Suitable Campaign Age: Golden, Dark, or Cinematic
Adventure Tone: Macabre Action
Recommended Power Level: Low or Classic
Content Warning: The following adventure contains occult elements, and discusses Celtic and Christian religion and history. Imagery may be inappropriate for young readers.
Overview
What is the truth behind the myth? For many St. Patrick’s Day is a raucous celebration that involves quite a bit of alcohol, which may be green, along with pinching people not in the spirit of things. A cursory look shows it as the remembrance of the man who drove the snakes from Ireland. History tells a different story. Research shows there are no snakes native to Ireland. Were these snakes actually the native pagans? Celtic Druids, and other non-Christians. What happens when the snakes decide they are ready to write some historical wrongs? A small circle of Druids is about to find out, and St. Patrick’s Day will never be the same.
Foreshadowing
Read the following to the group if appropriate for the campaign, otherwise you can skip this section.
The sounds of the city have faded for the day. Dulled further by the trees surrounding them. Eight robed figures stand in a circle. In the center a woman, a goat, and a knife. The smell of honey wafts across the hill from the candles at the corners.
“Are you sure this will work?”
“If it does, tomorrow’s going to be a hell of a show.”
“No matter what though, the goat isn’t going to be wasted right?”
“Yeah, Crom Cruach is a fertility god. He wouldn’t begrudge us Biriyani afterwards.”
“Enough talking, it’s almost time, hoods up.”
Bleating sends birds to flight. A clock tolls. Screams follow, quickly falling silent. St. Patrick’s day begins.
Set Up
Let the players know that today is St. Patrick’s Day and there will be a parade and festival. Each of the heroes should then have the spotlight with Personal Scenes to find out what they are doing. Those attending the parade will be present for the Burning RIde. Allow everyone some time to ease into the festivities before starting the Ride.
The Burning Ride
It is a brisk morning as the parade rolls through town, a collection of dancers, marching bands, and floats. A band of explorers stand atop the main deck of a boat recreation sailing for the Americas. Behind them is the almost obligatory giant pot of gold and leprechaun float. The warm joy of merriment gives way to a tide of screams coming from the back of the parade. A plume of dust and smoke rises from where the screams originate.
Roll Sense + Perception against an Average (15) Difficulty.
- Partial: There is a commotion that is causing a panic. People are trying to get away from the road.
- Success: There are flames rising in the distance.
- 1 Degree: There is a carriage drawn by six black horses. The rider leans forward driving them on. They move so quickly that the ground erupts in flames below them.
- 2 Degrees: The horses snort flames, and the is adorned with a pair of skulls, candles set in their eyes.
- 3 Degrees: The carriage driver appears to be leaning into the ride, but has no head. It floats next to her. To her side is a coiled whip made from two spines fused together.
Heroes with 1 Degree of Success or more have time to take 1 Action before the carriage passes them. Characters attempting to stop the carriage are Attacked with the Dullahan’s Unstoppable Ride (See Below), which is currently supported by their Backup and Drive: Nothing Stands Before My Quarry and a +30 Scene Bonus due to the mass confusion.
As the carriage passes GMs can describe it as above. However, anyone looking at this point is drenched in blood vomited from the head floating next to the carriage woman. This applies a -7 Meddling Penalty for the next 5 Turns.
In the wake of the carriage the heroes are left to deal with the fallout. Burning floats, scared panicking people, and the general chaos and terror.
Parade Disaster
- Stakes: People are trapped on burning floats, and trampled in fear.
- Size 2 – Impacts the parade route
- Ferocity 3 – Outside the ability for unpowered people to handle
- Target 35
- Damage 5
- Success Threshold 9
- Starting Advantage 5
- Weaknesses: Water or Telepathy to calm the fires or minds of the fearful.
What Just Happened?
In the wake of the Burning Ride, the carriage woman seems to disappear. Allow the heroes some time to recover, talk to people and do a bit of research.
The Injured
For every Success rolled in the Disaster there is at least one person dead and multiple injured.
When paramedics arrive on the scene they will begin tending to the wounded. While the EMTs will need to have the blood analyzed, initial observations indicate it is human, but cannot provide more information.
Any hero with the Medical Talent, or Life Science Specialty and access to a lab can confirm that the blood is human, and there are no abnormal pathogens and blood illnesses. In fact, it is perfectly healthy and type O-, universal donor. There is no indication of Metahuman deviation. However, the blood is richer than a normal humans.
Interviewing Survivors
Taking the time to interview the parade goers can provide some clues as to what happened.
Roll Expression + Etiquette (or other appropriate Talent) against an Advanced (25) Difficulty
- Failure: People are scared.
- Partial: Some of the older Irish people seemed far more scared than other people who witnessed the Burning Ride, but no one is willing to talk.
