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Dance of Seasons

A collaboration by

Narrative Design and Collaboration Organization:


Constantine “Kelfecil” Christakis
Writing: Arthur Seixas De Martino
Map Artwork: Dice Grimorium

Based on the amazing Artwork of:


Sean Sketches

2
Masquerade Ball
The dance of seasons is set to begin.
On one side we have Eira the Ice witch, glacial as only she can be. She gathered her
strength, one snowflake at a time, fostering a force that is as calculating as it is cold and
distant. The people of her lands are as cruel as they are logical. They bring with tooth
and claw a future of prosperity found in the ice that is about to thaw. A future where
no one goes hungry. Eira follows in the footsteps of her mistress, the Ice Mother. A
project of conquest long foretold.
The Autumn Death Spirit helms the other side. A being dedicated to death, as long it
is natural that is. Those who live in the forest, which is the Spirit’s domain, have
adopted a symbiosis with the land, refusing to take lives and living off fruits and crop
cycles. A realm of farmers, they are not ready for war. Hence why the Death Spirit itself
uses the forest and its creatures in the dance, fighting for every inch against Eira and
whoever dares to invade the land it calls home.
Between the two lies a person with a mask over their own heart. Living in a village that
lives between the two realms at war, Quinn has seen destruction for a whole
generation, yet no side has made true progress in this conflict.
This violence has gone on for far too long, and the smell of blood gave Quinn an idea.
Why suffer the winter and the autumn, if instead, they can rule from the void?
The dance of seasons is set to begin. Two dancers, and a musician. They move to
Quinn’s tune.
As for the intrepid heroes caught in the song? They are about to be the Crescendo of
this musical movement.
Table of Contents Quick Adventure Info
Masquerade Ball..................................................... 3 Some quick information about the adventure:
Introduction ...........................................................4
• Recommended Average Party Level (APL): 5
Quick Adventure Info...........................................4 • General Theme: faction war, territorial conflict
Adventure Summary...............................................4 • Setting: Any, Starlight Chronicles
Setting Info...............................................................4 • Time - Sessions to Finish: x5 sessions (~20 hours)
Maps Used...................................................................4
Background .............................................................. 6 Adventure Summary
The Factions............................................................. 6 Dance of Seaosns is a 5th Edition adventure for 3 to 5 level 5
NPC Backstories ..................................................... 7 characters. This adventure will take the party through the forest and
Adventure Hooks ................................................. 14 the frozen mountains as they try to side with factions that seek to
Act 1: The Conductor ......................................... 14 gain control of the territory.
Act 2.1: Falling Leaves..........................................18
Act 3.1 Blood on the snow ................................. 21 Setting Info
Act 3.1 Blood on the snow ................................. 22 We also Kickstarted our very own Supplement & Campaign tome,
Act 2.2 - Falling Snow .......................................... 25 Starlight Arcana. You can find more about the Kickstarter on the website.
Act 3.2 - Blood on the Grass.............................. 27
Epilogue - The Dance Ends.................................30 Maps Used
Magic Items ............................................................. 32
Appendix: Stat Blocks ......................................... 33 You can find the maps used in this adventure without the GM notes
LICENSE INFORMATION....................................48 at the following links:
• Map 1: Forest Encounter
Introduction •

Map 2: Mountain Forest Path
Map 3: Frosty Lake
Kelfecil's Tales is all about strong and deep narratives. We (gridless for depth, zoom in before applying grid)
create stories and adventures inspired by art. We believe that • Map 4: Ice Cave Tunnels
well-designed narratives in TTRPGs can be extremely • Map 5: Frozen River
important if we want to create memorable and meaningful • Map 6: Forest Encounter
stories. For that reason, we put a lot of effort into designing • Map 7: Forest Ritual Site
our adventures, so that you and your players can later leave • Map 8: Noble House
the table with something that will you find difficult to forget. For more variants and gridless versions of the maps go to Dice
Grimorium’s Patreon Page.
Edition: 1.0
Date of last edit: August 16th, 2023

Contributing Writers
A quick thank you to Adventures of Bogo and Philip
Alexandris for their contribution in this adventure. They
created a few background lore bits two years before this
adventure’s release that we found were cool to add to the final
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Background The Winter Wards
The battle between the lands of winter and autumn has Eira the Ice Witch's standing army, the Wards, wield
been ongoing for one full generation, however, it never weapons made out of elemental magic. There is no iron or
went beyond a border dispute. The Winder Wards would steel in them but instead hard white ice is used. They
create black ice fortifications around the Autumn carry special canteens that keep their temperature low and
Auspices territory, to perform ancient rituals of weather allow them to fix and maintain their equipment even away
control and convert the forest into a piece of their winter from their ancestral home.
realm. Only for the Autumn Death Spirit faithful to sneak
past their defenses and capture key figures, forcing an The Wards are cold and calculating, never letting their
exchange of land for personnel. feelings get ahead in any matter. Their discipline and
willingness to the cause are tremendous, for they see in
It is only recently that the battle escalated. Winter Wards Eira the second coming of the Ice Mother. They believe
are now actively hunting the Autumn Auspices into their that Winter is a blessing and that a society under snow is
realm, and with the blessing of the Death Spirit, its one where true peace and happiness can be achieved, for
followers are trapping and maiming the invaders - it is in the cold that everyone is equal. The battle they
without killing them, for that is anathema in their culture. thrive in the Autumn lands is one of liberation in their
This battle has spilled over even to neutral territories like eyes, for the Autumn Death Spirit is as jealous as it is final.
the Raven’s Nest, a relatively small village at the border of There is no future for that forest, so the Wards take it
the two weather lands. upon themselves to march there, face danger, and bring a
freezing hope for those who survive the harsh winter.
In the largest mansion of Raven’s Nest, Quinn prepares a
ploy that will rid the land of the two troublemakers, and
in the process allow themselves and their faithful to Autumn Auspices
expand their influence. The escalation of violence awoke
in this vampire’s heart a terrible ambition that would seek Those who guard the forest do so under the guise of the
to kill Winter and Autumn both. Autumn Death Spirit. This Auspice is represented in the
orange veil they use atop their heads. These guardians of
To do so they invite adventurers looking to make a name the orange leaves do so because they believe in the
for themselves into their opulent mansion. They twist traditions of their people. The holy cycle of life, the nature
words, utter half-truths, and fool the group into picking a of breathing and dying.
side in this war only to swoop in at the last minute and kill
the victor. Feasting on living flesh and creating a fief for Armed with wooden staves and bark armor, the defenders
the kindred vampires. No longer a hunter or observer, use all sorts of violence and tactics to patrol their homes. Be
Quinn wishes to rise as a tyrant so that no more wars are it maiming, prodding eyes, kidnapping, and blackmail,
held - only the obedience to a never-dying monarch who those who operate under the auspice of the Death Spirit
is to prevail. only have one line they do not cross; killing someone before
their time. Anything else is fair game and it is with great
The Factions disgust that they use dirty tricks and gruesome strategies to
keep the Wards away from their forest.
‘Dance of Seasons’ has a unique feature: The player
characters are to choose a faction to ally themselves with
in Act 3. While there are NPCs from each faction
provided in this adventure, it helps to have a general
concept for each faction in case you need to come up with
a new NPC on the spot, or expand the understanding from
each faction as the adventure unfolds.

6
NPC Backstories Such a thing is simply not acceptable to the Autumn Death
Spirit. Whenever the forest is attacked, it meets the
The Autumn Death Spirit invaders head on. In those times, it has been known to
summon more ghosts to its side if need be, although the
The Autumn Death Spirit is a spirit of the Fey world. Just Spirit is itself an extremely formidable fighter. Those few
like almost every Fey spirit, it was created not from being who have seen it fight tell of a ferocious being, whose usual
born in a natural way, but through the subconscious efforts calming presence is nowhere to be found.
of many beings.
In recent times, the Autumn Death Spirit has become more
In particular, the Autumn Death Spirit was born a few and more territorial in its behavior, accosting and
months after the forest it guards came into being. It sometimes even outright attacking anybody who seeks to
manifested out of a need the plants, animals and folk of the enter the forest.
forest had: the need to understand death itself.
This behavior is because of the actions of Eira, the Ice
The Spirit wanders the forest, seeking out beings close to Witch. Seeking to expand her domain, Eira has began
their death, either from sickness or natural causes such as meddling into the affairs of the forest, enveloping parts of
winter approaching or simple old age. It mirrors the season it in winter and ice.
of autumn itself, when nature announces its impending
death to winter and comes to accept. That is why it shares Such a thing is something the Autumn Death Spirit cannot
the season's name too. allow to stand. The Ice Witch's involvement in the forest
has lead to lives being ended prematurely, and that goes
The Autumn Death Spirit aims to provide a calming against the Spirit's purpose. As such, it has been fiercely
presence. It heralds the death of those it appears to, but it resisting Eira's influence and fights it at every turn.
takes care to provide comfort as it does. By the end of its
visit, there is calm and peace, and the impending death is • Unique Phrase: Eerie silence followed by the chirp of
much more easily accepted. the bird spirits.
• Desire: To assist the passing of life to death in a natural
The Autumn Death Spirit's job then, is to make sure that manner.
those that are about to perish know it, and do so calmly, • Fear: That violence spirals out of control, killing
understanding all that lies ahead and feeling protected by people and animals both.
the Spirit. While it most often appears to those whose • Misbelief: That it is a god. The Spirit is a
death is approaching slowly, it has been seen appearing manifestation of the shared desire for the continual
even to those about to die in battle, trying to comfort them cycle of life present in the forest.
in their last few moments.

If the Autumn Death Spirit speaks, it does not do so out


loud. Rather, it is theorized that it shares a mind connection
to people instead, if it wishes to. It also might be that its
mere presence is enough.

The Autumn Death Spirit has a particularly distinctive


look. The autumn leaves its coat is made of are said to be the
first leaves that fell in the forest, while the branches around
its head are said to be those of the first tree that died. The
owl's head it wears is said to help the Spirit see all
throughout the forest, and know when somebody or
something's time to go is.

The Spirit is also trailed by three ghosts, three ethereal


beings whose souls it has somehow wrested from their
Plane and returned to it. The ghosts are two birds and a
young deer. The deer is said to be the first animal that died
in the forest, while the birds are said to be the best singers
to have ever existed among their kind in the Spirit's
domain. Once the Spirit announces itself to somebody, the
birds sing dirges for them.

The only goal for the Spirit then, is to ensure that death is a
natural thing in the forest, and one that happens as
peacefully as possible. In the cases when the forest gets
attacked by an intruder, either from within or without, this
natural order of things is twisted, with plants, animals and
people dying violently before their time.

7
Eira, the Ice Witch In the past couple of decades, the ice storm around Eira's
palace has been slowly expanding as her research has been
Eira the Ice Witch is an old being, although not as old as the paying off. This expansion is not standard. Sometimes, the
archfey and the Autumn Death Spirit. storm expands in a radius, a couple feet each day.
Sometimes, one part of the storm expands on its own,
It is not known who or what she was before she became the creating a large salient.
Ice Witch. What is certain, however, is that Eira and the Ice
Mother are directly linked. Whatever form the expansion takes, one thing is certain:
Eira is eyeing the Autumn Death Spirit's forest, as the storm
The exact nature of the link is known only to Eira herself, definitely seems to be expanding that way. In the past few
who keeps her relationship to the Ice Mother a secret. Still, years, small localized ice storms have begun to appear in the
rumors have swirled ever since the Ice Witch made herself parts of the forest nearest to Eira's palace.
known.
Those localized storms do not maintain their presence
The most likely explanation of Eira the Ice Witch's identity forever, but even a single day of them is enough to harm the
and powers is that she was the Ice Mother's student. The forest. Even when they fade, they leave ice and snow
two do share similarities in terms of abilities after all, with behind, covering everything that was previously there and
Eira being able to cover entire areas in ice, just like the Ice slowly killing the forest life. It is in these patches that
Mother is thought to do. makeshift Black Ice forts are produced by the Winter Ward,
in an attempt to prolong the expansion even as it fades.
Another common - although less believed - rumor is that
Eira is the Ice Mother's daughter. If that is the case, the two What is worse, the storms leave behind monsters as well,
must be estranged, because they are not known to have had manifestations of Eira's will. So far, the monsters have not
contact between them in quite a while. attacked the rest of the forest. Instead, they keep watch on
the already frozen parts, holding back the Autumn Death
Eira was, until recently, very reclusive. She lived in her Spirit's forces as best they can. The Winter Wards use these
palace, built on the slopes of a valley, and rarely came out, creatures as part of their raids.
conducting research inside. As expected from someone
with the title of Ice Witch, her palace was perpetually Although the conflict is still ongoing, there have been no
surrounded in an ice storm, meaning that whoever wished big confrontations yet. However, as the main ice storm
to gain entry was kept away. comes closer and closer to the Autumn Death Spirit's forest,
it seems more and more likely that a terrible battle will soon
If someone managed to somehow reach the palace, Eira's take place, pitting Eira against the Spirit with the fate of the
reception was decidedly frosty. Although she didn't kill forest in the balance.
intruders outright, she made sure to expel them with all
haste. She only has time for her project and will only • Unique Phrase: “All in due time.”
entertain guests that can give her an edge towards her • Desire: Transform Lakatar into the Ice Kingdom of
ambitions. myth, heralding the return of the Ice Mother.
• Fear: To die before having her ambition fulfilled.
• Misbelief: That emotions are a weakness.

