TEXT: FROG GOD GAMES ADVENTURES
  By Dawn’s Early light
  By Dawn’s Early light
  By Brent G. Griffin
  By Brent G. Griffin
  SWORDS & 
  WIZARDRY
  COMPATIBLE
  
  Author 
  Brent G. Griffin
  Project MAnAger 
  Edwin Nagy
  editor 
  Jeff Harkness
  roll20 conversion 
  Morgan Andrade
  ©2020 Frog God Games. All rights reserved. Reproduction without the written permission 
  of the publisher is expressly forbidden. Frog God Games, and the Frog God Games logo, By 
  Dawn’s Early Light is a trademark of Frog God Games. All rights reserved. All characters, 
  names, places, items, art, and text herein are copyrighted by Frog God Games. The mention 
  of or reference to any company or product in these pages is not a challenge to the trademark 
  or copyright concerned. 
   
  Frog god gAMes is:
  Frog god gAMes is: 
  Bill WeBB, MAttheW j. Finch, ZAch glAZAr, chArles A. Wright,  
  Bill WeBB, MAttheW j. Finch, ZAch glAZAr, chArles A. Wright,  
  edWin nAgy, Mike BAdolAto, And john BArnhouse
  edWin nAgy, Mike BAdolAto, And john BArnhouse
  Adventures 
  Worth  
  Winning
  PAthFinder conversion 
  Michael Mars Russell
  Art director 
  Casey Christofferson
  lAyout  
  Suzy Moseby
  Frog God Games
  ISBN: 978-1-943067-26-8
  S&W PDF
  By Dawn's 
  Early light
  By Dawn's 
  Early light
  cover design 
  Jim Wampler
  Front cover Art  
  Brian Leblanc
  interior Art 
  Brian Leblanc, Sid Quade
  cArtogrAPhy 
  Robert Altbaur
  
  introduction
  introduction ...........................................................................................
   ........................................................................................... 3
  illgAArdd regionAl MAP
  illgAArdd regionAl MAP ..........................................................................
   .......................................................................... 3
  Adventure BAckground
  Adventure BAckground ..........................................................................
   .......................................................................... 4
  villAge leAders PAst And Present
  villAge leAders PAst And Present ......................................................
   ...................................................... 4
  jAx Blueskin
  jAx Blueskin .....................................................................................
   ..................................................................................... 4
  lord killorAn “the red”
  lord killorAn “the red” ................................................................
   ................................................................ 4
  the soulFlAre
  the soulFlAre ......................................................................................
   ...................................................................................... 4
  the tiMeline
  the tiMeline .........................................................................................
   ......................................................................................... 4
  dAy 1 (1st dAy oF hAyMond)
  dAy 1 (1st dAy oF hAyMond) ..........................................................
   .......................................................... 5
  dAy 2 (2nd dAy oF hAyMond)
  dAy 2 (2nd dAy oF hAyMond) ........................................................
   ........................................................ 5
  illgAArd toWn center MAP
  illgAArd toWn center MAP ....................................................................
   .................................................................... 5
  the heAt
  the heAt ..............................................................................................
   .............................................................................................. 6
  1. tent city
  1. tent city ..............................................................................................
   .............................................................................................. 6
  dAy 1
  dAy 1 .....................................................................................................
   ..................................................................................................... 6
  dAy 2
  dAy 2 .....................................................................................................
   ..................................................................................................... 6
  dAy 3
  dAy 3 .....................................................................................................
   ..................................................................................................... 7
  2. shire reeve’s oFFice
  2. shire reeve’s oFFice ...........................................................................
   ........................................................................... 7
  dAy 1
  dAy 1 .....................................................................................................
   ..................................................................................................... 7
  dAy 2 (Morning)
  dAy 2 (Morning) .................................................................................
   ................................................................................. 7
  dAy 2 (AnytiMe)
  dAy 2 (AnytiMe) ...................................................................................
   ................................................................................... 8
  dAy 2 (evening)
  dAy 2 (evening) ...................................................................................
   ................................................................................... 8
  dAy 3
  dAy 3 .....................................................................................................
   ..................................................................................................... 8
  3. teMPle oF the Morning stAr
  3. teMPle oF the Morning stAr .............................................................
   ............................................................. 8
  dAy 2
  dAy 2 .....................................................................................................
   ..................................................................................................... 8
  dAy 3
  dAy 3 .....................................................................................................
   ..................................................................................................... 9
  4. tWilight gleAMing inn
  4. tWilight gleAMing inn .......................................................................
   ....................................................................... 9
  dAy 1
  dAy 1 .....................................................................................................
   ..................................................................................................... 9
  dAy 2 or 3
  dAy 2 or 3 ............................................................................................
   ............................................................................................ 9
  5. villAge green
  5. villAge green .....................................................................................
   .....................................................................................1010
  dAy 2
  dAy 2 ....................................................................................................
   ....................................................................................................1010
  Minor encounters
  Minor encounters .......................................................................
   .......................................................................1010
  contests
  contests .............................................................................................
   .............................................................................................1010
  Archery contest
  Archery contest ............................................................................
   ............................................................................1010
  BeAr Wrestling
  BeAr Wrestling ...............................................................................
   ...............................................................................1010
  BArrel run
  BArrel run .......................................................................................
   .......................................................................................1111
  Pie eAting contest
  Pie eAting contest .........................................................................
   .........................................................................1111
  Wood-choPPing contest
  Wood-choPPing contest ..............................................................
   ..............................................................1111
  tug-oF-WAr
  tug-oF-WAr ......................................................................................
   ......................................................................................1111
   dAy 3
   dAy 3....................................................................................................
  ....................................................................................................1111
  6. BonFire
  6. BonFire ................................................................................................
   ................................................................................................1212
  dAy 2
  dAy 2 ....................................................................................................
   ....................................................................................................1212
  dAy 3 (the lighting oF the BonFire)
  dAy 3 (the lighting oF the BonFire) ...............................................
   ...............................................1212
  evil on the green
  evil on the green ..........................................................................
   ..........................................................................1313
  7. the dAM At shAdoW lAke
  7. the dAM At shAdoW lAke ..................................................................
   ..................................................................1313
  dAy 2
  dAy 2 ....................................................................................................
   ....................................................................................................1313
  dAy 3
  dAy 3 ....................................................................................................
   ....................................................................................................1414
  dAy 2
  dAy 2 ....................................................................................................
   ....................................................................................................1414
  An exPlosive tiMe
  An exPlosive tiMe ..........................................................................
   ..........................................................................1414
  dAy 2 (evening)
  dAy 2 (evening) ..................................................................................
   ..................................................................................1515
  the Mill MAP
  the Mill MAP ..........................................................................................
   ..........................................................................................1515
  dAy 3
  dAy 3 ....................................................................................................
   ....................................................................................................1616
  dAy 3 (evening)
  dAy 3 (evening) ..................................................................................
   ..................................................................................1616
  8-1. First Floor
  8-1. First Floor ...................................................................................
   ...................................................................................1616
  8-2. second Floor
  8-2. second Floor .............................................................................
   .............................................................................1717
  8-3. third Floor
  8-3. third Floor .................................................................................
   .................................................................................1717
  9-1. tunnel to the rituAl chAMBer
  9-1. tunnel to the rituAl chAMBer ..................................................
   ..................................................1717
  the journey BeloW MAP
  the journey BeloW MAP ........................................................................
   ........................................................................1818
  9-2. the rituAl chAMBer
  9-2. the rituAl chAMBer ....................................................................
   ....................................................................1818
  WrAPPing it All uP
  WrAPPing it All uP .................................................................................
   .................................................................................1919
  loose ends
  loose ends.............................................................................................
  .............................................................................................20
  20
  illgAArdd toWn center - PlAyer MAP
  illgAArdd toWn center - PlAyer MAP ...................................................
   ...................................................2121
  the Mill - PlAyer MAP
  the Mill - PlAyer MAP ...........................................................................
   ...........................................................................22
  22
  tABle oF contents
  tABle oF contents
  
  By Dawn's Early light 
  By Dawn's Early light |3
  |3
  illgAArdd regionAl MAP
  illgAArdd regionAl MAP
  By Dawn’s Early light
  By Dawn’s Early light
  The Independence Day celebration in this adventure is inspired by early 
  American Fourth of July celebrations, when, long before fireworks became 
  traditional, villages would light massive bonfires to celebrate the country’s 
  independence from Great Britain. In the early years of the Republic, and 
  continuing into the early 20th century, towns and villages competed with 
  each other to build the biggest bonfires. These early celebrations drew 
  huge crowds, especially in Salem, Massachusetts, where the largest bonfire 
  recorded towered more than 140 feet on the top of Gallows Hill. These early 
  celebrations were often rowdy and violent. Readers interested in this history 
  are encouraged to learn more about America’s early Independence Day 
  celebrations and the cultural significance of bonfires.
  introduction
  introduction
  The characters are hired by Jax Blueskin, chief constable of the remote 
  village of Ilgaardd to keep the peace during the village’s Independence Day 
  celebration. Once there, characters must contend with increasingly rowdy 
  villagers only to discover a nefarious plot devised by Killoran “The Red,” the 
  village’s presumed-to-be-dead former ruler who, if successful, unleashes a 
  force so terrible that the village — and possibly the region — is likely to be 
  destroyed. By Dawn’s Early Light is a short Swords & Wizardry adventure 
  for 4–6 characters of 2nd or 3rd level.
  By Brent g. griFFin
  By Brent g. griFFin
  sWords & WiZArdry Adventure For 4 to 6 chArActers oF 2nd or 3rd level.
  sWords & WiZArdry Adventure For 4 to 6 chArActers oF 2nd or 3rd level.
  
