A relic of an ancient, forgotten knight is hidden deep within the ruins of a fortress located in the Dragon’s Teeth Mountains. Local villagers from Frosthelm have been reporting that the villages nearby have been poisoned and are dying recently, and strange, eerie lights have been seen flickering from the mountain passes at night.
The Hook:
A local scholar, desperate to save his village, has hired the party to retrieve the "Knight's Relic"—an item rumored to be the only thing capable of neutralizing the unnatural toxin seeping into the water supply.
The Threat: The ruins are defended by a terrible, ancient guardian: A Stone-Hide Ettin (two heads, massive stone club, skin like cracked rock) that has been corrupted by the very magic the heroes seek.
The Poisoning (Rumor 5): The poison isn't accidental. The Ettin is dipping its club into the mountain springs, and its own cursed, unnatural physiology is leaching a corruptive miasma into the water.
The Relic (Rumor 6): The relic is the Sun-Forged Aegis, a shield that glows with a faint, warm light. It is currently being used by the Ettin as a "trophy" hanging on its belt.
The "Strange Lights" (Rumor 6): The lights are not supernatural ghosts, but the reflection of the sun hitting the highly polished surface of the Aegis as the Ettin moves through the ruins.
The Poison: "As you arrive at the outskirts of the mountain village, you see the effects of the poison. It looks strange—not just like sickness. Ask the players: What does the vegetation around the poisoned river look like now? Does it have a strange color or crystalline growth?"
The Ettin’s Mutation: "The Ettin guarding the vault is clearly mutated. Ask the players: What unnatural feature does this beast display? Is it leaking shadow from its wounds, or do its eyes glow with a cold, blue fire?"
The Curse of the Woods: "The village elder tells you the Dragon's Teeth Mountains were cursed long ago by the knight who once owned the relic. Ask the players: What is this ancient curse, and how does it manifest when you step onto the mountain path?"
The Sounds: "As you ascend the mountain to reach the fortress, you hear a rhythmic sound echoing off the cliffs. Ask the players: What does this sound resemble—a heavy, metallic dragging, or a rhythmic, guttural chanting from the two heads?"
The Ascent: A group of Giant Rats or Frost Wolves (see Book of Beasts) that have been feeding on the tainted water and have become unnaturally aggressive.
The Gate: A Trap (use the D66 Traps table) blocking the main entrance to the ruins—perhaps a tripwire that drops heavy, jagged icicles.
The Boss: The Stone-Hide Ettin in the central vault chamber.
Tactical Tip: If the heroes successfully use their Craftsmanship or Wilderness Lore to identify the source of the poison before fighting, give them a bonus to their rolls to maneuver around the Ettin’s toxic club strikes!
Reward: Upon defeating the Ettin and cleansing the ruins, the heroes recover the Sun-Forged Aegis. It is a Fine quality item (+1 Defense) that also emits a constant Light effect (1st Circle spell) when held by a heroic soul.