TEXT: SINS OF THE 
  SINS OF THE 
  FATHER
  FATHER
  31053
  31053
  Paul ‘Wiggy’ Wade-Williams
  Paul ‘Wiggy’ Wade-Williams
  H1
  H1
  
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  FIGURE FLATS: JORDAN PEACOCK
  COVER & INTERIOR ART: EMPTY ROOM STUDIOS
  WWW.TRIPLEACEGAMES.COM
  ©2010 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.
  SINS OF THE FATHER
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING & PROOFREADING: SCOTT ALAN WOODARD
  COVER, GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  FIGURE FLATS: JORDAN PEACOCK
  COVER & INTERIOR ART: EMPTY ROOM STUDIOS
  WWW.TRIPLEACEGAMES.COM
  ©2010 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.
  SINS OF THE FATHER
  
  INTRODUCTION
  This adventure is designed for a group of four char-
  acters with between 60 and 75 XPs, but can be run with 
  more advanced parties. Most encounters are based on a 
  number of antagonists per hero, and thus automatically 
  allow for increased party size.
  As written, the main antagonists are spectral warriors. 
  For Legendary parties and above, add one additional Ex-
  tra to a detailed encounter for each whole 20 XPs above 
  60. For instance, if a party of four characters averaging 
  100 XPs faces one spectral warrior per hero, the heroes 
  encounter a total of six spirits (four because of the party 
  strength and another two because the party is 40 XPs 
  higher than the scenario minimum).
  This adventure takes place in the Hearthlands in mid-
  winter. The temperature averages 15º F during the day 
  and a bitter –5º F at night. The GM should keep an eye on 
  the characters’ winter protection. See the Savage Worlds 
  rulebook for the effects of cold weather and the Hellfrost 
  Players’ Guide for how the rules work in this setting.
  A selection of pre-generated Novice characters can be 
  found at our website, www.tripleacegames.com.
  Important: One of the player handouts is a sheet of 
  squares containing letters. Cut the squares out in ad-
  vance of play and shufﬂ e them around. Hand them out 
  to the players only when instructed to do so in the text.
  GM’S BACKGROUND
  By –222 IR the Anari dominated the core Hearth-
  lands from Alantaris Isle in the west to the borders of 
  the Thunor Range in the east, and from the Icebarrier 
  Mountains as far south as the edge of the Great Swamp. 
  Everything within these borders was subject to the rule 
  of the Emperor. Saxa culture, viewed as barbaric at best, 
  was ruthlessly suppressed, though not even the might of 
  the Anari army could completely extinguish it.
  The imperial family was slain in the Blizzard War and 
  much of the Hearthlands ravaged. With no central au-
  thority, many regional governors and military command-
  ers declared themselves potentates of their territories. 
  The once great Anari Empire fragmented, and the Saxa 
  seized their chance to throw off the yoke of tyranny.
  Minor rebellions had troubled the Empire since its 
  founding, but this time the Saxa were coordinated and 
  determined. Reinforced by the surviving Saxa cultures 
  beyond the Thunor Range and Sigel Peaks, the Saxa 
  unleashed bloody vengeance on their masters. Isolated 
  by paranoia and refusal to aid their kinsfolk for fear of 
  weakening their own lands, the Anari rulers could do 
  nothing to stem the barbarian tide sweeping across the 
  Hearthlands. Village by village, town by town, the Saxa 
  reclaimed their lands.
  By 150 IR the situation was nearing critical for the An-
  ari who staunchly refused to acknowledge Saxa equality. 
  Their armies had been repeatedly smashed and routed, 
  and much of their territory was now in Saxa hands. Un-
  like the Anari, the Saxa did not seek to suppress the Anari. 
  Those who agreed to live by Saxa rule were welcomed, 
  though it would be generations before they would be 
  trusted. Pressed on all sides, the Anari who would not 
  bow retreated to what is now the southern Freelands to 
  regroup.
  In a ﬁ nal bid to bring the rebels to heel, the remain-
  ing Anari overlords ﬁ nally pooled their resources. A great 
  army, led by the Storm Dragon Company (a well-trained, 
  hardened unit of fanatical soldiers), prepared to retake 
  what had been lost.
  Under the banner of the arrogant commander of the 
  Storm Dragons, Count Cadmar ap-Valeray, the Anari 
  marched to battle, driving east and south into the lands 
  now called Royalmark. Time after time they encountered 
  and drove back Saxa warbands with little loss. With each 
  victory the Anari grew in conﬁ dence. With each step, 
  they extended their supply lines and walked further into 
  the Saxa’s trap.
  On the northern edge of what is now the Mounds of 
  SINS OF THE FATHER
  2
  INTRODUCTION
  This adventure is designed for a group of four char-
  acters with between 60 and 75 XPs, but can be run with 
  more advanced parties. Most encounters are based on a 
  number of antagonists per hero, and thus automatically 
  allow for increased party size.
  As written, the main antagonists are spectral warriors. 
  For Legendary parties and above, add one additional Ex-
  tra to a detailed encounter for each whole 20 XPs above 
  60. For instance, if a party of four characters averaging 
  100 XPs faces one spectral warrior per hero, the heroes 
  encounter a total of six spirits (four because of the party 
  strength and another two because the party is 40 XPs 
  higher than the scenario minimum).
  This adventure takes place in the Hearthlands in mid-
  winter. The temperature averages 15º F during the day 
  and a bitter –5º F at night. The GM should keep an eye on 
  the characters’ winter protection. See the Savage Worlds 
  rulebook for the effects of cold weather and the Hellfrost 
  Players’ Guide for how the rules work in this setting.
  A selection of pre-generated Novice characters can be 
  found at our website, www.tripleacegames.com.
  Important: One of the player handouts is a sheet of 
  squares containing letters. Cut the squares out in ad-
  vance of play and shufﬂ e them around. Hand them out 
  to the players only when instructed to do so in the text.
  GM’S BACKGROUND
  By –222 IR the Anari dominated the core Hearth-
  lands from Alantaris Isle in the west to the borders of 
  the Thunor Range in the east, and from the Icebarrier 
  Mountains as far south as the edge of the Great Swamp. 
  Everything within these borders was subject to the rule 
  of the Emperor. Saxa culture, viewed as barbaric at best, 
  was ruthlessly suppressed, though not even the might of 
  the Anari army could completely extinguish it.
  The imperial family was slain in the Blizzard War and 
  much of the Hearthlands ravaged. With no central au-
  thority, many regional governors and military command-
  ers declared themselves potentates of their territories. 
  The once great Anari Empire fragmented, and the Saxa 
  seized their chance to throw off the yoke of tyranny.
  Minor rebellions had troubled the Empire since its 
  founding, but this time the Saxa were coordinated and 
  determined. Reinforced by the surviving Saxa cultures 
  beyond the Thunor Range and Sigel Peaks, the Saxa 
  unleashed bloody vengeance on their masters. Isolated 
  by paranoia and refusal to aid their kinsfolk for fear of 
  weakening their own lands, the Anari rulers could do 
  nothing to stem the barbarian tide sweeping across the 
  Hearthlands. Village by village, town by town, the Saxa 
  reclaimed their lands.
  By 150 IR the situation was nearing critical for the An-
  ari who staunchly refused to acknowledge Saxa equality. 
  Their armies had been repeatedly smashed and routed, 
  and much of their territory was now in Saxa hands. Un-
  like the Anari, the Saxa did not seek to suppress the Anari. 
  Those who agreed to live by Saxa rule were welcomed, 
  though it would be generations before they would be 
  trusted. Pressed on all sides, the Anari who would not 
  bow retreated to what is now the southern Freelands to 
  regroup.
  In a ﬁ nal bid to bring the rebels to heel, the remain-
  ing Anari overlords ﬁ nally pooled their resources. A great 
  army, led by the Storm Dragon Company (a well-trained, 
  hardened unit of fanatical soldiers), prepared to retake 
  what had been lost.
  Under the banner of the arrogant commander of the 
  Storm Dragons, Count Cadmar ap-Valeray, the Anari 
  marched to battle, driving east and south into the lands 
  now called Royalmark. Time after time they encountered 
  and drove back Saxa warbands with little loss. With each 
  victory the Anari grew in conﬁ dence. With each step, 
  they extended their supply lines and walked further into 
  the Saxa’s trap.
  On the northern edge of what is now the Mounds of 
  SINS OF THE FATHER
  2
  
  Heroes Gone, the Saxa sprang their trap. Seemingly cor-
  nered in a narrow gorge, the Saxa drew up their lines. As 
  anticipated, the Anari made straight for them, their cavalry 
  charging ahead of the infantry to shatter the Saxa shield-
  wall. Knowing the Anari tactics, the Saxa had protected 
  their front by digging small pits in the soil and covering 
  them with a thin layer of grass. Right on cue, the charge 
  was halted as horses collapsed, their legs snapping and 
  their riders thrown or crushed. The Saxa charged before 
  the dismounted horsemen could recover.
  Finding their way blocked by a mass of dead and dy-
  ing cavalry, the Anari infantry paused—a fatal mistake! 
  Fierce Saxa warriors poured into the gorge behind the 
  Anari and fell on them like rabid wolves. Of the 10,000 
  Anari who began the battle, a hundred lived to see the 
  night fall, and all were members of the Storm Dragon 
  Company. None surrendered, for exhaustion brought 
  them to their knees, not Saxa blades. One hundred men 
  survived, yet those who died on the red ﬁ eld that day 
  were the fortunate ones.
  The survivors, among them Count Cadmar, were 
  shown little mercy. The Saxa commanders knew a single, 
  decisive act now would crush the Anari resolve to con-
  tinue the war. So it was that the Storm Dragons were tor-
  tured with hot irons and stones pressed into their ﬂ esh. 
  Many cried for mercy, but their pleas fell on deaf ears. 
  The Saxa commander, Cenwalch Cerdicsunu, whom 
  history remembers as Cenwalch White-Cloak, sent word 
  to the Anari rulers in the west, promising them that no 
  more Anari blood would be shed if they gave up their 
  dreams of oppression and accepted the Saxa as equals. 
  In the depths of winter in 160 IR, three months after the 
  defeat of the last Anari army, the Anari governors sent 
  their reply: The war was over.
  The Storm Dragons were offered their freedom in 
  return for swearing an oath to accept the cessation of 
  hostilities. Despite having endured months of physical 
  abuse, all refused. Knowing the prisoners would foment 
  armed rebellion if released, Cenwalch had them all exe-
  cuted. True to his word, no Anari blood was spilled—the 
  50 men who survived the torture, including Count Cad-
  mar, were decapitated with heated blades.
  As the prisoners died, a comet surrounded by a dark, 
  red halo blazed through the clear night sky. Some Saxa 
  looked upon it as a good omen, marking the start of a 
  new age. Others shuddered as the ﬁ ery, blood red orb 
  blazed a silent trail through the heavens, for such celes-
  tial signs were rarely fortuitous.
  Centuries later, the comet has returned to the skies 
  of Rassilon and so have the tortured souls of the Storm 
  Dragons.
  THE VILLAGE OF REEDFOLDA
  The inhabitants of Reedfolda believe the name comes 
  from “reed ﬁ eld,” a clear reference to the nearby swathes 
  of tall reeds which line the banks of several slow-ﬂ owing, 
  shallow rivers. The network of rivers ﬂ ows lazily across 
  Royalmark, following the line of the road to Moot Hill 
  before they join with the turbulent waters of the upper 
  Crystalﬂ ow.
  In truth, the name has nothing to do with reeds. It 
  is a corruption of “read,” which means red in the Saxa 
  language. Reedfolda sits on the edge of the Mounds of 
  Heroes Gone, barely a mile from the site where the Anari 
  army was massacred. Originally constructed as a fort, the 
  village’s purpose has altered over the centuries. Now it is 
  a farming village, albeit a heavily defended one.
  Reedfolda is surrounded by a circular wall measur-
  ing eight yards thick. The front is covered in four-yard 
  high oak timbers, sharpened to a point at the top. The 
  topmost yard forms a palisade, from behind which de-
  fenders can snipe at attackers. Behind the palisade is the 
  wide ﬁ ghting platform. Logs cover the ﬂ at surface, pre-
  venting the rains from turning the area into a quagmire. 
  The interior facing of the rampart is covered in wooden 
  planks to prevent the compacted earth from slipping. 
  Whereas the exterior facing rises vertically, the interior 
  slopes at just over 60 degrees. Numerous sets of wooden 
  steps cut into the ramp provide access onto the ﬁ ghting 
  platform.
  Built into the rampart are a number of stone-lined 
  chambers. The width varies, but none are deeper than 
  ﬁ ve yards. For the most part these are cattle sheds, 
  though some serve as storerooms and as quarters for 
  the thralls. Entrance to each chamber is through a heavy 
  wooden door, each sturdy enough to keep cattle from 
  escaping.
  Although raiders are rare (the nearby mountains con-
  taining only a handful of small goblin tribes of cowardly 
  nature), the village has never expanded beyond its im-
  pressive ramparts. To the south are the Mounds, to the 
  west the foothills of the Hearth Range, and to the north 
  and east are open ﬁ elds and pastures.
  Reedfolda’s houses are typically Saxa. Constructed 
  with two timber walls packed with earth for insulation, 
  the houses are roofed with thatch from the nearby reed 
  beds, rather than turf as is common elsewhere. Only the 
  hall of the local noble, Thegn Egfrid Bercthunsunu, has 
  shingle rooﬁ ng.
  Reedfolda boasts 30 houses in addition to workshops, 
  temples, and the ale hall. An ale hall isn’t quite the same 
  as an inn. Although sleeping space is available for a 
  nominal fee (typically 1 or 2 silver scields), an ale hall 
  has no landlord. Rather, it is the communal hall, the hub 
  of village life, where strangers who honor the laws of 
  hospitality may rest for the night. While alcoholic drinks 
  are commonly available free of charge (most communi-
  ties at least brew their own beers and wines for personal 
  consumption and to welcome guests), food is available 
  only at the community’s generosity. A central hearth is 
  kept lit, and visitors are free to cook and consume provi-
  sions they have brought with them.
  The village boasts two temples. The largest is dedi-
  cated to Eostre in both her aspects. The second honors 
  Hothar. While Eostre’s temple is the larger, it is the newer 
  of the two. Hothar’s temple was erected during the days 
  when the village was a military camp as a symbol to mark 
  SINS OF THE FATHER
  3
  Heroes Gone, the Saxa sprang their trap. Seemingly cor-
  nered in a narrow gorge, the Saxa drew up their lines. As 
  anticipated, the Anari made straight for them, their cavalry 
  charging ahead of the infantry to shatter the Saxa shield-
  wall. Knowing the Anari tactics, the Saxa had protected 
  their front by digging small pits in the soil and covering 
  them with a thin layer of grass. Right on cue, the charge 
  was halted as horses collapsed, their legs snapping and 
  their riders thrown or crushed. The Saxa charged before 
  the dismounted horsemen could recover.
  Finding their way blocked by a mass of dead and dy-
  ing cavalry, the Anari infantry paused—a fatal mistake! 
  Fierce Saxa warriors poured into the gorge behind the 
  Anari and fell on them like rabid wolves. Of the 10,000 
  Anari who began the battle, a hundred lived to see the 
  night fall, and all were members of the Storm Dragon 
  Company. None surrendered, for exhaustion brought 
  them to their knees, not Saxa blades. One hundred men 
  survived, yet those who died on the red ﬁ eld that day 
  were the fortunate ones.
  The survivors, among them Count Cadmar, were 
  shown little mercy. The Saxa commanders knew a single, 
  decisive act now would crush the Anari resolve to con-
  tinue the war. So it was that the Storm Dragons were tor-
  tured with hot irons and stones pressed into their ﬂ esh. 
  Many cried for mercy, but their pleas fell on deaf ears. 
  The Saxa commander, Cenwalch Cerdicsunu, whom 
  history remembers as Cenwalch White-Cloak, sent word 
  to the Anari rulers in the west, promising them that no 
  more Anari blood would be shed if they gave up their 
  dreams of oppression and accepted the Saxa as equals. 
  In the depths of winter in 160 IR, three months after the 
  defeat of the last Anari army, the Anari governors sent 
  their reply: The war was over.
  The Storm Dragons were offered their freedom in 
  return for swearing an oath to accept the cessation of 
  hostilities. Despite having endured months of physical 
  abuse, all refused. Knowing the prisoners would foment 
  armed rebellion if released, Cenwalch had them all exe-
  cuted. True to his word, no Anari blood was spilled—the 
  50 men who survived the torture, including Count Cad-
  mar, were decapitated with heated blades.
  As the prisoners died, a comet surrounded by a dark, 
  red halo blazed through the clear night sky. Some Saxa 
  looked upon it as a good omen, marking the start of a 
  new age. Others shuddered as the ﬁ ery, blood red orb 
  blazed a silent trail through the heavens, for such celes-
  tial signs were rarely fortuitous.
  Centuries later, the comet has returned to the skies 
  of Rassilon and so have the tortured souls of the Storm 
  Dragons.
  THE VILLAGE OF REEDFOLDA
  The inhabitants of Reedfolda believe the name comes 
  from “reed ﬁ eld,” a clear reference to the nearby swathes 
  of tall reeds which line the banks of several slow-ﬂ owing, 
  shallow rivers. The network of rivers ﬂ ows lazily across 
  Royalmark, following the line of the road to Moot Hill 
  before they join with the turbulent waters of the upper 
  Crystalﬂ ow.
  In truth, the name has nothing to do with reeds. It 
  is a corruption of “read,” which means red in the Saxa 
  language. Reedfolda sits on the edge of the Mounds of 
  Heroes Gone, barely a mile from the site where the Anari 
  army was massacred. Originally constructed as a fort, the 
  village’s purpose has altered over the centuries. Now it is 
  a farming village, albeit a heavily defended one.
  Reedfolda is surrounded by a circular wall measur-
  ing eight yards thick. The front is covered in four-yard 
  high oak timbers, sharpened to a point at the top. The 
  topmost yard forms a palisade, from behind which de-
  fenders can snipe at attackers. Behind the palisade is the 
  wide ﬁ ghting platform. Logs cover the ﬂ at surface, pre-
  venting the rains from turning the area into a quagmire. 
  The interior facing of the rampart is covered in wooden 
  planks to prevent the compacted earth from slipping. 
  Whereas the exterior facing rises vertically, the interior 
  slopes at just over 60 degrees. Numerous sets of wooden 
  steps cut into the ramp provide access onto the ﬁ ghting 
  platform.
  Built into the rampart are a number of stone-lined 
  chambers. The width varies, but none are deeper than 
  ﬁ ve yards. For the most part these are cattle sheds, 
  though some serve as storerooms and as quarters for 
  the thralls. Entrance to each chamber is through a heavy 
  wooden door, each sturdy enough to keep cattle from 
  escaping.
  Although raiders are rare (the nearby mountains con-
  taining only a handful of small goblin tribes of cowardly 
  nature), the village has never expanded beyond its im-
  pressive ramparts. To the south are the Mounds, to the 
  west the foothills of the Hearth Range, and to the north 
  and east are open ﬁ elds and pastures.
  Reedfolda’s houses are typically Saxa. Constructed 
  with two timber walls packed with earth for insulation, 
  the houses are roofed with thatch from the nearby reed 
  beds, rather than turf as is common elsewhere. Only the 
  hall of the local noble, Thegn Egfrid Bercthunsunu, has 
  shingle rooﬁ ng.
  Reedfolda boasts 30 houses in addition to workshops, 
  temples, and the ale hall. An ale hall isn’t quite the same 
  as an inn. Although sleeping space is available for a 
  nominal fee (typically 1 or 2 silver scields), an ale hall 
  has no landlord. Rather, it is the communal hall, the hub 
  of village life, where strangers who honor the laws of 
  hospitality may rest for the night. While alcoholic drinks 
  are commonly available free of charge (most communi-
  ties at least brew their own beers and wines for personal 
  consumption and to welcome guests), food is available 
  only at the community’s generosity. A central hearth is 
  kept lit, and visitors are free to cook and consume provi-
  sions they have brought with them.
  The village boasts two temples. The largest is dedi-
  cated to Eostre in both her aspects. The second honors 
  Hothar. While Eostre’s temple is the larger, it is the newer 
  of the two. Hothar’s temple was erected during the days 
  when the village was a military camp as a symbol to mark 
  SINS OF THE FATHER
  3
  
  the end of hostilities against the Anari. It is still in use 
  today—the thegn holds his court here. Shrines to Eira, 
  Rigr, Tiw, and Thunor stand in the village square. All take 
  the form of standing stones.
  The current permanent population is 206. Of these, 
  ten are the thegn’s huscarls and 39 are thralls (21 male 
  and 18 female). The general populace comprises 46 
  adult men, 43 adult women, and 68 children. Any citizen 
  over the age of 14 is considered an adult in Saxa society.
  THRALLS
  The citizens of Reedfolda maintain the ancient prac-
  tice of keeping thralls (slaves), though they no longer 
  raid to acquire them. Rather, most of the thralls are 
  volunteers, displaced or destitute citizens who agree to 
  servitude in return for a roof over their heads and hot 
  meals. Although the slave trade is still active, the citizens 
  of Reedfolda rarely acquire thralls in this manner—pur-
  chasing a slave only encourages the slavers to seek more 
  captives.
  In ancient days, thralls were treated little better than 
  livestock, but in modern Reedfolda they have some 
  basic rights. Thralls, although the lowest social caste, 
  are treated as members of the community and are free 
  to marry other thralls or free men and women. In the 
  latter case, they are not automatically released from 
  thralldom—the thegn must ofﬁ cially release them from 
  service. This harbors back to olden times, but the tradi-
  tion remains. Since most thralls freed in this manner are 
  female, the process is akin to the custom of the father of 
  the bride giving away his daughter. Thralls never come 
  with dowries, though.
  Similarly, a thrall may request permission to leave 
  the village. This is normally granted without hesitation, 
  though the thrall is forbidden from moving back to Reed-
  folda within three years unless they do so as someone 
  who can provide for their own basic needs. That is, a 
  thrall can’t leave in the hope of ﬁ nding a better life and 
  then come back into thralldom because it didn’t work 
  out.
  Only the thegn may free a thrall from service. Tra-
  ditionally, a thrall is freed on a special day, such as the 
  birth of a child in the thegn’s family, on the ascension 
  of a new thegn, to mark a truly auspicious event, and 
  so on. Thralls in Reedfolda are never killed and buried 
  HELLFROST ADVENTURE #11
  4
  the end of hostilities against the Anari. It is still in use 
  today—the thegn holds his court here. Shrines to Eira, 
  Rigr, Tiw, and Thunor stand in the village square. All take 
  the form of standing stones.
  The current permanent population is 206. Of these, 
  ten are the thegn’s huscarls and 39 are thralls (21 male 
  and 18 female). The general populace comprises 46 
  adult men, 43 adult women, and 68 children. Any citizen 
  over the age of 14 is considered an adult in Saxa society.
  THRALLS
  The citizens of Reedfolda maintain the ancient prac-
  tice of keeping thralls (slaves), though they no longer 
  raid to acquire them. Rather, most of the thralls are 
  volunteers, displaced or destitute citizens who agree to 
  servitude in return for a roof over their heads and hot 
  meals. Although the slave trade is still active, the citizens 
  of Reedfolda rarely acquire thralls in this manner—pur-
  chasing a slave only encourages the slavers to seek more 
  captives.
  In ancient days, thralls were treated little better than 
  livestock, but in modern Reedfolda they have some 
  basic rights. Thralls, although the lowest social caste, 
  are treated as members of the community and are free 
  to marry other thralls or free men and women. In the 
  latter case, they are not automatically released from 
  thralldom—the thegn must ofﬁ cially release them from 
  service. This harbors back to olden times, but the tradi-
  tion remains. Since most thralls freed in this manner are 
  female, the process is akin to the custom of the father of 
  the bride giving away his daughter. Thralls never come 
  with dowries, though.
  Similarly, a thrall may request permission to leave 
  the village. This is normally granted without hesitation, 
  though the thrall is forbidden from moving back to Reed-
  folda within three years unless they do so as someone 
  who can provide for their own basic needs. That is, a 
  thrall can’t leave in the hope of ﬁ nding a better life and 
  then come back into thralldom because it didn’t work 
  out.
  Only the thegn may free a thrall from service. Tra-
  ditionally, a thrall is freed on a special day, such as the 
  birth of a child in the thegn’s family, on the ascension 
  of a new thegn, to mark a truly auspicious event, and 
  so on. Thralls in Reedfolda are never killed and buried 
  HELLFROST ADVENTURE #11
  4
  
  with their master on his death, though the custom is not 
  unknown elsewhere.
  PLAYERS’ INTRODUCTION
  The adventure begins with the characters walking 
  toward Ravensburg, the capital of Royalmark and home 
  to the High Cyning, from the south. They may simply be 
  heading in that general direction seeking employment, 
  or perhaps they are visiting kinfolk or carrying a mes-
  sage to a member of the court. Whatever the reason, they 
  have travelled around the eastern border of the Mounds 
  of Heroes Gone, being too wise to risk offending the 
  spirits of the dead Saxa.
  The snow-capped hills of the Mounds of Heroes 
  Gone, the Saxa’s ancestral burial site, are a con-
  stant presence on the western horizon. All of you 
  have heard of the spirits that still walk the peaks 
  by night, and discretion has caused you to take 
  a lengthy detour. Behind you, the peaks of the 
  Hearth Range are just visible through the falling 
  snow.
  As you trudge through the endless snow, you spy 
  small, dark shapes wheeling in the sky—ravens, 
  corpse scavengers.
  Cresting a small hillock, you spy the reason for 
  the ravens’ presence. Four covered wagons stand 
  axle deep in the snow. An additional two lie 
  further away, tipped on their sides. Surrounding 
  them are corpses, perhaps two dozen in number. 
  They have been here at least a day, for snow lies 
  heavily upon them. A dozen horses lie dead, still 
  hitched to the wagons.
  The corpses belong to villagers from an outlying set-
  tlement. With the ﬁ elds frozen solid, they were headed 
  to Ravensburg is search of work during the harsh winter. 
  They had planned to spend the night at the nearest vil-
  lage—Reedfolda—but were ambushed by the ghosts of 
  the Anari army. Although the comet is not yet fully vis-
  ible in the night sky, it is close enough that a few spirits 
  were awakened from their vengeful dreaming. Sensing 
  the Saxa blood in the citizens, the ghosts fell on them, 
  slaying almost the entire caravan.
  After a few minutes inspecting the scene, the charac-
  ters deduce several important facts:
  * The corpses are frozen stiff, a clear indication they 
  died many hours ago.
  * The men were not only armed (nothing special there), 
  but all had their weapons drawn when they died.
  * The women and children are huddled together, as if 
  sheltering from something.
  * Not one corpse shows any sign of physical injury, 
  though it is readily apparent to the seasoned adven-
  turers that at least some died of fright.
  * All the horses died of fright. (The horses pulling two 
  overturned wagons bolted before collapsing, while 
  the others died instantly).
  A successful Tracking roll made at +1 (there has been 
  recent snowfall obscuring the scene) reveals plenty of 
  activity in and around the caravan, yet not a single track 
  leading to or from the site of the massacre. Likewise, 
  there are no arrows, broken shields, blood spatters, or 
  other indications a ﬁ ght took place.
  The ﬁ rst wagon the characters inspect contains the 
  sole survivor of the massacre—an Anari child. She is in 
  shock, having witnessed the ferocious attack. She was 
  spared not by an act of mercy, but because her Saxa 
  blood is very weak (her great-great-grandparents had 
  Saxa blood, but her more recent relatives were Anari 
  stock) and she did not take up arms against the spectral 
  warriors.
  Coaxing her into saying anything requires a Persua-
  sion roll at –2 or an Intimidation roll at –4. With success, 
  the girl reveals her name is Becca ap-Madog. On a raise, 
  she screams, “The white men came with the dying sun!”, 
  and faints. No further information can be gained from 
  her—recalling the memory of what she witnessed causes 
  her to whimper and withdraw deeper into herself.
  The girl wears a silver locket (10 gs) around her neck. 
  Inside is a miniature portrait of a woman (her mother). 
  Her frozen corpse lies outside the wagon. Clenched in 
  her hand is a similar locket, containing an image of the 
  frightened girl.
  Treasure: Looters can acquire a dozen long spears, 
  two dozen short spears, ten medium shields, three long 
  swords, two battles axes, a dozen suits of leather armor, 
  and 26 sets of furs. There is a total of 1,420 gold scields 
  in coin and small pieces of jewelry. The contents of the 
  wagons are typical wares a family on the move might 
  carry, such as provisions, blankets, and so on. Assign a 
  value of 2,000 gold scields. Assume characters who need 
  to replace common gear with a value of less then 50 gold 
  scields can ﬁ nd it in one of the wagons.
  Aside from the mundane treasures there are several 
  more useful items. Spread among the corpses are three 
  Norn charms (unused), two potions of healing (each 
  cures one wound), an arrow blessed with aim (the spell 
  activates with a raise when the arrow is ﬁ red), a pouch of 
  gray powder imbued with gravespeak, and a silver birch 
  staff containing sentry (cast with a raise).
  ONWARD
  Continuing their journey north, Becca (assuming the 
  characters haven’t left the poor girl to freeze to death) 
  begins whimpering loudly as the sun starts to set. She 
  cannot be calmed so long as the party is in the wilder-
  ness. As night begins to fall over Rassilon, the heroes 
  come across the village of Reedfolda. The many torches 
  placed along the palisade and gatehouse are a welcome 
  sight in the wintry wilderness.
  The main gate is closed. Four huscarls man the gate-
  SINS OF THE FATHER
  5
  with their master on his death, though the custom is not 
  unknown elsewhere.
  PLAYERS’ INTRODUCTION
  The adventure begins with the characters walking 
  toward Ravensburg, the capital of Royalmark and home 
  to the High Cyning, from the south. They may simply be 
  heading in that general direction seeking employment, 
  or perhaps they are visiting kinfolk or carrying a mes-
  sage to a member of the court. Whatever the reason, they 
  have travelled around the eastern border of the Mounds 
  of Heroes Gone, being too wise to risk offending the 
  spirits of the dead Saxa.
  The snow-capped hills of the Mounds of Heroes 
  Gone, the Saxa’s ancestral burial site, are a con-
  stant presence on the western horizon. All of you 
  have heard of the spirits that still walk the peaks 
  by night, and discretion has caused you to take 
  a lengthy detour. Behind you, the peaks of the 
  Hearth Range are just visible through the falling 
  snow.
  As you trudge through the endless snow, you spy 
  small, dark shapes wheeling in the sky—ravens, 
  corpse scavengers.
  Cresting a small hillock, you spy the reason for 
  the ravens’ presence. Four covered wagons stand 
  axle deep in the snow. An additional two lie 
  further away, tipped on their sides. Surrounding 
  them are corpses, perhaps two dozen in number. 
  They have been here at least a day, for snow lies 
  heavily upon them. A dozen horses lie dead, still 
  hitched to the wagons.
  The corpses belong to villagers from an outlying set-
  tlement. With the ﬁ elds frozen solid, they were headed 
  to Ravensburg is search of work during the harsh winter. 
  They had planned to spend the night at the nearest vil-
  lage—Reedfolda—but were ambushed by the ghosts of 
  the Anari army. Although the comet is not yet fully vis-
  ible in the night sky, it is close enough that a few spirits 
  were awakened from their vengeful dreaming. Sensing 
  the Saxa blood in the citizens, the ghosts fell on them, 
  slaying almost the entire caravan.
  After a few minutes inspecting the scene, the charac-
  ters deduce several important facts:
  * The corpses are frozen stiff, a clear indication they 
  died many hours ago.
  * The men were not only armed (nothing special there), 
  but all had their weapons drawn when they died.
  * The women and children are huddled together, as if 
  sheltering from something.
  * Not one corpse shows any sign of physical injury, 
  though it is readily apparent to the seasoned adven-
  turers that at least some died of fright.
  * All the horses died of fright. (The horses pulling two 
  overturned wagons bolted before collapsing, while 
  the others died instantly).
  A successful Tracking roll made at +1 (there has been 
  recent snowfall obscuring the scene) reveals plenty of 
  activity in and around the caravan, yet not a single track 
  leading to or from the site of the massacre. Likewise, 
  there are no arrows, broken shields, blood spatters, or 
  other indications a ﬁ ght took place.
  The ﬁ rst wagon the characters inspect contains the 
  sole survivor of the massacre—an Anari child. She is in 
  shock, having witnessed the ferocious attack. She was 
  spared not by an act of mercy, but because her Saxa 
  blood is very weak (her great-great-grandparents had 
  Saxa blood, but her more recent relatives were Anari 
  stock) and she did not take up arms against the spectral 
  warriors.
  Coaxing her into saying anything requires a Persua-
  sion roll at –2 or an Intimidation roll at –4. With success, 
  the girl reveals her name is Becca ap-Madog. On a raise, 
  she screams, “The white men came with the dying sun!”, 
  and faints. No further information can be gained from 
  her—recalling the memory of what she witnessed causes 
  her to whimper and withdraw deeper into herself.
  The girl wears a silver locket (10 gs) around her neck. 
  Inside is a miniature portrait of a woman (her mother). 
  Her frozen corpse lies outside the wagon. Clenched in 
  her hand is a similar locket, containing an image of the 
  frightened girl.
  Treasure: Looters can acquire a dozen long spears, 
  two dozen short spears, ten medium shields, three long 
  swords, two battles axes, a dozen suits of leather armor, 
  and 26 sets of furs. There is a total of 1,420 gold scields 
  in coin and small pieces of jewelry. The contents of the 
  wagons are typical wares a family on the move might 
  carry, such as provisions, blankets, and so on. Assign a 
  value of 2,000 gold scields. Assume characters who need 
  to replace common gear with a value of less then 50 gold 
  scields can ﬁ nd it in one of the wagons.
  Aside from the mundane treasures there are several 
  more useful items. Spread among the corpses are three 
  Norn charms (unused), two potions of healing (each 
  cures one wound), an arrow blessed with aim (the spell 
  activates with a raise when the arrow is ﬁ red), a pouch of 
  gray powder imbued with gravespeak, and a silver birch 
  staff containing sentry (cast with a raise).
  ONWARD
  Continuing their journey north, Becca (assuming the 
  characters haven’t left the poor girl to freeze to death) 
  begins whimpering loudly as the sun starts to set. She 
  cannot be calmed so long as the party is in the wilder-
  ness. As night begins to fall over Rassilon, the heroes 
  come across the village of Reedfolda. The many torches 
  placed along the palisade and gatehouse are a welcome 
  sight in the wintry wilderness.
  The main gate is closed. Four huscarls man the gate-
  SINS OF THE FATHER
  5
  
