Professional Documents
Culture Documents
Design Team
Written By: Cody Leigh
The Helm of Radiance © 2020 Earl of Fife Games LLC. All rights reserved.
ZWEIHÄNDER Logo, content and original artwork are copyright ©, Grim &
Perilous Studios, LLC unless otherwise
specified.
PO BOX 50471
Colorado Springs, CO 80949-0471
info@fifegames.com | www.fifegames.com
2
Introduction Scene I
The Cavern of Whispers lies tucked away in the countryside. The Spirit’s Warning
Rumors abound that the cave holds a rare treasure known as
the Helm of Radiance, a helmet with wondrous enchantments.
However, the Helm is supposedly guarded by malevolent Upon entering the cave, the player Chaacters are met with a
spirits. A party of adventurers decides to investigate the cave to distressing sight. Bones are strewn along the entryway all along
recover its treasure and must brave the dangers hidden in the the pathway, some still clutching weapons and tools in their
Cavern of Whispers to succeed. bony fingers. A gust of wind blows hard enough to assault
the senses and cause player Character’s eyes to tear before a
The Helm of Radiance is a single session adventure for Basic Tier shrouded figure appears further down the pathway. A hollow
characters. This is a great starting adventure for a new party voice will echo in the cavern as the shrouded figure warns the
or side quest in low-tier games. The Helm of Radiance can be player characters to turn away or face their demise. Another
used in any Zweihander campaign, or as a standalone one-shot gust of wind blows as the being seems to fade away.
adventure.
Player Characters may press forward without any further
investigation if they wish. If so, proceed to Scene II. However,
The Cavern of some strange discoveries can be made upon studying the cave.
3
Scene II The Blue Door
Many Doors If the player Characters open the blue door, a wave of water
with aggressive sea creatures will wash over the characters. A
(Challenging - 10%) Athletics Test or a (Challenging - 10%)
As the player Characters continue through the cave, they are Coordination Test is needed to avoid the wave. Failure causes a
assaulted by wailing, screaming and ominous noise throughout. player Character to suffer 1d10+1 Damage as the teeth and fins
Each player character should make a (Standard +/- 0%) of the sea creatures' damages them in the passing tide. Nothing
Resolute Test against Fear. A failure will result in 2d10+2 of note exists beyond the doorway after this tidal wave.
mental Peril and 6 Corruption.
If the player Characters open the black door, a strange sucking The Orange Door
energy attempts to pull them into the door way. Players must
make a (Standard -/+ 0%) Athletics Test or a (Standard -/+ If the players open the orange door, the sound of a snapping
0%) Coordination Test to remain on their feet. Whatever rope can be heard as a massive blaze of fire gouts forward from
player Character opened the door may shut it if they succeed. the open doorway. Characters must make a (Challenging -
Afford all players two opportunities to succeed in this Test. 10%) Athletics Test or a (Challenging - 10%) Coordination
Two failures will suck the player Character into the doorway Test to move out of the way of the flame. Failure causes a player
where they disappear into a vortex to be shredded by the character to suffer 2d10+2 fire Damage as they are scorched
pulling energy. This player Character is dead. If any players by the fire. Investigating the room reveals a makeshift cannon
succeed their first Test, they may attempt to use their second that contained the fire as well as a snapped rope connecting the
Test to support another character. If the door is closed after the inside door handle.
first Test by the player Character that opened it, then no further
Tests are needed.
The White Door
If the players open the white door, a blinding flash of light
assaults their eyes. Player Characters must make a (Standard
-/+ 0%) Athletics Test or a (Standard -/+ 0%) Coordination
Test to either weather the assault or avert their eyes respectively.
Failure will cause the players to suffer the Blinded condition for
the rest of the day. Blinded characters may rest away from the
other doors and thus avoid their effects with the exception of
the black door as its energy affects the entire room.
4
The Red Door
Once the player Characters enter the red door, they may proceed to the next scene.
