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Caer On The Borderlands - Part 2

The PCs are sent by Branwen on a journey north to attend a diplomatic meeting at Caer Ffwrdd. Along the way they will face environmental hazards and two guaranteed encounters. However, they discover that the village of Pelgi and all its residents have been burned to ashes in a massacre committed by the aggressive Pen Levi clan, against their usual practices.

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Phil Hype
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100% found this document useful (2 votes)
370 views18 pages

Caer On The Borderlands - Part 2

The PCs are sent by Branwen on a journey north to attend a diplomatic meeting at Caer Ffwrdd. Along the way they will face environmental hazards and two guaranteed encounters. However, they discover that the village of Pelgi and all its residents have been burned to ashes in a massacre committed by the aggressive Pen Levi clan, against their usual practices.

Uploaded by

Phil Hype
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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part 2

b
reyr Urian looked at home while waiting in the murky swamp. Soon, the unceasing
chorus of crickets and frogs were disturbed by the distant slosh of footsteps. “Smelly,
wet, and dark,” muttered Lynx as she approached. She kept one hand at her hip while
the other idly twirled a sling with practised ease. “You Levi certainly have a type.” After
sizing up their group as a whole, she finally turned her focus to Urian.

“You’re late,” said the Breyr. His face, covered in the traditional paint and markings of the Pen Levi
clan, managed to not betray his anger. He caressed the grooves of one of the skulls that hung from
his belt. The gaunt soldiers flanking Urian wore similar adornments, but did not conceal their irrita‐
tion as well.

“And you're early,” Lynx responded. “Of course, all of us could have been spared this effort if only
your lot could read,” she said as she swatted away a swarm of gnats.

“That would not have changed anything,” said the Breyr. “I look people in the eye when making deals
like this. Also, I want to express personal thanks on behalf of my people for the cattle. They are a
boon in these difficult times.”

“Well, your treasure is my pleasure. But, there is still your end of the bargain.” She walked towards
him and held out a glass orb. “While raiding Pelgi, place this somewhere it can be seen.”

“What is it?” asked the Breyr as he received the orb into his outstretched hand. It was heavier than he
expected. From the corner of his eye he noticed shapes moving beneath its surface, but he let it go
unexamined, deciding instead to not lose focus on Lynx.

“It is an eye that will be the sole witness to the beautiful carnage you’ll unleash. So, do your job, and
remember: no survivors.” Anticipating something else on the Breyr’s mind, she continued, “Don’t
worry about the Ffwrdd scouts, they will be occupied elsewhere, far from Pelgi.”

“For their sake, I hope so,” Breyr Urian replied. He signalled his guards to begin preparing for their
departure. He turned again to Lynx. There was an otherworldly presence about the woman that was
not so frightening as it was… unsettling. The Breyr wanted to leave, but he could not help but ask a
final question: “When the Raxians drove us from the South, no help came. But you have sent cattle,
and now you gift the entire stores of Pelgi at the small cost of sending their people to greet the Ever
Stranger. I do not believe you can care for any Pen Levi tribe. So why aid us?”

“Both of us serve higher powers, Breyr Urian. But while your gods seek to guide deserving souls in
the next world, the power I follow hopes to mete out rewards to the worthy souls of this world first.
Your people are just the first of many who will feast on the fruits of her good works.”

Urian looked to his Breyguard, wondering if they were as confused as he was. When he turned to
respond, Lynx had gone. He looked closer at the orb now his guest had left, but her words lingered.
“The worthy souls of this world…”

2
The PCs will expect to be able to rest at the village of Pelgi be‐
ABOUT fore reaching Caer Ffwrdd. Unfortunately, they will find that
it, and all its residents, have been burnt to ashes. This was a raid
committed by the aggressive Pen Levi clan to the east. Tradi‐
This is an adventure written for Legends of Avallen, the card- tionally the Pen Levi only steal, not massacre, but they were
based Celtic-Roman inspired RPG published by Adder Stone put up to the killing with gifts from Lynx the Breyguard, in‐
Games and Modiphius Entertainment. However, if you’re cluding the stolen cattle from Mekeni! Check out the story in
coming to this free adventure wishing to adapt it for a different the prologue for some exclusive-GM insight into that deal.
system or world, have no fear! This PDF is also written for 5th
Edition, with D20 guides and custom stats.

