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  PLACES OF POWER:  
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  TUMBLESTONE INN 
  
   
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  PLACES OF POWER: TUMBLESTONE INN 
  Built	atop	the	ruin	of	a	fallen	borderland	keep,	Tumblestone	Inn	stands	amid	the	wilderlands,	far	from	civilisation’s	comforts.	Within	its	
  stout	walls	can	be	found	warmth,	good	cheer	and	a	hearty	welcome;	without	lies	little	but	howling	wilderness,	marauding	orcs	and	other	
  lurking	dangers.		
  	
  Here,	gather	mercenaries,	sellswords	and	the	like	eager	to	sell	their	unique	services	to	prospective	employers	who	also	flock	here	to	shop	
  in	a	most	unusual	marketplace.	Often	the	place	resembles	an	armed	camp—which	is	fortunate—for	the	vicious	Jagged	Fang	orcs	lurk	
  nearby	and	gaze	upon	the	inn	and	its	surrounds	with	covetous	eyes.	However,	the	inn	is	not	without	powerful	defenders	of	its	own.	Here	
  dwells	 Aelliah	 Wilmaytn—so-called	 Lady	 Tumblestone—and	 the	 veterans	 of	 her	 Crimson	 Shield	 mercenary	 company	 who	 crushed	 the	
  Jagged	Fang	at	the	Battle	of	Tumblestone	years	ago;	these	skilled	warriors	yet	skirmish	with	the	resurgent	orcs	and	watch	over	the	inn.	
  	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Creighton	Broadhurst	
  Development:	Creighton	Broadhurst	
  Art:	 William	 McAusland.	 Some	 artwork	 copyright	 William	
  McAusland,	used	with	permission.	
  Cartography:	 Simon	 Butler	 and	 Maciej	 Zagorski	 (The	 Forge	
  Studio)	
  	
  ©Raging	Swan	Press	2017.	
  	
  The	moral	right	of	Creighton	Broadhurst	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.	
  	
  C O N T E N T S  
  Tumblestone	Inn	At	a	Glance	.......................................................	2	
  Notable	Locations	........................................................................	4	
  Support	Raging	Swan	Press	..........................................................	7	
  OGL	V1.0A	....................................................................................	7	
  	
  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	 Places	 of	 Power:	 Tumblestone	 Inn	 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.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  
  2	
  T U M B L E S T O N E  I N N  A T  A  G L A N C E  
  Ruler	Aelliah	Wilmatyn	
  Population	66	(56	humans,	2	dwarves,	1	gnome,	3	half-elves,	4	
  half-orcs)	 This	 number	 represents	 permanent	 residents;	
  normally	upwards	of	40	other	folk	can	be	found	here.		
  Alignments	LN,	N,	NG	
  Languages	Common	
  Resources	&	Industry	Mercenaries	
  Tumblestone	 Inn	 lies	 a	 score	 of	 miles	 from	 the	 nearest	
  settlement	of	note.	This	fortified	inn,	established	20	years	ago,	
  lies	 in	 a	 wilderness	 region	 unclaimed	 by	 any	 lord.	 Its	 owner,	
  Aelliah	 Wilmatyn,	 now	 daubed	 Lady	 Tumblestone,	 was	 the	
  captain	of	the	Crimson	Shields	mercenary	company,	who	retired	
  after	the	blood,	suffering	and	constant	campaigning	became	too	
  much	for	her	weary	bones.	Now,	she	runs	Tumblestone	Inn	as	a	
  place	 for	 those	 with	 coin	 to	 hire	 mercenaries,	 sellswords	 and	
  other	 martial	 specialists.	 Here	 can	 be	 found—among	 others—
  bodyguards,	siege	engineers,	mercenaries	and	more.		
  	
