TEXT:  
   
   
   
   
   
   
   
   
  ADVENTURE: 
  CURSE OF THE 
  SHADOW WALKERS 
   
  ENCOUNTERS: FIVE 
  DIFFICULTY: NORMAL 
  DURATION: 45-60 MINUTES 
   
  DESIGNED AND MAPPED  
  BY  
  JUSTIN HALLIDAY 
   
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 2 
  Hero Kids Adventure 
  This adventure requires a copy of the Hero Kids RPG 
  to play.  The core game and this adventure include: 
  • Hero Cards for each player  
  • Monster Cards for the unique monsters (wolves, 
  spiders, spider egg sacs, and the werewolf - grrrr) 
  • Print-outs of all of the encounter maps 
  • Stand-up minis for the heroes and monsters 
  Additionally, these extra materials are required: 
  • Six-sided dice (d6s) 
  • Pencil and eraser 
  Background 
  Our heroes live in Rivenshore, the largest village in the 
  Brecken Vale.  The village lies on the Camarva river, 
  which runs from the towering Druinhowe mountains. 
  The Brecken Vale would be a beautiful place to live, if 
  it weren‟t beset by an endless series of calamities. 
  Adventure Overview 
  This five-encounter adventure starts when the kids 
  are out riding and come upon an out of control wagon 
  driven by a young girl taking her injured brother to 
  town for help.  When they investigate further, the 
  kids discover a farmstead under siege by a pack of 
  wolves that are led by a werewolf, the local 
  woodcutter. 
  Adventure Intro 
  Today’s trouble starts when the heroes are out of 
  town at a swimming hole. 
  After a long and lazy day at your favorite swimming 
  hole on the Camarva river, you‟ve collected all your 
  gear and are heading to the road that leads back to 
  Rivenshore. 
  It‟s late afternoon by the time you see the road in the 
  distance, and it will be dusk before you arrive home 
  from your day out.  You approach the road at the point 
  where it bends east towards the last lonely farmsteads 
  at the north end of the Brecken Vale. 
  You pull your pony up short as you see a billowing 
  plume of dust above the road to the east.  This dust is 
  thick and heavy, and you realize that it must be 
  coming from a fast-moving rider. 
  As you watch, you see a wagon hurtle over a rise in the 
  road, horses at full gallop, and a girl of your age 
  desperately trying to control the thundering vehicle… 
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 3 
  Encounter 1: Stop That Wagon! 
  The first encounter encompasses the heroes’ attempts 
  to bring the wagon under control. 
  This encounter is played out through a series of 
  ability tests; first to get onto the wagon, then to bring 
  it to a halt. 
  Encounter Intro 
  Read this introduction first: 
  The wagon thunders past you, its young driver 
  screaming for help as she tries to steer it around the 
  long bend.  The wagon weaves left and right along the 
  road, kicking up clods of earth from the grassy verge 
  and bouncing over bumps and furrows. 
  You kick your pony‟s flanks and it clatters after the 
  wagon.  The wind whips through your hair as you 
  duck rocks and dirt that fly through the air. 
  As you draw closer to the wagon the girl looks across at 
  you. 
  “Help,” she shouts, “I can‟t get „em to stop!” 
  You loosen your feet from the stirrups and prepare to 
  make the leap from your galloping pony across to the 
  careering wagon. 
  Ability Tests 
  To bring the wagon under control at least one of the 
  heroes must succeed at two ability tests; the first to 
  get onto the wagon and the second to take control. 
  To leap across to the wagon, the kids must succeed at 
  a Strength or Dexterity test (Acrobatics).  If there’s 
  one hero, then the difficulty is 3, two heroes is at 
  difficulty 4, three heroes is at difficulty 5, and four 
  heroes is at difficulty 6.   
  If the kids succeed, they land on the wagon: 
  You leap across the gap and land on the wagon. 
  If they fail, they get hurt leaping onto the wagon: 
  You leap onto the wagon but land awkwardly. 
  Any hero that fails the test takes 1 damage.   
  Once on the wagon (one way or another), the kids 
  must succeed a Dexterity, Strength, or Intelligence 
  test (Driving/Riding) to bring it to a halt.  Again, the 
  difficulty increases for the number of heroes. 
  If the kids succeed, they stop the wagon: 
  You take the reins and pull back on them as hard as 
  you can to slow the horses. 
  If they fail, they get hurt stopping the wagon: 
  You take the reins and pull back on them.  But before 
  the horses slow their panicked gallop you‟re battered by 
  rocks and stones thrown up by their hooves. 
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 4 
  Conclusion 
  After the second test the wagon is bought to a halt. 
  The wagon finally comes to a lurching halt.  The 
  horses snort and stomp their hooves, grateful for the 
  end of their frenzied ride. 
  “Thank you so much!” she begins, “Was wolves that 
  spooked „em.  I was makin‟ for town with me brother 
  who last night got clawed real bad by a wolf, when a 
  whole „nother pack of „em come racing from the woods 
  and started ferocious at the horses, who then let fly „ere 
  along the road and I couldn‟t bring back to slow 
  enough.  Thanks and fortune to Lupon you were here 
  to help „cos I woulda been smashed to smithers on a 
  rock pretty quick with the clip we was heading at.” 
  Suddenly, she stops talking, but only for a moment! 
  “Oh, gods forgive me!  It‟s me brother.  I gotta get him 
  to the healer in town to help him out.  I just hope me 
  old mum and dad will be okay tonight if them wolves 
  come back.  It was me big brother here who ran „em off 
  last night, and if they come back again tonight there 
  won‟t be anyone but me mum and dad to mind the 
  cows and sheep and chickens and goats.” 
  You look in the back of the wagon and see her brother 
  who looks about sixteen years old.  He has been badly 
  mauled by the wolves, his wounds roughly bandaged 
  with blood-soaked strips of cloth. 
  “Please,” she begs you, “Will you go help my mum and 
  dad in case the wolves come back again tonight?” 
  Assuming the kids accept Saffie’s request, then they 
  need to head for the farmstead at the end of the north 
  road out of Rivenshore (you can show them where 
  they’re headed on the map of The Brecken Vale).  
  Saffie continues on the road to Rivenshore to take her 
  brother to help.  
  If the players decide to help the brother here with 
  potions or using healing magic, then tell them that the 
  injuries are beyond their capabilities, and that only 
  Rivenshore’s most skilled healer can help. 
  If the heroes decline the request for help, then the 
  adventure is over and maybe you could send your kids 
  outside to play instead… 
  Allow the players to have their heroes take a short 
  rest to remove some damage before they head for the 
  farmstead.  Any hero that failed one test should be 
  fully healed, and any hero that failed both tests should 
  now be Bruised. 
  The next encounter is Encounter 2: Farmstead. 
   
