TEXT:  
   
   
   
  gift of the 
  silent god 
   
   
   
   
   
   
   
   
   
   
   
  
   
  2 
   
  Gift of the Silent God 
   
  Rumours & Hooks 
  A week ago, a party of twelve hunters set out on a 
  hunt for meat and furs, and to rid the Drennor 
  Forest of an owlbear menace known as Big Beak. 
  The party are now a week overdue, and the 
  Hunter’s Guild (and their families) are anxious to 
  know their fate. As a reward, they are offering 
  one year’s tracking and path finding services, plus 
  a substantial fee.  
   
  Big Beak, an enormous and spiteful owlbear, has 
  been rampaging through the outer fringes of the 
  Drennor Forest, disrupting caravans, foragers and 
  woodsmen. The Merchant’s Guild is offering a 
  generous bounty to deal with the beast, which is 
  said to lair near the ruins of an old hermit’s 
  lodge.  
   
   
  As the first rumour suggests, a party of twelve 
  trackers and hunters did set off into the Forest of 
  Drennor, but not all for the same reasons.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Six of the group, Arran, Horne, Ethan, Darak, 
  Larwig and Rudgar are secret cultists, and have 
  orchestrated the trip to isolate and murder the 
  other six hunters in bloody sacrifice to the 
  supernatural entity known as Ulnek-Sorg, the 
  “Silent God”. 
   
  Of the six, Rudgar is the leader, and has acquired 
  an ancient and corrupt text on strange and long 
  forgotten beings. He and his cabal believe that by 
  offering sacrifices, Ulnek-Sorg will bend reality to 
  reward them with riches and unnatural luck. 
  Rudgar has already been touched by the spirit’s 
  power; a boon that allows him to see in darkness 
  as in light.  
   
  As planned, the hunting party camped at a ruined 
  farmhouse (an old hermit’s home, long since lost 
  to beastmen and abandoned), two days’ trek into 
  the forest. There, five of the six oblivious hunters 
  were murdered, their hearts cut out and offered 
  up on a dark altar hidden a further day’s travel 
  deeper within the wood. The bodies of the five 
  were left outside Big Beak’s cave, to be eaten by 
  the owlbear, which would serve as a convenient 
  excuse later.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  3 
   
  Unfortunately for the cultists, things did not go to 
  plan. One of the ambushed hunters, Farric (in his 
  20’s, powerfully built but with a surprisingly quiet 
  step), escaped the attack and now hides in the 
  forest nearby. He has a serious leg injury, knows 
  he cannot outrun the cultists, and is hoping for a 
  miracle - or to at least take as many of the 
  backstabbing curs with him as he can. So far 
  Farric has managed to avoid being caught, but it 
  is only a matter of time before he is killed, his 
  heart extracted, and Rudgar’s ritual completed.  
   
  Random Encounters 
  As the adventurers trek through the forest to 
  reach the hunters, there is a 30% chance of a 
  random encounter every eight hours. If an 
  encounter occurs, roll 1d8 (plus 2 during the last 
  day of travel): 
   
  1. For the next few hours, the winds pick up 
  dramatically, shaking the canopy above. 
  Shortly thereafter, a wildfire breaks out, 
  sending smoke and embers into the sky. 
  The fire front quickly spreads such that it 
  cannot be skirted, with a 75% chance of 
  intercepting the party. If that occurs, any 
  adventurers caught in the fire suffer 4d6 
  damage and one random limb is 
  incapacitated due to burns. Seeking 
  refuge in water, lying in a ditch covered 
  in soil, wearing wet face masks and 
  similar precautions grant a Luck (Int) 
  save to avoid any adverse effects.  
   
  2. 5d10+100 Barbarians (as Berserker, 
  LFG p.114, only 10% have berserker 
  abilities) are moving through this area, 
  searching for a lost child.  
   
  3. 4d6 Beastmen (LFG p.100) are sleeping 
  here under the thick forest canopy. 1d4 
  sentries keep watch and will wake the 
  others if given the opportunity.  
   
