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The person at the statue’s base is Lori Spirsgard (LG
R���������� N����� non-binary human priest), the middle-aged caretaker of
the Temple. They are also the head, and only, priest in
Niklas Ostrem is, first and foremost, despondent. He is residence. The woman stacking books is their apprentice,
unlikely to say more than a few words at a time, and is Meredith Tornkil (CG female half-elf acolyte), a young
reluctant to speak at length about Einar. However, his thief who has recently turned to a life of service. Both
love for his son is palpable, and Niklas will often bring Lori and Meredith are friendly and welcoming, and happy
the conversation around, obliquely, to how splendid his to speak about Isholt’s recent troubles. They are doing
son was. their best to keep the town from descending into panic
That said, he has a soft spot in his heart for children in and to discover whatever is tying Einar’s ghost to the town,
general, and would not wish the loss of a child on but have had no luck. Additionally, they are both
anyone in the village. Characters that appeal to this side distraught at the loss of Marta Alldottir’s amulet, an amulet
of him, or who point out that they are attempting to with the same properties as a ring of protection, at the hands
save the children of Isholt, will find Niklas more forth- of graverobbers, and request the party’s aid in discovering
coming. its location and returning it. If the party returns the
amulet, Lori promises that they will be rewarded.
4
Lori also explains that there appears to be no pattern to shape of an eagle with spread wings.
grave robbing. They initially suspected that the target was If the conversation turns in that direction, Lori can
Marta Alldottir’s grave and the relic that lay within (see point the party to the parents of the missing children,
Adventure Hooks, above, for more information). Howev- though they warn the group to be sensitive to the families’
er, once the villagers of Isholt came forward claiming that grief. The parents can relate the same details as Lori above,
the ghost visiting their children was Einar Ostrem, Lori although more personalized for their individual situations.
began to suspect that the exhumed graves served a more The details of the missing children and their families are
dastardly purpose: to obscure the theft of Einar’s bones. up to you as the GM to decide
Their fears were seemingly confirmed when they investi- If the party speaks to Meredith Tornkil and mentions
gated further and discovered that Einar’s grave was the their intention to journey into the forest, or if Meredith
only fresh grave so defiled. overhears that information, she begs them to be careful
The ground is still hardened from cold, but any and then asks the party for a favor. She tells the tale of
character who succeeds on a DC 14 Intelligence (Investi- how her father joined a hunting party traveling into the
gation) check will discover strange markings around the Svartwald six winters ago and never returned. She was
distrubed graves and remnants of leaves and bark with no alerted to his sudden disappearance while traveling the
clear origin. These were left behind by the dryads that Empire, living the life of a thief, by a vision that she
robbed the graveyard on Widow Drairot’s orders. A attributes to Ieva. Since returning to Isholt, Meredith has
successful DC 17 Wisdom (Survival) check allows the dedicated her life to Ieva’s service, and uses what meager
characters to follow the scant traces of the dryad’s passage earnings she makes at the Temple to care for her younger
over the graveyard’s wall and a few hundred feet in the siblings. Meredith has long since resigned herself to her
direction of Svartwald before the trail peters out. father’s loss; however, he disappeared with a family
heirloom — a necklace said to be blessed with Ieva’s
WHAT LORI KNOWS protective light — and Meredith would dearly like to see it
returned. See Lights in the Dark, below, for more informa-
Lori has served the community of Isholt for many years, tion about what happened to Meredith’s father and the
and is known as a cool, level-head in crisis. For that reason, family heirloom.
they were one of the first people the villagers approached
with tales of the nightly hauntings. Lori, always one to take
threats to Isholt seriously, jumped into action the instant a
villager told them about a ghost, and warded both that THE SVARTWALD
villager’s house and the graveyard attached to the temple, By this point in the adventure, the party should have some
hoping to exorcize the ghost. However, that night the idea that the root of Isholt’s troubles lie in the Svartwald,
graves were ransacked, and soon after the ghost reap- an ancient forest on the edge of town that predates
peared, seemingly unfettered by the wards. memory. The Svartwald trees are dense; felling them
Lori, having interviewed the townsfolk already, has requires significant effort, but the wood they produce is
more collected information about the hauntings than prized for its quality.