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 5 
  Encounter 2: Farmstead 
  The second encounter happens that night at the 
  farmstead when the wolves attack again. 
  The poor farmers have moved their livestock into the 
  farmhouse, and the wolves attack attempting to drag 
  them off.  The attack ends when a suspiciously man-
  shaped wolf carries off a somewhat startled sheep. 
  Encounter Intro 
  When the heroes decide to help the farmers, read this: 
  The sun has set by the time you reach the farmstead. 
  As you approach on your pony you see an older man 
  and woman moving a line of animals from their 
  paddock towards a ramshackle farmhouse. 
  The farmers pause when they see you and watch as you 
  approach their farmstead. 
  “Did you see our Saffie on the road?” They ask. 
  Role-Playing 
  The first part of this encounter plays out through 
  role-playing, with the farmers asking about their 
  daughter.  Once it’s established that the heroes are 
  here to help, the farmers ask them to help get the 
  livestock into the farmhouse before nightfall, which is 
  rapidly approaching.   
  During the night the farmers hide in their room while 
  the heroes stay in the farmhouse’s main room to 
  protect the animals and scare off the wolves. 
  Ability Tests 
  The players can have their heroes perform an 
  Intelligence test (Tracking) at difficulty 4 which lets 
  them see wolf prints that emerge from the forest and 
  circle the farmhouse.  If a hero gets a 6 on this test, 
  they notice that one of the sets of prints is different, 
  and that this (were)wolf didn’t approach the farm. 
  Combat Intro 
  When the role-playing is complete and the players 
  have agreed to stay and help, read this: 
  With the animals secure in the farmhouse, the farmers 
  get ready for bed.  They light a series of small oil lamps 
  around the room, but the meager flames are barely 
  enough to illuminate the large room. 
  Finally, the farmers retreat to their room, leaving you 
  to sleep in the large main room with the flickering 
  lights and the gross smells of the flatulent animals. 
  In the middle of the night you‟re woken by the sound 
  of howling from outside the farmhouse. 
  You grab your weapons and quietly steal across to the 
  window to take a look outside when- 
  CRASH! 
  The window shatters as a furry beast bursts through it- 
  It‟s a wolf! A moment later another wolf smashes 
  through the window on the other side of the room! 
  The farm animals squeal and snort, trying to escape 
  from the hungry wolves. 
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 6 
  Map 
   
