As usual, before I start this adventure, I’d like to bring attention to another media group that I not only enjoy, but that has helped me in developing material for my own home games. Fandible is a phenomenal podcast running a ton of different games and some really fantastic storytelling. A super funny and charming podcast with people who are truly passionate about table top RPG’s. I can’t recommend them enough and if you give them a listen you won’t be disappointed. Now, on to our regularly scheduled programming.

The universe is vast, far vaster than we may believe. In the days before the shattering, humanity used mighty theurgic workings to explore the night roads, those pathways and doors that lead to strange and forgotten places, worlds separated from us by the infinite gulf of the Uncreated Night. While the story of Arcem is a sad one, though one who’s ending remains to be seen, there are other places floating in the void. Other worlds tenuously connected to Arcem but the Night Roads, infinitesimally small compared to the Uncreated Night. Many of these worlds now lie dead and barren, a victim of the intercenine strife of the shattering, their engines of heaven forever broken, pillaged and cannibalized to form the divine armaments and body parts of mighty Made Gods. Yet for all the destruction wrought when humanity built their gods and sent them to war, there remain worlds untouched by the violence, whether through ignorance, a lack of strategic resources, or sheer dumb luck. Even rarer though, are worlds who saw battle, saw blood and death wrought on them by divine golems, and rebuffed them. The Yautja are the inhabitants of one such world, a race of elite warriors and hunters, where the highest accolades one can reach in their society is to slay the mightiest foes and return the corpse as a trophy, a testament to the undeniable potency and indomitable will of the hunter. Extremely advanced in both magic and technology, the hunters have crafted rites and sorcerous fetishes enabling them to travel through dimensions, crossing the void of Uncreated Night to hunt only the mightiest of man and beast. What then, could be mightier than a god? It is only a matter of time before a new pantheon will become the target of one of these dimension hopping killers, and when they do, it would behoove a godling to gird themselves, for the hunt is on.

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Running the Yautja– running this type of adventure is a bit different than running a normal type of Godbound game, as most of the content in a normal game is player driven, as in the players decide to go to an area on the map and involve themselves, or problems come about due to the meddling of the player characters and need to be solved. This adventure attempts to break that mold by creating a problem that actively comes at the players, whether they want to deal with it or not. While this may seem counter-intuitive to a game like Godbound, where choices are meant to remain firmly with the players, it is meant to break the mold with a more pro-active problem, and ideally would be run parallel to another adventure. The Yautja are clever and vicious, and should attempt to attack the party members when they are separated and vulnerable. Under no circumstances would one of these predators choose to engage in a straight fight with the party. Now how brutal they are is up to the GM, as a more vicious killer will attempt to use hostages and terroristic tactics, killing followers and destroying property in an attempt to either separate or force the party to spend resources dealing with these issues. Traps, guerilla tactics, proxy soldiers, and sabotage are all common and accepted tactics, as long as the hunter can make the final kill. While much of running this is up to a creative GM, hunts by the Yautja usually fall into a certain pattern.

The Yautja– Yautja superficially resemble humans, being upright bipeds with 2 arms, though similarities end there. They have an almost reptilian skin, 4 claw tipped mandibles around their mouth, and a large amount of ganglia appendages that resemble dreadlocks in human culture, though growths are actually nerve endings, giving the creatures an increased sense of touch and at almost supernatural ability to detect air currents, further enhancing their hunting skills. Much larger, stronger, and faster than a normal human, the Yautja find the laws of reality in Arcem inimical to their own, and must specially prepared and consecrated psycho-spiritual sorcerous regalia when visiting other realities. Damage or loss of these vestments will result in their death in a week’s time as spiritual corruption builds up within their system. Even if this were the only example, it would be proof enough that Yautja theurgy is potent indeed, yet the creatures are capable of even greater feats of sorcerous artifice. The Yuatja are some of the few beings capable of navigating the Uncreated Night itself, having built long ships inlaid with powerful theurgic workings that allow them sail the endless void as man would the sea. While Yautja sorcerers have yet to be seen outside of their home dimension, the warriors, or Hish-Qu-Ten as they are known, that have made their mark in creation have born arms and armor inlaid with blessings and spells, all to the purpose of hunting the quarry. Blessings of the senses and tracking, spells to erase their presence, and invocations to make their weapons strike true. Yet for all their brutality in pursing their chosen prey, these hunters are not cruel. While they may hound their quarry to the ends of the earth and beyond, they do not torture their foes. There is no glory in suffering, no honor in taunting a defeated foe. Trophies taken from a hunt are not done in malice, but as a way to honor the prey that gave its life for the glory of the hunt. When the hunt is declared, a Hish-Qu-Ten will do everything and anything within their power to bring their target down, up to sacrificing the lives of themselves and their comrades should it be required. The Hish-Qu-Ten typically carry a totem that if broken, will tear a dreadful hole in reality, opening straight to the Uncreated Night. While the triggering warrior is pitched into the void, the hole remains open vomiting terrors from the Uncreated Night, a final gift of new foes for the warrior mighty enough to lay low a Hish-Qu-Ten.

