The Lost Hermitage
Hearts of Ravensdale · p.401
Open source p.401The Lost Hermitage
A meager few nigh-forgotten legends survived the ages about a secret mountain hermitage, the place from which the Oldways originated. In this once-sacred place, which surely lies in ruins now, great magicians – Thaumaturges – taught the secrets of the Unseen. What remains in this husk, forsaken by the ages? Treasures? Secrets of untold magic? What invisible presence lingers there? As threats continue to encroach upon the Dales, the fate of the Oldways is on the edge of a knife. A cruel and restless world breathes down the neck of your mountain home. Will you find the lost hermitage to restore the once-peaceful life in the Dales? Or will you selfishly plunder its boons? The Lost Hermitage is a cozy dungeon crawl into an ancient ruin that is nevertheless a benevolent place – the center of the Lady's influence in the Dales and the source of the Oldways that sustained the Dalish for centuries. As the epitaph on its gates says, “There is no violence here but that which you bring with you.” And indeed, even if the Heroes seek this place for good, many NPCs driven by power and selfishness are at their heels, looking for its treasures or evils. This is the culmination of the Wake of the Oldways series, and the ending to this adventure varies depending on whether you play it in Mountain Mode or Cozy Mode (page 310).
No extracted maps for this adventure — the map is in the source book: Open source p.401
Sections (9)
Background p.402
Background
The Lady of the Dales gave the Dalish many gifts, but none greater than the Oldways. She features in many Dalish songs and legends. Her warmth banished strife from the Dales. Her courage forced monsters back to the shadows. Her legend calms the hearts of frightened children, and her name is never far from the lips of the Dalesfolk. The truth is that the Lady of the Dales left the Dalish a gift: a powerful enchantment, called the Lady's Hem, that has protected the Dales for generations. Now, her Hem is coming undone. The Oldways – the teachings of the Lady – are perhaps not yet strong enough to stand on their own against the coming darkness. The Lady's Hem must be mended, or all the Dales may fall. THE ORIGIN OF THE LOST HERMITAGE In the waning days of the Old Kingdom, the Lady retreated to the then-frontier lands of the Dales, to a Thaumaturgic mountain hermitage built upon Frostfang Ridge. Overlooking Lake Fox and Lake Hare, the hermitage was built into the mountain itself, around the spring that feeds both lakes; an aqueduct was built as part of it, leading from the spring through the hermitage and out to the lakes. The hermitage was a place of quiet learning through experience and tenderness, developing the practice of Thaumaturgy and a connection with the Unseen while nurturing within its disciples kindness, practicality, craft, and stewardship of nature. HOW THE HERMITAGE BECAME LOST After the fall of Gwyrdolin and the disappearance of the Lady, the hermitage – now a temple-school for her teachings – carried on for a time, diligent Thaumaturges teaching the Oldways to young practitioners. But as the Hem's work began and the Dalish fell into a cozy sleep, fewer came to learn about the Unseen, and eventually the hermitage was abandoned. With no one to care for the place, it fell into disrepair until the entire structure was buried under a landslide, leaving only the arches of the highest observation gallery above ground. In time, the people of Hartland forgot about the hermitage and how it once sat at the source of both lakes, though they did not forget the saying: “Hope begins where the tail of a fox and the ears of a hare meet” (page 87). Like the Dalespeople themselves, the hermitage became a hidden seed, full of potential and wisdom, waiting for the day the Dalish will awaken and seek out the mysteries of the Unseen, for the wakening of the Oldways. THE LAST DISCIPLES OF THE HERMITAGE The hermitage has survived as subterranean tunnels and chambers, a hidden ruin inhabited mainly by plant life and wildlife. At