Trail of Embers  ·  everything with a stat block

The bestiary

59 stat blocks and the four set pieces they stand in. Read out of data/actors/ and data/map/encounters.json.

At a glance

Everything with a stat block, from the seven who walk out of Coldharrow to the four set pieces on the road. Vitality and armour are derived from level and attributes through the same curve the game uses, not authored per actor — which is why a stat block in data/actors/ is five numbers and not fifteen.

59stat blocks
43hostile
4set pieces, every one fires every run
16encounter tables carrying 91 authored encounters
L1–10the level range on the road

Every stat block

The party 7

Halder Quist

L2 · Party · frontline_guardian

The biggest of the sixteen, and everyone has quietly assumed for years that he goes first. He is frightened of the walk and covers it with competence -- the wood is split before anyone asks, the packs are checked twice. Blacksmithing 1, learned from standing near a forge rather than working one. His household failed a Proofing when he was twelve, so he is the only one on the roster who already knows what comes back.

Might15
Finesse9
Wits9
Resolve14
Spirit11
Vitality64
Physical26
Ward16

Resists none · 1.84 m tall

Casts. Strike, Shove, Shield Wall, Called Out

Carries. MainHand Conscript Blade · OffHand Conscript Targe · Chest Conscript Hauberk — Marrow Draught ×2, Plate Salve ×1, Trail Rations ×2

origin:unproofedrace:humanrole:bulwarktrait:dutifultrait:stoictrait:gentle

Ivo Pell

L2 · Party · opportunist_skirmisher

Funny, quick, and the reason morale survives day two. Also the reason day six is a problem: he packed three days of food for a nine-day walk and genuinely did not think about it. Reagentry 1, Parley 1. Second son of a Reckoner's house who never once listened to a word of it, which is how he can joke about the count and still not know what is in it.

Might10
Finesse16
Wits12
Resolve10
Spirit10
Vitality48
Physical14
Ward14

Resists none · 1.68 m tall

Casts. Strike, Shove, Lunge, Trip

Carries. MainHand Conscript Blade · Chest Marsh-Hide Jerkin · Feet Marsh-Hide Boots — Flask of Oil ×2, Marrow Draught ×1, Trail Rations ×2

origin:reckoner_getrace:humanrole:skirmishertrait:sardonictrait:opportunisttrait:curious

Ossian Sill

L2 · Party · support_healer

Devout, and carries the belief like a lamp held out in front of him. His family stacks the stones, so he grew up building the cairns and was told the whole time that they were holy -- and unlike his cousin Wyn he never once counted them. Apothecary 1, Parley 1. He cannot be told the truth and stay useful; the field will either break him or he will break the party.

Might9
Finesse10
Wits11
Resolve12
Spirit16
Vitality56
Physical12
Ward28

Resists none · 1.71 m tall

Casts. Strike, Shove, Mend, Wellspring

Carries. MainHand Driftwood Stave · Chest Cinderweave Robes · Ring1 Tin Band — Marrow Draught ×2, Ward Tonic ×1, Trail Rations ×2

origin:cairnwrightrace:humanrole:healerrole:supporttrait:compassionatetrait:dutifultrait:fatalistic

Rook

L2 · Party · ranged_hunter

Outkin -- his family came over the shoulder of the valley two winters back and nobody has quite stopped noticing. Says little, never gets lost, and can put a line through country the rest of them cannot see. Woodcraft 2. He has not been ill a day in his life and has never once thought that strange, and nobody in Coldharrow has thought to ask.

Might10
Finesse16
Wits12
Resolve11
Spirit9
Vitality52
Physical14
Ward12

Resists none · 1.70 m tall

Casts. Loose, Shove, Aimed Shot, Pin

Carries. MainHand Hunting Bow · Chest Marsh-Hide Jerkin · Feet Marsh-Hide Boots · Amulet Conscript's Tag — Marrow Draught ×2, Trail Rations ×2

origin:outkinrace:humanrole:rangedtrait:patienttrait:secretivetrait:stoic

Sera Ombry

L2 · Party · support_controller

A Reckoner's daughter, and the only one of the sixteen who has read the count. She reads country better than anyone on the roster and argues better than anyone in the village, and she has decided -- for now, for reasons she will not give -- to say nothing about the quota. Parley 2. Every camp she stays quiet through costs her something she does not name.

Might8
Finesse11
Wits16
Resolve11
Spirit12
Vitality52
Physical10
Ward18

Resists none · 1.66 m tall

Casts. Loose, Shove, Spark, Stutter

Carries. MainHand Slag Knot · Chest Cinderweave Robes — Marrow Draught ×2, Ward Tonic ×1, Trail Rations ×2

origin:reckoner_getrace:humanrole:controllerrole:supporttrait:scholarlytrait:secretivetrait:driven

Tace Ordwin

L2 · Party · support_controller

The herbalist's apprentice, and the only one of the sixteen who can name cairnbloom on sight without cutting it first. Apothecary 2. Every team wants her and there are four teams, so taking her is a decision about the other twelve and everybody in the yard knows it. Her household failed a Proofing; she learned every plant that keeps a person alive and has never said why.

Might9
Finesse11
Wits13
Resolve12
Spirit13
Vitality56
Physical12
Ward21

Resists none · 1.62 m tall

Casts. Strike, Shove, Marching Song, Lend Breath

Carries. MainHand Driftwood Stave · Chest Marsh-Hide Jerkin · Feet Marsh-Hide Boots — Marrow Draught ×3, Ward Tonic ×2, Trail Rations ×2, Scroll of Return ×1

origin:unproofedrace:humanrole:supporttrait:gentletrait:patienttrait:loyal

Wyn Cairnwright

L2 · Party · aggressive_frontline

Three springs of walking out to the field behind a parent and stacking what the returns left, and a head full of the exact number of stones. Blacksmithing 2 -- the best hands on the roster and the difference between finding a blade and making a better one. Wyn knows the arithmetic does not work and has been waiting, without much patience, for somebody of age to say it out loud first.

