TEXT: Reedwater Adventure No. 3
  Reedwater Adventure No. 3
  The Willow Maiden 
  & The Mistletoe King
  The Willow Maiden 
  & The Mistletoe King
  Designed by A. R. Cowley 
  
  2
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
  Fudge System 1995 version © 1992‐1995 by Steffan O’Sullivan, © 2005 by Grey Ghost Press, Inc.; Author Steffan O’Sullivan.
  FATE (Fantastic Adventures in Tabletop Entertainment) © 2003 by Evil Hat Productions LLC; Authors Robert Donoghue and Fred Hicks.
  Spirit of the Century © 2006, Evil Hat Productions LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera. The Dresden Files Roleplaying Game: Volume 1: Your Story and The Dresden Files 
  Roleplaying Game: Volume 2: Our World © 2010, Evil Hat Productions LLC.
  Starblazer Adventures © 2009, Cubicle 7 Entertainment Ltd.
  Strands of Fate © 2010, Void Star Games
  For purposes of this license, the following things are considered to be Product Identity in addition to anything covered in section 1, above: Any maps, layout, characters, location descriptions,“colour” quota-
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  For purposes of this license, the following things are considered to be Open Game Content: Abilities and skills, all rules mechanics.
  ANDERIAN DESIGNS
  
  3
  ANDERIAN DESIGNS
  Foreword
  W
  elcome to the early 13th Century and the 
  challenges that come with living in the 
  Holy Roman Empire under civil war. This book con-
  tains an adventure set around the Arcane Guild of 
  Reedwater, wizards and fey that live there; as well as 
  the ordinary townsfolk of Ingolstadt.
  The details herein are for you to make your own, 
  modify, adjust, use and abuse as you see fit; to tell 
  a story that your players will love. The Fate system, 
  with its aspects and stunts, gives you a great toolbox 
  for playing the NPC’s that are listed; to both chal-
  lenge and amuse.
  The adventure has many approaches that may taken 
  to it, which one works is up to you as the GM and 
  the players. The game deals with the concept that 
  things that happen in the fey realm of Arcadia can 
  have a real effect in our world, though the two things 
  might not seem related; like weather and fey crea-
  tures actions.
  The characters have high level challenges before them 
  if they decide that fighting is the best option, the fey 
  are formidable foes; as well as eternal. Often the best 
  approaches with them is the tricky talking option. A 
  sharp mind and a witty tongue is the best weapon 
  against the fey.
  Credits
  A heartfelt thanks to everyone who has contributed to making this 
  book possible.
  Campaign and Adventure Design: A.R.Cowley
  Illustrations: A.R.Cowley
  Play Testing: Steven Betney, Simon Baker, Alex Wyile.
  Creative Contribution: Steven Betney, Simon Baker, Alex Wylie, 
  Stephen Turner.
  Editorial Support: Stephen Tuner & Christopher Booth
  Inspiration: Edward E Simbalist and Wilf Backhaus for C&S, Eve-
  ryone who has had a hand in making FATE what it is. The creators 
  of Ars Magica
  The authors assert the moral right to be identified as the authors of this work
  All of the characters events and places in this book are works of fantasy and while they may have a resemblance to actual persons, living or dead such 
  are purely coincidental. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any 
  means, electronic or otherwise without the prior permission of the publishers and the copyright owner except for the purposes of review.
  © 2017 A.R Cowley & Anderian Designs Litd.       -      Registered in England & Wales No. 10799436
  Dedicated to:
  A great friend for over 40 years, who over the last three years 
  has fought with cancer with courage and dignity. A courage 
  that has given me great inspiration to strive onwards even 
  when things are hard. Time is not on his side in this fight, he 
  will leave a big hole at the gaming table and an irreplaceable 
  soul taken from my life.
  
  4
  Contents
  Foreword 
  3
  Introduction 
  6
  The Plotline 
  6
  Background 
  7
  The Hook 
  8
  Drodenberg 
  9
  Location 
  9
  The Gates 
  9
  Map of Guilds 
  10
  Inside 
  12
  People of Drondenberg 
  12
  The Captain of the Guards 
  12
  The Archon Muriel 
  12
  The Librarian 
  12
  The Search for 
  13
  The Willow Maiden 
  13
  Muriel 
  14
  Artisimus 
  16
  Captain Sharky 
  18
  Drondenberg Man-at-arms 
  18
  Archons of the Arcane Brotherhood 
  19
  Map of Drondenberg 
  20
  Marsh Zone Map 
  22
  Dragonfly Maidens 
  23
  Description & Tactics 
  23
  Dragonfly Princess 
  24
  Bullfrog Prince 
  24
  Description & Tactics 
  25
  Toad Warriors 
  25
  The Path of Legend 
  26
  The Willow Maiden 
  26
  Is this failure? 
  27
  Lake Mummel & the Baron 
  27
  Baron Mummel 
  27
  The Nymph 
  27
  Robin Goodfellow 
  30
  Baron Hector Mummel 
  28
  Lady Aquestra 
  30
  Else Puc A Liar Call 
  31
  NOTE ON ARCANE DAMAGE   
  32
  Swartzbroc 
  32
  Grotto Zone Map 
  33
  Hobgobin Warrior 
  34
  Hobgoblin Chevalier De l’Enfer 
  34
  Hybrid Witch 
  35
  Epilogue 
  36
  Robin Goodfellow 
  37
  What’s Next? 
  38
  
  5
  
  6
  The Willow Maiden 
  & The Mistletoe King
  Introduction
  T
  he people of the 13th century were living in an 
  agricultural society, they relied on vast quanti-
  ties of grain. To get their grain they had to be in tune 
  with the season, ploughing, planting, growing, har-
  vest all relied on the knowledge of the seasons. 
  They believed that the seasons were controlled by 
  forces, some thought that the winds and the sun were 
  gods, who slept or woke - became loving or angry 
  with the change of the seasons. There is also a fey ver-
  sion of this story regarding the mating of the Willow 
  Maiden and the Mistletoe King.
  The story goes that in times past the Mistletoe king 
  was a powerful fey lord, handsome and charismat-
  ic; he had many dalliances with different fey ladies. 
  However the one time he aimed high and had an af-
  fair with an archfey of winter. She was smitten with 
  the Mistletoe King, this was her true love. The Mis-
  tletoe king played along, till another prettier and 
  warmer fey lady came along and then he dumped 
  the archfey of winter, he told her he’d had enough of 
  her bad attitude and cold nature, he needed someone 
  warm and welcoming.
  In her wrath she cursed the king to forever roam, 
  only ever to find love once a year, when it is time for 
  winter and then only with a wooden maid who can 
  not return his love. Everywhere the Mistletoe King 
  goes the weather grows cold, wet and windy; all year 
  he roams the land never being able to settle, looking 
  for a beautiful fey maiden to fall in love with him. 
  Only when it is time for winter and he has become 
  desperate and forlorn does he settle down, he find the 
  Willow Maiden and he falls in love with her, while 
  they are together the King stays in one place and thus 
  it is winter there. The cold of their unions covers the 
  land.
  She never returns the love and after 3 months of win-
  ter she sends him packing and so begins the spring.
  The adventure asks the question, what would hap-
  pen if the king never finds the Willow Maiden? What 
  would happen if he were to be accosted and never 
  came to settle? Then, winter would never come, it 
  would be forever autumn.
  After the ploughing the winter frost needs to break 
  up the ground, release the nutrients. The animals 
  would never get to spring and mate, fish would die 
  in the lakes and rivers, the weather would turn the 
  paths and tracks to deep mud. In short the kingdom 
  would be in chaos.
  The Plotline
  T
  he head of the Swartzbroc guild had a brilliant 
  idea. When the wizards of Drondenburg are 
  casting their wards ritual at the end of the year they 
  will be vulnerable. The problem is that they don’t 
  know when the ritual will be done, only that it has 
  to be done roughly at the start of winter, the end 
  of the year at that time. What if the Mistletoe king, 
  never found the Willow Maiden? Winter would nev-
  er come! The wards of Drondenburg would be kept 
  going, their consequences could not be healed by the 
  casting of the new ritual, or until the Mistletoe King 
  was released to find his maiden. 
  
  7
  Either way Swartzbroc could take advantage, by 
  attacking an ever weakening ward, or having fore-
  knowledge of when the wizards of Drondenberg 
  would have to perform their ritual.
  Thus the plot was hatched over many years.
  With the aid of their fey allies a bloodline was cre-
  ated that held both arcane and fey affinity, beautiful 
  women of grace and wonder as well as magical might 
  of the order of the Brotherhood. These trophy mages 
  were used to bait and trap the mIstletoe king in his 
  constant search for the love of a fey maid. He was 
  given what he searched for. The arcane affinity of the 
  witches protected them from the effects of the curse 
  and they were able to lay with the king and keep 
  him trapped, deep in the unseelie grotto beneath the 
  broc. Out of the real world and unable to summon 
  winter to the lands.
  Either the attacks of the Truffs would break through 
  the dwindling wards of Drondenberg or they could 
  collapse the ward by bringing about winter with a 
  certainty knowing that the wards would collapse. 
  Win Win!
  Background
  T
  here are two guilds in the area of the Black For-
  est, Drondenberg and Swartzbroc; they have 
  been at war since most can remember, at least two 
  hundred years. Many have forgotten what the war 
  was about and fight because it has been written into 
  the guild oath.
  Drondenberg is the oldest and most powerful guild 
  in the Rhinelands its head is an Archon of the Broth-
  erhood, ancient and incredibly powerful. The guild 
  has many masters and a large area of land in the for-
  est protected by strong magical wards. They have 
  grabbed this land at the cost of the fey of the area 
  with whom they also have a great war.
  Swartzbroc, while it is a guild of only a couple of 
  hundred years, it was founded by an Archon from 
  Drondenburg, the row that started the war forced 
  her to abandon her guild and declare that she would 
  see it destroyed. In that time Swartzbroc has become 
  isolationist though renown for its wizards making 
  challenges and winning.
  Each of the guild is fighting the war in different ways, 
  Drondenbeg is Building for a final battle, collecting 
  essence, knowledge and wizards. Swartzbroc is fight-
  ing a war of stealth and guile. They are challenging 
  Drondenburg wizards to duels using cunning actions 
  to take them on outside of their protective wards. 
  Wards that seem to be impenetrable.
  Wards have to be recast once each year, their power 
  is dependent upon the amount of essence that the 
  guild can afford to spend in the ritual. Drondenburgs 
  wards are so powerful Swartzbroc have figured that 
  they must spend a huge amount of essence to get 
  them to this level. Therefore they hassle and harass 
  the wizards who are out gathering essence for the 
  guild in an attempt to reduce next year's power level.
  This has been working well and the stocks of essence 
  that the Drondenberg guild has have fallen some-
  what. The guild has so many members and is still 
  incredibly powerful, such that the efforts of the at-
  tacks have made little dent in the power level of their 
  wards.
  Swartzbroc have allied with the fey of the area, who 
  have Drondenburg as a common enemy. Large 
  Truff , and not natural one’s, those special Truff who 
  have been militarised, often attack the guild to test 
  its wards, see if they can break through. They have 
  inflicted several consequences upon the wards of 
  Drondenburg but it has still not fallen.
  
