Sigil

Bleak Forest

Sigil

The Fated Road

Created by Johnathan L Bingham

Overview

You have been fated to end the world - or at least bring the current cycle to its next stage. The Bleak Forest Engine is built around the premise that the world is stalled, stuck in a segment of the Cosmic Cycle where every day is defined by suffering, grief, and strife. Agents of the Adversary seek to keep it this way. As an agent of the Fates, you endure and will ultimately prevail, but the level of adversity you must endure to see your task through is yet to be determined. Every Bleak Forest campaign follows the Fated Goal; the world-ending task Fate has chosen you for, and every Ordeal you complete is a step along it. Ordeals grow with the map and with your character: Minor Ordeals save a village, Moderate Ordeals save a city or a district, and Major Ordeals save a region. Each tie of ordeals carries you through three Degrees of the Road, and a final Ordeal, the Reckoning, ends the Goal.

The Fated Goal is a path that ultimately leads to the Adversary. This path follows a sequence of interrelated tiers of events and tasks. The pieces nest and are defined as follows:

The Fated Path is defined by fourteen Ordeals that carry one Goal to its Reckoning with a specific Adversary for the campaign The road: each band (Minor, Moderate, or Major) is opened by an Ordeal of its own tier as follows: Inside each Ordeal, Fragments, Omens, and Tasks drive events forward as follows: Fated Goal Rolled on 1d6 Sets the Adversary 6 Ordeals a tier Minor band 3 Ordeals Degrees 1 to 3 A village Moderate band 5 Ordeals Degrees 4 to 6 City or district Major band 5 Ordeals Degrees 7 to 9 A region 1 Thread each Reckoning Needs 5 Threads and the Heart Ends the age Fragments 1 per task + 1 for the Cause Prepared All Fragments found Omen 1d6 each Watch +1 per Watch Tasks Encounters, then a check Decisive 1 step per task, 3 at most Failure Blight, Hold, and lost Doom Success Degrees, Doom, and a Thread

The top row tracks the arc of the entire campaign. The bottom rows track progression through a single Ordeal and repeat for each Ordeal in the campaign. A band opens only when you face an Ordeal of that band’s tier. Challenges track the personal trials that shape who you become. They progress alongside Ordeals and can be woven into them.

Ordeal Scale

An Ordeal’s tier sets how much of the map it covers. A Minor Ordeal stays inside one settlement or site, for instance, while a Moderate Ordeal fills a town, a city, or several sites in one stretch of country. A Major Ordeal spreads over a region of several Overland hexes.

Tier Scale Footprint on the map Sites Typical length
Minor A village, hamlet, holdfast, shrine or crossing One Exploration hex (500 m) and the Operational hex (2 km) around it 1 1 to 3 days
Moderate A town or city, or a district of several sites One Overland hex (8 km), or 2 to 4 joined Operational hexes 2 to 3 3 to 7 days
Major A region: a valley, a march, a river’s length, a forest 3 to 5 joined Overland hexes (24 to 40 km across), linked by a road, river or ridge 4, one per task 1 to 3 weeks
Reckoning The heart of the Goal, and every place it touches The Adversary’s seat, plus every site of the Goal’s Major Ordeals 5 or more As long as it takes

Sites. A site is where a task is done: a mill, a gaol, a barrow, a bridge. In a Moderate Ordeal, give each site its own sub-hex. In a Major Ordeal, put each task’s site in a different Overland hex, so the characters must travel between them, and the Danger Die runs between sites as normal.

Where Fragments lie. Every Fragment of an Ordeal is found inside its footprint. In a Moderate or Major Ordeal, each task’s Fragment lies at that task’s site or on the way to it. The Cause Fragment lies where the wrongness is strongest.

Where the Omen falls. The Omen of a Minor Ordeal happens in the place. The Omen of a Moderate Ordeal is seen in any settlement in its Overland hex. The Omen of a Major Ordeal is felt across the whole region. If the characters are outside the footprint when the Omen arrives, they hear of it as a Rumour, and the Ordeal begins when they next enter the footprint.

Choosing the place. Each Ordeal in the Goal tables names its place. To set it on your map, put a Minor Ordeal in the nearest settlement of the right kind. Put a Moderate Ordeal in the nearest town or city, or the nearest group of sites that fits. Put a Major Ordeal in the region the characters have not yet crossed.