8
Quoreth and Elrathar Caedwig
Quoreth and Elrathar Caedwig are powerful Árchfey
siblings who have dwelt in the forest for almost a century.
When the siblings first came to the forest, they simply
sought to cause mischief in every imaginable way, without
caring about the lives of the forest's people, animals and
plants. Of course, this quickly brought them into conflict
with the Autumn Death Spirit.

After a confrontation, the two parties came to an accord as


to how the siblings would operate in the forest. They would
be allowed to cause some measure of mischief, but they
could no longer casually play with lives.

Quoreth (Crennia) and the Order of the


Snail
The siblings both chose to do different things after this
accord was reached. Quoreth decided to spend the century
up to the current time basically scamming folk, not
necessarily by stealing things or money from them, but
simply by leading them along in some charade. For
example, one time sixty years ago, she briefly established a
small cult to a non-existent deity.

Currently, Quoreth is involved in the Order of the Snail, an


order of her own creation. Essentially, Quoreth created the
Order as a means to have some followers from among the
forest's citizens at her beck and call. She poses as the order's
leader, a blonde paladin named Crennia.

Quoreth, or rather Crennia, founded the Order of the Snail


about a year ago. She came into one of the forest's villages
acting like she had just witnessed a miracle in the forest, a
deity that lived inside of a snail. The deity revealed itself to
her and asked her to break the curse that kept it inside the
snail's shell.

Of course, the deity does not exist, and the Order of the
Snail has spent the past year trying to figure out how to
solve a non-existent curse. Still, the Order has about a
dozen members by now, some of them decent fighters.
Others were trained wrong, as a practical joke by Quoreth.
As for the Autumn Death Spirit, it currently does not have
any issues with Quoreth's Order. Although the members
are pretty much being taken advantage of, no harm comes
to them. Moreover, the Spirit recognizes that while the
Order's deity does not exist, Quoreth can persuade the
members to fight for its cause against the Ice Mother if need
be. However, their pure heart is sharper than their blades.
Meaning their connections to friends and family around
Raven’s Nest and the Forest will serve more in the
upcoming conflict other than their martial prowess.

• Unique Phrase: “Bow down to the Snail God! He who


is very slow and squishy!”
• Desire: Amuse herself.
• Fear: Get into trouble with the Autumn Death Spirit -
Or any spirits for that matter.
• Misbelief: That mortals are her playthings.

9
Kent
(The male in the order of snail artwork)
A brave and brash young man that wields a sword of pure
light. Literal pure light, it has no edge or no material to it,
making it some sort of glorified flash light. In spite of
having no way to damage any foe, he rushes from battle to
battle, defending the honor of the Snail god.

• Unique Phrase: “My life for the snail god!”


• Desire: Be a romantic knight.
• Fear: Dying terribly while fighting.
• Misbelief: That to become a knight, he must follow
Crennia blindly.

Mia
(The female with short hair in the order of snail artwork)
A brilliant wizard apprentice that has the snail god as her
religion. She believes that her power comes from belief, in
reality she was porn with arcane energy flowing through
her body. Her insistence to wear heavy armor impairs her
spell casting somewhat.

• Unique Phrase: “Bow! And then bow again, for the


snail god!”
• Desire: Be a divine champion of the snail god
• Fear: To be seen without her bulky chest armor.
• Misbelief: That her powers come from divine
guidance.

Mademoiselle Miranda the Second


(The female with long hair in the order of snail artwork)
The daughter of an impoverished noble house that had its
land brought out by Quinn’s kindred, Miranda is a proper
lady of royalty that goes overboard with etiquette,
inventing new ways to show respect in a proper manner in
the process. An innovative traditionalist that is always on
the prowl for a way to regain the nobility her family once
held.

• Unique Phrase: “Allow me to genuflect in your


honor.”
• Desire: Regain the favor her mother, Mirand the First,
lost.
• Fear: To be saddled as just another villager.
• Misbelief: That following the snail god will bring her
honor and glory.

10
Elrathar
Elrathar has taken on a more relaxed approach to the
siblings' accord with the Autumn Death Spirit. She doesn't
spend her time trying to scam multiple folk at once. Instead,
she simply roams the forest, looking for opportunities for
mischief.

In the first years after the accord, Elrathar pranked and


misled people but did it only in ways that would not result
in their harm, as per the agreement with the Spirit.
However, Archfey are very fickle beings, and easily bored
too. As such, as the years have passed Elrathar has begun
upping the ante in the ways in which she messes with the
people of the forest.
Recently, Elrathar has gotten more bold than ever. She has
begun preying on lonely travelers throughout the forest,
trapping them in labyrinths in their own mind, leaving
their bodies immobile until they can escape.

Such a thing is dangerously close to breaking the terms of


the siblings' accord with the Autumn Death Spirit, if it
doesn't break it outright. However, the Spirit is currently
too busy dealing with the Ice Witch's incursions. As such,
although it is aware of Elrathar's actions, it cannot deal with
her right now.

As for Quoreth, she does not know anything about


Elrathar's current mischief, and Elrathar herself would
prefer that it is kept that way. Quoreth has always been the
most careful of the two, trying her best to not break the
accord, perhaps of some previous direct confrontation with
the Spirit.

In any case, Quoreth has reined in Elrathar's mischief in the


past, and she would probably do so again in the current case
if she got word of what was going on. Sometimes, these
confrontations between the siblings have turned violent in
the past. With Elrathar far too bored to stop, it's quite likely
the upcoming confrontation will become violent as well.

Elrathar could be easily persuaded to join Eira in her


conquest of the forest. This would allow her to break her
pact with the Autumn Death Spirit and allow her to be as
mischievous and dangerous to her heart’s content.
• Unique Phrase: “Won’t you stay and play with me?”
• Desire: Amuse herself.
• Fear: To not be able to play around to her heart's
content.
• Misbelief: That mortal's deaths are amusing.

11
Quinn Maria the Witch Hunter
The mysterious Head of the Raven’s Nest manor, Quinn is A Raven’s Nest based Adventurer, young Maria lived her
a long lived vampire that quietly dedicated themselves into entire life under the Kindred regime. She truly believed in
the pursuit of knowledge, no matter how pedantic. Deep in the benevolence found among these vampiric overlords
the ‘blood wine cellars’, the Viscount keeps their political who for the most part let the people of Raven’s Nest be.
foes chained to the walls, draining their blood little by little
and distilling into a gruesome drink. It is from this nectar She is a potential ally or even rival to the party, for she is
that both they and their kindred family of vampires survive investigating what exactly happened with Quinn for the
the Raven’s Nest without the need to terrorize the change of heart over the matters of war. She believes he is
populace. being possessed by a demon or that the death of their family
made them unfit to rule.
Quinn and their Kindred hide their true nature from the
Raven’s Nest population as well as the adventurers they She crosses the path of the party at certain points of every
went out of their way to invite to their manor. Reason chapter, trying to exchange information about the Raven’s
being for the longest time, peaceful coexistence was their Nest side in the conflict. She can become either an ally or
goal. That has changed recently due to the Ice Witch’s even a rival, depending on how the party sees Quinn.
localized storms that have sparked conflict around the Depending on how the party treats Maria, she might appear
Autumn Forest. Quinn suddenly found themselves and in Act 5 as either an ally or foe.
their family right in the middle of a conflict in which they
had nothing to do. • Unique Phrase: “You are not from around here, are
you?”
After losing some members of their kindred due to a Ice • Desire: Bring peace back to Raven’s Nest.
Witch’s beast rampage that occurred in the forest, in which • Fear: That things will not go back to how they used to
the Death Spirit refused to let Quinn nurse back their be.
vampiric bodies to life, they knew something had to be • Misbelief: Quinn can be helped. She is unaware of the
done. true identity of the Kindred.

All the bile and hatred of multiple life times had


accumulated in the once peaceful soul of Quinn. This fight
had to end with the death of the Spirit and the Witch who
dared exceed their grasp and bicker over territory. To do so,
they play the melody of war, as the dance begins anew.
Selling arms, information and even villagers to both sides,
Raven’s Nest became a neutral ground where mercenaries
gather to fight the ever shifting tide of battle.

Once the balance strikes to one side, then Quinn will feast
on the winner’s weakened resolve. All shall die, so says
Quinn.

• Unique Phrase: “Everything dies.”


• Desire: Kill the entirety of the Winter Ward and
Autumn Auspices
• Fear: To be unmasked.
• Misbelief: Genocide is the answer.

12
Belinda, member of the Autumn Auspices Gwenstor, member of the Winter Ward
The liaison of the Autumn Auspices faction, Belinda lost The ditzy and absent headed junior member of the Winter
both of her parents recently due to one of the Ice Witch’s Ward, she attempts to connect with the adventure party
beast incursions into the forest. Thus, she inherited a and recruit them to her cause. She is quite aloof and distant,
position of power among the Auspices. She is desperate for trapped in her own world. In spite of that, she seems to hate
any help she can get from the adventure party and even as the war and wishes the conflict to end as fast as possible.
she fights then in the field she will beg for them and any
hired help to hop into the Auspices' side. To do so, she must lead the charge towards the Autumn
Death Spirit alongside the party. She will do whatever she
She covers her depression with a cheerful facade and puts a can to convince the group to set careless to the wind and
brave face for her people as they have to deal with invaders finish the fight in one fell swoop.
to their ancestral land.
• Unique Phrase: “I wish I was in my cave home right
• Unique Phrase: “All together, now!” about now.”
• Desire: See the Autumn Forest free from invaders • Desire: Return home to her ice cave and forget this
once more. whole conflict ever occured in the first place.
• Fear: That she will lose even more family and friends • Fear: Make the Ice Witch mad.
in this ongoing conflict. • Misbelief: That she is shackled to her duties. That she
• Misbelief: That people will help her if they listen to cannot simply run away from this war and live her best
her story, and if they don’t, she hasn’t explained herself life.
properly. She does not give up on people, even as they
try to murder her.

