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Collection of Death v0.1 Spreads

Forbidden Psalm: Collection of Death is an independent publication by Will Rahman, operating under the MÖRK BORG Third Party License, allowing others to create and publish compatible content. The document outlines the terms of use, credits for contributions, and includes various game scenarios and expansions for the Forbidden Psalm game. It emphasizes that specific art and text cannot be reused without permission, while mechanics and rules can be referenced freely.

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0% found this document useful (0 votes)
2K views79 pages

Collection of Death v0.1 Spreads

Forbidden Psalm: Collection of Death is an independent publication by Will Rahman, operating under the MÖRK BORG Third Party License, allowing others to create and publish compatible content. The document outlines the terms of use, credits for contributions, and includes various game scenarios and expansions for the Forbidden Psalm game. It emphasizes that specific art and text cannot be reused without permission, while mechanics and rules can be referenced freely.

Uploaded by

zqhkjkbxm9
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Forbidden Psalm: Collection of Death is an independent production by Will Rahman

and is not affiliated with Ockult Örtmästare Games or Stockholm Kartell. It is published
under the MÖRK BORG Third Party License.

MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

Forbidden Psalm is published under the terms outlined in the MÖRK BORG third party
license https://morkborg.com/license/

Forbidden Psalm operates under the same third party license as MÖRK BORG. This
license allows anyone to make stuff for Forbidden Psalm and either publish it for free
or sell it. If you adhere to these terms you are allowed to publish free or commercial
material based upon and/or declaring compatibility with Forbidden Psalm without
express permission from WIRD Designs. The mechanics and game rules of Forbidden
Psalm may be reused and referenced freely. Specific art and text from this book may
not be reused or translated, unless you have explicit permission. Some art is made from
public domain art and is open to be reused. Please ask if you are unsure.

Your product cannot use the WIRD Designs logo unless you have WIRD Designs’ explicit
permission. You’re not allowed to give the impression that this is an official WIRD
Designs product or that we endorse or sponsor you in any way unless we’ve made
special arrangements with you.

Credits
Art credits are presented on the pages on which the art appears.
Unless otherwise stated, all uncredited work by Will Rahman and Dead Artists.
Credits for Dungeons and Death on page 54.
Credits for Rotten Bits on page 95.
Credits for Forbidden Wilderness on page 97.
Credits for Deadchurch on page 133.
Skull on back cover by Ada Rahman.

Collection Editing by Roz Leahy and Jert Crader.


Collection Proofreading by Roz Leahy.
In case you didn’t know, Roz Leahy rules and you should hire her to edit your book.
Massive thank you to everyone who made this book possible, all the wonderful people I
have worked with on these projects, and the Forbidden Psalm community.

Other art credits:


Art on page 10 by Kim Holm, licensed under a creative commons attribution 4.0
unported license.
Miniatures and photography on page 12 -22 by Westfalia Miniatures, used with
permission.

Other credits appear throughout this book

New content appears in the content page in red

2
Contents
page 6 Warband Name generator
Name generator for your warband/crew.

page 7 The Mad Wizard’s bibliotheca


Standalone Scenario, first appeared in Medieval Marginalia.

page 10 Seasons beatings


Standalone Scenario, Xmas 2022 freebie.

page 12 The Dark Crusade


New mini expansion created in partnership with Westfalia Publishing.

page 24 Dead Festival 1 and 2


Six standalone horror-themed Scenarios.

page 44 Dungeons and Death


Three standalone Scenarios inspired by terrain from the
Forbidden Psalm community.

page 56 Endless Dungeons


Dungeon delving rules, first appeared as part of Dungeons and Death.

page 66 Terrible Terrain


Community-inspired terrain rule.

The Collection of Death Volume 1 includes previously released page 68 Apocalyptic Weather
Community inspired Weather rules.
zines, freebies, and some new horrors to add to your games of
Forbidden Psalm. This Collection requires a copy of any Forbidden
Psalm Core Rule book to play. These Scenarios were designed
page 70 Rotten bits
Mini expansion and rules for official MÖrk Borg Miniatures in
with Forbidden Psalm in mind, but can be played with The Last partnership with Westfalia Publishing.
War, Dread Nights, Kill Sample Process, and any future version of
Forbidden Psalm. page 96 Forbidden Wilderness
Mini expansion and rules created in partnership with Geektopia Games.
New content appears on the Contents page in red.
page 132 Deadchurch
Mini expansion and rules created in partnership with
Deadchurch Miniatures.

page 146 THE NEW DEATH


Four new Scenarios bound to kill even the most hardened warbands.
4 5
WARBANDNAMEGENERATOR. D100
1. Ducks
33. Murders
34. Bunch
67. Abyss
68. Apparitions
35. Morgans 69. Contagions
D100 33. Cadaverous
34. Necrotic
67. Ghostly
68. Inhuman 2.
3.
Psalms
Scrolls
36. Blackbeards 70. Corruptions
1. Forbidden 35. Skeletal 69. Mournful 37. Riots 71. Demons
2. Spectral 36. Ghoulish 70. Perilous 4. Sorrows 38. Punxs 72. Toxins
3. Moribund 37. Vampiric 71. Soon To Be Dead 5. Whales 39. Dreams 73. Torments
4. Harrowing 38. Demonic 72. Repulsively 6. Zombies 40. Nightmares 74. Specters
5. Unspeakable 39. Possessed 73. Ravaged 7. Penguins 41. Morbidities 75. Devils
6. Macabre 40. Haunted 74. Tenebrous 8. Bears 42. Miseries 76. Omens
7. Ghastly 41. Wretched 75. Traumatizing 9. Horrors 43. Audiophiles 77. Mutilations
8. Malevolent 42. Misery 76. Unsettling 10. Nihilists 44. Fruits 78. Poltergeists
9. Ominous 43. Sorrowful 77. Unwholesome 11. Chameleons 45. Bloods 79. Reapers
10. Monstrous 44. Anguished 78. Vile 12. Skeletons 46. Grave Robbers 80. Mandrakes
11. HorriFic 45. Tormented 79. Wailing 13. coals 47. Carrion 81. Leviathans
12. Nightmarish 46. Agonizing 80. Mad Wizards 14. Crows 48. Despairs 82. Infernoes
13. Sinister 47. Pitiful 81. Weekly 15. Chaetophobias 49. Ballers 83. Hexes
14. Gloomy 48. Bleeding 82. Space 16. Owls 50. Foundation 84. Infestations
15. Dreary 49. Mutilated 83. Mork 17. Batteries 51. Crew 85. Hags
16. Bleak 50. Burned 84. Calamitous 18. Spiders 52. Company 86. Gores
17. Depressing 51. Dead 85. Blood 19. Bats 53. Swarm 87. Fiends
18. Desolate 52. Lost 86. Thunder 20. Vultures 54. Ooze 88. Eclipses
19. Dire 53. Abandoned 87. Sea 21. Borgs 55. Dragons 89. Enmities
20. Terrible 54. Forsaken 88. Beastly 22. Bogs 56. Serpents 90. Dooms
21. Frightening 55. Broken 89. Iron 23. Eggs 57. Ocean 91. CofFIns
22. Dreadful 56. Shattered 90. Naked 24. Werewolves 58. Suns 92. Acolytes
23. Abysmal 57. Haunted 91. Demented 25. Monsters 59. Plants 93. Abominations
24. Hellish 58. Acherontic 92. Pleasant 26. Mob 60. Backs 94. Conspiracy
25. Infernal 59. Apocalyptic 93. Moby 27. SurstrOmming 61. Spines 95. Deaths
26. Foul 60. Catastrophic 94. Killer 28. Ghosts 62. Skulls 96. Witches
27. Repulsive 61. Charnel 95. Molted 29. Invisibles 63. Eyes 97. Wizards
28. Nauseating 62. Disconsolate 96. Cracked 30. Reds 64. Worlds 98. Terrors
29. Disgusting 63. Distraught 97. Dread 31. Hoods 65. Claws 99. Cult
30. Putrid 64. Eerie 98. Killer 32. Thieves 66. Assassins 100. Curse
31. Festering 65. Ethereal 99. Endless
32. Carrion 66. Ferocious 100. Soul
ROLL On TABLE 1 THEN ON TABLE 2.
Combine: ThE [Table 1] [Table 2].
6 7
HP: 6
The Mad Wizard's bibliotheca Morale: 7
Blows:*
'Look, I don't know how they keep getting Armor: 0
out of the books, but I want to make sure
they don't get too far and cause me any The Rabbits
Special: When this model makes
problems. Go and deal with them, and I'll
an attack, instead of rolling,
reward you with a new book of your own.'

6 inches
24 inches one person should take a deep
breath and blow on the model
Goal Player 1 Deployment that is being attacked. If they
Kill or contain the Medieval Marginalia. fall over, they are downed.
Always spawn two Rabbits.
Reward

24 inches
The Book of All Spells is awarded to the
warband that kills the most Medieval
Marginalia.

Setup and Treasure The BOW


Place four bookcases, spread equal distance Special: This model has 12
apart, at least 6 inches from a board edge. Player 2 Deployment arrows. It always hits its
target (does not roll). However,
each time it hits reduce its HP
Models can destroy a bookcase with fire by 1. If in melee it moves D6
by dealing 10 damage with a Torch or inches and fires its bow.
expending one Flamethrower Fuel Tank. Game ends after the
8th round or when HP: 12*
Deployment all the bookcases Morale: 12
Versus and Coop: players select a are destroyed.
Bow: D6
deployment area based on initiative and
place models within 6 inches of their Armor: 0
board edge.
Book of All Spells
If carried by a model at the
start of a Scenario, but after
Solo Play: you may place models in either deployment, roll a D20. On 2-19 HP: 4
deployment area. the book contains 2 random Morale: 2
scrolls. On a result of 20 it The Lion Sings
Threats Special: When Horn: 1
contains a scroll of the player's
At the start of each round, deploy a random choice. On a result of 1, roll for a
activated it plays Armor: 1
Medieval Marginalia within 1 inch of a a soulful song. All
random Medieval Marginalia that models on the board
random bookcase. spawns from the book at the end must make a Presence
of each round! test or start
Solo Play dancing. Dancing
Place only two bookcases. models cannot make
a move action. They
Coop keep dancing until
As above, but on even numbered rounds Oscar Claytone is
deploy one additional Medieval Marginalia at dead.
8 a random bookcase.
The season of greed and wanting
more is here. But there are those
that punish the greedy. They leave
behind blood in the snow and
presents unopened.
HP:30 MORALE:- CLAWS:D8 ARMOR:1
Goal
Special: Select a random warband member Steal the presents and see what
from each warband. Krampus has come to you get.
collect this naughty person. Krampus targets
that model and aims for them over any other Reward
model. If that model is downed by Krampus, as Each present contains a random item
his next action he stuffs them in his bag and from the Treasure Table.
begins to leave the board. If he makes it off
of the board with them in his bag they are Setup and Treasure
lost forever. Set up the board as the map is
shown. Each player places four
If you play any game of Forbidden presents and a dead body next to
Psalm on the 5th of December, Krampus them. Presents are placed outside
appears on round 2 at the start of of deployment areas and at least 2
the Monster activation phase. inches from another present.

Deployment
Versus and Coop: players select a
deployment area based on
initiative and place models within
3 inches of their board edge.
HP:100 MORALE:- COAL:D8 ARMOR:1
Solo Play: you may place models in
Special: Pick one random model when St either deployment area.
Nic appears. That model is naughty and
St Nic targets them. When the naughty Threats
model is downed, all other models can Place Krampus in the center of the
go up to St Nic and as an action take board. St Nic appears on round 5 at
a present [roll on the Treasure Table]. the start of the Monster activation
If a model attacks St Nic they become phase.
the naughty model instead.
Solo Play
If you play any game of Forbidden Krampus is joined by two Imps.
Psalm on the 24th of December St Nic HP:3 Morale:3 Claw:D4 Armor:0
appears on round 2 at the start of the
Monster activation phase. COOP Play
Krampus is joined by four Imps.
HP:3 Morale:3 Claw:D4 Armor:0 Game Ends after the
7th Round.
10 11
the Dark Crusade
From deep in the
woods, the call of the
Any member of the Dark Crusade can join a warband for free.
A Dark Crusade member replaces a warband member for one Scenario.
If a member of the Dark Crusade is killed, they can never be rehired
during a campaign.
Necromancer comes forth,
Their Stats and Equipment cannot be swapped or replaced.
the hideous sounds of Dark Crusade members never drop their Equipment by choice.
unholy magics.
Each Dark Crusade member can only be hired by one warband per
Scenario.
It is time, one and all,
for us to undertake a All members of the Dark Crusade auto-pass Morale tests.