its height, the critters of the nearby lands were cared for, uplifted by Thaumaturgy, and even taught to speak by the Thaumaturges; some of the creatures living in the ruins today are their descendants. UNCOVERING THE TRUTH Knowing that the Dalish may come to her hermitage seeking answers when the Hem began to fail, the Lady prepared a memory stone (page 238) to answer their questions… but depending on the mode of your series (page 310), the answer might be a harsh one: • In Cozy Mode, the Hem can be restored by making a great sacrifice, and the Dales will know peace once more. • In Mountain Mode, the Hem was created to allow the Dales to develop hopeful heroes who could one day stand against the Winter King and against Wanecraft, despair, and selfishness. It is now time for the people of the Dales to step into the world and take part in its restoration after the War; that was always the Lady's plan and hope. The Hem has achieved its purpose and cannot be restored, but the Lady will send the Heroes on a new and greater quest. Aqueduct Cave Gate of Intention Original Gate (Blocked) Ruined Paths The Walled Garden The Sacred Chamber The Archways Pitcher Plant
Approaching The Hermitage p.404
Approaching The Hermitage
Synopsis Synopsis The Fellowship begins by Approaching the Hermitage, following an age-old Hartland riddle or the Circlet of the Folkhearth won in The Barleytown Fair, and possibly being followed by a stalker. They discover either The Arches or The Aqueduct Cave (or both), dealing with an old protective ward or territorial wildlife, and find their way into the Ruined Paths inside. Navigating the crumbling corridors, the Fellowship reaches The Walled Garden, which was once a surface garden of great beauty. But the way in is watched over by the Gate of Intention, statues enchanted to keep out visitors with ill intent. If their hearts are true, the Heroes enter and meet the Custodian of the Tree, Scalagorry, and learn about the past of the hermitage. When the time is right, The Lady of the Dales appears before the Heroes and reveals the ultimate truth of the series, as well as the treasures sequestered in the Sacred Chamber. The Heroes must then either make a sacrifice to protect the Dales (Cozy Mode) or undertake a quest far greater than anticipated (Mountain Mode). At the last moment, nefarious intruders appear in the Hermitage, endangering the Heroes' mission and ultimately causing the hermitage to cave in, with the Heroes hopefully fleeing at the last moment. An optional series ending scene, Come to the Dales, can offer a cliffhanger for the next series. Hooks • The Heroes are sent to find the lost hermitage at the behest of the Council of the Oldways that gathered in The Barleytown Fair. • The Heroes learn from The Green Maiden that there is a source for the Oldways and that it is hidden in the Dales, and set out to find it. • Another Creature, such as SorrowBalm (page 324) or Gajowy (page 360), approaches the Heroes and reveals the location of the hermitage, hinting there's something there of great importance to the Dales. • An aged explorer and storyteller recounts a story he heard about the whereabouts of the “Lady's Hermitage”. He may even wish fto join the expedition. War Has Hartland, in the northern Dales, is a place of tree-draped mountains and vast crystalline lakes. The autumn chill biting at your nape reminds you that time creeps ever onward, that soon it will be winter – and if the Oldways fail, what a terrible winter it might be. The lost hermitage of the Lady, if it exists, could have the answers, but in this vast wilderness you might as well be looking for a needle in a haystack. In this scene, the Fellowship locates the hermitage in Hartland, and approaches it in one of these ways: • Follow the Crown: The Circlet of the Folkhearth (page 389) can be used along with a wayfinding ritual (or charm, page 146) to show the way to The Arches (page 406). • Solve the Riddle: The folk of Hartland have a saying: “Hope begins where the tail of a fox and the ears of a hare meet.” The lakes do not meet, but