  4. Massive webs span the trees and scrub in 
  this narrow valley pass. A colossal 10 ft 
  Giant Spider (LFG p.125, but 8 HD, S18 
  and poison causes 1d4 Dex loss) is 
  hiding on the web periphery, hoping the 
  adventurers will try and pick their way 
  through. 
   
  5. 2d6+2 Scouts (as Guardsmen LFG 
  p.114, but with short bows and short 
  swords, led by a 3 HD sergeant) from a 
  hostile border nation cross paths with the 
  adventurers.  
   
  6. A 15 ft deep pit trap, lined with 2 ft 
  wooden stakes, is concealed here, 
  probably set by barbarians hunting 
  something large and dangerous. A Perc 
  (Detection) test notices branches hidden 
  beneath the undergrowth covering. A 
  person walking on the trap must make a 
  Luck (Dex) save or suffer 5d6 damage, 
  and a Con check to avoid rolling on the 
  Injuries & Setbacks table (LFG p. 54) 
   
  7. 2d12 Giant Centipedes (LFG p.114) are 
  feasting on a fallen bear carcass, 
  procreating and laying eggs.  
   
  8. 1d12 Wild Boars (LFG p.101) are 
  fighting here, hoping to earn a mate. 
  Their snorts, squeals and thundering 
  hooves can be heard well before they are 
  seen. There is a 50% chance the boars 
  are downwind and detect the party. Any 
  humanoid intruders must be driven off 
  before the males can continue their 
  contest.  
   
  9. Arran (if day) or Rudgar (if night) 
  appears from the trail up ahead, looking 
  for Farric. He is surprised to find the 
  adventurers here, and attempts to warn 
  them off with claims that the perilous Big 
  Beak is nearby. Rudgar does not carry 
  any light source with him if encountered 
  at night. If queried, he simply says his 
  family has always had exceptional night 
  vision.  
  
   
  4 
   
  10. Farric appears from nearby scrub, 
  limping with a clearly bloodied leg. He is 
  overjoyed to see the adventurers, and 
  asks for help to kill Rudgar and his evil 
  crew.   
   
  When the adventurers arrive on the scene, the 
  cultists are not expecting them, and they are 
  nervous. The inside of the ruined farmhouse was 
  cleaned after the murders as best it could, but 
  there are tell tale signs that something untoward 
  has gone on.  
   
  The cultists are standoffish, but feign welcome, 
  explaining that the other six hunters were killed 
  by Big Beak and they need the party’s help to slay 
  the beast. They have two sentries set at all times -  
  ostensibly for the owlbear - but actually on the 
  lookout for Farric.  
   
  If the adventurers do some scouting of their own, 
  they might find signs of a humanoid (Farric) 
  lurking 
  nearby 
  the 
  farmhouse 
  (a 
  Perc 
  (Wilderness) check is required). There are no 
  signs of owlbears.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Area 1 – Chicken Coop 
  The western building was once an enclosed 
  chicken coop, and is one of the more intact 
  structures. The inside is overgrown with mould 
  and foul weeds, and littered with small animal 
  bones.  
   
  Area 2 – Barn 
  The northern barn is the biggest of the four 
  structures and in a poor state of repair. Hooked 
  chains hang from the beams lined with recent 
  deer and boar carcasses, and thin strips of salted 
  meat are lined up on side tables or stowed in 
  backpacks.  
   
  A general examination of the area does not reveal 
  anything untoward, but a thorough search locates 
  a twin bladed, cold iron knife with a bloodstone 
  gem inside a leather satchel, hidden at the bottom 
  of the one of backpacks of cured meat. The knife 
  was used in the ritual to cut the hearts from the 
  victims, but is immaculately clean now. An Int 
  (Arcana) check suggests it is a ritualistic blade of 
  some kind.  
   