  4|By Dawn’s Early light
  4|By Dawn’s Early light
  lord killorAn “the red”
  lord killorAn “the red”
  Killoran “the Red” was initially quite popular with the villagers. 
  Contemplative and persistent, though often quick to anger (hence the “Red” 
  moniker), he oversaw the development of Ilgaardd and its transformation 
  from a small lumber camp marked by nearly endless toil and hardship into 
  the much more prosperous village it is today. When villagers discovered gold 
  deposits in the river, Killoran’s greed became insatiable, and he thought of 
  nothing more than accumulating wealth. When his coffers weren’t filling 
  quickly enough, he became increasingly incensed by what he perceived to be 
  the villagers’ incompetence. He attributed this to their moral and intellectual 
  degeneracy.
  Life in Ilgaardd became increasingly militaristic under Killoran’s rule, and 
  protests were dealt with swiftly and violently, usually by his Crimson Legion 
  force of guards, until Jax Blueskin purportedly killed him at the river’s edge. 
  Killoran did not die, however. Rather, a fire cultist named Ragnis scooped his 
  body out of the river. Ragnis had been secretly observing Killoran for some 
  time and had determined he was a worthy recruit. After nursing Killoran 
  back to health, Ragnis exploited Killoran’s rage and thirst for revenge. With 
  Ragnis’ guidance, Killoran embraced the cult’s commitment to eradicating 
  “corruption” and purifying the world of humankind’s “depravity and 
  wickedness” through the cleansing power of fire. He has been preparing a 
  ritual to summon a manifestation of Kerr Sem, a large fire elemental. Once 
  called forth, it will wreak havoc first on the village of Ilgaardd and then on 
  the region, incinerating all in its path. The summoning coincides with the 
  lighting of the bonfire during Ilgaardd’s Independence Day celebration, and 
  the summoning becomes permanent with the sacrifice of every person in the 
  village.
  the soulFlAre
  the soulFlAre
  A powerful magic item about the size of a large grapefruit, the soulflare 
  sits at the heart of this adventure. It is an arcane artifact that affects the mind 
  of anyone within 500 yards. It is located in the top level of the village’s 
  windmill (Area 8), meaning everyone in the village proper is within range. 
  It affects memory and reasoning, and, more importantly for Killoran’s plans, 
  it makes its victims prone to violent outburst. It was created by members 
  of the Church of Kerr Sem to aid the summoning of the fire elemental to 
  Ilgaardd on the 3rd night of Haymond. The chance of summoning Kerr Sem 
  increases as more negative and violent energy is concentrated within the area. 
  It is functioning perfectly, and most people in Ilgaardd are now experiencing 
  moments of unexplained annoyance. But sudden outbursts of violence are 
  also becoming pervasive.
  This enchanted glass orb is filled with swirling, greasy black smoke that 
  swirls with flashes of heatless fire. It has 50 hit points and takes half damage 
  from nonmagical attacks. Any character who hits the soulflare with a weapon 
  attack takes half of the damage dealt. A character who touches the soulflare 
  must make a saving throw with a –2 penalty. Those who fail believe it to 
  be an important object of exquisite beauty. They refuse to believe the orb is 
  harmful and protect it with their life! They cannot be convinced otherwise 
  unless a remove curse spell is cast.
  It is extremely difficult to reason with those engaged in violent action 
  while they are under the effects of the soulflare. They refuse to believe they 
  are responsible for any act of violence despite evidence to the contrary. And 
  after a few minutes, they forget the incident entirely and care only about 
  getting back to the festivities. As long as the soulflare remains in Ilgaardd, 
  the villagers quickly forget about any violent encounters they witness, even if 
  corpses litter the village green.
  If the soulflare is destroyed, the villagers regain their self-awareness, lose 
  their proclivity to violence, and have no memory of any violent actions they 
  committed, witnessed, or that were inflicted on them.
  The soulflare does not affect Chaotic individuals or those immune to being 
  charmed. Jax Blueskin, for example, is immune to the effects of the soulflare.
  the tiMeline
  the tiMeline
  This adventure is time based, with all events and encounters leading up to 
  the final confrontation with Killoran on Day 3. Thus, each location includes 
  information about events that occur there during the days leading up to the 
  festival. Some locations have only slight time differences, while others have 
  significant differences. Ideally, characters arrive at Ilgaardd late on Day 1 and 
  are offered a job by Jax Blueskin. On Day 2, they familiarize themselves with 
  the location and find clues hinting at Killoran’s return and his plot to disrupt 
  the celebration. By the evening of Day 3, characters become aware of the 
  soulflare (see below) and also confirm Killoran’s existence and his location 
  beneath the village green via a tunnel running below the mill. Exploring the 
  tunnel leads them to a final confrontation with Killoran and several cultists 
  during the pinnacle of Ilgaardd’s Independence Day celebration. 
  Adventure BAckground
  Adventure BAckground
  It is midsummer, and the village of Ilgaardd is organizing its first 
  celebration to honor the anniversary of its independence from the tyrannical 
  rule of Lord Killoran “the Red.” While most of the villagers are happy with 
  the new leadership and excited about the prospect of hosting a major event, 
  some villagers remain loyal to Killoran and think the celebration is insulting. 
  He did so much, they argue, to improve the villagers’ quality of life only to be 
  violently ousted. The village leaders, however, believe this celebration is just 
  what the villagers need.
  The celebration begins on the 2nd of Haymond and intensifies until the 
  big event at midnight on the 3rd — the lighting of a towering bonfire. The 
  village has been rounding up old barrels and hogsheads for weeks to create 
  a cathedral-like tower on the village green, sure to be the biggest bonfire 
  the villagers have ever seen. But since the village announced its plans to 
  proceed with the celebration, complaints have been getting louder and 
  more aggressive. The bonfire welcomes the 4th of Haymond, the official 
  Independence Day for the village.
  By selling booths to different merchants and entertainers, the village 
  leaders hope to encourage the people of Ilgaardd and the few small, nearby 
  villages to attend the celebration and to buy items from village merchants 
  and shops. They are also hoping that people visiting from outside might be 
  impressed by how well Ilgaarddians work together and thus might consider 
  setting up permanent residence in the village.
  As the first day of the celebration approaches, the village leaders are 
  becoming increasingly concerned. Skirmishes are breaking out between the 
  few supporters of Killoran and other villagers, and some Ilgaarddians are 
  complaining vociferously about the presence of outsiders. To make matters 
  worse, the region is experiencing an unusual heat wave. In the interest of 
  safety, the village leaders authorized Constable Jax Blueskin to deputize 
  additional people as needed and to pay them per day to ensure that the village 
  stays quiet and peaceful during the celebration. While Jax Blueskin isn’t 
  thrilled about hiring strangers, he’s more than happy to receive additional 
  support to keep the peace.
  In addition to tempers (and temperatures) heating up, and unbeknownst 
  to anyone in the village, Killoran is planning a major assault on the village 
  at the peak of the celebration. Having spent the year gathering his strength, 
  he and a few of his most loyal supporters are plotting to unleash a force so 
  destructive that no one in Ilgaardd or the region is spared. Should Killoran 
  succeed, the village is turned to ash. Perhaps, though, the newly-arrived 
  characters can thwart that plan.Important Information
  villAge leAders PAst And Present
  villAge leAders PAst And Present
  jAx Blueskin
  jAx Blueskin
  Jax Blueskin, the chief constable of Ilgaardd, is a human of medium 
  build with a closely-shaved head and a bluish-purple, star-shaped birthmark 
  covering the right side of his face. He loves Ilgaardd with his entire being, 
  being a seventh-generation member of a family that was central in developing 
  Ilgaardd into a place of acceptance, tolerance, and cooperation. He protects it 
  with his life.
  Jax became the constable after defeating Killoran, whom he witnessed 
  murder his uncle, Palo Vord, on the village green. The public murder 
  galvanized Jax and a group of villagers already resistant to Killoran’s rule, 
  and they set about constructing a plan to overthrow the ruler. Late one 
  summer night on the 4th of Haymond, Jax led this band to raid Killoran’s 
  house. The battle that ensued was brutal and spilled out onto the green, where 
  Killoran and his guards fought viciously and nearly prevailed. But Jax and 
  his band fought back heroically. Killoran was last seen at the river’s edge, 
  silhouetted in the light of his burning home, greatsword raised above his 
  head, as Jax delivered a crippling blow to the side of his head with an axe 
  handle. Villagers recall the resounding crack of the handle against Killoran’s 
  skull and how it echoed throughout valley. And they recall seeing him 
  cartwheel into the folds of the swift black river.
  He can be seen carrying his trademark hickory-handled axe at all times, 
  and he is swift to dole out justice to anyone who threatens the villagers or 
  their way of life. However, while he is guided by a sense of moral certitude, 
  Jax is a fair constable who strives to solve problems and keep the peace 
  before using force.
  
  By Dawn's Early light 
  By Dawn's Early light |5
  |5
  illgAArd toWn center MAP
  illgAArd toWn center MAP
  onlookers claim the fighters’ actions were justified. There is a 50% chance 
  that confronted onlookers begin arguing with each other about exactly whose 
  actions were justified. If the characters do not intervene, another fight breaks 
  out. Day 3 (3rd Day of Haymond)
  At any given event on this day, there is a 75% chance that 1d4 villagers 
  begin fighting. Use the description from Day 2 to determine if onlookers are 
  also incited to violence.
  Characters in the village proper who succeed on a saving throw hear a 
  slight buzzing or crackling in the air. Call for this roll throughout the day 
  until at least one of the characters hears it, after which, if it’s pointed out, the 
  other characters have no trouble hearing it. Hearing the soulflare is a highly 
  unpleasant and agitating experience, and as it gets closer to the lighting of the 
  bonfire, it becomes more noticeable and irritating. 
  Whether characters hear the soulflare or not, call for saving throws 
  throughout the day, but only once per character. A character who fails the 
  saving throw is overcome with a burning rage and immediately attacks the 
  closest creature for 1d4 + 1 rounds, with a melee weapon if they have one; 
  otherwise, they attack with fists and feet. Until the character has either been 
  subdued, rendered unconscious, or until the effects wear off, the character 
  does not stop trying to attack the target.
  Like the villagers affected by the soulflare, characters affected do not 
  remember their violent outburst, only the experience of “seeing red.” How 
  Jax responds to a character’s violence is determined by a number of factors. 
  He is becoming aware that something untoward is transpiring in the village, 
  so he may be persuaded that the character was not acting on his or her 
  own volition. However, if he has any reason to believe the character acted 
  knowingly and maliciously toward another soul, he upgrades the character’s 
  room to the shire reeve’s office jail cell, to which he, and he alone, holds the 
  only key.
  Below are further details about each day of the adventure:
  dAy 1 (1st dAy oF hAyMond)
  dAy 1 (1st dAy oF hAyMond)
  The soulflare has just been placed in the mill, and the villagers are falling 
  under its influence. Those within the town center may have shorter tempers 
  and are likely to bicker, but people are no more prone to violence than on any 
  other day. The characters arrive in town late on this day.
  dAy 2 (2nd dAy oF hAyMond)
  dAy 2 (2nd dAy oF hAyMond)
  The characters are not susceptible to the soulflare, as it takes an entire day 
  for the soulflare to establish its full effect on a sentient mind.
  There is a 50% chance that a fight breaks out (with or without simple 
  weapons — your choice) at a given event or location while the characters 
  are present. The effects of the soulflare end after 1 minute on this day. 
  Fights include 1d4 + 1 villagers, and there is a 50% chance that a fighter has 
  a simple melee weapon. Men, women, and children are equally affected. 
  Ilgaardd Villagers (1d4+1): HD 1d6hp; AC 9[10]; Atk strike 
  (1d2); Move 12; Save 18; AL Any; CL/XP B/10; Special: none. 
  (Monstrosities 254)
  Spells such as charm person or sleep could also be used to end the 
  fighting.
  Onlookers may also be incited to violence. Onlookers not engaged in 
  fighting don’t try to stop the violence. A character who looks around during the 
  fighting notices that many villagers have an almost blank look on their faces, 
  as if they’ve lost all self-awareness. Others appear to be emotionally excited, 
  their eyes lighting up each time a blow lands. If confronted, gleeful-looking 
  
  6|By Dawn’s Early light
  6|By Dawn’s Early light
  the heAt
  the heAt
  At the time of the adventure, the region is experiencing an unprecedented, 
  but natural, heat wave, with temperatures during the day exceeding 100° 
  Fahrenheit and barely dropping below 90° Fahrenheit at night. Feel free to 
  play up or down the effects of heat on the characters. At the very least, the 
  excessive heat could be used for narrative color, with the intensifying heat 
  corresponding to an increase in violent outbursts in the village. Ilgaardd
  The region where Ilgaardd is located is rugged, heavily forested, and 
  hemmed in by steep mountainsides for miles in every direction. Because 
  of the high, steep hills of the valley and the surrounding mountain ranges, 
  development has kept close to the riverfront areas. The valley has a large 
  amount of runoff from rain and snowfall, which makes the region prone to 
  flooding. The construction of the dam upriver has helped control the flooding. 
  With approximately 400 residents, the village of Ilgaardd is one of a few 
  small settlements in the region, all of which rely on the river for sustenance 
  and trade. Ilgaarddians make their living trading lumber harvested from the 
  forest and from the occasional gold nugget or rare gem panned from the river. 
  Most of the villagers are humans, though since Killoran’s ousting, a few 
  half-elves and halflings now call the village home, too. As the celebration 
  gets underway, merchants have closed up their shops to sell their wares on 
  the village green. Signs on the shuttered businesses point customers to the 
  temporary stalls.
  The road to Ilgaardd is busy with travelers heading to the 
  grand celebration. Horse-drawn carts loaded with camping 
  gear or goods for sale roll down the road, kicking up dust in 
  the heat. Children zigzag between carts. Horses neigh, and 
  people cheer. The travelers you meet are a rugged-looking 
  lot, but all appear courteous and amicable; there is palpable 
  excitement in the air. As you and your companions make your 
  way down into the valley toward the village, a warm breeze 
  carries the odor of roasting meats and the pleasant sounds 
  of harps and trumpets. Music accompanied by the hum of 
  countless conversations and occasional bursts of laughter 
  fills the valley. The village is alive with activity. Multicolored 
  pennants adorn the village walls and stretch from rooftop to 
  rooftop, fluttering in the hot summer breeze. Your eyes are 
  drawn to the village green, the center of activity. It is ringed 
  with booths and tents of various sizes and colors, and a large 
  stage can be seen on the north side. Towering over the green 
  is a mammoth stack of barrels and hogsheads, at the top of 
  which waves a small flag in red and blue. As you approach 
  the village’s front gates, you see tents in a range of colors and 
  sizes spreading out across the fields outside the village proper.
  1. tent city
  1. tent city
  Because not nearly enough rooms are in Ilgaardd to accommodate all the 
  visitors, Mayor Caleb Finge authorized the use of the farming fields southeast 
  of the village proper as a campground. Read or paraphrase the following:
  Fanning out from the southeast of the village and extending 
  to the edge of the forest is a sea of colorful tents, tarps, and 
  canopies in various sizes and configurations. Travelers are 
  setting up their camp sites. Some are just beginning to unpack 
  their carts. Others are throwing canvases over tent poles, and 
  others still are turning meats and vegetables over crackling 
  campfires. You see lanterns hanging from poles and strung 
  from tree branches at the edge of the forest, and you hear the 
  kind of laughter that accompanies good storytelling. Flasks 
  and jugs are passing freely among travelers.
  dAy 1
  dAy 1
  The characters most likely come upon the village of Ilgaardd while 
  traveling from remote regions. In addition, characters might see advertising 
  for either the celebration itself or for the security help needed by Jax 
  Blueskin. Seeing how the village leaders are hoping for a good turnout, such 
  advertisements could be found on town or village message boards in the 
  region. A more dramatic setup, though, could include an incident in the area. 
  Perhaps the characters intervene in a fight between villagers, or perhaps they 
  encounter an owlbear hunting in the dark forest near the village or one of the 
  kobolds Killoran has hired. However you want to tailor the incident to the 
  characters, Jax Blueskin arrives as they are finishing the encounter. When Jax 
  sees how effectively the characters handle the threat, he offers them constable 
  positions right then and there and asks them to stop by the constabulary in 
  Ilgaardd the next day. However they get there, the characters should arrive 
  in Ilgaardd on the first day of Haymond (Day 1), two days before the bonfire 
  lighting is scheduled to take place, and meet Jax Blueskin at the shire reeves’ 
  office the following morning where he asks for the characters’ help in 
  keeping the peace and ensuring the celebration is safe for all visitors.
  dAy 2
  dAy 2
  The tent city is more crowded, and residents are at the first stage of 
  soulflare inflammation. The travelers setting up camp are jovial and 
  garrulous. Despite the heat, spirits are high! They greet the characters 
  cheerfully, and some shout, “Hail, Jax Blueskin!” as the characters walk 
  by, expressing their praise of the hero. If asked about Jax Blueskin, several 
  travelers approach the characters and express their warm approval and 
  gratitude for his role ousting Killoran “the Red.” They speak about how 
  life in Ilgaardd and the neighboring villages has improved and the ways in 
  which Ilgaarddians cooperate to share workloads. They speak about how all 
  villagers receive equal portions of profits made from the trade of lumber and 
  gold, and how the villagers manage to balance work and leisure. Ilgaarddians 
  can choose to do whatever work they find most appealing, and all villagers, 
  including women, are compensated equally. While most villagers spend their 
  time harvesting lumber, hunting, or panning for gold, they set aside a little 
  time each day for leisure. When not working, villagers enjoy music, dancing, 
  games, drama, and sports such as axe throwing, wrestling, and archery. 
  With Killoran’s taxes lifted and the Crimson Legion gone, life in the nearby 
  villages has improved, too. Many villagers are now looking at Ilgaardd as a 
  model for community organization.
  One of the travelers offers a different, less favorable interpretation. While 
  other travelers are singing the praises of Jax Blueskin and Ilgaardd, a traveler 
  nearby can be heard scoffing under his breath. If approached, the traveler 
  introduces himself as Shaco. He claims he is in Ilgaardd to see firsthand how 
  effectively the community is operating without Killoran’s rule, and being an 
  herbalist, he’s also hoping to sell some of his tonics and salves. He’s quick to 
  counter the other travelers’ efforts to idealize Ilgaardd. Shaco points out how 
  Ilgaardd is not financially stable and the difficulty it has profiting from either 
  lumber or gold mined. Shaco also points out that despite the presence of a 
  temple in the village, Ilgaardd allows a variety of religions to be represented, 
  though not always amicably. 
  While Shaco is talking, grumbling from other travelers can be heard. 
  Shaco, though, digs in his heels despite his growing unpopularity. He 
  questions the idealism of Ilgaardd, particularly its optimism that all members 
  are deserving of equal shares of the community’s resources. How is it fair, he 
  asks, that one sweats all day in the mill or labors over a tin pan at the river’s 
  edge and another gazes out a window all day, yet both at night receive the 
  same wages? Ilgaarddians live a lifestyle, he argues, that does not sacrifice 
  enough. As a result, Ilgaarddians are naively and industriously undermining 
  the foundation of society. Shaco acknowledges that while brutal at times, 
  Killoran had a vision and he elevated Ilgaardd from a dull and undesirable 
  existence into a burgeoning economy. Unfortunately, Killoran’s vision was 
  never realized because Jax Blueskin and others were unwilling to make 
  sacrifices for the greater good. They are too ignorant and feebleminded, he 
  claims, to understand the mind of someone as great as Lord Killoran.
  At this utterance, a roar erupts nearby as 1d4 + 2 incensed travelers 
  close in on Shaco with fists clenched. A shouting match ensues, and if the 
  characters do not intervene quickly, Shaco pulls a nasty looking dagger from 
  his waist and takes a swing at the traveler closest to him. He makes quick 
  work of the traveler, slicing and stabbing him within an inch of his life. The 
  rest of the mob flees the scene out of fear for their own safety, and Shaco 
  wipes the blade on the traveler’s clothes before disappearing behind the wall 
  of tents. If the characters intervene, they can try to talk the crowd down. If 
  they opt for getting physical, they can step in between the crowd and Shaco, 
  easily separating the two. However, Shaco interprets this as a threat, and he’s 
  ready for a fight. He crouches into a fighting position and taunts the character 
  that looks the toughest to “Try me.” As the characters get ready to take 
  Shaco down, a strikingly tall and stunning human female adorned in black, 
  
