TEXT: Road to destiny
  Road to destiny
  
  ii
  Credits
  Author: Jim Groves and Alistair Rigg
  Artist: Jason Juta
  Cartography: Pedro Coelho
  Layout and Design: Richard Kunz
  Original Layout: Liz Courts and Timothy Wickham
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Founder: Clark Peterson
  Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Jim Groves, Tim 
  Hitchcock, Jonathan Keith, Jason Nelson, Tom Phillips, Alistair Rigg, Mark Seifter, Neil Spicer, Todd Stewart, Russ 
  Taylor, Greg Vaughan, Linda Zayas-Palmer, and Clark Peterson
  Editing and Development: Alistair Rigg
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks
  Erik Mona, Lisa Stevens, James Jacobs, and the Paizo staff, and to all the authors of the amazing Jade Regent Adventure Path. 
  Road to Destiny (5th Edition) © 2014, Legendary 
  Games; Author Jim Groves with Alistair Rigg.
  ISBN 978-0692319383
  First printing November 2014.
  Printed in USA. 
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated 
  as Open Game Content is the statblocks of the Kenna White-Eyes, Lexia Harken, Ranulfr, Sheriff Burriss, Shirota, Sputterlick, 
  Vaylenchek, and all animals, bandits, goblins, and town guards, and any and all rules content (names of skills, etc., taken from the 
  Pathfinder Reference Document)  as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back 
  matter, introduction and Credits page, as well all other parts of this product including all text not specifically designated as Open 
  Game Content is not Open Game Content. No portion of this work other than the material designated as Open Game Content may 
  be reproduced in any form without written permission.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 
  1(e), and are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Cold Mountain, all proper 
  names and stat blocks for named characters, as well as all trademarks, registered trademarks, proper names (including the names 
  of each character, location, item or monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, 
  and trade dress, but excluding any content that is Product Identity of Paizo Publishing, Inc. (Elements that have previously been 
  designated as Open Game Content are not included in this declaration.)
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not 
  a challenge to their ownership and is used under Fair Use. 
  
  1
  table of Contents
  WelCome to adventure Path Plug-ins!
  This adventure is a part of our line of support materials for the Next edition of the world’s most famous 
  roleplaying game! This adventure doesn’t feature any dungeons, nor any dragons for that matter, but it provides 
  an excellent opportunity to introduce your characters into a campaign involving grand overland journeys that 
  may lead from the traditional fantasy world of the west into eastern realms of the ninja, samurai, and more. It 
  is an adventure that can easily stand on its own, taking the heroes on an extensive journey through a desolate 
  coast fraught with peril, or it can be used in conjunction with a larger campaign. 
  The all-star team of designers here at Legendary Games is committed to bringing you—the busy GM or 
  player—the absolute best third party support for your 5th edition campaign. To deliver on that commitment, 
  we’ve assembled the best of the best of current gaming authors, designers, artists, and layout experts so that 
  you can feel comfortable that Legendary Games products will be the most creative and innovative adventures 
  and support material you can find. Every adventure stands on its own, and for those with a taste for converting 
  across rules system each is also designed to harmonize and integrate seamlessly into an existing Adventure 
  Path campaign;  Road to Destiny serves as an excellent bridge between the first and second adventures in the 
  Far East-themed Adventure Path (issues #49-54) from Paizo Inc.
  sPeCial eleCtroniC features
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the official 
  Pathfinder Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally didn’t link to 
  it unless the rule is an obscure one. The point is not to supersede the game books, but rather to help support 
  you, the player, in accessing the rules, especially those from newer books or that you may not have memorized.
  about legendary games
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer 
  Games, Inc. Legendary Games uses a cooperative, team-based approach to bring you, the Paizo fan, the best 
  expansion material for your game. We are gamers and storytellers first, and we believe that passion shows in 
  our products. So check us out, and Make Your Game Legendary! 
  Visit us on our website at www.makeyourgamelegendary.com, on our Facebook page, or follow us on Twitter 
  @LegendaryGamesJ.
  • 2 •
  Chapter One: rOad tO destiny
  • 25 •
  Chapter two: appendiCes
  