  Encounter Features 
  The trees and furniture (tables, chairs, and beds) are 
  obstacles that require two squares of movement.  The 
  solid walls are impassable.  The broken windows 
  require two squares to pass through, if necessary. 
  Tactics 
  The wolves aren’t interested in the heroes.  They are 
  trying to make off with one or more of the animals.  
  On their turn, the wolves try to move to an animal, 
  ‘grab’ it, and drag it out of a door or window.   
  If a wolf has an animal grabbed and is attacked, it lets 
  go of the animal and attacks the hero on its next turn.  
  After that, it again tries to grab another animal. 
  Monsters 
  This encounter features one more wolf than the 
  number of heroes (or more if you like).  These 
  monsters are moderately tough and use melee attacks 
  against the heroes. 
  1 Hero: 
  2 x Wolves 
   
   
  2 Heroes: 3 x Wolves 
   
   
   
  3 Heroes: 4 x Wolves 
   
   
   
   
  4 Heroes: 6 x Wolves 
   
   
   
   
   
   
  Use these health boxes to mark off damage: 
   Wolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 7 
  Conclusion 
  Once all of the wolves are KO’d, read this: 
  The final wolf leaps out of a broken window and you 
  hear it yelp and whine as it runs off into the forest. 
  Your relief is cut short with there is a heavy thud 
  against the door- 
  BANG.  BANG.  CRUNCH! 
  The door smashes off its hinges and falls to the floor. 
  In the gloom of the moonlight, you see a hairy figure 
  standing in the doorway.  You stare at it, trying to 
  work out if it‟s a man or a wolf; it walks on two legs, 
  but it is covered in thick fur, its fingers and toes end in 
  ferocious looking claws that gleam in the moonlight, 
  and its face is like a wolf‟s, with curling lips and razor 
  sharp teeth but squashed in like a man‟s. 
  It snarls as it walks into the room.  You‟re paralysed 
  with fear and you can only watch as it grabs one of the 
  animals and – with one last look back and a 
  threatening snarl – leaps out of the nearest window. 
  At this point some of the kids might have worked out 
  what this half-man/half-wolf is! 
  You stand in stunned silence for a moment before you 
  notice the farmers standing at the open door of their 
  bedroom. 
  “Wolf!” Says the man.  “Man!” Adds the woman. 
  “Aaaargh!” they both scream in unison and slam shut 
  the door to their bedroom. 
  At this point, allow the players to have their heroes 
  take a short rest to recover some damage (if they were 
  damaged in the fight). 
  You barricade the broken windows and smashed door 
  as best you can, then settle down again to get some 
  sleep before dawn. 
  You‟re woken the next morning by the farm-wife 
  shaking you awake. 
  “Wake up,” she says, “that weren‟t no ordinary wolf.  
  I‟ve heard tell of them before, but I though it was just 
  tales to scare the little „uns.  But now I seen it wit me 
  own eyes and luck and fortune that Lupon was with us 
  here last night, or it woulda been one of us he carried 
  off for his dinner.” 
  The farmers feed you a breakfast of porridge made 
  from oats and fresh goat‟s milk then sweetened with 
  pure honey.   
  You eat outside and watch as a local woodsman 
  measures up the broken doors and windows and gets to 
  work fixing the damage from the night before. 
  When you‟re finished your breakfast, the farm-wife sits 
  down at the table next to you. 
  “There‟s an old woman wot lives further up where the 
  road don‟t run no more.  She‟s the only one would 
  know what to do about a man-wolf.” 
  The next encounter is Encounter 3: Wise-Woman’s 
  Hovel. 
   
