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TYPE OF ADVENTURE SITE: DUNGEON

This adventure site is a version of the abandoned mining city of Wailer’s


Hold, which is mentioned in several places in the history of the Forbidden
Lands (Gamemaster’s Guide, pp. 23-28). The interpretation of the material
is the author's own and the adventure site should therefore be considered a
completely unofficial version of Wailer’s Hold.

by JONAS KARLÉN
DESIGNER
Jonas Karlén

ILLUSTRATIONS
Jonas Karlén
Some illustrations are downloaded on 22 April 2022 from British Library’s albums on flickr:
https://www.flickr.com/photos/britishlibrary/albums

IDEAS
AND PROOFREADING OF THE SWEDISH VERSION
Magnus Gille, Peter Larsson, Magnus Seter, Jonas Vije

TRANSLATION
Google Translate in April 2022, with help from Jonas Karlén

This product was created under license. Forbidden Lands and its logo, are trademarks of Fria Ligan AB.
This work contains material that is copyright Fria Ligan AB and/or other authors. Such material is used with permission
under the Community Content Agreement for Free League Workshop.
All other original material in this work is copyright 2021 by Jonas Karlén and published under the Community Content
Agreement for Free League Workshop.
CONTENTS

BACKGROUND .......................................... 3 CREATURES AND PERSONS ............... 21


Those Who Remained............................................. 21
GETTING HERE ...................................... 5 The Meromannians ................................................ 21

The Abyss Worm....................................................... 5 Sansin ...................................................................... 23

Those Who Remained............................................... 5 The Fallen .............................................................. 24

The King’s Star ......................................................... 5 The Whiners .......................................................... 24

The End of the Rainbow ........................................... 5 The Abyss Worms .................................................. 24

The Teraldians ........................................................ 25

LEGEND .................................................... 5 Tincturus ................................................................27

LOCATIONS ............................................. 6 EVENTS ...................................................27


1. The Ruined City .............................................. 6 The Five Meromannians ........................................27

2. The Watchtower .............................................. 8 Exploration ............................................................ 28

3. The Mine Gate ................................................ 8 Rescue the Whiners................................................ 28

4. The Library ..................................................... 8 The Enda of the Rainbow ...................................... 28

5. The Sinkhole ................................................... 9 Envoys Between Clans ........................................... 28

6. The Tunnels ................................................... 11 A Whispered Warning ............................................ 28

7. The Whiners’ Realm ...................................... 13 Return of the King ..................................................29

8. The Old Mine ............................................... 14 A New Hope ............................................................29

9. The Shaft........................................................ 16 Tincturus Appears ...................................................29

10. The Entrance ............................................... 16 The Battle of Wailer’s Hold ....................................30

11. The Lake ....................................................... 16 Dissolution..............................................................30

12. The Teraldian Realm .................................... 19

13. The Throne Room ........................................ 19

14. The Teraldine Farm .................................... 20

15. The New Mine............................................. 20

WAILER’S HOLD
A lone wind tears up dust over the fallen boulders. Otherwise,
the ruined city is deserted at your feet. Next to what were once
the city's gates, there is a stone statue of a proud Meromannian
dwarf with a raised pickaxe. It is huge, like a tower, and from
inside the skull the glow of a blazing fire shines through the eye OVERVIEW
sockets. In its shadow lies a similar statue, crushed to the
Wailer's Hold is an old mining city,
ground. Behind it, a wide avenue leads straight through the which was abandoned by the
ruins to a large black gate into the mountain. The gate is closed Meromannian clan about 300 years
and the two statues, which previously seem to have stood ago. During their absence, their
proudly together, now rather depict something resembling a cousins, the Teralds, have created
completed roll scene between two siblings. Wailer's Hold is their own realm deep in the
deserted, but then suddenly you hear distant, irregular blows underground. In addition, a tribe of
echoing between the fallen buildings. Is the mine awake after whiners has moved in, and the abyss
worms that the Meromannians once
all?
kept for their mining have now
become free. At the same time, the
BACKGROUND Meromannians are on their way to
return to their old high seat and a
When the Meromannian clan was forced to abandon the drakewyrm is attracted by the
mining city of Wailer's Hold in 865 e.s. it was a defeat that seductive glow of the deepest caves.
would characterize their offspring for generations. The city When the adventurers arrive at
and its associated mine were the very heart of the clan's the site, it seems quiet and deserted,
culture and economy. Abandoning it was thus not a but they will soon become aware of
decision that the dwarves took lightly. Barricaded in the the conflicts that are already taking
large mine, the then king, King Ferdar Gloomsight, place in the underground and those
gathered his advisers and representatives from the city's that are approaching. Whose side
they choose to take is up to them, but
more respected families. They disagreed. Despite the fact
they should choose wisely. Having
that the walls of the mountain and the huge mining gate
helped the winning side take the
were thick, they heard their servants, the orcs, being
power over Wailer's Hold can provide
crushed by Zygofer's misgrown in the city ruins outside.
a valuable ally in the Forbidden Lands.
Some wanted to open the gate and fight. Others wanted to It can be good for the
stay in the mine, hoping that the orcs would eventually gamemasters to read through the
drive the enemies into flight. King Ferdar Gloomsight sections on Wailer's Hold
decided, however, that Wailer's Hold was lost and that the (Gamemaster’s Guide, pp. 23-28), the
most honorable thing was to seal the mine and take his clan Meromannians (pp. 58-59), whiners
from there. He led his people out through a passage to (pp. 69-70), abyss worms (pp. 76-77)
another part of the mountains and then made sure to raze and drakewyrms (pp. 90-91).
the tunnel behind him. The clan was then dissolved. Some
families stayed in the mountains east of Wailer's Hold,
while others followed their king north to their cousins the
Belderans. With him, the king had the only key that could continued. It took as long as five days before anyone dared
open Wailer's Hold's mining gate. One day, his offspring to make a sound. Then they crawled out of their hideouts.
would return to reclaim the mine and rebuild the city. As soon as Terald Stonebeak understood that King Ferdar
After the king's escape, the mine lay still, dark and intended to leave and seal the mine, he gathered his mining
deserted. The landslide from King Ferdar's last resort team. He explained that he intended to stay and that they
echoed in the distance. The fighting outside the gate were welcome to accompany him. Terald, who was a
popular foreman, took them all with him and they made a

WAILER’S HOLD
sacred promise to remain silent until the king returned or that it gave him new life. By this time, he had grown old,
until they perished. They gathered, in their respective but the stone kept him on his feet. When he finally became
places, their families and packed what they could bring with bedridden and the teraldians watched over his death, he
them. Then they gathered again and they cranked asked to have the stone attached to his forehead. He lost
themselves as deep into the rock as the mine reached. There consciousness during the operation and his subjects
they extinguished their lanterns and remained hidden mourned him. A day later, however, he woke up again,
while the rest of their clan left the mine. filled with life and strength. Since then, the teraldians call
300 years have passed since then. Zygofer's troops the rock type teraldine and the search for teraldines has
slaughtered the orcs in Wailer's Hold, but they never become the clan's main goal in their excavations. They lay
managed to force the mine gate. The Alderlanders settled the stones they find in the underground lake that forms the
in the ruins above ground, but never noticed Terald's center of their realm and Terald's throne room.
mining team deep under the mountain. They avoided the Sometime during the years that passed a tribe of
mine gate like a Huge’s curse and settled the parts of the whiners established under Wailer’s Hold. They were
city that were far from it. Even the rust brothers and the attracted by the mineral-rich soil and could, in the calm
misgrown stayed away. that now prevailed under the mountain, expand their tribe
Meanwhile, Terald's mining team led a difficult into a large realm that stretched under virtually the entire
existence in the mine. Their provisions ran out and they ruined city. In their quest for more teraldines, the
were forced to survive on mushrooms, roots and the sparse teraldians dug deep and wide beneath the rock. Eventually,
supply of prey that the caves offered. In addition, the their desire took them beneath the whiners’ realm, which
cohesion of the mining team began to crack. Terald to a large extent collapsed over the cave the teraldians just
initially tried to mediate to keep them together, but dug out. Both peoples suffered heavy losses in the landslide
eventually felt compelled to go another way. and a sinkhole was formed in the ruined city above.
Terald had become aware that a group of dwarves had The landslide was the beginning of a major conflict,
begun to make plans to get to the surface again. For Terald, which is still going on today. At first it was about exacting
this would not only mean a breach of the promise the group revenge on each other for the victims, but when the
had made, but also a risk of letting the creatures on the Teraldians, through experiments and ancient legends,
outside into the mine. He felt compelled to act and arrested realized the value of the whiners' sweet meat, the rift
the conspirators and their families. As punishment for between the peoples deepened. The Teraldians began to
their crimes, they were grilled alive over an open fire.
Thereafter, Terald ordered the remaining dwarves, hollow-
eyed and hungry, to feast on Huge’s gift. He proclaimed
himself king Terald Stonebeak of the Teraldian clan and
the mine his realm. He explained that they would dig
deeper into the rock, to the lower layers of the world to find
their new life there. He also secretly had his chief engineer
bring a number of trusted dwarves with her to build a trap
connected to the gate from the mining town. The satisfied
dwarves went down on their knees, partly out of fear but
also out of reverence and confidence.
The Teraldians dug deeper and found minerals and
plant species that they had never encountered before. They
explored their findings and learned to use them for their
survival. They escaped starvation and King Terald's
position became stronger. He was delighted with the finds
and especially a rainbow shimmering stone, as big as a fist,
attracted his attention. He could watch it for hours and felt

