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Tales of the Wolfguard

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he wind howls through the icy peaks of the Moonmaiden Range as you

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The Adventure

Overview & introduction p.1 ↗

Tales of the

Wolfguard

he wind howls through the icy peaks of the Moonmaiden Range as you

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trudge through the soft snow, your breath forming clouds in the frigid air. In the distance, the silhouette of the Faraway Den emerges, a solitary outpost perched on the edge of a cliff, overlooking a vast expanse of frozen wilderness, its foreboding entrance carved in the shape of a wolf’s gaping maws. Your dour eyes hold the echoes of grief and regret, and your footsteps resonate with the determination to leave behind the darkness that clings to you. You are Wolfguards now, and the Faraway Den, as if recognising the unspoken burdens you carry in your souls, extends silent acceptance within its cold and old walls. Together, you will forge a new chapter, bound by a shared commitment to protect Blizzard Vale from the looming threats that will test not only the strength of your arm but also the endurance of your scarred spirits.

Index

Truths of the Setting

Blizzard Vale

Ysvindur

Places of Interest IN YSVINDUR

Local Traditions

The Scorpion Milk Sect

The Barbarian Elves

Savage Mores

The Barbarian Market

The Ikaryas

Culture and Society

Encounter the Ikaryas

The Wolfguard

The Faraway Den

Upgrading the Den

The Ruins of Urizen

Encounters in Urizen

The Urizen Dungeons

Notable NPC

Monsters & Extras

Legends & Rumours

Quest Plot Generator

To the Adventure!

Maps

Wolfguard Journal

Open Game License

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What Will You Find?

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  • Blizzard Vale, its features, setof bravery, fighting, magic, mystery, and extlements, dwellers, factions, monsters and many secrets! ploration! You can easily add this frozen province to your ongoing campaign setting, or
  • The Faraway Den, an outpost manned by the Wolfguard: a you can stage there any number of adventures garrison of soldiers and scouts as if it were a small world of its own. who watch over the vale. Although you can easily bring your party of
  • Legends, rumours, encounters and adventure inspirations for adventurers to Blizzard Vale for any reason all the areas of the vale, plus a compatible with the purposes of your ongoing plot generator to create your campaign, we suggest you give the setting a quests! full try and have your players take on the role
  • An introductory adventure to of members of the Wolfguard — see page 15. start telling the tales of the Wolfguard, and seven encounter-related mini dungeons!

Truths of the Setting

  • Six pre-generated 3rd Level This setting makes some assumptions about characters to dive straight into the adventure with. the game world. Feel free to tweak or ignore them to make Blizzard Vale fit your campaign.
  • An ambient soundtrack to play during your game sessions! The province of Blizzard Vale is part of an old current Emperor is les from the Obsidian Throne in the capital of trains in Rumne and then goes to regions and provinces. gions, while Legates supervise the provinces like Blizzard Vale; lesser Bureaucrats support both Governors and Legates in their many duties. The Empire is going through a phase of deep political crisis remote regions and provinces is ever weakening. Although the empire has always been tolerant towards religious diversity, its offcial cult is that of the First Mother, the divinised figure of mighty warlady who founded the Empire. Lastly, there are clans of barbarian Elves They’re Elves in all respects, but their culture is barbaric. his module is fully compatible with Old School Essentials, and provides you with a tiny setting to stage endless adventures empire spanning a vast continent. The Egon Kruvaja XII, who ru- Rumne. The administrative class Governors hold the re- , and its grip over the most Ezebeth Kruvaja, the native to the region of Blizzard Vale. 1
Blizzard Vale & Ysvindur p.2 ↗

Blizzard Vale

lizzard Vale is the northernmost province of the Empire, conquered with great endeavours centuries ago. It’s a frozen, hostile land with sparse pat-

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ches of conifers, icy rivers, and lakes. The vale is nestled betwixt the high, frigid mountains of the majestic Moonmaiden Range year-round. The wild harshness of nature seems to kindle a deep, unspeakable, almost mystical feeling in many who were born or come to live here. When the Empire arrived in the vale, it was already dwelt by sparse clans of barbarian Elves. Constantly at war with each other as the clans were, it was not diffcult for the imperial forces to overthrow them out of the vale, push them into the mountains where they still live today, and found the town of

The Dachas

The first local custom the people of the Empire learnt from the barbarian Elves, was the use of dachas as mounts and draft animals instead of horses, which are practically useless in these frozen lands. Dachas are large, bird-like but flightless animals that measure about 6’ from head to toe. Domesticated by the Elves in ancient times, they are intelligent, docile, and nimble creatures, perfect for navigating the snow, ice, and rock. The dacha’s stats are on page 28. 2 and is covered with snow Ysvindur, the only bastion of civilisation in such lands of bewildering beauty. The importance of Blizzard Vale and Ysvindur to the Empire has waned over time. If, centuries ago, the region was key to keeping the Empire’s enemies at bay, they have all been defeated and absorbed ever since. Nowadays, were it not for the commerce of exotic goods that Ysvindur guarantees towards the south, the province would have been probably forsaken.

Ysvindur

The town of Ysvindur is two centuries old. It’s partially dug in a mountain both to shelter it from Blizzard Vale’s freezing cold, and because the mountain rock provides a sturdy natural fortification. It’s a maze of alleys, stairways, and small squares, with buildings no taller than three floors that grew without a precise order. The foreigners who visit it all year long find it very quaint. Most of Ysvindur’s 5.000 or so inhabitants have family origins tracing back to the southern regions of the Empire, plus a few others who descend from “civilised” barbarian Elves who came to live in the city. Nowadays, all the people of Ysvindur feel like natives of Blizzard Vale in any way. The order in the city is enforced by the Civil Militia (see page 30), paid citizens who carry out the will of the Imperial Legate and of the Bureaucrats who are with him; the Legate is also in charge of settling disputes between the citizens. Legates usually consider the assignment to Ysvindur as a punishment or a sign of lack of trust. The current Imperial Legate residing in Ysvindur is Lord Tybalt Rathlas.

Places of Interest

IN YSVINDUR

Legate’s Palace

The oldest, largest, and most prominent building of Ysvindur is where the Imperial Legate and the Bureaucrats dwell. All administrative and legal matters are dealt with here, and the building also hosts the Syare, which can be used only by the Legate. A dozen militiamen constantly guard the palace.

Inns and Taverns

Strangers coming to Ysvindur can stay at the Horned Wolf Inn, with fair prices and decent food. There are also a couple of taverns to enjoy a cheerful evening with some friends: the Last Hearth and the Rusty Mug.

The Syare

A Syare is a mystical contrivance of wondrous power! This arcane device serves as a conduit to communicate with other ones. It’s a radiant orb 3’ in diameter, set in elaborate stone support adorned with eldritch runes and shimmering glyphs that dance upon its surface. When the beholder gazes into a Syare, a magical connection is forged with far-off places, granting sight and hearing of whoever scries at the other end. There is at least one Syare in every region and province, and they all can reach, and be reached by, the Sovereign Syare that’s in the Imperial Palace. Moreover, a Syare can communicate with another one no further than 60 miles away, like the ones in Ysvindur’s Legate Palace and in the Faraway Den. 3

The Thrill of Gambling

The Last Stand is a popular gambling game at the House of Pleasures’ tables. Here you are its rules.

