Secrets of The Golden Throne
Secrets of The Golden Throne
Cover Artist
Heraldo Mussolini
Interior Artists
Kent Burles, Tommaso Galmacci, Jagoba Lekuona,
Heraldo Mussolini, Fabio Porfidia, Marcin Ściolny
Maps
Jim Hall, Fabio Porfidia, Glynn Seal
Additional Writing
Scott Malthouse (The Darkening of Og Dara),
Glynn Seal (The White Watchtower)
Playtest
Fabio Carlevaro, Antonella Giancotti, Daniele Magistro,
Daniel Mura, Alessio Olivero, Renata Zanettini
Against the Darkmaster - The Classic Game of Fantasy Adventure and Secrets of the Golden Throne
are trademarks of Open Ended Games, Inc.
The Against the Darkmaster and Secrets of the Golden Throne logos and all original artwork content
herein are Copyright © 2016–2024, Open Ended Games, Inc and their respective authors.
Ogres
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Book One
Welcome to Secrets of the Golden Throne, the first major supplement for Against
the Darkmaster! Within the pages of this book you'll find a wealth of new options for
both the players and the GM, as well as an epic campaign set in the mystical island of
Awallon.
Cut off from the rest of the world by a tumultuous sea, Awallon can either be used
as a small standalone setting or dropped in your favorite game world. As a stand
alone location, Awallon gives you a rich, ready-to-run setting in which to play out
your epic tale of its inhabitants’ struggle against the plots of the wicked Maimed King.
Used in conjunction with an established game world, it represents the perfect way to
organically introduce the new rules and options presented in this book. Its remoteness
from any known land makes it easy to insert it into a running campaign by placing it
in an uncharted or unexplored part of the world.
In the first part of this supplement, you'll find all the information you'll need to run
your campaigns in Awallon, as well as a variety of new game options.
Finally, the last section of this book is dedicated to the epic Secret of the Golden
Throne campaign, which will pitch the heroes against the forces of Darkness.
However you decide to use the information presented here, remember that your
group’s needs and preferences always come first. The land of Awallon, with all its
secrets, is your playground: take what you like, change what you think needs to be
adapted to your campaign or playstyle, and toss the rest.
The Setting
T h e Se t ti n g
The Island of
Awallon
Overview Inhabitants
W
ith its many inlets and steep, fjord-like cliffs, Awal-
lon’s rugged coastline holds a verdant, untamed The Aes Sidhe
land that can be divided into three main regions. In
the South, steep hills meet a wide, grassy plain, forming the Tri- The island of Awallon is home to the Aes Sidhe, a group of relat-
belands, home to the vast majority of mannish clans that inhab- ed Kins often considered legendary in the rest of the world, who
it the island. Central Awallon is mostly covered by great, ancient are said to have a strong connection to the Spirit World. How-
forests, where a few brave human settlers live side by side with ever, Gnomes, Pixies, Asrai, and Changelings, the four Kins col-
Awallon's most reclusive people, the mysterious Aes Sidhe. This lectively referred to as the Aes Sidhe, are not native to Awallon.
central area is cut almost in half by the bucolic Oisìn River Valley, They came to the island several hundreds of years ago, brought
dominated by the mighty Throne Castle, seat of the High King here by powerful spiritual entities known as the Unseen Lords,
and his valorous knights. To the North, the land grows progres- who wanted to spare them from the brutality of the war against
sively colder and rougher, up to the massive mountain ranges of the Darkmaster.
the frozen Cythraul, land of Trolls, Giants, and savage Wendals. Even though some of them are old enough to remember their
coming to the island, the Aes Sidhe now consider Awallon their
homeland and have little interest in events pertaining to the rest
4
The Island of Awallon
pacts and contracts as much as blood, are called Circles and form
the basis of the Aes Sidhe society. The most powerful and influ-
Mannish Clans
ential Circles are commonly known as Courts, and those within Calling themselves the Dahnan (simply meaning “the People” in
them hold a role similar to that of aristocracy in Aes Sidhe soci- their own tongue), the Awallonian men arrived here some gen-
ety. Some of them, like the High Court of the Golden Throne, are erations ago to escape the destruction of their homeland by the
well-known and operate openly, while others act more like exclu- hands of the Darkmaster. Proud, independent, and pugnacious,
sive secret societies, exercising their power from the shadows. It they’re organized in small clans, each led by a war chieftain (called
goes without saying that Circles, and the influence of any given Iarll) who guarantees the safety and well-being of the whole com-
Clique within them, are rather mutable, making Aes Sidhe soci- munity. While all adult Dahnan are required to carry a weapon
ety extremely difficult to navigate for the uninitiated. and be ready to fight for their clan, should the need arise, most
The Aes Sidhe are hardly united, but most of them are friendly to- of them are simple herders and farmers, living in the many tiny
wards humans and respect the authority of the High King, or at hamlets and farmsteads dotting their territories. Their hard work
least pretend to do so! supports the warrior elite that protects them from the attacks of
natural and supernatural beasts, as well as from the raids of both
Wendals and members of neighboring clans, a threat all too real
despite the bonds of familiarity and friendship that supposedly
bind all the Dahnan. While small territorial squabbles and petty
5
The Setting
disputes are relatively common, however, they rarely degenerate the tribe with a duel to the death. Whoever survives the duel be-
into a full-blown conflict, as peace through the land is enforced comes the new war-chieftain, but should the challenger lose, their
by the High King of the Golden Throne, to whom all clans swear corpse is presented to the Slough, who will use their necromantic
fealty. A special mention must go to the Druids, a word used to arts to raise them as undead thralls, to serve them for all eternity.
designate spell casters in general. The Dahnan believe that men
are more subject than women to the corrupting influence of the Other Inhabitants
Darkmaster. For this reason, male members of any spell-casting
Vocation must renounce their masculinity and are prohibited While far less numerous than Men and Aes Sidhe, Trolls are
from taking wives, on the penalty of death. Druids are highly re- most certainly the next most common Kin in Awallon. Voracious
garded in Dhanan society as treasured keepers of the tribes’ his- Ogres, also known as Half-Trolls, roam freely in the central re-
tory and traditions, as well as counselors regarding anything that gions of the island, and Water Trolls make their lairs in its many
has to do with the supernatural. inlets, rivers, and ponds. While not exactly friendly, most of them
usually manage to at least coexist peacefully with the Aes Sid-
6
The Island of Awallon
In a sense, the High King is immensely respected. Being selected to ards think that at least part of their magical powers is connected
fulfill his role is a great honor for the new king and all the members to their influence on the mortal realm.
of his family, but everybody knows that he doesn’t actually rule the It’s difficult to establish the exact number of Unseen Lords, as
country. The Iarrls of the Dahnan and the Ladies and Lords of the these spirits’ power is inextricably linked to the fate of the physi-
Aes Sidhe all publicly swear oaths of fealty to the cal realm. It waxes or wanes as time passes
new king at the crowning ceremony, and and the world changes. A new age
each year they send their best war- could bring the birth of a new
riors to his court, to serve as faith- Unseen Lord, or the death of
ful knights, but they don’t expect several ancient ones.
him to interfere too much with
Seven of them, however, are
their affairs. The only circum-
particularly dear to the Aes
stances in which the High King is
Sidhe, and seem to appear
called to intervene are as a me-
more often than the oth-
diator in quarrels between dif-
ers in their annals of his-
ferent clans or courts, and as
tory: Old Man Winter,
supreme commander in the
the Green Man, the Sum-
unlikely case of an all-out
mer Queen, the Crone,
war against the Wendals.
the Hidden One, Storm-
In other words, local lords rider, and the Tidemoth-
are the true powers of er. There's no formal cult
Awallon, each of them to all around them, but it's not
effects the monarchs of their unusual to run into small
own petty kingdoms, answer- shrines dedicated to one
ing to no authority save their or more of them all across
own. the land, or to hear their
names mentioned in sea-
sonal festivities or as witnesses
The Unseen Lords of pacts and deals.
In any case, the Unseen Lords almost nev-
An overview of Awallon wouldn’t be complete without a mention
er intervene directly in the physical world, but may occasionally
to the uncountable Spirits who inhabit the island, and, of course, to
employ lesser Spirits as intermediaries. More frequently, they use
the greatest of them all, the almost all-powerful Unseen Lords, who
members of the Free Kins to foster their agendas, sending portents
brought the Aes Sidhe across the wide sea.
and visions to dissuade them from certain actions or to encourage
The Unseen Lords are some of the mightiest beings in all creation. them to pursue certain endeavors. Those who please them are of-
Spirits of such power, they cannot fully manifest in the mortal ten rewarded with unexpected blessings, but woe to those who an-
realm without upsetting the Balance of Things. ger them, for they shall be served with the wrath of nature!
Each of them embodies a fundamental aspect of nature, like sea-
sons, weather phenomena such as wind or lightning, or elemental
forces like fire and water. Many Animist spells contain formulas
of invocation to one or more of the Unseen Lords, and even Wiz-
7
The Setting
A Short History of Awallon tle after battle, and, with each victory, more decided to join their
side. Finally, the Giants were defeated and flung back to Cythraul,
in the far North.
The Early Years
The Golden Age
According to legends, when the war between the Free Kins and
the Darkmaster started to rage, the Unseen Lords took the Aes After their victory, Alveric and Lirazel married and the people
Sidhe and guided them to a hidden realm, a green island far off of Awallon welcomed them as their rightful king and queen. Af-
from the coast of the mainland. They knew they couldn’t spare ter many years, the land was once more at peace. Soon the queen
their children from the Darkmaster’s shadow forever, but wished gave birth to two twins, a girl and a boy. The boy, who resem-
to protect them for as long as they could. The Aes Sidhe named bled his father the most, was named Medrawt, while the girl, who
this island Awallon - which means “Concealed Home” in their looked just like her mother, was given the name of Morgawse.
language - and for centuries dwelt there alone, forgotten by the To celebrate the event, the Unseen Lords blessed the rulers with
rest of the world and untouched by war. three gifts. The first was Aisling, a magic sword that could slay any
foe. The second, a Silver Mirror that could show both the present
Invaders from the Sea and glimpses of the future. The third, and by far most precious
of the gifts, was a magnificent Golden Throne, captured as a tro-
Eventually, mortals came from beyond the sea, carrying cold iron
phy in the fight against the Giant Kings, and shrunken down to
weapons and seeking, themselves, refuge from the war that rav-
a more comfortable size by the magic of the Unseen Lords. This
aged their homeland.
very throne soon became the symbol of the kingdom of Awallon,
Initially, the Aes Sidhe and the newcomers coexisted peacefully, as for it was prophesied that, as long as a worthy ruler would sit on
the latter were few in number and tired of violence and bloodshed. it, the land would prosper.
8
The Island of Awallon
9
The Setting
10
The Island of Awallon
Betrayal
King Alvaric was fair and just, and for a time the land was at
The Land of Awallon
peace again. Some of his followers, however, weren’t happy with
his choice of marrying queen Lirazel. They believed she used her Kald°nian Hills
magic to bewitch him, and feared that she would keep reigning
A large peninsular region in the South-Western part of Awallon,
eternally after her husband’s death. With honeyed words and
characterized by a range of grassy hills that slope into the sea. Green
half-truths, they slowly drove a wedge between prince Medrawt
and fertile but sparsely populated, the hills are dotted with small
and his mother, persuading Medrawt that Lirazel intended to
fortified farmsteads, with a handful of towns and villages scattered
keep his rightful crown for herself.
along the coast and near a few ore-rich mining areas. The largest of
During a hunting trip, king Alveric fell to a bronze-tipped arrow, shot these settlements is surely the fortress-town of Murias, home to the
by an unknown archer. Some claim it was a simple accident, others Iarrl of the Dôn clan, who claims rulership over the whole region.
that it was shot by an old lover of Lirazel, out of jealousy and spite.
Whatever the truth, Awallon plunged into chaos once again. Mad Oisòn River Valley
with rage and encouraged by traitorous nobles of his court, Prince
Cutting Awallon almost in half, the Oisìn River Valley follows
Medrawt took his father’s sword and declared that he would not rest
the longest water course of the island, flowing from the northern
until the last of the Aes Sidhe had been driven from Awallon.
reaches of the Vôtarian Highlands to the Gulf of Aonbarr. With its
When his mother tried to stop him, he raised his father’s sword
many Dahnan hamlets and Aes Sidhe communities rising along
and cut her down. As he delivered the fatal blow, however, the
the Oisìn River banks and those of its tributaries, the Valley is pos-
Unseen Lords decided to punish him for his heinous act and the
sibly the most populated region of all Awallon. Sitting on the top of
sword slipped from his hand, maiming him horribly.
a lonely hill near its Northern edges, the formidable fortress of Caer
Without their leader, the traitorous nobles were forced to flee, Temair (“Fortress of the High Place” in the tongue of the Aes Sidhe),
and their rebellion ended as abruptly as it started. also known as Throne Castle, oversees the whole area.
11
The Setting
12
The Island of Awallon
13
Character Options
C h a ra c te r O p t i o n s
Scions of the
Golden Throne
I Kin Modifiers
n this section, we introduce new Kins, Cultures, Back-
grounds, and other options for your characters. While most
of these were created for the Secrets of the Golden Throne Each Kin grants a series of modifiers to a character’s statistics, as
campaign, this section also contains suggestions on how to use shown in the Aes Sidhe Kin Modifiers Table.
them in other settings and integrate them with those found in the
BRN, SWI, FOR, WIT, WSD, BEA: These modifiers are ap-
Against the Darkmaster Core Rules.
plied directly to the corresponding Stat Value of the character be-
longing to this Kin. Players should note these on their Character
Kins of Awallon
Sheets, altering their Total Stat Values accordingly.
HP: This number is added to the character’s total starting Hit
Points.
Pixies, Gnomes, and Asrai are part of a group of rare immortal Max HP: Characters can never have more HPs than the value
Kins collectively known by the name of Aes Sidhe. Scholars usu- shown on this column for their Kin.
ally also include Changeling in this group, even though they’re MP: This is the number of additional Magic Points the character
born from mortal parents, because of the clear connection they gains at first Level as a one-time bonus.
share with their immortal brethren. TSR: This is added as a bonus to the character’s Toughness Save
The Aes Sidhe are said to be the favorite children of the enigmat- Rolls.
ic Unseen Lords, elder spirits of the primordial forces of nature. WSR: This is added as a bonus to the character’s Willpower Save
When the war with the Darkmaster started, the Unseen Lords Rolls.
spirited them away, hiding them so that they wouldn’t have to BPs: The number of Background Points the character can spend
fight for either side. For this reason, some still see them with sus- to buy Background Options, as explained in the Background
picion, and don’t count them among the Free Kin. chapter of the Core Rules.
Ogres, on the other hand, are distant relatives of the Stone Trolls. WL: The Wealth Level the character starts with.
Though they are presented as being native to Awallon, they can
be easily introduced as a simple Troll variant Kin in other settings.
14
Scions of theGolden Throne
New Kins
Special Traits Starting Wealth Level
Characters gain a series of Special Traits, which reflect particu- This is the Wealth Level a character from a Kin starts with. Add
lar abilities common to members of their Kin. Players should take this to the character’s cultural starting Wealth Level to determine
note of their Special Traits on their character sheets. their total WL, as described in the Equipment and Wealth chap-
ter of the Core Rules.
Suggested Cultures
Here are listed the Cultures a typical member of a Kin usually be-
Background Options
longs to. Player Characters can belong to different Cultures than This is the number of Background Points a character from a Kin
those suggested here, as long as everyone at the table agrees with can spend to buy Background Options, as explained in the Back-
the choice. ground chapter of the Core Rules.
Kin BRN SWI FOR WIT WSD BEA HP Max HP MP TSR WSR BPs WL
[1.1]
15
Character Options
Pixie
The least reclusive of the Aes Sidhe, Pixies are slender and short Special Traits
in stature, with pointed ears and turned-up noses. Ageless and
immortal, Pixies have a child-like appearance and a generally • Aversion to Iron: Pixies avoid touching or wearing iron and
cheerful disposition. About 100 cm tall on average, they’re often steel on their bare skin, as doing so causes them an unpleas-
mistaken for young elves by uninformed members of the other ant sensation of cold and numbness. They suffer double the
Kins: an error which Pixies find incredibly amusing. normal Action Penalties for wearing armor made of iron or
steel.
They’re said to share a deep connection with the spirits of the air,
which may be the reason why they’re able to spontaneously grow • Diminutive: Pixies are of Small Size and count only as half a
group member (rounding up) for the purpose of calculating
small wings and fly for short periods of time. They surely have a
their group’s size when Camping.
natural affinity for magic. Every Pixie knows at least a couple of
cantrips, though few of them have the discipline required to be- • Ephemeral Wings: As long as they’re unarmored and Unen-
cumbered, Pixies can spend a Free Action to sprout delicate,
come proper wizards.
translucent wings, gaining a flight Move Rate of 15 for one
Pixies prefer wearing green or white clothes. They have red, pink,
Round. The wings disappear at the end of the Round or if the
or silver hair and green, amber, or violet eyes that sparkle when
Pixie is Incapacitated. If the Pixie is still in the air when the
they’re particularly happy or excited.
wings disappear, they fall to the ground.
• Fay Cunning: Pixies gain access to the Glamours Kin Spell
BRN SWI FOR WIT WSD BEA
Lore and get one rank in it.
-20 10 0 5 -5 10 • Immortal: Pixies do not age, are immune to disease, and are
resistant to the effects of natural cold (gaining a +10 bonus
HP MP TSR WSR BPs WL
against any Cold-based threat). They don’t need to sleep, and
20 3 5 10 2 0 will gain the benefits of a night’s rest simply by meditating
for 3 hours.
16
Scions of theGolden Throne
17
Character Options
Changeling
Fae-blooded born from Mannish parents, Changelings are an • Strange Fortune: Changelings tend to find themselves in
enigma. Some say the first Changelings were created by the Aes strange, unlikely circumstances more often than any other
Sidhe to replace the children they stole from their mortal parents Kin. Whenever they make an Open-Ended Roll, they must
for unknown purposes. Others say that they were a gift from the re-roll the dice and add the result on an Unmodified Roll of
Aes Sidhe to their childless neighbors. 95 or more, instead of the normal 96 or more. They must also
Regardless of their origins, it’s a fact that, on rare occasions, a re-roll and subtract the result on an Unmodified Roll of 06 or
Mannish couple may give birth to a Changeling instead of a hu- less, instead of the standard 05 or less.
man child. While difficult to predict with certainty, a Change- • Uncanny: No matter how closely they resemble their par-
ling’s birth is always linked to a special event: they’re the seventh ents’ Kin, there’s always something slightly off in a Change-
son of a seventh son, or born during an eclipse, or at midnight of ling’s appearance, a telltale of their unearthly origin. Players
a solstice, or in the exact moment a great hero dies. creating a Changeling must either roll on the Changeling’s
Telltale table or come up with their own unique telltale for
There’s no way to tell a Changeling from a human child at first,
their character. Moreover, whenever they roll doubles (i.e.
but, as they grow, signs of their enchanted blood start to manifest.
11, 22, 33, etc) on a Deceive or Charisma Roll, they must treat
The Changeling’s hair or eyes may take a strange hue, or they may
any Partial Success they score as a Critical Failure, and any
develop a grey or greenish skin tone. Some of them even grow
Success as an Outstanding Success.
tails, or have hooves in place of their feet.
Changelings are often met with prejudice and superstitious fear. Suggested Cultures: Any but Marauding or Aquatic
Few really understand their nature, and many of them are forced Starting Wealth Level: 0
to leave their homes to avoid a terrible fate. Background Options: Changelings start with 4 Background
Points.
BRN SWI FOR WIT WSD BEA
Changeling’s Telltales
0 0 0 10 0 5
Roll Telltale
HP MP TSR WSR BPs WL
[1.2]
18
Scions of theGolden Throne
19
Character Options
Gnome
Gnomes are descendants of a group of Aes Sidhe who felt vulner- Special Traits
able on the surface of the world, exposed beneath the open sky,
and consequently took refuge deep underground. Usually more • Diminutive: Gnomes are of Small Size and count only as half
thoughtful and less temperamental than their cousins the Pixies a group member (rounding up) for the purpose of calculat-
and the Asrai, Gnomes like to think of themselves as the enlight- ing their group’s size when Camping.
ened leaders of the Aes Sidhe, a claim met with a certain skepti- • Earthlore: Gnomes gain access to two Kin Spell Lores:
cism - if not outright scorn and derision - by the other Kins. Glamours and Earth Mould. They also gain 2 ranks to dis-
tribute among these Spell Lores as they see fit.
Gnomes are short of stature, and appear even shorter due to their
hunched posture. They have pointed ears, very long noses, and • Immortal: Gnomes do not age, are immune to disease, and
are resistant to the effects of natural cold (gaining a +10 bo-
gray or blue eyes.
nus against any Cold-based threat). They don’t need to sleep,
Their wrinkled skin and bushy eyebrows give them an aged look,
and will gain the benefits of a night’s rest simply by meditat-
which is even more accentuated in males of this Kin, who tend to
ing for 3 hours.
grow very long beards.
• Night Sight: Gnomes can see in natural moonlight or star-
Possibly the most secretive and magically talented of all the Aed light as if it were day, and up to 30m in dim light (treating the
Sidhe, Gnomes are known for their uncanny ability to disappear first 15m as if they were standing in bright light). They can
from sight. Some say that Gnomes were once beautiful and eter- see up to 3m even in total darkness.
nally young, like Pixies and Asrai, but traded their good looks • Fairy Step: Gnomes can spend a Full Action to become in-
with a malicious entity in exchange for their magical skills. Need- visible at the end of the Assessment Phase. They become vis-
less to say, Gnomes dismiss these tales as baseless rumors. ible again at the end of the Round, or as soon as they interact
with another character or speak. Mortal children and ani-
BRN SWI FOR WIT WSD BEA
mals are immune to the effects of this ability.
-10 5 5 10 10 -5
Suggested Cultures: Enchanted, Court, Deep, or Fey.
HP MP TSR WSR BPs WL Starting Wealth Level: 1
Background Options: Gnomes start with 3 Background Points.
25 4 0 10 3 1
20
Scions of theGolden Throne
21
Character Options
Asrai
Asrai, also known as Merrows, are an aquatic Kin, inhabiting • Immortal: Asrai do not age, are immune to disease, and are
lakes, ponds, and even large rivers. There are rumors of great As- resistant to the effects of natural cold (gaining a +10 bonus
rai cities on the bottom of the sea, with majestic coral palaces and against any Cold-based threat). They don’t need to sleep, and
lean pearlescent towers, but no one but the Asrai has ever seen will gain the benefits of a night’s rest simply by meditating
them. for 3 hours.
Asrai are relatively short, being around 160 cm in height on aver- • Lore of the Depths: Asrai gain access to two Kin Spell Lores:
age, with lean bodies and strangely elongated arms and legs. They Glamours and Spell Songs. They also gain 2 ranks to distrib-
have large eyes, black or dark green hair, and webbed feet. ute among these Spell Lores as they see fit.
Their most peculiar feature, however, is probably their voice. As- • Night Sight: Asrai can see in natural moonlight or starlight
as if it were day, and up to 30m in dim light (treating the first
rai have beautiful, melodious voices even Elves find mesmerizing.
15m as if they were standing in bright light). They can see up
Once a year, Asrai communities swim and sing together among
to 3m even in total darkness.
the waves to celebrate summer’s end. These mournful moonlit
concerts are said to be one of the most heartbreaking spectacles • Seaborn: Asrai have a land Move Rate of 12 but they get a
+30 bonus to all Skill Rolls to swim or maneuver underwa-
one can witness.
ter. Additionally, they always treat water-covered terrain as
Asrai find wearing clothes bothersome, mostly because they’re
Normal Terrain, can breathe both air and water, and have a
just a hindrance underwater, but love to adorn themselves with
swimming Move Rate of 15.
shiny objects, such as seashells, precious stone, jewelry, or pieces
• Siren: Asrai gain a +10 bonus to their Songs & Tales Skill, and
of glass, that they have collected from the bottoms of water beds.
a +10 bonus to all their Charisma and Deceive Rolls made to
impress or entertain others while singing.
BRN SWI FOR WIT WSD BEA
Suggested Cultures: Aquatic, Fey, Seafaring, or Enchanted.
0 5 5 0 -5 10
Starting Wealth Level: 1
HP MP TSR WSR BPs WL Background Options: Asrai start with 4 Background Points.
30 2 0 10 4 1
Special Traits
• Aversion to Iron: Asrai avoid touching or wearing iron and
steel on their bare skin, as doing so causes them an unpleasant
sensation of cold and numbness. They suffer double the nor-
mal Action Penalties for wearing armor made of iron or steel.
22
Scions of theGolden Throne
23
Character Options
Ogre
Ogres, or Half-Trolls, are powerfully built humanoids closely re- • Superstitious: Ogres can’t be Wizards, Champions or Dab-
lated to Stone Trolls. The Dahnan believe them to be the original blers.
inhabitants of Awallon, who dwelt there even before the coming • Insatiable Appetite: An Ogre must eat each day at least
of Giants and Aes Sidhe. Almost completely wiped out during three “ogre-sized” full meals (roughly the equiv-
the war against the Giant Kings, they were forced into hiding, and alent of three days of normal rations) or be-
only now their population, although diminished, is slowly grow- come sluggish and irascible. Ogres that
ing back. Nowadays, Ogres are a reclusive Kin and a rare sight skip even a single meal become Weary
across Awallon: many think of them only as a fairy-tale to tell and suffer a -10 penalty to their Bear-
their children at night, or to scare them not to go out alone in the ing, Wisdom, and Wits, from which
woods. they can recover only by partaking
Although physically imposing like their cousins, Ogres have a of a pantagruelian banquet, con-
slightly less feral appearance, and are generally less temperamen- suming enough food to make up for
tal and more predictable than Stone Trolls. They enjoy the com- all skipped meals plus one in a single
forts of civilization, and like to demonstrate their refinement by sitting. Should they skip another meal
wearing elegant clothes and building huge mansions. after that, they become Incapacitated
until they smell an adequate food source
Ogre appetites are legendary: they have to gulp down huge
or they die of starvation.
amounts of food every day, otherwise they become cantankerous
at first (and no one wants to deal with an angry Ogre!) and then Suggested Cultures: Deep, Hill, Weald, Court
plunge into a deep slumber, from which they may never wake up. Starting Wealth Level: 0
Background Options: Ogres start with 3 Back-
BRN SWI FOR WIT WSD BEA ground Points.
50 0 20 0 3 0
Special Traits
• Night Sight: Ogres can see in natural moonlight or starlight
as if it were day, and up to 30m in dim light (treating the first
15m as if they were standing in bright light). They can see up
to 3m even in total darkness.
• Hulking Brute: Ogres are Large in size and reduce any Criti-
cal Strike they receive by one degree of Severity (Criticals re-
duced under the Superficial Severity are ignored altogether).
They also ignore any Stun results when receiving a critical
from a non-magical attack.
• Stone Skin: An Ogre’s bare skin counts as Light Armor.
• Rending Claws: An Ogre’s unarmed attacks are treated like
Large Claws and resolved on the Beast Attack Table.
24
Scions of theGolden Throne
25
The Aes Sidhe in Your Campaign
It’s worth remembering that players should always check creatures believed mythological prove to be quite real.
with the rest of the group to confirm that a particular Kin This is what happens, for example, in Robert Jordan’s
is available in the campaign they’re playing before mak- Wheel of Time saga, or in Terry Brooks’ Shannara cycle.
ing a character. This is particularly true for the new Kins It’s a bit easier to implement in a Low Magic setting, but
presented here, as they may not be suitable for all settings. it works just as well in your standard Against the Dark-
Even if a group is completely fine with the possibility of master campaign world. Like the previous options, this
someone playing one of the new Kins, a group may still comes with interesting questions that can help shape the
struggle to find a believable way of introducing them in direction of your campaign. Why is magic coming back?
a running campaign. It is one thing to start a new game What’s its connection to the Darkmaster? What chang-
and add a bunch of new options for the PCs, but to have es does it bring to the campaign world? And how will the
a whole new set of Kins suddenly pop into existence in the heroes react to them?
middle of a campaign is a completely different matter,
The Great Conjunction
one that could easily break the players’ immersion.
Alternatively, the Aes Sidhe could be outsiders, coming
Here are some ideas that will help you introduce the Aes
from another world or even a different reality. While this
Sidhe into your game world, without necessarily turning
situation is more common in science fiction, it has been
it into a standard “ fantasy kitchen sink”.
extensively used also within the fantasy genre. The reac-
The Hidden People tion of the world’s inhabitants to these newcomers, as well
This is the default assumption through this book and the as their role in the campaign, is going to depend mainly
campaign presented here. Simply put, the Aes Sidhe has on the circumstances of their arrival. Do they come to join
always been part of the world setting, but remained hid- the fight of the Free Kins against the minions of the Dark-
den until now. They may be physically hidden in a dis- master, or are they fleeing from an enemy of their own?
tant or hard to reach location (like the island of Awallon), Are they coming in peace, or do they bring war to the Free
or even live side by side with the other Kins, concealed by Kins? Can they come and go as they please, or are they
their magic. This raises some interesting questions: why stranded here by the effects of some magical catastrophe?
have they chosen to reveal themselves? And why did they These are some of the questions you may want to answer
hide in the first place? Finding the answers can lead to before introducing this plot element in the campaign.
great roleplaying moments, serve as adventure hooks, or Mix and Match
even set the basis for whole campaigns.
Note that you can also combine these options to get dif-
The Magic Comes Back ferent variations on the theme. In Andrzej Sapkowski’s
In many classic fantasy stories magic is fading, its power The Witcher books series, for example, magic comes from
waning with the passing of each Age. Another common a cataclysm known as “Conjunction of the Spheres” that
fantasy trope, however, sees magic making a comeback, brought all manners of mythical creatures and monsters
perhaps as part of an eternal cycle, or as a consequence to the world the stories are set in. While in Holly Black’s
of some monumental event. People throughout the land The Folk of the Air series, Faeries are able to travel freely
start re-awakening certain dormant powers and redis- between the dimension in which they hide and the world
covering lost arcane arts, while around them Kins and of man. Don’t be afraid to mix and match to find the
solution that better suits your game setting.
26
Character Options
New Cultures
The Cultures presented in this chapter are added to those found
Cultural Skill Ranks Table
in the Core Rules. By its nature, the Aquatic Culture should be
available only to characters who are able to breathe or, at least, op- Skills Aquatic Court Enchanted
erate for a considerable time underwater, either because of natu-
ral abilities or through the use of magic. Armor 1
Blunt
Cultural Skill Ranks
Blades 1
To represent a character’s early training and education, a Culture
will grant them a predetermined number of ranks in a series of Ranged
Skills, as shown in the Cultural Skill Ranks Table.
Polearms 2 1 1
Cultural ranks are gained as soon as players select their charac-
ter’s Culture, and do not count toward the maximum number of Brawl 2 1
developable ranks (see character development chapter).
Athletics 3 1 1
Outfitting Ride 1 1
Characters will begin with a number of items typical of their Cul- Hunting 2 1
ture, which are added to their starting equipment. These items
are presented in the Culture’s description as a series of outfitting Nature 1 1
Each Culture description will also include some of the beliefs, Stealth 1 1
opinions, and prejudices commonly held by members of that Cul-
Locks & Traps
ture, as well as some suggestions on how they could influence a
character’s Passions. Obviously, these guidelines are only gener- Perception 2 2 2
al assumptions made to help players bring their characters to life,
Deceive 3 2
and are in no way prescriptive. Players are free to interpret their
characters as they wish, either playing along with these concepts, Arcana 1 4
or creating an atypical member of their character’s Culture.
Charisma 3 1
This is the Wealth Level a character from a Culture starts with. Healer 1 1
Add this to the character’s Kin’s starting Wealth Level to deter-
mine their total WL, as described in the Wealth chapter of the Songs & Tales 2 2 2
Spell Lores 2
[1.3]
28
Scions of theGolden Throne
Aquatic
While characters from the Seafaring Culture spend their lives
sailing across bodies of water, those from the Aquatic Culture live
beneath the waves, in weird and fantastic abodes on the bottoms
of lakes, rivers, and seas.
A strange, secluded people, they often conduct a solitary exis-
tence, with even fewer contacts with the world above than char-
acters from the Deep or Fey communities. Despite this, Aquatic
characters tend to be fascinated by other Cultures, regarding sur-
face-dwellers with a mix of uneasiness and wonder.
Survivors by nature, Aquatic characters learn very early to fend
off for themselves and adapt quickly to new situations.
They tend to place little value on physical possessions,
often owning little more than what they can carry,
and hold self-reliance and independence in high
regard. They often compare life to an ocean or a
great river. They say its waters test everyone soon-
er or later, so one always ought to be prepared.
Aquatic characters may be driven to leave their un-
derwater communities by the need or desire to
learn more about the surface world. May-
be the actions of the land-walker have in-
directly upset the delicate balance of their
homes. Or maybe they need all the help
they can get to face a terrible threat from
the depths. Allegiances between charac-
ters from the Aquatic Culture and people
from the surface are rare but not unheard of.
Outfitting: Choose one of each:
29
Character Options
Court
Characters from this Culture were born and raised among the
lords and ladies of a great household, spending most of their lives
in attendance to a monarch or some other similarly influential in-
dividual. Some are of noble birth, or have distant ties to the aris-
tocracy, but the vast majority of them are simply part of the roy-
al retinue. Palace guards, valets, ladies-in-waiting, minstrels, and
even lowly kitchen scullions are all part of the Court Culture.
Regardless of their station, characters from the Court tend to
be impeccably mannered and very mindful of their appear-
ance. This sometimes makes them seem haughty or foppish
to members of other Cultures, particularly to those unaccus-
tomed to the Court’s subtle intricacies. The truth is that the
Court is often as dangerous as the most perilous wilds.
Sure, one normally doesn’t risk being eaten by wolves,
or assaulted by murderous redcaps, while attend-
ing their lord, but that doesn’t mean the life of char-
acters from this Culture is free of dangers. A mis-
placed word or unfashionable dress could mean
being imprisoned, sentenced to death, or, worst yet,
becoming irrelevant.
The deadly game of courtly intrigue can provide an endless
source of Motivation for characters coming from this Cul-
ture. Maybe they’ve fallen out of favor, and they mean to re-
gain it. Or perhaps they’ve found clues pointing toward a
dark plot with sinister implications. An ambitious Nature
could drag them into all sorts of troubles. Likewise, their
Allegiance could have them following their lord in a fool-
hardy quest, or swearing vengeance against those who
caused ruin to their household.
Outfitting: Choose one of each:
30
Scions of theGolden Throne
Enchanted
Characters of the Enchanted Culture come from communities Outfitting: Choose one of each:
wherein the use of magic is widespread. They might hail from a
• Self-mending clothes; monochromatic robes and impressive
city or kingdom known for its magical academies, belong to a Kin
hat; hand-sewn tunic made of leaves.
with a natural affinity for magic, or simply have grown up in a re-
• Reinforced quarterstaff; ceremonial dagger; silvered short spear.
gion wherein supernatural events are more common than in the
• A potion mimicking the effects of a First Weave Spell; pen-
rest of the world. Not all members of the Enchanted Culture be-
dant made from the tooth or claw of a magical beast; ink,
long to a spell-casting Vocation, but all of them know at least a
quill, and loose collection of research notes.
few cantrips, and tend to be far less impressed by magical displays
Starting Wealth Level: 1
than characters from other Cultures. In fact, many of them use
Spell Lores: Characters from the Enchanted Culture gain two
magic in their daily lives. They may have magical lamps illuminat-
additional ranks that they can distribute as they wish among the
ing their streets at night, regularly ask Animists to help them raise
following Spell Lores: Eldritch Visions, Detections, Hedge
their crops, or even use simple illusions for cosmetic purposes.
Magic, Sounds and Light, and their Kin Spell Lores.
Unlike characters coming from Fey Cultures, those
belonging to the Enchanted Culture don’t use
their magic to hide, but believe it to be their
most important asset in the fight against the
forces of Darkness. The inability to use mag-
ic often carries a certain social stigma in
Enchanted communities. Those without
magical affinities aren't qualified for
certain careers, and they frequent-
ly experience public shaming or out-
right banishment, depending on their
community's customs and history.
Accustomed to the impos-
sible, characters from this
Culture often have opti-
mistic Natures, to the point
of seeming almost quixotic to
members of other Cultures.
Their Motivations also tend
to be rather peculiar. They
could be looking for proof for
an unorthodox arcane theory, or
seeking a way of resolving a prob-
lem against which their magic seems
useless. On other occasions, it’s their Alle-
giance to mysterious patrons or magical soci-
eties that drives them to adventure.
31
Character Options
Backgrounds
The Backgrounds in this chapter further expands your character cus- Diplomatic Envoy
tomization options. The group may decide to restrict some of the
You were chosen to represent your lord or your people and carry
Backgrounds described here to Aes Sidhe characters only, depend-
their words to the rest of the Free Kins.
ing on the setting it’s using and on the premises of the campaign.
Conversely, the Backgrounds may be used by any character, in con- • Minor (cost 1 BP): You gain one rank in both Charisma and
junction with those in the Core Rules, without any restriction. Cultures, and gain a +10 bonus to your Charisma or Deceive
Rolls whenever you’re dealing with someone who respects
Background Descriptions whom you represent.
• Major (cost 3 BPs): You also have an extended web of con-
Cunning Trickster tacts and influence through the courts of the Free Kins. Once
You’re way too clever for your own good. You consider yourself per session, whenever you are among the Free Kins, you may
smarter than most people around you, and you simply can’t resist spend a point of Drive to declare that you have a friendly
the temptation to demonstrate to them that you’re right. contact in the local administration. Name the NPC intro-
duced this way. Note that, while the NPCs introduced this
• Minor (cost 1 BP): Write something about your mischie-
way will indeed be friendly towards you, their influence and
vous ways in your Nature, and increase the total value of your
ability to help you is up to the GM.
Wits by 5 points.
• Major (cost 3 BPs): Additionally, once per session you may
Hedge Mage
spend a Half Action and describe a clever trick or ingenious
stratagem to force another character you can interact with While you haven’t had formal training in the magical arts, you
to reroll a Skill or Attack Roll they just made, adding or sub- managed to collect a few tricks and formulas during your career.
tracting (your choice) your Deceive ranks to the new Roll. • Minor (cost 1 BP): Write something about your interest in
However, tales of your exploits travel quickly, and people the arcane arts in your Passions. You gain two ranks in the
who recognize you may be wary around you. Hedge Magic Spell Lore, and can add it to your Kin Spell
Lores if it wasn’t already part of them.
Dashing Swashbuckler • Major (cost 3 BPs): You also have a pouch of magical com-
You’ve mastered several tricks and maneuvers with your favor- ponents and reagents, granting you a special MPs reserve
ite weapons, condensing them into your very own fighting style. equal to twice your Level. As long as you have your pouch
at hand, you can spend these MPs to cast Spells you know.
• Minor (cost 1 BP): Name your fighting style and choose two
These MPs cannot be recovered by resting, but whenev-
weapons or attacks from the following: dagger, quarterstaff, ra-
er you're foraging in the wilderness, you can choose to re-
pier, short sword, short spear, unarmed. When you’re using the
plenish your components pouch instead of your food stock.
chosen weapons or attacks, your Clumsy Range is reduced by
However, when you don’t have access to your components
1 (to a minimum of 1) and you gain a +5 bonus to your CMB
pouch, you suffer a -10 penalty to all your Spell Casting
whenever you’re Flanking, On Rear, performing a Dashing At-
Rolls.
tack, or attempting a Feint or Disarm Martial Move.
• Major (cost 3 BPs): Additionally, as long as you’re wearing
Knightly Virtue
Light Armor or are unarmored and using one of your cho-
sen weapons or attacks, you can use SWI instead of BRN as As a proud, virtuous knight, you know true strength lies not in
a Stat modifier for the appropriate Combat Skill. one’s arm but in their adherence to their sacred code of honor.
• Minor (cost 1 BP): Write something about your code of
honor in your Nature. As long as you’re on an honorable
32
Scions of theGolden Throne
quest, you don’t suffer the penalties associated with being • Minor (cost 1 BP): You gain a special +10 bonus to your
Weary (though you’re still considered to be Weary for the Stealth, Deceive, and Charisma Rolls whenever you’re trying
purpose of resolving abilities and effects) and consume only to go unnoticed in a crowd or to persuade someone you’re
half the normal number of rations. not a threat.
• Major (cost 3 BPs): Additionally, choose a favored melee • Major (cost 3 BPs): Additionally, once per scene, you can
weapon. As long as you're fighting honorably with your fa- spend a point of Drive at the beginning of the Assessment
vored weapon, you may use WSD instead of BRN as a Stat Phase to have your opponents temporarily dismiss you as
modifier for the appropriate Combat Skill. non-threatening. You can’t be chosen as the target of any at-
tack for that Round (note that opponents are still aware of
Linguist your presence and you can still suffer the effects of environ-
mental damage or Area attacks).
Languages come naturally to you. You enjoy learning new words
and rarely have problems understanding what other people
mean, even if you’re far from home.
Untapped Talent
• Minor (cost 1 BP): You gain two ranks in Cultures. Addi- There’s more in you than meets the eye. You have an undiscov-
tionally, whenever you are in a Safe Haven, you can take the ered potential, a hidden talent that will someday bloom.
Learn a Language activity once for free. • Minor (cost 1 BP): You gain 2 extra ranks that you can assign to
• Major (cost 3 BPs): Moreover, you can always communi- any one Skill (except Spell Lores) at any point during the game.
cate at a basic level with creatures able to speak, even if you • Major (cost 3 BPs): Instead of gaining the benefits of the Mi-
don’t understand their language. nor Tier, you can choose to swap this Background with anoth-
er Major Tier Background of your choice whenever you have a
Primal Fury Revelation (in addition to the normal benefits of the Revelation).
33
Campaign Options
C a m p a i g n O p ti o n s
Adventures
in Awallon
T
his section is meant to help you create characters for an If you’re generating your character randomly, you should use the
Awallon-based campaign (be it Secrets of the Golden Awallonian Kins & Cultures Random Table instead of the one
Throne or one created by yourself ). Even if you don’t in- provided in the Core Rules.
tend to use Awallon as a setting for your adventures, you may still
want to read through it, as it contains information and suggestions Dahnan
that may turn out useful for introducing the options presented in
this book in your game. Most Dahnan characters belong to the Hill or Weald Cultures,
with some exceptions (see The Great Clans paragraph below).
Close relatives to one of the Iarrls may also be Noble instead,
Awallonian Heroes while characters grown as members of the High King’s court in
Caer Temair belong to the Court Culture.
34
Adventures in Awallon
as other clans, the Tethra are fiercely independent, and very Aes Sidhe Names
proud of their lifestyle and traditions. Heroes from the Te-
An Aes Sidhe’s true name, given to them by their mother at birth,
thra clan usually belong to the Weald or Plains Culture.
is normally kept secret, and known only to their parents and clos-
• The Llyr clan rules over the Llyrian Grassland. Known as
est relatives. Thought to hold a portion of their essence, this name
great riders and skilled horse-breeders, the Llyr are the rich-
is never spoken in public, to avoid squandering the Aes Sidhe’s
est of the Dahnan clans, and boast that they produced more
spirit. In everyday life, Aes Sidhe use common names they choose
High Kings than any other clan in the past. Heroes from the
for themselves when they reach the age of reason. Older Aes Sid-
Llyr clan normally belong to the Plains Culture.
he, those who came to Awallon centuries ago, prefer to use the
• The Cruacha are a mystery to the other Clans. Seldom ven-
traditional names of their people, which are also very popular in
turing far from their homeland in the Croghan Marshlands
some of the higher Courts. Younger Aes Sidhe, who were born
region, they have few contacts with the rest of the Dahnan.
and raised on the island, on the other hand, tend to use simpler -
Their custom of covering their bodies with intricate tattoos
or less pretentious, they say - nature-themed names.
and painted patterns further separate them from the other
clan, who regard them as strange, wild people. Heroes from Traditional Male Aes Sidhe Names: Arthegal, Avery, Bruin,
the Cruacha clan belong to the Woad Culture. Cardan, Doli, Eidilleg, Gwystyl, Gwydion, Tuirenn.
• The Vôtari are a clan of hardy mountain folk who call the Traditional Female Aes Sidhe Names: Acrasia, Becuille,
rugged Vôtarian Highlands their home. Closer to the icy Evaine, Florimell, Guiwenneth, Igraine, Nemain, Nuala, Orlagh.
wastes of Cythraul, and more exposed to Wendal raids than Awallonian Male Aes Sidhe Names: Birch, Echo, Oak, Root,
any other, the Vôtari are less prone to the internal squabbles Willow, Zephir.
that may plague the other clans, and place unity and kinship Awallonian Female Aes Sidhe Names: Amber, Dew, Flora, Ha-
among the highest of their values. Vôtari characters usually zel, Iris, Nebula.
belong to the Weald or Hill Cultures.
Ogres
Dahnan Names
Awallonian Ogres follow the standard suggested Cultures for
On formal occasions, or when they’re introducing themselves to
their Kin in this supplement.
strangers, Dahnan characters use their first name followed by the
clan they belong to. Ineveryday life, however, just the first name
Ogre Names
usually suffices. So a Dahnan warrior from the Kaldônian Hills
would introduce herself as Cara of the Dôn, while her friends Ogres’ true names are rarely used for mundane matters. Made
would call her just Cara. of more than a series of simple words, they’re complex displays,
meant to flaunt their greatest qualities, like prowess, bravery, sav-
Male Dahnan Names: Aidan, Bres, Cian, Conor, Darragh, Donal,
agery, or cunning, to other Ogres. They include deep growls, bel-
Eoinn, Ethriel, Fionn, Gann, Lorcan, Rinnal, Ruairi, Tadhg.
lowing roars, as well as actions that would be difficult for smaller
Female Dahnan Names: Aine, Aoife, Brig, Bronagh, Caoimhe, Ci-
Kins to reproduce, like crushing a stone bare handed, or snapping
ara, Emer, Fiona, Grainne, Mairead, Nessa, Orlaith, Riona, Sadhbh.
a young tree in half.
Ogres rarely bother using their true names, or explaining their signif-
Aes Sidhe icance when dealing with other Kins. Instead, most of them either
adopt local Dahnan names, or end up being called nicknames based
Awallonian Aes Sidhe follow the standard suggested Cultures for
on whatever strikes their little companions’ fancies; things like “Tusk”,
their Kin in this supplement.
“Rock”, or even “Shorty”, if their friends feel particularly smart.
35
Campaign Options
Wendals will often find their host much more welcoming than one would
think, provided they bring their own food, and possibly a little ex-
Unless you’re playing a Cythraul-based campaign, Wendal heroes tra for their host.
are going to be extremely rare, and regarded with suspicion and Crossbows and similar mechanisms are almost unknown. The
even hostility by the other inhabitants of Awallon. Wendals nor- few that can be found are rather primitive, dating back to the
mally belong to the Marauding Culture, but a few isolated tribes Dahnan’s migration from the continent, and seen more as curios-
managed to escape the baleful influence of the Sloughs and can ities than as proper weapons.
be considered part of the Arctic Culture. Finally, unless specified otherwise, all weapons and armors found
in Awallon (including those in the heroes’ starting equipment)
Wendal Names should be considered to be made of bronze. Iron is relatively
Wendals must prove themselves worthy of the end-times - ei- scarce on the island, and the natural aversion of the Aes Sidhe to
ther by felling one of the many dangerous beasts that prowl the it makes weapons made of this material very rare.
icy wastes of Cythraul, or by defeating a tribal warrior in singu-
lar combat - to earn their name. Unnamed Wendals are little New Material - Bronze
more than slaves, forbidden to wear war-paint, and put to work
on the heaviest tasks the tribes need, or on those considered too Bronze isn’t particularly better or less suited than iron for craft-
demeaning to be pursued by warriors. Wendals make no gender ing weapons and armors, but, being an alloy, it’s intrinsically more
distinction when it comes to naming a member of the tribe; all costly to work and produce. Increase bronze weapons’ Availabil-
that counts is their prowess in battle, and their willingness to die ity by one step. If this makes them Rare, also increase their Fare
for the cause. by one point (up to a maximum of 5). All bronze armors are con-
sidered to be Rare, and their Fare increases by one point (up to
Typical Wendal Names: Abath, Azug, Gaahl, Horgh, Ish, Izkar,
a maximum of 5). These are in addition to any Quality modifier
Lurtz, Mogoch, Nagaz, Skaal, Uldir, Yrkh
the item may have (e.g. a Masterwork bronze large melee weap-
on’s Availability would be Rare, and its Fare would increase to 4).
36
Adventures in Awallon
est of the Aes Sidhe the mainland is almost mythical. Almost ev-
eryone has heard tales about it, but most believe it to be just that:
a bunch of old tales sung by bards to entertain children. This is
Awallonian Languages
a great opportunity for the players to feel part of a larger, living The languages of Awallon are as varied and fascinat-
world, and to showcase aspects of their heroes that wouldn’t nor- ing as its inhabitants.
mally have a chance to shine. At the same time, the GM can use The Dahnan language has its roots in the tongue spo-
the heroes’ lack of familiarity with their surroundings to insert in- ken by their ancestors, who came from the mainland,
teresting complications into the story. Pay attention not to overdo but has been heavily influenced by their cohabita-
it, though, and keep in mind that certain elements and situations tion with the Aes Sidhe, and evolved into something
may make some players uncomfortable. very different over the course of the centuries. Char-
acters from the mainland may attempt a Hard (-20)
Wealth Adjustments Cultures Roll to understand the Dahnan speech, or
spend an appropriate amont of time learning it. Writ-
Outlanders are stranded in a strange land that’s completely un-
ten texts in the Dahnan language are extremely rare.
known to them. Unless they have a steady connection to the
Most of the population is illiterate, with the exception
mainland or another way to access their riches, outlanders must
of the Druids, who use the Aes Sidhe’s signs, called Og-
halve their Wealth Level (round up) when they arrive in Awallon.
gam script, for their writings.
Their coins are strange, their homesteads far away, and no one
has heard of them or their lineage. Of course, this doesn’t prevent Ogres have adapted to use almost exclusively the
them from gaining new riches while they’re here, using the nor- Dahnan language, though some of them also speak the
mal Wealth rules! They’ll get their normal WL back when they re- ancient language of the Giants.
turn home, or they may keep their new one, if it’s higher. High Faerie is a complex, musical language spoken
by all Awallonian Aes Sidhe, as well as by the Dru-
ids, and by the most learned among the Dahnan up-
Mixed Fellowships per class. It shows no evident relationship to any of the
mainland’s language families, and can prove quite
It’s perfectly possible that you’ll end up with a mixed fellow- difficult to master for foreigners. In addition, some
ship, including both Awallonian heroes and outlanders. In a cer- Gnomic, Pixie, and Asrai communities speak local di-
tain sense, this is an optimal situation, as characters from diverse alects, which may be Challenging (-10) to understand
backgrounds are more likely to balance each other’s shortcom- even for a High Faerie native speaker.
ings. Native heroes may also act as guides to their companions,
The Wendals speak a harsh and guttural language
introducing them to the marvels of the setting. Or perhaps they
of their own, one probably derived from the tongue
could start as unwilling partners, forced to cooperate because of
of their old masters, the Cythraulic Giants. Very few
the circumstances and slowly grow to trust one another during
bother to learn the Wendals’ tongue, but characters
the course of the campaign.
fluent in either the language of the Firbolgs or that of
In any case, you’ll want the PCs to be able to communicate with the Giants may pass a Very Hard (-30) Cultures Roll
one another, either by finding some in-game motivation, or by as- to understand it.
suming the outlanders had the time to learn a local language be-
fore the start of the campaign. Roleplaying someone who doesn’t
speak the language of their companions can be fun for a while but
get tiresome very fast.
37
Campaign Options
Culture WL Outfits
Aquatic 0 Bronze-tipped spear; set of obsidian daggers; bronze short sword and net.
Bundle of luminescent algae (same light as a torch); pet otter; oddity from the surface.
Self-mending clothes; monochromatic robes and impressive hat; hand-sewn tunic made of leaves.
A potion mimicking the effects of a First Weave Spell; pendant made from the tooth or claw of a magical beast; ink,
quill, and loose collection of research notes.
[1.4]
01-50 Dahnan
(Men)
01-20 21-30 31-35 36-55 56-95 96-00
65-70
Changeling
- 01-04 05-20 21-30 31-35 - 36-55 - - 56-95 - - - - 96-99 00
[1.5]
38
Adventures in Awallon
39
Campaign Options
In groups mixing Aes Sidhe with characters from other Kins, it may Dreams are like windows into the Dreamworld: these psychic ap-
make sense to restrict these Spell Lores to the former. This magic is ertures show dreamers a tiny fraction of all that happens in that
in their blood, after all; it’s their specialty. other realm. Few people can wholly remember what they see in
their dreams, and, even then, they are mere spectators, unable to
In this case, you’ll also need to limit Background Options granting
change the outcome of their visions. Once in a while, realities in
access to these Spell Lores to Aes Sidhe characters only, as only they
the Dreamworld align in such a way that what a dreamer sees ac-
40
Adventures in Awallon
41
Campaign Options
tually comes to be in our world. This is how prophecies and a in their campaigns. Perhaps sleeping in a haunted place or touch-
sense of deja vu are born, often by mere chance or, perhaps, by ing a dark artifact could trigger a vision containing clues about
the intervention of some hidden, all-powerful being. Or, at least, the nature of the cursed area or object. Or maybe a powerful enti-
these are the theses of a small and relatively recent group of schol- ty could contact the heroes in a vision to ask for their help. If used
ars of the arcane arts, known as Oneiromancers. sparingly, visions are a powerful tool. They can help the GM set
Oneiromancers study dreams and the Dreamworld, in an attempt the tone of the campaign and provide great moments of roleplay-
to unlock their secrets and find a way to control them. They be- ing and introspection for the players. Be careful not to overdo it,
lieve that, by mastering the Dreamworld, one could force reali- though. If used too often, visions quickly become tiresome for the
ties to align at their whim, thus controlling the fate of the whole players, who may feel robbed of their agency and reduced to the
of creation. To this end they developed the secret discipline of role of mere spectators, rather than protagonists of the campaign.
Oneiromancy, condensed into a Spell Lore with the same name. In lucid dreams a dreamer projects their consciousness in the
Through this new magic they’ve discovered, they’ve been able to Dreamworld while their bodies remain in the mortal world.
deepen their understanding of the Dreamworld, reaching some They’re relatively rare occurrences, and usually require special
exceptional achievements, like projecting themselves into other conditions, the aid of arcane rituals, or powerful magic. Unlike vi-
people’s dreams or even controlling them to a limited degree. sions, characters in a lucid dream have full control of their actions,
The true secret of the Dreamworld, however, still eludes them. and can interact with the Dreamworld as they please. In other
There are many things they still don’t understand, many mys- words, lucid dreams follow the same procedures as normal adven-
teries which their theories cannot explain. So they car- tures, save for the fact that they’re set in the Dreamworld. Nor-
ry on with their research, in the hope their next break- mally, heroes maintain all their normal capabilities while lu-
through will unveil the secrets of the cosmos. cid dreaming; they have the same skills, equipment, spells, and
abilities they have in the waking world. Their appearance
Visiting the Dreamworld may vary slightly, according to their mood and their
own self-image, but this doesn’t have any gameplay ef-
There are basically three ways the heroes can inter-
fect. Dreams, however, are fickle, and often follow a logic
act with the Dreamworld in game: visions, lucid
of their own, which may be very different from reality.
dreams, and dream travel.
On some occasions, lucid dreams may put the heroes
Visions are by far the most common occurrence, in weird and unusual situations, which may impact their abil-
and include both normal and magically induced ities and even change their forms or identities. For example,
dreams (such as those produced by the effects of a lucid dream may take place on the bottom of the sea; in
Spells like Divine Vision or Dreams of Lore). In a another, the heroes could find themselves turned into small
vision, the PCs have no way of influencing what’s mice; in yet another, they may inhabit the bodies of long-
happening in the Dreamworld. Like the term itself lost heroes, reliving the memories of their last battles. A
suggests, they’re simply shown something, and lucid dream ends when the dreamer awakes, usually af-
can’t actually interact with it. Additionally, vi- ter completing a specific task (such as reaching a particu-
sions tend to be cryptic, or highly symbol- lar place, defeating an entity, or retrieving an ob-
ic, in nature. They rarely show things for ject), or dies within the dream. A PC who
what they really are but rather snippets of dies in a lucid dream wakes up Weary (or
reality mixed with symbolic elements that suffering a -20 Exhaustion penalty, if they
need to be interpreted by the dreamer. Spell-in- were already Weary), but other injuries sus-
duced visions are normally brought into play by the tained in the Dreamworld are not carried
PCs, but the GM may also find other ways to use them over in the waking world.
42
Adventures in Awallon
Finally, dream travel is by far the rarest and most esoteric form of Learning Oneiromancy
dream interaction described here, requiring a character to phys-
Oneiromancy is supposed to be rare and mysterious, so we hav-
ically enter the Dreamworld. Most scholars believe this to be an
en’t included it in the Revised Common Spell Lores Table. Start-
impossible task, claiming that, since the Dreamworld is a realm of
ing characters could still learn it through some Background
pure possibility, physical entities are simply too limited to be able
Options (like Rogue Mage in the Core Rules), but we suggest dis-
to gain full access to it. According to their theory, a person could,
allowing it, at least until the characters meet an actual Oneiro-
maybe, with great effort, travel to a specific Dreamworld in their
mancer in game, to reinforce the feeling of it being a whole new
physical body, but certainly couldn't do the same with the actual
school of magical theory.
Dreamworld, which encompasses all possible Dreamworlds. On
the other hand, the most fervent of the Oneriomancers believe Once the heroes have met an NPC using Oneiromancy in game,
this to be the ultimate goal of their discipline. you can add it to both the Wizard and Animist Vocational Spell
Lores. Characters will then be able to learn it normally, either
Dangers of the Dreamworld from a master or by using the “Learn Spell Lore” activity in a Safe
Haven.
While superficially it may appear as an idyllic paradise, the
Dreamworld isn’t devoid of dangers. Dreams are, by their own
nature, mutable, and even pleasant ones can quickly turn into
nightmares. Every possible reality is present in the Dreamworld,
and some of them are definitely unpleasant, outright disturbing,
or even so utterly terrifying that a mere glimpse may threaten a
dreamer’s sanity. Moreover, those who visit the Dreamworld are
seldom alone. During their stay, characters can run into malicious
dream fragments, Alps, Fetches, Shades, Nightmares, and other
Oneiromancy in Awallon
strange creatures native to the Dreamworld, and that's all with- The first practitioners of Oneiromancy in Awal-
out counting the possibility of meeting other dreamers! More- lon were the Giant kings of Cythraul. At the height
over, even the Dreamworld isn't completely free from the baneful of their reign, they became completely obsessed
influence of the Darkmaster. Like creeping tendrils of corrup- with the dreaming art, building a great net-
tion, His vile thoughts seep through the Dreamworld, tainting work of standing stones across the island to am-
the dreamscape with twisted nightmares and mind-rending vi- plify the reach of their visions. Some scholars ar-
sions. Some Oneiromancers even believe that His reach upon the gue that this obsession was one of the reasons that
Dreamworld is expanding, like an encroaching shadow menac- led to their downfall, as it blinded them to what
ing to swallow the whole realm. The growing threat of the Dark- was happening in their realm while they were lost
master in the Dreamworld is indeed worrying, and raises several in their reveries, or pondering the secrets of the
questions. Is it just a mirror of the events happening in the mortal Dreamworld. After their fall, the art of Oneiro-
realm, or is it part of something far more sinister? What danger mancy virtually disappeared from Awallon, until
does it pose to Oneiromancers and to regular dreamers? What it was recently re-discovered by a secretive cadre
would happen, should the Darkmaster actually extend his offen- of mages known as the Court of Dreams.
sive to the Dreamworld, and how could the Free Kins hope to win
such a war?
43
Campaign Options
44
Adventures in Awallon
or adverse winds may count as Arduous Terrain or Obstacles for Movement Action (or ⅛ by taking a Half Movement Action)
airborne characters. for the rest of the combat, or until the situation changes dras-
A flying creature that has its Flying Move Rate reduced to 0, tically (e.g. they're caught in a strong current).
or doesn't spend at least one of its Actions to move during the • If the Athletics Roll was a Critical Success, the character can
Round, falls to the ground at the end of the Other Actions Phase. act normally and swim up to ½ of their normal Move Rate by
taking a Full Movement Action (or ¼ by taking a Half Move-
Flying Creatures and Damage ment Action) for the rest of the combat, or until the situation
changes drastically (e.g. if a storm breaks out).
A flying creature that becomes Stunned, Bruised, or takes a Se-
Creatures with a Swim Move Rate don’t need to make a Skill Roll
vere or Crippling Injury must pass an Acrobatic Skill Roll at the
when they enter combat, but they may still be required to pass
beginning of next Round’s Assessment Phase or fall to the ground.
one to overcome certain obstacles, or to hold their breaths if they
Creatures flying by magical means may use their Arcane Skill in
can’t also breathe underwater.
place of Acrobatics for this Roll.
• If the roll results in a Critical Failure, the character sinks un- Additionally, depending on the situation, the GM may rule that
derwater and starts drowning (see the Drowning and Suffo- certain Martial Moves or other maneuvers may be impossible to
cation rules in the Against the Darkmaster Core Rules). use underwater.
• On a Failure, the character’s Move Rate is reduced to 0, and
they must spend a Half Action each Round to avoid drown-
Underwater Maneuvers Table
ing.
Encumbrance Level Athletics Roll Difficulty
• On a Partial Success, the character can act normally for the
rest of the Round and swim up to ¼ of their normal Move Unencumbered Standard (+0)
Rate by taking a Full Movement Action (or ⅛ by taking a Half Lightly Encumbered Hard (-20)
Movement Action), but must repeat the Athletics Skill Roll
Encumbered Extremely Hard (-40)
on the following Round.
Heavily Encumbered Insane (-70)
• If the roll was a Success, the character can act normally and
swim up to ¼ of their normal Move Rate by taking a Full Over Encumbered Automatically sinks
[1.7]
45
Awallonian Magic
Awallonian Magic
Grimoire
46
Grimoire
Duration Save
This parameter indicates how long the effects of the Spell last. A This simply states if the effects of the Spell can be resisted with a
Duration of “-” means the Spell lasts only for an instant (though Save Roll. Unless specified otherwise, Spells granting a SR are al-
the consequences of its effects might be long-lasting, or even ir- ways resisted using the WSR Bonus.
reversible).
A Duration of “Concentration” means the Spell’s effects persist Warping Options
as long as the caster Concentrates (see Concentrating on a Spell Available Warping Options (along with the number of addition-
paragraph, in the Magic and Spells chapter) on them. A Spell with al Weaves required) are listed right after the Spell’s description.
a Permanent Duration lasts until dispelled.
Unless specified otherwise, each Warping Option can be select-
ed multiple times.
47
Glamours
Tricks, illusions, and enchanted dances to confound the mind and the senses.
48
5th • Ensorcelling Dance 8th • Bewitching Aura
Range: 15 m Range: 0 (self)
Area of Effect: 1 target Area of Effect: caster
Duration: Concentration Duration: 1 Round per Level
Save: Yes Save: Yes
Target sentient humanoid must spend at least a Half Action to For the Duration, animals and sentient beings seeing the caster must
dance for the Duration. As long as they’re dancing, they cannot add pass a WSR or be automatically friendly towards the caster until this
their SWI or Shield Bonus to their DEF. Spell ends or the caster attacks them. Creatures who pass the Save
Roll don’t have to repeat it until the Spell ends.
10th • Reverie*
7th • Fae’s Mischief
Range: 20 m
Range: 20 m Area of Effect: 1 target
Area of Effect: 1 target Duration: 1 Round
Duration: 10 minutes per Level Save: Yes
Save: Yes Target sentient creature stands motionless, lost in a dreamlike stu-
For the Duration, the caster is covered by an illusion which makes por of one Round, during which they are considered Incapacitated.
them look and sound like whomever the target sentient creature ex- To the target, this condition will appear to last up to one hour per
pects to see the most in the given situation. The caster has no con- Level of the caster. During this time, the caster has absolute control
trol over what the target sees, and different targets may perceive the over what the target sees, feels, or hears. Note, however, that these
caster differently, according to their expectations. The Spell chang- sensations are mere illusions, and cannot harm the target in any way.
es the sound of the caster’s voice, but doesn’t give them the ability to
speak a language they don’t know. It allows them, however, to com-
municate basic concepts (such as fear, friends, come, wait, etc) to the
target for the Duration, which they’ll perceive as if they were spoken
in their native language.
Warping Options
+1 Weave: add one target.
49
Hedge Magic
Formulas and minor enchantments to invite good luck and ward off bad luck and evil spirits.
7th • Jinx
Range: 0 (self)
Area of Effect: 6 m radius
Duration: 1 Round per Level
Save: No
Enemies of the caster in the Area of Effect double the Clumsy Range
of their attacks for the Duration.
51
Oneiromancy
Invoking the power of the Dreamworld to induce and control dreams and nightmares.
52
Portent Vision Table 6th • Shatter Dreams
Range: 15 m
Roll Vision Area of Effect: 1 target
Duration: -
The dream is fragmentary and unclear, leaving Save: Yes
1-10
the caster confused about its meaning.
Target dream creature must pass a WSR or be forced to return to
The dream quickly fades from the caster’s
the Dreamworld if it’s in the Waking World, or pass a WSR or be
memory, leaving only a vague sense of
11-20 foreboding. They gain a +10 bonus to the first
destroyed if it’s already in the Dreamworld.
Save Roll they’re called on to make in the
next 24 hours.