This is part 2 of 3 for Caer on the Borderlands, an adventure arc


JOURNEYING
about the everyday struggles of village folk and the tribal polit‐ This adventure includes a potentially arduous journey with
ics that surround them in a pre-technological world with little interesting and exciting scenarios encountered along it. As
accessible magic. If you have found this before part 1, please detailed in the Legends of Avallen Rulebook, journeys involve
check out part 1 by clicking here! players managing their supplies while taking responsibility for
journey roles that can meet random complications each day.
Each of part of Caer on the Borderlands is its own quest, with This system creates the additional tensions and difficult
enough play for one long session or two shorter sessions, earn‐ decisions that make going on long treks in a wild and unpre‐
ing the players half a character level. During part 1, our heroes dictable fantasy world exciting.
earnt the trust of Branwen the Ceidwad {kay-DOO-ad}, the
elder of Mekeni, a humble Borderlands village. In this part 2, These journey rules are intricately tied to the “Supply” resource
Branwen sends the PCs on a journey through the Avallen wil‐ that is critical to player decisions in Legends of Avallen as well as
derness to a caer on the Borderlands, discovering a great crime the more grounded character condition rules that can require
along the way. multiple days for full recovery. These mechanics are unfortu‐
nately incompatible with the journey, resource, and recovery
Part 3 of Caer on the Borderlands will be released soon and also rules in 5th edition. As a result, adapting the Journeying mini-
leads into Against the Faerie Queene, a forthcoming epic cam‐ game from Legends of Avallen requires significant changes to the
paign book based on real Celtic legends with quests all across base 5th edition rule systems that are beyond the scope of this
Avallen! Sign up to the mailing list at that link to be the first to short adventure module.
hear more about both!
We are pleased to say that our forthcoming campaign the
Against the Faerie Queene will include just such rule modifica‐
tions to make our Journeying system compatible with 5th edi‐
tion and other D20 based systems. The journey in this
PART 2: JOURNEY TO CAER FFWRDD adventure is still designed to be a fun part of the quest with two
guaranteed encounters regardless of the travel rules used (or
indeed when using none at all). However, know that it just
In this second part of Caer on the Borderlands Branwen reveals might not be as tense or exciting as when played within the
that the mysterious visitor that arrived yesterday was a repres‐ Legends of Avallen journeying system.
entative of a new leader of the Borderlands. The Breyr {Bray-

JOURNEY RULES AVALLEN


ear} named Toutorix is calling for an unprecedented alliance
with other leaders of the Borderlands. Branwen wants the PCs WITH
to go to the diplomatic meeting in her stead as she is far too old If you are playing this adventure with the Legends of Avallen
for travel. system, the base journey rules and listed complications in the
rulebook will be used for this journey (p. 106-110). If the red
To get to the parley at Caer Ffwrdd {care forth} the Player Char‐ Joker arises to trigger the land hazard complication, describe it
acters (PCs) must journey north. To begin with, the PCs will as a sudden landslide. If the black Joker arises to trigger the
need to make a decision about which route they wish to travel. weather hazard complication, describe it as torrential rain.
There is a shorter direct route across the borderland hills and
an easier but longer route beside the Ffwrdd River that carries In addition to any journey complication the PCs experience,
a risk of arriving late if delayed. On their way they will have to they will come across two other encounters described here.
safely navigate environmental hazards. When this happens, the narrative “zooms back in” from the day
by day timescale of a journey to the turn by turn action of a
usual scene.

3
TALK WITH BRANWEN
The morning is accompanied by a chill in the air and a
thin film of mist that hangs in the branches of the trees—a
sign that summer is coming to its end, and autumn
weather is soon to stay.
As you emerge from your huts, you see that a fair number
have risen as early as you. You hear the shuffling of goods
and feet, and smell the comforting warmth of morning
porridge as you make your way through Mekeni towards
the centre. Branwen is waiting for you in the entryway of
her own home. When she spots you approaching, she
makes eye contact and then turns inside. It seems she is
eager to get straight to business.

Inside Branwen explains the following—

• The visitor that came yesterday was an envoy, a breyguard


of Toutorix the Breyr of Caer Ffwrdd {bray-ear of care
forth}, the new leader of the local fort.
• He is hosting a summit in seven days where he will pro‐
pose the Borderlands form a clan to rival the other five in
Avallen.
• Branwen is invited to the summit to represent the local
small tribes who were loyal to the previous Breyr. But,
because of her age, the envoy agreed to let Branwen send
champions in her stead.
• Branwen is against his proposal, believing it blasphemous.
She asks the PCs to go on her behalf, vote against
Toutorix’s proposal, and persuade the other leaders to
vote against it as well.

LORE NOTE
The Borderlands is a region of Avallen surrounded by
three of the five major clans but ruled by none of
them. It is a neutral region of sorts, with no brenin to
control it (kings or queens), just independent nobles
known as breyr that rule from their caer (forts) over
their local tribes.

To the north of the Borderlands are the mountains of


the renowned Pen Draig clan, to the south the forests
of the devout Pen Baedd, and to the east the swamps
of the feared Pen Levi.
ADDITI ONAL INFORMATI ON OTHER GUESTS
Branwen will emphasise that this is a great opportunity for the • Branwen supposes the other guests will be other breyr of
PCs. They will meet powerful people, with access to renown Borderlands caers.
and resources, they will attend a meeting that will decide the • She knows of two breyr that will likely attend, Arianyn the
fate of the Borderlands and so, she is sure this will lead the PCs Breyr of a mercantile town on a great river west of here
to even greater quests. and Howl the Breyr of a great hunting tribe near the Pen
Draig border.
Branwen will elaborate on the following if asked—
• She’s unsure of how they’ll feel about Totourix’s proposal.

