The format for Runecairn: Into the Nine Realms is very simple. A single page dominated by a map of the encounter with the accompanying text providing a brief overview and almost as equally brief descriptions of the various locations, plus a legend for the map. The maps are all hand drawn and possess a certain roughness. This does not mean that they are bad maps, but rather they are not as polished as they might have been. There are no stats given for any of the monsters, the Warden expected to simply use those found in the Runecairn: Wardensaga rulebook or the Runecairn Bestiary. The side effect of this means that if the Game Master is adapting the scenarios to the another rules, she can similarly use the stats from the bestiary for the roleplaying game she is using.
The sixteen scenarios in Runecairn: Into the Nine Realms open with ‘Worldserpent Hollow’, a simple dungeon with clearly marked areas of light and darkness, full of skeletons, draugr, and secrets a Dwarf is excavating, and ends with ‘Limbs of Yggdrasil’, the immense ash tree pockmarked with the stumps of branches long cut from the tree behind which the Hero can hunker down for protection as spectral archers pepper his path with arrows. In between, the Hero will face another ‘Storm of Arrows’ as he crosses a kill zone that is already stabbed with ten-foot-long arrows embedded in the ground; come across a settlement already put to the torch and the inhabitants sacrificed by desperate cultists in ‘Mistbound Village’; discover a ‘Grove of Woe’, with its corrupted trees that reach down and grab passing travellers with a noose and are already strung with hanging cultists, whilst a lindworm lurks on the edge of the grove; and break into ‘The Ring Fortress’ which contains a great hammer-shaped cairn and has cultists are preparing for great unknown event whilst two ghost colossuses circle outside, wailing and smashing their hammers on the ground! ‘The Ring Fortress’ could contain the ‘Cairn of Thunder’, a hammer-shaped cairn, hand-dug, ringing to the constant sounding hammering, and home to a massive bone titan which if it climbs from its pits and stands, will bring the cairn down upon itself and the Player Character!
Many of the encounters are linear in nature, with a set entry and exit, so that not only is there a sense of progression from the beginning of an encounter to its end, but also from the beginning of the anthology to the end, as if the Player Character is on a great journey, perhaps searching for something. In some cases, the Warden will need to work with the player (or players) to provide some motivation for the hero to engage with an encounter. Others can simply be placed in the Player Character’s path as he journeys onward. All encounters begin with a bonfire, a sanctuary of light and rest in the darkness of the after-Ragnarök.
Physically, Runecairn: Into the Nine Realms is presented in as simple a fashion as possible. They are all easy to read and in addition, many of them are accompanied by some very good pieces of art. The depiction of the two ghost colossuses circling the Ring Fortress is exceptionally good.
Runecairn: Into the Nine Realms can be used in multiple ways. As a set of one-shots, as a set of encounters to place in the path of an ever onward moving hero, as inspiration for the Warden, or even as inspiration for the Game Master of another roleplaying game. Whether facing a hammer-wielding, niflmare-riding headless Jotunn in a broken village or crossing a water-logged battlefield contested by the living and the dead, there are some great encounters in Runecairn: Into the Nine Realms and some memorable confrontations with chaos and darkness.
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