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Ritual of Flesh

Environments Designed by Yoeri

At a glance

Tier
1
Type
Event
Difficulty
10
Impulses
Destroy Intruders Protect the Ritual

Environment overview

Potential adversaries

Rotten Zombie Shambling Zombie Brawny Zombie Patchwork Zombie Hulk

Features

Passives

passive
  • Time Flows Differently

    Seraphel influences how time flows in the room. While in this environment change the hope die of PC's according to the current number of anchors active.

    1-3: 1d12

    4-6: 1d10

    Time itself is not changed, but the way things in the environment react is altered. For example a warrior strikes a foe, but the effect of the weapon connecting is delayed by a fraction of a second.

    PC's at first don't see anything change, but as soon as they act they notice changes in timings.

  • Ritual of Flesh

    Seraphel put himself out of this timeline, which makes him very hard to damage.

    When the PC's enter this environment start a Countdown Timer at 6. When the timer reaches 0 the Ritual is complete and the Seal of Flesh is destroyed. If all 6 anchors are cleansed the Ritual is interrupted.

    Seraphel has no intention of fighting the players. He does not believe they are evil, just misinformed. Depending on the PC's actions he is willing to talk for a few moments before leaving through a temporal gate.

    Increase the countdown timer, to a maximum of 6:

    +1 whenever Seraphel takes damage or is affected by an affect that prevents him from concentrating on the ritual.

    +1 whenever they stabalize or cleanse an anchor. To cleanse an anchor a PC must take a correct action and make an action roll against this environments Difficulty. If the roll is failed the PC must mark a stress.

    Reduce the countdown timer:

    -1 Whenever Seraphel uses his action to progress the ritual

  • Anchor of Life

    Cleansed Appearance

    A massive silver-white root emerges from the floor and wraps around the seal. Tiny leaves sprout from its surface, glowing faintly with green light. Warmth radiates from it, and creatures standing nearby feel healthier and more alive.

    Corrupted Appearance

    The root has swollen into a grotesque mass of black wood and pale fungus. The leaves have become fungal growths and clusters of bulbous spores. Sections pulse like diseased veins.

    Cleansing

    A character may spend their action nurturing, pruning, blessing, or restoring the root.

    Examples of cleansing

    • Resture HP to the root

    • Remove the corruption from its bark

    • Feed it fresh soil or water

    • Plant new life within it

    • Convince the root to protect instead of corrupt

  • Anchor of Renewal

    Cleansed Appearance

    A crystal-like flower the size of a wagon wheel bloomin the room. Its petals slowly open and close like breathing lungs.

    Corrupted Appearance

    The flower has transformed into a massive fungal heart. It beats visibly, spraying clouds of spores with every pulse.

    Cleansing

    The Heart must be prevented from feeding on corruption.

    Examples of cleansing

    • Remove fungal growth.

    • Burn diseased tissue.

    • Freeze the corruption.

    • Draw poison from the heart.

    • Restore the original crystal flower beneath.

  • Anchor of Seasons

    Cleansed Appearance

    A stone pillar covered in carvings depicting birth, growth, harvest, death, and rebirth.

    Corrupted Appearance

    The carvings have warped. Every stage now depicts decay, rot, and consumption by fungus.

    Cleansing

    The cycle must be completed.Examples of cleansing.

    Examples of cleansing

    • Repair missing carvings.

    • Tell the story of birth, growth, death, and renewal.

    • Perform a druidic rite.

    • Use magic representing one of the seasons.

    • Reconnect the pillar to another anchor.

  • Anchor of Blood

    Cleansed Appearance

    A shallow stone basin filled with clear water that slowly shifts between silver and gold.

    Corrupted Appearance

    The basin contains thick black-red fluid. Faces occasionally appear in its surface before dissolving.

    Cleansing

    The vessel must once again contain living essence rather than corruption.

    Examples of cleansing

    • Drain the corruption.

    • Fill it with clean water.

    • Offer blood willingly.

    • Bless the vessel.

    • Purify the contents magically.

  • Anchor of Forms

    Cleansed Appearance

    A smooth oval slab of pale stone that reflects creatures as healthy, whole, and at their best. The surface is flawless and softly luminous.

    Corrupted Appearance

    The mirror is cracked and overgrown with pale fungus. Reflections appear twisted, mutated, and occasionally move independently of the viewer.

    Cleansing

    The mirror must be restored to showing what things truly are.

    Examples of cleansing

    • Repearing the cracks

    • Determine which reflection is true

    • Reject the distorted version of yourself

    • Smash fungal growths ermerging from the mirror

    • Use magic, light, or divine power to expose false forms.

  • Anchor of the Beyond

    Cleansed Appearance

    A thin silver line floating in the air. It resembles a healed scar in reality itself.

    Corrupted Appearance

    The scar has begun reopening. Utter blackness leaks through the cracks.

    Cleansing

    Can only be cleansed once at least three other anchors have been cleansed.

    The wound must be convinced reality is still worth preserving.

    Examples of cleansing

    • Channel Hope into it.

    • Repair the tear with magic.

    • Reaffirm Dionys' vow.

    • Use a relic tied to life.

    • Present proof that the world still endures.

Actions

action

Reactions

reaction
  • Spore Guardian

    Whenever a PC rolls with fear Summon Rotten Spore Zombie at each Corrupted Anchor and put a Spore Token on this card. Whenever you Summon a zombie this way you can also spend Spore Tokens to summon additional zombies, spending the tokens as shown below.

    Any zombie summoned this way gain Noxious Spores - Reaction: Whenever this creature is defeated each creature within very close range of the zombie must make a Strenght Reaction Roll against this environments difficulty or mark a stress.