TOUTORI X THE BREYR


• In the Borderlands there is no one large clan with a king to GIFTS
swear fealty to, but there are still small allegiances between Once the PCs have asked their questions and accepted the
local tribes, led by the Breyr (ruler) of its largest tribe. quest, Branwen presents three items to the PCs:
• The largest fort near to Mekeni is Caer Ffwrdd {care forth}
• A heavy Woollen Coat.
on the River Ffwrdd, and Branwen had pledged Mekeni to
its former leader, Hakor the Breyr. • A small Decorated Mirror.
• However the new Breyr, Toutorix, slew the former in a • A Delicate Brush with hairs that shimmer (much like the
duel to the death to earn his rule. This duel was an honour‐ one used in Quest for the Sealing Stone)
able rite, which means Toutorix has support within the
tribe of Caer Ffwrdd. She explains that these are gifts they should present to
Toutorix the Breyr when they arrive; it is a Vallic hospitality
• Branwen doesn’t know much else about Toutorix the custom. If they ask for any more details, Branwen can explain
Breyr. the following—

BR ANWEN’S OPPOSITI ON TO TOUTORI X • Present them one at a time.

• The five clans of Avallen were each founded by one of the • He will give gifts in return to contest yours but ought to
five Ever Ones, when they walked amongst mortals before ceremonially concede, granting you hospitality.
the legendary dark age known as “The Sorrows”. • If for some reason Toutorix the Breyr does not value our
• The Borderlands have a storied history of being neutral to gifts or chooses to out-gift you, then he does not need to
the clans, swearing fealty to none of them and worship‐ honour your visit.
ping all of the Ever Ones without favouritism. • But there’s no reason for him to do that unless he invited
• “What Toutorix the Breyr is suggesting flies in the face of our us only to insult us.
history, our traditions, and has only ever been done by our gods!
And a god Toutorix is not.”

“Try asking the Fae.”


—Vallic expression meaning “No one knows.”

5
ACROSS THE HILLS
PLANNING A JOURNEY • A good journey on the route through the hills to Pelgi will
take three or fewer days.
The PCs need to get to Caer Ffwrdd {care forth} in six days. • The hills aren’t particularly dangerous, but there is a
They do not have a map available to them, but they know, or swamp and a small forest on the way that makes it
can easily find out, the following information: difficult.

• There are two routes to get to Caer Ffwrdd from Mekeni. • On the third day, you should reach Pelgi and can resupply
if need be. Pelgi is then a day’s walk from Caer Ffwrdd.
• An easy but longer route east then north beside the
Ffwrdd River and a more difficult but direct route north‐
east across the Borderlands hills. FROM PELGI
• Both routes meet at a village called Pelgi which is then a • The fastest way from Pelgi to Caer Ffwrdd is to follow the
simple day's walk to Caer Ffwrdd. river.
• That should take just a day and won’t require a guide.
BY THE RIVER
• A good journey on the route beside the river to Pelgi will GM INFORMATI ON
take five days.
Mekeni is a small humble village. If asked, there is no one will‐
• As you’ll be following the river, there won’t be a chance of ing to join the PCs on their adventure. Also horses are expens‐
getting lost and so no one will need to navigate as a Guide. ive, and there are none that can be spared for the PCs.
• This makes the journey much less risky and frees up
If there are only three PCs, then the river route should be
someone to help with other roles.
recommended, as not requiring a guide will allow the small
• On the fifth day, you should reach Pelgi and can resupply group to cover other journey roles. Otherwise, the hills is fast‐
if need be. Pelgi is then a day’s walk from Caer Ffwrdd. est route. Ultimately, though, it is up to them.

If for some reason the PCs are delayed such that the whole jour‐
ney takes seven or more days, they will be late for the Parley.
The PCs can use a faster pace to recuperate time.
SETTING OFF LEG 2 - DR AIG NETTLES
Now tasked with responsibility, you prepare for the jour‐ Today’s trek is much like yesterday’s: numerous rolling
ney, gathering your gear and bidding farewell to those you hills await you. There is a slight cast in the sky today,
know in the village. making it a bit chillier than yesterday. Regardless, it is an
easy walk.
By the time you set off, the sun has chased away the chill,
promising to keep you warm on the trail. Many of the
They now come across the Draig Nettles encounter (see below).
Mekeni folk have heard the news and have come to see you
off. The road ahead of you is not a short one, but the sun on
your face and the crunch of dirt beneath your feet promises
an exciting journey ahead.
LEG 3 - FOREST
This day the bare hills become dotted with trees, and it’s
Depending on what the PCs decided on, either use the Border‐ not before long that the trees grow close enough together to
lands Hills route (p.7) or the Ffwrdd River route (p.9). Each become a true forest. It isn’t dark or ominous, though;
route is made up of different legs of the journey. Each leg enough late summer sun filters through the leaves to make
should take one day’s walking at a normal pace if all goes well. it an inviting trek, but not enough to warm the space
beneath the canopy. Following what you were told, you
Before describing a leg, employ any journey mechanics you are
should reach Pelgi by the day’s end.
using. For Legends of Avallen this means:

• Check what journey roles the PCs have taken. Continue on at Pelgi (p.10).
• Check what pace the PCs have set.
• Tempt Fate to see if a journey complication arises.
Then describe the leg followed by introduce any necessary
encounters or scenes. After the day is settled, have the PCs DRAIG NETTLES
make their decisions about camp, rest, and supply.

As you crest a hill, you see that the slope below you bottoms
out into a marshy wetland. Obscuring the ground is a
thick, hip-high cover of red brush, extending well into the
BORDERLANDS HILLS distance. This strange plant looks to thrive in the damp;
you don’t see any up the slope on the opposite side.