Advancement: Degrees of the Road

A character climbs the nine Degrees in three bands, and each band is reached only through Ordeals of its tier. Minor Ordeals carry a character from 1st to 3rd Degree. A Moderate Ordeal opens 4th Degree, and Moderate Ordeals carry the character to 6th. A Major Ordeal opens 7th, and Major Ordeals carry the character to 9th. The Reckoning ends the Goal. A full Fated Road is 3 Minor, 5 Moderate and 5 Major Ordeals, then the Reckoning: 14 Ordeals in all.

Note: the number of ordeals can and should be adjusted to suit your taste and these are the recommended minimum. For longer campaigns, feel free to adjust the number of ordeals upwards to increase the dramatic impact.
Degree reached Band Ordeals needed since the last Degree Skill points Total Ordeals
1st Minor Start 9 0
2nd Minor 1 Minor +4 1
3rd Minor 2 Minor +4 3
4th Moderate 1 Moderate (the gate) +5 4
5th Moderate 2 Moderate +5 6
6th Moderate 2 Moderate +6 8
7th Major 1 Major (the gate) +6 9
8th Major 2 Major +7 11
9th Major 2 Major +7 13
The Reckoning Final 9th Degree and 6 Threads A new age 14

Gates. The first Ordeal of a new band is its gate. A character at 3rd Degree cannot reach 4th Degree by completing more Minor Ordeals; only a Moderate Ordeal opens the way. The same is true at 6th Degree for Major Ordeals. take note of the following concerning Ordeals:

Escape the Bleak Forest does not use Degrees. In that game, use Challenges as written and leave the Fated Road for Hail Three Wyrd Sisters and later games.

Ordeal Structure

An Ordeal is a chain of tasks, each guarded by encounters, ending in one decisive check against its Cause. Bigger Ordeals have more tasks, more encounters in each task, and stronger creatures.

Tier Tasks Task BAM! Encounters per task Cause encounter Encounters in all Creatures Decisive BAM! Fragments
Minor 2 Average (13) 1 None About 2 to 3 Common table, Might 0 Difficult (16) 3
Moderate 3 Difficult (16) 2 1 About 7 Uncommon table, up to Tier I Challenging (19) 4
Major 4 Challenging (19) 3 1 About 13 Rare table, up to Tier II Formidable (22) 5
Reckoning 5, plus 1 per Hold Formidable (22) 3 1, the Adversary 16 or more The Adversary, Tier III Inconceivable (25) 6 Threads

These numbers are for a party of 3 or 4; Party Size scales them for 1 to 6 characters. The totals count only the encounters inside tasks and at the Cause. Travel between sites, foraging and Fragment hunting add their own Danger Die encounters as normal.

Tasks

Each task has an attribute, a site and a check. The Goal tables give every task’s attribute and what it asks. Identity Marks apply to tasks whenever their benefits, constraints or complications are relevant. A task’s check uses the attribute named and whichever skill fits the approach the player describes.

Encounters within a task

Before the task check, play out its encounters. Each Ordeal in the Goal tables names its task encounters; when you need more, or want variety, roll 1d6 on the table below. Each encounter is a full scene, resolved with the normal encounter, combat and skill rules.

1d6 Encounter What it is
1–2 Adversary A creature or band of the Ordeal’s tier stands in the way. Fight, parley, hide, flee or trick it.
3 Hazard The site itself is dangerous: a collapse, a flood, a fire, a fall. One check at the task’s BAM!; on a failure, take the harm the hazard threatens.
4 Witness Someone knows something. Parley at the task’s BAM!; on a success they give a Fragment for another event or tell you the Cause’s weakness.
5 Temptation An easier way, at a price: Corruption, a broken Vow, a life traded. Accepting it counts the encounter as resolved.
6 Signature An encounter from the Goal’s own signature table.

When the task’s encounters are done:

The decisive check

When every task has been attempted, the characters confront the Cause. In a Moderate or Major Ordeal, play the Cause encounter first. Then one character, the Lead, makes the decisive check against the Ordeal’s Decisive BAM!, using the attribute and skill that fit how they face the Cause. The others can Support it (see Party Size), and their earlier work shows in the Advantage from completed tasks.

Success

The Trouble is resolved and the place changes for good. Every character who was the Lead or a Second in a task counts the Ordeal towards their Degrees. An Identity Mark may be deepened, reinterpreted or added when the outcome calls for it. Each Ordeal’s entry says what success brings in the Goal.

Failure and Blights

Roll 1d6 on the Blight table. Whatever the roll, the Goal’s Adversary also gains a Hold.

