The Feast of Tegny Wood ======================= Traders and Woodfolk meet in uneasy peace for one day a year. Something in the Wood is coming to the feast. LICENCE ======= This adventure is adapted from CAS-3: The Feast of Tegny Wood by Yochai Gal, licensed CC BY-SA 4.0 (https://cairnrpg.com/adventures/first-party/cas-3/). Changes: converted for Elrune. This adaptation is licensed CC BY-SA 4.0. This adventure is adapted from CAS-3: The Feast of Tegny Wood by Yochai Gal, licensed CC BY-SA 4.0 (https://cairnrpg.com/adventures/first-party/cas-3/). Changes: converted for Elrune. This adaptation is licensed CC BY-SA 4.0. The full adapted text, boards included, can be downloaded from the adventure's page. This material is based on Cairn Second Edition by Yochai Gal (https://cairnrpg.com), licensed under CC BY-SA 4.0 (https://creativecommons.org/licenses/by-sa/4.0/). Elrune converted it to structured data and edited it for the table. Offered as-is: the licensor makes no representations or warranties (CC BY-SA 4.0, Section 5). Credits: Written by Yochai Gal, Editing by Derek B. and Yossi Krausz, Layout by Adam Hensley, Art & Map by Ari-Matti Toivonen. Published May 2026. Converted for Elrune. Licence text: https://creativecommons.org/licenses/by-sa/4.0/legalcode. You may copy, share and adapt this text, also commercially, as long as you credit it as above and release your own adaptation under CC BY-SA 4.0. Exported from Elrune; the boards below are drawn as text. ABOUT THIS ADVENTURE ==================== During the holiday of Bartermoot, traders from the little towns and the people of the Wood meet in uneasy peace to trade steel for lumber, with the Marchguard keeping the peace. Yet beneath the revelry something dark stirs: animals sicken, fish float stained orange, and children come running from the river with news of a body. A standalone adventure of disease, duty and decay at the edge of Tegny Wood. A one-session forestcrawl for three to six characters: a festival clearing and its market, a broken dam, a grove that bleeds, a circle of stones with a tiny guardian, an overgrown tower wrapped in ivy, a gazebo that sighs, a fork in the path where the air shimmers, a ruined workshop on a hill, and the sound of bells and falling trees, coming closer. Players: 3 to 6. Length: 3 to 6 hours. Genre: Forestcrawl, folk horror. FOR THE WARDEN ============== What is really going on: Taros Quill, formerly of the Marchguard, broke his Oath and fled. An Aurifex, he had altered his mind to better serve the Guard, but those workings drove him mad. Rumour says he built a cult following in the Tegny Wood, where he planned to "free" humanity from the scourge of civilization. In his attempts to create a new kind of human, Quill created a disease that destroys everything it touches. After his followers were transformed into plant abominations, he fled to the Workshop (8). A Bloodhound named Pel-En pursued him but triggered an alchemical ward set by the Aurifex, levelling the Workshop and killing Quill. Pel-En survived and later became the Chitin Knight after coming into contact with an infected ant nest. Now the Knight is cutting its way through the Wood towards the Bartermoot (1), spreading Contagion. Contagion: creatures directly exposed to the Chitin Knight or an infected entity (typically via physical contact) must make a STR save or die horribly in 1d6 Turns, transforming into an abominable hybrid of plant and animal (affected players roll up a new character). They can be saved only if the infected body part is removed within 1d4 Turns, or cured through magical means. Garden Day, 14th of Sunrise: the morning of Bartermoot. Warm and breezy, rain expected later in the afternoon. Ask each PC: why are you attending the Bartermoot? What are you hoping to find here? Structure: a forestcrawl over nine places (the Tegny Wood board). Start at Bartermoot with a hook (d4 Hooks and Rumors); the roads lead to the Old Dam and the Bloody Grove, and from there anywhere. Use the exploration procedures of Cairn: on the move, roll the d6 Tegny Wood encounters table (except at Bartermoot, the Stone Circle and the Slanted Gazebo, which say to ignore or not roll encounters). The truth is at the Workshop (Quill’s body, the ward, the ant nest) and the danger at Last Stand (the Chitin Knight). If the Knight is not stopped, it reaches Bartermoot: the climax, The Knight at the Feast (an Elrune scene for what the source leaves to the Warden). The clock The Knight Comes to the Feast is an Elrune aid for pacing that arrival. Running it the Cairn way: attacks always hit and the Knight’s spike has blast, so keep fights short and dangerous; the edge is preparation (Bubblemasks, fire oil, protective clothing) and the Wood’s allies (the Pixie, the gazebo, the Woodfolk). Use the Reactions table when a meeting could go either way. Saves are a d20 equal to or under STR, DEX or WIL. Quick start ----------- Ten-minute prep. Bartermoot, the one-day festival where townsfolk trade steel for lumber with the Woodfolk, the Marchguard keeping the peace. Hooks (d4): a corpse at the Old Dam; farmers’ 200gp to stop the madness (sick animals, orange-stained fish); the Master of Commerce’s 50gp apiece, discreetly, for the truth of illegal lumber in the North Fork; a Marchguard Sentinel’s 400gp for the deserter Taros Quill (portly, flower tattoo on the right forearm). The secret: Quill made a disease (Contagion: touch an infected thing, STR save or die in 1d6 Turns, cut off the part within 1d4 Turns or cure by magic) and died when the Bloodhound Pel-En tripped his ward at the Workshop; Pel-En, infected, became the Chitin Knight (12 HP, 2 Armor, STR 14, DEX 8, WIL 6, arm spike d10 blast; critical: impaled and infected) and is cutting its way to the festival, a bell ringing on its arm. Places: Old Dam (frail, one at a time; the infected woman), Bloody Grove (orange sap; thickets DEX save or lose 1 STR), Stone Circle (Pixie; dew of invisibility; curse for disrespect), Abandoned Tower (creeping ivy; gloves, a Bubblemask, fire oil; the window shows the path to the gazebo), Slanted Gazebo (feed it: one answer, Fatigue cleansed), Infected Fork (the northwest path: STR save or infected in 1d12 Turns without protection), Workshop (fused door, glass DEX save for 1 STR, 3 Turns of rubble: Quill’s body, the list, a Pledgepenny), Last Stand (the Knight; an hour there is a STR save). Market specials: Recollection Vial 100gp, Bonemold 50gp, Bubblemask 100gp; White Raven baubles 1gp (1-in-6 a Ward Stone). Running the expedition ---------------------- A forestcrawl (WG and PG exploration procedures): the party move between the nine places of the Tegny Wood board along its paths. Each time they travel between two places, roll the d6 Tegny Wood encounters table (or the pack’s Wilderness Events for variety); ignore encounter rolls at Bartermoot and the Stone Circle, and do not roll at the Slanted Gazebo. Check the weather at the start (Garden Day: warm and breezy, rain later in the afternoon). Mud costs Fatigue on foot at the Stone Circle and on the river by the gazebo; the thickets north of the Bloody Grove cost STR (DEX save) without protective clothing; the mist trail from the tower needs torches or lanterns. Contagion is the adventure’s heart: any contact with an infected creature, the orange sap, residue, goo or gunk is a STR save or death in 1d6 Turns (remove the part within 1d4 Turns, or a magical cure). Protective clothing, gloves and a Bubblemask matter. A hero who dies becomes a plant-and-animal hybrid; their player rolls up a new character, who can arrive at the festival. The Chitin Knight is the clock: pace it with The Knight Comes to the Feast (an Elrune aid). Reactions (2d6) for the Woodfolk, the Pixie and the Forager. Fights: no initiative, a DEX save per hero to act in round one, attacks always hit, damage to HP then STR with a STR save against critical damage. Light: the Infected Fork is dark at midday; the tower’s first floor is dark. SCENES ====== Bartermoot The