TEXT: WIDOW
  A RAGING SWAN PRESS EVENTURE
  SAILING ABOARD
  THE
  
  	
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  SAILING ABOARD THE WIDOW 
  A single mast thrusts skyward like a proud lance, assailing the grey heavens as the good ship Widow ploughs through the waves. The storm-
  blasted sail billows in the wind, dragging the ship across the seething sea which readily cleaves before its grim ﬁgurehead. Standing at the 
  helm is sullen-faced Saamo Hilhaarja, captain of Widow and master of the sea. Despite their advanced age and a reputation far from 
  untarnished, there are no mariners more accomplished than Saamo and his crew. No matter the weather or the dangers of the journey, 
  Widow always sails. 
  C RE DI TS 
  Design: Bart Wynants 
  Development: Creighton Broadhurst  
  Art: William McAusland and Bart Wynants. Some artwork 
  copyright William McAusland, used with permission. 
  Cartography: Dyson Logos and Bart Wynants 
  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. 
  ©Raging Swan Press 2020. 
  Pathﬁnder is a registered trademark of Paizo Inc., and the 
  Pathﬁnder Roleplaying Game and the Pathﬁnder Roleplaying 
  Game Compatibility Logo are trademarks of Paizo Inc., and are 
  used under the Pathﬁnder Roleplaying Game Compatibility 
  License. See http://paizo.com/pathﬁnderRPG/compatibility for 
  more information on the compatibility license. 
  Compatibility with the Pathﬁnder Roleplaying Game requires the 
  Pathﬁnder Roleplaying Game from Paizo Inc. See http://
  paizo.com/pathﬁnderRPG for more information on the Pathﬁnder 
  Roleplaying Game. Paizo Inc. does not guarantee compatibility, 
  and does not endorse this product. 
  W HAT’ S AN E V ENTU RE? 
  An eventure is akin to a normal adventure, but does not (normally) 
  feature violence or physical challenges. Instead, an eventure 
  focuses on the use of social skills and role-play to resolve the 
  challenges, or events, therein. Most eventures take places in a 
  settlement or on the road. Few occur in traditional adventure 
  locales such as dungeons, ruined castles and so on. 
   
  Eventures are an excellent change of pace and can be used as 
  ﬁller between adventures or as situations in which PCs who have 
  invested in social skills can shine. They are also perfect for players 
  who enjoy role-playing. 
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Credits 
  1 
  ....................................................................................................
  What’s An Eventure? 
  1 
  .............................................................................
  Contents 
  1 
  .................................................................................................
  The Eventure Begins 
  2 
  .............................................................................
  Running the Eventure 
  2 
  .....................................................................
  Hooks 
  2 
  ...............................................................................................
  Cursed Crewmen 
  3 
  ..................................................................................
  Saamo Hilhaarja, Captain 
  3 
  ..............................................................
  Arjan Bardo, First Mate 
  3 
  ...................................................................
  Tuomas Gallen, Cook 
  3 
  .....................................................................
  Ukko, Deckhand 
  3 
  ..............................................................................
  Peculiar Passengers 
  4 
  ...............................................................................
  Malakias Salo, Itinerant Wizard 
  4 
  .....................................................
  Ysara Ulveskaad, Lone Wolf 
  4 
  ...........................................................
  A Lurching Timber World 
  5 
  .....................................................................
  The Main Deck 
  5 
  ................................................................................
  The Lower Deck 
  6 
  ..............................................................................
  The Hold 
  7 
  ..........................................................................................
  Widow Sets Sail 
  8 
  .....................................................................................
  1. All Aboard! 
  8 
  ..................................................................................
  2. Burial at Sea 
  8 
  .................................................................................
  3. Thar She Blows Chunks 
  8 
  ..............................................................
  4. Dead in the Water 
  9 
  .......................................................................
  5. Land Ahoy! 
  9 
  ..................................................................................
  Ysara’s Suspicions 
  9 
  ...........................................................................
  The Eventure Continues 
  10 
  .....................................................................
  OGL V1.0A 
  11
  ...........................................................................................
  
  T HE EV EN TUR E B EGI NS 
  Seventeen years ago, Malakias Salo, a wizard and Gloamhold 
  historian, came into possession of a green opal egg recovered 
  from the Twilight City.  
   
  Despite his vast knowledge, Salo could not uncover the 
  secrets held by the wondrous iridescent stone—the so-called 
  Ovum Viridia (see “The Oveum Viridia” sidebar overleaf). He 
  decided to present the opal to his former mentor, an expert on 
  ancient artefacts, and booked passage aboard the good ship 
  Widow to his mentor’s home.  
   
  Before long, however, the opal’s memory-devouring effects 
  took hold of the crew and passengers. Unable to retain new 
  memories, these damned souls forever believe themselves to be 
  making the same journey aboard the ship, unaware seventeen 
  years have passed. To make matters worse, Malakias hid the stone 
  to prevent it from being stolen and can no longer remember 
  where it is... 
  RUNNING THE EVENTURE 
  Sailing Aboard the Widow presents the characters with a mystery 
  at sea and has them investigate a strange curse which has taken 
  hold of Widow and its crew. This book presents a toolbox, rather 
  than a script. You should read it in its entirety before running the 
  game and use the material herein as a base to allow situations to 
  develop organically during play. 
   
  After selecting a suitable hook, refer to “Widow Sets Sail” and 
  start the characters off at Event 1: All Aboard! The remaining 
  events should be spread out more or less evenly across the 
  journey’s duration. A table containing minor dynamic events is 
  included near the end of the section and can be used whenever 
  you think it appropriate. 
   
  Between events, introduce the ship’s crew and passengers as 
  outlined in the “Cursed Crew” and “Peculiar Passengers” sections.  
   