  2
  Road To desTiny
  introduCtion
  Road to Destiny is an adventure for 2nd level characters. In Road to 
  Destiny, the characters guard a caravan as it travels north, capitalizing 
  upon trade opportunities along the way. This adventure is a series 
  of detailed encounters that immerse the characters in the towns and 
  countryside they pass through, and provide rich and meaningful 
  experiences as they journey over 500 miles.
  baCkground
  Far away in an eastern land, a coalition of Dark Spirits plotted to 
  seize the Imperial Throne, and to secure it against other claims, 
  destroyed four of the five ruling families. The fifth family, alerted to 
  the threat against them, prepared to flee over the roof of the world. 
  And yet, a traitor was amongst them.
  Shirota, a scion of the fifth family, had already submitted to the 
  Dark Spirits who tasked him to spy on his family. When Shirota 
  attempted to warn his Dark masters of his family’s preparations, 
  though, he was caught and killed, and the family fled in the night. 
  With no time for a proper burial, Shirota was left to rot. When the 
  Dark Spirits came upon the abandoned estate they found Shirota’s 
  unburied corpse. There they performed foul rituals and Shirota 
  arose to serve them once more, now as a vampiric jiangshi, a stealer 
  of breath and chi.
  The Dark Spirits pursued the surviving family over the top of the 
  world, and Shirota went with them. When they caught up with the 
  family in the cold north of a western land, they destroyed an entire 
  town to ensure that everyone in the family was dead. The Spirits were 
  convinced there could be no survivors and returned to the eastern 
  land to consolidate their power and finalize their plans. But symbols, 
  signs, and portents spoke to Shirota in ways his Dark masters could 
  not comprehend. The slightest patterns and coincidences—from tea 
  leaves, the migration of birds, and broken crockery, to the morning 
  dew on a spider’s web—spoke a secret language to the jiangshi, who 
  became obsessed with the family that slew him, and convinced that 
  all of them had not been slain. But the signs which he alone could 
  fathom led him to an impossible conclusion—he could only locate 
  the survivors after his son had done so.
  This represented a paradox because Shirota died childless, and 
  his internal organs had rotted away upon his fell rebirth. Yet Shirota 
  followed the signs, and with foul sorcery, he possessed the body of 
  a northman reaver. With his cold intelligence and the reaver’s warm 
  living body, the vampire sired two fraternal twin sons. Neither boy 
  shared his blood but both were tainted by his undead curse.
  One boy, Ranulfr, was born with skin pale and gray. No amount 
  of sunlight could tan his features or redden his complexion. His 
  hair was pure white, and his eyes a blue so pale as to be almost 
  milky. When he came of age and showed no signs of growing out 
  of his preternatural appearance, his blood father declared him 
  cursed. The young man was driven to the south where he became 
  an infamous bandit, known up and down the coast as Ranulfr the 
  White, or the “White Wolf”. Not knowing the circumstances of his 
  own conception, Ranulfr never realized he was a dhamphir. As the 
  years passed with no sign of ageing, Ranulfr came to believe himself 
  immortal.
  The other son, Snorri, was born normal in appearance, free of 
  unnatural gifts, and enjoyed their father’s favor. He remained in the 
  northern land and became a reaver. Over the years, he had periodic 
  contact with his brother Ranulfr. The two have maintained a tenuous 
  relationship and meet in the south on occasion. At a disreputable 
  port of call, Ranulfr sells his brother the prisoners he has captured. 
  These prisoners are taken to the north to be resold as thralls. Despite 
  this cooperation, Ranulfr’s agelessness remains a bone of contention 
  between them such that Snorri was driven to tear out his own eye 
  and replace it with a magic stone, which shields him from the effects 
  of aging and earned him the name One-Eye.
  In recent years, One-Eye has become an old man and the leader 
  of his own band of reavers. Ranulfr had lapsed into ennui, more a 
  mystery and legend to the people of the southern coast than the great 
  terror he was 25 years ago. Yet now, Shirota, far off in the eastern 
  land sees omens manifest as he foretold so long ago. Ranulfr stirs 
  to sudden ferocious activity, drawn instinctively by forces he does 
  not understand. And Old One-Eye is finally struck by his undead 
  heritage, and becomes consumed by a wasting disease born of his 
  tainted heritage. For an Imperial Heir is on the road north at last, 
  and her path is due to cross with the sons of Shirota...
  adventure summary
  Having been hired to protect a caravan that is transporting a 
  young eastern woman to a far northern city, the party departs 
  Mirador, a small coastal town and heads north towards Camford, 
  a significant point for the caravan to trade and restock supplies. 
  En route, they are accosted by thieving goblins who attempt to 
  draw off their stoutest defenders to raid the caravan of its goods. 
  Once at Camford, the party hears rumors of a legendary bandit, 
  the “White Wolf” who has returned to terrorize the coastline 
  after decades of inactivity, and a rogue attempts to exploit them 
  to smuggle a stolen treasure out of town.
  On the road again, their next stop is the town of Wolvington, 
  a community once stricken by a dire plague. Decades ago, 
  Wolvington’s leaders invested in a magical jewel that detects the 
  presence of plague carriers. Only a few of Wolvington’s oldest 
  citizens know the device is actually a fake, designed to put fears 
  to rest. The town’s new Sheriff, entrusted with the secret, is using 
  it for extortion and a citizen who remembers the dark days of the 
  plague might ask for the PCs’ help to put a stop to the crooked 
  lawman’s scheme.
  With Wolvington behind them, the party braves a shortcut 
  through Gnarlwood Forest towards Port Haven. On the way 
  they are beset by Ranulfr’s raiders, who attempt to capture the 
  eastern woman. If the bandits are successful, the PCs have an 
  opportunity to rescue her later at Port Haven, before she is sold 
  to Old One-Eye’s band. 
  As the caravan continues north, the party comes across another 
  caravan that has been attacked by ogres. The PCs can turn a blind 
  eye, or help their fellow travelers by mounting an impromptu 
  rescue before it’s too late. Finally, in the last leg of their journey, 
  Ranulfr the White confronts them at last—fulfilling the destiny 
  his vampire sire envisioned over half a century ago.
  