WAILER’S HOLD
capture the whiners and use the meat as food, medicine and of the rainbow") and the ghostly sounds from the sinkhole
not least to make the teraldines they found in the rock grow in the ruined city.
bigger. The atrocities have filled the whiners with hate,
who are now trying to surpass the teraldians by capturing THE KING'S STAR
them and exposing them to protracted and painful rituals. Adventurers can see in the distance something that seems
At the same time as the ongoing conflict underneath
to be a low star in the night sky. As they approach, however,
Wailer's Hold, the Blood Mist has eased over the
they see that the light is coming from the top of a giant
Forbidden Lands and Ferdar Gloomsight's heir, Tormund
statue. It represents a dwarf and the light, which appears to
Halfhand, has promised to return to Wailer's Hold and
be from a fire, comes from its eyes. Beyond the statue, the
once again make it the Meromannian's home. Around his
adventurers see the ruined city of Wailer's Hold in front of
neck he carries the key that has been inherited since the
the foot of the mountain.
mine was left. In addition, the ambitious drakewyrm
Sansin has been glimpsed by the light of the stones and is
THE END OF THE RAINBOW
convinced that it is the god and the ancestor Tincturus who
If the adventurers travel through the mountains east of
are hiding in the caves.
Wailer's Hold, they may encounter the drakewyrm Sansin.
She is in a crevice and has just finished a meal, consisting
of a number of mountain goats. The sun or moonlight is
reflected in her scale and plays beautifully on the mountain
walls. Sansin is more interested in talking than in fighting

GETTING HERE (she has already eaten). If she is allowed to speak to the
point, she tells the adventurers that she has found the end
Adventurers can reach Wailer's Hold in many ways. It is of the rainbow, the cradle of her kin’s ancestor and god
not unlikely that they will get there on their own initiative Tincturus. However, the sacred place is besieged by dirty
as the location is marked on the map. The posts below are vermin and Sansin asks the adventurers to gather
intended to lead them into the caves before Tormund information for her.
Halfhand arrives at the site, but this is in no way a Sansin can show the adventurers a way through the
prerequisite for being able to use the adventure site. mountain that ends into the underground lake (see 11. The
lake under Places).
THE ABYSS WORM
The adventurers are suddenly attacked by a young abyss
LEGEND
worm (Gamemaster’s Guide, pp. 76-77) that bursts from
the ground under their feet, either outside or inside the The dwarf clan of the Meromannians' old high seat Wailer's
ruined city. If the adventurers defeat the worm, they can Hold was notorious for its strong fortifications. The
hear echoing irregular beats from the tunnel left by the disappointment was all the greater when the clan was forced to
worm (see 6. The tunnels under Locations). flee the city and let it fall under Zygofer's control. However, the
misgrown and the rust brothers never managed to get through
THOSE WHO REMAINED the sealed gate that guards the city's rich mine. The gate is said
to be open only by the royal key inherited through the succession
The adventurers meet a group of dwarf hunters during
of the Meromannians. Now that the Blood Mist has eased, the
their journey through the mountains east of Wailer's Hold.
current holder and heir to the Meromannian throne,
The dwarves are initially suspicious, but become, as soon as
Tormund Halfhand, has promised to bring his tormented clan
they notice that the adventurers pose no threat, hospitable
back to their home to wake up the sleeping mine and rebuild the
and invite them to spend the night in their cave village.
city. He thinks he is returning to a desolate place, but
There they are offered food and the legend of Wailer's Hold
adventurers visiting the ruins talk about sounds from the
and the returning king is told to them. They can also hear
underworld, about echoing blows in the caves down there, as if
about a troublesome drakewyrm in the area (see "The end
the mine were haunted by the clan's betrayed ancestors.

WAILER’S HOLD
1. THE RUINED CITY
LOCATIONS
A spawn of ruins spreads out in front of the foot of a large
This adventure site uses a structure where the sites are mountain. Around what was once a city lies the remains of a
sometimes randomized as the adventurers explore it. This stone wall, the largest opening of which is lined with two tall
is to reinforce the feeling that the adventurers will soon get statues. One statue has fallen to the ground, but it is still possible
lost in an endless throng of underground places. It is not to see that the two statues are mirror images of each other,
the choice of going right or left in an intersection that dwarfs each with a pickaxe raised in a blow.
determines where they end up, but the luck and how much
time the adventurers spend in the underworld. Instead of
The fallen statue blocks what was once a wide avenue
letting the dice roll decide, the gamemaster can of course
directed towards the large black gate in the mountain that
also choose the outcome to adapt the tempo to the group's
leads into the mine. The avenue is lined with buildings that
preferences.
have either been crushed or weathered. If the adventurers
The locations are described on the basis that the
take a closer look at the ruins, they can see that their
adventurers come to them for the first time. During the
foundations seem to have grown out of the ground itself
game, the places can of course change, and journeys
and not laid on top of it.
between them can go faster with guides who know the
If the adventurers choose to explore the ruined city,
passages of the underworld. A schematic overview of how it
they may come across random encounters following the
is possible to travel between Wailer’s Hold’s different places
table below (one roll per quarter of a day).
can be found on page 7.

RANDOM ENCOUNTERS IN THE RUINED CITY

D6 ENCOUNTER DESCRIPTION
1 Find One of the adventurers finds a FIND, hidden in a coffin or box under the
landslides. Roll on the table for CARRIED VALUABLE FINDS in the
Gamemaster’s Guide (pp. 188-189)
2 Random Roll on the table for random encounters in the Gamemaster’s Guide
encounter (p. 147) and read under "Ruins".
3 Those who D6 dwarf hunters from the mountains have seen that it shines from
remained the old watchtower and want to investigate this further. They are on
their guard but cannot let it pass because it could mean that the king
has returned. See further under "Those who remained" on p. 19.
4 Meromannians D6 Meromannian dwarves from the vanguard are down to explore the
ruins.
5 Ghost A ghost of a fallen orc warrior moves among the fallen buildings. See
further under "The fallen".
6 Abyss worm A hungry young abyss worm hears the adventurers from below the
underground and attacks them. If they manage to SCOUT before, they
hear rumbling under their feet and can run to safety before the abyss
worm reaches the surface.

WAILER’S HOLD
1. THE RUINED CITY

3. THE MINE GATE 4. THE LIBRARY 5. THE SINKHOLE 2. THE WATCH TOWER

10. THE ENTRANCE 7. THE WHINERS’ REALM

6. THE TUNNELS

9. THE SCHAFT
8. THE OLD MINE

11. THE LAKE

12. THE TERALDIAN REALM

15. THE NEW MINE 14. THE TERALDINE FARM 13. THE THRONE ROOM

WAILER’S HOLD
2. THE WATCHTOWER can open the gate is if the king's key is put in its lock. See,
in that case, the event "Return of the king".
A huge statue of a proud dwarf swinging his pickaxe rises over
the ruins. It shines, as if by fluttering fire, from its eyes. On the
4. THE LIBRARY
ground is a similar statue but crushed by the fall right at the feet
of the standing. Although it is a ruin, the dignity of the dilapidated building
cannot be lost. Several meters high arches and remnants of
Tormund Halfhand's vanguard has camped in the richly decorated walls with motifs from the history of the
watchtower and guards its surroundings closely through dwarves in the Forbidden Lands. You have found the remains
the statue's eyes and hidden windows further down. If they of Wailer's Hold's library!
notice that someone is approaching, and it is not an
overwhelming force for the vanguard, they order the The library was once well-stocked and contained basically
intruders to stay while a number of dwarves come down to everything there is to know about the Forbidden Lands,
interrogate them. from the perspective of dwarves. If the adventurers search
To get to the top of the statue, the dwarf's head, where in the masses, the gamemaster can choose from or roll on
the vanguard has its camp, you enter through an opening the table to determine what they find.
in the dwarf's heel. An old oak door hangs on its hinges but
has long been rotten and unusable. From the opening,
narrow stairs go up through the statue to the head. The
room in the head has a diameter of about four meters. A FINDS IN THE LIBRARY
fire is burning in the middle and along the walls are the
D6 FIND
dwarves’ packings.
1 The legend of Queen Agatha's
twin tablets
✥ CREATURES: d6 + 1 Meromannians
2 The legend of the hammer
Vardebane
3. THE MINE GATE
3 The legend about Carskenfoots
The wide avenue leads, via an equally wide staircase, up to a boots
giant black gate in the rock wall. The gate lacks cracks and 4 The legend of Vond
visible hinges and seems to be made of solid stone. Runes are 5 The legend of the Stoneloom
written over its surface. It radiates a hostile superiority that mines
makes you uncomfortable. It looks down on you, as if you were 6 Map pointing out Stonegarden,
ants. Stoneloom mines and Vond

The gate to Wailer's Hold's mine is created of stone from


the lower layers of the underworld. Dwarves, and others
who succeed on a roll for LORE, can read the runic script:

THE MOUNTAIN IS CLOSED


ONLY THE KING MAY OPEN
WAKE UP THE FLAME OF THE MOUNTAIN

The gate is forged in underworldly fires of metals from the


deepest layers. It can only be destroyed by dragon fire. In
addition, it is also loaded with repulsive magic.
Adventurers who linger at the gate are exposed to the spell
terror (Effect Level 1, Player's Handbook, p. 142), once
per round until they go down the stairs. The only thing that

WAILER’S HOLD
5. THE SINKHOLE Climbing up through the sinkhole works in the same
way as down, with the only difference that the table is
Among the collapsed buildings you see a block, where the ground
reversed.
has given way and left a large hole. As you approach, you hear
sounds from the abyss. Irregular blows of axe against stone
echoes from the depths, but there is also something more. Voices,
wailing voices, and occasional distant cries are heard from
below. The hole is dark, but the darkness does not manage to
hide the torment that inhabits the passages of the abyss.