festival, its hooks and market, and the first body at the Old Dam. 1. Bartermoot ------------- Read aloud: Garden Day, the fourteenth of Sunrise: the morning of Bartermoot. The weather is warm and breezy, though rain is expected later in the afternoon. Enormous oak and birch trees surround the place, casting dark shadows over a large clearing. Dozens of large tents are arranged with yellow and green livery, and tall flags mark the entrance to an outdoor market hall. Hundreds of people mill about, trading and enjoying the festivities: the smell of rich food and lilting music fill the air. A small trail, nearly hidden by the tents and fabrics, extends to the east and into the Wood, while another path leads downhill towards the southeast, where a glimmer of water shows between the trees. Why are you attending the Bartermoot? What are you hoping to find here? Warden: Ask each player the two questions at the end of the read-aloud before anything else. Ignore any encounter rolls at this location. The holiday of Bartermoot: a day-long festival where representatives from the smaller towns and villages trade steel for lumber in ritual arrangement with the denizens of the Wood. The Marchguard keeps the peace. There are many such festivals throughout the land. Tents: built atop crumbling iron and wood, weeds growing all around their base; this clearing is only used during Bartermoot and will be abandoned again tomorrow. Livery: most folk recognise the yellow as belonging to the local Master of Commerce. The green belongs to no house; it is an invitation to the people of the Wood. Market hall: nearly any mundane item (and some more rare) can be found here today; roll on the Hooks and Rumors table. Festivities: roll on the Hooks and Rumors table. Eastern trail: large footprints and broken leaves show deer regularly come out of the Wood here to feed (it leads to the Bloody Grove). Southeast trail: leads down to the Old Dam. People: the smallfolk arrive by foot, horse and wagon; superstitious, none dare cause trouble so close to the Wood, where the veil between worlds is thin, and for many this is the farthest from home they will ever travel. Residents of the Wood come to trade today, then retreat into the Wood until next year; most look warily about, some join the fun. A Marchguard openly stalks the area, asking questions and making everyone nervous: clearly looking for something, or someone (the Sentinel of hook 4). Members of the White Raven keep stalls, selling trinkets and religious texts, and "good luck" baubles made of twine for 1gp each; there is a 1-in-6 chance that one of these is a Ward Stone (the relic). Market specials: mundane items from the Marketplace are discounted by 25% here. Recollection Vial (100gp, 1 use): a sniff, and for 1d4 minutes all that is seen or heard is engraved in memory perfectly (writing, symbols, sequences and so on); sniff again to recall it at any time. Bonemold (50gp, bulky): a box of heavy, wet mycelium; any flesh, living or dead, placed inside is preserved exactly until removed; exposed to water, the fungus hardens and dies. Bubblemask (100gp, 3 uses): a small bottle of viscous, stretchy fluid pulled across the nose and mouth, filtering the air around it; cannot be used underwater (it keeps out the spores on the Infected Fork path). The hooks: roll 1d4 on Hooks and Rumors, or let each hook surface as the morning goes on. The scream of hook 1 is the quickest start: children run in saying they have found a corpse at the Old Dam. Light: Bright morning under the oaks and birches; cloud builds in the afternoon. The White Raven’s twine baubles: Little knots of twine and bead sold "for good luck", a gold piece each. One is weighted with a flat river stone notched with faded symbols. (Warden: There is a 1-in-6 chance that a bauble bought here is a Ward Stone: smash it to release a silvery powder in a 20ft radius that pacifies anyone who breathes it. Roll for each one bought.) Holds: 1 x Ward Stone. The stall of market specials: Stoppered vials, a box of wet white mycelium and small bottles of something stretchy and clear, each with a price chalked beside it. (Warden: Recollection Vial 100gp, Bonemold 50gp (bulky), Bubblemask 100gp. Hand them over only once paid for.) Holds: 1 x Recollection Vial, 1 x Bonemold, 1 x Bubblemask. Onward: Take the southeast trail down to the water; Follow the eastern deer trail into the Wood. 2. The Old Dam -------------- Read aloud: A walkable dam is built across a small, southwest-bound river. On the opposite side, rotted boats are stacked together near a good fishing spot. The face-down body of a woman floats in the water, caught against the dam. Warden: Dam: human-made, with a section for walking. It is frail and full of holes; if more than one person attempts to cross at the same time, it collapses. Boats: nearly all are rotted through and unusable, save for a small boat that fits only two. Corpse: dead for a day at most. Its belly is a horrific merger of flesh and bone, wriggling fish skeletons fused with its underside. She was carried downstream after becoming infected by Contagion at the Slanted Gazebo, where she was fishing. In her pockets are some fishing bait and 12gp. There is an orange residue (Contagion) on one shoe: touching it bare-handed is direct contact with an infected entity. Contagion: creatures directly exposed to the Chitin Knight or an infected entity (typically via physical contact) must make a STR save or die horribly in 1d6 Turns, transforming into an abominable hybrid of plant and animal (affected players should roll up a new character). They can be saved only if the infected body part is removed (within 1d4 Turns), or cured through magical means. Light: Daylight through the trees; the river is loud over the holes in the dam. Save (STR): Handle the dead woman and her shoe. Success: STR save. The touch of the orange stuff leaves the hero sick to the stomach, but uninfected. Failure: Infected: the hero dies horribly in 1d6 Turns, transforming into an abominable hybrid of plant and animal, unless the infected body part is removed within 1d4 Turns or the Contagion is cured through magical means. (Their player rolls up a new character.) The woman in the water: Dead a day at most. Her belly is a horror of flesh and bone: little fish skeletons, still wriggling, fused to her underside. In her pockets, fishing bait and twelve gold coins. One shoe is smeared with an orange residue. (Warden: The orange residue is Contagion: a STR save for anyone who touches it unprotected.) The stacked boats: Rotted through, all but one small boat that would carry two people. Reward: 12gp and fishing bait. In the dead woman’s pockets. Onward: Go up into the Wood, towards the Bloody Grove; Follow the river up to the Stone Circle; Go back up the trail to Bartermoot. Tegny Wood The Bloody Grove, the Stone Circle, the Abandoned Tower, the Slanted Gazebo, the Infected Fork and the Workshop. 3. The Bloody Grove ------------------- Read aloud: The trail splits at a tiny clearing. Short, curved trees bend towards the centre of the clearing as if leaning in to listen. To the north the trail is choked with thickets, but to the east it continues unimpeded. Warden: Trees: cutting them causes a thick, orange sap (Contagion) to emerge, and the blade is permanently stained. Cutting is not touching, but anyone who gets the sap on bare skin makes the Contagion save. Thickets (the way north to the Abandoned Tower): travellers not wearing protective clothing must make a DEX save or lose 1 STR from blood loss due to deep scratches. As they push through, a sound not unlike distant bells chimes somewhere to the northwest (the Chitin Knight; see Last Stand). East: the deer trail runs on to the Stone Circle. Light: Dappled; the thickets to the north are dark. Save (DEX): Push through the thickets without protective clothing. Success: DEX save. Scratched, but nothing deep. Somewhere to the northwest, something like distant bells. Failure: Deep scratches: the hero loses 1 STR from blood loss. The short, curved trees: A cut in the bark wells up thick and orange, and the blade that made it stays stained no matter how it is wiped. (Warden: The sap is Contagion.) Onward: Push north through the thickets; Follow the trail east; Go back west to Bartermoot. 