The world of Perdition’s Mouth: Abyssal Rift is a dark fantasy setting, which we have based on our favorite fantasy and horror authors/games/settings, such as Andrzej Sapkowski‘s Witcher series, Pillars of Eternity by Obsidian Entertainment and the dozens of related RPG modules (such as the old “Temple of Elemental Evil“) for multitude of different RPG systems. Many of us are, after all, role players first and foremost . Of course, most every fantasy setting has a pinch of Tolkien, whereas horror is often synonymous with H.P. Lovecraft, these connotations can hardly be avoided, so we have shamelessly used the parts we have seen fitting to create a nice, balanced, an intriguing setting.
However, Perdition’s Mouth: Abyssal Rift (and it’s likely expansions) offers humane Heroes with flaws, weaknesses, quirks, and clear advantages. Similarly, we thought that the enemy should not only be monsters of myriad different kinds, but also misguided humans to underline the horror aspect. It has been proven that the human mind makes enemy consisting of humans much more devious and insidious than mere monsters, no matter the carnivorous appetite of such monsters. The human enemy is also typically assumed to be more intelligent than monsters, no matter if such monsters are told to be the most intelligent species on the planet.
The base game of Perdition’s Mouth: Abyssal Rift will be themed around the cult of the Insectoid God. The cult is tearing rifts to fabric of reality to spawn insectoids. The rifts are powered by sacrifices which has lead to dungeon to be ghastly. Some of the cult members are donating their own body parts for the sacrifice and the demon grows insectoid parts, instead. Soon enough blood pool is full and rifts become permanent and the demon can roam free.
The unlikely Heroes, guided by vivid visions (or mad, raving hallucinations, according to a few of the Heroes) of the halfling prophet Simma, a former slave, are set on preventing this disaster, each having their own reasons to embark on the journey. Despite their different background, individual reasons and widely different skill base, to survival depends on co-operation.
The motley band searched the swampy hinterlands of the distant country Vidal-Sis for a weeks, finding only venomous snakes, an ever increasing amount of stingy insects and oppressive heat, until one day the dungeon fortress of the cult was found. The Heroes studied the situation, noticing that the fortress was based on a former colony of Dwarven origin and it had two entrances. This is where the game begins, you have the option to enter through either of these entrances and then you’ll have a non-linear campaign, which is varied based on the selections you take on each level. The aim is to find a way to the bottom where the cultists are summoning the demon. The path to the final challenge with the demon requires at minimum the completion of six increasingly challenging scenarios.
We hope that we’ve succeeded in creation of a setting which sparks your interests, holds the suspension while playing and leaves enough for imagination to fill in.