Trudvang Chronicles - Frostbitten [PDF]

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FROSTBITTEN

FOREWORD

As a Swede, the world of Trudvang has been with me for quite some time, since I was a small boy. Through all the years of living with that world, it always seemed to me as if the season of winter was when it came the most alive. Snow has an almost magical quality to it, so too has the midwinter darkness and the frosted fir trees of Swedish countryside where I have spent most of my winters. It was always during that season that I returned to those old books - to Jorgi’s Bestiary, the tales of Stormi and the legends of Blodughadda and Snowsaga. So, perhaps it is no surprise that this story is all about winter. The magic of winter, the danger of winter and the mystery of winter. It took a long time to write, even though it might seem simple enough to you, the reader, now as you read it. I am pleased with it such as it is and I hope that you will enjoy adventuring in the Wildland and discovering the secrets of the Wolf Woods. This is my contribution to the winter sagas - and this one is about Trudvang. Happy playing. Max Herngren.

“Cattle die and kinsmen die, thyself too soon must die, but one thing never, I ween, will die, -the doom on each one dead.” Hávamál

CREDITS Concept and Design Theodore Bergqvist and Magnus Malmberg Author Max Herngren Additional Writers and Helpers Luca Cherstich, Dan Slottner and Mattias Berglin Translation Max Herngren Editing John Maron Art Direction Theodore Bergqvist Layout and Typesetting Magnus Malmberg Cover Art Henrik Pettersson Interior Art Henrik Pettersson Maps, Borders and Weapons Niklas Brandt Additional Kudos Thanks to all the Kickstarter pledgers and to all ­ the backers who made this project come to life

Our style is to use “they” as a singular gender-neutral pronoun when possible. This usage continues to gain ­ mainstream acceptance, including among major style guides such as The Associated Press Stylebook and The Chicago Manual of Style. We believe it is appropriate and practical, not just to reflect common usage but to accommodate a more inclusive view of gender identity. The Trudvang Chronicles books also use “he” or “she” when helpful for added clarity. isbn: 978-91-984759-8-2

Table of Contents

FROSTBITTEN 6

ILL OMENS

Preparations.............................................. 6 The Wildland in Short ......................... 7 Holghold and the White Lady............. 8

The curse of Bodvar Bjorki................. 12 The Adventure Begins......................... 13 At the Hung Swine Inn........................ 18 Uncertain Foretellings ........................ 19 Proving Worth.......................................20 The Hilltop.............................................. 21 Jagersvaner ............................................23 The Wolf Woods...................................24 The Braskelwurm..................................27 A Mournful Return...............................28 Final Partings........................................30

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THE WHITE LADY

31

Wulfr and Uvail..................................... 31 Deserters..................................................33 Home and Heart.....................................34 Tales From the Past..............................37 A Mystery Uncovered..........................39 The Cliff of Askyr................................. 41 The Halls of our Forebears.................44 A Last Goodbye..................................... 51

DREAMS OF FROST

53 EPILOGUE 62

Southward Bound..................................53 The Icepeak Mountains.......................53 The King of Frost and Snow..............56 The Curse is Broken.............................59

Intro

FROSTBITTEN In the primordial times of the world, when the land was wilder and its people more savage, there was a small village hidden well beyond tall trees and moss-covered rock. To the east, in the Stormlands, a few strong men and women dwelled under the canopies of what today is only known as the Wolf Woods.

Today, in a time where the struggles of the past are still so eerily present, few dare venture too close to that place, not even the brave descendants of Wulfr and their wolves travel upon its winding paths. For that forest is cursed, and its name held in blackness. But it was not always so and it is written in the ancient legends of the Wildland that that which once was shall come again. This is the story of how brave adventurers lifted the curse of the Wolf Woods and liberated the people who dared to dwell in its shadow.

Preparations Frostbitten is an adventure created for the ruleset of Trudvang Chronicles for one gamemaster and 2-6 players. This is an adventure primarily aimed at mid tier experienced players who have completed one or two previous adventures to attempting this one. The adventure must be re-worked somewhat by a gamemaster to fit more experienced characters. The adventure can at times seems linear to veteran players but as a gamemaster you should feel free to change things up and modify to your liking. See this text as a framework for you to shape into the best possible experience for your group of

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players. This linear structure is aimed at newer players to help a new gamemaster build both confidence and experience with the ruleset and with the setting. Frostbitten is a magical adventure with a clearly mysterious undertone and it is important that the gamemaster attempts to maintain a mood of ancient norse sagas and mystery. It is not an adventure with epic and world changing consequences, instead it concerns the personal lives of both contemporary and historical figures with the characters caught in the middle trying to understand both the past and the present. The rough nature and everyday life of Trudvang should always be present where a storm can be as dangerous as a pack of warg beasts. It is recommended that at least one character in the group has knowledge of how to hunt for food and survive in the wild. It is also recommended to have at least one Dimwalker in the troupe who has the ability to deal with the supernatural or the undead. It is not required but it is recommended that at least one character in the group hails from the Stormlands as the characters may encounter people who are not to fond of strangers. Having a kinsman to vouch for foreigners might come in handy. A varied group of

characters with varied sets of skills will provide the most fun experience for you and your players. As a gamemaster you should not be afraid to make good use of interesting voices and elaborate body language to bring life to the world of Trudvang and its inhabitants. Roleplaying in Trudvang is about mood and setting the scene so that players may be immersed and invested in their adventuring. It might seem strange at first but don’t worry, your players will come to remember your sessions if you go the extra mile and come up with voices and body language for characters and creatures. If you don’t like to improvise then write up ahead and think about it before the session. It is important to note that this adventure is set during the winter in the Wildland. It’s a harsh season that makes the already tough day to day life of a wildlander even more troublesome. The cold should be an ever-present factor when the characters are outside.

A note on dialogue This module contains a lot of written dialogue. Please note, as the gamemaster you can choose yourself how much of this

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The Great Iron Mountains

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Mi r e o pp g a a r d C e h T Ysetur * * Vret e r n l h i r n k a a J * out a s t o o d r e f i n g k o o L s ’ * * g * *H l v a r s*f i e lKl in sten E r k w The Gatea ja U avehold ytt * D a l l l r T o of Bur t m i r H G H Lands h Hallr*Trail * ind J t r o D a r k w o o N coppe llw * o r d e k d s a The H * h e T H i l Ulve and Sls of vn trafe’ * S t o r h a munadivnidsa g A f f i Pl T h e ACs kl y r of olf es of g W a l l uard i s n d g o l o i S o u t h e a s t e r n D a r k w o o d s V Wulfr Cla A* J*a W gers heim Uvails Tower

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dialogue you read out loud to the players. This really depends on the style of game you are running. A more narratively driven group might enjoy it while other players that are more mechanically focused may feel there is excessive dialogue. As a gamemaster you should read the dialogue for your own sake to get a feel for the characters and their personalities and then – if you so wish – improvise or modify the dialogue to your liking. Please do note that a lot of dialogue contains important information about the plot of the adventure. If you decide not to read some dialogue out loud to the players, make sure that the information contained within the dialogue is still conveyed.

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The Wildland

in

Short

This adventure is set in a country far to the northeast known as the Wildland, a country that is part of the Stormlands. Before we begin it is important that you as a gamemaster know some things about the land in which our adventure is set. More elaborate information concerning both the Wildland and the Stormlands can be found in the in the “Stormlands” sourcebook. Here you will find what information is relevant to this adventure. After the death of Haakon Hagtorn, one of Grimur Moonfriend’s many descendants, the Wildland would endure troubled times. Lying on his deathbed he was a great jarl of the Wildland and with a

smile he could look back on his lifeswork. But following his death the world would come to change and everything would have been good if not the dark times would have come to the Wildland. The fylkjarls could not settle on a new ruler, new copper findings brought forth greed and the struggle for power that followed made desperate men seek and indeed awaken the forces of darkness and the evil that was awoken was greater than what anyone could have anticipated. This dark era came to be known as the Time of the Untamed and it has left it markings on those who dwell in the Wildland. This is a time that everyone wishes to forget.

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Since the land has not had a king since the Hagtorns lost the crown, as they lost their holdings to the Hrim Trolls, the land has been ruled by the council of fylkjarls. The fylkjarls can trace their lineage back to the shieldjarls and rich men whom for different reasons had been forced to flee the Stormlands. These married into the strongest families of the Wildland and their growing gathering were later known as the fylkjarls. The fylkjarls that now owned both land and wealth could soon seize power in the Wildland and the council of fylkjarls was formed. The fylkjarls that now sit on the council have always been seven, where each vote counts as much as the other. Richer and far more powerful fylkjarls have been able to rid themselves of the lesser jarls, with murder, gifts and treachery. In this way only the most ruthless and wise jarls have been the true ruler of his lands. The seven fylkjarls are today the Saatigia, Staark, Uvail, Blueyxr, Wulfr, Bhalgor and Hagtorn. The people of the Wildland are strong and well built. Most of them wear beards and some of them have also braided their beards like the dwarves. Light and red hair with blue or green eyes in many variations would characterise many Wildlanders except for the ones who are descendants of the agroths which have dark eyes and dark hair. Many shave their heads alike other stormlanders but it is not unusual for them to only shave the front of their heads or allow a tail to remain down their neck. The berserker’s or bearshirt’s most common weapon is the bearded axe and many also bear open helmets that are decorated with the tips of tusks from the mastomants or bull’s horns and light and round shields.

Holghold and White Lady

the

Winter had just arrived when the stranger came. The icy winds coming down from the Great Iron Mountains and the Great Ice Plains beyond had just driven the villagers of Holghold into their homes to huddle up by the fire, wrap themselves in fur mantles and hold

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out for better times. It could not have been an easy journey for the stranger to undertake. The village of Holghold lays far to the north in the Stormlands, in a godforsaken corner of the world where only beasts, hardy Wildbrons and the most savage of wildfolks and trolls would dwell. Months of travel lie before the wanderers that dare to undertake this most deadly journey to Holghold, deep inside what is known today as the Wolf Woods in Wildland. However, a stranger did arrive after undertaking that long and arduous journey. No one knows from whence he came or how he survived such travels, but come he did. The village Holghold had enjoyed relative peace for a time. Raids from the wildfolks and trolls living to the west had begun to be fewer and farther between. In the forest, game had been somewhat plentiful and the hunters had had their work cut out for them. But now winter was on the move and the villagers feared that this would be a winter to remember, for all the wrong reasons. He arrived as the morn had just begun to break and he soon became popular with the villagers, for he claimed to be a warrior of merit and told many a story of his conquests in lands both far and near. The stranger had laid trolls under him, great giants, dreaded spiders and even dragons. Many nights the villagers of Holghold sat with gaping mouths around the fire in the great hall as the stranger told his tales. Surely many questioned the authenticity of them but none dared to speak, for what is a good story without some alterations after the fact And the days passed... So the stranger stayed for a while. He aided in the hunting, the gathering of water and in the daily life of the village as winter came. When they asked him from where he hailed or what his name was the stranger would say nothing. He would only grow silent and a grim look would appear on his grizzled face. So it was that the stormkelt of Holghold - Gorjarn grew suspicious of the stranger. Gorjarn was a man of tradition with a strong connection to the storm gods. Long had he led the villagers of Holghold with an

iron fist and now, for the first time in all his long years, he began to feel how that fist slowly but surely begun to be bent open. He warned the villagers, he would say that the stranger was not as the gods wanted men to be. But the villagers would not listen to Gorjarn and the nights of stories in the great hall grew longer and Gorjarn’s hate brewed. Thus it was that Aelda, the daughter of a swine farmer, was befriended by the stranger. One night they lay together in the dark corners of the great hall where none could see them, far away from the fire. Their love blossomed with the flowers as winter was on the decline and to all that saw them together it appeared true. And the weeks passed... The stranger grew more distant and quiet. He barely spoke with Aelda and spent more time by himself, looking of to the Icepeak Mountains in the south and disappearing into the forests after the coming of night. He said that something was calling him back home and when he spoke, something icy and cold came over his brown eyes. One night the stranger left Holghold without a word of warning. He disappeared into the thick stormclouds and has not been seen since. The fire in the great hall faded slowly and at long last it was extinguished and not a song, story or whisper was again heard within the walls of that hall. Again Holghold grew silent as winter ended. All wondered why the stranger had departed, leaving poor Aelda without answers. And the months passed... On a cold night at the beginning of the following winter a child was born. A dark wind blew down from the Icepeak Mountains as that child’s scream echoed throughout Holghold. If you would have looked upon that child under the light of the wax candles in Aelda’s chamber you would not blame the villagers for what happened next. For that child was deformed and a horror to look upon. It’s skin covered in icy blue scales and atop its head sat two antlers alike to those of a reindeer. Its eyes were completely black and the nose was lacking, like in a skull. Aelda was beside herself and

she went to Gorjarn to ask for help, for mercy from the gods. But Gorjarn would not provide any mercy. He had the village know what deformed horror Aelda and her fornication had brought forth. He declared that it was no wonder that such a demon had come to them. For the stranger had surely been a Wildfolk a savage of the mountains and an unbeliever. Aelda had laid with him, blinded by lust and this monster was her punishment and a message of warning to the entire village that they would not live through the winter unless they paid sacrifice to the gods to earn their mercy and forgiveness. The winter had brought hard times upon Holghold, the villagers were hungry and blind to what madness they cheered for. For Gorjarn proposed a blood gifting in the name of the storm gods. Aelda was thrown into chains and her child was bound by the neck and dragged behind her through the mud.

The villagers spat at them as they went forth through the village. Gorjarn stood ready with a frenzied look in his eyes by the sacrificial place. First they sacrificed the child and Aelda watched without hope and without a chance to aid her dying child. The demonic child screeched and twisted its scaly and deformed body as life slowly left the poor creature. Gorjarn held aloft the child as the red blood burned in contrast to the glittering snow. The cheer of the crowd and Aelda’s cries of despair and horror filled the air around the sacrificial place. As Gorjarn held his blade against Aelda’s throat she looked upon the villagers and she saw the hate in their eyes and her heart grew dark. She turned her gaze towards the stormclouds and the heavens beyond. Then she uttered the words that would come to shape the fates of all in Holghold. “Hear me, oh Stormi!”, she cried. “Bear witness to this. Let me be the bearer of the mantle of death and

let its heavy weight upon my crumbling shoulders be the last thing I shall feel in this world. But for all the pain, for all the injustice and for all the hatred you shall be punished tenfold. You. You who were my friends, family and kin. Darkness I wish upon thee. Death I wish upon thee. Oh Stormi, bear witness to this. For thy acolytes are now cursed and your name is held in blackness”. The crowd cheered as the crimson blood flowed forth when Gorjarn let his ice cold blade slide upon Aelda’s pale neck.. They cried for more and with a crazed look in his eyes Gorjarn threw Aelda’s lifeless body down onto the ground and from the brutal impact her head was removed from her bruised shoulders. The ground that had previously been sparkling white was now completely blackened by the poor girl’s blood. Just as the blood made contact with the soil the ground began to rumble with such force that Gorjarn fell from

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the sacrificial place down onto the defiled ground next to the beheaded Aelda. The crowd grew weary and the elders of the villagers knew what doom they had brought upon themselves. For in that moment Aelda’s curse became a reality and from that moment on Holghold was cursed. Weeks passed and all seemed to be normal. Gorjarn was pleased and spoke loudly of how Holghold had made Stormi proud and that now they would indeed have prosperous spring and summer ahead of them. The villagers hung their heads in silence and dared not speak against Gorjarn, for they didn’t understand the gods nor their ways.

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One night when Holghold was fast asleep a fog sailed in through the trees. No one could have said from whence it came, all of a sudden it was just there as if it had appeared out of utter nothingness. Gorjarn awoke from his sleep as a cold wind brushed his shaved head. He sat up in his bed and poked his head out the door. There he saw a sight that would have made the most grizzled warrior lay down his arms and flee. Out in the street stood a pale woman with silver hair and white eyes. It was Aelda. Gorjarn fell to his knees in utter shock and found that he could not move as the White Lady came in closer and closer. Aelda had her revenge upon Gorjarn and

all of Holghold. Those that did not die by her hand either perished in the rubble of the houses that she tore asunder or became the prey of warg beast or weather as they fled through the forest. Now remains only the ghastly apparition of Aelda and the ruins of Holghold deep within the Wolf Woods. Since that day none dare travel through the forest and those who do so never find their way out. The White Lady sweeps back and forth amongst the trees and moss-covered rocks unable to rest, unable to find peace and move on to the afterlife. She is kept in this world only by pain and longing. Longing for the child that she lost, and the man that she loved.

act i

ILL OMENS Our adventure begins in the untamed country known as the Wildland in the northern Stormlands. The people that dwell here are big and burly and the land is as savage as the trolls that dwell in the mountains to the north.

Upon this northern frontier our characters have arrived to the small village of Jagersheim standing proud upon the wild tundra just south of the Wolf Woods and the southern parts of the Darkwoods. The village of Jagersheim stands upon a great hilltop, rising like a lone watchtower from the harsh tundra of the Wildland. The inner ring of the village consists of about twenty well made log houses laid with different furs and pelts and decorated with horns and skulls from great beasts felled by the hunters of the village, whilst the outer ring consists of about another twenty houses made from poorer wood with very improvised and sometimes thatched roofs. The inner ring is reserved for hunters and great masters and it is separated from the outer ring by a wall made from sturdy logs. The outer ring is the home of slaves, fishermen, craftsmen and the like. A half days steady march away from the outer ring of Jagersheim lies a great and wide river. The river bears many names in countless tongues, and I shall not tell you about all of them here, for that would be a story unto itself. The descendants of Wulfr call the river Gatla, which means “great devourer” in their tongue. Its water come down from some cave in the

Icepeak Mountains and rush eastwards to the Grim Sea. To cross the river one must travel by boat and as such the hunters of Jagersheim have established two docks on either side of the river where it is most narrow. Here they escort travellers from one side to another, if their cause seems true and if they can pay for themselves. Here where the river is most narrow it takes only a matter of minutes to travel to the other side. People dare not swim across it for the ferocity of the water and the power of its many whirlwinds that may drag the most adept swimmers under the waves where a watery grave awaits. The river is rich in many variants of fish, most famous of which is the silverback salmon that the fishermen of Jagersheim fish for further upriver. During the winter people travel across the river with sleighs pulled by great hounds. Jagersheim is located on the way to places of great interest that lie further north. A steady stream of travellers is therefore often pouring in and out of the city. The people who dwell here are simple folk that live of the land with a traditional way of life. The villagers of Jagersheim have no direct blood ties to any of the fylkjarls ruling Wildland or their families but in spite of this they have maintained a

strong relationship with the descendants of Wulfr to the north that dwell on the borders of the Darkwoods by the Cliff of Askyr. They often share information regarding the comings and goings of the area and together they keep a close watch upon the borders. One can argue that Jagersheim is more of a populated watchpost than an actual village for it lacks both great livestock and proper growing of crops. The farms in the outer ring that are owned by great masters often grow oats, barley and wheat and some caretakers keep the great mountain ox to harvest furs and hide. But in Jagersheim the true way of life is the primal way of life, with a spear in one’s hand and with game at the tip of it. Even if the people of Jagersheim live a somewhat secluded life from the rest of the world, the faith in Gerbanis is still strong and the village blot pole is often used for sacrifice before a coming hunt. In Jagersheim all free folk are their own masters and no jarl rules over the village, but when people need council or need to settle a dispute the villagers often go to Hymir, an old woman living in a small log house at the top of the hill around which Jagersheim is built. Hymir lives a simple life and is considered to have a deep spiritual connection to the land. She often

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provides wise counsel in times of darkness and is considered to be the unofficial leader of Jagersheim. Jagersheim has no official warriors or hird that answers under the call of a jarl or a greater master. Instead the hunters and rangers of the village make up the fighting force of Jagersheim if the time should ever come when the village should be threatened. This is very much why hunters are so revered and respected in Jagersheim. They serve both as providers of food, gatherers of information and protectors. It is indeed true that Jagersheim lies secluded compared to many cities and towns further southward. However, there are roads to follow both to and from the village that go as far as to the copper mines in the north, Ailgaard in the east and the Icepeak Mountains in the south. These roads are kept and watched by other independent villages alike Jagersheim. Some roads are even kept by the fylkjarls and their hirds. These roads are traveled very often by folk from far and wide, and to Jagersheim they come tired and hungry.

The curse Bjorki

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Bodvar

This section concerns a very important part of this adventure: the curse of Bodvar Bjorki. The characters have been cursed before the beginning of the adventure. Down below is written the author’s version of this curse which should be read aloud to the players before the adventure begins. It would be an easy journey, that was what he told you. When you arrived south of the mountains he told you that it would be easy, but he could not have been more wrong. “Bring me the gold in that tomb, and you shall have your lives in return”. That was what he had said to you, the chieftain of robbers in his keep of stone in the forest of the grey dwarves. The chieftain of robbers sent you northward, and with you he sent his trusted servant: Lova. Lova kept her eyes on you as you made your way towards the mountains. Atop

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those mountains you lost your mules and your precious provisions in a great avalanche. It was only luck that you made it out alive, luck and nothing else. You were wise, you wanted to turn back, turn back and be rid of this icy grave, but Lova wouldn’t listen to it. Curse her, curse that woman to the end of her days. For she led you on through those mountains. For each step it seemed as if your very blood was about to turn to ice. That was when you found it: the tomb. High up in the mountains it laid, the tomb of an ancient king, buried with all his servants and warriors. With torchlight, steel and bravery you ventured into that endless darkness. By luck, by skill and by divine intervention you found your way to the final chamber. There laid bare the treasures of a thousand conquests. And it was in that moment that it happened, the ultimate betrayal. For Lova enclosed you in that dark tomb. She made off with the treasure and you would not come to share in one single piece of it. You were trapped like rats, unable to escape. The walls closed in around you and you believed that that would be it. But then came salvation in the strangest of shapes. A man, not alive nor dead.

His pale shape seems like a bad dream to you now, shrouded in uncertainty. He bore a spectral iron crown and upon his chestplate was engraved a great shield, split in half. You cannot seem to remember how it happened. All you remember is the feeling of a block of ice being dropped in your bellies and then ripped out through your spines. And then you awoke, alive upon the tundra of the Wildland, buried beneath a layer of whitest snow nowhere near the mountains. But you awoke changed, haunted by dreams, dreams of winter and dreams of frost. As you awoke you found that you were marked, your skin had begun to change. As if winter itself lived inside your very bodies, frost and ice have begun to replace your skin on the back of your right hand, steadily spreading up your arm. Each day that passed since you awoke in the Wildland you have begun to feel weaker and stranger. As if temporarily someone else enters your thoughts and sturs them around as were they a stew in a kettle. One thing is for certain, the dreams keep getting worse and your strength is failing day by day. Time is running out, life is running out. This you are certain of.

The man that appeared in the tomb was in fact the great conqueror Bodvar Bjorki. He was an ancient warrior king of the Stormlands that was said to hail from the Great Ice Plains. The legend says that he could wield such power and conquer so many lands because he had made a pact with the dark powers of our world. Somehow he had managed to bend ancient and heathen forces to his will and through them he wielded a power too great and terrible to comprehend. Hi and his dark warriors became known far and wide across all of the Stormlands until one day Bodvar died of old age and was laid to rest high up in the mountains. Then, he payed the consequences of his unholy pact. Every ten years Bodvar was forced to leave his tomb and walk amongst the living as the “Stranger”, a man of great stories. Whilst dwelling amongst the living he was in great pain, for that which is dead should remain dead - all else is unnatural. Only if he fathered a child that was carried by a mortal woman would he be allowed to return to his tomb. For the dark powers that once gave Bodvar such great strength would carry on in that child. That child would be a darkspawn and bring devastation to all who laid their eyes upon it. Such a child was once carried by Aelda of Holghold, now know as the White Lady of the Wolf Woods. In this manner, Bodvar Bjorki became the herald of chaos, disorder and death. Now Bodvar Bjorki has cursed the characters for disturbing his slumber. The only way to lift the curse is to right the wrong. The characters must free Bodvar Bjorki of his unholy contract, a contract that can only be broken by true love. Should they fail in this task the curse will eventually overtake them at which point they will turn into ice and die.  

The Adventure Begins “Many days of travel lie behind you. You steel yourselves once again as you have done so many times before. The winter is newly come to the Wildland and it is not hard to believe. Trying to not think of the unforgiving winds coming down from the mountains you wrap your cloaks and furs around your

trembling bodies. The snow lies so thick that it covers everything from just below the waist down and with each heavy and determined step you attempt to plough it up as you lay the landscape behind you. For some time now you have been able to see it far over yonder: a hill that seems to rise from the tundra without warning. Unless your eyes are fooled by your long wish for a warm hearth and safe walls there seems to be houses standing on top of that lonesome hill. Suddenly you snap out of your daydreams as a burly voice calls your attention. Up ahead stands a man on the road and in his hands rests the biggest hunting spear you have ever seen in your life”. The characters have arrived to the outskirts of Jagersheim and winter comes with them. They are at once spotted by Oyvind the hunter, standing watch upon the border of his home. All along the road leading from Jagersheim to Ailgaard there are small outposts, some larger than other depending on how far secluded from civilization they are. This final one is only minutes from Jagersheim and as such it is quite small consisting of only a stacked pile of plain rocks that mark it as an outpost and a small campfire. A newly slain reindeer also lies bleeding in the snow next to the campfire. Judging from Oyvind’s bloody spear one can assume that he recently completed his hunt for the animal. Oyvind himself is a tall and strong Wildlander. His beard is black and it grows long all the way down to where it is tucked in behind his weaved leather belt. He wears black furs that protect him from the cold above a tunik of hardened leather and a leather and fur hood slides over his wild hair but covers nothing of his grizzled face that is rendered blushingly red from the cold. Oyvind asks you to state your business or he cannot allow you to pass any further. If you ask him why he’s hearing you he only chuckles, saying that you have arrived during troubled times. Oyvind says that you seem like no harm but that one cannot be too careful when watching over one’s home. After you’ve stated your business he nods and offers to follow you

into the village. “You look like you’ve seen better times. the Wildland can be a harsh place, especially during winter, let me show you where you can rest those weary feet of yours”. Since the characters are dressed for winter Oyvind cannot tell that they are afflicted with any curse from the ice and frost on their skin. For now the characters are likely not to share their situation with this relative stranger.  