  • The Bet: Each player “buys” 1 to 6 , putting as much gp on the pot.
  • The Stand: A game round takes place, where the players roll all the dice they’ve bought. Each die that scores a ⚀ is removed from the game. Players who run out of dice must leave the game. The remaining players keep taking rolling rounds until just one player remains.
  • The Winner: The last standing player wins and takes the pot.
  • Tie: If all the remaining players run out of dice in the same round, they evenly share the pot.

Ysvindur’s Last Guardian

Unbeknown to anyone except the Imperial Legate, the Civil Militia and the Wolfguard are not the only protectors of Ysvindur, for the statue of the First Mother in the temple is, in truth, an ice golem (see page 29). That’s why the temple has no walls! Only the Legate knows the magic words that awake and put to sleep the golem, and the construct only obeys his orders. However, the Legate is bound to resort to its aid only in the most desperate cases. Up til now, nobody has ever seen the construct in action. 4

House of Pleasures

Those of more sybaritic tastes might enjoy a night at the House of Pleasures. Madame Elvira, its charming keeper, gladly ushers in wealthy customers — mostly merchants arriving from faraway lands — and offers them several exotic entertainments for Blizzard Vale: gambling tables, luxury beverages and dishes, bards and comedians, and company for the night!

General Store

Ysvindur has just one general store that sells adventuring supplies, owned by Konstantin Vajda, a peg-legged veteran who hates the barbarians, for he’s sure they’ve kidnapped her daughter Anja when she was only four — the truth of this matter is up to the referee. The store is decently stocked throughout the year; there is a 4-on chance that any equipment item of the Old School Essentials manual is available; if an item isn’t available, repeat the roll after a couple of days.

Temple of the First Mother

It’s a round building with a stone colonnade holding a stained glass dome and no walls. At its centre lies a statue of the First Mother made of perennial ice and 15’ high. A couple of militiamen guard the temple night and day. According to the imperial custom, the cult’s minister is the Imperial Legate, but he can delegate one of the Bureaucrats.

Kastran’s Bric-a-Brac

There’s still some speculation in town about the reasons why the merry yet clever Dwarf Hondo Kastran came a few years ago from his faraway southern homeland to open a magic shop in Ysvindur. Here, the adventurers may find a steady supply of potions, with some rarer magic items from time to time — referee’s choice. The truth about the dwarf’s doings is for the referee only because Hondo is the local sect leader of the Scorpion Milk (see page 6).

Local Traditions

Since Ysvindur is a frontier town whose citizens come from different parts of the empire, it sports some local traditions that strangers may find rather weird.

Winter Carnival

Once a year, during the last day of winter, the streets of Ysvindur are lit with hundreds of coloured lanterns. Children and adults wear wondrous costumes of monsters and heroes of legend and parade throughout the city. This carnival’s climax is at midnight, when all the townsfolk gather in the central square to burn a puppet — more than 30’ tall — resembling a sinister-looking crone. The task to set the puppet on fire falls to the Legate, although Lord Tybalt deems it quite a humiliating concession to uncivilised mores.

Typical Dishes

The cuisine of Ysvindur is a peculiar blend of different food traditions that, over two hundred years, have given rise to some delicious typical dishes.

  • Elk Jerky: Elk meat is cured with a blend of spices and dried to perfection, creating a savoury and nutrient-rich jerky. This is the snack of choice for those embarking on long journeys through the icy wilderness, offering sustenance and a taste of the Blizzard Vale’s unique flavours.

A Town Built Upon a Secret

That of the ice golem is not the only secret the Imperial Legate must keep. Although the citizens of Ysvindur think that the town’s warmth is provided by its natural location, this is only part of the truth. When the Imperial Army conquered Blizzard Vale, Emperor Janosh VI single-handedly defeated a fire demon prince called Ostura. Janosh then confined the demon into a magical prison under the mountains and ordered to build Ysvindur on top of it. Ostura’s relentless and fiery rage is so powerful it actually warms the town above its prison! But over the last 200 years, the demon’s energies slowly dwindled, and the day is drawing ever closer when the being’s rage will wane, and it will provide no more warmth to Ysvindur. wicker 5

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The Scorpion Milk Sect p.6 ↗
  • Frostberry Stew: This is a hearty stew made from a local berry that thrives in the cold climate. Combined with root vegetables, chunks of savoury yak meat, and a blend of northern herbs, the frostberry stew warms the people of the vale and provides essential nutrients to endure the harsh winters.
  • Glacial Trout Pie: A freshly caught glacial trout, known for its succulent and flaky texture, is baked into a pie with a buttery crust. The fish is seasoned with local herbs and spices, creating a dish that pays homage to the icy rivers and lakes surrounding the province.
  • Icicle Mint Tea: The locals brew a refreshing tea from icicle mint, a hardy herb that survives the frost. The invigorating flavour of this hot beverage, enjoyed during the cold evenings, provides the body with a burst of warmth.
  • Spice Bread: It’s a dense and flavourful bread made with a blend of fir’s bark and spices unique to the vale. This hearty loaf is a staple in every household, often served with yak cheese or as an accompaniment to stews.

The Scorpion Milk Sect

As of recently, a sect of assassins originating from the heart of the Empire has turned its attention to Blizzard Vale. The sect is called the Scorpion Milk, and its members are ruthless criminals, although they abide by a strict and weird code of

Secret Signs

All the affiliates to the Scorpion Milk bear a small tattoo of a writhing scorpion behind their left ear! province of Blizzard Vale to the east, which apparently have reunited under the leadership of a mysterious Disowned King interest in pledging at his service for espionage, sabotage and assassination activities. The sect leader in Ysvindur is Hondo Kastran, a seemingly cheerful dwarf who owns the eponymous bric-a-brac shop in Ysvindur. For now, Hondo has only a dozen assassins (see page 30) at his command, but this number is set to grow if his criminal business were to achieve the success the sect masters expect. 6 honour. It’s unclear, however, why such a prominent criminal organisation reached out for such a remote province of the Empire. Perhaps this decision relates to some persistent rumours about the scattered kingdoms bordering the — maybe the Scorpion Milk has an Anytime the referee wants to hint at the presence of the Scorpion Milk in Blizzard Vale, a roll on the following table will set the stage.

1d10

Scorpion Milk’s Misdeed

A prominent citizen of Ysvindur mysteriously dies. An INT check while examining the corpse reveals the victim died of an exotic poison. Investigations 1 lead to strange businesses the victim had with someone outside the Empire’s borders, east of Blizzard Vale. During the night, the ice statue of the First Mother bly defaced and daubed with blood! If the characters investigate, they might 2 find that a stranger bribed the militiamen on sentry to look the other way. The Scorpion Milk infiltrates the from the capital to pay the Civil Militia. As a result, the militiamen start com- 3 plaining and become lazy and listless. The Scorpion Milk lets loose a doppelgänger 4 starts killing random people until it’s stopped. The Scorpion Milk infiltrates an are also present, poisoning the drinks served to an influential political figure 5 visiting the town. The slow-acting poison ensures the victim dies after leaving the gala, leaving no immediate connection to the assassins. The town’s water supply is poisoned with an exotic townspeople goes mad, and chaos ensues as the Scorpion Milk exploits the con- 6 fusion to carry out their real plan, etablished by the referee. An important member of one of the barbarian tribes the monthly market just outside Ysvindur. Scorpion Milk provocateurs put the 7 blame on an innocent militiaman. Proving the militiamen’s innocence is quite an easy task, but the barbarians don’t believe it, and a perilous quarrel ensues. A group of trappers from Ysvindur ribly slaughtered. Apparently, the barbarians are to blame for the heinous crime, but on closer investigation the characters can prove their innocence. But the 8 townspeople, stirred up by Scorpion Milk’s agents, are eager to exact revenge on the barbarians. A man claims to have information tacts the characters, but they find him dead before he can spill the beans. Fur- 9 ther investigations lead the characters to learn something about the Scorpion Milk, but not the sect leader’s identity. Hondo Kastran sells cursed relics Ysvindur that bring misfortune and tragedy to them. Hondo then waits patiently as the cursed items take their toll, eliminating his victims through seemingly

