TEXT: — 1 —
  Designed by Luke Walker
  Graphic Design by Marc Schmalz & Hal Mangold
  Interior Design Elements by Stephanie Pui-Min Law  
  Executive Produced by  Chris Pramas
  Green Ronin Publishing is Heather Barnhorst, Steve Kenson, Nicole Lindroos,  
  Hal Mangold, Chris Pramas, Evan Sass,  Marc Schmalz, and Robert J. Schwalb
  The Frog Princess  is ©2006 Luke Walker. Reference to other copyrighted material in no way constitutes a challenge 
  to the respective copyright holders of that material. Blue Rose, Green Ronin, True20, and their associated logos are 
  trademarks of Green Ronin Publishing, LLC.
  The following text is Open Gaming Content: All game rules and statistics. 
  •  POWERED BY THE TRUE20
  TM SYSTEM  •
  GREEN RONIN PUBLISHING
  P.O. Box 1723 Renton, WA 98057-1723
  Email: custserv@greenronin.com     •     Web Site: www.greenronin.com   
  Blue Rose Website: bluerose.greenronin.com
  CONTENTS
  A CONVENTION SCENARIO FOR  
  BLUE ROSE: THE ROLEPLAYING GAME OF ROMANTIC FANTASY
  TM
  INTRODUCTION ...................................................2
  ACT ONE: ONCE UPON A TIME... ........................6
  ACT TWO: IVAN ...................................................8
  ACT THREE: KOSHCHEI ........................................ 11
  ACT FOUR: VASILISA ........................................... 13
  NON-PLAYER CHARACTERS ............................... 16
  HANDOUTS .........................................................17
  PRE-GENERATED CHARACTERS ...........................21
  LICENSE ..............................................................33
  
  — 2 —
  — ACT ONE: ONCE UPON A TIME... —
  INTRODUCTION
  The Frog Princess is a scenario designed to be run as a 
  one shot in three hours. The scenario is inspired by the 
  Russian fairy tale called the Frog Princess. The tale forms 
  a romanticised version of background for the scenario as 
  understood by Ivan. 
  The scenario centres around three NPCs: Ivan, Vasilisa 
  and Koshchei. Ivan is the Lord of Mistwold. Vasalisa is 
  a deceitful fey-like woman. Koshchei is a twisted treant 
  lord. These NPCs form a triangle of hate. Ivan hates 
  Koshchei, Koshchei hates Vasilisa and Vasilisa hates 
  Ivan. During the ﬁrst half of the scenario, Koshchei is 
  presented as the villain of the three, Ivan the hero and 
  Vasilisa the victim. However, the true state of aﬀairs is 
  quite diﬀerent. By the story’s end, Koshchei and Ivan 
  will be the victims, Vasilisa the villain and the PCs the 
  heroes. 
  The PCs are a group of the Sovereign’s Finest sworn to 
  protect Aldis, Kingdom of the Blue Rose, and perform 
  Queen Jaellin’s will. Despite their role, the PCs are 
  not all squeaky clean and there is a healthy amount 
  of friction between them. However, deep down, even 
  these scoundrels have hearts of gold and are ultimately 
  altruistic. Good inspirations for these PCs are Han Solo 
  from Star Wars or Malcolm Reynolds from Fireﬂy. 
  Before the scenario begins, the PCs enter the 
  neighbouring hostile Theocracy of Jarzon to extract 
  a prophet of Maurenna, the elder Twilight Goddess 
  of summer, agriculture and community. The PCs are 
  successful and are now desperately ﬂeeing back to the 
  safety of Aldis through the treacherous and twisted 
  Veran Swamp, which lies of the border of the two 
  nations. The scenario begins just a�er the PCs realise 
  that escape by speed alone is not possible. Instead, the 
  PCs decide to seek refuge in Mistwold, a small village 
  lying on the northern end of the swamp. 
  Whilst in Mistwold, they are embroiled in the schemes 
  of Vasilisa and then Ivan. Ivan, as Lord of Mistwold, 
  approaches the PCs and oﬀers his protection and aid 
  from their pursuers in exchange for the PCs dealing with 
  Koshchei, an evil Sorcerer who has kidnapped his true 
  love, Vasilisa, and whose corruption promotes the vile 
  swamp that destroys the village. However, Vasilisa has 
  plans of her own. She has secretly inﬁltrated the PCs so 
  she can return to Mistwold. She hopes to bring about the 
  destruction of Ivan, Koshchei and Mistwold.
  The Frog Princess
  The Frog Princess is a Russian fairy tale. The tale can 
  be found in many diﬀerent forms. It is most commonly 
  found in the form of the Brother Grimm’s “The Frog 
  Prince”. That version does not capture the intended 
  feel of this scenario as well as the original Russian tale, 
  of which we the relevant parts are included below and 
  amended to suit the speciﬁc detail of this scenario. The 
  original ending has been removed as there has been no 
  “happily ever a�er” so far. 
  In this scenario, the tale forms the inspiration as well as 
  Ivan’s romanticised idea of what has happened so far, 
  minus his own failings and infernal practices. The true 
  story of what is going on is set out a�er the tale.
  
  — THE FROG PRINCESS —
  — 3 —
  Once upon a time in a faraway land, there was a Lord who had three unmarried sons. The Lord wanted 
  them all to marry and carry on his line. He told them, “Each of you must go out to the field beyond the palace 
  grounds and shoot an arrow into the air as far as you can. You must marry whoever lives at the place where 
  your arrow lands.”
  The three sons did as their father had asked. The arrow of the eldest son landed in the courtyard of a 
  nobleman and the nobleman’s daughter picked it up. The arrow of the middle son fell into a merchant’s yard, 
  where the merchant’s daughter found it. The youngest son, Prince Ivan, shot his arrow into a swamp. When 
  he went into the swamp to find it, he found a frog holding the arrow in its mouth. Being a dutiful son, he did 
  what his father had asked, and all three sons married their brides.
  Of course, the first two sons never tired in the days that followed of laughing at their younger brother and his 
  frog-wife. Prince Ivan was very sad, but he kept his bargain and treated the frog as if she were a princess. At 
  least she was a frog who was able to speak.
  One day the Lord called his three sons to him and said, “I want each of your wives to sew me the best possible 
  shirt she can by tomorrow morning.”
  The first two sons went off to tell the Lord’s command to their wives, while Prince Ivan went home looking very 
  sad. When the frog asked him what was wrong, he said, “My father wants you to sew him a beautiful shirt by 
  tomorrow.” “Oh, don’t worry, Prince Ivan,” the frog replied, “just go to bed. Morning is wiser than evening.”
  That night when everyone was asleep, the frog turned into a beautiful princess named Vasilisa the Wise. She 
  clapped her hands together and said, “Come, my maids and servants, sew me a shirt like the one I saw at my 
  dear father’s!” In the morning Ivan woke to find a beautiful shirt lying on a chair and ran happily with it to the 
  palace. The Lord did not like the shirts of his other daughters-in-law, but loved the one Ivan had brought.
  A few days later, the Lord said to his sons, “I want your wives to bake the finest bread for me by tomorrow.” 
  Of course, the same thing happened; the frog made the bread that pleased the Lord best. Then the Lord 
  told his sons, “Dear sons, tomorrow I will hold a feast at the palace. I want you to bring your wives dressed 
  in their finest clothes.” Prince Ivan went home and told the frog about the feast. She told him, “Don’t worry, 
  Prince Ivan, go to the feast by yourself. I will come later.”
  Next day Ivan went to the feast alone, and his brothers and their wives started to laugh at him, saying, 
  “Where is your frog-wife?” All of a sudden everybody heard a thunderous sound approaching the palace. 
  A golden carriage drove up to the entrance, the door opened, and Vasilisa the Wise descended from the 
  carriage. To everyone’s astonishment, she took the hand of Prince Ivan and walked in with him to the feast.
  At the dinner table Vasilisa, after eating the main course of baked swan, put some of the bones up her sleeve, 
  drank some wine, and poured the rest from the glass up her other sleeve. Her sisters-in-law saw her and 
  repeated what she had done. When everyone got up to dance, Vasilisa, dancing with Ivan, waved with one 
  sleeve and a lake appeared, then waved with another sleeve and several white swans appeared on the lake. Her 
  sisters-in-law also waved with their sleeves, but they only splashed the guests with wine and threw bones all 
  over the dance floor.
  Prince Ivan was so overjoyed to have such a wonderful wife that he ran home while everyone was still at the 
  feast and burned his wife’s discarded frog skin so that she would remain beautiful. When Vasilisa returned 
  home and could not find her frog skin, she became sad and said, “Ah, Prince Ivan, you have no idea what you 
  did. If you had waited three more days, I would have been your real wife forever. But now I must go live as 
  the prisoner of Koshchei the Deathless. My father, Koshchei, turned me into a frog for three years, because I 
  was wiser than he.” Then she disappeared and Ivan wept sorrowfully for his wife. 
  
  — 4 —
  — INTRODUCTION —
  So what is actually going on? 
  Koshchei is a treant that has been twisted by the 
  encroaching northern edge of the Veran Marsh. Despite 
  this deformity, he is aligned to neither the Light nor 
  Shadow. His interests are much more pragmatic. In many 
  ways, Koshchei is the incarnated soul of the wilderness 
  surrounding Mistwold and he considers himself father of 
  all the things who reside there. He has as many names as 
  the swamp has midges.
  Vasilisa is a Vata’sha, a dying ancient race, who grew up 
  in the Theocracy of Jarzon. Her race’s natural aptitude 
  for Arcana and her night black skin meant she was 
  severely persecuted and had an atrocious upbringing. 
  All she loved were taken from her by Jarzoni Knights 
  of Purity. She learned to survive with only her natural 
  talents. She found ways to subtly inﬂuence the minds of 
  others. She used this talent to escape into the northern 
  Veran Marsh. Unfortunately, her tortured life had made 
  her cruel and vicious. She spent many years living 
  nearby Mistwold tricking the inhabitants. She lured 
  them close and then whispered Arcane Suggestions that 
  they would carry out for her. Vasalisa has now become a 
  legend and many speak of her as if she was some kind of 
  dark fey or even Shadowspawn.
  Vasalisa’s presence came to Koshchei’s a�ention. He 
  approached her to request she restrain her current ways. 
  Always suspicious, Vasilisa refused to listen. Koshchei 
  decided to punish her for being an upstart. Using 
  Fleshshaping, he transformed her into an ugly frog, 
  knowing that in such a form she would both repulse 
  everyone and be unable to speak and use her power of 
  Suggestion. Vasilisa sees that the only way to remove the 
  curse is to kill Koshchei. However, she now realises that 
  this would require a being of immense power (or some 
  foolhardy PCs) to achieve this end. 
  A�er years of misery, Vasilisa eventually mastered the 
  Arcana of Mind Touch, allowing her to use her Suggestions 
  without speech. Then, as fortune had it, the Lord of nearby 
  Mistwold began to suﬀer from insanity. He decided that his 
  successor would the son of his who completed a number 
  of trials. Vasalisa wheedled her way into the company of 
  the most gullible and youngest son Ivan (who also turned 
  out to be an unwi�ing Shadow Cultist with an eye for the 
  repulsive). Despite being hideous, Vasalisa was able to use 
  her status as Ivan’s “bride” to manipulate several young 
  housemaids. She seduced Ivan (embarrassingly easily) and 
  his father through those maids. Now under her thrall, she 
  helped to make Ivan, Lord of Mistwold and encouraged 
  him to use his knowledge to summon a dreaded Darkﬁend 
  Soldier, a being capable of killing Koshchei. 
  However, Ivan proved incompetent and his desire 
  for Vasilisa made him impatient. On the night of the 
  coronation feast, Ivan asked his brother Olav to try and 
  destroy the frog, hoping that it would somehow bind her 
  forever into the body of those beautiful young women 
  she seemed to possess. It didn’t. Instead, Vasalisa was 
  beaten unconscious. Olav was driven out of his mind 
  by Vasalisa’s mental anguish and pain. Out of guilt and 
  failure, he buried the evidence deep in Veran Marsh, 
  encasing Vasalisa in a prison of water and mud. 
  Ivan assumes that the reason why Vasalisa disappeared 
  is that Koshchei had managed to retake control over her. 
  A�er all, Vasalisa had told Ivan that she needed to kill 
  Koshchei to be free. This idea was spurred on by Olav 
  desperate to hide his failure. However, Ivan can not 
  bring himself to confront Koshchei as he is a coward. He 
  believes that Koshchei the Deathless is (strangely enough) 
  unable to die by any means he is currently willing to 
  conjure without Vasalisa’s help. So he set himself to hire 
  someone powerful (and brave) enough to a�ack Koshchei. 
  Someone like the PCs.
  Vasilisa found herself buried in the Veran Marsh. She 
  is now frustrated by Ivan, even more so than Koshchei. 
  Her anger has led her to a homicidal rage. Though she 
  needs to complete her plan with Ivan to free herself from 
  Koshchei, she has now added another element. Along 
  with a Darkﬁend Soldier, Vasilisa will inﬂuence Ivan so he 
  unwi�ingly summons a much more powerful Darkﬁend 
  Devourer. This creature will destroy Ivan, his village and 
  the entire swamp (including the PCs).  
  It is just at the birth of Vasilisa’s new plan that the PCs 
  enter. Mara has used Shaping Arcana to allow the PCs 
  to travel through the Veran Marsh to Mistwold more 
  quickly. This caused an earthquake and uncovered 
  Vasalisa, still in frog form. Vasalisa found Alysha and 
  immediately made mental contact. She planted a number 
  of memories into Alysha by Suggestion that should 
  allow her to make her way back to Ivan. However, she 
  fails to realise that she is now meddling with the one 
  thing that may spoil her plan: the PCs.
  Setting
  Geography: This scenario is primarily set in one location, 
  the small town of Mistwold. Mistwold resides on the 
  northern edge of the Veran Marsh that lies between Aldis 
  and Jarzon. Mistwold is a small rustic village similar 
  to those found in medieval Eastern Europe. It is ruled 
  ruthlessly by Ivan, who has recently succeeded the role of 
  Lord from his father. Due to the dangerous and verdant 
  marsh, passage to Mistwold is perilous. 
  Mistwold has a chilling reputation as a place best avoided. 
  It is for this very reason why the PCs head to Mistwold. 
  They are trying to shake the pursuit of a skilled and 
  persistent Jarzon Knight of Purity called Rostov. Rostov is 
  trying to bring the PCs to justice and recover the prophet 
  Palin. With li�le other choice, Mistwold seems the PCs 
  best hope for survival.  
  Style: The question as to how much focus to give “romantic 
  fantasy” is le� to the GM. Several opportunities are 
  created through the PCs and NPCs but none are vital 
  to the scenario. The GM should judge the appropriate 
  level from the players and encourage where needed. The 
  “romantic fantasy” elements can add a lot to the scenario, 
  taking it from a simple action adventure to one of complex 
  relationships and stressful decision making. In particular 
  potential for “romantic fantasy” elements include:   
  † Heroines: Alysha appears to be the stereotypical 
  heroine of the genre. Her strive to help others should 
  be a source for driving the PCs into action. How does 
  