  “A Lurching Timber World” provides a map of Widow and 
  details locations pertinent to the mystery. 
   
  Finally, “The Eventure Continues“ offers a list of loose ends 
  and story hooks with which to continue the events started herein. 
  HOOKS 
  If the characters need a ship to carry them to their next adventure, 
  Widow stands ready in spite of the journey’s potential dangers 
  (which may include pirates, sea monsters, inclement weather, or all 
  of the above!) Indeed, Saamo Hilhaarja is the only captain brave 
  (or mad) enough to sail under some circumstances. 
   
  Characters could ﬁnd themselves aboard Widow booking a 
  passage for several reasons. These reasons could include: 
  •
  Lost at Sea: The characters are approached by Ana Laine (NG 
  female human commoner 2) whose husband, Niko, has been 
  missing for seven months. Supposedly, Niko travelled aboard 
  Widow, but the captain and crew deny ever having seen him. 
  Suspecting foul play, Ana hired another party of adventurers 
  to pose as travellers and journey aboard the ship in order to 
  investigate, but the deal fell through. She offers the characters 
  20 gp each to ﬁnd out what happened to Niko. 
  •
  The Languard Falcon: Antero Virtanen (N male human expert 
  2) is a wealthy merchant who owes a substantial debt to the 
  wrong kind of people. Pressed by his creditors, Antero has 
  arranged to fence a stolen art object and ship it on Widow to 
  a mysterious contact known only as “Amanite”. Introducing 
  himself as an art dealer, he requests the characters 
  accompany the sealed chest containing his precious cargo 
  and safeguard it during the journey. The job pays a ﬂat 100 
  gp, and Antero has already booked a cabin for them. 
  •
  Dead Men Tell No Tales: As the inn clears after a night of 
  heavy drinking, the characters discover one of the patrons is 
  stone-cold dead. The dead man’s attire marks him as a sailor, 
  although his advanced age—also the apparent cause of death 
  —makes this unlikely. Riﬂing his pockets yields 2d6 silver 
  pennies, an old, broken compass and a folded letter 
  identifying the man as Olav Makela, a crewman on Widow. 
  The letter is addressed to Olav’s brother and mentions a 
  magical compass which Olav believes leads to buried 
  treasure. The innkeeper offers the characters 5 gp to quietly 
  and discretely return the body to the ship. For details, see 
  “Olav’s Compass” below. 
  2
  IN YOUR CAMPAIGN 
  Sailing Aboard the Widow is easily adapted to almost any 
  campaign setting. The ship’s point of departure and its 
  destination have been left deliberately vague so the GM can 
  freely choose these locations within the chosen setting. 
  Likewise, the ﬂexible timeline of events allows much freedom in 
  pacing the eventure. 
   
  While designed for use with the Gloamhold setting and the 
  Duchy of Ashlar, the pirate-ridden Picaroon Peninsula is another 
  well-suited setting. In this example, the seedy pirate enclave of 
  Deksport provides an excellent starting location for Sailing 
  Aboard the Widow. 
   
  Finally, 20 Things #22: Ocean Voyage, presents characters, 
  dressing and minor events to add to your eventure.
  OLAV’S COMPASS 
  This whalebone disc is ﬁve inches across and topped with a 
  dome of smoky quartz. Etched into the bone is the image of a 
  nine-pointed star, lending it the appearance of a compass 
  although no needle is present. Characters using detect magic 
  discover a faint aura of divination emanating from the compass. 
   
  When the proper command—Nosta Verho—is spoken, a 
  needle of shimmering blue ﬁre appears inside the crystal, 
  pointing towards some distant, but unknown location. The 
  needle remains visible for 2d10 minutes before disappearing. 
   
  A character making a DC 20 Knowledge (arcana) or (history) 
  check realises the compass is of elven make, and at least half a 
  millennia old.
  
  C U RS ED C R EWMEN 
  Find below a brief description of Widow’s notable crew members. 
  SAAMO HILHAARJA, CAPTAIN 
  LN old male human ﬁghter 3/rogue 2 
  From beneath a weather-beaten brow, Saamo’s sullen blue eyes 
  cast their unblinking gaze across the dark waters, like icy gems set 
  into aged leather. His long ashen braids lash about his face as he 
  turns to meet you. After a moment of silence, he runs a rough hand 
  through his sparse grey beard and spits an oily black stream of 
  tobacco juice over the side. “Help ye?” he asks in a hoarse voice.  
  Background: Saamo’s real name is Hylata. Twenty years ago, he 
  was a naval ofﬁcer in the duke’s ﬂeet but forsook his post to marry 
  a girl from Longbridge named Janna Makinen. Desertion being 
  punishable by death, Saamo ﬂed town, changed his name, and 
  became captain of the trading vessel Widow. He planned to 
  remain at sea only for a few years—just long enough for his identity 
  and crime to be forgotten. 
   
  Personality: Saamo keeps his doubts and fears to himself. 
  Alone in his cabin, he often pines for his beloved Janna, who he 
  believes still waits for him in Longbridge. He is ill at ease with 
  strangers, ever thinking they might betray him to the duke. 
   
