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❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈


The Gates of Hellwinter was the first ad-
The Gates Of Hellwinter by Andrea Tupac venture scenario I wrote for the Fighting
Mollica is licensed under a Creative Fantasy™ Role-Playing Game back in 2010.
Commons Attribution-NonCommercial- Since then, for some strange reason, I had
ShareAlike 4.0 International License the opportunity to story-tell it over and
over again to various groups of role-players,
DESIGN, LAYOUT AND MAPS more than any other adventure I ever wrote.
Andrea Tupac Mollica. In its original form, this scenario was meant
REVISION for the basic Fighting Fantasy™ RPG, only
Stuart Lloyd. slightly modified by some house rules of
my own. But now, thanks to the interest of
ART Stuart Lloyd (a fellow devourer of Role-
Andrea Tupac Mollica, Canicula, Jef Playing Games and Game-Books) it has
Thompson, Lord Zsezse Works, The been revised for the Advanced Fighting Fan-
tasy RPG™ 2nd Edition ruleset, and re-
All art used with license. vamped to the actual version which, I hope,
stands as a decent fantasy module that will
Fighting Fantasy™ and Advanced Fight- grant some merry hour of good gaming.
ing Fantasy™ are registered trademarks. If you want to share any thought about this
scenario, please feel free to write me to or visit my blog.

VISIT MY BLOG SETTING The Gates of Hellwinter is meant for a
group of 2 to 4 Heroes, and - thanks to its
linearity - it’s particularly suitable as an in-
troductory module for a newly-created
party of adventurers. With a little effort by
the Director it can be adapted to a larger, or
even a smaller, party.
The Director should set this adventure in
any northern region, scarcely populated and
possibly secluded from greater kingdoms.
In these lands the currency is the Golden
Crown (GC) and its tenth part, the Silver
Schilling (SS).
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It would be a good idea to play a sound- Sir Bedivere Grayson, Baron of Tyntern,
track during the game to further the role- has hired you to urgently deliver a missive
play experience and add a musical com- to the northernmost outpost of his fief: a
ment to the events and places described in solitary stone tower on the top of a rocky
this scenario. So, for every Scene of the ad- peak always burdened by fierce icy winds,
venture we will suggest the Director a called the Tower of Hellwinter, after the an-
soundtrack that can be easily found on the cient name of that small and secluded
internet. mountain region. The tower, however, en-
joys an excellent view of the borders be-
ADVENTURE SYNOPSIS tween Grayson’s Barony and the lands of
his treacherous cousin: the Duke Mornay.
The party has been engaged in a message-
delivering quest. If the Heroes are newly- Every season’s change, one of the Baron’s
created ones, assume they teamed up some loyal knights volunteers to reach Hellwin-
days ago, when they were hired - for a re- ter and guard the borderlands by himself.
ward of 20 Gold Crowns each - by Sir Be- It’s a harsh and lonely task which, unsur-
divere Grayson, Baron of Tyntern. prisingly, has gained for the solitary out-
post a gloomy fame…
Now, almost three months have passed
since Sir Gallaharn Kairn, one of the brav-
est Baron’s knights, took on his duty, and
he still hasn’t sent any news to Sir Be-
divere, as he was supposed to do on a
weekly basis. Thus, the Baron has decided
to send a group of Heroes to check
whether something bad has happened.

Director’s Background: Nobody knows

that Sir Gallaharn, has fallen prey to a vi-
cious ICE FIEND.
The infernal creature freed itself from the
Crystal Cage: a cave deep in the bowels of
the Bron Mountains overhanging Hellwin-
ter, wherein it was imprisoned by the High
White Elves of Taranis centuries ago with
many others of its wicked kind. The cave
was inscribed with arcane symbols by a
powerful elven Sorcerer in order to keep
❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

