You are on page 1of 11

Heart racing and muscles burning, Hagan sprinted He heard them, a pair, their breathing low, their

through the twisting trees of the Rotwald Forest. His steps with purpose.
body screamed at him to stop, but his mind knew that Long shadows stretched over the ditch. They loomed
with relief would soon come death. over his hiding spot like a grim spectre. He sent out
Why had he not heeded his mother’s warnings? another prayer, begging Saint Gromund for aid.
‘Hagan,’ she had said, love and fear for its loss in her The shadows took form. They were the shadows of
eyes. ‘The forest is no place for any man. It is for not two: a man and a woman; human. He was saved!
but the darkest witch and the most foul of beasts.’ *twang*
Why had he let that fool Etzel drag him here? He A jolt of agonising pain hit him, shooting through
knew all the stories. This place was but an open grave him like venom. A long wooden bolt pierced through
for fools . his leg, shattering the bone like glass and pinning
Fools like him. him to the earth.
He had heard Etzel’s cries as they pounced on top of The figures hoped down from above, the man with
him. He screamed, desperate for help, desperate for his crossbow, his grease-darkened blonde hair
his life. He pleaded for their mercy. plastered to his face with grime. The woman hefted a
As if a beast could be reasoned with. dull axe, her face awash in fresh blood: Etzel’s blood.
He could hear Etzel’s cries no longer, only the Hagan screamed, desperate for help, desperate for
pounding of his chest and the haggard breaths he his life. He pleaded for their mercy.
drew. He looked back and he saw nothing. They had As if a beast could be reasoned with.”
not followed.
Hagan whispered a silent prayer of thanks to Saint
Gromund, before slowing to a stop. He leant on a
nearby oak, panting like a dog. Never before had he
run quite so far or so fast in his life. He didn’t dare
go back the way he’d come. He’d have to head west,
across the rapids of the Wantier River. Dangerous,
maybe even deadly, but better than whatever had torn
Etzel apart.
*snap*
Chest pounding once more, Hagan dived over a
nearby ditch, crawling his way beneath the roots of
the oak.

4
Rotwald Settlements of Rotwald
Domain of the Hunters and the Hunted There are three settlements in Rotwald, all
located within the Valley of the Unscarred. Few
Darklord: Hans & Margrit Jager dare to set up a place of rest outside the safe
Genre: Gothic horror and slasher horror walls of the realm’s towns and villages; homes,
Mist Talismans: A runed monster tooth, hovels, or even a simple rest stop is uncommon
Silvered weaponry emblazoned with the outside of the settlements, as being even a few
Eastward Arrows’ symbol miles from town leaves you vulnerable to attack
Rotwald is a realm of disparity. To the west, from a roaming monster.
quaint villages of survivors live simple, peaceful Rollendorf
lives by day, and huddle together by the fire at
night. To the east, shadows curl beneath ancient, Nestled on the southern bank of the River
gnarling trees, obscuring the horrors of the Wantier, Rollendorf is a simple fishing village of
night. around 500 people. Unlike its contemporaries,
Among the darkest canopies lurk the cruelest the village holds no official burgomaster and lies
of Rotwald’s monsters, the hunters Hans and under the control of Zhaus, of whom the
Margrit Jager. The twins wander the most burgomaster there largely ignores little
shadowy corners of Rotwald, butchering monster Rollendorf. A young shipwright, Eric
and man alike. Their presence traps themselves Schiffbauer, seeks to become the town’s leader,
and all of Rotwald in a never ending hunt. so as to better protect his people from the
monsters that roam from Rotwald Forest.
The Land Südstein
Rotwald is a small domain, boxed in by the Cage, A small town tucked up in the hills of southern
a mountain range that surrounds the domain on Rotwald, Südstein is home to some 1,000 folk,
all but its westernmost border. The domain is most of whom earn their keep in the various
cleanly separated into two halves by the Wantier quarries and salt mines that have sprung up all
River, a fast-moving river filled with many around the town, harvesting and carving sturdy
rapids, restricting traversal between the northern stone blocks for building homes all across
and southern reaches of the land to a handful of Rotwald. The town burgomaster, Walburga
small bridges. The river pools from its Falke, is an aging woman who’s controlled the
mountain-top sources into Lake Tranen, town for forty years. She is currently locked in a
providing a clean source of water for its people. power struggle with the owner of the local
The domain is further subdivided again on the quarries, Ulrich Steinhauer. The man threatens
east-west line, with the western Valley of the to wrest control of the town away from her.
Unscarred acting as a relatively-safe home for the
domain’s people, whilst an enormous, monster- Zhaus
infested forest dominates the western regions of
Rotwald. The land and the forest within it share The largest settlement in Rotwald, housing just
the name, yet nobody alive can say whether the under 2,000 residents, Zhaus is a town of loggers,
forest was named for the land it presided in, or if farmers, fishers, and woodworkers. Led by
the land was named after the dark forest that Burgomaster Horst Axtberne, a man who
dominates it. controls much of the town’s logging industry,
In the northern reaches of Rotwald, a smaller Zhaus faces a plight. The loggers have heavily
woodland presides – the White Wood. This is depleted the supply of trees in the nearby White
largely where the people of the realm gather Wood, resulting in a shortage all across the
their wood, for few would dare set foot in the realm. The loggers refuse to venture anywhere
dark canopies of the Rotwald Forest. close to the Rotwald Forest, but the burgomaster
The climate in Rotwald is mostly temperate, may soon have to force them to face its dangers
with warm summers, mild springs, and cool for the sake of the town’s winter supplies.
autumns. However, when winter sets in, a biting Defended by high stone walls imported from
frost takes hold of the realm for some months, Südstein and a force of guards known as the
with temperatures rarely exceeding freezing for Eastward Arrows, Zhaus is the most well-
more than an hour each day. The people are sure defended settlement in Rotwald, largely down to
to always stay well-prepared for the winter, but its close proximity to the monster-infested
there’s a saying that “if you think the winter Rotwald Forest, just over the river to the east.
kind, she’s yet to show you her fangs.”