This route consists of three legs before reaching Pelgi (p.10). The group’s Scout will come across the nettle field first and can
The journey complications for this route have a CD of 1. report it back to the group. Finding a way around the marsh
could delay the walk by a couple of days.

LEG 1 - HILLS EXPERTISE: TAMER, ALCHEMIST, SCAVENGER


The trodden path north out of Mekeni eventually gives A tamer, alchemist, or scavenger will know these plants as
way to wilderness. But it is not a hostile wilderness; the draig nettles. They give severe burns upon being touched.
hills that comprise your journey for the day ahead are Anyone that voluntarily touches the draig nettles recoils in
large but gentle, easy slopes. The grasses rustle quietly as pain and becomes Sick (Poisoned, check Constitution DC 16 while
you walk through them, and the sun warms you with few sleeping to recover).
trees to block its light.
D20—A Ranger or anyone with proficiency in Survival, Herbalism,
or Alchemy will know this expertise.

7
AROUND THE NETTLE MARSH
Navigating around the Nettle Marsh takes two days but the
Guide must make a CD 1 check as if the complication “Shortcut:
Opportunity” has arisen (with advantage if they have a Scout),
which can reduce the time taken.

D20—Check Wisdom DC 14, on a success reduce the detour by a day,


on a 1 increase it by a day.

THROUGH THE NETTLE MARSH


Journeying through the Nettle Marsh requires a CD 1 Agility
or Vigour journey check to avoid or resist the draig nettles, this
check is disadvantaged by the wet soggy marsh making it diffi‐
cult to be precise about anything. As this is a long journeying
check, anyone that exerts for it will become exhausted as well.

Failure — The PC gets to the other side but becomes Sick.

Critical Failure — The PC gets to the other side but becomes


Sick and Withering (days).

D20—Check Dexterity or Constitution DC 14 with disadvantage.


Failure: Poisoned (Constitution DC 16 while sleeping to recover).

ADVANTAGES
The PCs are encouraged to come up with multiple ways to help
safely cross the marsh. Here are some ideas we came up with,
but of course the players can come up with many more! Use
your best judgement to adjudicate their suggestions:

• Use something large to flatten the nettles before walking.


• An alchemist can use a sample of the draig nettles to con‐
coct a potion to help resist its sting.
• The PCs can walk in a line, with those at the front tramp‐
ling the nettles to advantage those at back.
• A mystic with the Lunar school spell “Moon’s Touch” can
cast it to wilt surrounding plants and slowly carve a path
through the nettles without harm!

If the PCs come up with elaborate plans that you think ought
to take many hours to prepare, it will not leave them enough
remaining daylight to cross the marsh that day. However, they
could make those preparations today and cross on the next.

An example would be setting fire to the nettle field. In such a


case, let them make a Set-up check for the whole group today
and carry over the advantages to the next day.
FFWRDD RIVER LEG 5 - FOREST
Here the river’s waters are crystal clear. The cliffside
This route consists of five legs before reaching Pelgi (p.10). shrinks beside you as you walk, eventually revealing a
Each leg of the journey should take one day if all goes well. The forest west of you. Following what you were told, you
journey complications for this route have a CD of 0. This route should reach Pelgi by the day’s end.
doesn’t require a guide, which means any Guide complications
or opportunities are ignored. Continue on at Pelgi (p.10).

LEG 1 - STREAM
Heading east out of Mekeni, you make your way down the
hill, following the village’s babbling brook that leads to the LANDSLI DE
bottom of the valley. Clear water trickles over the stones
much like the wind flows over the grassy hills all around.
A few days along this waterway will eventually bring you Around a bend of the river you stop in dismay to find the
to the Ffwrdd River that will lead you straight to Pelgi and ground in ruin. A landslide has crashed down from the top
Caer Ffwrdd {care forth}. of the cliff’s edge to the riverbank. A long area of ground is
now covered in a thick layer of wet mud and rocks. The
river here is wide and turbulent because of debris. Crossing
If any PC investigates the new slope, it just seems like a natural
the water would be considerably dangerous.
rise. However, on the floor near to it they will find ashes and
fragments of parchment. Rannoch is illiterate and has no idea
what it is. The group’s Scout will come across the landslide first and can
report it back to the group. Finding a way around the landslide
would mean going back to walk up the cliffside, delaying the
LEG 2 - CLIFFSI DE walk by a couple of days.

A few hours after starting today’s journey, the ground to


your left slowly begins to slope upward, creating a small AROUND THE LANDSLI DE
yet still sizeable cliff, speaking to the many years this creek Navigating back and around the cliffside requires someone
has flowed through this land. taking up the Guide journey role. It takes two days but the
Guide must make a CD 1 check as if the complication “Shortcut:
Opportunity” has arisen (with advantage if they have a Scout),
LEG 3 - RIVER which can reduce the time taken.

D20—Check Wisdom DC 14, on a success reduce the detour by a day,


Not long after you set off in the morning, you find
on a failure with a rolled 3 or less instead increase it by a day.
yourselves at the end of the creek where it joins a large,
rushing river. The water is muddied, a stark contrast to the
clear brook, and the cliff still looms to your left as you ven‐
ture northward to Pelgi upstream.
THROUGH THE LANDSLI DE
Journeying over the landslide requires a CD 1 Agility or Vigour
journey check to avoid getting stuck. As this is a long journey‐
LEG 4 - LANDSLI DE ing check, anyone that exerts for it will become exhausted as
well.
Much like the day before you venture north The winding Failure — The PC becomes stuck. To free the PC another
cliffside looms on your left and the river on your right character must make this same check again, while also risking
offers little comfort as it’s muddy waters rage past. becoming stuck. If a character does not free the PC in two
Rounds, they gain Withering (seconds) as they begin sink‐
They now come across the Landslide encounter (see next ing into the mud.
column).

