You are on page 1of 11

5E - LEVEL 4

INTO THE ICE FOREST


I RUNNING THIS ADVENTURE
nto the Ice Forest is a Fifth Edition adventure
optimized for a party of four 4th level characters.
The adventure takes place in The Adventure
Board's setting of Brennskald, but it can easily be Magic items, spells, and equipment in this adventure are
adapted to take place in any wintery setting of your choice italicized and monsters are bolded, and can be found in the
with a small village situated on the border of a dense Fifth Edition Basic Rules unless otherwise indicated.
forest. We recommend narrative milestone leveling, but if
you prefer XP based leveling, the party can expect to gain Text presented in boxed text, such as this, is meant to be
enough XP to advance to about two-thirds of the way read aloud or paraphrased for the players. However,
through level 4, depending on your style of play. keep in mind that the GM is free to use, not use, or
modify anything in this adventure at their discretion,
CW: abduction of/violence against children including these text prompts.

ADVENTURE OVERVIEW In any location where combat is the designer’s intent, a


table like this will be included to clarify exactly who is
In Into the Ice Forest, the party arrives in Isholt, a small intended as a combatant. These tables also state where the
village recently beset by troubles. Roughly a month ago, a creature’s statblock can be found. Remember, though, that
ghost began visiting Isholt’s children in the night, leaving combat never has to be an inevitability. Players should feel
many despondent and nigh-catanoic. Worse, children have free to find non-violent solutions to potentially dangerous
begun disappearing, and others have been caught trying to situations.
wander into the woods outside town. Moreover, bones and
an ancient relic have been stolen from the town’s grave- One example creature (source)
yard. Various clues will guide the party into the forest,
where they will defeat the mastermind behind the circum-
stances plaguing the village, a mysterious witch who has BACKGROUND
corrupted forest spirits to aid her purposes.
Unbeknownst to the people of Isholt, they have been
A NOTE ON ADVENTURE STYLE neighbors with a cruel and capricious hag, Widow Sundra
Drairot, who lairs in the center of the forest bordering
This adventure begins with a mystery, and the final town, the Svartwald. Sundra is usually content with
encounter is meant to provide a moral quandary rather conducting her magical experiments and spreading misery
than a knockdown fight, as it can quickly turn deadly for a only to those who seek her out. However, she has been
party of 4th level adventurers if run as a straight fight to unable to focus on her experiments since a group of
the death. Players looking for a strict hack-and-slash loggers from Isholt cut down a tree in the Svartwald that
experience may not find what they’re looking for in Into the housed a dryad three months ago, sending the Svartwald’s
Ice Forest. dryad population into a frenzy. Seeing an opportunity to
bend the dryads to her will and more than happy to see the
village suffer, Widow Drairot agreed to take revenge on
the village when the forest spirits came to her for aid.
1
A GHOST IN THE NIGHT one or more missing children is quick to ask the characters
for help in retrieving them.
The perfect opportunity to do so arose a little over two Ice Wheat Shortage. The events plaguing Isholt —
months ago, when Niklas Ostrem, the town’s miller, especially those affecting Niklas Ostrem, the miller —
stumbled into the center of the Svartwald, looking for the have disrupted the supply chain of ice wheat flour to the
hedge witch rumored to live there. Niklas’s eleven south. This will have impacted everyone from tavern and
year-old-son, Einar, was deathly ill with a sickness the restaurant owners to merchant guilds. Prior to arriving in
town doctor could neither recognize nor cure, and the Isholt, the characters may have been asked by representa-
witch was Niklas’s last resort. He traveled to the center of tives of the Cooks’ Guild to look into the supply chain
the Svartwald and found Widow Drairot, who gave him a disruption, with the promise of reward should they be able
vial of medicine which she claimed would “tie the boy to to restore a steady stream of ice wheat flour down south.
life.”
Niklas failed to read the true meaning behind her
words and dutifully went home to his son. The medicine,
however, was a necromantic brew that anchored Einar’s
THE VILLAGE OF ISHOLT
soul to his bones, forcing him to become a ghost, who Isholt is a small, predominantly agrarian village of roughly
now haunts Isholt. Sundra Drairot then instructed her five hundred in the northern reaches of the Myxodinian
dryad minions to steal Einar’s bones from the town Empire, where snow covers the ground for most of the
graveyard and cover up the crime by robbing other graves year and villagers keep the chill away with roaring fires well
as well. into the early summer months. The people of Isholt make
their living in two main ways: the farming, processing, and
FOREST SPIRITS, PERVERTED sale of ice wheat, a specialty crop prized in the southern
areas of Brennskald for its subtle sweetness, and forestry,
Widow Drairot has another motive for helping the dryads as the village is located only a short distance away from the
take revenge on Isholt. As a price for her help, the hag Svartwald woods. Primarily a human settlement, a sizable
demanded to be allowed to tend to the dryad’s trees. For number of dwarves, elves, and halflings make a living in
the past month, since receiving the spoils of the grave Isholt as well.
robbing, she has been watering the dryad’s trees with a
concoction of powdered bone and cruel magic. These
ministrations have driven the Svartwald dryads mad and THE WANDERING CHILD
made them susceptible to the hag’s orders. When the party first enters Isholt, read the following:

