Part 2: Into the Wild
Exploration of the Southern Wilderness
Chapter Synopsis & GM Prep Notes
The heroes venture deeper into the Stolen Lands, leaving the relative safety of the northern territories to explore the untamed southern wilderness. The Narlmarches and the Kamelands offer a treacherous mix of dense forests, putrid swamps, and windswept plains where nature reclaims everything. Ancient ruins, such as the mysterious Candlemere Tower and abandoned stone keeps, stand as silent witnesses to fallen civilizations, now inhabited by deadly creatures.
As the party maps these wild regions, they will encounter a diverse array of threats and oddities. From a mad hermit dwelling in a hollow tree to territorial lizardfolk and a fearsome troll warlord consolidating power in his fortress, diplomacy and steel will be equally necessary. Corrupted hollows and monster-infested barrows promise great treasures for those brave enough to face the lingering darkness.
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Tactical Battlemaps for Part 2: Into the Wild
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Abandoned Stone Keep

Ancient Lonely Barrow

Bramble Dome Lair

Cliffside Monster Pool

Corrupted Forest Hollow

Creepy Swamp Hut

Deep River Pool

Dense Carnivore Thicket

Forest River Ford

Geothermal Mud Pot

Mad Hermit's Hollow Tree Lair

Monster Warlord Fortress

Peaceful Forest Grove

Rocky Ambush Valley

Rocky River Ford

Ruined Hill Fort

Ruined Island Tower

Stuck Wagon River Expedition

Swamp Tribal Village

Wandering Giant's Camp