They may also make a (Challenging - 10%) Awareness Test or a (Challenging - 10%) Tradecraft Test if they triggered at least
one of the trapped doors. Success on the Tests allows the player character to use deductive reasoning as they wonder why ghosts
or spirits would need to make traps to protect anything, or how an incorporeal spirit would manage to construct a physical trap in
the first place.
Scene III
The Helm of Radiance
As the players proceed down the red door’s path, they come to an open room with a pedestal dominating its center. Resting on a
fixture atop the pedestal is a brilliant golden helm that shines a bright light illuminating its surroundings. As the players approach
the pedestal, a gust of wind precedes another appearance by the shrouded figure.
The shrouded figure will berate and threaten the player Characters with each step. If the
player Characters continue to approach, the voice of the figure begins to lose composure and
plead with the characters rather than threaten them. Once the players are within 10 yards of
the helm. The shrouded figure moves forward and stumbles over to reveal the contents beneath
the robe.
A trio of kobolds moan discontentment as they stand and look to the player Characters. Another
pair of the little beasts appears behind a nearby boulder idling in the cave. The leader kobold, with
a headdress of feathers to distinguish him from the others, pleads with the players not to take their
treasure and offers to pay them forty gold coins instead on the condition the kobolds are allowed to
leave the cave with the helm.
5
The Kobolds
Player Characters may question the kobolds on several topics. If prompted on why they
were pretending to be spirits, the kobold will explain that the races above ground are
superstitious. Spirits scared people away and the story of the ghost protected their
treasure. If prompted on the traps, the kobold will explain that some treasure
hunters require more convincing than others. If prompted on the bones, the
kobold will say that they did a fair bit of graverobbing to trump up the danger
of the cave. If questioned on the black door trap, the kobold shrugs and says
it was already in the cave when they got here. If questioned on the gusts of
winds, the kobold will snap his nailed fingers at a kobold in robes that
appeared from behind the rock. The kobold will blow harmless gusts of
wind at high speed towards the players with a chuckle.
Deal!
If the player Characters decide to agree to the kobold’s deal, two kobolds
will quickly take the helm and scamper off into the darkness into an unseen
exit. The leader kobold will provide a pouch of forty gold coins to the nearest player
character and thank them for their generosity before scampering away. Players will later discover upon making a (Standard -/+ 0%)
Awareness Test that half of the gold coins are actually repainted copper coins.
No Deal!
If the players do not agree to the deal, they will face off against the kobolds as the small creatures draw their weapons to protect their
treasures. Generate six kobolds, as an additional hidden kobold will join the initiative and trigger a 1d10+1 Damage ceiling trap on
the players on their turn in the initiative.
If the players are defeated, the leader kobold will mock the players and leave them in cages until they meet their eventual fate from
repeated torture and starvation. A grim ending should lead into a group of adventurers discovering their bones at the entranceway
to the cave.
If the players are victorious, they may loot the kobolds and The Helm of Radiance
discover the pouch of forty “gold” coins in addition to poorly
maintained and nearly worthless equipment. However, the Enchanted Helm: The Helm of Radiance generates light
players then receive the Helm of Radiance. The Helm may be while worn that pierces magical darkness in a 10 yard radius
used from that point forward or sold. Please refer to the boxed around the wearer. The Helm also provides a +10% bonus to
text for the statistics of the Helm of Radiance. any Awareness Tests to notice hidden enemies or invisible
enemies within this radius. Wearing the helm causes an
Kobolds automatic failure on any Stealth Tests to remain hidden
for anyone within its radius as the brilliant light prevents
Stat blocks for Kobolds can be found in the Zweihander core any sneaking. Wearing the helm also negatively impacts
rulebook. They are Basic (Low) tier challenges suitable for the wearer’s psyche, as an artifact such as this is not to be
this adventure. taken lightly. When donned, the wearer must take 1d10+1
Corruption.