4. The Stone Circle ------------------- Read aloud: A dozen boulders stand in a small circle around a stump. Set atop each is a flat stone tablet, perfectly balanced. A purple flower grows from the edge of the stump, heavy with dew. On the east side of the circle a muddy river runs southwest, and the mud on its bank is printed with the hooves of deer. Warden: Ignore any encounter rolls at this location. Circle: the boulders are massive and do not look like any local stone; anyone with knowledge of the matter would recognise they must have come from leagues away. Stepping into the circle has no effect. Stump: the purple flower is an illusion created by the Pixie that lives in the stump. She makes herself visible only if addressed directly AND if the party have shown themselves to be allies of the Wood. Drinking the dew causes the drinker and their items to turn invisible for 1 Turn; up to 3 uses can be collected per turn. The Pixie is frightened of the Contagion infecting the Wood and is considering fleeing. Tablets: extremely heavy, needing at least two people to lift. The Pixie curses anyone who shows disrespect to the tablets: they fail every Save for a week and a day. Restoring the tablet to its proper state reverses their luck (they automatically succeed their next Save). The tablets are not special in any way. Mud: the deer prints can be followed uphill to the Slanted Gazebo. Because of the mud, characters travelling on foot add one Fatigue. Light: Open sky over the circle; mist off the river. The purple flower on the stump: Heavy with dew. A drop on the tongue tastes of nothing at all, and the hand that held the cup is suddenly not there. (Warden: An illusion by the Pixie. The dew turns the drinker and their items invisible for 1 Turn; up to 3 uses can be collected per turn.) The stone tablets: Flat stone tablets laid perfectly level on each boulder. They would take two people to lift. (Warden: Disrespect them and the Pixie curses the culprit: every Save fails for a week and a day. Put the tablet right and their next Save succeeds.) Onward: Follow the deer prints uphill along the river; Go back west to the Bloody Grove; Follow the river down to the Old Dam. 5. The Abandoned Tower ---------------------- Read aloud: A clearing, bursting with overgrown foliage. Beyond a wall of thick undergrowth stands a tower infested with ivy: two storeys, a tiled roof and a small window, and a wooden door at its base, the entryway shrouded in dark. Above the door an iron rod juts out where a bell once hung; the bell is nowhere to be seen. Around the foundation stand dozens of green-tinged statues made of leaves, soil, sticks and moss, shaped like people: running from the tower, screaming, arms raised as if to protect themselves. A mist-covered trail leads away northwest, deeper into the forest. A thick, bramble-covered path runs south. A well-trod trail heads east and uphill, towards the sound of water. Warden: Foliage: impossibly thick here; the statues show through gaps. Tower: a spyglass or similar shows a faint light in the small window; the walls are easily scaled thanks to the heavy ivy (a fall would bruise, no more). The second floor has a shutterless window. The door is cracked through and opens onto the first floor. Ivy (encounter: The Creeping Ivy): creeping vines that look inert but slowly encroach upon distracted prey. If a character touches the vines, they wait for the perfect moment and then attack. Anyone climbing the ivy is touching it. First floor: a serene kitchen or workshop undone by an explosion of plant life: parts of bookcases, chairs and cooking pots everywhere, a tree branch burst through the bottom of a wrought-iron chamber pot. Amid the destruction lie a broken rope ladder and a fine pair of Work Gloves. A latched trapdoor is cut into the ceiling on the north side, 12ft up, latched from above, rags of rope ladder hanging from it. Second floor (by the ivy and the window, or by forcing the trapdoor): clean and untouched. A small table of instruments (ceramic bowls, alembics, glassware) stands opposite an open window over the forest; a knowledgeable character can tell what was being prepared (a potion or an alloy) but not the exact solution, and there is residue of an orange powder. From the window an overgrown path shows beyond the growth east of the tower, leading to a slanted gazebo by the river (the Slanted Gazebo). The trapdoor in the floor drops 12ft to the first floor. Three small wooden boxes: a single vial of Bubblemask, an empty orange-tinged vial, and a can of Fire Oil. The mist-covered trail (to the Infected Fork) is so thick that torches or lanterns are needed to pass; a sound not unlike distant bells chimes towards the northwest. Light: Grey daylight in the clearing; the first floor is dark; the second floor is lit by its window. Amid the wreckage: A broken rope ladder, and under a split cupboard door, a fine pair of work gloves, hardly worn. Holds: 1 x Gloves (petty). Three small wooden boxes: A single vial of clear, stretchy fluid; an empty vial stained orange inside; a can of lamp oil. (Warden: Bubblemask (one vial), the orange-tinged vial (Quill’s Contagion work), Fire Oil.) Holds: 1 x Bubblemask, 1 x Fire Oil. The open window: Over the treetops: beyond the overgrowth east of the tower runs a narrow, overgrown path, down to a gazebo leaning beside the river. The table of instruments: Ceramic bowls, alembics and glassware, set out with care. In the bottom of one bowl, a residue of orange powder. (Warden: Quill brewed here. A knowledgeable character can tell a potion or an alloy was being made, not which.) Reward: Work Gloves, Bubblemask and Fire Oil. The first and second floors. Onward: Take the mist-covered trail northwest (with a light); Take the overgrown path east, or the trail uphill to the water; Go back down the bramble path south. 6. The Slanted Gazebo --------------------- Read aloud: A decrepit gazebo is sinking slowly into the mud beside a fast-flowing river heavy with rocks. Its paint still shines in the river mist, and its bright cushions and fine tablework stay in place as if glued down, despite the tilt. The forest on the far side of the water is so thick as to be impenetrable. Large pieces of wood lie scattered along the shore, and to the west a path leads towards a small tower, thick with growth on either side. Warden: Do not roll for an encounter at this location. Gazebo: a person stepping onto it does not slip; it is as if they walk on level ground. The moment someone enters, the gazebo lets out an audible groan of anguish. If food is placed anywhere in the gazebo, a great sigh comes from within, and a voice in the minds of every creature nearby offers to answer a single question about the Wood and its denizens; all Fatigue is cleansed. If asked, it says it was enchanted as a meeting place for those who came to parley with the Neighbors (the Fae), and has been long forgotten. River: on the muddy shore, deer prints lead southwest towards the Stone Circle. The mud is thick and the current strong: characters not using a boat add one Fatigue. Wood: the remains of a boat, torn apart on the rocks. Dead fish litter the area, a few stained with an orange residue (Contagion). The woman found at the Old Dam was fishing here; she became infected and fell ill. Intact fishing gear can be pulled out from under the floating debris. Light: River mist in bright daylight. Save (STR): Search the wreck among the stained fish. Success: STR save. The touch of the orange stuff leaves the hero sick to the stomach, but uninfected. Failure: Infected: the hero dies horribly in 1d6 Turns, transforming into an abominable hybrid of plant and animal, unless the infected body part is removed within 1d4 Turns or the Contagion is cured through magical means. (Their player rolls up a new character.) The gazebo: Underfoot the tilted floor feels perfectly level. As you step on, the whole gazebo groans, a long sound of grief. (Warden: Food placed inside: a sigh, one question about the Wood answered, all Fatigue cleansed.) The wreck on the shore: Planks of a boat torn apart on the rocks, dead fish among them, a few stained orange. Under the floating debris, a fishing rod and tackle, still whole. (Warden: The stained fish are Contagion: a STR save for bare skin.) Holds: 1 x Fishing Rod. Reward: Fishing gear. Under the floating debris. Onward: Take the path west to the tower; Follow the deer prints southwest. 