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  WHISPERS & RUMOURS: 
  RAGING SWAN PRESS 
  BORDERLAND TOWN 
  
   
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  WHISPERS & RUMOURS: BORDERLAND TOWN 
  After	surviving	a	long,	dangerous	stint	in	the	untamed	regions	of	the	world,	the	PCs	find	themselves	back	in	civilisation.	Upon	entering	a	
  settlement,	 the	 players	 decide	 to	 scope	 out	 the	 area	 and	 get	 a	 feel	 for	 the	 local	 goings-on	 by	 talking	 to	 inhabitants	 and	 gathering	
  information.	At	this	point,	they	ask	“so	what	are	the	local	rumours	around	here,	anyway?”	Whispers	&	Rumours:	Borderland	is	here	to	
  answer	just	that	question,	providing	the	time-pressed	GM	with	hundreds	of	local	rumours	suitable	for	fleshing	out	the	society	of	almost	
  any	borderland	settlement.	These	rumours	can	serve	as	flavour	text,	adding	depth	and	dimension	to	your	campaign,	or	can	serve	as	plot	
  hooks,	suggesting	future	paths	that	PCs	may	wish	to	follow.	
  	
  C R E D I T S  
  Design:	Neal	Litherland	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland.	 Some	 artwork	 copyright	 William	
  McAusland,	used	with	permission.	
  C O N T E N T S  
  Using	Whispers	&	Rumours	..........................................................	2	
  Recent	Local	Events	......................................................................	3	
  Recent	Regional	Events	................................................................	6	
  Local	Legends	...............................................................................	8	
  Support	Raging	Swan	Press	........................................................	10	
  OGL	V1.0A	..................................................................................	10	
  	
  ©Raging	Swan	Press	2016.	
  	
  The	moral	right	of	Neal	Litherland	to	be	identified	as	the	author	
  of	this	work	has	been	asserted	in	accordance	with	the	Copyright	
  Designs	and	Patents	Act	1988.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	or	by	any	means,	without	the	prior	permission	in	writing	of	
  Raging	Swan	Press	or	as	expressly	permitted	by	law.	
  	
  S Y S T E M  N E U T R A L  E D I T I O N  
  Welcome	 to	 this	 Raging	 Swan	 Press	 System	 Neutral	 Edition	
  Village	 Backdrop.	 Herein	 you’ll	 find	 evocative,	 inspiring	 text	
  designed	 to	 help	 you—the	 busy	 GM—run	 better,	 quicker	 and	
  easier	games.		
  	
  This	 book	 is	 compatible	 with	 most	 fantasy	 roleplaying	
  games.	 It’s	 impossible	 to	 create	 a	 truly	 system	 neutral	 book,	
  though,	and	some	generic	game	terms—wizard,	fighter,	human,	
  elf	 and	 so	 on—lurk	 within.	 These	 generic	 terms	 are	 easily	
  modified	to	the	GM’s	system	of	choice.		
  	
  One	special	note	about	the	NPCs	in	this	supplement.	While	
  some	are	wizards,	fighters,	clerics	and	so	on,	others	are	simply	
  normal	folk.	Because	different	game	systems	handle	normal	folk	
  differently	we’ve	made	no	attempt	to	note	their	“class”	leaving	
  them	simply	as	“female	human”	and	so	on.				
  	
  If	you	enjoyed	this	book,	please	consider	leaving	a	review.	
  	
  If	you	didn’t	enjoy	this	book,	did	you	know	Raging	Swan	Press	
  offers	a	money	back	guarantee?	
  	
  	
  
  2	
  U S I N G  W H I S P E R S  &  R U M O U R S  
  Rumours	are	a	bit	like	wandering	monsters.	In	the	Good	Old	
  Days	 every	 adventure	 had	 both	 a	 rumour	 table	 and	 a	
  wandering	monster	table.	Now,	they	both	seem	to	be	few	and	
  far	between.		
  	
  It	won't	surprise	you	to	know,	this	is	a	bad	thing.	Rumours	
  are	 an	 essential	 component	 of	 any	 decent	 adventure	 that	
  features	anything	more	than	a	series	of	related	combats.	(And	
  actually,	 adventures	 that	 are	 nothing	 more	 than	 a	 series	 of	
  combat	encounters	could	still	do	with	rumours!)			
  	
  Some	might	think	rumours	are	merely	an	obstacle	to	fun;	
  after	 all	 they	 slow	 down	 the	 PCs'	 quest	 to	“find	 the	 fun".	
  Essentially,	 that’s	 not	 the	 case.	Rumours	 do	 several	 things	 at	
  the	table:			
  § 
  Reward	Good	(or	Thoughtful)	Play:	Players	taking	the	time	
  to	learn	rumours	can	often	find	useful	pieces	of	information	
  that	 may	 help	 their	 adventure.	 For	 example,	 if	 the	 party	
  learn	 rumours	 of	 a	 hidden	 or	 forgotten	 entrance	 to	 a	
  dungeon	 they	 could	 gain	 a	 tactical	 advantage	 when	 they	
  assault	the	place.	They	could	also	learn	of	a	monster’s	fatal	
  weakness	or	of	the	location	of	a	lost	treasure.	
  § 
  Changes	 the	 Pace:	 Learning	 rumours	 not	 only	 requires	 a	
  different	skill	set	to	whacking	things	with	a	sword,	but	also	
  suits	a	different	play	style	and	players	more	in	interested	in	
  role-playing.	 Bards—obviously—are	 particularly	 suited	 to	
  learning	 rumours,	 but	 any	 charismatic	 PC	 can	 be	 skilled	 in	
  this	area.	Remember,	it’s	important	for	the	GM	to	provide	
  opportunities	and	campaigns	designed	for	players	of	all	ilks.	
  § 
  Build	Verisimilitude:	The	party’s	adventures	don’t	happen	in	
  a	vacuum.	 The	 world	 is	 a	 living,	breathing	 place.	 Even	 the	
  smallest	settlements	have	minor	events	that	have	no	affect	
  on	the	party,	but	are	important—or	at	least	interesting—to	
  local	inhabitants.	Births,	marriages,	deaths,	thefts	and	affairs	
  all	 happen,	 and	 are	 often	 the	subject	 of	 rumour,	 gossip	
  and	innuendo.	Having	such	rumours	come	to	the	party’s	ear	
  build	a	sense	of	a	real	community.		
  § 
  Provide	Depth:	Related	to	verisimilitude,	rumours	allow	the	
  GM	to	build	depth	to	his	campaign	world.	They	help	build	a	
  sense	
  that	
  the	
  world	
  doesn’t	
  revolve	around	
  the	
  party’s	adventures	and	that	other	things	do	actually	happen.		
  § 
  Enable	 Foreshadowing:	 Great	 events	 don’t	 just	 happen	
  (most	of	the	time).	Using	rumours	to	foreshadow	upcoming	
  events	 allows	 the	 GM	 to	 give	 a	 sense	 of	 the	 developing	
  campaign	instead	of	just	dumping	news	of	the	orc	invasion	
  (or	 whatever)	 in	 the	 party’s	 lap.	 In	 this	 way,	 events	 seem	
  more	organic	and—of	course—the	party	may	even	decide	to	
  act	before	the	major	event	comes	to	pass.	This	works	best	in	
  sandbox	style	games	and	enables	the	party	to	affect	or	direct	
  the	course	of	events	(and	their	adventures).			
  T Y P E S  O F  R U M O U R S  
  All	rumours	are	not	created	equal.	There	are	several	types	of	
  rumour:		
  § 
  Adventure-Critical:	 These	 rumours	 are	 rooted	 in	 the	 PCs’	
  adventure.	 They	 are	 of	 particular	 use	 to	 the	 party	 and	 the	
  GM	 can	 use	 them	 to	 warn	 of	 particularly	 dangerous	
  monsters,	 hint	 at	 hidden	 locations,	 a	 monster’s	 weakness	
  and	so	on.	
  § 
  Red	 Herrings/Local	 Interest:	 These	 rumours	 are	 rooted	 in	
  the	local	community,	but	essentially	have	no	real	impact	on	
  the	 adventure.	 That	 might	 not	 be	 immediately	 obvious,	
  though,	 to	 the	 party	 which	 could	 “force”	 them	 to	 interact	
  with	 NPCs	 to	 discern	 the	 truth.	 They	 can	 also	 lead	 to	
  interesting	and	fun	(impromptu)	side	quests.		
  § 
  False:	 Not	 all	 rumours	 are	 true.	 Sometimes,	 a	 person	
  unknowingly	spreads	a	false	rumour	while	other	times	they	
  lie.	 Wise	 and	 clever	 PCs	 don’t	 believe	 everything	 they	 are	
  told.	 In	 particular,	 while	 an	 adventure-critical	 rumour	 can	
  give	 the	 party	 an	 edge,	 they	 would	 do	 well	 to	 check	 its	
  veracity	before	basing	their	tactics	on	it.		
  W H E R E  T O  G E T  R U M O U R S ?  
  A	PC	can	learn	rumours	pretty	much	wherever	people	gather	
  together.	Particularly	good	places	to	do	so	include:		
  § 
  Taverns	&	inns	
  § 
  Docks	
  § 
  Marketplaces	
  § 
  City	gates	
  § 
  Temples	
  Often	 the	 PCs	 can	 learn	 rumours	 by	 buying	 folk	 drinks	 (in	 a	
  tavern	 or	 inn),	 feigning	 interest	 in	 a	 merchant’s	 goods	 (at	 a	
  market),	 talking	 with	 priests	 (at	 a	 temple),	 overhearing	 the	
  gossip	of	other	travellers	(while	waiting	to	enter	a	city)	or	by	
  loitering	on	the	docks	to	hear	the	sailors	talking.	These	are	just	
  a	 few	 examples	 of	 how	 a	 PC	 could	 learn	 rumours;	 inventive	
  players	should	be	able	to	learn	them	pretty	much	anywhere.		
  	