Arriving at Jagersheim Already after ten minutes of slow walking they pass by some smaller houses made from less hardy wood from the south with very improvised and sometimes thatched roofs. The characters can see how normal folk go about their daily lives. Some washing both clothes and animal hides in a small stream coming down from the forest to the north. Children are chasing each other back and forth and a few hunters sitting by a fire greet Oyvind as the troupe passes them by. Characters that are not from the Stormlands or have never visited them may be somewhat shocked to see that there are some men and women that seem to be dressed less lavishly than others with sad looks on their bruised faces, often carrying great iron bonds around hands and feet. These are slaves, men and women that are sold and bought and dependant on the goodwill of their master. These slaves are often born into slavery or taken as prisoners of war during great raids in other lands. Oyvind explains that this is simply a way of life in the Stormlands and something that he personally has never reflected upon. As the characters and Oyvind walk through the outskirts of the village, Oyvind explains that this is called the outer ring of Jagersheim. Here the people are simpler. He explains that the outer ring is a place for those who do not wield the spear or bow, fishermen, slaves, craftsmen and the likes. He explains that there are indeed slaves even in the inner ring, beyond the wall that circles around the great hill of Jagersheim, but these are kept under strict control by their masters so they will not bother the hunters.

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The great log wall that Oyvind just spoke of and the great hill that lies beyond is becoming clearer and clearer in the eyes of the characters with every step. As they look around it seems to the characters as if the houses get more well made and more luxurious with carvings and decorations the closer to the hill they come. What had previously been simple huts and crumbling structures made from poorer wood are now becoming more sturdy. The decorations upon the houses range from the tusks of mastomants to hides of special significance and troll and animal skulls. It’s a savage place and yet somehow elegant all the same. Now they stand just by it, the southern gate of Jagersheim. Towering three meters high and two meters broad the gate is the only entrance into the inner ring of the village from the south. The great log wall has no battlements upon it and should perhaps more accurately be described as a large and sturdy

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fence made from great logs with sharpened tips. With some height variation due to the uneven ground the wall rises as high as five meters above ground on the northern side whilst it is only four meters tall here by the southern gate. Oyvind explains that there is no need for guards or any other sort of protection here, the people of the outer ring know their place, the inner ring is reserved for greater men and women. Now you have entered the most inner heart of Jagersheim and stand at the foot of a great hill that rises ever upwards towards the sun. There are some houses here by the foot of it and a muddy road leads forth only to suddenly make a sharp right and continue up the hill and wrap itself around like a great serpent. Oyvind points his finger to the far top of the hill where a lonely log house stands with two lit braziers on

either side of its, in comparison to the other houses, small and plain door. “See that house at the very top off the hfiflfl By the end of the winding road. There lives Hymir, our eldest and most wise”. Oyvind tells the characters about Hymir, that she is the unofficial leader of Jagersheim and that many go to her to seek council in troubling times. Oyvind fears that she will have her work cut out for her this winter. Oyvind tells you that you are of course free to wander around the town as you see fit, however he says that you should not follow the path up the hill without him. You are after all still outsiders and not all the free people of Jagersheim are so quick to trust as he is. It is true that Jagersheim sees its fair share of visitors and travellers but it is uncommon for

them to wander the streets, the hunters of the inner ring often intimidate them too much. Oyvind says that you should come visit him at the Hung Swine inn before nightfall, He can help you find a place to rest and clear you minds of the long road.

beneath as you take your first steps inside the house. The scent of fir is the first thing that hits you as you enter. It’s soothing fragrance instantly makes your heartbeat slow down. At the far end of the house several thick furs and skins have been laid down around a fire that burns with a warm

and inviting glow. Upon every wall in that house is hung many a tapestry weaved from horses hair that depict the many struggles of the Wildland. The prominent motif on 5 his these tapestries is a man lying dead with hands clasped around a battle sword with seven shields forming a circle around him.

Should the characters ask Oyvind if they could possibly stay at his home instead of taking up residence at the Hung Swine inn Oyvind will explain that he unfortunately cannot take them in. There are not enough beds in his home and he could not possibly feed them all since he would drain every barrel of mead in his basement and roast all his game.

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Jagersheim Listed below are the main points of interest in Jagersheim, as showi in the town map. Use this as a template if the characters decide to wander about town or decide to search for the local inn or ask general questions about the surroundings.

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1. Hymir’s house At the very top of the giant hill that makes up the inner ring of Jagersheim stands a plain little house. The structure can seem like any other house in Jagersheim, made from sturdy logs upon a strong foundation of stone. But this is no ordinary house at all, for here lives Hymir, the village elder. The exterior of the house is very sparse in comparison to other buildings that stand upon the hill of Jagersheim. Here you will find no skulls, skins or horns to decorate the facade. In fact, you won’t even find any windows. Only two burning braziers stand on either side of the plain wooden door to guide weary and troubled souls during the dark hours of the day. That door stands open at all times for all folk to step through that are in need of counsel and guidance from Hymir. The inside of the log house is unlike anything else that can be found in Jagersheim. From the rafters hangs long weavings of hairs of different sorts and at the end of each weaving a bone or animal skull is tied. The wooden floors are covered in layer upon layer of fir branches to such an extent that you cannot feel the hard floors

3

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2 6

JAGERSHEIM 1. Hymir’s house 2. Oyvind’s house 3. The Hall of Hunters 4. The Hung Swine inn 5. The blot pole

6. The southern gate 7. The northern gate 8. The inner ring 9. The outer ring

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2. Oyvind’s house Just a few minutes walk from the southern gate of Jagersheim lies a smaller longhouse with a thatched roof. It’s roof is bent on both sides all the way down to the muddy ground so that there is in fact no distinction between the roof and the walls of that longhouse. By the eastern side of it there is a door that stands sharply out from the thatched roof and wall with its own smaller wooden roof that separates the entrance from the house itself.. Two elk antlers have been tied by leather straps to cross above the door and on either side of it stands two wooden poles neatly decorated with carved gaping faces. An iron ring hangs in the mouths of the carved wooden poles. This is the home of the hunter Oyvind. Inside that longhouse one will find nothing of special magnificence or worth. A roaring fire in the midst of the house casts long shadows along the walls on which many a trophy is hanging, the most impressive of which is the giant skull of a hrim troll. It’s great tusks would send chills up the spine of even the most seasoned warrior. The house is furnished with a great oak long table by the far southern end of the one room longhouse and by the table stands two sets of benches covered in thick furs. It is a very simple and yet inviting place to be in. In the same room where one would lay down in beds to sleep, sit on tables to eat and cook food over an open fire Oyvind has a hung the carcases of animals upside down from the rafters to bleed out into wooden bowls beneath their throats. It’s a bizarre sight.

3. The Hall of Hunters Hunters in Jagersheim make up the elite of society in the village. Since Jagersheim has no proper growing of crops or caring for livestock the majority of all food comes from hunters braving the forests to the north. Surely there are some crops growing here in the outer ring of the village but these are only the bare minimum for what is needed for a somewhat healthy diet beyond just meat. For the people of Jagersheim hunting is no easy task. There is some game to be

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found upon the tundra of the Wildland but for greater beasts that will provide food for any longer stretch of time the hunters must find their way northwards to the borders of the Darkwoods. Herein shall not be told of the Darkwoods for that would require a chapter or twenty onto its own. Suffice it to say that when hunting in the Darkwoods the hunters of Jagersheim face greater challenges than just weather and wind. This type of work makes for hardy folk who know their way around a battle situation. Therefore the hunters of Jagersheim also form the hird of the village. These are the brave men and women who will come to battle when the safety of the village is threatened. This all amounts to the hunters of Jagersheim being greatly revered and respected by others in the village. This also means that the hunters need a place where they can rest, gather their thoughts, share tactics and organize coming hunts. This place is the Hall of Hunters, a great longhouse standing on the hill of Jagersheim. Only hunters who have proven their worth are allowed to enter the hall. New hunters who wish to prove themselves must bring game from a recent hunt in the Darkwoods, no other trophy or proof of their skill shall suffice. In very rare cases non-hunters are allowed to enter the Hall of Hunters. In these cases a very established and respected hunter shall have vouched for the common folk that are allowed to enter. Slaves entering the hut are punished by death and masters who bring their slaves into the hut are removed from their mastership and are relieved of their slaves and claims. The longhouse itself is built very much like the one Oyvind lives in with a thatched roof that is bent all the way down to the ground to also serve as a wall. There is only one door to enter by which is located on the far eastern side of the longhouse. This door is guarded day and night by hunters who stand there willingly to make sure that only those who have shown their worth are allowed in. Two great horns from a hrimtursir stand on either side of that door, a trophy from the ancient times when the hrimtursir Loyke came down from the mountains to the south

and laid waste to the land. The giant came to Jagersheim where the hunters were prepared to face him. For they had heard him coming for many days. Not long after Loyke had been slain by the combined forces of the many hunters, the inner and outer ring of Jagersheim were established. Even those who were not allowed inside the new walls agreed that the hunters who had saved them all from certain doom deserved to be revered and respected. The interior of the hall is not a place to lay down and rest, it is a place for feast and council. Here the hunters of Jagersheim will both plan and celebrate hunts as well as share food, drink and story with each other.

4. The Hung Swine inn There are many houses in Jagersheim where one can sit back and enjoy both food and ale by a roaring hearth in the company of others. However, there is no finer establishment for such activities than the Hung Swine inn. The inn lies just by the northern gate of the inner ring, by the little square with the blot pole in the middle. Here you will find all sorts of folk but mostly the so-called “Great Masters” that are in one way or another involved with the hunters. The great masters are a type of businessmen. They own slaves, livestock, smaller farms and in Jagersheim they often provide help for the hunters in exchange for protection and in the cases where the great masters provide true support with leather and hide they may even be allowed entrance into the inner ring of the village. The inn itself is not a longhouse like the Hall of Hunters but rather a great mansion lavishly decorated with many carvings and hides. The inn consists of two floors: one ground floor where the common room is located and a top floor with smaller rooms with beds and other commodities that are up for rent. As one enters the ground floor one is immediately hit with a wall of heat that is so palpable that one cannot help but smile. It’s a welcome change from the harsh winds of the Wildland. An ever present fragrance of roasting game, herbs and tobacco mixed with the sound of drum and flute and the roaring singing of the crowd all add up to a most pleasant atmosphere that would make most feel at home. On the

ground floor a great fire  burns from one end of the room to the other over which many pieces of game are roasting on a long pole that can be rotated on either side. Around the fire there are many long tables and benches laid with furs and hides where visitors can sit down. The floors are all laid with herbs and furs and it is not uncommon for folk to walk around barefoot and many boots and shoes often lay in a chaotic pile by the entrance. Here you will find no bar or official place where any innkeeper stands. The inn is owned by a great master by the name of Eireik Jokke and he has many slaves that labour in the inn to provide the guests with ale and mead that they fetch from a cellar upon request. Eireik is often present at the inn and will collect proper payment from the guests. However, Eireik is often too drunk to remember to collect payment and many times one can be lucky and spend an entire evening at the Hung Swine inn free of charge. At the far end of the common room there is a staircase that leads up to the top floor where there are ten rooms up for hire with beds and other commodities. Eireik carries ten keys in his belt at all times that he will give out once he has received proper payment for the room. Next to the staircase there is a door that is locked at all times which leads down to the cellar. Often one of Eireik’s slaves carries a key. You should not think of the Hung Swine inn as a common medieval tavern as in standard rpgs.. This is Trudvang after all where a certain mood and atmosphere is ever present. The roof is very low, there are long benches to sit down on rather than rounded tables and there is no official entertainment going on at all times. However, it is not uncommon for guests or even Eireik himself to play the drum or the flute when the mood is right. Sometimes, often after a successful hunt, many will join together in roaring song under the roof of the inn. The Hung Swine inn got its name after a most memorable hunt that ended with a “Galtir” (a boar-like humanoid) hanging upside down from the roof of the inn, bleeding out onto the floor as the hunters celebrated.

5. The blot pole To commit sacrifice is an important part in the life of a stormlander. The people in the Stormlands are superstitious and believe that to sacrifice is an important part in appeasing the gods in the Gerbanis religion. To sacrifice often means that the thing that one is sacrificing to the gods must be of very good quality and purity. To sacrifice one’s firstborn child for instance is considered to be the greatest sacrifice of all by all stormlanders. Before a hunt it is not unusual that one would sacrifice one or more slaves for good fortune. All of this is true in Jagersheim but since there is no Stormkelt that lives or keeps a church in Jagersheim sacrifices are few and far between. It is only when a wandering priest, a stormikjalt, comes to visit Jagersheim that the villagers commit sacrifices. In some cases certain great masters will send for a stormikjalt when they think that the hunting conditions such as weather and wind are so harsh that the coming hunt might be in danger if the gods do not intervene. When the time for sacrifice comes in Jagersheim the blot pole plays a central role, as it does all over the Stormlands. The blot pole in Jagersheim is a ten meters high pole made from wood with great iron rings upon its tip and in its middle. The iron rings are the holy symbol in Gerbanis and it is with them that the thing that is to be sacrificed is hung up. The blot pole in Jagersheim stands upon a muddy square just by the northern gate and the Hung Swine inn.

6. The southern gate The southern gate of Jagersheim is the only entrance from the outer ring to the inner ring from the south. The gate itself is made out of wood and not reinforced or locked at all since its function is not to protect but to remind. The gates and walls were primarily established to cement the clear difference between hunters and those who do not hunt in Jagersheim. There is no need to guard it or lock people out, those who do not belong simply understand that they should not pass through it. Passing through is not a punishable crime but is considered to be a type of taboo for non hunters to

pass through the gates and it is a custom that people of Jagersheim follow as there is no true advantage between living in either place. The southern gate itself stands three meters high and two meters broad.

7. The northern gate The northern gate of Jagersheim is the more reinforced of the two gates. This gate can actually be locked and is reinforced with both leathers and iron. There are even two watchtowers standing by the gate that can be manned with archers. The only reason for this is that the gate is facing north, and to the north lies the Darkwoods. It is not unheard of that trolls come down from the north to raid the villages of men to the south. In such times Hymir would sound her horn, for from her house she can see their hordes come with black smoke from their dreadful torches. The villagers of the outer ring will then be welcomed into the inner ring during the defence of the village, for such is the duty of the hunters that they must protect even the most lowly slave. The southern gate is during such times often not defended at all since most hordes of trolls are not smart enough to go around the wall and try to attack it. And these attacks are so few and far between that the villagers see no need of reinforcing it.

8. The inner ring The inner ring of Jagersheim was established when the combined forces of the hunters bested the hrimtursir Loyke. Before that time the hill of Jagersheim had always been unoccupied except for Hymir’s house at the top of it. The great masters that aided in the building of the log wall, the two gates and the houses that would later make up the inner ring of the village were allowed to live there with the hunters. Hymir was of course allowed to stay since everyone in Jagersheim had a deep respect for the wise old woman who had lived there for as long as anyone could remember. Other great masters could later on earn their place in the inner ring by aiding the hunters with food, livestock and other things. Travellers and visitors passing through Jagersheim are also allowed inside

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the inner ring only if they take up residence at the Hung Swine inn. However, no traveller is allowed to climb the hill unless a hunter of Jagersheim permits them to. All in all the inner ring is the place within the log wall that circles around the great hill of Jagersheim and it is there where all the hunters of the village live together with Hymir and some distinguished great masters.

9. The outer ring The outer ring of Jagersheim is the place where all the people live that do not hunt or aid in it. Here the slaves live, the farmers, the craftsmen. Even the sons and daughters of hunters who declared that they would not follow in the footsteps of their forebearers live here, no matter their age. The houses here are much more spread out across the land and are not built so tightly together to form narrow streets and alleys as there are smaller farms here that grow wheat, barley and such and even some farms that keep livestock in the form of the great mountain ox. These farms are often run by slaves but owned by great masters that live in the inner ring. The houses themselves are often made from lesser wood and are not as sturdy as the log houses of the inner ring and the roofs are often thatched, laid with turf or somewhat improvised. One would think that the people of the outer ring are treated as being of lesser worth, such is not the case. The only thing that makes them different from the people of the inner ring is that they are not part of the hunting. The villagers of the outer ring still get well fed, have a warm bed to sleep in and are free to manage their own lives. There is no true difference in the way of life and on some occasions the villagers of the outer ring are invited into the inner ring. During such times there is often a special announcement to be made or a sacrifice is about to take place at the blot pole.

At

the

Hung Swine Inn

Oyvind is awaiting the characters arrival at the Hung Swine inn. If the

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characters wander about the inner ring of Jagersheim for too long they will most likely be stopped in the street by hunters who will ask their names and what business they have in the inner ring. These hunters can seem very intimidating and might even be rude if they suspect that the characters are breaking the rules of the village. If the characters say that they are on their way to meet Oyvind the hunter at the inn they will most often be met with frowns and eye rolling followed by a sarcastic “Best of luck”. It seems as if most hunters don’t think very highly of Oyvind and some might even go as far as mocking his “hunter” title. To be a hunter in Jagersheim is considered a title. If the characters decided not to wander about town at all but instead follow Oyvind straight to the inn then skip ahead to when the characters are introduced to Eireik Jokk. When all’s said and done the characters should end up at the Hung Swine inn. As you approach the log house you can hear a song and the pounding of drums coming from inside the hut. When you swing open the door you’re at once hit with a wall of heat that suddenly makes the cold winds of the Wildland go away. You must step over many pairs of boots and shoes as you make your way into the inn. At this time the room is packed full of people. It’s still early in the day but that doesn’t seem to bother the wildlanders who are fully occupied with tankards of mead and bones of meat. You seem to have stepped right into some sort of musical performance. On both long tables, on either side of a long fire there stands two men with shaved heads who are furiously pounding away on drums as many merry folk dance to and fro around the roaring fire. I cannot exactly remember what song they were singing, but it went a little something like this: “Hey hee, who be ye, that come on through the door Watch your step, steady now, fall not to the floor!

Have a seat, if you please, we’ll make some room for thee, There be ale in plenty here, just you wait and see! Now did you know, I bet ye don’t, what fit says there on the sfign A place to stay, a place called home, there’s none other like the swine!” Somehow the characters manage to hear the calls of Oyvind over the roaring song of the villagers. He’s sitting by one of the long tables next to quite a young man with blond hair, shaved on two sides with a long braid hanging down his shoulder to rest on his leather clad chest. The man has a full strawberry blond beard and many rings can be seen on his fingers. Oyvind waves you over and asks if you managed to find your way without too much trouble. The man next to him adds that Jagersheim can seem like a hostile place to the uninitiated, but that the guests will come to enjoy their stay soon enough. Oyvind laughs and shakes his head. “Forgive me, where is my manners”, he says, “Allow me to introduce Eireik Jokk, great master of Jagersheim and owner of the Hung Swine inn”. The young man who has now been revealed to be Eireik Jokk suddenly rises from his seat and bows deeply before you. “Oyvind has told me about you, please sit” ¨ If the characters instead entered the inn with Oyvind he will find Eireik Jokk quickly and introduce him to the characters after a warm embrace. Eireik gestures to a few empty seats. Eireik then tells Oyvind that he should not make such a fuss about titles and that owning a few poor souls should not make a man a master. “But this man”, Eireik says and gently punches Oyvind in his right shoulder, “This man is a man that deserves titles. And yet Arkigstaal mocks your deeds”. Oyvind only laughs and shakes his head, “Easy now friend, let us not overwhelm our guests with the local feuds”. After some light banter between them, Oyvind tells you that he has

managed to reserve rooms, if you pay Eireik of course. The price for one night is 1 silver coin per person. Eireik assures you that the price will be worth it, and you shall be under his personal protection. For a friend of Oyvind is a friend of him. He says that you might come to need such protection as you are not allowed to wander about the inner ring without someone to vouch for them. Oyvind says that he would take you in his own house but he’s afraid that it’s too small to fit all of them. Here you’ll be safe. After proper payment Eireik claps his hands together and waves one of his slaves over who is serving mead to a few women sitting on the far end of the table. As the slave who is an older man comes over Eireik orders him to bring the characters a tankard of mead each. The characters take note of the sudden shift of tone in Eireik’s voice as he speaks to the slave. It’s like he wants to make the conversation as short as possible, like he truly detest the very notion of addressing the slave. The slave nods politely at his master and the characters and then quickly disappears out of sight. Let the characters mingle for the rest of the evening until they wish to retire to the rooms upstairs. Oyvind will remain for a few hours but will then retire to his house and ask the characters to meet him there at dawn of the following day. He wishes to bring them to Hymir at the top of the hill of Jagersheim, if they would agree to join. If the characters want to order more drinks they shall do so free of charge by speaking with Eireik or one of the many slaves serving. If they wish for food they need only cut a piece of meat of one of many animals that are roasting over the great fire in the common room.

Uncertain Foretellings The characters awaken from a night of horrible nightmares. They all seem to have had the same dream. A dream about a pale woman standing amidst ruins,

cradling a child close to her spectral bosom. Looming over her is the great shadow of a man wearing an iron crown. The characters cannot recall ever seeing such a woman or the ruin she is standing in and yet they can all describe the exact same feeling of fear and wanting to protect the woman from the shadow. They recognize the crowned man from the grave up in the mountains. During the same morning, the characters notice that the frost and ice have been spreading at a very quick pace, covering their right arm all the way up to their elbow. The characters ponder this dream over breakfast down in the common room of the Hung Swine inn. The common room is not as lively as it was the night before. There are only one or two people sitting along the long tables excluding the group of characters. A female slave is quietly tending to the guests and the characters, bringing them whatever they wish for without uttering a word. After less than an hour has passed the door to the inn is swung open and in walks Oyvind. He stomps the snow of his boots and removes his fur hood from his head to reveal a face rendered almost completely tomato red from the harsh cold of the outside. Oyvind notices the characters right away and joins them at their table. Oyvind waves a slave server over to the table and orders a drink for himself. After that he proceeds to ask the characters if they have slept well and what their plans are for the day, shall they travel on or shall they remain in Jagersheim for some time It is here that Oyvind should notice the frozen parts on the character’s skin. Since they are inside and not dressed for the outside cold one can presume that the characters are showing some skin on their hands and forearms. As soon as Oyvind notices their frosty skin a troubled look comes over his face very suddenly and he shall at once interrupt the characters and insist that they continue their breakfast up in their private rooms.. Oyvind shall do everything he can to make the characters follow him, however he will not use force and he will try not to draw too much attention to himself.

After the characters and Oyvind have gone to a more private place to discuss further Oyvind shall bluntly ask the characters what has happened to their arms. Oyvind explains that he has never seen such spots before, but that he knows that it must be an ill omen. He fears that the characters have come in touch with dark magic or some horrible frostbite. Oyvind asks the character to please be frank with him as he has now vouched for them throughout the village. Should the rest of the hunters find out that he had brought in travellers bearing a disease that could possibly be contagious, he could be sent into exile.   Should the characters tell the truth about how they got the frost on their bodies Oyvind shall grow sad and collapse on the floor and bow his head in despair. “Then it is as I feared”, he says. “I do not claim to be an adept on the subject but it seems to me as if you bear markings of dark and ancient magic. I beg of you, do not travel on. There must surely be a cure of some sorts, a way to hinder this terrible fate. I can take you to Hymir, for she is our eldest and most wise. I do not promise that she will have all the answers, and thus I ask you to not hope beyond hope. But I shall do what I can to aid you”. Should the characters agree Oyvind bids them to follow him up the hill of Jagersheim to the house of Hymir at the hilltop.

Meeting Hymir You leave the Hung Swine inn with Oyvind in silence. No one is there to bid you farewell. The streets of Jagersheim are quiet on this winter’s morn. You walk quietly along until you reach the stairs that lead to Hymir’s house and Oyvind stops you. “I’d better wait out here, I do not want to disturb you. Meet me at my house after you are done. I’ll prepare some midday supper.” With those words Oyvind makes off down the hill, leaving you by the house all alone. Upon entering the house, the scent

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of fir hits you like a comforting blanket on a stormy night. Lit wax candles cast long shadows across the fir clad floors and haunting faces stare back at you from the tapestries that hang along the walls. Suddenly, a droning and hoarse voice speaks to you from beyond the shadows of the room. “You come to me driven by great need. The winds of winter blow at your backs. Dreams of frost cloud your judgement. Approach, step into the light so I can get a good look at the lot of you.” As you enter the warm light of two lit braziers you see no earthly soul around. There, at the far end of the house a great tapestry covers the entire wall all the way from the ceiling down to the fur and fir clad floor. Upon the tapestry is woven a picture of a great storm, within its eye a strong but dark figure holds a slithering serpent in his fierce grip as he holds a humongous axe aloft. Any stormlander will recognize this figure as Stormi. Then, the voice speaks again and as it does it seems as if it is coming from behind the tapestry. “Kneel children, present to me your markings.” As you lay bare your icy forearms the room falls silent for a long while until the voice speaks again. “The portents are clouded. Hidden behind a curtain of shadow. They slither like serpents in the great storm, slipping from my grip. Blood must be spilt, an offering to chaos must be made. Only this will sate the hunger of darkness and calm the storm. You must harvest the blood of a most cunning beast, a braskelwurm. Return here only once you bear it with you. Make haste, lest winter claims you.” Suddenly all candles and braziers in the room are extinguished by the blow of a great wind and the door behind you is flung open, letting in the cold light of midday. As you leave Hymir’s hut, fear weighs heavy in your hearts.

Proving Worth When the characters return to Oyvind after their visit to Hymir he has prepared a warm bowl of soup for them and a lukewarm mug of ale. He is eager to hear what happened.

