The Beginning
This evening, your party finally made it to the Sablewood, a sprawling forest of colossal trees some say are even older than the Forgotten Gods. It's a place renowned for two things—its sunken pathways that provide the trade routes for many traveling merchants, and its unique hybrid animals. Even now, from within your carriage, you can hear strange sounds: the low calls of the lark-moths, the croak of the lemur-toads, the scittering of a family of fox-bats in the underbrush. One of you is driving the carriage. Who is it?
When a player volunteers their character as the carriage driver, ask them a question like:
You've noticed something unique about the look of trees here in the Sablewood. What is it?
Describe the trees the party passes, specifically including details from their answer. This utilizes the GM Principle "Ask Questions and Incorporate the Answers."
As your steeds pull the carriage around a tight corner, one wheel coming off the ground for just a moment, you see an overturned merchant's cart laying sideways in the path before you, blocking your way. A scattering of fruits and vegetables litter the trail. From around the side of the carriage steps a strixwolf; a large creature with the body of a wolf, the face of an owl, and large wings adorning its back. It finishes chewing its meal, the hand of the dead merchant, as it stares at you, curious, trying to judge whether you're friend or foe. Then you see, following clumsily behind, two small pups watching their mother cautiously.
From within, the rest of you feel your carriage come to a stop. What would you like to do?
Allow the PCs to roleplay for a little bit if they'd like. When somebody approaches the merchant cart, that will trigger the first action roll — proceed to The Strixwolf Encounter.
An ancient, dense forest with sunken pathways and strange hybrid animals.
The Sablewood is a seemingly-endless forest of dark trees that reach hundreds of feet towards the sky—some say they have been here since the time before the Forgotten Gods. It's famous for its unique hybrid animals, like the lemur-toads and tiger-elk, as well as its well-worn trade routes populated by traveling merchants.
The hybrid animals in this place range from completely docile to extremely vicious. A cat-squirrel might come feed gently from your hand, while an eeligator would launch itself out of the nearby river to snap you up as an easy meal.
An overturned merchant's cart blocks the sunken pathway. Fruits and vegetables are scattered across the trail. The cart has been stripped of all valuables. The dead driver has a mangled arm (picked over by the strixwolf family) and, upon closer inspection, a slit neck — suggesting foul play rather than an animal attack. Thorny bramble is tangled around the carriage wheel, a clue pointing toward the Thistlefolk.
The Strixwolf Encounter
The strixwolf is wary of your movement. Let's make our first roll to see how she reacts! This will be using your Presence trait, so grab your Duality Dice and roll them, then add your Presence. You can also spend a Hope before the roll to add an Experience, if it applies. Then tell me the total and which die rolled higher!
The strixwolf calmly tries to keep her pups out of danger. The player gains a Hope.
The strixwolf calms, but gain a Fear. Introduce a consequence: "The mother hoot-howls, as if calling to another strixwolf among the trees. You know you might not be alone for long."
The strixwolf snarls and snaps. Player gains a Hope. GM move should be moderate: "With one last snarl, she leans down to have her pups clamber onto her back before taking off into the air, landing on a nearby branch. She is watching your every move."
Things go badly. Gain a Fear. The strixwolf snarls at the PC, causing them to mark a Stress.
The PC marks a Hope and may clear a Stress. The strixwolf moves towards the PC, head down, tail wagging. It sits in front of them.
An ancient, dense forest with sunken pathways and strange hybrid animals.
This is the players' first roll. Roll: Presence + 2d12 (Duality Dice), Difficulty: 10
If the die representing Hope is higher → player gains a Hope. If Fear die is higher → GM gains a Fear. Doubles = critical success (mark Hope, clear a Stress, extra narrative bonus).
A seemingly-endless forest of dark trees reaching hundreds of feet skyward. Famous for hybrid animals (lemur-toads, tiger-elk, cat-squirrels, eeligators) and well-worn trade routes. The sunken pathways provide cover but also make ambushes easy.
The Fallout
Let the events of the previous act play out, allowing the players to roleplay and take other actions. Use the scenarios below for guidance.
