🗺️ Exploration

The Beginning

Act One — The Merchant Cart
Read Aloud

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:

GM Prompt

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."

Read Aloud

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.

GM Note
No mechanical elements in this scene. The first action roll happens in The Strixwolf Encounter.
Environment: Forest (Custom)
ForestTier 1 · Exploration

An ancient, dense forest with sunken pathways and strange hybrid animals.

Impulses
Hinder Movement, Provide Cover
Difficulty
10
Tasteful Harvest Passive
The lush vegetation offers fresh nourishment. One PC gains +1 Hope.
Thorny Underweeds Passive
Thorny bramble covers the forest floor. One PC marks +1 Stress.
The Sablewood Trail

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.

Overturned Merchant Cart

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

Act One — The Merchant Cart · First Action Roll
Read Aloud

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!

✦ Success with Hope

The strixwolf calmly tries to keep her pups out of danger. The player gains a Hope.

✦ Success with Fear

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."

✧ Failure with Hope

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."

✧ Failure with Fear

Things go badly. Gain a Fear. The strixwolf snarls at the PC, causing them to mark a Stress.

★ Critical Success (Doubles)

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.

Environment: Forest (Custom)
ForestTier 1 · Exploration

An ancient, dense forest with sunken pathways and strange hybrid animals.

Impulses
Hinder Movement, Provide Cover
Difficulty
10
Tasteful Harvest Passive
The lush vegetation offers fresh nourishment. One PC gains +1 Hope.
Thorny Underweeds Passive
Thorny bramble covers the forest floor. One PC marks +1 Stress.
The First Action Roll — Teaching Duality Dice

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).

Strixwolf Mother
Strixwolf MotherTier 1 Standard
Attack
Bite · Melee · 1d6+3 phy
ATK
+1
Difficulty
10
Major
4
Severe
8
Hit Points
123
Stress
123
The Sablewood Trail

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.

🗺️ Exploration

The Fallout

Act Two — Thicket Thieves

Let the events of the previous act play out, allowing the players to roleplay and take other actions. Use the scenarios below for guidance.

Scenarios
If they search the merchant cart

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.

If they attack the strixwolf

Have them make an attack roll against it at Difficulty 10. On a success, they deal damage using their weapon. The pups will flee.

If they fail any rolls to interact with the strixwolf

It will pull its pups onto its back and fly into a nearby tree, watching the adventurers from above.

If they try to find signs of something strange

They see remnants of thorny bramble tangled around the wheel of the carriage and strewn across the road.

If they want to move the cart, get the carriage moving, or leave the trail

Jump to The Ambush!

GM Note
This is a freeform exploration scene. The only possible roll is attacking the strixwolf (Difficulty 10). The ambush is triggered by specific player actions — see scenario triggers in the Story tab.
Environment: Forest (Custom)
ForestTier 1 · Exploration

An ancient, dense forest with sunken pathways and strange hybrid animals.

Impulses
Hinder Movement, Provide Cover
Difficulty
10
Tasteful Harvest Passive
The lush vegetation offers fresh nourishment. One PC gains +1 Hope.
Thorny Underweeds Passive
Thorny bramble covers the forest floor. One PC marks +1 Stress.
The Sablewood Trail

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.

⚔️ Combat

The Ambush

Act Two — Thicket Thieves · First Combat Encounter

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.

✦ Success → "See Them Coming"

They notice eyes watching from the darkness. If with Fear, gain a Fear and have the PC mark a Stress.

✧ Failure → "Ambushed!"

They are immediately ambushed. If with Fear, gain a Fear and have the PC mark a Stress.

See Them Coming
Read Aloud

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?"

Ambushed!
Read Aloud

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.

Read Aloud — Ambushed Variant

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.

Setting Up the Battle Map

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 Thistlefolk's Goal
Use the Ambushers to keep the party's attention while the Thief attempts to steal their carriage.
The Encounter's End

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.

Thistlefolk Ambusher (Reference)
Thistlefolk AmbusherTier 1 Standard
Attack
Dagger · Melee · 1d8+5 phy
ATK
+1
Difficulty
13
Major
6
Severe
12
Ambush Reaction
When the Ambusher enters the scene without being spotted first, they can immediately move into Melee with a target and make an attack. On a success, they strike with their dagger for 2d4+8 physical damage.
Individual Trackers
Ambusher #1Standard
HP
123
Stress
12
Ambusher #2Standard
HP
123
Stress
12
Ambusher #3Standard
HP
123
Stress
12
Thistlefolk Thief
Thistlefolk ThiefTier 1 Leader
Attack
Serrated Blade · Melee · 2d4+3 phy
ATK
+3
Difficulty
14
Major
7
Severe
14
HP
1234
Stress
12
Back Off Action — costs Fear
Spend a Fear to make an attack roll against all targets within Melee range. Any they succeed against are blasted backwards, dealing 2d6+3 magic damage and pushing them into Far range.
Ambusher Attack Guide

Roll d20 + +1 vs PC Evasion. On hit: 1d8+5 phy. Compare to PC's damage thresholds → mark HP accordingly.

