Wolfshaunt Unleashed
Type | Dungeon |
---|---|
Status | Explored March 904 TA |
Location | Wolfshaunt |
Hex | 7916 |
Campaign | The Wolfshaunt Campaign |
Adventure # | 117 |
Prologue
It is March 904 of the Third Age. A year has passed since the last adventure. It is the beginning of the campaign season.
Backstory for Awakening of the Wolfshaunt
The release of the Nephew – a vampire who was slew Booth and pretended to be him during the last adventure – was able to contact one outsider to let him know of his location before being recaptured and placed back into the vault. This outsider – Loomis – has been searching for the Forbidden Library his entire life – as his father and previous generations have done before. Calling themselves The Cult of the Shattered Moon – so named because their organization lies sundered by the Wolfshaunt Gate – Loomis stole the cyptex, used their remaining tokens to travel back to the Grandfather’s Castle, and are now trying to open the Wolfshaunt Gate permanently.
Unable to open the device directly, but suspecting where all the answers lay, the Grandfather created the Book of Secrets to “guide” extraordinary adventurers to find the clues, come to the castle, and open the cryptex. Then, he sent a pack of wolves through the gate and left the book on the chair in the Chapel of Udolf to be found.
The correct solution for the party is to find the cyptex and take it away without opening it.
Backstory for the Wolfshaunt Unleashed
Released from the Wolfshaunt, Grandfather Josiah seeks to leave the Wolfshaunt and establish residence in the Reaches. In order to do this on a grand scale, he must bring darkness to the land - which will weaken the people, starving them and making them more docile - and allow him free reign.
In order to do this, he is attempting to create a vast network of lightning rods (which are the real threat - not the storm) and activate them to create a powerful magical dimming of the sun. This requires thousands of lightning rods scattered around the area. He is getting the locals to help him by having the Hermit "selling" them rods and forcing them to protect them from removal.
The second task is to rescue his people from the Library - which will require an army which is currently coming out of the Wolfhaunt. In order to do this, he has enlisted the aid of the Tomb Kingdom - to bring back the Sandwurms to transport the army across the Sands of Time and into Sandal - where they will take the Library by force. The party must go to the Tomb Kingdom and stop the summoning of the great wurms.
The entire Wittenagemot campaign is centered around getting the Wolfshaunt army to Sandal in order to get to the Forbidden Library to release the other members of the Houses that are entrapped there. This would be a good change from the random kill cities campaign. This will be one of the short adventures – go to the Tomb Kingdom and keep the Sandwalkers from arising! Oh, Sandwalkers – actual Wittenagemot units which will transport units across the desert. Brilliant.
The final task is to return to the Wolfshaunt and subdue Father Joseph's line of kin and gain control of a Grandfather's Ring. THE NEPHEW + 12 OTHERS ALLOWED TO GO FREE!!! The Nephew will give them the intel report about what the Wolfshaunt is planning.
Storm
Encounter 1: The Village
The form is that of a child - Nathaniel Buckminster. He has been sent to guard the lightning rod and call his father if any approach.
They will tell of an old man who brought the rods to "give" to the family to protect them from the storm. They heard the Millers (Henrick and Selina), a nearby family, had refused to put one up - and their home - the old Mill was destroyed by a rain of acid which turned the stone to slag. None of the Millers have been seen since.
In exchange for his gift, the old man said that he was going to take the father's most loved possession - his oldest son Marcus - away for one year. This was to make sure the Buckminsters protected their lightning rod. After a year, Marcus would return and the lightning rod would be theirs to keep. He did leave a magical picture which shows Marcus sleeping soundly in a large feather bed, content and with a smile on his face. This is an illusion, of course, Marcus has been sent to the Tomb Kingdom, killed, and his soul awaits the Wurms.
The lightning rod has a swirling globe of black and white attached to a black iron shaft. In addition, a weather vane points towards its nearest neighbor. A flag on the back of the weather vane is etched with a strange design.
Add digits before or after some of the digits in the grid so that in the resulting grid, each row and column adds to 100.
The magic is summoned by the power of ten by ten.
This will turn the weather vane ON - creating a shroud of darkness. Right now, it is OFF. When ready, the picture frame will show the solution for the family to use.
In case they want another vane.