  By Dawn's Early light 
  By Dawn's Early light |7
  |7
  dAy 1
  dAy 1
  If the characters arrive here looking for work, having seen an 
  advertisement, or come early having met Jax following an encounter outside 
  the village, Jax sends them to the Twilight Gleaming Inn, telling them they 
  are expected and that they should return to the office in the morning.
  dAy 2 (Morning)
  dAy 2 (Morning)
  Jax Blueskin may have already contacted the characters and given them 
  directions to his office along with instructions to meet him on this morning. 
  Caleb Finge, the town’s mayor, gave Jax the responsibility of hiring a 
  few competent people to keep everything under control for Ilgaardd’s 
  Independence Day celebration.
  When the characters arrive, Jax welcomes them into the small, single room 
  office. He’s seated on the only chair. Standing at his side are 3 constables 
  and Mayor Caleb Finge. No other places to sit are in the room, so characters 
  have to stand as Jax and Caleb explain how they’d like for them to help 
  keep the area inside the village safe during the celebration. In exchange, 
  they’ll provide the characters rooms at the Twilight Gleaming Inn. They are 
  expected to be on duty from daybreak until the festivities end late each night. 
  In addition, they are expected to be available to help any time day or night 
  should the need arise.
  This is the first event of its kind in Ilgaardd, and while most of the villagers 
  are excited, some find the celebration insulting, believing Killoran to have 
  been unjustly killed. Some have even accused Jax of murder, though this is 
  an unpopular opinion, and as such is rarely uttered in public. Most villagers 
  think of the constable as a hero; Jax, however, doesn’t think of himself as 
  one. He suggests that the people who are most upset about Killoran’s removal 
  are likely those who profited from his rule, though Killoran’s most loyal 
  supporters were members of his Crimson Legion, and they, too, have been 
  driven from Ilgaardd. It’s unclear how many loyalists remain in the village.
  Given the extreme heat, the free-flowing wine and ale, and the influx 
  of travelers from the region, Jax believes it’s only a matter of time before 
  someone turns a minor dispute into an all-out brawl. He’s worried that 
  some drunken fools will turn a fistfight into a killing, and it’s the characters’ 
  responsibility to keep this from happening. He wants them to diffuse any 
  potentially violent situations but use force only when absolutely necessary. 
  Anyone who refuses to heed the constables’ orders can be relocated to the jail 
  cell. It can hold six humanoids “comfortably,” and 10 humanoids maximum. 
  If the cell contains more than six humanoids at any one time, there is a 50% 
  chance that a fight breaks out. The prison cell’s door can be unlocked with 
  thieves’ tools or broken down with a successful Open Doors check.
  If the characters encountered Shaco and Penumbra (Area 1) and ask Jax 
  about them, he tells them that he’s never seen them before, but with so many 
  out-of-towners, the heat, and the amount of wine and ale being quaffed, 
  he’s certain it won’t be the last altercation they encounter. They handled 
  themselves well, but he reminds them that they are to use force only as a last 
  resort.
  The characters can reach out anytime to Jax or any of the guards. However, 
  he’s hiring them based on their ability to handle themselves. It’s a large area 
  with many people to protect, so he is busy. Call on him only if it’s absolutely 
  necessary. The characters’ employment starts now, on the morning of the 
  2nd of Haymond and ends on the morning of the 4th of Haymond. Jax 
  acknowledges it’s a significant obligation, but it shouldn’t be difficult work. 
  He offers each character 25 gp per day.
  If the characters accept Jax’s offer, he hands each of them a badge 
  embossed with the image of a golden-robed woman centered in an orange and 
  blue sky. She holds a blue pileus in one outstretched hand and with the other 
  grasps a short rod. A character wearing the badge openly has a 20% chance 
  to stop any fights that break out simply by telling the combatants to stop (1d6 
  combatants stop fighting immediately and turn to listen to the character). If 
  asked about the image, Jax tells the characters that it’s the image of Ceres, 
  goddess of healing, mercy, patience, and the millstone (Killoran placed the 
  soulflare in the mill in part to further mock the village and their goddess). Jax 
  and the guards are wearing similar badges. Jax suggests the characters get out 
  and explore the area they’re responsible for keeping safe.
  Jax insists the characters treat all villagers with respect and approach all 
  interactions as opportunities to solve problems and build trust. Fraternizing 
  with villagers and participating in some of the events taking place on the 
  village green could be good, especially with the visitors Ilgaardd is trying to 
  entice.
  Jax Blueskin, Male Human Chief Constable of Ilgaardd 
  (Ftr5): HP 31; AC 5[14]; Atk longsword (1d8) or heavy crossbow 
  x1/2 (1d6+1); Move 12; Save 10; AL L; CL/XP 5/240; Special: 
  multiple attacks (5) vs. creatures with 1 or fewer HD.
   Equipment: chainmail, longsword, heavy crossbow, 20 crossbow 
  bolts, ring of self-knowledge (see sidebox).
  boiled leather with long, black hair emerges from behind a tent and bellows, 
  “Enough!” Her voice freezes Shaco and the mob of angry travelers in their 
  tracks.
  Penumbra stands with her left hand on the hilt of a longsword sheathed 
  on her side. Her right hand rests on the hilt of a dagger tucked into her belt. 
  Killoran hired her to keep nosey villagers away from the mill and to deliver 
  “Jax the Usurper” to him on the night of the big celebration. She leads a small 
  band of bandits, and her righthand man, Shaco, is as sneaky as he his cruel. 
  Her band uses any means necessary to keep people from investigating the 
  mill too closely, though they first try to be subtle and discreet, using methods 
  of distraction and redirection. Penumbra and her bandits engage in violence 
  only when no other options exist (see Area 8 for details about Penumbra, the 
  mill, and the soulflare).
  Penumbra stands with other similarly-clad humans (3 bandits), all of 
  whom look poised to strike. She orders Shaco to put away his knife. Shaco 
  begins to open his mouth in protest, but quickly changes his mind and 
  sheathes his dagger, albeit reluctantly. As the remaining travelers scatter, 
  Shaco, too, turns and disappears, but not before casting a glowering gaze at 
  the characters. Penumbra and the other three linger a moment longer, eyes 
  fixed on the characters, before they too turn their backs and disappear into the 
  maze of tents. Should the characters pursue Penumbra, Jax Blueskin arrives 
  on the scene and compliments them on their ability to diffuse the situation. If 
  the characters insist on following Penumbra, Jax attempts to persuade them 
  against it, claiming they have more pressing business in town.
  Angry Travelers (1d4+2): HD 1d6hp; AC 9[10]; Atk strike 
  (1d2); Move 12; Save 18; AL Any; CL/XP B/10; Special: none. 
  (Monstrosities 254)
  Penumbra, Female Human Assassin (Asn2): HP 10; AC 7[12]; 
  Atk longsword (1d8) or dagger (1d4) or light crossbow (1d4+1 
  + poison); Move 12; Save 14; AL C; CL/XP 2/30; Special: 
  backstab (x2), disguise, use poison.
   Equipment: leather armor, longsword, dagger, key to windmill, 
  handwritten note, light crossbow, 10 bolts, vial of poison (save or 
  die in 1d4+2 rounds unless healed).
  Shaco, Male Human Thief (Thf1): HP 3; AC 7[12]; Atk dagger 
  (1d4) or light crossbow (1d4+1 + poison); Move 12; Save 15; AL 
  C; CL/XP 1/15; Special: +2 save bonus vs. traps and magical 
  devices, backstab (x2), read languages, thieving skills.
   Thieving Skills: Climb 85%, Tasks/Traps 15%, Hear 3 in 6, 
  Hide 10%, Silent 20%, Locks 10%.
   Equipment: leather armor, dagger, light crossbow, 10 bolts, vial 
  of poison (save or die in 1d4+2 rounds unless healed), 12 sp.
  Bandits (3): HD 1; HP 7, 5x2; AC 7[12]; Atk short sword 
  (1d6); Move 12; Save 17; AL C; CL/XP 1/15; Special: none. 
  (Monstrosities 254)
   Equipment: leather armor, short sword.
  dAy 3
  dAy 3
  During the morning and early part of the day, this area is cramped and 
  crowded, and tempers flare. At dusk, most people trek to the village green 
  to participate in the evening’s festivities, namely the parade and the lighting 
  of the bonfire, making the area ripe for scavengers and thieves. Should 
  the characters explore in the evening, consider staging an encounter with 
  thieves or a wandering mountain creature or minor monster. Of course, more 
  interesting discoveries could be made, perhaps a seed for another adventure.
  2. shire reeve’s oFFice
  2. shire reeve’s oFFice
  The north and west sides of this simple, single-story 
  building have been repaired recently. Where the new lumber 
  joins the old, evidence of an earlier fire can be seen. A small 
  porch on the front of the building leads to a sturdy wooden 
  door reinforced with iron bands. The boards of the porch 
  creak and groan with each step. Inside, a small potbelly stove 
  occupies the north corner. On the opposite wall is a small rack 
  of simple melee and ranged weapons, in front of which is a 
  worn wooden desk and chair. On the east side of the room is 
  an empty iron-barred prison cell with a bare bed frame in one 
  corner. There is a faint odor of wet charcoal.
  