  — 5 —
  — INTRODUCTION —
  she react when she realises she helped Vasalisa, albeit 
  unwi�ingly. Besides Alysha, Mara is actually closer to 
  being a stereotypical heroine of the genre. She is young, 
  desperate for a place in a community and struggling with 
  her new found powers. Though Mara’s struggle should 
  be a personal one, it will also involve all the PCs. The 
  reaction of the Veran Marsh is a very physical way to get 
  this across. Don’t be afraid to use it. 
  † Romance: Connor and Alysha are both primary PCs 
  and they are developing feelings for one another. This 
  romance is a diﬃcult one for the PCs and all the PCs have 
  an opinion on it. The more the PCs devote themselves 
  to it will only make the external tensions in the scenario 
  be�er. However, there is an even more central romance 
  to the story – Vasalisa and Ivan. Vasalisa may be deceitful 
  but Ivan’s feelings are genuine. The ﬁnale of this scenario 
  is le� open but due to sympathy of Connor and Mara, the 
  PCs may try to redeem the NPCs rather than just defeat 
  them. This sort of resolution is encouraged as it will make 
  the climax multi-faceted and ultimately be more satisfying 
  for many of the PCs on a personal level.
  † Defeating Evil: The world of Blue Rose has many shades. 
  However, behind this, there is true evil as well as true good. 
  A common analogy is that of the Star Wars universe. The 
  only true evil in this scenario is the Darkﬁends. Vasalisa 
  seems to be evil but she should is really an unfortunate 
  victim in need of help. This redemption needs to be started 
  by the PCs and can be ﬁnished by Ivan, should he himself 
  see the error of his ways.
  Running  
  The Frog Princess
  The Frog Princess is designed to be run in three hours 
  including an introduction of the rules and se�ing. The 
  scenario is roughly broken into four Acts. Each Act, 
  except the opening Act, revolves around one of the three 
  NPCs. In order: Ivan, Koshchei and Vasilisa. Each of the 
  four Acts should take no more than 45 minutes each. 
  At the beginning of each Act, there is a section headed 
  “Mechanics” which summarises the Act in bullet points.
  In order to maximise ﬂexibility for the GM both in terms 
  of the length and the challenge of the scenario, there are 
  a number of optional Encounters presented within each 
  Act. Each of these Encounters begins with a summary 
  as to what exactly it adds to the overall scenario. Should 
  a GM feel the need to change the length of the scenario 
  or emphasis certain story elements then it should be 
  easy to remove these Encounters without jeopardising 
  the integrity of the greater story. Also, a GM can add 
  additional or replacement Encounters to achieve a 
  diﬀerent ﬂavour. 
  The scenario was play-tested with all Encounters except 
  Encounters Two and Five, which were not needed. Rostov 
  remained a distant threat and so Encounter Eight was 
  only brieﬂy covered.
  
  — 6 —
  ACT ONE:
  ONCE UPON A TIME...
  Before beginning to introduce the se�ing hand to each 
  player Handout One which includes a map and a short 
  lexicon of terms. The GM should talk to this Handout to 
  assist the player’s to become familiar with the necessary 
  speciﬁcs of the se�ing.
  The tensions between Aldis and Jarzon have always 
  been high. Though Aldis has no designs for Jarzon, it 
  is constantly shocked by the level of persecution and 
  repression practiced by the Theocracy in the name of the 
  Gods of Light. Jarzon’s focus on the God Leonoth and the 
  subtle demotion of the elder god Maurenna as his Consort 
  gives justiﬁcation for the suspicion of the heresy behind 
  Aldis’ tolerance of Arcana and sex equality. 
  Recently, a theologian called Palin came to realise the 
  subtle fallacy in Jarzoni’s Faith and devoted himself to 
  restoring Maurenna. Unfortunately, the Church of the 
  Pure Light saw this as heresy and imprisoned him and 
  his followers. This news travelled through various means 
  to Queen Jaellin of Aldis. On hearing the news, she knew 
  that Palin needed to be rescued. She asked a dear friend, 
  Alysha, a Rose Knight, to organise the extraction using all 
  the resources the Sovereign’s Finest had available.
  Alysha relished in the dangerous task given to her. She 
  knew the hardest part would be to pass through the Veran 
  Marsh and remain hidden whilst in Jarzoni. A�er some 
  enquiries as to a guide, one name rose to the surface: 
  Connor. Connor is descended from Jarzoni refugees. 
  Despite being a member of the Sovereign’s Finest, he 
  is a loose canon and works the Veran Marsh with his 
  own team, waging his own private war. On appointing 
  Connor as the leader of the expedition, things have gone 
  remarkably well. However, on ﬂeeing Jarzoni with Palin, 
  things got worse. 
  The Church of the Pure Light sent forth one of its most 
  ruthless Knights of Purity, Rostov, to hunt down the PCs 
  before they managed to escape, and to retrieve Palin. 
  Rostov has the reputation of always catching his prey. 
  The PCs traded several blows with Rostov before ﬁnally 
  delving deep into the Veran Marsh. Due to the PCs many 
  talents and a bit of luck, the PCs have avoided capture so 
  far. However, Rostov’s determination has grown and the 
  PCs know he is hot on their heels.
  The Veran Marsh is a huge marsh. It lies on the ruins 
  of a vile Sorcerer King’s kingdom. It is almost a living 
  organism and is resistance to any a�empts to shape it 
  through Arcana. When the Sovereign’s Finest tried to close 
  a path through the Marsh with such Arcana, it caused a 
  large earthquake killing several adepts. For rules on the 
  Marsh’s reaction to Arcana use see Act Three.
  Opening
  The scenario opens with the PCs together on the Far 
  Horizon. Rostov and his forces are hot the PCs’ tail. 
  Things are looking grim and escape by running is not 
  an option. Thinking laterally, the PCs have developed 
  the unusual plan of seeking refuge in the village of 
  Mistwold. Mistwold lies deep in the northern Veran 
  Marsh. It is both diﬃcult to ﬁnd and widely considered 
  to be cursed. Despite Rostov’s fearsome reputation, 
  even he would have diﬃculty ge�ing to Mistwold. 
  Fortunately, Connor knows that by risking Mara’s 
  Shaping Arcana, a passage to Mistwold can be opened. 
  He suspects that it isn’t a permanent solution but it will 
  at least delay the otherwise inevitable.
  
  — 7 —
  — ACT ONE: ONCE UPON A TIME... —
  How a GM opens a scenario depends very much on 
  his or her style. Some like to open with dialogue and 
  others with action. The exact nature of this scenario is 
  le� open, though Encounter One suggests a speciﬁc 
  beginning which the GM should ﬁnd useful. Alternative 
  openings could include the PCs struggling with the 
  diﬃcult navigation of the Veran Marsh (and the ominous 
  quakes caused by Mara’s Shaping Arcana) or just a group 
  discussion of the plan of what to do once Mistwold is 
  reached. It is also possible to skip straight through to the 
  start of Act Two with the arrival at Mistwold, especially 
  if the GM wishes the adventure to feel like it is based 
  around a single location.
  Vasilisa’s Frog
  One other salient event has occurred before the opening 
  of the scenario is that, whilst going through the Marsh, 
  Alysha came into contact with a frog. This is no normal 
  frog. It is Vasilisa who has been freed by the quakes 
  caused by Mara’s Arcana use. The GM should give 
  Alexia’s player Handout Two when handing out the 
  PCs. The information contained in that Handout is the 
  suggestions made by Vasilisa through Mind Touch. Many 
  of the ideas are inexplicable but there is no way that 
  Alysha can determine what is true and what is false as 
  they all feel like her ideas. As such, the GM should treat 
  the ideas as a normal “secret mission” handout and avoid 
  actually lying to the player if possible. Simply, let the 
  player discover that things don’t quite add up. 
  The most important thing is that, for the sake of the 
  other PCs, Alysha believes she must keep the frog secret. 
  This can provide the GM with a tool for livening up 
  any encounter during Act Two. Simply have strange 
  movements, noises or even odours noticed by the other 
  PCs. If played properly, Alysha should scramble to cover 
  these up. It is important that the GM doesn’t give the 
  game away too early so it may pay to do these events only 
  when the PCs are otherwise distracted such as during the 
  combat in Encounter One or the madman’s rantings in 
  Encounter Three.  Also, due to the Rhybond with Song, if 
  Song a�empts to use his Vision Arcanum, the GM should 
  hand to that player Handout Six. This gives him some 
  additional information regarding the entire situation.
  Encounter One:  
  Blood on the River
  This encounter starts the scenario with a bang and gives 
  a lot of initial momentum to the scenario. It also helps 
  establishes the Rostov’s pursuit and the danger the PCs 
  start in. This should discourage the PCs from just trying 
  to leave Mistwold when things get a li�le rough later on. 
  If this Encounter is used then it is recommended that the 
  GM doesn’t spend much time on the combat rules in the 
  introduction. Instead, this Encounter can be used as a 
  quick tutorial of the basics. 
  The scene begins with the PCs on board the boat Far 
  Horizon. The Far Horizon is a stalwart vessel that has 
  stood all the PCs in good stead. So, what be�er way to 
  start the scenario than the boat being crippled? Hand to 
  each player Handout Four. This Handout sets the scene 
  clearly with all necessary information. It also includes 
  opportunity for each player to describe his or her PC in 
  action. The handout should help in easing the players into 
  the session, which when followed by combat should see 
  them full immersed by its end. 
  An advance boat of Rostov’s men has followed the Far 
  Horizon through the gap in the Marsh that has been 
  Shaped by Mara. It has intercepted them and the crew has 
  boarded. Everyone is now ﬁghting for their lives. Rostov’s 
  men have managed to chop through the rudder. Connor 
  and Alysha are ﬁghting back to back on the deck (how 
  romantic!) repelling 2 soldiers, being the main force of 
  the a�ackers. Ronan stands on the deckhouse’s roof (the 
  most conspicuous position he could ﬁnd) ﬂinging insults, 
  obscenities and soldiers to the other boat which has also 
  been severely damaged by the quakes caused by Mara’s 
  Shaping Arcana. Another soldier is backing away from 
  him. Mara has ﬂed below deck and is now cornered by a 
  leering soldier. Song is currently wrestling with a solider 
  who is trying to give another the time he needs to destroy 
  the rudder. Palin shouts a warning as he tries to stop the 
  last soldier from sabotaging the rudder. 
  This melee is run freeform. The a�ack should be 
  challenging without disabling any of the PCs. The Far 
  Horizon is badly damaged by the soldiers’ sabotage but 
  the boat is not destroyed. 
  The PCs may be able to capture one of the soldiers for 
  questioning. The soldier will know very li�le. He will 
  initially try and intimidate the PCs with the impending 
  threat of Rostov. However, if the plan of going to Mistwold 
  is revealed then the soldier will be scared. Mistwold is 
  reputed to be a place from where you don’t return. This is a 
  good time to get that idea across to the PCs in game.  
  Encounter Two:  
  Dreams and Nightmares
  This Encounter is useful if the GM wishes to aim for 
  a ﬁnale that is of a romantic fantasy style i.e. with 
  the possible redemption or tragic demise of Vasalisa. 
  It provides the players with a basis with which to 
  sympathise with the ultimate villain, Vasalisa, when 
  her evil plans are ﬁnally revealed. It will also assist the 
  players in having an understanding of the scenario as a 
  whole rather than relying solely on Alysha to pass on her 
  knowledge of Vasalisa’s possession of her.
  On the night before arriving in Mistwold, the PCs all 
  have a troubling dream about being pursued by Jarzoni 
  Knights of Purity. Hand to each of the players Handout 
  Seven. Despite being a common dream, this dream is 
  a li�le strange as it intermingles with Vasalisa’s own 
  memories of her persecution.
  This Encounter can also be easily adapted to be the opening 
  of the entire scenario, especially if the GM wishes to avoid 
  the ﬁght and start straight with arriving at Mistwold.
  