The sinkhole is a vertical shaft that runs down into an


underground lake. It is possible to climb down into it, but
it is difficult and time consuming. The air in the sinkhole
is cold and humid. Here and there water flows along the
rock wall and drips into the depths. The darkness becomes
more and more compact the further down the adventurers
climb and from the bottom they can hear moaning gasps
(see 11. Lake), and sometimes even distant echoing blows
against stone (from the Teraldian mines).
To get down into the sinkhole, adventurers need to roll
for move. Each roll corresponds to an hour of time. If the
roll succeeds, the adventurer climbs down. How far she
goes is determined by a roll on the table on the next page.
The results in the table are cumulative. If the first roll on
the table shows 2, the next one is rolled as D6 + 2.
If the roll to climb fails, the adventurer finds no way
down and must wait to try again the next hour. If a pushed
roll fails, the adventurer falls down the sinkhole. The
damage is affected by where the fall occurs from in the
sinkhole. A falling adventurer lands in the waters of the
underground lake.
Cautious adventurers can, before each roll to climb,
look for a suitable way down. The player needs to bring this
up herself and then roll for survival. For each successful
die, the roll for climbing is modified by +1. It is also
possible for adventurers to help each other during the
climb. However, this doubles the time required. If the
group wants to stick together during the climb, the roll for
mobility is only struck by the one with the lowest level in
the skill.
In combat during the climb, only one-handed weapons
can be used. All types of actions are also modified by -2, as
the combatants must stay on the wall at the same time.
Pressed rolls that fail result in the adventurer losing his
grip on the wall and falling to the bottom of the sinkhole.
By retreating or climbing, an adventurer can get to a ledge
to make both hands free.

WAILER’S HOLD
CLIMBING DOWN THE SINKHOLE

D6 + ENCOUNTER EFFECT
EARLIER
RESULTS
1 Hollows The stone breaks under the foot of an adventurer and falls to the
bottom of the sinkhole. The adventurer manages to regain her grip
and when she examines the wall more closely, she notices that it
consists of a brittle, sparse network of stones, as if it had been
hollowed. A successful roll for SURVIVAL or lore gives the information
that the network is probably hollows (see p. 13), created by whiners.
The next roll to climb is modified by -1 due to the porous stone.
2 Whiners The adventurers notice how the wall of the sinkhole suddenly moves
and out of it wells 5D6 hissing whiners which, clinging to the cave
wall, begin to inspect the adventurers. They invite them to their
queen. If the adventurers do not follow voluntarily, and the whiners
are at least three times as many, they try to take them with them by
force. Otherwise, they keep their distance. If they feel threatened, they
disappear into the hollows again.
3 Tunnel A round dark tunnel opens into the wall. A successful roll for SURVIVAL
or lore gives the information that the tunnel is probably dug by an
abyss worm. If the adventurers choose to crawl into the tunnel, they
reach the Tunnels.
4 Abyss A hungry young abyss worm hears the adventurers climbing through
worm the sinkhole and attacks them. If the adventurers succeed with a roll
for SCOUTING, they hear a rumble in the wall and can get ready for
battle before the abyss worm attacks. Otherwise, the abyss worm
may carry out an attack before the initiative draw. The abyss worm
leaves behind a tunnel that leads into the Tunnels.
5 Mine The adventurers reach a ledge in front of a dug and supported
tunnel passage into the wall. The corridor leads to the old mine, see p. 13.
6+ Bottom The adventurers reach the lake at the bottom of the sinkhole, see p.
15.

10

WAILER’S HOLD
FALL DAMAGE IN THE SINKHOLE

FALL FROM… DAMAGE


The mouth of the Broken. Critical injury (blunt) is rolled with D6 + 60.
sinkhole
Hollows Broken. Critical injury (blunt) is rolled with D16 + 50 (the tens digit is
rolled with D6. 1-3 becomes 0. 4-6 becomes 1. If the dice show 3 and 4,
the result is 4 + 50 = 54).
Whiners Broken. Critical damage (blunt ) is rolled with T26 + 40 (the tens digit is
rolled with D6. 1-2 becomes 0, 3-4 becomes 1 and 5-6 becomes 2. If the
dice show 3 and 4, the result is 14 + 40 = 54).
Tunnel Blunt damage 12D6
Abyss worm Blunt damage 8D6
Mine tunnel Blunt damage 4D6

6. THE TUNNELS

A stench of carcasses and damp soil washes over you from inside
the dark tunnel. The walls are rounded and close around you
like in an intestine. The tunnel is quiet.

The tunnels are dug by the area's abyss worms and connect
the different places of the underground. However, the
tunnels are so many and long that they are difficult to
navigate.
If the adventurers enter the tunnels, a roll is made on
the tunnel table on pages 11-12. Each roll means an hour's
walk, which is an unpleasant experience. It stinks of as and
feces from the abyss worms, and the darkness and silence
sometimes seem so endless that it is difficult to get an idea
of time and space. For every hour the adventurers spend in
the tunnels, they need to endure a horror attack. In the first
hour, the attack is rolled with three dice. If the adventurers
have not reached the end of the tunnel by that time, a new
attack is rolled with four dice, etc.

11

WAILER’S HOLD
TRAVELLING IN THE TUNNELS

D66 ENCOUNTER EFFEKT


11 The surface The tunnel rises after a while and the adventurers can hear the
wind and life from above ground. The tunnel ends just outside
Wailer's Hold, where a young abyss worm has surprised a prey. The
worm is fully occupied with feasting on the prey nearby.
12-14 Tunnel The adventurers follow the tunnel in winding turns through the
underground, without reaching any end. Make a new roll on the
table.
15-16 The sinkhole The tunnel opens into the sinkhole. Adventurers can choose to
climb down from the ledge "Tunnel" in the table "Climbing down the
sinkhole" or turn back into the tunnels.
21 The abyss The tunnel opens into a larger cave with 1 old abyss worm and D6
worms’ nest young. The cave has been the abyss worm's nest since the time
when they served the meromannians. Walkways from the cave
lead to the Old Mine.
22-23 Abyss worm A hungry young abyss worm hears the adventurers climbing
through the sinkhole and attacks them. If the adventurers succeed
with a roll for SCOUTING, they hear a rumble in the wall and can get
ready for battle before the abyss worm attacks. Otherwise, the
abyss worm may carry out an attack before taking the initiative.
24-25 Hollows A part of the tunnel wall consists of a brittle, sparse network of
stone, as if it had been hollowed. Successful roll for SURVIVAL or
LORE gives the information that the network is probably hollows,
created by whiners. The hollows border the whiner’s realm. See
further info on pages 12-13.
26 The whiners’ With a successful roll for SCOUTING, the adventurers can hear
trap cheerful voices further down the tunnel. It is D6+10 whiners that are
unloading an abyss worm from a trap consisting of sharp poles.
The beast is still moving a little spasmodically. If the adventurers do
not care to scout, or fail their roll, they are discovered. The whiners
want to defend their prey, but if half of them should die, the rest will
flee. If they feel they have an advantage, they try to take the
adventurers to their queen.
31-32 Mine tunnel The adventurers reach a ledge in front of a dug and supported
passage into the wall. The corridor leads to the old mine, see p. 13.
33-36 Drums The adventurers hear rhythmic drumbeats echoing in the tunnels.
The whiners or Teraldians try to lure an abyss worm into a trap.
41 The lost dwarf A sobbing dwarf is curled up in the tunnel. It's Egol Thousandstone,
one of the meromannians who went down the sinkhole. See further
in his description in the section Creatures and people.
42-44 Sansin’s song The adventurers hear a melodic hum from afar. After a while, it
disappears. Sansin moves in the tunnels, but not close enough for it
to be a confrontation.

12

WAILER’S HOLD
TRAVELLING IN THE TUNNELS, CONTINUED

D66 ENCOUNTER EFFECT


45 Satisfied The adventurers hear a melodic humming approaching, After a
Sansin while they meet Sansin in the tunnel and she is in a talking mood.
See the description of Sansin.
46 Hungry The adventurers hear a melodic hum. It gets closer but ends
Sansin abruptly. Sansin has detected the adventurers and quietly tries to
surprise them with an attack (resistance roll between STEALTH and
SCOUTING). She's hungry! If the adventurers have met Sansin
before, in calmer forms, they can try to calm her down by a
successful roll for MANIPULATE (no resistance is rolled). She then
wriggles away annoyed.
51-53 Lake The tunnel opens into one of the passages that lead to the
underground lake at the bottom of the sinkhole. A ghost is there.
See The lake on page 15.
54-56 Beats The adventurers hear echoing beats of metal against stone.
61-63 Teraldine A stone, as big as half a fist, shines in all the colors of the rainbow in
the tunnel wall. It's a teraldine.
64-65 Teraldians A group of D6+5 teraldians are on their way back to their realm
after a successful hunt for whiners in the tunnels. They have caught
a whiner, who now hangs apathetic and tied to a stick they carry
between them. A successful roll for SCOUTING, lets the adventurers
hear their mumbling voices and steps. Then they also see their
shining eyes. The ages are cautious and do not attack the
adventurers directly. On the other hand, they are very determined
that the adventurers are trespassing in the Teraldian realm, and
demand that they accompany them to their king, (see The
Teraldian realm, p. 16).
66 The Teraldian The tunnel slopes down so much that the adventurers are forced to
realm climb a bit. To get down to the end of the tunnel, they need to
succeed with rolls against MOVE. If the roll fails, the climb takes an
hour. If a pushed roll fails, the adventurer falls and takes 4D6 crush
damage. The tunnel ends right by one of the entrances to the
Teraldian realm.

