TEXT: WINTERWOLD 
  
  WINTERWOLD
  For better or worse, this is one of those adventures 
  that imposes itself on party whether they like it or 
  not; the companions are simply in the wrong place 
  at the wrong time. Once inside Winterwold’s 
  borders, the PCs will have to find a way to deal 
  with the crisis as best they can. The undead don’t 
  care how the adventurers arrived, or where they 
  came from. They just want to eat them. 
  House of the Undying 
  It is said that the last of the elves died in the Second 
  Age, eradicated by the serpentmen in their 
  genocidal war against the fey. Whilst it is true that 
  no living elf remains in the Midlands, that is not to 
  say they are without presence; for not all who died 
  deigned to remain so.  
  Gilchanar Laeril, long exiled by the Elf Queen 
  Ninsrova for experiments calculated to restore the 
  animus in dead flesh, was never one to bow to fate. 
  As the elves fell in great numbers, it became clear 
  to the apostate that the only means of winning the 
  war against the cursed Aregass would be to turn 
  the dead against them. And so it was in 
  Winterwold, Laeril’s secret refuge, that the 
  sorcerer perfected his potent but forbidden rites, 
  transforming large numbers of fallen into risen 
  avengers.  
  But magic is an unforgiving mistress. The infusions 
  took a toll far greater than Laeril had bargained 
  for, siphoning his own vital energies until he too 
  joined the ranks of the unliving to finish his crucial 
  work.  
  Despite the necromancer’s sacrifice, the undead 
  proved too little too late; and in time there were 
  no living elves left to defend. Gripped in ever 
  tightening grief and madness, Laeril sealed 
  Winterwold against the outside world, binding 
  himself and the last unliving elves into stasis.  
  Just Lucky I Guess 
  Laeril’s abjuration has kept the grove hidden and 
  in stasis for millennia, causing travellers to circle by 
  and forget any trace of its existence. But the magic 
  has a dual purpose; in addition to confounding 
  humans, it traps reptile kin inside Winterwold’s 
  borders, then awakens the occupants to feed upon 
  them in grisly retribution. 
  When this adventure begins, the party happen to 
  be passing by the outpost when a band of 
  serpentmen are entering from the opposite side. 
  This highly unfortunate coincidence causes both 
  parties to be trapped within Laeril’s barrier, with 
  only a short time to decipher the mystery of their 
  containment, and perhaps find a way out. Whilst 
  not apparent at first, time will be of the essence as 
  more and more undead wake from the crypts 
  beneath the necromancer’s sanctuary. 
  2
  
  Forest Encounters 
  The GM is free to drop Winterwold into any 
  forest or woodland of their choosing, although 
  remote locations would be more consistent with 
  the site’s original purpose. The Midland’s Forest 
  of Drelnor or Wistwood would certainly suffice.  
  The GM decides how many days pass before the 
  party stumbles upon the outpost (or alternatively 
  2d6 days). Each day of travel requires a roll on the 
  Overland 
  Events 
  table 
  (LFG 
  p.131), 
  or 
  alternatively there is a 30% chance of a random 
  encounter each day. If an encounter occurs, roll 
  1d10:  
  1.
  Thundering 
  feet 
  foreshadow 
  two
  immense, dark coloured beasts breaking
  out of the trees: a bloody beaked Owlbear 
  and roaring Hookfurgle! The two
  monsters are clearly in the midst of a
  savage melee and bleeding from several
  cuts. There is a 50% chance the creatures
  view the party as further challenges to
  their territory, and also attack them. A
  character with the Animal Lore skill might
  know the right postures to avoid
  confrontation.
  2.
  A giant serpent skin, some 17 ft long, is
  wound through the limbs of a nearby tree.
  A 10 HD Giant Serpent with Off Turn 
  Attacks is nearby, and will attack from the
  trees later that night.
  3.
  Distant 
  sorcery 
  has 
  inadvertently
  summoned cursed weather, causing a
  diseased rain to fall for several hours. A
  Perc (Detection) or Perc (Wilderness
  Lore) test notices the water is tinged with
  yellowed, phlegm like specks. A Luck 
  (Con) save is required to avoid a random
  disease (with advantage, if the PCs take
  precautions to minimise contact).
  4.
  A pack of 4d6 wolves begin tracking the
  party, following from a distance. The
  beasts are hungry but will not attack unless
  one of the PCs is already wounded. There
  is a 50% each night the wolves disappear
  by dawn, switching to easier prey. If the
  party provides them with food, they are
  suspicious, but will take it with minimal
  convincing. If so, at the GM’s option, the
  pack will turn up at some later point in the
  adventure (or later adventure in the same
  forest) to help the party.
  5.
  A solitary wolf begins following the party,
  keeping to distant undergrowth and dark
  shadows (disadvantage on Perc checks to
  spot it). The beast is a relatively new
  Werewolf, waiting for an opportune time
  to launch an attack. If the PCs approach
  it, it howls, as if summoning others to its
  side, then flees (a ruse; the creature is a
  lone wolf, it killed its non lycan packmates
  during the last full moon).
  3
  