the demons at bay. But some months ago, SCENE 1

an incredibly violent thunderstorm shook
the mountains and broke some of the magi-
cal sigils, thus freeing one of the demons. Soundtrack
There are many more of its infernal kin still Taverns of Azeroth, by David Arkenstone.
imprisoned within the Crystal Cage, so the Read Aloud
mischievous monster has decided to haunt After a two-days journey from Tyntern -
and possess a mortal in order to force him baron Grayson’s home - you finally enter at
definitively break open the mystical sigils. dusk the small village of Gallows End, your
The ICE FIEND has no other choice, for last leg before facing the Forest of Bron
the powerful enchantments that still lock and, eventually, ascending the mountains
shut the icy prison cannot be broken by the in order to reach Hellwinter.
hands of a servant of Evil. You know that on the last part of your
For months, the ICE FIEND has haunted travel you will have to walk along a steep
the dreams of the poor knight, driving him path that leaves the forest to an insidious
irremediably insane. Sir Gallaharn has been mule-track.
convinced by the creature that he has found
the legendary Doors to Sheol: and entrance Action: Gallows End counts a bunch of
to the underworld, and that if he were to stone houses scattered on a low hill near the
open them he could retrieve from the lands forest’s borders. Here, our adventurers may
of the dead his beloved wife, who died find a tavern with a prancing gryphon sign-
three years ago to a cruel fever. board, where to rest for the incoming night.
It’s the Gryphon’s Nest, a cosy place run by a
Needless to say, were the infernal ICE scarred woman named Asa. The tavern’s
FIENDS be freed from the Crystal Cage, specialty is the Thunderbrew: an excellent
the entire region will soon fall prey to the spicy strong ale. A meal, some Thunder-
forces of darkness! brew and a bed in the tavern’s common

❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

room for the night will cost the Heroes 1 In Gallows End there is also a small and
Crown each. If they decide to enjoy their poorly-furnished emporium, where the He-
last evening in a civilised area drinking near roes can purchase some equipment.
the tavern’s fireplace, they overhear some
rumours and hearsay. The Director rolls 10 metres of rope 6 SS
one die and compares the result with the Iron rations, each 4 SS
chart below.
Linchpin 16 SS
1 The last knight to reach for Hellwin- Bronze mirror 3 GC
ter was a sad man named Gallaharn,
well-known and respected by the vil- Violet Potion 8 GC
lagers. Some years ago, Gallaharn’s
wife died to an incurable fever. No The emporium’s merchant knows nothing
one in the village has heard of him about the Potion, but he firmly believes it
since he reached the tower at the be- has magical properties, hence its rather high
ginning of winter. [True] price. In fact, it’s a Potion of Stamina. The
2 A band of cutthroats, led by a dark Potion’s properties may be detected with a
robed bandit, elected the forest its Test for Skill (Magic Lore), or by a Hero
home. [False] with the Attunement Talent.
3 An army of Undead is gathering on SCENE 2
the heights north of Hellwinter.
They’re searching for something THE FOREST OF BRON
hidden amidst the highest moun- Soundtrack
tains. Maybe they plan to descend
The Burning Crusade, by Russel Brower.
on spring to ravage the lands of men.
[True, but this issue will be dealt Read Aloud
with in a forthcoming scenario: At dawn, you check one last time your
The Three Beggars] equipment and leave Gallows End to start
4 The Forest of Bron is a perilous your trek in the Forest of Bron, under a
place, inhabited by ferocious beasts dreary and darkened sky. As you leave the
and monsters. But in ancient times it village, some yokels glance at you with a
was home to a benign druidical or- sorry look in their eyes.
der. [True]
As soon as you step into this wood of an-
5 Dark Elves have recently been spot- cient oaks, beeches and maples, a gelid rain
ted in the Forest of Bron. [False] starts pouring down like hell, dunking
6 This has been the cruellest winter in heavy your clothes.
decades. The Hellwinter peak is vio- It seems likely this damn shower will see to
lently shaken by fierce thunders al- you throughout the reaching of Hellwin-
most every night. [True] ter’s Tower.
❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

Action: For the events that take place in the

Forest of Bron see the referenced map be-
low and the following numbered sections. GOBLIN LEADER 7 6 1

