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RIOTMINDS

WILDHEART
CREDITS
Concept and Design
Theodore Bergqvist and Magnus Malmberg

Author
Theodore Bergqvist

5E conversion
Þorsteinn Mar Gunnlaugsson

Playtesters
Mattias Berglin, Dan Slottner, Magni Freyr Guðmundsson,
Jens Ívar Jóhönnuson Albertsson, Árni Sigurjónsson,
Alexandra Briem and Ólafur Garðar Rósinkarsson

Editing
John Marron

Art Concept and Direction


Theodore Bergqvist and Alvaro Tapia

Layout and Typesetting


Magnus Malmberg

Cover Art
Paul Bonner

Interior Art
Alvaro Tapia, Justin Gerard,
Peter Bergting and Niklas Brandt

Maps
Niklas Brandt

Additional Kudos
To Luca Cherstich for his
frenetic seeking and digging
and all our fans because #wearetrudvang.

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 Adventures books also
use “he” or “she” when helpful for added clarity.
CONTENT
WILDHEART 5 Goblin Mine......................................33
The Legend.........................................6 Herlaug the Blacksmith................... 34
Preparation.........................................6 Ice Cave.............................................35
About the Adventure..........................6 Kvaler and the Raven........................37
Who Knows What...............................8 Lindwurm......................................... 41
The Secrets.........................................8 Old Burial Site.................................. 41
Mock Secrets......................................8 Oltur’s Den.......................................42
Adventuring in Wildheart................. 10 Ruins.................................................44
Monsters and Encounters................11 Runvid’s Cairn.................................. 45
Sacrificial Place................................48
INTRODUCTION 14 The Girl and the Whispering...........48
Arrival............................................... 14 Timil’s Elk......................................... 50
Hirdman........................................... 14 Timil’s Hut........................................ 52
Random Tables................................. 16 Troll Pearls........................................ 52
A glimpse of the past ...................... 54
ENCOUNTERS 16 Shieldmaiden................................... 56
Minor Encounters.............................17 Tree of the Hanged.......................... 56
Barkbull............................................ 18
Bleeding Giant Tree..........................20 RESOLUTION 57
Braskelwurm....................................20 Experience Points............................. 58
Brut Hogs......................................... 22 What Happens Next?....................... 58
Dead Forest Trolls............................ 22
Dead Hunter.................................... 23 APPENDIX 59
Dragon Knights Temple................... 25 Monsters.......................................... 59
Dwarven Stone................................. 28 Magical items...................................62
Entourage of Dwarves...................... 28
Farm Wight.......................................29 OGL 63
Forest Lake........................................31
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WILDHEART
Take a great leap in your thoughts. No, take an even bigger one! This is a completely
different land. No cities tower at the horizon, and not even country roads break through
the landscape. The only thing you see in front of you is forest, great ancient trunks as
knotty and twisted as time itself. Below the branches of the trees lie enormous boulders,
perhaps tossed by some gigantic being. The tops of the stones are covered in a thick layer
of dark green moss, and out of the moist insides of the moss, mushrooms grow.
How would it have appeared? What might it have been like to walk on animal trails in
these thick forests, without a map or any sort of overview or perspective of the areas you
travel through? The only possibility is to follow the tracks from some other creature and
be prepared to meet the same fate, good or bad, as your guide. To wander forth on the
weaving trails with the secret of the forest becomes a heavy burden on your shoulders.
Losing your way is easy, so easy that you will not even know that you are lost. You have
to use all your senses to make progress. Smelling and listening for the scents and noises
of the forest as your compass. The only way to learn the path is to ask, but there is no
one to ask, until they are suddenly there. A group of trolls stare at you with their round
and animal-like eyes. You do not know if they are sleeping or awake, because none of the
trolls move in the slightest. They only stand there, silent and bunched together among the
trunks of the trees, looking at you.
It is here your thoughts should settle. Right here, in the world where the adventure
­Wildheart begins.
In our world, the forest is a double-edged sword. It is both desirable and terrifying. As
alluring as it is haunting, as useful as it is inhospitable. In our fantasy, the powers of the
forest turn into terrible giants, trolls, and creatures from the other side, but also enigmatic
beings with magical and ancient powers. An apparently normal boulder is turned into
­petrified ­creatures, the hooting of an owl into the screams of a wight, and a snapped
branch into a hulder that sneaks in the shadows of the trees.
What you are holding in your hand is the first adventure that RiotMinds wrote for
Trudvang Chronicles, published for the first time in 2001. Now the classic adventure is
released in a new edition for this version of the game.

Welcome to Wildheart.

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THE LEGEND PREPARATION
Born in light, raised in darkness. Wildheart for eternity. Since Wildheart does not follow a straight line, it is strongly
There once was a man who carried a seed to a forest. recommended that you as a game master (GM) read through
It was the only seed of copper oak in all of Trudvang. This the entire adventure at least once to get a good overview
particular type of forest grew only in the part of the land of the forest. The more prepared you are, the greater the
where the man came from. There, the forests were living chance of bringing out the mystique and tension that should
beings, and their wisdom was the source for innermost be strongly associated with the adventure. A good tip for you
magic. After a long journey in the new land, the man came as a GM is to draw a rough map of the forest and its different
to a place that reminded him of his homeland. Its ­rock- encounters. Despite many sites and events changing places
filled soil smelled the same. Its cold, fresh winds blew with in the forest, a map can still function as a helpful tool when
the same power, and the mountains that towered in the giving an image of the forest and its locations.
west had the same beautiful lines as the mountains that he Wildheart is best suited for a group of four to six adventurers
carried in his heart. In this place, he sowed his only seed of varying archetypes. The group should contain at least one
of copper oak. Dimwalker with healing prayers and one ranger. At several
He named the forest Wildheart, after his father. points a dweller will also prove useful. Aside from that, it is up
For thousands of seasons Wildheart kept its secret, as to you as the GM to form your own group. Most in the group
most forests do. At its leisurely pace, it watched the world should be relatively experienced but the encounters suit
pass by. Heroes came and heroes went, and the oldest characters of 3rd – 5th level. However, if you want the player
trees in the forest became older and older, without anyone characters to be more experienced, adjust the adventure’s
really noticing. The wars came one after another, and difficulty level to fit. One way is to make the creatures tougher,
burial cairns were raised between the mighty tree trunks. and another is to add your own side encounters.
The suppressed and the religious were driven into the Aside from the different professions, the players
shadows of the forest. There, statues and temples were should flesh out their characters’ personalities. A good
raised for new gods. And there, powers of dark and light personality can lift any adventure. The more well-written
were called upon. But nothing seemed to faze Wildheart. and expansive the personalities of the characters in the
The forest watched as everything faded away to become group, the more fun you and the players will have.
one more of the many memories it carried. As a game master, you should bring out your entire
But then came the day when Wildheart got a taste for repertoire of personalities and voices. The adventure is
blood. Dragon blood. largely based on encounters between player characters
In the past, the forest had been beautiful to behold. and different creatures in the forest. Much roleplaying is
The wanderers who walked its paths were full of wonder needed from everyone to keep the adventure from feeling
over the grandness of the forest, and swore by its beauty. flat or single-tracked. Prepare yourself well!
Loneliness turned Wildheart hard, and the blood that
ran down into its soil wore down its dreams, just like the ABOUT THE ADVENTURE
ocean’s waves wear down the edges of the cliffs. With the
blood came greed and hatred. With these two came evil Wildheart is a classic adventure revolving around the forest.
and bitterness. One fed the other, and Wildheart grew Wedged between Fynnheim in the north and Ejdland in the
stronger on what was brought to its borders. south, with the Trollridge Mountains’ protective shadow in
Few dare to venture below the forest’s embracing the west and the cold Grim Sea in the east, this impregnable
branches. None return. storybook forest rises like a guardian from olden times.
For as long as the inhabitants of the east can remember, The story of Wildheart is as old as the elves. It is a
the myth and enigma of Wildheart have grown ever forest, a myth, and a living legend. Part truth, part story,
stronger. Around warm fires and encompassing darkness, filled with adventure that could be the turning point for
you can hear the story of Wildheart in most homes. No any hero. In the adventure Wildheart, the characters can
one knows its full power and secret. Some speak of buried end up only in two ways: acclaimed and written about, or
treasure, others of ancient s­ ettlements filled with magic forgotten and clad in moss.
and trolls. Most whisper of malicious death that devours The hero from the north, the searcher of the wastes, and
the soul of the wanderer. the third grandmaster of the Order of the Dragon Knights,
This is the adventure that reveals the truth. Grunfeid Sunmane, son of Nigla Sunmane, sought out

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the ancient dragon Elmtongue and slew the beast in This adventure revolves around the forest and its
the middle of Wildheart with the sword Alpdeed. When mystery. To sing its songs or carry its fruits will bring the
the dark and thick dragon blood flowed into the roots of characters closer and closer to the answer. As the game
Wildheart, the forest turned evil and cold. With a perfect master, you should remember that the forest hears and
balance of evil lurking beneath a luster of goodness, the sees everything. Play it as if it were a character. Wildheart
forest has bound the souls of victims in a grip that only one sees the player characters’ entrance as a breath of fresh
man can break. He is the only one who has the key out of air and a way for the forest to shake some life into an
the forest’s darkness and away from its enchanting power. otherwise timeless environment. But above all else, it sees
It is his trail that the characters have to find if they want to the PCs as a way to get new blood to flow in its grounds.
escape Wildheart with their lives. To find the trail, they will The characters can choose (or be forced) to make
first have to solve the secrets of the forest. progress blindly and will follow the goal of Wildheart as
No one has left the forest in thousands of years. Wildheart their only guide. The easiest way is for them to find or
holds its souls in a firm grip. An explorer who wanders the manage to trade any of the trails that some of the forest’s
moss-covered paths might not care about the trails enough inhabitants carry. The trails are songs or poems, things
to choose where his steps will take him, but Wildheart does. and objects that allow their bearer to eventually find the

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way to its end. Every trail has its own destination. The THE SECRETS
trails are described below the person who carries it.
When the player characters have answered four secrets To find the trail of Grunfeid Sunmane that leads to Kirjonti
and wandered the trail of Kirjonti, which brings them out and out of the forest, the characters need to learn the
of Wildheart, the adventure is over. A secret consists of a answers to four or more questions from the table. These are
question and an answer. Someone who unknowingly has the secrets of Wildheart. The table presents each question,
the answer to a secret but does not know the question has the name of one or more NPCs who know the answer, and
not solved the secret. Of course, you as the GM can decide the encounters where the characters will find those NPCs.
that it takes more than four secrets to escape the forest if
you think that the adventure is moving too fast. The same MOCK SECRETS
applies if you or the players think that the adventure is
taking too long; in that case, you can decide that it takes In the forest there are also some false secrets, shown
fewer than four secrets to get out of the forest. in the Mock Secret table. Those who have these secrets
believe they are real, but in truth, Wildheart does not
WHO KNOWS WHAT consider them to be real secrets. Learning the answers
to mock secrets does not count toward finding the trail of
A few individuals in the forest have heard of some of the Kirjonti.
secrets, and some know how
to find the answers. It is up WHO KNOWS WHAT
to the characters to figure
out who knows and who Oltur knows the answer to secret 3.
does not know. Trukur has the answer to secret 2 in his chest (Ice Cave encounter).
In the side column is a list The farm wight knows that secrets are needed to get out of the forest, but not how many; what
of residents in the forest and the question for secret 6 is; what the question for mock secret 1 is (but not that it is a mock secret);
what they know. and that there is a trail that takes a wanderer to a place of his choice in the forest.
There are descriptions The braskelwurm knows that secrets are needed to get out of the forest, but not how many; the
under the corresponding question and answer to secret 2; and the question for mock secret 5. The braskelwurm has a trail to
nonplayer character (NPC) of the lindwurm.
how they act when the secrets The pike knows the answer to secret 4.
are mentioned. But keep in Eyleeg knows that it takes four secrets to get out of the forest, and that there are mock secrets,
mind that the circumstances but not how many or what they are. She knows the question to mock secret 3, but not that it is a
of the situation are essential. mock secret and really the answer to secret 5 (The Girl and the Whispering encounter).
For example, an NPC might The old goblin knows the answer to secrets 5 and 8, and what mock secret 2 is, but he does not
be willing to share a secret know that it is a mock secret. The old goblin has a trail to the sacrificial place in the marshlands.
normally, but if the player The lindwurm knows what secrets 1 and 8 are, along with the answer to secret 8. The lindwurm
characters are hostile, the has a trail to the braskelwurm.
NPC’s approach changes Timil knows the answer to secrets 1 and 3, and that there are mock secrets in the forest, but not
radically. As game master, how many or what they are. Timil has trails to the dwarven stone and the lake where he is fishing.
you should also keep in mind
Kvaler knows that four secrets are needed to get out of the forest; the questions for secrets 1, 2, 3,
that a certain amount of greed and 5; and the answers to secrets 2, 3, and 5. Kvaler has a trail to the Runvid’s cairn.
concerning secrets exists
Domhark knows that secrets are needed to get out of the forest, but not how many; the question for
in the forest. Seldom does secret 7; and the answer for secret 7. Domhark has a trail to Oltur’s den.
anyone part with a secret
Barkbull knows that at least four secrets are needed to get out of the forest; the question for secret
without getting something in
6, but not the answer; the question for mock secret 4, and that it is a mock secret. Barkbull has a
return. Some might wish only trail to Runvid's cairn.
to hear a poem, while others
The dead hunter knew the questions for secrets 4 and 7 and the mock secrets 2 and 4 (but not
might want a magical sword
that they are mock secrets).
that one of the characters is
Goldglitter knows the questions for secret 9 and mock secret 6, and that the answer is important
carrying.
to anyone who wants to leave the forest.

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THE SECRETS AND MOCK SECRETS
Secret 1 Secret 2
Question: Which rune is carried by the dwarf ’s shield? Question: Who carries the notary’s key?
Known by: Kvaler, Lindwurm Known by: Kvaler, Braskelwurm
Answer: The shield carries the rune “Freedom.” Answer: No one.
Solution: Find the shield in Runvid´s cairn. Solution: Find the note in Trukur’s chest or ask the
Encounter: Runvid’s Cairn, in the tomb braskelwurm or Kvaler.
Encounters: Ice Cave (in the guard room), Braskelwurm,
Kvaler and the Raven
Secret 3 Secret 4
Question: Did Grunfeid die when he slew the dragon Question: Is the ring in the forest lake made of gold or silver?
Elmtongue? Known by: Dead hunter
Known by: Kvaler Answer: This is a trick question. The answer is “neither.”
Answer: No. Solution: Dive for the ring in the forest lake.
Solution: Read the old knight of the Nid’s diary, or ask Oltur Encounter: Forest Lake (talk to the pike)
or Kvaler.
Encounters: Bleeding Giant Tree, Oltur’s Den, Kvaler and the
Raven
Secret 5 Secret 6
Question: What secret does Wildheart know? Question: Who is the warrior of Death?
Known by: Kvaler Known by: Barkbull, Farm wight
Answer: Who raised the statues? Answer: Drej Blackfire
Note that the answer to the secret is the sentence “Who raised Solution: Read the inscription on the tombstone.
the statues?” and not the name of the people who raised them Encounter: Old Burial Site
(the cult of blood).
Solution: Ask the old goblin or Kvaler
Encounters: Goblin Mine (in the room of the old goblin),
Kvaler and the Raven
Secret 7 Secret 8
Question: Who was the third grand master? Question: Which kind of trolls are found only in Wildheart?
Known by: Dead Hunter, Domhark Known by: Lindwurm
Answer: Grunfeid Sunmane Answer: Lake trolls
Solution: Read Brenag’s death note or ask Domhark. Solution: Ask the old goblin or the lake trolls
Encounters: Temple of the Dragon Knights (in Brenag’s Encounters: Goblin Mine (in the room of the old goblin),
sarcophagus), Kvaler and the Raven Forest Lake
Secret 9 Mock Secret 1
Question: What grows under knave? Question: What color is Timil’s elk?
Known by: Goldglitter Known by: Farm wight
Answer: Red toadstools
Solution: Look at the ground by the dwarven stone under the Mock secret 2
inscribed word “knave.” There, plenty of red toadstools grow.
Encounter: Dwarven Stone Question: How many locks are on Oltur’s chest?
Known by: Dead hunter, Old goblin

Mock secret 3 Mock secret 4


Question: Who raised the statues? Question: Why are the paths longer than they are short?
Known by: Eyleeg Known by: Barkbull, Dead hunter
Mock secret 5 Mock secret 6
Question: How many branches does the shortest fir tree in the Question: What is Herlaug the blacksmith hiding?
forest have? Known by: Goldglitter
Known by: Braskelwurm

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iver
Silvra R

EJDLAND

WILDHEART
Paatr
*
* Trollmark
Castle

ADVENTURING IN WILDHEART Eastmarki


The first thing you should keep in mind when running the Jotun- * Klipp
adventure is the structure and landscape of the forest.
Use your whole imagination (and preferably a little
heid * Stigor *
more) in making Wildheart appear as a real forest
from a story.
Depending on how experienced you are as a game
master or how experienced your game group is, you
can present the forest in two different ways. The first
option builds on the fact that Wildheart is a dark
* Yksa
and impenetrable forest, but not to the point where
wanderers lose both direction and sense of distance. Grimhills
If you choose this option, present Wildheart in the Grim Village
following manner: * Iron
Moors
✦ The visibility in the forest is 30 to 40 feet.
✦ Players can always use the Survival skill to find their way
back to the group or a place they just came from. Tracks Copper-
woods
on the ground gradually disappear as weather and wind
blur them out (which can take anywhere from one to seven
days, depending on conditions). *
Rimcoast
✦ There is plenty of food in the forest. While hunting, the forest
always counts as good (see page 84 in Setting Companion).