  Secret: Arjan is the only one who knows about Janna. No-one 
  on board knows of Saamo’s past as a deserter. He keeps this 
  secret from Arjan especially, fearing it would cost him the proud 
  veteran’s friendship. 
  ARJAN BARDO, FIRST MATE 
  LN old male human ﬁghter 3 
  A horrible hacking cough draws attention to a broad-shouldered 
  man wearing a faded sleeveless soldier’s uniform. A pale, jagged 
  scar runs diagonally from his brow to his clean shaven square jaw 
  and across one milky eye. He greets you with what could be either 
  a grin or a scowl, his hand never leaving the head of the notched 
  axe at his belt. 
  Background: Arjan is an army veteran who sustained horrible 
  injuries leading a battle-winning charge. He was honourably 
  discharged and granted a small plot of farmland near Dunstone in 
  recognition of his loyal service. Not wanting to die in bed, Arjan 
  promptly sold his farm and founded the Sea Wolves, a mercenary 
  company earning their pay by escorting trading vessels through 
  the pirate-infested waters of the Bitter Sea. When their ship was 
  sunk in a pirate attack by Mervos Bloth, Arjan was rescued by 
  Widow and he and Saamo became fast friends. 
   
  Personality: Quick to anger and slow to forgive, Arjan is 
  difﬁcult to reason with. Once his respect is earned, however, he 
  remains a friend for life. 
   
  Secret: Arjan’s injuries left him suffering from terrible 
  migraines, contributing to his already infamous moods. He hides a 
  stash of Black Lotus in his quarters—a powerful narcotic which he 
  takes to in an effort to alleviate the pain. He is now hopelessly 
  addicted to the plant. 
  TUOMAS GALLEN, COOK 
  NG old male human rogue 1/expert 2 
  Strands of greasy copper-coloured hair ring a bald pate marred 
  with scars and scabs. Glancing sideways to meet your eyes, the fat 
  man’s face cracks into a gap-toothed smile. With visible effort, he 
  rises to his feet and limps towards you, extending a greasy black 
  hand. “Tuomas, pleased to meet ya.” He exclaims. The stink of rum 
  and stale sweat hanging over him is almost tangible. 
  Background: In spite of his haggard appearance and drinking 
  habit, Tuomas is a capable sailor and an accomplished cook. 
  Originally a ﬁsherman hailing from the village of Hard Bay, he has 
  served aboard Widow for the past eighteen years; of course, he 
  believes it has been only six months. 
   
  Personality: Good-natured, jovial and trusting to a fault, 
  Tuomas Gallen is Arjan Bardo’s polar opposite, and the two often 
  butt heads. Tuomas is always the ﬁrst to back down and seek 
  reconciliation afterwards. 
   
  Secret: Tuomas’ limp is not only due to his considerable girth, 
  but also because of a large cancerous growth on his inner thigh. 
  The tumour is about the size of a child’s head. Pale and spongy, it 
  continuously weeps a translucent pink ooze. Not wanting to cause 
  a fuss, Tuomas keeps it hidden with the help of his pot belly and a 
  pair of wide trousers. He fully intends to seek a chirurgeon’s aid 
  after the journey. Due to the Ovum’s effect, however, his journey 
  never ends. 
  UKKO, DECKHAND 
  CN middle-aged male human expert 2 
  A young man wearing ill-ﬁtting clothes is busy sloshing a dirty mop 
  back and forth across the deck in broad, sweeping strokes. His 
  tousled, straw-blonde hair and sparkling green eyes mark him as 
  the youngest member of Widow’s crew; perhaps thirty years of 
  age. Humming a playful ditty, he seems to be in good spirits. 
  Background: Ukko ﬁrst came aboard Widow as a twelve-year-old 
  boy. A plague had claimed his parents, forcing young Ukko to beg 
  for food on the streets of Languard. Arjan Bardo took pity on the 
  boy, offering Ukko the position of deckhand on Widow. While 
  Ukko’s physical form has matured normally over the past 
  seventeen years, the effects of the Ovum Viridia have severely 
  stunted his mental development. Mentally, Ukko remains a twelve-
  year old boy. 
   
  Personality: Ukko is usually friendly, curious, playful, 
  somewhat naive and prone to the occasional tantrum. He’s quite 
  shy around women, whose mere proximity leaves him literally 
  speechless. The death of his parents instilled in him a terrible fear 
  of disease and death. 
   
  Secret: Ukko has adopted a pet rat, called “Mister Nibbles”, 
  which he keeps hidden from the other crew members (since they 
  would kill a rat on sight). Recently, however, Mister Nibbles gave 
  birth to a litter of eight baby rats. Ukko has hidden their nest in the 
  hold and feeds them scraps from the galley twice a day. 
  3
  
  PE CULI AR P A S SENG ERS 
  Two travellers are also on Widow; neither is who they seem. 
  MALAKIAS SALO, ITINERANT WIZARD 
  N venerable male human wizard 4 
  Gold-rimmed spectacles with cracked lenses sit precariously 
  perched upon a bulbous nose, evidently broken and set many 
  times. The owner, a wizened man with a drooping grey moustache, 
  removes the spectacles with a trembling hand and vigorously 
  polishes them on his frayed blue woollen sleeve. Holding the 
  spectacles against the light for inspection, his face darkens into a 
  disapproving frown. 
  Background: While Malakias claims to be a simple travelling 
  scholar intent on visiting his old mentor, his actions brought the 
  curse affecting Widow and its crew. Although he suspects the 
  Ovum Viridia possesses mind-affecting properties, he mistakenly 
  believes the effects are only mild. During the past seventeen 
  years, Malakias has realised several times the Ovum Viridia has 
  been devouring his memories and those of the crew. The ﬁrst 
  time he realised this, he hid the precious artefact to prevent the 
  crew from taking it from him. He promptly forgot where he put it. 
  The Ovum was never found, and its continued proximity erased 
  the memories of these events time and again. Eventually, the 
  ageing wizard’s mind gave out, descending into senility. Although 
  his lucid moments are few and far between, Malakias uses them to 
  tattoo the fragments of his fading knowledge onto his own skin. 
  This includes the location of the Ovum, encrypted on his legs. 
   