Encounter 2: The Hermit and The Wolves
DM's NOTE: Greetings Outsiders. I am the Hermit. I have been waiting for you for many years. I have seen in my visions a time when our Valley will be opened again to the outside world. And now the Key Chapel has given up her treasure and the first handful of the Baneback pack has left for your world. The Mustering has begun. And you are the Seekers – outsiders trying to keep the Pack at bay. Your challenge is a grave one, and – I fear – you are already late.
My offer is simple. I will provide you answers to two questions. One I will answer here and now. Then, you will give me a token, and I will make my way to the underground river through the Long Tunnel. There I will wait until you come with another query and I earn another token and am free to go – unharmed and unhindered – through your world. I am an old man and I wish to live my final days in the sunshine.
His staff is called the Future. “I can touch the Future even if I can’t see the world.”
He is currently wearing one band of the Grandfather's Ring - which was put unwillingly on his hand to make him a servant - and thus his current task of distributing lightning rods.
He will tell the party of the Eye of the Storm if released from his bondage - a stone portal rotating slowly at the center of the maelstrom - a gateway to another world. He has seen the vision of it, surrounded by monstrous formless creatures.
The storm will surge ahead if he is approached.
There will be a pack of 8 wolves with the Hermit. They will howl if attacked. An answering howl will come from the Wolf's Lair nearby.
Encounter 3: Wolf's Lair
The man is Marcus Darkmane - another werewolf. He is communicating with the Grandfather. The crystal ball is a communications device (see Room X in the castle). He is also wearing a silver ring - which if taken off while he is alive will cause him to warn the party of being controlled.
If the party takes the crystal ball, the Grandfather will watch them. If anyone puts on a ring, then they will be drawn to communicate with the Grandfather - showing the events that happen along the way.
Encounter 4: Shantaks
Careful inspection will show weapons, armor, staves, etc. floating about inside the head.
Killing a jellyfish will yield 10 useable items – randomly determined. Make it fun!
These are the “flesh of death” - the Shantaks. These are alien creatures that devour the abilities of devoured victims. Each victim adds a new tentacle with their knowledge and power. When there are enough tentacles, the beast splits into several – which can also happen if they are done enough fire, electrical, etc. damage. Each tentacle can cast a spell or attempt to grab a victim. They cause both mental and physical paralysis before thrusting the victim into the head of the jellyfish.
They will sense new life within the storm and move quickly to absorb it. They can teleport if outflown – usually to point in front of their victim.
Encounter 5: The Eye of the Storm
These are acid lamprey. The spew acid from glands near their hind quarters - causing the acid rain. They will continue to make a more and more toxic environment until the party is killed.
When summoned by the Shantaks, the acid lampreys will come to their aid.
Encounter 6: The Sea Gate
The Sea Gate can be closed, but party takes damage from pressure mounting each round (or monsters attacking).
Sands
A letter arrives for King Ernie.
True to my promise, my twelve brothers and sisters and I now live peacefully in the Reaches - eating only the occasional villager when the Hunger overcomes us. Although we have made no attempt to reunite with our brethren from across the mountains in the dark recesses of the Wolfshaunt, it has come to my attention that the Wolfshaunt now comes to us. An invasion threatens the peace and plenty that my small pack enjoys - for we will be hunted if the Reaches is overrun by legions of those who suffer the Hunger.
With that spirit in mind, I will tell you of a disturbing observance that my family made several weeks back. While hunting in the Southern Reaches in the small Barony of Overton - skirting the extreme eastern plains, we heard one night the familiar voices of wolves from the Wolfshaunt. Investigating we came across a small company led by Sir Edmund Blackwolf, a family name that has long been known in the Wolfshaunt. Curious, we followed the knights to the edge of the Sands of Time where they met with a legion of skeletons under the command of an undead lich priest dressed in red and gold robes. From their conversation, in which we learned Edmund's name, it was gleaned that a ceremony was taking place to help establish a treaty between the Tomb Kingdom and the Wolfshaunt. While no particulars were gleaned, it seems that preparations are already underway. What to do with this information, I cannot say. I merely provide it as an continuing show of our support for the Reaches and thanks for a release from the eternal darkness of the Library. The Nephew. |
With the letter comes a small pouch - containing an oddly-twisted silver ring. The pouch is labeled - keep this safe - but do not put it on for any reason. Its value will become obvious with time.
NOTE: Research on the ring will give them the legend for the Wolfshaunt Unleashed adventure.