  3
  getting started
  The characters are hired in the coastal town of Mirador to guard 
  a caravan that is setting out on a long journey to the cold north. 
  The caravan intends to conduct its usual trade along the route, 
  but it is also transporting a young eastern woman, Kikuko Yoki. 
  Kikuko has never known her heritage, as her parents died when 
  she was young, but an old family heirloom that had been kept in 
  trust for her until she came of age has revealed that the ruined 
  town of Saltcrest over 500 miles to the north might contain 
  information about family in her parents’ eastern homeland.  
  The caravan comprises four covered wagons, each drawn by a 
  pair of draft horses. One of the wagons carries supplies for the 
  journey, two carry trade goods, and one carries passengers. Cusp 
  Redfoot, the gnome merchant and caravan master, drives one 
  caravan, and his employees Dreki, Gelden, and Aldo drive the 
  others.
  The journey to Saltcrest is due to take around 20 days, and 
  each PC is offered the going rate for caravan guards along this 
  route of 3 gold pieces per day there and back.
  Part one: goblins on the road
  The caravan’s route takes the PCs north along a coastal road, 
  and then northeast toward Camford. The entire journey to 
  Camford spans 133 miles, which takes 5 days. Goblins are an 
  ever-present threat in this region. The savage creatures are too 
  ravenous and vicious to properly farm, fish, or create proper 
  long-term structures, so their favorite means of survival is to 
  prey upon more industrious creatures while they salvage their 
  debris. Between Mirador and Camford, a small tribe of goblins 
  ambushes the party’s caravan.
  a. ambush!
  Creatures: The Whistlewhip goblin tribe maintains a ragged 
  existence. The numerous existing goblin tribes to the south 
  prevent their move into more populated territory. Yet, this 
  relative scarcity only serves to make the Whistlewhips more 
  devious and cunning. The occasional caravans who take a direct 
  route to Camford are among their favorite targets.
  The goblins are split into two groups: a decoy group, and an 
  assault group. Both groups are hiding off to the side of the road 
  in sparse forest terrain. The decoy group is intended to draw the 
  caravan’s defenders away from the caravan itself. They present 
  themselves as a small, easily-intimidated group in the hope of 
  luring caravan guards into a chase. If the decoys are successful, 
  the assault group emerges to launch the real attack. If the decoy 
  group fails to draw guards away, both groups of goblins attack 
  together.
  Alert PCs might spot the goblins prior to the start of the 
  ambush with a successful DC 26 Wisdom (Perception) check. 
  For every 1 point by which the DC is exceeded, the PC spots one 
  or more goblins from 10 feet farther south than the southernmost 
  goblin raider (see Map A - Goblin Ambush).
  the deCoy grouP
  One goblin from the decoy group is posted near a small tree at 
  the side of the road. When the caravan draws close, or if the goblins 
  know they have been spotted, this goblin takes a standard action 
  to push the tree, which has been sawed at the base in preparation, 
  over the road. The tree requires at least one minute of labor by 
  2–3 characters to remove it before the wagons can advance. The 
  decoy goblins then make ranged attacks while falling back behind 
  the fallen tree. Once the PCs confront them they avoid positions 
  where a charge is possible and ready to fall back to just before the 
  PCs can close with them in melee. Their overall goal is to lead the 
  caravan defenders to the north and then off the side of the road 
  where their leader, Skeeter, can cast her entangle spell on the forest 
  ground to keep them stuck and busy while the assault group then 
  launches their attack upon the caravan.
  The decoy goblins are denoted D on Map A, and Skeeter by Sk.
  Whistlewhip Goblins (3)
  Small humanoid (goblinoid), neutral evil
  Armor Class 16 (studded leather, shield)
  Hit Points 10 each (3d6)
  Speed 30 ft.
   STR 8 (–1) 
  DEX 14 (+2) 
  CON 10 (+0) 
   
  INT 10 (+0) 
  WIS 8 (–1) 
  CHA 8 (–1)
  Skills Stealth +6
  Senses darkvision 60 ft.; passive Perception 9
  Languages Common, Goblin
  Challenge 1/4 (50 XP)
  Scurry: A goblin can use its bonus action to Disengage or Hide.
  Actions
  Shortsword Attack: melee 5 ft., 1 target. +4 to hit, 1d6+2 (5) 
  piercing damage.
  Shortbow Attack: ranged 80 ft./320 ft., 1 target. +4 to hit, 
  1d6+2 (5) piercing damage.
  Skeeter the Decoy Leader
  Small humanoid (goblinoid), neutral evil
  Armor Class 16 (hide armor, shield)
  Hit Points 14 (4d6)
  Speed 30 ft.
   STR 8 (–1) 
  DEX 14 (+2) 
  CON 10 (+0) 
           
  INT 10 (+0) 
  WIS 15 (+2) 
  CHA 11 (+0)
  Skills Nature +2, Stealth +6, Survival +4
  Senses darkvision 60 ft.; passive Perception 9
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Scurry: A goblin can use its bonus action to Disengage or Hide.
  Spellcasting: Skeeter is a 2nd-level Wisdom-based spellcaster 
  (spell save DC 12; +3 to hit with spell attacks). She knows the 
  following spells:
  •	
  Cantrips (at will): fire bolt, poison spray, resistance
  •	
  1st Level (3 slots): burning hands, entangle, longstrider
  Actions
  Scimitar Attack: melee, 5 ft. reach, 1 target. +4 to hit, 1d6+2 (5) 
  slashing damage.
  Sling Attack: ranged, 30/120 ft., 1 target. +4 to hit, 1d4+2 (3) 
  bludgeoning damage.
  