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As you tell Oyvind of what you learned at Hymir’s house, his look grows grim. “This is a most unfortunate turn of events. Well, you see it’s impossible. The land from here to the realms of Wulfr are the hunting grounds of Jagersheim. That means that none other than the one with the title of hunter may hunt here. To break that most ancient rule is punished with death.” Oyvind grows silent again. He seems absent for a moment and if you attempt to speak to him, then he mutters something to himself. “There’s nothing else for it”. Oyvind explains that there is only one way in which they could be allowed to hunt for the braskelwurm without being hunters of the village: if the chief hunter gives them leave. This might seem easy enough, the characters have surely persuaded people to do as they want before. Oyvind, however, explains that this is different. The chief hunter is called Arkigstaal, and he hates outsiders and he gravely dislikes Oyvind. As chief hunter, Arkigstaal is tasked with protecting the village from outside threats. This task has made him very suspicious and quick to judge. If the characters ask why he dislikes Oyvind, he will simply try to change the subject and grow angry if the characters push the conversation too far. Oyvind explains that he can take them to see Arkigstaal, but that they’ll have to convince him themselves. Oyvind’s interference would surely only make things worse. The troupe finishes the rest of their midday supper and then make for the Hall of Hunters a bit further up the hill of the village. Oyvind tells the character all he can about the hall before they reach it, its rules and its history (see the section about the Hall of Hunters under Jagersheim). As you see the great longhouse of the Hall of Hunters loom up ahead, Oyvind halts. “I’d best leave the rest up to you. Remember: Arkigstaal is quick to judge, so make an impression as quickly as you can. Be strong and boastful, believe in

yourself and he will recognize you as worthy of a chance. I hope”. As you continue onwards towards the longhouse you can see Oyvind looking anxiously at you shaking his head in doubt. The characters are now approaching the great gate of the longhouse flanked by two great hrimtursir horns and two burly wildlanders wielding long spears. As they reach the gates the two wildlanders ask them to state their titles. To be able to enter the longhouse the characters should follow Oyvind’s final advice. If they act strong and boastful the guards are sure to at least call for Arkigstaal and grant them an audience. The characters should try to impress the guards with tales of their many accomplishments. If there is a native stormlander or even hunter or ranger in the troupe it will help in gaining the trust of the guards. Lies and deception can be a risky but successful plan of action. Should they however be made out as liars by the guards they will grow very angry and ask the characters to leave at once. If no convincing arguments are proposed, allow Knowledge (Silvertongue) or Entertainment (Storytelling) rolls or situation rolls (SV 10 modified by Charisma). If all fails then Arkigstaal will hear the racket from the conversation or conflict and come out to see what is afoot.   “State your business and be quick about it. I’ve little patience for vagabonds.” a thundering voice announces from the longhouse. Soon you can deduct that the voice belongs to a great big giant of a man emerging from the Hall of Hunters. Arkigstaal is built like an ox and taller than most wildlanders, and that’s saying something. Ferocious and wild eyes glare at you from under even wilder flaming red eyebrows. Red too is his long head of hair and great bushy beard that stretches as far down as his belly. In his right hand Arkigstaal clutches an axe that any other man would have needed two hands to carry. His leather belt is decorated with fangs and round his thick neck hangs an iron ring on a braided leather bond. If you ask him for permission to enter and continue

to speak with him inside, Arkigstaal grimly mutters that you may not, “Lest ye wish to part with yer heads.” Arkigstaal is difficult to convince but if the characters remain confident in their own ability and don’t let themselves be intimidated by Arkigstaal he will in the end give in to them.

you one final piece of advice: “Look to the north star, let her guide you and she’ll lead you right.”

The Hilltop

The journey to the hilltop with the standing stones is a long and arduous one. The characters must travel on foot in the heart of winter with only their raw “By Stormfi wfiflfl you reflent Iff you ffancy strength and courage to help them. Vast, yourselves so great and mighty then white tundra and deep forest lies before prove it. To the north where the lands them and they know that should they of Wulfr border our realm there rises perish out here there is not a living soul from the tundra a great hilltop encircled for miles around that will come to their by standing stones. It was once a place aid. of offering belonging to our ancestors, If the characters keep following the now fallen into darkness. A beast from north star, shining like a beacon of hope the Darkwoods dwells there now, a beast upon the dark sky, they will reach the with an insatiable hunger. Travel to the hilltop within a week of slow travelling in hilltop and bring me the head of that cold winter nights.. Should they be foolish beast. Only then will I consider your enough to travel during the day when the wish.” Without giving you a chance star does not shine, they will lose their way to respond, Arkigstaal turns his back and be delayed for one full day. The nights on you and disappears inside the hall. are long, bitter and cold and not even the There’s nothing else for it. warmth of a campfire will completely hold the frost at bay. Chilling winds come down The characters must bring Arkigstaal from the mountains and the water from the head of the beast that guards the whatever brooks or rapids they find is so hilltop to the north if they wish to ever be cold that it pains them to drink it. allowed to hunt for the braskelwurm and Nightmares and hazy daydreams hear Hymir’s prophecy. continue to haunt the characters. Visions Should the characters seek out Oyvind of a dead king clutching a battle sword before they leave for the hilltop he of black ice is a recurring theme, as is a won’t be of much help. He explains that spectral lady cradling a child made of he cannot help the characters in their shadow. As if that wasn’t horrible enough, mission since it is a rite of passage meant the frost and ice have now reached their for only them. If he was to interfere he right shoulder and they’ve completely would only anger Arkigstaal and they lost all touch in their right hand. Time is would surely never be given leave to hunt running out, life is running out. upon his lands. Oyvind knows very well On a particularly dark night the what hilltop Arkigstaal speaks of but he characters finally reach the hilltop. Over cannot tell the characters about it. This yonder to the horizon the characters is their test, and they alone can overcome can spot the edge of the Darkwoods and it or perish in the task. beyond the titanic peaks of Iron Mountains. They have travelled to the outer rim of the That evening, as you make ready to world and everything seems more strange leave Jagersheim, Oyvind hands you a than usual, as if the land itself was woven flask each containing a dark draught. with magic. The snow falls slowly and “That’s wildberry mead, warm it over silently and only the light crackle of the the fire and it’ll give you the courage you character’s feet breaking the surface of need. Trust me, you’ll need it.” Oyvind the snow disturbs the complete silence. follows you to the northern parts of the The hilltop itself rises from the snowclad outer ring of the village where he gives ground like a gigantic tree stump standing

several meters tall. At its rocky top, several similarly shaped stones form a circle and above it the north star shines bright. Climbing the hilltop is easy enough. Here the ancient wildlanders have carved steps in the stone circling around the hill until they finally reach the top. It takes several minutes to climb these steps and along the way the characters feel as if someone is watching them. The top itself is laid with several stones and in its midst stands an old campfire. By the looks of it this is some sort of ancient campsite or resting place. The campfire is cold and hasn’t been used for a very, very long time. There are six standing stones encircling the hilltop. Each stone rises three meters from the ground, towering over the characters like silent watchers. Should the characters investigate the stones further they will notice that each stone is clad in abstract faces, carved into the stone.

The Beast of the Hilltop Now the characters have arrived at the hilltop and they must now wait for the beast to arrive. Should they light a campfire or make a lot of noise, the beast will arrive earlier than if they simply wait in silence and darkness. Give the characters good time to prepare as this should be a rather challenging encounter for the characters. Suddenly, a crackling sound breaks the silence. As you whip your heads around to investigate where the sound came from, you can see nothing but complete and utter night staring back at you. Cold sweats are running down your forehead and you can feel your heart racing out of control. From out of nowhere a great gust of wind comes whooshing towards you almost knocking you of your feet. Now you feel it in your bones, someone is watching you. A low growl can be heard from beyond the darkness as two piercing, yellow eyes stare back at you from the top of the steps that lead up to the hilltop. The light of the north star fails as a humongous white warg beast steps into the campsite, blood dripping from its great gob.

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White Warg Beast Fear Factor: 1d10 (OR 9-10); Size: 3t, Natural Armor: 2. Movement: land 2 cp per 12 m (max 48m). Damage levels (72 BP): 1-18 (0) / 19-36 (-1) / 37-54 (-3) / 55-72 (-7) / > 72 (Dying). Feats (see GM guide p.110): Fast, Jump Attack, Night’ Sight. Weapons: Bite (dmg 2d10 OR 9-10), Claws (dmg 2d10 OR 10). Initiative: +4 (base). Number of Rounds to spread CP: 2 CP: Free 12 / Bite 15, Claws 12. Sample of Attacks (to be spread in 2 rounds): Bite SV 15, SV 12; Claws SV 12.

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The white warg beast moves to attack! It lunges on the character standing closes with great ferocity and will fight until killed. This should be a challenging encounter that will leave newer characters with great wounds. As the beast finally lies dead at their feet, they need only to cut off its dreadful head from its broken body. Our characters have proven their worth and slain the beast of the hilltop.

The Journey Home The journey back to Jagersheim will require utmost endurance from the characters. They are wounded, tired and very hungry. Every step, every trembling movement sends piercing pain down their

bodies. But the wind is at their backs and the north star is rekindled, hope yet remains. They must no longer brave the darkness of night to follow the north star since they can easily follow their own tracks back to Jagersheim. Traveling with the sun shining upon their weary faces makes the journey a little easier to bare. The night before you arrive at Jagersheim, something disturbs your sleep. You all awake sweating from the same nightmare. A crowned shadow wielding a battle sword made of black ice was walking alone through great alpines. A voice could be heard from beyond the mountain tops, and it felt as if the voice was speaking directly to you. You remember only fragments of

what the voice had said, but together you can stitch together its message and recite it in its entirety. “From the south he shall come, a King of Frost and Snow. Amongst the living shall he stride, herald of death and woe. To pay a debt eternal, an heir of shadow is born. Dreams of frost awoken, to winds of winter he is sworn. In the cradle of innocence, a dark seed he shall sow. From the south he shall come, the King of Frost and Snow.” Never has a voice spoken to you like this in one of your dreams. As you approach the outer ring of Jagersheim you let out a deep sigh of relief. Oyvind is watching for you from one of the watchtowers upon the north side of the inner ring wall. As he spots you his red face lights up with a smile. “You’re back! I half expected you to never return when I saw the north star ffafiflfing on the nfight’s sky. Is that By Stormi you slew the beast of the hilltop! Come now, I’ll heat up some wild berry mead and you can tell me all about it.” The characters and Oyvind retreat to his house where Oyvind serves up a mighty supper by a warm hearth. The boar stew warms the character’s bellies and hearts as if it was courage in a bowl. Their tender limbs begin to soften up as Oyvind is examining the head of the white warg beast. Oyvind gasps and shouts in excitement at just the right moments as the characters tell him of their battle with the beast. Should they tell Oyvind about the dream they had on their way back he will fall silent for a moment. “It is not my place to speculate around such matters. Once you are restored we can visit Arkigstaal and begin to prepare for the hunt on the braskelwurm. I hope Hymir will provide you with the answers that you seek.” Oyvind is mightily impressed with your hunt. He says that to him you’re as worthy as any hunter in the village to seek the braskelwurm but that you all should still await the judgement of Arkigstaal. After supper Oyvind follows the characters back to the Hung Swine inn where he tells the entire tavern about the

events at the hilltop. Gasps and hearty toasting can be heard throughout the evening as more and more people are let in on the story. Oyvind is close to bursting with pride as Eireik Jokke lifts the head of the white warg beast for all to see and announces that you are all now honorary guests of The Hung Swine inn, “For restoring the hunting grounds of our forebears and valiantly besting the beast of the hilltop!” That night, you enjoy the best night of sleep you’ve have had in weeks.

Jagersvaner The characters bring the head of the white warg beast to Arkigstaal who is more than surprised that the characters actually succeeded in their task. Arkigstaal all of a sudden seems less intimidating and more friendly towards the characters, it is obvious that he thought they would never return. The characters are allowed to enter the Hall of Hunters where Arkigstaal bids them to sit down as he pulls out his butchering knife to do something with the head of the beast. A great snap is heard as Arkigstaal removes several fangs from the lame mouth of the warg beast. He hands each of you a fang of your own and announces you as “Jagersvaner”, honorary friends to Jagersheim and its hunters. “I was wrong about you lot, you seem to be made from tougher stuff.” Arkigstaal also explains that as Jagersvaner the characters are given leave to hunt for the braskelwurm upon his lands. However, he warns them that slaying a braskelwurm is no easy task. It requires cunning and patience, and above all else experience. A braskelwurm is an ancient creature with great power, it can petrify any living soul just by looking them in the eye. Arkigstaal suggests that he should aid them in their hunt as he knows where to find the braskelwurm and how to defeat it. It should be in the character’s best interest to allow Arkigstaal to join them.

Just as you are discussing how to proceed with the hunt for the braskelwurm, Oyvind enters the hall. He is delighted to find that you’ve been named Jagersvaner even though he remains quite cold in his tone when speaking to Arkigstaal. When he finds out that Arkigstaal is thinking about joining you for the hunt, Oyvind demands that he too should come along. “Bah! You Hunt ffor a braskeflwurm With your luck you’d get in the way or have us all killed.”, Arkigstaal mutters. Oyvind gives Arkigstaal an angry look and puts one hand on his butchering knife. “You’d do well to remember that I trusted these travellers long before they passed your test. Don’t pretend to care for anything else than the braskelwurm, Arkigstaal. And as for my contribution to the hunt I have something that you have not.” Oyvind empties his satchel upon the long table – revealing several round and gleaming objects. It takes a while before you can get a good look at what they are. Eventually, you can see that they are in fact polished shards of thick glass with the clearest reflection that you’ve ever seen. “Bah! Shfiny trfinkets What are you, a magpfie” Arkfigstaafl flaughs. Oyvind lifts one of the shards high and inspects it with pleased eyes. “The greatest weapons of a braskelwurm are its eyes, it can kill anything with a single look. However, beholding the wurm as a mere reflection will do you no more harm than looking at any other beast. With these shiny trinkets, as you describe them, we can fight the braskelwurm and maintain vision of it without turning into human statues.” The room falls silent for a moment, Arkigstaal is obviously shocked and embarrassed by Oyvind’s clever solution. Eventually Arkigstaal rises from his seat and shoots Oyvind a suspicious look. “If you wish to rush headlong into your own death, then I shan’t stop you. The braskelwurm has its den not too deep within the Wolf Woods, a day’s sled ride from here. Gather your belongings and steel yourself, we ride at the morrows first light.”

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Leaving Jagersheim So it was decided. As first light of the following day breaks the darkness of night and greets a new morning, Oyvind and Arkigstaal are waiting for the characters by the eastern side of the outer ring. As the characters approach they can see that the two of them are assembling sleds and provisions. There, several wolf dogs have gathered to pull their sleds over the waist deep snow, Arkigstaal is feeding them and trying to arrange them properly. There is one sled there for each character to use and with them a pack of wolf dogs willing to pull their weight. As they are getting ready to leave Arkigstaal instructs them to just hold on as they travel and the dogs should follow his lead towards the Wolf Woods. Said and done, when all is in order the troupe leave Jagersheim upon the horizon and travel eastwards to find the braskelwurm hidden within the Wolf Woods. As evening starts to fade into night you can spot the border of the Wolf Woods over yonder. As you reach the fir trees standing silently in a row as far as the eye can see, you dismount your sleds and tie up the dogs by the trunks of the trees. Arkigstaal is spying nervously into the darkness of the forest as Oyvind is preparing the campsite. “It’s darker than I remember it being, the trees stand so tightly together that I can see near on nothing.” Oyvind chuckles as he lights a fire, “Come now, Arkigstaal. There is light here by the fire and soon the’ll be stew cooking. We’ll see well enough once we venture into the forest.” Arkigstaal mutters irritably but does not turn down Oyvind’s offer. As the stew is ready and you gather around the fire to warm yourself, you all hear a voice calling to you. It’s the voice of a woman, a sorrowful voice; “In your coming I hear the footsteps of doom. Turn hither from this icy grave, lest you shall suffer the wrath of the White Lady.” Should the characters tell Arkigstaal and Oyvind what they have just heard, Arkigstaal will become very surprised and suspicious. He says that it is an ill omen to hear voices calling to you from beyond the mist. If the

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characters should choose to reveal their curse to Arkigstaal he will seem afraid for the first time ever. He tells them that he understands why they seem to be driven by so great a need and why they put themselves in such peril. Arkigstaal shudders at every word the characters tell him about their curse, it is clear that he fears the world beyond the mist. As the troupe is finishing their stew, the characters can feel someone watching them from within the forest. Now, night has completely fallen upon the Wolf Woods and the pale moonlight casts a ghastly gloom upon the giant pine and fir trees that make up its border. Oyvind is putting out the fire and feeding the dogs one last time as Arkigstaal stands peering into that deep abyss of a forest next to you. “There are many things hidden within the deep forests of the Stormlands” Arkigstaal explains, “Be on your guard, and use the trinkets that Oyvind gave you and there is a chance that we make it out alive. I shall tell no lies, I fear to go into this forest. Legend says that something watches over it, something dark.” As Arkigstaal finishes his thought, Oyvind joins you by the rim of the forest with his hunting spear clutched in his fists. With trembling hearts and faint breath, you enter the Wolf Woods.

The Wolf Woods The forest is completely silent. Not even the hooting of an owl can distract the hunters from the uncertain feeling that is slowly starting to take hold in their hearts. The snow lies thick and glittering, only broken up in places where brown and dark green moss sprouts forth from beneath the frosty cover. From time to time squirrels and families of birds watch the troupe as they walk along, wondering what business they might have in the forest at such an hour. Arkigstaal is taking the front, one hand clutched around his great axe and one hand to the back of his ear. With his back crouched he is listening intently for any sign of their prey. Oyvind too is crouched over, holding his great spear close to his belly. The two of them are breathing so silently that only their movements indicate their

presence. The characters do their best to remain silent and follow the two hunters, but will naturally make more noise since they are less experienced and not as well trained hunters. The PCs should make Wilderness and Shadow Art rolls to see how well they can follow the two hunters and remain silent. As they move further into the forest the air grows colder and more damp. Great moss covered blocks of stone suddenly reveal themselves in between the sturdy pine trees. The characters are certain that something is watching them from beyond those rocks, but they see no eyes staring back at them, only wilderness. Suddenly a group of bushes rattles loudly only a meter from where the troupe is standing. Arkigstaal lifts his axe aloft and Oyvind throws himself behind the trunk of a tree, holding one of the glass shards up to see what is making the noise. Tension builds and the seconds seem like minutes as they await whatever ill fate might come at them from beyond the bushes. Then, a badger mother followed by three cubs emerge from the bushes and scurry away across the forest floor. The troupe draws a deep sigh of relief, letting their guard down for a moment. They regroup for a moment and Arkigstaal whispers sharply that the braskelwurm has its den where the trees grow so tightly together that the sun cannot shine upon the forest. They must stick together and find their way in spite of the darkness. For representing the stats of Arkigstaal and Oyvind use the Stormlander raider stats (GM Guide p.122) but with : Knowledge SV 7, Race Knowledge 2, Shadow Arts SV 8, Shadowing 2 (Camouflage & Hiding 2, Sneak Attack 1, Walking in Shadows 2). Wilderness SV 8, Hunting Experience 2 (Hunting & Fishing 3, Tracker 3), Nature Knowledge 3, Survival 3. Thick clothes (PV/BV 1/10) Bearded Axe (WA 3, IM -5, PV/ BV 8/80, Dmg 1d10 OR 9-10 +2) or Hunting Spear (WA 3, IM -3, PV/BV 4/40, Dmg 1d10 OR 9-10 +2).

Events in the Forest Here is the list of events that the the characters can encounter. You either roll for them or pick your favourites from the table. At least 5 events should be encountered before the characters reach the den of the braskelwurm. EVENTS IN THE FOREST

landscape. Oyvind and Arkigstaal drops their weapons to the ground as soon as they see the bright white stag. They stand staring in disbelief with open mouths as the magical beast bows its head down to drink from the dark waters of the brook. The faint starlight sparkling and swirling above the white stag’s antlers is mesmerizing and ethereal. You find it hard to decide whether the stag is actually there or some spectral trick. As the animal gracefully leaves you and vanishes amongst the trees, Arkigstaal speaks in a trembling voice. “The white stag of the north star is a rare and good omen. A living legend in our culture, it is the only creature that we may not hunt. We should feel blessed to have seen it.”

1d10

Event

1

Dead bear

2

The white stag

3

The bloody tree

4

Troll den

5

Howling in the night

6

A plentiful stream

7

Frozen campers

8

A Byse’s riddle

3. The bloody tree

9

Moonlit glade

10

Abandoned campsite

Whilst searching the forest for the braskelwurm, tha troupe happens upon a macabre scene. Only a few meters ahead, a great big axe is firmly etched in an old tree stump, drooping with blood coloring the snow round it scarlet. Just by the stump, the trunk of a great big pine has been brutalized with many cuts and burns. Deep tracks flee the disgusting scene as if something very heavy was trying to escape a grim fate. The tracks lead of a few meters from the stump only to stop as if whoever made them simply vanished into thin air. With a Situation roll (SV 10 +/- Perception), the characters can deduct that it seems as if someone was brutally tortured here. With some more searching they can make out lighter tracks, following the heavier tracks for a while only to return to the stump again. Should the characters spend a long time at the scene and continue to search they will eventually find a letter stained with blood buried in the snow. The letter is all but destroyed and it is hard to make out what it reads. Below is what they can read from it:

1. Dead bear Suddenly a horrible stench reaches the characters. As they follow it down a sloping hill into a great big hole they can see that the stench comes from a bear collapsed in the snow. At first it is difficult to see if the bear is dead or merely deep in slumber. Seeing the blood stained snow and many wounds on the bear’s body, the characters soon make out that it is dead. Should the characters be well learned in zoology they can deduct that the bear must have been overcome by a greater pack of wolves, judging from the scars.

2. The white stag A shallow and thin brook makes a break in the snow and slithers forth amongst frost clad pebbles and disappears amongst the fir and pine trees. Suddenly you can hear the sound of light hooves breaking up the snow beyond the trees. Arkigstaal and Oyvind halt and ready their weapons. At first it’s hard to make out the creatures form. Were it not for the starlight sparkling above its mighty antlers the white stag would have completely blended in with the winter

I am beset by savages. For one night and one day they have hunted me. I am wounded, they will soon catch me. If you read this letter then I have surely met my doom.

I ask the one who finds this letter to fulfill my final wish in life, such as it is. Tell my brother Raugan in Teuton that I loved him. Tell him that I gave my life trodding the lands of this world that I love so dearly. Tell him not to lose heart, for I am with Gave now. Helmund Valsong.

4. Troll den As heavy raindrops begin to thunder down upon the troupe from above the canopies of the forest, the characters happen upon a den beneath a leaf covered hill in the forest. Arkigstaal inspects the opening carefully but after a while he announces that this is not the home of the braskelwurm. If the characters ask him why he’ll simply point to his nose. “A good hunter knows to trust his nose above all else. And this, my friends, this den stinks of troll.” Indeed, it did stink horribly. If the characters decide to enter the cave they will find nothing of interest apart from an unholy mess of bones, fur and glittering trinkets that the owner of the den has collected. All covered in dung and the smell of something putrid. Should the characters linger too long, a lumbering grey troll followed by two forest trolls will find them and attack them at once (GM guide p.107-8 or Jorgi’s bestiary p.149-150, 154-6).

5. Howling in the night The characters, Oyvind and Arkigstaal decide that they must sit down and rest for a while if they are to have any strength left when they find the braskelwurm. At first it is difficult to relax and fall asleep. Not just because of the unwieldy roots and rocks that seem unrelenting in their uncomfortableness no matter how the characters twist and turn to find a comfortable position, but because of the uneasy feeling of being watched and observed that they can’t seem to be able to shake.

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Soon your uneasy sleep is disturbed by howling. Oyvind jumps to his feet quickly and wakes Arkigstaal who has managed to sleep through the racket. First, the lonely howl of a wolf pierces the silence of the night. Then, another answers, and then another and another yet. You are surrounded and as the howlings intensify you prepare yourselves for something evil to emerge from the shrubbery. But not even the slightest whisper tries for your life this night. The howling suddenly stops as a loud squeal echoes through the woods. Oyvind lowers his weapon and wipes the sweat from his brow, “The wolves had another prey in mind for this hunt.”

6. A plentiful stream The snow covered forest floor is suddenly broken up by a quite wide and dark stream that runs along down over the crest of a hilltop where it meets a rocky waterfall only to splash down into a pool further down the hill. Upon further inspection the characters find that the stream is actually quite deep and that something silvery and glittering seems to be swooshing by beneath the roaring waters from time to time. Oyvind leans over the stream and inspects it with a piercing gaze before slowly lifting his spear, readying it to strike. Then, with a great thrust and a groan Oyvind plunges his spear into the dark stream and twists it around producing a snapping sound. As he lifts up the spear you can see that something big and glittering is pierced at its head. “Good catch Oyvind! It’s not every winter that you get to feast on the silverback salmon!” Arkigstaal chuckles. As Oyvind presents the freshly caught salmon to you he explains that this fish is very hard to come by during the winter as they normally seek their way to warmer waters when the river Gatla freezes over. “They must have lost their way on the winding shoreline streams and made their way upriver.” The characters can remain awhile by the stream and try to catch a silverback salmon of their own with Wilderness skill rolls.

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7. Frozen campers Whilst trodding through the snow, one of the characters suddenly hit something hard with their foot and fall over with a shriek of pain and surprise. As the characters look around to see what mischief made their friend fall over, they find that it was in fact not a stump, a log nor a rock. It was a head, a human head. Barely visible by the rim of the snow a human head sticks up, encased in a thick layer of ice. Only the skull remains beneath still rotting flesh and deteriorating muscles and sinews, but this is clearly a human head. If the characters keep searching around the frozen skull, they will find that the skull is in fact still attached to its body, that too encased in pale blue ice. If they try hard enough the characters will find not one, not two but four dead bodies frozen beneath the deep snow. From the all but destroyed clothes belonging to the poor frozen corpses in question the characters can, with a situation roll (SV 10 +/1 Perception or Intelligence), deduct that they must have been travellers from the southern parts of the Stormlands. They must’ve fallen asleep or been knocked out from lack of food or and abundance of exhaustion. The frozen skeletons seem peaceful in a strange way, just lying there calmly amidst the slowly descending snowflakes.