  8
  The Hook
  T
  he characters come into this mid way through 
  it’s execution with the vague feeling that some-
  thing isn’t right in the world. The guild has reports 
  coming to them from traders and travelling wizards 
  that the weather is unseasonably warm and wet. This 
  then turns to concern as fish are seen floating in the 
  river passing by the guild. Birds cluster together and 
  chatter, frogs come out enmass and animals leave the 
  secret of their trails and wander openly in a strange 
  fug.
  The characters group should include at least one 
  wizard from the guild of Reedwater, there’s nothing 
  wrong with each player having a wizard if they wish; 
  though it probably a good idea to bring some warrior 
  of the guild along too.
  They are on a simple milk run into the city of Ingol-
  stadt. Along the way they see the effects of the winter 
  not coming to the land. Everything should be white 
  over and the trails frozen and walkable. Now they are 
  faced with waist deep mud and lakes and rivers that 
  have burst their banks.
  While on their journey to the city they are ap-
  proached by a curious little fellow. He is very short 
  standing only four feet tall, he wears a waistcoat of 
  bright red and hat made from twigs in which it seems 
  that a nest of robins lives. At his side is a small sword 
  and his feet are uncovered and have the long scaled 
  toes of a bird.
  He introduces himself as Robin Goodfellow, he bows 
  deeply and removes his nest, waiting for a response 
  from the group. The robins in the nest chirp loudly 
  at their jostling. 
  After introductions he asks if they have noticed that 
  things are not aright with the world. Of course they 
  most certainly have. You should have primed the 
  characters on the journey with all manner of strange 
  things that have been brought about by the forever 
  autumn. He tells them that the cause of this is a dis-
  turbance in the fey realm, it needs to be sorted and 
  he would be most grateful if they would take this 
  quest.
  No doubt the group will want to know more about 
  this strange fellow and why they should bother to 
  sort out the mess, what’s in it for them?
  He tells them that he is the herald of the Lord of all 
  the Fey - Oberon, his master is concerned and there 
  is some magic of man and fey that has prevented him 
  from finding an answer to the problems at hand. He 
  has bid Robin Goodfellow find capable adventurers 
  who have the greatness to sort out the problem. In 
  exchange they would be owed a minor boon from 
  Lord Oberon himself.
  If they accept Robin tells the characters that they 
  must find the Willow Maiden, she should be con-
  sorting with the Mistletoe King and thus bring about 
  the winter. She is hidden in an in between world half 
  in Arcadia and half in the real world. He gives them 
  a feather which he tugs from his head, if you throw 
  this feather into the wind and call my name, then I 
  can appear before you and try to assist in any way I 
  can.
  With a simple knowledge roll of Good +3 the wiz-
  ard will know that the best source of information 
  on the Fey will be held at the library in the guild of 
  Drondenberg. It is many miles travel but the best 
  place to begin their search for the Willow Maiden.
  
  9
  Drodenberg
  Location
  T
  he guild is located at the source of the Danube 
  river deep in the black forest. Here the forest 
  turns from a mix of white pine and birch to black 
  pine and dead trees, a sense of foreboding lies on 
  the land and words seem to die a death as soon as 
  they leave the mouth. Bleached grey brachen claws 
  at the foot and travel is slow and painful as brambles 
  scratch and rip at legs. There is no signs of life here, 
  even the birds have forsaken this place. After a short 
  while ancient fey stone circles can be seen, however 
  they have been blasted and destroyed, the rocks shat-
  tered and split. The barrows broken open and scorch 
  marks still blacken across the stone.
  Then in the distance you see the guild. A high wall 
  of stone and a large gate between two towers. The 
  wards here will affect any wizard in the group, it has a 
  power level of 7. Thus any spell activation has a pen-
  alty of 7 to it, any targeting using an affinity score has 
  a penalty of 7 to it. A character who has an affinity 
  score can spend a fate point and use his affinity score 
  to perceive the arcane power. He sees a wall of purple 
  and yellow streamers running around the entire site. 
  However, in several places the colours are muted and 
  pastel with little movement in them; not vibrant and 
  billowing like elsewhere. These are the effects of the 
  consequences that the Truffs have delivered onto the 
  ward.
  The Gates
  T
  he area before the gates has several small round-
  houses, like something from the stone age. The 
  muddy path lead past these and to the main gates 
  of the guild. They are 30 feet high and made from 
  large Elm, clearly these has stood here for hundreds 
  of years. Atop the gates are bronze spikes. Each side 
  of the gate is a square tower 40 feet tall with a ba-
  sic thatched open sided roof. The towers are each 
  manned by two guards, they seem to pay no atten-
  tion to those down below.
  As the group approaches they can see that the round-
  houses have people in them. One houses an old man 
  and his servant, another house what looks like a Turk 
  from his dress and manners.
  The old man introduced himself as Magus Woland 
  from the Guild of Hockelbad near Hamburg, he tells 
  them that he has been waiting six years to get to read 
  at the library. The younger man is Abenderg his serv-
  ant and companion for the last six years. Abenderg 
  doesn’t look very happy. They are sleeping in awful 
  conditions and seem not to have much in the way 
  of food.
  The Turk introduces himself as Seljuk from the plains, 
  he has come to present a new method of magic and 
  is waiting to get to see the Archon, he has been here 
  only a year.
  The men on the gates don’t listen to calls for atten-
  tion unless they say something that piques their in-
  terest, or is one of the things they have been told 
  to listen out for. Otherwise they just chat amongst 
  themselves and chew on jerk beef. If the characters 
  are persistent even if they have nothing interesting to 
  say then the guards will give them attention just to 
  get them to shut up.
  This should be a challenge for the group, maybe one 
  of the wizards has a connection here, or to a wiz-
  ard who serves here. That would be enough to get 
  an entrance.  Perhaps one of the wizards has some 
  new magical power or spell that they think the guild 
  might be interested in, it could work if different 
  enough; though the two wizards outside have been 
  waiting for a long time and there’s no guarantees. 
  After you have had enough fun, either the charac-
  ters have worked their way into the guild or you can 
  have a truff attack the gates, the characters can help 
  defend the guild and this will get them entrance. The 
  Turk and the elderly wizard will cower and stand by 
  doing nothing, after all it’s not their problem.
  
  10
  Map of 
  
  11
  
  12
  Inside
  T
  he guild is a haphazard collection of stone build-
  ings, some small and some large. There are some 
  obvious uses for several of the buildings, storage for 
  animals, grains etc. A barracks for the guilds warri-
  ors. Then there are those buildings that have an odd 
  design and seem to have no discernible functions. 
  Some are large roundhouses and seem to be from the 
  stone age, some are small grub huts that have a single 
  occupant others large stone and fancy. a single tower 
  lies at the centre of the guild and is guarded by two 
  warriors.
  The guild looks empty on first view, there are no 
  wizards walking its paths, no communal areas where 
  people congregate to tell stories and swap ideas. All 
  that can be seen are the warrior of the guild chat-
  ting and carousing. Walking the paths as though they 
  own the place.
  There are 26 wizards who live and study here, two of 
  them are very old indeed, there are more than a hun-
  dred warriors here also, though they can not be called 
  human anymore; without the protection of an affin-
  ity score the magical essence of the area has changed 
  them into monsters. The captain of the warrior has 
  the head of a shark, his teeth are triangular and ar-
  rayed in several rows. He dribbled spittle and slurs 
  his speech when he talks; it is however very clear that 
  all of the warriors here are scared of him.
  The main tower at the centre is the library, this con-
  tains all of the research that the guild and its mem-
  bers have done over the many centuries of its exist-
  ence. It’s secrets are well guarded and there has to be 
  a damn good reason for them to allow an outsider to 
  have access to their books.
  People of 
  Drondenberg
  The Captain of 
  the Guards
  H
  e is called Sharkhead though his real name has 
  been forgotten, he was so useful as a warrior 
  to the wizards they have extended his life with magic, 
  he could be over a hundred years old by now.
  The Archon Muriel
  S
  he still looks a young woman, very pretty though 
  she looks tired and worn out, her eyes show the 
  vastness of her knowledge and true age. She has ex-
  tended her life with the aid of magic and this has 
  come at a cost. She can no longer cast spells without 
  the risk of a critical failure taking her off into some 
  nightmare realm. The spells to prolong her life, while 
  they keep her body vital and fit, add to the chances 
  of her spells going awry. Now she only casts spells 
  when in dire needs, otherwise she uses her political 
  power as an Archon and the head of the most power-
  ful guild in the Holy Roman Empire.
  The Librarian
  H
  e is new to the job, the previous holder of the 
  position was bested in combat by a wizard 
  from the guild of Swartzbroc and for his failure he 
  was stripped of his authority and now serves as only 
  a mere master of the guild. This new librarian is thus 
  very keen to impress the Archon and do a good job.
  It may be that the best way to get to the library is to 
  do an end run around the librarian and get to see the 
  Archon directly. If the wizard, or one of them, is an 
  Inquisitor then that would be a sufficient position to 
  get to see the Archon. Otherwise the characters will 
  have to engage in a social battle with the haughty 
  librarian.
  
  13
  NOTE: There will be more details of this guild and 
  that of Swartzbroc in an upcoming large format book
  The characters will have to gain the permission of the 
  librarian to get to the materials that will allow then to 
  find out how to get to the Willow Maiden.
  The Search for
  The Willow Maiden
  F
  inding details on the Willow Mainden is not 
  even a challenge in this library. In their research 
  at the library they will discover that to find the Wil-
  low Maiden the characters will have to traverse the 
  wild fey marsh at the edges of the magical lake Mum-
  mel.
  Here they will be faced with three routes they can 
  chose to traverse.
  The left path is that of the unseelie, this is a path of 
  stinking bog and rotten reeds, it holds the fey Bull-
  frog Prince and whatever challenges he might put 
  before them. A serious adversary with a reputation 
  for eating people.
  The right path is the path of the seelie court and is 
  one of vibrant growth, blue waters and tall reeds, this 
  is the home of the Dragonfly Princess and her hand-
  maidens. She is a cunning adversary and is noted for 
  enslaving those who try to pass through her demesne. 
  Whatever challenges she has for the characters they 
  will be cunning one’s
  The centre path seems to be a path between the other 
  two, some fresh water and rushes with the buzz of 
  insects. 
  Knowledge Roll Dif: Great +4 
  = This is the path of legend. This path holds only 
  challenges for the characters and the troubles that 
  they have within them. The GM should look at the 
  characters aspects. There will be three challenges, and 
  they are detailed under the path of legend
  
  14
  Muriel
  Power Level: Legendary NPC
  ASPECTS
  •	
  Archon and Mage of Drondenberg
  •	
  I will ascend to Archmage of the Arcane Brotherhood
  •	
  A Stolen Apprentice
  •	
  Where there’s a will, there’s a way
  •	
  Super Egotistical Megalomaniac
  •	
  Unsurpassed knowledge of the Arcane
  •	
  Maude Archon of Swartzbroc is my hated foe
  •	
  The Magical Cloak of Kingship
  •	
  Sharky my pet, will save me
  •	
  Blinded by my own rage
  Physical 
  Ability
  Lvl
  Mental 
  Ability
  Lvl
  Social 
  Ability
  Lvl
  Agility
  1
  Craft
  3
  Deception
  1
  Strength
  1
  Knowledge
  4
  Empathy
  0
  Endurance
  2
  Reasoning
  4
  Persuasion
  2
  Perception
  2
  Willpower
  4
  Resources
  4
  Physical Stress: 3   Mental Stress: 8      Social Stress:  6
  Arcane Affinity: 5    Arcane Stress: 11
  Fate Points: 9
  Languages: 
  German, Arcadian, Latin, Greek
  Dagger: WR+2 “Swift Striker”, “Small”
  Staff: WR+2 “Large”, “Enchanted (p)”, “Fey Killer (p)”
   
  Stunts:
  Magic: Muriel has many, many spells she can bring to bear in a 
  situation; however, she has become so old and taken so many 
  potions of longevity that she would be at risk of making a hor-
  rible critical failure on any spell she casts. Therefore she prefers 
  to use her station and intimidation to get things done. Rather 
  than list a load of spells she can’t use, we will leave this part to 
  your imagination to use as threats.
   