Thief Attack Guide

Roll d20 + +3 vs PC Evasion. On hit: 2d4+3 phy. For Back Off: on success deal damage and push PC to Far range.

Fear Spending Guide
  • 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)
About the Thistlefolk

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.

The Sablewood Trail

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.

🗺️ Exploration

Arrival in Hush

Act Three — Seeking an Arcanist
Read Aloud

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?

NPCs in Town

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.

Fidget
Wildborne Human
they/them
A young child who will not stop wiggling — it's clear how they earned their name. They are often busy scurrying up the trees in town, lighting the lanterns that hang from the branches. They know the fastest ways through the village.
If the PCs approach, they are curious what life is like outside of Hush.
Lausa Standworth
Wildborne Dwarf
she/her
An older woman with a thick beard carrying a barrel of ale. She is happy to stand and talk to the party (she will keep the barrel on her shoulder the entire time).
If the PCs approach, she wants to know the name of every member of the party's weapons and the date they were forged.
Halython Fives
Loreborne Clank
he/him
A soft-spoken clank (a humanoid robot) of indeterminate age. He bears a number of small scratches across his metallic shoulder where an alert but friendly fox-bat rests. He is playing an unknown game using cards and acorns.
If the PCs approach, he is curious about the Thistlefolk and asks if you encountered any on your way.

The second NPC knows where the Whitefire Arcanist lives. They direct the PCs to the tavern.

GM Note
This is a social exploration scene. No required rolls — let players roleplay freely with the NPCs. Set difficulties ad hoc for any unusual actions (10 Easy, 15 Medium, 20 Hard).
Environment: Outpost Town
Outpost TownTier 1 · Social

A small town on the outskirts of a nation or region, close to adventuring destinations.

Impulses
Drive the desperate to certain doom, profit off of ragged hope
Difficulty
12
Rumors Abound Passive
A PC can inquire about major events with a Presence Roll. Critical Success: 2 rumors + 1 follow-up. Success with Hope: 2 rumors (one background-related). Success with Fear: 1 alarming rumor. Any Failure: mark 1 Stress to learn 1 rumor.
Society of the Broken Compass Passive
An adventuring society maintains a chapterhouse here, where heroes trade boasts and rumors.
Wrong Place, Wrong Time Reaction — costs Fear
At night or in a back alley: spend a Fear to introduce a group of thieves who try to rob the party.
Optional Content
The Firstmoss Festival

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.

The Village of Hush

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

Act Three — Seeking an Arcanist
Read Aloud

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:

GM Prompts

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:

Helpful NPC

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.

GM Note
Pure roleplay scene. No required rolls. Set difficulties ad hoc for any creative player actions.
Environment: Local Tavern
Local TavernTier 1 · Social

A lively tavern that serves as the social hub for its town.

Impulses
Provide opportunities for adventurers, nurture community
Difficulty
12
What's the Talk of the Town? Passive
A PC can ask the bartender, staff, or patrons about local events with a Presence Roll. Success: pick 2 details (3 on critical). Failure: pick 1 and mark 1 Stress. — A fascinating rumor with a background connection · A promising job involving a nearby threat · Local folklore.
Sing For Your Supper Passive
A PC can perform for the guests with a Presence Roll. Success: earn 1d4 handfuls of gold (2d4 on critical). Failure: mark 1 Stress.
Bar Fight! Action — costs Fear
Spend a Fear — a bar fight erupts. PCs moving through the tavern must succeed on an Agility or Presence Roll or take 1d6+2 phy damage.
Optional Content
The Firstmoss Festival

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.

The Clover Tavern

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.

The Village of Hush

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

Act Four — The Treehouse
Read Aloud

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?

Getting the Arcanist's Attention
If they call from below

No response, but the light within still flickers.

If they try to cut the counterweight rope

It immediately blasts them backwards a few feet, dealing a point of Stress.

If they try to climb the tree

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:

Read Aloud

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.

