Chapter 2: The Wall & The Giftbut even in the snow such things could happen. The Wall would withstanda fire but not without substantial loss.SetupThe Lord Commander has ordered a patrol to uncover the cause of thefire, its location, and whether it was natural or the work of men.ObjectiveTo uncover the nature of the strange fire and determine the best courseof action.Known FactsThe fire appeared a few hours before dawn. The size of the fire seemscontained, perhaps that of a house or a signal fire as opposed to thelong, undulating lines of a wildfire spreading across the landscape. Themorning sentries atop the Wall report a column of smoke rising steadilyfor the past few hours, black at first but lightening to gray as the daywears on. The location of the fire should be forest—no settlements werereported there as of the last ranging through that area.TerrainThe area around the fire has been roughly cleared, though there hasbeen some new growth. Trees have been chopped down and stacked toform a tower, which was subsequently set on fire. The place smells ofalcohol and pitch and pine and cedar, all of which largely obliterate anyother scents in the area.MechanicsBBBBTracks: A successful Challenging (9) Survival (Tracking) testreveals tracks indicating that two people entered the clearing andwalked around the woodpile recently, but their tracks vanish intothe rough underbrush.Fire: The bonfire continues to burn for a day or so before its fuelis exhausted. For the purposes of determining the effects of thosewho come into contact with the fire, it is considered a Large Bonfirewhen using Table 11-10, in Chapter 11: The Narrator ofthe SIRFP core book.Unknown FactsThe signal tower (because that’s what it is) was built by members ofthe Nightrunner clan (page 87). Their closest settlement was a day anda half to the north, but since they’ve abandoned their settled ways, thetower’s location is still well within their lands. A Nightrunner scoutinggroup has moved through the area and has discovered evidence of theOthers this far to the south, and has correspondingly set the fire to alertthe King-beyond-the-Wall of the enemy’s movements. The group hasfive members total, breaking off two scouts at a time to run ahead of thegroup as a whole and report back.OppositionObviously, the Nightrunner party would not be pleased if they sawrangers investigating their signal fire. They are unlikely to cross the pathof the rangers unless the rangers track them. The real danger is a shadowcatwight that is prowling the area. The Nightrunners spotted it butwere unable to kill it.Possible ResolutionsThe rangers could find and kill the shadowcat. If the party is smallenough, they could run across the Nightrunner scouting party at the sametime and either rescue them or be rescued by them. Killing the shadowcatwight should be sufficient to make the rangers nervous about what’s outthere and what might have caused the cat to be in that condition.StatisticsNightrunner ScoutsThe scouts are a group of five scouts afoot, armed and armored lightly.Nightrunner ScoutsAwareness 4 (Notice 1B), Marksmanship 3, Status 1,Stealth 4, Survival 3 (Track 1B)Combat Defense 8 (6 in armor, +1 with dagger) ❂ Health 6Intrigue Defense 7 ❂ Composure 6Hard Leather: AR 3 ❂ AP -2 ❂ Bulk 0 (Movement 4, Sprint 16)Hunting Bow 3D 2 Damage Long Range, Two-handedDaggers 2D 1 Damage Defensive +1, Off-hand +1Shadowcat WightThis horror is a half-decomposed shadowcat, its body rent by what looklike claws, and its white-and-black striped body still spattered with frozen,blackened blood. Its eyes glow the unsettling blue of ice in moonlight.Shadowcat WightAgility 3, Athletics 5, Awareness 5, Cunning 1,Endurance 4, Fighting 3, Stealth 5Combat Defense 13 ❂ Health 9Natural Armor: AR 0 ❂ Movement 8 yardsBite 4D 4 damage ViciousClaws 4D 5 damage PowerfulLeapingChargeSneakyVulnerableto FireWhen a shadowcat charges, it may make two attacks,one with its claws and another with its bite.A shadowcat gains +1D on Stealth tests at night.All fire attacks that hit the shadowcat wight gain oneadditional degree of success. A wight that takes fire damageequal to or in excess of its Health is instantly slain.65
Chapter 2: The Wall & the GiftTrailing BloodThe lands north of the Wall are uncivilized by any Westerosi standard,both in terms of human civilization and the creatures that roam thewoods. There are untamed woods within Westeros, to be sure, but themost dangerous of the creatures native to Westeros have been hunteddown and killed. Hunting is for sport now within Westeros as much asfor food; humans are the unchallenged apex predator within Westeros.While the Wall keeps all but the most determined creatures out, animalsfind their ways across more often than men. Their oath to defendbegins with the Wall, but extends easily to the Gift as well. Should thelives of the men and women who live in the Wall’s shade be at risk, the<strong>Watch</strong> will answer for their safety.SetupWhen a messenger from a nearby hamlet comes to the Wall seekingthe aid of the <strong>Watch</strong>’s maester or other healer, the wounds on the injuredhunter indicate that presence of direwolves south of the Wall. Oneother woodsman has gone missing from the settlement as well, and itspeople speak of howling in the night.ObjectiveA pack of direwolves (see Chapter 11: The Narrator, under Adversaries& Allies in the SIFRP core book) somehow got south of theWall and is terrorizing the Gift. The rangers must kill or otherwiseeliminate the direwolves before they can kill again, and they must alsoinvestigate where they came from to see how it is they got south ofthe Wall.Known FactsA return to the site of the attack reveals a bloody scene. On a successfulSurvival test, tracks and blood spoor tell of two to three direwolveswho left the scene. Their tracks can be followed to a solitary farm atthe edge of the woods, at least two miles from any other settlements.The door and shutters of the small house have deep scratches onthem, as though the wolves were trying to get in, and there are old bloodspattered against the lintel and doorstep of the front door. The dooritself has clearly been burst through.The wolves have turned the interior of the farmhouse into their den,and the remains of two human adults can be found within. There arefour direwolves in all in the pack, but two are away hunting.TerrainThe Gift is primarily settled, cleared farmland. There are some lightwoods where the wolves could hide, but nothing substantial.BBTracking: Tracking the wolves operates as per the description ofthe Track Specialty, in Chapter 4: Abilities & Specialties ofthe SIFRP core book. There has been a light rain recently, and theterrain is considered firm earth.66