The cart has been stripped of all valuables. Showcase the dead driver with a mangled arm, picked over by the strixwolf family for food. If the PCs inspect the body further, they find the driver had his neck slit.
Have them make an attack roll against it at Difficulty 10. On a success, they deal damage using their weapon. The pups will flee.
It will pull its pups onto its back and fly into a nearby tree, watching the adventurers from above.
They see remnants of thorny bramble tangled around the wheel of the carriage and strewn across the road.
Jump to The Ambush!
An ancient, dense forest with sunken pathways and strange hybrid animals.
A seemingly-endless forest of dark trees reaching hundreds of feet skyward. Famous for hybrid animals and well-worn trade routes. The sunken pathways provide cover but also make ambushes easy.
The Ambush
When the moment feels right, or one of the previous scenarios triggers it, ask a PC who seems to be paying attention to make an Instinct Roll with Difficulty 14.
They notice eyes watching from the darkness. If with Fear, gain a Fear and have the PC mark a Stress.
They are immediately ambushed. If with Fear, gain a Fear and have the PC mark a Stress.
You hear the sounds of a branch snapping and turn to see four Thistlefolk sneaking through the underbrush, attempting to get the jump on your party. The overturned cart was a distraction, but their plan didn't work. I'm going to set up a map!
PCs act first. "You stand at the ready, having spotted the Thistlefolk before they could ambush you! You all get to act first, who wants to start us off?"
In a whirlwind of cracking branches and unsheathed blades, a group of four Thistlefolk jump out from the brush alongside the road. The overturned cart was an ambush! They stand before you, weapons drawn, blocking the road. They'll go first. I'm going to set up a battle map!
If ambushed, the Thistlefolk act first. Move ambushers into melee with the closest PC. Their Ambush reaction triggers — each gets an immediate attack.
Having the upper hand, the three Thistlefolk Ambushers rush you! Because of their Ambush feature, they get to make an attack immediately. This only happens when they enter the scene, so it won't be like this every time. But right now, they are slashing at you with daggers, protected by armor made of polished stones.
Place the overturned merchant's cart on the table. Ask players to place their standees nearby. Place 3 Thistlefolk Ambushers and the Thistlefolk Thief in Close range of the PCs.
The encounter ends when all adversaries are defeated. Clean up the map, then encourage the PCs to describe a montage of the remaining travel time to Hush.
Roll d20 + +1 vs PC Evasion. On hit: 1d8+5 phy. Compare to PC's damage thresholds → mark HP accordingly.
Roll d20 + +3 vs PC Evasion. On hit: 2d4+3 phy. For Back Off: on success deal damage and push PC to Far range.
- Spend a Fear to interrupt the scene with a GM move
- Spend a Fear to make an additional move during a GM turn
- Spend a Fear to use an adversary's Fear feature (Back Off)
The Thistlefolk take up residence in the place where nobody else dares — within the thickest, thorniest bramble of the Sablewood. Because the only Thistlefolk who emerge from the seclusion of their hidden villages are often thieves coming out to steal goods from unwitting travelers or sleeping merchants, they have received a reputation for being a syndicate of criminals.
In actuality, most of the Thistlefolk are quite docile and vulnerable, choosing to live within the safety of the bramble for their own protection from the large predator species who stalk the woods looking for an easy meal.
A seemingly-endless forest of dark trees reaching hundreds of feet skyward. The sunken pathways serve as trade routes but also provide perfect ambush terrain for the Thistlefolk.
Arrival in Hush
The path leads you further into the forest until you spot a large stone pillar, carved top to bottom in ancient dwarven symbols. This denotes one corner of the peaceful village of Hush. When you pass beyond the stone marker, you feel a small sensation like the pop of a bubble, then the sounds of friendly chatter become louder.
Though the trees of the Sablewood are unchanged here, there is a distinctive safe and comforting air. A few smiling faces turn to you as your carriage rolls in, waving or casting a warm greeting toward the party. There is lively music drifting your direction from the tavern at the center of town.
You know you need to find the Whitefire Arcanist to deliver the package from the King. What would you like to do?
If the players would like to talk to an NPC, choose one of the following. During their discussion, a second NPC will direct them to the tavern.