  The	inn	serves	as	neutral	ground,	a	place	where	patrons	and	
  prospective	 employees	 can	 gather	 and	 negotiate	 in	 relative	
  safety.	 Aelliah	 guarantees	 peace	 within	 her	 walls,	 and	 her	
  staunchly	loyal	guards—veterans	of	her	old	company	all—back	
  up	her	word	with	bared	blade.	Fist	fights	are	tolerated;	but	the	
  use	of	lethal	force	is	forbidden.	To	Aelliah	all	have	an	equal	right	
  to	safety	within	her	walls;	without	such	a	guarantee	her	business	
  could	 not	 function.	 Those	 who	 contravene	 her	 laws	 are	
  summarily	ejected	and	never	allowed	to	again	pass	through	the	
  inn’s	 gate.	 Because	 the	 inn	 is	 such	 a	 good	 place	 for	 hiring	
  mercenaries,	 few	 patrons	 or	 mercenaries	 dare	 to	 test	 her	
  resolve	in	this	matter.		
  	
  Set	 upon	 the	 fringes	 of	 a	 forest	 marking	 the	 kingdom’s	
  borderland,	the	inn	not	only	acts	as	a	marketplace	of	sorts,	but	
  also	as	an	important,	if	minor,	border	fort.	Because	Aelliah	pays	
  for	 and	 garrisons	 the	 place	 herself—and	 watches	 over	 the	
  surrounding	area—the	local	lords	leave	her	alone.	(That	and,	of	
  course,	they	have	all	had	cause	to	use	the	inn’s	unique	services	
  from	time	to	time).		
  	
  The	inn	itself	is	built	upon	the	ruins	of	a	much	older	keep.	
  Destroyed	 in	 a	 border	 raid	 nearby	 a	 century	 ago,	 none	 of	 the	
  lord’s	family	survived	the	onslaught.	With	no	one	to	inherit	the	
  place—and	wreathed	as	it	was	in	tragedy	and	vague	suggestions	
  of	a	terrible	curse—the	site	lay	unclaimed.		Thus	the	keep	faded	
  from	prominence	until	the	so-called	Battle	of	Tumblestone	when	
  the	Crimson	Shields	defended	the	place	against	the	Jagged	Fang	
  orcs.	 After	 the	 battle,	 Aelliah,	 tiring	 of	 blood,	 slaughter	 and	
  death,	 claimed	 the	 place	 as	 her	 own	 and	 set	 about	 building	
  Tumblestone	Inn.		
  L O R E  
  A	 PC	 may	 know	 something	 about	 Tumblestone	 Inn,	 its	 history	
  and	surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	
  information	from	the	list	below.	A	successful	check	gains	all	the	
  information	revealed	by	a	lesser	check:	
  	
  DC	10:	Tumblestone	Inn	is	the	place	to	go	if	you	want	to	hire	
  mercenaries	or	sellswords.	The	inn	serves	as	neutral	ground	for	
  such	dealings.	
  	
  DC	15:	Tumblestone	inn	is	a	fortified	inn	built	amid	the	ruins	
  of	an	elder	fortress	sacked	by	orcs	long	ago.	
  	
  DC	20:	Aelliah	Wilmaytn—Lady	Tumblestone—was	a	skilled	
  mercenary	captain	and	is	still	a	fearsome	warrior.		
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 ordinary	 semi-
  retired	mercenaries	and	their	camp	followers.		
  § 
  Appearance	Many	of	the	warriors	guarding	the	inn	are	now	in	
  or	 approaching	 middle-age.	 Many	 have	 served	 Aelliah	 for	
  decades.	 They	 appear	 as	 what	 they	 are—grizzled,	 veteran	
  warriors.		
  § 
  Dress	 Aellah’s	 guards	 are	 well	 equipped;	 all	 wear	 half-plate	
  and	use	a	variety	of	personal	weapons.	The	guards’	families—
  many	of	whom	work	in	the	inn—wear	typical	peasant	garb.	
  § 
  Nomenclature	 male	 Aaro,	 Hannu,	 Onni,	 Teijo,	 Usko;	 female	
  Aila,	 Aune,	 Laila,	 Pirjo,	 Terhi;	 family	 Aalto,	 Eerola,	 Leino,	
  Rekunen,	Varala.	
  Some	of	the	inhabitants,	however,	are	notable:	
  § 
  Aelliah	Wilmatyn	(location	8;	LN	female	middle-aged	half-elf	
  fighter	 8)	 Although	 retired,	 Aelliah	 practises	 daily	 with	 her	
  weapons	and	oversees	every	part	of	the	inn’s	operation.	She	
  loves	the	inn—it’s	the	culmination	of	a	long-held	dream—and	
  fiercely	protects	it	and	her	followers.	
  § 
  Erfael	Fonkinbeak	(location	6;	N	male	gnome	fighter	4/	wizard	
  [illusionist]	5) Aelliah’s	lieutenant	is	a	gregarious,	hard-drinking	
  fellow	
  who	
  much	
  enjoys	
  the	
  taproom’s	
  boisterous	
  atmosphere.	 He	 might	 seem	 like	 a	 fun-loving	 rake—and	 in	
  truth	 he	 deliberately	 portrays	 such—but	 in	 reality,	 his	 eyes	
  miss	little	of	import.	
  § 
  Sergeant	Mikko	Keto	(location	8;	LN	male	old	human	fighter	5) 
  Fiercely	loyal	to	Aelliah	this	grizzled	old	warrior	oversees	the	
  inn’s	defences.	A	childhood	friend	of	Aelliah’s	mother,	Mikko	
  has	served	Aelliah	for	five	decades	and	views	her	as	his	own	
  flesh	and	blood.		
  § 
  Armas	Eerola	(location	5;	NG	male	middle-aged	human	cleric	
  5/fighter	 3) A	 devout	 follower	 of	 the	 god	 of	 war,	 Armas	
  maintains	the	Chapel	of	Dancing	Blades.	
  