! Ambushed!: A small band of errand First GOBLIN 5 6 1

GOBLINS has set camp here. The Second GOBLIN 6 5 1
creatures hear the Heroes approaching and
decide to ambush them to try and loot Third GOBLIN 5 7 1
some booty. But in their haste, the not-so-
smart monsters forgive to erase their tracks; Short Sword 1223334
so the ambush can be spotted by success- Leader’s Cuirass 0000112
fully Testing for Skill (Awareness or Forest
Lore). If the ambush were successful, the The GOBLINS meagre assets consist of:
GOBLINS start by throwing their daggers
❖ A pair of worn bone dice.
at the Heroes, then they rush to engage
❖ 25 Silver Shillings.
them in close combat with their short rusty
swords, yelling a crooked war cry. The dag- The GOBLIN LEADER’s leather cuirass is
gers will hit on a roll of 1 to 2 on a dice for 3 lousy, and too small to be worn by any Hero
STAMINA points of damage each. If the taller than a Dwarf. At the end of every
GOBLINS weren’t able to ambush the combat in which it’s used, its owner must
party, they nonetheless attack the Heroes. roll a die: with a result of 1-2 the cuirass
These stupid monsters fight to the death. falls apart.

❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

" The Remains of a Fight: Here the to the clearing, as soon as the party gets
party discovers something cruel that closer to its hidden outset. It’s also possible
happened about half a day ago. There is a for a Hero who passes a Test for Skill (Secret
burned cart, still smoking in the damp air of Signs or Awareness) to recognise some an-
the forest, and the corpses of two woods- cient druidic runes, barely visible on what
men and a mule that have been cruelly remains of a fallen dolmen that marks the
slain. These wretched woodcutters were entrance to the glen. If none of these Tests
surprised by the GOBLINS of Area 1 while for Skill succeed, the Heroes are lured to
they were going back home after a day of think they’ve just come to a dead end.
hard work. Here the Heroes may find: Once in the glen, the party notices it has
been decades since this place was last tres-
❖ A woodcutter axe: 2223334
passed by human beings. An eldritch, yet
❖ Bread and ham for two Provisions.
serene, atmosphere permeates the place

# A Stone Circle: This small clearing is and the cromlek: the circle of ancient stand-
not easy to reach, for the path leading ing stones found in its very centre. A small
here is hidden by bushes and moss-covered altar of black stone stands in the circle. On
stones. A successful Test for Skill (Forest the altar lies a crude iron goblet, etched
Lore) is necessary in order to spot the path with strange symbols.

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Action: The Director must ask the Heroes

Fill me with the ruby pith of life to Test for Skill (Terrain Lore: Mountain).
The Director hands over the Players the On a failure, they lose half a die STAMINA
Handout 1 to let them see the runic sym- points (round down) because of the cold,
bols A clever Player may read the runic text unless they’re decently equipped and
by himself - since it’s in english, albeit writ- dressed to face extreme cold. The Director
ten in a convoluted text font. Otherwise, a must also ask the party to make a Test for
Test for Skill (Languages: Runic) is required Skill (Climbing) and a Test for Skill (Naviga-
to decipher the runes, whose meaning is: tion) in order to avoid tripping and falling
Fill me with the ruby pith of life. A Hero with off the ledges of the ice-covered path. If
the Natural Linguist Talent can try to deci- such is the event, a Test for Luck is necessary
pher the runes, too. The “ruby pith of life” is to avoid smashing oneself onto the peak’s
no other than blood. If a Hero fills the gob- rocky spikes for two dice STAMINA points
let with 1 STAMINA point worth of his of damage. During the climb all the Heroes
blood, it will begin to boil quietly until it must also consume a Provision.
transforms itself into a sparkling golden liq-
uid. The liquid counts as a Potion of Skill SCENE 4
and Luck (thus restoring these Statistics to HELLWINTER
their Initial score), but it will work only on
the blood’s original owner. The goblet
World of Warcfraft, by Jason Hayes.
works only once and it will turn into useless
rust were it ever to leave the stone circle. Read Aloud
At the height of 2000 metres, exactly on
SCENE 3 the top of Hellwinter Peak, stands a soli-
ASCENDING TO HELL tary watchtower made of grey stone and
bathed in an eerie silence, solely torn by
Soundtrack sudden hailstorms.
Wrath of the Lich King, by Russel Brower. Dark clouds gather over the area, as if to
Read Aloud warn you to turn back as soon as you can
The climb to Hellwinter Peak is an arduous and leave this sorrowful place.
one, indeed; even more than you’ve imag- The eastern ledge of the peak looks out to
ined. You start trekking along a steep rocky the borders of Baron Grayson’s fief over a
path, that rapidly becomes frozen and slip- vast vale dotted by solitary and mossy
pery. There’s no sign of life here, and you stone boulders and sparse shrubs.
all feel a little uncomfortable.
Unnatural gelid winds, bearing echoes of Action: For the events that take place in
despair and death, whip your faces and the Hellwinter see the map on the next page
frost is almost unbearable. and the following numbered sections.