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unrelated accidents and disasters. If the characters’ investigations should lead them to the dwarf’s shop, Hondo will heartily protest his innocence. in the town temple is horri- Legate’s treasury to steal all the money sent on the streets of Ysvindur who important social event, where the characters hallucinogenic extract. The is assassinated during is found just outside the town’s walls, horabout an assassin’s guild in Ysvindur conto some moderately influential people in 7

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The Barbarian Elves p.8 ↗

The Barbarian Elves

All the clans recognise Byrde of the Ice Gaze war chief). She’s a fearsome, yet wise, leader who works to maintain good rela- It still happens today that some clans or groups of rebels disregard her authority and turn to brigandage or even much more daring plans to reconquer the province. Lord Rathlas firmly believes it’s only a matter of time before either Byrde or a new Sangor who ousts her try to lay siege to Ysvindur again.

Savage Mores

The Elves of Blizzard Vale are very different from others of their race found elsewhere. That’s because, for reasons unknown, these Elves have a much shorter lifespan than usual; the oldest individuals live no more than 80 years at best. The hardness of the land they eke a life out has forged a fierce, cold and warlike culture. Not even the Empire’s arrival in Blizzard Vale has changed their mores, although it has smoothened its most cruel aspects.

Sacrifices

In ancient times, during the nights of the new moon, the Elves used to make (demi)human sacrifices, the victims being prisoners from other clans. Things changed when the Empire imposed its laws and the Elves stopped making war on each other. According to rumours, however, some clans, notably the Eagle clan, still perform secret gruesome sacrifices in hidden stone circles. 8 as their Sangor (tribal leader and tions with the people of Ysvindur and the Imperial Legate. It is also for this reason that every month, the clans camp outside the Ysvindur’s walls and start a market of pelts and other barbaric crafts, lasting three days. This market is very appreciated by merchants who eagerly face the long journey from the heart of the Empire to Blizzard Vale in order to bring back home exotic barbarian goods. Despite Byrde’s peacekeeping efforts, her people’s discontent against the Empire never truly abated.

Settlements

A typical barbarian village consists of large tents of patched pelts surrounding a central clearing where the Elves gather to discuss common issues and settle their infights. The tents are dwelt by families extending over three generations: grandparents, parents and children. The Dacha clan poses an exception because it lives in a more civilised settlement made of wooden huts.

Wurmriding

When young Elves feel ready to join the adults of their clan, they must prove they’re worthy. Such younglings leave their village and wander the vale and the mountains in search of a quartz wurm to ride (see page 29)! Moreover, when the time of war comes, the Sangor leads the barbarian horde into battle, riding a quartz wurm — a terrifying sight to behold even by the bravest enemy!

The Barbarian Market

During the barbarian monthly market, several exotic wares are available together with common ones. The merchants coming from the heart of the Empire long for these items, which they sell at high prices in the markets of the south. Each of the following items has its own chance to be available during the market, along with the quantity in brackets. Repeat the availability roll for all items at the beginning of a new market.

The Five Clans

When the Empire first arrived in Blizzard Vale, there were a dozen clans living there. Today, the barbarians’ number has dwindled a lot, and only five clans remain, each consisting of about 80 barbarians. Each clan is named after a totemic animal.

  • Dacha Clan: The barbarians of the Dacha clans are the only ones who left the traditional tent dwellings in favour of wooden shanties they learnt to build from the people of Ysvindur.
  • Eagle Clan: This most standoffish clan lives in a secluded clearing somewhere in the Moonmaiden mountains, whose exact location is known only by the clan members and Byrde.
  • Horned Wolf Clan: Byrde of the Ice Gaze belongs to this clan. Its shaman, a mysterious Elf crone called Owl, is said to be an extremely powerful spellcaster and a clever adviser to Byrde.
  • Quartz Wurm Clan: This clan’s leader, a brawny Elf called Turisaz, far too often questions and challenges Byrde’s decisions and resolutions, especially recently.
  • Yak Clan: The barbarians of this clan live a very savage life. They try to do as if the southerners never came to Blizzard Vale, shun the people of Ysvindur as they can, and are the only ones who do not partake in the monthly market. 9

Chance

  • Barbarian Peat (5gp): Although the barbarians sell it to anyone, they jealou-

5-on-6

sly guard the secret of its manufacture. A small piece of this exceptionally

(1d20) efficient peat (about 6 ounces) is enough to keep a campfire going all night.

  • Barbarian Trinkets (15gp): These showy folk jewels come in the form of tia-

3-on-6 ras, rings, necklaces, earring etc. The are all made of animal bones and semi-

precious stones. Wearing such a trinket gives the character to the reaction

(1d3)

roll of barbarian Elf but to that of Ysvindur citizens. Horned Wolf Fur’s Cape (20gp):

3-on-6

horned wolf’s head, gives the character an imposing and wild appearance. It

(1d4) also counts as leather armour.

  • Ice Grease (3gp): It’s a viscous, yellowish oil with a rather unpleasant smell, yet it is very effective against cold. Spreading a dose of Ice Grease on the

4-on-6

skin protects from mundane cold damage and halves magic cold damage for

(2d4) 4 hours. However, the grease’s smell is so strong that it attracts animals and

monsters; the chance of random encounters rises to 2-on. Tnar (15gp): oddly shaped wooden chessboard with four coloured stone pieces. The game is for two players. One player controls the red piece, while the other controls the three blue pieces. The red player’s goal is to reach one of the spaces marked by a

5-on-6

blue player’s goal is to entrap the red one. The

(1)

players move in turns, starting from the red one. The red player can move its piece in any direction; the blue player chooses one of its pieces to move in any direction except over a ry. If the blue pieces surround the red one so that the red piece can’t move anymore, the blue player wins. A full-sized tnar chessboard is on page 43.

  • Yak’s Wool Blanket (3gp): It’s a waterproof and snowproof blanket, finely

5-on-6

crafted and embroidered with scenes of hunt and battle or barbarian le-

(1d3) gends.

  • Yula (15gp): It’s a strong spirit made of fermented yak’s milk bottled in small earthenware flasks with a bark cork. The barbarians find it delicious and re-

3-on-6

storing. Characters who drink a bottle of Yula recover hp, but they must

(2d4) make a CON check not to get drunk! A character who gets drunk on Yula

suffers to DEX and WIS for 1 hour.

  • Stormcaller Drum (800gp): Crafted from the tough hide of a yak, it’s a sacred instrument used to rally the tribe before the battle with its booming sound that impressively mimics the roar of thunders. All barbarian Elves

1-on-10

within 40 miles hearing it gather around the drum as soon as they can, but if

(1)

the player is not of elven stock the barbarians’ reaction roll is at . Selling and buying such an item is considered a most shameful act by the Elves, one usually punished by death.