Dark Crusade and bring Members of Dark Crusade do not have Flaws and Feats, and instead each
down that which blights has a special ability.

our land. Skeletons treat other skeletons as friendly. These Scenarios are for Coop
and Solo Play.

12 13
Agility: +1
Presence: +3
Agility: +1 Strength: -1
Presence: -2 Agility: +1 Toughness: 0
Agility: 0
Strength: +5 Presence: 0 Agility: -2 Presence: +2
Toughness: +3 Strength: +2 Presence: 0 Equipment:
Strength: +1 Cross [D8]
Toughness: +1 Strength: +4 Toughness: 0
Equipment: Toughness: +2 [Strength]
Great Sword [D10] Equipment: Equipment:
[Strength] Long Sword [D8] Equipment : Special: As
Cudgel [D6] an action can
Heavy Armor [3] [Strength] Axe [D8] [Strength]
Heavy Armor [3] [Strength] throw a fireball
Heavy Armor [3] [Ranged]
Special: Brutal - rolls Heavy Armor [3]
of 16+ are considered Special: Unbroken [D6] [Burn]
Special: As an [Presence].
Crits for Heinz. Faith - immune to all Special: Immune action can heal
Heinz the Giant Scrolls. to Dazed, a model within 1 Fritz The
Bleeding, and
Karl The Oak Blinded effects.
inch for D6 HP. Missionary
Olberik Elfieda the
the Dwarf Blessed

14 15
Gunter The Blade
Agility: +2 Presence: 0 Strength: +2 Toughness: +1

Equipment: Long Swords [D8x2][Strength]


Medium Armor [2]
Special: When attacking, roll
2D20 and take the best result.

Franz the Mud Monk


Agility: +2 Presence: +3 Strength: 0 Toughness: +0
Equipment:
Paper [D4][Agility]
Special: Ignores the Muddy Condition.
As an action can hurl Mud [Thrown][D8][Presence].
Models hit with Mud must make a Agility test. On a
failure they cannot move until they take an action to
pass an Agility test.

Rutger the Fallen


Agility: +2 Presence: 0 T Strength: +2 Toughness: +1

Equipment: Long Sword [D8] [Strength]


Medium Armor [2]
Special: All other Dark Crusaders treat Rutger has
hostile, and if a warband hires him, no other Dark
Crusaders will join them in the future.
Dark Pact: When Rutger drops to 0HP roll a D20 and
on a result of 6 or more he stands back up with full HP

16 17
HP:10
HP:9 Morale:-
Morale:- Bone Cutter Cross:D10
Cutting Bones:D8 Armor:2
Armor:2 Bone Christ
Special: If Downed,
Special: If the Bone Cutter respawns three
deals damage, the model it rounds later
damaged begins to Bleed. with full HP.

Drummer
HP:8
Morale:-
Drums:D4
Armor:2
HP:6
Morale:- Special: All other
Herder:D6 Skeletons within
Armor:2 12 inches
deal an extra
Special: Always 2 damage
spawns with a when attacking.
Bone Cutter.
Herder
18 19
Skeleton Piper
HP:8 Morale:- Bone Pipe:D4 Armor:2

Special: All Skeletons within 12 inches heal D4 HP


per round.

The Necromancer
HP:12 Morale:- Skull:D4 Armor:0
Special: Skeletons within 24 inches of the
Necromancer cannot be reduced to below 1HP by any
means other than a Critical strike.
At the start of the Monster activation phase, if the
Necromancer is alive, spawn a new random Skeleton.

Tiny Bone PopeHP:10 Morale:- Staff:D6 Armor:2

Special: Tiny Bone Pope can call on the powers of


god [which god is not determined]. When the Tiny
Bone Pope activates, before moving, it selects a
random model on the board. That model must make a
Presence test. On failure they take D10 damage.

20 21
Purge the Unclean In the Bones
The Dark Crusade came to your warband Making it through the woods, the Crusade
and asked you to help them clean the land of comes across the church that has been
a Skeleton horde that has taken up residence desecrated. Bring an end to the unholy malice
in a decaying church in the woods. that has taken hold here.

Goal Goal
Clear the forest of the Skeletons. Kill or join the Necromancer.

Reward Reward
1gold per Skeleton killed. Warbands that help kill the Necromancer
can hire Dark Crusader models for free in
Setup and Treasure future Forbidden Psalm games.
Set up a deep forest terrain board. In the
center of the board place three random Warbands that join the Necromancer can
Skeletons per warband taking part. take a free Bone Cutter in place of one
warband member in future Forbidden
Deployment Psalm games.
Versus and Coop: players select a
deployment area based on initiative and place models within 3 inches of their Setup and Treasure
board edge. Place the Necromancer (pg. 21) in the center of the board and surround him with
four random Skeletons per warband. The board should have terrain set up to look
Solo Play: you may place models in either deployment area. like the inside of a church.
Threats Deployment
One random Skeleton spawns at the start of the Monster activation phase per Versus and Coop: players select a deployment area based on initiative and place
warband taking part. models within 3 inches of their board edge.
GAME ENDS after the 10th round or when all Skeletons are killed. Solo Play: you may place models in either deployment area.

Random Skeletons Threats


Warbands with no Dark Crusaders can choose to join the Necromancer. If they
1: Herder (pg. 18)
do, treat all other warbands and Dark Crusaders as hostile.
2: Bone Cutter (pg. 18)
If playing Solo and you decide to join the Necromancer, spawn the entire Dark
3: Bone Christ (pg. 18) Crusade in the opposite player deployment area. Treat them as hostile Monsters
4: Drummer (pg. 18) for rest of Scenario.
5: Piper (pg. 20)
6: Bone Pope (pg. 20) Game ends when all Dark Crusaders are slain or the Necromancer and his horde
22 are killed. 23
24 25
The ghosts of all things, past parade
Emerging from the mist and shade
A Dead
That hid them from our gaze,
And full of song and ringing mirth, Festival
In one glad moment of rebirth,
Again they walk the ways of earth,
As in the ancient days. 1&2
-excerpt from Hallowe’en
To celebrate the dead rising, here is a collection
by John Kendrick Bangs
of horrifying adventures originally published as
Dead Festival 1 and Dead Festival 2. Inspired by
some of our favorite media, we hope you enjoy!

26 27
Naturum De Montum
You learned of a book bound in human flesh, last seen in a decrepit cabin in
Amputated Hand
HP:4 Morale:–
the woods. The rumours are that the book can be used to bring back the dead. Scratch:D4 Armor:1
12 inches
Entering the cabin, you hear a horrible laugh followed by the words “I will Special: Targets anyone holding
swallow your soul!” the Flesh Bound Book.

Zombie

12 inches
Goal
n
Survive until daybreak and grab the book.
HP:6 Morale: –
ca bi
Reward Bite:D4 Armor:1
You don’t not die! Special: If a model is bitten by
a Zombie and suffers damage
Setup and Treasure (damage negated by Armor does
Set up a board that is 12 inches by 12 inches. The cabin is in the centre of not count towards this), they must door
the board and measures 6 inches by 6 inches. The cabin has 2 doors and 2 make a DR6 Toughness test. On window
windows as shown in the diagram. The doors and windows are broken and failure they are infected, turning
models can move through them. Place the Flesh Bound Book on a table in the into a Zombie in D4 rounds and
centre of the cabin. becoming hostile.

Deployment
Versus, Coop, and Solo Play: place all models within the cabin. The warbands
must decide if they put their differences aside to survive the night!
Flesh Bound Book: contains the two Scrolls below.

If a model Fumbles while casting any spell from the Flesh Bound Book
Threats their soul is eaten by it, they are Dead, and the Book vanishes forever.
Versus and Coop: 2D6+2 Zombies arrive on a random board edge at the start
of each monster activation phase. If a player ever picks up the Flesh Bound Klaatu Barada Nikto
Book, on the next monster activation the Amputated Hand appears next to Can be cast once between Scenarios. One previously Dead
them and attacks. warband member can be brought back to life. On failure this Scroll
brings them back but with two new Flaws.
Solo Play
Only 2D4+2 Zombies appear each round. Hail to the King
Successfully casting this Scroll replaces the reader’s hand with an
Beginning after the 5th round, roll a D10 and Animated Saw Hand [D10][Criticals cause Bleeding, Cannot be
add the current round number. When the result dropped][Strength].
equals 15 the sun rises and the Scenario ends. RPG
When the players arrive read:

‘Stepping into the cabin, you hear a horrible voice call out ‘I will swallow your
soul!’

Before you have time to react, the undead are on, you attacking from every
direction!
28 29
GROOVY
Who goes there? Infection
Infected models become hostile
As cold sets in, your warband takes refuge in a old academic facility. But this to all other models, and become

6inches
is not a haven from the blizzard outside! Finding twisted, tortured, half-burnt Monsters for the purpose of 24 inches
bodies tells you that something evil has occurred here. Moving through the activation. In D4 rounds they turn
facility, you find a block of ice with a large hole. It looks as if something burst
Player 1 Deployment
into a Thing from the Pit.
forth from inside. Before you have time to think, a strange call finds your ears.
Will the awakened horrors or the cold take your life this night? Paranoia

24 inches
The Thing from the Pit can hide as
Goal a perfect copy of others. Warband
Survive the night and light the fires. members become paranoid.
When a friendly model is within 3
Reward inches of another friendly model
Survival! they must make a Presence
test. On failure they must move Player 2 Deployment
Setup and Treasure away to maintain at least a 3
Place four piles of wood as shown on the map. In the centre of the board inch distance. On a Fumble they
place a pit that contains twisted remains. This pit can be searched for random make a ranged attack or throw a
Treasure. This Scenario takes place in total Darkness. Weapon at the friendly model.

To search the pit, instead of making the normal Treasure Roll, models make Lighting a Wood Pile
a DR6 Toughness test after rolling on the Treasure Table. If they fail this A model within 1 inch of a wood pile can discard a Torch, Lantern,
Toughness test they are Infected (next page). or Whisky to light a wood pile on fire. Burning wood piles push
back the Darkness by 6 inches.
Deployment
Versus and Coop: players select a deployment area based on Initiative and
place models within 6 inches of their board edge.
Thing from the Pit
HP:* Morale:* Slam:D6 Armor:*
Special:Amorphous Form. Can alter its form to resemble any
Solo Play: you may place models in either deployment area. other creature. Roll a random Monster and use its Stats, but ignore
any special rules for that monster.
Threats Infect: Any model hit by a melee attack from a Thing from the Pit
On rounds 2 and 4, a Thing from the Pit awakens at the start of the Monster (including when it is in the form of another Monster) must make a
activation phase. DR6 Toughness test or become Infected.

Solo Play RPG


When the players arrive read:
Place only two wood piles.
The place stinks, a queer, mingled stench that only the ice-buried cabins of
Coop
the camp know.
Two Things from the Pit awaken on round 2.
When the Thing in the Pit Awakens read:
Game ends after the 6th round. Models not
within 3 inches of a burning wood pile at the
Three red eyes look at you as the Thing from the Pit morphs into monsters
game end must make a DR10 Toughness test or Die
more familiar, a perfect copy! You look at those standing next to you and
from exposure.
wonder if they too could be a doppelgänger.
32 33
Why don’t
we just w
ait here
for a whi
le...
See what
happens.