  3	
  N O T A B L E  L O C A T I O N S  
  Most	of	Tumblestone	Inn	comprises	locations	of	little	interest	to	
  adventurers.	A	few	locations,	however,	are	notable:	
  1. Field	 of	 the	 Fallen:	 Here	 lie	 the	 fallen	 of	 the	 Battle	 of	
  Tumblestone.		
  2. Gates:	These	always	guarded	gates	open	at	dawn	and	close	at	
  dusk	each	day.		
  3. Courtyard:	 Overlooked	 by	 high	 walls,	 this	 expanse	 of	 mud	
  sometimes	serves	as	a	temporary	campsite	for	those	
  who	can	find	no	place	in	the	tavern.	
  4. Stables:	 This	 large	 two-storey	 building	
  protrudes	 from	 the	 outer	 wall.	 The	
  second	 floor	 is	 set	 up	 both	 for	
  storage	and	defence.		
  5. Chapel	 of	 Dancing	 Blades:	 Here,	 mercenaries	 come	 to	
  worship	the	god	of	war	and	to	practise	their	martial	skills.		
  6. The	 Common	 Room:	 Here—in	 the	 throbbing	 heart	 of	 the	
  settlement—much	 of	 the	 business	 of	 hiring	 mercenaries	 is	
  done.	Amid	pipe	smoke,	deals	are	sealed	and	compacts	made.			
  7. The	Halls:	Here,	the	inn’s	guests	rest,	sleep	and	plot.	
  8. The	Black	Tower:	So	named	for	its	fire-blackened	stones,	this	
  tower	rises	high	above	the	rest	of	the	compound.	It	is	the	only	
  part	of	the	original	keep	to	survive	relatively	intact.		
  	
  
  4	
  N O T A B L E  L O C A T I O N S   
  Although	of	relatively	new	construct,	the	inn’s	stonework	is	old.	
  When	building	her	new	home,	Aelliah	cannibalised	the	tumbled	
  stones	from	the	original	fortress.		
  	
  The	 courtyard	 walls	 are	 15-foot	 high,	 ten-foot	 thick	 and	
  topped	 with	 battlements	 and	 a	 walkway.	 From	 here,	 roving	
  sentries	keep	a	careful	eye	on	the	surrounding	tree-line.		
  	
  The	 inn’s	 buildings	 are	 of	 similar	 stout	 construction.	 None	
  have	 external	 ground	 floor	 windows;	 rather	 light	 filters	 in	
  through	 well-sited	 arrow	 slits.	 Upper	 floors	 have	 windows	
  protected	by	stout	shutters.		
  	
