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Marrow Gorge

Sunken Chasm

The Drifter trails its spine into the rift, the Skulk needles from chalk fissures, and the Harasser dives along updrafts.

Marrow Gorge drops three hundred paces through white chalk into stagnant salt wind. The gorge holds no water, only bleached shale and ribbed carcasses lodged in the rift walls. Air drifts upward when the sun strikes the chalk, carrying pale parchment-skinned floaters out of the lower dark.

Three hunters share the rift air. The Marrow Drifter floats on taut membranes stretched between split ribs, trailing jointed limbs and a barbed spine tail. Along the chalk ledges, the Spine Skulk clings flat to stone until an armor seam opens below. Above both, the Carapace Harasser circles on stiff rib wings, diving along thermal updrafts to rake climbing ropes and drag travelers across bare stone.

The pack hunts by bleeding stamina before closing for bone. In the upper rift, the Carapace Harasser dives first to split climbing lines and force travelers to hold position. The Spine Skulk stays hidden in chalk fissures, firing needle tail quills into exposed joints whenever a climber stops to steady themselves.

When prey clusters or anchors to the wall, the Marrow Drifter descends. It trails its whip spine into the group to pull climbers off their balance points, then wraps its jointed arms around the anchor line. It does not land. It stays three paces out from the wall, using its reach to punish anyone who tries to reach the ledge.

Example encounter

1. Put the Marrow Drifter three paces out from the rift wall, the Spine Skulk in a chalk fissure, and the Carapace Harasser circling on high updrafts.

2. On the Harasser's first spotlight, use Thermal Dive to move into Melee, attack with Clasping Joint-Claws, and force an Agility Reaction Roll (15) to knock prone and Vulnerable.

3. When a target is Vulnerable, spotlight the Spine Skulk to attack with Tail Quill, applying advantage and bonus damage from Seam Strike.

4. When climbers anchor to stone, descend with the Marrow Drifter and spend a Fear on Tail Latch to Restrain a target in the coiled spine.

5. When prey clusters within Close range of the Drifter, mark a Stress for Membrane Pulse to knock targets back to Far range with a blast of wind.

6. When a PC within Far range moves toward an anchor point, spend a Fear on Bone Snare to halt their path and leave them Vulnerable.

Marrow Gorge · Sunken Chasm print and play adversary pack. A4 printable sheet with fold-and-stand adversaries, tokens, and a lore strip.