34 35
Love, Death, and Owls

6 inches
24 inches
Legends tell of a woman made of flowers who, bored of her husband, had an Solo Play Player 1 Deployment
affair. On learning of her infidelity, she was cursed to forever be an owl. Her Only one Owl appears each round.
lover was killed by a spear that pierced him through solid rock. Taking up
residence in this most evil of woods, she haunts the woods, doling her grief out Coop

24 inches
on those who dare enter. Four owls appear each round.

Game ends when the


Goal
fire light is spread
Obtain the Spear of the Fair-Haired One.
to 12 inches.
Reward Player 2 Deployment
The Spear of the Fair-Haired One [D10][Thrown, can be thrown through terrain,
does not require line of sight to use]. Blodeuedd the Owl
HP:- Morale:- Claws:D8 Armor:-
Setup and Treasure Special:Can’t be killed. Only ranged or Thrown attacks keep the Owl at
Each player places two trees. Trees must be at least 3 inches from another tree bay. In a round where Blodeuedd the Owl is successfully hit with any ranged
and 6 inches from the fire. In each tree the corpse of a fellow treasure hunter attack, she does not make an attack against any model.
resides. They may be searched as per Treasure rules when models are within 1
inch of a tree. In the centre of the board place a wood pile that is 1 inch across.
Randomly determine one of the corpse in the trees to be carrying the Spear of
the Fair-Haired One.
Owl
HP:2 Morale:4 Claws:D4 Armor:1

The wood pile is afire when warbands arrive, providing light in a 6 inch circle.
After each model has activated, roll a D6. On 6 the fire shrinks 1 inch.
The fire can grown 1 inch by throwing wooden items and Whisky onto it.
Trees
HP:* Morale:- Branches:D6 Armor:-
Special: When a model attacks a tree it attacks back. If a model
Deployment successfully hits a tree do not roll damage, but instead gain a piece of wood
Versus and Coop: players select a deployment area based on Initiative and that can be used in the fire.
place models within 6 inches of their board edge.
RPG
Solo Play: you may place models in either deployment area. When the players arrive read:

Threats The call of a murderous Owl pierces the night. You notice that it seems to
Blodeuedd the Owl makes a single unopposed attack during the Monster stay away from the fire. Quick, don’t let the fire go out or you are done for!
activation against a random model not in the light of the fire. Place Blodeuedd
the Owl next to that model and then roll an attack. When the fire spreads far enough read:

Blodeuedd summons two Owls every round to attack (they even attack those The call of the Owl gets fainter as the fire roars into life. You have kept the
in the light). They appear on a random board edge at the start of the Monster beast at bay for now.
activation phase.

The trees are alive and attack anyone trying to cut a piece off of them. Models can use wood-based Weapons (such as bows, spears and
staffs) to add to the fire, though they are lost forever.
36 37
In the Mist
What new fresh hell is this mist? A swirling mass of thick fog hangs in the air,
Things from the
Exit edge
sour to the taste, clinging to your clothes. With haste you must scurry through
before those strange shapes get you. Mist
Roll a D20 to determine
Goal which one you get.

48 inches
Make it through the Mist. 1-5 Spiderling
Reward
5-10 HoverFly
You survive! 11-15 Crayfish
16-19 Flesh Terror
Setup and Treasure 20 The warband member is
Place no initial terrain, but have a ready supply of terrain items. The board is instantly Dead as a large Start here
covered in Mist. Every time a model finishes its action roll a D4 and consult the
Mist Encounter Table. The board is 48 inches by 48 inches!
foot crushes them to death.
Spiderling
In this Scenario the Mist makes ranged attacks impossible, and lines of sight HP:7 Morale:8 Bite:D4 Armor:1
are reduced to 3 inches. Special: When killed, its acid blood deals 1 damage to model that
killed them.
If Monsters move out of a 6 inch range of all warband members, remove the
Monster from play. HoverFly
HP:9 Morale:10 Sting:D6 Armor:1
Deployment Special: When hit, target model must make a Toughness test. On
Versus, Coop, and Solo Play: all warband members should be placed within failure they are Poisoned.
3 inches of the starting board edge.
Crayfish
Threats HP:15 Morale:2 Claw:D10 Armor:3
See Mist Encounter Table. Special: When killed, its flesh can be eaten as an action. The eating
model adds 1 point to a random Stat.
Solo Play
As above. Flesh Terror
HP:17 Morale:12 Rend:D10 Armor:2
Coop Special: Those seeing them are haunted! When they move within
As above. 1 inch of a model that model must make a Presence test. On failure
the model gains a new Flaw!
Game ends when all living models leave the
board via the exit edge. RPG
When the players arrive read:
Mist Encounter Table The mist saps your very will to go on, oppressively clinging to you as you
1. Place a Thing from the Mist within 1 inch of the model.
move through it. You must make it through, but what horrors await you?
2. Place a small piece of terrain within 1 inch of the model if there is room.
Something large moves in the fog ahead. Run quickly, before it senses you!
3. Place a large piece of terrain within 1 inch of the model if there is room.
4. Place a random dead body that can be looted per Treasure rules within 1
inch of the model.
38 39
A full moon Cure
Once a model has found the cure
Even a man who is pure of heart, they can give it to a Werewolf

3inches
and says his prayers by night, when within 1 inch of them by 24 inches
may become a wolf, passing an Agility Test.
when the wolfbane blooms,
Player 1 Deployment
and the Autumn moon is bright. Cured models are no longer a
Werewolf, but gain the new Feat

24 inches
Goal Wolf Call in addition to other Feats.
One of your warband is a werewolf!
Get the cure or use some silver to cut them down. Feat: Wolf Call. As an action, this
model can summon a
Reward Wolf (HP:6 Bite:D4 Morale:8
Do not become a dog’s dinner. Armor: 0). Wolves summoned
never attack this model. Player 2 Deployment
Setup and Treasure
Each warband randomly determines one of their models to be a werewolf.
Place that model in the centre of the board. Silvered Sword
[D8][Always deals max damage to Werewolves][Strength]
Each warband places 3 bodies within 6 inches of the werewolf and at least
2 inches from another body. Bodies can be searched for Treasure as normal. Werewolves
Additionally, when searched roll a D10. On 6+ they are carrying a Silvered HP:12 Morale:11 Bite:D8 Armor:3
Sword. On 9+ they have the cure for lycanthropy.
Special:If a model is ever Downed by a Werewolf they are
Deployment considered Dead. They then rise as a Werewolf at the end of the
Versus and Coop: players select a deployment area based on Initiative and next round.
place models within 3 inches of their board edge. Cured models are considered to be still alive once cured.

Solo Play: you may place models in either deployment area. If a Werewolf takes damage from a non-silvered Weapon, mark
that damage separately. Once they are at 0 HP from non-silvered
Threats Weapon damage, instead of dying they flee the fight.
Other Werewolves are drawn to the smell of blood. Every round, at the
beginning of the Monster activation phase, roll a D6. On 3+ spawn a Werewolf
on a random board edge.
RPG
When the players arrive read:
Solo Play
Werewolves spawn 4+.
You see the fallen bodies of the wolf hunters who came before you. Moving
towards them, the moonlight shines down upon you. One of your party
Coop
suddenly lets out a pained cry as they begin to turn! Quick, find the cure or
Werewolves spawn 2+.
kill them before they kill you!
Game ends when the Werewolves are dead or cured!

40 41
It's only a dream!

6 inches
24 inches
Sleeping this night was a grave mistake!The scraping of knives along the wall
draws closer. Wake up! Player 1 Deployment

Goal
Make it to the exit before it’s too late.

24 inches
Reward
You get to be alive when the sun comes up.

Setup and Treasure


Each player should place an number of doors equal to the number of Player 2 Deployment
models they are deploying. Doors should be placed at least 6 inches from a
deployment area and other doors, and 3 inches from a board edge.
Each door is an exit, and when a model is within 3 inches of a door they can
make a Presence test to wake up and leave the board. On failure it is not their
door, and they must go to another door. On success the door is removed along
The Slasher
HP:- Morale:- Claws:D10 Armor:-
with the model. Only one model from a warband can take this action each
Special:The Slasher cannot be harmed in the Dream World.
round. Other terrain should be placed to represent a strange dream land, as
per the normal terrain rules.

Deployment
Nightmare Creature
HP:10 Morale:- Claws:D6 Armor:2
Versus and Coop: players select a deployment area based on Initiative and
place models within 6 inches of their board edge.

Solo Play: you may place models in either deployment area.

Threats
Place The Slasher in the centre of the board. Every time a model fails its
Presence test to leave, place a Nightmare Creature within 1 inch of them.

Models Downed this Scenario are removed from play. They must make a Death
Save using Presence, the DR of which starts at 6 and increases by 1 each time RPG
a model leaves the board for any reason. For example, if a model uses a door When the players arrive read:
and leaves, the DR becomes 7.
You suddenly become aware that you are not awake. This landscape is
strange, not like any you have dreamed before. Then you hear him. He is
Game ends when all models have woken up coming for you! You must find a way to wake up before he arrives!
or are Dead.

42 43
Dungeons &
Where thou shalt hear the desperate lamentations,
Shalt see the ancient spirits disconsolate,
Who cry out each one for the second death.

Death
In the dark corners of an inn
called Discord, tall tales of
horrific places were told: caves
made from the skulls of giants,
statues to long-dead gods, and
a pie shop where the meat is
indeed murder.

Do you dare plunder the depths


of such wicked places?

In Dungeons & Death are:


• Three Scenarios created from fantastic terrain by
the Forbidden Psalm Discord Community.
• Rules for exploring dungeons.

These Scenarios can be played in any order.

44 45
Skull Cave
Deep in the forests of Sarkash lays the skull of a long-dead giant. Home now to
Thing from the
24 inches
godless creatures, inside the head can be found the calcified ancient brains of
the giant. There are those who will pay handsomely for the tiniest fragment of Cave
this rare resource. HP:20 Morale:–
Smash:D8 Armor:1

24 inches
Cave
Goal
Special: This Monster cannot be l
Enter the Skull Cave and steal the Brains. ul
targeted by Scrolls. Sk
Reward
What is this hideous thing, its head
Each brain fragment is worth 10G.
split into two, its eyes reflecting
the void? The evil of this world has
Setup and Treasure
manifested here today.
Place in the centre of the board a piece of terrain to represent the Skull Cave.
The rest of the terrain should be trees to represent the forest.

Deployment
Versus, Coop, and Solo Play: your warbands are lost in the forest, and Mining the Skull
A model may use its movement to enter the Cave. At this point remove the
deployed randomly around the board edge. Players roll Initiative to determine
model from the board. It is now considered inside the Cave.
who places a model first. Players then roll a D4 to determine a random board
edge for each warband member. Take turns to roll and deploy warbands within As an action, a model inside the Cave can attempt to mine some of the
1 inch of the board edge rolled until both warbands are placed. calcified Brains of the dead giant. The model makes a Presence test.
On success they gain a fragment of the Brain.
Threats On a Critical they gain two fragments.
Players take it in turns to place a Thing from the Cave within 3 inches of On failure they gain nothing.
the Cave. Each player places one Thing from the Cave. If there are ever two On a Fumble they awaken the giant’s skull, and it crushes them to Death
Criticals rolled back to back (two rolls of a 20), another Thing from the Cave between its teeth.
appears in the Cave mouth.
As an action, a model can leave the Cave. Place them within 1 inch of the
Cave and end their activation.
Solo Play
Place only one Thing from the Cave.
Brain Fragment
Coop Each can be sold for 10G or eaten to remove all States and heal one Injury.
As Versus, but another Thing from the Cave appears if ever the same number When eating a fragment a model makes a Toughness test. On failure they
is rolled back to back. reroll their Flaw. On a Fumble the model is turned into a Thing from the
Cave and becomes hostile to all those around.
RPG
Game ends after the 7th round.
When the players arrive read:

A strange beast awaits you, guarding the entrance to the cave you have
sought out. Its form shifts and distorts as you watch, and it snorts through
unseen nostrils, lumbering towards you. If you want the giant’s brains you
must slay this beast first!

