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Folklore: The Affliction – Folklore Shadow Pack

Expansion for Folklore: The AfflictionExpansion for Folklore: The Affliction – Dark Tales ExpansionExpansion for Folklore: The Affliction – Fall of the Spire

Folklore: The Affliction – Folklore Shadow Pack Rulebook

Table of Contents

Table of Contents

  • Rumors
    • Witch's March
    • Stains on Stones
    • Dark Tower
    • Lair of the Mother
  • Artifacts
    • Cauldron of Summoning
    • Crown of Thorns
    • Ring of Shifting
    • Lich's Scepter

Rumors

Witch's March

Front:

Andrei, a patron of the inn, tells you his cousin just arrived from Ostelink with dire news. A coven of witches are traveling the land, destroying villages, and sacrificing the inhabitants in their profane rituals. Ostelink is next. Where will it end?

You must stop the Coven before they reach Ostelink, otherwise the town will be ravished and only the Gypsy Encampment will be available until the end of the next story. Place the Empusae Coven on the World Map as shown.

Back:

After every Leadership transition, move the Empusae Coven 1 space closer to Ostelink. If it reaches the town, it will be ravished. It will then move to Yorotrusk, followed by Waylin Point.

Stains on Stones

Front:

A traveler reported that a foul ooze is covering the majestic Standing Stones. The source of this corruption is unknown, but you are asked to investigate and find out where the ooze is coming from!

World Map: Travel to the Standing Stones.

Back:

Your arrival has stirred the ooze from its rest. The dark unctuous puddles undulate across the stones with seeming intelligence, coating almost every surface. You can feel them drawing power from the stones, even at a distance. If you re-energize the stones, perhaps it will cause the ooze to leave.

One character must pass OCCULT 7.

  • SUCCESS: The stones pulsate with energy and sense you are an ally! Gain +5 Might for the following encounter. FLIP THIS CARD.
  • FAILURE: The ooze is causing too much interference for the stones to respond. FLIP THIS CARD.

Dark Tower

Front:

Enrieta, a trader who just arrived from Ostelink, tells you there is an abandoned tower that has become a gathering spot for undead. It's becoming the size of a small army! What is responsible for this unholy congregation?

World Map: Travel to the Dark Tower, shown on the World Map.

Back:

The tower stands in the middle of a bleak landscape, rolling hills devoid of life. It is surrounded by a rotting horde of undead, their attention focused on the tower itself, as though mesmerized by its presence. The horde is too large to deal with, but perhaps something within the tower can tell you what you need to know.

One character must pass TRICKERY 7.

  • SUCCESS: You carefully work your way to the tower's entrance without alerting the undead! FLIP THIS CARD.
  • FAILURE: There are just too many to avoid. Skirmish with a Flesh Eating Ghoul. After, you find your way inside. FLIP THIS CARD.

Lair of the Mother

Front:

Stories tell of the consequences that come to those who anger the fey. Stefan, a woodcutter in Ostelink, cleared a grove of trees on his family's ancient land. This grove was special, scared to the fey. The next night Stefan's family disappeared. After relentless searching he found a way into the Feylands, but boundaries are in place to keep intruders out. Stefan seeks the help of those with experience in crossing over to other realms.

World Map: Travel to Raminov's Wood.

Back:

Within the forest, you find the location Stefan spoke of. A mystical barrier prevents entry into a small opening in a massive oak tree. From your experience in the occult, you realize it is a portal to the Feylands.

One character must pass ECOLOGY 7.

  • SUCCESS: You open the way to the Feylands. FLIP THIS CARD.
  • FAILURE: You do not have the capability to remove the wards from the oak tree. DISCARD THIS RUMOR.

Artifacts

Cauldron of Summoning

Enhancement · AT#SP01

EXHAUST to summon a random creature from the current chapter's skirmish table, and place adjacent to a foe. On a d10:10+, the creature turns against you.

Crown of Thorns

Protective · Head · AT#SP02

Melee attackers who hit you lose 2 Vita. EXHAUST to receive ABSORPTION 2 against Nature creatures.

Ring of Shifting

Enhancement · Ring · AT#SP03

EXHAUST to roll a d6. 1-2: Extra arm, +1 Attack. 3-4: Armor plating, +8 Defense. 5-6: More eyes, +10 Might.

Lich's Scepter

Weapon · 1 Hand · AT#SP04

+8 Might. Spend 1 PP for +1d4 or 2 PP for +2d4 Damage.

Card note: the two symbols on the bottom bar of this card (a die showing +1, and a crossed-arrows symbol) are icon-only and are not transcribed.