1906712-Guardians of Island Peace
1906712-Guardians of Island Peace
ISLAND PEACE
THE MOONSHAE-FEY EXPEDITIONS
CHRISTOPHER MARTIN
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of
the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community
Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2021 by [your legal name or company name] and
published under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2021 by Christopher Martin and published under the Community Content Agreement for Dungeon
Masters Guild.
1
fi
ff
INTRODUCTION ADVENTURE HOOK
The secluded village of Gnarhelm lies in the wild north of
Welcome to the Guardians of Island Peace sandbox Alaron, the largest of the Moonshae Isles. Populated by
adventure. This module might work slightly di erently to orcs, the inhabitants of this small settlement have always
those you are used to. It does not have a traditional linear managed to provide for themselves.
progression structure. Instead, players are dropped onto a In the last ten years, however, a growing number of
sparsely populated island, tasked with removing high- skirmishes between human and elven settlers have
value bounties (alive if possible) and given the freedom to disrupted trade routes, hunting grounds and even the
explore how they see t. village itself. As tensions reach a fever pitch, and with no
This module runs best as a standalone adventure, end in sight, the village elders have decreed the settlers
taking characters from level 3 to 6, or as part of a wider should move. If the next winter is harsh, there won’t be
campaign. It should take 15-25 hours to complete, and is enough crops to feed hungry mouths.
ideally split across 3 or 4 sessions. The elders of Gnarhelm had hoped to hire ships and sail
A NEW DAWN
adventurers are planning on leaving, she will hunt
them down.
LEVELS AND PROGRESSION When the adventurers make landfall on Norland, they
have 10gp, a compass, their starting equipment and a map
of the island in their possession.
This adventure is designed for characters of level 3 and
Provide your players with a copy of the map on Page 7 and
will take them up to a max of level 6 via standard XP
encourage them to mark important locations on it as they
progression. The bounty scroll that this quest revolves
learn more about the island.
around includes creatures with a range of challenge
ratings, so players must be smart about the order in
which they take on each challenge in order to survive. A GENTLE ARRIVAL
Alternatively, should you wish to use a milestone
Your small fishing vessel rocks gently into a natural cove. A
progression system, the below table suggests rewarding
few feet of fine sand quickly give way to gentle, grassy plains.
levels for the number of bounties returned, either alive or
In the distance, to the West, tall mountain peaks loom
dead.
ominously over the landscape.
Level Bounties A well worn path cuts through the long grass, hugging the
edge of the coastline. Far to the South, the plains give way to
4th Two returned bounties total farmland and, just barely visible on the horizon, the hazy
outline of Rogarsheim.
5th Five returned bounties total The salty sea breeze carries a slight chill as the clouds
above part. A few rays of sunlight break through to cast a
6th Seven returned bounties total
magical orange glow over the serene landscape.
2
ff
ff
fi
fi
fi
ff
ff
ff
BOUNTY HUNT the creatures on it and sell them to the highest bidder. In
desperation, she entrusts the scroll to the party.
3
fl
fi
ff
ft
fl
LOCATIONS and joy - should they be looking for something a little
di erent. If the adventurers agree, Orleans whistles, and s
sheep (use the stat block of a giant goat) the size of a
The following locations are all found on Norland and each horse bounds towards them from across the elds.
have a speci c importance. Locations include towns, lairs Orlana will part with the sheep, who responds to Nibler,
of bounties and other points of interest. if the party are able to convince her they will take good
There is no order in which these locations should be care of the animal (DC 15 persuasion check).
visited. Norland is an open sandbox for players to explore
and Dungeon Masters to weave their tales. However, most HORMAN AND SONS BLACKSMITH
locations are blighted by at least one bounty that has This smokey structure sits in the alleyways beyond the
escaped from the Fey sanctuary. The quest scroll and town square. A mild-mannered human hammers away at
rumours of their quarry should serve as the central a bench. His work may not be the nest in all the land, but
motivation for adventurers to explore these areas. it is more than enough for the locals in this typically
peaceful town.