Set up- as stated earlier, the Yautja are not foes that will wait for the party to come to them, rather, they will actively seek to take down the party. Now, as to how the hunters come to take notice of the party, well that should be easy. Pantheons of Godbound will undoubtedly come into conflict with other powerful beings, and often solve those conflicts through force of arms. While any one of those mighty deeds would serve to attract the attention of a Hish-Qu-Ten hunting party, for simplicities sake, the party will have to deal with the depredations of a raging monster stomping through their territory. While the monster was a target for the predators, their new prey, a worthy challenge to their skills, will be the party. Xomog the Earth Tyrant – a terrifying beast from ancient times, forged from the flesh warping magic of the ancient Khamite Ideotribes as a weapon against the invading Ren, this monster resembles a dung beetle the size of a house with elongated pincers, its exoskeleton covered in geodes laid out in an intricate patterns, forming words of power in the ancient Khamite language. Its pincers are formed from interlocking crystals that glow with an inner power. Tiny stone insects crawl across its body while a perpetual cloud of pulverized earth hovers around its feet. An ancient weapon of the Khamites, Xomog has recently awoken, remembering only its ancient instructions to slay the enemies of Kham. With the various bloodlines so far diluted (barring any theurgy or specific individuals), the beast recognizes all the creatures around it as non-Khamite and designates them as enemies. While the Yautja would certainly see this beast as a prize, the modus operandi is to observe their targets before killing it. Once the party defeats or pacifies Xomog, the predators will turn their focus on them link Xomog, the Earth Tyrant (titanic beast)- AC : 5 Hit Dice : 15 Attack: +10 x2 Damage: 1d10 pincers straight Move 30’ run or 30’ burrow Save : 5+ Morale : 10 Effort : 12. Can act 2 times per round. Bound to the Words of Earth and Insects. 1d6 Xomog Tactics 1-Charge the most dangerous looking foe, focusing all of it attacks on that foe 2-Xomog will spread its attacks among all its foes, prioritizing smaller and weaker looking foes first 3-Xomog will stomp the ground around it, causing the earth around it to riot in response. Xomog commits effort, and as long as it remains committed, all foes within 30 feet must make an evasion save each turn or take 1d8 damage 4- Xomog will flutter its massive wings and commit effort for the day as a smite action, unleashing a horde of insects that deal 5d6 damage to all foes within 40 feet and adding a -4 penalty on all enemy attack rolls. Attacks the do not rely on sight ignore this penalty 5-Commit Effort. Xomog vomits out 3 Vermin Hordes (from the Godbound core rulebook) that mercilessly swarm nearby foes as long as the effort is committed 6-Commit effort for the day. Using both actions, Xomog encases itself in a pillar in a mound of earth. Xomog can remain in this pillar and heal itself for 1d6 hit points for each full round it remains in the pillar. The pillar itself has AC 7 and 5 hit dice. Xomog can only use this gift once per day