9
Critical Failure — Same as a Failure, but the stuck PC imme‐ PELGI
diately gains Withering (seconds) as they begin sinking into
the mud.
As the sun begins to set, you spy the reprieve from the wilds
D20—Check Strength or Dexterity DC 14. On a failure become promised by the village of Pelgi. Smoke billows up from the
restrained until another PC succeeds the same check to free you. hill ahead that sits between the edge of the forest and the
Begin suffocating if not freed within two rounds. On a Failure Ffwrdd River. As you ascend the gentle slope towards
with a rolled 3 or less begin suffocating immediately. tonight’s more comforting shelter, you soon see all is not
well. Pelgi has been razed to the ground. The village is now
nothing more than ruin and rubble. Only three structures
ADVANTAGES remain standing: a large stone hall at the centre of the vil‐
The PCs are encouraged to come up with ways to help safely lage, a well opposite the hall, and a stone hut at the village
traverse the landslide area. Here are some ideas we came up edge.
with, but of course, the players can come up with many more!
Use your best judgement to adjudicate their suggestions. If the group has a Scout, they will spot the village of Pelgi first
and see it is in ruin.
• Assemble flat objects to distribute their weight while
walking across. The rest of this section details what the PCs encounter inside
the village, offering loot in the Stone Hall, a strange vision at The
• Tie themselves together to help support each other.
Well, and danger at The Stone Hut. Once they have finished
• Use long items to prod the ground to avoid weak areas. investigating Pelgi, or choose not to investigate it, the PCs will
likely rest for the night and can move to On to Caer Ffwrdd
If the PCs come up with elaborate plans that you think ought
(p.14) for the final leg of the journey.
to take many hours to prepare, it will not leave them enough
remaining daylight to cross the continue walking that day.
However, they could make the preparations today and cross on LORE NOTE
the next. An example would be building a bridge! In such a
Pelgi was attacked by a Pen Levi raid 2-3 days ago.
case, let them make a Set-up check for the whole group today
The Pen Levi is one of the five major clans of Avallen
and carry over the advantages to the next day.
and is made of nomads who live in the swamps east
of the Borderlands. The Pen Levi worship the Ever
UP THE CLIFFSI DE Stranger, valuing ruthlessness, impulse, and death.

The PCs could also ascend the cliffside to avoid the landslide A Pen Levi raid is not unusual in these parts, but a
debris but that it is an arduous task with its own obvious risks. raid killing a whole village is almost unheard of.
It requires a CD 0 Agility or Vigour check to avoid falling. Unbeknownst to anyone but the Pen Levi raid leader,
Breyr Urian, it was Lynx the Breyguard that put them
Failure — The PC falls and breaks their armour. If it is already up to the gruesome task.
broken they become Wounded instead.

Critical Failure — The PC falls and becomes Wounded. If


you are already Wounded, instead you fall and become
ENTERING THE VILLAGE
Unconscious. As you enter the ruined village you are struck by the stench
When a PC fails or critically fails, another PC can make the of charred flesh. The buildings are heaps of blackened and
ashen wood. It was all burnt to the ground.
same check to catch them. However, they risk also falling if
they fail that check.
Looking around Pelgi for clues, outside of the Stone Hall, the
D20—Check Strength or Dexterity DC 12. On a failure you fall. Well, and the Stone Hut will yield the following information:
Unless someone makes the same check to catch you, take 2d6 damage
and again two levels of Exhaustion. On a Failure with a rolled 3 or • There are some bodies about the place. They are all lightly
less gain an additional two levels of Exhaustion. If a someone tries to armoured militia with battle wounds and arrows made of
catch you and fails, they suffer the same fate! dark wood sticking out of them. There are no bodies of
attackers.

10
• Searching the rubble of burnt buildings yields nothing
worth salvaging nor any bodies, just damaged pots and
furniture. Notably, many of the buildings have a small
empty hole dug near the middle of them, the size of a bowl.
• It’s impossible to discern from all the tracks those of any
attackers. There are tracks of people, animals, and chariots
in and out of the village.
• The stink of decay comes from the hall which has a large
door barred by stakes stuck into the ground against it.

EXPERTISE: MERCHANT, SCAVENGER OR THIEF


A Merchant, Scavenger, or Thief would know that the holes in
the huts are used to keep valuables safe. They would ordinarily
be covered by rugs and furniture.

D20—A Rogue or anyone with proficiency in Thieves’ Tools, Sur‐


vival, or Investigation will know this expertise.

STONE HALL
The hall’s walls are made of piled on rocks, though its
thatched roof has completely burned away leaving a bare
skeleton of thick support beams. The building is grander
than any of those in Mekeni. The large front door is still
intact but held closed by numerous stakes dug into the
ground against it. The stench of death is strongest here.