  Enchant Magic Item: She can perform costly and time con-
  suming rituals to make items that have the Enchanted (p) as-
  pect as well as spell like powers. The methods for this will be 
  covered in whatever version of fate you are using. 
  Alternatively if you can wait, Anderian Designs are working on a 
  top secret set of rules, these have a title that you will recognise 
  from the very early days of Role Playing.
   
  Focus: Muriel has a mighty staff, this is created from a single 
  heartwood section of black pine that was at the very centre of 
  the fey grove that once stood where Drondenbrg now lies. It has 
  many mystical symbols carved into it. It has been shod at one 
  end with silver that holds a glowing amber gemstone and at the 
  other end with a cold iron spike.
   
  User gains:-
  +2 to activation rolls 
  +1 to attack rolls with Nature Spells 
  +2 stress boxes to Arcane Damage tracks
  Usable as a weapon with the aspects “Enchanted (p)” and 
  “Fey Killer (p)” 
   
  Description
  Description
  She looks very attractive and has an outward age of around 
  late twenties maybe 30 with piercing emerald green eyes and 
  dark brown hair. She has a shapely figure and wears bright 
  red lipstick that contrasts with her pale complexion. When 
  you hear her speak or look into her eyes you know that there 
  is something not aright with this person. She send shivers up 
  and down your spine and you have the urge to run off or fight. 
   
  Relationships
  She hates the other Archons for agreeing to the war between 
  Drondenberg and Swartzbroc, they should have ruled with her 
  and cast that fake wizard Maude out of the Brotherhood. She 
  will go to any lengths to slay Maude and make some part of 
  her into a magic items she can tout around to show everyone 
  that you don’t mess with the wizards of Drondenberg. 
   
  She relies heavily on her top fighting man Sharky, he is her 
  favourite pet and she will often stroke his leathery shark head 
  when she is talking to someone she wants to impress with fear. 
  He means little more to her than a hamster or guinea-pig on a 
  wheel. 
   
  The other wizards of the guild frustrate her with their compla-
  cency and dedication to research; they should be out trying to 
  find the Swartzbroc and killing their wizards. 
   
  Goal
  She wants to bring down Maude and her guild of swartzbroc 
  at any cost, even if that means tolerating lesser wizards and 
  making allies. She has her eye on the seat of Archmage, she 
  knows that this will never happed as long as she is at war with 
  Maude.
  Signature Item: Her cloak of Kingship is a cloak of woven 
  golden hair from a fey king, Elandor once ruled this area of the 
  Black Forest he caused the death of many of Muriels com-
  panions and when he was ultimately defeated she crafted this 
  cloak from his long hair. 
   
  The Wearer gains the Aspect “Kingly Authority (p)”
  For a fate point the wearer can make people believe in their 
  orders beyond normal reasonability, they generate a pool of 
  fate points equal to an Affinity Roll or 4 whichever is greater. 
  These may be handed out to those who have heard the orders. 
  They are a one off pool of fate points that can be used to carry 
  out the orders. Once the task has been completed then any 
  remaining fate points are lost. They can extend over multiple 
  scenes.
   
  The Wearer gains the Aspect “Untouchable (p)”
  For a fate point anyone who wishes to engage in melee or 
  range combat with the wearer must make willpower attack rolls 
  against the wearers Affinity defence roll. Or a or Dif: 4 if the 
  wearer gas no Affinity score. Only on a success can they make 
  their attack, if they fail then they can choose another action for 
  that exchange. They must repeat this check each exchange 
  they wish to take hostile actions against the wearer, unless 
  they succeed with spin. Then they no longer need to make 
  these rolls. 
   
  Minions: Muriel is never far away from a horde of minions. For 
  a fate point she can summon them to her aid and they arrive 
  on the next exchange of combat. She can summon a stack of 
  10 x +3 good minions.
  
  15
  
  16
  Artisimus
  Power Level: Legendary NPC
  ASPECTS
  •	
  Librarian and Mage of Drondenberg Arcane Guild
  •	
  One day this guild is mine
  •	
  Knowledge is Power!
  •	
  No real world Experience
  •	
  Master of Arcane Puzzles
  •	
  I tricked the devil Azariel
  •	
  Baron Jakonan owes me a Major Boon
  •	
  The Magical Hat of Azariel
  •	
  Agoraphobic
  •	
  Blinded by my own rage
  Physical 
  Ability
  Lvl
  Mental 
  Ability
  Lvl
  Social 
  Ability
  Lvl
  Agility
  2
  Craft
  2
  Deception
  1
  Strength
  2
  Knowledge
  5
  Empathy
  0
  Endurance
  2
  Reasoning
  4
  Persuasion
  2
  Perception
  2
  Willpower
  4
  Resources
  2
  Physical Stress: 4   Mental Stress: 8      Social Stress:  4
  Arcane Affinity: 4    Arcane Stress: 8
  Fate Points: 9
  Languages: 
  German, Arcadian, Latin, Greek, Egyptian, Summerian, Norse, 
  Russ, Hitite, Sanskrit
  Dagger: WR+2 “Swift Striker”, “Small”
   
  Stunts:
  Linguist x2
  He knows the languages: German, Latin, Greek, Egyptian, 
  Summerian, Norse, Russ, Hitite, Sanskrit 
  Book Learner: He gets +2 to his rolls when he is learning from 
  a book 
  Researcher: He gets +2 to his knowledge 
  rolls if he has access to his library 
  Persistent Aspect:  tied to his Arcane Affinity: “Talented Mas-
  ter of Divination (p) “
  The Hat of Azariel: This is an Egyptian shaped elongated hat 
  like the pharos wore in the old dynastic periods. It is made of 
  gold materials and lapis lazuli with a snakes head that sticks 
  out. To most uneducated Europeans this would look utterly ri-
  diculous.
   
  User gains:-
  +2 to activation rolls 
  +1 to rolls with Divination/Scrying Spells 
  For a fate point he can have his spells reach across other 
  realms even into the infernal or fey. He gains the aspect, “Tue 
  Sight (p)”
  Usable as a weapon with the aspects “Enchanted (p)”
  Illusions: Affinity activation dif: 4. He makes an attack roll 
  against targets willpower. May target all in a zone. ER +8. Con-
  sequence are mental and indicate the belief in his illusions.
  Beam of Fire: Roll Affinity Dif: 4 to activate. Make an attack roll 
  with affinity vs Agility Range 1 zone, WR +7
  Divination: Activation dif: 4 using his affinity. The difficulty to 
  divine is dependant upon the distance in the future and the  dis-
  tance in space she is trying to see.
  1 Shift: Some sketchy piece of knowledge, She places the as-
  pect of “Vague Warning”
  2 Shifts: She gets an image and some snippet of info, she plac-
  es the aspect “Tactical Clue”
  3 Shifts: She gets the middle part of an event played out, she 
  places the aspect “Seen ahead of time”
  4 Shifts: She gets the beginning and the middle of the events 
  played out for her, she places the aspect “In the right place at 
  the right time”
  5 shifts or critical success: She gets a deep knowledge of 
  the events, there probable endings, she places the aspect “All 
  knowing of events (p)”
  Scrying: Activation Dif: 4, He can place his senses in a location 
  that is distant from him. With his magic item this can even be in 
  another realm. He can target a person, object or place that he 
  knows. The relationship he has with the target gives him bonus/
  penalty to his perception checks to see and hear. The scry al-
  ways works, sometimes just not very well.
  Impossible No information on target other than name
  -8 Perception: He has only heard a description of the target
  -4 Perception: He has seen a picture of the target
  -2 Perception: He has seen the target once, held or used the 
  object.
  -1 Perception: He is acquainted with the target, such as Once 
  held the object or frequent the place often
  = Perception: The target is familiar, you are the owner or a 
  close friend.
  +2 Perception: The target is well knows and remembered.
   Correspondence Mods: 
  +1 You have something that belongs to the person or a part of 
  the object, or something that came from the location
  +2 You have something that is valuable to the person or part 
  of the object that is critical to its function or an essence from 
  the place.
  +4 You have a physical piece of the person such as blood hair 
  etc. You can see the place from where you stand or you created 
  the object.
  Description
  Description 
  He is a skinny very pale person with slight yellowish tinge to 
  his complexion from the lamp oil and late nights reading, He 
  chin is almost entirely absent with this mouth seemingly disap-
  pearing into his neck. He always wears his ridiculous hat. His 
  voice is trembling when he speak as though he is uncertain of 
  the words coming out of his mouth.
   
  Relationships. 
  He was given the job of Librarian at the guild only because 
  of the failure of the previous librarian in the face of battle with 
  the wizard Imolatrix of Swartzbroc. He takes this to mean that 
  Muriel has faith in him, though this is not true, she despises his 
  lack of real world experience and action. He uses his powers 
  to deny access to library making him feel powerful, much to 
  the chagrin of the other wizards and those who visit to study.
   
  Goals 
  He has his eye on the seat of head of the guild. Muriel once the 
  evil of Swartzbroc are defeated will rise to Archmage and even 
  if he doesn’t make Archon he is next in line to become the 
  head of the guild. He needs to make sure that everyone knows 
  he is the most knowledgeable person in the guild, knowledge 
  is power after all.
  
  17
  
  18
  Captain Sharky
  Description
  Description 
  He stands almost 7 feet tall and it is hard to take your eyes off 
  the large grey sharks head that is looking down upon you, with 
  those dead black eyes and multiple rows of razor sharp teeth. 
  When he talks fishy smelling spittle sprays everywhere and 
  those who know him make sure they are standing well back 
  rather than get covered in his slobber. 
   