13
Adventure Hooks If the party has more questions regarding this conflict she
mentions, she says she will happily explain and tell all she
To have the party reach Quinn and receive the quest that knows once they check on Quinn.
will see them embroiled in the Dance of Seasons, we have
prepared three hooks to help them get there: ⦿ "Broken heart." A successful DC 15 Insight check can
• Gilded Letter. The party receives a letter bathed in tell Maria is afraid and worried about the presence of the
gold. It says: “Those who hold this golden missive are to be party. If pressed on this, she claims Quinn used to trust her
honorable guests of the Raven’s Nest manor. The Dance of and the city guard, now they only deal with outsiders,
Seasons is about to begin and we are looking for dancers adventurers, and mercenaries. She wants to know why but
who have proved themselves in the field of battle. Bring she can’t even enter the manor.
your adventure gear and we shall reward the daredevils
that will dare march forward.” Advancing further towards the manor, it doesn’t take long
• Shared Dream. As the party rests from a previous until the party is greeted by hooded figures, who either
quest, or as they rest in a campfire or Inn room, they take their invitation (If using the gilded letter hook) or
have the following vision: “You find yourselves in the scan the party features, before opening the massive door.
desolate ground. A dying tree, changing its leaves from Once inside, one of the figures accompanies the group,
green to orange, catches your eye. Snowflakes gently begin urging them to climb a long set of ladders toward the
falling atop the tree, only for an avalanche suddenly smash second floor. As they arrive, read the following:
it to bits. Yet the tree sprouts forth, bursting through the
snow. A raven flies and perches into the tree poking out of
the snow. It speaks to you: THE SECOND FLOOR IS FILLED WITH FURNITURE. BOOKSHELVES ARE MARKED
• ‘Come to my nest. I will explain everything.’ You can see it WITH PORTRAITS OF NOBLEMEN AND WOMEN, WITH A CLOCK POSITIONED
in your mind’s eye, a massive manor with a placard that UNDER THE LARGEST PAINTING IN THE ROOM, DEPICTING A FAMILY OF THREE.
says: Welcome to Raven’s Nest village.” SAT BY THE FIREPLACE WAS AN ANDROGYNOUS FIGURE WEARING A CLOAK
• Strange Visitor. A flesh golem crosses the path of MADE OF RAVEN FEATHERS AND A MASK FASHIONED OUT OF A SWAN’S
the party. It is not hostile, instead, it offers them FEATHER. THIS FIGURE SLOWLY TURNS TO FACE THE PARTY, REACHING FOR ITS
raven feathers and direction to the Raven’s Nest BIRD BEAK CANE TO RISE FROM ITS SEAT.
manor. “The conductor wishes to see you. Much music to
be had, in the dance of seasons” is the message relayed by ‘SO YOU HAVE ARRIVED.’ THEY CUT THE TENSION WITH A KIND TONE.
this mindless automaton.
‘I AM QUINN. HEAD OF THE RAVEN’S NEST MANOR, LEADER OF THE PEOPLE
Act 1: The Conductor UNDER THESE PITCH-BLACK WINGS. THERE IS MUCH TO DISCUSS, SO MANY
SIGHTS TO SEE, AND SO MANY WONDERS TO EXPLORE. AND YET I DO NOT
Whatever way the party gets to journey towards Raven’s
FEEL LIKE BORING MY ESTEEMED GUESTS. TO YOU, LIFE IS AN ADVENTURE,
Nest manor, read the following as they take the road
‘MEANINGS’ AND ‘GOALS’ ARE AT BEST, MORAL GUIDELINES. YOU CAME HERE
towards it:
BECAUSE OF GREED OR CURIOSITY. SO, ALLOW ME TO BEGIN BY SAYING
THERE IS A LARGE REWARD IF YOUR GROUP DOES MY BIDDING. AS FOR THE
IT IS A NIGHT OF THE FULL MOON, THE SILVERY LIGHT KISSES YOUR PATH CURIOUS WELL...A DANCE IS ABOUT TO START. I AM TO BE ITS
TOWARDS THE IMPOSING AND GAUDY MANSION AHEAD. FLANKING MUSICIAN…NO. ITS CONDUCTOR! AND YOU MY FRIENDS, YOU ARE THE
YOUR ROAD, TREES CHANGE THEIR LEAVES AND PUMPKIN PATCHES. AND ONES WHO SHALL PLAY THE MUSIC. FOR THIS BALL, WE HAVE A DEATH
IT IS FROM SAID PATCHES, A YOUNG WOMAN RIDING A NIGHTMARE SPIRIT THAT LIVES IN A FOREST PERPETUALLY STUCK IN AUTUMN. THIS
EMERGES. SHE IS BEING CHASED BY CROWS THAT PECK AND SCRATCH ARCHFEY IS TO DANCE WITH THE ICE WITCH - EIRA. EVERY STEP THEY TAKE,
HER. AND YET AS SOON THE BIRDS SPOT YOUR GROUP, THEY CEASE EVERY TWIST THEY TURN, SOMEONE DIES. EITHER FROM MY VILLAGE OR
THEIR PURSUIT AND FLY AWAY. AMONG THEIR FORCES.’

‘YOU THERE’ SHE SAYS. QUINN HOLDS THEIR CANE LIKE A MAESTRO BATON, AND THEY GESTICULATE
AS THEY CONTINUES SPEAKING: ‘GO FORTH AND PLAY ME A TUNE OF
‘YOU ARE NOT FROM AROUND HERE, ARE YOU? MAYBE YOU ARE THE DESTRUCTION. I CARE LITTLE WHO LOSES THIS CONFLICT, AUTUMN, WINTER
ONES VISITING THE HEAD OF THE MANOR? LOOK I KNOW WHAT THIS - LET THE MUSIC SOAR AND THE LAST ONE REMAINING WINS THE BALL.
LOOKS LIKE, BUT I HAVE SOME WORDS FOR YOU LOT. PEACE RETURNS TO MY HOMESTEAD AND HAPPINESS FLOWS FORWARD LIKE
A RIVER!’

She introduces herself as Maria, with the Nightmare being


named ‘Boogie’. In this first meeting, Maria explains that QUINN THEN SLAMS THE CANE INTO THE GROUND, PRODUCING A LOUD
Quinn has recently lost family due to an Ice Witch’s ‘THUD’.
incursion and yet they have transformed the town into a
mustering hall for mercenaries that fight for both sides. It ‘I DO NOT CARE HOW OR WHY. DEFEAT ONE OF THEM, AND CHOOSE THE
doesn’t make sense, nor why they militarized and are ONE THAT ALIGNS WITH YOUR MORALS BEST. FORGET DIPLOMACY. DAMN
recruiting people like the adventuring party to shed blood LOVE! I WANT BLOOD. GIVE ME WHAT I WANT, AND I SHOWER YOU WITH
in this conflict. She emphasizes that Quinn is hurting, and ENDLESS TREASURES. MY PEOPLE WILL HAIL YOU AS HEROES. THE
that is unlike them. She begs the party to hear what they MUSICIANS-TO BE WILL BE TURNED INTO BARD SONGS. DO THIS AND MY
have to say and to provide aid that goes beyond LOVE RETURNS TO THE PEOPLE.’
professional, for the village of Raven’s Nest needs Quinn's
leadership if they are to survive. THE SERVANTS CLAP QUINN'S THEATRICAL SPEECH, THEY SIT DOWN ON THE
CHAIR ONCE MORE. NODDING TOWARDS THE PARTY. ONE OF THE SERVANTS
Finally, she urges the party to visit Quinn first and that she SAYS: ‘INTRODUCE YOURSELVES TO THE GRAND CONDUCTOR, QUINN!’
will give them a tour of Raven’s Nest once they are done.

14
Allow this to be an opportunity for the characters to The town itself beyond those three points of interest is
introduce themselves to Quinn and do some smaller talk your typical village, meaning the party can find some
and questions. mundane items like food or tools as well as Inns and hired
help.
Quinn knows a lot about Eira and Autumn Death Spirit,
they know everything found in their NPC entry. However If Maria is with the party when they attempt to buy any
they won’t give a clear answer to a question, rather they mundane items or hire help, give them a 20% discount due
would present the facts as metaphors and refuse to to her bartering in favor of the party.
elaborate.
Maria can also answer any questions the group has about
When confronted as to why they are turning Raven’s Nest Raven’s Nest. She confirms they were peaceful and
into a place to gather troops, they explain his ambition is basically invisible for adventurer types due to nothing
to rid one of the armies, yet the adventuring party is happening around it up until the Ice Witch decided to
crucial to it. They escalated the war so the commanders, start a war with the Autumn Death Spirit. She also
Autumn Death Spirit and Eira the Ice Witch, would take laments the fact they have turned into an adventure hub
to the field in one last charge. The player characters are out of the blue, for an influx of gold has corrupted many
here to set the fuse for the explosion he has prepared. people in the village who never had it before nor needed
it, changing their ways to become merchants, giving up
They will refuse to comment about anything personal. If on their traditional farmer roots.
Maria gets brought up, Quinn acts like they never heard
the name and dismisses any worries regarding her or the ⦿ "Word on the Street." A successful DC 10 Perception
people of Raven’s Nest. Insisting things will return to Check tells the character that the Raven’s Nest population
what they used to be once the conflict is done. is divided when it comes to the conflict. Some villagers tell
the tale of Eira the Ice Witch, an extremely intelligent
In regards to the plan to take out one side, Quinn suggests woman that shares her magical findings to the population
the group visit the Raven’s Nest village and mingle among of the towns she passes through, helping them preserve
the recruiters for both armies. He offers the Raven crest to their crops in the winter as a form of charity, while others
the party, claiming the missive will allow them to speak to insist the Autumn Death Spirit domain is a sacred place,
higher-ranked members of the army of their choosing, yet that if you perform rituals in its honor you receive true
once they do make a choice, there is no easy way to turn boons for the harvest. Each side laments that the conflict
back, for it means they are championing a cause under the started, but they side with their preference of bountiful
guise of representatives of the Raven’s Nest manor. Once harvests or constant harvest.
a choice is made, the balance will side with the faction the
party chooses and the conflict happens from there.
Points of Interest
⦿ "Swan Mask." A successful DC 20 Insight check clues
in the character that while everything Quinn is saying is AUTUMN AUSPICES TENT
done out of conviction, passion, and truth, they are
omitting and hiding a lot of information in all spheres. The inside of the tent is well organized, with fabric sheets
There is something inhuman in the way it speaks as if they dividing the different areas of the Auspice recruiting
are holding back something intense. efforts. As soon the party makes their presence known,
either by mingling with the sentries at the entrance, by
After the party satiates their curiosity, allow them to leave. proclaiming their allegiance to Quinn, or just by having
Maria waits outside and will ask to accompany the group Maria at their side if she is present, Belinda approaches
to the Raven’s Nest village. The party is open to taking her the group.
in on their visit, which will open a possibility in Act 2, or
leaving her behind, which also impacts the story later on. “AH, ONE OF QUINN’S CROWNS DELIVERED A MESSAGE. I SHOULD
Keep notes on how the party is relating to Maria. If they EXPECT A VISIT FROM THEIR CHAMPIONS SOON. I AM BELINDA, LIAISON

are friendly to her, make her less guarded around them. If OF THE MERCENARIES AND THE AUTUMN DEATH SPIRIT AND I

they resent her, or avoid her, keep that in mind as the WELCOME YOU TO OUR HUMBLE ABODE!”

other encounters with her roll on.

As the party moves towards the Raven’s Nest village, with She is cheerful and she is hospitable. Belinda tries selling
or without Maria, read the following out loud: the group to lend their aid to her group for no other
reason other than they are the victims of the story. They
had no intention of killing anyone or fighting anything,
THE VILLAGE OF RAVEN’S NEST FEELS CLOSER TO A PERMANENT WAR but Eira the Ice Witch pressed into their lands to the point
CAMP OR MUSTERING HALL THAN A PEACEFUL FARMERS COLLECTIVE IT that it escalated into a full war and even dragged the
ONCE WAS. YOU PASS BY ARMORED KNIGHTS, BEGUILING ARCANE peaceful Raven’s Nest to it.
STUDENTS, LEATHER CLAD SWORDSMEN, AND MANY OTHER
ADVENTURER TYPES FROM LATAKAR. INNS ARE LIVELY, EVEN THIS LATE Belinda understands adventurers are moved by the thrill
AT NIGHT, WHICH DENOTES JUST HOW ILL PREPARED THIS WHOLE AFFAIR of adventure and treasure, so she showcases the Cloak of
WAS. FOR YOU BARELY SEE SOMEONE WHO MIGHT LOOK LIKE A LOCAL. Autumn (More information in the Magical Items section
AS YOU REACH THE VILLAGE CENTER, YOU SEE THREE POINTS OF in the Epilogue) she is wearing. She mentions only the
INTEREST: A LARGE ORANGE TENT, A MAKESHIFT ICE FORTRESS, AND A champion of the Autumn Death Spirit may wear it, but
LARGE SHOP WITH WIDE DOORS, OPEN TO ANY PASSERBY. she is willing to gift it to the party if they help her drive
away Eira from her lands for good.