Encounter 1: Approaching the Pyramid
Encounter 2: Sacrifice
Puzzle Keypads to Raise/Lower the Pyramid
Outside each level (and inside the high priest's level), there are puzzle keypads for opening and closing the passages in the pyramid.
Put shapes in some of the empty squares. Ignoring the blank spaces, the shapes in each row and column should be palindromes
Encounter 3: Pyramid Base - Factory and Crypts
NOTE: The base can be sealed with a lever that lowers the stone tunnels leading into the room.
ALSO NOTE: A shield of unlife can be activated by the high priest to affect all those in the pyramid. Round 1 = lose 1 life, Round 2 = lose 2 life, Round 3 = lose 4 life... you are getting sleepy.
To the south, a vast field of animated dead can be seen practicing swordsmanship - clearly clumsy and not adjusted to their newly-dead status.
Guards are strewn about the room.
The golden bowl of hearts is periodically taken to the carrion birds as an offering. Yum!
Encounter 4: Middle Level - Lich High Priest
The scenes are of priests sacrificing men and women - their souls dropping into the earth. Below the souls are images of massive worm-like creatures coming from the depths to devour the souls.
This is the map the sandwurms will take.
The leader of the mercenaries is Sir Edmund Blackwolf, an emissary from the Grandfather. He is acting on his own accord. Will change to wolves if needed.
NOTE: The ceiling of this room can be lowered to collapse on the party. The lich will jump into the stone sarcophagus that makes up the "meeting table". It is recessed for this purpose.
Encounter 5: Top Level - Carrion Birds
Carrion birds will go for the heart. They can paralyze with a call. Very fast. Very sharp claws.
Encounter 6: Bone Giant Wurm Riders
Training area where they are learning to ride.
Encounter 7a: The Chutes Above
Underneath, this where the wurms will be summoned by the party.
Encounter 7b: The Chutes Below
There are 66 souls in each circle.
In the Land of Shades
- There is no natural healing.
- There is no need for sleep.
- Spells are not recovered.
- Some spells (especially divine spells that require a deity to respond) are weakened.
- Time moves at a different rate.
- Etherealness and magic attracts creatures here.
Nigglers. These small creatures attempt to suck the magic from one item. They are non-corporeal, flying and tend to come up through the ground or through dungeon walls. Items not given freely are allowed a saving throw. They will scream to stun. Then kiss an item to drain it. Random (pick a card).
Encounter 8: Oblivion and the Summoning
Wolfshaunt Unleashed
Prologue
Read the legend of The Hunger.
At this point, the party should have two parts to the Grandfathers ring. One gained from the Hermit - who was enslaved. Another gained from the Nephew in his original letter.
A coded message arrives in the same crabbed hand as the note about the Sands of Time. Clearly, it is from The Nephew.
The enemy does not play fair.
They come at us two at a time.
Sometimes five by five.
The key is always wisdom.
cu jn gv wj en kb yj we bo gi ws sj wa vl no nl kb nd vn sd ed bl tm zk it ru pk at eb pg co oa og ti il ez pk mt de en sw ti kl kb tc ab av av jn av hi cu cp ez kb pj ci it mb ri nw za os pl om at ti tl ks kl kb tw vn lz pv ta uf gv dj at lz nd bo gn sz
mygrandfathercomesavoidhimuntiltheringiscompleteonlythencanhedieiknownotthelocationoftheremainingringsmybrother hadoneandlivedintweennorthofthelongtunnelmanycenturiesago
My Grandfather comes. Avoid him until the Ring is complete - only then can he die. I know not the location of the remaining Rings. My Brother had one and lived in Tween - north of the Long Tunnel - many centuries ago.
Entrance to the Wolfshaunt
Encounter 1: Moon Hollow
This area is guarded by a company of werewolves in service to the Grandfather. The commander - Lucian - is meeting with a man dressed in blue-black scales. He represents an unknown faction that might come into play in future Matcons.
Encounter 2: The Chapel of Udolf
The flames are simply a warning trap. Green serpents will appear from the chapel walls to strike at the party.
Lucien is the werewolf. He wears a ring. His companion is from an unknown location. They are discussing how the Realm will be divided under the new rule. The Eastern Reaches on the map has been marked with the word "Midnight". There are hundreds of dots across the Eastern Reaches - each denoting the location of a lightning rod.
Encounter 3: The Long Tunnel Entrance
"Look up and down before you enter here."