The PCs can enter simply by removing the stakes to open the
door or by helping one of them climb a wall to look in through
the bare roof. The interior is dimly illuminated. There the PCs
can find:

• Piles of charred bodies covered in ash and debris. Many


are against the blocked door, others in corners. There are
all shapes, sizes, and ages. Some have weapons but most
are unarmed. Checking over them won’t yield any clues or
anything of worth.
• Stools, benches, and a large table are scattered near the
door. The table is badly damaged at one end. There are
dents and marks on one of the stone walls from battering
attempts.
• In the middle of the room is a large blackened rug. If a PC
looks under it, they will find a slat of wood. It covers a hole
in the ground that holds many coins (4s & 27c, D20—33g),
as well as a necklace with a green jewel set in it (worth at
least 1g or more, D20—50g).

If the PCs enter the hall before dealing with the wolves in the
Stone Hut (p.12), the wolves will ambush the PCs here. Have the
PC furthest from the hall entrance make a Wit check CD 1
(Wisdom DC 14). With a success, the PC notices the wolves and
they attack the PCs without having the bonus of an ambush.
THE WELL This building contains a shrine and a number of wolves who
recently moved in. There is one less wolf than the number of
The well sits opposite the stone hall. It’s made of a stone PCs (see the next page for their stats):
circle the come sup to waist height. A bucket with a rope
attached lies discarded in the mud. Something atop the • If a PC enters without a light source, they will be
stonework catches your eye, sparkling in the light. ambushed by the wolves.
• If a PC shines a light source into the hut, they will hear the
There is nothing inside the well except water. It can still be growling of wolves.
used and was not spoiled in the Pen Levi raid. If the PCs • The wolves can be coaxed out of the hut with loud noises
approach the well they will see the source of the sparkling: or by making the hut hazardous. If so, they will leap out
• On top of the well sits a glass orb, resting in place between and attack the first PC they see.
grooves of the stones beneath it.
• It is about the size of the palm of your hand. INSI DE THE HUT
• Misty shapes move beneath the surface causing the orb to Inside the hut there are:
sparkle as light passes through it.
• More painted symbols on the inner walls.

TOUCHING THE ORB • Gnawed (human!) bones on the floor.


When a PC first touches the orb with their skin, they will • A wooden shrine with carvings of the Ever Ones.
immediately experience a vision: • On the shrine, there is a worn natural Pink Gemstone
and a small Wooden Disk with detailed knotted patterns
As if waking from a dream, you are suddenly somewhere carved into it.
else. After your senses adjust, you find yourself in a forest.
The Pink Gemstone has a natural magic about it that makes it
A weird forest. The trees have twisted forms covered in
a Charm, an item someone can hold to advantage a spell you
leaves that illuminate the area with strange pigments of
cast once per round.
pinks, purples, and blues.
You turn around, and you come face to face with a woman The Wooden Disk has a pattern of a protective ward carved
with golden eyes and a complexion of white bark. Her into, making it an Amulet, an item someone can hold to disad‐
countenance is haughty and beautiful. Large red petals fan vantage a spell cast against them once per round (further rules
out and obscure your view of what lies beyond her. Her on Amulets and Charms can be found in the Legends of Avallen
gaze locks yours, and you cannot look away. Rulebook, p.131).
A gust of wind rustles the surrounding leaves and sends a
shiver through you. She raises a thorny finger towards you
and taps it against your forehead. The pain of a migraine
shatters your vision and you return to your companions
with the orb split in two.

After the vision, the orb is split in two, and the misty shapes no
longer move beneath the surface. It is now two pieces of
Broken Glass (worth 1s each , D20—5g).

STONE HUT
The small stone building sits by itself off to the side of the
village. It is a small hut with an arched entryway. There
are large spiritual symbols painted over its rough surface
and it appears to be untouched by the violence. The entry
way is open but too dark to see inside.

12
D20—The Legends of Avallen rules for magic let spellcasters change Gemstone Charm - Once per day while being held, this charm disad‐
the shape and strength of their spells by making them more danger‐ vantages a foe’s saving throw against a spell you cast.
ous to cast with multiple disadvantages. To safely cast such powerful
spells a caster must use charms, magical robes, and careful rituals to Wooden Amulet - Once per day while being held, this amulet
gain multiple advantages. In a D20 game where multiple advantages advantages you with a saving throw you make against a spell.
aren’t possible, and where magic is far less dangerous to the caster,
use the following items instead:

WOLF D20 - WOLF


Type: Grunt, Animal Type: Medium Beast
Attributes: Vigour 0, Agility 1, Spirit 0, Wit 0 Attributes: Str +1, Dex +2, Con +1, Int -4, Wis +1, Cha -2
Perception +3, Stealth +4, Speed 40 ft,
Equipment: 4 AR Hide
[6] Bite (Agility) Equipment: 13 AC Natural Armour
[4] Claw (Agility, small wep. can adv. Bite) 2d4+2 Bite (+4 to hit, foe must succeed DC
Begins with 1 Edge 11 Strength save of be knocked prone)
Health: Break Armour > Wound > Dying Health: 11 hp, If half of the pack have half or less HP,
Once wounded, a wolf will support its pack. If they will all attempt to flee.
half are wounded, they will all attempt to flee.
Description: A pack of grey snarling wolves!
Description: A pack of grey snarling wolves!
Loot: Each wolf killed has1 wolf trophy worth 3g.
Loot: Each wolf killed has 1 supply and 1 wolf
trophy worth 5c. Pact Tactics
The wolf has advantage on attack rolls against a creature if at least
Pack Hunger (I. Horde) one of the wolf’s allies is within 5 feet of the creature and the ally
A wolf is advantaged attacking and grappling if the number of isn’t incapacitated.
wolves in its space outnumber foes in that space.
Keen Hearing and Smell
Advantaged on Perception checks that rely on hearing or smell.