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! The Entrance: The entrance to the

tower’s courtyard is secured by a
rusty iron gate, chained from the inside.
and scrubby pale bushes. In order to open
the gate a Test for Skill (Lock Picking or
Strength, depending on the Hero’s actions) is
The gate is placed in the middle of the path, required. An Open Spell, however, will do
some 10 metres before the tower, firmly the work just as fine. Once inside, from the
hinged to a stone archway dappled by moss windswept courtyard, a desolate view of the

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surroundings is shown to the Heroes. The Gallaharn wrote this statement in his last
tower spires northeast about 15 metres moment of mind-clearness, shortly before
high, like a claw made of the same dark succumbing to the ICE FIEND’s will, the
stone as the peak’s. Only the howling wind knowledge of what was happening be-
and the squeaky caws of the crows may be stowed unto him by the contact with the
heard from here, as there’s seemingly no alien mind of the creature. Then, he threw
sign of human presence. the casket into the well, not to be tempted
to destroy it later on.
" The Stone Well: An old stone well
lies in the courtyard’s centre. There’s a
rope hanging from a pulley shaft. Sir Galla-
harn threw down the well a small iron cas-
ket which may be retrieved by simply pull-
ing the bucket out of the well. The casket
❖ A leather pouch with a small emerald
inside, worth 12 Gold Crowns.
# The Knights’ Graveyard: A short
stone path to northwest leads to a
small graveyard, graced by ancient gnarled
❖ An ivory amulet with the effigy of a oaks. There are seven tombstones marking
woman (Sir Gallaharn’s wife). the spots where the dead Knights of Hell-
❖ A piece of parchment with writings on winter rest - for more informations, see next
it: it’s poor Gallaharn’s last statement page. This dreamy place is caressed by the
(Handout 2). icy winds and perfumed by the Knightwort
and white lavender shrubs that spontane-
Now I know for sure the Fiend came from
ously grow in here. Some Knightwort flow-
the Crystal Cage the telltales of this region
ers may be picked to concoct, with a suc-
talk about. To think I always believed them
cessful Test for Skill (Healing), a wound-
to be superstitions of naive yokels...
wrap which restores 4 STAMINA points.
The demon knows no rest. He will haunt Most of the engravings on the tombstones
me until I will succumb, wherefore it will have been erased by the ceaseless work of
happen very soon, I fear. time; two of them, however, are still legible.
My courage is betraying me. I feel I’m los-
ing my soul to the Fiend’s maddening LADY YGREINE THORNE
whispers. The gate that once sealed the BRAVE AS A KNIGHT
Crystal Cage must be closed shut again, or
his infernal comrades and lieges will come
from Hell plaguing forever this land.
I failed in my duties. FRIEND OF THE DWARVES
May God have mercy on me.
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There is nothing else interesting in the tion of what’s inside. The ground floor is
graveyard. The Director should strongly divided in three smaller areas: the common
discourage any attempt to desecrate the room, the kitchen and the latrine.
burials, imparting the adventurers severe Ground Floor - Common Room: The
penalisations to their LUCK. common room is cold and damp, and hosts a