- Success: The heroes find several people clutching gold coins or crosses.
- 1 Degree: With some prodding one of the older attendees will mention the Headless Servant.
- 2 Degrees: Another attendee will call the carriage woman the rider of Dark Crom.
- 3 Degrees: They go on to say that nothing of this world can stop them.
Mythological Research
Heroes who have access to an occult library (or the internet) can try to find information on the carriage woman.
Roll Wisdom + Occult (or Religion, or Research) against an Advanced (25) Difficulty. Heroes with 1 Degree of Success interviewing people at the parade upgrade any failed roll to a Partial. Heroes with 3 Degrees of Success gain 1 Degree of Success, this means their lowest possible result is a Success.
- Partial: The only thing that turns up is the Legend of Sleepy Hollow by Washington Irving, a story about a Headless Horseman who hunted the unsuspecting man, who could do nothing to change his fate.
- Success: In Irish folklore the Dullahan was a headless fae who stalks the night on holidays.
- 1 Degree: A servant of Crom Dubh, the Dullahan was sent out to collect souls, and nothing could stop them. Those that even dated to look upon them are blinded by the blood they carry in a bucket. Heroes wanting to know more about Crom Dubh will need to make a Religion roll, see below.
- 2 Degrees: Considered the embodiment of the god Crom Dubh. The Dullahan only speak once when sent into the lands of man, and only a gold emblem of Crom Dubh may stay their wrath. Others say that any gold will turn the Dullahan away.
- 3 Degrees: The Dullahan cannot be stopped, or barred by any gate or barrier, all doors open to the herald of Crom Dubh.
Who is Crom Dubh: Heroes wishing to research Crom Dubh may have an additional roll.
Roll Wisdom + Religion (or Occult or Research) against an Advanced (25) Difficulty. Every previous Degree of Success applies to this roll. A character with a Success would automatically have a Partial Success. If a hero has 3 Degrees of Success above GMs may provide the full information below without a roll.
- Partial: Crom Dubh was a Celtic god, worshiped in Ireland prior to the arrival of Christianity.
- Success: Known by a number of names including Crom Crúaich, Cromm , Cróich, Dark Crom, the Bloody Crescent, the Bloody Head, and the Chief of the Mounds.
- 1 Degree: A fertility god who came into favor under the High King of Ireland Tigernmas. Crom Dubh was considered a central member of the Celtic pantheon and was represented by a golden idol surrounded by twelve stone idols.
- 2 Degrees: As a fertility god, tribute took the form of animal, or human, sacrifice. Like other Celtic gods worship was forbidden or punished after the rise of Christianity.
The Connection: Finally, heroes seeking to find a connection between Crom Dubh, the Dullahan, and St. Patrick’s Day can make an Intelligence roll if they have at least 1 Degree of Success on both Mythological Research rolls.
Roll Intelligence + Religion (or any other appropriate skill) against an Advanced (25) Difficulty.
- Partial: Christianity replaced Celtic beliefs as the dominant religion of Ireland around the fifth century. This was not a peaceful transition, and many Celts were slaughtered in the name of Christ. Of course, it’s not like the Celts hands were not red as well.
- Success: St. Patrick is attributed with driving the snakes out of Ireland. However, snakes are not native to Ireland. It’s been speculated that this was an allegory for pagan including the Celtic Druids.
- 1 Degree: This being the holiday dedicated to the fall of Crom Dubh’s worshipers and the Dullahan’s propensity for holidays there is a tentative link, but why wait, and why in <the campaign city>?
- The idea of summoning spirits or calling the fae is not unheard of in Irish myth. It may have been possible for someone or a group to have called the Dullahan.
Legwork
Heroes may want to investigate other leads. An Advanced (25) Tracking roll or a Perception roll with any kind of magical sight will lead the heroes to the hill at a local park where the ritual was conducted. There is blood covering the ground and an arcane circle burned into the ground. A goal mills about the area. In the circle there is a gold and silver dagger.
Magical Dagger 4
- Dexterity/Offense
Devastating MA
Extra Stamina TY
Cost 6 + 6 + 4 = 16/Gear = MA2
This dagger is made of poured gold and silver with a head shape at the pommel and triquetra at the guard. It is imbued with arcane energies from the night before.
GM Note: This triggers both of the Dullahan’s Vulnerabilities and inflicts 6 Damage automatically. This Damage cannot be resisted and is in addition to any other Damage inflicted by an Attack.
The Blood Bound Festival
The following scene takes place at the St. Patrick’s Day Festival. GMs should warn any hero rolling 1 or more Degrees of Success on the Connection. Otherwise they may be contacted by friends trapped there, or see an alert on the news. For games set in the US midnight in Ireland is 8 PM EDT/5 PM PDT. If you want to have the final confrontation at midnight.