THE JEWELLERS
The dwarven poacher, Rutgar Boneknuckle, and his
travelling party of six trappers (use the ghter stat block)
A glass fronted store in the town square has built a
stay at the inn whilst seeking information on their next
reputation among locals for being the place to go for all
target. Rutgar does not take kindly to anyone undertaking
things sparkly. A young, energetic human male runs the
Ghilina’s quest, viewing them as competition, and is
shop, known simply as The Jewellers. Panmir Bennett
quick to let his temper are.
enthustically showcases his trinkets, jewellery and
THE PEWTER MUG magical accessories to any who enter. But each item
comes with a heft price tag not to be sni ed at.
This establishment, located in the town square and
SHRINE OF ELDATH
directly opposite The Egg and Cockatrice, is the town’s
main watering hole. Run by a friendly, human male -
The townsfolk of Rogarsheim are not as ardent followers
Orson Orbeye - the hearth is warm, the ale is good and
of Eldath, the goddess of peace as they once were, and
the dimly lit room is nearly always full.
many living further into the wilderness still are. The
When Ghilina Dinoryn enters the town to o er her
shrine has not bene ted from the town’s relative wealth
bounty scroll to strong and worthy adventurers, she
and has fallen into disrepair. Cracks in the roof let light
awaits them at the inn, dressed in plain and assuming
and rain spill through, while ivy starts to claim the stone
clothes, and always alone.
tiles that line the oor.
SESWORTH GENERAL STORE Nevertheless, a devout elven priest, Eldias Tuthket,
maintains the shrine to the best of his ability. He is also
The town’s largest general store is managed by Martiln
able to perform minor healing spells and blessings in
Sesworth. A middle-aged hal ing who enjoys the relative
exchange for a donation to the shrine.
peace and quiet of Norland, she is more than happy to
ARNDTBERGOM
barter for just about anything.
The general store is stocked with survival equipment,
farming equipment, a selection of adventuring gear and a
small supply of other assorted goods. Nestled between two mountain ranges, the inhabitants of
Arndtbergom are mainly farmers, eking out a living by
WENDERMAN STABLES herding animals on the plains to the West.
Located on the outskirts of town, between the edge of the While the rustic, thatched roundhouses may make for a
travelled streets and rolling hills, Orlana Wenderman pretty picture, there is little to be found in Arndtbergom.
sells horses, carts, wagons and accessories. A little over twenty houses make up the village, which is
It doesn’t take much for this kindly human to warm to served by a single roadhouse, that acts as general store &
new faces, and he will early show adventurers his pride tavern. Read the following when the players arrive.
4
ff
ff
fi
fl
fi
fl
fl
fi
ff
fi
ff
fi
fi
during the night, can also be learnt by speaking to a
THE TOWN BETWEEN THE MOUNTAINS villager at work, or shared by their host if staying a night.
In the valley between two mountain ranges, a set of large If a character waits in the livestock pens at night, they
thatched roundhouses dot the landscape. Grassy plains will encounter 6 Blink Dogs.
narrow, the winding path leading straight into the village. If the adventurers ask the villagers about Nilfen, they
There are few signs of activity, and it is clear that life here is express concern - stating he was due to visit a few days
hard.- exposed the elements and pinned between steep, ago but never arrived.
rocky inclines. At the centre of the village is a hut that seems
di erent to the rest. As you approach, you can see the word
Roadhouse carved into a plank of wood nailed above the
FOLLEBU
doorway.
5
ff
fi
fi
ft
fi
ff
ff
fi
fl
fi
fi
ff
fl
ff
Even after the battle is over, there is no sign of Cercei or Once a leading place of research on the Feywilds, the
her remains. It appears likely that the remains on the cave Academy fell into disrepair centuries ago. Over time,
oor are those of other hapless visitors - it appears the nature has reclaimed it - and now most of the structure
quest may have been a ruse. lies beneath the lake.