7. The Infected Fork -------------------- Read aloud: The air is wet and shimmering, and no light passes through the trees above. It is thick, uncomfortable and nauseating. The path goes on to the northeast towards a small hill, where through gaps in the trees a stone building shows, its roof open to the sky. From the northwest comes the distant sound of chiming bells, where a broken path of fallen trees leads deeper into the Wood. Warden: Air: hints of the Contagion ahead. Hill: the Workshop. This is the North Fork of the Master of Commerce’s rumour: the "illegal lumber work" is the trail of trees the Chitin Knight has cut down. Northwest path (to Last Stand): characters taking it while breathing without protection (a Bubblemask, a wet cloth at the Warden’s discretion) must save STR; on a fail they start showing signs of infection within 1d12 Turns (Contagion: from then on they are infected, with 1d6 Turns to live unless the body part is removed within 1d4 Turns or magic cures them; spores in the lungs leave nothing to cut away). Light: Dark as dusk at midday; the air glimmers. Save (STR): Take the northwest path without protection. Success: STR save. The air burns the throat, nothing worse. Failure: The hero starts showing signs of infection within 1d12 Turns. Onward: Go northeast up the hill to the stone building; Follow the fallen trees northwest, towards the bells; Go back down the misty trail. 8. The Workshop --------------- Read aloud: A modest grey building sits atop a small hill, its roof collapsed completely into the structure. The front door is shut and flanked by windows on either side; one is smashed. Through them, given light enough, you can see inside: a great hole where the roof was, metal and wood scattered across the floor among broken furniture, and a pile of rubble filling the back half of the room. In front of the door lies a broken line of ashy powder, and a burnt footprint is scorched into the stone. Southwest of the ruin, a small copse of orange-tinged trees lies felled. Warden: Door: dented and fused shut. The powder is a ward against trespassers, used to destroy alchemical experiments and keep them from prying rivals. The scorched footprint is from when the Bloodhound Pel-En unknowingly scattered the powder, setting off the explosion. He was badly burned, but kept alive by the Contagion already spreading through his body, and fled west to Last Stand. Windows: one is smashed, glass scattered over the lintel and around (DEX save or take 1 STR damage if climbing through). The other window opens just fine. Interior: the body of Taros Quill lies under the rubble; it takes 3 Turns to clear enough to reach it. On his right forearm is a tattoo of a red flower, the Oath of the Marchguard. In his shirt pocket is a folded list of the ingredients used in making the Contagion (handout). A Pledgepenny is in his trouser pocket: easily identified by any educated person; any member of the House of Burgesses presented with the coin must hear the bearer out, at the very least. Careful examination of his partly charred remains gives evidence enough to prove he died in the building’s collapse (the proof the Sentinel’s reward needs). Trees: large footprints lead west through the felled trees (towards Last Stand). Amid the detritus, a massive ant nest oozes bright orange goo: the nest that infected Pel-En. Touching it is contact with an infected entity. Light: Rain coming on; inside, the light falls through the open roof. Save (DEX): Climb in through the smashed window. Success: DEX save. In, without a cut. Failure: The glass bites: 1 STR damage. Save (STR): Disturb the oozing ant nest. Success: STR save. The touch of the orange stuff leaves the hero sick to the stomach, but uninfected. Failure: Infected: the hero dies horribly in 1d6 Turns, transforming into an abominable hybrid of plant and animal, unless the infected body part is removed within 1d4 Turns or the Contagion is cured through magical means. (Their player rolls up a new character.) The line of ashy powder: A line of ashy grey powder before the door, broken in one place, and beside the break a footprint burned into the stone. (Warden: The ward has already gone off (the explosion that levelled the building). What is left of the line is spent.) The pile of rubble: After long minutes of hauling stone: a portly man, partly charred, crushed under the fallen roof. On his right forearm, a tattoo of a red flower. A folded paper in his shirt pocket; a small coin in his trouser pocket. (Warden: Taros Quill. 3 Turns to clear. The coin is a Pledgepenny; the paper is the handout. His remains prove he died in the collapse.) Holds: 1 x Pledgepenny. The ant nest in the felled copse: A massive ant nest among the felled trees, oozing bright orange goo. Large footprints lead away west. (Warden: Contagion: a STR save for contact.) Reward: A Pledgepenny (relic) and proof of Taros Quill’s death Onward: Follow the large footprints west; Go back down the hill to the fork. The Chitin Knight Last Stand, the Knight at the feast, and the end of the day. 9. Last Stand ------------- Read aloud: Freshly cut trees lie everywhere, smeared with orange and black gunk. Ahead, the sound of great movement and falling trees: something is making its way through the Wood towards the Bartermoot, and in its wake a bell is ringing. Warden: Gunk: Contagion. Direct contact with skin causes infection (STR save). Spending more than 1 hour in this area also promotes infection: save STR or become infected. Treefall: the Chitin Knight, making its way towards Bartermoot, spreading Contagion as it cuts down the trees in its path. It moves slowly, with a single purpose: to spread Contagion (encounter: The Chitin Knight at Last Stand). If the party do not stop it here, it reaches Bartermoot (the clock The Knight Comes to the Feast). Bell: it once hung on the door of the Abandoned Tower; Pel-En took it as proof he had found Taros. After the explosion at the Workshop and his transformation into the Chitin Knight, it fused onto one of his limbs. Pel-En: the Bloodhound the Marchguard sent after Quill. Telling the Sentinel what became of him (and bringing the bell) settles the Guard’s question as surely as Quill’s body does. Contagion: creatures directly exposed to the Chitin Knight or an infected entity (typically via physical contact) must make a STR save or die horribly in 1d6 Turns, transforming into an abominable hybrid of plant and animal (affected players should roll up a new character). They can be saved only if the infected body part is removed (within 1d4 Turns), or cured through magical means. Light: Dusk under the remaining trees; rain on the felled ones. Save (STR): Gunk on bare skin, or the Knight’s touch. Success: STR save. The touch of the orange stuff leaves the hero sick to the stomach, but uninfected. Failure: Infected: the hero dies horribly in 1d6 Turns, transforming into an abominable hybrid of plant and animal, unless the infected body part is removed within 1d4 Turns or the Contagion is cured through magical means. (Their player rolls up a new character.) Save (STR): More than an hour among the felled trees. Success: STR save. The air is foul, but the hero is still their own. Failure: The hero is infected (Contagion). Orange and black gunk: Smeared over every cut trunk, wet and stinking. (Warden: Contagion: STR save for skin contact; another after an hour here.) Onward: Race the Knight back to Bartermoot; The Knight is dead: go back to the festival. 