the characters for their efforts and granting them a reward in
the form of a magic chest that appears before them, before she      appendix: arcane spirits
herself disappears.
The chest contains a number of mystic trinkets and 50 ancient       The arcana torn from Dunmara’s soul took part of her essence
silver coins per PC. Magic trinkets found in the chest include:     with them. Each became a spirit, a being of pure magic,
a stone necklace that glows faintly on command, a small rod         half-real and incapable of achieving true existence, but also
that causes a spark to light small fires, a cloak that never gets   incapable of passing beyond awareness into oblivion. As a
waterlogged and cleans itself when shaken out, a bedroll            result, the arcane spirits are mad and driven to achieve full
that feels as comfortable as a featherbed when slept on, and        manifestation on the midsummer night of the eclipse at all
anything else the GM thinks is appropriate.                         costs, so they can finally escape the island that has become
                                                                    their prison.
If you wish, Dunmara may further communicate with the
characters in their dreams or through visions to convey addi-       You should use caution when deploying the spirits. The PCs
tional information, making her a useful means of involving          shouldn’t face more than two at once, as they are only level 1.
them in further adventures.                                         If you find they are having trouble, you may consider reducing
                                                                    the Health of each spirit by up to 10.
dunmara’s ghost is destroyed                                         Innate Arcana: The spirits can each cast spells of their
                                                                     particular arcana. They do so automatically, without need
If Dunmara’s ghost is destroyed, she shrieks one final time          for a spellcasting test or spending Magic Points. The spirits’
before being torn apart, her ephemeral body unravelling. The         effective Spellpower is 14.
arcane spirits are now free, and they do not stay around to
fight. They flee immediately for the edges of the island and        the fate spirit
depart into the Swale.
                                                                    When it manifests, the fate spirit flows into the burrow of a
They go to ground and rest, consolidating their power, and
                                                                    hibernating Giant Spider (see Chapter 9: Adversaries) hidden
possibility even recruiting worshippers or minions. It is likely
                                                                    in a hollow beneath the tower’s cellars. It comes to life, its
that the player characters are the only ones who understand
                                                                    eyes becoming strange and opalescent. Instead of its usual
enough about the threat they pose to stop them. Indeed, even
                                                                    effects, the spider’s poison causes anyone who fails a TN 11
if the player characters don’t wish to confront the spirits
                                                                    Constitution (Stamina) test to fall into a deep, nightmare-
further, the spirits that survive remember them and come
                                                                    filled slumber until the end of the encounter. The fate spirit
after them eventually, seeing the characters as the foremost
                                                                    can cast the hands of fate and puppets of fate spells.
threat to their existence.
Exactly what the spirits want is up to you. Perhaps they
                                                                    the fire spirit
become rivals, each seeking to conquer and rule the Swale.
Perhaps they wish to gain worshippers and supplant the gods         The fire arcana spirit takes the form of a specter (see Chapter
worshipped by the Swalefolk. Or they may become the agents          9: Adversaries) that inflicts fire damage instead of cold with
of a greater and more ancient power.                                its Chilling (Burning) Touch. The spirit may cast the spells
                                                                    arcane lantern, flame blast, and burning shield.
further adventures
                                                                    the shadow spirit
Choosing Night is just the beginning of what could be a whole
series of adventures set in the Highfalls Swale. Win or lose,       The shadow spirit is a humanoid shape of pure darkness
the player characters are certain to become part of the most        with the abilities of a specter (see Chapter 9: Adversaries) but
famous Choosing Night story in living memory, and they may          with the Shadow power replacing the specter’s Incorporeal
well be heroes to their peers, their families, and the whole of     power. It can also cast the spells shadow dagger, shadow slip,
the Swale for their deeds.                                          and shadow embrace.
Such achievements do not go unnoticed, earning the charac-
ters a summons from Lady Khera to an audience at Road’s             the water spirit
End Keep. Her Ladyship wishes to meet these young heroes,
                                                                    The water spirit takes the form of a serpentfolk with night-
and may well have additional quests requiring their skills.
                                                                    black scales, rising from the waters of the lake. It has the abili-
They can encounter danger along the way, and fall into
                                                                    ties of a serpentfolk (see Chapter 9: Adversaries) and may
intrigue in Road’s End between Khera and those merchants
                                                                    cast the spells arcane spring, water whip, and water wall.
who long for the corrupt bad old days before her rule.
From there, the characters might go off exploring various           the wood spirit
corners of the Swale, from the ruins of the Torkeep to the
depths of the Hollows or the Feldenwood. They could delve           The wood spirit manifests as one of the walking dead, its
deep below the ruins of Dunmara’s Tower, or into the Inundar        bones wrapped in vines that push and pull to animate it. It
Peaks, which might hold arcane secrets of interest to their         has the abilities of a normal Walking Dead (see Chapter 9:
enemies as well as their allies. The possibilities are as wide as   Adversaries) except it has the Regeneration power and may
your imagination and the rules in this book can create for you      cast the spells ensnaring roots and forest blend.
and your players!
chapter 12 - adventure in highfalls swale                                                                                                 139