If the party return to Sommersdal and confront Hyldia or Istdin Lo’nan waits for adventurers sent by Ghilina
the other villagers, the atmosphere is cold. Their thanks here (see character descriptions on Page 8 for more
for killing the spiders is soured by the distrust. No villager information). He is generally friendly, but expresses his
will admit to lying about Cercei, however they are likely to anger readily at any suggestion of lethal violence against
make excuses and comment that they were simply ‘doing his fey charges.
what they must’. The rst time the adventurers meet him, he will
provide them with 3 vials of revival dust. Each time the
SORDAL party deliver a bounty listed the scroll alive, he pays them
the speci c gold. If they deliver any dead, Istdin will not
pay.
THE DESOLATE REST
Little more than five poorly kept huts sandwiched between
LAIR OF THE WEREWYVERN
the mountains and the sea, Sordal is a miserable place. A
battered jetty sticks out into the waves from behind the huts, Located in the uninhabited North East of Norland, the lair
to which a single merchant vessel is moored. The orange light of the werewyvern is a small underground cavern, carved
of a lantern radiates from the middle hut. into the rolling plains many years ago. The werewyvern
that once lived in this place perished long ago. Now, a
Gynosphinx has made its home in the lair.
Four of the huts are empty. In the central one, three
Finding the lair is not easy. Characters will need to
gures are huddled around a rickety table - engrossed in
search the area for it. Every two hours, they must roll a
a round of Three Dragon Ante. The Dragonborn, Estam,
group DC 25 Intelligence (Nature) check. On a fail, they
Trepock and Duristath are happy to welcome new faces
nd nothing. On a pass, the adventurers discover the
and invite the characters to join them for a round of cards.
entrance.
They explain that Sordal isn’t really a town at all - just
Inside, a passage 30ft in length leads to a single, open
a rest stop where merchant’s like them can wait for
circular area approximately 60ft in diameter and 40ft tall.
calmer seas before the perilous journey across the
The Gynosphinx rests in the centre.
Trackless Strait.
THE SUNKEN ACADEMY have a 25% (1d4) chance of encountering the 3 Basilisks
that stalk the pools.
In order to complete the bounty hunt, it is likely the THE SPIRED LIGHTHOUSE
characters will need to visit the Sunken Academy multiple
times. The rst time they approach the location, read the
following. The spired lighthouse is the name of a rock formation o
the northern coast of the island. A tall, twisting spire of
rock juts out of the sea, tapering to a 30ft peak and
A STRANGE PRESENCE vaguely resembling the outline of a lighthouse.
A Sea Hag hides on the rocky shores at the base of the
Before you, a calm, mirror-like lake stretches for almost three
miles in length and a mile in width. On the Eastern shoreline, structure, but the humanoid gure can be spotted from
the cracked and crumbling remains of stone archways and the mainland by passing a DC 10 Wisdom (Perception)
walls sink into the water’s surface. check.
As you approach, a hooded figure emerges from the lake. You To reach the base of the rock formation requires
can faintly make out the sharp, ashen features of a Drow. As he passing 60ft of open water. The channel is 25ft deep and
steps onto land, he says so ly, “Show me you scroll, please.” prowled by 2 Hunter Sharks. The sharks do not attack
unless provoked or they sense blood in the water.
6
fi
fl
fi
fi
fi
fi
fi
fi
ff
ft
fi
ff
HJALMAREN
The roars of the Wyvern that has claimed the tallest peak
of Norland for its own can be heard for miles around. But
the climb to the mountaintop is challenging, and the
journey back down even more treacherous.
A single path winds its way back and forth to the peak
from Follebu, taking about half a day to traverse in each
direction. The path is just wide enough for a cart to pass
but presents a sheer drop to the western side. If a creature
falls from the path, it falls 40ft to the section of path that
snakes below. Additionally, two main dangers present
themselves on both the ascent and descent.
