The Bestiary
The things that grow. This page grows with them, one draft at a time.
- Hunter. Moves towards the survivor with the most Noise within its Senses (ties: the nearest) and Fights it. If nobody within its Senses has Noise, it goes for the nearest survivor it can see. If it can't see anyone, it drifts its full Move towards the centre of the table.
- Stalker. Moves towards the most isolated survivor it can see (the one with no friend within 3", then the furthest from its friends) and Fights it. Noise only draws it if it can see nobody.
- Ambusher. Starts hidden (not on the table). When a survivor makes Noise or ends a move within its Senses of the Lair, it emerges in contact with the noisiest such survivor and Fights at once. Once out, it acts as a Hunter.
- Guardian. Never leaves 6" of where it was placed. Attacks the noisiest model within reach; otherwise does nothing.
- Swarm. Moves towards the noisiest survivor or the nearest light (Lantern, Flare, fire) within its Senses, and Fights every model in contact with it, rolling separately for each.
- Horror. Moves towards the largest group of survivors it can see (the most within 6" of one point) and Fights the one with most Noise. Its special rules say more.
- Tender. Gardeners keep the growth. Each goes for, in order: a survivor carrying Amber or Loot; a survivor with 3+ Blight (they want the Touched); the survivor nearest Spore terrain or a Lair. It Fights if it can reach, and never ends a move more than 12" from Spore terrain or a Lair. Gardeners never attack each other or the Blight's creatures, and creatures ignore them.
Encounter tables
Roll on the Lesser table when the Din shows one 6, and for each creature lurking at set-up. Roll on the Greater table when the Din shows two or more 6s. Both tables use two dice: the first picks the half (1–3 or 4–6), the second the row.
Lesser
| Roll | Arrives | Number |
|---|---|---|
| 1–3 · 1 | Husk | d3+1 |
| 1–3 · 2 | Husk | d3+2 |
| 1–3 · 3 | Thornhound | 2 |
| 1–3 · 4 | Lantern Moth Swarm | 1 |
| 1–3 · 5 | Strangler Vine. Grows at the Lair nearest the noisiest survivor. | 1 |
| 1–3 · 6 | Rootmaw | 1 |
| 4–6 · 1 | The Drowned | d3 |
| 4–6 · 2 | Rotweaver | 1 |
| 4–6 · 3 | Rotweaver | 2 |
| 4–6 · 4 | Carrion Bloom | 1 |
| 4–6 · 5 | The Drowned. Leading Husks. | 1 + d3+1 Husk |
| 4–6 · 6 | Thornhound | 3 |
Greater
| Roll | Arrives | Number |
|---|---|---|
| 1–3 · 1 | Husk. A Husk horde. | d3+4 |
| 1–3 · 2 | Censer Bloom. Placed within 6" of the noisiest survivor. | d3 |
| 1–3 · 3 | Thornhound. A full pack. | 3 |
| 1–3 · 4 | Thorn Matriarch. With a Thornhound at her heel. | 1 + 1 Thornhound |
| 1–3 · 5 | The Stalk | 1 |
| 1–3 · 6 | The Choir. If The Choir is already on the table, roll again. | 1 |
| 4–6 · 1 | Spore Hulk | 1 |
| 4–6 · 2 | The Mourner | 1 |
| 4–6 · 3 | The Drowned. The canal empties. | d3+2 |
| 4–6 · 4 | Carrion Bloom | 2 |
| 4–6 · 5 | Spore Hulk. Driving Husks before it. | 1 + d3 Husk |
| 4–6 · 6 | The Gardeners. The Gardeners heard it too: roll on the Congregation table. | table |
The creatures
Husk
Hollowed people, walking because the roots tell them to.
- Grasping. A survivor that starts its activation in contact with a Husk has −2" Move.
- Brood. Husks that arrive together act as one brood, each activating separately.
They still wear their work clothes. Some of them still carry their keys. The Blight fills them like water fills a jug, and leaves just enough of the person to know the way home.
Thornhound
Dogs, once. Now thorn, sinew and hunger.
- Thorned Hide. A survivor that loses a Fight against a Thornhound takes 1 extra hit (armour applies).
- Pack. +1 die to Fight for each other Thornhound in contact with the same target.
The Blight took the strays first. The thorns grow inward as well as out; you can hear them whimpering before they charge.
Lantern Moth Swarm
A cloud of pale wings and cold light.
- Flying. Ignores terrain when moving.
- Choking Dust. Any survivor that loses Health to the swarm is also Shaken.
- Weak to Fire. Fire weapons cause double Damage. Shooting at it with anything else: −1 die.
They come to light and to sound, which is all a survivor is. The dust gets into your lungs and shows you things.
Strangler Vine
A knot of grey tendrils that waits.
- Rooted. Never moves. Fights any model within 3" (pick the noisiest).
- Grapple. A survivor that loses Health to it is Held: it can't move until it spends an action and passes a Fight test (1).
- Weak to Fire. Fire weapons cause double Damage.
Placed at doorways and stairwells as though someone planted them there. Perhaps someone did.
Censer Bloom
A swollen bulb that breathes out spores.
- Burst. When it is hit, or a survivor makes 2+ Noise within 6" of it, it bursts: remove it and leave a 3" spore cloud until the end of the next round. Every model in the cloud tests for Blight (1–2: +1 Blight).
- Harmless Otherwise. It never activates. It counts for the Din like any creature.
They pulse slowly, in time with something. Burn them from a distance or walk very, very softly.
Rootmaw
Something under the tarmac with a mouth like a drain.
- Burrow. Starts off the table at the nearest Lair. Emerges as an Ambusher.
- Drag Under. If it wins a Fight by 3 or more, the loser is taken Down at once.
