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Against The Darkmaster - Shadows of The Northern Woods

Shadows of the Northern Woods is an introductory campaign for the game Against the Darkmaster, designed for 4 to 6 starting characters, with adaptable adventures set in the town of Willow Lake. The campaign consists of three interconnected adventures that can also be played as stand-alone stories, featuring a rich backstory involving the Elven princess Blàithnaid and the Darkmaster's forces. The document includes character details, campaign structure, and guidelines for adapting the campaign to different player levels and preferences.

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0% found this document useful (0 votes)
59 views76 pages

Against The Darkmaster - Shadows of The Northern Woods

Shadows of the Northern Woods is an introductory campaign for the game Against the Darkmaster, designed for 4 to 6 starting characters, with adaptable adventures set in the town of Willow Lake. The campaign consists of three interconnected adventures that can also be played as stand-alone stories, featuring a rich backstory involving the Elven princess Blàithnaid and the Darkmaster's forces. The document includes character details, campaign structure, and guidelines for adapting the campaign to different player levels and preferences.

Uploaded by

karaknight113
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

Shadows of the

Northern Woods

• Adventure •
• Credits •
OPEN ENDED GAMES
Massimiliano Caracristi | Lead Designer
Tommaso Galmacci | Art Director
Nikola Segoloni | Layout Editor
Paolo Vecchiocattivi | Webmaster & IT

INTERIOR ARTISTS
Tommaso Galmacci, Heraldo Mussolini, Andrea Piparo,

COVER ARTIST
Andrea Piparo

MAPS
Tommaso Galmacci, Glynn Seal

CHARACTER SHEET
Amber Seger

SHORT FICTION
Paul Kidd

EDITING & REVISION


Sándor Gebei

PLAYTEST
Davide Borgia Gian Holland
Enrico Bosio Matt Jowett
Martin Carpentari Daryl Lanz
Bradly “Oak” Cozby Wesley Ligon
William D’Hollander Daniel Mura
Filippo De Giorgi Mike From Pittsburgh
Angela Di Fiore C. William Perkins
Federica Di Pietrantonio Alessandro Petri
Gabe Dybing Giulio Piazza
Father Eretius Lorenzo Raggi
Stefano Finzi Tyler Steinley
Antonella Giancotti Luigi Vittoria
John Greenheck Renata Zanettini
Alessandro Grott Gabriella Zugno

Against the Darkmaster - The Classic Game of Fantasy Adventure


is a trademark of Open Ended Games, Inc.

The Against the Darkmaster logo and all original artwork content herein are
Copyright © 2016–2021, Open Ended Games, Inc and their respective authors.

Open Ended Games, Inc.


200 Carman Ave Apt # A36
East Meadow, NY, 11554, USA


Table of Contents
Campaign Structure..........................................................................4 Obstacles..............................................................................................33
Adapting the Campaign to Your Table......................................4 Rewards.................................................................................................33
Hazards & Encounters..............................................................................33
The Tale of Blaithnaid......................................................... 5
Tracking Morcant.............................................................................33
Servants of Darkness....................................................................................7
Navigating the Forest.......................................................................34
Crowspeaker Garmr...........................................................................7
Example of Hazards........................................................................34
Hakon.......................................................................................................7
The tale..................................................................................................36
Cast of Characters............................................................... 7 The Task...........................................................................................................36
Mokurz the Vengeful..........................................................................8 Starting the Players..........................................................................36
Wulfric, Thane of Willow Lake......................................................8 Aids.........................................................................................................37
Wulfric’s Mercenaries........................................................................9 Obstacles..............................................................................................37
Inhabitants of Willow Lake....................................................................10 Rewards.................................................................................................37
Archiebold Ravenlock..................................................................... 10 Hazards & Encounters..............................................................................38
Betha and Ronan.............................................................................. 10 Battle for Willow Lake....................................................................38
Eamon the Younger..........................................................................10 Wulfric’s Plan.....................................................................................38
Eileen the Herbwife.......................................................................... 10 Dealing with Hakon.........................................................................39
Mirabella “Bella” Ravenlock........................................................11 Garmr and the Witches.................................................................40
Nevynn the Wise...............................................................................12 Examples of Hazards......................................................................40
Niall the Innkeeper...........................................................................12 The tale..................................................................................................42
“One-Hand” Padraig.......................................................................13 Powers....................................................................................................43
The Island of Mists.....................................................................................14
The Stone of Annwn......................................................... 43
Blàithnaid, the Flower-Crowned Queen................................ 14
Layout of the Island.......................................................... 45
Drwnych............................................................................................... 14
Into the Annwn............................................................................................47
Saplings.................................................................................................15
Sabeorht................................................................................................15 The Task...........................................................................................................48
Other Characters........................................................................................16 Starting the Players..........................................................................48
Annis...................................................................................................... 16 Aids.........................................................................................................48
Ivarr, Harald and Rolf.................................................................... 16 Obstacles..............................................................................................48
Morcant the Old Troll.................................................................... 17 Rewards.................................................................................................48
The Woad Witches of the Wood................................................ 17 Hazards & Encounters..............................................................................49
Willow Lake Layout.........................................................................19 The Mists..............................................................................................49
Reaching the Island..........................................................................50
The Land............................................................................. 19 Epilogue...........................................................................................................50
Layout of Wulfric’s Longhouse...................................................21 Further Developments....................................................................50
Layout of the Hidden Sanctuary...............................................22
Layout of the Woods........................................................................24 Athelstane the Black......................................................... 52
Layout of the Hills.............................................................................27 Deirdre............................................................................... 56
Layout of Morcant’s Lair...............................................................29 Maedoc the Cunning........................................................ 60
The Tale................................................................................................32
Gandrell Windblade......................................................... 64
The Task...........................................................................................................33
Mornien the Fair............................................................... 68
Starting the Players..........................................................................33
Aids.........................................................................................................33 Tobold “The Ferret” Mistletoe........................................ 72
Intro

The Settin g

S
hadows of the Northern Woods is an introductory cam- You can have the players pick one from the list below, or use those
paign for Against the Darkmaster. It can be used as an presented here as an example to write your own Passions.
example to what a short campaign of Against the Dark- • Motivation: I’ll learn the true nature of the shadow threaten-
master may look like or as a way to familiarize yourself with the ing Willow Lake;
rules of the game. • Motivation: I’ll solve the mystery of the Island of Mists;
It is designed for 4 to 6 starting characters, but it can be easily • Motivation: I’ll prove myself as a worthy Warden;
adapted to groups of different sizes, or characters of higher levels. • Motivation: My visions led me here, I must discover their
meaning;

Campaign Structure • Allegiance: I’ll do my best to help the good people of Wil-
low Lake;
The campaign is divided into three separate adventures that share • Allegiance: Eamon (or Nevynn) is my friend, I must find out
the same setting, a small town called Willow Lake and its imme- what happened to him;
diate surroundings. The adventures are interlinked and can be • Allegiance: Wulfric is a good man, but clearly needs my help
played in succession, forming a campaign that will keep the he- to solve the current problems;
roes busy for several sessions. But each of them can also be played • Allegiance: My friend (choose a Willow Lake inhabitant, like
as a stand-alone adventure and will contain suggestions on how Archiebold, Eamon, Eileen, Mirabella, or Niall) seemed dis-
to adapt it for shorter games. tressed in her/his letter; I must find out what happened.
If you choose to play only part of the campaign, the “Starting the
Adapting the Players” section in each adventure will give you some ideas on
Campaign to Your Table how to introduce the characters to it. While the first adventure
(The Beast of Willow Lake) is written for Level 1 characters, the
You can run Shadows of the Northern Woods as it is, using the
other parts of the campaign are designed for more experienced
pre-generated characters in this book, or modify it to adapt the
heroes. Winds of War works better if the characters have reached
adventures to your preferences or the setting you’re using.
at least the second Level of experience, and The Islands of Mists
We’ve placed Willow Lake on the northern border of a realm assumes the heroes will start at least at Level 3 or 4.
called the Nine Kingdoms, but we’ve left the details vague to al-
Finally, remember that, no matter what, this is your adventure.
low you to set the adventures wherever you like.
Feel free to leave out or modify anything you don’t like, or impro-
If you decide to create your heroes, instead of using the pre-gen- vise some details to flesh out the parts your players seem to be in-
erated ones, remember to follow the procedures described in the terested in the most.
“Preparing for the Game” chapter, in the GM section of the Core
Book. Make sure that each PC has at least one Passion tying them
to the situation in Willow Lake.

4
The Tale of Blaithnaid

Willow Lake is the name by which both a small village and the Everyone had underestimated the extent of the natural catastro-
nearby lake are known among the people of the Three Lands. phe that would have hit the valley. Millions of liters of chill, dark
Hundreds of years ago, the lake of Willow Lake was not in fact water submerged the vale of Ouiuìleigh, killing everyone in its
a lake but a foothill dale - hence comes its name, from the an- path, whether Man, Elf, Dwarf, minion of the Darkmaster, or an-
cient Elven name of the valley Ouiuìleigh or “Whispering Mead- imal. Tens of thousands perished that night, just while they were
ow”. There are in fact quite no willows in Willow Lake, the trees of asleep. The whole vale was no more. Instead, when the churning
the nearby forest being mainly maples and oaks. waters stopped and stood still, there was now a deep, dark, and
At the time when the Elves still lived in the dale of Ouiuìleigh, cold lake at the center of the vale; and at the center of the lake
they were led by a fair warrior-wizard princess, Blàithnaid (Elven only the hill with the Dùn Tùr tower on top stood still, encircled
for “Crowned with Flowers”). Blàithnaid was wise, powerful, and by water - now an island.
proud, and yet gentle and loving for her people, the land where they Therefore, Blàithnaid brought at the same time salvation and ruin
lived, and all the things of Nature with which they lived in peace. to the valley of Ouiuìleigh and its inhabitants. For this reason,
Then came the armies of the Darkmaster. He sought the Elven- lost the love of her people and the trust of the Woad, Dwarves,
stone of Blàithnaid, an amulet of great power, and wanted to sub- and Men, she set herself alone, shut up in the ancient tower, driv-
jugate -or plainly wipe out- all of the peoples of the vale. The Elves ing away all those who still remained faithful and wanted to stay
of Ouiuìleigh, led by Blàithnaid herself, aided by the Dwarves of close to her, and in loneliness descended the steps downwards
the mountains and by the reclusive but mystical People of the the dungeons beneath the tower, never to be seen again. No one
Woods -the Woads- fought the hordes of the Darkmaster, count- knows what happened to the beautiful Elven princess. Someone
ing Orcs, Redcaps, Trolls, Dwergars, and Vargr among their ranks. during the centuries that followed claimed to have seen her, on
Despite the courage of the free Kins, the forces of the Darkmas- some dark night, standing atop the tower or on the shores of Wil-
ter were too strong, and the last resistance was about to fall. Be- low Lake. Others told to have beheld eerie lights and whisper-
sieged in the ancient tower of Dùn Tùr, standing atop a rocky hill ing sounds from the lake, the island, and ultimately from inside
north of the vale of Ouiuìleigh, the Elves and Dwarves and Men the tower.
prepared for their last stand. Those became the corpus of the legends told by the people of Wil-
It was then that Blàithnaid had an idea to break the siege. The low Lake in the ages after the disappearance of Blàithnaid. As of
night before the last battle, she used her sorcery to slip through now, the ruins of the tower of Dùn Tùr, the island, and the lake it-
the ranks of the besieging army and seduced their General, a Dark self are considered cursed by the vast majority of people living in
Mage known as Sabeorht. She promised him -whom she knew the village of Willow Lake and the surrounding lands and forest.
was infatuated of her- to surrender him the Elvenstone and be- Following the disaster that destroyed the vale, relationships be-
come his betrothed, if he would have spared the lives of the peo- tween the Elves, the Woads, and Men of the North changed a lot.
ple of Ouiuìleigh. Sabeorht pretended to accept the deal, mean- The Woads disappeared to the forests south and began emerging
ing to betray the pact later - but he was tricked himself instead. from there more and more rarely - nowadays it is very difficult to
While he was magically asleep, the plan Blàithnaid had conceived see any of them among the other people. The Elves wanted to do
set off. Thanks to the union of the powerful Elven magic and rit- the same, having grown disaffected. So they made a pact with the
ual incantations of the Woad animists, the ice of the mountains Men of the North, giving them the right to occupy the lands around
caps melted, and a ruinous avalanche of snow, ice, rocks, and cold the lake and the forest and call them their home; in exchange for
water crashed upon the vale and onto the Darkmaster’s hordes, their gift, they requested the Men to watch over the land.
wiping them away at once. Thanks to her magic, Blàithnaid had They appointed Ælfwine, chief of the Men, with the title of War-
her life spared; unfortunately, though, the plan had been con- den of the Vale, entrusting him with the task of watching over the
ceived too quickly and had crucial unintended consequences. Place of the Submerged Queen and warning in case the Darkness
should return. They gave him the Elven Medallion, which served
as a key to access the Dùn Tùr tower in the middle of the lake. For
this reason Ælfwine chose the hound as a heraldic animal of his
house - ever watchful against enemies.
The title of Warden should have been passed from generation
to generation among the chiefs of Men who had inhabited the
valley. But, with the disappearance of the Elves in the forest, the
short memory of Men quickly went lost. The first Wardens still
remembered the task of which they had been invested, but soon
after a few generations the role of Warden of the Vale became
nothing more than a hollow tradition. Still, the Darkmaster nev-
er attempted again to take over the vale of Willow Lake, and the
people lived there in relative peace for centuries - and they still do.
In more recent years, occasionally Dwarves from the Mountains
and Halflings from the south came to live there alongside the de-
scendants of those Men that helped the Elves and Woads against
the Darkmaster.
The Setting

Cast of Characters
Servants of Darkness
Crowspeaker Garmr Hakon

Level MR AT DEF TSR WSR HPs Level MR AT DEF TSR WSR HPs

3 17L NA 25 35 15 35 5 15L MEs 40 45 40 100

Attacks CT Rog Adv Lor Attacks CT Rog Adv Lor

+35 Wpn / Spells NH 30 5 45 +100 Wpn / +60 Ran NH 30 60 10

Fear Dearg, access to Illusions, Master of Animals and Mind Control Human Marauding Warrior. Chief of Wulfric’s mercenaries band. Ig-
Spell Lores up to the Third Weave. He wears a pair of magical boots, en- nores penalties for being Bruised. Wears chainmail and is armed with
chanted with a constant Wanderer’s Stride Spell. a dwergar-made Longsword (+10 bonus, already factored in his CMB)
and a shield.

Garmr is an old and wrinkled Fear Dearg, a member of the Red- Hakon is the leader of Wulfric’s mercenaries. He is a tall, muscu-
cap “nobility” claiming to descend directly from the mythical lar man in his late thirties, with a long rugged beard and a scar
Crimson King. He joined Mokurz’s band only recently, just before over his left eye.
they left the main force of the army. Mokurz didn’t really like it, Although Wulfric’s mercenary band is composed mainly of vio-
but Garmr came bearing orders from the high-ups, so the chief- lent men of questionable morality, Hakon is the only true servant
tain was forced to begrudgingly accept his presence. of the Darkmaster among them, and the only one who knows
something about the Thane’s plans. He’s aware that their Master
Goals is coming with a great army to invade the Nine Kingdoms, and
Garmr’s official role is that of an aide-de-camp, making sure the knows that Wulfric is looking for “some sort of Elven trinket”, but
other Redcaps stay disciplined and using his magic to help handle he doesn’t really care much about the details of their plan.
the company’s Wolves. His real mission, though, is securing pow- He rules Wulfric’s men with an iron fist, expecting unquestion-
erful allies in the vale for his Master. ing obedience and dealing harsh punishment to those who disap-
Unbeknown to all, he carries a foul Brood-Egg, taken from the dead point him. The other mercenaries aren’t too happy with Wulfric’s
husk of a Mother of Spiders. He keeps it in a locked iron chest in- choice for their leader, but are too afraid of Hakon to speak up.
side his tent, cloaked in a Chameleon Spell he renews each day.
He intends to offer the Brood-Egg to the Woad Witches of the
Goals
Wood if they pledge to serve his Master, knowing well that con- Wulfric promised Willow Lake to Hakon, and the mercenary
suming it will turn one of them into a new Mother of Spiders. captain already sees himself as the new local lord. He plans to
open the gates and surrender the town to the Darkmaster’s forc-
If he succeeds es, but first he wants insurance that his men will be spared and
The Woad Witches will poison the river and spin their webs around he’ll be put in charge of things here.
the borders of Dryv Covert. Ultimately, one of them will take the
egg, devour her sisters, and become a Mother of Spiders over the
If he succeeds
course of a few years, turning the Woods into her blighted domain. The town will be spared, but under Hakon’s rule its people will
Fear Dearg, access to Illusions, Master of Animals and Mind Con- suffer as much as under any Orcish chief.
trol Spell Lores up to the Third Weave. He wears a pair of magical
boots, enchanted with a constant Wanderer’s Stride Spell.

7
Intro

Mokurz the Vengeful The Wolf Riders


Mokurz commands a force counting at least 20 Wolf-mounted
Level MR AT DEF TSR WSR HPs
Redcaps, 25 Redcap foot soldiers, and an elite guard of three Orc
6 15L MEs 45 60 15 100 Soldiers. He also has his own personal mount, a highly trained
Attacks CT Rog Adv Lor Grey Vargr.
+110 Wpn / +75 Ran NH 45 75 5 The warband will find a suitable place in the Woods to set up
camp, but Mokurz will also send some warriors to watch over
Dark Orc Warrior. Becomes enraged if he ever becomes Bruised, or fails a
Save Roll. While enraged, he gains +10 to his melee CMB, cannot Parry, the paths leading out of the valley and intercept anyone trying
and becomes immune to fear and effects that would calm him. to leave.

As the hosts of the Darkmaster gather north of the Blue Moun- Wulfric,
tains, preparing to descend on the Nine Kingdoms, Mokurz’s Thane of Willow Lake
warband was sent ahead as an advance force of the main army.
His orders are to recon the area, quickly crush any form of op- Level MR AT DEF TSR WSR HPs
position, and avoid news of the coming invasion from spreading 6 15L LA 35 45 50 80
south too fast.
Attacks CT Rog Adv Lor
They’re expected to encounter virtually no resistance, since the
+90 Wpn / +80 Ran CH 70 30 80
Darkmaster’s agent in the area (Wulfric) should already have
made all the preparations necessary to ensure their victory. This Human City Dabbler. Has a magical piece of reinforced Leather under
his trench coat (negates any Move Actions or CMB penalties from ar-
is also part of the reason why the warband is composed mainly of
mor). He carries a +10 arming sword and a silvered dagger (can attack
light, highly mobile troops. with both at no penalties) and a short bow. He knows the following Spell
Lores (use Lore bonus for Spell Casting Rolls) to 6th Weave: Illusions,
Bloodthirsty and hotheaded, Mokurz likes to rush into battle even Trickery, Sounds & Lights, and Dark Sorcery. He has 12 MPs
when the odds aren’t exactly in his favor. He isn’t stupid, though, and
knows when to sound a retreat if his forces are on the losing side. Wulfric is an athletic young man with magnetic eyes and a proud
He particularly hates Dwarves, having lost two fingers in one of bearing. He’s very sure of himself and obviously accustomed to
his first skirmishes against their Kin, and keeps several Dwarven giving orders.
beards tied to his belt as trophies. If there’s one or more Dwarf He was seduced by the Darkmaster’s promises of power years
characters among the heroes, Mokurz will most certainly con- ago, and now he serves Him in secret. He’s obsessed with the sto-
centrate his attacks on them, eager to expand his grim collection. ries about Blàithnaid, and strongly believes that her tomb hides a
powerful magical artifact, which he intends to retrieve. He tried
Goals
to convince Eamon to help him in his task, promising to make
Mokurz sees this mission as an opportunity both to demonstrate him his right hand under the Darkmaster’s rule in exchange.
his martial prowess and to grow his battle-hoard by pillaging the When the Warden refused and threatened to denounce his plans
countryside before the other Orc chieftains can get here. He defi- to the townspeople, he killed him and took his Medallion.
nitely doesn’t want to share his war spoils with anyone else! Wulfric is a very dangerous man. Ruthless and cunning, he’s a
moderately skilled fighter and was secretly trained in the ways of
If he succeeds
Dark Sorcery by his Master. He has the complete support of his
Willow Lake will burn, its people will be enslaved, and the Dark- men, who will blindly follow any of his orders.
master’s army will soon establish the vale as a starting point for When the campaign begins, Wulfric is quite frustrated, since he
its invasion.