13
ON TO CAER FFWRDD
In the daylight Pelgi looks far less eerie than in the night,
but far more sombre. Your destination can now be clearly
seen on the horizon ahead: A thin strip of brown buildings
crowning the top of a distant hill over the riverside. The
day is clear and your route simple.

The final leg! It takes only a day’s journey to follow the river to
Caer Ffwrdd {care forth} from Pelgi. Any complications have a
CD of 0. This route doesn’t require a guide, so any Guide com‐
plications or opportunities are ignored. The PCs should arrive
as the sun begins to set at the end of the day.

ENTERING THE FORT


Caer Ffwrdd sits on layers of earthen ramparts. The stake‐
wall around the raised heart of if is decorated with mul‐
tiple banners blazoned with the likeness of a hound. Even
as evening falls, the exterior terrace remains a bustling hub
of merchants, warriors, and many other travellers looking
to profit off the gathering. All are trying to settle in
amongst the confines of overpopulated roundhouses and
newly erected tents as the sun sets.

The gate for the central keep is closed and guarded by Vallic
warriors clad in furs and wielding spears.

As soon as the PCs introduce who they are, where they are
from, and why they are here, one of the guards will acknow‐
ledge they were expecting them. They will escort the PCs into
the fort to the central hall to meet with Toutorix the Breyr
immediately.

TALKING WITH THE GUARD


If the PCs make small talk with their escort, he has the follow‐
ing insights:
• The guard is excited by what Toutorix the Breyr is doing
for Caer Ffwrdd.
• He does not know what the meet is about tomorrow, but
has heard it will be a legendary occasion.
• If asked about Pelgi, he will lament the loss and comment
that riders were sent to Pelgi as soon as the fire was seen
by the watchtowers, but they arrived too late to meet the
raiders.
ted today. Lynx will first chide them for it, stating that the meet
was delayed because of them. However, Toutorix will tell her
MEETING TOUTORI X to calm down, suggesting that the PCs surely have good reason
to be late.
You are escorted through the heart of the fort, flanked by
many stone and wooden buildings. Walking up the central
hill, a hall comes into view, much larger than the one you
GIFTS
saw in Pelgi. You are brought past more guards, through After their introductions, an awkward silence will follow if the
large doors, and down a corridor with the glow of a fire players don’t present one of the gifts Branwen the Ceidwad
ahead. Your escort stops at the edge of the room’s entrance gave them for this purpose.
and motions for you to go into the grander space. The walls
are lined with mounted heads of beasts of this world and • If they do nothing, Lynx will intervene and somewhat
the next, while the floor is lined with ornate rugs. A fire curtly ask the PCs if they have anything to gift their host.
blazes in the centre of the hall and beyond it sits an impos‐ • If the players present all the gifts at once, Lynx will
ing man upon an impressive chair, waiting expectantly. brusquely note that it is customary to present them one at
a time.
Here the PCs get to meet Toutorix and Lynx, must exchange Toutorix will politely marvel at a gift when presented with it
gifts, and have a chance to judge their characters. before passing it off to Lynx.
As the PCs enter the room, Lynx and Toutorix will stop their
talking and turn to meet them. Lynx will present to the PCS Toutorix turns the gift over once or twice. “This is impress‐
“Toutorix the Destined, the Breyr of Caer Ffwrdd” {TOH-tuh- ive for a village of cattle herders!”
rix the destined, BRAY-ear of care forth} and then ask them to
introduce themselves in turn.

If the PCs arrive on day seven of their journey or after, they


have arrived late. The proceedings were meant to have star‐
TOUTORI X THE DESTINED
Occupation: Breyr of Caer Ffwrdd, Warrior

LYNX THE BREYGUARD Attributes: Vigour 2, Agility 2, Spirit 1, Wit 1


Occupation: Breyguard for Toutorix, Reaver Str +3, Dex +1, Con +2, Int +1, Wis +0, Cha +1

Attributes: Vigour 0, Agility 1, Spirit 0, Wit 1 Personality: Motivation — Influence


Str +0, Dex +2, Con +0, Int +1, Wis +0 Cha +2 Virtue — Valiant
Flaw — Vain
Personality: Motivation — Influence
Flaw — Servile Description: Toutorix looks like the ideal Vallic leader—tall
Flaw — Callous with a warrior’s build. Apart from his dark
trousers, he wears nothing but a cloak of black fur
Description: Lynx is a slight woman with blonde braided hair. and golden torc around his neck, revealing many
She wears leather trousers and a loose fitting scars across his body. Toutorix’s hair is bleached
white tunic, with a red sash tying it close around white and sticks straight up in spikes. He leans
her waist. She has a cocky charm to her and it’s back in his chair as the PCs approach.
impossible to tell where she was from.
Backstory: Toutorix wants nothing more than to leave a
Backstory: Lynx is a zealous adviser of Toutorix legacy (Influence). He constantly strives for
(Servile). He likely does not realise it, but his more power so that he might be better sung
rise to power is almost entirely thanks to her by the bards (Vain). He knows that to make
(Influence). Other Breyguard stay out of this happen he needs allies and so he tries to
her way, she is known for her cunning and come across as a bold leader, much loved by
ruthlessness (Callous). his people (Valiant).