The rst is the risk of rockslides. A rockslide has a
12.5% (1d8) chance of occurring naturally on the journey
up, and the same on the journey down. A rockslide will
also occur if any loud noise is made on the path. After a
rockslide has happened, another will not occur until the
next dawn.
A rockslide takes approximately 10 seconds to reach the
adventurers. It covers an area 150ft wide. If a character is
unable to take cover or avoid the rocks, they take 3d8
bludgeoning damage and must succeed a DC 15 Strength
saving throw or be knocked o the sheer drop at the edge
of the path.
The second danger is a stretch of path 60 feet long -
about halfway up the that has been made slick and has
been partially eroded by a recent rainstorm. If they
receive no other assistance, each creature to cross must
succeed a DC 15 Dexterity (Acrobatics) check else lose
balance and tumble from the path’s edge.
Upon arrival at the summit, the wyvern lies in wait.The
cap of the mountain is rocky; a 100ft diameter arena with
terrain suitable for half cover. If arriving whilst the sun is
in the sky, the wyvern is devouring its latest prey - a wild
mountain goat. It is alert but does not immediately notice
the characters’ presence. If arriving at night, the wyvern
is asleep and does not wake until provoked.
7
fi
ff
CHARACTERS ADVERSARIES
These characters will most likely impede the progress of
Throughout their journey, the adventurers are likely to the adventurers. Most are powerful and do not travel
encounter a number of important or recurring NPCs. The alone. Dealing with each adversary will be a challenge in
following section provides more information on how to itself.
role-play each NPC.
XANNIOS
ALLIES
Xannios is a Dragonborn Champion who arrived on the
There are three important allies that the adventurers will
island by order of the High Queen. His glistening body,
most likely meet. These are characters that are invested in
covered in scarlet scales, towers at eight feet tall. Xannios
the completion of the main quest, or in the safety of the
is self-righteous and extremely loyal. He will carry out his
island. But allies can become foes should the adventurers
mission at any cost, and damn any who get in his way.
choose to make enemies of them.
ACTIONS
Nilfen (Commoner) is the friendly but aloof Mayor of
Rogarsheim and proprietor of The Gilded Bookstore. He is Bowie Knife. Melee Weapon Attack: +6 to hit, reach 5 ., one
upbeat and optimistic, possibly to a fault - but easily lists target. Hit: 13 (2d8 + 4) piercing damage.
the mood of any room. He travels between Rogarsheim Massive Crossbow. Ranged Weapon Attack: +5 to hit, range
and Gudbranstad once a month to visit his ageing 50/100 ., one target. Hit: 10 (2d6 + 4) piercing damage.
parents, but did not return after his most recent visit.
8
ft
fi
ft
ff
ft
fi
fi
fi
fi
ft
ff
TRAVEL ENCOUNTERS RUTGAR BONEKNUCKLE & CO.
The rst time this encounter is rolled, the characters spot
The following section provides random encounters that
ve well-equipped dwarves travelling towards them.
can occur whilst the characters are travelling across the
Unless they move aside, their paths will inevitably cross.
island. In general, it is recommended to roll once on the
Rutgar Boneknuckle (Bandit Captain) and his band of
table for each day of travel. However, this can be adjusted
poachers (5 bandits) have heard rumours of rare
to suit your preferred pace.
creatures appearing throughout the island - and have
You may wish to supplement these encounters with
come to claim them.
those of your own - however it is worth noting that the
They are grizzled, mean and well-intend to ship any
following section provides opportunities to meet other
creatures they come across o to the highest bidder.
important NPCs roaming the island.
Rutgar is stand-o sh and threatens to kill anyone who
ENCOUNTER TABLE
gets in his way. However, he is also boastful and has a
habit of letting slip their next destination.