ADVENTURE HOOKS The outlying farms and snow-covered agricultural


pastures dwindle in size until the hard-packed earthen
trail beneath your feet widens to a large, main street
In this adventure, the village of Isholt is quite clearly in bisecting the town. Houses and shops dot either side of
dire straits. A well-intentioned and civic-minded adventur-
ing party will likely be inclined to help investigate the cause this street and smoke swirls into the frigid air, starkly
of the village’s troubles out of the goodness of their black against the cloudless sky. Sunlight glitters off the
hearts (or curiosity). However, you can use any of the snow and ice on the ground, and despite the cold wind
below additional hooks, either to inspire the party to travel you feel your skin warm beneath its touch. The open
to Isholt in the first place or to help the village once there. street provides a clear view through the town and into
Relic of Ieva. The grave robbing has defiled the the fields beyond, which terminate roughly a mile away
resting place of Marta Alldottir, a mighty champion of in a wall of dark green, twisting trees.
Ieva, the goddess of Justice, War, and Women. Over a As you step into the town proper, a door creaks open
century ago, Marta led a company across the lands of the on the left, ahead of you. A small figure, bundled in
Myxodinian Empire, rooting out injustice and evil wherev- warm furs and with their hood up, steps out into the
er she found it before returning home to Isholt when she street, their movements stiff and mechanical. They turn
retired. She was buried with her blessed amulet of Ieva still toward the forest and stagger toward it, swaying
around her neck, and her grave has been a site of pilgrim- slightly. Suddenly, the door opens once more, this time
age among Ieva’s most devout for decades. Characters with with explosive force, as a haggard woman wearing a
a connection to Ieva may be inclined to investigate the faded blue dress and a dark navy apron rushes out into
cause of the grave robbing simply to avenge the slight the street. She runs after the figure and grabs them by
against Ieva, while others may be inspired to do so in order the hand, and begins to march what you now see is a
to track down Ieva’s amulet, which is missing. small child back inside before coming up short as she
Won’t You Think of the Children? While villages in sees you.
the northern reaches of the Myxodinian Empire are spread
apart, news does still travel from town to town. Characters
in the region may have heard rumors of children vanishing The woman is Linda Daniels (LG female human com-
in the night, never to be seen again. Those who travel to moner), chasing after her daughter, Emilia (CG female
Isholt quickly realize that the missing children, as well as human commoner). Linda is Isholt’s most popular baker,
children with glazed, vacant expressions and empty eyes although the recent ice wheat shortage and resulting lack
caught attempting to wander into the Svarwald, are a main of flour have impacted her business. She has been passing
topic of conversation in town. Any villager with ties to the slow period trying to teach Emilia to bake, with little
success, as of late Emilia has become withdrawn and
2
sullen, often with a vacant stare fixed in the direction of THE MILLER’S MISFORTUNE
the Svartwald. Linda has just caught her sleep-walking out
of the house toward the forest. This is not the first time Niklas Ostrem (N male halfling commoner) is a lynchpin
Emilia has done this, and she isn’t the only child in the in the Isholt economy — he runs the town’s only mill, and
village to be sleep-puppeted towards the woods. is responsible for turning the harvested ice wheat into the
fine, white-blue flour that is so prized throughout
WHAT LINDA KNOWS Brennskald. A jovial, well-liked man, he always had time
for his neighbors, and could often be found on off nights
Linda is at her wits end with trying to figure out what is playing in the snow with his son, Einar.
wrong with Emilia, and happily shares her story. While she Sadly, half a year ago, everything changed when Einar
doesn’t know the cause, she can tell the party that Emilia contracted wasting sickness. As the disease slowly ravished
began acting strange four weeks ago, and that everything his son, diminishing him by the day, Niklas tried everything
started when she started claiming Einar Ostrem visited her he could think of, from local cures to begging the aid of
in the night. While Linda and her husband, Fredrich, expensive doctors in the capital. Not even the local hedge