  — 8 —
  ACT TWO:
  IVAN
  Mistwold is a small village. It has somewhere around 500 
  residents. It used to be a vibrant village si�ing north of 
  the Veran Marsh on the Tath River. However, over time 
  the village went into decline as the Veran Marsh pushed 
  north. The forest gave way to the Marsh as it slowly began 
  to claim the village bit by bit. The land on either side of 
  the river began to sink and soon Mistwold found itself in 
  a bog. What li�le travel Mistwold had, ceased. 
  Mistwold now only a�racts two kinds of people. The ﬁrst 
  are hunters of rare and exotic marsh dwellers. Many of 
  these hunters harvest body parts of their catch for useful 
  applications. The bog provides plenty of dangerous (and 
  rare) sport. The second are people ﬂeeing Jarzoni and 
  smugglers. The dangers of Mistwold can be managed by a 
  very experienced boatman, especially with a cautious use 
  of Shaping Arcana. The refuge of Mistwold proves to be 
  invaluable to those crossing the otherwise closed borders. 
  So, Mistwold is now a dank and dark village with many 
  abandoned buildings. Those that are used cater for 
  the two remaining types of travellers. Seedy taverns, 
  warehouses, apothecaries and hunting stores thrive.
  Mistwold is the central key location for this scenario and 
  its description will be instrumental in se�ing the right 
  tone. There is very li�le colour in the town except black 
  and dark green. The swamp itself seems to invade the 
  town and weeds and plants grow everywhere. Everything 
  is slick and oily; lights seem weak and unable to provide 
  much comfort. Windows are grimy and the buildings 
  are made from heavy damp wood. There are some signs 
  of extravagance and prosperity but they are all in an 
  advanced state of decay.
  No map of Mistwold is provided as most of the 
  encounters set here are ﬂuid as to their exact position. 
  Geographically, the town of Mistwold is located on a hill. 
  At the top lies the Lord’s Manor in which Ivan resides. It 
  is large and gothic in style. Next to the Manor sits the old 
  town square, which is no longer used. The central ring 
  of the town is made up of abandoned buildings, mainly 
  residences and shops. The bo�om ring, which adjoins 
  the surrounding swamp, sees the most activity. This ring 
  includes the docks and warehouses on the south side. The 
  northern side houses the taverns and remaining shops. 
  With the old square out of use, most shops are centred 
  down a single winding road, called the Shambles.   
  Arrival at Night
  The PCs arrive just as night falls. From a distance, 
  Mistwold looks like a dark black mound with only heavy 
  smoke and ﬂickering lights indicating that it is in fact a 
  village. The docks look tenuous but they are one of the 
  few areas that still get much use, so they are actually in 
  good repair. There are no other boats of signiﬁcance in 
  town. The PCs are greeted by the harbour-master, Jeb, 
  a ruddy skinned fellow wrapped in a well-used oil skin 
  coat. He doesn’t oﬀer much conversation and seems to 
  be bothered by a persistent cough. As with most other 
  harbour-masters, he is greedy and only the thought of 
  proﬁt makes him more animated. This serves only to 
  make him more unpleasant. Jeb can assist in answering 
  any questions the PCs have including who to talk to for 
  repairs and where to go to get a meal. See Encounter Four 
  for suggestions as to both of these answers.
  
  — 9 —
  — ACT TWO: IVAN —
  Ivan’s Visit
  Wherever the PCs se�le for the night, the PCs are 
  approached by Ivan, the Lord of Mistwold.  On ﬁrst 
  appearances, Ivan is an a�ractive young man who shows 
  competency and conﬁdence. It is important to present him 
  as trustworthy in his ﬁrst encounter. 
  Ivan arrives dressed in ﬁne but not ostentatious clothes. 
  He is accompanied by several capable looking men at 
  arms. The men at arms seem suspicious of everyone 
  including the PCs. However, Lord Ivan is determined to 
  talk with the PCs. He approaches the PCs with his tragic 
  tale. He will not tell the entire tale but will tell of an evil 
  sorcerer killing his beloved and wishing to seek revenge. 
  He ﬁnishes the tale saying that Koshchei the Deathless 
  (in a diplomatic moment, he may decide to drop the title 
  “the Deathless” when trying to recruit the PCs to kill 
  him) is also the force behind the invading swamp that 
  is destroying Mistwold. As a dutiful Lord, he wishes to 
  save his town from the same threat that took away his 
  one true love. Ivan is not beneath using Aldis’ altruistic 
  reputation to his own advantages. He stresses that if Aldis 
  and Mistwold allied then Aldis would have more options 
  when dealing with Jarzon. 
  Connor will know of Koshchei but only by means of 
  folklore. He is believed to be a reclusive Sorcerer who has 
  obtained immortality through the sacriﬁce of innocents 
  that he lures into the Veran Marsh.  Ivan can provide a 
  description of Koshchei, directions and resources. Ivan 
  knows that Koshchei lives at a place unreachable by most 
  boats. He is also willing to pay the PCs by ﬁxing their 
  boat, in coin and provide them support should Rostov 
  come to Mistwold. Feel free to be generous as Ivan doesn’t 
  expect them to survive.
  Just a�er the meeting begins, the GM should hand to 
  Alexia Handout Three. Vasilisa’s earlier suggestions 
  compel Alysha to hand the frog to Ivan so she can restart 
  her plan. Depending on how paranoid the PCs are at this 
  stage, this may be a good moment for the existence of the 
  frog to become more than just hinted at as Vasilisa is more 
  concerned by urgency than secrecy. The Handout takes 
  the view that Alysha should be reasonably open about 
  the handover. This should cast suspicions on her and her 
  timely gi�, rather than the frog. The Handout will also 
  provide Alysha with some useful memories of Vasilisa 
  that may make Ivan’s oﬀer even more a�ractive. Ivan 
  will be confused and take the frog. However, he won’t 
  realise that the frog is in fact his Vasalisa until a�er he has 
  recruited the PCs.
  Alternative Courses
  If the frog is intercepted before it reaches Ivan then all is 
  not lost. First, Ivan will beg that it not be hurt. He does 
  not think it to be Vasilisa but he can’t bear to see the li�le 
  cri�er hurt, especially a�er what he thinks happened to 
  Vasalisa. Failing that, the frog can escape later. Failing 
  this, Vasilisa can try and Dominate Alysha and use her 
  to try and force the transfer. If this occurs, then the GM 
  should consider handing to Alysha Handout Five now 
  instead of Act Three. This will allow the PC to understand 
  the goals of Vasilisa and continue to play as if possessed 
  by Vasalisa. As Vasilisa, the player will be a strong 
  proponent of seeing the frog in Ivan’s hands. 
  If the PCs decide to drop everything else to pursue 
  the frog and decline Ivan’s oﬀer, then Act Three and 
  Four will need to be changed. The GM should consider 
  having Ivan summon his Darkﬁend Solider earlier to 
  hunt the PCs. He will also use Mistwold’s resources 
  to protect Vasilisa. Rostov will continue to try and 
  ﬁnd a way into Mistwold, pressing the PCs on all 
  sides. Vasilisa will continue her plan to trick Ivan into 
  summoning a Darkﬁend Devourer so she can take 
  revenge on everything, including the meddling PCs. 
  Koshchei becomes one of the few allies that the PCs 
  may seek to recruit and he may well approach them in 
  order to ask them to help him save his swamp. The PCs 
  will eventually learn of Vasilisa’s plan and will need to 
  decide how best to deal with it.
  If the PCs don’t intercept the frog but don’t seem keen to 
  take Ivan’s oﬀer then he will give them until morning to 
  make their decision. It is suggested that Encounter Five 
  be used to bring home the very real danger the PCs are 
  in from Rostov. This should convince the PCs that Ivan’s 
  oﬀer is a good one a�er all. 
  Encounter Three: 
  Midnight Rantings
  This Encounter allows the GM to foreshadow the 
  underlying story, giving a sense of the real threat before 
  the twists in Act Three. It also provides the right tone for 
  Mistwold by thrusting an insane and corrupted beggar 
  at the PCs straight a�er they dock. However, if the GM 
  is worried about the PCs being overly paranoid then this 
  Encounter may make the PCs reluctant to accept Ivan’s 
  proposition and therefore the scene should be avoided.
  On making arrangements for the boat and going ashore, 
  the PCs encounter Olav. Olav is Ivan’s eldest and only 
  surviving brother. Olav was driven mad by the last mental 
  pleas of Vasalisa as she was a�acked and then buried 
  alive. Olav is now so mad he no longer remembers any of 
  these details of his past. 
  The PCs will encounter Olav in a dark street. He is a black 
  shape at ﬁrst, groaning and stumbling towards them. If 
  the PCs try to evade him, they can do so. The GM may 
  wish for the PCs to think they have got away only to 
  spring Olav on them by surprise again at a later stage. 
  His rantings will alternate between gibberish, foretelling 
  doom, a corrupting worm, crying and hearing screams in 
  his head. It is possibly for him to mention a frog but this is 
  probably too much at this stage. He is dogged by a vision 
  of a corrupting worm (the Darkﬁend Devourer) that sits 
  at the centre and rots all around it. This is a glimpse at 
  Vasilisa’s plan. However, the players will probably believe 
  that the worm lives in the mound on which Mistwold sits. 
  The GM should neither conﬁrm nor deny this with vicious 
  grins followed by innocent looks.  
  