Whitefire Arcanist

"Are you the group Emeris sent from the capital? Oh my, you're rather late aren't you. Come in, come in."

Read Aloud

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.

GM Note
Only possible roll: climbing the tree (Agility, Diff 13). The rope is magically warded and cannot be cut. Otherwise this is a social scene.
The Arcanist's Treehouse

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.

Hush Farmlands

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.

🗺️ Exploration

The Package

Act Four — The Treehouse · The Revelation

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.

Read Aloud

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:

Whitefire Arcanist

"Of course the King would keep this delivery secret. If anyone knew your city was no longer warded, you would be conquered before sunrise."

Read Aloud

With this ominous warning, she starts to unfurl her treehouse yet again.

Whitefire Arcanist

"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.

GM Note
No mechanical elements. This is a narrative revelation scene that transitions into Act Five.
The Keystone Ward

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's Treehouse

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.

🗺️ Exploration

The Open Vale & Short Rest

Act Five — The Ward Renewal
Read Aloud

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.

Read Aloud

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.

Whitefire Arcanist

"I will need an hour of time to prepare. You all, enjoy the night air while you can. We'll be very busy soon."

Short Rest

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):

Short Rest Options
  • 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.
GM Prep During Rest

While the PCs rest, take 1d4 Fear as your downtime benefit. Review the stat blocks for Act Five adversaries in The Ritual Battle.

The Open Vale

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.

⚔️ Combat

The Ritual Battle

Act Five — The Ward Renewal · Final Encounter
Read Aloud

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.

Read Aloud

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.

Ritual Countdown

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.

Ritual Countdown
12345678
Encounter GM Guidance
The countdown progresses each time an adversary is defeated. If it's not moving fast enough, use Vengeance of the Vale to spawn more skeletons (easy to take down). Have adversaries target the Arcanist if no PCs are within range. Her difficulty is 11. She doesn't mark HP/Stress — damage to her is purely narrative.
Death Move

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.

Ancient Skeleton (Reference)
Ancient SkeletonTier 1 Standard
Attack
Rusted Sword · Melee · 1d6+1 phy
ATK
+0
Difficulty
12
Major
7
Severe
Group Attack Action — costs Fear
Spend a Fear to choose a target and spotlight all Ancient Skeletons within Close range. They move into Melee range and make one shared attack roll. On a success, they deal 4 physical damage each. Combine this damage.
Individual Trackers
Skeleton #1Standard
HP
12
Stress
1
Skeleton #2Standard
HP
12
Stress
1
Skeleton #3Standard
HP
12
Stress
1
Skeleton #4Standard
HP
12
Stress
1
Skeleton Attack Guide

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).

Forest Wraith (Reference)
Forest WraithTier 1 Bruiser
Attack
Lifedrain · Far · 2d6+8 mag
ATK
+3
Difficulty
13
Major
7
Severe
14
Spectral Body Passive
The Forest Wraith has resistance to physical damage (incoming physical damage is halved, rounded up).
Memory Delve Action
Make an attack roll against a Close target. On a success, the Wraith flies into Melee, places its hand upon the target's cheek. Ask the player to describe a terrifying moment from their character's childhood. Deal 3d4+9 magic damage and make them Vulnerable until next rest.
Pass-Through Action — costs Fear
Spend a Fear and make an attack roll against a Melee target. On a success, the Wraith passes through the target, pushing their soul from their body — making them Untethered. They cannot act until the Ritual Countdown ticks down. If the entire party becomes Untethered, they all mark 2 HP and their souls return.
Individual Trackers
Forest Wraith #1Bruiser
HP
123456
Stress
123
Forest Wraith #2Bruiser
HP
123456
Stress
123
Forest Wraith Attack Guide

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.

Environment: The Open Vale
The Open ValeTier 1 · Exploration

A mysterious circular clearing used for powerful ritual magic.

Impulses
Draw forth the ancient dead, disrupt the ritual
Difficulty
13
Vengeance of the Vale Action — costs Fear
Spend a Fear to summon two additional Ancient Skeletons from the ground within Very Close range of a PC.
Fear Spending Guide
  • 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)
The Open Vale

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 Forgotten Gods

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

Act Five — The Ward Renewal
Read Aloud

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.

Whitefire Arcanist

"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:

Whitefire Arcanist

"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."

Read Aloud

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:

Whitefire Arcanist

"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.

GM Note
No mechanical elements. This is the narrative epilogue. The adventure hook for a future session is the weakening Spire to the west.
The Spires of the Sablewood

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 Arcanist's Treehouse

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.