1d6 Blight
1–2 The place is lost. Its Danger Die rises by 1 for good.
3–4 The Cause spreads to a neighbouring place as a new Ordeal one tier higher (a Major Ordeal spreads as a Major Ordeal with one more task).
5–6 The place’s people, or its faction, become Hostile to you.

Party Size

An Ordeal works for 1 to 6 characters. The number of tasks and Fragments never changes, so every Ordeal in the Goal tables works as written. What scales is who takes part in each task, how many encounters each task holds, and how many enemies each encounter brings. Every character must take a role in at least one task, or the Ordeal does not count for them.

Roles in a task

Every task has one Lead and any number of Seconds.

A character can take a role in several tasks. To count the Ordeal towards Degrees, each character must be the Lead or a Second in at least one task. The decisive check works the same way: one Lead, and Seconds who can Support it.

Encounters by party size

The encounter numbers in Ordeal Structure are for a party of 3 or 4. Use this table for other sizes.

Characters Minor Moderate Major Reckoning
1 1 per task 1 per task 2 per task 2 per task
2 1 per task 2 per task 2 per task 3 per task
3–4 1 per task 2 per task 3 per task 3 per task
5–6 2 per task 3 per task 4 per task 4 per task

When the table adds encounters, roll them on the encounter table in Ordeal Structure, or use the Goal’s signature encounters.

Enemies by party size

The Number listed for a creature in the Creature Compendium is for a party of 3 or 4.

Characters Number appearing Cause encounter
1 Half, rounded up The Cause alone, without its guards
2 Half, rounded up The Cause and one guard
3–4 As listed As written
5–6 Half again, rounded up As written, plus one more creature of the Ordeal’s tier

Never scale a single named creature (a champion, a lieutenant, the Adversary) up or down. Scale the creatures around it.

How it plays at each size

Worked out, a party of 6 in a Minor Ordeal has 2 tasks with 2 encounters each: 2 Leads and 4 encounters to carry, one role each.

Characters who miss an Ordeal

A character who was absent, or who took no role, does not count the Ordeal. To keep a party together, the Narrator may allow catching up: an absent character’s next completed Ordeal counts as two Ordeals of their band. Catching up can never raise a character more than one Degree from one Ordeal, never above the party’s highest Degree, and never through a gate.

Travel, Terrain and the Danger Die

Ordeals happen on the map, so every travel rule in Playing the Game still applies inside an Ordeal’s footprint, and the Trouble makes the land worse. Getting from one site to the next is travel. Terrain and weather slow you down and make tasks harder, and the Danger Die keeps rolling.

Moving between sites

Travel between sites uses trekking speed, the terrain and weather multipliers, and Forced March, all as normal. In a Moderate Ordeal each site is its own sub-hex, and in a Major Ordeal each is its own Overland hex, so a Major Ordeal is also a journey.

The Danger Die inside the footprint

Roll the Danger Die on entering each new sub-hex, as normal, with these changes while an Ordeal is Prepared or under way:

Terrain at the site

A task done outdoors is shaped by the ground it is done on. Tasks done indoors, underground or in a settlement ignore this table.

Terrain at the site Effect on tasks there
Speed ×1 (road, grassland, light forest) None.
Speed ×¾ (rolling hills, scrub, coast, desert, forest) Corpus tasks at Minor Disadvantage.
Speed ×½ (steep hills, tundra, swamp, ruins, dense forest) Corpus tasks at Moderate Disadvantage. Hazard encounters deal 1 more harm. Stealth tasks at Minor Advantage.
Speed ×¼ (mountains) Corpus tasks at Major Disadvantage. Hazard encounters deal 1d3 more harm.
Dead forest Spiritus tasks at Minor Disadvantage. Nothing can be foraged for the task.
Cursed or blighted forest Spiritus tasks at Moderate Disadvantage, and Doom saves there are one step harder.

Weather on the day

Roll the weather (2d6) at the start of each Watch as normal. It applies to every task done outdoors that Watch, on top of its effect on travel.

2d6 Weather Effect on tasks outdoors
2 Downpour Corpus and sight-based tasks at Moderate Disadvantage. No task that needs fire.
3–4 Fog Sight-based and tracking tasks at Moderate Disadvantage. Stealth tasks at Moderate Advantage.
5–8 Clear None.
9 Snow Tracking tasks at Major Advantage. Corpus tasks at Minor Disadvantage.
10–11 Rain Ranged and fire-based tasks at Minor Disadvantage.
12 High Winds Climbing tasks at Moderate Disadvantage; ranged tasks beyond Near at Major Disadvantage. No task that needs fire.

