d6, Armour) · He looms over the smallest of you and says one word. (d6, Confidence) · He steps into the only gap between the crates and folds his arms. (d6, a stake)

Voice “Move.”

Hidden Protecting His Sister (weak point). Everything he does is for her. Threaten her and he breaks. Help her and he walks away.

ThreatThe Conscript

A boy handed a spear three weeks ago.

Challenge 2 (d4)

Comes at you Armed Anyway

Keeps it going Nothing. One good win.

Drives it Scared

Telegraphs He jabs his spear wildly at whoever comes closest. (d4, Armour) · He shouts for his sergeant at the top of his voice. (d4, the scene clock) · He backs into the gateway with his spear levelled, shaking. (d4, a stake)

Voice “Please. Please just go.”

Hidden A Deserter (weak point). He ran from the other side. Say so out loud and he runs again.

ThreatThe Servant

Unseen, and knows everything.

Challenge 2 (d4)

Comes at you Knows the House

Keeps it going Overlooked

Telegraphs They slip up the back stair to wake the house. (d4, the scene clock) · They turn the key in the study door behind you. (d4, a stake) · They stop on the stair and look straight at whoever’s lying. (d4, Confidence)

Voice “Yes sir. Of course sir.”

Hidden Trusted Most. The household believes them over anyone. Win them and doors open.

ThreatThe Rival Apprentice

A mirror with a grudge.

Challenge 3 (d6)

Keeps it going Nothing. One good win.

Drives it Clever · Envious

Telegraphs They tell the room why the master really kept you on. (d6, Confidence) · They get to the thing you came for first and lock it away. (d6, a stake) · They turn the master’s own trick on whoever’s closest. (d6, Armour)

Voice “They only kept you because you were first.”

Hidden Secretly Fond (weak point). They love you. They can’t admit it. Say something kind and true and they falter.

ThreatThe Street Preacher

A voice for people who have none.

Challenge 3 (d6)

Comes at you Stirs the Crowd

Keeps it going Beloved

Telegraphs The preacher points at whoever’s doing the talking and asks the crowd who sent them. (d6, Confidence) · The crowd closes ranks between the crew and the thing they came for. (d6, a stake) · The preacher starts a hymn, and the whole street takes it up. (d6, the scene clock)

Voice “You are not lost.”

Hidden Mostly Right. Agree with what is true in the sermon and the crowd turns with you.

Named: Challenge 4–5

ThreatThe Hired Blade

A killer who does it for coin.

Challenge 4 (d8)

Comes at you Patient · Two Knives

Keeps it going Reads a Feint · Knows the Streets

Telegraphs He flicks the knife you can see at whoever’s facing him. (d6, Armour) · The knife you can’t see goes for the kidney of whoever’s behind him. (d8, Armour, Bleeding) · He whistles, and a friend on the corner puts out the street lamp. (d8, the ground)

Voice “Not yet. Let’s see what you’re really made of.”

Hidden Already Hired. Someone in the party already paid him. Find out who, and what for.

ThreatThe Iron Sergeant

A soldier who never quit and never will.

Challenge 5 (d10)

Keeps it going Armoured 20 · Holds the Line

Drives it Barracks Humour · Old Wounds

Telegraphs He hacks at whoever’s in front of him, short and ugly, the way he was drilled. (d10, Armour) · He sets his feet in the doorway, and nobody’s getting past. (d10, a stake) · He laughs at whoever last swung at him and dares them to try again. (d10, Confidence, Taunted)

Voice “Right. Same as last time, lads.”

Hidden The War Nobody Names (weak point). Name the war he was discharged from and he lowers his blade to talk.

ThreatThe Duellist on the Stair

A blade that’s never been beaten.

Challenge 5 (d10)

Comes at you Faster Than You

Keeps it going Reads a Feint · Never Beaten

Drives it Cannot Resist an Audience

Telegraphs She darts in at whoever’s nearest, faster than they can lift a blade. (d10, Armour) · She calls the best blade among you up the stair to face her, in front of everyone. (d10, Confidence, Taunted) · She takes the top step, so anyone coming up has to come one at a time. (d10, a stake)

Voice “Ooh. A real one. This is going to be fun.”

Hidden Lost Once. The one who beat her is standing behind her. With them watching, she can’t fight clean.

ThreatThe Scholar of Things Better Left Buried

Knowledge with a cost.