Fill in the blank spaces in each puzzle with the digits shown below so that the equation is true, and remains true even when viewed upside down. (Note that the 2 and 3 look like one another upside down, as do the 4 and 7, and 6 and 9.) No puzzle contains any digit more than once. Standard order of operations are used: multiplication and division before addition and subtraction, and otherwise left to right.
Random guards = rust monsters, gelatinous cubes, guards.
Once the puzzle is solved, the entire circular stone will push in and rotate. This will cause the entire wall to move, revealing stone steps leading down. The steps are of a new and hastily-built construction.
When the party leaves, the door will slam shut and the stone blocks will be ejected onto the floor. Otherwise there is no way to get them out.
Encounter 4: Tunnel Patrol
An armored troop of 10 wolves and 10 humans come by. The leader is dressed in plate mail with the symbol of a black wolf on his shield. No ring.
After an hour, they will start to encounter areas covered with blood – large stains on the floor, ceilings and walls.
Encounter 5: Long Tunnel Exit
In the center of the door, a circular stone on which symbols have been drawn in silver. Interspersed are cube-shaped depressions. The symbols are on a circular stone disk that has been inset into the headstone and can be rotated. Ten stone blocks lie on the floor.
"Look up and down before you enter here."
Wolf guards. Lots of howling!
Maybe the party will forget to solve the puzzle in advance. If the blocks are taken, they will appear back by the door.
The Village of Tween
Encounter 1: The Bats of Tween
NOTE: This will appear to be a random encounter, but it is really designed to let the villagers gain a bit of trust in the party.
The bats will create a sonic shriek which will stun any who fail a saving throw (constitution modifiers apply). The bats will swarm the party attempting to cover every inch with small biting fangs.
Nearing the party, they shoot strangely-tipped arrows into the air. These cause a loud shrieking – which also requires a save. However, the effect is that the bats will follow the sound – even leaving the party.
The man will use the staff to cause sonic booms which cause the bats to drop – stunned. The man is Liam Swarmslayer. He wears a necklace with two silver tokens on it. “We saw the bats. Hurry, to the safety of our village.”
Encounter 2: The Village
Liam tells the party:
- The village has been here for centuries.
- We are the werewolf hunters. LIE: They are actually werewolves. The wolves in the area are just wolves.
- We live peacefully with the other villages of the area – Sundown and Bingham Falls being the closest. They provide us with food, cloth and weapons. We provide them with protection.
- If fact, our hunters have just captured a werewolf which we are going to burn tonight. It doesn’t kill them – nothing will – but it does take them a full cycle of the moon to reappear. TRUE: Burning takes a month to come back. LIE: The werewolf is one of their own – sacrificed to gain a silver token!
- They control the bats – which are their hunting eyes and ears, btw. They will summon them back if the party attacks.
He will NOT tell the party:
- They keep the villagers they capture behind the Wolf Door complex.
Encounter 3: The Spire
Encounter 4: The Human Holding Pen
This party will be told that the bridge leads over to villagers who have been bitten and are therefore in quarantine from spreading lycanthropy to the others. LIE: These are ordinary villagers (i.e., food).
If the party lets on that they are going across the bridge, the wolves will have the bats come and kill all the villagers.
Otherwise, it might be possible to sneak in undetected (not using the bridge, of course).
These are villagers from Sundown. They will claim:
- We have been taken by the werewolves of Tween.
- We just want to go home.
- The werewolves eat several villagers each week.
- There is a strange door at the back of the cave.
Encounter 5: The Wolf Door
A steep set of stairs carved into the rock leads to the Wolf Door.
My power holds while my secrets stay.
A single path through the hexes lay.
Statements true: divine the math,
Trace your finger to find the path.
Find a path that passes through each hexagon exactly once, and traces out a true equation. The usual order of operations is used: multiplication and division before addition and subtraction.
In the room are: a chair with a wolf’s paw pattern. A small chest with a dagger (glows when vampires are near – multiple gems more glowing, more powerful?), a horn, and 2 silver tokens.
When the light of truth comes to canine lies,
And the wolf’s path door is opened,
The horn will sound, the beasts come,
And the pack be lost forever.
Blowing the horn will cause the werewolves to come involuntarily. Now, they will fight, but they will not flee. This should allow the party to trap them and let the “real” villagers go.
