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| Management number | 219446553 | Release Date | 2026/05/03 | List Price | $18.00 | Model Number | 219446553 | ||
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The curse doesn't create monsters. Cruelty does. The curse just remembers.Werewolves of the Bloodwood is a 5e-compatible folk horror adventure for 4–6 players, levels 5–8, designed to run in 4–6 sessions. It is Book Two of The Dark of Winter trilogy from Wyrd Sisters Publishing.The Bloodwood is an ancient forest where the trees lean inward and snow falls even in summer. At its heart stands the Huntsman's Mark—a standing stone soaked in centuries of blood, anchoring the second half of a dying wise-woman's curse. When the lords of Vargfell starved their people, it wasn't just the nobles who carried out the killing. It was the huntsmen—common folk, ordered to run down their own neighbors. The curse twisted them into beasts and drove them into the woods. Their descendants, the Moon-Torn, have lived there ever since.For generations, an uneasy balance held. The packs kept to the deep forest. The villages left offerings. Travelers avoided certain paths. Nobody called it peace, but nobody died.That balance is gone.Lord Albrecht of Thornhall has imposed brutal taxes, burned homes for back debts, and conscripted villagers at swordpoint. His cruelty has awakened dormant curses across the region—soldiers ordered to raze cottages, children who stole bread to survive, neighbors forced to inform on each other have all begun to turn. The packs are swelling with uncontrolled newcomers. The attacks are getting worse. And Albrecht's response isn't reform. It's a crusade of four hundred soldiers, cavalry, and siege equipment aimed at burning the Bloodwood to its roots.If he succeeds, thousands die—cursed innocents included. And the curse, denied its vessel, simply finds new forms to inhabit.Your players land in the middle of this. Two clocks are ticking: the Crusade Clock tracking Albrecht's march, and a Desperation Clock tracking how far both sides will go before someone does something irreversible. The Moon-Torn aren't unified—three alpha leaders offer three incompatible philosophies. Torven Greymane wants to scatter and survive. Valira Red Claw wants to strike first. Brother Silas believes only mercy can break the cycle. Each has merit. Each has fatal flaws. The players decide which voice shapes the ending.This is not a monster hunt. That breaks the premise and dooms the region. This is an adventure about inherited guilt, the cycle of violence, and what justice costs when the alternative is extinction.The gated sandbox structure offers multiple keys through every progression lock—earn pack trust through mercy or military intelligence, reach the Huntsman's Mark through diplomacy or chaos, and forge a resolution that isn't a boss fight but a binding compact between species who have every reason to keep killing each other.Inside you'll find a wilderness sandbox with dungeon-like nodes and faction-controlled territories. Dual-clock mechanics that ensure the Borderlands react to player choices in real time. Three fully realized werewolf packs with competing codes, loyalties, and breaking points. Morally complex NPCs on every side of the conflict. Village relief mechanics that tie humanitarian choices directly to curse containment. A 60-minute DM prep guide. And trilogy hooks that carry consequences forward from Vampires of the Black Court into The Dark of Winter.The beast is not the curse. The curse is what we were always capable of.Your players get to decide whether the cycle breaks or repeats. Read more
| ISBN13 | 979-8248128891 |
|---|---|
| Language | English |
| Publisher | Independently published |
| Dimensions | 6.24 x 1.43 x 9.24 inches |
| Item Weight | 2 pounds |
| Print length | 548 pages |
| Book 11 of 13 | Wyrd Sisters Publishing |
| Publication date | February 12, 2026 |
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