The dream quickly fades from the caster’s
7th • Dream Theft
memory, leaving only a vague sense of
21-30 Range: 20 m
premonition. They gain a +10 bonus to the
first Skill Roll they make in the next 24 hours. Area of Effect: 1 target
The caster dreams of an upcoming battle. Duration: 1 day per 10 points of failure
They will act first in each Phase of the Save: Yes
31-40
Tactical Round Sequence of the first combat The caster plunges into the target sentient creature’s mind, stealing
they face in the next 24 hours. one of their most precious dreams and sealing it into a non-metal
The caster dreams a vision of impending object within sight. The target loses a random Passion for the Dura-
41-50 doom. They receive a clue about a danger the
tion, or until they retrieve their dream from the object it was sealed
caster may face in the next 24 hours.
into. As long as their Passion is lost, the target cannot change it or
The caster dreams of traveling. They gain
gain Drive from it.
51-60 a clue about the direction of something or
somebody they’re looking for.
A familiar face visits the caster in dream, 8th • Plague of Nightmares
revealing something about themselves. The
61-70
caster receives a clue about a significant NPC
they have met in the past 24 hours. Range: 20 m
The caster dreams about a fortuitous Area of Effect: 1 target
encounter. They gain a clue about the most Duration: 1 day per 10 points of failure
71-80 Save: Yes
precious ally they may meet in the next 24
hours. Target sentient creature is plagued by horrible nightmares, prevent-
The caster’s dream suddenly turns into a ing them from resting for the Duration. Sentient creatures sleeping
horrible nightmare. They gain a clue about within 10 meters from them must pass a WSR or be unable to rest
81-90
the Darkmaster’s influence over their current as long as they remain near the target.
situation.
[1.8]
9th • Dream Prison
5th • Sleepwalking
Range: 20 m
Range: 20 m Area of Effect: 1 target
Area of Effect: 1 target Duration: Permanent
Duration: 1 Round per 10 points of failure Save: Yes
Save: Yes The caster imprisons part of the target sentient creature’s conscious-
Target creature must use a Half Action each Round to move in a di- ness inside an endless dream. As long as they’re under the effects of
rection chosen by the caster for the Duration. If this would bring this Spell, the target is conscious but only half-awake; they are con-
them into danger, the affected creature may pass a WSR to end the sidered Weary and suffer a -50 penalty to all actions.
effects of this Spell. This Spell can also be cast on a sleeping creature, This Spell ends if the target stops dreaming or manages to escape
forcing them to move in a direction chosen by the caster at half their from the dream imprisoning them.
normal Move Rate for the Duration. If used this way, the Spell ends
as soon as the affected creature stops sleeping.
Warping Options
+3 Weave: add one target.
53
10th • Dream Reality Lure of Dreams Table
Range: 0 (self)
Area of Effect: caster Roll Effects
Duration: 1 minute per Level
Nothing: The caster yawns, or stirs in their
Save: No
60 or less sleep, but the Dreamworld holds no sway over
The caster twists reality itself, temporarily molding it in the image of them.
their dreams. At the moment of casting, the caster must choose one Enticement: The caster feels the pull of the
of the following effects: Dreamworld, but is able to resist it, for now.
71-80
• The caster may automatically pass a single Skill Roll of their The next time the caster rolls on the Lure of
choosing made before the Duration expires (treating it as if Dreams Table, add a +10 modifier to the result.
they obtained a Success). Note that a Skill Roll must still be Fascination: A particularly pleasant dream
called for by the GM for them to be able to use this effect. makes it hard for the caster to leave the
Moreover, the Spell doesn’t give them the ability to achieve 81-100 Dreamworld. They'll rise 1d5 hours after the
the impossible. intended time unless awakened by someone
else.
• The caster ignores the effects of a single Injury for the Dura- Entanglement: The caster brings something
tion (note that this doesn’t heal the chosen Injury).
from the Dreamworld with them. It may be a
• The caster conjures a dream-copy of a single, non-living ob- 101-110 mischievous Alp, a hungry Mara, a Minor Injury
ject of their choosing for the Duration. The object must be sustained during their dream, or an item that
something they can easily hold in their hands. The dream-co- will get them in a minor predicament.
py looks exactly like the chosen object, has a +10 magical bo-
Ensnarement: A Fetch emerges from the
nus, but none of the original item’s properties or magical 111-120
Dreamworld to haunt the caster.
abilities (e.g., a dream-copy of The Windblade would look
Entrapment: the caster is lost within the
exactly like the mythical sword and count as a +10 magical
Dreamworld. They cannot be awakened by
sword, but wouldn’t have any of its powers). The item disap- 121 or more
normal means and cannot cast Oneiromancy
pears when the Duration expires. Spells until they manage to break free.
Each time the caster uses this Spell, their connection with the
Dreamworld becomes stronger and harder to resist. The next time [1.9]
they sleep or meditate, they must make an Open-Ended Roll on the
Lure of Dreams Table, adding a +20 modifier for each Dream Reali-
ty Spell besides the first cast in the previous 24 hours.
54
Book Two
Bestiary
Bestiary
Bestiary
Bestiary
Alp
Level 8 Elite Medium Undead
MR 15L
AT NA
DEF +40
TSR +50
WSR +75
HPs 50
1st Atk +90 Medium Bite
2nd Atk
CT HH
Rog +90
Adv +50
Lor +25
56
Bestiary
Combat Tactics Soporific Bite: Creatures who suffer damage from the Bite attack
of an Alp must pass a TSR or become Weary. Creatures who are
Alpen choose carefully their fights, using their Unseen Presence already Weary and fail their Save Roll will instead fall into a deep
ability to avoid large groups of foes and to approach potential vic- sleep, becoming Incapacitated for 1d10+1 hours.
tims undetected. They prefer to feed on targets that are already Sunlight Vulnerability: Alpen exposed to direct sunlight suffer
sleeping, thus minimizing the chances of being caught, but in a a -60 penalty to all actions and cannot use their Unseen Presence
pinch they’ll rely on their Soporific Bite to knock their victim un- and Dreams of Ruin abilities.
conscious. Unseen Presence: Alpen can turn invisible at will as a Half Ac-
tion, but become visible again if they attack or use their Dreams
Special Abilities of Ruins ability.
Undying: Alpen cannot be truly slain. Even if they’re defeated,
Darkvision: Alpen can see in Dim Light and Total Darkness as if they’ll reform in 2d10 days. The only way to destroy them forev-
they were standing in Bright Light. er is to expose the remains of the Oneiromancer who spawned
Dreams of Ruin: Alpen can Concentrate to haunt the dreams of them to the light of dawn.
any sleeping creature they touch, forcing them to experience frag- Unliving: Alpen do not need to breathe, rest, or eat; are immune
ments of their distorted memories. If they maintain their Con- to Stun, poison, and diseases; and never Bleed.
centration for at least one hour, their victim suffers the effects of a
night without rest, and the Alpen recovers a number of HPs equal
to their victim’s Bruised value. A creature who suffers Exhaustion
because of this ability must pass a WSR or becomes unable to
distinguish their own memories from those of the Alp. They gain
a new special Passion that reflects their altered mental state, one
which can be erased only by the death of the Alp. As long as they
have this Passion, they cannot gain Drive from any other Passion.
57
Bestiary
Awakened Plant
BLOODBRIAR FUNGAL MOUND ROTLING
Level 4 Elite Medium Plant 9 Antagonist Large Plant 3 Elite Small Plant
MR 3L 10L 15L
AT LA LA NA
DEF +0 +40 +10
TSR +35 +80 +30
WSR +30 +50 +15
HPs 75 220 40
1st Atk +70 Medium Grapple +90 Large Grapple +55 Small Bash
2nd Atk *+100 Large Grapple
CT NB EB NB
Rog +40 +70 +40
Adv +25 +75 +30
Lor +0 +20 +5
With their lush crimson flowers, Bloodbriars are doubtlessly a re- a respect bordering on devotion, but they don’t share their ha-
markable sight to behold, but woe to the unwary traveler who tred of other living beings, seeing outsiders with cautious curios-
stops to admire them! They’ll soon discover that their beauty is ity, rather than blind hostility.
only a facade hiding a deadly secret, as these accursed plants hun-
ger for the blood of living beings. Born from the blighted sorcery Combat Tactics
of the Darkmaster, Bloodbriars deceive their prey by posing as
common thorn bushes, only to grab them with their spiny vines Although they are able to move, Bloodbriars prefer to ambush
and drain them of their blood. their targets, waiting until they’re close enough to be Stunned by
their Intoxicating Pollen ability before striking.
Fungal Mounds are huge masses of decaying wood and leaves,
Aenths whose heart has been consumed with rot, and who have Supernaturally resilient, Fungal Mounds wade into battle with lit-
succumbed to dark, vengeful thoughts. They stalk deep woods, tle care for personal defense, solely focusing on bringing their foes
lightless caves, putrid fens, and primeval jungles, spreading their down as quickly as possible. Only fire can motivate a retreat, but at
putrescence and waging a silent war against all that breathes. the risk of further fueling their resentment against their enemies.
Their victims become fertilizer for their macabre gardens, further Rotlings aren’t great fighters on their own, but their Hive Mind
spreading the same rot from which the Fungal Mound originated. ability allows them to coordinate their attacks almost perfectly
Rotlings are small, intelligent humanoid fungi, of roughly the when acting in groups.
same size as a Gnome. They’re normally found underground or
in the deepest recesses of dense, virgin forests, where they form
large, closed colonies, mostly unconcerned about the events of
the outside world. Joyous and carefree, Rotlings wander their tun-
nels or the forest, merrily carrying out whatever task the colony
assigned them. They cannot speak, but they are able to commu-
nicate with each other in some way, and seem able to under-
stand the language of other sentient beings, if only at a basic level.
Sometimes they gather around a Fungal Mound, treating it with
58
Bestiary
Special Abilities
Bloodbriar
Exsanguinate: Creatures Held by a Bloodbriar also take
1d10 Damage at the beginning of each Assessment
Phase. Creatures that don’t Bleed are immune to this ef-
fect.
Intoxicating Pollen: Creatures within 6 meters of a
Bloodbriar must pass a TSR at the beginning of the As-
sessment Phase or become Stunned. Those who pass the
Save Roll become immune to the effects of this ability
for the rest of the combat. Creatures that don’t breathe
aren’t affected by this ability.
Flammable: Bloodbriars are extremely vulnerable to
fire of any kind, be it of mundane or magical nature.
Any fire-based attack is considered Slayer and inflicts
double Base Damage against them.
59
Bestiary
Roll Effects
[1.11]
60
Bestiary
61
Bestiary
Basilisk
Level Elite Medium Spirit
Combat Tactics
MR 15L/6F It is misleading to say that basilisks simply "fight." Rather, they an-
AT MA nihilate anything that happens to be in their path. When they
DEF +30 spot a potential target, they usually swoop down, starting the
TSR +65 fight with their Noxious Breath. Then they proceed to peck them
WSR +50
to death, trusting in their Paralyzing Gaze and plethora of natural
HPs 110
defenses to take care of the toughest opponents.
1st Atk +90 Medium Beak
2nd Atk *+90 Medium Claws
CT NB
Rog +50
Adv +60
Lor +0
62
Bestiary
Special Abilities Noxious Breath: Basilisks can breath a 10-meter long and 6-meter
wide cone of noxious fumes as a Full Action. Creatures caught in the
cone suffer 1d10 damage and must pass a TSR or be Stunned. The
Acidic Blood: The Basilisk’s blood is corrosive, dealing a Light Fire
fumes persist for 1d5 Rounds, creating a cloud that cannot be seen
Critical Strike to anyone who hits it in melee with an edged or punc-
through, before dissipating under normal wind conditions. Creatures
turing weapon.
within the cloud must pass a TSR at the beginning of each Assess-
Clumsy Flier: While flying, Basilisks cannot Sprint and halve their
ment Phase or suffer the effects described above. Basilisks are im-
base DEF.
mune to the effects of their own breath.
Night Sight: Basilisks can see in moonlight or starlight as if it were
Paralyzing Gaze: Creatures a Basilisk can see within 15 meters of
day, and up to 30 meters in Dim Light (treating the first 15 meters as
it must pass a TSR at the beginning of each Assessment Phase or be
if they were standing in Bright Light). They can see up to 3 m even in
paralyzed, becoming Incapacitated for 1 Round for every 10 points
Total Darkness.
of failure. A creature can spend a Half Action to actively attempt to
avoid the creature’s gaze, gaining a +20 bonus to their Save Roll. Crea-
tures unable to see the Basilisk are immune to this effect.
Poison: Creatures who suffer a Critical Strike from the Beak or Claw
attack of a Basilisk must pass a TSR or become Incapacitated and
start Dying in 1d10+1 minutes.
63
Bestiary
Beast,Riding
ROUNCEY PALFREY DESTRIER MULE PONY
3 Common Large 4 Common Large 7 Common Large 3 Common Large 2 Common Medium
Level
Animal Animal Animal Animal Animal
MR 55L 55L 45L 50L 45L
AT NA NA NA NA NA
DEF +20 +20 +25 +20 +20
TSR +20 +30 +40 +25 +15
WSR +5 +10 +15 +25 +0
HPs 130 140 160 120 80
1st Atk +35 Large Trample +40 Large Trample +75 Large Trample +35 Large Trample +25 Small Trample
2nd Atk
CT NB NB NB NB NB
Rog +0 +0 +0 +0 +0
Adv +25 +30 +45 +25 +15
Lor +0 +0 +0 +0 +0
Here you’ll find extended combat stats for the riding beasts pre-
sented in the Against the Darkmaster Core Rules. Refer to the
Combat Tactics
Mounts & Animals table in the Equipment chapter for their Fare, With the exception of the battle-trained Destrier, all these ani-
Ride Modifier, and Availability. mals will normally flee from a combat situation rather than fight,
though they may still attempt to kick or trample an aggressor in
the process.
64
Bestiary
Beast, Water
GREAT SHARK GIANT EEL Combat Tactics
Level 5 Elite Large Animal 2 Common Medium Animal
Great Sharks tend to attack bleeding and wounded creatures
MR 50S 12S
first, retreating when they’ve sated their hunger or if they suffer
AT NA NA
a serious injury. Giant Eels are opportunistic scavengers, and will
DEF +20 +15
quickly flee if they realize they’ve bitten off more than they can
TSR +50 +10
WSR +30 -5
chew.
HPs 180 40
1st Atk +100 Huge Bite +45 Medium Bite Special Abilities
2nd Atk
CT HB NB
Rog +25 +15
Great Shark
Adv +50 +10
Fast as a Shark: Ties in the Tactical Round Sequence are always
Lor +0 +0
resolved in the Great Shark’s favor. Additionally, Great Sharks suf-
fer only a -10 penalty to their CMB when making Dashing At-
Much like any overland wilderness, the sea is home to a variety of
tacks against bleeding targets.
prey and predators.
Constantly hungry, Great Sharks are among the deadliest killers
of the depths, not hesitating to attack even creatures much larg-
er than themselves.
Like their lesser cousins, Giant Eels are voracious bottom feed-
ers, and can be found both in shallow sea-waters and on the mud-
dy bottom of lakes or large rivers. They’re mostly scavengers, but
some of them reach prodigious
sizes, surpassing 2.5 meters in
length, and are known to display a
more aggressive behavior.
65
Bestiary
Beast, Wild
SMALL BEAST MEDIUM BEAST LARGE BEAST
Level 1 Common Small Animal 3 Common Medium Animal 5 Common Large Animal
MR 18L 30L 24L
AT NA NA LA
DEF +45 +30 +30
TSR +5 +20 +50
WSR +0 +5 +30
HPs 25 90 180
1st Atk +25 Small Bite +65 Medium Bite +80 Large Bite
2nd Atk
CT NB NB HB
Rog +30 +30 +25
Adv +10 +40 +60
Lor +0 +0 +0
Deers, elks, great apes, and crocodiles, on the other hand, are all
Large Beasts.
Movement and Attack Types should be changed to better re-
flect the creature you intend to represent when using the stat
blocks presented here. For example, an eagle should have a
Flight Move Rate, and would use a Beak or Claw Attack in-
stead of the suggested Bite, while an elk would use a Ram or
Horn Attack to defend itself.
Combat Tactics
Animals' tactics and combat capabilities vary depending on their
nature, but, as noted in the Against the Darkmaster Core Rules,
most of them will flee if injured.
66
Bestiary
Cat-Sìth
Level 5 Elite Medium Spirit
Special Abilities
MR 30L
Aura of Misfortune: Creatures Engaged with a Cat-Sìth double
AT NA
the Clumsy Range of their attacks, and add a +10 modifier to their
DEF +45
Fumble Rolls.
TSR +35
WSR +35
Night Sight: Cat-Sìth can see in moonlight or starlight as if it
HPs 110 were day, and up to 30 meters in Dim Light (treating the first 15
1st Atk +70 Medium Claws meters as if they were standing in Bright Light). They can see up
2nd Atk *+70 Large Bite to 3 meters even in Total Darkness.
CT NB Pounce: Cat-Sìths can leap up to 6 meters horizontally and make
Rog +65 a Claw attack as a single Full Action.
Adv +40 Vanishment: As long as they are in a natural environment, Cait-
Lor +35 Sìth can use a Full Action to disappear and immediately reap-
pear in an unoccupied space of their choice within 20 m. They
Feral predators stalking primal forests and deep woods, Cat-Sìth must be able to see the point of arrival, which must rest on a sol-
could be easily mistaken for great cats, if it weren’t for their unnatu- id surface, and there cannot be any physical obstacle (i.e. walls,
rally large mouth, sporting rows upon rows of pointed teeth. Much closed doors, or other barriers) between their starting point and
like Vargr, they are thought to be spirits bound to a physical form, the chosen space.
rather than true beasts. Unlike their lupine counterparts, however,
they are opportunistic and mischievous, rather than vicious and cru-
el, and present no connection to the Darkmaster whatsoever. De-
spite this, Cat-Sìth have an infamous reputation as man-eaters and
bringers of misfortune, and are often ruthlessly hunted down by su-
perstitious woodsmen. In truth, Cat-Sìth are fairly intelligent and rel-
atively sociable creatures, far more likely to play a prank or scare off
lost travelers than to eat them. Most of them are also able to speak,
though often they choose to do so only to mock or tease their in-
terlocutors, and know a great deal about the woods they inhab-
it. A befriended Cat-Sìth can prove a surprisingly staunch,
if at times exasperating, ally and an invaluable source of
information for a traveler in need.
Combat Tactics
Cat-Sìth are master ambushers, using a mix of stealth and their
Vanishment ability to get as close as possible to their prey undetect-
ed, followed by a Pounce to close the remaining distance. When
outnumbered or confronted by a stronger foe, they try to split and
confound their enemies by using their Vanishment ability multiple
times in a row, often taunting them while doing so to provoke them
and lure them into a disadvantageous position.
67
Bestiary
Deathfang
Level 6 Elite Large Animal
Combat Tactics
MR 30L Deathfangs are skilled, patient hunters, capable of stalking their
AT NA prey for hours through the snowy landscape, before spring-
DEF +30 ing into action. They aren’t afraid of armed individuals, and are
TSR +45 known to attack even large groups of people, particularly if they’re
WSR +20
accompanied by horses or other pack animals. Their attacks aren’t
HPs 140
even purely driven by hunger, as they’ll sometimes leave uneaten
1st Atk +90 Huge Bite
corpses behind to mark their territory. They seem, however, to be
2nd Atk *+70 Medium Claw
more cautious around large fires, and, like most animals, will flee
CT HB
if severely injured.
Rog +50
Adv +60
Lor +0 Special Abilities
These massive, white-maned sabertooth tigers are found exclu- Pounce: Deathfangs can leap up to 6 meters horizontally and
sively in remote polar or subpolar regions. Incredibly fast and make a Bite attack as a single Full Action.
agile despite their size, Deathfangs are luckily solitary creatures Takedown: If a Deathfang scores a Critical Strike with its Bite at-
and extremely rare, perhaps due to the enormous amount of tack after using its Pounce ability, its victim is also knocked Prone.
meat they need to consume to sustain themselves. Wendals re-
vere these animals as incarnations of death itself, and
killing one is considered to be one of the great-
est achievements of which a warrior can
boast, and a proof of the favor of the
Spirit of the end-times.
68
Bestiary
Dwergar
WRETCH SLAVEDRIVER Special Abilities
3 Common Medium 6 Elite Medium
Level
Humanoid Humanoid Night Sight: Dwergar can see in moonlight or starlight as if it
MR 14L 14L were day, and up to 30 meters in Dim Light (treating the first 15
AT LA MA meters as if they were standing in Bright Light). They can see up
DEF +25 +15
to 3 meters even in Total Darkness.
TSR +45 +65
Forgekin: Dwergar get a +30 bonus to their SRs and defenses
WSR +25 +45
against heat and cold attacks.
HPs 55 90
1st Atk +60 Weapon +95 Weapon
2nd Atk +55 Ranged Dwergar Slavedriver
CT NH NH
Cruel Taskmaster: As long as the Dwergar Slavedriver is in sight
Rog +55 +40
Adv +20 +30
and isn’t Bruised, allied Common Opponents within a radius of
Lor +0 +25 10 meters gain a +20 bonus to their Save Rolls against fear and in-
crease their MR by 2.
Dwergar who fail to live up to the standards of their unforgiv- Sacrificial Pawn: When a Dwergar Slavedriver is targeted by
ing society are cast out as Wretches, and forced to scuttle about an attack they’re aware of, they can spend a Half Action to swap
in the dark tunnels surrounding their grim strongholds, relying places with an allied Common Opponent of their choice within 3
on what they can scavenge for their survival. Pitiful, self-loathing meters of them. The selected creature becomes the new target of
creatures, betrayed even by their own Kin, they’re quick to pledge the attack in place of them.
undying allegiance to anyone who promises them a chance at a
better fate. Their masters shouldn’t be too reliant on their services,
however, as their loyalty easily wavers.
Among the most despicable of the Dwergar are those tasked with
overseeing their slave pits. Callous, self-centered, and merciless,
these cruel Slavedrivers see their subordinates as mere commod-
ities, pawns to be sacrificed on the altar of their great cause.
Combat Tactics
Wretches never start a fight unless they’re forced to do so by their
master, or they’re sure to have an overwhelming advantage over
their enemies. In combat, they’ll use poisons, ambushes, decep-
tion, and every dirty trick in the book to best their enemies. If
things go bad, they’re about as likely to flee as they are to switch
sides, turning on their former allies to save their lives. Slavedriv-
ers are reasonably skilled combatants, but prefer to leave the fight
to their subordinates, making sure to always keep an ally in range
of their Sacrificial Pawn ability.
69
Bestiary
Evil Man
SAVAGE RAIDER SAVAGE WARRIOR SAVAGE BRUTE DARK EMISSARY
70
Bestiary
71
Bestiary
Fastitocalon
Level 11 Antagonist Colossal Monster
Combat Tactics
MR 20S Fastitocalons are voracious, cunning predators. They’re perfectly
AT HA at home in their environment and will try to use it to gain an ad-
DEF +40 vantage over their prey. Most of the time, they’ll try to lure their
TSR +80 unsuspecting prey by pretending to be an island, or they’ll use
WSR +60
their size to capsize small vessels and devour helpless sailors who
HPs 260
fall into the water. Failing that, they’ll try to quickly swallow one
1st Atk +120 Colossal Beak
of their prey, submerge, and release it deep underwater to maxi-
2nd Atk +130 Large Bash
mize their advantage.
CT EB
Rog +10
Adv +60
Lor +5
72
Bestiary
73
Bestiary
Fetch
Level 12 Elite Medium Spirit
Combat Tactics
MR 18L Fetches care only about their chosen victim and will generally ig-
AT NA nore anyone else, unless they pose an obvious threat or attempt to
DEF +60 stop them. They use their Phasing ability to surprise their oppo-
TSR +65 nents, moving through their allies or by tricking their victims into
WSR +75
hiding within physical defenses that the Fetch easily can bypass.
HPs 100
Once they’ve captured the soul of their intended victim, they’ll
1st Atk +120 Large Grapple
return to the dream world as soon as possible, eager to complete
2nd Atk
their task.
CT HH
Rog Special
Adv Special Special Abilities
Lor Special
Darkvision: Fetches can see in Dim Light and Total Darkness as
The world of dreams is a wondrous place, but also hides terri- if they were standing in Bright Light.
ble dangers. Deep in the dark recesses of this strange land, dream Dreadful Double: Fetches always take the shape of the creature
travelers may come face to face with their greatest fears or, even they’re hunting. They have the same Skill bonuses of the creature
worse, the inner self they strive to keep hidden even from them- they’re imitating, know the same Spell Lores, and have the same
selves. Fetches are just that: dark, twisted reflections of a dream- number of MPs. They can choose to use their Grapple attack, or
er’s self given life. Normally they lurk in the deepest realms of the any attack at their victim’s disposal. Creatures seeing a Fetch with
Dreamworld, quiescent and half-formed. Once in a while, how- their shape must pass a WSR or become Frightened. At the be-
ever, someone from the waking world draws their attention, al- ginning of each Assessment Phase, Frightened creatures may re-
lowing them to manifest in the physical world. peat their WSR to end this effect.
Phasing: Fetches treat Arduous terrain as Normal terrain, and
Once they step into the mortal world, Fetches become obsessed
can pass through walls and other physical obstacles as if they
with hunting those who summoned them, seeking to drag them
weren’t there, provided they end their movement in a free space.
back with them to the Dreamworld. Some say that this is how
Soul Harvest: Fetches can attempt to steal the soul of the crea-
new Fetches are created, while others speculate that these crea-
ture they’re imitating. Imitated creatures Held by a Fetch must
tures feed on the life energy of those they capture.
pass a WSR. if they fail, they become Incapacitated, and the Fetch
Fetches always take the shape of their victim, but they’re weirdly
drags their soul out of their body. The Fetch can then spend a Full
blurred and keep fading in and out of sight, as if they weren’t re-
Action to return to the dream world, carrying the soul with them.
ally there.
Their victim will stay Incapacitated and die in 1d10+1 days unless
They never speak, and they move without walking, silently, as if their soul is returned to their body.
driven by an unseen wind, drifting closer and closer to their vic- Sunlight Vulnerability: Fetches exposed to direct sunlight suf-
tims. A person who has survived a Fetch attack describes it as one fer a -60 penalty to all actions and cannot use their Soul Harvest
of the eeriest, most harrowing experiences of their life. ability.
Unliving: Fetches do not need to breathe, rest, or eat; are immune
to Stun, poison, and diseases; and never Bleed.
74
Bestiary
75
Bestiary
Firemane
Level 8 Elite Large Animal
Combat Tactics
MR 60L In combat, Firemanes use their speed and mobility to outmaneu-
AT NA ver their adversaries. Highly intelligent, they know how to use
DEF +40 the terrain to their advantage and when to retreat against over-
TSR +45 whelming odds. When mounted by a bonded creature, they fight
WSR +30
as one with them, anticipating their commands and using their
HPs 180
abilities to complement the strengths of their rider.
1st Atk +90 Large Trample
2nd Atk
CT HB
Rog +0
Adv +55
Lor +0
76
Bestiary
77
Bestiary
Gwyllion
Level 7 Elite Medium Spirit
Special Abilities
MR 17L
Frightening Cry: Gwyllions can scream as a Half Action, forcing
AT NA
any creature within a 10-meter radius to pass a WSR or become
DEF +30
Frightened. At the beginning of each Assessment Phase, Fright-
TSR +45
WSR +50
ened creatures may repeat their WSR to end this effect. Crea-
HPs 80 tures who pass their WSR become immune to the effects of this
1st Atk +80 Small Claws ability for the rest of the scene.
2nd Atk *+90 Medium Bite Maze of Illusions: Gwyllions surround their lairs with complex
CT NH webs of illusions. Characters passing through them halve their
Rog +55 daily movement and must pass a WSR or be drawn to the en-
Adv +30 trance of the Gwyllion’s lair and suffer the effects of a day with-
Lor +45 out rest.
Night Sight: Gwyllions can see in moonlight or in starlight as if
Gwyllions are flesh-eating, corrupted nature spirits who infest lone- it were day, and up to 30 meters in Dim Light (treating the first 15
some roads, mountaintops, primal forests, and other desolate plac- meters as if they were standing in Bright Light). They can see up
es. They appear as disheveled crones or wrinkled old men, wear- to 3 meters even in Total Darkness.
ing ragged clothes and battered four-cornered hats. Despite their Spells: Gwyllions know the following Spell Lores up to the
appearance, Gwyllions are surprisingly strong, and move seventh Weave: Detections, Hedge Magic, Illusions,
with preternatural speed and agility even upon the steep- Sound and Lights. They can cast Spells
est mountain path. Closer inspection, moreover, will reveal from them without using MPs (using
that their fingers end in black, sharp claws, and that their their Lore bonus for the Spell Cast-
abnormally large mouths are filled with several rows of ing Roll).
pointed teeth. Sure-Footed: Gwyllions treat any
They use their innate magic to weave complex webs of rocky terrain as Normal Terrain.
Illusions around their lairs, leading travelers astray, or Additionally, they can auto-
forcing them to march until they fall exhausted to the matically climb any natu-
ground, only to leap upon them and devour them ral rock surface.
while they're still alive.
Combat Tactics
Gwyllions avoid direct confrontation unless they’re
sure to win. They prefer to use their Spells and Fright-
ening Cry ability to keep their foes at a distance, dis-
tracting and exhausting them until they're too weak to
adequately fight back.
If forced to fight against obviously superior oppo-
nents, they'll try to weasel their way out with false prom-
ises and half truths.
78
Bestiary
Gwythaint
Level 4 Elite Medium Beast
Combat Tactics
MR 55F/8L Despite their size, Gwythaints are incredibly agile and maneu-
AT NA verable. In combat, they’ll wear their prey out with a series of
DEF +40 Swoop Attacks before diving in for the killing strike. Normally,
TSR +25 these beasts tend to retreat if wounded, but trained Gwythaints
WSR +15
may keep fighting to the bitter end, unless ordered to retreat by
HPs 80
their masters.
1st Atk +80 Medium Beak
2nd Atk
CT NB Special Abilities
Rog +25
Adv +35 Keen Sight: Gwythaints have excellent eyesight. They gain a +15
Lor +0 bonus to all sight-related Perception Rolls.
Swoop Attack: As long as they’re airborne, if they charge a crea-
Gwythaints, or “Wrath Hawks”, are huge predatory birds native to ture on the ground with their Claw attack, Gwythaints can move
the peaks of Cythraul. Stubborn, cruel, and notoriously difficult 8 meters in the air right after attacking as part of the same action.
to train, they’re nevertheless occasionally used as hunting birds
or scouts by some Wendal warriors, who take great pride in their
ability to tame these beasts.
79
Bestiary
Hollow One
HOLLOW VESTIGE HOLLOW SHAMBLER HOLLOW SHADE
Level 1 Common Small Undead 2 Common Medium Undead 5 Elite Medium Undead
MR 18F/15L 14L 15L
AT NA NA NA
DEF +50 +0 +10
TSR +5 +25 +30
WSR +0 +0 +20
HPs 15 35 70
1st Atk +15 Small Claw +40 Medium Grapple +75 Weapon
2nd Atk +60 Medium Grapple
CT NH NH HH
Rog +40 +0 +0
Adv +0 +0 +0
Lor +0 +0 +0
The Blight consumes more than just flesh; it drains its victims of them, attacking those who would attempt to purify it. Others ac-
their souls and their dreams, transforming them into hollow husks, tively work to spread its corruption, often leading hordes of Hol-
empty puppets controlled by the Darkmaster’s will. low Shamblers to attack nearby settlements. In either case, Hol-
Despite their innate magical resistance, Spirits are as susceptible as low Shades are inextricably bound to their unholy birthplaces,
mortals to the effects of the Blight. Spirits of Nature tied to a spe- and cannot be truly destroyed without purging these locations
cific place or location, in particular, suffer doubly from its nefari- of their Evil.
ous influence, as the Blight attacks both their spiritual essence and
their physical focus. Those who fall to its corruption become Hol- Combat Tactics
low Vestiges, small aggregates of residual spiritual essence, vague-
Hollow Vestiges aren’t fighters, and normally cover more of a sup-
ly resembling the shape they held in life. While diminutive in size
port role in combat, sitting back and disrupting Spell casting with
and physically unthreatening, Hollow Vestiges have a deep spiritual
their Hollow Gaze ability while they look for an opportunity to
connection to the Blight, which causes their mere presence to per-
strike a foe distracted by a stronger combatant. When encountered
vert and unravel the threads of the magical Weave around them,
alone, they’re more likely to flee than to stand and fight.
making them surprisingly efficient agents of disruption in the ranks
of the Darkmaster’s army. Hollow Shamblers normally rely on numbers to overwhelm their
victims, but their accursed hunger is so compelling to them that
Humanoids consumed by the Blight are instead turned into Hol-
they will often attack even when greatly outnumbered and rare-
low Shamblers, walking corpses drained of any semblance of life.
ly retreat.
Driven only by an unappeasable hunger, these sorrowful crea-
tures assault any living being they encounter to feed upon their Hollow Shades are without doubt the most dangerous of the
flesh and soul, thus unwittingly spreading the curse they carry Hollow Ones, and are able to use relatively complex tactics in the
within them. pursuit of their goals.
80
Bestiary
Hollow Shade
Call of the Void: Once per scene, Hollow Shades can
spend a Full Action to emit a soul-piercing shriek.
Living creatures within a 9 meter radius must pass
a WSR or be unable to spend Drive for 1 Round for
every 10 points of failure.
Undying: Hollow Shades cannot be truly slain.
Even if they’re defeated, they’ll reform in 1d10
days. The only way to destroy them forever is to
purify the area they’re haunting, removing the Blight.
Unholy Drain: Creatures hit by the Grapple attack of
a Hollow Shade must pass a TSR or suffer 1d5 Soul
Damage.
81
Bestiary
Humminghorn
Level 3 Common Small Animal
Combat Tactics
MR 30F/8L Humminghorns swarm their victims in large numbers, priori-
AT NA tizing targets wearing light or no armor, and attempting to latch
DEF +50 onto them with their Exsanguinate ability as soon as possible. Af-
TSR +15 ter inflicting at least 10 points of Damage with their ability, they
WSR +5
normally detach and fly away to their hiding place to rest for a
HPs 35
few hours.
1st Atk +50 Small Stinger
2nd Atk
CT NH Special Abilities
Rog +5
Adv +30 Blood Fatigue: A Humminghorn that inflicts 10 or more points
Lor +0 of Damage with its Exsanguinate ability during the same scene
takes a -10 penalty to its DEF and becomes Weary for 1d5 hours.
Vicious, flying monstrosities, resembling hideously giant mosqui- Exsanguinate: A Humminghorn that successfully hits a creature
toes, Humminghorns are a rare breed of blood-drinking insects with its Stinger attack may attach itself to the creature as a Free
that infest swamps, marshlands, Action. While attached to a creature, a Humminghorn is consid-
jungles, and remote rainforests. ered to be Held and cannot use its Sting-
Perpetually hungry, they nor- er attack, but the creature it’s attached
mally feed on cattle and wild ani- to automatically takes 1d5 Damage
mals, but are also known for attacking at the beginning of each Assess-
unwary travelers and even well-armed ment Phase. Creatures that
groups and individuals. Humminghorns don’t Bleed are immune
have sharp, chitinous proboscides, to this effect.
and strong, hook-like append-
ages that allow them to cling
to their prey as they drain them of
their blood. After they’ve fed, they enter a
sort of food-induced stupor, and their movements be-
come sluggish and predictable, making it much easier to dis-
patch them. For this reason, savvy adventurers crossing
Humminghorn-infested regions often bring with them
some kind of domesticated animal to act as a lure for
the bloodthirsty insects.
82
Bestiary
Kobold
rapping sound Kobolds - or “Knockers'' as they’re also sometimes
Level 2 Common Small Humanoid called - make when they dig their tunnels; a sound that often fore-
MR 15L tells an imminent disaster.
AT NA Kobolds, on the other hand, consider the depths of the earth
DEF +20
their domain and regard anyone else as trespassers intruding
TSR +20
upon their kingdom. Kobolds consider their sabotage of mines
WSR +10
and their attacks on miners as righteous acts in a war to reclaim
HPs 35
the subterranean portions of the earth that they perceive as indis-
1st Atk +35 Medium Claw
putably their own..
2nd Atk +25 Weapon
CT NH Above all, they despise Gnomes in particular and will go to great
Rog +30 lengths to bring ruin to this Kin whenever they can. The actual
Adv +15 cause of this deep animosity are lost to history, but seems relat-
Lor +0 ed to an ancient magical accident, caused by the Gnomes, that
supposedly cursed Kobolds into their current shape. However, no
Kobolds are small, subterranean humanoids, with rat-like eyes historical record of this accident exists, and Gnomes will vehe-
and large, pointed ears surmounted by tufts of bristly hairs. In- mently deny knowing anything about it.
defatigable diggers, they sport large clawed hands, somewhat re-
sembling a mole’s paws, that they use with equal skill to burrow Combat Tactics
through the earth and defend themselves.
Kobolds like to use their Burrowing ability to hit their
Kobolds are nomadic and scroungers by nature. While
foes with surprise attacks or dig concealed pits and
perfectly capable of forging their tools and
other traps. Despite their size, they aren’t afraid of
building homes for themselves, they pre-
fighting, and won’t hesitate to attack even larger or
fer to survive by repurposing what
better equipped enemies, if they feel they have a
others leave behind, and settle in ru-
chance of winning. They aren’t suicidal, though,
ined buildings and abandoned mines.
and will retreat to the safety of their tunnels if
Particularly audacious Kobold colo-
they understand they’ve no chance of winning.
nies will nest even inside active mines
or just beneath very populated urban ar-
eas, hiding in concealed shafts or under- Special Abilities
ground chambers, emerging at night to
steal what they can. Unfortunately, Ko- Burrowing: Kobolds can move
bolds aren’t particularly careful diggers, through earth and stone with a
and their activity often ends up weaken- Move Rate of 8.
ing the structural integrity of the com- Darkvision: Kobolds can see in
plexes they inhabit. In fact, they seem Dim Light and Total Darkness as if
to reveal a perverse joy in causing col- they were standing in Bright Light.
lapses, cave-ins, and destroying what Sun Sensitivity: Kobolds are almost blind in full day-
others have built. Understandably, min- light (suffering a -60 penalty to all their actions), and
ers hate them and have learned to find it difficult to get around even on cloudy
recognize and fear the strange, days or during dusk and dawn (-20 to their
activities in these last two cases).
83
Bestiary
Mara
Level 3 Elite Medium Undead
Combat Tactics
MR 12F Maras prefer preying on sleeping creatures, but will attack awake
AT NA ones if compelled to, or if they spot a creature whose dreams they
DEF +10 find of particular interest for some reason. Against these foes,
TSR +30 they’ll normally retreat after devouring a dream, or if they’re in-
WSR +20
jured by an attack.
HPs 40
Even when forced to fight for longer periods, Maras rarely attack
1st Atk Special
2nd Atk
the same target twice in a row, preferring to use their aerial mobil-
CT NH ity and the Incorporeal trait to outmaneuver their opponents and
Rog +40 carry a series of seemingly random assaults across the battlefield.
Adv +15
Lor +10 Special Abilities
Those who die in their sleep, tormented by nightmares or evil sor- Darkvision: Maras can see in Dim Light and Total Darkness as if
cery, sometimes return as Mara, sorrowful shades who roam the they were standing in Bright Light.
night, hungry for the dreams of the living. Maras appear as dark, Dreameater: As a Full Action, Maras can attempt to devour the
ethereal shapes covered in tattered shrouds. Their skeletal fac- dreams of a living creature they can see within 3 meters of them.
es are distorted images of suffering, their voices muffled moans The creature must pass a WSR or lose one of their Passions.
echoing from the underworld. They’ve no discernible legs, but Sleeping creatures suffer a -10 penalty to this Save Roll. As long
move as if swimming through the night’s air. as their Passion is lost, the creature cannot change it or gain Drive
In contrast to many other undead, Maras don’t haunt the plac- from it. A creature that loses all their Passions this way won’t gain
es of their deaths, but hide during the day and wander the land at any benefit from resting until they recover at least one of their
night, drawn to powerful dreams like moths are to flames. Some Passions. Passions lost this way are recovered if the Mara that de-
assassins believe it’s bad luck to kill their victim while they’re voured them is slain.
sleeping, thinking their Mara will come back to haunt them if Incorporeal: Maras cannot touch or affect physical objects, are
they die without waking up. Still, these superstitions may hold a immune to non-magical attacks or elemental Spells, and can pass
grain of truth, since Maras do seem to share some kind of con- through physical obstacles without slowing down.
nection with whoever killed them, and are known to answer Mindless: Maras are immune to fear and other mind-influenc-
the call of who knows how to summon them. A particularly vile ing effects.
death cult of dark Oneiromancers, the Sons of the Sleeper, is infa- Sunlight Vulnerability: Maras exposed to direct sunlight suffer a
mous for sacrificing unconscious victims with the precise intent -60 penalty to all actions and cannot use their Dreameater ability.
of turning them into Maras. Unliving: Maras do not need to breathe, rest, or eat; are immune
to Stun, poison, and diseases; and never Bleed.
No one knows the reason why Maras consume the dreams of
their victims. Some scholars speculate that a Mara is searching
for the dream they were having at the moment of their death. If
this theory is correct, finding a Mara’s dream may be the most di-
rect way to end their curse.
84
Bestiary
85
Bestiary
Ogre Bruiser
Hulking Brute: Ogres ignore any Stun result when receiving a
Level 5 Elite Large Ogre critical from a non-magical attack.
MR 15L Night Sight: Ogres can see in moonlight or starlight as if it were
AT LA day, and up to 30 meters in Dim Light (treating the first 15 meters
DEF +10 as if they were standing in Bright Light). They can see up to 3 me-
TSR +55 ters even in Total Darkness.
WSR +15 Insatiable Appetite: An Ogre must eat each day at least three
HPs 135
“ogre-sized” full meals (roughly the equivalent of three days of
1st Atk +80 Weapon
normal rations) or become sluggish and irascible. Ogres that skip
2nd Atk +60 Large Claw
even a single meal become Weary and suffer a -10 penalty to their
CT HH
Bearing, Wisdom, and Wits, from which they can recover only by
Rog +10
partaking of a pantagruelian banquet, consuming enough food to
Adv +50
make up for all skipped meals plus one in a single sitting. Should
Lor +0
they skip another meal after that, they become Incapacitated un-
til they smell an adequate food source or they die of starvation.
Ogre Bruisers are the ultimate muscle for hire, brutally effi-
Pleasure to Kill: If an Ogre Bruiser kills or incapacitates their op-
cient warriors who use their imposing size, massive strength,
ponent and is not Engaged with another creature, they can im-
and incredible resilience to crush anyone who stands in their
mediately move up to half their Move Rate towards another op-
way. While not necessarily evil, they're often found in the ser-
ponent as a Free Action.
vice of marauding warlords, criminal organizations, and even
Dark Mages and other powerful servants of the Darkmaster.
Notoriously bad-tempered, they're known to lash out without
warning, making them dangerously difficult to deal with even
for their masters.
Combat Tactics
In a fight, Ogre Bruisers are relentless, and will continue to press
the attack until either they're incapacitated or every last one of
their opponents is defeated. Despite their brutal disposition,
Ogre Bruisers are surprisingly intelligent and cunning fighters,
using their Browbeat ability to disrupt the ranks of their enemies
and remove lesser opponents from the fight while they focus
their assault against tougher threats.
Special Abilities
Browbeat: Ogre Bruisers can spend a Half Action to force a Me-
dium-sized or smaller creature that can see them within 12 me-
ters to pass a WSR or become Frightened of the Ogre for 1 Round
for each 10 points of failure. Creatures who pass the Save Roll be-
come immune to this ability for the rest of the scene.
86
Bestiary
Slough
feel they’ve outlived their usefulness. For the same reasons, they
Level 6 Antagonist Medium Humanoid see their underlings as completely expendable, and employ them
MR 15L with utter disregard for their safety. Conversely, they loathe to put
AT NA their own lives on the line, knowing well their pact means an eter-
DEF +10 nity of torment awaits them after their deaths.
TSR +30
WSR
HPs
+55
85
Combat Tactics
1st Atk +50 Weapon Sloughs are extremely cautious, and will carefully study their op-
2nd Atk ponents before facing them in combat. They’ll always have at
CT HH least a few Undead Thralls acting as their bodyguards, and pre-
Rog +30
fer to send their servants to fight in the front lines, using their
Adv +15
spells from the rearguard to shift the tide of battle in their favor,
Lor +60
but ready to flee if things don’t go as they planned.
87
Bestiary
Wormeater: The Slough has formed a horrific symbiotic relationship with thousands of parasitic worms infesting their
1 body. The Slough doesn't Bleed and recovers 5 HPs and lowers sustained Injuries by 5 points at the beginning of each
Assessment Phase. This ability stops working for 1d10 minutes if the Slough suffers Fire damage.
Beguiling Appearance: This Slough has learned to disguise their hideous appearance with powerful illusions. They
can activate or dismiss this illusion as a Free Action. As long as it's active, the Slough looks like an impossibly
beautiful human being and gains a +20 bonus to all their Charisma and Deceive Rolls. Additionally, whenever they
succeed in a Charisma or Deceive Roll against a creature that would be normally attracted to them, they can choose
2
to have the creature pass a WSR or become enthralled by them. Enthralled creatures believe the Slough to be their
most treasured ally, and follow any suggestion the Slough makes that isn’t obviously self-harming or contrary to
their Passions. This effect lasts until the love-smitten creature sees the Slough's true appearance or until the Slough
openly attacks them.
Shadowcursed: The Slough has developed a deep affinity with the Shadow Realm. As long as they're in Dim Light
they're considered to be Epic creatures instead of Heroic and gain a +20 bonus to their DEF and Stealth Rolls. Other
3
creatures in Dim Light suffer a -20 penalty to their DEF and Save Rolls against the Slough's attacks. However, the
Slough's almost blind in Bright Light (suffering a -60 penalty to all their actions).
Bloodbeast: The Slough has mastered the forbidden art of blood manipulation. Bleeding creatures within a 10-meter
radius from the Slough must increase the amount of HPs they lose each Round by two points. Additionally, the Slough
4
recovers 2 HPs each Round for each point of Bleeding suffered by all other creatures within 10 meters of them, and
gains a bonus to their DEF and Save Rolls equal to this number.
Bloated: Necrotic energies fill the Slough's body, giving it an unnaturally bloated appearance. The Slough's Move Rate
5
is reduced to 10, their HPs are increased by 40, and they're considered to be Epic creatures instead of Heroic.
Vile Miasma: This Slough carries with them a nauseating stench of decay. At the beginning of the Assessment Phase,
living creatures within 3 meters of the Slough must pass a TSR or suffer a -20 penalty to all their Attack and Skill
Rolls for one hour for each 10 points of failure. Creatures who passed their Save Roll or those already under the
6 influence of this ability do not need to repeat it for the rest of the scene. Additionally, once a day the Slough can
spend a Full Action to exhale a 9-meter long 6-meter wide cone of necrotic fumes. This attack is resolved on the
Area Spells Attack Table (with a +60 bonus), with a maximum result of 130, dealing Dark Magic damage to all those
caught in the area.
Necrodeath: This Slough can control double the normal amount of undead with their Dominate Undead Spell.
7 Additionally, once per Round, when a creature that the Slough can see targets them with an attack, the Slough can
have the attack target an Undead under their control within 3 meters of them instead.
Martial Adept: Dark magic pumps through the Slough's muscles, imbuing them with unnatural strength and granting
8 them cat-like reflexes. The Slough gains a +90 Large Unarmed attack and a +20 bonus to their DEF. While they’re
unarmed, they can also Parry with their full CMB armed and ranged attacks, as if they were wielding a shield.
Runescarred: The Slough's body is covered in mystical, glowing runes, granting them a +20 bonus to their DEF and
9 Save Rolls, and making them immune to a type of Damage of their choice among the following: Cut, Pierce, Impact,
Frost, or Lightning.
[1.x]
88
Bestiary
Spirit
osity, mixed with their longevity, makes them precious sources
SPRITE RIME SPIRIT
of information about the area they live in, provided one can bear
Level 1 Common Small Spirit 6 Elite Medium Spirit
their harmless pranks and child-like disposition.
MR 18F/12L 15F
AT NA NA Rime Spirits are embodiments of winter, ice, and snow. They take
DEF +60 +30 the appearance of beautiful men and women, with flowing pale
TSR +5 +35 hair and skin white as snow, always surrounded by a swirling
WSR +20 +45 aura of frost. The echoes of their tinkling laughter can at times be
HPs 15 80 heard in the north wind or resounding across icy ravines, glitter-
1st Atk +10 Small Bash +80 Medium Unarmed ing glaciers, or snow-covered tundras. Cheerful and light-hearted
2nd Atk in disposition, these Spirits may nevertheless constitute a grave
CT NH HH danger to wanderers and adventurers crossing their domain. Far
Rog +40 +25 from being hostile or aggressive, Rime Spirits simply fail to under-
Adv +5 +50 stand that their cold embraces and well-intentioned pranks may
Lor +15 +40 well prove deadly to their mortal friends. Once this initial misun-
derstanding is solved, however, a befriended Rime Spirit can be-
The smallest and least powerful of all Spirits of Nature, Sprites re- come a powerful ally in the fight against the forces of Darkness.
semble tiny humanoid figures made of leaves, rocks, and twigs.
Normally found in areas of spiritual significance or in service
of other, more powerful Nature Spirits, such as Sacred Beasts
Combat Tactics
or Holy Guardians, these tiny en- Sprites usually avoid combat at all costs, using their
tities are often described as Spirit Step ability to evade their op-
the children of the wilds. ponents rather than fighting them.
Indeed, Sprites do share When cornered, or if something
some of the innocence, they care deeply about is threatened,
gaiety, and wonder they use their Discombobulate ability
found in human chil- (often coupled with Spirit Step) to con-
dren. To them, the fuse their enemies and gain a momentary ad-
world is a playground, vantage over them.
and every day is filled Rime Spirits normally start a fight by casting Spells
with new discoveries. such as Frost Bolt or Frostbite, made even more dan-
However, when dealing gerous by their Glaciate ability, to enervate their en-
with them, it’s important to remind emies before moving in to finish them off in close
oneself that these are immortal enti- combat. They’ll always try to take down fire-wield-
ties, who have been living in this world ing opponents first, casting Winter’s Chill to reduce
since the beginning of creation. While they the effectiveness of their attacks, and Frostwall to iso-
may appear so, Sprites are all but na- late them from their allies.
ive, as those who seek
to take advantage of
them will soon dis-
Special Abilities
cover. On the other Otherworldly: Spirits do not age, sleep, eat, or drink
hand, their curi- and are immune to poison and disease. They do not
89
Bestiary
Sprite
Discombobulate: Sprites can spend a Full Action to force all
creatures that can see them within 3 meters to pass a WSR. Crea-
tures who fail this Save Roll are Stunned.
Spirit Step: Sprites can spend a Half Action to turn invisible un-
til the beginning of the next Assessment Phase, or until they at-
tack. As long as they're invisible, they can pass through physical
obstacles as if they weren't there and are immune to non-magi-
cal attacks.
Rime Spirit
Frozen Embrace: Rime Spirits generate intense cold, inflicting a
Superficial Frost Critical Strike to any creature they touch.
Glaciate: A creature hit by a Rime Spirit’s attack must pass a TSR
or become Held by bone-numbing cold for 1d5 rounds and be-
come Weary. Creatures immune to Frost attacks are also immune
to the effects of this ability.
Heatsight: Rime Spirits can detect heat (such as that generated
by living creatures) within 20 meters, including the heat of invis-
ible creatures.
Winter-Touched: Rime Spirits are immune to natural cold and
to Frost attacks, but any Fire-based attack is considered Slayer and
inflicts double base damage against them. Additionally, they treat
snow and frozen terrain as Normal terrain, and they know the El-
dritch Frost Spell Lore up to the sixth Weave. They can cast Spells
from it without using MPs (using their Adventuring bonus for the
Spell Casting Roll).
90
Bestiary
Troll
screaming and bellowing at their foes like wild animals. Those who
WATER TROLL ICE TROLL
WITCH BATTLERAGER dare to stand against them soon find that their rage only grows
Level 5 Elite Large Troll 8 Elite Large Troll when they're wounded, making them particularly dangerous op-
MR 12L/15S 15L ponents. Many brave warriors have been hacked to pieces by a fu-
AT LA MA rious Battlerager, right after dealing a strike that would have felled
DEF +20 +10 a lesser foe. Feared and respected among their peers, Ice Troll Bat-
TSR +60 +85 tleragers are often found leading small warband of Wild Trolls, or
WSR +40 +25 acting as local chiefs in Troll society.
HPs 125 200
1st Atk +70 Large Claw +110 Weapon
2nd Atk +60 Weapon +90 Large Claw
3rd Atk Spells
CT HH HH
Rog +30 +5
Adv +30 +45
Lor +50 +0
91
Bestiary
Combat Tactics Spells: Water Troll Witches know the following Spell Lores up
to the fifth Weave: Eldritch Tide, Hedge Magic, Master of Ani-
Water Troll Witches use their waterborne mobility and Spells like mals, Lore of Nature. They can cast Spells from them without us-
Fog, Waterwall, and Downpour to gain the advantage over their ing MPs (using their Lore bonus for the Spell Casting Roll).
foes. Rarely surprised, thanks to their supernatural abilities and
knowledge of the areas around their lairs, they usually enter the Ice Troll Battlerager
battle well-prepared, and often fight side by side with one or more
animal companions that they've summoned or befriended with Devastating Charge: If an Ice Troll Battlerager scores a criti-
their Spells. cal against a Medium-sized or smaller opponent while charging,
their victim is also knocked Prone.
Ice Troll Battleragers' tactics are normally pretty straightforward
Reckless Fury: The first time Ice Troll Battleragers are Stunned or
and usually involve charging the most dangerous-looking foes on
become Bruised in a combat, they’re possessed by a furious rage
the battlefield. Even when leading others into battle, they're usual-
until they’re killed or all their enemies are dead. While they’re rag-
ly the first to engage and last to retreat.
ing, they’re completely immune to Stun and gain an additional at-
Special Abilities tack, but cannot Parry and must attack or engage the nearest en-
emy they see each Round.
Winterspawn: Ice Troll Battleragers are immune to Frost dam-
Hulking Brute: Trolls ignore any Stun result when receiving a
age and to the effects of extreme cold. Additionally, they treat
critical from a non-magical attack.
snow and frozen terrain as Normal terrain.
Night Sight: Trolls can see in moonlight or starlight as if it were
day, and up to 30 meters in Dim Light (treating the first 15 meters
as if they were standing in Bright Light). They can see up to 3 me-
ters even in Total Darkness. “Regular” Water and Ice Trolls
Sun Cursed: Trolls are blinded by daylight (suffering a -30 penal-
If you want to add a little variety to your encoun-
ty to their actions) and immediately turn into large pillars of salt
ters, you may easily create “regular” Water or Ice
(in the case of Water Troll Witches) or slabs of black ice (Ice Troll
Trolls by using the Wild Troll stats given on page
Battlerages) if exposed to direct sunlight. While in this state, they
328 of the Against the Darkmaster Core Rules, and
cannot take Actions and are oblivious to their surroundings; they
replacing their Feral Predator ability with either
don’t need to breathe and are impervious to most attacks. They’re
the Seaborn or the Winterspawn ability presented
treated as resting for healing purposes, doubling their HPs recov-
here. In the same way, players who wish to create
ery rate. The effects of any form of Bleeding, poison, or disease
Water or Ice Troll heroes may do so by using the
from which they are suffering are temporarily halted. They revert
Stone Troll stats, and replacing its Feral Predator
to their original state once they’re no longer exposed to sunlight.
trait with the Seaborn or the Winterspawn ability.
Water Troll characters can also select the Aquatic
Water Troll Witch Culture presented in the first part of this book, to
better represent their upbringing.
Seaborn: Water Troll Witches have a land Move Rate of 12 but
they get a +30 bonus to all Skill Rolls to swim or maneuver un-
derwater. Additionally, they always treat water-covered terrain as
Normal Terrain, can breathe both air and water, and have a swim-
ming Move Rate of 15.
92
93
Bestiary
94
Book Three
Bestiary
Secrets of the
Golden Throne
95
The Campaign
The Campaign
Introduction
S
ecrets of the Golden Throne is an epic campaign set what they dealt in. And in the mastery of Dream Magic, the Giant
in the realm of Awallon, pitting the player characters Kings had no equals. So great was their command of this arcane
against the machinations of the Maimed King, one of art, that they were able to use it to shape reality around them.
the Darkmaster’s most wicked and powerful servants. During the At first, they could only conjure trinkets and baubles from the
course of the campaign, the heroes will explore Awallon, inves- Dreamworld, or perhaps dream clouds away, so that they could
tigate mysterious dreams, engage in battle against a horde of in- enjoy a warm, sunny day for a few more hours. But, of course, this
vading marauders, and uncover a secret that threatens the whole wasn’t enough for them. They pooled their forces together to cre-
creation. ate the Dreamforge, a permanent gate to the Dreamworld. And
The campaign is designed for starting characters, both native to with it, they made seven seats of power to control it. Seven great
Awallon and outsiders, but contains challenges for any level. thrones they could use to bend the land to their will, turning their
dreams into reality. Alas, what was to be their greatest achieve-
ment became instead the instrument of their doom, for in the
The Tale darkest, deepest recesses of the Dreamworld, the Dread Devour-
er awaited. A timeless entity, banished from creation before the
stars were born, It longed for one thing: to consume everything.
The Doom of the Giant Kings The rift created by the Dreamforge wasn’t large enough for It to
Far before the first of the Aes Sidhe ever set foot on the island, a escape its mystical prison, but the break allowed the Dread De-
cadre of Giant sorcerers, who called themselves the Giant Kings, vourer to reach out of the Dreamworld with part of Its essence.
came to Awallon on great black-sailed longships. At the time, The Giant Kings tried to resist, but in all their might they were like
the island was covered by a perpetual blanket of ice and snow, helpless children before the all-consuming hunger of the Dread
but that didn’t bother the Giant Kings, who were searching for a Devourer. Drained of their wills, they were turned into Hollow
place to pursue their arcane studies in utter isolation. A great for- slaves, forced to wage war in the name of their new Lord and in-
tress-city they built, in the shadow of Awallon's highest peak, and fect new lands with Its baneful influence, so that It might break
they called it Ildatach, the Dreaming City, because dreams were free of Its prison.
96
Introduction
In the end, the Giant Kings were defeated by the alliance of the that lurked beyond that gate. The Dread Devourer of the Void,
Dahnan and the Aes Sidhe, the Dreamforge abandoned, and the who brought doom to the Giant Kings and still patiently waited
Dread Devourer, lacking vessels to carry out Its will in the mortal for a chance to be freed once again from Its prison. The Devourer
world, forced back to the Dreamworld. There It waited, knowing answered by stripping Medrawt of what remained of his human-
well that soon another opportunity would present itself. ity, binding him into an unending servitude. Prince Medrawt was
no more: in his place rose the Maimed King, a twisted instrument
The Fate of Prince Medrawt of the Darkmaster’s will.
97
The Campaign
lonian army. Spurred by the treasonous Lugid, Auberon chased The Secret of the Golden Throne
the enemy, to defeat, as he believed, the raiders once and for
The defeat of Awallon's army was complete. Aided by the trai-
all, and in doing so he fell into the trap prepared for him by the
tor Lugid, the Maimed King quickly reached and took over Caer
Maimed King. The fleeing Wendals led Auberon to a narrow val-
Temair, the Throne Castle, declaring himself the True High King
ley, where the rest of the Wendal horde lay in ambush. Surround-
of Awallon. But he hadn’t taken into account his sister, princess
ed on all sides by an enemy far more numerous than their own
Morgawse. Warned by her prophetic silver mirror, Morgawse an-
forces, the Awallonians were decimated. When king Auberon
ticipated her brother's approach. Consequently, using this same
sounded the retreat, Lugid betrayed him once more. Feigning
magical mirror, Morgawse hid the secret of the Golden Throne
to spot an opening in the enemy’s lines, he led Auberon to the
in the Dreamworld. Then she shattered the looking glass, cast-
place the Maimed King had shown him in advance, the ruins of
ing its shards all over Awallon, to be found only by any who may
an ancient giant’s citadel. There, the Maimed King himself moved
prove worthy of reclaiming the Throne. Enraged, but unable to
forward to slay Auberon and his remaining followers, taking the
undo his sister’s magic, the Maimed King had her thrown in the
crown of Awallon from the corpse of the poor king.
castle’s dungeons. Then began the next phase of his plan. Promis-
ing great rewards for those who would bring him the shards of his
sister's mirror, he tasked his lieutenants with subjugating the rest
of Awallon. Then he focused his magic on the Golden Throne, de-
termined to free his Master from Its eternal prison.
98
Introduction
Campaign Structure
paign, your game. Cut or modify what you don't like, and don't be
shy about adding details or give more importance to the aspects
you and your group enjoy the most.
Secrets of the Golden Throne, kicks off right after the Maimed King
captures the Golden Throne, and is divided into three parts. Starting the Players
In the first part, the heroes are introduced to the setting and de-
The campaign Prologue (see pages XYZ) is designed to intro-
fend the city of Murias from the savage attack of a Wendal war-
duce the players both to the setting and to the main themes of
band. Guided by mysterious dreams, and tasked by Murias' regent
Secrets of the Golden Throne. You should read it carefully before
Lady Brigid to track the source of the attack, they arrive at the town
the players start picking or creating their characters, as it contains
of Falias, which has been taken by one of the Maimed King's lieu-
guidelines that will help you write their Passions. By the end of
tenants. There they face a terrible foe, unearth the full extent of the
the Prologue, the players will have a clearer understanding of the
Wendal’s threat, and may even recover one of the Shards of princess
setting and of the premises of the campaign, and will be ready to
Morgawse's magical mirror.
finish fleshing out their characters.
In the second part, the heroes must traverse Awallon to build alli-
ances and gather the means to fight the Maimed King, while his ser- Using the Pregenerated Characters
vants ravage the land. During their journey, they have the opportuni-
The pre-generated characters were created specifically for the Se-
ty to collect other pieces of the mirror, acquiring critical knowledge
crets of the Golden Throne campaign. Their backgrounds and Pas-
of the Golden Throne and the true identity of their enemy.
sions are already tied to the game world and campaign themes,
In the third and final part of the campaign, the Maimed King uses
making them the ideal choice for players who are new to the sys-
the power of the Golden Throne to summon a massive Hollow
tem, or simply want to dive straight into the action.
army and to launch a devastating assault on Awallon, forcing the he-
Unused pre-generated characters can also come in handy as a re-
roes to face him in an ultimate showdown. The PCs must make dif-
serve of quick replacements for fallen heroes, should the need arise.
ficult choices and draw upon all their resources, in what might very
well be the greatest challenge they’ve ever faced. If the heroes have
pieced together enough clues throughout the campaign, they might
Creating Your Heroes
decide to journey to the frozen wastes of Cythraul, to strike the Evil Players who choose to create their heroes, instead of using the
that’s plaguing their land straight at its core. Doing so, however, may pre-generated ones, should read through Book I: Land of the
require a grave sacrifice, one that not every hero may be willing to Golden Throne, to familiarize themselves with the new charac-
make. ter options and get a general idea of the setting and its peculiar-
The campaign closes with a chapter discussing the different possible ities. Even players who intend to create Outlanders, characters
endings and their overarching influence on the game world, includ- coming from another region of the game world, should at least
ing some suggestions on how to use them as a starting point for fu- read through the Creating a Character section of the first book of
ture adventures. this supplement. Passions for newly created characters should be
written together with the rest of the group, following the guide-
Adapting the Campaign to Your Table lines outlined in the campaign's Prologue.
Secrets of the Golden Throne can be run as it is, or modified to Fallen Heroes
adapt it to your and your group's preferences. While the events Secrets of the Golden Throne is an extensive campaign, taking
described in the campaign take place in Awallon, with a bit of several sessions to complete. In some parts it may be unforgiving,
work they can be adapted to any sufficiently isolated region in particularly if the characters charge every enemy they meet with-
your game world. As always, remember that this is your cam-
99
The Campaign
out thinking. Even if the players are careful, some of the PCs may
still succumb to misfortune, or make a valiant sacrifice to protect
Enemies & Threats
their allies or pursue their Passions. New heroes may be intro- During the course of the campaign, the heroes will face a great
duced at any point you deem suitable in the campaign, but the variety of threats, all ultimately connected to a powerful enti-
best places in which to do so are Safe Havens and other bastions ty called the Dread Devourer of the Void and Its schemes to es-
of the Free Kins, such as Murias, Caer Sithi, Crog Crannog, or cape Its otherworldly prison. The Dread Devourer is presented in
the Midnight Revel. Work with the group to fit the appearance the standard Darkmaster format, describing Its main character-
of this new entry into the campaign's narrative as seamlessly as istics, servants, and special powers. Unlike other official Against
possible. Perhaps this character has some information on what the Darkmaster adventures, which leave the great adversary of
the heroes are seeking, or can help them navigate the local area. the Free Kins undefined, Secrets of the Golden Throne assumes
Some initial reciprocal distrust between the newcomer and some that the Dread Devourer of the Void will be the Darkmaster who
of the members of the party may be a fun element to roleplay for threatens the world the heroes live in. However, this doesn't nec-
a while (and may even earn the involved characters a few points essarily need to be the case. If you're playing in a game world of
of Drive, should relevant Passions come into play), as long as ev- your own creation, or adapting the campaign to another setting,
ery player is on board. In the end, however, remember that these you may substitute the Dread Devourer with that setting's Dark-
characters are supposed to join the party, so make sure they're in- master with little effort. Alternatively, you could treat It as a par-
vested in the situation and have plausible reasons to fight along- ticularly insidious manifestation of the real Darkmaster, using the
side the other heroes. powers described here in place of Its regular abilities.