Might15
Finesse11
Wits11
Resolve13
Spirit8
Vitality60
Physical26
Ward10

Resists none · 1.75 m tall

Casts. Strike, Shove, Cleave, Hamstring

Carries. MainHand Conscript Maul · Chest Conscript Hauberk · Hands Conscript Mitts — Marrow Draught ×2, Scrap Iron ×2, Trail Rations ×2

origin:cairnwrightrace:humanrole:frontlinerole:aggressivetrait:blunttrait:driventrait:guilt-ridden

Classmates 8

Ansel Dray

L1 · Hostile · frontline_guardian

Broad for sixteen and slower than he thinks. Leads with the shield because it is the only part of the drill he enjoys. His household lost a Proofing before he was born and he has spent his whole life being the one who does not mention it.

Might13
Finesse10
Wits8
Resolve12
Spirit9
Vitality52
Physical19
Ward10

Resists none · 1.62 m tall

Casts. Strike, Shove

Carries. MainHand Practice Blade · OffHand Practice Round · Chest Drill Hauberk — nothing

race:humanorigin:unproofedrole:frontlinecohort:this-yearthreat:practice

Brin Sowe

L1 · Hostile · beast_flanker

Merrit's younger sister by a year and drawn in the same season, into the fourth team rather than his. Quiet, careful with food, and the first of Linnet's four to agree out loud that sitting out the week was the sensible thing.

Might9
Finesse12
Wits12
Resolve9
Spirit10
Vitality40
Physical10
Ward12

Resists none · 1.57 m tall

Casts. Loose, Strike, Spark

Carries. MainHand Practice Bow · Chest Padded Jerkin — nothing

race:humanorigin:reckoner_getrole:rangedcohort:this-yearteam:fourth

Cuth Amblin

L1 · Hostile · aggressive_caster

Reads the yard better than anyone and moves too late anyway. Keeps a chalked rod he is not supposed to have. The Amblins came into the valley two generations back, which in Coldharrow is still recent enough to be worth a remark at market.

Might8
Finesse10
Wits14
Resolve9
Spirit12
Vitality40
Physical8
Ward16

Resists none · 1.58 m tall

Casts. Strike, Kindle

Carries. MainHand Chalked Rod · Chest Chalk Robe — nothing

race:humanorigin:outkinrole:castercohort:this-yearthreat:practice

Halla Wick

L1 · Hostile · beast_flanker

Fast, loud, and has never once waited for the whistle. Wins the first exchange and loses the third. Wick hands stack stone, and her mother taught her the courses before she could read -- flat side in, packed, shedding north -- without ever telling her what the pattern was for.

Might10
Finesse14
Wits10
Resolve9
Spirit9
Vitality40
Physical12
Ward10

Resists none · 1.55 m tall

Casts. Strike, Shove, Venom Flick

Carries. MainHand Padded Spear · Chest Padded Jerkin — nothing

race:humanorigin:cairnwrightrole:skirmishercohort:this-yearthreat:practice

Jory Wick

L1 · Hostile · aggressive_caster

Out on the high terrace most days, because the wind is the only thing in Coldharrow that goes anywhere. Halla's cousin, drawn in the fourth team while she went in the second, and neither of them said a word about it in the yard.

Might8
Finesse11
Wits13
Resolve10
Spirit13
Vitality44
Physical8
Ward19

Resists none · 1.56 m tall

Casts. Strike, Stone Grip

Carries. MainHand Practice Stave · Chest Chalk Robe — nothing

race:humanorigin:cairnwrightrole:castercohort:this-yearthreat:practice

Linnet Ordwin

L1 · Hostile · beast_flanker

Practises alone behind the granary where nobody counts her misses. It shows. Tace's elder sister by eleven months, out of the same cold household, and the one who worked out early that coming home with nothing is still coming home.

Might8
Finesse15
Wits11
Resolve9
Spirit8
Vitality40
Physical8
Ward8

Resists none · 1.53 m tall

Casts. Loose, Strike, Rime-Head

Carries. MainHand Practice Bow · Chest Padded Jerkin — nothing

race:humanorigin:unproofedrole:rangedcohort:this-yearthreat:practice

Merrit Sowe

L1 · Hostile · frontline_guardian

Spends every free hour at the forge and swings a practice stave like a hammer. A Reckoner's son who does his father's arithmetic out loud, at the table, to people who would rather he did not, and who has never yet been given an answer.

Might14
Finesse10
Wits9
Resolve11
Spirit10
Vitality48
Physical21
Ward12

Resists none · 1.60 m tall

Casts. Strike, Shove

Carries. MainHand Practice Stave · Chest Drill Hauberk — nothing

race:humanorigin:reckoner_getrole:frontlinecohort:this-yearthreat:practice

Odo Fenn

L1 · Hostile · frontline_guardian

Steady, unremarkable, and the best-provisioned of the sixteen because his mother packed for him and packed for nine days. He is on the second team. On the third day the Ashwood puts him under a stack of stone his own team builds, and his pack comes off him still buckled.

Might12
Finesse10
Wits9
Resolve11
Spirit9
Vitality48
Physical16
Ward10

Resists none · 1.61 m tall

Casts. Strike, Shove

Carries. MainHand Padded Spear · Chest Drill Hauberk — nothing

race:humanorigin:unproofedrole:frontlinecohort:this-yearteam:second

The road 5

Ash Cultist

L2 · Hostile · aggressive_caster

Believes the fire is owed. Opens by soaking the floor in oil and asking politely.

Might9
Finesse10
Wits14
Resolve10
Spirit11
Vitality48
Physical12
Ward16

Resists Fire +30%, Frost -15% · 1.72 m tall

Casts. Strike, Oil Flask, Emberlance

Carries. MainHand Slag Knot · Chest Cinderweave Robes — Flask of Oil ×2

race:humanfaction:cinder-choirrole:casterthreat:standard

Marsh Lurker

L2 · Hostile · beast_flanker

Half-submerged until it isn't. Leaves venom where it walks and does not mind standing in water.

Might13
Finesse14
Wits6
Resolve11
Spirit7
Vitality52
Physical21
Ward8

Resists Venom +75%, Frost -20%, Fire -20% · 1.40 m tall

Casts. Strike, Venom Spray

Carries. MainHand Lurker Claws — nothing

race:beasthabitat:marshrole:skirmisherthreat:standard

Iron Conscript

L3 · Hostile · frontline_guardian

A wall with a spear behind it. Nothing lands on this one until the plate is gone.