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Item

Donning such a cape, whose hood is the This traditional game consists of an ⇞, and the ⇞ space. Moving is mandato-

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The Ikaryas p.11 ↗

The Ikaryas

On top of the highest mountains of the Moonmaiden Range, where the peaks spire above the clouds, live the mysterious Ikaryas: a reclusive race of birdmen. Most people of Blizzard Vale utterly ignore their existence, while a few think they’re just a myth or that their race waned centuries ago. Nevertheless, they still exist, albeit in very few numbers. These avian beings possess a humanoid structure with a slightly feathered head and strong wings with iridescent feathers, shimmering like the northern lights, that allow them to gracefully soar through the icy winds. The Ikaryas have keen eyes that reflect the deep wisdom they gained from centuries of living in mystical seclusion. You can find the Ikarya’s stats on page 29.

Culture and Society

The Ikaryas have established a society that values solitude and tranquillity. Their settlements, mostly made of spherical chambers, are perched on towering peaks and hidden within the craggy cliffs, adorned with intricate metal elements and glowing crystals that multiply the ambient light. This architectures seamlessly blend with the natural elements, creating a harmonious coexistence between the birdmen and their surroundings. A settlement is dwelt by no more than 20-30 Ikaryas.

Strangers in a Strange Land

The Ikaryas came from the stars five hundred years ago! When a nuclear world war destroyed their home planet, only a few Ikaryas were able to flee aboard their spaceships. When they ran out of fuel, the birdmen had no choice other than try an emergency landing, their spaceships crashing on the highest peaks of the Moonmaiden Range. Ever since what remained of their ships was slowly embraced by the eternal ice and became their homes. The Ikarya, thus, slowly got used to living in Blizzard Vale and used their scientific lore to ensure their survival in such a hostile environment. The birdmen pass the memory of the war that destroyed their planet through generations, and the solitary and mystical aura of the mountains only enhances their pacifist beliefs.

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4 5 3 3 1 2

Typical Ikaryan House

For a family of 3 to 6 members. 1. Greeting room 2. Guest room 3. Bedrooms 4. Dining room 5. Hatching room & energy generator

The Lightlance

The lightlance is a worthy example of the Ikaryas’ nonviolent attitude. This technomagical weapon consists of a metal tube, 1” in diameter and 5” long, from which two opposing light beams extend on command for a total length of 8’. The lightlance can be used in melee combat (as a spear) or fired in ranged combat (endless ammo). However, it causes no permanent damage; an enemy “killed” by it only falls unconscious and recovers 30 minutes later, along with all the hp lost to the lightlance. A character who tries to use this weapon must make an INT check (repeat each combat). On a fail, it irremediably breaks.

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These creatures are skilled in various kinds of eldritch magic and science, particularly ice, wind, and sound manipulation. They use these abilities to craft technomagical items, weave protective spells, and communicate with the ancient spirits of Blizzard Vale. They hold rituals celebrating the changing seasons, paying homage to the wind, snow, and ice. During these ceremonies, their mesmerising songs echo through the peaks, creating an otherworldly symphony that resonates across the passes and the mountaintops; the very few ones, mostly Elves, who hear the chant never forget for the rest of their lives. These rituals are both a means of spiritual connection and a way for the birdmen to pass down their rich oral tradition. The only acknowledged authority amongst the Ikaryas is that of the elders who, however, rarely deal with their people, as they live in a sort of mystical contemplation of unspeakable truths and are said to communicate with powerful immortal beings. Only those deemed worthy by the spirits get the chance to learn from the ancient wisdom guarded by Ikaryas’ elders.

Encounter the Ikaryas

If the characters explore the peaks of the Moonmaiden Range — where the air is barely breathable and only eagles dare — the referee can stage a random encounter related to the Ikaryas.

1d6

  • Eerie Chant: If the characters decide to follow an eerie melody echoing through the mountains, with an INT check, they find extend their wings in unison and create a mesmerising display that mirrors the patterns of the northern lights. Their chant is wordless and otherworldly, a communion with the spirits of Blizzard Vale. Each note carries ancient tales 1 of the mountains, blizzards and avalanches, the delicate dance between life and the unforgiving elements. Despite the eeriness of the scene, a sense of awe and reverence fills the air. If the Ikaryas are left undisturbed while chanting, there’s a 4-on chance that, in the end, they will turn to the characters to meet them; otherwise they will try to fly away to avoid confrontation. 2 if touched, they start pulsating. An INT check () reveals how to turn on the resonator. If it’s activated, Ikaryas will arrive in a few minutes. The birdmen are positively impressed by the characters’ skills and want to know more about them.
  • Protecting the Eggs: The characters encounter a wounded female (half XP, no more spells to cast) desperately fighting against a her eggs. If the characters help the Ikarya, and she survives the fight, she will 3 introduce herself as Avocyt and insist that her rescuers take her home, where they will meet others of her kind.
  • Learning to Fly: The characters encounter an Ikarya youngling named keum, who’s learning to fly. The boy fell from a considerable height and was lightly hurt. A WIS check reveals that a barely visible figure (an rya) is overwatching the scene from above. If the characters lend a hand, the 4 youngling is ready to leave after a few minutes, and there’s a 2-on chance the adult Ikarya, named Lathamu ters mistreat the boy, Ikaryas come to the rescue.
  • A Helping Hand: While crossing an extremely difficult climb through the mountain peaks, an avalanche overwhelms the characters! Those who fail a save versus death suffer hp. In any case, they need a STR check () to 5 get out of the snow, but if at least half the characters fail, Ikaryas come to the rescue.
  • Shed Feathers: The characters find some bizarre iridescent feathers in the snow. The feathers belong to an old Ikarya who left his home to die, following the birdmen’s tradition. A WIS check allows the characters to find 6 some tracks leading to a cave where the frozen body of the mysterious creature lies in eternal sleep.

Encounter

8 Ikaryas in a circle that

  • The Resonator: The characters arrive at a windswept plateau, where they find an impressive 70’ tall stone ring pulsating with an ambient hum that strangely harmonises with the natural sounds of the winds and cracking ice. Eldritch arrays of coloured crystals inset at the ting’s base; Ikarya yeti to defend Diadult Ika- , approaches to thank them. If the charac-

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The Wolfguard & The Faraway Den p.15 ↗

he Wolfguard is an old garrison of women and men devoted to defend Blizzard Vale and the town of Ysvindur from any threat. The Wolfguard’s ori-

T

gins are shrouded in a heroic legend. Once upon a time, there was a penal colony near Ysvindur with criminals of every ream condemned to forced work. In