7. THE WHINERS’ REALM the voices escalates in a mouth further ahead and when you get
there you find yourselves on the footstep to a large cave.
You travel through the mountain along winding and narrow
passages drilled through small cavities. An irregular chatter
The whiners’ realm consists of several smaller living caves
and scream echoes through the passages. Sometimes it's like the
that all revolve around a large cave hall. There lies their
walls, ceiling and ground themselves are made up of small
queen Sulez Ritoch on a divan-like throne, which is just a
crawling creatures, which follow your steps. The sound from
suitably shaped rock. The hall's walls, ceiling and floor are

13

WAILER’S HOLD
and to act in the chaos that arises. If the players have their
own ideas, this should of course be encouraged, but the
gamemaster should let it be difficult and include several
challenges (after all, there are a lot of whiners). Another
HOLLOWS way to get Tor from the whiners is to first help them in
their fight against the teraldians (see "The Exemption" on
The whiners’ realm is surrounded
p. 26).
by hollows, a brittle, mushroom-like
network of stone that have been
✥ CREATURES: Sulez Ritoch, hundreds of whiners (of
pierced. Only whiners, and smaller
which D66 are able to fight in the queen's hall, Tor
creatures, can get through the
Twocut
hollows and it therefore functions
as a fortification.
8. THE OLD MINE
The hollows can be forced with
a blunt weapon (40 points of blunt The mud and the irregular stones under your feet change into a
damage, alternatively an hour of floor of hard, flat stone. The construction of the walls also seems
work), but this attracts whiners. to be more solid in the part of the underworld you are now
They come in groups of 5D6 per entering. Runes are carved in its stones and empty torch holders
quarter hour to defend their realm. can be seen at regular intervals. A faint gust of wind makes
If the battle goes against them, your torches flutter, and further down the aisle you can hear the
they flee into the hollows to fetch distant echo of rushing water. Once upon a time, this was a
reinforcements. If the adventurers mine, but what is it now?
come through the hollows, they
reach the realm of the whiners. If The old mine of the Meromannians lies desolate, a no-
the whiners succeed in defeating man's land between whiners and teraldians. Both factions
the adventurers, they take them to send scouts here at regular intervals, but without
their queen. establishing themselves. Sansin and the abyss worms also
come here sometimes, in search of prey.
The old mine revolves around a gigantic hall with 50-
meter-high pillars and arches, and a throng of a network of
always filled with whiners that serve the queen. In piles, rails for mining wagons is sunk into the floor. Given the
right at the foot of the throne, lie hundreds of eggs, which regularity of the hall, and the fact that it bathes in the dark,
dimly glow a poisonous yellow color. On the piles also sits it is extremely difficult to navigate it. An adventurer who
a naked dwarf, Tor Twocut, with a rope around his neck. examines the pillars and also succeeds with a roll against
From the roof hang the corpses of rotten bodies lore can, however, interpret the engraved runes as a
(teraldians), on which the eyes have been replaced with numbering. By following this numbering to its beginning,
precious stones of different colors. The glow from the eggs the group reaches the shaft (see below) in one hour.
is faintly reflected by the gems, which means that the whole Unplanned exploration of the hall leads to the adventurers
hall bathes in playing bright spots. coming to spaces according to the table on the next page.
The adventurers can get to the whiners’ realm either by One roll means an hour of exploration.
being (voluntarily or by force) taken there by the whiners, All objects found in the old mine have double value if
or by forcing the hollows that block all entrances. The they are sold to a Meromannian dwarf. But selling them
reception they receive of course depends on how they have can also be sensitive because the items can be considered
treated the whiners in the underground before. Their stolen goods. The seller needs to succeed in an opposite
number is overwhelming and releasing Tor Twocut should manipulate roll against the buyer's insight. If it fails, the
require a thorough plan. An example of what could work is seller is accused of theft and violation of Wailer's Hold's
to set the eggs on fire, when most of the whiners are asleep, seal!

14

WAILER’S HOLD
EXPLORING THE OLD MINE

D66 ROOM DESCRIPTION


11-36 Great Hall Infinite rows and columns of giant pillars and vaults shrouded in
darkness. The pillars are numbered with runes, which can lead the
adventurers to the shaft (see The Old Mine, p. 13).
41 Dormitory A larger room with sleeping berths on three levels carved into the
cave wall. In the middle of the room there is an extinguished
fireplace and a hole in the ceiling. The room serves as a campsite,
without the adventurers having to roll for MAKE CAMP.
42 Tool storage A small space with tools of various kinds. Adventurers can pick up
as much as they want from the following items: picks, hammers,
ropes, torches, flint and steel. There are also wagons that hold 20
items.
43 Kitchen and Several adjoining rooms, with doorless openings in between. In
dining room some of the rooms there are long tables and benches and in others
extinguished fireplaces and kettles. Adventurers can pick up as
much as they want from the following items: Cookware, sails, plates,
food knives, spoons and clay jars.
44-46 The shaft See 9. The shaft
51-56 Mine A roughly carved passage, supported by simple bars, leads into a
large cave with scaffolding and simpler elevator devices. Here the
Meromannians mine for precious stones and metal in the rock.
Modify rolls for FINDS by -2.
61-64 Hollows A part of one of the walls is brittle and consists of a sparse network
of stone, as if it had been hollowed. A successful roll for SURVIVAL or
LORE gives the information that the network is probably hollow rock,
created by whiners. The hollows work, for the whiners, as passages
to their realm, but they are too narrow for the adventurers to climb
through. No finds here.
65-66 Passage to See The Teraldian realm, p. 16.
the
Teraldian
realm

FINDS AND ENCOUNTERS IN THE OLD MINE

D6 FIND (WHO SEEKS, FINDS…) ENCOUNTER


1 None None
2 None 3D6 whiners
3 Simple carried find Anna Goldfinch + 2D6 teraldians
4 Simple find in a lair Hungry Sansin
5 Carried valuable find Satisfied Sansin
6 Valuable find in a lair Rezna Axeblood

15

WAILER’S HOLD
9. THE SHAFT the chains are stretched and the contents of the cauldrons
will be poured and mixed on the floor of the entrance,
A 20-meter wide, circular shaft runs vertically through the
creating an explosion and a sea of fire that fills the hall and,
rock. At its far wall a waterfall rushes, echoing in the shaft. A
with the help of the bellows, squirts out through the gate
large wheel is attached to the cave wall and hangs still next to
opening. This in turn triggers a landslide, where the roof
the water. A rotten wooden bridge runs along the sides of the
of the entrance collapses. The gate remains, but the road
shaft and in the middle rusty but solid chains rattle.
into the mountain will be blocked by the fallen stones.
The trap can only be disarmed from inside the entrance.
The chains and the wheel are an elevator device that the
One of the adventurers can roll for crafting possibly with
dwarves used to transport stone up to the entrance. At the
help from others) to see how long it takes to disarm. If the
entrance to the shaft there are a few levers which are also
roll fails, it takes a day, if it succeeds, it takes a quarter of a
connected to this machinery. Even if the chains are rusty,
day. With two successful dice it takes an hour, and with
the machinery still works. An adventurer can try to
three successful dice a couple of hours. The trap is only
maneuver the levers by rolling against crafting. The wheel
triggered if a pushed roll fails.
then moves to the side, so that the blades end up in the
Adventurers who are in the entrance or within 20
waterfall, and the wheel slowly begins to spin. This causes
meters of the gate on the outside when the trap is triggered
the chains to move and a platform to descend through the
must withstand a fire attack with 10D6 (non-typical
shaft. The platform is made of solid metal, with rails for
damage, armor does not protect). The person who takes
wagons on its floor and similar levers like those at the
damage also starts to burn and takes another 1 point of
entrance on one side. The device is braked manually with
damage per round until she manages to extinguish the fire
the levers, but no new roll is required for further
through a successful roll to mobility (long action).
maneuvers.
If Tormund Halfhand were to trigger the trap by
A small door on one side of the shaft leads to a narrow
opening the gate, he and 50 + D66 meromannians would
spiral staircase that runs next to the shaft. At regular
die from the explosion.
intervals there are openings towards the shaft.
Going upwards through the shaft, takes the adventurers
11. THE LAKE
to the Entrance (see 10 below). Going downwards, takes
them to the bottom, where roughly carved passages lead to Drops echo in the half-water-filled cave you have come down to
the Teraldian realm (see 12 below). and you can see slight ripples where the water surface meets the
cave walls. Naturally created pillars form arched openings out
10. THE ENTRANCE of the cave and deeper into the darkness. From one direction the
distant beats are heard, from another, silent moans.
A large cave hall spreads out at your feet. Several rails for
mining wagons run across the floor, and along the walls there
The underground lake is formed partly by the dwarves'
are openings to other spaces. Here and there are giant bellows,
mining work, partly by the watercourses that run through
all facing the same direction. A pungent scent reaches your noses
the mountain. The depth is between 3 and 10 meters and at
and when you look up you see how the cave's roof is filled with a
the bottom are the remains from the above layers,
throng of cauldrons, chains and devices. The chains are
including parts of buildings, furniture, objects and corpses
attached to a giant gate at the far end of the hall. The bellows
from those who ended up under them in the landslide.
are directed towards the gate.
Here is also the body of the Meromannian dwarf Tuldra
Overshield, who fell during the climb down through the
When the mine was in use, this was the stately entrance,
sinkhole. Her body is much fresher than the other corpses
where stones and metals from the underground were taken
in the lake and her soul has not become a ghost. At the
out to the city, and where exhausted Meromannians on
bottom there is also a water passage that leads to the
their way out of the mine met the rested on their way down.
waterfall at the shining lake of the Teraldian Realm (see 12
Nowadays it contains a lethal trap that is connected to the
below).
gate. The cauldrons in the ceiling contain pieces of metal
and substances that explode if mixed. If the gate is opened,

16

WAILER’S HOLD
Above the water surface, passages, shaped like arches by the
movements of the water, lead away from the bottom of the
sinkhole. One of the passages is dry, with a beach in front
of the estuary. This passage is dug by the Teralds and leads FINDS IN THE LAKE
to their realm (see 12 below).
D6 FIND (WHO SEEKS, FINDS…)
In the darkness under the arches, ghosts from some of
1 Nothing
the whiners and teralder that were crushed in the landslide
2 Simple carried find
are hiding. They take no notice of each other but like to
3 Valuable find in the lair
interact with living beings who have found their way into
4 Precious find in the lair
the corridors. At first, they inadvertently scare (random
5 A teraldine
monster attack) the person they meet, but after that they
6 Roll twice on the table
like to talk about their tragic fates.

✥ CREATURES: The fallen


✥ TREASURES: see table

17

WAILER’S HOLD
TERALDIAN TRAPS

All traps can be discovered by an adventurer who is actively looking for traps and succeeds with
a SCOUTING roll. The adventurers can then try to disarm the trap, through successful rolls for
CRAFTING, SLEIGHT OF HAND or other suitable skills, depending on how they proceed.