  Relations 
  He is close to the Archon Muriel who has used her magics to 
  give him a much extended life. He loves her, not for how she 
  looks or her powers but for the kindness she has shown him 
  over the years. He would anything she asks of him, even if it 
  meant his death; after all she has given him several lifetimes. 
   
  He runs all of the fighting men at the guild, he pretty much 
  runs the guild often bossing the other wizards around; they 
  know he has the favour of the Archon and so they comply 
  with his behaviour. The other fighting men are terribly afraid of 
  him, he has been know to slay a person on the spot for some 
  transgressions. They avoid him if at all possible.
  Goals 
  He wants to there for Muriel, the war with Swartzbroc isn’t 
  going well, they are too sneaky and cunning and Drondenberg 
  prefers a stand up fight.
  Drondenberg Man-at-arms
  Power Level: Mythic NPC
  ASPECTS
  •	
  Fighting man of Drondenberg
  •	
  Look forward to having my own land
  •	
  Survived being drown by his parents
  •	
  Has no social skills
  •	
  The Killer instinct 
  •	
  I gave Imolatrix his scar!
  •	
  The Spear of Ganarius
  •	
  Mureil will always come to my aid
  •	
  Touble making himself heard
  •	
  Everyday be the best you can be
  Physical 
  Ability
  Lvl
  Mental 
  Ability
  Lvl
  Social 
  Ability
  Lvl
  Agility
  3
  Craft
  1
  Deception
  1
  Strength
  4
  Knowledge
  2
  Empathy
  0
  Endurance
  4
  Reasoning
  2
  Persuasion
  1
  Perception
  2
  Willpower
  3
  Resources
  3
  Physical Stress: 8   Mental Stress: 5      Social Stress:  4
  Fate Points: 7
  Languages: 
  German, Arcadian, Latin
  Spear of Ganarius: WR +4 “Long”, Huge”, “Enchanted (p)”
  Scale Armour: AR -3 5 stress boxes “Bulky”
  Bite: WR +2 “Razor Sharp Teeth”, “Intimidating”
   
  Stunts:
  Linguist
  Alternate Movement: Submersible, fast 
  Natural Predator: He gains a +2 to his attack rolls if he is at-
  tacking a creature that is unaware of his presence or intentions 
  Fwyfoured Prey: He gets a +2 bonus on any roll that involved 
  the fey creatures of the Black Forest this includes attack and 
  defence rolls 
  Home Turf: He gets +2 to all his rolls on actions to defend 
  the guild from attacks from outside or internal threats. This 
  includes attack and defence rolls 
  Riposte: When he gets spin on a defence roll in melee combat 
  he can spend a fate point to have an immediate melee attack 
  against his opponent, he still gains the +1 for his spin. 
  Bursting Attack: The first time he attacks an opponent in a 
  scene he gets +3 WR 
  Sharks Head: He has the head and mouth of a shark. He 
  gains a bite attack each exchange that attacks with his agility
  Power Level: Good Minions  Size: Group of 4
  Strength: 3 Agility: 3 Willpower:2 
  ASPECTS
  •	
  Training with spear and shield
  •	
  Ready to defend the wizard
  •	
  A wandering mind
  Armour: Chain: AR -2 stress boxes 4 “Bulky”
  Light Shield AR -2  WR +2
   
  Spear: WR +3, Range 1 zone Thrown “Large”
  
  19
  Archons of the Arcane Brotherhood
  T
  he Archons are spread out across the world, they head different guilds  and come together during certain 
  times to talk over important matters that concern magic and the security of the brotherhood. There are 
  only ever 12 Archons in the Brotherhood at any one time.
  Archon Muriel (f)   
   
  Guild of Drondenberg, Black Forest Germany
  Archon Maude (f)  
   
  Guild of Swartzbroc, Black Forest Germany
  Archon Ganarius (m) 
   
  Guild of Stonehenge, England
  Archon Abernath (m) 
   
  Guild of Blaiddyd, Bath England
  Archon Tiore (f) 
   
   
  Guild of Essilor, Paris France
  Archon Alexander (m) 
   
  Guild of Skulls, Rome
  Archon Jovina (f)  
   
  Guild of El Toll, Barcelona Spain
  Archon Sechlainn (m) 
   
  Guild of Kealkil, County Cork Ireland
  Archon Padány (m)  
   
  Guild of The Winter Tomb, Vienna Austria
  Archon Kochi (m)  
   
  Guild of the Umbral Lake, Budapest Hungary
  Archon Antiope (f)  
   
  Guild of Enternal Flames, Kissos Thesalonia Greece.
  Archon Brunissende (f)  
  Guild of Three Falls, Montbel Lake France.
  
  20
  Map of 
  
  21
  
  Marsh Zone Map
  Razor Grass
  No line of Sight
  Good Cover
  Hidden Wreckage
  Spikes from below
  Tangled and Snagged
  Wreckage
  Move BV 2
  Distracting Apparitions
  Hidden Wreckage
  Spikes from below
  Tangled and Snagged
  Prickly Bushes
  Move BV 2
  Half Cover
  OUT 
  Can take no actions
  OUT 
  Can take no actions
  Trail
  Slippery Ground
  Out in the Open
  Trail
  Slippery Ground
  Out in the Open
  Trail
  Slippery Ground
  Out in the Open
  Trail
  Slippery Ground
  Out in the Open
  Trail
  Slippery Ground
  Out in the Open
  Wreckage
  Movement BV 3
  Pierced By Splinters
  Distracting Apparitions 
  Pool
  Movement BV 3
  Waist Deep Water
  Distracting Insects
  Pool
  Movement BV 3
  Waist Deep Water
  Distracting Insects
  Sand Pit
  Movement BV 4
  Stuck in Place
  Razor Grass
  No line of sight
  Good Cover
  Marshland
  No line of Sight
  Pulled Down
  Marshland
  No Line of Sight
  Pulled Down
  Marshland
  No line of Sight
  Pulled Down
  Marshland
  No line of Sight
  Pulled Down
  Marshland
  No line of sight
  Pulled Down
  
  Description & Tactics
  Description
  She is a tall slender female figure with a ruddy tanned skin 
  and long golden hair. Her back has long transparent dragonfly 
  wings. Her features are very beautiful and she speaks in a soft 
  hushed and unhurried voice.
  Relationships
  She and her maidens are in a cold war with the Bullrush prince 
  over the hunting rights in the fey reed beds along the river. 
  Skirmishes break out often and interlopers into either territory 
  will be considered spies for the other side.
  Tactics
  She will use her Cage of insects to entrap and then talk to her 
  captives to find out what she can from them before having 
  them dumped outside her territory, or eating them for supper, 
  depending.
  Goals
  She wants rid of the Bullrush Prince from the reed beds and 
  she will ally herself with any power that she thinks can bring a 
  success to her side. She will offer fey knowledge of spells and 
  crafts allowing a reasonable amount of time in her lands to 
  teach her new allies.
  The Dragonfly Princess
  Power Level: Mythic Monster  Size: 0
  ASPECTS
  •	
  Fluttering Beauty (p)
  •	
  Precocious huntress
  Physical 
  Ability
  Lvl
  Mental 
  Ability
  Lvl
  Social 
  Ability
  Lvl
  Agility
  7
  Craft
  2
  Deception
  1
  Strength
  2  Knowledge
  3
  Empathy
  3
  Endurance
  3
  Reasoning
  2
  Persuasion
  4
  Perception
  4
  Willpower
  4
  Resources
  5
  Physical Stress: 5   Mental Stress: 6     Social Stress:  9
  Fate Points: 5 Fey Affinity: 5 “Buzzing wings of doom”
  Languages: 
  Dragonfly
   
  Stunts:
  The Deadliest Grace: She uses her agility for her melee attack 
  rolls.
  Exceptional Good Looks: She gets +2 to her persuasion rolls 
  against men
  Flight: Slow and accurate flight
  Fey Power: Cage of Insects. She makes an affinity attack roll 
  against either the opponents Strength or Agility with a range of 
  5 zones. Shifts generated are a Blocking Value to movement or 
  any attack rolls.
  Armour: Natural: AR -2 
   
  Vorporal Pincers: WR +2 “Armour Penetrating”
  Composite Longbow WR +3 Rng 2
  Dragonfly Maidens
  Fey: Good Minion
  “Beautiful Fey Creatures”
  “Fey of Unnatural Grace” (p)
  “Hear them coming”
  Strength: 2 Agility: 3 Endurance: 2 Willpower: 2
  Composite Longbow WR+4 Range 2, “Large”, “Slow Firing”
  Armour: Natural: AR -2
  
  Dragonfly Princess
  S
  he is a persistent theme in these adventures and 
  it might be that the characters have met her be-
  fore. This previous interaction will taint what hap-
  pens in this encounter. She is happy to have fallen in 
  love with one of the group, or be totally dedicated to 
  their destruction; play out the encounter as you see 
  it would unfold.
  If this is the first time the characters have met the 
  princess then she will be very suspicious of them, be-
  lieving that they are spies sent by the Bullfrog Prince. 
  She will interrogate them, trying to find their mo-
  tives. She knows of the willow maiden she hears her 
  cries and can taste her tears in the waters. Run this as 
  a social combat with the characters presenting their 
  quest and goals and the princess probing and trying 
  to see the lies or catch them out.
  If the characters are able to convince her of their mo-
  tives then she will let the past and onto the Willow 
  maiden. However they must first do a task for her.
  They must steal the Bullfrog Princes monocle, he 
  keeps it beside his bed at night while he is out hunt-
  ing in the marsh for fireflies. It is a magical item and 
  would be a great boon if they could get it from him. 
  His round house will be tough to get to and if caught 
  they will surely be eaten. If they are lucky they will be 
  dead while they are eaten.
  If they bring back the item then she hold good to her 
  word. If they return empty handed then she shakes 
  her head and tells them that the Willow Maiden is 
  not reachable from this path, they must choose one 
  of the other paths through the marsh.
  With success the characters gain the aspect, “Fa-
  voured of the Dragonfly Princess”, this might come 
  in useful if they ever meet up with her again in an-
  other part of the campaign. It can be tagged to help 
  in navigating marshes or to find one’s way into the 
  fey realms.
  Bullfrog Prince
  A
  lso called the Bullrush Price he too is a recur-
  ring theme fey in the stories and the characters 
  might have had a run in with him in the past. This 
  will colour how you run this part of the adventure. 
  He might be helpful or belligerent.
  Run this as a social combat with the characters try-
  ing to plead for their quest. The prince will try to 
  ascertain if the group are assassins sent by the Prin-
  cess to kill him. If the group are able to make their 
  case. Then he will give them a quest to perform, if 
  they succeed then he will show them the secret paths 
  through the bullrushes to get to the Willow Maiden.
  He asks them to get the Dragonfly Princess Perfume, 
  it is in a bottle on her dressing table, she is out when 
  the sun is at its highest while she feast upon the flies 
  that should belong to the frogs. It will be guarded by 
  her handmaidens and hard to get to. It is a magical 
  item and would mean a great deal in the struggle for 
  power between them in the fey marshes.
  If the characters are able to get the perfume then the 
  Prince is good to his word and personal takes the 
  characters through the secret paths in the bullrushes 
  to where the Willow Maiden is. However, if they re-
  turn without the bottle of perfume then he shake his 
  head in disappointment and tells them that the Wil-
  low Maiden can not be found down this path, they 
  must try one of the other paths.
  With success the characters gain the aspect “Favoured 
  of the Bullfrog Prince”. Something that might come 
  in handy if they meet again in another part of the 
  campaign. It can be tagged on navigation in such 
  marshy areas, or to find one’s way into the fey realms.
  