A Loose Uniform

The Wolfguard’s dress code is rather loose, except for one feature: the wolf head that must be present on hoods, hats and helms. Wolfguard: criminals who accept to serve a lifetime in the garrison to atone for some heinous guilt and wretched souls who arrive in the north to leave behind them a dark past and start a life anew. Since the barbarians have no longer posed a relevant threat for decades now, the ranks of the Wolfguard have thinned out, and today represent more of an imperial tradition rather than a military corps in the true sense; usually, at any time, there are no more than 8 Wolfguards. Nonetheless, its members are still formidable soldiers, ready to face every hardship and adversity, and the only ones the barbarians pay some respect to. The citizens of Ysvindur and the Legate turn to the Wolfguard for the most disparate reasons: kill monsters, find people and goods that went missing in the wilderness, escort caravans, deal with the barbarian Elves, etc. The Wolfguards are allowed to freely appoint a tain amongst their number who. The Captain is appointed by discussion and majority vote, and can be changed at any reasonable time. those troubled times, all the barbarian Elves’ clans united under the banner of the Sangor Rasnar, who launched a massive attack against Ysvindur to break through the Empire’s borders and descend upon its southern lands. The local militia was so terrified by the savagery and size of the horde that it fled, leaving the poor people of Ysvindur at the mercy of the raiders. But the convicts, in a surge of pride and pity, took arms against the barbarians, defended the city, killed the Sangor, and warded off the Elves! When the news reached the Emperor, he decided to pardon the criminals and make a special imperial garrison out of them: the Wolfguard. Nowadays, two kinds of people join the Cap-

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The Faraway Den

After a day’s trek from Ysvindur by Dacha, along some 60 miles of a decently manned road, lies the entrance to a peculiar keep. Its facade is entirely carved from the mountain’s grey and sturdy stone in the shape of a wolf’s mouth, wide open. That’s the door to Faraway Den, the Wolfguard’s headquarters. The stone door looks unbreakable and is opened only by the large iron key given to the garrison’s Captain. Although there’s much speculation about by the imperial archaeologists and historians, nobody knows who built the Den, nor when or by whom. But they all agree it certainly predates when the Empire conquered Blizzard Vale, and its features clearly are not of barbaric manufacturing. Why the Wolfguard dwell more than 50 miles away from Ysvindur? Wouldn't it be better if their headquarters were in Ysvindur so that they could be ready to intervene if necessary? Although the Emperor pardoned the convicts, he did not fully trust those shady people. So he assigned them to the Faraway Den because he didn’t want to have them too close to town. Over two hundred years, the whole thing became a tradition, and nobody has ever changed it.

General Features

The entire complex of the Faraway Den is dug in mountain stone and is cold unless a fireplace or a stove is lit. Only the armoury and the common room have a couple of narrow mullioned windows that let some sunlight in during the day. In the square before the Faraway Den's entrance lies the stable where the Wolfguard's dachas rest.

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The pack

A squad of Wolfguards is traditionally called the pack, and each pack member is used to fill a role.

  • The Chroniclers have the duty to compile the Farway Den’s journal entries and keep the pack morale high. Usually, characters like Acrobats and Bards fill this role.
  • The Priests care for the pack’s spiritual needs and treat their wounds and ailments. This role is perfect for Clerics and Druids.
  • The Rooks form the front line in combat. The classes best suited for this role are the Barbarian, Dwarf, Fighter, Knight, and Paladin.
  • The Striders are the pack scouts and spies. This role fits Acrobats, Assassins, Half-Orcs, Rangers, and Thieves.
  • The Warlocks are the pack members who deal with anything magical and weird. This role is perfect for Elves, Illusionists, and Wizards.

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The Ruins of Urizen urizen p.21 ↗

ore than one thousand years ago, Blizzard Vale was the un-

M

disputed domain of Sycorax, a dark sorceress also called the Winter Crone. She dwelt in the tower of Urizen, set in a hard-to-reach recess of the vale, that nowadays lies in ruin. The legend holds that Sycorax brought the first Elves — the ancestors of the barbarian clans — to Blizzard Vale to serve her as slaves and guards. Her power was immense, drawn from a mystical source called the Orrery that allowed the sorceress to tap into the power of stars themselves! It is unknown how Sycorax’s reign came to an end. Probably, at last, she didn’t achieve the immortality she long sought after for, and died of old age. As for the Orrery, if it truly existed, nobody has ever found any trace or record. The ruins of Urizen are a frigid, lonely, and dismal place, constantly whipped by howling arctic winds, just as if all the evil and ultimate letdown of Sycorax still linger amidst the tower remains. Yet, it’s still possible to wander through the tower carcass and its basement. Indeed, from time to time, Urizen is visited by foolish tomb robbers and daring explorers, drawn by the tales of the many secrets of power and magic that allegedly be still hidden within its ghastly ruins and labyrinthine dungeons. Ghastly undead, known as echoes of Urizen 28); the barbarian Elves tell the echoes are the restless spirits of their ancestors who were enslaved and tortured by Sycorax.

Unspeakable Fear

Characters entering the frightening ruins of Urizen must save versus spell or suffer to their attack rolls and saving throws until they leave the area and stay away for at least 6 hours. Remove fear dispels this effect. , haunt the ruins of Urizen (see page

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Quest Plot Generator p.32 ↗

his generator comprises a series of tables designed to facilitate the creation of intricate and engaging adventure plots. Its use is a simple process: pick up

T

your dice and roll for each step.

Step 1: Setting

1d4

The main location and/or environment where the adventure takes place

  • Ysvindur: The adventure takes place somewhere in the town of Ysvindur. Remember that there are people in town, all potential witnesses, and the Civil Militia 1 constantly enforces the law.
  • The Frozen Wastes: The adventure is set in the hostile wilderness outside Ysvin-

2 dur, including the barbarian settlements. The struggle against nature’s harshness is

ever present and adds to the threat posed by the Villain of Step 2.

  • Ruins: The adventure takes place in a lonely area, with few or no presence of humans and demihumans. The ruins may have forgotten history that can be key to 3 the adventure’s resolution.
  • Weird Place: The adventure unfolds in a bizarre place where the setting rules and assumptions are twisted or utterly violated. Examples are a strange pocket realm, 4 a magic cage imprisoning a demon, or a mad dreamy world.

Step 2: Villain

1d4

The nature and likely behaviour of the adventure’s main threat

  • Liege: A Liege is a Villain who can tap into vast resources. It could be not physically strong nor a fine deceiver, but it’s charismatic, wealthy, and has many minions at its command. This Villain is often obsessed with power and will go to any leng- 1 th to preserve or increase it. Servants and followers are pivotal to a Liege, and their loyalty can arise out of zeal, duty, or even some physical or spiritual addiction.
  • Abomination: The threat posed by an Abomination Villain is intrinsically alien to the ways of humans and demihumans. Such a Villain does not understand morali- 2 ty and makes no distinction between good and evil.
  • Savage: A Savage Villain relies mainly on brute strength; subtlety and cunning are not the weapons of its choice. If the Savage controls magic powers or devices, it uses them loutishly and blatantly. It probably has a large group of followers at its 3 command it keeps at bay through fear and threats. Moreover, a Savage Villain is often a powerful and skilled fighter.
  • Trickster: A Trickster Villain schemes in the shadows and loves to thwart the characters. It never faces the party unless forced to; it prefers outwitting them and having them fall into its traps. TheTrickster resorts to a small but fierce number of 4 minions who probably do not know its true identity. Often, the party does not discover its identity until the last, and unmasking it could be a good story climax. A Trickster Villain may even pass itself off as a friend of the characters.

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Step 3: Motivation

1d3

The Villain’s specific motivations for the adventure

  • Need: The Villain acts out of pure need, instinct, or survival. This is a compelling motivation to explore because probably no one is inherently wrong or evil here. In 1 a land so harsh and meagre as Blizzard Vale, conflict may arise even because there aren’t enough resources for everyone.
  • Passion: The Villain is driven by a strong passion, be it vengeance, hate, or possibly love. With such a motivation, it is very likely that the Villain feels firmly enti- 2 tled to do what it does.
  • Desire: The Villain wants something or someone related to its nature. A sorcerer may long for an artefact of power, a warlord for lands to conquer, an alien creature 3 might need something that allows it to come back home, and so on.