  Some	 settlements—particularly	 larger	 settlements—may	
  even	have	people	who	make	their	living	learning	what	is	going	
  on	and	selling	this	information.	Such	rumourmongers	may	ply	
  their	 trade	 in	 any	 of	 the	 above	 locales	 and	 will	 doubtless	
  charge	the	obviously	wealthy	adventurers	extra	to	learn	what	
  he	knows!		
  	
   
  
  3	
  R E C E N T  L O C A L  E V E N T S  
  D%	
  	
  1	
  The	nightshade	crops	are	weak	this	year.	It	might	
  be	 the	 bad	 weather,	 but	 the	 herbalists	 are	
  accusing	each	other	of	sabotage.	
  2	
  Aelfric	has	always	been	the	local	idiot,	but	he's	
  been	 carving	 messages	 in	 the	 woods.	 The	
  messages	are	disjointed	and	nonsensical,	but	is	it	
  really	some	kind	of	code?	
  3	
  The	town	gravedigger	has	been	losing	at	cards,	
  but	he	never	seems	to	run	out	of	coin.	Where	is	
  he	getting	it?	
  4	
  Small	rings	of	toadstools	have	been	cropping	up	
  around	town.	Are	they	signs	of	fae	activity,	or	is	
  that	just	superstition?	
  5	
  The	 smith's	 son	 has	 disappeared.	 His	 father	
  maintains	 the	 boy	 ran	 away,	 but	 is	 the	
  metalworker's	 gruff	 demeanour	 hiding	 his	 hurt,	
  or	something	else	entirely?	
  6	
  A	figure	in	a	black	cloak	has	been	seen	moving	
  through	 the	 woods,	 carrying	 a	 hooded	 lantern.	
  He	flashes	it	three	times,	and	then	vanishes	into	
  the	shadows.	
  7	
  A	tiny	stone	shrine	was	found	in	a	clearing,	black	
  with	soot	and	wet	from	spilled	blood.	Who	was	
  praying	there,	and	what	were	they	worshipping?	
  8	
  Farnam	Craigs	got	so	drunk	he	had	to	be	carried	
  home.	The	guardsman	was	muttering	something	
  about	how	it	wasn't	his	fault	while	he	was	being	
  carted	off,	but	no	one	could	quite	make	it	out.	
  9	
  Iboni	 Darkhair	 has	 begun	 wearing	 a	 red	 silk	
  ribbon	around	her	throat.	It	means	she's	spoken	
  for...but	who	is	her	mysterious	suitor?	
  10	
  A	man	calling	himself	Saul	Strongarm	has	come	
  to	 town,	 and	 bet	 a	 purse	 of	 coins	 no	 one	 can	
  defeat	him	in	an	arm	wrestling	match.	Thus	far	
  that's	 been	 true,	 but	 is	 there	 more	 to	 his	
  strength	than	meets	the	eye?	
  11	
  A	 peddler	 has	 been	 hocking	 love	 potions.	 They	
  seem	harmless	enough...but	are	they?	
  12	
  Swarms	 of	 aggressive	 hornets	 seem	 to	 be	
  everywhere.	The	only	person	happy	about	this	is	
  Arnulf	 Janx,	 because	 he	 gets	 a	 silver	 piece	 for	
  every	hive	he	removes	from	someone's	home.	
  13	
  Nordburt	
  Gaul,	
  resident	
  alchemist	
  and	
  occasional	 crank,	 hasn't	 come	 out	 of	 his	
  workshop	for	a	week.	The	lights	are	on,	and	loud	
  noises	come	from	within,	but	anytime	someone	
  knocks	he	shouts	at	them	to	go	away.	
  14	
  The	annual	Flight	of	Arrows	archery	competition	
  is	 coming	 up.	 No	 one	 knows	 what	 the	 secret	
  prize	is	this	year,	but	speculation	is	rampant.	
  15	
  If	 you	 go	 to	 the	 tavern	 and	 ask	 for	 a	 “special	
  import,”	 the	 barkeep	 will	 pour	 you	 a	 glass	 of	
  something	 you've	 never	 tasted	 before.	 Be	
  warned,	it	isn't	cheap.	
  16	
  A	controlled	burn	cleared	part	of	the	forest	last	
  year.	 It	 was	 meant	 for	 farming,	 but	 something	
  has	been	stirring	beneath	the	ashes,	according	to	
  the	Alaric	family.	
  17	
  Aenor	Rose	has	always	claimed	to	have	a	touch	
  of	witch's	blood	in	her.	No	one	really	believes	it,	
  but	 they	 go	 to	 get	 their	 fortunes	 told	 all	 the	
  same.	Some	people	even	listen	to	what	she	says.	
  18	
  The	wild	boars	have	been	unusually	active.	While	
  an	 organized	 hunt	 will	 thin	 their	 numbers,	 no	
  one	 seems	 to	 be	 asking	 why	 so	 many	 of	 them	
  have	been	driven	out	of	the	deeper	forest.	
  19	
  A	 troupe	 of	 traveling	 musicians	 has	 set	 up	 in	
  town.	 Colourful	 and	 ribald,	 they	 have	 a	 lot	 of	
  classic	 tunes,	 but	 they're	 also	 spreading	 the	
  latest	news	from	the	capital.	
  20	
  A	group	of	wandering	mercenaries	busted	up	the	
  tavern	last	night.	The	owner	is	offering	food	and	
  drink	to	anyone	willing	to	stand	up	to	the	gang	of	
  bullies	calling	themselves	the	Black	Guards.	
  21	
  Someone	 defaced	 the	 statue	 in	 the	 centre	 of	
  town	 with	 red	 paint.	 Is	 it	 simple	 graffiti,	 or	 is	
  there	a	more	dire	implication?	
  22	
  A	 shop	 was	 broken	 into,	 and	 the	 alchemical	
  items	looted.	Who	would	do	this,	and	why?	
  23	
  A	 notice	 has	 been	 posted	 in	 the	 town	 square	
  detailing	the	lord's	latest	proclamations.	Some	of	
  them	are...unusual.	
  24	
  Shooting	stars	lit	up	the	sky,	last	night.	According	
  to	 witnesses,	 some	 of	 them	 crashed	 close	 to	
  town.	
  25	
  Kevan	 Lorn	 and	 Cedren	 Krupt	 were	 the	 best	 of	
  friends,	 but	 they've	 had	 a	 violent	 falling	 out	
  recently.	 Neither	 will	 apologize,	 and	 every	 time	
  they	see	each	other,	a	fight	breaks	out.	
  26	
  The	 well	 on	 the	 east	 end	 of	 town	 has	 gone	
  brackish.	Some	people	say	if	you're	near	it	when	
  the	 sun	 goes	 down,	 you	 hear	 more	 than	 the	
  babble	of	water	coming	from	the	darkness.	
  27	
  Heggerd	Vance	was	digging	a	new	outhouse,	and	
  turned	up	a	fully	intact	human	skull.	
  28	
  Someone's	 been	 leaving	 flowers	 for	 the	 Widow	
  Winshiff.	
  29	
  A	 horse	 wandered	 into	 town	 today.	 It	 had	 no	
  saddle,	 but	 it	 was	 shod,	 and	 the	 brand	 on	 its	
  flank	was	unfamiliar.	
  30	
  Several	gravestones	have	fallen	over	in	the	town	
  cemetery.	Did	they	fall	on	their	own,	or	did	they	
  have	help?	
  31	
  The	husband	and	wife	who	own	the	livery	stable	
  are	fighting	again.	
  32	
  Old	 man	 Darandell	 is	 telling	 war	 stories	 again.	
  People	are	starting	to	suspect	his	tales	of	valour	
  are	 more	 than	 just	 exaggerated;	 some	 think	
  they're	completely	made-up.	
  