15
⦿ "Let’s fight for the Autumn forest." A successful DC CURIO EMPORIUM
20 Insight Check tells that Belinda is hiding her true
feelings. If pressed, she snaps, saying she hates the Winter A tiefling lady named ‘Poenna’ (Use art extra_sketches11)
Ward, and Eira turns her stomach. That she lost both of greets the party as they enter the shop. The shop itself is
her parents, brave warriors of Autumn, for a senseless large and with many display cases, all furniture looks new
invasion. She urges the party to join so she can have her and polished. If pressed, Poenna explains this is a spanking
righteous revenge. She wants to kill Eira and will stop at new shop she invested some pretty penny to get going,
nothing to do so. since Raven’s Nest is dragging so many adventurers and
re-routing them through the Latakar mountains.
If the party pledges their allegiance to the Autumn
Auspices, they receive orange-dyed headbands with an When asked about her opinion about the conflict or one
autumn leave symbol embroiled on them and directions to of the factions, she simply states that it is not her business.
rendezvous with her and the larger Autumn Auspices As long as soldiers need enchanted weapons, potions that
force at the entrance of the Autumn Forest. cure wounds, and any magical knick-knack she can
provide, she is happy to profit from it. She also believes
MAKESHIFT WINTER WARDS FORTRESS her business will endure once the war is done, for having
an enclave for adventurers near the mountains would
The fortress is guarded by knights fully clad in black ice draw people to explore relics of the astral war embedded
armor, who let the party pass after their state their affairs. in the mountain range.
Inside they realize there is a mustering hall and training
quarters, many of the adventurers being trained here are As for her inventory, she has a selection of Uncommon
either Elves or Dwarves with connections to the magical items, in the margin of 150 to 300 gp for each.
mountains.
⦿ "It is just business." A successful DC 20 Insight
Stumbling into one of the party characters, Gwenstor Check makes a character realize that Poenna is lying
emerges from one of the halls. about almost everything she just said. There are no
known relics in the mountains, nor is this her shop. If
“OUCH! OH, WAIT. YOU ARE THE ADVENTURERS THAT VISITED QUINN pressed, she admits she is just working for Quinn, that the
ARE YOU NOT? THE TOWN'S TALKING ALL ABOUT YOU. I COULDN’T curio was their idea, and that it opened recently to serve
IGNORE IT EVEN IF I TRIED. UHM…I AM GWENSTOR! I AM COVERING and profit from the conflict. She acts confused as to why
FOR OUR LIAISON TO THE MERCENARIES AND ADVENTURERS. BECAUSE Quinn is now trying to end it, considering how much gold
HE DIED. YEAH. WAR AND ALL THAT. SPEAKING OF, DO YOU WANNA she is raising for both herself and Quinn.
TRY IT? I MEAN, FIGHTING IN THE WAR, NOT THE DYING PART.
ALTHOUGH, YOU MAY DIE. IT IS A WAR AFTER ALL!” If Maria is present, she feels upset and somewhat betrayed
by Quinn.
Gwenstor is clumsy, aloof, and walks in circles with her LEAVING THE NEST
words. She is terrible at her job, being a recruiter. So
much so, it is only when asked directly about what’s in for As the characters get ready to go to their next leg of the
the adventuring party that she will showcase her Ice Hex adventure, they may opt to spend the night in an Inn and
Collar (More information in the Magical Items section in prepare supplies for the journey, or go straight away if
the Epilogue). Tapping it, she summons 2 floating Ice they feel they are prepared enough.
Blades. She explains this belonged to the dead liaison and
it is used by high-ranking members of the Ice Witch’s Either way, two things happen once they are about to
forces, a powerful magical weapon that is dangerous both leave:
close and from afar. She can give it to the party if they help
them conquer the Autumn Forest. • Maria says her goodbyes
As the party makes its way to the edge of Raven’s Nest,
⦿ "Let’s fight for the Winter Mountain." A successful Maria comes to say her goodbyes. If they venture into the
DC 15 Insight Check tells Gwenstor, despite being village together, she will give 3 Potions of Healing
comical, aloof, and even outright incompetent, seems to (Greater) to each member of the party, mentioning she
care a great lot about those around her. Her voice feels things from now on will get dangerous.
vacillates when she speaks of the dead liaison and when
pressed, she says she hates the war, that her Ice Witch is If she was snubbed by the party, she will just urge them to
normally pacifistic, and that must be a good reason she is be careful on the road ahead.
doing that. She wishes to defeat the Autumn Death Spirit
and bring peace to the conflict as fast as she can. And to do
that, she will need the adventuring party. She even has a
plan to do this with the minimum number of casualties.

If the party pledges their allegiance to the Winter Ward,


the party receives golden tiaras with an ice diamond at the
center and directions to rendezvous with her and the
larger Winter Wards force at the foot of the Winter
Mountain.

16
• The Order of Snail To break the curse, the blood of a monarch must be spilled
As the party takes their respective road (Towards the directly atop the snail’s trail. So she has trained by hand
Autumn Forest or the Winter Mountain) read the the trio of knights to be regicides, fierce killers, and
following out loud: intense fighters.

Due to the party's unique position and mission, she wishes


AS YOU BEGIN YOUR JOURNEY TO LINK UP TO THE FORCES THAT YOU to recruit them for her quest: Kill either Eira or the Death
ARE ABOUT TO CHAMPION, THE ROAD AHEAD SEEMS CALM. INDEED, THE Autumn Spirit and spill their blood into the snail’s trail.
CLOSER YOU ARE TO NEUTRAL GROUND, THE QUIETER IT WILL BE. A
CURIOUS-LOOKING SNAIL SLOWLY CROSSES THE ROAD RIGHT IN FRONT Notice that it doesn’t have to be just the party's direct
OF YOU. AS YOU ARE ABOUT TO CROSS ITS PATH, A GROUP OF THREE adversary needed to make Crennia’s request a reality,
KNIGHTS DRESSED IN SHINING ARMOR AND TEAL ADORNMENTS JUMP check the epilogue ‘Snail God’ for more details on the
OUT FROM A NEARBY BUSH, BLOCKING YOUR PATH AND ENCIRCLING THE different ways her request can be fulfilled.
SNAIL.
If the party accepts, the Order of Snail joins them (Kent,
‘STOP RIGHT THERE! YOU ARE IN THE PRESENCE OF THE HOLY Mia, and Miranda) carrying their ‘god’ with them.
EMINENCE OF THE SACRED SNAIL!’ SAYS THE FIRST OF THOSE KNIGHTS, A
BLOND YOUNG MAN WIELDING A SWORD MADE OUT OF PURE ENERGY. As you can see by their character sheets, they are nuisances
THIS IS KENT. and can’t provide much help in combat for the party,
however protecting them until the end of the Adventure
‘BOW NOW, BOW EARLY, BOW ALWAYS - WHEN IN THE PRESENCE OF will result in a particular reward.
THE SNAIL, ONE MUST ALWAYS PROSTRATE THEMSELVES, FOR THE
PROMISED BOONS THAT ARE TO COME!’ PROCLAIMS THE SECOND OF
The party can always just refuse Crennia, who will change
THE KNIGHTS, A SHORT-HAIRED FEMALE, BOWING AT EVERY TIME SHE
her usually friendly demeanor to an annoyed one as she
SAYS THE WORD ‘BOW’. THIS IS MIA.
drags her beloved snail and followers back into Raven’s
Nest.
‘I GENUFLECT, O GREAT SNAIL! FOR I AM NOT DEEMED WORTHY OF
For all possible results, including moments were said
YOUR BOONS! ALAS ALLOW ME TO GAIN FAVOR BY CONFRONTING THESE
‘monarch blood’ is spilled, please check the Order of Snail
HIGHWAYMEN THAT DARE TO DEFY YOUR MOST HOLINESS PRESENCE,
entry on the Epilogue.
THE GRAND SNAIL OF THE BLESSED TRAIL!’ SAYS THE LONG-HAIRED
FEMALE KNIGHT, WHO GENUFLECTS WITH GREAT DIFFICULTY AFTER
Once the scene resolves, move on towards:
SPEAKING THEIR PIECE. THIS IS MADEMOISELLE MIRANDA THE
• Act 2.1 ‘Falling Leaves’ if the party sided with the
SECOND.
Autumn Auspices.
• or Act 2.2 ‘Falling Snow’ if the party sided with the
AFTER THE STRANGE INTRODUCTION, THEY FORM A DEFENSIVE Winter Ward.
PERIMETER AROUND THE SNAIL, WHICH SEEMS TO BE NONE THE WISER,
STILL SLOWLY MAKING ITS WAY TO THE OTHER SIDE OF THE ROAD. THE
FIRST KNIGHT POINTS HIS BLADE TO THE GROUP, THE SECOND ONE HAS
ENERGY FLYING THROUGH ITS FISTS, AND THE THIRD ONE KEEPS
SWAPPING HER LANCE FROM ONE HAND TO ANOTHER. WHAT WILL YOU
DO IN THIS STRANGE SITUATION?

Wait for the party to declare how they will react and just
as they are about to do so, Crennia emerges from behind
them, straight up materializing. She speaks to the party:

“OH, IT SEEMS YOU FOUND MY EAGER STUDENTS. THE BRAVE ORDER


OF THE SNAIL! THEY MIGHT LOOK LIKE VILLAINS, BUT THEY DO MEAN
WELL! CHILDREN! LAY DOWN YOUR ARMS, THESE HERE ARE
CHAMPIONS OF RAVEN’S NEST. ALLIES TO BE HAD, NOT ENEMIES TO BE
SLAYED.”

The knights stand down, looking defeated by the


appearance of their mistress.

Crennia then explains to the party that she is the majestic


reincarnation of a goddess, the consort to the god cursed
to live its existence in the body of a snail. She founded the
order of the snail, recruiting villagers of the Raven’s Nest
in the process, to partake in a journey to free her husband
from the snail’s body.

17
Act 2.1: Falling Leaves This woman introduces herself as Luanda, but in fact she
is a Green Hag that attempts to coerce the group out of
As the party ventures the road towards the Forest, read their path. If they approach her, in between giggles, she
this aloud once they are to pass into the Autumn Forest. tells that she has an ancient spear of oak that is not only a
powerful weapon, it can reap the life of Eira the Ice Witch
UP UNTIL NOW, YOUR TRIP WAS QUITE MUNDANE. THE ROAD FROM easily due to being attuned with the elemental forces of
THE RAVEN’S NEST TOWARDS THE AUTUMN FOREST IS WELL SIGNALED fire. Only she knows how to properly chant and mold the
AND THE MANY FOOTSTEPS TELL YOU THAT TRIPS FROM ONE POINT TO forest to uncover this buried treasure.
ANOTHER ARE VERY COMMON. THINGS CHANGE ONCE YOU PASS A POST
THAT MENTIONS ‘WELCOME TO THE SACRED AUTUMN WOODS’. FOR All the party needs to do is follow a crooked pathway into
IT IS NOT LYING, THIS IS A SACRED SITE. a green portion of the Autumn Forest, in there they will
find a Dryad, all the party needs to do is capture the Dryad
THE INTENSE ORANGE OF THESE WOODS, THE PLEASANT SMELL OF THE
and hand it over to her.
OUTDOORS, AND THE CONSTANT BIRD AND CICADA NOISES, ALL BLUR
TOGETHER TO CREATE A TRANSCENDENTAL EXPERIENCE. ALL YOUR
If the party questions the Hag, she will simply say:
SENSES ARE INTERCONNECTED, IN A WAY THAT YOU FEEL YOUR SPIRIT
“I have my own reasons why I need the little Dryad. Do not
question it.”

While what the Green Hag says is true, and she will pull
The grass too has an orange hue, but make sure to describe out her part of the agreement, if the party refuses to help,
that some trees are green. or if they fail to capture the Dryad, the ‘Green Coven’
encounter occurs when the party attempts to leave the
⦿ "Forever Autumn." A successful DC 10 Nature Autumn Forest.
Check showcases to the character that the entire forest
seems to be awash with druidic magic, that nature is being The Hag has her own designs for the champions of Quinn,
enhanced by something ancient. And while most seem to killing them off and re-animating their bodies would give
come from the same source, plenty of other tampering is her an edge in the dangerous game she is playing.
happening as well. This is because these woods are blessed
by the Autumn Death Spirit, so they carry their mark of The party might decide to go to the Autumn Auspices
Autumn, in spite of living a perfectly natural life cycle, meeting to continue their main quest, and go towards the
while also housing other Fey creatures. ‘Green’ whenever they wish, simply consult the entry ‘The
Green’ when they do make their way there.
As the party takes in the sights, a voice comes from a
green bush. THE GREEN

“THE CHAMPIONS OF THE KINDRED MAKE THEIR PRESENCE KNOWN! The green bushes mark the entrance to the ‘Green’, a
COME CLOSER, YES DO COME CLOSER. I HAVE AN OFFER TO YOU. I CAN portion of the Autumn forest dominated by all sorts of fey
REWARD YOU WITH A BOON OF THIS FOREST. A SECRET ONE. AN creatures. It doesn’t take long for the party to spot the
ANCIENT ONE. YES. YES!” dryad mentioned by the Green Hag, attending some
Sprites. The player characters may attempt to betray the
Hag, approach the Dryad, or sneak around before
approaching her. If they just approach her, move to the
encounter ‘Dryad on the run’.