  house. As the heroes near, they are asked to identify 
  themselves and their reasons for being on the road. Any 
  reasonable answer warrants the gates being opened and 
  the party welcomed inside. Passing through the fortiﬁ ed 
  entrance, the party cannot but notice large letters carved 
  into the gates. They read: “R-E-E-D-F-O-L-D-A.” Make 
  sure you spell the name for the players—this becomes 
  important later.
  A stable boy takes their horses and leads them to 
  shelter within the rampart. If the party has mentioned 
  the caravan, they are directed to the hall of Thegn Eg-
  frid. Otherwise, the huscarls point them toward the ale 
  house. Hopefully the party has the sense to mention the 
  massacre.
  EGFRID’S WELCOME
  Thegn Egfrid listens to the party’s story without dis-
  playing any emotion. These are hard times, and such 
  tales are all too common. When the party ﬁ nishes, Egfrid 
  makes a proclamation.
  “What fate befell the caravan I cannot say, though 
  we lament the needless loss of any life. Until the 
  snows clear, this child shall be taken into our 
  homes and cared for. Then we will try to track her 
  family. If we cannot, then the laws of our land 
  require she be adopted and accepted as one of our 
  own. I shall hear petitions only after the search 
  has ended. In the morning, when the snows have 
  lessened, we shall bury the dead with full rites.”
  “But now we must look to the present. We have 
  among us honored heroes, whose names are 
  known even in these parts. I welcome each of you 
  to Reedfolda as friends, not guests. A grand feast 
  shall be held in the ale hall to mark the occasion.”
  It isn’t every day the village is graced by renowned 
  heroes, and Egfrid intends to show his largesse to his 
  people. Preparations will take several hours, during 
  which time the party is free to explore the village. Aelfric, 
  an elderly thrall in the service of the thegn, accompanies 
  the heroes, answering any questions they may have.
  Remember, no one knows the true origins of the 
  village, and the story of the great battle was never fully 
  recorded on Cenwalch’s orders (“We shall live in new 
  times and ﬁ ght new battles,” he said. “This bloodshed 
  was necessary, but we shall not retell its tale for the ears 
  of those yet to come, nor revel in our victory.”)
  Give the heroes the unlabelled map of the village and 
  let them wander as they choose. Locales of interest are 
  detailed below. The numbers match the key on the GM 
  map of Reedfolda. Note that some information is only 
  revealed once the ghostly Anari have made their ﬁ rst ap-
  pearance. This is handled in the Investigations section. 
  The GM should make up descriptions for other places 
  the party might visit.
   Aelfric: Treat as a Villager (see page 24).
  1A–D) FOUR SHRINES
  As well as temples to Eostre and Hothar, Reedfolda 
  boasts four shrines. Each is dedicated to one of the more 
  important Saxa gods, those being Eira, Rigr, Tiw, and 
  Thunor. All four are standing stones, carved into long 
  rectangles. Despite centuries of weathering, the master-
  ful workmanship which carved the faces into towering 
  representations of the gods is still visible. All four shrines 
  stand 20 feet high.
  Eira: Eira’s shrine depicts four of her aspects. On 
  the northern facing she holds an unraveled bandage 
  (healer). To the east, a batch of herbs (herbalist). In the 
  south, her hands clutch a barber’s knife (medicine). And 
  in the west, she cradles a dove (peacemaker). All sides 
  show a young, comely maiden.
  Rigr: The Watchman is depicted as a Saxa warrior on 
  all four facings. His northern image has just the left eye 
  open. To the east, he has both eyes shut tight (so as not 
  to be blinded by Sigel each morning). To the south, his 
  right eye is open. And both are closed on the western 
  facing (so he can watch over Sigel during his nocturnal 
  journey).
  Thunor: Unlike the others, the northern face of Thu-
  nor’s shrine is unworked stone. The other facings depict 
  a Saxa male. His east facing image clutches a single light-
  ning bolt, as does the one to the west. On the southern 
  face he clutches two lightning bolts. In summer, warm 
  winds blowing from the south clash with colder north 
  winds, resulting in powerful thunderstorms.
  Tiw: Like Rigr, Tiw is shown as a warrior. In his left 
  hand he holds a round shield, whereas his right hand 
  clutches a weapon. Each facing has a different weapon—
  long sword (north), battle axe (east), short spear (west), 
  and mace (south). All represent typical Saxa weapons.
  Any hero who worships the appropriate faith under-
  stands the symbolism behind the imagery automatically. 
  Other heroes must make a single Knowledge (Religion) 
  roll to deduce the meanings.
  2) TEMPLE TO HOTHAR
  The smaller temple is dedicated to Hothar, god of jus-
  tice and truth. Cenwalch ordered its erection to symbol-
  ize not victory over the Anari, but the end of hostilities 
  and a new beginning for his people. For the ﬁ rst time 
  in many centuries, the Saxa would be governed by Saxa 
  laws and a new system of order. Thegn Egfrid holds court 
  here, rather than in his own hall. 
  Within the wooden walls are the main temple-cum-
  law court, a library housing a collection of law books 
  and books of judgments passed by earlier thegns, a small 
  scriptorium, and the living quarters of the lone Sword of 
  Truth, Teobald ap-Angrot.
   Teobald ap-Angrot: See page 24.
  3) TEMPLE TO EOSTRE
  The temple is divided internally into two distinct ar-
  HELLFROST ADVENTURE #11
  6
  house. As the heroes near, they are asked to identify 
  themselves and their reasons for being on the road. Any 
  reasonable answer warrants the gates being opened and 
  the party welcomed inside. Passing through the fortiﬁ ed 
  entrance, the party cannot but notice large letters carved 
  into the gates. They read: “R-E-E-D-F-O-L-D-A.” Make 
  sure you spell the name for the players—this becomes 
  important later.
  A stable boy takes their horses and leads them to 
  shelter within the rampart. If the party has mentioned 
  the caravan, they are directed to the hall of Thegn Eg-
  frid. Otherwise, the huscarls point them toward the ale 
  house. Hopefully the party has the sense to mention the 
  massacre.
  EGFRID’S WELCOME
  Thegn Egfrid listens to the party’s story without dis-
  playing any emotion. These are hard times, and such 
  tales are all too common. When the party ﬁ nishes, Egfrid 
  makes a proclamation.
  “What fate befell the caravan I cannot say, though 
  we lament the needless loss of any life. Until the 
  snows clear, this child shall be taken into our 
  homes and cared for. Then we will try to track her 
  family. If we cannot, then the laws of our land 
  require she be adopted and accepted as one of our 
  own. I shall hear petitions only after the search 
  has ended. In the morning, when the snows have 
  lessened, we shall bury the dead with full rites.”
  “But now we must look to the present. We have 
  among us honored heroes, whose names are 
  known even in these parts. I welcome each of you 
  to Reedfolda as friends, not guests. A grand feast 
  shall be held in the ale hall to mark the occasion.”
  It isn’t every day the village is graced by renowned 
  heroes, and Egfrid intends to show his largesse to his 
  people. Preparations will take several hours, during 
  which time the party is free to explore the village. Aelfric, 
  an elderly thrall in the service of the thegn, accompanies 
  the heroes, answering any questions they may have.
  Remember, no one knows the true origins of the 
  village, and the story of the great battle was never fully 
  recorded on Cenwalch’s orders (“We shall live in new 
  times and ﬁ ght new battles,” he said. “This bloodshed 
  was necessary, but we shall not retell its tale for the ears 
  of those yet to come, nor revel in our victory.”)
  Give the heroes the unlabelled map of the village and 
  let them wander as they choose. Locales of interest are 
  detailed below. The numbers match the key on the GM 
  map of Reedfolda. Note that some information is only 
  revealed once the ghostly Anari have made their ﬁ rst ap-
  pearance. This is handled in the Investigations section. 
  The GM should make up descriptions for other places 
  the party might visit.
   Aelfric: Treat as a Villager (see page 24).
  1A–D) FOUR SHRINES
  As well as temples to Eostre and Hothar, Reedfolda 
  boasts four shrines. Each is dedicated to one of the more 
  important Saxa gods, those being Eira, Rigr, Tiw, and 
  Thunor. All four are standing stones, carved into long 
  rectangles. Despite centuries of weathering, the master-
  ful workmanship which carved the faces into towering 
  representations of the gods is still visible. All four shrines 
  stand 20 feet high.
  Eira: Eira’s shrine depicts four of her aspects. On 
  the northern facing she holds an unraveled bandage 
  (healer). To the east, a batch of herbs (herbalist). In the 
  south, her hands clutch a barber’s knife (medicine). And 
  in the west, she cradles a dove (peacemaker). All sides 
  show a young, comely maiden.
  Rigr: The Watchman is depicted as a Saxa warrior on 
  all four facings. His northern image has just the left eye 
  open. To the east, he has both eyes shut tight (so as not 
  to be blinded by Sigel each morning). To the south, his 
  right eye is open. And both are closed on the western 
  facing (so he can watch over Sigel during his nocturnal 
  journey).
  Thunor: Unlike the others, the northern face of Thu-
  nor’s shrine is unworked stone. The other facings depict 
  a Saxa male. His east facing image clutches a single light-
  ning bolt, as does the one to the west. On the southern 
  face he clutches two lightning bolts. In summer, warm 
  winds blowing from the south clash with colder north 
  winds, resulting in powerful thunderstorms.
  Tiw: Like Rigr, Tiw is shown as a warrior. In his left 
  hand he holds a round shield, whereas his right hand 
  clutches a weapon. Each facing has a different weapon—
  long sword (north), battle axe (east), short spear (west), 
  and mace (south). All represent typical Saxa weapons.
  Any hero who worships the appropriate faith under-
  stands the symbolism behind the imagery automatically. 
  Other heroes must make a single Knowledge (Religion) 
  roll to deduce the meanings.
  2) TEMPLE TO HOTHAR
  The smaller temple is dedicated to Hothar, god of jus-
  tice and truth. Cenwalch ordered its erection to symbol-
  ize not victory over the Anari, but the end of hostilities 
  and a new beginning for his people. For the ﬁ rst time 
  in many centuries, the Saxa would be governed by Saxa 
  laws and a new system of order. Thegn Egfrid holds court 
  here, rather than in his own hall. 
  Within the wooden walls are the main temple-cum-
  law court, a library housing a collection of law books 
  and books of judgments passed by earlier thegns, a small 
  scriptorium, and the living quarters of the lone Sword of 
  Truth, Teobald ap-Angrot.
   Teobald ap-Angrot: See page 24.
  3) TEMPLE TO EOSTRE
  The temple is divided internally into two distinct ar-
  HELLFROST ADVENTURE #11
  6
  
  eas. The largest part, equating to roughly two-thirds the 
  structure, is devoted to Eostre Plantmother. Here can be 
  found the worship hall, a small library with books on 
  agriculture and herbs, an herbalist laboratory, chambers 
  and living areas for the priestess and her helpers, a basic 
  inﬁ rmary, and such like. Carvings of ﬂ owers and agricul-
  tural plants adorn the door jambs and lintels; bunches of 
  spring ﬂ owers waft their fragrant scent through the halls 
  and chambers.
  By comparison, the smaller section smells like an 
  animal pen. Perhaps this is not surprising, for it serves 
  as the village’s veterinary practice. The interior is divided 
  into stalls for animals, with a small herbalist laboratory 
  stocking medicinal plants suitable only for animals, a 
  storeroom, and a single wooden cot for the resident 
  veterinarian.
  There are enough dried herbs to make up four doses 
  of any herbal remedy with a difﬁ cult modiﬁ er of +0 or 
  higher. For other remedies, the priestess must harvest 
  fresh plants. The temple also stocks six healing potions 
  (cures one wound), two healing potions cast with a 
  raise, and one balm of greater healing (cast with a suc-
  cess). The temple is loathe to sell these, but the priestess 
  will use them freely to treat the heroes once they take on 
  the quest of saving the village.
  The only permanent cleric is Hlif Kolsdohtor, a Sower 
  of Eostre. She is assisted by four young novitiates study-
  ing to become full clerics. None has taken their full holy 
  vows, and thus they possess no arcane powers.
   Hlif Kolsdohtor: See page 23.
   Novitiates (4): Treat as Villager (see page 24). The 
  novitiates are Aki Ormsunu, Vigdis Samsdohtor, Ragna 
  Thordsdohtor, and Glum Four-Legs (he’s older than the 
  others and is training to be a Reaper. He also serves the 
  community as the local veterinarian).
  5) GENERAL STORE
  The village store keeps only items with a V availability 
  rating in stock. A limited number of alchemical devices 
  are available. For ease, the GM should assume he stocks a 
  total of ten spell levels of devices (Novice equals 1 level, 
  Seasoned 2 levels, and so on). However, no spell above 
  Veteran and no more than ﬁ ve of any one spell is avail-
  able. Thus, if the party wants ﬁ ve healing potions, then 
  there are ﬁ ve in stock, leaving ﬁ ve Ranks of other spells.
  The owner, Canute Hareksunu, is a fair man and 
  charges standard prices. Through his contacts in Ravens-
  burg he can acquire T and C availability items in 2d6+2 
  days (normally it takes 1d4+2 days, but the winter 
  weather hampers trade).
   Canute Hareksunu: Treat as a Villager (see page 
  24) but with Persuasion and Streetwise d8.
  12) RUSTY WEAPONS
  Stacked in a pile against the inner palisade are a large 
  number of rusted swords, axe heads, and maces, as well 
  as fragments of chain and scale armor. Aelfric, or any 
  other villager, can answer questions about the source of 
  the unusual collection. Typical questions the heroes may 
  pose, as well as stock answers, are presented below.
  Q: Where did all this come from?
  A: “Farmers on the top ﬁ elds are always plowing up 
  old weapons and bit of armor. We dump them here be-
  cause we don’t know what else to do with them”.
  Q: Has anything else been discovered?
  A: “Sometimes they dig up a piece of bone or a skull. 
  We bury those up on the Mounds to avoid offending the 
  dead.”
  Q: Where are the top ﬁ elds?
  A: “Before you get to the Mounds proper there’s a wide 
  valley. Rain from the hills trickles down and feeds the 
  soil, so it’s good growing land. Farmers started using 
  the area when I was a boy in the service of the thegn’s 
  grandfather, and that’s when they began uncovering 
  this rubbish.”
  Q: Can you show us the top ﬁ elds?
  A: “Not until morning. It’s not wise to wander close to 
  the Mounds after dark. Restless spirits haunt the hills.”
  Q: Why are the weapons stored here?
  A: “This rubbish is no use to anyone. It’s too rusted, 
  you see. I suppose a priest of Ertha might accept it as an 
  offering, but I don’t know much about such things. Any-
  way, at ﬁ rst, farmers brought bits back out of curiosity. 
  They probably ﬁ gured it was valuable. Plus leaving it in 
  the ﬁ eld would just mean you uncovered it again later. 
  So folk began dumping it here, and now its sort of a 
  tradition.”
  Q: Was there a battle near here at some point?
  A: “Not that anyone knows of, no.”
  SIGNS AND PORTENTS
  Aside from a single weapon, it is bad manners to wear 
  armor and carry one’s private arsenal to a feast, especially 
  one held in one’s honor. Ask the heroes how they wish to 
  dress and what they wish to carry. Anyone wearing armor 
  loses 1 Glory per point of protection. Thus, a chain hau-
  berk warrants a two-point penalty. Carrying more than 
  a dagger, which is used to eat with, and a single melee 
  weapon, incurs a loss of 1 Glory per additional weapon.
  As little or as much roleplaying as the GM wishes can 
  occur at the start of this scene. Skalds in the party are 
  invited to tell stories or sing for the amusement of the 
  crowd, while clerics of a respected faith may be called 
  upon to bless the village and its people. Other heroes 
  may simply wish to talk with villagers sitting around 
  them. No speciﬁ c NPCs are sitting close. Instead, the GM 
  should roll on the Allied Personalities table and use the 
  result to create an interesting NPC.
  For instance, a result of “Young” may indicate a youth 
  who wishes to hear the party’s tales of bravery and mon-
  sters, or a boastful young warrior who talks big but has 
  obviously never witnessed the slaughter of a mass battle. 
  An “Artistic” NPC may be a skald who wishes to honor a 
  SINS OF THE FATHER
  7
  eas. The largest part, equating to roughly two-thirds the 
  structure, is devoted to Eostre Plantmother. Here can be 
  found the worship hall, a small library with books on 
  agriculture and herbs, an herbalist laboratory, chambers 
  and living areas for the priestess and her helpers, a basic 
  inﬁ rmary, and such like. Carvings of ﬂ owers and agricul-
  tural plants adorn the door jambs and lintels; bunches of 
  spring ﬂ owers waft their fragrant scent through the halls 
  and chambers.
  By comparison, the smaller section smells like an 
  animal pen. Perhaps this is not surprising, for it serves 
  as the village’s veterinary practice. The interior is divided 
  into stalls for animals, with a small herbalist laboratory 
  stocking medicinal plants suitable only for animals, a 
  storeroom, and a single wooden cot for the resident 
  veterinarian.
  There are enough dried herbs to make up four doses 
  of any herbal remedy with a difﬁ cult modiﬁ er of +0 or 
  higher. For other remedies, the priestess must harvest 
  fresh plants. The temple also stocks six healing potions 
  (cures one wound), two healing potions cast with a 
  raise, and one balm of greater healing (cast with a suc-
  cess). The temple is loathe to sell these, but the priestess 
  will use them freely to treat the heroes once they take on 
  the quest of saving the village.
  The only permanent cleric is Hlif Kolsdohtor, a Sower 
  of Eostre. She is assisted by four young novitiates study-
  ing to become full clerics. None has taken their full holy 
  vows, and thus they possess no arcane powers.
   Hlif Kolsdohtor: See page 23.
   Novitiates (4): Treat as Villager (see page 24). The 
  novitiates are Aki Ormsunu, Vigdis Samsdohtor, Ragna 
  Thordsdohtor, and Glum Four-Legs (he’s older than the 
  others and is training to be a Reaper. He also serves the 
  community as the local veterinarian).
  5) GENERAL STORE
  The village store keeps only items with a V availability 
  rating in stock. A limited number of alchemical devices 
  are available. For ease, the GM should assume he stocks a 
  total of ten spell levels of devices (Novice equals 1 level, 
  Seasoned 2 levels, and so on). However, no spell above 
  Veteran and no more than ﬁ ve of any one spell is avail-
  able. Thus, if the party wants ﬁ ve healing potions, then 
  there are ﬁ ve in stock, leaving ﬁ ve Ranks of other spells.
  The owner, Canute Hareksunu, is a fair man and 
  charges standard prices. Through his contacts in Ravens-
  burg he can acquire T and C availability items in 2d6+2 
  days (normally it takes 1d4+2 days, but the winter 
  weather hampers trade).
   Canute Hareksunu: Treat as a Villager (see page 
  24) but with Persuasion and Streetwise d8.
  12) RUSTY WEAPONS
  Stacked in a pile against the inner palisade are a large 
  number of rusted swords, axe heads, and maces, as well 
  as fragments of chain and scale armor. Aelfric, or any 
  other villager, can answer questions about the source of 
  the unusual collection. Typical questions the heroes may 
  pose, as well as stock answers, are presented below.
  Q: Where did all this come from?
  A: “Farmers on the top ﬁ elds are always plowing up 
  old weapons and bit of armor. We dump them here be-
  cause we don’t know what else to do with them”.
  Q: Has anything else been discovered?
  A: “Sometimes they dig up a piece of bone or a skull. 
  We bury those up on the Mounds to avoid offending the 
  dead.”
  Q: Where are the top ﬁ elds?
  A: “Before you get to the Mounds proper there’s a wide 
  valley. Rain from the hills trickles down and feeds the 
  soil, so it’s good growing land. Farmers started using 
  the area when I was a boy in the service of the thegn’s 
  grandfather, and that’s when they began uncovering 
  this rubbish.”
  Q: Can you show us the top ﬁ elds?
  A: “Not until morning. It’s not wise to wander close to 
  the Mounds after dark. Restless spirits haunt the hills.”
  Q: Why are the weapons stored here?
  A: “This rubbish is no use to anyone. It’s too rusted, 
  you see. I suppose a priest of Ertha might accept it as an 
  offering, but I don’t know much about such things. Any-
  way, at ﬁ rst, farmers brought bits back out of curiosity. 
  They probably ﬁ gured it was valuable. Plus leaving it in 
  the ﬁ eld would just mean you uncovered it again later. 
  So folk began dumping it here, and now its sort of a 
  tradition.”
  Q: Was there a battle near here at some point?
  A: “Not that anyone knows of, no.”
  SIGNS AND PORTENTS
  Aside from a single weapon, it is bad manners to wear 
  armor and carry one’s private arsenal to a feast, especially 
  one held in one’s honor. Ask the heroes how they wish to 
  dress and what they wish to carry. Anyone wearing armor 
  loses 1 Glory per point of protection. Thus, a chain hau-
  berk warrants a two-point penalty. Carrying more than 
  a dagger, which is used to eat with, and a single melee 
  weapon, incurs a loss of 1 Glory per additional weapon.
  As little or as much roleplaying as the GM wishes can 
  occur at the start of this scene. Skalds in the party are 
  invited to tell stories or sing for the amusement of the 
  crowd, while clerics of a respected faith may be called 
  upon to bless the village and its people. Other heroes 
  may simply wish to talk with villagers sitting around 
  them. No speciﬁ c NPCs are sitting close. Instead, the GM 
  should roll on the Allied Personalities table and use the 
  result to create an interesting NPC.
  For instance, a result of “Young” may indicate a youth 
  who wishes to hear the party’s tales of bravery and mon-
  sters, or a boastful young warrior who talks big but has 
  obviously never witnessed the slaughter of a mass battle. 
  An “Artistic” NPC may be a skald who wishes to honor a 
  SINS OF THE FATHER
  7
  