5
6
Points of Interest Amongst its outskirts, the Weeping Woman
Characters may come across some of the (see “The Folk”) can sometimes be spied on
following locales whilst exploring Rotwald. before she vanishes into the ether.

Hunter’s Rest Spawning Pit


The resting place of the Jager Twins sits upon a A cavern tucked into the base of the Cage in the
cliff in the northeastern reaches of the Cage. The easternmost reaches of Rotwald, the Spawning
twins spend little time here, favoring their Pit is a well of evil created by the Dark Powers
endless hunt in the forest below. However, they that forges terrible monsters and curses to ensure
return to this place after sustaining injury, that the twins’ work is never finished. Most do
postponing their quest of slaughter and leaving not know of its existence, but some tell tales of “a
the towns of the valley undefended for months, pit so deep and dark that it reaches down to hell.”
or even years. The Dangers
The cavern itself is laden with a hundred
trophies from every hateful creature one can face The Valley of the Unscarred in western Rotwald
in Rotwald Forest. Whilst the twins are not is a relatively peaceful place. Beyond
present, it is a macabre yet safe place that environmental hazards, such as the rapids of the
monsters dare not tread. Wantier River, anything beyond a territorial
beast is uncommon.
Mysterious Home Eastern Rotwald, however, lies in stark
On the southern bank of Lake Tranen, in an contrast. Dark canopies stretch for miles,
uncharacteristic break in the Rotwald Forest, sits covering shadowed clearings teeming with all
a small cottage. Flowers sit in a small garden, manner of horrifying monsters, spawned by
whilst animal pelts dry on racks, half-turned to Rotwald itself.
tough, workable leather. This is the Jager family
home, brought to Rotwald and locked in time
forever by the Dark Powers. It is a peaceful place Monsters of Rotwald
and one the twins dare not approach. Even the Monster CR Environment
sight of its walls, or the scent of its garden Twig blight 1/8 Rotwald Forest
flowers fills them with a long-lost flood of Needle blight 1/4 Rotwald Forest
emotions: rage, sorrow, and a rising dread that Cockatrice 1/2 Rotwald Forest
all is not right. Vine blight 1/2 Rotwald Forest
Harpy 1 The Cage
Nordsilber Mine Specter 1 Rotwald Forest
Situated at the northeastern base of the Cage, Rotwald Forest, The
MeenlockVGM 2
Nordsilber Mine is an important backbone of Cage
Rotwald. Owned by a coalition of former Rotwald Forest, The
Peryton 2
workers that lead democratically with their Cage
Lake Tranen, Wantier
fellow employees, the mine provides the realm Sea hag 2 River
with its much-needed silver. Shadow mastiff VGM 2 Rotwald Forest
The vast majority of the domain’s currency are Will-o’-wisp 2 Rotwald Forest
silver coins minted in Zhaus, bearing a The Cage, Wantier
traditional Rotwald communal home on one face Basilisk 3 River
and a foreboding treeline on the other. Green hag 3 Rotwald Forest
Additionally, most bladesmiths and arrowsmiths Rotwald Forest, The
work closely with Nordsilber, all to be sure the Manticore 3 Cage
defenders of Rotwald have all the silvered Rotwald Forest, The
Werewolf 3
weaponry they could need to fight the horrors of Cage
the night. Ghost 4 Rotwald Forest
Rotwald Forest, The
Ruins of Dreilicht Living curse (see chapter 3) 4 Cage, Spawning Pit
In the southern reaches of the Rotwald Forest, Yeth hound VGM 4 Rotwald Forest
the village that birthed this realm lies in ruins. Shambling mound 5 Rotwald Forest
Dilapidated homes sag into the earth, overcome Wraith 5 Rotwald Forest
by foliage, whilst stained skeletons, aged and Annis hag VGM 6 The Cage
broken, lie amongst fields of flowers. The Chimera 6 The Cage
blessings of the White Witches still lie over Gallows speaker VRGR 6 Rotwald Forest
Dreilicht, blessing the land with a bountiful Corpse flower MTF 8 Rotwald Forest
fertility. No monster of Rotwald dares tread here Lake Tranen, Wantier
Hydra 8
and thus the twins rarely come near, making it River
the only safe place in the entire forest. Roc 11 The Cage