  Map 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  5 
   
  The corpses were on hooks when their hearts 
  were cut out. Blood still stains the floor, but is 
  mixed with animal blood, with no obvious way to 
  tell the difference. In between two floorboards 
  however, where a wide crack has developed, is a 
  black signet ring with a twin stag motif. A Perc 
  (Detection) test at a -2 penalty notices the ring. 
   
  The ring slipped unnoticed from the hand of one 
  of the corpses, and was trod upon, lodging it 
  firmly between the floorboards. A bard or 
  adventurer with the General Lore skill and 
  familiar with the local town recognises the ring as 
  a valuable heirloom of Tennan Greyson, one of 
  the missing hunters.  
   
  Area 3 – Smokehouse 
  The smoking hut is actually the most intact of all 
  the buildings, and still functions as a smokery to 
  preserve meat. A number of carcases are hanging 
  here for that purpose, and a slow fire burns in the 
  kiln. There are no windows in the hut, and the 
  door still operates.  
   
  Closer examination of one drying carcasses 
  reveals several chunks of meat have been hastily 
  cut from its back (which faces the wall). Farric 
  snuck into the hut and quickly stole himself some 
  food the night before.  
   
  Area 4 – Farmhouse 
  The eastern building has holes in the roof like 
  the rest of the structures, but the shutters and 
  doors are secure, and the chimney works. Inside 
  are the cultists’ bedrolls, utensils and other 
  personal items.  
   
  Contrary to Rudgar’s orders, the greedy Horne 
  kept a number of the victims’ valuables. Stashed 
  in his socks in the bottom of his bedroll are a 
  plain silver necklace, an ivory ring and an ornate 
  bronze bracelet (total 170 gp). If the party spoke 
  with any family members before setting out, they 
  might recognise these keepsakes. 
   
  Area 5 - The Well 
  The well is workable and draws water. The 
  cultists replaced the rope when they arrived. If 
  Rudgar suspects the party are onto him, he 
  poisons the well, hoping to kill or weaken the 
  adventurers.  
  The Cultists 
  After the party settle in, the cultists implore them 
  to deal with the owlbear, Big Beak, as soon as 
  possible. At least three of the cultists will 
  accompany them, on the lookout for Farric, while 
  the others will remain behind at the farmhouse. 
  Once the fight with the Owlbear begins, the 
  cultists turn on the party, hoping the beast will 
  help finish them.  
   
  There is a 20% chance every few hours that 
  Farric makes himself known, either on purpose 
  or by being found by one or more of the cultists. 
  The cultists attack immediately, hoping to silence 
  him and conceal his body for later heart 
  extraction. Farric on the other hand does his best 
  to attract attention, and accuses the cultists of 
  murder most foul. If the party appears to believe 
  Farric’s account, the cultists attack. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cultists, AC 11, HD 1, Short sword 1d6 or Bow 
  1d8, 19: as weapon, S12 D11 C11 I10 P10 W10 
  Ch10, L 4, Mv 30 ft. 
   
  Rudgar, Boss Monster, AC 11, HD 3 (30 hp), 
  Short sword 1d6+2 or Bow 1d8+2, 19: weapon, 
  S12 D11 C11 I10 P10 W10 Ch10, L 4, Mv 30 ft. 
  Rudgar lost his family years ago in a barbarian 
  raid, and the years following turned him cruel 
  and selfish. He is the first of the cabal to receive 
  Ulnek-Sorg’s blessing, and can see as well in 
  
   
  6 
   
  darkness as in light (an ability he will use to his 
  advantage, if possible). Rudgar is a Boss Monster 
  with all the usual benefits (LFG p.95). The 
  cultists possess 1 x Carry Loot (LFG p.136).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Big Beak’s Cave 
  An Int (Wilderness Lore) check tracks down Big 
  Beak’s cave a few miles distant. The mighty beast 
  greets interlopers with a ferocious assault, 
  enraged that such puny bipeds would dare to 
  encroach on her domain! 
   