  4	
  33	
  The	 village	 children	 have	 started	 playing	 a	 new	
  game.	 It	 looks	 harmless	 enough,	 but	 there's	
  something	 unsettling	 about	 the	 chanting	 that	
  happens	every	time	a	player	falls	down.	
  34	
  The	 tax	 men	 have	 come	 again;	 never	 have	 so	
  many	half-truths	been	told	with	so	many	straight	
  faces.	
  35	
  A	 call	 has	 been	 put	 out	 to	 form	 a	 local	 militia.	
  Many	of	the	town	youths	are	eagerly	signing	up.	
  36	
  The	mayor's	wife	has	lost	her	wedding	ring,	and	
  there's	a	reward	for	anyone	who	finds	it.	There's	
  already	whispered	suggestions	the	best	place	to	
  look	is	in	the	bailiff’s	bedchamber.	
  37	
  A	knight	rode	into	town	recently,	lance	held	high,	
  and	banner	waving.	His	name	is	Sir	Rentiss,	but	
  there's	nothing	noble	about	his	bearing.	
  38	
  There's	 going	 to	 be	 a	 lunar	 eclipse	 soon.	 Some	
  people	 are	 excited,	 but	 there	 are	 others	 who	
  seem	 a	 little	 on	 edge	 wondering	 what	 the	
  darkness	will	bring.	
  39	
  A	 small	 company	 of	 gnomish	 prospectors	 came	
  into	 town,	 trading	 all	 kinds	 of	 stones	 for	 fresh	
  supplies.	No	one	knows	where	their	claim	is,	but	
  it	seems	to	be	a	rich	one.	
  40	
  A	dispatch	rider	came	to	town,	and	delivered	a	
  letter	 to	 the	 mayor.	 No	 announcements	 have	
  been	made,	but	its	wax	seal	bore	the	local	lord's	
  sigil.	
  41	
  Strange	 howls	 have	 been	 heard	 in	 the	 night.	
  Skilled	 woodsmen	 have	 no	 idea	 what	 kind	 of	
  creature	makes	such	horrible	noises.	
  42	
  A	 farmstead	 has	 been	 left	 empty.	 The	 animals	
  are	still	in	their	pens,	and	the	crops	are	coming	in	
  thick,	but	the	family	who	lived	are	gone.	
  43	
  Flint	Hardwell	paid	for	his	drinks,	meal	and	a	set	
  of	provisions	with	coins	of	an	unfamiliar	stamp.	
  No	one	knows	where	the	old	pauper	found	such	
  exotic	gold,	and	he	isn't	telling.	
  44	
  A	 tinker	 recently	 came	 to	 town.	 She's	 making	
  repairs,	 mending	 things	 and	 putting	 an	 extra	
  hone	on	blades.	There's	a	rumour	she	has	more	
  for	sale,	though.	
  45	
  Soldiers	 from	 the	 local	 garrison	 are	 riding	
  through	on	a	patrol.	They	claim	their	presence	is	
  just	 routine,	 but	 there's	 something	 off	 about	
  their	visit.	
  46	
  Kraddick	Anvilsong	has	begun	construction	on	an	
  unusual	building.	When	asked	its	purpose	all	he'll	
  say	is,	“It's	for	keeping	important	things	safe.	For	
  a	fee.”	
  47	
  Crane's	 Curiosities	 is	 a	 dank	 little	 shop	 run	 by	
  Aria	Crane.	While	no	one	would	call	her	a	witch	
  where	 she	 could	 hear	 them,	 those	 seeking	
  strange	 components,	 or	 the	 occasional	 potion,	
  often	knock	at	her	back	door.	
  48	
  The	 Smoking	 Pot's	 food	 has	 recently	 seen	 an	
  uptick	in	quality,	which	is	odd	because	the	price	
  of	their	meat	has	gone	down.	
  49	
  A	man	was	recently	found	on	the	road,	beaten	
  and	left	for	dead.	He's	recovering	his	health,	but	
  can't	remember	his	name	or	anything	else.	
  50	
  The	 constable	 has	 nail	 up	 Wanted	 posters.	 It	
  seems	 a	 few	 outlaws	 have	 been	 too	 successful	
  and	a	reward’s	been	offered	for	their	capture.	
  51	
  A	traveling	priest	has	set	up	a	tent	on	the	edge	of	
  town,	and	is	preaching	wild,	energetic	sermons.	
  52	
  Livestock	 have	 gone	 missing	 in	 the	 night	 and	
  strange	tracks	have	been	left	in	their	fields.		
  53	
  Spiders	 have	 spun	 huge	 webs	 in	 the	 tops	 of	
  several	trees	deep	in	the	forest.		
  54	
  A	 pseudodragon	 is	 roosted	 above	 an	 inn,	 and	
  refuses	 to	 move.	 Anytime	 someone	 gets	 too	
  close	 to	 her,	 they	 get	 stung,	 and	 their	 sleeping	
  bodies	have	to	be	dragged	away	to	safety.	
  55	
  Three	shallow	graves	were	dug	in	the	woods.	No	
  one	is	buried	in	them,	but	there	was	a	spatter	of	
  blood	along	nearby	stones.	
  56	
  Someone's	 been	 trapping	 the	 forest.	 The	 traps	
  are	bigger	than	anything	that	lives	around	here.	
  57	
  Darius	Longstrider	has	made	one	of	his	bi-annual	
  stops	 in	 town.	 A	 recluse	 who	 lives	 far	 away,	
  some	suspect	him	of	being	a	druid.	
  58	
  A	broad-shouldered	man	recently	came	to	town	
  with	 his	 willowy	 daughter.	 Their	 accents	 are	
  thick,	 but	 they're	 friendly,	 and	 practice	 an	
  unusual	trade:	tattooing.	
  59	
  Lights	have	been	seen	in	the	old	hunting	lodge.	
  Has	the	lord	come	back	to	use	it,	or	is	something	
  else	going	on?	
  60	
  A	
  strange	
  rumbling	
  has	
  been	
  heard	
  underground.	It	seems	random,	but	what	does	it	
  mean?	
  61	
  Roosting	ravens	have	begun	speaking.	It's	never	
  more	 than	 a	 word,	 or	 a	 short	 phrase,	 but	 it's	
  unnerving	all	the	same.	
  62	
  A	 freak	 storm	 rolled	 in	 out	 of	 nowhere.	 It	 isn't	
  leaving,	 though,	 which	 has	 several	 people	
  wondering	how	natural	the	downpour	is.	
  63	
  Strange	 geometric	 designs	 have	 been	 found	 in	
  local	 crops	 and	 meadows.	 No	 one	 knows	 what	
  they	mean,	or	who	put	them	there.	
  64	
  The	 rivers	 are	 running	 high.	 They've	 already	
  damaged	several	bridges,	and	fording	them	has	
  grown	incredibly	risky.	
  65	
  A	stranger	has	set	up	in	the	corner	of	the	tavern,	
  offering	to	teach	anyone	who	wants	to	learn	an	
  unusual	game	involving	pipped,	rectangular	tiles.	
  Once	 you	 know	 how	 to	 play,	 he	 might	 ask	 to	
  wager	on	a	game.	
  66	
  Sharrock	 spends	 most	 of	 his	 time	 on	 his	 roof,	
  staring	 up	 at	 the	 stars.	 If	 you	 tell	 the	 old	 man	
  when	you	were	born,	and	grease	his	palm	with	a	
  coin,	he	may	even	reveal	your	fate.	
  67	
  A	sword	and	scabbard	were	found	in	the	forest.	
  It's	 a	 quality	 blade,	 but	 there's	 no	 sign	 of	 the	
  owner.	
  