   
   
   
  6. As night falls, panicked bleating can be 
  heard in the trees ahead, until suddenly 
  cut off. The long banished thuel sorcerer 
  Slegmod is in the midst of performing a 
  1d4 hour blood ritual, offering a goat’s 
  corpse to Nen’thopargaa of the Five 
  Shands. If the intricate ceremony is 
  interrupted, several horrible creatures 
  break through the Veil to attack! (Treat as 
  DDM entry 11, but 2d4 creatures instead 
  of 1).  
   
  7. A band of capricious Forest Sprites have 
  taken an interest in the blundering big folk 
  and constructed a trap for them: a spider 
  silk trip wire, connecting to a hornet’s nest 
  in the high branches. A Luck (Perc) save 
  at disadvantage is required to avoid the 
  wire, else the unfortunate PC is struck by 
  the falling nest and enveloped by the angry 
  swarm! (1 hp damage, and 1d2 Dex loss 
  due to painful swelling). After the 
  commotion has settled, high pitched, 
  mocking laughter can be heard from high 
  in the trees (2d6 sprites).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8. 2d6 Ogres are singing a war chant, their 
  spirits high on bloodlust after having 
  recently defeated a skorn hunting party. A 
  few ogres are gnawing on some tasty 
  limbs, while another is dragging a large 
  sack (an unconscious skorn female; a 
  snack for later).  
   
  9. 1d6+2 Giant Worker Ants are scavenging 
  nearby, the clicking of their mandibles 
  audible over the usual forest sounds. If the 
  party have any smaller animals they 
  attempt to take one each and leave (or if 
  there are horses, one horse). Fighting 
  causes 2d4 Giant Solider Ants to appear 
  in 1d6 x 10 seconds. The hive is quite 
  distant, some 2d6 hours away.  
   
  10. A colossal oak tree with a man size hollow 
  is nearby. Tinkling sounds can be heard 
  emanating from within, and upon closer 
  inspection, a woven ladder can be seen, 
  dropping down into the earth beneath the 
  tree…  
  4
  
  Map 
  
   
   
   
  Passing Through the Ward 
  Laeril’s ward is invisible to normal vision and all 
  magical divinations other than Wodon’s Eye. The 
  barrier is a circular dome about 1 inch thick, 
  covering most of the mapped area. Any sentient 
  creatures observing from the outside see only thick 
  forest, and thoughts of entering are moulded into 
  circumnavigating instead.  
   
  The only exception is with respect to sapient 
  reptile kin; Serpentmen, Iguaato, Dracor, and so 
  on. For these creatures, the barrier allows entry, 
  then traps them inside.  
   
  For the purposes of this adventure, the PCs 
  happen to be around the southern Area 1 at the 
  same time a party of serpentmen move through 
  the north western forest. Whilst this is happening, 
  the barrier is briefly suspended, felt as a gentle 
  rippled in the earth (Perc (Detection) check at 
  disad to notice) allowing both parties to enter 
  before becoming trapped. Within a minute the 
  forest illusion lifts from the travellers’ minds, and 
  the hidden settlement is revealed.  
   
  Those trapped within find that leaving the mapped 
  area is impossible. The invisible dome dims 
  sunlight within, and quietens all sounds from 
  outside. Most tellingly, it is physically impossible 
  for anything to move through the barrier. If caught 
  in the river, the circular barrier shunts swimmers 
  and rafts etc off to the eastern bank.  
   
  Destroying the Barrier 
  There are three ways to destroy or suspend the 
  barrier long enough to escape Winterwold (the 
  barrier is otherwise indestructible short of a 
  Forbidden Wish).  
   
  1. If Laeril is destroyed, so is the barrier (see 
  Area 12 and Aftermath). 
   
  2. If the Serpentmen are killed, the barrier 
  malfunctions and is lifted for 1d4 hours, 
  allowing the party to make a hasty retreat 
  (see Enclave Encounters and Aftermath). 
   
  3. Destroying the Tree of Awakening with 
  the oil barrels from Area 5 destroys the 
  barrier (see Area 3 and Aftermath). 
  If the PCs somehow manage to avoid entering 
  Winterwold they bypass this adventure, and may 
  continue on to wherever it was they were going! 
   
  Winterwold  
  The elven enclave of Winterwold has stood for 
  thousands of years, more or less preserved by 
  Laeril’s magical dome. The buildings are primarily 
  wood, with leaf, tree and moon themes, as well as 
  the Laeril family crest (a white tree fashioned of 
  tiny bones, set upon a yellowed curtain). The 
  sorcerer and his extended family of forty or so 
  sheltered here during the war (see Area 7).  
   