Challenge 4 (d8)

Keeps it going Warded · Out of Sight

Drives it Well-Read · Fragile

Telegraphs They read three words from the book, and every candle in the room goes out. (d8, the ground) · They read aloud the line in the book that names whoever’s nearest. (d8, Confidence, Frightened) · They step back behind the chalk, and the archive door swings shut. (d8, a stake)

Voice “You are asking the wrong question.”

Hidden Already Read It. They have read the thing they are trying to stop. Some of it is in them now.

ThreatThe Noble’s Champion

Armour with a family crest on it.

Challenge 5 (d10)

Keeps it going Armoured · Shield

Drives it Proud · Code of Honour

Telegraphs He meets whoever answered his challenge with a full swing of his sword. (d10, Armour) · He slams his shield into whoever’s beside him and puts them on the floor. (d10, Armour, Prone) · He sets himself in front of the noble with his shield raised. (d10, a stake)

Voice “On your feet. I will not fight a man on his knees.”

Hidden Nothing to Believe In (weak point). He has never fought for something he believed. Give him a cause and he changes sides.

ThreatThe Fixer

Everyone owes them something.

Challenge 4 (d8)

Comes at you Knows a Guy · Never Shows the Knife

Keeps it going Deep Pockets · Well-Connected

Telegraphs They send a runner, and someone’s waiting wherever you’re headed next. (d8, a stake) · They mention, very pleasantly, where your family sleeps. (d8, Confidence, Shaken) · They catch the watch captain’s eye across the room, and he starts walking over. (d8, the scene clock)

Voice “Don’t worry about it. I know someone.”

Hidden One Missed Payment (weak point). The whole operation is one payment from collapse. Threaten the money and they fold.

ThreatThe Poisoner

Patient, precise, gone before the symptoms start.

Challenge 4 (d8)

Comes at you Patient · Venom

Keeps it going Out of Sight · Slippery

Telegraphs They top up the glass of whoever’s nearest. (d8, Armour, Poisoned) · They show whoever drank a little bottle of antidote and name a price. (d8, Confidence) · They slip out through the kitchen door while everyone’s looking the other way. (d8, a stake)

Voice “Try the wine. The vintage is excellent.”

Hidden Your Name Is on the List. They work for someone else, and one of the crew is next.

ThreatThe Priest of the Quiet Order

Faith that won’t be moved.

Challenge 5 (d10)

Keeps it going Warded · Won’t Back Down

Drives it Devout

Telegraphs They lift one hand, and whoever’s speaking loses their voice. (d10, Confidence, Silenced) · They pour a line of salt across the doorway, and nothing strange gets over it. (d10, the ground) · They crack their staff across the knuckles of whoever’s working magic. (d10, Armour)

Voice “You are not the first to ask.”

Hidden Years of Doubt (weak point). Speak to the doubt, honestly, and they won’t raise a hand.

ThreatThe Court Assassin

You won’t see them coming.

Challenge 5 (d10)

Comes at you Silent · One Strike

Keeps it going Out of Sight · Slippery

Telegraphs A blade comes out of nowhere at whoever the contract names. (d12, Armour) · They cut the chandelier’s rope. (d10, everyone under it, Armour) · They let whoever’s guarding the target see the knife, just for a moment. (d10, Confidence, Frightened)

Voice Nothing. They are already gone by the time you turn.

Hidden Blackmailed (weak point). They don’t want to be here. Free them from whoever holds the letter and they walk away.

ThreatThe Wandering Monk

Empty hands, immovable stance.

Challenge 4 (d8)

Keeps it going Immovable · Reads a Feint

Drives it Kind

Telegraphs They sweep the legs out from under whoever’s nearest. (d8, Armour, Prone) · They twist the weapon out of the hand of whoever swings at them. (d8, Armour, Disarmed) · They ask whoever’s angriest, quietly, whether they really want to do this. (d8, Confidence)

Voice “You do not have to do this.”

Hidden The Last Student (weak point). The last of an order dead a century. Honour it and they become an ally.

ThreatThe Harbourmaster

Knows every ship and every secret that came in on it.

Challenge 4 (d8)

Comes at you Loud

Keeps it going Well-Connected · Fortified

Drives it Cowardly

Telegraphs He bellows down the quay for the harbour watch. (d8, the scene clock) · He tells whoever’s asking questions which magistrate he dines with on Sundays. (d8, Confidence) · He scuttles into his office and bars the door behind him. (d8, a stake)

Voice “You have no idea who you’re dealing with.”

