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Goedwig

An adventure for characters of 1st-3rd level

Written by Brent Ault All Illustrations are Creative Commons

Inspired by the King Raven Trilogy written by Stephen R. Lawhead

This product is an independent production by Gallows Bird Games and is not affiliated with Lamentations of the Flame Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV

2 3 Cymru: The Backstory Former royal heir Bran – or Rhi Bran, as his remaining loyalists call him – has taken to banditry and poaching to survive, driven deep into the dense, ancient goedwig (coyd-wig) after witnessing his father brutally slain and having his lands seized by the English. Joined over many months by dissidents, outlaws, and loyal people of the region, Bran and his men have made the appointed local sheriff Robert’s duties a nightmare. With the petulant Royal Prince breathing down his neck and led by desperation, the Sheriff has offered copious silver to any group of men and women willing to enter the goedwig and hunt down Bran and his thieving flock. Any valuables discovered along the way are for the party’s keeping, so long as this part of the deal is kept quiet.

The Adventure Goedwig provides players an opportunity to enter an ancient Welsh forest in search of a usurped former prince turned outlaw. The forest is riddled with traps, natural dangers, wildlife, and pagan magick. Upon meeting Bran and his flock, the party will likely come to a moral dilemma: Attempt to slay the vengeful thief and his fellow outlaws for silver and aide the occupying English forces, or assist Bran in his rebellious efforts to reclaim his lands and people.

4 Author’s Notes Goedwig is heavily inspired by the King Raven Trilogy written by Stephen R. Lawhead. Set in 11th century during the Norman invasion, it is a gritty retelling of the Robin Hood mythology. The books are fantastic reads in themselves, and I highly recommend them to fans of darker, historical fantasy. I have chosen to place the adventure in a non-specified, fictional era of historical Wales (known locally as Cymru) to better mesh with other Lamentations of the Flame Princess adventures. Wales was conquered by the English well before the 17th century, so historical accuracy should be taken lightly. Magick in this time is viewed as evil; fit only for outcast pagans and witches. Practitioners should be wary of displaying their abilities, lest the deeply superstitious and religious common-folk deem them heretics. Lastly, this setting is written as a human-centric adventure. Referees wishing to including demihumans can easily reskin them into the following classes, with little adjustment:

• Halfling: As a Ranger or Hunter. Simply remove weapon size restrictions. • : As a Barbarian or Nord. Optionally replace the Architecture bonus with Bushcraft. • : As a Spellsword or Dabbler. No gameplay adjustments are necessary.

That being said, Referees running traditional fantasy adventures should find little trouble in converting characters and settings to fit their campaign.

5 The Goedwig The goedwig is overgrown and densely sprawling, containing only a single primitive road for travel. When not on this road, movement through these woods is reduced by half. During the day, minimal sunlight breaks through the canopy above, leaving much of the terrain visible but shaded. At night, the goedwig is impossibly dark, and without proper lighting PCs will inevitably find themselves lost and vulnerable to predators. Food is abound in the goedwig, and any player rolling Bushcraft to forage or hunt for game does so with a +2 skill advantage (see: Rules & Magic pg. 34).

d8 Rumors of the Goedwig T/F A beautiful woman will lead willing men to a 1 F paradise below the waters The pagans still practice their rituals and magick 2 T deep within the goedwig 3 A sorrowful spirit cries for the dead and dying T 4 Using fire in the goedwig will curse its creator F 5 An old druid healer lives alone in the goedwig T Men and women of the cloth are cursed within the 6 F goedwig The Sheriff will be executed if the situation isn’t 7 F resolved soon 8 A man-sized raven haunts the goedwig T

6 Encounters Each time the party enters a new hex, the Referee must check to see if there's a described encounter. If there is an encounter listed for the hex, then the Referee presents it to the group, automatically assuming that they have stumbled across the event of interest. While some encounters contains secrets (which are later revealed through searching), the encounters themselves are automatic, and should be presented to the players without requiring any effort on their part. If there is no description for the hex, roll 1d6. The result tells you how many hexes the party can travel before they have a random encounter. If they move that number of hexes without running across a hex encounter that is described in this book, roll on the following table. Start over again each time the players have any kind of encounter. Note that when they enter a hex they've already explored, it counts as "no encounter."