  In	 total,	 24	 experienced	 ex-mercenaries	 (LN	 middle-aged	
  human	veteran)	guard	Tumblestone	Inn.	
  1 .  F I E L D  O F  T H E  F A L L E N  
  Here	lie	all	those	who	fell	at	the	Battle	of	Tumblestone.	Soldiers	
  lie	 in	 individual	 graves	 while	 their	 enemies	 were	 cast	 into	 the	
  mass	grave	to	the	south.	A	riot	of	wild	flowers	now	grows	over	
  the	mass	grave	while	the	individual	graves	are	yet	tended	by	the	
  fallens’	 friends	 and	 companions.	 A	 stout	 wooden	 fence	
  surrounds	 the	 graveyard	 and	 provides	 some	 small	 measure	 of	
  protection	from	the	local	wildlife’s	depredations.		
  2 .  G A T E S  
  Opened	 at	 dawn	 and	 closed	 at	 dusk,	 these	 heavy	 oak,	 iron-
  bound	 gates	 are	 always	 watched	 by	 at	 least	 two	 warriors	 (LN	
  middle-aged	 human	 veteran).	 The	 gates	 have	 no	 portcullis	 or	
  warding	 gatehouse,	 but	 they	 can	 be	 reinforced	 with	 a	 huge	
  oaken	beam,	if	necessary	(although	this	is	only	employed	when	
  some	known	threat	lurks	nearby).		
  	
  Generally,	visitors	are	not	questioned	or	subject	to	search	or	
  toll	when	entering	the	inn.	However,	the	guards	do	explain	Lady	
  Tumblestone’s	 rules	 to	 first-time	 guests—namely	 those	 using	
  violence	within	the	inn’s	walls	will	be	immediately	expelled	and	
  never	allowed	to	return.		
  3 .  C O U R T Y A R D  
  Overlooked	 by	 high	 stone	 walls	 and	 flanked	 on	 three	 sides	 by	
  buildings,	this	expanse	of	mud	and	earth	resembles	a	tent	village	
  when	there	is	no	room	in	the	Halls.		
  	
  A	 well	 provides	 fresh	 drinking	 water;	 persistent	 rumours	
  suggest	a	great	treasure	is	hidden	in	the	well—concealed	there	
  before	 castle	 fell.	 Aelliah	 does	 not	 allow	 anyone	 to	 search	 its	
  depths,	but	occasionally	the	subject	of	exploring	the	well	comes	
  up	during	drunken	drinking	sessions	in	the	taproom.		
  4 .  S T A B L E S  
  This	 large,	 stout,	 two-storey	 building	 is	 heavily	 fortified.	 The	
  second	floor	is	given	over	to	storage,	staff	quarters	and	defence	
  while	 travellers’	 horses	 and	 other	 animals	 are	 stabled	 on	 the	
  ground	floor.	The	stable’s	wide	double	door	can	be	barred	from	
  within.	Jani	Rintala	(CN	middle-aged	male	human	veteran),	a	tall	
  and	thickset	man	with	delusions	of	grandeur	and	strong	opinions	
  on	almost	everything,	runs	the	stables	
  5 :  C H A P E L  O F  D A N C I N G  B L A D E S  
  This	small,	unassuming	building	serves	as	a	chapel	for	Kalron	(NG	
  god	of	battle	and	heroic	struggle).	Beautiful	frescos	of	war	and	
  battle	 decorate	 the	 chapel’s	 walls.	 The	 resident	 priest,	 Armas	
  Eerola	(NG	male	middle-aged	human	cleric	5/fighter	3),	dwells	
  above	the	chapel.	An	energetic,	grey-hair	man	of	middle	years,	
  Armas	is	renowned	for	his	skill	with	a	blade	and	is	much	sought	
  after	as	a	trainer.	A	devout	man,	he	gladly	provides	such	service	
  for	those	who	worship	his	patron.	Armas	is	also	a	skilled	artist	
  and	 it	 is	 he	 who	 is	 responsible	 for	 the	 beautiful	 artwork	
  decorating	the	chapel.		
  	