10. The Knight at the Feast --------------------------- Read aloud: The music falters. To the north the trees are moving, and with each crash of a falling trunk comes the jingle of a bell. People stop trading and turn. Then the last oak at the edge of the clearing goes down, and something steps out over it: a horror of black chitin and blood-red wood, taller than a man on horseback, one long arm ending in a spike. A bell is fused to it, ringing. Warden: Only if the Chitin Knight was not stopped at Last Stand (or the clock The Knight Comes to the Feast fills). The source leaves the arrival to the Warden: it tells us only that the Knight is making its way towards Bartermoot to spread Contagion. Encounter: The Chitin Knight at Bartermoot. Hundreds of smallfolk and Woodfolk are here: the Knight goes for whoever is nearest, and every creature it touches makes the Contagion save. Its critical damage impales the target and infects them. The Marchguard Sentinel, oathbound to watch over the festivities, fights beside the party; the White Raven and the Master of Commerce flee with the crowd. Fire oil and cleared ground help; ask the players what they do to get people away. Contagion: creatures directly exposed to the Chitin Knight or an infected entity (typically via physical contact) must make a STR save or die horribly in 1d6 Turns, transforming into an abominable hybrid of plant and animal (affected players should roll up a new character). They can be saved only if the infected body part is removed (within 1d4 Turns), or cured through magical means. Light: Late afternoon; the expected rain arrives. Save (STR): Struck or touched by the Chitin Knight. Success: STR save. The touch of the orange stuff leaves the hero sick to the stomach, but uninfected. Failure: Infected: the hero dies horribly in 1d6 Turns, transforming into an abominable hybrid of plant and animal, unless the infected body part is removed within 1d4 Turns or the Contagion is cured through magical means. (Their player rolls up a new character.) Onward: When the bell stops ringing. 11. The End of the Feast ------------------------ Read aloud: Evening comes to the clearing. The traders count what they have and the Woodfolk gather their baskets; by morning the tents will be gone and the weeds will have the place again until next year. Whatever you found in the Wood, people want to hear it. Warden: Pay out what was earned and record the ending. Rewards: the farmers’ 200gp to whoever stopped the madness (the Chitin Knight dead, and the Workshop and its ant nest found). The Master of Commerce pays 50gp apiece for the truth about the "illegal lumber" in the North Fork (it was the Knight, not loggers), if the party are discreet; he does not wish to upset the denizens of the Wood, particularly today. The Marchguard Sentinel pays 400gp in total for Taros Quill’s whereabouts: the body (or proof he died in the collapse) settles it, and the fate of the Bloodhound Pel-En too. The Sentinel cannot follow into the Wood until tomorrow. The Wood remembers: anyone who harmed the lambs in the garden, burned the grove, or disrespected the stones will find the Woodfolk cold next Bartermoot; those who were allies of the Wood may find the Pixie, the gazebo and the Woodfolk kind. Reward: 200gp from the farmers. For stopping the madness. Reward: 50gp apiece from the Master of Commerce. For the truth about the North Fork, discreetly. Reward: 400gp from the Marchguard Sentinel. For Taros Quill’s whereabouts (in total). PEOPLE AND CREATURES ==================== The Chitin Knight ----------------- A horror of insect and tree, black as midnight, one leg merged with blood-red wood, a long arm ending in a spike, and a bell fused to it that rings as it walks. Stats: 12 HP, 2 Armor, 14 STR, 8 DEX, 6 WIL, arm spike (d10, blast) Stat block: Chitin Knight (CAS-3: The Feast of Tegny Wood, CC BY-SA 4.0): 12 HP, Armor 2, STR 14, DEX 8, WIL 6, arm spike (d10, blast). Critical damage: Target is impaled, and infected with contagion. Once Pel-En, the Bloodhound the Marchguard sent after Taros Quill: he took the bell from the Abandoned Tower as proof he had found Taros, tripped Quill’s alchemical ward at the Workshop (levelling it and killing Quill), survived badly burned, kept alive by the Contagion already in him, and became the Knight after touching the infected ant nest. It moves slowly, with a single purpose: to spread Contagion; it cuts down the trees in its path towards Bartermoot. Anyone it touches or strikes makes the Contagion save (STR or die horribly in 1d6 Turns). It does not bargain and does not flee. The Pixie of the Stone Circle ----------------------------- A tiny woman with insect wings, no bigger than a hand, who is not there until she decides to be. Stats: 3 HP, 3 STR, 15 DEX, 13 WIL Stat block: Pixie (Cairn pack): 3 HP, Armor 0, STR 3, DEX 15, WIL 13, no attacks. Lives in the stump at the Stone Circle; the purple flower is her illusion. Shows herself only if addressed directly and if the party have shown themselves allies of the Wood. Curses anyone who disrespects the tablets (fail every Save for a week and a day; putting the tablet right makes their next Save succeed). Frightened of the Contagion and considering fleeing. Casts Sleep and Masquerade at will. Creeping ivy ------------ Ordinary-looking ivy, thick on the tower walls, that seems a little closer every time you look. Stats: 8 HP, 10 STR, 12 DEX, 2 WIL, vines (d4, blast) Stat block: Creeping Vines (Cairn pack): 8 HP, Armor 0, STR 10, DEX 12, WIL 2, vines (d4, blast). Critical damage: Target is pulled into the air where they asphyxiate within a few minutes. The ivy on the Abandoned Tower. Appears inert and slowly encroaches on distracted prey; if a character touches it, it waits for the perfect moment and then attacks, to use their corpse as fertilizer. No morale. The Marchguard Sentinel ----------------------- A masked guard of the Marchguard who stalks the festival asking questions, oathbound to keep the peace of the Bartermoot. Offers 400gp (total) for information on the whereabouts of Taros Quill, a deserter: last seen fleeing into the Tegny Wood with a group of followers; the previous Bloodhound sent after him has not returned. Oathbound to watch over the festivities, the Sentinel cannot follow until the next day, when the trail may have gone cold. Describes Taros as a handsome, portly man with a flower tattoo on his right forearm. If the Chitin Knight comes to the feast, the Sentinel stands and fights (no stat block is given: the Warden can use a hireling, Veteran Bodyguard, if a number is needed). The Master of Commerce ---------------------- The local Master of Commerce, whose yellow livery hangs over half the tents of the fair. Wants more information about talk of illegal lumber work in the North Fork (the Infected Fork). Pays 50gp apiece for any help in resolving these rumours, but discretion is required: he does not wish to upset the denizens of the Wood, particularly today. The truth: the felled trees are the Chitin Knight’s path. White Raven traders ------------------- Members of the White Raven at their stall, selling trinkets, religious texts and twine baubles for luck. "Good luck" baubles of twine for 1gp each; a 1-in-6 chance that one is a Ward Stone. The orange-skinned woman ------------------------ A young woman lying face up on the ground, breathing hard, her skin tainted bright orange, small green shoots growing from her neck and ankles. One of Quill’s followers, at the final stage of Contagion (encounter 2). She knows where Quill fled but not how to get there: "a stone house on a hill, past the fork". Touching her is contact with an infected entity (the Contagion save). The young Fungal Forager ------------------------ A short, stocky girl in a small metal helm who bursts out