100
Introduction
101
Dread Devourer of the Void
A
timeless being beyond mortal comprehension, the by Its all-consuming malevolence. Thus It was trapped beyond
Dread Devourer of the Void is the antithesis of creation, reality, and beyond even the extreme boundaries of the Dream-
Its mere existence a threat to the very fabric of reality. world, in the formless void where all dreams die. A prison with-
Consumed by unending malice and insatiable hunger, the Dread out walls, guardians, or gates: a lightless pit so utterly hollow and
Devourer cannot be reasoned or bargained with. It longs only to devoid of meaning not even the Devourer could find sustenance
devour everything, leaving nothing but darkness and emptiness in in it. And yet, in Its unending malice, the Dread Devourer con-
Its wake. It is said that, in the end, after It has extinguished the last stantly probes the limits of Its prison, searching for cracks and
of the stars, and destroyed the last speck of matter, It will eventu- weaknesses in the Formless Gaol’s defenses. Some even whisper
ally devour even Itself, thus consuming all that ever existed. Ban- that, despite Its bondage, the Dread Devourer is able to manipu-
ished beyond the realm of dreams at the dawn of time, the Dread late the dreams of the unwary, luring them into Its grasp and us-
Devourer of the Void constantly strives to be released from Its cap- ing them to try and weaken the bonds that keep It captive.
tivity, and Its unending struggle echoes throughout the Dream-
world, causing terrible nightmares and hallucinations that haunt
the minds of mortals.
Coveted Artifact
The Devourer longs to be released from Its prison. To this end, It
Appearance seeks to conquer the power of the Golden Throne, which com-
There are some who suggest that the Dread Devourer of the Void mands the Dream Forge. Should It obtain its secrets, the Devour-
has no real form, given that Its true essence is that of an endless er will use the Golden Throne to fling the Dream Forge's gate
nothingness, gnawing at the edges of reality. That said, whenever wide open, and escape to the mortal world, free at last to feast on
the Devourer has shown Itself in the Dreamworld, he has done reality to Its dark heart's content.
so in a form resembling that of a colossal serpent of pure dark-
ness. Or, rather, of something even darker, a shape the eye refuses Servants
to see, for acknowledging It would lead the mind to annihilation.
Luckily, there’s no record of the Devourer ever fully manifesting
in the mortal world Lieutenants: The Maimed King, Sloughs
The Dread Devourer’s coming is heralded by the Sloughs, sorcer-
Symbol ers bound to Its will by unspeakable pacts. Above them reigns the
A dragon or a serpent eating its own tail. Maimed King, the vessel of Its Hollow essence, guiding Its legions
with pitiless determination.
Goals
The Dread Devourer of the Void desires to consume every pos-
Minions: Hollow Ones, Wendals,
sible reality. Nightmarish Creatures
Hollow Ones rise from the bodies of the slain touched by Dread
Powers
Hungering Void
Set up a Doom Clock (see the Against the Darkmaster Core
Rules, page 253), which escalates every time the heroes travel. If
this Doom Clock triggers, the heroes will pass through a new-
ly formed Blighted Area (see “The Blight” paragraph later in this
chapter), counting as an extra Hazard for the journey. Place it on
the map and roll on the Blighted Area Hazards table to see how it
impacts their travel. This area remains in play, acting as a Place of
Interest for traveling purposes, until removed.
Additionally, non-incorporeal Elite opponents and Antagonists
gain the Grim Feast Special Ability described below.
Grim Feast
This creature can spend a Full Action to feed on any adjacent Dy-
ing humanoid. If it does so without being interrupted, the target
dies and the creature can either recover a number of HPs equal
to half their Bruised value, or lower sustained Injuries by up to 25
points at the end of the Round.
The Campaign
Appearance
The Maimed King has assumed the guise of Prince Medrawt, pre-
senting himself as a fair-haired youth with delicate features that
starkly contrast with the cruel smile etched on his lips and the un-
restrained malice smoldering in his emerald eyes. His once mag-
nificent attire is now reduced to tatters, and his right hand has
been severed at the wrist. The Maimed King, however, is unim-
peded by his wound, and far stronger than his gaunt appearance
would suggest, as his essence is directly connected to that of the
Dread Devourer.
104
Introduction
105
The Campaign
106
Introduction
The heroes come upon a small homestead that is under attack by a host of Hollow A nearby well or other underground
Shamblers. The homestead dwellers will certainly be overwhelmed if the PCs don’t water source must be purified by casting
1 intervene. The Hollow Shamblers leave every day and return every night, but the 10 Weaves of Light-related spells onto
dwellers refuse to leave their home, either because one of them is too old or sick it or otherwise by exposing it to direct
to move, or because this land is all they’ve got and they have no other place to go. sunlight
A Blighted river, its waters darkened by a poisonous black sludge, cuts across the A Dark Emissary, aided by a group of
PCs’ path. Touching its waters causes a Superficial Dark Magic Critical Strike that allies, is celebrating a blasphemous
2 ignores Critical Strike reductions for each Round of contact. If the heroes don’t ritual at a nearby place of power. If the
purify this area, the waters will carry the Blight downstream, creating another PCs find him and stop the ritual, the
Blighted area. Blight will recede.
A foul wind rises, carrying a noxious cloud of Blighted fumes towards the PCS. A swarm of Hollow Vestiges are
3 Characters caught in the fumes suffer 1d5 Soul Damage per Round of exposure. collecting Blighted soil from a nearby
The wind lasts 1d5+1 hours. cave and scattering them in the wind.
The Blight turned a large area into a putrid mire. Avoiding it means taking a
A wicked Gwyllion has her lair at
long detour that could waste days of travel, but navigating this insidious swamp
the center of the Blighted area. She’s
4 requires a Heroic (-50) Wandering Roll. Failure leads the PCs closer to the center of
channeling its power to create a small
the mire, and exposes them to the Blight’s pollution, forcing them to pass a TSR or
army of Hollow Shamblers.
contract the Bog Fever (see the Against the Darkmaster Core Rules, page 205)
A black crystal floats in the middle of a
complex illusory labyrinth. If the heroes
The heroes come upon a towering spire of black rock. The landscape around is
are able to navigate the labyrinth,
5 strangely warped, and any creature traveling nearby must pass an Attack Level 5
they can easily shatter the crystal,
WSR or be drawn toward the base of the spire.
immediately putting an end to the
infection.
A Dwergar Slavedriver is using some
The very ground beneath the heroes’ feet crumbles, dropping them into a bizarre machinery to extract Blighted
6 complex network of Kobold-infested tunnels and caves. The Kobolds seem to be sludge from the soil and create Blight-
harvesting blighted ore for some nefarious purpose. infused weapons. If the machine is
destroyed, the Blight will recede.
The Ghost of a slain commander
The heroes arrive at the edges of a battlefield littered with the bodies of several
haunts the area at night, waiting for
recently slain Awallonian soldiers and Wendals. It’s difficult to tell who won the
the reinforcements who could have
7 battle, but both the bodies and the soil here show clear signs of Blight infection.
saved his men. If he can be banished or
If the area isn’t purified soon it will spread, spawning several Hollow Ones and
persuaded to sever his ties to the mortal
creating another Blighted area in an adjacent location.
world, the area will be purified.
A shard of Blighted rock has lodged itself
The heroes traverse an area of particularly lush vegetation, filled with plants of
in the bark of a local Awakened Tree,
extraordinary size, carrying vividly bright flowers and enticing crimson fruits. In
8 driving it mad with pain. If the shard is
truth, the area is a huge grove of Bloodbriars, slowly expanding as the corrupted
removed, the Awakened Tree will regain
plants claim more victims.
its wits, and the infection will stop.
The party encounters a group of refugees riding a wagon filled with Blight-
infected rations heading towards the nearest town. Destroying the rations
The source is another Blighted area, roll
9 will leave the refugees without food, but letting them be risks spreading the
again on this table to generate it.
infection. Moreover, unless the source of the contaminated food is purified, it
could still prove a danger to other people.
A Wendal Savage Brute has lost control
of a Blighted artifact she was carrying to
The PCs find a Wendal war camp, almost completely overrun with Hollow
her masters, a strange cube of black rock
Shamblers. The few surviving Wendals barricaded in there have scattered crude
10 covered in indecipherable runes. The PCs
booby-traps across the camp to defend themselves, and are likely to be hostile
must fight side by side with their traditional
to the heroes, despite their desperate situation.
enemy, to recover the cube, because only
she knows how to deactivate it.
[3.1]
107
Prologue
Summernight's
Dreams
Prologue
T
he main purpose of this prologue is to introduce both the to come back. He left Murias in the hands of his young daughter
players and the heroes to the setting and to set up a start- Brigid and a few trusted men, who are doing their best to keep the
ing point for the rest of the campaign. The heroes begin morale of their people high and organize the best Summernight's
by taking part in an annual festival held near the Mannish fortress Fair they can manage in the absence of so many loved ones. The
town of Murias, the famous Summernight's Fair. The festive eve- weather itself seems bent on ruining the festival’s mood. The air
ning, however, soon takes a turn for the worse, and the PCs find is chilly and damp, reminiscent more of an early autumn than of
themselves trapped in a nightmare. Will they be able to escape? the beginning of summer, an event many choose to interpret as a
And is it just a dream, or a dreadful omen of things to come? bad omen.
And yet, as the time comes, and the sun begins to disappear be-
low the horizon, people start gathering at Pact Hill. The great
The Tale bonfire is lit, music starts playing, and most of the celebrants for-
get about their worries, at least for a while.
Each year, on the first night of summer, humans and Aes Sidhe
gather together at Pact Hill, near the town of Murias of the Dôn
clan, to celebrate the ancient alliance between their people. It’s
the Summernight's Fair, a night of joyous festivity many look for-
The Task
ward to for the whole year, where good food and drinks are con- This adventure is split into two parts: The Summernight's Fair, and
sumed, games are played, marriages celebrated, people mingle Rude Awakenings. There's no real task set for the heroes in the
and generally have a good time. first part, save for enjoying the fair and introducing themselves.
This year, however, a gloomy atmosphere hangs over the festival. In the second part, the PCs will have to escape from a nightmare
The Iarll has gone North to help the High King fight off a Wen- in which they are trapped, while hopefully gaining some precious
dal raid, taking most of the Dôn warriors with him, and has yet clues that will help them later on in the campaign.
108
Summernight's Dreams
Starting the Players their Allegiance, or simply by stating the two are old acquaintanc-
es. At this point, if you're using the pre-generated characters, you
To begin with, players have to come up with a reason for their are ready to go. Otherwise, some of the heroes may still be miss-
characters to attend the festival. This is pretty easy for heroes na- ing part of their Passions, like their Motivation or Allegiance. We
tive to Awallon, as the Summernight's Fair is a popular event, at- suggest you wait until the end of this scenario to write them, as
tracting people from all over the island. The presence of out- this will give the players a better understanding of the setting and
landers, on the other hand, may initially seem out of place, but the situation at hand, helping them create Passions better tied to
remember that a social event of this magnitude is bound to have the campaign.
some "unusual" guests. Maybe they docked their ship near Murias Once these initial steps are taken care of, you’re ready to start with
recently and want to learn the ways of the people who live here the actual adventure. The heroes are making their way up to the
before venturing forth. Perhaps they met one of the Awallonian top of Pact Hill, as described in the Approaching the Hill para-
characters and followed them to the fair. Or they could be looking graph, eager to join the festivities. A night of fun awaits…
for clues about their mission and hoping to learn something by
participating in the fair. Once everyone has figured out a reason
to be at the fair, encourage the players to create bonds between
their heroes, either by writing something about another PC in
109
Prologue
Cast ofCharacters
Cathbad the Druid Lady Brigid of the D°n
The only daughter of Iarrl Lorcan is a stunningly beautiful young
Level MR AT DEF TSR WSR HPs woman, with long auburn hair and piercing eyes of the color of
4 15 NA 10 +20 +45 40 the sea on a stormy day. Bound to succeed her father as head of
Attacks CT Rog Adv Lor
the Clan, she's headstrong and determined, but also caring, and
able to listen to the needs of her people.
+45 Weapon NH +15 +30 +60
110
Summernight's Dreams
The sound of music and laughter, combined with the mouth-wa- Some characters may wish to enter the competition, performing
tering smells coming from the food stalls, welcome the heroes as alongside the other bards and minstrels. Treat this as a Songs &
they get closer to the wooden arch marking the entrance to the Tales conflicting action. Their main competitor is going to be a
fair. Two children dressed in white and blue stand before the arch, Pixie wandering skald named Gwynder, with a Songs & Tales bo-
greeting anyone who approaches, and distributing colorful rib- nus of +50 (the other participants are not quite up to his level).
bons to be tied to the great oak’s branches, as tradition demands. Those who win the competition are awarded a Silver Brooch in
the shape of a harp, marking them as talented bards. Characters
Activities at the Fair wearing this brooch gain a +10 to their Charisma and Deceive
Rolls when offering their bardic performance in exchange for
The fair presents the perfect opportunity for the players to intro- something else.
duce their characters to the rest of the group, describe their look
Whatever the result of their performance, Gwynder will ap-
and demeanor, and establish whether they already know each oth-
proach them, tipping his outrageously colored hat to offer his
er or not. At the same time, the GM can use the fair’s activities to
congratulations. He will encourage them to visit the Midnight
illustrate basic game mechanics, such as Skill Rolls, to players who
Revel, in the middle of the Whistlewoods, describing it as the big-
are new to the game, and have the group overhear rumors and
gest and longest running event in all of Awallon, and telling them
meet NPCs who may become important later on in the campaign.
that it would be an occasion for them to perform before far more
Note that the activities presented here aren’t a linear set of scenes sophisticated ears. As a token of appreciation, he’ll give them a
or events. None of them are mandatory and all can be skipped or Dried Moonglove Flower, telling them to show it, should some-
summarized, if the players don’t find them interesting or engag- one seek to prevent them from entering the Revel.
ing. The GM should let the heroes experience the fair at their own
pace, and choose which activity to engage with, if any at all.
111
Prologue
112
Summernight's Dreams
Pact Stone risma Roll, he’ll reveal that he waited all evening for his beloved
Saoirse, a girl from the town of Falias, but that she didn’t show up.
A large, moss-covered menhir, about 4 meters tall, stands right
under an ancient oak, its branches embracing the old stone as
Feast
if to shield it from harm. Colorful ribbons are tied to the oak’s
branches, swaying gently in the evening’s breeze. Despite being A few large trestle tables have been set up here, carrying a large
quite close to the great bonfire, a sense of dreamy serenity reigns quantity of food that Lady Brigid took care to have prepared for
over this place. Visitors come and go to pay homage to the stone all the festival’s participants. Wheels of goat cheese, fishpies, fresh
and tie their ribbons to the branches, while a few couples sit on loaves of dark bread, and slices of roasted meat are all laid out on
the grass nearby, watching the stars and whispering shyly to each the tables, ready to be handed out by a few busy townsfolk attend-
other. A solitary young man, crestfallen and seemingly unaware ing the tables.
of his surroundings, stands right in front of the Stone, nervously Nearby, a portly lady watches over a few barrels of mead, casting
clutching his hat in his hands. disapproving looks at a small crowd that seems to have impro-
This is the Pact Stone that gives its name to the hill, believed to mark vised a drinking contest right in front of her.
the spot where King Alveric and Queen Lizrael struck their alliance. Food and drink are free for all the festival’s attendees; there’s
It’s also the place traditionally picked by local couples to pronounce enough for everyone to eat, even if Large characters (like Ogres
their vows of eternal love and marriage proposals, since it’s believed or Firbolgs) will probably find portions little more than snack-size.
that promises uttered before the Stone cannot be broken. Characters wishing to participate in the drinking contest will have
The man standing before the stone is Caden, a local fisherman. to beat Ultan, the current champion. To begin with, they must pass
If inquired about his plight with a successful Standard (+0) Cha- an Attack Level 1 TSR. If they fail, they’ll be sickened, unable to
113
Prologue
drink more, and will suffer a -10 penalty to all actions for the next ners and losers alike, are awarded a large bowl of sweet honeyed
hour. Characters who pass may decide to keep drinking and make fruit for their courage (children will expect losers to share it with
an Attack Level 2 TSR, with the same results in the case of failure. them, though).
Repeat the process, raising the Attack Level by one each time, until Those interested in the tug-of-war contest will have the rules ex-
all characters fail their TSR or decide to stop. Ultan passes out after plained to them by Aine, the dark-haired woman standing near
three successful Save Rolls. If there’s only one hero remaining, they the ogre. Up to four people can team up against Old Brugg the
are declared the winner. Otherwise, the character who stops last is ogre, unless they’re of Large Size themselves; in that case, it’s one
the winner of the contest and will be awarded a bottle of a prized li- against one. This is an Athletics conflicting action; use Helping
quor called Murias Tay (treat it as a Reviving Cordial). rules to handle group efforts. Brugg will take it easy against hu-
man-size or smaller characters, rolling only with a +50 bonus
Vendors against them, but won’t hold back if confronted by other ogres
This wouldn’t be a fair without vendors displaying and peddling or similarly large Kins, using his full +70 Athletics bonus. The
their wares all around the hilltop. The majority of the goods sold winners are awarded a bundle of oatcakes and smoked salmon
here are either household items or livestock (goats, for the most (enough for 2 days if used as rations).
part), but there are a few merchants selling more unusual items Finally, heroes heading to the roped-off enclosure to participate in
(the GM may safely assume that any Common or Uncommon the shooting contest will be given a short bow and three arrows to
item from the General Gear table in the Core Rules that isn’t a prove their aim against the mannequins. An old man with a stern
weapon can be found at the fair). look and a short gray beard is currently faring much better than
all the other contestants, so the PCs will have to beat him in or-
The Games der to win the competition. This is Davod, who used to train and
A large area has been cleared out to make space for some games lead the town's archers into battle. Because of his age, the Iarrl left
and competitions. Children laugh and clap their hands as con- him here to care for his daughter, rather than taking him on his
tenders attempt to cross a wooden beam suspended over a large expedition. Treat the game as a simple Ranged conflicting action.
water-filled barrel, while the children throw fruits and vegetables While his aim isn't as good as it was in his youth, Davod is still a
at them. A dark-haired woman stands not far from them, chal- pretty good archer, rolling with a +75 bonus. The winner of the
lenging passersby to a game of tug-of-war. Beside her sits an old competition is awarded a White Arrow, identical to those shot by
Ogre holding a piece of rope that seems ridiculously small in his Queen Lizrael’s soldiers in the legends of yore (grants a +5 bonus
huge hands. He tentatively flashes his fangs when someone ap- to the Attack Roll and can always be recovered from the battle-
proaches, in what he surely perceives as the friendliest of smiles. field after having been fired). If Davod loses to the PCs, he’ll heart-
ily congratulate them but, as a former mentor, will feel the need
The biggest attraction, however, is a large roped-off enclosure,
to turn the occasion into a small lecture for them, commenting,
where three mannequins dressed in furs and wearing horned
“Good work lass/lad! Just remember, real Wendals shoot back!”
helmets, clearly meant to represent Wendal warriors, have been
set up as targets for a shooting contest. People start gathering
around the area, shouting and cheering as contestants approach
the shooting range. Rude Awakenings
Player characters wishing to compete in the beam-walking com- At some point in the evening, Lady Brigid will make her grand
petition must pass a Challenging (-10) Acrobatics Roll to cross entrance. Again, there’s no set time for this event: you should start
the water-filled barrel without falling or being hit by a projec- it when you feel the PCs are ready or have exhausted all that the
tile. Pixies will be playfully reminded by the children that flying fair’s activities can offer. Dressed in full wargear and escorted by
is against the rules and strictly prohibited. All competitors, win-
114
Summernight's Dreams
an ancient-looking druid named Cathbad, she’ll solemnly make time, so players whose heroes "died" will have to wait for the oth-
her way up to the Pact Stone, where she’ll prepare to give a cele- ers before regaining control of their characters.
bratory speech. A reverent silence descends upon the fair as the In the dream, the heroes come to their senses alone on the top of
Iarrl’s daughter slowly makes her way up to the great oak tree. Pact Hill; there’s no trace of the fair, nor of the festive people of
Music subsides, games and competitions halt, transactions are Murias. The air is chilly and silent, and the sky is filled with om-
postponed, and a great crowd gathers around her. inous clouds, thick as smoke, so dark they can’t tell if it’s day or
Before Lady Brigid can utter her first words, however, a strange night. A blackened stump is all that remains of the noble oak that
dizziness comes upon the heroes. They feel the ground swaying once crowned the hill. Beneath it, the Pact Stone lies shattered on
under their feet, and suddenly they black out. the ground. A steep rocky outcrop stands to its right, rising di-
rectly above it. It wasn’t there when they passed out, and charac-
Dream Evil ters familiar with the region don’t remember ever seeing such a
bizarre formation. An ancient looking stairway, crudely cut into
The heroes have been transported by powerful magic to the the naked rock, climbs up to its top.
Dreamworld, a realm beyond the waking world that's accessible
only in dreams and visions. Their actual bodies lie unconscious Fallen Menhir
on the ground on Pact Hill, but their consciousnesses are trapped
The Stone appears to have been lying here for a long time. The
in the Dreamworld until they can find a way out. The PCs aren't
sides of its fragments are smooth, as if eroded by decades of ex-
aware of this, so instead of telling the players what happened, pro-
posure to the elements. Close inspection reveals that someone
ceed by describing the situation as if they've just recovered from
scribbled a few words with soot on the side of the largest chunk:
their fainting. Don't explain anything, play as
“Seek yourself where the water turned into
if everything was normal and let the
blood”. Characters who pass a Very Hard
players figure things out on their
(-30) Songs & Tales Roll remem-
one. Sooner or later they will real-
ber an islet on the West coast of
ize their characters are dreaming,
the Kaldônian Hills, not far from
but that won't give them any par-
the town of Falias, called Blood-
ticular advantage in the Dream-
water Bluff, that takes its name
world. They'll still have to find a
from a huge naval battle that was
way out of their prison to wake
fought there between the people
up.
of Awallon and the Giant Kings
There's two ways the heroes can
of Cythraul. Legends say that so
escape from this dream:
many died in that battle that the
• A PC who dies in the Dream- water of the sea turned red.
world wakes up Weary in the
waking world. Blackened Tree
• Characters who cross the
The great oak tree, on the oth-
gate in the crumbling ruins
er hand, must have been burned
wake up without any ill ef-
recently, since its stump is still
fect.
smoking. Characters examining it
To avoid in-game complications,
feel a great sense of anguish wash-
characters wake up all at the same
ing over them, as if they can hear
115
Prologue
the dying tree crying for help. The first character who touches the PCs from the walls. Some of them have clearly inhuman features,
stump receives a vision of a black, poisonous substance pulsing cracked and ruined but still distinguishable enough. One has a
through the old tree's roots. For a moment, they feel it running in single eye in the middle of his forehead, another is covered in fur
their veins, and in the ground beneath their feet, like a black riv- like an animal, a few sport tusks or bestial fangs, and another yet
er tainting everything it touches. They see it flowing West, across has long, curved horns, like those of a ram. A Hard (-20) Songs
the hills and beyond, to what they realize is its source. The vision & Tales Roll identifies them as the seven Giant Kings who waged
lasts an instant, but the character remembers it vividly in every war against the people of Awallon, long ago. On the far end of the
detail. platform, opposite to the stairway, stands a colossal stone gate,
dwarfing even the giants' visages, carved with the image of a drag-
The Hill on biting its tail.
The rest of Pact Hill is desolate and empty, and the people of Mu- As soon as the PCs take a few steps onto the platform, the gate
rias seem to have vanished into thin air. The grass covering the hill opens by itself with a grinding noise, revealing a bizarre scene. Be-
is all dead, gray, and strangely brittle, while the woods surround- yond its open doors the heroes see themselves, lying on straw mat-
ing it look darker and thicker than the characters remember. The tresses, inside of what appears to be a cave. These are, of course,
town of Murias itself is nowhere to be seen: the hill is surrounded their actual bodies, soundly sleeping on the top of Pact Hill. Cath-
by a raging sea on one side, and a bleak, barren landscape, devoid bad the Druid has had them taken from the spot where they fell
of any sign of life, on the other. unconscious to a small cave not far from the fair's grounds, and
The path they used to get here is still there, but following it only
leads them back to the top of the hill, no matter how many times
they try (tell them so the first time they do that; don't make them
waste time finding a solution that doesn't exist). Any other at-
tempt to leave the hill leads to the same results.
The Stairway
The stairs leading to the top of the strange rock formation are
steep, but not particularly difficult to climb. Once at least one
character is halfway to the top, the hill is shaken by a low trem-
or. Large cracks appear in the ground, starting from the base of
the tree and spreading fast to the rest of the hill, which quickly
starts collapsing. The outcrop is miraculously untouched by this
destruction, but non-flying characters who are still on the hill
must pass a Challenging (-10) Athletics Roll to rush towards it
and avoid being swallowed by the ground, “dying” instantly.
Crumbling Ruins
The outcrop ends in a flat, roughly circular platform covered in
snow and buffeted by cruel winds. Its edges are encircled by the
rime-coated remains of what must have once been massive walls
of jet black stone, far too large to have been built by human hands.
Seven austere stone visages, each taller than a man, scowl at the
116
Summernight's Dreams
is currently taking care of them. If the characters cross the gate, nothing could wake them.
they'll awake in their own bodies, with no ill effect. • He had them brought here to attempt to cure them of their
Just as the gate opens, however, a shape of pure darkness coalesc- condition. Not knowing what ailed them he didn't dare move
es in the middle of the platform. It resembles a man in tattered them too far, but he couldn't leave them on the fair's grounds.
robes, his face is haggard and a crown of tarnished gold rests on • They mumbled something in their sleep, but he couldn't
his head. He raises a wicked sword towards the PCs, screams make out what they were saying.
"Long live the king!", and attacks. Their conversation, however, is soon interrupted by a cacopho-
ny of terrified shrieks, coming from the exterior of the cave. If
Hollow Shade they head out to investigate the origins of this commotion, they’re
Level MR AT DEF TSR WSR HPs confronted with a grisly vision. Utter chaos reigns over the fair-
5 15L NA 10 +30 +20 70
grounds. Dark, bestial shapes swarm all over the hill, chasing the
good folks of Murias, leaving death and destruction in their wake.
Attacks CT Rog Adv Lor
Even worse, from their position, the characters can see that some
+75 Weapon/
HH +0 +0 +0 of the buildings in Murias are burning. A black sailed longship is
+45 Medium Grapple
anchored at the town’s port. Scores of wild warriors are pouring
Darkvision: Hollow Shades can see in Dim Light and Total
Darkness as if they were standing in Bright Light. out of the vessel, setting every house in their path aflame. Murias
Mindless: Hollow Shades are immune to fear and other mind- is under attack!
influencing effects.
Unliving: Hollow Shades do not need to breathe, rest, or eat; are
immune to Stun, poison, and diseases; and never Bleed.
Call of the Void: Once per scene, Hollow Shades can spend a Full
Wrapping it Up
Action to emit a soul-piercing shriek. Living creatures within a 9
meter radius must pass a WSR or be unable to spend Drive for 1 The end of this prologue leads directly to the first part of the Se-
Round for every 10 points of failure.
crets of the Golden Throne campaign. The players should now
If it's defeated, two identical Shades appear and attack the heroes,
have a better idea of the setting and of the kind of relationships
then two more if another falls. And so on, until all characters are
"dead" or have crossed the gate. The Shades cannot cross the gate, that bind their characters together. Depending on how the ad-
and won't follow those who flee beyond it. venture played out, they may also have found a few clues fore-
shadowing future threats, and perhaps made a new friend in
some NPC they met at the fair. Surely they’re eager to jump into
the action and find out what’s happening. Before starting the next
Rise and Shine
part, however, it’s better if they finish writing their Passions. Use
Once every character has left the dream, either by dying or by the events of this scenario as a source of inspiration. Maybe they
crossing the gate, the heroes wake up (remember that those who want to know more about what transpired in their weird dream.
died in the dream are Weary). They find themselves lying on soft Or perhaps they made a strong bond with one of the other he-
straw mattresses, on the floor of a small candlelit cave. The air is roes or a particular NPC during the adventure. Or, quite simply,
filled with a pungent herbal fragrance, and they can hear the muf- they may want to rush in and save the good townsfolk of Murias.
fled sounds of the Summernight's Fair coming from beyond the
Moreover, if the heroes were left with no Drive after the dream
cave's entrance. Old Cathbad is sitting near them, busy preparing
part of this scenario, you may consider awarding them a point of
a mixture of different healing herbs. He's rejoiced by the heroes'
Drive. They’ll need it soon enough.
recovery and very interested in what they have to say. He can con-
Once everyone has finished writing their Passions, you may pro-
vey to them the following information:
ceed to the next chapter in the campaign, Flames and Shadows.
• They passed out just as Lady Brigid began her speech, ]and
117
Part I Chapter 1
Flames and
Shadows
Part I
Chapter 1
N The task
ightmares turn into reality in this scenario! Dark shapes
attack Murias as flames spread through the town and
the fairgrounds. Will the heroes stand by the good peo-
ple of the Dônnish clan, or will Murias fall to this tide of flames In this adventure, the heroes must save the town of Murias from
and shadows? the assault of the Wendal raiders, first by bringing as many villag-
ers as they can to the relative safety of the fortress's walls, then by
helping them repel the invaders.
The Tale If Murias falls, you should consider the adventure failed, but still
move on to the next part, as described in the Aftermath paragraph.
The attack on Murias is led by Greven, a subordinate of Slough
Mor, one of the Maimed King’s lieutenants. In truth, he was or- Starting the Players
dered to limit his raids only to minor coastal settlements, but,
This scenario starts directly after the events of the Prologue,
seeing the town undefended, he decided to take his chances. He
as the PCs rush out of Cathbad's cave to investigate the noises
splits his warband into two strike forces, sending a group of Ko-
they've heard. From their vantage point on the top of Pact Hill,
bolds to wreak havoc on Pact Hill, while he and the bulk of his
the heroes can see what’s happening both at the fair and in town
men slip undetected into the town's harbor. Under normal cir-
quite clearly. Cathbad turns towards them and says:
cumstances, Murias would easily repel such a tiny force. Howev-
er, most of its warriors followed the Iarrl north, and the few sol- "To the fortress! Tell everyone we must go to the fortress, or
diers who remained are distracted by the festival when Greven we'll all be slaughtered!"
attacks. Unless the heroes intervene, this surprise attack may well Then he rushes off to warn the townsfolk, leaving the PCs alone
spell doom for the Dônnish fortress. before the cave’s entrance.
118
Flames and Shadows
Aids covering them. The ram will breach the gate in 4 Rounds, but
needs at least 6 men to be effectively operated. The attackers
If the heroes stick with Cathbad, the druid will use his Spells and flee if the ram is neutralized, or if they lose 7 or more of their
abilities to help them. Otherwise, assume Cathbad somehow companions.
manages to reach the fortress without them. During the course • Third Wave: Rather than attacking, this time Greven at-
of the adventure, the PCs may also gain the help of other NPCs, tempts to trick the defenders into opening the gates for him.
who'll gladly join forces with them against the invaders. In any Escorted by 2 Savage Raiders and keeping well out of bow
case, however, let the heroes lead the action. The NPCs may as- range, he approaches the fortress and declares that, if the de-
sist the heroes, and counsel them on what they think is the best fenders open the gates and let him inside, he'll spare them
course of action, but will leave all major decisions to them. Don't and release his prisoners. He gives them one hour to think
let Cathbad or another NPC steal the heroes' spotlight. about it. Of course, he's lying and has no intention of keeping
his word. If the heroes accept his terms, he'll simply march in
Obstacles with all his men and capture the fortress.
• Final Wave: Greven himself leads the final assault, just be-
The Wendals are about to launch their assault on Murias. If the fore dawn. Twelve Savage Raiders and 6 Kobolds storm
heroes don't reach the fortress in time, they risk being caught in the fortress with him. They flee if Greven falls or if more than
the open by the attacking forces. Set up a Doom Clock (as de- half of them are defeated.
scribed on page 253 of the Core Rules) that escalates every time
the PCs stop to help someone or to deal with a problem. If the Running the Raid
Doom Clock triggers, the first wave of the assault starts, as de-
scribed below. Otherwise, the first wave happens right after the During the raid, you’ll find yourself moving and controlling sev-
PCs reach the fortress. eral NPCs at once, on both sides of the battle. If you’re uncom-
fortable with that, you have two options. The first is to relinquish
The Raid control of the defender to the players. Let them decide their ac-
tions and take care of their Rolls, intervening only if you feel their
Greven stays hidden on his longship for most of the raid, ordering
plans conflict with the NPC’s interests or personality. This will
his followers to attack in waves, which are treated in the game as
make running the raid much easier for you and, at the same time,
separate events. The first wave starts when the PCs reach the for-
give players something to do even if their character is wounded or
tress, or when the Doom Clock triggers, as stated above. The sec-
otherwise unable to participate in the fight.
ond one starts some time after the first has ended, and so on. Be-
The other solution is to treat the whole raid as a battle, using the
tween waves, the PCs have a few minutes to regroup, tend to their
rules provided on pages 254-258 of the Core Rules. Give the at-
wounds, and rethink battle strategies.
tackers a Menace Rating of 4, and use the waves as a rough guide-
• First Wave: Greven starts his assault by sending 5 Savage
line for Greven’s attack strategy.
Raiders armed with short bows to shoot at the defenders
on the fortress's walls, while 8 Kobolds use their Burrow-
ing ability to emerge right in the middle of the Lower Terrace
and attempt to open the gates from the inside. Each group re-
treats if half or more of its members are defeated.
• Second Wave: The Wendals attempt a frontal assault, with
10 Savage Raiders carrying a crude battering ram rushing to
the gate, and 5 other Savage Raiders armed with short bows
119
Part I Chapter 1
Cast ofCharacters
Villains
Greven, Dark Emissary Goals
Greven wants to capture Murias, enslave its inhabitants, and cor-
Level MR AT DEF TSR WSR HPs rupt Pact Hill, turning it into a source of Blight.
5 15L NA 15 +25 +40 65
Attacks CT Rog Adv Lor If he succeeds
+40 Short Spear NH +35 +10 +50 The people of Murias will be cap-
tured, and the town will become a
Elite Evil Human. Armed with a Short Spear.
Blighted area, as described in the
Special Abilities
Aftermath section.
Accursed Ramblings: Dark Emissaries can spend a Full Action to
direct an unintelligible torrent of curses toward a sentient creature
that can hear them within 20 meters. The target must pass a WSR or
suffer a -20 penalty to all their actions for 1 round for each 10 points
of failure.
Forked Tongue: Once per scene, whenever they fail a Charisma
or Deceive Roll, Dark Emissaries may roll again and take the new
result.
Unholy Warcry: Dark Emissaries can spend a Half Action to rally
all sentient allied creatures that can hear them within a radius of
10 meters, granting them a +10 bonus to their CMB for the current
Round.
An unusually tall Wendal with short hair and icy eyes, Greven
moves with the sureness of a seasoned warrior. His lean body is
covered in arcane symbols, tattooed on his bare skin, which he
likes to display as a way of demonstrating his disregard for phys-
ical suffering. After a long apprenticeship under the Maimed
King's lieutenant Slough Mor (see chapter III: Blood in the Wa-
ter), Greven was finally awarded with command over a small
warband, and tasked with raiding the small settlements on the
coast. Slough Mor explicitly forbade him to attack larger settle-
ments and fortified towns, but Greven has no intention of letting
the Slough's orders get in the way of his ambition. If he conquers
Murias, he thinks, the Maimed King will surely recognize his val-
ue, and perhaps even make him into a Slough.
120
Flames and Shadows
People of Awallon
Cathbad the Druid Old Brugg
Level MR AT DEF TSR WSR HPs Level MR AT DEF TSR WSR HPs
Human Hill Animist. Carries a bronze sickle of gnomish make (counts Hill Ogre. Currently Bruised (penalties already factored in the stats)
as a +5 Dagger). Knows the following Spell Lores up to the 4th Weave:
Communion, Earth Mould, Healing, Lore of Nature, Soul Soothing.
16 MPs. Brugg took residence in an abandoned farmstead not far from
Murias decades ago. Despite spending most of his time alone in
See The Summernight Fair for details. his farmstead or out hunting on the hills, he genuinely enjoys the
company of the people of Murias. From time to time, he comes
Lady Brigid of the Dõn into town to barter some pelts or offer to do some manual labor
in exchange for food or ale. In time, he became close friends with
Aine, the widow of a local brewer.
Level MR AT DEF TSR WSR HPs
Human Hill Warrior. Wears Chainmail and Full Helm. Carries a Human Hill Rogue. Wears a Leather Jerkin. Carries a Composite Bow and
a Short Sword.
Short Spear and a Full Shield.
A jovial man in his late sixties, Davod served under two Dôn-
nish Iarrls as master archer. While currently retired, he’s still one
of Iarrl Lorcan’s most trusted men and commands a great deal of
respect in town.
121
Part I Chapter 1
The Land
2
3
4
Pact Hill
1. Cave’s Entrance: This is where the PCs will be when this • The burning branches used by the Kobolds strike as
part of the adventure begins. Clubs but deal an additional Superficial Fire Critical
Strike to anyone they hit.
2. Roped-Off Enclosure: Old Brugg the Ogre is fighting off a group
of Kobolds (in a number equal to the PCs), while trying to protect • Characters hit by one of their flasks will be doused in oil
and will catch fire when exposed directly to a flame, suf-
Aine and half a dozen terrified children at the same time. Doz-
fering a Light Fire Critical Strike each Assessment Phase
ens of little cuts cover his muscular arms, and his left side is badly
until they spend a Full Action to snuff out the flames.
burned. The Kobolds attack in waves, swinging burning branches
at the Ogre and pelting him with small flasks of oil, while attempt- • If the PCs help Brugg defeat his aggressors, he’ll escort
Aine and the children to the fortress, and join the PCs
ing to outmaneuver him to reach the woman and the children.
there in the fight against the invaders.
Brugg is fighting fiercely, but he’s heavily outnumbered.
122
Flames and Shadows
Kobold • If the PCs want to hurry, they’ll need to push through the
crowd with a Standard (+0) Athletics Roll, or find anoth-
Level MR AT DEF TSR WSR HPs
er way with a Standard (+0) Wandering Roll.
2 15L NA 20 +15 +10 35
• Rallying the panicked townsfolk, to lead them towards
Attacks CT Rog Adv Lor the fortress in a more orderly fashion, requires an Ex-
+35 MeCl/+25Wep NH +30 +15 +0 tremely Hard (-40) Charisma Roll and results in 2 extra
Commoners joining the ranks of the defenders.
Common Small Humanoid. Kobolds can burrow through earth and stone
with a Move Rate of 8.
Ram
Level MR AT DEF TSR WSR HPs
123
Part I Chapter 1
10 8 2
9
7 6
1. Path to Pact Hill: This short trail leads to the nearby Pact Hill. Characters passing through here have a 30% chance of en-
countering a stray group of 3 Savage Raiders, intent on put-
2. Farmlands: This cultivated area consists mostly of rye and
ting a farm to the torch.
wheat fields with a few isolated farmhouses, recognizable by
their typical circular shape. 3. Harbor: Greven’s longship is anchored not far from the
Savage Raider town’s small fishing harbor. He and most of his warriors are
Level MR AT DEF TSR WSR HPs here until the attack commences.
2 15L LA 10 +15 +10 55 4. Town: A few incendiary projectiles launched from the at-
Attacks CT Rog Adv Lor tackers’ ship set some of the town’s buildings on fire, and the
flames are now spreading fast, making navigation through
+45 We/+30 Ran NH +10 +25 +5
the streets hazardous. Roll 1d10 on the Town Events [x.x] ta-
Common Evil Man. Savage Raiders treat Arduous Terrain caused by ble when the PCs pass through this area.
rubble, debris, or ruined buildings as Normal Terrain.
124
Flames and Shadows
5. Lower Walls: These six meters high, solid earth and stone • They can be climbed from the outside with a Standard
ramparts, built atop the lower slopes of Murias Hill, are the (+0) Athletics Roll.
first true defense of the fortress. While rudimentary in com- • The gate can sustain 300 points of damage before being
parison to the walls of the great castles of the Mainland, they breached. It’s treated as having 0 DEF, Light Armor, takes
remain an impressive sight. A steep, open path leads from half damage from Piercing attacks and double damage
the town below to the wooden gateway opening in the walls. from Fire attacks. Critical Strikes deal 5 additional points
of damage for degree of severity (e.g.: a Moderate Critical
• The ramparts grant Partial Cover to anyone manning
Strike would deal 15 additional points of damage) instead
them.
of applying their effect.
Davod, Master Archer • Davod and 2 Dônnish soldiers stand here with their
Level MR AT DEF TSR WSR HPs
bows, ready to give their life to defend the fortress. They
keep the gate open until the last minute for the townsfolk
3 15 LA 15 +15 +20 50
and the PCs, but they’ll shut it as soon as the attack starts.
Attacks CT Rog Adv Lor
+75 Ranged/+45We NH +45 +25 +5 6. Lower Terrace: The majority of the warrior families of Mu-
rias live here, in four great circular buildings that are both
Human Hill Rogue. Wears a Leather Jerkin. Carries a Composite Bow and homes and barracks. A small wooden stable, holding the few
a Short Sword.
warhorses of the Dôn, is also in the north-eastern section of
the walls.
Common Soldier
Level MR AT DEF TSR WSR HPs
• The houses are all empty at the moment, as most of the war-
riors went north with Lorcan.
1 15 LA 15s +10 +5 50
• There are currently 6 Coursers and two ponies in the stables.
Attacks CT Rog Adv Lor • When the PCs arrive, Lady Brigid is here, accompanied by
+40 Weapon NH +5 +15 +0 4 Soldiers plus whatever help the heroes have gathered on
their way here. She directs the townsfolk to the palace (Area
Common Human Warrior. Equipped with Leather Armor, Short Spear,
Composite Bow, and Target Shield. 9) but refuses to leave unless the gate falls.
Roll Hazard
The Darkmaster’s shadow stretches over the world. Roll twice and keep both results. If you roll another 1, reroll until you get a
1
different result.
2 1d5+1 Savage Raiders come screaming at the PCs, ready to attack.
One of the burning buildings collapses, inflicting a Light Impact Critical Strike and a Light Fire Critical Strike to all those
3-4
who fail a Standard (+0) Acrobatics Skill Roll.
One of the buildings has collapsed, turning the path chosen by the PCs into a dead end. To find a way around the obstacle, the
5-6
heroes must pass a Standard (+0) Wandering Roll.
A desperate young woman is trying to persuade her elderly father to leave their house and run to the fortress. The
7 man stubbornly refuses. It takes a Standard (+0) Charisma or Deceive Roll to persuade him. If this result is rolled again
afterwards, nothing happens instead.
The PCs run into a group (a number equal to the PCs) of Kobolds, intent on looting a burning building and bickering over
8-9
their share of the spoils.
10 Nothing happens.
[3.2]
125
Part I Chapter 1
• One of the soldiers has a flask of Reviving Cordial, and of- 10. Secret Passage: This concealed door hides a path leading to
fers it to the PCs if he realizes they’re suffering from the Wea- the foot of the hill upon which the fortress is built.
ry condition.
• The door is Extremely Hard (-40) to spot and locked with
7. Upper Walls: Mirroring the Lower Walls, these ramparts a Heroic (-50) lock.
circle the top of Murias Hill, and form the last line of defense • Both Lady Brigid and Cathbad are in possession of the
of the fortress. keys to this door.
• The ramparts grant Partial Cover to anyone manning Lady Brigid of the Dôn
them.
Level MR AT DEF TSR WSR HPs
• They can be climbed from the outside with a Standard
2 15 MA 25s +15 +15 60
(+0) Athletics Roll.
• The gate can sustain 300 points of damage before being Attacks CT Rog Adv Lor
breached. It’s treated as having 0 DEF, Light Armor, takes +70 Weapon NH +15 +20 +15
half damage from Piercing attacks and double damage
Human Hill Warrior. Wears Chainmail and Full Helm. Carries a Short
from Fire attacks. Critical Strikes deal 5 additional points Spear and a Full Shield.
of damage for degree of severity (e.g.: a Moderate Criti-
cal Strike would deal 15 additional points of damage) in-
stead of applying their effect. Fleeing the Battle
At any point during the adventure, the characters may decide
8. Upper Terrace: From this terrace at the top of the hill, the
they have had enough and attempt to flee from the battle, leaving
Iarrl palace dominates the surrounding area.
Murias to its fate. While not exactly the most heroic of choices, it
• There’s a hidden passage leading outside on the western may well be a very sensible one, particularly if some of them are
side of the terrace (see Area 10). injured or otherwise unable to fight.
• A small building just North of the Palace acts as a
Escaping characters, however, are likely to be intercepted by one
forge and armory. It contains 12 Short Spears, 10 Short
of the bands of Wendals scouring the countryside, and will have
Swords, 3 Full Shields, a single Chain Hauberk, 5 Com-
to face 1d5+2 Savage Raiders.
posite Bows, and about 200 arrows.
At the GM’s discretion, during their flight, the heroes may also
9. Iarrl Palace: Those who cannot fight are told to take refuge encounter an NPC (possibly someone they’ve already met at the
in the great hall of the Iarrl Palace (or are taken there, if they’re fair) who’s either being attacked by the Wendals or in some oth-
wounded or unable to move) and bar the doors from the inside. er predicament.
• The Palace’s doors are quite sturdy and can sustain 100
points of damage. As the gates described above, they’re
treated as having 0 DEF, Light Armor, take half damage
from Piercing attacks and double damage from Fire at-
tacks. Critical Strikes deal 5 additional points of dam-
age for degree of severity (e.g.: a Moderate Critical Strike
would deal 15 additional points of damage) instead of ap-
plying their effect.
126
Flames and Shadows
127
Part I Chapter 2
The Kald°nian
Hills
Part I
Chapter 2
A The Task
fter surviving the attack on Murias, the he-
roes follow the tracks of the invaders across the
Kaldônian Hills, hoping to prevent their omi-
nous dreams from becoming a reality. The main objective of this adventure is straightforward: the he-
roes must travel to Falias and find out what happened to the
town. If they decide to heed Cathbad’s advice, they may also want
The Tale to track down Lizzie the witch, who might help them interpret
the meaning of the strange dream they had on Pact Hill during
the Summernight’s Fair.
The Wendal’s invasion of the Kaldônian Hills didn’t start with
Murias. A few days before the events described in the previous Starting the Players
chapters, a small fleet of Wendal longships, led by a trusted lieu- This part begins right after the end of the first chapter of the cam-
tenant of the Maimed King called Slough Mor, reached the fish- paign. If Murias was saved, Lady Brigid (or another NPC of your
ing town of Falias and quickly conquered it, capturing all its in- choice) approaches the heroes as soon as they’ve recovered from
habitants and turning it into his base of operations. Confident in the battle. She hands them a half-burnt piece of parchment, con-
his forces' superiority, he sent forth small warbands to pillage the taining what appears to be a crudely drawn map of the Kaldônian
coast and spread terror through the region, in preparation for his Hills (show the Handout 1 to the players), and points to the
final assault, while he stayed in Falias to pursue other goals. What marks on an area on the western shores.
he didn't anticipate, though, was that a handful of heroes could “It shames me coming to you after all that you’ve done for
turn the tide against him… my people, but it seems the attack of the other night was only
the beginning,” she says. “Looking at this map it would ap-
pear the Wendals moved from here. This mark is dangerous-
ly close to the town of Falias, just across the hills. I’m afraid
something terrible happened to the poor people there. Nor-
mally, I would send my warriors to investigate, but, at the
128
The Kald°nian Hills
moment, Murias cannot spare a single spear. You showed • Why don’t we go to the other clans for help?
great courage during the raid, will you help us again, and The other clans won't intervene, not unless we've got clear
find out what happened to the people of Falias? It’s only a proof this is something that's threatening us all. In truth,
couple of days of travel away, and we’ll provide everything there are those who'd like to see the Dôn diminished, and
you’ll need for the journey.” may well use this moment of weakness to their advantage.
If the heroes have questions, she’ll gladly answer at the best of her If the heroes agree, Brigid immediately has her servants prepare
capabilities. fresh horses and provisions for the PCs.
• What’s in it for us? If Murias fell, or if the PCs fled the battle, you may have them find
We’ve not much to offer, but the whole clan of the Dôn will the map themselves on the dead body of one of the Wendals. Al-
be forever grateful to you. I’ll make sure you’ll never want for ternatively, after the ritual (see the ending of Chapter I: Flames &
anything as long as you are on Dônnish lands. Shadows) Greven will sail back to Falias with the prisoners to re-
port his victory. The trip will take a few days and could give the
• What do you expect we’ll find there?
players plenty of opportunities to escape and learn more about
Nothing good, I suppose. It’s possible the Wendals have es- the plans of their enemies.
tablished their main camp there. Surely it's dangerous, but
this investigation may provide insights that may allow us to
stop the Wendals once and for all.
• What about the Iarrl and the rest of the Dônnish sol-
diers?
They're still up North, for all we know. We can't rely on them
returning any time soon, we must prepare for the worst, and
assume we're facing this crisis by ourselves.
129
Part I Chapter 2
Friends like these seems to slow down, freezing them in their place, and the air is
filled with the notes of a sad yet beautiful melody, calling to them
It's likely the heroes are still wondering about the weird dream
from the storm-battered cliff. Then darkness swallows them, and
they had just before the attack. They could go to Cathbad, seeking
they wake up.
counsel, or you could have him approach them just before they
The heroes, while surely shaken by the dream, suffer no mechani-
leave town. In both cases, the old man agrees their dream may
cal effects from it, and are able to rest normally, despite it. Its pur-
hide something important, perhaps even vital for their future. He
pose is mainly that of setting the atmosphere, and foreshadow-
tells them of a friend of his, an old woman called Aunt Lizzie, who
ing the next chapter of this campaign. If you like, you may enrich
lives in the small village of Torfas, near the ring of great stones
the recurring nightmares with some details tied to the PCs’ back-
a few days South of Murias. Some believe her to be mad, oth-
grounds, or add some flavorful roleplaying element, like having
ers a witch, but Cathbad knows that, in truth, she's a wise wom-
one of the heroes find seaweed in their hair when they wake up.
an, perhaps the highest authority on the subject of dreams in the
Be careful not to overdo it, though, or you may end up distract-
Kaldônian Hills. He urges the party to visit her, telling them she's
ing the players from the actual focus of the adventure. The dreams
the best person to help them unravel this mystery.
end when the PCs arrive in Falias or leave the Kaldônian Hills.
If Cathbad died during the attack, another NPC could mention
Aunt Lizzie during a conversation, or perhaps one of the heroes
could remember meeting the old witch living by the stones.
A Familiar Name
Aids If you’re playing with the pregenerated characters, the
Lady Brigid will provide horses for all the PCs (or ponies, for he- player using Nimue will surely recognize the name of
roes of Small size), plus enough rations for a week of travel. Aunt Lizzie, as she has a big role in her background.
If nobody is playing Nimue, or you’re using your own
Troubled Sleep
Starting the first night since they leave Murias, the heroes are
plagued with a recurring nightmare.
They dream of falling into the sea during a terrible storm. Colossal
waves rise around them, then come crashing down, threatening
to drag them to the bottom of a cold, lightless ocean. They strug-
gle against the current, but their bodies feel heavy as lead. Even if
they're part of an aquatic Kin, like the Asrai, they're filled with the
irrational fear of drowning. At last, they're able to lift their heads
above the water level, if only for an instant. In that same moment,
a lightning bolt crosses the sky, showing the silhouette of a rocky
cliff sprouting from the water, just outside of their reach. Time
130
The Kald°nian Hills
Cast ofCharacters
Evan Riain
Level MR AT DEF TSR WSR HPs Level MR AT DEF TSR WSR HPs
1 15L NA 20 +5 +5 45
Attacks CT Rog Adv Lor Attacks CT Rog Adv Lor
+40 We/+30 Ran NH +40 +10 +5
Human Hill Rogue. Wears a Leather Jerkin and has a hunting spear. Elite Medium Human. Wears Boiled Leather armor and carries a Full
Shield and an Arming Sword.
Evan is a ruffian who makes his living by stealing sheep and way- A stocky man well into his forties, Riain followed Iarrl Lorcan
laying lone travelers. He normally operates as part of a small gang in several campaigns, until a badly healed wound to his left leg
of criminals, but a recent disagreement about the division of loot forced him to leave his soldiering life behind and return to the vil-
persuaded him to leave his former colleagues behind and seek lage of Torfas, his hometown. He’s not a bad man, but he’s stub-
fortune alone somewhere else, bringing said loot with him. Fate born and very protective of the village he lives in, which he con-
brought him to Caeren, where he thought he could exchange his siders his own turf. He often patrols Torfas surroundings with a
ill-gotten wealth for something less conspicuous but equally valu- small group of armed men from the village.
able. Instead, he was ambushed by Hollow Shamblers, and bare- • He’ll let the PCs sleep in a barn in the village for the night if
ly managed to escape with his life. He’s currently hiding in a small he thinks they won’t stir up any trouble, but he’ll ask them to
shack, cursing his misfortune and wondering what to do next. leave their weapons with him (he’ll give them back the fol-
• His wounds are infected and require a Hard (-20) Healer Roll lowing morning).
to be treated. • If the PCs look dangerous (or if Nimue is with them), he’ll try
• If the heroes help him, he warns them that the village is to chase them away, but he surrenders if one of the villagers
crawling with monsters, and that the road to Falias is blocked gets seriously wounded.
by a landslide, and offers to guide them through the mines to • He becomes very suspicious if the heroes ask about Aunt
the other side of the hill. Lizzie. If they insist, he tells them that she moved from her
• In truth, he just wants to get away from here and will flee old shack to a little shelter on the top of the hill some time
as soon as the right occasion presents itself, carrying a small ago, and that she almost never comes down to the village
sack of precious goods stolen from the village (TV2) with anymore.
him. Observing characters may notice the suspiciously heavy • A few days before the PCs’ arrival (on the same day of
sack he’s trying to conceal among his belongings. Greven’s raid, though Riain doesn’t know that), he was out
• If his wounds aren’t healed, Evan will die and rise as a Hollow doing one of his usual rounds of patrol when he saw a group
Shambler in 24 hours. of Kobolds attacking Aunt Lizzie near the circle of stones on
the hill. He could have intervened, and probably would have
been able to save her, but he didn’t. Partly because he hates
the old woman, and partly because he didn’t want to endan-
ger his men.
• He knows the Kobolds dragged Aunt Lizzie away with them,
and that they went north-west, towards Falias.
• He fears the Kobolds, or something worse, could come back
to attack the village at any moment, and that’s what makes
him and the rest of the villagers so suspicious.
131
Part I Chapter 2
The Land
Kald°nian Hills Riain
Level MR AT DEF TSR WSR HPs
Elite Medium Human. Wears Boiled Leather armor and carries a Full
Shield and an Arming Sword.
1 Commoner
1 15L NA 5 +5 +5 45
4 Attacks CT Rog Adv Lor
grab the sky. A small makeshift hut stands against one of the
ancient stones.
1. Fortress Town of Murias: The major Dônnish settlement
in Awallon, a coastal town built around the Iarrl’s fortress. • Upon closer inspection, it becomes evident that the hut
has been recently ransacked. Its meager contents are
The state of the town is largely dependent on the heroes’ suc-
scattered all across the top of the hill, and the carbonized
cess in the first chapter of this campaign. If they successful-
body of a Kobold lies sprawled on its open threshold.
ly repelled the Wendals, the town slowly recovers from the
attack, and the PCs are received as honored guests by Lady • Characters who succeed in a Standard (+0) Hunting Roll
identify a trail left by several small-sized creatures who
Brigid in her palace. On the other hand, if the town fell and
were carrying a human-sized prisoner with them. It was
Greven’s ritual succeeded, Murias counts as a Blighted Area.
left by a band of Kobolds who attacked Aunt Lizzie a
2. Caeren: The town of Caeren, a small mining settlement. See few days before the heroes’ arrival. Instructed by Slough
Caeren below for full description. Mor to take the old witch alive, they knocked her uncon-
3. Torfas: Built at the foot of a large hill, Torfas looks exactly scious, and dragged her to Falias. The trail leads there.
like many of the other villages scattered across the Dônnish • The stones have been severely damaged by constant ex-
territories: a small cluster of low round houses surrounded posure to the elements, but some faint glyphs and sym-
by a wooden palisade. Its inhabitants are exceedingly wary bols engraved upon them are still visible. Characters
of strangers, and any party approaching the settlement will spending a few hours studying them and passing a Hard
be intercepted by a group of 3-4 Commoners, led by the lo- (-20) Arcana Roll understand they're some sort of in-
cal chief Riain, (see Riain entry in the Cast of Characters sec- complete cipher of symbols related to dreams and the
tion of this chapter). Dreamworld. They gain a special +10 bonus to all their
future Rolls made to use or decipher dream-glyphs made
4. Weather-worn Stones: Five great menhirs crown the top of
by the Giant Kings.
the windswept hill towering over Torfas (see previous entry),
like the fingers of a colossal hand jutting out of the ground to
• Characters examining the stones who pass a Very Hard
132
The Kald°nian Hills
Caeren them with one piece of a puzzle that will come together
as they progress through the campaign.
Caeren is a small Dônnish settlement, situated about midway be- It’s very likely the PCs will pass through Caeren on
tween Murias and Falias, on the bottom of a dusty ravine. Its in- their way to Falias. However, should that not be the
habitants are almost exclusively miners, working in the local cop- case, you can use this town as an example to help you
per mine, which constitutes Caeren's main source of subsistence. set up any Blighted Area the PCs may encounter in
The surrounding hills are barren and unfit for farming or raising the future.
livestock, forcing the people of Caeren to rely on trade with oth-
er towns to get most of their tools, articles of clothing, and food-
creatures, leading towards the Caeren’s Mines. Characters
stuffs.
who pass a Challenging (-10) Hunting Roll also notice a faint
1. Mining Trail: An ominous silence descends upon the par- trail of blood that stops before the Isolated Shack.
ty as they approach the small mining town. The soil here is
3. Buildings: Each building has a 25% chance of containing 1d5
weirdly dark and brittle. It cracks like dried mud under the
Hollow Shamblers, who remain motionless unless a living
characters’ feet, leaving deep tracks on the ground. A Stan-
being approaches them. At that point, they spring into action
dard (+0) Nature or Arcana Roll will reveal the strange soil
and attack. The houses hold little of value, besides mining
has unnatural origins.
tools and everyday items. All the food here is foul and rotten;
2. Village: From a distance, the village appears completely de- any character eating anything found in the village must pass
serted. As they get closer, the heroes will notice that many of an Attack Level 4 TSR or contract the Barrow Rot.
the buildings appear damaged, as if they have suffered some Evan
kind of attack. There are clear signs that a fight broke out
Level MR AT DEF TSR WSR HPs
(bloodstains, windows smashed in, doors left half-opened,
they even spot a pickaxe stuck into the wooden wall of one 1 15L NA 20 +5 +5 45
of the nearest houses), but no bodies are in evidence, and no Attacks CT Rog Adv Lor
sign of the inhabitants. Heroes investigating the village also +40 We/+30 Ran NH +40 +10 +5
notice a heavy set of footprints, left by several human-sized
Human Hill Rogue. Wears a Leather Jerkin and has a hunting spear.
133
Part I Chapter 2
6 3
4
Caeren 1
4. Isolated Shack: An unlucky thief named Evan (see Evan en- b. Main Tunnel: A long tunnel cut into the side of the hill,
try in the Cast of Characters section of this chapter) took ref- large enough to allow a Medium-sized character to pass
uge in this little isolated shack. He’s wounded, terrified, and through with relative ease. The air here is stale and filled
feverish; he tries to hide if he hears someone approaching, with a faint acrid smell.
but cries for help if he realizes the PCs have good intentions.
• Large characters suffer a -20 penalty to all physical ac-
5. Cave-in: Part of the hillside collapsed here, blocking the trail tivities as long as they’re in the tunnel because of the
that leads from Caeren to Falias. A crew of workers could cramped environment.
free the road in a couple of days, but the PCs probably won’t • A strange tar-like substance seeps from cracks on the
have the time nor the resources for the job, and will be forced walls here and there. Characters touching it suffer a Su-
to find another path with a Hard (-20) Wandering Roll, un- perficial Dark Magic Critical Strike that ignores Critical
less they learn of the passage through the mines. Strike reductions.
6. Caeren Mines: A steep path climbs up the side of the hill to c. Secondary Tunnels: Each of these tunnels has a 30%
a large, dark opening on its side. chance of containing 2 Hollow Shamblers, holding min-
ing implements and staring vacantly at the walls. They
a. Mines Entrance: The set of footprints the PCs saw in the
attack immediately if disturbed.
village leads here, disappearing into the mine’s entrance.
134
The Kald°nian Hills
Caeren Mines c
f
c g
a
h
b d
c e
d. The Pit: Part of the floor of this chamber collapsed, cre- • A Very Hard (-30) Arcana Roll permits characters ana-
ating a hole in the ground roughly 3 meters wide. The lyzing to recognize it as a mass of pure Darkness.
hole is filled with a pulsating mass of the same tar-like • Characters touching the mass suffer a Moderate Dark
substance seen in the Main Tunnel. Magic Critical Strike that ignores Critical Strike reduc-
tions for each Round they’re in contact with it. Those
Hollow Shambler who die from this attack fall into the pit and emerge as
Hollow Shamblers 1 Round later.
Level MR AT DEF TSR WSR HPs
• Heroes that stare at the mass for more than one Round
2 14L NA 0 +25 +0 35 must pass an Attack Level 3 WSR. Those who fail feel the
Attacks CT Rog Adv Lor irresistible urge to jump inside and are forced to spend all
+40 Medium Grapple NH +0 +0 +0 their actions to move towards it. They can repeat their
Save Roll at the start of each Assessment Phase.
Common Medium Undead. If a Hollow Shambler attacks a foe that’s
Engaged with at least two other creatures, its Grapple attack Size becomes • Each Round after the first the PCs spend here, a Hollow
Large instead of Medium. Hollow Shamblers can attempt to drain the life Shambler enters the chamber from one of the nearby
force of a Held or Incapacitated living creature they’re touching as a Half tunnels and attacks.
Action. The creature must pass a TSR or suffer 1d5+1 Soul Damage.
• The mass is destroyed if it’s exposed to direct sunlight.
Magical light works, too, but the heroes must cast a to-
135
Part I Chapter 2
tal of ten Weaves of light-related spells to achieve the • The ropes sustaining the bridge are severely damaged
same effect. and snap if more than two Medium-sized (or a single
• If the mass is destroyed, the Blight slowly recedes, and Large-sized) heroes attempt to cross the bridge at the
Caeren ceases to be a Blighted Area. same time, plunging into the Abyss any character on the
bridge who fails a Hard (-20) Acrobatics Roll.
e. Waterfall: A roaring stream of water gushes from a
• The chasm is 10 meters deep. Heroes who fall into it suf-
small opening on the side of the tunnel, cascading into
fer a fall attack with a +70 CMB (see “Falling” rules on
a deep chasm. A narrow causeway crosses the chasm,
page 146 of the Core Rules).
right under the waterfall, leading to the tunnel on the
• The river flows north-west, as described in Area e.
other side.
h. Exit Tunnel: A seemingly unending natural tunnel
• Characters crossing the causeway must pass a Hard (-20)
leads to an exit on the western side of the hill. If the play-
Athletics Roll or be swept into the chasm by the waterfall.
ers seem interested in further exploring the depths of
• The chasm is 15 meters deep, heroes who fall into it suf-
the earth, you may want to improvise a few extra subter-
fer a fall attack with a +95 CMB (see “Falling” rules on
ranean locations and encounters for them. Otherwise,
page 146 of the Core Rules), and plunge into the icy wa-
they emerge on the other side after a long and tiring, but
ters below.
ultimately uneventful, walk through the tunnel.
• On the chasm’s bottom, the water forms a fast under-
ground river, flowing north-west. Characters who can-
not breathe water must pass an Insane (-70) Athletics
Roll or start drowning (as explained on page 146 of the Hazards & Encounters
Core Rules). Even water-breathing characters must pass
a Hard (-20) Athletics Roll to fight against the strong cur- Roll or pick an entry from the table below to generate the Haz-
rent and avoid being bashed against the rocks to suffer a ards encountered by the PCs while exploring the Kaldônian Hills.
Minor injury. The river emerges on the other side of the Hazards marked by a * are not-repeatable and can happen only
hill, about 3 kilometers north-west of Caeren. once. Ignore them if they come up more than once, and roll on
the Blight Hazards Table instead.
f. Natural Cave: This cave was used as a warehouse by
the miners, and contains two wooden wheelbarrows
filled with rocks, a table holding a few sacks of ore, and
some racks holding mining tools.
Concluding the Adventure
• The sacks are filled with unrefined copper ore, they count When the PCs reach Falias, you should proceed to the next chap-
as a TV2 treasure but are extremely heavy and impracti- ter, which describes in detail what they'll find there. However, giv-
cal to carry around. en its open nature, there's no real ending to this adventure, and, at
• On the tool racks, the heroes can find 30 meters of strong a later time, the heroes may always decide to come back and visit
rope, as well as several pickaxes, hammers, and oth- some of the locations presented here.
er mining tools, which can be easily used as improvised
weapons.
136
The Kald°nian Hills
Roll Hazard
1 The heroes’ path is cut off by a raging stream, which proves Hard (-20) to cross, even for mounted characters.
A torrential rain slows the characters' progress to a grind, increasing the time needed to reach their destination by an extra
2
50% and increasing the Difficulty of any Wandering and Hunting Rolls by one step.
The heroes meet a small group of young boys from Murias, who completely lost their way after fleeing from the Fair during
3
the raid. They're famished, terrified, and have no idea how to return home.