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Saaga
* Kraav
*
The other option revolves around the fact that the forest is WEATHER AND WIND
alive and gets rid of all traces of the wanderers. Anyone who
loses contact with the group or the forest’s encounters finds 1d20 Weather
himself in an exposed and lonely situation. If you choose 1-6 Sunshine
this option, present the forest in the following manner: 7-12 Cloudy (roll 1d6):
1-3: Clear visibility
✦ The forest destroys all traces after the wanderer in five 4-5: Fog
minutes. 6: Thick fog
✦ Visibility in the forest is only 15 feet. 13-16 Drizzle
✦ Every person who leaves the group or an encounter should 17-20 Downpour
be played as a completely separate group until everyone
1d20 Wind
is reunited again. A separated PC can find the group only
by getting lucky and finding the same encounters as the 1-6 No wind
others, or by reaching the same place by a trail. 7-10 Light breeze
✦ Quarry is scarce in the forest. When hunting, the forest 11-14 Wind (thick fog becomes fog)
counts as barren (all checks made to forage, or hunt have 15-18 Gale (thick fog and fog become clear visibility)
an advantage). 19-20 Storm wind (thick fog and fog become clear visibility)

You can also play a third option in which you as the game
master find a balance between these two alternatives or
just treat different parts of the forest with different rules. SCROLLS
In Wildheart, there are scrolls of magical writings which
WEATHER AND WIND can be read and activated only by those who know
Every day that the characters spend in Wildheart, the the Vitner Runes specialty. On a success, the PC can
game master will check the following tables and combine understand and read the language in which the scroll
the results to determine the current weather conditions. is written. Scrolls contain a spell that is activated when
As the GM, keep the current weather conditions in mind the scroll is read aloud (all spells are describe in Hero’s
before you read the encounter text for the characters. Companion).
For example, the written description might say that Reading a scroll follows the standard rules for reading
the sun is shining, despite the fact that you just a spell scroll.
established that the weather is cloudy with no wind. When a scroll is used, it disappears in a cloud of smoke
Also, keep in mind that it is easy to lose your way in the and cannot be activated again.
fog, and there might be undead deep in the fog.
Using ranged weapons when the wind is blowing can MONSTERS AND ENCOUNTERS
be difficult. Targets of a ranged weapon attack when it is
windy are treated as they have half-cover , three-quarters All monster statistics can be found in the Setting
cover if a gale is present, and total cover if there is a storm Companion.
wind. Encounters have varied difficulty level, feel free to adjust
encounters to that they suit your group’s level. Please
remember, that Wildheart is actively trying to entrap and/
or get the characters killed, as many other adventurers
before them. The player characters might need to flee
from certain situations, and that should be a viable option,
especially when they are in the direst situations. Most
monsters will not chase the adventurers far from their lair
or location in the forest.

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DARK DWELLERS
The more blood that is spilled in Wildheart, the greater the
risk of the dark dwellers awakening. Characters who spill
the least amount of blood in the forest stand the greatest
chance of surviving. Every time an intelligent or important
living being dies because of the characters’ actions, the
risk of awakening the dark dwellers increases (normal
animals are not counted). This is one of the mechanisms
that controls the balance in the forest. Most creatures
there know that when blood is spilled, the consequences
will be dire for the one responsible. The forest becomes
increasingly hungry. Characters who are determined to
kill everything and everyone will end up in an evil spiral
that will very likely lead to their demise. The dark dwellers
will eventually become a threat so powerful that it will
destroy any PCs who are not wary and attentive.
Every time the PCs slay an intelligent or important
creature in the forest, add up all the lives they have taken
and determine the potential result on the table below. Note
that killing dark dwellers does not raise the Kill count
This mechanism has created a forced friendship among
enemies in the forest. No one wants to take responsibility
for their actions and have to face the dark dwellers. Many
of them want the help of the characters to kill other
creatures in the forest, and in this way avoid facing the
dark dwellers.

RISK OF AWAKENING THE DARK DWELLERS


Kills Consequence
2 The dark dwellers awaken
5 1d6 dark dwellers attack
7 The giant dark dweller awakens
10 The giant dark dweller attacks
+1 1d4 dark dwellers attack
20 The giant dark dweller attacks with company (+1d6
dark dwellers)
+1 1d6 dark dwellers attack
30 The bloodwurm awakens (see Appendix)
+1 1d10 dark dwellers attack
40 The bloodwurm attacks
+1 1d10 + 2 dark dwellers attack

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INTRODUCTION
As the game master, you might already have a perfect lashed and has to sit one day in the block in the square for
way of starting the adventure. If not, you can use the the public to see and spit on. The guards are wildboarers
introduction below. Either way, it is important that, (see below).
from the start, you create a mysterious mood and
atmosphere since it will flavor the entire adventure. HIRDMAN
The adventure starts on a day late in the summer, and the The guards of shield jarl Ybentord Silvertooth are
first few chilly winds from the Wildlands have sneaked wildboarers, feared wildmen who dress in furs and
down like thieves in the night. The landscape has slowly trophies from their hunts and conflicts. Many of them have
but surely started to change color, and you can tell that fall scars, battle tattoos, and a nasty appearance. Some of
is approaching. them are heavily muscled women who are neither prudish
As the GM, you can use the encounter below to bring nor merciful.
the player ­characters into the situation. If you want the A small distance away from Svardgrim stands a large
characters to enter the embracing forest of Wildheart and fat man who is watching everything that happens in
quickly, you should instead skillfully describe what the harbor. The man is Remlaug Torolv, the city’s richest
happens. The important part is that when the fog eventually merchant and leader of the storm hansa (Stormlander
eases up, the PCs are already in Wildheart and cannot get merchants) in Grim Village. He owns pretty much all of
out without solving the adventure. the merchant ships that lie in the harbor, and half of all
customs end up straight into Remlaug’s pocket. At the
ARRIVAL moment he does nothing else other than eye the characters
and then move away. Later he will send an errand boy to
The adventure starts in the Stormlands. The player invite the PCs to his stone house on the tallest point of the
characters left the boredom of the land of Dain and decided hill in the city’s center.
to accept a mission as the merchant Grisebo’s hirdman for Remlaug will, with a friendly tone and big words, ask
the journey to Ejdland. Grisebo argued that strong and the PCs about their business in Grim Village. No matter
able people were needed in case they encountered rogue what they answer, he will clap the largest warrior in the
hirdmen or hawkish seawolves on the stormy strait to group on his back and say that good sellswords are always
Ejdland. Thank heavens, the trip went well, and when the needed in his service. He says that times are hard, and
adventure starts, the group is coming ashore in a small many things have to get done before winter kicks in.
merchant city called Grim Village in Ejdland. Grisebo is Remlaug points at a large stone house on the tallest
happy to give the PCs the final payment of 10 silver pieces point of a hill in the city’s center and invites the characters
each when the ship finally lies anchored. to stop by whenever they want a task or two to solve. After
But the characters cannot even make it to the end of the that, he will turn toward the docks again and command
dock before a small, emaciated man stops them. He sits the sailors in the harbor to offload their cargo faster.
behind a rickety table and says with an authoritative voice Hopefully this will work as a good lure to get the
that all who want to enter the city have to give their names characters into the adventure. If they visit Remlaug, he
so he can write them onto the home skin, a large sewn will first give them a feast in his great hall and then offer
skin of several cow hides. Written on the skin is today’s them 200 silver pieces in total if they take wagons of
date and the names of all who arrive at Grim Village. In draugdrops (see Setting Companion) to the battle halls
addition, the PCs must pay 1 silver piece each for the of Garmvang.
freedom to move in the shield jarl’s grounds. If the PCs are If the characters choose not to visit Remlaug, you as
discreet, they can try to bribe the man with 5 silver pieces game master can use rumors of the cairn from the Brothian
to not write their names on the home skin. conquering time and its hidden treasures as another way of
The man is Svardgrim, one of the shield jarl (a getting the PCs to leave the city and travel to the outskirts
Stormlander count) Ybentord Silvertooth’s men. If the of Wildheart. Try to have another adventure suggestion or
characters start a fight with Svardgrim or do not pay, his idea in your back pocket in case they still choose not to go
six guards will arrest all troublemakers. A troublemaker is toward the forest for some reason.

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If the characters bring carts of draugdrops to Garmvang like an ancient guardian. Impressive pines thicker than
or search for the cairn or something else, they travel north three men around rise toward the sky like protectors
for two weeks, along known routes where camping places of the forest. What or whom they protect, you dare
are not hard to find. After that, the landscape’s structure not even dream of. Everything is covered in thick,
starts to change. More and more trees tower toward the moist moss that has clung to the landscape since the
sky, and the following night the group is encompassed forest was young. From the moist insides of the moss,
in a cold and nasty fog. The night thereafter, long before small yellow mushrooms and other vegetation grow.
the sun scatters the raw night air, one of the characters The pine needles lie thick on the forest floor, and you
notices that a man has emerged from the fog and stands perceive that the forest hides many secrets beneath its
next to a large tree in the distance. His gray cloaks are flourishing surface.
wrapped tightly around his body, and a sparkling silver A single hoot breaks the silence.
buckle holds the clothes together. The man looks pale and Somewhere nearby a dry branch breaks. With
old, very old. For what seems an eternity he stands and watchful eyes you stare into the dark forest to see what
watches the characters, only to be engulfed in the fog once it might have been. The shadows make no sounds and
again. Just before the man disappears, he raises his knotty refuse to give up their secret.
staff and points it at the characters. Thereafter a cold wind Never before have any of you seen such a bushy
sweeps forth over the landscape, and the fog momentarily and untamed nature. It is as if the forest has stood
becomes so thick that the PCs cannot even see their hands untouched since the dawn of time, and has grown
in front of their faces. wilder and wilder as the seasons have passed.
When the fog eases up, regardless of whether the
characters stay in the same place or move on, read aloud
the text below. The man that appeared was Wildheart The real adventure now begins, and you as game master
personified. He will return as a ghost-effect at the end of can start to roll for the different encounters. Keep in mind
the adventure. that some players might think that the adventure is fairly
controlled and that they have few options. This is one
It is quiet, unnaturally quiet. You can hear your own of the main differences with other adventures, because
breathing as a whisper in the moist air. A white morning Wildheart is an entity that decides most things in the
fog blankets the whole landscape. The faint light that forest. If the characters have not found the trails, they can’t
filters down through embracing branches of the trees change what the forest brings forth and does not bring
casts strange shadows, and the forest surrounds you forth out of his depths.

15
ENCOUNTERS
The only thing that is predetermined in this adventure encounters can be used more than once. This will cause
is the beginning (see above). After that, you can play plenty of trouble and headaches for the PCs, especially
the adventure as you wish or roll on the random tables when they discover that they have been walking an entire
in this section. Wildheart is built around a number of day just to end up in the same place they started from.
encounters with the forest and its inhabitants. Different If the characters happen upon any of the trails in the
encounters lead to different secrets. forest (in other words, the key to getting to a certain
place), you should avoid throwing them into more random
If the player characters have enough time and will to encounters before they reach their goal.
play, feel free to wait a few days of game time before you Encounter text that is marked in brownish red italics is
introduce them to the first encounter by rolling on the meant as information for the characters and should be read
table below. This will raise the mystique and the feeling of aloud to the players. In cases where there is no italicized text
Wildheart as a forest and wilderness. After that, roll on the to read aloud, you as the game master can freely describe the
table every day or every other day. Keep in mind that some situation based on the encounter descriptions.

RANDOM TABLES

IMPORTANT ENCOUNTERS
1d100 Random Encounter Page 1d100 Random Encounter Page
01-09 No Encounter - 56-58 Ice Cave 35
10-16 Minor Encounter 1d10 59-61 Kvaler and the Raven 37
17-19 Barkbull 18 62-64 Lindwurm 41
20-22 Bleeding Giant Tree 20 65-67 Old Burial Site 41
23-25 Braskelwurm 20 68-70 Oltur’s Den 42
26-28 Brut Hogs 22 71-73 Ruins 44
29-31 Dead Forest Trolls 22 74-76 Runvid’s Cairn 45
32-34 Dead Hunter 23 78-80 Sacrificial Place 48
35-37 Dragon knights Temple 25 81-83 The Girl and the Whispering 48
38-40 Dwarven Stone 28 84-86 Timil’s Elk 50
41-43 Entourage of Dwarves 28 87-89 Timil’s Hut 52
44-46 Farm Wight 29 90-92 Troll Pearls 52
47-49 Forest Lake 31 93-95 A Glimpse of the Past 54
50-52 Goblin Mine 33 96-98 The Shieldmaiden 56
53-55 Herlaug the Blacksmith 34 99-100 Tree of the Hanged 56

MINOR ENCOUNTERS
1d10 Random Encounter Page 1d10 Random Encounter Page
1 Abandoned Settlement 17 6 Eye to Eye 17
2 Ambush 17 7 No Encounter 17
3 Animal Trail 17 8 Sacrifice Tree 17
4 Beautiful Place 17 9 Strange place 17
5 Burial Ground 17 10 Tall Statues 17

16
MINOR ENCOUNTERS ANIMAL TRAIL
The PCs discover a trail that leads to an animal, such as
This section describes other, less important encounters a deer or an elk.
in Wildheart. Use them every now and then to make the
characters’ journey through the forest feel more alive. BEAUTIFUL PLACE
This encounter might bring the PCs to a glittering
ABANDONED SETTLEMENT waterfall, a meadow with billowing flowers, or a cliff with
This encounter can present the PCs with an empty bear a view of the forest below.
den, tree house, or gray troll dwelling under a boulder.
BURIAL GROUND
AMBUSH! The adventurers have found a cairn, a passage grave,
The PCs are ambushed by barrow wights, forest trolls or or a cist.
bears. Look for stats (and inspiration!) in the Monsters
and Beasts section of the Setting Companion. EYE TO EYE
The PCs cross paths with a forest creature such as a deer,
owl, squirrel, hare, or snake.

NO ENCOUNTER
If you roll for “no encounter,” you can fill
the day with random happenings, grand
descriptions of the forest, and the feeling
of abandoned hope that is quickly
growing in those caught in the grip of
Wildheart. Perhaps the characters
can use this day to hunt for food,
rest, or take care of their wounds.

SACRIFICE TREE
The PCs find a tree in which small
animals have been bled out and
hung up as sacrifices.

STRANGE PLACE
The PCs come upon a strange
tree, plant, odd rows of old stone
pillars, or the like.

TALL STATUES
In front of the adventurers, a trail
leads up to a rise passing tall stone
statues like an ancient and wild path.
The statues are heavily damaged
and partly covered with moss and
branches, yet you can still see that
they portray powerful men and
women. There is one with a spear, one
with a shield, and another with a snake in its arms.
The head of one statue has been ripped off and lies on the
ground, overgrown. It is likely that they portray the gods of
old, their names forgotten by time.

17
BARKBULL

You hear a growling and snoring sound from the shadows


beneath a large fir. The faint light filtering down through
the compact mesh of branches illuminates a pair of
enormous feet that poke out from under the giant fir’s
lowest branches.

It is Barkbull that is sleeping beneath the fir. Barkbull is a


short giant, a vidrjotun, to be precise, living in the forest.
Anyone who tries to awaken him has to keep it up for
some time before he wakes up, because he has just gone
to sleep and does so in cycles of three to five years. One
who succeeds in waking Barkbull will discover that the
friendly giant is somewhat sleepy and confused. It has
been a long time since he saw a human in the forest.
Initially he believes he is dreaming and wonders why the
PCs are haunting his dream and what message they carry.
Barkbull tells them that he is lost in the forest. He built
his moss bed and lay down to sleep after having eaten a
dozen elk. He has no plans of going anywhere. Quite the
opposite, he would like to lie down and sleep again. He
freely offers to let the characters sleep on his bed. If the
player characters decide to make a camp there, they gain
the effect of a long rest, no roll needed.
In order to keep Barkbull from going back to sleep,
the characters have to succeed in entertaining him with
dance, song, music, or storytelling. With a successful DC
12 Charisma (Performance) check, the characters manage
to entertain the giant.
If Barkbull does go back to sleep and the PCs wake him
up again, he will be very angry and will try to chase them
away. For all there is to
Barkbull carries a few of the secrets, but to make wonder | how the beard
him reveal them, the PCs will need to provide great grew and the treasures he spread.
entertainment and have a lot of patience. He must be | He who did things others could not believe |
completely awake to even speak of such “trivial matters,” The trails to Runvid’s cairn Coldhammer lead.
as he calls them.
Barkbull knows that at least four secrets are needed to
get out of the forest and what the question for secret 6 is, The trail leads only to the cairn and not back
but not the answer. He also knows the question for mock to Barkbull.
secret 4 and that it is a mock secret. Barkbull has a trail to Barkbull speaks only Eika (elvish) and Bastjumal
Runvid’s cairn. (trollish). Anyone who speaks with him has to speak elvish
Barkbull freely tells the legend of Wildheart when he is or trollish but to fully understand Barkbrule the characters
completely awake. need to make a successful DC 10 Intelligence (History)
The trail Barkbull carries leads to Runvid’s cairn and is check since his dialect is very old.
the following poem: The game master should play Barkbull as a kind
old man. Keep in mind that he is not evil, but nice and
generous, although he is very tired.

