Events

Below is a list of the events that can be encountered. Social tests will have to be passed in order to get the most powerful rewards.

## Abandoned shack (Temptation/Scare)

As they come around a bend in the road, your Disciples see one of the imposing statues that indicate the presence of a Sanctuary. There's light coming from inside the Sanctuary but it's too quiet for a ceremony to be taking place. As they get close, your Disciples can hear the sound of children repeating their lessons. Young minds are very impressionable, and this is a perfect opportunity to make your mark on the next generation.

Your disciple would find it gratifying to eliminate the Priestesses who serve as teachers. But she could also pretend to be a traveling professor and give them a lesson of her own device.
 Scare the children | Scare (Easy) | ? | ?

## Black Hollow (Occultism/Scare)

You get to Black Hollow just in time to attend a grand banquet to honor the dead. For one night each year, the dead cross the border between Purgatory and the surgace to dine with the living. It must be a recent tradition because at your full power you would never have permitted such a thing. Your defeat ten years ago is certainly what opened the gap between worlds. It's time to close it up.

Your disciple can't wait to sow the seeds of discord between the living and the dead.
 Close the gap between Purgatory and the surface | Occultism (Easy) | +1 Terror
 Incite the dead to possess the living

## Doomvalley (Occultism/Temptation)

A prophet on a small stage in Doomvalley is preticting the end of the world to all who will listen. Unfortunately, the humans are mocking him and calling him a madman. That might change if you made some of his predictions come true.

You could use your powers to bring about some of these catastrophes. That would seem very apocalyptic. Or you could give your disciple the agreeable task of wreaking his own style of havoc.
 Stir up the morbid curiosity of the crowd | Temptation (Easy) | ? | ?

## Great Elder (Stealth)

A malign fountain with waters as red as blood stands at the side of the road. The Sanctua Lumen Priestesses encircle it, engrossed in a purification ritual. You have to act fast if you want to stop them from lifting the curse!

The malign fountain
 Stab the Priestesses in the back | Stealth (Easy) | ? | Quick and effective, your disciple slides up behind the Priestesses and slays them in silence. The martals are dead long before they realize what's happening.
Once you've gotten rid of the Pirestesses, you turn your attention to the malevolent fountain. You've stopped the ritual in time, and even better, the blood of your enemies will strenghten the curse!

With time, the fountain's evil will overflow and contaminate the entire region. Villages and farms will be engulfed in misery. But your disciple can still dring from it to gain strength.
 Le the curse contaminate the region | - | +1 Terror | ?

## Isolated farm (Ruse/Stealth)

The Sanctua Lumen's men are inside the walls of Isolated farm, preparing to submit the villagers to the Question. They are convinced that several witches live in the area, and they're right. These fanatics of the Light seem willing to do whatever it takes to eliminate the witches. With a little push from you, they might burn Isolated farm and all its inhabitants.
But, there might be a more subtle way to use them that would allow you to save the witches.

The question
 Help the witches escape | Stealth (Hard) | 1 relic | Your disciple takes advantage of the crowd's agitation to help the witches espace from the Sanctua Lumen. Once outside the town wall, they recognize your disciple as one of your precious Disciples. They immediately fall to their knees before him and offer up all their possessions of value to thank him.

## Makeshift camp (Ruse/Scare)

Half buried at the foot of a tree, your Disciples discover the bones of an unnatural creature. You recognize it. This beast is one of your creations. You dispatched it to lay waste to the region before your exile. After all these years, the Demon Hunters finally defeated it. But even dead, it can still prove useful. It's time to revive the nightmare.

The Beast's bones still exude power. Your disciple can harness that power and put it to new uses.
 Extract the power contained in the bones | Ruse (Hard) | Open up new choices | Your disciple absorbs all the demonic energy that was imprisoned in the Beast's bones. He can either use this energy to reinforce his own strength or to create a new demonic relic.

What should your disciple do with the Beast's demonic energy ?
 Create a demonic relic | - | 1 relic | Your disciple molds a relic from the Beast's bones. This concentrted strenght will come in very handy to your Disciples.

## Mansion in ruins (Stealth)

As they come around a bend in the road, your Disciples see one of the imposing statues that indicate the presence of a Sanctuary. As they approach, they see that the entrance is healily guarded. What can the Sanctua Lumen be hiding inside ? You intend to find out.

Your disciple points out an entry that isn't guarded: the roof. It might be possible to squeeze in between the old bell tower and the statue. But the descent would be risky.
 Enter through the roof | Stealth (Normal) | Opens new choices | Your disciple climbs to the roof with no problem and deftly negotiates the descent. When he touches down, he discovers an ancient book sitting on a pedestal. It's a sacred text that details the Sanctua Lumen's five mantras.

The book is totaly unprotected. What should your disciple do ?
 Change the text | - | Terror Effect | Denaturing the Sanctua Lumen's sacred texts should keep them occupied for a while. [Part of this lore is missing]

## Monoliths (Occultism)

Your Disciples point out a charlatan's stand. They think they sensed a real relic mixed in among the useless baubles.