  — 10 —
  — ACT TWO: IVAN —
  Should the GM think appropriate, the PCs may notice a 
  family resemblance between Olav and Ivan, preferably 
  a�er Act Two, on seeing Ivan in the throws of his dark 
  ceremony. Olav may also be used in Act Four as an ally or 
  antagonist for the PCs.
  Encounter Four:  
  The Hackshop
  This scene provides the PCs with some colourful NPC 
  interaction and further detail as to the inhabitants of 
  Mistwold. It is also a good opportunity for some humour, 
  albeit black humour. In Act Three, Hagrid may also be 
  used to allow the PCs to make further preparations and 
  obtain some forewarning about what to expect on their 
  journey into the Marsh. 
  The PCs will know (or Jeb can tell them) that the 
  best tavern to arrange board, meals and repairs is 
  Hagrid’s Hunting Store (or aﬀectionately know as 
  the “Hackshop”). Though not palatial by a long shot, 
  Hagrid’s Hunting Store is a known quantity. Hagrid is 
  a retired hunter of some reputation. His tavern matches 
  his personality with hints of a trophy room and aba�oir 
  thrown into the décor. He owns perhaps the largest 
  harpoon known to man which he calls “Bessie” and 
  proudly displays above the bar. Everything in his bar is 
  made from animal parts. 
  The GM may wish to include a various oddities around 
  the bar as a discussion pieces or even for purchase. Should 
  the PCs investigate then Hagrid may disclose all kinds 
  of bits of information. In particular, he has a bone knife 
  which he believes was owned by a fey-like creature called 
  Vasalisa. He will tell the story of Vasalisa’s plaguing the 
  village as if it were a gruesome fairy tale.
  In the bar is a carpenter called Karl. He is the only man 
  in town with the parts needed to ﬁxing the Horizon’s 
  rudder and his asking price is high. He has a particular 
  dislike of magic and women, and the PCs are likely to 
  be the target of his animosity if they don’t act incognito. 
  He will probably be unbearably insulting to Mara. He 
  has a group of fellow employees who work for him and 
  are loyal to him. Any disturbance caused by the PCs at 
  this stage should be interrupted by men at arms and the 
  introduction of Ivan (see Scene One).
  
  — 11 —
  ACT THREE:
  KOSHCHEI
  This Act begins with the morning a�er the arrival of the 
  PCs in Mistwold. It is assumed that the PCs will have 
  agreed to Ivan’s oﬀer to set out into the swamp to deal 
  with Koshchei, even if Encounter Five is used to help 
  them along. 
  Finding Koshchei should be diﬃcult. Exactly how 
  diﬃcult is up to the GM. There should be a sense that 
  ﬁnding Koshchei requires either a guide or a test of 
  the PCs’ survival skills. The swamp is a mass tangle 
  of twisted plants crawling to get at the sun. The mist 
  will distort images and sound. Strange creatures will 
  be glimpsed from the PCs’ peripheral vision. There is 
  the opportunity to turn the journey into a hazardous 
  one, full of traps for the PCs to overcome. However, the 
  journey is not really dramatically important. Encounter 
  Six details one possibility for the journey that is short, 
  creepy and thematically consistent for this scenario. Other 
  possibilities could include swamp alligators, assassin 
  vines, leeches and sink holes. 
  No ma�er what happens on the journey, Koshchei is to 
  be found close to the centre of the swamp not far from 
  Mistwold. Koshchei’s domain is a verdant bowl-shaped 
  clearing with edges made from densely ma�ed plant life. 
  In several places the plants seem almost to form body 
  parts and replicants of Koshchei. These macabre plants 
  are not actually dangerous; they are simply waiting to 
  replace Koshchei should he die. 
  Using Earth, Plant, Water or Wind Shaping Arcana in the 
  Veran Marsh is a very risky business. If Mara uses any of 
  her Arcana while in the swamp, the GM should roll on the 
  Arcana in the Veran marsh table on page 47 of Blue Rose.
  Koshchei
  Koshchei the Deathless is not the wicked sorcerer he is 
  commonly perceived as. Instead, he is a twisted treant. 
  In many ways, he is the heart of this part of Veran Marsh. 
  Despite not being a sorcerer, neither is Koshchei an altruistic 
  or benevolent creature. He is not human and has no human 
  morality. His emotions are primal. He protects his swamp 
  and wishes to see it expand. He takes revenge on those who 
  do him wrong. Koshchei uses his aﬃnity with the swamp 
  to lure in travellers and he has no compunctions in killing 
  these people. He is presented as a creepy and obvious 
  antagonist. This Act is designed to provide the GM and 
  players with a challenging interaction. Koshchei has alien 
  thoughts and there is potential to scare the PCs.
  When the PCs ﬁrst approach Koshchei, he is currently 
  entertaining one of Rostov’s soldiers who he found 
  wandering a li�le too far into the swamp. Koshchei 
  lured the man with promises of help ﬁnding the way to 
  Mistwold. What the soldier didn’t realise that he would 
  not return to tell anyone. The soldier is close to death and 
  hanging from vines. His lower half is covered in moss 
  and is rapidly decomposing in the earth. The soldier 
  is of li�le consequence except to let the PCs know that 
  Rostov continues his pursuit and that Koshchei can be 
  particularly unpleasant.
  Koshchei doesn’t know who the PCs are and will see them 
  only as intruders unless they give him reason to believe 
  otherwise. He has li�le sympathy for the PCs or their goals. 
  He only desires to expand the Marsh and to punish Vasilisa. 
  There are many diﬀerent ways the PCs can a�empt to 
  
  — 12 —
  — ACT THREE: KOSHCHEI —
  deal with Koshchei. The most direct is to try and kill him. 
  Koshchei is a diﬃcult foe to defeat. His eﬀective immortality 
  should also be deterrent to the PCs from relying on force. 
  The Big Twist
  The GM should look to create an opportunity for the PCs 
  to talk with Koshchei. Koshchei is aware that the PCs are 
  the puppets of Vasilisa as the scent of her possession of 
  Alysha is strong. Astute players may also be concerned 
  that things don’t add up so far. Any revelation of the 
  PCs’ knowledge of Ivan or the frog will be suﬃcient; as 
  will any interrogation of Koshchei as to his plans. Even 
  if Koshchei is killed then he can still communicate to the 
  PCs via the various body parts strewn about the clearing. 
  When the opportunity arises, Koshchei will reveal to 
  the PCs his side of the story. He tells of Vasilisa being 
  an upstart Vata’sha who caused trouble with her 
  manipulative ways. He will suspect that she is up to no 
  good. To help prove what he says, he unlocks Vasilisa’s 
  memories in Alysha’s mind, imprinted with her Mind 
  Touch. The GM should hand to the player Handout Five. 
  This will show that Vasalisa has a plan which threatens 
  the lives of everyone, including the PCs, and she must 
  be stopped. The only detail that is not yet known is the 
  exact nature of what Vasilisa intends to do to cause such 
  destruction. Koshchei, Hagrid or Palin will know that a 
  Darkﬁend Solider is evil and dangerous, but it is not a 
  force of destruction. Koshchei is willing to assist the PCs 
  in helping to stop Vasilisa should they request it. 
  Encounter Five: Ambush!
  This Encounter may serve one of three purposes. If the 
  GM decided not to run Encounter One then this can serve 
  to establish the growing threat of Rostov should the PCs 
  start considering leaving Mistwold (“ﬁrst purpose”). If the 
  PCs are reluctant to take Ivan’s oﬀer then this may serve to 
  encourage them showing them what is at stake should they 
  not get aid (“second purpose”). Finally, this Encounter can 
  simply serve as a reminder of Rostov’s presence and a light 
  action diversion for the players (“third purpose”).  
  In the early morning, some of the Rostov’s men ﬁnd a way 
  into Mistwold. Their main aim is to simply scout out the 
  village and return with the details of the path. However, 
  upon seeing the Far Horizon, they decide to push the 
  opportunity for a small ambush. 
  The nature of this ambush depends on the purpose that 
  the GM is using this Encounter for. If the GM is using the 
  Encounter for the ﬁrst purpose then the a�ack will be of 
  a similar size as in Encounter One and possibly involve 
  damaging the boat in the same fashion. If the GM is using 
  the Encounter for the second purpose then this Encounter 
  will be a main source of the action in Act Three, so the GM 
  should feel free to throw a few more soldiers into the fray. 
  If the GM is using the Encounter for the third purpose 
  then the a�ack will be small and involve an a�empt to 
  kidnap one of the PCs as they are awaking. In all cases, if 
  the PCs seem keen to pursue Koshchei then the Encounter 
  should be short and not disable any PCs. 
  Encounter Six:  
  Three Pieces of Silver
  This Encounter is designed as one way to cover the PCs 
  journey to ﬁnd Koshchei. It is short in length, quite creepy 
  and involves a tough negotiation. Finding Koshchei requires 
  the PCs to travel into the very heart of the Veran Marsh. The 
  PCs are all aware that this is a diﬃcult proposition. The Far 
  Horizon is too large a vessel to take them where they need 
  to go and Shaping Arcana risks earthquakes. 
  However, there is a swamp dweller capable of taking them 
  on such a journey for a price. How the PCs come across 
  this idea can vary. Connor’s own survival knowledge is 
  a possibility. Hagrid could provide the information a�er 
  being approached for advice or simply a�er overhearing 
  the PCs conversation with Ivan. Hagrid’s price for this 
  information is, predictably, a body part of Koshchei to 
  exhibit in his store. Finally, the Ferryman knows when he is 
  needed and could just appear out of the mists. 
  The swamp dweller is called the “Ferryman”. Finding the 
  Ferryman is easy. He seems to know when he is wanted. 
  He appears as an old man in heavy robe. He travels on 
  a ﬂat-bo�omed boat whose bow is decorated with a 
  wooden bust of a twisted visage. He pushes the boat with 
  a long pole. Once on the water, the village disappears in 
  the mist. The Ferryman’s boat lies low in the water and 
  seems to swi�ly travel through it without causing a stir. 
  At several points the PCs will notice shapes under the 
  water, human shapes: his children. 
  The Ferryman is actually a spectre of a former boatman 
  who died slowly and alone in the swamp many years ago. 
  In order to exact his revenge, he now oﬀers to take people 
  into the swamp. 
  There is no chance to bargain with him before se�ing 
  out. At the end of this voyage, the Ferryman will require 
  payment for the joruney. He is o�en capricious about what 
  he accepts. The Ferryman is selective and knowledgeable. 
  He wants something “thoughtful”, not necessarily 
  something “valuable”. Essentially, he is trying to force his 
  victims to empathise with his plight. If he does not feel his 
  passengers are considerate enough, he will kill them slowly 
  and make them one of his spawn to keep him company.  
  What exactly the PCs oﬀer to the Ferryman is over to 
  them. Obvious ideas include something from Hagrid’s 
  Hackshop or ge�ing Ivan to donate an item. Any item 
  from Ivan will be valuable but will reek of Darkﬁends to 
  the Ferryman.  He will sense Vasilisa’s former presence 
  with the PCs and he may ask about the frog. If the PCs 
  oﬀer an item provided by Ivan, the Ferryman will refuse 
  and get quite angry. The Ferryman will say the item is 
  corrupted and li�le else. In the end, any item the players 
  have put some thought into should suﬃce, a�er they have 
  had a chance to sweat. 
  During the negotiation, the bloated undead progeny of the 
  Ferryman will begin to try and get at the PCs and climb 
  out of the water. Should the negotiations fail or go badly, 
  then there is an opportunity for a melee. However, the real 
  purpose of this Encounter is about tension and horror. 
  