$ The Stables: These stables are in mis-

erable conditions. Gallaharn slew his
loyal warhorse some weeks ago in raging
large fireplace, embellished by stone herald-
ries that bear the blazon of a Black Dragon.
On a successful Test for Skill (Etiquette), the
madness, and the cruel ICE FIEND has Hero recognises it as belonging to a long-
resurrected it as a DEAD MARE, who at- forgotten order of knights. Searching the
tacks the Heroes on sight. fireplace with a successful Test for Skill
(Awareness) +3, points to a loose stone. Re-
ENEMY SKI STA ATT moving the stone, the party reveals a small
DEAD MARE 8 7 2 niche which shelters a book, its pages yel-
lowed and mouldy. The book is titled The
Seven Poor Knights and contains local ancient
Hooves 2223344
lore (Handout 3).
Flaming Hooves: If the DEAD MARE scores
a 11 or a 12 with the dice in a winning com- Many centuries ago, seven Knights swore
bat round, its hooves ignite with hellfire and to make amend for an unspeakable guilt.
the monster delivers a tremendous kicking They decided to seclude themselves, build-
blow which doubles the damage dealt. ing a solitary outpost in the Bron Moun-
tains. The Knights accepted no new initi-
If the Heroes search the stables, they find
ates, so the order faded away with the pass-
there’s nothing useful in here, except for a
ing years. The legend holds they were loyal
rusty horseshoe beneath the rotting straw,
to a wise Black Dragon they revered as
which restores 1 LUCK point to the Hero
their grandmaster, hence the name of the
who finds it. There’s no need, however, to
order: The Knights of the Black Dragon,
keep it in the backpack in order to gain the
also know as Knights of Hellwinter.
LUCK point.

% Tower’s Entrance: The doorway to

the tower is crashed open out of its
hinges, as if a raging storm had violently
So, the tower and its purpose are much more
ancient than Grayson’s lordship on this land
is. A large destroyed oaken table stands in
ravaged it. It was the rabid manifestation of the room, and pewter dishes and cutlery are
the ICE FIEND, who broke the doorway scattered throughout the hall. From the
the night it entered the tower to haunt Sir common room, a massive flight of ruined
Gallaharn. The tower’s rooms are all similar stone stairs ascends to the first floor. There
to each other, so they need not to be are also two wooden doors leading to the
mapped. We just provide you the descrip- kitchen and to the latrine.
❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

Ground Floor - The Kitchen: Not even longed to Gallaharn’s wife and a crude
this place has been spared from chaos and sketch of the surroundings, where the loca-
destruction. Rotting foodstuff is littered tion of the Crystal Cage has been frantically
everywhere. However a, thorough search - outlined (Handout 4). The wardrobe bears
with a Test For Skill (Awareness) +2 - reveals an elegant pyrography of hunting scenes
a small barrel of good brandy, still drink- and the delicate scent of lavender. By
able. The kitchen’s stone oven is now home searching underneath the wardrobe, the
to a nest of GIANT RATS. The creatures lie Heroes find Gallaharn’s large shield: a mas-
silently in wait until the majority of the terfully crafted item: 0001122. In-
party gives them away. Then they swarm side the furniture there are:
out to attack. The same event triggers if one
❖ A silver mace
of the Heroes investigates the oven.
❖ A pair of warm wolf fur boots which fit
ENEMY SKI STA ATT well to any Hero.
A creaky wooden ladder takes the adven-
First GIANT RAT 5 4 1
turers to see the darkening sky from the
Second GIANT RAT 5 3 1 tower’s vantage point.
Third GIANT RAT 4 4 1
Fourth GIANT RAT 4 5 1
Fifth GIANT RAT 5 4 1

Bite 2233334
Vantage Point: Here Gallaharn, his face
Ground Floor - Latrine: There’s absolutely blood-daubed with demonic sigils, awaits
nothing interesting in this filthy room. the Heroes for an ominous, suicidal battle
First Floor: It seems like a tremendous bat- as a thunderstorm starts raging in the sky.
tle took place here. The mess is indescrib- The ICE FIEND has taken over Gallaharn’s
able: destroyed furnitures lie on the will and now the wretched man can’t do
ground, the window panes are broken and anything but to obey any order the demon
frozen bloodstains daub the room’s walls. has for him… and he wants the Heroes
Here Gallaharn fought his last, desperate, dead! A flock of DEMONCROWS, an-
struggle to repel the ICE FIEND, before nounced by deafening thunders, descends
succumbing to his infernal powers. In this from the sky in a haze of black feathers to
wide room, that could cosily host up to four aid Gallaharn in his fight. The DEMON-
persons, there’s a poster bed, a bedside ta- CROWS are a lesser demonic manifesta-
ble and a beautifully carved maple ward- tion, summoned by higher powers, who al-
robe. The bedside table contains an em- ways comes in flocks, for whom cumulative
broidered silken handkerchief that be- Statistics are given below.
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«I didn’t mean that... I didn’t want it… my