Encounter 6: The Nephew's Brother
This is the Nephew's Brother. His name is Mikhail. He will attack the party unless the ring is removed. However, he may have a few rounds to talk before the Grandfather learns that he has returned.
He will point the party towards the Shades of Dumbolton - who live deep in a hallow to the east of Tween. It marked by a large rock in the uncanny shape of an owl. They will exact a high price for their knowledge.
Encounter 7: The Shades of Dumbolton
The shades will demand a life - taken from each character sheet in exchange for the location of the other rings. Ironically, all five will be in the same place - in one night's hence - the Grandfather is calling a conclave of the wearers of the ring to which you hold three parts.
The Grandfather's Castle
This is the castle of Grandfather Josiah. He is one of the Council of Five. He has formed an uneasy alliance with Lycurgus, leader of the Baneback. After failing to open the cyptex, he created the Book of Secrets and the taunt of King Ernie in order to get them to do the deed for him.
He gave Lycurgus a substantial part of his cache of tokens in order to free the first of the pack. In exchange, they will help each other when the gate is opened. Lycurgus is also to keep the party moving on the plan by intercepting them if they stray too far afield.
Lycurgus rules Liam’s pack in the village of Tween – but generally considers them lower in the pack order. It is doubtful that Liam will mention Lycurgus unless he is completely threatened.
Encounter 1: The Attic
This is the Vvrrak. He speaks with a strange voice that appears to be one of thousands of vocal cords working together – giving the impression of many voices speaking together.
Wears a silver band.
Encounter 2: The Conclave
1 = Lycurgus from the Banebacks.
2 = Uncle Jonah, a sorcerer of great renown, currently Bound to Josiah.
3 = Grandfather Bela
4 = Benedict Blackwolf, a captive representative from the Blackwolf pack; bound to Josiah.
5 = Myrrah, a spirit form of a young woman bound to Josiah. Capable of extreme intelligence gathering. Preternaturally observant in all planes.
Encounter 3: Communications Room
Communications Room in Castle - where the Grandfather keeps track of his brood.
The gnome is Coggle Wiseseer wears one of the rings. He can communicate with Josiah telepathically. He can also communicate with others in the same way. He begs for death - anything to remove the ring.
Encounter 4: Myrrah
Wake not the dreamer as she moves through all the possibilities.
Insert the digits 0-9 into the circles to make the 5 equations true when read from left to right. Each digit is used exactly once.
Encounter 5: Uncle Jonah's Laboratory
These jellyfish are "absorbing" the talents of others and being studied for use the Eastern Reaches campaign.
While the book is written in a foreign tongue, it can be translated with enough work - especially by a local - who might not be that well educated.
The young man is Gustav, a scholar from Portsmith. He is noted for his expertise on understanding weather and the ether. Gustav is quite insane - having his mind sucked already.
He will wake up and babble - in two voices.
I am Gustav. I lie on Monday, Tuesday, and Wednesday.
I am Harold. I lie on Thursday, Friday, and Saturday.
We both tell the truth on Sunday.
A: I lie on Friday.
B: I lie on Monday.
A: Who am I? Harold
B: Who am I? Gustav
Both: What day is it? Sunday
If A is lying, he is Gustav, and it is Monday, Tuesday, or Wednesday. On those days Harold tells the truth, but B says he lies on Monday, a contradiction. So, A is telling the truth, and he is Harold. Therefore B is Gustav, and he is telling the truth when he says he lies on Mondays. Since both of them are telling the truth, it is Sunday.
Encounter 6: Werewolf Party
Of course, she will be dinner - but probably the last on the menu. Her flute is one of charming, but it has no effect on the werewolves. It might work on the party to persuade them to come to her rescue. The woman's name is Melody.
Background: What Has Gone On Before
Nevermind and the Oculus
Chief Engineer Haldane – DEAD. Assistant Chief Engineer Cogwizzle - PROMOTED Oloster Gladdenstone, Wizard - ALIVE 4 engineer gnomes from control room – ALIVE
The Forbidden Library
Master Librarian Crowquill
The First Seal: As you descend the stairs, you become aware of memories flooding into your mind – childhood nightmares – of the dark, unknown beasts lurking the in woods – chasing you through the trees on a moonlit night. Always, the sounds come closer, urging you to run faster – to flee.