  — 13 —
  ACT FOUR:
  VASILISA
  This Act should begin with the PCs in discussion with 
  Koshchei in the centre of the swamp. If the PCs didn’t 
  leave Mistwold to pursue Koshchei then it will likely 
  start in Mistwold instead. Either way, the PCs have a 
  dilemma. They are aware than Vasilisa has used them 
  and that along with Ivan there is a possibility of greater 
  evil and destruction occurring. Initially, the PCs may not 
  see any reason to interfere further. However, in fact, there 
  aremany reasons:
  † Mass destruction and Shadow machinations should be 
  thwarted on principle. The town of Mistwold is at stake. 
  Though a miserable li�le place, it does have innocent 
  residents. No one else is in position to stop what is about 
  to happen.
  †Vasalisa’s plight may strike some sympathy with Connor 
  and Mara who may wish to help her.
  † The Far Horizon is still at Mistwold and they will need 
  a boat to get through the Veran Marsh. Rostov still prowls 
  around to the south in the Veran Marsh. Leaving is 
  possibly not any be�er than staying.
  † Vasilisa and Ivan have used and tricked the PCs. Their 
  reputation has been tarnished. Also, the PCs’ failure may 
  very well bring Vasilisa’s and Ivan’s wrath on top of them.
  Let the PCs have some time to decide what they want 
  to do. There are a large range of possible plans and 
  approaches, so the GM will need to wing events as best he 
  can. The main options for plans should be to escape the 
  situation, to enlist the aid of Rostov, Hagrid or Koshchei 
  or (hopefully) to return to Mistwold and dealing with 
  Ivan. Each of these will be dealt with in turn below.
  Plan One - Escape
  If the PCs wish to escape it is likely because they are 
  scared of taking on a more powerful force or that they are 
  not quite conﬁdent as to what is going. If the ﬁrst reason 
  is the case then Koshchei, Hagrid or Rostov could be 
  useful allies to bolster their courage. See the “Recruiting 
  Allies” section below. If the PCs are not conﬁdent they 
  understand what is going on, Encounter Seven may be 
  helpful in this regard.
  If the PCs persist in escaping then Act Four can continue 
  without too much change. The PCs are likely to want to 
  return to Mistwold for the Far Horizon. This puts them 
  in the path of a number of events in Act Four as well as 
  Encounters Seven and Eight. If desired, Rostov could 
  capture the PCs only to focus his questions on the infernal 
  goings-on in the town. Rostov is not stupid enough to give 
  the PCs priority over an event of infernal proportions. In 
  this way, Rostov could be a vehicle to motivate the PCs 
  back on track. A�er all this, if the PCs still wish to ﬂee, then 
  the GM can ﬁnish the scenario with an exciting ﬂight from 
  the Darkﬁend Devourer as described in the Finale.
  Plan Two -  
  Recruiting Allies
  The PCs may decide to try to recruit allies before tackling 
  Ivan and Vasilisa. The usual suspects are Koshchei, 
  Hagrid and Rostov (in order of likelihood). 
  
  — 14 —
  — ACT FOUR: VASILISA —
  † Koshchei is relatively easy to recruit provided he 
  isn’t dead. The PCs need to convince him that they 
  intend to punish Vasalisa. It is possible for the PCs to 
  convince him to change Vasalisa back into her own form 
  in exchange for her ceasing to summon the Darkﬁend 
  Devourer that will harm his swamp. Koshchei will be 
  reluctant to leave the swamp but can provide aid by 
  way of a swi� return to Mistwold and even promising to 
  keep Rostov oﬀ their backs.
  † Hagrid is also an easy sell. He will completely 
  understand what is going on if someone explains that 
  Vasalisa is involved. He detests the Shadow and will assist 
  in any way that doesn’t kill him or destroy Mistwold. 
  He is a man of some physical ability and has a number 
  of useful items around the place. He will be especially 
  interested if the PCs oﬀer him the pickings of any 
  Darkﬁend they happen to kill in the process. 
  † Rostov is a diﬀerent story. He has been presented so 
  far as the villain. However, the Jarzoni have less love of 
  Darkﬁends than even the Aldans. The PCs may be able 
  to bargain Rostov’s help, especially if they are humble 
  about the approach and have proof of Shadow goings-
  on. Rostov will try and get Palin to agree to return to 
  Jarzon in exchange for his assistance. Ultimately, the 
  idea of stopping a Shadow Cultist and Darkﬁends from 
  hurting innocents is too much even for Rostov to resist 
  and he will forgo his hunt of the PCs until this other 
  ma�er is resolved. 
  Plan Three -  
  Return to Mistwold
  The return journey to Mistwold is uneventful. Koshchei 
  is willing to help the PCs return swi�ly, if they have 
  befriended him. 
  On return to Mistwold, things are ominous. Several large 
  quakes shake the town. The PCs will encounter several 
  scared townsfolk who believe the sky is about to fall. This 
  is a good time to make the destruction of Mistwold mean 
  something, the death of hundreds of the scared residents. 
  If the PCs do not appear to be ready to ﬂee then the Far 
  Horizon should be safe and repaired by Karl. It is on 
  stand by for a last minute ﬂight from the town, should it 
  be required.
  The higher up the hill the PCs go, the more obvious it 
  becomes that something is wrong. The streets sweat slick 
  moisture and something moves just under the surface. 
  Close to the top of the hill sits the Lord’s gothic mansion. 
  It is dark and looms over the town. Ivan has rallied up his 
  men at arms and they patrol the top of the hill keeping 
  away intruders as required.
  Shortly a�er arriving, the PCs see a group of people 
  huddled around a woman. The woman is Maeve, a maid 
  of Ivan. She has been expelled from the mansion due 
  to her reaction of the (infernal) practices taking place. 
  She can tell the PCs of Ivan and a young serving girl 
  called Gilda engaging in unspeakable acts. She seems to 
  suspect that Gilda is somehow possessed and that Ivan 
  is being held in her thrall. Besides revealing more of the 
  situation, Maeve is able to assist the PCs entrance to the 
  mansion. She knows of a number of back entrances and 
  is friends with most of the mansion’s staﬀ. The PCs will 
  need to convince her that they intend to stop the events 
  but that they will try and save Ivan if possible.
  Finale
  In the mansion, Ivan and Vasilisa work hard to summon 
  the Darkﬁend Soldier. Vasilisa has already sabotaged 
  Ivan’s summoning circle so that a�er the Darkﬁend 
  Soldier appears, the Darkﬁend Devourer follows shortly 
  therea�er. The strange goings-on in the town are due 
  to the fact that Ivan is particularly weak and has made 
  several failed a�empts so far. This has successfully 
  annoyed the Darkﬁends waiting to come through. The 
  ceremony takes place in the main library of the mansion. 
  The library is large and gothic and has a huge balcony 
  overlooking the swamp. The room is lit by the so� 
  distorted light of many black candles. 
  When the PCs enter the library, Ivan will collapse 
  exhausted. In the centre of the room, there begins to swirl 
  a wicked shape. Gilda, the girl in thrall to Vasilisa, stands 
  deﬁant, naked and covered in sweat. She looks to be 
  waking from a daze and horriﬁed by what confronts her. 
  Astute players will look for Vasalisa as a frog. The frog 
  is currently on the upper balcony. It can be reached by a 
  narrow spiral staircase or a rolling book ladder. Vasilisa 
  (and initially Ivan as well) will do anything in her power 
  to stop the PCs, including using suggestion to have the 
  servants a�ack the PCs and intercede. 
  The GM should run the Finale as the drama dictates. 
  There are numerous outcomes and those involving some 
  form of reconciliation between Koshchei and Vasalisa and 
  making Vasalisa realise her folly should be encouraged 
  and preferred. Ivan also is redeemable, though he is 
  unlikely to ever become noble. 
  Vasilisa has sabotaged the ceremony so that it also 
  summons forth a Darkﬁend Devourer. The Darkﬁend 
  Devourer is essentially a licence for the GM to go wild 
  and suit whatever time, energy and drama the scenario 
  and players have le�. Ivan has successfully completed 
  his ﬁrst summoning but it is followed by a creature he 
  did not wish to summon. The Darkﬁend Devourer is far 
  more destructive than the Darkﬁend Soldier. It will burst 
  forth and destroy building and person with impunity. 
  It is possible to add the Darkﬁend Soldier into the mix 
  if the PCs took a particular shine to Encounter Seven or 
  are doing well. The Soldier can easily be devoured by the 
  Devourer at a later stage.
  Possible conclusions to the scenario include (roughly in 
  order of suitability):
  † The PCs can ﬁght and defeat the Darkﬁend Devourer. If 
  they win, Vasalisa and Ivan may be redeemed by the PCs.
  † The Darkﬁend Devourer can try and destroy Vasilisa, 
  forcing Ivan to dismiss it in order to save his one true love 
  (much to her frustration).
  
  — 15 —
  — ACT FOUR: VASILISA —
  † The PCs could slay, or the Darkﬁend Devourer could 
  eat, Ivan, breaking the Darkﬁend’s link to this world and 
  making it unstable and disappear.
  † Several PCs die, Mistwold is devastated and the 
  Darkﬁend Devourer escapes into the swamp (probably a 
  li�le anti-climatic). 
  Encounter Seven:  
  Infernal Affairs
  This Encounter is designed to help jump the PCs into the 
  ﬁnal Act. Act Three ﬁnished with a big revelation and the 
  PCs may take some time to realise what is going on and 
  what they need to do. This Encounter can also be used 
  to restate information or add any information that was 
  missed.
  Before leaving Koshchei’s clearing, the ground shakes 
  followed by a wave rippling through the swamp from 
  the direction of Mistwold. Before the PCs can orientate 
  themselves, a dark black smudge forms above them. The 
  form seems to scream with a maddening noise, yet no 
  sound can be heard. Slowly details appear. Sharp teeth, 
  wicked looking weapons and spider like ﬁngers emerge. 
  Then a voice like death says: “I have come for you all.”
  This is the Darkﬁend Soldier summoned by Ivan. 
  However, Ivan has failed to do so properly. It remains 
  insubstantial and before long will dissipate. The very 
  appearance of the Darkﬁend should help drive home 
  what is going on in Mistwold. The Darkﬁend will reveal 
  that it has been summoned to kill Koshchei and the PCs 
  and that something worse has yet to come. This may seem 
  a li�le cheesy but the Darkﬁend likes to see its victims 
  fearful before killing them.
  If the GM is interested in a more cinematic style of 
  game, then a cut scene could be added just a�er the 
  Darkﬁend speaks its ﬁrst line. The scene cuts to a gothic 
  library where Ivan and a young woman are performing 
  a ritual. Ivan looks exhausted. The young woman looks 
  disappointed and says simply to Ivan: “You should 
  rest and regain your strength. We cannot aﬀord any 
  more…failures.” She picks up a frog, which she strokes 
  aﬀectionately, and goes over to a circle on the ground. 
  She stands over a stick ﬁgure of a man with a spear. She 
  writes something but her body initially blocks the view 
  of it. When she ﬁnishes, she moves away and reveals that 
  she has changed the ﬁgure to that of a large worm with 
  multiple tentacles coming from its head. She whispers 
  malevolently: “Rest my darling, for soon there will be no 
  rest for the wicked.” The scene then dissolves back to the 
  PCs confronted by the insubstantial Darkﬁend.   
  Encounter Eight:  
  Siege of Mistwold
  This Encounter brings Rostov into the ﬁnal Act. If the PCs 
  are making good time and seem to breezing through all 
  the challenges so far, this Encounter could present them 
  with a problem to solve. 
  When the PCs return to Mistwold, they ﬁnd that it is 
  surrounded by Rostov and his men. They have managed 
  to ﬁnd their way to Mistwold a�er all. Rostov was 
  preparing to a�ack but then the strange events began to 
  happen. Being a superstitious and cautious man, he has 
  pulled his troops back and waits to see what happens. 
  For the PCs to get back into Mistwold or get to the Far 
  Horizon, they must ﬁnd a way to break this perimeter. 
  There are several options: combat, stealth, subterfuge and 
  negotiation. Rostov’s men are trained soldiers and will 
  not be easily defeated, especially in such numbers. This 
  Encounter is meant to be diﬃcult and build the drama 
  substantially. Unless there is a reason to present Rostov 
  as a potential ally, this may be a good time to give this 
  antagonist a ﬁnal send oﬀ in style. A mighty duel with 
  Connor whilst the other ﬁght for their lives would be 
  excellent, time permi�ing.
  