7 d12 Random Encounter Number 1 (ah-vahnk) 1 2 Bramble Beast 1 3 Cath Palug (kath-palig) 1 4 Cherub 2d4 5 Feral Knight 1 6 Gwyllgi (gwishkey) 1 7 Outlaw 2d4 8 Pagan Outcast 1d6 9 Pwca (pooka) 1d3 10 Rhi Bran y Hud 1 11 The Skulk 1 12 1d3

“I have seen the lone canny fox outwit the hunter often enough to know that it matters little how many horses and men you have. All the wealth and weapons in the world will not catch the fox that refuses to be caught.”

- Wil Scarlet

8 The Cyhyraeth A ghostly spirit called the Cyhyraeth (kuh-huh-raith) haunts the goedwig, lamenting the mortals facing death in her forest. Any time a human character reaches half their HP or less, the unnatural wail of a woman can be heard in the distance. At 0 HP this wail returns, only louder and more sorrowful. Upon reaching death, a piercing scream will be heard echoing through the forest. There is a 1-in-6 chance the Cyhyraeth will appear after combat. She will make no attempt to engage with or attack the PCs, and will only silently watch from the distance. If attacked however, she will retaliate.

Cyhyraeth Armor 19, Movement 60’, 7 Hit Dice, 32 hp, special attack, Morale 9.

If attacked (and only if attacked) the Cyhyraeth’s wail will reach a hideous crescendo, and anyone within a 50’ radius who hears this must save vs. Magic or die in 2d6 rounds. The touch of the Cyhyraeth is frigid, but deals no damage; instead it drains 1d4 levels. Due to her incorporeal form, the Cyhyraeth can only be hit by magic weapons. She is undead, and thus immune to Sleep, Charm, and Hold spells. She can however be Turned by a Cleric. The Cyhyraeth can walk on water, but cannot cross running water such as streams or rivers; she loses the ability to drain energy or to wail for 7 days if she does.

9 10 The Outlaws Aside from their listed weapons, Bran and his flock carry simple antler-handled daggers (1d4) and 1d6×10 sp apiece. All are wearing basic Leather armor, excluding Tuck and Mairwen who wear simple robes.

Rhi Bran y Hud: 4th level Specialist Armor 17, Movement 90’, 4 Hit Dice, 16 hp, longbow 1d8+1, Morale 12. Bran wears a full-headed mask resembling a black raven’s skull that provides a +1 AC, as well as a cloak fashioned from hundreds of black feathers that provides a +1 to Stealth in forested areas.

Iwan: 4th level Fighter Armor 16, Movement 90’, 4 Hit Dice, 22 hp, greatsword 1d10, Morale 12. Bran’s closest friend and an imposing figure, despite his nickname roughly translating to “Little John”. On an 18 or higher, Iwan receives a free attack on any enemy within 10’.

Wil Scarlet: 3rd level Specialist Armor 15, Movement 90’, 4 Hit Dice, 15 hp, sword 1d8, Morale 11. Spared from the gallows by Bran and his flock, Wil is a loyal follower and skilled thief. On an 18 or higher, Wil receives a free attempt at Sleight of Hand (4-in-6 chance) to pilfer a small item on the PC’s belt, such as a dagger or vial.

11 Tuck: 4th level Cleric Armor 12, Movement 90’, 4 Hit Dice, 14 hp, quarterstaff 1d4+1, Morale 9. A Catholic Friar with no loyalty to a crown he sees as morally bankrupt, Tuck is a formidable man with an insatiable love of mead. He has prepared the spells Bless, Cure Light Wounds, Sanctuary, and Heat Metal.