Might15
Finesse10
Wits8
Resolve14
Spirit8
Vitality68
Physical28
Ward11

Resists Physical +15%, Piercing +10%, Storm -10% · 1.82 m tall

Casts. Strike, Shove, Shatterblow

Carries. MainHand Conscript Spear · Chest Conscript Hauberk · Head Conscript Cap — nothing

race:humanfaction:iron-levyrole:frontlinethreat:standard

Frost Revenant

L4 · Hostile · relentless_bruiser

Ward-thick and patient. Will not be frozen, cannot be poisoned, and hates open flame with what is left of its heart.

Might14
Finesse8
Wits9
Resolve13
Spirit16
Vitality68
Physical27
Ward32

Resists Frost +100%, Venom +100%, Fire -30%, Piercing +25% · 1.90 m tall

Casts. Strike, Rime Lance, Hoarfrost Bloom, Stoneshard Volley

Carries. MainHand Pitted Longsword · Hands Grave-Iron Gauntlets — nothing

race:undeadfaction:grave-terracerole:bruiserthreat:elite

Stormbound Adept

L4 · Hostile · combo_caster

Soaks the ground first, then punishes anyone who is still standing on it. The dangerous one in any pack.

Might8
Finesse11
Wits17
Resolve11
Spirit14
Vitality60
Physical13
Ward27

Resists Storm +50%, Frost +20%, Physical -10% · 1.76 m tall

Casts. Loose, Tidebolt, Cloudburst, Stormlash, Arc Cascade

Carries. MainHand Tidecaller Stave · Chest Tidewrap Robes — Ward Tonic ×1

race:humanfaction:stormboundrole:artillerythreat:elite

Kethu 20

Farmstead Kin

L2 · Hostile · frontline_guardian

Waves you in from the yard with the shutters open and something on the fire. There are more bowls set out than there are people in the room, and the dog does not come out. The wave is identical in every version of this and that is not an accident.

Might12
Finesse11
Wits10
Resolve11
Spirit9
Vitality52
Physical18
Ward12

Resists none · 1.68 m tall

Casts. Strike, Shove

Carries. nothing — nothing

race:humanfaction:coldharrow-countryrole:frontlinethreat:minorcontact:trade

Pack Runner

L2 · Hostile · beast_flanker

Loses one-on-one and knows it, so it never arrives one-on-one. Goes through scrub that stops a grown man and is gone before the second shaft lands. Wants what is in the packs and not the fight around them.

Might8
Finesse14
Wits10
Resolve8
Spirit8
Vitality41
Physical10
Ward10

Resists none · 1.30 m tall

Casts. Loose, Strike, Disengage

Carries. MainHand Hunting Bow — nothing

race:goblinfaction:ashwood-goblinsrole:rangedthreat:minor

Peat Cutter

L2 · Hostile · frontline_guardian

Working a bank, black to the elbow, and straightens up when it sees the packs. Knows exactly what week it is and exactly what you are. Keeps working while the others talk.

Might14
Finesse11
Wits9
Resolve12
Spirit8
Vitality56
Physical23
Ward10

Resists none · 1.70 m tall

Casts. Strike, Shove

Carries. nothing — nothing

race:humanfaction:coldharrow-countryrole:frontlinethreat:minorcontact:trade

Road Trader

L2 · Hostile · opportunist_skirmisher

One handcart, one man, and a line of goods on a blanket better than the cart deserves. Out here in Proofing week, which is either very good planning or somebody else's. The prices are better than they should be.

Might11
Finesse12
Wits14
Resolve11
Spirit9
Vitality52
Physical16
Ward12

Resists none · 1.74 m tall

Casts. Strike, Shove, Disengage

Carries. MainHand Conscript Blade — nothing

race:humanfaction:unaffiliatedrole:skirmisherthreat:minorcontact:trade

Somebody On The Track

L2 · Hostile · opportunist_skirmisher

Face down where the tracks fork, moving. About the age of your smallest companion. Asks for water before asking for help. The blood is real. Whether it is theirs is a separate question.

Might9
Finesse10
Wits10
Resolve12
Spirit9
Vitality56
Physical12
Ward12

Resists none · 1.58 m tall

Casts. Strike, Shove

Carries. nothing — nothing

race:humanfaction:unaffiliatedrole:skirmisherthreat:minor

Carried

L3 · Neutral · frontline_guardian

On a frame, carried by two others who have been carrying it a long while. The dressings have been changed recently and changed well. It is looking at the sky. It is not going to stop you.

Might12
Finesse6
Wits9
Resolve14
Spirit9
Vitality68
Physical20
Ward14

Resists Physical -15%, Piercing -15% · 1.60 m tall

Casts. Shove

Carries. nothing — nothing

race:orcfaction:kethu-columnrole:noncombatantthreat:nonecolumn:middle

Hedge-Physic

L3 · Hostile · support_controller

Lives out here on purpose, in a turf hut under a leaning deadwood, and does not stop what she is doing when four armed sixteen-year-olds come out of the scrub. There is more drying on the racks than one person eats. She is not afraid of you and there is no obvious reason for that.

Might9
Finesse11
Wits14
Resolve13
Spirit14
Vitality64
Physical14
Ward25

Resists Venom +40% · 1.62 m tall

Casts. Strike, Mend Flesh, Sporeburst

Carries. MainHand Driftwood Stave — nothing

race:humanfaction:unaffiliatedrole:supportthreat:standardcontact:teacher

Sarn Hollow Team

L3 · Hostile · frontline_guardian

Same age as you, same drill, same four days without sleep. Holds the spear the way the yard taught, which is not the way that works. Their packs are the wrong shape for four more days of food.

Might12
Finesse12
Wits11
Resolve11
Spirit10
Vitality56
Physical20
Ward16

Resists none · 1.64 m tall

Casts. Strike, Shove, Root

Carries. MainHand Conscript Spear · Chest Oiled Leathers — nothing

race:humanfaction:sarn-hollowrole:frontlinethreat:standardproofing:team

Sarn Hollow Team Lead

L3 · Hostile · support_controller

Sarn Hollow comes in past the north faces, so they have lichen and no food. Carries the salves for their team and has already used most of them. Asks properly, which somehow makes it worse.