of the dirt with a dirty smile; she looks no older than thirteen. Carries a satchel of edible mushrooms, which she gladly sells for 15gp (as Rations, 6 uses). Encounter 3. Two Woodfolk women ------------------ A pair of well-armed women stepping silently through the Wood with heavy baskets of fruit, meat and other delicacies. Woodfolk, highly distrustful of outsiders. They know where every path leads. They have families to feed and must return home quickly. Encounter 5. Taros Quill ----------- A deserter from the Marchguard: a handsome, portly man with a flower tattoo on his right forearm. Formerly of the Marchguard, he broke his Oath and fled. An Aurifex, he altered his mind to better serve the Guard, and those workings drove him mad. Rumour says he built a cult following in the Tegny Wood, meaning to "free" humanity from the scourge of civilization; he stole rare reagents from the Guard. Trying to make a new kind of human, he made a disease that destroys everything it touches. His followers became plant abominations and he fled to the Workshop, where Pel-En tripped his alchemical ward: the explosion levelled the Workshop and killed him. His body is under the rubble there. STAT BLOCKS =========== Chitin Knight ------------- 12 HP, 2 Armor, 14 STR, 8 DEX, 6 WIL, arm spike (d10, blast) - A horrific insectoid hybrid of insect and tree, spreading contagion in its wake. One of its legs has merged with blood-red wood, the rest of its body is black as midnight. - Critical Damage: Target is impaled, and infected with contagion. Source: CAS-3: The Feast of Tegny Wood (CC BY-SA 4.0). Pixie ----- 3 HP, 3 STR, 15 DEX, 13 WIL - Tiny humanoids with insectoid wings. Naturally invisible. - Can cast Sleep and Masquerade at will. Source: Cairn Second Edition, Warden's Guide (CC BY-SA 4.0). Creeping Vines -------------- 8 HP, 10 STR, 12 DEX, 2 WIL, vines (d4, blast) - Appear as an inert, typical vine. Attacks passing creatures to use their corpses as fertilizer. - Critical Damage: Target is pulled into the air where they asphyxiate within a few minutes. Source: Cairn Second Edition, Warden's Guide (CC BY-SA 4.0). TREASURE, RELICS AND SPELLBOOKS =============================== Ward Stone ---------- A flat, unassuming river stone notched with faded symbols. Smash to release a silvery powder in a 20ft radius that pacifies anyone who breathes it. Slots: 1. Where: A 1-in-6 chance per 1gp White Raven bauble bought. Smashed: a silvery powder in a 20ft radius pacifies anyone who breathes it. Recollection Vial ----------------- A sniff, and for 1d4 minutes all that is seen or heard will be engraved in memory perfectly (including writing, symbols, sequences, and so on). Sniff again to recall the experience at any time. 1 use. Slots: 1. Where: Market special, 100gp, 1 use. Bonemold -------- A box of heavy, wet mycelium. Any flesh (living or dead) placed inside will be preserved exactly until removed again. If exposed to water, the fungus hardens and dies. Bulky. Slots: 2. Where: Market special, 50gp, bulky. Preserves flesh exactly: proof of Quill’s death could be carried in it. Bubblemask ---------- A small bottle of viscous, stretchy fluid that is pulled across the nose and mouth, filtering the air around it. Cannot be used underwater. 3 uses. Slots: 1. Where: Market special, 100gp, 3 uses. The answer to the air of the Infected Fork. Gloves (petty) -------------- Slots: 0. Where: A fine pair of Work Gloves amid the destruction on the first floor: protection against touching infected things. Bubblemask ---------- A small bottle of viscous, stretchy fluid that is pulled across the nose and mouth, filtering the air around it. Cannot be used underwater. 3 uses. Slots: 1. Where: A single vial in a box on the second floor. Fire Oil -------- Slots: 1. Where: A can in a box on the second floor. Good against the ivy and the felled trunks at Last Stand. Fishing Rod ----------- Slots: 1. Where: Intact fishing gear under the floating debris (careful of the stained fish). Pledgepenny ----------- Easily identified by any educated person. Any member of the House of Burgesses presented with the coin must hear the bearer out, at the very least. Slots: 0. Where: In Taros Quill’s trouser pocket, under 3 Turns of rubble. FIGHTS ====== The Creeping Ivy ---------------- Foes: 1 x Creeping ivy. Tactics: Waits, inert, until a hero touches it (climbing to the window counts) and then for the perfect moment: a hero with their hands full, halfway up the wall, or turned away. Vines (d4) have blast: everyone at the foot of the wall. Critical damage: the target is pulled into the air and asphyxiates within a few minutes unless cut down. No morale: it fights until destroyed. Fire burns it. Scaling: Five or six characters: a second stretch of ivy on the far side of the door. Three characters: the heroes may act first if they were wary of the ivy. The Chitin Knight at Last Stand ------------------------------- Foes: 1 x The Chitin Knight. Tactics: Moves slowly and with a single purpose; it attacks whatever stands in its path towards the Bartermoot and cuts trees down to make one. Arm spike d10 with blast: everyone close to it. Every hit (and any touch) is the Contagion save; critical damage impales the target and infects them. It never checks morale and never flees. Scaling: No change in numbers. Three characters: let them hear the bell long before it sees them and choose their ground (fire oil on the felled trunks, a pit, a fall of timber). The Chitin Knight at Bartermoot ------------------------------- Foes: 1 x The Chitin Knight. Tactics: Comes out of the trees to the north and goes for the nearest living creature, hero or not; it spreads Contagion through the crowd if nobody stops it. Arm spike d10 with blast; every touch is the Contagion save; critical damage impales and infects. The Marchguard Sentinel fights beside the heroes. No morale. Scaling: Five or six characters: the Knight has already infected two fleeing traders who stagger towards the crowd. Three characters: the Sentinel holds it for a round while they arm themselves. PLACES ====== Tegny Wood ---------- A haunted corner of the Wood, where the veil between worlds is thin. The forestcrawl: nine places, the Contagion spreading from the Workshop. Bartermoot ---------- A festival clearing among enormous oaks and birches, busy for one day a year. Ignore encounter rolls here. Abandoned again tomorrow. The Old Dam ----------- A frail, walkable dam across a small southwest-bound river, with rotted boats on the far bank. Collapses if more than one person crosses at once. The infected woman. The Bloody Grove ---------------- A tiny clearing of short, curved trees, where the trail splits. Orange sap; the thickets north. The Stone Circle ---------------- A dozen strange boulders around a stump, each topped with a balanced tablet. The Pixie; no encounter rolls here. The Abandoned Tower ------------------- An ivy-covered tower in an overgrown clearing, ringed by statues made of leaves. Quill’s brewing room upstairs; the creeping ivy. The Slanted Gazebo ------------------ A painted gazebo sinking into the mud beside a fast river. Enchanted meeting place for parley with the Neighbors. No encounter rolls here. The Infected Fork ----------------- A fork in the path where the air shimmers and no light comes through the trees. The "North Fork" of the lumber rumour. The Workshop ------------ A modest grey building on a small hill, its roof fallen in. Quill’s body; the ward; the ant nest. Last Stand ---------- Freshly cut trees smeared with orange and black gunk. The Chitin Knight. FACTIONS ======== The Marchguard -------------- The guard on the margins of the realm, bound by a Blood Oath, who keep the peace of the Bartermoot and let no one cross the border without guidance. They bend to no kings, know no religion and obey no laws but their own, with no central leadership (a masked volunteer speaks for them). Their ranks are ex-thugs, disgraced scholars, neglected knights and misbegotten rangers. Bloodhounds