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Folklore: The Affliction – Farmer Bundle

Expansion for Folklore: The Affliction

Folklore: The Affliction – Farmer Bundle Rulebook

Table of Contents

Table of Contents

  • Road Event Cards
    • Peddler / Crossroads (RE#FE01)
    • The Crone / The Fool (RE#FE02)
    • Escort / The Drunkard (RE#FE03)
    • Here Kitty Kitty / Howls (RE#FE04)
    • Funeral / Love Letter (RE#FE05)
  • Off-Road Event Cards
    • Antidote (OR#FE01)
    • Campfire (OR#FE03)
    • The Glade (OR#FE02)
    • The Cottage (OR#FE04)
    • Poppet (OR#FE05)

Road Event Cards

Peddler / Crossroads (RE#FE01)

Day: Peddler

A peddler sat on the side of the road. "Answer my question I'll give you a prize," he said, laughing. "Two circles: one of the earth and one of the night sky, set on a dead man's finger. What is it?"

  • Success: Gain a non-story Artifact. Remove this card from the deck for the duration of your characters' campaign.
  • Failure: Gain nothing.
  • Answer: Ring of Moonlight Artifact. (printed upside down on the card)

Night: Crossroads

We came to a crossroads unexpectedly. A wooden marker simply said "A thorny heart: death for some, but life for me. What am I?" But what could that mean?

  • Success: Gain +1 Stride for the rest of the current chapter.
  • Failure: Gain nothing.
  • Answer: A Stickman. (printed upside down on the card)

The Crone / The Fool (RE#FE02)

Day: The Crone

An old crone bent over from her burdens walked along our path. We offered to carry her load, and she offered this in exchange.

  • Riddle: What goes up but does not come down?
  • Success: Gain a non-story Artifact. Remove this card from the deck for the duration of your characters' campaign.
  • Failure: Skirmish with a Wretched Hag.
  • Answer: Age. (printed upside down on the card)

Night: The Fool

Roloff the town fool stopped us to ask, "When the day after tomorrow becomes yesterday, the day which would then be today will be as far from Sunday as the day which is yesterday when it's two days after that day's tomorrow. What day is it?"

  • Success: Gain 8 Lore.
  • Failure: Gain nothing.
  • Answer: Wednesday. (printed upside down on the card)

Escort / The Drunkard (RE#FE03)

Day: Escort

We passed a Harvest Festival, and the magistrate asked if we'd escort a patron home.

  • The Leader gains a Mission Companion to return to Ostelink in exchange for 15 Coins.
  • Keep in play until Ostelink. (printed on the card)

Night: The Drunkard

The lights were on at the inn, when a drunkard stumbled out the front door carrying a torch.

  • The Leader must pass Speech 7 to persuade the drunkard to stay with your group.
  • Success: Gain a Militia Companion.
  • Failure: The drunk looked at you with an menacing smile, and touched the torch to his arm. Fire engulfed him transforming the man to living flame! Skirmish with a Demonic Flame.

Here Kitty Kitty / Howls (RE#FE04)

Day: Here Kitty Kitty

Walking out of the woods, the ginger tabby looked at us intently, expecting us to follow. Could we even refuse?

  • Leader must pass Ecology 6 to charm the cat to join the group.
  • Success: Gain the Abyssinian Cat Companion and you may move an additional 3 spaces down the road.
  • Failure: You somehow get turned around on the road. All characters receive -1 Stride until you read the next Story Moment.

Night: Howls

Chilling howls came from the graveyard. Their sound pierced our souls. It was as if the screams called us to our doom, and we knew our lives were in danger.

  • All characters must pass Nerve 6.
  • Success: Recover 3 Power Points.
  • Failure: Become Spooked.

Funeral / Love Letter (RE#FE05)

Day: Funeral

From a distance we thought it was a funeral, but upon approach we realized a moon cult meant to sacrifice an innocent.