The characters may wait for better weather. Waiting costs time, and time is what the Ruin die measures.

Setbacks and the Ruin Die

Once an Ordeal’s Omen arrives, the Trouble gets worse until it is stopped. The Ruin die tracks how long the characters have; Setbacks are what go wrong along the way.

The Ruin die

When the Omen arrives, set a d6 to 6. Lower it by 1:

A task check that succeeds with style (beating its BAM! by 6 or more) raises the Ruin die by 1, to a maximum of 6.

At 0, the Trouble peaks. Roll on the Blight table now: the place suffers it whatever happens next. The decisive check can still be made, at Moderate Disadvantage. Success still ends the Trouble and counts towards Degrees, but restores no Doom.

Setbacks

A Setback strikes when:

Each Setback lowers the Ruin die by 1. Then roll 1d6.

1d6 Setback Effect
1 Delay Lose 1 Watch: the road floods, the witness hides, the door is barred.
2 Losses Lose 1d3 uses of food, water or torches, or 1 Durability from one item.
3 Hunted The Adversary knows you are here. Add one Adversary encounter to your next task.
4 Turned The place’s people turn Wary. Anima tasks are at Minor Disadvantage until a task succeeds.
5 Wounded The character with the lowest Vitality takes a Minor Condition of the Narrator’s choice.
6 The Adversary’s gaze Every character in the footprint makes a Doom save.

A character may spend 1 Boon Point to cancel a Setback as it is rolled. The Ruin die still drops.

Fragments, Omens and Threads

The cycle is unchanged: find Fragments, become Prepared, receive an Omen, resolve the event. What changes is that every Fragment and Omen in the Goal tables is written for its own Ordeal, so a Fragment tells the players exactly what it reveals.

Fragments

An Ordeal needs one Fragment per task, plus one for its Cause. Each Ordeal in the Goal tables lists its Fragments in order, each with its form and what it reveals.

The form of a Fragment says how it is gained. The forms are the same as in Playing the Game.

Form Gained by
Relic: an object from the site Explore or loot
Witness: a creature that saw something An encounter or Parley
Mark: a sign carved, burned or left behind Explore (Wits, Difficult 16)
Rumour: a story from a traveller or wanderer A Special Event or Parley
Vision: a dream during rest A Short or Full Rest inside the footprint
Echo: a memory from a past Recursion An Echo spend, or recalling a death

Fragments never transfer between events. A Fragment found before its Ordeal is known can be named with a Lore check (Difficult 16). A Fragment for an Ordeal one tier above the characters’ band can be found and recorded, but that Ordeal cannot begin until it is Prepared.

Order of discovery. The Goal tables list Fragments in the order they make most sense, but the players can find them in any order, except that the Cause Fragment is always last. If the players reach the Cause Fragment’s place early, they find signs of it but not the Fragment itself.

Omens

Each Ordeal in the Goal tables has its own Omen: the moment the Trouble breaks into the open. Omen timing is unchanged: once the Ordeal is Prepared, roll 1d6 at the end of each Watch spent inside its footprint, +1 for each Watch waited. On 6 or more, the Omen arrives. Danger Die Special results and scenario triggers can bring it sooner. An Omen for an Ordeal that is not yet Prepared reveals the form of its next missing Fragment instead.

Threads and the Heart

The Cause Fragment of every Major Ordeal in a Goal is a Thread: it shows how that Ordeal’s Cause ties back to the Adversary, and it reveals one of the Reckoning’s tasks. A character who completes five Major Ordeals holds five Threads.

The sixth and last Fragment of the Reckoning is the Heart: where the Adversary can be faced. It comes as a Vision during the first Full Rest after a character reaches 9th Degree. With five Threads and the Heart, the Reckoning is Prepared, and its Omen is rolled like any other.

Red Herrings

The Adversary does not want to be found, so every Ordeal hides false clues among the true ones. Seed 1 False Fragment for a Minor Ordeal, 2 for a Moderate and 3 for a Major, in the same way as real Fragments. A False Fragment looks exactly like a true one and points to a false task or a false Cause.