the two brooks that feed them both begin in the same place, a hidden mountain spring from which also emerges The Aqueduct Cave (page 406). The Heroes can learn of this riddle in many ways. Hartlanders, if asked, know nothing about a hermitage, but they are curious to know what the Heroes are looking for and why; if it seems to a Hartlander that the Fellowship's quest is important, they will repeat the saying, as this is a common way to wish good luck. The riddle also appears inside the Circlet, inscribed in its interior side, but this writing can be seen only by those who possess the Sight. A Grim Foreshadowing During their search or investigation, the Heroes may realize they are not alone. Someone is either tracking them or spies on them from afar. This is only foreshadowing, so the watcher soon vanishes into the Hartland wilderness. SOLO: If the Heroes discover who it is, read Who Is It? and choose or roll a die to choose. Otherwise, they will have to wait until this stalker makes themselves known later in the adventure. WHO IS IT? Choose one or more of the following options: • An agent of the Winter King may be following the Heroes to stop them from finding out the truth or from restoring the Hem. This would most likely be Verdan (An Important Letter) or an agent following in his footsteps if he died or foresook his mission. If the Heroes already defeated one Cold-Hearted, the agent could be accompanied by reinforcements. Perhaps Knight Lowtower (page 353) turns out to be a Cold-Hearted (page 302) Stormhelm Knight (page 267), having killed her partner Knight Tanner, or the agent has smuggled an ogre into the Dales, one of the Winter King's monstrous servants. • Thane Codprice (page 392) could hold a grudge and come from Barleytown with his cronies, possibly recruiting other Dalish enemies of the Fellowship such as the Cloudbornes (page 356). • SorrowBalm (page 324) would certainly be interested in the Lady's treasures – the mightiest of all the treasures of the Dales. She cannot wrest these out of the Heroes' hands, so she may summon her Branch's greatest hunter and warrior, Eglerion (page 294), who may not mean to harm the Heroes, but will do so if they resist him. • Sidurg (page 266) is also after the treasures of the Lady. If the Heroes encountered him along their travels and he heard of their search, he kept his eye on them, suspecting they might uncover a simple-looking gem that he greatly desires. • A Wanderlands Grave Robber (page 281) such as Fork-It (page 99) could also have heard rumors about the Heroes and their search. They are looking for treasure and willing to kill to get it. • Crowlings (page 271), who want nothing more than to destroy the Oldways, may be trusting the Heroes will lead them to the Oldways' roots. If the fate of the Oldways is at stake or new Thaumaturges are about to be born, maybe even Grandfather Crow (page 288) will make his play, if your Fellowship can handle him. The Climb The Temple is located on a low peak, reachable through dense forests and rocky cliffs. Play through two or three Vignettes from the Journeys Rambling (page 276), Dark Forest (CBII 144), and Environmental Conditions (CBII, 201). Use the following General Consequences as well: You start to lose hope of finding the Temple in time (hopeless). A mountain lion begins stalking you (New Challenge: Big Cat, CBII 138). By following the wayfinder magic, the Heroes arrive at The Arches (page 406). By following the brooks, the Heroes arrive at The Aqueduct Cave (page 406); the Arches can be seen from there. See You Soon The stalker will also serve as the main villain of the adventure in Intruders in the Hermitage (page 412). Final Effort If the Heroes are stumped about where to look for the lost hermitage, they can begin scouring Hartland for someone who might know. Use a Journey and push the Heroes so they become tired, short-on-supplies, disheartened, or the like. Eventually, they come upon Hartland locals from a small village, hunting camp, or caravan who can point the way to the Arches, the only odd ruin they know in the area.