8. A Byse’s riddle Suddenly, the silence of the forest is broken by the sound of someone humming a cheerful tune from beyond the trunks of the trees. As the characters investigate further they find, to their amazement and shock, a very small person sitting atop a tree stump. The person in question should perhaps not be described as a human, but rather as a stout little dwarf-like creature with a long braided beard, a broad nose and a bored grey stare. Clad in moss and green cloths and leathers the little fellow is casually leaning its large head on it’s even larger right hand as it’s humming the tune. Atop its head the little fellow is wearing a hat almost as tall as its whole self, with a long clay pipe tucked behind its hair clad ears. “Oh, what’s thfis Peopfle In thfis fforest How very odd indeed. Well, now that

you’re here, how about a game of rfiddfles Just ffor ffun, off course! Oh don’t look so terribly surprised, what were you expectfing It gets qufite flonefly here, you’d better believe it. What is a poor fellow like me to do except find some way to entertain myself in this unwfiefldy mess off a fforest Come aflong now, it’s the least you can do now that you’ve gone and ruined my tune as I was getting to the best part of it all.” The characters have been offered to answer a riddle by the byse, a gnome-like creature. Should they refuse or take to violence, the byse will simply vanish in a puff of smoke. “Now, here’s my riddle. Listen carefully: I’ve never fought a battle, I’ve never wielded a blade, I’ve never strung a bow, I’ve never carried a disease, I’ve never so much as touched a fly and yet I am the greatest killer of all. What am I” Answer: Time. Should the characters guess incorrectly the byse will simply snark and vanish in a puff of smoke. Should they guess the right answer the byse will sport a smile along his broad face and vanish in a puff of smoke, leaving one coin of gold behind on the tree stump.

9 Moonlit glade Suddenly, the forest in front of you slowly begins to open up. The trees align themselves neatly as if were they arranged by some forest craftsman to resemble pillars. They lead you on only to completely halt their graceful arrangement and reveal to you a great glade. Hidden like a gem deep beneath a mountain, the glade seems as it was placed there exclusively for you to find. It seems almost ethereal and otherworldly. Peaceful in comparison to the rest of the deep, dark forest. Clusters of bright blue flowers spring forth from beneath the snow, emitting a faint and pale glow from within as the moonlight dances

amongst them from the night’s sky above. Only to stand there and watch amidst the beauty is a cure for both weariness and sadness. You feel light, brave and young.  

10. Abandoned campsite The characters find an abandoned campsite in the shadow of a great pine tree that’s been all but split in half, leaning against another tree on the other side of the campsite. Judging by the state of the place, it seems as if the ones who camped here left in a hurry, The snow and earth around the campsite has been all thrown around and churned up, as if some great commotion took place here. The coals in the campfire still gleam and emit a faint heat even though they’ve already been sprinkled with snow. Fresh blood can be found close to the broken pine tree and deep, scarlet footprints lead away from the scene. If the characters follow them, it will lead them to the Bloody Tree (no.3, above).

The Braskelwurm The forest is near on pitch black. Although their eyes have begun to adapt to the darkness, the characters still struggle to see. Arkigstaal and Oyvind are used to hunting in this kind of blackness and thus move with greater grace, weapons in hand. The troupe has now reached the part of the forest where the braskelwurm has its lair. Tension is at an all time high and with every move of their eyes they fear that they might meet the glowing gaze of the braskelwurm and be petrified. Suddenly, Oyvind and Arkgistaal halt their movements and hold up a hand against the characters, signaling to them to stop. Oyvind points up ahead into the night, that’s when they see it. “Amidst the trees of the forest, you lay your eyes upon a scene so intensely disturbing and horrifying that the hairs stand up at the back of your neck and pearls of cold sweats spread across your forehead. Nigh on twenty petrified figures stand in front of what seems to be a small opening in a great rubble of large rocks that are bordered by countless bones and skeletal carcasses. The stone

figures stand frozen in time, wreathed and bent in all manner of agonizing poses. Some brave souls are clutching weapons that once sat firmly in their grip, ready to strike. Others bend their backs in pain whilst others yet cover their faces in fear and despair. The stone silhouette of a small child sits crouched over by the roots of a tree. Vines, moss and mushrooms have covered several of the petrified bodies as they stand there as a testament to the horrifying power of the braskelwurm. Oyvind leans in close and whispers in your ear: “This is it, the den of the braskelwurm. Use the mirrors that I gave you and whatever happens, do not look into its eyes.” The characters have arrived at the den of the braskelwurm. They must use their wit and the mirrors that Oyvind gave them to survive this encounter. The braskelwurm will announce itself with a loud cackle sound coming from beyond the rubble of rocks. As the characters turn their looks away just at the last second they catch a bright white glow racing towards them.

The braskelwurm Fear Factor: 1d10; Size: 1/3 t Movement: land 2 cp per 4 m (max 8m). Damage levels (14 BP): 1-4 (0) / 5-8 (-1) / 9-11 (-3) /12-14 (-7) / > 14 (Dying). Feats: Petrify SV 11 (for other feats, not useful here, see Jorgi’s Bestiary p.107-8). Weapons: Bite (dmg 1d5). Initiative: +2 (base). CP: Free 10 / Bite 22. Sample of Attacks: Bite SV 15, SV 9, SV 8.

Petrify: When the braskelwurm attacks with its eyes it tries to force its victim to face its gaze. It does this by klucking seductively and pointing its glowing eyes towards its chosen victim. Even if the klucking is neither beautiful nor seductive it is hard not to point one’s attention towards this sound and then fall into the deep eyes of the reptile. Everyone that hears the klucking noise of the braskelwurm must perform a Situation roll with a situation value of 14 (the trait Psyche modifiers the roll) to

not point their attention towards the beast and look into its eyes. The one who the braskelwurm has chosen to be its victim gains a negative modifier of -6 (situation value 8). Those who see the braskelwurm through one of Oyvind’s glass shards will suffer a -5 sv on all their attacks and skill rolls (including spells visually aimed at the beast) and will have one hand occupied by the glass. However, they will also get a +5 on their situation values to avoid seeing the wurm’s eyes.. The ones who become victims to the gaze of the braskelwurm can withstand the incoming spell by passing on a situational roll with a situation value of 6 (the trait Psyche modifies the roll). Should the victim fail the victim is instantly turned into stone. The stone that the victim is petrified into is very hard and close to unbreakable. Ín practice this means that the petrified person gains a protection value of 10 and a breach value of 100. When the breach value is lowered to 0 the person starts to take damage like normal and if the petrified person takes as much damage as double its body points this stone statue will be broken and the victim will die. A petrified creature is not stuck in the ground in any way, but can be moved around, provided that there is enough strength to do so. The petrified victims, in fact, weights ten times its original weigth. A creature that is petrified is in a constant state of sleep and cannot comprehend time that passes or what happens around him or her. The victim cannot affect anything that happens in its surroundings. When the petrifications runs out the victim returns to its original form. One can set free a petrified person with the Remove Petrification vitner spell. See the Jorgi’s Bestiary p.106-107 for more about Braskelwurms. As you slay the braskelwurm, a horrifying shriek echoes throughout the Wolf Woods, chilling the blood. Arkigstaal and Oyvind turn to look around to see where the shriek came from, is there another braskelwurm around that might have felt the death off fits kfin They soon reaflfize that they

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are terribly wrong. Without warning a cold and thick fog sails in through the trees, enveloping everything in its wake. It quickly becomes impossible to see more than an arm’s length ahead. Your frozen arm suddenly stings with a pain - as if white hot knives were piercing your skin. You cannot help but fall to your knees to avoid passing out from the intense pain. A cold and sorrowful voice echoes within your head. The White Lady is upon you! Leave this place and never return!” Just as abruptly as it arrived, the fog quickly departs, and you can again see around you. The world falls silent. The braskelwurm still lies dead in the crimson snow by your feet. Slowly sound begins to return to the world and you notice Arkigstaal swinging his axe in thin air just meters away, as if he’s in the heat of a battle with an invisible enemy. The pain is slowly relenting only to vanish completely after a few moments. But then, over by the roots of a tree, you see Oyvind lying face down in the snow. A sensation of nausea runs through your bodies. As you rush over and turn his body you can see that he is completely covered in frost, his eyes milky white and the blood in his very veins frozen to ice. Oyvind is dead.

A Mournful Return The journey back to Jagersheim is a silent and sad one. Oyvind’s lifeless body is laid onto Arkigstaal’s sled amidst wolf pelts with his hunting spear clutched in his frosted hands. They travel, eat, sleep and dream in complete and utter silence. The only time the crushing silence is broken is when Arkigstaal bursts into songs of grief in the midst of the night or as they thunder across the snow clad landscape. His grief ridden singing pierces the very soul of the characters and the tears are not far away at times. As they see Jagersheim rise on the horizon, the characters realize that they return here changed. The village will never again be the same. At the southern gate of Jagersheim a great number of people have gathered,

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both common folk and hunters. People hardly seem to notice the dead body of Oyvind amidst the confusion. As you come closer and closer to the inner ring, you notice several unfamiliar stormlanders waiting by the wall. They are all clad in thick black furs and leathers, sporting long and thick black beards upon grizzled faces with shaved heads. They are strong like dwarves and tall like ogres. Arkigstaal bears a great look of surprise on his mournful face as he notices the newcomers. “Those are the descendants of Wulfr, our neighbors and kin. They only come to us in times of great need. I fear more ill news are yet to come.” As the characters reach the blot pole of Jagersheim they notice that this seems to be the center of the confusion as many have gathered here to watch something by the blot pole. As they make their way through the crowd the characters notice what everyone is looking at. There, upon the small wooden stage that surrounds the blot pole, stands a very tall and strongly built man wearing thick leathers and a bear skin as a cloak. His chest is clad in an iron brestplate and in his belt sits a great battle sword. However, it is not the man himself that seems to be the center of the crowd’s attention, but rather the humongous black wolf tha stands next to him. The wolf is completely calm as the man strokes its back, and yet it instills fear into all hearts. “Baal…” Arkigstaal whispers, almost to himself. Suddenly the man holds up a hand to the crowd and everyone falls dead silent as the man speaks with an authoritative and commanding voice. “I am Baal Wulfr, clan lord of the descendants of Wulfr and I come to you in a time of greatest need and suffering. As some of you may know, our feud with the Uvails of the east has been a long and grim one. In recent years word has turned to action and the treacherous and thieving Uvails have begun to ambush many of my kin on the borders of Darkwood where we dwell. Many of my folk have fallen victims to these

attacks, more than I bare to think about. The descendants of Wulfr cannot, nay, will not allow such a thing to pass. A few moons ago me and my clan left our homes in Darkwood and traveled into the east, to the Wolf Woods. There, upon its northern borders we braved paths that most would never dare to trod upon and there we built a new home for ourselves. The Uvails retreated back into the east and I am happy to say that our borders are being more carefully watched than ever and that peace is slowly returning to our lands. A peace, might I remind you, that you too should be thankful for as you are ever under our protection and thus an enemy to Uvail. But that is not why I have come. I stand before you today to ask your help, nay, I demand it. For without the sacrifice of Wulfr you too would be the victims of terror. By the blood of my people your borders remain safe. One moon ago, one of my warriors was found dead not half a day’s travel from our home in the Wolf Woods. His skin covered in frost, and his blood turned to ice. A week later not one, not two but five of my best and bravest too fell victim to the same fate as they braved the forest in search for whatever horror undid their brother. Our settlement in the Wolf Woods is threatened by powers beyond our comprehension that, if unhindered, will undo us. Should such a thing come to pass, the safety of your lands is but an illusion and a pipe dream. The Uvails will come, and they will kill you all. So I ask this unto thee: Is there nay a soul amongst you that would aid us in this struggfle Step fforth now, or become your own undoing!” The crowd begins to stir and horrified gasps and shrieks can be heard as Baal Wulfr tells his story. Just as he finishes, Arkigstaal steps forth to reveal himself. Silent whispers can be heard throughout the crowd and many a stormlander looks in amazement at the chief of hunters. “I am Arkigstaal, and I speak for the hunters of Jagersheim. I know what it is that you speak of, Wulfr, for I have seen it with my own eyes. Not two nights ago I and these brave hunters ventured deep into the Wolf Woods to seek answers.

With us was Oyvind of Jagersheim, one of our greatest hunters. As we had slain or prey and we thought our hunt successful, a thick fog came upon us and it seemed as if we were beset by foes untouchable and dark. Then, the mists departed and we found Oyvind face down in the snow, his skin turned to frost and his blood turned to ice. I do not know what it was that happened to us there in that forest, but I know that it must be stopped or the Uvails shall be the least of our problems.” Arkigstaal gestures to you that you should join him where he stands. Baal Wulfr watches you with increasing interest as the eyes of the crowd fall upon you. “These travellers came to us as outsiders. But I dare say that they have, beyond any doubt, proven to be as hardy a folk as I have ever had the pleasure of doing battle with. I know, however strange it may seem, that their fates are intertwined with the recent events. Should they choose to go forth with you Wulfr, I know that they will be your salvation.” Baal Wulfr gives Arkigstaal a serious look and strokes the back of his great wolf slowly. “And how can you presume to know such a thfing” he asks wfith a thundering voice. Before you know it, Arkigstaal has pulled down your sleeve and revealed your icy skin. “For they are the heralds of winter itself !” he announces loudly and holds up your arm. The crowd erupts with gasps and shrieks as the frosty skin is laid bare for all to see. Baal Wulfr looks on in amazement at you. “Silence!” A voice echoes through the crowd as if thunder itself had come down to set things right. Every man, woman and child clasp their ears and lower their heads in fear as Baal Wulfr’s wolf hisses and curls its tail in anger. The voice soon reveals itself as Hymir, standing by the steps leading up to the hill. It is hard to make out her appearance from so great a distance, and yet you know beyond any doubt that it can be no other than her. “The portents have not yet spoken!” she

announces. “It is good that you have come, Baal Wulfr. Even so, the portents still have much to say and not until then will these travellers make up their own minds about whether to follow you or not. Besides, we have dead to mourn. There is a storm coming, and only the portents hold the answers that you seek, Wulfr. Travellers, come with me”

Hymir’s Prophecy Hymir has called the characters to join her at the top of the hill. Arkigstaal hands them the body of the braskelwurm and the crowd looks on in amazement and fear as the characters begin to make their way up the hill towards Hymir’s house. Baal Wulfr descends down from the blot pole to speak with Arkigstaal. Hymir’s house is like you remember it, smelling of fir and incense. There to greet you is the great tapestry lit by fiery braziers, Hymir is nowhere to be seen. As you enter, the door closes behind you and Hymir’s voice calls from beyond the tapestry. “Present the offering.” When the characters do as she asks and lay the braskelwurm bare, Hymir appears from beyond the tapestry. Their first impression of Hymir is that she seems very fair for her great age, not looking older than fifty winters, she is tall and strong with a stern face, painted with blue clay. Its as if she has gotten tougher with age, like an ancient oak deep in the forest. She wears a long black cloak laid with white furs and in her hand she wields a long, crooked knife. Hymir’s deep green eyes look upon the characters for a moment before she approaches the braskelwurm. She holds out the neck of the beast above an oak bowl and slits its throat with her crooked knife, letting the blood spill forth into the bowl. After every drop is emptied, Hymir casts the braskelwurm into the fire of one of the braziers where it is left to burn. Hymir sits herself down in front of the characters and bids them to sit down too. She asks them to look deep within and hear her speak the portents. As she does, she lifts the bowl to her lips and drinks

the blood. Hymir devours every last drop and as she is done she calmly lays the bowl down upon the floor, blood still dripping from her blue lips. Suddenly, her eyes switch color and become entirely black as if were they night itself. Hymir’s body begins to tremble as she speaks in an ethereal voice not entirely her own: “I see a cold winter’s wind blowing. I see a woman dressed in blood. I see a man beneath the mountain, a King of Frost and Snow. I see a child wrapped in shadow. I see a warrior of the broken shield. I see a promise that was given, love upon a winter’s morn. Deep, deep, deep below the snow. Far, far, far down where none dare go. Shall sit the lover upon an icy throne, the King of Frost and Snow.” As Hymir snaps back to the realm of Trudvang, she falls silent for a moment before she speaks to you in a stern voice. “I have passed beyond our world into the spirit realm, the world beyond the mists. There is great agony there, great loss. The portents remain unclear, but no longer clouded by the great storm. No, there is something else at work here, something with its roots in our world. As if someone or something is still clinging to it. There is great discord in the spirit realm, for that which is dead should remain dead. I do not know what your fate is, but I know that it is intertwined with the recent events in the Wolf Woods and the call of Wulfr. Whatever end there is to your tale, Baal Wulfr will lead you to it.” Later that night Baal Wulfr calls the characters to his camp outside of Jagersheim. There he has many questions for them concerning Oyvind’s death and their frozen skin. The more truthful they are, the more Baal will be certain that they can help him. The adventure is built around the characters joining Baal Wulfr and leaving Jagerhseim behind to seek the truth behind their curse and how they can break it. If they refuse or seem unsure, remind them about the ice

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that keep spreading across their bodies and the nightmares that haunt them. The ice has now begun to spread on their left hand and up the right side of their necks.

Final Partings The following night the hunters of Jagersheim and the descendants of Wulfr gather on the tundra outside of Jagersheim to see Oyvind off into the afterlife. Many a song is sung and Oyvind is burned upon a great bonfire. Arkigstaal apologizes for revealing their frozen skin without their consent. If the characters had never told him about their skin or their curse, he explains that he noticed it when they were sleeping in the Wolf Woods and that he has known that there has been something special about them ever since. When Oyvind died and Baal Wulfr spoke of his men dying in the same fashion, Arkigstaal knew that the characters was somehow connected to it all. Not guilty of any crime, just connected

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by some greater power than their own. After Oyvind’s burial the hunters, characters and descendants of Wulfr withdraw to the blot pole where many animals and slaves are sacrificed in the name of Stormi to bring good fortune to Baal Wulfr and the characters. Eireik Jokke is there and he gives away three slaves to be sacrificed. He refuses to speak to the characters, he is certain that they had something to do with Oyvind’s death. He says that they are no longer welcome in his tavern. Arkigstaal invites the characters to drink their farewells with him in the Hall of Hunters, he says that no matter what happens they will always have a home there. Arkigstaal gives each of you a horn engraved with bronze runes. “Sound this horn within our borders, and the hunters of Jagersheim shall hear your call and know that you are in danger.” As the north star shines bright in the sky, you leave Jagersheim with the

descendants of Wulfr. Some ride upon muscular black steeds whilst others travel upon sleds drawn by great wolves. Baal gives you a horse each as part of the payment for taking up arms with him and his clan. As the village shrinks in the distance you take one last look at Jagersheim and as you do a voice speaks to you from beyond the stormy clouds above: “From the south he shall come, the King of Frost and Snow.”

Adventure Points It is up to the game master to decide how many adventure points the characters should be given. However, it is good if the adventure points are not provided in one big dump at the end of an act. Instead the game master should provide the heroes with adventure points when they accomplish certain things or distinguish themselves during the adventure. Please use the recommendations provided in GM guide p.37.

act ii

THE WHITE LADY The snow-clad tundra of the Wildland is a beauty to behold in the rising morning sun as the characters and the descendants of Wulfr thunder across the landscape. Biting cold winds come down from the northern mountains as the winter sun warms them as best it can in this harsh land.

Wulfr

and

Uvail

The characters are riding alongside the clan lord, Baal Wulfr upon black horses. The horses seem to have been bred to traverse this uneven terrain with ease. The snow is deep and the ground is hilly but the trustworthy beasts manage to keep their speed and balance with the characters holding on for dear life upon their backs. Baal’s wolf is dragging the lord’s sled across the snow, panting wildly as its master stirs it on with a long leather whip in his gloved hands. To the north they travel towards the passage where Darkwood and the Wolf Woods almost meet only to then split far apart again. Beyond lies the northern parts of the Wolf Woods where the descendants of Wulfr have carved out a new home for themselves. Morginhall they have named it, the Hall of the Morning. The cold winter’s biting frost seems to have less effect on you than on you companions. It’s as if your body temperature has gone colder than ever before as the ice and frost on your skin has begun to spread even more. Winter cannot seem to touch you. Arkigstaal’s words to Baal Wulfr echoes eerily in your heads: “They are the heralds of winter itself.” Heralds of winter or not, you must still brave the land like everyone else and do your best to survive it.

Due to the high snow and terrible weather, it takes ten days to reach the passage where Darkwood and the Wolf Woods border each other. During the night the descendants of Wulfr take great interest in the characters and their many stories of the challenges they have faced and the adventures that they have had. Some of them might grow jealous of their many feats, but the majority rise tankards in their honor and sing their good health. Baal Wulfr however, remains mysterious. He is not quick to share personal information about himself or tell stories about his own travels. Baal is more interested in the characters and their curse. He spends long nights asking them many questions and sometimes even asking to hear stories told several times in a row and ask more detailed questions. He seems to take particular interest in their hunt on the braskelwurm and the voice that the characters heard. He also wishes to hear about their battle with the white warg beast at the hilltop. Sometimes, when he thinks that everyone is sleeping, the characters can see Baal standing by himself away from the fire staring up at the north star and talking to himself. The descendants of Wulfr are quick to badmouth the Uvails. They speak about a constant darkness that hangs over their Fylkjarl, Vret Uvail, and how cold he is.

They speak about how the Uvails were among the first to join the forces of darkness in the Time of the Untamed. Especially vocal is Torkil Wulfr, Baal’s second in command. Like the rest of the descendants of Wulfr he is a strongly built man that has seen many battles. His hands and forearms are covered in decorative scars and many of his teeth have been sharpened to resemble fangs. Torkil is amongst one of the few that rides a wolf both for travel and battle. He has named his grey wolf Saga, after his great great grandmother who was known far and wide as a great sage and fortuneteller. “Good for nothing except thievery and mischief those Uvails are.” Torkil will often say after a few tankards of honey mead.

The Battle of the Trees On the morning of the tenth day, the company reaches the passage where Darkwood and the Wolf Woods border each other. A valley leads them down to where the gnarly trees of the two legendary forests hang in over them like ancient giants wreathed in pain. The morning is silent and the sun has just begun to rise over the northern crest of the valley. It seems as if the descendants of Wulfr act differently when moving through the passage. They keep watchful eyes upon

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the forests with hands on their sword hilts. The horses snort nervously as their riders tense up, they all seem to be waiting for something. An unnerving feeling suddenly settles in the hearts of the characters. They don’t know why, but they can feel something coming. Suddenly, Baal Wulfr signals the company to halt. Every man and woman amongst you stop dead and prepares to draw their weapons. The tension is now so prominent that one could almost reach out and touch it. Then, suddenly the swoosh of an arrow passes by and rattles your hair. A painwrithen shriek can be heard to your left and as you turn your heads you see a warrior clutching his neck as blood spews forth from where the arrow hit him. With a thud he falls from his horse as it stands up on its hind legs and neighs in panic. Baal Wulfr lets rip a loud cry that echoes throughout the valley: “Shieldmaidens at the flanks, the Uvails are upon us!”. It all happens so very quickly. Under cries of battle the banners of Uvail sail in through the sunlit forests. A black full moon over a blood red background make up the mark of the enemy that can be seen in every direction the character’s look. The black wolf head banners of the Wulfr are raised in defiance as the forces clash together in a storm of steel and blood. As Baal ordered, the shieldmaidens are covering the left and right flanks and are the first to meet the charge of the enemy. With broad shields and sharp steel they slash at the Uvail axemen, coloring the snow scarlet around them. The shieldmaidens inspire courage in all that are near them, for the sisters of battle are truly an enemy to fear if you should be foolish enough to defy them. But as the black arrows of Uvail rain upon the warriors of Wulfr, the shieldmaidens are forced to retreat back from the rim of the forest and chaos ensues. Caught between enemy forces on either side, our characters and their companions are stuck in a deathtrap. There is no escaping, the characters are forced to take up arms and join the descendants of Wulfr in the battle.

Uvail axeman Movement: land 2 cp per 1 m (max 9 m). Damage levels (BP 34): 1-9 (0) / 10-18 (-1) / 19-26 (-3) / 27-34 (-7) / > 34 (Dying). Weapons: Bearded Axe (WA 3, IM -5, PV/BV 8/80, Dmg 1d10 OR 9-10 +2), shield (WA 2, IM -2, PV/BV 5/50). Armor: Hardened Leather (PV/BV 4/40, Heft 3, IM -1m, MM -1m). Initiative: +1 (Battle experience) -1 (armor) -5 (bearded axe) -2 (Shield). CP: Free 8 / Armed 1 (Right 1H Heavy Weapons 4, Shields 4) / Unarmed 1 (Brawling 4). Sample of Attacks: (IM -7) Bearded Axe SV 13, Shield SV 12. Both friend and foe fall around the characters. The snow is almost completely dark from all the blood and every way the characters look they see only death and mayhem. There is no grace nor glory to this battle. Every man and woman fight tooth and nail to remain alive as the bodies pile up around them. The black wolves of Wulfr plunge through the enemy ranks and rip their foes to pieces only to be shot down by many arrows. The Uvail are superior in number but the Wulfr are fiercer and wilder. They battle like wild beasts disguised as men and soon the ranks of the enemies are made thinner and their fronts are pushed back up into the forest where the Wulfr have the advantage. They hail from these forests and have lived in them since they were pups. The arrows of Uvail fail to hit their marks as they stick in the trunks of the trees or the broad shields of Wulfr. As Baal calls for a cavalry charge into the forest, the forces of Uvail flee. The huge black horses thunder in through the pine trees, rider sword in hand they crush the enemy beneath their mighty hooves. The battle is won, but much has been lost. The fallen are too many to count but the descendants of Wulfr do their best to gather up their dead and give them as worthy burials as they can by burning them on great bonfires. Let the characters help in arranging the bonfires by gathering wood from the forest and gathering up

the dead Wulfr. Henceforth that battle is known in the history of the Wildland as the Battle of the Trees, one of the first and bloodiest clashes between Wulfr and Uvail in the twenty year long war.

Deserters The descendants of Wulfr remain in the passage as evening turns to blackest night. As the last bonfire is lit to send the fallen warriors of into the great storm, Baal Wulfr approaches you. “Thank you, travellers. You fought bravely and buried our dead with honor. It seems as if Hymir was right about you. We are not far from Morginhall, but unfortunately we must linger here for a moment still. The Uvail scattered like rats into the Wolf Woods after the battle. We must hunt them down and kill them. They cannot be allowed to return to their lands only to be sent back to bother us again. Prepare yourselves, we leave within the hour.” The characters and Baal Wulfr leave the rest of the company and make their way into the Wolf Woods under the cover of night. They all carry burning torches with them to light up the way and Baal is taking with him his black wolf. With its nose down to the ground, it seeks to sniff out its masters prey. The sound of the encampment grows ever quieter as they journey deeper into the forest. Baal has drawn his sword and seems to be on his guard. After less than an hour of walking through the deep snow, they encounter blood stained tracks. The tracks seem to belong to at least five different individuals and they make off in two different directions, southeast and northeast. Baal Wulfr plunges his torch into the snow and lights another one. He tells the characters that they have to split up if they are to find all the Uvail in this area. The characters have to choose, which track do they follow When they have decided Baal nods his head and leads his black wolf in the opposite direction only to completely disappear beyond the warm light of the torch sat deep in the snow.