  Big Beak, Owlbear, AC 13, HD 6+3, 2 Claws 
  1d6+2 and Bite 2d4, 19: bear hug, S19 D12 C16 
  I3 P10 W15 Ch4, L8, Mv 40 ft. A hit with both 
  claw attacks draws the victim into a crushing hug, 
  forcing the victim to roll on the Injuries & 
  Setbacks table (a Luck (Con) save resists). Big 
  Beak causes 20 hp damage on critical hits and 
  has a 10 ft reach. The cave contains the strewn 
  remains of many past victims (1 x Lair Treasure, 
  LFG p.140). 
   
  There is a 50% chance Big Beak has eaten the 
  corpses of the murdered hunters, leaving only a 
  few scattered weapons behind. Otherwise, the 
  bodies are still here – obviously murdered and 
  absent hearts. 
   
  The Hidden Altar 
  About a day’s trek further into the forest is a grim 
  altar, hidden within an overgrown copse of trees. 
  The altar is set into a dead trunk, decorated with 
  a horned skull, bones and a bronze bowl. 
  Fourteen humanoid skulls lie at its base. The five 
  hearts of the woodsmen sit in the bowl, 
  untouched by animal life in the area. The altar is 
  not magical in itself.  
   
  Adding a sixth heart to the bowl from a person 
  known to the supplicant unwittingly completes 
  Rudgar’s 
  ritual, 
  granting 
  a 
  permanent 
  supernatural gift (roll 1d6):  
   
  1. The blessed now eats only stones and 
  drinks sand or fine dirt. Normal food 
  and drink provide no sustenance. 
   
  2. The 
  blessed’s 
  bones 
  become 
  preternaturally hard, granting a +3 bonus 
  when rolling on the Injuries & Setbacks 
  table. 
   
  3. The blessed’s flesh heals unnaturally 
  swiftly at night, restoring 1 hp per hour 
  between dusk and dawn. 
   
  4. The blessed unerringly senses the 
  presence of the living within 30 ft (does 
  not pinpoint location).  
   
  5. The blessed may extinguish small fires 
  such as torches and lanterns within 60 ft 
  by making a Will check.  
   
  6. Once per adventure, the blessed may 
  touch a target to impart a Charm Person 
  effect (as the spell).  
   
  Anyone blessed by Ulnek-Sorg develops a 
  moderate madness (LFG p.91) over the next 
  month. If the madness is cured, the blessing 
  ends.  
   
   
   
  
   
  7 
   
  Aftermath 
  Rudgar has not brought the forbidden tome with 
  him on the hunt; he has committed the unholy 
  rogations to memory and performs them by rote.  
   
  The book is hidden in his home back in town, 
  concealed in an empty barrel in his cellar. It is 
  worth 5d100+500 gp to the right buyer. The 
  book is not magical in itself, but details genuine, 
  cruel and disturbing rituals, which if properly 
  performed, might invoke Ulnek-Sorg’s favour at 
  the GM’s discretion. 
   
  If Rudgar and his cult are not killed, they soon 
  recruit more cultists, and slowly seek to infiltrate 
  positions of power within the town. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  8 
   
  CREDITS 
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
   
  Artwork: 
   
  Some artwork copyright 2016 Maciej Zagorski, and The Forge Studios, used with permission. 
  Some artwork copyright 2011 Dave Allsop, used with permission.  
  Some artwork copyright 2016 Matt Morrow, used with permission.  
  Some artwork copyright 2016 William McAusland, used with permission.  
   
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming (Free PDF):  https://lowfantasygaming.com/ 
  LFG 
  $6 
  USD 
  Softcover 
  or 
  $22 
  USD 
  Hardcover: 
  http://www.lulu.com/shop/stephen-j-grodzicki/low-fantasy-
  gaming/paperback/product-22916505.html 
  LFG Googleplus Community: https://plus.google.com/communities/110093145029113443506 
   
   
   
   
   
   
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