⦿ "You are in danger!" A successful DC 20 Persuasion


Check made by a character trying to warn the dryad about
the Green Hag ploy to capture her turns the Dryad into an
ally. She warns the party that Luanda is in fact, a Green
Hag that will surely attempt to ambush them when they
are about to leave the forest, removing the ‘Surprise’ they
would pull in the ‘Green Coven’ encounter, plus she will
materialize and fight the Hag alongside the player
characters. If pressed as to why she thinks the Hag wishes
to capture her, the Dryad explains the Green Hag Coven
tends to capture young dryads such as herself to
rejuvenate, adding more decades to their life span. Finally
she imparts that her name is Elaide and that only recently
she came to the Autumn Forest, looking for her sisters.

⦿ "You are coming with us." A successful DC 20


Stealth Check can allow a character to approach the
Dryad without her notice. From there, the character may
attempt to grapple her, bond her, or use any other means
of capture. If successful, the party skips the 'Dryad on the
Run’ encounter. If she is able to elude capture, the
encounter happens immediately.

18
➤ ”Dryad on the Run.” The Dryad (marked as 1. on ➤ “Green Coven.” The Green Hag (marked as 4. on the
the map) will attempt to run away and escape towards map) splits into 3, meaning the party is now facing x3
the feywild. To be able to do so, she needs to reach the Green Hags. Apparently, they are all the same being,
Green Portal (marked as G on the map). To allow her while acting as 3 independent bodies, revealing their
to escape, the x4 Sprites (marked as 2. on the map) that true form in the process. They have plans for the bodies
she was attending to will fight the party, as well x2 of each player character, so they will use their magic to
Awakened Trees (marked as 3. on the map) emerge to confuse and kill each and every one of them. The player
try to block the paths for the player characters. Even as characters are all Surprised by the Hags, unless they
the Dryad makes her escape, these fey creatures are angry heard about their ambush by the Elaide the dryad. She
for they can smell the Green Hag influence over the will also be here, fighting alongside the characters if they
party, fighting them fiercely. alerted her about the Green Hag ploy, materializing from
a nearby tree. If Luanda is defeated, Elaide imparts her
favor to the party, producing 2d8 ‘Magical berries’ that
behave exactly like Potions of Healing (Greater).

While defeating the Hags brings no special reward


beyond the magical berries, if the characters saved the
dryad by alerting her, she promises to come to their aid
in their time of need. She will do so in Act 4.1 Blood on
the Snow.

If the party manages to bring the Dryad to the Green


Hag, she laughs as she chants in ancient Sylvan,
bounding the poor Dryad into a nearby tree. For ‘Later
use’ as she states to the party. It is possible for the party to AUTUMN AUSPICES MEETING
betray the Green Hag here, triggering the ‘Green Coven’
encounter, killing the Hag dispels her magic and makes By following the red path, the one denoted by the
the Dryad run away for her dear life. autumn leaves, orange grass, and the passing of seasons
in a localized manner, the group reaches the Autumn
If not, the Green Hag creates a portal made of green Auspices encampment. Read the following out loud:
energy. Passing through the portal leads the party to a
pocket dimension that looks like the heart of the
Autumn Forest. Springing from a tree stump, the Ancient THE PATHWAY THAT LEADS TO THE AUTUMN AUSPICES HEADQUARTERS
Spear of Oak is there to be cut from the stump. For more IS DOTTED BY TREES AT DIFFERENT STAGES OF THEIR LIFE. TWIGS,
information about the weapon, check the Epilogue MATURE BARKS, LEAVES FALLING THROUGH THE WIND, AND EVEN
section on Magic Items. ROTTEN TRUNKS, ARE BEING CONSUMED BY ALL SORTS OF CREEPY
CRAWLERS. YOU KNEW YOU WERE ON THE RIGHT SPOT WHEN A LARGE
GROUP OF PEOPLE COULD BE SEEN WEARING CLOAKS, SCARVES,
BANDANNAS, AND ALL SORTS OF ORANGE HEADWEAR, CONGREGATING
AROUND A LARGE CLAY STAGE. ATOP OF IT, BELINDA. AND RIGHT NEXT
TO HER, A MAJESTIC CREATURE THAT HAD THE HEAD OF AN OWL,
WEARING A CLOAK MADE OF TWIGS AND LEAVES. TWO BIRDS, HAPPILY
CHIRPING, FLY AROUND THIS FIGURE, AS IT PETS A NEARBY DEER.

19
- Charge in through the front
‘ALL TOGETHER NOW - WELCOME TO THE SACRED GROVE!’ YELLS
The party decides that they can take this ‘elite guard’ and
BELINDA. AND SURE ENOUGH, ALL THOSE WHO GATHERED TURN TO
carve their way towards the Ice Witch, hopping on each
YOU, SCREAMING AT THE TOP OF THEIR LUNGS:
ice ‘island’ towards their prize. This brash strategy adds
a +5 to their ‘Heroic Moment’ roll in chapter 4.1, and the
‘WELCOME TO THE SACRED GROVE!’ party needs to deal with 3 rolls to proceed.
MUCH CHEERING AND REJOICING OCCUR. YOU ARE THESE PEOPLE'S - Flank the elite guard
HOPES AND DREAMS FOR PEACE, IT SEEMS. Letting the voluntary troops charge in, then support
them by flanking the guard gives the players a standard
‘Heroic Roll’, but they can choose to re-roll it once if they
Enthusiastic guards, holding staves, guide the party wish, and select between the two results.
toward the clay stage. Belinda introduces them to the
Autumn Death Spirit, who keeps silent, merely - Sneak past the fighting
observing the party. She tries to produce some small talk There is a way to sneak into the north, then go all the
among herself and the party members, but the looming, way around the river and jump into the Ice Island that
glaring, ancient fey spirit next to her makes it hard to Eira occupies. Doing so incurs a single “Heroic Moment”
hold a conversation. Crestfallen, she will eventually roll, that the party needs to do twice, and you pick
harken the party to examine a large dead tree stump, the between both results. If the voluntary troops are not
size of a large dinner table, where a map has been carved used to distract the Elite Guard, Eira will receive
out of the wood. reinforcements every round, for more information
about this check the ‘Reinforcements’ entry in chapter
Belinda explains that while the Autumn Death Spirit's 4.1.
main force will protect the forest against a charge by the
Winter Ward, she, the party, and a voluntary troop will - Creative Thinking
sneak through the frontlines, enter a cave (its entrance Maybe the players have a wild idea to allow them to
marked as E. on the map) located in the winter enter the cave and face Eira quickly. If it's brave and
mountains that is being used as a forward headquarters dangerous, add to the ‘Heroic Moment Roll’ in Chapter
due to its proximity to the Raven’s Nest village, and 4.1 a number between 1 (daring, but reasonable) to 5
capture Eira the Ice Witch. This cave has the peculiar (Completely bonkers, almost suicidal). The party will
makeup of having a lake and several ice islands that can need 2 rolls to proceed.
be moved by the Elite Guards. They can quickly reach
shore, or reinforce themselves if needed. -Order of the Snail
Some crafty players might suggest that the Order of Snail
Sneaking through the mountain is easy, Belinda knows a flank, or help in any way other than just blindly
pathway. The problem is how to tackle Eira (marked as following the group into battle. Unfortunately, doing so
5. on the map) and her elite guard inside (marked as 6. will result in their death if they ever have to face the Elite
on the map). Guard.
The ‘lake’ supporting each ‘island’ is, according to
Belinda, freezing cold and should be avoided at all costs. Once the party is finished planning and preparing, the
Autumn Death Spirit gives one last glare to the group
Allow players to discuss how they will approach the and Belinda before leaving.
situation, and try to attach that decision to the following
game terms:

20
Belinda apologizes for the Spirit, making sure to
mention it does not speak often. What she does know is
Act 3.1 Blood on the snow
that any violent death angers it and that they should aim The trip through the special path is short, less than one day
to subdue the Elite Guards and capture Eira, not kill her. the troops and the party reach their destination, thanks to
If the party insists on killing Eira, Belinda hesitantly the forest path that seemed to expand even as they walked.
accepts it. Secretly, she wants revenge for the death of If questioned, Belinda explains while the path has existed
her parents after all. for a while, the Autumn Death Spirit created a path that
looks difficult to pass through by someone watching the
Belinda then brings out the voluntary troops that will arbol way from outside, but that is as straightforward as it
accompany the party and her into their operation. can be for the troops marching along.
Something to be said here is that there are young adults,
the elderly, and even wounded soldiers. Every member
of this force has been wronged by Eira and the Winter
Wards, directly or indirectly and they are willing to put
their life on the line for this.

With the group acquainted, allow them to prepare and


procure whatever bounty the forest can offer.

Maria visits the party before they are ready to leave, atop
her Nightmare steed. She offers to accompany the party
so they can end the conflict as quickly as possible.

Accepting her help adds her to the party, and she will
fight with the group shoulder-to-shoulder against Eira.

Maria also updates that ever since they left, the Autumn
Auspices have begun fighting the Winter Ward directly
into the streets, before retreating to the forest. Belinda
says that is a tactic to draw out the Winter Wards' main
force - And according to Maria, they succeeded. They are
marching toward the Forest, as they speak.
DEATH VISION

If a character has killed something in the Autumn Forest,


even an animal for consumption, the next time they Eventually the conjured forest gives away to the snowy
sleep they have a vision of the Autumn Death Spirit. The foot of the Winter Mountain. The party is almost there.
fey showcases a seed to the character, then carefully As the group marches on, describe the following:
plants it in fertile soil. Then it points to the character,
and they themselves start to wither and die. THE DEEP WHITE OF THE SNOW THAT YOU TRUDGE ALONG IS UNIFORM,
PERFECT, PURE. AS YOU MAKE YOUR WAY TOWARDS THAT FATED CAVE
The character takes 1d4 physic damage every time they ENTRANCE, YOU CAN’T HELP BUT FEEL THE TINGE OF DESPAIR AROUND
sleep, stopping them from taking long rests for the THE AREA. THERE IS A STRONG SMELL IN THE AIR ONCE YOU BREACH
vision repeats, up until they plant something, anywhere. THE CAVE ENTRANCE, YOUR PERIPHERAL VISION CATCHES A GLIMPSE OF
Doing so stops it and gives that character Inspiration. COLOR, OF SHAPE, INTO THE SNOW MOUNDS AROUND THE CAVE. A RED
HAIRED WOMAN, LYING MOTIONLESS THERE, IN THE SNOW.
Luanda does not count as being killed before her time,
because she was artificially extending her life span with
magic, so her death does not trigger any visions. ➤ ”Phantom from the past.” If Maria is with the party,
she gets possessed by 1x Ghost, the ghost of the
Once they are ready, move on to Chapter 3.1 Blood on mysterious red-haired woman that lies dead. If not,
the snow. Belinda is the one possessed. Like the Possession entry of
the Ghost stat block dictates, the person being possessed
retains all their cognition. Yet they are jerked around,
walking towards the exit (marked as G. on the map with
the spot of the possessed being marked as P. on the map).

The ghost possessing the body says things like:


• “Mistress Eira shall not be surprised by such misbegotten
kind!”
• “Even in death, I still serve her to the bitter end!”
• “Mistress Eira! Intruders! Intruders!”

21
Belinda apologizes for the Spirit, making sure to Eventually the conjured forest gives away to the snowy
mention it does not speak often. What she does know is foot of the Winter Mountain. The party is almost there.
that any violent death angers it and that they should aim As the group marches on, describe the following:
to subdue the Elite Guards and capture Eira, not kill her.
If the party insists on killing Eira, Belinda hesitantly THE DEEP WHITE OF THE SNOW THAT YOU TRUDGE ALONG IS UNIFORM,
accepts it. Secretly, she wants revenge for the death of PERFECT, PURE. AS YOU MAKE YOUR WAY TOWARDS THAT FATED CAVE
her parents after all. ENTRANCE, YOU CAN’T HELP BUT FEEL THE TINGE OF DESPAIR AROUND
THE AREA. THERE IS A STRONG SMELL IN THE AIR ONCE YOU BREACH
Belinda then brings out the voluntary troops that will THE CAVE ENTRANCE, YOUR PERIPHERAL VISION CATCHES A GLIMPSE OF
accompany the party and her into their operation. COLOR, OF SHAPE, INTO THE SNOW MOUNDS AROUND THE CAVE. A RED
Something to be said here is that there are young adults, HAIRED WOMAN, LYING MOTIONLESS THERE, IN THE SNOW.
the elderly, and even wounded soldiers. Every member
of this force has been wronged by Eira and the Winter
Wards, directly or indirectly and they are willing to put ➤ ”Phantom from the past.” If Maria is with the party,
their life on the line for this. she gets possessed by 1x Ghost, the ghost of the
mysterious red-haired woman that lies dead. If not,
With the group acquainted, allow them to prepare and Belinda is the one possessed. Like the Possession entry of
procure whatever bounty the forest can offer. the Ghost stat block dictates, the person being possessed
retains all their cognition. Yet they are jerked around,
Maria visits the party before they are ready to leave, atop walking towards the exit (marked as G. on the map with
her Nightmare steed. She offers to accompany the party the spot of the possessed being marked as P. on the map).
so they can end the conflict as quickly as possible.
The ghost possessing the body says things like:
Accepting her help adds her to the party, and she will • “Mistress Eira shall not be surprised by such misbegotten
fight with the group shoulder-to-shoulder against Eira. kind!”
• “Even in death, I still serve her to the bitter end!”
Maria also updates that ever since they left, the Autumn • “Mistress Eira! Intruders! Intruders!”
Auspices have begun fighting the Winter Ward directly
into the streets, before retreating to the forest. Belinda
says that is a tactic to draw out the Winter Wards' main
force - And according to Maria, they succeeded. They are
marching toward the Forest, as they speak.
DEATH VISION

If a character has killed something in the Autumn Forest,


even an animal for consumption, the next time they
sleep they have a vision of the Autumn Death Spirit. The
fey showcases a seed to the character, then carefully
plants it in fertile soil. Then it points to the character,
and they themselves start to wither and die.