18
BLEEDING GIANT TREE The second day - I have sought and indeed found. For
not even my heart could hope to deceive me this time. I
hath now found what I seek.
Movement at the edge of your vision awakens you from
your rhythmic wandering. A black shadow is finding its The fifth day - I have with great care studied and
way to the top of a pine tree. With great agility it jumps observed the demon. The face is not what I expected
from branch to branch before the shadow is completely it to be. Not even an evil such as this can hide in the
devoured by the woven roof of the forest. A huge tree shadows of fear.
rises like a giant from the earth on the borderlands of
light and shadow. A lone ray of light breaks through the The twelfth day - I plunge my axe into the great bark.
canopy of the forest and hits a big axe that sits deeply in Uncertain, but I thought to have heard a slight moaning.
the strong trunk of the tree. A dark red and stinky sap is
running in the notches along the strong bark. The thirtieth day - No sign of weariness. A horrid stench
from the sap slowly finds its way down into the flowery
The axe is a ceremonial demon-killing axe. With a earth.
successful DC 15 Intelligence (History) check, the player
characters know that the axe is used by the holy warriors The third year, the sixty-sixth day - Seven secrets are
of The Tenet of Nid in the hunt for demons. required to escape this place.
A holy warrior lives in the glade. He decided many years
ago that he would try to kill the demon that everybody at The tenth year, the third day - They have told me that
that time considered to be living in the forest. The warrior Grunfeid the dragon master did not die.
watches over the tree that he now thinks is possessed by
the demon. Each day he cuts a deep notch in the bark of The eleventh year, the two hundred and seventh day
the great tree to slowly kill it. He dares not cut down the - The axe has taken hold and I can no longer hope to
tree, fearing that the demon would be set free if he did so. remove it. The demon seems weaker.
The warrior lurks in the shadows when the characters
arrive, and if any of them so much as touches the axe, he The twentieth year, the final day - Doubt has taken hold
will come plunging from the shadows to attack with great in my heart. Is it a demon?
fury for 1d6 action rounds. Thereafter he will die from a
heart attack if the characters have not already managed The twenty-third year, the fifteenth day - I shall never
to take him out. The warrior is mad, and it has been a leave this place hither, I now see that clearly. The
long time since he had any power over his own reality. He demon seems stronger than ever. He will defeat me. By
believes everything that sets foot in the glade is in league Gave, let me be spared from his wrath.
with the demon, and he will attack them without asking
questions. As long as no one touches the axe, the warrior The warrior is very old (85 years, see Hero’s Companion
waits until any of the characters turns their back toward for the effects of old age) and is in very bad physical
him, at which point he will attack. It is up to the game condition. He has not used his skills or been in martial
master to decide where exactly the warrior is lurking. combat for many years, and therefore he does not
A little farther into the forest, away from the tree, lie possess the same stats that he did in his younger years.
the warrior’s provisions. To find them, someone needs to It has also been a long time since he had any connection
successfully track the place by succeeding with a DC 10 with his god Gave (because of his state of mind), and
Wisdom (Survival) check. therefore he cannot pray anymore.
The provisions lie where the warrior had his camp,
and with a successful DC 12 Wisdom (Perception) check
is the player characters manage to find the backpack in BRASKELWURM
the undergrowth. The only thing of value in the backpack,
which contains little, considering the funny-growing roots
and other pieces of junk that the warrior has found in the The forest floor is suddenly changed from lush green
forest, is a diary. The following are important excerpts to hard-packed dirt clad in pine needles, pinecones,
from the diary: and dry twigs. The large pines s­ tubbornly stand fast as

20
they have done for thousands of seasons. You see two, The braskelwurm has lived in the forest for more than
no, three stone statues that look unusually lifelike. One a hundred years. It is now starting to get so old that its
represents a large warrior whose powerful arms hold otherwise deadly eyes have become gray with cataracts
a great executioner’s sword high above his head. You and lost their enchanting power. Few creatures in the forest
can only vaguely see the other two statues through the know this, and they would have killed the braskelwurm
shadows of the forest. A small stone ridge bursts forth a long time ago had they realized how vulnerable it has
between a pair of pines, and a deep, dark hole with become. The braskelwurm sits on a small but considerable
an almost hypnotic attraction gapes at its center. The pile of treasure. Nowadays it keeps to the small cave and
silence of the forest is broken by a cackling sound. threatens passersby with petrification if they do not keep
away.
“Who wanders my grounds? Who is there, I say? Make The braskelwurm knows that secrets are needed to
yourself known immediately or end up as some of the get out of the forest, but not how many; the question and
other foolish adventurers.” answer for secret 2; and the question for mock secret 5.
The braskelwurm has a trail to the lindwurm.
You turn toward the statues again and realize that they The braskelwurm wants to see the lindwurm dead
once were living humans. because it believes the other wurm knows that it is now
harmless. It offers to tell a secret to the characters if they
kill the lindwurm and bring back the eyes.

21
If the characters hesitate, the braskelwurm says that maybe twice as many pairs of mad eyes stare at you.
it sits on a sword that it claims is Grunfeid´s old dragon- White tusks shoot out from the thick black bristles.
killer Alpdeed. It says that the characters may have the Strangely, despite their enormous size, the creatures
sword and the secret as a reward if they slay the lindwurm. move in swift silence. A sound of powerful jaws chewing
Of course, it wants proof of the lindwurm´s death, and the and grinding the forest’s plants reaches your ears. A
eyes are the only real proof it can think of. shadow twice as large as a man turns toward you with
The trail to the lindwurm is a pinecone that the a grunt. A massive snout with powerful tusks as long
characters have to carry for five days while walking. The as a human arm violently stretches towards you. For a
same applies when they want to return from the lindwurm moment time stands still.
to the braskelwurm.
A very skilled adventurer can make the braskelwurm With a successful DC 10 Intelligence (Nature) check, the
reveal secret 2 and its answer. With a successful DC 20 player characters can tell that they are brut hogs and
Charisma (Deception or Persuasion) check (and some that they are omnivores that live in a herd of five to 15
very good roleplaying) the player characters manage to let individuals, led by a powerful male. With a successful
the braskelwurm slip its tongue and reveal the secret and DC 13 Charisma (Animal handling) check, the player
the answer. characters know that to avoid the male’s attack, you should
In the cave of the braskelwurm are the following items: sit down and turn your eyes away. Any dweller craftsman
knows that the hard skin of the brut hogs can be used to
✦ A clay bottle with one dose of Gavespring (see Setting make very strong leather armor.
Companion). The brut hogs are aggressive omnivores that live deep in
✦ Spell scroll: Glyph of Warding (see Hero’s Companion). the forests. Usually, the size of the tusks decides who gets
✦ Spell scroll: Float (see Hero’s Companion). to be the leader of the herd. The male does everything he
✦ Spell scroll: Grip (see Hero’s Companion). can to protect the herd and attacks anything that does not
✦ A dragon’s tooth. immediately submit to his power by sitting down on the
✦ A small dragon’s skin shield (M quality). ground and turning away its eyes.
✦ Chainmail armor and an open helmet in mitrakk (masterful
quality). DEAD FOREST TROLLS
✦ Alpdeed (see Setting Companion).

The warrior that stands petrified in front of the Something feels wrong. The landscape feels cool and
braskelwurm’s lair was turned to stone seven years ago. cold. The forest is covered in frost. Small, delicate
His name is Vidar Lodbroke, a brother of the iron hand icicles hang from the ­frost-white branches of the pines.
from Jordek in the Wild Lands. He was sent out to find They are already melting. At a slow pace, the crystal-
Herlaug the smith to help strengthen the political bond clear water drops find their way down to the ground
between Stangport and Jordek, since the smith is a distant below. Two small, furred trolls lie on the frozen ground.
relative of the master merchant Oktar Grimmi. A small distance away in the forest, a large pig lies with
If the adventurers break the petrification, Vidar will help a spear in its body. The forest seems torn up, and large
them, but his foremost goal is still to find Herlaug and trees have been snapped as if they were twigs. A patch
bring him back to Stangport. In the future, he might be an of frost that covers both forest and ground makes its
important ally to the PCs in other adventures. way to an ice-covered path deeper in the forest.

BRUT HOGS The forest trolls were hunting pigs in the forest. They came
from the hrimtursir Blodughadda when they encountered
a brut hog. Later, Blodughadda found the forest trolls,
A tree with shredded roots; significant furrows on the but let them be and headed back to his ice cave. With a
forest ground; small, water-filled animal hoofprints, successful DC 20 Wisdom (Perception) check the player
at a glance you understand that strong and massive characters can spot tracks left by large feet, but the tracks
animals have searched for food here. Someone disappear in the forest.
plowed into the ground in search of roots. A short The two trolls each carry a cadge-ring that they received
bellow suddenly breaks the silence. At least five or from Blodughadda. The cadge-ring is a ring whose

22
magical traits protect the wearer against all magical and I send this arrow in the hope of someone finding it on
non-magical cold damage. But the ring works only if it is the outskirts of the forest. This is my tiding: The forest is
within 300 feet of the main ring that Blodughadda carries, bewitched and enchanted. Anyone who steps beneath its
which is why it is called a cadge-ring. The two rings bear branches will never find the way out. Do what you can to
an inscription that Blodughadda wrote in Futhark. burn the forest, and urge all honorable men and women
If the characters follow the patch of frost, they will arrive away from this demonic landscape. Spread the tiding of
at the Ice cave (see page 36) after about three hours. the forest in all directions.

DEAD HUNTER -Your ranger, Gilte Brushwalker

The first thing that catches your eye is an arrow with Aside from that, the hunter carries nothing of interest. It
bright white feathers sticking out of the ground. Next has been ten years since he died, and his body and clothing
to the arrow, with his face turned down into the thick are mostly decomposed.
moss, is a long-dead hunter. Only his remains are left.
You can tell he was a hunter from his clothing and the
traps lying by his side. His now skeleton-like fingers grip
a simple bow.

The hunter noted down mock secrets 2 and


4 (but not that they are mock secrets) and real
secrets 4 and 7 on a piece of leather. It reads:

Secr […] How many locks are on Olt […]


Why are the trails longer than they are
short? Is the ring in the forest lake made
of gold or silver? Who was the third grand
master?

On a small piece of parchment that he has


attached to an arrow, it says:

My name is Gilte
Brushwalker, son of
Rutbjorn Brushwalker.
Through witchcraft
greater than my courage,
I have been caught in a
trap without escape.
DRAGON KNIGHTS TEMPLE not yet fully bloomed. For over a year they built the temple
in his honor. They had stones brought from the western
Grunfeid Sunmane, who slew the mighty dragon outskirts of the forest, which they carefully dressed at the
Elmtongue with the sword Alpdeed, was the grand master site. During the year small houses also sprung up around
of the Order of the Dragon Knights. It was very mysterious the temple. Of these, only the foundations can be found
and secret then and is almost forgotten today. The Dragon today.
Knights lived by their own codex and obeyed no one. The The temple is modest and simple, just like the Dragon
Gerbanis religion had not yet spread to the Stormlands Knights themselves lived, but the history of the temple
during the order’s golden age. testifies about great deeds and accomplishments, which
Thirty summers after Grunfeid’s death, Brenag the literate adventure will discover.
Blankforte, the grand master at that time, decided that Most of the knights and craftsmen left the forest when
a temple would be built in Wildheart in his honor. It the temple was finished. Brenag, who had become sick in
was a laborious mission in which Brenag himself took his lungs, died a few months later and was buried with two
part, together with several brothers of the order. A large other brothers in the burial chamber under the temple.
expedition with two knights from the Dragon order and the If you as the game master want to create some extra
best craftsmen from Fynnheim headed off toward the great suspense, you can let one of the warriors/knights of the
forest in which Grunfeid had slain the dragon. At that time group have the same last name as one of the two Dragon
Wildheart had not yet changed very much, and its hate had Knights that were buried with Brenag.

2.
5.

2. 2.

3. 1. 4.

0 30 feet

25
1. GREAT ROOM 5. ROSE GARDEN
Despite their huge weight, the sturdy oak doors easily A surprisingly large and beautiful rose garden greets you
swing open on their simple hinges. Dry air beats when you open the door. The bushes, some taller than 7
against you when the doors are open, and within lies meters, spread out impressively over the entire temple
a rectangular room with an alcove in the opposite wall. garden. Large dark red petals erupt behind thorny stems.
The walls are smooth and painted white. At the far end
of the room, three rays of sunlight shine through the The door is locked (DC 18 Dexterity check and thieves’
ceiling (if it is daytime) and enlightens the only object tools to open). Breaking the door requires a successful DC
here: a large, sturdy candlestick made of silver on a 22 Strength (Athletics) check.
simple pedestal in the alcove. Gray wax has run along With a successful DC 15 Intelligence (Nature) check,
the sides of the candlestick and almost hides its value. the player characters know that the roses are so-called
dragon roses.
The great room is the very heart of the shrine. The The roses are known to be poisonous, but usually only
candlestick is made of silver, and in its foot, three rubies to those pricked by the thorns. Wildheart has turned them
are set, shaped like claws. Each of the rubies is worth into living, bloodthirsty beasts, and anyone who wants to
100 sc to whoever manages to sell them. The whole enter the crypt has to deal with the dragon roses.
candlestick weighs 2 lbs, and if it is polished, it is worth
400 sc, including the rubies. Dragon Roses
Left in the room is various junk from the time when the Dragon roses are usually beautiful flowers with sharp
shrine was built. Other than that, the room is empty. thorns. In this adventure, the roses work as an individual
with a will since they are controlled by Wildheart.
2. TEMPLE HALLWAY All who are in the rose garden will be attacked by thorns
The hallway’s walls are polished stone, and square alcoves each action round. Those who try to move through the
with candlesticks fill the outer walls. bushes to reach the crypt entrance will be subjected to 1d4
The candlesticks are made of tin. attacks each round, the bushes count as a difficult terrain.
The dragon roses attack by whipping their long branches
3. LIGHT ROOM of poisonous thorns toward its target. The attacks are
The door is a sturdy oak door with large iron hinges. made with a +4 bonus to the attack roll. Each thorn causes
Opening it requires a successful DC 18 Strength 1 point of damage. A creature that has been hit must make
(Athletics) check, or a successful DC 14 Dexterity check a DC 13 Constitution saving throw or take 1d10 poison
and thieves’ tools to unlock it. The room is dark and cold. damage and become poisoned. A poisoned creature can
Large shelves cover two of the walls. The shelves are full repeat the save at the end of its turn, the creature is no
of wax candles of the same kind as the candlestick in the longer poisoned on a successful saving throw.
great room. With a successful DC 15 Intelligence (Nature) check
The room served as storage for candles for all the and a poisoner’s kit the player characters can extract
pilgrims who were expected to come to the shrine. The 1d6 doses of poison from the rose bush when it’s dead.
candles are old, and many are unusable because of Applied to a weapon, the poison makes the target of
dampness and age. such an attacked poisoned for 1 round, on a failed DC
13 Constitution save, but does not add to the damage.
4. ALTAR ROOM
6. CRYPT
The room is dark, and your source of light (if the
characters have one) casts long shadows. One wall is A steep stairway leads down into an empty room
occupied by an enormous stone altar. On its smooth with three openings. Every wall bears the following
surface stands a lone candlestick. inscription (written in ancient Vrok):
The banner and the sword to protect and preserve, protect
The room was intended as a memorial room where and maintain our order’s pride and dignity. The shield and
someone who wanted to be alone and honor the memory the book to stand guard over tradition and customs, assist
of Sunmane could retire and do so. and protect our order’s brothers and sisters.

26
6.

0 10m

Each path leads into one of the three identical crypts. HVITAR SILVERBLOEGA’S SARCOPHAGUS
At each crypt’s most distant wall stands a sarcophagus
of iron, and on it a candlestick. For the content of each ✦ An urn of ashes from Hvitar
sarcophagus, see below. ✦ One two-handed sword (capital quality) with the inscription
“Hvitar Fearless” in ancient Vrokian;
BRENAG’S SARCOPHAGUS ✦ Hvitar’s death note (written in ancient Vrokian):

✦ An urn of ashes from Brenag Quickly and unexpectedly did our order brother Hvitar
✦ An ornamental Dragon Knight sword (see Setting Silverbloega, called Hvitar Fearless by us, die. It is I, his
Companion). brother in arms Fridgeir Skullson, who writes down his
✦ A dragon skin armor (see Setting Companion). mission and death note. A poem best fits this brother.
✦ Brenag’s death note (written in ancient Vrokian), the answer
for secret 7: Highly his sword he swings | cleaves the dragon’s
tongue | To color his blade in the blood of the snake
And so it turned out that I would not again see my | Without fear like the Wildland’s berserk play | duel
beloved homeland. The lungs burn like fire and the without master | In the lizard’s belly his blade retrieves
blood I am coughing could be fetched from Elmtongue | Stormi protect this believing knight and order brother.
himself. My mission is almost complete, and I have
honored my order brothers as I should. A temple stands - Fridgeir Skullson
finished for the third grand master Grunfeid Sunmane,
a temple to honor his memory and the moment when TORFINN GRAYSCALE’S SARCOPHAGUS
he slew our greatest fear and biggest killer, Elmtongue.
For more than forty summers I have served the order ✦ An urn of ashes from Torfinn
and lived with its rules and traditions in my heart. Two ✦ Torfinn’s death note (written in ancient Vrokian):
dragons have fallen by my sword, and eight children
I have brought to this world. May they stand strong, His sword was broken, his mail chopped asunder. No
although I can no longer live by their side. dragonsnake was slain by his hand, but of bravery he
I, the fifth grand master, leave my rings for obedience had plenty. Here lies Torfinn Grayscale.
and dedication to my order brother Eskild Brutehand.
May Stormi watch over my soul in the wind. May Stormi watch over his soul in the wind.