  25
  The Bullrush Prince
  Power Level: Mythic Monster  Size: 0
  ASPECTS
  •	
  Ugly Toad unseelie fey
  •	
  Charismatic Speaker (p)
  Physical 
  Ability
  Lvl
  Mental 
  Ability
  Lvl
  Social 
  Ability
  Lvl
  Agility
  4
  Craft
  2
  Deception
  2
  Strength
  2  Knowledge
  3
  Empathy
  4
  Endurance
  3
  Reasoning
  1
  Persuasion
  5
  Perception
  2
  Willpower
  3
  Resources
  2
  Physical Stress: 5   Mental Stress: 4     Social Stress:  7
  Fate Points: 5 Fey Affinity: 4 “Quintessential Toad”
  Fey Glamour Stress: 7
  Languages: Toad
  Stunts:
  Powerful Toad Legs: Attacks with his fey affinity, WR +9 on a 
  hit opponent makes a Strength resistance against the damage 
  dealt or he is pushed one zone on a critical failure or 5 shifts 
  less he is pushed 2 zones.
  Long Sticky Tongue: Attacks with his fey Affinity range 1 zone 
  WR +9 The target gets the sticky aspect of “Constricted” and 
  takes 3 damage each round he is affected. Toad can’t use this 
  attack again until target is released or escapes - Strength vs 
  fey Affinity
  Poison Skin: The Bullrush Prince can squirt a toxin from his 
  skin, this costs a fate point. He makes an attack using his fey 
  affinity on all those in the same zone. ER +9. The target takes 
  the sticky aspect toxic burns .and takes 3 damage each round 
  he is affected The target can remove the ongoing damage by 
  spending an action and rolling Endurance against Toads fey 
  affinity
  Deadly Grace: Uses his Agility for his melee attacks
  Armour: Natural: AR -1 
  Rapier: WR +3 “Swift Defence”
  Toad Warriors
  Fey: Good Minion
  “Ugly Fey Monster”
  “Brutish Unnatural Strength” (p)
  “Smell them coming”
  Strength: 3 Agility: 2 Endurance: 2 Willpower: 2
  Battleaxe WR+4 “Large”
  Heavy Shield: AR -3
  Description & Tactics
  Description
  He is a tall well dressed man with a jaunty hat and a monocle, 
  his rapier is hidden inside his walking cane. He has large and 
  powerful toad legs and lumpy green tinged skin that carries an 
  odour of the toxins that lie beneath.
  Relationships
  He and his toad warriors are in a cold war with the Dragonfly 
  Princess over the hunting rights in the fey reed beds along the 
  river. Skirmishes break out often and interlopers into either ter-
  ritory will be considered spies for the other side.
  Tactics
  He will always try to use his charm first and see what he can 
  glean from the interlopers. Information is power after all. His 
  toad warriors make excellent meat shields and threatening 
  aspects for him.
  In personal combat he will use his rapier if he thinks this is an 
  easy fight. However, once things look like they are tougher 
  than he first thought he will use his powerful legs. Only if in dire 
  straights will he expend his poison skin attack.
  Goals
  He wants to eat the Dragonfly Princess for supper or have her 
  banished from the reed beds and he will ally with any powers 
  that he thinks can bring a success to his side. He offers any-
  thing and everything with the full intentions of attacking while 
  they are injured after the fight or betraying his new allies in any-
  way he can.
  
  26
  The Path of Legend
  T
  his path is the hardest of them all but the most 
  rewarding of them all. Each of the characters of 
  the group will have to face three challenges. These 
  challenges are taken from the seven sins, choose three 
  of them for each character in the group, they don’t 
  have to be the same challenges for each character. 
  Then match each one of the three sins chosen to the 
  characters aspect.
  For example if one of the warriors had the aspect loves 
  a drink in the pub, then that would be matched with 
  the sin of greed. If he had something like “Weakness 
  for a pretty face” that could be used with Lust etc.
  Each of the challenged will present as a vision that 
  only that specific player can react to. It should be a 
  gross exaggeration of his aspect and you should be 
  prepared to compel and push with fate points. Those 
  who are watching his challenge will see him do and 
  say things that make no sense to them, as they can 
  not see the vision. For instance he might have the 
  vision of his favourite pub, sinking into the marsh, 
  the sign over the pub say, “Going under, Free Beer”. 
  He rushes to get his free beer and have a party with 
  his friends Those watching the spectacle see he him 
  cheering and laughing with no one, all the while he 
  is drinking the fetid bug ridden marsh water. Inter-
  ference from outside will be slotted into the vision as 
  monsters, trying to keep him from his grog.
  Each challenge will give an additional 3 fate points 
  to the GM’s pool to allow him to compel and push 
  the characters.
  The mental, physical or social attacks on the charac-
  ters increase as they go through the path of legend.
  The first challenge will be at Great +4
  The second one at Fantastic +6 
  The last challenge will be at Legendary +8. Thus the 
  path gets it’s name.
  Each challenge will make three attacks against the 
  character, describe what he sees and feels when the 
  challenge presents. Also the first time describe what 
  the others see as he waves around in the swampy wa-
  ters shouting and performing strange actions.
  If the character get to the last attack roll of the last 
  challenge and he is not defeated, he is rewarded with 
  being able to add a new aspect to his character to 
  reflect his growth having successfully negotiated the 
  path of legend.
  With the mage of the group, they are able to spend 
  a fate point and regardless of the challenge and what 
  skill is call for as a defence, they can defend with 
  their Arcane affinity score. Using some sort of magic 
  to either figure out that what they are experiencing 
  is not real and avoiding the challenge, or solving the 
  issue presented by casting some sort of spontaneous 
  magic to solve the problem presented. 
  Once this path has been taken it can never be trod-
  den again.
  The Willow Maiden
  She is an important fey creature though she has little 
  power in the fey realm her actions in Arcadia have a 
  great effect in the real world. She takes the form of 
  a yellowish brown skinned beautiful Elven female, 
  with extremely long hair. When she is met by the 
  group she will be washing her hair in the lake, sounds 
  of crying coming from her. To the group it will look 
  like a willow tree with its creaking branches dipping 
  into the water, only as they get closer will they see the 
  fey woman before them.
  She is upset because her lover, the Mistletoe king has 
  not come to stay with her, she has never failed to win 
  his eye and have him lay with her for a season. She 
  believes that he has found another lover, someone 
  better at pleasing him than she is; though she does 
  not know who. The group have no chance to affect 
  this fey creature.
  It is a short wade along the banks of the lake to get to 
  the keep of Baron Mummel.
  
  27
  Lake Mummel 
  & the Baron
  The lake of Mummel is a strange place, those of the 
  group who have an affinity score of any sort will be 
  able to feel the glow of the divine here.
  The Baron and his wife will give the characters aid 
  and hospitality for as long as they need to recover. 
  The talking points will of course be the very strange 
  weather, how winters seems to have not come this 
  year. The effects that this is having upon his livestock 
  and crops.
  He knows of the fey connections with the lake, he 
  has seen the Nymph once when he was a child and 
  was singing a song down by the waters. Since then 
  he has not seen her. He stays away from the marsh as 
  there are bad things that lurk inside.
  Knowledge Skill Check
  What do I know about Lake Mummel.
  Knowledge roll Dif: Fair +2
  = This is the home of Baron Mummel, he is a very religious 
  lord who has taken to his heart the code of chivalry that has 
  come to Germany from the Languedoc.
  1 Shift: Many have said the the lake is haunted and has con-
  nection to Arcadia. 
  2 Shifts: There is a part of the lake where water nymph can be 
  found if you have any musical talent to call her from the deep 
  waters.
  3 shifts: The Nymph uses the crystal clear waters of the lake 
  as a scrying pool
  4 Shift: There used to be a monastery here of the Carthusian 
  Order, they were said to be the most holy of monks.
  5 Shift: The abbey here was so holy that one day is vanished 
  in a flash of light, it is said that they achieved ascension.
  Is this failure?
  At this point the characters will feel like they have 
  failed, morale will be low, they will try desperate 
  things to make it work, even pressuring the Willow 
  Maiden. This will just make her more saddened.
  He goes to prey at night on the site of the monas-
  tery. It gives him great comfort, often he can hear the 
  monks chanting their voices drifting over the lake.
  Baron Mummel
  He will appear again in another upcoming campaign 
  book. Where Reedwater centres around wizards and 
  magic, the next campaign centres around the Free 
  City of Ulm and deals with Knights, Nobles and the 
  Chivalric code. Tournaments and feudal strife are the 
  key to adventures that will come from that campaign 
  book.
  The Nymph
  The characters should realise at this point that their 
  best bet is to summon the Nymph from the waters 
  with a song or tune.
  The Baron's household as many instruments that the 
  characters could use, however it must be a very good 
  tune or song to get the attention of the Nymph.
  The characters can’t fail at the task, it just means that 
  they have to play or sing for longer. All the time the 
  weather is getting more of an issue, each time tick 
  that goes by have the Baron complain about some 
  event that is ruining things for animals or crops.
  To Charm the Nymph
  To charm the Nymph: Persuasion (singing) or Craft (Instru-
  ment) or Knowledge (Unusual Original Composition) 
  Dif: Good +3 
  Time interval: Several Weeks
  Each shift of success the characters can reduce the time 
  required. Play out the time ticks and use the events to pres-
  sure them into spending fate points to get a faster result.
  
  28
  Baron Hector Mummel
  Description
  Description 
  The Baron is really tall standing easily 6 feet 6 inches and has 
  a wide barrel chest to go with it. His constant training for tour-
  naments has given him a bodybuilders physique. He has curly 
  brown hair and blue eyes and is very handsome with all of the 
  ladies crying for his attention. 
   