D6 TRAP DESCRIPTION
1 Pit The floor by the shiny stone is weakly supported and covers a 5-meter-
deep square shaft whose width runs over the entire passage. Anyone
who walks on the floor falls into the shaft and must endure an attack
with three basic dice (crush damage). Then the way up through the
shaft is covered by a grate. If the trap is discovered or has already been
triggered, the adventurers can jump over, with a successful MOBILITY roll.
2 Rolling The stones on the floor and walls are pressure sensitive and activate a
stone mechanism, hidden in the walls, if they are touched. The mechanism
releases a barrier about 20 meters further forward in the passage and a
large globular boulder begins to roll towards the place where the trap
was triggered. To avoid the boulder, adventurers need to run away from
it (which requires a successful MOBILITY roll) until it loses speed on an
uphill slope.
3 Toxic fumes The stones at the teraldine are covered with a steaming poison
(Sleeping, Potency 6) that affects everyone who comes near it. If the
adventurers discover the trap before they pass, they feel that it smells
bad. If they hold their breath or cover their nose and mouth, the Toxicity
of the poison is halved. This trap can not be disarmed.
4 Fire A thin wire is attached over the floor, ceiling, and walls of the corridor. If
someone comes towards the wire, a splinter is pulled out and the
passage is filled with a sea of fire. All persons in the fire are attacked with
seven basic dice (non-typical damage), which continue each round,
until the person has succeeded with a roll for MOBILITY. If the adventurers
discover the thread, they can get past it through a successful MOBILITY
roll.
5 Explosion The stones on the floor and walls are pressure sensitive and trigger an
explosion in the hallway. The person who triggered the trap, and others
in the same zone, must endure an attack with nine basic dice (crush
damage). People further away must endure an attack with six basic dice.
If the trap is discovered, the adventurers can jump over, with a
successful MOBILITY roll.
6 Landslip A thin wire is attached over the floor, ceiling, and walls of the corridor. If
someone comes towards the wire, a sprint is pulled out and the hallway
walls and ceilings collapse. Everyone who is in the same zone as the trap
must endure an attack with ten basic dice (crush damage). If the
adventurers discover the thread, they can get past it through a
successful MOBILITY roll. If the trap is triggered, the passage is destroyed
and impossible to get through.

18

WAILER’S HOLD
12. THE TERALDIAN REALM 13. THE THRONE ROOM

You perceive a panting point of light far ahead in the dark The corridor opens into a large cave that bathes in a pleasant
hallway. It is still, but changes in strength and color, from blue light, varying in all the colors of the rainbow. From one of the
to green, from green to yellow and on to all the colors you can walls, a waterfall runs down into a small lake, from where the
think of. As you approach, you see that the source is a luminous light radiates onto the walls and ceiling. A cliff with a high
stone that lies in the middle of the corridor, whose walls, roof throne juts out from the waterfall. On the throne sits a dwarf
and floor have changed from roughly excavated soil and stone to and despite the distance to him you can perceive his radiance of
stably supported boulders. Further into the darkness, irregular stubbornness and exhaustion. On his forehead sits a large
blows of hard materials against each other are heard, but here luminous stone.
by the panting stone it is quiet.
King Terald's throne room has a diameter of about 50
There are a handful of entrances to the Teraldian Realm meters and a height of about 20 meters. It revolves around
and in all of them there are traps to keep especially whiners the lake, in which the teralds have collected teraldines,
at a distance. Over time, these have learned to stay away whose light breaks through the rippling surface. The
from the luminous stones that mark the realm's border, as throne on the cliff is made of solid metal and adorned with
they have not been able to figure out the mechanisms that teraldines and other precious stones. Behind it, the cliff
trigger the traps, or how to avoid them. What kind of trap leads behind the waterfall to Terald's living quarters, where
there is at the entrance that the adventurers come to, and his bed and a table are located. In an alcove is the king's
how they can get past it, is rolled on the table on the treasure of precious stones, in which he sometimes bathes
previous page. If a trap is triggered, a bell echoes in the his hands in distraction. In addition, there is a small
hallway, whereupon D6 + 4 Teraldians come rushing opening to a staircase that leads down to the lakeshore. The
within a few minutes. If the adventurers travel in the opening is always guarded by two guards and there are two
company of the Teraldians, they are led past the traps by more up by the throne, as well as two who follow King
them. Terald wherever he goes.
If the adventurers pass the traps, they will enter the Below the cliff, on the shores of the lake, the teralds
passages and caves that King Terald has proclaimed his gather when the king has something to proclaim. It is also
realm. The corridors are properly built of boulders and from here that anyone who has something to bring up with
stacked stones and lead to the heart of the realm, Terald's the king, may declare his case.
throne room by the shining lake. Adjacent to the corridors, Drinking the water has the same effects as licking a
there are also smaller spaces, such as living quarters, teraldine (see next page). From the throne room, passages
storage, and dining rooms. In these spaces, they may lead to the rest of the realm (see 12-15).
encounter Teraldians, but also find finds, according to the
table below.

FINDS AND ENCOUNTERS IN THE TERALDIAN REALM

D6 FIND ENCOUNTER
1 None None
2 Simple carried find D6 children
3 A pickaxe D6 children + D6 unarmed adults
4 A warhammer D6 unarmed adults
5 A hidden teraldine D6 armed guards
6 Roll twice on the table 2D6 armed guards

19

WAILER’S HOLD
✥ CREATURES: King Terald Stonebeak, Ronja
Snarebinder, Ymer Gemeye, 6 + 5D6 teraldians
✥ TREASURES: Hundreds of precious stones, each worth
6D6 silver.

14. THE TERALDINE FARM TERALDINES


Poor moans and irregular gasps are interspersed with slow
The origin of the Teraldines is
clanging sounds of chains from inside the hole. Pulsating, dim unknown. The Teraldians regard them
points of light break its darkness, a stench of feces and decay meet as the sacred core of the mountain,
your noses. You reach a lattice and inside you see a cell, while for Sansin they contain the spirit
completely clad in metal and with the small prisoners hopelessly of Tincturus. They radiate a pleasant
fastened in heavy collars. The pulsating lights come from their light that slowly changes in the colors
stomachs, which are swollen. of the rainbow and give the viewer
peace. The stones taste salty if you
lick them and fill them with a pleasant
The Teraldians call their prison "The Farm". Here
satiety.
caught whiners are chained in collars. In addition to
If someone stares at a teraldine
captivating their enemies, they also sew in teraldines inside
for a minute, 1 point EMP and 1 point INT
their skin, so that the stones grow larger in the sweet meat,
are recovered. This can be repeated
as the nettle flesh is called. It works. The stones grow by a until the values are fully recovered.
few millimeters in a week, which is extremely painful for During the recovery, however, the
the wearer. At the same time, the stone gives its wearer viewer loses himself in the pleasant
nourishment and infinite life, so the process could light and gets -2 on all rolls for SPEJA.
continue for an eternity, or until the stone becomes too Anyone who licks a teraldine gets
heavy and falls out of the skin. their current need for FOOD covered
The Teraldians are experimenting with where the and can see in the dark without
teraldines grow best. They have learned that it is important modifications during the next 24
hours. The eyes then also begin to
not to injure any vital organs, so that the wearer does not
glow dimly. The stones can be reused
die during the operation. What seems to work best so far is,
for this purpose an infinite number of
nevertheless, to attach the stone just underneath the skin
times.
by the stomach. Most of the whiners in the cell therefore
If a teraldine comes in contact
have bright, swollen stomachs. Some moan in pain. Others with a creature’s bloodstream, the
sit apathetically and stare blankly in front of them. blood and its organs are given infinite
To avoid rescue operations, the Teraldians have power, which means that the wearer
covered the hole entirely in metal, which the whiners do cannot die a natural death.
not manage to pierce with their teeth. Ymer Gemeye carries If a teraldine were to be taken to
keys to the lattice door and collars. the surface, it would attract D6
drakewyrms to the site every day. If
✥ CREATURES: 12 whiners the stone is on the surface on a
humid, sunny day, the rainbow seeks
✥ TREASURES: As many teraldines, sewn inside the
the stone and Tincturus takes shape
whiners' skin.
(see the text about Tincturus and the
event The Rainbow Kingdom)..
15. THE NEW MINE

The passage leads down into the mountain, towards its


underlying layers, in the dense darkness. The blows of pickaxes
echo in the depths and soon a carved cave opens from the passage.

20

WAILER’S HOLD
The Teraldians’ hunt for new teraldines goes downhill and
the Teraldian mining teams dig new passages through the
CREATURES AND
underground. As soon as they find a teraldine, they dig out PERSONS
a cave in search of more.
An adventurer who wants to try her luck in the Below are the creatures and persons that the adventurers

underworld, first of all needs a hoe or ax to hit the stone. may encounter in Wailer's Hold, arranged according to the

The picking is rolled as a melee attack and for each factions to which they belong. The leaders of each faction

successful die, a roll is then struck on the table below. All have goals and agendas described, in support of the

chopped gemstones need to be shown to King Terald and impending power struggle in Kviderhold. The factions and

most teraldines are thrown into the lake to fill the hall with their people are roughly sorted according to the order the

splendor. adventurers may encounter them at the adventure site.

THOSE WHO REMAINED


✥ CREATURES: 3D6-3 teraldians
✥ TREASURES: Pickaxes, hammers, ropes The group of Merommanians who, for several
generations, lingered in the mountains above Wailer's
Hold consist of about ten families. They live in natural
caves, which they refuse to dig deeper in out of respect for
the mountain being closed until the king returns. The
group has remained isolated during and after the blood
mist and is suspicious of strangers. They do not trade, but
live on hunting, goat breeding and lichens. In the
evenings, they all gather around fires and tell stories that
have been inherited from when their ancestors found
riches under the mountain.
Those who remained have the same values as
Meromannians (see p. 55 in Spelledarboken) but have not
suffered from the same self-loathing and alcoholism as
their brothers and sisters.

THE MEROMANNIANS
As soon as Tormund Halfhand, rightful heir to Ferdar
Gloomsight and Wailer's Hold, received information that
the blood mist had eased, he gathered his sisters and
brothers from the Meromannian clan for a retreat. The
clan is shattered by the grief of the many generations, and
it has taken time for Tormund to inspire hope and
convince the people that Wailer’s Hold can become theirs
again. The greatest resistance has been in the inherited
hopelessness, bitterness and heavy abuse of alcohol and
various fungi.
Finally, however, the clan, at least parts of it, are
marching down from the mountains of the Canides north
of Feulenmark, where the Meromannians were allowed to
live during their homelessness. Along the way, they have
ravaged the forests of the orcs and the human villages they
pass, as revenge for the defeat at Wailer's Hold.