  4
  
  5
  the assault grouP
  Creatures:. The assault group leader, Sputterlick, makes the 
  determination when to attack the caravan, based upon how 
  successful Skeeter and the decoy group have diverted guards.
  The raid group doesn’t fight ‘fair’ in any sense of the word. 
  They don’t hesitate to set the wagons on fire, attack the horses, 
  cut the horses’ harnesses, and in general mob any one on the 
  ground. 
  Draft Horse
  Large beast, unaligned
  Armor Class 10
  Hit Points 19 (3d10+3)
  Speed 60 ft.
   STR 18 (+4) 
  DEX 10 (+0) 
  CON 13 (+1) 
   
  INT 2 (–4) 
  WIS 11 (+0) 
  CHA 7 (–2)
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Hooves Attack: melee 5 ft., 1 target: +3 to hit, 2d4+4 (9) 
  bludgeoning damage.
  Sputterlick the Assault Leader
  Small humanoid (goblinoid), chaotic evil
  Armor Class 16 (studded leather, shield)
  Hit Points 18 (4d6+4)
  Speed 30 ft.
   STR 8 (–1) 
  DEX 14 (+2) 
  CON 12 (+1) 
   
  INT 10 (+0) 
  WIS 11 (+0) 
  CHA 15 (+2)
  Skills Deception +4, Intimidation +4, Stealth +6
  Senses darkvision 60 ft.; passive Perception 10
  Languages Common, Goblin
  Challenge 1/2 (100 XP)
  Scurry: A goblin can use its bonus action to Disengage or Hide.
  Spellcasting: Sputterlick is a 2nd-level Charisma-based 
  spellcaster (spell save DC 12; +4 to hit with spell attacks). He 
  knows the following spells:
  •	
  Cantrips (at will): eldritch blast, poison spray
  •	
  1st Level (2 slots): burning hands, expeditious retreat,   
   
  hellish rebuke
  Actions
  Scimitar Attack: melee 5 ft., 1 target. +4 to hit, 1d6+2 (5) 
  slashing damage.
  Sling Attack: ranged 30/120 ft., 1 target. +4 to hit, 1d4+2 (3) 
  bludgeoning damage.
  Whistlewhip Goblins (4)
  Statistics as per the decoy group above.
  Treasure: PCs who follow the goblins’ tracks with a successful 
  DC 16 Wisdom (Survival) check locate their make-shift ‘fort’ in 
  the woods after an hour. Besides typical goblin refuse, a successful 
  DC 15 Wisdom (Perception) check locates a dilapidated 
  strongbox that Sputterlick withholds from the rest of the tribe. 
  The strongbox can be opened with a key that Sputterlick keeps 
  on a cord around his neck, a successful DC 10 Dexterity check 
  requiring thieves’ tools, or simply smashed open with a DC 17 
  Strength check. The box contains 100 gp worth of various gold, 
  silver, and copper coins.
  Part tWo: Camford
  When the PCs’ caravan reaches Camford, they find an area 
  set aside for caravans to the south of town. Here, caravans can 
  park, circle their wagons, and strike a campfire. A public well is 
  available for groups to draw water in order to cook, clean, and 
  water their animals. The town is not walled, but a guard post is 
  established where the main road diverts into town. A wooden 
  gate can be lowered to prevent a caravan from riding through 
  town.
  Common practice for the town guard is to permit each 
  caravan to drive a single horse-drawn wagon into town to trade. 
  This discourages congestion in the streets and keeps the town 
  from being overrun. It is not uncommon for townspeople to 
  visit the campground fires as well, knowing that some caravans 
  supplement their trade with music, dancing, gambling, and 
  fortune-telling in the evening.  
  The road continues north past Camford and along Cinder Lake 
  for 32 miles. Just past Cinder Lake is the northern half of Lantern 
  River, where a ferry crosses near the town of Wolvington.
  Camford gets its name from the Gaimen College, which is 
  attached to a private school of magic called the Dusk Institute. 
  Gaimen College is an adjunct to the Institute and serves as a 
  preparatory school for those with wealth who seek a higher 
  education. The College and the Institute drive much of the town’s 
  economy and play a central role in the community. The community 
  qualifies as a large town from an economic perspective, though its 
  population is closer to that of a small town.
  There is no caravan encounter in Camford itself, but the PCs 
  can make repairs to their caravan, purchase upgrades, and buy 
  and sell trade goods to further finance their journey. If the PCs 
  mention that they are traveling north to merchants, they leanr 
  that a number of caravans have become uneasy about traveling 
  north due to bandits. Southern merchants seek to encourage 
  brave traders to transport their goods to the north before their 
  revenue streams dry up.
  bandit rumors in Camford
  PCs who wish to learn more about the bandits, or are just 
  curious about local news as it pertains to their journey can make 
  a Charisma check to gather information.
  DC 10 A group of bandits have become organized under a 
  strong leader, and have been conducting raids north of Camford. 
  The worst activity has been reported north of Wolvington, so the 
  trip is considered relatively safe at least that far.
  DC 15 The bandits not only steal goods but take prisoners—
  none of whom have been seen since. Survivors say the bandit 
  leader is a northman.
  DC 20 The bandits call their leader the “White Wolf”, 
  apparently in reference to his white hair and pale skin.
  