  Personality: Old age and the Ovum’s inﬂuence have taken a 
  heavy toll on Malakias’ mind, rendering him almost completely 
  senile. Nevertheless, he still believes himself a powerful wizard, 
  despite being unable to memorise all but the simplest spells. 
  Unable to fully comprehend the extent of the harm he’s done, 
  Malakias staunchly maintains his charade for as long as possible. 
  Only when confronted with irrefutable proof of the Ovum’s dire 
  effects does he confess the truth. 
   
  Secret: Although Malakias cannot recall where he hid the 
  Ovum, cryptic clues to its location are tattooed on his skin, hidden 
  amid the mad ravings of a wizard losing his mind. Salo covers his 
  tattoos in ragged, oversized robes. 
  Characters spending time with Malakias 
  who make a DC 20 Perception check 
  catch a ﬂeeting glimpse of these 
  markings. 
   
  If Malakias is forced to expose the 
  tattoos they reveal the true nature of the 
  Ovum scattered across a score of crudely 
  inked phrases inked upon Salo’s pale 
  waxen skin. Most intriguing is a string of 
  arcane symbols scrawled along both 
  shins. When both legs are pressed 
  together, it plainly reads “HEAD”, referring 
  to the ship’s head, where Malakias hid the 
  Ovum Viridia. 
  YSARA ULVESKAAD, LONE WOLF 
  CG female human ranger 4 
  A predatory gaze bores into your skull as a woman watches you 
  from beneath the hood of her grey woollen cloak. Without 
  glancing down, she runs her hands along the crossbow laid out 
  across her lap, applying oil to the mechanism with practiced ease. 
  Six silvered daggers hang from a trio of belts slung across her 
  battle-worn leather cuirass. A red clay urn, sealed with wax and 
  bound with twine, sits between her feet. 
  Background: Ysara is a fellow ﬁrst-time traveller aboard Widow 
  and—for now—remains unaffected by the Ovum Viridia. The red 
  clay urn contains the ashes of her family, killed in a vicious 
  werewolf attack four years ago. She has dedicated her life to 
  hunting the creatures ever since. 
   
  Personality: Initially, Ysara remains aloof and secretive. Mid-
  way through the journey, she realises all is not right aboard Widow 
  and reluctantly approaches the characters. If they agree, she 
  offers to help them uncover what is going on. 
   
  Secret: Ysara is afﬂicted with lycanthropy. Thus far, she has 
  been able to suppress the change using a tincture of wolfsbane, 
  which nevertheless leaves her sickened during a full moon. She is 
  looking for a more permanent cure, and hoping to ﬁnd it at 
  Widow’s port of destination. 
  4
  THE OVUM VIRIDIA 
  This lustrous green opal is the size and shape of an ostrich egg. 
  It was recovered at great cost from a crumbling fane within the 
  Twilight City beneath Gloamhold by the doom-haunted party of 
  adventurers known as The Blades Three. Malakias Salo 
  thereafter acquired it for a princely sum. 
   
  The Ovum Viridia is no ordinary stone. Gestating inside this 
  iridescent green egg is the larval spawn of an ancient, nameless 
  evil. While the larva remains dormant (at least for now), its mere 
  presence assails the minds of mortals within a 100 ft. radius, 
  destroying their capacity for memory. Complete memory loss 
  manifests only after an extended period of exposure and the 
  characters do not immediately risk the same fate. 
   
  The result of a Knowledge (arcana) or (history) check 
  determines what a character knows about the obscure opal: 
   
  DC 15: From time to time, similar stones are recovered from 
  the depths of Gloamhold. 
   
  DC 20: Opals like these were prized by the ancient 
  troglodytes dwelling in the Twilight City. It is theorised the 
  stones are magical, despite lacking an aura. 
   
  DC 25: Clusters of these stones are found in the Daemonic 
  Maw. Some evidence suggests prolonged exposure erodes the 
  memories of mortals. 
  If destroyed (hardness 20, hp 30) or simply moved far enough 
  away, the Ovum’s memory destroying effects wear off after 1d10 
  hours. Lost memories are not regained, however.
  
  A L UR CHI NG T I MBER WORLD 
  Ship locations important to this eventure are highlighted on the 
  map. Improvise the descriptions and contents for the remaining 
  areas of Widow, as necessary. 
  THE MAIN DECK 
  Widow’s main deck is where most events happen during the day.  
  1. CAPTAIN’S CABIN 
  Six stools surround a sturdy oaken table displaying a nautical map. 
  A moth-eaten curtain hides a small portion of the cabin. 
  Map: With a DC 12 Knowledge (local) check, a character realises 
  the map is outdated, missing certain features discovered in the 
  past decade. 
   