  Whilst 
  the 
  necromancer’s 
  exclusory 
  ward 
  continues to operate strongly, the preserving effect 
  has grown increasingly unstable over time. All 
  magic use in Winterwold increases the user’s 
  DDM tally by 2 instead of 1. The buildings still 
  stand, but centuries of weather have left them in 
  varying states of disrepair (washed out colours, 
  warping wood, leaky roofs, stuck doors, etc). 
   
  Immediately apparent is the complete lack of 
  inhabitants. Apart from surrounding forest sounds 
  (including the river Belsuva, which is fast flowing 
  and loud), Winterwold is seemingly long 
  abandoned. Nothing stirs but the leaves, dancing 
  to the jig of the forest winds.  
   
  Enclave Encounters  
  As the PCs explore the outpost, the serpentmen 
  are also scouting the area, and the undead 
  gradually awakening in Area 11. As time moves 
  on, the party will encounter ever increasing 
  numbers of undead, and eventually face either the 
  serpentmen or Laeril (or both). If either are 
  defeated, the barrier will fail, allowing the PCs a 
  chance to escape (see Aftermath).  
  6
  
  Roll 1d6 on the following table as the adventurers 
  visit each numbered location, and/or every half 
  hour or other time interval the GM determines. 
  Add 1 to the roll for each location visited or time 
  interval passed.  
   1-3  Strong winds cause the trees to bend 
    and the old buildings to creak, but 
    nothing else seems to stir.  
  4.
  A faint snarling can be heard from the
  western outpost (flesh feasters waking
  from stasis, and venturing out).
  5.
  An Animus Husk is thrashing about
  nearby, caught on a low tree branch it
  accidentally impaled itself on. It can’t get
  free without help.
  6.
  A series of rasping barks reverberates
  through the complex 1d4 minutes before
  2d6+3 Ghoul Hounds thunder around a
  corner to attack the party!
  Ghoul Hound, AC 14, HD 3, Bite 2d4+1 + 
  paralysis, 19: 1d4 flesh feasters charge from nearby 
  cover to attack! S17 D14 C18 I2 P12 W- Ch4, L6, 
  60 ft. Ghoul hounds are Undead. Their bite 
  causes magical paralysis for 1d6 x 10 minutes 
  (Luck (Con) save resists).  
  7.
  2d6 Flesh Feasters come running into
  view, mouths open wide, their arms
  flailing behind them as they sprint towards
  the party! If this encounter occurs again,
  add 1d6 Flesh Feasters.
  8.
  2d6 Ghouls appear from a neighbouring
  building or forest, loping across the
  grounds in search of living things to
  devour. They have not spotted the party
  yet, but will do any moment if the PCs
  don’t 
  action 
  immediately. 
  If 
  this
  encounter occurs again, add 1d6 Ghouls.
  9.
  5d6 Flesh Feasters burst from nearby
  cover, snarling viciously as they drive
  towards the adventurers, jaws stretched to
  gorge on their flesh! If this encounter
  occurs again, add 1d6 Flesh Feasters.
  10. 2d6 Shadow Fey glide from between the
  trees or under the door of a building,
  unerringly moving straight toward the
  adventurers… If this encounter occurs
  again, add 1d6 Shadow Fey.
  11. 2d6 Serpentmen Ssurlocs (hybrid) and 1
  Razkarrt (noble caste, sorcerer) can be
  seen nearby, perhaps moving between
  distant trees or around another building
  (50%) or fighting off a small band of Flesh 
  Feasters (50%). They have not noticed the
  party as yet.
  Ssurloc, AC 16, HD 6+3, Bite 1d6 + Poison or 
  Spear 1d6+3 + Poison, 19: tail whip 1d8 and 
  knocked prone, S18 D16 C14 I10 P11 W13 
  Ch10, L8, Mv 40 ft. Ssurloc poison causes 1d6 
  damage and 1 Dex loss (Luck (Con) save resists). 
  The scaled ones are led by the cruel sorcerer 
  Nepher’Aat; an arrogant and skilled sorceress of 
  many years. Nepher’Aat loathes the Tah Krii (fire 
  7
  
   
   
   
  monkeys, aka humans) like all her kin, but might 
  in desperate circumstances be persuaded to join 
  with them to stave off the undead (she speaks 
  some common, and the Serpentmen tongue). At 
  least until they figure out a way to escape.  
   