  I N  Y O U R  C A M P A I G N  
  Tumblestone	 Inn	 stands	 in	 a	 forested	 wilderness	 area	 far	
  from	 any	 settlement	 of	 note.	 Standing	 on	 the	 edge	 of	 a	
  kingdom	it	serves	 both	as	a	 waystation	for	 travellers	and	a	
  border	 fort.	 Adventurers	 could	 come	 here	 either	 to	 hire	
  mercenaries—or	 even	 henchmen—or	 to	 use	 it	 as	 a	 base	
  from	 which	 to	 explore	 the	 surrounding	 wilderness.	 Several	
  humanoid	 tribes—primarily	 goblins	 and	 orcs—dwell	 in	 the	
  surrounding	 forests	 and	 hills	 and	 launch	 occasional	 raids	
  against	 the	 inn.	 Thus	 far,	 the	 inn’s	 stout	 defences	 and	
  garrison	 have	 rendered	 it	 immune	 to	 these	 minor	 cross-
  border	attacks.	Of	course,	the	party	could	be	unlucky	enough	
  to	arrive	at	the	inn	just	before	the	local	tribes	launch	an	all-
  out	assault	on	the	place…		
  M A R K E T P L A C E  
  The	following	items	are	for	sale,	when	the	PCs	arrive:	
  §
  Consumables	potion	of	invisibility	(2,500	gp)	
  §
  Miscellaneous	ring	of	jumping	(400	gp)	
  §
  Weapons	 &	 Armour	 +1	 heavy	 flail	 (400	 gp),	 javelin	 of	
  lightning	(250	gp)		
  Additionally,	the	following	services	are	available:	
  §
  Spellcasting	Arcane	3rd,	Divine	3rd	
  
  5	
  6 :  T H E  C O M M O N  R O O M  
  Built	amid	the	ruins	of	the	old	castle’s	great	hall,	this	lofty	two-
  storey	 room	 is	 the	 inn’s	 common	 room.	 Often	 busy	 (and	
  raucous)	the	common	room	is	rarely	empty.	The	one-armed	Aila	
  Ahokas	(LN	middle-aged	female	human	fighter	5),	oversees	both	
  the	common	room	and	the	Halls.	She	has	a	staff	of	almost	two	
  dozen	workers	(who	dwell	in	the	building	between	the	Common	
  Room	 and	 the	 stables).	 Banners,	 shields,	 weapons	 and	 many	
  other	pieces	of	war	booty	hang	from	the	walls.	
  	
  PRICE	
  Ale	
  1	sp	
  Meal	(often	stew	or	roast	chicken)	
  5	sp	
  Wine	(pitcher)	
  2	sp	
   
  7 :  T H E  H A L L S  
  Four	 dormitories	 fill	 the	 ground	 floor	 of	 this	 large,	 two-storey	
  building.	 The	 first	 floor	 hosts	 a	 warren	 of	 private	 chambers.	
  Generally,	the	rooms	are	dry,	clean	and	well	appointed.		
  	
  PRICE	
  Dormitory	
  5	sp	
  Private	(shared)		
  1	gp	
  Room	(private)	
  2	gp	
  8 .  T H E  B L A C K  T O W E R  
  The	 only	 part	 of	 the	 original	 castle	 to	 survive	 relatively	 intact,	
  the	Black	Tower	is	fully	60	ft.	tall.	It	boasts	four	floors	and	serves	
  as	 the	 barracks	 and	 armoury	 of	 Aellah’s	 remaining	 unmarried	
  warriors.	Lady	Tumblestone	and	her	closest	henchmen	dwell	on	
  the	 upper	 floors.	 Guests	 are	 not	 allowed	 in	 the	 Black	 Tower	
  unaccompanied.	
  	
  A	little-known	sub-cellar	lies	buried	deep	below	the	tower’s	
  extensive	 cellar.	 Herein,	 Aellah	 keeps	 her	 remaining	 loot	 and	
  valuable	trophies	from	her	mercenary	days.	Persistent	rumours	
  tell	of	a	hidden	escape	tunnel	running	from	the	tower’s	cellar	to	
  a	 hidden	 exit	 deep	 in	 the	 surrounding	 forest.	 Other	 forgotten	
  tunnels	 host	 the	 undead	 remnants	 of	 prisoners	 trapped	 when	
  the	castle	fell.	
  	
  The	 Black	 Tower	 is	 the	 most	 heavily	 fortified	 part	 of	
  Tumblestone	 Inn.	 In	 the	 case	 of	 determined	 attack,	 and	 the	
  outer	 wall	 is	 breached,	 the	 garrison	 along	 with	 their	 families	
  retreat	 here	 to	 make	 their	 final	 stand.	 In	 the	 chaos	 of	 such	 a	
  retreat,	the	inn’s	guests	will	likely	be	left	to	fend	for	themselves.	
  	