  Behind the Curtain: This section of the cabin contains 
  Saamo’s bed, as well as a cupboard and chest holding the ship’s 
  log and the captain’s personal effects. 
  •
  Bed: Saamo’s personal diary (A) lies beneath the musty 
  pillow. Anyone searching the bed ﬁnds it automatically. 
  •
  Chest: Saamo’s chest is locked (DC 20 Strength or Disable 
  Device check open). Alternatively, a character can obtain the 
  key by picking Saamo’s pocket. The chest holds 6d10 gp and 
  a golden locket worth 50 gp containing the faded image of a 
  pretty young girl. 
  •
  Cupboard: Resting on the dusty shelves are several old 
  books, including the Widow’s logs (B) and cargo manifest (C). 
  The drawers contain Saamo’s neatly folded clothes, now long 
  out of style. 
  IMPORTANT CLUES 
  A.
  Saamo’s Diary: The earliest entries are dated seventeen 
  years ago and reveal Saamo’s true name (Hylata), his 
  desertion and subsequent betrothal to Janna Makinen from 
  Longbridge (see Saamo’s background for details). Following 
  these entries, many pages have been torn from the book. The 
  diary concludes with a ﬁnal note, revealing Saamo’s fear of 
  losing his mind, as well as vivid nightmares of being on a 
  journey without end. He expresses his desire to return to 
  Janna and adds he must remain strong before the crew. This 
  last entry is dated seventeen years ago. 
  B.
  Ship’s Logs: Scores of pages have been torn from this book. 
  Just before the torn out section, an entry dated seventeen 
  years ago, notes the boarding of Malakias Salo, a travelling 
  scholar who booked a one-way passage and paid for a 
  private cabin. After the torn-out section, all events since the 
  characters boarded are properly logged, though the dates 
  follow the day of Malakias’ boarding, seventeen years ago. 
  C.
  Cargo Manifest: The cargo manifest is a complete mess of 
  hastily-added and crossed out entries and dates, all marked 
  seventeen years ago. A character making a DC 20 Perception 
  check spots a brief note about a “special object” carried by 
  Malakias, though the note lacks further details. 
  5
  
   
  THE LOWER DECK 
  The crew and passengers have their quarters on the lower deck. 
  2. HEAD 
  A wide wooden bench squats low against the hull, just above the 
  waterline. Five round holes are cut into the seat and are worn 
  smooth by years of use. 
  Bench: Seating up to ﬁve sailors at a time, this bench functions as 
  the ship’s toilet. Vertical slots are cut into the hull beneath, 
  allowing normal wave action to wash out the facility. 
   
   Malakias hid the Ovum Viridia here, using a powerful 
  alchemical adhesive to glue it underneath the bench. It can only 
  be found by a character looking under the seat. 
   
  The Ovum Viridia: As the Ovum is ﬁrmly attached to the 
  underside of the bench, a character must make a DC 20 Strength 
  check to pry it loose. 
  3. MALAKIAS’ CABIN 
  Blue smoke lazily snakes from eight sticks of incense, smouldering 
  inside a sand-ﬁlled bedpan sitting on a chest. Stained pages from 
  a hundred different books are scattered across the cabin, covering 
  almost every inch of the ﬂoor. 
  Parchments: With 1d4+1 hours of searching and a DC 15 
  Knowledge (arcana) or Linguistics check, a character ﬁnds a torn 
  page from Malakias’ old journal (D). 
   
  Chest: Inside are a dozen dried-up inkwells, a pen knife and 
  an assortment of sharpened quills (E). 
  4. CREW’S QUARTERS 
  This cabin reeks of sweat and mould. Several chests and lockers 
  belonging to the crew sit on the dirty ﬂoor beneath four canvas 
  hammocks suspended from iron rings overhead. 
  Chests and Lockers: These contain only the crew’s clothes and 
  meagre belongings. A character making a DC 20 Perception 
  check locates Arjan’s stash of 2d10 doses of Black Lotus. (Each 
  dose of this powerful narcotic is worth 20 gp). 
  5. PASSENGER’S QUARTERS 
  Six dusty hammocks stretch from wall to wall in this narrow cabin. A 
  bedroll and backpack are stashed beneath the nearest one. 
  Backpack: Belonging to Ysara, the pack contains the ranger’s 
  adventuring gear. 
  IMPORTANT CLUES 
  D.
  Old Journal Page: Dated seventeen years ago, the text 
  explains how Malakias came into possession of the Ovum 
  Viridia and reveals all details found in Malakias’ background. 
  E.
  Sharpened Quills: A character making a DC 15 Perception 
  check realises the quills are too sharp for use on parchment, 
  and a DC 20 Perception check detects minute traces of blood 
  mixed with black ink on the tips. Keen-minded characters can 
  deduce Malakias uses the quills to tattoo himself. 
  6
  
  THE HOLD 
  The hold is where Widow’s cargo and food stores are kept. 
  6. CARGO STORAGE 
  Swinging lanterns conjure up a mad dance of shadows, swaying 
  back and forth across a maze of barrels and crates. The damp air 
  smells strongly of seawater and mouldy hay. 
  Barrels and Crates: These contain an assortment of preserved 
  foods (though most have spoiled), as well as various common 
  cargo types such as linen, furs, wines, lumber and metal ingots. 
   
  Iron Chest: This chest (hardness 10, hp 30, DC 28 Break) is 
  locked (DC 30 Disable Device check unlocks) and sealed with 
  Antero Virtanen’s personal sigil (see the Languard Falcon hook). 
  On the lid, the words, “TO: AMANITE” are written in chalk. Inside 
  lies the Languard Falcon—a priceless, but tremendously 
  recognisable possession of the ducal family, golden statuette 
  stolen from Castle Languard forty years ago. 
   
  Pine Casket: Nailed together by Ukko from planks salvaged 
  from empty crates, this simple wooden casket contains Olav 
  Makela’s body (see the Dead Men Tell no Tales hook). After Event 
  2: Burial at Sea, the casket is empty. 
   
  Olav’s Belongings: Olav’s earthly possessions sit in an 
  unlocked chest near his casket. They include clothes, a pair of 
  worn boots, four bottles of rum and a leather-bound journal in 
  near pristine condition. Written across the pages, over and over 
  again, are the words “Nosta Verho”, which means “Lift the veil” in 
  Elven. If the characters do not have it already, the chest also 
  contains Olav’s compass (see the Olav’s Compass sidebar). 
   