46 47
48 49
Pies and Lies
Those who look in the windows of the pie shop see a selection of delicious
pies, but the shop never seems to open. Those hungry enough to break in
Furniture 12 inches
HP:8 Morale:–
are never seen again. A common theory is that those who break in are made Slam:D4 Armor:-
into pies. The crazier and possibly more correct theory is that the house eats
people, and the pies are just there to lure them in. Special: Furniture is hard to
destroy, and takes half damage

12 inches
Either way, you want a delicious pie. from all attacks, rounded up.

Goal What can an animated broom


Get out with a delicious pie. really do to you, anyway? Well, it
seems rather a lot!
Reward
A delicious pie.

Setup and Treasure


Players have already broken into the shop. The board is 12 inches by 12 inches,
representing the inside of the pie shop. It seemed smaller on the outside!
Players should also place furniture and boxes like those found in a shop.
Place six pieces of such terrain at least 1 inch from the deployment area and 1
inch from other pieces of terrain. Each warband member is considered to be
carrying a pie as long as they have at least one free Equipment slot at the start
of the Scenario.

In the center of each board edge mark a 1 inch gap to represent the windows
and doors that warband members can leave by.

Deployment
Versus, Coop, and Solo Play: all models are deployed in a 5 inch square in the
center of the board.

Threats
The shop itself! On round 2, the terrain pieces all come to life!

All warband members movement drops to a max of 3 inches for this Scenario. RPG
When the players arrive read:
Solo Play
Place four pieces of furniture. The smell of the pies reaches your nose, and you cannot help yourself. The
door pushes open with ease, and you enter the strange shop. Walking to
Coop the center, you snatch up one of the still-warm pies and take a deep whiff.
Place eight pieces of furniture. Suddenly, the furniture in the room seems to come alive and move towards
you menacingly. Time to leave before you are mincemeat!
Game ends when all but one model has left the
shop via the doors or windows. The remaining
model is lost to the shop forever, but a new
50 pie appears the next day.
51
The Statue

6 inches
Entering the open square in Dawnblight, you see a strange goat-headed statue Hooded One 24 inches
surrounded by mysterious people, their faces hidden beneath hoods, bowing HP:8 Morale:10 Player 1 Deployment
to it. You hear their whispers on the wind. ‘Awaken, Awaken, Awaken.’ You Dagger:D4 Armor:1
should put a stop to this before things get out of hand.

24 inches
Goal Statue
Stop the ritual before it’s too late.

Reward
Mother of 3x3

Avoiding a fate worse than death.

Setup and Treasure


Place in the center of the board a terrain piece representing the goat-headed
All Goats
HP:35 Morale:-
Player 2 Deployment

statue. This should be at least 2 inches by 2 inches wide. Horns:D8 Armor:2


Deployment Special: Any model within 6
Helm of the Goat
Versus and Coop: players select a deployment area based on Initiative and
place models within 6 inches of their board edge.
inches of the Mother of All If the Mother of All Goats is slain,
Goats must make a Presence Her head can be taken as an
action. It can be worn as a helm,
Solo Play: you may place models in either deployment area. test before activating. On
offering the normal benefits of
failure they act as normal, such. The wearer is also now
Threats on success they understand immune to Morale and auto-passes
The Hooded Ones mean to awaken something here. Place six Hooded Ones
figures around the statue. If any are left alive on round 4, the statue begins to
what She is, and in their fear all Presence tests.
move! Replace the terrain piece with the Mother of All Goats. they lose their activation.
However, the wearer also talks to
themselves madly. All other friendly
models within 6 inches auto-fail
Solo Play
any Presence test they make.
Four Hooded Ones are present.

Coop
Eight Hooded Ones are present. RPG
When the players arrive read:
Game ends when the last Hooded One is dead or
the Mother of All Goats is slain. You see hooded figures bowed in worship to an eldritch statue. As they
whisper, praying to it, you swear you see it move. As you d consider your next
action, the statue’s head turns to face you, staring directly into your soul. You
know you must stop the hooded figures’ ritual before they awaken whatever
this thing is!

52 53
Contributors
Cover art by Will Rahman,
based on a design by
unsupervised__darkness.
unsupervised
Page 1 art by Crucium Giger.
Page 3 art and skull terrain, page
5 by unsupervised
unsupervised__darkness.
Page 6 statue by petlozki.
Terrain pages 23 and 24 in order
of appearance:
serbob
drank the paint water
petlozki
unsupervised__darkness
unsupervised
heiki
grim stuff world
adamcritchie
madvanholes
We cannot get out.
A shadow
moves in
the dark

54 55
Beneath DawnBlight sit
tunnels and dungeons
built by mad mages.
The citizens avoid
these shifting rooms,
tunnels, and caves
for fear of what lies
beneath. However,
there are those brave
(or foolish) enough to
travel down into the
endless dungeon beneath
the dead city.

To embark on an adventure into the


tunnels you can either use dungeon tiles
(1 inch squares) or measure out rooms
based on size as you play.

Ready to die?
56 57
Room Size
The entire dungeon is Roll D8+1 for Length and D8+1 for Width for each room.
considered to be in Example: a roll of 3 and 2 results in a room that is 4 inches
Darkness. long and 3 inches wide.

Darkness: models without a Torch, Lantern, or


other source of light and not within 6 inches of Room Contents D8
another model with a source of light suffer -6 to
all rolls. Models in Darkness cannot target or be 1-4 Random Monster
targeted by ranged attacks or Scrolls. 5 NPC
6 Special Event
The first room of the dungeon 7 Empty
is always 4x4 inches, and 8 Treasure
has one other door and one
dungeon exit. When you open
a door, roll the following to
Doors
Roll a D4 and place that many doors. Doors in the Endless
determine the new room: Dungeon hate other doors, and should be placed as far
from each other as possible.

1. room size A model can open or close a door as an action.

2.room contents When a model opens a door, roll on the following list to
determine its type.

3.doors 1.
2.
Trapped: DR12 Agility test or become poisoned.
Stuck: DR12 Strength test to force door open.

4.room conditions 3.
4.
Locked: DR12 Presence test to open door.
Unlocked: can be opened freely.

Doors have 10HP and can be broken down to pass through.

58 59
Room Conditions D6 NPC D6
1. Slippery Floors: all models gain 1 inch of extra 1. Mysterious Merchant: has all standard Weapons and
movement. Equipment for sale at the prices listed in all official
Forbidden Psalm books. You can also pay 5G for a
2. Gas-Filled: if a model enters this room with
model to leave the dungeon immediately.
a Torch the gas ignites and all models in the 2. Intelligent Sock Stealing Goblin: sells a pink glove for
room take D4 damage. 5G.
3. Glowing: room has bioluminescent fungi on 3. Friendly Blood Rage Vampire: grants one model the
the ceiling and is not in Darkness. Feat what we do in the shadows.
4. Trapped!!!: whenever a model ends its 4. Little Saucepan Man: joins the party to explore the
movement, roll a D10. On 1 they trigger a trap dungeon. All Stats are at -3. Acts as a party member
until he dies or party leaves dungeon. Has a Dagger
and must make an Agility test. On failure they and a Helmet.
take D4 damage. 5. Small Dog: you can pet him.
5. Place one extra door. This is a dungeon exit. 6. A Mad Wizard: gives the first warband member to
6. The room is safe, but for the next room roll approach him a random Scroll.
Conditions twice and apply both results.
Models must be within 1 inch of an NPC to interact with
NPCs. When all warband members leave the room, the
Monsters NPC disappears.

Roll a Random Monster from the Core Book. You can attack NPCs. If you kill one, strike through them
in the list. They can no longer be found in the dungeon.
Each room only contains one Monster of any If you attack an NPC they become hostile.
type rolled unless the Monster profile states that
more are deployed, such as Animal Cultists. NPCs act as Monsters when hostile with the following Stats.
Merchant HP:8 Morale:8 Sword:D6 Armor:2
If a room is too small to place the Monster, reroll Sock Stealing Goblin HP:4 Morale:2 Claws:2 Armor:-
Blood Rage Vampire HP:10 Morale:- Bite:D6 Armor:2
for a smaller Monster. Little Saucepan Man HP:5 Morale:5 Dagger:D4 Armor:0
Small Dog HP:9 Morale:12 Bite:D100 Armor:0
A Mad Wizard HP:1 Morale:12 Fire:D6 Armor:1

60 61
Special Events D8 Treasure
Use any Treasure Table from official Forbidden Psalm
content. Place Treasure Markers in the middle of the room.
1. The walls of the room begin to shift in as the room
reduces in size by 1 inch along its length at the end of
every round. Any model in the room when it reaches Leaving the Dungeon
0 inches in length is Dead. Models may leave the dungeon through any discovered
dungeon exit or the dungeon entrance they entered
2. Randomly determine a door to be a dungeon exit. through (in the first room).
This provides a safe way for warbands to leave.
Models that flee due to Morale only flee to the next
3. A 1 inch gap exists across the middle of the room. room without a Monster and cower there for one round.
Models must pass an Agility or Strength test to jump it. They can then be activated as normal.
Models that fail fall to their death deep below.
Any Downed warband members left in the dungeon do
4. It is raining in the room. All Torches are extinguished. not get a Death Save, and instead are auto-killed!
The dungeon is a deadly place to be.
5. After 1 round, blood starts to pour from the walls.
All models must make a Morale test or suffer -3 to all XP
rolls while in this room.
When all models are either Dead or have left the
6. You have stumbled upon a magic ritual. Rolls of 2 are dungeon, warbands gain 1 XP for any of the following.
also considered Fumbles here.
• each Monster killed.
7. Models ending their movement in this room for • each room explored.
the first time lose their next activation (and only next • each Treasure found.
activation). • each Dead warband member.
8. This room contains two different Monsters.
Roll for both and deploy them if able.

62 63
64 65
Treacherous Terrain 6. Covered in Gold and Precious Stones: each model within 1 inch of
this terrain can roll once per game on the Treasure Table as they steal
There are times wherein the land beneath your feet is hellbent on your everything not nailed down.
destruction. Add flair to any Scenario by rolling on this table
7. Rotten and Damp: this terrain feature is extensively water-damaged and
before play begins to determine the Treacherous Terrain in play.
could collapse at any moment. Any model ending their move inside the
terrain feature must make a DR12 Agility test. On success nothing averse
1. Magic Warped: when a model is within 1 inch of the terrain, swap happens. If 1-6 is rolled the model takes D6 damage and is Dazed. If 7-11 is
the terrain with another random piece of terrain on the board. Any rolled the model takes D3 damage. That’ll teach you to not snoop around
models on moving terrain fall, suffering damage. Any model displaced places you shouldn’t be!
by terrain takes 1 damage per inch they are moved.
8. Highly Flammable: the first time a model comes within 1 inch of this
2. Spiderwebs: when a model comes within 2 inches of this terrain terrain piece it erupts into a ball of flames causing D6 damage, then D3
they must make an Agility test to avoid getting entangled. On failure damage on subsequent rounds as the model runs in circles until they pass
the model loses their next action. They also appear crazy to the rest an Agility test to stop, drop, and roll, extinguishing the flames. This model
of the warband because they flail around like a mad person for no also becomes permanently burned (burn damage customisation to the
model is highly encouraged). They are also now terrified of fire and can
apparent reason.
no longer carry a Torch or Lantern. The terrain piece continues to burn for
the remainder of the game, dealing D3 damage to any model that comes
3. Illusionary: this terrain piece looks and smells like the real thing, but within 2 inches of it.
models pass straight through it. This terrain cannot be climbed, and
models may move straight through it, but it still blocks line of sight. 9. Wait, that’s it?: you move slowly, with your guard up, waiting for
‘something.’ You don’t know how to feel when you realize that nothing is
4. Explosive Geysers: place a 1 inch token on the board for every going to happen... for now. Use the standard rule for the terrain, with no
player. At the beginning of each round, this geyser has a 50% chance extra special effect.
to erupt and spew burning debris. Any model within 3 inches of a
geyser must make a DR12 Agility test to avoid taking D6 damage. 10. My god, Uncle Ted!: the first model within 2 inches of this terrain sees
the recently horrifically slaughtered remains of their last remaining relative.
The model immediately makes a Presence test. On success they confirm
5. Magnetic: models wearing Heavy Armor when within 2 inches of
that they have some humanity left, and mourn the death of the last of their
this terrain are attracted to it, and make an automatic free movement
kin. The model loses their next activation as they ponder the doom that
towards the closest contact point. Once at contact, they can choose to awaits us all. On failure they have pretty much given up hope already, and
drop their Armor (takes an action) or stay stuck on the wall. Weapons receive no negative consequences. Besides, they never cared for Uncle
Thrown at a target within 2 inches of the terrain cannot be picked up. Ted in the first place!