  8|By Dawn’s Early light
  8|By Dawn’s Early light
  3. teMPle oF the Morning stAr
  3. teMPle oF the Morning stAr
  Originally a mud and log structure, this structure was 
  rebuilt after Killoran’s expulsion. Situated on the east side of 
  the village, it is a solid stone structure with a vibrant, yellow-
  tiled roof. This eastern-facing wall is inlaid with prisms and 
  stained glass, each of which depicts a road running toward 
  a golden sun. Inside the temple, there is a marble altar on 
  top of which sits a golden chalice and several small plates 
  with various items, including small gems, herbs, and dried 
  flowers. At dawn, when the morning sun shines through the 
  prisms and stained glass, the altar swirls in hues of yellow 
  and orange. The village crypt is below the temple.
  The villagers of Ilgaardd are free to practice a range of religions, as long 
  as the followers of particular deities are of Neutral or Lawful alignments. The 
  temple, though, represents the official religion of Ilgaardd, which is dedicated 
  to the worship of Ceres (Lawful), the deity of healing, mercy, and patience. 
  Many villagers frequent the temple, though with the celebration underway, it 
  is unlikely anyone is inside.
  dAy 2
  dAy 2
  There is an 80% chance that Priest Lumes is present.
  He welcomes the characters, but he remains unobtrusive. Lumes has 
  closely-cropped hair of silver and wears a golden robe. He is thin and tall 
  and bent, and shuffles across the smooth stone floors with the assistance of a 
  crooked cane.
  Lumes, Male Half-Elf Priest of Ceres (Clr4): HP 17; AC 9[10]; 
  Atk none; Move 12; Save 12; AL L; CL/XP 4/120; Special: +2 
  save versus paralysis and poison, banish undead, spells (2/1).
   Spells: 1st—cure light wounds, purify food and drink.
   Equipment: golden robe, crooked staff, holy symbol of Ceres.
  Should the characters talk with Lumes, they learn that he was one of the 
  first holy people to arrive in Ilgaardd, back when it was a lumber camp. He 
  acknowledges that Killoran initially did improve the living conditions in the 
  village but was then corrupted by greed and an insatiable desire for power. 
  Though he tried, he was unable to get through to Killoran and help him 
  see the error of his ways. The creation of the Crimson Legion marked the 
  moment when Killoran was lost forever.
  Under Killoran’s rule, the worship of Ceres was forbidden, and the temple 
  sat empty until Killoran’s supposed death. Since the village was liberated 
  from Killoran’s tyranny, Lumes has worked tirelessly to create a new 
  religious community. Ilgaarddians are by nature curious and compassionate 
  thinkers and doers, and together they are working to cultivate more justice 
  and love in their lives and in the world. The means to accomplish this include 
  cultivating a deep appreciation of art, liberty, culture, and nature. To worship 
  in the Temple of the Morning Star signifies a commitment to bettering 
  oneself and to uplifting others with messages of hope. Followers of Ceres are 
  intolerant of evil and any actions that cause evil to prosper. Lumes claims it 
  was Ceres who blessed Jax Blueskin, giving him the courage and strength to 
  defeat Killoran at the river’s edge.
  The Independence Day celebration is an opportunity for villagers near 
  and far to congregate, and, hopefully, for the temple’s message to circulate. 
  If asked about the bizarre behavior of the villagers, or if asked directly about 
  the soulflare, Lumes claims, with all honesty, that he’s unaware of anything 
  unusual going on. He’s completely enthralled by the effects of the soulflare, 
  and he attributes violent behavior to the consequences of over-imbibing at a 
  time when the wounds of Killoran’s tyranny are not yet healed.
  Lumes asks the characters if they would like to join him in offering a 
  prayer and a gift for Ceres. If the characters join him, Lumes takes a small 
  cocoon from the pocket of his robe and utters the following:
  Constables, Male Humans (3): HD 1; HP 7, 6x2; AC 7[12]; Atk 
  short sword (1d6); Move 12; Save 17; AL Any; CL/XP 1/15; 
  Special: none. (Monstrosities 257)
  Equipment: leather armor, short sword.
  Mayor Caleb Finge, Male Human Noble: HP 16; AC 9[10]; Atk 
  none; Move 12; Save 14; AL N; CL/XP 3/60; Special: none. 
  (Monstrosities 254)
  ring oF selF-knoWledge
  ring oF selF-knoWledge
  While you wear this ring, you are immune to charm person and other 
  mind-controlling effects.
  dAy 2 (AnytiMe)
  dAy 2 (AnytiMe)
  Jax can typically be found in the reeve’s office throughout the day, and 
  he attempts to answer any questions or address any concerns, but he won’t 
  indulge a long, drawn-out conversation. If the characters attempt to be 
  anything but brief, he’ll demand they get back to work or risk losing the 
  agreed upon compensation.
  dAy 2 (evening)
  dAy 2 (evening)
  By midnight, Jax finds the characters and relieves them of their duty for 
  the evening. He instructs them to return to the reeve’s office at dawn for the 
  day’s instructions.
  dAy 3
  dAy 3
  The second day of the celebration ultimately proves to be worse than 
  the first. If the characters do not arrive at Jax’s office by dawn, he sends a 
  constable named Tithen to look for them. The message is quite clear: Show 
  up or turn in their badges. When the characters arrive at the shire reeve’s 
  office, Jax tears into them if he feels they were too heavy-handed yesterday 
  with the villagers. He admits that something strange is going on and is 
  growing increasingly concerned about the villagers’ rowdiness. He asks the 
  characters to head up to the dam to provide escort for an elf named Galyndrin 
  whom Jax is expecting sometime this morning. Galyndrin has been trying to 
  confirm rumors of Killoran’s existence and potential return, and he’s hoping 
  for some information.
  After they bring the elf back to the village, they should get back out there 
  and do the job for which they were hired. Jax is especially concerned that 
  the characters ensure villagers’ safety on the green during the parade leading 
  up to the lighting of the bonfire. If characters proceed in this way, throw a 
  few more random encounters at them during the day, and perhaps give them 
  another opportunity to participate in some of the events. The same contests 
  are running today, so the characters could win some additional items and 
  bragging rights.
  By early evening, Jax is nowhere to be found. Should the characters search 
  the reeve’s office, they find no signs of a struggle and no one has a clue where 
  he might be. Mayor Caleb was the last person to see Jax a little before noon 
  at his own office. Cultists kidnapped Jax, and they plan to deliver him to 
  Killoran later tonight. They are hiding him in a small cave in the mountains 
  about a mile east of the village. With all the foot traffic in the village, tracking 
  the kidnappers is impossible.
  Tithen, Male Human Constable: HD 1; HP 7; AC 7[12]; Atk 
  longsword (1d8); Move 12; Save 17; AL Any; CL/XP 1/15; 
  Special: none. (Monstrosities 257)
   Equipment: leather armor, longsword.
  
  By Dawn's Early light 
  By Dawn's Early light |9
  |9
  dAy 1
  dAy 1
  The innkeeper and bartender is a curvaceous human female who introduces 
  herself as Olwette. She’s been expecting the characters, and per Jax’s request, 
  she has reserved two rooms upstairs for them. Before she shows them to 
  their rooms, however, she offers them a hot ragout or a meat pie with roasted 
  vegetables and mug of ale. If asked about Killoran or Ilgaardd’s history, she 
  dramatically retells the story of Jax’s raid. It’s clear she’s no fan of Killoran. 
  Before she leaves them in their rooms, she informs them that she’ll have a hot 
  breakfast ready when they wake in the morning.
  Olwette, Female Human Bartender: HP 3; AC 9[10]; Atk club 
  (1d4); Move 12; Save 18; AL L; CL/XP B/10; Special: none. 
  (Monstrosities 254)
  dAy 2 or 3
  dAy 2 or 3
  Olwette asks for their assistance over breakfast in the morning or before 
  the characters depart. She voices enthusiasm about the celebration, especially 
  for the increase in business, but waves of travelers have been coming in since 
  the morning, and she’s worried she will run out of food. In preparation for the 
  celebration, village hunters and gatherers procured what she believed would 
  be enough meat, fruits, vegetables, and mushrooms. However, she’s going 
  through it way more quickly than anticipated. She has only a little salted 
  meat left and a few dozen live quail. And with all the villagers enjoying the 
  celebration, no one is available to help restock her pantry. If the characters 
  can round up more provisions for her, she offers the following:
  Item
  Payment
  Frogs
  3 cp ea.
  Pheasant
  8 sp ea.
  Salmon
  8 sp ea.
  Rabbit
  6 cp ea.
  Wolf
  10 gp ea.
  Wild Boar
  15 gp ea.
  Stag
  20 gp ea.
  Moose
  50 gp ea.
  A couple of hundred pounds of meat and a bushel or two of produce, 
  especially mushrooms, should suffice. Plenty of game and food can be 
  foraged in the forest beyond the village. She acknowledges that while she 
  knows they’ve been hired to patrol the village to keep the celebrants safe, 
  if the tavern runs out of food, she’s worried the guests may become angry 
  and an otherwise good time could be spoiled. Jax would agree, she says, that 
  keeping the peace involves keeping people happy, and from her experience, 
  hungry and thirsty people quickly become unpleasant. If the characters agree 
  to hunt for game, she presents them with a +1 longbow that used to be her 
  husband’s. If asked, she tells them how her husband accompanied Jax on the 
  night he faced Killoran. Sadly, he lost his life on the green that night. While 
  the bow does have sentimental value to her, it also conjures too many painful 
  memories. She’s happy to see it go, especially if the characters can use it to 
  replenish her food supply. Should the characters bring back game other than 
  what’s listed above, she negotiates as long as it’s a meat she thinks she can 
  make palatable.
  Similar to a butterfly, we Ilgaarddians are going through 
  a metamorphosis. We are breaking free from our dark 
  cocoon, and freedom is as terrifying and exhausting as it is 
  exhilarating. Our struggle, like the butterfly’s, is that which 
  gives us strength. Ceres, we call on you to give us strength and 
  to protect us as we break free! We cherish and embrace the 
  wings you have proffered us, and we pray to you, kind Ceres, 
  to help us soar! We pray that you bless us on this occasion and 
  welcome us into your light! In your light, we are free! In your 
  light, we will become something beautiful!
  And with that, Lumes places the cocoon on small plate of gold on the 
  altar. Moments later, the cocoon begins to vibrate and twitch. Within a 
  few seconds, a beautiful butterfly with blue, yellow, and orange wings 
  emerges from the cocoon, stretches its wings, and takes flight. After a few 
  graceful arcs around the temple, it lands gently on Lumes’ shoulder, its 
  wings pulsating and shimmering ever so slightly. Lumes looks quite serene. 
  Characters who leave any token that symbolizes change, growth, or birth 
  (e.g. a seed, caterpillar, egg, flower, butterfly, snake/snakeskin, vial of water, 
  etc.) experience an immediate, but temporary, sense of tranquility. An inner 
  warmth radiates from their core up through their extremities as they receive 
  a small blessing from Ceres: +1 saving throw bonus for 12 hours. Should 
  a character, at your discretion, make a more substantial contribution or 
  devotion, Lumes gives the character a staff of command emblazoned with 
  Ceres’ holy symbol as a gift to help further the deity’s pursuits. The staff 
  obviously could be useful in stopping some of fights breaking out on in the 
  village green.
  dAy 3
  dAy 3
  Lumes is present in the temple until dusk when he moves to the village 
  green to participate in the festivities.
  4. tWilight gleAMing inn
  4. tWilight gleAMing inn
  From the outside, this two-story building looks warm and 
  inviting. Stacked boulders and thick wooden beams make up 
  the tavern’s shell, and laughter can be heard from within. 
  As you enter the inn through the thick wooden door, you’re 
  welcomed by the smell of rich gravy and roasted vegetables. 
  The bartender and a bustling barmaid greet you with a smile. 
   
  The interior is equally alluring. Thick wooden beams 
  support the second floor, and a massive stone fireplace lines 
  the eastern wall, though no fire is currently lit. The walls are 
  adorned with paintings of natural landscapes consistent with 
  the region’s terrain. The shelves behind the bar are inlaid with 
  an exquisitely-carved wooden sun. The tavern area itself is 
  packed with what appears to be mostly travelers. Several long 
  wooden tables are occupied, covered with plates and mugs of 
  ale, and the occupants are engaged in a loud but seemingly 
  friendly boasting competition on the subject of felling trees. 
  Several smaller tables are occupied by patrons who are also 
  getting deeper into their cups. Of the boasters, favorites are 
  forming, and individual boasts are followed by a cacophony of 
  good-humored cheering and booing. The people all appear to 
  be having a good time. While most of the stools at the bar are 
  occupied, a few spots are open, and the people do not seem to 
  mind the addition of new company.
  
  10|By Dawn’s Early light
  10|By Dawn’s Early light
  contests
  contests
  There are multiple contests and events, and the barkers try to draw 
  in anyone passing by, including the constabulary. Given the characters’ 
  formidable stature, some villagers surely goad the characters into taking 
  up the challenge, as many would like to see the characters’ mettle tested. 
  Read-out-loud boxes below are from the perspective of barkers and contest 
  coordinators (all Lawful villagers with 50% chance of being half-elves). 
  Winning a contest results in prizes, some of which can provide the characters 
  with potentially useful items. However, if you prefer the characters not to 
  have any items, feel free to adapt the prizes. The characters’ survival does not 
  depend on being in possession of any of the items listed below.
  Characters may be lured into one or more of the events or contests 
  described below, though no more than two. Should they attempt to compete 
  in a third contest on a single day, Jax arrives and takes them aside to remind 
  them of their duties. He acknowledges that fraternizing some with the 
  villagers helps boost the villagers’ perceptions of the constables, but he 
  cautions the characters against allowing the games and contests to distract 
  them from what they’ve been paid to do.
  Archery contest
  Archery contest
  With three arrows from 50 feet away, who can get closest to 
  the bullseye? The winner takes home six hand-fletched, high-
  quality arrows by Ilgaardd’s own Wayland the Smith! Only 5 
  sp to play!
  This contest costs 5 sp to enter and can accommodate multiple contestants. 
  It takes place on the eastern edge of the village green between two merchant 
  stalls. Each contestant makes three ranged attacks to hit the target. The 
  successful to-hit rolls are added together to get the final score. The highest 
  score wins the prize: six +1 arrows. 
  BeAr Wrestling
  BeAr Wrestling
  Come! Test your strength! Do you have what it takes to 
  pin Bruin to the ground? Are you the true master of muscle? 
  Only the toughest, grittiest around has the courage to square 
  off with this fearsome beast! Succeed and you’ll win a pair of 
  excellent bracers, perfect for such a notable wrestler!
  This contest cost 2 sp to enter. It takes place in a small ring near the 
  southern edge of the green, and it involves a single contestant wrestling Bruin 
  (a muzzled and declawed black bear). The participant and the bear make to-
  hit rolls for three rounds. Those who hit roll 1d6 per hit die (4d6 for the bear) 
  each round. The winner is the combatant with the highest total at the end of 
  the three rounds. Winning against the bear means the contestant succeeds 
  in rolling the bear onto its back and holding its head and shoulders to the 
  ground, and thus winning a pair of braided leather bracers (+1 strength, to a 
  maximum of 18, usable by all but magic-users).
  Should the bear win, be creative! Perhaps the bear sends contestants 
  cartwheeling through the air or slams them into the soiled ground. Or maybe 
  the contestant tries to slip out of the bear’s hold, but the animal rolls on top, 
  forcing the air out of the character’s lungs.
  Bruin, Black Bear: HD 4+1; HP 27; AC 7[12]; Atk None; Move 
  9; Save 13; AL N; CL/XP 4/120; Special: hug (additional 1d8 
  damage). (Monstrosities 36)
  Note: Bruin won’t hug a wrestler unless the character does 
  something mean-spirited during the contest. 
  5. villAge green
  5. villAge green
  This luscious grass field in the center of the village is approximately 100 
  yards square and is used primarily for communal livestock grazing and as 
  a public square. Multicolored tents and booths ring the green on the north 
  and east sides. The bonfire waits to be lit on the west side of the green. It 
  is the focal point of the celebration. Walking the green, the characters pass 
  a number of stalls where merchants are selling a range of things such as 
  perfumes, furs, wood carvings, delicious fruits, cheeses, breads, wines, 
  meats, and even small livestock such as pigs, sheep, various birds, and a few 
  scrawny cows.
  dAy 2
  dAy 2
  Dancers, jugglers, and countless people are out enjoying themselves, 
  many wearing pointy blue felt hats and waving pennants. People are eating 
  small pies and roasted meats, and children chase each other across the green. 
  Laughter erupts around some of the contests and games, while around other 
  contests, waves of “ooohhing” and “aaaahhing” roll across the green. A large 
  stage with costumed actors is on the north side of the green. Barkers lure 
  festivalgoers to games and contests, and merchants push their wares. All is 
  punctuated by the flash and bang of firecrackers being lit by kids. A bard is 
  singing the story of Killoran’s fall and Ilgaardd’s rise. Despite the summer 
  sun blazing full on the open green, the people celebrate enthusiastically. 
  Random violence may break out at any point.
  While exploring the village, consider throwing in a minor encounter or two 
  from the list below, and feel free to roleplay the contest barkers’ strategies of 
  persuasion.
  Minor encounters
  Minor encounters
  1d6
  Encounter
  1
  Animal on the loose: Characters see one or more animals running 
  through the village, violently attacking anything that moves. The 
  animal could be a badger, an escaped “wrestling bear” (Area 5), 
  a boar, a pack of dogs, or a domesticated animal such as a sheep, 
  goat, or bird.
  2
  Announcement: A madwoman stands on the village green 
  warning of Killoran “the Red’s” imminent return and his quest for 
  vengeance.
  3
  Bullies: The characters see 1d4 + 2 bullies harassing a traveler 
  from another village. A bully flees after taking any amount of 
  damage.
  4
  Contest: The characters are drawn into one of the contests taking 
  place at the festival: archery, wrestling, magic, or log splitting (see 
  below).
  5
  Pickpocket: A thief tries to steal from a random character.
  6
  Runaway burning barrel: A barrel covered in burning pitch comes 
  rolling down a village road, ignited by a few children who run away 
  upon seeing the danger they’ve created. Characters must roll below 
  their dexterity on 3d6 to avoid being hit. Those who fail take 1d8 
  points of fire damage per round until they extinguish the flames. 
  There is 50% chance the flaming barrel slams into a building or 
  other structure and sets it ablaze.
  Bullies (1d4+2): HD 1d6hp; AC 9[10]; Atk strike (1d2); Move 12; 
  Save 18; AL Any; CL/XP B/10; Special: none. (Monstrosities 
  254)
  Thief, Male or Female Human Thief (Thf1): HP 1d4; AC 
  7[12]; Atk dagger (1d4); Move 12; Save 15; AL C; CL/XP 1/15; 
  Special: +2 save bonus vs. traps and magical devices, backstab 
  (x2), read languages, thieving skills.
   Thieving Skills: Climb 85%, Tasks/Traps 15%, Hear 3 in 6, 
  Hide 10%, Silent 20%, Locks 10%.
   Equipment: leather armor, dagger, 1d4 sp.
  
