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Intro Module: The Crossing at Cinderford

The players start at Cinderford Crossing at Dawn. They have gathered as a group to solve pressing problems that threaten the crossing's fragile stability.

Plot Hooks

Provide these hooks to the players. Tie them directly to their starting Drives:

  1. The Missing Caravan: A critical Ashen Compact supply caravan meant to replenish Cinderford's food stores is three days late coming through the Whispering Weald.
  2. Desperate Arrivals: A group of the Wandering Dead arrived last night, starving. If food isn't found today, they will riot and plunge the Crossing into chaos.
  3. The Strange Marks: Someone matching Orn's strange eldritch descriptions was seen fleeing into the Weald, carrying a stolen relic from the chapel.
  4. The Old Cache: Drav knows of an old Fixer supply cache lost somewhere past the chapel. Opening it could save the crossing—if you can pry the rusted locks open.

The Setup

Read to the players:

"You stand at the edge of Cinderford Crossing. The morning fog—what you call Dawn—is thick, clinging to the ruined stone bridge and the tents of the refugees. The Ashen Compact guards look nervous, gripping their weapons tightly. Provisions are nearly gone. You look out toward the Whispering Weald. It's time to move."