The ground goes soft before it comes. Old hands listen for the gravel shifting.
The Stalk
Too tall. Too thin. Always just behind the last one in line.
- Long Arms. Fights enemies up to 2" away.
- Wrong Angles. Shooting at it from more than 6" away: −1 die.
- Takes the Lost. If it takes a survivor Down, it carries it 6" away at once.
Nobody has seen it walk. People see it standing, then see it closer.
Thorn Matriarch
The mother of the pack, swollen with seed-pods.
- Thorned Hide. A survivor that loses a Fight against her takes 1 extra hit (armour applies).
- Call the Pack. Thornhounds within 12" of her get +1 die to Fight.
- Seed-pods. When she is slain, place a Loot token where she fell: it is always Amber.
Hunters who have seen her den say it is lined with collars.
The Choir
A cathedral of fused bodies, singing to the Deep Root.
- The Song. At the start of each round, every survivor within 12" tests Nerve (1) or is Shaken.
- Conductor. Husks within 12" get +1 die to Fight and +1" Move.
- Vast. It Fights every survivor in contact, rolling separately for each. It can't be pushed or Held.
- Weak to Fire. Fire weapons cause double Damage.
The song has words. Survivors who learn them don't come home, or come home and stop speaking.
The Drowned
Grey, bloated, trailing canal weed and something greener.
- Slow to Fall. When reduced to 0 Health, roll a die: on a 5+ it gets back up with 1 Health (once each).
- Waterlogged. Fire weapons get −1 die against it.
The canals were the first thing the Blight took. Whatever went into the water in the Silent Winter is still walking out of it.
Rotweaver
Something with too many joints, spinning grey threads between the lampposts.
- Web-line. Fights enemies up to 4" away. A survivor that loses Health to it is Held.
- Spun Streets. Starts at a Lair; emerges like an Ambusher when a survivor comes within 8".
Raiders tell each other to look up. The threads are stronger than rope and they hum when something touches them.
Carrion Bloom
A walking flower the size of a man, petals like wet leather.
- Feeds on the Fallen. Goes for Down survivors first. A Down survivor in contact with it when it ends its activation is Finished.
- Sweet Rot. Survivors within 3" of it roll −1 die to Search.
It follows fights the way crows used to. It is patient. It does not need to hurry.
Spore Hulk
A Husk that kept growing: eight feet of bark and breathing pods.
- Burst Pods. Whenever it loses Health, every survivor within 2" of it rolls for Blight (1–2: +1 Blight).
- Heavy. It can't be pushed, and its hits cause 2 Damage.
Nobody knows what makes a Husk keep growing. The Gardeners say it's being fed.
The Mourner
A thin figure in a black coat, weeping. Its face is a seed-pod.
- The Wail. At the start of each round, every survivor within 12" of it makes 1 Noise.
- Grief. Survivors within 6" of it roll −1 die to Nerve tests.
It walks behind raids like a mourner behind a coffin. Survivors who hear the wail say it sounds like someone they lost.
Hollowed
A survivor who reached 12 Blight. Uses their Move, Fight +1 and Health +1, armour 1, and keeps their Gifts. Hunts by Noise. It remembers its old Refuge, and goes for them first if it can see them.
The Hollowed return. Whenever an Encounter roll is made in a campaign raid and the campaign has Hollowed who haven't been laid to rest, roll a die first. On a 6, one of them (pick at random) answers instead of the Encounter. A Hollowed that is slain is laid to rest and never returns.
The Gardeners
People who tend the Blight on purpose. They fight as a third party, like creatures, using the Tender behaviour. Roll on the Congregation table when a scenario or event brings them.
| Roll | Arrives | Number |
|---|---|---|
| 1-2 | Gardener Tender. A pruning party. | d3+1 |
| 3 | Gardener Tender. A full working party. | d3+2 |
| 4 | Seed-Bearer. With d3 Tenders. | 1 |
| 5 | Hymnwarden. With d3 Tenders. | 1 |
| 6 | The Verdant Mother. With 2 Tenders and a Seed-Bearer. | 1 |
Gardener Tender
Hooded, barefoot, a pruning hook in each hand.
- Grafting. A survivor taken Down by a Gardener gains +1 Blight.
- Faithful. Gardeners have Nerve 3 for any rule that needs one, and never Rout. They don't take Dread tests.
They smile when they work. They call the Blight "the Garden" and survivors "the unplanted".
Seed-Bearer
Carries a jar of seed-glass against the chest like a child.
- Sow. At the end of each of its activations, place a 2" patch of Spore terrain in contact with it.
- The Jar. When slain, it drops an Amber Loot token. Breaking the jar (a Crit against it) also makes a 3" spore cloud on the spot.
Seed-glass, gathered every Glassfall from gutters and car roofs, carried to wherever the growth is thin.
Hymnwarden
Sings the Choir's note through a mouth grown over with moss.
- Counter-song. Gardeners within 6" get +1 die to Fight. Survivors within 6" roll −1 die to Nerve tests.
- Hush the Unplanted. Survivors within 6" can't use Command Voice, Calm Voice or Last Rites.
The Hymnwardens learned the Choir's song by heart. Some say the Choir taught them; some say it's the other way round.
The Verdant Mother
Crowned in living growth. She remembers your name.
- Blessing. At the start of each round, one survivor within 8" (the one with most Blight) tests Nerve (2). Fail: +1 Blight, and they move 3" towards her.
- Mother of the Grove. While she stands, Gardeners re-roll failed Fight dice that show a 1.
- Bloom-crowned. Husks within 12" of her are Gardeners for every rule: they go for the Touched and never attack Gardeners.
Before the Glass she was a hospice nurse. She says she is still easing people's passing. Most Congregations have one. None of them are the same woman.