21

WAILER’S HOLD
A vanguard of twelve Meromannians was sent in intruders, and Thor was disarmed and dragged away to the
advance to reconnoiter the old mining town. It is this realm of the whiners and the violence of Sulez Ritach. Here
troop that has now camped in one of the watchtowers. Five he is determined to, in death, or until Tormund halfhand
of them have gone down the drain, without returning. The arrives to save him, diAGIss the whiners as vermin in the
group has split and one of them, Tuldra Overshield, died proud halls of the Meromannians. Ritach's response to this
when she fell during the climb down. The other four are in is to humiliate and torture the dwarf, as revenge for the
different places in the underworld, as described below. Teraldian’s treatment of captured whiners. She has not yet
The Meromannians are loyal to Tormund Halfhand. If realized that he is coming from the surface, and he has not
he died, it would trigger further grief over the sprained yet understood what she has to avenge.
clan, which would cause many of them to perish. The one Thor sits naked with a rope around his neck, with
who could unite them again is Bodil Wildcurl, but that hollow eyes. The other end of the rope is attached to a stone
presupposes partly that she gets help to get up from the very close to the queen. He has a bushy red beard and hair
Teraldian realm and partly that she manages to collect the and an old scar over one eye. The whiners have taken the
clan's rubble. In either case, she may need help from the two broad swords, with which he has become a master to
adventurers. fight, and placed them in an adjacent cave.
The Meromannians are further described in
Gamemaster’s Guide (p. 55), but below are some key STR 5 (1), AGI 2, INT 3, EMP 2 (0)
characters for the adventure site. SKILLA: Might 2, Endurance 2, Melee 3
TALENTS: Ambidextrous 2, Sword fighter 1
EGOL THOUSANDSTONE GEAR: -
When Tuldra fell down the sinkhole, Egol became too
scared to continue climbing. Instead, he entered a dark REZNA AXEBLOOD
tunnel in the wall, hoping to find a way down to the old Rezna was busy defending herself against the onslaught of
mine. He failed at that and now sits terrified and sobbing whiners when Thor was carried away up a pillar in Wailer's
in the stinking tunnel, unable to get out of there on his Hold's great hall. She also soon realized that she did not
own. know from where she and her friend had entered the mine.
Egol has a black beard and hair in a ponytail. His eyes She was lost and began aimlessly looking for the way back.
are hollow and blink and dilate alternately. He suffers, even She still has not done so.
before he got lost in the tunnels, from paranoia, as a result Rezna is hot-tempered, powerful and a fantastic
of a long-term abuse of fungi. warrior. From under her helmet, she has her red hair in
two braids, which are braided together into one under her
STR 4, AGI 3, INT 3 (0), EMP 2 chin. She is happy to deafen her conscience over fallen
SKILLS: Might 1, Melee 2, Marksmanship 1, Crafting 2, enemies and the world's crap with alcohol. In her anxiety
Insight 1, Scouting 2 in the mine, she may try the contents of some old forgotten
TALENTS: Poisoner 1
bottle.
GEAR: Warhammer, Light crossbow, studded leather
armor, empty bag with remains of fungi, D8 WATER,
STR 5, AGI 3, INT 2, EMP 2
D8 FOOD
SKILLS: Might 1, Endurance 2, Melee 3, Move 1
TALENTS: Axe fighter 1
THOR TWOCUT
GEAR: Two-handed axe, studded leather armor,
Thor Twocut climbed down to an entrance to the old mine, closed helmet, D8 WATER, D8 FOOD
together with his close friend Rezna. They were amazed by
the masterpiece of the great hall and shouted with delight BODIL WILDCURL
at being the first to return to Wailer's Hold's mine. The The expedition's informal leader, Bodil Wildcurl, refused
shouts, however, attracted a flock of whiners to them. to leave Tuldra at the bottom of the sinkhole. When the
Fighting broke out, as both sides were considered other dwarves turned off into the tunnels and the old mine,

22

WAILER’S HOLD
she herself climbed all the way down. When she dived into hand, hence the nickname. His left arm ends in a stump,
the lake, she was prevented from taking Tuldra's body to where he has his pipe attached.
the shore by the ghosts. At first they scared her, but when Tormund's goal is to open Wailer's Hold's gate and make
she started listening to their stories, she got an idea of the the city the Meromannian’s stronghold again. As soon as
conflict in the underground. She then made her way he notices that there are whiners in the mine, he will want
through the dry passage, slipped past the Teraldian traps to clean them out and tame the abyss worms to use for
and soon stood in King Terald's throne room. She has been mining, as in the old days. What will happen to the
a guest of the Teraldians since then, even though she Teraldians is very much a matter of diplomacy. Tormund
begins to suspect that she is not free to leave. considers himself king over the Meromannians and only
Bodil has fared better than her brothers and sisters from Meromannians will live in Wailer´s Hold. The Teraldians
the bitterness that characterizes the Meromannian clan. being in the mine for all this time is a violation of Ferdar
She hopes that Wailer's Hold will heal them and is prepared Gloomsight's seal. However, should they bow before
to fight for it. Her face is beautiful and determined. Her Tormund and recognize him as their king, he welcomes
eyes change in different colors and her blonde hair falls in them back into the clan's community. For those who do
curls down her shoulders. She is used to rejecting flattery not bow, awaits execution by having their skulls crushed by
and courtship because it does not interest her. his hammer.

STR 4, AGI 3, INT 5, EMP 4 STR 5, AGI 2, INT 3, EMP 4


SKILLS: Melee 2, Move 1, Marksmanship 1, Manipulate SKILLS: Melee 2, Manipulate 3, Insight 2
2, Insight 2 TALENTS: Fearless 2, Threatening 2
TALENTS: Fearless 2 GEAR: Warhammer, large shield, plate armor, closed
GEAR: Warhammer, light crossbow, studded leather helmet
armor, D8 WATER, D8 FOOD
SANSIN
TORMUND HALFHAND The drakewyrm Sansin has found what she thinks is the end
The, by dwarf standards, tall och mighty Tormund of the rainbow and the cradle of the god and ancestor
Halfhand is self-absorbed and fulfilled by his legacy as the Tincturus. It was when she got lost in the water-filled
leader of the Meromannians. He travels in a palanquin passages of the mountain that she ended up in the waterfall
with walls and ceiling, where he mostly smokes relaxing in the Teraldian throne room and was amazed by the
mushrooms from his pipe. This means that his speech is splendor of the lake. While she was distracted, the
slightly slurred and that his movements are slow, but it Teraldians managed to gather and then chase her away, but
does not prevent his mood from heating up in a flash at since then she is determined to make the cave her home.
something that could be interpreted as a critical Being the drakewyrm that first found the end of the
questioning. In those cases, and when he gives his fiery rainbow gives status and Sansin fantasizes about how she
speeches to the masses, he also becomes extremely sharp. will invite all the drakewyrms of the Forbidden Lands to
His temperament has made the Meromannianns careful to form a realm under her rule.
use the right words in his presence. In the end, no one Sansin's goal is thus primarily to chase the Teraldians
questions his authority, and the whole clan looks up to him out of their realm and move in herself, but she could also
as a father. listen to more diplomatic solutions, where they become
When Tormund moves outside the palanquin, he is her servants. In that case, she needs security guarantees, for
wearing a shiny plate armor and a helmet adorned with a example that she always has Terald close, so that she can
crown. His brown beard hangs far down over his stomach threaten to take his life if the Teraldians become
and his lower lip always protrudes in a determined look. disobedient. She could also be open to similar solutions
The face often ends up in an expression where one eyebrow with other factions. The most important thing is that she
is raised, as if he is examining his surroundings. The main has her unthreatened seat by the shining lake. However, if
characteristic, however, is that Tormund has only one Tincturus appears (see the event "Tincturus appears"),

23

WAILER’S HOLD
Sansin's priorities change, and the stones become what is The whiners move in groups outside their own realm
important. She can then imagine taking them to another to spy on, and if possible, capture, Teraldians. If they are at
place where she and her brothers and sisters form their own a disadvantage, they are content to spy and follow at a
realm. proper distance. If they encounter creatures they do not
When Sansin is hungry, that's what drives her. She recognize, they try to take them to their queen. They also
attacks the first edible prey and calms down only when she hunt abyss worms and feast on their flesh.
has eaten enough. Then she is more reasonable and speaks Stats and further information about whiners can be
in a tender melodic voice. When she's in a good mood, she found on pages 69-70 in Gamemaster’s Guide.
likes to hum a melody as she travels through the
underworld. Like other drakewyrms, she feels a desire for SULEZ RITOCH
all that shines, but if she reaches an agreement with the The whiners’ queen Sulez Ritoch appears as a shapeless
adventurers, it is an impulse she can suffocate. mass, where she lies on her rock in the dark hall. Her dark
Sansin’s stats are the same as for ordinary drakewyrms hair is striped and hangs down in front of her face. The
and can be found on page 91 in Gamemaster’s Guide. voice hisses and sometimes bursts into coughing laughter.
She never gets up, because she can not carry her body, but
THE FALLEN spends her time laying new eggs, being entertained and
In Wailer's Hold, souls linger to complete a duty or process cared for by her children and forging revenge plans against
their bodily death. On the surface of the mining town, the evil Teraldians. In recent days, she also holds Thor
there are ghosts of orc warriors who were defeated during Twocut on a leash. She takes turns treating him like a
the siege of Wailer's Hold. Their duty, to defend the city prisoner she interrogates about the movements of the
until the gate reopens, keeps them in place. The only thing Teraldians and a pet that the whiners are allowed to play
that can give them peace is if the gate were to be opened. violent games with. Should fighting break out in her cave,
Until then, they try to scare away curious visitors (who are she is not able to participate physically, but she likes to
not dwarves) but can also tell the story about the battle shout insults at opponents, while her children go on the
against the rust brothers and the misgrown. attack. Her main strength is being able to manipulate the
In and by the lake down in the sinkhole, haunts the minds of other intelligent beings, something Thor Twocut
victims of the landslide. Both whiners and Teraldians have has all too well experienced.
difficulties dealing with the death they encountered and Sulez Ritoch's goal is to eradicate the Teraldians, with
cannot have peace until they have the process explained to as cruel means as possible. She is driven by revenge because
them. Until then, they repeat questions like "What the dwarves triggered the landslide, but above all because
happened?" and “why?" when talking to an adventurer. they expose her children to horrific atrocities. She is open
Adventurers can get clarity in this by talking to the to all alliances which means that she gets her revenge, and
Teraldians. the whiners get to stay in their hollows realm.
All ghosts in Wailer's Hold have the same values as on
page 95 in Gamemaster’s Guide. STR 8, AGI 1, INT 5, EMP 4
SKILLS: Manipulate 3, Insight 2, Performance 3
THE WHINERS TALENTS: Sharp tongue 3
GEAR: -
According to the whiners, it is unimportant to talk about
when they came to the underground under Wailer's Hold.
THE ABYSS WORMS
They still regard the area as theirs and the Teraldians as
invaders, but above all as horrible creatures that exploit the The Meromannians kept abyss worms to create new mine
whiners' sweet meat. For this they are only worthy of tunnels, but when the dwarves left Wailer's Hold, the
hatred and death. The whiners, however, have tried to be worms were released. Now their offspring lives free in the
careful in their attacks on the Teraldians, as they have underground, where they hunt, and are hunted by both
suffered great losses in the intricate traps with which the whiners and Teraldians.
passages into the enemy realm have been linked.