  Rat’s Nest: A character making a DC 20 Perception check 
  uncovers a carefully hidden nest inside an empty barrel. It 
  contains a large brown rat and its litter of eight baby rats. Scraps 
  of yesterday’s supper lie next to a dish of fresh water nearby. This 
  is Mr. Nibbles and her family. (See “Ukko’s Secret” for details). 
  7. BRIG 
  This sparsely furnished cabin contains a pair of wooden cots, a 
  chamber pot and a jug of brackish water. A small, trellised window 
  pierces the iron-bound door. 
  Iron-bound Door: Saamo carries the key to this locked door 
  (hardness 5, hp 20, DC 25 Break, DC 25 Disable Device opens). 
   
  Grafﬁti: Shallow scratchings ﬁlled with dried blood and bits of 
  ﬁngernail spell out a message on the wooden wall:  
  YOU ARE NIKO LAINE 
  FIND TITUS REHN AT THE FOUR MAIDENS 
  PASSWORD GREYFLAME 
  DO NOT TRUST CREW 
  If the characters recognise the name of Niko Laine (see the Lost at 
  Sea hook), this message proves he was a passenger on Widow. A 
  character making a DC 15 Knowledge (local) check remembers 
  The Four Maidens is a well-known tavern at Widow’s port of 
  destination. Due to the Ovum’s effects, the crew have no memory 
  of Niko Laine. 
  7
  
  W ID OW S E TS SAIL 
  This section presents a timeline of events; spread them out during 
  the character journey as desired. 
  1. ALL ABOARD! 
  When the characters ﬁrst approach Widow, the crew are preparing 
  to set sail within the hour. Most of the crew are busy preparing the 
  ship or hauling cargo, but the characters are able to ﬁnd the 
  captain, Saamo Hilhaarja, on deck and willing to talk.  
   
  Use Saamo’s description (see “Cursed Crewmen”) as a guide 
  for roleplaying the conversation. Depending on your chosen 
  hook, Saamo tells the characters the following: 
  •
  Lost at Sea: Saamo has no recollection of meeting Niko Laine 
  and claims never to have lost a man at sea. A DC 20 Sense 
  Motive check suggests Saamo believes this to be true. If the 
  characters openly distrust him, Saamo takes offence, but 
  nevertheless agrees to take them aboard. 
  •
  The Languard Falcon: Saamo has been expecting the 
  characters. He gives them a short tour of the ship, showing 
  them their quarters (location 5) and the hold (location 6), 
  where Antero’s sealed chest is stored. 
  •
  Dead Men Tell No Tales: The news of Olav’s death leaves 
  Saamo visibly saddened. After gathering himself, he arranges 
  for Tuomas and Ukko to collect Olav’s body and prepare for 
  his burial at sea. Saamo remarks Olav’s weak heart and 
  drinking habit likely led to his death. He knows nothing about 
  the compass but can conﬁrm Olav has a brother at Widow’s 
  port of destination. Since the crew is a man short, Saamo 
  offers the characters free passage, provided they lend a 
  helping hand, if they wish to investigate the matter further. 
  2. BURIAL AT SEA 
  Widow’s bell strikes six times, heralding a sombre, grey-cloaked 
  dawn. In the hold, Arjan and Tuomas are sewing the body of Olav 
  Makela into a makeshift sailcloth shroud and weighing it down 
  with several feet of iron chain. Saamo stands on deck, his hands 
  clutching a small prayer book bound in cracked brown leather. 
  Mouthing the words over and over, Saamo tries to memorise the 
  right prayer, but his thoughts are lost like whispers on the wind.  
   
   
  Several moments later, the anchor is dropped and the ship 
  comes to a lurching halt. Olav’s body is brought on deck and the 
  crew solemnly assemble. Ukko produces a carved wooden 
  ﬁgurine of a woman surrounded by cresting waves and tearfully 
  hangs it around Olav’s neck. A DC 12 Knowledge (religion) check 
  identiﬁes the carving as a votive gift representing Serat; this is a 
  customary offering to the Mistress of Storms.  
   
  Squinting at his prayer book, the captain haltingly recites 
  “Unto the Crystal City”, commonly read during burials at sea. After 
  a moment of silence, Saamo calls for all hands to bury the dead. 
  The crew lift Olav’s body and solemnly cast it overboard, where it 
  quickly sinks into the crushing black abyss. As the anchor is 
  weighed, it begins to rain. 
  3. THAR SHE BLOWS CHUNKS 
  After midday, Tuomas Gallen enters the hold to gather ingredients 
  for supper and cracks open a barrel of salted pork he believes to 
  be no more than a week old. In truth, it has been sitting in the hold 
  for six years, and the contents have spoiled. 
   
  A character entering the hold between lunch and supper can 
  make a DC 18 Perception check to notice a faint odour of decay, 
  which can be traced to the barrel with 2d10 minutes of searching 
  (the herbs and spices in the brine help mask the smell). Unless the 
  matter is brought to Tuomas’ attention, the pork ﬁnds its way into 
  the stew, where Tuomas’ secret spice mix makes the spoilage even 
  harder to detect (DC 20 Perception or Survival checks notices). 
  Anyone eating the stew must make a DC 15 Fortitude save. Those 
  who fail become violently ill and spend the next 3d10 minutes 
  noisily evacuating their stomachs over the railing. 
   