66 67
Apocalyptic Weather
6. Rotting Fish Tsunami: choose a random board edge at the beginning of
Sometimes the Weather just turns against you. Occasionally it the game. At the beginning of round 3 a stinky wave unleashes! Models
turns against the Monsters. The important thing is you should have (including Monsters not looking like fishes, mermaids, and other liquid
brought an umbrella and a suit of body armor. dwellers) that are not hidden behind a terrain piece at least as tall as the
model are pushed 5 inches away from the origin side of the wave and
Roll at the start of the game to see what fresh hell you’ve walked into. suffer D4 damage. If the wave pushes a model onto terrain that model
suffers D10 damage. Everything gains the Flaw Putrid Smell for the rest
1. Rain of Eels: eels are falling from the sky. Slippery and snacky, all models must of the Scenario.
tread carefully or be beset by them. Models may choose to move at half speed
or take 1 damage. At the end of each round roll a D6 and add the current round
number. On 7+ the eels stop falling from the sky and begin burrowing into the 7. Shit Storm: Every round from round 2 forward, pick one model to make
ground. No further movement penalties or damage are applied. a DR12 Presence test. On failure they attempt to flee the battlefield. After
every move they can use their action to try and rally (retake the Presence
2. The Gods are Angry: each round roll a D12 for each model on the board. On 1 test). If they fail again they continue moving toward the board edge.
they are hit by lighting. If they are wearing Heavy Armor they are also hit on a roll Monsters that are not undead or based on pigs also must test Morale.
of 2 and 3. Models hit take D6 damage.
8. Everything Will Be Ok: the sun shines above your head. You take your
3. It’s Raining Meat!: the heavens open and pieces of torn corpses fall from the time to admire the sky, the clouds moving slowly, and the quiet breeze
sky. Each model must make a DR 12 Agility test or become Dazed as a body part of the wind. Everything is calm. You feel strangely happy to be alive. The
falls on top of them. Whether the model dodged or not, place a token adjacent to
weather is perfect for a picnic or a family trip. No effect is applied.
them to represent the body part. Body parts can be Harvested, and the token is
removed once an attempt has been made to Harvest, whether successful or not.
The rains stops after one round. Optionally, the next time a model is Downed or Dead, roll again on this
table, ignoring any result of 8.
4. It’s Raining Men (Hallelujah): are they angels descending to Earth? Or are they
golem husks made from frozen vapour? Were these humanoid shapes ever truly 9. Meteor Shower!: at the start of every round roll a D3. This is the
alive? Either way, best put your brolly up! Make a DR12 Presence test each round number of meteors that hit the board. Randomly determine a direction
for every model before they activate. On success the model can activate and from the board centre and roll a D12 to determine impact distance.
make actions as normal (the raining men were only small that time). On a Fumble Meteor impact is a 3 inch diameter circle (feel free to leave rocks on the
the model cannot activate and must instead immediately make a Morale test as board in their place). Any models covered by this must pass an Agility
they struggle to comprehend the notion of bodies falling from the heavens. If
test to dive out of the impact. On failure they are squished and are now
2-7 is rolled the model cannot activate that turn as a rather large manbody has
landed on them. If 8-11 is rolled the model can only make 1 Move action at half Dead.
their movement speed. Monsters are unaffected by this as they find the whole
thing hilarious. 10. Changing Weather: every round, roll again on this table. If you roll this
result again, all models must make a Presence test. Any model that fails
5. Bwrw glaw: it’s properly raining. Movement and ranges are reduced by half. is moved 2D6 inches in a random direction. If they reach the edge of the
Models are twice as likely to fall or injure themselves when interacting with all board they leave, fleeing in terror.
terrain present.

68 69
Rotten Bits
From the bleak corners
of the world comes forth
a collaboration of the
darkest kind. Westfalia
and WIRD Designs bring you
a new way to experience
Forbidden Psalm.

Based on the MÖRK BORG


MINIATURES range by
Westfalia, Rotten Bits
features:

• A new mini campaign for Forbidden Psalm


• New warband options and mercenaries
• New Monsters

A massive thank you to Westfalia and MÖRK


BORG for making this happen. Art work and
miniatures by Westfalia/Boris Woloszyn.

70 71
Before starting a Scenario, any warband in Forbidden Psalm can replace any Rotten Ones are selfish, and when hired as mercenaries never drop their
number of their members with a member of the Rotten Ones. Each Rotten One Equipment or trade it willingly.
can only join a warband once. You cannot, for example, have two Gutterborn
Scum in a warband at any one time. Replaced warband members leave the Unlike normal warband members, the Rotten Ones do not have Feats and
warband and take their Equipment with them. Flaws. Instead, has a class feature and a Rotten Drawback. Additionally,
you do not assign Stats to Rotten Ones, and you should use the Stats,
Rotten Ones may also be hired for one-off jobs as per normal mercenary rules. Equipment, and all other information for each Rotten One when running
To hire a Rotten One, pay 25G and temporarily replace one member with a them in your Forbidden Psalm games.
Rotten One. The replaced member is still considered part of the warband.
72 73
Fan
ged
De
ser
ter

Heretical
Priest

Agility:-2 Presence:-3 Agility:0 Presence:+5


Strength:+4 Toughness:+3 Strength:-2 Toughness:0
Equipment: Flail, Medium Armor, Helm. Equipment: One-Handed Makeshift Weapon, Lantern,
one random Scroll.
Feat: Bite Attack [D6] [Toughness DR10]
Feat: The first Omen used on a Heretical Priest is not spent.
Flaw: Agility tests are made against DR14 instead of DR12.
Flaw: Cannot use Two-Handed Weapons.
Special: Crumpled Monster Mask: all Monsters with base HP minus 8
must make a Morale test to move within 1 inch of Fanged Deserter. Special: Crucifix: as an action, when within 6 inches of them,
they can force any Monster with 'Ghoul' in their name to make
a Presence test. On failure the Monster flees as per Morale
74 rules. 75
Occult Gu
tte
Herbmaster r
Bo
rn
Sc
um

Agility:0 Presence:+1
Strength:-2 Toughness:+3 Agility:+3 Presence:0
Strength:-1 Toughness:-2
Equipment: One-Handed Makeshift Weapon
Equipment: Razor [D6][Crits on 18-20][Agility],
Feat: as an action can Harvest from dead Monsters. When they have Light Armor, Lantern
two ingredients between Scenarios, roll a D3 to see what they make.
Feat: can reroll Agility tests but must take second result.
Flaw: Masked: suffers -3 to any ranged attack they make.
Flaw: must reroll succesful Strength and Toughness tests.
All potions last until end of Scenario and require an action to use.
1. Rage Potion: gain +1 Strength, -1 Presence. Special: Dodge Death: when Downed roll a D6: on 6 this model
2. Acid Bile: gain a ranged attack [D6][Range 6][Toughness]. is not Downed, instead place them in their player deployment
3. Elixir Vitalis: heals model fully and removes all States. area at full health.
However, roll a D20: on a Fumble the drinking model explodes and Dies.
76 77
Esoteric Wretched
Hermit
Royalty

Agility:-1 Presence:+6 Agility:0 Presence:0


Strength:-2 Toughness:-3 Strength:0 Toughness:0
Equipment: One Handed Makeshift Weapon, 2 random Scrolls Equipment: Broken Sword [D6][Strength], Medium Armor
Feat: as an action can grant one other model with 12 inches Feat: painfully average: no Feat or Flaw
+D8 on their next roll.
Special: drawing on your heritage, you can command, as an
Flaw: suffers -3 to all rolls if within 3 inches of another model. action, one friendly model within 6 inches to make a free
activation.
Special: once per Scenario can make a Presence test as an action to
replace one Scroll with another of their choice. On a failure the
scroll turns to Ash and is lost, on a critical failure HP drops to 0
and they are downed.
78 79
her
il so op
h
or nP
o rl
F

Agility:0 Presence:+4
Strength:-2 Toughness:-3
Equipment: two random Scrolls, Dagger

Feat: can swap one Scroll for another at start of each Scenario.

Flaw: can only use Daggers.

Special: Flute of Tosk: once per Scenario, when a model is killed


within 12 inches of them, another random hostile model suffers
D10 damage.

80 81
TRolL
All monsters adapted from the
MÖRK BORG rule book by Ockult
Örtmastare Games and Stockholm
Kartell and can be used with
any Forbidden Psalm book.

HP:32 Morale:*

BENT
HP:7
Special: Poisoned Knife:
models hit by BENT must
Fists:2D6 Armor:1
Special: whenever the Troll
is critically hit or forced
to make a Morale test, remove
Morale:8 pass a DR10 Toughness test it from play. At the start of
or become Diseased and the next Monster activation
Knife:D4
suffer -3 to all checks phase, place the Troll on
Armor:- until cured. a random board edge with

GOblIn
Whenever a BENT enters the battlefield HP32+D6. Its Fists attack also
for the first time, all models must make increases by D6 each time
a Presence test. The model who scores it returns.
the highest is automatically hit by the
Bent’s Knife attack. Move the Bent to
within 1 inch of that model.

HP:11
Morale:-
Claws:D4
UNDEAD
HP:6 Morale:7
Armor:1
DOLL Knife:D4 Armor:1
Special: when a model is hit by a Goblin they
Special: whenever a model moves
within 3 inches of an Undead Doll must pass a DR6 Presence test. On failure
they are cursed with the Goblin Plague,
that model must pass a Presence
turning into a Goblin after the Scenario.
Test or be frozen. They can retake Consider them Dead then, and they leave the
this test every time they activate. warband. On a Fumble they instead turn into
a Goblin at the start of the next Monster
activation phase.

82 83
Skelly Joe
Rusty Blade:D6
Skelly Joe cannot be killed.

Pale
Skelly Joe never fails Morale.
Skelly Joe will kill everyone.
Skelly Joe smiles for you.

After killing three models, Skelly

One
Joe gets bored and leaves the
battlefield.

HP:10 Morale:7
Knife:D4 Armor:0
Special: whenever a model is hit
by an Aland there is a 25% chance
the wound is infected. The model
becomes Diseased and suffers -3 to
all checks until cured.

Any light source within 12 inches HP:5 Morale:8 Unarmed:0 Armor:0


of an Aland is extinguished when Special: Outcast: when encountered, a model within 1 inch may
it activates. make a Presence test. On success the Pale One joins their warband
until the end of the Scenario. Roll to determine which Pale One is

Aland
encountered. Pale Ones do not move unless controlled by a player.