Once Xomog is neutralized, the Hish will begin to purse the party in earnest. Ideally, they should start slow, setting up a nearby lair and then beginning to gather information. While their mastery of stealth and trickery is potent, they are no match for the divine gifts of a Godbound, but they are careful. Until they have discovered what the abilities of the pantheon, they will flee at the first sign of being noticed and will only fight if cornered. During this time the Hish will begin to develop countermeasures against the pantheon’s abilities, granting the hunters 1 point of Cold Breath that only functions against the party. While Low Magic methods of scrying will fail, a Godbound who is particularly focused would be able to foil the Hishs’ attempts to glean information, whether through 4 influence or even an appropriate 4 point dominion project, reducing the cold breath to 0

that only functions against the party. While Low Magic methods of scrying will fail, a Godbound who is particularly focused would be able to foil the Hishs’ attempts to glean information, whether through 4 influence or even an appropriate 4 point dominion project, reducing the cold breath to 0 After the Yautja have gathered intelligence on the party, they will begin to prepare a hunting ground in which to lure the party, usually about a 10 square mile patch of area within a few days travel of the pantheon’s domain. Traps, weapons caches, kill zones, strategic cover, all are fair game. In game terms, while the Hish-Qu-Ten are in this area, if they are targeted by a Word’s Gift or Miracle, they may spend effort to negate a gift as if by a defensive dispel, functioning similarly to the Black Consumption ability of the Uncreated. link

ability of the Uncreated. link Once a thorough amount of intelligence on the pantheon has been gathered and a hunting ground has been prepared, the Yautja warriors will begin to move in earnest. They will begin by targeting the party’s allies and assets, sabotaging or destroying what they can. This can be handwaved by the GM to indicate that there are saboteurs, or it could be relayed as a problem a faction faces, giving it a penalty on certain roles. While this would not out and out destroy anything put in place or created with dominion, it would effectively suppress it until a Godbound has taken steps to personally fix or attend to these matters. In game terms, this translates as a 4 point resistance to any dominion projects as the Hish disrupt the Godbound’s workings, and also allows the creatures to further improve their divine countermeasures, increasing the Cold Breath to 2

to 2 After disrupting the operations of their targets, the Hish-Qu-Ten will attack, killing or capturing the Godbound’s underlings and servants. GM’s can roleplay this out by having the players use the stats of their underlings to deal with a surprise attack from the Yautja. While the hunters will attack from stealth, they prefer to capture the servants and priests of a Godbound to use as bait in their prepared hunting grounds. Obviously, this can be handwaved if preferred, but the Yautja are looking for worthy opponents, and any suitably combat minded servant would also be a trophy for the predators. When enough have been killed or captured, the Hish will retreat to their hunting ground to wait for the party’s response. Should the party ignore this or focus on another matter, the Hish will continue this course of action until they have become the full object of the pantheon’s attentions. If any sufficiently important NPC’s be captured, the Hish-Qu-Ten will interrogate them through psycho-spiritual means, gleaning further insight on their foes, increase the Cold Breath by 1 more point, to a maximum of 3 and resistance to another 2 points to a maximum of 6 link