15
FI RST GIFT THI RD GIFT
After presenting their first gift, Toutorix presents the PCs with
After presenting their third gift, Toutorix will ceremonially
a Golden Ring that bears the insignia of a dog. It is worth 1g
concede, declaring the PCs the victors of gifts and welcomed
(100g).
guests in Caer Ffwrdd!

SECOND GIFT
After presenting their second gift, Toutorix asks the PCs if they
TALK OF TR AVELS
have heard of the Cwn Annwn {koon AN-noon) and the Gwyllgi Toutorix will ask the PCs how their journey was. If the PCs
{Gwill-gee}. He goes onto explain— mention the destroyed village of Pelgi, Toutorix will acknow‐
ledge he is aware of the crime. Lynx will state they believe it
was a Pen Levi raid three nights ago. She reminds them that the
“The Cwn Annwn are fair hunting dogs, who serve all of
Pen Levi are a clan of vicious raiders to the east, but their time
the Ever Ones. Born for the Wild Hunt, today they shep‐
of reckoning is nigh.
herd worthy souls to the Gods.”
“The Gwyllgi on the other hand are black hounds, corrup‐ Toutorix, notes that the Pen Levi are some of the scavengers he
ted scavengers. They prowl in the shadows near doors spoke of. They feed off of righteous good folk and, much like
between this world and the next, waiting to ambush fae the Gwyllgi, they will be hunted.
and mortals alike.”
“These wyrd breeds are truly opposite. The Cwn Annwn FAE VISI ON
are righteous—they serve a greater cause, following
If the PCs mention the orb and the vision of the tree-lady,
greater masters. The Gwyllgi are evil—they serve no mas‐
Toutorix and Lynx will listen intently. However, they will
ters but themselves.”
quickly dismiss the topic, claiming that it “It is a waste of time
“As the Cwn Annwn do, I serve all the gods, I shepherd the to ponder the will of the Fae”.
worthy folk of the Borderlands, I hunt Gwyllgi in the Oth‐
erworld…” He strokes the black fur around his shoulders.
“…and I punish the selfish scavengers of this world too.” MATTER AT HAND
He then presents as a gift, the fang of a Gwyllgi. It is the size of Toutorix stands and talks as he and Lynx walk you back
your thumb, serrated on one edge and brilliant white, though across the hall. “I do not know what your elder Branwen
its roots are as black as night. It is a magical trinket. told you of this summit, but I have called it so that we
might adapt to the coming times. Because of the Raxian
Fang of Hiding—Once per sunrise, you can activate this magical invaders, Avallen is being squeezed into conflict. The Bor‐
trinket to be advantaged while hiding in shadows for as long as derlands must band together, form our own clan, if we are
you hold it in your hand. to have any chance of surviving the coming conflicts.”
Lynx cuts in: “There is no need to commit now. Sleep on it.
D20—Use the same rule! But tomorrow you will represent the villages of Caer
Ffwrdd for the other leaders of The Borderlands. I hope
you see that uniting is the best future for us. I hope you will
LORE NOTE persuade the other leaders to this cause.”
Toutorix speaks of the Wild Hunt. Ancient Avallen
was plagued by five families of foul monsters called Toutorix and Lynx end the meeting with a short pitch on why
the Ffieidd-Dra {fee-AYTH-dra}. During the Wild the PCs should join their cause tomorrow (against Branwen’s
Hunt, great heroes took up arms to drive the wishes). This should not become a debate or discussion.
wretched abominations back into the realm of Instead, the PCs will be escorted to their private roundhouse
Annwn, or “the Otherworld” as it is now better within the fort’s walls.
known.

Five heroes succeeded in this legendary quest but died


for the cause, only to be reborn as the Ever Ones of
Avallen, each establishing one of the five great Vallic
clans.

16
FINISHING D20—This quest is equivalent to half a level worth of experience.
However, if you prefer more rapid advancement, you can award a
The PCs are escorted to their private roundhouse and are given level here.
food. They can discuss their thoughts about the situation but
this quest is now complete! In part 2 the group will attend Toutorix’s summit, parley with
the leaders of The Borderlands, and partake in a Wager of
Congratulations! You have finished part 2 of Caer on the Bor‐ Battle to decide the future of The Borderlands.
derlands. The PCs gain experience from completing the quest,
earning a new character feature. If they reached level 2 at the Find out when part 2 will be released by following our mailing
end of the previous quest, they will now gain a new attribute list and socials!
point to spend. Note that their attributes cannot currently
www.legendsofavallen.co.uk/links
exceed 2 (see Tiers of Play, p.21 in the Avallen Rulebook).

“The Pen Baedd will not stand for this! A false clan will bring war to this land!”
—Setadd the Breykin, forgotten brother of Breyr Tanon
CREDITS Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distrib‐
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