1. Bitter: D4 Bite attack.


2. Healer: holds an Elixir.
3. Liability: has one random Unclean Scroll.
4. Mage: has one random Clean Scroll.
84 85
Scenarios
HP:15
Morale:-
Touch:D4
Armor:0

Wrat
You refuse to accept that the world
is coming to an end—maybe there is
still something worth living for? On the
crossroads of Galgenbeck you find the Quest
Giver. You heed its call, and now must do
what it asks. Suffering awaits those who
Special: Hard to Hit: offer disappointment and failure.
all models suffer -3 to hit
the Wrat.
86 87
Anger Bargaining
The bleached bones of the Quest Giver ‘And now we bargain, for a world that is
sway slightly as their disembodied voice lost, for promises you cannot keep. You
speaks. ‘Rage fuels your soul. What wrath offer money, gold and blood, but the end
you will bring unto these lands, a vexation comes for us all. You may not bargain
of being that only blood can quench. Go with me, but the Pale One might hear

6 inches
6 inches
now, and unleash the fury. Kill the Troll.’ your plea.’ 24 inches
24 inches
Player 1 Deployment Goal Player 1 Deployment
Goal
Plea to the Pale One.
Kill the Troll.
Reward

24 inches
24 inches
Reward
The warband that leaves the field with the
The warband member that deals the final
Pale One in their control can remove one
blow to the Troll gains a random Relic.
Flaw from a random model.
Setup and Treasure
Setup and Treasure
Place in the center of the board the Troll
Place in the center of the board the Player 2 Deployment
(pg. 83). Players should take it in turns Player 2 Deployment Pale One (pg. 85). Place around the Pale
to place three corpses each (the Troll's
One two corpses per player (Treasure
previous victims). Each corpse can be
Markers).
searched for Treasure.
Deployment
Deployment Versus and Coop: players select a deployment
Versus and Coop: players select a deployment area based on Initiative and place models
area based on Initiative, and place models within 6 inches of their board edge.
within 6 inches of their board edge.
Solo Play: you may place models in either
Solo Play: you may place models in deployment area.
either deployment area.
Threats
Threats Once the Pale One joins a warband,
If a model fails a Treasure Roll , spawn D4+1 Goblins (pg. 83) on each
instead of taking 1 damage, replace board edge. Warbands must fight their
the Treasure Marker with an way out.
Undead Doll (pg. 82).
Solo Play
Solo Play Spawn only one Goblin per board edge.
Place only three corpses.
Coop
Coop Spawn 2D4 Goblins per board edge.
Deploy two Trolls.
Game ends when all the
Game ends when the warband members have left
88 Troll is dead. the board. 89
Depression Acceptance
‘Depression is not sadness. It is not ‘Now you come to see that the end is
despair. It is not fear. It is a rot that here. That there is nothing you nor I
consumes your soul. An emptiness that could do. There is no passage. No next
rots your heart. A loss of yourself. It will adventure. Just the black embrace of
consume you. Do not despair, the worst nothingness. Welcome it. Embrace it.

6 inches

6 inches
has already happened. Go and find the 24 inches Accept it and accept your fate.’ 24 inches
light, for it will be the last there is.’
Player 1 Deployment Goal
Player 1 Deployment
Goal Do not be the one to die to Skelly Joe.
Bring back the light by killing those that
hide it in the darkness.

24 inches

24 inches
Reward
You did not die yet.
Reward
For each killed Aland, a warband can Setup and Treasure
improve one Stat of one model by 1. Place Skelly Joe (pg. 84) in the center of
the board. Do not let him catch you.
Setup and Treasure Player 2 Deployment Player 2 Deployment
Players take it in turns to place two Aland Deployment
(pg. 84) outside of the deployment area Versus and Coop: players select a deployment
and at least 6 inches from the board area based on Initiative and place models
edge. Players should take it in turns to within 6 inches of their board edge.
place three corpses each, which can be
Solo Play: you may place models in either
searched for Treasure.
deployment area.

Deployment
Versus and Coop: players select a deployment
Threats
area based on Initiative and place models Models cannot leave the board for any
within 6 inches of their board edge. reason. Each round, one Wrat (pg. 86)
spawns on a random board edge.
Solo Play: you may place models in either
deployment area. Solo Play
Spawn Wrat on odd rounds only.
Threats
At the start of each round there is a 50% Coop
chance a Bent (pg. 82) appears. Spawn two Wrat each round.

Solo Play Game ends when Skelly Joe


Place two Aland. has left the battlefield.

Coop Game ends after


Place six Aland.
the 7th round.

90 91
In each Scenario, place one
door on a random piece of
terrain.

A model within 1 inch of


a door can open it with a
Strength test. Roll d8 on
to see what's behind it.
1. A Goblin (pg. 83) spills out. Another Goblin
spills out at the end of each round. A model
within 1 inch can close this door with a
Strength test.
2. A bad smell issues forth, and every model suffers
Presence -1 for the rest of the Scenario.
3. Gold spills out of the door, and the model who
opened it takes D4 damage. Any model within
2 inches of door can pick up D100 gold pieces as
an action.
4. The door leads to a better life. The model who
opened it makes a Presence test. On success they
see that it is real, and leave through the door,
never to be seen again.

DOORS
5. Opening the door, they see a Mad Wizard sitting
on a porcelain throne, angered by their
intrusion. The Wizard throws a random Scroll at
the model who opened the door and slams it shut.
This door may be reopened with a new roll on
this table.
6. A hand reaches out from a pitch black room and
gives the model who opened the door a random
Relic. Once they take it the hand retreats,
closing the door.
7. The door opens and there is nothing behind it.
8. Skelly Joe walks out of the door to say hello.

92 93
Forbidden Psalm Rotten Bits is an independent production by Will Rahman and is not affiliated
with Ockult Örtmästare Games or Stockholm Kartell. It is published under the MÖRK BORG Third
Party License.

MÖRK BORG is copyright Ockult Örtmästare Games and Stockholm Kartell.

Forbidden Psalm is published under the terms outlined in the MÖRK BORG third party license
https://morkborg.com/license/

Forbidden Psalm Operates under the same third party license as MÖRK BORG. This license allows
anyone to make stuff for Forbidden Psalm and either publish it for free or sell it. If you adhere to
these terms you are allowed to publish free or commercial material based upon and/or declaring
compatibility with Forbidden Psalm without express permission from WIRD Designs.
The mechanics and game rules of Forbidden Psalm may be reused and referenced freely.
Specific art and text from this books may not be reused or translated, unless you have explicit
permission, some art is made from public domain art and is open to be reused. Please ask if you
are unsure.

Your product cannot use the WIRD Designs logo unless you have WiRD Designs explicit
permission. You’re not allowed to give the impression that this is an official WIRD Designs product
or that we endorse or sponsor you in any way unless we’ve made special arrangements with you.

Artwork by Westfalia/Boris Woloszyn and


used with permission.
Art on page 19 by WIRD Designs.
Layout by WIRD Designs.
Editing @by jert!
Words by WIRD Designs.

94 95
Forbidden Wilderness
From tales of old, of beasts long forgotten,
comes forth a collaboration of the deadliest kind:
Geektopia Games and WIRD Designs bring you new
horrors for Forbidden Psalm.

Based on the Fearsome Wilderness miniatures range


and board game, Forbidden Wilderness features:

• new monsters
• A new Scenario: hunt a cryptid!

A massive thank you to


Matt Cross and Geektopia Games.
Creature Art work by Bud Wheeler.
Art on page 1 by WIRD Designs.
Art on pages 2, 31, 32, and 33 by Willis Harrower.

96 97
Agropelter
HP:8 Morale:8 log attack:D6 Armor:0
Special: If a tree is on the board there is a chance it contains Ball-Tailed Cat
an Agropelter. When a model gets within 1 inch of a tree, roll
a D6. On odds an Agropelter appears and throws a log at the HP:10 Morale:8 Tail strike:D8 Armor:1
nearest enemy. Agropelters stay in the tree and throw logs at
the nearest model, and have a range of 12 inches.
Special: Can attack models up to 2 inches
A model may, as an action when within 1 inch of the tree, away with its tail. Only provokes attacks
shake the Agropelter out of it. It takes D6 falling damage. back if target is within 1 inch.
If a model is Downed within 1 inch of a tree containing a
Agropelter, on its next turn it leaves the tree and force feeds Ignores Darkness.
the Downed model fish, killing it outright.

98 99
ct

Ca
n us

d
o u Ca
e H
dl

t
n
ha
Ax
e

HP:12 Morale:12 Axe Head:D6 Armor:0


HP:8 Morale:10 Spines:D4 Armor:1
Special: Only attacks models with axes, ignoring all
others. If no model has an axe it leaves the board. Special: Spiky! Models who attack a Cactus Cat take 1 damage that
When attacking a model with an axe, instead of ignores Armor every time they cause damage to the Cactus Cat
while within 1 inch of it.
dealing damage it eats the axe. The models loses
their axe and the Axehandle Hound gains 4HP. When not within 12 inches of a model, a Cactus Cat lets out a
shriek. All models on the board must make a Morale test.

100 101
Dingmaul
HP:8 Morale:10 Tail:D6 Armor:2 Glawackus
Special: Can attack models up to 2 inches away with HP:15 Morale:12 Horns:D8 Armor:2
its tail. Only provokes attacks back if its target is
within 1 inch. Special: Models in line of sight of the Glawackus must
pass a Presence test before activating. On failure
Sad Face: any model attacking the Dingmaul suffers they forget what they are doing and lose their
-1 to hit as they feel sorry for the creature. activation.
Awwwwwwwww...
Immune to Darkness.

102 103
h o o t e r
g aven
u n
D

Special: Models downed by the


Dungavenhooter are killed
outright as they are pounded HP:20 Morale:10 Tail Slam:D8 Armor:3
into gas.

104 105
Goofus Bird Gumberoo
HP:6 Morale:8 Beak:D4 Armor:0
Special: Fly Backwards: flies in strange ways. All HP:* Morale:- Bite:D8 Armor:*
models attacking it suffer -1 to hit. Special: Takes no damage from attacks unless the
attack is fire based. If hit with an Item on fire or spell
Flying: Goofus Birds ignore all terrain and travel in that has fire damage, makes a Toughness test.
straight lines, although they fly backwards! On failure it explodes, dealing D10 damage to all
within 3 inches.

106 107
Hidebehind Hodag
HP:12 Morale:6 Grab:D12 Armor:1 HP:15 Morale:12 Horns:D6 Armor:2
Special: : Do not deploy the Hidebehind. Instead throw four Special: Only takes damage from Weapons with the
small pieces of paper in the air over the battlefield. When a Explode Property.
model gets within 1 inch of a piece of paper, roll a D4. On 4
remove all pieces of paper and place the Hidebehind, which
then makes an uncontested attack against the model that
triggered its appearance.
108 109
Hoop Snake Hugag
HP:6 Morale:6 Tail:D4 Armor:0
Special: Always moves 12 inches as a hoop. If it gets HP:20 Morale:9 Lips:D6 Armor:3
within 1 inch of a model, it straightens out and
impales its target, auto-hitting them. Special: A model within 1 inch of a Hugag can make a
DR15 Strength test to push the Hugag over. If they
Models hit by a Hoop Snake must make a Toughness are succesful, the Hugag can no longer move.
test. On failure they are Poisoned.

110 111
Jersey Devil
Jackalope HP:15 Morale:12 Bite:D6 Armor:2
HP:9 Morale:12 Gore:D4 Armor:0 Special: During the Monster activation phase, the model nearest the Jersey
Devil must make a Presence test when it moves towards them. On failure
Special: A model within 1 inch of the Jackalope may they are scared of the beast’s howls and leave the board.
spend Whisky. If they do, the Jackalope flees the Flying: Jersey Devils ignore all terrain when moving.
board.
When Jersey Devil Downs a model it picks it up, flies 2D6 inches towards
a random board edge, and then drops the model, killing it outright.

112 113
Joint Snake Sidehill gouger
HP:8 Morale:- Bite:D3 Armor:0 HP:10 Morale:9 Claws:D6 Armor:1
Special: When attacked, the Joint Snake splits into Special: Its legs are larger on one side, and it cannot
pieces and reforms at the end of the round. Only move in straight lines towards models. It must arc its
Critical Hits can cause damage to it. path, reducing its movement by 2 inches each round.
This resets once it is in melee combat with another
114 model. 115
Silver Cat Snallygaster
HP:12 Morale:11 Tail slap:D6 Armor:2 HP:13 Morale:8 tentacles:D6 Armor:0
Special: When the Silver Cat Downs a model, instead Special: Moves within 3 inches of models and makes a tentacle
of moving to a new target it spends its action attack at 3 inch range. On a successful hit it drags the model
to within 1 inch of itself. Models dragged to the Snallygaster
dragging the Downed model to the edge of the cannot leave combat with the beast. Any model dragged to
board, 6 inches per round. If it reaches the board them is auto-hit on subsequent rounds.
edge the model is considered Dead.
Flying: Snallygasters ignore all terrain when moving.

