Professional Documents
Culture Documents
Per Holmström
COVER ART
Per Gradin
https://www.instagram.com/rip_danger/
MAPS
Per Holmström
FEEDBACK
Marcus Liverholm
PLAY TESTERS
Ludwig Öst, Thomas Karlsson, Martin Schoeps, Peter Rönnmo
This product was created under license. Forbidden Lands and its logo, are trademarks of Fria Ligan AB.
This work contains material that is copyright © Fria Ligan AB and/or other authors. Some artwork copyright Henrik
Meyer Solhaug, Andreas Rocha and Per Gradin. Such material is used with permission under the Community Content
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All other original material in this work is copyright © 2020 by Per Holmström and published under the Community
Content Agreement for Free League Workshop.
CONTENTS
Thank you for taking on this adventure! As This adventure can be tough if the adventurers
usual this has been play tested with my own do not have the right gear. They will benefit
group of me as the GM, and four players – from ranged weapons and spears since there are
Norris (Ludwig) the dwarf bard, Beilnar a lot of enemies at once. The village of Greyvale
(Thomas) the dwarf fighter, Etos (Martin) the has its own events and plot-hooks that you can
human druid and Veiar (Peter) the half-elf use by themselves, without involving The
sorcerer. Right from the beginning I made this Moorshire. One thing to keep in mind is that if
to be a challenging and strange encounter. your party has a sorcerer with the stone singing
Before playing Forbidden Lands, we did a magic, make her feel like this entire island of
Pathfinder campaign that took about 3 years to Moorshire is in her field, but the magic here is
finish, and I wanted to create a scenario that is way stronger than hers is. You will also notice
in the spirit of D&D or Pathfinder. that there is not much life in the Moorshire,
this is because the island is supposed to feel
IF YOU ARE A PLAYER empty and dead. Lastly, don’t rush it! Make the
STOP READING NOW players feel like they want to help the village and
(unless you want spoilers) each other.
I hope you will have as much fun as we
I wanted to introduce some powerful characters have had! Please let me know on the forums or
that weren’t demons – so I made the elves the Facebook group. Feel free to spread this
strong sorcerers full of greed and hate for the adventure on other sites, but please link to the
humans. I felt that the elves in this world could forums.
just as easily be evil and corrupted by greed, as
they are good and joyful. This made for a nice Best regards,
dark themed world and I have kept this going
through out our campaign.
Per - with players
realize you are lost. In front of you is a tarn, and For monster attacks and more rules, see page 95 in the
in I a circle of standing stones, all inscribed with Gamemaster’s Guide
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Mirayam Potato Age 43 Female. Emotionally cold STR 2 Endurance 1, Animal Staff, 3 copper coins.
Puddle farmer 151 cm and likes to keep to AGI 2 handling 2
Human 29 kg herself. Has a beautiful WIT 2
rock of tin in her belt. Lips EMP 1
are filled with blisters.
Has a shirt and pants
that are in good
condition. Survival is
everything.
Dorn Welfer Baker Age 35 Female. Dismal and sad. STR 2 Endurance 1, Crafting Tools, 12 copper
Human 184 cm Dreams of her family AGI 2 2, Sleight of hand 1 coins. 2 silver coins.
77 kg and would do anything WIT 2
to get it back. Wants EMP 3
people to search for her
son Titch.
Titch Welfer Child (alive Age 12 Male. Proud and a bit STR 1 Endurance 1, Crafting
Human but held in 161 cm silent. Carries a AGI 1 1,
Moorshire) 35 kg backpack and has dirty WIT 4
clothes. EMP 1
Ochala Hoff Lumberjack Age 32 Female. Insulting and STR 1 Endurance 1, Crafting Woodcutters axe,
Human 164 cm provocative. Has several AGI 1 2, Sleight of hand 1 tools, 3 copper coins.
34 kg bruises. Always carries WIT 2
an axe and his clothes EMP 2
are work and torn. Wants
more but apathy tends
to take over.
Eigar City guards Age 24- Male and Female. They STR 4 Endurance 1, Melee 1, Broadsword, Light
Frongh 40 are all bold and patient. AGI 3 Marksmanship 1, crossbow, D6 arrows,
Helgun 164 cm They will protect the WIT 2 Survival 2 Leather armour [2],
Gob 65 kg town with their lives if EMP 2 shield, open helmet
All Humans needed. [2]
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Bertram Barkeep Age 49 Male. Bitter and sad. STR 3 Endurance 1, Tools, 9 copper
Barkbar 179 cm Smells of beer or malt AGI 1 Crafting 2, Sleight of coins.
Human 55 kg and carries a pouch of WIT 2 hand 1, Manipulation
strange smelling herbs in EMP 2 1, Insight 1
his belt. He has a proper
jacket when not working.