  party member with high Glory with a song, or perhaps 
  she is just a crafter looking to sell something. An “Ob-
  servant” character could be a follower of Rigr or just a 
  villager who’s a shrewd judge of character.
  Hanging at the far end of the hall, behind the table 
  reserved for the thegn and other important villagers, is 
  a polar bear skin. It is quite apparent to the heroes that 
  it holds a place of honor. Any villagers can reveal the 
  following information if questioned:
  “That is the very cloak worn by Cenwalch White-
  Cloak. He was the war leader who defeated the 
  Anari and gave us back our ancestral lands. Ac-
  cording to the stories, he stayed here, in this very 
  hall in the days before he died and was buried 
  in the Mounds. As he lay dying, he bequeathed 
  his cloak to the villagers for their kindness and 
  hospitality.”
  Every Saxa hero knows the name of Cenwalch and 
  can make a Common Knowledge roll to recall more 
  facts. Non-Saxa heroes, or Saxa who do not wish to 
  use Common Knowledge for some reason, may make a 
  Knowledge (Folklore or History) roll.
  Critical Failure: Cenwalch was a mythological ﬁ gure, 
  an amalgamation of several real heroes rolled into a sort 
  of super hero ﬁ gure.
  Failure (Saxa only): Cenwalch was a great Saxa hero 
  dating to the time of the rebellion against the Anari, 
  though the character cannot recall any speciﬁ c details 
  (non-Saxa learn nothing on a failure).
  Success: Cenwalch was initially a military leader of 
  little regard, but as his victories mounted, so more and 
  more Saxa ﬂ ocked to his banner. Legend says he com-
  manded the Saxa army in the ﬁ nal victory, though where 
  the battle took place is a mystery. He died some years 
  after the Saxa earned their freedom, and was purport-
  edly buried in the Mounds of Heroes Gone.
  Raise: As above, plus Cenwalch was offered the posi-
  tion of High King after the Saxa was freed, but he turned 
  it down. History recalls only four words of his refusal—“I 
  am not worthy.”
  The cloak is not magical, though it is not without spe-
  cial powers in the right circumstances. It may be of great 
  importance later in the adventure.
  When the players have had enough roleplaying, pro-
  ceed to the next section.
  THE BLOODY BEAR
  The welcome feast has lasted throughout the night 
  and dawn is not many hours away. Skalds have 
  entertained you with songs of valor, mead has 
  ﬂ owed like water, and it seems the forests must 
  have been cleared of boars to provide the copious 
  quantities of meat.
  A pretty serving girl, one of the village thralls, 
  catches your eye and hurries across to reﬁ ll your 
  tankards. As she draws near, someone at the head 
  table calls for her to serve them. The girl turns 
  her head and nods to acknowledge their request. 
  Her eyes suddenly widen. She stumbles and drops 
  the mead jar, the amber contents spilling across 
  the table. The jar shatters the same instant the 
  girl screams. Her hand, shaking uncontrollably, 
  points toward the head table.
  The hall falls silent as everyone stares in the direc-
  tion of her quivering arm. The cause of her fear is 
  readily apparent—the polar bear hanging at the 
  far end of the hall has turned blood red.
  Detect arcana reveals the fur is magical, though the 
  spell used deﬁ es investigation. Anyone who closely in-
  vestigates, discovers the fur hasn’t just changed color—it 
  is sodden with fresh blood! This manifestation marks the 
  full unleashing of the spectral horde. As the sun rises, all 
  traces of the blood vanish (even samples the characters 
  may have collected.) A second sign occurs just moments 
  after the party ﬁ nishes inspecting the fur.
  SHATTERED STONE
  The door to the ale hall crashes open. An icy 
  wind howls across its length, guttering candles 
  and lamps. A villager wrapped in furs stands in 
  the door, his face ashen. “By the gods!” he cries. 
  “Come quickly! There’s something terrible in the 
  sky!” Everyone in the hall grabs for their furs and 
  rushes for the doors.
  The next section of read-aloud text assumes the party 
  is curious enough to follow the crowd.
  The villager leads you across the village to the 
  main square. Four tall stones carved to resemble 
  Eira, Rigr, Thunor, and Tiw stand upright at the 
  corners of the square. The man stands and ges-
  tures frantically into the night sky. “It is an ill 
  portent,” he wails. “Doom is come!”
  Looking up, you see the clouds have ﬁ nally blown 
  over, revealing the twinkling lights of the ﬁ rma-
  ment. Blazing through the sky like an open wound 
  is a ﬁ ery star, a blood red halo surrounding its 
  head. As if on cue, the villagers begin whispering 
  prayers to the gods to protect them
  Comets are not unknown in Rassilon. Both the clergy 
  of Hoenir and the Lorekeepers have records of them in 
  their dusty archives dating back many centuries, and 
  skalds frequently mention them in tales. No one knows 
  their true nature (astronomy is not yet a science in Ras-
  silon). All citizens who honor the benevolent deities con-
  sider witnessing one a sign of ill-omen and impending 
  HELLFROST ADVENTURE #11
  8
  party member with high Glory with a song, or perhaps 
  she is just a crafter looking to sell something. An “Ob-
  servant” character could be a follower of Rigr or just a 
  villager who’s a shrewd judge of character.
  Hanging at the far end of the hall, behind the table 
  reserved for the thegn and other important villagers, is 
  a polar bear skin. It is quite apparent to the heroes that 
  it holds a place of honor. Any villagers can reveal the 
  following information if questioned:
  “That is the very cloak worn by Cenwalch White-
  Cloak. He was the war leader who defeated the 
  Anari and gave us back our ancestral lands. Ac-
  cording to the stories, he stayed here, in this very 
  hall in the days before he died and was buried 
  in the Mounds. As he lay dying, he bequeathed 
  his cloak to the villagers for their kindness and 
  hospitality.”
  Every Saxa hero knows the name of Cenwalch and 
  can make a Common Knowledge roll to recall more 
  facts. Non-Saxa heroes, or Saxa who do not wish to 
  use Common Knowledge for some reason, may make a 
  Knowledge (Folklore or History) roll.
  Critical Failure: Cenwalch was a mythological ﬁ gure, 
  an amalgamation of several real heroes rolled into a sort 
  of super hero ﬁ gure.
  Failure (Saxa only): Cenwalch was a great Saxa hero 
  dating to the time of the rebellion against the Anari, 
  though the character cannot recall any speciﬁ c details 
  (non-Saxa learn nothing on a failure).
  Success: Cenwalch was initially a military leader of 
  little regard, but as his victories mounted, so more and 
  more Saxa ﬂ ocked to his banner. Legend says he com-
  manded the Saxa army in the ﬁ nal victory, though where 
  the battle took place is a mystery. He died some years 
  after the Saxa earned their freedom, and was purport-
  edly buried in the Mounds of Heroes Gone.
  Raise: As above, plus Cenwalch was offered the posi-
  tion of High King after the Saxa was freed, but he turned 
  it down. History recalls only four words of his refusal—“I 
  am not worthy.”
  The cloak is not magical, though it is not without spe-
  cial powers in the right circumstances. It may be of great 
  importance later in the adventure.
  When the players have had enough roleplaying, pro-
  ceed to the next section.
  THE BLOODY BEAR
  The welcome feast has lasted throughout the night 
  and dawn is not many hours away. Skalds have 
  entertained you with songs of valor, mead has 
  ﬂ owed like water, and it seems the forests must 
  have been cleared of boars to provide the copious 
  quantities of meat.
  A pretty serving girl, one of the village thralls, 
  catches your eye and hurries across to reﬁ ll your 
  tankards. As she draws near, someone at the head 
  table calls for her to serve them. The girl turns 
  her head and nods to acknowledge their request. 
  Her eyes suddenly widen. She stumbles and drops 
  the mead jar, the amber contents spilling across 
  the table. The jar shatters the same instant the 
  girl screams. Her hand, shaking uncontrollably, 
  points toward the head table.
  The hall falls silent as everyone stares in the direc-
  tion of her quivering arm. The cause of her fear is 
  readily apparent—the polar bear hanging at the 
  far end of the hall has turned blood red.
  Detect arcana reveals the fur is magical, though the 
  spell used deﬁ es investigation. Anyone who closely in-
  vestigates, discovers the fur hasn’t just changed color—it 
  is sodden with fresh blood! This manifestation marks the 
  full unleashing of the spectral horde. As the sun rises, all 
  traces of the blood vanish (even samples the characters 
  may have collected.) A second sign occurs just moments 
  after the party ﬁ nishes inspecting the fur.
  SHATTERED STONE
  The door to the ale hall crashes open. An icy 
  wind howls across its length, guttering candles 
  and lamps. A villager wrapped in furs stands in 
  the door, his face ashen. “By the gods!” he cries. 
  “Come quickly! There’s something terrible in the 
  sky!” Everyone in the hall grabs for their furs and 
  rushes for the doors.
  The next section of read-aloud text assumes the party 
  is curious enough to follow the crowd.
  The villager leads you across the village to the 
  main square. Four tall stones carved to resemble 
  Eira, Rigr, Thunor, and Tiw stand upright at the 
  corners of the square. The man stands and ges-
  tures frantically into the night sky. “It is an ill 
  portent,” he wails. “Doom is come!”
  Looking up, you see the clouds have ﬁ nally blown 
  over, revealing the twinkling lights of the ﬁ rma-
  ment. Blazing through the sky like an open wound 
  is a ﬁ ery star, a blood red halo surrounding its 
  head. As if on cue, the villagers begin whispering 
  prayers to the gods to protect them
  Comets are not unknown in Rassilon. Both the clergy 
  of Hoenir and the Lorekeepers have records of them in 
  their dusty archives dating back many centuries, and 
  skalds frequently mention them in tales. No one knows 
  their true nature (astronomy is not yet a science in Ras-
  silon). All citizens who honor the benevolent deities con-
  sider witnessing one a sign of ill-omen and impending 
  HELLFROST ADVENTURE #11
  8
  
  disaster. A hero making a Knowledge (Folklore or His-
  tory) roll at –4 recalls hearing or reading of a blood red 
  comet, though he cannot remember any speciﬁ c details.
  After making the roll, continue reading the text to the 
  players.
  The star ﬂ ares brightly for a brief moment, casting 
  a ruddy pall across the village. The crisp, white 
  snow turns the color of old blood. A tremendous 
  crack echoes across the village. Tiw’s standing 
  stone splits down the center, cleaving the image of 
  the god in twain. Both pieces topple silently to the 
  snow-covered ground. Thick blood oozes from the 
  image’s eyes and mouth, staining the snow.
  The villagers are dumbstruck by the chain of events. 
  They are too stunned to scream or panic. Egfrid is quick 
  to take control before his people regain their senses.
  “Fear not!” the thegn calls out. “We have among 
  us heroes and friends!” Egfrid turns to face you. 
  “Such matters are beyond me. What say you, 
  friends? Will you help us?”
  Whether the heroes realize it or not, Egfrid’s request 
  is difﬁ cult to turn down. He welcomed the heroes openly 
  as friends and held a feast in their honor. To refuse has 
  two consequences. First, it means the adventures aren’t 
  truly friends of Reedfolda. Second, it makes their host 
  look a fool for naming them as friends. Allow the heroes 
  a Common Knowledge roll to deduce these facts if the 
  players don’t reach the same conclusion.
  Refusal warrants a 10 point Glory penalty for turning 
  their backs on their friends. Acceptance earns the heroes 
  a 2-point Glory reward—skalds love heroes who accept 
  missions before learning of the true dangers.
  Shortly after the heroes make their decision, a scream 
  is heard from the palisade. Proceed to the next section.
  THE SPECTERS ATTACK
  Streaming through the village are shimmering, 
  translucent blue-white warriors, their weapons 
  aglow with unearthly light, their eyes burning 
  pits of hatred and malice. Without breaking stride 
  they cut down a villager where he stands, mouth 
  agape in awe. Screams begin to emanate from all 
  around as the ghostly horde bears down on you.
  Important: While this scene serves to introduce the 
  heroes to their enemies, it also highlights the ghostly 
  warriors desire to kill Saxa. At some point, a spectral 
  warrior must stare at a villager and then pass them by 
  without harming them in full view of at least one player 
  character.
  Terrain: The buildings and intact shrines are impass-
  able objects to the living and block line of sight. The 
  shattered shrine of Tiw is difﬁ cult ground. The snow is 
  not deep enough to hamper movement. The night sky 
  is illuminated by the pale glow of the red comet and the 
  ﬂ ickering torches of the villagers, making the lighting 
  Dim (–1).
  Monsters: The attackers are spectral warriors, the 
  ghosts of the Storm Dragon Company. Awoken from 
  their unquiet sleep by the appearance of the comet, they 
  are eager for revenge. Spilling out from their graves, they 
  assault the ﬁ rst settlement in their path—Reedfolda.
  The huscarls and villagers are those nearest the heroes 
  when the attack occurs. The spectral warriors indicated 
  below aren’t the only ones storming the village, and 
  ﬁ ghting occurs throughout the settlement—the action 
  focuses on the heroes, who are one small part of the 
  larger melee. Thegn Egfrid takes command of several of 
  his huscarls and leads a charge to help defend a group of 
  helpless women and children, thus removing him from 
  the immediate vicinity of the characters.
  As the ﬁ ght begins, the heroes and their allies should 
  all be within the conﬁ nes marked by the four shrines. 
  Have the players position their characters and allies 
  ﬁ rst—they are already present when the attack begins 
  and do not have advanced warning as to its direction.
  The spectral warriors begin 10” away from the near-
  est hero. Draw a card from the action deck to determine 
  from which direction they attack. Clubs indicates the at-
  tack is from the north, Diamonds from the east, Hearts 
  the south, and Spades the West. On a Joker replace one 
  of the specters with a Wild Card lieutenant, one of Count 
  Cadmar’s ofﬁ cers. Draw a second card to determine 
  where they begin. Repeat this procedure if a second 
  Joker is drawn.
   Spectral Warriors (3 per hero): See page 25.
   Spectral Lieutenant (1): Treat as a spectral war-
  rior (page 25), but he is a Wild Card. Add Knowledge 
  (Battle) d8 and the Command and Tactician Edges.
   Veteran Huscarls (1 per hero): See page 25.
   Villagers (3 per hero): See page 24. Half carrydaggers. 
  The other half are equipped with their militia gear.
  Tactics: The spectral warriors have one aim—to slay 
  mortals with Saxa blood without mercy. As such, the 
  heroes are not treated as special targets unless they 
  begin using heated weapons (see the spectral warriors’ 
  Weakness)—the ghosts attack the nearest Saxa-blooded 
  foes or those who have attacked them (though they favor 
  Saxa-blooded targets ﬁ rst).
  The ghosts save their Death Mark power until threat-
  ened with a heated weapon (such as through smite or a 
  Disciple of Kenaz’s blade) or facing a Saxa player charac-
  ter. The nearest Anari wraith then singles out the target 
  for special attention, while shouting out, “We shall be 
  avenged!”
  The spectral warriors continue their attack for exactly 
  six rounds. At the end of the 6th round, a distant horn 
  sounds, calling the Anari ghosts back to their resting 
  places before the sun breaks the horizon. On their action 
  card for the 7th round, the ghosts fade into nothingness. 
  This does not count as Withdrawing from Combat.
  SINS OF THE FATHER
  9
  disaster. A hero making a Knowledge (Folklore or His-
  tory) roll at –4 recalls hearing or reading of a blood red 
  comet, though he cannot remember any speciﬁ c details.
  After making the roll, continue reading the text to the 
  players.
  The star ﬂ ares brightly for a brief moment, casting 
  a ruddy pall across the village. The crisp, white 
  snow turns the color of old blood. A tremendous 
  crack echoes across the village. Tiw’s standing 
  stone splits down the center, cleaving the image of 
  the god in twain. Both pieces topple silently to the 
  snow-covered ground. Thick blood oozes from the 
  image’s eyes and mouth, staining the snow.
  The villagers are dumbstruck by the chain of events. 
  They are too stunned to scream or panic. Egfrid is quick 
  to take control before his people regain their senses.
  “Fear not!” the thegn calls out. “We have among 
  us heroes and friends!” Egfrid turns to face you. 
  “Such matters are beyond me. What say you, 
  friends? Will you help us?”
  Whether the heroes realize it or not, Egfrid’s request 
  is difﬁ cult to turn down. He welcomed the heroes openly 
  as friends and held a feast in their honor. To refuse has 
  two consequences. First, it means the adventures aren’t 
  truly friends of Reedfolda. Second, it makes their host 
  look a fool for naming them as friends. Allow the heroes 
  a Common Knowledge roll to deduce these facts if the 
  players don’t reach the same conclusion.
  Refusal warrants a 10 point Glory penalty for turning 
  their backs on their friends. Acceptance earns the heroes 
  a 2-point Glory reward—skalds love heroes who accept 
  missions before learning of the true dangers.
  Shortly after the heroes make their decision, a scream 
  is heard from the palisade. Proceed to the next section.
  THE SPECTERS ATTACK
  Streaming through the village are shimmering, 
  translucent blue-white warriors, their weapons 
  aglow with unearthly light, their eyes burning 
  pits of hatred and malice. Without breaking stride 
  they cut down a villager where he stands, mouth 
  agape in awe. Screams begin to emanate from all 
  around as the ghostly horde bears down on you.
  Important: While this scene serves to introduce the 
  heroes to their enemies, it also highlights the ghostly 
  warriors desire to kill Saxa. At some point, a spectral 
  warrior must stare at a villager and then pass them by 
  without harming them in full view of at least one player 
  character.
  Terrain: The buildings and intact shrines are impass-
  able objects to the living and block line of sight. The 
  shattered shrine of Tiw is difﬁ cult ground. The snow is 
  not deep enough to hamper movement. The night sky 
  is illuminated by the pale glow of the red comet and the 
  ﬂ ickering torches of the villagers, making the lighting 
  Dim (–1).
  Monsters: The attackers are spectral warriors, the 
  ghosts of the Storm Dragon Company. Awoken from 
  their unquiet sleep by the appearance of the comet, they 
  are eager for revenge. Spilling out from their graves, they 
  assault the ﬁ rst settlement in their path—Reedfolda.
  The huscarls and villagers are those nearest the heroes 
  when the attack occurs. The spectral warriors indicated 
  below aren’t the only ones storming the village, and 
  ﬁ ghting occurs throughout the settlement—the action 
  focuses on the heroes, who are one small part of the 
  larger melee. Thegn Egfrid takes command of several of 
  his huscarls and leads a charge to help defend a group of 
  helpless women and children, thus removing him from 
  the immediate vicinity of the characters.
  As the ﬁ ght begins, the heroes and their allies should 
  all be within the conﬁ nes marked by the four shrines. 
  Have the players position their characters and allies 
  ﬁ rst—they are already present when the attack begins 
  and do not have advanced warning as to its direction.
  The spectral warriors begin 10” away from the near-
  est hero. Draw a card from the action deck to determine 
  from which direction they attack. Clubs indicates the at-
  tack is from the north, Diamonds from the east, Hearts 
  the south, and Spades the West. On a Joker replace one 
  of the specters with a Wild Card lieutenant, one of Count 
  Cadmar’s ofﬁ cers. Draw a second card to determine 
  where they begin. Repeat this procedure if a second 
  Joker is drawn.
   Spectral Warriors (3 per hero): See page 25.
   Spectral Lieutenant (1): Treat as a spectral war-
  rior (page 25), but he is a Wild Card. Add Knowledge 
  (Battle) d8 and the Command and Tactician Edges.
   Veteran Huscarls (1 per hero): See page 25.
   Villagers (3 per hero): See page 24. Half carrydaggers. 
  The other half are equipped with their militia gear.
  Tactics: The spectral warriors have one aim—to slay 
  mortals with Saxa blood without mercy. As such, the 
  heroes are not treated as special targets unless they 
  begin using heated weapons (see the spectral warriors’ 
  Weakness)—the ghosts attack the nearest Saxa-blooded 
  foes or those who have attacked them (though they favor 
  Saxa-blooded targets ﬁ rst).
  The ghosts save their Death Mark power until threat-
  ened with a heated weapon (such as through smite or a 
  Disciple of Kenaz’s blade) or facing a Saxa player charac-
  ter. The nearest Anari wraith then singles out the target 
  for special attention, while shouting out, “We shall be 
  avenged!”
  The spectral warriors continue their attack for exactly 
  six rounds. At the end of the 6th round, a distant horn 
  sounds, calling the Anari ghosts back to their resting 
  places before the sun breaks the horizon. On their action 
  card for the 7th round, the ghosts fade into nothingness. 
  This does not count as Withdrawing from Combat.
  SINS OF THE FATHER
  9
  
  Continuation: By the time the ﬁ ght ends, over 20 
  villagers are dead (plus any who died under the players’ 
  control). The night is ﬁ lled with lamentations and loud 
  crying as the dead are carried to their homes in prepara-
  tion for burial.
  Thegn Egfrid approaches the characters and offers 
  them 5,000 gold scields (collectively) to discover who 
  the spectral warriors were, what relation they have to the 
  other strange events and why they are targeting Reed-
  folda, and to put a permanent end to their activities.
  If the heroes pick up on the spectral warrior which 
  avoided slaying a villager, have them make Streetwise 
  rolls to gather information from the survivors. This can 
  be done Cooperatively, but not as individual rolls—that 
  would just duplicate information. With success, they dis-
  cover that particular villager has no Saxa blood in his or 
  her veins. Similar stories of ghosts not attacking certain 
  individuals quickly begin to ﬁ lter back to the characters. 
  In all cases there is a link—no Saxa blood later than 
  grandparents.
  HEALING
  Hlif Kolsdohtor can provide healing if required, as 
  can four non-Wild Card villagers with Healing d6. Since 
  each Healing attempt takes ten minutes, each healer can 
  make a maximum of six rolls. These rolls can be made to 
  tend individual patients or Cooperatively to increase the 
  chances of success. Because the wounds are neither cuts 
  nor blunt trauma, standard healing balms are of no use.
  THE CRONE
  As soon as the healing is completed, read aloud or 
  paraphrase the following information:
  The crowd falls silent and parts. Shufﬂ ing toward 
  you is a crone, her weathered ﬂ esh wrinkled like 
  tree bark. She moves slowly, as if the years she has 
  lived weigh heavily on her shoulders. Many of the 
  citizens look away, though whether this is out of 
  respect or revulsion you cannot say. Even Thegn 
  Egfrid lowers his gaze.
  The crone ﬁ nally comes to a halt not a yard from 
  you. She looks you up and down with her pierc-
  ing, bright green eyes, tutting quietly. “Heroes, 
  you seek to be, eh?” she says in a voice that crack-
  les like lightning. She reaches out with skeletal 
  ﬁ ngers and, by magic or sleight of hand, pulls a 
  rune-inscribed stone from behind the ear of <in-
  sert random hero’s name>. She studies it brieﬂ y, 
  before concealing it in her robes.
  “More than strength you will need if victory you 
  wish. Search and ﬁ nd the truth. The truth shall be 
  HELLFROST ADVENTURE #11
  10
  Continuation: By the time the ﬁ ght ends, over 20 
  villagers are dead (plus any who died under the players’ 
  control). The night is ﬁ lled with lamentations and loud 
  crying as the dead are carried to their homes in prepara-
  tion for burial.
  Thegn Egfrid approaches the characters and offers 
  them 5,000 gold scields (collectively) to discover who 
  the spectral warriors were, what relation they have to the 
  other strange events and why they are targeting Reed-
  folda, and to put a permanent end to their activities.
  If the heroes pick up on the spectral warrior which 
  avoided slaying a villager, have them make Streetwise 
  rolls to gather information from the survivors. This can 
  be done Cooperatively, but not as individual rolls—that 
  would just duplicate information. With success, they dis-
  cover that particular villager has no Saxa blood in his or 
  her veins. Similar stories of ghosts not attacking certain 
  individuals quickly begin to ﬁ lter back to the characters. 
  In all cases there is a link—no Saxa blood later than 
  grandparents.
  HEALING
  Hlif Kolsdohtor can provide healing if required, as 
  can four non-Wild Card villagers with Healing d6. Since 
  each Healing attempt takes ten minutes, each healer can 
  make a maximum of six rolls. These rolls can be made to 
  tend individual patients or Cooperatively to increase the 
  chances of success. Because the wounds are neither cuts 
  nor blunt trauma, standard healing balms are of no use.
  THE CRONE
  As soon as the healing is completed, read aloud or 
  paraphrase the following information:
  The crowd falls silent and parts. Shufﬂ ing toward 
  you is a crone, her weathered ﬂ esh wrinkled like 
  tree bark. She moves slowly, as if the years she has 
  lived weigh heavily on her shoulders. Many of the 
  citizens look away, though whether this is out of 
  respect or revulsion you cannot say. Even Thegn 
  Egfrid lowers his gaze.
  The crone ﬁ nally comes to a halt not a yard from 
  you. She looks you up and down with her pierc-
  ing, bright green eyes, tutting quietly. “Heroes, 
  you seek to be, eh?” she says in a voice that crack-
  les like lightning. She reaches out with skeletal 
  ﬁ ngers and, by magic or sleight of hand, pulls a 
  rune-inscribed stone from behind the ear of <in-
  sert random hero’s name>. She studies it brieﬂ y, 
  before concealing it in her robes.
  “More than strength you will need if victory you 
  wish. Search and ﬁ nd the truth. The truth shall be 
  HELLFROST ADVENTURE #11
  10
  
  your weapon. The dead can only be slain by the 
  weapons which killed them. When you know the 
  truth I shall speak more.”
  She turns to face Egfrid. “Tonight the people must 
  gather in the ale house. There you shall be safe 
  if the Norns deem it so. Light ﬁ res in the hearth 
  and in your hearts.” The crone stares directly into 
  Egfrid’s eyes. “Nothing can avoid its destiny.”
  With that she turns and begins hobbling away 
  back through the crowd.
  The crone (that’s her only name) refuses to answer 
  any questions or proffer advice at this time. Any attempt 
  to physically manhandle her, even grabbing her arm 
  to stop her slow progress, is met with a warning from 
  Thegn Egfrid to unhand her immediately.
  Blessed with the power of the warding enchantment, 
  the crone intends to cast and maintain a number of spells 
  to keep the ghostly Anari at bay. This allows the heroes to 
  investigate the problem without having to keep a protec-
  tive watch over the villagers. It also demonstrates that 
  they aren’t the only people in Rassilon with power.
  Only if directly asked does Egfrid or a villager reveal 
  who the crone is.
  “She is a great priestess of the Norns. She has lived 
  here since the time of my grandfather’s grandfa-
  ther and knows much but says little of sense. But 
  maybe that is not so bad—too much knowledge 
  can be a bad thing. Perhaps a man should not 
  know his fate.”
  INVESTIGATIONS
  Once the Anari specters have made their appearance, 
  the adventure proper begins. Rather than being a totally 
  linear tale, the heroes are now left to investigate the 
  ghostly disturbance as they desire. Clues found in the 
  village and the surrounding countryside will nudge them 
  in the right direction. Each section of importance to the 
  plot is detailed below.
  Eventually, the heroes will uncover enough evidence 
  to piece together the historical chain of events and dis-
  cover the ghostly warriors’ weakness. Only then will they 
  be able to lay the ghosts to rest.
  TIME MARCHES ON
  Once the crone has departed, the time is 0500 hours. 
  The heroes have not slept in 24 hours, which may cause a 
  problem for some, especially since the GM should keep track 
  of time until the ﬁ nal encounter. Don’t worry about track-
  ing exact minutes—you just need to know the approximate 
  time. At this time of year, the sun rises at 0800 hours and sets 
  at 1600 hours, with an hour of twilight either side.
  Daylight is cloudy with sporadic snow fall, but lighting 
  conditions remain good. During twilight, the lighting is 
  Dim (–1). The comet provides Dark lighting (–2), though 
  with a ruddy tint, during the hours of night.
  Deorcmonan begins the night the heroes speak to the 
  crone for the second time (see The Crone Speaks). From 
  that point, the heroes have just four nights to parley with 
  the spirits of the ancient Saxa and summon them to war. 
  Parties who rest to heal wounds will ﬁ nd the conclusion 
  is much more difﬁ cult without the support of the dead.
  THE TEMPLE OF HOTHAR
  The temple of Hothar contains a small library. The 
  heroes may come here on a hunch, perhaps ﬁ guring the 
  old structure holds a clue, or through asking if the village 
  has a library or archive.
  While many of the tomes are concerned with law, 
  there are a few historical tracts. Unfortunately, none 
  reveal anything about the village until 197 IR, when 
  the ﬁ rst thegn began keeping written records regard-
  ing legal proceedings. It takes 1d4 hours to realize this, 
  though.
  A hero who spends more than two hours in the library 
  browsing and cross-referencing discovers something very 
  strange. On the spine of certain books is a single Auld 
  Saxa rune (books in Hellfrost don’t have any writing on 
  the covers normally). There are thirteen different runes, 
  and 25 runes in total.
  If the heroes ask the resident cleric, he states the fol-
  lowing.
  “I had noticed them myself. I assumed they were 
  scribal marks. None of the books containing 
  the runes on the spine are originals, of course. 
  The contents were copied and recopied over the 
  centuries, but the covers were either reused or 
  reproduced entirely faithful to the originals. 
  When I took over the post, I was given strict 
  orders to do the same, though no one seems to 
  know why.
  “I believe some 180 years ago there was a ﬁ re in 
  the temple. While the covers survived, many of 
  the inner pages were ruined. So it’s very unlikely 
  the marks in any way indicate the nature of the 
  contents. An interesting enigma, but perhaps one 
  better suited to a priest of Hoenir, eh?”
  If the players start to write down the stray letters and 
  begin trying to assemble them into meaningful words, 
  hand them the tiles cut out from Handout #1. Remem-
  ber to have shufﬂ ed the tiles ﬁ rst. The message isn’t hard 
  to decipher, but a little tactile fun for the players is much 
  more rewarding than making a die roll. Translated, the 
  coded message reads, “The watcher sees the hidden 
  truth.” “The watcher” refers to Rigr, the Watchman of 
  the Gods. More speciﬁ cally, it refers to the shrine in the 
  village square.
  SINS OF THE FATHER
  11
  your weapon. The dead can only be slain by the 
  weapons which killed them. When you know the 
  truth I shall speak more.”
  She turns to face Egfrid. “Tonight the people must 
  gather in the ale house. There you shall be safe 
  if the Norns deem it so. Light ﬁ res in the hearth 
  and in your hearts.” The crone stares directly into 
  Egfrid’s eyes. “Nothing can avoid its destiny.”
  With that she turns and begins hobbling away 
  back through the crowd.
  The crone (that’s her only name) refuses to answer 
  any questions or proffer advice at this time. Any attempt 
  to physically manhandle her, even grabbing her arm 
  to stop her slow progress, is met with a warning from 
  Thegn Egfrid to unhand her immediately.
  Blessed with the power of the warding enchantment, 
  the crone intends to cast and maintain a number of spells 
  to keep the ghostly Anari at bay. This allows the heroes to 
  investigate the problem without having to keep a protec-
  tive watch over the villagers. It also demonstrates that 
  they aren’t the only people in Rassilon with power.
  Only if directly asked does Egfrid or a villager reveal 
  who the crone is.
  “She is a great priestess of the Norns. She has lived 
  here since the time of my grandfather’s grandfa-
  ther and knows much but says little of sense. But 
  maybe that is not so bad—too much knowledge 
  can be a bad thing. Perhaps a man should not 
  know his fate.”
  INVESTIGATIONS
  Once the Anari specters have made their appearance, 
  the adventure proper begins. Rather than being a totally 
  linear tale, the heroes are now left to investigate the 
  ghostly disturbance as they desire. Clues found in the 
  village and the surrounding countryside will nudge them 
  in the right direction. Each section of importance to the 
  plot is detailed below.
  Eventually, the heroes will uncover enough evidence 
  to piece together the historical chain of events and dis-
  cover the ghostly warriors’ weakness. Only then will they 
  be able to lay the ghosts to rest.
  TIME MARCHES ON
  Once the crone has departed, the time is 0500 hours. 
  The heroes have not slept in 24 hours, which may cause a 
  problem for some, especially since the GM should keep track 
  of time until the ﬁ nal encounter. Don’t worry about track-
  ing exact minutes—you just need to know the approximate 
  time. At this time of year, the sun rises at 0800 hours and sets 
  at 1600 hours, with an hour of twilight either side.
  Daylight is cloudy with sporadic snow fall, but lighting 
  conditions remain good. During twilight, the lighting is 
  Dim (–1). The comet provides Dark lighting (–2), though 
  with a ruddy tint, during the hours of night.
  Deorcmonan begins the night the heroes speak to the 
  crone for the second time (see The Crone Speaks). From 
  that point, the heroes have just four nights to parley with 
  the spirits of the ancient Saxa and summon them to war. 
  Parties who rest to heal wounds will ﬁ nd the conclusion 
  is much more difﬁ cult without the support of the dead.
  THE TEMPLE OF HOTHAR
  The temple of Hothar contains a small library. The 
  heroes may come here on a hunch, perhaps ﬁ guring the 
  old structure holds a clue, or through asking if the village 
  has a library or archive.
  While many of the tomes are concerned with law, 
  there are a few historical tracts. Unfortunately, none 
  reveal anything about the village until 197 IR, when 
  the ﬁ rst thegn began keeping written records regard-
  ing legal proceedings. It takes 1d4 hours to realize this, 
  though.
  A hero who spends more than two hours in the library 
  browsing and cross-referencing discovers something very 
  strange. On the spine of certain books is a single Auld 
  Saxa rune (books in Hellfrost don’t have any writing on 
  the covers normally). There are thirteen different runes, 
  and 25 runes in total.
  If the heroes ask the resident cleric, he states the fol-
  lowing.
  “I had noticed them myself. I assumed they were 
  scribal marks. None of the books containing 
  the runes on the spine are originals, of course. 
  The contents were copied and recopied over the 
  centuries, but the covers were either reused or 
  reproduced entirely faithful to the originals. 
  When I took over the post, I was given strict 
  orders to do the same, though no one seems to 
  know why.
  “I believe some 180 years ago there was a ﬁ re in 
  the temple. While the covers survived, many of 
  the inner pages were ruined. So it’s very unlikely 
  the marks in any way indicate the nature of the 
  contents. An interesting enigma, but perhaps one 
  better suited to a priest of Hoenir, eh?”
  If the players start to write down the stray letters and 
  begin trying to assemble them into meaningful words, 
  hand them the tiles cut out from Handout #1. Remem-
  ber to have shufﬂ ed the tiles ﬁ rst. The message isn’t hard 
  to decipher, but a little tactile fun for the players is much 
  more rewarding than making a die roll. Translated, the 
  coded message reads, “The watcher sees the hidden 
  truth.” “The watcher” refers to Rigr, the Watchman of 
  the Gods. More speciﬁ cally, it refers to the shrine in the 
  village square.
  SINS OF THE FATHER
  11
  