by 1 more point, to a maximum of 3 and resistance to another 2 points to a maximum of 6 link Once the party has had enough of this shit, it’s time to confront the hunters. If one of their worshippers has been captured, then the party will be able to sense them through their Word of Apotheosis. If not, then the creatures will start placing trophies around their hunting grounds, an open challenge to the party. Now, the Yautja are not stupid, and will go to ground in prepared bunkers if the pantheon just decides to carpet bomb the area and be done with it. Once the party enters the area of operations, the hunt is on. Assume 1 Hish-Qu-Ten per party member. The hunters attempt to isolate each party member first, allowing a warrior to take the Godbound mano a mano and drawing them into that particular warrior’s favored environment. Note: the Hish-Qu-Ten have access to the Words listed and may miracle the gifts of their Words Farshot (Sniper Hish-Qu-Ten) AC : 5 Hit Dice : 10 Attack: +12×2 Damage: 1d10+4 Mana Caster gun Move 40’ run Save : 10+ Morale : 11 Effort : 4. Can act 2 times per round, bound to the Words of Hunting and Bow The sniper of the team, Farshot engages foes from cover before moving from point to point, taking its shots at an even measured pace utilizing bow gifts to make the shot, then hunting gifts to escape and evade. If unable to attack at range, Farshot resorts to its melee weapons, but can only make 1 attack per action Fang (Beastmaster Hish-Qu-Ten) AC : 3 Hit Dice : 10 Attack: +10×2 Damage: 1d8+4 electro-scourge whip Move 40’ run Save : 10+ Morale : 11 Effort : 4. Can act 2 times per round, bound to the Words of Slayer and Beasts Small Wolf pack – AC : 7 Hit Dice : 12 Attack: +2 Damage : 1d6 bite Move 40’ lope Save : 15+ Morale : 8 Effort : 1. Overwhelm : 1d6 vs. Hardiness save 2 large wolves- AC : 7 Hit Dice : 3 Attack: +5 Damage : 1d8 bite Move 40’ lope Save : 13+ Morale : 9 Effort : 1 Gift: The Storm Breaks Fang utilizes tamed beasts to draw out prey and get them to focus on its minions before it strike the killing blow. By committing effort for the scene as an on turn action, Fang can summon a small mob of wolves, but can only have 1 such mob at a time Bear (Close Combat Hish-Qu-Ten) AC : 5 Hit Dice : 10 Attack: +10 Damage: 1d8 War Spear straight Move 40’ run Save : 10+ Morale : 11 Effort : 4. Can act 2 times per round, bound to the Words of Hunting and Slayer Physically the largest of the Yautja hunters, Bear is also the most capable in melee combat. A hulking, brutish warrior, Bear is also the most likely to engage in a straight fight, using its Hunting gifts to locate, close with, and destroy the enemy. After the initial ambush, the Hish-Qu-Ten will attempt to overpower its target with brutal skill Snare (Trapper Hish-Qu-Ten) AC : 4 Hit Dice : 10 Attack: +10×2 Damage: 1d6+4 and save vs. effect auto-bolas Move 40’ run Save : 10+ Morale : 11 Effort : 5. Can act 2 times per round, bound to the Words of Hunting, Slayer, and Artifice The most clever of the Hish-Qu-Ten kill team, Snare is the nominal leader and tactician, organizing the rest and maintaining their sorcerous arms and armor through the exotic theurgy of the Yautja. Snare is obsessively prepared, and any face it faces will find a battlefield littered with deadly traps and hazards. During each action it uses to attack, Snare can add an effect to its attack. Roll 1d6 to determine effect 1- Evasion save or be immobilized for 1 round 2- Hardiness save or be blinded for 1 round, making ranged attacks always miss and adding a -4 to melee attacks 3- Spirit save or roll twice when making saving throws, always using the lower result. Lasts for 1 round 4- Evasion save or take maximum damage from all attacks. Lasts for 1 round 5- Hardiness save or take 1d8 damage during their next action 6- Spirit save or act at the end of the next round In addition to their own mighty abilities, each warrior carries part of a totem bound to their life force. If a Hish is slain, the totem bound to its soul breaks, the magic undone. If all four are killed, the resulting backlash from the dimensional energies that carried them through the Uncreated Night to this realities coming undone will rip a hole in creation, dealing 5d8 damage to anything within 30 feet of a Yautja body and creating an open Night Road on the spot. If nothing is done, creatures from the Uncreated Night will eventually start to spill into reality, rampaging across the land and causing all manner of problems. The party will need to find a way to close the Night Road, and quickly, for something is coming link

Aftermath- if the party survives the Hish-Qu-Ten hunting party, there is unfortunately little to show for their efforts. At least, right away there is not. The Night Road that was opened could lead anywhere, perhaps even to a lost Shard of Heaven containing fabulous treasures and even greater challenges. Whatever the case, their deeds have not gone unnoticed, for these are not the only Yautja warriors. No, not by far. For the rip in reality to open the Night Road was not just a gift for victorious foes, it was an invitation. A call to one of the mightiest of the Yautja, a Hish-Qu-Zhuul, a Hunt Lord, a minister of death praying for war. A true hunter of Gods and Monsters, one that makes the mightiest of the beings in the multiverse tremble at its passing, and it has set its sights upon the pantheon. Standing nearly 10 feet and thick with muscle, the Hish-Qu-Zhuul disdains the breathing mask of its lesser kin, having evolved far beyond the need for those crutches. Adorning its body are the trophies of a millennia of bloody conquest, each a testament to its strength, cunning, and skill. Despite having access to an armory that could outfit a legion, the Hunt Lord prefers the war claws of the Hish, the symbol of its power link

link The Hunt Lord (Hish-Qu-Zhuul) AC : 3 Hit Dice : 40 Attack: Auto Hit x2 Damage: 1d12 Blessed War Claws Straight Move 50’ run Save : 5+ Morale : 12 Effort : 13. Can act 2 times per round, and is bound to the Words of Hunting, Slayer, and Predators