8
The Setting

finally got his hands on the Medallion that should open the way Goals
to the artifact he’s seeking, but still hasn’t found out how to use
Above all else, Wulfric wants to get his hands on Blàithnaid’s Elven-
it. He feels closer than ever to his goal, yet victory still somehow
stone. Retrieving it has become his obsession, and as the adventure
eludes him.
progresses he’ll take greater and greater risks to reach his goal.
He sees the PCs both as a nuisance and as a useful tool to keep
the people of Willow Lake distracted while he finishes studying If he succeeds
the Medallion.
The Darkmaster will gain a powerful weapon, capable of overcom-
He’ll try to pass as a well-meaning but ultimately incompetent ing most of the defenses the Free Kins may set up to stop His ad-
and powerless Thane. To keep everybody’s attention focused on vance. No place in the Nine Kingdoms will be safe from His shadow.
them, he’ll put on a great show, begging them to help his town
and naming them “the New Wardens of Willow Lake”. At the
Wulfric’s Mercenaries
same time, he’ll feed them lies and false rumors, blaming the dis-
appearances on the mysterious “Beast of Willow Lake” to make
Level MR AT DEF TSR WSR HPs
sure they stay well out of town until he’s finished with his task.
3 15L LAs 25 25 20 60
Attacks CT Rog Adv Lor
+70 Wpn / +55 Ran NH 20 30 0

Human Mercenaries, wearing boiled leather armors and are armed with
spears, shields and swords or handaxes. About half of them also carry
short bows.

Wulfric brought a total of thirteen warriors with him. One of


them, a man called Hakon (see above), serves the same Master
he serves. The others are simple mercenaries they hired in some
town up north.
They’re utterly loyal to Wulfric, since the Thane treats them well
and knows how to win people’s hearts, but not very fond of Ha-
kon. They’re very afraid of him, though, and won’t disobey him
unless they suspect he’s betraying Wulfric.

9
Intro

Inhabitants of Willow Lake


Archiebold Ravenlock Eamon the Younger
A very unlucky Halfling farmer. He stumbled upon a secret meet- Eamon was Willow Lake’s last Warden, before the character’s ar-
ing between Wulfric and his men at the Hunter’s Cabin while head- rival. He was brutally murdered a couple of weeks ago by Wulfric,
ing towards the Lake on a fishing trip. The Northmen murdered who wanted to get his hands on the Warden’s Medallion. Wil-
him, and dumped his body in the forest, near an ancient Cairn. low Lake’s residents believe he’s been taken by whatever attacked
their sheep recently. They searched the woods for clues about his
Betha and Ronan whereabouts but never found him.
Eamon was a quiet man and, despite being very well-liked by the
A couple of elderly servants living in the Longhouse. They
people of Willow Lake, had few close friends and no family left.
worked under the previous Thane, Adoryc the Second, and took
No one knew the woods around Willow Lake like him, and many
care of the house after his death, so Wulfric decided to let them
find disturbingly odd the fact that he disappeared without a trace.
keep their job.
Betha’s meat pies are famous in Willow Lake but have become a
Eileen the Herbwife
rarity lately, since feeding Wulfric and his men takes most of the
poor old woman’s time.
Level MR AT DEF TSR WSR HPs
Quiet and reserved, they know a lot about the Longhouse and its
2 12L NA 10 10 25 30
history, including the presence of the hidden underground sanctu-
Attacks CT Rog Adv Lor
ary (even if they’ve never been down there themselves). They take
their job very seriously, though, and would never reveal its exis- +10 Wpn NH 10 15 25
tence to strangers, unless they’re certain it’s for the greater good of
Human Weald Animist. 6 Magic Points. Knows the Healing and Master of
Willow Lake and its people. Plants Spell Lores to the 2nd Weave (use Lore bonus for Spell Casting Rolls).

Goals Eileen is a fierce-looking young woman, with short blonde hair


and deep, green eyes. Her arms are covered by intricate, coiling
Bertha and Ronan like Wulfric but think he spends too much time
tattoos, which she makes no effort to hide.
studying in his chambers, and they can’t stand Hakon and the other
mercenaries. They’d like to see them gone and that Wulfric take a Eileen’s mother was a local herbalist, but her father was a man
more active role in leading the town, as his predecessor did. from the Woad Woods. While she never knew her father, as she
was raised alone by her mother in Willow Lake, she takes great
pride in her Woad origins.
The adventurers will be pointed to her house, should they ever
find themselves in need of healing herbs or any other kind of
medical assistance.
Despite being quite beautiful, her mixed ancestry and indepen-
dent spirit kept most of the local men away from her, and she nev-
er married. However, basically anyone at Willow Lake knows that
Eileen and Eamon were lovers, though the two never made their
relationship official.

10
The Setting

Eileen may seem short-tempered, or even downright hostile Mirabella


from time to time, but is in truth kind-hearted, and will warm up
“Bella” Ravenlock
quickly to the characters if she sees they’re taking their job seri-
ously. A pudgy, dark-haired Halfling in her 40s, Bella is clearly very dis-
She openly despises Wulfric, who she’ll describe as an insuffer- tressed by the disappearance of her husband, Archiebold. Pale
able boor, and she’ll accuse him of being partially responsible for and red eyed, she constantly clutches the big handkerchief she
Eamon’s disappearance. If asked to elaborate, she’ll tell the char- uses to dry her tears. After her initial moments of panic, she’s
acters that Wulfric and Eamon had several arguments about the managed to somehow pull herself together and she’s trying to
Warden’s duties in the past, and that on one occasion the Thane keep a calm demeanor.
even threatened to have him dismissed from his position. She be- She lives on a small farm, just outside town, but at the moment
lieves that Wulfric overworked Eamon, forcing him to take un- Niall lets her stay at his inn, at least “until this whole situation set-
necessary risks and ultimately leading him to his doom. tles down’’ he says.
If asked about her husband, she’ll be able to tell that he woke up
Goals very early to go fishing at the Lake, and never came back. She begs
Eileen wants Wulfric to be blamed for Eamon’s disappearance, the characters to find her “Archie”, or whatever has taken him.
even if she has no proof of the Thane’s involvement.
She would also like to learn more about her Woad heri-
Goals
tage and the customs of her father’s people. Mirabella demands justice for her husband, Archie-
bold.

11
Intro

Nevynn the Wise food for a few days.


Currently, Nevynn is Weary, Bruised, and suffers a -60 penalty to
Level MR AT DEF TSR WSR HPs all actions due to the Crippling Lingering Injury he suffered.

5 15L NA 0 25 55 45 Despite this, knowledge about Wulfric’s plans and the Stone
Attacks CT Rog Adv Lor
could prove critical to the PCs, should they rescue him.

+25 Wpn / Spells NH 25 5 105


Goals
Human Noble Wizard. Access to Detections, Eldritch Visions, Eldritch Nevynn doesn’t want the Stone to fall into the hands of the Dark-
Fire, Eldritch Wards, and Enchantment Spell Lores up to the 5th Weave;
+70 Skill Bonus in each; 30 MPs. master. He would like to either use it to save Willow Lake and halt
the advance of the Darkmaster’s army or, if that proves impossi-
Mornien’s mentor has been studying the Willow Lake region for ble, find a way to destroy it.
most of his life, fascinated by the secrets its ancient history seems
to hold. He visited the town and the nearby woods on several oc- Niall the Innkeeper
casions in the past years, and even bought an old tower as a resi-
The owner of the Dancing Trout Inn is a portly man with a thick
dence there, though he never used it very much. Most of the peo-
beard and incredibly bushy eyebrows. Always in a hurry, he
ple in Willow Lake think Nevyn is simply an old man from the
seems to have eyes everywhere and to know everything that hap-
big city who likes to visit the countryside from time to time. No
pens both in his inn and around town.
one suspects that he’s actually a wizard investigating the ancestral
He will gladly chat with the characters, and will often share with
past of their vale.
them news, rumors, and opinions, even when not solicited. Here’s
What recently brought him to town, however, were rumors of
a list of the possible rumors the characters may learn from Niall
troubles brewing up in the northern woods. Voices about Orc
(or any other Willow Lake inhabitant):
and Redcap clans on the move, and of sightings of strange crea-
1. Padraig was Eamon’s best friend, and often helped him pa-
tures at the edges of the Nine Kingdoms.
trol the woods. He has a pair of hunting dogs, Padraig. They
Once there, he found that much has changed since his last vis-
look nasty, but are actually scared of their own shadow, or
it. A new Thane named Wulfric ruled over the town, staying in
so I hear.
the great longhouse that was left abandoned after the last Thane
2. Last week a couple of weird fellows stopped by for a drink.
died without heirs. This wasn’t unusual per se, as the town, how-
Northerners, from the accent, I’d say. Never seen them be-
ever remote, couldn’t stay without a ruler for long, but Nevynn
fore, but they seemed to know their way about town. There
couldn’t help but feel suspicious towards the man.
was something shady about them, but I can’t really tell what
Speaking with his friend Eamon, he learned that Wulfric had it was. They didn’t talk to anybody, just quaffed their ale and
brought with him a small company of mercenaries from the were off.
north, and that he asked a lot of questions about the role of the 3. Padraig has always had a crush on Eileen, but he never made
Warden and the past of Willow Lake. a move on her out of respect for his friend. Poor fellow, I
In a short time he discovered Wulfric’s real intentions, but be- think everyone in town but Eileen knows about it.
fore he could expose him or leave a message to warn his pupil, the 4. If you see some weird-looking stones in the forest, stay away
Thane overpowered the wizard and locked him in a secret cell from them. I don’t know who placed them there, but they’re
under his residence. cursed. A friend of my grandmother’s uncle touched them
Nevynn is in a pretty bad shape. Wulfric tortured him to learn on a dare once, and he died of dysentery that same year.
what he knew about the Elvenstone and his plans. When the old Cursed, I tell you!
man refused to speak, he decided to let him rot in his cell without 5. The title of Warden of Willow Lake has a very long history. I

12
The Setting

think it goes back to the first men who came here. You should “One-Hand” Padraig
ask Thane Wulfric about it, he did a lot of research about the
town’s history. Level MR AT DEF TSR WSR HPs
6. You know about the beast in the Lake, right? My grand-
1 15L NA 10 10 20 45
mother always told me stories about it. Back then they also
Attacks CT Rog Adv Lor
made sacrifices to it, once a year or so. Not people, you fool,
we’re not savages! Just a lamb or something like that. Any- +35 Wpn / +35 Ran NH 30 30 0

way, Eamon and that poor Halfling, they disappeared around Human Weald Rogue. Carries a dagger under his tunic, cannot use
the Lake, didn’t they? I’m just saying, maybe, it’s not a coinci- two-handed weapons..
dence…
7. Thane Wulfric is a great man, I don’t know what we would A lean, red-haired man with a long moustache and a stump where
do without him around here. He’s quite learned, you know? his left hand should be, Padraig was Eamon’s best friend. He often
Last year the sawmill axle got stuck, and no one was able to followed him around and helped him with some of his Warden’s
do anything about it. We thought we’d have to replace the duties, like patrolling the woods, clearing the forest’s paths, or de-
whole thing, which would have taken a lot of time and quite a livering messages.
bit of money. Then the Thane went in, and fixed it all by him- Padraig lost his left hand when he was very young, in a wood-cut-
self, just like that! I don’t know how he did it! ting incident. On that occasion, Eamon saved his life, carrying
8. Nevynn, you say? Oh, yeah I remember him well! An old him on his back to the nearest farm, where his wounds could be
fellow, very tall, long beard, right? He’s been in town quite tended to. Since then, the two became inseparable friends.
a few times in the past. I think he even bought the old tow- Eamon’s death left Padraig devastated. Since the Warden disap-
er, near the East Gate. Now that I think about it, the last time peared he’s mostly been staying in his shack near the Old Sawmill
I saw him was about two weeks ago, just before Eamon dis- with his dogs, Shadow and Lucky.
appeared.
If asked about Eamon’s disappearance, Padraig will say that he’s the last
9. Do you know the tale of the Woad Witches of the Woods?
man with whom the Warden spoke. That evening Eamon stopped by
They say they were three beautiful witches of the Woad peo-
his cabin for a drink, but left very early, saying that he had something
ple, who made a deal with an Elven queen but then betrayed
to check at the Lake. Padraig offered to help him, but Eamon insisted
her, turning against her in the hour of need. So the Elven
on going alone, saying that it was nothing to worry about.
queen cursed them, turning them into great poisonous spi-
Padraig never saw him again, but says that the same night he
ders and forcing them to hide forever in the depths of the
heard some weird noises in the woods just out of his cabin. Since
woods. It’s just an old tale, but maybe it’s connected with all
then his dogs have been nervous, often barking at nothing and re-
these disappearances, don’t you think?
fusing to follow him into the forest.
10. There’s an ancient barrow down south. Some say it holds the
treasure of a lord of old, but if I wouldn’t go near it for all the The characters will find Padraig’s knowledge of the woods very use-
gold in the world. That place gives me the creeps. ful, if they manage to persuade him to follow them in their adven-
ture. He isn’t a fighter though, and won’t be able to do much in com-
Goals bat. His dogs are terrified by the Troll’s scent, and will be Very Hard
(-30) to convince them to leave the safety of their owner’s house.
Niall wants things to get back to normal in Willow Lake, all this
excitement is bad for business! Goals
Padraig wants to find out what happened to his friend and make
a good impression on Eileen, though he would never dream of re-
vealing his true feelings to her.

13
Intro

The Island of Mists


Blàithnaid, ical Stone and, summoning all her power and mastery of the Ar-

the Flower-Crowned Queen cane arts, began a ritual to drag the entire vale into the Annwn
for all eternity.

Level MR AT DEF TSR WSR HPs Blàithnaid is tall and incredibly beautiful but carries with her a
sadness that makes her almost painful to look at. Once a proud
9 15L NA 60 55 70 100
warrior-queen, she’s now a remorseful and pitiless Unseelie, cold
Attacks CT Rog Adv Lor
fury burning in her eyes.
+100 Wpn / Spells HH 60 40 100
Goals
Banshee, see Bestiary for special abilities. She knows the following Spell
Lores up to the 9th Weave, and can cast Spells from them without spend- Blàithnaid wishes to exact revenge on the Darkmaster and His
ing MPs (use her Lore Skill for the Spell Casting Roll): Elven Lore, Spell
Songs, Eldritch Hand, Illusions, Eldritch Tide. minions. She believes the world to be doomed and those who
oppose the Darkmaster nothing but fools; and yet she wishes to
spoil His victory as much as she can.
Blàithnaid suffered countless losses in her long life. She saw the
She cares nothing for the justness of her actions, or for whom
strength of her people fade over the centuries; their beautiful
she’ll hurt with them. She only wants to see the Darkmaster suf-
kingdoms reduced to a few, isolated cities scattered across the
fer as much as possible.
land. She’s seen war and famine ravaging the realms, alliances
broken, Kin turning upon Kin, and hallowed places corrupted by
If she succeeds
the foul touch of the Darkmaster.
The entire vale surrounding Willow Lake will be dragged into
In all this, she never gave up hope. Even when her mortal love was
the Annwn, leaving behind a huge rift that will slowly expand to
slain, and the armies of the Darkmaster besieged the walls of the
claim more of the mortal world.
tower, she stood up against them, using all her might to fight the
coming shadow.
The tragedy of the Whispering Meadow, however, proved too much
Drwnych
for her to bear. She had won the war, but the cost had been too high.
Level MR AT DEF TSR WSR HPs
She quietly retired to her tower, leaving the world with its suffer-
20 - ME 50 100 90 350
ing behind. But despite her best intentions, she couldn’t blind her-
self completely to what was happening around her. Even in her Attacks CT Rog Adv Lor

isolation she could perceive a baneful presence drawing near, one +150 LGr / +150 LTr EB 75 120 90
that she thought defeated long ago. She recognized the foul shad-
Ancient Awakened Tree, Ænth special abilities
ow of the Darkmaster and fell into despair.
Suddenly, all her sacrifices, all her suffering had been for naught. When their ritual brought ruin to the vale, the Woad Animists
If the Darkmaster was coming back, the world was doomed, and celebrating it were hit by a tremendous magical backlash. In a
she could do nothing to stop Him. desperate attempt to save their lives, they bound their souls to the
great trees that stood around them. Their bodies died that day,
At the same time, she was too proud and stubborn to simply give
but their spirits lived on, coalesced in a single entity. A sentient
up. She decided she would once again save her vale from the
mass of roots, bark, and branches with vaguely humanoid fea-
clutches of the Darkmaster, no matter the cost. She took her mag-
tures called “Drwnych”.

14
The Setting

It survives to this day, watching over the island’s wood and popu- infusing a living branch or root with part of Drwnych’s own es-
lating it with tiny spirits made with fragments of its own essence. sence, which returns to the tree once the Sapling has complet-
Drwnych cannot move about but can speak (albeit veeery ed its duty or is destroyed. No more than 24 Saplings can exist at
slooowly) and sees anything happening in its grove. It’s not nor- any given time.
mally aggressive (unless something threatens its grove, or the
well-being of its Saplings), but, should the need arise, it can de- Sabeorht
fend itself by crushing aggressors with its powerful branches.
The old tree often behaves a bit oddly. It mumbles to itself quite a Level MR AT DEF TSR WSR HPs

lot and always refers to itself in the third person. It will suddenly 8 15F NA 60 50 70 100
change opinion on a subject without any apparent reason or will Attacks CT Rog Adv Lor
send out its Sapling on some urgent task, only to completely for- Special / +100 Wpn HH 50 40 100
get about it moments later.
Undead, Specter special abilities and immunities, linked to Reaver, a +20
On the other hand, it will always remember those who help it or
Elf-Slayer magic longsword.
take care of its Saplings.
If Drwynch learns that the PCs are looking for Blàithnaid, it will Sabeorht was the general that led the Darkmaster’s forces into the
offer them a deal: it will give them a Silver Branch that will allow vale, a dark mage of great power and even greater malice. Tricked
them to cross the darkness of the Rift and get into the Annwn by the Elven queen’s magic, he died long ago in the catastrophe
safely, if they promise to bring the Stone of Annwn to it. The tree that swept away both the Darkmaster’s and the Elven armies.
has no way to ensure the heroes will keep their word, so it’ll offer Now his Specter haunts the Island of Mists, bound to the magic
the deal only if they seem reliable enough. sword he carried in life, a fell blade named “Reaver”.
His curse prevents him from leaving the place of his death on his
Goals
own, but Sabeorht knows that he can circumvent this by possess-
Drwnych seems to care only about its grove, unconcerned about ing a living creature and having them carry his cursed sword for him.
the fate of the outside world. Even the ancient tree, however,
He usually remains invisible but can also manifest as a dark-ar-
longs for the Stone of Annwn. It knows the Stone has the power
mored warrior, wearing an elaborate helm that conceals his fea-
to free the souls of the Woad Animists trapped within it, granting
tures, and will use this form to interact with the heroes, should
them their well-deserved final rest.
they choose to listen to his words.

Saplings Goals
Sabeorht deluded himself into thinking that his Master will bring
Level MR AT DEF TSR WSR HPs
him back to life, should he succeed in killing Blàithnaid and bring-
3 15L ME 20 20 15 30 ing Him the Stone of Annwn. He’ll try to persuade the heroes (or
Attacks CT Rog Adv Lor any NPC he comes in contact with) that Blàithnaid is completely
+30 SGr NB 35 20 5 insane, and that only his sword can stop her. He’ll then attempt to
possess the first character that touches the sword and use them
Tiny Awakened Tree, reduce Piercing Critical Strikes received by one se- to carry out his plan.
verity level, suffers double damage from Fire attacks.

