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Wild-eyed Wolverine (the Prince, cursed) In the Winter Wood:

 Ragged fur, wears golden collar (royal Crown)  It is cold [wear extra warm clothes, or Deprived]
 Too mad to talk, blames everyone else for his woes  Getting water is cumbersome, must melt snow
 Resentfully stalks the woods around the Earth Hut:  Firewood is easily available everywhere
Roll d6 each day to determine its location [1-6]  The Triple Peaks are visible from all landmarks
9 HP, 14 STR, 15 DEX, fangs d10 or razor claws d6+d6  Local denizens know what is in their vicinity
 DISHONOURABLE: attacks vulnerable foes first  The snow discloses recent tracks
 FEROCIOUS: bites throat of victim and hangs on  All animals can talk
 Critical Damage: disembowel victim
 If DEAD: transforms back into human form

Every Day consists of 6 Shifts [each about 4 hours]:


 Morning [dim light], Midday [sunlight], Afternoon [dim light], Evening [dark], Night [dark], Predawn [dark]
 Travelling BY PATH from a landmark to the next landmark takes about 1 Shift
 Travelling OFF-PATH from a landmark to a nearby landmark takes longer than 1 Shift
 If travelling WITHOUT SKIS, add 1 Shift to the travel time between landmarks
 Everyone needs to SLEEP 1 Shift per Day or gain Fatigue, sleeping additional Shifts removes Fatigue
 If sleeping UNCOMFORTABLY, be Deprived until next time sleeping
 Establishing a COMFORTABLE CAMP (including melting snow and eating food) takes about 1 Shift
 For EVERY Shift, roll d6:
1-Random Encounter [roll d6], 2-Signs of Random Encounter [roll d6], 3-Signs of nearby activity [consult map]

d6 RANDOM ENCOUNTER Stats and abilities [Ability Scores are 10 if not listed]
1 – Snow Giant King and Queen with retinue 9 HP, 16 STR, 7 DEX, trampling feet d8, Detachment
 Snow creaking loudly, sounding like an avalanche  SLOW leisurely march, not veering from their path
 Shambling bridal procession, touring their domain  Made of hard-packed SNOW
 Demands proper address (the Prince was disrespectful  Critical Damage: buried under layers of snow
by the Enormous Stone and was walked over)  Leaves no tracks in the snow
2 – Ice Bear 10 HP, 17 STR, sharp teeth d8 and icy claws d10
 Huge white bear, always hungry  CAMOUFLAGE: almost invisible in the snow
 Bully (chased fine-dressed lad south from its Winter Lair)  Good SWIMMER, claws through the river ice
3 – Mega Owl 8 HP, 14 STR, lacerating talons d10 or grab
 Chilling in the daytime, hunting in the dark  Fantastic NIGHT VISION
 Smug (has not seen anyone by the Solid Waterfall)  SWOOPS down from the night sky, snatches prey
4 – Naughty Nisse 12 HP, 5 STR, 16 DEX, hard kick d6
 Short old man, woollen clothes, long maroon cap  INVISIBILITY at will
 Trickster – imposes “fair” trades on unaware  If TREATED NICELY: offers to trade away from his
travellers (tricked the Prince while he crossed the river) secret stump stash a Fancy Poniard (royal insignia,
 Giggles loudly in his beard after making trades hot to the touch) [d8, shears through ice like cream]
5 – Ash-Aspen 7 HP, 13 DEX, 18 WIL, whittling knife d6
 Outworn clothes, sooty hands, brimming knapsack  CLEVER mind, resourceful
 Cheerful, wants to recruit the people they meet as  KNAPSACK filled with useless items [dead magpie,
their helpers (heard the Prince crossed the Log Bridge) shoe sole, pottery shards, two goat horns, withy]
6 – Howling Blizzard INVINCIBLE
 Terrible wind, whiteout, need to find cover  IMPOSSIBLE to travel further for next d6 Shifts
 Screeching whispers (if listening closely one question is [no more Random Encounter rolls meanwhile]
answered) [roll d6: 1 false, 2-3 strictly right, 4+ true]  COVERS recent tracks in the snow
11 Triple Peaks

Rock Face Glacier cracks


Sastruga Musk ox [8 HP, 15 STR, ram d12]