  • Skirmish with a Moon Priest. If it's defeated within 2 rounds, one character may gain a Militia Companion.

Night: Love Letter

Like a shadow, the vampire slid onto the road. It said it meant us no harm, but only wanted to send a note to its loved ones. Did we dare?

  • All characters must pass Speech 5. . (as printed)
  • Success: Each character gains 5 Coins and one Item.
  • Failure: Skirmish with a Vampire.

Off-Road Event Cards

Antidote (OR#FE01)

We were walking across a field of tall grass, when we heard the heavy hoofbeats of a horse at full gallop. A young woman, eyes wild and full of determination, flung herself from the frothing beast and at us. We tensed for an attack, but instead she said, "I have been sent by the Alchemist. You must help! He thinks he can cure my Gran- and many others." She holds out a scroll with trembling hands. "This will explain better than I can, but you must hurry!"

We had to make a choice...

  • Choice One: The Alchemist is an ally, and helped you often in the past. Send the messenger back with word that you have agreed to take on the task. You will help him, and travel to his tower soon.
    • The scroll from the Alchemist was smudged from its travels, but we were able to read it, "I believe I have unlocked the secrets of the plague that continues to affect many in Kremel. I am unable to leave my studies, but am in desperate need of a Health Tonic. Look for it on your journeys. Once acquired, come to my tower immediately."
    • Keep this card. If you bring a Health Tonic to the Alchemist, your party will be immune to Sickened for the rest of the story they are currently playing.
  • Choice Two: Your quest is too dire, and you can't be sure of this messenger's honesty. Inform her that you are unable to help the Alchemist at this time, however you have heard that some of your allies are in the town of Yorotrusk, and perhaps she can seek their aide.
    • With a snarl she pulled out a knife, "You don't understand- I need your help NOW." It is then we noticed her pale skin and red eyes.
    • One character must pass Speech 8 to calm the plague-ridden messenger.
    • Success: Her feverish rage subsides, and she agrees to go back to the Alchemist for assistance. Recover 2 Power Points.
    • Failure: She lunged! We got the knife away, but she scratched one of us in the process. The character who rolled becomes Sickened.

Campfire (OR#FE03)

In the past it was common to find a cook fire surrounded with fellow travelers, willing to share a meal and trade stories. In these dark times, we saw the fire and feared the worst. We reached the campfire, and there was an aging soldier tending to his sword. He invited us to sit, explaining that in these hard times he had become a mercenary, and asked if we would be willing to exchange coin for his sword.

We had to make a choice...

  • Choice One: Pay 5 Coins in an attempt to bribe the soldier to become your companion.
    • He snatched the coins and began to cackle, "Great heroes indeed! You were willing to pay an outlaw like myself! All shall hear of your shame!"
    • The group loses 5 Coins and all characters must pass Trickery 6.
    • Success: We caught the ruffian, and vowed to take him in. One character must take him as a Mission Companion. You may turn him in at any town and gain 15 Lore.
    • Failure: You are now rumored to be running with a mercenary crew. The Leader becomes Wanted.
  • Choice Two: Refuse, and try to convince him to make the honorable choice to come with you anyway.
    • We told the aging warrior there was no reward as beneficial as helping those in Kremel, but we wondered if he may attempt to ambush us.
    • The Leader must pass Awareness 7.
    • Success: His cynical smile faded, and he sighed, "Truth be told, I weary of this lonely life. I'll join you, if only for the comradery. Gain a Militia Companion.
    • Failure: He looked at you with pity, "There is no help for us. We can only help ourselves." Skirmish with a Highwayman.

The Glade (OR#FE02)

The darkness of the woods opened to a glade. The air was fragrant with pine boughs and flowers. Fat bumblebees drifted from one bloom to the next. We crept into the lush grass, noting each perfect bud with unease. In the center of the open space lay a spiral of rune stones, which shimmered brightly. The metallic sheen of their substance emitted a low hum with the breeze that flowed around them. I felt compelled to feel their weight in my hand.