To obviate its immobility, Drwnych creates Saplings, tiny enti-


If he succeeds
ties similar to Awakened Trees the size of a toddler, sent around He’ll have the possessed character bring Reaver into the Annwn,
the island to scout or perform specific errands. They’re made by then he’ll force them to use it to kill Blàithnaid and take the Stone.

15
Intro

Other Characters
Annis Goals
Annis wants peace between her people and the Pike Clan. She
Level MR AT DEF TSR WSR HPs worked hard for this alliance and doesn’t want to see it thrown
4 15L NAs 40 25 20 70 away, but she won’t just stand and see her men murdered, either.
Attacks CT Rog Adv Lor She’s ready to fight, but will do anything in her power to avoid
+80 Wpn / +70 Ran NH 25 40 15
bloodshed, if there’s a chance.

Human Hill Warrior. Carries a superior quality spear (+5 bonus, already
factored in her CMB), a handaxe and a shield.
Ivarr, Harald and Rolf
Typical Hillman Warrior Level MR AT DEF TSR WSR HPs
Level MR AT DEF TSR WSR HPs 4 16L LAs 25 25 20 70
2 15L NAs 25 10 10 50 Attacks CT Rog Adv Lor
Attacks CT Rog Adv Lor +70 Wpn / +50 Ran NH 20 30 0
+50 Wpn / +50 Ran NH 15 15 0
Human weald bandits. Weapon melee attacks are Clubs & Knives;
Ranged attacks are Short Bow (Harald only). Read description for more
Human Hill Warrior. Usually armed with swords, short spears, or jave- information
lins and carrying a shield.

Three mercenaries from the north, who came to bring a message


The daughter of a hillman clan chief, Annis took over the lead-
to Wulfric from his Master. They’re coarse, mean-spirited men,
ership of the Bear Clan when her husband died some years ago.
who respect only violence and gold. Ivarr, their chief, likes to pic-
This stout, red-haired woman commands a great deal of respect
ture himself as a brilliant strategist but is in truth far less clever
among her people. None in the Hills can match her political acu-
than he thinks. Harald, a big, burly man, is a heavy drinker and a
men and, despite not being in her prime anymore, she can still
decently skilled hunter. Rolf talks a lot but only speaks the harsh
teach a lesson or two to most of the hillfolk warriors.
dialect of their tribe, which makes him basically unintelligible
Annis’s people are currently involved in a blood feud with the by anyone save his companions. Characters listening to him can
Pike Clan, one of the other great families of the Hills. make a Challenging (-10) Cultures Roll to get the general gist of
The Bear Clan and the Pike Clan have fought one another for gen- what he’s saying, learning that he’s worried about “the ugly ones”
erations, but recently the woman succeeded where her predeces- they met while travelling in the mountains.
sors always failed. She managed to put an end to the ancient en- They all wear very worn-out studded leather armor, covered by
mity, forming an alliance with the Pike Clan. stained woolen tunics, and carry reinforced clubs and hunting
To celebrate the peace and strengthen the bond between the two knives. Ivarr also has a battered shield and a few silver coins in a
clans, her son Kendric was to marry Maeve, the daughter of the small leather pouch. Harald always carries a short hunting bow
chief of the Pike Clan. and some arrows with him.
Unfortunately, the night before the marriage, a man of the Pike Clan They don’t know much about what’s going on. If forced or per-
was found murdered. Some of the Pike men screamed treason, and suaded to talk, they’ll tell that they were paid to bring a letter here
the hostilities between the two clans resumed, worse than ever. (they cannot read, so they have no idea about what was written in
the message), with instructions on where and when to deliver it.

16
The Setting

They met with Wulfric once to deliver the letter, but they don’t If reduced to his Bruised Value, or badly injured, the Troll will try to
know his name, and haven’t seen his face clearly, since it was night. surrender, even offering the heroes part of his treasure in exchange
Unfortunately, a Halfling interrupted their meeting, and Wulfric for his life. He’ll start with what is in his treasury, and only in the most
ordered them to kill him and dispose of his body. They’ve been dire of circumstances will part with his precious Elven pendant.
promised more silver and are trying to lay low, awaiting further Anyway, given the chance, Morcant will try to escape as soon as
instructions. possible. His favorite tricks are feigning to be wounded more se-
verely than he actually is and tricking the characters into entering
Goals his Treasury, only to close the door behind them and flee, leav-
Ivarr is starting to think that coming south wasn’t such a great ing them there.
idea after all. He’d like to find an excuse to get back north without Morcant’s has a companion animal - an older female Wolf named
having to admit he was wrong in the first place. Lefty. She is very loyal to Morcant and will fight to the death if
commanded to do so. Although generally Morcant will try to
Morcant the Old Troll avoid fighting to death himself, he will eventually leave Lefty to
fight in his place while he tries to flee, if forced to!
Level MR AT DEF TSR WSR HPs
Goals
6 10L LA 10 85 20 150
Morcant mostly just wants to be left alone. He’d like to find a place
Attacks CT Rog Adv Lor
where he can get plenty to eat without being hunted down or
+110 LCl / +100 Wpn HH 60 70 0
having to fight too much for it.
Old Forest Troll Strider. Has a crippled leg (reduced land speed). +100
Wpn is a huge club (counts as a quarterstaff but max attack cap is 150).
Has slightly better Rog and Adv Skills than a standard Troll. Immune to
The Woad Witches
Stun from non magical attacks. of the Wood

Morcant is a very old Stone Troll, with an extremely large, runny Level MR AT DEF TSR WSR HPs
nose, and long moss-like hair covering most of his body. He came 8 15L NA 50 55 45 100
here from the mountains, in an attempt to escape the Darkmas- Attacks CT Rog Adv Lor
ter’s hordes invasion of his homeland.
+100 HSt / +90 LPi HB 70 60 30
He’s relatively bright for a Troll, but he’s also quite a coward. He
knows that members of the smaller Kins arm themselves with Great Spiders. Poison: Creatures who suffer a Critical Strike from the
Stinger attack of a Giant Spider must pass a TSR or become Held for
“nasty pointy metal things” and prefers to avoid fighting them, un- 1d10 minutes. If they fail a SR against another dose of the same poison
less absolutely necessary or unless he’s sure to win. before its effects wear off, they’ll be completely paralyzed, becoming In-
capacitated for 2d10 minutes. Web: If one of them moves less than half
If cornered or attacked in his lair, Morcant will defend himself but its movement in a round, it can place a 3m radius web behind itself as a
will ask his attackers what wrong he did to them, hoping to con- Free Action. The web counts as Arduous terrain for anyone but spiders.
Non-spider creatures entering a web must pass a Challenging (-10) Ath-
fuse and throw them off guard.
letics roll or become Held until the web is destroyed or they spend a Full
If the characters accuse him of the recent disappearances, he’ll Action and pass a Challenging (-10) Athletics roll to free themselves.
claim to have nothing to do with them. He’ll admit to have
snatched a few sheep from the nearby farms (claiming that he The so-called “Woad Witches” are in fact a trio of Giant Spiders
didn’t know that he wasn’t supposed to), but he’ll say that he never who managed to escape the devastation caused by Blàithnaid’s
harmed anyone. “Morcant knows” he’ll say “that tiny people send ritual and made their lair in the woods near Willow Lake. During
big heroes if he hurts them, so Morcant never hurts tiny people”. the course of the centuries they spread lies and false rumors to

17
Intro

conceal their true nature, and became fat and bloated hiding in Goals
their small domain.
Each of the three spiders wants to grow bigger and stronger than
They’re spiteful, deviously cunning creatures, who like to toy with
their sisters. They live together and bear each other’s presence out
their prey before finishing it. They know that drawing too much
of necessity, but in truth each of them would love to get rid of her
attention would probably bring Elven hunters from Dryv Covert
sisters and become the sole and only mistress of these woods.
upon them, so until now they’ve tried to keep a low profile.
In the first part of this campaign, they’ll also want Morcant gone.
If the characters enter their domain in the woods, the three will
They see the Troll as a poacher, trespassing in their woods and
remain hidden at first, spying on them and trying to guess their
stealing their prey without asking for their permission, but they
intentions. Lone and lightly armed characters are likely to be seen
are too afraid to directly confront him. They’ll gladly direct the
as an easy prey and will be attacked, captured, and brought into
characters towards him, should they get the chance. They don’t
their lair to be eaten. Large parties and well-armed travellers, on
know the exact location of his lair, but they are aware that it’s in
the other hand, will be treated with caution.
the northern part of the woods.
The Witches speak the Woad language fairly well and know
a few words in Elven, too. If they choose to
interact with the characters, they’ll try to
avoid being seen, posing as woodland
spirits to gain their trust.

18
The Setting

The Land
Willow Lake Layout 4. Wulfric’s Longhouse: Erected on the top of the small hill
around which the town was built, the Thane’s house is easily
1. Walls: A sturdy wooden palisade about 4 meters high, the most imposing structure of Willow Lake. See Layout of
backed by lower, thick earthen walls. Wulfric’s Longhouse below for a description of its contents.

2. Town Gates: Access to town is gained by one of these two 5. Eileen’s House: The herbalist’s house can be recognized by
heavy wooden gates, one at the east side, the other fac- its green painted shutters, and by the small well-tended gar-
ing west. They’re closed from sundown until morning, and den on the backside. Most of the time, Eileen can be found
guarded by a man from the local militia during the day. here, either tending her garden or brewing some herbal rem-
edy.
3. Dancing Trout Inn: A large two-storey building with a
small stable attached. Meals are served in the large hall on 6. Warden’s House: Eamon lived in a simple house near the
the first floor, which is used as a common sleeping room for western gate of the town. The house is now obviously emp-
the night. The upper floor is normally used by the innkeeper ty, but the characters can find it very easily by asking around.
and his family as living quarters, but Niall can free a couple Any villager will also tell them that the house has already
of rooms for wealthier patrons, should the need arise. been searched unsuccessfully by Wulfric and his men for
clues about the Warden’s whereabouts (he was in truth look-

8
8

4
1 5

7 2

2
6 3

Map 1.1
Willow Lake
Intro

ing for clues about how to use his newly acquired Warden Climbing the tower walls and entering from the windows
Medallion, but the townsfolk were easily convinced of his is possible, but will be frowned upon by the local residents,
good intentions). If the PCs decide to investigate the house who’ll try to stop the characters, unless they come up with a
anyway, they’ll find that the Thane has been very thorough really good reason for breaking into an old man’s house. In-
in his search, and that the house interior has been basically side the study the PCs will find several maps of the Willow
turned upside down. Oddly enough, a lone pigeon, appar- Lake area spread upon a large wooden table, and a small desk
ently flown in from a tiny opening on the roof, rests quietly with ink and paper near the window. The desk has a con-
on one of the ceiling beams. Tied to one of its legs there’s a cealed compartment, Very Hard (-30) to find, hiding a
small piece of parchment with the following message: “It’s small iron chest of golden coins (counts as a TV2 treasure).
as we feared. Don’t go. Wait for me. N.” Mornien and Gan- There are also a few books placed on a shelf on the wall (see
drell will immediately recognize Nevynn’s handwriting, but the table [5.1]; each book takes 2d10 hours to be read).
in town no one remembers seeing the odd old man and the
8. Farms: Most of Willow Lake’s inhabitants are loggers or lum-
Warden ever exchanging more than a few words.
bermen, but there are a few farms surrounding the town.
7. Nevynn’s Tower: Initially used as a watchtower, this Many of them have recently been the target of Morcant’s at-
three-storey building was abandoned decades ago and fell in tacks and lost at least a few sheep to the Troll. The farmers
disrepair. Nevynn bought it some years ago, remodeling it to will be more than happy to show the characters the damage
use it as a base for his journeys in the Willow Lake area. No done to their barns and point them the tracks left by the
one’s home when the PCs arrive. The door is locked, Very Troll (see the Tracking Morcant section below). Some may
Hard (-30) to pick, and all the shutters closed. There isn’t also give them vague descriptions of the hulking figure that
much of interest in the first two floors of the tower, but the attacked their animals. However, since it was night, no one
door to Nevynn’s personal study on the third floor has managed to see the sheep thief clearly, so each farmer will
been sealed with a 5th Weave Spell by the old mage. The describe him slightly differently from the others.
door can be broken down but cannot otherwise be opened
without using the proper key or without dispelling the Spell
first. It will automatically open for Mornien and Gandrell
(or other PCs sharing a similar bond with Nevynn).

Nevynn’s Tower Library Table


Title Language Contents
Isignia of the Describes the coats of arms and isignia of the various noble houses of the Nine King-
High Mannish
Nine Kingdoms, part IV dom. Grants a +10 bonus to heraldry-related Songs & Tales Rolls.
Canticle of the
Elvish Tells the tale of Blàithnaid, up to right before the arrival of the Darkmaster's armies.
Flower Crowned Queen
Tells how Ælfwine, first Thane of Willow Lake, was betrayed and murdered by his en-
The Warden's Doom Common Mannish vious cousin but finally avenged by his sons. Contains directions to the Ruined Burial
Mound southeast of Willow Lake.
A long poem, telling the story of a beautiful lady, trapped in a tower beneath a lake
The Tower in the Reeds Star Elvish
by the curse of a shunned lover.

[5.1]

20
The Setting

Layout of 3. Great Hall: The Great Hall interior is decorated with large
tapestries, bearing the Thane’s insignia (a rampant hound)
Wulfric’s Longhouse
and depicting his ancestors’ deeds. A character examining
these tapestries may make a Challenging (-10) Songs & Tales
1. Wooden Palisade: A sturdy wooden stockade, about 1.5
Roll to learn that Willow Lake’s founding fathers were friends
meters high. It has a single entrance, guarded day and night
of the Elves, and that the first Thane was also the first War-
by Wulfric’s men.
den. Normally, only very important guests are received here,
2. Courtyard: Most of the mercenaries will be found here but once a month the Thane uses the Hall to administer his
during the day, spending their free time sparring and wres- justice and grants audience to the populace, listening to the
tling among themselves, playing dice, drinking, or harassing townspeople’s pleas and petitions.
Betha and Ronan.
4. Kitchens: A cluttered room serving both as kitchen and as
Wulfric’s Mercenaries sleeping quarters for the two old servants living here, Betha
and Ronan.
Level MR AT DEF TSR WSR HPs

3 15L LAs 25 25 20 60
5. Barracks: An old storeroom Wulfric had recently cleaned
up to make room for his men. There are no windows, so the
Attacks CT Rog Adv Lor
air is a bit stale here. A dozen straw mattresses are scattered
+70 Wpn / +55 Ran NH 20 30 0
on the floor, and there’s a huge stack of wood piled up against
Human Mercenaries, wearing boiled leather armors and are armed with the wall opposite the front door.
spears, shields and swords or handaxes. About half of them also carry
short bows.

7 3 2 1
6

Map 1.2
Wuldric’s Longhouse

21
Intro

6. Stables: The stables currently hold only Wulfric’s horse (a Note that the trapdoor cannot be closed from the inside, so if
piebald palfrey) and a cranky old mule Ronan sometimes Wulfric is in the Hidden Sanctuary (or has already escaped),
uses to go shopping in town. the passage will be open and quite evident for anyone to see.
The locked chest is Hard (-20) to open and contains the silver
7. Wulfric’s Chamber: Wulfric’s living quarters are always
Wulfric uses to pay the mercenaries (TV3); the other is full
guarded by at least two of his most loyal men. No one, apart
with the Thane’s clothes and personal belongings.
from the Thane’s personal servants, is ever allowed in here.
Heroes examining the items hung on the wall will no-
Characters trying to break in will be immediately detained
tice that the wall near the hooks sustaining the spear is
by guards. Access to Wulfric’s personal chamber is gained
scratched, as if by frequent manipulation. Pulling the
through a heavy oaken door, which is always kept locked
hooks will activate the mechanism that opens the passage
-picking the lock is a Heroic (-50) task- when he’s not inside.
leading to the Hidden Sanctuary.
Inside, the characters will find a very sumptuous bed, two
large chests (one sporting a heavy lock), and a stand with an
old ceremonial suit of mail armor. Hanging on the wall in Layout of
front of the bed, there’s an ancient-looking spear and a round the Hidden Sanctuary
shield, painted with the hound insignia.
The floor is covered by rugs, concealing the hidden trap- 1. Passageway: A dark and damp tunnel, barely wide enough
door that leads to the Hidden Sanctuary below, making it for a grown man to walk in. Small niches carved on both
Very Hard (-30) to spot. If the rugs are removed, finding the sides of the corridor hold a series of crude stone sculptures.
hidden trapdoor becomes a Standard (+0) Roll. Characters passing a Challenging (-10) Cultures Roll will un-
derstand they represent the past Wardens of Willow Lake.

2
Map 1.3
1
Hidden Sanctuary

22
The Setting

2. Wulfric’s Secret Study: Its original purpose lost to time, this of Willow Lake, and perhaps of all the Nine Kingdoms.
room has been claimed by Wulfric as his personal study. El- He’ll also answer some of the questions the PCs may have,
dritch glyphs have been painted on the walls and floor. An but keep in mind that the old wizard is exhausted and se-
obscene altar to the Darkmaster, made of animal and hu- verely wounded. He currently doesn’t have the strength
man bones, has been erected against the western wall. Upon to sustain a prolonged conversation with the heroes.
it there’s a tarnished silver bowl, covered in grotesque Here are some examples of answers Nevynn may give if the
symbols and filled with a dark liquid. A Standard (+0) Ar- PCs question him.
cana Roll reveals that it has been used for some sort of div- • What happened to you?
ination [Link] bizarre implements and scrolls cov-
I uncovered what Wulfric was planning, but I’ve underesti-
ered in scrawled notes are scattered on a great stone table
mated the extent of his powers… and of his corruption. I was
in the center of the room, next to a leather-bound tome
seized before I could warn anyone, and Wulfric has been tor-
titled “The Stone of Annwn”. The notes cover Wulfric’s var-
turing me since then.
ious attempts to unlock the secret of the Warden’s Medal-
lion, while the book is a monograph on the ancient artifact
• What is Wulfric planning?

in the Mannish tongue (the GM should quickly summarize He seeks the Elvenstone of Annwn, and intends to deliver
its story and presumed powers to the characters reading it). it to the Darkmaster! This cannot be, he must be stopped at
Inside the book, acting as an improvised bookmark, there’s all costs!
a letter in Dark Speech reading: “The time is near. Soon • What’s the Elvenstone of Annwn?
you’ll be reached by the first servants of our Master. I’ll be It’s… a very ancient and powerful artifact. I can only imag-
right behind them, with the rest of our forces. Have the Stone ine what the Darkmaster could do, should he seize the Stone
ready for my arrival. Don’t fail me.” for Himself.
3. Shrine of the Wardens: Centuries ago, the Wardens used • Where is it?
to take their oath in this hidden shrine. The ancient rune- They say it’s hidden in the Isle of Mists, in the middle of Wil-
stone upon which they swore still stands in the middle of the low Lake, but it’s protected by powerful spells. No one can
room, bearing the following inscription in Mannish, Elvish, reach it without the proper key.
and Dwarvish: “I swear to keep watch over the Whispering
• Why did Wulfric tortured you?
Meadow. Over the Tower and over the Gate. Over the living
He wanted to learn what I know about the Stone. I think he
and the dead. Until the Queen returns, until our watch ends.”.
has found the key but still hasn’t figured out how to use it. He
Characters reading this aloud with a true heart will feel
hoped I could solve his riddle for him.
their spirits lifted and their strengths renewed. They’ll gain
one Drive Point and hear a warm, powerful voice saying: • Where is he now?
“Steel yourself, brave Warden; your greatest trial lies ahead. I don’t know for sure, but I think he’s gone to a circle of stand-
Find your light at the elf-friend rest.” ing stones, on the hills beyond the river. An old place of power.
He was suddenly very scared by something, and I’ve heard him
4. Nevynn’s Cell: A set of iron manacles are set into a wall
prepare for an arcane ritual of some sort. I think he intends to
of this foul-smelling chamber. A half-unconscious old
summon an ancient spirit to get the answer to his dilemma.
man dangles from them, his mouth gagged by a strap of
leather, his body covered with wounds. Heroes familiar 5. Secret Exit: This long, winding tunnel leads to a concealed
with him will immediately recognize the man as Nevynn. exit outside town, near the edge of the forest. A few meters
Nevynn will obviously be very grateful to his saviors, but as before the end of the tunnel, the way is blocked by an ancient
soon as he comes to his senses he’ll warn them that Wul- iron portcullis, which can be opened with a lever hidden
fric is working on a nefarious plot that could spell the end on the nearby wall, Challenging (-10) to find.