(Hish-Qu-Zhuul) : 3 : 40 Auto Hit x2 1d12 Blessed War Claws Straight 50’ run : 5+ : 12 : 13. Can act 2 times per round, and is bound to the Words of Hunting, Slayer, and Predators 1d6 Tactics 1-Charge the most dangerous looking foe, focusing all of it attacks on that foe 2-The Hunt Lord use both attacks to fling a spray of razor sharp throwing disks at all foes within a 100 foot cone, dealing 5d10 damage to all foes and 50 points of damage to mobs 3-The Hunt Lord speak the Mantra of the Hunt as its action. Its next 2 attacks deal maximum damage 4- Commit effort for the scene. The Hunt Lord withdraws an eldritch device from its armory and unleashes it upon a foe. This strange sealing device will incapacitate a foe unless they make an evasion saving throw. Foes remain incapacitated until the effect is dispelled 5-Commit Effort. The Hunt Lord will disappear from sight and all other senses, completely hidden until it strikes. Lesser foes have no chance to detect the Hunt Lord unless it does something to draw blatant attention, and worthy foes can make a spirit save at -4 to detect it only if they are actively searching for hidden foes or it enters their direct presence 6-Commit effort for the day. The Hunt Lord is a true taker of trophies. It will commit effort for the day to make itself immune to the effects of gifts of the last Word used against it

Now it’s no secret that the Hunt Lord is a rough customer. If the party is noticeably wounded when it steps through, the creature will slowly survey them. Speaking in a language they can understand, it will give the party an ultimatum. They will have 1 week to prepare themselves. 1 week to make whatever peace they need before it drags them back to its trophy hall. Should they attack it then and there, the Hunt Lord will not hesitate to put them down, though it won’t kill them. It wants the thrill of the hunt. After 1 week has gone by, the Hunt Lord will come after the party with all the fury of the Heavens, and will not ever stop until it, or they, are dead. if you really hate your players, and I mean really, then just have it come right at them. Sometimes PC’s need to get slapped around a bit, just to keep them in their place

Should your intrepid heroes survive this grueling ordeal, gift will be sent the way of the party, a reward for the honor of defeating the Hish-Qu-Ten. A Celestial Shard for each player, in the form of totems carved from the horn of some unknown creature will arrive within their quarters, placed there by an unseen hand. As to what the Yautja will want with the pantheon in the future is up to the GM. Perhaps there is a greater threat floating within the Uncreated Night, a vast leviathan that swims through the void or maybe an escapee from Hell, one that even the angels feared enough to lock away. Either way, now that the Yautja know of the party’s prowess, an offer to join the great hunt may be in order

Word of Hunting : Since time immemorial creatures have hunted one another. As long as two entities have existed, there has been a conflict for sustenance. The Word of Hunting exemplifies this conflict, though not so much a word of battle, but rather cunning, patience, knowledge, and dogged determination. A hunter is a seeker through and through. Tracking quarries over vast distances, pursuing and outthinking prey until finally a kill is made and hunger sated. Whether the hunger was for acquisition or the satisfaction of pride, the result is the same. Imposition of one’s will over another being.

A Godbound with the Word of Hunting can instinctively follow the tracks of any intelligent or unintelligent creature across any type of physical terrain. A Godbound with this word may track creatures concealing themselves by magical or supernatural means, even the Word of Deception, by committing effort for the scene.

Lesser Gifts

Predator’s Senses : Constant. You gain supernaturally keen senses, and may track by scent and touch, allowing you to track creatures even through the air. You cannot be surprised or caught unawares.

Perfect Decoy : On turn. Commit effort for the scene to create a perfect illusion of yourself or another being roughly the same size within 100 feet. Worthy foes who fail a spirit save to resist believe this is you and act accordingly, though the illusion fades if acted upon. Lesser foes receive no save

Dogged Pursuit : On turn. Commit effort. You and those with you who are pursuing a creature will never be outrun as long as you keep traveling. Your group will always be moving the same speed as your target regardless of theirs until you halt your movement

Catch and Release : Constant. You always know the location of any creature you have wounded in combat or hold a sympathetic connection to, provided their location is not hidden by divine gifts or theurgy

None Can Escape : Action. Commit effort for the scene. Gain one sentence of truthful information on a target’s current location from the GM. New information cannot be gained with this gift until the existing information is acted upon or the hunt is abandoned

