TEXT: SHADOW OF 
  SHADOW OF 
  DARKNESS
  DARKNESS
  31029
  31029
  Paul ‘Wiggy’ Wade-Williams
  Paul ‘Wiggy’ Wade-Williams
  N3
  N3
  SAGA OF THE FROST GIANTS - PART 1
  
  BY PAUL “WIGGY” WADE-WILLIAMS & SNOWY
  EDITING & PROOFREADING: RON BLESSING
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER ART: CHRIS KUHLMANN 
  CARTOGRAPHY: EMPTY ROOM STUDIOS
  WWW.TRIPLEACEGAMES.COM
  THIS EBOOK CAN BE PRINTED FOR PERSONAL USE ONLY. NO SITE LICENSE IS GIVEN.
  ©2009 Triple Ace Games. Hellfrost Player’s Guide and all related marks and logos are trademarks of 
  Triple Ace Games. All Rights Reserved.
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  SHADOW OF DARKNESS
  BY PAUL “WIGGY” WADE-WILLIAMS & SNOWY
  EDITING & PROOFREADING: RON BLESSING
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  COVER ART: CHRIS KUHLMANN 
  CARTOGRAPHY: EMPTY ROOM STUDIOS
  WWW.TRIPLEACEGAMES.COM
  THIS EBOOK CAN BE PRINTED FOR PERSONAL USE ONLY. NO SITE LICENSE IS GIVEN.
  ©2009 Triple Ace Games. Hellfrost Player’s Guide and all related marks and logos are trademarks of 
  Triple Ace Games. All Rights Reserved.
  THIS GAME REFERENCES THE SAVAGE WORLDS GAME SYSTEM, AVAILABLE FROM PINNACLE ENTERTAINMENT GROUP AT WWW.PEGINC.COM.  
  SAVAGE WORLDS AND ALL ASSOCIATED LOGOS AND TRADEMARKS ARE COPYRIGHTS OF PINNACLE ENTERTAINMENT GROUP. USED WITH PERMISSION. 
  PINNACLE MAKES NO REPRESENTATION OR WARRANTY AS TO THE QUALITY, VIABILITY, OR SUITABILITY FOR PURPOSE OF THIS PRODUCT.
  SHADOW OF DARKNESS
  
  2
  INTRODUCTION
  This particular adventure is designed for a group of 
  four Seasoned characters. No particular race or profession 
  is required, though a healer, magical or mundane, will be 
  useful. A selection of pre-generated Novice characters can 
  be found at our website, www.tripleacegames.com.
  For higher Rank parties, the GM need simply increase 
  the number of opponents accordingly. For this adventure 
  we advise you add one extra orc warrior or two ice goblin 
  warriors or one goblin wolf rider and wolf to an encoun-
  ter for each Rank the party is above Novice. For instance, 
  if a party of four Seasoned adventures encounters goblins 
  numbering one per hero, the characters must ﬁ ght a total 
  of six goblins—one for each hero, plus an additional two 
  goblins because the party is Seasoned. Alternately, the 
  party may face four goblins and an orc warrior.
  As written, the adventure occurs in early spring. Tem-
  peratures in the Low Winterlands remain below freezing, 
  and snow lies on the ground. As always, the GM should 
  pay attention to the season, the temperature, and the 
  characters’ winter clothing. See the Savage Worlds rule-
  book for the effects of cold weather and the Hellfrost 
  Players’ Guide for how it works in this setting.
  Allies: The characters are destined to ﬁ ght alongside 
  a number of frost dwarf warriors and their lord, as well 
  as the occupants of a Saxa stead. The GM should ﬁ ll out 
  Ally Sheets for these characters before starting the adven-
  ture. During ﬁ ghts, the GM should let the players control 
  these NPCs. Hand out the Ally Sheets at the appropriate 
  time. Ulfwald, the heroes’ patron, and his men remain 
  under GM control due to their limited combat skill (so 
  players can’t use them as sword fodder).
  Generic Treasure: For ease, assume each goblin war-
  rior and wolf rider is carrying 1d4 gs in assorted coins and 
  easily sellable goods. Orc warriors carry 1d6 gs worth of 
  loot. The goblin shamans possess 1d10 x 10 gs of booty 
  each, primarily in the form of jewelry on their person. This 
  treasure is in addition to their standard gear. No other 
  monsters carry any mundane treasure. Magical treasure is 
  detailed in the appropriate encounter sections.
  Mini-Campaign: This adventure can be played as part 
  of a mini-campaign in which the heroes slowly unravel a 
  frost giant jarl’s plans to dominate the Hearthlands. The 
  other adventures in the series are The Siege of Watchgap 
  Fort (Seasoned), The Heart of Winter (Veteran), and 
  The Frost Giant’s Hold (Heroic). This adventure and 
  The Siege are best played back-to-back, but this is not 
  required to enjoy the mini-campaign.
  THE JOURNEY BEGINS
  The adventure begins in Keep, a small village on 
  the Hearthlands side of Hellfrost Keep. The characters 
  might be waiting to join a caravan heading north in Heli-
  gioland, seeking safety in numbers. Alternately, they may 
  have just ﬁ nished an adventure and are stopping over on 
  the journey back to the relative warmth and civility of the 
  Hearthlands. Once through Hellfrost Keep, the entire 
  adventure takes place in the Low Winterlands.
  The ﬁ rst part of this adventure involves an intro-
  ductory scene and then an overland voyage. The main 
  journey is handled through a short series of preplanned 
  encounters, rather than detailed day-by-day, settlement-
  by-settlement. There are several steads and small villages 
  along the trade road, but Ulfwald doesn’t trouble the 
  inhabitants for lodgings. He replenishes the food stores 
  regularly, though, and acquires new mules within a day 
  if any are slain.
  GUARDS NEEDED
  While resting up in one of Keep’s numerous taverns, a 
  stocky man wrapped in furs approaches the heroes.
  SHADOW OF DARKNESS
  2
  INTRODUCTION
  This particular adventure is designed for a group of 
  four Seasoned characters. No particular race or profession 
  is required, though a healer, magical or mundane, will be 
  useful. A selection of pre-generated Novice characters can 
  be found at our website, www.tripleacegames.com.
  For higher Rank parties, the GM need simply increase 
  the number of opponents accordingly. For this adventure 
  we advise you add one extra orc warrior or two ice goblin 
  warriors or one goblin wolf rider and wolf to an encoun-
  ter for each Rank the party is above Novice. For instance, 
  if a party of four Seasoned adventures encounters goblins 
  numbering one per hero, the characters must ﬁ ght a total 
  of six goblins—one for each hero, plus an additional two 
  goblins because the party is Seasoned. Alternately, the 
  party may face four goblins and an orc warrior.
  As written, the adventure occurs in early spring. Tem-
  peratures in the Low Winterlands remain below freezing, 
  and snow lies on the ground. As always, the GM should 
  pay attention to the season, the temperature, and the 
  characters’ winter clothing. See the Savage Worlds rule-
  book for the effects of cold weather and the Hellfrost 
  Players’ Guide for how it works in this setting.
  Allies: The characters are destined to ﬁ ght alongside 
  a number of frost dwarf warriors and their lord, as well 
  as the occupants of a Saxa stead. The GM should ﬁ ll out 
  Ally Sheets for these characters before starting the adven-
  ture. During ﬁ ghts, the GM should let the players control 
  these NPCs. Hand out the Ally Sheets at the appropriate 
  time. Ulfwald, the heroes’ patron, and his men remain 
  under GM control due to their limited combat skill (so 
  players can’t use them as sword fodder).
  Generic Treasure: For ease, assume each goblin war-
  rior and wolf rider is carrying 1d4 gs in assorted coins and 
  easily sellable goods. Orc warriors carry 1d6 gs worth of 
  loot. The goblin shamans possess 1d10 x 10 gs of booty 
  each, primarily in the form of jewelry on their person. This 
  treasure is in addition to their standard gear. No other 
  monsters carry any mundane treasure. Magical treasure is 
  detailed in the appropriate encounter sections.
  Mini-Campaign: This adventure can be played as part 
  of a mini-campaign in which the heroes slowly unravel a 
  frost giant jarl’s plans to dominate the Hearthlands. The 
  other adventures in the series are The Siege of Watchgap 
  Fort (Seasoned), The Heart of Winter (Veteran), and 
  The Frost Giant’s Hold (Heroic). This adventure and 
  The Siege are best played back-to-back, but this is not 
  required to enjoy the mini-campaign.
  THE JOURNEY BEGINS
  The adventure begins in Keep, a small village on 
  the Hearthlands side of Hellfrost Keep. The characters 
  might be waiting to join a caravan heading north in Heli-
  gioland, seeking safety in numbers. Alternately, they may 
  have just ﬁ nished an adventure and are stopping over on 
  the journey back to the relative warmth and civility of the 
  Hearthlands. Once through Hellfrost Keep, the entire 
  adventure takes place in the Low Winterlands.
  The ﬁ rst part of this adventure involves an intro-
  ductory scene and then an overland voyage. The main 
  journey is handled through a short series of preplanned 
  encounters, rather than detailed day-by-day, settlement-
  by-settlement. There are several steads and small villages 
  along the trade road, but Ulfwald doesn’t trouble the 
  inhabitants for lodgings. He replenishes the food stores 
  regularly, though, and acquires new mules within a day 
  if any are slain.
  GUARDS NEEDED
  While resting up in one of Keep’s numerous taverns, a 
  stocky man wrapped in furs approaches the heroes.
  SHADOW OF DARKNESS
  
  SHADOW OF DARKNESS
  3
  The man bows his head politely. “Word reaches 
  me that you are ﬁ ghting men. If this is so, I’m 
  looking for guards to help escort a caravan to the 
  steads south of Watchgap Fort. The pay is good, 
  if you’ve got the stomach for harsh weather and 
  goblin raiders.”
  If the characters seem willing to hear more, the man 
  introduces himself as Ulfwald Deep-Pockets, a merchant 
  from Nordmark. He orders bowls of stew, a loaf of bread, 
  and pitchers of good quality ale for everyone before 
  continuing.
  “There are a number of steads in the foothills of 
  the Icebarrier Mountains,” the merchant mum-
  bles through a mouth of bread and stew. “They’re 
  farmers and herders trying to eke a living, away 
  from the interference of greedy nobles, but good, 
  honest folk nonetheless.
  “The settlers will be low on essential supplies, but 
  since winter has ended, the trade routes are open 
  again. That’s where I come in. I have a caravan 
  of four wagons carrying grain and household 
  goods I need guarding. With the thaw coming fast 
  goblins and orcs will be stirring again. They know 
  about the caravans and will undoubtedly plan a 
  raid at some point.
  “I’ve spoken to the Hearth Knights here at the castle, 
  but they’ve got plans to preempt the goblins and 
  launch early spring raids on known strongholds. 
  Some of my men are handy with a spear, but none 
  are true warriors. And that’s where you come in.
  “I’ll pay each of you 100 gs when we reach our 
  destination. Any of you who are priests of Var 
  or Iron Guild mercenaries get double wages, but 
  I’ll need conﬁ rmation of your status with the 
  guild house or temple ﬁ rst. Food on the journey 
  is thrown in free, as is use of a tent, if you don’t 
  mind sharing. I’m departing at ﬁ rst light on the 
  morrow. If you’re not outside the inn, I’ll take it 
  you don’t want the work.”
  In addition to the monetary reward, Ulfwald has a 
  number of alchemical healing potions equal to twice the 
  party strength and two healing potions cast with a raise. 
  These function exactly as per the healing spell, and thus 
  must be consumed within the “golden hour.” Acceptance 
  of his offer results in him handing these to the heroes 
  when they join the caravan, a sign of Ulfwald’s good will. 
  Any not used may be kept afterward.
  Ulfwald’s proposed route is to follow the western road 
  until Watchgap Fort, then head south to the foothills of 
  the Icebarrier Mountains. The caravan is small and can 
  cover 15-20 miles a day along the road, though it can 
  barely manage half that once the ﬁ nal leg of the journey 
  begins. The merchant estimates the journey should take 
  25 days each way, though the heroes are free to leave 
  once the steads have been restocked.
   Ulfwald: See page 20.
   Waggoners (2 per wagon): See page 20.
   Mules (2 per wagon): See page 21.
  WAGON
  Acc/Top Speed: Half animal’s Pace/Top Speed is 
  animal’s Pace + running die; Toughness: 10 (2); Crew: 
  1+10; Cost: 100 gs
  ENCOUNTERS
  Except for the ﬁ rst encounter, which takes place in 
  Keep, the following encounters occur during the jour-
  ney. They are best used in the order written, as they take 
  place along the route Ulfwald proposes to travel. The 
  “DX” notation indicates the number of days into the 
  journey the encounter occurs. Natural healing is pos-
  sible during the intervening days.
  (D0) ANOTHER WAGON
  First light may have come to the rest of the world, 
  but the high walls of the pass leave the village of 
  Keep shrouded in twilight. Stepping outside the inn 
  you discover not four caravans, as Ulfwald said, 
  but ﬁ ve. The last wagon in the line is covered in 
  furs rather than canvas. Dwarven banners hang 
  from the sides. Standing around it are six dwarves, 
  their axes held low but ready for use. Your patron 
  stands a short distance away, seemingly locked in 
  bitter argument with an older dwarf warrior.
  Ulfwald and the warrior are speaking Dwarven. 
  Heroes who understand the language learn they are 
  discussing terms for the dwarves joining the caravan. 
  Ulfwald is trying to get the dwarves to act as additional 
  guards, but the warrior is stubbornly refusing, insisting 
  they will only ﬁ ght to save their master (who is inside 
  the dwarven wagon and thus out of sight). If no one in 
  the party speaks Dwarven, Ulfwald spots the party and 
  informs them of the problem.
  The dwarven warrior, Vestri Hammerglow, begins as 
  Uncooperative to the characters, unless the one who 
  speaks to him speaks his language, in which case he is 
  Neutral. Convincing him that having his comrades aid 
  the caravan would be of mutual beneﬁ t requires his 
  reaction to be improved to Friendly. A Persuasion roll 
  improves his reaction one level, while a raise improves it 
  by two levels (to a maximum of Friendly). Offering to pay 
  the dwarves gives a –2 penalty—they are noble guards, 
  not sellswords. A frost dwarf who negotiates with him 
  warrants a +2 bonus, as he is more comfortable dealing 
  with his own kind.
  SHADOW OF DARKNESS
  3
  The man bows his head politely. “Word reaches 
  me that you are ﬁ ghting men. If this is so, I’m 
  looking for guards to help escort a caravan to the 
  steads south of Watchgap Fort. The pay is good, 
  if you’ve got the stomach for harsh weather and 
  goblin raiders.”
  If the characters seem willing to hear more, the man 
  introduces himself as Ulfwald Deep-Pockets, a merchant 
  from Nordmark. He orders bowls of stew, a loaf of bread, 
  and pitchers of good quality ale for everyone before 
  continuing.
  “There are a number of steads in the foothills of 
  the Icebarrier Mountains,” the merchant mum-
  bles through a mouth of bread and stew. “They’re 
  farmers and herders trying to eke a living, away 
  from the interference of greedy nobles, but good, 
  honest folk nonetheless.
  “The settlers will be low on essential supplies, but 
  since winter has ended, the trade routes are open 
  again. That’s where I come in. I have a caravan 
  of four wagons carrying grain and household 
  goods I need guarding. With the thaw coming fast 
  goblins and orcs will be stirring again. They know 
  about the caravans and will undoubtedly plan a 
  raid at some point.
  “I’ve spoken to the Hearth Knights here at the castle, 
  but they’ve got plans to preempt the goblins and 
  launch early spring raids on known strongholds. 
  Some of my men are handy with a spear, but none 
  are true warriors. And that’s where you come in.
  “I’ll pay each of you 100 gs when we reach our 
  destination. Any of you who are priests of Var 
  or Iron Guild mercenaries get double wages, but 
  I’ll need conﬁ rmation of your status with the 
  guild house or temple ﬁ rst. Food on the journey 
  is thrown in free, as is use of a tent, if you don’t 
  mind sharing. I’m departing at ﬁ rst light on the 
  morrow. If you’re not outside the inn, I’ll take it 
  you don’t want the work.”
  In addition to the monetary reward, Ulfwald has a 
  number of alchemical healing potions equal to twice the 
  party strength and two healing potions cast with a raise. 
  These function exactly as per the healing spell, and thus 
  must be consumed within the “golden hour.” Acceptance 
  of his offer results in him handing these to the heroes 
  when they join the caravan, a sign of Ulfwald’s good will. 
  Any not used may be kept afterward.
  Ulfwald’s proposed route is to follow the western road 
  until Watchgap Fort, then head south to the foothills of 
  the Icebarrier Mountains. The caravan is small and can 
  cover 15-20 miles a day along the road, though it can 
  barely manage half that once the ﬁ nal leg of the journey 
  begins. The merchant estimates the journey should take 
  25 days each way, though the heroes are free to leave 
  once the steads have been restocked.
   Ulfwald: See page 20.
   Waggoners (2 per wagon): See page 20.
   Mules (2 per wagon): See page 21.
  WAGON
  Acc/Top Speed: Half animal’s Pace/Top Speed is 
  animal’s Pace + running die; Toughness: 10 (2); Crew: 
  1+10; Cost: 100 gs
  ENCOUNTERS
  Except for the ﬁ rst encounter, which takes place in 
  Keep, the following encounters occur during the jour-
  ney. They are best used in the order written, as they take 
  place along the route Ulfwald proposes to travel. The 
  “DX” notation indicates the number of days into the 
  journey the encounter occurs. Natural healing is pos-
  sible during the intervening days.
  (D0) ANOTHER WAGON
  First light may have come to the rest of the world, 
  but the high walls of the pass leave the village of 
  Keep shrouded in twilight. Stepping outside the inn 
  you discover not four caravans, as Ulfwald said, 
  but ﬁ ve. The last wagon in the line is covered in 
  furs rather than canvas. Dwarven banners hang 
  from the sides. Standing around it are six dwarves, 
  their axes held low but ready for use. Your patron 
  stands a short distance away, seemingly locked in 
  bitter argument with an older dwarf warrior.
  Ulfwald and the warrior are speaking Dwarven. 
  Heroes who understand the language learn they are 
  discussing terms for the dwarves joining the caravan. 
  Ulfwald is trying to get the dwarves to act as additional 
  guards, but the warrior is stubbornly refusing, insisting 
  they will only ﬁ ght to save their master (who is inside 
  the dwarven wagon and thus out of sight). If no one in 
  the party speaks Dwarven, Ulfwald spots the party and 
  informs them of the problem.
  The dwarven warrior, Vestri Hammerglow, begins as 
  Uncooperative to the characters, unless the one who 
  speaks to him speaks his language, in which case he is 
  Neutral. Convincing him that having his comrades aid 
  the caravan would be of mutual beneﬁ t requires his 
  reaction to be improved to Friendly. A Persuasion roll 
  improves his reaction one level, while a raise improves it 
  by two levels (to a maximum of Friendly). Offering to pay 
  the dwarves gives a –2 penalty—they are noble guards, 
  not sellswords. A frost dwarf who negotiates with him 
  warrants a +2 bonus, as he is more comfortable dealing 
  with his own kind.
  
  HELLFROST ADVENTURE: #03
  4
  Successfully convincing Vestri results in him disap-
  pearing into the back of the dwarf-guarded wagon. He 
  emerges several minutes later and swears the warriors 
  will aid the defense of the caravan as required. Should 
  the party fail to appease him, Vestri says the warriors 
  will help the others if it does not inconvenience the 
  dwarves.
  Any attempt to try and peek into the dwarven wagon 
  is met with snarls from the warriors. Failure to step back 
  starts a ﬁ ght with no warning. After two rounds, a deep 
  voice calls from the wagon (in Dwarven) and orders the 
  dwarves to lower their weapons. Unless the characters 
  push the matter further, the ﬁ ght is over. A second at-
  tempt leads to the dwarf in the caravan, an important 
  nobleman, entering the fray.
   Hauld Austri Giantbane: See page 20.
   Frost Dwarf Warriors (7): See page 21.
  DURING THE TRIP
  Throughout the ﬁ rst day of travel the dwarves are sol-
  emn and silent, trudging tirelessly along in their heavy 
  armor without complaint. The warriors’ lord, a noble 
  by the name of Austri Giantbane, remains in the wagon 
  except at night and when violence occurs. That night, 
  the dwarves halt the wagon away from the others.
  Austri joins them for a meal around their campﬁ re. Any 
  frost dwarf player character is invited to dine with them. 
  They quiz the hero on his background and his traveling 
  companions. Austri is well versed in his people’s culture 
  and history, and knows many dwarven noble families. If 
  the character happens to be of noble birth, Austri recalls 
  a small fact about the hero’s family.
  Any skalds in the party are invited to recall tales for 
  the lord’s pleasure, but only if they recount dwarven 
  tales. This requires a Knowledge (Folklore) roll. There is 
  a +2 bonus for speaking Dwarven. Success results in the 
  nobleman praising the character. On a raise, Austri pulls 
  a gold ring from one of his ﬁ ngers and gives it to the 
  skald as a gift. The skald gains +1 Glory at the end of the 
  adventure (make a note so you don’t forget).
  Other heroes who try to join the dwarves are politely 
  asked to leave, for they have not been invited into the 
  noble’s presence. Again, the dwarves have no hesitation 
  at taking up arms against persistent interlopers.
  The dwarves remain with the caravan until Day 20. 
  At this point the main caravan reaches Watchgap Fort, a 
  Hearth Knight motte-and-bailey fortress situated atop a 
  low hill. Here the dwarves and the caravan part company.
  (D9) CARAVAN OF TROUBLES
  The characters’ journey takes them through a small 
  stretch of southern Drakewood. Ulfwald orders the he-
  roes to be extra vigilant. The dwarven warriors, who are 
  naturally wary of forests due to the excellent opportunity 
  HELLFROST ADVENTURE: #03
  4
  Successfully convincing Vestri results in him disap-
  pearing into the back of the dwarf-guarded wagon. He 
  emerges several minutes later and swears the warriors 
  will aid the defense of the caravan as required. Should 
  the party fail to appease him, Vestri says the warriors 
  will help the others if it does not inconvenience the 
  dwarves.
  Any attempt to try and peek into the dwarven wagon 
  is met with snarls from the warriors. Failure to step back 
  starts a ﬁ ght with no warning. After two rounds, a deep 
  voice calls from the wagon (in Dwarven) and orders the 
  dwarves to lower their weapons. Unless the characters 
  push the matter further, the ﬁ ght is over. A second at-
  tempt leads to the dwarf in the caravan, an important 
  nobleman, entering the fray.
   Hauld Austri Giantbane: See page 20.
   Frost Dwarf Warriors (7): See page 21.
  DURING THE TRIP
  Throughout the ﬁ rst day of travel the dwarves are sol-
  emn and silent, trudging tirelessly along in their heavy 
  armor without complaint. The warriors’ lord, a noble 
  by the name of Austri Giantbane, remains in the wagon 
  except at night and when violence occurs. That night, 
  the dwarves halt the wagon away from the others.
  Austri joins them for a meal around their campﬁ re. Any 
  frost dwarf player character is invited to dine with them. 
  They quiz the hero on his background and his traveling 
  companions. Austri is well versed in his people’s culture 
  and history, and knows many dwarven noble families. If 
  the character happens to be of noble birth, Austri recalls 
  a small fact about the hero’s family.
  Any skalds in the party are invited to recall tales for 
  the lord’s pleasure, but only if they recount dwarven 
  tales. This requires a Knowledge (Folklore) roll. There is 
  a +2 bonus for speaking Dwarven. Success results in the 
  nobleman praising the character. On a raise, Austri pulls 
  a gold ring from one of his ﬁ ngers and gives it to the 
  skald as a gift. The skald gains +1 Glory at the end of the 
  adventure (make a note so you don’t forget).
  Other heroes who try to join the dwarves are politely 
  asked to leave, for they have not been invited into the 
  noble’s presence. Again, the dwarves have no hesitation 
  at taking up arms against persistent interlopers.
  The dwarves remain with the caravan until Day 20. 
  At this point the main caravan reaches Watchgap Fort, a 
  Hearth Knight motte-and-bailey fortress situated atop a 
  low hill. Here the dwarves and the caravan part company.
  (D9) CARAVAN OF TROUBLES
  The characters’ journey takes them through a small 
  stretch of southern Drakewood. Ulfwald orders the he-
  roes to be extra vigilant. The dwarven warriors, who are 
  naturally wary of forests due to the excellent opportunity 
  Toggle GM’s Map
  