23
Intro

Layout of the Woods Characters will find several confused tracks on the western
and southwestern shores, and at least some of them seem
1. Old Sawmill: Everyone in town can give the characters di- to belong to a large creature, like the one who attacked the
rections to the Sawmill, but this large building can hardly be farms (see the Tracking Morcant section below).
missed. Logs from the surrounding area are dragged here, A thick, swirling mist rises from the lake after sundown.
where they are cut and prepared to be sent down the river. Characters staying here at night will see strange, flickering
During the day, the old Sawmill is bustling with the activity of lights dancing in the fog, ever out of reach. People from Wil-
the men working here. At night, the characters will find only low Lake call them “Fairy Lights”, since according to a local
Padraig, sleeping in the attached cabin and watching over the legend they mark the site of an ancient battle fought by the
facility with his dogs. Fair Folk. They appear almost every night, and are spooky
but harmless. Unless one is such a fool as to try to catch
2. Hunter’s Cabin: A simple wooden shack, originally built
them, that is.
by the previous Thane as a base for his hunting trips. Even
if it’s slightly run-down, it’s clear that someone has been liv- 4. Island of the Mists: The small tree-filled island in the mid-
ing here recently. In fact, three Northmen mercenaries (Ivarr, dle of the Lake is called “Island of the Mists” by the locals, be-
Harald, and Rolf ) are hiding here at the moment, spending cause its shores are often enshrouded in a low-hanging fog.
most of the day drinking and quarreling among themselves. Legends say that a fair maiden dressed in white can be seen
The first time the PCs arrive here, unless they’ve already met walking among the trees during moonless nights, looking for
the three mercenaries somewhere else, the GM should roll her lover. The young women of Willow Lake toss small flow-
percentile dice: on a roll of 60 or less the Northmen are er garlands in the lake before marrying, asking for the bless-
home; a roll of 61 to 90 indicates that one of them is miss- ing of the Lady of the Island. See the third part of this cam-
ing (probably out hunting or fishing); and a roll of 91 or more paign (The Island of Mists) for an in-depth description of this
means that no one’s at home at the moment, but the three location.
will return in 2d10 minutes, carrying a freshly killed roe deer. 5. Cairn Glade: A moss-covered cairn stands in the middle of
Harald set some simple traps all around the cabin: tripwires this isolated glade since time immemorial. Locals avoid it,
connected to rudimental alarms. Characters approaching and will advise the PCs to stay away from the place, believing
the building carelessly will surely trigger one of them, attract- the cairn to be cursed and haunted by evil spirits. A murder
ing the attention of whoever is in the cabin at the moment. of Gorcrows huge, malicious ravens- nests here. They don’t
Those advancing with more caution can make a Standard like intruders and will caw threateningly from their trees at
(+0) Perception Roll to spot the tripwires. trespassers. They’ll even attack lone travellers who enter the
Besides the Northmen’s meager possessions, the cabin glade, but rarely risk doing so against numerous parties or
holds little of interest, but desperate characters rummaging well-armed individuals.
through it will be able to scrounge an old hunting trap and a
To the Gorcrows’ delight, the Northmen chose this spot to
healer’s kit, hidden inside a bench.
dispose of Archiebold’s body. The poor Halfling’s corpse
3. The Lake: The lake from which the nearby town took its has been savagely pecked by the evil birds, but it’s still recog-
name covers an area of about one square kilometer. Its wa-
Gorcrows
ters are clear and apparently calm, but the locals will warn
that swimming in it can be dangerous, due to strong un- Level MR AT DEF TSR WSR HPs
dercurrents. Boats are also known to capsize unexpectedly 1 21F/3L NA 50 0 0 15
and run into hidden obstacles in these waters, so they’ll ad- Attacks CT Rog Adv Lor
vise against sailing, too. +25 SmBe NB 40 20 0

24
Map 1.4
Willow Lake and
Surrondings

to the
8
Dryv Covert 3
(elven Forest)
2

10 12

11
5 13
1
Willow Lake

7
9

to the to the
Woad Territories Southern Kingdoms
Intro

nizable by the small silver locket, with a painting of his wife, a. Entrance: Usually the mound is sealed by a thick stone
kept in the pocket of his bright yellow jacket. door, Extremely Hard (-40) to open from the outside.
Characters searching the glade for clues can make a Hard However, from time to time, the evil spirits haunting it
(-20) Hunting Roll to find a human-sized set of tracks, lead- leave the door open, to lure curious and unwary travel-
ing from here to the Hunter’s Cabin. lers to their trap.

6. Dwarven Ruins: The crumbled half of a large stone arch is b. Low Passage: A stone-walled passage with a very low
all that remains of the ancient gate that stood here. Char- ceiling that’ll force character higher than 160 cm to
acters can make a Standard (+0) Songs & Tales Roll to rec- lower their heads to proceed. About halfway down
ognize these ruins as an old Dwarven border gate, de- there is a pit in the floor, about 3 meters long and 2 me-
stroyed long ago, during the last war against the Darkmaster ters deep. Characters investigating the pit’s bottom will
(Dwarves need no Roll to identify the ruins, and will recog- notice that the stone slabs covering its walls are en-
nize this landmark immediately). Those examining the gate graved with time-worn incisions, each in the shape of
will notice large claw marks on the western side of the ru- a different animal: a lion to the north; a fish to the east; a
ined stone arch. They were left by Morcant when he arrived hound to the south; and a bear to the west. Hidden be-
in the Willow Lake region. Characters who lost the Troll’s hind the slab bearing the sign of the hound there’s a hid-
tracks can use them as a new starting point for their search. den passage, leading to the True Burial chamber.
The pit is uncovered, so it will be quite difficult for the
7. Ruined Burial Mound: Easily mistaken for a low hill from a
characters to fall in it, unless they’re particularly careless,
distance, the real nature of these overgrown ruins becomes
or desperately fleeing from a pack of ravenous ghouls.
more clear as one approaches them. The air here is damp and
chilly, and strange shadows seem to loom over the area even c. Fake Burial: A large round chamber with a vault-
in the brightest of days. ed ceiling. Several funerary recesses open on its stone
walls, and a stone sarcophagus lies in the middle of

Pit Trap
d
b

Secret Passage
a
Map 1.5
The Mound
The Setting

overwhelming sense of dread. They must pass a WSR


Ghoul
against an Attack Level 8 attack or be forced to flee and
Level MR AT DEF TSR WSR HPs be unable to come back until they’ve gained at least a
4 17L NA 35 40 10 60 Level of experience.
Attacks CT Rog Adv Lor
8. Troll’s Lair: This is the spot chosen by Morcant to hide his
+80 MeCl NH 40 30 0 lair (see Layout of Morcant’s Lair below).
the room. A glint of silver sparkles from the sarcoph- 9. Tainted Trees: The air hangs heavy among the twist-
agus’s half-opened lid. Five ghouls lurk here; they re- ed branches of the trees in this area. The vegetation here is
main hidden in the recesses until someone goes near very thick, but has a sickly grayish colour, as if stricken by
the sarcophagus, then strike, trying to cut off their vic- some kind of blight. Several narrow paths wind among the
tims’ only escape route. The sarcophagus appears to ivy-strangled trees, leading the traveller toward the deepest,
be holding a veritable silvery hoard, but in truth con- darkest heart of the woods. These are the hunting grounds
tains only worthless trash, covered by a power- of three very old Giant Spiders, known to the locals as the
ful illusion. Moreover, the first character (and only Woad Witches of the Wood, who have plagued this part
the first) looking inside it will have to make a WSR of the woods for centuries. Inside their nest, on the top of the
against an Attack Level 3, or suffer the effects of dessicated remains of their countless victims, there’s an an-
the Daze Spell (from the Mind Control Spell Lore). cient clay female figurine, about 10 cm tall, that acts as a
The light of the day will dispel the illusion on the sar- +2 MPs Focus (increasing the total MPs of its bearer by 2)
cophagus’s contents, revealing their true nature. for Animists only.
d. True Burial: Buried in this chamber are the remains
of Ælfwine, first Thane and first Warden of Wil- Layout of the Hills
low Lake. The skeleton of the man, wearing an ancient
bronze breastplate, lies inside a niche on the southern- 10. Ford: This is the only point in which the river flowing from
most wall. Above it, written in Elvish runes are his name Willow Lake can be traversed on foot, without using a boat
and titles (Elves will be able to read the inscription with- or some other vessel. During the second part of this cam-
out problems, while other characters can make a Stan- paign, a lone Gorcrow watches over the ford, perched upon
dard (+0) Cultures Roll to understand its meaning). a nearby tree. It has been sent by Garmr to spy on whoever
His hands are crossed upon his chest, wielding a rust- tries to leave the vale. If it spots the PCs, it will try to fly back
ed bronze sword, and he wears a beautifully crafted sil- to the Fear Dearg to warn him. Should it succeed, Garmr will
ver bracelet, shaped in the guise of a hound biting his send a small band of wolfriders to hunt the heroes down.
tail (a gift from the Elves, permits wearer to cast Mag-
11. Annis’s Farmstead: A low stone building with a thatched
ic Shield, from the Eldritch Hand Spell Lore once a day
roof, surrounded by a shallow ditch and a palisade. Annis’s is
without spending MPs or making a Spell Casting Roll).
one of the many fortified farmsteads scattered through-
More importantly, around his neck is the true War-
out the Hills. The inhabitants are currently preparing for war
den’s Medallion (of which the one currently in Wul-
(see NPC section for details), so armed parties of travelers
fric’s possession is but a copy). The significance of this
passing nearby will be viewed with suspicion, and are likely
item may escape the characters right now, but it will
to be stopped and questioned.
become clear later, as they progress in the adventure.
Characters entering this tomb for selfish reasons 12. Ruined Wedding: This pleasant spot, right on the border be-
(such as greed and lust for treasure) will be filled by an tween the Bear Clan and the Pike Clan territories, was cho-
sen to celebrate the wedding of Maeve and Kendric (see An-

27
Intro

nis’s entry in NPC section). A few barrels of ale still lie here, ever being able to touch them), but a shadow has since then
among the trampled circle of flowers and the other wedding fallen over the hill. Animists, Elves, and characters similar-
decorations. Five men from the Pike Clan watch the place ly attuned to the Spirit world will feel a mild discomfort as
from a safe distance, ready to spring if someone approaches they get closer to the hill.
it. Characters examining the scene colosely can make a Very
a. Path: A rocky path leads up to the top of the hill.
Hard (-30) Hunting Roll to spot a trail leading to the hideout
of the true culprits of the murder happened on the wedding b. Rockslide: Here the path has partially collapsed,
eve: two stray Redcap wolfriders. The two were spotted by leaving a wide gap. Characters can attempt to cross it
a man as he left the wedding site to relieve himself, and killed with a Standard (+0) Acrobatics Roll (assuming they’re
him before he could raise the alarm. One of them has a silver doing this by day, under normal weather conditions),
torc he stole from their victim before fleeing. but risk an 8-meter fall on the hard rocks below.

Typical Hillman Warrior c. Toppled Statue: A weather-ravished statue of a war-


rior, covered in strong grayish vines, lies toppled on the
Level MR AT DEF TSR WSR HPs
side of the hill. The vines make it relatively easy to climb
2 15L NAs 25 10 10 50
the statue and reach the path directly above it, but they
Attacks CT Rog Adv Lor are poisonous. A Standard (+0) Nature Roll identifies
+50 Wpn / +50 Ran NH 15 15 0 them as Greyroot, a plant commonly found in desolate
places like this. Characters touching them unprotected
Human Hill Warrior. Usually armed with swords, short spears, or jave-
lins and carrying a shield. must pass an Attack Level 1 TSR or develop a fastidi-
ous rash causing a -10 penalty to their Rolls (depending
Wolf
on the area of skin exposed, the actual penalty could be
Level MR AT DEF TSR WSR HPs even worse) for 1d10 days or until cured.
3 40L NA 30 15 5 110 d. Standing Stones: A ring of six dolmens, each as high as
Attacks CT Rog Adv Lor two men, stands on the top of the hill. The megaliths are
+70 MeB NB 30 50 0 obviously very ancient, but they seem to have been al-
most unaffected by the passage of time. If the heroes
Redcap
come here after Wulfric’s ritual, one of the angry Ghosts
Level MR AT DEF TSR WSR HPs he summoned will still be here and will attempt to drive
1 17L NA 25 30 -5 35 away anyone from the top of the hill. It will rest only when
Attacks CT Rog Adv Lor a true Warden will grant it forgiveness for its treason.
+35Wpn NH 25 10 0 Ghost
Level MR AT DEF TSR WSR HPs
13. The Stones: A steep, barren hill, topped by the ancient cir-
5 15F NA 50 30 45 70
cle of standing stones that gives the place its name. Here
Attacks CT Rog Adv Lor
the Mannish chieftains swore loyalty to Ælfwine before rid-
Special HH 75 30 40
ing into battle to aid the Elves; and here Ælfwine’s brothers
betrayed and murdered him to claim rulership over the lands
the Elves granted him. The traitors were later brought to jus-
tice by Ælfwine’s sons (some say those who survived were
condemned to keep eternal watch over his riches, without

28
The Setting

d a

Map 1.6 c
Ancient Circle of
Standing Stones

Layout of Morcant’s Lair make a Standard (+0) Athletics Roll or fall, receiving no dam-
age but breaking a random fragile object they’re carrying.
The Troll’s tracks will bring the characters to this clearing, where
4. Chimney: A tight vertical shaft, connecting the Larder to
the forest opens against the rugged face of a hill.
the outside. Morcant isn’t aware of its existence, as it’s too
1. Stream: Morcant’s trail ends in this shallow stream, running small for him to pass through. Small (halfling-size), unen-
southeast, toward the Lake. cumbered characters can easily climb down the chimney
2. Old campfire: What remains of a large campfire. In its ashes, with the aid of a rope or with an Athletics roll. Squeezing
Morcant hid a rusty bear-trap he found in the forest. Char- through the passage will be trickier for bigger characters -re-
acters searching the campfire have a chance of setting it off, quiring a Challenging (-10) Acrobatics Roll- and flat out im-
receiving a Superficial Cut Critical. possible for those wearing heavy armor or carrying cumber-
some equipment.
3. Waterfall/Main entrance: The Troll found this natural cave
complex hidden behind a waterfall some time ago, and 5. Slippery passage: A damp limestone tunnel, slightly bent
decided to set up his lair here. The entrance is Hard (-20) to downward. The floor is muddy, and very slippery. Char-
spot unless someone is right before the waterfall. Small char- acters passing here must make a Challenging (-10) Acrobat-
acters will have some trouble passing through it, and must ics Roll to avoid falling down, directly in the Wolf ’s pit below!

29
Intro

6. Wolf ’s pit: Morcant keeps his pet female Wolf (named snarling and trying to jump at them. Luckily the pit is too
Lefty) on the bottom of this pit. He found her wounded on high for the Wolf to jump out, but the noise is likely to attract
his wanderings in the mountains, and decided to keep her Morcant’s attention. Characters falling in the pit, however,
for company, and because he thought she could be useful to can obviously be attacked freely by her.
chase his enemies away. He feeds her scraps from the hole in
7. Flooded cave: This cave is almost completely occupied by a
the Main room (Lefty cannot reach it, but characters can at-
wide pool of very cold water. Four flat stones emerge from
tempt to climb it with a Standard (+0) Athletics Roll, ending
it, offering what seems to be an easy crossing. The water is
up in the Main room). The beast is always hungry and half
not very deep (it’s knee-high in its deepest point), but it’s
mad from its confinement, but very loyal to Morcant. She
murky, so it’s difficult to guess its depth without entering the
will snap at anyone who looks down its pit, growling and
pool. The stones were placed here by Morcant as a trap, and
Lefty are actually quite unstable. Characters using them to cross
the pool will fall in the water unless they make a Very Hard
Level MR AT DEF TSR WSR HPs
(-30) Acrobatics Roll. This causes no damage, but the noise
3 40L NA 30 15 5 110
will warn Morcant of the presence of intruders in his lair.
Attacks CT Rog Adv Lor
+70 MeB NB 30 50 0

Forest

Waterfall
Hidden cave
entrance

Pond

2
Old Campfire
1
Stream toward the
(bear trap inside) town and lake

Map 1.7
Troll’s Lair
Forest Overland

30
The Setting

8. Main room: This room’s floor is cluttered with filth and with 10. Larder/Treasury: This is where Morcant keeps most of his
several half-eaten sheep carcasses. A huge cleaver (treat as stuff. He blocked the entrance by placing a large boulder in
a -10 battle axe) leans against the western wall. A stinking front of it. The boulder can be pushed aside with a Very Hard
pit opens on the floor in a corner of the cave, leading to the (-30) Athletics Roll. Inside the PCs can find: the remains of
Wolf ’s pit. During the day, there’s a 20% chance that Mor- several butchered sheeps; a couple of swords in their scab-
cant will be here, gnawing on an old bone. bards; a metal helmet, engraved with the motif of a horse; a
half-empty cask of Dwarven mead; and a small wooden box
9. Sleeping room: Most of the time (80% chance), Morcant
with several silver coins (count as a TV2 value treasure).
will be here during the day. Hidden under the smelly bear
skin he uses as bedroll there is his most prized possession: a
small silver pendant with a tear-shaped green stone. The
item is clearly of Elven design, and moderately enchanted.
The stone will shine faintly in darkness and grants a magical
+10 bonus to the wearer’s WSR. If worn openly, the pendant
will also grant a +10 bonus to the wearer’s Charisma Rolls
when dealing with enemies of the Darkmaster.

4
8 6
5

10
3

Map 1.8 7
Morcant’s Lair

31
Part I

The Bea st of Willow Lake

The Beast of Willow Lake will pit the Player Characters against Thanks to his personality, Wulfric soon became a prominent fig-
a treacherous plot of murder and mislead. They will possibly be ure among the inhabitants of Willow Lake: willingly they gave
tricked into thinking that a wild beast -later revealed as an old him the title of Thane with all related powers. Wulfric took res-
troll -is responsible for the disappearance of some livestock and idence in the old Thane longhouse, and arranged a small court
two people: Eamon the Warden and Archiebold the Halfling. Ac- of town guards, both from locals and from foreign people he
tually, the Troll was responsible for livestock theft, but not any of brought from outside the valley: highly trained soldiers and mer-
the two murders. Instead, both were somehow ordered by Wul- cenaries from the north.
fric, Willow Lake’s Thane - one actually committed by himself, the Then he turned his attention to his true goal: the Elvenstone bur-
other by his henchmen, a group of Northmen mercenaries hid- ied somewhere under the ruins of the tower of Dùn Tùr. He knew
ing in the woods. that the key to the ruins -and thus to the Elvenstone- was the El-
The characters will face both the Northmen, the hazards of the ven amulet of the Town Warden. Therefore he tried to befriend
woods around Willow Lake (including a burial mound crawling Eamon, the last Warden in charge, hoping to convince him of
with nasty things), and possibly the old Troll Morcant and his pet handing him the medallion, promising great rewards and grati-
Wolf companion. tude from his “Master”.
Eamon, although a simple man, was not a fool at all and denied
The Tale his help to Wulfric, threatening to openly denounce his attempt
to bribe him. Disappointed, Wulfric killed Eamon by his own
Some years ago a man came to Willow Lake, pretending to be a
hands, took the amulet from him, and sunk his body in the lake.
direct descendant of Ælfwine,the very first Warden of the vale.
He then fabricated false evidence, suggesting that the Warden has
His name was Wulfric, he had a keen mind, was educated on the
gone wandering the countryside, got lost in the woods, and had
stories of the Past Ages, and had great charisma. He knew secrets
perhaps fallen prey to some wild beasts.
about the past of the family of Ælfwine and the ancient traditions
Having known that recently a wild old Troll named Morcant had
of the Wardens, so he could easily prove he was the man he was
come to establish himself in the woods near Willow Lake, Wulfric
saying.
began spreading rumors of “The Beast of Willow Lake”. This way,
Whether his descent was true or not, he had secretly studied the
he intended to both mislead any investigation on Eamon’s disap-
Ways of Magic and was brought to the valley by the tale of a pow-
pearance, and instill fear in the villagers, to make them more con-
erful artifact of ages past, hidden inside the depths of a ruined
trollable, in preparation for the final phase of his machinations.
tower at the center of Willow Lake. His soul and mind had been
for a long time already tainted by the soothing, twisted whispers
of the Darkmaster, yet Wulfric had not come to realize it wholly,
believing instead of acting on his free will.