  SHRINE OF RIGR
  As noted elsewhere, the standing stone depicts Rigr 
  with his eyes in various states of openness. Since the 
  coded message refers to “hidden truth,” the heroes must 
  investigate the aspect with its eyes closed tight (the east-
  ern one).
  Doing so requires a ladder. Examination reveals the 
  eyes aren’t actually part of the main carving. Rather, they 
  are thin cover stones. Behind them are two red crystal 
  lenses. These too can be removed. Behind them is a 
  small recess, just large enough for a candle stub. The 
  inside is lined with soot, which should give the heroes 
  enough information about what to do next.
  Placing a lighted candle in the recess and replacing the 
  lens (but not the cover stones) causes a beam of red light 
  to highlight a spot on the eastern palisade wall, some 
  six yards off-center to true east. Removing the wooden 
  planking and digging a few inches into the tightly packed 
  dirt of the palisade uncovers a bone scroll case, sealed at 
  both ends with wax. The scroll radiates magic to detect 
  arcana, but not to the touch (see below).
  When the scroll case is opened, it activates a fear spell 
  contained in a glyph inside the scroll. The spell activates 
  with a d12 arcane skill and a d10 Wild Die (Cenwalch 
  wanted to protect his guilty secret).
  Once the spell has worked its magic, and assuming 
  someone in the party can read Auld Saxa, hand the play-
  ers Handout #2 when they ﬁ sh out the contents. Oth-
  erwise, they need to track down an NPC who reads the 
  language before being given the translated contents.
  The mention of “Readfolda” in the document is not 
  a spelling mistake. If a hero who reads Saxa notices the 
  discrepancy and questions the spelling, he should be 
  told it means “red ﬁ eld.”
  All being well, the characters should now be keen to 
  discover more about Cenwalch’s ﬁ nal resting place.
  CENWALCH’S CAIRN
  Cenwalch is a hero surrounded in myth and hearsay. 
  Like most heroes he is accorded deeds beyond those of 
  mortal men. If the characters ask the villagers, they are 
  told the general location of the tomb (no one has visited 
  it in living memory). While no one will accompany the 
  heroes into the Mounds, directions are freely given.
  THE TOP FIELDS
  If the characters have investigated the pile of rusty 
  artifacts, they may wish to visit the source. The top ﬁ elds 
  mark the location of the ﬁ nal battle against the Anari. For 
  generations the villagers shunned the site, but over time 
  memories have faded and the reasons forgotten. Only in 
  living memory have the farmers begun plowing the area. 
  The ﬁ elds are a mile from the village.
  The ﬁ elds sit in a low, broad valley at the northern 
  extreme of the Mounds of Heroes Gone. Technically they 
  are outside the Mounds, but few farmers risk staying 
  here once the sun begins to set. The wintry weather has 
  left the ground rock hard and covered in a layer of deep 
  snow. Faint traces of the deep ridge and furrow lines left 
  by plowing are visible through the snow.
  Excavating at random is backbreaking work. Digging 
  even a small pit (a yard a side and half that deep) takes 
  four hours with two people on the job (double that if 
  only one person is digging) and the odds on hitting a 
  ﬁ nd are slim. The GM should draw a card from the ac-
  tion deck for each pit. A Joker indicates a rusted piece of 
  metal or shard of bone has been uncovered. 
  More accurate sighting can be achieved through 
  spells such as detect metal or even detect bone. Use of 
  such an enchantment does not guarantee success (detect
  does not accurately pinpoint unseen objects), but it does 
  allow the diggers to locate an artifact on any royal card 
  (Jack through Ace) or Joker for each pit they excavate 
  within the spell’s area of effect.
  Maintaining a suitable detect spell while moving around 
  quickly reveals that the entire region is littered with metal 
  and bone. The quantity is far too large for a normal burial 
  site. Only if the players do not realize it for themselves 
  should they be allowed a Common Knowledge roll to 
  deduce this is the site of a fairly major battle.
  THE MOUNDS OF HEROES GONE
  Cenwalch’s burial barrow lies in the hilly region 
  LET’S ROB TOMBS!
  The Mounds of Heroes Gone is littered with cairns, 
  barrows, and sepulchers, many containing a fortune 
  in grave goods. There is, however, good reason why 
  the Mounds are not regularly plundered. As well as 
  the presence of the Saxa ghosts, hagbui, draugr and 
  other vile creatures haunt the lonely peaks and val-
  leys in large numbers.
  Ancient and powerful, each of these ﬁ ends should 
  be a Wild Card at a minimum. Those already of Wild 
  Card status should be granted higher trait die and 
  more Combat Edges. Heroes who elect to go grave 
  robbing should encounter some form of deadly 
  creature. In return for risking their lives, they locate 
  1d10 x 500 gold scields per tomb looted.
  Also, if the party robs any tombs before trying to 
  enlist the aid of the Saxa heroes of old, they suffer a 
  cumulative –1 modiﬁ er per tomb robbed. Plunder-
  ing afterward causes ﬁ ve ghosts to refuse the sum-
  mons per tomb robbed.
  The GM may also use the plundering to create a 
  new adventure. Perhaps a hagbui’s tomb has been 
  robbed. In doing so, the heroes inadvertently al-
  low it to move beyond its normal range and thus 
  hound them across Rassilon. A royal hagbui might 
  even have the power to grant others their freedom 
  of movement so long as they serve its cause.
  HELLFROST ADVENTURE #11
  12
  SHRINE OF RIGR
  As noted elsewhere, the standing stone depicts Rigr 
  with his eyes in various states of openness. Since the 
  coded message refers to “hidden truth,” the heroes must 
  investigate the aspect with its eyes closed tight (the east-
  ern one).
  Doing so requires a ladder. Examination reveals the 
  eyes aren’t actually part of the main carving. Rather, they 
  are thin cover stones. Behind them are two red crystal 
  lenses. These too can be removed. Behind them is a 
  small recess, just large enough for a candle stub. The 
  inside is lined with soot, which should give the heroes 
  enough information about what to do next.
  Placing a lighted candle in the recess and replacing the 
  lens (but not the cover stones) causes a beam of red light 
  to highlight a spot on the eastern palisade wall, some 
  six yards off-center to true east. Removing the wooden 
  planking and digging a few inches into the tightly packed 
  dirt of the palisade uncovers a bone scroll case, sealed at 
  both ends with wax. The scroll radiates magic to detect 
  arcana, but not to the touch (see below).
  When the scroll case is opened, it activates a fear spell 
  contained in a glyph inside the scroll. The spell activates 
  with a d12 arcane skill and a d10 Wild Die (Cenwalch 
  wanted to protect his guilty secret).
  Once the spell has worked its magic, and assuming 
  someone in the party can read Auld Saxa, hand the play-
  ers Handout #2 when they ﬁ sh out the contents. Oth-
  erwise, they need to track down an NPC who reads the 
  language before being given the translated contents.
  The mention of “Readfolda” in the document is not 
  a spelling mistake. If a hero who reads Saxa notices the 
  discrepancy and questions the spelling, he should be 
  told it means “red ﬁ eld.”
  All being well, the characters should now be keen to 
  discover more about Cenwalch’s ﬁ nal resting place.
  CENWALCH’S CAIRN
  Cenwalch is a hero surrounded in myth and hearsay. 
  Like most heroes he is accorded deeds beyond those of 
  mortal men. If the characters ask the villagers, they are 
  told the general location of the tomb (no one has visited 
  it in living memory). While no one will accompany the 
  heroes into the Mounds, directions are freely given.
  THE TOP FIELDS
  If the characters have investigated the pile of rusty 
  artifacts, they may wish to visit the source. The top ﬁ elds 
  mark the location of the ﬁ nal battle against the Anari. For 
  generations the villagers shunned the site, but over time 
  memories have faded and the reasons forgotten. Only in 
  living memory have the farmers begun plowing the area. 
  The ﬁ elds are a mile from the village.
  The ﬁ elds sit in a low, broad valley at the northern 
  extreme of the Mounds of Heroes Gone. Technically they 
  are outside the Mounds, but few farmers risk staying 
  here once the sun begins to set. The wintry weather has 
  left the ground rock hard and covered in a layer of deep 
  snow. Faint traces of the deep ridge and furrow lines left 
  by plowing are visible through the snow.
  Excavating at random is backbreaking work. Digging 
  even a small pit (a yard a side and half that deep) takes 
  four hours with two people on the job (double that if 
  only one person is digging) and the odds on hitting a 
  ﬁ nd are slim. The GM should draw a card from the ac-
  tion deck for each pit. A Joker indicates a rusted piece of 
  metal or shard of bone has been uncovered. 
  More accurate sighting can be achieved through 
  spells such as detect metal or even detect bone. Use of 
  such an enchantment does not guarantee success (detect
  does not accurately pinpoint unseen objects), but it does 
  allow the diggers to locate an artifact on any royal card 
  (Jack through Ace) or Joker for each pit they excavate 
  within the spell’s area of effect.
  Maintaining a suitable detect spell while moving around 
  quickly reveals that the entire region is littered with metal 
  and bone. The quantity is far too large for a normal burial 
  site. Only if the players do not realize it for themselves 
  should they be allowed a Common Knowledge roll to 
  deduce this is the site of a fairly major battle.
  THE MOUNDS OF HEROES GONE
  Cenwalch’s burial barrow lies in the hilly region 
  LET’S ROB TOMBS!
  The Mounds of Heroes Gone is littered with cairns, 
  barrows, and sepulchers, many containing a fortune 
  in grave goods. There is, however, good reason why 
  the Mounds are not regularly plundered. As well as 
  the presence of the Saxa ghosts, hagbui, draugr and 
  other vile creatures haunt the lonely peaks and val-
  leys in large numbers.
  Ancient and powerful, each of these ﬁ ends should 
  be a Wild Card at a minimum. Those already of Wild 
  Card status should be granted higher trait die and 
  more Combat Edges. Heroes who elect to go grave 
  robbing should encounter some form of deadly 
  creature. In return for risking their lives, they locate 
  1d10 x 500 gold scields per tomb looted.
  Also, if the party robs any tombs before trying to 
  enlist the aid of the Saxa heroes of old, they suffer a 
  cumulative –1 modiﬁ er per tomb robbed. Plunder-
  ing afterward causes ﬁ ve ghosts to refuse the sum-
  mons per tomb robbed.
  The GM may also use the plundering to create a 
  new adventure. Perhaps a hagbui’s tomb has been 
  robbed. In doing so, the heroes inadvertently al-
  low it to move beyond its normal range and thus 
  hound them across Rassilon. A royal hagbui might 
  even have the power to grant others their freedom 
  of movement so long as they serve its cause.
  HELLFROST ADVENTURE #11
  12
  
  known as the Mounds of Heroes Gone. The Mounds, as 
  they are usually known, are the ancestral burial grounds 
  of the Saxa’s great heroes and kings, and date back long 
  before the formation of the Marklands. The oldest graves 
  date back centuries before the Anari occupation. Cen-
  walch was the ﬁ rst great hero of the modern age to be 
  interred here, though many of his closest followers were 
  actually laid to rest here before his death.
  Saxa, whether they are cremated or buried, are in-
  terred with grave goods. Despite the abundant wealth 
  laying just beneath the surface, very few artifact hunt-
  ers search here and those who do disturb the soil never 
  do so again. It is claimed the spirits of the great heroes 
  throw off their shrouds and walk among the Mounds on 
  nights of the Deorcmonan.
  These ghostly warriors do not appreciate being dis-
  turbed by mortals, and only those who are heroes in their 
  own right can expect to visit the Mounds on the night of 
  the new moon and live to tell the tale. Other Saxa shun 
  the place at this time, content to let the ghostly heroes 
  do whatever it is they do.
  Many skalds claim the Mounds are haunted by hagbui 
  and draugr, though their songs may be little more than 
  attempts to dissuade tomb robbers from plundering 
  the many graves. Few citizens have the guts to seek the 
  truth. There are actually vile undead creatures stalking 
  the Mounds—the physical remains of the oldest heroes 
  who were animated during Hela’s insanity and later by 
  minions of the Liche-Priest. After dark, the Mounds are 
  a deathtrap.
  Cenwalch’s barrow lies in a valley in the northern 
  hills, and is the ﬁ rst major tomb encountered heading 
  south from Reedfolda. The barrow is a mere four miles 
  from the village.
  THE APPROACH
  A low, light mist hugs the ﬂ oor of the shallow 
  valley through which you now walk. All around 
  can be seen distinctive snow-covered bumps and 
  mounds, each a cairn for a fallen Saxa hero or his 
  most valued followers. Through the mist, a tower-
  ing stone form can be seen up ahead. Although 
  badly weathered, it clearly shows Tiw, god of war. 
  Beyond, you can just make out two long, bar-
  rel-shaped hills, and further away a line of low, 
  grass-covered mounds.
  Cenwalch’s tomb is part of a larger burial complex. 
  The start of the tomb area is marked by two tall statues. 
  One (which depicted Hothar, god of justice) toppled 
  during a storm long ago. The other shows Tiw, god 
  of war. Beyond this are two barrel cairns, so named 
  because of their distinctive shape. Further on, four 
  pairs of low cairns form a processional path leading 
  to the stone doors of Cenwalch’s ﬁ nal resting place. 
  Remnants of stone walls dot the landscape. No one 
  can remember whether these were erected before the 
  area became a cemetery or are, in some way, linked to 
  the cairns.
  The snow blanketing the Mounds is crisp and virgin. 
  No tracks, human or animal, mar its pristine surface. 
  Thick icicles hang from shattered walls, and areas of ex-
  posed ice-encrusted rock gleam in the weak winter sun. 
  Apart from the ever-present wind, the area is deathly 
  silent.
  Terrain: Low walls are an average of 3’ high (0.5”). 
  Crossing them is difﬁ cult ground. High walls stand be-
  tween six and ten feet high (treat as 1” to 2”). They can 
  only be scaled by Climbing. All walls provide Cover (+10 
  Armor). Areas of exposed rock are difﬁ cult ground, as is 
  the fallen statue. The statue still standing is impassable 
  terrain but can be used as Cover (+10 Armor).
  Movement over the small cairns is difﬁ cult ground. 
  Characters wishing to clamber the steep sides of the bar-
  rel cairns treat them as difﬁ cult ground, but they cannot 
  run. Disciples of Freo ignore the difﬁ cult ground rule as 
  normal, but they still cannot run up the tombs. Inside 
  SINS OF THE FATHER
  13
  known as the Mounds of Heroes Gone. The Mounds, as 
  they are usually known, are the ancestral burial grounds 
  of the Saxa’s great heroes and kings, and date back long 
  before the formation of the Marklands. The oldest graves 
  date back centuries before the Anari occupation. Cen-
  walch was the ﬁ rst great hero of the modern age to be 
  interred here, though many of his closest followers were 
  actually laid to rest here before his death.
  Saxa, whether they are cremated or buried, are in-
  terred with grave goods. Despite the abundant wealth 
  laying just beneath the surface, very few artifact hunt-
  ers search here and those who do disturb the soil never 
  do so again. It is claimed the spirits of the great heroes 
  throw off their shrouds and walk among the Mounds on 
  nights of the Deorcmonan.
  These ghostly warriors do not appreciate being dis-
  turbed by mortals, and only those who are heroes in their 
  own right can expect to visit the Mounds on the night of 
  the new moon and live to tell the tale. Other Saxa shun 
  the place at this time, content to let the ghostly heroes 
  do whatever it is they do.
  Many skalds claim the Mounds are haunted by hagbui 
  and draugr, though their songs may be little more than 
  attempts to dissuade tomb robbers from plundering 
  the many graves. Few citizens have the guts to seek the 
  truth. There are actually vile undead creatures stalking 
  the Mounds—the physical remains of the oldest heroes 
  who were animated during Hela’s insanity and later by 
  minions of the Liche-Priest. After dark, the Mounds are 
  a deathtrap.
  Cenwalch’s barrow lies in a valley in the northern 
  hills, and is the ﬁ rst major tomb encountered heading 
  south from Reedfolda. The barrow is a mere four miles 
  from the village.
  THE APPROACH
  A low, light mist hugs the ﬂ oor of the shallow 
  valley through which you now walk. All around 
  can be seen distinctive snow-covered bumps and 
  mounds, each a cairn for a fallen Saxa hero or his 
  most valued followers. Through the mist, a tower-
  ing stone form can be seen up ahead. Although 
  badly weathered, it clearly shows Tiw, god of war. 
  Beyond, you can just make out two long, bar-
  rel-shaped hills, and further away a line of low, 
  grass-covered mounds.
  Cenwalch’s tomb is part of a larger burial complex. 
  The start of the tomb area is marked by two tall statues. 
  One (which depicted Hothar, god of justice) toppled 
  during a storm long ago. The other shows Tiw, god 
  of war. Beyond this are two barrel cairns, so named 
  because of their distinctive shape. Further on, four 
  pairs of low cairns form a processional path leading 
  to the stone doors of Cenwalch’s ﬁ nal resting place. 
  Remnants of stone walls dot the landscape. No one 
  can remember whether these were erected before the 
  area became a cemetery or are, in some way, linked to 
  the cairns.
  The snow blanketing the Mounds is crisp and virgin. 
  No tracks, human or animal, mar its pristine surface. 
  Thick icicles hang from shattered walls, and areas of ex-
  posed ice-encrusted rock gleam in the weak winter sun. 
  Apart from the ever-present wind, the area is deathly 
  silent.
  Terrain: Low walls are an average of 3’ high (0.5”). 
  Crossing them is difﬁ cult ground. High walls stand be-
  tween six and ten feet high (treat as 1” to 2”). They can 
  only be scaled by Climbing. All walls provide Cover (+10 
  Armor). Areas of exposed rock are difﬁ cult ground, as is 
  the fallen statue. The statue still standing is impassable 
  terrain but can be used as Cover (+10 Armor).
  Movement over the small cairns is difﬁ cult ground. 
  Characters wishing to clamber the steep sides of the bar-
  rel cairns treat them as difﬁ cult ground, but they cannot 
  run. Disciples of Freo ignore the difﬁ cult ground rule as 
  normal, but they still cannot run up the tombs. Inside 
  SINS OF THE FATHER
  13
  
  each is a single stone-lined chamber measuring 4” long 
  and 2” wide.
  The rock face into which Cenwalch’s cairn is cut is 3” 
  (20’) high and can only be scaled by Climbing. Opening 
  the doors is detailed in the next section.
  Light mist reduces visibility to Dim lighting (–1). The 
  ground is covered in snow. Only where noted on the map 
  has it drifted to a depth where it is difﬁ cult ground.
  Monsters: Cenwalch’s cairn is protected by a number 
  of skeleton warriors. Unlike others of their ilk, these 
  ﬂ eshless creatures were not created by necromancers. 
  Each was a huscarl of Cenwalch who swore an oath to 
  protect their master in life as well as in death. Their vow 
  binds their spirits to the mortal realm with Tiw’s bless-
  ing, for Cenwalch is cursed to remain tied to the mortal 
  realm until the truth of his actions is known. Thus, like 
  the Anari, they too are souls trapped by an oath of alle-
  giance. Once their physical form is destroyed, however, 
  their spirits are released from their earthly duties to take 
  their rightful place in the Afterlife.
  The skeletons attack as soon as a hero passes beyond 
  the line formed by the statues. One skeleton warrior rises 
  from each of the small cairns. The others emerge from 
  the two long barrows, their numbers divided equally 
  between the pair of tombs. The skeleton commander 
  crawls out of the soil between the two statues during 
  the second round of combat. This counts as 4” of his 
  movement for the round.
   Skeleton Commander (1): See page 26.
   Skeleton Huscarls (4 per hero): See page 26.
  Tactics: Warriors in life, the skeletons retain enough 
  knowledge in death to use tactics. Once out of their 
  tombs, they rush toward the intruders as quickly as 
  possible to minimize the effects of ranged weapons and 
  spells. Obvious spellcasters (such as those witnessed 
  invoking magic), heroes with glowing magical effects in 
  place, and those in heavy armor, are attacked ﬁ rst, since 
  they likely represent the greatest threat.
  Ideally, the skeletons Gang Up on these foes so as to 
  be able to bring them down as quickly as possible. Other 
  heroes aren’t ignored—every hero is attacked by at least 
  one skeleton warrior. Should the undead realize an 
  intruder they took for a lesser threat proves otherwise, 
  they alter position to engage that character in melee as 
  quickly as possible. Unless the foe is already adjacent, 
  they use the Defend maneuver to withdraw from combat 
  and then head to the new target at best speed.
  Treasure: While the skeletons possess nothing of any 
  intrinsic value on their person, there is treasure in their 
  tombs. Excavating each small cairns takes two hours and 
  nets the tomb robber a meager 1d10 x 10 gs. The barrel 
  cairns are open, and can thus be plundered with no effort. 
  The left hand cairn contains 397 gs worth of treasure and 
  the right hand one 602 gs. All the treasure takes the form 
  of rings, armbands, torcs, brooches, and the like.
  CENWALCH’S BARROW
  Cenwalch was not buried in a simple barrow. Knowing 
  that the truth of his ﬁ nal actions in the rebellion must be 
  recorded yet never revealed, he arranged for his barrow 
  to be turned into an elaborate complex, warded with 
  traps and puzzles to keep out tomb raiders. No expense 
  was spared to protect the secret.
  The outer doors are made of stone, but are not locked 
  or sealed in any way. This was done deliberately. Opening 
  them requires only the effort of hard pushing. Slowly but 
  surely, the great doors swing inward, the stone hinges 
  grating after centuries of neglect and lack of use.
  Note: While there are undead within Cenwalch’s tomb 
  opposed to the party, they do not count as supernatural 
  evil creatures and are thus unaffected by the Champion 
  and Holy Warrior Edges. Disciples of Scaetha may use the 
  speciﬁ c bonuses from their special Edge as normal, since 
  it affects any undead.
  COMMON FEATURES
  There are no sources of light within the barrow. Every 
  area is thus in Pitch Darkness (–4) unless the party sup-
  plies light.
  Ceilings are a uniform 8’ high in corridors and 12’ 
  (2”) high in chambers unless otherwise stated. The walls, 
  ﬂ oors, and ceilings are of worked stone blocks, so well-
  crafted that no mortar is required to bond them.
  TRAPS
  Cenwalch instructed a number of traps to be built to 
  protect his true resting place. All the generic rules you 
  need to use the traps presented are explained here. 
  Speciﬁ c rules for each trap are presented in the text for 
  the trap’s location. Rules for randomly creating traps are 
  presented in the Hellfrost Bestiary.
  Detecting: Detecting a trap requires a Notice roll. 
  Unless a character has Danger Sense, searching for traps 
  requires an action. A running hero rolls at –2. A single 
  roll is made in a round, regardless of how far the hero 
  moves. With success, he detects the ﬁ rst trap adjacent to 
  him. A raise locates a second trap within line of sight, if 
  such exists. The hero may halt his movement if he spots 
  a trap (advisable if it’s right in front of him).
  Disarming: Disarming a detected trap requires a 
  Lockpicking roll and takes a complete round (no other 
  actions possible, including movement). On a critical 
  failure, the trap activates and automatically affects the 
  unfortunate hero. Glyph traps cannot be disarmed by 
  mundane means, but they can be dispelled or negated.
  Initiative: Most traps activate with little warning. 
  Outside of combat use the rules for Surprise. In com-
  bat, traps roll to interrupt. Traps have Agility d10 for the 
  purposes of interrupting. A trap also has the Drop where 
  applicable. Notice rolls to avoid Surprise and Agility rolls 
  to avoid interruption use the same modiﬁ er as for De-
  tecting traps (see above). 
  Duration: Traps are one-shot devices. Once activated, 
  they must be reset in order to work again.
  Format: Traps are presented in the following format: 
  HELLFROST ADVENTURE #11
  14
  each is a single stone-lined chamber measuring 4” long 
  and 2” wide.
  The rock face into which Cenwalch’s cairn is cut is 3” 
  (20’) high and can only be scaled by Climbing. Opening 
  the doors is detailed in the next section.
  Light mist reduces visibility to Dim lighting (–1). The 
  ground is covered in snow. Only where noted on the map 
  has it drifted to a depth where it is difﬁ cult ground.
  Monsters: Cenwalch’s cairn is protected by a number 
  of skeleton warriors. Unlike others of their ilk, these 
  ﬂ eshless creatures were not created by necromancers. 
  Each was a huscarl of Cenwalch who swore an oath to 
  protect their master in life as well as in death. Their vow 
  binds their spirits to the mortal realm with Tiw’s bless-
  ing, for Cenwalch is cursed to remain tied to the mortal 
  realm until the truth of his actions is known. Thus, like 
  the Anari, they too are souls trapped by an oath of alle-
  giance. Once their physical form is destroyed, however, 
  their spirits are released from their earthly duties to take 
  their rightful place in the Afterlife.
  The skeletons attack as soon as a hero passes beyond 
  the line formed by the statues. One skeleton warrior rises 
  from each of the small cairns. The others emerge from 
  the two long barrows, their numbers divided equally 
  between the pair of tombs. The skeleton commander 
  crawls out of the soil between the two statues during 
  the second round of combat. This counts as 4” of his 
  movement for the round.
   Skeleton Commander (1): See page 26.
   Skeleton Huscarls (4 per hero): See page 26.
  Tactics: Warriors in life, the skeletons retain enough 
  knowledge in death to use tactics. Once out of their 
  tombs, they rush toward the intruders as quickly as 
  possible to minimize the effects of ranged weapons and 
  spells. Obvious spellcasters (such as those witnessed 
  invoking magic), heroes with glowing magical effects in 
  place, and those in heavy armor, are attacked ﬁ rst, since 
  they likely represent the greatest threat.
  Ideally, the skeletons Gang Up on these foes so as to 
  be able to bring them down as quickly as possible. Other 
  heroes aren’t ignored—every hero is attacked by at least 
  one skeleton warrior. Should the undead realize an 
  intruder they took for a lesser threat proves otherwise, 
  they alter position to engage that character in melee as 
  quickly as possible. Unless the foe is already adjacent, 
  they use the Defend maneuver to withdraw from combat 
  and then head to the new target at best speed.
  Treasure: While the skeletons possess nothing of any 
  intrinsic value on their person, there is treasure in their 
  tombs. Excavating each small cairns takes two hours and 
  nets the tomb robber a meager 1d10 x 10 gs. The barrel 
  cairns are open, and can thus be plundered with no effort. 
  The left hand cairn contains 397 gs worth of treasure and 
  the right hand one 602 gs. All the treasure takes the form 
  of rings, armbands, torcs, brooches, and the like.
  CENWALCH’S BARROW
  Cenwalch was not buried in a simple barrow. Knowing 
  that the truth of his ﬁ nal actions in the rebellion must be 
  recorded yet never revealed, he arranged for his barrow 
  to be turned into an elaborate complex, warded with 
  traps and puzzles to keep out tomb raiders. No expense 
  was spared to protect the secret.
  The outer doors are made of stone, but are not locked 
  or sealed in any way. This was done deliberately. Opening 
  them requires only the effort of hard pushing. Slowly but 
  surely, the great doors swing inward, the stone hinges 
  grating after centuries of neglect and lack of use.
  Note: While there are undead within Cenwalch’s tomb 
  opposed to the party, they do not count as supernatural 
  evil creatures and are thus unaffected by the Champion 
  and Holy Warrior Edges. Disciples of Scaetha may use the 
  speciﬁ c bonuses from their special Edge as normal, since 
  it affects any undead.
  COMMON FEATURES
  There are no sources of light within the barrow. Every 
  area is thus in Pitch Darkness (–4) unless the party sup-
  plies light.
  Ceilings are a uniform 8’ high in corridors and 12’ 
  (2”) high in chambers unless otherwise stated. The walls, 
  ﬂ oors, and ceilings are of worked stone blocks, so well-
  crafted that no mortar is required to bond them.
  TRAPS
  Cenwalch instructed a number of traps to be built to 
  protect his true resting place. All the generic rules you 
  need to use the traps presented are explained here. 
  Speciﬁ c rules for each trap are presented in the text for 
  the trap’s location. Rules for randomly creating traps are 
  presented in the Hellfrost Bestiary.
  Detecting: Detecting a trap requires a Notice roll. 
  Unless a character has Danger Sense, searching for traps 
  requires an action. A running hero rolls at –2. A single 
  roll is made in a round, regardless of how far the hero 
  moves. With success, he detects the ﬁ rst trap adjacent to 
  him. A raise locates a second trap within line of sight, if 
  such exists. The hero may halt his movement if he spots 
  a trap (advisable if it’s right in front of him).
  Disarming: Disarming a detected trap requires a 
  Lockpicking roll and takes a complete round (no other 
  actions possible, including movement). On a critical 
  failure, the trap activates and automatically affects the 
  unfortunate hero. Glyph traps cannot be disarmed by 
  mundane means, but they can be dispelled or negated.
  Initiative: Most traps activate with little warning. 
  Outside of combat use the rules for Surprise. In com-
  bat, traps roll to interrupt. Traps have Agility d10 for the 
  purposes of interrupting. A trap also has the Drop where 
  applicable. Notice rolls to avoid Surprise and Agility rolls 
  to avoid interruption use the same modiﬁ er as for De-
  tecting traps (see above). 
  Duration: Traps are one-shot devices. Once activated, 
  they must be reset in order to work again.
  Format: Traps are presented in the following format: 
  HELLFROST ADVENTURE #11
  14
  