  Nepher’Aat, Razkarrt, AC 18, HD 9+4 (48 hp), 
  Magic Staff  2d6 + special, 19: the Razkarrt 
  unleashes a potent charm effect, Luck (Will) save 
  or Malediction of Lunacy, S12 D19 C14 I18 P16 
  W18 Ch14, L10, Mv 30 ft. Nepher’Aat has Major 
  Exploit Protection and Stronger Luck. She may 
  spend an action to shift between human, noble and 
  hybrid forms. May choose from the following 
  spells five times per encounter (8
  th level): Gaze of 
  Beguilement, Fusing of Flesh, Pierce the Veil, 
  Mantle of Many Faces, Arcane Aegis, None Shall 
  Pass, Inescapable Unmasking, Waking Dream, 
  Bestial 
  Communion, 
  Nightcrawler’s 
  Boon, 
  Spectral Transfixion, Channel Lightning, Gift of 
  the Fiery Furnace, Riddle of Bones, Soothing 
  Edict, Wall of the White Wastes. 
   
  The Razkarrt has studied the barrier and 
  understands it is linked to them. Nepher’Aat 
  already tried killing one of her Ssurlocs to no 
  effect, but suspects the truth (that all of the scaled 
  folk must die before the ward will lift – clearly a 
  pathetic attempt by the Sithru (old rot; aka elves) 
  to exact a sliver of revenge against them).  
   
  An Int (General Lore) check at disadvantage 
  recalls the serpentmen wars, and the extinction of 
  the fey. Pierce the Veil reveals a barely perceivable 
  link between the serpentmen and the barrier; a 
  faint synchronizing of auras suggestive of 
  connection. In addition, if a situation arises in 
  which the undead may choose between attacking 
  humans or serpentmen, they always target the 
  reptiles first (perhaps even breaking off from 
  attacking humans to assault the scaled folk). The 
  above might provide some inkling as to what is 
  going on.   
   
  The sorceress won’t volunteer her suspicions to 
  the PCs under any circumstances, but will watch 
  them carefully for signs that they might already 
  know. 
  Any bargain with the PCs will be temporary at best, 
  however. The serpentmen race remains in hiding 
  deep in the Suurat Jungle, and it is far too early to 
  reveal themselves to the wider world.  
   
  Nepher’Aat’s Staff requires two hands, has a 10 ft 
  reach, and causes 2d6 damage on a hit. The staff 
  is enchanted and allows the user to spend a point 
  of Luck to paralyse the target for 2d6 rounds (Luck 
  (Con) save resists). This effect may be used up 
  twice per 24 hours.  
   
  12. On a 12+, Laeril (Area 12) appears from 
  around a nearby building, corner or copse 
  of trees, running towards the PCs at 
  unnatural speed. The PCs are not the 
  serpentmen 
  he 
  expected 
  to 
  reap 
  vengeance upon… but he will gladly drink 
  their blood just the same.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  8
  
  Elven Trinkets 
  As the party investigates Winterwold and its 
  surrounds, the GM might substitute a 1d12 roll on 
  the following table instead of the usual LFG Carry 
  Loot or Trinkets & Curios tables:  
  (i)
  A bronze dagger with a T-Rex
  handled motif (8 gp).
  (ii)
  A 60 ft coil of elven rope (imposes a
  -2 penalty on checks to break it, and
  weighs only a third of silk rope).
  (iii)
  A life sized hummingbird carved
  from a piece of fine willow (34 gp).
  (iv)
  A pair of elven made leather boots,
  strong and supple, with silver tracings
  on the heels. When attempting to
  move silently, a user unskilled in
  stealth gains access to their Reroll 
  Pool. A skilled user may access their
  Reroll Pool up to twice (78 gp).
  (v)
  An elven cloak; dark green, almost
  black cloth with a high collar and
  intricate 
  embroidery. 
  When 
  attempting to hide, a user unskilled in 
  stealth gains access to their Reroll 
  Pool. A skilled user may access their 
  Reroll Pool up to twice (244 gp).  
  (vi)
  A rough cut, bright yellow gemstone
  of unknown species. If the exposed to
  the sun during the day, the stone
  glows dimly in the dark (weaker than
  a candle). The next time the user is
  struck by an undead attack with a
  drain effect, the drain is negated, and
  the stone shatters (90 gp).
  (vii)
  A waterproof satchel contains a series
  of unbound pages detailing the last
  days of Winterwold. The account is
  amateurish, perhaps written by a
  child, but clearly conveys the terror
  and despair of residents as Laeril fell
  into madness. The last entry indicates 
  Laeril has a plan to raise more 
  immortal guardians, but just how is 
  unclear (800 gp to the right collector). 
  (viii)
  A pair of green saplings with curious
  purple veins growing in a small
  terracotta pot. An Int (Wilderness
  Lore) check great success identifies
  them as the rare Violet Irifass plant
  (once grown, its flowers may be
  turned into a tonic that boosts
  memory and resists dementia (66 gp).
  (ix)
  An old elven lute with many
  wonderful 
  etchings 
  of 
  flying
  pteranodons, clouds, rivers and trees
  (40 gp). Still playable but needs a
  tuning.
  (x)
  A leather skull cap made of grey
  brown, noduled dinosaur hide (22
  gp).
  (xi)
  A circular bronze shield with a
  studded rim in good repair (24 gp).
  (xii)
  A mummified raptor claw with a strap
  to hang from one’s belt strap (10 gp).
  9
  