initially chalked this up to an overactive imagination — witch could help him (see Ghost in the Night, on page 2, for
Einar died two months ago, after all — other parents more information). Two months ago, Einar succumbed to
reported similar claims from their children, leading them his illness, and Niklas hasn’t been the same since. The
to believe the village children are being haunted. Linda is once-friendly man has turned bitter and cold, and is more
terrified that Emilia will be taken by the forest, as two likely to pretend not to be home than answer his door. In
other children have already, and begs the party for their fact, people in town are beginning to worry about him, as
help in uncovering the source of whatever plagues the he’s been outside of his mill only a handful of times since
village and ridding the village of Einar’s ghost. Einar’s death.
Linda is aware that Emilia is not the only child in Anybody in Isholt will tell that party that Niklas can be
Isholt acting strangely, and relates that common symptoms found at the mill, in which he lives. If the party knocks on
include despondency, loss of appetite, claims of intense his door, read:
loneliness, and an unnatural obsession with the Svartwald.
Additionally, most children in the village have, by this
point, claimed to have been visited by Einar, though no The mill’s heavy wooden door creaks open a crack,
adult has seen the dead child. She knows that the village revealing a small figure squinting into the light. His
graveyard was robbed recently, and that bones both recent clothes are disheveled and hang loosely off his frame,
and ancient were taken. She can point the party to the and the thick, scraggly beard he wears only serves to
village graveyard, attached to a small temple of Ieva and accentuate the heavy bags under his eyes. Behind him,
tended to by Lori Spirsgard. Linda is also happy to point through the dark, you can just barely make out a still
the party in the direction of Niklas Ostrem and his mill, and silent milling room. The windows are shuttered, and
though she warns them that he has been despondent since the only light source is a single, pitiful candle burning
the loss of his son two months ago. low in the man’s hand.
When the man speaks, his voice is gruff, raspy with
DEVELOPMENT disuse. “What do you want?”
Emilia is a shy child and is reluctant to speak to the adven-
turing party. However, if they do manage to get her to talk, WHAT NIKLAS KNOWS
achievable with a successful DC 13 Charisma (Persuasian) Niklas knows nothing of the goings on in the Svartwald,
check, she speaks in halting sentences about feeling empty and little of the hauntings around town. A group of
inside unless she’s with Einar, who she claims lives in the concerned parents has approached him twice in the past
woods. If asked how she knows this, she says that he month to say that their children claim to have been visited
invited her to come visit him before floating through the by Einar, but Niklas puts little stock in such tales and does
walls of her bedroom. This information is new to Linda, not believe them, particularly because no ghost has come
and clearly shocks her a great deal. to visit him. Niklas reasons that if Einar were a ghost, the
Unfortunately, Linda cannot watch Emilia every first thing he’d do would be to come home and visit his
moment of every day. Unless the characters take drastic father.
action to confine her — a move Linda is initially against, On the other hand, Niklas is familiar with the Svart-
although she can be convinced with DC 13 Charisma wald itself and Widow Sundra Drairot, and can tell the
(Persuasion or Intimidation) check — Emilia will slip out party about his attempts to save Einar’s life — including
from her mother’s watchful eye and disappear into the his visit to the Widow — should the opportunity arise. He
Svartwald. If the characters do not engage with Linda and knows that when in her presence, he felt a subtle thrum-
Emilia when they first encounter her, this happens later ming of disquiet, and that the witch, as he calls her, uses
that same day. Linda, remembering the troupe of adven- magic. Niklas can also verbally guide the party through the
turers who’ve come to town, will seek them out and ask Svartwald and to the Heartwood, though he has no knowl-
for their help then. edge of the dryads or other fey creatures in the forest and
so can’t provide forewarning regarding them.

3
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.