  By Dawn's Early light 
  By Dawn's Early light |11
  |11
  tug-oF-WAr
  tug-oF-WAr
  Ladies and gentlemen, boys and girls, there are still a 
  few openings for the greatest contest of strength this side 
  of Shadow Lake! Two teams pull on the opposite ends of a 
  massive rope stretched across the river by the mill. The team 
  that pulls the other into the river wins! There’s one pull today 
  and another tomorrow! Each member of the winning team 
  receives a high-quality linen shirt commemorating Ilgaardd’s 
  independence, made by our very own tailor, Rosalie!
  This is a teamed competition with eight contestants per side. Each team 
  pulls on one end of the rope, trying to pull the other team into the river. Each 
  member of the team makes two Open Doors checks (villagers succeed on a 1 
  or 2). Roll 1d6 for each success and record the total. The team with the highest 
  score pulls the other team into the brisk river, becoming the Ilgaardd tug-of-
  war champions. Each member of the winning team receives a linen shirt that 
  has been dyed blue and white with an embroidered golden yellow sun in the 
  middle, the colors of Ilgaardd’s flag.
   dAy 3
   dAy 3
  The contests and events described above continue until the parade begins 
  around dusk.
  The parade begins just outside of tent city and proceeds through the 
  village, circling the village twice before concluding on the village green. 
  While the parade is underway, all other activities cease. This is a time for 
  inordinate show, feasting, and pomp and circumstance. It is also a time of 
  drunken revelry. Wine and ale are flowing! When the parade begins, read or 
  paraphrase the following:
  As the procession winds its way through the village, you 
  are struck by the number of men and women, boys and girls 
  dressed in both the most grotesque and fantastic costumes. 
  At the front of the procession is a large cart, pulled by two 
  horses, on which is erected a smaller-scale version of the 
  bonfire waiting to be lit on the village green. Behind the 
  miniature bonfire, as large as life, are a puppet of Jax and 
  a representation of Killoran — complete with a pair of huge 
  horns — holding in his hands a serrated longsword. Swirling 
  around the cart are half a dozen dancers and a fiddler playing 
  an assortment of jigs and reels. As the cart approaches the 
  shops and homes along the village green, it pauses long 
  enough for the small children beneath the platforms of the 
  effigies of Jax and Killoran to move the puppets’ heads to look 
  around at the audience. Their small voices within chant:
  The 4th of Haymond, as you well remember,  
  took an axe handle to shatter the plot; 
  I know of no reason why the tyrant’s cruelty  
  should ever be forgot. 
  Here is the Killoran we’ve got,  
  the whole promoter of the plot; 
  We’ll stick a pitchfork in his back 
  and throw him in the fire!
  At the end of each line of verse, the crowd erupts in laughter and cheers. 
  Villagers throw copper and occasionally silver pieces up onto the cart 
  while small children race around trying to scoop up any fallen coins. If the 
  characters are in need of a little action, this could be a good time to thwart 
  a pickpocket’s attempt or to break up a small fight (See Minor Encounters 
  above). Otherwise, the procession ends on the village green without incident. 
  Much to the crowd’s delight, the dancers and fiddler from the parade perform 
  on stage until Mayor Caleb makes his address to the crowd just before 
  midnight.
  BArrel run
  BArrel run
  How about you!? Can you stay on your feet in tricky 
  situations? Think you can balance on top of a barrel? How 
  about run on top of a barrel for 50 feet?! First across is the 
  winner!
  This contest costs 2 sp to enter and can accommodate multiple contestants. 
  Each round, contestants must roll below their dexterity on 3d6. If successful, 
  the character moves forward a number of feet equal to the difference 
  between his or her dexterity and the roll (so, for example, 5 feet forward if 
  the character rolls a 10 and has a 15 dexterity). If the roll fails, the character 
  becomes unstable and does not move during that round. A contestant who 
  is already unstable and then fails another check falls off the barrel and is 
  eliminated from the race. 
  Each round, a contestant has a 30% chance to collide with another barrel. 
  In the event that two barrels collide, both contestants make their checks with 
  a +1 penalty in the next round.
  The winner of the barrel race receives a small gold bracelet worth 10 gp.
  Pie eAting contest
  Pie eAting contest
  Through the thin veil of the aurora, a comet blazes to herald 
  your arrival! You, whose victory shall be penned in every 
  known language in history, know no limits when it comes to 
  beef and ale pies! We want you! Come! Show the world how you 
  can eat these pies the fastest! Step up to the podium and claim 
  what is rightfully yours: the title of pie eating champion, a 
  true hero of Ilgaardd, plus a generous gold purse and a basket 
  of pies from Ilgaardd’s own master baker, Sam Choux!
  This contest costs 1 gp to enter, and it takes place over three rounds, each 
  increasingly more difficulty. Each round, contestants have their choice to take 
  one of the following actions:
  • Eat as fast as possible. This takes 6 seconds and requires a saving 
  throw with a –6 penalty.
  • Eat at a fast pace. This takes 10 seconds and requires a saving throw 
  with a –4 penalty.
  • Eat at a normal pace. This takes 14 seconds but requires no saving 
  throw.
  If at the end of the round the contestant fails a saving throw, they choke 
  and lose an additional 10 seconds. At the end of three rounds, whoever has 
  the lowest time (fewest number of seconds) is the winner. The winner takes 
  home 50 gp and a basket of beef and ale pies.
  Wood-choPPing contest
  Wood-choPPing contest
  Come! Sharpen up your axe and compete in the highest-
  intensity competition in Ilgaardd this weekend! The chopping 
  contest! Amaze the crowd with your standing chop! Titillate 
  them with the power of your underhand chop! The first to cut 
  through the stump wins a fine handaxe crafted by Ilgaardd’s 
  own Wayland the Smith! Only 2 sp to enter!
  The tree stump has 50 hits points. Each participant is provided with a 
  simple chopping axe, which does 1d4 damage. Each participant makes a chop 
  with their axe each round. Each time they do full damage (4 hp), they can roll 
  an additional die of damage (a lucky roller could thus conceivably continue 
  rolling 4s to do massive damage). Whoever reduces the stump to 0 hit points 
  first, wins! The winner receives a fine +1 handaxe.
  
  12|By Dawn’s Early light
  12|By Dawn’s Early light
  out of the ordinary. It’s what most sinkholes in the area look like. If asked 
  about other sinkholes, the characters learn of one up near the dam that opened 
  several months ago and swallowed a villager whole. It’s the most recent. The 
  others have since been filled in.
  Kobolds working with Killoran created this hole. Characters are, in fact, 
  peering into a hollowed-out stone column located in Killoran’s summoning 
  chamber below. The widest part of the hole at the base functions as a flue, 
  which Kerr Sem, once summoned, will use to access the village green.
  Should the characters want to dig in or around the area of the hole, Tithen 
  demands they wait for Jax and Caleb’s approval. He sends a village bonfire 
  worker off right away to find one of them. Neither Jax nor Caleb approve of 
  disturbing the hole out of fear of destabilizing the ground on which the tower 
  is erected. Instead, they order the hole to be filled. On the morning of Day 
  3, the interior of the tower will be filled with additional barrels and casks, 
  and the doorway sealed with several hogsheads. The purpose of this initial 
  encounter is to give perceptive characters a clue that something nefarious 
  may be lurking below the green, which should promote the characters to 
  further explore the area.
  dAy 3 (the lighting oF the BonFire)
  dAy 3 (the lighting oF the BonFire)
  As midnight approaches, characters notice that the crowd is getting 
  rowdier. People are growing increasingly drunk, and a buzz in the air evokes 
  a sense of excitement and foreboding. It’s becoming increasingly difficult 
  for the characters to discern laughter from shouting or threats from jokes. 
  The moment their attention is pulled in one direction, a shout, an eruption 
  of laughter, or the explosion of firecrackers pulls their attention in another 
  direction. There is a sense that things are about to get out of control.
  At midnight, the musicians stop playing as Mayor Caleb takes the stage 
  to a mostly cheering crowd, the towering shadow of the bonfire looming 
  behind him. The crowed presses in toward the stage. The entire village green 
  is packed shoulder to shoulder with rowdy villagers. After gesturing for a 
  moment or two for the crowd to quiet, Caleb addresses them jubilantly. Read 
  the following:
  Welcome to Ilgaardd, all who pine for a great gathering 
  with noise and music and banners on our Independence Day! 
  Welcome to those who believe that mutual love and support 
  for the people of the region is sufficient cause for this ardent 
  celebration, which is the joy and glory of Ilgaardd’s natal 
  morning. Just as the clock strikes midnight, thus adding 
  another year to the era of Ilgaardd’s independence, your 
  eyes will be drawn irresistibly to this towering monument 
  of hogsheads and barrels and casks that raises its huge form 
  high above the village green. Thank you for joining us in 
  solemnizing our independence with pomp and parade, with 
  shows, games, sports, bells, bonfires, and illuminations! Now, 
  let’s run the tyrant up the wire!”
  With the roar of the crowd waxing, Caleb lights the effigy of Killoran from 
  the parade cart and slowly runs it up the length of the tower by a wire pulley, 
  igniting the straw and witch hazel that is stuffed into the cracks along the 
  way. By the time the effigy reaches the top of the tower, the base is nearly 
  engulfed, and the midsection is quickly catching up. Even before the bonfire 
  is completely engulfed, the heat is intense.
  When the burning effigy of Killoran reaches the top of the tower, a wave 
  of cheering surges from the crowd. However, a voice from somewhere 
  near one of the characters bellows over all the others, shouting defiantly, 
  “Long live Killoran! Death to the usurper!” The crowd erupts in a fury. Any 
  character on the village green should make a saving throw. Success results in 
  that character seeing wine bottles hurtling through the midnight air and lets 
  them avoid being struck. Characters who fail take 1d4 points of damage from 
  thrown objects. Another volley of wine bottles comes from the other side of 
  the crowd, followed by still more bottles hurled from the first side. Seconds 
  later, bottles, rocks, pieces of wood, and all matter of objects are hurling 
  through the air from every direction.By this point, villagers are screaming, 
  with some dropping after being hit by projectiles, while others seem to be 
  pummeling each other indiscriminately. Firecrackers explode from the left 
  and right, shrouding portions of the village green in acrid smoke. Tar barrels 
  are set on fire and sent rolling into the crowds, forcing villagers to leap out of 
  the way. Not all are successful.
  The Evil on the Green encounter below details other events that take 
  place during the fight.
  6. BonFire
  6. BonFire
  This massive tower of stacked barrels on top of stacked 
  casks on top of stacked hogsheads looms over the village 
  green. Nearly 20 tiers high, this tower rises to almost 60 feet. 
  Three villagers are placing a blue and red barrel on the top of 
  the tower, while a fourth is waiting to fling Ilgaardd’s flag to 
  the breeze. On the ground, villagers are swarming in and out 
  of what appears to be a small room at the base of the tower. 
  Some are carrying small bundles of rags tied to lengths of 
  hemp ropes, while others are stuffing the crevices between 
  barrels with what appears to be straw and dried shrub 
  branches with small dark yellow, orange, and red flowers. It 
  is truly a magnificent sight.
  dAy 2
  dAy 2
  If the characters visit this location, Tithen, one of Jax’s constables, is 
  guarding the site. Jax wants to ensure that only those authorized to stack 
  barrels, run rags, and stuff witch hazel and hay have access to the tower. If 
  the characters ask the guards or any of the villagers about the bonfire, they 
  learn that while bonfires have traditionally been lit in Ilgaardd to celebrate 
  victories and civic occasions, this bonfire stands to be the largest any villager 
  has ever seen. Hay bales will be spread around the bonfire at five ignition 
  points, ready to be lit by five torchbearers representing the five villagers who 
  were killed on the village green by Killoran’s Crimson Legion.
  If the characters ask about the plant matter, they learn that Lumes, the 
  village priest, has requested witch hazel be added to the straw because of its 
  medicinal properties. When burned, the oils in the plant travel in the smoke, 
  soothing villagers’ airways and their skin, which will have inevitably been 
  kissed by the blazing sun over the past two days.
  A small room at the base of the tower is framed by a six-foot-by-six-foot 
  doorway. From the outside looking in, all the characters can see is a small 
  space around which villagers are running bundles of rags up the tower. 
  Others are stuffing cracks on the inside with straw and witch hazel. Should 
  the characters want to take a look inside, they’ll need to convince Constable 
  Tithen that their presence won’t disrupt the villagers’ work or distract them 
  from their own responsibilities patrolling the village. Gaining entry reveals 
  a small space about 10 feet by 10 feet by 10 feet, with a ceiling reinforced 
  with wooden beams. The ground is covered with heavy slate stones. It’s 
  illuminated by lanterns with heatless flames similar to those strung on the 
  outside of the tower, and there is a strong, sickly-sweet smell that, combined 
  with the intense summer heat trapped inside, is enough to make even the 
  hardiest character nauseous. Standing inside the tower for any duration 
  of time feels oppressive and physically draining. Characters have a 1-in-6 
  chance (3-in-6 for elves and dwarves) to notice that one of the stones in the 
  center of the ground flexes slightly as a worker walks across it. None of the 
  other stones moves when walked on, suggesting a depression in the ground 
  under the stone. Should the characters take a closer look, nothing out of the 
  ordinary presents itself. The stone is approximately 20 inches in diameter and 
  consistent with the other stones forming the floor of the interior of the tower. 
  If a villager or Tithen is asked, they learn that the stones were pulled from 
  the nearby riverbed. The characters can easily remove the stone. However, 
  nothing save a slight depression in the soil can be seen beneath it. Should 
  the characters examine the soil, they notice it seems slightly sandier than the 
  rest of the ground. Disrupting the soil reveals a small hole approximately 
  six inches in diameter from which a faint breeze emanates. The air coming 
  from the hole smells slightly moldy and earthy. Peering into the hole reveals 
  little information. After several inches of sandy soil, the hole appears to bore 
  through bedrock. The bottom of the hole cannot be seen unless a character 
  has darkvision or is using a light source.
  Shining a light source into the hole reveals little more. The hole is about 75 
  feet deep, and if characters manage to illuminate its entire length, it appears 
  to flare out about five feet or so from the bottom. A pile of wood appears to 
  be at the bottom. The small hole appears to have been carved or bored with 
  some kind of tool. It doesn’t appear to have been created recently. If the 
  characters ask Tithen about the hole, he tells them he has never seen it, but 
  doesn’t express concern. He assumes it’s another sinkhole, which he notes 
  are quite common in the area. If the characters suggest the hole was carved or 
  deliberately created, Tithen quickly dismisses the suggestion. He sees nothing 
  
