Restless Elven Spirits [Hinterlands of Yore] (Adventure)


Incarna is a system of gritty realism. The mechanics promote deadly combat, intense action, and the intended focus is on story, skills, and a mixture of combat and puzzle/problem solving. Some rules herein may reference concepts unique to Incarna - you will need access to the online rule set for specific details. Most GM’s can assess the Incarna specific elements in context and leave or remove them as needed. Where you see this: , the GM must "plug-in" their own materials to round out the adventure in their campaign. It is strong recommended something such as a Gaming Contract be put into place.

  • In DnD terms, Incarna uses 8 hours rest as a short rest, and 1 week rest as a long rest.
  • Incarna uses Sanity; this is an optional element of DnD and should be used.
  • Incarna uses a form of life-power called Essence; (Charisma+Sanity)/2 = the starting “well” of Essence (which returns at 1/Short Rest if used to trigger effects). Items with Essence themselves require attunement before their benefits can be gained.

Setting: The Steel Realms

Planned Location



The PC's are offered a choice of a audience with The Council of Peace and the leaving of their lands, or to continue to deal with another problem and gain more favor in preparation for meeting the Council of Peace.

Motivation: MacGuffin?
A greater amount of gratitude from The Council of Peace in Ilyndria.




Hamai appears before you:
“We would ask that you strive further yet to earn the goodwill of all of the council. Although you do not need to, if you wish to see the full gratitude of the Council of Peace, I advise you to follow the path laid out for you. The forest will make way for you – simply follow the opened path and I will meet you several hours travel into the forest. If you are here again on the sunrise of the morrow instead, i will guide you to the council for your reward and lead you to the edge of our fair realm. May the sun light the way for you.”
Background Facts:
  • Again, it is bad taste to ask about specific rewards.

Getting there

Adventures part of this series:

Survival DC 15 to know you have walked 20 miles; seems like 10

As you walk, the sun above seems to move quicker than normal. You notice as a you that you strides seem longer than normal and you are moving faster than normal, almost as if the earth were carrying you forward in addition to your own movement.

Perception DC 15

No creature walks in the path before you (though a few watch you from behind tress and scrub on either side as you pass), the wind is fresh, and idle conversation passes the time easily. After several hours you spot a sunlight glade in the middle of the forest ahead on the path, perhaps an hour to reach.

The Village of ___

The Outpost of Kraebduch

The Fort of Dar-Frankraen

Fort Map