A number of encounters can occur more than once. Some The poachers will ght, but ee quickly once their
even provide an opportunity to develop friendships or health reaches 50%. Future meetings might involve the
rivalries with NPCs. Unique encounters are marked with dwarves attempting to ambush the characters, steal their
an asterisk (*). Once these have been seen, they cannot quarry or a simple crossing of paths. For more information,
appear again and nothing happens on a repeat roll. see Characters on Page 8.
6-7 Rutgar Boneknuckle & Co. Xannios is a Dragonborn Champion, sent by the High
Queen of the Moonshae Isles to investigate rumours of
8-9 Xannios, Moonshae Champion troublesome beasts on Norland and slay any he nds.
The champion travels with 2 Gladiators and is famous
10-11 Prince Deva’s Carriage throughout the islands. To make an enemy of Xannios is a
sure re way to make an enemy of the people.
12 Questionable Fungi
Xannios is steadfast in his resolution to quash any
13(*) Nilfen’s Escape danger to the people and cannot be swayed to stray from
his mission. He is, however, rather simple, and easy to
14* The Canny Bandits fool. For more information, see Characters on Page 8.
9
fi
fi
fi
ff
ff
fl
ffi
fi
fl
ff
ff
fi
fl
NILFEN’S ESCAPE Six hal ings are stumble through the smoke, clearly
concussed by the explosion, but eager to defend their
remaining barrel. Largo Montaron speaks for this band of
This encounter can occur multiple times, until a character moonshiners, a mad leader who seeks only to perfect
escorts Nilfen back to Rogarsheim. Each time Nilfen is their brew.
found, he is slightly dazed and confused, having recently The moonshiners attack if any character attempts to
escaped his captors - Rutgar, Xannios or Prince Deva. He take or drink from the intact barrel. Use the stat blocks of
is just as likely to be captured by the same roaming party 5 Thugs and a Druid for the hal ings should a ght break
the next time as a di erent one. out. The hal ings ee after two of their members fall.
Nilfen is friendly, happy-go-lucky and generally enjoys Treasure: One barrel of Druthka - a blend of moonshine
his role as Mayor of Rogarsheim (and owner of The Gilded gone awry that now possesses the qualities of acid.
Bookstore). However, it's this position and attitude that
make him a target. The untoward parties operating on the
island nd Nilfen an easy hostage to take, and great guide
WHAT LIES BENEATH
to local points of interest.
Nilfen will happily chat to the characters, and has an Trickles of water leaking from poor irrigation channels
encyclopaedic knowledge of the land. Every time he is have ooded the path ahead, turning it into treacherous
encountered, he will provide a hint or information about a bog. The 50ft ooded stretch is considered di cult
di erent location, person or travelling encounter. If terrain and 2 water weirds sleep just beneath the surface,
escorted back to Rogarsheim, he will o er the party which are disturbed as soon as a creature enters.
250gp as a reward and re-open The Gilded Bookstore.
A FOUL DISTURBANCE
THE CANNY BANDITS
An Ettin roams the island, its two heads belligerently
Three farmers pass the party with a ock of twenty sheep. arguing (in Giant) over whether to hunt the local wildlife
If any character pays close attention, and passes a DC10 or terrorise a nearby town. Unfortunately for characters
Wisdom (Perception) check, they will notice that the unlucky enough to encounter it, the two heads are able to
farmers are heavily armed. If spoken to, the farmers are put their di erences aside long enough to agree they
evasive and try to move on faster. If provoked, the must be killed.
farmers reveal their true nature as bandits and attack. Use
2 Bandit and a Bandit Captain stat blocks. RODRATH THE ANCIENT
Should the bandits pass, then after 10 minutes two
more farmers will approach, one of whom has a black eye A gnome clad in clothes of moss approaches the party
and is carrying a pitchfork. They ask the characters if they directly. His footsteps are silent but he makes his
have seen the bandits who stole their livestock. Should presence known. As he arrives, he says simply, “Lay out
they say yes, the farmers ask the party for aid, though your hands in front of Rodrath the Ancient if you wish the
they have nothing to o er in return. wilderness to judge you.”