32
The Beast of Willow Lake

The Task
the sightings of the beast of the woods.
Most of them are, however, too scared to follow them in their ad-
venture, and none will risk entering the Troll’s lair or traversing
The main objective of this adventure is to search the woods and
the woods at night.
discover who’s behind the recent thefts and disappearances.
If the characters manage to track down Morcant, finding out his
role in the incidents troubling Willow Lake, the task can be con-
Obstacles
sidered complete, and you can proceed to the second part of the Following the Troll’s tracks and finding his lair won’t be easy. He’s
adventure. a cunning and expert bushwhacker, and the years have made him
The adventure also ends after four days from its start. If the PCs a tad paranoid, so he’s as careful as a Troll can be when leaving
are still investigating at sundown on the fourth day, you can still his hideout.
proceed to the second part, but must consider their task failed. Moreover, the PCs will have to deal with the forest’s natural haz-
ards and treacherous terrain, and may even be ambushed by Wul-
Starting the Players fric’s men or by a wild animal.
However, the characters’ greatest enemy in this adventure will be
It is suggested that the characters start already in Willow Lake
time. The heroes cannot know it yet, but the hordes of the Dark-
at the beginning of the adventure, possibly sitting at the Danc-
master are marching toward Willow Lake. They only have a few
ing Trout Inn, or simply minding their own business about town.
days to solve the mystery before they arrive.
The adventure starts with Bella Ravenlock running into town
from her farm in tears, announcing the disappearance of her hus-
band and crying for help.
Rewards
Wulfric will grab the chance to offer a big reward (which he obvi- While Wulfric promises to pay a hefty fee for a solution to the
ously has no intention of paying) to anyone who’ll bring him the town’s problems, the real reward for this adventure will be the
head of the vicious beast who stalks the woods, which he publicly eternal gratitude of the inhabitants of Willow Lake.
blames for all recent troubles. Morcant will also offer part of his treasure (which the characters
Heroes volunteering to help will be cheered by the bystanding are of course free to plunder, if they manage to defeat him) in ex-
crowd, and offered a free room at the Dancing Trout Inn for the change for his life.
duration of their hunt.
If the players are using the pregenerated characters, they’ll find
plenty of reasons to be interested in the adventure in their Pas- Hazards & Encounters
sions and background. If, on the other hand, you’re using your
own characters, it is suggested that each of them ties at least one
of his Passions to the situation at hand.
Tracking Morcant
Characters can follow Morcant’s tracks either from one of the
Aids attacked farms just out of town, or from the shores of the lake.
However, the old Troll knows well that stealing from humans is
Niall the innkeeper will offer the characters a free stay at his inn,
bound to attract the attention of would be Troll-hunters, so he
and will provide them with rations at a reasonably discounted
took some precautions to avoid being followed to his lair.
price (business is business, after all). Other than that, the inhabi-
tants of Willow Lake will gladly give the characters any informa- He made several false trails to lead eventual pursuers astray in the
tion they have about the disappearances, the lay of the land, and forest. Clueless hunters following these trails will find themselves
walking in circles or even led to the den of some dangerous beast.

33
Part I

Tracking the Troll requires a Very Hard (-30) Hunting Roll. Re- Baiting the Troll
member that characters can cooperate to improve their chances
Ingenious characters may think of baiting the Troll with food to
of success, using the Helping rules. Should they manage to bring
lure him into a trap, instead of following him to his lair.
Padraig’s dogs with them, the roll Difficulty drops to Challeng-
ing (-10). Willow Lake residents will tell them that they’ve already tried
a similar solution without success but won’t discourage this ap-
In case of Failure or Partial Success, the GM can use any of the
proach.
hazards presented below as a complication, but the most appro-
priate would probably be an encounter with Wild Beasts, some To lure Morcant the PCs will need a bait (hopefully a sheep or
Natural Obstacles, or Perils from the Ancient World. some other animal!) and a Hard (-20) Hunting Roll.
Keep in mind that the Troll will be extremely wary, and
would rather flee than fight in an open field, particular-
ly if outnumbered.
A failed roll could mean the characters lured a com-
pletely different kind of predator (like a bear or a pack
of wolves) or that Morcant manages to snatch the bait
right under their noses, avoiding their trap altogether.

Navigating the Forest


Moving around the town of Willow Lake (to the Lake, or the Old
Sawmill, for example) is quite easy, as long as the characters
stay on the path.
However, navigating through the forest without a guide can
be more problematic, and requires a Standard (+0) Wan-
dering Roll. In case of Failure or Partial Success, the
GM can use any of the Hazards presented below
as a complication for the characters to face.

Example of Hazards

Weather
Characters could be caught in a sudden storm,
soaking them to the bone and making them Weary
unless they find shelter.
Alternatively, a thick mist could rise, enveloping them and mak-
ing them lose their way. If this happens, the GM should simply
select a random location from the map in secret, and have the
PCs find their way out from there.

34
The Beast of Willow Lake

Natural Obstacles Minions of Darkness


The most common obstacle in the woods would be a large boul- Characters exploring the northernmost side of the map can also
der or the fallen trunk of a tree, blocking the path and forcing the meet small bands (3-5) of evil Northmen of the same tribe as
characters to either find a way around it (with a Wandering Roll), Ivarr and his companions. Better equipped than the men stay-
or some other means to pass it. ing at the Hunter’s Cabin, they all carry wicked arming swords of
black iron, shields, and short bows. They’re scouting the area to
Wild Beasts pave the way for the Darkmaster’s forces, and will try to kill any-
A small pack (4 to 6) of hungry Wolves could start following the one who spots them.
PCs from distance while they’re travelling in the forest, harassing
them with quick hit and run assaults until chased off.
Perils from the Ancient World
Lone or wounded characters could instead be attacked by some Travellers in the forest sometimes find themselves following
of the Gorcrows from the Cairn, seeing them as an easy prey. a path that leads them in front of the Ruined Burial Mound, its
stone door mysteriously open, as if to invite them to enter the an-
Around the Lake, the character could encounter one of the lo-
cient tomb…
cal Tusked Boars, infamous for their territoriality and bad temper.
Alternatively, one wrong turn could bring the characters to the
Particularly unlucky characters, or those wandering too far north,
spiders’ hunting ground in the Tainted Trees.
near the mountain, could end up encountering a Dire Bear, which
could prove an opponent even deadlier than the forest Troll.

35
Part II

Wind s of War

The Task
I
n Winds of War, the heroes will have to choose between run-
ning after Wulfric, the evil Thane of Willow Lake or saving
the town from a Redcap incursion. Surrounded by enemies
The heroes will have to face several different problems in this ad-
on all sides, they’ll have to carefully consider their moves, and
venture. They’ll have to deal with Hakon and his mercenaries,
will soon realize that their actions could determine the fate of the
find a way to stop Mokurz’s warband, save Nevynn, and unveil
Nine Kingdoms.
Wulfric’s diabolical plan, among other things.
The main goals of this part of the campaign, however, are to save
The tale Willow Lake from the Redcaps and learn of the huge army that’s
While the heroes were busy investigating the mystery surround- about to invade the Nine Kingdoms.
ing The Beast of Willow Lake, a Redcap warband, led by a vicious Proceed to the third part of the adventure if the heroes defeat all
Dark Orc known as Morkurz the Vengeful, sneaked into the val- the present threats, or if they decide to head to the island in the
ley. They’re the advance force of a much larger army, the larg- middle of the lake.
est the Nine Kingdoms have seen in centuries, assembled by the
Darkmaster with a single purpose: to crush the Free Kins once Starting the Players
and for all.
This adventure starts right where The Beast of Willow Lake end-
Meanwhile, Wulfric’s time is running short. Having failed to un-
ed. By now, the PCs should already be familiar with the town
cover the secret of the Warden’s Medallion, and afraid of disap-
of Willow Lake, its inhabitants, and the woods surrounding it.
pointing his unforgiving Master, the self-proclaimed Thane of
They’ll probably have solved the mystery of the disappearances,
Willow Lake decides to attempt a desperate gambit. Aided by
or at least realized that there’s something wrong going on here,
magic, he sneaks out of town to perform a terrible necromantic
something far worse than a few missing sheep.
ritual; one that will finally grant him what he’s looking for.
Depending on how the previous part of the campaign ended, you
could start with the heroes coming back to town, only to find that
Wulfric is “ill” and won’t receive them (see “Dealing with Hakon”
below), or by having them run into a group of Redcap wolfriders
(see “Battle for Willow Lake”).
If you haven’t played The Beast of Willow Lake, start with the
Redcaps attacking the windmill; it will immediately give them
something to do, and will set all the other events in motion.

36
Winds of War

Aids them and achieving their goals. However, if they waste their time
or underestimate their opponents, they’ll find themselves at-
Once they realise that the heroes are their only hope of surviv- tacked from multiple sides, and the situation could quickly es-
ing the coming onslaught, the people of Willow Lake will help cape their control.
them to the best of their capabilities. If freed, Nevynn will prove
an invaluable source of information, despite his poor health con- Rewards
ditions.
The risks are great, but there’s also much to be gained from this
Obstacles adventure. Not just in terms of monetary treasure, but also in the
form of allies and personal status. If the character play their cards
The heroes risk being overwhelmed by the sheer number of well, they’re bound to become some of the most influential per-
threats they’ll be called to face. If the players use their head and sonalities in the area.
tackle one problem at a time, they will have a chance of solving

37
Part II

Hazards & Encounters


ter busy for the whole duration of the training, and will re-
quire a Challenging (-10) Charisma Roll.
• Placing a series of traps around the town perimeter, digging
There’s much going on in this adventure, so we’ve decided to
trenches, or preparing similar tricks counts as Minor Victo-
break down the major events here to aid the GM to keep track of
ry. It’ll require resources, the help of part of the villagers, and
what the villains are up to. However, keep in mind that this is not
at least a successful Challenging (-10) Hunting or Locks &
a script to be followed but simply a series of guidelines describing
Traps Roll.
the villains’ intentions.
• Convincing the mercenaries to help defend Willow Lake also
The events portrayed here are bound to change once the heroes counts as a Minor Victory, but only if Hakon has been dealt
get involved. There’s not a single “solution” to this adventure. Dif- with.
ferent groups could approach it in wildly different ways and get • Assassinating Mokurz counts as a Moderate Victory, reduc-
very different results. ing the Redcaps’ Menace Rating by two points.
GMs should be ready to improvise and adapt the material pre- • Killing Garmr awards no victory, but prevents him from car-
sented in this module to the choices of their groups. rying out his scheme.
• Recruiting Annis and her clansmen to the town’s
Battle for Willow Lake cause awards a Moderate Victory.
The outcome of this battle will have a huge influence on
The conflict against Mokurz and his band of Redcaps will proba-
the rest of the campaign. Winning will obviously make
bly be the most pressing problem the heroes are going to face in
things much easier for the heroes, but, even if they lose,
this adventure. Without the characters’ help, the people of Wil-
they’ll still be able to carry on with the adventure and
low Lake are doomed. They simply have neither the strength, nor
get a chance to save the town later on.
the training to face a full assault from the Redcaps.
Use the Battle and War rules, treating Mokurz’s warband as an
Wulfric’s Plan
enemy with a Menace Rating of 5 .
Have the Redcaps start with a quick raid (6 to 8 Redcaps, depend- Wulfric knows he has no time to lose. He has to fetch the Stone
ing on the size of the group, half of them wolfriders) against a mi- before his Master arrives. As a last resort, he decides to attempt
nor location near town, like a farm or the windmill, to make the a forbidden necromantic ritual and wrest the secrets of the Me-
PCs aware of the coming danger. Make it clear that this isn’t a ran- dallion in his possession from the dead. It’s a risky move, because,
dom attack. The Redcaps could taunt the characters as they fight, once summoned, the spirits of the dead aren’t easily put to rest,
saying that the great Mokurz has come and that their little town but the Thane is quickly running out of options.
is doomed. Or they could spot more wolfriders watching them He’ll sneak out of Willow Lake through the secret passage under
from a safe distance, running back into the woods if their com- his Longhouse, leaving the town under the care of Hakon, his ac-
panions are defeated. complice, and head toward the Hills. There, at the ancient circle
Give the heroes some time to think and carry out their strategies of Standing Stones, he’ll carry out his ritual.
before proceeding to the proper battle. From the hidden exit under the Longhouse, characters can fol-
This could play out in a lot of different ways, but here’s a few ex- low his tracks with a Challenging (-10) Hunting Roll (or listen
amples of plans the players could come up with, and their relative to Nevynn and head to the Standing Stones). Keep in mind that
Menace Rating value: Wulfric is taking great precautions to ensure he’s not being fol-
lowed, and that he might well be invisible for the first 24 hours.
• Arming and training the people of Willow Lake (Seven Sa-
murai style), counts as a Minor Victory, reducing the enemy’s
Menace Rating by one point. It will keep at least one charac-

38
Winds of War

The Ritual If the heroes interrupt Wulfric, he’ll lose control of the ritual, re-
leasing a bunch (1d5+1) of angry Ghosts in the circle of stones.
The ritual will start at dusk and take several hours, culminating
They’ll attack any living being within the circle of stones indis-
around midnight. Icy winds will begin to blow, gathering dark
criminately. Meanwhile, bolts of lightning will fall from the sky on
thunderous clouds above the hill, as it progresses. When Wulfric
the top of the hill (10% each Round of hitting a random character,
will utter the final words of the necromantic formula, a terrible
treat as a +60 Bolt Spells Attack dealing Lightning damage, with
storm will break out, sweeping across the whole region. Charac-
no maximum result), in what will be remembered as the worst
ters with at least one rank in the Arcana Skill will understand the
storm of the century.
storm has no natural causes, and can make a Hard (-20) Roll to lo-
Wulfric will try to use the ruckus to disappear (using his Invisibil-
cate its epicenter over the Standing Stones.
ity Spell) and fall back, but he’ll keep following the party from a
If Wulfric isn’t disturbed, the ritual will be successful. He’ll learn
distance, waiting for a chance to strike them down.
that the medallion he got from Eamon is a fake and where to find
the real one. If the Ritual Succeeds
Wulfric will hurry back to the Woods. He’ll first stop at the cabin
and persuade Ivarr, Harald, and Rolf to follow him (if they aren’t
there, he’ll be forced to proceed alone, but will carry on with his
plan nonetheless), then he’ll head for the burial mound.
With the true medallion in his hands, unless the characters stop
him, he’ll make his way to the lake and sail to the Island of Mists
with a small rowboat.
If the heroes get to the mound before him, the GM can have
Wulfric appear later in the adventure for a final showdown.

Dealing with Hakon


Before leaving town, Wulfric told Hakon that their Mas-
ter was coming and left him in charge of business in his ab-
sence.
The mercenary captain isn’t as subtle as Wulfric but will nev-
ertheless attempt to hide the fact that the Thane is missing
at first.
He’ll announce that Wulfric is ill, saying that he can’t leave
his room and won’t see anyone until he gets better. He’ll
also add, very matter-of-factly, that since he’s Wulfric’s sec-
ond-in-command, he’ll be taking on the leadership of the town
until the Thane gets better.
If the PCs confront him, demand to see the Thane, or make a nui-
sance of themselves in any other way, he’ll order his men to seize
them and lock them in the barracks until he figures out what to
do with them.

39
Part II

Hakon will become a real problem if he’s still around when the She’ll point them toward the Redcaps’ camp, telling them that one
Redcaps attack. He’ll try to sabotage any plans the heroes may of them stole her egg and threatens to smash it if she doesn’t do
come up with, either directly or by feeding them false informa- as he says.
tion. He’ll also attempt to persuade the other mercenaries that re-
sisting the assault is pointless, and that they would be better off by Five days later
joining forces with the Orc chieftain. The Witches will poison one of the streams flowing from the
Woods into the Rushing River. People in Willow Lake will start
Garmr and the Witches getting sick from drinking the tainted water (characters drinking
water from the river must pass a TSR against an Attack Level 3
It will take Garmr a few days to locate the Witches’ lair, and by
poison or be seized by terrible cramps lasting 1d5 hours and in-
then he’ll be prepared to make his move. The spiders will pretend
flicting a -30 penalty to all Rolls; poisoned characters who drink
to consider his offer, but in the end they’ll accept. The Brood-Egg
more water will start Dying in 1d10 hours).
is just too tempting, and they know that should they refuse, one of
A Standard (+0) Healing Roll is enough to identify the source of
their sisters would find a way of striking a deal with Garmr with-
this new sickness spreading through town, but it’s quite obvious
out them.
that Willow Lake can’t resist for long without water.
The dark alliance between Garmr and the Witches will set in mo-
tion a chain of events that will resolve in the following days.
Examples of Hazards
One day later
Heroes traveling through the Woods will discover the dessicated Weather
remains of a local animal, such as a deer, a tusked boar, or a wolf. Unseasonably freezing winds from the north could bring a sud-
It shouldn’t take long for characters examining the corpse to un- den cold snap with them, threatening unprepared heroes with
derstand that the animal was attacked by a Giant Spider. A Hard Exhaustion.
(-20) Nature Roll will reveal that Giant Spiders usually drag their After the storm caused by Wulfric’s ritual, a persistent rain could
prey into their lair before consuming them. Finding one aban- plague the area, increasing the Difficulty of all Hunting and Wan-
doned like this would suggest that the spider who killed it was ei- dering Rolls by one step.
ther starving, in a great hurry, or both.
Natural Obstacles
Three days later
The Hills are riddled with gullies, ravines, and tortuous passag-
Travelers in the Woods will find huge cobwebs blocking their es. Without a guide, the heroes could easily become lost, or waste
path (treat them as an additional Hazard all characters passing precious time following a path that leads to a dead end.
in the forested area must face). The webs are Challenging (-10) to
Wide patches of a poisonous plant known as Greyroot also grow
spot, and strong enough to trap even a grown man. Cutting them
in the area. Careless characters and those unfamiliar with the lo-
down is a Very Hard (-30) task, but they burn pretty well (deal-
cal flora could fail to recognize these dangerous plants and walk
ing a Light Fire Critical Strike to whoever is trapped inside them).
or lead their mount straight into them.
Characters trapped in the webs can also attempt to free them-
selves with a Challenging (-10) Athletics Roll. Wild Beasts
Tampering with the webs in any way will attract one of the Witch-
The eastern Hills are also the hunting grounds of the Great Spot-
es, who’ll quietly arrive 1d10 Rounds later. Depending on the sit-
ted Lynx (use Great Cat stats). These animals aren’t afraid of man,
uation, the spider could attack the heroes, or attempt to use them
and will be particularly drawn to parties with horses, mules, or
to cheat her sisters and steal the Brood-Egg from Garmr.
similar riding beasts.

40
Winds of War

Free People
Characters wandering through the Hills are likely to run into a
group of local clansmen (2-6 individuals). There’s a small chance
(20%) that they’ll be warriors belonging to the Viper Clan, who
live further east in the Hills and are hostile to all outsiders. Other-
wise, they’ll be either from the Pike Clan (40%) or from the Bear
Clan (40%), and will want to question the heroes to see if they’re
involved with their recent troubles.

Perils from the Ancient World


Some of the Hills are haunted by dark presences and echoes of
tragedies long past. Locals avoid them and animals may refuse to
step in their shadow, or suddenly bolt away frightened if they get
too close to one of these places.

41
Part III

The Island of Mi st

In this final part of the Shadows of the Northern Woods cam-


paign, the heroes will travel to a mysterious island, face the wrath
of a long-forgotten Elven queen, and save the vale from the pow-
ers of the legendary Stone of Annwn!

