
As night draws in you are to be found around the camp-fire, huddling in the warm embrace of the flames. Howls erupt from the darkness and suddenly the light of the fire seems precious little protection against the night. Into the light slink the unmistakable forms of a pack of Great Wolves, ridden by cunning-looking Goblins.
Each Warrior is attacked by 1d3+1 Wolf Riders. For each Wolf Rider, the Warrior must make either a single To Hit roll against an opponent with WS 4, or a single To Hit roll with a missile weapon using their BS. There is a -1 To Hit penalty for using a missile weapon. If the Warrior is armed with a torch and passes an Initiative Test (1d6 + Initiative, 7+ to pass) then they may add +1 their To Hit rolls (discard the torch afterwards).
A miss indicates that the Warrior failed to drive off the Wolf Rider before they savage the Warrior, who starts the next Adventure with -1 Starting Wound per miss unless they pay 1d6 x 50 Gold to a Healer in the next Settlement per point of Starting Wounds lost.



A road has been trampled through the countryside which is not shown on your maps. Trees are felled where they stand, and rivers hastily forded. Do you stand in the wake of a rampaging army, a hurried defence force or simply on a new trade route between towns?
The Warriors encounter a caravan of merchants moving their wares on to the next town. When the Warriors stop to help the merchants push a cart out of a rut, the merchants offer to employ the Warriors as caravan guards.
The Warriors spy a ghostly form following them over the moor. It gains quickly, resolving into the ethereal form of a once-proud and mighty Empire Knight Templar wielding a blade that emits a blue effervescent glow.
After setting up camp for the night, you take the first watch. Gazing into the heavens and dreaming of a warm bed and good company, you spy a tiny, gleaming star blazing it’s way through the sky. Such events supposedly herald good fortune, and you sleep well thinking of what fortune may befall you.
As dusk falls, your Warriors approach a small village. Following the road into the village they travel through a crumbling ‘Garden of Morr’, a graveyard full of looming statues and dark shadowy mausoleums. Hearing a cry from deeper within the cemetery, the Warriors must decide whether to investigate or stay on the road…