  Aelliah	 is	 well	 aware	 of	 the	 inn’s	 vulnerability	 and	 so	 a	
  careful	 watch	 over	 the	 surrounding	 forest	 is	 always	 kept	 from	
  atop	the	Black	Tower.	A	large	bell	stands	ready	atop	the	tower	
  to	alert	folk	to	approaching	danger.		
  	
  W H I S P E R S  &  R U M O U R S  
  While	 at	 Tumblestone	 Inn,	 a	 PC	 may	 hear	 one	 or	 more	
  rumours.	 A	 PC	 making	 a	 DC	 10	 Charisma	 check	 learns	 one	
  rumour	 from	 the	 table	 below.	 A	 PC	 exceeding	 this	 check	
  learns	 an	 additional	 rumour	 for	 each	 5	 points	 by	 which	 he	
  exceeded	DC	10.	
  D6	
  RUMOUR	
  1	
  Extensive	hidden	tunnels	honeycomb	the	rock	under	
  the	inn.	Built	when	a	castle	stood	on	the	 site,	some	
  prisoners	 were	 left	 to	 starve	 to	 death	 in	 their	 dank	
  depths	when	the	place	fell.	
  2*	
  Lady	 Tumblestone	 is	 a	 spy	 for	 a	 foreign	 power.	 She	
  uses	 her	 position	 to	 foment	 trouble	 between	 the	
  various	 nobles	 hiring	 mercenaries.	 In	 this	 way	 she	
  gets	rich,	and	achieves	her	unknown	master’s	goals.	
  3*	
  Lady	 Tumblestone	 hides	 much	 loot	 in	 the	 Black	
  Tower	(which	is	why	it	is	so	well	guarded).	
  4	
  The	 humanoid	 tribes	 dwelling	 in	 the	 surrounding	
  forest	are	plotting	an	alliance	to	destroy	the	inn	and	
  slay	all	within.		
  5*	
  Much	 treasure	 was	 buried	 with	 the	 dead	 after	 the	
  Battle	of	Tumblestone.		
  6	
  Armas	Eerola	 is	looking	 for	acolytes	 to	 help	run	the	
  Chapel	of	the	Dancing	Blades.	
  *False	rumour	
  	
  E V E N T S  
  While	 the	PCs	are	at	Tumblestone	Inn,	one	or	more	of	 the	
  below	events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  Two	patrons	both	want	to	hire	the	same	mercenary	
  band;	at	first	they	bid	against	each	other	but	quickly	
  fall	to	loudly	arguing.		
  2	
  An	 injured	 man	 rides	 into	 the	 courtyard	 on	 an	
  exhausted,	 mud-splattered	 horse.	 He	 falls	 from	 the	
  saddle	and	staggers	into	the	common	 room	to	gasp	
  out	his	news,	but	collapses	before	he	can	speak.	
  3	
  A	 deep	 rhythmic	 drumming	 starts	 from	 deep	 in	 the	
  surrounding	 forest	 just	 after	 darkness	 falls.	 It	
  continues	all	night	and	puts	many	of	the	inn’s	guests	
  and	residents	on	edge.	
  4	
  A	 drunken	 fistfight	 breaks	 out	 in	 the	 courtyard,	
  between	two	rival	mercenaries.	Before	long,	both	are	
  muddy	and	bloody.	
  5	
  Faint	 lights	 are	 seen	 moving	 about	 the	 Field	 of	 the	
  Fallen	at	 night.	 Are	grave	robbers,	the	spirits	of	the	
  dead	or	something	else	responsible?		
  6	
  Feng	the	Flayer	is	arguing	with	Azakial	Firisond,	in	the	
  common	 room	 over	 the	 terms	 of	 service	 with	 her	
  lord.	The	argument	is	loud,	but	both	parties	are	too	
  clever	 to	 come	 to	 blows.	 Eventually,	 the	 two	 fail	 to	
  come	to	an	agreement	and	Azakial	leaves.			
  	