The tale
Swallowed each night by an eerie fog, the island at the center of
Willow Lake has always been a place shrouded in mystery and
legend. Some say it hides the tomb of a proud Elven queen, others
that its mists are a door to the underworld.
Usually the mists dissolve at dawn, but today they didn’t.
A thick, swirling curtain of grey fog surrounds the island, grow-
ing visibly larger by the hour. Strange shapes move within it, and
the distant baying of hunting hounds seem to get closer and clos-
er as the mists spread.
What’s the meaning of this unsettling phenomenon? And what
will happen if the fog reaches the town of Willow Lake?
On the Island of Mists, Queen Blàithnaid has risen from centu-
ries of self-imposed isolation. Sensing the armies of the Darkmas-
ter approaching, and fearing a war like the one that destroyed her
realm, she’s fallen into despair and turned Unseelie. In a last act
of defiance, she’s decided to use her Elvenstone to open a rift be-
tween worlds and drag the entire vale into the Annwn.
If her plan succeeds, Willow Lake and all its surround-
ings will disappear forever, swallowed by the enchanted
Mists of Annwn.

42
The Stone of Annwn
The Stone of Annwn (also known as the Tear of Annwn or the El- The result of this Roll determines what happens next:
venstone of Blàithnaid) is a relic of a forgotten age, a talisman of
Critical Failure: Disaster! You lose your grip on the Stone as
incredible power. It appears as a perfectly round jewel the size of
you’re traveling through the Annwn. You’re thrown into a loca-
a human fist, always uncomfortably cold to the touch.
tion chosen by the GM and the Stone is nowhere to be seen.
The legends say it’s the frozen tear of the True Lord of Annwn. Failure: Your will isn’t focused enough to channel the energy nec-
The only tear known to have ever left his eye, cried when he heard essary to activate the Stone. Nothing happens, but you’re made
Queen Blàithnaid’s lament for the passing of her mortal beloved. Weary by the effort.
The Stone is rumored to possess a multitude of powers, from Partial Success: You manage to activate the Stone, but some-
granting eternal youth and prosperity, to bringing the dead back thing goes wrong during the travel through the Annwn. Choose
to life. In truth, however, the Stone is a key to Annwn, the realm one of the following options: you arrive exactly where you were
between the mortal world and the land of the dead. planning to; the companions you’ve chosen travel with you; you
It allows its wielder to open a gate and travel through this time- don’t lose anything in your passage through the Annwn; you are
less realm, disappearing without leaving a trace, or covering even not Weary.
hundreds of kilometers in the mortal world in the blink of an eye. Success: You activate the Stone and travel through the Annwn
suffering little consequences. Choose two of the following op-
The more skilled and powerful the wielder is, the larger the gate
tions: you arrive exactly where you were planning to; the com-
created by the Stone, the longer their permanence in the Annwn,
panions you’ve chosen travel with you; you don’t lose anything in
and the more they can carry with them. An initiate of the mys-
your passage through the Annwn; you are not Weary.
tical arts could use the Stone to vanish for a short time, while a
Outstanding Success: Your mastery of the Stone’s powers al-
master enchanter could take a whole contingent of soldiers with
lows you to easily activate it and travel safely through the Annwn.
them and deploy them right in the middle of an enemy kingdom.
Choose three of the following options: you arrive exactly where
you were planning to; the companions you’ve chosen trav-
Powers el with you; you don’t lose anything in your passage
The Stone’s primary power is that of open- through the Annwn; you are not Weary.
ing small passages through the Annwn, Using the Stone of Annwn is exhausting.
allowing its wielder to travel at al- Attempts to channel its powers more
most instant speed to virtually any than once in a day suffer a cumulative
location in the mortal world. -20 penalties.
Characters wishing to use the The artifact may well have oth-
Stone must concentrate on their er uses (as clearly demonstrated
desired destination for a few min- by Blàithnaid), and its possessor
utes while holding it in their hands may undergo a Solo Adventure
and make an Arcana Roll with while in a Safe Haven to unearth
a Difficulty based on how many them.
people they wish to bring with
them.

Very Hard (-30): just the character hold-


ing the Stone;
Extremely Hard (-40): the holder and a
handful of nearby allies;
Heroic (-50): the holder and tens of followers;
Insane (-70): the holder and anyone they can see.
43
1

4
3

2
5

7
8

6
Map 1.9
The Island
of Mist
The Island of Mist

Layout of the Island


1. Rocky Shore: Jagged rock formations jutting out of water el 5 TSR or -30 to all Rolls for 1d10 hours), but the greatest
makes this spot less than ideal for anchoring. Two small peb- danger here is the Kelpie that claimed the gardens as its do-
bly paths depart from the shore, diving into the trees. main. It never strays too far from its lair in the pool, but it’s
perpetually hungry and has a twisted sense of humor.
2. Desolate Lake Bank: This small muddy beach is carpeted
Drwnych hates it, because it kills its Saplings whenever it
with hundreds of rotten flower crowns. The sweet stench
can, and will be greatly pleased if someone brings it proof of
of their decay fills the air, and a strange melancholy hangs over
the Kelpie’s demise. On the other hand, the Kelpie is a crea-
the place. Characters will receive no benefits from resting
ture of the Annwn and can use the black stream to cross the
here.
Rift and return to its home. It could be convinced to trans-
3. Ancient Grove: Drwnych sits at the heart of the thick grove port the PCs into the Annwn, should they find a way to rea-
of ancient, mossy trees covering most of the island. son with it or offer it a suitable reward (fresh meat, particu-
Roll on the Drwnych Disposition Table each time the he- larly from sentient creatures, is greatly appreciated).
roes enter this area, to determine what Drwnych’s doing and
Kelpie
its general disposition.
Level MR AT DEF TSR WSR HPs
4. Blighted Gardens: The catastrophe turned these once beau-
7 40S/L LA 40 50 50 180
tiful gardens into a putrid bog. A stream of dark, fetid water
Attacks CT Rog Adv Lor
crosses it, cutting it virtually in half and diving into a black
pool that occupies the deepest point of the bog. Prolonged +100LaBi NB 35 50 0

contact with its water will make characters sick (Attack Lev-

Drwnych Disposition Table


Roll Event
Drwnych is slumbering. It’s almost indistinguishable from a normal tree in this state, save for the occasional moving
1-2 branch or groaning noise. It will sleep for 2d5+2 hours, but can be awakened by prodding, loud noises, or similar interac-
tions.
Pollen saturates the air around Drwnych, filling it with a sweet flowery scent. Dwarves and Trolls will keep sneezing (-20 to
3 all activities while they’re here and for 1d10 Rounds after they leave). Elves and Wildfolk will find it inebriating (will be un-
able to take Full Actions until they leave). Members of other Kins will suffer no ill effect from the pollen.
Drwynch is in a joyful and amicable mood. Heroes will find travel through the grove swift and pleasant, the very air within
4
the trees somehow refreshing and invigorating (any Weary character will be healed of their Weary Condition)..
2d10 Saplings are gathered around Drwnych, quietly listening to the tree’s whispers. As long as they’re here, they’ll strongly
5-6 oppose anyone entering the grove, resorting to violence if necessary. If they’re not disturbed, the Saplings will leave about
one hour later.
Drwynych is having an argument with itself about a complex, but ultimately pointless, philosophical matter (such as ex-
actly how many different spirits could sit upon a single blade of grass; or if Saplings are to be considered individual mani-
festations of its own essence, or essential manifestation of its own individuality). It will go on muttering to itself for hours,
7
growing increasingly frustrated. Characters can attempt to join the debate in order to gain Drwnych’s favor. Use role-play-
ing and a series of Conflicting Actions with relevant Skills (Arcana, Deceive, and Charisma are good candidates) to play this
out..
Drwnych doesn’t want to be disturbed and will rearrange all paths in the grove so that they’ll lead those following them
8
back from whence they came.
Drwnych is suspicious, and wants proof that the PCs aren’t servants of the Darkmaster (it won’t recall any previous meeting
9-10 with the PCs). It will either silently observe their actions as long as they stay in the grove or demand they pass some kind
of test to prove themselves.

[5.3]

45
Part III

5. Ancient Battlefield: This is where Sabeorht’s army made still haunts the place, bound to it by dark magic and a burn-
its camp and laid siege to the Tower’s walls. Most of it was ing desire for revenge. He’ll attempt to deceive the heroes,
washed away when the glacier melted, or has been reclaimed feigning to be a benevolent ghost, and offering them his
by nature with the passing of centuries, but characters cross- sword to help them in the fight against Blàithnaid. Should a
ing the area can still see the signs of the great battle that was character be so foolish to accept his offer, he’ll immediately
fought here, bones and pieces of weapons or armor littering attempt to possess them.
the ground.
Sabeorth
A huge chunk of black ice lies in the middle of the area,
Level MR AT DEF TSR WSR HPs
the shining handle of a silver spear sticking out of it, im-
maculate as if someone planted it just the day before the PCs’ 8 15F NA 60 50 70 100
arrival. The air is unnaturally cold in the proximity of this Attacks CT Rog Adv Lor
bizarre ice formation, and living beings touching it will suffer Special / +100 Wpn HH 50 40 100
a Light Frost Critical Strike.
Undead, Specter special abilities and immunities, linked to Reaver, a +20
Trapped within the ice, are the remains of the great Fellwing
Elf-Slayer magic longsword.
Sabeorht used to ride into battle. Characters examining it up
close will be able to make out its shape, barely. 7. The Rift: Dùn Tùr, the ancient Eventide Tower that once held
The spear can be pulled out with a Heroic (-50) Athletic Roll, Blàithnaid’s court vanished, leaving behind a great black
but doing so will also free the beast, who’ll attack any living hole in the ground, a rift between worlds, out of which the
creature nearby (treat it as a Large Undead Thrall, dealing Mists of Annwn flow. The darkness of the pit is absolute and
an extra Frost Critical Strike with its Claw attack). The spear will give any character looking into it a sense of uneasiness,
is called Moonsliver, it’s a +20 magical weapon that will never loss, and despair. It has no bottom, and no living creature can
rust or break, and once a day will inflict an additional Mod- hope to cross it. Characters attempting to descend by nor-
erate Frost Critical Strike when thrown against a servant of mal means will disappear into the darkness, never to be
the Darkmaster. seen again (though a magnanimous GM may have them be
Large Undead Thrall swallowed by the Mists and reappear into a different mist-
claimed area instead).
Level MR AT DEF TSR WSR HPs
8. The Gate: There’s an imposing gate of tarnished silver at
8 12L NA 0 65 -10 100
the edge of the abyss, standing against the darkness despite
Attacks CT Rog Adv Lor the lack of any support. The gate is shut and is carved with
90LaCl NB 0 0 0 intertwined hound motifs. Upon closer inspection, the char-
acters will notice a small depression on the Gate,
where one of the carved dogs is missing. If
6. The Stele: An ancient alabaster stele, carved they have the true Warden Medallion,
with complex geometric and floral patterns, they’ll see it fits perfectly in it.
mud-splattered and half-sunk into the If the Medallion is placed in the
ground. Scholars well-versed in Elven arts slot, the Gate will vanish, leav-
(Extremely Hard Culture Roll) will recog- ing in its place a bridge of sol-
nize it as a cenotaph, probably left by id mist that will lead the he-
Blàithnaid in memory of her deceased lov- roes across the Rift and into the
er. Sabeorht and the Elven queen met be- Annwn.
fore it the night of the ritual, and his Specter

46
The Island of Mist

Into the Annwn Blàithnaid


Level MR AT DEF TSR WSR HPs
There are several ways the heroes can cross the Rift and get into
9 15L NA 60 55 70 100
the Annwn. Some of them (the Gate, the Black Stream, the Sil-
Attacks CT Rog Adv Lor
ver Branch, and the Golden Apple) are detailed in this adventure,
+100 Wpn / Spells HH 60 40 100
while others are left to the ingenuity of the players and the GM.
Regardless of the chosen method, the Rift will transport the char- Banshee, see Bestiary for special abilities. She knows the following Spell
acters to a specific location: a beautiful silver tower surrounded Lores up to the 9th Weave, and can cast Spells from them without spend-
ing MPs (use her Lore Skill for the Spell Casting Roll): Elven Lore, Spell
by a sea of mist. Songs, Eldritch Hand, Illusions, Eldritch Tide.
Exploring the area surrounding the tower will yield little results,
and characters wandering too far away from it risk losing them-
selves in the vast, formless realm of the Annwn.
Inside the tower, Blàithnaid awaits the completion of her ritu-
al. If she’s aware of the heroes’ approach, she’ll use her magic to
test them and gauge their intentions (starting with some illusions
to conceal her presence and study their attitude, but switching
quickly to more aggressive Spells should they prove dangerous).
If they seem reasonable, she’ll reveal herself and kindly ask them
to leave her to her sorrow.
Appeals to higher ideals and pleads to join the fight against the
Darkmaster will be met with derision and scorn, but Blàithnaid
can be convinced to renounce her plan if the characters prove her
that their way will cause the Darkmaster more harm.

47
Part III

The Task Rewards


Heroes completing this adventure will have thoroughly proven
The goal of this adventure is quite straightforward: the heroes themselves as true Wardens of Willow Lake, and may even be
must find the source of the Mists and stop them from spreading recognized as the new Thanes, should they wish to fill the vacant
before it’s too late. place and claim the title.
If the Mists cover the entire vale, their quest will fail; but that’ll Moreover, they could come in possession of the fabled Stone of
be the least of their concerns, as it’ll probably mean that they’ll be Annwn, an Elven artifact of wondrous power.
trapped in the Annwn without a clear way out.

Mist Progress Table


Starting the Players
Day Area Covered
This adventure can take place right after the events of Winds of
War, or as soon as the PCs get the true Warden’s Medallion, or de- 1 Lake
cide to head to the Island of Mists in the middle of the Lake (see 2 Woods around Morcant’s Lair and Hunter’s Cabin
“Reaching the Island” below). 3 The Hills
If you’re playing this as a stand-alone scenario, good ways of involv- 4 Cairn and Old Sawmill
ing the characters are making them residents of Willow Lake or 5 Tainted Trees and the Mound
giving them personal reasons to search for the Stone of Annwn. 6 Willow Lake

[5.2]
Aids
If Nevynn is still alive, he’ll help the party as much as he can. He’ll
probably be still too weak to follow them to the Island but can pro-
vide them with a couple of low-level Runes of Power, should they
need them. He’s most useful as a source of information, though.
Having studied the subject for a long time, he’ll be able to give the
PCs some clues on Blàithnaid and the perils of the Annwn.
Injured characters will be assisted by Eileen, who’ll dig into her
healing herbs reserve to help them recover as quickly as possible.

Obstacles
To reach the Island, the characters will have to navigate the
fog-covered areas and deal with the spirits of the Lake. Once
there, they’ll have to find a way of getting into the Annwn and
stop Blàithnaid.
If Wulfric is still around, he may make another appearance before
the end of the adventure for a final showdown with the heroes.

48
The Island of Mist

Hazards & Encounters


by the Mists. If they reach Willow Lake, the whole area will be
dragged into the Annwn and the adventure should be considered
a failure.
Within the Mists, visibility is reduced to 1d5 meters for all, save
The Mists those wearing a true Warden’s Medallion, who’ll be able to see up
The fog spreading from the island in the middle of the Lake is a to about 20 meters.
manifestation of the Mists of Annwn, leaking out from the rift Whenever the party crosses an area claimed by the Mists, the
created by Blàithnaid with the Elvenstone. As the rift expands, GM should have them face an additional special Hazard, picked
the Mists advance, claiming more and more of the mortal world. or chosen randomly from the table below.
The Mists will creep out of the Island, slowly encircling Willow Some of these Hazards (marked by a *) are not-repeatable and
Lake. For each day since the start of the adventure check on the can happen only once. Cross them off the list when the heroes
Mists Progress table to see which areas of the map get covered face them, ignoring them if they’re rolled again.

Hazards Table
Roll Hazards
A Great White Stag (treat it as a Sacred Beast) suddenly jumps right in front of the heroes. It will look straight at them for a
moment, then run away.
If they ignore it, they’ll find its mangled carcass lying on their path a few hours later. A very bad omen. Unless a proper
burial rite is performed, the heroes will be cursed to fail the first Save Roll they’re called to make in the next 24 hours.
1* Following it in its mad run, on the other hand, is an Extremely Hard (-40) task. Should the PCs succeed, before disappear-
ing the White Stag will (roll 1d10) 1-3: Bless them, allowing them to automatically pass the first Save Roll they’re called
to make in the next 24 hours; 4-6: Truthfully answer a single “yes or no” question, as per Commune with the Spirits Spell,
without Magical Resonance; 7-9: Gift them a single Golden Apple, miraculously growing from its antlers. The hero who’ll
eat the Golden Apple (and only that character) will be able to cross the Rift into the Annwn without any help.; 0: All of the
above.
1d5+2 Spectral Hounds (use Wolf stats, save that they’re considered to be spirits rather than beasts and have the Other-
worldly Special Ability) with a white coat and blood-red ears emerge from the Mists and attack savagely, unless one of the
2
heroes is wearing the true Warden’s Medallion. In that case, the Hounds simply watch the group from a safe distance, fol-
lowing them in complete silence for a while, before disappearing again into the Mists.
As the heroes advance, part of the Mists in front of them turns into a wall greenish, Foul-Smelling Vapors, blocking their
path. The vapors are poisonous: animals will refuse to enter them, and vegetation in proximity of the wall gets sickly and
3 quickly dies unless the fog is somehow dispersed. Characters breathing the vapors must pass an Attack Level 6 TSR or have
their Total HPs reduced by 20% until cured. Avoiding the wall by going around it is possible, but will mean taking a long
detour and losing several hours.
The PCs encounter a group of Orc Soldiers (2d5), coming from the mountains, who’ve been wandering in the Mists since
4
they set foot in the vale. They’re completely lost, and superstitious fear is slowly eroding their nerves.
The heroes are transported to another Random Location claimed by the Mists, regardless of the direction they were travel-
5
ing to.
A deep, sudden Cold descends upon the area, covering everything in a thick layer of frost, as after a winter storm, and ex-
6
posing unprotected characters to the dangers of frostbite and extreme weather.
1d5 Northmen in blackened armors are fighting 2d5+1 Spectral Hounds. The Northmen are clearly losing, several of their
7*
companions already dead or dying on the ground. None of them speaks the local language.
The characters hear the Voice of someone they know in the Mists, pleading for help. It’s just an illusion, and those following
8
it are drawn deeper and deeper into the fog, until they’re completely lost.
9 The area is mysteriously covered with knee-deep Dark Water, regardless of its position or closeness to a water source.
A random NPC from Willow Lake, looking disheveled and confused. They say they were dreaming of being chased by
10*
hounds, and have no memory of how they’ve got wherever they are.

[5.3]

49
Part III

Reaching the Island


Epilogue
Reaching the Island of Mists is no simple matter. The Lake’s wa-
ters aren’t just turbulent, they’re hostile. The spirits of the Lake re- The end of this introductory campaign has been left intentional-
sent Elves and mortals alike for the disaster they caused, and will ly open in order to allow the players and the GM to develop it as
actively oppose anyone trying to swim or sail across it. they see fit, in accordance with what happened during the game.

Characters crossing the Lake will soon feel a malicious presence What they’ll do with the Stone of Annwn and what happens next
closing in on them; unseen, but with a clear murderous purpose. is completely up to them. If they managed to complete all three
At the same time, they’ll be beleaguered by a series of accidents parts successfully, they’ll have brought peace back to the vale (al-
and water-related obstacles, from strong opposing currents and beit temporarily) and should get a true heroes’ welcome when
whirlpools trying to suck them in, to hidden roots and branches they return to Willow Lake.
entangling their feet underwater. If, on the other hand, they’ve missed some of the objectives or
Treat the trip to the Island as a Chase (see the Movement and failed to complete one or more adventures, the situation may be
Traveling section of the Core Rules): the PCs against the wa- quite different, and the heroes may wish to solve unfinished busi-
ter-spirits of the Lake. ness before moving on.