  5	
  68	
  Half	 a	 dead	 bear	 was	 found	 in	 the	 woods.	 The	
  other	half	is	nowhere	to	be	found,	but	the	body	
  looks	like	it	was	bitten	in	two.	
  69	
  Creeping	killers,	vines	that	grow	along	trees	and	
  slowly	strangle	them	to	death,	have	invaded	the	
  forest.	They're	a	bad	omen,	and	some	people	are	
  waiting	for	what	they're	heralding	to	arrive.	
  70	
  A	traveller	came	to	town,	and	has	been	asking	a	
  lot	of	questions.	He	has	the	air	of	a	sage,	but	no	
  one	can	work	out	what	he's	looking	for.	
  71	
  Two	 boys	 were	 exploring	 a	 cave,	 and	 found	 a	
  strange	 statue.	 The	 idol	 is	 small,	 but	 has	 a	
  distinct,	disquieting	air.	
  72	
  A	 plague	 of	 nightmares	 has	 swept	 the	 town.	
  What,	 if	 anything,	 could	 be	 causing	 so	 many	
  unpleasant	dreams?	
  73	
  A	wagon	was	found	abandoned	on	the	road.	The	
  cargo	 is	 still	 locked	 in	 strong	 boxes,	 but	 the	
  driver	and	animals	have	disappeared.	
  74	
  An	 unused	 forester	 shack	 caught	 fire.	 No	 one	
  knows	what	started	the	blaze,	but	that	shack	was	
  completely	destroyed.	
  75	
  Cords	 of	 firewood	 have	 gone	 missing	 from	
  several	 homes	 and	 businesses.	 Residents	 have	
  taken	to	branding	or	marking	their	wood,	hoping	
  to	catch	the	thief	in	the	act.	
  76	
  The	 town	 fathers	 have	 started	 discussing	
  opening	 a	 stone	 quarry.	 Some	 people	 are	 in	
  favour	of	the	decisions,	others	are	opposed.	
  77	
  A	bird	with	a	message	tied	around	its	leg	fell	out	
  of	 the	 sky.	 No	 one	 knows	 what	 the	 coded	
  message	 means,	 or	 who	 it	 was	 meant	 for,	 but	
  speculation	is	rampant.	
  78	
  A	group	of	local	actors	are	putting	on	a	play.	No	
  one's	 sure	 what	 it's	 about	 yet,	 but	 everyone	
  involved	 in	 the	 production	 says	 it's	 based	 on	 a	
  legend	most	of	the	town	has	all	but	forgotten.	
  79	
  Someone,	 or	 something,	 has	 been	 digging	
  through	trash	piles	and	midden	heaps.	The	mess	
  is	 frustrating,	 but	 the	 townsfolk	 are	 more	
  concerned	 with	 what	 is	 prowling	 the	 streets	
  after	sundown.	
  80	
  A	 strange	 mist	 has	 been	 creeping	 closer	 to	 the	
  town.	 It's	 unusually	 thick,	 and	 rarely	 dissipates	
  until	the	sun	is	high	in	the	sky.	
  81	
  Someone	burned	an	effigy	in	the	town.	No	one's	
  sure	who	the	target	was,	but	the	event	has	made	
  people	a	little	jumpy.	
  82	
  Dreamcatchers	 are	 being	 left	 on	 doorsteps	 in	
  town.	Some	people	are	hanging	them	up,	but	the	
  gifts	make	others	uneasy.	
  83	
  The	 carpenter	 has	 been	 making	 some	 truly	
  elaborate	 coffins,	 but	 he	 won't	 say	 for	 who.	 In	
  fact,	he’s	been	secretive	about	the	whole	affair.	
  84	
  Someone	tied	a	yellow	ribbon	around	a	 tree	 in	
  the	town	square.	Every	person	you	ask	has	their	
  own	theory	about	who	did	it,	and	why.	
  85	
  A	 local	 holiday	 is	 coming	 up.	 Flags	 are	 being	
  raised	in	places	of	honour,	and	dozens	of	small	
  celebrations	are	planned.	
  86	
  Aginor	fell	into	the	river	when	the	boards	on	the	
  bridge	 snapped.	 He	 got	 wet,	 but	 things	 could	
  have	 been	 a	 lot	 worse	 if	 the	 river	 had	 been	
  swollen.	
  87	
  Hervath	 the	 barman	 shaved	 off	 his	 beard.	
  Without	it,	he	looks	years	younger,	and	some	are	
  saying	he	did	it	to	catch	a	certain	someone's	eye.	
  88	
  Some	of	the	local	youth	are	trying	to	go	off	on	
  adventures	of	their	own.	Someone	may	need	to	
  intervene	before	they	get	into	trouble.	
  89	
  A	 group	 of	 out-of-towners	 have	 been	 asking	
  questions	 about	 your	 group.	 Are	 they	 bards	
  looking	for	new	tales	to	tell,	or	are	they	seeking	
  you	out	for	a	more	malevolent	purpose?	
  90	
  A	sculptor	came	to	town	a	week	or	so	ago,	and	
  and	he's	begun	work	on	a	new	statue.	No	one's	
  sure	what	it	is,	but	he	emerges	from	that	shed	
  covered	in	rock	dust	and	grime	every,	single	day.	
  91	
  The	town	is	having	a	yard	sale.	While	merchants	
  are	 using	 this	 as	 a	 way	 to	 drum	 up	 additional	
  business,	 everyone	 in	 town	 is	 getting	 in	 on	 the	
  opportunity	to	rummage,	barter	and	bargain.	
  92	
  The	
  Riddle	
  and	
  Rhyme	
  contest	
  is	
  fast	
  approaching.	 Prizes	 are	 awarded	 to	 those	 who	
  construct	the	cleverest	riddles,	and	to	those	who	
  solve	them.	
  93	
  There's	talk	of	a	bonfire	in	a	few	days’	time.	The	
  reason	why	seems	uncertain,	but	perhaps	there	
  is	no	reason	except	to	come	together	for	a	night	
  of	merriment?	
  94	
  Plans	 are	 underway	 to	 renovate	 the	 old	 mill.	
  There's	even	talk	of	importing	a	new	mechanism,	
  so	it	takes	less	effort	to	turn	the	stones.	
  95	
  Something	has	been	marking	its	territory	in	the	
  woods.	 Something	 big,	 with	 a	 particularly	
  pungent	aroma.	
  96	
  The	old	hanging	tree	hasn't	been	used	in	years,	
  but	 someone	 found	 a	 noose	 swinging	 from	 it.	
  Was	it	a	warning?	
  97	
  Fruits	 and	 vegetables	 have	 gone	 missing	 from	
  orchards	 and	 gardens.	 The	 owners	 have	 set	
  watches,	but	haven’t	caught	the	thieves.	
  98	
  Hunters	have	seen	a	pair	of	feral	children	in	the	
  forest.	 Is	 someone	 playing	 a	 joke,	 or	 is	 there	
  something	else	going	on?	
  99	
  Cauldwick	
  Venn	
  is	
  the	
  town's	
  resident	
  philosopher.	 While	 his	 rambling	 lectures	 are	
  something	to	be	endured,	doing	so	might	grant	
  the	 listener	 the	 privilege	 of	 examining	 his	
  personal	library.	
  100	
  The	 annual	 shearing	 is	 taking	 place.	 While	 it's	
  hard	work,	lots	of	the	shepherds	and	townsfolk	
  have	turned	it	into	a	series	of	games.	
  	