soul is condemned!»
SIR GALLAHARN 9 12 2 And, more interestingly:
DEMONCROWS 6 16 4 «The devil… he… he came from the ice
cage... he broke itself free and he’s trying to free
Gallaharn’s Sword 2333345 his foul brothers… please: kill me and seal the
Gallaharn’s Chainmail 0 0 0 1 2 2 3 cage once again, or it will be all lost!»
As soon as Gallaharn dies, a malevolent fro-
Demoncrows’ Talons 2 2 3 3 3 3 4
zen wind sprouts from the knight’s mouth:
Stormbreaker: Thanks to his magical sword - it’s the ICE FIEND’s ghostly manifestation.
an old and powerful legacy, see below - SIR It lingers for a while on the dead body, then
GALLAHARN has a +1 bonus on his Attack
it flees north, towards the dungeons of the
Strength, already considered in his Statistics.
Moreover, his insanity makes him completely Crystal Cage. In this ethereal form, the ICE
immune to pain, stun and fear. FIEND can’t be attacked nor targeted by
Daze: An adventurer wounded by the DE- Spells. If the Heroes decide to search the
MONCROWS must immediately Test for poor knight’s body they find:
Skill (Awareness). An unsuccessful roll means ❖ A Potion of Luck.
he has been completely surrounded by the Gallaharn’s chainmail.

flock and is dazed (-3 to his Attack Strength)
for two combat rounds. The Daze malus to ❖ A black bear cape.
the Attack Strength is not cumulative, it only ❖ A pewter flask with a dark red liquor,
stacks over combat rounds. smelling of strong wine. A successful
Test for Skill (Magic Lore or Second
Showing Gallaharn the amulet he hid be- Sight), or a Hero with the Attunement
neath the well or the handkerchief that can Talent who holds the flask, reveals the
be found in the bedroom, has the effect of liquor is the renowned Kalash, distilled
temporarily stopping him from fighting. It from the elven vineyards of Glas Amral.
will look like he had regained a glimmer of A measure of Kalash restores 1 lost
awareness. He then demands the Heroes SKILL point and immunises the Hero
the item back. They could try and exploit who drinks it from the effects of ex-
this advantage to ask Gallaharn a few ques- treme cold. There’s enough Kalash for
tions, before he starts to attack again. The four measures.
knight answers the adventurers confusingly, ❖ A beautiful sword, with its runes-
harshly spitting broken sentences as: engraved sheath. A Test for Skill (Magic
«… The icy wind… it’s in my mind… it or- Lore) on the sword reveals the following
dered me to… open the seals to the under- informations and ancient lore about it,
world… I must do it. I must, for my wife!» while a Test for Skill (Second Sight) only
reveals its magical properties.
❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

Sword +1 Attack Strength, +1 Damage
vs. Demon Kin
The sword is crafted out of pure mithril, Soundtrack
silver and gold, its blade etched with an- Season of the Witch, by Atli Örvarsson.
cient Runes of Power. The hilt is embel- Read Aloud
lished by precious stones from the fabu- Gallaharn’s death can’t go unavenged. The
lous treasure of King Gillan. This wonder- foul creature who haunted him must be
ful masterpiece of smithing was crafted slain. You bury the knight in the graveyard
centuries ago by the legendary dwarven and spend the night in the tower’s com-
smith Boreg Stonehammer as a gift for the mon room, eating one of your Provisions.
human knight Deckar Kairn, forefather of The day after you start following the crude
Sir Gallaharn. map found in Gallaharn’s room. After a
Deckar was appointed Friend of the eight hours trek in the mountains you
Dwarves for he led the fellowship who slew eventually reach the small underground
the Balrog that haunted the dwarven for- complex which hosts the Crystal Cage.
tress of Karak Kudril. Thus, Deckar won You find an entrance to the caverns,
for himself an honour no human had ever guarded by a stone portal carved with
attained before. magical symbols.
Since Gallaharn was the last descendant of
the House of Kairn, this sword is now Action: The magic on the portal has faded
yours to claim. as a Test for Skill (Second Sight) can easily
reveal. The caves are covered by a thick
LUXIMPERITURAINTENEBRISCDEMO blanket of ice which shines with disturbing
The Runes on Stormbreaker’s blade. rainbow-like colours. Stalactites and sta-

❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

lagmites protrude chaotically from every- «I’m Gurala, the Matriarch of Demons and
where and a frigid mist flutters some ten all things unclean. My infernal son has many
centimetres high on the floor. The tempera- brothers, as many brothers as he has sisters,
ture inside is incredibly low, and every Hero but each of his sisters has twice as many broth-
suffers a -1 penalty on his SKILL, unless a ers as sisters. So answer me this, trespassers,
Heat Spell is cast unto him. A sip of Kalash, how many daughters and sons do I have?»
a black bear cape The correct an-
or a pair of wolf swer to the riddle
f ur boots w i l l (which is ‘3’)
work just as fine. must be spoken
For the events that o u t l o u d . Th e
take place in the statue, then, opens
Crystal Cage dun- its left hand and
geons see the map the blue gem falls
on the right and on the ground.
the following There is no other
nu m b ered sec- way the Heroes
tions. can grab the Blue

! Antecham-
b e r : Th e
northern wall of
Gem, if not an-
swering the riddle,
and the party may
this chamber is try only thrice,
occupied by a then the statue
huge crystal statue will stay silent.
re p re s ent i ng a The Blue Gem
horned demoness represents the best
with a dozen ud- way to seal the
ders, sitting cross- Crystal Cage once
legged. Sick veins and forever - see
of purplish energy the description of
pulsate within the Room 7.
statue’s cr ystal
s k i n . Th e d e-
moness’ right hand is open, its palm facing
"The Void:
In this cave
there is a strange hole that looks like if it
up, while the other tightly holds a Blue were made of pure darkness. A relaxing
Gem. If something that worths at least 1 hum comes from the hole. If the party stays
Gold Crown is placed on the open hand, longer in this area, the Hero with the high-
the statue starts to speak a riddle. est Current LUCK must Test for Luck, or
❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

succumb to the suasive sound, trying thus (Awareness) +1 for each Hero. On a success,
to throw himself into the hole, unless he’s the party spots a lever hidden amongst the
stopped by his comrades. Then, after a cou- icy spikes, which opens a small secret pas-
ple of minutes, the Director repeats this sage to Room 5.
procedure. Anyone - or anything - that en-
ters the hole is surely enough nowhere to
be seen again!
% Secret Cache: A hidden passageway
leads to a small cave, encrusted with
glowing crystals that quietly pulsate on a

# The Cavemen: When the dungeon’s

magical seal was broken, this cave be-
came home to three ferocious CAVE MEN.
heart-rhythm. A strange tome, whose pages
are made of icy parchment, stands on a low
crystal pillar. A successful Test for Skill
The brutal humanoids will attack the Heroes (Languages: Elven) +2 allows to read an in-
on sight, unless they throw them some of teresting page of the book (Handout 5).
their Provisions (two will be sufficient), in
The High White Elves of Taranis sent Nil-
order to placate their bestial hunger.
ludya to the Crystal Cage, to secure it once
ENEMY SKI STA ATT and forever. Powerful magic did she cast
on the Treshold, as the Fiends screamed in
First CAVE MAN 8 6 1 anger and frustration. At last she put in a
Second CAVE MAN 7 7 1 secret cache some of Her belongings,
should any Hero of times to come be in
Third CAVE MAN 7 7 1
need of help from the sage Elves…
Flint Spear 2223334

The CAVE MEN fight with their flint-

headed spears that can be also thrown, hit-
ting with a 1 to 3 on a die roll for 3 points of

$ A Deadly Trap: As soon as the He-

roes enters this narrow tunnel, doz-
ens of icy spikes erupt from the walls, ceil-
ing and floor to impale them. They must
Test for Skill (Dodge) or suffer the loss of 1
die STAMINA points. If a Hero loses five or
more STAMINA this way, he must also Test
for Luck or lose 1 SKILL point as well. If the
Heroes survive the nasty trap, they could
decide to inspect the tunnel. In that case,
the Director must secretly Test for Skill
❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