4 The PCs come upon the camp of a group of 1d5+1 Wendal Savage Raiders scouring the countryside.
A swarm (2d5) of mischievous Sprites start quietly following the group, using their magical powers to harass them with
5 a series of tricks and pranks. If the group endures the ordeal or shows respect for them, the Sprites will make amends by
showing them a shortcut that will save them half a day of travel.
The heroes are stopped and questioned by 4 Bandits looking for a former member of their gang who stole part of their loot
*6
and fled. If Evan (see Chapter 2 - The Kaldônian Hills) is with the party, they demand he’s handed over to them.
With a terrible rumble, a landslide threatens to swallow the heroes. Characters failing a Standard (+0) Acrobatics Roll suffer
7 a Minor Injury. Moreover, the party must pass a Challenging (-10) Roll to find a new way to their destination, as the path
they were following is now blocked by the debris.
The PCs meet Rhitta and Rhudda, a couple of wandering Ogre Bruiser gourmands, who ask them to help them decide who
has prepared the best soup between the two. If the heroes refuse, the ogres are disappointed but let them pass. There’s
*8 a 10% chance this is just a ruse to lure in the heroes and use them as the soup’s main ingredient. Otherwise, characters
tasting their soups must pass an Attack Level 3 TSR or fall violently hill, becoming Weary. No matter who they pick as the
winner, the ogres thank them by gifting them with 3 days worth or rations.
A herd of panicked wild goats come rushing down a nearby hill, stampeding straight towards the PCs. Their charge is
9 relatively easy to avoid and only characters who stand in their way suffer a +40 Medium Trample Attack. But what caused
them to panic in the first place?
Hazards marked by a * are not-repeatable and can happen only once. Ignore them if they come up more than once, and roll on the
Blight Hazards Table instead.
[3.3]
137
Part I Chapter 3
Blood
in the Water
Part I
Chapter 3
T
he heroes arrive in the coastal town of Falias, where they reason he stopped in Falias at all, rather than sailing directly to at-
find the situation may be worse than they had anticipat- tack Murias. Night and day he scours Bloodwater Bluff in search
ed. Only by facing their fears and through confronting a of the artifact, and yet the Shard eludes him. Will the heroes seize
terrible foe will they discover the role they will play in the events the treasure for themselves, or will it fall into the dark sorcerer’s
that are about to shake Awallon. clutches?
138
Blood in the Water
events described here. Some of them may be curious to discov- The two girls are Saoirse, and Orla, survivors of Slough Mor’s at-
er the meaning behind their strange dreams. Others may bear a tack on Falias. Nudd, the Asrai, helped them hide until now, but
personal grudge against the Wendals, or have some ties with the they were spotted by a Wendal patrol just before the PCs’ arrival.
people of the Dôn clan. Others yet may be after the causes of the There are 5 Savage Raiders chasing them.
mysterious Blight, or the kidnappers of Aunt Lizzie. In any case,
you should review the group’s Passions before starting this chap- Savage Raider
ter, to make sure they’re still relevant and fun to play. Encourage
Level MR AT DEF TSR WSR HPs
players who gained little or no Drive up to this point to change
2 15L LA 10 +15 +10 55
their Motivation into a relevant short-term goal (e.g.: “I will com-
plete the mission Lady Brigid assigned us”), or work with them to Attacks CT Rog Adv Lor
introduce an NPC from their background into the adventure. For +45 We/+30 Ran NH +10 +25 +5
example, they could fear finding a relative or love interest among
Common Evil Man. Savage Raiders treat Arduous Terrain caused by
the Wendals’ prisoners. Or maybe a hated rival of theirs could rubble, debris, or ruined buildings as Normal Terrain.
make an appearance, either working for Slough Mor, or seeking
the mirror’s Shard for their own purposes. Once you’ve reviewed Nudd
the party’s Passions, you may start the adventure using the “Ap-
Level MR AT DEF TSR WSR HPs
proaching Falias” paragraph below.
1 12L/15L NA 5 +10 +10 40
Approaching Falias Attacks CT Rog Adv Lor
As they come in sight of Falias, the heroes immediately realize that +35 Short Spear NH +50 +25 +10
Lady Brigid’s fears were well founded. Most of the town buildings Asrai Aquatic Rogue. Armed with a fishing spear. Knows the 1st Weave of
have been reduced to blackened ruins, and even the few that still the Glamours and Spell Songs Spell Lores (use his Lor bonus to cast). 3 MPs.
stand are heavily damaged. In the debris-choked streets, a few fat,
cawing seagulls squabble over the half-eaten corpses abandoned The Wendals attempt to flee if two or more Savage Raiders are
there to rot. Falias has fallen, but it’s not deserted. The sounds of defeated. If the PCs don’t intervene, the three children are quick-
evil laughter and angry remarks in the guttural language of the ly taken prisoner by the Wendals and dragged to their encamp-
Wendals rise from a chaotic cluster of ragged tents that has been ment. Otherwise, Nudd, Saoirse, and Orla thank their saviors,
pitched in the town’s main square, where fur-clad brutes move and invite them to move to their hideout (area 2 on the Falias and
about around the burning campfires. Further beyond, anchored Surroundings map), before answering any question, to avoid be-
to a rocky islet not too far from the coast, a large black-sailed ship ing spotted by another patrol.
casts an ominous shadow over the ruined town. Speaking with the Fugitives
Once they’re safe, the three gladly answer any question the heroes
The Fugitives might have. Here are some of the answers they may give them.
While the PCs are taking in this grim scene, they spot two hu- • What happened here?
man girls and an Asrai, running across the fields that surround A heavy fog came from the sea a few days ago, and with it came
the town. They are being pursued by a group of Wendals, who black-sailed ships, full of screaming Wendals. Like demons they
are quickly gaining on them. Suddenly, the Asrai trips and falls, descended upon us. They burned, pillaged, and captured all the
and the girls stop to help him get on his feet. Outnumbered, and others! The few who tried to resist were slain by the Wendals’
armed only with short fishing spears, the three have clearly no leader, a dark sorcerer who commands the dead!
hope of resisting the Wendals on their own.
139
Part I Chapter 3
140
Blood in the Water
• Where are the other inhabitants of Falias? • How did you manage to avoid being captured?
The Wendals rounded them up and dragged them to Blood- We were… visiting Nudd when the Wendals attacked. Or-
water Bluff, that islet you can see over there. la’s parents won’t let her see Nudd, so we have to slip out of
town from time to time. He helped us out, brought us here to
• How can you be sure they’re still there?
his hideout. We were hoping to reach Caeren today, but the
The big ship hasn’t moved yet, plus Nudd knows a secret way
Wendals spotted us.
in. He says they’re keeping all of them caged in a big cave or
something like that. Well, all of them except for the witch. • Is there anyone we could ask for help?
We were thinking the warriors of Murias could help us. Mu-
• A secret way in?
rias is where the Iarrl lives, isn’t it?
Yes, a small gap on the other side of the islet, which leads
The girls loathe the idea of abandoning their families and friends
straight to the inner caves. It's underwater most of the time,
to the Wendals, and will plead with the heroes to save them.
but when the tide is low the water retreats, and you can walk
If that doesn’t seem possible, or if the PCs refuse to help them,
right in. We planned to use it to help the others escape, but
they’ll stick to their original plan and head towards Murias.
we didn’t know how to get them out of the cage.
141
Part I Chapter 3
Cast ofCharacters
Villains
Slough Mor
Level MR AT DEF TSR WSR HPs
Antagonist Medium Humanoid, see below for other special abilities. Access
to the following Spell Lores up to the 6th Weave: Necromancy, Eldritch Tide,
Eldritch Hand, Eldritch Might. Wields a magical whalebone staff (granting
a +15 bonus applied to all his Eldritch Tide Spells) and +10 flint sword.
Magical tattoos turned his skin into natural Light Armor and give him a
+15 bonus to DEF.
Special Abilities
Darkvision: Sloughs can see in Dim Light and Total Darkness as if they
were standing in Bright Light.
Fear: The sight of a Slough’s real appearance causes fear in living beings.
Living creatures seeing an unmasked Slough must pass a WSR or become
Frightened. At the beginning of each Assessment Phase, Frightened
creatures may repeat their WSR to end this effect.
Powerslave: Sloughs do not age, recover 1 HP per minute, and are immune to
Stun and disease. They don’t need to sleep, and will gain the benefits of a night’s
rest simply by meditating for 3 hours. However, the souls of Sloughs whose HPs
drop to zero or less are inflicted with the Dying condition. And any who are
straight-out killed by an attack are immediately claimed and consumed by
the Darkmaster, while their bodies shrivel to hollow, lifeless husks.
Spells: Slough Mor knows the following Spell Lores up to the sixth Weave:
Necromancy, Eldritch Tide, Eldritch Hand, Eldritch Might. He can cast
Spells from them without using MPs (using their Lore bonus for the Spell
Casting Roll).
Necrodeath: Slough Mor can control double the normal amount of
undead with their Dominate Undead Spell. Additionally, once per Round
when a creature that the Slough can see targets him with an attack, Slough
Mor instead can have the attack target an Undead under his control within
3 meters of him.
142
Blood in the Water
143
Part I Chapter 3
People of Awallon
•
Aunt Lizzie She carries a Dreamstone Charm (see the Dreamstone
Charm box) concealed on herself , and can tell the PCs how
to use it in combination with Mor’s Dream Drug to reach the
Level MR AT DEF TSR WSR HPs dream in which the Shard is hidden.
2 15L NA 5 +10 +30 10 (35) • If asked about the dreams the heroes had in the previous
Attacks CT Rog Adv Lor
chapters of this campaign, she can tell them that they were
probably caused by the Shard, meaning the artifact has some
+20 Quarterstaff NH +25 +25 +45
kind of connection with them. She can also tell them any-
Human Hill Sage. Access to the Hedge Magic and Eldritch Visions Spell thing they could have discovered by passing a Songs & Tales
Lores up to the 2nd Weave. 4 MPs. Carries a Dreamstone Charm (see Roll in the dream (e.g.: the meaning of the words scored on
below). HPs shows current HPs, Total in brackets.
the menhir, or that the stone visages were meant to repre-
Aunt Lizzie is an old but vigorous woman with an inquisitive sent the seven Giant Kings), and that the dragon biting its
mind and a kind soul. A naturally talented diviner, she could have own tail is a symbol connected to the darkest aspects of the
become a powerful druid, had she received proper training. Nev- realm of Dreams.
ertheless, she managed to become a competent scholar of the • She’s Bruised and Weary.
arcane, stringing together bits of lore learned from old legends,
wandering Aes Sidhe, and fragments of mystical texts to develop
an impressive body of knowledge. Dreams and the Dreamworld
are her specialty, a topic in which she became fascinated by study- Dreamstone Charm
ing the glyphs carved on the ancient stones near her home village.
This is a glyphs-covered piece of stone the size of a fin-
In fact, it was the resonance created by her experiments with that
ger, chipped away from an ancient menhir. Someone
circle of stones that alerted Slough Mor of her presence. Believing
has tied a small piece of cord to it, so that it can be
she might prove a better tool for reaching the Shard than the vil-
worn as a necklace. It’s said to grant protection from
lagers he captured, the sorcerer sent a band of Kobolds to kidnap
bad dreams.
her. As a prisoner of the Slough, she had to endure his vicious in-
terrogations, but at the same time she tricked him into revealing a Type:: Bonus
Type
great deal about his plans and motives to her. Powers: Characters carrying this charm gain a magi-
Powers:
• She knows Slough Mor is looking for a shard of a magical cal +10 bonus to their Save Rolls while dreaming.
mirror that's hidden in the caves of Bloodwater Bluff. Using the Charm with the Dream Drug
• She knows the Slough serves someone he calls the Maimed
Characters who drink Slough Mor’s Dream Drug and
King, who may be the chief of all the Wendals. She has no
then snap this charm in half are transported to the
idea who he is, or what they intend to do with the Mirror’s
Dream of the Stone. The Dreamstone Charm is de-
Shard, but her intuition tells her that something terrible will
stroyed and loses its other powers in the process.
happen if this Maimed King claims the Shard.
• She knows that Slough Mor is brewing a special potion to get
through the dream-barrier protecting the Shard, that he keeps
it in his cabin, and that he’s testing it on the other prisoners.
144
Blood in the Water
Nudd
Asrai Aquatic Rogue. Armed with a fishing spear. Knows the 1st Weave of
the Glamours and Spell Songs Spell Lores (use his Lor bonus to cast). 3 MPs.
145
Part I Chapter 3
The Land
1
3
4
5
2
146
Blood in the Water
a couple of Rounds to retreat or overcome their enemies be- • Slough Mor’s cabin is cluttered with macabre ritual imple-
fore these sentinels raise the alarm, stirring the rest of the ments. A small, sturdy-looking cabinet is secured to one of
camp against them. the cabin’s walls; and an oddly silent Gorcrow sits in a wood-
Savage Raider en cage hanging from the ceiling. The cabin is always guard-
ed by 2 Undead Thralls when Slough Mor isn’t in.
Level MR AT DEF TSR WSR HPs
• The cabinet contains 6 vials of foul-smelling, variously col-
2 15L LA 10 +15 +10 55 ored liquids. A Hard (-20) Arcana Roll allows a PC to deter-
Attacks CT Rog Adv Lor mine that one of them contains 6 doses of Cythraulic Dream
+45 We/+30 Ran NH +10 +25 +5 Drug, while a Challenging (-10) Nature Roll identifies the
contents of the others as an extract of Deepwood Mandrake
Common Evil Man. Savage Raiders treat Arduous Terrain caused by
(see Core Rules, page 204).
rubble, debris, or ruined buildings as Normal Terrain.
• Characters taking a closer look at the cage notice a scrap of
parchment lying on its bottom. The Gorcrow pecks anyone
6. Wharf: Five small row boats are tied to this simple wood and
who tries to take it. If the cage is opened, it flies out of the win-
stone wharf. The recent bloodshed attracted a Giant Eel,
dow, cawing, “Hail to the Maimed King! Hail to the Maimed
who now lurks lazily in the harbor waters.
King!”, and disappears into the distance. On the parchment,
Giant Eel
written in the Oggam script of the Aes Sidhe, there’s a short
Level MR AT DEF TSR WSR HPs message: “The Mirror takes precedence. Bring it to me and
2 15S NA 15 +10 -5 40 you’ll be rewarded as promised.” This is followed by a mark in
Attacks CT Rog Adv Lor
the shape of a dragon biting its own tail.
147
Part I Chapter 3
2
1
5
4
Bloodwater Bluff
1. Cave Entrance: Water pours into this cave, each wave crash- they end their movement and fall Prone.
ing on the sharp rocks before its mouth, forming a dark pool • During the day, there’s a 25% chance 2 Savage Raiders are
that covers almost half of its floor. A narrow dry passage surveilling this entrance.
skirts the edges of the water, climbing upward to the en- • Characters examining the pool notice the mouth of an
trance of a dank passage. underwater tunnel near its bottom. It leads to Area 4,
Savage Raider but characters who wish to swim through it must pass a
Hard (-20) Athletics Roll to avoid drowning, unless they
Level MR AT DEF TSR WSR HPs
can breathe water.
2 15L LA 10 +15 +10 55 • Two rowboats are secured to the rocks near the mouth
Attacks CT Rog Adv Lor of the cave.
+45 We/+30 Ran NH +10 +25 +5
2. Central cave: A large, damp cave, lit by the flickering light of
Common Evil Man. Savage Raiders treat Arduous Terrain caused by a campfire. Four fur-clad figures sit around it, roasting fish on
rubble, debris, or ruined buildings as Normal Terrain. the flame and taking big gulps from a flask of foul-smelling li-
quor they pass among them. Others grumble and stir in their
• The floor of this cave is very slippery, and is considered sleep on some pelts laid on the cavern’s floor. On its south-
Arduous Terrain. Characters may ignore this by succeed- ernmost side, the cave ends abruptly at a steep ledge over-
ing on a Challenging (-10) Acrobatics Roll. If they fail, looking another water-filled chamber. On the opposite side,
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Blood in the Water
several frightened men and women huddle together inside a save for a small island in its center, which is almost complete-
crudely-constructed wooden cage. ly occupied by the skeletal remains of a gigantic creature.
• There are a total of 12 Savage Raiders here. Unless Slough • A quick glance at the remains identify them as the skeleton
Mor is present, or the PCs somehow alerted them, only of a Giant curled in the fetal position. A successful Stan-
4 Raiders are awake. The others are sleeping, and need a dard (+0) Healer Roll determines it must have stood over 3
full Round to come to their senses, and another to rise meters tall in life, meaning it was a Lesser Giant, possibly a
and get their weapons. soldier of the Giant Kings of old.
• Trapped in the cage are the surviving inhabitants of • The island is covered in intricate glyphs and symbols that
Falias. They’re exhausted, famished, and scared to death. are carved with astounding precision on its rocky sur-
Slough Mor has been secretly mixing his experimental face. Heroes who succeed in a Hard (-20) Arcana Roll re-
alchemical brew with their food, so they've been plagued alize they're dream-glyphs, and that reciting them opens
by nightmares and unable to sleep properly in the last some sort of limited bridge to the Dreamworld. A Partial
few days. Most of them are in too bad of a shape to be of Success on this Roll accidentally triggers the glyphs. Ac-
any help in a fight, but 1d5 Commoners join the heroes’ tivating them projects the consciousness of every char-
side against the Wendals if they’re freed from the cage. acter in the cave into the Dream of the Giant (see the
• The cage can be opened by breaking its bars with a Very Dream a Little Dream paragraph of this adventure).
Hard (-30) Athletics Roll, or by cutting or untying the • Two different submerged tunnels leave this cave; one
piece of rope keeping its door closed. is connected to Area 4, the other to a tunnel leading to
• The ledge on the southernmost side of the cave is 5 me- Area 3. Both require a Challenging (-10) Athletics Roll to
ters above the waters of the chamber below. Characters be crossed without drowning.
jumping or falling down the ledge suffer no damage and
5. Hidden Entrance: Normally, this area lies beneath the wa-
find themselves in Area 3.
ter level. However, during low tides, the sea retreats, reveal-
3. Flooded Chamber: This cave is filled with deep, icy cold wa- ing the mouth of a seaweed-infested tunnel.
ters. A feeble, flickering red light filters down from a large
• Characters must pass a Standard (+0) Perception Roll to
opening near the cave’s ceiling, high above the water level,
spot this entrance when it’s below the water level.
casting strange shadows on the walls.
• Heroes attempting to swim through the tunnel when it’s
• The Mirror’s Shard fell here, but Morgawse’s residual submerged must pass a Hard (-20) Athletics Roll to avoid
magic hid it in the Dreamworld. Characters in the wak- drowning, unless they can breathe water.
ing world cannot see nor interact with the Shard, but he-
roes are able to perceive its presence
• Characters who use the Cythraulic Dream Drug here (or
enter the Dreamworld by other means) are transported
to the Dream of the Sea (see the Dream a Little Dream
paragraph of this adventure).
• The cave’s walls are Very Hard (-30) to climb.
• The bloated corpses of several drowned villagers, the vic-
tims of Slough Mor’s failed experiments, lie on the bot-
tom of this chamber.
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Pensive Giant
The Giant ignores the heroes until they interact with him.
• If they attack him, he vanishes like a cloud in the wind, then
a huge wave rises from the sea, crashing onto the beach and
washing the PCs away into the Dream of the Sea.
• If they interact with him in a non-violent manner, he calmly
asks them why they disturb his dream.
• If they ask him why he’s here, or about the storm, the beach,
or any other feature of this lucid dream, he tells them that
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Part I Chapter 3
it’s just an echo of a dream long dreamt and that it’ll soon fade triumphant pose, the next one likely to be giving a speech, and
away, as everything must. so on. Characters specifically looking for his missing hand may
• If they ask him about the mirror, or about a way to leave the pass a Hard (-20) Perception Roll to spot that it has rolled be-
dream, he slowly points towards the sea before them, revealing hind the statue. Upon one of its fingers, they find a bronze sig-
a great ice bridge that stretches from the shore to a beautiful net in the shape of a serpent biting its own tail.
castle, rising from the waves. The PCs realize the bridge was al- • If the characters approach the avenue leading to the castle, the
ways there; they just didn’t notice it before. Crossing the bridge guards tell them that only those carrying the King’s seal may
leads to the Dream of the Mirror. Before they leave, however, pass. If they show them the bronze signet, or any other repre-
the Giant issues them a cryptic warning: “Beware the devour- sentation of the Dread Devourer’s symbol (such as the mark
ing serpent, lest thou meet my Kin’s fate! Dreams are meant to on the letter found in Slough Mor’s cabin), they’ll stand aside.
remain dreams. No matter how beautiful, they all melt away Otherwise, if the heroes attempt to get through anyway or at-
in the morning sun.” If questioned again or asked to elaborate, tack them, they fight as Hollow Shades. Characters who walk
he’ll simply urge the heroes to press on. the avenue they guard are taken to the Dream of the Mirror.
Hollow Shade
Dream of the Stone Level MR AT DEF TSR WSR HPs
The heroes dream of walking through the empty streets of a som- 5 15L NA 10 +30 +20 70
ber stone city. The open gates of a mighty castle beckon to them Attacks CT Rog Adv Lor
from the distance, its lofty towers soaring high above the build- +75 Weapon HH +0 +0 +0
ings around them, but they can’t see a clear way to reach them.
Straight before them, a cobbled boulevard leads to a great plaza, Elite Medium Undead. See Special Abilities below.
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Blood in the Water
far side of the hall, overseeing the whole scene from a white mar- Very soon. There's going to be a great speech in your honor, his
ble dais, a young man with silvery hair and smiling eyes sits on a Majesty wrote it Himself, I heard. Just a little patience. I know
magnificent gilded throne. Four knights in shining armor of gold it must be very exciting to be here, but we can't rush the King,
stand guard at his feet, their faces hidden behind elaborate helms. can we?
Bizarrely out of place in such a joyous environment, a withered old • Can we leave?
crone dressed in rags stares at the PCs from a corner of the room. What? Why? Well, yes, but… Look, the King is going to sum-
She is ignored by the rest of the court. The heroes’ entrance is an- mon you shortly, and then I'd have to come and fetch you, and
nounced by a white-robed valet, who proclaims their names and the castle is huge. Can we not do that? Thanks. It's going to be
the valorous deeds performed in defense of Awallon to the cheer- just a minute, I promise.
ing crowd. The valet then turns to the PCs, telling them that the
If the PCs attack the Valet, one or more of the king's knights steps
king will soon reward them for their services to the crown, and to
in to defend him. Proceed as described in the Ways Out paragraph
enjoy the party while they wait to be summoned before the throne.
below.
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The hall falls silent as the valet, the knights, and the masked rev- Holds secrets never spoken
elers disappear, leaving a cold, empty room behind. The King By the shard now in your hand
screams with rage, his face distorted in a twisted visage of hate. Find its pieces throughout the land
He raises both his arms to the air, as if to strike the PCs, and they
Under the eldest tree's leaves
notice that his sword-hand is missing, a maimed stump left in
its place. Before he can do anything further, however, a cloud of And where a queen sits among thieves
pitch-black smoke envelops him, and he disappears. A beautiful In the sea-sunken ruins look for the third
young maiden now stands in place of the old crone, a sparkling
Where the star-gazer was interred
Shard of mirror in her hands. With a melodious voice, she thanks
With all these and with your own
the heroes, extending her hand to offer the Shard to the nearest
PC. You'll learn the secrets of the Golden Throne
If the heroes say anything to her, she smiles and tells them that The dream ends, and the heroes wake up wherever they were in
her time is limited, but answers any questions they may have, if the waking world when they started dreaming. Only a few mo-
she knows the answers (see below). If she doesn’t know, she just ments have passed, but whoever took the shard from the maid-
shakes her head and tells them so. en’s hands now holds a Shard of the Silver Mirror (see boxed text
• About the dream or herself: She tells them that she had to below).
craft this dream to protect the Shard of the Mirror from the
servants of Darkness who are seeking it.
• About the Mirror: It’s a shard of her mistress’ magical Mirror, First Shard of the Silver Mirror
sent out to seek those worthy to sit on the Golden Throne.
This is but a single shard of princess Morgawse’s Sil-
There are three other shards scattered across the land, and
ver Mirror.
only those who claim them all will learn the truth about the
Blight that’s threatening Awallon. If asked where the other Type: Bonus
shards are, she hands the mirror to one of the characters and Powers: The Shard grants a +10 magical bonus to its
Powers:
recites the verses below. bearer’s DEF and Save Rolls against Spells and magi-
• About her mistress: Her mistress is Princess Morgawse. cal attacks. Despite its fragile appearance, the Shard
She was taken by the Blight’s servants, but, before that, she is highly resistant to magic and cannot be damaged by
was able to hide her Mirror so that it wouldn’t fall into their mundane means.
hands.
• About the King: He was a reflection of the Maimed King, the
most dangerous servant of the Blight. He is, too, searching for
the Mirror’s shards.
• When one of the characters takes the mirror, she’ll recite
the following verses:
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Blood in the Water
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Part 2 Chapter 1
Call to
Arms
Part 2
Chapter 1
T
he war for Awallon rages! Despite the victories scored choose. Their main objective, however, should be to find a way to
by the heroes, the people of Murias cannot hope to re- stop the Maimed King, which will set the stage for the culmina-
sist for long against the Wendal hordes without help. The tion of the campaign.
heroes are called on to defend Awallon from barbarian savagery.
Will they set out in search of new allies, or will they stand alone Starting the Players
against the coming Darkness?
In the first part of the Secrets of the Golden Throne campaign,
The Tale the heroes uncovered several clues about the threat faced by
the people of Awallon. Depending on their actions, they may al-
ready know about the Maimed King, and may even have come in
While his seemingly unstoppable army advances, the Maimed
possession of the first shard of Morgawse’s Mirror. At this point,
King sends emissaries to the remaining leaders of the Dahnan
they’re free to travel wherever they wish, but the destinations
clans. The message they carry is very clear: surrender or die. But
they’re most likely to choose are Murias or one of the locations
the people of Awallon aren’t so easily intimidated, and the more
described in the dream maiden’s rhyme.
Medrawt tightens his grip on the kingdom, the faster the flames
of resistance spread through the island. • If they head back to Murias, read the Meeting Lady Brigid
section below.
• If they opt for another destination, the Awallon Burning sec-
The Task tion will help you handle their journey, and pace the rest of
the campaign.
This scenario is meant to introduce the second part of the Se- • The Quest for the Magic Mirror section holds more infor-
mation about the Mirror’s Shards, including their location
crets of the Golden Throne campaign, which sees the Free Kins
and their role in the campaign. You should read it careful-
of Awallon desperately fighting back against the relentless ad-
ly, whether the PCs have recovered the First Shard or not, as
vance of the Wendal horde. Unlike the previous adventures, here
they may still run into the artifacts at a later point.
the PCs are free to forge their path across Awallon, however they
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Part 2 Chapter 1
With or without Lady Brigid’s council approval, make sure the he- • Finally, one of the Shards is in the Croghan Marshlands, bur-
roes leave the meeting with a clear destination in mind. ied in the Ancestral Ruins of the ancient fortress of a Giant
King. You’ll find more information about this Shard and lo-
cation in Chapter VIII - Ghosts of the Croghan Marshlands.
With a Little Help from my Friends
The heroes may well decide to let one or more NPCs Interpreting the
Maiden’s Rhyme
deal with one problem, while they tackle another. For
example, they might opt to send one of their allies to
bring a message to one of the other clans, while they go
Luckily for the PCs, the dream maiden’s rhyme provides them with
and visit a different one. The chances of an NPC be-
a series of clues that can lead them straight to the remaining frag-
ing successful in their mission is equal to their high-
ments of the mirror. The players can attempt to deduct the rhyme’s
est most relevant Skill bonus expressed as a straight
meaning on their own, or they can succeed in a Challenging (-10)
percentage chance. For example, Cathbad has a 60%
Songs & Tales Roll to interpret it. Alternatively, any scholarly-type
chance of being successful, if the PCs send him as a
NPC (like Cathbad or Aunt Lizzie) can help them understand the
messenger to one of the other Clans, because Charis-
rhyme’s hidden message, should they recite it to them. Following
ma would be the most relevant Skill in this case, and
here is a detailed explanation of the true meaning of the maiden’s
he has a Skill bonus of 60 in the Lore category.
verses:
• Mirror mirror shattered and broken/Holds secrets never
spoken: These verses serve as an introduction to the rhyme, but
Quest for the Magic Mirror also hint at the secret Morgawse hid within the Mirr0r’s frag-
ments.
If they recovered the First Shard of Morgawse’s Mirror in the previ- • By the shard now in your hand/Find its pieces throughout
ous part of the campaign, the heroes also have the option of search- the land: These verses urge the heroes to seek the other Shards.
ing for the other pieces of the Mirror, provided they can decipher • Under the eldest tree's leaves: This verse refers to Og Dara, the
the maiden’s rhyme, or find someone who can help them under- oldest tree in Awallon, protector of the druidic fortress of Caer
stand its meaning. There are three other Shards scattered across Sithi, and to the fragment that can be found there.
Awallon, and, by recovering them all, the heroes will gain a huge ad- • And where a queen sits among thieves: This verse refers to
vantage over the forces of Evil, as well as a means to end the threat Queen Vivien, who presides over the Wild Court, a group of
posed by the Dread Devourer of the Void. Note, however, that re- bandits and rebels in the Brécheliant Forest, suggesting to the
covering the fragments of the Mirror isn't mandatory, and that the PCs to look for a fragment there.
PCs can still defeat the Maimed King even if they completely miss • In the sea-sunken ruins look for the third/Where the
or ignore this series of interconnected adventures. star-gazer was interred: This verse refers to the sunken ruins
Each Shard can be found at a specific location. These areas are of the ancient fortress of a Giant King that can be found in the
detailed in one of the later chapters of this part of the campaign: Croghan Marshlands. According to the legends, the fortress
• One Shard is located in the Calebawn Forest, in the druidic sank into the sea because the Giant attempted to build a tower
fortress of Caer Sithi. You’ll find more information about this that could reach the stars.
Shard and location in Chapter III - The Darkening of Og Dara. • With all these and with your own/You'll learn the secrets
• Another Shard is in the Brécheliant Forest, where Queen Vivi- of the Golden Throne: The last two verses simply tell the char-
en holds her Midnight Revel. You’ll find more information acters that they need to claim all the Mirror’s Shards to learn
about this Shard and location in Chapter VI - The Ogre’s Bride. their secrets.
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Part 2 Chapter 1
shape the land to our liking. We’ll be the masters of our destinies! • In this dream, each hero takes the form of a Giant King. De-
Dreams will be our reality!” spite their appearance, they retain all their normal stats and
After his short speech, he sits down again. The Golden Throne abilities, save for the fact that they’re considered Huge in Size.
glows with a low radiance, and the stone gate creaks open with a They return to their normal bodies when they wake up.
grinding sound, revealing an impossibly beautiful landscape be- • Start keeping track of combat Rounds as soon as you finish
yond it. Suddenly, the wondrous vision turns into a horrifying reading or paraphrasing the scene described above.
nightmare, as a colossal serpent of pure shadow coalesces on the • At the beginning of the first Round the gate vomits a tide of a
other side of the gate. Tendrils of darkness shoot out of the por- noxious, pitch-colored sludge, which consumes the scream-
tal, coiling around the red-bearded Giant, lifting him into the air. ing Wendals and forms a 6-meters-wide pool around the
“Close it! Close the Gate!” he barely manages to shout, before dis- Golden Throne and before the Gate. Characters touching
appearing within the writhing darkness. this substance suffer 1d10 Damage and a Superficial Dark
Magic Critical Strike for each Round they remain in contact
Hollow Shade
with it, ignoring any Critical Strike Reduction they might
Level MR AT DEF TSR WSR HPs have. Hollow Shamblers and Hollow Shades are immune to
5 15L NA 10 +30 +20 70 this effect.
Attacks CT Rog Adv Lor • At the same time, the red-bearded Giant is absorbed by the
+75 Weapon/ shadowy tendrils and turned into a Hollow Shade that at-
HH +0 +0 +0
+45 Medium Grapple tacks the PCs.
Darkvision: Hollow Shades can see in Dim Light and Total • At the beginning of the second Round of combat, 2d5+1
Darkness as if they were standing in Bright Light. Hollow Shamblers rise from the black sludge. 1d5 more Hol-
Mindless: Hollow Shades are immune to fear and other mind- low Shamblers rise at the beginning of each Round after that.
influencing effects.
They attack anyone who approaches the Golden Throne or
Unliving: Hollow Shades do not need to breathe, rest, or eat; are
immune to Stun, poison, and diseases; and never Bleed. the stone gate.
Call of the Void: Once per scene, Hollow Shades can spend a Full • To close the gate, the heroes must operate the Golden
Action to emit a soul-piercing shriek. Living creatures within a 9 Throne, which requires a character sitting upon it to spend
meter radius must pass a WSR or be unable to spend Drive for 1
a Full Action for 3 consecutive Rounds and pass a Very Hard
Round for every 10 points of failure.
(-30) Arcana Roll.
If it's defeated, two identical Shades appear and attack the heroes,
then two more if another falls. And so on, until all characters are • The dreams end when the gate is closed or when all char-
"dead" or have crossed the gate. The Shades cannot cross the gate, acters “die” (remember that characters who die in a dream
and won't follow those who flee beyond it.
wake up Weary).
Hollow Shambler
• If the heroes closed the gate, award them one point of Drive
each.
Level MR AT DEF TSR WSR HPs
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Call to Arms
forest’s silence is broken by the sound of a hunting horn and the The Trapped Hart
distant baying of a pack of hounds. Just after that, a magnificent
The heroes find the White Hart thrashing and moaning desperately in
White Hart emerges from the trees on the opposite side of the
a bush on the side of the path they are following, its hind leg trapped
glade. For a few moments, it stands still, gazing at the group with
in a cruel barbed snare. The noble beast looks at the PCs with pleading
deep, wise eyes; then the horn sounds again, and the animal dis-
eyes as it tries with all its might to escape the trap, but every movement
appears back into the woods. “Now, this is a prize worthy of a
it makes only ensnares it even more.
king!” laughs the prince. Then, turning towards the PCs, he says
“Come, my friends, whoever gets it first will have the place of hon- • If the heroes free the White Hart from the trap, the animal stands
or in today’s banquet!” before darting off in the same direction. up and beckons the heroes to follow it, leading them to the Pool
of Tears.
• Pursuing the White Hart requires a Hard (-20) Hunting Roll.
A success leads them to The Trapped Hart below, while a • If the characters leave without following the White Hart or with-
out helping it, they end up (roll 1d10) 1-2: at The Kingslaying; 3-6:
failure leads them (roll 1d10) 1-6: to The Hunters; 7: to the
at The Hunters; 7-9: at The Moon Tower; 10: at the Pool of Tears.
Pool of Tears; 8-9: to the Moon Tower; 10: nowhere–they
walk the woods for hours, only to emerge Weary at the start- • If the PCs attack or kill the White Hart they are instantly taken to
The Kingslaying.
ing point. A Partial Success also brings the PCs to The Tri-
al, but they get there after • If the heroes return to this spot again after visiting it the first time,
the White Hart will be gone, leaving a faint trail of blood
a long, exhausting trek
behind it. Following it leads to the Pool of Tears. Leaving in
through the woods,
any other direction leads to The Hunters.
which renders them
Weary.
• Following the prince is a The Hunters
chase with a Distance of 5. The heroes meet 4 Vicious Hounds, disguised as huntsmen,
Use the following Skill bonuses for resting at a crossroad.
the prince: Rog +60; Adv: +80; Lor:
• The hounds are under an illusion that makes
+40. If the PCs win, they arrive at The King- them look like the huntsmen they've devoured.
slaying. If they lose, they become Weary The illusion is magical and can be de-
and arrive (roll 1d10) 1-3: at The Hunters; tected as such, and Spells like Sense
4-6: at the Moon Tower; 7-9: at the Pool of Darkness will detect the hounds as ser-
Tears; 10: at The Trapped Hart. vants of the Darkmaster. Suspicious
• The faint path leads to the Moon Tower. heroes specifically looking out for
• Following the stream in any direction something wrong in the hunts-
requires a Challenging (-10) Wandering men may pass a Standard (+0) Per-
skill Roll. A success leads the PCs to the ception Roll to spot some telltale of their
Pool of Tears; a failure leads them back to true nature (e.g.: their clothes are blood-
the starting place. ied, their hands unnaturally hairy, their
mouths too big …).
• If their true natures are discovered,
the hounds drop their disguises and attack
the PCs.
• Otherwise, they attempt to per-
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Part 2 Chapter 1
suade the heroes to take the left path at the crossroad. If the didn’t flee at the end of the second Round, he transforms into
heroes follow the path that the villains suggest, they arrive a Doom Vargr and attacks them.
at The Kingslaying. However, the four hounds quietly fol- • If the prince is killed, both he and the body of the old man
low them and attack them at the worst possible time, once dissolve into a pool of pitch-colored sludge. Characters
they’ve got there. touching this substance suffer 1d10 Damage and a Superfi-
• The opposite path leads to The Trapped Hart, but, if the PCs cial Dark Magic Critical Strike.
take it without dealing with the hounds first, they'll ambush • Characters who leave this location arrive at the Pool of Tears,
them midway. no matter what path or direction they take.
• If the PCs return to this spot a second time, they find the
Doom Vargr
maimed corpses of the real hunters instead.
Level MR AT DEF TSR WSR HPs
Vicious Hound
8 50L NA 55 +50 +40 200
Level MR AT DEF TSR WSR HPs
Attacks CT Rog Adv Lor
3 30L NA 30 +20 +5 90
+100 Large Bite HB +25 +70 +0
Attacks CT Rog Adv Lor
+65 Medium Bite NB +40 +30 +10 Elite Large Spirit. If it scores a Critical Strike with its Bite attack, it can
immediately perform a Large Bash attack with a CMB of +90 against the
same target as a Free Action.
Common Medium Spirit. Magically disguised as a human hunter, can
speak the language of Men.
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Call to Arms
Pool of Tears
The heroes come to the mossy shores of a small lake deep with-
in the forest. Its waters are cold and perfectly still, and only a few,
Aisling
tenuous rays of light break through the gloomy canopy of trees Conjured directly from the Dreamworld, this magnif-
embracing it. A sense of loss and despair hangs heavily on the icent sword of pure Runesilver was once wielded by
area, as if the echoes of a long-forgotten tragedy still lingers on King Alveric of Awallon. According to the legends, its
these haunted shores. blade can slay any foe.
• Unless they came here from The Trapped Hart or The King- Type: Bonus, Constant, Runesilver
slaying, this area is empty, but the heroes can hear a faint sob-
Powers: Aisling is a +30 Runesilver Arming Sword.
bing sound from somewhere nearby. Finding its source re-
Creatures killed by Aisling lose the Undying abili-
quires a Standard (+0) Perception Roll. A success leads to The
ty. Tainted characters and servants of the Darkmas-
Trapped Hart, while a failure leads to The Hunters.
ter attempting to use this sword suffer a Moderate Cut
• Characters drinking from or bathing in the lake’s waters must
Critical Strike each time they try to do so.
pass an Attack Level 6 WSR or be overcome by unbearable
sadness and become Weary.
• If the PCs came here from The Trapped Hart or The King-
slaying, they find a small boat waiting for them on the lake’s
shore. If they take it, the boat moves quietly on its own, bring-
Dream of the Last Shard
ing them to The Sword Island. Once again, the heroes dream of a throne room, one with walls
of white marble, bathed in the sunlight shining through the wide
The Sword Island arched windows that open on both of the hall’s longer sides. A set
of great bronze double-doors are flung wide open behind them, re-
The boat slips quietly and effortlessly across the waters, driven by
vealing a beautiful garden filled with many-colored flowers, shady
an unseen force. Soon the shore and the forest disappear behind
trees, and well-maintained hedges. Before the heroes, almost on
the heroes, and they realize that the lake is far larger than what it
the opposite side of the room, is a now-familiar throne of pure gold.
seemed. After what appears to be an eternity, they finally come to
A man wearing a silver crown sits upon it. He looks tired but hap-
a small, grass-covered island, where they find a square-based altar
py, somehow even relieved, to see the heroes. Behind him stands an
of gray stone. The golden hilt of a magnificent sword of a silvery
even more familiar stone gate, firmly shut, carved with the image
metal protrudes from the top of the altar, glinting in the pale light
of a dragon devouring its tail. The air is warm, filled with the mer-
that shines upon the island.
ry sound of songbirds and the smell of a clear spring day. In fact, the
• Closer inspection reveals an inscription on the base of the al-
only hint of shadow in this pleasant scene is an object swathed in a
tar, reading: "The blade of Truth shines for the righteous and
heavy, dark cloth. The item is about head-height, seemingly aban-
brings doom to the King of Lies.”
doned in a corner of the room. Judging by its contours, it likely is a
• Characters attempting to leave the island wake up well rest-
standing, upright mirror that has been covered in the cloth.
ed.
The man on the throne joyously greets the heroes, inviting them
• If one of the heroes touches the hilt or attempts to draw the
to get closer to him, saying: “Welcome, welcome! I almost began to
sword from the altar, the dream ends, and the character hold-
fear you would never make it here! Come now, who’s going to take
ing the Third Shard finds that it has transformed into a mag-
my place on the throne?”
ical sword named Aisling
• If the heroes approach the crowned man or interact with him,
read The Man on the Throne paragraph.
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Part 2 Chapter 1
• If they decide to explore the garden, go to The Spring Garden devouring Darkness hiding beyond it. The dream ends, and
paragraph. the heroes wake up Weary. If they succeed, they endure the
• If they decide to unveil the great mirror, for a moment its re- pain, channeling it into the throne, and thus shatter the illu-
flection reveals to them the true nature of the throne room: sion that surrounds them. Proceed to the Every Dream Must
a dilapidated ruin in the middle of a frozen landscape. Then End paragraph.
the mirror explodes into a thousand fragments; read the Every
Dream Must End paragraph. The Spring Garden
The garden is pleasantly warm and welcoming but vast beyond
The Man on the Throne comprehension. No matter how long or how far the heroes wan-
The crowned man patiently waits for the PCs to answer him. der through it, they never find a way out. From time to time they
He bears no resemblance to the Maimed King (real or as he ap- spot a gate, or a hedge fence that seems just around the corner,
peared in any of the dreams the PCs had), but characters who but every apparent means of egress proves impossible to reach.
pass a Challenging (-10) Cultures Roll recognize him as Auberon, • If the PCs decide to return to the throne room, they find the
the last of the High Kings to sit on the Golden Throne. entrance is just behind them, even if they’ve walked for hours
• The man is indeed Auberon, or at least a dream reflection of in the garden.
his essence captured by Morgawse’s Mirror. Here he’s acting as • If they decide to stop and rest in the garden, or otherwise re-
a guardian to the gate behind him. The portal is another dream lax here, they start feeling drowsy. If they give in to this weari-
copy of the Dreamforge that, in the waking world, is found ness that comes upon them, they fall asleep. The dream ends,
on the Black Peak of Ildathach. Auberon is using the Gold- and they wake up well rested.
en Throne to keep the dream-gate shut, thus preventing the • There’s no other way out of the garden.
Dread Devourer from manifesting inside this dream. His en-
ergies, however, are almost completely spent (which shouldn’t Every Dream Must End
come as a surprise, considering that the real Auberon is dead),
With the sound of a million mirrors shattering, the world seems
and he’s waiting for somebody to take his place.
to explode around the PCs. The throne room, the pleasant garden,
• If the heroes ask him about the covered mirror, he tells them
and the crowned man all disappear, all replaced by the frost cov-
that there’s nothing special about it, that it’s just an old mirror,
ered ruins of a great dead city surrounded by an icy wasteland and
and that there are more pressing matters to attend to.
overlooked by a massive, horn-shaped peak of black rock. Only the
• If the PCs attack him, he begs them to desist, assuring them
stone gate remains, untouched by ice and frost. It's still sealed, but
that he is not an enemy of theirs, but doesn’t defend himself.
the heroes notice that cracks have appeared on its surface.
If they persist, they slay him easily, the stone gate opens, and
the PCs are swallowed by the unending Darkness within it. A fair, raven-haired maiden, wearing a long, grass-colored dress,
The dream ends, and they wake up Weary. stands next to the gate. Even if they've never seen her before, the
heroes immediately recognize her as princess Morgawse. She
• If one of the PCs steps forward to accept the man’s offer and
take the throne, Auberon smiles and lets the character take greets them with a sad smile and tells them:
his place. "You've made it, you've reached the end of the dream. I'm
• Characters sitting on the throne are immediately assault- sorry for putting you through this, but I had to make sure
ed by jolts of pain, as the Golden Throne feeds on their life that my mirror wouldn't fall in the wrong hands. I'm sure
force to prevent the gate from opening, and must pass an At- you have a lot of questions, and I'd like to clear all of your
tack Level 8 WSR. If they fail, the pain is unbearable; they doubts, but, even here in the Dreamworld, time is against
collapse to the floor and the gate is flung open, revealing the us, so I'd ask you to listen to what I have to say first.”
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If the heroes agree to listen, the princess continues: • What is this place?
“Look all around you. This is what Awallon looked like ages It’s a dream-reflection of Ildathach, the ruined city of the Giant
ago, before the arrival of the Giant Kings. This is what it Kings that’s found at the heart of Cythraul.
would look like even now, if it wasn’t for them. You see, the • Why us?
Giant Kings were powerful sorcerers, but they were obsessed
Because you answered the call. I don’t know if you were des-
with mastering the art of dream magic. They built a great
tined to do so, or if it was only by chance that you followed the
portal to the Dreamworld–the Dreamforge, they called
trail and found all the pieces of the mirror, but you showed wis-
it–and a throne of gold to control it. They used it to shape
dom, resourcefulness, and determination. I think you’re the
Awallon to their liking, replacing reality with dreams, and
best candidates for doing this, perhaps the only ones who can
the frozen waste with green valleys and bountiful forests. But
hope to succeed.
with dreams came nightmares, horrors against which even
their sorcery was powerless, and the Giant Kings became • What is this great Evil you speak of?
thralls to the ancient Evil that lurks just beyond the world They call it the Dread Devourer of the Void, an immense-
of dreams. In the end, as you well know, they were defeated. ly powerful entity of pure Evil, flung into the Void beyond the
Their Golden Throne fell into our hands, and the Evil they Dreamworld at the beginning of time. Should It ever be re-
brought with them was pushed into the Darkness whence it leased, It will consume all reality.
came. Until now.
• Why hasn’t this Evil crossed the gate yet?
For centuries I guarded the Golden Throne, and used it to Luckily for us, this is no simple task. The gate isn’t large enough
keep this Evil sealed behind the gate. But now the Throne for the Dread Devourer to pass through by itself, but by keeping
has fallen into the hands of the Maimed King, and he’s us- it open, the Maimed King is creating cracks and rifts in our real-
ing it to open the gate and unleash its Darkness upon the ity. Soon, if this continues, the boundaries between the Dream-
world. I’m sure you’ve already seen the effects of his actions, world and the waking world will weaken enough to allow the
the Blight that poisons the land. He must be stopped, or soon Dread Devourer to crush Its way through it.
this Blight will consume the whole world.
• Why didn’t you destroy this Dreamforge earlier?
The Maimed King, however, is a mere pawn; destroying him
We thought we could control it, but we underestimated the
will give us a temporary respite, but the Evil beyond the gate
danger it represented. With the Golden Throne in our hands,
will find another way of breaking through, sooner or later. To
we thought we could keep the Dreamforge shut and keep
stop it once and for all, you must destroy the Dreamforge,
Awallon as it is. It’s now painfully clear that this is not possible.
even if it means undoing everything that has been done with
the Golden Throne since its creation.” • What will happen if we destroy the Dreamforge?
Once she’s finished talking, the princess waits for the PCs to answer The Dreamforge is the source of Awallon’s prosperity; with-
or ask their questions. out it the island will return to its original state of an ice-cov-
ered wasteland.
• If the PCs attack the princess or refuse to listen to her, the dream
ends and they wake up with no ill effects. • Why can’t we keep using the Golden Throne to ensure this
• Here we give some examples of answers Morgawse may give if Evil remains sealed?
the heroes question her. The Golden Throne requires power to be used, power it takes
by draining the life force of those who sit upon it. This is why
• Who are you?
in the past we cyclically chose a new High King to sit upon the
I am just a dream, like everything you see here. Princess Mor-
Throne, to avoid them being drained to their death. Even so,
gawse created me to deliver this message to whoever found
however, all it took was for this Maimed King to appear to bring
the shards of her mirror.
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Awallon Burning
us to the situation we are now in. In the future, even if we de-
feat the Maimed King now, a single misstep could cost us ev-
erything. The only way to be sure is to destroy the Dreamforge
and shut the gate to the Dreamworld forever. No matter what they've accomplished in the previous chapters,
or what their plans may be, the heroes will soon depart for an epic
• Can’t we just destroy the Golden Throne?
journey across Awallon. The following chapters present a series
Destroying the Golden Throne won’t help us in closing the gate, of adventure locations and scenarios the PCs will encounter in
and will deprive us of our only way of controlling it. their travels through the realm. These are organized according to
• Why should we trust you? geographical area to facilitate consultation. These chapters aren’t
supposed to be played in order but rather used when the heroes
This is for you to decide. I won’t try to persuade you. I’m here
get to the locations so described. Therefore the PCs could visit
only to convey some information to you. Only you can decide
the chapters out of order, get back to one they’ve already visited,
what to do with that.
or even skip some of them entirely. It’s completely up to them. No
• Where can we find this Dreamforge? chapter is mandatory, and you shouldn’t force the players to fol-
The Giant Kings built the Dreamforge in the heart of their do- low a particular order.
main. You must travel to the land of Cythraul, find the dead city Use the standard travel rules presented in the Against the Dark-
of Ildathach, and climb the Black Peak that stands above it. On master Core Rules to handle the heroes’ journeys, and refer to the
its top you will find what you seek. Awallon Hazards tables in the Hazards & Encounters section be-
• How do we destroy it? low to flesh them out and spice things up a little between adven-
tures. If you’ve decided to use the Dread Devourer of the Void as
The Mirror reflects only the truth, and dreams cannot with-
your Darkmaster for this campaign, remember that Its Hunger-
stand it. Hold it up before the Dreamforge, show it that what it
ing Void power is also likely to affect travel, as it may create new
promises is only an illusion, and it will start to crumble.
Blighted areas on the heroes’ path.
Once the heroes are finished ask-
Always take a few minutes at the
ing questions, or if they have none,
end of each session to ask the
the princess smiles and gives them
her blessings, no matter what
The Mirror of Truth players about their plans for the
A resplendent mirror of pure silver, said to reflect only immediate future. This will help
they’ve decided to do. If she hasn’t
the true nature of things. you prepare for the next game
already told them where to find
and avoid being taken complete-
the Dreamforge and how to de- Type: Bonus, Constant
ly by surprise by their actions.
stroy it, she does so before parting
Powers: The Mirror of Truth grants a +20 bonus to its Moreover, remember to check
with them. Then the dream ends,
bearer’s DEF and Save Rolls against Spells and mag- regularly on the heroes’ Pas-
and the PCs wake up well rested,
ical attacks. Furthermore, it reflects only the true na- sions and to use them to tie the
finding that the Shards they’ve
ture of things. Illusions, concealments, and disguises PCs to the adventures or to in-
gathered have joined together to
both magical and mundane are never shown on its troduce interesting situations. If
form The Mirror of Truth.
surface. Dream creatures and Hollow Ones that see one or more of the player char-
their own reflection on the Mirror of Truth must pass acters’ backgrounds include
an Attack Level 10 WSR or be destroyed. Despite its some important NPC, feel free
fragile appearance, the Mirror is highly resistant to to insert them in the campaign,
magic and cannot be damaged by mundane means. or to substitute them for one of
the named NPCs that you’ll find
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Part 2 Chapter 1
described in the adventure scenarios. You’ll also find that, while • If they’ve studied 3 or 4 circles, the Difficulty is Heroic (-50).
we’ve included a great variety of adventure locations, we’ve not • Finally, if they’ve studied 5 circles or more, the Difficulty is
mapped the entirety of Awallon, partly because this would be be- Extremely Hard (-40).
yond the scope of this campaign, but also to leave plenty of space Once they’ve learned the secret of the stones and unlocked their
for you to add your own creations, should you feel the need to true power, characters can use the stones to Dream Travel (see
do it. The Dreamworld section in the first book of this supplement for
Finally, keep in mind that some of the places the PCs may wander more information on dream traveling) to another circle of their
off to are very dangerous, and that not every creature they meet choosing. Each time they wish to use this power, the heroes must
can be beaten in combat. If you feel the heroes are approaching an sleep at one of the circles of stones, choose another circle as their
encounter that’s well beyond their current capabilities, you should destination, and make an Open-Ended Roll on the Dream Travel
try to warn them by foreshadowing its danger. For example, if the Events Table below, adding a +10 modifier for each time they’ve
PCs end up near the lair of a monster that’s way too powerful for dream traveled during the campaign.
them, you could have them find the remains of another strong
creature they’ve faced recently, or pass a Songs & Tales Roll to re- Dream Travel Events Table
member a legend about the monster’s prowess and ferocity.
Roll Event
[3.4]
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Part 2 Chapter 1
or more Passions about the Blight for their characters. If this • If your players are pursuing the Quest for the Magic Mir-
option is chosen, the third part of this campaign is triggered ror series of linked adventures, you may opt to start the third
once the Darkmaster’s Hungering Void power (see page part of the campaign as soon as they’ve recovered the last
XYZ) creates its fifth Blighted Area. Only count Blighted Ar- Shard. This approach is perfect if your group prefers not to
eas created by the Hungering Void power, not those coming be bound by time constraints, but it also can be mixed with
from the Awallon Hazards Tables, unless you want the game the previous two, adding a second, more narrative quality to
to be cut unexpectedly short. As with the first option, you the lead-up to the campaign’s climax.
need to communicate clearly to the players that the heroes Whatever method you choose, once the conditions are met, head
are racing against a ticking clock. Each Blighted Area dis- to Part III of this campaign for the final showdown between the
covered should be presented as evidence that the Maimed Free Kins of Awallon and the Maimed King.
King’s power is growing. To emphasize this, make the world
feel a little darker.
Roll Hazard
A thick veil of fog rises up from the ground to swallow the PCs, slowing their advance. Are the shadows they glimpse in the
2
mist just a trick of their imagination, or something more sinister?
The ground of the area the heroes are traversing is treacherous, and hides large patches of quicksand. The party needs to
3
move carefully to avoid being sucked in.
The PCs meet an old crone, living on her own in a shack in the middle of nowhere. She tells them that people have started
4 disappearing on the trail the heroes are following, abducted by a Wight who haunts a nearby mound. Is she telling the
truth? What caused the Wight's sudden awakening? And what happened to its victims?
The heroes spot the silhouette of a Blighted Vargr shadowing them from the distance. The beast retreats if they attempt to
5 engage with it, but keeps stalking them ominously. Why is it behaving like that? Did someone set it on the PCs' tracks? And
what is it waiting for?
A mysterious wanderer approaches the PCs, offering to guide them safely through the dangerous territory in exchange for
a small fee. If the heroes refuse, roll or pick a different Hazard from this table. If they accept (roll 1d10) 1-3: the wanderer
is in truth a Gwyllion in disguise, and will attempt to separate one of the heroes from the others to eat them; 4-6: the
6
wanderer leads the PCs into a trap or predicament, and asks them for more money to get them out of it; 7-9: the wanderer
leads the PCs safely to their destination; 10: the wanderer shows the heroes a shortcut, saving them at least one day of
travel.
The heroes hear someone singing somewhere near their camp. The voice is so hauntingly beautiful that the heroes must
pass an Attack Level 5 WSR to avoid being drawn towards its source. When they get there, they find (roll 1d10): 1-3: a
7
murderous Ghost, ready to claim new victims; 4-6: a Water Troll Witch in the middle of some bizarre ritual; 7-9: nothing, the
song ending abruptly, leaving them stranded in the night; 10: a playful Asrai, resting in a nearby pool.
The heroes are surprised by a sudden thunderstorm. The only shelter in sight is a lonely cabin in the distance, its windows
8 lit by tenuous candlelight. However, when the PCs get closer, they find only a dark, abandoned ruin. Where did the lights go?
Was some malevolent entity trying to lure them here?
The PCs find the horribly desiccated remains of what appears to be a small Wendal raiding party. 2d5+1 bloated
9 Humminghorns are perched on the branches of a nearby tree. Are the beasts sated? Did the PCs spot something interesting
among the remains?
[3.6]
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Call to Arms
Roll Hazard
The PCs encounter a wizened old man sitting near a pile of worn-out shoes. The stranger offers to repair their shoes in
exchange for some of their provisions. If they refuse, he disappears in a cloud of smoke. If they accept (roll 1d10) 1-3:
he’s actually a Ghost, who’ll drain their life essence as he repairs their shoes; 4-6: he’s a prankful local Spirit, who’ll steal
3 their shoes and disappear, but only after giving them a piece of helpful advice on the road ahead; 7-9: he’s very good at
his job, and the PCs will gain a +10 bonus to any Roll made facing the next terrain-based Hazard they encounter: 10: he’s
supernaturally good at his job, and the PCs will gain a +10 bonus to any Roll made facing the next terrain-based Hazard
they encounter and will treat any terrain as Normal Terrain for the next 24 hours.
A strong wind starts blowing and the temperature suddenly drops to freezing conditions. Unless the heroes find shelter,
4
they risk suffering a Light Frost Critical Strike for each hour of exposure.
The ground shakes and groans as a gaping sinkhole opens right under the heroes’ feet. The PCs must pass a Hard (-20)
5
Acrobatics Roll to avoid a 6-meter fall into a maze-like network of tunnels dug by a vicious gang of Kobolds.
The terrain the PCs are traversing requires patience and careful climbing. They must pass a Hard (-20) Athletics Roll to
6
avoid injury, delay, or a long detour.
The party finds an abandoned stash of provisions (enough for a week’s supply of rations), its packaging marked with a
7
peculiar symbol. Who left them here, and will they be back any time soon?
The PCs spot a wandering Gnome in a serious pickle (he could be wounded, chased by a wild animal, captured by Wendals,
8 or stuck on a hard-to-reach place). Should they help her, she’ll reward them by showing them a hidden underground
shortcut that’ll save them at least a day of travel.
The heroes hear strange voices, calling their names, echoing through the cliffs around them. They belong to (roll 1d10):
1-3: illusions, created by a ravenous Gwyllion to lead them into a trap; 4-6: a group of 1d5+1 Rime Spirits; 7-9: an old
9
acquaintance of them, who’s in some sort of trouble; 10: the Holy Guardian of this area, who invites them to rest in their
hidden sanctuary for a while.
[3.7]
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Part 2 Chapter 1
Roll Hazard
The heroes spot a band of 1d5+3 Soldiers brazenly confiscating cattle from a remote farmstead in the name of the Iarrl.
2 The poor farmers' protests are met with vicious thrashings, accompanied by wicked laughter. Are these really men of the
Iarrl?
The PCs hear a galloping sound in the distance, followed by terrified screams. As the sound gets closer, they spot a poor
3
man on foot, chased by a Nightmare. Who’s the man, and why is the Nightmare chasing him?
A blanket of frost covers the plains during the night, making resources scarce and navigation difficult. Is this a natural
4
occurrence, or is it somehow related to the Blight?
The heroes spot a lone, fully barded Destrier grazing peacefully under an old tree. Where is its rider, and what is it doing
5
here?
6 A raging river, swollen by recent rains, blocks the characters’ path, forcing them to find a way to cross it safely.
A wandering druid comes to the PCs, asking them to help her in a ritual she needs to perform. Who is she, and what
7
dangers does this mysterious ritual entail?
The weather is nice and the journey is pleasant… maybe a little too pleasant! The heroes are affected by a strange
8
drowsiness. What’s happening to them, and what caused it?
The PCs spot a group of refugees dragging heavy baggage and carts loaded with their belongings. Where do they come
9
from and what are they fleeing from?
[3.8]
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Call to Arms
Roll Hazard
A Sacred Beast questions the right of the PCs to pass through its territory. Will the heroes bargain with the entity, accept to
2
pass its trials, or face it in combat?
The party meets a group of Pixies who are joyously dancing in the middle of a clearing and invite the heroes to join them.
3 Is there something fishy going on? Are the pixies charmed by a malicious forest entity? Or are they actually trying to help
the PCs with their enchanted dance?
The heroes spot a Rotling watching them in silence from the side of the trail they’re following. Before long, more of the
4 creatures emerge, until their numbers swell alarmingly high, all intently observing every move of the heroes. What do they
want and why are they acting like this?
A cloud of Sprites relentlessly harass the PCs with a series of surprise attacks as the heroes walk down the trail they're
5 following. The attacks stop as soon as the PCs turn back or change direction. Are the Sprites trying to protect something,
warn the heroes of some terrible danger ahead, or have they been corrupted by an evil influence?
The heroes run into a group of gnomes fighting against a pack of ferocious beasts. What are the gnomes doing here and
6
what provoked the beasts to attack?
An out of season blizzard has uprooted several ancient trees, and these block the path the characters are following. The
7
PCs have to choose between spending several hours trying to clear the path, or finding another way to their destination.
A beautiful maiden lies in the middle of a sunny glade, deeply asleep. Further inspection reveals that she is (roll 1d10)
1-3: the victim of the Bloodbriar infesting the glade; 5-6: a Gwyllion in disguise; 7-9: an illusion, meant to distract or delay
8 the PCs; 10: a benevolent local Spirit, who'll bless the PCs, who showed compassion to her, removing any one Condition
afflicting them, or granting them a +10 to the first Skill or Save Rolls they're called to make before the end of the next
scene.
A mysterious Knight blocks the path of the PCs, demanding a challenge. Roll 1d10 to determine its true nature. 1-4: a
9 cruel Dark Knight; 5-8: a goofy Ogre Bruiser in rag-tag armor, pretending to be a knight; 9-10: a Shield-Maiden, testing the
heroes' honor and abilities to see if they're worthy of her help.
[3.9]
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Part 2 Chapter 1
Roll Hazard
The heroes run into a strong Wendal raiding party, composed of a number of Savage Warriors, equal to that of the PCs plus
1
one, and a Savage Brute. All the Wendals are mounted, and will pursue the heroes if they spot them.
The PCs hear the cry for help of a wounded soldier, who is lying against a tree near the road. Can they save him before he
2 bleeds to death? And what was he doing alone in the wilds? Is he carrying out some important mission? Or is this just a
trap set up by the Wendals?
The heroes come upon a seemingly abandoned Wendal camp. Is it really as deserted as it seems? Where did its occupants
3
go, and why did they leave?
The PCs spot a group of 4 Bandits and 1 Ogre Bruiser stealing livestock and provisions from an abandoned farmstead. If
4
the heroes approach, the bandits will attempt to bribe them by offering them some of the provisions.
The Ghost of a crying child appears at the edges of the heroes’ camp. It won’t attack them, but it will tell them that she’s
lost and beg them to help her find her mommy. The spirit will only be put to rest if it’s reunited with the remains of her
5
parents that lie somewhere nearby. This Hazard can happen only once. Ignore it and pick a different one from this table if it
comes up more than once.
The area the PCs are traversing has been peppered with deadly traps. The heroes must carefully navigate across it to avoid
6
injury or worse.
The heroes encounter the still smoldering ruins of a recently razed settlement. Are there any survivors? And where are the
7
assailers?
The heroes spot a long column of chained prisoners, escorted by a number of Savage Warriors, equal to twice that of the
8
PCs, led by a Dwergar Slavedriver. Is there someone the PCs know among the prisoners? And where are they being taken?
A large shadow suddenly appears in the sky, that of a trained Gwythaint, circling high above the heroes’ heads. Has it
9
already spotted them? And where does its master hide?
[3.10]
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Call to Arms
177
Part 2 Chapter 2
The War
Council
Part 2
Chapter 2
I
This adventure is directly linked to Lady Brigid’s meeting in the
n the face of the current crisis, the Tethra Clan Elders called previous chapter. If the heroes decided to follow Davod’s advice
a War Council, bringing all of the five major families of their and seek the help of the Tethra Clan, they’ll be tasked with bring-
clan together in a large encampment in the middle of the ing a message to Asgall the Elder, asking for his Clan’s aid against
Magh Moors. However, agents of the Darkmaster are already at the Wendals. Locating Asgall and the Tethra encampment is easy,
work to sabotage the gathering. The corrupt Iarrl Lugid of the but the elder tells them that, without the support of the rest of the
Llyr sent a delegation, led by his youngest son Ailill, to persuade Council, the Tethra will never move to help Murias. Even worse,
the Tethra to join their clan in accepting the Maimed King as should the majority decide to accept Iarrl Lugid’s proposal, the
the true ruler of Awallon, in exchange for protection against the clan will join forces with the Maimed King!
Wendals. With gifts and veiled threats, Ailill already has succeed-
If the PCs didn’t take part in the meeting, or decided against
ed in bringing two of the five Elders to his side; should one more
Davod’s proposal, you may decide to skip this adventure entire-
decide to follow their example, the Tethra will accept the Llyrian
ly. Alternatively, the heroes may spot the Tethra encampment
delegation proposal, and submit to the Maimed King.
from afar, or encounter an old acquaintance of theirs heading
there while they’re crossing the Magh Moors. Upon arriving at
The Task the encampment, perhaps while seeking a secure location to rest
or trade, they could be contacted by Asgall or another member
of the clan to covertly investigate the true intentions of the Llyr-
The heroes must help Elder Asgall to persuade the remaining
ian delegation.
Council members to refuse the Llyrian delegation's proposal.