  6
  b. CamPground Confrontation
  The PCs become embroiled in a robbery which took place in 
  town just prior to their arrival. The thief is a gnome named 
  Vaylenchek, and the item is a rare spellbook he “liberated” from 
  the Dusk Institute. The spellbook in question, the Folio of the 
  Faebinder, is a treatise on fey magic with an emphasis on illusions 
  and enchantments. Although the Institute does not know the 
  identity of the author, the book has an uncommon slant towards 
  the use of illusions and enchantments on fey creatures which are 
  often resistant to such magic.
  What few know is that the author learned these secrets while 
  the lover of a powerful Fey Baron from the Faerie Lands. After the 
  author ferreted out many magical secrets, he slipped away from 
  his faerie patron with nary a word and returned to the Material 
  Plane. While the author’s final fate is unknown, the Baron placed 
  a bounty on the book over a century ago. Just this past year, 
  while on a visit to the Dusk Institute, Vaylenchek noticed the 
  volume among the reserved collection. When he returned to his 
  gnomish community within the Somnos Forest, he confirmed 
  the reward is still posted and made his plans. Vaylenchek 
  returned to Camford a few weeks ago and carefully infiltrated 
  the Institute. Rather than thwart the Institute’s magical wards 
  and protections, Vaylenchek played a cautious gambit. By way 
  of invisibility, cunning, and stealth he observed the instructors 
  at the Institute for over a week until he knew the required 
  passwords to bypass the library’s defenses. He succeeded in the 
  liberation of the tome, but not before he triggered an unexpected 
  mechanical trap which mildly injured him. The gnome hid the 
  book in a specially-prepared satchel. The satchel contains thin 
  sheets of lead sewn into the sides to block divinations like locate 
  object.
  Unfortunately for Vaylenchek, the missing tome was noticed 
  much sooner than he anticipated. A mere hour after his flight, 
  the Institute hired a freelance detective, Lexia Harken, to recover 
  the book. Lexia has tracked Vaylenchek throughout town. The 
  PCs become involved when the gnome selects their caravan to be 
  the device by which he smuggles the tome out of town. His initial 
  plan is to keep a safe distance and reclaim it later.
  the liberator
  Creature: Vaylenchek’s initial plan is to hide his satchel among 
  the PCs’ newly-acquired trade goods so they carry it back to 
  their wagons without their knowledge. In this case, Vaylenchek 
  shadows the PCs so he can either steal it back or make contact 
  with them later, once they’ve left town. 
  Alternatively, the gnome can use Stealth, Sleight of Hand, or 
  invisibility to stash it somewhere among the PCs’ wagons directly. 
  In this case, the PCs should have an opportunity to catch him. 
  Finally, Vaylenchek could approach and seek employment 
  with the caravan, and stash the tome with his gear. In this final 
  option, he hopes to hide amidst the travelers and go unnoticed, 
  and that the PCs will resist being questioned or having their 
  wagons searched.
  When Lexia arrives to question the PCs, Vaylenchek might not 
  be present if the tome was smuggled inside the PC’s trade goods 
  earlier. If he is present, he should either be invisible, hiding, or a 
  newly-recruited member of the PCs’ caravan crew.
  Vaylenchek the Liberator
  Small humanoid (gnome), chaotic neutral
  Armor Class 13
  Hit Points 18 (4d6+4)
  Speed 25 ft.
   STR 8 (–1) 
  DEX 16 (+3) 
  CON 14 (+2) 
   
  INT 14 (+2) 
  WIS 13 (+0) 
  CHA 10 (+0)
  Saving Throws Dexterity, Intelligence, Wisdom
  Skills Arcana +4, Deception +4, History +4
  Senses darkvision 60 ft.; passive Perception 10
  Languages Common, Gnomish, Halfling, Sylvan, Thieves’ Cant
  Challenge 1 (200 XP)
  Gnome Cunning: Vaylenchek has advantage on all Intelligence, 
  Wisdom, and Charisma saving throws against magic.
  Improved Minor Illusion: Vaylenchek can create both a sound 
  and an image with a single casting of minor illusion.
  Sneak Attack (1/Turn): Vaylenchek deals an extra 3 (1d6) 
  damage when he hits a target with a weapon attack and has 
  advantage on the attack roll, or when the target is within 5 feet 
  of an ally that isn’t incapacitated and Vaylenchek doesn’t have 
  disadvantage on the attack roll.
  Speak with Small Beasts: Through sounds and gestures, 
  Vaylenchek can communicate simple ideas with Small or 
  smaller beasts.
  Special Equipment: Vaylenchek has a set of thieves’ tools (which 
  provide him with a +4 bonus on Dexterity checks to disable 
  traps and open locks) and the Folio of the Faebinder.
  Spellcasting: Vaylenchek is a 3rd-level Intelligence-based 
  spellcaster (spell save DC 12; +4 to hit with spell attacks). He 
  knows the following spells from the wizard list:
  •	
  Cantrips (at will): friends, mage hand, message, minor   
   
  illusion, prestidigitation
  •	
  1st Level (4 slots): color spray, disguise self, expeditious  
   
  retreat, mage armor
  •	
  2nd Level (2 slots): invisibility, knock
  Actions
  Rapier Attack: melee 5 ft., 1 target. +5 to hit, 1d8+3 (7) piercing 
  damage.
  
  7
  
  8
  Folio of the Faebinder
  Wondrous item, unique
  The leather covers of this spellbook are dyed bright blue, and 
  the spine and corner protectors are cold iron. The pages are 
  fine, crisp paper with ivy designs scrolled in green ink along 
  the borders. The delicate handwriting is bright red in contrast. 
  It weighs 2 pounds. The Folio of the Faebinder contains the 
  following wizard spells: 
  •	
  1st Level: charm person, color spray, detect magic,  
   
      disguise self, feather fall, illusory script, silent image,  
   
  sleep, tasha’s hideous laughter
  •	
  2nd Level: blur, mirror image, nystul’s magic aura,  
   