The Arches The Aqueduct Cave p.406
The Arches The Aqueduct Cave
You climb a steep and overgrown game trail up to the top of a wooded rise. Somewhat abruptly, the trees give way to a small grove, where four stone arches leap over moss and brush. Each is a little taller than a man, and they stand in a rough circle, facing different directions, like windows in search of a wall. Through one, you can see the glistening waters of Lake Hare. Through another, the lapping surface of Lake Fox. But this ruin is unlikely to be merely a scenic overlook. In this scene, the Heroes arrive at the ruined arches and must find a way to access the Lady's Temple. The Arches were not intended as an entry point, however, and finding out how to get inside the Temple may cost precious time. Getting Inside The Heroes can uncover 3 an entry into the Lady's Temple by perceiving subtle clues in the embellishment of the Arches themselves, or by simply digging up the earth until they find a hatch (they may become hungry). The Arches are also protected by a subtle Thaumaturgical enchantment that makes the ruins perplexing for no apparent reason and can cause searchers to get dizzy Once the entry is uncovered, the Heroes can descend into the Ruined Paths (page 407). SOLO: After you uncover 3 the Arches, read The Truth of the Arches. If the Heroes search for a nearby entry instead, they soon happen upon The Aqueduct Cave. CIRCLET OF THE FOLKHEARTH If a Hero is wearing the Circlet of the Folkhearth, the Arches' Thaumaturgical protection recognizes them as a welcomed aspirant; instead of being perplexing, the Hero's search is guided. The Truth of the Arches The Arches are actually the top of the Lady's Temple, once a balcony open to the sky. As such, there is a stone hatch leading below, somewhat buried under years of soil and brush growing around the base of the arches themselves. tired and As you follow the streams that feed the Hartland lakes, you find the remains of an old aqueduct among grasping plants that line the rocky mountain slope, with roots wriggling between stones for purchase. Its debris is strewn all over the hillside, lost to time, but the part that is intact clearly leads into the mountainside. A waterfall of clear fountain water drops from the aqueduct – the single source of both the Hare and the Fox, the place where they meet. Could this be the home of hope for the Dales? There is a cave there, almost hidden from view, but once you are an arm's length below it on the slope, you can see it: a cleft in the rock, dark and narrow, but with an unmistakable trail of carved stones leading inside. High above, a copse of trees perched high on the ridge is huddled around old ruined arches. In this scene, the Heroes find an overgrown cave, downhill from The Arches, which serves as another potential entrance to the hermitage. The cave appears fairly unremarkable, but the further in they travel, the more they see evidence of Old Gwyrdolan stonework, the remains of the hermitage's aqueduct stretching inside. The cave is muddy from the water that still trickles through it into the ruins below. The cave is also now home to a territorial Dire Skunk (page 257) who views an intrusion as a threat to her kits, and has grown to nearly the size of a small bear from living in the proximity of this place of power. However, the Heroes already feel a sense of peace in this place, and may not wish to begin their foray into the Lady's temple with bloodshed. Beyond the part of the cave where the skunk has made a home, the cave continues deeper, with more and more stonework becoming evident, until it connects to the Ruined Paths.
Ruined Paths p.407
Ruined Paths
Is this it? Have you really found the lost hermitage? In the faint dusty column of light piercing from outside, you can discern ancient Gwyrdolan stonemasonry, the like of which can only be found in Old Kingdom ruins and buildings. Gravel crunches under your feet, as your eyes meet the shapes of stones and mortar forming the floor and walls. You are inside a much larger ruin than the Arches or the aqueduct alone let on, that much is certain. The air here is cool and thick with smells of water, loam, and greenery. The stones are split by thick roots and textured with lichen and moss. You must not let your heart stray from your task in this dangerous ruin, and yet you feel something peaceful and hopeful present, a strange tenderness. You light a torch and prepare to forge ahead. In this scene, the Heroes descend into the lost hermitage through crumbling corridors. The ruin is not booby-trapped, but many of the rooms and corridors have already collapsed or are in the process of collapsing, making every step treacherous. Corridors that were once easy to navigate have become full of debris with