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The War Council
Aids and his men are under his protection, and have set up their camp
near his tent, which is also strange, given that Cailean has always
Their alliance with Asgall will probably be the heroes' greatest been a bit of a loner. I can't shake the feeling that there's some-
asset in this scenario. While they're at the Council, the PCs are thing wrong about this. Maybe I'm just an old man, afraid of his
under his hospitality and protection, unless they somehow do own shadow, but the last time I saw him, Cailean seemed dis-
something to offend him. Besides introducing them to the oth- tressed by something.”
er members of the Council, Asgall is an invaluable source of in-
formation. If the PCs ask him a question about any topic on the About Elder Conn
Magh Moors or the custom and history of the Tethra, the GM "We had our disagreements in the past, old Conn and I. Well, to
may assume he knows at least something about it. Moreover, he be honest, we've never really seen eye to eye; always had very dif-
can pass them the following tidbits about the other elders. ferent views about, well, everything. The fact is, he has absolute-
ly no respect for tradition, all he cares about is his own profit. I
About Elder Cailean know I've said he'd have sold his clan for the right price in the past,
"Cailean is usually slow to come to a decision; he likes to carefully but I didn't mean that literally! Word is, Ailill bought his vote with
weigh his options and is normally the last of the elders to voice his a kingly gift, a Firemane of the Llyrian Plains. No proof, obviously,
opinion on any matter. That's why his enthusiastic support of the but the Llyr brought a magnificent beast with them.”
Llyrian delegation's proposal caught everyone by surprise. Ailill
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Part 2 Chapter 2
About Elder M§r tection won't shield them, should they react violently.
• Failing that, he'll attempt to discredit them by having one of
"I'm sure Mòr will listen to reason. She's an old friend and a wise
his men plant a valuable item in their tent, then accuse them
woman. But keep in mind that she has a longstanding feud with
of stealing it.
Tormod. They don't even remember how it started, but that hard-
• Finally, he'll try to lure the PCs away from the Council's
ly matters now, I guess. In any case, take care she doesn't see you
grounds (perhaps using Cailean's nephew as bait), to a place
talking to Tormod, or she might take offense and refuse to speak
where he can discreetly dispose of them.
to you.”
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The War Council
Cast ofCharacters
Villains
Lord Ailill of the Llyr Goals
Persuade the Tethra clan to submit to the Maimed King.
Common Soldier
Level MR AT DEF TSR WSR HPs
1 15 LA 15s +10 +5 50
Attacks CT Rog Adv Lor
+40 Weapon NH +5 +15 +0
The youngest son of Iarrl Lugid, Ailill of the Llyr is the spitting
image of his father at his age: a young, vigorous man just past his
mid-twenties, with a clean-shaved face and long blonde hair.
• Spoiled, arrogant, and brash, he knows very little about his
father’s plans, save that they involve overthrowing all the oth-
er clans with the help of the witch who has recently taken the
role of the Llyrian court advisor.
• He sees this mission as the perfect opportunity to demonstrate
to his father that he’s better than his older brother Fiacail, who
has always been Lugid’s favorite until his recent banishment
from the court (see Chapter 7 - Treason at Selias).
• If the PCs foil his plans, he’ll flee back to Selias, harboring a
deep resentment against them.
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People of Awallon
Elder Asgall
Asgall of the Tethra
Level MR AT DEF TSR WSR HPs
4 15 NA 5 +25 +35 45
Attacks CT Rog Adv Lor
+35 Short Sword NH +30 +25 +60
Human Weald Sage. Has an old bronze Short Sword in his tent, but
rarely carries it around. Knows the following Spell Lores up to the 4th
Weave: Eldritch Visions, Eldritch Wards. 8 MPs.
182
The War Council
Elder Cailean
Cailean of the Tethra
Level MR AT DEF TSR WSR HPs
3 15 NA 0 +15 +20 40
Attacks CT Rog Adv Lor
+15 Dagger NH +20 +15 +45
Human Weald Sage. Skilled orator: +10 bonus to all his Charisma
and Deceive Rolls. Knows the following Spell Lores up to the 4th
Weave: Chanting, Cleansing. 6 MPs.
Cullen
Cullen, Young Clansman
Level MR AT DEF TSR WSR HPs
1 15 NA 10 +10 +5 65
Attacks CT Rog Adv Lor
+70 Spear NH +15 +25 +0
183
Part 2 Chapter 2
+10 Spear NH +10 +10 +40 +65 Dagger NH +55 +10 +20
Human Weald Sage. Knows the following Spell Lores up to the 2nd Human Weald Rogue. Carries a concealed Superior Quality Dagger
Weave: Hedge Magic, Eldritch Visions, Lore of Nature. 4 MPs. (bonus already factored in his Attacks). Can gauge the value of any
item with a simple glance.
Tormod is a tall, lean man with long white hairs and a clean shav- A vain and greedy man who likes to flaunt his riches, Conn has
en face, always wearing at least a few protective charms or amulets. been easily brought by Ailill with the gift of a unique steed.
• He’ll always vote the opposite of what Mòr votes, due to an • He is favorably impressed by richly dressed, corteous visitors.
ancient feud between the two. • Appeals to justice or to the greater good of the Clan have no ef-
• He is fascinated by Aes Sidhe and people who display an abil- fect on him.
ity to communicate with the Spirit. • While the Firemane’s value is inestimable, the gift of an item
• He always uses some form of divination before making a de- of Rare availability and Fare 4 or higher can persuade Conn to
cision. His favorite method is bone casting, but sometimes change his vote.
he uses other means. • He’ll also change his vote if Aralt disappears or if he’s persuaded
that the Llyr are trying to swindle him.
Elder M§r
Mòr of the Tethra
Level MR AT DEF TSR WSR HPs
2 15 NA 0 +10 +15 35
Attacks CT Rog Adv Lor
+10 Unarmed NH +15 +5 +40
Human Weald Sage. Experienced healer, +20 to all her Healer Rolls
and to all her Nature Rolls made to identify healing herbs. Knows
the following Spell Lores up to the 2nd Weave: Detections, Sounds &
Lights. 4 MPs.
184
The War Council
185
Part 2 Chapter 2
•
Moors
Heroes examining the area can also make a Challenging
(-10) Hunting Roll to identify a set of horse tracks com-
ing and going from the Tethra Encampment to the base
of the hill.
• Cullen is guarded by 4 Savage Raiders. led by a Savage
Warrior with a trained War Hound.
Savage Warrior
Level MR AT DEF TSR WSR HPs
1 2
Attacks CT Rog Adv Lor
+65 Weapon NH +15 +45 +5
War Hound
Level MR AT DEF TSR WSR HPs
1. Tethra Clan Encampment: The smoke from the Tethra en- 3 30L NA 30 +20 +5 90
campment can be seen from several kilometers away, mak- Attacks CT Rog Adv Lor
ing it hard to miss in the monotonous landscape of the Magh +65 Medium Bite NB +40 +30 +10
Moors. Despite the dour occasion, the atmosphere at the
Common Medium Beast.
camp is moderately festive, as reunited friends and family
members who haven’t seen each other for a long time cannot
Savage Raider
help but celebrate in some way.
Level MR AT DEF TSR WSR HPs
• As long as they respect the Tethra and their traditions, the
PCs will find the encampment a welcoming place to rest 2 15L LA 10 +15 +10 55
and recuperate. Severely wounded heroes may even be as- Attacks CT Rog Adv Lor
sisted by skilled herbalists and healers, such as Elder Mòr. +45 We/+30 Ran NH +10 +25 +5
• Any item of Common or Uncommon rarity is also avail-
Common Evil Man. Savage Raiders treat Arduous Terrain caused by
able for characters looking to trade. rubble, debris, or ruined buildings as Normal Terrain.
186
The War Council
The Land
Aftermath
his grandfather, should they decide to decline the honor. If they
accept, Cullen will be provided a horse, a Spear, a Shield, and a
week’s worth of rations before joining the party. Energetic but in-
Should the PCs persuade the Elders to refuse Iarrl Lugid's offer, experienced at first, in time he may grow into a capable fighter
the Tethra will join the fight against the Maimed King. From now and valuable companion (see the “Recurring NPCs, Companions,
on, the heroes can count on their help whenever they face the and Experience” box on page 108 of the Core Rules).
Wendal hordes in open battle. This equates to enough support-
Freeing Aralt, on the other hand, is likely to earn them the enmi-
ing troops to warrant a Minor Victory for any battle in this part of
ty of Elder Conn, though it should be largely compensated for by
the campaign, provided the PCs can send word to them, but also
the friendship of the noble beast. The Firemane will take his leave
has a further effect in the final showdown with the Maimed King,
for now but may appear again to lend the heroes his help in mo-
which is detailed in Part III.
ments of grave danger. In time, should he find them worthy, the
If the PCs rescue Cullen from his captors, Elder Cailean pro- steed might also develop a Spirit Bond with one of the PCs.
nounces himself forever in their debt, and begs them to take the
young man with them as their squire. Cullen is enthusiastic about
the idea, and the heroes may struggle to persuade both him and
187
Part 2 Chapter 3
The Darkening
of Og Dara
Part 2
Chapter 3
T
he shadow of the Darkmaster has reached the Calebawn soil and its branches spanning across the forest canopy like a pro-
Forest and its surrounding areas. His servants are on the tective mother.
move while the Blight seeps into the very roots of Og Unknown to all but a selected few, however, Og Dara is dying.
Dara, the sacred oak that protects the druidic fortress of Caer The Blight has taken a grip on the tree’s roots and is slowly but
Sithi, threatening the safety of the woodland sanctuary. A chill in surely draining the life from the noble oak. While on the surface
the air brings an early winter, causing an unprecedented change Og Dara seems healthy, the Arch Druid Winnowa has felt the
in monarchs from the Queen of Summer to the King of Winter, sickness festering within. Warned by a prophetic vision, she sus-
angering Helsana the Queen of Autumn. The woodland sanctu- pects the cause of Og Dara’s affliction to be linked to a mysterious
ary has become fragmented, with the Darkmaster’s spies finding silvery mirror shard her druids recently found stuck in the great
a footing within its sacred walls and a leader who lies to his peo- tree’s bark during one of their daily offering rituals.
ple in order to protect them from the grim reality that is soon to
The truth, however, is much different. Slough Draal, one of the
meet them at their door. While some Aes Sidhe cry out for help
most despicable servants of the Maimed King, is performing blas-
from outsiders, others wish to retreat inward and tend to Caer
phemous rituals to poison Og Dara from afar. Working in concert
Sithi themselves.
with a group of traitors within the fortress walls, he’s been able to
hide his sorcerous attack from the eyes of the druids, and hopes to
The Tale deliver Caer Sithi into the hands of his master soon.
Meanwhile, the druidic fortress is outwardly threatened by the
Central to the resplendent Calebawn Forest stands the secret creeping cohorts of the ancient spider Garganalk. Driven mad
woodland fortress of Caer Sithi, known to its inhabitants as the with fury by the unnatural winter forced upon the Calebawn For-
Veiled Sanctuary. Ivory boughs snake around thick trunks form- est by the Blight, the spider and her spawn have started attacking
ing a series of interweaving pathways bathed in the celestial light travelers across the woodland realm, each day striking closer to
of a hundred floating lamps. In the middle of Caer Sithi stands Og Caer Sithi itself.
Dara, the oldest tree in Awallon, its roots drinking from the deep Fearing that news that Og Dara is dying would cause panic
among the people of Caer Sithi, the King of Winter, who current-
188
The Darkening of Og Dara
The Task
ly rules over the fortress, has taken the silver shard into his custo-
dy and sworn Winnowa and the druids of the Briar Grove to se-
crecy until they have found a solution. Now Winnowa and her
druid companions are in a race against time to create a cure for The heroes must find the true source of the Blight that’s affecting Og
the Blight, knowing that any day it will take Og Dara and possibly Dara, stop the spiders’ incursion, and help the druids heal the great
spread to its worshippers too. tree, thus restoring harmony amongst the people of Caer Sithi. If
they’re searching for Morgawse’s mirror fragments, they must also
claim the Shard safeguarded within the Winteroak Palace.
189
Part 2 Chapter 3
Starting the Players don’t tax Caer Sithi’s resources. If the heroes came seeking mili-
tary assistance, or to make inquiries regarding the Maimed King
There’s several reasons which might cause the heroes to travel to or the fragment of the Mirror, however, they’ll be met with a no-
Caer Sithi: ticeably frostier reception.
• They might have come here to search for one of the Mirror’s
Shards, following the clues left by the dream maiden in her Military Aid
rhyme. If the heroes ask for military help of any kind, both the Winnowa
• They might have decided to follow Cathbad’s suggestion and the Monarchs tell them that Caer Sithi cannot spare any sol-
during their meeting with Lady Brigid (see Chapter I - Call dier at the moment, as all their Wardens are occupied defending
to Arms), and traveled here to consult with the druids, in the the fortress against the Garganalk's aggression.
hope they might help them in finding a way of defeating the
• If the PCs offer to help, they're introduced to the Warden's
Maimed King. chieftain, Tentale Willowbright, who's organizing a count-
• Or they might simply be wounded or in need of supplies, and er-offensive.
have decided to head to this famous fortress to rest and re-
• If Garganalk ceases her assault, the PCs may attempt a Hard
cuperate. (-20) Charisma Roll to persuade the Season Monarchs to
Regardless of what they're seeking, the heroes should quickly un- lend their aid in the war against the Maimed King. A Success
derstand that the fortress is in grave danger. Perhaps they could means the Wardens of the Sacred Bough will join the heroes’
meet a Warden in trouble on their way through the forest, or rec- army (see the Aftermath section of this adventure). A Failure
ognize the signs of Blight infection plaguing the area. Once in the means that Caer Sithi will still offer help in the form of assis-
fortress, they're bound to hear rumors and whispers about the tance to the wounded, and refuge to those fleeing from the
unprecedented change in the Season Monarchs' succession, and war, but won’t send any troops.
Garganalk's beasts’ constant attacks. If the heroes seek out an au-
dience with the Arch Druid, one of the Monarchs, or a similar The Maimed King
authority figure to discuss their mission or to ask for help, pro-
Characters asking for information about the Maimed King must
ceed to the Consulting the Druids section below. Otherwise, you
pass a Hard (-20) Charisma Roll, unless they’ve already proven
may have one of the NPCs (such as Everiall or Tentale) approach
they’re staunch allies of the Free Kins. On a Failure, their inter-
them, looking for help in fighting the spiders or finding a cure for
locutor becomes suspicious of them and won’t give them any in-
the Blight-afflicted Wardens.
formation until they prove they’re not spies sent to stir trouble. A
Moreover, the first night the PCs spend in Caer Sithi or within its
Critical Failure may even have the heroes imprisoned or called to
proximity, they should have the dream described at the beginning
take the Lifestone’s test (see Lifestone Menhir location described
of Chapter IV - The White Watchtower, which triggers the start
in The Land section). On a Success, the heroes are granted access
of that adventure.
to the Talesbough, the hallowed repository of records of the Or-
der of the Sacred Bough. Nestled within a hollow in Og Dara it-
Consulting the Druids self, this sanctified chamber houses accounts of every tale, proph-
Characters asking for an audience with the Arch Druid or one of ecy, or legend ever uttered by the druids of the Order. Characters
the Monarchs will be received in a couple of days, unless they can perusing the Talesbough must pass a Hard (-20) Songs & Tales
provide extremely convincing arguments for their appointment Roll to determine how long it takes them to peer through the vast
to be moved up in the NPC's busy schedule. Requests of a sim- collection of records and obtain the information described below.
ple nature, such as seeking aid in healing one of the heroes’ com-
• On a Critical Failure, they waste two days and gain no use-
panions, shall be readily fulfilled, as long as they’re reasonable and ful information.
190
The Darkening of Og Dara
• On a Failure, they spend a full day consulting the ancient searching for the source of Og Dara’s malady (see Winnowa’s en-
texts and only gain the first piece of information. try in the Cast of Characters section below, as well as Chapter IV
• On a Partial Success, they gain one piece of information per - The White Watchtower, for more information about Hallas and
day spent in the Talesbough. his mission).
• On a Success, they gain two pieces of information per day Once purified from the Blight, Og Dara will regain its weap-
spent in the Talesbough. on-producing ability, as described in the Aftermath section of
• On an Outstanding Success, they gain all pieces of informa- this chapter.
tion given below in a single day.
The pieces of information presented below should be handed out The Mirror’s Fragment
to the players in order. However, you’re free to embellish them
Questions about the Mirror’s Shard are met with astonishment
with other relevant bits of knowledge taken from the Legends
and bewilderment, as its existence is thought to be a secret
from Caer Sithi box found earlier in this chapter, or from the A
known only to the Monarchs, Winnowa, and a small number of
Short History of Awallon chapter.
highly ranked druids.
1. The druidic records correctly identify the Maimed King
If the heroes mention they are in possession of other fragments
with Prince Medrawt. An ancient prophecy foretold that the
of the Mirror, they are requested to present them to the druids
prince would return to wreak his vengeance against the peo-
for examination. Refusal to do so will result in the players being
ple of Awallon, whom he felt had betrayed him and robbed
brusquely dismissed without any further assistance from the de-
him of his rightful place on the Golden Throne.
fenders of Caer Sithi. Conversely, if they comply, the druids iden-
2. According to a legend, Prince Medrawt can only be truly
tify the fragments as remnants of Morgawse's Mirror and implore
slain by Aisling, the same sword that caused the wounds he
the Winter King to relinquish them to the heroes, as they sense
still bears to this day. Conventional weapons can only weak-
that their destiny is inextricably intertwined with that of the ar-
en him temporarily, possibly forcing him to retreat for a pe-
tifact.
riod of time. Unfortunately, the sword was hidden by Prin-
The druids of Caer Sithi are also capable of providing the players
cess Morgawse after her mother’s death, and nobody knows
with insight into the significance of the dream maiden's rhyme, or
where it’s located.
offer their interpretation of any other dreams pertaining to the
3. Some believe that Morgawse used her mirror to hide the
Mirror. If you deem it necessary, they might even help them lo-
sacred blade. If one were to recover the princess’s mirror, it
cate the remaining fragments.
could guide them directly to Aisling.
4. During the war against the Giant Kings, Og Dara bore mys-
tical weapons to the people of Caer Sithi, so that they could
defend themselves. While not as powerful as Aisling, such Shard of the Silver Mirror
weapons could be used to bind the Maimed King, so that he A shard of princess Morgawse’s Silver Mirror.
could be imprisoned forever within the roots of Og Dara it-
Type: Bonus
self.
Powers: The Shard grants a +10 magical bonus to its
In its weakened state, however, Og Dara is unable to produce
bearer’s DEF and Save Rolls against Spells and magi-
the weapons described in the texts of the Talesbough. If the PCs
cal attacks. Despite its fragile appearance, the Shard
ask the druids about them, Winnowa would be forced to reveal
is highly resistant to magic and cannot be damaged by
to them that the great tree is suffering from an unknown afflic-
mundane means.
tion. This could be a great occasion for her to ask them to investi-
gate the disappearance of the gnome Hallas, who vanished while
191
Part 2 Chapter 3
Aids During their stay in Caer Sithi and within its surroundings, the
heroes are bound to clash with the agents of the Court of Rats.
Despite the dire situation and the creeping sense of hopelessness Badrick will take notice of their arrival and follow their moves
and distrust towards outsiders that's beginning to spread among with interest. He’ll attempt to befriend the heroes, to be able to
the fortress's inhabitants, Caer Sithi remains a sanctuary for the observe them more closely, only to betray them or lure them into
Free Kins. The heroes will have no problems finding hospitality a trap at the worst possible moment. Even if Badrick fails in his in-
here. Everiall and her apprentices will gladly help heroes in need tent, other agents of the Court may still shadow the PCs from afar,
of healing, while the leader of the Wardens of the Sacred Bough, waiting for a chance to strike.
Tentale Willowbright, may offer to replenish their provisions or
guide them through the forest in exchange for assistance against Of Flies and Spiders
the spiders. Long there has been tension between the folk of Caer Sithi and
Through her peculiar bond with the Grey Owls of Caer Sithi, Garganalk, the ancient Mother of Spiders who spins her webs in
young Lilly Urdenback can act as an unexpected source of clues, the dark heart of the forest, but up to now each grudgingly have
should the PCs realize that her fanciful tales about talking ani- found one another’s proximity mutually beneficial. Prior to each
mals hide more than a speckle of truth. Observant characters winter, when the spider would hibernate, the seasonal monarch
may notice her nocturnal encounters with the Owls, thus gain- would bring her offerings of their recent dead to sate her hun-
ing a chance of learning of Og Dara’s affliction directly from the ger for the cold months ahead, and, in return, the spider would
noble birds. keep the ravenous beasts of the forest at bay. The yearly offer-
ing, known as The Spider’s Tribute, has been going on for cen-
Obstacles turies, but now an undying winter has gripped the land, and the
folk of the fortress have been unable to fulfill their side of the bar-
As the vile poison of the Blight gnaws at the roots of the noble gain. Garganalk is furious at this break in tradition and, though in
Og Dara, the heroes must face a multitude of challenges to save a weakened state, has begun attacking hunters and foragers with
the inhabitants of Caer Sithi from the machinations of the wick- his spider cohorts. Though it is currently beyond her strength to
ed servants of the Darkmaster. assault the city, Garganalk amasses a horde of Wolves, Gorcrows,
Dire Bears, and other beasts to bring an end to Caer Sithi.
The Court of Rats
Growing desperate, Bain Garun has tasked Tentale Willowbright,
The Darkmaster has done more than infect Og Dara: the minds leader of Wardens, with finding a way of neutralizing the Great
of some of Caer Sithi’s inhabitants have become twisted by his Spider.
honeyed whispers. Promises of power and fortune beyond imag-
• As long as the conflict with Garganalk perdures, travelers
ination have seduced both Aes Sidhe and Man into following his
passing through the Calebawn Forest are harassed by attacks
cause, these secretly meeting as The Court of Rats. Badrick Sheld-
from Garganalk's servants (who include Wolves, Dire Bears,
wort of the Wardens’ Hemlock branch has taken up the mantle
Gorcrows, and, of course, Giant Spiders), and must face an
of leader of this covert group of saboteurs whose goal is to act as
additional hazard of the Wild Beasts category.
spies for the Enemy and to sow seeds of distrust among the peo-
• If the heroes decide to join Tentale and her Wardens in their
ple of Caer Sithi. As unrest grows because of the unseasonal win-
assault on Garganalk's lair, treat the whole operation as a he-
ter and frequent attacks by woodland beasts, the Court of Rats
roic battle (see page 254 of the Against the Darkmaster Core
have found it easy to recruit new members into their fold, turn-
Rules) against an enemy with a Menace Rating of 6.
ing ears against the King of Winter and the teachings of the Bri-
ar Grove.
192
The Darkening of Og Dara
193
Part 2 Chapter 3
Cast ofCharacters
Villains
Garganalk, Garganalk is a fat behemoth, with darting yellow eyes and fangs
that drip long strands of venom.
Mother of Spiders • Non-spiders who venture into her sticky lair are doomed to
be devoured unless they arrive with offerings and good tid-
ings.
Level MR AT DEF TSR WSR HPs
• Garganalk commands hundreds of Lesser Spiders, and has
15 25L MA 70 +80 +80 175 even forced several beasts of the forest (chiefly Wolves and
Attacks CT Rog Adv Lor Dire Bears) to serve her. These beasts resent their servitude,
+150 Huge Bite HB +110 +70 +40 but are too afraid of Garganalk to dare to rise against their
mistress.
Antagonist Huge Spider.
• Garganalk's daughters, two bloated Giant Spiders, act as her
Darkvision: Garganalk can see in Dim Light and Total Darkness as
if she was standing in Bright Light.
lieutenants and bodyguards. They're wicked, spiteful crea-
Poison: Creatures who suffer a Critical Strike from her Bite attack tures who hate each other as much as they hate their own
must pass a TSR or become Held for 1d10 minutes. If they fail a SR mother. They'll gladly take her place, given the occasion, but
against another dose of the same poison before its effects wear off,
their reign would bring a dark age upon the Calebawn Forest,
they’ll be completely paralyzed, becoming Incapacitated for 2d10
minutes. as they lack their mother's subtlety and are less likely to come
Web: If Garganalk moves less than half her movement in a Round, to a compromise with the inhabitants of Caer Sithi.
she can place a 3 m radius web behind herself as a Free Action. The
web counts as Arduous Terrain for anyone but spiders. Non-spider
creatures entering a web must pass a Challenging (-10) Athletics Goals
Roll or become Held until the web is destroyed or they spend a
Full Action and pass a Challenging (-10) Athletics Roll to free Garganalk just wants The Spider’s Tribute restored. She believes
themselves. the people of Caer Sithi cheated her of what they owe her, and
Adherence: Garganalk can move on any solid surface with any wants them to pay in full for their insult. However, she’s not com-
inclination at her normal Move Rate.
pletely unreasonable, and a suitable offer will quench her thirst
Jump: Garganalk can Jump (as per the Eldritch Movement Spell) as
a Half Action. If she Jumps over an enemy, she gains a +20 special for blood.
bonus to her Attack Rolls. Enemies that suffer a Critical Strike from
a Jump attack must pass a TSR or be knocked Prone.
194
The Darkening of Og Dara
195
Part 2 Chapter 3
Badrick Sheldwort A young, ambitious Pixie, disgruntled with the rigid rules im-
posed by the druids of the Order of the Sacred Bough, Badrick
Sheldwort was easily corrupted by the seductive promises of the
Level MR AT DEF TSR WSR HPs Darkmaster. Ruthless and resourceful, he quickly disposed of his
5 15L NA 25 +30 +30 55 rivals and took the lead of the Court of Rats.
Attacks CT Rog Adv Lor • While the fortress and its surroundings are under the watch-
+85 Ranged/ ful eyes of the Grey Owls, their actions have been slow and
NH +50 +30 +40
+40 Short Sword painstaking. Badrick knows that slaying the Owls is the only
Elite Pixie Dabbler. Carries a Superior Quality Composite Bow and way they will be able to move freely between Caer Sithi and
Short Sword, poisoned with Giant Spider Poison (see Core Rules p. her enemies, but he is also not thick-headed enough to be-
204). Also wears a concealed amulet in the shape of a rat's head that
lieve this will be a simple task.
shields him from Spells that would reveal his affiliation with the
Darkmaster. Knows the following Spell Lores up to the 5th Weave: • Recently, Badrick overheard rumors of a man-child who can
Glamours, Mind Control, Skirmishing Mastery, Trickery. 18 MPs. speak with the Owls. He intends to find the child and use
them to their advantage.
• He also realizes that the Lifestone Menhir could reveal their
duplicity should they be caught, so has set into motion a plan
to drain the healing power from the stone using the Blight.
• Should he manage to gain the heroes’ trust, Badrick will at-
tempt to turn them against the druids by feeding them half
truths and false information.
Goals
While his ultimate goal is to deliver Caer Sithi into the hands of
the Maimed King, Badrick currently has two main objectives:
1. Track down the mortal child who speaks with the Grey Owls
and use her to lure the birds into a trap.
2. Corrupt the Lifestone Menhir.
196
The Darkening of Og Dara
People of Awallon
Winnowa, Pixie Arch Druid •
days squabbling rather than trying to find a solution.
The Arch Druid is part of a secret Aes Sidhe Court special-
izing in the study of dream magic. This is called the Dream
Level MR AT DEF TSR WSR HPs Court. Through this Court, she sent a gnome called Hallas
7 15L NA 20 +50 +75 40
beyond the boundaries of Calebawn Forest, following a trail
of clues that could potentially reveal the source of Og Da-
Attacks CT Rog Adv Lor
ra’s affliction. The gnome, however, has yet to return, leaving
+50 Short Bow NH +35 +50 +60
Winnowa worried about his fate. More information about
Pixie Fey Animist. Wears a magical mistletoe crown as a symbol of the Court of Dreams, Hallas, and his mission are given in
her station (counts as a +3 Magical Focus, grants a +10 bonus to Chapter IV - The White Watchtower.
DEF and all Save Rolls), a Ring of Sense Life (as per Lore of Nature's
Spell, constant effect, no concentration required), and carries a Rod
of Thundercloud (as per Eldritch Storm's Spell). Knows the following
Spell Lores up to the 7th Weave: Glamours, Channeling, Cleansing,
Lilly Urdenback
Healing, Lore of Nature, Master of Plants, Oneiromancy. 39 MPs.
Nobody would suspect that the daughter of Everiall’s apprentic-
Over time Og Dara has attracted worshippers in both the realms es, Redgar and Vania Urdenback, could be anything more than a
of Free Kin and the Aes Sidhe, with its chief priests known as the joyful child of nine winters. In truth, however, Lily harbors an in-
Druidic Order of the Briar Grove. They venerate nature, wor- credible secret: she is able to speak with the Grey Owls of Caer
shiping the Green Man through Og Dara and making offerings Sithi. This is a power previously believed to be held only by the
of honey, animal skulls and trinkets woven from plants in order few Aes Sidhe Owlspeakers.
to please the Unseen Lord enough to continue their protection. • While rumors about the existence of a man-child who can
Their current leader is Winnowa, an ancient Pixie with a lithe speak with the Owls are starting to circulate in the fortress,
frame and long, silvery hairs. no one is truly aware of Lilly’s secret. Not even her parents
• Recently, while performing one of their daily rituals, the dru- know of her power, though Vania is beginning to suspect that
ids found a Shard of Morgawse’s Mirror lodged in the bark of her daughter’s tales may hide something more than fanciful
the great tree. They’ve not been able to identify it yet, as the fantasies.
Shard resists any magical attempt to discern its nature. • Recently she’s been sneaking out to speak with the Owls in
• When she touched the Shard for the first time, Winnowa the dead of night. Should she be discovered, Lilly could easily
sensed a portent of doom over Awallon: a vision of shattered fall into the hands of the Court of Rats
silver and a hideous black sludge that engulfs all that it touch-
es. She believes the vision to be a prophecy involving the fall
of Og Dara, but is also certain that the Shard has a part to
play in healing the sacred tree.
• Some of the druids say this is a dream from the Darkmas-
ter himself, designed to panic the people of Caer Sithi. A few
even believe Winnowa to have fallen to the side of darkness
and advocate for her to face the Lifestone. Thus the Briar
Grove has become fractured and ineffective, spending their
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The Season Monarchs outsiders. He’s particularly suspicious of mortals, believing that
one of them will bring ruin to Caer Sithi.
Caer Sithi is ruled not by a single monarch, but by four: one for each • In the winter Bain Garun becomes king, a quiet, stoic Man and
season. famed warrior from the hinterlands. With the prolonged winter,
• During the summer sits Carmadrial, Queen of Summer, a child- Bain has taken up his duties early, much to the chagrin of Helsa-
like Pixie who carries herself like a woman who has lived a thou- na and many of her supporters.
sand lifetimes. Outsiders who see Carmadrial are often taken • While the current Monarch has the final say on any decision,
aback that a being who looks so much like a child holds court the four often gather to discuss important matters, particularly
here, but they are soon put in their place by the monarch. Like in troubled times, like those Caer Sithi is facing at the moment.
Winnowa, Carmadrial is a high-ranking member of the secret • Bain Garun has taken hold of the Shard, and keeps it well hidden
Court of Dreams, and knows about Hallas and his mission. within the Winteroak Palace. The monarchs won’t relinquish it
• The autumn monarch is Helsana, the gnome queen of Burrow- until they know for sure what’s causing Og Dara’s sickness.
hall, with raven black hair, and the enchanted bow of Endorrass.
She doesn't like having to rely on mortals, as she feels their lives Goals
are too short for them to be dependable. The Season Monarchs put Og Dara’s and Caer Sithi’s safety above
• In the spring months the Asrai Kala-ana becomes the Spring all else. They may disagree on the best course of action to ensure
Monarch, a joyous prankster who covets shells and shimmering said safety, but will respect the decisions of the current monarch.
treasures. Among the Monarchs, he’s the least trusting towards
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The Darkening of Og Dara
Gnome Enchanted Rogue. Wears an enchanted robe (doesn't Pixie Fey Wizard. Wears a magical brooch that acts as a +2 Magical
encumber and protects as Light Armor on the whole body), and Focus and grants her a +5 bonus to her Save Rolls and DEF, as well
wields the legendary bow Endorrass (+10, +20 against Giants as a ring that allows her to cast Divine Grace and Stunning Glare
and Trolls, allows its wielder to cast Pinning Shot, Ricochet, and from the Channeling Spell Lore once per day each without spending
Blinding Shot from the Skirmishing Mastery Spell Lore once per day MPs or making a Spell Casting Roll.
each without having to spend MPs or make a Spell Casting Roll). Knows the following Spell Lores up to the 6th Weave: Glamours,
Knows the Glamours and Earth Mould Spell Lores up to the 6th Eldritch Fire, Eldritch Hand, Eldritch Wards, Illusions, Sounds &
Weave. 10 Mps. Lights. 35 MPs
Human Weald Warrior. Wears an armor made with bark collected Asrai Aquatic Dabbler. Wields a +10 magical Spear that can be
from Og Dara (same penalties as Reinforced Leather, but protects as thrown with a Base Range of 10 even underwater and always returns
Chain Mail), and wields a magical +10 bronze sword. A veteran of to his hands.
many battles and proud defender of Caer Sithi, he suffers no penalty Knows the following Spell Lores up to the 6th Weave: Spell Songs,
for being Bruised and is immune to Fear. Glamours, Movements of Nature, Trickery.
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Pixie Fey Champion. Wears an armor made with leaves and bark Pixie Fey Animist. Experienced herbalist, +20 to all her Healer and
collected from Og Dara (protects as Light Armor but allows her to Nature Rolls. Knows the following Spell Lores up to the 4th Weave:
fly as if unarmored). Knows the following Spell Lores up to the 5th Glamours, Cleansing, Healing, Plant Mastery, Soul Soothing. 15
Weave: Glamours, Commanding Presence, Eldritch Might, Heroic MPs.
Defense. 18 MPs.
Renowned for her healing skill even among the druids of Caer
The Wardens of the Sacred Bough were forged in the war against Sithi, Everiall lives in her House of Mending at Og Dara’s feet, of-
the Giant Kings, taking up the wooden weapons gifted by Og fering her help and hospitality to all those in need. The Pixie is
Dara, as deadly as any steel blade, and heading out into the realms quick-thinking and effective in a crisis, but can also be brash and
beyond the forest where others of Caer Sithi feared to tread. Now domineering to those who are being less helpful.
the Wardens are venerated warriors who train others who would • Due to the recent attacks against the Wardens, Everiall
fight against the Great Enemy. Their leader is Tentale Willow- knows that her skills and the power within the Lifestone ar-
bright, a fiery Pixie with a reputation of working her recruits to en’t enough, so she found the need to train two apprentices
the brink of collapse. in the art of mending. A young couple of mortals, Redgar and
• Once a small group of ragtag warriors, the Wardens have Vania Urdenback, help Everiall tend to wolf bites and poi-
grown significantly in their number, splitting themselves into son-infected cuts on a regular basis, but even they are unable
Branches composed of seven soldiers, each division named to keep up with the demand for healing in these dark days.
after a type of deadly plant: Foxglove, Mandrake, Night- • The healer has also distilled several potions of Cure Disease
shade, Hemlock and Wolfsbane. Each Branch patrols a dif- and Cure Poison, but she fears that the ingredients are now
ferent part of the forest, hunting feral beasts and agents of in short supply and stock is running low.
the Darkmaster. • After witnessing the Blight transform one of the Wardens
• Lately Garganalk’s forces have been overwhelming the War- into a Hollow Shambler, Everiall is seeking permission from
dens, decimating their numbers in a series of vicious assaults. the Briar Grove to leave the forest and find a way to cure the
Not only that, but Hollow Shamblers have become a more affliction, but her pleas have been rebuffed, as her attention
common sight in the forest, and several Wardens have suc- is needed within the fortress. Now she looks for help from
cumbed to the Blight, becoming ensnared by the will of the beyond the forest realm to help her find the right ingredi-
Darkmaster. Tentale fears she can’t train recruits fast enough ents for a Blight cure, even though she knows her chances
to repel these beasts and looks for any help she can get from are slim.
those who are proficient with arms.
• In a desperate attempt to stop the spider's incursion, Tentale
is gathering the Wardens to launch an assault against Garga-
nalk's lair (see Of Flies and Spiders section of this chapter).
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Caer Sithi
Part 2 Chapter 3
1. Og Dara, the Sacred Oak: Og Dara’s pearlescent bark is in- ability to heal the wounded. While the moon is waxing,
fused with sacred magic that protects the city from mortal the Lifestone is filled with healing magic that is chan-
invaders, hiding its inhabitants from those who would harm neled through the hole in its top and through the intri-
them, although the many beasts of the forests still pose a cate pattern carved onto its face. Touching the Lifestone
threat to Caer Sithi. Winnowa, the Pixie Arch Druid of Og during this time offers healing to the wounded. While
Dara, is its sworn protector. Each morning, prayers are said the moon waxes by a quarter or less, the healing acts as a
to the great tree by placing a palm on the bark and whisper- 1st Weave Heal spell. Waxing up to three quarters warps
ing a melodic rite that gives thanks to the spirits. the Weave by +2 (increasing the amount of HPs recov-
ered by those who touch the stone). And, at a full moon,
• As long as Og Dara lives, creatures of darkness aren't able
the Weave is warped by +4. However, those with ill inten-
to perceive the great tree nor Caer Sithi and its inhabi-
tions will never receive healing from the stone.
tants.
• Should Og Dara ever be destroyed, the protective mag- • The Lifestone is used in Caer Sithi’s justice system, which
is presided over by the Briar Grove. Those who are ac-
ic over the fortress will vanish, leaving the community
cused of wrong-doing must first be cut by a thorn be-
open to attack.
fore placing their hand on the stone. If their cut heals,
2. The Verdant Gate: To gain entry to Caer Sithi, one must they are found to be not guilty. Those who are deemed
pass through this great archway of entwined branches. guilty are exiled from the fortress. Banishment has only
happened once, when a mortal called Killik Morne des-
• Those who seek to join the Order of the Briar Grove as
druids must prove their alliance to the Green Man and ecrated the sacred bark of Og Dara after losing his tem-
make an offering to the Og Dara of the possession that per in an argument.
holds most value to them. In the past, several mortals gave 4. The Lantern Paths: Caer Sithi is constructed as a city among
up their magical weapons and greatest secrets in order to the trees, with complex wooden walkways crafted from liv-
learn the secrets of the druids and cast their eyes on the ing ash, yew and oak winding to-and-fro. These ‘streets’ are
woodland fortress and its people. lit by the soft glow of floating lanterns made from the en-
• Regular visitors are called to take the chanted glowing fruit that sprouts from Og Dara. Those-
Lifestone’s test (see The Lifestone who have witnessed the illuminated
Menhir location below) before gain- path at night have said they have seen
ing access to the fortress. The gate is al- few things more beautiful in their life-
ways guarded by a group of Wardens times. Carved into the path are the sacred sto-
of the Sacred Bough, and the branch- ries of the nature spirits, who are believed
es forming the archway can turn into to dwell in all natural things. The folk of
two Awakened Trees in time of Caer Sithi believe that meditating upon
dire need. these stories while they walk brings them
3. The Lifestone Menhir: This is closer to the spirits and the Green Man.
a nine-foot tall standing stone 5. The Winteroak Palace: A vast knot of trees
erected by the Ffrind Sithi as a creates the current Winteroak Palace, a large multi-roomed
peace offering to the Aes Sidhe structure perfectly crafted in har-
when they first came to Caer Sithi. mony with nature. Vines crawl
down the walls, insects and birds
• The Aes Sidhe then im-
bued the stone with the chitter and chirrup their arbore-
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The Darkening of Og Dara
al cacophony, and the grand throne Kadir, with its tall back, Caer Sithi such a special place worth protecting. During the
sits in the center of a circular throne room. Kadir is inhabit- daytime, the scent of freshly-cooked panthea, a type of flat-
ed by four monarchs, one for each season. Even the name of bread, wafts through the treetops. And, as the sun sinks, the
the palace changes across seasons: Winteroak, Summeroak, sweet melodies of pixie pipes meander through the forest.
Autumnoak and Springoak, with the decor naturally trans- Tree dwellers often welcome neighbors into their homes to
forming as the seasons progress. Currently red winter berries dine, sing and tell tales with them.
pepper the twisted walls of the throne room, and warm wolf-
8. The House of Mending: One of the few structures in the
skins line the floor and furniture. During the day, royal atten-
fortress built at ground level, the House of Mending is the
dants see to courtly duties, while the seasonal monarch takes
home of the Pixie Everiall, healer of wounds. The latticed
meetings with their Briar Grove advisers. In the evening, the
walls allow the sun to shine inside and the breeze to blow
monarch dines in the feasting chamber, a long room lit with
freely through the room where Everiall creates her replenish-
soft globe lanterns and fireflies and filled with music. Court
ing concoctions to heal the sick and wounded.
musicians play songs to reflect each season, evoking the icy
tendrils of winter’s grasp to the fervent sounds of a hot sum- 9. The Pool of Stars: Outside the fortress proper but still under
mer. the protection of Og Dara, a vast pool stretches out among
the weeping willows and spear-like reeds. Within the depths
6. Owlenbough: Only moments away from the Winteroak
of the great pool is a village crafted from rock and clay where
Palace, across a narrow, twisted walkway inscribed with leg-
the water-dwelling Asrai reside. Their homes are conical
ends of owls, is the Owlenbough. This wide hollow oak is
structures blanketed in shining stones and pearlescent shells,
home to the Grey Owls of Caer Sithi: eleven birds of wis-
wide holes forming entrances for the beings who have no
dom hatched from the Og Dara as a gift to the Aes Sidhe in
need for doors and windows. As darkness falls over the pool,
the early days (use the Sacred Beast stats for the Grey Owls).
minuscule creatures known as ‘pond sprites’ illuminate the
• In Caer Sithi folklore, they say that, if any owl didn’t re- water like stars hanging in the vastness of the night sky. These
turn from their journeys, the fortress would fall to Dark- specks of luminescence dance through the silty streets of the
ness. village, a normal sight for its inhabitants but a wonder of the
• There are three Aes Sidhe of the Briar Grove who are forest to those who live on land.
called Owlspeakers, each able to converse with the Grey
• It is rare for anyone from the surface to be allowed entry
Owls through a telepathic song. Even casting a Speak
to the pool, as to be granted an audience with the Asrai
with Animals Spell has no effect, due to their mystical,
is a high honor. As the minions of the Darkmaster grow
otherworldly nature.
ever bolder, the Asrai are even more secluded than ever
7. Treetop Homesteads: Clustered amongst the curl- before, only surfacing for important business within the
ing branches of giant trees are the modest homes of for- fortress.
tress-dwellers. These are formed by trees knitting together • Of all Aes Sidhe they are the most distrustful of mor-
into room-like structures. Each homestead has a squat ceil- tals, avoiding speaking with them, if they are able. In their
ing, which is less of a problem for the pixies than the mortals eyes, the realm of Men will bring a final doom upon the
who also reside within the trees, and a single circular room land, a prophecy the Asrai believe is coming to pass now.
containing silk-spun beds, duck-feather pillows, and a central
cooking hearth under a roof opening to let out the smoke.
Every home is covered internally with Oggam script, telling
the owner’s favorite tales and reminding them what makes
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The Darkening of Og Dara
Aftermath
spected. Conversely, if Garganalk died, the woodland realm sees
a short but bloody squabble for succession among the remaining
great spiders, with her two daughters as the favored candidates to
If the source of the Blight afflicting Og Dara is destroyed, the great her web-woven throne.
tree will swiftly heal under the care of the Order of the Sacred
As peace and prosperity return to Caer Sithi, the Court of Rats
Bough, recovering in full. Caer Sithi will become a Safe Haven, al-
will slowly disband. If he's still alive, Badrick will flee the fortress,
lowing the heroes to partake in the activities described on pages
seeking refuge with the nearest of the Maimed King's servants.
158-159 of the Core Rules while resting here.
The heroes may meet him yet again in their future adventures.
If the heroes persuaded the Monarchs to lend them their mili-
tary aid, Caer Sithi will send forth its Wardens to help them.
This will have a special effect in the final confrontation against
the Maimed King, as described in Part III, but also grants the he-
roes enough reinforcements to count as a Minor Victory in any
Epic Battle they'll face until then, provided they have the means
of contacting Caer Sithi.
Moreover, the druids will be able to employ Og Dara's newfound
strength to produce a single mystical weapon like those described
in the ancient tales (see The Maimed King section of this chap-
ter), should the heroes ask them to do so. Let the players pick the
type of weapon created, and apply the stats given in the Og Dara's
Legacy boxed text below.
Og Dara’s Legacy
This is a mystical weapon created by the druids of
Caer Sithi using the living wood of Og Dara. Light as a
feather, but as strong as the strongest steel, the weapon
hums softly with the vitality of the ancient tree.
Type: Bonus, Constant, Enchanted Material
Powers: Og Dara’s Legacy acts as a +20 magical weap-
on. Creatures with the Undying ability killed with Og
Dara’s Legacy are bound to their material form and
prevented from reforming for 7 days. At nightfall of the
seventh day, the creature recovers its normal abilities.
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Part 2 Chapter 4
The White
Watchtower
Part 2
Chapter 4
A
fter receiving strange and similar dreams, the Play- true, as Hallas knows where one of the fragments is hidden with-
er Characters are intrigued by their visions and in the fortress of Caer Sithi, so a capture by the Maimed King risks
lured into rescuing a kidnapped gnome, Hallas Loo- much for those on the side of the High King.
prin. They head towards the settlement of Velldale on the edge of Days before Velldale was attacked, Hallas, aware of his imminent
the Calebawn Forest only to find it destroyed by Wendals. They fate through his own dreams, sent dream messages that were
should attempt to find Hallas and rescue him but instead uncov- picked up by the PCs. When Velldale was attacked, he escaped
er the key to the strange Blight that threatens the ancient tree Og through a series of tunnels in the basement of the stone watch-
Dara and how to help stop it. tower but left a trail of smooth white pebbles behind as a clue to
his travel direction. The Wendals did not give up easily though.
Knowing that Hallas had fled and likely headed south towards
The Tale Caer Sithi, they tracked him and captured him.
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The White Watchtower
The PCs can identify the location of their vision with a Standard
(+0) Songs & Tales Roll, or by asking around wherever they are
Visions of Ruin currently located. Someone will have heard of a white watchtow-
The dream was unusually vivid. Looking down from a er near a lake and that it is almost certainly that of the small village
white-washed stone watchtower, you looked out as the of Velldale, on the north-eastern edge of the Calebawn Forest.
lakeside settlement burned. Villagers fleeing in terror, Alternatively, while the heroes are staying in Caer Sithi, a mem-
hacked down as they ran. Through the smoke, a slob- ber of the Court of Dreams, perhaps the Arch Druid Winnowa
bering black wolf snarled, atop its back a brutish-look- or Carmadrial the Queen of Summer (see the Cast of Charac-
ing man painted in soot and clay, spattered in blood, ters section in Chapter III - The Darkening of Og Dara), could
and carved with scars. The figure looked up at the ask them to find out what happened to the gnome Hallas Loo-
watchtower, his hateful gaze filling you with a sense of prin, who disappeared near the village of Velldale while on a mis-
dread. The wolf and rider slowly wound their way up sion for the Court.
the dirt path to the watchtower as you helplessly ob-
served their inexorable advance.
The scene shifted. Kneeling weakly at the base of the
tower and unable to move, you saw smooth white peb-
bles amongst the dirt—seemingly out of place. The
wolf, now much closer, stopped and let out a low growl
exposing its sharp, blood-stained teeth. The brutish
rider dismounted, firmly planted his feet, and sliced
his hefty axe towards your neck. You awoke, pulse rac-
ing. A feeling of anxiety and urgency still remains.
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Part 2 Chapter 4
Cast ofCharacters
Villains
Slough Draal
Level MR AT DEF TSR WSR HPs
Slough Draal was a Wendal shaman before making his pact with
the Darkmaster. He still bears the soot and clay face paint
over his sunken face and decaying visage. He is prepared
to do almost anything to gain favor with his master and will
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The White Watchtower
willingly sacrifice those that serve under him to achieve his aims.
Ulbayne Trusk
Slough Draal carries a scroll that enables him to fly to a place of
safety in desperate times. He activates this if he risks being caught
or overwhelmed, preferring to let his minions die. Level MR AT DEF TSR WSR HPs
Large Spirit, Vargr. See Against the Darkmaster Core Rules for
special abilities. immune to Frost damage, and can breathe a
9-meter long and 3-meter wide cone of freezing mist as a Full Action.
This attack is resolved on the Area Spells Attack Table, with a +70
CMB and a maximum result of 130, dealing Frost damage to all
those caught in the area.
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Part 2 Chapter 4
People of Awallon
Hallas Looprin Hallas is one of the high-ranking members of the Court of Dreams,
a secret Aes Sidhe Court. The Court of Dreams specializes in
dream magic, the messages concealed within them, and the power
Level MR AT DEF TSR WSR HPs of stone circles which are used to channel dream messages.
4 15L LA +20 +25 +40 30 • On a chain around his neck, Hallas wears a golden ring that
Attacks CT Rog Adv Lor identifies him as a member of the Court of Dreams. He also
+50 Dagger NH +20 +15 +25 uses the bas-relief emblem on the item of jewelry as a wax
seal.
Gnome Court Dabbler. Wears Reinforced Leather armor, golden • Hallas always carries a bag of small, white stones to remind
ring on neck chain, and carries a dagger, small musical pipe made of
antler bone, and a bag of small white pebbles. Knows the following him of his home, where the pebbles lined the underground
Spell Lores up to 4th Weave: Glamours, Earth Mould, Oneiromancy, rivers deep beneath the earth.
and Trickery. 12 MPS.
• Hallas had traveled to Velldale on his way north to visit a
rings of stones called The Erebawn Circle, which is consid-
ered to be a powerful group of menhirs.
• The Court of Dreams believe the strange malady afflicting
Og Dara, the ancient tree that protects Caer Sithi, may be
tied to the power of the stone circles, and the Court sent Hal-
las to investigate (see also Chapter III - The Darkening of
Og Dara).
• Hallas was on good terms with the elder of Velldale, Lady
Tallya Highclear, a human woman who fell at the hands of
Ulbayne, and whose body lies amongst the ravaged stead-
ings of Velldale. Her decapitated head now hangs from Ul-
bayne’s belt.
• He had been in Velldale only a day before it was attacked.
The settlers were generally distrustful of gnomes and oth-
er Aes Sidhe, so he was stopping in the secret chambers be-
neath the tower.
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The White Watchtower
The Land
1
3
211
Part 2 Chapter 4
As the PCs near Velldale, a light drizzle adds to the mood, and • The Wendal is painted with soot and ash so that his face
they see smoke rising from the trees, clearly a troubling sign. Half looks like a skull, and his arms and hands look like bones.
a day prior, Velldale was raided and destroyed by the Wendals. The Wendal’s dagger is rusty.
The burnt and bloodied bodies of the settlers are strewn amongst • The short spear of the settler is well made (treat it as a Su-
the dying embers of the collapsed buildings and the blood-filled perior Quality Short Spear) and still usable if pulled from
puddles on the muddy paths. The smells of death and burnt wood the Wendal’s body. It has an engraved inscription on its
fills the nostrils. Crows feed on the dead. blade that reads ‘may the aim always be true’.
If there is a search of the town itself, most of anything of value 3. White Watchtower: Standing on a series of sandstone ridg-
has been destroyed by fire. The following items may be found in a es overlooking the settlement, the top of the White Watch-
thorough search with a Challenging (-10) Perception Roll: tower stands 50 meters above the lake and is a recognised
• A burnt pouch, with a molten clump of brass (melted coins). symbol of Velldale. It has stood here since before the settle-
• A finely made dagger in a burnt scabbard. The dagger is un- ment grew up below it, acting as a lookout for invasion from
damaged and +5 to Attacks. the east. From its top on a clear day, it is possible to see the
• A stash of coins within a small wooden chest, found under- sea to the east. It stands as a grubby reminder of its past, its
neath a hearth stone (TV2). whitewash now dirty. In addition, the watchtower is stained
In the mud, PCs can find tracks from fleeing settlers, Wendals, from smoke from the burning structures of the settlement
and a large Wolf. A dedicated examination of the tracks shows below.
that the Wendals approached from the north, and left heading • The watchtower itself remains intact, although the sturdy
southwards around the edges of the lake. pair of oak doors at its base have been smashed open.
1. Dire Bear: Amongst the ruins of the settlement, a dangerous • In the mud outside the tower doors is a single white pebble.
Dire Bear has been lured by the smells of burnt food. It lurks
behind one of the partially collapsed dwellings, feeding on a
dead settler. If disturbed it will attack.
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4 3
1 2
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214
The White Watchtower
It is here that the trail of white pebbles stops, and the only way of that an almost-delirious Hallas, drugged by his captors, manag-
following Hallas’ path is to track the Wendals. Luckily, the Wendal’s es to send his second dream message, and also realize the signifi-
trail is obvious, as they follow the inside edge off the Calebawn For- cance of the stone circles and their part in the Blight.
est northwards rather than going straight through the forest. The PCs can make their plans to rescue Hallas however they wish.
If the heroes missed the gnome’s hiding hole and the trail of white When they arrive at the Erebawn Circle, Slough Draal has already
pebbles, they can easily follow the tracks left by the Wendals who left through magical means and made his way north to the High-
raided the settlement. They head south for 5 kilometers before vale Menhirs to complete his ritual, tasking his second in com-
the trail turns and returns north to a camp about 10 kilometers mand, Ulbayne Trusk, with delivering Hallas to the Maimed King.
northwest of Velldale. The camp consists of the following:
• Ulbayne Trusk.
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Part 2 Chapter 4
Ulbayne Trusk
Level MR AT DEF TSR WSR HPs Redspotted Nightcap
7 15L MA 15 +65 +35 100 A toxic mushroom found within Calebawn Forest.
Attacks CT Rog Adv Lor
Attack Level: 6
+100 Greataxe/
NH +40 +40 +0
+75 Short Bow Transmission: Ingested. It must be eaten or forced to
be eaten.
Elite Evil Man. Wendal Champion. Carries an obsidian Greataxe
and a Short Bow. Gains a +20 bonus to his Ride Rolls and CMB Effects: Within 6 rounds after failing the Save Roll, the
when riding his Winter Vargr, Kraag.
victim becomes almost Incapacitated. Whilst in this
state they cannot move, but drifts in and out of con-
Winter Vargr sciousness. They can make slurred speech albeit slow-
ly, think, and remember things that happen around
Level MR AT DEF TSR WSR HPs
them. The difficulty speaking properly
8 40L NA 55 +50 +40 150
makes casting spells impossible. The effects last 1 hour
Attacks CT Rog Adv Lor
per mushroom ingested.
+100LaBi HB +25 +70 +0
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The White Watchtower
in black soot with white clay decorations, are bloodthirsty you can have Hallas return to where they are staying and in-
and vicious. vite them to the villa for a meal and a “thank you.” The assassins
• Group of Bandits: A group of 4 Bandits (see Core Rule- in the next encounter can attack once the PCs are at the villa.
book, pg. 298), unofficially led by a man with a scar across • If the heroes would rather follow Hallas than leave him alone,
the bridge of his squashed nose. His name is Boris Bellham. he’ll tell them that the meeting places of his Court are a se-
Boris is a fool and won’t back down. In contrast, his three ac- cret he’s not allowed to divulge to non-members. If they in-
complices are cowardly and will do anything to save them- sist, you can skip the Assassin Attack encounter (or play it af-
selves if things turn bad. ter the meeting, when they return with Hallas to the villa to
rest) and proceed directly to the next scene.
Caer Sithi
The druidic fortress of Caer Sithi is regarded as one of the most Assassin Attack at
breathtaking sights in Awallon. This large fortress-town is built
around Og Dara, a great, eons-old Spirit Tree, the heart of Cale-
Hallas’s Villa
bawn Forest. The Maimed King has spies in Caer Sithi and, as such, is sure that
Tree-lined paths cross verdant gardens leading to beautifully Hallas will return to his villa. With that in mind, a group of 6 As-
carved staircases that grace the sides of old oaks, offering access to sassins are lying in wait within the property, ready to drug and
the tree dwellings and the walkways nestled on the great branches kidnap him. They will kill anyone else that they encounter. This
above. Caer Sithi is beautiful. Or it was. The Blight has now extend- mixture of human and Aes Sidhe assassins are members of a rival
ed down as far as this magnificent town, and the Spirit Tree is suf- Court—The Court of Rats–not well thought of in Caer Sithi.
fering its ill effects (for a complete description of Caer Sithi and its Their masters have been corrupted by the influence of the
inhabitants, see Chapter III - The Darkening of Og Dara). Maimed King and therefore are acting according to his malign
nature. The assassins are all residents of Caer Sithi, know very
Hallas introduces the PCs to his home town and explains that he
well the lay of the land, and arrive at the villa individually. They
must go and see his Court as a matter of urgency. He says that he
have a pouch full of Red-Spotted Nightcap with which to drug
would be honored if they would accept his hospitality and stay
Hallas.
within his villa for a while. He will return to speak with them af-
ter seeing his Court members. Hallas gives the PCs directions to Court of Rats Assassin
his house and an elegant brass key to the front door telling them Level MR AT DEF TSR WSR HPs
to make themselves at home with food and wine while they wait.
4 15L MA +25 +30 +15 60
He explains that he usually has a servant when he is in town, but,
Attacks CT Rog Adv Lor
for the moment, the villa is empty, currently unstaffed, since Hal-
+70 Weapon/+40 Ranged NH +30 +15 +5
las’s return is not yet known.
• Hallas’s villa is a beautiful building in Burrowall, complete Common Medium Humanoid. Wear dark cowls and blackened
with an enchanting Glowcaps garden. The PCs will have no Lamellar Armor. Armed with bronze Short Swords, Nets, and
Throwing Daggers. Each carries a pendant made out of a rat's head.
problem finding it if they follow the gnome’s directions.
• If the heroes were tasked by an NPC to find Hallas, the
Assuming that the PCs dispatch the assassins, Hallas returns di-
Gnome tells them that he’ll contact them immediately, and
rectly after the encounter, feeling lucky that he has yet again es-
that they’ll meet the PCs at his mansion.
caped capture. Still feeling unsafe, however, he urges the PCs to
• The PCs may decline Hallas’ offer and find another lodging
follow him to a nearby hideout where the Court of Dreams of-
within the town. If the PCs insist on staying elsewhere, then
ten meets. Hallas guides the PCs through an underground tunnel
217
Part 2 Chapter 4
218
The White Watchtower
to avoid being seen, emerging through a trap door into a build- from this dark doom. Will you answer our call, go to the
ing atrium. There the PCs are escorted to a large empty meeting Highvale and break the circle?”
room and offered wine and food whilst Hallas disappears down a
Carmadrial and Winnowa are very influential individuals in Caer
long corridor before returning with two important looking Pixies.
Sithi (see the Cast of Characters section in Chapter III - The Dark-
Hallas introduces the two other figures as Mistress Carmadrial ening of Og Dara), and they'll promise their support of any of the
and Mistress Winnowa. Mistress Carmadrial begins. heroes' endeavors there, should they decide to help the Court of
“Friends of Hallas, I am very grateful for your time and your Dreams in this matter. They'll also offer any supplies, including
integrity in the matters concerning Hallas and his endeav- Healing Salves, that may be needed for the journey. If you deem it
ors. Awallon is in great danger, as I am sure you will agree, necessary, the members of the Court may also provide the heroes
and it is because of this that what I am about to reveal to you with a single piece of magical armor, a weapon, or other piece of
is of utmost importance and secrecy. I trust that is clear?” equipment that improves Skill or Combat rolls by +10 (at your
discretion), in addition to what is outlined above.
She waits for an affirmative answer, then continues.
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Part 2 Chapter 4
Slough Draal is here with 4 Undead Thralls but has also pacified
Slough Draal
the 2 Ice Trolls that live in the cave near the menhirs. They will
attempt to protect the Slough against any attacks or harm that Level MR AT DEF TSR WSR HPs
come his way. 6 15L LA 10 +30 +55 85
One Ice Troll is within the cave, but the other is out hunting and Attacks CT Rog Adv Lor
will come back one Round after the fight has started, and will +60 Quarterstaff HH +30 +15 +60
throw boulders from one of the ridges before engaging in hand-
Antagonist Medium Humanoid, see below for other special abilities.
to-hand combat. The Ice Trolls are often out during the daytime,
Wields a heavy Quarterstaff topped with an animal skull, which
as the clouds and snow obscure the sunlight for the majority of allows him to cast Spells from the Eldritch Frost and Necromancy
daylight hours. During the fight, Draal can be heard shouting at Spell Lores as if he were of two levels higher). Carries a pouch of 2d10
Red-spotted Nightcap mushrooms and a Scroll of Ride the Sky (7th
the Trolls to be careful about damaging the menhirs. A clever PC Weave, Eldritch Movements). He knows the following Spell Lores up
may specifically maneuver into a position where they could trick to the 6th Weave, and can cast Spells from them without spending
a troll into smashing one of the standing stones. MPs (use his Lore Skill for the Spell Casting Roll): Necromancy,
Communion, Eldritch Frost, and Dark Sorcery.
220
The White Watchtower
221
Part 2 Chapter 5
The Siege of
Din Oisòn
Part 2
Chapter 5
The Tale
Alternatively, the PCs, as they're traveling through the land, may en-
counter one of captain Dunan's soldiers, either as a messenger sent
A
to seek aid from the neighboring clans, or as a prisoner of a group of
natural corridor connecting the North and the South Wendals they've just defeated. Perhaps the soldier is an old friend of
of Awallon, the Oisìn River Valley constitutes an ide- one of the heroes, or comes from the same Clan. In any way, he'll at-
al route for anyone wishing to cross the island. Unfor- tempt to persuade the characters to help him free the fortress.
tunately for the heroes, this includes the invading Wendals. A large
army, led by Slough Zhuul, one of the Maimed King’s lieutenants,
has taken control over the lower part of the valley and is besieging
Aids
the river fortress of Din Oisìn. The PCs are most likely on their own in this adventure, though
they may have access to some form of support that has been gath-
ered in other parts of this campaign.
The Task
Obstacles
Slough Zhuul’s army is an obstacle to all characters journeying
through the Oisìn River Valley. The heroes must elude the Wen-
Sneaking Past
dals, or take the matter into their own hands and find a way to
break the siege. Characters can attempt to sneak past the Wendals patrolling the
area by halving their daily movement rate and passing a Very
Starting the Players Hard (-30) Stealth Roll (increasing the difficulty of this Roll to
Extremely Hard for groups of more than five characters). Failure
This adventure starts as soon as the heroes come into sight of Din means the PCs get spotted by a raiding party composed of 1d5+6
Oisìn. It should be immediately apparent to the characters that the be- Savage Warriors plus a Savage Brute, all mounted. The Wendals
sieged are fighting valiantly against an overwhelming force, and that will attempt to capture the heroes and bring them to their camp
they won’t be able to hold out much longer without some kind of help. to be questioned.
222
The Siege of Din Oisòn
Crossing the River Slough Zhuul has no siege weapons to speak of, but the sheer
number of warriors at his disposal is sufficient to give his army a
As the longest river in Awallon, the Oisìn poses an obvious ob-
Menace Rating of 7.
stacle to all those traveling to either side of the valley. Normal-
ly, travelers could count on a series of natural crossing points, as
Caer Temair
well as on the ferrying services offered by a few well-known riv-
erside homesteads. Currently, however, many of these have been The castle of the High King, Caer Temair, oversees the Oisìn Riv-
destroyed or taken by the Wendals. Characters wishing to cross er Valley from its Northernmost extremity. Currently occupied
the river must either push through a Wendal blockade, or find a by the Maimed King and his chosen troops, it’s surrounded by a
crossing point that hasn't been reached by the invaders yet. large, festering Blighted Area. Characters traveling nearby must
face an additional Hazard picked from the Blighted Area Hazards
Finding a crossing point requires a detour of at least one day and
Table. Unlike normal Blighted Areas, however, this one cannot be
a Very Hard (-30) Wandering Roll. Failure means that either the
purified unless the Maimed King is defeated.
crossing they’ve found cannot be used (either because of a change
in the water level of the river, or because it has suffered damage Caer Temair and its surroundings are described in full in
during a recent attack), or that they’ve run into an ambush. A Part 3 - Chapter 1 of this campaign.
number of Kobolds equal to the PCs will attempt to surprise
them, emerging straight out from under their feet from concealed
burrow holes, supported from afar by 1d5+1 Savage Raiders
armed with Short Bows and Spears.
Kobold
Level MR AT DEF TSR WSR HPs
Savage Raider
Level MR AT DEF TSR WSR HPs
223
Part 2 Chapter 5
Cast ofCharacters
Villains
Slough Zhuul Feared even by his own followers, who speak his name only in
terrified whispers, Slough Zhuul is a towering figure, massive
in girth and bloated with sickly pallid flesh. His appearance is
Level MR AT DEF TSR WSR HPs made even more intimidating by the boar-shaped bronze mask
he wears, which completely conceals his features. Sadistic and
6 10L NA 10 +30 +55 125
short-tempered, his moods fluctuating between brooding and
Attacks CT Rog Adv Lor
+60 Ball & Chain EH +30 +15 +60
Slough, see below for Special Abilities. Access to the following Spell
Lores up to the 6th Weave: Necromancy, Detections, Earth Mould,
Eldritch Movements, Master of Animals. His bronze boar head-
shaped mask grants him a +15 bonus to his DEF and lets him cast
Resist Pain on himself once a day. Also carries a wicked +10 Flail
that heals its wielder of an amount of HPs equal to half the damage
it inflicts each time it strikes a living opponent.
Special Abilities
Darkvision: Sloughs can see in Dim Light and Total Darkness as if
they were standing in Bright Light.