- Brenag Blankforte - Eskild Brutehand

27
DWARVEN STONE ENTOURAGE OF DWARVES

The shadows are black and the dark strangely cool. The It has been a long time since you noticed any movements
sun breaks down through the pine forest ceiling like a or sounds. The life in the forest is swallowed by
powerful weapon that destroys the darkness. An open darkness and vegetation. You have followed the shore
space has caused the forest to expose itself. ­Everything of a lake since midday, and for the first time, you can
is seemingly abandoned, but life crawls under the concentrate on the details of the forest and not just the
surface and in the dark. The meadow is covered in constant trampling of your feet upon the uneven ground.
knee-high flowing grass, and in its center stands a Twilight has lowered itself like a lid upon Wildheart.
stone, leaning slightly as if it were sleepy. By its foot Then, unexpectedly, you see them standing on the other
red toadstools grow, one of them as large as a human side of the lake. It’s a small company of four dwarves
head. A clutter of climbing plants on the stone’s surface that quietly and calmly observe you.
slithers like snakes locking together as if to prevent
anyone else from reaching the top first. The dwarves are named Boje, Oke, Muskr, and Sveinborn.
They are brothers, and the leader of the company is Oke.
The stone was raised by the dwarves of Runvid before They came to the forest only a few days ago looking for
the battle against the forest trolls. At that time, there was Timil, who is their older brother. He disappeared more
no inscription on it. That is something that Wildheart has than fifty years ago while hunting small game in the forest.
engraved. Now the dwarves have come to find him. If he is dead, they
Anyone who cuts away the plants on the stone will will bury his remains. If he is alive, they will bring him
discover carefully carved runes in its center. With a the news that their father has passed, and he must return
successful DC 12 Intelligence (History) check, a player home to take up the high seat of their family.
character that can read Futhark can interpret and read The dwarves are quiet and careful. None of them have
the runes. seen a human or elf for a long time.
On the stone it says: The dwarves have just discussed if they would dare
to wade to the other shore. They have concluded that
Whistle a song and your day will be long | Tell me you the water is too dark and repulsive for it to be worth the
are afraid and I will take you to where Barkbull has laid struggle.
| Whistle a song and your day will be long | Act like a It’s hard to communicate with the dwarves unless
knave, and I will take you to Runvid’s grave the character is also a dwarf. If someone asks them a
question, they will first discuss it among themselves before
If the characters whistle a song and yell that they are answering the question. They are very careful, and if the
afraid with shaking voices, they will immediately hear a PCs act hostile in any way. the dwarves will quickly scurry
snoring sound behind them. When or if they turn around away into the forest.
again, the stone will be gone. Play out the Barkbull The dwarves have no idea that a secret is required to
encounter (see page 20). get out of the forest. They have heard the story of how
If the characters choose to act badly in any way, they Wildheart is enchanted and they know the legend, but they
will hear an owl hooting behind them. There is now a have not reflected upon the fact that they might not be able
trail there. The trail leads to Runvid’s cairn. Play out the to escape the forest.
Runvid’s Cairn encounter (see page 50). Oke carries a map of Runvid’s cairn. He has the approval
Secret 9 of Wildheart (“What grows under knave?”) can of the Thuul of their tribe to visit the cairn and make sure
be solved by looking at the ground by the dwarven stone that it is intact and unspoiled. Oke has no idea where
under the inscribed word “knave.” There, plenty of red Runvid’s cairn is located, but he hopes to find it while
toadstools grow. wandering the forest.
The Thuul of the company, Boje, feels that something is
lurking under the surface of the cold and dark water. Or
as he calls it, “Kamokka” (a dwarven word meaning “bad
spirit”).

28
Boje is quite right. A giant snake lives in the lake. The will be able to live on. Sveinborn was thought to be the
snake will attack everyone who dares to enter the water Thuul of the family but did not pass the first test in his
(after 1d10 rounds). Describe the sequence with great early years. Since then he has made his living by hunting
mystery. At first there is a ripple on the surface of the wild boars.
water, then a distant plunge followed by absolute silence,
and then an unexpected attack! FARM WIGHT
If the characters enter the water and are attacked by the
giant snake, the dwarves will not help fight it. They have A house of timber distinguishes itself against the green
great respect for and fear of snakes because they believe forest and forces itself between two great cliffs. The forest
that snakes are part of their god Yukk. If the characters seems more compact than ever, and the roof of the house
kill the snake, the dwarves believe that this act brings bad is an explosion of sparkling green. Red, yellow, brown, and
luck. blue flowers rise up toward the hidden sky upon the heavy
The dwarves will be very reluctant to join the characters roof. A small but inviting door hangs on broken hinges as
as companions. Convincing them to join the PCs requires if waiting for someone to grab hold of it so that it can fall
a successful DC 15 Charisma (Persuasion) check, good apart.
roleplaying, and that the characters don’t carry anything Here lives the farm wight. A hundred years ago, he came
from Runvid’s cairn that the dwarves could recognize. to the forest as an herbalist and collector of plants and
The lake is over 3miles long, and the site where the two animals. Soon he discovered that the forest had devoured
companies meet is the narrowest part of the lake. The his soul, but he settled into the situation. The forest had
distance to the other side is 36 feet. The lake’s broadest all that he wanted.
part is closer to 150 feet. At the site of the encounter, the
lake is 10 feet deep, but at the widest part it is almost 30 HOUSE
feet deep in some places. The house stands empty, abandoned long ago. Only the
Oke is the leader of the brothers. He has been appointed dusty and withered decor convey that someone once lived
with the great responsibility of finding Timil, and he fears here. The house consists of a single room where the farm
that his older brother has been robbed of his life. Oke has a wight once lived. By the farthest wall there is a closed door.
strong pack mentality and always asks the other brothers It leads to a set of stairs that slither upward to a small and
for advice before any decisions are made. He is a dwarf open place in the forest.
of few words and great thought, and he has great respect
for the divine. Oke listens to Boje and the portents that he
interprets. He is afraid to get on the bad side of the gods.
Boje is the Thuul of the family. He is very superstitious
like Oke and always tries to interpret everything
around him to read the will of the gods and find
meaning in what is happening. Boje often leans
against the older brother Oke and rarely does
anything on his own initiative. Boje is carrying the Horn of
Ansa (see Setting Companion).
Muskr is the merriest of the dwarves. He often downs
a pint of ale or two. Hence, he has problems with alcohol.
He is large, even for a dwarf, and makes a living together
with his younger brother Sveinborn by hunting wild boars
in the many valleys of the Troll Mountains.
Sveinborn is the most responsible brother after Oke.
He always makes sure to attend to the other brothers.
He especially keeps a watchful eye on Muskr, whom he
believes is a great sorrow for the family and whom he
badly wants to be rid of his addiction. Sveinborn took a
great blow when their father died not long ago. He often
contemplates how the traditions of families and kin now
0 30 feet
29
OPEN PLACE
In the glade at the end of the stairs, the farm wight made short moments when it dies. Yes, it lives just as long as
a formidable but small garden that keeps him here to this men, but it’s in bloom only a moment, just as short as
day, in spite of his death years ago. When the characters the time it takes for the sun to show all of its face upon
arrive in the small glade, there sits a man in an overgrown the morning sky.”
and wild garden landscape. He looks pale and transparent. The farm wight is a benevolent draugr. He enjoys
He looks at the characters and says, “Ahh, well, hello there! telling all there is to know about the plants and herbs
I think I might just have visitors!” in his garden. He allows the characters to take of what
The unusually pale man lifts up a black flower and there is, but he wants to see a test of their knowledge
holds it up to the light. “Tell me. Is there not something before he gives anything away. If a character wants to
strange about this flower, feared and perhaps yet take something from the garden, the farm wight will ask
the most beautiful there ever was? The only time the three questions:
silvervender is in blossom during its long life is in the

30
What are the pads of a flower called? If the characters take anything from the garden without
Correct answer: envelope. With a
✦ the approval of the farm wight, he will warn them. If they
successful DC 10 Intelligence (Nature) decide to take something in spite of his warnings, he will
check, the player characters can answer haunt the characters each night until they return the plants
the question. or leave the forest. (See the “The Girl and the Whispering”
encounter on page 58 for the effect of the farm wight’s
What color is the sap of a drutpemma? hauntings.)
Correct answer: blue. With a successful
✦ The farm wight knows that secrets are needed to get
DC 10 Wisdom (Medicine) check, the out of the forest, but not how many; what the question for
player characters can answer the question. secret 6 is; what the question for mock secret 1 is (but not
that it is a mock secret); and that there is a trail that takes
What effect does a ripe folfjoskanting a wanderer to a place of his choice in the forest.
have? The farm wight does not carry any trail, but he reveals
✦ Correct answer: Normally the mushroom is that if one carries a golden anemone, a path will appear
yellow and completely without effect, but a that will lead the wanderer where he wants to go. The
ripe folfjoskanting is white and temporarily wanderer must know his goal, and it is possible to use
increases the strength with the one who that exact path one time only. The wight has no golden
eats it (see below). With a successful DC anemone in his garden, but he is certain that he has seen
15 Wisdom (Medicine) check, the player them in the forest somewhere. He describes the look of
characters can answer the question. the flower.
The golden anemone grows only among the ruins that
After the characters have answered the are described in the “Ruins” encounter (see page 49).
three questions, they are rewarded in the If the characters find a golden anemone, they can
following ways. decide where they want to go in the forest. They must
The first question is a trick question know where they want to go, but they do not need to have
and thus does not bring any rewards. It is visited that place before. They cannot exit the forest. If
simply a test so the ghost can see if the they wander on a path, they can never do so again. The
characters know anything at all. one who has a golden anemone and knows where to go
If the characters answer the second needs only say the name of the place, and a wide and
question correctly, the farm wight will beautiful path will appear in the forest. After half a day,
let them choose from the following three the wanderer reaches the place where he wished to go.
plants.
FOREST LAKE
✦ Ramsloksflower: One plant gives 1d4 doses of
hallucinogenic drugs. Anyone who takes a dose temporarily
gains 1d4 Divine Points, which disappear after 1d6 hours. Like a glittering sword, the sun’s rays beam down into
✦ Drutpemma: One plant gives 1d6 healing berries that heal the forest and draw silvery lines in the small river and
1d6 points of damage per berry. the waterfall at its most narrow part. The sparkling
✦ Folfjoskanting: One mushroom gives 1 dose that gives sound makes it all feel predetermined. With its
the player character advantage on all Strength based skill monotonous pulsing and uncompromising confidence,
checks for 1d4 hours. the crystal-clear water rushes past with haste and
urgency. Where the spinning currents have settled
If the characters succeed in answering the third down and the cold water has taken on a worthy calm,
question, the farm wight will give away the silvervender a small creek weaves forth.
that he holds in his hand.
With the silvervender, it is possible to create 1d4 doses of If someone follows the creek, they will end up at a small
deadly poison (with a successful DC 15 on Wisdom check and forest lake. They will right away spot a glittering ring at its
alchemist tools). The poison is quite strong, it must be injected. bottom. At first glance it seems like the ring is in shallow
The target must make a DC 15 Constitution saving throw or water, but anyone who enters the water will soon realize
take 2d10 poison damage and become poisoned for 1 hour. that they will have to dive for the ring.

31
As the game master, you should describe this as a SOUL EXCHANGE
magical moment. A character who dives into the lake has
to go deeper and deeper. The lake becomes encompassing 1d10 New Soul
and dark. A deep silence rules down here. The PC can 1 A little girl’s soul. Her only dream is to settle down
see the reeds under the surface, and everything has a dark somewhere in the countryside and work the land.
brown color, even the water. 2 A boy’s soul. The boy was once a squire for a knight.
His big dream is to become a knight himself someday.
THE PIKE 3 An old elf ’s soul. The soul is constantly searching
The character who reaches for the ring will encounter an for a way to leave this life and become one with the
old pike nearby. It is he who has the ring in his possession. gods, but not through suicide.
No one can take the ring unless he allows it. 4 A young maiden’s soul. Her biggest wish is to be
Let the pike appear suddenly. He is large, and his slimy taken away by a knight in shining armor.
fish eyes glow with an enchanting power. With a successful 5 A dwarf warrior’s soul. He will do anything to honor
DC 12 Strength (Athletics) check, the player characters his family and friends (which he then considers the
can swim to the bottom of the lake. If the roll is successful, other adventurers to be).
they will notice that there are skeleton parts on the murky 6 A thief ’s soul. The thief is a murderer and killer who
bottom of the lake. lived only for his own gain.
Through telepathy, the pike will say the following to the 7 An executioner’s soul. He has great anxiety and fear
one reaching for the ring: of dying since he believes that the ones he executed
will torment him in the afterlife.
Who are you to dive in my lake? After my ring? Give me 8 A powerful wizard’s soul. The wizard has a constant
your soul, and you shall receive both the ring and a soul wish to learn mighty spells.
in return. I will also give you the answer to one of the 9–10 The character gets his own soul back.
secrets you seek.

The pike collects souls. He has eight that he is willing to LAKE TROLLS
exchange. For souls that he does not like, he will give them In the bushes around the small forest lake lurk the lake
back or throw them away at the bottom of the lake. If the trolls (use the stats for forest trolls). They are peaceful
PC who reaches for the ring agrees to exchange his soul, and bear no ill intentions. They sit completely still in a
he will either get his own soul back or get a new soul (see tight cluster, ten trolls in all, and watch those who come
the table below). Therefore, there is a large chance that he to the lake. With a successful DC 12 Wisdom (Perception)
does not get his own soul back. Keep in mind that this can check the player characters notice the trolls. If someone
change the character radically. discovers the trolls, they will immediately try to flee.
If the PC is not willing to give up his soul, the pike will The lake trolls speak only ancient Bastjumal, and
swim away and the ring will disappear. characters who are able to communicate with learn that
The pike knows the answer for secret 4. they have been guarding the lake to make sure that the
Roll on the following table to see which soul the mighty soul within does not escape. The pike is, in fact,
character gets in exchange from the pike: a wizard who was chased down into the lake aeons ago.
As the game master, you can make the personalities What he has done or why he took on the form of a pike,
more elaborate. But it could also be interesting to see how the trolls do not know.
the player who gets a new soul chooses to interpret it. Lake trolls live only in Wildheart (this is the answer for
If the character accepts the soul exchange, the pike will also secret 8). They are a breed of troll from an ancient time.
reveal that the ring is made of mitrakk. A player character The ten individuals who guard the lake are the last of their
that has proficiency using blacksmith’s tool recognizes the kind in all of Trudvang. Once, they were mighty keepers
metal for what it is simply by looking at the ring. of the forest who lived close to the gods and existed in
The ring is an ordinary mitrakk ring with the following harmony with nature.
inscription: The lake trolls once learned how vitner should flow and
be controlled by the magi masters. Today they possess
Born in light, raised in darkness. Wildheart for eternity. only fragments of their past knowledge.

32
GOBLIN MINE

Under a huge crag, a foul-smelling and thick smoke


billows ahead. You can glimpse shadows behind 5.
what seems like a primitive stockade. A small green
creature wearing a helm much too big for him keeps
guard in a high and shaky tower.

Here live the goblins. They break ore in the small mine,
and they do not like strangers. They built the stockades to
guard themselves from the brut hogs. When the goblins
see the characters, they will call out their warriors (14 in
total) and move their women and children to safety.
The goblins will act very aggressively at first but
4.
soon will take to flight when and if the fighting starts.
At that point, the warriors will take positions by the
2. 3.
opening of the living quarters so that the characters
must face them one by one.
The goblins will calm down if the characters do any
of the following:
1.
33
0 45 feet
✦ Give them a gift. 4. ROOM OF THE OLD GOBLIN
✦ Show themselves to be subservient. In a small room filled with straw lives an old goblin. He
✦ Speak in Bastjumal. is completely blind but happily receives visitors. The old
goblin is very hungry and will ask for food at once.
Each action round that the goblins are aggressive, The old goblin prefers to speak in the goblin tongue but
there is a chance (1-6 on 1d20) that one of the bowmen can hold more basic conversations in dwarvish. He knows
fires an arrow by mistake at the characters out of pure the answer to secrets 5 and 8, and what mock secret 2
nervousness. is, but he does not know that it is a mock secret. The old
goblin has a trail to the Sacrificial place in the marshlands.
1. GATHERING PLACE The trail requires a wanderer to cut down a fir tree in the
forest every three hundred steps. After felling 10 trees, the
Behind the simple stockade lies the gathering place. It’s wanderer will reach the marshlands.
muddy and dirty. Smoke pulsates out in black clouds The old goblin is very greedy and will try to get both
from a large campfire. A grunting sound sharpens tools and food from the characters before he shares
your senses. In a vast wooden cage, a massive shadow his knowledge. Though blind, he uses his hearing and
moves. Strong bristles stick out from holes in the cage. sensitive fingers to know with great certainty what he is
Three small walkways lead into the mountain. getting from them.