precarious ceilings, and all is covered in darkness. The descent is a series of Vignettes such as: • Beckoned to Enter, Collapsing Stone, and Path of Filth (without Stagnant Thoughts) (Barrow, page 282) • Blocking Rubble, Grand Hall, or Maze of Twisting Tunnels (Forlorn Ruins, CBII 160) • Any of the Echoing Cavern Vignettes (CBII 146) except A Fiend's Lair Tripping down the wrong hole can Hero fall into the opened maw of a Monstrous Pitcher Plant (New Challenge). Once the Fellowship has overcome one Vignette per Hero, they reach a flight of stairs which ends with The Walled Garden (page 408). AN ALTERNATIVE ENTRY Potentially, a Hero who falls in the Monstrous Pitcher Plant and manages to escape could find their way through tiny fissures broken apart by its roots into The Walled Garden from a different angle, bypassing the Gate of Intention. make a
Garden p.408
Garden
You carefully pick your way down the debris-strewn stairs until they open into a cavernous chamber, dimly lit by scattered shafts of light from cracks in the ceiling. Mosaics decorate the walls, at least where they are not covered by dirt or strangling roots. Troughs of soil are spaced around the perimeter of the chamber, a preserved garden that barely remembers sunlight. In the center of the hall, ringed by low decorative walls, is a shallow pool. A single, almost leafless oak emerges from the distant edge of the pool; against all odds, the tree is alive, and has grown to stretch its branches to grasp the stone adornments of the chamber's walls. The pool, fed by a trickle of water through the ruined corridors, and a few sparse shafts of light shining through animal-burrowed tunnels, provide the oak just enough to survive. But before you walk in, you sense a sudden invisible tug that stops you in your tracks. “This is a sacred place,” you think to yourself, but the soft, tender voice in your heart is not your own. Or is it? It sounds strangely familiar. “Its secret wisdom has waited here through the ages. Are you the one to peer within? What do you bring with you to this place?” You then notice two large identical stone statues of a hooded lady, covered in moss, facing each other on each side of the stair emerging into the hall before you. Each is holding one palm softly against her abs and another facing forward to the other statue, as if guarding the entrance. “Why are you HERE?” In this scene, the Heroes explore the Walled Garden, which was originally on the surface of the hill but was buried by a landslide centuries ago. It is here where the trusted followers of the Lady guided young aspirants. vegetation. Although little grows in them now, the Heroes can make out the various beds where Thaumaturges in training would once have cultivated echinacea and sage, roots like ginger and turmeric, carrots, onions, cabbage, and kale. The Gate of Intention As the Heroes approach the heart of the hermitage, they encounter the growing At its boundary, two statues of the Lady guard the entrance through which the Heroes arrive with a powerful enchantment. An Unseen force demands them to lay bare their heart, judging their answer to the question they all intimately feel: Why are you here? With their piercing gaze, the statues require each visitor to search their hearts for their true motives, forcing them to come to terms with their inner feelings and desires about their quest. Are they being selfish, or selfless? Do they care about their future, or their past? Are they true to themselves, to their Quests? Or is it time to realize priorities within them are changing? This can Heroes apprehensive or doubting, or inspire them to mark Abandon or Milestone. The Lady's presence prevents anyone with ill intent, as well as malicious magical effects, from passing into the inner sanctum of the hermitage (Blocked). Like the Lady's Hem, however, it is fraying, and entryways that circumvent the Gate of Intention exist, such as entering through the pitcher plants' roots (page 407). The Mosaics A series of mosaics of ceramic and glass decorate the interior walls; in direct sunlight their brilliant colors would stand out, but in the subterranean shadows of the temple's present location, they are far less noticeable. Studying these mosaics may complete any Revelations that the Heroes missed so far, or bring them together to recap the past, as well as add important details about the Lady (see last item): presence of the Lady. make Lore H – Celestial beings, called the Children of Twilight, send emissaries to guide humanity. I – The celestial beings of the Emerald Branch taught humanity Thaumaturgy (indirectly causing the War of Thaumaturges, which is discussed later). C – The Dales were once part of Old Gwyrdolin, a kingdom ruled by the Great Thaumaturges, or miracle