  SHADOW OF DARKNESS
  5
  they provide ambushers, draw their axes and stick close 
  to their lord’s wagon.
  Have the party make Notice rolls as two trees sud-
  denly crash to the ground in front of the lead wagon. 
  Those who fail are Surprised. Deal action cards.
  The trees crash down across the trail, blocking the 
  caravan’s progress. The goblins know the wagons don’t 
  carry anything of value. They aren’t here to plunder, but 
  to cause terror among the mercantile community and 
  weaken trust in the Hearth Knights. As such, they are 
  aiming to inﬂ ict as much damage as possible.
  Terrain: The forest counts as difﬁ cult ground up 
  to a height of 60 feet. The trees are Toughness 18 (8) 
  and provide Cover. Aerial ﬂ yers above the treetops have 
  Heavy Cover (–4), but so do any ground targets. Due to 
  their thickness, the trees provide +8 Armor. The fallen 
  trees are too heavy to move during the combat. Move-
  ment through them is treated as difﬁ cult terrain. They 
  provide Light Cover (–1, +8 Armor) to a character stand-
  ing behind the trunk and Medium Cover (–2, +4 Armor) 
  to a hero standing in or behind the branches.
  The wagons are low slung. Only a crawling character 
  can pass through spaces they occupy. Spaces contain-
  ing mules are treated as difﬁ cult ground. Each wagon is 
  empty, save for enough rations and supplies to see the 
  citizens to the end of their journey. Standing and ﬁ ght-
  ing from the wagon provides Medium Cover (–2, Armor 
  +3) against adjacent goblins, but only Light Cover (–1, 
  Armor +3) against missiles. Crouching down increases 
  the Cover rating one step.
  Monsters: Ranged against the characters is a goblin 
  force of warriors and mounted wolf riders. The wolves 
  act on the goblin riders’ action card, whether they have 
  riders or not. Should all the riders be slain, any remain-
  ing wolves receive a separate action card.
   Goblin Warriors (4 per hero): See page 21.
   Goblin Riders (2 per hero): See page 21.
   Wolves (2 per Goblin Rider): See page 22.
   Hauld Austri Giantbane: See page 20.
   Frost Dwarf Warriors (7): See page 21.
   Ulfwald Deep-Pockets: See page 20.
   Waggoners (8): See page 20.
   Mules (10): See page 21.
  Tactics: On the ﬁ rst round, the goblin warriors ﬁ re 
  their bows at the citizens on the wagons. The wolf riders 
  rush forward and savage the mules. Once the party has 
  revealed its presence, the warriors switch their attention 
  and launch arrows. The goblins use the trees as cover, 
  stepping out, ﬁ ring, and retreating back into cover. They 
  switch to melee weapons only when the characters close 
  the range to pose a sufﬁ cient threat. The wolf riders, 
  meanwhile, turn their attention to the characters. They 
  run as necessary to close to melee range. Once melee 
  ensues, the warriors and wolf riders use Gang Up tactics 
  to bring the characters down.
  Ulfwald and his men stay as close to the caravans and 
  mules as possible, trusting in the dwarves and heroes to 
  keep the goblins at bay.
  Continuation: Heroes who slay at least three goblins 
  or wolves earn the dwarves’ respect. Hauld Austri orders 
  his wagon to be parked with the others from hereon 
  and invites those characters who proved themselves as 
  warriors to dine with him that night. With heavy heart, 
  Austri answers any questions about his homeland and 
  his reasons for traveling (see page 4). In return, he asks 
  the heroes to tell him of their homes and families.
  (D12) HEARTH KNIGHT PATROL
  The day is misty, reducing visibility to just a few 
  hundred yards. Ahead you spy a lone rider wrapped 
  in large furs, sat atop an armored horse. He raises 
  his lance, from which hangs a three-colored ban-
  ner, marked with a stylized sun symbol. You’ve 
  seen it before on your journey through the Hellfrost 
  Pass—it’s the symbol of the Shield Knights, the low-
  est order of the Hearth Knights. The rider calls out, 
  his voice a faint whisper on the biting wind. “Hail 
  and well met! Stop your travels, for my master will 
  wish to speak with you!”
  A few moments later, eight other riders appear through 
  the mist. The patrol’s leader, Shield Sergeant Tameric 
  ap-Rodgar out of Watchgap Fort, cordially asks the party 
  what business takes them so far from the beaten track 
  before spring. While he does so, his men silently take up 
  defensive positions, constantly scanning the horizon for 
  signs of trouble. Sir Tameric listens intently to any tales 
  of goblin raiders before making comment.
   “Aye,” the Hearth Knight replies, nodding thought-
  fully, “these are troubling times, indeed. Winter is 
  fading fast, yet goblins and orcs are both abroad, 
  and in large numbers. They’ve become embold-
  ened, striking deeper into the Low Winterlands 
  than normal, even for deep winter. Our patrols are 
  stretched thin as it is. Still,” he smiles, “with Sigel’s 
  blessing we’ll drive them back into their holes for 
  another year once the ground thaws a little.”
  Sir Tameric spends several minutes in hushed conver-
  sation with Austri. Characters who understand Dwarven 
  overhear their discussing Austri’s visit to Watchgap Fort. 
  He is trying to arrange a meeting with the fort’s com-
  manding ofﬁ cer. Tameric apologizes that his current mis-
  sion won’t take him to the fort before the caravan, and 
  thus he can do nothing to secure an audience.
  If the party mentions their destination, Sir Tameric 
  speaks further.
  “Be warned, your destination lies far beyond the 
  reach of our current patrols. If you are attacked, 
  there will be no hope of rescue. Still, I shall inform 
  my commanders of your quest and ask that our 
  patrols keep an eye out for your return. You’ll ﬁ nd 
  isolated steads along your route. The Saxa settlers 
  are good folk, and will provide hospitality if you 
  SHADOW OF DARKNESS
  5
  they provide ambushers, draw their axes and stick close 
  to their lord’s wagon.
  Have the party make Notice rolls as two trees sud-
  denly crash to the ground in front of the lead wagon. 
  Those who fail are Surprised. Deal action cards.
  The trees crash down across the trail, blocking the 
  caravan’s progress. The goblins know the wagons don’t 
  carry anything of value. They aren’t here to plunder, but 
  to cause terror among the mercantile community and 
  weaken trust in the Hearth Knights. As such, they are 
  aiming to inﬂ ict as much damage as possible.
  Terrain: The forest counts as difﬁ cult ground up 
  to a height of 60 feet. The trees are Toughness 18 (8) 
  and provide Cover. Aerial ﬂ yers above the treetops have 
  Heavy Cover (–4), but so do any ground targets. Due to 
  their thickness, the trees provide +8 Armor. The fallen 
  trees are too heavy to move during the combat. Move-
  ment through them is treated as difﬁ cult terrain. They 
  provide Light Cover (–1, +8 Armor) to a character stand-
  ing behind the trunk and Medium Cover (–2, +4 Armor) 
  to a hero standing in or behind the branches.
  The wagons are low slung. Only a crawling character 
  can pass through spaces they occupy. Spaces contain-
  ing mules are treated as difﬁ cult ground. Each wagon is 
  empty, save for enough rations and supplies to see the 
  citizens to the end of their journey. Standing and ﬁ ght-
  ing from the wagon provides Medium Cover (–2, Armor 
  +3) against adjacent goblins, but only Light Cover (–1, 
  Armor +3) against missiles. Crouching down increases 
  the Cover rating one step.
  Monsters: Ranged against the characters is a goblin 
  force of warriors and mounted wolf riders. The wolves 
  act on the goblin riders’ action card, whether they have 
  riders or not. Should all the riders be slain, any remain-
  ing wolves receive a separate action card.
   Goblin Warriors (4 per hero): See page 21.
   Goblin Riders (2 per hero): See page 21.
   Wolves (2 per Goblin Rider): See page 22.
   Hauld Austri Giantbane: See page 20.
   Frost Dwarf Warriors (7): See page 21.
   Ulfwald Deep-Pockets: See page 20.
   Waggoners (8): See page 20.
   Mules (10): See page 21.
  Tactics: On the ﬁ rst round, the goblin warriors ﬁ re 
  their bows at the citizens on the wagons. The wolf riders 
  rush forward and savage the mules. Once the party has 
  revealed its presence, the warriors switch their attention 
  and launch arrows. The goblins use the trees as cover, 
  stepping out, ﬁ ring, and retreating back into cover. They 
  switch to melee weapons only when the characters close 
  the range to pose a sufﬁ cient threat. The wolf riders, 
  meanwhile, turn their attention to the characters. They 
  run as necessary to close to melee range. Once melee 
  ensues, the warriors and wolf riders use Gang Up tactics 
  to bring the characters down.
  Ulfwald and his men stay as close to the caravans and 
  mules as possible, trusting in the dwarves and heroes to 
  keep the goblins at bay.
  Continuation: Heroes who slay at least three goblins 
  or wolves earn the dwarves’ respect. Hauld Austri orders 
  his wagon to be parked with the others from hereon 
  and invites those characters who proved themselves as 
  warriors to dine with him that night. With heavy heart, 
  Austri answers any questions about his homeland and 
  his reasons for traveling (see page 4). In return, he asks 
  the heroes to tell him of their homes and families.
  (D12) HEARTH KNIGHT PATROL
  The day is misty, reducing visibility to just a few 
  hundred yards. Ahead you spy a lone rider wrapped 
  in large furs, sat atop an armored horse. He raises 
  his lance, from which hangs a three-colored ban-
  ner, marked with a stylized sun symbol. You’ve 
  seen it before on your journey through the Hellfrost 
  Pass—it’s the symbol of the Shield Knights, the low-
  est order of the Hearth Knights. The rider calls out, 
  his voice a faint whisper on the biting wind. “Hail 
  and well met! Stop your travels, for my master will 
  wish to speak with you!”
  A few moments later, eight other riders appear through 
  the mist. The patrol’s leader, Shield Sergeant Tameric 
  ap-Rodgar out of Watchgap Fort, cordially asks the party 
  what business takes them so far from the beaten track 
  before spring. While he does so, his men silently take up 
  defensive positions, constantly scanning the horizon for 
  signs of trouble. Sir Tameric listens intently to any tales 
  of goblin raiders before making comment.
   “Aye,” the Hearth Knight replies, nodding thought-
  fully, “these are troubling times, indeed. Winter is 
  fading fast, yet goblins and orcs are both abroad, 
  and in large numbers. They’ve become embold-
  ened, striking deeper into the Low Winterlands 
  than normal, even for deep winter. Our patrols are 
  stretched thin as it is. Still,” he smiles, “with Sigel’s 
  blessing we’ll drive them back into their holes for 
  another year once the ground thaws a little.”
  Sir Tameric spends several minutes in hushed conver-
  sation with Austri. Characters who understand Dwarven 
  overhear their discussing Austri’s visit to Watchgap Fort. 
  He is trying to arrange a meeting with the fort’s com-
  manding ofﬁ cer. Tameric apologizes that his current mis-
  sion won’t take him to the fort before the caravan, and 
  thus he can do nothing to secure an audience.
  If the party mentions their destination, Sir Tameric 
  speaks further.
  “Be warned, your destination lies far beyond the 
  reach of our current patrols. If you are attacked, 
  there will be no hope of rescue. Still, I shall inform 
  my commanders of your quest and ask that our 
  patrols keep an eye out for your return. You’ll ﬁ nd 
  isolated steads along your route. The Saxa settlers 
  are good folk, and will provide hospitality if you 
  
  HELLFROST ADVENTURE: #03
  6
  are honest and open with them. Now we must be 
  away before nightfall. Good luck!”
  With that, the Knights mount up and head off into 
  the wintry wasteland. They have no spare provisions or 
  equipment—patrols travel light and fast, and travelers 
  ill-prepared to survive the winter are a valuable drain on 
  scant resources. At best, the Knights pray to Sigel for the 
  characters’ souls.
  (D17) DEFEND THE STEAD
  During the lunch stop, Ulfwald summons the charac-
  ters to his wagon.
  “We’re going to be passing close to the southern edge 
  of the Greenpot Hills soon. I’ve friends a few miles 
  off the trade road, and we’ll be stopping with them 
  tonight. I reckon we can afford to lose a day for 
  real food and a warm bed. Since Hauld Austri and 
  his men like you, would you pass the word to them? 
  I can’t see it being any of their concern—dwarves 
  understand hospitality as well as any.”
  Hauld Austri and his warriors are actually relived to be 
  able to spend a night with a solid roof over their heads, 
  and thank the heroes for the news.
  As dusk falls, the caravan approaches a farmstead. 
  A low earth bank topped with a palisade provides 
  protection against any escaping cattle. Smoke 
  drifts lazily from chimney holes, and the lowing 
  of cows reverberates through the still air. As the 
  wagons pull into the yard in front of the main 
  stead, a middle-aged man, wrapped in furs, steps 
  through the door. He smiles widely and spreads 
  his arms. Ulfwald quickly hurries to him. The two 
  men hug and slap each other on the back. “Let me 
  introduce you to everyone,” Ulfwald beams.
  Ulfwald introduces Hauld Austri and his men ﬁ rst, 
  then the heroes. His waggoners have stayed here before 
  several times and need no introduction. Ulfwald then 
  introduces Oswine Hamasunu, the stead owner since his 
  father, Hama, retired several years back. Oswine greets 
  everyone warmly, bowing low to any nobles.
  “Will you honor us, lord,” he says to Austri, “by 
  sitting on the high seat?” Austri nods once, then 
  replies, “Aye, I accept your hospitality and greet 
  you as my host. My warriors and I hereby bind 
  ourselves to you by the ancient laws of hospitali-
  ty.” Vestri then steps forward and presents Oswine 
  with a small chest. “A gift,” Austri continues, “for 
  our generous host.”
  A similar offer is made to any player character nobles. 
  Point the players to the hospitality notes in the Hellfrost 
  Players’ Guide if they need any help with what they 
  should do. Austri is giving a gift because he is a noble-
  man with wealth to share, not because he has to.
  Oswine then leads his guests inside, where it is con-
  THE STEAD
  HELLFROST ADVENTURE: #03
  6
  are honest and open with them. Now we must be 
  away before nightfall. Good luck!”
  With that, the Knights mount up and head off into 
  the wintry wasteland. They have no spare provisions or 
  equipment—patrols travel light and fast, and travelers 
  ill-prepared to survive the winter are a valuable drain on 
  scant resources. At best, the Knights pray to Sigel for the 
  characters’ souls.
  (D17) DEFEND THE STEAD
  During the lunch stop, Ulfwald summons the charac-
  ters to his wagon.
  “We’re going to be passing close to the southern edge 
  of the Greenpot Hills soon. I’ve friends a few miles 
  off the trade road, and we’ll be stopping with them 
  tonight. I reckon we can afford to lose a day for 
  real food and a warm bed. Since Hauld Austri and 
  his men like you, would you pass the word to them? 
  I can’t see it being any of their concern—dwarves 
  understand hospitality as well as any.”
  Hauld Austri and his warriors are actually relived to be 
  able to spend a night with a solid roof over their heads, 
  and thank the heroes for the news.
  As dusk falls, the caravan approaches a farmstead. 
  A low earth bank topped with a palisade provides 
  protection against any escaping cattle. Smoke 
  drifts lazily from chimney holes, and the lowing 
  of cows reverberates through the still air. As the 
  wagons pull into the yard in front of the main 
  stead, a middle-aged man, wrapped in furs, steps 
  through the door. He smiles widely and spreads 
  his arms. Ulfwald quickly hurries to him. The two 
  men hug and slap each other on the back. “Let me 
  introduce you to everyone,” Ulfwald beams.
  Ulfwald introduces Hauld Austri and his men ﬁ rst, 
  then the heroes. His waggoners have stayed here before 
  several times and need no introduction. Ulfwald then 
  introduces Oswine Hamasunu, the stead owner since his 
  father, Hama, retired several years back. Oswine greets 
  everyone warmly, bowing low to any nobles.
  “Will you honor us, lord,” he says to Austri, “by 
  sitting on the high seat?” Austri nods once, then 
  replies, “Aye, I accept your hospitality and greet 
  you as my host. My warriors and I hereby bind 
  ourselves to you by the ancient laws of hospitali-
  ty.” Vestri then steps forward and presents Oswine 
  with a small chest. “A gift,” Austri continues, “for 
  our generous host.”
  A similar offer is made to any player character nobles. 
  Point the players to the hospitality notes in the Hellfrost 
  Players’ Guide if they need any help with what they 
  should do. Austri is giving a gift because he is a noble-
  man with wealth to share, not because he has to.
  Oswine then leads his guests inside, where it is con-
  THE STEAD
  
  SHADOW OF DARKNESS
  7
  siderably warmer. The farm laborers and waggoners 
  move the wagons and mules into the cattle shed. The 
  cattle are temporarily moved out into the yard. Once the 
  chores are done, Oswine introduces his entire family 
  and those of the farm laborers, who are also invited to 
  the feast. Before the festivities begin, Oswine’s young-
  est sons, Beorn and Coenwine, are sent outside to keep 
  watch, along with the waggoners. It’s a thankless task, 
  but a necessary one.
  A wild boar, slaughtered only that morning, is spit 
  roasted over the ﬁ re, along with a goodly number of 
  chickens. Hot broth and fresh herb bread are served, as 
  is a seemingly endless quantity of wine and ale. Austri, 
  Ulfwald, and any noble heroes are offered mead.
  Oswine toasts his guests’ health. He then apologizes 
  for not having a skald present to entertain his hosts. Any 
  player character skald can step forward at this point. If 
  none are present, Austri recounts a few dwarven tales 
  (in Saxa) of mighty heroes and fell giants, followed by 
  Ulfwald’s comical tale about a pair of stubborn mules. 
  Let the players roleplay their characters’ interactions 
  with the NPCs as they wish—don’t feel the need to rush 
  this part of the adventure.
  Finally the feast draws to a close. The guards come in from 
  the cold and are replaced by four dwarves, Aelﬂ af (Oswine’s 
  eldest son) and Grim the laborer. Austri and any noble char-
  acters are offered sleeping berths nearest the hearth. After 
  ensuring their guests are comfortable, Hama, Oswine, and 
  Hygd retire to the rear of the stead for the night.
  Stead Facilities: The stead is surrounded by a four-
  foot-high earth embankment, with a ﬂ attened top cov-
  ered in wooden planks. A pair of double gates is the only 
  point of entry. The outer edge of the bank is protected 
  by a yard-high wall, constructed of wooden posts, their 
  tops cut to sharp points. Standing on the rampart gives 
  Medium Cover (–2) and provides +8 Armor against gob-
  lin missile attacks from outside the perimeter. Only the 
  ogre can reach high enough to engage characters on the 
  embankment in melee (the defenders still have Medium 
  Cover). Scaling the palisade from outside requires a 
  Climbing roll.
  Wooden steps placed along the inside edge provide 
  access to the ﬁ ghting platform. Moving onto the platform 
  without using these is treated as difﬁ cult ground.
  The larger section of Oswine’s stead is the communal 
  hall for the owner’s family. Fur-covered, wooden sleep-
  ing benches line both walls, while a short bench at the 
  far end provides seating for the owner and his wife. 
  Movement through spaces containing these benches is 
  difﬁ cult terrain. Dominating the central ﬂ oor space is the 
  ﬁ re pit, which provides heat for cooking and warmth. 
  Moving through spaces containing the pit is treated as 
  difﬁ cult ground. It is constantly lit. Any hero stepping 
  into the pit suffers 1d10 damage and has a chance of 
  catching ﬁ re. At the rear, behind a wooden door, is the 
  owner’s private area. A small shrine near the front door 
  honors Sigel, Kenaz, Tiw, and Eostre.
  The smaller stead belongs to Torvald, Oswine’s broth-
  er. Apart from its reduced size, it has an almost identical 
  layout to the main hall, lacking only the second bedroom 
  to the rear.
  Two families, unrelated to the owner by blood, work 
  on the farm. Their houses are much smaller, having just 
  one room. Sleeping benches are placed only against one 
  wall, and the ﬁ re pit is considerably smaller than those 
  in the steads.
  The cattle shed houses the stead’s cattle during bad 
  weather. It currently contains 20 cows. Attached to one 
  side of this is the hay barn. On the opposite side is yard 
  protected by a low, stone wall. Crossing the wall is difﬁ -
  cult ground. The workshop has tools for carpentry, herb-
  alism, and pottery, but no metalworking. Finally there is 
  the sauna. This is not in use when the characters arrive, 
  but only takes an hour to reach temperature. All these 
  buildings have bars on the outside securing the doors.
  Finally, there is a vegetable patch and an herb garden. 
  The vegetable patch contains root vegetables and beans. 
  There are herbs enough for four batches each of anti-in-
  ﬂ ammatory, anti-bacterial, healing (cuts), healing (break-
  ages), numbing, purgative, and stimulant I concoctions. 
  These are available for purchase at 5 gs per dose, though 
  heroes wounded in defense of the stead are not charged 
  if herbs are used to help heal them. All are rarity +0. 
  Since they are growing together, a character can pick one 
  batch in 15 minutes.
  RAIDERS IN THE NIGHT
  Caution: This battle involves a lot of allies and mon-
  sters and might take some time to play out. It could also 
  be extremely deadly if the heroes misuse their resources 
  or do not employ sensible tactics.
  At three o’clock in the morning, the front door to 
  Oswine’s stead crashes open. A blast of frigid air howls 
  through the hall. Aelﬂ af stands in the doorway and bel-
  lows, “Goblins! Awake! Awake!” Each character and ally 
  begins Shaken due to having been roused suddenly from 
  their sleep. The rules for donning armor apply. All NPCs 
  not on duty forgo armor (those on duty have their armor 
  on). Weapons are close to hand and can be grabbed as 
  an action.
  The characters are honor bound by the laws of hos-
  pitality to assist Oswine and his family in ﬁ ghting off the 
  goblins. Failure to play an active part in the ﬁ ght (“I was 
  donning my armor!” is not a valid excuse) costs the hero 
  –20 Glory for breaking the laws of hospitality, insulting 
  his host, and acting like a coward.
  The four dwarves on duty are divided equally along the 
  east and west ramparts. Grim is outside Jormunrek’s house 
  (the one nearest the workshop). Jormunrek is inside his 
  house. Hama and Oswine begin in the rear of Oswine’s 
  stead. Botbald, Ealdnoth, Anred, Beorn, Coenwine, Austri, 
  the dwarven warriors not on duty, and the heroes are in 
  the great hall. Aelﬂ af stands in Oswine’s stead’s doorway. 
  Torvald is in the rear of his stead, while Cuthred is in its 
  main hall. Oswine also has four Saxa war hounds. These 
  are asleep in the great hall of the main stead.
  Two goblins per character are standing 12” from the 
  SHADOW OF DARKNESS
  7
  siderably warmer. The farm laborers and waggoners 
  move the wagons and mules into the cattle shed. The 
  cattle are temporarily moved out into the yard. Once the 
  chores are done, Oswine introduces his entire family 
  and those of the farm laborers, who are also invited to 
  the feast. Before the festivities begin, Oswine’s young-
  est sons, Beorn and Coenwine, are sent outside to keep 
  watch, along with the waggoners. It’s a thankless task, 
  but a necessary one.
  A wild boar, slaughtered only that morning, is spit 
  roasted over the ﬁ re, along with a goodly number of 
  chickens. Hot broth and fresh herb bread are served, as 
  is a seemingly endless quantity of wine and ale. Austri, 
  Ulfwald, and any noble heroes are offered mead.
  Oswine toasts his guests’ health. He then apologizes 
  for not having a skald present to entertain his hosts. Any 
  player character skald can step forward at this point. If 
  none are present, Austri recounts a few dwarven tales 
  (in Saxa) of mighty heroes and fell giants, followed by 
  Ulfwald’s comical tale about a pair of stubborn mules. 
  Let the players roleplay their characters’ interactions 
  with the NPCs as they wish—don’t feel the need to rush 
  this part of the adventure.
  Finally the feast draws to a close. The guards come in from 
  the cold and are replaced by four dwarves, Aelﬂ af (Oswine’s 
  eldest son) and Grim the laborer. Austri and any noble char-
  acters are offered sleeping berths nearest the hearth. After 
  ensuring their guests are comfortable, Hama, Oswine, and 
  Hygd retire to the rear of the stead for the night.
  Stead Facilities: The stead is surrounded by a four-
  foot-high earth embankment, with a ﬂ attened top cov-
  ered in wooden planks. A pair of double gates is the only 
  point of entry. The outer edge of the bank is protected 
  by a yard-high wall, constructed of wooden posts, their 
  tops cut to sharp points. Standing on the rampart gives 
  Medium Cover (–2) and provides +8 Armor against gob-
  lin missile attacks from outside the perimeter. Only the 
  ogre can reach high enough to engage characters on the 
  embankment in melee (the defenders still have Medium 
  Cover). Scaling the palisade from outside requires a 
  Climbing roll.
  Wooden steps placed along the inside edge provide 
  access to the ﬁ ghting platform. Moving onto the platform 
  without using these is treated as difﬁ cult ground.
  The larger section of Oswine’s stead is the communal 
  hall for the owner’s family. Fur-covered, wooden sleep-
  ing benches line both walls, while a short bench at the 
  far end provides seating for the owner and his wife. 
  Movement through spaces containing these benches is 
  difﬁ cult terrain. Dominating the central ﬂ oor space is the 
  ﬁ re pit, which provides heat for cooking and warmth. 
  Moving through spaces containing the pit is treated as 
  difﬁ cult ground. It is constantly lit. Any hero stepping 
  into the pit suffers 1d10 damage and has a chance of 
  catching ﬁ re. At the rear, behind a wooden door, is the 
  owner’s private area. A small shrine near the front door 
  honors Sigel, Kenaz, Tiw, and Eostre.
  The smaller stead belongs to Torvald, Oswine’s broth-
  er. Apart from its reduced size, it has an almost identical 
  layout to the main hall, lacking only the second bedroom 
  to the rear.
  Two families, unrelated to the owner by blood, work 
  on the farm. Their houses are much smaller, having just 
  one room. Sleeping benches are placed only against one 
  wall, and the ﬁ re pit is considerably smaller than those 
  in the steads.
  The cattle shed houses the stead’s cattle during bad 
  weather. It currently contains 20 cows. Attached to one 
  side of this is the hay barn. On the opposite side is yard 
  protected by a low, stone wall. Crossing the wall is difﬁ -
  cult ground. The workshop has tools for carpentry, herb-
  alism, and pottery, but no metalworking. Finally there is 
  the sauna. This is not in use when the characters arrive, 
  but only takes an hour to reach temperature. All these 
  buildings have bars on the outside securing the doors.
  Finally, there is a vegetable patch and an herb garden. 
  The vegetable patch contains root vegetables and beans. 
  There are herbs enough for four batches each of anti-in-
  ﬂ ammatory, anti-bacterial, healing (cuts), healing (break-
  ages), numbing, purgative, and stimulant I concoctions. 
  These are available for purchase at 5 gs per dose, though 
  heroes wounded in defense of the stead are not charged 
  if herbs are used to help heal them. All are rarity +0. 
  Since they are growing together, a character can pick one 
  batch in 15 minutes.
  RAIDERS IN THE NIGHT
  Caution: This battle involves a lot of allies and mon-
  sters and might take some time to play out. It could also 
  be extremely deadly if the heroes misuse their resources 
  or do not employ sensible tactics.
  At three o’clock in the morning, the front door to 
  Oswine’s stead crashes open. A blast of frigid air howls 
  through the hall. Aelﬂ af stands in the doorway and bel-
  lows, “Goblins! Awake! Awake!” Each character and ally 
  begins Shaken due to having been roused suddenly from 
  their sleep. The rules for donning armor apply. All NPCs 
  not on duty forgo armor (those on duty have their armor 
  on). Weapons are close to hand and can be grabbed as 
  an action.
  The characters are honor bound by the laws of hos-
  pitality to assist Oswine and his family in ﬁ ghting off the 
  goblins. Failure to play an active part in the ﬁ ght (“I was 
  donning my armor!” is not a valid excuse) costs the hero 
  –20 Glory for breaking the laws of hospitality, insulting 
  his host, and acting like a coward.
  The four dwarves on duty are divided equally along the 
  east and west ramparts. Grim is outside Jormunrek’s house 
  (the one nearest the workshop). Jormunrek is inside his 
  house. Hama and Oswine begin in the rear of Oswine’s 
  stead. Botbald, Ealdnoth, Anred, Beorn, Coenwine, Austri, 
  the dwarven warriors not on duty, and the heroes are in 
  the great hall. Aelﬂ af stands in Oswine’s stead’s doorway. 
  Torvald is in the rear of his stead, while Cuthred is in its 
  main hall. Oswine also has four Saxa war hounds. These 
  are asleep in the great hall of the main stead.
  Two goblins per character are standing 12” from the 
  