  Tuomas swears his food is not to blame, until confronted with 
  the evidence sitting in the hold. Since everyone recalls the barrel 
  was bought quite recently, the “unnatural spoilage" is blamed on 
  witchcraft, curses and other superstitions. 
  8
  WHISPERS & RUMOURS 
  While on land, a character can use Diplomacy to gather 
  information about Widow and its crew. This takes 1d4 hours and 
  requires a DC 10 check. The result yields one additional rumour 
  for every 5 points above DC 10. Use the table below to 
  determine which rumour(s) the character learns.  
  1.
  Widow is a cursed ship. Its captain and crew are naught but 
  undead spirits fated to sail the seas of Ashlar for all eternity. 
  This is a punishment from Serat, because the captain 
  invoked the Sea Mistress’ wrath. (False rumour). 
  2.
  Saamo Hilhaarja, captain of Widow, and the notorious 
  pirate Mervos Bloth are the same person. Bloth faked his 
  own death and adopted the name Saamo to escape the 
  noose. (False rumour). 
  3.
  I feel for those men on Widow. Don’t know what terrible 
  debt would force them to work on a barque at such old 
  age. They only ever sail between the same two locations, so 
  don’t imagine they get much business either. 
  4.
  There’s a ship sitting at the docks—Widow, bearer of ill 
  omens. It wouldn’t be the ﬁrst time a traveller went missing 
  on board. There’s been an investigation before, but no 
  conclusive proof was found and the crew deny ever having 
  lost a passenger. Still, something strange is going on. 
  5.
  Without a doubt, those men from Widow are the most 
  trustworthy sailors I’ve ever known. A bit old, perhaps, but 
  with age comes experience. You can always count on 
  Widow to ship your goods. Come hell or high water, Widow 
  always sails! 
  6.
  Those crewmen on Widow may look like a sad old bunch, 
  but the truth is they’re drunk all day long! Seriously, talk to 
  one. Chances are he won’t be able to give you today’s date! 
  Must be some strong rum in the hold, eh?
  
  4. DEAD IN THE WATER 
  One windless, mist-veiled morning, one of the characters spots 
  the body of a man ﬂoating face-down on the grey waves. Using a 
  rope and billhook, the crew drag him on board and conﬁrm he is 
  dead. The man’s colourful seafaring garb identiﬁes him as a sailor, 
  or perhaps a pirate. While there are no apparent wounds or 
  lesions on the body, the face is frozen in a ghastly mask of terror. 
  The mouth is agape, spread almost unnaturally wide, and a slick 
  oily ﬁlm covers the skin, leaving a sticky grey residue when rubbed 
  between one’s ﬁngers. The eyes and tongue are missing, but a DC 
  12 Knowledge (nature) or Survival check conﬁrms this to be the 
  work of sea birds feeding on the body. 
   
  The wind refuses to pick up, and Widow spends several long 
  hours sailing silently through the fog, until the shrill cries of 
  seagulls are heard ahead. Surrounding the ship are dozens of 
  corpses similar to the one encountered before, ﬂoating amid the 
  wreckage of some nameless vessel. Gulls ﬂit in and out of the fog 
  like phantoms, landing on the dead and feasting upon their 
  exposed ﬂesh. With milky eyeballs, swollen tongues and scraps of 
  torn skin clutched in their crimson-ﬂecked beaks, the gulls perch 
  upon Widow’s railings, eying the crew with beady black eyes. A 
  salvo of curses from Arjan Bardo scares them off, causing several 
  to drop their grisly meals mid-ﬂight and staining Widow’s sails 
  with a scarlet rain of ﬂesh. It takes another 1d4 hours before the 
  wind ﬁnally picks up again and Widow exits the charnel waters, 
  leaving the gull-haunted fog bank behind. 
  5. LAND AHOY! 
  The red sun hangs low over the horizon when Arjan bellows the 
  news across the deck. Approximately three miles ahead, the 
  silhouette of the destination’s known landmarks can be seen. 
  Assuming a normal sailing speed, it takes Widow about half an 
  hour to reach land. 
   
  This ﬁnal event marks the end of the eventure. If the characters 
  discovered the source of Widow’s curse and got rid of the Ovum 
  Viridia, Malakias and the crew retain all memories since the 
  eventure began. Tearfully, they express their undying thanks to the 
  characters and intend to pick up the thread of their lives—or what’s 
  left of it—once they set foot on land. 
   
  If the characters did not learn of the Ovum, or neglected to 
  dispose of it, the memory-devouring effects of the stone take hold 
  of the crew and passengers once more. Their past journey already 
  largely forgotten, the ship prepares to depart anew, continuing 
  the endless cycle. 
  YSARA’S SUSPICIONS 
  Halfway through the voyage, Ysara approaches the characters and 
  voices her suspicions that all is not as it seems on Widow. This 
  event can happen at a time of your choosing.  
  9
  DYNAMIC EVENTS 
  Effects preceded by “II” only occur when a result is rolled a 
  second time. If the same result comes up a third time, re-roll. 
  1.
  A black albatross circles Widow. Arjan thinks it a bad omen 
  and prepares to kill it, but Saamo commands him to stand 
  down, believing the bird sacred to the sea goddess, Serat. 
  The jet-black albatross continues following the ship. 
  II. Arjan snaps and shoots the albatross with a crossbow. 
  The bird’s death casts a pall over the crew who become 
  convinced they are doomed. 
  2.
  Ukko’s cries summon the crew on deck, where the outline of 
  a colossal monster can be seen following the ship. Saamo 
  orders the sails adjusted and Widow picks up speed, 
  eventually losing the creature after 1d4 miles. 
  II. A bone-jarring impact rocks the ship at night. The 
  monster has returned and rams Widow for 2d10 minutes 
  before returning to the deep. Widow springs a lark and 
  Arjan succeeds in repairing the hull breach, but the 
  incident adds 1d4 days to the journey. 
  3.
  Dark clouds herald a coming storm. For the next 2d6 hours, 
  Widow is scourged by howling winds and lashed with 
  freezing rain. The sails suffer signiﬁcant damage and it is 
  unlikely they would survive another similar ordeal. 
  II. A squall batters Widow’s weakened sail, tearing it at 
  the seams. Despite Ukko’s skilled repairs, the ship’s 
  speed is reduced, adding 1d4 days to the journey. 
  4.
  A heated argument erupts between Arjan and Malakias. The 
  veteran accuses the old wizard of using magic to mess with 
  everyone’s mind. Saamo arrives to restore order just before 
  things get physical. Characters who make a DC 20 Sense 
  Motive check get the impression the other sailors share 
  Arjan’s concerns even if they won’t speak of them. 
  II. Arjan catches Malakias riﬂing the crew’s belongings 
  and punches the wizard square in the face, breaking his 
  nose and knocking him out. Saamo sends Arjan to cool 
  off in the brig for a day and requests the characters carry 
  the unconscious Malakias to his cabin. 
  5.
  Pained groans draw a character to the hold, where they ﬁnd 
  Tuomas Gallen changing the ﬁlthy bandages on his leg. He 
  begs them not to reveal his condition to the others, and 
  promises to visit a chirurgeon at the ﬁrst opportunity. If 
  Tuomas’ illness is revealed, panic erupts as the crew 
  assumes it’s the plague. Saamo has Tuomas locked up in the 
  brig, and his clothes and possessions burned. 
  II. Unless cured, Tuomas’ tumour develops an acute 
  infection, resulting in his agonising death in 1d4 days. 
  6.
  As dawn breaks, each character must make a DC 15 Will 
  save or forget everything which occurred since the last 
  timeline event. The lost memories resurface in one day. 
   