IEVA’S FAITHFUL THE DISTURBED GRAVEYARD


The party will find themselves directed to the Temple of Lori is happy to show the party to the graveyard, should
Ieva in Isholt if they follow up on the rumors of the the group ask. The first time the party enters the grave-
town’s graveyard being robbed, or if they are looking for yard, read:
more information about what measures the town has taken
to counteract the haunting. If they ignore or do not The village graveyard nestles behind the Temple of Ieva,
receive the information from Linda, the graverobbing is a enclosed with a low stone wall that looks decently
topic of discussion for most townspeople in Isholt, all of maintained, though places clearly need repair. The
whom are willing to direct the party to the temple. When enclosed lot is lined with neat rows of obelisks jutting
the party first approaches the temple, read: from beneath the layer of snow and ice covering the
ground. The older headstones are beaten and pock-
You proceed down the main street and pass through the marked from the weather, their inscriptions, if they
main square, where the buildings are clustered more survive, unreadable, while the newer ones are crisper
closely together and people bustle in and out from and lighter in color, their inscriptions clearly visible.
storefronts and homes. Rich smells pour from some of A number of graves to the left of the area lie open,
these shops, and the sounds of life and commerce fill their headstones toppled and smashed. These graves
the square. are little more than open pits, the hard, dark earth
One building, however, is curiously set apart from the exposed to the elements. From where you stand, you
others, almost as if surrounded by a halo of space. This, can just make out the shattered remnants of coffins
you recognize from the iconography, is the Temple of dispersed in the black earth.
Ieva. The structure is low and wide, with a domed roof
and a massive door flung wide. As you approach, you Lori explains that the ground is too hard to properly fill in,
can see a large gathering space inside dominated by the given that the winter frost has yet to fully thaw. Whatever
statue of an armored woman roughly hewn from a solid dug the graves up, they explain, clearly did so with magic
block of black stone. The statue clutches a sword, blade or extreme strength.
jutting into the earth between her feet, and a filigree of
fine silver metal form wings jutting from her back.
A young woman in a clean, cream-colored tunic stacks
books together in the far corner of the room, while
another person, wearing a chain-mail shirt over a similar
tunic, stands in contemplation at the base of the statue.
As you near the entrance to the temple, they turn and
regard you with a measured, if tired, gaze. A scar runs
vertically down their face, across their left eye, and their
face cracks with a quiet smile at the sight of your group.

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.