Fear: The sight of a Slough’s real appearance causes fear in living
beings. Living creatures seeing an unmasked Slough must pass a
WSR or become Frightened. At the beginning of each Assessment
Phase, Frightened creatures may repeat their WSR to end this effect.
Powerslave: Sloughs do not age, recover 1 HP per minute, and are
immune to Stun and disease. They don’t need to sleep, and will
gain the benefits of a night’s rest simply by meditating for 3 hours.
However, the souls of Sloughs whose HPs drop to zero or less, are
inflicted with the Dying condition, or straight-out killed by an attack
are immediately claimed and consumed by the Darkmaster, while
their bodies shrivel to hollow, lifeless husks.
Spells: Slough Zhuul knows the following Spell Lores up to the sixth
Weave: Necromancy, Detections, Earth Mould, Eldritch Movements,
Master of Animals. He can cast Spells from them without using MPs
(using their Lore bonus for the Spell Casting Roll).
Bloated: Necrotic energies fill Slough Zhuul's body, giving it an
unnaturally bloated appearance. Slough Zhuul's Move Rate is
reduced to 10, his HPs are increased by 40, and he's considered to be
an Epic creatures rather than Heroic.
224
The Siege of Din Oisòn
If he succeeds
Din Oisìn will fall and Captain Dunan and his followers will be
sacrificed to the Darkmaster in the unholy ritual Zhuul intends to
perform. The water of River Oisìn will become foul and poison-
ous, and the whole valley will turn into a Blighted area.
225
Part 2 Chapter 5
People of Awallon
Captain Dunan
Level MR AT DEF TSR WSR HPs
Human Hill Warrior. Wears bronze Half Plate with a Full Shield and
Metal Helmet when he goes into battle. Armed with a high-quality
Spear and a Composite Bow, with plenty of arrows. Carries the Horn
of Valor (see boxed text).
Despite his advanced age, Knight Captain Dunan has not lost his
fighting spirit. A stern-looking knight of great renown among all
the Clans, his long, white hair and beard speak to his many years
of service, but his eyes burn with a fierce determination that be-
lie his age. He has sworn on his honor to defend Din Oisìn, and
intends doing so to the bitter end.
• Not expecting any actual fighting to happen here, the
High King left only a token force, mostly composed of
young recruits too fresh to be taken on his expedition
to the North, to defend the fortress. Under the bril-
liant guidance of Captain Dunan, these men have
managed to defend the fortress until now, but
won’t be able to resist for long against the
overwhelming forces of the Wendals
without external help.
• While determined, Captain
Dunan is no fool and knows
that he can’t win this siege on
his own. He’ll gladly accept
any help offered, besides what is suggested by the Druid
Cumhall (see Cumhall entry below).
• He carries the Horn of Valor, an ancient artifact that was en-
trusted to him by his predecessor.
226
The Siege of Din Oisòn
227
Part 2 Chapter 5
The Land
1 1
5
4
10
3
2
7
11
9
1 1
8
228
The Siege of Din Oisòn
fermented mastodon milk, or busy watching the fights in the 3. The Bronze Skull: A grotesque artifact stands near the cen-
Gore Pit, so there's only a 30% chance they'll be paying atten- ter of the encampment. Mounted on a circular pedestal of
tion to what happens outside of the camp. black stone, it is a huge skull, tall as a man and covered with
rune-carved bronze plaques.
2. Zhuul’s Tent: Even in the chaotic mess that is the Wendal
encampment, the Slough's tent is hard to miss. Large enough
it could fit a small mansion inside, this gigantic structure is a
testament to Zhuul's overbearing ego. Skull of Gak-Magàk
• Each of its three entrances is guarded night and day by The first of the Giant Kings to fall under the baleful in-
two utterly loyal Savage Brutes, Zhuul's personal guard fluence of the Dread Devourer, in his foolish pursuit of
of honor. immortality Gak-Magàk attempted to combine Onei-
• The Slough tolerates no intrusion in his lair. Besides his romancy with Necromancy. Upon his death, he left
bodyguards and his pet Deathfang Hraal, only the ser- precise instructions to his servants for his skull to be
vants who bring him his meals five times a day are al- wrapped in specially prepared bronze plaques, so that
lowed to enter, and only for the time needed to complete his essence could be transferred to this grotesque ar-
their task. tifact.
• Aside from Slough Zhuul’s personal effects, inside his Type: Constant, Tainted
tent the PC may find: an Enchanted Bronze Bowl, twin to
Powers: The Skull of Gak-Magàk greatly enhances the
that carried by his apprentice (see Dukkha’s entry in the
necromantic powers of those Attuned with it, allow-
Cast of Characters section of this chapter); a large pile of
ing them to control any Undead within 500 m of the
loot, hoarded by Zhuul during his scouring of the Oisìn
Skull. It can be destroyed with a Break Curse Spell, or
River Valley (TV3); a small box, containing the teeth of
by physically shattering it. The Skull can sustain 50
all the apprentices killed by Zhuul; and a rough map of
points of damage before breaking. It’s treated as hav-
Din Oisìn and the surrounding area, with the spot of the
ing a DEF of +10, Heavy Armor, and takes half dam-
Excavation Point marked and connected to the fortress
age from Piercing and Cutting attacks. Critical Strikes
by a dotted line.
deal 5 additional points of damage for degree of sever-
Savage Brute ity (e.g.: a Moderate Critical Strike would deal 15 ad-
ditional points of damage) instead of applying their ef-
Level MR AT DEF TSR WSR HPs
fects.
6 15L LA 20 +50 +30 90
Attacks CT Rog Adv Lor
+90 Weapon NH +40 +40 +10 • A Challenging (-10) Arcana Roll will identify it as the
Skull of Gak-Magàk, a dark relic crafted from the remains
Elite Evil Man. Once per scene, Savage Brutes can issue a challenge
to a sentient creature who can see them within 15 meters. The of one of the Giant Kings. This blasphemous artifact was
challenged creature must pass a WSR or suffer a -20 penalty to all carried all the way from Cythraul by Slough Zhuul, as it
their Attack Rolls that do not target the Savage Brute for the rest
of the scene. This effect ends if the Savage Brute dies or leaves the greatly enhances his necromantic powers.
fight for any reason. Savage Brutes are immune to the effects of the • The Skull is surrounded by a veritable horde (5d10+50)
Bruised Condition. Savage Brutes treat Arduous Terrain caused by
of Undead Thralls, including a Rotting Mastodon that
rubble, debris, or ruined buildings as Normal Terrain.
Zhuul used to drag it here.
• Should the Skull be destroyed or rendered ineffective, the
229
Part 2 Chapter 5
undead would escape Zhuul’s control, turning themselves 5. Gore Pit: At least once a day, often more than that, prisoners
upon the nearest living beings and spreading chaos and are thrown into this shallow rectangular pit and forced to fight
mayhem across the Wendal's camp. This counts as an Epic bare-handed against the undead, ferocious beasts or one anoth-
Victory against Slough Zhuul’s army. er for the Wendal's and Zhuul's perverse amusement. The win-
ners are returned to their pens, while losers usually join the ev-
Rotting Mastodon er-growing mass of Undead Thralls that follows Zhuul’s army.
Level MR AT DEF TSR WSR HPs 6. Excavation Point: A large hole in the ground opens in the
8 20L LA 0 +65 -10 200 middle of a thicket of trees here. Upon closer inspection,
it becomes clear that it’s the entrance to a freshly dug tun-
Attacks CT Rog Adv Lor
nel, running straight in the direction of Din Oisìn. A huge
+90 HuTra/*+80LaHo HB +0 +0 +0
mound of dirt is piled beside the opening, and furtive figures
Huge Undead Thrall. Standard Undead Thrall Special Abilities. scuttle in the darkness just beyond the mouth of the tunnel,
busying themselves with all sorts of tasks.
Undead Thrall
• Frustrated by his failed attempts to conquer the for-
Level MR AT DEF TSR WSR HPs tress, Slough Zhuul decided to resort to trickery. Most of
3 12L NA 0 +40 -10 55 his army stayed in their main encampment, periodical-
Attacks CT Rog Adv Lor ly launching distracting assaults on the fortress. Mean-
+40 Medium Unarmed NH +0 +0 +0 while, he ordered Kaarn, a Dwergar Slavedriver, to take a
small contingent of Kobolds and dig a tunnel under the
Common Medium Undead. See Core Rules p. 330. river. The tunnel entrance cannot be seen from the for-
tress, and the assaults cover the sounds made by the dig-
4. Prisoners’ Pens: A few dozens of ragged, desperate prison- ging Kobolds, so Zhuul hopes to take the defenders by
ers are kept here, closely guarded by a Dwergar Slavedriver, surprise, launching his final attack straight from under
aided by a Winter Vargr. Some of the prisoners are local their feet!
clansmen, abducted from their villages and homesteads, but • The tunnel is only halfway to its destination, but with 12
among them there's also a group of soldiers who were cap- Kobolds working on it, it won’t be long until it’s complet-
tured at the Chain Tower. If they're freed, they'll gladly join ed. A Winter Vargr guards the entrance, ready to attack
the heroes in their fight against Slough Zhuul. Freeing the anyone who comes too close (or to devour any Kobold
prisoners counts as a Minor Victory. attempting to escape).
• Destroying the tunnel counts as a Moderate Victory
Winter Vargr against Slough Zhuul’s army.
Level MR AT DEF TSR WSR HPs
230
The Siege of Din Oisòn
Din Oisòn
tower with a round base, dwarfs all nearby structures. Cur-
rently it holds the fortress's armory, an infirmary (watched
over by Dunan's advisor, Cumhall the Druid), and the cap-
Originally built by the legendary Iarrl Fergus the Grim as a simple tain's own quarters. Unbeknownst to its occupants, the Grim
watchtower on a small island in the middle of the Oisìn river, Din Tower is magically protected by a series of ancient glyphs
Oisìn was fortified and expanded right after the first Wendal in- carved on its foundation stone, shielding it from sorcerous
vasion, at which point it gained the additional structures and the attacks. Harmful Spell or magical effects directed at the tow-
sturdy curtain walls that encircle it. Since the war against the Gi- er must pass an Attack Level 10 WSR (using their Weave as
ant Kings, Din Oisìn has repelled countless attacks, gaining the their Defender Level) or be canceled.
reputation of being unassailable. These stories are all that keep
11. Chain Tower: Much smaller than the Grim Tower, the main
the few soldiers manning its walls from surrendering. That, and
purpose of this three-story building on the western bank of
the knowledge of the horrible fate awaiting them at the hands of
the Oisìn is to protect the mechanism controlling a great
the Wendals. Still, the defenders are slowly falling prey to despair.
chain strung across the river. This chain is part of what makes
They know that, despite the songs and legends, nothing short of a
Din Oisìn so crucial to Awallon’s defense. Once raised, it be-
miracle could prevent Din Osìn from falling this time.
comes an insurmountable obstacle to all vessels, prevent-
Din Oisòn Layout ing them from sailing upstream. Unfortunately, the Wendals
completely overwhelmed the small garrison left to defend it.
The Awallonian soldiers fought bravely, but were ultimate-
7. Ruined Bridge: This stone bridge connected the fortress
ly defeated and either slain or taken to the Prisoner’s Pens by
with the eastern river bank, but captain Dunan had his men
the Wendals before Captain Dunan could run to their aid.
tear it down when the siege started. This area is always kept
under strict surveillance from both sides. Even when there’s • Knowing that Dunan doesn’t have enough warriors to at-
no actual fight going on, heroes are likely to encounter large tempt to recapture the tower, Zhuul left only a meager
groups (2d10+4) of Savage Warriors patrolling the river on force here, one composed of 15 Wendal Savage Raiders
the Encampment’s side. who are led by a Savage Brute and his apprentice, Duk-
kha.
8. Outer Wall: Despite the numerous assaults, Din Oisìn’s
mighty walls have yet to be breached. Characters approach-
• Reclaiming the Chain Tower counts as a Minor Victory
against Zhuul’s army.
ing the fortress will be welcomed by a volley of arrows (treat
it as 1d5+1 Composite Bow attacks with a +40 CMB, target-
ing random members of the heroes’ fellowship), unless they
can convincingly prove to the soldiers manning the walls Aftermath
they have nothing to do with the Wendals.
If Zhuul's army is defeated, the PCs will be hailed as heroes by the
9. Barracks: The barracks is the most recent addition to the soldiers of Din Oisìn. Knight Captain Dunan will commend them
Din Oisìn complex, built to host the fortress’s permanent for their bravery, and confer to each of them the rank of Honorary
garrison. A simple stone and wood building with a thatched Knight of the Golden Throne in a solemn ceremony.
roof, it's large enough to easily accommodate the soldiers
If the siege of Din Oisìn is lifted without having to rely on the help
currently residing therein, and includes a cookroom, stables,
of Aidàn the Fox and his bandits, Dunan will be so impressed
and a small smithy.
with the characters that he’ll also gift them the ancestral relic of
10. Grim Tower: Taking its name from the moniker of its orig- the Votari Clan he’s been safekeeping, the Horn of Valor.
inal builder, Din Oisìn’s main building, an imposing stone
231
Part 2 Chapter 6
The Ogre’s
Bride
Part 2
Chapter 6
Fragments of Chaos
The Tale Unbeknownst to Vivien, Gorak's peculiar demeanor is the result of
A
s one might expect, few members of the Wild Court, the influence of a fragment of Morgawse’s Mirror, which has found
the largest congregation of rebels and outcasts of all its way into the hands of the Ogre king. Agents of the Maimed King
Awallon, were saddened by the death of the High are already scouring the Brécheliant Forest in search of the fragment.
King. Indeed, for many it was initially a cause for toasts and celebra- Should they learn the truth, they’d exploit Gorak’s affliction to sow
tions. As the Wendal horde advanced over Awallon, however, dis- discord among the ranks of the Wild Court, dragging the bandits into
sent began to spread among the ranks of the outlaws. Now some of a conflict that could spell the end of the whole congregation.
them believe this to be the perfect opportunity to pillage and plun-
der freely across the country, unchecked and unpunished as long as
the war lasts. Others think the Wild Court should throw in its lot The Task
with those who still fight to defend Awallon, or soon there won’t be
anything left to plunder! Only the efforts of the Wild Court lead- To complete this adventure, the heroes must ensure that Gorak chang-
er, the bandit queen Vivien, has managed to prevent the situation es his mind about the marriage, without him ever suspecting anything
from escalating into an all-out internal conflict. about their arrangements with Lady Vivien’s agent. Discovering the
But now Vivien has troubles of her own: Gorak, self-appointed King Ogre’s affliction will prevent similar problems from arising in the fu-
of the Ogres and leader of one of the most powerful gangs of bandits ture, but is not strictly necessary for the overall success of this scenario.
in the Brécheliant Forest, recently has asked her hand in marriage. Characters hunting for the Mirror’s fragments (see the Quest for the
Any other mortal daring enough to entertain such an audacious re- Magic Mirror section in Chapter I - Call to Arms) must also recover
quest would have been summarily executed by the bandit queen's it from Gorak’s treasure.
henchmen. Gorak, however, is a precious ally, one whom Vivien can- Finally, those carrying Cumhall’s message (see Chapter V - The Siege
not afford to make an enemy of without upsetting the already deli- of Din Oisìn) will want to find out what happened to his brother and
cate balance that keeps the Wild Court under her control. deliver the message to the leader of the Hooded Riders, Aidàn the Fox.
232
The Ogre’s Bride
Starting the Players If the heroes accept, Gwynder claps his hands and proceeds to
explain the finer points of the mission (see the Aids section be-
The heroes are new to the Midnight Revel, and their arrival at- low). If they decline, he looks crestfallen, but doesn’t insist, sim-
tracts the attention of those put in charge of monitoring the com- ply telling them to contact him again, should they reconsider his
ings and goings at this semi-clandestine gathering of outcasts. offer.
Among them is a Pixie named Gwynder, one of Lady Vivien’s
own agents, who decides that the PCs might be just the people Aids
he needs for a job.
Gwynder is happy to provide all the information in his posses-
• If the PCs show to the gate guards the Dried Moonglove
sion about the whole affair, as well as suggest some possible leads
Flower that Gwynder gave them at the Summernight Fair
to help them in their investigation.
(see Prologue - The Summernight Fair), they’re immediately
brought to the Pixie, who’ll receive them inside a small, anon-
ymous building not far from the Feast Hall (see The Land
section of this chapter).
• Otherwise, the Pixie allows the heroes to lose themselves in
the Revel for a while. before discreetly contacting them at an
appropriate moment. He tells them he has a proposal, a job
that requires the utmost discretion, alluding to a possible re-
ward and offering his help in finding whatever they’re seek-
ing in exchange.
Once he has the heroes’ attention, Gwynder makes sure no one
can overhear their conversation, then gets quickly to the point.
“My Lady finds herself in a difficult situation,” he says, “one that
she would like to have solved quietly, in a way that cannot be
traced back to her. Can I trust your discretion in this matter?”
Assuming the PCs answer affirmatively and are interested, the
Pixie gives a short summary of the situation described in The Tale
section of this chapter (up to the Fragments of Chaos paragraph),
then tells them: “My Lady wants you to find out the true reason
behind Gorak’s proposal. Personally, I think the Ogre is just de-
luded, or simply too dumb to realize the consequences of his own
actions. But there might be more behind it, and there’s the pos-
sibility that someone is exploiting him to stir trouble for some
reason. So here’s your task: learn what Gorak’s true motives are.
Or, even better, try to knock some sense into his big head. Per-
suade him to forget about all this nonsense and return to whatev-
er Ogres do in their spare time. You’re outsiders here, no one will
connect you to me or to my Lady, and so it must remain, or it will
all be for naught. Do this, and you’ll gain my Lady’s favor and be
rewarded handsomely.”
233
Part 2 Chapter 6
234
The Ogre’s Bride
Obstacles als, and to Extremely Hard (-40) for parties with more than 6 mem-
bers. Failure means they’re intercepted by a group of scouts patrolling
The objective of this adventure may seem straightforward at first, but the forest. Roll on the Brécheliant Forest Bandits Table below to deter-
the heroes will quickly realize that acting without exposing their deal mine the nature of these scouts.
with Gwynder may be far more complex than it appears. Attempt-
ing to persuade Gorak to change his mind will bring them into con- Gathering Information
flict with an ancient, malevolent entity, a leftover of the war against News and rumors travel fast at the Midnight Revel, and finding some-
the Giant Kings. one willing to share a piece of information over a drink is relatively
As if this wasn't enough, both the Brécheliant Forest and the Midnight easy. Doing so without attracting the wrong kind of attention, howev-
Revel themselves are dangerous places, filled with hidden and obvi- er, is another matter. Heroes questioning the locals must pass a Hard
ous perils. (-20) Cultures Roll to master the complex mix of slang, secret hand-
shakes, and non-verbal cues the bandits use to communicate.
Getting to the Midnight Revel • A Success means they get the information they’re looking for
The whereabouts of the Midnight Revel aren’t a secret, but reaching without raising suspicion.
it could prove challenging if the heroes are not careful enough. Even • With a Partial Success, they’re told to pay (Fare 2 or more, de-
without counting the ferocious beasts and other wild creatures prowl- pending on how rich the heroes look) for the information.
ing within its confines, the Brécheliant Forest harbors several bands of • A Failure means they get the information they’re looking for,
brigands (see the Wild Court Factions boxed text later in this chapter), but their questioning attracts the attention of Morfran, one
and none of them is particularly welcoming towards strangers. of the Maimed King’s agents in the Court of Thorns (see the
In addition to any other Hazard they might face, heroes traveling to Cast of Characters section later in this chapter).
the Midnight Revel must pass a Challenging (-10) Stealth Roll. Raise • A Critical Failure means they’re fed inaccurate information
the Difficulty of the Roll to Hard (-20) for groups of 5 or 6 individu- and attract Morfran’s attention.
Roll Encounter
The heroes are ambushed by a group of cowardly members of the Court of Thorns, composed of 2d5-1 Kobolds and 1d5
1-2 Bandits. The members attempt to capture the PCs and drag them to their hideout for questioning, but flee if 30% or more
of them are defeated.
The PCs meet a small party of 1d5+1 Bandits who aren’t affiliated with any of the factions ruling the Wild Court. The
3-4 bandits will leave the party alone if they’re led to believe that the PCs are with the Wild Court, but otherwise they’ll
attempt to rob them of their valuables.
A group of Grey Reavers (1 Ogre Bruiser and 1d5+1 Bandits) stands in the path the PCs are following, demanding a toll
(Fare 2) to anyone who wants to pass. If there’s one or more Ogres among the heroes, the enemy group will attempt to
5-6
recruit the PCs into Gorak’s band. Should the PCs accept, they’re led to the Halls of the Ogre King (see The Land section of
this chapter) to meet their chief.
The PCs are greeted by a group of Hooded Riders (1d5+3 Bandits), who question them about their business in the forest.
If the heroes show the group the Broken Arrowhead that Cumhall gave them (see Chapter V - The Siege of Din Oisìn), the
7-8
bandits will bring them to the Fox’s Lair (see The Land section of this chapter) to see Aidàn. Otherwise, they’ll ask them to
“contribute to their cause” by handing over some of their money (Fare 2).
The heroes meet a festive group of Aes Sidhe, belonging to the Queen’s Men faction (treat them as 1d5+3 Bandits). If the
PCs show the group the Dried Moonglove Flower that Gwynder gave them at the Summernight Fair (see Prologue - The
9-10
Summernight Fair), they’re brought to the Pixie, as described in the Starting the Players section of this chapter. Otherwise,
they’ll offer to guide the PCs to the Midnight Revel for a small fee (Fare 2).
[3.11]
235
Part 2 Chapter 6
236
The Ogre’s Bride
Cast ofCharacters
Villains
Alp
Level MR AT DEF TSR WSR HPs
237
Part 2 Chapter 6
Morfran Goals
Morfran wants the Shard; he’ll do anything he can to claim the re-
Level MR AT DEF TSR WSR HPs ward the Maimed King promised to those who’ll bring it to him.
The Wild Court is rife with unsavory characters, and at first look
Morfran, a young, jet-black-haired man with a thin mustache and
a mischievous twinkle in his eyes, can easily be mistaken for one
of the many common bandits infesting the Midnight Revel. In
truth, however, he’s a skilled spy and assassin, a member of the in-
famous Court of Thorns (see the Wild Court Factions boxed text
later in this chapter).
• Morfran is hunting for the Shard of Morgawse’s Mirror. He
learned that the Maimed King is offering a large bounty for
the artifact, and intends to cash in the reward himself.
• He tracked the Shard to Felimid, so he shadowed and mur-
dered the bandit, only to find that the artifact had already
changed hands. Now he’s keeping Alder under surveillance,
in the hope that the Gnome will lead him to his prize.
• Skilled in the arts of espionage and assassination, he’ll follow
the PCs from the shadows if they gain his attention (see the
Gathering Information paragraph in the Obstacles section of
this chapter).
• As long as he’s within the Brécheliant Forest, he can call to his
side a number of Bandits equal to that of the PCs. They’ll ar-
rive in 1d5 Rounds.
• Morfran may be greedy, but he isn’t suicidal. If the PCs prove
too much for him to handle, he’ll retreat, using the smoke
bombs he carries to cover his escape.
238
The Ogre’s Bride
People of Awallon
Gorak, the Ogre King Vivien is the reincarnation of my beloved. I must marry her
to fulfill my destiny.”
• Because of the Alp’s nightly visits, he’s currently suffering a
Level MR AT DEF TSR WSR HPs -20 Exhaustion penalty.
7 15L LA 10 +80 +35 150 • One of his subordinates brought him a Shard of Morgawse’s
Attacks CT Rog Adv Lor Mirror as a gift. Gorak doesn’t know of its significance, but he
+120 Mattock/ likes to stare at it before sleep-
HH +15 +45 +5
+100 Large Claws ing, quite mistakenly thinking
Ogre Court Warrior. Wields a huge war mattock made of splintered the Shard brings him
obsidian and dragon bones (counts as a +15 magical Mattock) and good dreams.
wears a cloak of Cath-Sìth hide which allows him to leap up to 6
meters horizontally and make a Melee attack as a single Full Action
once a day.
Gorak started his career at the very bottom of the hierarchy of the
Grey Reavers (see the Wild Court Factions boxed
text later in this chapter). Thanks to his imposing
size, ruthless demeanor, and cold cun-
ning, he climbed the social hierar-
chy of the bandit band in record
time, growing from simple foot-
pad to second in command in
the matter of a few years. He then
seized control of the Reavers by challenging
and killing their former boss in single combat,
as Ogre tradition demands. To this day he
stands unchallenged, and the Grey Reavers
have grown stronger than ever under his
command.
• Gorak is currently under the in-
fluence of the Alp’s Dreams of
Ruin ability. Memories from
Maelogawr’s life have seeped
into his dreams, leading him to
believe that he’s actually a king,
destined to rule over the Ogres.
He has gained the following spe-
cial Passion: “The beautiful Lady
239
Part 2 Chapter 6
Gwynder Redmane
Level MR AT DEF TSR WSR HPs
Level MR AT DEF TSR WSR HPs
4 15L NA 30 +25 +20 40
5 15L LA 35s +55 +15 135
Attacks CT Rog Adv Lor
Attacks CT Rog Adv Lor
+70 Short Bow NH +60 +25 +35 +80 Weapon/
HH +10 +50 +0
'+60 Large Claws
Pixie Courty Dabbler. Carries a magical Harp that acts as a +2
Magical Focus and allows its wielder to cast Echoing Voice (from the Elite Large Ogre. Ogre Bruiser. See Bestiary for Special Abilities.
Spell Songs Spell Lore) once per day without spending MPs or having Wields a bronze Battle Axe and a Full Shield.
to make a Spell Casting Roll. Knows the following Spell Lores up to
the 4th Weave: Illusions, Skirmishing Mastery, Spell Songs, Trickery. Easily identifiable because of his bald head and massive fiery
13 MPs.
beard, Redmane is one of the most loyal of Gorak’s underlings.
A garishly dressed Pixie with a cheerful disposition, Gwynder • He often scouts the Midnight Revel for new potential re-
is one of Lady Vivien’s most loyal and trusted agents. Posing as cruits for the Grey Reavers. If the PCs look like capable fight-
a simple wandering minstrel, he travels throughout Awallon to ers, or prove their combat worthiness to him, he’ll be happy
gather information for the leader of the Wild Court and keep an to take them as part of the band and will bring them to Gorak
eye on her enemies. so that they may swear loyalty to the Ogre King.
• He’s usually found at the Wild Court Feast Hall (see The
Land section of this chapter).
• Attempts to bribe him will invariably fail.
• He knows that Gorak has had trouble sleeping lately, and he’s
worried that his boss’s health may be declining.
Lady Vivien
The bandit queen of the Wild Court is an enigmatic figure. Few,
even among her own subjects, have ever seen her, but those who
have say that her beauty is as cold and wild as the sea itself.
• Lady Vivien normally stays in her palace beneath the For-
bidden Lake, never leaving, except in the most exception-
al of circumstances. The privilege of accessing the palace is
reserved to the members of the Queen’s Men (see the Wild
Court Factions boxed text later in this chapter), and only her
most faithful servants are ever allowed into her presence.
• She believes that Aes Sìdhe shouldn’t be bound by the laws
of mortals, and rejects the High King as ruler of Awallon.
She bears, however, no sympathy for the Maimed King or
his servants.
240
The Ogre’s Bride
Alder Felimid
Felimid had the misfortune of finding one of the Shards of Mor-
Level MR AT DEF TSR WSR HPs gawse’s Mirror while hunting in the Brécheliant Forest. Intrigued
2 15L NA 15 +15 +30 35 by the strange object but unable to determine its actual value, he
Attacks CT Rog Adv Lor carried it to the Midnight Revel, where he lost it in a game of dice
to one of Gorak’s underlings. Shortly after that, while on his way
+30 Dagger NH +35 +10 +10
back to the Hooded Riders’s hideout, Felimid was murdered by
Gnome Enchanted Rogue. Carries a bronze Dagger. Knows the Morfran, who believed Felimid was still in possession of the Shard.
following Spell Lores up to the 2nd Weave: Glamours, Earth Mould.
6 MPs.
241
Part 2 Chapter 6
Aidàn the Fox • If asked to lead the Hooded Riders in aid of Din Oisìn (see
Chapter V - the Siege of Din Oisìn), he’ll accept, mostly to
embarrass Captain Dunan. In exchange, however, he’ll ask
Level MR AT DEF TSR WSR HPs
the heroes to find out what happened to Felimid, an under-
6 15L LA 20 +35 +35 80 ling of his who recently disappeared (see Felimid’s entry in
Attacks CT Rog Adv Lor the Cast of Characters section of this chapter).
+110 Long Bow/
NH +65 +40 +15 • Alternatively, you may have Aidàn, in place of Gwynder, ask-
+70 Arming Sword
ing the PCs to investigate Gorak’s behavior, should you find
Human Weald Rogue. Carries a +15 magical Long Bow and a it more appropriate.
bronze Arming Sword. Wears Reinforced Leather Armor. His
magical mask allows its wearer to cast Evasive Maneuver from the
Skirmishing Mastery Spell Lore once per Scene without spending
MPs or having to make a Spell Casting Roll, and covers them in an
illusion which makes them impossible to identify without magic.
Aidàn the Fox has ruled the Hooded Riders since their founding
more than 150 years ago. Rumors say that he made a deal with
the Hidden One, who granted him eternal youth in exchange for
his allegiance. However, the truth of the matter is that Aidàn is
a mortal man much like any other, but the fox-shaped mask he
wears is indeed unique. It cloaks its wearer in a powerful illusion
that makes those who see them forget the wearer’s features,
mannerisms, even voice, leaving them only with hazy memo-
ries of a masked individual. Passed on in secrecy from one
Hooded Rider leader to the next, the mask perpetuates
the illusion of a single, impossibly-long-lived bandit who
has led the group since its inception.
• The current Aidàn is the sixth bearer of the mask.
He’s starting to feel the weight of his
years, and he’s considering pass-
ing the artifact to a new owner,
but hasn’t found someone suit-
able yet.
• He likes to portray his men and himself as more civilized
than the other bandits of the Brécheliant Forest, claiming
that the Hooded Riders have rules and standards which
makes them morally superior to the common rabble in-
festing the Wild Court.
• He’s worried about the Grey Reavers’ recent
expansionism, and believes that Gorak’s
antics may hide his intention of taking
control of the Wild Court.
242
The Ogre’s Bride
243
Part 2 Chapter 6
The Land
Brécheliant Forest
vaguely humanoid stone sculpture. No one knows for sure
the origins of this statue, but it’s rumored to represent one of
the Unseen Lords, the elusive Hidden One. Some say it’s con-
nected to Aidàn’s mystical powers, while, according to oth-
ers, the sculpture is the reason why Madbole never comes
near the Hooded Riders’ hideout.
244
The Ogre’s Bride
245
Part 2 Chapter 6
i
h
f
6. The Halls of the Ogre King: Built on the top of a bleak, bar- ally good reason for their presence (for example, bearing
ren hill, this crumbling yet imposing structure of black stone gifts for the Ogre King), the guard will immediately at-
emerges from the forest like an ugly boil, casting a gloomy tempt to detain them (calling for reinforcements, should
shadow on the nearby trees. Until Gorak’s arrival, these ru- the heroes prove too much for them).
ins were generally shunned and regarded as an insalubrious Bandit
place, and it’s surely a testament to the Ogre King’s authori-
Level MR AT DEF TSR WSR HPs
ty that he managed to persuade his followers to set up camp
here. Learned characters passing a Challenging (-10) Cul- 4 15L LAs 25 +25 +20 70
tures Roll recognize this as a Giantkin structure possibly dat- Attacks CT Rog Adv Lor
ing back to the apex of the Giant King’s power, when their in- +70 Weapon/+50 Ranged NH +20 +30 +0
fluence extended far beyond frozen Cythraul. It’s hard to tell
Common Evil Man.
the building’s original purpose, but it’s clear it was once part
of something much bigger, perhaps a stronghold or a small
b. Secondary Entrance: The Grey Reavers cleared some
fortress.
of the rubble from this collapsed wall section to create
a. Main Entrance: The huge, shattered stone doors lead- another access to their fortress. Barely large enough to
ing into the barrow are guarded by 2 Ogre Bruisers and allow an Ogre to pass, it’s mostly used to receive mer-
2 Bandits. Unless the PCs are accompanied by someone chants carrying provisions for Gorak’s banquets from
known to them, or come up very quickly with some re- the Midnight Revel. The entrance is closed by a shoddy
246
The Ogre’s Bride
wood plank door, guarded by a couple of mean-spirited d. Great Hall: This vast, domed hall has been repurposed
Kobolds. Inside, 4 Tusked Boars rout about in an impro- by Gorak and his followers into a mead hall of sorts. The
vised pigsty. They squeal loudly, alerting the Ogres in the air here is acrid with the stench of smoke and burned
adjacent room, when someone enters, unless they’re fed flesh; the polished black stone of its floors sullied by frag-
or placated in some other way. ments of bone, discarded tankards, and stains of spilled
Tusked Boar beer, grease, or worse. A double line of six giant-sized
iron chalices, used as burning braziers, form a path lead-
Level MR AT DEF TSR WSR HPs
ing from the room’s main entrance to the oversized
3 40L LA 30 +20 +5 120 stone chair Gorak uses as his throne. Behind it, an alcove
Attacks CT Rog Adv Lor once probably containing a statue has been turned into
+50 Large Horns/ a great fire-pit, where a slobbering Ogre cook, helped by
NB +0 +40 +0
*+40 Large Trample 2d5 unfortunate human Bandits, is constantly at work
Medium Common Beast. to roast the staggering amount of meat needed to ap-
pease his King’s voracious appetite and feed the rest of
Kobold
the band. During the night, when Gorak’s asleep, the hall
Level MR AT DEF TSR WSR HPs is likely to be deserted, save for the indefatigable cook
2 15L NA 20 +15 +10 35 and his helpers. During the day, however, the Ogre King
Attacks CT Rog Adv Lor will be found here, feasting and carousing together with
+35 Medium Claw/ 2d5 Ogre Bruisers and 1d10+6 Bandits.
NH +30 +15 +0
+25 Weapon
e. Ogres’ Pit: The floor of this room is covered with filthy
Common Small Humanoid. Kobolds can burrow through earth and mats and ragged animal hides, used as beds by the band’s
stone with a Move Rate of 8. Ogres during the day. Several weapons and other per-
sonal effects (total TV 2) are scattered across the room.
c. Guard Room: Three Ogre Bruisers are always stationed Non-Ogre characters entering this area must pass an At-
here, watching over the entrance to the Great Hall. A tack Level 1 TSR to avoid being Stunned by the terrible
huge bronze round shield, far too heavy to be lifted by stench that permeates it. During the night the room is
any man, and weighty enough to be uncomfortable even always occupied by 1d5+1 sleeping Ogre Bruisers, while
for an Ogre to carry around, has been hung to the ceiling during the day there’s only a 40% chance of encountering
with a long chain. In case of attack, one of the Ogres 2 Ogre Bruisers here.
beats the shield with a great club kept just for this pur-
f. Sleeping Quarters: The rest of the Grey Reavers (com-
pose, causing a terrible ruckus that alerts every Grey
posed mainly of Human and Changeling Bandits) have
Reaver in the building.
set up a camp in this great chamber, pitching their tents
Ogre Bruiser amid the rune-carved pillars sustaining the ceiling. The
Level MR AT DEF TSR WSR HPs room is cold, and the shadows projected by the ban-
dit’s campfires on its walls at times seem to move odd-
5 15L LA 10 +55 +15 135
ly, but they still prefer to sleep here, rather than sharing
Attacks CT Rog Adv Lor
the space with the Ogres. The heroes will always find
+80 Weapon/
HH +10 +50 +0 1d10+2 Bandits resting here. Characters who can read
'+60 Large Claws
the runes of the Giantkin or pass an Extremely Hard
Elite Large Ogre. See Bestiary for Special Abilities. (-40) Cultures Roll may learn the writings on the col-
247
Part 2 Chapter 6
umns tell the tragedy of Maelogawr, a Giant King ban- i. Forgotten Tomb: At the furthest end of this long, sub-
ished from the fair city of Ildathach because he dreamed terranean chamber, perched on a monumental throne
of marrying a princess of the Rime Spirits. carved from a single, colossal piece of obsidian, are the
skeletal remains of Maelogawr, exiled Giant King and
g. Gorak’s Chamber: Gorak claimed this room solely for
former lord of these ruins. In his ceremonial armor of
himself, forbidding access to it even to his most trusted
black iron, clutching in his hands an elaborate Bronze
advisor. The massive bronze door leading into the cham-
Scepter (it enhances the magical powers of those who
ber isn't locked, but is so heavy that Medium or smaller
wield it, allowing them to cast their Spells as if they were
creatures must pass a Challenging (-10) Athletics Roll to
of 2 Levels higher but also adding a +10 special modifi-
push it open. Gorak sleeps on a large stone slab resting in
er to all their Spell Failure and Magical Resonance Rolls),
the middle of the room, his great maul never out of reach.
Maelogawr still has a certain aura of decadent nobility,
Beneath the Cat-Sìth hide he uses as a pillow is hidden
despite the unnaturally tilted head and the heavy layer of
his personal stash of gems, gold, and hacksilver (TV 3), as
dust covering his bones. At his feet are three huge stone
well as a finely decorated +15 bronze short sword.
chests containing a hoard of bright gems, jewels, and
Gorak’s Shard of Morgawse’s Silver Mirror is also kept here.
thousands of pieces of glittering silver (TV 4); as well as
The most peculiar feature of the room, however, is the bi- a +20 Magical Greataxe, named Stonecleaver, that can
zarre, seemingly random patterns carved on its walls. cut through stone as if it were wood; a Magical Silver
Careful examination and a successful Extremely Hard Torque, shaped in the form of a two-headed serpent,
(-40) Wandering Roll allows a hero to discern that the pat- that has a 30% chance of negating any Critical Strike to
terns are actually a detailed map of all the Dreamstones the head or neck of the wearer; and a (giant-sized) Em-
scattered throughout Awallon. With a Hard (-20) Percep- erald Earring that acts as a +4 Magical Focus. Fettered
tion Roll, on the other hand, characters may notice the se- to them with golden chains are the skeletons of 8 Wen-
cret passage leading to the Forgotten Tomb below. Gorak dal slaves. They rise as Curse-Born against anyone who
doesn't know of this passage, but the Alp haunting the touches their master’s treasure, and can be put to rest
tomb uses it regularly to feed on the sleeping Ogre. only by shattering the chains binding them.
Maelogawr’s Alp also hides here, coming out of its den
Shard of the Silver Mirror only to haunt Gorak’s dreams. If someone enters the
tomb, the Alp uses its Unseen Presence ability to hide,
A shard of princess Morgawse’s Silver Mirror. attacking only if they disturb the Giant’s remains.
Type: Bonus
Curse-Born
Powers: The Shard grants a +10 magical bonus to its
Level MR AT DEF TSR WSR HPs
bearer’s DEF and Save Rolls against Spells and magi-
cal attacks. Despite its fragile appearance, the Shard 5 15L MAs 30 +40 +25 80
is highly resistant to magic and cannot be damaged by Attacks CT Rog Adv Lor
mundane means. +80 Weapon HH +0 +0 +0
248
The Ogre’s Bride
Aftermath
If the PCs do a particularly good job and their request isn’t too
outlandish, an impressed Gwynder also throws in his magical hat
as a bonus.
By completing the task assigned to them by Gwynder, the PCs
earn the right of asking Lady Vivien a single favor. They may de-
cide to use this opportunity immediately, or save it for later in the Gwynder’s Lucky Hat
campaign. The Bandit Queen is immensely rich and extremely in-
Only someone blessed with utter confidence in their
fluential. Shewon’t personally battle with the enemies of the PCs,
own look, or completely devoid of fashion sense could
but she’ll otherwise agree to fulfill any request the heroes might
wear this obnoxiously garish hat.
have, as long as it’s within her capabilities. Here’s a few ways in
which Lady Vivien might help the PCs. Use them as examples to Type: Bonus, Activated
gauge whether she’d be able to fulfill the heroes’ demands: Powers: The wearer of this hat gains a +15 bonus to all
• She could have the whole Wild Court come to the heroes’ Charisma or Deceive Rolls made to make themselves
aid in a field battle. This counts as a Moderate Victory for any noticed or gather the attention of others. Additionally,
one battle in this part of the campaign, or has a special ef- once per week, it allows its wearer to re-roll a Roll that
fect in the final confrontation against the Maimed King (de- has resulted in a Fumble or in a Critical Failure. If
tailed in Part III), depending on when the PCS decide to use they do so, they must accept the result of the new Roll.
her favor.
• She can force Gorak to surrender the Shard, or any other
faction leader of the Wild Court, to listen to the heroes’ de-
mands. Moreover, if Gorak is freed from the Alp’s influence, he grudg-
• She can equip the heroes with an item of their choosing of ingly recognizes he owes something to the PCs. Should they ask
Masterwork quality each. for it, he hands them over the Mirror’s Shard. Alternatively, he
• She can reward them with a single magical item possessing might allow them to claim one of the items found in the Forgot-
one of the following properties: +15 Bonus Item, +3 Magical ten Tomb, or offer them the support of the Grey Reavers in one
Focus, or Magical Rod with a Spell of their choosing. of their future battles, which counts as a Minor Victory for bat-
• She can have the heroes healed of any wound or affliction, tles in this part of the campaign (not cumulative with Lady Vivi-
but cannot bring dead characters back to life. en’s help).
• She can have a single NPC of the heroes’ choosing (except for
Finally, if the heroes managed to persuade Aidàn the Fox to help
the Maimed King and herself ) murdered.
them break the siege of the Grim Tower (see Chapter V - The
In any case, the heroes have gained powerful allies within the Siege of Din Oisìn), the intervention of the Hooded Riders counts
Wild Court, and may use the Midnight Revel as a Safe Haven as a Minor Victory (again, not cumulative with Lady Vivien’s
from now on. help) in the battle against Slough Zhuul’s forces.
249
Part 2 Chapter 7
Treason
at Selias
Part 2
Chapter 7
The Tale
a single day passes without some innocent found guilty of being
a spy or traitor. Are the people of Selias doomed to suffer under
D
Killian's tyrannical rule, or will heroes rise to save them from the
ark times are upon Selias. Ensorcelled by the evil witch evil marshal's clutches?
Slough Naga, Iarrl Lugid has banished from his court
the majority of his most faithful captains and advisors,
replacing them with sycophants and agents of the Darkmaster.
Not even his eldest son, Lord Fiacail, survived the purge, and was
The Task
sentenced to exile for daring to speak against his father’s alliance The heroes must escape capture and help the Llyrian resistance
with the Wendals. Just as it seemed that things couldn't get any to free their people from their mad Iarrl and the despotic rule of
worse, Slough Naga mysteriously disappeared overnight, plung- the evil marshal.
ing the already unhinged Iarrl into the depths of paranoia. Believ-
ing the disappearance of the witch to be part of a seditious plot to
overthrow him, Lugid withdrew into his palace, refusing to leave
Starting the Players
his chambers. Heroes crossing the Llyrian Grasslands soon attract the atten-
Sensing an opportunity to seize the power for himself, a scheming tion of Killian’s soldiers, who scour the countryside in a nev-
marshal of the Iarrl's guard named Killian approached Lugid. Play- er ending search for spies and traitors to satisfy the mad Iarrl’s
ing on his Lord's delusions, he persuaded the Iarrl to appoint him as paranoia. Consequently, they also gain the interest of their bit-
grand general of the Llyrian army, and grant him special powers to ter enemies, the men and women of the resistance, who see the
root out rebels and traitors within the court. PCs as potential allies in their fight to overthrow the corrupt
marshal.
In a matter of a few days, Killian had all of his major adversaries impris-
oned or executed for treason, imposing a reign of terror upon the Llyr. The first time they travel through the Llyriand Grasslands, you
can play one or more of the following encounters to get the he-
Now armed men under the marshal's command patrol Selias’s
roes involved in the scenario.
streets, questioning anyone who gets in or out of town, and not
250
Treason at Selias
• At a crossroads, a half-starved man caged in a gibbet pleads with • If they resist, the Horsemen call for reinforcements as soon as
the PCs to free him. Two Veteran Soldiers standing guard near one of them is defeated. Two Veteran Soldiers join the fight
him tell them to move on while cruelly jabbing the prisoner with every 2 Rounds after that.
the shafts of their spears to silence him. If the heroes save the pris- • After 3 Rounds of combat, or as soon as the PCs decide to
oner, he tells them that they're in danger as long as they stay in the run away, a young man calls out to them from an alleyway,
Llyrian Grasslands, and that he knows someone who can help urging them to flee the fight and follow him. At the same
them. time, 4 Resistance Fighters appear on the roofs of nearby
houses, peppering the Horsemen with arrows to cover the
• If they accept his help, the man leads them to the nearest
heroes’ escape. If the PCs follow the man, proceed to the
hideout of the resistance (see the Meeting the Resistance
Meeting the Resistance section later in this chapter.
section below).
• On the other hand, if they're defeated by the guards, the PCs • If they want to flee but aren’t interested in following the rebel,
you can use the Chase rules to handle their escape attempt.
are deprived of their weapons and taken to the palace's dun-
The heroes start with a Distance of 1 from the pursuing
geons in Selias (see the Jailed section below).
Horsemen.
• If they simply walk away, the guards report their presence to
their superior, who sends out 5 Llyrian Horsemen to appre- Veteran Soldier
hend them as spies. Level MR AT DEF TSR WSR HPs
• As they pass through a minor settlement, the heroes come upon 3 15 MA 25s +20 +15 70
a Llyrian Horseman, accompanied by 5 Veteran Soldiers, address- Attacks CT Rog Adv Lor
ing a small gathering of peasants. The man speaks of spies and
+65 Weapon NH +10 +25 +0
conspirators, inciting the increasingly agitated crowd to take ac-
tion against the hidden enemies of their Clan. Suddenly, one of Common Human Warrior. Equipped with Chainmail, Short Spear,
Composite Bow, and Full Shield.
the peasants points at the PCs, shouting "Foreign spies among us!",
and the soldiers draw their weapons and move towards them. Llyrian Horseman
• The peasants flee to their dwelling as soon as the fight be- Level MR AT DEF TSR WSR HPs
gins. 4 15L MAs 25 +30 +20 80
• If the heroes surrender or are defeated by the soldiers, they’re
Attacks CT Rog Adv Lor
beaten unconscious and wake up in Selias Dungeons (see
+80 Weapon NH +15 +40 +5
the Jailed section below).
• If they flee or defeat the soldiers, they are approached by a lo- Elite Human Warrior. Equipped with bronze Chain Mail, Metal
cal member of the resistance, who, realizing that the heroes Helmet, Short Spear, and Full Shield. Carries a Short Sword or
Heavy Mace as secondary weapon. Gains a +10 bonus to their CMB
will soon be hunted down by the marshal's men, offers to and DEF when mounted.
lead them to a place of safety. If they decide to follow her, she
brings them to one of the resistance’s hideouts (see the Meet-
Resistance Fighter
ing the Resistance section below). Level MR AT DEF TSR WSR HPs
• If the PCs approach Selias itself or any other large settlement, 3 15L LA 15 +15 +15 60
they’re stopped at the gates by 6 Llyrian Horsemen, who order Attacks CT Rog Adv Lor
them to lay down their arms and surrender. +60 Weapon NH +25 +15 +5
• If they comply, they’re taken to the dungeons (see the Jailed Common Human Rogue. Wears a Leather Jerkin and carries a
section below). Handaxe, Short Sword, or Long Bow.
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Part 2 Chapter 7
Jailed Once they’ve established they can trust them, the rebels welcome
the heroes to their midst, bringing them up to speed about the
Captured characters are locked in a damp, dark cell in Selias Dun-
current situation (as described in The Tale section of this chap-
geons (see The Land section later in this chapter), where they’re
ter), and offering them safe passage across their country. If the
left to rot while they wait for their execution.
PCs accept the offer, the rebels task 2 Resistance Fighters, led by
Unless the heroes manage to break out on their own, the evening Ralof himself (see The Traitor in the Obstacles section of this
of their second day of confinement, a servant slips them the key chapter), with escorting them to the Llyrian Grasslands’ border.
to their cell while bringing them the tasteless gruel prisoners are
On the other hand, if the heroes decide to help the rebels, Muirne
fed for dinner. In hushed tones, to avoid attracting the guards’ at-
tells them that the resistance has managed to gain some sup-
tention, the girl tells them to meet her behind the stables before
port among the populace. However, they can do little against the
dawn, then leaves.
trained horsemen and warriors who follow the Marshal. Unless
If they follow her instructions, she leads them to the resistance they persuade at least some of them to turn against Killian, the re-
hideout, and you can proceed to the Meeting the Resistance sec- sistance is ultimately destined to fail.
tion below. Otherwise, the PCs are left to fend for themselves.
• Muirne thinks that Lord Fiacail is the only one who can help
They’d better leave town as quickly as they can, though, as the
the resistance. Lugid’s first born has always shown great in-
Marshal’s men kill escaped convicts on sight.
tegrity, and commanded a great respect from the Iarrl’s war-
riors. If he were to return, surely many would flock to his
banner. The young lord, however, has disappeared into the
Croghan Marshlands after his exile, and no one has seen him
since (see Tracking Fiacail in the Obstacles section of this
chapter).
• Ralof believes the rebels should seek no farther than the Iar-
rl’s palace to find the person they need. If Ailill is still alive
(see Chapter 2 - The War Council), the rebel leader proposes
to break him out of his own residence, where he’s kept hos-
tage by the Marshal. He may be a spoiled brat, but he’s still a
son of the Iarrl, and many warriors would rather follow him
than Killian. If Ailill is dead or missing, Ralof proposes to in-
filtrate the Iarrl’s chambers and speak with Lugid himself in-
Meeting the Resistance stead, saying that, even in his deluded state, he’d surely con-
The rebels meet in the basement of an old mill, about 2 km from demn Killian for treason, if only he knew what the Marshal
Selias. There’s about 12 Resistance Fighters camped here, plus was up to in his absence (see Infiltrating the Palace in the Ob-
Muirne and Ralof (see the Cast of Characters section of this stacles section of this chapter).
chapter), who lead the whole operation. As usual, let the heroes pick their preferred course of action, or
Heroes following a member of the resistance reach the place come up with their own plan to help the rebellion. Muirne will
without any further problems or encounters. Otherwise, they support their decision, unless it contains obvious errors or is
won’t be able to find the hideout without getting directions to clearly suicidal.
it from one of the rebels. Even then, they’re met with suspicion
by members of the resistance, unless they can prove they haven’t
been sent by Killian to spy upon them.
252
Treason at Selias
253
Part 2 Chapter 7
Cast ofCharacters
Villains
Killian, Selias Marshal Goals
Killian wants to be the next Iarrl of the Llyr, and won’t stop at any-
thing to obtain what he seeks.
Level MR AT DEF TSR WSR HPs
254
Treason at Selias
255
Part 2 Chapter 7
People of Awallon
•
Iarrl Lugid of the Llyr Until Iarrl Lugid is cured of his madness, increase the Diffi-
culty of any Charisma or Deceive Roll made against him by
two steps (up to a maximum of Insane).
Level MR AT DEF TSR WSR HPs • If the heroes approach him, he mistakes one of them for the
ghost of his brother Auberon. At first, he begs them to for-
5 15L MA 5 +40 +35 105
give him, but if the PCs attempt to bring him to reason, or
Attacks CT Rog Adv Lor
fail a Charisma or Deceive Roll, he grows angry and attacks
+105 Short Spear NH +20 +55 +10
them.
Antagonist Evil Man. Wears bronze Chain Mail. Wileds a • Slough Naga’s death, or a Peace of Mind Spell or similar ef-
Masterwork Quality Short Spear. Ignores penalties for being Bruised. fect, can help Lugid recover part of his lost mental facul-
Each Round of combat, there's a 30% chance that he becomes
possessed by a blind rage: +20 CMB and immune to Stun, but
ties. Even if healed, however, he’ll never return to the man
cannot Parry and must attack or engage the nearest enemy he sees. A he once was.
successful Assessment Roll ends the rage.
256
Treason at Selias
257
Part 2 Chapter 7
The Land
9
8
6 7
2 4
1 3
Selias Palace
1. Tower: A 3 storey stone watchtower, built upon the palace’s 4. Horsemen Dwellings: These traditional roundhouses host
dungeons. See also Area 8 in Selias Dungeons section below. the families of Selias’ elite horsemen.
2. Stables: Selias’ stables are a testament to the legendary horse- 5. Main Gate: This sturdy wooden gate is guarded night and
manship of the Llyr Clan. They hold 12 Coursers and 10 Des- day by 6 Veteran Soldiers. In case of attack, they sound the
triers, including Lugid’s own personal warhorse, a magnifi- horn to call for reinforcements from the nearby barracks.
cent white stallion named Mairead. The horses are cared for
6. Secondary Gate: A smaller gate, this chiefly is used by com-
by a veritable army of attendants and stable boys living in a
moners and merchants to access the palace grounds. Guard-
small cottage attached to the main building of the stables.
ed by 4 Veteran Soldiers during the day, at night it’s locked
If the PCs are looking for the servant who helped them break and barred but left otherwise unguarded.
out of their cell, they find her waiting for them here. She
The rebel helping the PCs escape has a key to the Gate, and
gives them some cloaks, to disguise them as stablehands, and
can unlock it for them. Otherwise, it can be picked open
sneaks them out of the Secondary Gate (see Area 6 below).
with a Hard (-20) Locks & Traps Roll.
3. Barracks: Most of the palace guards and soldiers not belong-
7. Lords’ Residences: These two majestic, wood and stone build-
ing to one of the Llyrian noble families reside in this great
ings are the twin residences of Selias’ Lords: Fiacail and Ailill.
wooden longhouse.
At the moment, Fiacail’s residence is virtually empty. Only Bra-
258
Treason at Selias
ga, an old, faithful servant, remained here to take care of the d. Iarrl’s Chambers: The Iarrl’s room is a mess. The floor
house after his master’s exile. is littered with empty ale mugs and plates of half-eaten
If Ailill is alive (see Chapter 2 - The War Council), the PCs find meals. Broken furniture, the result of Lugid’s frequent
him here. Killian confined him to his residence “for his own outbursts of rage, are strewn across the chamber. When
protection,” and posted 2 Llyrian Horsemen to guard him. the Iarrl isn’t lying on his bed, staring at the ceiling with
bleary eyes, he paces up and down across the room,
8. Marshal’s Dwelling: Killian’s home, a circular building simi-
mumbling to himself and often stopping to scream or
lar to the Horsemen Dwellings in the lower terrace, sits right
lash out with his weapon against some imaginary foe.
beside the Lords’ Residence, since formally the Marshal is
The 2 Llyrian Horsemen standing guard outside of this
also their sworn protector.
room have grown accustomed to this type of behavior,
9. Iarrl’s Halls: Overlooking the whole fortress from the top of and ignore any noise coming from inside it, unless it’s
the steep hill upon which it is built, the Iarrl’s residence can clear that their Iarrl is in danger.
be spotted from any point within the walls of Selias.
e. Storage: This dark room is filled to the brim with crates
a. Entrance: The main entrance to the Iarrl’s residence is and barrels of food, beverages, and common household
closed by great double doors of solid oak, each carved items.
with the image of a rampant horse. During the day, the
f. Kitchens: Bristling with activity during daytime, at night
area is guarded by 4 Veteran Soldiers. At night, the dou-
the kitchens are occupied only by a couple of old ser-
ble doors are barred from the inside, requiring a Heroic
vants (use Commoner stats) who sleep here. The exter-
(-50) Locks & Traps Roll to open.
nal door is locked and Challenging (-10) to pick, but a fa-
Veteran Soldier miliar voice or someone feigning to be a member of the
Level MR AT DEF TSR WSR HPs court can easily persuade the servants to open it.
259
Part 2 Chapter 7
number of corrupt members of Lugid’s court (including i. Guard Room: Comfortable yet spartan compared to
Killian). The trunk is closed by a Challenging (-10) lock, the rest of the palace, this room hosts the Iarrl’s personal
and protected by a poisoned needle trap, Hard (-20) to guard. There’s always at least 1d10+4 Veteran Soldiers
detect, which injects a dose of Deathly Adder Venom staying here, ready to intervene in case of trouble.
(see Core Rules page 204) to those who open it without
Veteran Soldier
the proper key.
Level MR AT DEF TSR WSR HPs
h. Armory: This well-stocked armory contains enough
3 15 MA 25s +20 +15 70
weapons and armor to supply the Iarrl’s guards. Its doors
are locked and Hard (-20) to open with a Locks & Traps Attacks CT Rog Adv Lor
g h i j
c b a
d e f
260
Treason at Selias
6 7
3 2
5 4
2 1
Selias Dungeons
1. Heroes’ Cell: Captured heroes are deprived of their equip- 3. Cell: This cell holds a common thief named Tynan. If the
ment and dragged into this cell. The walls are made of solid PCs escape, he’ll ask them to free him, threatening to call the
stone, and the only light besides that of the torches carried guards if they refuse.
by the guards comes from a tiny barred window (too nar-
4. Guardroom: An austere room furnished only with a simple
row even for Small characters to squeeze through). The cell
wooden table and a few chairs provides meager comfort to
is closed by a set of sturdy metal bars, which can be opened
2 Common Soldiers who guard the nearby cells. Unless the
with the correct key, or by passing a Challenging (-10) Locks
PCs alerted them while breaking out of their cell, the guards
& Traps Roll (provided the characters have the right tools,
are sitting at the table playing dice and need a full Round to
see Tools chapter on page 122 of the Core Rules). Heroes
stand up and grab their weapons.
may also attempt to escape by bending the bars with an He-
A large chest near the empty wall of the room contains all
roic (-50) Athletics Roll, but this is bound to make enough
of the heroes’ weapons and equipment, save for the coins,
noise to attract the guards standing in the adjacent room.
gems, jewelry, and other precious items, which have been
2. Empty Cells: These cells are empty, but otherwise identical seized by the jailer and are kept in his room (see Jailer’s Room
to the one the PCs are imprisoned in. area below).
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Part 2 Chapter 7
5. Interrogation Chamber: The air in this dark room is rank 8. Tower Entrance: The door connecting the dungeons to the
and permeated by the smell of sweat and blood. A sin- ground level of Selias’ tower is locked and Challenging (-10)
gle wooden chair stands ominously in its middle. Beside it, to open without the proper key, of which there are two cop-
a small table holds a variety of blades, pliers, manacles, and ies: one held by the jailer (see Jailer’s Room area), the other by
other vicious implements. There’s a 20% chance that the jail- guards standing in this room. Four Veteran Soldiers always
er (see Jailer’s Room area below) is here, intent on extracting keep guard here. If the heroes have been freed by the reb-
a confession from a poor prisoner, when the PCs enter this el (see Jailed paragraph in the Starting the Players section of
room. Otherwise, the chamber is empty. this chapter), the guards are fast asleep, knocked out by the
drugged wine served to them by the girl.
6. Jailer’s Room: This room contains a small bed, a low chest
of drawers, and a writing desk holding a great leather-bound If a fight breaks out, the soldiers call for reinforcements after
book, the registry of all the people who have been incar- 1 Round of combat, and 4 more Veteran Soldiers arrive af-
cerated here in the last few months. A Dwergar Slavedriv- ter 1d5 Rounds.
er named Mìm, Killian’s personal jailer, lives here, and will be Another sturdy door (unlocked) leads to the palace’s grounds
found in this room unless he’s in the Interrogation Chamber. (Area 1 on the Selias Palace map).
He’s armed with a Heavy Mace and has a key to all the rooms
in the dungeons.
PCs missing their money and other precious possessions Aftermath
find them in Mìm’s drawer, together with a small cache of
coins he stole from other prisoners (TV2). The fate of Selias and its people depends largely upon the heroes
and their achievements during this adventure.
Characters examining the registry may pass a Challenging
(-10) Perception Roll to spot Ralof ’s name here. If they hav- If they manage to defeat Killian, or to discredit him in front of
en’t encountered Ralof yet, you may want to have the PCs roll his supporters, his plan to seize power and the role of Iarrl will
when they actually meet him instead. If confronted about it, fail. However, without a strong guide at the helm of the Clan, the
Ralof becomes uneasy, but says he was imprisoned for a Llyr may still be too weakened to face the battle that lies ahead
short period during his days as a thief and would rather not for Awallon.
talk about it (he’s lying, of course). Even if he’s liberated from the nefarious influence of Slough Naga,
Lugid is too unstable to properly lead his men. If both of his sons
Dwergar Slavedriver
are dead or missing, the leadership over the Clan is temporari-
Level MR AT DEF TSR WSR HPs ly passed to a council formed by the representatives of the ma-
6 15L MA +15 +65 +45 90 jor Llyrian noble houses. While they won’t support the Maimed
Attacks CT Rog Adv Lor King in the final battle, they’ll be too fractured to offer any actual
+95 Weapon NH +40 +30 +25
help to the people of Awallon.
If the heroes saved Ailill or Fiacail, on the other hand, the Clan
Elite Medium Humanoid. See Bestiary for Special Abilities.
will find a strong guiding hand in the young lords, and will ride
7. Mess Hall: This room, used as a mess hall by the tow- united against the hordes of the Maimed King in the final bat-
er guards, contains four long tables, each accompanied by tle, influencing the outcome of the showdown detailed in Part III.
two hard, uncomfortable benches. At mealtime, the room is
crowded with (2d10+4) Veteran Soldiers. Otherwise, there’s
only a 25% chance to meet a lone Veteran Soldier, eating his
meal in solitude.
262
Treason at Selias
263
Part 2 Chapter 8
Ghosts of the
Croghan Marshlands
Part 2
Chapter 8
The Tale
Dismissed by most as a mere fairy tale, this legend however holds nug-
gets of truth, as the submerged ruins were indeed the fortress of Ys-
baddaden, one of the Giant Kings. Within it, he built a prototype for
Most children in Awallon are familiar with the story of the Stargaz- the Dreamforge: an observatory tower which, through enchanted lens-
er of the Croghan Marshlands, for his tale is often sung by bards es and blood sacrifices, can channel the light of the stars to open small
and wandering skalds all around the island. According to the leg- portals to the Dreamworld. Unfortunately for him, the prototype was a
ends, these marshes were once a verdant, fertile land, home to the failure. Ysbaddaden miscalculated the power of his own creation, and
magnificent fortress of one of the Giant Kings, a beautiful citadel the fortress crumbled into the sea when he tried to open a permanent
with tall, silvery spires, domes of crystal clear as spring water, and gate… that opened into an ocean! The waters poured through, flooding
gates of pure gold. The Giant, however, couldn’t be content with the the surrounding plains, and giving birth to the Croghan Marshlands.
splendor of his dwelling. In his pride, he wanted it to be the greatest
Ever since avoided by Aes Side and Dahnan alike, the ruined doors
fortress that ever existed. Thus, he set his slaves to the task of build-
to Ysbaddaden's sunken fortress were recently crossed for the first
ing him the tallest tower in the world. Night and day they labored,
time in centuries by Slough Naga, one of the Maimed King's lieu-
but the Giant was never satisfied. Higher and higher they went, for
tenants. The Wendal witch had come following the ethereal trail
nine years they built, until the tower was so tall that from its top
left by one of the Shards of Morgawse's Mirror, but inside the ru-
their master could touch the stars themselves. And yet, the Giant
ins she found much more than what she was looking for. The Giant
still wasn’t satisfied. “Taller! It needs to be taller!”, he screamed and
King's creation was still partially operative, and, with the Shard of
bellowed from the top of the tower, not realizing that its founda-
the Mirror she had recovered, it could be used to summon dreadful
tions were already starting to crack under the immense weight of
creatures from the Dreamworld to do her biddings.
the building. From the ground, his slaves tried to warn him, but he
Dark shades and other nightmarish horrors poured out of the ru-
was too far up to hear them. And thus, when the tower came crash-
ins to attack settlements near and far. The wild Asrai and the Crua-
ing down and sank into the sea, the proud Giant fell with it, and was
cha of the swamps fight valiantly to defend their homeland, but un-
buried beneath it. Some say he’s still there, trapped underneath the
less Slough Naga is stopped, they'll all soon fall to the Ghosts of the
ruins, peering with longing gaze from his prison to the stars that
Croghan Marshlands.
once lay within his grasp.
264
Ghosts of the Croghan Marshlands
The Task
elers. This particular group is led by Quillwort, an experienced
Asrai hunter tasked with finding out what happened to the sup-
ply barge the PCs just stumbled upon.
The heroes must travel to the submerged ruins at the heart of the
Upon determining that the PCs are not bandits, the Asrai lower
Croghan Marshlands and put an end to Slough Naga's evil deeds,
their weapons and explain their presence. Quillwort informs the
possibly claiming the Shard of Morgawse's Mirror she holds in
heroes that ghosts are haunting the marshes, abducting both Asa-
the process.
ri and Dahnan and dragging them to the cursed ruins at the heart
of the swamp. He suspects that this is what happened to the barge
Starting the Players and plans to pursue the abductors before they can reach the ru-
At this point in the campaign, the heroes should already have good ins. Quillwort invites the PCs to join him in his quest.
reasons to visit the Croghan Marshlands, whether they are pursu- If they refuse, he suggests the PCs head to Crog Crannog, warn-
ing the clues hidden in the dream-maiden’s rhyme to the Shard of ing them that traveling at night in the Marshlands is dangerous,
Morgawse’s Mirror (see Chapter I - Call to Arms) or following the then departs on his quest. Otherwise, he leaves two of his Bog
tracks left by Lord Fiacail (see Chapter VII - Treason at Selias). Wraiths to recover the lost cargo, and takes the lead in following
Towards the end of their first day of travel in the Croghan Marsh- the tracks left by the ghosts.
lands, the heroes come upon an eerie sight. A small capsized
barge lies in the reeds to the side of the trail they’re following, its
Ghost Hunters
cargo of crates and barrels spilled haphazardly across the murky With Quillwort’s help, the heroes quickly intercept the “ghosts” and
water. There are fresh bloodstains on the barge’s hull, and a small their captives: 5 Hollow Shades dragging 2 unconscious men. Un-
puddle of a strange, black ichor in the middle of the trail, next to less the PCs have taken precautions before approaching their quar-
a broken shortsword. ry, the Hollow Shades hear them coming and prepare to fight them.