He dreams of a better life.
Bethe Barkeep Age 18 Female. Silent and fickle. STR 4 Endurance 1, Tools, 9 copper
Barkbar 170 cm Limping and has thick AGI 2 Crafting 2, Sleight of coins.
Human 41 kg lips. Wear a buttoned WIT 4 hand 1, Insight 1
shirt and well sewn pants. EMP 3
She lives for the job.
Egen Cultist Age 45 Male. Cynical and always STR 3 Endurance 1, Healing Staff, 1 silver coins,
Lynchfied devoted to 161 cm says no. He has just taken AGI 2 2, Lore 1, holy symbol, silver
Human Rust 57 kg a bath and has a ferret WIT 2 Manipulation 1 head band [52
for a pet. He wears simple EMP 2 silver]. Dagger.
clothes and wants to
please his god.
Teg Fark Fisherman Age 26 Female. Impatient and STR 3 Endurance 1, Tools, T6 copper
Human 174 cm shy. Wears strange hat AGI 1 Crafting 1 coins.
71 kg and clothes that are too WIT 4
small, and warm. She EMP 3
dreams of a better life.
Navaren Fisherman Age 55 Male. Optimistic but STR 4 Endurance 1, Tools, 10 copper
Deepmidden 160 cm secretive. He mumbles to AGI 4 Crafting 2, Sleight of coins.
Human 84 kg himself and has a snake WIT 2 hand 1
as a pet. His clothes are EMP 4
simple. He wants fame!
Giselle Mercenary Age 64 Female. Bold but patient. STR 4 Endurance 1, Melee 2, Broadsword, Light
Marcat 164 cm Is unshaved and has AGI 2 Marksmanship 1, crossbow, D6
Dwarf 65 kg hairy knuckles. Tries to WIT 1 Survival 2, Insight 1 arrows, Leather
pass as a human male. EMP 2 armour [2], shield,
Would love to help the open helmet [2], 6
adventurers for beer and copper coins, amber
food. Calls herself Hero stone [11 copper].
for hire.
Kilyne Blacksmith Age 41 Female. Eager and happy. STR 3 Endurance 1, Chainmail, Two-
Barrelhelm 152 cm Feels alone and is missing AGI 4 Crafting 3, Sleight of Handed
Human 38 kg a finger. She has worn WIT 4 hand 1 Sword, Tools, 7
clothes. She dreams of EMP 3 Melee 2 copper coins.
adventures.
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L. CHAPEL OF CLAY: The atrium of this The Human Urdursin was a grand champion of
room is small and modest and without any Greyvale. He swore his life to Ciyradyl and
proper decoration. A path of darker stone leads promised to protect her forever. She did not
into the next chamber. The chamber is more hesitate to make good of his promise and
majestic, as the northern wall is covered in large returned him as a Death Knight after he died.
windows. In the middle of this chamber is a clay He now protects this tower from intruders. She
table with beautiful pottery on it. A huge rune also raised a few skeletons to aid him in this
is carved into the surface of the table. This looks duty. Entering this room triggers a combat.
more like a chapel than anything else. The five skeletons will arrive through the walls
as if they are a part of the castle.
Here Ciyradyl worshiped the god Clay. She
built this altar and pottery with clay from ✥ CREATURES: Five Skeleton Guards.
Ravenland. She then inscribed the rune of Clay
onto the table surface. If the adventurers are O. THE TOWER, SECOND FLOOR –
unaware of what the rune is, let them roll for THE HOME OF URDURSIN: As you go up
LORE to find out. the stairs you come into a room with a huge bed
and broken furniture. The walls are covered in
✥ TREASURE: A dozen or so beautiful clay cloth and most of the floor in animal hide.
pots of different sizes (12D6 copper). There are four massive stone pillars in the
center of the room. On each there are unlit
M. GUEST QUARTERS: A long room with torches and several runes. The stairs continue
several empty untouched beds decorates this upwards. On the bed you see a body of a warrior.
room. Windows to the south lights up the room He is on his back, arms crossed, holding a black
and gives it a warm feeling. morning star and a large shield. He is dressed in
green and yellow colors, a chainmail armour
There are 4-5 beds in here. Each untouched as and a closed helmet.
no one really sleeps here anymore. They were
used for visitors before the blood mist. This was Urdursin’s room while he was alive.