The character takes 1d4 physic damage every time they


sleep, stopping them from taking long rests for the
vision repeats, up until they plant something, anywhere.
Doing so stops it and gives that character Inspiration.

Luanda does not count as being killed before her time,


because she was artificially extending her life span with
magic, so her death does not trigger any visions.

Once they are ready, move on to Chapter 3.1 Blood on


the snow.

Act 3.1 Blood on the snow


The trip through the special path is short, less than one day
the troops and the party reach their destination, thanks to
the forest path that seemed to expand even as they walked.
If questioned, Belinda explains while the path has existed
for a while, the Autumn Death Spirit created a path that
looks difficult to pass through by someone watching the
arbol way from outside, but that is as straightforward as it
can be for the troops marching along.

22
Describe the possessed character as if they are having ➤ ”Eira the Ice Witch.” Before the encounter starts, Eira
trouble walking, jerking themselves toward the exit in a (marked as 5. on the map) ascends from her icy throne,
very unnatural manner, but do not flat out state that they pointing towards the party (that should consist of the
are in fact, being possessed by a Ghost. If the Ghost player characters, Maria if recruited, Belinda, and the
reaches the exit, it will immediately alert the Elite Guards, Order of Snail if they are still somehow alive). She says:
which will come pouring out from several exits from the
cave system, attacking the party, the voluntary troops, and “LOOK AT THIS. SO MUCH SPILLED BLOOD. SO MUCH NOISE. DO YOU
everyone in between. If this happens, the Skirmish Battle EVEN UNDERSTAND WHY ARE YOU DOING THIS, MERCENARIES?”
begins (see below) and the party needs to resolve 4
encounters before reaching Eira, rolling the dice without BELINDA INTERJECTS BY SCREAMING: “YOU KILLED MY FAMILY, YOU
modifiers. MONSTER! AND ALL THAT FOR A PIECE OF LAND!”

If the party restrains the Ghost, exorcizes it, or beats it “YOUR FOREST IS AN ABOMINATION. IT ATTRACTS FEY LIKE HONEY
until its 0 hit points, it will try to possess the nearest ATTRACTS ANTS. YOUR LEADER ISN’T EVEN ALIVE, A MERE PROJECTION
person, until it is defeated or banished from this realm. OF THE LOCAL DESIRE OF LIVING A PATHETIC LITTLE LIFE OF PASTORAL
DELUSIONS. EVERY STORM I MAKE, EVERY LAND I FREEZE, IS ONE STEP
The possessed individual will be able to tell that this ghost TOWARDS THE PLATINUM VICTORY. THEN, WE SHALL BE EQUAL. AND
is called “Sindral”, a loyalist to Eira that died in a recent ONLY THEN, SHALL WE HAVE PEACE. EITHER WE ARE ALL UNITED UNDER
conflict and asked to be buried at the advanced THE COLD GAZE OF THE DEPARTED ICE MOTHER, OR WE ARE NOT TO BE
headquarters, so her spirit could witness the troops AT ALL.”
marching one last time.

If the party is able to deal with the Ghost trap, and advance After her speech, roll for initiative and resolve all the
themselves towards the entrance to Eira’s they enter the successes and failures steaming from Heroic Moments. If
“Skimirsh Battle” scene, described below. Elaide the Dryad promised to be there for the party’s time
of need, she materializes at their side.
SKIRMISH BATTLE
Reinforcements: If the party triggered this situation, x1
(Use the Frost Lake map for this part of the adventure.) Berserker and x1 Druid join the fray at the end of first
round, fighting alongside Eira.
Allow the players to describe how their characters
execute on their previously discussed plan, even if they If the party is able to defeat Eira, she dies a terrible death.
innovate or adapt (simply adapt yourself using the The fighting begins to die down, some of the Ice Witch
guidelines provided in this Act 2.1) soldiers sound the retreat as soon they begin telling each
other about the deed.
To abstract the large combat scenarios, roll on the The party did it, they killed a monarch that even if she had
“Heroic Moment Roll” applying the modifiers for the good intentions, was expanding through war and
approach of the party, and then deal with the encounter violence, ending the dance with a bow. All that is left is
that occurs from said roll. Each encounter lasts 3 rounds, return to the Raven’s Nest, receive their prize, and meet
with whatever is happening being entangled with other up with the Autumn Death Spirit one last time.
combat troops, if this happens the encounter is
considered a ‘failure’.

A successful encounter adds a boon against Eira.

A failure adds a complication to the very same


encounter.

Different approaches, as stated in 2.1, may result in the


need for more than a single roll to proceed to the Eira
encounter. If the result, with the modifiers, would be
below 1, it is 1 instead. In a similar vein, if a result would
be above 10, it becomes 10.

As for the encounters, use either the shores of the map,


or one of the Ice Islands in the same map, describing how
the chaos of melee is shifting the player characters
around.

We suggest re-rolling if the same result is produced in


case of multiple rolls.

23
Heroic Moment Table

d10 Encounter Result

Success: The griffon returns, this time aiding the party against Eira as
1
x1 Berserker riding 1x Gryffon. Swoops into a friendly NPC.
the party, as they stand on an ice island.
Failure: The berserker and griffon join the fight at the side of Eira.

Success: Defeating the Invisible Stalker reveals it is an ancient


x1 Invisible Stalker prowls around the party as creature that to retain its power, was using Potions of Invisibility. The
2 party finds 1d4 potions attached to its body.
they find themselves on the shore
Failure: It stalks the party as they face Eira.

x1 Bandit Captain leading x4 Bandits into Success: The party makes off with 300 gp, the payment offered for
3
battle. Hired help, they chase the party down in these mercenaries.
an ice island, looking to make a name for
themselves. Failure: The captain sends 2 of their men to fight alongside Eira.

Success: The eyes roll from one of the basilisks. They hold 1 charge of
x2 Basilisks attempt to run right at the party their “Petrifying Gaze”, allowing it to be used for 1 full round.
4
from the shore. Failure: One of the Basilisks follows the party and attempts to attack
them as the Eira encounter begins.

x3 Druids board an ice island. They try to use Success: Breaking the druidic triangle weakens Eira’s magic. She loses
5 their spells to delay, elude, and escape the 1 7th level spell slot.
party for 3 full rounds instead of fighting. Failure: The druid triangle magic gives Eira 1 extra 7th level spell slot.

Success: The druid is carrying a snowglobe that when destroyed,


x2 Berserkers, x1 Druid, x1 Ice Mephit in one creates a 15x15 feet sphere that gives all creatures inside of it
of the Ice Islands. The Berserkers attempt to resistance against Cold.
6
kill the most frail looking member of the party, Failure: The druid sacrifices the Ice Mephit, cursing the player
while the druid and Ice Mephit provide support. characters into having vulnerability against cold until they have a full
rest.

x5 Berserkers each have a different colored Success: Surviving the onslaught gives that character hope, they
stripe tattooed on their faces. Fighting from Advantage for any roll they make for the first 2 rounds against Eira.
7 the shore, they point towards one player
character and they all attack it without mercy Failure: The close call shakens the selected character, they have
or respite. Disadvantage for any roll they make for the first 2 rounds against Eira.

x1 Berserker and x1 Mammoth. On the shore, Success: The mammoth joins the party as a friendly NPC against Eira,
8 a Berserker is mounting a mammoth, charges it recognizes the party’s strength.
blindly against the party. Failure: The mammoth chases the party, entering the fight as an enemy.

Success: The party vials that contain liquid that provides resistance
x1 Assassin. Creeping from a snow mound, against poison.
9 they have all the characters surprised for 1
round. Failure: The Assassin returns in the second round against Eira,
surprising the entire party once more.

x1 Frost Giant. In an Ice Island, almost too Success: The party finds a Belt of Giant Strength (Frost Giant)
10
small for the giant to stand on. Failure: Missing the opportunity for a powerful magical item is enough.

24
Act 2.2 - Falling Snow ⦿ "Counter Proposal." A successful DC 15 Persuasion
Check can convince Lassadrel that fighting among
As the party ventures the road towards the mountain, read themselves will only weaken both parties. Lassadrel then
this aloud once they are to reach the Winter Mountain’s insists on some sort of competition, be it Athletics,
foot: oratory, or whatever it may be. If the party accepts, simply
do contested skill checks of the same type, a best of 3. If the
TRAVELING FROM THE RAVEN’S NEST TO THE ADVANCED POST OF THE party is successful, Lassadrel offers to join the group. If
WINTER WARDS WAS AS STRAIGHTFORWARD AS IT GETS. JUST FOLLOW not, she mentions that she wasn’t impressed and will
THE SNOW TRAIL AS IT KEEPS GETTING RICHER AND RICHER. return to the Autumn Forest to fulfill her contract. If this
EVENTUALLY WHEN REACHING A PLACARD THAT STATES ‘WELCOME TO happens, and she isn’t stopped, she will appear in the
THE WINTER MOUNTAIN’, YOU KNEW YOU WERE ABOUT TO ARRIVE AT Autumn Death Spirit encounter on their side.
YOUR DESTINATION. ICE, COLD, SNOW, AND ROCK. THESE FOUR
ELEMENTS CONSTRUCT THE VISAGE UPON YOU. AN ENTIRE KINGDOM, ➤ ”Duel!” Lassadrel (marked as 7. on the map) is strong
AN ENTIRE PEOPLE, LIVING OFF FROM JUST THESE FOUR THINGS. WHITE for a one-on-one fight, her stats denote a powerful duelist.
AND BLUE, PURE AND FREE. To make matters worse, a ‘first blood’ duel consists of
which character can make the other reach half of their
foes' hit points first. If the character does defeat Lassadrel
Make sure to describe the amount of frozen lakes all in her game, she will yield and ask to join the group in
around the foot of the mountain as well some vegetation their journey.
that has a bluish hue. Try to sell how aligned it is to the
element of cold. Of course, the party may simply attack her at any point,
killing her, subduing her, arresting her, the works. Allow
⦿ "Forever Winter." A successful DC 10 Nature Check players to approach Lassadrel’s challenge on their own
showcases to the character that the entire mountain seems terms. But she will only join up if she is impressed with
to be awash with ancient cold magic, that nature is being the group, and if she isn’t, she attempts to return to the
modified by something old and arcane. And it all seems to Autumn Forest where she will fight on the side of the
come from the same energy source, as if the mountain and Autumn Death Spirit.
its cold climate itself were birthed from this one powerful
mage instead of nature.

As the party takes in the sights, a voice comes from behind


the group, on the road:

TRAVELING FROM THE RAVEN’S NEST TO THE ADVANCED POST OF THE


WINTER WARDS WAS AS STRAIGHTFORWARD AS IT GETS. JUST FOLLOW
THE SNOW TRAIL AS IT KEEPS GETTING RICHER AND RICHER.
EVENTUALLY WHEN REACHING A PLACARD THAT STATES ‘WELCOME TO
THE WINTER MOUNTAIN’, YOU KNEW YOU WERE ABOUT TO ARRIVE AT
YOUR DESTINATION. ICE, COLD, SNOW, AND ROCK. THESE FOUR
ELEMENTS CONSTRUCT THE VISAGE UPON YOU. AN ENTIRE KINGDOM,
AN ENTIRE PEOPLE, LIVING OFF FROM JUST THESE FOUR THINGS. WHITE
AND BLUE, PURE AND FREE.