  By Dawn's Early light 
  By Dawn's Early light |13
  |13
  Should any character be on the village green after midnight when the ritual 
  below starts, read or paraphrase the following:
  Moments after the bonfire is lit, the flames intensify and 
  form a whirling cyclone of fire roaring up the heights of the 
  tower. Within a few moments, the whirlwind intensifies 
  and begins to take shape. The swirling red flames form 
  the essence of a snarling old man with a top hat of flames 
  and red-hot embers for eyes. Its mouth expands to reveal a 
  glowing furnace, and it points a gnarled finger of fire at the 
  characters. It lets out an ear-shattering bellow: “Yoouuu!” 
   
  The flames flare red, then blue. At first, the bonfire is a fiery 
  old man, but then a flash of intense blue flames forms into the 
  shape of a mighty woman wearing a pileus and wielding a rod 
  of white flame. The red and blue flames roil and clash, casting 
  the smoke-obscured village green in a hellish light.
  If characters are successful with the counter-chant in the ritual chamber, 
  read the following to any character aboveground on the village green.
  The bonfire surges one more time, splitting again into two 
  columns. The red flames reach more than 100 feet high and 
  take the shape of the snarling old man, blazing and malicious. 
  The blue flames reach even higher into the night sky, forming 
  once again into the shape of a mighty woman with pileus and 
  rod, who roars to twice the height of the bonfire and then snaps 
  back at the old man. When the two flame figures clash, the 
  bonfire explodes into a shower of sparks and shooting stars. 
  Anyone on the village green takes 3d6 points of fire damage, 
  or half damage with a successful saving throw.
  Should the characters fail to dispel Kerr Sem below the green (see Area 
  9-2), the fire elemental, in the shape of the gnarled old man, is unleashed 
  on the village and destroys it and all the villagers if the characters do not 
  intervene.
  7. the dAM At shAdoW lAke
  7. the dAM At shAdoW lAke
  The path from the village to the dam creeps up the steep southeastern side 
  of the valley. The heat makes the trek arduous, causing even the hardiest 
  character to sweat profusely. The dam is an earthen, embankment style dam 
  that towers 70 feet above the valley floor and spans approximately 500 feet. 
  On the southeast side, water cascades from a small floodgate. The dam is 
  an impressive piece of engineering to anyone standing in its shadow. From 
  the top, it affords clear, albeit distant, views of Ilgaardd. The lake above is 
  approximately 100 acres, though much of it is shadowed by the surrounding 
  forest and steep mountain peaks on either side. The air isn’t moving, and 
  the water’s surface is smooth, like glass. It would be serene if it wasn’t so 
  unnervingly quiet.
  dAy 2
  dAy 2
  Nothing occurs at the dam on this day.
  evil on the green
  evil on the green
  In the thick of the mayhem, characters observe one of the following:
  * If Penumbra and Shaco (or one of the other bandits) are still alive, the 
  characters see two figures who fit their descriptions dragging an unconscious 
  humanoid wearing a devil’s mask through the crowd, striking down in a 
  single blow any villagers who stand in their way. What catches the character’s 
  eye is the face of one figure who stops and looks around. It’s Penumbra, who 
  is leading the bandits in the direction of the mill (Area 8).
  * If Penumbra and her bandits are dead or out of the picture, the characters 
  see the same thing, except now two cloaked figures are dragging the 
  unconscious humanoid. What catches the character’s eye is the face of one 
  cloaked figure who stops and looks around. He has thick red scars running 
  down both cheeks. 
  The characters have to struggle across the village green to keep the 
  mysterious figures in sight, only to lose them in the crowd and the confusion 
  as the massive fight rages on. They have a 1-in-6 chance to spot the figures 
  entering the windmill. They might also remember the contract found on the 
  body of Penumbra, her bandits, or the cultist on the dam (see Areas 7 and 8 
  for details on the contract). When the characters enter the mill, they find the 
  millstone locked. They can enter by breaking the stone, dispelling magic, or 
  reciting the password found in the contracts.
  
  14|By Dawn’s Early light
  14|By Dawn’s Early light
  elemental cult whose members are identifiable by their gruesome facial 
  scarring. The notes reference “the great anniversary” and a “pillar of fire from 
  which the Red Lord will be received and cleanse the world of the profane.” 
  Finally, the reader identifies a portion of the text as a counter-chant to break 
  the summoning of the “Red Lord”:
  Oh eques pole-tye 
  Cen-bime aras 
  Arinya kal
  If the characters present this information to Mayor Caleb Finge or Jax 
  Blueskin, both confirm the elf’s identity as Galyndrin Orthan, an Ilgaarddian 
  ranger who was investigating rumors of Killoran’s existence and return to the 
  area. Both are disappointed with the characters’ performance but understand 
  there wasn’t much they could do to stop the murder. Neither knows anything 
  about the references in Galyndrin’s notes, but they both trusted the elf. He 
  was an excellent ranger they had known for several years. They presume he 
  was murdered because his cover had been blown. Neither knows the identity 
  of the cultist who attacked the characters or of the one who fled. Both insist 
  that the characters return to their patrol and remain vigilant for the duration 
  of the celebration. They should immediately report any sightings of cultists to 
  Jax.8. Windmill
  A windmill sits on the river’s edge just north of the village 
  green, behind the massive bonfire It is a typical tower windmill 
  used primarily for grinding grains, but it’s clear that the mill is 
  also used for powering a saw. Its sloping walls are constructed 
  out of river stones and thick timbers, and the entire windmill 
  stands more than 50 feet tall and is approximately 30 feet 
  in diameter. Its cap is tiled with the same faded yellow tiles 
  as the temple, and its traditional four-sail frame boasts blue-
  and-yellow sail cloth. An entrance on the ground level faces 
  the river. A 15-foot-long ramp extends from a closed door to 
  the river’s edge. Two small open-arch windows, approximately 
  two feet by three feet, are on the second floor, and a one-foot-
  by-one-foot window is on the third level. A walkway surrounds 
  the tower at the second level.
  The door on the ground level is locked. It is constructed of thick oak 
  banded with iron. Its lock can be opened with thieves’ tools, or the door itself 
  can be broken open with a successful Open Doors check. Penumbra holds 
  the key. Killoran paid Penumbra and her crew to guard this location to ensure 
  that no one finds the soulflare or the secret door to the tunnels below the 
  millstone. The bandits are always close by.
  The door into the mill from the walkway is on the same side as the main 
  entrance. It is barred on the inside and can be broken down with a successful 
  Open Doors check (with a –1 penalty, minimum 1).
  Should the characters investigate the windows, they may find hidden 
  traps. The window on the west side is rigged with a flash bomb triggered by 
  a pressure plate on the sill. Setting off the flash bomb causes an explosion of 
  sparks and light and a deafening sound. The character triggering the trap must 
  make a saving throw or be deafened and blinded for three rounds. This trap 
  most certainly alerts Penumbra and her crew if they aren’t already aware of the 
  characters’ presence. The window on the east side is rigged with two spring-
  loaded poison darts in small holes on opposite sides of the window. The darts 
  fire if the pressure plate in the sill is pressed. A character who springs this trap 
  must make a saving throw or be struck by the darts for 2d4 points of damage. 
  dAy 2
  dAy 2
  During the day, Shaco and 3 bandits hide on the third level (Area 8-3) to 
  protect the soulflare. Unless they have reason to believe the characters know 
  about the object, they remain hidden and ready to attack should the characters 
  attempt to access the third level or if the characters discover the lock on the 
  millstone and attempt to unlock it. Penumbra keeps an eye on the mill from a 
  healthy distance outside. Given the crowds, it’s not difficult for her to remain 
  unnoticed. Should characters attempt to pick the lock or gain entry to the mill 
  through one of the windows, run the following encounter:
  dAy 3
  dAy 3
  As the characters approach the dam, they become aware of a commotion 
  about 80 feet ahead, just off the path in the trees near the floodgate. Read or 
  paraphrase the following:
  You’re certain that something is moving in the gloomy fringe 
  of the forest ahead. As you get closer, you hear the unmistakable 
  sounds of melee before three humanoids stumble out onto the 
  path, swords clashing and sparking as two cloaked figures 
  appear to overwhelm a battered and bleeding elf. Heavy 
  black hooded cloaks obscure the two aggressors’ faces. The 
  elf, whose back is to you, is quickly losing strength, and his 
  legs buckle as he spills out onto the path. You quickly realize 
  you’re too far away to intervene. As you helplessly watch, 
  one of the cloaked figures feigns an attack and the elf takes 
  the bait. The other figure steps into the opening and plunges 
  a long, cruel dagger into the soft flesh of the elf’s throat, 
  sending a crimson spray arcing through the summer sky.  
   