Mairwen: 4th level Magic-User Armor 13, Movement 90’, 4 Hit Dice, 12 hp, spear 1d6, Morale 11. Bran’s lover, and daughter of a nobleman who surrendered to the English rather than face execution. In her time in the goedwig, she has become an effective user of magick. She has memorized the spells Charm Person, Sleep, Change Self, and Wall of Fog.

12 Outlaws: 1st level Fighters Armor 14, Movement 90’, 1 Hit Dice, 8 hp, shortsword (1d6), Morale 10. These are Bran’s dedicated followers that make up the majority of his flock. When needed, roll on the table below to generate a name and character trait. d12 Male Female Character Trait 1 Arvel Aderyn Deeply religious 2 Cadfan Carwyn Discourteous 3 Cadoc Ceri Facial scarring 4 Dwyn Delyth Superstitious 5 Ifan Efa Missing 1d3 fingers 6 Madog Eleri Missing an arm 7 Morgan Glenys Mute 8 Olwyn Lyn Elderly 9 Rhodri Morgana Piercing Eyes 10 Rolant Nerys Quiet and demure 11 Siarl Nimue Tattooed Forearms 12 Wyn Seren Young

13 1. The Clearing Regardless of the direction the party approaches this area, the goedwig grows so dense that it becomes utterly impassable, forming an entangled, 40’ thick natural wall in a roughly 50 yard circle. Magic-User’s casting Detect Magic will discover that this wall was magically constructed. PCs attempting to cut their way through this wall with axes will find the task exhaustive, taking roughly two full days of labor. Likewise, PCs attempting to burn down the wall will find the trees simply too damp to catch fire naturally, though surrounding ground vegetation easily burns. A successful Search will reveal a tunnel in the ground formed by roots; its entryway disguised with a woven covering of thatch, moss, and twigs that is easily removed (or burned away, if a large fire was set). This tunnel opens to a natural clearing, where a massive, ancient tree looms in the center. Bird skulls, rodent bones, feathers, and small wooden effigies hang from its many branches. The canopy above the clearing blocks the sun nearly entirely. At the tree’s base, there is a 5’ wide hole leading to Bran and his flock’s underground hideout, with a simple wooden ladder providing access. Without taking precautions, there is a 2-in-6 chance that a PC activates a trap while exploring this clearing. Roll 1d4 to determine the type:

1. Snare trap. Save vs. Paralyze or the PC finds themself ensnared upside down 20’ above the ground. 2. Spiked pit trap. Player must make a Dexterity save or fall into a 6’ deep wood-spiked pit, taking 1d6 damage.

14 3. Poison arrow trap. The PC trips a wire connected to a hidden, mounted crossbow. 1d6 damage and the PC is struck with a debilitating dizziness that lowers Dexterity by -1 for the next 6 hours. A successful Save vs. Poison deems the toxin ineffective and reduces damage by half. 4. Spiked frame. Player springs a hidden, ground-mounted wooden frame abound in spikes made from sharpened deer antlers and boar tusks. Save vs. Device or suffer 1d6 piercing damage.

2. The Pond A large, idyllic pond rests here. Its surface is still and clear, and the surrounding area is quietly serene. PCs peering into the water see a beautiful countryside, adorned with lush gardens, wandering fauna, and a stone palace adorned with crystal and gold. A beautiful woman swims out from the palace gates and to the pond’s surface. She is a morgen, a deceitful water who will use supernatural powers of charm and seduction to lure men into the water to die. The scene below the water is an illusion. Players must successfully save vs. Magic or be utterly committed and enticed into joining her in the waters below. Once below the surface, the morgen will begin to viciously stab the PC. For the purpose of combat, the PC is considered helpless while enthralled, but players may attempt a save vs. Magic each round until the spell is broken or the character has bled out.