The second NPC knows where the Whitefire Arcanist lives. They direct the PCs to the tavern.
A small town on the outskirts of a nation or region, close to adventuring destinations.
The people of Hush are currently celebrating the Firstmoss Festival — the time when the new crops in the Sunless Farms have the first layer of moss growing upon them, meaning they're beginning to ripen for the season. It's a celebration of the arrival of spring, with a good-natured arm wrestling competition, a stone-painting class, and a small marketplace full of homemade trinkets.
A small, friendly village within the Sablewood, marked by stone pillars carved with ancient dwarven symbols at each corner. The ward pillars create a protective magical barrier — entering feels like the pop of a bubble. There are no inns; travelers are treated as honored guests and invited to stay in the home of a community member.
Many people of Hush still worship the Forgotten Gods, despite having no names by which to call them. The Whitefire Arcanist is the leader of Hush's primary religious order and maintains the magic of the wards that protect the village.
The Clover Tavern
The Clover Tavern is a sight to behold, with six curving stories climbing the trunk of an ancient tree. This is the heart of the community, always crowded with music and good-natured conversation. Newcomers to the bar must take off their shoes and hang them over a line that stretches across the bar's ground floor. Inevitably, by the time visitors leave, their shoes will be shined and filled with small trinkets. As you enter, what would you like to do?
Let the players roleplay. Introduce a barkeep or friendly local. Let them explore the six levels of the tavern. Ask players to help describe it:
How does the second floor of this tavern look so wildly different than the first? What smell permeates the air throughout this place? What unique custom do the locals seem to participate in every time you walk in the room?
When ready, guide the players to an NPC who says:
The Arcanist is quite busy, but if you've traveled so far, I'm sure she'll be more than hospitable. We would be lost without her. She keeps this whole place protected by a powerful ward so that no dangers from the Sablewood can pass into town. You'll find her house to the south, through the farmland. It's hanging from one of the old Sablewood trees, you can't miss it.
A lively tavern that serves as the social hub for its town.
The people of Hush are currently celebrating the Firstmoss Festival — the time when the new crops in the Sunless Farms have the first layer of moss growing upon them, meaning they're beginning to ripen for the season. It's a celebration of the arrival of spring, with a good-natured arm wrestling competition, a stone-painting class, and a small marketplace full of homemade trinkets.
Six curving stories climbing the trunk of an ancient tree. The heart of Hush's community — always crowded with music and conversation. Custom: newcomers must hang their shoes on a line at the entrance. By departure, they'll be shined and filled with small trinkets.
Protected by ward pillars maintained by the Whitefire Arcanist. No inns — travelers are honored guests. The people worship the Forgotten Gods without knowing their names.
The Whitefire Arcanist
Making your way past the homes of the village, then through the farmlands of Hush, you see a variety of crops that have begun to cultivate a thin layer of glowing blue moss over the top of their fruits and vegetables. They pulse softly like a heartbeat as you pass.
Among the thriving groves, you notice that the Sablewood trees in this area have hundreds of unique faces carved into all sides, the eyes peering in every direction.
One tree, taller than the rest, bears the Arcanist's home, like an overripe fruit. It hangs from a braid of rope, as wide around as a giant's forearm, tied to a massive branch and counterweighted by a cabin-sized boulder lying at the base of the tree. The stone is marked with a collection of symbols and the cabin windows flash with a soft, yellow-green light.
What would you all like to do?
No response, but the light within still flickers.
It immediately blasts them backwards a few feet, dealing a point of Stress.
Agility Roll, Difficulty 13. On a failure, a limb of the tree grabs them, gently sets them on the forest floor, then resumes its original form.
When they successfully get the Arcanist's attention:
A seven-foot mix of humanoid and firefly, the Arcanist is a faerie that moves in a combination of both very slow and suddenly jerky motions. Though her expressions are difficult to read, her emotions are very clear in her voice. She is old but spry, and she eyes the group mischievously.
"Are you the group Emeris sent from the capital? Oh my, you're rather late aren't you. Come in, come in."