Hidden Not His Ring (weak point). The signet belonged to the man in the harbour. Mention it quietly and he will do anything.

ThreatThe Magister

Politically untouchable, personally fragile.

Challenge 5 (d10)

Comes at you Silver-Tongued

Keeps it going Warded · Politically Untouchable

Drives it Ambitious

Telegraphs They turn the last thing you said back on you, in front of the whole court. (d10, Confidence) · They offer whoever looks most useful a place at their side. (d10, Confidence, Charmed) · They ring for the guard, and nobody in the room stops them. (d10, the scene clock)

Voice “You would not dare. Nobody dares.”

Hidden Watched by the Crown. The Crown already has eyes on them. Anything public ruins them.

Wilderness

ThreatThe Moor Cat

Bigger than a hound, quieter than a thought.

Challenge 3 (d6)

Comes at you Ambush

Keeps it going Sees in the Dark

Drives it Cowardly

Telegraphs It drops out of the heather onto whoever’s at the back. (d8, Armour) · It knocks the lantern out of the hand of whoever’s carrying it. (d6, the ground) · Its eyes catch the firelight, right behind whoever’s on watch. (d6, Confidence, Frightened)

Voice Nothing.

Hidden Hunting Something Else (weak point). It is after whatever has been following the crew. Step aside and it passes.

ThreatThe Bog Walker

Something that used to be a man.

Challenge 5 (d10)

Comes at you Grapple

Keeps it going Relentless · Bound to the Bog (weak point)

Telegraphs It wraps its arms round whoever’s nearest and drags them under the water. (d10, Armour, Grabbed) · It hums, low, and whoever hears it takes a step towards the water. (d10, Confidence, Charmed) · It sinks the firm path behind the crew into the mud. (d10, the ground)

Voice A low, bubbling hum.

Hidden Remembering (weak point). Show it the thing it is looking for and it turns aside.

ThreatThe Pack Leader

Not a wolf. A decision the wolves made.

Challenge 5 (d10)

Comes at you Commanding · Fast

Keeps it going Reads a Feint · Knows the Territory

Telegraphs It comes out of the dark at whoever strayed furthest from the fire. (d10, Armour) · It howls at whoever’s holding the torch, and the pack answers from every side. (d10, Confidence, Frightened) · It sends the horses bolting off into the night. (d10, a stake)

Voice Nothing. It doesn’t need to speak.

Hidden Starving (weak point). The pack is hungry, not cruel. Feed it and the hunt is over.

ThreatThe Wandering Giant

A hill that’s learned to walk, and it’s confused about where it is.

Challenge 6 (d12)

Comes at you Hits Like a Wagon · Slow

Keeps it going Armoured 20 · Old · Mournful 20

Telegraphs It brings both fists down on whoever’s at its feet. (d12, Armour) · It sits down in the middle of the pass, and nothing’s getting by. (d12, a stake) · It lets out a long, low note that makes everyone who hears it want to weep. (d12, everyone in earshot, Confidence)

Voice A low, rumbling note.

Hidden Looking for Someone (weak point). It has searched a century for one person. Help it and it leaves in peace.

ThreatThe Wild Hunt

Riders who shouldn’t be riding.

Challenge 6 (d12)

Comes at you Fast · Ride as One

Keeps it going Tough 40 · Relentless · Ancient · Bound to the Night (weak point)

Telegraphs They ride down whoever’s caught in the open, all together. (d12, Armour) · The horn sounds right behind whoever’s at the back. (d12, Confidence, Frightened) · A rider leans out of the saddle to snatch what the crew’s carrying. (d12, a stake)

Voice A single horn. You never hear who blew it.

Hidden After What You Carry (weak point). They want something the crew is carrying. Drop it and they ride past.

Supernatural

ThreatThe Weeping Widow

She’s not crying for you.

Challenge 5 (d10)

Comes at you Fear

Keeps it going Not Really Here · Bound to a Place (weak point)

Drives it Grieving

Telegraphs She turns her face towards whoever’s closest. (d10, Confidence, Frightened) · Her crying rises, and every door in the house slams shut. (d10, a stake) · She drifts through whoever’s in her way, and the cold goes right to the bone. (d10, Armour)

Voice The crying. That is the entire voice.

Hidden The True Name (weak point). Say the true name of the one she mourns and she stops.