   
   
   
  Numbered Locations 
   
  Area 1 – Sentry Post 
  This arched wooden outpost is split and sagging, 
  the front door swollen into the frame (Str check to 
  open). A number of arrow slits cover each wall. 
  The interior is mostly dark but a few sunbeams 
  filter through the damaged roof.  
   
  Inside are 2d6 elves who were transformed into 
  Flesh Feasters, a zombie variant. The elves are 
  initially motionless but awaken if living creatures 
  come within 60 ft. They are unable to make sense 
  of the stuck door, and will instead bite at the arrow 
  slits, snarling horribly.  
   
  Flesh Feaster, AC 11, HD 2+2, Bite 1d6+2 + 
  infection, 19: special, S15 D10 C14 I2 P12 W- Ch-
  L5, Mv 30 ft. On a natural 19, another flesh feaster 
  appears from nearby (or reanimates)! Immune to 
  missile fire other than head shots (Major Exploit) 
  which kill them instantly. Anyone bitten must 
  make a Luck (Con) save at the end of the combat 
  or transform into a flesh feaster in 2d4 hours 
  (Purge the Accursed, or treatment with the rare 
  Desert Moon flower within 2d6 days reverses the 
  effect). An adventurer reduced to zero hp 
  automatically fails the Luck save.  
   
  Unlike ordinary zombies Flesh feasters are fast 
  and aggressive, driven by an overpowering 
  compulsion to eat living flesh. They possess only 
  the most basic animal intelligence, discarding 
  weapons or tools to run at targets head first, jaws 
  gaping wide. 
   
  If the feasters are cleared out, the sentry post 
  contains 1 x Carry Loot, 1d6 swords, and 1d6+3 
  short bows (10 arrows each). To the north is a 90 
  ft cliff, with carved steps ascending to the 
  settlement proper.  
   
  Area 2 – River Bridges  
  The northern and southern bridges are fashioned 
  of stone and in good repair, wide enough for 
  several people to stand abreast. The river Belsuva 
  (in ancient elven) is powerful and loud, coursing 
  through the settlement to the south. Falling from a 
  waterfall requires a Luck save to avoid being 
  reduced to zero hp (dashed on rocks hidden in the 
  depths, if successful 1d12 damage from being 
  knocked about instead).  
   
  Area 3 – Tree of Awakening 
  A towering 50 ft oak tree looms over this pathed 
  area, surrounded by eight evenly spaced gazebos. 
  The tree is leafless and covered in a white, chalk 
  like substance (the tree is made of it; with each 
  raising of the dead, the tree  “grows” a little larger). 
  Scraping away the chalk reveals a hard, bone like 
  structure beneath (cutting a branch is like cutting 
  through ancient bone).  
   
  The bone tree is part of Laeril’s raising ritual and 
  radiates necromantic energy if examined with 
  Pierce the Veil. Using any kind of magic here adds 
  3 to the caster’s DDM tally. Whilst limbs may be 
  broken etc, the trunk is impervious to weapons but 
  is susceptible to a very large and ongoing 
  conflagration of fire. Using all of the oil barrels in 
  Area 5 will eventually cause the trunk to burn, 
  destroying it in 2d6 x 10 minutes (see Aftermath). 
   
  The wooden gazebos are starting to rot, and 
  contain piled elven corpses (2d6 per gazebo). The 
  bodies were part way through the raising ritual 
  (which takes several days) when the necromancer 
  placed the settlement into stasis. The bodies are a 
  mix of civilians and soldiers (according to their 
  dress, they are unarmed). The vast majority of the 
  civilians had their throat cut, but the soldiers 
  appear to have died in battle.  
   