As the Arcanist lowers her home and invites you inside, you'll notice the treehouse is surprisingly spacious. The main room is a crowd of potion bottles, spellbooks, runes, plants, and small creatures of all kinds. But no one could classify this place as messy. It's clear that if anyone moved a single item even an inch, the old faerie would notice.
Let the players roleplay with the Arcanist. Make her curious about their journey, the NPC who directed them, and how each of them have imagined they might die one day. When she's had enough conversation, proceed to The Package.
A cabin hanging from a massive Sablewood tree branch, counterweighted by a cabin-sized boulder carved with magical symbols. The rope is as wide as a giant's forearm and magically warded. Inside: surprisingly spacious, crowded with potion bottles, spellbooks, runes, plants, and small creatures — organized with faerie precision.
Crops cultivate a thin layer of glowing blue moss (sign of the Firstmoss Festival). The Sablewood trees here have hundreds of carved faces peering in every direction — remnants of an old protective ritual.
The Package
Once the Arcanist has had enough conversation, she asks about the package from King Emeris. She magically unfolds her home like a blossoming flower to inspect the crate in safety, then closes it back up, just a bit bigger.
Inside King Emeris' package lies a massive stone with a lion's face carved into it. Marlowe, you recognize this as the keystone of the capital city gate's main archway. The Arcanist nods sagely as soon as she sees it, saying:
"Of course the King would keep this delivery secret. If anyone knew your city was no longer warded, you would be conquered before sunrise."
With this ominous warning, she starts to unfurl her treehouse yet again.
"We must travel to the Open Vale to revitalize the ward. But such an effort of magic will attract dangerous creatures from the darkest reaches of the Sablewood. I'll need your help."
If the players seem enthusiastic about helping, cut straight to the Open Vale (Act Five). Otherwise, encourage them to describe their time traveling with the eccentric Arcanist.
The massive stone with a lion's face is the keystone from the capital city gate's main archway. King Emeris sent it to the Arcanist to repair the ward placed upon it that protects the entire city. Without the ward, the capital is vulnerable to conquest. The ritual to revitalize it must be performed at the Open Vale.
The Arcanist can magically unfold her home like a blossoming flower — expanding the space to accommodate the large crate. The treehouse seems to defy conventional physics.
The Open Vale & Short Rest
On direction from the Arcanist, your carriage pulls into a mysterious clearing in the shape of a perfect circle, the only area of the Sablewood you've seen without trees to block out the sky. This is the Open Vale.
Speak as the Arcanist, describing the Open Vale as a place used for strong ritual magic. It's where she first forged the ward pillars for Hush. She almost died in that ritual, but is reluctant to say more for fear of angering the Forgotten Gods.
The Arcanist's antennae perk up in a disconcerting way. "This is good. Stop, stop. Yes, here. Now come help me, I'm old." This time, she unfolds the carriage as she did with her home and stands over the crate, humming. Her body starts to glow brighter, flickering in the night.
"I will need an hour of time to prepare. You all, enjoy the night air while you can. We'll be very busy soon."
Tell the PCs they will now take a short rest. Each PC may choose up to two of the following (they may choose the same option twice):
- Tend to Wounds: Describe how you patch yourself up and clear 1d4+1 Hit Points. You may tend to an ally instead.
- Clear Stress: Describe how you blow off steam or pull yourself together, and clear 1d4+1 Stress.
- Repair Armor: Describe how you spend time quickly repairing your armor and clear 1d4+1 marked Armor Slots. You may repair an ally's instead.
- Prepare: Describe how you prepare for the path ahead and gain a Hope. If you Prepare with one or more party members, you each take two Hope.
While the PCs rest, take 1d4 Fear as your downtime benefit. Review the stat blocks for Act Five adversaries in The Ritual Battle.
A mysterious clearing in the shape of a perfect circle — the only area of the Sablewood without trees to block the sky. Used for strong ritual magic. It's where the Arcanist first forged the ward pillars that protect Hush. She almost died in that original ritual.