  HELLFROST ADVENTURE: #03
  8
  west wall, ﬁ ring arrows at the dwarves, and a similar 
  number are assaulting the east wall. Meanwhile, the 
  ogre, shaman, and remaining warriors are 12” from the 
  main gate.
  Terrain: In addition to the terrain notes above, the 
  lighting is Dark (–2). Visibility is limited to 10” unless a 
  character has Low Light Vision or Infravision. Aelﬂ af and 
  Grim carry lanterns. The goblins suffer half penalties for 
  poor lighting, due to their Infravision, unless attacking a 
  character within a light source template.
  Monsters: A goblin shaman and a large band of war-
  riors are assaulting the stead. As with the forest raiders, 
  they want to cause destruction rather than acquire plun-
  der. Accompanying them is a large ogre.
   Goblin Shaman (1): See page 21.
   Ogre (1): See page 22. This ogre is a Wild Card.
   Goblin Warriors (8 per hero): See page 21.
   Hauld Austri Giantbane: See page 20. (Toughness 7)
   Frost Dwarf Warriors (?): See page 21. The num-
  ber of dwarves depends on how many survived the previ-
  ous battle. (Toughness 6 if not on duty)
   Ulfwald Deep-Pockets: See page 20.
   Waggoners (?): See page 20. The number of wag-
  goners depends on how many survived the previous 
  battle. (Toughness 5)
   Stead Men (12): Treat as waggoners (see page 20). 
  Oswine is a Wild Card. (Toughness 5 except for Aelﬂ af 
  and Grim)
   War Dogs (1 per hero): See page 22.
  Tactics: The archers keep the defenders pinned down 
  and distracted while the third force assaults the gates 
  (Toughness 14 (4)). Unless a hero climbs the southern ram-
  part or hears the ogre smashing at the gate, the characters 
  have no idea the gate is being attacked. The GM should not 
  place the ogre, shaman, and warriors in the detachment on 
  the tabletop until someone actually spots them.
  Once the main gates are open, the attackers surge 
  through and disperse so as to avoid being caught by 
  spells. The archers run around to the gate, drawing their 
  melee weapons as they do so. Once inside, the gob-
  lins attack the nearest characters. The ogre is cunning 
  enough not to risk using Sweep while there are goblins 
  adjacent.
  The shaman’s ﬁ rst action after reaching the gates is to 
  cast smite on the ogre. He then casts obscure on the main 
  gates. This doesn’t affect the ogre’s ability to smash them, 
  PERSONALITIES
  This sidebar lists all 32 occupants, their ages, and relationships to each other. It serves as an example of how a typical 
  small stead is organized.
  (N) is the age of the person, (Nm) indicates a male child, (Nf) a female child, and (NW) means the character ﬁ ghts 
  during the battle scene. Indentations are to help identify relationships within the family.
  Hama Wodsunu (68W): Eldest member of the stead. Retired.
   Oswine Hamasunu (49W): Hama’s eldest son. He runs the stead now.
   Hygd Heremodsdohtor (46): Oswine’s wife (Healing d8, Knowledge (Alchemy) d8).
    Aelﬂ af Oswinesunu (27W): Oswine’s eldest son.
    Edlaed Heahstansdohtor (24): Aelfalf’s wife (Healing d6).
     
  Oshelm (9m), Beorhtgeat (7m), Answith (3f): Aelﬂ af and Edlaed’s young children.
    Botbald Oswinesunu (24W): Oswine’s second son.
    Godhild Wiggifsdohtor (25): Botbald’s wife (Healing d4).
     
  Cynered (6f), Hereburh (4f), Cuthhild (1f): Botbald and Godhild’s three young daughters.
    Eorgyth Oswinesdohtor (21): Oswine’s eldest daughter; apparently barren (Knowledge (Alchemy) d6).
    Ealdnoth Ealdsunu (22W): Oswine’s only son-in-law.
    Anred Oswinesunu (19W): Oswine’s third son; unmarried but courting a lass from a neighboring stead.
    Kata Oswinesdohtor (18): Oswine’s second daughter: unmarried and not courting (Attractive Edge).
    Beorn Oswinesunu (17W): Oswine’s fourth son (Ugly Hindrance). A simpleton (Smarts and Spirit d4).
    Coenwine Oswinesunu (15W): Oswine’s ﬁ fth son (Charismatic Edge).
   Torvald Hamasunu (44W): Hama’s second son; Oswine’s brother.
   Ealhred Leofwinesunu (32): Torvald’s second wife (Healing d6).
    Cuthred Torvaldsunu (27W): Torvald’s eldest son.
    Aelﬂ aed Gripirsdohtor (26): Cuthred’s wife.
     
  Kata (10f): Cuthred and Aelﬂ aed’s child.
    Odd Torvaldsunu (12): Torvald’s second son (by his second wife)
  The following families are farm laborers. They have no blood ties to Hama’s family.
  Jormunrek Ulfsunu (23W): Farm laborer.
  Ragnhild Yngvisdohtor (23): Jorunrek’s wife.
   Hogni (8m): Jormunrek and Ragnhild’s son.
  Grim Nerisunu (21W): Farm laborer
  Olvor Rodstaffsdohtor (18): Grim’s wife.
   Freydis (2f), Swanhild (1f): Grim and Olvor’s children.
  HELLFROST ADVENTURE: #03
  8
  west wall, ﬁ ring arrows at the dwarves, and a similar 
  number are assaulting the east wall. Meanwhile, the 
  ogre, shaman, and remaining warriors are 12” from the 
  main gate.
  Terrain: In addition to the terrain notes above, the 
  lighting is Dark (–2). Visibility is limited to 10” unless a 
  character has Low Light Vision or Infravision. Aelﬂ af and 
  Grim carry lanterns. The goblins suffer half penalties for 
  poor lighting, due to their Infravision, unless attacking a 
  character within a light source template.
  Monsters: A goblin shaman and a large band of war-
  riors are assaulting the stead. As with the forest raiders, 
  they want to cause destruction rather than acquire plun-
  der. Accompanying them is a large ogre.
   Goblin Shaman (1): See page 21.
   Ogre (1): See page 22. This ogre is a Wild Card.
   Goblin Warriors (8 per hero): See page 21.
   Hauld Austri Giantbane: See page 20. (Toughness 7)
   Frost Dwarf Warriors (?): See page 21. The num-
  ber of dwarves depends on how many survived the previ-
  ous battle. (Toughness 6 if not on duty)
   Ulfwald Deep-Pockets: See page 20.
   Waggoners (?): See page 20. The number of wag-
  goners depends on how many survived the previous 
  battle. (Toughness 5)
   Stead Men (12): Treat as waggoners (see page 20). 
  Oswine is a Wild Card. (Toughness 5 except for Aelﬂ af 
  and Grim)
   War Dogs (1 per hero): See page 22.
  Tactics: The archers keep the defenders pinned down 
  and distracted while the third force assaults the gates 
  (Toughness 14 (4)). Unless a hero climbs the southern ram-
  part or hears the ogre smashing at the gate, the characters 
  have no idea the gate is being attacked. The GM should not 
  place the ogre, shaman, and warriors in the detachment on 
  the tabletop until someone actually spots them.
  Once the main gates are open, the attackers surge 
  through and disperse so as to avoid being caught by 
  spells. The archers run around to the gate, drawing their 
  melee weapons as they do so. Once inside, the gob-
  lins attack the nearest characters. The ogre is cunning 
  enough not to risk using Sweep while there are goblins 
  adjacent.
  The shaman’s ﬁ rst action after reaching the gates is to 
  cast smite on the ogre. He then casts obscure on the main 
  gates. This doesn’t affect the ogre’s ability to smash them, 
  PERSONALITIES
  This sidebar lists all 32 occupants, their ages, and relationships to each other. It serves as an example of how a typical 
  small stead is organized.
  (N) is the age of the person, (Nm) indicates a male child, (Nf) a female child, and (NW) means the character ﬁ ghts 
  during the battle scene. Indentations are to help identify relationships within the family.
  Hama Wodsunu (68W): Eldest member of the stead. Retired.
   Oswine Hamasunu (49W): Hama’s eldest son. He runs the stead now.
   Hygd Heremodsdohtor (46): Oswine’s wife (Healing d8, Knowledge (Alchemy) d8).
    Aelﬂ af Oswinesunu (27W): Oswine’s eldest son.
    Edlaed Heahstansdohtor (24): Aelfalf’s wife (Healing d6).
     
  Oshelm (9m), Beorhtgeat (7m), Answith (3f): Aelﬂ af and Edlaed’s young children.
    Botbald Oswinesunu (24W): Oswine’s second son.
    Godhild Wiggifsdohtor (25): Botbald’s wife (Healing d4).
     
  Cynered (6f), Hereburh (4f), Cuthhild (1f): Botbald and Godhild’s three young daughters.
    Eorgyth Oswinesdohtor (21): Oswine’s eldest daughter; apparently barren (Knowledge (Alchemy) d6).
    Ealdnoth Ealdsunu (22W): Oswine’s only son-in-law.
    Anred Oswinesunu (19W): Oswine’s third son; unmarried but courting a lass from a neighboring stead.
    Kata Oswinesdohtor (18): Oswine’s second daughter: unmarried and not courting (Attractive Edge).
    Beorn Oswinesunu (17W): Oswine’s fourth son (Ugly Hindrance). A simpleton (Smarts and Spirit d4).
    Coenwine Oswinesunu (15W): Oswine’s ﬁ fth son (Charismatic Edge).
   Torvald Hamasunu (44W): Hama’s second son; Oswine’s brother.
   Ealhred Leofwinesunu (32): Torvald’s second wife (Healing d6).
    Cuthred Torvaldsunu (27W): Torvald’s eldest son.
    Aelﬂ aed Gripirsdohtor (26): Cuthred’s wife.
     
  Kata (10f): Cuthred and Aelﬂ aed’s child.
    Odd Torvaldsunu (12): Torvald’s second son (by his second wife)
  The following families are farm laborers. They have no blood ties to Hama’s family.
  Jormunrek Ulfsunu (23W): Farm laborer.
  Ragnhild Yngvisdohtor (23): Jorunrek’s wife.
   Hogni (8m): Jormunrek and Ragnhild’s son.
  Grim Nerisunu (21W): Farm laborer
  Olvor Rodstaffsdohtor (18): Grim’s wife.
   Freydis (2f), Swanhild (1f): Grim and Olvor’s children.
  
  SHADOW OF DARKNESS
  9
  as they are inanimate and he can feel where they are. It 
  does, however, provide the goblins cover from archers 
  on the ramparts. As soon as the shaman is inside the yard 
  he uses fear on the largest group of defenders within 
  range. He then proceeds to ﬁ re off single 2d6 damage 
  bolts at the nearest defender. Should events turn against 
  him, he uses obscure to cover his tracks and ﬂ ees.
  Some heroes may think to release the cows in a stam-
  pede. Oswine, should he hear of this, demands the char-
  acters leave the cows alone. Cows are expensive (100 gs 
  each) and the stead can ill afford to have any slaughtered 
  needlessly. Even if Oswine doesn’t stop them, the heroes 
  should make a Common Knowledge roll to realize the 
  seriousness of their plan. Going ahead anyway costs 
  them –3 Glory for breaking the laws of hospitality.
  (D23) OGRE ALLEY
  This encounter takes place in the foothills of the 
  Icebarrier Mountains, barely a dozen miles from the 
  caravan’s destination. The ground is heavily undulating. 
  Ulfwald has no choice but to follow the bottom of a long, 
  narrow, dry valley, thus saving the mules the arduous 
  task from having to ascend and descend the steep slopes 
  repeatedly. His route also keeps the party out of sight of 
  bandits or goblins.
  The valley has narrowed to a mere 20’ across. The 
  ﬂ oor is littered with boulders, possibly the result 
  of landslides down the steep, loosely covered 
  slopes.
  Have every party member make a Notice roll to avoid 
  Surprise. With success, the character hears small stones 
  tumbling down the valley walls. Moments later, huge 
  boulders begin crashing and bouncing down the slopes. 
  Characters who avoided Surprise may make an Agility 
  roll to avoid being struck. Those who failed may make 
  the roll, but with a –2 penalty. Dodge does not apply to 
  heroes caught by Surprise. A failed Agility roll results in 
  the character taking 2d8 damage, being knocked back 1”, 
  and falling prone.
  Terrain: The valley ﬂ oor is dotted with large boulders. 
  Movement through spaces occupied by a boulder is difﬁ -
  cult ground. The valley sides are steep and covered in loose 
  stones and pebbles. Climbing rolls must be made to ascend 
  the slope. Success moves the character 1”, while a raise al-
  lows 2” of movement. Failure causes the hero to spend the 
  round scrabbling around, trying to ﬁ nd a decent grip. He 
  makes no progress. A critical failure causes the character 
  to slide down 1d3”. Movement along the winding path is 
  difﬁ cult terrain but requires no Climbing roll.
  Coming down, a character can elect to slide down 
  the steep slope on his butt. He moves his regular Pace, 
  cannot run, and must make an Agility roll each round to 
  avoid gaining a level of Fatigue from bumps and bruises. 
  The ogres are hiding behind rocky outcrops, which grant 
  them Medium Cover (–2) when standing.
  Monsters: The valley is actually home to an ogre, his 
  mate, and their children. Typically they dine on deer and rab-
  bits, but today it looks like there is man ﬂ esh on the menu
   Ogre (2): See page 22.
   Young Ogres (1 per 2 heroes): See page 22.
   Ulfwald Deep-Pockets: See page 20.
   Waggoners (8): See page 20.
   Mules (10): See page 21.
  Tactics: The ogres are keen to avoid melee combat 
  until their victims have taken a beating. As such, they 
  remain in their starting positions and pelt the party with 
  rocks. These have range 5/10/20 and inﬂ ict Str+d4 dam-
  age. The ogres aren’t intelligent to human standards, 
  but they are cunning. Their tactic is to throw a rock and 
  then duck down behind cover, thus shielding them from 
  missile ﬁ re. This grants them total cover, and requires 
  a character to be on Hold to target one with a ranged 
  weapon or spell.
  Only when half the party is dead or unconscious 
  will they descend. Should the adult ogres be killed, 
  the youngsters turn and ﬂ ee into the wilderness. If the 
  youngsters are slain, the adult ogres ﬂ y into a berserk 
  rage. They immediately try to close to melee range. All 
  their blows are Wild Attacks.
  Treasure: The ogre male carries only a small amount 
  of treasure (17 gs) on his person. This takes the form of 
  a silver brooch. 
  KNOCKBACK
  These rules are taken from the Hellfrost Bestiary.
  The physical attacks of large creatures can knock 
  over smaller foes. In order to cause knockback, the 
  attacker must make a successful Fighting attack. 
  The blow does not have to cause damage, however. 
  The victim cannot avoid this—no human can hope 
  to remain standing after being on the receiving end 
  of a frost giant’s colossal war axe.
  An opponent who is knocked back into a relatively 
  solid object (hay bales and glass windows, for in-
  stance, are not solid) is automatically Shaken. This 
  is treated as a separate attack, and thus a foe Shaken 
  by an attack, who is then knocked back into a solid 
  object, suffers the effects of successive Shaken re-
  sults. Opponents may try to Soak any initial dam-
  age from the attack or spend bennies to remove the 
  Shaken condition before the knockback is applied. 
  If:
  • A creature is 2 or 3 Sizes larger than its oppo-
  nent, the victim is knocked back 1” and falls 
  prone.
  • A creature is 4 to 7 Sizes larger than its op-
  ponent send the victim ﬂ ying 1d4” and made 
  prone.
  • A creature 8 to 11 Sizes larger than its foe causes 
  knockback of 1d6” and sends foes prone.
  • A creature 12 or more Sizes larger knocks foes 
  back 1d10” and sends them prone.
  SHADOW OF DARKNESS
  9
  as they are inanimate and he can feel where they are. It 
  does, however, provide the goblins cover from archers 
  on the ramparts. As soon as the shaman is inside the yard 
  he uses fear on the largest group of defenders within 
  range. He then proceeds to ﬁ re off single 2d6 damage 
  bolts at the nearest defender. Should events turn against 
  him, he uses obscure to cover his tracks and ﬂ ees.
  Some heroes may think to release the cows in a stam-
  pede. Oswine, should he hear of this, demands the char-
  acters leave the cows alone. Cows are expensive (100 gs 
  each) and the stead can ill afford to have any slaughtered 
  needlessly. Even if Oswine doesn’t stop them, the heroes 
  should make a Common Knowledge roll to realize the 
  seriousness of their plan. Going ahead anyway costs 
  them –3 Glory for breaking the laws of hospitality.
  (D23) OGRE ALLEY
  This encounter takes place in the foothills of the 
  Icebarrier Mountains, barely a dozen miles from the 
  caravan’s destination. The ground is heavily undulating. 
  Ulfwald has no choice but to follow the bottom of a long, 
  narrow, dry valley, thus saving the mules the arduous 
  task from having to ascend and descend the steep slopes 
  repeatedly. His route also keeps the party out of sight of 
  bandits or goblins.
  The valley has narrowed to a mere 20’ across. The 
  ﬂ oor is littered with boulders, possibly the result 
  of landslides down the steep, loosely covered 
  slopes.
  Have every party member make a Notice roll to avoid 
  Surprise. With success, the character hears small stones 
  tumbling down the valley walls. Moments later, huge 
  boulders begin crashing and bouncing down the slopes. 
  Characters who avoided Surprise may make an Agility 
  roll to avoid being struck. Those who failed may make 
  the roll, but with a –2 penalty. Dodge does not apply to 
  heroes caught by Surprise. A failed Agility roll results in 
  the character taking 2d8 damage, being knocked back 1”, 
  and falling prone.
  Terrain: The valley ﬂ oor is dotted with large boulders. 
  Movement through spaces occupied by a boulder is difﬁ -
  cult ground. The valley sides are steep and covered in loose 
  stones and pebbles. Climbing rolls must be made to ascend 
  the slope. Success moves the character 1”, while a raise al-
  lows 2” of movement. Failure causes the hero to spend the 
  round scrabbling around, trying to ﬁ nd a decent grip. He 
  makes no progress. A critical failure causes the character 
  to slide down 1d3”. Movement along the winding path is 
  difﬁ cult terrain but requires no Climbing roll.
  Coming down, a character can elect to slide down 
  the steep slope on his butt. He moves his regular Pace, 
  cannot run, and must make an Agility roll each round to 
  avoid gaining a level of Fatigue from bumps and bruises. 
  The ogres are hiding behind rocky outcrops, which grant 
  them Medium Cover (–2) when standing.
  Monsters: The valley is actually home to an ogre, his 
  mate, and their children. Typically they dine on deer and rab-
  bits, but today it looks like there is man ﬂ esh on the menu
   Ogre (2): See page 22.
   Young Ogres (1 per 2 heroes): See page 22.
   Ulfwald Deep-Pockets: See page 20.
   Waggoners (8): See page 20.
   Mules (10): See page 21.
  Tactics: The ogres are keen to avoid melee combat 
  until their victims have taken a beating. As such, they 
  remain in their starting positions and pelt the party with 
  rocks. These have range 5/10/20 and inﬂ ict Str+d4 dam-
  age. The ogres aren’t intelligent to human standards, 
  but they are cunning. Their tactic is to throw a rock and 
  then duck down behind cover, thus shielding them from 
  missile ﬁ re. This grants them total cover, and requires 
  a character to be on Hold to target one with a ranged 
  weapon or spell.
  Only when half the party is dead or unconscious 
  will they descend. Should the adult ogres be killed, 
  the youngsters turn and ﬂ ee into the wilderness. If the 
  youngsters are slain, the adult ogres ﬂ y into a berserk 
  rage. They immediately try to close to melee range. All 
  their blows are Wild Attacks.
  Treasure: The ogre male carries only a small amount 
  of treasure (17 gs) on his person. This takes the form of 
  a silver brooch. 
  KNOCKBACK
  These rules are taken from the Hellfrost Bestiary.
  The physical attacks of large creatures can knock 
  over smaller foes. In order to cause knockback, the 
  attacker must make a successful Fighting attack. 
  The blow does not have to cause damage, however. 
  The victim cannot avoid this—no human can hope 
  to remain standing after being on the receiving end 
  of a frost giant’s colossal war axe.
  An opponent who is knocked back into a relatively 
  solid object (hay bales and glass windows, for in-
  stance, are not solid) is automatically Shaken. This 
  is treated as a separate attack, and thus a foe Shaken 
  by an attack, who is then knocked back into a solid 
  object, suffers the effects of successive Shaken re-
  sults. Opponents may try to Soak any initial dam-
  age from the attack or spend bennies to remove the 
  Shaken condition before the knockback is applied. 
  If:
  • A creature is 2 or 3 Sizes larger than its oppo-
  nent, the victim is knocked back 1” and falls 
  prone.
  • A creature is 4 to 7 Sizes larger than its op-
  ponent send the victim ﬂ ying 1d4” and made 
  prone.
  • A creature 8 to 11 Sizes larger than its foe causes 
  knockback of 1d6” and sends foes prone.
  • A creature 12 or more Sizes larger knocks foes 
  back 1d10” and sends them prone.
  