anyone else in Isholt. They can tell the party that all the Unknown to the villagers of Isholt, the Svartwald is a
children who have seen the ghost tell of being overcome minor nexus of fey power, and as such as an unusually
with a powerful loneliness and a longing for friends. This high concentration of spirits, fey creatures, and beasts.
feeling does not fade, and on subsequent hauntings grows Many of the trees in the Svartwald, particularly near the
into a nigh uncontrollable urge to go find their friend in center of the wood, house dryads and other fey creatures,
the Svartwald. Based on that and the fact that the ghost who tend to the forest and generally keep peace with the
only seems to visit children between the ages of eight and neighboring settlement of humanoids. While generally not
twelve, roughly Einar’s age, Lori concurs with the town in favor of the logging industry that has sprung up in
consensus that the ghost is, in fact, Einar. Isholt, the fey have until recently been content with the
They also believe that the spirit is somehow tied to the state of things, as the Isholt villagers have confined their
boy’s body, as it did not escape their notice that Einar’s logging activity to the outskirts of the forest, outside of
corpse was among those taken. Lori doesn’t know where the fey’s immediate notice.
the grave robbers went, exactly, but recommends the The first time the characters enter the Svartwald, read:
group look for them in the Svartwald, as faint tracks
indicate something emerged from the forest on the night
of the desecration. However, Lori knows that fey creatures As you approach the edge of the Svartwald, the blurred
inhabit the Svartwald, and warns the party of such. They thicket of trees obscured by a light snowfall sharpens to
know nothing about Widow Drairot or her current plans. reveal individual trees. The trunks are thick, smooth, and
jet black, and appear to almost drink the light. Despite
DEVELOPMENT this, the trees’ broad leaves, veined with purple tracings,
seem to catch and reflect the light, reminding you of
Lori understands that the most pressing problem facing warm candles in the night. Paths wind through the
Isholt is the mystery surrounding Einar’s ghost and the wood, plunging deep toward the center of the forest,
hauntings of the town’s children. However, they are and the trees are just dense enough that the
devoutly faithful to Ieva, and the loss of Marta Alldottir’s near-year-round snowfall here in the north dusts, rather
relic is like a physical pain for them. They offer to reward
than blankets, the forest floor.
the group to the best of their ability should the relic be
returned. While Lori hasn’t seen the relic personally, if the
group asks, they tell the party to look for an amulet in the
5
ENCOUNTERS IN THE SVARTWALD If they do not, instead read:
As the party delves deeper into the Svartwald, they have The path wends deeper into the forest, the dark black
the chance to encounter various fey and beastial denizens trees pressing in on you from all sides. The trees are
of the woods. The below encounters can be run in any thicker now, and less light makes it way through the
order, though it is recommended that Lights in the Dark be canopy. The bitter northern chill sinks into your bones.
run last, as the will-o’-wisps in that encounter are more Snowdrifts dot the side of the path, icy and cold in the
likely to appear closer to Widow Drairot’s lair. low light.
In a burst of movement, one of the larger mounds of
EVEN THE WOLVES ARE HUNGRY snow explodes into movement. The monstrous white
Two dire wolves (SRD) bear before you growls as it advances, the sound low
and loud enough that you feel it resonating in your
Two dire wolves stumble across the characters. Driven to chests.
aggression by hunger and the negative energy permeating
the Svartwald, the wolves immediately attack. When you A party that does not notice the bear is surprised for the
judge the time to be right, read the following: first round of combat. Unlike the wolves, the polar bear is
unused to being overpowered, and will fight to the death.
