When we last played the Harrowlands game so very long ago, the adventuring party had just survived the bee swarms and crashed their wagon. We will begin the next session in Yrlashof and they will need to find a way to get their wagon repaired. However, there is a problem.
It is the night of Alfablot and not only do folks need to stay off the roads, but no one will offer them hospitality and allow them to come into their home, for the dead travel on this night. The main quest for this session is going to be to survive encounters with any vengeful spirits who wanders too close.
First, they will carve faces into their turnip lanterns to scare off the spirits (the players will draw scary faces on turnips and we’ll fashion lanterns with them using mini tea lights) and roll to determine how effective their artistic skill is. With the howling wind and lack of time, it might be a challenge.
Then starts the procession of the wild hunt, led by the Alf King on his massive spectral boar. If all of the lanterns hold up, then it should be pretty straight-forward, but if not, then they will need to find alternative methods for dealing with any wights who will come into their camp, without fighting. There may be some trickery, parley, wrestling, or offerings to ensure that no one gets hurt.
I created a number of props for the quest, turnip papers for lamps, a “battle map” of Yrlashof to show where the wild hunt will be passing through, some overhead drawings of hunt members, and the quest image. Additionally, I set up the quest pages on the Harrowlands website for online use:
This week I’ve spent some time researching Samhain and Alfablot for the next adventure. The party is going to arrive at the farm at a bad time, and the wind they caused is definitely going to make things worse. The people of Yrlashof are observing the Alfablot, where the rules of hospitality are reversed, and there is to be a ghostly procession, a Wild Hunt, of dokkalfar (dark elves) along the road.
I needed draw up two principal characters for this adventure. First is Momma Yrla, who I drew a while back, but her story has changed significantly since then and the picture no longer reflects the character I want. So, I kept some basics of the drawing , but adjusted her face and outfit, to reflect her position as a former sea king – a ruling pirate. Now she maintains the farm. I recolored her with my new palette to better match the character. The new drawing makes here look a little bit older than I had planned, but I can live with it.
Second, I drew Momma’s former first-mate who still guards her family, Gurla, a sturdy water-witch. She is gruff and superstitious, coming from the eastern countries. This one actually looks a little younger than I had hoped to make it.
My next step is to draw an overhead map of the stead where the adventure will take place.