Step 4: Reward

1d3

This adds to any wealth and/or magic items found during the adventure

  • Duty: There’s no reward for the characters because they’ve just done their duty! 1
  • Fame: The entire people of Blizzard Vale recognise the characters’ deeds, both the 2 barbarians and the citizens of Ysvindur. This way, their prestige in the vale grows.
  • Powerful Friends: The characters win the benevolence of someone powerful and wealthy in Blizzard Vale, possibly because they went adventuring on its behalf. 3 Later on, the characters could ask their new friend for some favour in return.

Step 5: Start

1d6

How the adventure begins

  • A Friend in Need: A close friend of one or more characters — possibly one to 1 whom they owe much — desperately needs their help.
  • By Chance: The characters fortuitously stumble upon an event or NPC that draws 2 them into the adventure.
  • Unwilling Heroes: The characters stumble upon the adventure despite their will. 3
  • It’s Personal: One or more characters have a personal motivation to go adventu- 4 ring. Perhaps it’s something from their past coming back to haunt them.
  • Mistaken Identity: One or more characters are mistaken for someone else. They may be mistaken for someone important, heroic, or noble, or someone underesti- 5 mates them. Depending on the circumstances, both cases may represent a boon or a bane for them. Anyway, this event draws the characters into the adventure.
  • Hired Heroes: Whoever sends the party to the adventure promises them a reward. 6

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Step 6: Theme

1d6

The adventure’s general atmosphere and theme

  • Dread: The story slowly sinks into a dreadful atmosphere. Something is unsettling about the Villain, its motivations, or the adventure’s setting itself. For instance, a 1 dungeon crawl may turn dreadful if the lair is full of undead whose bite is contagious!
  • Mystery: The Villain’s identity or the true scope of the adventure is unknown at the beginning. The characters may believe they’re on their way to the adventure’s 2 resolution, only to find out more is at work.
  • Journey: The foremost aspect of the adventure is a journey of some sort, be it in the frozen wilderness or deep down a dungeon under the mountains. The reasons why the party has to travel over a long or difficult road can be an escort mission, a 3 quest for something lost or forgotten, or the exploration of an unmapped part of the wilderness.
  • Hunt: The characters are hunting for someone or something, like stolen goods, a

4 kidnapped person, a monster plaguing the vale, or a dangerous criminal who’s

gone fugitive.

  • Defenders: The characters must defend someone or something from a threat. It could be rebel barbarians who decide to lay siege to Ysvindur or to the Faraway 5 Den, or the characters must protect the barbarian villages from some invader.
  • Crime or Intrigue: The characters must face and solve a crime. It could be a theft, a murder, a treason to the Empire. In a plot of intrigue, the characters are involved in a spy story, perhaps against their will. They will be likely used as pawns, deceived, 6 or both. Or maybe they are the spies, the saboteurs, the deceivers. In a plot of crime or intrigue, the characters must rely on their logical and deductive abilities more than their combat skills.

Step 7: Twist

1d6

A plot twist to throw into the adventure at some point

  • Treason: Someone the characters deemed reliable, honest or friend suddenly betrays them! Maybe it’s one of the Villain’s minions, but it may also be someone 1 with an agenda of its own.
  • Havoc: The actions of the characters or of the Villain unchain a catastrophic event of some sort that reshapes, to some extent, the political, social, or economic order 2 of Blizzard Vale. Be careful with such a plot twist; if you don’t feel it’s time to give a turning point to the campaign, roll another one.
  • Unexpected Help: Someone the characters deemed weak, worthless, or even an 3 enemy, unexpectedly helps them when things turn really bad.
  • Vipers’ Nest: As the adventure unfolds, the party finds that nobody is reliable, honest, or rightful in its claims. In a dire turn of events, all the adventure’s factions 4 might turn against the characters if they keep playing it fair.

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Step 7: Twist

1d6

A plot twist to throw into the adventure at some point

  • Not What It Seems: At a certain point during the adventure, the characters find that the story isn’t as they’ve been told. Maybe the Villain is not as cruel as it was 5 portrayed, or the motivations of the good guys aren’t so good after all, or there’s a pivoltal element of the mission nobody told the characters about for some reason.
  • Long-term Impact: The actions of the characters or of the Villain have a long-term effect that becomes evident itself only when it’s probably too late to turn the tide 6 of events.

Step 8: Climax

1d6

The frame you can stage the adventure’s climax into

  • Sacrifice: The characters must sacrifice something valuable or someone innocent to 1 successfully accomplish the adventure.
  • To the Rescue: The party must rush to a location to rescue someone who’s been 2 suddenly abducted shortly before the adventure’s end.
  • Mass Battle: The adventure ends with a mass battle. It could be the people of Ysvindur against the barbarians, two barbarian factions against each other, or the 3 whole people of Blizzard Vale against an external threat.
  • Chase or Escape: To successfully end the adventure, the characters must chase the Villain up to the showdown or flee to save their lives - for instance, they must 4 escape a collapsing underground complex before being all buried alive.
  • Revelation: Just before the end of the adventure, the characters receive a shocking revelation changing the way they regard a specific person or a faction of Blizzard 5 Vale. This revelation will likely usher in other adventures to come.
  • Run Against Time: In order to successfully complete the adventure, the characters have little time to act. Maybe they must stop a ritual already taking place or bring 6 a sacred relic back to the sanctuary where it was stolen before an ancient and powerful protector awakes to exact blind revenge.

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Windswept Pass (Adventure) p.36 ↗

indswept Pass is an adventure introducing the players to Blizzard Vale. It assumes the players already know the setting, that their characters joined the Wolfguard recently and that Lord Rathlas just ordered them to go to the Faraway Den, in substitution of the former garrison who mysteriously disappeared a month ago. Read the characters or paraphrase the following. Lord Tybalt Rathlas, the Imperial Legate, made a poor first impression on you when you showed up at his palace in Ysvindur. Rudely and hastily, he showed you the way to the Faraway Den and gave you the iron key that opens its gate. Then he dismissed you with a wave of his hand and a terse: “I will call you via the Syare should I need you. Always be ready.” The cold is unrelenting as your dachas trot along the iced paved road leading you to your destination. Suddenly, the winds bring you the clash of a battle. You spur your mounts. It seems your duty as Wolfguards has already begun! You spot a band of five barbarian Elves sporting the symbol of the horned wolf in their leather garments, fighting against a dozen barbarians with the symbol of the eagle. Several corpses of both parties already lie dead on the ground. You quickly realise that the horned wolf Elves are about to get the worst!

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Scene 01: Action!

The characters must decide quickly.

  • Fight the Eagle barbarians: The horned wolf barbarians join the character against the common enemy, who fight to the death. When the battle’s over, proceed to Scene 02.
  • Fight the Horned Wolf barbarians: The horned wolf barbarians try to convince the characters they’re on the wrong side. If they fail, they try to flee. The eagle clan attacks the characters anyway. When the battle is over, proceed to Scene 03.
  • Parlay: The horned wolf barbarians tell the characters their enemies are actually renegades. With a CHA check (), the eagle barbarians flee; otherwise, they attack the characters. Then proceed to Scene 02. Treasure: The eagle clan has 18gp, 2
  • potions of healing, 3 ice grease. The horned wolf clan has 3gp, dagger .