   
  phantasmal force
  •	
  3rd Level: fly, hypnotic pattern, major image,   
   
   
  nondetection
  •	
  4th Level: confusion, hallucinatory terrain
  When you prepare spells from this book, you are considered 
  to be proficient in Intelligence (Nature) checks for 24 hours. If 
  you are already proficient in this skill, you gain a +2 bonus on 
  Intelligence (Nature) checks instead. Within this time, you can 
  increase the DC of one enchantment or illusion spell that you 
  cast by 2, or by 4 if the target has the fey type.
  the deteCtive
  Creatures: Once it has been determined if and how the PCs 
  meet Vaylenchek, and the circumstances by which the Folio of the 
  Faebinder is hidden on their wagons, Lexia arrives to investigate. 
  She is a fair woman but this is a contract with the Institute, and a 
  matter of reputation for her. She means to see the book recovered 
  and the “thief” caught if possible. The Institute has also offered 
  her 850 gp for the book’s return.
  Lexia arrives at the campground from the town to the north. She 
  is accompanied by one of the Camford guard. This doesn’t make 
  Lexia an “official” representative of Camford law enforcement, 
  but the guard does lend weight to her ability to investigate and 
  ask questions. The guard is also a witness to everything which 
  transpires, and if the PCs are completely uncooperative it reflects 
  on them poorly. If the party is unwarrantedly hostile to Lexia, 
  you should consider penalties to all social skill rolls and other 
  penalties to their ability to trade and do business in town.
  Lexia’s tracking abilities have led her to the campground but 
  now the trail ends. Her recourse is to visit each campsite and ask 
  questions. Most travelers are reluctant to answer any questions 
  but don’t want their ability to trade significantly impacted. Lexia’s 
  questions are in the vein of, “Has anyone suspicious come around 
  lately? Has anyone tried to get you to buy or accept anything 
  from them?” When she arrives at the PCs’ caravan, she may ask 
  if she can search their wagons, though she has no legal authority 
  to make such a demand. While Lexia has no legal authority she 
  may try a Charisma (Deception) check contested by the PCs’ 
  Wisdom (Insight) checks to convince the party she does. Lexia 
  has an unfriendly attitude towards the PCs  at first, based more 
  upon her suspicions than a genuine dislike. A successful DC 21 
  Charisma (Persuasion) check allays her suspicions and convinces 
  her to search elsewhere. Lexia only fights if strongly provoked.
  Lexia the Detective
  Medium humanoid (human), lawful neutral
  Armor Class 14 (studded leather)
  Hit Points 18 (4d8)
  Speed 30 ft.
   STR 12 (+1) 
  DEX 14 (+2) 
  CON 10 (+0) 
   
  INT 16 (+3) 
  WIS 13 (+1) 
  CHA 10 (+0)
  Saving Throws Dexterity, Intelligence
  Skills Insight +5, Investigation +7, Perception +3, Sleight of 
  Hand +4
  Senses passive Perception 13
  Languages Common, Dwarvish, Gnomish, Halfling, Thieves’ 
  Cant
  Challenge 1 (200 XP)
  Cunning Action: On each of her turns, Lexia can Dash, 
  Disengage, Hide, or control a mage hand she has cast as a 
  bonus action.
  Mage Hand Legerdemain: When Lexia casts mage hand, she 
  can make the spectral hand invisible; use it to stow one object 
  the hand is holding in, or retrieve an object from, a container 
  worn or carried by another creature; use it to pick locks and 
  disarm traps at range with thieves’ tools. If she succeeds on 
  a Dexterity (Sleight of Hand) check contested by a creature’s 
  Wisdom (Perception) check, she can perform the task unseen.
  Sneak Attack (1/Turn): Lexia deals an extra 7 (2d6) damage 
  when she hits a target with a weapon attack and has advantage 
  on the attack roll, or when the target is within 5 feet of an ally 
  that isn’t incapacitated and Lexia doesn’t have disadvantage on 
  the attack roll.
  Special Equipment: Lexia has a set of thieves’ tools (which 
  provide her with a +2 bonus on Dexterity checks to disable 
  traps and open locks).
  Spellcasting: Lexia is a 2nd-level Intelligence-based spellcaster 
  (spell save DC 13; +5 to hit with spell attacks). She knows the 
  following spells from the wizard list:
  •	
  Cantrips (at will): dancing lights, friends, mage hand
  •	
  1st Level (3 slots): alarm, charm person, disguise self,   
   
  longstrider
  Actions
  Rapier Attack: melee 5 ft., 1 target. +4 to hit, 1d8+2 (6) piercing 
  damage.
  Hand Crossbow Attack: ranged 30/120 ft., 1 target. +4 to hit, 
  1d6+2 (5) piercing damage.
  
  9
  Guard
  Medium humanoid (human), lawful neutral
  Armor Class 16 (chain shirt, shield)
  Hit Points 11 (2d8+2)
  Speed 30 ft.
   STR 13 (+1) 
  DEX 12 (+1) 
  CON 12 (+1) 
   