You are alone on a windswept moor – you are late and it is night. All about you the wind rustles, suddenly gusting causing an eerie howl as it moves through the scrub. You can sense the approach of something large, something evil – or perhaps primeval. It is menacing and cannot be stopped by any weapons that you carry. You run, looking over your shoulder as it chases you down. Suddenly, the sounds are all around, you have been surrounded by the pack.
The long sloping hallway ends in a circular door – more of a seal since it does not have handles or any visible means of entry. The image on the seal is in disquieting bas relief – villagers running, some looking back over their shoulders – the look of fear is unmistakable. The workmanship of the seal is remarkable, as if the villagers are struggling to break through some dark membrane and into the room where you now stand. Periodically you sense movement within the seal, although it is clearly just a black, polished stone.
A single key is in the center of the disk. The seal is slightly ajar.
The Anteroom: Beyond the seal, the passageway is round, although with a slightly flattened floor to allow for easy walking. Unlike the rest of the dungeon which is stark stone – simple and utilitarian, this hallway is sumptuous. A woven carpet runner of vivid reds and greens leads down the hallway. Several tables of carved wood support lamps which glow merrily with a warm yellow light. The curved walls appear to be wood – paneled and hung with more tapestries of pleasing, abstract designs. A small book sits on one of the tables.
The hallway is filled with ghosts of Second Age human villagers, chatting merrily amongst themselves. Glasses of sherry and port are evidenced along with a number pipes merrily blowing pipeweed clouds. It is a gay and happy occasion. The sound of lively music can be heard faintly.
Suddenly, the sounds of a sword fight can be heard coming from the far end of the hallway – although the guests seem unaware of any such disturbance – talking merrily among themselves.
The book is a collection of Second Age children’s fairy tales.
The Second Seal: At the far end of the hallway, a second seal is also ajar. This seal depicts the head of a large wolf – and like the previous seal – it is carved in stunning bas relief – this time in a tiger’s eye stone. While beautiful and breathtaking in its craftsmanship, the striking realism is marred by the odd treatment of the wolf itself. The head is slightly rounded with eyes more human than beast. The fangs of the beast are bared – and epically proportioned – giving the creature a menacing continence. Like the villagers, it looks as if this wolf – which would be thirty feet long if proportional to the size of its head – is leaping through the membrane of the bas relief into the room.
The sound of sword play comes from beyond.
The Library: Like the hallway, this room is exquisite. A forty foot square room with a twenty foot ceiling is sumptuously wood paneled with rugs, tapestries, carved tables and chairs, crystal and silver – all lit by the warm glow of yellow candles which burn from clusters throughout the room. The room is piled with thousands of books – some running along bookshelves, others simply piled near overstuffed chairs and on tables.
In the center of the room, stands a very large man dressed in the courtly fashion of the Second Age. At his feet, five mangled ratmen corpses and one human dressed in plate armor are slumped – all are bleeding from an impossible number of deep slash wounds. The man turns quickly – a snarl of rage on his face – which quickly turns to a broad, toothy smile. He appears unarmed – his doublet unmarked and pristine. In his hand, he holds a key which he twirls absent-mindedly between his fingers.
“You have broken our bargain, Keepers. Why is it that you have disturbed Booth after so many years? Although I guess that it is good that you did - I am tired of looking after…. Him. He nods to a third seal on the wall directly across from the door you entered. And, I have grown tired of the books you have left me. Ah, yes, I have learned much about your peoples and places, traditions and history – but now I wish to see them firsthand. I consider our deal completed – He is your responsibility now. I leave you now.”
The Solution: The “creature” is actually the Nephew – a vampire who slew Booth and placed him in the statue room. The Nephew will do anything to leave – taking the book of folk tales with him. If the book is missing, he will bargain for it.
Booth was a lycanthrope of immense age. After years of battle with the Grandfather – the patriarch of the Wolfshaunt Mountain vampires – the most powerful clan in the Realm, he agreed to guard the Nephew’s tomb in peace and quiet – making sure that he didn’t escape. To do this, he only had to make sure that the seal wasn’t opened.
NO CHA TO GET DECK OF CARDS!!!
This could lead to sending out the playing cards with the slightly different scenes on it. Tracking down Hate. The cards could be from No Cha. Wittenagemot result is that if Hate descends upon an army it gets +1 attack and -1 defense for each unit in the army!!! If the party can solve the problem of the cards, then they can limit the number of HATE counters in the game. Brilliant.