  As the elf crumples to the ground, his slayer looks up, his 
  hood slipping slightly to reveal pitch-black eyes and curved 
  horns. The creature sees you and bares menacing fangs; his 
  features chill you to the bone. You see two thick, inflamed 
  scars, one on each side of his face, that run from below each 
  of his eyes to his chin. He grunts toward his companion, and 
  they both turn to look in your direction. The first figure’s 
  cracked lips curl into a snarl, and he begins to rush toward 
  you. His companion mutters something and attempts to 
  grab his partner’s shoulder, but to no avail. As the one 
  figure advances on you, his partner hisses, grabs a small 
  vial hanging from a necklace around his neck, drinks it, and 
  vanishes instantaneously.
  The two villains are cultists working with Killoran. The one who 
  disappeared is Ragnis (see Area 8). The elf they killed is Galyndrin Orthan, a 
  ranger from Ilgaardd who was following leads pertaining to Killoran’s return. 
  The remaining attacker is a human cultist with no plans of backing down 
  from another fight.
  Cultist: HD 2; HP 10; AC 7[12]; Atk d-agger (1d4); Move 12; 
  Save 16; AL C; CL/XP 2/30; Special: +2 to hit in berserk state. 
  (Monstrosities 255)
  The characters shouldn’t have too much difficulty putting down this 
  overconfident cultist. If the characters defeat him, they find a short sword, a 
  dagger, leather armor, and a note written in Common. The same note can be 
  found on Penumbra or her crew’s bodies (see Area 8). If this is the first time 
  the characters have discovered this note, read the following:
  To receive the agreed upon compensation, you must bring 
  the usurper to me alive. When the midnight sky turns red, go 
  to the laboring Giant, who with patience stands waiting and 
  with exactness grinds all in his granite jaws, and whisper the 
  following: Dod till otro. Past its teeth and into the darkness, 
  deliver the usurper to me, then return to the earthen wall and 
  await my signal! The water shall not reckon twice; if not by 
  fire, the water shall at last sweep corruption clean!
  The victim is a middle-aged male elf who appears to have been outside 
  for a long time. His clothes are soiled, and his body is somewhat gaunt. 
  Characters searching the elf’s body find a longsword, a shortbow and quiver 
  of 12 arrows, an explorer’s pack, and cartographer’s tools.
  Searching the cartographer’s toolkit reveals a series of sketched maps of 
  mostly natural locations similar to the surrounding terrain, though no local 
  landmarks can be discerned. After looking at the maps for a moment, any 
  character wearing the badge Jax gave them begins to discern Elvish letters 
  forming from invisible ink. In total, there are about two pages of text written 
  in shorthand that take one to two hours to read and interpret. Interpreting 
  the text reveals evidence that Killoran is alive and working with an obscure 
  
  By Dawn's Early light 
  By Dawn's Early light |15
  |15
  the Mill MAP
  the Mill MAP
  dAy 2 (evening)
  dAy 2 (evening)
  At midnight, Penumbra returns to the mill, and she and her entire 
  crew of 3 bandits sleep in shifts. If the bandit on watch is alerted to the 
  characters’ presence outside the mill, he wakes the others and they ambush 
  the characters as soon as they enter. Poisoned crossbow bolts fly from the 
  shadows. Penumbra is on the third floor and defends the soulflare until defeat 
  is imminent. She then flees and attempts to alert Killoran of the breach. Ten 
  minutes later, Ragnis, Cendras, and Sigmas arrive, bent on destroying the 
  meddling characters (see Area 9-2 if this occurs).
  Bandits (as needed, 6 total): HD 1; AC 7[12]; Atk short sword 
  (1d6) or light crossbow (1d4+1 + poison); Move 12; Save 17; AL 
  C; CL/XP 1/15; Special: none. (Monstrosities 254)
   Equipment: leather armor, short sword, light crossbow, 10 
  bolts, vial of poison (save or die in 1d4+2 rounds unless healed).
  Penumbra, Female Human Assassin (Asn2): HP 10; AC 7[12]; 
  Atk longsword (1d8) or dagger (1d4) or light crossbow (1d4+1 
  + poison); Move 12; Save 14; AL C; CL/XP 2/30; Special: 
  backstab (x2), disguise, use poison.
   Equipment: leather armor, longsword, dagger, key to windmill, 
  handwritten note, light crossbow, 10 bolts, vial of poison (save or 
  die in 1d4+2 rounds unless healed).
  Shaco, Male Human Thief (Thf1): HP 3; AC 7[12]; Atk dagger 
  (1d4) or light crossbow (1d4+1 + poison); Move 12; Save 15; AL 
  C; CL/XP 1/15; Special: +2 save bonus vs. traps and magical 
  devices, backstab (x2), read languages, thieving skills.
   Thieving Skills: Climb 85%, Tasks/Traps 15%, Hear 3 in 6, 
  Hide 10%, Silent 20%, Locks 10%.
   Equipment: leather armor, dagger, light crossbow, 10 bolts, vial 
  of poison (save or die in 1d4+2 rounds unless healed), 12 sp.
  An exPlosive tiMe
  An exPlosive tiMe
  The characters hear a loud explosion followed by the screams of villagers 
  behind them on the village green. Penumbra sets fire to a barrel of pitch and 
  a handful of small gunpowder bombs, larger versions of the sort the children 
  have been setting off throughout the celebration. Characters who look in the 
  direction of the explosion see thick black smoke rising from a building near 
  the temple. Should the characters investigate, they find a crowd of villagers, 
  including Jax Blueskin, running around in circles, some sloshing pails of 
  water from the well on the village green, frantically trying to extinguish a fire 
  that is quickly engulfing the back of Sam Choux’s bakery. Sam desperately 
  pleads with the characters to put out the flames. 
  Sam Choux, Male Halfling Baker: HD 9; AC 9[10]; Atk dagger 
  (1d4); Move 9; Save 16; AL L; CL/XP 2/30; Special: +1 bonus 
  with missile weapons, +4 save vs. magic. (Monstrosities 254)
  Should the characters ask about the explosion, there is a 30% chance that 
  they ask the one person who recalls seeing anything. A young boy saw a tall 
  man with long stringy black hair standing behind a barrel smeared in tar. 
  The barrel was strung with what looked like large firecrackers. As the man 
  rose from lighting the wicks, he looked right into the boy’s eyes with a cold, 
  chilling look, and a thin smile spread across his face. He continued looking at 
  the boy as he kicked the barrel over with his boot, sending it careening down 
  the short incline straight toward him! The boy believes the man tried to kill 
  him (false) and describes how he had to jump out of the way to avoid being 
  hit. When he looked back, the man was gone. Then the explosion ...
  At this point, Jax arrives and quickly assesses the situation. Once it’s clear 
  everyone is OK, he requests that the characters hurry with him to the inn. A 
  fight has broken out! Run the following:
  The characters arrive at the inn just as a barstool crashes through the front 
  window. The fight is between 4d6 + 2 patrons, all of whom are under the 
  influence of the soulflare. Decide whether patrons use weapons or if it’s just 
  fists and chairs. Either way, play up the flying chairs and bottles, the kicked-
  over tables, the crashing of a chandelier, etc. Brawlers could have immediate 
  reactions to being hit, and missed attacks could hit someone else nearby, who 
  then reacts by hitting someone else.
  Should the characters succeed in assisting Jax in quelling the brawl, he 
  offers to buy each a drink and suggests they give Olwette a hand cleaning up 
  the interior.
  Angry Bar Patrons, Male and Female Humans (4d6+2): HD 
  1d6hp; AC 9[10]; Atk strike (1d2) or weapon (1d6); Move 12; 
  Save 18; AL Any; CL/XP B/10; Special: none. (Monstrosities 254)
  
  16|By Dawn’s Early light
  16|By Dawn’s Early light
  Should the characters survive the cultists’ attack and discover the tunnel 
  beneath the millstone, go to the ritual chamber (Area 9-2) and run the 
  encounter accordingly (minus any slain cultists).
  If Penumbra and her crew are defeated, the characters can freely search the 
  inside of the mill. Should the bodies be searched, the characters find a key to 
  the mill and a handwritten note on Penumbra’s body. The same note can be 
  found on the other cultists. Read the following aloud:
  To receive the agreed upon compensation, you must bring 
  the usurper to me alive. When the midnight sky turns red, go 
  to the laboring Giant, who with patience stands waiting and 
  with exactness grinds all in his granite jaws, and whisper the 
  following: Dod till otro. Past its teeth and into the darkness, 
  deliver the usurper to me, then return to the earthen wall and 
  await my signal! The water shall not reckon twice; if not by 
  fire, the water shall at last sweep corruption clean!
  dAy 3
  dAy 3
  Nothing occurs at the mill during the day.
  dAy 3 (evening)
  dAy 3 (evening)
  If still alive, Penumbra and her crew of 3 bandits are on guard inside 
  the mill. An hour before midnight, Penumbra leaves the mill to retrieve Jax 
  and bring him to the mill. When the bonfire is lit, characters may spot her 
  dragging a semiconscious Jax across the village green toward the mill. See 
  the ritual chamber (Area 9-2) for details on Jax’s fate.
  8-1. First Floor
  8-1. First Floor
  A long wooden spindle descends through the ceiling from the 
  upper level, where it connects to a large gear used for turning 
  the vertical saw blade at the end of the room. A 10-foot-long 
  log lies on a framed carriage that extends from the door right 
  up to the blade. A large millstone framed in wood is in the 
  southeast corner. The gears that turn the spindle are attached 
  to a boom arm that can be swung to connect to the saw or 
  to the millstone. The spindle is currently disconnected from 
  both. A few burlap sacks of grain are piled in the east corner. 
  In the northwest corner, a set of ladder-stairs leads up to the 
  second level. The room smells of cedar and raw earth, and the 
  air inside is hot.
  The characters should roll a saving throw every 10 minutes they spend 
  inside the mill or suffer a –1 penalty to hit due to the stifling heat. If the 
  characters investigate the saw blade or carriage, they find nothing out of the 
  ordinary. The sacks contain relatively high-quality flour.
  The millstone contains a secret door that leads into tunnels below. Killoran 
  constructed the tunnel to covertly access the summoning chamber below the 
  village green. The millstone is actually two stones: the runner stone on top, 
  and the base stone on the bottom. Each stone is approximately four feet in 
  diameter and weighs nearly 3,000 pounds. A small depression with a barely 
  noticeable seam is in the center of the millstone (1-in-6 chance to notice; 
  4-in-6 for dwarves and elves). It also reveals that a section of the wood 
  flooring in front of the stone is loose. Prying the flooring open reveals a small 
  lever; the characters might logically deduce that the lever is a mechanism 
  to open a door in the millstone. However, attempts to pull the lever are 
  
  By Dawn's Early light 
  By Dawn's Early light |17
  |17
  unsuccessful; it seems incredibly stuck. A detect magic spell reveals that the 
  secret door in the millstone is actually protected by a wizard lock. It can be 
  opened by dispelling the spell or by whispering the password (which can be 
  found in the notes on Penumbra and her crew or on the cultist at the dam). 
  Characters can also break the lock to gain access. Opening the door reveals a 
  set of roughly-hewn steps leading down into a dark tunnel. See The Journey 
  Below (Area 9) for details on this area.
  8-2. second Floor
  8-2. second Floor
  This room contains a few simple bedrolls and empty jugs of wine. It 
  provides mill workers with access to the windshaft and pulley systems that 
  make turning the spindles possible. Two open-arched windows are on this 
  level, and the staircase up to the third level is in the northwest corner. With all 
  the machinery on this level, it’s quite cramped and difficult to maneuver.
  Starting at the base of the stairs on the ground floor, as you 
  ascend the stairs you are struck with a high-pitched ringing in 
  your ears accompanied with a tremendous pressure. It comes 
  on so suddenly that it stops you in your tracks. For a moment, 
  you cannot hear anything but the ringing. The pressure 
  increases, and you drop to one knee as you futilely attempt 
  to stop the ringing by blocking your ears. After a moment, the 
  ringing subsides as a terrible crackling sound takes over.
  The characters must make a saving throw once each round against the 
  soulflare. Any characters who fail the save lose interest in the mill and do not 
  remember their purpose for being there until another character reminds them 
  of the facts. A character who loses the psychic battle with the soulflare has a 
  50% chance of becoming violent and randomly attacking another character.
  8-3. third Floor
  8-3. third Floor
  This is a small space where the windshaft connects to the 
  wooden gears and machinery within the mill. A small window 
  on the north wall lets in a little light, but without a light 
  source it’s quite dark. When you first climb up into this space, 
  you feel slightly dizzy and wobbly. It takes a moment for you 
  to realize that this space is turning slowly with the wind.
  This small space is where Killoran placed the soulflare to affect the village. 
  Characters easily notice the glass globe nestled safely atop a sack of flour in 
  the middle of the room. The orb flashes with licks of flame that spark through 
  a greasy pall of swirling black smoke.
  However, getting the orb is not an easy task, as Penumbra’s bandits are 
  likely here to protect it. Normally, Shaco and 3 bandits hide in the darkness 
  and attempt to stop intruders. Depending on the time of day, Penumbra 
  might also be found here.
  Characters who touch the glass orb with bare flesh must make a saving 
  throw with a –2 penalty to avoid losing their minds to the soulflare. They 
  immediately lose interest in whatever they were doing, and have a 75% 
  chance of taking a swing at a random character near them. See the soulflare’s 
  description for details. The magic item can be carried safely in a pouch 
  or other container, although characters can still be affected by its magical 
  properties while they possess it. Only by destroying the glass orb can they 
  end its threat to themselves and the village below.
  Bandits (as needed, 6 total): HD 1; AC 7[12]; Atk short sword 
  (1d6) or light crossbow (1d4+1 + poison); Move 12; Save 17; AL 
  C; CL/XP 1/15; Special: none. (Monstrosities 254)
   Equipment: leather armor, short sword, light crossbow, 10 
  bolts, vial of poison (save or die in 1d4+2 rounds unless healed).
  Penumbra, Female Human Assassin (Asn2): HP 10; AC 7[12]; 
  Atk longsword (1d8) or dagger (1d4) or light crossbow (1d4+1 
  + poison); Move 12; Save 14; AL C; CL/XP 2/30; Special: 
  backstab (x2), disguise, use poison.
   Equipment: leather armor, longsword, dagger, light crossbow, 
  10 bolts, key to windmill, handwritten note, vial of poison (save 
  or die in 1d4+2 rounds unless healed).
  Shaco, Male Human Thief (Thf1): HP 3; AC 7[12]; Atk dagger 
  (1d4) or light crossbow (1d4+1 + poison); Move 12; Save 15; AL 
  C; CL/XP 1/15; Special: +2 save bonus vs. traps and magical 
  devices, backstab (x2), read languages, thieving skills.
   Thieving Skills: Climb 85%, Tasks/Traps 15%, Hear 3 in 6, 
  Hide 10%, Silent 20%, Locks 10%.
   Equipment: leather armor, dagger, light crossbow, 10 bolts, vial 
  of poison (save or die in 1d4+2 rounds unless healed), 12 sp.9.
   the journey BeloW
   the journey BeloW
  If the millstone door is unlocked and opened, the characters find a thin, 
  narrow passage carved into stone that is barely wide enough for a single 
  person to fit through. The characters can crawl into it. If they do, they find 
  themselves in a small tunnel leading to a narrow set of steps that descend 
  approximately 50 feet.
  9-1. tunnel to the rituAl chAMBer
  9-1. tunnel to the rituAl chAMBer
  The steps lead down into darkness. At the base is a narrow archway carved 
  in the subterranean rock protected by a magical, mental alarm set to ping 
  Killoran of any intruders. Should the characters enter this tunnel before 
  the bonfire is lit, a trip-wire alarm alerts Killoran so he can begin the ritual 
  before the village’s midnight ceremony. If the characters detect the alarm and 
  successfully disable it, they still encounter kobolds (see below) in the tunnel. 
  The sounds of melee alert Killoran just the same. As the characters continue 
  down the tunnel, read the following:
  The descending subterranean tunnel is pitch black and 
  about 10 feet in diameter. When it finally levels off, you 
  estimate you must be at least 70 feet belowground. As you 
  continue down the uneven, roughly-carved corridor, you 
  hear what sounds like whispers, though it’s impossible to 
  make out the language or the direction from which they are 
  coming. In fact, the whispers seem ominous, and you’re not 
  entirely certain they aren’t in your head. The air suddenly 
  feels alive with energy, and you are nearly overwhelmed by 
  the oppressive scent of wet canine and stagnant water. The 
  smell is so strong that it brings with it a tinge of nausea.
  Characters see movement ahead as 6 kobolds rush out of the darkness. 
  The characters are free to attack, assuming they aren’t surprised. The kobolds 
  fight to the death.
  Kobolds (6): HD 1d4 hp; HP 4, 3x2, 2x2, 1; AC 7[12]; Atk short 
  sword (1d6); Move 6; Save 18; AL C; CL/XP A/5; Special: none. 
  (Monstrosities 277)
  If the characters defeat the kobolds, they can proceed down the corridor. 
  As they do, the whispers become louder and more rhythmic in a language 
  harsh and guttural and entirely alien. A reddish-orange light can be seen at the 
  end of the corridor. As the characters approach, the light gets brighter and the 
  temperature grows hotter.
  