The Ritual Battle
The Arcanist lets out a shrill cry, "The keystone has finally responded! Quickly, surround me, the ritual must begin or I'll lose the pathway! Hurry!" Her body begins glowing brighter and brighter still as her eyes roll backwards into her head and the entire carriage lifts a foot off the ground. A collection of unearthly screeches echo from the woods as nearby creatures are alerted to the arcane energy.
Place the Whitefire Arcanist standee at center. Players place their standees. Place 4 Ancient Skeletons within Close range of the Arcanist and 2 Forest Wraiths within Far range.
You feel a rumble as four ancient skeletons emerge from the ground, rusted swords in hand, disturbed by the forces of magic being used by the Arcanist. In the distance, two Forest Wraiths float ominously towards you. I'm going to start a countdown die for the ritual, your goal is to hold off the enemies until her work is completed.
Set a d8 on the table with 8 facing up. It ticks down 1 each time an adversary is defeated. It ticks up each time the Arcanist is hit. When the countdown reaches 0, the ritual is complete.
If a PC marks their last Hit Point, they make a death move. For the Quickstart Adventure, they fall unconscious until healed or the danger passes.
Roll d20 + +0 vs PC Evasion. On hit: 1d6+1 phy. If damage ≤6 → mark 1 HP. If damage ≥7 → skeleton is defeated (no Severe threshold).
Roll d20 + +3 vs PC Evasion. On hit: 2d6+8 mag. Remember: physical damage resistance (halved, rounded up). Use Pass-Through sparingly to avoid incapacitating the whole party.
A mysterious circular clearing used for powerful ritual magic.
- Spend a Fear to interrupt the scene with a GM move
- Spend a Fear to make an additional move during a GM turn
- Spend a Fear for Vengeance of the Vale (summon 2 skeletons)
- Spend a Fear for Group Attack (skeletons)
- Spend a Fear for Pass-Through (wraith)
A perfect circular clearing — the only treeless area in the Sablewood. Used for powerful ritual magic. The ancient skeletons are disturbed from the ground by the arcane energy, and Forest Wraiths are drawn from the darkest reaches of the forest.
The people of Hush and the Sablewood still worship the Forgotten Gods despite having no names by which to call them. The Whitefire Arcanist maintains the wards in their name. The Open Vale is considered sacred ground for these rituals.
Epilogue — Beyond the Vale
As you deliver a powerful blow, the ritual ends! The carriage comes falling to the ground as the keystone vibrates with arcane energy. Then, all at once, a soundless explosion erupts from the Whitefire Arcanist, dissipating any last enemies who might remain. The clearing is quiet once again.
Back inside the treehouse, not but an hour later, the keystone sits suspended carefully above a rumbling fire in the hearth.
The Arcanist, who looks even older now than she did before, sits cross-legged in an over-stuffed chair. There is an exhaustion in her voice as she speaks.
"You fought hard. I'm not surprised, of course. The King keeps good company. I'm very glad you were there."
Give the PCs the chance to wrap up their story with the Arcanist. When conversation stalls or the PCs ask about the keystone:
"The keystone will need a week, maybe more, to allow the magic to settle. I'll need to watch it carefully to ensure nothing cracks or becomes sentient or anything of the like. You know how it is. And in the meantime, after you rest and gather yourselves, have a nice hot meal and warm bath, I have one more thing to ask of you."
We pull out of the Arcanist's home, out of the forest itself, to view the verdant expanse from above, and see twisting stone spires breaking through the treeline, each with a flame flickering within the tower like a beacon. She continues:
"There's a Spire, just west of here, maybe a few hours walk. I felt it on the way to the ritual. Its power was... strange. The light felt weaker than it should be. I think something might be terribly wrong with the Spirekeeper, and I fear what will happen if its fire is extinguished altogether. When you're ready, come back, and I'll give you my map so you can make it there safely. It's good to have heroes in the Sablewood again."
And that's where we're going to end today's session.
Twisting stone spires break through the treeline across the Sablewood, each with a flame flickering within like a beacon. These Spires are maintained by Spirekeepers and seem connected to the protective magic of the region. One to the west has been weakening — a hook for the next adventure.
The keystone now sits suspended above a rumbling fire in the hearth, needing a week or more for the magic to settle. The Arcanist appears significantly aged after the ritual.