  Relations 
  He prays to god a lot, he knows the connection that his family 
  has to god, the abbey that ascended was on land given to 
  them by his distant relative and the family was blessed for their 
  generosity to the monks. He follows the code and to him it is 
  not a byline it is his core ethic.
  He will treat those who come to his land with hospitality and 
  respect. However if they show themselves as evil he will fly into 
  a rage and slay them on the spot.
  Goals 
  He knows that the devil is after him. He uses all of the omens 
  and holy talismans he can to protect those he loves. However, 
  the devil never come at you from the front and the final fight 
  between him and his devil will be a stealth subtle blow he 
  doesn’t see coming.
  He is always looking for better talismans to protect those he 
  loves.
  Power Level: Mythic NPC
  ASPECTS
  •	
  Family is blessed by God
  •	
  Follows the Chivalric Code
  •	
  Has not been on Crusade
  •	
  Soft spoken
  •	
  Excellent Tournament Knight 
  •	
  Hunted by the devil for his gift from god
  •	
  Superstitious, can’t act without a sign
  •	
  Naïve in the ways of politics
  •	
  Poor Land Quality around his keep
  •	
  Berserk Fury when faced with evil (p)
  Physical 
  Ability
  Lvl
  Mental 
  Ability
  Lvl
  Social 
  Ability
  Lvl
  Agility
  3
  Craft
  1
  Deception
  1
  Strength
  3
  Knowledge
  2
  Empathy
  2
  Endurance
  3
  Reasoning
  2
  Persuasion
  2
  Perception
  2
  Willpower
  2
  Resources
  3
  Physical Stress: 6   Mental Stress: 4      Social Stress:  5
  Fate Points: 8
  Languages: 
  German, Latin
  Spear: WR +4 “Long”, Huge (p)”
  Longsword: WR +4 “Razor Sharp”, “Large”
  Scale Armour: AR -3 5 stress boxes “Bulky”
  Heavy Shield: AR -3 WR +3 “Large”
   
  Stunts:
  The Great Blow: For fate point Gain a +3 WR Modifier on a 
  melee attack using Strength. Only usable once per exchange.
   
  Good Looks: Gain a +1 bonus to Persuasion rolls when deal-
  ing with  members of the opposite sex, or homosexual mem-
  bers of your same sex.
   
  Mounted Knight: You gain a +2 bonus when making rolls to 
  determine how well  you can ride a warhorse.
   
  Mighty Reputation: His name is well known in many circles. If 
  he is using his  name, he gains a +1 bonus on the first Persua-
  sion roll on any person who has  heard of him.
  Shield work master: +2 bonus to defence rolls against physi-
  cal attacks you can see coming as long as you are able to act.
  
  29
  T
  he Nymph is even more beautiful than the Drag-
  onfly Princess or the Willow Maiden, when she 
  appears she tells the characters that they must not 
  look at her or she will disappear. Characters who 
  have an aspect that is to do with lusting after wom-
  en or bawdy behaviour will have to make willpow-
  er rolls to not look at her. Dif Good +3
  When asked if she can scry the location of the Mistle-
  toe King she sucks in a gulp of air, “This is no small 
  task you have asked of me. He has been cursed by 
  Lord Oberon himself to wander the lands forever, till 
  he meets the Willow Maiden on the eve of winter”. 
  Once the group explain that he has not met the Wil-
  low Maiden and they are working for Lord Oberon. 
  She will do the Scrying.
  However, she needs something from one of the 
  group. She needs a night of passion with a strong 
  man. This sounds like a wonderful thing and all the 
  warriors will no doubt be clamouring over each other 
  for the chance. Whoever lie with her, will not be able 
  to look upon her, he will never be able to lie with her 
  again.
  Whoever takes up the challenge gains the aspect “No 
  lover can compare to Lady Aquestra” This can be 
  compelled when he meets beautiful women, to re-
  member with sadness what he can never have ever 
  again. No woman can ever match his experience. He 
  will never be fulfilled and will quest to find something 
  that comes close or to get back to Lady Aquestra.
  When she uses her powers to scry the location of the 
  Mistletoe King. Her appearance can be seen in the 
  reflection of the water, she looks more like a water 
  troll than the beautiful woman they first glimpsed.
  She tells the group that the Mistletoe King has been 
  held captive, he is being served by five hybrid fey hu-
  man women. They use fey and arcane powers to keep 
  his attention and stop him from his wandering. He 
  is being held in an Unseelie grotto beneath the broc 
  of the Guild of Swartzbroc.
  Now the characters have the problem of how to get 
  to the grotto under the guild of Swartzbroc. It will 
  be protected by high level of magical wards and also 
  it sits in Arcadia a double barrier it would be hard to 
  cross, it would take both fey and arcane powers to 
  get there.
  The Nymph has an idea, if the characters are indeed 
  working for Lord Oberon then his magical horn can 
  transport a group to anywhere in Arcadia. It might 
  not work for a fey but a Mage who also has Arcane 
  Affinity could be able to use it and breach both bar-
  riers.
  At this point the characters should remember the 
  feather they were given by Robin Goodfellow. They 
  can use this to summon him to them.
  
  30
  Lady Aquestra
  Power Level: Mythic Monster  Size: 1
  ASPECTS
  •	
  Ferocious Killer
  •	
  Powerful Fey Glamour
  •	
  Redeemed from evil by the Monks
  •	
  Underwater Predator
  •	
  Tough Flinty Hide (p)
  •	
  Stake Knives for claw
  •	
  Innate Cunning
  Physical 
  Ability
  Lvl
  Mental 
  Ability
  Lvl
  Social 
  Ability
  Lvl
  Agility
  2
  Craft
  2
  Deception
  3
  Strength
  6  Knowledge
  2
  Empathy
  0
  Endurance
  8
  Reasoning
  2
  Persuasion
  0
  Perception
  1
  Willpower
  2
  Resources
  4
  Physical Stress: 14   Mental Stress: 4     Social Stress:  4
  Fate Points: 5
   
  Stunts:
  Super Sense of Smell: +2 to perception rolls when scent is 
  involved
  Alternative Movement: Underwater, Fast
  Chameleon: +4 bonus on rolls to remain hidden if you do not 
  move. +2 bonus to hide if moving.
  Regeneration: At the end of the round clear all stress from the 
  Minor Consequence. Other consequences heal 2 time steps 
  faster. Limbs may be re-grown
  Weakness: Direct Sunlight is a level 3 Hazard; an overcast, 
  cloudy day while intolerable to the troll will not inflict damage.
  Fairy Glamour: For a fate point she can appear as the most 
  beautiful apparition sent. She gets +4 to her persuasion rolls.
  Through the Looking Glass: Activation Dif: 4, She can place 
  her senses in a location that is distant from her physical locale. 
  Because of her dual nature she can scry into both the normal 
  world and the fey realms. She can target a person, object or 
  place that she knows. The relationship she has with the target 
  gives her bonus/penalty to her perception checks to see and 
  hear. The scry always works, sometimes just not very well.
  Impossible No information on target other than name
  -8 Perception: She has only heard a description of the target
  -4 Perception: She has seen a picture of the target
  -2 Perception: She has seen the target once, held or used the 
  object.
  -1 Perception: She is acquainted with the target, such as Once 
  held the object or frequent the place often
  = Perception: The target is familiar, you are the owner or a 
  close friend.
  +2 Perception: The target is well knows and remembered.
   Correspondence Mods: 
  +1 You have something that belongs to the person or a part of 
  the object, or something that came from the location
  +2 You have something that is valuable to the person or part 
  of the object that is critical to its function or an essence from 
  the place.
  +4 You have a physical piece of the person such as blood hair 
  etc. You can see the place from where you stand or you created 
  the object.
  Armour: Flinty Skin AR -4
  Claws: WR +4
  Bite: WR +2
  Description & Tactics
  Description
  Standing almost 9 feet tall she has the appearance of tightly 
  wrapped vines, though her skin is as hard as flint able to turn 
  aside even the keenest of blades. Her eyes are large and al-
  mond shaped wrapping around her head giving her good vision 
  under water. Her arms are long reaching well below the knee 
  and ending in hands that are armed with 14” long razor blades. 
  Underwater she is able to use both her hands and feet to attack 
  with. If she does this then she get a -2 penalty to both attacks.
  When under the influence of her fey glamour she appears as an 
  enchanted Elven maid of staggering beauty. She wears a white 
  toga and golden sandals in the Roman fashion. She is Tall and 
  lithe with long red hair and bright green eyes. Even in this vision, 
  she has webbed fingers and toes.
  Relationships
  When the monks came to the lake they were at war with the 
  troll that lived in the lake; it’s name Long forgotten. After several 
  skirmishes the monks began to leave food out for the troll. Then 
  they started to prey for it to be forgiven. When it came out at 
  dusk to take the meat left for it. The monks would turn up and 
  chant preys of forgiveness to it.
  The troll defended the abbey from robbers that were beating the 
  monks and taking the treasures. The monks afters were furious 
  with the troll. The violence she wrought upon the bandits was 
  wrong. She left in tears thinking she had done the right thing. 
  Deep in her cave under the water she thought upon the events. 
  She realized that the monks gave her peace and prayer when 
  she had given them violence, she had not learned their lesson. 
  Upon the ascension of the monetary the Troll was blessed by 
  god and forgiven of her sins. No she is peaceful and seeking to 
  aid and love. 
  Goals
  She wishes to do enough good that she too can ascend and 
  once again see her friends the monks.
  Robin Goodfellow
  W
  hen he arrives he is in great spirits, he claps 
  his hands; “Wonderful my friends, how 
  did you succeed in uniting the Willow Maiden 
  and the Mistletoe King”. He has come from Arca-
  dia where all is well and has assumed that his sum-
  mons is key that the characters have done their task.
  When he finds out what has happened and what 
  the characters want from him his attitude chang-
  es. “You want Oberon's magical horn, the Horn 
  of Lordship over Arcadia. Oh well, I guess your 
  world will have to live forever autumn then”. 
  If confronted he confesses, he was given a lovely red 
  magical waistcoat by a fiery wizard called Imolatrix, 
  
  31
  Else Puc A Liar Call
  Empathy roll Dif: Great +4
  = Robin Goodfellow is hiding something from the group
  1 Shift: Robin Goodfellow has some hand in what is going 
  on
  2 Shift: You are not working for Lord Oberon at all, all of this 
  quest has come from Robin Goodfellow
  3 Shifts: Robin Goodfellow had a hand in the disappearance 
  and capture of the Mistletoe King.
  if he could tell him where the Mistletoe King was 
  going to be. He didn’t know what they were going to 
  do. Now he has been trying to fix it. His lord Oberon 
  doesn’t know about any of this.
  To get the Robin Goodfellow to steal Lord Oberons 
  Magical horn, they must grind him down in a men-
  tal battle of persuasions and threats. If he is going to 
  take a severe(p) consequence he gives the conces-
  sion that he will steal the horn from his lord.
  At this point you can have the game go one of two 
  ways. If the group are a hard bunch and up for a 
  fight and don’t mind having the guild of Swartzbroc 
  as their enemies, then they can go to the grotto and 
  free the King. As this is technically part of the guild it 
  is likely that Swartzbroc when they find out will have 
  an inquisitor agree to a declaration of War on the 
  Reedwater Guild for malicious trespass. No wizard 
  can enter another guild without invitation.
  Alternatively Robin Goodfellow tells the group that 
  not only can the horn transport a group to anywhere 
  in Arcadia, it can also summon any fey subject to 
  the location of the blower of the Horn. The magic 
  of the guild might interfere with the magic, but the 
  wizard's arcane powers could be used to overcome 
  these barriers.
  This is a contested battle between the wizard and the 
  wards on the grotto.
  