  — 16 —
  NON-PLAYER 
  CHARACTERS
  Soldier (Rostov’s And Ivan’s)    
  Initiative +1; Speed 30�.; Defense 13 (+1 Dex, +2 leather); 
  A�ack +1 melee (+3 damage, shortsword); Alignment: 
  Twilight; Saves: Tough +1, Fort +1, Ref +1, Will +1; 
  Str +1, Dex +1, Con +1, Int +0, Wis +0, Cha +0; Feats: 
  Armour Training (light), Weapon Training;  Equipment: 
  shortsword, leather.
  Lord Ivan
  6th level human adept; Initiative +1; Speed 30�.; Defense 
  16 (+2 Dex, +4 role); A�ack +4 melee (+3 damage, 
  mastercra� longsword); Alignment: Twilight; Saves: 
  Tough +4, Fort +3, Ref +4, Will +4; Str +0, Dex +2, Con 
  +1, Int +3, Wis -1, Cha +2; Skills: Bluﬀ +11, Diplomacy 
  +11, Knowledge (arcana, local & nobility) +12, Ride +11; 
  Feats: Arcane Training (x2), Beloved, Favours, Heirloom, 
  Shaping Talent, Summon Darkﬁend, Wealthy (x2), 
  Weapon Training;  Arcana: Flesh Shaping, Manipulate 
  Object, Move Object, Sorcerer’s Grasp; Equipment: 
  mastercra� longsword.
  Ferryman
  See spectre on page 205 of Blue Rose.
  Ferryman’s Spawn
  See Zombie on page 207 of Blue Rose.
  Koshchei The Deathless
  See Treant on page 198 of Blue Rose.
  Rostov
  5th level human warrior; Initiative +0; Speed 30�.; 
  Defense 17 (+7 halfplate); A�ack +8 melee (+7 damage, 
  greatsword); Alignment: Twilight; Saves: Tough +8, Fort 
  +7, Ref +1, Will +4; Str +3, Dex +0, Con +3, Int +0, Wis +0, 
  Cha +0; Skills: Intimidation +11, Notice +8, Sense Motive 
  +8, Survival +8; Feats: Armour Training (all), Diehard, 
  Favoured Foe (heretics), Improved Demoralise, Iron Will, 
  Skill Focus (Intimidation), Skill Training, Track, Weapon 
  Training; Equipment: halfplate and greatsword.
  Vasalisa
  4th level vata’sha adept; Initiative +6; Speed 30�.; Defense 
  15 (+2 Dex, +3 role); A�ack +2 melee (+0 damage, unarmed); 
  Alignment: Twilight; Saves: Tough +1, Fort +0, Ref +3, Will 
  +3; Str +0, Dex +2, Con -1, Int +2, Wis -1, Cha +4; Skills: Bluﬀ 
  +14, Escape Artist +9, Sneak +9, Survival +6; Feats: Arcane 
  Focus (psychic), Arcane Training (x2), Greater Arcane Focus 
  (psychic), Improved Initiative, Psychic Talent, Skill Focus 
  (Bluﬀ); Arcana: Dominate +10, Mind Touch +10, Psychic 
  Blast +10, Suggestion +10; Equipment: none.
  Darkfiend Soldier
  See Darkﬁend Soldier on page 208 of Blue Rose.
  Darkfiend Devourer
  Huge 10th level darkﬁend; Initiative +3; Speed 10�.; 
  Defense 14 (-2 Size, +6 natural); A�ack +15 melee (+10 
  damage, tentacle); Alignment: Twilight; Saves: Tough +11, 
  Fort +9, Ref +8, Will +5; Str +8, Dex +0, Con +1, Int -5, Wis 
  +1, Cha -4; Skills: Climb +16, Notice +10; Feats: Diehard, 
  Endurance, Great Toughness.
  
  — 17 —
  HANDOUTS
  PLACES
  Aldis: The Kingdom of the Blue Rose ruled by Queen Jaellin. This is the kingdom to which the PCs are 
  loyal. It celebrates racial and sexual equality and tolerance of magic, race and religion. 
  Jarzon: The Theocracy of Jarzon suffered most during the Great Cataclysm. They are an insular people who 
  look to religion to keep them safe. They fear outsiders and persecute anyone they suspect of bringing back the 
  woes of the past especially Rhyfolk and users of magic.
  Veran Marsh: Caused by the conflict of two Sorcerers during the Great Cataclysm, the Marsh lies between 
  Aldis and Jarzon. It is a twisted impassable place. It reacts violently to any attempts to use magic to change it.
  Mistwold: A small town in the north of the Veran Marsh that is difficult to find. The PCs decide to seek 
  refuge from Rostov, the Knight of Purity.
  GODS
  Leonoth: A God of Light who symbolises hard work, perseverance, faith and family. He is the head of the 
  pantheon as understood by the Jarzoni Church of the Pure Light. 
  Maurenna: An elder Twilight Goddess who symbolises all things to do with nature and fertility. 
  MAGIC
  Arcana: The term used for magic.
  Sorcery: Magic used for evil purposes that can corrupt the user.
  RACES
  Rhy-Folk: A race of intelligent animals who communicate through Mind Touch Arcana.
  Rhy-Bond: A bond given by a Rhyfolk to the person he or she trusts and loves the most.
  Vata: A race of fey-like beings aligned with nature and magic. They have white hair. Those with ivory skin 
  are called Vata’an and those with ebony skin are called Vata’sha
  ORGANISATIONS
  Rose Knight: A member of the Queen’s personal guard. Often entrusted with the most dangerous of tasks.
  Sovereign’s Finest: An agent of the Queen who travels the Kingdom helping others and fighting evil 
  wherever it is found.
  Knights of Purity: A templar of the Jarzoni Church of Pure Light.
  Handout One: Setting
  
  — 18 —
  — HANDOUTS —
  You have a second mission to accomplish, besides the rescue of Palin. This mission is so secret that it was 
  transmitted to you by means of Arcana. You are currently escorting a frog to the town of Mistwold. You 
  know little about the frog except that its survival and secrecy (even from your companions) is vital to the 
  wellbeing of Aldis and Queen Jaellin. You are beginning to suspect the frog may actually be an ancient Rhy-
  Folk who possesses long forgotten wisdom.
   
  In Mistwold, you are to meet a contact to whom you are to hand the frog. You are not sure of the 
  identity of the contact but trust that the Arcana that imbued you with this mission will also signal to you who is 
  the right person. Be wary, trust no one and protect Aldis.
  Handout Two: The Frog
  You sense the completion of your mission is at hand. Ivan is your contact and the true destination of the 
  frog. He stands before you and you begin to sense that the frog will somehow play a part in the destruction 
  of a dangerous sorcerer who threatens many people. 
   
  Though you have exercised discretion thus far, you are now overwhelmed with a desire to 
  complete your mission by handing the frog over to Ivan. You know the others may see your actions as 
  suspicious. After all, they are unaware of your secret mission. However, you are confident that you can 
  simply explain away the matter. Perhaps it is a custom in these parts to seal a deal with a frog. Perhaps this is 
  Sovereign Finest’s business and the others should not interfere.
  Handout Three: Mission Accomplished 
  Connor: On the main deck stands Connor facing the leader of the boarding party. Connor holds his sword 
  out ready and, in a steely tone, requests that the attackers “surrender or die”.  
  [Player to describe Connor here].
  Handout(s) Four: Opening 
  Between Jarzon and Aldis lies the Veran Marsh. The Marsh is a mass tangle of twisted plants crawling to get at the 
  sun. A pervading mist distorts all sights and sounds. Strange creatures are glimpsed, only to disappear without a 
  trace. Amid the Marsh, the ever-reliable Far Horizon makes a swi� retreat from Rostov, the Jarzoni Knight of Purity, 
  desperately making for Mistwold. 
  However, the boat is beset with trouble. The swamp itself has risen up in anger against the use of Arcana to shape a 
  passage through the tangle. Alysha is thrown overboard and just manages to make it back onto the boat with the help 
  of the others. Whilst this occurs, Rostov’s men in a small boat tie themselves alongside the Far Horizon and board her. 
  Things look desperate indeed.
  Alysha: Covered in mud, Alysha moves to stand back to back with Connor. She holds another soldier at 
  bay that has his sword out ready to attack. Her cloak opens to reveal her resplendent engraved breastplate. 
  The soldier looks at her with rage and caution of Alysha’s station.  
  [Player to describe Alysha here].
  
  — 19 —
  — HANDOUTS —
  Ronan: Above the main deck on the deck house roof, Ronan makes himself conspicuous to stand defiant. A 
  soldier fearfully approaches him, dreading the idea of fighting this hulk of a man.  
  [Player to describe Ronan here].
  Song: At the back of the boat, things are more desperate. A soldier with an axe has taken a few swings at the 
  rudder. He is viciously dragged off by Song, a large grey wolf, who holds his leg in his jaw.  
  [Player to describe Song here].
  Palin: Another soldier looks on, sneering at the “bewitched” wolf and preparing to assist his companion. 
  However, he is interceded by Palin. Though Palin is unassuming, the soldier’s eyes hold a mixture of 
  respect and disdain for the priest.  
  [Player to describe Palin here].
  Mara: Frightened by the Marsh’s reaction to her Arcana, Mara flees into the deckhouse. However, she is 
  now cornered by a leering soldier who has entered the deckhouse. He approaches her and says: “Now, now 
  girly. If you accept your punishment, you will be absolved of all your sins.”  
  [Player to describe Mara here].
  Handout(s) Four: Opening (continued)
  You stand in the mists of destiny and dream. You sit on a mound. Something is wrong. You should know 
  what it is, but you can’t seem to focus.
   
  Distracted by this nagging doubt, you almost fail to see the snake’s head rising behind you. Only 
  then do you realise that the mound you stand on is a giant coiled snake. Rather than striking at you, you find 
  yourself sinking into the coils and your life begins to be crushed out of you. 
   
  You desperately look for a way to escape and suddenly you see a sharp knife of bleached bone. You 
  plunges it into the snake and it shrieks. There is a surge of muscle and your vision blackens. 
  Handout Six: Song’s Vision 
  
  — 20 —
  — HANDOUTS —
  Memories that are not your own flood your mind. Memories of a woman who subtly possessed and manipulated 
  you. Her name is Vasalisa. She was the frog you carried. Your mission was all a lie; falsely created memories to 
  have you carry the creature to Ivan in Mistwold where she now hopes to achieve something monstrous. 
   
  You can also feel Vasalisa’s own memories mixed with your own. Vasalisa was a Vata’sha who grew 
  up in Jarzon. Her natural aptitude for Arcana meant she was persecuted. All she loved was taken from her by 
  Jarzoni Knights of Purity. She learned to survive at all costs and eventually escaped into the Veran Marsh. 
   
  Whilst there, she came to the jealous attention of Koshchei, a powerful yet twisted aberration of the 
  swamp. It was he who shaped her flesh into that of an ugly frog, hoping the repulsive form would prevent her 
  from being able to use her powers of Suggestion on others. She now believes that the death of Koschei will 
  restore her to her old body. 
   
  After years of misery, she eventually developed her Suggestions so they could be transmitted by 
  Mind Touch. She used the ailing sanity of the then Lord of Mistwold to ingratiate herself with his youngest 
  and most gullible son, Ivan who, as turned out, was also able to summon infernal Darkfiends. Seducing him 
  by possessing several young maids, she rid soon herself of the old Lord and prepared to have Ivan summon a 
  Darkfiend, a being capable of killing Koshchei. 
   
  However, Ivan proved incompetent; driven to distraction with desire. On the night of the 
  coronation feast, Ivan had his drunken brother Olav try and destroy her frog body, hoping that it would 
  somehow bind her forever into the body of the lovely maids she possessed. It didn’t. Instead, Vasalisa was 
  beaten unconscious. Her mental anguish drove Olav completely insane and, out of guilty and failure, he then 
  buried her body deep in the Veran Marsh. 
   
  However, she resurfaced thanks to the help of Mara’s Arcana. She surfaced near you whilst you 
  were in the water and mentally dominated you into unwittingly carrying out plan. Vasalisa is now bitterly 
  frustrated with Ivan, even more so than Koshchei. She is filled with a homicidal rage. Though she still wishes 
  to kill Koshchei, she has added another element to her plan – an element that she believes will destroy Ivan, his 
  village and the entire swamp.  
  Handout Five: Vasilisa’s Plans 
  Dreams do not come easily tonight. Visions of fire and the flash of steel of your pursuers plague you. You 
  hear the voices of the Knights of Purity preaching at you, wanting to punish you.
   
  All you can think of is fear and death. Everything you love and have come to cherish dies before you. 
  You plead for help but none comes. All you get is more pain for your trouble and so you stop your pleading.
   