workers. D – Gwyrdolin fell in the War of the Thaumaturges. J – The War was fought between the then-ruler of Gwyrdolin, the last Great Thaumaturge, known as the Fell Fool, and the Winter King, lord over all Creatures of Twilight. L – Under the rule of the Fell Fool, Gwyrdolin endured in the War of Thaumaturges by using foul magic that soured the land. Its capital sank in the Marshes. K – Many Creatures of Twilight were once Children of Twilight (that's how they got their name), but they fell from grace because of their part in the War, earning the name “Fallen Leaves”. The Lady, who was also one of the Great Thaumaturges of old, foresaw this dark age and prepared for it by leaving for her homeland, the Dales, before the War broke out. There, she wove a miraculous enchantment, more marvelous than the world has ever seen before, to protect the Dales from the ills of Old Gwyrdolin and the wrath of the Winter King so that strong seeds may sprout there: loving and kind hearts who could one day bring hope to the world. To weave that enchantment, she had to give all of her power as well as her life; she then ascended into the Stars, leaving her followers to teach the Dalish the mysteries of Thaumaturgy, a teaching that was gradually forgotten and became known as the Oldways. Core Revelation 8 The Lady was one of the Great Thaumaturges of Gwyrdolin who sacrificed herself to protect the Dales from the Winter King. Custodian of the Tree A chittering, clattering cacophony emerges from the dim chamber around you. A mass of small animals flows like a tide from the shadows: chipmunks, rabbits, squirrels, and weasels, dozens strong, murmuring and chirping as they array around you in a loose circle. They sit at attention, keeping their eyes on you, like a royal court greeting their monarch. With a squeaky cough, an impressively-sized ground squirrel, as big as a small dog, scampers forward and raises a paw. “By the Lady!” the squirrel barks. “Visitors. The first since the tower fell down, down…” The squirrel coughs again, covering his mouth politely – especially for a squirrel – as his small body shakes. “We have not kept things as tidy as I might like, but still… Welcome. I am Scalagorry, keeper of this place. She has been waiting for you.” In this scene, the Heroes meet the talking squirrel Scalagorry and the other animals who have become the custodians of the buried hermitage. Scalagorry is the only one of the animals who is fluent in the Dalish tongue. They are all descendants of the few animals who were taught by the Thaumaturges of the Temple hundreds of years ago, and still revere the Lady of the Dales and try to live by her lessons. With each generation, though, more of the knowledge is lost, and fewer and fewer can speak. Scalagorry trusts that the Lady's presence will keep enemies out – and thus the Heroes must be worthy – but he does not give up all of the secrets of the hermitage right away. Curious about the Heroes, Scalagorry asks about their origin and intentions. The Heroes can glean from him similar tales and histories as the ones depicted in The Mosaics. THE DUSKY GARDEN
The Walled p.408
The Walled
The area was once an atrium surrounded by arches, balconies, and all manner of carefully maintained
Of The Dales p.410
Of The Dales
has been waiting for them here for a very long time. She is near, always, but if the Heroes wait until Starshine (past nightfall), she will appear before them. This could be a test of patience for some, who may be eager to find answers, or treasures. The stay in the garden is serene and uncannily restorative. The Heroes can camp here, speak to Scalagorry, look at the murals, or explore (which may lead them to the Sacred Chamber ahead of time). If anyone is lurking in the shadows (page 412), they wait until the treasures of the hermitage are revealed before making themselves known. SOLO: Read The Origin of the Lost Hermitage on page 402. Chamber Access One of the arches leading out of the cavern ends with stairs descending into a seemingly gaping abyss. Through the hollow, one can potentially reach the covered opening to the The Sacred Chamber, but the opening is not visible unless examined closely, and reaching it is very difficult, requiring an incredible feat of spelunking. The Talking Animals During the time of Gwyrdolin, the Thaumaturges of this hermitage attempted the Art of Awakening practiced by the Emerald Branch, helping animals find self-awareness and develop the power of speech. The animals of the temple have been keeping this art alive in a manner similar to the Oldways – misunderstood rituals, using spells and herbalistic recipes that require local Hartland ingredients. It is Starshine, and the last wisps of daylight die out and fade, leaving the garden cavern in