25
WINTER WARDS MEETING That is the gist of Gwenstor’s plan.

Trekking forward towards an entrance cave, the solid ice Eira creates ice sculptures on a small scale, showcasing the
sprouting from the ground indicates the presence of the forest and its defenders.
Ice Witch and her forces up ahead. As the players enter,
describe the many pathways of the caves, and how much
crystalized ice leads them to a particular entrance up
ahead.

Once they go inside, read the following out loud:

AS YOU BRAVE THE CAVE, YOU ARE SURPRISED BY THE SOUNDS OF


SILVER TRUMPETS HERALDING YOUR APPROACH. WAITING FOR YOU,
GWENSTOR WITH A BOUQUET OF FROZEN FLOWERS. SHE TOSSES IT
YOUR WAY, THEN RUNS TOWARDS A STAGE MADE OUT OF CRYSTALLIZED
ICE. AROUND YOU, SOLDIERS WEARING HEAVY SKINS, AND A MENAGERIE
OF COLD CLIMATE MONSTERS AND CREATURES SUCH AS ICE MEPHITS,
ICE GIANTS, AND SOME MAMMOTHS. MARCHING ALONGSIDE YOU,
TRUMPETERS WEARING SKULLS OF DEAD ELK. AS YOU GO ALONG THE
MARCH AND SONG, YOU CAN SEE HER ATOP THE STAGE. EIRA THE ICE
WITCH. SHE STARES AT YOU WITH A COLD, STEELY GAZE. THIS IS A
CONTRAST TO GWENSTOR THAT IS CONSTANTLY WAVING AT YOUR
GROUP AS YOU APPROACH.

‘WELCOME TO THE ADVANCED HEADQUARTERS! IT'S NO HOME CAVE,


BUT IT IS WHAT IT IS!’

ONCE YOU CLIMB THE STAGE, THE SONG STOPS, AND ALL THE SOLDIERS
AND MONSTERS CHEER YOU UP IN UNISON. THE ICE WITCH REMAINS
QUIET.

Gwenstor introduces the group to Eira, who bows her


head to them in an elegant manner. Autumn Death Spirit (marked as 1. on the map) sits at
the center, with 3 different battalions protecting him.
Cutting Gwenstor off as she is about to begin explaining
the situation, Eira wants to make it clear that she doesn’t The mortals, consisting of humans, elves, halflings and
trust the party, but welcomes their help either way. She gnomes sit on the west flank (marked as 2. on the map),
makes sure to point out that the Autumn Death Spirit the Naturals, consisting of dryads, awakened trees, and
and the Autumn Forest are fabrications of hopes and elementals sit on the south flank (marked as 3. on the
dreams of people who wish to live life on a lie. That what map), the Menagerie (marked as 4. on the map),
they deem natural and cyclical is merely their lack of consisting of all sort of dangerous animals awakened by
vision. That life can be extended, that death can be the Death Spirit itself. Eira explains she can give the
conquered or at least tamed, and that the belief of support of troops for the charge, allowing the party to
‘natural death’ coming from a Spirit born out of a break through a flank and confront the Autumn Death
collective of minds is pathetic. That her conquering of Spirit directly.
the forest will be the best thing to ever happen to these
people, she will extend their life span and provide succor Allow the players to discuss their plan, and try to pin their
that only a disciple of the Ice Mother can provide. idea on one of the following modifiers:

Allow the party to question and talk to Eira here, use her - Charge through a flank
character entry as a guideline to her responses. She is The most straightforward way of doing this, pick a flank,
very logic based and does her best to keep her feelings modify the “Heroic Moment” roll by the faction that is
out of any equation. within that flank, and do 2 rolls, meaning 2 encounters
before the party can face the Death Spirit.
Once players have exhausted their questions, Gwenstor
picks up the pace and describes the situation: - Split up
It is possible to split up the troops, or even the party, to
tackle different flanks. If so, the troops can ‘blank’ a flank,
‘IF WE ARE GOING TO WIN, THEN IT NEEDS TO HAPPEN ON THE NEXT and each segmentation of the party needs to roll once for
CHARGE. PROLONGING THIS WILL ONLY RACK UP MORE DEATHS ON ALL
the “Heroic Moment” at a +3, dealing with their specific
SIDES. I’M NOT MUCH OF A DOER, MORE OF A FOLLOWER REALLY, BUT
faction variants.
OLD GWENSTOR HERE THINKS WE CAN USE OUR TROOPS TO TIE THEIR
MAIN FORCES UP WHILE ME AND YOU GUYS ADVANCE TOWARDS THE
AUTUMN DEATH SPIRIT. IF WE KILL IT, THE MAGICAL PROTECTION THE
FOREST HAS DIES WITH IT, ALLOWING MISTRESS EIRA TO PRODUCE A
ICESTORM RIGHT ATOP OF IT, TURNING AUTUMN INTO WINTER!’

26
- Sneak past the fighting
There is a way to sneak through the forest. Doing so
Act 3.2 - Blood on the Grass
incurs a single “Heroic Moment” roll, that the party The party is not traveling alone. With them, there are 13
needs to do twice, and you pick between both results. If legions allied with the Ice Witch, marching as they climb
the Winter Wards troops are not used to distract the down the mountain. They pass by Raven’s Nest, that has
flanks, Autumn Death Spirit will receive reinforcements some snow mounds on it now, as if winter came early.
every round, for more information about this check the That is because it did, a mild snow storm conjured by Eira
‘Reinforcements’ entry in Act 3.2. had arrived in the town before the party could, and was in
part the reason why the Autumn Auspices retreated.
- Creative Thinking
Maybe the players have a wild idea to allow them to Eventually the army and the player characters pass
enter the forest and face Autumn Death Spirit quickly. If through the entrance of the Autumn Forest, and this is
it's brave and dangerous, add to the ‘Heroic Moment where the split happens. The party and the Winter Wards
Roll’ in Act 3.2 a number between 1 (daring, but battalion assigned to them separate from the main corps
reasonable) to 5 (Completely bonkers, almost suicidal). and make their way to its advanced position.
The party will need 2 rolls to proceed. Pick and choose
the faction variant that makes sense.

- Order of the Snail


Some crafty players might suggest that the Order of Snail
fight a flank by themselves, or help in any way other than
just blindly following the group into battle.
Unfortunately, doing so will result in their death if they
ever have to face one of the Autumn Death Spirit
battalions.

Once the party locks in a plan, Eira signals for a group of


servants dressed in heavy skins and furs to take the party
to rooms they have prepared. Said rooms are properly
heated and comfortable, prepared for guests and
foreigners to the Winter Mountain culture.

Give some space for the party to interact among


themselves and he NPCs, Lassadrel sneak in at night to
contemplate the stars, have Gwenstor make a move on a
player character she finds cute, or have some of the
Winter Wards soldiers introduce themselves and talk
about how much this war effort has been taxing on
everyone. Just give one moment for the party to roleplay
and feel the calm before the storm.

On the next day, Maria pays a visit to the party atop her Read the following out aloud:
Nightmare steed. She offers her help to accompany the
party in their journey to slay the Autumn Death Spirit as AS YOU MAKE YOUR WAY THROUGH THE ORANGE FOREST, YOU NOTICE
quickly as possible. Accepting her adds her to the party, THAT THE COLORS OF THE LEAVES AROUND YOU SLOWLY BUT SURELY ARE
and she will fight alongside the group against the Death CHANGING COLOR, FADING TO A TEAL APPEARANCE. EMERGING FROM A
Spirit. MASSIVE PLANT BULB, AN ELVEN WOMAN. SHE OPENS HER ARMS WIDE
AND WHISPERS.
Maria also updates that ever since the group left, the
Winter Wards have basically taken over Raven’s Nest, ‘SLEEP.’
with the help of Quinn that is supporting the party
choice of ally from the shadows. AND AS YOU HEAR IT, YOU FALL ASLEEP.
The path for a march towards the Autumn Forest is clear
now all that is left is to embark upon it leading to 3.2
Blood on the Grass.

27
➤ ”Elrathar the trickster.” The player characters (and If the party solves Elrathar puzzle in less than 3 rounds,
only them) awake in the indicated map. Rocks chained with her form will emerge from the plant bulb once more, and
purple vines make a pentagram, with a rock at the center. speak this truth:
This is a dreamscape, shared with all participants. The
elven woman from before materializes at the central rock, “YOU ARE NO BLOCK HEADED THUGS ARE YOU? YOU SAW
and introduces herself. THROUGHOUT MY TRICKERY. ALAS IF YOU ARE TO KILL THE AUTUMN
The only way to escape this terrible realm is to literally do DEATH SPIRIT, GO FORTH. I SHALL LEND YOU MY AID, SO I CAN FINALLY
what Elrathar says, as in expose your dreams and ambitions. BE FREE.”
Each character must speak of it, and sure enough, their
ambitions and dreams are given form, materializing from Of course, Elrathar made it clear she is a cruel being and
the central rock (marked as C. on the map). that see mortals as playthings. Refusing her, or even
attacking her reveals that the Elrathar speaking to the
party is an illusion.

Nonetheless, Elrathar will aid the party, like it or not. And


once they keep pace, after they have their second wind
among the many npcs in this journey, it's time to execute
their plan.
SKIRMISH BATTLE

Allow the players to describe how their characters


execute on their previously discussed plan, even if they
innovate or adapt (simply adapt it yourself using the
guidelines provided in Act 2.2).

To abstract the large combat scenarios, simply roll on the


“Heroic Moment Roll” applying the modifiers for the
approach of the party, and then deal with the encounter
that occurs from said roll. Each encounter lasts 3 rounds,
with whatever is happening being entangled with other
combat troops, if this happens the encounter is
considered a ‘failure’.

A successful encounter adds a boon against the Death


Spirit.

A failure adds a complication to the very same


encounter.

Different approaches, as stated in 2.2, may result in the


need for more than a single roll to proceed to the Death
“I AM ELRATHAR, A BORED FEY THAT LIVES IN THESE WOODS. NOTHING Spirit encounter. If the result, with the modifiers, would
DELIGHTS ME MORE THAN THE FLESH OF A RANDOM PASSERBY, THE
be below 1, it is 1 instead. In a similar vein, if a result
AGONY THEY PRESENT WHEN THEY ARE BLEEDING OUT, THE PLEAS FOR
would be above 10, it becomes 10.
MERCY AS EACH LIMB IS PLUCKED FROM THEM AS I HARVEST THEIR
MEAT. THE AUTUMN DEATH SPIRIT CENSORS ME AND MY GAMES.YOU
As for the encounters, determine which battalion the
ARE HERE TO KILL HIM, ALAS THE BEING YOU SERVE HATES FEY. AS THEIR
group (or groups, if the party has split) is facing, then fill
CHAMPION, WE MUST SOLVE THIS PRESSING MATTER. I HAVE MY FLESH
the designations as following:
FEAST IN MY MIND’S EYE. IT IS TRUE, HOWEVER YOU ARE SPECIAL. YOU
• The Mortals
ARE BRAVE LITTLE MORTALS ARE YOU NOT? SHOW ME YOUR DREAMS,
• Soldier - Bandit , Specialist - Druid, Elite - Assassin
YOUR AMBITIONS. IF YOU ENTERTAIN ME, I SHALL LET YOU GO. IF YOU
• The Naturals
BORE ME, I WARM AND DINE YOUR SKIN. PLAY FAIR!”
• Soldier - Awakened tree, Specialist - Air Elemental
, Elite - Young Green Dragon
• The Menagerie
That is not the only thing materializing, however. For each • Soldier - Dire Wolf, Specialist - Werebear , Elite -
ambition or dream generated, x1 Invisible Stalker also Hydra
emerges from the dreamscape. While the characters can
attempt fighting these invisible foes, it is more likely they
are overwhelmed. If they attack, or attempt to dismiss their
ambitions and dreams by rolling a skill or even outright
attacking it, this will Amuse Elrathar, who will them free
the character who does that, waking them up from slumber.

Do not carry hit points, spells, or slots used in the dream,


but if a character does die in the dream, they die outside of
it as well.

28
Heroic Moment Table

d10 Encounter Result

Success: The defeated elite carries 1d8 Potions of Healing.


1 x1 Soldier and x1 Elite charge at the party! Failure: A group of x3 Soldiers of the same battalion group as this
encounter join the fight at the side of the Death Spirit

Success: Defeating the duo makes up to two characters of the party


x1 Elite emerges from the orange leaves, recover their HP to full, bathing into the sprite’s light.
2 alongside it, x1 Specialist from a different
battalion. Failure: x1 Specialist that shares the same battalion as the Elite joins
the fight at the side of the Death Spirit.