are members with special commendations who enforce the Oath, so that any who escape the Guard are forced to return or die; Pel-En was one. The Guard has an uneasy friendship with those who live in the Wood. Taros Quill broke the Oath. The Wood and its folk --------------------- The Woodfolk and the stranger denizens of Tegny Wood: fiercely independent, subject only to the Wood’s rules, come out once a year to trade. Most are hostile to outsiders, but some parley with those who have shown respect for the Wood, and all show utter respect for the Fae (the Neighbors). The green livery at Bartermoot is their invitation. The Wood remembers harm done to it (the lambs in the garden, the stones of the circle). The White Raven --------------- A religious order whose members keep stalls at the festival, selling trinkets, texts and luck. Their twine baubles cost 1gp; 1-in-6 is a Ward Stone. They know nothing of the Contagion. The Master of Commerce ---------------------- The local power of trade, whose yellow livery marks the fair, answerable to the House of Burgesses. Wants the North Fork rumour settled quietly. The House of Burgesses must hear out the bearer of a Pledgepenny (Quill carried one). TABLES ====== Hooks and Rumors (1D4) ---------------------- 1. A scream at the festival: Children appear, saying they have found a corpse at the Old Dam (2). 2. Diseased animals: Talk of diseased animals, fish and so on. The farmers have pooled their resources (200gp) as a reward for anyone who can stop the madness. 3. Illegal lumber in the North Fork: The Master of Commerce wants more information about talk of illegal lumber work in the North Fork (7). He pays 50gp apiece for help resolving it, but discretion is required: he does not wish to upset the denizens of the Wood, particularly today. 4. The deserter: A Marchguard Sentinel offers 400gp (total) for information on the whereabouts of Taros Quill, a deserter, last seen fleeing into the Tegny Wood with followers; the previous Bloodhound sent after him has not returned. Oathbound to the festivities, the Sentinel cannot follow until the next day. Taros: handsome, portly, a flower tattoo on his right forearm. Tegny Wood encounters (1D6) --------------------------- 1. Lambs in the garden: Behind a dilapidated shack, a small garden bed; fat tomato leaves shoot out of the wet dirt, and wrapped inside are tiny baby lambs, still sleeping. The Wood will remember if they are harmed. 2. The orange-skinned woman: A young woman lies face up, breathing heavily, skin tainted bright orange, small shoots growing from her neck and ankles: one of Quill’s followers at the final stage of Contagion. She knows where he has fled but not how to get there. 3. The Fungal Forager: A small metal helm bursts out of the dirt, then a short, stocky Fungal Forager with a dirty smile, no older than 13. Her satchel of edible mushrooms she gladly sells for 15gp (as Rations, 6 uses). 4. Deer in flight: A herd of deer race by, heedless of the party, trailed by a pair of limping stragglers, fur stained orange with Contagion. 5. Woodfolk: A pair of well-armed women step silently through the Wood with heavy baskets of fruit, meat and delicacies: Woodfolk, highly distrustful of outsiders. They know where every path leads, and have families to feed: they must return home quickly. 6. Bells and falling trees: The jingle of bells and falling trees announces the imminent appearance of the Chitin Knight. Quick-thinking PCs may hide to avoid contact. If the Knight spots them, it tries to infect them through any means necessary. CLOCKS ====== The Knight Comes to the Feast (6) --------------------------------- An Elrune aid for pacing, grounded in the source ("making its way towards 1"): advance by one each time the party travels between two places of the Wood, and by one when a 6 on the encounters table is ignored. At 6 the Chitin Knight reaches Bartermoot (the scene The Knight at the Feast). Killing the Knight stops it. At 3: Bells on the wind. Even at the festival, people stop to listen: far off in the Wood, a bell, and the crash of a falling tree. (Warden: The Knight is past Last Stand, coming south.) At 5: The music falters. The trees north of the clearing are shaking. The traders begin to pack up. (Warden: One more journey and it is there.) At 6: The Knight at the feast. Something steps out of the trees into the clearing of the Bartermoot, ringing. (Warden: Run The Knight at the Feast.) HANDOUTS ======== The Sentinel’s description -------------------------- Wanted: information on the whereabouts of Taros Quill, deserter of the Marchguard. Last seen fleeing into the Tegny Wood with a group of followers. A handsome, portly man; a flower tattooed on his right forearm. The Bloodhound sent after him has not returned. Four hundred gold, in total, from the Marchguard Sentinel at the festival. The farmers’ reward ------------------- Fish floating belly-up, deer limping out of the Wood stained orange, a calf born wrong. The farmers of the villages have pooled what they have: two hundred gold to anyone who can stop the madness in the Tegny Wood. A folded list from the dead man’s pocket ---------------------------------------- A list of ingredients in a cramped, careful hand, with measures beside each and several lines crossed out and written again. At the foot of the page, a small drawing of a red flower, the same as the tattoo on the dead man’s arm. The voice in the gazebo ----------------------- "I was enchanted long ago as a meeting place, for those who came to parley with the Neighbors. They have long forgotten me. Ask, and I will answer one question of the Wood and those who dwell in it." ENDINGS ======= The Bells Fall Silent --------------------- The bell that rang through Tegny Wood is quiet. The Woodfolk carry their baskets home, the traders theirs, and next year the clearing will fill again. Somewhere in the Wood, the orange stain is drying in the sun. Warden: The Chitin Knight is dead before it reached the feast, or killed there with few infected. Pay the farmers’ reward. The Feast in Ruins ------------------ The tents stand empty in the rain. Some who ran from the clearing were stained orange where something touched them, and no one in the villages will speak of next Bartermoot. Warden: The Knight reached Bartermoot and spread Contagion through the crowd before it fell, or the party left it alive. The Oath Is Answered -------------------- The masked Sentinel listens to everything, and says only that the Oath is answered. The Marchguard remembers those who help it. Warden: The party brought proof of Quill’s death (and of Pel-En’s fate) to the Sentinel: the 400gp is paid. Combine with either of the other endings. BOARDS ====== Tegny Wood ---------- The forestcrawl, after the CAS-3 map by Ari-Matti Toivonen (CC BY-SA 4.0): Bartermoot in the west, the animal path down to the Old Dam, the deer crossing east to the Bloody Grove, the Stone Circle and over the river, the pilgrim path north to the Abandoned Tower and on to the Infected Fork, the Workshop on its hill, the fallen trees to Last Stand, the overgrown path from the tower to the Slanted Gazebo. Ten-metre squares. One square is 10 m; 56 by 36 squares. Rooms: Bartermoot, The Old Dam, The Bloody Grove, The Stone Circle, The Abandoned Tower, The Slanted Gazebo, The Infected Fork, The Workshop, Last Stand. ....oo...o.o.oo....o.ooo...o.o.o....o....o.o....oo.o.o.~ oo...o...o..o.o...........o..o........o..oo.o.o........~ ......o..................o......o................o....~~ .............o......###.....o..........o......o..o.o..~~ ............ooo.oo..#o#...oo..o........oo.o..o.....o..~. ....:::o::..........###..o.o.o.....o..o...oo.....o.o.~~. ....:o::::.....o..o........o...........ooo.oo.o...o..~~. ..o.::::::......o..........................o....o..o.~.. .o..::::o:..oo..o....o.......................o..oo..~~.o ..o.o:::::...o.......o.o........o...........o..o..o.~~.. ..o.......:........o...o..........o...:o............~.oo ooo........:::::::..................o...::::........