This is the gathering place. If the characters come here 5. MINE


during the night, all the goblins (45 of them) are sitting A mine filled with scrap and stone waste.
around the campfire, which sparkles with a magical power.
The goblins keep a brut hog captured in the huge HERLAUG THE BLACKSMITH
wooden cage. The hog is very aggressive and will attack
everything that moves if someone dares to release it.
A leisurely pillar of smoke finds its way up from a hole
2. LIVING DEN in the roof of a small hut covered in animal hides. A
large cliff rises beyond the hut and makes it look
A ripe stench hits you. A harshly carved table and smaller than it actually is. A great dark hole next to the
crudely crafted chairs stand along one of the walls. The hut leads into the mountain. The area is cleansed of
floor around the table is covered in leftovers. A great trees and vegetation. A pile of big logs lies by the foot
pile of straw and torn animal hides lie farther into the of the mountain. You hear the sound of an axe breaking
cave. logs of wood and discover a large man under a fir tree
next to the hut. In his hands he carries a long axe that
Here the goblins sleep and eat when the light is shining he plunges into a piece of wood with a strong thrust
outside. The den holds nothing of worth. before he approaches you.
If it is day when the characters arrive, the room will be
filled with goblin children, women, and men. Some are The man by the hut is Herlaug. He bids the characters
sleeping, others eating or playing. welcome and offers them something to drink, but he does
not let them into the hut. Herlaug says that a man came to
3. STATUES him late on a cold winter’s eve six years ago and offered him
two hundred of the thickest golden coins if Herlaug took his
Two large statues that reach all the way to the roof fill whetstone and tools to the forest. The man promised that
the room. They are made of stone and look very old. Herlaug would get his very own silver mine. To this day the
One of them is carrying a wooden torch in its hand. mine has not been spent, and until it runs dry, Herlaug will
Both arms have broken off the other statue. stay in the forest and mine for precious metals.
Herlaug was tricked by Wildheart to come to this place
The goblins found these statues in the forest and use them and sharpen the weapons that spill blood in the forest.
as pillars to support the roof. If the characters move one of Behind the hut stands Herlaug’s whetstone. Herlaug can
the statues, the roof will cave in. Each creature must make a sharpen all sharp weapons (which makes them capital in
DC 12 Dexterity saving throw or take 2d10 points of damage. quality for 10 rounds of combat) in exchange for food or an

34
object that he can use in his work in the mine. Herlaug does 1. VESTIBULE
not accept money as payment.
Behind his hut, some 300 feets away in the forest, Herlaug A giant outdoor space opens up behind the six pillars.
has buried all his silver. It’s in a great chest of silver pieces By the opposite wall, there is a hallway that is broad
worth 8,000 gold coins. Herlaug has hidden the place well, enough for ten big men to stand side by side without
and to find it, the player characters need to make a successful wrestling for space. The walls are made of the whitest
DC 20 Wisdom (Perception) check. In addition, the chest can snow, and from the ceiling, transparent icicles hang
only be found if the player characters find the tracks leading more than 20 meters above.
to the place where the chest was buried with a successful
DC 15 Wisdom (Survival) check. The great chunks of silver This is the vestibule. By the western wall is a big pile
weigh double the amount of their worth in gold coins. of furs. Beneath the furs lies Olker (one of the forest
Wildheart allows Herlaug to move freely in the forest trolls) sound asleep. If Olker is awakened by one of the
because it knows that the blacksmith does not want to characters, he will immediately try to summon the help of
leave his mine for any prolonged periods of time. his friends from room 2.
Herlaug has no idea that secrets or any other witchcraft
is required to leave the forest. For the moment he has
all he needs in his hut or in the mine. The forest trolls
that sometimes look for Herlaug exchange food for him
sharpening their weapons. He likes the forest trolls and
says that people simply misunderstand them.
Herlaug is a large man of few words obsessed with the
idea of mining silver. He works day and night and has
1.
become slightly mad by the work and the loneliness. He
will be watchful and won’t let the characters into the mine
or the hut. He likes to be left alone more than anything
else.
2.
ICE CAVE

A magnificent but completely unexpected sight meets


your eyes in the thick forest. A huge mountain of ice
rises with frost white and vertical walls, forcing away
the trees around. An entrance that seems to have been
4. 3.
built for a large creature is carved into the icy mountain.
The huge opening is surrounded by six ice pillars that
slowly melt from the somewhat warmer outside air.

This is the ice cave of Blodughadda. The huge, angry


hrim tursir is on a mission in the forest and has used
the witchcraft of the Snow Queen to build a temporary
encampment as his base of operation. The ice cave is
5.
not natural and is held up completely by the power of the
Snow Queen. The cave also serves as a gateway to the
mountains of the Great Ice Plains.
All walls and ceilings in the cave are made of hard- 0 15 feet
pressed snow that has the thickness of ancient rock. All
the pillars and doors to the chamber of Blodughadda are
like transparent ice cubes, and one can see deformed
shapes, shadows, and sources of light from them.

35
2. GUARD ROOM 4. GATES TO BLODUGHADDA’S
CHAMBER
This is a cube-shaped room with an alcove blown into
the farthest wall. The room is covered in furs, and It is dark in the hallway. A growling sound can be heard
bowls of oil hang from long chains from the ceiling. from beyond the shadows. A huge warg slowly rises
In the middle of the room stands a formidable throne from its lying position and looks deep into your eyes.
made entirely of ice. The throne of ice is covered in The warg is guarding large double doors completely
several furs, and in it sits a large forest troll. The oil in chiseled from ice. Behind transparent gates, a faint
the bowls is burning, and the flames cast long shadows light can be glimpsed, and a giant shadow seems to
across the room and the trolls that are here. be lying down. The mouth of the warg is glowing like a
forge, and its teeth are unusually large.
In this room, the forest trolls of Blodughadda hold
residence most of the time when they are not out in the The gates are so big and heavy that only Blodughadda
forest doing the giant’s work. The room serves as a place himself can open them. The guardian is Blodughadda’s
to both sleep and eat. If the characters are in the big “Dragon Warg” Rimklove (a large warg beast with AC 15
hallway outside the guard room, there is a risk that they and 45 hit points), which attacks the characters and fights
will be discovered by one of the forest trolls (forest trolls until it is defeated or it has defeated the characters. When
have passive perception 10). Rimklove is below 20 hit points, it will howl loudly to call
If the characters are discovered, twelve forest trolls led for the attention of Blodughadda. In the round after, the
by Trukur will grab their weapons and attack. Trukur sits characters will see a giant figure rise up behind the icy
on the ice throne that Blodughadda made for him. doors.
Trukur fights with his spear, which he has named “Icicle” As the game master, you must make this sequence seem
(see Appendix). The spear was gifted by Blodughadda for very dangerous. Shake the table you are sitting by, and
his long and loyal service. Anyone who grabs the spear stomp your feet heavily on the floor! The characters should
without wearing one of the cadge rings (see the “Dead be so afraid that they decide to flee. They are not meant
Forest Trolls” encounter on page 25) takes 2d10 points of to meet Blodughadda. If, against all odds and reasoning,
cold damage. they do meet him, there is only one way out. None of the
In a chest next to the throne lie two short swords, a dead characters should escape alive from the ice cave if they
rabbit, and a folded note that Trukur found in the woods. decide to fight the giant.
Deciphering the note requires someone understanding Under no circumstances should Blodughadda die
Estiatic. The note says: during the adventure. (He is the main character in the
follow-up adventure, Snowsaga.) If necessary, you as the
I have sought and sought with no luck, for it is told unto game master can use the power of the Snow Queen and
me that there is no key of the notary. Therefore the her witchcraft to keep him alive.
answer should be none. If the player characters decide to stay, they must make
a DC 16 Wisdom saving throw or become frightened the
✦ This is the answer to secret 2: Who carries the notary’s key? moment they see Blodughadda appear. Those who fail the
check must flee. On a successful save, the target takes one
level of fear.
3. EMPTY ROOM
5. BLODUGHADDA’S CHAMBER
The room is empty, and the bowls of oil that hang from Before the player characters can even see what is inside
the ceiling in long chains are unlit. From the ceiling also the chamber, they must face Blodughadda and kill him,
hangs a multitude of chains that end in strong hooks. which is far from easy and not recommended. The
characters will very likely die if they remain and fight
The room was built to serve as a pantry, but the forest Blodughadda.
trolls and Blodughadda have not been in the woods long For you as a game master, it might be interesting to
enough to build up any kind of food storage. know that the northern wall in Blodughadda’s chamber is
no wall but instead is a portal to the great white plains
of Isvidda. The ice cave is a link between Wildheart and

36
Isvidda. If the characters defeat Blodughadda against all The troll moves its wreathed fingers to its mouth and
odds and reason and decide to go through the portal, they makes a sign that you should remain silent. Then it
will freeze to death within 1d6 minutes. slowly turns back again. In between the large trolls, you
The characters can also hide in the forest outside and can glimpse a man sitting on the stump of a tree. He has
wait for Blodughadda to leave his ice cave. Do not forget a long green cape and a bushy gray beard. Opposite him
that Rimklove will stay in the cave and guard the gates to sits a big raven on another tree stump. Both stare down
the giant’s chamber, and that the huge double doors to the at a board and a lonely piece in its middle.
chamber cannot be opened by the PCs.
Kvaler is an old wizard who has been trapped in the forest
RIMKLOVE for a hundred years. He is wise and powerful and used
The great warg Stofeng had a litter of five large wargs. to be famous under the name Kvaler the Tamer, after his
Three were black and were named Garme, Gryms, and power to tame vitner and its different flows.
Grafte. One was white as snow and was named Rimklove. He will never fight the characters or anyone else in the
The last one was gray and named Tovmane. Three days forest if he is not in a situation where his hand is forced
after they were born, the wargs ate a dragon hatchling. or there is no alternative to do otherwise. If Kvaler does
Their senses were sharpened, scales sprung forth, and decide to harm anyone, his Gambatein (see Appendix) will
their fur and teeth grew to great sizes. Garme, Gryms, and lose all its power.
Rimklove learned to breathe fire. Grafte died in horrible He knows that four secrets are required to escape the
pain. The litter always stayed together until the day when forest; the questions for secrets 1, 2, 3, and 5; and the
Blodughadda encountered Stofeng and slew her in single answers to secrets 2, 3, and 5. He needs only the answer
combat. He took care of Garme, Gryms, Rimklove, and to secret 1 to be able to leave the forest. He knows that the
Tovmane, and they swore their allegiance to him. raven is the key to all secrets in the forest.
In this adventure, only Rimklove has followed A hundred years ago, he made a bet with the raven about
Blodughadda through the portal to Wildheart, and who would win a game of Kroke’s squares. If he won,
therefore it is the only dragon warg the characters can the raven would tell Kvaler all the secrets. If he lost, the
encounter here. The name Rimklove means “frost cleaver” raven would receive his gambatein. A condition for the bet
in Vrok. Rimklove is a large wargbest, with AC 15 and 45 was that Kvaler was not allowed to leave the game until
hit points and the following changes: someone was declared the winner. What he did not know
at that time is that a game of this type is incredibly lengthy.
Dragon Warg Skin Kvaler will attempt to lure the characters in with a trail
Rimklove is immune to all magical and non-magical cold. to Runvid’s cairn since he does not have the answer to
secret 1. He will also attempt to lure them in with the three
Action: Fire Breath (recharge 6) secrets he already knows the answers to.
Rimklove can spray a 15 feet cone of fire from his What he does not disclose is that if a character gives
enormous gape. All creatures in the area must make a him the answer to a secret, he will use his witchcraft
DC 15 Dexterity save. On failure, the target takes 3d8 fire to immediately leave the forest and trick the PCs out of
damage, half damage on successful saving throw. making their own escape.
If they walk up to the glade, Kvaler will look up and say:
“No, but see, have we not received guests in our great
KVALER AND THE RAVEN forest? Tell me, wanderers and seekers of luck, are you
perhaps only lost souls such as myself, tricked into this
madness? Tell me, how shall I win my game of Kroke’s
The forest has grown thicker and thicker. For half a day squares against this master of masters? I stand before the
you have wandered through nearly i­mpassable terrain. choice of moving this piece and win and yet lose, or not
Blocks of rock, harsh bushes, marshes, chasms, yes, move the piece and lose but win. What would you do in
everything seems hell-bent on stopping your way my stead?”
forward. ­Unexpectedly, a magical light appears in the All eyes turn toward the characters. Kvaler does not
dark forest. As many as fifteen trolls stand in a circle, say this because he wants an answer, but more as a kind
their backs turned to you, staring at the magical light. gesture and an invitation to the place where the game
One of them turns around toward you, looking bothered. takes place. Whatever the characters say, Kvaler will

37
laugh somewhat sadly and say: “Yes, that strategy has
already crossed my mind.”
Kvaler’s “gambatein” (wand) is what is glowing in the
forest.
Fifteen gray trolls, Kvaler, and the raven are in the small
opening in the forest. The gray trolls live nearby and usually
stop by once a day to see if any progress has been made
with the game. The gray trolls are led by Domhark (see
Appendix). He believes that Kvaler will lose the bet and the
raven will take his wand, at which point the wizard will be
easy prey for the trolls. Domhark is especially interested in
the rings that Kvaler wears on his left hand. He has heard
that they make their wearer immune to witchcraft.
With his wand, Kvaler has managed to stop time for
everyone in the glade besides the raven in the hope that the
bird will grow old and forfeit the game. The raven, however, is
actually an old elf in the shape of a raven and cannot die from
old age. The raven can leave the glade at any time to get food. It
will never reveal its true form but will fly away if trouble arises.
Kvaler does not know that the raven is an elf.
Kvaler is not interested in teaching the characters how
the game Kroke’s squares works, but rather pushes the
conversation toward what the PCs are doing in the forest.
The wizard tries to figure out how they can help him
find the last secret that he needs to leave the forest
without losing his wand.
If the characters decide to help Kvaler, he will
throw three acorns to them and tell them to walk for
three days carrying the acorns. Thereafter, they will
reach Runvid’s cairn. To get back, the PCs must walk one
day and throw one of the acorns, then walk another day
and throw the next acorn, and on the third day they will
find their way back to Kvaler’s glade.
In a negotiation, Kvaler will consider giving away one
of his magical rings (the dragon ring (see Appendix)) to
learn the last secret.
If the characters choose to bring one of the secrets to
Kvaler, he will try to learn about it before he gives away
his ring. Thereafter, he throws the ring into the air and
disappears. If the trolls are present, they will throw
themselves onto the ring or try to take it from a character
who snatches it first.
If a player character tries to identify the board or
remember a game called Kroke’s squares, the effort is futile.
It is a forgotten game from long ago, and the adventurers
find no logic whatsoever in the form or design of the game. smart. He has become the leader of the trolls through both
threats and promises, though his leadership has been
DOMHARK questioned many times lately.
Domhark spends the greater part of his day in the glade Domhark knows that secrets are required to get out of
with the other trolls. For a troll, he is unusually sly and the forest, but not how many; the question for secret 7; and

38
the answer to secret 7. Domhark has a trail to Oltur’s den. Domhark wishes for the characters to kill Kvaler.
The trail is to carry the tooth of a brut hog. Domhark will not seek contact with the characters until
Domhark will use his knowledge well. Anyone who the second time they enter the glade.
wants to take part in his knowledge will have to pay a high The gray trolls are led by Domhark, and if he disappears
price in terms of currency and other valuables. Most of all, or dies, they will flee the forest.

39
LINDWURM The lindwurm knows what secrets 1 and 8 are, along
with the answer to secret 8. The lindwurm has a trail to the
braskelwurm. The trail is a skeletal bone that a wanderer
A great opening in the forest presents itself. From the must carry for two days to reach the braskelwurm. The trail
brown earth, the fertile vegetation has been replaced only works when one is trying to get to the braskelwurm
with skeletal parts and random objects that have found and not back to the lindwurm.
their way up from the soil. At the farthest part of the
glade, an imposing rock towers. On its upper side rests OLD BURIAL SITE
a strange and horrifying creature. Its white lizard-like
body slithers, and a pair of evil eyes lay their horrid gaze
upon you. A cold wind sweeps past and makes you want to pull
your cloaks closer to your bodies. It is no normal wind.
In the glade lives a lindwurm. The rock on which it rests Not a normal cold puff that the shadows of the forest
rises more than 24 feet and is covered in the creature’s provide. It is a wind carrying ancient secrets and bloody
droppings. Anyone who is within 120 feet of the wurm memories. From the lush soil, skeleton parts stick out as
must make a DC 15 Wisdom saving throw or take one if you have arrived at a burial site turned upside-down.
level of fear. A creature can repeat the saving throw at What you first believed to be normal rocks covered in
the end of each of its turn. If a creature’s saving throw is moss you now recognize as overgrown tombstones.
successful, the creature is immune to the wurm’s frightful
presence for the next 24 hours. On a small cairn, a large tombstone stands with
The lindwurm rests upon a considerable treasure on an inscription. A character that can read Vrok can
the great rock. The items once belonged to a wizard who determine that it says: “Stormi, Stormi, stand by our
foolishly underestimated the greed and evil of the beast. side” in Northvrokian. One who looks more closely at
Under the lindwurm, one can find the following: the stone also sees the following (which is the answer
for secret 6):
✦ Three magical scrolls: the Vitner spell Glyph of Warding,
Bind and Stone Walk. Without regret or fear we fought. Without fearing our
✦ Swan feather: (see Setting Companion) killers we fell. For he who is called the warrior of Death
and our leader, Drej Blackfire, carried us under the
The lindwurm does not shy away from a fight but will wings of fear when we were knocking on Stormi’s gate.
keep its position on top of the great rock for as long as
possible. From there it will attack with its long tail. With If the characters say Drej Blackfire’s name out loud
its tail the lindwurm can reach the ground and an area of (which they probably will between themselves), they will
10 feet around the great rock. awaken him from his slumber. Drej is a barrow wight and
The lindwurm will not fight to the bitter end but instead the guardian of the burial site. He will immediately attack
will slither down into its earthy den, which can be reached one of the characters who looks strongest and bravest.
from a long and narrow passage from the upper side of After 1d3 rounds, Drej will call upon his skeleton warriors,
the great rock. If it needs to escape from the den, it can do which after another round will join the battle (if it is still
so through a narrow passage that leads back up into the going on). If the characters run away from the site, Drej
forest close to half-a-mile from the rock. will turn away and disappear into the cairn.
In contrast to other lindwurms, this one can speak in a It is Wildheart’s thirst for blood that keeps the undead
hissing voice. alive. None of the former holy warriors have kept their
The lindwurm is greedy and will ask for payment before prayers since they ended up in the grasp of the forest.
revealing any secrets. It demands that the characters kill
the braskelwurm, take Kvaler’s “gambatein,” and bring it DREJ BLACKFIRE
four delicious goblins before it will reveal what it knows. Drej Blackfire came to the forest with his eight Knights of
The lindwurm is sly and cunning. The characters must the Iron Hand more than 150 years ago. During a brutal
be sharp of mind since it will try to trick them. As soon battle with the forest trolls that were living in the forest
as the characters agree to something, the lindwurm will in abundance at that time, all but one holy warrior fell.
summarize the agreement and add new conditions to it. The remaining warrior had the tombstones raised in his