  18|By Dawn’s Early light
  18|By Dawn’s Early light
  the journey BeloW MAP
  the journey BeloW MAP
  hit point at the beginning of each round as Kerr Sem absorbs their essence. 
  They first try to deal with any character who is chanting a counter-chant, and 
  this character is always their choice of a primary target. The counter-chant 
  is the only thing at this point that dispels Kerr Sem. The characters have 
  four rounds to complete the counter-chant once the whirlwind of fire begins. 
  Otherwise, Kerr Sem fully materializes and likely destroys the characters and 
  the village of Ilgaardd. Until either Kerr Sem is summoned or the counter-
  chant succeeds, chaos ensues aboveground as the fight on the village green 
  grows larger with each round (see the Evil on the Green encounter in 
  description of the bonfire [Area 6]).
  Cendras, Female Half-Elf Priest (Clr2): HP 9; AC 7[12]; Atk 
  flail (1d8); Move 12; Save 14; AL C; CL/XP 2/30; Special: +2 
  save versus paralysis and poison, control undead, darkvision 
  (60ft), detect secret doors (4-in-6 chance), spells (1).
   Spells: 1st—cause light wounds.
   Equipment: leather armor, flail.
  Killoran “the Red,” Male Human Priest (Clr4): HP 19; AC 
  5[14]; Atk +1 flaming heavy mace (1d6 + 1d6 fire); Move 12; 
  Save 12; AL C; CL/XP 4/120; Special: +2 save versus paralysis 
  and poison, control undead, spells (2/1).
   Spells: 1st—cause light wounds, detect magic; 2nd—hold person.
   Equipment: chainmail, +1 flaming heavy mace.
  Ragnis, Male Elf Wizard (MU3): HP 8; AC 9[10] or 2[17] 
  (missile) and 4[15] (melee) from shield spell; Atk staff (1d6); 
  Move 12; Save 13; AL C; CL/XP 3/60; Special: +2 save vs. 
  spells, staffs and wands, spells (3/1).
   Spells: 1st—magic missile (x2), shield; 2nd—mirror image.
   Equipment: staff, robes.
  Sigmas, Female Human Priest (Clr2): HP 7; AC 7[12]; Atk 
  mace (1d6); Move 12; Save 14; AL C; CL/XP 2/30; Special: +2 
  save versus paralysis and poison, control undead, spells (1).
   Spells: 1st—cause light wounds.
   Equipment: leather armor, mace.
  9-2. the rituAl chAMBer
  9-2. the rituAl chAMBer
  As the characters approach the room at the end of the corridor, they hear 
  chanting and feel the heat radiating out of the room. A terrible aroma in the 
  air is bitter and coppery and sickeningly sweet — the smell of human flesh. 
  When the characters enter the chamber, read the following:
  You enter a large room that is approximately 50 feet 
  in diameter and 30 feet high, crudely carved out of the 
  subterranean rock. It feels as if you’ve walked into a furnace. 
  At the center of the room is a large, hollowed-out stone 
  column, roughly five feet in diameter at the base and tapering 
  to about 10 inches where it meets the chamber’s ceiling.  
   
  Several large holes have been punched into the column, and 
  flames curl up the sides. Three cloaked figures stand about 10 
  feet from the door. Their eyes are closed, and they hold daggers 
  in their outstretched hands. All are chanting. Each one has 
  thick, red scars running down the lengths of their cheeks. The 
  one closest to you also has two horns curling from its forehead. 
  A fourth figure wearing an orange and red cape can just be 
  seen standing behind an altar in the back of the chamber.  
   
  Jax is bound, battered, and unconscious on top of the 
  altar. The figure at the altar is holding a shimmering 
  longsword above his head, its point hovering inches 
  above Jax’s head. This figure’s eyes, too, are closed, 
  and his face is covered with a web of thick, red scars.  
   
  As the others continue chanting, the figure behind the altar 
  speaks directly to you. “We’ve been expecting you,” he says. 
  “Kerr Sem’s been expecting you.” At that moment, all of the 
  cultists open their eyes as a whirlwind of fire and ash begins 
  to billow and swirl within the stone column.
  The cultists Ragnis, Cendras, and Sigmas, and Killoran are in the 
  process of summoning Kerr Sem, a powerful fire elemental. They fight to 
  the death to ensure that the summoning is successful. Each cultist lose 1 
  
  By Dawn's Early light 
  By Dawn's Early light |19
  |19
  If Killoran is still alive at this point, he tries to escape to return to the cave 
  where Ragnis nursed him back to health a year ago. Regardless of whether 
  Killoran is slain or escapes, characters find little if they search the chamber. 
  Nothing is in the altar room beyond what the slain cultists carried. Jax is 
  wounded but alive. He tells the characters that Mayor Caleb was immolated 
  and that his death initiated the ritual. Jax is certain he was going to be next.
  WrAPPing it All uP
  WrAPPing it All uP
  Read the following as the characters make their way out of the tunnels and 
  back to the village green:
  As you emerge from the tunnels and then from the mill, 
  the chaos on the green is over. The villagers have stopped 
  fighting, and many are looking toward the east. The skies have 
  cleared, and while stars can still be seen in the dark sky, the 
  first rays of dawn can be seen on the horizon. Jax is standing 
  next to you, looking peaceful and serene. He gestures to the 
  horizon. “Behold. The night turns into the morning of a new 
  year of liberty. Thank you for helping keep us safe. Ilgaardd, 
  I believe, is finally free! You are forever welcome. Come to my 
  office in the morning, and I’ll have your payments.” He clasps 
  each of your hands before walking off the village green.
  Each round, at least one character who knows the counter-chant must stand 
  still and concentrate on keeping the chant going. As the characters chant, the 
  whirlwind of fire grows larger, taking up a good portion of the chamber as it 
  leaps out of the chimney and swirls around the column. During the second 
  round of chanting, the whirlwind intensifies and begins to take shape in the 
  chamber. The swirling red flames form the essence of a snarling old man with 
  a top hat of flames and red-hot embers for eyes. Its mouth expands to reveal 
  a glowing furnace, and it points a gnarled finger of fire at the characters. It 
  bellows an ear-shattering, “Yoouuu!” All characters must succeed on a saving 
  throw or be knocked prone by the powerful blast of hot air as the visage 
  becomes an amorphous ball of swirling flames. A character failing the saving 
  throw also ceases to chant until the start of his or her next turn.
  If the characters keep the chant going for two more rounds, by the end 
  of the third round the flames split into two branches; one is a red flame, 
  while the other is blue. The red column of fire reforms into the visage of the 
  towering old man; the blue column forms a mighty woman wearing a pileus 
  cap and wielding a rod. At the moment these two figures become visible, 
  they snap together with a scorching rush. Purple and white flames flare up the 
  column and spread across the ceiling, only to reform into a swirling inferno 
  moments later.
  At the end of the fourth round of chanting, the inferno splits again into two 
  corporeal figures: that of the snarling old man, blazing and malicious, and 
  that of the mighty woman with pileus cap and rod, expanding to twice her 
  size and then whipping back into the old man, exploding him in a shower of 
  sparks and shooting stars. Anyone on the village green witnesses this same 
  battle take place “in” the bonfire, though on a much-larger scale. Whether 
  aboveground on the village green or belowground in the chamber, everyone 
  takes 3d6 points of fire damage, or half as much damage on a successful 
  saving throw.
  
  If the characters are victorious during the day on either Day 2 or Day 3, 
  narrate the parade and the lighting of the bonfire without mentioning the 
  brawl (the soulflare has no power with Killoran out of the picture). Then read 
  the following:
  As the bonfire burns well into the night, and the flames 
  reflect off the mountain flowers on the hillside and the smiling 
  villagers’ faces, you suddenly realize Jax is standing next to 
  you, looking peaceful and serene. He points to the horizon 
  where the first rays of dawn can be seen. “See that?” he asks. 
  “That’s the night turning into the morning of a new year of 
  liberty.” He clasps each of your hands, smiles, hands you your 
  coin, and leaves you on the green.
  loose ends
  loose ends
  Should the characters think to look for Penumbra and her bandits, 
  assuming she is still alive at the conclusion of the adventure, the contract 
  provides clues. She is hiding near the dam, and if anyone other than Killoran 
  arrives, she does her best to sneak away. If the characters investigate the dam, 
  they discover that is has been rigged with several barrels of black power. Feel 
  free to roleplay the disarmament of the powder barrels. Failure to disarm the 
  barrels almost certainly results in the destruction of the dam, which causes a 
  deadly flood in the region.
  If Killoran escaped, insightful characters may think about spending some 
  more time with Galyndrin’s maps. If he was tracking Killoran, the maps may 
  relate to places Killoran was seen or rumored to have been hiding out. Since 
  the maps depict a region similar to the one the characters are in, it’s possible 
  that with a little more time, or if perhaps the right person is asked, the 
  locations on the maps could be identified. This, at any rate, is an adventure 
  for another day.
  AcknoWledgeMents
  AcknoWledgeMents
  I want to thank Ted, Brandon, Jeff, Chris, and Stephanie for 
  helping cultivate my love of gaming, my wife, Melissa, for taking 
  on additional childcare responsibilities so I could build this 
  story, and Edwin Nagy from Frog God Games for providing me 
  outstanding feedback and support, and for being the most patient 
  editor on the planet.
  I also want to thank Steve Rakner from the Roll4 Network for 
  permission to adapt some of the festival games he created for 
  inclusion in this adventure.
  The parade puppeteer’s rhyme is based on an early 18th-century 
  version that was frequently recited on Pope’s Night, an anti-
  Catholic celebration in the U.S. that evolved from Britain’s Guy 
  Fawkes Day celebrations, which evolved into the Independence 
  Day celebrations people in the U.S. are familiar with today.
  Finally, “Killoran’s contract” was inspired by Henry Wadsworth 
  Longfellow’s poem, “The Windmill.”
  
  By Dawn's Early light 
  By Dawn's Early light |21
  |21
  illgAArdd toWn center - PlAyer MAP
  illgAArdd toWn center - PlAyer MAP
  
  22|By Dawn’s Early light
  22|By Dawn’s Early light
  the Mill - PlAyer MAP
  the Mill - PlAyer MAP
  
  By Dawn's Early light 
  By Dawn's Early light |23
  |23
  
  24|By Dawn’s Early light
  24|By Dawn’s Early light
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. 
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, 
  Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. 
  System Reference Document 5.0 © 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, 
  Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. 
  Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by 
  E. Gary Gygax and Dave Arneson. 
   
  Original Spell Name Compendium © 2002 Clark Peterson; based on NPC-named spells 
  from the Player’s Handbook that were renamed in this System Reference Document. 
  The Compendium can be found on the legal page of www.necromancegames.com.  
  Swords & Wizardry Core Rules, © 2008, Matthew J. Finch 
  Swords & Wizardry Complete Rules, © 2010, Matthew J. Finch 
  By Dawn’s Early Light, © 2020, Frog God Games; Author Brent G. Griffin.
  Adventures 
  Worth  
  Winning
  
  FROG GOD
  GAMES
  FROG GOD GAMES ADVENTURES
  It is midsummer, and the remote mountain village of Ilgaardd is pre-
  paring to throw an epic celebration to honor the year anniversary 
  of its independence from the tyrannical rule of Killoran “the Red.” 
  While most of the villagers are happy with the new leadership and 
  are excited about the prospect of hosting a major event, droves of 
  raucous outsiders, bitter loyalists, and an unprecedented heat wave 
  are causing tensions to mount.  You have been hired by the local 
  sheriff to keep the peace. While there, you must contend with row-
  dy villagers at each other’s throats and a towering force on the cusp 
  of raising its haunted form high above the Village Green! 
  Inspired by (dangerous!) early American traditions of lighting bon-
  fires to celebrate Independence Day, the characters are the only 
  hope that Illgaardd will remain standing by dawn’s early light.
  By Dawn’s Early light
  By Dawn’s Early light
  
SOURCE: textdata/thevault/Swords & Wizardry/SW Adventures & Settings/By Dawn's Early Light (SW).pdf