Starting Distance is 1 for swimming characters and 3 for those on


a boat. The water-spirits have a +80 general Adventuring bonus Further Developments
(used to oppose the characters with brute strength or test their
While Blàithnaid’s threat may be over, and Wulfric’s nefarious
endurance, for example by sending a powerful current against
plans thwarted, there are still some questions left without a clear
them) and a +70 Roguery bonus (used to play mischievous tricks,
answer.
like suddenly snatching the oars from their hands).
Who sent the letter in Dark Speech to Wulfric? How strong is the
Characters can try to identify their aggressor by making a Stan-
Darkmaster’s army, and how can the Nine Kingdoms hope to sur-
dard (+0) Arcana Skill Roll, which will confirm its supernatural
vive its attack? What will the Elves of Dryv Covert do, now that
nature and suggest it could be temporarily placated by a small
the fate of their former Queen has been revealed? What will hap-
sacrifice or offering.
pen to the good people of Willow Lake?
An offering of fresh flowers counts as a single automatic Success
You can use these questions (or other issues that came up during
in the Chase. A blood sacrifice (e.g. a lamb) counts as two Suc-
the game) as a starting point for your next adventures, either us-
cesses. Each of them has an effect only the first time it’s made; ad-
ing the same characters who played Shadows of the Northern
ditional offerings won’t influence the Chase any further.
Woods or creating new heroes to explore different viewpoints.
If the PCs lose the Chase, the water-spirits reach them and drag
them underwater. They’ll awaken Weary 1d10 hours later at the
base of the Rocky Shore (Location 1), their boat gone (if they had
one), and any non-waterproof piece of equipment they were car-
rying ruined.
If they win, the spirits will leave them be for the time being, and
they’ll be free to approach the Island however they want.

50
The Island of Mist

NPCs Stats

Level MR AT DEF TSR WSR HPs Attacks CT Rog Adv Lor

Annis 4 15L NAs 40 25 20 70 +80 Wpn / +70 Ran NH 25 40 15

Blàithnaid, 9 15L NA 60 55 70 100 +100 Wpn / Spells HH 60 40 100

Crowspeaker Garmr 3 17L NA 25 35 15 35 +35 Wpn / Spells NH 30 5 45

Drwnych 20 - ME 50 100 90 350 +150 LGr / +150 LTr EB 75 120 90

Eileen the Herbwife 2 12L NA 10 10 25 30 +10 Wpn / - NH 10 15 25

Hakon 5 15L MEs 40 45 40 100 +110 Wpn / +60 Ran NH 30 60 10

Ivarr, Harald and Rolf 4 16L LAs 25 25 20 70 +70 Wpn / +50 Ran NH 20 30 0

Mokurz the Vengeful 6 15L MEs 45 60 15 100 +110 Wpn / +75 Ran NH 45 75 5

Morcant the Old Troll 6 10L LA 10 85 20 150 +110 LCl / +100 Wpn HH 60 70 0

Nevynn the Wise 5 15L NA 0 25 55 45 +25 Wpn / Spells NH 25 5 105

One-Hand" Padraig 1 15L NA 10 10 20 45 +35 Wpn / +35 Ran NH 30 30 0

Sabeorht 8 15F NA 60 50 70 100 Special / +100 Wpn HH 50 40 100

Sapling 3 15L ME 20 20 15 30 +30SGr / - NB 35 20 5

The Woad Witches of


8 15L NA 50 55 45 100 +100 HSt / +90 LPi HB 70 60 30
the Wood
Typical Hillman War-
2 15L NAs 25 10 10 50 +50 Wpn / +50 Ran NH 15 15 0
rior

Typical Mercenary 3 15L LAs 25 25 20 60 +70Wpn / +55 Ran NH 20 30 0

Wulfric, 6 15L LA 35 45 50 80 +90 Wpn / +80 Ran CH 70 30 80

51
Athelstane the Black

Athelstane was born behind the walled defense of Castle Karth- giance. He befriended (and soon fell in love with - apparently un-
mere on the rocky cliffs of the Southern Reach of the Nine King- paid) a fair maiden: Mornien, an apprentice wizard.
doms, cadet son to Lord Aethelred of House Crownsworth and One day Mornien received a message from her former mentor, the
Lady Eudelme of House Nanscaster. wizard Nevynn, summoning her for some unknown reason to a re-
Since he was born he was destined to assist his elder brother, Aethel- mote village to the northern border, Willow Lake. Athelstane decid-
bert, destined to rule over the joined lands of the two houses. He ed to follow, to protect the lady and challenge danger.
would have made for a great Guard Chieftain or Lord’s Squire. With
his father and brother’s assent, he should have married a fair lady of
a noble minor house,in order to to annex their lands and posses-
sions to his House.
But this was not what Athelstane had in mind for himself. Consid-
ering himself far superior in physical qualities to his elder brother,
Athelstane was convinced that he himself should have been the
true heir of the House. His father advised him to tame his pride be-
cause not only strength and skill at arms does a ruler need to lead the
household, but calmness, wisdom, and disposition; those last gifts
his elder brother had instead inherited.
Yet Athelstane grew a deep resentment against his brother and
father, because he felt wronged and underestimated. He refused
all the official roles they offered him, considering them debasing
for a man of his qualities. One evening during a banquet an alter-
cation arose between him and a Knight from House Inverdean.
Athelstane claimed his right to avenge the wrong in a duel. Vain
were the attempts to solve the situation with diplomacy: Athel-
stane refused to withdraw his challenge, determined to prove
his prowess and honor in the end.
So Redwald of Inverdean and Athelstane fought in a duel.
The Knight was a veteran of many campaigns and quickly
bested Athelstane. He was really angered by the young
Lord’s arrogance, determined to grant no mercy.
Before he was able to land the kill-
ing strike, however, Aethel-
bert stepped into the bat-
tle himself and killed the
Knight, saving his broth-
er’s life. This cost a strife
between the two Hous-
es that still rages on to-
day. Athelstane was im-
mediately exiled from
his House’s lands. From
that day he dressed black
and thus gained his epithet.
He moved to the capital of the
Nine Kingdoms, the City of the
White Walls. There he became
one of the City Guard, trying to
teach himself temperance and alle-
Athelstane the Black 1 10 20
Character Name Lvl XP Next Lvl
High Man Noble Warrior
Kin Culture Vocation
Passions
Motivation I'll clear my name and make my father proud of me once again
Nature I can’t stand to see injustice to pass
Allegiance I’ll prove Mornien my valor

Drive Points Skills Stat #Ranks & Bonus Voc Kin Spec Item TOT

Armor Development Points Per Level 2


Heroic Path
Armor (no stat)
- 4 20 20
10 20

30 40
Combat Development Points Per Level 5
50 60
Blunt (BRN)
30 0 0 20 50
70 80
Blades (BRN)
30 3 15 20 65
Ranged (SWI)
15 3 15 20 50
90 100

Polearms (BRN)
30 5 25 20 10 85
Brawl (BRN)
30 1 5 20 55
Stats Base Kin Spec TOT

Brawn (BRN) 20 10 30
Adventuring Development Points Per Level 4
Swiftness (SWI) 15 15
Athletics (BRN)
30 3 15 10 -20 35
Fortitude (FOR) 10 10 15 2 10 10 -20 15
Ride (SWI)
0 2 10 5 15
Wits (WIT) Hunting (WIT)
Nature (WSD)
0 0 0 5 5
Wisdom (WSD) Wandering (WSD)
0 0 0 5 5

Bearing (BEA) 5 5 10

Roguery Development Points Per Level 2


Save Rolls Lvl Kin Spec TOT

Acrobatics (SWI) 15 0 0 -20 -5


Toughness (FOR) 5 5 30 15 0 0 -20 -5
Stealth (SWI)
0 0 0 0
Willpower (WSD) 5 5 Locks & Traps (WIT)
Perception (WSD)
0 3 15 15
Deceive (WIT)
0 1 5 5
Special Traits
Imposing

Lore Development Points Per Level 0


Arcana (WIT) 0 0 0 0
Charisma (BEA) 10 3 15 15 40
Cultures (WIT) 0 2 10 10
0 1 5 5
Background Healer (WSD)
Heroic Bloodline (Minor) Songs & Tales (BEA) 10 1 5 15

Exceptional Training (Major)

Unbreakable Bond - Mornien (Minor)


Body Development Points Per Level 2
Body (FOR)
20 3 15 15 35 85
Hit Points 85 Movement Lightly
Encumbered
15
Total Current Encumbrance Move Rate
Level

Wounds Defense
15
Bleed Stun Penalties SWI Bonus Shield Bonus

Conditions Item Bonus Spec Bonus

Wealth 3 Gentry Melee Defense 15 Ranged Defense 15


Wealth Level Status

Armor and Shield


Zones Max SWI Move CMB Perception Ranged Melee
Armor / Shield Type
Protected to DEF Penalty Penalty Penalty Bonus Bonus
Qualities

Breastplate Medium Torso +30 -40 Metal


Rigid

Weapons & Attack


Skill(s) Attack Maximum Primary Alternate Base
Weapons / Attacks Hands Length CR Qualities
Used Table Result Critical Critical Range

Greataxe 2h Long Polearm 6 Edged 175 Cut Impact Heavy,


s Mighty
Composite Bow 2h Ranged 5 Missile 150 Pierce 25 Load (1),
Quick
Load

Equipment
Item & Description Location Item & Description Location

Enameled Breastplate Worn Greataxe +10 (Undamarth) Hand

Composite Bow, Quiver and Arrows Back

Horse (Orostar) -

Arming Sword Side

Black Velvet Cloak with Fur Worn


Kin Stat Spec Stat Gain/Lvl Voc Gain/Lvl TOT Spent
1 BEA a
Magic Points 2

Stat #Ranks & Bonus Voc Kin Spec Item TOT

Spell Lores Development Points Per Level

Healing 0 1 5 -20 -15

Companion Animal Riding Animal

Orostar Rouncery (Riding Horse)


Name Animal Type Name Animal Type
+0 50 Large Trample
Move Attack Type Ride Bonus Move Attack Type
120 +50 15
HP CMB DEF HP CMB DEF

Experience Points Tracking

 You travelled to or explored a location you’ve never seen before.  _________________________________________________________________________

 You faced dangerous foes and/or difficult situations.  _________________________________________________________________________

 You completed a mission or quest, or ended a significant story arc.  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________
Deirdre

Born under an auspicious moon, Deirdre has always shown an af-


finity with the spirits of Nature. During her early childhood, she
was revealed to be a blessed Shapechanger, favored by the spirit of
the fierce Mountain Lion, who protected her clan. She was sepa-
rated from her family and became the pupil of the wise women of
her village. With them, she learned to control her gifts, to ride the
beast within her without losing herself in its rage and to call upon its
strength to help her in time of need.
They also schooled her in the way of Animism, teaching her to com-
mune with the spirits and the healing traditions of the Woads.
During her coming of age ceremony, Deirdre received a powerful
vision, warning her about a grave danger, threatening not just her
people but the whole land. She saw a dark shadow stretching
over the woods and corrupting everything it touched, chok-
ing the life out of the trees and turning the spirits into venge-
ful ghosts.
Then a mighty voice spoke to her: “In the whispering mead-
ow where the painted joined the ranks of the unpainted in
battle, allies you’ll find against the coming storm. The carrion
crows gather where the starving wolf howls, but only the hound
will guide you to the resting place of the flower-crowned queen”.
She questioned her elderly teachers about her vision, but even they
could not fully understand its meaning. However, they told her that
the only place where the Woad once fought side by side with other
“unpainted” people they knew was northeast of the Woad Woods,
near a town named Willow Lake.
Still uncertain about the vision’s true meaning, but determined to
prevent the disaster she witnessed there, Deirdre decided to leave
her home. She packed her things, asked her teachers for a blessing,
and set out on her quest towards the town of Willow Lake.
Deirdre 1 10 20
Character Name Lvl XP Next Lvl
Man Woad Animist
Kin Culture Vocation
Passions
Motivation I must discover what hidden evil plagues this lands.
Nature All children of Nature are my children.
Allegiance I will protect these forests at any cost

Drive Points Skills Stat #Ranks & Bonus Voc Kin Spec Item TOT

Armor Development Points Per Level 0


Heroic Path
Armor (no stat)
- 0 0 0
10 20

30 40
Combat Development Points Per Level 1
50 60
Blunt (BRN)
5 0 0 5
70 80
Blades (BRN)
5 0 0 5
Ranged (SWI)
0 1 5 5
90 100

Polearms (BRN)
5 1 5 10
Brawl (BRN)
5 2 10 15
Stats Base Kin Spec TOT

Brawn (BRN) 5 5
Adventuring Development Points Per Level 2
Swiftness (SWI) 0
Athletics (BRN)
5 2 10 15
Fortitude (FOR) 15 15 0 0 0 0
Ride (SWI)
15 2 10 5 30
Wits (WIT) 15 15 Hunting (WIT)
Nature (WSD)
20 4 20 15 10 65
Wisdom (WSD) 20 20 Wandering (WSD)
20 3 15 5 40

Bearing (BEA) 0

Roguery Development Points Per Level 1


Save Rolls Lvl Kin Spec TOT

Acrobatics (SWI) 0 2 10 10
Toughness (FOR) 5 20 0 2 10 10
Stealth (SWI)
15 0 0 15
Willpower (WSD) 5 25 Locks & Traps (WIT)
Perception (WSD)
20 2 10 5 35
Deceive (WIT)
15 0 0 15
Special Traits
Specialization (Nature)

Lore Development Points Per Level 4


Arcana (WIT) 15 2 10 10 35
Charisma (BEA) 0 0 0 5 5
Cultures (WIT) 15 0 0 5 20
20 5 25 20 10 75
Background Healer (WSD)
Shapechanger (Major) Songs & Tales (BEA) 0 1 5 5 10

Exceptional Training (Minor)

Healer's Hands (Minor)


Body Development Points Per Level 0
Body (FOR)
15 2 10 30 55
Hit Points 55 Movement Unencumbered 15
Total Current Encumbrance Move Rate
Level

Wounds Defense
0 0
Bleed Stun Penalties SWI Bonus Shield Bonus

Conditions Item Bonus Spec Bonus

Wealth 0 Outcast Melee Defense 0 Ranged Defense 0


Wealth Level Status

Armor and Shield


Zones Max SWI Move CMB Perception Ranged Melee
Armor / Shield Type
Protected to DEF Penalty Penalty Penalty Bonus Bonus
Qualities

Weapons & Attack


Skill(s) Attack Maximum Primary Alternate Base
Weapons / Attacks Hands Length CR Qualities
Used Table Result Critical Critical Range

Quarterstaff 2h Long Polearm 6 Blunt 130 Impact


s
Dagger 1h Hand Brawl 1 Edged 120 Pierce Backstab

Equipment
Item & Description Location Item & Description Location

Swirling Tattoos Body

Simple Tunic Worn

Quarterstaff Hand

Bundle of Healing Herbs Pouch

Dagger Belt
Kin Stat Spec Stat Gain/Lvl Voc Gain/Lvl TOT Spent
WSD 2 2
Magic Points 4

Stat #Ranks & Bonus Voc Kin Spec Item TOT

Spell Lores Development Points Per Level

Healing 20 1 5 10 35

Master of Plants 20 1 5 10 35

Master of Animals 20 1 5 10 35

Chanting 20 1 5 10 35

Movements of Nature 20 1 5 10 35

Companion Animal Riding Animal

Name Animal Type Name Animal Type

Move Attack Type Ride Bonus Move Attack Type

HP CMB DEF HP CMB DEF

Experience Points Tracking

 You travelled to or explored a location you’ve never seen before.  _________________________________________________________________________

 You faced dangerous foes and/or difficult situations.  _________________________________________________________________________

 You completed a mission or quest, or ended a significant story arc.  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________
Maedoc the Cunning

Maedoc is a Rover, one of the irregulars who patrol the borders of


the Dwarven Kingdom, keeping the roads safe from bandits and
wild animals, and watching out for enemies and other dangers.
As such, he often traveled to the Mannish lands, together with his
master Feargus Stoutbeard, either to escort a merchant’s caravan or
hunt some troublesome beast.
It was on one of these travels that he met Eamon the Warden. He
was pursuing the leader of a gang of bandits, who escaped capture
in the mountains and was trying to hide in the woods around Wil-
low Lake.
When Feargus recruited the young Eamon to help them catch the
fugitive, Maedoc was initially skeptical, doubting that a short-beard-
ed Man could succeed where Dwarves had failed. However, when
Eamon’s knowledge of the territory led to the swift capture of the
bandit, Maedoc had to change his mind about the man’s capabilities.
Since that episode, the two ended up helping each other on multiple
occasions and soon became very close friends.
Having completed his apprenticeship years with Feargus, now
Maedoc works mostly alone. A few days ago, returning from a long
scouting trip in the mountains, he found a carrier pigeon waiting
for him, bearing a short message: “Dear friend, please come to Wil-
low Lake as soon as you can; there’s something I need to show you.
Eamon”.
Wondering why his friend couldn’t be more specific, and trou-
bled by the urgent tone of the message, Maedoc decided to
leave immediately, heading towards Willow Lake.
Maedoc the Cunning 1 10 20
Character Name Lvl XP Next Lvl
Dwarf Weald Rogue
Kin Culture Vocation
Passions
Motivation I wander the land to protect my clan and Kin
Nature My word is my bond
Allegiance I'll help Eamon to solve Willow Lake's troubles

Drive Points Skills Stat #Ranks & Bonus Voc Kin Spec Item TOT

Armor Development Points Per Level 1


Heroic Path
Armor (no stat)
- 2 10 10
10 20

30 40
Combat Development Points Per Level 3
50 60
Blunt (BRN)
15 4 20 10 -5 50
70 80
Blades (BRN)
15 0 0 -5 10
Ranged (SWI)
20 2 10 5 -5 30
90 100

Polearms (BRN)
15 1 5 -5 15
Brawl (BRN)
15 1 5 5 -5 20
Stats Base Kin Spec TOT

Brawn (BRN) 10 5 15
Adventuring Development Points Per Level 4
Swiftness (SWI) 20 -5 5 20
Athletics (BRN)
15 2 10 5 -10 20
Fortitude (FOR) 15 15 20 0 0 5 -10 15
Ride (SWI)
20 5 25 5 50
Wits (WIT) 20 20 Hunting (WIT)
Nature (WSD)
5 2 10 5 20
Wisdom (WSD) 5 5 Wandering (WSD)
5 4 20 5 30

Bearing (BEA) -5 -5

Roguery Development Points Per Level 5


Save Rolls Lvl Kin Spec TOT

Acrobatics (SWI) 20 0 0 20 -10 30


Toughness (FOR) 5 20 40 20 4 20 20 -10 50
Stealth (SWI)
20 2 10 20 50
Willpower (WSD) 5 20 45 Locks & Traps (WIT)
Perception (WSD)
5 1 5 20 30
Deceive (WIT)
20 1 5 20 45
Special Traits
Dark Sight

Forgekin

Stoneborn Lore Development Points Per Level 1


Superstitious Arcana (WIT) 20 0 0 20
Charisma (BEA) -5 0 0 -5
Cultures (WIT) 20 3 15 35
5 0 0 5
Background Healer (WSD)
Gifted (Miuor) Songs & Tales (BEA) -5 0 0 -5

Exceptional Training (Major)

Strider (Minor)
Body Development Points Per Level 1
Body (FOR)
15 3 15 5 40 75
Hit Points 75 Movement Lightly
Encumbered
15
Total Current Encumbrance Move Rate
Level

Wounds Defense
20 15/5
Bleed Stun Penalties SWI Bonus Shield Bonus

Conditions Item Bonus Spec Bonus

Wealth 2 Commoner Melee Defense 35 Ranged Defense 25


Wealth Level Status

Armor and Shield


Zones Max SWI Move CMB Perception Ranged Melee
Armor / Shield Type
Protected to DEF Penalty Penalty Penalty Bonus Bonus
Qualities

Leather Armor Light Torso, Arms, Legs 30 -20 -5

Target Shield Shield Shield arm Rigid

Weapons & Attack


Skill(s) Attack Maximum Primary Alternate Base
Weapons / Attacks Hands Length CR Qualities
Used Table Result Critical Critical Range