An unearthly howl splits the air. In the corners of your
eyes, you see great, hulking shapes flitting between the WHO TRAVERSES MY WOODS?
trees. Suddenly, from opposite sides of the path burst As the party moves through the Svartwald, they encounter
two massive wolves, each the size of a small horse. Sif, a satyr who lives in the forest. When they do, read:
Slavering at the mouth, the wolves charge at you, their
eyes glinting with a malevolent green light. Without warning, the path bends sharply and the thick
cluster of trees opens up to reveal a small clearing. Tufts
The wolves attempt to bring the character that appears the of grass and small winter flowers poke through the thin
physically weakest to 0 hp and then flee with the uncon- layer of snow, and the leaves on the trees dance to a
scious character. If both wolves are reduced to half their melody only they can hear.
maximum hit points, before or after achieving this goal, At the north end of the clearing, atop a large boulder
they will immediately abandon the attack and flee. lined with quartz, sits a man with goat legs and horns
curling back from his forehead in an elegant spiral. He
WHITE ON WHITE wears a deep purple cloak and is playing a pan flute
One polar bear (SRD) hewn from an unearthly, translucent pink crystal.
Curiously, no sound — or none that reaches your ears —
This optional encounter with a single polar bear is intend- comes from the pipe.
ed for adventuring parties who are looking for more of a The man’s ears twitch and he stops playing. The tree
challenge or who are particularly experienced. The bear, leaves fall still, and in the quiet he looks at you and says,
like the wolves in the above encounter, is attuned to the “Well met! What brings you here, to my woods?”
forest spirits’ agitation and is unusually aggressive. Having
smelled the party approaching, it lies in wait, camouflaging Contrary to most of the fey in the Svartwald, Sif is
itself in a snow bluff off the path. non-aggressive, though he will defend himself if attacked.
As the group moves along the path, they have a chance He is quick to assure the party that he wishes them no
to notice the ambush. Once the players come within harm; a self-styled guardian of the forest, he is concerned
charging range of it, it bursts forth from its hiding place with the recent shift in attitude in the Svartwald and
and attacks. Any characters who are keeping watch notice instead asks the party if they will investigate the cause of
the polar bear lying in wait on a successful DC 14 Wisdom the Svartwald dryads’ madness.
(Perception) check and can alert the party. If the party Sif can tell the party, should they be interested in
notices the bear, read: conversing with him, that he has seen a number of
children being spirited away to Widow Drairot’s hut, and
The path wends deeper into the forest, the dark black that he’s seen the woman in question performing strange
trees pressing in on you from all sides. The trees are midnight rituals at the bases of the trees inhabited by the
thicker now, and less light makes it way through the dryads. If asked about Widow Sundra Drairot, he will
canopy. The bitter northern chill sinks into your bones. warn the party that she is a powerful magic user, and tell
Snowdrifts dot the side of the path, and for a moment them that they will have the forest’s thanks if they defeat
her.
you mistake the mound ahead of you for a particularly
large pile of snow. But as you walk closer, you see faint
traces of steamy breath rising from it, and the slow,
steady motion of something large breathing as it lies in
wait for unsuspecting travelers.
6
LIGHTS IN THE DARK Consume Life ability and their resistance to non-magical
damage, this encounter can quickly turn deadly. Use
Two will-o’-wisps (SRD) caution when having the will-o’-wisps engage the party
directly.
Two will-o’-wisps attempt to lure the adventurers to an
early, watery grave.
CONCLUSION
The characters, having discovered the children and likely
the Marta’s amulet of Ieva, are free to do as they wish.
Widow Drairot, if she survives her brush with the party,
departs for elsewhere and begins plotting her revenge.
What shape that revenge takes is up to you, but remember
that hags have long memories and take pride in cruelty;
Widow Drairot will not forgive nor forget easily, and she
has many years to put her plans into motion. Whether she
9
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THANKS FOR READING!
If you enjoyed this adventure, you can find the rest of our library on Drive-
ThruRPG. In “The Lost Fortress of Galvain,” an adventure for 2nd level, the
party is tasked with retaking a lost fortress from a band of raiders. In “Ritual
Sacrifice,” an adventure for 5th level, the party finds themselves teleported into
an icy cavern to be sacrificed, but something even more dangerous than their
captor lurks nearby, and in “The Panic Dungeon,” you’ll find a fallback adven-
ture that can fit into any setting, at any level, with minimal prep, to buy you time
when the party ventures in an unexpected direction.
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