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Northeast tracks The tracks lead the characters deep into the Wolf Woods. They wander on for half an hour further until they reach a great rock that erupts from the forest floor. The rock is strangely shaped, almost like a great T and it is engraved with many runes. The tracks lead the characters around the rock to where there is a leaf covered opening that leads down beneath the ground into darkness. If the characters look around they will find several big stains of blood on the rock that do not seem to very old. As the characters follow the tracks into the den, a strange stench reaches their nostrils. It smells, quite plainly, like death down here. Should they continue further into the earth den they will encounter a medium sized brown bear gnawing away at three dead Uvail axemen. When the bear spots the characters it will instantly attack them. The bear will flee from the den when it is mortally wounded.

Southeastern tracks The characters do not have to follow the tracks for a very long time before they see the light of a small campfire up ahead in the midst of a forest glade. The characters have to sneak up to avoid being spotted. There, a lone Uvail warrior is lying up against a tree with a wounded leg. From a distance, the characters can see that the Uvail is very young, not even fully grown and blood is oozing forth from an all but destroyed right leg. Should the characters decide to kill the Uvail boy, it will be an easy match. The boy cannot put up a fight as he is severely wounded and near on passing out from the pain. If they interrogate him they will not gather much valuable information other than that the Uvails were ordered to stop the Wulfr before they reached their new settlement in the Wolf Woods and that Vret Uvail means to claim this land from the Wulfr. If they take the boy with them, Baal will kill him. If they let the boy go, the characters and the descendants of Wulfr will be ambushed as they arrive at Morginhall by five Uvail bowmen. A handful of Wulfr will die but in the end the Uvail will be killed. The characters will find the boy among the dead bowmen.

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As the characters return to the torch still burning in the snow, Baal is sitting and waiting for them smoking his clay pipe. Depending on what tracks the characters chose he will either carry with him the head of the Uvail boy or the paw of the bear.

Ambush As the characters and Baal make their way back to the encampment they suddenly hear something crack from beyond the darkness. Baal instantly draws his blade has his wolf starts growling loudly. Suddenly an arrow comes whooshing towards them and hits Baal in his right shoulder. Baal groans in pain and holds up his torch to see where the arrow came from. Four silhouettes charge at them from the darkness and as they step into the torchlight the characters can see that they are Uvail axemen carrying shortbows swung over their shoulder. Baals wolf is the first to attack and lunges at one of the axemen who goes down screaming in panic as the beast tears at his face with its fangs. The three remaining axemen charge at the characters and Baal.

Uvail axeman Use the same stats of Axemen (previous page) but with the following changes Weapons: Longbow (WA 2, IM -3, PV/BV 3/30, range 2-50/51-110, Dmg 1d10 OR 9-10) and arrows. Armor: Hardened Leather (PV/BV 4/40, Heft 3, IM -1m, MM -1m). Initiative: -3 (longbow). CP: Free 8 / Armed 1 (Right 1H Heavy Weapons 4, Bows & Slings 4) / Unarmed 1 (Brawling 4). Samples of Attacks: (IM -7) Bearded Axe SV 13; (IM -5) Longbow SV 13. Baal is wounded and has a hard time fighting his opponent as blood oozes forth from the wound in his shoulder. They trade blow after blow and Baal grows increasingly weak, fighting more carelessly than he usually does. As the characters defeat their opponents they turn around just in time to see the Uvail warrior open a deep wound in Baal Wulfr’s belly. Baal drops his sword and falls to the ground, as blood gushes

forth from his wound and colors the snow around him dark red. Before the characters can reach the enemy, Baal’s wolf has already ripped his head from his shoulders. The character’s cannot wake Baal who is completely unconscious. Blood is flowing rapidly from the open wound in his belly and he is going paler by the minute. The wolf tries to waken its master by licking Baal’s face, but it’s no use. Baal is still breathing but time is short. They must hurry back with his body to the encampment in the passage. As they reach the other descendants of Wulfr, Torkil is the first to come to his commanders’ aid. As the characters inform Torkil that Baal’s is still alive, hope is rekindled in his eyes and he calls for the healers to come to Baals aid at once. After his wounds have been stitched together and laid with bandages, the still unconscious Baal is laid on a sled and covered by many pelts. His sword lies on his chest in a ceremonial fashion. The descendants of Wulfr leave the passage that same night and make haste northward towards Morginhall.

Home

and

Heart

Tired, weary and bloodied the characters and the descendants of Wulfr reach their home in the northern Wolf Woods, Morginhall. Even though the village is a small one, only made up of about seven houses and then the hall itself, many trees have still been cut down to make way and function as building materials. The first sign that the characters see of the village are the many tree stumps left behind from the Wulfr wood cutters, then a road made up of logs that have been dug halfway into the earth to provide even footing for the villagers as the forest floor is very hilly and difficult to walk upon. Then the houses come into view beyond thick pine and moss covered rock. Standing on a foundation of stone the houses of the Wulfr are primarily made up of great big logs gathered from the pine trees of the forest. The roofs are laid with a green layer of thick turf and great big brick chimneys bellow out smoke high above the tree tops from the fireplaces inside. Big, black wolves play with soot haired children in between the houses as a mother hen leads her chicks as quickly

as she can past them. A blacksmith stops the sharpening of an axe and stares in awe as the characters pass by behind the sled carrying Baal Wulfr. The blacksmith hangs his head in sorrow, fearing the worst. The hall itself lies at the very end of the village. Sprung in between two humongous boulders the hall rises three stories high well up into the thicket of the pine trees. Morginhall is also laid with a foundation of strong boulder rocks but primarily constructed from thick pine logs. Several slanted windows poke out of the great turf laid roof with wood carved wolf heads decorating their rim. Warm light shines from inside those windows, making the gnarly trees outside cast long shadows upon the rest of the village. From the log laid village road, cobblestone steps lead up to a great wooden gate engraved with iron painted with soot to resemble a great wolf head. Two great iron braziers burn with roaring fire at all times on either side of the gate. Connected to the northern side of the hall by a bridge, a watchtower rises high above the tops of the pine trees. As you and Torkil reach the cobblestone steps leading up to the hall’s gates, dragging Baal’s sled behind you, a woman comes rushing down toward you. The woman is strongly built with fiery red hair that curls down to her hips. She is clad in green and white garments and carries a necklace of five iron rings around her neck. She pays no heed to the lot of you, her attention is fixed on Baal. “What have you done What happened to hfim” She crfies as she strokes the unconscfious Baal’s wounds with trembling hands. Torkil gives the woman a compassionate look and lays his large hand on her shoulder. “He lives yet, Elsa. The Uvails ambushed us in the passage and Baal was struck down. He has suffered great wounds and he needs rest.” Elsa whips her head around and gives Torkil a look that could kill. “I think I can detect when my battle wounded husband needs rest myself, thank you very much.” Torkil hangs his head in shame and falls silent.

“We should not linger here, we do not know who might be watching.” says a thundering voice coming from the top of the steps. As you look up you can see an old Wildlander standing by the open gates, resting his weight on a great bearded axe. His hair and beard are white and he is blind on his left eye. His old face is covered in many scars and bears a broken nose. The old Wulfr gives you a mistrusting look. “And who are these strangers that follow you like kin, Torkil.” the old man gruffs. Now Elsa notices you too and looks at you with a gaze as mistrusting as the old man. Torkil looks up at the elder and bows low. “These are the ones that joined us from Jagersheim. They were there when Baal was wounded. They sent the enemy running and brought his body back to us so that we could heal him. One might say that they saved his life.” Elsa’s face grows warm and she thanks you all warmly. The old man at the gate remains unimpressed. Elsa invites you all to join her inside the hall.

Morginhall As the characters enter Morginhall the warmth of the hall rush over them like a comforting blanket on a cold night and soon the horrors of battle seem far away. The floors of that hall are solid wood polished to a shine and the warm lights of the wax candles hanging from the walls bounce of its surface. Standing proud and tall in rows up and down the hall, pillars of pine are painted in red and gold and decorated with intricate carvings and symbols. The pillars reach high into the roof and from the top of them, long banners carrying the mark of Wulfr hang. Long tables with accompanying benches stand on either side of the pillars and several bronze plates, trays and goblets stand upon them as if the Wulfr were preparing for a great feast. A great fire is roaring in the midst of the hall and the floor around it is laid with cobblestone covered in soot. At the hall’s far end, wooden steps lead up to a great throne covered in many furs and engraved with gold. Morginhall, is truly a sight to behold.

As you enter the room, servants come rushing down from the stairs on the farright end of the hall to help you with the unconscious and wounded Baal Wulfr. Elsa commands them to lay him in his sleeping quarters and quickly disappear with them to make sure that everything goes as planned. Remaining in the hall are only you, Torkil and the old man. The old man follows Elsa with his one eye until she is completely out of sight and her commands to the servants can be heard no longer. Then he walks over to one of the long tables where he sits down and fills a goblet with dark red wine. Torkil quickly warms his hands by the great fire before joining him. “Your daughter is a very kind woman, her love for her husband and our lord is heartwarming.”, Torkil says in a faint attempt to spark a conversation. The old wildlander simply frowns and downs his goblet. “What happened at the passage” the ofld one asks fin a dark voice whilst looking grimly at Torkil with his one eye. Torkil proceeds to tell the old man about all that happened from the point that they left Jagersheim to when they arrived at Morginhall. He invites to characters to talk about what happened when they and Baal left to search for the Uvails in the Wolf Woods and when Baal was wounded. The old wildlander remains silent during the story and doesn’t take his eyes of the characters, making them feel uneasy. As the storytelling is concluded the old one-eyed man nods slowly and introduces himself to you as Eskild Wulfr, Elsa’s father. “But what tidings are there from the haflfl, Eskfifld” Torkfifl asks and flooks nervously at Eskild. The old wildlander rises from the bench and something grim comes over him. “Dark tidings. But they will have to wait until the morrow. Sleep now, we shall hold council at first light.”, with those words Eskild leaves the hall and disappeared up the stairs.

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That night servants show the characters where they can sleep and they each get a room to themselves on the second floor of Morginhall. That night the characters enjoy their first sleep in a long time in a warm and soft bed. But their rest is disturbed by dreams of frost and they all wake several times during the night and find that their icy skin is hurting like it hasn’t done since they encountered the White Lady and Oyvind died. They feel that something from beyond the trees is calling to them. A woman’s voice is singing and moaning in sorrow somewhere out there. Not in their heads, but somewhere out there.

Dark Tidings That morning the characters awake to horrifying screams echoing throughout Morginhall. The screams seem to be coming from Baal Wulfr on the third floor. As the characters rush to see what is afoot they are stopped by Eskild. The old wildlander tells them that they should go no further as there is nothing they can do to ease this pain. He bids the characters to follow him to the hall where a breakfast has been prepared for them all. As they come down into the hall they can see that the long tables have been arranged to stand closer to the fireplace in the halls middle. A lavish breakfast has been served up there and Torkil is already deep into a leg of ham when the characters and Eskild join him. Eskild seems sad during breakfast and they all eat in silence, only interrupted from time to time by the horrifying screams coming from Baal and Elsa’s chamber. Finally, the painful silence is broken when you hear heavy steps coming from the stairs. It sounds as if someone wearing great heavy armor is coming. Eskild and Torkil rise from the seat and encourage you all to do the same. Elsa Wulfr steps into the light and reveals herself. She no longer bears the look of the woman she was yesterday when the you first met her. Her fiery red hair has been tied up in a knot at the back of her head and her face is stern and serious as death itself. She is clad in iron armor from top to bottom under a black tabard and a cloak of bear

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fur. The clawed paws of the bear pelt hang over her shoulders and are strung together with a golden chain. In her golden belt she carries a battle sword, its hilt also embroidered with gold. “We have work to do.” she announces and sits down on the throne. Eskild and Torkil join her by the throne and await Elsa’s command. “My daughter, Baal’s and my firstborn, is dead.” Dead silence falls upon the hall once more. Torkil’s face is wreathed in shock, horror and anger. It seems as if Eskild knew this already, for his face remains unchanged. “My husband would want to go after the one’s that did it, but he cannot. Nor can I. For she was murdered by the ghost of Holghold and against that horror, we are powerless. But I will not sit idle and do nothing. Baal has told me about you, travellers. He has told me about your fate and the prophecy that was spoken by Hymir in Jagersheim. It is clear to me that you are the only ones with the power to withstand the shadow that lurks in the forest. Since you have come so far and battled our foes already, I trust that you will not turn back now.” Eskild interrupts Elsa and pierces you with a look of disgust. “Curse What curse Do you come finto our home and bring with you more death and destructfion Have we not suffered enough Were I flord I woufld throw you to the wolves!” Elsa gives her father a stern look and rises from her throne. “But you are not lord! My husband is. And since he is wounded and unable to rule I am lord until he relieves me. My daughter is dead. And if there is any chance that my son can still be protected from the unholy powers of this forest, then I will take it. Curse or no curse.” Torkil lays a hand upon Eskild’s shoulder. “We can trust in these travellers, they have bled with us.” Eskild quickly steps away and looks at you as if he wanted to kill you all there and then. “Do as you will. But know that it is folly.” Eskild walks away and vanishes up

the stairs. Elsa follows him with angry eyes and sits back down slowly before giving her attention back to you. “Forgive my father. He means well even though it might not look like it. He loved his granddaughter and must be allowed to mourn.” For the adventure to continue, the characters must accept to help the Wulfr stop the ghost that haunts the Wolf Woods.

A Word of Final Advice When the characters accept, Elsa will rise from the throne and shake their hands once again. She thanks them warmly. Torkil asks to come with the characters but Elsa will not allow him to do so. She says that swords cannot aid them in this struggle – only the characters can win this battle. Torkil is saddened by this but follows the command of his lady lord. He leaves the hall quickly. Soon after, Elsa tells the characters that Baal wants to speak with them before they depart. Baal is lying in a large bed up in his chamber on the third floor of the hall. He is resting on top of many furs that have been soaked by his sweat. As you enter, Baal attempts to sit up in the bed but the pain hinders him from moving too much. He waves you over and speaks in a trembling and weak voice. “Thank you, friends. Were it not for you I would be dead by now. Although, such a fate does not seem so grim. At least I would be with Sigrid again. But alas I must remain in this body for a while longer it seems. I know that you are leaving for Holghold today, listen carefully for you will need to remember these words. Follow the southern path until you come to a bridge leading you over a frozen stream. Then continue straight ahead until you see ruins looming in the distance. Those are the ruins of Holghold, an old village of my forebears. The cold shadow that haunts this forest originates from there. Steel yourselves, for there you will face foes fouler than living axemen of Uvail. Remember that your curse will protect you, do not fear winter’s cold. Go now, and make haste. May Stormi be with you.”

The characters are outfitted with provisions and whatever they may wish for. Elsa leads them to the borders of the Wulfr settlement, where the road ahead will take them to Holghold and the White Lady.

Tales From

the

Past

The Wolf Woods is silent as the characters follow the road that will lead them to Holghold. The characters have been here before and are not as afraid as they were when they came here with Arkigstaal and Ovyind. Still, a tension is spreading throughout the group. They are about to encounter what has been haunting them for such a long time. Will they find answers or simply more qUESTIONS IS THIS THE MOMENT wHEN THEY wILL bREAK FREE OF THEIR CURSE THE only thing they know is that they know nothing. The road has not been traveled for many years and it can be very hard to follow at times. The characters lose their way several times and must follow their own tracks to return to the forest road. Wilderness skill rolls help establish how long it takes to find their way back. Should they roll very poorly they could encounter some animal or beast in the forest that they must fight off before they can find the road again. The frost and ice have begun spreading up the faces of the characters. There is no denying that death might be closer than they think. However, the characters do not seem to become any weaker by the frost, they seem to simply grow resistant Holghold to winter’s cold and the frost that would After three hours march you stand by a make greater warriors than them succumb to an icy grave. With every trembling stone bridge that leads over a completely step they take upon the road to Holghold, frozen stream. Up ahead, you can winter grows more and more intense. glimpse ruins beyond moss and stone. As Soon every last blade of grass and every you come over to the other side of the bridge a voice calls out to you: “You are last forest flower is completely petrified by ice as if they had stepped straight into no strangers. I do not know why you the Great Ice Plains. As they are only have come hither, but you will not be allowed to leave. Not this time.” minutes away from the stone bridge that will lead them to Holghold, the characters The White Lady has given the characters will start to find animals that have been petrified by ice and frost. They stand a warning, but they know that they cannot completely still and silent as if frozen in turn back. Not now. As they step into the ruined village the hairs rise on the back time, like haunting statues.

of their necks as they look around. Some houses are completely destroyed whilst others still stand untouched. Icicles hang from the roofs of the houses and skeletons lie buried beneath mounds of snow. It seems as if time has stood still here. In the center of the town the characters find people standing in poses of horror and fear, frozen statues like the animals they saw before. They all bear desperate faces of fear, as if their last moments alive were terrifying. There are men, women and children all about, fleeing from something but unable to escape. Even the most grizzled adventurer must admit, they’d want nothing more than to flee.

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Suddenly, a thick white fog comes sailing in through the trees and the ruins as a voice thunders like a storm throughout Holghold. “Kill them all.” Shrieks can be heard all around and you can see that the skeletons that had seemed completely dead moments before now begin to take shape and rise from the snow. Others yet charge in from the thick fog, all carrying ancient weapons. Their hollow eyes stare back at you, inducing fear into your hearts as you realize that there is no fleeing from this battle. You must stand and fight against the hordes of Dimhall. The shambling horrors are soon within range and they all cry out with icing voices holding their rusted blades aloft.

Sálhele Fear Factor: 1d10 (OR 10); Size: 1t Movement: land 2 cp per 1 m (max 7 m). BP: 36 (no damage levels). Feats: Night’ Sight, Resilient (No damage dealt by piercing weapons, half damage by bladed weapons). For other things, not useful here, see Jorgi’s Bestiary p.64-67. Weapons: Battle Sword (WA 3, IM -5, PV/BV 9/90, Dmg 1d10 OR 9-10). Armor: Chain mail armor (PV/BV 5/50, Heft 5, reduced to 3). Initiative: -4 (base), -5 (sword), -1 (armor). CP: Free 9 / Attacks&Parries 4/ Armed 4 (1H Heavy Weapons 4)/Unarmed 1 (Brawling 4). Sample of Attacks: (IM -10) Battle Sword SV 12, SV 9. When all hope seems lost, when the characters fear that this might be the end and they are near on mortally wounded, the White Lady cries out again. “Silence!” Suddenly, the shambling horrors stop dead in their tracks as if frozen. A chill runs up your spine and your frozen skin starts to burn with pain. A transparent, white shape starts taking from within the fog. A ghastly, young and beautiful woman steps out of the fog and looks at you. There is no wind, but her ethereal hair dances as if was she standing on a mountain top in full storm. Her eyes are white as starlight and her

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intense but empty stare makes you feel as if she is staring into your very soul. “You came here once, and I killed your friend.” she says with an insecure voice as if she’s trying to understand some higher concept out of her comprehension. “Now, you come here again after I warned you that it would mean your own death. You fight on knowing that you will in the end, die. I do not understand, why have you come here Why do you seek me” If the players do not wish to reveal to the White Lady why they seek her in the Wolf Woods – she will grow angry and continue to send wave after wave of undead soldiers to fight them until the characters either flee, die or confess their reasons for seeking the White Lady. As you tell the White Lady about your travels so far, your encounter in the Icepeak Mountains and your curse, she seems puzzled. “You intrigue me. I have been here for longer than most can remember. I fear that you cannot understand why, nor to what end. Let me show you.” The fog rushes towards you and quickly envelops you completely. The frozen skin on your bodies burn with a pain greater than it has ever done before, as if red hot blades flayed your skin off.

Visions of the White Lady “You fall. On and on through time and space you fall helplessly to whatever end awaits you. As if your hearts weighed heavier than mountains they drag you ever downward. Light and shadow pass you by like spears of matter in a blurr. The thick fog swirls around you as if it had a life of its own and when it touches you it feels as if the icy hand of death wrapped itself around you to rip you away into darkness. Suddenly you feel how you start to stabilize. Pulled and pushed by forces beyond your control you eventually find your footing and land on solid ground. The fog disperses as quickly as it arrived and you see yourself standing in a forest.

The landscape is completely covered in thickest and whitest snow but you seem unaffected by everything you touch. Not even the wind blowing amidst the trees can be felt upon your skin. Up ahead, a village rises from the forest floor beyond a stone bridge. A cloaked figure is walking across the bridge, towards the village.” The characters have arrived in a pocket of time that exist only in the mind of Aelda, the White Lady. Whilst they are here they cannot talk to anyone except each other and they cannot be seen by others. Neither can they alter the events of the memory in any way. Here they are mere observers, sent by the White Lady herself. The characters follow the cloaked figure across the stone bridge and enter the village of Holghold as it existed in years passed. There, folk stop their everyday routines to look at the cloaked figure as he strides through the village. They stare in disbelief as if the cloaked figure was some rare beast or magical thing. The voice of the White Lady echoes throughout the world – as if her voice was thunder upon the heavens above you: “From the south he came, the King of Frost and Snow.” The fog rushes forth again and the world ahead becomes blurry and hard to recognize. Soon the fog envelops the characters once more only to disperse completely moments later. The characters find themselves standing inside a great hall where many people have gathered around a fire to hear a man tell great stories. Next to the man sits a woman, the characters recognize her as the White Lady. Once again, the voice of the White Lady speaks to you but now from the crackling embers of a great fire: “Amongst the living shall he stride, herald of death and woe.” The fog arrives once more and the scene shifts shape. The now find themselves standing amidst stormy and snow clad landscape. In the snow, two naked bodies are making love. They characters recognize the man from the hall and the White Lady.

On the back of the man, a great symbol is carved into his skin. A shield, split in two. The characters recognize the mark from the tomb in the Icepeak Mountains, it was the same mark that the one that cursed them bore on his spectral chestplate. Suddenly, the man begins to dissolve and transform only to be swept away completely by the wind as a gust of snowflakes. The White Lady is lying there in the snow alone, stained with black shadow. The White Lady speaks for a third time but now a whisper on the wind and as an echo in the rattling of trees: “In the cradle of innocence, a dark seed he shall sow.” Fog swallows the characters for a fourth time and the characters see the land before them being ripped apart and take shape into something new. The characters are standing inside a small house as the panicked scream of a woman pierces their ears. The White Lady is lying on a bed of pelts, she is giving birth. Shadow is ripping forth from her as she twists and turns in agony. She is crying for help, but no one is coming to help her. The characters feel how their stomachs turn with disgust as something begins to crawl out from her. The White Lady gives birth to a deformed horror. A child covered in icy blue scales with reindeer like antlers atop its head. Its eyes are black as night and it’s nose is like that of a skull. The child looks at you and the voice of the White Lady speaks through its deformed mouth: “To pay a debt eternal, an heir of shadow is born.” As the child reaches out to touch the characters, fog spirits them away once more and the child and the White Lady disappears far away from their reach. The characters find themselves standing in the middle of the village, a blot pole standing tall in front of them. Many people have gathered around them, all shouting and lifting their fists in anger and hatred. Then the characters see the White Lady being dragged in chains towards the blot pole, the unholy child being dragged behind her. The villagers sacrifice the child upon the blot pole as the crowd grows even more frenzied.

As the priest lays his knife upon the throat of the White Lady, she cries out loudly: “Hear me, oh Stormi!”, she cries. “Bear witness to this. Let me be the bearer of the mantle of death and let its heavy weight upon by crumbling shoulders be the last thing I shall feel in this world. But for all the pain, for all the injustice and for all the hatred you shall be punished tenfold. You. You who were my friends, family and kin. Darkness I wish upon thee. Death I wish upon thee. Oh Stormi, bear witness to this. For thy acolytes are now cursed and your name is held in blackness”. The White Lady is brutally murdered – sacrificed upon the blot pole. Her head is cut from her shoulder and it rolls onto the muddy ground as the villagers erupt in wild cheers. Something twists and turns in your stomach. The severed head of the White Lady rolls across the mud until it lands just by your feet. As if animated by black magic – it turns and looks deep into your eyes, speaking in a droning and hoarse voice. “From the south he came, the King of Frost and Snow.” For a final time, the fog envelops the characters and they fall again through space and time. Once again, they find even footing and find themselves back in Trudvang, standing in the ruins of the village they just saw, looking into the eyes of the White Lady. “Now you have seen. I shall never have peace until he is with me again. He who left me when my need was most dire. I do not know why you have come here, I do not know where you come from nor where you will end up. But you are the only ones that know this. There is something special about you, you carry winter with you just like he did. I beg you, bring me the one who betrayed me. The one who bears the mark of the broken shield. The King of Frost and Snow. Without him, I shall never leave this world.” With those words the fog disappears completely and the White Lady fades away into nothingness. You are – again - alone.

A Mystery Uncovered The characters may remain in Holghold for a while if they wish but will find nothing of interest there. The White Lady will not talk to them again nor will any undead creature in the ruin attack them, the White Lady is keeping the characters safe as they are now her only hope of ever being freed from this ghastly form. The characters travel back through the Wolf Woods and return to Morginhall where Elsa is standing outside the gate awaiting them. As the characters come wading through the deep snow, hope is rekindled in her eyes and she rushes forth to greet them. She grows grim as she sees the frost and ice that have spread up the faces of the characters. She quickly bids them to come inside, Baal is awake and waiting for them inside the hall. As the characters step inside the hall, they see that Baal Wulfr is sitting on the throne with an anxious look on his face. Eskild and Torkil is there too, they sit in silence as if waiting for something. As soon as they hear the footsteps of the characters they all rise simultaneously with surprised looks on their faces, Baal groans in pain from the sudden movement. “You return!” Torkil cries loudly as he rushes forth to greet you with strong handshakes and hearty embraces. Eskild frowns, “Yes, but to what end Look at thefir faces.” Baal holds up a hand to silence the old Wulfr. “Silence, Eskild. The travellers have done us a great service. Leave us, I wish to hear their story in private.” Eskild bows reluctantly and leaves the hall together with Torkil and Elsa. Chairs have been arranged in front of the throne and Baal bids you to sit down. He wishes to hear about what happened in Holghold. As the characters tell Baal about their fight with the skeletons and their encounter with the White Lady, the clan lords look grows grim. As they finish their story he lets forth a deep sigh and rests his brow upon his hand.