You find yourself in a particularly dense patch of the


THE HEARTWOOD
Svartwald. The path narrows, the trees pushing in on the Journeying to the center of the Svartwald takes about four
sides until you are forced to continue forward one by to five hours of uninterrupted travel, after which the
one. The ground beneath your feet, previously clear and characters will come across the Heartwood, a one-mile
well-trodden, buckles with gnarled roots, warren holes, radius section of woods shaped by the long years of
and icy, uneven mounds of dirt. Light all but fades from Widow Drairot’s presence. As the players enter the Heart-
the world, and you strain your eyes to see. wood, read:
Off the path, ahead of you and to the right in the
trees, a flicker of light in the dark catches your attention. So slowly that you only notice the change after many
Bobbing about thirty feet off the path are two faint, pale minutes of walking, the landscape begins to morph
blue lights, twin beacons of hope and safety in this around you. The trees clump together more tightly,
treacherous stretch of forest. growing thick and wild, nearly swallowing the path
beneath your feet. Gnarled roots reach up to catch at
The will-o’-wisps wait for the party to investigate, and then your ankles, and the faint wafting odor of rot assaults
begin drifting slowly away, deeper into the forest. They you from the underbrush.
lead the party forward into the forest, hoping to get the Here, the ground is entirely devoid of snow, and as
party lost and push them into a trap, where they can feed you thrust your way past brambles and dense foliage,
on the adventurers’ death rattles. you notice that the air is fetid and borderline warm. The
If the party follows the wisps, they find themselves on ground softens beneath your feet, occasionally shifting
a stretch of treacherous, thin ice covered in a fine layer of to putrid mud underfoot, slowing your pace to a crawl.
snow. The subtle change in ground texture is noticeable
with a successful DC 18 Wisdom (Perception) check. If The sucking mud and brambles that infest the Heartwood
two or more Medium sized creatures step onto the ice, it are harmless, but traversing the area takes twice as long as
cracks. Any character within 10ft of the boundary between it usually would.
ground and ice may make a DC 15 Dexterity saving throw; Additionally, at random, visions of Widow Sundra
on a success, they manage to hurl themselves to solid Drairot will appear in the Heartwood. The illusory dupli-
ground. On a failure, or if the character is farther than cate does not interact with the party, although if they draw
10ft from the ground, they fall through the ice into the attention to themselves it will appear as if she registers
frigid lake below. Any character that falls through the ice their presence. If the characters attempt to interact with
instantly notices that they are not alone in the lake. The her in any way, she vanishes. Otherwise, what the hag does
corpses are also noticeable from shore with a DC 20 is entirely up to you as the GM.
Wisdom (Perception) check. If one or more characters Widow Drairot appears as an ancient woman, white
notice the corpses, read: hair matted with twigs, mud, and other filth, wrapped in a
surprisingly well-kept shawl covered in illegible symbols.
Beneath the dark ice bob dark shapes, knocking gently These symbols are a language of the hag’s own devising,
against the roof of ice beneath which they are trapped. and chronicle all her greatest achievements and, in the rare
These blobs resolve into the bloated corpses of three instance when she is bested, her greatest grudges. Her skin
townsfolk locked beneath the ice, their graying skin is hard to make out in the dark of the Heartwood and the
swollen with lakewater. shadows of her cowl, but if the characters do see it, they
notice it is sickly graying green in color. Her yellowing
One of these corpses is Isaak Tornkil, the father of nails are long, thick, and cracked.
Meredith Tornkil. He carries a necklace of adaptation, a
precious family heirloom, which can be found if his corpse THE WIDOW AWAITS
is searched. As the necklace prevented him from drowning,
the wisps kept Isaak underwater with their magic until he One green hag (SRD)
froze to death. See Ieva’s Faithful, on page 4, for more Two dryads (SRD)
information about Meredith and the Tornkil family
heirloom. Three sprites (SRD)
It takes one minute to search a corpse. Any time one
of the characters chooses to do so, roll a d6; on a roll of 5 Thanks to her illusory duplicates, Sundra Drairot is aware
or 6, the corpse is Isaak Tornkil. For each minute a charac- of the party's approach. Unless they have discussed them
ter remains either in the water or soaked by the frigid water in front of one of the duplicates, she doesn’t know the