  Area 4 – Corpse Sheds 
  These two dilapidated buildings were once 
  domiciles but were converted into corpse sheds 
  during Laeril’s efforts to mobilize as many fallen 
  as possible. Inside the larger building are 5d10+50 
  bodies, and in the smaller 5d6+20. The bodies are 
  laid out on the ground, on mildewed couches, etc, 
  in various states of decay (some seem as if they 
  died only today, whilst others are skeletal). Similar 
  to Area 3 there is a mix of civilians and soldiers.   
  10
  
  Standing to attention inside the entry hall and large 
  common room are 2d6 Animus Husks. These elf 
  zombie variants are charged with guarding the 
  bodies and animate only if attacked or the bodies 
  are damaged in some way.  
  Animus Husk, AC 11, HD 2+2, Bite or Claw 
  1d8, 19: special, S15 D10 C14 I- P12 W- Ch-L5, 
  Mv 20 ft. Immune to missile fire. On a natural 19, 
  an animated claw drops from the rafters to attack! 
  When reduced to zero hp, an Animus Husk’s 
  clawed arms and head tear free of the body and 
  continue to attack (same AC, crawling or rolling 
  speed 20 ft). A single melee hit on a mobile 
  appendage destroys it. An adventurer reduced to 
  zero hp must be recovered from a husk in one 
  round or they die. 
  Animus Husks are lifeless cadavers given motion 
  by dark magic. They move in a jerky, unnatural 
  manner, similar to ordinary zombies, but their 
  limbs and head continue to attack even when the 
  torso is destroyed. Husks are mindless in their 
  assault, and will pound or scratch on doors rather  
  than open them with the handle, etc. They 
  dismember a fallen victim before moving onto the 
  next target. If searched top to bottom, each 
  building contains 1 x Carry Loot and 1 x Elven 
  Trinket.   
  Area 5 – Supplies 
  These two buildings contain supplies for the 
  outpost; sacks of grain, crates of cloth, etc, as well 
  as 2d6+6 barrels of oil (see Area 3). The goods are 
  in relatively good condition, well preserved by 
  Laeril’s abjuration. There are 1d6+3 Flesh 
  Feasters hibernating inside in separate rooms. 
  They quickly awaken if any PCs enter the 
  buildings.  
  Area 6 – Carpentry Hall 
  This old carpentry hall is particularly well crafted, 
  with many intricate embellishments around the 
  doorframes and pillars. Inside are half finished 
  doors, mantles, and artworks of graceful elf 
  warriors, soaring pteranodons, and lithe fey 
  hounds. Woodworking tools (including 2d6 axes), 
  glue and other supplies are scattered about on the 
  many work tables.  
  3d6 elven Ghouls are stirring in the upper levels of 
  the hall,  swiftly reanimating if PCs make 
  themselves known in some way (granting the 
  ghouls a Perception check). The ghouls are 
  ravenously hungry and will swarm the PCs as fast 
  as they are able.  
  Ghoul, AC 13, HD 3, Claw 1d6+1 and Bite 1d4, 
  19: the target is subject to the equivalent of a 
  Incantation of Exhaustion for 1d6 rounds (Luck 
  (Con) save resists), S16 D13 C12 I10 P13 W14 
  Ch8, L6, Mv 40 ft. Ghouls are Undead with the 
  usual benefits (LFG p.183). A touch magically 
  paralyses a victim for 1d6 x 10 minutes (Luck 
  (Con) save resists).  
  If the upper level is searched, a locked strongbox 
  contains 1 x Carry Loot and 1 x Elven Trinket is 
  (Dex (Traps & Locks) check to open).  
  11
  
   
   
   
  Area 7 – Domiciles 
  The north western domiciles held the last of the 
  Laeril 
  family, 
  some 
  4d6+20 
  individuals 
  transformed into undead terrors like everyone else 
  (in this instance, Flesh Feasters). The monsters 
  awaken if anyone dares to enter, descending from 
  various bedrooms and common areas. Searching 
  the two buildings garners 1 x Carry Loot and 1 x 
  Valuables.  
   
  Area 8 – Chapel 
  This bronze domed chapel venerates two Unseelie 
  spirits; the Bruhga of Still Dreams, and the Exarg 
  of Barren Skies. An Int (Religious Lore) check at 
  disadvantage recalls the pair are agents of 
  unremitting hatred and retribution against Rin 
  Domû (non fey). As is elven custom, the spirits 
  themselves are not depicted in any direct manner, 
  instead refenced by abstruse symbology (birds 
  falling from the sky with broken wings, a 
  triceratops trampling the moon, etc).  
   
  The main prayer room is decorated with wood 
  panelling, bronze prayer wheels, and a living altar 
  of shaped oak (still sprouting small green shoots). 
  Humans entering here feel an immediate unease, 
  but there are no undead to be found. Anyone 
  defiling the temple must make a Luck save or 
  immediately roll on the Divine Rebuke table. 
  Looting the chapel turns up several valuable 
  offerings (2 x Valuables, and a blessed seed in a 
  silk pouch (if eaten, treat as a random Potion).  
   
  Making a heartfelt prayer or valuable offering to 
  the spirits might just draw the attention of a curious 
  spirit. On a Luck (Cha) save, the character finds 
  one weapon of their choosing glows with 
  momentary radiance (permanently gains the 
  equivalent of the cold iron property, even if it 
  already has other special metal properties).  
   