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“How could I have been so blind; how could I not have noticed the connection. The mark of the broken shield, have you ever seen fit beffore” You recall seeing the mark engraved on the tomb of the ghost that cursed you high up in the Icepeak Mountains, before you ever set foot in the Wildland. “That is the mark of an age long passed. It is the mark of Bodvar Bjorki.” Baal calls for servants to throw more wood on the fire and bring you something strong to drink, this is going to be a long tale. “Many, many ages ago. When the land was wilder and its people more savage, there came out of the north a man spoken of in the legends of the Wildland. No one knows what life he had lived up to that point, some say he came from the Great Ice Plains whilst others yet say that he came to us from Helgardh. However it may be, he came. His name was Bodvar Bjorki and he was the greatest warrior and conqueror that the Stormlands has ever seen. At first he simply used his great wits to undo the enemy. He would befriend people of power and earn their trust, only to betray them when their need was most dire. In this way he slowly worked his way up in the world until he was lord of his own keep and commanded an army of his own. My forebears though nothing of it, in their eyes it was simply a shift in power in some far of corner of the world. How wrong they were. For Bodvar would not be satisfied with simply being the lord of a keep and the commander of an army, no. He wanted world dominance. All upon Trudvang should bend to his iron will and over them he should be king. So it was that on a night in the heart of winter, Bodvar Bjorki made a pact with the dark powers of our world. He called out to the powers of death and destruction and they answered him. Soon after that, Bodvar Bjorki and his hordes became unstoppable. None, not even the combined strength of the dwarves could hinder his onslaught. Rank upon rank of dark spawned warriors marched out from his icy citadel to lay waste to Trudvang as dragons of frost and

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shadow thundered through the sky above them. Soon, Bodvar Bjorki was king of all the Stormlands, the Darkwoods and The Great Iron Mountains. His legacy was unmatched. But Bodvar was old and when he died his servants buried his body deep beneath his citadel in the Icepeak Mountains. But it was then that the dark powers that had given Bodvar all his strength, reaped their reward. For every ten years Bodvar was forced to waken from his eternal slumber and wander amongst the living as a mortal until he had fathered a child carried by a mortal woman. That child would be a darkspawn and it would carry out the death and destruction that the dark powers so wished for. It seems to me as if the White Lady of the Wolf Woods once carried such a child. Legend says that the contract that Bodvar Bjorki had with the dark powers could only be broken through one   other power, a power higher than any other: true love. For the dark powers that had ensnared Bodvar knew that none could ever grow to love such a horrible man, such a killer. But it seems to me as if the White Lady did grow to love Bodvar, even if he was already dead and only appearing to her as a mirage. It is as we were told, your fates and the fate of the Wolf Woods are closely intertwined. I think, we have not known the full extent of it until now. To break the curse of Bodvar Bjorki, and your curse in turn, you must reunite him with his true love, the White Lady of the Wolf Woods.”

A Fool´s Plan Silence falls upon the room. The characters must take a moment to take in what they have just heard. To think that they finally know what has been going on, why they have been haunted by nightmares and how they can now finally be rid of it all. It’s a daunting but exhilarating thought all at once. Should the characters ask Baal why their skin has turned to frost and ice, as that seems to have nothing to do with Bodvar’s nor the White Lady’s story, he shall say this:

“I believe that is just the anger of Bodvar’s spirit at work. You disturbed him, you angered him and so he used powers in his possession to punish you. I believe there’s nothing else too it. But should Bodvar be free of his curse, I believe that all the evil that he has done through the dark powers he is in contact with, will be undone.” But what can they do now How are they going to reunite Bodvar Bjorki’s spirit with the White Lady The characters are not powerful enough nor knowledgeable enough in the ways of the Dimwalker to be able to conceive of such a thing. If one of the characters is a Dimwalker they will know that sometimes, spirits can be trapped within objects that have been forged under very special circumstances and weaved with dark vitner. Baal is reminded of the Amulet of Chaos – an ancient artifact of the Wulfr. He tells the characters the legend as he remembers it. “To the west of here, lies the Cliff of Askyr. It is the home of my folk and there our fylkjarl Raak Wulfr rules over all my kin. But beneath the mountain, deep deep beneath the snow where no one dares to go, a treasure lies hidden. Legends say that when the Wildbrons, the first men, came to the Wildland, the Cliff of Askyr was one of their first settlements. It is said that they didn’t build their kingdom in the shadow of the mountain like we have, but beneath it. Their shamans summoned powers from beyond our world and engraved them within an artifact, known to the Wulfr as the Amulet of Chaos. The amulet itself has never been seen or obtained by anyone, for none have come out of the dungeons and vaults beneath the Cliff of Askyr alive. But it is said and sung that the amulet holds the power over death. That, through the amulet, one can command and control those who have passed on. Maybe, just maybe, the amulet can be used to bring Bodvar’s spirit to the White Lady.” You quickly realize that his task is folly. Baal agrees that it is highly

unlikely that anyone – even adventurers like you - would survive very long beneath the Cliff of Askyr. However, he remfinds you - what chofice have you got Will you not be devoured by your curse before long and then perhaps meet a fate more terrfibfle than just death The characters cannot help but agree, it seems like they have little choice. Baal explains that, while he is still weak, he must travel with the characters to the Cliff of Askyr and introduce them to the fylkjarl. Otherwise there is little chance that they will ever be allowed entrance to the Wildbron catacombs. Baal excuses himself and says that he must withdraw to his chambers, he must rest before their long journey. The characters remain at Morginhall for one week before they leave for the Cliff of Askyr. Baal must rest and regains his powers before he can travel and since the characters depend on him for safe passage through Wulfr lands, they too must remain. This week can pass by as quickly or as slowly as you want too. It could be a good idea for the characters to feel like they’re having a bit of a break. Feasting, dancing, enjoying music in the great hall at night and listening to many stories. Eskild will remain suspicious towards them at all times and might even grow aggressive after he’s had a bit too much

to drink. One night, a cloaked woman comes to Morginhall and says that she has heard that the clan lord is sick. She gives Baal a soup to drink made from forest mushrooms and boar bones. After drinking it, Baal feels much better and he asks the old woman to stay at the hall for a while, for she has done him a great service. The woman explains that she is a travelling witch and that she heard from the birds flying through the Wolf Woods that a great lord had fallen upon hard times and might need her aid. She tells them about far off lands and it seems as if she is very well traveled. She even claims that she has been to Soj, the archipelago home of the elves. But so, when a week has passed by, the time has come for Baal Wulfr and the characters to leave Morginhall behind and journey into the west towards the Cliff of Askyr. Elsa is named clan lord whilst Baal is away from Morginhall, she swears that she will protect their family and people. Torkil decides that it is best if he remains at the hall as well, the Uvail have not been seen in a while and he suspects that they are up to something. Eskild does not even come to say goodbye. The characters and Baal all mount long haired black horses that will carry them westward. Under the cover of night when most are fast asleep, they leave for the Cliff of Askyr.

The Cliff

of

Askyr

The troupe travels at great speed upon the hilly forest roads of the Wolf Woods to lay the grim darkness behind them as quickly as they can. The characters are driven by the burning frost upon their skin that now covers most parts of their lower face and is slowly creeping up towards their right eye. Horrifying thoughts about what will happen once it reaches their eyes circulate INSIDE THEIR MINDS. WILL THEY GO bLIND WILL THEY bE UNAbLE TO GHT THEY DO NOT know. All they know is that they must push their horses to the limit for time is short, and life is running out. The journey to the Cliff of Askyr takes 14 days if one stops to sleep at night and travels at a fairly common pace. If the characters only sleep every other night and push their horses beyond what is common, the journey can be shortened down to as little as 8 days. However, should the characters try to get there in 8 days, their horses will most likely die from the struggle. After one day of traveling they lay the Wolf Woods behind them and thunder out onto the open, snow clad tundra of the eastern Wildland. After a few days more they can begin to see the great Cliff of Askyr in the far off distance. For so huge is that mountain that it can be seen from afar several days before you reach it. From the trees and hills of the southern

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Darkwoods rises a single solitary peak like a spear, shooting up towards the clouds high above. It is the high seat of Wulfr in the Wildland and their goal. They follow the mountain in the distance and use it to guide them over hill, through valley and under stock. After many days of traveling upon the open tundra of the Wildland, you reach the edge of the southern Darkwoods. Baal leads you southward along the rim of the forest until you reach an opening in the trees followed by a cobblestone laid forest road. “Here begins the realms of Wulfr in the Darkwoods. If we keep to these paths we should not encounter any foes.” However safe Baal claims that the forest road is, it does not feel like it. The Darkwood is a sinister forest that stretches across the entire northern rim of Trudvang. It is widely known that it is a grim place where evil dwells. Every pebble, every light stream and every tree trunk seems wreathed and twisted in mischief and treachery. Even the wind rattling the bushes and leaves makes the characters feel uneasy. Black crows land on branches to observe them as they ride along the cobblestone roads that wind and twist among the soot colored oak trunks. A day’s journey into the Darkwoods the troupe encounters the first settlement of Wulfr. Here, in these small and primitive villages the descendants of Wulfr live their lives under the cover of such a dark and twisted forest. Each village seems to house around 30-40 individuals belonging to the same family descending from Wulfr. Baal will want to stop and sleep when they arrive to a village during the night. He says that it is unwise to travel through the Darkwoods after the fall of night, and besides it is good for him and his clan to learn what news there are from their western borders. Wherever they stop to talk to the villagers they learn that the Uvails have been eerily absent from their borders for a long time and that the fylkjarl, Raak Wulfr, is not very worried about this sudden shift in presence from their enemy. Baal however is quick to

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respond that this shift is only because the Uvails have diverted their attention to the Wolf Woods. His tale of the Battle of the Trees has many villagers angered and outright worried. They beg Baal to tell the fylkjarl about this battle and the recent developments in the Wolf Woods. Ill winds travel fast many of them say and Baal is quick to agree and answer: “and ill storms travel faster”. Should the characters decide to travel on with Baal during the night whilst inside of the Darkwoods they will most likely be attacked by grey trolls or warg beasts even if they keep to the forest roads (GM guide p.107-108, 110-111 or Jorgi’s Bestiary p.30-33, 154-156).

At the Gate of Askyr At long last you reach the Cliff of Askyr. As you get close to the mountain, the forest seems to open and trees grow wider apart. Light comes in from the sky above you and the sun shines upon your weathered faces. Here, a city made up of no less (but possibly more) than 200 log houses crawl up a steep hill until they reach a great stone wall laid with battlements and protected by a humungous iron gate. The wall stretches wide for several hundreds of meters between two gigantic rock pillars that stand at the foot of the mountain itself. Beyond the gate a pass leads up the Cliff of Askyr, winding to and from until it reaches a great longhouse that sits upon the ledge of the mountain about halfway up looking down upon the city below. The city is booming with people all around. Warriors walking to and from the smithy and the alehouse with newly felled game swung over their shoulder or a batch of newly sharpened swords under their arm. Children play in the streets as merchants hurry past you with wagons filled to the rim with fresh goods or cattle tied up by chains and thick rope. Baal breathes in the air of the city and lets forth a deep sigh of relief. “Welcome travellers, to the Cliff of Askyr. Beyond that great wall and up the

winding mountain pass lies the fylkjarls mansion where he resides when he is not out on raids or plunder. We are in luck, for judging from the amount of people that have gathered here, he seems to be home at the moment. Without fylkjarl Raak Wulfr’s leave you won’t be able to enter the catacombs of the Wildbrons. Come, we should make haste to meet him.” As the troupe makes their way up the hill towards the great wall, many stop and look at them with suspicious faces. Outsiders Here At the Clif_f of Askyr They suspect that something is afoot. Especially since they are accompanied by a man that is supposed to be establishing a new settlement in the Wolf Woods. Occasionally some will call out to Baal and ask him what in the world he’s doing with these strangers Baal ignores the remarks. Eventually the characters and Baal find themselves standing before the great wall, blocking their path to the fylkjarl’s longhouse. The wall is a sight to behold indeed as it reaches several fathoms high up in the air with the impressive peak of Askyr looming far up above it. There are several bowmen patrolling the wall and they look down upon the characters with mistrust. Baal stops his horse and holds up a hand as he speaks in a mighty and commanding voice. “I am Baal Wulfr, clan lord of the Wolf Woods and I demand the gates of Askyr to be opened for me.” There is only silence. People have now gathered around you to see what is afoot, but Baal seems unbothered by this, confident that you will not be denied. “I see that you have come, Baal, and that is all good” a hoarse voice says in return. “But who are these that you bring wfith you, these outsfiders” Baal looks up at the wall and now you can see that an old man has appeared atop the battlements, leaning against a great staff. The man has long white hair and an even longer white beard, he wears grey cloaks. “They are my companions and they have business with me and the fylkjarl.” Baal answers the old man. The crooked

figure atop the wall looks down at you and squints in interest. “I cannot allow strangers to pass beyond the gate of Askyr without orders from the fylkjarl himself. You are free to pass by, Baal, but your companions will go no further.” Baal hangs his head and thinks for a while before answering the old man. “Then I will take the blood oath and vouch for them.” Gasps can be heard throughout the crowd and the old man atop the wall looks at Baal with great surprise. “Reaflfly For these strangers you woufld take the blood oath. Well, you know what to do, Baal.” Baal Wulfr nods his head in approval and draws his hunting knife. He lays the knife in his hand and speaks loud for all to hear. “I, Baal Wulfr, hereby swear before the gods and vouch for my companions. I allow them to dwell under the protection of our roof. I allow them to warm themselves by our hearth, eat from our table and sleep in our beds. Should they prove to have ill intent or break my trust, I shall pay for it with my life. Bear witness to this.” Baal cuts a wound in the palm of his hand and closes it hard as the scarlet blood drips in between his closed fingers. “It has been witnessed.” the old man says from atop the wall. Suddenly the gates are opened with a loud squeaking sound and Baal rides on through, not so much as looking at you.

Meeting Fylkjarl Raak Wulfr The characters follow Baal towards a place near the mountain where a narrow road leads them up the snowy Cliff of Askyr. Its steep here and the characters must do their best to maintain the control of their horses and steer them straight. Should you take one unfortunate step here, you would fall to your death upon the tree tops far down below. The winding mountain path leads the characters onward until they reach a great ledge where the longhouse of the fylkjarl is situated. Guards wearing scaled plate armor and iron helmets stand waiting

for them bearing great spears and shields. As they recognize Baal they begin to step aside but just as they see the characters and their icy faces they resume their positions and bring forth their weapons in warning. Baal however simply lifts the palm of his hand to show his scar and as he does the guards allow them to pass by without so much as questioning them or greeting them. They follow the characters with suspicious eyes as they lead their horses into the yard. The house of Raak Wulfr is an impressive one. Much alike to Morginhall in architecture and fashion but much greater and more lavishly decorated with wood carvings and gold finishes. The roof is not laid with turf but rather thick wood carved into scales. The gates to the great house are thrust open as you sit off your horses by the great oak tree that stands in the middle of the yard. Guards come marching out and behind them a tall and slender woman follows, her hair golden and curled down to her feet. Atop her head she wears a band of iron. Baal bows before her and quickly hisses to you to do the same. The woman cares not for courtesies and simply disregards Baals attempt and formalities with a waving of her hand. “No need for that Baal, why are you here We just returned affter a long journey and we do not wish to be disturbed by petty matters.” Baal stands up straight and looks at her grimly. “This is no petty matter, Niena. I bring with me dark tidings but also a shimmer of hope. Do not fear the ones that come with me. They look grim but they bring goodness with them.” Baal says as Niena looks at you with horror and disgust. “Very well, Baal. I’ll see if Raak will receive you.” Niena says as she turns her back at the troupe and walks back into the house. Baal turns his attention to you. “I’m sorry, friends. The people here are not very quick to trust, and the particular realities of your unfortunate conditions does not make them more inclined to do so. Keep a low profile and let me do the talking, Raak is quick to anger.”

Niena emerges once more from the longhouse and calls to the characters and Baal that they may enter. Escorted by guardsmen on all sides they are led into the house. The interior of the great home of the fylkjarl is very similar to that of Morginhall, except more lavish and bigger. Raak Wulfr’s throne is not made from wood, but from iron and gold and atop his shaved head he wears an iron crown. The guardsmen follow you up to the great fire standing in the middle of the room where they halt and command you all to do the same. As Baal attempts to continue despite their command, the guardsmen direct their spears at him. “Come now, Raak. Is there truly a need ffor thfis” he groans at the ffyflkjarfl sitting upon his throne at the far end of the room. Raak Wulfr stand up, he is built like the bear whose pelt he carries for a cloak. “In these dark times one can never be too sure. Search them.” At their master’s command the guardsmen search you and take all weapons and equipment from you. After they have successfully gathered every possible weapon they stand back and allow you to approach Raak Wulfr at his throne. Raak rushes forth to greet Baal and they both meet in a hearty embrace. As he makes note of you and your frozen faces, he grows grim and lunges back in disgust. “Who are these people that come with you, Baafl They flook flfike dead men walking. There is no place for them here.” Baal introduces you one by one and bids you to bow before the fylkjarl. “These travellers have proven themselves worthy of our trust, Raak. They fought the Uvail in battle and saved me from certain death. They have walked through the heart of winter to stand here before you. And with them, they bring our salvation.” Raak looks at you with mistrusting but intrigued eyes as he sits down on his throne. “I sense there is a story here. Tell me all that you have learned.”

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Baal proceeds to tell Raak Wulfr about everything that has happened since they were first beset by the White Lady of the Wolf Woods. They tell him about the warriors that were found dead with frozen blood, about their travel to Jagersheim and his introduction to the characters. He tells him about the Battle of the Trees and how the characters carried his body back to his comrades. Baal also tells him about the death of his daughter and how the characters ventured to the ruins of Holghold where they encountered the White Lady. He speaks about Bodvar Bjorki and the curse of the characters and how it relates to the White Lady. Lastly, he tells Raak why they have come, to seek the Amulet of Chaos. The characters are encouraged to fill in with their own perspectives when they wish and Baal might ask the characters about details concerning their encounter with the White Lady and their visions. At the end of the long story, Raak Wulfr lets forth a deep sigh and hangs his head low. “Treacherous Uvail, warrior kings from ancient times and ghosts in the fforest. Is there no end to our mfisery I see why you have come and think it is wise that you have done so. But understand that it is folly. Understand that none has ever ventured so deep into the catacombs beneath this mountain to even know if the amulet exists or not. I can see that you have little choice, lest you shall be consumed by your curse. I see that this has impact on our settlement in the Wolf Woods and it is only because of that that I will give you leave to enter the catacombs. I would not risk awakening what slumbers beneath the world if it was not of paramount importance. If we are ever to defeat the Uvails, the Wolf Woods must be taken. And it seems as if that cannot be done without vanquishing this White Lady. So be it. On the morrow we shall open the catacombs. But tonight, we shall perform sacrifice, drink in merriment and hear many songs. I want to know more about how the settlement is progressing, Baal.”

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That night the residents of the great house gather along with the characters to perform a sacrifice to bring fortune to their quest. They have gathered prisoners of war from the Uvail family and under ritualistic song and dance they are cast down from the ledge high up on the mountain to meet their death many hundreds of meters below. Afterwards a great feast is served up in the hall of the mansion where minstrels have gathered with drum, flute and song to perform. There is food and drink and storytelling in plenty. That night the characters go to bed full, tipsy and warm all the way to the bone. The night is calm, and they are undisturbed by nightmares. The following morning the characters are outfitted with all they can wish for. The armory of the Wulfr is large and there the characters will find armor and weapons to their hearts’ desire. They are given food and water for two weeks as well as bedrolls and equipment to make a fire. They are provided with rope, climbing equipment as well as shovels and hatchets. Finally, they are given five torches each that last a day when lit. When the characters are ready, they are led away from the walls of Askyr and into the forest beyond until they reach a natural opening by the mountainside, leading straight into darkness.

The Halls Forebears

of our

“The cave is cold and the air is moist. The pale light coming from the opening behind you illuminates only a few steps carved into the solid rock of the mountain, leading downwards into utter darkness. Baal is there with you, but he shall not follow you any further. “I am bound by the blood oath and thus I must remain at the fylkjarl’s side until we leave here.” You do not understand these customs but you know better than to disrespect them. Carrying flaming torches in your trembling hands, you descend down into the darkness of the cave. The steps continue ever downwards. Down, down, down they lead you until

you can no longer see the light from the outside world. The only thing that illuminates the world around is the warm glow from your torches. Soon, great statues appear on either side of the steps, carven from the mountain into faces of anger and rage that stare back at you with their dead stone eyes. Each step that you take echoes in the cave and from the sound of it you can deduct that the cave is much larger than you can see. Soon the sound of dripping water onto cold stone reaches your ears and the air seems to get moister the further down you go. Suddenly, your feet are submerged in waist high cold water that seems to appear without warning. The water is freezing and dark as the nothingness that surrounds you. Here, the ground evens out and the steps end, the only way is forward through the cold water. The rocks that rise like fangs from the underground pool seem to arrange themselves tighter and tighter together until you eventually reach a great rock wall that shoots straight upward into nothingness. The wall is smooth and as you run your hands across it you find nothing, not even a slight key hole. But then, after minutes of searching for a way in, something reveals itself to you: a loose rock. You touch the rock and to your amazement, the entire cave shakes and rumbles as the rock wall begins to open inwards. The catacombs of Askyr have been opened and you stare straight into the blackness that lies ahead. A dead wind blows from inside and strokes your skin and as it does, the hair stand up at the back of your neck. You steel yourself and take one decisive step into what may well be certain death.” The characters have entered the catacombs of the Wildbron’s beneath the Cliff of Askyr. The Wildbrons were an ancient civilization of more Wildfolk that came to the Stormlands and are, with other tribes, among the forefathers of all stormlanders. This is one of their ancient kingdoms where they lived, loved and died for many generations. From here on out, consult the map below

and the locations connected to it to see what happens to the characters. Let the characters themselves direct the action and choose where they want to go next. Demand great detail from them, as there might be traps lying about that the characters can spring loose if they are not careful and describe how they move about the catacombs.

5

First Floor

4

1. The outer gate A narrow corridor leads the characters straight forward into darkness. The walls are flat stone, carven from the cold rock of the mountain. Only darkness lies ahead and it is impossible to see more than a few feet forward. Spiders scurry across the floor and around their feet as the light from the characters torches reveal their webs. At the end of the corridor lies a broken stone door. It looks like something from the outside broke it open, perhaps there was a battle here. If the characters look around they can see human skeletons buried beneath rubble and spider webs. As the characters step over the broken blocks of stone and gravel, the cave opens up and they see before them a great wall. The wall stretches as far as the eye can see in both directions and all the way up into the ceiling of the cave. There is a great gate in its middle , about a few hundred meters from where they are now across a plane floor littered with skeletons, broken arrows and blocks of stone. The gate is rounded at the top and reaches fifty meters high. The gate was breached long ago and now only great piles of rubble remain. To pass beyond the gate the characters must climb over the piles of rubble, requiring them to pass an Agility skill roll (preferably with the Jumping, Climbing and Balancing specialty).

2. The trench The characters enter a short but wide room with very low ceiling. The floor is flat and laid with polished stone covered by dust, gravel and many

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bones and spider webs. In the middle of the room there is a great trench carven into the rock, leading about half a man’s height downwards and going all along the room. It looks like some sort of defensive structure and there are many old arrows, bows, slingshots and skeletons down here. There was a battle in this room, that much is clear, and it looks like whomever defended these halls held the line here. But they were overcome, a small door can be seen on the other side of the room, that too broken and cast open.

3. Inner gate The door leads the characters through another narrow corridor with another broken door at the end of it. The room beyond it is much like the first room. A great stone wall stretches from side to side as far as one can see and all the way up into the ceiling. As before, a great gate stands in the middle of the wall, broken and destroyed. However, on this wall, many small slits have been carven into the rock all over. The Wildbrons built this as a means of defending themselves. Warriors could throw rocks or fire arrows down at the enemy from these slits. The characters can

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pass by the gate without problem, strangely enough it seems as if someone or something has cleared the rubble away from this gate.

through a narrow corridor and then down stone steps.

4. The bridge

Second Floor (under the First)

You should balance this encounter after the size of the party, the characters should be outnumbered 2 to 1. Remember that not all skeletons need to attack at once, some can even remain in their slumber.

1. Living quarters

Barrow wight

On the other side of the wall, a great stone bridge leads over a seemingly bottomless chasm. As the characters look around, they can see no other way across. Far, far over to the right they can glimpse another bridge like the one they have before them. There seems to be no way of getting there as the walls on either side of them shoot straight upon without so much as a ledge to stand on. On the other side of the bridge, a great stone tower rises high up into into the darkness above them, the characters cannot see the ceiling. If one was to fall from the bridge, it would mean certain death.

5. The watchtower The stone tower at the end of the bridge is an old watchtower, standing tall underground. There are seven floors in the tower, all accessible through spiral stairs. Should the characters attempt to travel up into the tower they must pass a situation roll with a situation value or 16 (dexterity modifies the roll) to avoid stepping on a loose stone and making the stairs break apart. Should such a thing happen, they cannot travel up the tower. On the fifth, sixth and seventh floor there are many old chests filled with bronze coins and rusted arrows. There are also some old bows and daggers here, but they are not usable. Should the characters look out through one of the many windows in the tower they will not see much of interest except for winding caves and darkness. At the bottom floor of the tower there are two skeletons dressed in rusted armor lying against the walls. One of them is clutching a roll of parchment and if the characters pick it up they can read the following on it if they know Ancient Vrok: “The King of Ice cometh. We faced them at the outer wall. Stein and Brandur fell. Hela held the line but was undone by dragonfire. A storm is coming. I am not ready.” There is a door at the far end of the first floor, leading the characters onward

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The characters descend down narrow stone steps, further on into darkness. At the end of the steps the characters reach a system of rooms that the Wildbrons used to live in. Here there are stone beds, dusty fireplaces and common rooms. It seems as if it was here that most of the Wildbrons of Askyr used to dwell and spend their everyday lives. All around there are little pockets of past lives that are alas forgotten and lost to history. Tankards filled with nothing but dust stand upon tables where people used to sit, as if they just left them there and never returned. Its altogether unpleasant to exist here and imagine the ones that are no longer. Cribs stand empty with no children to sleep in them, kegs of brew are empty with no one there to drink from them and fireplaces are cold and with no one to keep warm. The characters find many skeletons here, not only warriors but common folk too. Elders and children, all covered in spider webs and dust.