24

WAILER’S HOLD
The Teraldian clan is based on the sacred promise
Terald made with his mining team when they remained in
the mine - that they would stay until the king returned or
until they themselves perished. What Terald now

TO HUNT ABYSS WORMS emphasizes, however, as even more important is to collect


teraldines and fill the lake of the throne room with them.
Both whiners and teraldians hunt the
Anyone who saves a teraldine for himself, instead of
litter of abyss worms that live in
putting it in the lake, is punished. Punishments take place
Wailer's Hold's underground. Both do
by the lake and not seldom these are drownings of different
it to reduce the number of creatures,
lengths, which is considered purifying because the
but the whiners like to feast on the
meat as well. punished person may then be met by the teraldine water.
The abyss worms are best Another crime that is punished is getting too close to the
hunted with so-called drum traps. surface. It is considered sacred that the Teraldians should
They are constructed with strong work in silence underground, until the king returns. Very
sharp poles that are directed serious crimes, such as betraying the clan and the king, are
towards a cave wall. Then a brave punished by death. The criminal is then grilled and eaten
soul stands and drums rhythmically by the clan members, as a reminder of the difficult time the
on a drum right by the trap. As abyss ancestors experienced before they found the teraldines.
worms are attracted by the pace of
The Teraldians hate the whiners as much as the
the rolls, one soon bursts out of the
whiners hate them. They are considered vermin in the
cave wall and gets impaled on the
sacred mountain, and their lives have no value. They
poles.
therefore see no problem at all in using them to make the
The teraldians have developed
an irregularity with their picks to teraldines grow. On the contrary, they are proud to have
avoid the abyss worms being found value in something so useless, almost as if they were
attracted to the mines. doing the whiners a favor by giving them a purpose. They
also regard this as that they have generously moved on after
the whiners’ great crime of causing the great landslide and
that they now welcome them as servants.
No one among the Teraldians questions King Terald's
Stats for abyss worms can be found on pages 76-77 in position. If he were to die, it would be natural for Ronja
Gamemaster’s Guide. Luresnare to become the new regent, but with efforts of
Bodil Wildcurl, Anna Goldfinch and the adventurers, it
THE TERALDIANS would not be unreasonable for the Teraldians to welcome
The Teraldians have changed and adapted after all these the Meromannians and their regent.
years deep in the underground. They are slimmer than
their Meromannianic relatives. Their skin is pale, and the TERALDIAN
beards and hair are white. In addition, their eyes light up by STR 3, AGI 4, INT 2, EMP 3
the fact that they feed almost exclusively on the salt of the SKILLS: Might 1, Endurance 1, Crafting 1, Melee 2,
teraldines. Scouting 2
The atmosphere in the Teraldian realm is sect-like and TALENTS: -
characterized by a subdued calm. The Teraldians are laconic GEAR: Pickaxe, warhammer, short spear, studded
and when they speak, they speak slowly. This should not be leather armor
mistaken as them being slow in thought or inattentive. On
the contrary, the conflict with the whiners has brought the KING TERALD STONEBEAK
Teraldians paranoid and all passages into their realm are The king is tired, and it looks like his head is lowered
carefully set Ronja Luresnare’s traps. between the shoulders of the large teraldine sitting in his

25

WAILER’S HOLD
forehead. His eyes, however, shine brightly and in his long Ronja is stimulated by constructing traps, but also by
white beard over a white, glittering veil, his revelation is the secrets she and Terald share. Even in the small things,
majestic. she appreciates conspiring and sowing the seeds of conflicts
Terald may seem tired, but his mind is sharp. He is between the Teraldians. This also benefits Terald's
determined to defend his realm and keep himself in power. position, as he can then periodically go in and show his
He long ago rejected the idea of falling to his knees before power in conflicts within the clan.
a returning Meromannian king. Wailer's Hold's mine is Whenever the king sits on his throne, Ronja stands
now his and it will remain so. He knows that Ferdar next to him. She has her white hair cut in a pageboy and
Gloomsight's heir will sooner or later try to open the gate always a slightly superior smile on her lips. She seems
and therefore, many years ago, gave Ronja Luresnare secret sympathetic to everyone but sees every relationship as a
orders to set a trap that would seal the mountain for good. tool in her conspiracies.
The Teraldians who helped build it were quietly executed
and Terald trusts that the secret is safe between him and STR 3, AGI 3, INT 5, EMP 4
Ronja. SKILLS: Crafting 2, Melee 2, Manipulate 3, Insight 3
Terald's goal is above all to retain power over his realm. TALENTS: -
Bodil Wildcurl's arrival worries him, and he secretly GEAR: Dagger, studded leather armor
prepares for war against the Meromannians. In this he only
has Ronja as a confidant and they talk a lot about how to YMER GEMEYE
get a story that turns the Teraldians against their relatives. King Terald's other adviser, next to Ronja, is Ymer
At the moment, they do everything to make Bodil feel Gemeye. As the nickname suggests, he is a master at
welcome as a guest with them. He has even hinted that a finding gems in the underworld. He is responsible for the
marriage between them would benefit them and their clans. Teraldian’s mining and also the teraldine farm, where he
If she were to leave the Teraldian realm, Terald and Ronja closely follows how the stones grow. Everything that the
would prevent this by putting a teraldine in her pack and Teraldian miners chop out of the rock is first reported to
accusing her of theft. Ymer, who studies the properties of the metals and gems.
Terald could imagine an alliance with Sansin in the All teraldines are placed in the lake in the throne room,
fight against the Meromannians, possibly in exchange for while other gems are placed in Terald's chamber behind the
a larger teraldine, but not against his throne room. As long waterfall.
as he can keep it, and most of the teraldines in the lake, he Ymer wears small glasses far out on his pointed nose.
can also imagine allying with both whiners and The glasses have several lenses, which can be folded down
Meromannians in the struggle for power over the old to adjust sharpness and magnification. The glasses can,
mine. with the right settings, also be used as binoculars. He is bald
on the top but has saved his long thin white hair hanging
STR 4, AGI 2, INT 5, EMP 6 far down his back. His beard is thin.
SKILLS: Manipuate 3, Insight 3 Ymer is aware of Terald and Ronja having secrets for
TALENTS: Cannot die a natural death him, but that does not concern him. As long as he can
GEAR: - continue to study and look for metals and gems in the
mines, he is satisfied. He inspects the teraldine farm
RONJA LURESNARE
completely without empathy for the whiners. He does not
The king's closest confidant is Ronja Luresnare, who is a consider them as living beings, but only cares about the
master at constructing ingenious traps. She is the mind teraldines. He is greedy for more and if he sees an
behind the traps that keep the whiners away from the opportunity to get more accomplished under another
realm's passages, as well as the gigantic and life-threatening regent, he may consider relinquishing his loyalty to Terald.
device at the entrance to the mountain. The latter is a However, he prefers to avoid excessive risks and only
secret between the king and Ronja, after she poisoned the changes sides when he sees that the Teraldians have ended
helpers she had with her, on the way back to the realm. up in a clear disadvantage.