Scene 02: Byrde Arrives

Byrde of the Ice Gaze and 6 barbarian Elves come running. Byrde recognises the characters and greets them.

  • Talk to Byrde: She tells the characters she was after a group of renegades who attacked a Ysvindur merchant’s wagon at Windswept Pass, containing the monthly supplies for the Wolfguard. She sent someone to scout the way and followed shortly after. Now that the characters have arrived, the renegades are no longer her business. She points the Wolfguards to Windswept Pass and leaves. Proceed to Scene 03.

Romancing Byrde

Byrde is a passionate heart who likes romancing; this is a mini-game any character can play. The character who wants to flirt with Byrde makes a CHA check. On a success, mark step 1 of the ladder below. Otherwise, Byrde’s not impressed. On subsequent encounters with Byrde (no more than once per scenario), the character can keep flirting, repeating the roll thus. On a success, the character climbs up one step of the ladder; on a miss, the character climbs down one step. Each step comes with an effect on Byrde’s behaviour. 1 0: She loses all interest in you! 1 1: She remembers your name! 1 2: She welcomes you at her village. 1 3: She laughs at your lamest jokes! 1 4: She seeks your company! 1 5: She falls in love with you! 5 4 6 A larger version of Windswept Pass’ map is on page 42.

Scene 03: Windswept Pass

IN: Pass Entrance

  • Looking for traces: WIS check (automatic for Rangers) to find footprints of about 12 men leading to Loc 02.

Loc 01: Burnt Wagon

Burnt merchant wagon. Corpses of the merchant and two dachas.

  • Examining the wagon: All the goods seem stolen. INT check to find a pouch with 2 tiny sapphires (8gp each) buried under the snow.
  • Examining the corpses: WIS check to understand they died by swords and spears no later than 3 hours ago.
  • Looking for traces: Fairly evident footprints leading to Loc 03.
  • Tarrying longer than one action: 6 quartz wurm younglings approach.

In

1 2

S W

⇪ 3

Out

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Loc 02: Frozen waterfall

A 40’ high frozen waterfall. Something looking like a dead tree is frozen inside.

  • Slippery ground: DEX-based actions at . Melee attacks at . Save versus breath at .
  • Breaking the ice: A combined STR of 30 will do, and a dreaga is released.

Loc 03:. Milestone

A Barely visible snow-covered milestone pointing to the pass’ exit.

  • Looking for traces: WIS check (, for Rangers) to reveal hastily covered footprints leading to Loc 04.

Loc 04: Renegades’ Hideout

6 Eagle Clan barbarian renegades, sitting around a campfire, are waiting for things to calm down before leaving with the merchant’s stolen goods.

  • Noticing the campfire smoke: Requires an INT check, unless the characters are following the footprints. Careful approach: A DEX check ()
  • allows the characters to surprise the barbarians.
  • The characters show up: The renegades attack and fight to death.
  • Treasure: Faraway Den’s monthly supplies, 120gp (should be delivered to the merchant’s family), 2 ice grease, an unsettling message on a piece of paper.

Loc 05: Ice wall

An ice wall (50’ tall) blocks the way. Beyond it, natural stone steps lead downwards.

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  • Examining the wall: INT check to understand the ice looks thicker than it actually is. Magic spellcasters understand the wall was created by magic.
  • Climbing the wall: It's a sheer surface.
  • Breaking the ice: A combined STR of 24 will do, but the falling ice is a natural trap; save versus death or suffer hp, hp only on a success.

The Renegades’ Letter

It is written on a crumpled piece of good quality paper. A WIS check reveals a faint scent of expensive perfume on the paper. Mighty children of the Eagle, the Veiled Herald speaks: embrace the shadows, for a task awaits beneath the early morning’s shroud. In Windswept Pass, a merchant’s wagon ferries the lifeline of the new Wolfguards. At the first light of dawn, unleash your primal fury upon the wagon. Let stealth be your ally and chaos your war cry. Swift and silent, leave only echoes in the pass. Then, report to my agent in town. The Veiled Herald It’s up to the referee to elaborate on this message and use it to fuel further adventures!

LOc 06: The Lost Garrison

Frozen corpses of 4 Wolfguards.

  • Examining the corpses: 1 cleric, 2 fighters, 1 half-elf. Frozen limbs break if not handled with care! WIS check to understand they actually died by swords and spears, probably ambushed.

OUT: Exit to the Faraway Den

This is the pass’ exit.

  • Entering the den: The adventure ends because the renegades leave the pass shortly after with the Wolfguard’s supplies.

Aftermath

The scenario will have a different end depending on the characters’ choices.

  • The Wolfguards retrieve the stolen supplies: Lord Tybalt is pleased and personally rewards each character with 12gp. Award each character 500 XP.
  • The Wolfguards don’t retrieve the stolen supplies: Lord Tybalt sends new supplies, but he’s displeased. Award each character 100 XP.
  • The Wolfguards find the lost garrison: Lord Tybalt is relieved because the mystery is solved. Award each character 250 XP.
  • The Wolfguards return the merchant’s gold to his family in Ysvindur: The merchant’s family profusely thanks the characters. Reward each character 100 XP, 150 XP if they return the sapphires too.

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faraway-den (7)

Faraway Den 1. Armoury p.18 ↗

An impressive bas-relief depicting scenes from the Doom War, the most critical event in the Empire’s history, decorates the west wall of the Faraway Den’s entrance and armoury. In particular, the bas-relief represents the exact moment when Empress Ezebeth Kruvaja delivered the fatal blow to her arch-enemy, the Witch King Ozgoar. The imperial historians indicate this very event as the Empire’s foundation. The Wolfguard’s weapons and armours are kept here in wooden racks. There is also a small forge and a workbench with all the tools needed to repair and maintain the weaponry, although they can’t forge new ones out of raw metals.

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Faraway Den 2. Common room, refectory and Kitchen p.18 ↗

Probably the merriest room of Faraway Den, the Wolfguards gather here to enjoy some free time, discuss common matters, and have lunch and dinner together. There’s a wide oaken dining table, a couch and some comfortable armchairs, albeit a bit worn. A large fireplace, carved in the shape of a wolf’s head with gaping maws, ensures the common room is warm and welcoming. A couple of old bookcases complete the room’s furnishings. A hob and an oven allow the Wolfguards to cook their meals, while a larder and an ice house store the provisions. It is up to the Imperial Legate to ensure that the Faraway Den be stocked with supplies every month.

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Faraway Den 3. Dormitory p.18 ↗

The Wolfguards rest in this large room whose walls bear frescoes so worn by time as to be fathomless by now. There are 12 bunks here, each with its own trunk for the adventurers to keep their belongings, but there’s room to accommodate as many people. An iron peat stove warms up the room as needed.

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Faraway Den 4. Thermal Pool p.18 ↗

The most beguiling feature of Faraway Den is its thermal pool. This room, filled with warm vapour, sports a large circular pool, 25’ in diameter and 4’ deep, fed by a 13’ high waterfall of hot water pouring from the ceiling and fed by an underground volcanic spring. Worn and old mosaics decorate the pool; they depict a tale showing the life of the Wolfguards: the pack embarks on a mission in the frozen wilderness, a fight against monsters and barbarians ensues, the comeback to the Den, and lastly, all the heroes take a bath together in the thermal pool, their naked bodies marked by battle scars. Curiously enough, the light orbs of this room slowly shift colour in a relaxing loop through amber, blue, pink, red, green, and violet! Such a luxury is nowhere else to be found in the entire region, and the Wolfguards are usually reluctant to talk about it outside their ranks!