  
  6	
  R E C E N T  R E G I O N A L  E V E N T S  
  D20	
  	
  01	
  Traffic	 along	 the	 river	 has	 become	 dangerous,	
  thanks	to	increasing	number	of	pirates.	Bands	of	
  sellswords	have	seized	the	opportunity,	offering	
  their	services	to	protect	travellers	and	merchants	
  alike.	There	are	some	riverfolk	who	are	growing	
  suspicious,	 though,	 because	 the	 pirate	 attacks	
  seem	 to	 fade	 into	 the	 mist	 as	 soon	 as	 a	
  mercenary	 band	 is	 given	 regular	 employment.	
  Some	 whisper	 there	 are	 no	 pirates,	 but	 that	
  clever	captains	created	a	problem,	then	showed	
  up	to	sell	the	embattled	merchants	the	solution.	
  02	
  Poachers'	pits,	huge	holes	where	the	unwanted	
  pieces	 of	 carcasses	 are	 thrown	 after	 they've	
  been	cleaned,	are	a	common	sight	in	the	woods.	
  Human	bodies	have	been	found	among	the	cast-
  off	hooves	and	horns,	though,	and	the	bodies	are	
  never	 in	 one	 piece.	 Most	 of	 them	 aren't	 even	
  complete.	
  Once-friendly	
  communities	
  have	
  begun	 barring	 their	 gates,	 and	 outsiders	 are	
  being	met	with	increased	suspicion.		
  03	
  Foxes	 have	 been	 considered	 good	 luck	 for	
  centuries,	but	there's	a	rumour	the	curious	little	
  beasts	 may	 not	 be	 all	 they	 appear.	 Black	 foxes	
  have	 been	 stalking	 through	 the	 town,	 and	
  watching	the	caravan	trails	as	if	they're	looking	
  for	something.	They	almost	seem	to	be	listening	
  to	nearby	conversations.	But	why?	
  04	
  Several	 small	 villages	 have	 been	 completely	
  destroyed;	 their	 people	 killed	 and	 buildings	
  razed.	The	loss	of	life,	and	disruption	of	regional	
  trade	 is	 bad	 enough,	 but	 people	 in	 the	
  surrounding	 communities	 have	 begun	 to	 panic.	
  Some	 blame	 roving	 bandits,	 while	 others	 claim	
  only	 goblin	 raids	 could	 be	 that	 savage.	 A	 few	
  believe	 it's	 a	 power	 grab	 by	 orc	 tribes.	 Patrols,	
  both	 of	 men-at-arms	 and	 of	 volunteer	 militia,	
  have	increased...but	no	one	seems	to	know	what	
  they're	guarding	against.	
  05	
  A	new	religious	sect	is	bringing	the	good	word	of	
  their	faith	to	the	land.	They	seem	harmless	at	a	
  glance,	dressing	in	comfortable,	modest	clothes	
  and	 preaching	 tenets	 of	 love	 and	 tolerance.	
  Members	 of	 the	 faith	 are	 close-mouthed	 about	
  the	rituals	expected	once	you	become	a	believer,	
  and	there	are	whispers	their	faith	is	much,	much	
  older	than	it	appears.	
  06	
  Bandits	 have	 begun	 attacking	 wagon	 trains	 and	
  supply	caravans.	What	was	once	a	problem	only	
  for	merchants	and	their	guards	has	grown,	and	
  shortages	 are	 becoming	 common.	 Worse,	
  because	 of	 these	 shortages,	 prices	 are	 climbing	
  faster	 than	 most	 can	 pay.	 A	 price	 has	 been	
  offered	 for	 the	 most	 notorious	 bandit	 leaders,	
  but	there	are	those	profiting	from	the	shortages	
  who'd	rather	not	see	them	end	just	yet.	
  07	
  Rumours	 of	 a	 plague	 have	 swept	 through	 the	
  countryside.	 Many	 towns	 and	 villages	 are	
  quarantining	visitors	and	merchants	to	be	certain	
  they	 aren't	 bringing	 sickness;	 many	 others	 are	
  keeping	 their	 gates	 until	 the	 pestilence	 passes.	
  Hucksters	 selling	 miracle	 cures	 and	 false	
  blessings	are	traveling	the	roads,	as	well,	trying	
  to	make	a	profit	from	the	suffering.	
  08	
  Burly	toll	takers	have	been	sighted	on	the	road,	
  demanding	money	from	travellers.	Anyone	who	
  refuses	 the	 toll	 is	 attacked,	 if	 not	 immediately,	
  then	 not	 long	 after.	 No	 one	 knows	 who	 is	
  coordinating	these	extortionists,	but	in	any	area	
  where	 the	 toll	 takers	 are	 reported	 all	 other	
  criminal	activity	seems	to	dry	up.	So	whoever	is	
  controlling	 the	 roads,	 they're	 at	 least	 providing	
  protection.	
  09	
  Lumber	 is	 currently	 at	 a	 premium.	 While	 the	
  forests	 are	 as	 fertile	 as	 they've	 ever	 been,	 the	
  fae	 creatures	 lurking	 within	 have	 become	 quite	
  aggressive.	 This	 has	 led	 to	 problems	 for	
  woodsmen,	as	well	as	for	travellers.	If	someone	
  could	discover	what	roused	the	fae's	ire,	and	find	
  a	way	to	placate	them,	it	would	greatly	ease	the	
  region's	tensions	and	make	it	safe	for	woodsmen	
  to	return	to	the	forest.	
  10	
  There	 has	 been	 talk	 of	 a	 new	 punishment	 for	
  criminals.	Convicts	who	possess	certain	skills	will	
  have	 the	 opportunity	 to	 serve	 as	 part	 of	
  specialized	 units	 in	 the	 army,	 and	 to	 use	 their	
  talents	 as	 a	 way	 to	 pay	 their	 debt	 to	 society.	
  While	regarded	as	a	great	mercy	by	some,	there	
  are	 others	 who	 aren't	 sure	 putting	 blackguards	
  and	 murders	 in	 uniform	 and	 giving	 them	
  weapons	is	a	good	idea.	
  11	
  A	 royal	 wedding	 is	 happening	 soon.	 Lots	 of	
  people	 are	 traveling	 to	 the	 capital,	 some	 as	
  guests,	and	others	merely	as	witnesses	to	a	new	
  chapter	 in	 the	 nation's	 history.	 Everyone	 from	
  inn	keeps	to	peddlers	is	taking	advantage	of	the	
  increased	 flow	 of	 people,	 and	 there	 are	 a	 lot	
  more	armed	bands	on	the	roads.	Some	of	them	
  are	 seeking	 employment	 as	 guards,	 but	 others	
  have	more	nefarious	deeds	in	mind.	
  12	
  Roads	 are	 being	 improved	 all	 over	 the	 region.	
  Trees	 are	 being	 cut	 back,	 paths	 are	 being	
  straightened	 and	 crews	 are	 laying	 gravel	 along	
  with	paving	stones	to	create	genuine	highways.	
  The	 endeavour	 isn't	 cheap,	 either	 in	 terms	 of	
  materials	or	manpower.	Some	people	are	glad	to	
  see	their	taxes	at	work,	but	others	are	giving	the	
  roads	 nervous	 looks,	 and	 whispering	 that	
  soldiers	 can	 move	 just	 as	 fast	 as	 trade	 goods	
  down	a	proper	highway.	They	also	point	to	the	
  local	 lord’s	 warlike	 demeanour	 and	 his	 rivalry	
  with	one	of	his	neighbours.	
  