• There are clear signs that a fight happened next to the barge,
Hollow Shade
and a set of tracks lead towards the heart of the swamp. A
Challenging (-10) Hunting Roll reveals that the tracks are Level MR AT DEF TSR WSR HPs
fresh and that whoever left them must be still relatively close. 5 15L NA 10 +30 +20 70
They belong to two adult men and at least 5 other lighter, hu- Attacks CT Rog Adv Lor
man-sized creatures who dragged the men away. +75 Weapon/
HH +0 +0 +0
• Characters examining the puddle of black ichor can pass a +60 Medium Grapple
Standard (+0) Arcana Roll to determine they’re the remains Elite Medium Undead. See Bestiary for Special Abilities.
of a Blight-related creature.
• The barge was carrying a cargo of supplies to Crog Crannog.
Most of it is gone, lost in the mud or hopelessly ruined by the After their victory and the rescue of the captives, Quillwort tends
marsh water. However, an hour of searching the crates and to the wounds of the former prisoners with great care, ensuring
barrels still floating around rewards the PCs with one week their survival. He then invites the heroes to accompany him to
of unpreserved rations for a party of 4 people, 6 quivers of ar- Crog Crannog to deliver the men and the recovered cargo. Upon
rows, 4 Composite Bows, 5 Javelins, and 2 Full Shields. arrival, they are warmly welcomed by Iarrl Drust, the current
A few moments later, 4 spear-wielding Asrai wearing strange leader of the Cruacha Clan. He hosts a modest yet enjoyable feast
white masks emerge from the waters. They surround the PCs. in their honor, which offers the PCs a perfect opportunity to en-
They’re part of the Bog Wraiths, an Asrai Circle dedicated to pa- quire about their mission or the current situation. Here are some
trolling the Croghan Marshlands and keeping them safe for trav- of the possible topics that may pique the heroes’ interest.
265
Part 2 Chapter 8
266
Ghosts of the Croghan Marshlands
The Black Fen Alternatively, the heroes may attempt to avoid the Black Fen al-
together, entering the ruins by sea route. While this allows them
As described in the The Land section found later in this chap-
to circumvent the problem of the noxious fumes, the waters near
ter, the Ancestral Ruins are surrounded by a vast area polluted by
Ysbaddaden’s fortress are treacherous, filled with dangerous crea-
noxious vapors. Unless the heroes have their own way of avoiding
tures, and notoriously difficult to navigate. It takes an Extreme-
the fumes’ effects, they must rely on the Clearleaf decoction pre-
ly Hard (-40) Wandering (or Piloting, if you’re using this optional
pared by the wild Asrai of the Croghan Marshlands. Quillwort
Skill) Roll to traverse them without incidents.
(or another local Asrai the PCs have befriended) can prepare up
to 2 doses of the herbs for each of the characters.
267
Part 2 Chapter 8
Cast ofCharacters
Villains
Slough Naga Slough Naga was once the lover and apprentice of Medrawt’s
master, Slough Feg. While her real aspect is that of a shriveled,
horribly mutilated crone, her magic makes her appear as a sav-
Level MR AT DEF TSR WSR HPs age yet stunningly beautiful woman. Despite her sharp wits and
clear aptitude for the dark arts, her master deemed her unfit to
6 15L LA 25 +30 +55 85
become a true Slough, and limited his lessons to bequeathing
Attacks CT Rog Adv Lor
her with only to a few minor incantations. Reduced to sneaking
+60 Quarterstaff HH +30 +15 +60 into his tent to steal his secrets while he was absent, Naga har-
Antagonist Medium Humanoid. See below for other special abilities. bored a deep resentment towards Slough Feg, and promptly al-
Access to the following Spell Lores up to the 6th Weave: Necromancy, lied with Medrawt when the fallen Awallonian prince decided to
Hedge Magic, Eldritch Movements, Eldritch Wards, Illusions, Mind turn against him.
Control. Wields an enchanted, skull-topped staff which allows her to
cast Dark Bolt 3 times a day, and wears a crown of jagged obsidian Tasked by the Maimed King with keeping an eye over Iarrl Lug-
shards allowing her to double the Range, Area of Effect, or Duration
id (see Chapter 7 - Treason at Selias), she sneaked out of Selias
of one of her Mind Control Spells once per day.
when she detected the presence of one of the Mirror Shards in
Special Abilities the Croghan Marshlands. Thanks to her magical abilities, she was
Beguiling Appearance: Slough Naga has learned to disguise her
able to breach the ruins of Ysabaddaden’s fortress and claim the
hideous appearance with powerful illusions. She can activate or
dismiss this illusion as a Free Action. As long as it's active, Slough Shard, using it to unleash a horde of nightmarish creatures upon
Naga looks like an impossibly beautiful woman and gains a +20 the Croghan Marshlands.
bonus to all her Charisma and Deceive Rolls. Additionally, whenever
she succeeds in a Charisma or Deceive Roll against a creature Galvanized by her success, she’s planning to use her newfound
that would normally be attracted to her, she can choose to have powers to betray the Maimed King and seize control of the Wen-
the creature pass a WSR or become enthralled by her. Enthralled
creatures believe Slough Naga to be their most treasured ally, and dal horde (and of Awallon) for herself.
follow any suggestion she makes that isn’t obviously self-harming
or contrary to their Passions. This effect lasts until the love-smitten
• Naga is always accompanied by at least 2 Undead Thralls, as
creature sees Slough Naga's true appearance or until she openly well as by her mind-controlled bodyguard, Fiacail.
attacks them. • She needs a constant influx of blood sacrifices to keep Ys-
Darkvision: Sloughs can see in Dim Light and Total Darkness as if baddaden’s apparatus working, which is the reason why she
they were standing in Bright Light.
has her summoned creatures abduct people from all over the
Fear: The sight of a Slough’s real appearance causes fear in living
beings. Living creatures seeing an unmasked Slough must pass a Croghan Marshlands.
WSR or become Frightened. At the beginning of each Assessment • If the heroes gain the upper hand in combat against her, she’ll
Phase, Frightened creatures may repeat their WSR to end this effect.
attempt to strike a deal with them, playing the victim and
Powerslave: Sloughs do not age, recover 1 HP per minute, and are
immune to Stun and disease. They don’t need to sleep, and will blaming her actions on the Maimed King. She’ll go as far as
gain the benefits of a night’s rest simply by meditating for 3 hours. using her illusions to pretend to have been magically com-
However, the souls of Sloughs whose HPs drop to zero or less are
pelled by him, thanking the heroes for breaking the spell con-
inflicted with the Dying condition. And any who are straight-out
killed by an attack are immediately claimed and consumed by the trolling her.
Darkmaster, while their bodies shrivel to hollow, lifeless husks. • If Slough Naga is killed, Iarrl Lugid and the other people un-
Spells: Slough Naga knows the following Spell Lores up to the sixth der her spell (see Chapter VII - Treason at Selias) will be
Weave: Necromancy, Hedge Magic, Eldritch Movements, Eldritch
Wards, Illusions, Mind Control. She can cast Spells from them freed from their condition.
without using MPs (using her Lore bonus for the Spell Casting Roll).
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Ghosts of the Croghan Marshlands
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Part 2 Chapter 8
People of Awallon
Quillwort
Typical Bog Wraith
Level MR AT DEF TSR WSR HPs Level MR AT DEF TSR WSR HPs
Asrai Aquatic Rogue. Wears a bronze Lamellar Armor and carries Asrai Aquatic Rogue. Wears a specially treated, waterproof leather
a Short Spear. Treats water-covered terrain as Normal Terrain, can armor and wields a Short Spear. Treats water-covered terrain as
breathe both air and water, and gains a +10 bonus to all his Adv Roll Normal Terrain, and can breathe both air and water. Knows the
in the wilds. Knows the Spell Songs Spell Lore up to the 5th Weave. 7 Spell Songs Spell Lore up to the 3rd Weave. 5 MPs.
MPs.
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Ghosts of the Croghan Marshlands
Mother Meg
Level MR AT DEF TSR WSR HPs
Water Troll Witch. See Bestiary for special abilities. Knows the
following Spell Lores up to the fifth Weave: Eldritch Tide, Hedge
Magic, Master of Animals, Lore of Nature, and can cast Spells
from them without using MPs (using her Lore bonus for the Spell
Casting Roll). Carries a magical Bone Whistle: +1 Magical Focus for
Animists, once per day it can be played to cast Daze (from the Mind
Control Spell Lore).
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Drust is a tall, lean man in his early fifties, with sharp features and
close-cropped, spiky hair streaked with gray. His muscular body
is covered by a web of intricate tattoos, and a long scar crosses his
face, stretching from the top of his right eye to his chin, and lend-
ing him an intimidating appearance. His left arm, crippled by the
axe of a Wendal during his youth, hangs on a leather sling over his
chest, and yet the Iarrl seems unbothered by his old injury.
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Ghosts of the Croghan Marshlands
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The Land
•
Croghan Marshlands
Each passing hour of exposure to the toxic fumes envel-
oping the Black Fen requires a character to pass an Attack
Level 8 TSR or suffer the effects of a day without rest, ac-
companied by vivid hallucinations that persist until the
character moves away from the contaminated area. As
long as they’re hallucinating, the character suffers a -50
penalty to all their Skill and Attack Rolls. Whenever they
miss a foe or score a Partial Success, Failure, or Critical
Failure, the GM may make them see, hear, and/or feel
3 something that’s not there, or make them perceive an ob-
ject or creature as something completely different.
2. Black Fen: The area directly surrounding Ysbaddaden’s for- • If a character gets within 3 meters of one of the shrines,
tress was deeply affected by the catastrophe caused by the the structure is bathed in a soft light, as if a Magic Light
Giant’s experiments, which turned it into a putrid, poison- Spell was cast on it. The light fades after 2 Rounds if the
ous fen, perpetually enshrouded in a veil of noxious fumes. character leaves; it has no harmful effects per se, but it
could warn creatures in the ruins of the PCs’ presence.
• This part of the Croghan Marshlands counts as a Blight-
• Closer inspection reveals that the shrines are carved with
ed Area which cannot be purified until the Dreamforge
the image of a dragon eating its own tail.
is destroyed. Roll or pick a suitable Hazard from the
Blighted Area Hazards Table when the heroes attempt to 4. Toppled Statue: A colossal statue lies toppled on the mud-
cross this location. dy ground, its semblance that of a horned giant in a medita-
274
Ghosts of the Croghan Marshlands
10
7
5
11 8
4
9 3
6 1
tive posture with its legs folded and its hands resting on its 5. Slaves’ Compound: These small stone buildings that once
lap. Its chiseled features bear a wide grin, accentuated by its provided shelter to Ysbaddaden’s Wendal slaves have sur-
jagged, pointed teeth, and two enormous rubies are set in its vived the destruction that visited the rest of the fortress sur-
eye-sockets. A string of cryptic glyphs is carved on the ped- prisingly well.
estal the statue used to stand on.
• 2d10+2 Hollow Shamblers haunt this area. Amid the
• The rubies count as a TV3 treasure, but, if someone takes buildings, 2 or 3 wander individually but, if one is at-
them, the statue comes to life as a Stone Guardian to at- tacked or spots an enemy, converge to that point. They
tack the thieves. never leave this area.
• The incisions on the pedestal says, in the tongue of Gi- • The buildings are mostly empty, but an hour of searching
ants: “He who masters dreams rules over reality.” and a successful Standard (+0) Perception Roll awards
the PCs with an ancient clay jar holding a Potion of Re-
Stone Guardian
sist Pain.
Level MR AT DEF TSR WSR HPs
6. Devastated Area: One of the fortress’ towers crumbled and
8 12L HA +40 +70 +50 180
fell on another building here, leaving behind only a huge pile
Attacks CT Rog Adv Lor
of rubble.
+110 Large Trample HH +0 +0 +0
• The whole area is considered to be Arduous Terrain.
Elite Large Construct. See Core Rules for Special Abilities. • Slough Naga summoned a Basilisk and let it loose here. It
attacks anything and anyone who enters this area.
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Basilisk
Ysbaddaden’s Observatory
Level MR AT DEF TSR WSR HPs
11. Ysbaddaden’s Observatory: A 50-meter tall building 2. Half-Collapsed Corridor: Because of the rocky debris scat-
topped by a ridged bronze dome, the observatory is with- tered across most of the stone floor, the result of two col-
out doubt the most impressive structure in the ruins. See the lapsed walls that bar progress beyond them, it's difficult to
Ysbaddaden’s Observatory section below for a complete de- determine the exact purpose of this room.
scription of this location.
• With proper tools, characters can spend an hour and
pass a Challenging (-10) Athletics Roll to clear out the
rubble obstructing the passage to Area 5.
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Ghosts of the Croghan Marshlands
9 11 10
7 12 8
5 2 6
3 1 4
3. Reception Chamber: The walls of this chamber are carved brief summary of the Giant King’s history, from their ar-
with faded etchings that seem to celebrate the glory and ac- rival on Awallon to right before the construction of the
complishments of the Giant Kings. Despite its state of disre- Dreamforge (see The Doom of the Giant Kings section
pair, it’s easy to tell that this was once a place of great luxury, in the Introduction to this campaign).
littered as it is by the remains of broken, giant-sized furniture,
4. Room of Mirrors: Its entrance sealed by a magically locked
shattered glass, and other debris. A strange, almost palpable
door, this room has been left undisturbed for centuries. Its
sense of melancholia fills this location, as if the echoes of a
floor is filled with shards of broken glass and twisted met-
long forgotten tragedy still linger in the area.
al, and the walls are lined with large, ornate mirrors, each
• A portion of the wall has collapsed, opening a way to cracked and shattered into thousands of pieces. Light dances
Area 7. weirdly upon their surfaces, creating strange reflections that
• The first character entering the room experiences a brief dazzle the senses.
flash of visions, showing them the chamber as it was at
the peak of its glory, with giants feasting and chatting lei-
• The door to this room is sealed with a magical lock
(counting as an 8th Weave magical effect) and cannot be
surely while Wendal slaves scuttle about. The vision is
opened by normal means.
harmless and lasts only a few seconds, during which the
character is considered Incapacitated.
• The floor of this room is considered Arduous Terrain.
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mirror surfaces, acting as an Enthralling Lights Spell page 204). The trap is Hard (-20) to detect just by observ-
which lasts as long as the light source is present. ing the skull.
• If the characters enter the room without bringing a light • Characters examining the room may pass a Very Hard
source, or extinguish their lights while in this room, 2 (-30) Perception Roll to notice a small hidden alcove be-
Hollow Shades coalesce in its center and attack them. hind one of the rotting tapestries. It contains a jade Rod
of Restoration tucked away in a lacquer box.
Hollow Shade
Level MR AT DEF TSR WSR HPs
7. Room of the Stones: This large room is almost completely
submerged in waist-high stagnant water, its floor slick with
5 15L NA 10 +30 +20 70
algae and mud. At the center of this murky chamber stands a
Attacks CT Rog Adv Lor
massive stone altar, which appears to have once been used as
+75 Weapon/
HH +0 +0 +0 a sort of work bench. Abandoned on its top are a giant-sized
+60 Medium Grapple
hammer, a huge chisel, and a few other instruments of simi-
Elite Medium Undead. See Bestiary for Special Abilities. lar purpose. Several imposing stone blocks are lined against
the walls, some of them carved into intricate designs.
5. Map Room: The walls and floor of this room are decorat-
• A small section of the floor has collapsed, creating a short
ed with intricate incisions. Those on the walls depict various
underwater tunnel leading to Area 9 of the Ancestral Ru-
constellations and astral bodies in great detail, while on the
ins (see Ancestral Ruins Layout section above). The tun-
floor there’s what seems to be an ancient map of the island of
nel requires a Hard (-20) Perception Roll to be spotted in
Awallon. Despite some patches of black mold and the thick
the murky water. Characters who wish to swim through
layer of dust covering everything, this room is quite well pre-
it must pass a Hard (-20) Athletics Roll to avoid drown-
served, compared to the rest of the building.
ing, unless they can breathe water.
• The map on the floor represents Awallon at the time • The stone blocks in the room are inactive or incomplete
of the Giant Kings. Characters who study it notice that standing stones. They cannot be used to Dream Travel
most of the island is depicted as covered in ice. like those in the circles scattered throughout Awallon,
• Those observing the incisions on the walls can pass a but they can be studied in the same way to unlock their
Hard (-20) Arcana Roll to understand that the constella- secret (see The Mystery of the Standing Stones section in
tions follow a precise pattern, pointing at the location of Chapter I - Call to Arms).
the Black Peak in Cythraul. • The altar at the center of the room is protected by a mag-
ical trap, triggered by a circle of enchanted runes hidden
6. Art Room: Ysbaddaden used this room as an art gallery
at its base. Characters touching the altar must pass an At-
of sorts to impress his guests. Several great stone pedestals
tack Level 10 WSR or be paralyzed (becoming Incapaci-
and broken glass display cases are scattered throughout the
tated) for as long as they remain in contact with the altar.
room, and large, moldering tapestries hang from the walls.
During this period they’re completely unaware of their
• A Standard (+0) Hunting Roll reveals that someone had surroundings, their mind trapped in a repeating dream
recently passed through here and pilfered any valuable sequence which forces them to re-experience the few
items the room might have contained. seconds that lead them to touch the altar over and over
• A soot-painted animal skull incongruously lies atop one again. The circle of runes at the base of the altar is Very
of the pedestals. It's a simple trap left behind by Slough Hard (-30) to spot, and can be disabled with an Extreme-
Naga. If touched, it warns the witch of the heroes' pres- ly Hard (-40) Arcana Roll, or dispelled as a 10th Level
ence and releases a cloud of Doomspores (see Core Rules magical effect.
278
Ghosts of the Croghan Marshlands
• The giant hammer on the altar can be used as a +15 Mag- more than 5 Rounds in the room must also pass an At-
ical Footman’s Mace, adding the same bonus to its wield- tack Level 4 TSR to avoid becoming Weary.
er’s Spell Casting Rolls exclusively for Spells from the
11. Flooded Room: This small room is filled with waist-high,
Earth Mould Spell Lore.
stagnant water.
8. Archives: The great archives of Ysbaddaden, once holding a
12. Central Hall: This great, circular hall is almost completely
veritable hoard of mystical knowledge, have sadly fallen into
submerged in murky, waist-high waters that churn and stir as
ruin. A large pool of murky water covers almost half of the
if something moves underneath their surface. A crumbling
floor, while fallen shelves and splintered lecterns are scat-
staircase follows the chamber’s wall, leading to the upper lev-
tered all across the room. The few tomes and scrolls remain-
el of the building.
ing are reduced to tattered scraps or moldy piles of unread-
able pages. • As a final precaution, Slough Naga has summoned a hor-
ror from the darkest recesses of the Dreamworld to guard
• Slough Naga already plundered this room, but charac-
this room. As the heroes enter this chamber, a number of
ters carefully searching the Archives may pass a Very
writhing Tentacles of shadow equal to double the num-
Hard (-30) Perception Roll to find a sealed case contain-
ber of the PCs erupt from the waters, attacking them.
ing 1d5-1 (minimum 1) scrolls, each bearing a Rune of
• For each Tentacle defeated, a new one emerges from the
Power of a Spell chosen at random from the Wizard Vo-
waters 1 Round later. This can only be prevented by de-
cational Spell Lores.
feating Slough Naga, or exposing the Tentacles to direct
9. Conjuring Room: A great slab of obsidian, polished as a mir- sunlight or to 10 Weaves of Light-related spells.
ror, hangs from a bizarre contraption anchored to the ceiling • The Tentacles cannot move, and cannot reach characters
of this room. The slab is broken, and its lower half lies next to on the stairs or outside the room.
a circle of intricate arcane glyphs carved into the floor. De- • Noises caused by a battle here alert Slough Naga in the
spite the large pool of water covering a small portion of the room above. She arrives in 1d5+3 Rounds to assess the
room, this chamber is unusually well-kept, as though it has situation, and attacks the PCs from the top of the stairs
been recently tidied up. while they’re busy fighting the Tentacles.
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Upper Level damage from Piercing and Cutting attacks. Critical Strikes
deal 5 additional points of damage for degree of severity
The stairs from the Central Hall below (see Area 12) lead to (e.g.: a Moderate Critical Strike would deal 15 additional
a vast circular chamber with a high domed ceiling. In its cen- points of damage) instead of applying their effect.
ter, a black iron pedestal jutting out of a metal platform holds • If the apparatus is deactivated, all creatures summoned
a fragment of a mirror that radiates a soft, silvery light. Piled with it are immediately returned to the Dreamworld.
against it are the pallid corpses of dozens of men and Asrai,
Undead Thrall
their blood congealing into a dark pool at the base of the ped-
estal. Circling this central structure, seven meticulously-pol- Level MR AT DEF TSR WSR HPs
ished obsidian slabs hang from an eerie and elaborate me- 3 12L NA 0 +40 -10 55
chanical apparatus attached to the ceiling by colossal metal
Attacks CT Rog Adv Lor
arms. The light emanating from the mirror shines upon the
+40 Medium Unarmed NH +0 +0 +0
smooth surfaces of the obsidian slabs, converging and blend-
ing into a foreboding, whirling sphere of darkness that hovers Common Medium Undead. See Core Rules p. 330.
menacingly above the mirror.
280
Ghosts of the Croghan Marshlands
Aftermath
Shard of the Silver Mirror
With Slough Naga defeated and the Shard removed from Ysbadd-
aden’s apparatus, her nefarious plan comes to an end. All the crea- A shard of princess Morgawse’s Silver Mirror.
tures she summoned are hurled back to the Dreamworld, as the Type: Bonus
ancient machine shudders with a last spark of energy, and finally
Powers: The Shard grants a +10 magical bonus to its
crumbles to dust. The heroes have claimed one of the Shards of
bearer’s DEF and Save Rolls against Spells and magi-
the Silver Mirror and stopped one of the Darkmaster’s most dan-
cal attacks. Despite its fragile appearance, the Shard
gerous agents.
is highly resistant to magic and cannot be damaged by
Should Naga survive, she’ll try to escape to Cythraul, knowing full mundane means.
well that she cannot return to the Maimed King after her act of
treason.
If the heroes saved Fiacail, he’ll hurry back to the Llyrian Grass-
lands and attempt to undo the evil wrought by Slough Naga there
(see Chapter VII - Treason at Selias).
Moreover, by freeing the Croghan Marshlands from the threat
of the Slough’s ghosts, the PCs gain the trust and the sup-
port of Iarrl Drust and of the Cruacha Clan, who’ll fight
side by side with them in the final confrontation with the
Maimed King, as described in Part III.
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Part 2 Chapter 9
D
If the heroes listened to Riain during their meeting with Lady
in Bryn, Awallon’s northernmost fortress, was the first to Brigid (see Chapter I - Call to Arms), they’ll come to Din Bryn,
fall before the Maimed King’s horde. Reduced to ruins looking for Iarrl Logan. Otherwise, they might have to travel close
by a short yet devastating siege, the fortress is current- to the fortress while heading north for another mission (for ex-
ly in the hands of Ulùk the Skulltaker, a bloodthirsty Trollish war- ample, see Chapter IV - the White Watchtower), since Din Bryn
lord who pledged fealty to the Maimed King. Under his watchful dominates the pass to Highvale, which is the most convenient
eye, the very soldiers who once manned Din Bryn’s walls against route to the northern reaches of Awallon.
the Wendals are forced to rebuild the fortress for their captors.
Regardless of the reason guiding them, as the heroes come
And yet there's still hope, because Iarrl Lorcan, one of Awallon's
within 1 day of travel of Din Bryn, they’re met by a trio of
staunchest defenders, escaped capture with a small contingent of
weathered Dahnan soldiers. The group, led by a Vôtari war-
soldiers. Wounded, exhausted, and beset by the savage minions of
rior named Fergal, warns them that the fortress has fallen into
the Maimed King, the Iarll was forced to flee through the Path of
the hands of the Wendals, and invites them to share a meal at
the Lost, a secret trail atop the Vôtarian Highlands that many be-
their camp. If the heroes accept the invitation, or if they ex-
lieve to be haunted by the spirits of the damned. Will the brave Iar-
press the intention of liberating the fortress or searching for
rl evade his pursuers, or will he join the ranks of damned, who are
Iarrl Lorcan, proceed to the Fergal’s Story section below. Oth-
cursed to eternally walk the Path of the Lost?
erwise, the soldiers wish them good luck on their journey and
let them pass.
282
Path of the Lost
their story, as heroes and Fergal alike wait for Fergal’s men to light • Why did Lady Eithne close the gates of Rath Liath?
a small campfire and prepare some freshly caught hares. She’s grief-stricken for the loss of Iarrl Blayne, her husband.
“A few days ago a soldier came to the gates of Rath Liath, She blames the High King for dragging him into this war, and
the fortress of my Clan. He was grievously wounded, half de- Iarrl Lorcan for not being able to save him. We’ve tried to rea-
lirious, and on the verge of death, but, before drawing his son with her, but she won’t listen to us.
last breath, he warned us that Din Bryn had fallen, and that When the PCs are finished asking questions, Fergal has a propos-
his comrades had been captured by the Wendals. Only Iar- al for them:
rl Lorcan had managed to escape with a few men, but he
“We’ve observed Din Bryn from afar, and I think we’ve spot-
was chased closely by the enemy, so he had sent this soldier
ted a way in, a small breach in the walls. The Wendals only
in search of help. Lady Eithne, who’s in charge of Rath Liath
keep a few guards stationed there, because it’s difficult to
while her husband is missing, listened to the dying soldier’s
reach and too narrow to be used to launch an attack against
words, but, instead of rushing to help Iarrl Lorcan or the
the fortress. If we manage to slip in unnoticed and neutral-
men in Din Bryn, she ordered the fortress’ gates to be closed
ize the guards, we could help the prisoners escape. However,
and forbade anyone from leaving. My men and I couldn’t
I’m not sure we’d be able to pull this out by ourselves. I know
stand leaving our allies to their fate, so we left Rath Liath
we’ve just met, and you have no reasons to trust us, but I’ll
and came here to search for Iarrl Lorcan, or, at least, for a
ask this anyway: would you be willing to help us?”
way to free the prisoners of the Wendals.”
If the heroes accept, he proceeds to show them the entrance he
If the heroes show interest, he’ll be happy to answer their questions.
has located, and starts making plans for the rescue mission. Oth-
• Have you found Iarrl Lorcan? erwise, he listens to the PCs, if they tell him they have a better
No, the Wendals are still searching for him, so I guess he idea, or lets them go on their way if they don’t want to help him.
hasn’t been captured yet. We found his tracks leading to a
mountain trail not too far from here, but we couldn’t follow Aids
them further. I’m afraid that Iarll Lorcan may have taken the
Path of the Lost. Fergal and his men will fight alongside the PCs, if they decide to
help the soldiers or are persuaded to follow the heroes’ plan, but,
• The Path of the Lost?
otherwise, the heroes are on their own in this mission.
You know of the six great Clans of the Dahnan, descendants
of those who fought united against the Giant Kings. But there
was another Clan, one condemned to be forgotten. Instead
Obstacles
of joining the fight with the other Clans in the final battle, If they decide to infiltrate the Din Bryn fortress and save the pris-
they chose to hide in the Highlands, waiting until the last oners, the heroes will have to face Ulùk and his minions.
moments to see who was more likely to win. To punish them
for their cowardice, the Unseen Lords cursed them to wan- Evading the Wendals
der forever on the path they had chosen to walk. The Wen- Heroes traveling near Din Bryn for any reason must take care to avoid
dals surely won’t be able to follow Lorcan there, but to walk the patrols sent out by Uglùk. While they’re primarily searching the
the Path of the Lost is to invite retribution on oneself from area for tracks of Iarrl Lorcan’s passage, these Wendals will attempt to
the angry ghosts of the Clan of traitors. capture anyone they spot. Avoiding their notice requires a Hard (-20)
• Can you show this path to us? Stealth Roll. Increase the Difficulty of the Roll to Very Hard (-30) for
I can lead you to the place where we’ve lost Iarrl Lorcan’s trail, groups of 5 or more people. Each patrol is composed of 1d5+2 Savage
but you’ll need a better tracker to find the Path of the Lost. Warriors, 1 Savage Brute, and 2 War Hounds.
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Part 2 Chapter 9
The Wendals will set the War Hounds against swift, lightly armored Persuading Lady Eithne
characters, while the Savage Brute challenges the most heavily ar-
Heroes determined to persuade Lady Eithne to help them must
mored hero, and the Warriors fan out, attempting to encircle the PCs.
travel to Rath Liath (see The Land section of this chapter) and
Savage Warrior
visit her at the Iarrl’s palace. The town is overcrowded with refu-
Level MR AT DEF TSR WSR HPs gees from all over the Vôtarian Highlands, and the guards at the
3 15L LAs 35 +25 +20 65 gate have been ordered to forbid entry to anyone else.. Characters
Attacks CT Rog Adv Lor must either find a way to sneak in with a Very Hard (-30) Stealth
Roll, or use their diplomatic skills to demand an audience with
+65 Weapon NH +15 +45 +5
the Vôtari matriarch with a Hard (-20) Cultures Roll.
Common Evil Man. Savage Warriors treat Arduous Terrain caused Once they’re inside the town’s walls, Lady Eithne coldly agrees to
by rubble, debris, or ruined buildings as Normal Terrain. Wears Furs
and wields primitive Handaxes, Light Maces, or Spears. listen to what the heroes have to say.
Gaining access to the Lore Halls of Rath Liath (see the Track-
Savage Brute ing Iarrl Lorcan section later in this chapter) is a relatively sim-
Level MR AT DEF TSR WSR HPs ple business. Lady Eithne gives the heroes 2 days to consult the
library, which is more than enough time for them to find the in-
6 15L LA 20 +50 +30 90
formation they need. After this period expires, they’ll be asked to
Attacks CT Rog Adv Lor
leave the fortress and never come back.
+90 Weapon NH +40 +40 +10
Persuading her to join forces with the other Clans against the
Elite Evil Man. Once per scene, Savage Brutes can issue a challenge Maimed King, or to help them rescue the prisoners in Din Bryn,
to a sentient creature who can see them within 15 meters. The however, is much more difficult. Lady Eithne has 3 arguments
challenged creature must pass a WSR or suffer a -20 penalty to all
their Attack Rolls that do not target the Savage Brute for the rest against the heroes’ requests:
of the scene. This effect ends if the Savage Brute dies or leaves the • She’ll not endanger her people for the sake of others.
fight for any reason. Savage Brutes are immune to the effects of the
Bruised Condition. Savage Brutes treat Arduous Terrain caused by • The walls of Rath Liath have never been breached. The
rubble, debris, or ruined buildings as Normal Terrain. Vôtari are safe here, they can easily hold off the Wendals on
their own.
War Hound • The other Clans let her sons and husband die on the battle-
Level MR AT DEF TSR WSR HPs
field. Why should she lend them her help?
Let the PCs discuss and counter these arguments as they wish,
3 30L NA 30 +20 +5 90
then ask them to make an Extremely Hard (-40) Charisma Roll.
Attacks CT Rog Adv Lor
For each of Lady Eithne’s arguments they tried to counter during
+65 Medium Bite NB +40 +30 +10
their discussion reduce the Difficulty of the Roll by one step, to
Common Medium Beast. a minimum of Challenging(-10). If they didn’t attempt to count-
er any of her arguments at all, raise the Charisma Roll Difficulty
to Heroic (-50).
If the heroes are successful, Lady Eithne realizes that grief has
clouded her judgment. She accedes to the heroes’ requests and
decides to step down from the Clan’s leadership, in favor of her
nephew Fergal, if he’s still alive. Otherwise, the PCs are immedi-
ately banished from Rath Liath.
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Path of the Lost
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Part 2 Chapter 9
Villains
•
Ulùk the Skulltaker Ulùk stays inside the fortress during the day, coming out only
at night or if the sun is covered by heavy clouds.
• In combat, Ulùk always rushes towards the strongest-look-
Level MR AT DEF TSR WSR HPs ing opponent.
8 15 MA 10 +85 +25 200
Attacks CT Rog Adv Lor Goals
+110 Battle Axe HH +5 +45 +0 Ulùk hopes to capture Iarrl Lorcan and add his skull to his col-
lection.
Ice Troll Battlerager, see below for special abilities. Wears a bronze
breastplate and wields a bronze Battle Axe.
Special Abilities
Hulking Brute: Trolls ignore any Stun result when receiving a
critical from a non-magical attack.
Night Sight: Trolls can see in moonlight or starlight as if it were day,
and up to 30 meters in Dim Light (treating the first 15 meters as if
they were standing in Bright Light). They can see up to 3 meters even
in Total Darkness.
Sun Cursed: Ice Trolls are blinded by daylight (suffering a -30
penalty to their actions) and immediately turn into slabs of black
ice if exposed to direct sunlight. While in this state, they cannot take
Actions and are oblivious to their surroundings; they don’t need
to breathe and are impervious to most attacks. They’re treated as
resting for healing purposes, doubling their HPs recovery rate. The
effects of any form of Bleeding, poison, or disease from which they are
suffering are temporarily halted. They revert to their original state
once they’re no longer exposed to sunlight.
Devastating Charge: If an Ice Troll Battlerager scores a critical
against a Medium-sized or smaller opponent while charging, their
victim is also knocked Prone.
Reckless Fury: The first time Ice Troll Battleragers are Stunned or
become Bruised in a combat, they’re possessed by a furious rage until
they’re killed or all their enemies are dead. While they’re raging,
they’re completely immune to Stun and gain an additional attack,
but cannot Parry and must attack or engage the nearest enemy they
see each Round.
Winterspawn: Ice Troll Battleragers are immune to Frost damage
and to the effects of extreme cold. Additionally, they treat snow and
frozen terrain as Normal terrain.
A massive Ice Troll with bulging muscles and sharp tusks which
protrude from his mouth, giving him a bestial appearance, Ulùk
is a brutal fighter who delights in the destruction he causes. He
takes his moniker from his gruesome habit of collecting the skulls
of those who challenge him and tying them to the braids of his
long white fur.
286
Path of the Lost
People of Awallon
Fergal of the V°tari Ernan of the Vôtari
Level MR AT DEF TSR WSR HPs
+90 Short Spear NH +20 +45 +45 Human Weald Warrior. Wears a bronze Chain Shirt with a Metal
Helmet, wields a bronze Arming Sword and a Full Shield.
Human Weald Champion. Wears bronze Chainmail and wields a
Short Spear and a Full Shield. Master tracker, +10 to all his Adv Skill
Rolls when he's outdoors. Knows the following Spell Lores up to the
5th Weave: Heroic Defense, Nature's Path, Weapon Mastery. 15 MPs.
Before leaving the Vôtari fortress, Fergal was the captain of the
guard of Rath Liath, a title he bore with pride and honor. A sea-
soned warrior and resourceful leader, he was left behind to care
for the Clan by his uncle, Iarrl Blayne, who had full confidence in
his capabilities. Upon receiving news of the fall of Din Bryn, he
rushed to help those taken captive by the Wendals.
• He’s joined in his mission by his two closest friends, Ernan
and Muir.
• As the most direct heir of Iarrl Blayne, he’d be the first in line
as Iarrl of the Vôtari, should Lady Eithne step down.
• Despite their recent fallout, Fergal has a deep affection for his
aunt Lady Eithne, and has no desire to overthrow her.
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Path of the Lost
The Land
V°tarian Highlands Din Bryn Fortress Layout
Ground Floor
1. Drawbridge and Main Gate: A sturdy drawbridge, span-
ning the raging river below, leads to Din Bryn’s main gate.
2 1
This area is always guarded by 6 Savage Warriors.
Savage Warrior
Level MR AT DEF TSR WSR HPs
1. Din Bryn Fortress: This mighty Dahnan fortress has been oc- 2. Courtyard: Once used by the soldiers of Din Bryn for their
cupied by the Wendals (see Din Bryn Fortress Layout below). practice routine, the courtyard is now patrolled at night by 2
2. Iarrl Lorcan’s Camp: The camp set up by Lorcan and his Deathfangs. The beasts are chained to the wall during the
men is relatively modest in size, just a few handfuls of tents day, but they’re let loose at sundown, to make sure none of
pitched in neat rows on the mountain side. The soldiers the prisoners kept in the barracks escape.
moving through the camp seem starved and weary, stum- Deathfang
bling about as if just awakened from a long dream, and yet
Level MR AT DEF TSR WSR HPs
they hold their weapons with determination, ready to fight to
their last breaths against the enemies of their land. 6 30L NA 40 +45 +20 140
Attacks CT Rog Adv Lor
• This location can be reached only after dispelling the il-
+90HuBi/*+70MeCl HB +50 +60 +0
lusion in the Lost Clanhall area of the Path of the Lost.
Elite Large Animal. See Bestiary for Special Abilities.
3. Rath Liath: Perched upon a steep, rocky hill, Rath Liath
(“Grey Fort” in the language of the Dahnan) is the largest set- 3. Barracks: Uglùk prisoners are locked into this simple sin-
tlement in the Vôtarian Highlands, a somber-looking for- gle-story building during the night. The lock securing the door
tified town surrounded by a circle of solid stone walls. The can be opened with a Challenging (-10) Locks & Traps Roll,
town is currently packed with people, who have flocked and the Wendals usually leave no guards here, trusting the
here, from hamlets and farmsteads scattered across all of the Deathfangs in the courtyard to deal with any escape attempt.
Highlands, to escape from the Wendals’ raids. Tension is high
4. Armory: The fortress’s armory, after the siege, was thorough-
within the walls, as dwindling resources and fear of the ene-
ly looted by the Wendals, and now holds only useless junk.
my make the town’s inhabitants edgy and wary of strangers.
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First Ground
Floor Floor
6 5
15 10
16 11
12 7 2 1
14 9
4 3
13 8
6 6
5. Infiltration Point: Characters may use this small breach 9. Infirmary: Ransacked and severely damaged during the
in the fortress’ walls as an access point to the courtyard by siege, this room has been left abandoned by the occupiers.
climbing the sheer rock cliff directly below it with a Hard
10. Mess Hall: A few of the defenders barricaded themselves
(-20) Athletics Roll. This area is not guarded, but heroes pass-
here in the last moments of the siege. The room still bears
ing through here must still be mindful of the sentinels posted
the signs of their slaughter.
on the fortress’s towers.
11. Kitchens: Doors to the kitchens are normally kept open, but
6. Towers: Each of these towers is always manned by 3 Savage
there's a 60% chance of meeting 1d5 Wendals (treat as Savage
Warriors, on the lookout for enemies approaching the for-
Raiders) here.
tress.
7. Great Hall: Most of the Wendals under Uglùk’s command Savage Raider
have taken residence inside this spacious hall. Regardless of
Level MR AT DEF TSR WSR HPs
the time of day, there are always at least 2d10+2 Savage War-
2 15L LA 10 +15 +10 55
riors and 1 Savage Brute resting here.
Attacks CT Rog Adv Lor
8. Storeroom: Knowing very well that a fortress can last only as
+45 We/+30 Ran NH +10 +25 +5
long as its provisions, Uglùk has restricted the access to Din
Bryn’s storeroom to a few trusted subordinates. The doors to Common Evil Man. Savage Raiders treat Arduous Terrain caused by
this room are always secured with a Challenging (-10) lock rubble, debris, or ruined buildings as Normal Terrain.
290
Path of the Lost
First Floor ant guests. Now it’s occupied by Gaahl, Uglùk sec-
ond-in-command, a Savage Brute armed with a vicious
barbed trident (treat it as a Superior Quality Long Spear).
12. Meeting Room: This large, beautifully furnished room has
been claimed by Uglùk as his personal residence. During the Savage Brute
day, there’s a 75% chance he’ll be found sleeping here, togeth-
Level MR AT DEF TSR WSR HPs
er with one of his two wives (see the Commander’s Room
6 15L LA 20 +50 +30 90
description below), unless an alarm has been raised. Two
great oak chests contain the spoils of Uglùk raids: hundreds Attacks CT Rog Adv Lor
of silver and gold coins (TV 3), a Masterwork Quality Full +90 Weapon NH +40 +40 +10
Helm, Superior Quality Metal Gauntlets, and a magical Dag-
Elite Evil Man. Once per scene, Savage Brutes can issue a challenge
ger that can cast Cauterization (from the Eldritch Fire Spell to a sentient creature who can see them within 15 meters. The
Lore) as a 5th Weave Spell once a day. challenged creature must pass a WSR or suffer a -20 penalty to all
their Attack Rolls that do not target the Savage Brute for the rest
13. Commander’s Room: This room is occupied by Uglùk’s of the scene. This effect ends if the Savage Brute dies or leaves the
fight for any reason. Savage Brutes are immune to the effects of the
wives, 2 Ice Trolls named Huldra and Brenna, who leave only
Bruised Condition. Savage Brutes treat Arduous Terrain caused by
when commanded to by their husband. Huldra wears a rubble, debris, or ruined buildings as Normal Terrain.
horned Metal Helmet, which was gifted by Uglùk to her,
while Brenna carries a Superior Quality Dagger, which she
uses as a toothpick. They’re not very good at recognizing Path of the Lost
smaller Kins, so when they see the PCs for the first time
they’ll mistake them for their Wendal servants, unless the 1. A Split in the Trail: The trail left by Iarrl Lorcan and his men
PCs do something that may betray their identities. here splits into two separate sets of tracks, one following a
Ice Troll steep path climbing up the mountain side, the other disap-
pearing into the mouth of a dark cave.
Level MR AT DEF TSR WSR HPs
6 15L LA +10 +75 +15 150 • A Hard (-20) Hunting Roll reveals that both sets of track
Attacks CT Rog Adv Lor
were left by the same group of people, as if they some-
+90 Large Claw/
how circled around and walked across the same path
HH +30 +40 +0
+80 Weapon multiple times.
14. Commander’s Office: Unable to understand the purpose of 2. Cave Entrance: The walls of this frigid natural subterranean
this room, Uglùk smashed all its contents in a fit of rage. chamber are covered by a thick layer of ice, which forms
great stalactites that hang from the ceiling as if they are the
15. Dining Hall: Once an elegant dining hall used to entertain
teeth of a huge beast. The lifeless body of a Dahnan soldier
important guests of the fortress, this room has been stripped
lies on the floor of the cave in a pool of congealed blood. The
of most of its contents by the Wendals.
corpse is surrounded by 6 hooded figures crouched around
16. Guest Room: Decorated with simple yet comfortable fur- it as if in prayer.
nishings, this room once was used to accommodate import-
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Part 2 Chapter 9
8
9
5
7
6
4 2
3 1
• The hooded figures are Ghouls. They try to lure the PCs 3. Steep Path: This tortuous, narrow path, slowly snaking its
closer and then spring to attack them. way up amid jagged rocks and treacherous, snow-covered
• Characters examining the body of the soldier find a steps carved by unknown hands, follows the cliff side of the
bronze pin identifying him as one of Iarll Lorcan’s men. mountain. About halfway through its ascent, it comes to a
• If the PCs leave any dead body behind them, there’s a 20% wind-swept natural terrace littered with the remains of a re-
chance they’ll find another 1d5 Ghouls each time they cently cleared camp. As if someone considered climbing the
come back to this cave. sheer cliff overlooking the terrace, then changed their mind,
Ghoul pitons, rope, hammers, and other pieces of climbing equip-
ment are neatly stacked at the base.,. Beyond what remains
Level MR AT DEF TSR WSR HPs
of the old camp, the trail climbs a mountainside that is even
4 17L NA +35 +40 +10 60
steeper than before.
Attacks CT Rog Adv Lor
• Characters examining the remains of the camp find out
+80 Medium Claw NH +40 +30 +0
that at least 50 people stayed here, but they left a few days
Common Medium Undead. Creatures who have suffered one or before. Besides the climbing equipment, there’s nothing
more Critical Strikes from a Ghoul's Claw attack must pass an useful to be scavenged here.
Attack Level 4 TSR or contract the Barrow Rot disease.
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Path of the Lost
• See the Cliff Side area below if the heroes opt to climb 7. Haunted Lake: The floor of this cave is almost completely
the cliff. filled by a large subterranean lake. While its waters are per-
fectly still, evanescent, indistinct shapes seem to flicker just
4. Cliff Side: The mountain wall is a harsh and unforgiving
beneath the surface, and strange whispers echo in the dark-
250-meters-high climb. Offering scant foothold, it’s made even
ness.
more perilous by the icy winds buffeting it with cruel force.
• The lake's waters are freezing cold, and inflict a Light
• Even with proper equipment, climbing it requires a He-
Frost Critical Strike to anyone who bathes in them.
roic (-40) Athletics Roll.
• A number of Corpse Candles equal to that of the PCs
• Flying characters must pass a Very Hard (-30) Acrobatics
plus 2 lurks in the waters. These are the lost souls of those
Roll to avoid being blown against the rocks by the strong
who perished along the Path in the course of the centu-
winds.
ries. They attempt to lure the heroes into the lake to feed
5. Hungering Winds: The winds howl fiercely as the heroes upon them.
climb up this frozen trail, sapping their strength and rag- Corpse Candle
ing against them, as if the mountain itself hungers for the
Level MR AT DEF TSR WSR HPs
warmth of their bodies.
2 18F NA +30 +10 +15 40
• Characters traveling through this area must pass an At-
Attacks CT Rog Adv Lor
tack Level 5 TSR to avoid becoming Weary (or suffer-
Special NH +30 +5 +0
ing -20 Exhaustion penalties if they're already Weary).
This is a magical effect, caused by the spirits of the Lost Common Medium Undead. See Core Rules for Special Abilities.
Clan haunting the path. Heavy clothing and equipment
or Spells that protect against the effects of adverse weath- 8. The Stair: The tunnel here meets a narrow stair, carved into
er won't help against this unearthly cold. the very rock of the mountain, that climbs up for hundreds of
steps, disappearing into the darkness above.
6. Crevasse: The mountain trail comes to an abrupt end at a
20-meters-wide crevasse, a gaping chasm that opens, like • The stairs seem solid enough, but they’ve been trapped
the maw of a ravenous beast, before the feet of the travelers. by those who carved them. Some of the steps crumble if
With no way of circumventing it in sight, the only way for- pressure is applied to them, taking with them whole sec-
ward is to carefully traverse the precarious ice bridge span- tions of the stairs, and hurling whoever was upon them
ning the gap, the icy depths yawning hungrily below. into Area 2 - Cave Entrance below. Roll 2d10 to deter-
mine for how many meters the character falls. If a result
• Crossing the ice bridge requires a Very Hard (-30) Acro-
of 1 or 0 comes up on either die, roll another 1d10 and
batics Roll. Ropes and other means to prevent characters
add its result to the total. If this roll is also a 1 or a 0, keep
from falling reduce the Roll Difficulty by one step.
rolling and adding until you get a different result. A char-
• For each character passing through the bridge, there is a
acter on the crumbling step may pass a Hard (-20) Acro-
15% chance the structure will collapse under their weight,
batics Roll to jump out of danger.
plunging them into the depths. Increase the chance by
10% for Large characters and by 10% per level of Encum-
• There are subtle telltale signs the builder left to identify
the trapped steps. Heroes proceeding with caution may
brance over Lightly Encumbered.
pass a Very Hard (-30) Perception Roll to spot them.
• Characters falling into the crevasse suffer no damage but
are plunged into the icy waters of the Haunted Lake de-
• Once detected, the traps can be disarmed with a Very
Hard (-30) Locks & Traps Roll.
scribed in the Area 7 entry.
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Path of the Lost
Aftermath
If the heroes save Iarrl Lorcan from the Path of the Lost, he’ll take
his men and head to Murias to rest and recuperate. They’re too
worn out to be of assistance right now, but they’ll join the PCs
during the final battle, as described in Part III.
Rescuing the Wendals captives at Din Bryn may not be as strate-
gically important as saving Iarrl Lorcan and his men, but will earn
the PCs the eternal gratitude of the prisoners. At your discre-
tion, some of them could have some precious information about
the Maimed King’s plans, or some clues pertaining to one of the
quests the heroes are pursuing.
Moreover, defeating Ulùk deals a minor blow to the Maimed
King’s forces. Most of the Wendals still stationed at Din Bryn
(those who haven’t been taken out by the PCs and their allies)
flee the fortress in panic at the fall of their leader, making it easy
for the Awallonian forces to recapture it. In a short time, Din
Bryn could turn into a convenient base of operation for heroes
adventuring in northern Awallon.
Finally, if the heroes persuade Lady Eithne to join forces
with the other Clans, the Vôtari will march with them in
the final showdown against the Maimed King, as detailed
in Part III of this campaign.
295
Part 3 Chapter 1
T
This part begins as soon as the conditions you set at the start of
he time has come. The Maimed King has channeled Part II of this campaign (see Part II, Chapter I - Call to Arms) are
enough energy through the Golden Throne to unleash met. Take a few moments to consider what the heroes have ac-
his ultimate assault against Awallon. The sky over Caer complished during the course of their adventures. Their success-
Temair castle darkens, and a black cloud spreads forth to cover es will have a positive impact on this scenario, making the Free
the horizon, as Blighted areas appear all over the island. His Wen- Kins’ victory more likely. Their failures, on the other hand, will
dal warriors fall to the ground in agony, their mouths frothing, work in favor of the Maimed King’s forces, making this scenario
only to rise moments later as Hollow, animated husks. Hosts of harder for the heroes. If you’re in the middle of running another
Hollow Shades coalesce in an instant before Caer Temair’s bat- chapter, you may want to give yourself another session to wrap it
tlements, and swarms of ethereal, shadowy shapes fill the sky, as up, but, otherwise, uncompleted adventures should count as fail-
if darkness itself has taken up arms against the Free Kins. At the ures for the purposes of this scenario.
Maimed King’s command, his dreadful army advances in an eerie
Regardless of their current position or engagement, the heroes
silence, ready to annihilate Awallon’s forces.
should have no problem determining that the Maimed King is
launching an unprecedented attack against Awallon. The sky
The Task darkens, casting the island into perpetual twilight, and countless
bands of Hollow Ones soundlessly march to converge into a sin-
gle, colossal horde, obliterating everything on their path.
The heroes must stop the Maimed King’s forces and defeat him
once and for all.
296
Battle for Awallon
297
Part 3 Chapter 1
Battle Plans es of their deeds. Seeing the allies gathered before them will show
the heroes that the hardships and losses they've suffered in their
As the Blighted horde moves, the heroes are reached by a messen-
journey across Awallon weren't for naught, but had a deep im-
ger from their allies telling them that their armies have reached
pact on the battle against darkness. So let them enjoy their mo-
the most convenient fortified location, be it Murias, Caer Sithi, or
ment for a bit, before heading to the actual planning for the con-
any other of the major settlements the characters have visited in
frontation with the Maimed King, as described in the Obstacles
their adventures. The lords and ladies of Awallon are gathered in
section of this chapter.
council, and are waiting for the PCs to plan their last stand against
the overwhelming might of the Maimed King’s forces.
Kill the King
Give the heroes the time to reach the chosen location and meet
At any point during the campaign, the heroes may decide that
their allies. The composition of their gathering largely depends
their best option is to kill the Maimed King, before or after he's
on the heroes’ accomplishments in the previous part of the cam-
carried out his final plan. In that case, you can refer to the Caer
paign, and should include most of the major NPCs they’ve met in
Temair castle location described in detail in The Land section of
their adventures.
this chapter.
• Lady Brigid represents the Dôn Clan, and is the only NPC
Knowing the secret to Caer Temair’s hidden entrance (see Area
whose presence is assured. If the PCs have rescued her fa-
33 in The Land section later in this chapter) would, of course,
ther, Iarr Lorcan, in the Path of the Lost adventure, he’ll sit
make it far easier for the PCs to sneak into the castle. Heroes who
right next to her, happy to see his daughter taking the reins
specifically inquire about ways of entering Caer Temair may pass
of the Clan.
a Heroic (-50) Songs & Tales Roll to recall an ancient tale about
• Asgall and the other Elders of the Tethra Clan participate in
the forgotten Underking, an Aes Sidhe lord who once resided in
the meeting if the heroes successfully completed The War
the hollow hill upon which the castle now stands. According to
Council scenario.
the tale, a hidden cave at the foot of the hill leads to its elusive en-
• Bain Garun and Carmadrial join them if the heroes managed
trance, which only pure moonlight can reveal.
to persuade the Monarchs of Caer Sithi to lend their aid in
the war in The Darkening of Og Dara. Alternatively, any learned NPC (such as Cathbad, Asgall, or Win-
nowa) may recount the same tale, should the heroes express their
• Gwynder represents Lady Vivien and the Wild Court if the
PCs helped the bandit queen solve her problems in The intention of infiltrating the castle.
Ogre’s Bride and choose this moment to redeem the favor
she owes them. Have Fun Storming the Castle!
• Either Fiacail or Ailill (depending on which of the two broth- The PCs may also decide to skip this chapter in its entirety, opt-
ers the heroes helped) come to the meeting to represent the ing to rush to the Black Peak after finding the last Shard of the Sil-
Llyr Clan if the characters thwarted Killian’s villainous plot in ver Mirror. After all, the Dreamforge is the source of the Maimed
Treason at Selias. King's power, and destroying it will stop him for good. While this
• Iarrl Drust comes leading the Cruach Clan if the heroes is a sound plan, it comes at a high cost for the people of Awal-
have defeated Slough Naga and dispatched the Ghosts of the lon, who are left to fend on their own. They’ll be able to hold off
Croghan Marshlands. the Maimed King's advance for a while, but, without the heroes'
• Fergal, bearing the title of Iarrl of the Vôtari, comes to rep- help and guidance, they'll ultimately be defeated. To determine
resent his Clan if the heroes persuaded Lady Eithne to step their losses, tally the victories the heroes achieved in the previous
down in the Path of the Lost scenario. part of the campaign, as described in the Obstacles section of this
This encounter gives the heroes a chance to meet up with some chapter, but proceed as if they obtained none during the battle it-
old friends and, more importantly, to appreciate the consequenc- self when calculating its outcome.
298
Battle for Awallon
Aids The Hollow army starts at Caer Temair and heads slowly but in-
exorably towards the location the heroes and their allies have
The heroes can count on the help of all the allies they've gained chosen as their base, while the Maimed King himself remains in
during the course of their previous adventures in this final show- his castle, using the Golden Throne to command his minions.
down against the Maimed King. If the players seem uncertain about how to proceed, you may
have some of their allies propose a few plans of attack. For ex-
Obstacles ample, one could propose besieging the Maimed King's castle, or
meeting his army on the open field, while another might suggest
This chapter is focused entirely on the epic battle between the
strengthening the defenses of the location Awallon's forces are us-
forces of Awallon and the Hollow army of the Maimed King,
ing as a base of operation, or attempting to disrupt the Maimed
which should be resolved using the Heroic Battles rules found in
King's control over his army through a complex, magical ritual. In
the Against the Darkmaster Core Rules.
the end, however, the final decision on how to conduct the battle
The forces conjured by the Maimed King are the stuff of legend, should, as always, belong to the players.
a threat unlike anything Awallon ever has faced, except perhaps
during the mythical war against the Giant Kings, so start with a
Menace Rating of 10. Hopefully, however, the heroes have been
working in preparation for this event throughout their previous
adventures, gathering allies and resources that will be decisive in
determining the outcome of this final battle. Each of their accom-
plishments counts as a Victory scored by the heroes, effectively
reducing the enemy's Menace Rating even before the beginning
of the battle, according to the following guidelines:
• If the heroes gathered 1 or 2 allies, besides Lady Brigid and
her Clan, during the course of the previous part of the cam-
paign, award them a Minor Victory.
• If they assembled 3 to 4 allies, award them a Moderate Victo-
ry (not cumulative with the previous point on this list).
• If they've gathered 5 or more allies, award them an Epic Vic-
tory (not cumulative with the two previous points).
• If they saved the sacred tree Og Dara, and restored Caer Sithi
as a Safe Haven, award them another Minor Victory.
• If they've defeated 1 or 2 of the Maimed King's Sloughs,
award them another Minor Victory.
• If they've eliminated 3 or more Sloughs, award them another
Moderate Victory instead.
• The mere presence of Aisling or one of the Og Dara's Lega-
cy weapons is enough to instill a sacred fear in the Maimed
King and rattle the ranks of his army, awarding the heroes an-
other Minor Victory (count this point only once, even in the
case the heroes own both Aisling and the Og Dara's Legacy).
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Part 3 Chapter 1
The Land
2 2 2
17 12 6 5
7
18 15 11 10 4 3
1
16 14 13 9 8
2 2 2
Caer Temair
Caer Temair (meaning "fortress of the high place" in the language
Hollow Shade
of the Aes Sidhe), the Throne Castle of the High King of Awallon,
is strategically situated atop a great hill, positioned at the conflu- Level MR AT DEF TSR WSR HPs
ence of the majestic river Oisìn and its tributary, the Sive. Once 5 15L NA 10 +30 +20 70
a beacon of beauty and nobility, this revered stronghold has now
Attacks CT Rog Adv Lor
been transformed into the primary bastion of the Maimed King's
+75 Weapon/
forces. HH +0 +0 +0
+60 Medium Grapple
300
Battle for Awallon
3. Gatehouse: A double set of mighty wood gates reinforced 4. Outer Bailey: Once a bustling hub of activity, the outer bai-
with bronze plates bar the entrance to the castle’s interior. Be- ley now stands barren and desolate. The courtyard is strewn
tween them, a heavy iron portcullis, operated by 2 Ogre with debris and filth, painting a grim picture of decay. Add-
Bruisers, is dropped in the case of an attack. The gates are ing to the haunting atmosphere, the mutilated corpses of
opened only for the Maimed King’s minions, and are guard- several Awallonian soldiers are callously affixed to wooden
ed night and day by 6 Savage Warriors, led by a Savage Brute. stakes driven into the earth, serving as a grim testament to
Ogre Bruiser the depths of the Maimed King’s cruelty. A murder of 1d5+2
Gorcrows peck at the bodies, ignoring passersby unless
Level MR AT DEF TSR WSR HPs
they’re threatened directly.
5 15L LA 10 +55 +15 135
Gorcrow
Attacks CT Rog Adv Lor
+80 Weapon/ Level MR AT DEF TSR WSR HPs
HH +10 +50 +0
+60 Large Claws
1 21F/3L NA 50 +0 +0 15
Elite Large Ogre. See Bestiary for Special Abilities. Attacks CT Rog Adv Lor
+25 Small Beak NB +40 +20 +0
Savage Warrior
Common Small Beast.
Level MR AT DEF TSR WSR HPs
Elite Evil Man. Once per scene, Savage Brutes can issue a challenge Kobold
to a sentient creature who can see them within 15 meters. The
challenged creature must pass a WSR or suffer a -20 penalty to all Level MR AT DEF TSR WSR HPs
their Attack Rolls that do not target the Savage Brute for the rest
2 15L NA 20 +15 +10 35
of the scene. This effect ends if the Savage Brute dies or leaves the
fight for any reason. Savage Brutes are immune to the effects of the Attacks CT Rog Adv Lor
Bruised Condition. Savage Brutes treat Arduous Terrain caused by
rubble, debris, or ruined buildings as Normal Terrain. +35 MeCl/+25Wep NH +30 +15 +0
301
Part 3 Chapter 1
7. Smithy: The castle’s smithy has been in constant use since single soldie’s' essential belongings and provisions. Usually
the Maimed King’s forces have occupied Caer Temair, its the barracks are only half-full at best, with the remaining sol-
fire relentlessly stoked by 2 Kobold slaves. A heap of broken diers occupied in their designated duties elsewhere. Even so,
weapons and armor lies by its door, waiting to be repaired by at least 25 Savage Raiders, 15 Savage Warriors, and 1 Savage
an old, blind Ice Troll, who’s been chained to the forge to ful- Brute can be found here at any moment.
fill his duty. The Troll won’t defend himself if attacked (and
9. Dungeon Tower: This small tower of dark, weathered stone
suffers a -50 penalty to all his Attack Rolls because of his con-
looms menacingly over the courtyard of the Inner Bailey,
dition), but expresses his gratitude if the heroes free him,
iron-barred windows punctuating its facade. Prisoners are
presenting them with a replica of the Castle Keys, which can
kept in cold, dark cells, surveilled by vicious Savage Warriors.
open any door in Caer Temair.
The wicked Ser Agravain, a traitorous Awallonian knight
8. Barracks: This massive, austere building of gray stone can who pledged allegiance to the Maimed King, and was trans-
house up to 100 soldiers. Rows of unadorned bunk beds formed into a Dark Knight as a reward, cruelly oversees the
are lined up against the walls of a series of identical rooms. prison with ruthless efficiency.
Alongside each bed, a modest wooden chest safeguards a
302
Battle for Awallon
their broken fragments covered in obscene graffiti. The sac- Attacks CT Rog Adv Lor
rilege is completed by a symbol of the serpent devouring its +40 Weapon NH +35 +10 +50
own tail, crudely painted in blood onto the floor, in a gro-
Elite Evil Human. Armed with a Short Spear. See Bestiary for Special
tesque display of profanity. A small door leads from this room Abilities.
to the Royal Crypt in the Undercastle Level (see Area 25).
13. Servants’ Dormitory: This plainly furnished room used to 16. Private Audience Chamber: In the center of this chamber
accommodate the castle’s staff, but it’s now empty and dark, rests a graceful, circular table crafted from rich, dark wood.
its windows veiled by heavy drapes. As the heroes enter the Encircling it are stately, high-backed chairs, an exquisitely
room, the faint, translucid figure of a woman materializes carved map of Awallon adorning its surface. A magnificent
out of the thin air. Unaware of their presence, she sits on one tapestry unfurls over the northernmost wall of this chamber,
of the beds, weeping softly and whispering the name "Lady depicting the regal figures of King Alveric and Queen Lira-
Morgawse," clutching a blood-stained handkerchief. Those zel seated upon their thrones, flanked by two complete sets
who listen to her for more than 1 Round must pass an At- of resplendent bronze plate armor, standing as if entrusted
tack Level 6 WSR or succumb to a profound melancholy, be- with its protection. Characters examining the tapestry may
coming Weary. If the characters approach the apparition, she pass a Very Hard (-30) Perception Roll to spot a concealed
compartment hidden behind it. It contains a small box with
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Part 3 Chapter 1
a magical Silver Ring that allows its wearer to cast Mind • Note that a fight breaking out in this room is very likely to
Speech once a day. attract the attention of any other servant of the Maimed
King still in the palace. Starting in the third Round of the
17. Music Hall: The High King’s court used to gather in this
fight, and every 3 Rounds thereafter, you may have an
vast room for their grand balls and other joyous revelries. Its
NPC from another location within the castle arrive in
walls are covered in polished mirrors, creating an illusion of
support of the defenders.
limitless space that enhances the room’s grandeur. Sparkling
chandeliers grace its beautiful ceiling, frescoed with pleasant,
bucolic scenes. Abandoned and forgotten in a quiet corner, a Faceless Demon
majestic golden harp, which princess Morgawse used to play Level MR AT DEF TSR WSR HPs
on special occasions, now rests in melancholic solitude.
8 18L MA 40 +40 +50 120
• There’s a 10% chance the Maimed King is here when the Attacks CT Rog Adv Lor
heroes enter this room, pensively staring at his sister’s in- +110 Huge Unarmed HH +70 +40 +50
strument. Otherwise, the room is empty.
• The harp is perfectly tuned, and, if it’s played for 10 min- Elite Medium Demon. See Core Rules for Special Abilities.
utes or more, its music heals those who listen to it from
their Weary Condition (but attracts the attention of the Hollow Shade
Maimed King and his servants). Level MR AT DEF TSR WSR HPs
• The first character to examine the mirrors closely sees el-
5 15L NA 10 +30 +20 70
egantly attired men and women engaged in a graceful
Attacks CT Rog Adv Lor
dance within the hall's reflected image. The vision lasts but
+75 Weapon/
an instant, then the hall returns to being empty and silent. HH +0 +0 +0
+60 Medium Grapple
18. Throne Room: A set of bronze double doors lead to a great Elite Medium Undead. See Bestiary for Special Abilities.
chamber of ominous magnificence. Shadows dance across
its marble floor, under the wavering light of the flickering Savage Brute
torches ensconced in the walls, as if possessing a life of their
Level MR AT DEF TSR WSR HPs
own. Leering, malevolent figures lurk in the semi-darkness,
kneeling in reverence before a raised dais on the far side of 6 15L LA 20 +50 +30 90
the chamber. Upon this platform stands a splendid throne of Attacks CT Rog Adv Lor
pure gold, casting a faint radiance that struggles to repel the +90 Weapon NH +40 +40 +10
encroaching darkness.
Elite Evil Man. Once per scene, Savage Brutes can issue a challenge
• Most of the time (70% chance) the Maimed King is found to a sentient creature who can see them within 15 meters. The
challenged creature must pass a WSR or suffer a -20 penalty to all
here, sitting on the Golden Throne and overseeing his their Attack Rolls that do not target the Savage Brute for the rest
wicked court. The figures kneeling before the throne are of the scene. This effect ends if the Savage Brute dies or leaves the
his personal servants and bodyguards, composed of 2 fight for any reason. Savage Brutes are immune to the effects of the
Bruised Condition. Savage Brutes treat Arduous Terrain caused by
Savage Brutes, 2 Hollow Shades, and 1 Faceless Demon. rubble, debris, or ruined buildings as Normal Terrain.
They never leave this room, unless commanded to do so
by the Maimed King himself.
• The Golden Throne and its powers are described in de-
tail in the High Kings of Awallon section of the Epilogue.