41
brothers’ honor before he was engulfed by the power of 1. CHAMBER OF THE DRAGON
the forest and the hunger of the dark dwellers.
Drej’s armor is a fully ornamented Gerbanian armor with Great stalactites hang from the roof of a giant cave
the corresponding symbols. If sold, it brings double the room. A horrid stench of sulfur meets you when you
value of a normal full scale-plating armor. Any character leave the warming air outside the cave and step into
who decides to keep the armor and wear it had better be the darkness. The cave is almost completely covered
prepared to sacrifice his life if he meets a holy warrior in darkness, and the daylight cuts in like sharp knives,
from Gerbanis (that is, unless the PC is also a sworn holy revealing walls burned black and coins of copper
warrior of Gerbanis). spread out over the floor. A huge skeleton sprawls
unnaturally on the ground and makes you all catch your
KNIGHTS OF THE IRON HAND breath and marvel at its great size. A dragon skull as
Dressed in rags and remnants of rusty armor, eight large as a small house stretches toward the light as if it
sálheles, skeleton-like cadavers, rise from the ground, were the skull’s only chance of remembering its former
ready to serve the warrior of death. power. You gaze at the gigantic skeleton and shiver
at the thought of what this draconic beast could have
OLTUR’S DEN wrought once upon a time and what power it wielded
in its terrible conquests. A monstrous rib cage finds its
way up into the darkness and makes the skeleton looks
A shining object awakens your senses from the hypnotic like a shipwreck whose fate was sealed a long time ago.
radiance of the forest, which is glittering in sunlight
and copper. The moment feels enchanting when the When Elmtongue settled in the forest, he found the
rays of the sun cut their way through the crowns of perfect cave to dwell in. At that time, forest trolls lived in
the trees and hit the ground and the coins of copper the cave, but with his fire, the dragon did not have a hard
that lie spread out on the bed of moss. In front of you, time convincing the trolls who was the rightful resident.
great chunks of darkness break up the terrain, and Oltur has gathered just about the entire treasure. He
an enormous cave opening in the wall of a mountain has also pulled out the dragon’s teeth and harvested the
changes up the landscape. skin that was still in place when he arrived. The treasure
is hidden in room 4. Oltur let the copper coins lie scattered
about; there are a total of 1,000 coins in the different
The characters have come to Oltur’s den. The cave was rooms.
once the dragon Elmtongue’s lair and quarters. The cave is very echoey, and if the characters do not
Oltur came to the forest some thirty years ago. Like succeed in sneaking through the rooms, Oltur (who is
the characters, he was an adventurer that was drawn residing in room 2 and has passive perception 10) will
into Wildheart. Wandering aimlessly, he was hungry and make his way to room 1. He will hide in the shadows and
confused for nearly five years before he found Elmtongue’s shout words of warning to the characters.
old cave. Here he has remained since. Oltur will do everything in his power to convince the
Oltur has gathered all of Elmtongue’s treasure and hid characters not to come farther into the cave, which he
them in the rooms of the cave. claims as his personal and private property. As a last
For each day that passes, Oltur grows more greedy and resort, he will go into battle with the PCs. Oltur will not
weary over those who would seek to take the treasure fight to his death. Instead, he will use his ring to flee if
from him. It has been a long time since Wildheart allowed they manage to overwhelm him. It teleports him to a small
anyone to find the cave, and when the characters show up, hiding place in the forest outside the cave.
Oltur will be very surprised. He has become slightly mad Oltur promises to reveal his secret if the characters
due to his loneliness and his enormous riches. Nowadays swear by their holy gods that they shall leave the cave. He
he barely dares to leave the cave to gather food and would knows the answer to secret 3. (The answer is “no.”)
rather live off the rats that dwell in the cave than leave it. Oltur found a magical mace in Elmtongue’s pile of
treasure and carries it in his belt at all times. The mace is
✦ Oltur has one of Goldglitter’s pearls. a +1 magic weapon.
He also carries Wistel’s magical ring of teleportation,
which allows its wearer to teleport to a place of his

42
2.

1.
3.

0 65 feet

4.
choosing within 1500 feet. The wearer must have visited ✦ Three magical scrolls: The first one contains the spell
the place before and know what it looks like. The ring can Enchant Object, the second Bind, and the third Soul Sight.
be used once per month.
3. CAVE OF WASTE
2. OLTUR’S CHAMBER This cave is full of bones and remains of animals that Oltur
has eaten. It also serves as his toilet and smells horrid.
The light from the torches that sit in the walkway
casts long shadows in a small chamber that has been 4. TREASURE ROOM
decorated with a great bed in one of its corners. A table The room is empty and, like the other rooms, it has a flat
and four chairs stand next to the bed, and a burning earth floor. Underneath the floor is hidden the great dragon
fireplace sends waves of warmth into the moist cave. treasure. Oltur built a lower room beneath the floor, and
anyone who wants to get to the treasure must dig through
Here lives Oltur (use the stats for Berserker, see Setting 60 centimeters of hard earth and pull up the strong
Companion). Except for the skins of bear hide in his bed planks that make up the roof of the lower room. To find
and the magical scrolls in hidden compartments of the the treasure room, the player characters must make a DC
table, there is nothing of worth in the room. To find the 15 Intelligence (Investigation) check with a disadvantage
hidden compartments, with a successful DC 15 Wisdom to figure out that the floor isn’t all that it seems and that
(Perception) check, the player characters spot it. Oltur was digging in the floor some time ago. Only allow
In three smaller barrels by the entrance, Oltur has this check if the player characters are actively checking
stored two dead rabbits and five rats that he has caught out the floor.
in the cave. This is an huge treasure hoard and could easily
unbalance your game. If you as a game master want this
✦ Treasure to happen, you should be careful to calculate the weight of
✦ Bear hides: Each hide is worth 10 silver coins. There are the treasure. You can fill the treasure room with some of
three bear hides in the room. this and some of that.

43
RUINS The little, and now ruined, village once was made up of
five living houses and a smaller house of prayers. It was
here that the cult of blood lived and sacrificed. An altar
Darkness has set upon the forest, and a sporadic that looks like the one in the marsh (see the “Sacrificial
rainfall now hits the canopy. Just as you decide to set up Place in the Marshlands” encounter on page 52) stands in
camp for the night, light a warm fire, and fill your empty the middle of the village.
bellies, you are met by a most unpleasant sight. From If the characters investigate the houses, they will find
the darkness rise ruins of ancient buildings. a great pile of skeletons in the house of prayers. Here
the remaining members of the cult of blood decided
The ruins rest upon a crag, surrounded by a pit that falls to take their lives and make a lasting bond with their
more than 300 feet into darkness. It is 30 feet out to the dark gods when they understood that they would never
crag and a shaky hang bridge leads out to it. The bridge leave the forest and live a free life again. In a great stone
can hold 150 lbs. coffin lies a large number of weapons that the followers
Among the ruins grow large golden anemone (see the of the cult once used. The weapons are rusty and close
“Farm Wight” encounter on page 30). A person proficient to unusable (the weapons are of poor quality).
in Intelligence (Nature) can immediately see that these are When night falls, Wildheart will awaken the sálheles so
golden anemone. They are big and beautiful, shimmering that they live again. If the characters are still on the crag,
with gold and very rare. they will be assailed by 1d10 + 5 sálheles.

0 10m

44
RUNVID’S CAIRN The cairn is chiseled out of the purest parts of the
mountain. All the walls, ceilings, and floor are made from
massive, polished gray stone. The corridors are 6 feet high
A moss-covered staircase leads steeply up to a small and 6 feet broad. It was built by dwarves to house dwarves.
opening in the mountain itself. In the shadows of the The corridors make it impossible to fight with any type of
opening you can glimpse a heavily set iron door with close-combat weapon that requires two hands (excluding
great locks. spears). The rooms have a ceiling height of 5 feet.

A long-lasting war between the dwarves of the Trollridge ENTRANCE


Mountains and forest trolls from Wildheart made the A rune snake is carved into the mountain above the heavily
dwarf king Runvid Kallhamre decide to enact a campaign set door. With a successful DC 12 Wisdom (Perception)
of cleansing. Unfortunately, Runvid died in the middle of check, the player characters spot the following text in
the forest after a violent clash with the forest trolls. His Futhark:
brother Ivin Kallhamre built a crypt and buried Runvid in
it. At the cairn itself, he forged a rune shield with the rune Runvid Kallhamre dead and buried. Protected and
of freedom in its middle. remembered for great deeds. By Bojorn we testify.

6. 5.
7. 2.
4.
3.
1. 2.
3.
2.
8.

2. 9.
2. 2.
0 24 feet

45
With a successful DC 20 Strength (Athletics) check, characters discover a rune. The rune says “Watcher.” If
the player characters manage to breach the door, or, there is a dwarf in the company, there is a great chance
alternatively, with a successful DC 15 Dexterity check and that he knows not only what the rune means but also
use of thieves’ tools, the player characters manage to open what it symbolizes and knows that the rune is used to
the door. Only one person at a time can stand in front of warn other dwarves that there are traps in the cairn.
the door. With a successful DC 10 Intelligence check, the dwarf
also knows that by destroying all the guardian runes will
1. STAIRS be disarming one or more traps (the deadly trap (6) will be
disarmed).
A straight corridor leads into the darkness. Its walls are
covered in runes from the floor to the ceiling. Each rune 4. ARMOR CHAMBER
is filled with silver, and the corridor glitters in silver On all the walls of the room hang weapons and shields.
from the light that is let in. This is an armor chamber that was built into the cairn.
Most things are unusable and only for ceremonial use. If
A steep set of stairs leads into the darkness and up to the characters want to use any of the weapons or shields,
a wall of stone. At the end of the wall (number 2 on the they are of poor quality due to age. Axes are clearly the
map) there is a trap in the form of a seemingly bottomless overrepresented weapon in the chamber.
pit that opens up when someone touches the wall at the
end of the corridor (see below). With a successful DC 15 5. SKULL ROOM
Wisdom (Perception) check, the player characters see the The room is filled with the craniums of the forest trolls
trap. The trap is as broad as the corridor that stretches that the dwarves killed. Nothing else of interest can be
from the stairs to the farthest wall. found here.
Just before the beginning of the stairs, there are
two secret doors. With a successful DC 14 Wisdom 6. DEADLY TRAP
(Perception) check, the player characters discover the When someone steps on the trap door, the trap is sprung.
doors, only if they are actively searching for secret The trap is a 30-feet deep shaft in which two enormous
doors. The doors consist of big rock blocks that are manglers are set in motion at the moment that the trap
shoved ahead until one can glimpse the guardian door opens. The manglers are made of stone and covered
hallways. Two people can stand in front of the blocks, in big stone studs. The trap takes up the whole space
and to move them, with a successful DC 18 Strength from wall to wall and there are no edges to walk on or
(Athletics) check (they can use the Help action, despite hold onto.
the narrow space). Anyone who falls down into the hole has a chance of
surviving by landing on one of the manglers. Doing this
2. TRAP requires succeeding on a DC 15 Dexterity (Acrobatics)
A murder hole with a trap hatch opens to anyone who check or a DC 15 Strength (Athletics). Each round
steps down from the stairs. The hole is 5 feet broad, 12 that the character spends on top of the mangler, there
feet long, 15 feet deep, and filled with spears. Anyone who is a risk that he, his equipment, or his clothes will get
falls down in the hole takes 2d6 in falling damage, and 1d4 stuck in the mangler. Each round while on the mangler,
spears run through that character. Each spear deals 1d6 the character must perform new skill check (as above)
points of damage (the damage is different than a normal to avoid getting stuck. Anyone who gets stuck in the
spear because these spears are old and will break). Note mangler takes 2d10 piercing damage per round.
that several people can fall into the trap. With a successful The trap can be disarmed by destroying the guardian
DC 14 Dexterity save, the target manages to prevent itself runes on the statues in the guardian hallway (see 3, above).
from falling. All runes must be destroyed.
If someone disarms the trap and takes a closer look at
3. GUARDIAN HALLWAYS the manglers, they will see that they are covered in runes.
The statues are made of stone, carven in place. They The runes are holy and make the trap function.
cannot be moved. Half a day after the trap has been sprung, it is restored to
Each statue carries a rune on its chest. With a its original position and ready to be sprung again.
successful DC 12 Wisdom (Perception) check, the player

46
7. RUNVID’S TOMB (a hammer and tough gloves or a pair of forceps) can
reforge blank weapons on the anvil. It takes one hour per
When you enter the room, flames of fire burn eagerly weapon, and two-handed weapons take two hours. The
from great bowls of oil that hang from the roof. They blacksmith must perform a successful DC 15 crafting
cast long and scary shadows upon a great pile of rocks. check to succeed. Weapons that are forged on the anvil
A gleaming shield made from the finest metals hangs as become magical, and one of the following attributes
a symbol on the wall behind the mound of stone. Each transfers from the anvil to the weapon in the form of a
stone seems to have been carefully chosen and have a rune (roll 1d6).
smoother surface than the corridors and hallways that
you wandered through. Above the shield there is a text
in silver runes. RUNE ATTRIBUTES
1d6 Attribute
The text requires that the one reading it can read Futhark. 1 The rune does not work.
The runic text says:
2 The weapon makes its wielder greedy and vengeful.
Hereth rests Runfwid Kallhamre, by us called Runcotta 3 The weapon has a healing power. It heals 1d3 hit
points once per long rest but only the wielder.
Kaxibal by the shield protected.
4 The weapon makes its wielder blind for as long as he
This is Runvid’s tomb. Runvid himself lies embalmed carries it.
beneath the mound of stones with his ceremonial burial 5 A critical hit with the weapon is rolled on 19-20.
axe beneath the great beard. Anyone who in any way 6 The rune is too powerful and forces the weapon to
moves or forcefully touches one of the stones in the mound fall apart.
will be punished with a bolt of lightning shooting from the
shield that hangs on the wall. The bolt has +5 attack bonus Note that the characters do not necessarily know
and does 2d8 lightning damage. The bolt is fired each time the attributes of the rune transferred to the weapon. To
someone tries to move a stone. understand the rune, it is required that a Thuul dwarf
The shield is stuck to the wall of the mountain and looks at it and explains its meaning. With a successful DC
cannot be removed. With a successful DC 12 Wisdom 15 Intelligence (Religion) check, the thuul understands
(Perception) check, the player characters spot the rune in the rune.
its middle. The anvil has an enchanting power on a blacksmith who
To read the rune, the player characters must be able to uses it. Each hour that the blacksmith hammers away on
read Futhark. The shield carries the rune “Freedom” and the anvil, he must make a DC 15 Wisdom saving throw. If
is the answer to secret 1. the roll is failed, the anvil confers one level of exhaustion
unbeknownst to the blacksmith. The blacksmith at that
8. SMITHY point gets a wild look in his eyes and keeps frantically
The smithy is a large square room with four large statues hammering, frothing, and gritting his teeth for another
that hold up the roof in the four corners. In the middle hour.
of the smithy stands a huge anvil on a rise in the floor.
The anvil is covered in runes and snakes that slither 9. TOMBS
around its foot. The runes carry a troll power, and the These are tombs for the three dwarves from Runvid’s
snakes symbolize the god Yukk. With a successful DC guard that fell with him in the battle against the forest
15 Intelligence (Religion) check, the player characters trolls. Only their skeletons remain beneath the mounds of
recognize this. stone. Each one has a ceremonial axe lying on its chest.
If there is a dwarf in the company, they know that these In one of the tombs, there is also a banner of a red-brown
kinds of anvils transfer runes onto the weapons that are color with a silver emblem. The emblem is in the shape of
forged upon it. They do not know what these runes are or a shield and a bolt of lightning.
how they work if they are not a thuul (what the runes do is
up to the game master to decide).
If someone puts a weapon on the anvil, it will start
to glow with a power. A blacksmith that has the tools