  Detect: +X; Disarm: +X; Avoid: +X; Fighting, Shoot-
  ing, or Arcane; Range: x/y/z; Damage: xdy; any speciﬁ c 
  notes.
  +X indicates a modiﬁ er to the appropriate roll. It 
  may be positive, negative, or zero. The Avoid modiﬁ er 
  applies to the Notice roll to avoid Surprise, or Agility 
  roll to avoid interruption. In all cases, a negative modi-
  ﬁ er is bad for the hero.
  Fighting, Shooting or Arcane is speciﬁ ed as a die type, 
  just like for monsters. Not every spell has this entry, and 
  some have it only for the purposes of dispel or negate 
  arcana.
  Range is measured in inches, just like regular weap-
  ons. Not every spell has this entry.
  1) FALSE BURIAL CHAMBER
  The doors ﬁ nally part to reveal a short corridor 
  which opens into a large, square chamber. A great 
  funeral bier, a dozen feet long, half that wide and 
  four feet tall, dominates the center of the room. 
  Atop lies a lone human-sized ﬁ gure, its withered 
  skin clinging tightly to its bones. The ﬁ gure is clad 
  in the remnants of once-ﬁ ne clothes. Its bony hands 
  are clutching the hilt of a great sword, whose haft 
  lies across the cadaver’s chest, the blade running 
  down to its withered feet.
  Dotted around the chamber are shattered wooden 
  chests and smashed clay jars. A handful of bro-
  ken spears and a rusty short sword lie discarded 
  nearby. A few stray gold and silver coins, laying 
  amid the debris, glint in the lantern light.
  To deter robbers from careful investigation of his 
  tomb Cenwalch arranged for the ﬁ rst chamber to look 
  like it had already been plundered and thus contained 
  nothing of value. In fact, no one has stepped foot inside 
  since the great hero’s death. The coins are real. They 
  amount to a measly 37 silver and 22 gold scields.
  Engraved above the skeleton’s head in Auld Saxa are 
  the words, “Cenwalch Cerdicsunu, King in all but name.” 
  At the foot of the bier is another inscription—“Awaken 
  not the sleeping bear.” The corpse does not belong to 
  Cenwalch, but to one of his fallen comrades. Despite any 
  worries the party may have, the corpse is not undead.
  Careful inspection of the bier (or a Notice roll at –4 
  while casually inspecting the tomb) reveals the top slab 
  is not cemented to the base. Similarly, tapping any part 
  of the bier with something sturdy, like a sword hilt, re-
  veals it to be hollow. A few minutes of strenuous effort 
  removes or swivels the slab, revealing the bier to be a 
  thin shell. A set of steep, rock-hewn steps at ground level 
  leads down into inky, silent darkness.
  The second step inside the bier is trapped with a 
  concealed blast glyph. The step sinks down a few inches 
  when more than 50 pounds is placed on it, activating the 
  hidden glyph. Because the step is the trigger, the trap 
  can be disarmed by conventional means, such as wedg-
  ing it to prevent depression. Unless a hero speciﬁ cally 
  states he is avoiding that step, he triggers the trap. Those 
  outside the bier take 6 points less damage due to the 
  bier’s Armor rating.
  Blast Glyph Trap: Detect: –1; Disarm: +1, dispel or 
  negate arcana; Avoid: +1; Range: Medium Burst Tem-
  plate; Arcane d8 (for negation or dispel only), Damage: 
  3d6; trapping is an explosion.
  2) HALL OF HEROES
  Four great pillars, each as wide as a man with 
  arms outstretched, support the stone ceiling. Op-
  posite the entrance is a single doorway. Around 
  the walls are deep alcoves. Within each stands an 
  identical statue of a warrior, head bowed and 
  hands clasped together as is in silent prayer.
  The statues depict Cenwalch, though the heroes 
  cannot deduce this at this stage—no images of the hero 
  survive. Cenwalch ordered the statues to be carved to 
  show him in prayer, atoning for his crimes.
  Terrain: The four huge pillars are indestructible and 
  block line of sight. Movement into a space occupied 
  by a statue is difﬁ cult ground. Hiding behind a statue 
  provides Cover (+6 Armor). Each statue is smashed if it 
  takes more than 10 damage in a single blow.
  Monsters: Four of the statues are in fact stone 
  golems. Concealed beneath the ground, they were 
  not summoned to war during the Golem Uprising and 
  thus remain true to their original programming. All the 
  golems animate as soon as a hero moves adjacent to one 
  of their number.
   Stone Golems (1 per hero): See page 26.
  Tactics: The golems’ rudimentary programming in-
  structs them to destroy anything entering the chamber. 
  First, however, they are ordered to step into the center 
  of the chamber and activate the glyph trap (see below). 
  The golems nearest the stairs then move to block the 
  escape route. The constructs then pummel intruders 
  with their stone ﬁ sts. They pursue prowlers who escape 
  deeper into the catacombs, but not those who ﬂ ee up 
  the stairs.
  Barrier Glyph Trap: Detect: +0; Disarm: dispel 
  or negate arcana only; Avoid: +0; Range: one square; 
  Arcane d10 (for negation or dispel only); electricity trap-
  ping (see below).
  In the center of the hall is a glyph. Stepping on it 
  causes a curtain of crackling lightning to block the far 
  exit (indicated by the dotted line). The barrier has 
  Toughness 10 as normal and prevents passage through 
  the square as if it were a solid object. Attackers using 
  metal melee weapons who make a successful Fighting 
  attack against the barrier must make a Vigor roll or be 
  knocked back 1” and fall prone. If their Vigor die is a 1, 
  regardless of the Wild Die, they are Shaken as well. The 
  barrier remains active for one hour.
  SINS OF THE FATHER
  15
  Detect: +X; Disarm: +X; Avoid: +X; Fighting, Shoot-
  ing, or Arcane; Range: x/y/z; Damage: xdy; any speciﬁ c 
  notes.
  +X indicates a modiﬁ er to the appropriate roll. It 
  may be positive, negative, or zero. The Avoid modiﬁ er 
  applies to the Notice roll to avoid Surprise, or Agility 
  roll to avoid interruption. In all cases, a negative modi-
  ﬁ er is bad for the hero.
  Fighting, Shooting or Arcane is speciﬁ ed as a die type, 
  just like for monsters. Not every spell has this entry, and 
  some have it only for the purposes of dispel or negate 
  arcana.
  Range is measured in inches, just like regular weap-
  ons. Not every spell has this entry.
  1) FALSE BURIAL CHAMBER
  The doors ﬁ nally part to reveal a short corridor 
  which opens into a large, square chamber. A great 
  funeral bier, a dozen feet long, half that wide and 
  four feet tall, dominates the center of the room. 
  Atop lies a lone human-sized ﬁ gure, its withered 
  skin clinging tightly to its bones. The ﬁ gure is clad 
  in the remnants of once-ﬁ ne clothes. Its bony hands 
  are clutching the hilt of a great sword, whose haft 
  lies across the cadaver’s chest, the blade running 
  down to its withered feet.
  Dotted around the chamber are shattered wooden 
  chests and smashed clay jars. A handful of bro-
  ken spears and a rusty short sword lie discarded 
  nearby. A few stray gold and silver coins, laying 
  amid the debris, glint in the lantern light.
  To deter robbers from careful investigation of his 
  tomb Cenwalch arranged for the ﬁ rst chamber to look 
  like it had already been plundered and thus contained 
  nothing of value. In fact, no one has stepped foot inside 
  since the great hero’s death. The coins are real. They 
  amount to a measly 37 silver and 22 gold scields.
  Engraved above the skeleton’s head in Auld Saxa are 
  the words, “Cenwalch Cerdicsunu, King in all but name.” 
  At the foot of the bier is another inscription—“Awaken 
  not the sleeping bear.” The corpse does not belong to 
  Cenwalch, but to one of his fallen comrades. Despite any 
  worries the party may have, the corpse is not undead.
  Careful inspection of the bier (or a Notice roll at –4 
  while casually inspecting the tomb) reveals the top slab 
  is not cemented to the base. Similarly, tapping any part 
  of the bier with something sturdy, like a sword hilt, re-
  veals it to be hollow. A few minutes of strenuous effort 
  removes or swivels the slab, revealing the bier to be a 
  thin shell. A set of steep, rock-hewn steps at ground level 
  leads down into inky, silent darkness.
  The second step inside the bier is trapped with a 
  concealed blast glyph. The step sinks down a few inches 
  when more than 50 pounds is placed on it, activating the 
  hidden glyph. Because the step is the trigger, the trap 
  can be disarmed by conventional means, such as wedg-
  ing it to prevent depression. Unless a hero speciﬁ cally 
  states he is avoiding that step, he triggers the trap. Those 
  outside the bier take 6 points less damage due to the 
  bier’s Armor rating.
  Blast Glyph Trap: Detect: –1; Disarm: +1, dispel or 
  negate arcana; Avoid: +1; Range: Medium Burst Tem-
  plate; Arcane d8 (for negation or dispel only), Damage: 
  3d6; trapping is an explosion.
  2) HALL OF HEROES
  Four great pillars, each as wide as a man with 
  arms outstretched, support the stone ceiling. Op-
  posite the entrance is a single doorway. Around 
  the walls are deep alcoves. Within each stands an 
  identical statue of a warrior, head bowed and 
  hands clasped together as is in silent prayer.
  The statues depict Cenwalch, though the heroes 
  cannot deduce this at this stage—no images of the hero 
  survive. Cenwalch ordered the statues to be carved to 
  show him in prayer, atoning for his crimes.
  Terrain: The four huge pillars are indestructible and 
  block line of sight. Movement into a space occupied 
  by a statue is difﬁ cult ground. Hiding behind a statue 
  provides Cover (+6 Armor). Each statue is smashed if it 
  takes more than 10 damage in a single blow.
  Monsters: Four of the statues are in fact stone 
  golems. Concealed beneath the ground, they were 
  not summoned to war during the Golem Uprising and 
  thus remain true to their original programming. All the 
  golems animate as soon as a hero moves adjacent to one 
  of their number.
   Stone Golems (1 per hero): See page 26.
  Tactics: The golems’ rudimentary programming in-
  structs them to destroy anything entering the chamber. 
  First, however, they are ordered to step into the center 
  of the chamber and activate the glyph trap (see below). 
  The golems nearest the stairs then move to block the 
  escape route. The constructs then pummel intruders 
  with their stone ﬁ sts. They pursue prowlers who escape 
  deeper into the catacombs, but not those who ﬂ ee up 
  the stairs.
  Barrier Glyph Trap: Detect: +0; Disarm: dispel 
  or negate arcana only; Avoid: +0; Range: one square; 
  Arcane d10 (for negation or dispel only); electricity trap-
  ping (see below).
  In the center of the hall is a glyph. Stepping on it 
  causes a curtain of crackling lightning to block the far 
  exit (indicated by the dotted line). The barrier has 
  Toughness 10 as normal and prevents passage through 
  the square as if it were a solid object. Attackers using 
  metal melee weapons who make a successful Fighting 
  attack against the barrier must make a Vigor roll or be 
  knocked back 1” and fall prone. If their Vigor die is a 1, 
  regardless of the Wild Die, they are Shaken as well. The 
  barrier remains active for one hour.
  SINS OF THE FATHER
  15
  
  Anyone standing in the affected square at the time of 
  activation must make an Agility roll at –2 to dive clear or be 
  thrown into an adjacent square and Shaken. Draw a card 
  from the action deck. On a red card, the victim is knocked 
  back into the room. A black cards means he is thrown into 
  the corridor. With a Joker the victim gets to decide.
  3) TRAP
  Falling Block Trap: Detect: –1; Disarm: +1; Avoid: 
  –1; Range: 1 square; Damage: 3d6; area then becomes 
  difﬁ cult ground.
  In the center of the T-junction is a pressure plate. 
  Stepping on it causes a section of ceiling to drop onto 
  the trapped square.
  4) VAULT OF THE DAMNED
  The dust of ages coats the ﬂ agstone ﬂ oor. Ar-
  ranged in the walls of this irregular shaped room 
  are small panels, each two feet to a side. Ancient 
  runes are inscribed on each one.
  Behind each stone door is a small vault, just large 
  enough to house a single human skeleton. The runes 
  are Auld Saxa and list the name of the occupant and his 
  profession. Most list “huscarl” for the latter, but a few say 
  “commander.”
  Terrain: The vault doors are made of thin stone. They 
  are Toughness 10.
  Monsters: A number of the vaults contain animated 
  skeletons. Like the skeletal huscarls outside, those in-
  terred here chose to follow what path Fate had in store 
  for Cenwalch. They have lain here for centuries, un-
  able to pass on to the next life while their lord remains 
  cursed.
  Each vault can only accommodate one skeleton. Start-
  ing positions based on a party of four adventurers are 
  detailed on the map. Any extras should be placed as the 
  GM determines.
   Skeleton Commander (1 per 2 heroes): See page 
  26. Neither are Wild Cards.
   Skeleton Huscarls (2 per hero): See page 26.
  Tactics: When the ﬁ rst party member enters the room, 
  the animated dead burst from their vaults and attack. 
  Crawling out from the vault is an action. The skeletons 
  HELLFROST ADVENTURE #11
  16
  Anyone standing in the affected square at the time of 
  activation must make an Agility roll at –2 to dive clear or be 
  thrown into an adjacent square and Shaken. Draw a card 
  from the action deck. On a red card, the victim is knocked 
  back into the room. A black cards means he is thrown into 
  the corridor. With a Joker the victim gets to decide.
  3) TRAP
  Falling Block Trap: Detect: –1; Disarm: +1; Avoid: 
  –1; Range: 1 square; Damage: 3d6; area then becomes 
  difﬁ cult ground.
  In the center of the T-junction is a pressure plate. 
  Stepping on it causes a section of ceiling to drop onto 
  the trapped square.
  4) VAULT OF THE DAMNED
  The dust of ages coats the ﬂ agstone ﬂ oor. Ar-
  ranged in the walls of this irregular shaped room 
  are small panels, each two feet to a side. Ancient 
  runes are inscribed on each one.
  Behind each stone door is a small vault, just large 
  enough to house a single human skeleton. The runes 
  are Auld Saxa and list the name of the occupant and his 
  profession. Most list “huscarl” for the latter, but a few say 
  “commander.”
  Terrain: The vault doors are made of thin stone. They 
  are Toughness 10.
  Monsters: A number of the vaults contain animated 
  skeletons. Like the skeletal huscarls outside, those in-
  terred here chose to follow what path Fate had in store 
  for Cenwalch. They have lain here for centuries, un-
  able to pass on to the next life while their lord remains 
  cursed.
  Each vault can only accommodate one skeleton. Start-
  ing positions based on a party of four adventurers are 
  detailed on the map. Any extras should be placed as the 
  GM determines.
   Skeleton Commander (1 per 2 heroes): See page 
  26. Neither are Wild Cards.
   Skeleton Huscarls (2 per hero): See page 26.
  Tactics: When the ﬁ rst party member enters the room, 
  the animated dead burst from their vaults and attack. 
  Crawling out from the vault is an action. The skeletons 
  HELLFROST ADVENTURE #11
  16
  
  are smart enough to single out spellcasters and warriors, 
  so long as presented with ample evidence to make that 
  decision (invoking magic and wearing heavy armor is evi-
  dence enough). The commanders hold back, using their 
  leadership abilities to direct the troops in battle.
  The restless dead hound intruders until either side 
  is slain.
  5) CHAMBER OF THE DEAD
  Aside from the lack of commanders and its smaller 
  size, this chamber is identical to the one above. All the 
  basic notes apply here equally.
   Skeleton Huscarls (2 per hero): See page 26.
  6) TRAPS
  Bolt Glyph Trap: Detect: +0; Disarm: dispel or ne-
  gate arcana only; Avoid: n/a; Range: 12/24/48; Arcane 
  d10 (for attack roll and negation or dispel) and Wild Die; 
  Damage: 2d6.
  Stepping around the corner (6A) or into the corridor 
  (6B) activates a bolt glyph. The spell activates one round 
  after the trap is activated. Each trap is independent of 
  the other, though the bolts come from the same source 
  (marked X on the map). Each spell activates three bolts. 
  The ones heading toward 6A take the form of balls of inky 
  darkness, while those ﬂ ying up the corridor toward 6B 
  resemble throwing axes. The spells activate silently—the 
  ﬁ rst the victim knows is when he is struck or the missiles 
  impact around him.
  Calculate the distance to the nearest target from the 
  launch point and roll three arcane dice and a single Wild 
  Die, applying range modiﬁ ers where required.
  7) OFFERING HALLS
  This small hall is empty. Large patches of black 
  mildew stain the walls and small rivulets of wa-
  ter wind down the walls through cracks in the 
  ceiling. The stench of mold ﬁ lls your noses.
  Initially these halls were to contain food and drink, as 
  well as mundane gifts for the dead to use in the Afterlife. 
  Cenwalch, however, issued a decree that no trappings 
  were to be placed inside the tomb. He did not expect to 
  enjoy eternity. Instead, all his worldly possessions (save 
  for a few personal items) were distributed among the 
  poor before his death. A rich man in life, the hero was 
  buried as a virtual pauper.
  8) NARROW TUNNEL
  The worked face of the western wall is rent by a 
  long, narrow crack.
  Where the narrow tunnel leads has been left delib-
  erately vague. GMs who want to expand the tomb can 
  have the crawlspace leading to a neighboring crypt, for 
  example. GMs who’d rather not add more danger can 
  simply rule the crack is natural, the result of a small 
  earth tremor in ages past, and actually goes nowhere. 
  Alternately, GMs who think the party is having too easy a 
  time can have it home to a swarm of rats (or other nasty 
  creatures).
  9) HEROES’ VAULT
  The dust of ages coats the ﬂ agstone ﬂ oor. Ar-
  ranged in the walls of this irregular shaped room 
  are small panels, each two feet to a side. Ancient 
  runes are inscribed on each one.
  Aside from its smaller size, this chamber is identical to 
  the ones in Areas 4 and 5. All the basic notes from those 
  chambers apply here equally.
  Terrain: If the middle tomb’s front panel is smashed, 
  the corridor beyond becomes readily apparent. In fact, 
  the entire section of wall is a thin veneer, only a few 
  inches thick (enough to prevent tapping the wall reveal-
  ing its existence).
  10) SHARP STICKS
  Spear Trap: Detect: +0; Disarm: +0; Avoid: +0; 
  Range: 3 squares; Fighting d8 and Wild Die; Damage: 
  2d8.
  Activating the pressure plate at the point marked “T” 
  causes spears to thrust out in all squares in the corridor 
  between the dotted lines. Make a Fighting roll for each 
  square individually. If the trap gets Surprise on the lead 
  hero, it has the Drop on every victim. If the lead hero 
  gets an action card, he is not Surprised (though may be 
  interrupted). He has a chance to alert his comrades to 
  the presence of a trap, thus negating the Drop.
  11) CENWALCH’S GREAT HALL
  Standing on a balcony, you gaze down onto a 
  large hall. Thin columns of stone rise like needles 
  to the ceiling 20’ above the ﬂ oor. On either side of 
  the hall are huge wooden doors, shut tight to con-
  ceal whatever lies beyond. At the far end, barely 
  visible in the light you carry, is a wooden chair, 
  carved into the form of a dragon. Above, shrouded 
  in darkness, is another balcony. If this room is a 
  crypt, where is the corpse? If it is a noble’s hall, 
  where is the lord?
  Originally intended to be a magniﬁ cent tomb, for over 
  three hundred years this hall has been Cenwalch’s home 
  and prison. Here the great lord has sat and brooded over 
  the ﬁ nal days of his mortal life.
  Terrain: The ceiling in this chamber is 20’ high.
  SINS OF THE FATHER
  17
  are smart enough to single out spellcasters and warriors, 
  so long as presented with ample evidence to make that 
  decision (invoking magic and wearing heavy armor is evi-
  dence enough). The commanders hold back, using their 
  leadership abilities to direct the troops in battle.
  The restless dead hound intruders until either side 
  is slain.
  5) CHAMBER OF THE DEAD
  Aside from the lack of commanders and its smaller 
  size, this chamber is identical to the one above. All the 
  basic notes apply here equally.
   Skeleton Huscarls (2 per hero): See page 26.
  6) TRAPS
  Bolt Glyph Trap: Detect: +0; Disarm: dispel or ne-
  gate arcana only; Avoid: n/a; Range: 12/24/48; Arcane 
  d10 (for attack roll and negation or dispel) and Wild Die; 
  Damage: 2d6.
  Stepping around the corner (6A) or into the corridor 
  (6B) activates a bolt glyph. The spell activates one round 
  after the trap is activated. Each trap is independent of 
  the other, though the bolts come from the same source 
  (marked X on the map). Each spell activates three bolts. 
  The ones heading toward 6A take the form of balls of inky 
  darkness, while those ﬂ ying up the corridor toward 6B 
  resemble throwing axes. The spells activate silently—the 
  ﬁ rst the victim knows is when he is struck or the missiles 
  impact around him.
  Calculate the distance to the nearest target from the 
  launch point and roll three arcane dice and a single Wild 
  Die, applying range modiﬁ ers where required.
  7) OFFERING HALLS
  This small hall is empty. Large patches of black 
  mildew stain the walls and small rivulets of wa-
  ter wind down the walls through cracks in the 
  ceiling. The stench of mold ﬁ lls your noses.
  Initially these halls were to contain food and drink, as 
  well as mundane gifts for the dead to use in the Afterlife. 
  Cenwalch, however, issued a decree that no trappings 
  were to be placed inside the tomb. He did not expect to 
  enjoy eternity. Instead, all his worldly possessions (save 
  for a few personal items) were distributed among the 
  poor before his death. A rich man in life, the hero was 
  buried as a virtual pauper.
  8) NARROW TUNNEL
  The worked face of the western wall is rent by a 
  long, narrow crack.
  Where the narrow tunnel leads has been left delib-
  erately vague. GMs who want to expand the tomb can 
  have the crawlspace leading to a neighboring crypt, for 
  example. GMs who’d rather not add more danger can 
  simply rule the crack is natural, the result of a small 
  earth tremor in ages past, and actually goes nowhere. 
  Alternately, GMs who think the party is having too easy a 
  time can have it home to a swarm of rats (or other nasty 
  creatures).
  9) HEROES’ VAULT
  The dust of ages coats the ﬂ agstone ﬂ oor. Ar-
  ranged in the walls of this irregular shaped room 
  are small panels, each two feet to a side. Ancient 
  runes are inscribed on each one.
  Aside from its smaller size, this chamber is identical to 
  the ones in Areas 4 and 5. All the basic notes from those 
  chambers apply here equally.
  Terrain: If the middle tomb’s front panel is smashed, 
  the corridor beyond becomes readily apparent. In fact, 
  the entire section of wall is a thin veneer, only a few 
  inches thick (enough to prevent tapping the wall reveal-
  ing its existence).
  10) SHARP STICKS
  Spear Trap: Detect: +0; Disarm: +0; Avoid: +0; 
  Range: 3 squares; Fighting d8 and Wild Die; Damage: 
  2d8.
  Activating the pressure plate at the point marked “T” 
  causes spears to thrust out in all squares in the corridor 
  between the dotted lines. Make a Fighting roll for each 
  square individually. If the trap gets Surprise on the lead 
  hero, it has the Drop on every victim. If the lead hero 
  gets an action card, he is not Surprised (though may be 
  interrupted). He has a chance to alert his comrades to 
  the presence of a trap, thus negating the Drop.
  11) CENWALCH’S GREAT HALL
  Standing on a balcony, you gaze down onto a 
  large hall. Thin columns of stone rise like needles 
  to the ceiling 20’ above the ﬂ oor. On either side of 
  the hall are huge wooden doors, shut tight to con-
  ceal whatever lies beyond. At the far end, barely 
  visible in the light you carry, is a wooden chair, 
  carved into the form of a dragon. Above, shrouded 
  in darkness, is another balcony. If this room is a 
  crypt, where is the corpse? If it is a noble’s hall, 
  where is the lord?
  Originally intended to be a magniﬁ cent tomb, for over 
  three hundred years this hall has been Cenwalch’s home 
  and prison. Here the great lord has sat and brooded over 
  the ﬁ nal days of his mortal life.
  Terrain: The ceiling in this chamber is 20’ high.
  SINS OF THE FATHER
  17
  
  The banister at the top of both raised platforms is 
  three feet high. The thin wood provides +4 Armor to 
  those using it as Cover.
  The stone columns can be used as Cover and provide 
  +8 Armor. They extend from ﬂ oor to ceiling and block 
  line of sight. Movement through a space occupied by a 
  pillar or Cenwalch’s chair is difﬁ cult ground.
  The doors to areas 11A and 12 are not locked. Push-
  ing them open takes an action for a creature of less than 
  Size +2.
  Monsters: Knelt down behind the banister on the far 
  platform, above the chair, are ﬁ ve skeletons. Norgar, a 
  cliff giant, begins in room 11A. Cenwalch is in area 12.
   Cenwalch Cerdicsunu: See page 22.
   Norgar the Giant: See page 25.
   Skeleton Commander (1): See page 26. Initially 
  armed with bows (Range: 12/24/48, Damage: 2d6).
   Skeleton Huscarls (1 per hero): See page 26. 
  These are initially armed with bows (Range: 12/24/48, 
  Damage: 2d6).
  Tactics: The skeletons remain hidden until spotted 
  (a Notice roll at –2) or the party reaches the center of 
  the room, whichever comes ﬁ rst. They then pepper 
  the heroes with arrows, aiming at the most dangerous 
  targets ﬁ rst (those with ranged weapons) and then at 
  those rushing toward the stairs. Once the party is close 
  to the stairs, those nearest the heroes drop their bows (a 
  free action) and draw their melee weapons (an action). 
  Those in the middle of the platform continue to support 
  their comrades with bows.
  At the start of the third round, Cenwalch’s chief body-
  guard (a brutish cliff giant bound to his liege in death 
  like the huscarls) crashes through the door of 11A and 
  enters the fray. He begins at point “N” on the map. His 
  passage through the doors is a free action.
  Anyone standing in the squares marked “X” when the 
  great doors slam open must make an Agility roll at –2 or 
  suffer d12+d6+3 damage as they are crushed between 
  the door and the wall.
  Immediately when Norgar takes three wounds or if 
  someone opens the door to area 12, interrupt the ﬁ ght 
  and read the following text aloud.
  The western doors crash open! Framed in the 
  doorway is what was once a man. Withered, 
  parchment skin clings to thick bones, and dark 
  strands of lank hair falling from his scalp like 
  torn cobwebs. Burning blue eyes ﬂ are brieﬂ y in the 
  gloom. Light glints off a magniﬁ cently engraved 
  breastplate displaying two bears wrestling.
  “Who dares enter the great hall of Cenwalch Cerd-
  icsunu unannounced?” the ﬁ gure roars. “Speak or 
  face judgment!”
  If the heroes want a ﬁ ght with Cenwalch, he happily 
  obliges, showing the party no mercy. However, Cenwalch 
  is an honorable man and strongly believes in justice. If 
  the party gives any indication of wishing to parley, the 
  chieftain orders his minions to cease hostilities (they go 
  on Hold). Proceed to Cenwalch’s Tale below.
  In the event Cenwalch is reduced to three wounds, he 
  throws down his sword and demands to be heard before 
  he is slain. Go to Cenwalch’s Tale, but read the optional 
  beginning.
  11A) NORGAR’S ROOM
  Carved into the wall are extremely crude images 
  of armed men ﬁ ghting. Towering over them is a 
  hulking giant, his long, heavy club scattering men 
  like rag dolls. The images have the same look as 
  those of a child or imbecile, lacking any detail or 
  realistic approach to artistry.
  This chamber is used by Norgar, Cenwalch’s trusted 
  bodyguard. Condemned by choice to lead the same un-
  dead life as his master, Norgar passes the time by recall-
  ing the great battle in which he took part and scratching 
  his impressions of the conﬂ icts onto the walls.
  12) SHRINE
  Two small shrines stand on opposite sides of the 
  room. To the left is a shrine to Tiw, decorated with 
  swords, axes, and shields. On the right, one to 
  Hothar, god of justice and law.
  In life, Cenwalch was a servant of Tiw. He never took 
  holy vows, but he lived his life by the same moral code 
  as the god’s clergy. Following victory over the Anari, 
  Cenwalch turned his back on war and bloodshed. He 
  took an oath of allegiance to Hothar, becoming a devo-
  tee of the god of justice. In place of conquest he set to 
  writing new, just laws for his liberated people to live 
  under.
  In death, Cenwalch instructed the artisans of the tomb 
  to erect shrines to both deities. No fool, Cenwalch knew 
  he would face stern judgment when his life expired, 
  but he hoped to offset his sins with his good works in 
  later life. Unfortunately, the gods punished him. Until 
  the truth of what happened to the Anari became public 
  knowledge, Cenwalch was doomed to wander his hall 
  for eternity, neither dead nor alive.
  CENWALCH’S TALE
  Optional Beginning: Read this only if Cenwalch 
  fought the heroes and surrendered. Proceed then straight 
  to Cenwalch’s confession below.
  “Peace!” Cenwalch shouts, throwing his sword to 
  the ﬂ oor with a resounding clang. “If a second 
  death I must die, let me ﬁ rst be heard so that the 
  weight of my sins may be lifted from my soul. It is 
  time for the truth to be revealed!”
  HELLFROST ADVENTURE #11
  18
  The banister at the top of both raised platforms is 
  three feet high. The thin wood provides +4 Armor to 
  those using it as Cover.
  The stone columns can be used as Cover and provide 
  +8 Armor. They extend from ﬂ oor to ceiling and block 
  line of sight. Movement through a space occupied by a 
  pillar or Cenwalch’s chair is difﬁ cult ground.
  The doors to areas 11A and 12 are not locked. Push-
  ing them open takes an action for a creature of less than 
  Size +2.
  Monsters: Knelt down behind the banister on the far 
  platform, above the chair, are ﬁ ve skeletons. Norgar, a 
  cliff giant, begins in room 11A. Cenwalch is in area 12.
   Cenwalch Cerdicsunu: See page 22.
   Norgar the Giant: See page 25.
   Skeleton Commander (1): See page 26. Initially 
  armed with bows (Range: 12/24/48, Damage: 2d6).
   Skeleton Huscarls (1 per hero): See page 26. 
  These are initially armed with bows (Range: 12/24/48, 
  Damage: 2d6).
  Tactics: The skeletons remain hidden until spotted 
  (a Notice roll at –2) or the party reaches the center of 
  the room, whichever comes ﬁ rst. They then pepper 
  the heroes with arrows, aiming at the most dangerous 
  targets ﬁ rst (those with ranged weapons) and then at 
  those rushing toward the stairs. Once the party is close 
  to the stairs, those nearest the heroes drop their bows (a 
  free action) and draw their melee weapons (an action). 
  Those in the middle of the platform continue to support 
  their comrades with bows.
  At the start of the third round, Cenwalch’s chief body-
  guard (a brutish cliff giant bound to his liege in death 
  like the huscarls) crashes through the door of 11A and 
  enters the fray. He begins at point “N” on the map. His 
  passage through the doors is a free action.
  Anyone standing in the squares marked “X” when the 
  great doors slam open must make an Agility roll at –2 or 
  suffer d12+d6+3 damage as they are crushed between 
  the door and the wall.
  Immediately when Norgar takes three wounds or if 
  someone opens the door to area 12, interrupt the ﬁ ght 
  and read the following text aloud.
  The western doors crash open! Framed in the 
  doorway is what was once a man. Withered, 
  parchment skin clings to thick bones, and dark 
  strands of lank hair falling from his scalp like 
  torn cobwebs. Burning blue eyes ﬂ are brieﬂ y in the 
  gloom. Light glints off a magniﬁ cently engraved 
  breastplate displaying two bears wrestling.
  “Who dares enter the great hall of Cenwalch Cerd-
  icsunu unannounced?” the ﬁ gure roars. “Speak or 
  face judgment!”
  If the heroes want a ﬁ ght with Cenwalch, he happily 
  obliges, showing the party no mercy. However, Cenwalch 
  is an honorable man and strongly believes in justice. If 
  the party gives any indication of wishing to parley, the 
  chieftain orders his minions to cease hostilities (they go 
  on Hold). Proceed to Cenwalch’s Tale below.
  In the event Cenwalch is reduced to three wounds, he 
  throws down his sword and demands to be heard before 
  he is slain. Go to Cenwalch’s Tale, but read the optional 
  beginning.
  11A) NORGAR’S ROOM
  Carved into the wall are extremely crude images 
  of armed men ﬁ ghting. Towering over them is a 
  hulking giant, his long, heavy club scattering men 
  like rag dolls. The images have the same look as 
  those of a child or imbecile, lacking any detail or 
  realistic approach to artistry.
  This chamber is used by Norgar, Cenwalch’s trusted 
  bodyguard. Condemned by choice to lead the same un-
  dead life as his master, Norgar passes the time by recall-
  ing the great battle in which he took part and scratching 
  his impressions of the conﬂ icts onto the walls.
  12) SHRINE
  Two small shrines stand on opposite sides of the 
  room. To the left is a shrine to Tiw, decorated with 
  swords, axes, and shields. On the right, one to 
  Hothar, god of justice and law.
  In life, Cenwalch was a servant of Tiw. He never took 
  holy vows, but he lived his life by the same moral code 
  as the god’s clergy. Following victory over the Anari, 
  Cenwalch turned his back on war and bloodshed. He 
  took an oath of allegiance to Hothar, becoming a devo-
  tee of the god of justice. In place of conquest he set to 
  writing new, just laws for his liberated people to live 
  under.
  In death, Cenwalch instructed the artisans of the tomb 
  to erect shrines to both deities. No fool, Cenwalch knew 
  he would face stern judgment when his life expired, 
  but he hoped to offset his sins with his good works in 
  later life. Unfortunately, the gods punished him. Until 
  the truth of what happened to the Anari became public 
  knowledge, Cenwalch was doomed to wander his hall 
  for eternity, neither dead nor alive.
  CENWALCH’S TALE
  Optional Beginning: Read this only if Cenwalch 
  fought the heroes and surrendered. Proceed then straight 
  to Cenwalch’s confession below.
  “Peace!” Cenwalch shouts, throwing his sword to 
  the ﬂ oor with a resounding clang. “If a second 
  death I must die, let me ﬁ rst be heard so that the 
  weight of my sins may be lifted from my soul. It is 
  time for the truth to be revealed!”
  HELLFROST ADVENTURE #11
  18
  