  HELLFROST ADVENTURE: #03
  10
  A successful Tracking roll leads the party to the ogres’ 
  cave. Stashed in here are a further 100 gs in coins and 
  small, easily tradable goods. In addition, there is an al-
  chemical scroll with heat mask (the ogre cannot read, 
  though he knows the scroll is magical), two packets of 
  dried herbs for brewing a purgative herbal brew, an emp-
  ty jar of purgative herbal brew (the ogres ate this), three 
  doses of dried herbs for stimulant III, and a healer’s bag. 
  The freshly gnawed bones of the healer lie nearby, along 
  with a silver symbol (worth 3 gs) which identiﬁ es the 
  remains as those of a Sister of Mercy.
  (D26) SMOKE ON THE HORIZON
  Nearing their destination, the party spies a faint pall 
  of smoke drifting up from the distant hills. A success-
  ful Survival roll indicates there’s too much smoke for a 
  campﬁ re, and a forest ﬁ re is impossible in the current 
  weather conditions. Ulfwald, if necessary, suggests the 
  party go investigate, claiming, “Aye, that’s close to where 
  one of the steads lies.”
  Standing atop a low hill, a mile or so from the source of 
  the smoke, the characters spy the ruins of a large Saxa stead. 
  The main houses and barns have been torched, leaving only 
  blackened, stone walls. Several of the outbuildings appear 
  intact. A successful Notice roll reveals movement. On a raise, 
  the heroes spy humans moving around the scene.
  On approaching the stead, a bear of a man, well over 
  six feet tall and of muscular build, steps forward to con-
  front them. He carries a battle-axe in his left hand. Any 
  character making a Fighting roll can deduce the man is 
  not naturally left-handed. His right arm hangs limply by 
  his side. His attitude begins as Uncooperative. A Persua-
  sion roll (or good roleplaying) increases his attitude to 
  Neutral. A raise makes him Friendly. Offers of food and 
  medical aid each grant the characters a +1 bonus. Of-
  fering explanations as to why a heavily armed party is in 
  the wilds is worth a further +1. A further +1 bonus is 
  applied if any character is a serving Hearth Knight.
  Once the man is at least Neutral he introduces himself 
  as Bjorn Arnesunu, a retired warrior. Following the rules 
  of hospitality, he asks his guests their names, and then 
  invites them into a shed to share some bread and soup. 
  He then explains how the stead came to be burned.
  “They came the night before yesterday, out of the 
  snow. Three other men and I were returning from 
  a hunting trip when we saw ﬁ re. By the time we 
  arrived, the stead was already ablaze. Goblins 
  they were, mounted on wolves. I don’t know how 
  many there were, but I slew four by my own hand, 
  and twice that many at least fell to others. A wolf 
  ripped my arm good and proper, or I swear by 
  Tiw’s axe I’d have cleaved more.
  “We lost nine people to their spears and wolves, 
  men, women, and children. That smoke you saw 
  was a funeral pyre. Worse, though, the dogs took 
  captives. Two men, both good workers and my 
  kinfolk. We’d heard from our hunters who passed 
  through of other raids, other people taken, but we 
  thought ourselves safe. For the love of the gods, I 
  beseech you to track down the goblins and rescue 
  our kinsfolk. We have little to offer but our thanks 
  and prayers to the gods in your honor.”
  Refusal to assist the settlers not only ends the ad-
  venture, it also incurs a –3 Glory penalty. They intend 
  to leave the region soon for more civilized lands, and 
  will make mention of the uncharitable characters who 
  refused them aid in their most desperate time of need.
  Assuming they accept Bjorn’s request, Uﬂ wald then 
  speaks to the party.
  “We have come a long way together, but now our 
  paths must diverge. I shall visit the other steads 
  at best speed and pass word of this attack and 
  then return to Watchgap Fort. The Hearth Knights 
  must be informed of the raids before others suf-
  fer a similar fate. Here,” he says, “throwing you 
  clinking bags, “you’ve earned your wages fair and 
  true. I shall make prayers to Var for your safety.”
  GOBLIN OUTPOST
  The goblin outpost lies thirty miles northwest of the 
  stead. Knowing the Hearth Knights cannot patrol this far 
  in large numbers, and safe in the knowledge there are 
  other allied goblin and orc outposts nearby, the raiders 
  made no attempts to conceal their tracks. No Tracking 
  roll is required to follow the trail, despite recent light 
  snow ﬂ urries. The tracks eventually end at an old fort, 
  perhaps once part of the Heligi Empire.
  The goblins and their orc commander are servants 
  of a frost giant jarl. The giant’s initial plans are to rid 
  the borders of settlers and then turn his attention on 
  Heligioland, striking east toward Hellfrost Keep.
  Note: Despite being manned predominantly by 
  goblins, the fortress could be a death trap for unwary 
  or incautious parties. Goblins are not the toughest op-
  ponents, but weight of numbers can bring the toughest 
  foe to his knees, eventually. There is plenty of opportu-
  nity for combat, but parties wishing to minimize injury 
  and spell use, not to mention using up temporary magic 
  items, are best served by employing stealth and engaging 
  in combat only when absolutely necessary.
  GM NOTES
  COMMON FEATURES
  Unless otherwise indicated in the text below, all doors 
  are wooden and unlocked. A locked door can be picked 
  with Lockpicking or battered down (Toughness 8). Doors 
  HELLFROST ADVENTURE: #03
  10
  A successful Tracking roll leads the party to the ogres’ 
  cave. Stashed in here are a further 100 gs in coins and 
  small, easily tradable goods. In addition, there is an al-
  chemical scroll with heat mask (the ogre cannot read, 
  though he knows the scroll is magical), two packets of 
  dried herbs for brewing a purgative herbal brew, an emp-
  ty jar of purgative herbal brew (the ogres ate this), three 
  doses of dried herbs for stimulant III, and a healer’s bag. 
  The freshly gnawed bones of the healer lie nearby, along 
  with a silver symbol (worth 3 gs) which identiﬁ es the 
  remains as those of a Sister of Mercy.
  (D26) SMOKE ON THE HORIZON
  Nearing their destination, the party spies a faint pall 
  of smoke drifting up from the distant hills. A success-
  ful Survival roll indicates there’s too much smoke for a 
  campﬁ re, and a forest ﬁ re is impossible in the current 
  weather conditions. Ulfwald, if necessary, suggests the 
  party go investigate, claiming, “Aye, that’s close to where 
  one of the steads lies.”
  Standing atop a low hill, a mile or so from the source of 
  the smoke, the characters spy the ruins of a large Saxa stead. 
  The main houses and barns have been torched, leaving only 
  blackened, stone walls. Several of the outbuildings appear 
  intact. A successful Notice roll reveals movement. On a raise, 
  the heroes spy humans moving around the scene.
  On approaching the stead, a bear of a man, well over 
  six feet tall and of muscular build, steps forward to con-
  front them. He carries a battle-axe in his left hand. Any 
  character making a Fighting roll can deduce the man is 
  not naturally left-handed. His right arm hangs limply by 
  his side. His attitude begins as Uncooperative. A Persua-
  sion roll (or good roleplaying) increases his attitude to 
  Neutral. A raise makes him Friendly. Offers of food and 
  medical aid each grant the characters a +1 bonus. Of-
  fering explanations as to why a heavily armed party is in 
  the wilds is worth a further +1. A further +1 bonus is 
  applied if any character is a serving Hearth Knight.
  Once the man is at least Neutral he introduces himself 
  as Bjorn Arnesunu, a retired warrior. Following the rules 
  of hospitality, he asks his guests their names, and then 
  invites them into a shed to share some bread and soup. 
  He then explains how the stead came to be burned.
  “They came the night before yesterday, out of the 
  snow. Three other men and I were returning from 
  a hunting trip when we saw ﬁ re. By the time we 
  arrived, the stead was already ablaze. Goblins 
  they were, mounted on wolves. I don’t know how 
  many there were, but I slew four by my own hand, 
  and twice that many at least fell to others. A wolf 
  ripped my arm good and proper, or I swear by 
  Tiw’s axe I’d have cleaved more.
  “We lost nine people to their spears and wolves, 
  men, women, and children. That smoke you saw 
  was a funeral pyre. Worse, though, the dogs took 
  captives. Two men, both good workers and my 
  kinfolk. We’d heard from our hunters who passed 
  through of other raids, other people taken, but we 
  thought ourselves safe. For the love of the gods, I 
  beseech you to track down the goblins and rescue 
  our kinsfolk. We have little to offer but our thanks 
  and prayers to the gods in your honor.”
  Refusal to assist the settlers not only ends the ad-
  venture, it also incurs a –3 Glory penalty. They intend 
  to leave the region soon for more civilized lands, and 
  will make mention of the uncharitable characters who 
  refused them aid in their most desperate time of need.
  Assuming they accept Bjorn’s request, Uﬂ wald then 
  speaks to the party.
  “We have come a long way together, but now our 
  paths must diverge. I shall visit the other steads 
  at best speed and pass word of this attack and 
  then return to Watchgap Fort. The Hearth Knights 
  must be informed of the raids before others suf-
  fer a similar fate. Here,” he says, “throwing you 
  clinking bags, “you’ve earned your wages fair and 
  true. I shall make prayers to Var for your safety.”
  GOBLIN OUTPOST
  The goblin outpost lies thirty miles northwest of the 
  stead. Knowing the Hearth Knights cannot patrol this far 
  in large numbers, and safe in the knowledge there are 
  other allied goblin and orc outposts nearby, the raiders 
  made no attempts to conceal their tracks. No Tracking 
  roll is required to follow the trail, despite recent light 
  snow ﬂ urries. The tracks eventually end at an old fort, 
  perhaps once part of the Heligi Empire.
  The goblins and their orc commander are servants 
  of a frost giant jarl. The giant’s initial plans are to rid 
  the borders of settlers and then turn his attention on 
  Heligioland, striking east toward Hellfrost Keep.
  Note: Despite being manned predominantly by 
  goblins, the fortress could be a death trap for unwary 
  or incautious parties. Goblins are not the toughest op-
  ponents, but weight of numbers can bring the toughest 
  foe to his knees, eventually. There is plenty of opportu-
  nity for combat, but parties wishing to minimize injury 
  and spell use, not to mention using up temporary magic 
  items, are best served by employing stealth and engaging 
  in combat only when absolutely necessary.
  GM NOTES
  COMMON FEATURES
  Unless otherwise indicated in the text below, all doors 
  are wooden and unlocked. A locked door can be picked 
  with Lockpicking or battered down (Toughness 8). Doors 
  
  SHADOW OF DARKNESS
  11
  sealed by a horizontal bar have Toughness 10 and cannot 
  be picked—they must be forced open with brute strength.
  The ceilings within the fortress are a uniform 2” high.
  All rooms and corridors are unlit unless they contain 
  orcs or the description says otherwise. In these areas 
  hang enough torches to provide good lighting condi-
  tions. Assume each room holds one torch per 4” of wall. 
  If between one-third and one-half the total number of 
  torches are extinguished, the lighting in the room drops 
  to Dim (–1). Removing between a half and all but one 
  makes the lighting conditions Dark (–2). Extinguishing 
  all the torches leaves the room Pitch Black (–4).
  Areas containing furnishings or obstacles that ﬁ ll all 
  or part of a square, and which reasonably allow move-
  ment through, over, under, or past the obstacle, are 
  considered difﬁ cult ground. For instance, a table ﬁ lling 
  a square is difﬁ cult ground, as a hero can leap over it or 
  duck underneath.
  The temperature in each room is determined as be-
  low. The maximum temperature is equal to the Hearth-
  lands in summer. In order to qualify as having a ﬁ re, the 
  ﬁ re must be lit.
  Room with arrow slits and no ﬁ re: 1 level higher than 
  outdoors.
  Room with no arrow slits or ﬁ re: 2 levels higher than 
  outdoors.
  Room with arrow slits and ﬁ re: 3 level higher than 
  outdoors.
  Room with no arrow slits and with ﬁ re: 4 levels 
  higher than outdoors.
  For example, if the average temperature during the 
  adventure at night is –15° F, or the same level as the High 
  Winterlands winter temperature, then the kitchen (page 
  13), which has no arrow slits but does have a lit ﬁ re, has a 
  temperature in the 53° to 69° range, making it exceptionally 
  warm. By comparison, the goblin barracks in the lower fort 
  (page 12) would be only one level higher, since there are 
  arrow slits through which heat can escape and no ﬁ re.
  So long as the goblins remain indoors in any room 
  during the night, they never need to make Vigor rolls for 
  the cold. Unless a character runs around without a cloak 
  and shirt, the raid is likely to be over long before Vigor 
  rolls are called for.
  NOISE TRAVELS
  In general, sounds of combat carry through only to 
  adjacent rooms. Screams, shouts, explosions, and such 
  like carry further. In general, any such noises generated 
  outside the keep can be heard by all rooms adjoining the 
  courtyard. Within the keep, these noises are conﬁ ned to 
  the ﬂ oor on which they were made. Of course, if doors 
  are open, the sound will logically travel further. The GM 
  should determine who has a chance of hearing any dis-
  turbance based on the exact events during play.
  ALARM!
  The goblins, being far from civilized lands, are lax, but 
  not stupid. If intruders are detected, an alarm is raised. 
  Alarms are raised verbally (in Orcish). All orcs hearing 
  the hue and cry head toward the sound of the alarm at a 
  run, drawing weapons as they do so. During a ﬁ ght in the 
  courtyard, alerted goblins on the keep’s upper ﬂ oor rush 
  to Area 18, from where they ﬁ re down onto the attackers.
  The goblins know the layout of the fort well, though 
  they have not detected any of the secret doors. If intrud-
  ers cannot be found (such as if they have killed any op-
  ponents and ﬂ ed), the goblins begin a systematic search 
  of the fort, starting with the nearest rooms.
  THE GOBLIN FORT
  APPROACH
  Ahead lies a stone structure, perhaps once a tem-
  ple or fortress. Two stone towers ﬂ ank the main 
  gates, while further back you spy the outline of a 
  tall keep. Whoever built the structure, obviously 
  never intended it as a totally defensive structure, 
  for it sits in a low gully, rather than atop one of 
  the nearby hills.
  Nighttime conditions for launching a raid appear near 
  perfect, with heavy clouds blanketing the sky. Unfortu-
  nately, the goblins have Infravision, which negates any 
  advantage the heroes might think they possess.
  Approaching the outer gates directly requires a Stealth 
  roll from the characters. A failure makes the sentries ac-
  tive, and leaves the heroes 12” from the gate, sheltering 
  behind a rocky outcropping. The goblins remain alert for 
  ten minutes, and then go back to being inactive. If the 
  characters approach from the rear they can reach the wall 
  without need for a Stealth roll—no sentries overlook the 
  rear of the keep. So long as they keep to the walls and re-
  main silent, they can reach the corner near either tower, 
  without need for a Stealth roll. Edging around the tower 
  to the gates requires a Stealth roll. This is made at +2 if 
  the characters are cautious and quiet (so only a critical 
  failure makes the sentries in the watchtowers active).
  Searching the outer wall in the region of the stables 
  (page 15) allows a Notice roll at –2. With success, the 
  characters discern the faint outline of a door in the wall. 
  Pressing on it causes it to swing open into the stables. 
  Unfortunately, the stables are occupied!
  1) WATCHTOWERS
  The two towers stand 18’ high (3”). Inside, there is an 
  arrow slit facing away from the gates on the bottom ﬂ oor. 
  The ﬁ rst level is a small landing, with arrow slits facing 
  toward the outer gates and the approach to the fort. 
  The top is ﬂ at and protected by battlements. A narrow 
  corridor links the two towers. Arrow slits allow ﬁ re on 
  enemies approaching the fortress. In the ﬂ oor are two 
  small, wooden hatches, which conceal murder holes.
  SHADOW OF DARKNESS
  11
  sealed by a horizontal bar have Toughness 10 and cannot 
  be picked—they must be forced open with brute strength.
  The ceilings within the fortress are a uniform 2” high.
  All rooms and corridors are unlit unless they contain 
  orcs or the description says otherwise. In these areas 
  hang enough torches to provide good lighting condi-
  tions. Assume each room holds one torch per 4” of wall. 
  If between one-third and one-half the total number of 
  torches are extinguished, the lighting in the room drops 
  to Dim (–1). Removing between a half and all but one 
  makes the lighting conditions Dark (–2). Extinguishing 
  all the torches leaves the room Pitch Black (–4).
  Areas containing furnishings or obstacles that ﬁ ll all 
  or part of a square, and which reasonably allow move-
  ment through, over, under, or past the obstacle, are 
  considered difﬁ cult ground. For instance, a table ﬁ lling 
  a square is difﬁ cult ground, as a hero can leap over it or 
  duck underneath.
  The temperature in each room is determined as be-
  low. The maximum temperature is equal to the Hearth-
  lands in summer. In order to qualify as having a ﬁ re, the 
  ﬁ re must be lit.
  Room with arrow slits and no ﬁ re: 1 level higher than 
  outdoors.
  Room with no arrow slits or ﬁ re: 2 levels higher than 
  outdoors.
  Room with arrow slits and ﬁ re: 3 level higher than 
  outdoors.
  Room with no arrow slits and with ﬁ re: 4 levels 
  higher than outdoors.
  For example, if the average temperature during the 
  adventure at night is –15° F, or the same level as the High 
  Winterlands winter temperature, then the kitchen (page 
  13), which has no arrow slits but does have a lit ﬁ re, has a 
  temperature in the 53° to 69° range, making it exceptionally 
  warm. By comparison, the goblin barracks in the lower fort 
  (page 12) would be only one level higher, since there are 
  arrow slits through which heat can escape and no ﬁ re.
  So long as the goblins remain indoors in any room 
  during the night, they never need to make Vigor rolls for 
  the cold. Unless a character runs around without a cloak 
  and shirt, the raid is likely to be over long before Vigor 
  rolls are called for.
  NOISE TRAVELS
  In general, sounds of combat carry through only to 
  adjacent rooms. Screams, shouts, explosions, and such 
  like carry further. In general, any such noises generated 
  outside the keep can be heard by all rooms adjoining the 
  courtyard. Within the keep, these noises are conﬁ ned to 
  the ﬂ oor on which they were made. Of course, if doors 
  are open, the sound will logically travel further. The GM 
  should determine who has a chance of hearing any dis-
  turbance based on the exact events during play.
  ALARM!
  The goblins, being far from civilized lands, are lax, but 
  not stupid. If intruders are detected, an alarm is raised. 
  Alarms are raised verbally (in Orcish). All orcs hearing 
  the hue and cry head toward the sound of the alarm at a 
  run, drawing weapons as they do so. During a ﬁ ght in the 
  courtyard, alerted goblins on the keep’s upper ﬂ oor rush 
  to Area 18, from where they ﬁ re down onto the attackers.
  The goblins know the layout of the fort well, though 
  they have not detected any of the secret doors. If intrud-
  ers cannot be found (such as if they have killed any op-
  ponents and ﬂ ed), the goblins begin a systematic search 
  of the fort, starting with the nearest rooms.
  THE GOBLIN FORT
  APPROACH
  Ahead lies a stone structure, perhaps once a tem-
  ple or fortress. Two stone towers ﬂ ank the main 
  gates, while further back you spy the outline of a 
  tall keep. Whoever built the structure, obviously 
  never intended it as a totally defensive structure, 
  for it sits in a low gully, rather than atop one of 
  the nearby hills.
  Nighttime conditions for launching a raid appear near 
  perfect, with heavy clouds blanketing the sky. Unfortu-
  nately, the goblins have Infravision, which negates any 
  advantage the heroes might think they possess.
  Approaching the outer gates directly requires a Stealth 
  roll from the characters. A failure makes the sentries ac-
  tive, and leaves the heroes 12” from the gate, sheltering 
  behind a rocky outcropping. The goblins remain alert for 
  ten minutes, and then go back to being inactive. If the 
  characters approach from the rear they can reach the wall 
  without need for a Stealth roll—no sentries overlook the 
  rear of the keep. So long as they keep to the walls and re-
  main silent, they can reach the corner near either tower, 
  without need for a Stealth roll. Edging around the tower 
  to the gates requires a Stealth roll. This is made at +2 if 
  the characters are cautious and quiet (so only a critical 
  failure makes the sentries in the watchtowers active).
  Searching the outer wall in the region of the stables 
  (page 15) allows a Notice roll at –2. With success, the 
  characters discern the faint outline of a door in the wall. 
  Pressing on it causes it to swing open into the stables. 
  Unfortunately, the stables are occupied!
  1) WATCHTOWERS
  The two towers stand 18’ high (3”). Inside, there is an 
  arrow slit facing away from the gates on the bottom ﬂ oor. 
  The ﬁ rst level is a small landing, with arrow slits facing 
  toward the outer gates and the approach to the fort. 
  The top is ﬂ at and protected by battlements. A narrow 
  corridor links the two towers. Arrow slits allow ﬁ re on 
  enemies approaching the fortress. In the ﬂ oor are two 
  small, wooden hatches, which conceal murder holes.
  
  HELLFROST ADVENTURE: #03
  12
  Attackers trying to attack through the arrow slots have 
  –6 to attack rolls, including spells. Guards on top of the 
  tower have Medium Cover while standing. The walls are 
  +10 Heavy Armor, preventing most weapons from pierc-
  ing them.
  The outer gates are Toughness 10 (Toughness 12 if 
  barred). Unless an alarm is raised, the gates are closed 
  but not locked. This applies even at night—the orc com-
  mander arrogantly believes the fort is safe from attackers 
  out here in the wilderness.
  Monsters: Two goblins are stationed in each tower. 
  One stands on the landing, scanning the approach road. 
  The second orc is atop the tower. He divides his time 
  scanning forward and to the side opposite the gates. All 
  sentries are inactive when the characters arrive, regard-
  less of the time of day.
   Ice Goblins (4): See page 21.
  Tactics: If alerted to the heroes’ presence, the goblins 
  in the western tower shout down to the barracks below 
  to raise the alarm. The sentries remain in place so long as 
  attackers are outside the fort, using their bows to harry 
  them. Once the inner gates are breached, they rush down 
  the steps into the courtyard to join the fray.
  2) KILLING ZONE
  The area between the two sets of gates is a killing 
  zone, designed to stop intruders in their tracks. Guards 
  in the barracks are able to launch missiles through the 
  arrow slits in their quarters, while the inner gates have 
  small hatches which can only be opened from the inside 
  for the same purpose.
  If the alarm has been raised by the orcs in the towers, 
  the inner doors are closed and barred (Toughness 12). 
  Three goblins from the barracks ﬁ re arrows through the 
  slits, while the rest pick at the heroes through the slits in 
  the gates. A stealthier approach allows the characters to 
  peek in through the arrow slits and see the guards in the 
  barracks. Their voices can be clearly heard, though the 
  topics are typical goblin fare (complaints about the food 
  and their orc overlord).
  3) GOBLIN BARRACKS
  This description assumes the heroes’ ﬁ rst view of the 
  barracks is through the arrow slits. Adjust the description 
  of the doors as necessary if they actually enter the room.
  Filthy furs, gnawed bones, and other detritus lit-
  ter the ﬂ oor of this chamber. A number of small, 
  blue-skinned creatures sit around, talking quietly. 
  Others are asleep amid the ﬁ lth, snoring quietly. 
  Three wooden doors, one in the south wall, anoth-
  er in the north, and one to the west, are visible.
  HELLFROST ADVENTURE: #03
  12
  Attackers trying to attack through the arrow slots have 
  –6 to attack rolls, including spells. Guards on top of the 
  tower have Medium Cover while standing. The walls are 
  +10 Heavy Armor, preventing most weapons from pierc-
  ing them.
  The outer gates are Toughness 10 (Toughness 12 if 
  barred). Unless an alarm is raised, the gates are closed 
  but not locked. This applies even at night—the orc com-
  mander arrogantly believes the fort is safe from attackers 
  out here in the wilderness.
  Monsters: Two goblins are stationed in each tower. 
  One stands on the landing, scanning the approach road. 
  The second orc is atop the tower. He divides his time 
  scanning forward and to the side opposite the gates. All 
  sentries are inactive when the characters arrive, regard-
  less of the time of day.
   Ice Goblins (4): See page 21.
  Tactics: If alerted to the heroes’ presence, the goblins 
  in the western tower shout down to the barracks below 
  to raise the alarm. The sentries remain in place so long as 
  attackers are outside the fort, using their bows to harry 
  them. Once the inner gates are breached, they rush down 
  the steps into the courtyard to join the fray.
  2) KILLING ZONE
  The area between the two sets of gates is a killing 
  zone, designed to stop intruders in their tracks. Guards 
  in the barracks are able to launch missiles through the 
  arrow slits in their quarters, while the inner gates have 
  small hatches which can only be opened from the inside 
  for the same purpose.
  If the alarm has been raised by the orcs in the towers, 
  the inner doors are closed and barred (Toughness 12). 
  Three goblins from the barracks ﬁ re arrows through the 
  slits, while the rest pick at the heroes through the slits in 
  the gates. A stealthier approach allows the characters to 
  peek in through the arrow slits and see the guards in the 
  barracks. Their voices can be clearly heard, though the 
  topics are typical goblin fare (complaints about the food 
  and their orc overlord).
  3) GOBLIN BARRACKS
  This description assumes the heroes’ ﬁ rst view of the 
  barracks is through the arrow slits. Adjust the description 
  of the doors as necessary if they actually enter the room.
  Filthy furs, gnawed bones, and other detritus lit-
  ter the ﬂ oor of this chamber. A number of small, 
  blue-skinned creatures sit around, talking quietly. 
  Others are asleep amid the ﬁ lth, snoring quietly. 
  Three wooden doors, one in the south wall, anoth-
  er in the north, and one to the west, are visible.
  