Success: The party recovers berries from each of the fallen soldiers,
eating this berry heals the eater for 1d8 HP.
3 x10 Soldiers charge towards you!
Failure: x5 Soldiers of the same battalion as the ones who charged the
party join up at the side of Death Spirit.

Success: Breaking the specialist triangle weakens Death Spirit’s


x3 Specialists converge into the party location. magic.It loses 1 7th level spell slot.
4 They try to stall and use their abilities to keep
themselves alive for 3 rounds. Failure: The specialists maintain a feyline that gives Death Spirit 1
extra 7th level spell slot.

Success: Defeating the patrol allows you to surprise the Death Spirit
x1 Soldier, x1 Specialist, and x1 Elite patrol has for the first round.
5
found you! Failure: The patrol alerts the Death Spirit, who surprises the party as
soon as the encounter begins.

Success: The specialist betrays the Death Spirit, joining the fight at the
x8 Soldiers are guarding a tree with a rune side of the party.
6
etched on its bark. Failure: The x5 soldiers return, trying to finish the fight alongside the
Death Spirit.

Success: The party quickly realizes the rune is set to cast a spell, easily
x8 Soldiers are guarding a tree with a rune dismissing it by cutting into the tree.
7
etched on its bark. Failure: The spell ‘grease’ is cast atop the party on the first turn of the
Death Spirit encounter.

x2 Soldiers from one battalion, x2 from Success: Three Potions of Healing (Greater) is found from each pair.
8 another, x2 from a third one appear from the Failure: x1 Soldier from each battalion join the fight at the side of the
bushes. Death Spirit.

Success: Surviving the onslaught gives that character hope, they


Advantage for any roll they make for the first 2 rounds against Death
9
x5 Specialists select one member of the party Spirit
and try to kill it as fast as possible.
Failure: The close call shakens the selected character, they have
Disadvantage for the first 2 rounds against Death Spirit.

x1 Elite from each Battalion converge. A fierce Success: The party finds a Wand of Polymorph
10
battle is about to occur! Failure: Missing the opportunity for a powerful magical item is enough.

29
➤ ”Autumn Death Spirit.” Before the encounter starts,
Autumn Death Spirit (marked as 1. on the map) emerges
Epilogue - The Dance Ends
from an ancient oak tree. It glares at the party, trembling Once the characters return to Raven’s Nest two different
with anger. The duo of birds fly around it, the Deer it things might occur:
often has to its side is preparing to charge the group. A
battle is about to explode! - If they refused Maria’s help.
She greets the party as they make their return to the city,
yet she sounds distant and stares pass the party as she hails
Gwenstor interjects by charging head first, holding a ice them.
spear in her hands:
“It's him! The phony god! Let’s stab it and get it over with!” - If they had Maria fight alongside them
A group of masked individuals hails the group, Maria
Before the encounter occurs, verify if Lassadrel is present, recognizes them as servants of Quinn. She excuses herself
and what failures/successes occur from the Heroic from the party to pay Quinn a visit.
Moment table.
Either way, the greeters explain a large celebration is
Finally, if Elrathar decided to help the party, she manifests about to happen, they were just waiting for the guests of
from a plant bulb, points towards the Death Spirit and honor: The characters!
whispers: “Sleep.”
They guide the group towards the Raven’s Nest Manor,
The Death Spirit falls into a deep slumber for exactly 1 full where the winning army leaders, generals, captains, and
round. Elrathar disappears immediately after this. however they had authority, gather together.

Reinforcements: If the party triggered this situation, 1x The surviving leader, either Eira or the Autumn Death
Soldier and 1x Specialist from one of the Battalions join Spirit, are sat at a table that is atop a stage. Live music is
the fray at the end of every round, fighting alongside the playing and Quinn is there. Read the following out loud.
Death Spirit.
QUINN RAISES A GOLDEN MUG TOWARDS YOU, ACKNOWLEDGING YOUR
If the party is able to defeat the Death Spirit, its body PRESENCE. HE MOTIONS TO THE BAND AT HIS SIDE, WHO STOPS PLAYING
dissipates, with the deer and birds that often follow it ITS SONG. SEVERAL MASKED MEN ENTER THE MANOR, STANDING GUARD
disappearing from this realm. The orange of the autumn NEXT TO ALL THE IMPORTANT FIGURES OF THE ARMY YOU FOUGHT
forest dies down, the trees return to green. That is, in the ALONGSIDE. QUINN THEN, SPEAKS:”
brief moment before Eira’s snowstorm begins raging
through the woods. The war is over. Winter won,
‘AH THERE YOU ARE! THE CHAMPIONS HAND PICKED BY YOURS TRULY!
Autumn is no more. All that is left is return to Raven’s
FRESH FROM THE FIGHT, GLORIOUS VICTORS THAT BROUGHT THE
Nest, receive their prize, and meet up with Eiraone one
SUCCOR I NEEDED. NOW THE BALANCE OF THE CONFLICT IS SHIFTED,
last time.
WE CAN NOW BEGIN PEACE NEGOTIATIONS AND…BLABLABLA.’

MAKING A QUICK GESTURE, QUINN SPILLS HIS DRINK, WHICH THEN


FLOWS INTO HIS OTHER HAND, CHANGING SHAPE. IT NOW LOOKS LIKE A
SOLID, RED DAGGER. THE LEADER OF THE GROUP YOU FOUGHT
ALONGSIDE LOOKS CONFUSED, BEFORE THE DAGGER SHOOTS OUT OF
QUINN’S HAND AS IF IT WAS AN ARROW FLUNG AT MAX SPEED. IT
PASSED RIGHT THROUGH THEIR HEAD, KILLING THEM INSTANTLY.

The leaders and soldiers of the fallen leader attempt to rise


from their sitting position, draw their weapons, mount a
counter offensive but one by one, they are stabbed by the
masked men loyal to Quinn. That is, those who resisted
the poisoned cups they were drinking from.

As chaos runs amok the city center, Quinn adds:

‘MY PRECIOUS GUESTS OF HONOR. I PROMISED YOU QUITE THE BOUNTY


FOR FIGHTING IN MY WAR. ALLOW ME TO ENHANCE YOUR PRIZE! THE
SWEET EMBRACE OF DEATH! THAT WAY, YOU WILL NEVER HAVE TO
MURDER ANOTHER PERSON FOR GOLD EVER AGAIN.’

QUINN SLOWLY WALKS TOWARDS YOU, HIS MEN BOW IN RESPECT.


QUINN SHALL HANDLE YOU BY THEMSELVES.

30
If Maria did not adventure with the group, she can be seen A quick survey of the manor reveals the Blood Wine
catatonic, behind Quinn. She draws her sword, and will Cellars, a place where people are tortured everyday for
attack the party alongside her master in the following their blood. This has happened for generations. The myth
encounter. of Raven’s Town of being the brain child of a well
meaning viscount is shattered.
If Maria did adventure with the party, then her hopes and
dreams are yet to be crushed by the revelation that this If Maria is still alive, she will calmly gather the populace
was all a ploy by Quinn. She dashes towards him, and rally them to destroy the manor, recovering what they
demanding an explanation. Quinn doesn’t acknowledge can and preparing to sell it off. She assumes leadership and
her, passing by her and shooting another solid red dagger with the help of others, begin plans to rebuild the city.
through her skull, killing her instantly.
If Maria died then the population of Raven’s Nest,
⦿ “Saving Maria." A successful DC 15 Perception horrified by the discoveries on the Manor, leaves.
Check clues in Quinn is subtly crafting another Red
Dagger through his own blood, as they stab their right The Order of Snail SideQuest
hand as it balls it into a fist, using their long nails to break Crennia returns just as the party is leaving town. She
their own skin. However, a successful DC 20 Athletics retrieves her students (however is still alive anyway) and
Check is needed to quickly snag her away from Quinn, shows gratitude for the party for taking them under their
saving her life. If a crafty player uses a magic item, or a wing. She pays 100 gp for each member of the Order of
spell to attempt to save her, we suggest you allow them to Snail alive. If none are alive, she doesn’t even bother
do it instead. showing up.

➤ ”Quinn the conductor.” Quinn (marked as 1. on the Depending on which of the three ‘monarchs’ the snail trail
map) slowly creeps forward toward the party. They hard bathes in blood (if at all), the folloing can happen:
focus a single character per turn, trying to kill them one by
one. If Maria died by his hand, she rises up as a Vampire - Eira the Ice Witch
Spawn (marked as 2. on the map). A straightforward, but Crennia laughs maniacally once she learns Eira’s blood
hard, encounter. infused the snail trail. She claims she is no ice witch, not a
real monarch, thus the curse persists. She does give the
party the magic item Frozen Snail Shell.

- Autumn Death Spirit


Crennia falls into the floor laughing, holding her own
stomach as she does so. When she springs back to her feet,
she simply says it was like Eira said, the Death Spirit is a
phony god, not a monarch. So the curse persists. She does
give the party the magic item Orange Snail Shell.

- Quinn
Crennia smiles as she simply states that Quinn was a
vampire, therefore undead, meaning his monarch blood was
old and weak, the poor snail can’t break the curse like that.
She does give the party the magic item Fanged Snail Shell.

Defeating Quinn ends the Dance of Seasons with an


unexpected crescendo. Quinn’s men scurry away as their
leader falls deep into the night, never to be seen again.
Raven’s Nest as a city is finished.

31
Magic Items
CLOAK OF AUTUMN
Wondrous item, Rare (requires attunement)
While you wear this cloak with its hood up, Wisdom
(Perception) checks you make in a forest, jungle, plains, or
any region where grass, flowers, or trees grow have
advantage, and you can understand (but not speak) Sylvan.
You can also speak to animals and plants as if you shared a
language. Pulling the hood up or down requires an action.

ICE HEX CHOKER


Wondrous item, Rare (requires attunement)
This necklace has 1 frozen crystal attached to it. You can use
an action to touch the crystal and empower your next
damaging spell to cause 1d12 cold damage alongside its usual
effects.

The choker also has 1 charge of the spell Ice Storm (DC 15),
the charge can only be recovered by meditating for one hour
under sub zero temperatures.

FROZEN SNAIL SHELL


Wondrous item, Rare
You may slap this snail shell to fire off the cantrip ‘Ray of
Frost’ as if your ranged spell attack was based on Charisma.
Slapping this shell requires an action.

ORANGE SNAIL SHELL


Wondrous item, Rare
When you reach inside this shell, you produce 10
Goodberries like the spell ‘Goodberry’. It takes one full day
for ten new berries to be magically produced again.

FANGED SNAIL SHELL


Wondrous item, Rare
This shell holds 1 charge of the spell “False Life”. Bathing the
shell in the blood of a creature that was killed in the past hour
regains that one charge.

ANCIENT SPEAR OF OAK


Weapon (spear), Very Rare (requires attunement)
This old weapon was crafted by the forest itself to ward off
intruders. You have a +2 bonus to attack and damage rolls
made with this magic weapon. Whenever you hit with this
spear, the target must succeed on a Strength saving throw of
DC 15 or be restrained by the entangling plants that sprout
from the ground. A creature restrained by the plants can use
its action to make a Strength check against DC 15. On a
success, it frees itself. The plants fall off and lose their
strength after 1d4 turns pass.

32
Appendix: Stat Blocks
Here you will find all of the stat blocks for all the NPCs and
monsters involved in the adventure.

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Thank you!
A huge thank you goes out to Sean who was super receptive to the
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idea of creating an adventure using some of his amazing artworks. exclusive content!
We are honored to be able to bring to life narratives that are inspired
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Copyright
© 2023 Kelfecil's Tales. All rights reserved. Narrative and Game Design videos for
All artwork used in this product is used under a specific commercial
license, be it public or via private agreement with its creator. TTRPGs every week!
• Layout, footers, borders and other things that give this
product its distinct identity are all © 2023 Kelfecil's Tales.
• The original story, characters and other story-related material
in this product is © 2023 Kelfecil's Tales.
• Map artwork used in this product is © 2023 Dice Grimorium.
• All other artwork found in this content is © 2023 Sean Budanio
(seansketches).
• All other artwork used is credited in the “Art Credits” section
and in some cases under the artwork itself.

LICENSE INFORMATION
This work includes material taken from the System Reference
Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC which is
available here. The SRD 5.1 is licensed under the Creative Commons
Attribution 4.0 International License available at CC-BY-4.0.

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