Thundering into the festival, the fairgrounds are set a blaze as the Dullahan circles the center of the grounds. Holding her head into the air it speaks with a voice like flies swarming a corpse.
“Bow your heads or be bathed in the blood of those that came before you. By the decree of Crom Dubh, should one offer themselves freely then all shall pass this day without harm.”
The Dullahan will coat the area around herself with blood. The blood runs like veins to the borders of fairgrounds, seeping into the earth. Moments later, roots push up from the ground creating walls around the fairgrounds.
Hard Choices
There are several ways to resolve this adventure, each with their own challenges.
The Noble Path
Should one of the heroes volunteer themselves the Dullahan will lead them into the back of the carriage. Those watching will see the heroes body fall limp, dead after only a step or two. The specter of the hero can be seen as a ghostly reflection moving silently into the carriage. The Dullahan will assist the hero as a gentle and trusted coach women attending nobility.
Inside the carriage the hero is met by Crom Dubh, if any words are exchanged it’s unknown. However, several minutes later the hero will awaken. The only memory they retain is seeing the face of a god. Any injuries are removed, and the injuries of any other people wounded this day are healed. More so, those that died at the parade are returned to life.
Finally, as the heroes take in what has happened, the Dullahan mounts the carriage taking off as a ghostly phantom causing no more damage or fires. In her wake are the bodies of the nine druids who called the Dullahan, naked but uninjured. Six had become horses, while two were transformed into her whip, the circle’s head priest being possessed by the Dullahan.
All have passed this day without harm.
The hero who sacrificed themselves may take Contact: Crom Dubh as a reward at the end of the story.
The Path of Thorns
In a game of superheroes, violence is always a possibility. Should the heroes attempt to fight the Dullahan, she will face them with relentless force. If the heroes bring her to -Base Stamina or should she fail a roll to stay Conscious she will fade into mist, dispersing across the fairgrounds.
Unlike the Noble Path, if the Dullahan is defeated no one is healed, or resurrected. The day bears the scars inflicted by Crom Dubh and his Dullahan.
The heroes may select the Dullahan as an Enemy at the end of the story. Doing so insures that she will ride again, and the Summer Solstice is only a few months away.
The Cunning Way
Some heroes may attempt to negotiate with the Dullahan and convince them that the circle sacrificing themselves is enough. This will be tricky as the Dullahan cannot speak again on this ride and with a severed head has a hell of a poker face. (The writer would like to immediately apologize for that joke.)
Roll: Expression + Wit: Fast Talk (or other appropriate talent) against a Challenging (45) Difficulty.
- Failure: The Dullahan will Lash everyone for attempting such a deception, but take no other aggressive actions unless the heroes Attack her. The Dullahan spends 2 Willpower to increase the Range of her Lash Attack to a Medium Radius. This will kill any bystanders caught in the range.
- Partial: The Dullahan will Lash the hero for attempting such a deception, but take no other aggressive actions unless the heroes Attack her.
- Success: The Dullahan simply shakes her head no.
- 1 Degree: The Dullahan nods in agreement and rides on disappearing into a mist. Everyone is revived and healed as with the Noble Path. However, the Druid Circle is forever bonded to the Dullahan, and join her permanently.
- 2 Degrees: As the Noble Path, everyone is restored and healed, including the Druid Circle.
There are no special Contacts or Drives available in the Cunning Way.
Sources and Additional Reading
St. Patrick’s Day
How Pagans Celebrate St. Patrick’s Day
The Dullahan
Mythology Monday: The Dullahan
Crom Dubh
The Dullahan
Campaign: On A Black Horse One Shot
Power Level: High
Concepts
The unrelenting herald, the Dullahan offers no explication for their actions
No barriers may bar the path of a Dullahan, those that stand between them and their mission will fall
Secret Origin
An immortal fae, the Dullahan acts on behalf of Crom Dubh in the mortal realm. Once tasked, their body is transformed, imbued with incredible power. This transformation obscures them from others, most notably for the removal and rotting of the fae’s head. When tasked, the Dullahan rides through the night to collect souls, or whatever other errands the fertility god Crom asks of them.
Feared for their association with death. The Dulahan is no more a killer than a storm, or any other force of nature. When set to their task, they may speak only once, and this is to deliver a message. When free of their duties they slip back into the society restored to their normal form.
With the roads to the Summerlands obscured the Dullahan has not returned to the mortal realm for centuries. Recent events have weakened the barriers between the planes allowing it to return if a vessel presents itself.
