Blood on the Line

Professional monster hunters uncover a demon conspiracy in a celestial paradise. Five sessions. Meaningful choices. Consequences that matter.

Levels 1-3 5 Sessions 15-20 Hours Dungeons & Dragons 5e

The Story in 60 Seconds

This is how every session starts in your prep guide. One minute to understand the whole story.

The Frostfang Pack has guarded the eastern mountains for generations. They're celestial-touched wolves, drawn to a remote Guild outpost that requires constant protection. The outpost served an old mining operation decades ago, now decommissioned, but the magical infrastructure remains and requires a keeper.

Two weeks ago, a frost troll followed a migrating elk herd into the territory. It found the wolves' cave, killed two pack members, and claimed the den. The troll has been attacking travelers on the mountain trails. But the wolves have been investigating the kill sites, scavenging from the bodies, and trying to warn travelers away. Merchants see wolves near corpses and assume causation. Reports of "wolf attacks" reach the outpost keeper, Elsa.

Elsa can't leave her post. She contacts the Guild in Hallowed Harbor and requests hunters. The contract she posted reflects what she was told, not what she witnessed: "Aggressive wolves threatening eastern mountain trails."

The party pulls this contract from the Guild board. The truth is more complicated. The wolves never attacked anyone. The question becomes whether the party figures this out before killing the very creatures they should be saving.

Two Guides. One Session. Zero Wasted Time.

Every session comes with two documents: a Prep Guide you read once before the session, and a Play Guide you reference at the table. No flipping back and forth. No hunting for information mid-scene.

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Prep Guide

Read, watch, or listen (20-30 min)

Everything you need to understand the session deeply. Consume it once however works best for you, then set it aside.

  • Story in 60 Seconds overview
  • Session goals and emotional beats
  • Full NPC backgrounds and motivations
  • The 8 Secrets players can discover
  • Common challenges and solutions
  • Tone and atmosphere guidance
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Play Guide

At-table quick reference

Scannable tables, read-aloud text, and quick stats. Find anything in seconds while your players wait.

  • Session flow diagram
  • NPC voice quick reference
  • Key DCs in one table
  • Combat stat blocks
  • Read-aloud scene descriptions
  • Pacing checkpoints

Prep Your Way

Every guide comes in multiple formats. Use what works for your life.

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Video

Watch the walkthrough on your commute or lunch break

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Audio

Listen while you drive, exercise, or do chores

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PDF

Print it, mark it up, keep it at the table

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Obsidian

Fully linked vault you can search and customize

NPCs You Can Voice in Seconds

Every character comes with everything you need to bring them to life.

Greymaw the Alpha

Pack Leader • Frostfang Pack
TL;DR

Pack leader with distinctive grey muzzle. Desperate, injured, protecting pups. Will ally with party if approached peacefully. The emotional hook for the alliance path.

This wolf is massive, with silver-white fur that seems to glow faintly when you look closer. His muzzle is distinctively grey, like ash dusted across snow. You can see fresh scars across his shoulder, a limp he's trying to hide, and eyes with more intelligence than a normal wolf.

His ribs show through his fur. He's watching you, evaluating you as if he's weighing whether you're a threat to his pack that should be eliminated or whether you're an ally that can be trusted.

The party follows the trail and it leads to a rocky outcropping. You see six wolves waiting in a defensive line with silver-white fur and eyes that gleam with unnatural intelligence. At their center is a massive wolf, the alpha.

His muzzle is distinctively grey, almost ash-colored. He's scarred, injured, and his eyes are weighing you with what looks like desperation. Behind them, a cave entrance, and the sound of whimpering reaches your ears.

The alpha doesn't attack. He watches. Waiting to see what you'll do.

Greymaw is your emotional hook for the alliance path. Show the injuries, the exhaustion, the desperation. This is a parent protecting children against something he can't beat alone.

If players attack immediately, describe Greymaw making a "last stand" protecting his den. Make them feel the weight of that choice.

If players attempt to ally, Greymaw can communicate basic Common through thought projection. If offered alliance, he howls once: three wolves join the party while three remain to protect the pups.

Voice Simple, exhausted, protective
Key Phrases "Big. Cold. Kills pack. Help?" / "Pups. Must protect."
Alliance DC 12 (non-aggression) / 14 (interest) / 16+ (full alliance)

Session Flow at a Glance

Know exactly where you are and how much time you have left.

10 min
Contract Board
→
15 min
Pinecrest Lodge
→
20 min
Travel
→
30 min
Investigation
→
45-60 min
Confrontation
→
15 min
Resolution
Phase Target Time What Happens
Contract Board 10 min Party chooses Frostfang contract from Guild board
Pinecrest Lodge 10-15 min Meet Hunter Bram, gather local rumors, last supplies
Travel 15-20 min Journey with Bram, wolf scouts watching from treeline
Investigation 20-30 min Examine attack site, discover wolves are innocent
Confrontation 45-60 min Wolf encounter + troll combat (with or without allies)
Resolution 10-15 min Report to Elsa, rewards, consequences

Common Challenges (Already Handled)

We've run this. We know what goes wrong. Here's what to do.

When Players Say... You Say...
"We attack the wolves immediately" Run combat. They discover the troll afterward and fight alone. Harder, and they killed innocents. Let that weight land.
"How do we stop the regeneration?" Fire or radiant. Torches, alchemist's fire, holy water, spells. Bram hints: "Trolls fear fire."
"Can we tame a wolf?" Not permanently, but alliance means wolves remember them. Future favor possible.
"Nobody has Animal Handling" Use behavioral fallback: peaceful actions (lower weapons, offer food) trigger wolf contact.
"Can Bram help fight?" "I track. You fight. That's my contract." Tactical advice only.

Full prep guide includes 12+ common challenges with solutions, plus safety valves for deadly encounters.

Five Sessions, One Conspiracy

Each session builds on the last. Early investigation reveals the scope. Middle sessions escalate. The finale puts everything on the line.

0

Guild Induction

Join the Veilwalkers. Meet your mentor. Get your first contract.

1

Warehouse Assault

Clear infested warehouse. Discover evidence of coordination.

2

Seminary Investigation

Demon sighting at the Church. Pattern emerges.

3

Merchant Quarter

Confront the cell coordinator. Race against time.

4

Forward Camp

The border assault. Hold the line or everything falls.

Plus interlude side contracts between main sessions. The Frostfang Pack preview above is one of them.

What's Included

Prep Guides (Video + Audio + PDF)

Watch, listen, or read. 20-30 minutes per session, consumed however fits your life.

Play Guides (PDF + Obsidian)

At-table quick reference. Scannable tables, read-aloud text, instant lookup.

Player's Guide

Spoiler-free handout: the world, the Guild, character creation.

Battle Maps

Detailed maps for every combat. VTT-ready or printable.

Obsidian Vault

Fully linked, searchable. Customize and expand for your campaign.

Foundry VTT Module

Pre-configured scenes, tokens, and journal entries. Import and play.

Works Three Ways

Start Here

Blood on the Line is designed as a flexible entry point to the Frozen Fjords and The Shattered Veil.

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Campaign Starter

Introduction to the Frozen Fjords and The Shattered Veil

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Standalone Adventure

Complete 5-session arc with satisfying conclusion

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Drop-In Module

Arctic intrigue one-shot for any campaign

Preview Frozen Fjords See the Roadmap