  Your impotent rage twists inside you. You want to lash out and survive. The very desire is the only 
  light you see. You feed it until it becomes an inferno.  They have no right. Everyone is against you. They all 
  want to hurt you. They must all die.
  Handout Seven: Dreams and Nightmares 
  
  — 21 —
  Alysha Jarlane 
  3rd
  +0
  +1
  +0
  +2
  +1
  +2
  +0
  18
  +3
  +3
  +4
  +3
  +3
  +2
  +2
   
  Rapier 
  +3 
  +2 (18-20/x2) 
  —
  Skills: Diplomacy 
  +8
  Gather Information 
  +8
  Knowledge (History) 
  +8
  Knowledge (Nobility) 
  +8
  Notice 
  +7
  Sense Motive 
  +7
  Ride 
  +7
  Arcanum, Armour Training (all), Favours, Mounted Combat, Rhy-bonded, Skill Training, Weapon Training. 
  Cure +7, Psychic Shield +1, Second Sight +1
  Golden medallion of sovereign‛s ﬁnest, ornate breastplate, rapier, traveling gear
  Light
  The Sun
  Courageous (Ace of Swords)
  Domineering (Nine of Rods)
  Human (Aldis)
  Warrior
  
  — 22 —
  Alysha is the great, great granddaughter of Queen 
  Fashi the Restorer. Alysha has received the best 
  education, money and nobility could buy. She had the 
  honour of being the second youngest person to become 
  a travelling noble. However, she gave up that life to get 
  closer to the centre of the action as one of the Queen’s 
  elite Rose Knights. It was shortly after her first 
  mission that she met her faithful companion and friend 
  Song, a Rhy-Wolf.
  She believes that Aldis is the shining light that holds 
  the darkness at bay. Alysha is a confident, spirited yet 
  humble woman. She is responsible for retrieving the 
  prophet Palin from Jarzon. Though courageous, she is 
  no fool. She knows that she needs someone capable to 
  assist her and she finds that capability in Connor and 
  his crew.
  Role
  Alysha is the hero. She recognises Connor’s ability to 
  lead in this situation and is wise enough not to challenge 
  it. However, the group looks to her for courage and 
  inspiration. Her role is to show the others the right 
  and most successful course of action. She is the living 
  embodiment of Aldis.
  Roleplaying
  Since she first met Connor, her feelings for him have 
  grown. He is not the kind of person she expects to 
  have affection for, but beneath his gruff exterior is a 
  man of quality and virtue. If he could just be shown 
  the worth of Aldis, he could become a valuable ally and 
  companion.
  The mission at hand occupies Alysha’s mind and she is 
  optimistic of success. However, she is not too busy to 
  help others, inside or outside of the group, should the 
  opportunity present itself. 
  Other PCs
  Connor: Connor is an intriguing man. He is 
  uncompromising and has true strength. His skills are the 
  one thing that has kept everyone alive so far. However, 
  he is conflicted and his strength seems diverted away 
  from his true loyalty to Aldis. 
  Palin: Palin is a wonderful man. Alysha often seeks his 
  wisdom before making a final decision. She would do 
  anything to stop him falling back into Jarzoni hands.
  Song: Song is Alysha’s brother. He is her constant 
  guardian and friend and she is not sure what she would 
  do without him. He can be a little too protective at times 
  but she knows he puts her safety before all else.
  Mara: Mara is a test to Alysha’s “Aldan tolerance”. 
  Mara is obviously gifted in Arcana and trusted by 
  Connor. However, Alysha can’t help but feel that 
  Mara’s is somehow “affected” by a troubled past, made 
  worse by her use of Arcana.
  Ronan:: Alysha has had little to do with Ronan. Despite 
  their differences, Connor and Song actually seem to 
  working together to keep Ronan away from her. He 
  seems a fun loving fellow, if a little primal, unpredictable 
  and enthusiastic for bloodshed. 
  Inner Nature
  Calling: The Sun. Alysha is a champion of all causes that 
  she strongly believes in.
  Light Nature: Courageous (Ace of Swords). Alysha 
  regains Conviction when she pursues her goals 
  regardless of the odds.
  Shadow Nature: Domineering (Nine of Rods). Alysha 
  finds comfort in bringing people to her way of thinking 
  even if it is by forcing them to do so. She regains 
  Conviction when others join her cause even if they don’t 
  fully believe in it.
  Alysha Jarlane 
  
  — 23 —
  Connor Rayne 
  4th
  +0
  +0
  +1
  +1
  +2
  +2
  +0
  16
  +4
  +4
  +4
  +5
  +5
  +1
  +3
   
  Longsword 
  +4 
  +3 (19-20/x2) 
  —
  Bluff 
   +9
  Handle Animal  
  +9
  Intimidate  
  +9
  Notice  
  +9
  Sense Motive  
  +9
  Sneak 
  +7
  Survival  
  +9
  Swim  
  +7
  Armour Training (all), Diehard, Improved Demoralise, Skill Training (x2), Track, Weapon Training, Wild Empathy
  Sword, leather armour, traveling gear.
  Light
  Temperance
  Stalwart (Three of Swords)
  Mercenary (Eight of Pentacles)
  Human (Jarzoni)
  Warrior
  
  — 24 —
  Connor grew up in a community of refugees fleeing 
  from religious persecution in Jarzon, who reside 
  just west of the Veran Marsh in Aldis. Though he 
  appreciates the good intentions of Aldis, who fostered 
  his community, he considers them naïve. To preserve 
  freedom, action is needed. 
  Connor joined the Sovereign’s Finest to make a 
  difference. He appreciated their goals but quickly 
  became disillusioned with their methods. Connor 
  eventually returned to his home to continue his own 
  private war against Jarzon. 
  He knows the Veran Marsh and the Jarzoni like few 
  others in the Sovereign’s Finest. However, his reputation 
  of being fiercely independent and difficult means that 
  he is rarely called to provide aid. Connor is a ruggedly 
  attractive man in his early thirties. He has an honest 
  intensity and values loyalty and freedom above all else.
  Role
  Connor is the leader. The group is his responsibility 
  and he will not fail or abandon its members. He is also 
  prepared to make the hard decisions when they need to 
  be made, as Aldans tend to be unable to do so despite 
  the best of intentions.
  Roleplaying
  Connor has fallen in love with Alysha, the Rose Knight. 
  In many ways she is everything that he dislikes about 
  Aldis but her beauty, conviction and spirit have begun to 
  make him doubt his own opinion. He has decided to keep 
  his feelings secret and focus on the job at hand. People 
  could die if he lets this whim distract him. His self-denial 
  manifests by reinforcing his usual grumpy demeanour and 
  his ire at those who question his orders or motives.
  Other PCs
  Alysha: Alysha is a true gem of a woman. She is 
  everything that Aldis tries to uphold. However, she is 
  also infuriating as her very existence shows Connor the 
  naivety of his own views of Aldis.
  Ronan: Ronan is an old friend. Despite that, Connor 
  doesn’t fully trust him, knowing his opportunistic nature 
  and his joy for rivalry. However, Ronan is reliable and 
  enjoys himself in whatever he does.
  Mara: Few people understand why Connor protects 
  Mara the way he does. He sees her as a kindred spirit: 
  someone of the “real world” beneath the lofty ideals. Her 
  strange ways are merely scars that show her suffering.
  Palin: Connor approves of Palin’s views but sees him as 
  just another example of idealism gone too far. However, 
  since he is in Connor’s protection, Connor will do so 
  with his life. Hopefully, Palin is worth it.
  Song: Song is a faithful companion to Alysha and Connor 
  guesses that he is the most reliable person on this 
  mission. However, Connor can’t help feel a little jealous 
  of the bond he shares with Alysha.
  Inner Nature
  Calling: Temperance. Connor is a practical man and he 
  sees extreme opinions as the enemy to practicality.
  Light Nature: Stalwart (Three of Swords). Connor 
  regains Conviction when he puts himself in danger to 
  help others and survives.
  Shadow Nature: Mercenary (Eight of Pentacles). 
  Connor likes to be paid. He regains Conviction when he 
  completes a job that he is paid to do.
  Connor Rayne 
  
  — 25 —
  Palin Muran
  4th 
  +0
  -1
  +0
  +3
  +3
  +1
  +0
  12
  +2
  +2
  +1
  +2
  +4
  +1
  +10
   
  Staff 
  +2 
  +2 (20/x2) 
  —
  Diplomacy  
  +8
  Heal  
  +10
  Knowledge (History)  
  +10
  Knowledge (Local)  
  +10
  Knowledge (Religion)  
  +13
  Perform 
  +8
  Favoured Foe (Darkﬁends), Fortune‛s Favour, Great Fortitude, Iron Will, Pure Hearted, Purifying Light,  
  Skill Focus (Knowledge [Religion]) 
  Symbol of Leonoth, wreath of Maurenna, staff, priest‛s robes.
  Light
  Death
  Perceptive (Page of Swords)
  Overzealous (Ace of Rods)
  Human (Jarzoni)
  Adept
  
  — 26 —
  Palin was born in Leogarth, the capital city of Jarzon. As 
  a young child, he began to show his genius and piety. His 
  teachers soon turned his talents toward the important 
  things in life, such as theology and religion.
  Palin had the respect of his elders, his family and peers. 
  However, he soon began to suffer doubts. He became 
  aware of a discrepancy in the teachings of the Church 
  of Pure Light. Leonoth, the God of hard work, 
  perseverance, faith and family was not the centre of the 
  pantheon. His consort, Maurenna, was actually a much 
  older God who embodied summer, agriculture and 
  family. Her correct place was either above or at the very 
  least at the side of Leonoth. 
  These ideas caused Palin much strife. Soon, he and his 
  followers had been taken into custody for heresy and 
  things looked bleak. Suddenly, Palin was rescued by a 
  group of Sovereign’s Finest from Aldis. They offered 
  religious freedom and Palin took it.
  Role
  Palin is the soul. Though an outsider, he is the reason the 
  group is together. Palin is grateful of what the group is 
  doing for him. However, he is always vigilant that they 
  don’t move into Shadow. 
  Roleplaying
  Though Palin has been rescued from the Church of 
  Pure Light, he is not sure whether he has jumped out 
  of the fire and into the frying pan. As he is unsure of 
  his own path, he does not wish to preach to the group, 
  like Jarzoni priests tend to do. Instead, he sees the 
  group as his new flock and he must be ready and open 
  to any moral dilemmas they have. If he sees someone 
  straying too far, he will help them and even enlist the 
  aid of others in the group when doing so.
  He is a little unsure and suspicious of why Aldis has 
  taken the effort to rescue him. He doesn’t want to see his 
  talents misused for some nefarious purpose. 
  Other PCs
  Alysha: Alysha is a marvellous woman. She is receptive 
  and respectful. However, her zealousness is reminiscent 
  of the Knights of Pure Light of Jarzoni. If aimed in the 
  wrong direction, it could be a force for evil.
  Connor: As a Jarzoni refugee and a man of great calibre, 
  Palin thinks highly of Connor. However, he seems 
  plagued with doubts and Palin knows he could help him 
  if only he could get him to open up.
  Song: Palin is finding it difficult to deal with Song. 
  Jarzon does not accept their kind but they would seem 
  closer to Maurenna. Palin hopes to speak more to Song 
  to understand just what he is and what his religious 
  views are.
  Ronan: Palin doesn’t like Ronan. He is a bully. However, 
  he is clearly from a people who highly respect Maurenna. 
  Palin feels the need to strongly guide this one to a more 
  pious frame of mind.
  Mara: Mara is the one person on the boat that Palin 
  does not get on with. Not only does she wield Arcana 
  but she is also a Roamer and unstable. She is a disaster 
  waiting to happen and Palin is prepared to deal with her, 
  if required.
  Inner Nature
  Calling: Death. Palin believes his sole goal is to reveal the 
  truth of Maurenna to the Jarzoni people.
  Light Nature: Perceptive (Page of Swords). Palin 
  regains Conviction when he shows that he has listened 
  to someone and as a result has been better able to help 
  them succeed in their goals.
  Shadow Nature: Overzealous (Ace of Rods). Palin is a 
  strong believer in the Church of the Pure Light and all 
  of its teachings except the Maurenna fallacy. He regains 
  Conviction shows that someone’s failure is due to a lack 
  of faith in what Palin believes in. 
  Palin Muran
  
  — 27 —
  Mara Selka
  2nd
  -1
  +3
  +1
  +2
  +2
  -1
  +3
  17
  +1
  +0
  +4
  +2
  +1
  +3
  +7
   
  Dagger 
  +1 
  +1 (19-20/x2) 
  —
  Bluff 
  +4
  Escape Artist  
  +8
  Sleight of Hand  
  +8
  Sneak  
  +8
  Survival  
  +7
  Arcane Training (x2), Dodge, Iron Will, Shaping Talent
  Earth Shaping +7, Move Object +2, Plant Shaping +7, Psychic Shield +2, Second Sight +2, Water Shaping +7, Wind Shaping +7
  Dagger, travelling gear.
  Twilight
  The Lovers
  Curious (Queen of Rods)
  Reckless (Seven of Rods)
  Human (Roamer)
  Adept
  