Ciyradyl does not care about it and just leaves it
N. THE TOWER, FIRST FLOOR – THE as it is. In the bed lies Urdursin. Waiting to
SPINE OF URDURSIN: As you enter the attack anyone who enters her library. If anyone
room you feel lighter. The room is dark and touches him or disturbs his sleep, he will
even with a torch it is hard to make out any awaken (see the Urdursin awakens event). The
details. After a few moments you feel chills stairs lead to the third floor but is blocked by a
along your spine as a cold breath enters your door at the end. This door is locked. The key is
ear… first a gentle whisper “This is the spine of in Ciyradyl’s chamber. It can be picked with a
Urdursin… you must leave…” then a shout FORMIDABLE (-3) SLEIGHT OF HAND roll
“NOW!”. With a flash several torches light up if you have lock picks.
with a green flame. You see a large pillar in the
center of the room and a stair running upwards ✥ CREATURES: Urdursin.
along the east wall. The room gets colder, and
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POTION EFFECT
Red colored potion This is a healing potion that restores a character that has been broken in
STRENGTH. The character will be restored to full STRENGTH, but the critical
LORE: Blessing of the Raven injury will remain.
LORE: The Blessing of the Raven is said to grant the drinker a chance to fight,
even though her body is broken.
Blue colored potion This is polymorph juice. It will transform the person drinking it into a random
animal for a full day. She who drinks it retains her mind and voice but is
LORE: The joke of the Wyrm physically turned into an animal.
Roll a D6. 1 - Fox, 2 - Deer, 3 - Pig, 4 - Donkey, 5 - Rat, 6 - Chicken. See pages
126-127 for stats on animals.
Potion with a finger in it This is one of Tholgin’s Elixirs. See Artifacts for details and legend.
LORE: Tholgin’s Elixir LORE: Tholgin was a creator of elixirs, I think I have heard a legend of this.
Thick slow flowing dark red This is just blood. It is however carrying a disease with a Virulence of 4. Anyone
potion who drinks just a drop of this will have to roll for disease (p. 114 in Players
Handbook). This can be used as a slow working poison.
LORE: The blood of Rust
LORE: This is blood, I am sure of that, but the blood of Rust? If the legend is
true, it blesses the drinker with the might of Rust and Heme. But only a true
believer is said to be able to withstand the awesome power that is granted.
Pulsating yellow potion This is a portion of giant’s strength. Drinking this will gift the person with a
temporary strength and agility boost. All skill checks for STRENGTH and
LORE: The golden water of AGILITY has a bonus of +2 for a quarter day.
the giant
LORE: Giants are of course a myth, but legend says that if you made potions
out of the urine of a giant, you would gain their strength.
✥ TREASURE: Two sleeping furs (2D6 silver junk, bottles with liquids and bottles with body
each), fine silk cloth on the pillars (4D6 silver in parts. You can hear the wind whining through a
total), five pelts (2D6 copper each). few broken windows in the cone shaped ceiling.
A dead bird lies on the floor. Over the northern
P. THE TOWER, THIRD FLOOR – table, you see an orb floating in midair. It is
CIYRADYL’S STUDY: The room looks like a filled with a beige mist.
library, but a broken one at best. Books are
burnt, scattered, torn, broken and destroyed. The study was where Ciyradyl took to learn
Finding anything useful in this will take days. blood magic from her brother. Even Illithor
The tables are filled with strange contraptions, and Nhamashal spent time here trying to
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This cellar is where Illithor sleeps. He is an Ent 6 The adventurer’s weapons are turned to
and is grown into the castle. A part of his huge stone and lose their bonuses.
treelike body is inside the walls behind him. The
two braziers are made of metal and are burning
with a magical fire that cannot be put out.
There are three doors here, west, east and north.
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QUEEN CIYRADYL SPECIAL: Her face is twisted; her teeth grow long and sharp
and claws spurt out from her left hand. Her dagger
Elf. Tender, beautiful but looks dangerous. Her becomes fused to her right hand. The skin around the
dagger is black. Once the ruby is removed, the dagger
ruby shines through her chest, dark red it comes lose.
pulsates at the sight of fresh blood. She fights
GLASS DAGGER, Bonus D10, Weapon Damage 1 and heals
to survive, and she is convinced she will win all her for the same amount of damage.
fights. She uses magic at first and when out of CLAW: Weapon Damage 2, slash.
willpower she will fight with her dagger. BITE: Weapon Damage 1 and heals her for the same
amount of damage, slash.
STRENGTH 5, AGILITY 5, WITS 5, EMPATHY 5 ATTACKS: She can attack with the dagger as long action or
use the claw and bite as one long action and short action.
SKILLS: Close combat 3, Sneak 3, Scout 4, Lore 4, Insight 5, She cannot be GRAPPLED but PARRIED and DODGED. She
Manipulation 5, Healing 3 is hovering above the ground and cannot be SHOVED. She
does not respond to FEINT. She attacks as a normal NPC
ARMOR RATING: 6 (Protective aura) using STRENGTH and Close combat and takes damage as
normal.
GEAR: Dagger made from black glass (see artifacts for
more details), data as a regular dagger but hits with an
artifact dice D10. If the attack cause 1 or more damage, it
heals the wielder by as many points as damaged cause.