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 8 
  Encounter 3: Wise-Woman’s Hovel 
  The third encounter is a role-playing encounter with a 
  wise-woman who lives nearby.  The wise-woman tells 
  the heroes about the wolf-man (he’s a werewolf), and 
  how to cure him with wolfsbane (administer a dose of 
  wolfsbane while in wolf form), and where to find the 
  wolfsbane (in the scary forest). 
  Encounter Intro 
  When they’ve decided to journey to the wise-
  woman’s hovel, read this: 
  You follow the road to the east as it winds through 
  thickets of trees.  The road becomes a path, and then 
  the path becomes a trail, and then the trail dwindles to 
  barely a goat track through the thick undergrowth. 
  Just when you think you‟ve taken a wrong turn, the 
  track opens into a small clearing.  In the middle of the 
  clearing is a small hovel with walls made from stacked 
  stones and mud, and a coarse thatched roof.  A thin 
  wisp of smoke rises from the peak of the round roof. 
  With a squeak, the rough wooden door swings open.  
  Inside is dark. 
  Role-Playing 
  Once you convince the players to take their kids into 
  the hovel, the wise-woman will talk to them: 
  “From the village are you?  Come from the village to 
  talk to old Madge.  What would you have from me?” 
  At this point the players should to converse.  Here 
  are some the topics, starting with man-wolf: 
  “Man-wolf you say or was it a wolf-man, eh?  It‟s not 
  either though.  It‟s a man!  A man who‟s got the curse.  
  Been bit by a wolf he has, and caught the curse bad, 
  „cos now he‟s a werewolf.” 
  Werewolves: 
  “It‟s the moon what brings out the beast.  When the 
  moon shines full, the animal comes powerful hungry.” 
  Cure: 
  “But the man don‟t know that he‟s a wolf, though.  
  That‟s the curse.  I hear tell of a cure, come down from 
  the old times.  To get the wolf out from the man, you 
  must feed „im some wolfsbane.  But the cure‟ll only 
  take under the spell of the full moon.” 
  Wolfsbane: 
  “Wolfsbane is a flower that grows in shady hollows.  
  But them‟s the places that spiders like too.  Find one 
  and you‟ll find the other.” 
  Conclusion 
  Once the encounter is done, continue with this: 
  “The moon‟ll be full tonight for the last time this 
  month.  So you best get on quick and find the cure so 
  you can be ready for tonight”. 
  The next encounter is Encounter 4: Spider’s Ravine. 
   
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 9 
  Interlude 
  If you’re feeling adventurous, you can use the forest 
  map tiles to make an extended exploration section of 
  the next few encounters. 
  The heroes start at the farmstead (bottom-left,) then 
  search for the wolfsbane (bottom-right) and finally 
  track the werewolf to the woodsman’s hut (top). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 10 
  Encounter 4: Spider’s Ravine 
  This fourth encounter is a ravine where the heroes 
  find a small patch of wolfsbane.  Unfortunately, it’s 
  growing in the middle of a huge nest of spiders. 
  Map 
   
  Encounter Intro 
  When the heroes enter this area, read this: 
  After hours scouring the forest, you finally discover a 
  high cliff which is split by a deep ravine.  The ravine is 
  filled with tall trees that keep its floor in perpetual 
  shade.  This seems the sort of place that wolfsbane 
  would grow. 
  You step carefully into the ravine and see huge webs 
  stretched between the thick tree-trunks. 
  Peering past the webs, you can see that they encircle a 
  shady clearing at the base of the ravine.  And there in 
  the middle of the clearing grows a patch of wolfsbane. 
  Ability Tests 
  There’s an opportunity here for cunning players to 
  try to grab the wolfsbane without disturbing the 
  spiders that live in the trees.  For example, they could: 
  • Perform an Intelligence test (Magic) at difficulty 6 
  to magically grab the flowers. 
  • Perform a Dexterity test (Acrobatics/Stealth) at 
  difficulty 6 to sneak in and grab the flowers. 
  Failure in these tests alerts the spiders, with the 
  heroes starting the combat outside the clearing. 
  Encounter Features 
  The trees are solid walls.  The webs can easily be 
  removed by attacking them (any attack will do).  
  Otherwise they take three squares of movement to 
  pass, because they’re sticky. 
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 11 
  Monsters 
  This encounter features spiders that use melee attacks 
  against the heroes. 
  1 Hero: 
  1 x Giant Spider 
  1 x Spider Egg Sac 
   