  32
  The Grotto has a defence value of Fantastic	+6
  The Wards do not make an attack roll. Each round 
  the wizard must make an Arcane affinity check 
  against Fantastic +6 defence. Successful shifts are 
  taken on the wards damage track.
  Failure shifts are taken on the wizard's Arcane Dam-
  age track, (or another mental or physical track) with 
  consequence resulting in manifestations of unseelie 
  qualities in the wizards appearance. The wards are 
  breached when they take the defeated (p) conse-
  quence and the characters can transport in or the 
  king out.
  Each	Consequence	has	6	stress	boxes
  Minor   
  O O O O O O
  Major  
  O O O O O O
  Severe (p) 
  O O O O O O
  Extreme (p) 
  O O O O O O
  Defeated (p) 
  O O O O O O
  As with any persistent aspect consequences that have 
  the (p) designation can be compelled to force the en-
  emy to take a -2 or a re-roll. You can only compel 
  consequences once in an exchange.
  Any essence that has a relevant aspect can be used by 
  the wizard in this battle. He can also be assisted by 
  any cunning or clever use of a skill by another player. 
  They have to make an assist equal to the same dif-
  ficulty the wizard faces Fantastic +6. Successful shifts 
  NOTE ON ARCANE DAMAGE  
  Any consequences to the Arcane Damage track that the wizard 
  takes on this adventure does not heal like a wound or some 
  mental damage. It can only be healed by resting within an ar-
  cane essence, then it recovers at the same rate as a physical 
  wound.
  Swartzbroc
  
  33
  Grotto Zone Map
  Razor Grass
  No line of Sight
  Good Cover
  Hidden Hellpit
  Spikes from below
  Scorching Hellfire
  Fey Altar
  Move BV 2
  Distracting Apparitions
  Arcane Table
  Alchemical Liquids
  Delicate Glassware
  Prickly Bushes
  Move BV 2
  Half Cover
  Daylight 
  Can take no actions
  Daylight 
  Can take no actions
  Trail
  Slippery Ground
  Out in the Open
  Trail
  Slippery Ground
  Out in the Open
  Trail
  Slippery Ground
  Out in the Open
  Trail
  Slippery Ground
  Out in the Open
  Trail
  Slippery Ground
  Out in the Open
  Infernal Altar
  Movement BV 3
  Set on Fire
  Distracting Apparitions 
  Pool
  Movement BV 3
  Waist Deep Water
  Distracting Insects
  Pool
  Movement BV 3
  Waist Deep Water
  Distracting Insects
  Peat Moss
  Movement BV 4
  Stuck in Place
  Razor Grass
  No line of sight
  Good Cover
  Mushrooms
  No line of Sight
  Hallucinations
  Mushrooms
  No Line of Sight
  Hallucinations
  Toadstools
  No line of Sight
  Poisoned
  Toadstools
  No line of Sight
  Poisoned
  Toadstools
  No line of sight
  Poisoned
  
  34
  T
  he Broc is a tall tower made out of slick black 
  stone, that shine white in the sunlight. Covered 
  in green moss it twists skyward with no entrance to it 
  from the outside of the tower. Stair lead up the out-
  side of the tower leading to several balconies where 
  defenders can stand and fight against a single enemy 
  on a precarious stair. 
  The entrance to the building contained within the 
  thick walls are all on the inside, little in the way of 
  sun gets to the inside and this is just how the unseelie 
  fey and hellish like it. The wizards of Swartzbroc h 
  ave allied themselves with both the unseelie fey of the 
  area and the hellish forces that tempt man. They have 
  sworn oaths and been given great gifts by both sides.
  Now they have Hobgoblins in their forces. These are 
  the unseelie goblins that have been altered by the 
  influences of the hellish powers and made into an 
  unstoppable fighting creature. They are powerful, 
  trained and well organised and never give up on their 
  mission, even if it means their death. They are as far 
  removed from goblins as Elves are from their Seelie 
  distant cousins.
  Hobgobin Warrior
  Power Level: Good Minions  Size: Group of 6
  Strength: 3 Agility: 3 Willpower:3 
  ASPECTS
  •	
  Expert with sword and shield
  •	
  Have no Fear
  •	
  Hellish Endurance
  Armour: Chain: AR -2 stress boxes 4 “Bulky”
  Light Shield AR -2  WR +2
   
  Sword: WR +4, Range 1 zone Thrown “Large”, “On Fire”
  Hobgoblin Chevalier De l’Enfer
  Power Level: Mythic NPC
  ASPECTS
  •	
  Cursed by Lucifer to Serve
  •	
  Hellish stench of Brimstone
  •	
  Strength of ten men
  •	
  Feels no pain
  •	
  Evil Knight of Hell
  •	
  Expert with Sword and Shield
  •	
  Weakened in the light of day
  •	
  Naïve to the ways of lies
  •	
  Excellent Dark Vision
  •	
  Berserk Fury when faced with the Divine (p)
  Physical 
  Ability
  Lvl
  Mental 
  Ability
  Lvl
  Social 
  Ability
  Lvl
  Agility
  3
  Craft
  1
  Deception
  0
  Strength
  4
  Knowledge
  2
  Empathy
  0
  Endurance
  4
  Reasoning
  3
  Persuasion
  2
  Perception
  2
  Willpower
  4
  Resources
  0
  Physical Stress: 8   Mental Stress: 7      Social Stress:  2
  Fate Points: 8
  Languages: 
  German, Latin, Arcadian, Hellish
  Longsword: WR +4 “Large”, “On Fire”
  Scale Armour: AR -3 5 stress boxes “Bulky”
  Heavy Shield: AR -3 WR +3 “Large”
   
  Stunts:
  The Great Blow: For fate point Gain a +3 WR Modifier on a 
  melee attack using Strength. Only usable once per exchange.
   
  Hellish Looks: Gain a +2 bonus to Persuasion rolls when In-
  timidating those who are not of Hellish descent. 
   
  Fearsome Leader: He can make a Persuasion check and gen-
  erate a number of fate points equal to the result. He can give 
  these out to his allies. They must be used within the current 
  scene and once lost are gone for good.
  Shield work master: +2 bonus to defence rolls against physi-
  cal attacks you can see coming as long as you are able to act.
  Flaming Sword: For a fate point his sword can rage into a hell-
  ish inferno. He makes a melee attack as normal but if he hits the 
  weapon has +7 WR from the fire and the damage can not be 
  resisted with fire resistance.
  Stare of Satan: He can choose a target who can see and hear 
  him. He pays a fate point and then makes a Persuasion ma-
  noeuvre as a supplemental action. If he succeeds he places the 
  aspect “Stunned” onto the target. If he succeeds with spin he 
  instead places the aspect “Stunned (p)”
  Tactical Manoeuvres: He can spend a fate point and use his 
  action this round to form up his minions. Any Hobgoblin allies 
  who can see and hear him can take a hustle action immediately.
  
  35
  Severe (p): The practitioner can give a concept a few sentenc-
  es, “The next time you see your wife. Beat her mercilessly”. 
  “When the Baron visits your manor house. Challenge him to 
  a duel for his taunts”. The command must be doable within 24 
  hours or it is forgotten. The Practicioner can spend a further 
  2 fate points each day to repeat the attack on the target.The 
  target does not need to be present for the second attack on 
  his mind.
  Extreme (p): “Control over emotion is now mine (p)”. This lasts 
  a week after which the control is broken. The Practioner can 
  spend two fate points to repeat his attack against the target. 
  The target does not need to be present for the second attack 
  on his mind.
  Hybrid Witch
  Power Level: Mythic NPC
  ASPECTS
  •	
  A Child of Three Worlds
  •	
  Mindless in their quest
  •	
  Beautiful on the top half
  •	
  Fugly on the bottom half
  •	
  The Stench of Hellish Brimstone
  •	
  Long cruel finger nails
  •	
  Weakened in the light of day
  •	
  Driven by sexual desires
  •	
  Child like reasoning
  •	
  Adept across three affinities
  Physical 
  Ability
  Lvl
  Mental 
  Ability
  Lvl
  Social 
  Ability
  Lvl
  Agility
  2
  Craft
  1
  Deception
  3
  Strength
  2
  Knowledge
  1
  Empathy
  3
  Endurance
  2
  Reasoning
  1
  Persuasion
  4
  Perception
  2
  Willpower
  2
  Resources
  1
  Physical Stress: 4   Mental Stress: 3      Social Stress:  5
  Arcane Afinity: 1     Fey Affinity: 1 
  Infernal Affinity: 1
  Fate Points: 8
  Languages: 
  German, Latin, Arcadian, Hellish
  Poisoned Claws: WR +2 “Cruel Wounds”
   
  Stunts:
  Poisoned Claws: Anyone who takes a consequence from one 
  of her claw attacks must make an endurance check each round 
  against a dif: Superb +5. Taking physical stress equal to the 
  shifts. The poison  stops working at the end of the scene.
  Consequences from the poison are worded towards paralysis 
  of the body. On a failure where the character is taking the de-
  feated consequence, this is “total paralysis (p)”
  The character can make Endurance checks Dif: 8 each 
  exchange. Otherwise the poison wears off in a few hours.
  Create Love: She can spend a fate point and make a persua-
  sion attack again a target who can see and hear her. 
  Her attack is mental and has a weapon rating of +4
  Bolts of Hellfire: Spend a fate point, make a ranged attack roll 
  with Agility vs Agility or Perception against a single target within 
  2 zones. Bolts of hellfire streak out and burn the target. They 
  hit with a WR +3, however no resistance to fire can stop the 
  damage. 
  Do what I will Shall be the whole of the law: Spend  two fate 
  points and make a persuasion attack vs willpower on a target 
  you can see and who can hear you utter the vile words of the 
  hellish tongue. The attack as a WR +7 and consequence are 
  named for the level of control the practitioner has over the sub-
  ject.
  Minor: A simple idea in a single word “lie”, “Surrender” etc.
  Major: A more complex idea in a sentence “Your wife is cheat-
  ing on you”, “The weaponsmith calls you names”, “Your brother 
  cheats on his rent”. This idea lasts a few days and then is gone 
  and can not be extended.
  Description
  Description
  The three witches who have been bread from gifted human, 
  fey and hellish parents have the aspect of a chimera. The 
  upper half of her body is that of a beautiful woman, with Elven 
  traits. Auburn hair and hazel eyes with long pointed evlen 
  ears and thin pale Elven lips. Her bottom half is an abomina-
  tion from the pits of hell. She has six legs that squirm like an 
  octopus leading up to a pelvic area that is that of a slimy green 
  lizard. 
   