47
SACRIFICIAL PLACE The sacrificial place has been in the marsh since the cult
of blood built it some five hundred years ago. At that point,
the cult was almost completely smashed by Gerbanis,
After hours of wandering the moss-covered ground with and many of its followers were boiled alive. To avoid total
the ever-present green of the forest closing in around extinction in the campaign of purging, they sought refuge
you, a new type of landscape begins to take form. It feels in Wildheart, never to return to the wider world. Here in
as if the forest in one sudden turn has transformed. the marshlands they lived and sacrificed while calling for
Where the green and the moss used to lie like a thick the dark god. Today the sacrificial place bears witness of
rug over the entire terrain, there is now water, black and the long-gone presence of the cult.
cold. The only things that assure you that you are still in The ground of the islet is covered in long yellowed and
the forest are the trees that shoot up and their massive moist grass. In the midst of the islet stands the huge stone
trunks of ancient witness that stand like chess pieces altar, with a slab of stone that is thicker than a short sword
placed with strategic care. A light fog lies like a gray lid is long, with a length that is enough for a fully grown man
over the entire marsh, and you dare not think about what to lie upon it. Thin but deep grooves are chiseled in a
lurks beneath the surface of the water. Somewhere out quadratic pattern on the board.
in the marsh, you hear a muffled plunge, and a bird takes On one side of the altar is a small hidden compartment.
off from a branch. The fog slowly swirls in around you, With a successful DC 12 Wisdom (Perception) check the
soon enveloping you entirely. player characters discover it. The hidden compartment
contains a black knife with a wave-shaped blade. In the
After only a few moments, the fog disperses again as fast compartment there is also a trail. It is a poem, and if one
as it appeared, and the characters discover that the marsh reads it, one can walk upon the trail to the ruins. The poem
now stretches out in all directions. is written in old Estiatic. It says:
The depth of the water in the marsh shifts from around
2 feet to several feet. The water is completely black, Our forest promised | that we who were advanced | in
and from time to time the characters can hear a slight blood and tribute would find | our way back in each fog
splashing a bit farther ahead.
No matter in which direction the characters continue The one who reads the poem is soon enveloped in a thick
their journey, after three hours of travel they discover a fog. Anyone who walks in the fog for half a day will come
path of carefully placed rocks. The rocks are slippery and to the Ruins. The trail also works for travel in the other
covered in green algae. Characters who try to get up on direction (from the Ruins back to the Sacrificial place).
the path must succeed with a DC 15 Strength (Athletics)
check to keep from falling into the black water. THE GIRL AND THE WHISPERING
After five minutes of walking on top of or next to the path
of stone, the PCs will reach the sacrificial place:
Everything is tranquil. The forest, despite its constant
Up from the fog in front of you rises a small islet with presence, feels desolate and lonely. The ancient bark-clad
a solid foundation of stone. Its four sides are rounded pillars and the vegetation around them seem emptied of life
by small wreathed oaks. Their branches are completely force. You try to get a glimpse of the tranquility and silence,
leafless, and their black bark makes the trees look like but the forest takes a hold of you and makes you tired. You
they have been burned. From the lower branches of feel the shadow´s eyes are watching you. Someone sits
the trees, chains dangle in the weak wind. The marsh leaning against a tree. It is a little girl. Her once-rosy face
is hauntingly quiet, and only the howling of the wind and full cheeks have long since been exchanged for a vision
reveals that time has not stopped. of death. A frail sound breaks the silence, and through your
gasping breaths you can hear the buzz from the dragonflies’
Just as the characters step onto the islet, those who have beating wings. They are whispering. Whispering so low
been sacrificed will rise up from the water to attack. They that you have to stand completely still to hear it: “Heeelp ...
are called by Wildheart and are the souls of the ones who Heeelp ... mooother ... faaather ... heeelp!”
were sacrificed upon the altar by the cult of blood and then
thrown back into the marsh without a proper funeral. In The girl’s name was Eyleeg, and she got lost and died more
total, 1d2 draugrs will attack from different directions. than a hundred years ago while picking berries for her

48
mother and father. Eyleeg does not know that she has died
and been wandering around in the forest as a diser, a ghost.
Eyleeg knows that it takes four secrets to get out of the
forest, and that there are mock secrets, but not how many or
what they are. She knows the question to mock secret 3, but
not that it is a mock secret and really the answer to secret 5.
With a successful DC 15 Wisdom (Insight) check, the
player characters understand that Eyleeg is dead.
If the characters convince Eyleeg that she is a diser,
she will dissolve and disappear. With a successful DC 15
Charisma (Persuasion) check and some good roleplaying,
they succeed in convincing her.
Eyleeg will temporarily come back the next night as a
diser. Behind her they can make out the shape of a ghostly
bear. As thanks, she will tell them that it takes four secrets
to get out of the forest. Eyleeg will also warn the characters
of the dark dwellers and how and why they awaken. After
that, she and the bear dissolve and never return.
If the characters do not convince the girl that she is dead,
one of them will be haunted by her whispering every night.
Choose one player character that Eyleeg starts to haunt
every night. With a successful DC 15 Wisdom saving throw
the player character shrugs of the haunting of Eyleeg. If the
roll is failed, the player character does not gain the effect of
long rest and gains one level of fear. After three successful
saving throws, the whispers will go away. The whispers also
go away if the victim leaves the forest or buries the girl.

TIMIL’S ELK

The heavy beating of hooves and broken branches echoes


in the darkness. A mighty shape edges out of the grip of
the forest. It is an enormous white elk, and the antlers it
bears are worthy of the mightiest of kings. It stops and
turns its enormous head toward you. This is its forest.
You can feel that even Wildheart treats this creature with
reverence and respect. With a couple of great steps, the
white elk disappears into the forest and the embracing
veils of silence. It is gone as fast as it appeared.

Anyone who manages to track the elk ends up at Timil’s


hut. With a successful DC 12 Wisdom (Survival) check,
the player characters manage to track the elk for one
hour. It takes three hours to get to the hut. Even if you
play the forest as closing in around the wanderers, you
should let the characters track the elk if they succeed on
the Skill rolls. The white elk inspires great respect in its
beholder, and Wildheart itself honors the great elk and lets
it wander freely in the forest.

50
51
TIMIL’S HUT Timil also has a small trail down
to the lake where he catches fish.
The characters come to a small crag that lies in an opening When he carries a branch from a
of the forest. Here lives Timil. He is a quiet, pipe-smoking fir tree and thinks about the lake,
dwarf without a beard. he will reach it, and when he
In the middle of the crag stands a small hut made of carries the branch and thinks of
wreathed branches and strange, withered wooden planks. his hut, he will get home.
Hides hang on scaffolding around the hut to dry, and a Timil has successfully tamed
small fire is burning by the opening of the hut. When the a great white elk and sometimes
characters arrive, Timil either sits inside his hut smoking he rides it to travel faster.
his pipe (1-3 on 1d6), or is in back of the hut cleaning fish
(4-6 on 1d6). He caught the fish in a small lake that can be TROLL PEARLS
glimpsed from the small hill where he lives.
Timil is starting to get old. How long he has been in the
forest, he has forgotten, but he believes that it must be “Shhh, quiet, I heard something.”
close to fifty years. He came down from the Troll Mountains You stop for a moment, listening.
in the west to hunt smaller game in the forest and was “Something was heard. Light as
trapped by the curse. Timil does not fully understand a song.” The forest lies heavy and
what it takes to get out of the forest, but he believes that melancholic over your senses.
someone must solve some sort of secret. How long have you wandered
It has been a long time since Timil has seen anyone without hearing anything but the
in the forest, and he will be quite surprised when the mysterious sounds of the forest?
characters show up. He will be very careful and speak with It’s as if you have been devoured
few words. At all times, he keeps one hand on the axe in by it, as if the dark forest decided
his belt. which way you were to go without
Timil will reveal what he knows only if he feels that he giving you a say in the matter.
can trust the characters. He wants them to promise that You stand petrified, listening
they will bring him along if they find the secrets. Timil does for the sound that one of you
not want to join the characters now but instead demands heard, turning your heads to
that they will come back for him later. hear through the compact
If the characters and Timil reach an agreement, he will murmur of the forest. Yes, now
say that he wants to think about it for a while on his own. you heard it again. “Over there,”
After that, he goes down to the forest lake and will not someone says while pointing.
come back until the following day with an answer. “It came from over there.”
Timil knows the answer to secrets 1 and 3, and that From the light of the forest,
there are mock secrets in the forest, but not how many or the vague sound of ringing tones
what they are. Timil has trails to the dwarven stone and can be heard coming from a voice
the lake where he is fishing. that is so beautiful that it makes you think
The trail to the dwarven stone is a short lay: of summer meadows and tearful goodbyes.

Soft ground under foot | How shall I, a son of Borjorn, The characters hear the sound of a song penetrating the
gain penance | Travel long day through rain and slop moss and mold of the forest. As long as they hear the song,
| Find my way homeward without stop | The anvil of they can follow the path that leads to a little waterfall.
home if without threat| Hard ground under foot I shall There sits Goldglitter, singing a song so beautiful that the
not fret characters must make a successful DC 15 Wisdom saving
throw to avoid being bewitched by it and sitting down on
It is an old dwarf lay, and by chance Timil discovered the moss-covered stones to listen.
when he was singing it that he came to a tall dwarf stone. Goldglitter is a king troll in the shape of a little girl with curly
The lay also works to get back from the stone to Timil’s blonde hair. He tries to lure the inhabitants of the forest with his
hut. song and his appearance so they will help him find his missing

52
troll pearls. There are three pearls, one white, one black, and a little girl who wandered into the forest with her father, a
one red, that once formed a necklace. In a battle with forest hunter, and how he died when they fell into a deep gap, and
trolls, he lost the necklace, and the pearls were scattered all she could not find her way out again. She does not know
over the forest. (Oltur carries one of the pearls in a leather band how long she has been here, but she knows that she met a
around his neck, one is in the hideaways of the braskelwurm, man who promised to take her out of the forest if she found
and one is stuck on a dark dweller that can be awoken.) his lost troll pearls.
Goldglitter needs the pearls because they allow him to Goldglitter says that one of the pearls is carried by the
move freely in the forest without needing to use any paths. half-troll Oltur, and another is supposed to be in an earth
If the characters come upon Goldglitter, he will finish his pit guarded by a creature that can petrify people with its
song and look at them with sad eyes. He will tell the story of eyes. The third pearl, says the apparent little girl, is stuck in

53
the forest, and one must call it forth by cutting one’s hand one was broken in two. In the middle of the semicircle
and dripping blood on the ground while saying “Oh, thou there is a very large rock lying steadily on four knee-
heart, awaken in wildness and you shall be mine.” That high round stones. The stone’s top is completely flat
pearl cannot be called for until one has the other two pearls. and seems to have been smoothly levelled with tools,
Goldglitter promises that if the characters find the pearls, although its surface is so covered in moss and soil that
she will take them to the man who can lead her out of the it is impossible to say more, without a proper cleaning.
forest, and she will take the PCs with her.
If the characters decide to help, Goldglitter gives them a A casual observer would think of this stone as a flat boulder
small flute of bones. She asks them to play the flute if they which has suddenly found its place in the forest, while only a
want to return to this place. better look at it will the reveal the rock to have been built by
If the characters return with the three pearls, the little someone. Cleaning off the moss from a statue will not reveal
girl will insist that they give her the pearls before she helps its original features, since they are so badly weathered that
them. She says that she needs the pearls to get in contact only the very rough humanoid silhouette is discernible.
with the man who will lead them out of the forest. As soon It is obvious that the statues are incredibly old. However,
as she has the pearls in his hand, Goldglitter will transform scant, barely visible, remains of symbols and runes can be
into the large king troll that he really is. seen on some statues, although it is impossible to read them.
Goldglitter has a somewhat unusual color of golden hair, Furthermore, one statue clearly displays something that
hence the name he was given as a child. He is a skilled distinguishes it from the others: a huge jaw-like element with
vitner weaver and will use all his spells in an attempt to flee. large teeth crowning the top of its head. If somebody cleans
Before he fights, he warns the characters to leave because off the moss and soil from the large rock, they can see that
he does not truly want to harm them. He explains that he the symbols carved onto the sides of the flat surface do not
cannot lead them out of the forest, and neither can the resemble the symbols and runes on the statues.
pearls. There is no man to help them, either. Touching, cleaning or investigating these objects may
If the characters have been nice from the start, Goldglitter trigger a supernatural effect in the form of a vision about
can be milder and promise to give them a small gift in return things which happened here long ago.
for leaving. If they agree, first he will tell them the question For every person entering the semi-circle roll 1d20: on a
for secret 9 and mock secret 6, and say that the answer is result of 1-8 that person will experience a vision. Further
of importance to anyone who wants to get out of the forest. d20 rolls are due for those touching a statue, in which case
Then he will toss them a troll’s tooth. He says that they are the effect is triggered on a result of 1-12, while touching or
to chew the tooth to pieces if they encounter a dark dweller. cleaning the flat boulder will trigger the glimpse of the past
If the characters do this when encountering one (or more) on a result of 1-16.
dark dwellers, the creatures will disappear back down into When a character triggers the effect, all other player
the ground. The PC who chews the tooth will suffer a great characters will also experience the same vision. However,
toothache for weeks and lose several teeth. each of them feels to be alone in the scene.
The mental glimpse is a feeling of pure horror and fright.
A GLIMPSE OF THE PAST
Suddenly you find yourself placed naked on the large flat
boulder. You can sense, smell and see everything around
You wander through the forest without any clue about you, but you can’t move a muscle. Above you, you see the
where to go, but just in the hope of breaking out of the stars and you can feel the coldness of the stone. It is an
cursed woodland. Suddenly, one of you stops and points icy winter night. When you force your eyes to see what’s
to a moss-covered statue which is twice the size of a around you, you can see all the large statues which are
man. The statue stands a little at an angle among the around the stone are now not as badly weathered as they
dense trees and it is easy to understand that it has been used to be when you have first seen them. The disturbing
many years since it was erected. When you approach but also unmistakably human features of their faces are
it, you soon discover more statues in the surroundings. now perfectly visible in the light, as the large statues are
They appear to have been positioned in a semicircle in now swimming in fire. It seems as if something flammable
front of a huge rock wall that suddenly towers behind was poured around their bases and then lit. Here and
the dense vegetation. Some of the nine statues are there, torches have also been put in the ground to spread
leaning, one is completely overturned, while another additional light. Between the burning stones there are men

54
and women, standing in bare upper bodies, staring blindly in this place. Chills run on your spine as you realize that
up, towards the sky. Skulls are placed on pillars at the four a mysterious mist is thickening in the area and then you
legs of the altar. All skulls have had their tops stripped to cannot believe your eyes again.
expose the white brain. Fear and horror trembles through A ghastly, large shape suddenly appears on top of the
your whole body. Suddenly the crowd gasps and all lower sacrificial stone. Its body and limbs are shaped like a
their heads. You can hear something swooshing in the human, but with large leathery hands with sharp claws,
night, with the same sound of a wind filling up a large sail. its head and neck is that of a dragon and from its back,
After a while you hear it again and all the stars get lost, as two large leathery wings spread wide. It gives out a
you see the stomach and wings of a large dragon flying over roar and you can hear in your head words spelled in an
the clearing. It lands graciously nearby the rock, raises its ancient tongue, that has not been spoken for thousands
enormous wings and lets out a terrifying roar. of years. But somehow, inexplicably, you understand
Another wave of fear runs through your body. Somehow their meaning as they seem to resonate in your soul:
you just know what dragon that is, and why you are lying “The envy for the great Elmtongue’s power still fills
where you lie. The dragon Elmtongue has come to take its the belly of the spawn of men. You are not Grunfeid
toll from the ancient people of the Wildheart forest and you Sunmane and you will not prevail!” then it leaps down
are its next meal. from the stone and attacks the nearest person.
Elmtongue lowers its giant head and sniffs all over your
naked body, before using its tongue to eat the brains in the
four skulls. Then, almost cautiously, Elmtongue catches you If the characters manage to kill the Dragon Cultist
up with its terrifying mouth, lifting your body up. The breath Wraith (see Appendix), read the following.
of the beast is horrible, as it reeks of death. You can feel
the sharp fangs opening large wounds in your body, but you With the last blow you send the wraith back to the realm
still can’t move or even scream. The drugs they put in you of the dead, this time forever. Nothing but a cold mist
makes you totally aware of what is happening but left you remains of this enemy, whose remains disappear in the air
also completely unable to do anything. The last thing you like if they were made of magical smoke. You have broken
hear is a murmur among the spectators when the dragon the link between Trudvang and Dimhall. A thunder is
tosses you up into the air before ending your life with a bite. heard in the forest and, at the same time, the flat sacrificial
Everything turns black and you wake up from the vision stone brakes in four, with a large cracking sound. The four
with a scream. stones lean inwards from the four round cornerstones like
a bowl. In the middle you find two beautiful objects. One
Every one that experiences the vision must make a DC necklace made of 30 ambers and one leather bracelet with
13 Wisdom saving throw or take one level of fear. a flat onyx. These objects seem to be incredibly ancient
The next 1d6 nights they will all dream the same and, even so, their leather parts did not rot.
nightmare again, which means that they have a hard time
gaining the effects of long rest. If the saving throw is failed, These two objects appear only if the undead is defeated.
that player character does not gain the effect of long rest The objects are magical, and anyone who wears or carries
and gains one level of fear. one of these two objects will not suffer the nightmares
during the following nights, therefore they can normally
You immediately wake up from the nightmarish vision, heal lost hit points.
surprised to realize that you are still alive. The scene Furthermore, if a single person carries or wears both
around you seem to have been turned back to how it was objects at the same times, the following magical properties
when you firstly entered this place. The statues are still will be activated. Carrying or wearing just one object will
badly weathered and covered in moss, while no skulls not activate these properties.
or fresh blood can be seen on the flat stone. However,
somehow you know that what you have seen really
happened here, in this place, so many centuries ago, in a ✦ The necklace will allow the wearer to heal themselves 1d6
mysterious age when the people of Wildheart were subject hit points during a short rest.
to the tyrannical whims of Elmtongue, the dreaded beast. ✦ The bracelet will allow the wearer once per day to reroll a
You start thinking that the vision is all passed but, failed Wisdom saving throw versus a spell or an effect that
inexplicably, you can also feel that something is wrong causes the wearer to take one level of fear.