  
  6	
  S A M P L E  M E R C E N A R I E S  
  While	at	Tumblestone	Inn,	the	PCs	may	encounter	one	or	more	
  of	the	following	mercenaries:	
  1. Armi	Ahokas	(N	female	human	fighter	7)	Tough,	dependable	
  and	 insanely	 brave,	 Armi	 dreams	 of	 one	 day	 captaining	 her	
  own	 company.	 She	 has	 some	 here	 to	 learn	 from	 Aelliah	
  Wilmatyn	but	has	yet	to	properly	speak	with	her	idol.		
  2. Atro	Varala	(LN	male	human	veteran)	Atro	seeks	employment	
  as	a	bodyguard,	although	he	has	almost	no	experience	as	such.	
  Tired	 of	 fighting	 on	 the	 frontier,	 he	 fancies	 watching	 over	
  some	gilded	noble	living	a	comfortable,	safe	life.		
  3. Ausk	 Splinter-Shield	 (CN	 half-orc	 berserker)	 Wild	 and	
  unpredictable,	Ausk	is	terror	incarnate	in	battle.	His	wild	mood	
  swings	and	violent	temper	make	it	hard	for	him	to	remain	with	
  any	employer	for	long.		
  4. Azakial	Firisond	(NG	female	half-elf	scout)	Azakial	leads	a	band	
  of	skilled	foresters	and	trackers.	Her	trackers	currently	camp	
  amid	 the	 trees	 a	 half-mile	 or	 so	 from	 the	 inn.	 She	 is	 mud-
  splattered	and	weary,	but	eager	to	sign	a	new	contract.	
  5. Eereoa	 Earthcloak	 (N	 female	 halfling	 thief	 6)	 A	 scout	 of	
  superlative	abilities,	Eereoa	can	slip	into	even	heavily	guarded	
  enemy	 camps.	 She	 is	 inquisitive	 and	 polite,	 but—for	 some	
  reason—dislikes	 dwarves,	 who	 she	 will	 only	 work	 with	 for	
  double	her	normal	fee.	
  6. Huroian	Kaniateir	(LG	female	half-elf	bard	5)	A	warrior-bard,	
  Huroian	is	well	known	for	his	abilities	to	exhort	his	fellows	to	
  great	heroics.	He	currently	seeks	a	new	company,	as	his	last	
  disbanded	 after	 particularly	 heavy	 losses—losses	 for	 which	
  some	of	his	fellows	blame	him.		
  7. Morcaer	Cobbald	(N	male	human	mage)	Morcaer	is	a	powerful	
  battle	wizard,	willing	to	blast	virtually	anyone	or	anything	for	
  the	right	price.	He	has	three	apprentices,	who	he	treats	poorly,	
  but	who	seem	devoted	to	the	portly	mage.		
  8. Nalrid	 Dwojyr	 (N	 male	 dwarf	 veteran)	 A	 skilled	 engineer,	
  Nalrid	 is	 an	 outcast	 from	 his	 homeland.	 He	 drinks	 heavily,	
  attempting	 to	 forget	 the	 (truthful)	 accusations	 of	 cowardice	
  levelled	against	him	by	his	fellow	dwarves.	Consequently,	he	is	
  in	a	perpetually	foul	mood.	He	has	no	intention	of	accepting	
  employment	until	his	funds	are	depleted.	
  9. Rasal	 Folkor	 (NG	 male	 gnome	 fighter	 4)	 Rasal	 represents	 a	
  small	 band	 of	 gnomes	 particularly	 skilled	 at	 fighting	 in	
  cramped,	 confined	 spaces.	 They	 prefer	 battling	 kobolds	 and	
  the	like,	but	consider	any	contract	that	pits	them	against	any	
  of	the	common	evil	humanoid	races.	
  10. Teothic	 Wyberg	 (LN	 old	 male	 human	 fighter	 5)	 Far	 past	 his	
  prime	 as	 a	 fighting	 man,	 Teothic	 is	 nevertheless	 much	 in	
  demand	 as	 a	 tactician	 and	 student	 of	 military	 history.	 The	
  hoary	 old	 fighter	 is	 a	 cunning	 warrior	 and	 has	 fought	 many	
  battles	over	his	six	decades	of	life.	
  S A M P L E  P A T R O N S  
  While	at	Tumblestone	Inn,	the	PCs	may	encounter	one	or	more	
  of	the	following	patrons.		
  1. Arnulf	Gall	(N	male	human	commoner)	A	wealthy	merchant,	
  Arnulf	is	planning	a	long	sea	voyage	to	open	up	a	new	trade	