  INT 10 (+0) 
  WIS 11 (+0) 
  CHA 10 (+0)
  Skills Perception +2
  Senses passive Perception 12
  Languages Common
  Challenge 1/8 (25 XP)
  Actions
  Shortsword Attack: melee 5 ft., 1 target: +3 to hit, 1d6+1 (4) 
  piercing damage.
  Spear Attack: melee 5 ft. or ranged 20/60 ft., 1 target: +3 to hit, 
  1d6+1 (4) piercing damage.
  Development: The Fey Baron that placed a bounty on the 
  book believed herself to be wronged—taken advantage of by 
  the author for the knowledge contained within the book. Thus, 
  Vaylenchek sees himself as putting an ancient wrong right. Yet, 
  the Dusk Institute bought the book decades ago in good faith 
  and with no prior knowledge of its history. They do not see it 
  as fair that they should suffer the cost of the book through no 
  misdeed on their part. Lexia Harken may be zealous but only 
  seeks to recover actual stolen property. There are merits to both 
  positions and the PCs are free to choose either side.
  If the PCs somehow discover the book and fully cooperate with 
  Lexia, she offers them a portion of her own reward money—200 
  gp, but with a successful DC 20 Charisma (Persuasion) check she 
  can be persuaded to halve the full reward of 850 gp with them. If 
  she recovers the book without their help, the PCs are told they’ll 
  be lucky if she doesn’t mobilize the town guard to run them 
  out of the area. Finally, if her exchange with the party resulted 
  in combat, she likely flees in the face of superior numbers, but 
  swiftly returns with a number of the Camford guard to back her 
  up.
  If Lexia’s investigation comes up empty, Vaylenchek will 
  shadow the caravan on its journey until he can steal his book 
  back. Alternatively, if he is a part of the crew, he stays with the 
  caraven until he’s sure there is no pursuit, and then joins another 
  caravan heading back south. If the stolen spellbook is discovered 
  later, Vaylenchek does his best to maintain possession, but offers 
  to let the PCs copy spells out of it freely.
  Story Awards: If the PCs discover what Vaylenchek is up to 
  and make a decision on what to do about it on their own terms 
  (even if that means working with him), the party earns XP as 
  if they had defeated him in combat. If the PCs thwart Lexia’s 
  investigation with minimal confrontation, they earn XP as if 
  they had defeated her in combat. If they simply turn over the 
  book and Vaylenchek to her, it counts as defeating him and not 
  her.
  Part three: Wolvington
  The town of Wolvington is 32 miles north of Camford, and 
  requires a ferry trip across the Lantern River to access. PCs 
  who succeed at a DC 15 Intelligence (History) check can recall 
  that Wolvington had a reputation as a safe haven for people 
  with maladies approximately 40 years ago. When the town 
  was subsumed by a large city-state to the south there was an 
  unfortunate purity and cleansing campaign waged against the 
  town’s citizenry, and the “problem” was declared resolved. Many 
  still consider Wolvington to be an odd rural community, but 
  both the regional and local governments are content to forget the 
  past and discourage public talk of anything outside the ordinary 
  about the town now.
  C. roadside Conversation
  A few miles south of the ferry, the PCs’ caravan overtakes the 
  horse-drawn cart of an elderly farmer, Hortus Ulby. Hortus 
  flags them down, introduces himself, and makes them an offer. 
  Hortus has 4 units of trade goods—particularly fresh and healthy 
  produce from his farm. He offers to sell them to the PCs at cost 
  (10 gp each) if they are interested in a resale opportunity at 
  Wolvington. The exceptional quality and freshness of his goods 
  grants a +2 bonus on Charisma (Persuasion) checks to sell them 
  at higher than the market rate of 20 gp each.
  If questioned why he doesn’t want to take his goods to market 
  himself and therefore obtain a better price for himself directly, 
  Hortus grudgingly makes an admission: “I don’t cotton to 
  messing with that fool of a Sherriff they got up there now. Not 
  today anyway. On the bright side, I don’t think he’ll pester you 
  folks—not being local and all.” Hortus is hesitant to elaborate on 
  his comment, but if the PCs prompt him or appear friendly he 
  elaborates. 
  “Wolvington does some odd things, but for good reasons. The town 
  relies on trade, so merchants and caravans need to feel safe going 
  through there. Similarly, folks who have lived there for generations 
  need to feel safe that nobody is going to stir up trouble. Forty years 
  ago there was a trouble with a plague and the matter was put to 
  rest. At that time, it was the job of the Sheriff to make sure there 
  were no further troubles. To protect itself, the town invested in a 
  magical jewel which only glows when in the presence of the plague, 
  or someone who might be a carrier. The plague is said to run in 
  families, you see. If someone tries to enter town and the jewel 
  glows, the town guard turns them back at the gate, and everybody 
  feels safe.
  Hortus lowers his voice carefully. “Now don’t be tellin’ anybody I 
  told you this, but the whole thing is a sham. Forty years ago, folks 
  were putting the torch to their neighbor’s house for no cause but 
  fear, and the whole community was tearing itself apart. The plague 
  stone is a fake and it always has been. The Sheriff can turn it on 
  and off whenever he wants, and all it does is glow. Furthermore, it 
  ain’t been seen to glow in a dog’s age. The plague died out years ago, 
  but the plague stone puts folks’ minds at rest. The old Sheriff used 
  it only rarely, and as an excuse to keep undesirables out of town. 
  Keeping the peace is the Sheriff’s real job.
  