without drying off, they must make a DC 10 Constitution group’s intentions, but she is naturally paranoid and is
saving throw, suffering one point of exhaustion on a generally hostile to visitors.
failure. In order to bolster her defenses, the Widow recently
Encounter Deadliness. Because of the will-o’-wisps began watering the various trees inhabited by dryads with a
7
mixture of ground bone — stolen from the Isholt grave- her speech is riddled with falsehoods.
yard — and blood, which she harvested from the children Once her allies are in place, if combat has not yet been
Einar’s ghost called into the forest, whom she keeps triggered, Sundra Drairot will use her Invisible Passage
magically sedated. The bone and blood concoction, action, causing the dryads and sprites to burst from cover
infused with the hag’s own magic, is responsible for driving and attack.
the dryads mad with anger and making them susceptible to
Widow Drairot’s suggestions. CENTURIES ARE NOT UNDONE IN A DAY
When the adventurers reach the true center of the
Heartwood, Widow Drairot, a green hag, will attempt to Widow Drairot, like many hags, is centuries old, and has
stall the group while her allies, two dryads and three not lived so long by engaging in pointless fights to the
sprites, flank the party through the woods. She won’t tell death if a battle turns against her. If reduced to 32 hit
the group anything about her plans or what she’s done to points or fewer, Widow Drairot will immediately take the
Isholt, and claims ignorance of any missing children. Her Disengage action and flee. On her next turn, she will use her
lies are careless and often contradictory, however, and a Invisible Passage ability to vanish from sight.
successful DC 13 Charisma (Insight) check will reveal that To cover her tracks, she will release the magical
8
bindings holding the three children (two N human com- lives or dies, however, the fey spirits inhabiting the Svart-
moners and one N halfling commoner, incapable of wald soon calm in her absence.
taking actions in combat) from Isholt captive, allowing The only way to release Einar’s ghost is to destroy the
them to stumble, groggy, from her hut. Any dryad still skull to which it is bound. If the party does not think to
alive, starving for the bones inside the children’s bodies, do this, Lori Spirsgard can recommend this course of
will divert their attacks towards them; if both dryads have action, although they themselves are loath to desecrate the
been killed, a third and final dryad will emerge from the dead. If, for whatever reason, the party leaves Einar’s skull
trees to attack the children. The party will be forced with a untouched, his ghost continues to haunt Isholt. The
choice: abandon the children to a certain death at the characters will notice this should they stay another night in
hands of a crazed forest spirit and pursue Widow Drairot, Isholt.
or protect the children and allow her to escape. If Widow If they return the amulet to Lori Spirsgard, they are
Drairot is killed before getting the chance to release the immensely thankful. The amulet is returned to a place of
children, they can be found in a cage inside her hut. prominence in the Temple of Ieva, and as thanks, Lori will
pay the party 50 gp — all that can be spared from the
THE WIDOW AWAITS temple’s meager coffers — and offer the group a +1
longsword. If the party attempts to return the necklace of
Once Widow Drairot is no longer a threat and her minions adaptation to Meredith Tornkil, she bursts into tears and
have been defeated, the adventurers are free to explore her offers the characters 30 sp, the sum total of her savings,
lair at their leisure. If the characters enter her home, read: for returning it to her.
If the party succeeds in ridding Isholt of Einar’s ghost
You step into the hag’s hut and are greeted with a and saving the kidnapped children, the town is enormously
pleasant sight: some sort of soup bubbles in a cauldron grateful. Various villagers will scrape together a reward of
to your right, giving off a warmth that suffuses the 20 gp, and storekeepers will offer discounts on their wares
neatly-kept living space. Bookshelves with a scattering — provided the party stays in the town’s favor. The
of books and papers line one wall, while a small bed, cessation of the hauntings allows Niklas to begin to grieve
roughly made, is tucked against the far wall. properly, and things soon return to normal in Isholt.
It’s only upon closer inspection that the monstrous
nature of the hut’s occupant reveals itself. The books are
twisted treatises on foul necromantic magic and
poisons. A severed finger bobs to the surface in the
cauldron, and is joined by a hoof too large to be from
the goats you know to inhabit the area. Sitting on the
bookshelf is a small human skull, grinning madly down
at you.