55
SHIELDMAIDEN Iris does not know how to leave the forest, but before she
encountered the braskelwurm, the party had discovered
the question to secret 3 and the answer to mock secret 6,
You enter a small clearing. The trees seem to give way which she is willing to share with the group, if they allow
for a small crest, where you can see the sky above. Upon her to join their party. Iris is a Stormlander shieldmaiden
the crest you spot a proud warrior, poised and ready to (see Appendix). Alternatively, Iris can be taken over by
fight. As you draw closer to the small hill, you can tell another player, should one player character die.
that the warrior is a female Stormlander, judging by her
armour and shield. Still, she doesn’t move. TREE OF THE HANGED
If the player characters move closer, with a successful DC
13 Wisdom (Perception) check they can see that the woman For the last few moments there’s been a change in the
is not alive but am incredibly live-like statue. If they investigate air. Something different. Something that calls for your
the statue with a successful DC 15 Intelligence (Medicine) attention, yet you can’t put your finger on it. You look
check, they can tell that this warrior-woman was petrified. around, are the trees not as enclosing as before? Is the
With a successful DC 15 Intelligence (History) check, they leave canopy not as thick as before? Is the air fresher here
also know that she must have been here a long time since than anywhere you have been in these woods before? Are
her equipment and clothing shows fashion that is outdated. you perhaps finally becoming free of this cursed forest?
This stormlander woman, Iris Hard-Handed of Fengsale,
was a part of an adventuring party that stumbled into If the player characters look around or investigate, they
Wildheart more than 30 years ago. They encountered the can see that not far from where they are, the woods seem to
braskelwurm, which managed to petrify Iris. The rest of open and give way. As they venture closer, the trees no longer
the group fled and were claimed by Wildheart. The party grow as closely and even spots of sunlight break through the
had discovered the question to secret 3 and the answer to dense canopy. This, however, is an illusion and a trick played
mock secret 6. by Wildheart. Feel free to build up the player characters’
If the player characters remove the petrification, the hopes. If a player wishes to investigate the illusion (they need
woman springs to action. to specifically claim that they do so), with a successful DC 14
Intelligence (Investigation) check, they discover that this is
The warrior woman comes alive before your eyes. not real and probably caused by a powerful illusion.
She draws her sword and calls out: “…ware, that’s a If the player characters fall for the illusion, they stumble into
braskelwurm!” As she notices you, she is a bit taken back a glade where the Tree of the Hanged (see Appendix)is. The
and retreats a few steps, holding her shield up high and her tree is a terrible manifestation of the evil nature of Wildheart.
barda sverd ready to strike. She glances over her shoulder.
“Who are you and where are Tormund and Gunnar?” Finally, you break through the forest. The air smells sweet
and you can almost feel the sunlight warming your skin.
With a successful DC 12 Charisma (Persuasion) check Suddenly, the air grows thick and stale again. As you look
and good roleplaying the player characters manage to calm around, the façade of freedom is torn asunder and mere
down Iris. If asked, she will tell the player characters that 20 feet away from you stands a large, ancient tree, bearing
she and her friends came from Magnerym, travelling south, not a single leave. Hanging from its many branches are
when they got lost in Wildheart. That much is true, however hanged men and women, all naked and their flesh rotten.
with a successful DC 12 Wisdom (Insight) check, the player
characters can tell that there’s more to the story. In fact, Iris Each player character, while staring at the tree, can
and her friends were fleeing from Magnerym, after Torgrim, see themselves hanging in it. Each creature that starts
which was a Vitner Weaver, caused a Surge of Vitner that within 30 feet of the Tree of the Hanged must make a
laid waste to a large section of the town when a massive ball DC 13 Wisdom saving throw or take one level of fear and
of fire erupted and set fire to many houses, killing dozens be stunned until the end of their next turn. The Tree of
of people. Needless to say, the locals were eager to have the Hanged uses its action to create horrid phantasms
Torgrim severely punished. showing the player characters or their loved ones.
She does not know that happened to her friends, the This is a dangerous encounter, where a player character
Torgrim or Stormkelt Gunnar (both perished in the forest). might easily loose their mind and go mad.

56
RESOLUTION
When the characters have explored the forest and its The characters can walk straight out of the forest or
mysteries, places, and secrets, it is time for the final investigate the cot. If they investigate it, with a successful
resolution. To get here, they need the answers to at DC 12 Wisdom (Perception) they will see that an intense
least four secrets. Note that no one else in the forest battle has just taken place there. The door and the
knows what to do with the answers; the characters will ground outside are burned. Three dead forest trolls lie
have to figure that out themselves. with grinning faces in front of the cot’s entrance. Large
trees have been snapped by some enormous force. The
How long it takes the characters to gather the answers elf Kirjonti sits against the cot near the opening when
and solve the riddle of escaping the forest will vary greatly the characters arrive. He is gravely wounded and will not
from one game group to another. Some will solve the riddle make it even if the PCs try to help him with prayers or first
quickly, while others will be stuck in the forest for months aid. Before he dies, he will say the following:
before they understand what has to be done. Some might
never leave the forest. The giant ... he ... they managed, Snowsaga ... The world
When the characters have the answers for four secrets, will ...
read the following text:
He reaches out with his hand and gives a stone to the
The forest’s embracing branches and vegetation fold one standing closest, saying:
away and open up in front of you. A weaving trail
disappears away into the forest. Trees that skirt it seem The Stone of Sagas... our last salvation ... wear it with ...
to bend and bow before the full splendor of the trail.
Kirjonti dies. The PC who takes the stone feels an
The trail leads to the elf Kirjonti’s house, which lies in enchanting power and a warmth fill their entire body. The
the northern outskirts of Wildheart. It takes two days for stone is as large as an egg, completely smooth and light
the characters to reach the house. If they keep to the trail, gray in color. The characters will find uses for the Stone of
nothing will happen during these two days. If they leave Sagas in future adventures in the pursuit of Blodughadda
the trail, they will not find it again until they have solved and the story of Snowsaga.
another secret. Kirjonti is one of the elves chosen by the gods to protect
As a game master, you might want to make the characters the stone Snowsaga. The story of Snowsaga and its
feel the power of the forest one last time. For example, history, we will save for later. What you as a game master
you can let the characters encounter a giant dark dweller need to know is that Kirjonti chose to settle down in the
or the bloodwurm before they reach the trail. It should be forest to protect Snowsaga as best he could. However,
seen as a last attempt by Wildheart to keep the PCs in the Blodughadda, with the help of the Snow Queen, managed
forest. It is up to you to decide whether to introduce a final to solve the riddle of how to get a hold of Snowsaga. It
battle before the adventure can be solved, or whether the was Blodughadda and his trolls that attacked Kirjonti and
characters have had enough of the forest and its terrors. killed him in their hunt for Snowsaga.
After the PCs follow the trail for two days, read the After one of the characters takes the stone, the group
following text: feels an icy wind, and the hairs at the back of their necks
rise. They slowly turn around and see a man with a gray
The dark forest becomes thinner and thinner. The mantle wrapped tightly around his body. The man is
uneven ground starts to plane out, and you can glimpse Wildheart personified. He puts his knotty finger to his
the outskirts of the forest and meadows of flowing grass throat and makes a slicing gesture, as if to show that
beyond. After days of hopelessness and fear before the someone will die. Wildheart is again swallowed by the
mighty forest and its enchanting power, you have finally forest, and the adventure is over.
found the way out. A large moss-covered cot rises on a
hill not far from the edge of the forest, but still under the
overwhelming shadows of the firs.

57
EXPERIENCE POINTS the lindwurm or another creature also managed to escape
and tries to reach the adventurers. Is the curse broken?
The player characters should gain enough experience to ✦ If Kvaler managed to escape, what happened to him? Will
level up to next level when they finish Wildheart and find he feel guilty about trying to deceive the characters, and
the stone Snowsaga. make it up to them by telling them of a great treasure?
✦ Perhaps dwarves from the Trollridge Mountains find out
WHAT HAPPENS NEXT? that the characters have been in Runvid’s cairn and demand
that the PCs return what was taken from it.
Now that the characters have finished the adventure, new ✦ Which secret group did the Dragon Knights belong to?
challenges await them. As the game master, you might Does it still exist today? What was their call, and why did
have a great idea for a new mission for the PCs while they really build the temple in the forest?
you wait for the story of Blodughadda and Snowsaga to ✦ Where did Blodughadda go? Why did his trails in the
continue. The forest is one big tangle, and among other outskirts of the forest disappear? Perhaps the characters
things, the ending leaves a lot of questions. hear a rumor of a large creature moving in the night,
accompanied by a large group of trolls.
✦ Why did Wildheart appear to the PCs and imply that
someone would die? You are the game master, which means you are in charge
✦ What happens with the forest and its inhabitants now that of the game. Use any of the ideas listed above or your own
someone has managed to escape for the first time? Perhaps imagination to create many fun adventures for the players.

The End

May we meet again in the realm of fairy tales.

58
APPENDIX
MONSTERS

BLOODWURM
When at least 30 lives have been taken, the bloodwurm Blood sense. The Bloodwurm can sense the presence and
awakens. It is a terrible undead monster of the rotting body location of any creature within 300 feet of it.
parts of the dragon Elmtongue and other dead animals,
mixed with roots, branches, and bark from dead trees. Actions
The bloodwurm has wings made from twisted branches Multiattack. The Bloodwurm makes three attacks, two with its
of witch lichen, rotted skin, and old spider webs. Due to claws and one with its bite.
its immense size, the dragon can only fly short distances
at a time. Bite. Melee weapon attack: +13 to hit, reach 15 ft., one creature.
When the bloodwurm awakens and rises from the Hit: 18 (2d10 + 7) piercing damage plus 9 (2d8) necrotic
ground, cold shiver runs up the back of anyone in the damage.
forest, no matter how far from the dragon one is.
Claw. Melee weapon attack: +13 to hit, reach 10 ft., one
creature. Hit: 14 (2d6 + 7) slashing damage.
Bloodwurm
Gargantuan undead Tail. Melee weapon attack: +13 to hit, reach 20 ft., one creature.
Hit: 16 (2d8 + 7) bludgeoning damage.
✦ Armor Class: 16 (natural armor)
✦ Hit Points: 350 (20d20 + 140) Death Breath (Recharge 56). The bloodwurm exhales a foul
✦ Speed: 40 ft., fly 25 ft., burrow 40 ft. blast in a 90foot cone. Each creature in that area must make
DC 21 Constitution saving throw, taking 72 (16d8) necrotic
STR DEX CON INT WIS CHA damage on a failed save, or half as much damage on a
24 (+7) 10 (+0) 25 (+7) 10 (+0) 13 (+1) 15 (+2) successful one.

Legendary Actions
✦ Saving Throws: Str +13, Con +13 3 Legendary actions. The bloodwurm can take 3 legendary
✦ Skills: Perception +7 actions, choosing from the options below. Only one legendary
✦ Damage Resistances: necrotic, piercing action option can be used at a time and only at the end of
✦ Damage Immunities: poison another creature's turn. The bloodwurm regains spent
✦ Condition Immunities: exhaustion, frightened, poisoned legendary actions at the start of its turn.
✦ Senses: blindsight 60 ft., darkvision 120 ft., passive
Perception 17 Detect. The bloodwurm makes a Wisdom (Perception) check.
✦ Wound Threshold: —
✦ Languages: — Tail attack. The bloodwurm makes a tail attack.
✦ Challenge: 20 (25,000 XP)
Wing attack (Costs 2 actions). The bloodwurm beats its
The Undying. Each nonundead creature within 30 feet of the wings. Each creature within 15 feet of the bloodwurm must
Bloodwurm must make a DC 16 Wisdom saving throw or take succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8)
1 level of fear. If the target’s saving throw is successful, it is bludgeoning damage and be knocked prone. The bloodwurm
immune to this effect for the next 24 hours. can then fly up to half its flying speed.

59
DOMHARK Horrid Stench. Any creature that starts its turn within 5 feet of the
Domhark is the leader of the grey trolls in Wildheart. He is Grey Troll must succeed on a DC 11 Constitution saving throw or
unusually cunning for a grey troll. be poisoned until the start of its next turn. On a successful saving
throw, the creature is immune to the grey troll's stench for 24 hours.
Domhark
Medium giant (Trollkin) Cunning. As a bonus action, Domhark can use Dash,
Disengage or Hide.
✦ Armor Class: 13 (natural armor)
✦ Hit Points: 52 (8d8 + 16) Low-blow. Domhark does an extra 9 (2d8) damage when it hits
✦ Speed: 30 ft. with a weapon attack if at least one of the Domharks's allies
is within 5 feet of the creature and the ally isn't incapacitated.
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 15 (+2) 12 (+1) 10 (+0) 6 (-2) Actions
Club. Melee weapon attack: +5 to hit, reach 5 ft., one target.
Hit: 12 (2d8 + 3) bludgeoning damage.
✦ Saving Throws: Con +4
✦ Senses darkvision: 30 ft., passive Perception 10 Reactions
✦ Wound Threshold: 8 Troll's Endurance. When Domhark takes damage, it can use a
✦ Languages: — reaction to roll a d12. Add the Gray Troll’s Constitution modifier
✦ Challenge: 3 (700 XP) to the number rolled and reduce the damage by that total.

DRAGON CULTIST WRAITH


The dragon cultist wraith is an incorporeal creature that saving throw or take 1 level of fear. If the target’s saving
preys on the dreams of those that wander into Wildheart. throw is successful, it is immune to this effect for the next
24 hours.
Dragon Cultist Wraith
Medium undead Incorporeal Movement. The dragon cultist wraith can move
through other creatures and objects as if they were difficult terrain.
✦ Armor Class: 15 (natural armor) It takes 5 (1d10) force damage if it ends its turn inside an object.
✦ Hit Points: 76 (9d8 + 36)
✦ Speed: 0 ft., fly 60 ft. (hover) Sunlight Sensitivity. While in sunlight, the dragon cultist
wraith has disadvantage on attack rolls, as well as on Wisdom
STR DEX CON INT WIS CHA (Perception) checks that rely on sight.
6 (-2) 16 (+3) 18 (+4) 12 (+1) 14 (+2) 15 (+2)
Actions
Multiattack. The Dragon Cultist Wraith makes two attacks,
✦ Damage Resistances: acid, cold, fire, lightning, thunder; one with its claws and one with its bite.
bludgeoning, piercing, and slashing from nonmagical
weapons that aren't silvered Bite. Melee weapon attack: +6 to hit, reach 5 ft., one creature.
✦ Damage Immunities: necrotic, poison Hit: 7 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage.
✦ Condition Immunities: charmed, exhaustion, grappled,
paralyzed, petrified, poisoned, prone, restrained Claw. Melee weapon attack: +6 to hit, reach 5 ft., one creature.
✦ Senses darkvision: 60 ft., passive Perception 12 Hit: 10 (2d6 + 3) slashing damage.
✦ Wound Threshold: -
✦ Languages: the languages it knew in life Cold Breath (Recharge 56). The dragon cultist wraith exhales a
✦ Challenge: 5 (1,800 XP) cold blast, which covers a 15foot cone. Each creature in the area
must make a DC 15 Constitution saving throw, taking 21 (4d8
The Undying. Each nonundead creature within 30 feet + 3) necrotic damage on a failed save, or half as much damage
of the dragon cultist wraith must make a DC 13 Wisdom on a successful one.

60
IRIS HARD-HANDED OF FENGSALE TREEE OF THE HANGED
Iris Hard-Handed came to Wildheart along with her
friends, but became petrified after encountering the Tree of the Hanged
braskelwurm. Huge plant

Iris Hard-Handed ✦ Armor Class: 13 (natural armour)


Medium humanoid (Stormlander) ✦ Hit Points: 190 (4d6 + 4)
✦ Speed: 0 ft.
✦ Armor Class: 14 (hide armor, shield)
✦ Hit Points: 26 (4d8 + 8) STR DEX CON INT WIS CHA
✦ Speed: 30 ft. 19 (+5) 6 (-2) 15 (+2) 10 (+0) 10 (+0) 15 (+2)

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 15 (+2) 8 (-2) 11 (+0) 12 (+1) ✦ Senses passive: Perception 10
✦ Damage vulnerabilities: Fire
✦ Damage immunities: bludgeoning, piercing, and slashing
✦ Saving Throws: Str +5, Con +4 damage from nonmagical weapons
✦ Senses passive: Perception 10 ✦ Damage resistance: bludgeoning and piercing damage
✦ Wound Threshold: 8 from magical weapons
✦ Languages: any one language ✦ Wound Threshold: 15
✦ Challenge: 1 (200 XP) ✦ Languages: —
✦ Challenge: 8 (450 XP)

Headstrong. Once per long rest, when Iris fails a saving throw, Terrifying. If a creature starts its turn within 30 ft. of the Tree
she can choose to succeed instead. of the Hanged, it must make a DC 13 Wisdom saving throw, or
take one level of fear and become stunned until the end of its
Shieldwall. When fighting within 5 feet of an ally that is also next turn on a failure.
carrying a shield, Iris's shield bonus to AC is doubled. As a
reaction, when a creature within reach misses an ally that is Action
within 5 feet of Iris and carrying a shield, Iris can make a single Horrid phantasm. Ranged spell attack: DC 13 Wisdom saving
melee attack. throw. On a failed save, the target gains one level of fear and
takes 3d10 psychic damage, or half as much damage on a
Defense. While wearing armor, Iris gains a +1 bonus to AC successful one.
(included in stat block).

Actions
Staaf Spjót. Melee or Ranged Weapon Attack: +5 to hit, reach
5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 3) piercing
damage, or 8 (1d8 + 3) piercing damage if used with two
hands to make a melee attack.

61
MAGICAL ITEMS
although time passes normally. Creatures can remain in
Dragon Ring the area for up to 200 days divided by the number of
Ring, very rare (requires attunement) creatures present in the area (rounded down). When the
✦ This ring bestows its wearer with + 1 bonus to spell attack. time runs out or you use an action to end it, creatures
✦ In addition, once per day you can store 1 Vitner Point in the within the area are yet again affected by time and need
ring, thus your pool of Vitner points is raised by 1. to eat and drink.

Gambatein Icicle
Wand, legendary (requires attunement) Weapon (spjót), very rare (requires attunement)
✦ This wand sheds light like Illuminate at all times. ✦ Anyone touching this weapon without wearing the cadge

✦ While holding this wand, once per week, you can create ring takes 2d10 cold damage.
a 20-foot area centered on the wand. While in the ✦ When you roll a 20 on your attack roll with this magic

area creatures don't age nor do they need sustenance, weapon, you deal extra 2d6 cold damage.

62
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