116 117
HP:3 Morale:3
Snipe
beak:1 Armor:4
Squonk
Special: Whenever a model hits a Snipe, even with a
Net, there is a chance it is not real. Roll a D20, and
on 1-19 the Snipe disappears. Remove it from play
and place another Snipe within 6 inches of it.

If a model ever kills a Snipe they gain Presence +1.

HP:10
Morale:3
No Attack
Armor:0
Special: Capturing
a Squonk is near
impossible.

Whenever a model
gets within line of
sight of a Squonk, the
Squonk must make a
Morale test. On failure
it melts into a puddle.

118 119
Teakettler Tree Squeak
HP:8 Morale:9 Steam:D4 Armor:3 HP:6 Morale:5 Squeak:1 Armor:0
Special: The Teakettler’s Steam attack ignores all Special: All models within 6 inches of a Tree Squeak
Armor. take 1 damage that ignores Armor whenever the Tree
Squeak activates. These models must then make a
Toughness test. On failure they begin Bleeding from
When another model hits the Teakettler it fires a their ears.
small projectile towards another model at least
3 inches away, dealing D6 damage. Does not move towards enemies, and instead moves
towards trees to hide in.

120 121
Wampus Cat
HP:12
Morale:11
Bite:D8
Armor:1

Special: All models within


24 inches of a Wampus
Cat, if Downed, are
instead Dead.

122 123
Splinter Cat
HP:12 Morale:10 Ram:D12 Armor:2
Special: If a Splinter Cat moves at least 3 inches
before it attacks it deals an additional D12 damage
on a hit.

124 125
cryptid hunt
There are those who'll pay handsomely
24 inches

6 inches
for a Cryptid, dead or alive. Bring back
the a living specimen or corpse and make Player 1 Deployment
yourself some decent gold.

Goal

24 inches
Collect a Cryptid from this book and bring
it back dead or alive.

Reward
Check the Cryptid Table (pg. 130) for how
much each Cryptid is worth.
Player 2 Deployment
Setup and Treasure
The board should be set up with dense
trees to represent the Cryptids’ hunting To capture one alive, a model must
grounds. be within 3 inches of the Cryptid
and use a Net. When the Net is

Going on a Hunt Once you determine which Cryptids you


are hunting, players should take turns
placing them 3 inches outside of the
deployment area and 3 inches from each
thrown, the Cryptid makes an
Agility test, and on failure they are
captured.

In a small town, in the far west, there are those willing to pay well for the proof of other. Captured or Dead Cryptids can
Cryptids, dead or alive. be claimed by a model that is
Deployment not Downed at the end of the
Before departing, roll on the Cryptid Table (pg. 130) twice to determine what you Versus and Coop: players select a game that is within 1 inch of them.
are hunting. deployment area based on Initiative, and Models can pick up Dead or
place models within 6 inches of their captured Cryptids if they have at
Once you have learned about what you are hunting, your warband gets 5G, in board edge. least 2 Strength.
addition to any other gold they might have, to purchase items to help with the hunt.
All items from all Forbidden Psalm books can be purchased from the General Store. Solo Play: you may place models in either
deployment area. Net
To aid in your hunt, a new item is available! Damage: -
Threats Special: Thrown. Target must
As noted, roll twice on the Cryptid Table pass an Agility test or lose all
Lever ActioN rifLe to determine what you are hunting.
[D10][Explode, Ranged, Reload] [comes with 5 ammo][Presence][25G] movement until they use an
action to pass an Agility or
Solo Play
See Cryptid Table.
Strength test.
Monsters do not attack when in
Coop a Net.
See Cryptid Table. Cost: 3G
Modifier: Agility
126 Game ends after 6 rounds. 127
Things Stumbled
Upon in the Woods
Before a hunt, roll a D4 and place the piece of terrain in the
centre of the board.

1. Cursed Tree
When a model gets within 1 inch of a Cursed Tree it must make a
Presence test. On failure the model becomes cursed, and must reroll
all natural 20s in future. The curse can be lifted by a model if they kill a
creature within 3 inches of any Cursed Tree.

2. Dead Tree
Roll a D4 when a model gets within 1 inch of a Dead Tree.
On 1 it was in fact a Cursed Tree (see above).
On 2 nothing happens.
On 3 it contains a random Treasure.
On 4 it speaks to the model, and they gain a new random Feat! This can
only happen once.

3. Well
Roll a D4 when a model within 1 inch throws into the Well a single gold
from their party’s stash.
On 1 something in the well did not want the gold and throws it back,
dealing 1 damage to the model that threw the coin in.
On 2 a new random Cryptid (pg. 130) is hiding in the well, and
immediately jumps out and attacks the nearest model.
On 3 the Well grants one wish! A model can pick a specific Treasure, a
specific Weapon, or 50G.
On 4 the model must make a Presence test. On a failure they are dragged
into the well, never to be seen again.

4. Outhouse
When a model is within 1 inch of the Outhouse they can knock on the
door by rolling a D6.
On 1-3 nothing happens.
On 4-5 someone is using it and asks for aid! A model with Bandages can
give them up to receive 10G.
On 6 something horrible was done inside the outhouse, and the model
128 witnessing it must immediately make a Morale test. 129
CrypTid TablE
D100 Name How many to spawn Reward (G)

SOLO COOP VS Dead Alive


1-4 Axehandle Hound (pg. 100) 2 3 2 2 5
5-8 Ball-Tailed Cat (pg. 99) 2 3 2 2 3
9-12 Cactus Cat (pg. 101) 3 5 2 2 3
13-16 Dingmaul (pg. 102) 3 4 2 1 2
17-20 Dungavenhooter (pg. 104) 1 1 1 5 10
21-24 Glawackus (pg. 103) 1 2 1 6 11
25-28 Goofus Bird (pg. 106) 3 5 2 1 5
29-32 Gumeroo (pg. 107) 1 2 1 3 6
33-36 Hidebehind (pg. 108) 1 1 1 10 20
37-40 Hodag (pg. 109) 1 1 1 8 15
41-44 Hoop Snake (pg. 110) 5 6 4 1 1
45-48 Hugag (pg. 111) 1 1 1 6 15
49-52 Jackalope (pg. 112) 2 3 2 2 3
53-56 Jersey Devil (pg. 113) 1 1 1 10 20
57-60 Joint Snake (pg. 114) 4 5 4 1 2
61-64 Sidehill Gouger (pg. 115) 2 3 1 3 8
65-68 Silver Cat (pg. 116) 2 3 2 2 9
69-72 Snallygaster (pg. 117) 1 2 1 5 10
73-76 Snipe (pg. 118) 6 6 6 0 50
77-80 Splinter Cat (pg. 124) 2 3 1 2 6
81-84 Squonk (pg. 119) 1 1 1 0 100
85-88 Teakettler (pg. 120) 3 4 3 1 2
89-92 Tree Squeak (pg. 121) 4 5 3 1 3
93-96 Wampus Cat (pg. 122) 1 2 1 4 15
* Agropelter (pg. 98) See Special 2 10
97-100 Roll twice and deploy both.

130 131
Deadchurch
Seeking refuge, you
head into the town of
Deadchurch. Finding it
devoid of life, you make
your way through its empty,
leaf-littered streets.
But then you hear them:
the moans of the dead.
They want you to join them.

A collaboration between
Deadchurch Miniatures and
Will RD.

• a new Scenario
• the citizens of Deadchurch

Yeah, they’re dead. They’re all messed up.

132 133
Midwife
HP:9
Morale:10
the Watchman
Maggot punch:d6 HP:9
Armor:2 Morale:10
Halberd:D10
Special: Does not move
towards other models, Armor:3
instead walks D6
inches in a random Special: When the
direction. If after Watchman Downs a
moving they are within model it arrests them
12 inches of another model, and begins dragging
throws a Maggot Baby at them. them off to the cells.
The Watchman's only
Models hit by a Maggot Baby action is to now drag
cannot take any action other the Downed model
than to remove the Maggot 6 inches per round.
Baby by testing Strength. If they leave the board
the model is lost
forever.

134 135
the
Rat Bishop

Butcher
Special:
Each round,
spawn one Rat at
his feet at the
beginning of the
Monster activation
phase.

Rat [HP:3 Morale:1


Bite:1 Armor:0]

The Rat Bishops’ Morale


is equal to the
number of Rats on the
board multiplied by 2. Special:
Makes two
HP:10 attacks each
Morale:* round, only
first attack
Rat cross:D8 triggers an
Armor:1 attack back.

8 0
HP: rale:1 D6
:
Mo aver
Cle or:1
136 Arm 137
ir er
n C
T ow
th e HP:8
Morale:-

Hanged Man
HP:10 headbutt:D6
Morale:9 Armor:0
Bell:D6
Armor:1
Special: If
dropped to
0HP, stands
back up at
At the
Special: the end of the
each
start of next Monster
h e Crier
round t activation
th one
calls for en phase. A model
tiz
other ci within 1 inch
c hurch.
of Dead of the Downed
page
Roll on Hanged Man
145 t o d ecide can take an
ves. If
who arri action to
a r e already bury it in
they
ard,
on the bo the ground,
reroll. granting it
the rest it
wants. It no
longer stands
back up.

Pancho
Special: Only HP:8
moves D6

the
inches per Morale:5
round. guts:D4
Harder to Hit: Armor:2
all attacks
suffer -3
against them.

138 139
Special: The
Witchfinder

Duck HP:15
Morale:12
targets the
nearest model
BEAK:D4 with Scrolls.
Armor:0
If the Witch
is in play, the
Witchfinder's
Morale increases
to 20 and they
target the Witch Special: If not within
above all other 1 inch of another model
models. she bewitches one other
randomly determined
If killed they player-controlled model
drop the Duck. on the board. That model
The Duck is then moves towards the
hostile to nearest other model and
everyone. makes an attack. This does
not trigger attacks back.
If within 1 inch of another
model she moves 6 inches
away.

the
HP:10

Wit
Morale:10*
DECREE:D6 HP:10
Armor:1 Morale:10

ch
Broom:D8

the WitchFinder
Armor:0

140 141
HP:10
Morale:3
Acid:d6 [ignores all armor]
Armor:0
HP:10
Morale:9
Hammer:D8
Armor:1
the Executioner
Special: When a model is Downed the Executioner,
instead of acting normally, heads towards them.
If they get within 1 inch they cut off the head of
the Downed model, killing them.

Blacksmith

HP:12
Morale:9
Axe:D10
Armor:2

Alchemist
Special: If killed can be Special: Annoyed! (by
looted. Roll a D3. the shoddy work of your
Weapons): If you are hit with
1. Potion [heals D6 damage]. the Blacksmith's hammer
2. Wolfbane [a model roll a D6.
who drinks this gains
a Bite Attack [D6] [Agility]]. On 1, instead of taking
3. Stone [grants bearer damage, a random Weapon is
immortality, if model is destroyed.
Downed it auto-passes its
next Death Save].

142 143
Escaping Deadchurch Roll on this table to determine which citizen
Heading into the town looking for loot, food, to spawn. If you roll the same result, instead
and shelter, your warband quickly finds itself
cornered by the undead of Deadchurch. spawn a Deadchurch Townsperson.
Drawn to you by the sound of the church
bell, you must survive until it ceases ringing.