  SHADOW OF DARKNESS
  13
  The barracks are home to a large number of goblins. 
  Two shifts operate, one during the day and one at night. 
  Hence, the barracks are always occupied. If the charac-
  ters loot the goblins’ weapons, they ﬁ nd one short spear 
  and bow more than there are goblins present.
  Monsters: Of the goblins present, half are awake and 
  active, though not expecting trouble unless an alarm is 
  raised. The remainder is resting or asleep. They require 
  one complete round to awaken. On the second round, 
  they suffer a –1 penalty to all Trait rolls. After this, they 
  are wide awake and unimpaired.
   Goblin Warriors (1 per hero): See page 21.
   Goblin Riders (1 per hero): See page 21.
  Tactics: During a general alarm in which the attack-
  ers have not breached the outer defenses, two of the 
  warriors grab their bows and man the arrow slits. The 
  other warriors take up their missile weapons, rush into 
  the courtyard, and attack through the arrow slits in the 
  inner gates. The wolf riders make for the stables (Area 
  10) and ready their mounts. They don’t bother saddling 
  the wolves and so suffer a –1 penalty to all Riding rolls. 
  The penalty also applies to attack rolls when mounted.
  If the gates have been breached, or if attackers enter 
  the barracks, the warriors rush to block the door. Ignor-
  ing their wolves, the riders take up arms and head out 
  into the courtyard or dining hall (whichever the attack-
  ers didn’t use), so as to catch the intruders from behind. 
  The guards from the sentry tower abutting the barracks 
  rush to help as well.
  4) DINING HALL
  A large wooden table formed of planks of wood 
  atop wide logs sits in the center of the room. Sur-
  rounding it are small, wooden stools. Remains 
  of meals litter the table and the ﬂ oor. The stench 
  of stale food and spilled ale clearly indicates the 
  diners are not fussy eaters.
  The bones on the table are from small animals. A Com-
  mon Knowledge or Survival roll (heroes’ choice) identi-
  ﬁ es them as belonging to rats, rabbits, and small birds. 
  There are no bowls, plates, or cutlery present—goblins 
  don’t tend to bother with the niceties of dining.
  If the characters have not yet entered the kitchen, 
  they can smell something cooking from the north door. 
  Similarly, sounds of snoring and quiet conversation are 
  heard from the lower door in the east wall, if the bar-
  racks have not been cleared of goblins.
  Terrain: The spaces occupied by the table count as 
  difﬁ cult ground. Any hero passing through these spaces 
  must declare if he is going under or over the table. The 
  stools present no hindrance to movement unless they are 
  piled into a single square. Fighting across the tables re-
  quires a Reach weapon, and gives the defender Medium 
  Cover (–2). Fighting from under table provides Medium 
  Cover (-2) to the defender, whose legs are visible, and 
  also to the attacker, who must be crouched or prone. 
  The tables have Armor +6 for purposes of ramming a 
  weapon down through them.
  5) KITCHEN
  A wall of heat washes over you as the door opens. 
  Against the west wall is a roaring ﬁ re. A small 
  cauldron, blackened from frequent use, hangs 
  over the ﬁ re. A lone goblin, clad in a leather apron 
  is vigorously stirring the stew with a huge wooden 
  ladle. Smears of discarded animal skin and feath-
  ers line the ﬂ oor.
  The stew is perfectly edible, though overcooked. A 
  sip of the stock allows the character to make a Common 
  Knowledge or Survival roll to identify the ingredients—
  rabbit, rat, and small birds, with a hint of grit and dirt. 
  The skins and feathers are from the cook’s butchery of 
  the game. Unlike humans, goblins eat the intestine of 
  every animal they catch.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching ﬁ re.
  Tipping over the cauldron on the ﬁ re requires a 
  Strength roll as an action. With success the contents spill 
  in a direction chosen by the character. The liquid ﬁ lls an 
  area 1” wide and 2” long. Treat squares covered by the 
  stew as difﬁ cult ground.
  Monsters: A lone goblin wearing a sturdy leather 
  apron and carrying a large ladle is present when the 
  characters enter.
   Goblin Warrior (1): See page 21. The goblin’s 
  apron provides +1 Armor (Toughness 5(1)), but only 
  covers his torso. The ladle inﬂ icts Str+d4 damage. He 
  has no other weapons available.
  Tactics: The goblin’s ﬁ rst tactic is to spill the contents 
  of the cauldron onto the ﬂ oor (see above) in the direc-
  tion of the characters. He spends only a single action 
  attempting this, and then bolts for whichever door the 
  heroes didn’t enter by, screaming out as he does. Be-
  ing alone and poorly armed, he ﬁ ghts only if he has no 
  choice.
  6) STORES
  Skinned rabbits and plucked birds are crudely 
  nailed to the wooden beams of this small room. A 
  haunch of beef, several loaves of bread, and a leath-
  er bag sit atop a small cask and a larger barrel.
  The goblins aren’t picky eaters. Anything they can 
  catch goes into the pot, though their typical fare is small 
  animals and birds. In addition to the hanging meat, there 
  are six loaves of moldy, unleavened bread, a large haunch 
  of salted beef (with slices missing), a bag of salt, a small 
  keg of Anari brandy (two measures left), and a barrel 
  of weak ale (24 pints equivalent). These goods are loot 
  SHADOW OF DARKNESS
  13
  The barracks are home to a large number of goblins. 
  Two shifts operate, one during the day and one at night. 
  Hence, the barracks are always occupied. If the charac-
  ters loot the goblins’ weapons, they ﬁ nd one short spear 
  and bow more than there are goblins present.
  Monsters: Of the goblins present, half are awake and 
  active, though not expecting trouble unless an alarm is 
  raised. The remainder is resting or asleep. They require 
  one complete round to awaken. On the second round, 
  they suffer a –1 penalty to all Trait rolls. After this, they 
  are wide awake and unimpaired.
   Goblin Warriors (1 per hero): See page 21.
   Goblin Riders (1 per hero): See page 21.
  Tactics: During a general alarm in which the attack-
  ers have not breached the outer defenses, two of the 
  warriors grab their bows and man the arrow slits. The 
  other warriors take up their missile weapons, rush into 
  the courtyard, and attack through the arrow slits in the 
  inner gates. The wolf riders make for the stables (Area 
  10) and ready their mounts. They don’t bother saddling 
  the wolves and so suffer a –1 penalty to all Riding rolls. 
  The penalty also applies to attack rolls when mounted.
  If the gates have been breached, or if attackers enter 
  the barracks, the warriors rush to block the door. Ignor-
  ing their wolves, the riders take up arms and head out 
  into the courtyard or dining hall (whichever the attack-
  ers didn’t use), so as to catch the intruders from behind. 
  The guards from the sentry tower abutting the barracks 
  rush to help as well.
  4) DINING HALL
  A large wooden table formed of planks of wood 
  atop wide logs sits in the center of the room. Sur-
  rounding it are small, wooden stools. Remains 
  of meals litter the table and the ﬂ oor. The stench 
  of stale food and spilled ale clearly indicates the 
  diners are not fussy eaters.
  The bones on the table are from small animals. A Com-
  mon Knowledge or Survival roll (heroes’ choice) identi-
  ﬁ es them as belonging to rats, rabbits, and small birds. 
  There are no bowls, plates, or cutlery present—goblins 
  don’t tend to bother with the niceties of dining.
  If the characters have not yet entered the kitchen, 
  they can smell something cooking from the north door. 
  Similarly, sounds of snoring and quiet conversation are 
  heard from the lower door in the east wall, if the bar-
  racks have not been cleared of goblins.
  Terrain: The spaces occupied by the table count as 
  difﬁ cult ground. Any hero passing through these spaces 
  must declare if he is going under or over the table. The 
  stools present no hindrance to movement unless they are 
  piled into a single square. Fighting across the tables re-
  quires a Reach weapon, and gives the defender Medium 
  Cover (–2). Fighting from under table provides Medium 
  Cover (-2) to the defender, whose legs are visible, and 
  also to the attacker, who must be crouched or prone. 
  The tables have Armor +6 for purposes of ramming a 
  weapon down through them.
  5) KITCHEN
  A wall of heat washes over you as the door opens. 
  Against the west wall is a roaring ﬁ re. A small 
  cauldron, blackened from frequent use, hangs 
  over the ﬁ re. A lone goblin, clad in a leather apron 
  is vigorously stirring the stew with a huge wooden 
  ladle. Smears of discarded animal skin and feath-
  ers line the ﬂ oor.
  The stew is perfectly edible, though overcooked. A 
  sip of the stock allows the character to make a Common 
  Knowledge or Survival roll to identify the ingredients—
  rabbit, rat, and small birds, with a hint of grit and dirt. 
  The skins and feathers are from the cook’s butchery of 
  the game. Unlike humans, goblins eat the intestine of 
  every animal they catch.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching ﬁ re.
  Tipping over the cauldron on the ﬁ re requires a 
  Strength roll as an action. With success the contents spill 
  in a direction chosen by the character. The liquid ﬁ lls an 
  area 1” wide and 2” long. Treat squares covered by the 
  stew as difﬁ cult ground.
  Monsters: A lone goblin wearing a sturdy leather 
  apron and carrying a large ladle is present when the 
  characters enter.
   Goblin Warrior (1): See page 21. The goblin’s 
  apron provides +1 Armor (Toughness 5(1)), but only 
  covers his torso. The ladle inﬂ icts Str+d4 damage. He 
  has no other weapons available.
  Tactics: The goblin’s ﬁ rst tactic is to spill the contents 
  of the cauldron onto the ﬂ oor (see above) in the direc-
  tion of the characters. He spends only a single action 
  attempting this, and then bolts for whichever door the 
  heroes didn’t enter by, screaming out as he does. Be-
  ing alone and poorly armed, he ﬁ ghts only if he has no 
  choice.
  6) STORES
  Skinned rabbits and plucked birds are crudely 
  nailed to the wooden beams of this small room. A 
  haunch of beef, several loaves of bread, and a leath-
  er bag sit atop a small cask and a larger barrel.
  The goblins aren’t picky eaters. Anything they can 
  catch goes into the pot, though their typical fare is small 
  animals and birds. In addition to the hanging meat, there 
  are six loaves of moldy, unleavened bread, a large haunch 
  of salted beef (with slices missing), a bag of salt, a small 
  keg of Anari brandy (two measures left), and a barrel 
  of weak ale (24 pints equivalent). These goods are loot 
  
  HELLFROST ADVENTURE: #03
  14
  from plundered caravans. Much of this is destined for 
  the orc chieftain’s table, though the cook is not beyond 
  stealing to feed his belly.
  The secret door, as yet undiscovered by the goblins, 
  is activated by pressing a loose stone near the ﬂ oor. De-
  tecting the hidden portal requires a character to make a 
  Notice roll at –2 during a deliberate search of the wall. 
  6A) SECRET ROOM
  This small room beyond once served the fort’s own-
  ers as a “priest hole.” It also doubled as a way of secretly 
  moving troops around the complex during an attack. 
  The other secret door in the alcove is obvious from the 
  inside, as it has a handle. It leads into the western cor-
  ridor inside the keep.
  From inside the corridor, whose walls are covered 
  in black mold, the door is nearly invisible. It requires 
  a deliberate search and a Notice roll at –4 to detect. 
  This penalty drops to –2 and allows a Notice roll by any 
  passing creature if the door is opened, as a faint outline 
  becomes visible in the mold.
  7) SMITHY
  Day and night, distinctive sounds of hammering can 
  be heard from this chamber by anyone in areas 2, 9, and 
  11, as well as the eastern watchtower.
  A blazing ﬁ replace dominates the eastern wall of this 
  room. A human clad only in long trousers is pumping 
  a set of bellows, while beside him another prisoner 
  pounds a lump of molten metal with a hammer. A 
  lone orc leans against the west wall, snarling threats 
  and insults. In the south wall is a wooden door.
  Formerly a barracks, the orc sub-chief in charge of the 
  fort has decided to make use of the ﬁ replace and turn 
  the room into a makeshift smithy. With no ready access 
  to good metal, the sub-chief has ordered his captives to 
  mix any metals together and work them into spear tips 
  and arrow heads, to keep the goblins supplied. He has 
  no concerns that the workmanship is poor—keeping his 
  minions armed is his ﬁ rst priority.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching 
  ﬁ re. The space containing the anvil is difﬁ cult ground. 
  Flicking hot coals at the orc is a possible Agility Trick.
  Monsters: Two human slaves work here, one pump-
  ing the bellows and one hammering spearheads on a 
  large anvil. An orc overseer leans against the western 
  wall. His weapon is drawn, and is being used to empha-
  size threats about what will happen to the humans if they 
  don’t meet their quota.
   Orc Warrior (1): See page 22.
   Captives (2): As waggoner (see page 20). Both are 
  unarmed.
  Tactics: The captives are not trained ﬁ ghters and are 
  unarmed. During any ﬁ ght, they try to avoid becoming 
  collateral damage.
  Treasure: A stack of spear points lies in a small 
  wooden box in the northwest corner. They are inferior 
  quality items. Attached to a shaft, they give a –1 penalty 
  to Fighting and damage rolls. Stacked near the ﬁ replace 
  are lumps of metal and broken weapons. They have little 
  resale value (20 gs) and collectively weigh 10 pounds.
  Aftermath: The humans, if alive when the battle 
  ends, are grateful to the characters. Both are farmers, 
  kidnapped from the stead the heroes visited earlier. They 
  have no wish to ﬁ ght, but happily provide information 
  about the interior of the keep.
  They have visited the great hall (area 12), know the 
  route of the eastern corridor in the lower keep (but 
  not details of the council chamber in area 14), and can 
  describe the eastern corridor on the upper ﬂ oor. They 
  know the prisoners are kept in adjoining rooms (area 
  21), that there is a torture chamber in area 24 (though 
  they have never been inside), and that a goblin occupies 
  area 23 (they believe he is a military commander). They 
  further reveal there are ten other prisoners locked up-
  stairs, all from different steads.
  Their shift is not due to end for several hours. Know-
  ing they have no chance of escape, and that few goblins 
  ever visit the smithy, they are prepared to remain here 
  and continue making hammering sounds to fool any 
  passersby. They urge the characters not to forget them 
  during their escape.
  8) STOREROOM
  Crates, barrels, animal carcasses, and an assort-
  ment of miscellaneous goods have been piled up 
  against the walls.
  After a raid on a caravan or settlement, the goblins 
  return any booty to the fort. The orc sub-chief sends the 
  majority of useful goods back to his chieftain, but is al-
  lowed to retain items for his troops to use. Typically these 
  are low value objects or goods ill-ﬁ tted for large hands.
  Terrain: The door is kept locked. Only the sub-chief 
  has a key. Movement through spaces containing stored 
  goods is treated as difﬁ cult ground.
  Treasure: The following items are stored here: 10 sets 
  of normal clothing, two sets of furs, two backpacks, one 
  bedroll, four blankets, three dozen candles, one game 
  set (fox and hounds, three pieces missing), a healer’s 
  bag, nine ﬂ asks of oil, two pouches of pipeleaf, 30 yards 
  of hemp rope in a single spliced coil, a bar of soap, and 
  three waterskins (empty; the orcs drank the contents). 
  The orc sub-chief allows his troops to use what they 
  need, subject to his approval.
  There are also 35 sacks of grain, three barrels of good, 
  red wine, a cask of strong, grain alcohol, a cask of mead, 
  two barrels of smoked ﬁ sh, and three complete wild boar 
  carcasses. These were all recently plundered. A caravan 
  is due in a week to take the goods to the orcs’ main lair.
  HELLFROST ADVENTURE: #03
  14
  from plundered caravans. Much of this is destined for 
  the orc chieftain’s table, though the cook is not beyond 
  stealing to feed his belly.
  The secret door, as yet undiscovered by the goblins, 
  is activated by pressing a loose stone near the ﬂ oor. De-
  tecting the hidden portal requires a character to make a 
  Notice roll at –2 during a deliberate search of the wall. 
  6A) SECRET ROOM
  This small room beyond once served the fort’s own-
  ers as a “priest hole.” It also doubled as a way of secretly 
  moving troops around the complex during an attack. 
  The other secret door in the alcove is obvious from the 
  inside, as it has a handle. It leads into the western cor-
  ridor inside the keep.
  From inside the corridor, whose walls are covered 
  in black mold, the door is nearly invisible. It requires 
  a deliberate search and a Notice roll at –4 to detect. 
  This penalty drops to –2 and allows a Notice roll by any 
  passing creature if the door is opened, as a faint outline 
  becomes visible in the mold.
  7) SMITHY
  Day and night, distinctive sounds of hammering can 
  be heard from this chamber by anyone in areas 2, 9, and 
  11, as well as the eastern watchtower.
  A blazing ﬁ replace dominates the eastern wall of this 
  room. A human clad only in long trousers is pumping 
  a set of bellows, while beside him another prisoner 
  pounds a lump of molten metal with a hammer. A 
  lone orc leans against the west wall, snarling threats 
  and insults. In the south wall is a wooden door.
  Formerly a barracks, the orc sub-chief in charge of the 
  fort has decided to make use of the ﬁ replace and turn 
  the room into a makeshift smithy. With no ready access 
  to good metal, the sub-chief has ordered his captives to 
  mix any metals together and work them into spear tips 
  and arrow heads, to keep the goblins supplied. He has 
  no concerns that the workmanship is poor—keeping his 
  minions armed is his ﬁ rst priority.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching 
  ﬁ re. The space containing the anvil is difﬁ cult ground. 
  Flicking hot coals at the orc is a possible Agility Trick.
  Monsters: Two human slaves work here, one pump-
  ing the bellows and one hammering spearheads on a 
  large anvil. An orc overseer leans against the western 
  wall. His weapon is drawn, and is being used to empha-
  size threats about what will happen to the humans if they 
  don’t meet their quota.
   Orc Warrior (1): See page 22.
   Captives (2): As waggoner (see page 20). Both are 
  unarmed.
  Tactics: The captives are not trained ﬁ ghters and are 
  unarmed. During any ﬁ ght, they try to avoid becoming 
  collateral damage.
  Treasure: A stack of spear points lies in a small 
  wooden box in the northwest corner. They are inferior 
  quality items. Attached to a shaft, they give a –1 penalty 
  to Fighting and damage rolls. Stacked near the ﬁ replace 
  are lumps of metal and broken weapons. They have little 
  resale value (20 gs) and collectively weigh 10 pounds.
  Aftermath: The humans, if alive when the battle 
  ends, are grateful to the characters. Both are farmers, 
  kidnapped from the stead the heroes visited earlier. They 
  have no wish to ﬁ ght, but happily provide information 
  about the interior of the keep.
  They have visited the great hall (area 12), know the 
  route of the eastern corridor in the lower keep (but 
  not details of the council chamber in area 14), and can 
  describe the eastern corridor on the upper ﬂ oor. They 
  know the prisoners are kept in adjoining rooms (area 
  21), that there is a torture chamber in area 24 (though 
  they have never been inside), and that a goblin occupies 
  area 23 (they believe he is a military commander). They 
  further reveal there are ten other prisoners locked up-
  stairs, all from different steads.
  Their shift is not due to end for several hours. Know-
  ing they have no chance of escape, and that few goblins 
  ever visit the smithy, they are prepared to remain here 
  and continue making hammering sounds to fool any 
  passersby. They urge the characters not to forget them 
  during their escape.
  8) STOREROOM
  Crates, barrels, animal carcasses, and an assort-
  ment of miscellaneous goods have been piled up 
  against the walls.
  After a raid on a caravan or settlement, the goblins 
  return any booty to the fort. The orc sub-chief sends the 
  majority of useful goods back to his chieftain, but is al-
  lowed to retain items for his troops to use. Typically these 
  are low value objects or goods ill-ﬁ tted for large hands.
  Terrain: The door is kept locked. Only the sub-chief 
  has a key. Movement through spaces containing stored 
  goods is treated as difﬁ cult ground.
  Treasure: The following items are stored here: 10 sets 
  of normal clothing, two sets of furs, two backpacks, one 
  bedroll, four blankets, three dozen candles, one game 
  set (fox and hounds, three pieces missing), a healer’s 
  bag, nine ﬂ asks of oil, two pouches of pipeleaf, 30 yards 
  of hemp rope in a single spliced coil, a bar of soap, and 
  three waterskins (empty; the orcs drank the contents). 
  The orc sub-chief allows his troops to use what they 
  need, subject to his approval.
  There are also 35 sacks of grain, three barrels of good, 
  red wine, a cask of strong, grain alcohol, a cask of mead, 
  two barrels of smoked ﬁ sh, and three complete wild boar 
  carcasses. These were all recently plundered. A caravan 
  is due in a week to take the goods to the orcs’ main lair.
  
  SHADOW OF DARKNESS
  15
  9) TACK ROOM
  Five small saddles have been unceremoniously 
  dumped on the ﬂ oor of this small room.
  The tack room is used to store the wolves’ saddles. 
  While too cramped to allow sleeping, the room can 
  accommodate the party sitting, providing them with a 
  temporary resting area for healing and such like.
  Treasure: Five crude saddles and harnesses are piled 
  in a corner. They weigh 8 pounds each and fetch a mea-
  sly 5 gs apiece.
  10) WOLF STABLES
  The doors to the stables are barred from the out-
  side. Hence, it is easy for the characters to enter from 
  the courtyard, but difﬁ cult to escape from here if they 
  entered via the secret door. Smashing down the door al-
  lows the goblins on the lower level a Notice roll (roll per 
  room, not for each goblin) to detect the ruckus. Remov-
  ing the bar will attract the attention of a goblin after 1d6 
  minutes. He raises the alarm if he spies dead or missing 
  wolves.
  This long chamber smells of wet fur. Wooden 
  stalls, the material near collapse with age and 
  full of worm eaten gaps, separate the room into 
  six compartments. Five wolves, saliva dripping 
  from their mouths, leap into view!
  The wolves howl and growl loudly during a ﬁ ght. 
  However, unless the heroes make any unusual noises 
  (such as shouting or detonating explosive spells), the 
  only response from outside is a lone, goblin rider, bang-
  ing on the door a few moments later and calling for the 
  wolves to shut up.
  Terrain: The stalls are constructed from rotting 
  wooden planks and stand four feet high. They provide 
  only Light Cover (–1) against adjacent attackers, and 
  have Armor +1. They are Toughness 5, and each success-
  ful attack to smash them affects a 1” length. There is too 
  little debris to form difﬁ cult ground.
  The secret doors are cunningly worked. Detecting 
  them requires a Notice roll and a deliberate search. Both 
  were installed as emergency exists long ago. The goblins 
  do not know of their existence.
  Monsters: Five wolves are housed in this chamber. 
  Ferocious and ill-tempered, they attack anyone but one 
  of the goblin riders.
   Wolves (5): See page 22.
  Tactics: The wolves act as a pack, using Gang Up tac-
  tics to bring down the most heavily armored foes ﬁ rst. 
  This goes against normal wolf tactics, which is to cull the 
  weak, and is a result of their upbringing and training.
  11) COURTYARD
  The inner courtyard is exposed to the elements. A 
  frozen morass of dirty snow lies across the ground. 
  Numerous trails of trampled snow crisscross the 
  yard, indicating the fort is most deﬁ nitely occupied.
  The frozen trails predominantly go from the barracks 
  (area 30) to the stables (area 10) and keep. A thinner trail 
  crosses from the smithy (area 7) to the keep. A successful 
  Tracking roll made while investigating the courtyards re-
  veals wolf prints outside the stable doors. The footprints 
  from the smithy are larger than those of the goblins, but the 
  tracks are too blurred to reveal the source. A raise reveals 
  there are around half a dozen distinct sets of wolf prints.
  Terrain: Constant movement through the courtyard 
  by the fort’s occupants has resulted in slushy snow. This 
  has frozen to form a vast area of rough ice. This is treated 
  as difﬁ cult ground for all movement. Anytime a charac-
  ter runs, a 1 on the running die means he has slipped 
  and fallen at the point where his run began. Agility rolls 
  involving other forms of movement (such as avoiding an 
  area-effect attack or a Trick such as running up an ice wall) 
  suffer a –2 penalty. If the Agility roll fails, the character falls 
  and is Shaken. The ice on the walls is treated as thin ice 
  for purposes of melting it. Once melted, the ﬂ agstones 
  beneath are revealed. Movement is no longer impaired.
  12) GREAT HALL
  This room is only occupied during the day. At night, 
  the chief is in his quarters (area 15), and his bodyguards 
  are on duty outside his chamber door. Alter the descrip-
  tion as necessary.
  A large throne, carved from a block of ice, sits 
  on a raised dais at the far end of this chamber. 
  Slumped in the throne is a burly orc, a large bat-
  tleaxe resting on his knees. Hanging on the far 
  wall are two large banners. Each displays the 
  same symbol—a gauntlet-clad hand, clutching a 
  coldﬁ re rune of ice.
  Flickering, orange light emanates from a pair of 
  ﬁ res in the southern corners. Four slender pillars 
  of cracked and chipped stone stand in the center 
  of the room. Either side of the main entrance is 
  two orc warriors.
  Despite two roaring ﬁ res, the temperature in here is 
  only two levels higher than outdoors. This is due to the 
  presence of the icewood braziers in the adjoining room.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching 
  ﬁ re. Moving onto the dais is treated as difﬁ cult ground, 
  as is moving through a square adjacent to a pillar.
  The pillars are Toughness 14 (6) and have Heavy Ar-
  mor. Should they collapse, they ﬁ ll all four squares sur-
  rounding them with rubble and inﬂ ict 2d6 damage on 
  any creature in those areas. This is difﬁ cult ground.
  SHADOW OF DARKNESS
  15
  9) TACK ROOM
  Five small saddles have been unceremoniously 
  dumped on the ﬂ oor of this small room.
  The tack room is used to store the wolves’ saddles. 
  While too cramped to allow sleeping, the room can 
  accommodate the party sitting, providing them with a 
  temporary resting area for healing and such like.
  Treasure: Five crude saddles and harnesses are piled 
  in a corner. They weigh 8 pounds each and fetch a mea-
  sly 5 gs apiece.
  10) WOLF STABLES
  The doors to the stables are barred from the out-
  side. Hence, it is easy for the characters to enter from 
  the courtyard, but difﬁ cult to escape from here if they 
  entered via the secret door. Smashing down the door al-
  lows the goblins on the lower level a Notice roll (roll per 
  room, not for each goblin) to detect the ruckus. Remov-
  ing the bar will attract the attention of a goblin after 1d6 
  minutes. He raises the alarm if he spies dead or missing 
  wolves.
  This long chamber smells of wet fur. Wooden 
  stalls, the material near collapse with age and 
  full of worm eaten gaps, separate the room into 
  six compartments. Five wolves, saliva dripping 
  from their mouths, leap into view!
  The wolves howl and growl loudly during a ﬁ ght. 
  However, unless the heroes make any unusual noises 
  (such as shouting or detonating explosive spells), the 
  only response from outside is a lone, goblin rider, bang-
  ing on the door a few moments later and calling for the 
  wolves to shut up.
  Terrain: The stalls are constructed from rotting 
  wooden planks and stand four feet high. They provide 
  only Light Cover (–1) against adjacent attackers, and 
  have Armor +1. They are Toughness 5, and each success-
  ful attack to smash them affects a 1” length. There is too 
  little debris to form difﬁ cult ground.
  The secret doors are cunningly worked. Detecting 
  them requires a Notice roll and a deliberate search. Both 
  were installed as emergency exists long ago. The goblins 
  do not know of their existence.
  Monsters: Five wolves are housed in this chamber. 
  Ferocious and ill-tempered, they attack anyone but one 
  of the goblin riders.
   Wolves (5): See page 22.
  Tactics: The wolves act as a pack, using Gang Up tac-
  tics to bring down the most heavily armored foes ﬁ rst. 
  This goes against normal wolf tactics, which is to cull the 
  weak, and is a result of their upbringing and training.
  11) COURTYARD
  The inner courtyard is exposed to the elements. A 
  frozen morass of dirty snow lies across the ground. 
  Numerous trails of trampled snow crisscross the 
  yard, indicating the fort is most deﬁ nitely occupied.
  The frozen trails predominantly go from the barracks 
  (area 30) to the stables (area 10) and keep. A thinner trail 
  crosses from the smithy (area 7) to the keep. A successful 
  Tracking roll made while investigating the courtyards re-
  veals wolf prints outside the stable doors. The footprints 
  from the smithy are larger than those of the goblins, but the 
  tracks are too blurred to reveal the source. A raise reveals 
  there are around half a dozen distinct sets of wolf prints.
  Terrain: Constant movement through the courtyard 
  by the fort’s occupants has resulted in slushy snow. This 
  has frozen to form a vast area of rough ice. This is treated 
  as difﬁ cult ground for all movement. Anytime a charac-
  ter runs, a 1 on the running die means he has slipped 
  and fallen at the point where his run began. Agility rolls 
  involving other forms of movement (such as avoiding an 
  area-effect attack or a Trick such as running up an ice wall) 
  suffer a –2 penalty. If the Agility roll fails, the character falls 
  and is Shaken. The ice on the walls is treated as thin ice 
  for purposes of melting it. Once melted, the ﬂ agstones 
  beneath are revealed. Movement is no longer impaired.
  12) GREAT HALL
  This room is only occupied during the day. At night, 
  the chief is in his quarters (area 15), and his bodyguards 
  are on duty outside his chamber door. Alter the descrip-
  tion as necessary.
  A large throne, carved from a block of ice, sits 
  on a raised dais at the far end of this chamber. 
  Slumped in the throne is a burly orc, a large bat-
  tleaxe resting on his knees. Hanging on the far 
  wall are two large banners. Each displays the 
  same symbol—a gauntlet-clad hand, clutching a 
  coldﬁ re rune of ice.
  Flickering, orange light emanates from a pair of 
  ﬁ res in the southern corners. Four slender pillars 
  of cracked and chipped stone stand in the center 
  of the room. Either side of the main entrance is 
  two orc warriors.
  Despite two roaring ﬁ res, the temperature in here is 
  only two levels higher than outdoors. This is due to the 
  presence of the icewood braziers in the adjoining room.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching 
  ﬁ re. Moving onto the dais is treated as difﬁ cult ground, 
  as is moving through a square adjacent to a pillar.
  The pillars are Toughness 14 (6) and have Heavy Ar-
  mor. Should they collapse, they ﬁ ll all four squares sur-
  rounding them with rubble and inﬂ ict 2d6 damage on 
  any creature in those areas. This is difﬁ cult ground.
  