Might11
Finesse13
Wits13
Resolve12
Spirit11
Vitality60
Physical18
Ward18

Resists none · 1.69 m tall

Casts. Loose, Strike, Aimed Shot, Mend Flesh

Carries. MainHand Bonewood Recurve · Chest Oiled Leathers — Plate Salve ×1

race:humanfaction:sarn-hollowrole:supportthreat:standardproofing:team-lead

Scrapper

L3 · Hostile · opportunist_skirmisher

Sits on stripped deadfall sorted by size and lays four things out on a cloth. Prices everything in front of it, including you. Does not speak, and the not-speaking reads as menace until you learn it reads as nothing.

Might9
Finesse13
Wits15
Resolve10
Spirit10
Vitality52
Physical14
Ward16

Resists Fire +20%, Frost -15% · 1.36 m tall

Casts. Strike, Shove, Oil Flask, Disengage

Carries. MainHand Paired Gutting Knives · Chest Oiled Leathers — Flask of Oil ×2

race:goblinfaction:ashwood-goblinsrole:skirmisherthreat:standardtrade:firepowder

Screecher

L3 · Hostile · support_controller

Rare in a pack and the reason the pack holds. What comes out of it goes through a helmet, and men who have heard it once spend the rest of the season looking for it in the trees.

Might8
Finesse11
Wits12
Resolve11
Spirit15
Vitality56
Physical11
Ward28

Resists Arcane +20%, Physical -10% · 1.28 m tall

Casts. Strike, Dirge, Lament

Carries. MainHand Driftwood Stave — nothing

race:goblinfaction:ashwood-goblinsrole:controllerthreat:elite

Trapmaker

L3 · Hostile · support_controller

Spent a day on the deadfall line and did not know who it was for. Cuts the scrub back in one place, grows it across in three, and lets you walk toward the cut place for ten minutes without noticing you were being steered.

Might9
Finesse14
Wits13
Resolve10
Spirit12
Vitality52
Physical14
Ward20

Resists Fire +15%, Frost -15% · 1.34 m tall

Casts. Strike, Loose, Oil Flask, Bramblecast, Snare

Carries. MainHand Hunting Bow — Flask of Oil ×2, Cinder Bomb ×1

race:goblinfaction:ashwood-goblinsrole:controllerthreat:standardtactic:terrain

Wickerholt Team

L3 · Hostile · opportunist_skirmisher

Wickerholt smiths, so the kit is better than the food. Old mail off a grandfather, a shield, and a blade that has never been used on anything. Packed for nine days. Has been out for six.

Might12
Finesse13
Wits10
Resolve11
Spirit9
Vitality56
Physical20
Ward14

Resists none · 1.66 m tall

Casts. Strike, Shove, Trip

Carries. MainHand Conscript Blade · OffHand Conscript Targe · Chest Marsh-Hide Jerkin — nothing

race:humanfaction:wickerholtrole:frontlinethreat:standardproofing:team

Wickerholt Team Lead

L3 · Hostile · frontline_guardian

Sixteen, from a village four days round the mountain, on the same errand in the same week. Walks out ahead of their line to talk, alone, which costs them everything if they are wrong about you.

Might13
Finesse11
Wits12
Resolve13
Spirit10
Vitality64
Physical23
Ward16

Resists none · 1.71 m tall

Casts. Strike, Shove, Shatterblow, Shield Wall

Carries. MainHand Pitted Longsword · OffHand Bell-Bearer's Buckler · Chest Conscript Hauberk — Plate Salve ×1

race:humanfaction:wickerholtrole:frontlinethreat:standardproofing:team-lead

Drover

L4 · Neutral · frontline_guardian

Both hands on a carrying frame and an axe on the belt it cannot reach. Nine days of this has taken the skin off its shoulders and it has not put the frame down once. It will set it down before it fights. Setting it down takes time.

Might16
Finesse10
Wits10
Resolve15
Spirit9
Vitality76
Physical32
Ward15

Resists none · 1.98 m tall

Casts. Strike, Shove

Carries. MainHand Hooked Boarding Axe — nothing

race:orcfaction:kethu-columnrole:noncombatantthreat:nonecolumn:middle

Hill Trapper

L4 · Hostile · opportunist_skirmisher

Has worked this country since before anyone in your party was thought of. Wire, frames, cured hide, a steading built in a pass mouth. Watched something come down that pass this week and has not decided what to do about it. The good snares are already off the line.

Might12
Finesse15
Wits14
Resolve13
Spirit10
Vitality68
Physical22
Ward18

Resists Frost +20% · 1.70 m tall

Casts. Loose, Strike, Pin, Snare

Carries. MainHand Hunting Bow · Chest Marsh-Hide Jerkin — nothing

race:humanfaction:unaffiliatedrole:rangedthreat:standardcontact:teacher

Outrider

L4 · Hostile · opportunist_skirmisher

A mile ahead of everything, crouched over the scree checking whether it will take weight. Marks the route as it goes and does not hide the marks. Has not looked at the horizon once.

Might13
Finesse15
Wits13
Resolve12
Spirit9
Vitality64
Physical25
Ward15

Resists Physical +10%, Frost +20% · 1.94 m tall

Casts. Strike, Shove, Trip, Disengage

Carries. MainHand Hooked Boarding Axe · Hands Grave-Iron Gauntlets · Feet Grave-Iron Sabatons — nothing

race:orcfaction:kethu-columnrole:skirmisherthreat:standardcolumn:ahead

Stonelayer

L4 · Neutral · frontline_guardian

Off the line of march with a pile half built, working without hurry, in country that has no shortage of stones. Does not look up when you arrive and does not stop. There is nothing growing on it yet.