  Cenwalch is willing to let the heroes speak before he 
  passes judgment on them for tomb robbing. This is their 
  chance to learn the truth without further bloodshed. All 
  they need to do is tell Cenwalch that Anari ghosts are 
  plaguing the land and that it somehow relates to the end 
  of the Saxa uprising. Cenwalch can work out the rest 
  himself.
  Cenwalch walks silently to his throne and slumps 
  down into it. He tips his scrawny neck back, 
  staring at the ceiling. Finally he faces you and 
  speaks.
  “For centuries I have wondered what I would do 
  when this time came. Would I have the strength to 
  speak the truth? Would I tarnish my name to free 
  my soul from this torment? Or should I keep quiet 
  and be damned until the god’s withered to faint 
  memories?
  “The battle was a victory, a terrible, terrible vic-
  tory. The ﬁ elds ran red with Anari blood, and yet 
  my people rejoiced, for they were free. I swore 
  a holy oath that day that no more Anari blood 
  would be spilled. Yet there were prisoners we 
  could not release, for they were hardened soldiers 
  and hated the Saxa beyond all else. While I strove 
  for peace, my men tortured them mercilessly, for 
  to release them would be to unleash a guerilla 
  army.
  “When the Anari ﬁ nally agreed to our terms, I of-
  fered the captives freedom if they would swear to 
  cease hostilities against my people. They refused 
  to the last. My hand was forced. We had fought so 
  long for peace, and now a handful of men were 
  set to ruin everything. I kept my word, though. 
  No Anari blood was spilled, though none walked 
  away from this land.
  “Go west of the village of Readfolda until you see 
  a standing stone marked with Thunor’s emblem.” 
  Cenwalch draws a short, notched, metal rod 
  from inside his armor and tosses it to the ground 
  before you. “Insert this into the top and turn it 
  toward Sigel’s rising,” he continues. “All will be-
  come known. Tell the people the truth. Tell them 
  of what their great hero did. Swear to me you will 
  make it so.”
  If a suitable oath is made, Cenwalch unbuckles his 
  breastplate and his sword and offers them to the heroes, 
  insisting he needs them no longer. Once done, Cenwalch 
  dismisses the heroes.
  “I have no grave goods,” Cenwalch smiles, “no 
  treasure horde. My physical possessions you hold 
  in your hands. All I have left to offer is truth. Once 
  you know the truth, we shall both be rid of our 
  problems. Do not fear my undead followers,” he 
  adds. “They shall not harm you on your way back 
  to the land of the living.”
  Treasure: Both objects are relics. The breastplate is a 
  +1 plate corselet and weighs half as much as a normal 
  corselet. Cenwalch’s sword is a +1 long sword, grant-
  ing a +1 modiﬁ er to all Fighting and damage rolls made 
  with the weapon. The ﬁ rst party member to attune to 
  either relic gains +3 Glory (or +5 Glory if he takes both 
  items).
  THE HEADLESS DEAD
  Reaching the burial site from Cenwalch’s barrow in-
  volves a journey of six miles (it is four miles from the vil-
  lage). As indicated, the site is marked by a single standing 
  stone some four feet in height atop a long, low mound. 
  The stone’s weathered faces are carved with a faded im-
  age. It requires a Notice roll at close range to discern that 
  the faint outline represents a storm dragon. It’s long, ser-
  pentine form circles around the menhir. Like many Saxa 
  decorative carvings, it has no clearly deﬁ ned beginning 
  or end. In this instance, the dragon is biting its own tail 
  (or perhaps regurgitating it) to form an ouroboros.
  Thousands of similar stones dot Rassilon, especially 
  the Hearthlands. Some are grave markers, but many 
  others are monuments of old, former shrines long since 
  abandoned, boundary markers for settlements, memo-
  rial stones to mark the site of great deeds, old way mark-
  ers, and such like. Hence, the villagers have paid it little 
  attention.
  At the very top of the standing stone, beneath a layer 
  of moss, is a circular hole descending the entire length 
  of the stone. Placing the notched rod found in the tomb 
  into the hole causes the ground to shudder and buckle.
  The earth suddenly splits as immense wooden 
  beams, cut to interlock like gigantic ﬁ ngers, burst 
  through the snow and soil. The great panels spread 
  apart, scattering dirt and stones as the mound is 
  torn asunder, until they stand vertical, each seg-
  ment towering 20’ above you.
  Beneath lies a pit in which can be seen dozens 
  of decapitated skeletons. In the middle is a low 
  column, upon which rests a single grinning skull. 
  Rusted helmets, armor, and weapons lie entan-
  gled with the jumbled bones and severed skulls.
  The helmets of the corpses are decorated with a raised 
  dragon, which runs along the crest. The head forms the 
  nose guard, while the hinged wings form cheek protec-
  tors. The tail curls around itself at the back of the helmet, 
  creating a neck guard. Lighting bolts engraved on the 
  wings mark it as a storm dragon.
  Heroes may make a Knowledge (Folklore) roll at –2 
  or a Knowledge (History) roll to see if they recognize the 
  emblem. Anari and Saxa heroes receive a +1 bonus to 
  SINS OF THE FATHER
  19
  Cenwalch is willing to let the heroes speak before he 
  passes judgment on them for tomb robbing. This is their 
  chance to learn the truth without further bloodshed. All 
  they need to do is tell Cenwalch that Anari ghosts are 
  plaguing the land and that it somehow relates to the end 
  of the Saxa uprising. Cenwalch can work out the rest 
  himself.
  Cenwalch walks silently to his throne and slumps 
  down into it. He tips his scrawny neck back, 
  staring at the ceiling. Finally he faces you and 
  speaks.
  “For centuries I have wondered what I would do 
  when this time came. Would I have the strength to 
  speak the truth? Would I tarnish my name to free 
  my soul from this torment? Or should I keep quiet 
  and be damned until the god’s withered to faint 
  memories?
  “The battle was a victory, a terrible, terrible vic-
  tory. The ﬁ elds ran red with Anari blood, and yet 
  my people rejoiced, for they were free. I swore 
  a holy oath that day that no more Anari blood 
  would be spilled. Yet there were prisoners we 
  could not release, for they were hardened soldiers 
  and hated the Saxa beyond all else. While I strove 
  for peace, my men tortured them mercilessly, for 
  to release them would be to unleash a guerilla 
  army.
  “When the Anari ﬁ nally agreed to our terms, I of-
  fered the captives freedom if they would swear to 
  cease hostilities against my people. They refused 
  to the last. My hand was forced. We had fought so 
  long for peace, and now a handful of men were 
  set to ruin everything. I kept my word, though. 
  No Anari blood was spilled, though none walked 
  away from this land.
  “Go west of the village of Readfolda until you see 
  a standing stone marked with Thunor’s emblem.” 
  Cenwalch draws a short, notched, metal rod 
  from inside his armor and tosses it to the ground 
  before you. “Insert this into the top and turn it 
  toward Sigel’s rising,” he continues. “All will be-
  come known. Tell the people the truth. Tell them 
  of what their great hero did. Swear to me you will 
  make it so.”
  If a suitable oath is made, Cenwalch unbuckles his 
  breastplate and his sword and offers them to the heroes, 
  insisting he needs them no longer. Once done, Cenwalch 
  dismisses the heroes.
  “I have no grave goods,” Cenwalch smiles, “no 
  treasure horde. My physical possessions you hold 
  in your hands. All I have left to offer is truth. Once 
  you know the truth, we shall both be rid of our 
  problems. Do not fear my undead followers,” he 
  adds. “They shall not harm you on your way back 
  to the land of the living.”
  Treasure: Both objects are relics. The breastplate is a 
  +1 plate corselet and weighs half as much as a normal 
  corselet. Cenwalch’s sword is a +1 long sword, grant-
  ing a +1 modiﬁ er to all Fighting and damage rolls made 
  with the weapon. The ﬁ rst party member to attune to 
  either relic gains +3 Glory (or +5 Glory if he takes both 
  items).
  THE HEADLESS DEAD
  Reaching the burial site from Cenwalch’s barrow in-
  volves a journey of six miles (it is four miles from the vil-
  lage). As indicated, the site is marked by a single standing 
  stone some four feet in height atop a long, low mound. 
  The stone’s weathered faces are carved with a faded im-
  age. It requires a Notice roll at close range to discern that 
  the faint outline represents a storm dragon. It’s long, ser-
  pentine form circles around the menhir. Like many Saxa 
  decorative carvings, it has no clearly deﬁ ned beginning 
  or end. In this instance, the dragon is biting its own tail 
  (or perhaps regurgitating it) to form an ouroboros.
  Thousands of similar stones dot Rassilon, especially 
  the Hearthlands. Some are grave markers, but many 
  others are monuments of old, former shrines long since 
  abandoned, boundary markers for settlements, memo-
  rial stones to mark the site of great deeds, old way mark-
  ers, and such like. Hence, the villagers have paid it little 
  attention.
  At the very top of the standing stone, beneath a layer 
  of moss, is a circular hole descending the entire length 
  of the stone. Placing the notched rod found in the tomb 
  into the hole causes the ground to shudder and buckle.
  The earth suddenly splits as immense wooden 
  beams, cut to interlock like gigantic ﬁ ngers, burst 
  through the snow and soil. The great panels spread 
  apart, scattering dirt and stones as the mound is 
  torn asunder, until they stand vertical, each seg-
  ment towering 20’ above you.
  Beneath lies a pit in which can be seen dozens 
  of decapitated skeletons. In the middle is a low 
  column, upon which rests a single grinning skull. 
  Rusted helmets, armor, and weapons lie entan-
  gled with the jumbled bones and severed skulls.
  The helmets of the corpses are decorated with a raised 
  dragon, which runs along the crest. The head forms the 
  nose guard, while the hinged wings form cheek protec-
  tors. The tail curls around itself at the back of the helmet, 
  creating a neck guard. Lighting bolts engraved on the 
  wings mark it as a storm dragon.
  Heroes may make a Knowledge (Folklore) roll at –2 
  or a Knowledge (History) roll to see if they recognize the 
  emblem. Anari and Saxa heroes receive a +1 bonus to 
  SINS OF THE FATHER
  19
  
  either roll. With success, the character knows the dead 
  were members of the Storm Dragon Company, an elite 
  Anari military unit of old and once bodyguards to the An-
  ari Emperors. On a raise, the character knows the Com-
  pany disappeared from history around 160 IR—roughly 
  the same time the Saxa won their freedom.
  While it is plainly obvious the victims were beheaded, 
  it takes a Notice roll at –2 (or a hero speciﬁ cally stating 
  he is inspecting the severed spines) to realize the bone 
  is fused as if by great heat. Cenwalch’s confession should 
  help the party deduce this is what he meant by “not spill-
  ing Anari blood” and by the crone’s reference to “the 
  weapons which killed them”—heated blades. If not, the 
  GM has two choices—let them suffer for not working out 
  the clues or allow a Common Knowledge roll to work it 
  out.
  The skull on the pedestal is that of Count Cadmar. It is 
  of great importance later. Do not encourage the party to 
  take it, though—they must ﬁ gure that out for themselves 
  based on it being situated on the pedestal. Smashing it 
  has no effect.
  Terrain: The map indicates only the terrain around 
  the former barrow. Everything else is ﬂ at terrain with a 
  light dusting of snow.
  The pit is 4’ deep (the wooden beams formed a bar-
  rel vault over the top). Movement through the corpses 
  is difﬁ cult ground, as is the indicated debris ﬁ elds. The 
  two sections of upright beams are impassable terrain and 
  block line of sight.
  Monsters: Soul hunters, drawn to the area by the 
  presence of the tormented and vengeful Anari ghosts, 
  have happened upon the heroes and their grisly ﬁ nd. 
  Each soul hunter begins with one benny plus an addi-
  tional one per hero. The undead make their presence 
  felt after the party has ﬁ nished exploring the mass grave 
  but before they depart.
  Have the heroes place their characters on the map be-
  fore placing the soul hunters. During daylight hours, the 
  soul hunters are detected at 16” distance, having snuck 
  up in silence. One attacks from the north and one from 
  the south. If the attack occurs at night, they are placed at 
  10”, having made use of the darkness.
   Soul Hunter (1 per 2 heroes): See page 26.
  Tactics: As soon as a soul hunter gets within 12” of the 
  skeletons it animates the bones. Bodies and heads spring 
  together, held in place by the soul fragment released by 
  the hunter. At no point do they ever allow themselves 
  to drop below two bennies through use of its Animate 
  Dead power. Each time it gains a benny that increases 
  its pool above two, a hunter animates another corpse. A 
  total of 50 corpses can be animated in this manner.
  THE CRONE SPEAKS
  Only when the heroes have learned how the Anari 
  were executed does the Norn priestess deign to speak 
  with them further. If they do not seek her out, she is wait-
  ing for them when they next enter the village. However, 
  she will only see them after dark, as the omen of the 
  comet must be taken into consideration.
  The crone uses runes carved into shards of bone 
  (unidentiﬁ able to the heroes due to their small size, but 
  actually human) to reveal the future. GMs can use actual 
  rune stones if they have them, roll dice to simulate the 
  bones, or just use ﬂ avor text. Whatever method you use, 
  the outcome is the same.
  The clatter of the bones as they roll across the 
  wooden ﬂ oor sounds like thunder in the deathly 
  silence. The crone hunches over them, peering 
  intently at the angular markings, a long, skeletal 
  index ﬁ nger moving over each one in turn.
  “The living will not stand against the dead alone 
  and win. Seek the dead of old to stand by your 
  side. A hero must summon the dead upon the hal-
  lowed ground when Maera closes her eye. Seek 
  the bear that cannot roar. It will help you in your 
  time of need. When you are ready, the head of 
  your foe will summon him to ﬁ ght.”
  The cryptic message ﬁ rst indicates that rousing the 
  villagers will be to no avail—even knowing the specter’s 
  weakness, the villagers are not warriors. The “dead of 
  old” are the Saxa heroes whose spirits reportedly haunt 
  the Mounds of Heroes Gone on nights of the Deorcmo-
  nan (“when Maera closes her eye”). The ﬁ rst night of 
  Deorcmonan is tonight. The “bear that cannot roar” is 
  Cenwalch’s cloak, which hangs in the ale house. Thegn 
  Egfrid is happy to loan it to the heroes if it will help their 
  quest. Finally, “the head of your foe” refers to Cadmar’s 
  skull, which the party is hopefully now carrying.
  If the players have read the Hellfrost Player’s Guide 
  they should know Maera is goddess of the moon. The 
  other clues have already been mentioned in the adven-
  ture in one way or another. However, if the party is hav-
  ing trouble understanding her veiled words allow them 
  to make a Common Knowledge or Knowledge (Riddles) 
  roll to decipher the meaning. The heroes now need to 
  brave the Mounds of Heroes Gone at night.
  Once the reading is done, the priestess offers to per-
  form an augury. This makes use of her Disciple Edge and 
  is more personal to the characters. Remember, the char-
  acters may be heroes, but Fate already favors them (that’s 
  what bennies are for). Accepting an augury is a risk, and 
  sometimes it is better not to know the future.
  If informed of the divination and its meaning, Egfrid 
  volunteers the service of his huscarls and his own blade 
  in the upcoming ﬁ ght. Similarly, Sword of Truth Teobald 
  offers his support.
  SUMMONING THE DEAD
  On the nights of Deorcmonan, which begins the same 
  night as the heroes speak to the crone, the spirits of the 
  Saxa heroes do indeed walk the Mounds of Heroes Gone. 
  HELLFROST ADVENTURE #11
  20
  either roll. With success, the character knows the dead 
  were members of the Storm Dragon Company, an elite 
  Anari military unit of old and once bodyguards to the An-
  ari Emperors. On a raise, the character knows the Com-
  pany disappeared from history around 160 IR—roughly 
  the same time the Saxa won their freedom.
  While it is plainly obvious the victims were beheaded, 
  it takes a Notice roll at –2 (or a hero speciﬁ cally stating 
  he is inspecting the severed spines) to realize the bone 
  is fused as if by great heat. Cenwalch’s confession should 
  help the party deduce this is what he meant by “not spill-
  ing Anari blood” and by the crone’s reference to “the 
  weapons which killed them”—heated blades. If not, the 
  GM has two choices—let them suffer for not working out 
  the clues or allow a Common Knowledge roll to work it 
  out.
  The skull on the pedestal is that of Count Cadmar. It is 
  of great importance later. Do not encourage the party to 
  take it, though—they must ﬁ gure that out for themselves 
  based on it being situated on the pedestal. Smashing it 
  has no effect.
  Terrain: The map indicates only the terrain around 
  the former barrow. Everything else is ﬂ at terrain with a 
  light dusting of snow.
  The pit is 4’ deep (the wooden beams formed a bar-
  rel vault over the top). Movement through the corpses 
  is difﬁ cult ground, as is the indicated debris ﬁ elds. The 
  two sections of upright beams are impassable terrain and 
  block line of sight.
  Monsters: Soul hunters, drawn to the area by the 
  presence of the tormented and vengeful Anari ghosts, 
  have happened upon the heroes and their grisly ﬁ nd. 
  Each soul hunter begins with one benny plus an addi-
  tional one per hero. The undead make their presence 
  felt after the party has ﬁ nished exploring the mass grave 
  but before they depart.
  Have the heroes place their characters on the map be-
  fore placing the soul hunters. During daylight hours, the 
  soul hunters are detected at 16” distance, having snuck 
  up in silence. One attacks from the north and one from 
  the south. If the attack occurs at night, they are placed at 
  10”, having made use of the darkness.
   Soul Hunter (1 per 2 heroes): See page 26.
  Tactics: As soon as a soul hunter gets within 12” of the 
  skeletons it animates the bones. Bodies and heads spring 
  together, held in place by the soul fragment released by 
  the hunter. At no point do they ever allow themselves 
  to drop below two bennies through use of its Animate 
  Dead power. Each time it gains a benny that increases 
  its pool above two, a hunter animates another corpse. A 
  total of 50 corpses can be animated in this manner.
  THE CRONE SPEAKS
  Only when the heroes have learned how the Anari 
  were executed does the Norn priestess deign to speak 
  with them further. If they do not seek her out, she is wait-
  ing for them when they next enter the village. However, 
  she will only see them after dark, as the omen of the 
  comet must be taken into consideration.
  The crone uses runes carved into shards of bone 
  (unidentiﬁ able to the heroes due to their small size, but 
  actually human) to reveal the future. GMs can use actual 
  rune stones if they have them, roll dice to simulate the 
  bones, or just use ﬂ avor text. Whatever method you use, 
  the outcome is the same.
  The clatter of the bones as they roll across the 
  wooden ﬂ oor sounds like thunder in the deathly 
  silence. The crone hunches over them, peering 
  intently at the angular markings, a long, skeletal 
  index ﬁ nger moving over each one in turn.
  “The living will not stand against the dead alone 
  and win. Seek the dead of old to stand by your 
  side. A hero must summon the dead upon the hal-
  lowed ground when Maera closes her eye. Seek 
  the bear that cannot roar. It will help you in your 
  time of need. When you are ready, the head of 
  your foe will summon him to ﬁ ght.”
  The cryptic message ﬁ rst indicates that rousing the 
  villagers will be to no avail—even knowing the specter’s 
  weakness, the villagers are not warriors. The “dead of 
  old” are the Saxa heroes whose spirits reportedly haunt 
  the Mounds of Heroes Gone on nights of the Deorcmo-
  nan (“when Maera closes her eye”). The ﬁ rst night of 
  Deorcmonan is tonight. The “bear that cannot roar” is 
  Cenwalch’s cloak, which hangs in the ale house. Thegn 
  Egfrid is happy to loan it to the heroes if it will help their 
  quest. Finally, “the head of your foe” refers to Cadmar’s 
  skull, which the party is hopefully now carrying.
  If the players have read the Hellfrost Player’s Guide 
  they should know Maera is goddess of the moon. The 
  other clues have already been mentioned in the adven-
  ture in one way or another. However, if the party is hav-
  ing trouble understanding her veiled words allow them 
  to make a Common Knowledge or Knowledge (Riddles) 
  roll to decipher the meaning. The heroes now need to 
  brave the Mounds of Heroes Gone at night.
  Once the reading is done, the priestess offers to per-
  form an augury. This makes use of her Disciple Edge and 
  is more personal to the characters. Remember, the char-
  acters may be heroes, but Fate already favors them (that’s 
  what bennies are for). Accepting an augury is a risk, and 
  sometimes it is better not to know the future.
  If informed of the divination and its meaning, Egfrid 
  volunteers the service of his huscarls and his own blade 
  in the upcoming ﬁ ght. Similarly, Sword of Truth Teobald 
  offers his support.
  SUMMONING THE DEAD
  On the nights of Deorcmonan, which begins the same 
  night as the heroes speak to the crone, the spirits of the 
  Saxa heroes do indeed walk the Mounds of Heroes Gone. 
  HELLFROST ADVENTURE #11
  20
  
  Exactly why they should be allowed to return to the 
  mortal realm on these nights has kept clerics engaged in 
  discussion since the phenomenon was ﬁ rst recorded. No 
  clerics of Scaetha have ever tried to cleanse the ghosts, 
  though such holy warriors make sporadic raids into the 
  Mounds to drive back the hagbui and draugr.
  No specters are present when the heroes enter the 
  Mounds. In order to rouse the spirits, a hero must call 
  out and request their aid. When one does, read the play-
  ers the following text.
  As you begin speaking, the wind drops to a low, 
  mournful drone. The white snow turns blood red, 
  as the glowing orb in the night sky grows in inten-
  sity. Slowly, shapes begin to emerge from the dark-
  ness. Translucent forms of warriors clad in mail 
  and kings in long robes form a circle, completely 
  surrounding you. Their number seems endless, 
  stretching away into the inky blackness of night’s 
  dark embrace.
  None of the shades speak or otherwise interact with 
  the heroes. They are impervious to all damage for the 
  purposes of this scene.
  Convincing the ghosts of the ancient Saxa to side with 
  the heroes requires one hero to make a Persuasion roll. 
  This cannot be done Cooperatively—those who require 
  others to speak for them are not worthy of respect. Modi-
  ﬁ ers are listed below.
  Mod 
  Reason
  Heritage
  –4 
  Hero is an Anari
  –2 
  Hero is a non-Saxa (but not an Anari)
  Status
  +/–X 
  Subtract 50 from the hero’s Glory, divide by 
  ten, and round down
  –2 
  Per character Rank below Heroic
  +2 
  Hero is Legendary Rank
  +1 
  Per Leadership Edge of the hero
  +1 
  Hero is a priest of Hothar, Scaetha, Thunor, 
  or Tiw*
  +1 
  Hero is a warrior or a paladin of the above 
  deities*
  +2 
  Hero is a nobleman*
  Miscellaneous
  +X 
  Player roleplays a speech (GM’s discretion as 
  to bonus awarded)
  –1 
  Hero address the ghosts in a language not 
  listed below
  +1 
  Hero address the ghosts in Saxa
  +2 
  Hero address the ghosts in Auld Saxa
  +2 
  Mentioning the Storm Dragons by name
  +4 
  Hero is wearing Cenwalch’s fur cloak
   
  * These modiﬁ ers stack. A nobleman paladin 
  of Tiw, for instance, earns a +4 bonus.
  Each success and raise attracts the spirits of ten an-
  cient heroes to the character’s banner. There is no limit 
  to the number of raises that can be achieved on this roll. 
  Failure means the characters must defeat the Anari war-
  riors alone—a near-suicidal notion, but the only option 
  now left to them. In all seriousness, if the heroes screw 
  this up they are in deep trouble. If ever there was a time 
  for bennies, it is now.
  Assuming the party scored at least a success, one of 
  the spirits drifts toward the heroes.
  A shade wearing a simple crown glides silently 
  over the snow, leaving no trace of his passing. Its 
  cloak billows silently around its withered form. 
  The other shades watch on impassively, their pale, 
  burning eyes tracking the crowned-ﬁ gure’s move-
  ment.
  The crowned specter bows deeply. “I am Cuthwulf 
  Halfdansunu, king of old,” the ﬁ gure says. “We 
  have heard your plea and recognize a kindred 
  soul. We will ﬁ ght beside you if Maera is not look-
  ing.” From within its robes it pulls forth a signal 
  horn. “When the time is right, the horn will sum-
  mon us.”
  A character reaching out for the horn discovers it is 
  quite solid, although the shade is completely incorpo-
  real. Exactly when the heroes decide to blow the horn 
  is up to them—they know how to summon Cadmar and 
  their Saxa allies. Ideally, of course, they should ensure 
  they have heated weapons ﬁ rst.
  AN OLD GRUDGE SETTLED
  Exactly when and where this scene occurs is down 
  to the heroes. Cadmar and his men can only be sum-
  moned at night, as can the Saxa ghosts, but they can be 
  summoned in any location. Given the ghosts can pass 
  through walls and spellcasters may wish to use area effect 
  spells, outdoors is far better than indoors. In addition, 
  the Saxa spirits cannot be summoned after Deorcmonan 
  ends—if the party delays too long they must ﬁ ght with 
  only mortal allies. Additionally, the heroes should take 
  the time to pre-heat their weapons if they want an easier 
  ﬁ ght.
  Once Cadmar is called to battle, he and his legion ap-
  pear 24” from the heroes. The Saxa appear the round af-
  ter the horn is blown. They can be summoned anywhere 
  within 48” of the heroes—it’s the characters’ call as to 
  where their undead allies appear.
  Monsters: There are a total of 50 Anari spectral war-
  riors, not including Count Cadmar and less any actually 
  slain in a previous encounter. The GM can run a huge 
  skirmish using all the combatants, or he can adopt a 
  more focused view (great if you don’t have a large table 
  or many miniatures available).
  In the “miniature” version of the battle, the ghosts ﬁ ght 
  each other on roughly equal terms, leaving only those left 
  over to face the heroes and their allies. For every ten Saxa 
  ghosts on the heroes’ side, subtract an equal number of 
  SINS OF THE FATHER
  21
  Exactly why they should be allowed to return to the 
  mortal realm on these nights has kept clerics engaged in 
  discussion since the phenomenon was ﬁ rst recorded. No 
  clerics of Scaetha have ever tried to cleanse the ghosts, 
  though such holy warriors make sporadic raids into the 
  Mounds to drive back the hagbui and draugr.
  No specters are present when the heroes enter the 
  Mounds. In order to rouse the spirits, a hero must call 
  out and request their aid. When one does, read the play-
  ers the following text.
  As you begin speaking, the wind drops to a low, 
  mournful drone. The white snow turns blood red, 
  as the glowing orb in the night sky grows in inten-
  sity. Slowly, shapes begin to emerge from the dark-
  ness. Translucent forms of warriors clad in mail 
  and kings in long robes form a circle, completely 
  surrounding you. Their number seems endless, 
  stretching away into the inky blackness of night’s 
  dark embrace.
  None of the shades speak or otherwise interact with 
  the heroes. They are impervious to all damage for the 
  purposes of this scene.
  Convincing the ghosts of the ancient Saxa to side with 
  the heroes requires one hero to make a Persuasion roll. 
  This cannot be done Cooperatively—those who require 
  others to speak for them are not worthy of respect. Modi-
  ﬁ ers are listed below.
  Mod 
  Reason
  Heritage
  –4 
  Hero is an Anari
  –2 
  Hero is a non-Saxa (but not an Anari)
  Status
  +/–X 
  Subtract 50 from the hero’s Glory, divide by 
  ten, and round down
  –2 
  Per character Rank below Heroic
  +2 
  Hero is Legendary Rank
  +1 
  Per Leadership Edge of the hero
  +1 
  Hero is a priest of Hothar, Scaetha, Thunor, 
  or Tiw*
  +1 
  Hero is a warrior or a paladin of the above 
  deities*
  +2 
  Hero is a nobleman*
  Miscellaneous
  +X 
  Player roleplays a speech (GM’s discretion as 
  to bonus awarded)
  –1 
  Hero address the ghosts in a language not 
  listed below
  +1 
  Hero address the ghosts in Saxa
  +2 
  Hero address the ghosts in Auld Saxa
  +2 
  Mentioning the Storm Dragons by name
  +4 
  Hero is wearing Cenwalch’s fur cloak
   