  route	 and	 to	 establish	 a	 business	 in	 a	 far-off	 land.	 He	 needs	
  skilled	guards	to	guarantee	his	safety.	The	job	is	a	long	one—
  probably	 a	 year	 or	 more—and	 Arnulf	 is	 willing	 to	 pay	 a	
  percentage	of	any	initial	profit.	
  2. Enneal	Beren	(CG	female	gnome	fighter	4/wizard	[illusionist]	
  3)	Enneal	has	a	problem	involving	a	dragon.	It	seems	a	“really	
  big	 silvery	 dragon”	 has	 recently	 established	 itself	 near	 his	
  home.	 The	 dragon	 isn’t	 actually	 attacking	 the	 village	 or	
  anything	like	that,	but	is	eating	lots	of	the	local	game—game	
  the	gnomes	rely	on	for	food,	clothes	and	so	no.	Enneal	needs	
  someone	to	find	the	dragon’s	lair	and	convince	it	to	stop.		
  3. Feng	the	Flayer	(LE	female	half-orc	fighter	3)	Feng	is	at	the	inn	
  to	secure	the	services	of	a	small	band	of	skilled	mercenaries	to	
  provide	 protection	 for	 her	 lord	 while	 he	 negotiates	 a	 truce	
  with	 a	 band	 of	 hobgoblins	 preying	 on	 his	 domain.	 In	 reality,	
  Feng’s	lord	plans	to	bind	the	hobgoblins	to	his	service	and	to	
  use	them	to	further	his	own	ambitions.		
  4. Fosco	Underbough	(N	male	halfling	guard)	Fosco	represents	a	
  druid	who	needs	help	clearing	out	a	small	band	of	trolls	that	
  have	 settled	 near	 his	 grove.	 In	 exchange,	 Fosco	 is	 offering	 a	
  trove	of	darkwood	freshly	cut	and	crafted	by	the	druid	herself.		
  5. Nafre	Khmun	(NE	female	human	mage)	is	far	from	home.	She	
  has	 a	 long	 journey	 ahead	 of	 her	 and	 requires	 skilled	 guards	
  (and	 porters).	 Unfortunately,	 she	 is	 also	 low	 on	 funds	 and	
  cannot	pay	much	until	she	returns	home.		
  6. Raimo	Markku	(N	male	old	human	archmage)	Raimo	needs	to	
  find	 a	 few	 stout-hearted	 hirelings	 to	 protect	 him	 on	 a	 long	
  journey.	 He	 needs	 to	 travel	 to	 a	 far-off	 city	 to	 further	 his	
  magical	researches,	but	fears	he	is	too	old	to	make	the	journey	
  alone.		
  7. Veli	 Korpela	 (LG	 male	 human	 knight)	 Veli	 has	 been	 charged	
  with	a	sacred	quest;	he	hates	that	he	must	come	here	to	truck	
  with	common	mercenaries	but	he	fears	the	mission	is	beyond	
  his	capabilities;	Veli	has	been	charged	with	escorting	a	priest	
  to	 a	 borderland	 town	 to	 establish	 a	 new	 church.	 The	 job	
  entails	guarding	the	priest	on	his	journey	and	watching	over	
  him	 as	 he	 preaches	 his	 message	 (because	 in	 the	 past,	 the	
  locals	have	been	spectacularly	unreceptive	to	such	overtures).	
  8. Wynstan	 Balston	 (LN	 male	 human	 commoner)	 This	 master	
  smith	needs	a	half-dozen	or	so	stout	guards;	he	has	heard	the	
  dwarves	of	a	nearby	hold	have	a	small	amount	of	mithral	for	
  sale,	which	he	needs	to	complete	a	commission	for	a	powerful	
  lord.	He	doesn’t	want	to	risk	the	journey	alone.	
  
  7	
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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.	
  	
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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	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
  R.	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.		
  	
  Places	of	Power:	Tumblestone	Inn.	©Raging	Swan	Press	2017;	Author:	Creighton	Broadhurst.	
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Places of Power - Tumblestone Inn.pdf