  HELLFROST ADVENTURE: #03
  16
  Detecting either secret door requires a Notice roll 
  and a deliberate search.
  Monsters: The fort’s ruler, an orc chieftain, lounges 
  in the throne. Never knowing when he will be called 
  upon to undertake a mission, his weapon rests across 
  his lap. His two bodyguards stand on either side of the 
  main doors, weapons drawn and ready for use.
   Orc Sub-Chief (1): See page 22. The sub-chief has 
  several alchemical devices on his person (see below). He 
  carries keys for the council chamber (area 14), the stores 
  (area 8), his quarters (area 15), and his ofﬁ ce (area 16).
   Orc Warriors (2): See page 22.
  Tactics: The sub-chief’s ﬁ rst action during any at-
  tack is to down his invisibility potion. While many orcs 
  might consider this cowardly, he sees it as a prudent 
  move. Since he must shout orders for his Command 
  Edge to work, attackers are allowed a Notice roll at –4 
  to detect his presence on any round he uses this ability. 
  Normally Command applies every round, but the chief 
  doesn’t want to give away his position if possible. Each 
  “use” of Command lasts until the sub-chief’s next ac-
  tion card.
  The GM must determine at the start of each round 
  whether he is using Command or not. Generally this 
  is determined by the action cards and the state of his 
  bodyguards. If they are Shaken and he acts before them 
  and didn’t use Command last round, he barks orders to 
  them. Once the sub-chief realizes the characters know 
  where he is, he uses Command every round, since not 
  doing so gives him no beneﬁ t.
  He then rushes to join his guards, who immediately 
  engage intruders, using his Sweep Edge to target as 
  many foes as possible. He swigs his healing potions as 
  required, but cannot attack while doing so. If reduced 
  to three wounds, or if Incapacitated and still capable of 
  action, he stamps on his sanctuary talisman.
  Treasure: The sub-chief carries several alchemical 
  devices. He has two potions of healing, made from 
  goblin blood. Each heals one wound taken in the last 
  hour, upon being imbibed. The other is an invisibility 
  potion. His ﬁ nal item is a small, glass talisman, carved in 
  the shape of a Hellfrost dragon’s head, imbued with the 
  sanctuary spell. When crushed, it immediately teleports 
  the user (and only the user) to the fortress of the orc’s 
  master, a hulking chieftain, more ogre than orc. Any 
  character who uses the device during the adventure will 
  be caught and killed before his comrades can ﬁ nd him. 
  This device is worth double its usual resale value to the 
  Hearth Knights.
  13) SHRINE
  A blast of frigid air sucks the breath from your 
  lungs. Blue-white light glitters off frozen walls 
  and ﬂ ooring from twin braziers, illuminating a 
  towering, crudely shaped ice statue of a hulking 
  goblin. Before the statue, dressed in dark blue 
  robes, stands a lone goblin, his arms held aloft in 
  praise. Two other goblins wielding spears stand at 
  attention between the braziers.
  The two braziers each contain a pound of burning 
  icewood. As a result, the temperature in this chamber 
  is equal to that in the open air. The statue represents 
  Thrym, though a Knowledge (Religion) roll is required to 
  deduce this. His typical form is that of a Hellfrost dragon, 
  but the shaman is trying to bolster his status by having 
  had the statue carved to look like a goblin.
  Terrain: The ﬂ oor, walls, and ceiling are covered in 
  a layer of smooth ice. This is treated as difﬁ cult ground 
  for all movement. Anytime a character runs, a 1 on the 
  running die means he has slipped and fallen at the point 
  where his run began. Agility rolls involving other forms 
  of movement (such as avoiding an area-effect attack or a 
  Trick such as running up an ice wall) suffer a –4 penalty. 
  If the Agility roll fails, the character falls and is Shaken. 
  The ice on the walls is treated as thin ice for purposes 
  of melting it. Once melted, the ﬂ agstones beneath are 
  revealed. Movement is no longer impaired.
  The braziers can be tipped over with a Strength roll 
  (as an action) in a direction of the character’s choice. 
  The contents spill out to ﬁ ll an area 1” wide and 2” long. 
  Any character standing in the path must make an Agility 
  roll at –2 or suffer 2d6 damage and have a chance of 
  catching ﬁ re. The damage is coldﬁ re based.
  Due to the ice coating the walls, the secret door is ex-
  tremely hard to detect. It requires a deliberate search of 
  the area and a Notice roll at –4. Chipping away or melt-
  ing the ice reduces the penalty to –2, but still requires an 
  active investigation.
  The statue is carved from a solid block of ice. It stands 
  eight feet tall and weighs several hundred pounds. It has 
  Toughness 14 (2). Pushing it over requires a Strength roll 
  at –2 as an action. It falls into an adjacent square of the 
  character’s choice, inﬂ icting 2d6+2 damage on anyone 
  unfortunate enough to be standing there at the time.
  Monsters: A goblin shaman and his two bodyguards 
  are present. The shaman stands before the statue, of-
  fering praise to his deity. The guards stand at attention 
  between the two braziers.
   Goblin Shaman (1): See page 21. The shaman has 
  a number of alchemical devices, as detailed below.
   Elite Goblin Warriors (2): As page 21 except they 
  wear leather armor (Toughness 5 (1)) and have Fighting 
  d8 (Parry 6). They do not carry bows.
  Tactics: The shaman begins by throwing his stun al-
  chemical device at the heroes, aiming to shock as many 
  as possible while avoiding his personal guards. Next 
  round, he drops a fear spell on the largest group of 
  heroes, again trying to avoid targeting his minions. His 
  tactics from then on are to ﬁ re three 2d6 damage bolts 
  at any obvious mage or cleric. If none are identiﬁ ed, he 
  aims all three at the least armored intruder in the hope 
  he scores a lucky hit against a spellcaster. If he takes two 
  or more wounds, he uses his entangle device and moves 
  toward the door to the great hall. By this stage his guards 
  are likely dead. Even if not, he no longer cares for them, 
  HELLFROST ADVENTURE: #03
  16
  Detecting either secret door requires a Notice roll 
  and a deliberate search.
  Monsters: The fort’s ruler, an orc chieftain, lounges 
  in the throne. Never knowing when he will be called 
  upon to undertake a mission, his weapon rests across 
  his lap. His two bodyguards stand on either side of the 
  main doors, weapons drawn and ready for use.
   Orc Sub-Chief (1): See page 22. The sub-chief has 
  several alchemical devices on his person (see below). He 
  carries keys for the council chamber (area 14), the stores 
  (area 8), his quarters (area 15), and his ofﬁ ce (area 16).
   Orc Warriors (2): See page 22.
  Tactics: The sub-chief’s ﬁ rst action during any at-
  tack is to down his invisibility potion. While many orcs 
  might consider this cowardly, he sees it as a prudent 
  move. Since he must shout orders for his Command 
  Edge to work, attackers are allowed a Notice roll at –4 
  to detect his presence on any round he uses this ability. 
  Normally Command applies every round, but the chief 
  doesn’t want to give away his position if possible. Each 
  “use” of Command lasts until the sub-chief’s next ac-
  tion card.
  The GM must determine at the start of each round 
  whether he is using Command or not. Generally this 
  is determined by the action cards and the state of his 
  bodyguards. If they are Shaken and he acts before them 
  and didn’t use Command last round, he barks orders to 
  them. Once the sub-chief realizes the characters know 
  where he is, he uses Command every round, since not 
  doing so gives him no beneﬁ t.
  He then rushes to join his guards, who immediately 
  engage intruders, using his Sweep Edge to target as 
  many foes as possible. He swigs his healing potions as 
  required, but cannot attack while doing so. If reduced 
  to three wounds, or if Incapacitated and still capable of 
  action, he stamps on his sanctuary talisman.
  Treasure: The sub-chief carries several alchemical 
  devices. He has two potions of healing, made from 
  goblin blood. Each heals one wound taken in the last 
  hour, upon being imbibed. The other is an invisibility 
  potion. His ﬁ nal item is a small, glass talisman, carved in 
  the shape of a Hellfrost dragon’s head, imbued with the 
  sanctuary spell. When crushed, it immediately teleports 
  the user (and only the user) to the fortress of the orc’s 
  master, a hulking chieftain, more ogre than orc. Any 
  character who uses the device during the adventure will 
  be caught and killed before his comrades can ﬁ nd him. 
  This device is worth double its usual resale value to the 
  Hearth Knights.
  13) SHRINE
  A blast of frigid air sucks the breath from your 
  lungs. Blue-white light glitters off frozen walls 
  and ﬂ ooring from twin braziers, illuminating a 
  towering, crudely shaped ice statue of a hulking 
  goblin. Before the statue, dressed in dark blue 
  robes, stands a lone goblin, his arms held aloft in 
  praise. Two other goblins wielding spears stand at 
  attention between the braziers.
  The two braziers each contain a pound of burning 
  icewood. As a result, the temperature in this chamber 
  is equal to that in the open air. The statue represents 
  Thrym, though a Knowledge (Religion) roll is required to 
  deduce this. His typical form is that of a Hellfrost dragon, 
  but the shaman is trying to bolster his status by having 
  had the statue carved to look like a goblin.
  Terrain: The ﬂ oor, walls, and ceiling are covered in 
  a layer of smooth ice. This is treated as difﬁ cult ground 
  for all movement. Anytime a character runs, a 1 on the 
  running die means he has slipped and fallen at the point 
  where his run began. Agility rolls involving other forms 
  of movement (such as avoiding an area-effect attack or a 
  Trick such as running up an ice wall) suffer a –4 penalty. 
  If the Agility roll fails, the character falls and is Shaken. 
  The ice on the walls is treated as thin ice for purposes 
  of melting it. Once melted, the ﬂ agstones beneath are 
  revealed. Movement is no longer impaired.
  The braziers can be tipped over with a Strength roll 
  (as an action) in a direction of the character’s choice. 
  The contents spill out to ﬁ ll an area 1” wide and 2” long. 
  Any character standing in the path must make an Agility 
  roll at –2 or suffer 2d6 damage and have a chance of 
  catching ﬁ re. The damage is coldﬁ re based.
  Due to the ice coating the walls, the secret door is ex-
  tremely hard to detect. It requires a deliberate search of 
  the area and a Notice roll at –4. Chipping away or melt-
  ing the ice reduces the penalty to –2, but still requires an 
  active investigation.
  The statue is carved from a solid block of ice. It stands 
  eight feet tall and weighs several hundred pounds. It has 
  Toughness 14 (2). Pushing it over requires a Strength roll 
  at –2 as an action. It falls into an adjacent square of the 
  character’s choice, inﬂ icting 2d6+2 damage on anyone 
  unfortunate enough to be standing there at the time.
  Monsters: A goblin shaman and his two bodyguards 
  are present. The shaman stands before the statue, of-
  fering praise to his deity. The guards stand at attention 
  between the two braziers.
   Goblin Shaman (1): See page 21. The shaman has 
  a number of alchemical devices, as detailed below.
   Elite Goblin Warriors (2): As page 21 except they 
  wear leather armor (Toughness 5 (1)) and have Fighting 
  d8 (Parry 6). They do not carry bows.
  Tactics: The shaman begins by throwing his stun al-
  chemical device at the heroes, aiming to shock as many 
  as possible while avoiding his personal guards. Next 
  round, he drops a fear spell on the largest group of 
  heroes, again trying to avoid targeting his minions. His 
  tactics from then on are to ﬁ re three 2d6 damage bolts 
  at any obvious mage or cleric. If none are identiﬁ ed, he 
  aims all three at the least armored intruder in the hope 
  he scores a lucky hit against a spellcaster. If he takes two 
  or more wounds, he uses his entangle device and moves 
  toward the door to the great hall. By this stage his guards 
  are likely dead. Even if not, he no longer cares for them, 
  
  SHADOW OF DARKNESS
  17
  and so uses his device at the minimum range to avoid 
  targeting himself. Opening the door requires an action, 
  so he only does this the following round, so as not to 
  incur multi action penalties.
  His two guards rush to attack intruders, seeking to put 
  themselves between their master and harm. Rather than at-
  tacking individual targets, they Gang Up on the same one.
  Treasure: The goblin shaman carries several alchemi-
  cal devices on his person. He has a small icicle, which 
  when thrown (using Throwing) creates a 2d8 coldﬁ re 
  bolt. The spell retains its usual range brackets—the act 
  of throwing it activates the magic. Two small spheres of 
  ice are stun bombs. These are also activated using throw-
  ing, and have a range of 3/6/12. When they explode, 
  they create a freezing blast of wind. Finally, he carries a 
  frozen spider web. This holds a Medium Burst Template 
  entangle spell, must be thrown, and has range brackets 
  of 3/6/12. It coats those within the target area in ice, 
  freezing their joints.
  Stacked in the northwest corner is a further six 
  pounds of icewood.
  13A) SECRET ROOM
  This small room once allowed the fort’s ruler to move 
  between the great hall and the neighboring chamber 
  unseen. The current occupants have yet to learn of its 
  existence. From inside, both secret doors are clearly vis-
  ible. There is also a pair of small stone plugs at the eye 
  level of a typical adult human in each door. Removing 
  these allows someone inside to watch proceedings in the 
  great hall and shrine. If the characters enter this chamber 
  via the great hall without having melted the ice in the 
  shrine, they can see nothing except a foggy white wall.
  14) COUNCIL CHAMBER
  A large, U-shaped table dominates this una-
  dorned room. Piles of papers lie haphazardly on 
  the surface. Torches are hanging in corroded wall 
  sconces, but none are lit.
  The orc sub-chief is using this room as his tactical 
  headquarters. From here he plans his attacks on the 
  caravans and settlements in the region. 
  Terrain: Both doors to this chamber are locked. Only 
  the orc sub-chief (see page 22) has the key. The large, 
  U-shaped table is actually three separate tables—a long 
  table (1” by 3”) and two smaller tables. The spaces oc-
  cupied by the table count as difﬁ cult ground. Any hero 
  passing through these spaces must declare if he is going 
  under or over the table. Fighting across the tables re-
  quires a Reach weapon, and gives the defender Medium 
  Cover (–2). Fighting from under table provides Medium 
  Cover (-2) to the defender, whose legs are visible, and 
  also to the attacker, who must be crouched or prone. 
  The tables have Armor +6 for purposes of ramming a 
  weapon down through them.
  Treasure: Atop the table are numerous papers and 
  maps, written in Giant and Orcish. A cursory glance 
  by someone ﬂ uent in the language indicates they are 
  military orders and seem to indicate a major invasion is 
  being planned. Unfortunately, the details are extremely 
  sketchy, giving no indication as to where and when the 
  attack will occur. Mention is made of goblins, orcs, dire 
  wolves, and ogres, though. Other papers show written 
  orders to attack caravans and remote settlements in or-
  der to instill fear in the local populace.
  14A) SECRET ROOM
  This small room once allowed the fort’s ruler to move 
  between the great hall and the neighboring chamber 
  unseen. The current occupants have yet to learn of its 
  existence. From inside, both secret doors are clearly vis-
  ible. There is also a pair of small, stone plugs at the eye 
  level of a typical adult human in each door. Removing 
  these allows someone inside to watch proceedings in the 
  great hall and council chamber.
  15) ORC CHIEFTAIN’S CHAMBER
  This room is occupied only at night. The sub-chief, 
  ever prepared to receive orders to launch an attack, 
  sleeps in his armor and keeps his weapon to hand. 
  Paranoid that one of his underlings will try to assassinate 
  him, he has learned to sleep very lightly. He counts as an 
  active sentry while dozing. His two bodyguards are on 
  duty outside the chamber. They count as active sentries. 
  Alter the description as necessary.
  A small wooden cot, covered in furs, and a ﬁ re-
  place are the only furnishings in what is a large 
  room. The ﬁ re is lit, bathing the room in a dull, 
  orange glow.
  This is the sub-chief’s private quarters, and the door 
  is kept locked, day and night (he has the only key). A 
  typical warrior, he has little interest in showy trappings 
  of status. More prudently, were his superiors ever to 
  discover an opulent lifestyle, he would be removed from 
  service and replaced with someone more focused on the 
  task at hand. His one luxury is a good quality, sleeping 
  fur, though by human standards it is heavily stained and 
  stinks of unwashed orc.
  Terrain: The space containing the bed is difﬁ cult 
  ground. The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching 
  ﬁ re. The ﬁ re is kept lit day and night. If the characters 
  aren’t using any light sources, the room has Dim Light-
  ing (–1).
  Monsters: See page 22 for details of the sub-chief and 
  his bodyguard, as well as their standard tactics. They fol-
  low the same tactical procedure if attacked in this room, 
  with one exception—the sub-chief must unlock the door 
  before he can enter the corridor. He always stands be-
  SHADOW OF DARKNESS
  17
  and so uses his device at the minimum range to avoid 
  targeting himself. Opening the door requires an action, 
  so he only does this the following round, so as not to 
  incur multi action penalties.
  His two guards rush to attack intruders, seeking to put 
  themselves between their master and harm. Rather than at-
  tacking individual targets, they Gang Up on the same one.
  Treasure: The goblin shaman carries several alchemi-
  cal devices on his person. He has a small icicle, which 
  when thrown (using Throwing) creates a 2d8 coldﬁ re 
  bolt. The spell retains its usual range brackets—the act 
  of throwing it activates the magic. Two small spheres of 
  ice are stun bombs. These are also activated using throw-
  ing, and have a range of 3/6/12. When they explode, 
  they create a freezing blast of wind. Finally, he carries a 
  frozen spider web. This holds a Medium Burst Template 
  entangle spell, must be thrown, and has range brackets 
  of 3/6/12. It coats those within the target area in ice, 
  freezing their joints.
  Stacked in the northwest corner is a further six 
  pounds of icewood.
  13A) SECRET ROOM
  This small room once allowed the fort’s ruler to move 
  between the great hall and the neighboring chamber 
  unseen. The current occupants have yet to learn of its 
  existence. From inside, both secret doors are clearly vis-
  ible. There is also a pair of small stone plugs at the eye 
  level of a typical adult human in each door. Removing 
  these allows someone inside to watch proceedings in the 
  great hall and shrine. If the characters enter this chamber 
  via the great hall without having melted the ice in the 
  shrine, they can see nothing except a foggy white wall.
  14) COUNCIL CHAMBER
  A large, U-shaped table dominates this una-
  dorned room. Piles of papers lie haphazardly on 
  the surface. Torches are hanging in corroded wall 
  sconces, but none are lit.
  The orc sub-chief is using this room as his tactical 
  headquarters. From here he plans his attacks on the 
  caravans and settlements in the region. 
  Terrain: Both doors to this chamber are locked. Only 
  the orc sub-chief (see page 22) has the key. The large, 
  U-shaped table is actually three separate tables—a long 
  table (1” by 3”) and two smaller tables. The spaces oc-
  cupied by the table count as difﬁ cult ground. Any hero 
  passing through these spaces must declare if he is going 
  under or over the table. Fighting across the tables re-
  quires a Reach weapon, and gives the defender Medium 
  Cover (–2). Fighting from under table provides Medium 
  Cover (-2) to the defender, whose legs are visible, and 
  also to the attacker, who must be crouched or prone. 
  The tables have Armor +6 for purposes of ramming a 
  weapon down through them.
  Treasure: Atop the table are numerous papers and 
  maps, written in Giant and Orcish. A cursory glance 
  by someone ﬂ uent in the language indicates they are 
  military orders and seem to indicate a major invasion is 
  being planned. Unfortunately, the details are extremely 
  sketchy, giving no indication as to where and when the 
  attack will occur. Mention is made of goblins, orcs, dire 
  wolves, and ogres, though. Other papers show written 
  orders to attack caravans and remote settlements in or-
  der to instill fear in the local populace.
  14A) SECRET ROOM
  This small room once allowed the fort’s ruler to move 
  between the great hall and the neighboring chamber 
  unseen. The current occupants have yet to learn of its 
  existence. From inside, both secret doors are clearly vis-
  ible. There is also a pair of small, stone plugs at the eye 
  level of a typical adult human in each door. Removing 
  these allows someone inside to watch proceedings in the 
  great hall and council chamber.
  15) ORC CHIEFTAIN’S CHAMBER
  This room is occupied only at night. The sub-chief, 
  ever prepared to receive orders to launch an attack, 
  sleeps in his armor and keeps his weapon to hand. 
  Paranoid that one of his underlings will try to assassinate 
  him, he has learned to sleep very lightly. He counts as an 
  active sentry while dozing. His two bodyguards are on 
  duty outside the chamber. They count as active sentries. 
  Alter the description as necessary.
  A small wooden cot, covered in furs, and a ﬁ re-
  place are the only furnishings in what is a large 
  room. The ﬁ re is lit, bathing the room in a dull, 
  orange glow.
  This is the sub-chief’s private quarters, and the door 
  is kept locked, day and night (he has the only key). A 
  typical warrior, he has little interest in showy trappings 
  of status. More prudently, were his superiors ever to 
  discover an opulent lifestyle, he would be removed from 
  service and replaced with someone more focused on the 
  task at hand. His one luxury is a good quality, sleeping 
  fur, though by human standards it is heavily stained and 
  stinks of unwashed orc.
  Terrain: The space containing the bed is difﬁ cult 
  ground. The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching 
  ﬁ re. The ﬁ re is kept lit day and night. If the characters 
  aren’t using any light sources, the room has Dim Light-
  ing (–1).
  Monsters: See page 22 for details of the sub-chief and 
  his bodyguard, as well as their standard tactics. They fol-
  low the same tactical procedure if attacked in this room, 
  with one exception—the sub-chief must unlock the door 
  before he can enter the corridor. He always stands be-
  