There is also an emerald casket lying on a

dais of azure quartz. It can’t be removed nor
carried. Only the correct solution to the
& The Cage’s Gates: Pillars of pure
crystalline ice spire up to the ceiling,
supporting the huge ogival arches of this
enigma engraved on itself will open it room. Within the spires, strange lumines-
(Handout 6). The solution is represented cent symbols float quietly, their ancient
by any three-ending symbol, like ‘n’, and magic slowly fading away, unless the Heroes
should be written with a finger or a stick on succeed in restoring the gate’s seals. Here,
the blank lower quadrant which is full of the wicked ICE FIEND lies in wait for the
fine sparkling emerald dust. The Heroes party. He’s is ireful, for the Heroes have
may attempt only thrice, then the casket thwarted his plans to free his kin from the
will not open for a century! Once opened, cage… for now. In fact, the creature wants
the casket reveals: to kill all the Heroes. Then he plans to pos-
Two measures of Potion of Magic. sess one of the corpses and finally free his

A wonderful golden ring. dark comrades.

❖ A silver chainmail cuirass.
The ancient lore about these artefacts may
be learned with a Test for Skill (Magic Lore),
while a Test for Skill (Second Sight) only re-
veals the items’ magical properties.
This golden ring was forged by Aydullin,
the Elves’ Prime-Forger of the Age of Dawn
as a gift for his beloved daughter Nilludya,
who later became the Elves’ Sorceress
Queen, on her first birthday. It magically
adapts to fit every kind of finger of any race.


To wear : SKILL + Armour = 8
Although the name of the smith who forged
this armour is now lost forever, its light de-
sign is surely of elven hands. You remember
that, in ages past, these lands were home to
the High White Elves of Taranis. As it turns
out, these mountains still hold many secrets
of yore.
❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

A very powerful magical weapon, like

Stormbreaker, could be used to destroy the
ICE FIEND 9 18 3 gate. But the weapon will break after a so
epic effort.
Claws 2333445 A Hero could cast at the portal a Counter-
Invulnerability (partial): On a hit, non- spell Spell versus a 6 point original Spell. If
magical or non-silver weapons inflict the ICE he succeeds, he overcomes the malign wills
FIEND only minimum damage. Moreover, of the ICE FIENDS within the cage, and
he’s immune to cold-based attacks.
seals the gate. The Hero may try as long has
Frost Aura: The monster emanates an aura of he has enough Magic Points to spend.
cold which imparts -1 to the Heroes’ Attack
Strength, unless they drank the Kalash liquor
or have a Heat Spell cast unto them.
Freezing Breath: Every three rounds the ICE Soundtrack
FIEND tries to engulf one of the Heroes with Taverns of Azeroth, by David Arkenstone.
a breath of freezing cold which causes the loss
of 1 SKILL point. A Test for Skill (Dodge) is Read Aloud
necessary to avoid the breath. The SKILL You have defeated the foul creature and
points lost this way, however, will be entirely avoided tragedy befell on the Baron’s fief.
restored at the end of the combat. The Freez- You are truly brave Heroes!
ing Breath occurs in addition to the ICE
FIEND’s normal attack. Once back in Tyntern, you are profusely
thanked by Sir Grayson, who awards you

' The Threshold: Beyond this magic

threshold lies the Hell of Ice itself,
homeland of the ICE FIENDS. Since tres-
the payment, plus 50 extra Gold Crowns as
a tangible sign of his gratitude.
The Baron also asks you to take on the
passing the threshold means certain death
duty of guarding the eastern borderlands
for the Heroes, the Director should encour-
of his fief, thus becoming the new Wardens
age a second thought on the subject!
of Hellwinter.
Rather, it’s an excellent idea to find a way to
seal the gate, thus preventing the ICE DE- But that’s another story…
MONS to ever again enter our Heroes’
world. Here you are some guidelines. At the end of this adventure, assign the Ex-
perience Points basing on the Heroes’
The Blue Gem of Room 1 should be
thrown into the gate. It then explodes and
seals the cage once and forever. A Test for They merely survived 20
Skill (Dodge) is required in order to avoid
the effects of the explosion, which causes They slew the ICE FIEND 40
the loss of 1 die STAMINA points to every
They also sealed the Crystal Cage 60
Hero caught in the blast.
❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

The scenario’s handouts are printer-
friendly. Just copy the images, paste them in
your clipboard or photo editor, print and
hand them over your Players.
You can scale these images to bigger dimen-
sions than the ones showed on page.



❈---------------------------------------- THE GATES OF HELLWINTER ----------------------------------------❈

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