Sundra Drairot, unlike many of her sisters, kept a fastidi-


ous record of her comings and goings in a private ledger,
which can be found sitting on the table. In the ledger, she
detailed how she tricked Niklas Ostrem into tethering
Einar’s soul to his skull, which she then had exhumed and
now keeps on the bookshelf. It also dictates how she was
using powdered bone dust to pervert the dryads of the
Svartwald, as well as her plans to harvest the children
drawn to the Svartwald by Einar’s ghost for parts to use in
her magical experiments.
A thorough search of the Widow’s abode will reveal
that she kept little of value in her home, although a
successful DC 13 Intelligence (Investigation) check reveals
a loose floorboard by her bed, which can be pried open to
reveal a small hidden cache. Inside this cache is Marta
Alldottir’s amulet, along with various trinkets of sentimen-
tal value to the hag.

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
Product Identity 5. Representation of Authority to Contribute: If You are
contributing original material as Open Game Content, You
The following items are identified as Product Identity, as defined in represent that Your Contributions are Your original Creation
the Open Game License version 1.0a, Section 1(e), and are not and/or You have sufficient rights to grant the rights conveyed
Open Content: all proper names, magic items, statblocks, dialogue, by this License.
plots, story elements, locations, characters, sidebars, and trade dress.
6. Notice of License Copyright: You must update the COPY-
Open Gaming License RIGHT NOTICE portion of this License to include the exact
The following text is the property of Wizards of the Coast, LLC. text of the COPYRIGHT NOTICE of any Open Game
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Content You are copying, modifying or distributing, and You
Rights Reserved. must add the title, the copyright date, and the copyright
holder's name to the COPYRIGHT NOTICE of any original
Open Game Content you Distribute.
1. Definitions: (a) "Contributors" means the copyright and/or
trademark owners who have contributed Open Game 7. Use of Product Identity: You agree not to Use any Product
Content; (b) "Derivative Material" means copyrighted material Identity, including as an indication as to compatibility, except
including derivative works and translations (including into as expressly licensed in another, independent Agreement with
other computer languages), potation, modification, correction, the owner of each element of that Product Identity. You
addition, extension, upgrade, improvement, compilation, agree not to indicate compatibility or co-adaptability with any
abridgment or other form in which an existing work may be Trademark or Registered Trademark in conjunction with a
recast, transformed or adapted; (c) "Distribute" means to work containing Open Game Content except as expressly
reproduce, License, rent, lease, sell, broadcast, publicly display, licensed in another, independent Agreement with the owner
transmit or otherwise distribute; (d) "Open Game Content" of such Trademark or Registered Trademark. The use of any
means the game mechanic and includes the methods, proce- Product Identity in Open Game Content does not constitute a
dures, processes and routines to the extent such content does Challenge to the ownership of that Product Identity. The
not embody the Product Identity and is an enhancement over owner of any Product Identity used in Open Game Content
the prior art and any additional content clearly identified as shall retain all rights, title and interest in and to that Product
Open Game Content by the Contributor, and means any work Identity.
covered by this License, including translations and derivative
works under copyright law, but specifically excludes Product 8. Identification: If you distribute Open Game Content You
Identity. (e) "Product Identity" means product and product mustclearly indicate which portions of the work that you are
line names, logos and identifying marks including trade dress; distributing are Open Game Content.
artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, 9. Updating the License: Wizards or its designated Agents may
symbols, designs, depictions, likenesses, formats, poses, publish updated versions of this License. You may use any
concepts, themes and graphic, photographic and other visual authorized version of this License to copy, modify and
or audio representations; names and descriptions of charac- distribute any Open Game Content originally distributed
ters, Spells, enchantments, personalities, teams, personas, under any version of this License.
likenesses and Special abilities; places, locations, environ-
ments, creatures, Equipment, magical or supernatural Abilities 10. Copy of this License: You MUST include a copy of this
or Effects, logos, symbols, or graphic designs; and any other License with every copy of the Open Game Content You
trademark or registered trademark clearly identified as Distribute.
Product identity by the owner of the Product Identity, and
which specifically excludes the OPEN Game Content; (f) 11. Use of Contributor Credits: You may not market or
"Trademark" means the logos, names, mark, sign, motto, advertise the Open Game Content using the name of any
designs that are used by a Contributor to Identify itself or its Contributor unless You have written permission from the
products or the associated products contributed to the Open Contributor to do so.
Game License by the Contributor (g) "Use", "Used" or
"Using" means to use, Distribute, copy, edit, format, modify, 12. Inability to Comply: If it is impossible for You to comply
translate and otherwise create Derivative Material of Open with any of the terms of this License with respect to some or
Game Content. (h) "You" or "Your" means the licensee in all of the Open Game Content due to statute, judicial order,
terms of this agreement. or governmental regulation then You may not Use any Open
Game Material so affected.
2. The License: This License applies to any Open Game
Content that contains a notice indicating that the Open Game 13. Termination: This License will terminate automatically if
Content may only be Used under and in terms of this License. You fail to comply with all terms herein and fail to cure such
You must affix such a notice to any Open Game Content that breach within 30 days of becoming aware of the breach. All
you Use. No terms may be added to or subtracted from this sublicenses shall survive the termination of this License.
License except as described by the License itself. No other
terms or Conditions may be applied to any Open Game 14. Reformation: If any provision of this License is held to be
Content distributed using this License. unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
3. Offer and Acceptance: By Using the Open Game Content
You indicate Your acceptance of the terms of this License. 15. COPYRIGHT NOTICE Open Game License v 1.0a
Copyright 2000, Wizards of the Coast, LLC. System Refer-
4. Grant and Consideration: In consideration for agreeing to ence Document 5.1 Copyright 2016, Wizards of the Coast,
use this License, the Contributors grant You a perpetual, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins,
worldwide, royalty-free, nonexclusive License with the exact Rodney Thompson, Peter Lee, James Wyatt, Robert J.
terms of this License to Use, the Open Game Content. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave
Arneson.

10 END OF LICENSE
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.

We strive to produce quality


adventures, foes, items, and
options to enhance your games.

Please leave a review or


connect with us on
Instagram
@theadventureboard.

We love to hear feedback


on our work.

Designer: Christian Opperman

Editor: Patrick Lofgren

Graphic Designer: Skront

Cover Illustrator: Laura Crazy on Shutterstock

Interior Illustrators: Dean Spencer

Cartography: The map in this adventure was created


with DungeonDraft by Christian Opperman

11

You might also like