26

WAILER’S HOLD
The god hardly perceives any conflicts between the tiny
STR 2, AGI 3, INT 5, EMP 2 actors of the Forbidden Lands, and cares very little about
SKILLS: Crafting 3, Lore 2, Insight 3 what he perceives. He shows his love to all drakewyrms,
TALENTS: - who he calls his children, and encourages them to create a
GEAR: Glasses, small chisels and pliers, keys to the realm far away from all other creatures, where they can
teraldine farm bathe in the light of tinctures (the same stones that the
Teraldians call teraldines).
ANNA GOLDFINCH Tincturus cannot be harmed, nor can he harm anyone
Anna Goldfinch is a young Teraldian hunter. Together else. On the other hand, he is very convincing in all his
with other Teraldians, she probes the underground and divinity.
gathers information about the movements of the whiners,
Sansin and the abyss worms. She also inspects Wailer's
Hold's old mine and sometimes dreams of the day when
the Meromannian king will return. Recently, while
exploring the mine on her own, she found the mine's large
entrance and the linked trap. She did not fully understand EVENTS
its function, but enough to realize that it was there to harm
The adventurers' time in Wailer's Hold can be long and
the ones who enter. Since then, she has been thinking
develop into several small adventures that lead to a
deeply about who may have rigged the device. She has not
dissolution, by which the site in all probability has changed
yet dared to mention anything to anyone about her find,
since they arrived. The events below are simple suggestions
partly because she committed a crime when she got so close
for what the gamemaster can present the adventurers with.
to the surface and partly because she suspects that one of
However, the adventure site works best if each game group
the Teraldians, probably Ronja, has rigged the trap.
lets it have its own life according to what happens. The idea
People close to Anna have noticed that something is
is that the adventurers' choices and actions should have a
bothering her lately. She has always been talkative, open
great impact on what happens, at the same time as the
and adventurous, and has thus differed from other
various factions have ongoing conflicts that are there even
Teraldians. Nowadays she is quiet and avoids the looks of
before the adventurers arrive.
others.
Anna has her white hair in a braid on her back and big
THE FIVE MEROMANNIANS
eyes, with a curious look. She is resilient and fast and has
difficulty sitting still. The adventurers meet the Meromannian vanguard that
camp in the watchtower and are told that their friends

STR 3, AGI 5, INT 3, EMP 3 Tuldra Overshield, Egol Thousandstone, Thor Twocut,

SKILLS: Melee 2, Move 2, Marksmanship 2 Rezna Axeblood and Bodil Wildcurl went down the

TALENTS: - sinkhole without returning. The adventurers are asked to

GEAR: Warhammer, light crossbow, studded leather investigate the circumstances of the disappearances and, if
armor possible, bring the dwarves up to the surface again, before
Tormund Halfhand arrives with his army, which they
TINCTURUS estimate at three days. The five dwarves have broken
Wailer's Hold's sacred seal by going down into the mine
As Sansin suspects, the spirit of Tincturus lives in the
and their friends are worried that their punishment will get
stones that the Teraldians call teraldines. It slumbers in a
worse the longer they are down there.
pleasant rest in the underground but is awakened by the
The five dwarves are scattered in different places in the
light of the rainbow on the surface.
underground. Tuldra is dead at the bottom of the lake, Egol
Tincturus appears as a dazzling creation of light in all
is lost in the tunnels, Thor has been taken by the whiners,
the colors of the rainbow. Its shape is vaguely perceived as
Rezna is lost in the old mine and Bodil is the Teraldian’s
that of a drakewyrm, but ten times larger and transparent.
“guest”. The biggest challenges are to get Thor and Bodil

27

WAILER’S HOLD
up to the surface. The whiners demand a retaliation to
release Thor (see "Rescue the Whiners" below), while it is
much more complicated to get the Teraldians to release KING TERALD’S STONE TABLET
Bodil.
GREETINGS HONORED COUSIN

EXPLORATION
FOR A LONG TIME, THE TERALDIANS HAVE
Whether they have a mission from Sansin (see "The End GUARDED THE MINE OF WAILER’S HOLD. THE
of the Rainbow" under Getting Here above), the MEROMANNIANS’ RETURN BRINGS US GREAT
Meromannians (see the event "The Five Meromannians" HAPPINESS. LET US REACH AN AGREEMENT
above) or go down into the underground out of their own TO LIVE SIDE BY SIDE IN THE MOUNTAIN.
BEFORE SUCH IS WRITTEN, THE MINE IS
curiosity, they will have to try to navigate in the the dark
CLOSED AND YOUR SISTER OUR GUEST.
deep. In the absence of benchmarks and the sky, they soon
DARE NOT WAKE THE MOUNTAIN’S FLAME.
lose their perception of cardinal points and time of day.
Exploring Wailer's Hold is a matter of chance and who
KING TERALD STONEBEAK
finds you, rather than planned mapping.
OF THE TERALDIAN CLAN

RESCUE THE WHINERS


The whiners' hatred of the TeraldIans for their treatment
of the prisoners in the teraldine farm is hopeless and shown around the realm and are then invited to Terald's
desperate. With the adventurers' arrival in the chamber where he and Ronja want to talk undisturbed with
underground, they see an opportunity to get help to rescue them. At the encounter, they ask the adventurers to act as
their own. As a reward, Sulez Ritoch can release Thor envoys between the clans. They want them to hand over a
Twocut, but other agreements can also be reached. A stone tablet with runes to the Meromannian king, and let
prerequisite for the whiners to fulfill their part, however, ten guards escort them to the sinkhole to monitor their
is that the adventurers return with at least six whiners. As travel to the surface. Dwarves, and others who succeed in a
additional motivation, about 20 whiners follow the roll for LORE, can read the runic script in the box on this
adventurers' journey through the underground until they page. The adventurers are also tasked with gathering
have completed their mission. They can help the information about the Meromannian’s numbers and
adventurers on the right path and prevent them, by force, plans.
if necessary, from losing direction. If the adventurers come to the surface before Tormund
Halfhand opens the gate (see "The King's Return" below),
THE END OF THE RAINBOW he responds to Terald's message with anger. He refuses to
The adventurers can be commissioned by Sansin, to gather negotiate his inherited right to rule over Wailer's Hold and
information about the light in the throne room, when they urges the adventurers to state that only dwarves who kneel
meet her down in the underground (as well as on the before him are welcome to live in his stronghold and mine.
surface). If they report back to her, she can ask them to This, of course, presupposes that they have not been guilty
fetch a stone for her, so that she can inspect it more closely. of deliberately breaking the seal of the mine.
In return, she promises her, and all the drakewyrms, What Terald answers to this and what follows from it is up
eternal gratitude. Depending on the adventurers' efforts, to the gamemaster to decide. Both leaders are of a stubborn
she may consider helping them against their enemies. nature and in parallel with the messages they both prepare
Having a drakewyrm on your side can be useful! for armed conflict.

ENVOYS BETWEEN CLANS A WHISPERED WARNING


If the adventurers arrive in the Teraldian realm without At night, sometime during the adventurers' time in the
drawn weapons, they will be welcomed as guests. They are Teraldian realm, they are secretly visited by Anna

28

WAILER’S HOLD
Goldfinch. She whispers about the device in the entrance throw themselves down the sinkhole out of grief. All who
and what she suspects it is. She asks them to either disarm remain are devastated (their emp are broken). The only
the trap or warn the king on the surface to open the mine thing that can save the clan is if a new leader, like Bodil
gate. Wildcurl or Tincturus, appears to unite them.
If, on the other hand, the trap is disarmed, Tormund
RETURN OF THE KING steps into the large entrance hall and prepares his army for
powerful attacks on the Teraldians in the depths.
Tormund Halfhand arrives at Wailer's Hold with pomp
and circumstance, three days (12 quarters of an hour, 72
hours) after the adventurers arrive at the site. His A NEW HOPE
Meromannian army march in columns and blow in giant Bodil Wildcurl follows developments as best she can from
bronze horns to announce his arrival. The alarm attracts the Teraldian realm. It becomes more and more clear to
"those who remained" from the mountains and they greet her that she is a hostage rather than a guest and she
Tormund by falling to their knees before his feet. He then therefore asks the adventurers to help her escape. She
goes up the stairs to the mine gate and from there gives an knows Tormund's temperament well and suspects that too
inspired speech, proclaiming that the Meromannians have many Meromannians will die if he is to take them through
finally found their way home. this conflict.
What happens next depends on the adventurers. This is
Tormund's big moment, and he does not want to be TINCTURUS APPEARS
distracted by caution and anxiety. The adventurers can If a teraldine is taken to the surface, D6 drakewyrms will
make him listen by succeeding with a difficult (-2)
arrive at the site every day. If it is a humid and sunny day,
manipulate roll against Tormund's insight. Preventing
the stone also attracts the end of the rainbow and evokes
him by force is even more difficult because he has a 400
the shape of Tincturus. Both drakewyrms and
men strong army behind him.
Meromannians are overwhelmed by this and the revelation
If Tormund is not stopped, he will solemnly open the
can act as a unifying force between the kins.
gate with his key. If the trap is not disarmed, it will trigger
To determine if the day is humid and sunny, the
a large explosion and giant flames will erupt from the gamemaster can roll as many dice as the number of days the
opening. Of the Meromannians who do not die directly stone has been on the surface. If the roll succeeds, the
from this, a large part will be injured and another part will rainbow appears and Tincturus is summoned.

29

WAILER’S HOLD
THE BATTLE OF WAILER’S HOLD DISSOLUTION
Four factions are gathered in Wailer's Hold, and it is How Wailer's Hold looks after the factions have settled
unlikely that all will be able to come together. The starting with each other is in the hands of the game group. Maybe
point is that they are all enemies, and the adventurers' the Meromannian clan is shattered, maybe they are united
actions play a major role in which alliances are formed. In with the Teraldians by Bodil Wildcurl and Anna Goldfinch
addition, the gamemaster can create exciting situations by coming together and uniting to drive the whiners out of
letting diplomacy appear in the background, without the the rock. Perhaps the drakewyrms move into the old throne
adventurers knowing about it. room of the terrTeraldians, after they, together with the
To determine how the clashes between the factions Meromannians, have driven away the Teraldians. Or they
develop, the rules for "Battle at the stronghold" are used let themselves be ridden by Sulez Ritoch's whiners and
(Player's Handbook, pp. 175-178). The stats of the different chase the dwarves away from the mines for good. Perhaps
factions are found in the table on the next page, but each Tincturus appears and takes the tinctures and their
leader chooses how many participate in each clash. The drakewyrms to another, more peaceful place. Regardless of
gamemaster should feel free to modify the stats according who becomes the new ruler of Wailer's Hold, it can be a
to circumstances that arise. valuable ally for the adventurers and a key player in the
Raven’s Purge campaign.

STATS FOR THE BATTLE OF WAILER’S HOLD

FACTION TROOPS LEADER DEFENSE MOD.


The whiners 300 (counted as 1 (Sulez Ritoch) 2 (hollows)
half)
The Teraldians 150 1 (Terald Stonebeak) 2 (traps and narrow
1 (Ronja Luresnare) passages)
The drakewyrms 1 (Sansin, counted as 1 (Tincturus) 0
a monster)
More can arrive if a
teraldine is taken up
to surface
The Meromannians 500 1 (Tormund 0
Halfhand)
1 (Bodil Wildcurl)

30

WAILER’S HOLD

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