ThreatThe Chained Choir

Five voices singing the same note forever.

Challenge 6 (d12)

Comes at you Fear

Keeps it going Bound by Rules (weak point) · Warded 40 · Chained · Ancient

Telegraphs The five voices turn, all together, towards whoever stepped into the circle. (d12, Confidence, Frightened) · The note swells until whoever’s speaking can’t hear their own voice. (d12, Confidence, Silenced) · The note drives whoever’s nearest back across the floor and off their feet. (d12, Armour, Prone)

Voice A note. Just the one note.

Hidden Keeping Something In. They aren’t trapped. They’re guarding. Break the circle and something else gets out.

ThreatThe Lantern-Bearer

A light that appears on the road ahead of you.

Challenge 4 (d8)

Comes at you Patient · Silent

Keeps it going Fading · Not Really Here

Telegraphs The light drifts off the road, and whoever’s leading has to follow it. (d8, Confidence, Charmed) · The light goes out, and the road behind you is gone in the dark. (d8, the ground) · It stays the same distance ahead however fast you walk, and the night stretches on. (d8, the scene clock)

Voice Nothing. It never speaks.

Hidden A Guide. Follow it and you arrive somewhere. Not where you wanted.

ThreatThe Hollow Mother

A shape that wants to be needed.

Challenge 5 (d10)

Comes at you Charming

Keeps it going Tough 10 · Hollow · Forms (2)

Forms When its last keeps-it-going tag goes, it changes: its Tough refills and it takes 3 to 5 of these. Charming · Grasping · Grapple · Fear · Shifting · Possessing · Calls for Help · Regrows · Feeds · Hollow. Her second form is everyone she’s taken, all reaching for you at once.

Drives it Wants to Be Needed

Telegraphs She calls whoever’s nearest by the name their mother used. (d10, Confidence, Charmed) · She offers to carry whoever’s hurt, and her arms close round them. (d10, Armour, Grabbed) · Somewhere close, a child starts walking towards her. (d10, a stake)

Voice Something like your mother’s voice.

Hidden Made of Everyone (weak point). She is everyone who walked toward her. Name one of them and they pull against her.

ThreatThe Thing at the Edge of Sight

You keep seeing it, and you keep forgetting you saw it.

Challenge 6 (d12)

Comes at you Patient · Vengeful

Keeps it going Out of Sight 40 (first) · Forgets You · Not Really Here

Telegraphs It’s right behind whoever hurt it last. (d12, Armour) · Whoever’s at the back forgets, for a moment, who they came here with. (d12, Confidence) · The way out gets further away the faster you walk. (d12, the scene clock)

Voice Nothing you can hear.

Hidden Standing Still (weak point). It isn’t following. You’re moving past it. Stop moving and it can’t reach you.

Bosses: Challenge 6

ThreatCaptain Marrow

A duellist who’s never lost, and knows it.

Challenge 6 (d12)

Comes at you Faster Than You

Keeps it going Tough 40 · Reads a Feint · Slippery · Relentless

Drives it Cannot Resist an Audience · Code of Honour

Telegraphs She’s past the guard of whoever’s facing her before they’ve moved. (d12, Armour) · She sends the blade spinning out of the hand of whoever she’s toying with. (d12, Armour, Disarmed) · She tells whoever’s facing her, kindly, exactly where their guard is open. (d12, Confidence, Shaken)

Voice “This is going to be delightful.”

Hidden Dying (weak point). She wants one last duel worth losing. Give her a worthy one and she lets you win.

ThreatThe Guildmaster

Everything in this city touches their hand.

Challenge 6 (d12)

Comes at you Silver-Tongued · Calls for Help

Keeps it going Beloved 20 · Deep Pockets 20 · Politically Untouchable

Drives it Greedy

Telegraphs They praise whoever’s leading so warmly that the room starts to wonder what that person’s hiding. (d12, Confidence) · They lift one finger, and the Guild’s men start moving through the crowd. (d12, the scene clock) · They name a price for whoever’s willing to walk away tonight. (d12, Confidence, Charmed)

Voice “Let me say something generous. So you know exactly how much I am about to take from you.”

Hidden One Bad Year (weak point). The fortune is paper. Expose the books and the allies leave.

ThreatThe Painted Knight

He’s been dying in this hall for a century and he’s thoroughly sick of it.

Challenge 6 (d12) · Reforms: when it falls, it stands again at the start of the next round, with its Tough and tags back, until someone frees it.