A SECRET RITUAL
The gnome does not elaborate any further. If no players
o er their hands, he leaves. If fought, Rodrath uses the
stat block of an Archmage - though he only renders
Blocking the way ahead are 2 owlbears engaged in a characters unconscious, he will not kill.
display of courtship. While not immediately hostile, the If a character presents their hand, he judges their
creatures will attack if disturbed. peaceful or hostile intent based on all previous actions on
Characters can wait for the owlbears to move on, the island. If Rodrath judges a character to have peaceful
attempt to go around the creatures (with a berth of more intent, he presents them with a necklace of woven wood
than 100ft) or sneak past by passing a DC 15 Dexterity that can cast the Find Familiar spell once per day. The
(Stealth) check. On a fail, the owlbears attack. necklace requires attunement but does not require the
character to be a spell caster.
ETERNAL LOVERS Should Rodrath judge a character to have hostile intent
towards Norland, he scowls and says coarsely, “The spirit
of Ran’Gathoul is not pleased by your presence.” He leaves
Two sets of fresh graves lie to the side of the road. A before evaluating any other characters. If a character is
single tombstone is shared across both, which reads, “In judged to have hostile intent, then they will be hunted by
loving memory of Elian and Robert.” a pack of 4 Sabre-Toothed Tigers which will nd them in
As the characters approach, 2 ghosts can be spotted exactly 1d4+1 days.
attempting in vain to dig through the dirt to the graves
below. If the ghosts become aware of the characters, they TIP: ADDING OR REMOVING ENCOUNTERS
turn and dash towards them - eager to nd new bodies to
The island of Norland is intended to be a sandbox for your
possess.
players to explore. Depending on how your players approach the
10
ff
ff
fl
fi
fl
ff
fl
fl
fl
ff
ff
ff
fl
fl
ff
fi
ffi
fi
fi
THE SHOWDOWN EPILOGUE
The following events occur when a set number of One the battle has come to an end, Istdin expresses his
bounties have been delivered to Istdin. As DM, you can deepest gratitude to the adventurers. If he has fallen in
decide the number that should be ful lled to trigger the battle, then after about three hours pass - Ghilina arrives,
showdown, however generally 6-7 is plenty. out of breath. Though saddened by Istdin’s passing, she
By this point in the module, the characters should have too sincerely thanks the adventurers for their e orts.
encountered every NPC listed on Page 8 at least once, and Either Istdin or Ghilina, whichever is present, then
ideally will have started to form various rivalries, continues to tell the characters the following secret, “I
alliances or other relationships with each group. suppose after all you have done for us, it’s only right to tell
As the adventurers make the familiar approach to The you the truth about this place. It’s not quite right to simply
Sunken Academy upon reaching the set number of call what lies beneath the water here a place for passing to
bounties, read the following aloud. the Feywilds. It is just of a network of keystones throughout
the Moonshae Isles. At least one lies on each island.
I suppose now that rumours have begun to spread about
AN UNHOLY ALLIANCE the keystone here, it must be destroyed… But before I do, let
The familiar sight of The Sunken Academy looms before you, me o er you a small token of my appreciation.”
still and silent. But the presence of watchful eyes makes the Istdin or Ghilina will at this point step a few steps into
hairs on the back of your neck stand on end. Something feels the waters of The Sunken Academy and bend down to
o - a strange calm before the storm. chisel a small fragment of rock from the keystone. They
continue, “Here, please take this. It is a fragment of the
keystone that connects us to the wilds. If you bring it into
Emerging from the crumbling rock facades, an unholy contact with a keystone on any other island, it will allow you
alliance steps forward. Whichever members of Rutgar’s, to pass freely.
