Note from solorpg. Harwood Reach and this side adventure have been shamelessly pinched from Roan Studios pdf ‘Hinterland. A guide to the wilds’, a Bay of Spirits supplement by Randy Musseau.
Randy M has just launched a kickstarter for a new campaign setting ‘Dire North – into the wilderness’. This new publication details the Bay some 15 centuries before it became known as the Bay of Spirits. I highly recommend Randy M’s publications and this new book will be well worth the investment. Please check it out and back it if you can. <link here>

Session Prep.

Character Review.

I find it useful to review each character at the start of a new session. It helps make sure I have each character sheet up to date and that I have remembered their names correctly, (I have a real issue with Peran’s name which I seem to change with each post).

At the end of the last session the characters has arrived at the logging outpost of Harwood Reach. They have yet to enter the outpost but can sense that all is not as it should be.

Derowen has a trinket box containing a leaf of golden wart inside. She is at her maximum 16 hp and has 13xp.

Morwen is carrying the mirror of dragons, and has a strange crystal flower. she has 15xp. After being attacked by a bear she took a short rest and now has 12hp (max 16hp). She has also used 1 reroll.

Peran has 14hp (max 19) and has 15xp

Hedrag also attacked by a bear, has 12hp (max 16hp) after recovering following a short rest.

Each character has a riding horse, Darwen has an owl companion called Heckle and Hedrag has been adopted by a large shaggy white dog who has been given the name Scraps because he eats mostly scraps and can’t help getting himself involved in fights.

Possible Monsters

Mercenaries, (Raiders).
Extremely weak and suffering from hypothermia, the trio of Raiders were separated from the main group during the blizzard. Lost, cold,
and desperate the group has made their way along the pass, lured by the scent of woodsmoke. If outnumbered the group will try to talk their way out of a battle, claiming to be hunters with no knowledge of the raid on Harwood’s Reach. All three are adorned in heavy hides and cloaks with chain mail underneath. Despite their attire, they look ill-suited for the weather and terrain.
They carry no useful provisions and have a total of 18 cp, 12 sp, and 8 gp among them. One has a brand mark (a single evergreen tree) on his
upper right arm.

#3, AC 11, HD 1, Longsword 1d8, Hand Axe 1d6 Nat 18 Blade Trauma. Short Bow 1d6 Nat19 Missile Trauma.
S 12, D 11, C 11, I 10, P 10, W 10 Ch 10 L 4
Reac 2-6 Bullying 7-8 Covetous 9-10 Civil 11-12 Sociable.

Blight of Baal, (Cultist).
A Blight (Cleric of Baal) has caught wind of the massacre at the logging outpost and is hoping to claim at least a few of the corpses for her god. She has been traveling overland with a group of Zombies. Given their appearance and movement, it is difficult to tell the Blight from her Undead companions.
All wear filthy garments, heavy cloaks, and walk with a shuffling gait. The Blight will use her Zombies as shields, preferring to attack from a distance, and flee if the encounter goes bad.

#1, AC 15, HP 22, Flail 1d6+2. Nat19 Blunt Trauma. Alternative, trip or disarm.
S 13, D 10, C 10, I 10, P 12, W 15 Ch 10 L 8 Move Slow.
Cause Disease (3 uses). Watched Over (3 uses). Zombies cannot be turned while within 100 feet of this Priestess.

Zombies.
The Zombies look like they have been dead (undead) for sometime. Cloths and garments are in tatters from trekking through the wilderness.

#6, AC 11, HD 2+2, Fist 1d8. Nat19 1d3 nearby corpses animate to aid this Zombie.
S 15, D 7, C 18, I -, P 12, WChL 5 Move Slow.
Undead. Walkers dismember unconscious victims
with their next action if the body is not recovered (dead)
Reac As creator orders or 2-12 Hostile

Murder of Crows.
A large flock of crows pass high
overhead. Caws can be heard for miles as dozens of the
birds fly west, above the mountains and peaks.

Redcap Goblins
typically more aggressive and slightly taller than standard goblins. Fond of copper, they value copper coins over silver or gold.

#3d6, AC 14, HD 2d4+2, Spear 1d6, Short Sword 1d6. Nat19 Blade Trauma
S 9, D 13, C 10, I 9, P 11, W 8 Ch 8 L 3
Adv on stealth related checks. Near Blind in sunlight
Reac 2-8 Hostile 9-10 Unkind  11 Withdrawn 12 Interested

Bandit Owl.
Active during dusk or at night. They are thieves and a nuisance to travelers. Whilst not aggressive themselves, their loud shriek is known to attract larger more aggressive creatures.

#1, AC 14, HD 2d8-1, Rake 1d4. Nat19 Bloody Eyes, target blind until end of their next turn.
S 5, D 16, C 8, I 8, P 16, W 10 Ch 8 L 5 Fly very fast.
Adv on sight based perception. Near Blind in sunlight
Reac 2-5 Fly away 6-8 Nervous  9-10 Cautious 11 Curious 12 Friendly

Wolves.
A large pack of Timber Wolves, driven by hunger pose a threat to the party of comrades.