Might15
Finesse11
Wits12
Resolve14
Spirit11
Vitality72
Physical30
Ward20

Resists Physical +10% · 1.96 m tall

Casts. Strike, Shove

Carries. Hands Grave-Iron Gauntlets — nothing

race:orcfaction:kethu-columnrole:noncombatantthreat:nonecolumn:off-march

War-Site Digger

L4 · Hostile · frontline_guardian

Prises sheets of something off warm ground and wraps them in wet sacking, and keeps the sacking wet. Has done well out of it. Talks a great deal, immediately, to four armed strangers, because it has been a while since anyone came past.

Might14
Finesse11
Wits11
Resolve12
Spirit9
Vitality64
Physical27
Ward15

Resists none · 1.76 m tall

Casts. Strike, Shove

Carries. Chest Oiled Leathers — nothing

race:humanfaction:unaffiliatedrole:frontlinethreat:minorcontact:teacher

Column Heavy

L5 · Hostile · frontline_guardian

Walks at the head in dark plate repaired more times than it was made. Does not hurry and does not break step, because the thing behind it cannot break step either. Steps aside for nothing for the same reason a cart does not.

Might17
Finesse9
Wits10
Resolve15
Spirit9
Vitality81
Physical37
Ward17

Resists Physical +25%, Piercing +20%, Frost +15%, Storm -15% · 2.05 m tall

Casts. Strike, Shove, Shatterblow, Root

Carries. MainHand Ashwood Maul · Chest Grave-Iron Cuirass · Head Grave-Iron Great Helm · Hands Grave-Iron Gauntlets · Feet Grave-Iron Sabatons — nothing

race:orcfaction:kethu-columnrole:frontlinethreat:elitecolumn:head

Set pieces 15

Roped

L1 · Neutral ·

Somebody the party has known their whole life, on a line with eleven others, kneeling because standing was not offered. Not a combatant, not scenery, and not a rescue objective the game will announce. They are simply present, in the middle of the square, in the fire lane, for the whole fight.

Might9
Finesse9
Wits10
Resolve8
Spirit9
Vitality37
Physical10
Ward10

Resists none · 1.68 m tall

Casts. Shove

Carries. nothing — nothing

race:humanfaction:coldharrowrole:noncombatantthreat:nonestate:roped

Ashpicker

L3 · Hostile · opportunist_skirmisher

Walks behind whatever went through first and takes what it did not want. There are always more of these than anyone counted and not one of them is worth a prepared ability.

Might8
Finesse13
Wits9
Resolve8
Spirit8
Vitality45
Physical11
Ward11

Resists Physical -15% · 1.24 m tall

Casts. Strike, Trip

Carries. MainHand Paired Gutting Knives — nothing

race:goblinfaction:ashwood-goblinsrole:skirmisherthreat:trashtactic:numbers

Still Standing

L4 · Party · frontline_guardian

Held the third terrace with a spear off the wall and a door for a shield and is still holding it when the party comes over the rise, because nobody told them the gate was gone. Joins the moment they are reached. Every one of these the party gets to is one more, and the number at the end of the night is the only number in the Homecoming that the party's own choices moved.

Might14
Finesse11
Wits10
Resolve14
Spirit10
Vitality72
Physical27
Ward18

Resists none · 1.72 m tall

Casts. Strike, Shove, Shield Wall

Carries. MainHand Conscript Spear · Chest Conscript Hauberk · Head Conscript Cap — nothing

origin:coldharrowrace:humanfaction:coldharrowrole:frontlinethreat:standardally:rescuedtrait:hardenedtrait:wary

Anwen Threep

L5 · Hostile · support_controller

Reads country the way Sera Ombry does and came to the same conclusions about the same evidence four days round the other side of the mountain. She has worked out most of what the party has worked out. Neither team will find that out, because they are going to fight instead.

Might10
Finesse13
Wits16
Resolve12
Spirit14
Vitality68
Physical20
Ward29

Resists none · 1.66 m tall

Casts. Strike, Loose, Bramblecast, Snare, Smokefall, Raise

Carries. MainHand Cinder Focus · Chest Marsh-Hide Jerkin · Head Marsh-Hide Hood — Ward Tonic ×1

race:humanfaction:wickerholtrole:controllerthreat:eliteproofing:team

Dunnock

L5 · Hostile · opportunist_skirmisher

Wickerholt's quiet one, and the party has their own. Says nothing during the talking and nothing during the fighting and is on high ground before either starts. If Rook is in the party the two of them will end up shooting at each other across two hundred paces of cairn terrace, which is a sentence nobody in either village will ever be told.

Might11
Finesse16
Wits14
Resolve11
Spirit10
Vitality64
Physical22
Ward20

Resists none · 1.63 m tall

Casts. Loose, Aimed Shot, Pin, Worry, Disengage

Carries. MainHand Bonewood Recurve · Chest Oiled Leathers · Feet Oiled Treads — nothing

race:humanfaction:wickerholtrole:wardenthreat:eliteproofing:teamtactic:height

Mag Selwy

L5 · Hostile · support_controller

The one who keeps the other three upright, which is the same job Ossian Sill or Tace Ordwin is doing eighty paces away. Focuses whoever is worst rather than whoever is loudest, so killing her first is correct and the party will feel it either way.

Might10
Finesse11
Wits13
Resolve13
Spirit16
Vitality72
Physical20
Ward34

Resists none · 1.61 m tall

Casts. Strike, Mend Flesh, Second Wind, Bulwark Chant, Ward of the Ninth Bell

Carries. MainHand Tidecaller Stave · Chest Tidewrap Robes · Head Tidewrap Veil — Marrow Draught ×2

race:humanfaction:wickerholtrole:healerthreat:eliteproofing:team

Ropewalker

L5 · Hostile · opportunist_skirmisher

Crosses the gap between the lips on a line laid this morning, hands free, at a speed that suggests the line is not the frightening part. There are two of these and they exist so that taking a lip is not the same as keeping it.

Might10
Finesse16
Wits12
Resolve10
Spirit9
Vitality60
Physical20
Ward17

Resists Physical -10% · 1.29 m tall

Casts. Strike, Lunge, Trip, Disengage, Backstab

Carries. MainHand Marsh Dirk — nothing

race:goblinfaction:ashwood-goblinsrole:skirmisherthreat:elitetactic:height

Coffle Warden

L6 · Hostile · frontline_guardian

Stands with the roped line of villagers at its back and keeps it there. Will not leave them, which reads as cruelty and is in fact the reason they are still alive: everything else in the square is on fire and this one has one job and is doing it. Fights with the coffle behind it, so every line the party draws through it goes through somebody from Coldharrow as well.