2. The crypt The characters enter a long, long room with high ceiling and a very cold air. On either side of the room there are many long openings stacked on top of each other high into the ceiling of the room and continuing all along the length of that place. In those openings lies bodies in varying stages of decaying. Some are completely turned into skeletons whilst others still carry a few deteriorating muscles. Between the openings there are smaller slits stacked tall with skulls. In the midst of the room stands a brazier. As the characters have taken a few steps into the room, they hear a choir of moaning voices all at once. As they look around, they see that the bodies have begun to move and turn around in their graves, looking at the characters. Everything happens quickly. Undead after undead warrior crawl out of their resting places, clutching axes and swords in their bone white hands. They attack the characters.

Fear Factor: 1d10 (OR 7-10); Size: 1t Movement: land 2 cp per 1 m (max 8 m). BP: 78 (no damage levels). Feats: Night’ Sight, Shriek (once per day 1d10 OR 9-10 Fear Points). For other things, not used here, see Jorgi’s Bestiary p.36-39. Weapons: Battle Sword (WA 3, IM -5, PV/BV 9/90, Dmg 1d10 OR 9-10). Armor: Chain mail armor (PV/BV 5/50, Heft 5). Initiative: 0 (base), -5 (sword), -2 (armor). CP: Free 12 / Attacks&Parries 8 / Armed 2 (1H Heavy Weapons 6) / Unarmed 1 (Brawling 4). Sample of Attacks: (IM -7) Battle Sword SV 13, SV 13. As the characters have undone the initial attackers, a smaller party of foes should awaken and chase the characters into the next room.

3. The hall The characters are chased into a great hall that stretches a long distance from end to end. Here there are huge pillars carven into human like shapes that stand on one knee and lift up the roof of the cave with their bare hands and muscular arms. There are many old tables and seats here that the characters could use as cover or weapons in their continued fight with the barrow wights. However, most of the furniture in the room is broken and destroyed from a previous battle. When the characters enter the room, great braziers that hang from the roof all light up in unison and burn with a roaring, blue and magical flame casting a ghastly light upon the room. The barrow wights will try to corner the characters and not allow them to progress any further without defeating them. The walls of the hall have been decorated with abstract carvings, painted red. Upon further inspection the characters can see that it is in fact dried blood. It seems as if

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there has been a fight here too before the characters came, there are many skeletons lying around covered in dust and spider webs. The characters should be afraid that any skeleton they see from now on could wake up and attack them.

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4. Armory The armory is actually a series of connected rooms rather than one single room. Each room is lavishly decorated with pillars, carving, braziers and stone mannequins. It seems as if the Wildbrons that lived here valued war above much else as this room is one of the most beautiful and elaborate ones that the characters have seen so far. It remains primitive and not anything compared to the halls of the Viranns or the Elves, but lavish as far as thousands of years old catacombs goes.   Each room is dedicated to one type of armory or weaponry. For instance one room is entirely reserved for shields whilst another is centered around helmets. The characters won’t find anything that they can use here, as much is gone and already used in whatever calamity or battle took place here. Whatever they do find is rusted and too old to be of any good.

5. Watcher of stone The characters enter a round room with a concave ceiling. The room is made from very well polished and worked stone, it is

hard to tell that it is part of a cave and not some sort of castle. The room is completely empty except for stone door on the other side. The door is differently   shaped than the other doors the characters have encountered. It is completely round with two iron rings hanging in its middle, presumably handles. The door is in fact a Stonehinje that has morphed itself to appear as a door, the iron rings are its earings. When a character pulls the iron rings or tries to breach the door, the Stonehinje will roll itself out onto the floor and begin to unwrap itself, revealing its true from. The Stonehinje was called forth and shaped by ancient Wildbron stone craftsmen and sages that placed it here to guard their most inner secrets. The Stonehinje will fight to the death with its bear hands and should be a difficult fight for the characters.

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Stonehinje Fear Factor: 1d10; Size: 3t Movement: land 2 cp per 3 m (max 18 m). Damage levels (100 BP): 1-25 (0) / 26-50 (-1) / 51-75 (-3) / 76-100 (-7) / > 100 (Dying). Feats: Night’ Sight, Immune to Fire and Cold. For other details see Jorgi’s Bestiary p.98-100. Weapons: Stone fists (dmg 1d10 OR 10 +6). Natural Armor: 5 Initiative: -6 (base). Number of Rounds to spread CP: 2 CP: Free 10 / Attacks&Parries 14. Sample of Attacks: (IM -6) Fists SV 13, SV 11. When the Stonehinje is defeated the characters can pass beyond the round opening and descend further down a set of stone steps into darkness.

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A door at the far end of the room leads them on through narrow and dark passages.

2. The wall of the ancients.

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3 1 4 5 Third Floor (under the Second) 1. Sacrificial chamber Down here the air is less moist and smells less of death and decay. As the characters reach further down the steps, they find that they grow more polished and more decorative. It is as if they are entering into a more special place held in greater esteem than the other parts of the catacombs. Eventually they reach the end of the stairs and a great chamber. The chamber is very large and decorated with pillars and polished stone. Cold iron braziers stand in between each pillar and as they look up, the characters can see that the top of each pillar is carved to resemble a misshapen face. On each pillar, iron rings and chains hang high up. It looks like some sort of blot pole that modern stormlanders use for sacrifice. Running from the bottom of each pillar and along the room are

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channels modelled into the floor. They all reach the same point, a drain covered by iron bars in the middle of the room. It seems as if this is a place of sacrifice, the ancient Wildbrons would hang people in these iron rings and chains and let them bleed out. The blood would then be funneled through the channels and into the drain. The drain is large and round, two normal sized men can stand shoulder to shoulder inside its borders. After the characters have searched the room for a while they find four large bowls standing along either wall filled with gold, bronze and silver coins and a collection of jewelry. Necklaces, bracelets, headbands and rings can be found there. There are however no precious stones here. The Wildbrons used to give gifts to the gods as well and not only sacrifice through spilling the blood of the living.

The characters reach a smaller room with a high ceiling. This room is also very lavishly decorated with carvings and polished stone surfaces. In front of them, two bent staircases lead upwards on either side of the room. Each of them will lead them up to a plateau in the room where a large stone tablet stands, a perfectly rectangular block five meters high and fifteen meters wide. On either side of the tablet stands cold braziers and next to them a throne each with a skeleton sat upon it clad in rusted and ancient armor with an iron headband upon their heads, gripping battle swords in their bony hands. The tablet is decorated with beautiful carvings telling of the story of the Wildbrons. How they came to the Stormlands and how they settled here. It is abstract to read and understand as the majority of it is told with primitive imagery and not runes nor written language. The entirety of the tablet is covered in these carvings and the characters should spend as much time as they wish trying to understand it. If the characters have good skill values in the Knowledge skill and performs a roll or two you could read the following to them: “They were driven by great need, from the north and from the west.” “They found good hunting, and fruitful earth.” “There was war, then peace, then winter, then war again.” “Many were lost, few lived on but they gathered what little they had and persevered.” “They found others, enemies became friends and then friends became brothers.” “They made one out of many.” “But some fled into the wilderness and refused to unite.” “They were hunted, but not destroyed.” Once the characters have finished reading the tablet, the brazier will

suddenly light up with a pale blue flame and the two skeletons on their thrones will rise up and attack the characters. They will fight until death but should be undone rather quickly as the characters most likely outnumber them.

Barrow wight Fear Factor: 1d10 (OR 7-10); Size: 1t Movement: land 2 cp per 1 m (max 8 m). BP: 78 (no damage levels). Feats: Night’ Sight, Shriek (once per day 1d10 OR 9-10 Fear Points). For other things, not used here, see Jorgi’s Bestiary p.36-39. Weapons: Battle Sword (WA 3, IM -5, PV/BV 9/90, Dmg 1d10 OR 9-10). Armor: Chain mail armor (PV/BV 5/50, Heft 5). Initiative: 0 (base), -5 (sword), -2 (armor). CP: Free 12 / Attacks&Parries 8 / Armed 2 (1H Heavy Weapons 6) / Unarmed 1 (Brawling 4). Sample of Attacks: (IM -7) Battle Sword SV 13, SV 13. The characters find an opening behind the tablet that leads them onwards.

3. The sun wheel The characters come to a great, big round room. Rough cave walls run up all around the room but the floor is made from polished and dust covered stone. There is a door on the other side of the room leading them onwards that is not blocked or covered by anything. In the middle of the room lies a great wheel held upon a big stone pedestal at waist height. The characters can see the sun shining down on the wheel from above, covering a very small portion of it. Suddenly they realize that they can feel the wind blowing on their faces and hear the faint chirping of birds. As they look up the characters see that the walls continue ever upwards for hundreds and hundreds of meters until they reach a round opening in the cave letting in the light from the outside world. The Wildbrons used this wheel and the sun above to measure time. Depending on how much of the wheel was lit by the sun they could understand the passing of seasons and months.

4. The spirit of Heimdal Bjorki The characters reach a small and round room. Braziers stand in a circle around them and by them there are great chests filled with coins, jewelry, weapons and precious stones. The floors are decorated with runes and carvings and so are the walls. In the middle of the room stands a big stone throne, lavishly decorated with small figurines and shapes carved from the rock. It seems like a kingly place. There is no one sitting upon the throne and the door that stands behind the throne is locked shut and there is no one to open it. It seems as if the characters have come to a dead end. Suddenly, the door behind them is closed by a great gust of wind and as they rush to open it, the characters find that they can’t for it is also locked. They are trapped, there is no way out. Suddenly, a ghastly fog appears out of nowhere. One second it wasn’t anywhere to be seen and the next it envelops the entire room and the characters can now only see the throne. A chill runs through their very blood and fear overtakes their hearts as a ghastly figure begins to take shape upon the throne. The ghost is pale and transparent like the White Lady. He is an old and muscular man with a long beard and unruly, thick hair. He wears lavish furs and a scaled breast plate, in his grip he holds a spear with a black ring just below the blade. Upon his arms he wears many arm rings of iron and upon his head rests a great iron crown. The ghost looks sternly at you and then speaks in a hoarse, droning voice. “Does he come Does the great Bodvar Bjorkfi return to finfish what he began Is that not why you have come, brother” The ghost is the brother of Bodvar Bjorki, Heimdal Bjorki. He is curious about the characters, for he did not expect them at all. When the characters explain why they have come, Heimdal is intrigued. He introduces himself as the king of Askyr and the brother of Bodvar Bjorki, his most hated enemy. Heimdal explains that he and his brother were at war with each other, it was a long and bitter war that lasted many winters. Only when Bodvar had sold his spirit to darkness and commanded both dark spawned warriors

and dragons could he overtake Askyr and become ruler of all the Stormlands. Bodvar slew Heimdal, but he did not manage to steal what he came for: the Amulet of Chaos. “Yes, the amulet exists although not many have seen it”, Heimdal explains. “It is an ancient artifact of great power, and great darkness. No one truly knows where it comes from. Some claim that it comes from a world beyond our own whilst others say that it comes from the lands beyond the Great Ice Plains. I do not know for certain other than that me and my folk found it here, deep down beneath the Cliff of Askyr. We built our home around it and with it we held the power to defy Bodvar. But I was foolish, I dared not use the amulet even when our need was most dire, for I feared what could happen. Only once before had I tried to use the amulet, when my wife passed away I attempted to search for her spirit within the amulet but found only more misery and death there. So I locked it away in fear of ever using it again. I know that I am dead, but I cannot rest until I have had my revenge. You tell me that my brother too is dead and that his reign has ended. However, it seems as if even so he is still all together evil and that there might still be hope for my revenge. The amulet holds many powers. It can indeed be used to capture spirits from another world and seal them within the amulet. It could be used to seal the spirit of Bodvar within it. I will grant you access to the amulet as I deem your cause to be just. I only have two conditions: you must allow me to join you in the fight against my brother so that I at last can have my revenge, and you must destroy the amulet when your quest is fulfilled. Wfiflfl you swear fit” If the characters agree and swear before Heimdal Bjorki, he will unlock the door leading the characters onward and follow them into the next room. Should they refuse he will disappear and the characters will remained locked in the room until they change their mind. When they do, they can simply call out to Heimdal and he will reappear.

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5. The Amulet of Chaos You are led into a small and round room, smaller than the previous one and almost too narrow for all of you to fit in. There, upon a stone pedestal, lies an iron torus. The Amulet of Chaos. Heimdal walks up to it hand holds his spectral hand above it as he gazes down upon it with great fear in his eyes. “You do understand what it is that you are dofing, don’t you Thfis power, thfis power is a dark one. It is not natural. It is wrought of evil and the wish to master death itself. I do not know what will happen to you once you use it. One of you must come forth, only one can become its new master.” The party must choose one character to be the master of the Amulet of Chaos. Only one can be bound to it and thus become its master and use its power. Once a master has been chosen, he or she must walk up to the pedestal and take it. “As you touch the cold iron of the amulet, the blood runs like fire in your veins. A cold shriek of pain echoes within you as knives of pain pierce every surface of your body. A dark voice calls out to you from beyond clouds of shadow. It thunders like an earthquake but you cannot hear what it is saying. The ice upon your skin starts to transform and within seconds it has turned completely black. A sphere of frost lashes out around you and the very ground you walk upon turns to ice. Your eyes begin to glow with a faint, pale blue light. A hissing voice calls to you from the amulet: “Masssster...I sssserve thee.” Heimdal approaches the master of the amulet. “You are now the herald of death. Your fate is to be master over the amulet until it is destroyed, only then you can be rid of its grip over your soul. Until then you shall dwell ever in shadow, and turn to ice all that you touch. Now, command the amulet and imprison me within it. Release me when the time is right, and I shall come.”

The character is now the master of the Amulet of Chaos and the herald of death. The character is mmune to cold (both normal and magical) but shall shun the sun like a blight. For every hour that the character is directly exposed to sunlight they shall suffer 1 body point of damage. Every living thing that the character touches with good intent will turn to ice and die. There can be only one master of the amulet and one master needs to die before another can take their place. When the amulet is destroyed, all these effects are broken. However, they are always in effect until then. You hear the amulet speaking through you as a dark and guttural voice that is not your own: “I chain thee unto my will and command thee to answer your master’s call.” As you speak, you almost involuntarily hold the amulet aloft. Heimdal’s spirit begins to twist and turn in great pain only to completely evaporate and be caught by the wind that sweeps an almost inconceivable fog into the torus shaped amulet. It is done, Heimdal is sealed within the amulet.  

A Last Goodbye As the characters emerge from the catacombs and return to the world outside, many have gathered there to see it with their own eyes. Drums are thundering throughout the city and flutes play joyful melodies as wild boar roasts over roaring fire in preparation for a great feast. Raak Wulfr has come to personally congratulate the characters. Cheers and hurrahs are quickly silenced by shrieks of horror and gasps of shock as people look upon the master. Baal looks troubled, but relieved to see you. He quickly hurries over to you, “We must leave at once, they will not understand. I do not know what grim fate has overcome you but I am sure that you can explain it all in due time. We cannot linger.” Raak Wulfr steps forth from the crowd and looks at you. There is great fear in

his grey eyes. “This is dark vitner. You bring only death with you. You are no longer welcome here. Baal, I pray that it was worth it.” Baal looks over at Raak with anger but as he is about to speak he quickly changes his mind, it is clear that everyone agrees with the fylkjarl, some among the crowd have even drawn their weapons. Baal readies the horses for the characters. The master must wear gloves or other protection to avoid turning their horse into ice. If they ask Baal for gloves or something to cover their black ice hands with, he quickly searches through his packing and gives the master a pair of fur gloves, as long as the master does not touch their horse with their bare skin it will not turn to ice. The troupe quickly leave the Cliff of Askyr behind them. The master can hear whispers speaking to them from within the amulet as they thunder away from the city and out onto the forest roads of the Darkwoods. During their first night by a warm fire since they left the Cliff of Askyr, Baal asks the characters to tell him what happened in the catacombs. As they do, he grows weary and sorrow overtakes his already troubled eyes. Baal laments that it is a heavy burden that the characters have to bear – but that he knows that in the end it will all be for good. The journey back to Morginhall is an arduous one. Baal wishes to hurry home, for he misses his family dearly and wants to be rid of the Darkwoods as soon as possible. As soon as they lay the dark trees of that forest behind them they begin to travel at a slower pace and take time to breathe and sleep well. From here on out the adventure will become more and more intense, this could be the final chance the characters get to relax and take in the scenery. However, the master prefers to stick to the shadows as the sunlight burns the black ice on their skin. One night, Baal sits down with the characters and shows them a map of the Stormlands. He wants to council the characters in how they are going to plan their journey into the Icepeak Mountains.

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The Tomb * Rokull c

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Illimark The Steps

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0 Show the characters the map found within the Stormlands sourcebook and let them try to plan the journey as much as they can by themselves. Baal will give the characters pointers when they for instance strive too far south in the mountains. He tells them that there is a point just below the northern side of Icefijell where they can enter the upper and most northern foothills of the Icepeak Mountains and then work their way upwards towards the peaks. The place is called the “Great Steps” and was carved there by the ancient tribes of the mountains. Once they have reached the northern foothills, they should look for a people known as the “Gruths” who can lead them further upward to the place where the tomb of Bodvar Bjorki lies, marked on the map of the Icepeak Mountains found above. Should they have come from the south, the journey would have been easier as they could then have entered through the southern pastures and grasslands of Icefijell. Now they must brave the mountains from the north side since a journey around the mountain, the characters would not survive. Once up in the highest points of the mountains the characters must rely on their memory to find the entrance to the tomb, for they have visited this place before.

Morginhall in Flames Upon the last day of travel they can spot the Wolf Woods in the distance, and they

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can see that a great cloud of black smoke is rising from it. Something dark comes over Baal and he whips his horse into a frenzy and thunders onward. They can smell it before they see it. Fire, soot and death. The forest is on fire. Great flames brush the pine trees and tear them down in a storm of embers and smoke. Like a madman Baal rides through the flames, not even caring for his own wellbeing he leaps over burning logs and through clouds of black smoke. Now, bodies begin to appear amidst the burning trees. They have been scorched to a crisp or cut down by weapons, the snow around is stained with so much blood that it is almost completely black. Finally, they reach the village and see to their horror that it is completely burned down, there is nothing left but the scorched foundations of the hall. Baal falls to his knees and begins to search frantically through the rubble until he burns his hands so badly that the skin begins to peel off. It’s as if he cannot feel the pain. The characters must rip him from the burning ruins of his home. Baal breaks down in tears and lets forth a primal scream that echoes throughout the burning woods. But then, he sees something in the blood stained snow. A banner, a banner with a red full moon against a black background: the mark of Uvail. Baal grips the banner in his burned hands and begins to tremble with rage. He rises, his eyes burning red hot with anger. He looks at the characters, his face red with tears and hatred.

200 “I could not save them. I wasn’t there. I...I have lost, everything. I have lost…” Baal cannot finish his sentence and breaks into tears, gripping the banner tightly. At last he gathers his strength and hurries over to his horse. “There is only one thing left to do now” he says as he sits up on his horse. “The Uvail will pay for this, I will make them pay for what they have done to me. To my wife, to my son. I...I am sorry my friends but I cannot help you now. Your fate is in your own hands. I must take charge over my own. We will not see each other again, I ride to war. And I do not plan on returning from it. Goodbye, and Godspeed.” With those words, Baal thunders off beyond the burning trees of the forest. You are left standing amidst the ruins on your own. This final adventure is yours alone to face.

Adventure Points It is up to the game master to decide how many adventure points the characters should be given. However, it is good if the adventure points are not provided in one big dump at the end of an act. Instead the game master should provide the heroes with adventure points when they accomplish certain things or distinguish themselves during the adventure. Please use the recommendations provided in the GM guide p.37.

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Act iii

DREAMS OF FROST The final part of the adventure now lies before the characters. To the best of their ability the characters must now rely on each other and no one else to complete this final task. The mission is clear: they must travel high up the Icepeak Mountains and trap the spirit of Bodvar Bjorki within the Amulet of Chaos and then return him to the White Lady in Holghold. The road ahead lies open and snow clad.

Southward Bound The characters leave the burning ruins of Morginhall behind them and steer their steeds southward, towards the mountains that looms far, far off in the distance. Should the characters attempt to follow Baal, they will fail. Baal rides with such speed and urgency that nigh on Stormi could catch him if he so wished. Such an attempt will only delay them further. The characters might try to head for Jagersheim before they travel to the Icepeak Mountains. This would be a smart idea in theory since they would be able to resupply and rest before they undertake the final journey. However, should they decide to do this there is a great chance that they will not be let into the village given the master’s condition. Everything that the master touches with good intent turns to ice and their appearance is nigh on demonic. Even though they earned some trust during their last visit to the village, the people of Jagersheim are still wary of stranger and especially strangers with glowing blue eyes and a body of black ice. They can always trust Arkigstaal and he will do what he can to help them, except follow them into the mountains. They must enter the village under most secretive circumstances if they wish to follow that path.

The characters have the entrance to the mountains marked on their map and can plan their own course throughout the Wildland during their journey there. There are no forests blocking their immediate way to the the steps that will lead them up to the mountain, only tundra and hilly terrain lie before them. With good navigation they can follow the roads leading southward that is dotted with outposts and occupied by lonely watchers. The characters will find that they are most unwelcome by all civilized people. The master is a terrifying sight and the rest of the troupe’s look don’t help relations any further. They must sleep under the stars and do their best to remain warm in the harsh landscape. The master can prove most useful during such conditions as they are immune to any cold. The characters must also plan what to do about food and water. They may have some provisions left from the Cliff of Askyr, but they are few. The characters must hunt for food and gather water from streams and rivers that have not yet frozen over. It is good if they spend a while performing survival skills to well equip themselves for the journey up the mountains. Should they neglect to do this, it should reflect on their travels and you

should remind them that they are getting hungry and thirsty and that their supply won’t last very long. When the characters reach the Steps, skip ahead to the next chapter.

The Icepeak Mountains “The Icepeak Mountains loom high, high above you. Like titans of time they reach for the bright blue sky and lean in over you like silent watchers of an age long gone by. You realize that the very rock you now rest your frostbitten hands upon has stood here for as long as the world has been in existence and will remain here until its final hours, it is an awe inspiring feeling. The winds come down hard from the mountain and almost blow you of your feet. You grasp the icy rock hard and kling on to it whilst your knuckles whiten. With decisive steps you wade through the waist high snow and help each other over formations of stone and snow covered in nothing but slippery ice. You fall, but you rise again. A voice thunders down from the mountain and calls to you, the White Lady speaks: From the south he shall come, the King of Frost and Snow. You have come to

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it at last, the final struggle before your end. Whatever end it might be. After traveling for one day through a narrow mountain pass you finally reach the steps that Baal spoke of. The steps have been carved into the icy rock face of the mountain and shoot almost straight up until they disappear beyond the clouds. The steps are extremely steep but you do your best to hang on, and not look down. The steps are very narrow and you must climb upwards in a downward progressing line, should one lose their feet they would bring the rest with them into an icy grave. You steel yourselves once again and continue the climb whilst blistering winds almost whip the skin from your flesh.” The characters have begun their ascension of the steps into the Icepeak Mountains. The characters must pass a situational roll of 16 (Dexterity modifies the roll) to see if they can hold onto the slippery and steep mountain steps. Characters with the speciality Jumping, Climbing and Balancing can only fail if they fumble. Should a character fail one roll they will fall down several meters and hit the steps that lie below them and take 1D10 in damage, armor does not offer any protection from the damage in this case. Each character must pass three such rolls before they reach the top of the steps. Once they reach the top of the steps they can draw a sigh of relief. But as they gaze out upon the landscape they realize that their troubles are far from over. They have reached the northern parts of the sierra known as Icefijell high up in the mountainous valleys of the Icepeak Mountains. Farther downhill, closer to Fynnheim or Vortland the valleys would be warmer and much easier to travel through. The characters know this as they came that way long ago. However here, in the farthest north of the sierra, the pastures are buried below a thick layer of whitest and ice clad snow and framed by sharp rocks and formations of ice. The mountain peaks loom all around them and they seem to be surrounded by these titanic giants. The landscape is breathtakingly beautiful and awe inspiring, but unforgiving nonetheless.

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The characters can try to follow their map towards Bodvar Bjorki’s tomb as best they can but it is very difficult and hard to do. The landscape all blends together into a fever dream of ice, stone and snow. Uphill they go, then down hill and then uphill again and so they carry on against the unforgiving winds that seek to undo them at every turn. They know that they must travel northwards towards a peak that rises dues west of the mountain Illimarik and that is some help. However, sometimes the sky is clouded by snow storms and it is hard to orientate oneself. The characters also know that they must look for a little people known as Gruths that they will recognize from their small stature and yellow eyes. They often shepherd mountain ox through the sierra and can perhaps lead them towards the mountain where Bodvar’s tomb lies. Once they have reached the mountain in question, the characters can rely on their memory to guide them onward. Every character except the master must perform a Situation roll of 14 (the trait Constitution modifies the roll) each day to avoid succumbing to the harsh climate. Should anyone fail the roll the troupe is forced to make camp and rest awhile for the characters to recover. This is dangerous since remaining still in such an environment for too long can mean that one falls asleep and dies from hypothermia. If the characters have not brought proper winter clothing and perhaps even snowshoes they will find this journey almost impossible to endure. Should they fail many Situation rolls in a row they will starts suffering 3 body points for each day they spend in the Icepeak Mountains.