1d6 Red herring Exposed by
1 Scapegoat: an innocent person or family is framed for the Trouble. Anima: their story holds up, and someone wanted them blamed.
2 Lesser monster: a real beast is blamed for the Adversary’s work. Killing it changes nothing. Wits: its tracks, its kills or its hunting grounds do not match.
3 Planted relic: an object left by the Adversary’s servants. Lore: it is too new, too clean, or from the wrong place.
4 Lying witness: paid, frightened or under a charm. Anima: they contradict themselves, or someone else saw them paid.
5 False vision: a dream the Adversary sends. Spiritus: it is too clear, and it asks something of you.
6 Old sin: a real crime in the place’s past, unrelated to this Trouble, that the place wants buried. Lore or Anima: it happened, but long before the Trouble began.

Each Adversary also has a favourite lie, which it tells in every Ordeal of its Goal. Use it as one of a Moderate or Major Ordeal’s False Fragments.

Goal The Adversary’s favourite lie
1 The Unending Autumn The frost-spirits are the curse: “the cold will kill us all”. The very allies you need are blamed.
2 The Chained Gate A lone necromancer is blamed for the restless dead, though she is the one trying to lay them.
3 The Grafted Tree A herb-woman is named a witch, and the woodcutters are blamed for angering the forest.
4 The Held Tide Breaking a dam is murder: “the flood is the enemy”, and the sea itself is blamed for the fever.
5 The Unfallen King The king is dying of poison, and his heir or a pretender is the poisoner.
6 The Sleeping Devourer The tremors are attacks: the Devourer is the monster, and it must be slain, not woken.

Challenges

Challenges stay what they are: personal trials that decide who a character becomes. On the Fated Road, a character faces one Challenge per band, its tier matching the band, and it can be woven into an Ordeal so the personal and the world-sized stories meet.

Unchanged. A Challenge tests one attribute at Average (13), Difficult (16) or Challenging (19). It needs 2, 3 or 4 Fragments. Success Locks the attribute and grants an Identity Mark: a Vow or Knot (Minor), a Vow or Scar (Moderate), or a Scar or Knot (Major). Use the Challenge Generator in Playing the Game for its trial, site, Fragments, Omen and Blight.

One per band. Each character may face one Challenge in each band: a Minor Challenge between 1st and 3rd Degree, a Moderate Challenge between 4th and 6th, and a Major Challenge between 7th and 9th. A Challenge does not count towards Degrees; it shapes the character, not the road.

Woven Challenges. A Challenge can ride inside an Ordeal of the same tier:

When a Challenge fails inside an Ordeal, its Blight applies, but the Ordeal goes on. When an Ordeal fails, any Challenge woven into it that has not yet been resolved is lost; its Fragments must be found again.

Escape the Bleak Forest. That game has no Degrees, so Challenges use its own optional rule: the tier equals the number of Locked attributes + 1.

The Fated Goal

Roll 1d6 once, at the start of the campaign, to choose the Goal Fate has set for the characters. Every Goal is the same promise kept differently: the world is dying, and something is holding it in its death. The characters must see the ending through so the new age can begin.

1d6 Goal The world is held by The characters must The Adversary
1 The Unending Autumn A rotting autumn that will not give way to winter Bring the Great Winter, so the rot freezes clean and the thaw can come The Ember Court and the Hearth-Mother
2 The Chained Gate The dead, who cannot pass on Free the dead and open the Gate of Ending The Ossuary Lords and the Lych of the Gate
3 The Grafted Tree A Crown-Tree rotten at the heart, kept alive with stolen life Fell the Crown-Tree and plant its seed The Evergreen Court and the Graft-Queen
4 The Held Tide Stagnant marsh behind the dams that hold back the cleansing flood Break the dams and let the Black Tide scour the land The Dykemasters and the Chained God beneath
5 The Unfallen King A king who has hidden his death, and a land that withers under him Find the king’s death and deliver it to him The Undying Court and the Unfallen King
6 The Sleeping Devourer The Devourer that must eat the old age, sung asleep Unsing the lullaby and wake the Devourer The Lullaby Choir and the Cantor
Hail Three Wyrd Sisters has its own ready-made Goal, sealing away the six Abrikoth, and its Ordeals already serve that purpose. Use these six Goals for other campaigns, or as a second road once the Abrikoth are sealed.