Might17
Finesse10
Wits12
Resolve16
Spirit10
Vitality89
Physical39
Ward22

Resists Physical +25%, Frost +15%, Storm -15% · 1.99 m tall

Casts. Strike, Shove, Called Out, Guard Order, Interpose, Pin

Carries. MainHand Marsh Harpoon · Chest Grave-Iron Cuirass · Head Grave-Iron Great Helm · Hands Grave-Iron Gauntlets · Feet Grave-Iron Sabatons — nothing

race:orcfaction:kethu-columnrole:bulwarkthreat:elitecolumn:middleguards:coffle

Corrin Vaile

L6 · Hostile · frontline_guardian

Wickerholt's team lead, sixteen, in the best kit his village could put on anyone, because Wickerholt are smiths and that is what they have instead of food. Walked out ahead of his line to talk to you and is still standing there while both sides work out whether that was brave or stupid. Carries his village's tally in a wax tablet on his belt and the number on it is worse than yours.

Might16
Finesse12
Wits13
Resolve15
Spirit10
Vitality85
Physical37
Ward22

Resists none · 1.74 m tall

Casts. Strike, Shove, Shatterblow, Shield Wall, Called Out, Interpose, Last Stand

Carries. MainHand Foundry Hammer · OffHand Marshwood Round · Chest Ashglass Brigandine · Head Ashglass Helm · Hands Ashglass Vambraces · Feet Ashglass Greaves — Plate Salve ×2, Charred Ledger ×1

race:humanfaction:wickerholtrole:bulwarkthreat:bossboss:minibossproofing:team-lead

Hesk, Second Count

L6 · Hostile · support_controller

Took the stones over when Vesk stopped being able to hold them, which is either a promotion or a sentence depending on how the defile went. Does the job worse and knows it, and compensates with the noise, which works better than it should.

Might10
Finesse13
Wits13
Resolve12
Spirit17
Vitality72
Physical22
Ward39

Resists Arcane +25%, Physical -10% · 1.33 m tall

Casts. Strike, Loose, Dirge, Lament, Crescendo, Snare, Oil Flask

Carries. MainHand Driftwood Stave — Flask of Oil ×2

race:goblinfaction:ashwood-goblinsrole:controllerthreat:bossboss:minibossreactive:vesk_dead

Ide Pallow

L6 · Hostile · opportunist_skirmisher

Sarn Hollow's lead, and the third party on the verge. Arrives at the worst possible moment for both of the other two, which from where Sarn Hollow are standing is the best possible moment. Not an ally and not an enemy: a fourth pressure on a piece of ground that already had three.

Might13
Finesse16
Wits14
Resolve12
Spirit10
Vitality72
Physical29
Ward22

Resists none · 1.69 m tall

Casts. Strike, Shove, Lunge, Flurry, Read the Room, Riposte

Carries. MainHand Marsh Dirk · OffHand Conscript Targe · Chest Marsh-Hide Jerkin · Feet Marsh-Hide Boots — Stride Tonic ×1

race:humanfaction:sarn-hollowrole:skirmisherthreat:eliteproofing:team-leadthird-side

Vesk Ninestone

L6 · Hostile · support_controller

Small even for a goblin and the only one on the lip who is not moving. Counts her dead in stones and has laid nine, which is the whole of her name and the whole of her authority: goblins have not needed anyone to hold a count for two hundred years and now they do. Fights the ground rather than the party, and has been fighting this particular ground since before the party had a heading.

Might9
Finesse17
Wits16
Resolve13
Spirit13
Vitality76
Physical19
Ward29

Resists Fire +20%, Physical -10%, Frost -15% · 1.31 m tall

Casts. Strike, Loose, Aimed Shot, Oil-Head, Pin, Bramblecast, Snare, Oil Flask, Read the Room

Carries. MainHand Conscript Crossbow — Flask of Oil ×3, Cinder Bomb ×2

race:goblinfaction:ashwood-goblinsrole:controllerthreat:bossboss:minibosstactic:terraincolumn:pushed

Gatebreaker

L7 · Hostile · relentless_bruiser

One of the four who did the Gatehead. The short landward wall held for two hundred years because nothing had ever leaned on it, and these leaned on it in the dark for about as long as it takes to eat. Fights in the broken arch because that is where it is used to standing now.

Might18
Finesse10
Wits10
Resolve15
Spirit9
Vitality89
Physical44
Ward21

Resists Physical +25%, Piercing +20%, Storm -15% · 2.08 m tall

Casts. Strike, Shove, Shatterblow, Cleave, Shield Shove

Carries. MainHand Hooked Boarding Axe · OffHand Foundry Pavise · Chest Ironguard Cuirass · Head Ironguard Close Helm · Feet Ironguard Sabatons — nothing

race:orcfaction:kethu-columnrole:reaverthreat:elitecolumn:head

The One Walking Backwards

L7 · Hostile · frontline_guardian

Last in the order and facing the wrong way, which is not a mistake and has not been a mistake for nine days. Whatever the column is walking away from, this is the thing between it and them, and it has been doing that job long enough to be good at it and long enough to be tired. Does not pursue. Does not need to.

Might18
Finesse10
Wits12
Resolve17
Spirit10
Vitality98
Physical44
Ward23

Resists Physical +30%, Piercing +25%, Frost +15%, Storm -15% · 2.02 m tall

Casts. Strike, Shove, Shatterblow, Shield Wall, Interpose, Root, Oath of the Wall

Carries. MainHand Hooked Boarding Axe · OffHand Foundry Pavise · Chest Ironguard Cuirass · Head Ironguard Close Helm · Hands Ironguard Gauntlets · Feet Ironguard Sabatons — nothing

race:orcfaction:kethu-columnrole:bulwarkthreat:bossboss:minibosscolumn:tail

Hakkun Roadmaker

L10 · Hostile · relentless_bruiser

The head of the column, and the first orc in Act 1 with a name -- which the party only learns if somebody in it can ask. Its trade is road: it goes ahead of a moving people and makes ground passable, and the only passable ground in this valley is one gate at the top of one switchback. It did not come for Coldharrow. It came for the road, and Coldharrow was standing on it, and there was never going to be enough of either.