7
The vast majority of monsters in Rotwald dare tread within a mile of the forest’s edge, and
Forest are monstrosities, but fey, plants, and those that do venture within often return with
incorporeal undead, are not uncommon. tales of desperate survival, or never return at all.
The most common monsters to find in the This fear supposedly stems from the Mission of
forest and its surrounding areas are as follows: Saint Gromund, in which their ancestor,
In various locations, one can expect to find any Gromund, a humble woodcutter, had thirty sons
number of beasts, such as: wolves, bears, elks, and thirty daughters, all of whom were taken by
boars, etc.. Those of the Rotwald Forest are a pair of terrible monsters in Rotwald Forest.
especially aggressive and are often of the “giant” Gromund battled the monsters, staining his
variety. hands green with their foul blood, buying his
children just enough time to escape, whereupon
The Folk they separated, scattering to all corners of
Rotwald, eventually founding the Gromanite
The people of Rotwald, the Gromanites, are people.
humans, all supposedly descended from Saint This ancient legend has spawned a small church
Gromund the Green-Handed. that persists across Rotwald, the Church of Saint
The Culture Gromund, who promote the ideals of family,
community, acceptance, and protection of the
Despite their dour circumstances, the people of innocent.
Rotwald are a surprisingly cheerful and
welcoming folk, accepting of any who would Life in Rotwald
enter their fold. Most gladly accept travellers, The people of Rotwald live simple, honest lives.
reacting with a wondrous fascination to The most common lines of work differ from
creatures of other species, none of which any place to place, but woodcutting, masonry, salt or
Gromanite will likely have ever seen before. The silver mining, fishing, and sheepherding are the
Gromanites of Rotwald have a great many most profitable for those with the tenacity to
sayings, but their most common lends truth to perform them. Most businesses are owned by the
their hospitable nature: “A man who knocks at individual, who employ those looking for an
your front door is a friend to be made, but a man honest day’s pay for an honest day’s work.
who scorns your welcome is a monster who hides Traditional marriage and union is a foreign
their claws.” concept in Rotwald. Stemming from Saint
However, most Gormanites are a deeply Gromund, most homes are large, communal
superstitious people, favoring all manner of buildings, housing a half-dozen people, each with
precautions to keep the monsters of the Rotwald an assortment of children. It is common for any
Forest at bay. Most smear the forehead of their adult in Rotwald to have many children with
guests with saltwater, just to be sure that they are many different partners. “My family is who sits
not “monsters in disguise.” with me by the fire,” they say.
The Gromanites are, quite justifiably, terrified Food wise, there is little variety in the Rotwald
of the dark Rotwald Forest that covers the diet. They eat what they need to stay healthy, and
eastern reaches of the domain. They fear the there is little opportunity for deviation from the
threat that the beasts and curses in the forest norm. River fish, mutton, grains, and root
pose to the people. All but the most foolish won’t