  HELLFROST ADVENTURE: #03
  18
  hind the door as it opens, so as not to present an easy 
  target to would-be assassins.
  Treasure: If the orc sub-chief is present, his treasure 
  is as per the description for area 12.
  16) OFFICE
  A single desk is the only furnishing in this nar-
  row room. Several candle stubs are stuck to the 
  desk’s cracked surface. A ﬂ int and steel rest near 
  the tallest stub.
  This room serves as the sub-chief’s private ofﬁ ce. 
  From here he communicates with his master, receiving 
  orders and passing on progress reports. No other crea-
  ture, not even his bodyguards, is allowed in this room on 
  penalty of death.
  Terrain: The door to this room is locked. Only the 
  orc sub-chief (area 12) has a key. Movement through the 
  space containing the desk is treated as difﬁ cult ground.
  Treasure: Lying on the table is a small mirror. The 
  surface is not glass, but polished ice. Similarly, the frame 
  is made of deep, blue ice, rather than metal. Engraved in 
  Giant around the edge are the words, “Master, hear my 
  voice.” If these words are repeated by the character hold-
  ing the mirror, the icy surface shimmers brieﬂ y and seems 
  to melt away, revealing the clear image of a frost giant jarl! 
  The giant speaks in a gruff voice, demanding to know (in 
  Giant) who the characters are and what they want. Short 
  of smashing the mirror (Toughness 6) there is no way for 
  the characters to end the communication (servants don’t 
  hang up on their masters). Placing the mirror in a back-
  pack mufﬂ es the sound. The giant eventually ends the call, 
  though not before sending scouts from his mountain lair 
  to investigate the disturbance at the fort. They won’t ar-
  rive in time to take part in the adventure.
  The mirror is a scrying mirror, an ancient relic grant-
  ed the frost giant jarl by Thrym. There are several slave 
  mirrors (such as this one), but only one master mirror, 
  into which the others link. They allow the frost giant, 
  who holds the master mirror, to receive reports from 
  his distant minions and to pass on orders. The Reliquary 
  would be extremely interested in these objects, as would 
  the Hearth Knights (though for different reasons). Either 
  organization pays 2,000 gs for the intact slave mirror.
  Stashed in a small casket beneath the desk is 2,852 
  gs, booty captured in the goblins’ raids. The casket is 
  not locked.
  17) GARDEROBE
  This is a toilet. The stone seat has a small hole in the cen-
  ter. Waste material runs to the outside of the wall, where it 
  unceremoniously plummets to the ground below.
  18) CORRIDOR
  This long corridor links the eastern and western por-
  tions of the upper keep. Due to the numerous arrow 
  slits, the temperature in here is the same as outdoors. 
  As such, it is never patrolled unless the fort is under at-
  tack. In this instance, the orcs and goblins in the upper 
  keep rush here so as to be able to attack enemies in the 
  courtyard.
  19) UPPER ORC BARRACKS
  Bundles of furs and blankets are bunched up on 
  the ﬂ oor to form six distinct sleeping areas. A 
  roaring ﬁ re provides both warmth and light. Two 
  hulking orcs are seated on piles of blankets.
  The sub-chief’s bodyguards occupy this chamber. 
  Two are kept busy at his side, a third oversees the smithy, 
  and one mans the torture chamber. The guards work 16 
  hours a day in rotating shifts. Unlike the goblins, who are 
  comfortable in the cold, the orcs’ preferred temperature 
  range is similar to humans. As such, the ﬁ re is kept lit, 
  day and night.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching ﬁ re.
  Monsters: The two orcs present are off-duty but are 
  only resting their eyes (their master calls on them at odd 
  times to ensure they are in a constant state of readiness).
   Orc Warriors (2): See page 22.
  Tactics: The orcs immediately close to melee range 
  against intruders, while calling out for the goblins in the 
  adjacent room. Once the goblins arrive, the orcs withdraw 
  using the Defend maneuver and allow the goblins to take 
  up the ﬁ ght in their place. The orcs then grab their bows 
  (an action) and ﬁ re over the heads of the goblins.
  20) UPPER GOBLIN BARRACKS
  Aside from four goblins asleep on the stone ﬂ oor, 
  this chamber is bare. A cold wind whistles through 
  the arrow slit, and the temperature is noticeably 
  colder than the previous room.
  The upper keep barracks are for the shaman’s body-
  guards. The shaman considers it an honor his guards are 
  allowed to occupy this room. In truth, their positioning 
  serves the orc sub-chief better. First, he has additional 
  guards nearby in the event of an attack (either by outsid-
  ers or his own bodyguards). Second, the position of the 
  room means the guards and shaman are separated, thus 
  lessening the chance of treachery.
  Monsters: Four goblins are curled up asleep on the ﬂ oor. 
  They sleep in their armor and keep their spears by their sides.
   Elite Goblin Warriors (2): As page 21 except they 
  wear leather armor (Toughness 5 (1)) and have Fighting 
  d8 (Parry 6). They do not carry bows.
  Tactics: Typically, the goblins rush to aid the orcs in 
  the adjacent chamber when called for. It takes them one 
  HELLFROST ADVENTURE: #03
  18
  hind the door as it opens, so as not to present an easy 
  target to would-be assassins.
  Treasure: If the orc sub-chief is present, his treasure 
  is as per the description for area 12.
  16) OFFICE
  A single desk is the only furnishing in this nar-
  row room. Several candle stubs are stuck to the 
  desk’s cracked surface. A ﬂ int and steel rest near 
  the tallest stub.
  This room serves as the sub-chief’s private ofﬁ ce. 
  From here he communicates with his master, receiving 
  orders and passing on progress reports. No other crea-
  ture, not even his bodyguards, is allowed in this room on 
  penalty of death.
  Terrain: The door to this room is locked. Only the 
  orc sub-chief (area 12) has a key. Movement through the 
  space containing the desk is treated as difﬁ cult ground.
  Treasure: Lying on the table is a small mirror. The 
  surface is not glass, but polished ice. Similarly, the frame 
  is made of deep, blue ice, rather than metal. Engraved in 
  Giant around the edge are the words, “Master, hear my 
  voice.” If these words are repeated by the character hold-
  ing the mirror, the icy surface shimmers brieﬂ y and seems 
  to melt away, revealing the clear image of a frost giant jarl! 
  The giant speaks in a gruff voice, demanding to know (in 
  Giant) who the characters are and what they want. Short 
  of smashing the mirror (Toughness 6) there is no way for 
  the characters to end the communication (servants don’t 
  hang up on their masters). Placing the mirror in a back-
  pack mufﬂ es the sound. The giant eventually ends the call, 
  though not before sending scouts from his mountain lair 
  to investigate the disturbance at the fort. They won’t ar-
  rive in time to take part in the adventure.
  The mirror is a scrying mirror, an ancient relic grant-
  ed the frost giant jarl by Thrym. There are several slave 
  mirrors (such as this one), but only one master mirror, 
  into which the others link. They allow the frost giant, 
  who holds the master mirror, to receive reports from 
  his distant minions and to pass on orders. The Reliquary 
  would be extremely interested in these objects, as would 
  the Hearth Knights (though for different reasons). Either 
  organization pays 2,000 gs for the intact slave mirror.
  Stashed in a small casket beneath the desk is 2,852 
  gs, booty captured in the goblins’ raids. The casket is 
  not locked.
  17) GARDEROBE
  This is a toilet. The stone seat has a small hole in the cen-
  ter. Waste material runs to the outside of the wall, where it 
  unceremoniously plummets to the ground below.
  18) CORRIDOR
  This long corridor links the eastern and western por-
  tions of the upper keep. Due to the numerous arrow 
  slits, the temperature in here is the same as outdoors. 
  As such, it is never patrolled unless the fort is under at-
  tack. In this instance, the orcs and goblins in the upper 
  keep rush here so as to be able to attack enemies in the 
  courtyard.
  19) UPPER ORC BARRACKS
  Bundles of furs and blankets are bunched up on 
  the ﬂ oor to form six distinct sleeping areas. A 
  roaring ﬁ re provides both warmth and light. Two 
  hulking orcs are seated on piles of blankets.
  The sub-chief’s bodyguards occupy this chamber. 
  Two are kept busy at his side, a third oversees the smithy, 
  and one mans the torture chamber. The guards work 16 
  hours a day in rotating shifts. Unlike the goblins, who are 
  comfortable in the cold, the orcs’ preferred temperature 
  range is similar to humans. As such, the ﬁ re is kept lit, 
  day and night.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching ﬁ re.
  Monsters: The two orcs present are off-duty but are 
  only resting their eyes (their master calls on them at odd 
  times to ensure they are in a constant state of readiness).
   Orc Warriors (2): See page 22.
  Tactics: The orcs immediately close to melee range 
  against intruders, while calling out for the goblins in the 
  adjacent room. Once the goblins arrive, the orcs withdraw 
  using the Defend maneuver and allow the goblins to take 
  up the ﬁ ght in their place. The orcs then grab their bows 
  (an action) and ﬁ re over the heads of the goblins.
  20) UPPER GOBLIN BARRACKS
  Aside from four goblins asleep on the stone ﬂ oor, 
  this chamber is bare. A cold wind whistles through 
  the arrow slit, and the temperature is noticeably 
  colder than the previous room.
  The upper keep barracks are for the shaman’s body-
  guards. The shaman considers it an honor his guards are 
  allowed to occupy this room. In truth, their positioning 
  serves the orc sub-chief better. First, he has additional 
  guards nearby in the event of an attack (either by outsid-
  ers or his own bodyguards). Second, the position of the 
  room means the guards and shaman are separated, thus 
  lessening the chance of treachery.
  Monsters: Four goblins are curled up asleep on the ﬂ oor. 
  They sleep in their armor and keep their spears by their sides.
   Elite Goblin Warriors (2): As page 21 except they 
  wear leather armor (Toughness 5 (1)) and have Fighting 
  d8 (Parry 6). They do not carry bows.
  Tactics: Typically, the goblins rush to aid the orcs in 
  the adjacent chamber when called for. It takes them one 
  
  SHADOW OF DARKNESS
  19
  round to awaken and another to grab their arms. They 
  enter play at the start of the third round. Should the orcs 
  be killed quickly and silently, the heroes can catch the 
  sleeping goblins by Surprise. Roll for each goblin indi-
  vidually. Those who succeed on their Notice roll act on 
  the same action card.
  Regardless of whether they are aiding the orcs or 
  ﬁ ghting in this room, their tactics are the same—to Gang 
  Up on the nearest foe and stab him to death. They only 
  attack individual foes if circumstances force them.
  21) PRISONERS
  Huddled in this bare chamber is a small group 
  of humans. All are bedraggled and unwashed. 
  Although wrapped in blankets, they shiver uncon-
  trollably with cold.
  During a search of the keep the defenders will only 
  check the doors are locked. If they are, they don’t bother 
  investigating inside, believing the prisoners too cowardly 
  and weak to attempt an escape. That intruders might 
  hide among the prisoners does not cross their minds. 
  The southern room is slightly warmer, due to heat from 
  the ﬁ re in the great hall, rising up the chimney.
  Monsters: Held within each of these identical rooms 
  are ﬁ ve prisoners. All wear only a minimum amount of 
  clothing and none wear shoes. This gives a –2 penalty 
  to Vigor rolls to resist the effects of cold weather. The 
  orcs feed them only starvation rations, most have been 
  tortured, and the blankets barely keep out the old. As a 
  result, all the prisoners here are Fatigued. Until they are 
  given a hot meal and warm clothes, the prisoners cannot 
  recover this Fatigue.
  Two of the prisoners are trained militia (Fighting d6, 
  Parry 5) and will take up arms if asked. However, they are 
  freezing and thus not as effective as when in good health. 
  Unless the characters are planning to make their escape 
  quickly, they volunteer to stay with the other captives 
  and protect them (assuming they are given weapons).
   Captives (10): As waggoners (see page 20). There 
  are ﬁ ve prisoners in each room (three men, one woman, 
  and a youth). All are unarmed.
  Terrain: The ﬁ replace in the southern room is never 
  lit. Movement through its space is difﬁ cult ground.
  22) GARDEROBE
  This is a toilet. The stone seat has a small hole in the cen-
  tre. Waste material runs to the outside of the wall, where it 
  unceremoniously plummets to the ground below.
  Treasure: The shaman has stuffed a leather pouch 
  inside the hole. The pouch contains 25 gs in coin and 
  two gems, worth 30 gs and 100 gs respectively. He con-
  ﬁ scated these from his troops during a raid, and has yet 
  to inform the orc sub-chief of their existence. He is care-
  ful to remove the pouch before using the facility for its 
  intended purposes.
  23) GOBLIN SHAMAN’S CHAMBER
  A single sleeping fur lies in the southeast corner 
  of this room. A thin layer of ice coats the ﬂ oor 
  and walls. Small lumps of ice and snow dot the 
  room, each a crudely formed, humanoid shape. 
  A ﬁ replace stands against the southern wall, but 
  it radiates no heat. Two goblins are advancing to-
  ward you, spears raised in preparation to strike.
  This room is the private domain of the goblin shaman. 
  Unlike the orc sub-chief, who keeps his quarters locked, 
  the shaman was ordered to keep his door open at all 
  times. After several “forgetful incidents” (in which the 
  shaman was deliberately seeing how far the orc would 
  go), the sub-chief ordered the lock smashed.
  The small, ice sculptures are crude representations 
  of the orc sub-chief, the shaman, and Thrym, though it 
  takes a Common Knowledge roll to realize this (and only 
  after the sub-chief and shaman have been encountered). 
  Perhaps as an act of petty rebellion, the shaman’s ﬁ gure 
  is larger than that of the sub-chief.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Happy in the cold, the shaman never lights 
  the ﬁ re unless he wishes to dispose of something ﬂ amma-
  ble. The ice is too thin to present a hazard to movement.
  Monsters: The shaman has a total of eight loyal guards. 
  Of these, two are constantly at his side, four are off duty, 
  and two are stationed here to guard his private chambers.
   Elite Goblin Warriors (2): As page 21 except they 
  wear leather armor (Toughness 5 (1)) and have Fighting 
  d8 (Parry 6). They do not carry bows.
  Tactics: The eastern upper keep has no other guards. 
  Hence, the goblins know that in the event of trouble they 
  are unlikely to receive reinforcements. They initially try to 
  prevent intruders from entering by taking up ﬁ ghting posi-
  tions in the doorway. Should this fail, they both rush to the 
  garderobe. Once inside, they throw themselves against the 
  door in the futile hope it will keep attackers at bay. The gar-
  derobe door has no lock. Forcing the door open requires a 
  Strength roll opposed by the goblin’s Cooperative Strength 
  roll. Forced to ﬁ ght in the crowded space, the creatures suf-
  fer a –1 penalty to all physical Trait rolls.
  24) TORTURE CHAMBER
  A crude table, to which leather straps are attached, 
  sits in the center of the room. Blood stains, both 
  dried and fresh, cover the table surface and the 
  surrounding ﬂ agstones. A lone orc squats beside 
  a roaring ﬁ re, turning red hot pokers in prepara-
  tion for their use on weak ﬂ esh.
  This makeshift torture chamber contains a low table. 
  The orcs have nailed leather straps to the table in order 
  to keep their victims from moving around. The only in-
  struments of torture the orcs have to hand are some rusty 
  SHADOW OF DARKNESS
  19
  round to awaken and another to grab their arms. They 
  enter play at the start of the third round. Should the orcs 
  be killed quickly and silently, the heroes can catch the 
  sleeping goblins by Surprise. Roll for each goblin indi-
  vidually. Those who succeed on their Notice roll act on 
  the same action card.
  Regardless of whether they are aiding the orcs or 
  ﬁ ghting in this room, their tactics are the same—to Gang 
  Up on the nearest foe and stab him to death. They only 
  attack individual foes if circumstances force them.
  21) PRISONERS
  Huddled in this bare chamber is a small group 
  of humans. All are bedraggled and unwashed. 
  Although wrapped in blankets, they shiver uncon-
  trollably with cold.
  During a search of the keep the defenders will only 
  check the doors are locked. If they are, they don’t bother 
  investigating inside, believing the prisoners too cowardly 
  and weak to attempt an escape. That intruders might 
  hide among the prisoners does not cross their minds. 
  The southern room is slightly warmer, due to heat from 
  the ﬁ re in the great hall, rising up the chimney.
  Monsters: Held within each of these identical rooms 
  are ﬁ ve prisoners. All wear only a minimum amount of 
  clothing and none wear shoes. This gives a –2 penalty 
  to Vigor rolls to resist the effects of cold weather. The 
  orcs feed them only starvation rations, most have been 
  tortured, and the blankets barely keep out the old. As a 
  result, all the prisoners here are Fatigued. Until they are 
  given a hot meal and warm clothes, the prisoners cannot 
  recover this Fatigue.
  Two of the prisoners are trained militia (Fighting d6, 
  Parry 5) and will take up arms if asked. However, they are 
  freezing and thus not as effective as when in good health. 
  Unless the characters are planning to make their escape 
  quickly, they volunteer to stay with the other captives 
  and protect them (assuming they are given weapons).
   Captives (10): As waggoners (see page 20). There 
  are ﬁ ve prisoners in each room (three men, one woman, 
  and a youth). All are unarmed.
  Terrain: The ﬁ replace in the southern room is never 
  lit. Movement through its space is difﬁ cult ground.
  22) GARDEROBE
  This is a toilet. The stone seat has a small hole in the cen-
  tre. Waste material runs to the outside of the wall, where it 
  unceremoniously plummets to the ground below.
  Treasure: The shaman has stuffed a leather pouch 
  inside the hole. The pouch contains 25 gs in coin and 
  two gems, worth 30 gs and 100 gs respectively. He con-
  ﬁ scated these from his troops during a raid, and has yet 
  to inform the orc sub-chief of their existence. He is care-
  ful to remove the pouch before using the facility for its 
  intended purposes.
  23) GOBLIN SHAMAN’S CHAMBER
  A single sleeping fur lies in the southeast corner 
  of this room. A thin layer of ice coats the ﬂ oor 
  and walls. Small lumps of ice and snow dot the 
  room, each a crudely formed, humanoid shape. 
  A ﬁ replace stands against the southern wall, but 
  it radiates no heat. Two goblins are advancing to-
  ward you, spears raised in preparation to strike.
  This room is the private domain of the goblin shaman. 
  Unlike the orc sub-chief, who keeps his quarters locked, 
  the shaman was ordered to keep his door open at all 
  times. After several “forgetful incidents” (in which the 
  shaman was deliberately seeing how far the orc would 
  go), the sub-chief ordered the lock smashed.
  The small, ice sculptures are crude representations 
  of the orc sub-chief, the shaman, and Thrym, though it 
  takes a Common Knowledge roll to realize this (and only 
  after the sub-chief and shaman have been encountered). 
  Perhaps as an act of petty rebellion, the shaman’s ﬁ gure 
  is larger than that of the sub-chief.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Happy in the cold, the shaman never lights 
  the ﬁ re unless he wishes to dispose of something ﬂ amma-
  ble. The ice is too thin to present a hazard to movement.
  Monsters: The shaman has a total of eight loyal guards. 
  Of these, two are constantly at his side, four are off duty, 
  and two are stationed here to guard his private chambers.
   Elite Goblin Warriors (2): As page 21 except they 
  wear leather armor (Toughness 5 (1)) and have Fighting 
  d8 (Parry 6). They do not carry bows.
  Tactics: The eastern upper keep has no other guards. 
  Hence, the goblins know that in the event of trouble they 
  are unlikely to receive reinforcements. They initially try to 
  prevent intruders from entering by taking up ﬁ ghting posi-
  tions in the doorway. Should this fail, they both rush to the 
  garderobe. Once inside, they throw themselves against the 
  door in the futile hope it will keep attackers at bay. The gar-
  derobe door has no lock. Forcing the door open requires a 
  Strength roll opposed by the goblin’s Cooperative Strength 
  roll. Forced to ﬁ ght in the crowded space, the creatures suf-
  fer a –1 penalty to all physical Trait rolls.
  24) TORTURE CHAMBER
  A crude table, to which leather straps are attached, 
  sits in the center of the room. Blood stains, both 
  dried and fresh, cover the table surface and the 
  surrounding ﬂ agstones. A lone orc squats beside 
  a roaring ﬁ re, turning red hot pokers in prepara-
  tion for their use on weak ﬂ esh.
  This makeshift torture chamber contains a low table. 
  The orcs have nailed leather straps to the table in order 
  to keep their victims from moving around. The only in-
  struments of torture the orcs have to hand are some rusty 
  
  HELLFROST ADVENTURE: #03
  20
  daggers and a few lengths of metal they heat in the ﬁ re. 
  The sub-chief knows the prisoners are peasants and will 
  have no useful information, but he has to allow his war-
  riors some pleasures in life. So long as no one dies, the 
  warriors are free to abuse the prisoners as they see ﬁ t.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching 
  ﬁ re. Several pokers protrude from the glowing coals. 
  Grabbing one is an action. These inﬂ ict Str+d6 dam-
  age and count as a heat attack for the purposes of any 
  special immunity or resistance. Targets struck have a 
  1-in-6 chance of catching ﬁ re, only if they are extremely 
  ﬂ ammable or are wearing something like a cloak, which 
  might wrap around the molten tip.
  Moving over the low table is difﬁ cult ground. Unless a 
  character crawls, he is forced to clamber over the surface.
  Monsters: The shaman has a total of eight loyal guards. 
  Of these, two are constantly at his side, four are off duty, 
  and two are stationed here to guard his private chambers.
   Orc Warrior (1): As page 22.
  Tactics: Unlike the cowardly goblins next door, the orc 
  isn’t afraid to tackle a heavily armed party, singlehanded. 
  He snatches up a hot poker and throws himself into battle 
  with aplomb, screaming out battle chants and vile curses.
  AFTERMATH
  Once the prisoners are freed, the characters can return 
  to the stead and reunite the families. The citizens have 
  nothing of value to offer the characters, but promise to 
  spread the word about their heroic deed. This grants a 
  +1 bonus to the adventurers’ Glory roll (which can be 
  made once they reach Watchgap Fort). With their homes 
  burned and goblins and orcs openly prowling the land, 
  the settlers have decided it is time to head back east to 
  more settled lands. They ask the heroes to provide an 
  escort as far as Watchgap Fort.
  BESTIARY
  ULFWALD DEEP-POCKETS
  Ulfwald has been a trader all his life, taking over the 
  family business when his father retired due to ill health. 
  Honest, friendly, and loyal to his friends, Ulfwald’s cara-
  van travels the trade road from Nordmark to Heligioland 
  each year in spring and summer, and operates in the 
  Hearthlands in autumn and winter.
  Ulfwald may be a Wild Card, but he is not a warrior. 
  He avoids combat except when his wagons are under 
  direct attack.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d4, Guts d6, Knowledge (Heligioland) 
  d8, Notice d6, Persuasion d10, Riding d6, Streetwise d8
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Code of Honor (honest merchant), Loyal
  Edges: Charismatic, Connections (Merchants)
  Languages: Anari, Dwarven, Saxa, Trader
  Gear: Dagger (Str+d4), short spear (Str+d6, +1 Parry, 
  2-hands)
  WAGGONER
  The waggoners are all Saxa from Nordmark. Though 
  competent with the spear, they are not trained ﬁ ghters. 
  Whenever the caravan comes under attack, their orders 
  are to stick close to the mules and wagons and defend 
  them.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d4, Notice d6, Repair d6, Riding 
  d6, Throwing d4
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 6 (1)
  Hindrances: Loyal
  Edges: —
  Languages: Saxa, Trader
  Gear: Leather suit (+1), dagger (Str+d4), short spear 
  (Str+d6, +1 Parry, 2-hands)
  FROST DWARF
       HAULD AUSTRI GIANTBANE
  Hauld Austri’s kin are nobles of Karad Marn. For 
  the last sixty years, they have dedicated their lives to 
  recapturing their city from the orcs. Austri has, much 
  to his disgust, been sent south with a small detachment 
  of bodyguards to enlist aid in their crusade. So far he 
  has met with little interest. He is currently heading back 
  north, along the trade road that runs alongside Frostwa-
  ter and White Lake, in a ﬁ nal bid to drum up support.
  Dour and taciturn, he has little love for humans and 
  their greedy ways. As with all dwarven nobles, he is a 
  man of action who leads from the front.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, 
  Vigor d10
  Skills: Climbing d6, Fighting d10, Guts d10, Knowledge 
  (Battle) d8, Intimidation d10, Notice d8, Stealth d6, 
  Throwing d8
  Charisma: +0; Pace: 5; Parry: 8; Toughness: 10 (3)
  Hindrances: Arrogant, Insular, Loyal, Slow, Stubborn
  Edges: Berserk, Combat Reﬂ exes, Command, Connec-
  tions (Dwarf nobles), Favored Foe (giants), Improved 
  Frenzy, Improved Sweep, Noble, Tough, Snow Walker
  Languages: Dwarven, Giant, Orcish, Trader
  Gear: Plate corselet (+3), chain limbs (+2), open helm 
  (+3), battle axe (Str+d8), medium shield (+1 Parry), 
  two throwing axes (Range: 3/6/12, Damage: Str+d6), 
  one Norn charm.
  Special Abilities:
  HELLFROST ADVENTURE: #03
  20
  daggers and a few lengths of metal they heat in the ﬁ re. 
  The sub-chief knows the prisoners are peasants and will 
  have no useful information, but he has to allow his war-
  riors some pleasures in life. So long as no one dies, the 
  warriors are free to abuse the prisoners as they see ﬁ t.
  Terrain: The space containing the ﬁ replace counts as 
  difﬁ cult ground. Any creature actually stepping into the 
  ﬂ ames takes 2d6 damage and has a chance of catching 
  ﬁ re. Several pokers protrude from the glowing coals. 
  Grabbing one is an action. These inﬂ ict Str+d6 dam-
  age and count as a heat attack for the purposes of any 
  special immunity or resistance. Targets struck have a 
  1-in-6 chance of catching ﬁ re, only if they are extremely 
  ﬂ ammable or are wearing something like a cloak, which 
  might wrap around the molten tip.
  Moving over the low table is difﬁ cult ground. Unless a 
  character crawls, he is forced to clamber over the surface.
  Monsters: The shaman has a total of eight loyal guards. 
  Of these, two are constantly at his side, four are off duty, 
  and two are stationed here to guard his private chambers.
   Orc Warrior (1): As page 22.
  Tactics: Unlike the cowardly goblins next door, the orc 
  isn’t afraid to tackle a heavily armed party, singlehanded. 
  He snatches up a hot poker and throws himself into battle 
  with aplomb, screaming out battle chants and vile curses.
  AFTERMATH
  Once the prisoners are freed, the characters can return 
  to the stead and reunite the families. The citizens have 
  nothing of value to offer the characters, but promise to 
  spread the word about their heroic deed. This grants a 
  +1 bonus to the adventurers’ Glory roll (which can be 
  made once they reach Watchgap Fort). With their homes 
  burned and goblins and orcs openly prowling the land, 
  the settlers have decided it is time to head back east to 
  more settled lands. They ask the heroes to provide an 
  escort as far as Watchgap Fort.
  BESTIARY
  ULFWALD DEEP-POCKETS
  Ulfwald has been a trader all his life, taking over the 
  family business when his father retired due to ill health. 
  Honest, friendly, and loyal to his friends, Ulfwald’s cara-
  van travels the trade road from Nordmark to Heligioland 
  each year in spring and summer, and operates in the 
  Hearthlands in autumn and winter.
  Ulfwald may be a Wild Card, but he is not a warrior. 
  He avoids combat except when his wagons are under 
  direct attack.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d4, Guts d6, Knowledge (Heligioland) 
  d8, Notice d6, Persuasion d10, Riding d6, Streetwise d8
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Code of Honor (honest merchant), Loyal
  Edges: Charismatic, Connections (Merchants)
  Languages: Anari, Dwarven, Saxa, Trader
  Gear: Dagger (Str+d4), short spear (Str+d6, +1 Parry, 
  2-hands)
  WAGGONER
  The waggoners are all Saxa from Nordmark. Though 
  competent with the spear, they are not trained ﬁ ghters. 
  Whenever the caravan comes under attack, their orders 
  are to stick close to the mules and wagons and defend 
  them.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Guts d4, Notice d6, Repair d6, Riding 
  d6, Throwing d4
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 6 (1)
  Hindrances: Loyal
  Edges: —
  Languages: Saxa, Trader
  Gear: Leather suit (+1), dagger (Str+d4), short spear 
  (Str+d6, +1 Parry, 2-hands)
  FROST DWARF
       HAULD AUSTRI GIANTBANE
  Hauld Austri’s kin are nobles of Karad Marn. For 
  the last sixty years, they have dedicated their lives to 
  recapturing their city from the orcs. Austri has, much 
  to his disgust, been sent south with a small detachment 
  of bodyguards to enlist aid in their crusade. So far he 
  has met with little interest. He is currently heading back 
  north, along the trade road that runs alongside Frostwa-
  ter and White Lake, in a ﬁ nal bid to drum up support.
  Dour and taciturn, he has little love for humans and 
  their greedy ways. As with all dwarven nobles, he is a 
  man of action who leads from the front.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, 
  Vigor d10
  Skills: Climbing d6, Fighting d10, Guts d10, Knowledge 
  (Battle) d8, Intimidation d10, Notice d8, Stealth d6, 
  Throwing d8
  Charisma: +0; Pace: 5; Parry: 8; Toughness: 10 (3)
  Hindrances: Arrogant, Insular, Loyal, Slow, Stubborn
  Edges: Berserk, Combat Reﬂ exes, Command, Connec-
  tions (Dwarf nobles), Favored Foe (giants), Improved 
  Frenzy, Improved Sweep, Noble, Tough, Snow Walker
  Languages: Dwarven, Giant, Orcish, Trader
  Gear: Plate corselet (+3), chain limbs (+2), open helm 
  (+3), battle axe (Str+d8), medium shield (+1 Parry), 
  two throwing axes (Range: 3/6/12, Damage: Str+d6), 
  one Norn charm.
  Special Abilities:
  