Might21
Finesse11
Wits13
Resolve18
Spirit11
Vitality116
Physical60
Ward32

Resists Physical +30%, Piercing +25%, Fire +20%, Frost +20%, Storm -20% · 2.19 m tall

Casts. Strike, Shove, Shatterblow, Sundering Arc, Cleave, Overdraw, Shield Shove, Root

Carries. MainHand Roadbreaker · Chest Ironguard Cuirass · Head Ironguard Close Helm · Hands Ironguard Gauntlets · Feet Ironguard Sabatons — Greater Plate Salve ×1

race:orcfaction:kethu-columnrole:reaverthreat:bossboss:act-bosscolumn:headparley:old-tongue

Summoned 4

Pack Hound

L2 · Neutral · beast_flanker

One of a pair, and neither of them is the good one. They work by there being two.

Might9
Finesse13
Wits7
Resolve9
Spirit7
Vitality44
Physical12
Ward8

Resists Venom +15%, Arcane -20% · 0.90 m tall

Casts. Strike

Carries. nothing — nothing

race:beastrole:skirmisherthreat:minorsummonedcompanion

Thrall

L2 · Neutral · relentless_bruiser

It gets up in the order the joints allow rather than the order a living body would choose, and once it is up it is quick enough.

Might13
Finesse9
Wits6
Resolve12
Spirit6
Vitality56
Physical21
Ward6

Resists Venom +60%, Frost +25%, Fire -25% · 1.70 m tall

Casts. Strike, Shove

Carries. nothing — nothing

kind:risenrole:frontlinethreat:minorsummonedundead

Fen Hound

L3 · Neutral · beast_flanker

Long in the leg and low in the chest, bred out of the marsh villages for exactly one job, which is to get to the far side of something before it has turned round.

Might11
Finesse15
Wits8
Resolve10
Spirit8
Vitality52
Physical18
Ward11

Resists Venom +20%, Arcane -20% · 0.95 m tall

Casts. Strike, Worry

Carries. nothing — nothing

race:beastrole:skirmisherthreat:minorsummonedcompanion

Bound Revenant

L5 · Neutral · relentless_bruiser

One body, kept properly, by someone who reads the ledgers. It remembers more than a thrall does and it is not grateful.

Might16
Finesse11
Wits8
Resolve15
Spirit9
Vitality81
Physical34
Ward17

Resists Venom +80%, Frost +40%, Physical +15%, Fire -20% · 1.78 m tall

Casts. Strike, Shove, Toll the First

Carries. nothing — nothing

kind:risenrole:bruiserthreat:standardsummonedundead

The set pieces

Four fights that are the act rather than an encounter in it. Each is a battlefield before it is a group of enemies, each has at least one way through that is not a fight, and each records which of those the party took.

The Lip miniboss · band 3 · outbound leg

The halfway fight, and the first time Act 1 asks the player to solve a battlefield rather than a group of enemies. Placed at n_scree_defile because that node is MANDATORY -- it and n_ashwood_eaves are the only two band gateways every route crosses -- and because the geography was already a defile with two lips before there was anything on it. It is also the camp node, which is the whole of the pressure: the party does not fight for a passage, it fights for the only flat ground in the Broken Hills with rock on three sides of it. Losing means walking on into band 3 at night, unrested, and the game does not say so. WHY THEY ARE HERE, and no one in the fight ever says it. The goblins are not raiding a trade route. They are leaving, north, for the same reason the column is leaving north, and the defile is the only line out of the hills that a people carrying its old and its young can walk. Th

The Scree Defile. Two hundred paces of loose floor between two rock lips about nine metres up, with a boulder fall down the middle of it and a laid rope crossing overhead near the head end. The only two-abreast ground in a day's walk in any direction.

Elevation bands: defile floor, east lip, west lip, goat line

Both Lips

start

The first stone comes down before anybody is in range of anything, and it was not loose. There is one on each lip who is not throwing, and a line strung between them that somebody walked across this morning.

On the field. Vesk Ninestone ×1, Screecher ×1, Trapmaker ×1–2, Ropewalker ×2, Pack Runner ×3–4

Ground. Ash (sheltered pockets), Oil (floor lanes)

She Cuts The Rope

{'kind': 'groundTaken', 'ground': ['east_lip', 'west_lip'], 'or': {'kind': 'leaderThreshold', 'actor': 'goblin_vesk_ninestone', 'fraction': 0.6}}

The line goes slack and drops across the floor, still burning at one end. Whoever was on it is on your side of the gap now and is not going back.

On the field. Ropewalker ×1, Pack Runner ×2–3

Ground. Fire (floor lanes), CloudSmoke (defile)

The Nine Stones

{'kind': 'leaderThreshold', 'actor': 'goblin_vesk_ninestone', 'fraction': 0.35}

She goes back up the defile to where the small piles are and stops there, which is not a tactical decision. Nothing else arrives after this.

On the field.

Ways out that are not a fight.

Outcomes recorded: Vesk Killed, Vesk Spared, Vesk Tolled, Starts On Goat Line · 260 XP

Two Teams, Then Three miniboss · band 3 · outbound leg

The fight at the mountain, and the grimmest content in Act 1 (docs/STORY.md s3 and s7). Four sixteen-year-olds from Wickerholt are holding the last step down onto the Cairnfield because they got there first, they have cut, and there is not enough. They are level 5 and 6 in their village's best kit, which is to say they are exactly the party. No adds, no monsters, no difficulty spike -- and it is the hardest fight in the outbound half because it is four full characters against four full characters on stepped ground. PLACEMENT. It fires at the FIRST of the four approach nodes the party reaches, whichever approach they picked, because there is no mandatory node on the last leg and a set piece the player can route around is not a set piece. It does NOT fire at n_cairnfield. The field's arrival is silent and stays silent -- 'no combat on arrival, the party walks in, and the game lets it sit'

The Verge. The last three cairn terraces above the field, each about waist high, running across the slope like steps somebody built and then stopped building. From the top one you can see several acres of stone piles with flowers growing out of them and nobody on either side mentions that during the fight.