8
vegetables make up much of their comestibles, Ulrich Steinhauer
but their pastries are of fine make and flavor. NE human noble, he/him
Personalities of Note Ulrich is the owner of many of the quarries in
These are the most notable individuals one can Südstein and is the richest man in all of Rotwald.
find in Rotwald. He lives in a great stone manor atop a hill that
overlooks the town, plotting to overtake the
Eric Schiffbauer burgomaster and claim the title for himself. He
NG human commoner, he/him claims to have the “best interests of the people” at
heart, but ultimately is just looking for a way to
A well-respected shipwright from the village of exploit them for his own personal gain.
Rollendorf, Eric is a young man seeking to
establish his village’s independence from Zhaus Walburga Falke
by declaring himself burgomaster. He has a good LG human noble, she/her
portion of the town’s support, but convincing
Horst Axtberne and the people of Zhaus to allow Burgomaster of Südstein and one of the eldest
it will be challenging. Eric is a well-spoken, women in Rotwald, Walburga is a stern but
polite man, wise beyond his years. good-natured woman who has held her position
for forty years. She leads Südstein with a gentle
Geld Pfeilmacher hand, one she wishes she had clenched years
LG human hunter (see chapter 3), they/them earlier to quell the rise of her rival, Ulrich
Steinhauer.
Leader of the Eastward Arrows in Zhaus, Geld is
a competent ranger and fletcher who can boast a The Weeping Woman
feat most wouldn’t dare. They have travelled NG human ghost, she/her
much of the Rotwald Forest, hunting all manner
of terrible beasts. They keep a quiver of silver A legend of the people of Rotwald, the Weeping
arrows and a belt of silver daggers on them at all Woman was supposedly a young maiden
times, always ready for a monster to leap out at butchered by two terrible demons, her spirit left
them. Geld is of few words, generally only to wander the Rotwald Forest, wailing into the
speaking when spoken to, but is otherwise an night. In reality, she is one of the three White
affable fellow. Due to their abilities as a ranger, Witches killed by the Jager twins in the act that
they are capable of magic. This is public sealed Rotwald away in Ravenloft. She weeps
knowledge, making Geld one of the only eternally for the souls of those forever-trapped in
magically-gifted individuals to be accepted in Rotwald. She will likely flee if approached.
Rotwald. The Law
Heidi Grün Two burgomasters hold control over the
NG human acolyte, she/her settlements of Rotwald, acting both as mayor and
judge in civil disputes in their respective
High Priestess of the Church of Saint Gromund domains. The law is handled professionally by
(a title she despises), Heidi is a woman nearing the burgomaster, but with significant input from
her thirties who acts as a spiritual leader of the advisors and local leaders. The title is passed to a
people of Zhaus, maintaining the faith’s only child of the burgomaster, traditionally their
permanent church, and being one of the few eldest, but they may choose another if the eldest
individuals in Rotwald that is both capable of has fallen from favour, does not wish for the
magic and is not shunned for it (see “The Law”). position, or would be otherwise unsuitable.
She has a small group of travelling priests that The burgomasters of Südstein and Zhaus are
spread the faith and maintain small shrines allied, but do not communicate frequently.
across the other towns and villages. Heidi herself However, in times of need, one will come to the
is a large, commanding woman with a big heart. aid of the other.
Horst Axtberne
The burgomaster of Zhaus employs the only
militia in the realm: the Eastward Arrows.
LN human noble, he/him Largely tasked with defense of Zhaus, they
The middle-aged Burgomaster of Zhaus, Horst is occasionally act as a police force if necessary,
arguably the most influential man in Rotwald though it is uncommon to see. The Arrows
and controls a good portion of Zhaus’ lumber rarely travel to the other towns, for fear of
industry. He is a good-natured but somewhat leaving Zhaus unprotected. Tension arises
shortsighted man. between Zhaus and the other towns when they
suffer at the hands of monsters from the Rotwald
Forest, only to receive no aid from the de facto
“capital” of the realm.