6 inches
24 inches
Goal Monster spawn 1 1. Midwife
Survive until the bell stops tolling.
2. THe Watchman
Reward
3. Rat Bishop

24 inches
At the start of the Scenario, roll on the
Treasure Table for each warband member.
They have been looting the town before the
undead made themselves known.
4. The Butcher
The warband member must have Equipment
slots to carry the given loot they roll.
5. The Town Crier
Setup and Treasure
Monster Spawn 2
6. The Hanged Man
Set up the board as shown. This Scenario is
played in Coop and Solo only. You have to
7. Pancho
keep your own warband alive! Game ends after the
12th round as the 8. The Witchfinder Deadchurch
In the center of the board place a building
that represents where the party has decided
bell tolls midnight.
9. The Witch Townsperson
to defend. This building should have two
openings [windows/doors] per side.
Boarding up the Building
In the center of the building place tokens
10.Alchemist HP:8 Morale:7
These are open at the start of the Scenario. to represent boards the warbands can
use to secure the building. There are 11. Blacksmith Claw:d4 Armor:1
12. The Executioner Special: If ever
eight openings, so eight tokens should be
Deployment placed. A warband member can pick up a
Place all warband members inside token (takes 1 Equipment slot) and as an
the building. action, when within 1 inch of an opening,
Critically hit,
can make a Strength test to board up the
Threats
opening. Boarded openings cannot be the Deadchurch
entered or exited by anyone.
At the start of each round, roll three times on
Art work by David
Townsperson Dies,
the random Deadchurch Citizen Table and Deadchurch Citizens head towards
deploy them in a random Monster spawn. the nearest clear opening in sight. If Clifford and used regardless of
all openings in sight are blocked, they
moved towards and attack the boardings. with permission. remaining HP.
Solo Play Boardings have 8HP and when dropped to Layout WIRD designs.
Only roll twice. 0HP are destroyed. This then reopens the
window/door. Editing @by Jert
Words WIRD designs.

144 145
RANDOM Goals and Rewards 4. Harvest the organs
1. Find Missing Socks
In addition to other threats, in the
center of the board is an Afanc! Slay

Scenario
the beast and Harvest its organs.
In addition to other threats place
Once Harvested its organs must be
D6 Sock Stealing Goblins on the
carried off the board. The warband
board (players should take it in turns
with the organs at the end of the
to place one each at least 3 inches
game gets 20G.

GENERATOR
from another Monster and not in
the player deployment areas). Each 5. Treasure from forgotten ages
Goblin has a sock that can be looted. Place a random Relic in the center of
Matching pairs can be sold for 5G. the board. A model can, as an action
replace the Relic with another

Roll for Game Length 2. Death Match


Even in the end there are those
piece of Equipment when within
1 inch of it. Once collected, traps
trigger at the end of each round.
Roll for Goal/Reward that want to watch a good fight. Randomly determine one warband
The warband with the last model member to make an Agility test. On
Roll for Treasure failure they are hit by a trap and take
standing wins, and gets 30G. Other
Roll for Monsters participating warbands gain 10G. D10 damage.
Killing models is permissible, but is

Game Length D4 not a victory condition.


6. Get out alive
3. Loot the Boxes
1. Roll D6 +3 for number of rounds.
Place all warband members in
2. Seven rounds.
the center of the board at least 1
3. After round 5 roll a D6 for each round and on
Each warband has a single box that inch from other hostile warband
a result of 3+ the game ends.
they place in the centre of their members. At the end of each round
4. Game ends when all warband members are
deployment area. The mission is roll a D4.
Dead or off the board.
to protect your box and stop the 1. Each warband model is moved
back 2 inches.
Treasure
Each player should place three Corpse Markers
other warbands from stealing yours.
Picking up a box requires an action
and an open Equipment slot. you
2. Each warband member suffers -3
to any action during the next round.
that can be looted for Treasure. gain 10G for protecting your box and 3. Nothing happens.
10G for any you manage to steal. To 4. Spawn new Threats in the Monster

Deployment
Unless specified, player models spawn in the
steal a box a model in your warband
must leave the board with it on them.
spawn areas at the start of the
Monster activation phase.

3 inch bands along one board edge.


146 147
Dealing with the GobBOs Timmy in the well
A strange mutt comes to you and drags your
warbands to an old well. You hear the sound
The Goblins have made a fort. Siege it and of a child inside, and enquire as to what is
kill the Goblin King. inside the well. As you approach, something
seems amiss.

6 inches
24 inches

6 inches
Goal
Siege the Goblin fort. 24 inches
Goal Player deployment 1
Player deployment 1 Kill Timmy and the damn Mutt that brought
Reward you here.
The warband that kills the Goblin King
gains 10G.

24 inches
Reward

24 inches
For clearing the well, the locals give you
Setup and Treasure 1G per warband and a pat on the back.
In the center of the board place a fort that is
12 inches by 12 inches. The fort is guarded Setup and Treasure
by Sock Stealing Goblins. Each Goblin killed In the center of the board place a well that
can be looted as per Eater of Socks (FP End should be 2 inches by 2 inches. Player deployment 2
Times Edition pg. 112). Pairs of socks can be Player deployment 2
sold for 2G. Deployment
Versus, Coop, and Solo Play: roll off and Timmy

New Death
Each 1 inch section of fort has 10HP. When Threats
place warbands in the player deployment HP:25
it is destroyed, warbands can move through For each warband taking part, MORALE:-
areas. TENTACLE:D8
that 1 inch section. place six Sock Stealing Goblins in
ARMOR:1
the fort.
Threats
Goblins throw rocks from the fort on In the center of the fort place the
When a warband member gets within 1 inch Special: When Timmy takes an
warbands below. In addition to the normal Goblin King on a throne of socks.
of the well, spawn Timmy. Timmy should be action he attacks all models on
rules, Sock Stealing Goblins have an a beast with tentacles and a great beak. Also the board. Roll one attack and
unlimited supply of rocks. They can throw Solo Play and COOP
spawn a tentacled Mutt per each warband.
As above. apply it against all models. Only
them at any model within 6 inches of them.
models within 1 inch of the well
Solo Play and COOP can attack Timmy back.
Goblins in melee combat do not throw rocks. Game ends when the
As above.
Sock Stealing Goblins, instead of moving Goblin King dies.
towards warband members this Sceanrio,
defend the fort by throwing rocks. GOBLIN KING Game ends when all the
Monsters are dead.
Mutt
HP:8
HP:20
MORALE:9
MORALE:11
Deployment SOCK SMASH:D8
TENTACLE BITE:D6
Versus, Coop, and Solo Play: roll off and ARMOR:1
ARMOR:1
place warbands in the player deployment
areas. Special: If a Sock Stealing Goblin Special: Morale drops to 4 if
is within 3 inches of him, the Timmy dies.
Goblin King as its action can eat
them to heal D6 HP.
148 149
THUNDERdome Last Person standing
The Thunderdome has come to town, and it
is time for your warbands to test their mettle. What ever you did to get here must have
been a very bad thing, indeed, for every

6 inches
24 inches

6 inches
Goal critter, Monster, and beast of the world has
Win fights in the Thunderdome. 24 inches come forth to kill you.
Monster Spawn 1
Player deployment 1 Luckily, it’s only a dream......
Reward
For each round won, earn 10G. Goal

24 inches
Be the last person standing.

24 inches
Setup and Treasure
In the center of the board place a Reward
Thunderdome, at least 12 inches across. The warband member who is the last
No two Thunderdomes are the same. person standing can pick a new Feat.
There is no exit unless a model is Downed. Setup and Treasure Monster Spawn 2
Once a model enters they must remain Player deployment 2
The board can have any terrain you see
till they are Downed or win their fight. If a fit to use.
model wins a fight it can leave the board or

New Death
stay on and enter the next fight. Deployment
Game ends when all
Versus, Coop, and Solo Play: set up all
If a model is Downed when it is chosen warband members have
to ac,t remove it from the board. Only one taken part in at
least one fight.
warband members taking part in the center
of the board within at least 12 inches of the
You can play this on
member of a warband can be in the ‘dome at
any given time.
center of the board.
hard mode. Spawn two
monsters each round.
Threats
Deployment At the beginnging of every round, spawn a
Versus, Coop, and Solo Play: roll off and random Monster.
place warbands in the player deployment
areas. Models must walk and enter the Solo Play and COOP
‘dome. Once two models are in the ‘dome, Use the Solo and COOP spawn rates.
the fight starts.
Game ends when just one
Solo Play and COOP warband member is left
Instead of fighting warbands, spawn a standing.
random Monster in the ‘dome. Only spawn
one of each Monster. If the Monster downs a
warband member, remove that Monster and
place a new Monster for the next fight.

150 151
152 153
Scenarios
Acceptance 91
Scenario Items and Equipment
Brain Fragment 47
Hail to the King (Scroll) 29
Anger 88
Helm of the Goat 53
A Full Moon 40
Klaatu Barada Nikto (Scroll) 29
Bargaining 89
Lever Action Rifle 126
Cryptid Hunt 127
Net 127
Dealing with the Gobbos 148
Silvered Sword 41
Depression 90
Escaping Deadchurch 144
In the Bones 23

Monsters
In the Mist 38
It’s Only A Dream! 42
Last Person Standing 151
Love, Death, and Owls 36
Naturum De Montum 28 Agropelter 98
Pies and Lies 50 Aland 84
Purge the Unclean 22 Alchemist 142
Season’s Beatings 10 Animated Hand 29
Skull Cave 46 Axehandle Hound 100
The Mad Wizard’s Bibliotheca 8 Ball-Tailed Cat 99
The Statue 52 Bent 82
Thunderdome 150 Blacksmith 142
Timmy in the Well 149 Blodeuedd the Owl 37
Who Goes There? 32 Bone Christ 19
Bone Cutter 18
Bow 9

Mercenaries
Elfieda the Blessed 15
Butcher 137
Cactus Cat 101
Crayfish 39
Esoteric Hermit 78 Deadchurch Townsperson 145
Fanged Deserter 74 Dingmaul 102
Forlorn Philosopher 80 Drummer 19
Franz the Mad Monk 17 Dungavenhooter 104 Rabbits 9
Fritz the Missionary 15 Executioner 143 Rat 136
Gunter the Blade 17 Flesh Terror 39 Rat Bishop 136
Gutterborn Scum 77 Furniture 51 Sidehill Gouger 115
Silver Cat 116

index
Heinz the Giant 14 Glawackus 103
Heretical Priest 75 Goblin 83 Skeleton Piper 21
Karl the Oaf 14 Goblin King 148 Skelly Joe 84
Occult Herbmaster 76 Goofus Bird 106 Slasher 43
Olberif the Dwarf 15 Gumberoo 107 Snallygaster 117
Rutger the Fallen 17 Hanged Man 139 Snipe 118
Wretched Royalty 79 Herder 18 Spiderling 39
Hidebehind 108 Splinter Cat 124
Hodag 109 Squonk 119
Charts, Lists, and Tables Hooded One 53 St Nic 10
Teakettler 120
Apocalyptic Weather 68 Hoop Snake 110
Citizens of Deadchurch 145 HoverFly 39 Thing from the Cave 47
Cryptid Table 130 Hugag 111 Thing from the Pit 33
Doors 93 Imps 11 Timmy 149
Random Goals 147 Jackalope 112 Tiny Bone Pope 21
Random Skeletons 22 Jersey Devil 113 Town Crier 138
Room Contents 59 Joint Snake 114 Tree 37
Room Conditions 60 Krampus 10 Tree Squeak 121
NPC 61 Lion Sings 9 Troll 83
Special Event 62 Midwife 134 Undead Doll 82
Things Stumbled Upon in the Mother of All Goats 53 Wampus Cat 122
Woods 128 Mutt 149 Watchman 135
Treacherous Terrain 66 Necromancer 21 Werewolves 41
Nightmare Creature 43 Witch 141
Owl 37 Witchfinder 140
Pale One 85 Wrat 86
Pancho 138 Zombie 29

154 155
A Collection of expansions for
Forbidden Psalm
Including Such Horrors as:
Dead Festival 1 and 2
DeadChurch
Forbidden wilderness
Rotten Bits
and much more.
A copy of Forbidden Psalm is
required to play these Scenarios.

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