Elevation bands: upper terrace, middle terrace, lower terrace, the notch

The Talking

start

One of them walks out onto the middle terrace on his own, with his hands where you can see them, and asks which village. He has a wax tablet on his belt with a number on it and he will show it to you if you ask.

On the field. Corrin Vaile ×1, Anwen Threep ×1, Dunnock ×1, Mag Selwy ×1

Four And Four

{'kind': 'objectInteracted', 'object': 'first_blow'}

It is over in four rounds one way or the other and nothing about it looks like a battle. It looks like eight people who have all been taught the same three things by the same kind of person.

On the field.

Ground. Blood (on hit)

Sarn Hollow Comes Over The Notch

{'kind': 'round', 'round': 4, 'or': {'kind': 'sideReduced', 'toStanding': 2}}

Four more, from the notch on the east side, at a jog, and they have been watching for a while. They do not shout a challenge because they are not challenging anybody.

On the field. Ide Pallow ×1, Sarn Hollow Team ×3

Ways out that are not a fight.

Outcomes recorded: Wickerholt Broken, Wickerholt Short, Field Divided, Wickerholt Indebted, Sarn Took It · 420 XP

The Eaves Are Not Yours miniboss · band 2 · return leg

The halfway fight coming home, and the reason the return journey has a spine rather than a long walk with a conversation on it. Placed at n_ashwood_eaves because it is the other mandatory band gateway, because it is a camp node, and because the party slept there on the way out and will recognise the ground before it recognises the trouble. REACTIVE, THREE FACES, resolved in the priority order below on arrival. This is the return leg paying out what docs/MAP.md s5 promises -- 'the Ashwood has noticed you' -- and the payment is different for every playthrough because the debt is. (a) You killed Vesk at the defile. Her people are between you and the only flat ground in the Ashwood, under somebody worse at it than she was. (b) You broke Wickerholt at the verge, or took their year off them. Whoever lived followed you for four days. They are not here for the flowers any more.

The Eaves. Standing deadwood and dense scrub between, at night, at the exact spot the party made its first camp nine days ago. The ring of stones they cooked on is still there and somebody else has used it since.

Elevation bands: scrub floor, deadfall rise, the eaves line

Ways out that are not a fight.

Outcomes recorded: Eaves Held, Rearguard Spoke, Wickerholt Repaid · 340 XP

The Homecoming actBoss · band 0 · return leg

The last thing in Act 1. Three staged arenas across three nodes, roughly twenty-five bodies over the whole sequence, a fire clock underneath it, and an outcome that changes nothing about the village -- which is the entire design and must not be softened. READ docs/STORY.md s9 BEFORE TOUCHING THIS. The curtain of Act 1 is that everything the party agonised over at the field is now irrelevant, and this fight does not undo that. It is not a chance to save Coldharrow. Coldharrow is gone before the party comes over the rise and the smoke is visible from three legs away. What the fight gives the player is something to DO while the curtain comes down, and exactly two numbers they can still move -- how many people come off the coffle, and how many of the ones still fighting are still standing at the end. Neither number is the village. Both numbers go into Act 2. THE TRAP CLOSES HERE. Orc and gob

Coldharrow. The terraces are alight from the square outward and the Fall behind the village means there was nowhere for anyone to go. The three towers are down. The Gatehead is open. The Cleared has been crossed and used and it took about as long as it takes to eat.

Elevation bands: the cleared, switchback, gatehead arch, first terrace, square, third terrace

A Bowshot And A Half, In Use

start

The field the village burns back every spring for no reason anyone could name is full of people bent over things on the ground, and none of them are from here. They look up one at a time.

On the field. Ashpicker ×5–7, Pack Runner ×3–4, Scrapper ×1

Ground. Ash (whole field), CloudSmoke (north)

The Gatehead

{'kind': 'groundTaken', 'ground': ['switchback']}

The short landward wall is broken in one place, which was enough. Two of them are standing in the gap with their backs to the fire, and they have been standing there since the dark.

On the field. Gatebreaker ×2, Outrider ×2, Ashpicker ×2–3

Ground. Fire (gate timbers), CloudSmoke (arch)

The Square

{'kind': 'groundTaken', 'ground': ['gatehead_arch']}

The square they have stood in every year of their lives to be counted. There is a roped line of people kneeling in the middle of it because standing was not offered, there is something very large standing at the head of the road with a splitting sledge, and the terraces are going up one at a time from the square outward.

On the field. Hakkun Roadmaker ×1, Coffle Warden ×1, Column Heavy ×2–3, Outrider ×2, Ashpicker ×4–6, Roped ×12, Still Standing ×3

Ground. Fire (spreading lanes), CloudSmoke (square), Blood (prior)

Ways out that are not a fight.

Outcomes recorded: Hakkun Killed, Hakkun Walked, Hakkun Answered, Coffle Cut, Terrace Held · 1200 XP

What rolls where

The encounter tables, the bands they apply in, and how often a leg rolls them. Never is not an empty table — it is authored silence, and the Cairnfield carries it on purpose.

TableBandsTierChance per legEntries
Camp — Something Comes To The Fire2, 3occasional0.546
Near The Field, And Everyone Knows Why3common0.706
Nothing Happens Here0, 1, 2, 3never00
Somebody Else's Sixteen-Year-Olds2, 3common0.626
The Ashwood — Blind At Twenty Paces2occasional0.546
The Ashwood — Goblin Ground2frequent0.907
The Ashwood — What Fire Does Here2occasional0.466
The Broken Hills — Being Above Someone3frequent0.907
The Cleared — Empty, Then Not0certain14
The Column3occasional0.465
The Convergence3frequent0.907
The Drowned Stair1frequent0.906
The Long Burn — You Can Be Seen The Length Of It2common0.786
The Sedge Plains — Weather Is The Hazard1common0.706
The Sedge Plains — What Works The Tracks1common0.707
The War Sites — Still Warm3common0.706