  7	
  13	
  Severe	 storms	 have	 raged	 across	 the	 locality,	
  leaving	 destruction	 in	 their	 wake.	 While	 most	
  people	 are	 trying	 to	 recover	 their	 losses,	 and	
  repair	the	damage,	there	were	marks	left	behind	
  that	no	storm	could	cause.	Livestock	torn	open,	
  claw	 marks	 down	 doors	 and	 trees	 snapped	 in	
  half.	The	tracks	were	completely	wiped	out,	but	
  people	 have	 begun	 to	 wonder;	 did	 these	
  creatures	 simply	 use	 the	 storm	 to	 camouflage	
  themselves,	or	did	they	somehow	bend	nature	to	
  their	wills?	
  14	
  Gold	was	recently	discovered	in	the	area.	What	
  were	once	quiet	hills	or	slow-flowing	rivers	have	
  now	been	set	upon	by	prospectors,	all	of	them	
  hoping	 to	 strike	 it	 rich.	 Some	 have,	 and	 others	
  haven't.	Shanty	towns	are	springing	up	and	the	
  droves	 of	 hangers-on	 and	 followers	 have	 come	
  as	well.	From	money-changers	and	tinkerers,	to	
  whores	 and	 claim-jumpers,	 the	 metal	 fever	 is	
  coming	to	a	boil.	
  15	
  There	are	rumours	of	escaped	slaves	fleeing	their	
  masters,	 and	 using	 this	 area	 as	 a	 safe	 haven.	
  Bounty	hunters	and	slave	takers	have	also	heard	
  the	 rumours,	 and	 practitioners	 of	 these	 rough	
  trades	 have	 been	 seen	 searching	 for	 escapees.	
  There	 are	 reports	 some	 people	 have	 been	 led	
  away	 in	 chains,	 but	 there's	 argument	 about	
  whether	 they	 were	 escaped	 slaves,	 or	 simply	
  people	destined	to	take	an	escaped	slave's	place.	
  16	
  There	 are	 whispers	 of	 dark	 cults	 infiltrating	
  towns	 and	 villages.	 There's	 been	 talk	 of	 stolen	
  children,	blasphemous	rituals	and	the	offering	of	
  souls,	but	no	one	seems	to	have	any	real	proof.	
  It's	always	something	that	happened	in	another	
  town,	to	someone	else.	The	talk	is	beginning	to	
  stir	 real	 fear,	 though,	 and	 there	 have	 already	
  been	 accusations.	 None	 of	 them	 have	 come	 to	
  anything,	 yet,	 but	 it's	 only	 a	 matter	 of	 time	
  before	
  people	
  start	
  searching	
  for	
  these	
  cults...whether	or	not	they	exist.	
  17	
  A	 drought	 has	 come,	 and	 shows	 no	 signs	 of	
  leaving.	Tempers	are	running	nearly	as	hot	as	the	
  days	themselves,	and	some	lords	have	signalled	
  their	 intentions	 to	 start	 damming	 the	 rivers	
  crossing	 their	 lands.	 A	 few	 have	 indicated	 they	
  will	 do	 this	 without	 receiving	 permission	 from	
  those	 higher	 in	 station	 than	 themselves,	 which	
  could	quickly	escalate	to	more	than	harsh	words	
  if	the	rains	don't	come	soon.	
  18	
  Farmers	 unearthed	 relics	 from	 a	 bygone	 age,	
  during	 this	 year's	 plowing.	 Some	 have	 found	
  arrowheads,	and	others	coins	of	a	strange	mint,	
  but	 a	 lucky	 few	 have	 turned	 up	 jewels.	 It's	
  rumoured	 there	 may	 even	 be	 enchanted	 items	
  lurking	beneath	the	ground,	just	waiting	for	the	
  right	set	of	hands	to	dig	them	up.	While	there's	a	
  rush	 to	 be	 the	 first	 to	 find	 the	 treasures,	 more	
  experienced	 hunters	 know	 it's	 only	 a	 matter	 of	
  time	 before	 someone	 digs	 up	 a	 curse.	 Or	
  something	worse.	
  19	
  There	are	some	people	who	believe,	at	the	end	
  of	this	calendar	year,	the	world	is	going	to	end.	
  Several	communities	are	divesting	themselves	of	
  physical	possessions,	letting	their	fields	go	fallow	
  and	releasing	most	of	their	animals	into	the	wild.	
  Several	of	these	doomsayers	have	taken	to	the	
  roads	to	bring	word	of	the	coming	apocalypse	to	
  those	 ignorant	 of	 it	 so	 they	 can	 prepare	
  themselves	for	judgment.	Most	ignore	them,	but	
  every	now	and	again,	a	new	convert	joins	their	
  sackcloth	ranks.	
  20	
  Dissent	has	been	fomenting	against	the	current	
  government.	While	it's	just	a	few	grumbles	right	
  now,	 there	 have	 been	 some	 who've	 suggested	
  the	power	should	be	in	the	hands	of	the	people,	
  and	not	the	gentry.	While	no	torch-wielding	mob	
  has	 formed	 yet,	 there	 has	 been	 a	 suspicious	
  increase	 in	 the	 number	 of	 guardsmen	 those	 in	
  power	feel	are	necessary	for	keeping	the	peace.	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  
  8	
  L O C A L  L E G E N D S  
  D20	
  	