  Relations
  They are born of arcane powers, fey wildness and hellish evil. 
  They have little or no will of their own and have been bred for 
  once purpose to seduce and keep occupied the Mistletoe 
  king.
  Goals
  They are all about the sex. They have one desire and that is to 
  fornicate with the mistletoe king. Though if there is an attrac-
  tive character in the group who has something unusual in his 
  background; either fey or hellish, then they might turn their 
  attentions to him/her.
  T
  here are two stacks of 6 Hobgolin Warriors, 
  one on the Infernal Altar and one hidden in 
  the Hellpit. Make a hide roll for them and see if the 
  characters spot them. The Mistletoe King and the 
  three witches are on the fey altar fornicating away in 
  a most disgusting manner. The Hobgoblin Chevalier 
  De l’Enfer is on the path directly to the south of the 
  Hellish Altar.
  Once combat begins, the Hobgoblin Chevalier De 
  l’Enfer will use his tactical Manoeuvres to get the 
  minions into a better position. He will keep the 
  characters away from the Witches and the King. If 
  the witches can be seduced away from the king, then 
  the hobgoblins have no orders and so wont attack. 
  Leaving the characters to make their escape.
  
  36
  Epilogue
  T
  he characters use the horn to get back to the 
  Willow Maiden with the Mistletoe king in 
  hand. Once he see her the spell upon him is broken 
  and he falls in love with the Maiden as he should.
  He turns in a green vine and intertwines with her 
  branches and starts to fruit. Mushrooms grow all 
  around, large bright red one’s with white spots. The 
  air is filled with a chill and a cold north wind blows 
  as a flake of snow falls from the sky.
  Robin begs the characters return to him the horn and 
  he will sneak it back to his lord Oberon, hoping he 
  hasn’t noticed it was lost. He is not so lucky Lord 
  Oberon heard the horn blasts and wants an explan-
  sion. 
  The Mushrooms and the fruit that are growing are 
  magical and can be gathered by the wizard(s) for es-
  sence.
  There are 12 harvestable mushrooms each one is 
  worth 2 essence of Nature based magic. They can 
  gather 5 fruits from the Mistletoe king and they are 
  each worth 4 essence of creation based magic; us-
  able in spells and effects that create something out 
  of nothing.
  In the days that come, winter returns to the land, 
  snow falls and temperatures drop. The land is white 
  and the winter is the worst that has been known for 
  many years. Travel is impossible for three months 
  and the characters will have to stay at Baron Mum-
  mels keep while they wait out the winter.
  Oberon will pay attention to the characters, he as 
  to wait till they leave the keep, the ties to the divine 
  and the regular church bells ringing is too much for 
  him. However, eventually he will catch up with them 
  and have his revenge for the blown horn. This should 
  be something funny and tragic that is befitting of a 
  midsummers night dream.
  
  37
  Robin Goodfellow
  Power Level: Mythic NPC
  ASPECTS
  •	
  Also called “that tricksy Puc”
  •	
  A strange combination of man and Robin Redbreast
  •	
  Silken tongue of persuasion
  •	
  Lies lies lies and more damnable lies
  •	
  A beautiful songsmith
  •	
  Can play any instrument as a master
  •	
  Always has another plan
  •	
  Jaunty dresser
  •	
  Can’t resist a precious jewel (p)
  •	
  Herald of Lord Oberon
  Physical 
  Ability
  Lvl
  Mental 
  Ability
  Lvl
  Social 
  Ability
  Lvl
  Agility
  4
  Craft
  3
  Deception
  3
  Strength
  2
  Knowledge
  4
  Empathy
  2
  Endurance
  2
  Reasoning
  2
  Persuasion
  4
  Perception
  3
  Willpower
  2
  Resources
  2
  Physical Stress: 4   Mental Stress: 4      Social Stress:  6
  Fey Affinity: 4 Fey Stress: 6
  Fate Points: 8
  Languages: 
  He speaks all languages
  Small Sword: WR +3 “Fast and agile blade” 
  Magic Red Waistcoat: Gives him AR -4 and 6 stress boxes.
   
  Stunts:
  Herald of Lord Oberon: He can speak all the languages of man 
  and fey. As the herald of lord Oberon he can not be killed except 
  by Oberon or Lady Titania. Making him immune to damage ex-
  cept from Oberons or titania’s magical weapons or spells.
  Fast Talk: As long as he keeps waffling he can maintain the 
  status quo of the situation and not get into any more trouble. He 
  gets a +2 bonus on his persuasion checks when he overloads 
  his target with a barrage of waffle.
  Alternate movement: He has flight, slow accurate. 
  Invisibility: He can make a fey affinity check against a dif: 4. He 
  become invisible and can not be seem by any ordinary means. 
  He can still be heard and smelled. This gives him a +6 to his 
  stealth check when moving or +8 if standing still.
  Weakness: Can not turn down a challenge
  Weakness: He is a compulsive pick pocket where shinny ob-
  jects are concerned. He must make a willpower roll Dif: 4 to 
  resist the temptation.
  Weakness: He can hear a masterful tune from anywhere, he 
  has to turn up and join in. The tune must be masterful and only 
  a performance of Fantastic +6 or better can get his attention.
  Description
  Description
  He is very short standing only four feet tall, he wears a waist-
  coat of bright red and a hat made from twigs in which it seems 
  that a nest of robins lives. At his side is a small sword and his 
  feet are uncovered and have the long scaled toes of a bird.
   
   
  Relations
  As the herald of lord Oberon he gets to travel to many places 
  and speak with many interesting folks. He doesn’t judge any 
  of them, having no concept of good or evil or politics; his only 
  mission is to give the words of his lord to the one who needs to 
  hear them.
  He has many enemies in both the human lands and fey realms, 
  though with Oberon’s protection they can’t kill him.
  Goals
  Robin Goodfellow, also called Puc, is a fun loving trickster and 
  has no malice in his actions. He just wants what he wants and 
  enjoy everything to the maximum when he can.
  In this adventure he was approached by the wizard of Swartz-
  broc and Archon of the Arcane Brotherhood Maude. She 
  entertained him with magical music and wine of drunkenness 
  and then tricked him into telling her where the mistletoe king 
  was.
  Once he realised what he had done, he knew he had to fix it. 
  So he used his position as leverage to get the characters to 
  perform the mission. This comes back to  bite him when the 
  characters need Oberon’s horn to move about between fey 
  and human realms. So he borrows his master horn.
  Oberon is not well pleased about the characters blowing his 
  horn. After all you don’t blow another fey’s magic horn and not 
  expect some repercussions. 
  Robin will bluster Oberon who will forgive him for being tricked 
  by wizards. He will however be inclined to seek out the char-
  acters so he can blow their horns. Metaphorically, or literally 
  - Your choice.
  
  38
  Adventure Series
  Released over the next few months, a series of five 
  adventures set in the same campaign world as Reed-
  water. They will develop new areas and NPC’s as well 
  as explore further the politics of the Noble houses 
  and that of the Arcane Brotherhood and it’s control 
  over the Arcane Guilds. They can be played with the 
  same characters or new one’s if you are just diving in.
  Each adventure will be roughly 30-40 pages and go 
  on sale for just $0.99
  The Greed of Lord Vargonax
  Two travelling wizards have been taken by Lord 
  Vargonax, a warlord of King Philip. They intend to 
  push them into service as magical artillery for the 
  battle against Otto. The Arcane Brotherhoon forbids 
  this. Vargonax must pay and the wizards recovered. 
  The characters are sent out to deal with the situation; 
  however all is not as it seems.
  Trade with Gnome King
  The guild is going through a building phase, it needs 
  to defend itself in case the war comes to its shores. 
  The characters are tasked with bargaining with he 
  gnome king for Earth based Magical essence that will 
  be used in spells to fortify the walls. They must first 
  however get past the kings son, Prince Volgorond.
  What’s Next?
  Maps, Deckplans and Zones
   
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  science fiction and fantasy games in a Hi-res PDF 
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  your FATE games.
   
  Available July 2017
  Price: $2.49
  
  39
  New Imperium Campaign & Adventure
   A 150 page campaign and adventure
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   Set in a future space Empire at the beginning of the 35th Century, the campaign centres around a dis-
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  trying to promote their own agendas and advance one of their own to the seat of Emperor. All the while 
  they are tearing at each other’s throats, ordinary folk have extraordinary adventures in the space lance 
  of the Imperium. Space is filled with strange creatures, nefarious organisations and ancient aliens sites 
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  Introduction
  Deep in space, in fixed points around 
  many stars, there lies mechanical devices 
  that allow travel to other stars in the blink 
  of an eye. These mechanisms are called 
  Stargates and mankind once used them to 
  populate the Galaxy; however they were not 
  crafted by the hand of man. These Stargates 
  where already in orbit around earth when, 
  all those centuries ago, man first took his 
  teetering baby steps into space.
   
  It was the dawn of a new cycle in the Baktun 
  calendar, many had prophesied doom for 
  the earth, many had read tomes from the 
  beginning times and said that the ancients 
  were returning and yet others that it was all 
  just myth and nothing at all would happen.
   
  It was on the 21st February 2019 that the 
  exploration unmanned vehicle named 
  Amundsen discovered the first Stargate. 
  Amundsen was tasked with better under-
  standing the moon Iapetus, the third largest 
  moon of Saturn. Iapetus had been the talk 
  of the conspiracy community for many years 
  prior to the mission and had put pressure on 
  NASA to fund an expedition to discover what 
  lay behind the strange looks of the moon. 
  Readings from the ground penetrating radar 
  and other fine instruments on the vessel 
  showed that the moon was practically hol-
  low and that it contained vast caverns and 
  rooms; also energy sources.
   
  It took man another 56 years to come up 
  with a ship that could take a survey team to 
  Iapetus and see for themselves the structure 
  and complexity of what had been discov-
  ered. It took mankind over a hundred years 
  to understand and fix what they discovered 
  inside. The entrance to the Stargate was 
  the most watched programme and every-
  one watched as the astronauts 3d cameras 
  relayed images back to Earth in real time. 
  The leader of the Mission Ed Samuels could 
  barely contain himself as he broke through 
  the last yard of debris and his lights caught 
  site of an ancient control room.
   It was 107 years later that the great outer 
  disc of the Stargate turned and a new ex-
  ploration ship was readied, one that would 
  let man set foot onto a new world, in a new 
  solar system many thousands of light years 
  away. Many had conjectured about what life 
  new forms would be discovered and what 
  strange things would be brought back to 
  change the lives of the 11 billion inhabitants 
  of a crowded Earth.
   
  The truth was more shocking than tentacled 
  aliens for they discovered humans were 
  already out there, seeded from some other 
  planet and using the gates to travel to dis-
  tant solar systems. We were greeted by our 
  brothers from the stars who seemed to be 
  enlightened and wise. They gave us many 
  technological and sociological advance-
  ment over the next decade and we gave 
  them war, bloody war on a vast scale.
  
  40
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  Designed by A. R. Cowley & Aderian Designs Ltd.
  © 2017 A.R Cowley & Anderian Designs Litd.       -      Registered in England & Wales No. 10799436
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SOURCE: textdata/thevault/FATE (fudge) [multi]/Reedwater/Adventure 03 - The Willow Maiden And The Mistletoe King.pdf