  * These modiﬁ ers stack. A nobleman paladin 
  of Tiw, for instance, earns a +4 bonus.
  Each success and raise attracts the spirits of ten an-
  cient heroes to the character’s banner. There is no limit 
  to the number of raises that can be achieved on this roll. 
  Failure means the characters must defeat the Anari war-
  riors alone—a near-suicidal notion, but the only option 
  now left to them. In all seriousness, if the heroes screw 
  this up they are in deep trouble. If ever there was a time 
  for bennies, it is now.
  Assuming the party scored at least a success, one of 
  the spirits drifts toward the heroes.
  A shade wearing a simple crown glides silently 
  over the snow, leaving no trace of his passing. Its 
  cloak billows silently around its withered form. 
  The other shades watch on impassively, their pale, 
  burning eyes tracking the crowned-ﬁ gure’s move-
  ment.
  The crowned specter bows deeply. “I am Cuthwulf 
  Halfdansunu, king of old,” the ﬁ gure says. “We 
  have heard your plea and recognize a kindred 
  soul. We will ﬁ ght beside you if Maera is not look-
  ing.” From within its robes it pulls forth a signal 
  horn. “When the time is right, the horn will sum-
  mon us.”
  A character reaching out for the horn discovers it is 
  quite solid, although the shade is completely incorpo-
  real. Exactly when the heroes decide to blow the horn 
  is up to them—they know how to summon Cadmar and 
  their Saxa allies. Ideally, of course, they should ensure 
  they have heated weapons ﬁ rst.
  AN OLD GRUDGE SETTLED
  Exactly when and where this scene occurs is down 
  to the heroes. Cadmar and his men can only be sum-
  moned at night, as can the Saxa ghosts, but they can be 
  summoned in any location. Given the ghosts can pass 
  through walls and spellcasters may wish to use area effect 
  spells, outdoors is far better than indoors. In addition, 
  the Saxa spirits cannot be summoned after Deorcmonan 
  ends—if the party delays too long they must ﬁ ght with 
  only mortal allies. Additionally, the heroes should take 
  the time to pre-heat their weapons if they want an easier 
  ﬁ ght.
  Once Cadmar is called to battle, he and his legion ap-
  pear 24” from the heroes. The Saxa appear the round af-
  ter the horn is blown. They can be summoned anywhere 
  within 48” of the heroes—it’s the characters’ call as to 
  where their undead allies appear.
  Monsters: There are a total of 50 Anari spectral war-
  riors, not including Count Cadmar and less any actually 
  slain in a previous encounter. The GM can run a huge 
  skirmish using all the combatants, or he can adopt a 
  more focused view (great if you don’t have a large table 
  or many miniatures available).
  In the “miniature” version of the battle, the ghosts ﬁ ght 
  each other on roughly equal terms, leaving only those left 
  over to face the heroes and their allies. For every ten Saxa 
  ghosts on the heroes’ side, subtract an equal number of 
  SINS OF THE FATHER
  21
  
  Anari (to a minimum of 10 Anari ghosts). Divide the Anari 
  into groups equal in number to the number of heroes. 
  This prevents all the spirits acting simultaneously, and 
  gives the party a little more to worry about.
  Egfrid brings all his huscarls with him. They number 
  ten, less any slain earlier in the adventure. Teobald, the 
  elderly paladin of Hothar, also joins the ﬁ ght. Whether 
  or not Cenwalch committed a fell act is irrelevant to 
  him—the ghosts have no legal right troubling the villag-
  ers because of the sins of their fathers.
  During the ﬁ ght, the GM should take the time to 
  brieﬂ y describe the Anari and Saxa ghosts ﬁ ghting 
  around the heroes. Don’t get into long description—the 
  focus should be ﬁ rmly on the heroes, but the characters 
  should be reminded every now and then that they are 
  part of a larger engagement.
   Count Cadmar: See page 24.
   Spectral Warriors (10+): See page 25.
   Thegn Egfrid: See page 22.
   Veteran Huscarls (varies): See page 24.
   Teobald ap-Angrot: See page 24.
  Tactics: The Anari no longer care about Saxa 
  blood—everyone on the heroes’ side is deemed a mortal 
  enemy by association with the ghostly army. The war-
  riors engage the nearest target, though they pay special 
  attention to spellcasters with area effect spells capable 
  of harming them. The Anari cannot retreat even if they 
  wanted to—the characters’ possession of Cadmar’s skull 
  prevents him from leaving, and the count’s men would 
  never desert their leader.
  Count Cadmar remains out of combat as long as 
  possible, though he puts his Leadership abilities to the 
  best use. If he dies, the oaths binding his men to the 
  mortal realm are broken. The instant Cadmar is slain all 
  the Anari ghosts vanish, never to be seen on Rassilon 
  again. The ﬁ ght is over. The remaining Saxa spirits turn 
  to the heroes, bow deeply, and similarly fade (though 
  they return to their graves). Finally, the red glow of the 
  comet disappears, the celestial object vanishing with the 
  last of the specters.
  AFTERMATH
  As the Saxa ghosts vanish, a new set of armored spec-
  ters shimmers into view. Leading them is Cenwalch. No 
  longer is his visage that of the undead, but of a hale and 
  hearty hero. He salutes the heroes and bows. He and his 
  men then fade into the darkness, free of their ancient 
  curse now the truth is known.
  Thegn Egfrid duly pays the party the promised sum 
  and throws another feast. The thegn declares the party 
  friends of Reedfolda for life, a great honor and one which 
  earns every party member the Connections (Citizens of 
  Reedfolda) Edge.
  If the party tries to return the bearskin cloak, Egfrid 
  suggests they take it back into Cenwalch’s tomb and lay 
  it upon his bones. Should the party reenter the crypt, 
  they ﬁ nd Cenwalch’s skeleton slumped in the chair in 
  the great hall.
  Award Glory as per the normal rules. Regardless of 
  the amount earned, the heroes earn +2 Glory for freeing 
  Cenwalch of his cursed existence.
  As the party exits the village for the ﬁ nal time, read or 
  paraphrase the following text:
  After many farewells the open road beckons once 
  more. As you approach the gates you spy a carpen-
  ter at work—he’s altering the second “e” in the set-
  tlement name to an “a.” Looking up, the carpenter 
  nods politely. “Folk should know the truth,” he 
  calls out, “lest we repeat our mistakes again.”
  BESTIARY
      CENWALCH CERDICSUNU
  The great hero of the Saxa is a cursed man, not for 
  butchering the Anari soldiers or executing the Storm 
  Dragon Company, but because he concealed the truth of 
  his actions after having taken a holy oath to serve Hothar, 
  god of truth and justice. Cenwalch is condemned to wan-
  der his hall in limbo until the truth of his ﬁ nal actions in 
  the rebellion is known to his people.
  Despite being stuck in a rotting body for over three 
  hundred years and cursed by the gods, Cenwalch holds 
  no malice in his heart. His present circumstances are of 
  his own making, not the actions of others. Indeed, much 
  of the former fury and malice which ﬁ lled his beating 
  heart have been replaced with an inner calm and better 
  understanding of the universe.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d12, Guts d10, Intimidation d10, Knowl-
  edge (Battle) d12+2, Notice d8, Riding d10
  Charisma: +2; Pace: 6; Parry: 11; Toughness: 13 (4)
  Hindrances: Code of Honor, Heroic, Loyal, vengeful 
  (Minor)
  Edges: Ambidextrous, Command, Fervor, Hold the 
  Line, Improved Block, Improved Frenzy, Improved Level 
  Headed, Improved Sweep, Noble, Tactician
  Languages: Anari, Giant, Saxa, Trader
  Gear: +1 plate corselet (+4), chain limbs (+2), open 
  helm (+3), medium shield (+1 Parry), +1 long sword 
  (Str+d8+1).
  Special Abilities:
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison. Ignores wound penalties.
      THEGN EGFRID
      BERCTHUNSUNU
  Assuming a noble title is not always hereditary among 
  HELLFROST ADVENTURE #11
  22
  Anari (to a minimum of 10 Anari ghosts). Divide the Anari 
  into groups equal in number to the number of heroes. 
  This prevents all the spirits acting simultaneously, and 
  gives the party a little more to worry about.
  Egfrid brings all his huscarls with him. They number 
  ten, less any slain earlier in the adventure. Teobald, the 
  elderly paladin of Hothar, also joins the ﬁ ght. Whether 
  or not Cenwalch committed a fell act is irrelevant to 
  him—the ghosts have no legal right troubling the villag-
  ers because of the sins of their fathers.
  During the ﬁ ght, the GM should take the time to 
  brieﬂ y describe the Anari and Saxa ghosts ﬁ ghting 
  around the heroes. Don’t get into long description—the 
  focus should be ﬁ rmly on the heroes, but the characters 
  should be reminded every now and then that they are 
  part of a larger engagement.
   Count Cadmar: See page 24.
   Spectral Warriors (10+): See page 25.
   Thegn Egfrid: See page 22.
   Veteran Huscarls (varies): See page 24.
   Teobald ap-Angrot: See page 24.
  Tactics: The Anari no longer care about Saxa 
  blood—everyone on the heroes’ side is deemed a mortal 
  enemy by association with the ghostly army. The war-
  riors engage the nearest target, though they pay special 
  attention to spellcasters with area effect spells capable 
  of harming them. The Anari cannot retreat even if they 
  wanted to—the characters’ possession of Cadmar’s skull 
  prevents him from leaving, and the count’s men would 
  never desert their leader.
  Count Cadmar remains out of combat as long as 
  possible, though he puts his Leadership abilities to the 
  best use. If he dies, the oaths binding his men to the 
  mortal realm are broken. The instant Cadmar is slain all 
  the Anari ghosts vanish, never to be seen on Rassilon 
  again. The ﬁ ght is over. The remaining Saxa spirits turn 
  to the heroes, bow deeply, and similarly fade (though 
  they return to their graves). Finally, the red glow of the 
  comet disappears, the celestial object vanishing with the 
  last of the specters.
  AFTERMATH
  As the Saxa ghosts vanish, a new set of armored spec-
  ters shimmers into view. Leading them is Cenwalch. No 
  longer is his visage that of the undead, but of a hale and 
  hearty hero. He salutes the heroes and bows. He and his 
  men then fade into the darkness, free of their ancient 
  curse now the truth is known.
  Thegn Egfrid duly pays the party the promised sum 
  and throws another feast. The thegn declares the party 
  friends of Reedfolda for life, a great honor and one which 
  earns every party member the Connections (Citizens of 
  Reedfolda) Edge.
  If the party tries to return the bearskin cloak, Egfrid 
  suggests they take it back into Cenwalch’s tomb and lay 
  it upon his bones. Should the party reenter the crypt, 
  they ﬁ nd Cenwalch’s skeleton slumped in the chair in 
  the great hall.
  Award Glory as per the normal rules. Regardless of 
  the amount earned, the heroes earn +2 Glory for freeing 
  Cenwalch of his cursed existence.
  As the party exits the village for the ﬁ nal time, read or 
  paraphrase the following text:
  After many farewells the open road beckons once 
  more. As you approach the gates you spy a carpen-
  ter at work—he’s altering the second “e” in the set-
  tlement name to an “a.” Looking up, the carpenter 
  nods politely. “Folk should know the truth,” he 
  calls out, “lest we repeat our mistakes again.”
  BESTIARY
      CENWALCH CERDICSUNU
  The great hero of the Saxa is a cursed man, not for 
  butchering the Anari soldiers or executing the Storm 
  Dragon Company, but because he concealed the truth of 
  his actions after having taken a holy oath to serve Hothar, 
  god of truth and justice. Cenwalch is condemned to wan-
  der his hall in limbo until the truth of his ﬁ nal actions in 
  the rebellion is known to his people.
  Despite being stuck in a rotting body for over three 
  hundred years and cursed by the gods, Cenwalch holds 
  no malice in his heart. His present circumstances are of 
  his own making, not the actions of others. Indeed, much 
  of the former fury and malice which ﬁ lled his beating 
  heart have been replaced with an inner calm and better 
  understanding of the universe.
  Attributes: Agility d8, Smarts d8, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d12, Guts d10, Intimidation d10, Knowl-
  edge (Battle) d12+2, Notice d8, Riding d10
  Charisma: +2; Pace: 6; Parry: 11; Toughness: 13 (4)
  Hindrances: Code of Honor, Heroic, Loyal, vengeful 
  (Minor)
  Edges: Ambidextrous, Command, Fervor, Hold the 
  Line, Improved Block, Improved Frenzy, Improved Level 
  Headed, Improved Sweep, Noble, Tactician
  Languages: Anari, Giant, Saxa, Trader
  Gear: +1 plate corselet (+4), chain limbs (+2), open 
  helm (+3), medium shield (+1 Parry), +1 long sword 
  (Str+d8+1).
  Special Abilities:
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison. Ignores wound penalties.
      THEGN EGFRID
      BERCTHUNSUNU
  Assuming a noble title is not always hereditary among 
  HELLFROST ADVENTURE #11
  22
  
  the Saxa. In many lands, all claimants must submit a peti-
  tion to the higher authority, detailing their claim. When 
  the old thegn died, Egfrid found himself challenged by 
  his uncle, his younger brother, and a distant cousin.
  Egfrid did not write a letter, but approached his feu-
  dal superior, Aethling Redwulf, in person and put for-
  ward his claim as ﬁ rst born of the old thegn. When asked 
  what he would do for his people, Egfrid replied without 
  hesitation—“I would work in the ﬁ elds like a peasant if 
  it meant our survival.” Egfrid was awarded the title on 
  the spot.
  Since then, he has been good to his word, for despite 
  his noble blood he often works long hours in the ﬁ elds 
  at harvest time to ensure the crops are gathered in time. 
  He also helps around the village as required (he’s a com-
  petent carpenter).
  Literacy isn’t high among rural Saxa, but as a noble-
  man Egfrid was well-schooled. Unfortunately, he suffers 
  from severe dyslexia, and never grasped his letters. Still 
  embarrassed by his condition, Egfrid plays the part of 
  the pompous noble, too important to stoop to reading 
  mundane missives.
  The thegn is 44 years old. He has been married to 
  Gertha Sigvatsdohtor for 25 years. They have four adult 
  children, all of whom have left home for various rea-
  sons.
  Unless expecting trouble, Thegn Egfrid caries only his 
  long sword out of his regular gear.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d8, Knowledge 
  (Battle) d8, Notice d8, Persuasion d8, Riding d8, Shoot-
  ing d6, Streetwise d6, Throwing d8
  Charisma: +2; Pace: 6; Parry: 6/7; Toughness: 6/8 (2)
  Hindrances: Code of Honor, Illiterate, Loyal, Stubborn
  Edges: Command, Noble, Sweep
  Languages: Anari, Saxa, Trader
  Gear: Chain hauberk (+2), closed helm (+3), medium 
  shield (+1 Parry; see below), long sword (Str+d8; see 
  below).
  Alchemical Devices: Arm torc imbued with weapon im-
  munity (battle axes) (cast with a success), signet ring 
  containing three tiny diamonds, each imbued with heal-
  ing (heals one wound per spell), shield imbued with de-
  ﬂ ection (cast with a raise), long sword of smite (cast with 
  a success).
      THE CRONE
  If the old woman ever had a name it has long been 
  forgotten. She takes no offense at being called “The 
  Crone,” for such is her lot in life. Well over 100 years old 
  and still largely active despite her shriveled appearance 
  and advanced years, the crone has resided in the village 
  since she was a young girl. She has outlived six thegns 
  and countless villagers in that time.
  Given that all things must eventually die (and most 
  long before the crone’s advanced age), the villagers hold 
  her in special reverence for her longevity (though they 
  are also fearful of her), believing she is especially blessed 
  by the Norns.
  For the most part, she does nothing but rest and 
  consult the runes for personal amusement. She has no 
  material wants, for the villagers gift her with food and 
  clothing at regular intervals. Egfrid, despite ruling for 
  two decades, has only called on her services a handful 
  of times.
  Attributes: Agility d4, Smarts d10, Spirit d12, Strength 
  d4, Vigor d8
  Skills: Faith d10, Intimidation d10, Knowledge (Arcana) 
  d8, Knowledge (Folklore) d10, Knowledge (Religion) 
  d10, Knowledge (Riddles) d10, Notice d10, Taunt d8
  Charisma: –2; Pace: 3; Parry: 2; Toughness: 6
  Hindrances: Elderly, Lame, Stubborn, Ugly (scarily old)
  Edges: Arcane Background (Miracles), Disciple of the 
  Norns, Improved Focus, Strong Willed
  Languages: Auld Saxa, Black Tongue, Saxa, Trader
  Powers: confusion (mental images), deﬂ ection (fore-
  sees blow), dispel (unweaves spell), fortune’s favored 
  (tweaks threads of fate), precognition (sees the threads 
  of fate), warding (magical circle)
  Gear: Bag of rune stones (for divination), four Norn 
  charms worn on a necklace of bones and rune stones
       HLIF KOLSDOHTOR
  Hlif was born and raised in the village, though she 
  studied her art in Ravensburg. On completing her studies 
  she moved back to Reedfolda, whereupon she took up 
  duties as understudy to the priest. When he retired, she 
  was promoted to priestess of the temple. She married a 
  farmer in her youth, but the marriage didn’t work out. 
  The only child of that union, a girl, married a man from a 
  neighboring village. Mother and daughter maintain only 
  sporadic contact.
  Now in her late forties, Hlif’s eyesight is beginning to 
  fail. Around the villagers she remains too proud to accept 
  help, but she plays on her weakness around strangers. 
  This is partly to lull strangers into thinking she is help-
  less and partly a harmless joke to test their kindness.
  As well as being a priestess, Hlif serves the village as 
  healer and herbalist, concocting poultices and balms 
  when her duties allow her time.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Faith d8, Fighting d6, Healing d8, Knowledge (Al-
  chemy) d8, Knowledge (Religion) d6, Notice d6, Persua-
  sion d6, Riding d6, Streetwise d8, Survival d8, Taunt d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Bad Eyes, Paciﬁ st (Minor), Quirk (plays on 
  her failing eyesight)
  Edges: Arcane Background (Miracles), Hedge Magic
  Languages: Anari, Fey, Saxa, Trader
  Powers: entangle (animated plants), healing (prayers), 
  mend (new wood grows), wilderness step (plants move 
  aside)
  Gear: Blessed robes (+1), sickle (Str+d4), holy symbol, 
  healer’s bag.
  SINS OF THE FATHER
  23
  the Saxa. In many lands, all claimants must submit a peti-
  tion to the higher authority, detailing their claim. When 
  the old thegn died, Egfrid found himself challenged by 
  his uncle, his younger brother, and a distant cousin.
  Egfrid did not write a letter, but approached his feu-
  dal superior, Aethling Redwulf, in person and put for-
  ward his claim as ﬁ rst born of the old thegn. When asked 
  what he would do for his people, Egfrid replied without 
  hesitation—“I would work in the ﬁ elds like a peasant if 
  it meant our survival.” Egfrid was awarded the title on 
  the spot.
  Since then, he has been good to his word, for despite 
  his noble blood he often works long hours in the ﬁ elds 
  at harvest time to ensure the crops are gathered in time. 
  He also helps around the village as required (he’s a com-
  petent carpenter).
  Literacy isn’t high among rural Saxa, but as a noble-
  man Egfrid was well-schooled. Unfortunately, he suffers 
  from severe dyslexia, and never grasped his letters. Still 
  embarrassed by his condition, Egfrid plays the part of 
  the pompous noble, too important to stoop to reading 
  mundane missives.
  The thegn is 44 years old. He has been married to 
  Gertha Sigvatsdohtor for 25 years. They have four adult 
  children, all of whom have left home for various rea-
  sons.
  Unless expecting trouble, Thegn Egfrid caries only his 
  long sword out of his regular gear.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Guts d8, Intimidation d8, Knowledge 
  (Battle) d8, Notice d8, Persuasion d8, Riding d8, Shoot-
  ing d6, Streetwise d6, Throwing d8
  Charisma: +2; Pace: 6; Parry: 6/7; Toughness: 6/8 (2)
  Hindrances: Code of Honor, Illiterate, Loyal, Stubborn
  Edges: Command, Noble, Sweep
  Languages: Anari, Saxa, Trader
  Gear: Chain hauberk (+2), closed helm (+3), medium 
  shield (+1 Parry; see below), long sword (Str+d8; see 
  below).
  Alchemical Devices: Arm torc imbued with weapon im-
  munity (battle axes) (cast with a success), signet ring 
  containing three tiny diamonds, each imbued with heal-
  ing (heals one wound per spell), shield imbued with de-
  ﬂ ection (cast with a raise), long sword of smite (cast with 
  a success).
      THE CRONE
  If the old woman ever had a name it has long been 
  forgotten. She takes no offense at being called “The 
  Crone,” for such is her lot in life. Well over 100 years old 
  and still largely active despite her shriveled appearance 
  and advanced years, the crone has resided in the village 
  since she was a young girl. She has outlived six thegns 
  and countless villagers in that time.
  Given that all things must eventually die (and most 
  long before the crone’s advanced age), the villagers hold 
  her in special reverence for her longevity (though they 
  are also fearful of her), believing she is especially blessed 
  by the Norns.
  For the most part, she does nothing but rest and 
  consult the runes for personal amusement. She has no 
  material wants, for the villagers gift her with food and 
  clothing at regular intervals. Egfrid, despite ruling for 
  two decades, has only called on her services a handful 
  of times.
  Attributes: Agility d4, Smarts d10, Spirit d12, Strength 
  d4, Vigor d8
  Skills: Faith d10, Intimidation d10, Knowledge (Arcana) 
  d8, Knowledge (Folklore) d10, Knowledge (Religion) 
  d10, Knowledge (Riddles) d10, Notice d10, Taunt d8
  Charisma: –2; Pace: 3; Parry: 2; Toughness: 6
  Hindrances: Elderly, Lame, Stubborn, Ugly (scarily old)
  Edges: Arcane Background (Miracles), Disciple of the 
  Norns, Improved Focus, Strong Willed
  Languages: Auld Saxa, Black Tongue, Saxa, Trader
  Powers: confusion (mental images), deﬂ ection (fore-
  sees blow), dispel (unweaves spell), fortune’s favored 
  (tweaks threads of fate), precognition (sees the threads 
  of fate), warding (magical circle)
  Gear: Bag of rune stones (for divination), four Norn 
  charms worn on a necklace of bones and rune stones
       HLIF KOLSDOHTOR
  Hlif was born and raised in the village, though she 
  studied her art in Ravensburg. On completing her studies 
  she moved back to Reedfolda, whereupon she took up 
  duties as understudy to the priest. When he retired, she 
  was promoted to priestess of the temple. She married a 
  farmer in her youth, but the marriage didn’t work out. 
  The only child of that union, a girl, married a man from a 
  neighboring village. Mother and daughter maintain only 
  sporadic contact.
  Now in her late forties, Hlif’s eyesight is beginning to 
  fail. Around the villagers she remains too proud to accept 
  help, but she plays on her weakness around strangers. 
  This is partly to lull strangers into thinking she is help-
  less and partly a harmless joke to test their kindness.
  As well as being a priestess, Hlif serves the village as 
  healer and herbalist, concocting poultices and balms 
  when her duties allow her time.
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Faith d8, Fighting d6, Healing d8, Knowledge (Al-
  chemy) d8, Knowledge (Religion) d6, Notice d6, Persua-
  sion d6, Riding d6, Streetwise d8, Survival d8, Taunt d8
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Bad Eyes, Paciﬁ st (Minor), Quirk (plays on 
  her failing eyesight)
  Edges: Arcane Background (Miracles), Hedge Magic
  Languages: Anari, Fey, Saxa, Trader
  Powers: entangle (animated plants), healing (prayers), 
  mend (new wood grows), wilderness step (plants move 
  aside)
  Gear: Blessed robes (+1), sickle (Str+d4), holy symbol, 
  healer’s bag.
  SINS OF THE FATHER
  23
  
  Alchemical Devices: Necklace imbued with deﬂ ection 
  (cast with a raise).
      TEOBALD AP-ANGROT
  Teobald (an Anari) is an old man. In his youth he 
  was an itinerant Sword of Justice, wandering between 
  rural communities, advising noblemen on matters of law 
  and overseeing court cases. He also served as a bounty 
  hunter, tracking down criminals and ensuring justice 
  was meted out fairly. In his later years he became more 
  studious, eventually settling in Reedfolda because his 
  legs decided it was time to halt his journey.
  The then thegn, Egfrid’s ailing father, hired Teobald 
  to mentor his young son in the ways of law. When Eg-
  frid became thegn he promoted Teobald to become the 
  village’s priest of Hothar, removing the incumbent cleric, 
  who had sided with Egfrid’s uncle during the claims to 
  the noble title. Since that time he has served Egfrid as 
  law speaker, advisor, scribe, and friend.
  Though still a skilled warrior, Teobald’s strength and 
  stamina are failing him slowly. He rarely wears his armor 
  or carries his sword, though he is prepared to stand and 
  ﬁ ght if called upon by his liege.
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Faith d8, Fighting d8, Intimidation d10, Investi-
  gation d6, Knowledge (Law) d10, Knowledge (Religion) 
  d6, Notice d8, Persuasion d8, Streetwise d8
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 8 (3)
  Hindrances: Code of Honor, Elderly, Loyal, Vow (Major: 
  never lie)
  Edges: Arcane Background (Miracles), Charismatic, 
  Frenzy, Sweep
  Languages: Anari, Auld Saxa, Classical Anari, Saxa, Trader
  Powers: bladebreaker (“hand of justice” snaps blade), 
  champion of the faith (divine fury), charismatic aura 
  (friendly demeanor), detect/conceal (guided by divine 
  truth), stun (voice of truth)
  Gear: Blessed armor (+3), great sword (Str+d10, –1 
  Parry, 2-hands), holy symbol.
  Alchemical Devices: Smite rune engraved on great 
  sword (cast with a success), ring containing light, holy 
  symbol has a detect truth spell cast on it.
  VETERAN HUSCARL
  While every villager is expected to serve in the militia 
  in times of need, the thegn maintains a squad of ten hus-
  carls. They serve as his bodyguard and act as the village’s 
  ﬁ rst line of defense.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d10, Notice 
  d6, Riding d8, Taunt d8, Throwing d10
  Charisma: 0; Pace: 6; Parry: 10; Toughness: 9 (2)
  Hindrances: Loyal, Orders
  Edges: Combat Reﬂ exes, Frenzy, Improved Block, Shield-
  wall, War Cry
  Languages: Saxa, Trader
  Gear: Chain hauberk (+2), pot helm (+3), medium 
  shield (+1 Parry), sword (Str+d8), three short spears 
  (Str+d6, Reach 1), two throwing axes (Range: 3/6/12, 
  Damage Str+d6).
  VILLAGER
  The inhabitants are mainly farmers, though there are a 
  small number of crafters and merchants. Unless a citizen 
  has a unique stat block, use this one. Individuals the GM 
  wants to expand into more ﬂ eshed out characters can 
  have higher Traits or a few Edges and Hindrances. Don’t 
  forget to roll on the Allied Personalities table as well.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d4, Knowledge 
  (one Craft) d6, Notice d6, Throwing d4
  Charisma: 0; Pace: 6; Parry: 5/6; Toughness: 5/6(1)
  Hindrances: —
  Edges: —
  Languages: Anari, Saxa (dominant language), Trader
  Gear: Farming implements (Str+d4 if one-handed or 
  Str+d6 if two-handed). Militia duty: leather (+1), me-
  dium shield (+1 Parry), short spear (Str+d6, Reach 1), 
  dagger (Str+d4)
      COUNT CADMAR, 
      SPECTRAL WARRIOR
  Count Cadmar ap-Valeray was commander of the 
  Storm Dragon Company in life and controls his soldiers 
  even in death. Vain and arrogant, he saw Saxa as an in-
  ferior culture compared to the Anari, often comparing 
  them to dogs. Frequently called upon to dispense the 
  emperor’s particular brand of justice, the Storm Drag-
  ons were responsible for many atrocities during the ﬁ nal 
  days of Anari rule.
  A skilled tactician, the emperor personally charged 
  Cadmar to crush the Saxa uprising. Having defeated 
  numerous rabble hordes before, the count conﬁ dently 
  marched his men into a trap. Even his leadership abilities 
  could not prevent the ferocious Saxa from destroying his 
  army. Count Cadmar was captured along with his men 
  and suffered their fate.
  As he was marched to the execution site, the com-
  mander called on his men to swear a vow of vengeance. 
  Forced to his knees by his captors, Cadmar cursed his 
  executioners, promising them their ancestors would pay 
  dearly. Cadmar is a man of his word.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Intimidation d10, Knowledge (Bat-
  tle) d10, Notice d6, Stealth d12+2
  Pace: 6; Parry: 7; Toughness: 10 (3)
  Hindrances: Arrogant, Loyal, Vengeful (Major)
  Edges: Block, Combat Reﬂ exes, Command, Fervor, Hold 
  the Line, Level Headed, Tactician
  Gear: Plate corselet (+3), full helm (+3), great sword 
  HELLFROST ADVENTURE #11
  24
  Alchemical Devices: Necklace imbued with deﬂ ection 
  (cast with a raise).
      TEOBALD AP-ANGROT
  Teobald (an Anari) is an old man. In his youth he 
  was an itinerant Sword of Justice, wandering between 
  rural communities, advising noblemen on matters of law 
  and overseeing court cases. He also served as a bounty 
  hunter, tracking down criminals and ensuring justice 
  was meted out fairly. In his later years he became more 
  studious, eventually settling in Reedfolda because his 
  legs decided it was time to halt his journey.
  The then thegn, Egfrid’s ailing father, hired Teobald 
  to mentor his young son in the ways of law. When Eg-
  frid became thegn he promoted Teobald to become the 
  village’s priest of Hothar, removing the incumbent cleric, 
  who had sided with Egfrid’s uncle during the claims to 
  the noble title. Since that time he has served Egfrid as 
  law speaker, advisor, scribe, and friend.
  Though still a skilled warrior, Teobald’s strength and 
  stamina are failing him slowly. He rarely wears his armor 
  or carries his sword, though he is prepared to stand and 
  ﬁ ght if called upon by his liege.
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Faith d8, Fighting d8, Intimidation d10, Investi-
  gation d6, Knowledge (Law) d10, Knowledge (Religion) 
  d6, Notice d8, Persuasion d8, Streetwise d8
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 8 (3)
  Hindrances: Code of Honor, Elderly, Loyal, Vow (Major: 
  never lie)
  Edges: Arcane Background (Miracles), Charismatic, 
  Frenzy, Sweep
  Languages: Anari, Auld Saxa, Classical Anari, Saxa, Trader
  Powers: bladebreaker (“hand of justice” snaps blade), 
  champion of the faith (divine fury), charismatic aura 
  (friendly demeanor), detect/conceal (guided by divine 
  truth), stun (voice of truth)
  Gear: Blessed armor (+3), great sword (Str+d10, –1 
  Parry, 2-hands), holy symbol.
  Alchemical Devices: Smite rune engraved on great 
  sword (cast with a success), ring containing light, holy 
  symbol has a detect truth spell cast on it.
  VETERAN HUSCARL
  While every villager is expected to serve in the militia 
  in times of need, the thegn maintains a squad of ten hus-
  carls. They serve as his bodyguard and act as the village’s 
  ﬁ rst line of defense.
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Guts d10, Intimidation d10, Notice 
  d6, Riding d8, Taunt d8, Throwing d10
  Charisma: 0; Pace: 6; Parry: 10; Toughness: 9 (2)
  Hindrances: Loyal, Orders
  Edges: Combat Reﬂ exes, Frenzy, Improved Block, Shield-
  wall, War Cry
  Languages: Saxa, Trader
  Gear: Chain hauberk (+2), pot helm (+3), medium 
  shield (+1 Parry), sword (Str+d8), three short spears 
  (Str+d6, Reach 1), two throwing axes (Range: 3/6/12, 
  Damage Str+d6).
  VILLAGER
  The inhabitants are mainly farmers, though there are a 
  small number of crafters and merchants. Unless a citizen 
  has a unique stat block, use this one. Individuals the GM 
  wants to expand into more ﬂ eshed out characters can 
  have higher Traits or a few Edges and Hindrances. Don’t 
  forget to roll on the Allied Personalities table as well.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d6, Guts d4, Knowledge 
  (one Craft) d6, Notice d6, Throwing d4
  Charisma: 0; Pace: 6; Parry: 5/6; Toughness: 5/6(1)
  Hindrances: —
  Edges: —
  Languages: Anari, Saxa (dominant language), Trader
  Gear: Farming implements (Str+d4 if one-handed or 
  Str+d6 if two-handed). Militia duty: leather (+1), me-
  dium shield (+1 Parry), short spear (Str+d6, Reach 1), 
  dagger (Str+d4)
      COUNT CADMAR, 
      SPECTRAL WARRIOR
  Count Cadmar ap-Valeray was commander of the 
  Storm Dragon Company in life and controls his soldiers 
  even in death. Vain and arrogant, he saw Saxa as an in-
  ferior culture compared to the Anari, often comparing 
  them to dogs. Frequently called upon to dispense the 
  emperor’s particular brand of justice, the Storm Drag-
  ons were responsible for many atrocities during the ﬁ nal 
  days of Anari rule.
  A skilled tactician, the emperor personally charged 
  Cadmar to crush the Saxa uprising. Having defeated 
  numerous rabble hordes before, the count conﬁ dently 
  marched his men into a trap. Even his leadership abilities 
  could not prevent the ferocious Saxa from destroying his 
  army. Count Cadmar was captured along with his men 
  and suffered their fate.
  As he was marched to the execution site, the com-
  mander called on his men to swear a vow of vengeance. 
  Forced to his knees by his captors, Cadmar cursed his 
  executioners, promising them their ancestors would pay 
  dearly. Cadmar is a man of his word.
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength 
  d10, Vigor d10
  Skills: Fighting d10, Intimidation d10, Knowledge (Bat-
  tle) d10, Notice d6, Stealth d12+2
  Pace: 6; Parry: 7; Toughness: 10 (3)
  Hindrances: Arrogant, Loyal, Vengeful (Major)
  Edges: Block, Combat Reﬂ exes, Command, Fervor, Hold 
  the Line, Level Headed, Tactician
  Gear: Plate corselet (+3), full helm (+3), great sword 
  HELLFROST ADVENTURE #11
  24
  
