Ending A — Return to the Sea
Fiction Cut the Seed free and carry it down to the ocean it was fleeing toward.
Action. The investigators cut the Seed free from the crystal Body of the Amethyst Heart and carry it down to the sea at Santos, on the last funicular train pulled by a locobreque in steam, or through the old drainage culverts. Every hour the carrier gains 1 Contact, and the creature sings the whole way down. Someone has to make the trip Bento Arruda never finished.
Consequence. Without its Seed, the crystal Body under the mountain goes dark, and the deadly mist lifts from Paranapiacaba. But the horror returns to its element. Strange events, mysterious shipwrecks and sightings of a maelstrom return to the São Paulo coast.
For the table. A bittersweet ending that sets up a sequel on the coast. Surviving investigators each lose 1D6 SAN as they watch the sea "breathe", and their Contact never quite falls back to zero.
Ending B — Shatter the Stone
Fiction Break the amethyst with railway dynamite, and pay for it with the village.
Action. The investigators shatter the Seed at the centre of the Amethyst Heart with industrial dynamite from the railway stores.
Consequence. The entity is "killed", but a century of energy stored in its crystal Body is released at once in a pneumatic blast. The mist settles on the village for good, now voiceless and endless, leaving Paranapiacaba forever inside a timeless fog, maddened and cut off from the rest of Brazil.
For the table. A pyrrhic victory. The coast is safe; the village is lost. Anyone in the chamber makes a CON roll or loses 2D6 HP, and a SAN roll or loses 1D10. Everyone at Contact 7 or higher hears the creature's last scream, and loses an extra 1D6 SAN.
Ending C — The Mist Keeps Its Own
Fiction Optional failure state: the investigators run out of time.
Optional ending, for tables that like real stakes.
If the Mist Clock fills before the investigators reach Grota Funda, the mist wins. The creature does not wake; it simply spreads. The cult is found drowned in a dry tunnel. The investigators wake in Santos with no memory of the last week, and a lingering taste of salt.
The same ending applies to any investigator who reaches Contact 10: they are simply not there when the others wake.
This ending exists so that the Mist Clock actually matters.
Aftermath and Rewards
History + Fiction Sanity rewards, what Contact leaves behind, and where the story can go next.
| Outcome | Reward |
|---|
| The Seed reaches the sea (Ending A — Return to the Sea) | +1D10 SAN to each survivor |
| Tonico comes home with Lenita | +1D6 SAN to Lenita |
| The Seed is destroyed (Ending B — Shatter the Stone) | +1D6 SAN to each survivor |
| Dudu learns what happened to his father | +1D4 SAN to Dudu |
| Arthur recovers his negative | +1D4 SAN to Arthur |
| The investigators help the cult | No reward. Each one keeps their Contact, and it never falls below 3 again. |
What Contact leaves behind + contribute
Contact falls by 1 every month spent away from the Serra, but never below 1: every investigator who breathed the mist will hear their name in a fog for the rest of their life. Anyone who ended at 7 or more keeps a craving for salt and still understands the silent signs.
The Serra Nova funicular ran commercially until 1983 [4], and Paranapiacaba's Winter Festival opened to the public in 2001 [12]. In the fiction, both dates belong to what the investigators did: see The Winter Festival.
- The Santos Tide (after Ending A — Return to the Sea): shipwrecks off the coast, a maelstrom seen from the beach at night, and a fisherman who says the sea is singing.
- The Fog That Stayed (after Ending B — Shatter the Stone): years later, someone tries to drive into a village that the maps say is there.
- The Next Winter (if they helped the cult): Ashworth is dead, and the post of chief engineer is offered to Dudu.