Xannios’ and Prince Deva’s are still roaming the island - You’ll nd one at the Ruins of Castle Morose on Alaron,
even if they have forged a temporary alliance with the another in the Roost of the Silver Peryton on Sarifal, one in
adventurers - are present. Therefore, the characters may Dennin’s Delve on Moray, and one in the Cairn of Thelgarr
be ambushed here by a maximum of: Rutgar (Bandit Ironhand on Oman.
Captain), 5 Bandits, Xannios (Champion), 2 Gladiators, On the other side, you’ll nd a circle of keystones
Prince Deva (Noble), 6 Guards, 2 Knights and 2 Mages. connecting to each other island, allowing you to travel
If he is alive and present, Rutgar Boneknuckle steps e ortlessly. You’ll also nd the paths into the depths of the
forward to say, “Aye, you thought you could keep this a Feywilds and even our sanctuary.
secret from us, eh? Well, unlucky for you. We ain’t the fools One I destroy the keystone here, the power contained
you take us for. Get rid of you and this here portal’s all ours. within that fragment will begin to wane. I imagine it will
We’ll take as many o’those pretty beasts these hands can allow you to activate the others for perhaps another tenday
carry.” before it becomes too weak.
If Rutgar is not alive or present, Xannios steps forward Finally, Istdin or Ghilina provide the party with a nal
instead to say, “You may not have wished for us to discover 2,000gp for their aid, take charge of any bounties that the
it, but this portal truly is the scourge of all evils across this adventurers have bought with them and depart.
land. I, the Champion of the Moonshae Isles, will vanquish all With both gold and a method of quick transport across
that lie beyond it with the aid of my new companions.” the isles, the adventurers have much more than they had
If neither Rutgar or Xannios are alive or present, Prince hoped to nd. The characters may wish to continue to
Deva instead declares, “Barbaric adventurers, how dare you round up the nal bounties, say goodbye to any friends on
keep me from my trophies. Now you shall see what happens the island, or take the opportunity to travel back to Alaron
to those who have the gall to oppose my will.” and their village or Gnarhelm. When the adventurers do
If none of the faction leaders are present, a brave foot return, victorious in their quest, read the following.
soldier calls out, “Your hands have taken from all of us here.
We have su ered enough. Now it is time to pay, we will take
your lives as revenge for what you have done.” BEYOND THEIR WILDEST DREAMS
Whoever speaks, they end with the shout of “Charge!” As you trudge back to the village of Gnarhelm, friends, family
to rally the combatants and propel the battle into action. and others rush to greet you. Their eyes glow expectantly,
If not many from Rutgar’s, Xannios’ and Prince Deva’s hoping to hear of your success and a potential end to their
parties remain - you may wish to throw additional foes misfortune.
into the fray to make the battle more challenging. These Whilst you recant the tales of the adventure, there are tears of
may be members or allies of the parties that did not joy and whoops of celebration. That night, the atmosphere is one
always travel with them. of jubilation as the whole village celebrates your deeds. The
Any of those present may not just attack the characters, following moment, not a moment is wasted. The elders arrange a
but also any bounties that they have in tow. If a bounty is convoy to set out immediately to Castle Morose.
released, it ghts on neither side - attacking whichever Upon your arrival, as promised, the keystone activates and
creatures are closest to it. enables safe passage to Sarifal. On the other side, it is a three day
When more than half of the player characters are trek to the House of the High Harvest and your new home.
knocked unconscious, or when only three foes remain -
Istdin (Assassin) rises from the lake and joins the ght
alongside the player characters. He is enraged by the In the years that follow, statues are erected in honour of
actions of the opposing forces and prioritises any foes the heroes that made this newly prosperous life possible.
that he has witnessed, or has been made aware of, To end the module, have your players describe how their
harming one of his charges. characters will be immortalised in stone.
11
ff
ff
ff
fi
fi
ff
fi
fi
fi
fi
fi
ff
fi
fi