Building the road

  1. Roll the Goal. Read its premise, Adversary and Reckoning aloud, or keep the Adversary hidden until the first Thread.
  2. Roll each Ordeal when it is needed. When the characters are ready for a new Ordeal, roll 1d6 on the Goal’s table for their band. Reroll an Ordeal already used. Over the campaign you will use 3 of the 6 Minor Ordeals, 5 of the 6 Moderate and 5 of the 6 Major.
  3. Place it on the map at the scale its tier needs (see Ordeal Scale).
  4. Seed its Fragments. Put each Fragment where its form says it is found, inside the footprint. The players can learn of an Ordeal from its first Fragment, a Rumour, or a Danger Die Special result.
  5. Run it using Ordeal Structure.
  6. After five Major Ordeals and the Heart, run the Reckoning.

Running Ordeals from the general Ordeal Generator in Playing the Game is still allowed. Such an Ordeal counts towards Degrees, but it adds nothing to the Goal: it has no Thread and gives the Adversary no Hold.

The Adversary

The Adversary is the power that wants the dying to go on for ever. It is felt more strongly as the road goes on:

Build its creatures from the Creature Compendium. The Demon and Draconic generators there serve well for lieutenants and champions.

Holds

Each failed Ordeal on the Goal gives the Adversary a Hold: a fortress rebuilt, a servant raised, a chain mended. At the Reckoning, each Hold adds one more task at Formidable (22), with its three encounters. A Hold can be broken by completing an Ordeal from the general Ordeal Generator in Playing the Game of the same tier as the one that failed, set in the same place.

The Reckoning

The Reckoning is the final Ordeal of the Goal. It begins only when a character stands at 9th Degree and the party holds five Threads and the Heart.

Doom

Doom is how much of you the Adversary has already touched. It works as in Hail Three Wyrd Sisters, with the Goal’s Adversary in place of the Abrikoth: a track from 0 to 12 that falls when you fail Doom saves and rises when you finish Ordeals. At 0 the Adversary has you.

Starting Doom and maximum. Doom starts at 6. Its maximum is 6 at 1st Degree and rises by 1 with each Degree, to 12. A game with its own Doom table, such as Hail Three Wyrd Sisters, uses that instead. Escape the Bleak Forest does not use Doom.

Doom save. d20 + Spiritus modifier against the Adversary’s Doom BAM!. On a failure, lose 1 Doom and suffer the Goal’s extra effect.

Doom states

Doom State Effect
10–12 Intact None.
7–9 Tested One Doom save at the end of each session.
4–6 Pressed Triggering your Complication also costs 1 Boon Point.
1–3 Failing Doom saves at Minor Disadvantage. You count as At Risk for the Danger Die. Inside an active Ordeal’s footprint, a Doom save at the end of every Watch.
0 Consumed You pass out of play as the Adversary’s instrument.

The Doom BAM!

The Adversary’s reach grows as the road goes on. The Doom BAM! is set by the Ordeal you are in, or by the last one you attempted.

Where you are Doom BAM!
Between Ordeals, or in a Minor Ordeal Average (13)
A Moderate Ordeal Difficult (16)
A Major Ordeal Challenging (19)
The Reckoning Formidable (22)

When the Adversary holds 3 or more Holds, every Doom save against it is one step harder. A cursed or blighted site makes it one step harder too.

When to make a Doom save

When an Ordeal fails, every character who took a role in it loses 1 Doom, with no save.

Extra effects by Goal

Goal On a failed Doom save, also
1 The Unending Autumn Gain 1 Fatigue. Until your next Full Rest, you cannot rest without a fire burning.
2 The Chained Gate Your own dead walk beside you: Moderate Disadvantage on Spiritus checks for the rest of the session.
3 The Grafted Tree A year of your life is grafted away; your skin roughens to bark. Minor Disadvantage on Corpus checks for the rest of the session.
4 The Held Tide The stillness gets into your lungs: you are Sickened for 1 Watch.
5 The Unfallen King You kneel: lose 1 Boon Point, and give up one possession of value as tribute.
6 The Sleeping Devourer The lullaby takes you: you are Exhausted until your next Full Rest.

Restoring Doom

Boon Points

At the start of each session, your Boon Points equal your current Doom. Unspent points are lost at the session’s end. Spend 1 to:

Consumed

At Doom 0 you become the Adversary’s instrument and pass out of play, and the Adversary gains a Hold. A Consumed character can return as one of the Adversary’s creatures: a servant in a Minor Ordeal, a lieutenant in a Moderate Ordeal, or the guard of a Thread in a Major Ordeal. Your companions can bring you back by completing a Major Ordeal in which you are the Cause; you return at Doom 1.