  — 28 —
  Mara was born a Roamer. Roamers love dance, music 
  and the open road. They are expert traders and know 
  a number of ways to convince others out of their coins. 
  Mara vaguely remembers her early life being full of 
  colour and joy.
  It was at the age of five that her caravan was attacked by 
  Knights of the Skull, servants of Jarek, the Lich King of 
  Kern. Mara and the rest of her family were made slaves 
  and forced to cross the Ice-Binder Mountains. There 
  they worked as miners. The work was so terrible that 
  few survived. Mara managed to survive thanks to her 
  Arcane abilities.
  On returning to Aldis, Mara was a lost soul. She took 
  many years to adjust. Whilst causing trouble, she came 
  across Connor who had been sent to investigate her 
  actions. Rather than being harsh handed with her, he 
  seemed genuinely willing to help. 
  Mara is a swarthy young woman. She is very private and 
  does not handle social situations well.
  Role
  Mara is the child.  Though she does not act in a childish 
  manner, she is very much the innocent. Having been 
  wronged, she shows the others what their failure may 
  entail. She is also capricious and her power can make 
  others uncomfortable.
  Roleplaying
  Mara wants a sense of family. Connor has provided her 
  some of that and she sees him as her father. She enjoys 
  being near the others in the group but suffers flashes 
  of jealously when they occupy Connor’s time. Though 
  Mara likes to be the centre of attention, she is never sure 
  how to go about doing so. Her attempts are normally 
  over-powering and downright scary.
  Mara takes comfort in her Arcana. The natural world 
  is her friend and her Arcana allow her to interact with 
  it. She resists any attempt to restrain her Arcana or 
  to make it a bad thing. Mara is concerned about Veran 
  Marsh. It resists and even protests against her Arcana. 
  She only uses its full power when she needs to, as 
  otherwise everyone may suffer.  
  Other PCs
  Connor: Connor is a mixture of Mara’s father and her 
  immature infatuation. Mara respects what he does and 
  says and is only willing to fight because he says so.
  Ronan: Mara is drawn to Ronan’s wild nature and sense 
  of fun. He reminds her of her old family. She doesn’t 
  trust him but Connor has accepted him, so she has as 
  well.
  Alysha: For all her nice words, no Rose Knight every 
  rescued Mara’s family from Kern. She seems like a nice 
  person and Mara is somewhat intimidated by her social 
  confidence.
  Song: Mara wants to like Song. However, when he looks 
  at Mara he seems to look directly into her soul and this 
  unnerves Mara. She mostly keeps her distance.
  Palin: Palin seems like a nice person. However, she 
  doesn’t care much for him and ignores what he says most 
  of the time.
  Inner Nature
  Calling: The Lovers. Mara has suffered great injustices 
  and injuries. She just wants a place to call home.
  Light Nature: Curious (Queen of Rods). Mara regains 
  Conviction when she discovers a secret.
  Shadow Nature: Reckless (Seven of Rods). Mara 
  is unpredictable and her sense of danger seems far 
  different from others. She regains Conviction when she 
  follows her whims despite any danger she faces. 
  Mara Selka
  
  — 29 —
  Song
  2nd
  +1
  +2
  +2
  +0
  +3
  +1
  +2
  14
  +1
  +2
  +3
  +3
  +5
  +2
  +6
   
  Fangs 
  +2 
  +3 (20/x2) 
  —
  Intimidate  
  +6
  Jump  
  +6
  Notice  
  +8
  Perform  
  +6
  Sense Motive  
  +9
  Survival  
  +9
  Arcanum (x2), Armour Training (light), Fascinate, Rhy-bond
  Mind Touch +6, Psychic Shield +3, Second Sight +3, Visions +8  
  Light
  The Moon
  Dedicated (Eight of Pentacles)
  Cynical (Knight of Rods)
  Rhywolf
  Expert
  
  — 30 —
  Song was considered to special by his pack mates 
  ever since he was a pup. He seemed to have a nose for 
  knowing things other didn’t. In particular, he could see 
  the mark of destiny on people.
  Song met Alysha in the Pavin Weald, on her first 
  mission as a Rose Knight – naïve and brash yet powerful. 
  She had a long way to go but Song knew that one day 
  she would make a difference. Song immediately knew 
  that it was his responsibility to make sure that she would 
  become the woman he saw. He let nothing come in the 
  way of this destiny.
  Song is now the bonded companion of Alysha. Her 
  current mission is a dangerous one. However, thanks 
  to some carefully chosen Sovereign’s Finest it looks like 
  things may turn out fine. However, Song cannot shake the 
  pessimistic feeling that there will be a price for this success.
  Role
  Song is the guardian. He looks out for all the other 
  members in the group. Song is pessimistic in nature and 
  sees this role more as cleaning up after the mess the “two 
  legs” make, rather than leading them to safer paths.
  Roleplaying
  Song believes it is his destiny to ensure that Alysha 
  reaches hers. Song is worldly wise enough to realise that 
  destiny can work in mysterious ways. As such, he tends 
  to be suspicious of anyone he and Alysha encounter, 
  without stopping her doing whatever she wants to do. 
  In the group, Ronan is the most outwardly dangerous 
  due to his unpredictability. However, Connor also 
  smells like trouble. 
  Other PCs
  Alysha: Alysha is the soul of the heroes of Old Kingdom. 
  If Aldis is to regain its former status and glory, it will 
  need people like Alysha. Deep down you harbour 
  resentment that her destiny has meant your own path has 
  been sacrificed. However, you know your place and bury 
  this deep down, channelling it into your pessimism.
  Connor: Connor is a man of skill and competence. 
  However, he is also a flawed man. He has wounds that run 
  deep that will cause problems before they heal. Alysha has 
  taken a secret shine to him and Song needs to be cautious.
  Palin: Palin is one of those conundrums. His existence 
  has put Alysha in danger. However, he has also allowed 
  Alysha to grow in experience and stature. As always, 
  Song is reluctant to interfere but he is not prepared to 
  see Alysha die for this man.
  Ronan: As an animal of the wild, Song recognises one of 
  his own. Ronan is a strong man with good intentions. 
  However, Ronan’s survival instincts are strong and he 
  will take all the opportunities that are presented to him.
  Mara: As an outcast of his own pack, Song has 
  sympathy for Mara. However, he is also jealous of her 
  as she has found a new place in which she is happy. She 
  is very much a loose canon in need of a guiding hand or 
  paw. 
  Inner Nature
  Calling: The Moon. Song is hoping to find the meaning 
  to his visions and play whatever part destiny has handed 
  to him.
  Light Nature: Dedicated (Eight of Pentacles). Songs 
  regains Conviction when he puts himself at a serious 
  disadvantage in pursuit of what is best for those he looks 
  after.
  Shadow Nature: Cynical (Knight of Rods). Song’s 
  visions and the fact that his destiny has been forsaken for 
  others have made Song bitter. He regains Conviction 
  when his foretelling of doom and gloom comes true.
  Song
  
  — 31 —
  Ronan Heath
  2nd
  +3
  +1
  +3
  +0
  -1
  +0
  +1
  17
  +2
  +5
  +3
  +6
  +6
  +1
  -1
   
  Longspear 
  +5 
  +6 (20/x3) 
  —
  Climb  
  +8
  Jump  
  +8
  Ride  
  +6
  Survival  
  +4
  Armour Training (all), Great Toughness, Rage, Skill Training, Weapon Training
  Mind Touch +6, Psychic Shield +3, Second Sight +3, Visions +8  
  Hide armour, longspear, travelling gear.
  Twilight
  The Chariot
  Free Spirited (Eight of Swords)
  Treacherous (Three of Swords)
  Rezean
  Warrior
  
  — 32 —
  Ronan was born in Rezea, a land to the west of Aldis. 
  It is known for its wild prairies, horses and wandering 
  tribes. Ronan was taught to be a hunter from a young 
  age and in this role he excelled. However, this did not 
  prepare him for the attack on his people by the dark 
  twisted men from the north. 
  Ronan has since come to know that there is evil in the 
  world. However, rather than defend against it or be 
  victim to it, he hunts it. In order to do so, he needs to 
  understand it and become like it. He walks on a knife 
  blade between the two worlds.
  Ronan became one of the Sovereign’s Finest at the 
  request of Connor, a man he greatly respects. Since then 
  he has done much good. However, he does not rest and 
  remains ready to seize whatever opportunities present 
  themselves. 
  Role
  Ronan is the warrior. However, he is also a force for 
  change. He is there to keep everyone on their toes and 
  doing their best. He is dangerous yet full of joy and 
  humour.
  Roleplaying
  Ronan respects Connor because he knows he also uses 
  his “Shadow” to make himself stronger. If Connor ever 
  shows weakness then it is Ronan’s duty to make sure that 
  Connor is taught the consequences of that weakness. 
  Ronan is suspicious of Alysha and her influence on 
  Connor. However, he is aware that Song is watching 
  him closely. Ronan is looking forward to this careful 
  game of cat and mouse. Finally, though Ronan does not 
  trust Mara, he does know that she is a potential tool and 
  diversion, should the need arise.
  Other PCs
  Connor: Connor is Ronan’s leader and he is both capable 
  and down to earth. With him, Ronan has done much 
  good to fight back the evil. However, he senses Connor’s 
  doubts and he is concerned they will weaken Connor’s 
  resolve.
  Mara: Mara is an example of Connor’s willingness 
  to dip into the darkness for weapons. Mara is a crazy 
  Roamer but she is powerful. Ronan would not want to 
  be on the wrong side of her but he is happy to manipulate 
  her to his own ends.
  Song: Song is dangerous but Ronan is confident that he 
  is not a physical threat. Ronan must be wary of Song but 
  not get distracted trying to outwit him.
  Alysha: Though full of good intentions, her unrealistic 
  methods mean that she is dangerous to those around 
  her. Ronan did not sign up to do the likes of Alysha’s 
  bidding.  
  Palin: Palin is trying to fight back the night but he fails 
  to do so. What’s more he is endangering other fellow 
  warriors by being unable to look after himself.
  Inner Nature
  Calling: The Chariot. Ronan sees physical strength as a 
  sign of power and status and an effective way of getting 
  things done.
  Light Nature: Free Spirited (Eight of Swords). Ronan 
  regains Conviction when he alleviates the cares of 
  others.
  Shadow Nature: Treacherous (Three of Swords). Ronan 
  is a loyal companion to a worthy leader. He regains 
  Conviction when undermines the leadership of an 
  unworthy leader.
  Ronan Heath
  
  — 33 —
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Deﬁnitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” 
  means copyrighted material including derivative works and translations (including into other computer languages), potation, modiﬁcation, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the 
  game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an 
  enhancement over the prior art and any additional content clearly identiﬁed as Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but speciﬁcally excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, 
  locations, environments, creatures, equipment, magical or supernatural abilities or eﬀects, logos, symbols, or graphic designs; and any other trademark or 
  registered trademark clearly identiﬁed as Product identity by the owner of the Product Identity, and which speciﬁcally excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, mo�o, designs that are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under 
  and in terms of this License. You must aﬃx such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this 
  License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3. Oﬀer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-
  exclusive license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have suﬃcient rights to grant the rights conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE 
  of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name 
  to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with 
  any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent 
  Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute 
  a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity.
  8. Identiﬁcation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have wri�en 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so aﬀected.
  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material 
  by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeﬀ Grubb, Rich Redman, Charles Ryan, 
  Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, and John Snead.
  Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.
  The Book of Fiends, Copyright 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
  Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas.
  Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Authors Erik Mona and Chris Pramas.
  Book of the Righteous, Copyright 2002, Aaron Loeb.
  The Avatar’s Handbook, Copyright 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Tomasson.
  The Unholy Warrior’s Handbook, Copyright 2003, Green Ronin Publishing; Author Robert J. Schwalb.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson.
  The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve Kenson.
  Blue Rose Companion, Copyright 2005, Green Ronin Publishing; Editor Jeremy Crawford.
  Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
  The Frog Princess. Copyright 2006, Luke Walker; Author Luke Walker.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Dungeons and dragons mega book pack/Green Ronin Series/Blue Rose/The Frog Princess.pdf