304
Battle for Awallon
20
21 22
19
24 23
Upper Floor 21. Guest Room: Once used to receive the High King’s most
important guests, this elegant room has now become the
residence of the Maimed King’s personal valet, a groveling
19. Upper Hall: An elegant carpet covers the floor of this hall,
Dwergar Wretch whom the Maimed King cruelly named
muffling the steps of those who traverse it.
Toad. Oblivious to the actual worth of the precious furni-
20. Balcony: The castle’s wide balcony opens upon a steep prec- ture adorning the room, Toad has overturned the bed and
ipice, offering a breath-taking view of the Oisìn River Valley dragged a pile of carpets, sheets, and pillows to the center of
below. A Gwythaint has recently made its nest here, guard- the chamber. He uses this mound of fabric as his nest, hiding
ing the castle from those who would approach it by air. underneath it if somebody walks into the room.
Gwythaint • The pile stinks vilely, but characters searching it find sev-
Level MR AT DEF TSR WSR HPs eral pieces of silverware (TV2), some shards of broken
colored glass, and a Masterwork quality Dagger.
4 55F/8L NA 40 +25 +15 80
• If the PCs draw their weapons, Toad falls to his knees,
Attacks CT Rog Adv Lor
begging for mercy. If the heroes spare him, he pretends to
+80 Medium Beak NB +25 +35 +0 help, but betrays them at the first opportunity.
Elite Medium Beast. Gwythaints have excellent eye-sight. They gain Dwergar Wretch
a +15 bonus to all sight-related Perception Rolls. As long as they’re
airborne, if they charge a creature on the ground with their Claw Level MR AT DEF TSR WSR HPs
attack, Gwythaints can move 8 meters in the air right after attacking
as part of the same action. 3 14L LA 25 +45 +25 55
Attacks CT Rog Adv Lor
+60 Weapon NH +55 +20 +0
305
Part 3 Chapter 1
22. Royal Library: Sunlight filters through stained glass win- per-wrapped Golden Medallion, bearing the image of
dows, casting colorful hues upon the towering bookshelves the sacred tree Og Dara. The piece of paper is inscribed,
that fill this great room. Ancient tomes and precious volumes in clear and elegant strokes of High Faerie, with the fol-
lie scattered on the floor, knocked down from their shelves as lowing message: “Beyond the Hall of Heroes lies the Vault
if by a thunderstorm. of Valor. Shield, Sword, then Plate. Only the tree-bearer
can claim their prize.”
• Occasionally (10% chance) the Maimed King is found
here, leaning over some book in search for hidden knowl- • Heroes carefully searching the room may pass an Ex-
tremely Hard (-40) Perception Roll to notice the hidden
edge about the Golden Throne and its secrets. Other-
passage leading to the Royal Library. The passage opens
wise this room is empty.
automatically if a character holding one or more Shards
• As one of the largest collections of books in Awallon, the
of Morgawse’s Mirror enters the room.
Royal Library offers a +20 bonus to all Cultures or Songs
& Tales Rolls made by characters who are free to con- 24. Royal Chambers: An exquisite four-poster bed stands in
sult it. the middle of this room, surrounded by an assortment of
• Additionally, at your discretion, characters visiting this fine furnishings, such as ornate dressers, an intricately carved
room may uncover books treating a variety of subjects, writing desk, and other luxurious amenities.
possibly shedding some light upon the history of Awal-
lon, or other mysteries they’re investigating.
• Despite having claimed the room once reserved for the
High King, Medrawt is rarely (10% chance) found here,
• Finally, characters perusing the library may pass a Hero-
and yet he has carved on its door a magical alarm ward,
ic (-50) Perception Roll to find a moldy tome holding a
which immediately warns him if someone enters the
Rune of Divination in a hidden compartment behind one
chamber. The ward is Extremely Hard (-40) to detect,
of the shelves.
and can be disabled with a Very Hard (-30) Arcana Roll.
23. Princess Morgawse’s Room: The door to this room is • Three iron chests lie at the foot of the bed. The first holds
locked, requiring a Heroic (-50) Locks & Traps Roll to pick. a great pile of ancient gold coins (TV4). The second 3 Po-
Even after murdering his own sister, the Maimed King tions of Healing, 1 Potion of Heal Injuries, a scroll con-
wouldn’t dare defile her chamber. Thus Princess Morgawse's taining a Rune of Crippling Gaze and a Rune of Dark-
bedroom remains frozen in time, a melancholic sanctuary ness, a Rod of Blink, and a Vial of Giant Spider Venom.
reminiscent of a gentler era. Light filters through lace cur- The third chest holds any fragment of Morgawse’s Mir-
tains, illuminating the elegantly furnished room. Dust set- ror the Maimed King has collected, and a Sphere of Pol-
tles on delicate tapestries and forgotten trinkets, and the silk- ished Obsidian. Used by the Maimed King, the Sphere
adorned bed remains untouched, a small, cloth-bound book allows him to send dream messages to his Sloughs. Oth-
abandoned on its pillow. er creatures attempting to use it are subjected to the gaze
of the Dread Devourer, and must pass an Attack Level 25
• The room contains a variety of precious items, including
WSR or suffer the effects of an Endless Torment Spell for
pieces of jewelry, fine silks, and works of art such as vases,
1 Round for each 5 points of failure.
paintings, and curiosities of all sorts. Together, they are
TV3, but most of them are too fragile or encumbering • Each chest is locked, Very Hard (-30) to open, and protect-
ed by a trap that releases a cloud of Doomspores (see Core
to be easily transported, and all are easily recognizable as
Rules page 204) once it’s opened, Hard (-20) to detect.
property of the deceased princess.
• The book on the bed is a collection of poetry, but char-
acters picking it up notice, between its pages, a pa-
306
Battle for Awallon
29
27
31
25 28 30 32 33
26
Undercastle Level lon. Most of the carvings have been somehow defaced or
mutilated, their shattered remnants strewn across the floor.
As a final act of scorn, the Maimed King killed the 2 brave
25. Royal Crypt: The castle’s previous occupants kept the en-
knights entrusted with safeguarding this sanctum, only to
trance to the Crypts spotlessly clean, and, to honor the dead,
raise them as Hollow Shamblers. Characters examining the
burned scented woods in the great brazier standing in its
statues may pass an Extremely Hard (-40) Perception Roll to
middle. Sadly, the Maimed King’s servants desecrated this
find a small pressure plate opening the secret passage that
hallowed place, trudging over the marble floor, soiling it with
leads to Area 29.
their filth, and toppling the great brazier, scattering its sacred
ashes. Unless the 2 Hollow Shamblers in Area 27 have been Hollow Shambler
dispatched, there’s a 30% chance they have wandered into Level MR AT DEF TSR WSR HPs
this room when the heroes arrive.
2 14L NA 0 +25 +0 35
26. Medrawt’s Crypt: Princess Morgawse had this crypt built Attacks CT Rog Adv Lor
for her brother after he disappeared, declaring him dead. It
+40 Medium Grapple NH +0 +0 +0
contains only a modest stone sarcophagus, its lid expertly
carved in the semblance of young Prince Medrawt, with a Common Medium Undead. If a Hollow Shambler attacks a foe that’s
Engaged with at least two other creatures, its Grapple attack Size
small bronze plaque reciting his name. If opened, a task re-
becomes Large instead of Medium. Hollow Shamblers can attempt
quiring a Very Hard (-30) Athletics Roll, it is discovered that to consume the life force of a Held or Incapacitated living creature
the sarcophagus holds only a skeletal hand. they’re touching as a Half Action. The creature must pass a TSR or
suffer 1d5+1 Soul Damage. Humanoids who are slain by this ability
27. Halls of Heroes: Several niches open on the walls of this rise as Hollow Shamblers 1d10 hours later.
once splendid chamber, showcasing fine marble sculptures
representing the most famous heroes in the history of Awal-
307
Part 3 Chapter 1
28. Crypt of the First King: King Alveric and Queen Lirazel display, they must first insert the medallion into each de-
have been interred here, forever enshrined in a great dou- pression in the following order: first in the space next to
ble sarcophagus crafted from pristine white marble. Shapes the shield, then in the aperture next to the sword, then fi-
of sea-shells, fishes, and other marine motifs are carved upon nally in the indentation next to the armor.
the crypt's walls, a reminder of the queen’s origins, while • If this is not done or is done in the incorrect order, and
its vaulted ceiling is sculpted to resemble the outstretched if any of the PCs try to claim an object outside of this
branches of Og Dara. This construction extends the sacred specified process, then the treasures immediately slide,
tree's protection over this hallowed chamber. mechanically, into hidden compartments. A blinding, sil-
ver light floods the chamber, forcing anyone in the room
• Untouched by the corruption claiming the rest of the
to pass an Attack Level 8 WSR or fall asleep for 1 hour
castle, the crypt feels strangely comforting for those who
per 10 points of failure. Even if a character succeeds at
fight against the Darkness. The Hollow Shamblers from
this WSR, the light is sufficiently surprising and dazzling
Area 27 (or other Hollow Ones) cannot enter this room.
enough to forbid activity pursuant to claiming any of the
Even Wendals will hesitate to cross its threshold. More-
treasures as they slide into their secret chambers.
over, heroes staying here for 10 minutes or more are
healed of their Weary Condition. • The light trap is Very Hard (-30) to detect, and both its
triggering mechanism and the magical glyphs must be
• Characters investigating the walls may pass a Hard (-20)
disabled to disarm it. The first requires a Heroic (-50)
Perception Roll to notice that the motifs carved upon
Locks & Traps Roll, the second an Insane (-70) Arcana
them are all oriented toward a specific point, allowing
Roll.
them to discover the secret passage leading to Area 30.
• The sarcophagus can be opened with an Extremely Hard • The Two Handed Sword is Foefeller, and it once belonged
to an Ogre hero known only as “Big Boy.” It’s a +20 Giant-
(-40) Athletics Roll, and contains the skeletal remains of
slayer weapon that grants its wielder the ability to force
the two monarchs, clad in tattered, gold-threaded cloths,
an enemy struck with it to pass a TSR or be knocked
and wearing several pieces of exquisite jewelry. Both sets
Prone. This ability can be used up to two times a day.
of grave goods count as a TV3 treasure, but desecrating
the grave causes the crypt’s protective aura to fade, there- • The Shield is Weavebreaker, a magical Full Shield once
held by Squall, a noble Asrai hero who fell in the war
by allowing Hollow Ones to enter.
against the Giant Kings. It doesn’t hinder its wielder in
29. Hidden Armory: This small hexagonal chamber was built to any way under water, grants them a +20 bonus to all their
safeguard some of the most sacred relics once held by Awal- SR against Spells and magical effects, and allows them to
lon’s heroes who fell in the war against the Giant Kings. A cast Rushing Wave once per scene.
huge, gleaming, two-handed sword hangs from the eastern- • The armor is Adhamair’s Valor, Runesilver Half Plate tak-
most wall, while a marvelous shield of polished bronze is at- ing the name from the Dahnan hero who donned it. It in-
tached to the opposite side of the room, and a scintillating creases its wearer’s Fortitude by 5 points and makes them
suit of armor stands in between them. immune to Stun.
308
Battle for Awallon
30. Hall of Crystals: Colossal crystals jut from the walls and 32. Halls of the Underking: A marvelous palace extends un-
ceiling of this wondrous hall, emanating a faint radiance that derneath the hill upon which Caer Temair is built. Majestic
bathes the entire area in an ethereal glow. Shadowy shapes halls, masterfully carved from crystal and stone by Gnomish
move within some of these strange crystalline formations, hands, are enchanted to withstand the test of time. The Aes
trapped in a perpetual struggle against their mystical prison. Sidhe lord who dwelt here is long gone, and so is his indus-
trious Court, and yet his resplendent chambers endure, an
• The crystals were created as an emergency measure,
awe-inspiring testament to the ingenuity of their builders.
to hold those consumed by the power of the Golden
Throne. Any Hollow One touching a crystal must pass • The Halls are suffused with a tenuous radiance that burns
an Attack Level 8 WSR or be trapped inside. those with an evil heart, a residue of the ancient Under-
• The crystals can sustain 100 damage before breaking. king’s magic. Servants of the Darkmaster suffer a Super-
They’re treated as having a DEF of +20, Heavy Armor, ficial Fire Critical Strike for each minute they spend in
and take half damage from Piercing and Cutting attacks. this location.
Critical Strikes deal 5 additional points of damage per • While abandoned, the Halls aren’t completely empty. A
degree of severity (e.g., a Moderate Critical Strike would swarm of 2d10+1 Sprites claim them as their residence.
deal 15 additional points of damage) instead of applying They may play some of their jokes on the heroes, or ha-
their effects. rass them from afar for a while, but they’re generally be-
• If one of the crystals is shattered, it releases 1d5 Hollow nevolent, and may even prove useful, should the PCs get
Shades. on their good side.
• The door leading to Area 28 is quite evident from this • The door to Area 33 is perfectly visible from within the
side, and can be opened normally. Halls of the Underking, and can be opened normally
from the inside.
Hollow Shade
• Should you desire so, you may also choose to expand this
Level MR AT DEF TSR WSR HPs location, detailing some of its rooms, and adding a few
5 15L NA 10 +30 +20 70 trials for the heroes who traverse them.
Attacks CT Rog Adv Lor
33. Hidden Entrance: The mouth of this small cave is protect-
+75 Weapon/
HH +0 +0 +0 ed by a powerful illusion, which makes it so that only those
+60 Medium Grapple
who know of its existence can find it. Still, characters looking
Elite Medium Undead. See Bestiary for Special Abilities. for it must pass a Very Hard (-30) Perception Roll to locate it.
The cave contains only a large pool of crystal clear water.
31. The Long Stair: An apparently endless spiral stair connects If moonlight is somehow channeled into the cave’s depths,
the castle’s crypts with the Halls of the Underking below. which are normally too deep to be reached by natural light,
the surface of the pool becomes a mirror, reflecting with per-
fect clarity the concealed entrance to the Halls of the Under-
king, thus allowing the heroes to open it.
Attempts to find the secret door by other means are destined
to fail.
309
Part 3 Chapter 1
Aftermath
Temair’s dungeons (unless they’re already on their way to
Cythraul, in which case a sizable force is sent in pursuit). The
gloating Maimed King reveals his ultimate plan to the pris-
If the PCs win, the Hollow army is destroyed, and the few re- oners before leaving them in the hands of his executioners.
maining Wendals scramble back to their homes in Cythraul. If Still, should they escape, the heroes might have a chance of
the Maimed King survived, he flees to the Black Peak to lick his robbing the Maimed King of his triumph at the last minute.
wounds and plan his vengeance.
The heroes are hailed as saviors of Awallon, healed and showered
with honors. Should one of them accept it, they're offered a place
on the Golden Throne. Otherwise, an ally of their choosing steps
forward and takes the mantle of the new High King of Awallon.
The Blight stops spreading, though the damages it left remain to
be healed, and once again the land knows peace and prosperity.
If the heroes believe their mission is accomplished, you should
proceed to the Epilogue of this campaign. If, on the other hand,
they've accepted the quest bestowed upon them by Morgawse's
dream reflection, and have decided to destroy the Dreamforge,
Cythraul awaits them in Chapter II - Where Cold Winds Blow.
310
Battle for Awallon
311
Part 3 Chapter 2
Where Cold
Winds Blow
Part 3
Chapter 2
I
If the heroes have defeated the Maimed King’s forces, their allies
n the frigid expanse of the desolate Cythraul, encircled by will equip them with mounts and provisions for their journey.
the scorching River of Fire, lies Ildathach, the forsaken city However, occupied with repairing the damages caused by the
of the Giant Kings. Amongst its shattered remnants, ris- war and attending to the injured, they will be unable to accom-
ing as a towering bastion of pure obsidian, stands the Black Peak, pany the heroes on their quest. That is, unless the PCs have dis-
where the Giants built the enigmatic Dreamforge. To seal the closed the consequences coming with the Dreamforge’s destruc-
gates of the Dread Devourer's prison, forever banishing Its malev- tion, in which case some of their allies may be contrary or even
olent shade from the mortal realm, the valiant heroes must brave oppose their decision, insisting there must be another solution.
this desolate land, and bring ruin upon the Dreamforge, aware
If the Free Kins were defeated by the Hollow army of the Maimed
their actions also may herald the end of Awallon itself.
King, or if the heroes left before the final battle, they’ll be com-
pletely on their own in this adventure.
This scenario starts as soon as the heroes head to Cythraul to fol- The Maimed King Strikes Back
low the quest assigned to them by the dream-maiden.
If the Maimed King is still alive, he soon learns that the heroes are
traveling through Cythraul, and swiftly sends a contingent of his
312
Where Cold Winds Blow
minions to intercept them. If possible, he tasks one of the Sloughs Use the Chase rules to determine if the heroes manage to escape
(or another of his trusted lieutenants) with capturing them. Oth- their pursuers, giving the PCs a Distance of 4 or 3 if they've been
erwise, he assigns the mission to the leader of one of the Wendal particularly careful in covering their tracks, and of 1 or 2 if they
tribes still remaining in Cythraul (see Wendal Camps in The Land didn't particularly bother to avoid detection.
section later in this chapter). Whoever is chosen, they'll be ac- Furthermore, once the heroes cross the confines of Ildathach, the
companied by a number of Savage Warriors equal to double that Maimed King automatically detects their presence there and uses
of the PCs, all mounted, plus a Savage Brute riding a Winter Vargr his magic to fly to the Black Peak, where he waits for a final con-
or a Mastodon. If there's a particular NPC the heroes still have frontation with them.
some unresolved issue with, you might want to include them in
this pursuing force, to give the players a chance of tying up loose Savage Brute
ends.
Level MR AT DEF TSR WSR HPs
Savage Warrior
Winter Vargr
Level MR AT DEF TSR WSR HPs
Level MR AT DEF TSR WSR HPs
3 15L LAs 35 +25 +20 65
8 40L NA 55 +50 +40 150
Attacks CT Rog Adv Lor
Attacks CT Rog Adv Lor
+65 Weapon NH +15 +45 +5
+100LaBi HB +25 +70 +0
Common Evil Man. Savage Warriors treat Arduous Terrain caused
by rubble, debris, or ruined buildings as Normal Terrain. Wears Furs Large Spirit, Vargr. Immune to Frost damage, and can breathe a
and wields primitive Handaxes, Light Maces, or Spears. 9-meter long and 3-meter wide cone of freezing mist as a Full Action.
This attack is resolved on the Area Spells Attack Table, with a +70
CMB and a maximum result of 130, dealing Frost damage to all
those caught in the area. Common Evil Man. Savage Warriors treat
Arduous Terrain caused by rubble, debris, or ruined buildings as
Normal Terrain. Wears Furs and wields primitive Handaxes, Light
Maces, or Spears.
313
Part 3 Chapter 2
Chast ofCharacters
Villains
Afang, The Dark Scourge Of all the horrors that survived the war between the Giant Kings
and the Free Kins of Awallon, Afang is perhaps the greatest and
most terrible. A black-scaled nightmare congealed in a shape mir-
Level MR AT DEF TSR WSR HPs roring that of the Dread Devourer, the Worm is consumed by an
18 50L HA 50 +115 +95 380 eternal hunger, and had laid waste to countless foes during the
Attacks CT Rog Adv Lor
course of the ancient conflict. When the Giant Kings were fi-
+160 Colossal Bite/
nally defeated, the spells binding him to the mortal world weak-
+130 Huge Horn/ EB +90 +110 +90 ened, and he slithered back to the roots of the mountain under Il-
*+150 Colossal Trample dathach. For centuries, he slept there, quiescent, barely aware of
Special Abilities his surroundings. The recent surge of Blight, however, sent rip-
Terrifying Presence: Large or smaller creatures seeing a Dragon ples of dark energies through the Dreamworld, strong enough to
must pass a WSR or become Frightened. At the beginning of each
Assessment Phase, Frightened creatures may repeat their WSR to end awaken the dragon from his slumber. With the Giant Kings gone,
this effect. and no one left with the strength to bind him in captivity, Afang
Elemental Resistance: Dragons are immune to non-magical claimed the upper city of Ildathach as his lair and hunting ground.
element-based damage and halve the damage they receive from
For the moment, he’s been content with amassing the treasures
magical element-based attacks.
Draconic Might: Large or smaller creatures cannot Stun a Dragon. left by the Giant Kings in his hoard, while gorging himself with
Additionally, Medium-sized or smaller creatures do not gain Flanking whatever prey he finds within the confines of the ruined city.
or On Rear bonuses when attacking a Dragon. Already, however, he casts his insatiable gaze beyond the walls
Heightened Senses: Dragons can see perfectly under any lighting
of the Giant King’s citadel, wondering what delicacies might be
condition and automatically detect the presence of invisible creatures
(as an always active Sense Invisible Spell, without the need to found there.
Concentrate).
Ferocity: Dragons can use both their primary and secondary attacks
• Afang cares nothing for the machinations of the Maimed
as a single Full Action. They can concentrate these attacks on a single King, and he’s too proud to obey his commands. However,
creature or split them among all opponents engaged with them with he recognizes him as a faithful servant of his own Master, and
no penalties.
won’t oppose him or get in his way.
Overwhelming: Creatures of Medium Size or smaller can use only up
to half of their CMB to Parry melee attacks from Dragons. • If the Maimed King is dead, Afang will be summoned by the
Burrowing: Afang can burrow through earth and stone with a Move Dread Devourer to defend the Dreamforge on the top of the
Rate of 18. Black Spire when the heroes get there.
Acidic Blood: Afang’s blood is corrosive, dealing a Light Fire Critical
Strike to anyone who hits it in melee with an edged or puncturing
weapon.
314
Where Cold Winds Blow
People of Awallon
Cribwr, The Last Giant attempt to elevate them to what he perceives as a more re-
fined and civilized existence.
• He knows next to nothing about Dream Magic, save for the
Level MR AT DEF TSR WSR HPs fact that it’s the reason for the Giant Kings’ downfall. He con-
9 18L MA 45 +70 +30 190 siders the Dreamforge a source of evil, undoubtedly con-
Attacks CT Rog Adv Lor nected to the sorry state of his city. His past attempts to de-
+120 Huge Trample/ stroy it all have failed.
HH +0 +60 +15
+100 Ranged • Cribwr met Medrawt when he visited the city, before Me-
drawt became the Maimed King. The Giant attempted to
Elite Large Giant. Lesser Giant, wears a Giant-sized chainmail
and a similarly sized Magical Metal Helmet, enchanted with a persuade him to desist from his quest for the power of the
Constant Rune of Awe (from the Enchantment Spell Lore, already Giant Kings, but the fallen prince in turn tricked him, and
factored in his stats). Creatures of Medium Size or smaller can use
only up to half their CMB to Parry his attacks. Cribwr can throw used Cribwr’s knowledge of the city to reach the Black Peak.
boulders, fallen trunks and similar objects against his enemies with • He’s deeply worried about Afang’s recent awakening, but the
great accuracy. This attack has a Base Range of 30 meters, uses their dragon is too mighty a foe for him to tackle, and he won’t risk
Ranged CMB, rolling on the Beast Attack Table, with a maximum
result of 150 and hitting everyone within 1.5 meters. the life of his “children” to fight the
beast.
Despite his hunched posture, Cribwr’s imposing figure still sur-
passes in height even the tallest of his Troll subordi-
nates. His massive frame, marred by twisted limbs
and a misshapen torso, gives him a fearsome, almost
bestial appearance, made even more unsettling by the
small tusks protruding from his lower jaw, and by the pro-
nounced asymmetry of his eyes, with the left one dwarfing
the right. Contrary to what his aspect would suggest, how-
ever, Cribwr is a gentle, if melancholic, being, who cares deeply
about his companions, and prefers to resolve conflicts peaceful-
ly, rather than resorting to violence. Too young to have partaken
in the war against the people of Awallon, he miraculously evad-
ed the clutches of the Dread Devourer's corruption, and has only
faint memories about his Kin, the Giant Kings. Still, he’s been liv-
ing in Ildathach for far longer than anyone else, having survived
alone for centuries before the Trolls’ arrival, and possesses an inti-
mate knowledge of the city and its secrets.
• Cribwr is the leader of the group of Ice Trolls dwelling in the
Sacrament district (see The Land section later in this chap-
ter). He treats the Trolls as would a benevolent father, often
chiding them for their inherent propensity for violence, in an
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Part 3 Chapter 2
The Land
Other Hazards
The Frozen Wastes of Cythraul Roll or pick an entry from the table Awallown Hazards-Cythraul
Cythraul is an unforgiving land of towering peaks, frost-laden tun- to generate the Hazards encountered by the PCs while explor-
dras, and endless snowfields. Braving this treacherous domain pos- ing Cythraul.
es a formidable challenge, even for the most seasoned of adventur-
ers, and straight out impossible without the proper equipment. The River of Fire
• Foraging is always at least an Extremely Hard (-40) task, and A colossal chasm, spanning the breadth of 250 meters, surrounds
may become even harder as the PCs get closer to Ildathach, Ildathach, a formidable natural defense, shielding the city from
or face worsening weather conditions. all but the mightiest of assailants. On its bottom flows a searing
• Unprotected characters won’t survive Cythraul’s merciless torrent of molten magma, aptly named the River of Fire by the
weather for long, suffering the effects of extreme cold de- Wendals. Deep beneath the chasm’s ridge, partially veiled by the
scribed on page 146 of the Core Rules. billowing fumes emanating from the molten lava below, stands a
slender bridge of black iron stretching across the whole breadth
Wendal Camps of the rift. A monumental obsidian staircase once descended to
meet the bridge, but it has long since crumbled, leaving only a
A few major Wendal encampments are marked on the map. While
few, scattered stumps of smooth, glass-like stone clinging to the
these are not the only communities that can be found in this region,
cliffside.
they’re by far the largest, and those the characters are most likely to
encounter during their journey. • Climbing down to the bridge requires an Extremely Hard
(-40) Athletics Roll.
• For each of these camps, there’s a 70% chance that its inhab-
itants are servants of the Maimed King, a 20% chance that
• The fumes enveloping it are poisonous, and characters
breathing them must pass an Attack Level 5 TSR or become
they’re unaligned, marauding Wendals (who haven’t been sub-
Weary. If they’re already Weary, they fall to the ground Inca-
jugated by the Maimed King, but still are inimical to the peo-
pacitated, and choke to death in 2d10 minutes.
ple of Awallon), and a 10% chance that they’re a peaceful tribe
of non-marauding Wendals (who won’t necessarily attack the
• A character may pass a Heroic (-50) Wandering Roll to craft
a makeshift protection against the fumes for them and their
PCs and might even help them in their quest).
companions, allowing them to automatically pass the Save
• Each camp hosts 200-300 (or 10d10+200) Wendals. About
Roll.
half of them will be children and non-fighting slaves (captured
from rival tribes). Of the remaining, 75% are Savage Raid-
• The bridge is uncomfortably hot, but not enough to cause
serious harm to those traversing it. However, if the Maimed
ers, 20% Savage Warriors, and 5% Savage Brutes. Each Savage
King has reached the Black Peak, he can cause the bridge to
Brute commands a faithful trained beast, which might be (roll
shake while the heroes are passing through, forcing any crea-
1d10) 1-2: a Deathfang, 3-4: a Winter Vargr, 5-6: a Dire Bear,
ture upon it to pass a Hard (-20) Acrobatics Roll or fall below.
7-8: a Gwythaint, 9: a Mastodon, 10: some other Large Beast.
• At the far end of the bridge, a massive double obsidian stair-
• Servants of the Maimed King are led by a Slough, unaligned
case leads to the points marked with the number “1” on the
tribes by a Dark Emissary, and non-marauding Wendals by a
Ruins of Ildathach’s map.
Level 5 Animist.
• The camps post sentinels to look out for dangers and attacks
from neighboring tribes. Unless the heroes are particular-
ly careful, they’ll be spotted from afar, even if they attempt to
avoid direct contact with the encampment itself.
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Where Cold Winds Blow
Ruins of Ildathach tire Dahnan village, and even the abode of the lowliest of Giant
servants may be as large as a Iarrl's palace. Wealth and opulence
Once an opulent fortress-city of cyclopean proportions, Ildathach are everywhere, and the PCs can easily fill their pockets with gold
is now nothing more than a hollow shell, a faint shadow that can and precious stones just by scraping them off the walls of a few
only echo its former glory. Still, it remains an awe-inspiring sight, buildings. And yet the city has a strange, dream-like quality to it,
with no equals on Awallon. The sheer size of its spires and domes, which makes anything taken from it seem weirdly out of place in
magnificent and resplendent even in their ruined state, dazzles the hands of the heroes.
the senses of the onlookers, who can only wonder what the city
looked like at the height of its splendor. Inhabitants
When you describe the ruins to the players, remember that ev- The city is built upon two large terraces, right under the shadow of
erything in here is giant-sized. The risers of stairs are obstacles to the Black Peak itself. The lower level once hosted Ildathach’s pro-
be climbed, archways cavernous spaces that could swallow an en- duction center, where the Giant Kings' slaves once dwelled and
Roll Hazard
A herd of 2d10+5 Mastodons rumble towards the PCs. Perhaps they’re simply trying to defend their young, or maybe they’re
1
attempting to get the heroes to help them free a member of the herd who got stuck in a mud pit.
A frigid wind starts blowing, carrying with it a howling Blizzard that covers the landscape in a blinding veil of pure
whiteness. While the world around the PCs is reduced to a featureless landscape, a host of dark, moaning shapes emerges
2
around them. The heroes must face 2d10+2 Hollow Shamblers and 1 Hollow Shade while enduring the adverse weather
conditions, or find a way to evade them, using the blizzard as cover.
The heroes meet a party of 1d5+1 Wild Trolls, led by an Ice Troll Battlerager. Their leader might invite them to join the
3 Trolls in their hunt for dangerous prey, challenge the strongest-looking PC to single combat, or simply launch a battle-cry
and attack.
The PCs come upon a snowfield filled with Ice Sculptures. Upon closer inspection, they realize that the statues are in truth
the frozen bodies of animals and Wendals, their faces distorted in an expression of utter terror. As they investigate them,
4
the temperature starts dropping rapidly, as if commanded by some foul sorcery. Will the PCs join the other victims of this
frozen field?
The PCs come upon a glittering Castle made entirely of ice. Regardless of which direction they turn, the castle stands
5 before them, its imposing gates wide open, as if beckoning them to step inside and explore its frozen splendor. Is this the
abode of a court of Rime Spirits, or a trick of the enemy?
A large patch of black, Blighted Ice stands before the PCs, a vile miasma hovering above it. Going around it will consume
6
precious days of travel, but crossing it means facing whatever horrors lurk within the necrotic mist.
The trail the PCs are following passes through a complex of ancient, Cyclopean Ruins covered in a thick layer of ice and
7 snow. Maybe they were claimed by a clan of Ice Trolls who now use them as their lair. Or perhaps even worse horrors dwell
in these forsaken halls, forgotten nightmares waiting to be unleashed on the world of the living.
The heroes are attacked by a ravenous (roll 1d10) 1-3: Deathfang, 4-5: Gwythaint, 6-7: Dire Bear, 8-10: Pack (1d5+3) of
8 Wolves. As they’re fighting the beasts, a group of 2d5+2 Wendal Warriors surrounds them. Were they chasing the animals or
the PCs?
The heroes find the Frozen Skeleton of a colossal creature lying in the snow. Perhaps these are the remains of one of the
9 Giant Kings of old, or maybe some kind of other forgotten horror. As much as they try, they can’t shake the feeling that its
empty eye-sockets are following their every move. Is the creature really dead? Or does its husk hide an unseen threat?
The ice underneath the heroes’ feet starts creaking, and they realize too late that they’re crossing a Frozen Lake. They must
10 react quickly to avoid falling into the freezing waters. Just as they’re about to reach the safety of the lake shore, a mass of
writhing tentacles burst out of the ice behind them as a Kraken attempts to drag them into the frigid depths.
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Part 3 Chapter 2
toiled for their masters. It is now occupied by two warring fac- Layout
tions: a clan of decadent Dwergar, descendants of those who once
served under the Giants Kings' rule; and a group of Ice Trolls, led 1. The River of Fire: See The River of Fire section above.
by Cribwr, the last surviving Giant in all of Ildathach. The Dwer-
2. Slaves’ Residential Area: This was the area where the Giant
gars and the Trolls, however, aren’t this level’s only inhabitants. Its
Kings' slaves lived, so the buildings here, while relatively large,
desolate streets are haunted by hosts of Hollow Ones, drawn here
aren't as monumental or ornate as in other parts of the city.
by the Dreamforge’s nefarious influence, and several of its decrep-
Many of them are completely empty, ruined by the vagaries
it buildings and alleyways have become the lair of wild beasts or
of time, or picked clean by the members of one of the fac-
other monsters.
tions currently vying for control over the lower terrace. Oth-
The upper level was the residential area, and houses the city's ers, however, are still in pristine conditions, or at least un-
most important buildings, as well as the palaces of the Giant touched by the hands of thieves and pillagers. Whenever the
Kings and the access to the Black Peak. Recently, it has been tak- PCs travel through this area, and each time they stop to ex-
en over by a Lindworm named Afang, and it's avoided by all the plore a building within it, roll or pick an entry from the table
other residents. below to determine what they find.
Roll Encounter/Event
The building the characters are passing through Collapses, causing 5d10 damage and a Grievous Impact Critical Strike to
1
anyone within.
The PCs run into a nest of Great Spiders, who have spun their web across two edifices. Characters failing a Hard (-20)
2-3 Perception Roll get stuck in the web until it’s destroyed or they spend a Full Action and pass a Challenging (-10) Athletics
Roll to free themselves. Soon after touching the web in any way, 1d5 Great Spiders arrive to claim their prey.
An entire cluster of dwellings has been contaminated by the Blight. The walls of buildings in this area are brittle and prone
to collapse, while the ground suppurates a caustic, black ichor in several points. Avoiding the Blighted zone brings the PCs
4
through a neighboring area of your choice, while traversing through it requires them to pass a Very Hard (-30) Wandering
Roll to avoid being caught in an eruption of black ichor, causing a Moderate Dark Magic Critical Strike.
The heroes spot a secluded, structurally sound building offering a rare moment of solace and refuge within this desolate
5
city. If they decide to rest here, treat it like an automatic Success on a camping Roll.
The PCs run into (roll 1d10) 1-3: 1d5 Ice Trolls intent on looting some building; 4-6: 2d5+1 Dwergar Wretches skulking
6-7 around in search of supplies; 7-9: 1d5+2 Hollow Shamblers and 1 Hollow Shade wandering the streets with no apparent
aim; 10: a single Ice Troll fighting against 1d5+1 Dwergar Wretches, slain bodies littering the ground around them.
The heroes find an Ancient Cache of goods hidden beneath a pile of rubble, holding (roll 1d10) 1: a palm-sized obsidian
token, acting as a pass for the gates in Area 16; 2-3: a number of small metal cans containing the preserved meat of some
8-9 unknown animal (counts as a week worth of rations, 20% chance of causing severe stomach pains if consumed), 4-5: a well-
preserved Healer’s Kit; 6-7: a flask of Reviving Cordial; 8: a Superior Quality Lockpick or set of metal-working tools; 9: an
Earthshaker Orb (see Core Rules page 297); 10: a Potion of Haste.
10 While passing through a dilapidated building, the PCs find a Hidden Passage leading to another area chosen by the GM.
[3.13]
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Where Cold Winds Blow
20 17
22
21
18
19 17
16 16
14
15 15
2 9 5
13 11 12 3
10
8 7 6
2
4
3. Manufacturing District: Ildathach’s manufacturing dis- • Characters who pass through here are stalked by 1d5+2
trict is a bewildering labyrinth of weathered basalt and rust- Dwergar Wretches, who observe them from a distance
ed metal. Twisting, desolate streets are lined with rows upon for a while (test the heroes’ Perception against the Dwer-
rows of identical gates and entryways, leading to dilapidated gar’s Roguery bonus to see if the PCs realize they’re be-
workshops and ruined warehouses nestled together like the ing followed).
cells of a huge, hideous honeycomb. • If the PCs are wounded, stop to rest, or get separated, the
Dwergar ambush them, using nets and weapons coated
• The seemingly abandoned streets of this district are in
in Giant Spider Venom (see Core Rules, page 204) to take
truth closely surveilled by the fallen Dwergar who con-
them captive. Captured PCs are dragged to the Waste Pit
trol this area. Seldom venturing into the open, they favor
(see Area 4 below), to be judged by the Supervisors.
the expansive network of tunnels, shafts, and concealed
passages that sprawl beneath the surface, which allows • If the heroes look too strong to be captured, some of the
Dwergar may come forward to prostrate themselves before
them to move about without being seen.
the PCs and offer their help in navigating the city. If the char-
• These tunnels are far too extensive to be mapped, as they
acters accept their help, there’s a 50% chance the Dwergar
could take days, if not weeks, to be explored in their en-
will lead them into a trap, a 30% they’ll attempt to trick them
tirety. Characters attempting to navigate them without
into attacking the Ice Trolls with false tales of great treasures
the guide of a Dwergar must pass a Heroic (-50) Wan-
and hidden passages to the Black Peak, and only a 20% that
dering Roll.
they’ll actually get them to the heroes’ desired destination.
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Part 3 Chapter 2
• The Supervisors are hateful and cruel, ruling the Wretches • Unless openly hostile, the heroes are met with curiosi-
with an iron fist, but can be swayed in their decisions if they ty by the district’s inhabitants, who invite them to meet
think something could benefit them or the clan. While they their leader at the High Temple (see Area 7).
loathe all outsiders, and normally have them executed on • Should a fight break out, 1d5 Ice Trolls and 1 Ice Troll
sight, the Supervisors are quick to come to compromise if Battlerager keep the PCs occupied, while the others run
they are led to believe that the heroes could help them over- to the temple to warn Cribwr. Only if the PCs defeat the
throw the Ice Trolls or expand their dominion. In the end, Ice Trolls will the Giant, accompanied by a further 2d5
however, they’re a xenophobic, traitorous bunch, and will Ice Trolls, join the fray.
betray the heroes once they’ve obtained what they seek.
320
Where Cold Winds Blow
• Once a temple where the slaves would gather to worship 9. Arena: In this huge colosseum of black marble, captives
their masters, this building has now become the palace of were once pitted against one another and savage beasts,
Cribwr, the last Giant of Ildathach, and of the Ice Trolls for the amusement of the Giant Kings and their slaves. It’s
who recognize him as their ruler. now considered a neutral area, and occasionally used to host
• Each entrance is guarded by 2 Ice Trolls, and 2 Ice Troll meetings between representatives of the Trolls and the Dw-
Battleragers act as Cribwr’s personal bodyguards inside ergar when matters concerning both factions need to be dis-
the building. cussed.
• If the heroes persuade him that they’re here to destroy 10. Contested Territory: The Dwergar and the Trolls engage in
the Dreamforge, or that they can kill the dragon, he’ll give ceaseless scuffles and small battles to assert their dominance
them an obsidian pass seal for the gates in Area 15, and over this particular section of the city, a contested territory
have 2 Ice Trolls guide them through the ruins to the that frequently changes hands between the factions. Each
stairs to the upper terrace. side strives to claim different parts of the area, but both lack
Ice Troll Battlerager the manpower to hold them for more than a short time.
Level MR AT DEF TSR WSR HPs • While traversing this area, there is a 50% chance the PCs
encounter (roll 1d10) 1-3: 1d5+3 Dwergar Wretch assas-
8 15 MA 10 +85 +25 200
sins; 4-6: 1d5 Ice Troll scouts; 7-10: a fight between a par-
Attacks CT Rog Adv Lor
ty of 1d5-1 (minimum 1) Ice Trolls and double that num-
+110 Battle Axe HH +5 +45 +0
ber plus 1 of Dwergar Wretches.
Elite Large Troll. See Bestiary for special abilities. • Otherwise, treat this part of the city as Area 2.
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Where Cold Winds Blow
• Characters triggering the alarm must also pass an At- nesilver Mattock; a +20 Magical Scimitar that inflicts an
tack Level 9 WSR or become Frightened for 1 minute additional Moderate Lightning Critical Strike when it hits
for each 10 points of failure. and allows its wielder to cast Haste as a 7th Weave Spell
once per day; a fist-sized Ruby that glows faintly of its own
17. Villas of the Giant Kings: The ruins of six sprawling palaces
light if there are Tainted creatures or servants of the Dark-
of colossal proportions rise in this area. In their day, each was a
master within a 30-meter radius, and allows its wielder to
marvel of artistry and architecture, sporting swooping towers,
spend a Full Action to hold it over their head and inflict a
gleaming domes, enchanting courtyards, and more rooms that
Moderate Fire Critical Strike to every Undead in a 6-me-
one could count. What time and neglect didn’t ruin, however,
ter radius twice a day; a great Golden Harp, always per-
Afang tore down in his mad hunt for treasures, and now these
fectly tuned, which acts as a +5 Magical Focus and dou-
magnificent palaces are mostly a vast heap of rubble.
bles the Range of any Spell Song cast by its wielder; a Silver
18. The Great Plaza: An immense circular plaza, adorned with Amulet in the shape of an eye, which increases its wear-
once magnificent sculptures and obelisks, is now mostly fallen er’s Wisdom by 10 points and allows them to cast Pre-
to rubble. Here the Giant Kings used to gather to deliberate on science and Portent once per day each; a pair of Armored
matters of importance. Boots which magically adapt to their wearer’s feet, grant-
ing them a +10 bonus to their DEF and Acrobatics Roll, in-
• Afang likes to lie here from time to time. There’s a 20%
chance the PCs will find the dragon in this area. Unless the creasing their land Move Rate by 5, and allowing them to
heroes attack immediately, he’ll toy with them for a while, cast Jump once per day; and a Ring with a mirror-like gem
trying to ascertain the PCs’ strength and motives before set in its face, which grants its wearer a +10 bonus to their
devouring them. Save Rolls against Spells, and allows them to cast Reverse
Spell once per day.
19. The First Circle: Here stands a circle of massive, glyph-carved • There’s a 50% chance that Afang will be resting here when
stones, far greater in size than any of those found in the rest of the PCs arrive. He feigns to be asleep to lure them closer
Awallon. This was the first circle of menhirs the Giant Kings before unleashing all of his rage against them.
ever built, the center of their network of arcane power. Un- • If Afang is not here, 2d5+1 Hollow Shades stalk the palace,
fortunately, closeness to the Dreamforge has forever tainted drawn, like moths to the flame, to the dragon's aura of ma-
it, and those who sleep here will only be plagued by horrible levolence. Should a fight break out between them and the
nightmares. PCs, Afang will notice, and arrive in 1d5 Rounds.
20. Baelor’s Palace: This gargantuan edifice was once the palace 21. Dreaming District: The upper terrace was once, for the most
of Baelor One-Eyed, the supreme leader of all the Giant Kings. part, occupied by beautiful promenades, blooming gardens,
It has been completely hollowed out by Afang, who uses it as and serene pavilions, where the Giant King could rest, dream-
its lair. ing under the starlit sky. Their enchanted beauty has long since
• The dragon has gathered a vast hoard here, an awe-inspir- faded, and only blackened ruins remain here now.
ing assortment of gold, silver, and other precious items be-
• There’s a 30% chance that Afang will be encountered here
yond price and count. Besides the incalculable value of the when the PCs explore the upper terrace.
riches contained herein (TV5), within the dragon’s trea-
sure the heroes can find: several Giant-sized, Masterwork 22. Stairs to the Black Spire: A long, steep stairway, crudely cut
Quality weapons and armors; an assortment of 1d10+1 into the naked rock, climbs up to the top of the Black Spire
stone tablets, each holding a random Rune of Power; an overlooking the city.
Ill-Fated Staff of Cone of Cold; a +30 Human Slayer Ru-
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Part 3 Chapter 2
The Black Spire • To destroy the Dreamforge, the Mirror of Truth must be held
before it for 7 consecutive Rounds. A character must stand
The stairway leads to a great circular platform on the top of the right in front of the gate, and spend a Full Action to hold the
Black Spire, mirroring the one that the heroes witnessed in the vi- Mirror each Round for it to be effective. If this process is in-
sion they had during the Prologue of this campaign. Strong winds terrupted, it must begin anew.
buffet its surface, and its edges are circled by great, rime-covered • At the end of each Round's Assessment Phase, one or more
walls of black stone, upon which are carved the visages of Giant of the stone visages erupts into dark flame, unleashing a mag-
Kings. As happened in their dream, a colossal stone gate stands ical attack against the PCs.. Roll on the table below to deter-
on the far end of the platform, carved with the image of a drag- mine its effects.
on biting its own tail: the object of their quest, the Dreamforge. • Each visage can sustain 80 points of damage before breaking.
Unlike the gate beheld in the vision on the top of Pact Hill, how- Each is treated as having a DEF of +20, Heavy Armor, and
ever, the real one is cracked in multiple places, tendrils of dark- takes half damage from Piercing and Cutting attacks. Criti-
ness insidiously seeping through the fissures opening on its sur- cal Strikes deal 5 additional points of damage for degree of
face. severity (e.g., a Moderate Critical Strike would deal 15 ad-
ditional points of damage) instead of applying their effects.
• If the Maimed King is still alive, he’ll wait for the PCs here.
Otherwise, the Dread Devourer will summon Afang to de-
• Once smashed, a visage loses its powers. If a roll would indi-
cate it activates, nothing happens instead.
fend the Dreamforge, and the dragon will arrive in 2 Rounds.
If both the Maimed King and the dragon are dead, only a If the Dreamforge is destroyed, proceed to the campaign’s Epi-
number of Hollow Shades equal to that of the PCs will stand logue.
in defense of the gate.
Roll Encounter/Event
Visage of Baelor: a great ball of flame shots from the single eye in the middle of this visage, targeting a random hero. Treat
1
it as a Fireball (from the Eldritch Fire Spell Lore), attacking with a bonus of +80.
Visage of Elatha: the bestial visage emits a deep growl, and the ground shakes under the heroes’ feet. Every character
2
standing on the platform must pass a Very Hard (-30) Acrobatics Roll or fall Prone.
Visage of Ysbaddaden: the horns of this visage glow of a terrible power, conjuring visions of nightmare in the mind of the
3 heroes. A random PC must pass an Attack Level 10 WSR or suffer the effect of Ghostly Foes (from the Trickery Spell Lore) for
1 Round for every 10 points of failure.
4 Visage of Gak-Magàk: this grinning visage cackles, and a Hollow Shade appears in the middle of the platform.
Visage of Maelogawr: a cloud of freezing mist streams out of the fanged mouth of this visage. Treat it as a Cone of Cold
5
(from the Eldritch Frost Spell Lore), targeting a random hero and attacking with a bonus of +80.
Visage of Octriallach: the scales-covered visage snarls, conjuring a powerful water vortex amidst the heroes’ ranks. Treat it
6
as a Whirlpool (from the Eldritch Tide Spell Lore), targeting a random hero and attacking with a bonus of +80.
Visage of Yrgoll: the eyes of this visage blink, creating a cloud charged with crackling energy. The cloud lasts 2 Rounds, has
7 a 3-meter radius, obstructs line of sight (providing Partial Cover), and is centered on a random hero. Characters ending their
Round in the cloud suffer a Moderate Lightning Critical Strike.
8-9 Roll two more times on this table, rerolling any result of 8 or more.
10 Nothing happens. If you rolled a 10 on the previous Round, pick any result from 1 to 7 on this table instead.
[3.14]
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Where Cold Winds Blow
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Part 3 Chapter 2
Epilogue
F
or better or worse, the war against the Dread Devourer First of all, the new king will need to channel their energies into the
of the Void has ended, and the heroes are left to face its Golden Throne to heal the land, and restore it to its previous state
consequences. (see The Golden Throne of Awallon boxed text for a full descrip-
While the ending of the campaign has been left open for you to de- tion of the artifact’s powers). Failing that, the Blight won’t recede,
velop, it is essential to consider three significant possibilities that and the Dreamforge will soon crack under the assault of the Dread
may shape its outcome, aligning it with the events that unfolded Devourer, who’ll then be free to wreak havoc upon the world.
throughout the game. These potential scenarios bear great weight Healing Awallon, however, is only the beginning. While the PCs
in shaping the narrative's conclusion, as well as the future of Awal- may have stopped the Maimed King’s plan, the malevolent influ-
lon and the heroes both. In other words, the campaign's finale will ence of the Darkmaster persists, and the Dread Devourer will con-
be very different, depending on whether the heroes claimed the tinue to seek opportunities to break free from Its prison as long as
Golden Throne for themselves (or gave it to one of their allies), de- the Dreamforge remains operative. Some of his servants (potential-
stroyed the Dreamforge, or were utterly defeated by the forces of ly even the Maimed King himself, unless the heroes have discov-
the Maimed King ered a means to circumvent his Undying capability) may have man-
aged to survive, and may return in the future to cause more trouble.
Moreover, the lingering presence of the Darkmaster’s servants isn’t
High Kings of Awallon the only threat the new High Kings of Awallon will have to face.
Former allies may quickly turn into enemies, should they feel some-
After defeating the Maimed King, the heroes may well decide to how wronged by the decisions made by the new monarchs in the
claim the Golden Throne for themselves, or have one of their trust- aftermath of the war. Others may start to secretly covet the power
ed allies take the role of High King, rather than setting out to de- of the Golden Throne, and new generations may even question the
stroy the Dreamforge. Whether their choice is conscious or de- necessity of a High King's presence altogether. The war has shaken
rived from the fact that they failed to gather all the clues left in the the very foundations of Awallon’s power structure, and the heroes
Shards of Morgawse’s Mirror, it leads to some interesting conse- will find that the world of courtly intrigue and politics may be more
quences. dangerous than a dragon’s lair.
326
Epilogue
The Dreamforge Destroyed to fade, and the Golden Throne loses all of its powers. An eter-
nal winter slowly descends upon Awallon, as the isle reverts to its
If the heroes succeed in destroying the Dreamforge, the gate to true natural state. In the span of a few months, the entire realm
the Dreamworld created by the Giant Kings is forever sealed. will be covered by a thick blanket of snow.
The Dread Devourer of the Void makes a last, futile attempt to What does this mean for the heroes and the rest of Awallon's in-
smash through it, raging against its ethereal barriers with a fury habitants? Will they stay, no matter what, and attempt to survive
that shakes the very foundations of the Black Peak, but It's ulti- this new, harsh land their home has turned into? Or will they flee
mately cast back into Its eternal prison. Blighted areas are quick- across the sea, trying to reach the mythical mainland their ances-
ly healed of their affliction, while Hollow Ones and the other tors left ages ago? What happens if they succeed? Will they find
dark creatures summoned from the Dreamworld (including the salvation on the continent, or will they run into a new conflict?
Maimed King himself, if he's still alive) either crumble to dust, or And will the people of Awallon remember the PCs as the heroes
are sucked screaming into the void. At the same time, every feat who saved them from the Maimed King, or as those responsible
ever accomplished through the magic of the Dreamforge begins for Awallon's downfall?
327
The Devourer Awakens Conclusion
If the heroes fail to stop the Maimed King, or to control the ener-
gies of the Golden Throne, the Dread Devourer of the Void crash- Regardless of the campaign’s outcome, take some time to appreci-
es through the portal of the Dreamforge, making Its grand appear- ate the heroes’ deeds, and the impact they had on the game world
ance into the mortal world after eons of confinement. Awallon is and its people. Before wrapping up, you may spend a few minutes
immediately razed to the ground and turned into a Blighted land- going around the table, asking each player to describe what fate
scape, while its inhabitants are either killed, or transformed into ac- awaits their characters in the next few years, commemorate the
cursed Hollow Ones, enslaved by the will of the Darkmaster. The fallen, or even simply reminisce about their favorite moments in
Dread Devourer then turns Its attention to the rest of the world, the campaign. Even if the game took a dark turn and the heroes
preparing to strike down the rest of the Free Kins and their realms. were defeated, try to end on a positive note, giving the Free Kins a
flicker of hope against the encroaching darkness.
Did the PCs perish alongside their allies, or are they miraculously
saved at the last minute by their own ingenuity, or the intervention
of a greater force? And are the mortal realms doomed, or is there
another chance of stopping the Dread Devourer’s advance?
328
Epilogue
You’ve dreamt of this place. Awallon, the land beyond the eastern sea.
Legends say it vanished a long time ago, like dew in the morning’s sun,
leaving naught but wisps of elusive dreams in its place. And yet, the sun
rises, the morning comes, and we carry our dreams within us.
329
Part 3 Chapter 2
13
11
6
12
8 10
7 5
3 4
2
1
330
ChapterReferences
1. Part I: Prologue & Part I: Chapter 1 - Flames and Shadows A-E
NPCs: Cathbad the Druid; Lady Brigid of the Dôn; Greven; Afang, The Dark Scourge - Part III - Chapter 2; Aidàn the Fox - Part II
Dark Emissary; Old Brugg; Davod, Master Archer - Chapter 6; Alder - Part II - Chapter 6; Aunt Lizzie - Part I - Chapter
2. Part I: Chapter 2 - The Kaldônian Hills 3; Bain Garun, Winter King - Part II - Chapter 3; Badrick Sheldwort -
NPCs: Evan; Riain Part II - Chapter 3; Carmadrial, Queen of Summer - Part II - Chapter
3; Cathbad the Druid - Part I - Prologue; Cribwr, The Last Giant - Part
3. Part I: Chapter 3 - Blood in the Water
III - Chapter 2; Cullen - Part II - Chapter 2; Cumhall the Unblooded -
NPCs: Slough Mor; Nudd; Aunt Lizzie
Part II - Chapter 5; Davod, Master Archer - Part I - Chapter 1; Dukkha,
4. Part II: Chapter 2 - The War Council Zhuul’s Apprentice - Part II - Chapter 5; Elder Asgall - Part II - Chapter
NPCs: Lord Ailill of the Llyr; Elder Asgall; Elder Cailean; Elder 2; Elder Cailean - Part II - Chapter 2; Elder Conn - Part II - Chapter
Conn; Elder Mòr; Elder Tormod; Cullen 2; Elder Mòr - Part II - Chapter 2; Elder Tormod - Part II - Chapter 2;
5. Part II: Chapter 3 - The Darkening of Og Dara Evan - Part I - Chapter 2; Everiall - Part II - Chapter 3;
NPCs: Garganalk, Mother of Spiders; Badrick Sheldwort; F-I
Winnowa, Pixie Arch Druid; Carmadrial, Queen of Summer; Felimid - Part II - Chapter 6; Fergal of the Vôtari - Part II - Chapter 9;
Helsana, Autumn Queen; Kala-ana, Spring Monarch; Bain Garganalk, Mother of Spiders - Part II - Chapter 3; Gorak, the Ogre
Garun, Winter King; Tentale Willowbright; Everiall; Lilly King - Part II - Chapter 6; Greven, Dark Emissary - Part I - Chapter
Urdenback 1; Gwynder - Part II - Chapter 6; Hallas Looprin - Part II - Chapter
6. Part II: Chapter 4 - The White Watchtower 4; Helsana, Autumn Queen - Part II - Chapter 3; Iarrl Drust of the
NPCs: Slough Draal; Ulbayne Trusk; Hallas Looprin Cruacha - Part II - Chapter 8; Iarrl Lugid of the Llyr - Part II - Chapter
7; Kala-ana, Spring Monarch - Part II - Chapter 3; Killian, Selias
7. Part II: Chapter 5 - The Siege of Din Oisìn Marshal - Part II - Chapter 7; Knight Captain Dunan of the Vôtari -
NPCs: Slough Zhuul; Dukkha, Zhuul’s Apprentice; Knight Part II - Chapter 5;
Captain Dunan of the Vôtari; Cumhall the Unblooded
K-W
8. Part II: Chapter 6 - The Ogre’s Bride Lady Brigid of the Dôn - Part I - Prologue; Lady Eithne of the Vôtari -
NPCs: Morfran; Maelogawr's Alp; Gorak, the Ogre King; Gwynder; Part II - Chapter 9; Lady Vivien - Part II - Chapter 6; Lilly Urdenback
Felimid; Alder; Redmane; Lady Vivien; Aidàn the Fox - Part II - Chapter 3; Lord Ailill of the Llyr - Part II - Chapter 2; Lord
9. Part II: Chapter 7 - Treason at Selias Fiacail of the Llyr - Part II - Chapter 8; Maelogawr's Alp - Part II
NPCs: Killian, Selias Marshal; Ralof, Treasonous Rebel; Muirne; - Chapter 6; Morfran - Part II - Chapter 6; Mother Meg - Part II -
Iarrl Lugid of the Llyr Chapter 8; Muirne - Part II - Chapter 7; Nudd - Part I - Chapter 3;
Old Brugg - Part I - Chapter 1; Quillwort - Part II - Chapter 8; Ralof,
10. Part II: Chapter 8 - Ghosts of the Croghan Marshlands
Treasonous Rebel - Part II - Chapter 7; Redmane - Part II - Chapter
NPCs: Slough Naga; Quillwort; Mother Meg; Iarrl Drust of the
6; Riain - Part I - Chapter 2; Slough Draal - Part II - Chapter 4; Slough
Cruacha; Lord Fiacail of the Llyr
Mor - Part I - Chapter 3; Slough Zhuul - Part II - Chapter 5; Tentale
11. Part II: Chapter 9 - Path of the Lost Willowbright - Part II - Chapter 3; The Maimed King - Introduction;
NPCs: Ulùk the Skulltaker; Fergal of the Vôtari; Iarrl Lorcan of Ulùk the Skulltaker - Part II - Chapter 9; Ulbayne Trusk - Part II -
the Dôn; Lady Eithne of the Vôtari Chapter 4; Winnowa, Pixie Arch Druid - Part II - Chapter 3
12. Part III: Chapter 1 - Battle for Awallon
331
Davna
With her towering, muscular figure, and her rugged, unkempt ap-
pearance, weathered by a lifetime spent traversing dense forests
and scaling rugged mountains, Davna can certainly look intim-
idating, at first glance. Those who know her well, however, un-
derstand that her fearsome outlook hides a gentle and welcom-
ing heart.
For many years, Davna has embraced the life of a solitary nomad,
navigating the vast, untamed expanse of Awallon’s wilderness.
Only occasionally did she break her isolation to trade with wan-
dering Dahnan merchants or meet up with her friends.
Recently, however, Davna has been troubled by a series of strange
and haunting dreams, in which he saw tainted waters, wilting
forests, and desolation sweeping over the land. In her heart, she
sensed that these visions had a deeper meaning, and felt com-
pelled to investigate their true significance.
Her search brought her to the abode of her old friend
Muirgel, an Asrai residing in a remote lake. Howev-
er, upon arriving at the lake's shores, Davna was met
with a shocking sight – the once-pristine waters
were now tainted by a sinister blight, mirroring
the unsettling dreams that had haunted her.
Together with her friend, Davna decided to
embark on a journey to find the origin of this
strange blight, and, in doing so, confront the
darkness that haunted her dreams.
Gwilliam
Gwilliam is a red-haired, brawny young man in his early 20s with
large shoulders, a barrel-shaped chest, and bulging muscles. Born
and raised in a simple farmstead on the Kaldônian Hills with his
little sister, his life changed dramatically one day, when he fell
into a cave while wandering alone through the woods. Inside,
he found Shillelagh, a magical wooden club carved with mysti-
cal glyphs. On the way back to his farmstead later that day, how-
ever, he found it under attack by a warband of marauding Wen-
dals. A blinding rage surge in the young warrior upon witnessing
the destruction of his ancestral home. Howling like a maniac he
charged into battle, slaying the leader of the Wendals and forc-
ing the rest to flee. When he came to his senses, however, he
found out he had arrived too late. The farmstead was a smolder-
ing ruin, his parents dead, and his little sister Eileen nowhere to
be found, possibly kidnapped by the assailers. Solemnly swearing
to find her, he left his ruined home and started traveling through
the Hills in search of his sister. On the road, he made the acquain-
tance of Nimue, a Changeling girl who, like him, was forced to
leave her home, and of Hawthorne, a traveling Gnome with an
apparently endless supply of lessons to teach.Glad to have found
some companions for his quest, Gwilliam happily joined their
company, and the three have been traveling together ever since.
Primal Fury: when Gwilliam is under the influence of the Bat-
tle Frenzy Skill, his body twists into a fearsome bat-
tle-form. As long as the Battle Frenzy lasts, Gwil-
liam suffers a -10 penalty to all Skill Rolls made
during the Assessment Phase, but reduces the sever-
ity of any Critical Strike he receives by one degree.
Hawthorne Wisebrow
An impeccably dressed gnome with a long silvery beard, Haw-
thorne Wisebrows is an envoy of the Dandelion Court, a small
group of Aes Sidhe families who have been living in the Kaldônian
Hills since before the arrival of the Dahnan. Once a powerful fac-
tion in Awallon’s Aes Sidhe politics, the Dandelion Court is now
reduced to a handful of individuals, scattered all over the Hills.
Despite this, Hawthorne takes very seriously his role of envoy,
traveling from settlement to settlement to address local problems
and to make sure the voice of Aes Sidhe living alongside the hu-
mans is heard. It was during one of his many journeys that he
met Nimue, a Changeling who had to flee her village after being
accused of witchcraft, and Gwilliam, a young man searching for
his sister. Despite some initial bickering, Hawthorne couldn’t help
but to feel sympathy for the two young mortals. Persuaded that
they wouldn’t get far without his guidance, he let them join him
on the road, and the three became quickly inseparable.
Fairy Step: Hawthorne can spend a Full Action to become invis-
ible. He returns to be visible at the end of the Round, or as soon
as he interacts with another character or speaks. Mortal children
and animals are immune to the effects of this ability.
Muirgel
Muirgel is one of the last members of the Tideguard, an ancient
Asrai warrior society sworn to protect the Free Kins of Awallon.
Once a great and powerful order, counting hundreds of followers,
the Tideguard was decimated during the war against the Giant
Kings. Many of its warriors gave their lives to protect the people
of Awallon from the hordes of marauding Wendals, and the order
never recovered from this harrowing loss. Now the Tideguard is
almost forgotten, and counts only two members: an old, one-
armed veteran called Oitir, and his apprentice, Muirgel herself.
Raised as the last hope for the Tideguard's legacy, Muirgel spent
most of her life beneath the tranquil surface of a small, seclud-
ed lake on the Kaldônian Hills. Under Oitir’s severe tutelage, she
studied the complex forms of the Tideguard’s signature combat
style, the Shielding Wave. The monotonous rigor of her lesson
was broken only occasionally, when Muirgel snuck out to meet
with her only friends: Nebula, a spirited Pixie, and Davna, a gen-
tle-hearted Ogre. In their company, she found respite from her
duties for a short time, as she drank the wondrous tales about the
sun-bathed surface world her friends regaled her.
Everything changed one fateful day when her tranquil
lake became tainted by a sinister blight. The
once-clear waters turned murky, and the
aquatic life that had been her company for so
long began to wither and die. Even her stern
mentor, Oitir, succumbed to a mysterious ill-
ness, forcing an abrupt halt to their lessons as
he struggled to recover.
Distressed and determined to uncover the
source of this devastation, Muirgel reached out to her friends,
and joined them on a journey to the surface world in search of
answers.
Nebula
Nebula is a young (for Aes Sidhe’s standards, at least) and spirited
Pixie, with long, silvery hair, and a freckled face that's often bright-
ened by an infectious smile.
Driven by a boundless curiosity and an adventurous heart, she
left the protection of her Clique quite early in her life, bidding
farewell to her family to explore the island of Awallon.
During her wanderings, Nebula stumbled upon the puzzling
and ominous signs of a spreading blight. In her travels, she ob-
served once-lush meadows turning gray and lifeless, vibrant flow-
ers wilting, and ancient trees withering away. Her heart ached for
the natural world, and she decided to uncover the source of this
affliction.
Seeking answers, Nebula reached out to her dear friend Haw-
thorne Wisebrows, a knowledgeable, if a bit grumpy, gnome who
helped her a few times during her past adventures. Hawthorne,
intrigued by Nebula's reports and concerned about the blight's
implications, urged her to join him and his strange group of trav-
elers, composed by a strapping young Dahnan warrior named
Gwilliam, and a shy Changeling girl called Nimue.
Nimue
Nimue is a Changeling, a child born of mortal parents who has
been blessed by the fae with a touch of their immortal light. Or, at
least, that's what Aunt Lizzie always told her, since she never ac-
tually met her parents. They disappeared soon after she was born,
leaving her to be raised by Aunt Lizzie, an old woman living on
the outskirts of a small village in the Kaldônian Hills. All in all,
Nimue had a happy childhood, playing around her auntie's hov-
el and listening to her stories about fairy queens, giants, and far
away kingdoms. Most of the time, however, Aunt Lizzie would
teach her about the Old Art, the magic she believed to be in her
blood. Under her tutelage, Nimue progressed quickly, but as her
powers grew, she began to attract the attention of the other villag-
ers. Vile rumors started to spread, accusing her of being in league
with evil spirits and practicing dark magic, until one day an an-
gry mob gathered outside of their hovel, screaming for blood.
Aunt Lizzie tried to reason with them, but the villagers wouldn’t
listen to her, and Nimue was forced to abandon the village to
avoid bloodshed. Since then, she has taken on a wandering
life, trying to find her place in the world. In her peregrinations,
she met Hawthorne, a grumpy old gnome, and Gwilliam, a
brooding Dônnish young man. At first, the three traveled to-
gether out of convenience, but they soon became friends, and
Nimue started regarding them as her new family.
Strange Fortune: Whenever Nimue makes an Open-Ended
Roll, she must re-roll the dice and add the result on an Un-
modified Roll of 95 or more, instead of the normal 96 or more.
She must also re-roll and subtract the result on an Unmodified
Roll of 06 or less, instead of the standard 05 or less.
Uncanny: Whenever Nimue rolls doubles (i.e. 11, 22, 33, etc) on
a Deceive or Charisma Roll she must treat any Partial Success
she scores as a Critical Failure, and any Success as an Out-
standing Success.