  01	
  The	 lord	 who	 once	 ruled	 these	 lands	 was	 a	
  perfect	 gentleman,	 both	 well-bred	 and	 well-
  married.	 Behind	 the	 silent	 walls	 of	 his	 fortress,	
  though,	he	indulged	in	depraved,	bloody	rituals.	
  Though	his	castle	was	razed	during	a	revolt,	no	
  one	ever	found	his	hidden	Screaming	Chamber.	
  That's	 why	 the	 forest	 around	 the	 site	 is	 filled	
  with	whipporwills;	they're	still	seeking	the	souls	
  of	his	victims,	to	guide	them	to	their	rest.	
  02	
  The	 Band	 of	 the	 Red	 Brand	 were	 some	 of	 the	
  most	infamous	local	brigands.	They	were	vicious,	
  killing	every	member	of	any	merchant	train	they	
  targeted,	 before	 vanishing	 into	 the	 woods	 with	
  their	loot.	When	the	band	was	finally	captured,	
  though,	 none	 of	 their	 spoils	 were	 recovered.	
  They	were	hanged	to	a	man,	but	the	legend	says	
  there's	 a	 hidden	 grotto	 or	 forgotten	 cave	
  somewhere	in	these	woods,	rich	with	the	band's	
  plunder.	
  03	
  Happy	is	the	home	whose	hearth	bears	a	cat.	The	
  saying	 is	 a	 common	 one,	 but	 there's	 an	 older	
  myth	 behind	 it.	 The	 grimalkin,	 a	 fae	 cat-like	
  creature,	 once	 roamed	 these	 woods.	 It	 warred	
  against	 the	 men	 who	 entered	 its	 domain,	 but	
  after	 years	 of	 ill	 fortune	 and	 bloodshed,	 they	
  reached	a	truce.	Humans	could	live	in	its	domain,	
  as	long	as	they	respected	the	forest,	and	opened	
  their	homes	to	the	grimalkin's	children.	It's	why	
  so	 many	 houses	 have	 cats	 and	 why	 so	 many	
  people	 leave	 dishes	 of	 water	 or	 cream	 out.	 It's	
  also	why	it's	considered	ill	fortune	to	kill	a	cat.	
  04	
  The	 Black	 Rock	 Inn	 can't	 boast	 anything	 too	
  special.	The	food	is	good,	the	fire	warm	and	most	
  nights	there	are	at	least	a	few	locals	drinking	and	
  gaming.	 There	 is	 a	 room	 on	 the	 second	 floor,	
  though,	the	inn	keep	hasn't	let	out	since	he	was	
  a	 young	 man.	 Footsteps	 can	 be	 heard	 through	
  the	door	on	quiet	nights	along	with	the	creak	of	
  a	rope,	and	whispered	words	just	loud	enough	to	
  be	heard,	but	not	loud	enough	to	be	understood.	
  The	 inn	 keep	 won't	 say	 what	 happened	 in	 the	
  room,	but	speculation	rages	about	what	haunts	
  the	room	just	above	the	common	room.	
  05	
  Babies	 born	 under	 the	 Hero's	 Star	 are	 destined	
  for	great	things.	The	Scarlet	Knight,	champion	of	
  a	hundred	duels,	Arlan	Faine,	the	Fist	of	the	Faith	
  who	stood	alone	against	a	horde	of	demons	and	
  General	 Karela	 Longthorn,	 who	 led	 the	 Shining	
  Legion	to	victory	a	thousand	years	ago,	were	all	
  Hero	 Born.	 While	 some	 townsfolk	 try	 to	 have	
  their	 children	 born	 underneath	 the	 red	 star,	
  others	 do	 their	 best	 to	 avoid	 it.	 Because,	 while	
  the	heroes	are	the	ones	that	stand	out,	people	
  tend	 to	 forget	 great	 people	 sometimes	 do	
  terrible	things.	
  06	
  There's	a	huge	oak	tree	in	the	centre	of	a	grove	
  outside	 town.	 Every	 spring	 the	 branches	 are	
  filled	 with	 strips	 of	 cloth	 fluttering	 in	 the	 wind.	
  According	to	myth,	the	tree	holds	the	spirit	of	a	
  powerful	 dryad,	 and	 anyone	 strong	 and	 pure	
  enough	 to	 climb	 the	 tree,	 and	 tie	 the	 name	 of	
  their	true	love	to	one	of	the	branches	earns	the	
  dryad's	blessings	in	matters	of	the	heart.	No	few	
  suitors	have	broken	their	arms	climbing	the	tree,	
  but	many	unions	come	from	the	tradition.		
  07	
  There's	 a	 faded	 marker	 in	 the	 cemetery	 that	
  simply	won't	fall	over.	The	grave	sits	apart	from	
  the	others,	and	the	head-high	obelisk	refuses	to	
  bow	to	wind,	rain	or	time’s	remorseless	march.	
  Here	 Kerowyn	 Brooks,	 the	 Cut-Wife	 of	 Sorrow	
  Marsh,	was	buried.	If	you	circle	her	grave	three	
  times	 at	 midnight,	 chanting	 her	 name	 and	
  spreading	a	circle	of	salt,	her	ghost	will	rise	and	
  answer	 three	 questions.	 A	 few	 townsfolk	 claim	
  when	 they	 did	 it	 nothing	 happened,	 but	 others	
  stay	 strangely	 quiet,	 claiming	 a	 little	 too	 loudly	
  that	it's	just	a	stupid	story.	
  08	
  The	 Cracked	 Caverns	 have	 always	 been	 a	
  mystery.	 Their	 black,	 weathered	 mouths	 have	
  been	used	for	shelter	by	foresters	and	for	privacy	
  by	lovers,	for	as	long	as	anyone	can	remember.	
  The	caves	go	deep,	though,	and	no	one	claims	to	
  have	fully	explored	them.	The	stories	say	if	you	
  go	 beyond	 the	 fire	 pits	 left	 by	 travellers,	 you'll	
  find	 walls	 covered	 in	 strange	 paintings.	 And	 if	
  you	go	back	far	enough,	those	paintings	seem	to	
  show	fire-breathing	beasts	battling	stick-men.		
  09	
  Tattered	Hawthorne	is	a	flower	that	only	grows	
  in	certain	parts	of	the	woods,	blooming	no	more	
  than	once	a	generation	under	a	full	moon.	While	
  the	 ragged	 petals	 give	 the	 blossom	 a	 tragic	
  beauty,	 it's	 said	 these	 rare	 plants	 are	 the	 key	
  ingredient	to	some	of	the	most	powerful	potions	
  ever	 devised.	 Tended	 by	 druids	 and	 greatly	
  prized	 by	 healers,	 in	 the	 right	 hands	 they	 can	
  cure	 any	 illness,	 break	 curses	 or	 if	 enough	 is	
  harvested,	bring	back	the	recently	deceased.		
  10	
  A	thousand	years	ago	a	great	champion	patrolled	
  the	 lands.	 A	 black-clad	 warrior	 mounted	 on	 a	
  black	 destrier,	 it	 was	 said	 his	 honour	 knew	 no	
  bounds.	 When	 he	 was	 ambushed	 by	 a	 force	 of	
  invading	 foes,	 even	 death	 would	 not	 make	 him	
  lie	 down.	 He	 fought	 on,	 and	 on,	 throwing	 back	
  wave	 after	 wave	 until,	 finally,	 he	 was	 the	 only	
  one	 left	 standing.	 If	 you	 travel	 the	 north	 road	
  during	certain	times	of	the	year,	you’ll	hear	the	
  ring	of	steel,	and	the	beat	of	heavy	hooves.	And	
  if	you	ever	meet	the	black	warrior,	and	he	issues	
  you	a	challenge,	do	not	accept	it.	He	cannot	be	
  defeated,	 and	 only	 one	 who	 would	 take	 up	 his	
  mantle	can	release	him	from	his	duty.	
  