Attributes
History 12 Strength 8 Dexterity 16 (2 AP) Constitution 15 (1 AP) Sense 10
Fortune 5 Wisdom 8 Intelligence 8 Mental 15 Expression 5
Backgrounds
Supernatural 12
Chosen by Crom 10
Nothing Stands Before My Quarry 8
Background: Immortal Fae 5
Talents
Animal Handling 4 Concentration 15 Discipline 15
Intimidation 9 Intuition 10 (4 AP) Navigation 10 (2 AP)
Occult 15 Perception 15 Religion 15
Riding 15 Tracking 15
Boons
Gear MA4TY
Drawbacks
Frightening
Vulnerability: Gold
Vulnerability: Magic
Powers
Herald of the Gods 15
Constitution/Defense
Line TY
Lingering TY
Armor (Boost Armor, Impervious) MA3
Defends Against: All MA
Passive Defense MA
Phased MA
Resist: Non-Magical Melee Weapons MA
Resist: Firearms (Immunity) MA2
Secondary Role: Offense MA
Secondary Role: Support: Constitution (Full Role) MA2
Backup (More Backup, Coordinated, Powerful Backup (Tough) 2) MA5
Insubstantial MA
Meddling MA
New Movement: Thundering Hooves (Boost Speed, Rapid Acceleration, Out of the Blue) MA4
Locked Power: Line, Secondary Role: Offense, and New Movement only while mounted on backup)
Limited: Backup can only take Coordinated Actions
Limited: No Lingering Attacks
Cost 1 Power + 20 Boons +24 AP
Gear
Spine Whip 12
- Mental/Offense
Line TY
Defended By: Psyche MA
Devastating (Boost Devastation) MA2
Cost: 14 + 4 + 6 + 12 = 36/Gear = MA4TY
Stamina 17
Willpower 8/12
Starting AP 40
Attributes 3 + Talents 6 + Boons 9 + Powers 25 – Drawbacks 3
Initiative: 41 (Dexterity 16 + Intuition 10 + Perception 15) Dice 3
Surprised Defense: 20 (Fortune 5 + HotG 15) Dice 3 Armor 9 (+7 against Non-Magical Melee)
Normal Defense: 30 (Mental 15 + HotG 15) Dice 3 Armor 9 (+7 against Non-Magical Melee)
Mental Defense: 30 (Mental 15 + HotG 15) Dice 3 Armor 9
Defense Notes:
Vulnerability: Gold: Attacks with Gold Weapons inflict 3 automatic Damage. All Damage is Penetrating.
Vulnerability: Magic: Magic Attacks inflict 3 automatic Damage. All Damage is Penetrating.
Impervious: Take no Damage from normal Attacks until the start of their next turn. Damage from rolling 6s, the Penetrating Boon, or Gold or Magic Attacks. Activated for Free on the character’s turn or whenever they would take Damage. Usable once per session.
Phased: On an Active Defense, take no Damage from normal Attacks until the start of their next turn. Mental Attacks, Gold or Magic Attacks bypass, Phased. Phased may also be used to escape Grapples, Traps, or other restraints automatically. Usable once per session.
Immunity: Cannot be harmed by Firearms.
Intuition: Once per session, use Intuition (10) with Surprised Defense.
Navigation: 4 free levels of Armor for each 5 levels of their Talent when Attacked while Disoriented (Meddling) or Staggered.
Perception: Once per session, use Perception (15) as a Supporting Characteristic for Normal Defense.
Religion: +6 Armor when dealing with Supernatural Threats.
Tracking: Once per session, use their Normal Defense instead of Surprised Defense in any Combat where the character has already seen their Opponent.
Favored Attack: Lash 35 (40) (Dexterity 16 + HotG 7 + Spine Whip 12 (+ Coordinated 5)) Dice 3 Range Short Line Damage 12/6 (Defended By Psyche)
Secondary Attack: Unstoppable Ride 35 (Mental 15 + HotG 7 + Coordinated 5 + NSBMQ 8) Dice 4 Range Shrt Line (Trailing the Dullahan) Damage 6 Notes Strikes all Targets in the path of the Dullahan. Targets use Surprised Defense.
Additional Attack: Blood Vomit Dice – Range Close Damage – Notes Meddling -7 to all Actions for 5 Turns.
Offense Notes:
Discipline: Add Discipline (15) to any Strength roll or Physical Attack roll after suffering 15 Damage. This lasts for 1 turn and may be used once per session.
Intimidation: Spend an Action to Intimidate a Target, rolling against their Mental + 10. On a successful roll, apply a – 2Meddling on the Target for 2 Turns.
Occult: Add 10 Damage when dealing with Supernatural Threats or Magical Creatures.
Riding: When Mounted, add Riding (15) to an Active Defense or to an Attack roll.This Advantage may be used once per session.