The Lost Gruth After a few days travel, the number of which depending on how they have managed to combat the climate, the characters spot something strange over yonder. Beneath a great mound of snow, stands a lonely and long haired mountain ox. The ox is hard to make out at first since its black fur is almost completely colored white by the harsh snowfall, but it is indeed an ox. As the characters approach the beast shakes its horned head and tries to run off, but

it can’t. The ox seems to be tied up by a leash woven from leather and attached to its saddle. The leash runs into the mound of snow. As the characters begin to dig through the snow they find, to their astonishment, a most peculiar character beneath it. There is a small person lying there, passed and chilled to the bone. The individual is smaller than a dwarf, almost as large as a goblin, and is clad in thick furs and pelts. It has long soot colored hair that runs down in braids to its woven wool belt. Its nose is remarkably long and large under squint eyelids beneath bushy white eyebrows and its skin is brown as the earth itself. The person is in fact a Gruth, a part of a very rare and secluded species. The Gruth seems to be alive, but just barely. As the characters dig out the poor Gruth, the long haired mountain ox hurries over to them and starts to gently but urgently push them with its head. It seems as if the ox is trying to communicate something as it starts walking downhill, stopping to make sure that the characters are following it. The ox will not continue on if the characters do not pick up the Gruth and bring him with them. The mountain ox starts leading the characters through the snow clad pastures further westward. It seems as if the ox knows the land very well for it find shortcuts and ways to cross over the most rough terrain. Eventually, the characters can spot faint light glowing down in a white valley over yonder. The ox leads them down further until they reach what seems like a village of sorts. Round structures resembling snow mounds with pointed roofs begin to reveal themselves beyond the raging snowstorm. There are only a handful of them packed tightly together. The structures are made from tightly packed snow laid with water that is allowed to freeze into ice, thus hardening and securing the houses. Not a single stone nor a single piece of wood has been used in the construction of those houses save for the tree branches that are strung through long haired ox furs to form wind cover in front of the doors. All about in the valley, other long haired mountain oxes walk about searching for berries and grass beneath the snow.

The Gruth Village As the characters approach the little village, silhouettes begin to come forth from the houses looking nervously at the characters. These are Gruths like the one that the characters found previously and they all resemble him in appearance. Some are older than others and their hair has turned completely snow white and their skin is also more pale. The Gruths gather round to see the characters approach and their faces soon shift from being clad with suspicion to utter shock and excitement as soon as they see the master. As the characters reach the Gruths and present their kin, the little folk fall to their knees in the snow and begin to hum loudly in unison. It seems as if they are worshipping the master like some sort of hero or god. Soon, the Gruths get busy with helping their kin but also with bringing the characters gifts. They are given horns

from mountain ox and several pouches filled to the brim with a bone white powder. Characters from the Stormlands will know that this powder comes from the horns of the mountain ox and that it is sought after as a delicacy on both Fynheim and Vortland. The Gruths do not speak any common tongue that the characters recognize but instead communicate through humming and whistling to one another. The characters are quickly rushed inside one of the snow houses where they are greeted by a small but warm enough fire and an especially old female Gruth who seems to be blind. The inside of the house is small and the characters must hunch over to avoid scraping the icy ceiling. There they are served wild berries and dried and very salty meats, all washed down with milk from the mountain ox. Soon, the characters are left alone with the old Gruth.

The old Gruth approaches the fire carefully and looks at you with her blind eyes, smiling faintly. “Winter god come. We give thanks.” she says in a hoarse voice. The old Gruth has an immense accent that makes her almost impossible to understand and you find it a struggle to have a conversation with her. She explains that she has had dealings with “the other folk” before and therefore know a little bit of your language. The old Gruth woman tells you that the master is in fact their winter god, or so they believe, and that your coming is a sign of great fortune and that they will have a harsh winter next year. “But, when winter comes, we must give back.” she says. “What wfiflfl you have”

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Apparently, the Gruths believe that when the winter god comes they must pay him a debt to show that they are grateful. Baal told the characters that the Gruths could lead them through the mountains and at this point it is a good idea to explain to the Gruths that they seek a tomb high up in the western mountains. When they show the old Gruth woman their map upon which the tomb of Bodvar Bjorki is marked, she nods her head.

The Final Stretch The gruths equip the characters with dried, salted meats and milk to help them along their journey. Once every Gruth in the village has come to pay their respects to the master, giving them trinkets of glass or wood carved figurines, the characters are given their own long haired ox to ride upon. A company of four Gruths join them into the western parts of Icefijell to guide them towards the tomb of Bodvar Bjorki. The last stretch of the journey up into the mountains is a hard one. Even though they ride upon creatures that know their way around the land and are led by guides that have lived in the mountains their entire lives, the winds and the extreme cold still makes the journey near on unbearable. The Gruths lead them on higher and higher up the mountains, braving ledges and passages that no sane traveller would ever dream of venturing upon. However, with the help of their guides, the characters do manage to follow along even though they are close to falling to their deaths many times as the mountains are laid with thick and slippery ice. Eventually, after three days and three nights, the troupe reaches the passage that will lead them up to the tomb of Bodvar Bjorki. Here, the gruths bid the characters farewell and take with them their oxen mounts. The final stretch up the mountain goes by way of stone steps leading round the mountain. These steps are not as steep as the ones that the characters faced at the foot of the Icepeak Mountains. These were made during the glory days of Bodvar Bjorki and was the passage that led up to his tower. However, many years have passed since then, making the steps

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weathered and ice clad and thus they are not as easily traversed as they were when they were first carved through vitner craft. Up, up, up the stairs they go round and round the peak of the mountain. They must camp upon a mountain ledge for one night before they reach the top of the steps, for so high up lies the tomb. Eventually, at the end of a long and narrow passage bordered by jagged rocks, they find the entrance to the tomb of Bodvar Bjorki. The characters recognize this gate and merely looking at it sends chills running down their spine. The door is sprung from the mountain, crafted out of its solid rock and made functional by great, black iron hinges that have been etched into the mountain side. Two dragons made from obsidian come together and face each other on either side of the door, their fire made from gold meet in the middle and runs up and down the stone door like a great inlaid line. After a deep and trembling breath, you push open the door and as you do your icy skin begins to burn intensely. A cold, dead breeze meets you from within the tomb before the world around falls in silence. With a low voice, Heimdal speaks from within the Amulet of Chaos: “Look to your defenses now brother, for on this day I shall have my revenge.”

The King Snow

of

Frost

and

The tomb is cold, and dead silent. The characters walk along through the many corridors of stone that have been carved beneath this mountain for no other purpose than to stand as a testament to the power that Bodvar Bjorki wielded in life. The characters have been here before and know what path to take. They travel ever downwards through narrow passages and winding stone stairways, across cobweb laid marble floor and under frostbitten rock. Bodvar Bjorki was a wealthy man in life and there are many chests and bowls here that were once filled to the brim in purest gold and silver. However, last time the characters were here that treasure was stolen.

As you enter a square stone chamber cornered by round marble pillars, the Amulet of Chaos begins to tremble slightly. Suddenly a sensation of cold runs through you and in the blink of an eye - a shade appears with you in the room. The ghostly apparition of Heimdal Bjorki. He gestures with his transparent hands to three sarcophagi that stand in the middle of the room, they are made from blackest obsidian. “Here lie my brothers most trusted warriors” Heimdal says. “They were his dark lieutenants and close advisors. When my brother died, they took their lives to serve their master in the beyond. Their blades were buried with them, and they are going to be essential to defeating my brother. You see, when Bodvar’s sword was forged it wasn’t forged in fire, but in ice. His great frost dragon, Gornagagn, used her magical frost breath to strengthen the sword and give it powers that only he wielded. Well, him and three others. His three lieutenants, the ones that enforced his power throughout the lands, also wielded weapons forged from the breath of Gornagagn. Only these blades will be able to weaken my brother in Dimhall, other weapons will only distract him but never truly harm him. You must choose whom amongst you shall wield the blades, whom amongst you will face Bodvar Bjorki head on.” The characters must decide the three amongst them that will wield the frost swords of Bodvar Bjorki’s lieutenants. The blades are two handed and forged from black ice and hardened with the magical breath of a frost dragon. If no characters has the two handed weapons specialty and you want to help them, you can decide that these are battle swords instead.. Once the characters have decided they must open the three sarcophagi and claim the blades for themselves. The carcasses of the lieutenants are clad in rusting, black plate armor and on their chests the magical swords rest. Their blades are black and radiating with cold. As you pick them up, your

hands sting from just holding onto their cold steel. Heimdal nods, “Now you wield the power to defy him. Do not linger, the end is nigh.” With those words Heimdal’s ghost evaporates. The characters press on through the tomb. For every step they take the air seems to be getting colder and frost begins to appear, clinging onto the stone of the floors beneath them. Now they have come to the lowest areas of the tomb, where it is so cold that the air is hard to breath and the frost has been replaced with thick layers of ice that cling onto the surfaces of the tomb. The characters come to the place in the tomb where the treacherous Lova once upon a time cheated the characters and trapped them inside the tomb by razing the roof of the cave. The way ahead is blocked by great rubble of rocks. The characters must each perform a successful situation roll with a situation value of 16 (Strength modifies the roll) to remove enough rocks so that they can pass by. If a character should fail, another character can try in their stead. However, to remove the rocks a successful situation roll must be performed for every member of the party, even though one character can perform them all.

Dimhall They journey onward, down winding stairs and through narrow passages. The tomb grows ever colder and soon the very air that they exhale turns to frost in front of their eyes. The cold is an unsettling reminder that the characters are getting closer to their goal. At last, they reach a chamber at the end of a narrow corridor that looks just like the character remember it. Long, forlorn, ancient and cold as something out of a nightmare. As if you have stepped into the heart of winter, your skin burns with pain when you take your first steps into the chamber where Bodvar Bjorki lies buried. The floor, walls and the ceiling are completely covered in a thick layer of both black and blue ice. The very air that you breathe pains you as if you were swallowing small razorblades.

Your icy skin burns with a primal and unstoppable pain and the Amulet of Chaos trembles as you stand before the great sarcophagus of Bodvar Bjorki. Whatever carvings, gold inlays or other decoration that chamber once had, it is all now covered in nothing but ice. Even in death, the King of Frost and Snow lives up to his name. Heimdal’s ghastly shade once again appears with you in the room. He runs his transparent hand across the icy sarcophagus. “We cannot yet use the amulet to capture my brother. Have you not wondered why I can enter and leave fit as I desfire It fis because I am wfithfin fit by my own free will. Bodvar will not come so easily, he will have to be forced inside. I shall take you to Dimhall, into the place between life and death where my brother yet dwells. There, you who wield the swords of his lieutenants must focus your efforts on Bodvar himself and beat him into submission before you can capture his spirit within the amulet. The rest of you cannot wound any spirits within Dimhall, but you can keep them at bay and give the rest of us time to defeat Bodvar. There will be others there, others who will try to stop us. Now, are you ready Thfis wfiflfl require everything from you, and there is a risk that you will never return.” Once the characters confirm that they are ready to face Bodvar Bjorki, Heimdal nods and approaches them. Heimdal reaches out and touches the amulet with trembling, cold fingers. For a moment his mind wanders to a different place – to a different reality. When he snaps back the old ghost lets his eyes fall upon you. He smiles faintly. “One last thing. Only one spirit can return from Dimhall by way of the amulet. I must remain there. If you attempt to take me with you, you will fail.” “Suddenly, a thick fog appears out of nowhere and envelops you completely. Pain quickly courses throughout your bodies and it feels like a block of thick ice has suddenly entered your stomachs and have been brutally ripped out of your spines. The ground beneath your trembling feet

gives way and you fall, you fall deep. Light and sound rips past you in a blur so close that you could reach out and touch it and yet it is eons away from your snow white hands. The light lashes out and almost blinds you as it intensifies as if were it dragon fire. Your skin begins to loosen from your muscles and before you can even look away you begin to deform and change. You swirl around in nothingness whilst everything roars around you like a great storm. You are broken down into nothingness and then rebuilt from the ground up in a whirlwind of starlight. Eventually you begin to find your feet and regain your stature as the light fades and the fog around you disperses. You find yourself standing on solid ground, knee deep in snow. Your surroundings are hidden from you by a raging snow storm. Heimdal stands beside you, but he is no longer transparent nor pale. He is a man, made from flesh and blood. “Can you hear fit” he shouts over the thunderfing off the storm. “We’re getting closer!” Yes, you hear it now. The sound of a great horn echoes throughout the landscape and a thousand voices roar in unison. You plough through the snow towards the ear deafening sound as the cold around you shakes you to the core. Then, the clouds disperse, and the storm lets up. You gaze upon a sight that horrifies even the deepest chambers of your frozen hearts. You are standing upon the crest of a great mountain. Far down below you there is a snow clad valley that stretches for as long as you can see until the storm conceals the rest of it. Down below, thousands and thousands of warriors stand raising high banners of the broken shield and waving torches that appear like warm dots of fading light in the vast winter. Their war cries crush your ear drums and makes the very blood in your bodies tremble like water in a glass during an earthquake. They stomp the ground beneath them and the mountain beckons at their might. Every last one of them is facing towards the same thing, a dark figure standing with its back turned against you at the edge of an icy rock ledge that shoots out from the crest of the mountain like a spear. The figure holds up its black hand and the

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masses fall silent. He turns around and faces you and as he does, your icy skin burns with a pain like you have never experienced and the amulet trembles so fiercely that it bounces against the chest of the master where it hangs. The figure is dressed all in black and black is his lofty iron crown upon his face concealed by a mask of black iron. Lidless eyes look back at you from that mask, shining bright blue. Bodvar Bjorki, the King of Frost and Snow stands before you and you have nowhere to run. Heimdal steps forth and draws his spear. “We have come for you brother. It ends here. Everything ends here.” Bodvar Bjorki does not look at his brother, he looks at you and slowly draws a great sword which blade is forged from the blackest of ice from beyond the Great Ice Plains. His voice echoes throughout the mountains as if were it thunder itself, “Come then. I hunger.”

The Final Clash It has begun, the battle with Bodvar Bjorki in Dimhall. The characters who wield the black ice swords are the only ones that can damage the King of Frost and Snow and weaken him enough so that they can imprison him within the amulet. The other characters will do battle with his warriors that come to support their master from the valley down below. They are half dead and half alive, dressed in black chainmail and wearing black furs, only kept standing by their king’s magic. Heimdal is helping the characters fight Bodvar himself and should aid the characters more or less depending on how well the characters are doing.

Bodvar Bjorki Fear Factor: 1d10 (OR 7-10). Movement: land 2 cp per 1 m (max 10 m). BP: 150 (no damage levels). Weapons: Great Sword (WA 3, IM -6, PV/BV 10/100, Dmg 1d10 OR 8-10). Armor: Scale Plating (PV/BV 7/70, Heft 7, IM -2m, MM -3m). Initiative: +3 (Battle experience) -6 (great sword). CP: Free 12 / Attacks & Parries 8 / Armed 2 (2H weapons 6). Sample of Attacks: (IM -3) Great Sword SV 15, SV 13.

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Special: can cast Hand of Death with SV 12 if no other action is peformed.

Hand of death (Dimvitner): Rifhjarta Type: Preserving Duration: 1 action round Range: 5 meters Weaving time: 1 action round The mage creates a bond of death between a creature in range and the realm of death. As soon as the bond is opened,

life force is immediately sucked from the victim’s heart, which completely stops beating for the duration of the spell. The Hand of Death causes 1D10 damage points to the victim per action round. Armor gives no protection. However, armor of gatesilver gives full protection. The victim can resist the damage by succeeding with a situation roll with a situation value of 6 (Constitution modifiers apply). A successful situation roll for the victim results in him/ her avoiding all damage from the spell in that action round.

Warrior of the broken shield Fear Factor: 1d10 (OR 9-10). Movement: land 2 cp per 1 m (max 8 m). BP: 60 (no damage levels). Weapons: Bearded Axe (WA 3, IM -5, PV/BV 8/80, Dmg 1d10 OR 9-10 +2). Armors: Black Chainmail (PV/BV 5/50). Initiative: +1 (Battle experience) -2 (armor) -5 (bearded axe). CP: Free 8 / Armed 1 (Right 1H Heavy Weapons 4, Shields 4). Sample of Attacks: (IM -6) Bearded Axe SV 13. Every time that the characters wielding black ice swords strike Bodvar Bjorki, it is unlike anything they have ever seen before. Their blades to not pierce any skin nor shed any blood, but instead seem to tear at the very existence of the frosty king. A tear in space and time opens up for a slight moment and lashes out with a distant shriek each time their blades find their mark. They are weakening the very spirit of Bodvar Bjorki, bringing it farther and farther away from its root in Dimhall and back towards the realm of Trudvang. Bodvar’s spirit is being torn between two realities, two worlds and two dimensions. Eventually, when Bodvar Bjorki’s bodypoints is below 30, read the following to the characters: As your black ice blade tears the very fabric of existence upon the body of Bodvar Bjorki, he lets forth a shriek so cold and loud that you drop your weapons and fall to your knees. Your ears ringing, you crawl in the snow trying to remain awake as the deafening sound threatens to knock you out. The warriors of the broken shield too fall clutching their ears and the very rock upon which you stand begins to crumble as a huge gust of icing wind roars towards you from the valley below. Bodvar’s shirek whips the weather into a raging snowstorm and soon hail starts to fall like miniature meteorites from the black sky above. The Amulet of Chaos is shaking upon the chest of the master. Heimdal rises from his knees and holds up his arms before his face to shield

himself from the oncoming hail, he calls to you from beyond the storm. “The amulet! Now! He is beaten!” Indeed, Bodvar Bjorki twists and turns his body into inhumane poses of pain and torture as his whole self seems as if it is being ripped away in front of your eyes by the storm. You, the master, feel the amulet call to you from within and as some will other than your own held command over your body, you rise from the snow. As you hold out the amulet and face Bodvar Bjorki, a voice that is not entirely your own calls to him loudly: “I chain thee unto my will and command thee to answer your master’s call.” Bodvar’s body shatters instantly into a thousand sharp shards as were it made of nothing but ice. The shards of ice are wrapped by a black fog that begins to violently surge into the middle of the Amulet of Chaos as the master’s body shakes uncontrollably from the force of the impact. Then a thick fog appears out of nowhere and completely envelops you. You feel how the ground beneath your feet begins to give way as Heimdal calls to you from somewhere where you cannot see him: “It is done! It is done!” You feel how your heads grow lighter and you begin to drift away from consciousness. Soon, everything is dark, quiet and shapeless. You fall, fall, fall until you can no longer feel anything.

The Curse

is

Broken

Light returns. Sound slowly begins to find its way back to the weak ears of the characters. They feel something cold around them, and a slight breeze upon their brow. As they open their sore eyes, the characters find that they are lying face down in the snow upon an open field somewhere. As they rise to look around they can see the Icepeak Mountains far behind them and the rim of a dark forest a little while over yonder. They can see that it is the Wolf Woods and understand that they are far, far away from the tomb of Bodvar Bjorki. The characters have no memory of how they got here and find themselves utterly confused. Although the characters have no way of knowing

this, it was in fact Heimdal Bjorki that sent them here. When his brother Bodvar was captured within the Amulet of Chaos, Heimdal knew that he had to get the characters away from Dimhall as quickly as possible to make sure that Bodvar didn’t get a chance to escape. Therefore, he sent them far away from Dimhall and back to Trudvang. The Amulet of Chaos is shaking intensely, as if something within it was trying desperately to get out, The characters must now find their way back through the Wolf Woods towards Holghold where they will meet with the White Lady. This section of the adventure is intended to be story heavy and focused on the main plot of the adventure. Most mortal danger is now over and that the characters have overcome the greatest challenge that the adventure has to offer and should now get to experience the end to the narrative. That is why there are no events written here that the characters will encounter whilst they travel through the forest. However, if you want the characters to encounter events in the Wolf Woods you can easily make up your own or modify the ones from previous chapters. Some time during their travels you should remind the characters that ice now covers the majority of their bodies. Only a small area around their eyes remain normal. They have little time, too little time.The journey through the Wolf Woods should take no more than a day and the characters reach the stone bridge leading to the ruins of Holghold just as the sun has begun to set..

Two Old Ghosts The forest lies quiet as you come walking across the stone bridge that bends over the frozen lake. The ruins of Holghold begin to reveal themselves behind the trees as the final rays of the sun shine red through the woodwork. Birds chirp merrily above you and a light breeze strokes your skin softly whilst the light drumming of a woodpecker can be heard beyond the ruins. The ruins themselves are abandoned and cold like you remember them. Skeletons lie buried

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in the snow – following your every move with hollowed out eyes. The White Lady calls out to you with a hoarse voice: “From the south he comes, a King of Frost and Snow. With the living shall he stride, beaten his head hanging low. To pay a debt eternal, his past he shall leave tither. Dreams of frost awoken, into my arms he shall come hither. In the cradle of innocence, not a seed shall he sow. From the south he comes, the King of Frost and Snow.” Suddenly, the Amulet of Chaos becomes still and the cold voice of Bodvar Bjorki whispers from within it. “Aelda…” A thick fog appears around you and yet you are not afraid, for you know who comes. Indeed, the White Lady appears from beyond the fog and reveals herself to you, her apparition transparent and cold. She looks at you with fragile eyes,

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holding her mouth slightly open as if she is unsure what to say. “I can feel his presence. You have brought him with you. Tell me, where dfid you fffind hfim Where has he dweflfled aflfl thfis tfime” As the characters tells the White Lady how they came to find Bodvar Bjorki and bring his spirit with them, she stares at the Amulet of Chaos with horror and excitement. She begs to see Bodvar for herself. The master should now release Bodvar Bjorki from his imprisonment. The master needs only wish for Bodvar’s spirit to be free and so it will be. When you release Bodvar from deep within the amulet, frost grips the air around you and the sound of someone releasing a deep breath echoes throughout the ruins and the forests

beyond. A pale and transparent figure fades into existence before you. As he now appears, Bodvar Bjorki is no horror to behold. He wears no crown upon his head nor is he clad in any black armor. He is the man that you saw in the White Lady’s memories - the stranger. A handsome man with long hair and a short beard, wearing the simple rags of a traveller. However, he still moves with the grace of a king. The White Lady shrugs back from the spirit of Bodvar at first, as if his very presence horrifies her. But then, as Bodvar reaches out his pale and trembling arms, she approaches him slowly, drifting through the air like a leaf carried by a winter’s wind. “So many years. So many years without you Aelda. I did not understand, the pain was always there deep within me but I didn’t see why. Now I see. It was

a broken heart. Broken ever since I left you.” Bodvar says in a voice so soft and so naked that you cannot understand how such a man could ever have been such a grim lord. The White Lady suddenly halts where she stands, just a few meters away from Bodvar. “Why dfid you fleave I floved you. Why dfid you go” Pafin comes over Bodvar’s ghastly face, he searches for the words but doesn’t seem to quite find them. “A will that was not my own forced me to leave. I can never explain, I don’t even think I know myself. Can you ever fffind a way to fforgfive me” The Whfite Lady hesitates for a moment, looking at Bodvar with mistrust and pain. But then, to all your surprise, the White Lady takes Bodvar Bjorki by his pale hands and kisses him with her white lips. As the two ghosts kiss, something happens inside you. Suddenly, warmth enters your hearts. As if night suddenly turned to day and winter turned to summer, the cold and the pain in your bodies is gone. You can feel the wind on your faces, you can smell the homely scent of pine and taste blood in your mouths. Every muscle and every vein in your bodies feel alive and strong. The ice on your skin begins to melt away and you can see color return to your bodies. The blood within you flows warmly and breathes new life into every part of you.

Your minds are weary no more and a great weight is lifted from your hearts, beating furiously with life and passion. The curse is broken, the dreams of frost have passed. As the White Lady Aelda and Bodvar Bjorki finally met each other as true lovers, the curse of Bodvar Bjorki was broken and his spirit was freed. And with it, all the ill deeds that man had ever committed, were undone. Life has won, death had been defeated. The two ghosts embrace each other and smiles occupy their transparent faces. They seem happy together, not even the most pessimistic among the characters can deny that their love indeed seems true – however strange and perhaps wrong it might be. Perhaps the characters once set out to only save themselves, but in the end, they ended up doing so much more. The spirit of Bodvar Bjorki turns to face you. “Thank you, travellers. I can never repay you for what you have done here today. You fought bravely and braved challenges that would be the end of most. You have set me free and given me my love back. For that, I am ever grateful. To the west of these lands, deep inside the southern Darkwoods there is an old keep. In the vaults and cellars of that keep lies hidden more gold and

more treasure than you could ever spend in ten lifetimes. It is my family’s fortune and all the treasure that I ever gathered from my many conquests. I give it all to you. It is a small token indeed, and much less than you truly deserve but I fear that I have nay other earthly possession to give away. Thank you, I hope you can find it in your hearts to forgive me.” A thick fog appears out of nowhere and envelops the ruins of Holghold. The White Lady Aelda and Bodvar Bjorki smile at you and then depart silently hand in hand into the mists, never to be seen again. Soon afterwards the fog disperses, and you can hear birds chirping in the woodwork. A moist breeze brushes your cheek as the fiery sun begins to rise over the pine trees. All is well.

Adventure Points It is up to the game master to decide how many adventure points the characters should be given. However, it is good if the adventure points are not provided in one big dump at the end of an act. Instead the game master should provide the heroes with adventure points when they accomplish certain things or distinguish themselves during the adventure. Please use the recommendations provided in the GM guide p.37.

THE END

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Chapter 1

EPILOGUE The characters have completed the adventure. They managed to break the curse that Bodvar Bjorki placed upon them and also lift the ancient curse of the Wolf Woods. But what happens next For surely this was just another chapter in the great story of the character’s lives.

Weather you continue or not is, of course, up to you and the characters. If you do choose to carry on adventuring, below are written some things that this adventure module left unresolved that the characters might want to pursue as their next step. What happened to Baal Wulfr What happened to the dark spawned child of the White Lady Was it given peace or does its spirit still linger somewhere out there Maybe as a dark dweller What happens in the Wildland now Is there war raging between the Wulfr and the Uvails Where did Arkigstaal go Did he remain in Jagersheim or has he traveled somewhere else Maybe the characters go with him. Bodvar Bjorki’s reward. Will the characters try to find his family’s mansion in the southern Darkwoods and what challenges will they face on their way Did the characters find the letter of Helmund Valsong in the Wolf Woods Do they attempt to fulfill his wish and f_ind his brother in Teuton What happened to the Amulet of Chaos Did the characters destroy it Whatever happens next, it is another story altogether.

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chapter 5. ejdland