We had to make a choice...

  • Choice One: Fight the desire to pick up one of the runes. Their substance, the place, and all that lay within it must have been a trap for weaker travelers. Do not succumb!
    • As I resisted the desire to hold the stone, we felt a growing tension.
    • The Leader must pass Occult 9.
    • Success: With a snap, the air cleared. The glade remained, lovely as before, but the otherworldly feeling was gone. All gain 8 Lore.
    • Failure: The world cracked, and were pushed through it. Dazed, we open our eyes and look up at a city street in front of Greywolf Tavern in Ostelink. Move the Group Marker to Ostelink, and travel from there. You may use Town Services before continuing.
  • Choice Two: I had felt mystical stirrings such as this before, but I believed if we could simply discern the ancient writing, I might be able to break its spell. I reached out for the runes.
    • The stone was as cold as the grave.
    • The Leader must pass Archeology 6.
    • Success: As we looked at the lettering, we recognized the word for haven, and the tension dissipated. Gain 8 Lore.
    • Failure: The symbol swirled in front of our eyes and the hum became unbearably loud. All characters become Deranged 5.

The Cottage (OR#FE04)

Tucked under an ancient oak, we spied a cottage with a well-thatched roof, that appeared abandoned. We entered the house announcing our arrival, but with the layers of dust, it was apparent no one had been there for some time. Aside from the cobwebs, it had been left tidy, with no indication why the family who had cared for it had left.

We had to make a choice...

  • Choice One: Explore the abandoned home. It may have provisions you could make good use of.
    • All characters must pass Nerve 4.
    • Success: While looking in the pantry, a loose floorboard reveals a hidden map of this area. Gain 8 Lore, and you may skip taking an Event card for the next off-road travel in this story.
    • Failure: Carefully, you inspect the cupboards, finding only spoiled food and personal keepsakes. The time wasted here could have better been spent on your quest. Treat this round as a rest.
  • Choice Two: It has been seasons since a living person has entered this house, but it still feels like an intrusion. Leave this place and push on.
    • You turn to leave and cannot! Etched in the back of the door is "OTTFF__". What is next in the sequence? Reader cannot share answer.
    • Success: The spell is lifted. Gain 8 Lore.
    • Failure: An unseen hand slashes your arm. All characters lose 1d4 Vita, and must try a second time. If they fail a again, all characters lose 1d6 Vita and the spell breaks.
    • Answer: SS (1, 2, 3, 4, 5, Six, , Seven) (printed upside down on the card, as printed; the key appears to have a gap in it on the card)

Poppet (OR#FE05)

Travelling across the land, I came across a straw doll. Thinking nothing of it, I moved away and heard the whisper of a child's voice. At first soft, it grew more demanding with every step, until it drowned out all thoughts from my own head. Fighting for sanity I turned back, and immediately the voice became sweet and placating. Before I could move towards it, a shepherd blocked my path and said, "I don't recommend that."

We had to make a choice...

  • Choice One: Heed the words of the shepherd named Peter, and continue on your path away from the doll.
    • Each step was a testament of self-discipline, as the wailing child's cries echoed in my ears, but the shepherd steered us true. He left us safely at the edge of the pasture, and called over his shoulder, "Cheers and good night!"
    • All characters recover 1d6 Vita and gain 8 Lore.
  • Choice Two: You know if you ignore this siren's call, it will haunt you forever. Ignore the shepherd, and approach the poppet.
    • The cherubic voice became more sinister upon my approach. Burning the straw menace was the only choice!
    • Leader must roll Faith 5.
    • Success: We freed a tortured soul and gained the gratitude of another. Gain the Strawman Companion (With this card, two Strawmen may exist if another character has the Heart of Thorns Artifact).
    • Failure: As much as we tried, the only thing we could burn was our own hands. The Leader loses 1D6 Vita.