~..o o...o.o..oo..:::::...........o...o......o..oo:.....~~..o oo...o.oo....:::::.......o................o....o...~~... o..o.o.......::o::..oo.......o..........o..o.......~.o.o o...o....o...:::::..............o......o.o........~~.... ......o.............o....oo...o.....ooooo.........~~.ooo o.....o...........o.o.o....o.........oo....oo....~~.o.oo ......o..o...o.......o..o....o.o....o..........o.~~.ooo. o....o................o....o.oo....o..o..o.o....~~..oo.. .....oo.......................:::::::.oo.....o.~~~..oooo .o...oo.....o.................:::::::....o.o...~~.oo.o.o o.oo.....o...................................o~~.o.oo.oo ..o..o.........o..o........o...o.........o.o..~~.o.ooo.. o..o..o.....................o......o.........~~.oo..oooo ..o..................oo...oo....o.....o..o..~~~.oo.o.ooo ...o.o........o.o.............o...o......o.~~~..oo.o.o.o .o...o..o.......o...........o....o........~~~.oooo.oo.oo .o....oo.oo...o..oo.o....................o~~..oooo.o.o.o ..o.o..o.o.o...o.o......................~~~.ooooooo.oo.o oo.........o..o......o.o..............~~~~.ooo.o.oo.oooo oo.o..o..o.o.o...o.oo..o..o..........o~~~..oooooooo.oo.o ....o..o...oo....oo...........o.....~~~~....o.ooo...oo.o ..o........o.o.......o..o.o..o.o..~~~~.......o..ooo.o.oo .......o...o...oo....o......o....~~~~....oooo...ooo...oo ....o.....oo...oo..ooo....o.o.o..~~~......o.o.oo.oooooo. Bartermoot ---------- The festival clearing: tents with yellow and green livery, the outdoor market hall behind its flags, the White Raven stall, the roasting fire; the west road from the farms, the eastern deer trail and the southeast trail down to the water. One square is 1.5 m; 44 by 32 squares. Rooms: The market hall, The Bartermoot clearing. ...ooo.o.ooo.ooo...o.......o.o.o..oooo...o.o oo.o.o.o.o..oooo..o......oo.ooo...o..oo..ooo ......oo.o....o.oo.......o.o..ooo.o.o....... .o.o...o...........:::::::.............ooo.o .....ooo........:::::::::::::..........oo.o. .o..o..o.....o.:::.........:::........o..ooo ...o...o.....:::.............:::.......ooooo ..o..ooo....:::..o...o...o....:::....oo.o..o .oo.oooo....::.................o:....oo..o.. o.o.oooo..o::......o.......o....::.....o..o. o.o...o...::.....o.......o.......::..ooo.... ooo..ooo..::..........o..........::......... o.o.ooo...:.......................:.....o... oo.......o:.........o...o.........::.:::.... oo.o..o..::.......................::.:::.... o...o.o..::..o...........................o.o .........::..o....................::.oooo... ..................o.......o.......::.oo....o ......................o...........::..o...o. .........::.....................o.::..o.oo.o ..oo.o....:........o....o.........:...oo.o.. .o........:o.....................::.....oooo o.oo......::.....................::...o..oo. ..o..o.o...::...............o...::....oo...o oooo..oo....::.o...............::.........oo .oooo..o....:::................::....oo.o... .o.ooo.......:::.............::........o.~~~ oo..oo.........:::.........:::........oo.~~~ oo...ooo........:::::::::::::............~~~ o.o.o..o...........:::::::.................. ooo........o.oo.o.o..o.ooo..o...o...o....... oo.o..oo.o.o.o...o.oo..o.oo....oo.o..oo..... The Abandoned Tower ------------------- The overgrown clearing with its statues of leaves, the ivy-covered tower (first floor), and its untouched second floor drawn beside it; the mist trail northwest, the bramble path south, the trail east. One square is 1.5 m; 40 by 32 squares. Rooms: The overgrown clearing, The tower, first floor, The tower, second floor. .::ooo:::o:o:oo::::o:ooo:::: :..::o:o:o::ooo:::o::o:o::o: ######### :::.::oo:o::::o:oo:::oo::o:: #...o...# ::::..:o::o::oo::::::o:::::: #.......# ::::::.:o:o:ooo:oo:o::o:o:o: #o......# :o::o::.::::::::.......::::: #.......# :::o::::..::::...........::: #.......# ::o::ooo::.::.............:: #....ooo# :oo:oooo:::........o.......: ######### o:o:oooo:::..o..........o... o:o:::o:::.....########......::::::::::: ooo::oo:::.....#o....o#....o.:::::o::::: o:::ooo::......#....o.#.......:::oo::oo: oo:::o:o:...o..#.o....#..o....:::o:::::: o::o:o:::......#o....o#.......::::...... o:::o::::......#......#...........:::::: :o::::oo:.o....########.......::::::oooo o:::::oo:....o..........o.....:::o:::oo: ::::::oo:.....................:o:o::o::: oo:::oo:::......o............:::oooo::o: ::oo:oo:::...........o.......::o::::::oo :o:::oo::::.................:::oo::::::: o:oo::::::::...............::::::::o::o: ::o::o:o:::o:o.o.o....o.o.o::::oo:::::oo oooo::oo::::::...........::::::::o::o::: :oo:o::o::::::::...:...::::::::o:o::ooo: :o:o:o:::::::::::::::::::::::::o::oo:::o oo::oo::o:::::o:oo:o:::::o::o::::o::::oo oo:::ooo:oo:o:o:ooo:ooo::o:o::::::::oo:: :::::::::::::::::::::::::::::::::::::::: :::::::::::::::::::::::::::::::::::::::: :::::::::::::::::::::::::::::::::::::::: The Workshop ------------ The roofless grey workshop on its hill: the fused door between two windows, the rubble over the back half, the felled orange copse and the ant nest southwest, the animal path down to the fork. One square is 1.5 m; 40 by 30 squares. Rooms: The hilltop, The ruined workshop. ....oo...o.o.oo....o.ooo...o.o.o...oo... oo.o.o...o..ooo...o..o.o..o..o........o. ......o..o....o......oo..o.o..o.o....... .......o...............................o .......oo..........................o...o ....o..o...........................o..o. ...o...oo...o......................o...o ..o..oo.o........................o.o.... .o..oooo.......###########....o..o.o.oo. o.o.oooo.......#o.o.o.o.o#........oo...o o.o...o.o......#.o...o.o.#.......o.o.ooo ooo..o.........#...o.....#.............. o...ooo........#.........#.......oo..o.. oo...o.oo......#.o....o..#........o...o. o..o.o.........#o.......o#.......o..oo.. o...o..........###########......o..o...o .o....oo.........................o..oooo o.....oo.........................o...oo. ............................o....o..o... ....:::o::::....................oo.o..o. ::..:o::::o:..........................oo ..::::::::::....................o....... o...::::o:::.......................o..o. ..o.::::::::....................o.....oo oo..:o::o:::.o..o...oo......o.......o... ..o.::::::::..oo.o.ooooo..oo.oo.....ooo. ..............ooo.....o.......oo.......o .o..oo..o.......oo.o.....o..o....o.....o oo...ooo.oo...o..oo.ooo................. ........................................ Last Stand ---------- The swath of freshly felled trees, smeared with orange and black gunk, running from the northwest towards the festival. One square is 1.5 m; 40 by 30 squares. Rooms: The felled swath. ....oo...o.o.oo....o.ooo...o.o.o...oo... oo...o...o..o.o...o....o..o..o........o. ......o..o....o......oo..o....o.o....... .............o..............o..........o ...o..o.....ooo.oo.o....o.oo..o....o...o .........ooo.....o..o.o..o.o.o.....o..o. .........o.o...o...o.o.....o.......o...o ................o.oo.oooo.......oo.o.... .........o:::::......o.........o...o.oo. o.o.......:::::o.....o.o....ooo...oo.... ..o.......:o:::...oo...o.......ooo.o.ooo ooo..o....:::::........o......o......... o...o.o...:::::..o.o.o....o..o...oo..o.. oo...o.oo....o...........o....o...o...o. o..o.o.......................o...o..oo.. o...o....o...oo....o............o..o...o ......oo......o.......:::::...o..o..oooo o.....oo..o.o.o..o...o:::::......o...oo. ......oo.o.o.oo.o.....::o::....o.o..o... o....o.....o....o.....:::::.o...oo.o..o. ...o.oo.......oo..............o.......oo .o...oo.o.....o.oo.....o................ o.oo....oo.o.....o......o..o...:::.o..o. ..o..o.oo....o..o.o............:o:....oo o..o..oo....oo..o..............:::...... ..o....o....o.oo.o.oooo...oo...:::..o... ...o.o........o.o.....o.......o...o..... .o...o..o.......oo.o.....o..o........... .o....oo.oo...o..oo.o.o..o.o............ o.o.o..o.o.o...o.o..............o....... LICENCE (AGAIN) =============== This adventure is adapted from CAS-3: The Feast of Tegny Wood by Yochai Gal, licensed CC BY-SA 4.0 (https://cairnrpg.com/adventures/first-party/cas-3/). Changes: converted for Elrune. This adaptation is licensed CC BY-SA 4.0.