9
The Eastward Arrows are a force of around Once of age, they ventured back to their home,
fifty decently-trained soldiers, consisting largely weapons in hand, and fought the coven. Their
of guards with a Dexterity of 14 (+2) and armed battles waged for weeks and only when the forest
with longbows. Their highest members are burned did the twins emerge victorious.
archers VGM. From there, they wandered further, butchering
Magic, whilst not illegal, is heavily frowned each and every monster they found, earning a
upon in Rotwald. Many see it as a dark art that fortune in the process. For ten years they bathed
stems from the woodlands of the Rotwald Forest. in the blood of their enemies, feeling no relief
The divine magic of clerics and paladins are from their vengeance and fuelled by one mantra.
accepted, as is the naturally-divined magic of “All monsters must die.”
rangers, but most other forms of magic are On one dark night, the twins walked into
shunned as terrible witchcraft, practiced only by Dreilicht, caked in the blood of their recent hunt.
the most depraved hags of the Rotwald Forest. The villagers feared them at first, but after
hearing of their grim work, granted them free
Hans & Margrit Jager rest and drink, for they lived in an accursed
wood. The villagers made mention of their
Two Darklords hold dominion over Rotwald: protectors, the White Witches, kindly occultists
Hans and Margrit Jager, the mad monster- who made their home in the forest, blessing the
hunting twins. They wander the Rotwald Forest very soil to ward away the beasts that would steal
on an endless hunt, fuelled by revenge and their children in the night.
bloodlust. Disgusted at the thought of a coven of witches
Johannes Jager (or “Hans” as his sister calls invading the village, the twins ventured out with
him), is a man in his early thirties with long haste, hiding their intentions from the villagers.
blonde hair, darkened with grime and plastered The White Witches were a kindly coven of
to his face. His green eyes pierce out from behind impossibly beautiful women, perceived as a guise
the matted mass of oily hair. He stands six feet not unlike that of many hags the twins had seen
tall with an athletic build. before. The Witches tried to defend themselves,
Hans speaks little, favouring a single grunt of but the twins cut them down with ease.
varying pitch to convey his messages. The only The Mists of Ravenloft watched in
sound he makes in any consistency is a quiet anticipation.
chuckle right before a kill. This is the only time As they stepped back into the village, the
he can be seen smiling. people knew what they had done. Bathed in the
Margrit is much like her brother in appearance, gleaming silver blood of the White Witches, the
but her equally-greasy hair is pulled back into a villagers screamed and wept in sorrow. A mob
tight, matted braid, whilst one of her eyes is formed around the twins, calling for their heads,
marked by a scar, clouding the pupil. Her pale for they had doomed the town and butchered
skin is rarely unmarked by a blend of mud and kindly souls.
blood. She stands taller than her brother by Had the twins done this years ago, they would
three-to-four inches and is of a far broader, more have felt shame for what they had done. The
muscular build. witches were good and their magic was kind.
Unlike her brother, Margrit talks often, Even in their heinous act they had known there
goading her foes with visceral descriptions of were no glamors concealing a horrid hag, and no
their impending demise, whether they can terrible curse disguised as protection. They
understand her or not. In the heat of battle, her would have wandered on, perhaps even hung up
brash taunting often turns to a roar of rage and their blades.
hatred. She is rarely without a wicked grin. But they were too far gone. They saw the
Background Witch’s magic far too deeply ingrained in these
people and drew their weapons.
Hans and Margrit were born to a poor family of Within ten minutes, there was not a soul alive
hunters on the edge of a failing forest. They in Dreilicht. The twins had massacred with glee,
found little in a dying woodland and rarely had becoming the worst beasts of all.
anything to eat for themselves, let alone sell. Soon, the forest and its surrounding lands were
When a coven of witches and their horde of swept away in the Mists, entrapping the twins
monsters took root in the forest, the Jager family forever.
were the first to be slaughtered. Hans and
Margrit barely escaped with their lives, watching Hans & Margrit’s Torment
their parents being torn apart by bloodthirsty The twins are monster hunters that have become
beasts. far worse than any beast they have ever hunted.
They lived as orphans, wandering from town The following mar their thoughts and beings:
to town, using their hunting talents to earn a
meagre living. • Whilst they’re too far gone to even realise it, the
twins are hunters that have turned into monsters