#4d4 AC 12 HD 1+2 Bite 1d8 Nat 19 Knocked Prone, Str contest to stand up
S13 D14 C15 I4 P12 W10 Ch6 L4. Move Fast. Adv when tracking, and extra +1 to attack when outnumber foe.
Reac 2-4 Hostile 5-7 Hungry 8-9 Cagey 10-11 Sniffing curiously 12 Friendly

Betrayal of the Dragon Queen.

Harwood Reach (part 1).

The characters sense all is not right with the outpost. The outpost looks and sounds eerily quiet, then the silence is broken by the cackle of crows. The four friends approach the outskirts of the outpost their horses become nervous refusing to continue, it does not take long for the party to see why, a large pack of timber wolves are scattered around the settlement and lurking amongst the pine and larch thickets.

The companions dismount from their horses and lead them along the wagon path, over a wooden bridge towards the main post.
There are 5 wolves near the main post, (roll for their reaction = 8, Cagey), who keep a close eye on the party but keep their distance, Scraps the dog barks threateningly at them until Hedrag commands him to be quiet.

Upon reaching the main post they see that the gate into the outpost is open, not only that but the main door of the building has been smashed open and snow has drifted inside. Hedrag, Peran along with Scraps the dog enter the building, Derowen and Morwen lead the four horses through the gate and to the rear of the main post.

Oracle Question. Is there anyone alive inside? Very Unlikely -40%. d100 roll =17 -40, No, and…
The bodies of three guards have been piled on the floor in the center of the room and charring about the place indicates that an attempt to burn the building had been made without success. Hedrag checks the bodies to see if any are still living but non are, Peran looks around the room, finding various weapons, shields and armour stored there.

Hedrag takes a spear for himself and a handful of arrows for Derowen “do you think Skorn are to blame for this”?
“Would seem most likely except why pile the dead in the center of the room”?
Hedrag has no answer. They leave the main post and join their companions outside.

The party walk further into Harwood, the first two buildings they encounter are, to their left a general store and to their right a Tavern. The general store has a lean too on one side which looks just big enough accommodate and give shelter to their four horses. Derowen and her Owl remain outside with the now tethered horses whilst Peran, Morwen and Hedrag with Scraps enter the store, all have weapons at the ready, Peran his short sword, Morwen her dagger and Hedrag his newly acquired spear.

Inside, the store is in ruins. Shelves toppled, crates smashed, barrel contents spilled. I get each character to make a perc check to see if they find anything of value in the rubble. Peran needs 17 or less and rolls a 16 on d20, a pass (just). Morwen needs 13 or less and rolls 16, a fail. Hedrag needs 11 or less and rolls 3 a great success.

Perans search around the store gets him 27 copper pieces and some food, while Morwen investigates the upper floors discovering that anything of use has been taken. Hedrag finds an 8 inch gate key, fashioned of cold iron and inscribed with hieroglyphs which Hedrag cannot read. (the hieroglyphs are from the second age and if translated read Star Door).

Moewen comes back down the stairs, “empty up there but there are beds for us all, it may be a place for us to rest the night if the owners can’t be found”.

Hedrag nods and shows Morwen the key pointing to the hieroglyphs, “any idea what this says”?

Morwen makes an intelligence test to see if she can understand the hieroglyphs, needing 18 or less, she rolls 19, a fail.
Peran looks too, needing 16 or less on his intel check he rolls 19, a fail.

Non of three are able to understand what is written on the key or what it could unlock but Hedrag, thinking it could be of use at some point, keeps the key.

Outside, the crows are still making plenty of noise, the wolves, knowing there is food to be had, have entered the outpost through one of the many gaps in the dilapidated perimeter wall, they keep well away from Derowen and the Horses. Peran, Morwen and Hedrag spend no more time inside the store and make their way back to Derowen.

“the store has been turned over, no one inside though, anything happening out here”? Peran asks.
Derowen shakes her head, “No, the wolves are getting a little bolder and the crows are still creating a din”, she points to the tavern, “if anyone is alive here, my guess is they may be sheltering in the tavern, should we take a look”?
Hedrag tells Scraps to guard the horses, knowing the dog will raise the alarm should the wolves show too much interest, Heckle the owl stays with the horses too.

The four companions enter the tavern known as the Loggers’ Rest. They are taken aback by the what they find. The main room was the site of a massacre!

Question. Do they find anyone alive in the Loggers’ Rest? Unlikely -40%. d100 roll = 97 -40. 51= Yes, but…

The room is strewn with the dead. The companions begin the grim task of check to see if anyone is still alive. One, a man, groans as Derowen lifts his head, he is alive but just and Derowen knows that there is little she can do for him. She takes her healers kit from her pack.

“Don’t… Waste … that on me…I am… am done” the man coughs and splutters.
“Who did this? Was it Skorn?” Derowen asks.
“no, no… Raiders… Krasimira’s… crew. They killed… all…” with those words the man breaths his last breath.

The party search the tavern, they find some food, dried meat and preserves which they take along with some beer and head back to the general store.

Hedrag and Derowen lead the horse to a Livery behind the store and secure the horses for the night, making sure they are safe from attack by the wolves. Peran and Morwen fix up the upper rooms in the store and when the others return from the livery, they all eat, drink and settle down to an uneasy nights sleep.

To be continued.

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