darkness, yet you are not afraid. After a while, starlight begins to shine through. You're not sure if it's your eyes adjusting to the darkness or a faint, mysterious glow, but soon a column of bluish light shines on the oak at the center of the cave. “She is here,” says Scalagorry. Ever so slowly, you begin to notice a faint figure in the starlight. Before it even takes shape, it reminds you of someone you once knew, someone you loved. Fond feelings fill your heart, but the memory of who they are tied to escapes you. At long last, you see the face of an ageless woman, her tresses flowing out of her gentle hood, her travel cloak tattered and frayed. She smiles at you, and at once you breathe a sigh of relief, not knowing why, relaxing every tension you have held. “Welcome, my dear Dalish folk...” In this scene, the entire Wake of the Oldways series reaches its culmination. • The Lady confirms that the Hem (her enchantment) is fraying and that it is time for her influence to wane and watch the Dales from afar. • She introduces the Heroes to their next quest, or provides an opportunity to restore the enchantment (depending on whether you are playing in Mountain or Cozy mode, page 310). • She boons them with two treasures which are in the Sacred Chamber below: her memory stone and her lovers' ring. • An intruder barges into the hermitage, fighting the Heroes for the memory stone or sabotaging their plans to restore the enchantment. • The hermitage begins to collapse, threatening to bury all who stay within. Final Revelations What the Lady says in this dramatic moment depends on the mode of your series. Either way, this is a good moment to have a montage of everything the Heroes achieved throughout the series, as the Lady reminds them why she puts her faith in them, why she has always put her faith in them, ever since she gazed upon them at the Cloven Oak Shrine (An Important Letter, page 333) and even long before that. MOUNTAIN MODE The Hem is fraying, as it was meant to. The time to sleep and dream is over, little Acorns. It is now time for the Dalish to grow out of their shell, to bring the essence that was refined in them into a broken world. Neither the Winter King nor the miasma from the swamps will stop. The only way to heal the broken Wanderlands is to find the capital of Old Gwyrdolin, deep in the Marshes, and uncover the past. Then, the Heroes must venture beyond to a strange and far land called the Kingdom of Rust, where they must recover the Winter King's heart – the only thing that could stop him. Take a moment to see how the Heroes respond to these revelations and whether any of them would like to undertake such a terrible burden and duty. If so, they may be sworn by the Lady there, in a column of starlight by a dead oak, which then symbolically grows a single acorn. COZY MODE The Hem is fraying, and the Lady's time as the protector of the Dales is at its end. But within each and everyone is the power to make an enchantment, if they truly wish it, if they are willing to give their all. What are the Heroes willing to give in order to sustain the Hem and protect the Dales? Perhaps they think that it should not be restored. Consider the sacrifice needed. Will one of the Heroes ascend with the Lady and become a little star, giving their life for the Dales? Or is this a case of the Secret Grace (CBII 78), where all of the good deeds carried out by the Heroes throughout the adventure, all the good will that the Dalish feel toward them, those in themselves are enough to enliven the enchantment? Core Revelation 9 Her enchantment was never intended to last more than 300 years, and there is nothing that can be done to stop it from failing. If the protection over the Dales is renewed, the oak at the center of the cave becomes animated, flourishing and blooming into a thriving, verdant tree. When the hermitage collapses, it is not harmed, but set free to live on the hillside, the focal point of the new blessing of the Dales. Last Gifts When the Lady parts ways with the Heroes, she tells them of a Sacred Chamber below the Walled Garden – the Sacred Chamber. In there, the Heroes will find her two greatest treasures: A betwitched opal, the Lady's own memory stone (page 238), which contains Thaumaturgical knowledge of several Arts (including the Art of Veiling and Art of the Shepherd, page 242), as well as select memories of past events from Gwyrdolin before the War, which could help the Heroes if they emerge from the Dales. The memories reveal that she was once a Dalish woman named Wren Dunfrey, born centuries before the War. A common lovers' ring, or claddagh ring, the kind that are made in pairs for lovers to wear. This one belonged to her, with the other belonging to her beloved, the Great Thaumaturge Heath