   
  2 Heroes: 2 x Giant Spiders 
  2 x Spider Egg Sacs 
   
   
   
   
  3 Heroes: 3 x Giant Spiders 
  2 x Spider Egg Sacs 
   
   
   
   
   
  4 Heroes: 4 x Giant Spiders 
  2 x Spider Egg Sacs 
   
   
   
   
   
   
  Use these health boxes to mark off damage: 
   Giant Spider 
   
   Spider Egg Sac 
   
   Giant Spider 
   
   Spider Egg Sac 
   
   Giant Spider 
   
   Giant Spider 
   
  Tactics 
  All of these monsters engage the heroes with melee 
  attacks.   
  The spiders have special movement abilities that allow 
  them to use the trees and walls to scuttle around the 
  ravine. 
  The spider egg sacs at 2 and 4 
  hatch and should be replaced with 
  giant spiders during the fight.   
  The first egg sac hatches when 
  the first spider is KO’d, and the 
  second spider egg sac hatches 
  when another spider is KO’d.   
  Obviously if the egg sacs are 
  attacked first then the spiders 
  don’t hatch! 
   
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 12 
  Conclusion 
  Once the last of the monsters is KO’d, read this: 
  At the end of the fight the defeated spiders have all 
  hidden themselves in the dark cracks and crevices of 
  the ravine walls. 
  Luckily the patch of wolfsbane in the middle of the 
  clearing has escaped the worst of the battle, with just a 
  few stems crushed underfoot.  You collect a few 
  bunches of the flowers, and hope that you have enough 
  to effect a cure. 
  The players can have their heroes take a short rest to 
  recover some damage (if they were damaged in the 
  fight). 
  You look up at the sky and see that the sun is already 
  close to the horizon.  If you‟re going to find the 
  werewolf tonight, which is the last night of the full-
  moon, you‟re going to have to work fast. 
  With the wolfsbane in your possession, you head back 
  to the farmstead where you hope to find a clue to the 
  location of the werewolf! 
  The final encounter of this adventure is Encounter 5: 
  Woodsman’s Hut. 
   
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 13 
  Encounter 5: Woodsman’s Hut 
  The final encounter is the search for, discovery of, 
  fight with, and curing of the werewolf.   
  After finding the wolfsbane, the heroes return to the 
  farmstead to look for clues to the location of the 
  werewolf.  Their search uncovers man/wolf footprints 
  that lead to the woodsman’s hut deep in the forest.   
  Luckily they arrive just as the full moon rises, and 
  have a brief moment with the woodsman before he 
  turns into the werewolf! 
  Encounter Intro 
  When the heroes enter this area, read this: 
  You arrive back on at the farmstead just as the sun 
  disappears below the horizon.  You know that you 
  only have a short time to find the cursed human before 
  the moon rises and he becomes a werewolf. 
  After helping the farmers move their remaining 
  livestock inside the farmhouse, you begin your search 
  for clues. 
  Ability Tests 
  The search for the werewolf plays out through ability 
  tests.  As mentioned earlier, there are wolf footprints 
  around the house from the first attack (when Saffie’s 
  brother was injured) and from the second night 
  (when the werewolf showed up and stole the goat). 
  You can either prompt the players for places their 
  heroes look for clues, or you can have the perform 
  ability tests to discover the footprints: 
  • Perform 
  an 
  Intelligence 
  test 
  (Tracking) 
  at 
  difficulty 5 to see the werewolf footprints in 
  amongst the wolves’ prints. 
  Once the tracks are discovered, the heroes follow 
  them into the forest and into the climactic fight! 
  Combat Intro 
  When the heroes enter this area, read this: 
  In the dwindling light, you follow the werewolf prints 
  along dirt paths and overgrown tracks through the 
  forest.  You pause for a moment when you hear 
  another sound over the noise of birds; THWACK! 
  Thwack, thwack, thwack!  You follow the sound into a 
  clearing where a well-maintained cabin stands. 
  Thwack!  At the other end of the clearing you see a 
  muscular man cutting wood with a razor-sharp axe. 
  “Bit late for kids to be out, innit?  It‟s not safe here at 
  night.  Didn‟t you hear about the beast that‟s about?” 
  Feel free to role-play the woodsman for a bit, until: 
  The woodsman freezes, a pained look on his face.  You 
  follow his gaze to the full moon that rises above the 
  tree tops.  He doubles over in pain, his axe clatters to 
  the ground.  As you watch, hair sprouts from his body, 
  his growing muscles burst through his shirt. 
  When he rises, he‟s no longer a man, he‟s a werewolf! 
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 14 
  Map 
   