  9	
  11	
  There's	 a	 fire-blackened	 clearing	 deep	 in	 the	
  woods.	 Animals	 avoid	 it,	 and	 nothing	 grows	
  there.	A	circle	of	dark	stones	sits	in	the	middle	of	
  the	 aged	 char,	 and	 no	 one	 knows	 where	 they	
  came	from,	or	how	long	they've	been	there.	The	
  whispered	 tales	 among	 the	 elders	 say	 it	 was	
  once	a	place	where	some	unfortunate	soul	made	
  a	deal	with	a	devil.	They	can't	seem	to	agree	on	
  which	devil	it	was,	but	they	do	agree	the	barriers	
  between	 the	 planes	 are	 thin	 there	 and	 if	 the	
  proper	 name	 is	 spoken	 within	 that	 circle,	 the	
  devil	appears	to	those	seeking	to	beg	a	bargain.	
  12	
  The	 Fall	 of	 Tears	 is	 a	 place	 of	 beauty.	 The	
  waterfall,	and	the	small	surrounding	lake,	draws	
  swimmers	 in	 the	 summer,	 and	 skaters	 in	 the	
  winter.	 However,	 in	 the	 fall	 and	 spring,	 on	
  equinox	 nights	 when	 the	 spray	 is	 chill,	 and	 the	
  base	 of	 the	 falls	 is	 shrouded	 in	 mist,	 it's	 said	
  those	who	leap	from	the	peak,	and	dive	into	the	
  unknown,	 surface	 in	 the	 fae’s	 realms.	 A	 few	
  people	try	every	year.	Some	survive,	while	others	
  don't.	 A	 few	 disappear,	 but	 where	 they	 go	 is	
  something	no	one	has	been	able	to	determine.	
  13	
  It's	bad	luck	to	give	old	clothes	to	a	scarecrow.	
  The	garments	we	wear	pick	up	the	stains	of	our	
  lives,	 and	 those	 bits	 and	 pieces	 can	 sometimes	
  worm	their	way	into	the	sticks	and	straw	making	
  up	 these	 cornfield	 guardians.	 The	 story	 of	
  Pumpkin	Head	Jarro	tells	the	tale	of	how	a	farm	
  wife	 dressed	 her	 scarecrow	 in	 one	 of	 her	 foul-
  tempered	 husband's	 old	 shirts,	 and	 how	 she	
  found	 dead	 birds,	 slaughtered	 livestock	 and	
  wrecked	crops	every	morning.	The	cruelty	of	the	
  garments	 had	 leeched	 into	 the	 creature,	 and	 it	
  was	only	when	she	set	the	scarecrow	aflame	the	
  terror	ended.	
  14	
  When	husbands	and	wives	wed,	one	of	the	gifts	
  they	exchange	is	cold	iron	daggers.	They	gently	
  press	 the	 blades	 against	 each	 other's	 skin,	 and	
  seal	 their	 union	 with	 a	 kiss.	 The	 tradition	 goes	
  back	 to	 the	 tale	 of	 The	 Maiden	 in	 The	 Tower,	
  who	was	suspicious	of	the	handsome	suitor	with	
  honey	in	his	voice,	and	silver	in	his	tongue.	When	
  he	pressed	himself	upon	her	in	the	dark,	the	cold	
  iron	 revealed	 he	 was	 a	 demon	 in	 disguise,	 and	
  she	drove	him	from	her	bed	with	the	blade.	No	
  one	 really	 believes	 it...but	 you	 can't	 be	 too	
  careful	on	your	wedding	night.	
  15	
  There's	a	half-collapsed	temple	along	the	eastern	
  road,	 but	 the	 stone	 walls	 keep	 out	 the	 wind	 if	
  travellers	 need	 to	 shelter.	 There's	 also	 a	 deep	
  pool,	 fed	 by	 streams	 from	 the	 open	 mouths	 of	
  three	stone	faces.	It's	said	some	of	the	old	spirits	
  the	place	was	once	dedicated	to	still	remain,	and	
  that	 they'll	 bless	 you	 if	 you	 leave	 a	 coin	 in	 the	
  pond.	Those	who	take	instead	of	giving,	though,	
  have	been	cursed	until	they've	made	restitution	
  to	the	water’s	guardian	spirits.	
  16	
  The	Dragon's	Lair	is	an	ancient	ruin	no	one,	even	
  the	 scholars	 who	 study	 it,	 truly	 understands.	 It	
  remains	 half-submerged	 in	 the	 ground,	 making	
  the	 crude,	 draconic	 bust	 capping	 the	 pyramidal	
  structure	 look	 like	 it's	 trying	 to	 tear	 itself	 from	
  the	earth.	On	certain	days	of	the	year,	when	the	
  sun	hits	it	just	right,	the	stone	head	appears	to	
  grow	a	shadowy	body.	While	the	trick	of	the	light	
  is	 impressive,	 some	 believe	 it's	 only	 when	 that	
  shadow	 form	 is	 present	 the	 lair	 can	 be	
  entered…or	exited.	
  17	
  If	 you	 wander	 the	 paths	 in	 the	 deeper	 forests,	
  you	 may	 stumble	 upon	 an	 Elfhome.	 These	
  unusual	 structures	 are	 formed	 whenever	 trees	
  grow	 together	 in	 just	 the	 right	 way	 to	 merge,	
  creating	an	elevated	shelter	for	canny	travellers	
  and	weary	woodsmen.	Some	Elfhomes	are	little	
  more	 than	 hammocks	 made	 of	 branches,	 while	
  others	are	the	size	of	small	houses.	Most	seem	
  natural	 enough	 at	 a	 glance,	 but	 there	 are	
  campfire	 stories	 of	 travellers	 who	 climbed	 into	
  an	Elfhome	to	rest	and	vanished.	
  18	
  The	 Babel	 Brook	 is	 a	 noisy	 little	 stream	 that	
  brings	fresh	water	straight	from	the	mountains.	
  Always	 clean,	 clear	 and	 crisp,	 travellers	 make	
  certain	to	fill	their	waterskins	from	the	brook.	It's	
  said	 the	 closer	 to	 the	 source	 the	 water	 comes	
  from,	the	purer	and	clearer	it	is	for	the	drinker.	
  There	are	even	legends	that	water	taken	straight	
  from	 the	 spring	 can	 wipe	 away	 the	 weight	 of	
  years,	returning	youthful	strength	and	vigour	to	
  those	few	who	find	its	source.	
  19	
  The	spring	winds	bring	piper's	nights	with	them.	
  The	 wind	 whistles	 through	 the	 trees,	 and	 sings	
  through	the	mountains,	creating	the	illusion	of	a	
  far-off	 song	 that	 comes	 and	 goes	 with	 the	
  evening	breezes.	There	are	some	nights,	though,	
  when	 there	 is	 no	 wind.	 On	 those	 nights,	 if	 you	
  strain	 your	 ears,	 you	 might	 hear	 the	 mournful	
  notes	 of	 the	 piper.	 You	 shouldn't	 do	 that,	
  though,	 because	 it's	 said	 if	 you	 can	 hear	 the	
  piper,	then	he's	close	enough	to	hear	you.	
  20	
  The	 old	 ruined	 mill	 has	 been	 silent	 for	 many	
  years.	 While	 the	 stones	 no	 longer	 turn,	 the	
  scorch	marks	along	the	heavy,	leaning	beams	are	
  a	 testament	 to	 what	 happened.	 Some	 people	
  said	 it	 was	 an	 accident,	 but	 others	 whispers	
  about	what	the	miller	was	doing	to	his	wife	and	
  daughters.	
  And	
  about	
  the	
  monsters	
  his	
  depravities	 brought	 forth.	 According	 to	 half-
  remembered	local	lore,	the	miller’s	wife	tied	him	
  to	the	stones	before	torching	the	mill.	
  	
  
  10	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
  1.	Definitions:	(a)"Contributors"	means	the	copyright	and/or	trademark	owners	who	have	contributed	Open	Game	Content;	(b)"Derivative	Material"	means	copyrighted	material	including	derivative	
  works	and	translations	(including	into	other	computer	languages),	potation,	modification,	correction,	addition,	extension,	upgrade,	improvement,	compilation,	abridgment	or	other	form	in	which	an	existing	
  work	may	be	recast,	transformed	or	adapted;	(c)	"Distribute"	means	to	reproduce,	license,	rent,	lease,	sell,	broadcast,	publicly	display,	transmit	or	otherwise	distribute;	(d)"Open	Game	Content"	means	the	
  game	mechanic	and	includes	the	methods,	procedures,	processes	and	routines	to	the	extent	such	content	does	not	embody	the	Product	Identity	and	is	an	enhancement	over	the	prior	art	and	any	additional	
  content	clearly	identified	as	Open	Game	Content	by	the	Contributor,	and	means	any	work	covered	by	this	License,	including	translations	and	derivative	works	under	copyright	law,	but	specifically	excludes	
  Product	Identity.	(e)	"Product	Identity"	means	product	and	product	line	names,	logos	and	identifying	marks	including	trade	dress;	artifacts;	creatures	characters;	stories,	storylines,	plots,	thematic	elements,	
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  effects,	logos,	symbols,	or	graphic	designs;	and	any	other	trademark	or	registered	trademark	clearly	identified	as	Product	identity	by	the	owner	of	the	Product	Identity,	and	which	specifically	excludes	the	
  Open	Game	Content;	(f)	"Trademark"	means	the	logos,	names,	mark,	sign,	motto,	designs	that	are	used	by	a	Contributor	to	identify	itself	or	its	products	or	the	associated	products	contributed	to	the	Open	
  Game	License	by	the	Contributor	(g)	"Use",	"Used"	or	"Using"	means	to	use,	Distribute,	copy,	edit,	format,	modify,	translate	and	otherwise	create	Derivative	Material	of	Open	Game	Content.	(h)	"You"	or	
  "Your"	means	the	licensee	in	terms	of	this	agreement.	
  	
  2.	The	License:	This	License	applies	to	any	Open	Game	Content	that	contains	a	notice	indicating	that	the	Open	Game	Content	may	only	be	Used	under	and	in	terms	of	this	License.	You	must	affix	such	a	
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  modifying	or	distributing,	and	You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	Distribute.	
  	
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  regulation	then	You	may	not	Use	any	Open	Game	Material	so	affected.	
  	
  13	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	sublicenses	shall	
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  15	COPYRIGHT	NOTICE:	Open	Game	License	v	1.0	©2000,	Wizards	of	the	Coast,	Inc.	
  	
  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document:	©2000,	Wizards	of	the	Coast,	Inc.	Authors:	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	based	on	material	by	E.	Gary	Gygax	and	Dave	Arneson.	
  	
  Whispers	&	Rumours:	Borderland	Town.	©Raging	Swan	Press	2016;	Author:	Neal	Litherland.	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	plots,	storylines,	language,	incidents,	locations,	characters,	artwork	and	
  trade	dress	are	product	identity	as	defined	in	the	Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	the	contents	of	Whispers	&	Rumours:	Borderland	Town	are	Open	Game	Content	as	defined	in	the	Open	Gaming	License	version	1.0a	Section	
  1(d).	No	portion	of	this	work	other	than	the	material	designated	as	Open	Game	Content	may	be	reproduced	in	any	form	without	written	permission.	
  	
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  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  	
    
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
  ragingswan.com 
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[Adventure Design & Dungeoncraft]/Bait & Hooks/Raging Swan Whispers & Rumours Borderland SNE print.pdf