Comes at you Reach

Keeps it going Tough 40 · Armoured · A Hundred Years of This · Bound (weak point)

Telegraphs He sweeps his halberd across the hall at knee height. (d12, everyone in reach, Armour) · He steps on the tile he knows by heart, and the gate drops behind you. (d12, a stake) · He sighs and tells whoever’s closest how this ends, because he’s seen it a hundred times. (d12, Confidence)

Voice ”…Oh. It is you again.”

Hidden A Prisoner (weak point). He isn’t the guardian. He’s kept here. Free him and he kneels.

ThreatThe Thing in the Dark

You don’t see it, and then you do.

Challenge 6 (d12)

Comes at you Fear

Keeps it going Tough 20 · Out of Sight · Forms (2) · Not Really Here

Forms When its last keeps-it-going tag goes, it changes: its Tough refills and it takes 3 to 5 of these. Hits Like a Wagon · Reach · Grapple · Fast · Fear · Armoured · Regrows · Relentless · Sees in the Dark · Out of Sight. Its second form comes out of the dark, where you can see it.

Telegraphs Something breathes right behind whoever’s carrying the light. (d12, Confidence, Frightened) · The lamps go out one by one, starting with the one furthest from the door. (d12, the ground) · Something in the dark goes for whoever’s furthest from the light. (d12, Armour)

Voice A sound like a language you almost know.

Hidden Bound to a Place You Know (weak point). Break the binding and it goes back to sleep.

ThreatThe Iron Warden

A door that’s learned to walk.

Challenge 6 (d12)

Comes at you Reach

Keeps it going Armoured 40 · Fortified · Bound to a Place (weak point) · Old

Telegraphs It drives its spear at whoever thinks they’re out of reach. (d12, Armour) · It closes in to pin whoever’s nearest against the wall. (d12, Armour, Pinned) · It plants itself in the doorway it was made to guard. (d12, a stake)

Voice A grinding sound, like a door opening.

Hidden A Person Inside (weak point). Someone was built into the armour a hundred years ago. Speak to them, by name, and the armour stops.

ThreatThe Silent Bell

A presence heard only in dreams.

Challenge 6 (d12)

Comes at you Charming · Patient

Keeps it going Bound by Rules · Feeds 40 · Not Really Here

Telegraphs Whoever’s about to speak hears the words first, in their own voice, from right behind them. (d12, Confidence, Shaken) · The dream leaks into the house, and the doors aren’t where they were. (d12, the ground) · It tolls, and one more sleeper in the house sinks too deep to wake. (d12, a stake)

Voice Whatever you were about to say, in your own voice, spoken from behind you.

Hidden The Ringer (weak point). The bell is the servant. Silence whoever rings it and the bell is only a bell.

ThreatThe Fallen Champion

The best swordsman of a generation, on the wrong side of history.

Challenge 6 (d12)

Comes at you Hits Like a Wagon · Cornered is Worse

Keeps it going Relentless · Ancient · Armoured 40

Telegraphs Their greatsword comes round hard enough to crack the wall behind whoever’s facing them. (d12, Armour) · Cornered, they swing at everyone in reach at once. (d12, everyone in reach, Armour) · They lower their blade and ask whoever’s leading which side they think they’re on. (d12, Confidence)

Voice “I have been waiting for someone to be worth this.”

Hidden Wants to Talk (weak point). They can be talked to. They want to be. Try it and the fight changes.

ThreatThe Nameless King

A thing that’s been ruling this land for longer than any of its records admit.

Challenge 6 (d12)

Comes at you Calls for Help · Fear

Keeps it going Tough 15 · Old · Ancient · Unkillable · Forms (3)

Forms When its last keeps-it-going tag goes, it changes: its Tough refills and it takes 3 to 5 of these. Possessing · Commanding · Calls for Help · Fear · Beloved · Politically Untouchable · Trained · Armoured · Ancient · Unkillable. Each new form is another body, the nearest one it can take.

Telegraphs It calls, and every guard in the palace starts running for the throne room. (d12, the scene clock) · It names whoever’s closest, by the name nobody’s called them in years. (d12, Confidence, Frightened) · It brings the iron sceptre down on whoever stands nearest the throne. (d12, Armour)

Voice “You are the first to say my name. I had forgotten it myself.”

Hidden A Title, Not a Person (weak point). It passes from body to body. Kill the body and it moves on. Break the title.