Ravenfriend. If the Heroes would ever cross paths with him, they could use it as proof of her faith in them. If you would like to reward the Heroes further, other remarkable treasures can be found in the chamber (page 222). However, before they turn to find the chamber, an intruder shows up at the hermitage! Intruders in the Hermitage With a great crashing sound and a cloud of dust, one of the grand arches in the garden – previously clogged full of rubble – now stands cleared. This, you realize, was the main entrance in the days of the hermitage, and it seems someone has just opened it again. The vision of the Lady flickers, seeming once more as distant starlight. Whoever emerges out of the cloud of dust – it is up to you to stop them from plundering the secrets of the hermitage. As if to add to your woes, you hear a crack, like thunder, from above. Soil and pebbles rain from the roof, the wall starts to shift, and the flagstones beneath your feet shudder. The intruder's devastation was the last straw for this ancient ruin – you had better get out of here soon before it comes crashing down on you all. In this scene, the intruder chosen in Approaching the Hermitage (page 404) has entered the hermitage and reached the Walled Garden. They have come seeking the secret of the temple or revenge, and the Heroes must decide how to deal with them. They may be backed up by others using the same profile (if a gang of equals) or by minions. The Lady's influence is all but gone, but a mote of it is still present by the Gate of Intention, in the Sacred Chamber, or by the leafless oak. A wise Hero can try to call upon her power one last time to help with defeating the intruder. SOLO: If you haven't revealed the intruder yet, read Who Is It? on page 405. THE HERMITAGE QUAKES As the Lady's Hem finally gives out, her hermitage begins to collapse; it could not, without magical assistance, remain as intact as it has after being buried for so long. The Heroes can leave either back through the ruined tunnels and corridors, or through the new opening created by the intruders. Though they do not wish to leave their longtime home, Scalagorry and the other devoted critters will accompany the Heroes and help when they can.
The Lady p.410
The Lady
Finally, Scalagorry tells the Heroes that the Lady
Aftermath War Has Come To The Dales p.413
Aftermath War Has Come To The Dales
As they depart the Lady's Hermitage, the Heroes must come to grips with what they have learned about the Hem – that the troubles the Dales have been facing will only become worse – or with the sacrifice they had to make. Take a moment to take stock of all that has happened: • How has the truth about the Lady's Hem affected the Heroes? Does it fill them with hope? Dread? • Who is carrying the Lady's treasures now? • Is the Fellowship's quest to save the Dales concluded, or is it just beginning? What should be done to protect the Dales now? • What happened with Scalagorry and his fellow critters? Are they settling into the forests of Hartland, or perhaps, inspired by the Heroes, they join them in their ongoing quests? If you are playing this adventure as the conclusion to Wake of the Oldways, move on to Campaign Aftermath (page 414). In this optional and tragic ending scene for the adventure and for the entire series, the Heroes come to terms with the reality of their home no longer being kept safe by an Unseen force and that responsibility now falls to them to protect it. Setting the stage for the next series, dire news then arrives of an upheaval in the northern Dales. Night has fallen over Hartland, and the air is alive with the calls of mockingbirds and nightingales. Dinner is light because your hearts are heavy. The Lady's Hem cannot be repaired. The wonder that kept your home from the dangers of the greater world is no more. It is time for you, and all Dalespeople, to take the reins of your own destiny. Give the Heroes an opportunity to discuss their feelings and Quests, inspired by the questions under Personal Journeys (page 414). Then: When the conversation winds down, one of you notices a red-orange glow coating the horizon to the northeast, in the direction of Underbough. Flickering lights of torches along a road down the mountainslope, numerous as stars. Strange, so many people traveling together after dark… Dozens and dozens of people, the sound of their steel boots echoing through the hills. In the coming days, you cross paths with refugees fleeing the northeastern Dales, confused, angry, and afraid, speaking of a great force of knights and warriors that has swept through Underbough, pressing people into service in the growing war against the Winter King. It is true, then. Stormhelm, the city-kingdom to the north, has invaded. War has come to the Dales.