10
far worse than anything they could ever hope to Closing the Borders
hunt. Whilst the twins have no knowledge of their fate
• The hunt never ends. The twins no longer need (and perhaps have no desire to find out), they
rest, but are desperate to find it. understand a change in their power. If they wish
• Visages of their past have been called into for it, they can block the exits of their domain by
Rotwald with them. Even their mere mention summoning the Mists of Ravenloft. Any creature
brings back agonising memories and moments of that steps into the Mists inevitably arrives in a
clarity as they slowly understand that all is not random location within the Rotwald Forest after
right. some hours, suffering two levels of exhaustion,
Current Sketch rendering them ripe for an easy hunt.
Nobody in Rotwald knows of Hans or Margrit, Roleplaying Hans and Margrit
not at least by name. Hundreds of legends tell Hans is a cruel and calculating man that takes
tales of horrific monstrosities in the Rotwald little joy in anything. He speaks little and cares
Forest, many are unknowingly stories of Hans for nothing but his sister.
and Margrit. On the other hand, the twins are On the other hand, Margrit is a loud,
vaguely aware of the villages that reside in the boisterous woman with a depraved love for
Valley of the Unscarred and largely ignore them. blood, gore, and the suffering of others. She
Their business lies in hunting the monsters that shouts, screams, and roars like an animal, smiling
lurk in the darkness of the forest. However, on with glee all the way.
rare occasions, they have passed through Zhaus,
seeking smiths to mend their aging weapons. Personality Trait. “We are the only sane ones left in
The twins wander the woods on an endless the world, everything else must die.”
hunt. The Dark Powers have rendered them Ideal. “They took our lives from us. We will take
inhumanly powerful, with magical resilience and theirs as payment.”
regenerative flesh. They need not eat, drink, or Bond. “Only when no monsters remain is our work
sleep, for only death will satiate their unending complete.”
hunger.
Both of the twins are so blinded by their Flaw. “We’ve spent so many years bathed in blood
decades of hunting that they struggle to separate that our eyes cannot see friend from foe.”
man from beast. The cracking of a stick is
enough to send them in a killing frenzy,
unknowing, or perhaps even uncaring whether
the “beast” they slaughter begs for its life in a
mortal tongue.
Their hunts have proven so prolific that they
once murdered every beast and monster in the
forest, staining the Wantier River red for seven
days and seven nights.
From this, the Dark Powers forged the
Spawning Pit, a well of terrible evil that births an
endless horde of nightmares, making sure that
the twins’ hunt never ends.

11
Hans Jager Spellcasting. Hans is a 9th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 15, +7 to
Medium humanoid (human), chaotic evil hit with spell attacks). Hans knows the following
ranger spells:
Armor Class 17 (studded leather)
Hit Points 127 (15d8 + 80) 1st level (4 slots): absorb elementsXGE, cure wounds,
Speed 30 ft. detect magic, ensnaring strike, hail of thorns,
snare XGE
STR DEX CON INT WIS CHA 2nd level (3 slots): cordon of arrows, locate animals or
14 (+2) 20 (+5) 18 (+4) 10 (+0) 16 (+3) 10 (+0) plants, pass without trace, silence
3rd level (2 slots): elemental weapon, revivify
Saving Throws Str +6, Dex +9
Skills Athletics +6, Intimidation +8, Nature +4, Supernatural Nature. Hans doesn't require food,
Perception +7, Stealth +9, Survival +7 drink, or sleep.
Damage Resistances bludgeoning, piercing, and Vanish. Hans can take the Hide action as a bonus
slashing from nonmagical attacks action.
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 17 ACTIONS
Languages Common Multiattack. Hans makes three attacks.
Challenge 11 (7,200 XP) Proficiency +4
Heavy Crossbow. Ranged Weapon Attack: +9 to hit,
Special Equipment. Hans carries forty silvered range 100/400 ft., one target. Hit: 10 (1d10 + 5) piercing
crossbow bolts and six silver daggers. damage.

Legendary Resistance (2/Day). If Hans fails a saving Silver Dagger. Melee or Ranged Weapon Attack: +9 to
throw, he can choose to succeed instead. hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4
+ 5) piercing damage.
Magic Resistance. Hans has advantage on saving
throws against spells and other magical effects. LEGENDARY ACTIONS
Predator's Mark (3/Day). As a bonus action, Hans Hans can take 2 legendary actions, choosing from the
marks a creature that he can see for death. The mark options below. Only one legendary action can be used
persists until Hans marks another creature with this at a time and only at the end of another creature's
trait. Hans gains advantage on ability checks made to turn. Margrit regains spent legendary actions at the
track a marked creature and adds 3 (1d6) to weapon start of her turn.
damage rolls made against them. Attack. Hans makes a weapon attack.
Skulk. Hans takes the Hide action, then moves up to
Regeneration. Hans regains 10 hit points at the start of
half his speed without provoking opportunity
his turn if he has at least 1 hit point.