Handaxe 1 Hand Blunt 2 Blunt 130 Cut Impact

Thrown Axe 1 Ranged 4 Missile 120 Cut 3

Equipment
Item & Description Location Item & Description Location

Leather Armor Worn Backpack Shoulders

Handaxe +10 Hand

Target Shield Hand

Wineskin Backpack

Twice-Backed Cakes Backpack


Kin Stat Spec Stat Gain/Lvl Voc Gain/Lvl TOT Spent

Magic Points

Stat #Ranks & Bonus Voc Kin Spec Item TOT

Spell Lores Development Points Per Level

Companion Animal Riding Animal

Name Animal Type Name Animal Type

Move Attack Type Ride Bonus Move Attack Type

HP CMB DEF HP CMB DEF

Experience Points Tracking

 You travelled to or explored a location you’ve never seen before.  _________________________________________________________________________

 You faced dangerous foes and/or difficult situations.  _________________________________________________________________________

 You completed a mission or quest, or ended a significant story arc.  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________
Gandrell Windblade

Gandrell Windblade was born in the secluded Elven village of Dàr “My dear friend Gandrell,
Entheas. Despite being the son of an important academic figure, Pardon me if I haven’t contacted you in a while, but unfortunately
and having his life path open toward an eternity of research and lec- I’ve been very busy. There’s something I’d like to show you; please
tures, Gandrell started to show a strong inclination toward the art of come to Willow Lake as soon as you receive this letter, I’m sure you’ll
war since his early adolescence. It was with resignation that Adam- find it very interesting. I’ll be staying at the old tower. If I’m not there,
ar, his father, let him join the rangers that were in charge of patrolling ask Eamon, the local Warden. He’s a friend of mine and will surely
the Elven Forest also known as Dryv Covert, keeping intruders out know where to find me.
and escorting visitors safely to their destination.
Mornien, my niece, will be there, too. I’ve already reserved her a
Among those few welcomed visitors there was Nevynn, an old wiz- room at the Dancing Trout inn. You’ll find that she’s grown up quite
ard who used to visit Gandrell’s father to discuss the ancient leg- a bit since the last time you saw her.
ends and history of the Elven people.
It was during Nevynn’s frequent visits that Grandell
Thank you,
not only grew fond of the old man, laying the foun-
dation of a long friendship, but also learned about the Your old friend
legends surrounding the nearby human town of Nevynn”
Willow Lake. According to the old man, Willow
Lake was once an Elven settlement, but Ad-
amar strongly rejected the notion, calling
it a baseless rumor and refusing to dis-
cuss it.
Gandrell found his father’s behav-
ior quite strange, and became fasci-
nated by Nevynn’s stories about the
small town and its mysteries. In the
following years, he began to wan-
der closer and closer to the Man-
nish territories, meeting with
Nevynn from time to time,
to listen to his stories about
the land beyond Dryv Covert.
He also became acquainted with
Nevynn’s niece, Mornien, a funny
little girl who followed him on his
travels.
The years passed quickly, and
Nevynn’s visits became less fre-
quent, but Gandrell never for-
got the old man and his stories.
One day Gandrell was out hunt-
ing alone, when a great white
owl swooshed down from a tree,
dropping a small roll of parch-
ment right in front of him. Pick-
ing it up, with great surprise he
discovered that it was a letter
from Nevynn:
Gandrell Windblade 1 10 20
Character Name Lvl XP Next Lvl
Dusk Elf Fey Warrior
Kin Culture Vocation
Passions
Motivation I'll find out the truth about Willow Lake.
Nature The laws of men do not apply to me, only the rules of Nature bind me.
Allegiance Mornien is my friend's pupil, I must see that no harm comes to her.

Drive Points Skills Stat #Ranks & Bonus Voc Kin Spec Item TOT

Armor Development Points Per Level 2


Heroic Path
Armor (no stat)
- 2 10 10
10 20

30 40
Combat Development Points Per Level 5
50 60
Blunt (BRN)
0 0 0 20 20
70 80
Blades (BRN)
30* 3 15 20 65
Ranged (SWI)
30 4 20 20 10 80
90 100

Polearms (BRN)
0 0 0 20 20
Brawl (BRN)
0 1 5 20 25
Stats Base Kin Spec TOT

Brawn (BRN) 0
Adventuring Development Points Per Level 4
Swiftness (SWI) 20 10 30
Athletics (BRN)
0 2 10 10 20
Fortitude (FOR) 15 15 30 1 5 10 45
Ride (SWI)
5 2 10 5
Wits (WIT) 5 5 Hunting (WIT)
Nature (WSD)
0 2 10 5
Wisdom (WSD) 0 Wandering (WSD)
0 0 0 5

Bearing (BEA) 15 5 20

Roguery Development Points Per Level 2


Save Rolls Lvl Kin Spec TOT

Acrobatics (SWI) 30 1 5 10 45
Toughness (FOR) 5 10 30 30 4 20 50
Stealth (SWI)
5 0 0 5
Willpower (WSD) 5 5 Locks & Traps (WIT)
Perception (WSD)
0 1 5 10 15
Deceive (WIT)
5 1 5 10
Special Traits
Keen Senses

Immortal

Light-Footed Lore Development Points Per Level 0


Sure-Shot Arcana (WIT) 5 3 15 20
Lithe and Graceful Charisma (BEA) 20 1 5 25
Cultures (WIT) 5 1 5 10
0 1 5 5
Background Healer (WSD)
Elven Training (Major) Songs & Tales (BEA) 20 2 10 30

Body Development Points Per Level 2


Body (FOR)
15 2 10 15 25 65
Hit Points 65 Movement Lightly
Encumbered
15
Total Current Encumbrance Move Rate
Level

Wounds Defense
30 30
Bleed Stun Penalties SWI Bonus Shield Bonus

Conditions Item Bonus Spec Bonus

Wealth 3 Gentry Melee Defense 30 Ranged Defense 30


Wealth Level Status

Armor and Shield


Zones Max SWI Move CMB Perception Ranged Melee
Armor / Shield Type
Protected to DEF Penalty Penalty Penalty Bonus Bonus
Qualities

Leather Jerkin Light Torso - -10

Weapons & Attack


Skill(s) Attack Maximum Primary Alternate Base
Weapons / Attacks Hands Length CR Qualities
Used Table Result Critical Critical Range

Longsword 1h Long Blades 4 Edged 150 Cut Pierce Hand


and a
Long Bow 2h Ranged 6 Missile 175 Pierce 35 Load (1)

Equipment
Item & Description Location Item & Description Location

Short Tunic and Flowing Cape Worn

Long Bow, Quiver and Arrows Back

Reviving Cordial Pouch

Leather Jerkin Worn

Longsword Belt
Kin Stat Spec Stat Gain/Lvl Voc Gain/Lvl TOT Spent
3 BEA 2
Magic Points 5

Stat #Ranks & Bonus Voc Kin Spec Item TOT

Spell Lores Development Points Per Level

Detections 0 2 10 10

Spell Songs 20 1 5 25

Elven Lore 20 1 5 25

Companion Animal Riding Animal

Name Animal Type Name Animal Type

Move Attack Type Ride Bonus Move Attack Type

HP CMB DEF HP CMB DEF

Experience Points Tracking

 You travelled to or explored a location you’ve never seen before.  _________________________________________________________________________

 You faced dangerous foes and/or difficult situations.  _________________________________________________________________________

 You completed a mission or quest, or ended a significant story arc.  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________
Mornien the Fair

Mornien was born in the City of the White Walls in the Southern
Realm of the Nine Kingdoms. Since the day she was born her life has
not been easy. She was the illegitimate child of a secret relationship
between a high ranked city nobleman and Lyriel, one of his cour-
tesans. Rumors about the unwanted pregnancy started to spread
quickly, leaving the nobleman the only choice of ousting the preg-
nant courtesan from the court. Condemned to starve, Lyriel was
sheltered by the nobleman’s unconventional uncle Nevynn, an un-
married scholar who shunned the nobilities’ fanfares, and took her
and her daughter with him on his long journeys across the land. The
old man soon grew fond of the young and quick Mornien. After the
premature departure of the child’s mother, Nevynn and Mornien
became inseparable, and he always introduced her as his niece.
Around the age of 14 Mornien started to show a natural attitude
toward the arcane arts. In order to teach her how to dominate her
nature, Nevynn decided to bring her back to the City of the White
Walls, so that she could completely channel her energy toward the
study of the arcane arts. While Mornien was successfully enhancing
her skills as an apprentice, Nevynn continued to travel. In the begin-
ning, his journeys would not last more than a few weeks, but with
time they started to become longer and longer. Mornien often
found herself alone, growing into a strong-willed, fiercely in-
dependent woman. Her strong personality, together with
the very little free time due to her studies, led Mornien to
conduct a very poor social life, made of many acquain-
tances but very few friends. Among these very few
friends there is Athelstane the Black, a City Guard.
She started to grow fond of the young man after he
started to help her with the heaviest housework.
Quickly he became her confidant and whenev-
er they get a chance they enjoy their friendship
with long walks and meaningful chats.
Nevynn’s most recent journey was ongoing for
more than a year and a half when, one morning,
Mornien received a letter from him. To her great
joy, in the letter her uncle told her that he missed his
niece, and was eager to see how much she’s learned.
He then asked her to reach him in Willow Lake, a small
town on the northern border, leaving her a long list of
directions on how to get there.
Having to leave the city in a great rush, Mornien
stopped by Athelstane for the farewells, but to her
great surprise and pleasure, the young city guard
decided to quit his job and swore to protect her
during her perilous journey to Willow Lake.
Mornien the Fair 1 10 20
Character Name Lvl XP Next Lvl
Man City Wizard
Kin Culture Vocation
Passions
Motivation I will conquer the secrets of the Ancients
Nature I need no help, I can manage myself
Allegiance I'll show Nevynn what I've learned during these years

Drive Points Skills Stat #Ranks & Bonus Voc Kin Spec Item TOT

Armor Development Points Per Level


Heroic Path
Armor (no stat)
- 1 5 5
10 20

30 40
Combat Development Points Per Level
50 60
Blunt (BRN)
5 0 0 5
70 80
Blades (BRN)
5 1 5 10
Ranged (SWI)
0 1 5 5
90 100

Polearms (BRN)
5 1 5 10
Brawl (BRN)
5 1 5 10
Stats Base Kin Spec TOT

Brawn (BRN) 5 5
Adventuring Development Points Per Level 1
Swiftness (SWI) 0
Athletics (BRN)
5 2 10 15
Fortitude (FOR) 0 0 0 0 0
Ride (SWI)
20 0 0 20
Wits (WIT) 20 20 Hunting (WIT)
Nature (WSD)
20 0 0 20
Wisdom (WSD) 15 5 20 Wandering (WSD)
20 0 0 20

Bearing (BEA) 15 5 20

Roguery Development Points Per Level 1


Save Rolls Lvl Kin Spec TOT

Acrobatics (SWI) 0 1 5 5
Toughness (FOR) 5 5 0 1 5 5
Stealth (SWI)
20 1 5 25
Willpower (WSD) 5 25 Locks & Traps (WIT)
Perception (WSD)
20 1 5 25
Deceive (WIT)
20 3 15 5 40
Special Traits
Specialization (Songs & Tales)

Lore Development Points Per Level 5


Arcana (WIT) 20 4 20 15 10 65
Charisma (BEA) 20 4 20 10 50
Cultures (WIT) 20 4 20 15 55
20 1 5 5 30
Background Healer (WSD)
Gifted (Major) Songs & Tales (BEA) 20 3 15 10 10 55

Exceptional Training (Major)

Magical Affinity - Eldritch Fire (Minor)


Body Development Points Per Level

Body (FOR)
0 0 0 30 30
Hit Points 30 Movement Unencumbered 15
Total Current Encumbrance Move Rate
Level

Wounds Defense
0
Bleed Stun Penalties SWI Bonus Shield Bonus

Conditions Item Bonus Spec Bonus

Wealth 1 Struggling Melee Defense 0 Ranged Defense 0


Wealth Level Status

Armor and Shield


Zones Max SWI Move CMB Perception Ranged Melee
Armor / Shield Type
Protected to DEF Penalty Penalty Penalty Bonus Bonus
Qualities

Weapons & Attack


Skill(s) Attack Maximum Primary Alternate Base
Weapons / Attacks Hands Length CR Qualities
Used Table Result Critical Critical Range

Short Sword 1h Short Blades 2 Edged 130 Cut Pierce Backstab

Equipment
Item & Description Location Item & Description Location

Plain Clothing Worn

Short Sword Side

Lantern and Oil Backpack

Small Backpack Shoulder

Nevynn's Notes (+10 to Arcana) Backpack


Kin Stat Spec Stat Gain/Lvl Voc Gain/Lvl TOT Spent
WIT 2 3
Magic Points 5

Stat #Ranks & Bonus Voc Kin Spec Item TOT

Spell Lores Development Points Per Level

Eldritch Fire 20 1 5 15 10 50

Detections 20 1 5 15 40

Eldritch Hand 20 1 5 15 40

Mind Control 20 1 5 15 40

Illusions 20 1 5 15 40

Companion Animal Riding Animal

Name Animal Type Name Animal Type

Move Attack Type Ride Bonus Move Attack Type

HP CMB DEF HP CMB DEF

Experience Points Tracking

 You travelled to or explored a location you’ve never seen before.  _________________________________________________________________________

 You faced dangerous foes and/or difficult situations.  _________________________________________________________________________

 You completed a mission or quest, or ended a significant story arc.  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________
Tobold “The Ferret” Mistletoe

Tobold was born in the pleasant town of Grassy Hills in the Baili- Proud of his son’s turnaround, his father encouraged him, teaching
wick, home to the Halfling people. His family was a wealthy and him not only the secrets of his trade, but also what it meant to be a
well renowned one, having contributed to the community a long se- Sheriff.
ries of Bailiffs and Sheriffs. Since Tobold was a child, he always was Finally, when Tobold gained the rank of Undersheriff, his parents
the smartest and quickest guy around: he was incomparably deft at threw a great party, and jokingly gifted him a pet ferret, as a remind-
purloining cookies, cakes, and fruits; hiding any traces of his passage; er of his troublesome childhood. Tobold named her Raffles, and the
or diverting the blame on some of the other brats in his gang. Soon two became inseparable friends.
enough his presence became synonymous with mischief among the
People still called him “Ferret”, but now it had an affectionate mean-
good people of Grassy Hills. They started to call him “Ferret”, as he
ing. If something was missing or stolen in the Bailiwick, “The Fer-
was shifty and mischievous as a little animal.
ret” could find it.
Being the local Sheriff, his father was doubly exasperated by To-
A couple of weeks ago, Tobold received a letter from his dearest
bold’s behavior. So, one day, he decided to bring his son with him
cousin Mirabella, who followed her husband to settle in the Man-
whenever he went to work. “This way, if you’re gonna cause trouble”
nish realms, in the distant town of Willow Lake. Mirabella asked for
he said “at least I’ll be there to stop your nonsense”.
his help, explaining that her sheep have been stolen, and that the
At first, Tobold was cast down by his father’s decision, but soon dis- local town guards weren’t able to find neither the animals nor the
covered that the Sheriff’s job was far more interesting than running culprit. Shocked by the incompetence of the Mannish guards, and
around with the other kids. Solving other people’s problems and intrigued by the perspective of a short vacation abroad, Tobold de-
finding out where something disappeared or who committed a cided to pay his cousin a visit. He prepared his luggage, picked
theft or other misdeed became a game to him. After a few up Raffles, and jumped on the first coach headed out of
weeks, he was already better than most of the Bailiwick’s the Bailiwick.
Sheriffs at their job.
Tobold “the Ferret” Mistletoe 1 10 20
Character Name Lvl XP Next Lvl
Halfling Pastoral Rogue
Kin Culture Vocation
Passions
Motivation I'll become the greatest Sheriff the Bailiwick ever had
Nature I think better on a full stomach
Allegiance I'll do my best to help my cousin Mirabella and the people of Willow Lake

Drive Points Skills Stat #Ranks & Bonus Voc Kin Spec Item TOT

Armor Development Points Per Level 1


Heroic Path
Armor (no stat)
- 1 1 5
10 20

30 40
Combat Development Points Per Level 3
50 60
Blunt (BRN)
-20 0 0 -20
70 80
Blades (BRN)
-20 0 0 5 -15
Ranged (SWI)
40 3 15 10 10 75
90 100

Polearms (BRN)
-20 0 0 -10
Brawl (BRN)
-20 2 10 5 -5
Stats Base Kin Spec TOT

Brawn (BRN) -20 -20


Adventuring Development Points Per Level 4
Swiftness (SWI) 25 15 40
Athletics (BRN)
-20 4 20 5 5
Fortitude (FOR) 10 10 40 1 5 5 50
Ride (SWI)
20 2 10 5 35
Wits (WIT) 15 0 5 20 Hunting (WIT)
Nature (WSD)
10 3 15 5 30
Wisdom (WSD) 5 5 10 Wandering (WSD)
10 1 5 5 20

Bearing (BEA) 5 5

Roguery Development Points Per Level 5


Save Rolls Lvl Kin Spec TOT

Acrobatics (SWI) 40 1 5 20 20 85
Toughness (FOR) 5 10 25 40 2 10 20 20 90
Stealth (SWI)
20 1 5 20 45
Willpower (WSD) 5 35 50 Locks & Traps (WIT)
Perception (WSD)
10 5 25 20 55
Deceive (WIT)
20 3 15 20 55
Special Traits
Diminutive

Nimble

Sure-Shot Lore Development Points Per Level 1


Second Breakfast Arcana (WIT) 20 0 0 20
Superstitious Charisma (BEA) 5 2 10 15
Cultures (WIT) 20 1 5 25
10 2 10 20
Background Healer (WSD)
Lovable Rogue (Major) Songs & Tales (BEA) 5 2 10 15

Exceptional Training (Minor)

Loyal Companion (Minor)


Body Development Points Per Level 1
Body (FOR)
10 2 10 5 20 45
Hit Points 45 Movement Lightly
Encumbered
15
Total Current Encumbrance Move Rate
Level

Wounds Defense
40
Bleed Stun Penalties SWI Bonus Shield Bonus

Conditions Item Bonus Spec Bonus

Wealth Melee Defense 40 Ranged Defense 40


Wealth Level Status

Armor and Shield


Zones Max SWI Move CMB Perception Ranged Melee
Armor / Shield Type
Protected to DEF Penalty Penalty Penalty Bonus Bonus
Qualities

Weapons & Attack


Skill(s) Attack Maximum Primary Alternate Base
Weapons / Attacks Hands Length CR Qualities
Used Table Result Critical Critical Range

Sling 1h Ranged 7 Missile 110/130 Impact 15 Load (1)

Dagger 1h Hand Brawl 1 Edged 120 Pierce Backstab


Blades

Equipment
Item & Description Location Item & Description Location

Traveling Clothes Worn

Shepherd's Sling Pocket

Pipe, tobacco and Bagful of Food Backpack

Dagger Belt

Backpack Shoulders
Kin Stat Spec Stat Gain/Lvl Voc Gain/Lvl TOT Spent
BEA 0
Magic Points 0

Stat #Ranks & Bonus Voc Kin Spec Item TOT

Spell Lores Development Points Per Level

Companion Animal Riding Animal

Raffles Ferret
Name Animal Type Name Animal Type

15 Small Bite
Move Attack Type Ride Bonus Move Attack Type
10 10 40
HP CMB DEF HP CMB DEF

Experience Points Tracking

 You travelled to or explored a location you’ve never seen before.  _________________________________________________________________________

 You faced dangerous foes and/or difficult situations.  _________________________________________________________________________

 You completed a mission or quest, or ended a significant story arc.  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________

 _________________________________________________________________________  _________________________________________________________________________
Shadows of the Northern Woods
People are disappearing in the sleepy town of Willow Lake. The terrified
villagers speak of a terrible beast stalking the woods at night. But is the
small town as peaceful as it seems?

Shadows of the Northern Woods, is the perfect module to introduce your


group to Against the Darkmaster. In this epic campaign, a group of heroes
will be summoned to the peaceful town of Willow Lake, where they’ll
uncover a diabolical plot, unearth ancient secrets, and stand against the
armies of the Darkmaster Himself!

[Link]

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