Seeker’s Quarry : On turn. Choose a visible target and commit effort for the scene. Your ranged attacks seek it out regardless of range, treat them as AC 9, and ignore concealment. You are always aware of their exact location as long as they are inhabiting the same realm as the one you are inhabiting

Greater Gifts

The First and Last Strike: Constant. If a Godbound with this gift attacks a surprised or unaware foe from concealment on the first round in combat, their damage die is read straight and does normal damage on a miss. Only one foe can be affected by this gift per scene

Know the Prey : Instant. Commit effort for the scene and choose a creature. Know its greatest strength, usually meaning most damaging attacks but also the nature of those attacks, and most vulnerable weakness, including any hidden means and how it may be killed or destroyed. Creatures reveal their Hit Dice and Effort

Crouching Stalker : Commit effort on turn. As long as you remain still, you cannot be detected by lesser foes unless you move or otherwise draw blatant attention to yourself. Lesser foes create a narrative in their own heads to rationalize your presence if they interact with you. Worthy foes may make a spirit save to resist but only if they are actively searching for you

The fantastic Marvalice was kind enough to put out another word for our Predator friends. A bit more combat oriented, this is a fantastic word I’m sure you’ll have a lot of fun with

Word of Slayer : The slayer represents killing for fun and profit at its zenith. They might be an assassin a mercenary or a monster hunter but what’s important is that the love what they do, and are the very best at it, and what they do involves lot if blood

Use an action to pick a living creature as your Quarry. You need not see this target or even know specifically what it is, but it still needs to be a specific individual (“the creature that’s been killing farmer Jenkins’ beefalo” is enough, but “a red dragon” in a world where ⅛ of the dragons are red is not enough) you never miss clues that would lead you to your Quarry, and always recognize it on sight, only the power of a word can hide them. Your Quarry remains set until you either kill them, or commit effort for the day to give up the chase. Any time you kill your Quarry, you regain 1 effort that was spent for the day.

Lesser Gifts

Eyes of the Death God : Action. Commit effort. By analyzing a foe’s behavior, you can intuit his weaknesses and resistances or immunities. If the target has no weakness, you may specify a single flaw in its otherwise perfect defense. If used on your Quarry, this gift costs no effort and can be used on turn.

Baleful Armory : Constant. You have an extensive collection of the most well-kept implements of death. You have a copy of any weapon that you could reasonably have brought, what’s more, these always deal 1d10 damage and are considered magical; you are the only one who can use them and they are made of any material found in nature or civilization. Your first attack with this gift against your Quarry always hits and deals max damage, and subsequent attacks can be rolled twice taking the result you prefer as your tenacity and preparedness can’t be matched.

Huntress Knows Her Trade : Constant. You are a master of all sorts of traps and can fashion them at terrific speed, building a set of traps that threatens an up to 20x20x20 feet per level. These traps can inflict debilitating conditions of various kinds, such as immobilizing the target or even killing lesser foes. You always know the best bait to use to fool or entice your Quarry. In addition, you always can sense if you are about to walk into a trap, and are never surprised by an ambush.

Hunter’s Mark : Constant. Any time you defeat your Quarry but choose not to kill them, or allow them to flee when you could kill them, you may choose to leave a permanent scar on their body called a Brand. This scar is highly visible and anyone in your cult will immediately recognize it as yours. Choosing to Brand a Quarry counts as killing them for the purpose of picking a new Quarry and recovering effort. You can commit effort to possess anyone Branded using their senses, and may use your gifts through them. At any point, you may commit effort for the day and instantly kill anyone you have Branded as long as they are on the same plane of existence. If they are killed in any other way, you are instantly alerted.

Spirit Rending Taunt : (Smite) Action. Commit effort for the day. You use your knowledge of a target to insult their power and attack their confidence. Deal 1d8 damage per level of emotional damage to a single target. If the target is your Quarry, roll damage twice choosing the result you prefer. For the rest of the scene, the foe must attack you or your party and may not flee, worthy foes resist with a spirit saving throw. If this attack would reduce a target to 0 hit points or less, set the target to 1 hit point instead, and they spend the rest of the scene wallowing in self-pity, unable to act.