Margrit Jager Regeneration. Margrit regains 10 hit points at the


start of her turn if she has at least 1 hit point.
Medium humanoid (human), chaotic evil
Spellcasting. Margrit is a 9th-level spellcaster. Her
Armor Class 17 (studded leather, shield) spellcasting ability is Wisdom (spell save DC 15, +7 to
Hit Points 170 (20d8 + 80) hit with spell attacks). Margrit knows the following
Speed 30 ft. ranger spells:
1st level (4 slots): absorb elementsXGE, detect magic,
STR DEX CON INT WIS CHA ensnaring strike, searing smite, zephyr strike XGE
20 (+5) 16 (+3) 18 (+4) 10 (+0) 16 (+3) 10 (+0) 2nd level (3 slots): find traps, protection from poison
Saving Throws Str +9, Dex +7 3rd level (2 slots): elemental weapon
Skills Athletics +9, Intimidation +8, Nature +4, Supernatural Nature. Margrit doesn't require food,
Perception +7, Stealth +7, Survival +7 drink, or sleep.
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical attacks ACTIONS
Condition Immunities exhaustion Multiattack. Margrit makes three attacks.
Senses darkvision 60 ft., passive Perception 17
Languages Common Battleaxe. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Challenge 11 (7,200 XP) Proficiency +4 one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10
+ 5) slashing damage if used with two hands.
Special Equipment. Margrit carries twenty silvered Light Crossbow. Ranged Weapon Attack: +7 to hit,
crossbow bolts and six silver daggers. range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing
Hateful Blade. Whenever a creature deals damage to damage.
Margrit, she scores a critical hit on a roll of 19 or 20
against that creature and gains advantage on all
LEGENDARY ACTIONS
weapon attacks made against that creature until the Margrit can take 2 legendary actions, choosing from
end of her next turn. the options below. Only one legendary action can be
used at a time and only at the end of another
Hunter's Pace. Margrit can take the Dash action as a creature's turn. Margrit regains spent legendary
bonus action. actions at the start of her turn.
Legendary Resistance (2/Day). If Margrit fails a Attack. Margrit makes a weapon attack.
saving throw, she can choose to succeed instead. Move. Margrit moves up to her speed without
provoking opportunity attacks.
Magic Resistance. Margrit has advantage on saving
throws against spells and other magical effects.
12
Adventures in Rotwald Quest Prompts
Rotwald is a domain of the hunters and the For ideas on adventures that could take place in
hunted, alongside the struggle between the Rotwald, consider the plots on the Rotwald
relatively peaceful Valley of the Unscarred to the Adventures table.
east and the monster-infested Rotwald Forest to
the west. The people must fight for survival Rotwald Adventures
when the chips are down and the players should d6 Adventure
be made to feel the same. The Weeping Woman of the Rotwald
Rotwald is also a land that shuns arcane magic, Forest guides the party to the Ruins of
particularly those of a sorcerer, wizard, and Dreilicht, where the true secrets of
1
especially a warlock. Be sure to convey this to Rotwald’s history can be uncovered,
your players so that they don’t get themselves alongside her tear of the White Witch
chased out of Zhaus within their first hour for (see below).
casting prestidigitation. Burgomaster Horst Axtberne hides a
Druids and bards are deeply mistrusted, but are terrible secret. His eldest son, Tierinn, is
unlikely to be chased out of town, rendering cursed with werewolf lycanthropy. The
clerics, paladins, and rangers the only accepted cityfolk are under the impression that
2
magical practitioners. An artificer that makes any Tierinn is simply sick, but his humanity
effort to conceal their magic as purely mechanics slips further and further with every full
are unlikely to be foiled, but should they be moon. Soon, he will be nought but a
perceived as magicians, they are treated as raging beast.
harshly as any sorcerer or wizard. A coven of green hags: Sister Holda,
Metzgerin the Hateful, and Old-Bloated
Native Characters Kinfresser, are corralling monsters into a
For players looking to create a character from 3 small army, seeking to completely raze
Zhaus to the ground and install
Rotwald, note that humans are the only ancestry themselves as the defacto leaders of
that currently exists in Rotwald. However, it is Rotwald.
not implausible for an aasimar of Saint Gromund
to originate in Rotwald. Geld Pfeilmacher ventures into the
woods to rescue a missing child, but has
Additionally, for class options, consider the 4 not returned. The heroic leader of the
following for characters native to Rotwald: Eastward Arrows needs the party’s help!
Cleric. A cleric in Rotwald is unlikely to follow A mysterious, beautiful young woman
any doctrine besides that of Saint Gromund’s. has arrived in the village of Rollendorf.
The Life Domain and Peace Domain TCE capture She has wormed her way into the favour
the Saint’s love, compassion and protection, 5 of every household in the village with her
whilst the Twilight Domain TCE is specifically silver tongue, yet disappears each night.
about protecting others from “the horrors of the People are starting to go missing, yet
night.” nobody seems to be noticing.
Druid. Practitioners of druidism are seen as akin A young boy has been ousted from
to witches in Rotwald, but that does not make Südstein for harming several of his
them any rarer, only more secluded. Often hiding siblings with witchcraft. He was always a
away in the canopies of the Rotwald Forest, the 6 troublemaker and most assumed it was
Circle of the Moon or the Circle of the “the witch’s malice possessing him.” In
Shepherd XGE and their affinity for beasts would reality, the boy is a budding Wild Magic
be fitting. Alternatively, a Circle of the Land sorcerer with little control over his power.
druid, favouring forests or mountains, would
also work well. Tear of the White Witch
Ranger. Perhaps the most fitting of all classes, Wondrous item, rare
rangers capture what Rotwald is all about. The tear of the Weeping Woman of Rotwald,
Rangers of Hunter archetype and Monster Slayer crystallised into a small gemstone necklace. Whilst
archetypeXGE side with the humans of the west, you wear this necklace, you gain advantage on
whilst those of the Beast Master archetype and saving throws against being charmed, cursed,
the Gloom Stalker archetype XGE reside in the east. frightened, possessed, or turned.
Additionally, the Accursed archetype (see Additionally, you may use your action to touch the
chapter 1) fits closely with the idea of the terrible necklace to a creature or an object to learn whether
curses that are birthed at the Spawning Ground. it is cursed or not and whether that curse can be
transmitted from that creature or object. Once you
have tested an object for a curse in this way, you
cannot do so again until the next dawn.