    Spore creatures

    1 - Rotten Zombie

    2 - Shambling Zombie

    3 - Brawny Zombie

    4 - Patchwork Zombie Hulk

About this environment

Ritual of Flesh

Tier 1 Event

Impulses: Destroy Intruders, Protect the Ritual

Difficulty: 10

Potential Adversaries: Rotten Zombie, Shambling Zombie, Brawny Zombie, Patchwork Zombie Hulk

Features

Time Flows Differently - Passive: Seraphel influences how time flows in the room. While in this environment change the hope die of PC's according to the current number of anchors active.

1-3: 1d12

4-6: 1d10

Time itself is not changed, but the way things in the environment react is altered. For example a warrior strikes a foe, but the effect of the weapon connecting is delayed by a fraction of a second.

PC's at first don't see anything change, but as soon as they act they notice changes in timings.

Ritual of Flesh - Passive: Seraphel put himself out of this timeline, which makes him very hard to damage.

When the PC's enter this environment start a Countdown Timer at 6. When the timer reaches 0 the Ritual is complete and the Seal of Flesh is destroyed. If all 6 anchors are cleansed the Ritual is interrupted.

Seraphel has no intention of fighting the players. He does not believe they are evil, just misinformed. Depending on the PC's actions he is willing to talk for a few moments before leaving through a temporal gate.

Increase the countdown timer, to a maximum of 6:

+1 whenever Seraphel takes damage or is affected by an affect that prevents him from concentrating on the ritual.

+1 whenever they stabalize or cleanse an anchor. To cleanse an anchor a PC must take a correct action and make an action roll against this environments Difficulty. If the roll is failed the PC must mark a stress.

Reduce the countdown timer:

-1 Whenever Seraphel uses his action to progress the ritual

Anchor of Life - Passive:

Cleansed Appearance

A massive silver-white root emerges from the floor and wraps around the seal. Tiny leaves sprout from its surface, glowing faintly with green light. Warmth radiates from it, and creatures standing nearby feel healthier and more alive.

Corrupted Appearance

The root has swollen into a grotesque mass of black wood and pale fungus. The leaves have become fungal growths and clusters of bulbous spores. Sections pulse like diseased veins.

Cleansing

A character may spend their action nurturing, pruning, blessing, or restoring the root.

Examples of cleansing

  • Resture HP to the root

  • Remove the corruption from its bark

  • Feed it fresh soil or water

  • Plant new life within it

  • Convince the root to protect instead of corrupt

Anchor of Renewal - Passive:

Cleansed Appearance

A crystal-like flower the size of a wagon wheel bloomin the room. Its petals slowly open and close like breathing lungs.

Corrupted Appearance

The flower has transformed into a massive fungal heart. It beats visibly, spraying clouds of spores with every pulse.

Cleansing

The Heart must be prevented from feeding on corruption.

Examples of cleansing

  • Remove fungal growth.

  • Burn diseased tissue.

  • Freeze the corruption.

  • Draw poison from the heart.

  • Restore the original crystal flower beneath.

Anchor of Seasons - Passive:

Cleansed Appearance

A stone pillar covered in carvings depicting birth, growth, harvest, death, and rebirth.

Corrupted Appearance

The carvings have warped. Every stage now depicts decay, rot, and consumption by fungus.

Cleansing

The cycle must be completed.Examples of cleansing.

Examples of cleansing

  • Repair missing carvings.

  • Tell the story of birth, growth, death, and renewal.

  • Perform a druidic rite.

  • Use magic representing one of the seasons.

  • Reconnect the pillar to another anchor.

Anchor of Blood - Passive:

Cleansed Appearance

A shallow stone basin filled with clear water that slowly shifts between silver and gold.

Corrupted Appearance

The basin contains thick black-red fluid. Faces occasionally appear in its surface before dissolving.

Cleansing

The vessel must once again contain living essence rather than corruption.

Examples of cleansing

  • Drain the corruption.

  • Fill it with clean water.

  • Offer blood willingly.

  • Bless the vessel.

  • Purify the contents magically.

Anchor of Forms - Passive:

Cleansed Appearance

A smooth oval slab of pale stone that reflects creatures as healthy, whole, and at their best. The surface is flawless and softly luminous.

Corrupted Appearance

The mirror is cracked and overgrown with pale fungus. Reflections appear twisted, mutated, and occasionally move independently of the viewer.

Cleansing

The mirror must be restored to showing what things truly are.

Examples of cleansing

  • Repearing the cracks

  • Determine which reflection is true

  • Reject the distorted version of yourself

  • Smash fungal growths ermerging from the mirror

  • Use magic, light, or divine power to expose false forms.

Anchor of the Beyond - Passive:

Cleansed Appearance

A thin silver line floating in the air. It resembles a healed scar in reality itself.

Corrupted Appearance

The scar has begun reopening. Utter blackness leaks through the cracks.

Cleansing

Can only be cleansed once at least three other anchors have been cleansed.

The wound must be convinced reality is still worth preserving.

Examples of cleansing

  • Channel Hope into it.

  • Repair the tear with magic.

  • Reaffirm Dionys' vow.

  • Use a relic tied to life.

  • Present proof that the world still endures.

Spore Guardian - Reaction: Whenever a PC rolls with fear Summon Rotten Spore Zombie at each Corrupted Anchor and put a Spore Token on this card. Whenever you Summon a zombie this way you can also spend Spore Tokens to summon additional zombies, spending the tokens as shown below.

Any zombie summoned this way gain Noxious Spores - Reaction: Whenever this creature is defeated each creature within very close range of the zombie must make a Strenght Reaction Roll against this environments difficulty or mark a stress.

Spore creatures

1 - Rotten Zombie

2 - Shambling Zombie

3 - Brawny Zombie

4 - Patchwork Zombie Hulk

Discussion

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