  (Str+d10, –1 Parry, 2-hands).
  Special Abilities:
  * Death Mark: Once per encounter, a spectral warrior 
  can mark one living target by gesturing at the oppo-
  nent and making an opposed Spirit roll as an action. 
  Failure uses up the spirit’s death mark opportunity 
  for the encounter. With success, the ghostly soldier 
  has +1 to Fighting rolls against the victim for the rest 
  of the encounter.
  * Fear: Anyone seeing Cadmar make a Guts roll.
  * Immunity: Suffer half damage from any source ex-
  cept their Weakness. A wound from a non-Weakness 
  source does not truly slay the warrior—it simply dis-
  pels him until the next sunset.
  * Incorporeal: Can pass through solid objects; ignores 
  all difﬁ cult ground penalties; never leaves tracks. 
  Their weapons ignore all armor except the armor 
  spell and negate two points of Cover penalties from 
  intervening obstacles.
  * Infravision: Halves darkness penalties against heat-
  producing targets.
  * Near Fearless: Immune to Fear. Can only be Intimi-
  dated by someone wielding a heated weapon (see 
  Weakness).
  * Sense Saxa: The ghosts can detect Saxa blood in the 
  living stretching back to a grandparent (one-quarter 
  Saxa blood).
  * Weakness (Heated Weapons): A weapon heated in 
  red hot coals for one minute inﬂ icts normal damage for 
  10 rounds against the specter. After that, it has cooled 
  to a point where it causes the spirit no damage. Smite 
  with a ﬁ re or heat trapping cast on a weapon inﬂ icts 
  normal damage (including the spell’s bonus), as does 
  a disciple of Kenaz’s ﬂ aming weapon.
  SPECTRAL WARRIOR
  The souls of the tortured and executed Anari soldiers 
  have been trapped on Rassilon by their eternal hatred 
  of the Saxa. Only now, with the comet back in the night 
  sky, are they free to wreak bloody vengeance on the de-
  scendants of those who took their lives. Although their 
  prime targets are those of Saxa blood, anyone who ﬁ ghts 
  alongside a Saxa against them becomes a fair target.
  The soldiers appear much as they did in the moments 
  before their deaths, though with pale, blue-white, semi-
  translucent bodies. Their “ﬂ esh” displays clear evidence 
  of barbaric torture and physical abuse, and some retain 
  injuries taken in the bloody massacre that led to their 
  capture. They are capable of speech, though they speak 
  only Anari, and have no desire to make idle conversa-
  tion. Against Saxa, their only communication is to issue 
  dire threats.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d12+2
  Pace: 6; Parry: 7; Toughness: 8 (2)
  Hindrances: Loyal, Vengeful (Major)
  Edges: Combat Reﬂ exes
  Gear: Chain hauberk (+2), pot helm (+3), long spear 
  (Str+d6, Parry +1, Reach 1, 2 hands) or long sword 
  (Str+d8), battle axe (Str+d8) or short spear (Str+d6, 
  Reach 1) and medium shield (+1 Parry).
  Special Abilities:
  * Death Mark: Once per encounter, a spectral warrior 
  can mark one living target by gesturing at the oppo-
  nent and making an opposed Spirit roll as an action. 
  Failure uses up the spirit’s death mark opportunity 
  for the encounter. With success, the ghostly soldier 
  has +1 to Fighting rolls against the victim for the rest 
  of the encounter.
  * Immunity: Suffer half damage from any source ex-
  cept their Weakness. A wound from a non-Weakness 
  source does not truly slay the warrior—it simply dis-
  pels him until the next sunset.
  * Incorporeal: Can pass through solid objects; ignores 
  all difﬁ cult ground penalties; never leaves tracks. 
  Their weapons ignore all armor except the armor 
  spell and negate two points of Cover penalties from 
  intervening obstacles.
  * Infravision: Halves darkness penalties against heat-
  producing targets.
  * Near Fearless: Immune to Fear. Can only be Intimidated 
  by someone wielding a heated weapon (see Weakness).
  * Sense Saxa: The ghosts can detect Saxa blood in the 
  living stretching back to a grandparent (one-quarter 
  Saxa blood).
  * Weakness (Heated Weapons): A weapon heated in 
  red hot coals for one minute inﬂ icts normal damage for 
  10 rounds against the specter. After that, it has cooled 
  to a point where it causes the spirit no damage. Smite 
  with a ﬁ re or heat trapping cast on a weapon inﬂ icts 
  normal damage (including the spell’s bonus), as does 
  a disciple of Kenaz’s ﬂ aming weapon.
      NORGAR, CLIFF GIANT
  Brutish oafs with minimal grasp of language, cliff 
  giants are typical enemies to the civilized races. Norgar 
  was conscripted by the Anari to ﬁ ght the rebellious Saxa 
  but had the good fortune to encounter Cenwalch on the 
  ﬁ eld of battle. Impressed by the human’s ﬁ ghting prow-
  ess and leadership skills, Norgar did something totally 
  unheard of among his kin—he opted to join the Saxa’s 
  righteous cause. To the end of his days he stood beside 
  Cenwalch as his most trusted bodyguard, though skalds 
  conveniently left him out of history. Like Cenwalch’s 
  huscarls, he swore a binding oath to remain beside his 
  master in life and death, and paid the ultimate price.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  d12+3, Vigor d10
  Skills: Climbing d10, Fighting d8, Notice d6, Swimming 
  d8, Throwing d6, Tracking d8
  Pace: 6; Parry: 6; Toughness: 12
  Gear: Club (Str+d6), thrown boulder (Range: 5/10/20; 
  Damage Str+d10).
  Special Abilities:
  * Berserk: As well as going berserk when Shaken or 
  SINS OF THE FATHER
  25
  (Str+d10, –1 Parry, 2-hands).
  Special Abilities:
  * Death Mark: Once per encounter, a spectral warrior 
  can mark one living target by gesturing at the oppo-
  nent and making an opposed Spirit roll as an action. 
  Failure uses up the spirit’s death mark opportunity 
  for the encounter. With success, the ghostly soldier 
  has +1 to Fighting rolls against the victim for the rest 
  of the encounter.
  * Fear: Anyone seeing Cadmar make a Guts roll.
  * Immunity: Suffer half damage from any source ex-
  cept their Weakness. A wound from a non-Weakness 
  source does not truly slay the warrior—it simply dis-
  pels him until the next sunset.
  * Incorporeal: Can pass through solid objects; ignores 
  all difﬁ cult ground penalties; never leaves tracks. 
  Their weapons ignore all armor except the armor 
  spell and negate two points of Cover penalties from 
  intervening obstacles.
  * Infravision: Halves darkness penalties against heat-
  producing targets.
  * Near Fearless: Immune to Fear. Can only be Intimi-
  dated by someone wielding a heated weapon (see 
  Weakness).
  * Sense Saxa: The ghosts can detect Saxa blood in the 
  living stretching back to a grandparent (one-quarter 
  Saxa blood).
  * Weakness (Heated Weapons): A weapon heated in 
  red hot coals for one minute inﬂ icts normal damage for 
  10 rounds against the specter. After that, it has cooled 
  to a point where it causes the spirit no damage. Smite 
  with a ﬁ re or heat trapping cast on a weapon inﬂ icts 
  normal damage (including the spell’s bonus), as does 
  a disciple of Kenaz’s ﬂ aming weapon.
  SPECTRAL WARRIOR
  The souls of the tortured and executed Anari soldiers 
  have been trapped on Rassilon by their eternal hatred 
  of the Saxa. Only now, with the comet back in the night 
  sky, are they free to wreak bloody vengeance on the de-
  scendants of those who took their lives. Although their 
  prime targets are those of Saxa blood, anyone who ﬁ ghts 
  alongside a Saxa against them becomes a fair target.
  The soldiers appear much as they did in the moments 
  before their deaths, though with pale, blue-white, semi-
  translucent bodies. Their “ﬂ esh” displays clear evidence 
  of barbaric torture and physical abuse, and some retain 
  injuries taken in the bloody massacre that led to their 
  capture. They are capable of speech, though they speak 
  only Anari, and have no desire to make idle conversa-
  tion. Against Saxa, their only communication is to issue 
  dire threats.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Stealth d12+2
  Pace: 6; Parry: 7; Toughness: 8 (2)
  Hindrances: Loyal, Vengeful (Major)
  Edges: Combat Reﬂ exes
  Gear: Chain hauberk (+2), pot helm (+3), long spear 
  (Str+d6, Parry +1, Reach 1, 2 hands) or long sword 
  (Str+d8), battle axe (Str+d8) or short spear (Str+d6, 
  Reach 1) and medium shield (+1 Parry).
  Special Abilities:
  * Death Mark: Once per encounter, a spectral warrior 
  can mark one living target by gesturing at the oppo-
  nent and making an opposed Spirit roll as an action. 
  Failure uses up the spirit’s death mark opportunity 
  for the encounter. With success, the ghostly soldier 
  has +1 to Fighting rolls against the victim for the rest 
  of the encounter.
  * Immunity: Suffer half damage from any source ex-
  cept their Weakness. A wound from a non-Weakness 
  source does not truly slay the warrior—it simply dis-
  pels him until the next sunset.
  * Incorporeal: Can pass through solid objects; ignores 
  all difﬁ cult ground penalties; never leaves tracks. 
  Their weapons ignore all armor except the armor 
  spell and negate two points of Cover penalties from 
  intervening obstacles.
  * Infravision: Halves darkness penalties against heat-
  producing targets.
  * Near Fearless: Immune to Fear. Can only be Intimidated 
  by someone wielding a heated weapon (see Weakness).
  * Sense Saxa: The ghosts can detect Saxa blood in the 
  living stretching back to a grandparent (one-quarter 
  Saxa blood).
  * Weakness (Heated Weapons): A weapon heated in 
  red hot coals for one minute inﬂ icts normal damage for 
  10 rounds against the specter. After that, it has cooled 
  to a point where it causes the spirit no damage. Smite 
  with a ﬁ re or heat trapping cast on a weapon inﬂ icts 
  normal damage (including the spell’s bonus), as does 
  a disciple of Kenaz’s ﬂ aming weapon.
      NORGAR, CLIFF GIANT
  Brutish oafs with minimal grasp of language, cliff 
  giants are typical enemies to the civilized races. Norgar 
  was conscripted by the Anari to ﬁ ght the rebellious Saxa 
  but had the good fortune to encounter Cenwalch on the 
  ﬁ eld of battle. Impressed by the human’s ﬁ ghting prow-
  ess and leadership skills, Norgar did something totally 
  unheard of among his kin—he opted to join the Saxa’s 
  righteous cause. To the end of his days he stood beside 
  Cenwalch as his most trusted bodyguard, though skalds 
  conveniently left him out of history. Like Cenwalch’s 
  huscarls, he swore a binding oath to remain beside his 
  master in life and death, and paid the ultimate price.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength 
  d12+3, Vigor d10
  Skills: Climbing d10, Fighting d8, Notice d6, Swimming 
  d8, Throwing d6, Tracking d8
  Pace: 6; Parry: 6; Toughness: 12
  Gear: Club (Str+d6), thrown boulder (Range: 5/10/20; 
  Damage Str+d10).
  Special Abilities:
  * Berserk: As well as going berserk when Shaken or 
  SINS OF THE FATHER
  25
  
  wounded, cliff giants also go berserk if they are vic-
  tims of a successful Smarts Trick.
  * Clueless: –2 to Common Knowledge rolls.
  * Fearless: Cliff giants are too stupid to be Intimidated 
  or subjected to Fear.
  * Improved Sweep: Cliff giants can attack all adjacent 
  foes at no penalty.
  * Size +3: Cliff giants average 12’ in height.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison.
  SKELETON
  Unlike common skeletons, these undead troops re-
  tain more of their combat skills and are equipped with 
  functional, if somewhat dilapidated, armaments.
      COMMANDER
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d10, Intimidation d8, Knowledge (Bat-
  tle) d8, Notice d4, Shooting d8
  Pace: 7; Parry: 8; Toughness: 10 (3)
  Edges: Command, Level Headed, Tactician
  Gear: Rusty plate corselet (+3), chain limbs (+2), closed 
  helm (+2), battle axe (Str+d8), medium shield (+1 Parry)
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison. Ignores wound penal-
  ties (Wild Cards only).
  SKELETON HUSCARL
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Intimidation d8, Notice d4. Shooting d8
  Pace: 7; Parry: 7; Toughness: 9 (2)
  Gear: Rusty chain hauberk (+2), open helm (+2), short 
  sword, mace, or axe (Str+d6), medium shield (+1 Parry)
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison.
      SOUL HUNTER
  Soul hunters are a form of undead, created by vile 
  necromancers through Hela-inspired visions. They serve 
  one purpose—to steal souls from the living. These souls 
  are then collected, corrupted, and used to empower 
  skeletons, zombies, and other near-mindless undead.
  These vile creatures resemble withered corpses, 
  though their eyes glow brilliant blue. Fragments of souls 
  they have stolen swirl around like corpse-candles, ephem-
  eral balls of glowing lights of red, blue, and white.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d10, Stealth d10
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Animate Dead: By spending a benny, a soul hunter 
  can automatically create one skeleton or zombie with-
  in 12” as a free action. There must be a corpse present 
  for this power to work. So long as there are corpses 
  available, the soul hunter may spend as many bennies 
  as it possesses in a single round. The undead come 
  into play on the round after being animated.
  * Claws: Str+d6.
  * Damnation: A creature slain by a soul hunter does 
  not go to Scaetha’s hall. Instead, the soul is transport-
  ed directly to Hela’s dark realm.
  * Fearless: Immune to Fear and Intimidation.
  * Random Bennies: Although NPC Wild Cards, soul 
  hunters do not automatically begin with two bennies. 
  Instead, they start with 1d6 bennies.
  * Sense Living: A soul hunter can automatically detect 
  living creatures within 24”. They suffer no penalties 
  for darkness or concealment and always count as alert 
  sentries.
  * Soul Hunter: Once per round (as a free action) a 
  soul hunter can teleport up to 10” so long as its move-
  ment ends with it adjacent to a soul-possessing foe 
  wounded or killed that round (constructs, demons, 
  elementals, fey, and undead do not have souls). This 
  circumvents First Strike and does not count as With-
  drawing from Melee.
  * Soul Siphon: For each wound a soul hunter inﬂ icts on 
  a target with a soul, it gains one benny. These bennies 
  can be used only to Soak wounds or animate dead.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease.
  STONE GOLEM
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength 
  d12+2, Vigor d12
  Skills: Fighting d10, Intimidation d8, Notice d6
  Pace: 5; Parry: 7; Toughness: 13 (4)
  Special Abilities:
  * Armor +4: Magically hardened stone.
  * Construct: +2 to recover from being Shaken. No ad-
  ditional damage from Called Shots. Immune to dis-
  ease and poison.
  * Fearless: Golems are immune to Fear and Intimidation.
  * Improved Arcane Resistance: +4 Armor against 
  damage-causing arcane powers and +4 on Trait rolls 
  to resist opposed powers.
  * Size +1: Stone golems stand over 8’ high and weigh 
  4,000 pounds.
  * Stone Fists: Str+d6.
  HELLFROST ADVENTURE #11
  26
  wounded, cliff giants also go berserk if they are vic-
  tims of a successful Smarts Trick.
  * Clueless: –2 to Common Knowledge rolls.
  * Fearless: Cliff giants are too stupid to be Intimidated 
  or subjected to Fear.
  * Improved Sweep: Cliff giants can attack all adjacent 
  foes at no penalty.
  * Size +3: Cliff giants average 12’ in height.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison.
  SKELETON
  Unlike common skeletons, these undead troops re-
  tain more of their combat skills and are equipped with 
  functional, if somewhat dilapidated, armaments.
      COMMANDER
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Fighting d10, Intimidation d8, Knowledge (Bat-
  tle) d8, Notice d4, Shooting d8
  Pace: 7; Parry: 8; Toughness: 10 (3)
  Edges: Command, Level Headed, Tactician
  Gear: Rusty plate corselet (+3), chain limbs (+2), closed 
  helm (+2), battle axe (Str+d8), medium shield (+1 Parry)
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison. Ignores wound penal-
  ties (Wild Cards only).
  SKELETON HUSCARL
  Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Intimidation d8, Notice d4. Shooting d8
  Pace: 7; Parry: 7; Toughness: 9 (2)
  Gear: Rusty chain hauberk (+2), open helm (+2), short 
  sword, mace, or axe (Str+d6), medium shield (+1 Parry)
  Special Abilities:
  * Bony Claws: Str+d4.
  * Fearless: Immune to Fear and Intimidation.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. No additional damage from Called Shots. Im-
  mune to disease and poison.
      SOUL HUNTER
  Soul hunters are a form of undead, created by vile 
  necromancers through Hela-inspired visions. They serve 
  one purpose—to steal souls from the living. These souls 
  are then collected, corrupted, and used to empower 
  skeletons, zombies, and other near-mindless undead.
  These vile creatures resemble withered corpses, 
  though their eyes glow brilliant blue. Fragments of souls 
  they have stolen swirl around like corpse-candles, ephem-
  eral balls of glowing lights of red, blue, and white.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d10, Stealth d10
  Pace: 6; Parry: 6; Toughness: 8
  Special Abilities:
  * Animate Dead: By spending a benny, a soul hunter 
  can automatically create one skeleton or zombie with-
  in 12” as a free action. There must be a corpse present 
  for this power to work. So long as there are corpses 
  available, the soul hunter may spend as many bennies 
  as it possesses in a single round. The undead come 
  into play on the round after being animated.
  * Claws: Str+d6.
  * Damnation: A creature slain by a soul hunter does 
  not go to Scaetha’s hall. Instead, the soul is transport-
  ed directly to Hela’s dark realm.
  * Fearless: Immune to Fear and Intimidation.
  * Random Bennies: Although NPC Wild Cards, soul 
  hunters do not automatically begin with two bennies. 
  Instead, they start with 1d6 bennies.
  * Sense Living: A soul hunter can automatically detect 
  living creatures within 24”. They suffer no penalties 
  for darkness or concealment and always count as alert 
  sentries.
  * Soul Hunter: Once per round (as a free action) a 
  soul hunter can teleport up to 10” so long as its move-
  ment ends with it adjacent to a soul-possessing foe 
  wounded or killed that round (constructs, demons, 
  elementals, fey, and undead do not have souls). This 
  circumvents First Strike and does not count as With-
  drawing from Melee.
  * Soul Siphon: For each wound a soul hunter inﬂ icts on 
  a target with a soul, it gains one benny. These bennies 
  can be used only to Soak wounds or animate dead.
  * Undead: +2 Toughness. +2 to recover from being 
  Shaken. Called shots do no extra damage. Immune to 
  poison and disease.
  STONE GOLEM
  Attributes: Agility d6, Smarts d4, Spirit d8, Strength 
  d12+2, Vigor d12
  Skills: Fighting d10, Intimidation d8, Notice d6
  Pace: 5; Parry: 7; Toughness: 13 (4)
  Special Abilities:
  * Armor +4: Magically hardened stone.
  * Construct: +2 to recover from being Shaken. No ad-
  ditional damage from Called Shots. Immune to dis-
  ease and poison.
  * Fearless: Golems are immune to Fear and Intimidation.
  * Improved Arcane Resistance: +4 Armor against 
  damage-causing arcane powers and +4 on Trait rolls 
  to resist opposed powers.
  * Size +1: Stone golems stand over 8’ high and weigh 
  4,000 pounds.
  * Stone Fists: Str+d6.
  HELLFROST ADVENTURE #11
  26
  
  TH
  E
  W
  A
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  C
  H
  E
  R
  S
  E
  E
  S
  TH
  E
  H
  I
  D
  D
  E
  N
  T
  R
  U TH
  PLAYER HANDOUT #1
  TH
  E
  W
  A
  T
  C
  H
  E
  R
  S
  E
  E
  S
  TH
  E
  H
  I
  D
  D
  E
  N
  T
  R
  U TH
  PLAYER HANDOUT #1
  
  PLAYER HANDOUT #2
  Though my heart bids me never to write these words, my new faith as 
  a servant of Hothar demands I am honest before my death. However, 
  truth need not always be for public consumption, and thus I have for-
  bidden my men, through holy oath, ever to speak of these events.
  With the end of the Anari Emperor, my people hoped freedom would 
  come, but we were mistaken. The yoke of Anari domination weighed 
  heavily on our shoulders, and such were their crimes against us that 
  we could not remain bowed any longer. We took up arms, as the his-
  tory of anyone reading this undoubtedly records.
  What I must speak of now is the end of the rebellion, an end which, if 
  my words were followed, has never been recorded elsewhere. Let the 
  skalds sing their songs and spin a myth, but never must they sing this 
  one.
  In the 158th year after the rising of the great Icewall, I, Cenwalch 
  Cerdicsunu, led my people in the ﬁ nal battle against the Anari oppres-
  sors. We did not want innocent blood on our hands. Those Anari who 
  accepted our right to freedom were spared the sword. Only those who 
  fought to keep us bowed we declared enemies.
  In spring, we learned of a great army, 10,000 strong, descending into 
  the lands we had recaptured. The Anari were desperate, and this was 
  their ﬁ nal blow to bring us back to heel. Each time they advanced, we 
  retreated. The Anari grew in conﬁ dence with each “victory,” but their 
  supply and communication lines grew steadily weaker. For two years 
  they pursued us.
  At last, they entered the valley in the hills and walked straight into 
  our trap. The bloodshed was magniﬁ cent and appalling. They fell like 
  sheaves of wheat beneath our blades until, at dusk, barely one hun-
  dred Anari remained in the land of the living. Those who lay dead, we 
  left for the ravens. Dargar later wept in fear of our rage, for his 
  bloody tear was seen in the night sky.
  With their great army destroyed, the Anari ﬁ nally accepted our 
  terms, freeing our people and relinquishing all claims to our lands. 
  We had won our liberation, but at a terrible price. To mark our new 
  life I ordered my fort to be turned into a new settlement, a place I call 
  Readfolda.
  Of the prisoners we took, I shall say nothing. That shameful episode 
  haunts me now in my last days, and I shall be judged, and damned ac-
  cordingly for what I did. My darkest secret I shall take to the grave, 
  so only the gods may see at what price my people won their freedom.
  I pray now only that my memory be preserved for the greater good I 
  achieved, and not the means by which I achieved it.
  PLAYER HANDOUT #2
  Though my heart bids me never to write these words, my new faith as 
  a servant of Hothar demands I am honest before my death. However, 
  truth need not always be for public consumption, and thus I have for-
  bidden my men, through holy oath, ever to speak of these events.
  With the end of the Anari Emperor, my people hoped freedom would 
  come, but we were mistaken. The yoke of Anari domination weighed 
  heavily on our shoulders, and such were their crimes against us that 
  we could not remain bowed any longer. We took up arms, as the his-
  tory of anyone reading this undoubtedly records.
  What I must speak of now is the end of the rebellion, an end which, if 
  my words were followed, has never been recorded elsewhere. Let the 
  skalds sing their songs and spin a myth, but never must they sing this 
  one.
  In the 158th year after the rising of the great Icewall, I, Cenwalch 
  Cerdicsunu, led my people in the ﬁ nal battle against the Anari oppres-
  sors. We did not want innocent blood on our hands. Those Anari who 
  accepted our right to freedom were spared the sword. Only those who 
  fought to keep us bowed we declared enemies.
  In spring, we learned of a great army, 10,000 strong, descending into 
  the lands we had recaptured. The Anari were desperate, and this was 
  their ﬁ nal blow to bring us back to heel. Each time they advanced, we 
  retreated. The Anari grew in conﬁ dence with each “victory,” but their 
  supply and communication lines grew steadily weaker. For two years 
  they pursued us.
  At last, they entered the valley in the hills and walked straight into 
  our trap. The bloodshed was magniﬁ cent and appalling. They fell like 
  sheaves of wheat beneath our blades until, at dusk, barely one hun-
  dred Anari remained in the land of the living. Those who lay dead, we 
  left for the ravens. Dargar later wept in fear of our rage, for his 
  bloody tear was seen in the night sky.
  With their great army destroyed, the Anari ﬁ nally accepted our 
  terms, freeing our people and relinquishing all claims to our lands. 
  We had won our liberation, but at a terrible price. To mark our new 
  life I ordered my fort to be turned into a new settlement, a place I call 
  Readfolda.
  Of the prisoners we took, I shall say nothing. That shameful episode 
  haunts me now in my last days, and I shall be judged, and damned ac-
  cordingly for what I did. My darkest secret I shall take to the grave, 
  so only the gods may see at what price my people won their freedom.
  I pray now only that my memory be preserved for the greater good I 
  achieved, and not the means by which I achieved it.
  
  © 2010 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2010 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  
  © 2010 Triple Ace Games. Hellfrost, Figure Factory and all related marks and logos are trademarks of  Triple Ace Games.  All rights reserved. 
  01 human cenwalchcerdicsunu
  04 human citizen male 01
  07 human nobleman thegnegfrid
  20 undead spectralwarrior 1a spear
  23 undead spectralwarrior 2b axe
  26 undead spectralwarrior 4a mace
  27 undead spectralwarrior 4b mace
  24 undead spectralwarrior 3a sword
  21 undead spectralwarrior 1b spear
  08 human priest hothar teobaldapangrot
  05 human citizen male 02
  02 human citizen female 01
  28 undead spectralwarrior countcadmar
  25 undead spectralwarrior 3b sword
  22 undead spectralwarrior 2a axe
  09 human priestess eostre hlifkolsdohtor
  06 human crone
  03 human citizen female 02
  
  © 2010 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
  © 2010 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
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2010. All Rights Reserved.
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2010. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
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  31053
  $8.99
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  A caravan of slain refugees isn’t an unusual sight, 
  A caravan of slain refugees isn’t an unusual sight, 
  especially in winter, but why do they have their 
  especially in winter, but why do they have their 
  weapons drawn yet show no sign of wounds? And 
  weapons drawn yet show no sign of wounds? And 
  who are the mysterious “white men” of which the 
  who are the mysterious “white men” of which the 
  lone survivor speaks?
  lone survivor speaks?
  Fate has drawn heroes into a race to uncover 
  Fate has drawn heroes into a race to uncover 
  the secrets of the past, secrets which have been 
  the secrets of the past, secrets which have been 
  deliberately concealed for centuries. A terrible crime 
  deliberately concealed for centuries. A terrible crime 
  committed long ago brings repercussions for those 
  committed long ago brings repercussions for those 
  in the present age, for someone must pay the price 
  in the present age, for someone must pay the price 
  for the Sins of the Fathers!
  for the Sins of the Fathers!
  Hellfrost
  Hellfrost™ is an epic fantasy setting for the award 
   is an epic fantasy setting for the award 
  winning 
  winning Savage Worlds™
  Savage Worlds™ roleplaying game.
   roleplaying game.
  Should Freedom Come at a Price?
  Should Freedom Come at a Price?
  
SOURCE: textdata/thevault/Triple Ace Games/Hellfrost/Savage Worlds - Hellfrost - (H1) Sins of the Father.pdf