Harrowing Premonition : Commit effort. As long as you are actively pursuing your Quarry, they are plagued by nightmares and paranoia depriving them of sleep, and causing them to suspect their closest friends of betrayal as they feel your breath at their neck at all times. If they are capable of spending effort, then effort committed for the day can only be regained behind a mundus ward or once you reclaim your own effort.

Greater Gifts

Macabre Memento : Action. You have numerous trophies from those you’ve slain, and the greatest of your prey hold power even after their death. Commit effort, you may choose a trophy you took from a worthy foe who you killed while they were your Quarry, and using that trophy you may perform any miracle of a word that was bound to the Quarry in life, or could have been used to model their power. You must pay for the cost of miracling as normal.

And All You Hold Dear: Constant. This gift allows you to innately know the nature of your Quarry from minimal information. With just a few clues, you can piece together its disposition, likes and dislikes. If you encounter a person or creature with a relationship to your Quarry, you instinctively know how the Quarry feels about the individual and whether the feelings are mutual. Any lesser foes with a positive relationship with your Quarry can be instantly affected by Hunter’s Mark even if you haven’t purchased that gift or defeated them. Any beings with a positive relationship with your Quarry can have gifts of this word apply as if they were also your Quarry.

Shatter Legacy: Action. Commit effort for the day. When you slay your Quarry, or brand them with Hunter’s Mark, any change they made to the world instantly begins falling apart. Changes made with influence immediately begin to fail, while those made with dominion, gifts or mundane effort hold on a bit longer. Even these unravel within a couple days; created beings dying, cities burning or falling to chaos, and even their paradise descending into Hell, if they were a divinity.

Modifying this adventure: now, as I’ve stated before, I’m not a huge fan of leaving things up to you, dear reader. Not because I’m convinced my own ideas are better than anyone else’s, far from it. No, because my goal, dear reader, is to provide you with something you can drag and drop into your home games, not give you more work. That’s stupid. However, in the course of writing this adventure, I workshopped several thing with some extremely competent people on the Discord, Ebon Dragon’s Rostrum. While some of those ideas didn’t necessarily fit my direct vision at that time, I will absolutely not throw those ideas away. Because they are fantastic ideas, and what works for me may not work for you, so with that in mind, if you think the Word of Hunting detailed earlier is for pussies and want something more in mind with the murder-happy-fuck-machine Predators, the brilliant Jarrett Weston from the Discord was nice enough to drop the Word of Predators, for all your ass whooping needs. It does come with a disclaimer in that it is definitely NOT a gift for players, because you can get some serious mileage out of it. So if you want to give the predators more fire power, swap out the Word of Hunting with the Word of Predators, give them all access to the Strife of the Hunting Beast, and go nuts. As to the Hunt Lord, as the Head-Shit-Stomper-in-Charge it automatically gets the word of Predator, because fuck you, that’s why

–Word of the Predator– Those bound to the word of the Predator have efficient and protective armor granting them AC 3. They also carry a stock of different weapons, granting them a 1d10 magic attack out to 100ft

Lesser Gifts Speed of the Hunter – (Instant)-Commit effort to interrupt someone with a round of action Eyes of the Hunter – (Constant)- you can see in the dark, see heat, detect the presence of aliens, and hear any noise within 100 yards Autotargeting – (on turn)- Commit effort and choose a target in sight. Your ranged attacks seek them out, giving them AC 9 against you. Your attacks ignore cover if there is at least one path for the bolts to reach them. Warriors Wrath (instant)- Commit effort. Your fray die applies even to worthy foes Endurance of the Predator (instant)- commit effort for the scene. You gain a invincible defense against all physical attacks until your next round. A mind of iron of ivory – (instant)- You possess a invulnerable defense against mind reading and other effects that influence your mind or emotions

Greater gifts – Disclose the Flaw -(instant)- commit effort for the scene and choose a target, either creature or institution. Know its current weaknesses and most vulnerable elements at this time, including hidden means by which it might be killed or destroyed. You also learn effort and HD. Invisibility – (on turn)- Commit effort. You can not be detected by lesser foes unless you attack them or otherwise draw blatant attention. Worthy foes get a spirit save to notice. Shoulder Cannon – (Smite, action)- Commit effort for the scene. You blast someone with a bolt of energy from your shoulder cannon, dealing 1d10 damage fire damage per level. This damage is rolled twice and the better result taken against the Aliens.

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