13
Curses of Rotwald Removing Rotwald Curses
The dark curses of Rotwald make up much of its Curses gained from sources in Rotwald are more
evils. There are several ways in which a character difficult to remove than others. If a creature casts
can become cursed, and many different curses a remove curse spell or similar magic on a creature
they might become afflicted with. For manners with the intent of removing a permanent curse,
in which a character can become cursed, roll on the caster must succeed on a DC 20 ability check
the Curse Source table, and for inspiration on the using their spellcasting ability modifier, else the
kinds of effects curses can have, roll on the Curse spell fails.
Nature table.
Curse Sources Doctor van Richten,
d6 Source I appreciate the concern, but I’m quite alright and my wounds
The creature is afflicted by a living curse have healed nicely. I’m currently residing in a domain called
1 (see chapter 3). Rotwald. Probably the nicest place I’ve been so far in
The creature entered into a bargain with Ravenloft, believe it or not. The folk are a bit superstitious, not
a hag and their curse was the price they
2 fans of wizardry and the like, but otherwise they’re good people.
paid, unlikely unbeknownst to them at
the time. I’m currently staying with a family in Rollendorf, a small
The creature was cursed by a spirit as a fishing village.
3 child for a family member’s wrongdoings. Like everywhere in the Mists, there’s a horde or two of
Another cursed creature forced their monsters in the obviously-haunted forest to the east, but
4 curse onto the creature to be rid of it. everything outside of it seems surprisingly pleasant. I’d
The creature inherited the curse from recommend you give it a visit.
5 birth.
Good luck with your trip to Isrige. Try not to die of hypothermia.
The creature encountered the Spawning It’s probably the least fun and most uninteresting way to die.
6 Pit. Staring into its abyssal void was
enough to afflict them with the curse. Yours,
Ez d’Avenir
Curse Nature
d10 Curse
You are cursed with lycanthropy and gain the Lycan lineage (see chapter 1). Whilst you
are cursed in this way, you transform against your will into your hybrid form during the
full moon and revert to a primal, monstrous state for 12 hours. In this state, your
1 Intelligence score is reduced to 4 and your Charisma score is reduced to 8. When this
curse is cured, you may choose to retain the Lycan lineage, but gain control over it, or to
revert to your original lineage.
2 You cannot speak.
You are wracked with constant, nagging pain. Whenever you would complete a long rest,
3 you must succeed on a DC 10 Constitution saving throw or suffer psychic damage equal
to your level and gain no benefits from the rest.
You are incapable of perceiving a type of object or creature (determined by the DM when
4 you gain this curse), except by truesight.
Whenever a creature speaks a specific word (determined by the DM when you gain this
5 curse), followed by a direct command, you must succeed on a DC 20 Wisdom saving
throw or forcibly follow that command as per the dominate person spell.
You grow weak and sickly. Your Strength and Constitution scores are reduced to 7 and
6 you are poisoned.
Once each hour, roll a d6. On a 1 or a 2, you disappear into a dark realm for the next hour
7 as per the banishment spell.

8 You gain a random Flaw determined by the DM.

Each time you complete a long rest, make a DC 10 Wisdom saving throw. On a failure,
9 your Intelligence score is reduced by 1d4. If your Intelligence score is reduced to 0, you
are stunned until your Intelligence score is 1 or greater.

10 Once each hour, roll on the Wild Magic Surge table to create a random magical effect.

14

You might also like