  II. Each character must make a DC 20 Will save or forget 
  all events which took place since they boarded Widow. 
  These lost memories resurface in 1d4 days
  
  T HE EV EN TUR E CONTINUES 
  The characters’ voyage on Widow may be behind them, but the 
  characters’ adventures have only just begun! Below, ﬁnd several 
  suggestions on how to continue the story after the characters 
  debark Widow: 
  •
  A Curate’s Egg: Locked within the green ovoid stone is a 
  veritable trove of knowledge, comprising centuries worth of 
  stolen memories. If one were able to suppress the opal’s 
  abilities long enough to study it, who knows what ancient 
  secrets it might unveil? In the wrong hands, however, the 
  Ovum’s powers could be used to steal the minds of paupers 
  and kings alike. If the characters choose to keep the stone, 
  they must ﬁnd a way to suppress its memory-devouring 
  powers. And should they decide to simply dispose of the 
  Ovum, the thing gestating inside could very well hatch... 
  •
  Time Waits for No Man: Freed from the Ovum’s inﬂuence, 
  Malakias and Widow’s crew struggle to cope with the fact 
  seventeen years were taken from them. Do they still have 
  homes to return to? Or has the world forgotten them entirely? 
  Helping the crew rebuild their lives earns the characters their 
  undying gratitude. 
  •
  Keeping the Wolf at Bay: If the characters discovered Ysara’s 
  secret, they must decide how to deal with her. Helping the 
  grief-stricken ranger remove the curse of lycanthropy so she 
  can avenge her family is a noble cause indeed. Additionally, 
  there is the risk of Ysara’s tincture losing its potency, which 
  would no doubt lead to many deaths when hr ﬁrst 
  transformation ﬁnally manifests itself. 
  •
  Finding Niko: Niko’s grafﬁti found in the brig proves he was 
  a passenger on Widow. Nevertheless, his disappearance 
  remains unsolved. If the characters can track down the Titus 
  Rehn mentioned in the note, however, he might be able to 
  shed a light on the case. The Four Maidens tavern seems like 
  a good place to start looking. 
  •
  Fencing the Falcon: If the characters were charged with the 
  delivery of the Languard Falcon, or if they tampered with the 
  iron chest while on board, they have become entangled in a 
  dangerous web of intrigue surrounding the Falcon’s theft. 
  After sending his lackeys to 
  collect the chest, the 
  mysterious “Amanite” 
  begins eliminating 
  everyone involved, 
  starting with Antero 
  Virtanen (see the 
  Languard Falcon 
  h o o k ) . C a n t h e 
  characters discover 
  A m a n i t e ’ s t r u e 
  identity before they 
  b e c o m e h i s n e x t 
  victims? If the statuette is 
  returned to Duke Armas 
  Nenonen, Ashlar’s ruler is sure to offer a generous reward. 
  •
  Sea of Sorrows: Soon after disembarking Widow, the 
  characters learn of another ship, Waverider, who left port 
  several days ago, yet disappeared without a trace. From its 
  description and date of departure, it’s likely the characters 
  encountered the Waverider’s wreckage near the end of their 
  journey (see Event 4: Dead in the Water). Any merchants 
  whose cargo was lost along with the ship would certainly pay 
  the characters a few gold coins to hear their story—and much 
  more if they were to investigate further. 
  •
  Hex Marks the Spot: If the characters kept Olav’s magical 
  compass and know how to activate it, they can follow the 
  needle to its destination. Although whether it leads to buried 
  treasure, as Olav Makela believed, remains to be seen. The 
  characters may consider tracking down Olav’s brother, who 
  might know more about the compass. Of course, this would 
  mean cutting him in for an extra share of any treasure found. 
  10
  
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  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. 
   
  Pathﬁnder Roleplaying Game. ©2008, 2009, Paizo Publishing, LLC; Author: Jason Bulmahn. 
   
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  Gloamhold Campaign Guide. ©Raging Swan Press 2017; Author: Creighton Broadhurst.  
   
  City Backdrop: Languard. ©Raging Swan Press 2017; Author: Creighton Broadhurst. 
   
  Sailing Aboard the Widow. ©Raging Swan Press 2020; Author: Bart Wynants. 
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