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Faraway Den 5. Latrines p.19 ↗

Here, the Wolfguards can relieve themselves. These latrines consist of a row of holes in the ground that end up who knows where deep underground in the mountain. Since the latrines never overflow, a mocking tale arose amongst the Wolfguards, telling of strange scatbeasts who allegedly feed on the… well, you know!

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Faraway Den 6. Infirmary p.19 ↗

In this room, wounded or ill Wolfguards are taken care of. There is a marble table where the wounded in need of cauterisation and suturing lay, a minimal supply of surgical instruments lying on a wooden shelf, and a casket keeping bandages and potions.

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Faraway Den 7. Temple and Syare’s room p.19 ↗

Although this temple room is devoted to the imperial cult of the First Mother, the Wolfguards have always used it to pray to whatever god they believe in. An impressive bas-relief on a wall depicting the First Mother ascending to the heavens is the most prominent feature of the room; there is also a stone altar (8’×4’×4’) with bronze-embellished corners, a couple of high candelabra, and a large ornate brass censer dangling from the ceiling that never runs out of incense! This room also hosts the most precious feature of Faraway Den: the Syare. Its ancient magic allows the Wolfguard Captain alone to communicate with the Syare in the Legate Palace in Ysvindur, and it can be reached both by the latter and by the Sovereign Syare that lies in the Scrying Hall of the imperial capital.

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Upgrading the Den

The greatest secret of the Faraway Den is that, as the Wolfguards live there and keep manning it, its mysterious magic of yore slowly attunes to the characters, revealing new features and powers! Each character may invest an amount of XP in the den; this expense, however, can’t demote the character a Level. When the characters pile up a sufficient number of XP, they can spend them to choose a feature to unlock; each upgrade can be unlocked only once, with one exception — see below.

XP

The den’s light orbs turn red when someone with evil intentions enters Wind-

900

swept Pass (see page 36) headed to the den. Two horned wolves (see page 30) show up at the den to help the characters as companions. The characters can choose this feature again should all the beasts

1,500

die. The armoury forge allows forging nonmagical weapons and armours, with an INT check ( for two-handed weapons, for chainmails and plate mails). The

1,800

smith needs metals and ore. The kitchen’s food becomes extremely nutrient and refreshing. Characters ea-

1,800

ting it recover 2hp, no more than once a day each. The Wolfguards get to the reaction roll

1,900

The Wolfguards get to the reaction roll

2,200

The characters find a secret stash in the

3,000

with 2 level 3 and 2 level 4 spells. Determine the spells randomly. Roll twice to determine the hit points healed by a healing spell cast in the

3,200

firmary and keep the best result. Clerics who attempt to turn undead in the

2,800

higher in this regard only. The Wolfguards find a randomly determined

4,000

Dormitory. The sword belonged to a previous Captain of the Wolfguard. A bath in the thermal pool restores one energy drain caused by an undead. This

5,000

effect works only once a month.

15,000 All spellcasters can cast one more level 1 spell

18,000 All non-spellcasters get -1 to their

20,000 All Wolfguards get +1 to their attack rolls

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Feature

towards the people of Ysvindur. towards the barbarian Elves. common room containing a spellbook intemple room are considered 1 Level sentient sword hidden in the than their experience level allows. saving throw versus spells. .

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urizen (6)

DUN 02. Urizen DUN 02 p.24 ↗

Both north iron doors are closed. Bas-reliefs at west and east walls representing fiendish creatures in bedlam. Temple of evil god. Disturbing frescoes. 3 living statues. All non-chaotic characters Within 6’ from the altar must save vs spells or randomly change alignment for 7 days (remove curse works). All nonmagical lights snuff out, unless characters enter from north door. shadows attack. Silver key on the north altar. The altar is magically electrified (hp on touch). Gelatinous cube in the wa- 20’ deep ter.

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8 skeletons dressed in sacerdotal garments with bronze foils headgear. They attack if disturbed Brittle-cloth covered mirrors with lost souls trapped inside. Centuries of isolation drove many insane, but one offers a quest generated with the Adventure Plot Generator. Completing it frees the trapped souls. Worn frescoes depicting evil priest trapping souls inside mirrors. Old bronze cups on the floor with faint traces of bone ashes. If at least one character dons a bronze foil headgear, the secret doors opens.

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DUN 03. Urizen DUN 03 p.24 ↗

magic candles, each works as a speak with the dead. If Sibylla uses a candle, she discovers that her dead husband’s soul is lost in the darkness forever, much to the widow’s dismay! The door opens safely with the altar room silver key. Without the key a poisonous gas trap activates (save vs breath or suffer hp).

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DUN 04. Urizen DUN 04 p.25 ↗

Once inside, both doors close and a crushing walls trap activates that kills the party within 6 minutes. Knock opens either door. A concealed mechanism in the west wall stops the trap and opens both doors. Very worn frescoes. A INT check reveals they depict Sycorax using the Orrery to move the stars in the sky! 1-on chance that Tamara faint for 1 hour from emotion and fear. 3 black widows and Margo’s friends (still alive) trapped in webs. 10’ deep Ambushing Aquatic spider. Old bones of a wizard 3HD insect swarm with a 12gp golden (flying) attacks. ring and a random magic wand. Model of the Orrery on an altar. Frescoes on the vault represent a rare alignment of the stars and birdmen (Ikaryas) coming from the sky. Collapse. A combined STR of 50 to remove it. After removing COS check or suffer hp from fatigue Crypt with four tombs. Two tombs (randomly determined) contain an echo of Urizen lying in wait. A tomb with no undead contains a silver longbow .

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DUN 05. Urizen DUN 05 p.25 ↗

Encrusted silver dagger lying at the bottom that can be polished. 6’ deep

In

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DUN 06. Urizen DUN 06 p.26 ↗

Collapse blocking the passage. Combined STR of 32 to remove it. Stone bookcases with old books and scrolls. Searching the area causes fire beetle to attack. Wizard spellbook with 2 LVL 3 spells, 1 LVL 4 spell and 1 LVL 5 spell. The tome Marcel is looking for lies under a glass case etched with runes. It’s the Book of Foul Corruption! Stone bookcases with unreadable books and scrolls because of mould and insects. Huge pile of scattered elven bones with 18 giant rats hiding. Rummaging through the bones reveals a 150gp platinum ring and a 210 gp golden tiara, but also disturbs the rats that attack. Temple of a forlorn elven god. Magic inscriptions on the walls (read magic) tell the tale of the barbarian Elves’ ancestors, brought to Blizzard Vale as Slaves by Sycorax, with vague hints on how to reach for the Elves’ ancestral home — it’s up to the referee to elaborate on this.

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Nest of a rust monster hatching 8 eggs. Characters who thoroughly search the ruins’ surroundings (INT check ) can find this secret entrance. Stone bookcases. Scroll revealing the existence of the Ikaryas. Amber golem guarding the library’s entrance.

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DUN 07. Urizen DUN 07 p.26 ↗

Tomb of an elven queen of yore, guarded by 4 echoes of Urizen. The undead don’t attack unless the tomb is disturbed. The sarcophagus contains the bones of the elven queen, a golden chainmail , a spear and a ring of protection .

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