   Encounter Features 
  The trees and furniture (tables, chairs, and beds) are 
  obstacles that require two squares of movement.  The 
  solid walls are impassable.  The windows can be 
  broken with a simple action (such as a move action) 
  and then require two squares to pass through once 
  they’re broken.  The door can be opened and passed 
  through with two squares of movement. 
  Tactics 
  The werewolf and the wolves use melee attacks 
  against the heroes. 
  If the werewolf is KO’d while some of the wolves are 
  still alive, they will flee into the forest. 
  Monsters 
  This encounter features the werewolf, plus one extra 
  wolf for each hero. 
  1 Hero: 
  1 x Werewolf 
   
  2 Heroes: 1 x Werewolf 
  2 x Wolves 
   
   
   
  3 Heroes: 1 x Werewolf 
  3 x Wolves 
   
   
   
   
  4 Heroes: 1 x Werewolf 
  5 x Wolves 
   
   
   
   
   
   
  Use these health boxes to mark off damage: 
   Werewolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
   Wolf 
   
  
   
  Hero Kids Adventure – Curse of the Shadow Walkers 
  Justin Halliday 
  Page 15 
  Conclusion 
  Once the monsters are KO’d (or the werewolf is 
  KO’d and the wolves have fled), read this: 
  The werewolf collapses unconscious to the ground. 
  You quickly leap on top of the beast‟s huge body and 
  pull open his blood and drool-covered snout.  Its 
  tongue lolls out of his mouth, so you pull it to the side 
  as you stuff the wolfsbane down the beast‟s throat. 
  The werewolf‟s eyes flash open and it tries to buck you 
  off.  You hold on tight to its snout and keep away from 
  its razor sharp claws as it gets to its feet.   
  The beast thrashes around, snarling and growling and 
  spitting and staggering as you hold on for dear life to 
  its snout to force it to swallow the wolfsbane. 
  Finally it staggers sideways and crashes to the ground, 
  sending you tumbling off into the dirt. 
  You watch as the wolf-man tries to get up again, but it 
  can only get up onto all fours.  It looks at you for a 
  moment before it is wracked by more spasms and 
  collapses back into the dirt.  Again it tries to get up, but 
  its paws slip in the dirt and it can‟t get to its feet.   
  The beast lies on its side, its hairy chest heaving up, 
  down, up, down.  Suddenly, it spasms again and then 
  you are amazed to see the hairy fur disappear into 
  skin, the paws stretch and spread into fingers, the sharp 
  claws pull back into the fingers, and the long wolf-like 
  muzzle squashes back into the recognizable human 
  face of the woodsman. 
  The woodsman groans painfully then slowly lifts 
  himself to his feet.  He looks at you, confused. 
  “What happened to my clothes?” 
  Feel free to role-play the woodsman and this scene: 
  “A werewolf!  By the gods.  That explains where the 
  goat came from this morning.” 
  “I did get bitten by a wolf these few weeks just passed, 
  but I never through that I‟d catch the curse from such a 
  mangy beast.” 
  “Thank you for finding a cure for my villainy.  There 
  are others who would not be so considerate.” 
  “Come, I‟ll take you back to the farmstead and make 
  sure those wolves don‟t get a chance to bite you too!” 
  Back at the farmstead: 
  The woodsman thanks you again for curing him then 
  disappears into the moon-lit night. 
  You try to open the door of the farmstead, but it‟s 
  locked, “Hello,” you call. 
  “Is it safe?” one of the farmers shouts from inside. 
  “Yes it‟s safe,” you yell back, the door opens a crack as 
  a scared looking farmer peeks out. 
  “Husband,” shouts the farm-wife, “Get those animals 
  out so these little heroes can get a proper night‟s sleep!” 
  “Tomorrow we‟ll all head to town to get our Saffie 
  and Brin back safe!” so beams happily at you! 
  
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
  
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Collections/Kid Friendly/Hero Kids/Curse of the Shadow Walkers.pdf