15 Morgen Armor 12, Movement swim 40’, 3 Hit Dice, 14 hp, dagger 1d4+1, Morale 9. The morgen’s dagger has a +1 bonus to attack and damage rolls. Creatures stabbed with this blade bleed cursed water that deals 2d4 damage when drank.

Near the pond, a large stone slab sticks out of the ground. On the stone’s rough edge, small branching lines are engraved from bottom to top. It is ogham (ow-uhm), a long dead alphabet of the ancient Celts. Translation is difficult, and Language checks suffer a -3 penalty (Referees may allow characters with relevant backgrounds a non-adjusted check).

“To follow below is to submit oneself to cruelty”

16 17 3. The Ambush The road in this area comes to an abrupt halt, blocked by a smashed ox-cart and a four idly hanging logs held by thick rope. A mound of glistening, rotting offal lies in the middle of the road. Rising from the center of this mass is a wooden stake, topped with the flayed head of an ox decorated with raven feathers. A naked corpse lays near the cart; its head a crushed, gruesome mess. An obvious ambush has occurred within the past few days, and the swinging logs proved to be deadly effective. The bloated bodies of several English soldiers swing gently from the branches above, the flesh from their lower legs eaten away by the wildlife. Any items of value they carried have long since been stolen, including any weapons, armor, or clothing. These men were transporting funds and provisions from England to the Sheriff. Investigating the cart will reveal three empty iron coffers and 2d10 silver coins dispersed onthe ground. One coffer remains; it is locked and incredibly heavy. A successful Tinker check reveals 1,500 sp inside.

18 4. The Abomination This area is uncannily quiet and a pungent odor dominates the air. This is the dwelling of an abomination; a Summoning mistake evoked by Mairwen during her magick studies weeks prior. Unable to control the creature, she fled to the Clearing and has spoken of it to no one.

Abomination Armor 15, Movement 120’, 5 Hit Dice, 23 hp, antlers 2d4 or special attack, Morale 10.

The abomination is a skinless, large quadruped with visible muscle and sinew. It’s head resembles that of a jawless man, with gore encrusted antlers sprouting forth. Curiously, the creature seems to flicker in and out of reality at a sporadic rate; this makes landing blows on the creature tricky and all attacks suffer a -2 penalty Rather than attacking a PC, the abomination is capable of casting Chaos at will (see: Rules & Magic pg. 92), overwhelming the minds of characters with the unknown truths of the universe. Only Magic-Users with an Intelligence of 4 or below are entitled to a saving throw vs. Magic.

PC’s exploring the area will discover a small, moss covered cave. Inside are the remains of previous victims – human and animal – rended to the bone. One body is intact, carrying a knapsack containing a waxed cloak, a wolf trap, 10’ of string, tobacco, and a curious lantern that constantly glows like faint moonlight. A tiny tylwyth teg (tuh-lou-eeth teg) is sealed inside.

19 She is a nameless, sentient faerie and the glow radiates from her gravity-defying, flowing white hair. She will ask those possessing the lantern to be released so she can return home. Those who release her will find themselves aided by the tylwyth teg and her companions at a future time determined by the Referee. Those who ignore her request will have a valuable ever-glowing lantern, but will face her horrible wrath should she manage to escape her prison.

5. The Druid A thatched canopy is constructed outside the entrance to single roomed tree root cave. A stout old woman in filthy robes is skinning a hare beside a small fire.

Angharad: Level 6 Druid Armor 12, Movement 60’, 6 Hit Dice, 17 hp, shortbow 1d6 or staff 1d4, Morale 9. She has prepared the spells Bless, Cure Light Wounds (×2), Augury, Delay Poison, Speak With Animals, and Cure Disease. Angharad is a hermit and gifted healer. When Bran escaped into the goedwig – near death from the English attack – she alone slowly nursed him back to health. She is a friend to the Outlaws and a moral guide for Bran, motivating him to fight for the well-being of his people.

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