DEAD: If she dies and still has her ruby in the chest, she will MOVEMENT: 1
arise as the Monster Ciyradyl within 3 rounds. This only
happens once. ARMOR RATING: 6
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ARMOR RATING: -
There are three harpies. They will try to hide in the STONE GOLEMS
Murder of Crows for protection and do swooping attacks.
They will try to attack the player that has the most visible These golems look like the statues of the
armour. If they get a chance, they will use the attack humans on the courtyard. There are ten of
DEATH FROM ABOVE! and drop the player onto the rocks
below. them. They are controlled by Ciyradyl.
For monster attacks and more rules, see page 105 in the
Gamemaster’s Guide STRENGTH 3, AGILITY 2
ARMOR RATING: 4
MURDER OF CROWS (SWARM) SPECIAL: Ciyradyl has full command over these. She only
needs to think to make them do things. They are
A dozen or so crows fly in a perfectly controlled defaulted to protecting her at all costs. If any adventurer
swarm. They attack anyone with exposed is captured, she might assign a Golem to guard them.
STRENGTH 4, AGILITY 3
URDURSIN
SKILLS: Move 3, Scout 4
Urdursin is a Death Knight in all aspects and
MOVEMENT: 2 uses the rules for that monster type. He fights
ARMOR RATING: - with his morning star and shield.
BITE: Weapon damage 1, slash
STRENGTH 13, AGILITY 4, WITS 3, EMPATHY 3
SWARM: A swarm of animals handled as a single creature
with a Strength rating that represents the swarm as a SKILLS: Scout 2, Insight 2
whole. A single attack on a swarm can never inflict more
than 1 point of damage. ARMOR RATING: None, his armour is not used for save
instead he takes half damage from physical attacks
(rounded up)
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THOLGIN’S ELIXIR
EFFECTS
Bodies that are damaged, memories lost, hearts
This is a dagger with Weapon Bonus +1,
broken. Everything can be mended they say but
Weapon Damage +2 and a adds a D10 Artifact
for this you need Tholgin’s elixir. Now this is of
Die to the attack roll. If the user has the Path of
course a myth. Everyone knows there is no such
Blood talent at rank 3, the dagger will heal the
drink, right?
wielder if the attack hits by as many points as
APPEARANCE damaged caused.
The bottle has a strange shape, oval and
irregular with a cork top. Inside there seem to DRAWBACKS
be parts of plants and animals. When shaken, it
The dagger is partially alive. It is in fact crated
glows blue for a few seconds.
from the ruby of an elf. The dagger tries to stop
the wielder from using it and the wielder must
EFFECTS AND DRAWBACKS fight the voices in her head. When the dagger
Heals one single critical injury (except death!). has damaged someone and blood is shed upon
It tastes horrible! The elixir will heal the it, these voices will grow stronger. To represent
damage no matter what it is, but the adventurer this, the wielder must succeed with a roll
must succeed with an opposed roll against against MANIPULATION or be broken in
POISON POTENCY of 6 to not vomit. If she Empathy when the dagger does 2 or more
fails, the injury will return after 3D6 minutes. damage in a single attack on a living creature.
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GREYVALE
Greyvale… Greyvale. Oh yes! The city of Greyvale. Yes, it had all sorts
of interesting stuff there. I heard it was huge. Well it’s no city no more,
it’s just a village now… or rather, a hamlet, if you can even call it that. I
heard Orcs took it over. They probably have all sorts of treasures there.
But you know, fighting Orcs is not a joke. They are merciless! But I
mean, they are probably long gone now. Though I did hear of a guy who
went to Greyvale and came back with just one arm. I mean, he was
strapped to a donkey, and all that was left of him was a torso, head and
arm. How he survived I have noooo idea. It’s all true I tell you! Hmm
now that I think about it, it is said that the woods around Greyvale was
once home to powerful druids who raised large stone circles infused
with magic. They inscribed magical runes into the stones and used them
to forge weapons and armour beyond your imagination! Legend even
says that they had such powerful magic, that they created a castle called
Moorshire. Well, that is what the legend says at least. No one I talked
to has seen any stone circles in those woods, or a castle for that matter...
but then again, no one has dared to venture deep into the woods due to
the blood mist. Although now that the mist is gone, perhaps it is time
to go look for those treasures! But then again... Orcs. And I just ate
breakfast.
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PROTO FLOWER
In the beginning of time, the gods would create flowers
of life called proto flowers. These were used by druids to
heal the world. There are but a few of these left. If you
find one, take good care of it. But beware its power, it is
said to be wanting something in return.
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Here is a link to high quality versions of the maps for you to use
https://www.dropbox.com/sh/ts41jowji24yzj2/AAD5-oyTu2_IbcOfpHCjWNqMa?dl=0
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