  Area 9 – Pool of the Fading Sun 
  This area contains a huge tiled gazebo (white and 
  orange, with a fading sun motif) that covers a 
  circular pool filled with opaque grey water. If 
  tested the pool proves to be a uniform nine feet 
  deep. Mindless undead that fall in will likely 
  become trapped (at least for a time, until there are 
  so many inside that they climb up each other to 
  escape). Alternatively, desperate PCs might be 
  able to hide beneath the waters.  
   
  Area 10 – Barracks 
  These two domiciles were converted to barracks 
  during the serpentman war. Prior to stasis, the 
  remaining guards were transformed into Shadow 
  Fey. The undead have no memory of their former 
  lives, only an insatiable hunger for the life spark of 
  the living.  
   
  Approaching either building or climbing the 
  northern cliff steps summons the 2d6 Shadow  
  Fey, which glide along the ground and/or up the 
  cliff walls to attack!  
   
  Shadow Fey, AC 12, HD 4, Touch 1d6+1 + Str 
  drain 19: the target’s weapon or armour (50%) is 
  transformed into shadow (Luck save resists), S- 
  D16 C- I10 P13 W10 Ch7, L7, Mv 40 ft inc walls, 
  ceiling, etc. Shadow Fey are immune to non 
  magical weapons other than cold iron and fire 
  (torches cause them 1d6 damage). On a hit, the 
  target loses 1 Str. Targets reduced to zero Str are 
  slain (50% chance rising as shades).  
   
  Searching the barracks reveals 2d6 swords, 2d6 
  shorts bows (10 arrows each), 3 shields, a suit of 
  mithral chainmail, 4 fire pots, and 2 x Carry Loot. 
   
  Area 11 – House of the Undying 
  The largest and most decrepit building in the 
  complex is Laeril’s sprawling manor. The 
  residence is two storey, with multiple bedrooms, 
  sitting rooms and so on, appointed with what were 
  once rich adornments, but the tapestries and 
  paintings are long decayed. Nevertheless, precious 
  vases, statuettes and other durable objects can be 
  found on shelves, plinths, etc (worth 2 x 
  Valuables).  
   
  The manor is conspicuously empty of inhabitants, 
  and no undead occupy the ground or upper level. 
  12
  
  However, beneath the manor, in a colossal 
  underground network of caverns, are several 
  hundred (if not close to a thousand) Flesh Feasters 
  in hibernation. As noted on p.6, after first entering 
  Winterwold, the feasters slowly emerge in greater 
  and greater numbers to eat the intruders. Four 
  different 10 ft wide stairwells lead to the caverns, 
  none of them barred by doors or gates of any kind 
  (removed long ago). Descending into the caverns 
  with the intention of “clearing” them of monsters 
  is certain death. 
  Area 12 – Laeril’s Tower 
  Laeril lives in this 50 ft tower, which has three 
  upper levels and a basement. Entry is via a heavy 
  oak door at the base (unlocked) or by scaling the 
  outside to reach the shuttered windows on each 
  level. The tower is completely shut up.  
  The Ground Level is a large reception area littered 
  with rotting chairs, couches, display tables with 
  small trinkets, and so on. Wall paintings lie fallen 
  on the floor, and the carpets are blood stained and 
  moth eaten. Stone steps around the circumference 
  lead to the second storey, and a pull ring trapdoor 
  to the basement (barred from below; it cannot be 
  opened except by breaking it, which would take 
  some time and awaken Laeril if he is not already 
  active).   
  The Second Storey is a bedchamber that has 
  clearly been set on fire. A collapsed cot is set 
  against one side, surrounded by charcoal 
  bookshelves and the ashen remains of what must 
  have been scores (maybe hundreds) of books. The 
  stone steps continue to the top level. Searching the 
  room locates a bronze tube containing 1 x Scroll.  
  The Top Level contains the ruins of Laeril’s 
  laboratory, which he destroyed in a fit of manic 
  grief in the final days of the elven kingdoms. Burnt 
  detritus, glass shards, and broken pottery occupy 
  every corner. Locked in a bronze cage hanging 
  from the ceiling is a 1 ft Forest Gremlin named 
  Quaglob. 
  Quaglob was originally to be experimented on by 
  Laeril but was forgotten about after the laboratory 
  was torched. In stasis like the others, the gremlin 
  awakens as the PCs observe the room. He is 
  trapped in the cage and rattles it, motioning for the 
  adventurers to set him free.  
  The gremlin understands fey and elven only (no 
  common). If the party do not know these 
  languages, interactions with him will have to be via 
  sign language. Quaglob simply wants to be free, 
  and will depart if given the chance (upon 
  determining that he cannot leave, however, he will 
  return to aid the party in in bringing down the 
  barrier, if possible). 
  Quaglob, Forest Gremlin, AC 13, HD 6 hp, 
  Claws 1d2 + poison, 19: Quaglob channels a burst 
  of uncontrolled magic, target rolls on the DDM 
  table, S3 D15 C6 I14 P14 W15 C8, L6, Mv 30 ft 
  inc walls, ceiling, etc, and leap 20 ft. Forest 
  Gremlins gain advantage on stealth related checks 
  and are innate magic users. May cast the following 
  spells once per day (as 6
  th level): Insidious 
  Slumber, Lash of Unerring Pain, Writhing Fog, 
  Arcane Aegis, Affliction of the Eyeless Host, 
  Curse of Searing Steel, Waking Dream, Channel 
  Lightning (outdoors only).   
  13
  