10 Solid Waterfall
Avalanches
Open water Strong winds
5 Winter Lair
4 Thousand Year Pine Rigid Rapids
Juniper

6 Crimson Patch
8 Snow Castle
Larson 1 Fallen Birch
Cabin Enormous Stone 7 Earth Hut Reindeer flock
3 Frozen Marsh Snow-covered
Lake
Log Bridge 2 Flatbread House
Indistinguishable
contours
12 Abandoned Shieling

Sawmill Snow drops off branches


Ice Export Camp
9 Royal Estate

KEYED LOCATIONS [Roll d6 each Morning to check which location 1-6 the Wild-eyed Wolverine is prowling]
1 Fallen Birch (weak shouts for help, wood axe by the stump, 7 Earth Hut (no windows, filled with sour smoke rising)
headless old hag trapped beneath trunk) Seid Shaman – 4 HP, 16 WIL
Old Hag – 1 HP, 5 STR  Spiteful (was harassed by the Prince, then cursed him)
 Chopped off her own head while felling the birch  MOON CURSE: target permanently transforms
 The head lies in the branches, shouting for help into their spirit animal after the following full
 If FREED: carries the head under her arm, offers to moon (can be lifted by the Shaman)
lead her rescuers to her Flatbread House and provide  TROLL SHOT: red-glowing iron fly seeks out
them with shelter and as much flatbread they want target and hits it wherever it is [d20 damage]
 Chatty (a collared wolverine sniffed her out while trapped,  Bone Flute [produces tones irresistible for every
scared it off, it also stalked past her house a week earlier) close-by animal]
2 Flatbread House (walls clad with flatbread, no one home) 8 Snow Castle (colossal, empty halls, vacant ice throne)
3 Frozen Marsh (snow lumps hide dead troops who rise up) 9 Royal Estate (sizable barn, adorned with carvings)
Frost Soldiers – 3 HP, 3 DEX, sabres d8, Detachment  If SWEARING to help search for the Prince: each
 Long blue coats, stiff walk, icy beards, gangrene is freely provided with skis and ski poles [bulky],
 Want to eat warm flesh to heat their cold bellies extra warm wool clothes and 3 days of rations
4 Thousand Year Pine (gnarly, lynx hideout) 10 Solid Waterfall (fifty fathoms ice column, sparkling
Lynx – 5 HP, 6 STR, 18 DEX, piercing teeth d6 in sunlight, bucket-sized silver bell protrudes from the ice)
 STEALTHY, listens in on conversations  WRECKING the bell free: waterfall collapses
 QUICK to run away from small signs of danger  Moon Bell [Ringing it summons the full moon,
 Informed (the Wolverine travels between locations 1-6) providing dim light during night-time. Bulky]
5 Winter Lair (snug shelter, gnawed bones, white fur dots) 11 Triple Peaks (perilous climb, magnificent view)
 Random Encounter rolls here are automatically [2]  Can see all landmarks [look Player Map handout]
6 Crimson Patch (blood splattered in the snow, antlers) 12 Abandoned Shieling (stone-built, turf roof, log fence)
 Reindeer carcass (throat bitemarks, disembowelled)  Fresh food scraps (apple core by north-west track)
The Prince has gone missing in the Winter
Wood. He was heading for the waterfall in search
of the fabled Moon Bell. The King has promised
the Prince's weight in gold in reward for bringing
him back. Be careful, something is on the move.
At sunrise you enter the yard of the Royal Estate.
From the farm you can see the Triple Peaks to the
north and the lofty mountains beyond. Eastward
there is a shelf of wide-open expanse. To the
south-west is the vale whence you came, and
from north-east a frozen river snakes its way
through the wood. Ski tracks lead on northward
between stocky spruces, towards an old shieling.
Snowflakes are falling lightly and it is biting cold.

This is a submission to Cairn: Forests of Another Name.


Written for use with and playtested with Cairn by
Yochai Gal (cairnrpg.com). Usable with games based
on Into the Odd by Chris McDowall (bastionland.com).
Text written and map drawn by Petter Fornes after a
four day winter hiking trip in Sylan mountains, 2022.
The art is public domain works by Theodor Kittelsen.

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