  SHADOW OF DARKNESS
  21
  * Mountain Born: Dwarves suffer no penalties for dif-
  ﬁ cult ground in mountains or hills.
  * Heat Lethargy: Frost dwarves have –1 to all trait rolls 
  in temperatures over 70 degrees.
  * Low Light Vision: Dwarves ignore penalties for Dim 
  and Dark lighting.
  * Winter Soul: Frost dwarves have +2 to Vigor saves to 
  resist the effects of cold and +2 Armor to resist ice or 
  cold attacks.
  WARRIOR
  The warriors are Austri’s huscarls, his personal body-
  guards. Any hero attempting to approach their lord with-
  out permission, quickly ﬁ nds himself facing a snarling 
  dwarf who cares little about social etiquette or human 
  social ranks. The warriors understand Finnar and Saxa, 
  but speak only Dwarven to the characters until they 
  prove themselves as fellow warriors.
  The warriors are named Andvari, Dori, Ginnar, Lit, 
  Nothri, Onar, and Vestri (the eldest).
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Climbing d6, Fighting d8, Guts d8, Knowledge 
  (Battle) d6, Intimidation d6, Notice d6, Stealth d6, 
  Throwing d8
  Charisma: –2; Pace: 5; Parry: 7; Toughness: 8 (2)
  Hindrances: Insular, Loyal, Slow
  Edges: Combat Reﬂ exes, Frenzy, Sweep, Tough, Snow Walker
  Gear: Chain mail (+2), open helm (+3), battle axe 
  (Str+d8), medium shield (+1 Parry), two throwing axes 
  (Range: 3/6/12, Damage: Str+d6).
  Special Abilities:
  * Mountain Born: Dwarves suffer no penalties for dif-
  ﬁ cult ground in mountains or hills.
  * Heat Lethargy: Frost dwarves have –1 to all trait rolls 
  in temperatures over 70 degrees.
  * Low Light Vision: Dwarves ignore penalties for Dim 
  and Dark lighting.
  * Winter Soul: Frost dwarves have +2 to Vigor saves to 
  resist the effects of cold and +2 Armor to resist ice or 
  cold attacks.
  GOBLIN, ICE
  Ice goblins have blue skin and hair. Unlike orcs, gob-
  lins are well-adapted for living underground. They are 
  not as well organized as orcs and rarely produce leaders 
  of their own species. Tribes are usually ruled by a frost 
  giant or a powerful orc chieftain.
       SHAMAN
  Goblin shamans serve as advisors to their chieftain. 
  Their arcane talents give them a position of respect 
  within the tribe. It is a rare shaman who does not honor 
  Thrym, god of winter.
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Climbing d6, Faith d8, Fighting d6, Guts d4, Notice 
  d6, Shooting d8, Stealth d10, Taunt d8, Throwing d6
  Pace: 5; Parry: 5; Toughness: 4
  Gear: Short spear (Str+d4).
  Special Abilities:
  * Improved Snow Walker: Treat ice and snow as nor-
  mal terrain.
  * Infravision: Goblins halve penalties for bad lighting 
  when attacking living targets (round down).
  * Powers: Shamans typically know bolt (icicles), fear 
  (howl), obscure (snow cloud), and smite (icicles form 
  on weapon).
  * Size –1: Goblins stand 3–4’ tall.
  * Warm Blooded: +2 to Vigor rolls to resist the effect 
  of cold.
  WARRIOR
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, Guts d4, No-
  tice d6, Shooting d8, Stealth d10, Taunt d6, Throwing d6
  Pace: 5; Parry: 5; Toughness: 4
  Gear: Short spear (Str+d6, Reach 1).
  Special Abilities:
  * Improved Snow Walker: Treat ice and snow as nor-
  mal terrain.
  * Infravision: Goblins halve penalties for dark lighting 
  against living targets (round down).
  * Size –1: Goblins stand 3–4’ tall.
  * Warm Blooded: +2 to Vigor rolls to resist the effect 
  of cold.
  WOLF RIDER
  Goblins ride standard wolves rather than dire wolves, 
  the latter seeing most goblins as little more than a snack.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d4, Notice d6, Rid-
  ing d6, Shooting d8, Stealth d10, Taunt d6, Throwing d6
  Pace: 5; Parry: 5; Toughness: 4
  Gear: Short spear (Str+d6, Reach 1), bow (Range: 
  12/24/48, Damage 2d6)
  Special Abilities:
  * Improved Snow Walker: Treat ice and snow as nor-
  mal terrain.
  * Infravision: Goblins halve penalties for dark lighting 
  against living targets (round down).
  * Size –1: Goblins stand 3–4’ tall.
  * Warm Blooded: +2 to Vigor rolls to resist the effect 
  of cold.
  MULE
  Mules are a cross between a donkey and a horse, and 
  are usually used to haul heavy goods or pull wagons. 
  Although not as fast as horses, they are ideal for carrying 
  loads through hilly terrain.
  SHADOW OF DARKNESS
  21
  * Mountain Born: Dwarves suffer no penalties for dif-
  ﬁ cult ground in mountains or hills.
  * Heat Lethargy: Frost dwarves have –1 to all trait rolls 
  in temperatures over 70 degrees.
  * Low Light Vision: Dwarves ignore penalties for Dim 
  and Dark lighting.
  * Winter Soul: Frost dwarves have +2 to Vigor saves to 
  resist the effects of cold and +2 Armor to resist ice or 
  cold attacks.
  WARRIOR
  The warriors are Austri’s huscarls, his personal body-
  guards. Any hero attempting to approach their lord with-
  out permission, quickly ﬁ nds himself facing a snarling 
  dwarf who cares little about social etiquette or human 
  social ranks. The warriors understand Finnar and Saxa, 
  but speak only Dwarven to the characters until they 
  prove themselves as fellow warriors.
  The warriors are named Andvari, Dori, Ginnar, Lit, 
  Nothri, Onar, and Vestri (the eldest).
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Climbing d6, Fighting d8, Guts d8, Knowledge 
  (Battle) d6, Intimidation d6, Notice d6, Stealth d6, 
  Throwing d8
  Charisma: –2; Pace: 5; Parry: 7; Toughness: 8 (2)
  Hindrances: Insular, Loyal, Slow
  Edges: Combat Reﬂ exes, Frenzy, Sweep, Tough, Snow Walker
  Gear: Chain mail (+2), open helm (+3), battle axe 
  (Str+d8), medium shield (+1 Parry), two throwing axes 
  (Range: 3/6/12, Damage: Str+d6).
  Special Abilities:
  * Mountain Born: Dwarves suffer no penalties for dif-
  ﬁ cult ground in mountains or hills.
  * Heat Lethargy: Frost dwarves have –1 to all trait rolls 
  in temperatures over 70 degrees.
  * Low Light Vision: Dwarves ignore penalties for Dim 
  and Dark lighting.
  * Winter Soul: Frost dwarves have +2 to Vigor saves to 
  resist the effects of cold and +2 Armor to resist ice or 
  cold attacks.
  GOBLIN, ICE
  Ice goblins have blue skin and hair. Unlike orcs, gob-
  lins are well-adapted for living underground. They are 
  not as well organized as orcs and rarely produce leaders 
  of their own species. Tribes are usually ruled by a frost 
  giant or a powerful orc chieftain.
       SHAMAN
  Goblin shamans serve as advisors to their chieftain. 
  Their arcane talents give them a position of respect 
  within the tribe. It is a rare shaman who does not honor 
  Thrym, god of winter.
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Climbing d6, Faith d8, Fighting d6, Guts d4, Notice 
  d6, Shooting d8, Stealth d10, Taunt d8, Throwing d6
  Pace: 5; Parry: 5; Toughness: 4
  Gear: Short spear (Str+d4).
  Special Abilities:
  * Improved Snow Walker: Treat ice and snow as nor-
  mal terrain.
  * Infravision: Goblins halve penalties for bad lighting 
  when attacking living targets (round down).
  * Powers: Shamans typically know bolt (icicles), fear 
  (howl), obscure (snow cloud), and smite (icicles form 
  on weapon).
  * Size –1: Goblins stand 3–4’ tall.
  * Warm Blooded: +2 to Vigor rolls to resist the effect 
  of cold.
  WARRIOR
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Boating d6, Climbing d6, Fighting d6, Guts d4, No-
  tice d6, Shooting d8, Stealth d10, Taunt d6, Throwing d6
  Pace: 5; Parry: 5; Toughness: 4
  Gear: Short spear (Str+d6, Reach 1).
  Special Abilities:
  * Improved Snow Walker: Treat ice and snow as nor-
  mal terrain.
  * Infravision: Goblins halve penalties for dark lighting 
  against living targets (round down).
  * Size –1: Goblins stand 3–4’ tall.
  * Warm Blooded: +2 to Vigor rolls to resist the effect 
  of cold.
  WOLF RIDER
  Goblins ride standard wolves rather than dire wolves, 
  the latter seeing most goblins as little more than a snack.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d4, Notice d6, Rid-
  ing d6, Shooting d8, Stealth d10, Taunt d6, Throwing d6
  Pace: 5; Parry: 5; Toughness: 4
  Gear: Short spear (Str+d6, Reach 1), bow (Range: 
  12/24/48, Damage 2d6)
  Special Abilities:
  * Improved Snow Walker: Treat ice and snow as nor-
  mal terrain.
  * Infravision: Goblins halve penalties for dark lighting 
  against living targets (round down).
  * Size –1: Goblins stand 3–4’ tall.
  * Warm Blooded: +2 to Vigor rolls to resist the effect 
  of cold.
  MULE
  Mules are a cross between a donkey and a horse, and 
  are usually used to haul heavy goods or pull wagons. 
  Although not as fast as horses, they are ideal for carrying 
  loads through hilly terrain.
  
  HELLFROST ADVENTURE: #03
  22
  Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength 
  d8, Vigor d8
  Skills: Guts d6, Notice d4
  Pace: 6; Parry: 2; Toughness: 8
  Special Abilities:
  * Fleet-Footed: When a mule can be convinced to run, 
  it rolls a d8 instead of a d6.
  * Kick: Str.
  * Ornery: Mules are contrary creatures. Characters must 
  subtract 1 from their Riding rolls when riding them.
  * Size +2: Mules are stocky creatures weighing up to 
  1000 pounds.
  OGRE
  Ogres are some kin to orcs and lesser giants. They are 
  often taken in by orc clans as champions.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  d12+3, Vigor d12
  Skills: Guts d8, Fighting d8, Intimidation d8, Notice d4, 
  Throwing d6
  Pace: 7; Parry: 6; Toughness: 12 (1)
  Gear: Thick hides (+1), massive club (Str+d8).
  Special Abilities
  * Infravision: Ogres halve penalties for bad lighting 
  when attacking living targets.
  * Improved Sweep: May attack all adjacent foes.
  * Size +3: Most ogres are over 8’ tall with potbellies 
  and massive arms and legs.
  OGRE, YOUNG
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, 
  Vigor d8
  Skills: Guts d8, Fighting d8, Intimidation d8, Notice d4, 
  Throwing d6
  Pace: 7; Parry: 6; Toughness: 8 (1)
  Gear: Thick hides (+1), club (Str+d6).
  Special Abilities
  * Infravision: Ogres halve penalties for bad lighting 
  when attacking living targets.
  * Improved Sweep: May attack all adjacent foes.
  * Size +1: These ogres stand 6’ tall with potbellies and 
  massive arms and legs.
  ORCS
  The orcs are all members of the Sons of Thrym tribe, 
  a tribe normally found further north.
       ORC SUB-CHIEFTAIN
  The orc sub-chieftain is overlord of a small, goblin 
  tribe. A cruel and sadistic master, he rules through fear 
  and violence. He dislikes having to watch over the lowly 
  goblins, but at least he gets to reap the beneﬁ ts of their 
  efforts, without lifting a ﬁ nger.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d8
  Skills: Fighting d10, Guts d8, Intimidation d10, Notice 
  d6, Shooting d8, Stealth d6, Throwing d8
  Pace: 6; Parry: 7; Toughness: 9 (2)
  Edges: Combat Reﬂ exes, Command, Snow Walker, Sweep
  Gear: Chain hauberk (+2), open helmet (+3), battle axe 
  (Str+d8), furs.
  Special Abilities
  * Size +1: Orcs are slightly larger than humans.
  ORC WARRIOR
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation d8, Notice d6, 
  Shooting d6, Stealth d6, Throwing d6
  Pace: 6; Parry: 6; Toughness: 8 (1)
  Hindrances: —
  Edges: Snow Walker
  Gear: Leather armor (+1), medium shield (+1 Par-
  ry), short sword, axe, or mace (Str+d6), bow (Range: 
  12/24/48, Damage: 2d6), 12 arrows, furs.
  Treasure: Meager, per 3 warriors.
  Special Abilities:
  * Size +1: Orcs are slightly larger than humans.
  WAR DOG
  Despite their name, the Saxa also use these large, vi-
  cious dogs to track and kill wild boar.
  Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength 
  d8, Vigor d6
  Skills: Fighting d8, Guts d8, Intimidation d6, Notice 
  d10, Stealth d8, Tracking d8
  Pace: 8; Parry: 6; Toughness: 4
  Special Abilities:
  * Bite: Str+d4.
  * Fleet Footed: War dogs roll a d10 when running in-
  stead of a d6.
  * Go for the Throat: War dogs are trained to go for an 
  opponent’s soft spots. With a raise on its attack roll, it 
  hits the target’s most weakly-armored location.
  * Size –1: War dogs are relatively small.
  WOLF
  Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, Notice 
  d10, Tracking d6
  Pace: 8; Parry: 5; Toughness: 4
  Special Abilities:
  * Bite: Str+d4.
  * Fleet Footed: Wolves roll a d10 when running instead 
  of a d6.
  * Go for the Throat: Wolves instinctively go for an op-
  ponent’s soft spots. With a raise on its attack roll, it 
  hits the target’s most weakly-armored location.
  * Size –1: Wolves are relatively small.
  HELLFROST ADVENTURE: #03
  22
  Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength 
  d8, Vigor d8
  Skills: Guts d6, Notice d4
  Pace: 6; Parry: 2; Toughness: 8
  Special Abilities:
  * Fleet-Footed: When a mule can be convinced to run, 
  it rolls a d8 instead of a d6.
  * Kick: Str.
  * Ornery: Mules are contrary creatures. Characters must 
  subtract 1 from their Riding rolls when riding them.
  * Size +2: Mules are stocky creatures weighing up to 
  1000 pounds.
  OGRE
  Ogres are some kin to orcs and lesser giants. They are 
  often taken in by orc clans as champions.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  d12+3, Vigor d12
  Skills: Guts d8, Fighting d8, Intimidation d8, Notice d4, 
  Throwing d6
  Pace: 7; Parry: 6; Toughness: 12 (1)
  Gear: Thick hides (+1), massive club (Str+d8).
  Special Abilities
  * Infravision: Ogres halve penalties for bad lighting 
  when attacking living targets.
  * Improved Sweep: May attack all adjacent foes.
  * Size +3: Most ogres are over 8’ tall with potbellies 
  and massive arms and legs.
  OGRE, YOUNG
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d12, 
  Vigor d8
  Skills: Guts d8, Fighting d8, Intimidation d8, Notice d4, 
  Throwing d6
  Pace: 7; Parry: 6; Toughness: 8 (1)
  Gear: Thick hides (+1), club (Str+d6).
  Special Abilities
  * Infravision: Ogres halve penalties for bad lighting 
  when attacking living targets.
  * Improved Sweep: May attack all adjacent foes.
  * Size +1: These ogres stand 6’ tall with potbellies and 
  massive arms and legs.
  ORCS
  The orcs are all members of the Sons of Thrym tribe, 
  a tribe normally found further north.
       ORC SUB-CHIEFTAIN
  The orc sub-chieftain is overlord of a small, goblin 
  tribe. A cruel and sadistic master, he rules through fear 
  and violence. He dislikes having to watch over the lowly 
  goblins, but at least he gets to reap the beneﬁ ts of their 
  efforts, without lifting a ﬁ nger.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d8
  Skills: Fighting d10, Guts d8, Intimidation d10, Notice 
  d6, Shooting d8, Stealth d6, Throwing d8
  Pace: 6; Parry: 7; Toughness: 9 (2)
  Edges: Combat Reﬂ exes, Command, Snow Walker, Sweep
  Gear: Chain hauberk (+2), open helmet (+3), battle axe 
  (Str+d8), furs.
  Special Abilities
  * Size +1: Orcs are slightly larger than humans.
  ORC WARRIOR
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Guts d8, Intimidation d8, Notice d6, 
  Shooting d6, Stealth d6, Throwing d6
  Pace: 6; Parry: 6; Toughness: 8 (1)
  Hindrances: —
  Edges: Snow Walker
  Gear: Leather armor (+1), medium shield (+1 Par-
  ry), short sword, axe, or mace (Str+d6), bow (Range: 
  12/24/48, Damage: 2d6), 12 arrows, furs.
  Treasure: Meager, per 3 warriors.
  Special Abilities:
  * Size +1: Orcs are slightly larger than humans.
  WAR DOG
  Despite their name, the Saxa also use these large, vi-
  cious dogs to track and kill wild boar.
  Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength 
  d8, Vigor d6
  Skills: Fighting d8, Guts d8, Intimidation d6, Notice 
  d10, Stealth d8, Tracking d8
  Pace: 8; Parry: 6; Toughness: 4
  Special Abilities:
  * Bite: Str+d4.
  * Fleet Footed: War dogs roll a d10 when running in-
  stead of a d6.
  * Go for the Throat: War dogs are trained to go for an 
  opponent’s soft spots. With a raise on its attack roll, it 
  hits the target’s most weakly-armored location.
  * Size –1: War dogs are relatively small.
  WOLF
  Attributes: Agility d8, Smarts d6(A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Guts d6, Intimidation d6, Notice 
  d10, Tracking d6
  Pace: 8; Parry: 5; Toughness: 4
  Special Abilities:
  * Bite: Str+d4.
  * Fleet Footed: Wolves roll a d10 when running instead 
  of a d6.
  * Go for the Throat: Wolves instinctively go for an op-
  ponent’s soft spots. With a raise on its attack roll, it 
  hits the target’s most weakly-armored location.
  * Size –1: Wolves are relatively small.
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2009 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  hfn03-beast-dog-war-01
  hfn03-goblin-wolfrider-foot-04-bow
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  hfn03-beast-dog-war-01b
  hfn03-goblin-warrior-04-spear
  hfn03-human-merchant-ulfwalddeeppockets
  hfn03-beast-wolf-goblin-01
  hfn03-goblin-wolfrider-foot-03-bow
  hfn03-goblin-warrior-03-spear
  hfn03-beast-wolf-riding-01
  hfn03-orc-archer-01
  hfn03-human-waggoner-01
  hfn03-goblin-wolfrider-foot-01-spear
  hfn03-goblin-wolfrider-mounted-01-spear
  hfn03-goblin-wolfrider-mounted-03-bow
  hfn03-goblin-warrior-elite-01-spear
  hfn03-goblin-warrior-elite-02-spear
  hfn03-orc-subchieftain-01
  
  © 2009 Triple Ace Games. Hellfrost, Hellfrost Player’s Guide, Hellfrost Bestiary & Hellfrost Gazetteer and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
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  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
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  Joining a caravan as guards is a way to earn good money 
  Joining a caravan as guards is a way to earn good money 
  and see the world, though it is not without its risks. Having 
  and see the world, though it is not without its risks. Having 
  signed up as guards, the heroes are about to take part 
  signed up as guards, the heroes are about to take part 
  in a journey from the relative safety of the lands around 
  in a journey from the relative safety of the lands around 
  Hellfrost Keep, home of the Hearth Knights, to the distant 
  Hellfrost Keep, home of the Hearth Knights, to the distant 
  Saxa steads nestled in the forlorn Icebarrier Mountains.
  Saxa steads nestled in the forlorn Icebarrier Mountains.
  Together the characters and the small band of heavily-armed 
  Together the characters and the small band of heavily-armed 
  frost dwarves travelling with the caravan must weather 
  frost dwarves travelling with the caravan must weather 
  goblin attacks, for the fell creatures have stirred early this 
  goblin attacks, for the fell creatures have stirred early this 
  year and seem keen to make their presence felt.
  year and seem keen to make their presence felt.
  It becomes clear the goblins are not acting alone. 
  It becomes clear the goblins are not acting alone. 
  Something more powerful is behind their attacks, 
  Something more powerful is behind their attacks, 
  something with grander plans than a few raids.
  something with grander plans than a few raids.
  Shadow of Darkness
  Shadow of Darkness can be played as a standalone 
   can be played as a standalone 
  adventure or as part one of a four-part mini-campaign arc.
  adventure or as part one of a four-part mini-campaign arc.
  Something Stirs In The 
  Something Stirs In The 
  Icebarrier Mountains
  Icebarrier Mountains
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - (N3) Saga of the Frost Giants 1 - Shadow of Darkness.pdf