The charlatan
 Curse his wares | - | ? | ?

If you identified the relic

## Old cemetery (Ruse/Temptation)

In Old cemetery, your Disciples meet a vampire who seems to be running away from something. You there! You look like you could help me. I need to escape from the Sanctua Lumen. Erase my tracks, and I'll compensate you handsomely. Foiling the Sanctua Lumen is tempting, but the vampire's impertinence angers you. It's as if he didn't recognize your Disciples. He's certainly hiding something.

Helping this vampire escape won't cost you anything, and you're intrigued by his offer of a reward. But your disciple would rather unravel his secret and put him in his place.
 Discover his secret | Ruse (Normal) | ? | While pretending to help the insolent vampire, your disciple convinces him to talk about himself and obtains his identity. He's not a vampire at all, but a former hireling of the Sanctua Lumen! When he learns this, your disciple throws himself on him to slit his throat. But the fake vampire just laughs. Go ahead, try to kill me. I know you won't succeed. I've discovered the secret of immortality. That's why the Sanctua Lumen is looking for me. They're the ones who asked me to find the formula. Now they want their due. You see, the main ingredient is a human heart from a victim of the White Plague. They forced me to contaminate so many innocent people. They don't deserve this knowledge and I don't deserve immortality.

If it's deah he's looking for, your disciple will be only too happy to oblige.
 Convince him to turn against the Sancuta Lumen | Temptation (Easy) | Terror effect | Your disciple convinces the immortal that that Sanctua Lumen's acts are a threat to the world. "You're right. They won't stop searching for immortality simply because I ran away. I must put an end to their madness." He turns back, determined to undermine the plans of his former employers. That should keep the Sanctua Lumen busy for a while.

(Vial) It must be his elixir of immortality Your disciple can either try to figure out its secrets, or drink it to take advantage of its effects.
 Drink it | - | ? | ?

## Ranch (Ruse/Occultism)

As they enter the Ranch cemetery, your Disciples notice something strange, a huge pile of corpses. As they come closer to examine the mystery, the gravedigger calls out to them. If you're coming to drop off a body, walk right back out and put it in the common grave. With this damned White Plague ravaging the countryside, I don't have any space for new residents. And the worst part is that all these plague infected bodies don't rot. There has to be some dark magic at work in there somewhere. I'm sure of it. I'd give anything to get rid of all these bodies.

The grave digger looks nervously at your Disciples.
 Harvest the souls of the dead | - | ? | ?

(Pact) It's as if his soul were already yours. The only thing left to do is fulfill your end of the bargain and empty the cemetery of its residents.
 Awaken the dead | Occultism (Easy) | 40 souls
+1 Terror

## Sick tree (Ruse)

First choice
 Leave | - | ? | ?

If you identified the body
 Expose the body to your ennemies | - | +1 Terror | ?

## Storm haven (Ruse/Stealth)

The Sanctua Lumen's men are inside the walls of Storm Have, preparing to submit the villagers to the Question. They are convinced that several witches live in the area, and they're right. These fanatics of the Light seem willing to do whatever it takes to eliminate the witches. With a little push from you, they might burn Storm Haven an all its inhabitants. But there might be a more subtle way to use them that would allow you to save the witches.

Your Disciples mix in among the crowd. It's both the best hiding place and the best position from which to influence the going-on. Your disciple is ready to act.
 Help the witches escape | Stealth (Hard) | 1 relic | Your disciple takes advantage of the crowd's agitation to help the witches escape from the Sanctua Lumen. Once outside the town wall, they recognize your disciple as one of your precious Disciples. They immediately fall to their knees before him and offer up all their posssessions of value to thank him.

## The Alchemists (Ruse/Occultism)

Your Disciples notice a violent argument. Two scholars are having a heated debate in the middle of the road over the best way to create the philosopher's stone.

Astrologer : The movement of the heavenly bodies is the only source of the perfect incantatory movement in the entier known universe. It is clearly the only possible solution.

Alchemist : I'm telling you that the stars have nothing to do with what happens on Earth. We need a solid base of material elements to solve our enigma.

Those two humans are blocking the road and won't move until they create the philosopher's stone, or die tring. Your disciple could help them settle their dispute.
 Kill both of them | - | ? | ?

## The hanging tree (Scare)

You could just bend down and scoop up the souls of the hanged. But if your disciple can force them back into their old bodies, their cries would resonate throughout the valley.
 Revive the hanged | Scare (Easy) | ? | ?

## Tortured tree (Occultism)

Your Disciples point out a charlatan's stand. THey think they sensed a real relic mixed in among the useless baubles.

Your disciple eyes the charlatan's trinkets with interest.
 Curse his wares | - | ? | ?

If identified
 Curse his wares | - | ? | ?

## The corpse (Ruse)

A murder of crows attracts your attention. As you get close, the birds fly away to reveal the half devoured body of a man.

Your disciple leans over the corpse to examine it
 Leave | - | ? | ?

Second choice
 ? | ? | ? | ?

## New event (Social test)

Description

First choice
 ? | ? | ? | ?

Second choice
 ? | ? | ? | ?