   
   
   
  In terms of information, Quaglob knows that 
  Laeril is a vampire, and destroyed his own lab, but 
  is otherwise unfamiliar with what is going on in 
  Winterwold.  
   
  The Basement has been turned into a small crypt, 
  the trapdoor barred from below with a heavy 
  wooden beam. Laeril sleeps in his stone tomb until 
  roused (per the Enclave Encounters table or 2d6 
  rounds after the party enters the tower). Upon 
  awakening, the insane vampire seeks out the 
  adventurers and the serpentmen to feed upon. If 
  he catches sight of the serpentmen, he flies into a 
  bestial rage, ignoring all others to kill them first.  
   
  Laeril, Vampire Boss Monster, AC 15, HD 9 
  (94 hp), Bite 1d12 + level drain, 19: the bite is 
  especially potent, draining 2 levels instead of 1, 
  S20 D19 C17 I16 P18 W17 Ch16, L10, Mv 30 ft 
  or 60 ft in gaseous form. Undead Boss Monster 
  with all the usual benefits (LFG p.184). May spend 
  an action to invoke Cradle of Formlessness, 30% 
  recharge at the start of the Laeril’s turn. Immune 
  to non-magical weapons, except those of cold iron. 
  Regenerates 1d12 damage at the start of his turn, 
  fire or acid suspends this effect for 1d6 rounds.  
   
  If reduced to zero hit points, turns to mist and flees 
  to the basement of Area 12, where he slowly 
  regenerates over 1d4 hours. The only way to 
  permanently slay Laeril is to drive a wooden stake 
  through his heart (Major Exploit once Staggered, 
  at the GM’s option Laeril might get a Luck save to 
  avoid, per the Stronger Luck Boss Monster trait)).  
   
  Any spell casting ability the apostate once had was 
  lost during his transformation into undeath. 
  Located in Laeril’s sarcophagus is 1 x Valuables, 
  and a fire opal talisman (red colouration) with a 
  spiderweb filigree (enchanted, upon attuning, once 
  per week, the user may transform into a Hook 
  Spider  (treat as Sudden Transmogrification).  
   
  If Laeril is destroyed, see Aftermath.  
   
  Aftermath 
  If Laeril or the Tree of Awakening are destroyed, 
  the barrier ends. The effect is immediately 
  observable (sunlight is no longer dimmed, and 
  sounds from outside are unmuted). If all of the 
  serpentmen are killed, the barrier is suspended for 
  1d4 hours instead.  
   
  Either way, the undead horde beneath Area 11 is 
  immediately released, swarming out to kill the 
  party in an unstoppable wave! Treat as a Chase 
  scene (LFG p.69); if the party escape they survive 
  to tell the tale with any loot they might have 
  scavenged in the meantime. If not, play out the 
  combat until the PCs either create another 
  opportunity to flee, or are overwhelmed and die. 
  If the PCs freed Quaglob, the GM might have him 
  reappear at a timely moment to provide a 
  secondary chance at escape. 
   
  Undead that venture outside Winterwold for more 
  than 1d4 hours crumble to dust or otherwise 
  vanish after 1d4 hours, leaving no trace of their 
  passing.  
   
  14
  
  CREDITS 
  Author:  
  Stephen J. Grodzicki, Copyright © 2020 Pickpocket Press. 
  Layout, Proofing, 
  Stephanie Grodzicki 
  Art Curation: 
  Artwork: 
  Map copyright Iconic Maps and Tad Davis. 
  Some artwork copyright Matt Morrow, used with permission.  
  Some artwork copyright Dean Spencer, used with permission.  
  Some artwork copyright Luigi Castellani, Artikid Arts, used with permission. 
  Some artwork copyright Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games, used with permission. 
  Ink splashes copyright Shutterstock, used with permission. 
  Websites: 
  Low Fantasy Gaming:  https://lowfantasygaming.com/ 
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  Products: 
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SOURCE: textdata/thevault/Low Fantasy Gaming/Low Fantasy Gaming Adventures & Settings/Adventure Frameworks (LowFG)/Adventure Frameworks #60 Winterwold [white] (LowFG).pdf