Cult Ritual
Cult Ritual
Description: A fallen cult assembles around a sigil of the defeated gods and a bonfire that burns a sickly shade of green.
Tone & Feel: Ominous chanting in ancient language; musty air tinged by sulfur.
Tier: 2
Type: Event
Difficulty: 14
Potential Adversaries:
Cult of the Fallen (Initiate, Fang, Adept, Secret-Keeper)
Features
The Summoning - Reaction
Countdown ****6
Activate when the players enter the scene or when the cult begins the ritual to summon a demon. Designate one adversary (like a Secret-Keeper) to be conducting the ritual. Tick down only when a character rolls with Fear. When this countdown is triggered, summon a Minor Demon within a very close distance of the person conducting the ritual. If the adversary conducting the ritual is defeated, the Countdown is removed with no effect as the ritual fails.
What will the cult do with this leashed demon if they succeed? What will they try to summon next?
Desecrated Ground - Passive
The cultists have dedicated this place to the Fallen Gods, and their foul influence has seeped into the area. Reduce all PCs’ Hope dice to d10s in this environment. The desecration can be removed with a Progress Countdown 6 (Difficulty 14).
How do the PCs first notice that something is wrong about this place? What fears resurface as hope is kept at bay?
Complete the Ritual at All Costs! - Reaction
If the adversary conducting the ritual is targeted by an attack or spell, any of their allies within very close range to them may mark Stress to be targeted by that attack instead.
What does it feel like to see such devotion turned to the pursuit of fear and domination?
Blasphemous Might - Action (2)
A portion of the ritual’s power is diverted into one of the cult’s members to fight off interlopers. Choose one adversary to become Imbued with terrible power. An Imbued adversary gains one of the following benefits for the scene, or all three if you additionally spend Fear. They may then immediately activate.
- Advantage on all attacks.
- Deals 1d10 additional phy damage on a successful strike.
- Gain Relentless (2) - this adversary may activate twice in a GM move (still takes two tokens).
How does the imbued enemy change in appearance? What fears do their blows bring to the surface?
A fallen cult assembles around a sigil of the defeated gods and a bonfire that burns a sickly shade of green.