  10
  Problem is, the old Sheriff passed away last year and we got ourselves a 
  new one. This fellah—Burniss is his name—he was alright at first. He 
  knows the secret, of course, except lately he’s been asking for ‘donations’ 
  from farm folk coming into town, and from what I hear, those families 
  that once had a history of the plague. He plays at it as being for his 
  retirement fund, new equipment, and the like. Ha! More like to pad 
  his purse and buy liquor! If folks don’t pay, he suggests the plague stone 
  might just light up someday. If it does, it means scandal, accusations, 
  and being run out of town. That being said, Burniss doesn’t fool with 
  travelers from the south. That would lead to too many questions, and 
  outside interest. That’s why I wanted to sell my goods to you. It’s better 
  to sell at cost, than to take the pinch from that thief.”
  The following are some questions the PCs might ask, as well as 
  Hortus’s responses.
  How do you know all of this? “I know a little nature magic, 
  and I’m old enough to remember the bad times. Some of us have 
  been around a long time, long enough to figure a few things out.”
  What was the plague? “I’d rather not get into it. Let’s just 
  say, it was a problem that could have been contained within the 
  community, except some religious folks from outside came and 
  decided they knew what was best for everybody else. As a result 
  a lot of people got hurt and killed on either side. Someone came 
  up with the idea of the plague stone as a way for everybody to 
  go forward with their lives. It was a means to show the matter 
  was settled, so we could all just get along. Problem is, this new 
  Sheriff—he’s rockin’ the boat with his greed.”  
  Has the plague really died out? “Does it matter? Merchants 
  and caravans ain’t had no trouble with sickness in 40 years prior 
  to this and there’s no reason they’re gonna start now. The folks 
  of Wolvington got a handle on this, so long as a certain someone 
  doesn’t stir things up that are nobody’s business.”
  How could the Sheriff make the stone glow? “He’ll know the 
  secret to it from his predecessor, some command phrase or word 
  I expect. He keeps the plague stone under lock and key at the 
  town jail when it’s not on display at the gate.”
  What can be done about the Sheriff? “Ah, now that’s an 
  interesting question!”
  Hortus “needs” to sell his produce, but what the old druid-
  farmer “wants” is to persuade some adventurers to help the 
  Wolvington community. This entire conversation is a means to 
  discover something about the party and to gauge their reaction 
  to his story. It is indirect, but for what Hortus has in mind, it is 
  safer than being forthright. If the PCs give the impression they 
  are decent and trustworthy people, Hortus makes them an offer.
  “Sheriff Burniss needs to go, but that’s the town’s concern, not yours. 
  Myself and some other concerned folk would rather do it without an 
  unpleasant confrontation. I think if the Sheriff’s racket was exposed 
  before the whole town, he’d have the good sense to pack up and leave. 
  Our reliance on the plague stone also needs to come to an end. There’s 
  no need to rely on magic as a surrogate for common sense. We’ve taken 
  up a collection to compensate any group that would do us a favor. 
  Steal the stone out from beneath the Sheriff’s nose. We’ll gather folks 
  up and show the whole town it ain’t real, and we’ll get his shake-down 
  racket out in the open. He won’t be able to fight the whole community 
  and we can see him on his way. The only thing which stops us now is 
  that some folks still believe in the stone, so we need to pass it around 
  and show them. Then there won’t be any doubt about it.”
  
  11
  If the PCs agree, Hortus agrees to pay the party 500 gp if 
  they steal the plague stone and deliver it to him. Hortus says his 
  grandson will be posted a mile south of town, and once the party 
  reports the stone’s acquisition, Hortus’s group will assemble, 
  tender the promised amount, and then proceed to confront the 
  Sheriff. The party can persuade Hortus to increase the amount 
  by 100 gp with a successful DC 20 Charisma (Persuasion) check, 
  but no more. As it stands, he represents a handful of local people 
  who are tired of the new Sheriff. Each of them has contributed 
  towards the bounty, but they have no further financial resources 
  to offer. Hortus’s story is accurate, and if the PCs make a DC 
  20 Wisdom (Insight) check they receive a hunch that he has no 
  motive other than to expose the Sheriff as a crook. 
  If the PCs decline, Hortus asks for their discretion about what 
  they discussed and wishes them good luck on their travels. The 
  old man would prefer they not tell the Sheriff, but he doesn’t 
  fret over the prospect of the PCs betraying his confidence—he 
  believes the matter will be settled soon, one way or another.
  If the PCs ask how they’re supposed to steal the plague stone, 
  Hortus explains they’ll need to devise a plan which works 
  well for them, but he nevertheless offers some advice. First, he 
  suggests they continue their trip to town and assess the situation. 
  He describes the gate and how the plague stone is hung above it 
  during the day (see area C1, below). He warns that while they 
  could assault the gate, it would surely lead to an attack from 
  the guards, and Hortus doesn’t want any townsfolk seriously 
  hurt or killed—even Sheriff Burniss. Hortus mentions that the 
  guards on the wall are often bored, lazy, and thirsty, and could 
  be distracted while the plague stone is stolen out from beneath 
  their noses. With the plague stone locked up at night while the 
  Sheriff frequents the local tavern, a stealthy PC might be able to 
  pickpocket the keys while someone clever or attractive keeps the 
  Sheriff busy. Finally, Hortus muses that they could break into the 
  town jail after nightfall and steal the stone that way.
  C1. the Wolvington gate
  The road forks to the east and leads towards a tall, wooden stockade 
  wall which encircles a settlement. The side road leads to a pair of 
  large double doors which form a gate through which a caravan can 
  enter. A large red crystalline stone is attached to a chain and hangs 
  above the gate, the chain disappearing through a small hole in the 
  wall. Directly above the gate is a covered guard post and additional 
  guard posts are set on the wall to either side.
  The walls that surround Wolvington are 15 feet high and require 
  a successful DC 21 Strength (Athletics) check to scale. The wall 
  is only manned, near the east and west gates. The east gate is 
  usually only opened in emergencies, and all caravan traffic is 
  rerouted to the other side.
  The plague stone hangs 10 feet from the ground on a chain, 
  and is lowered into place from a small trapdoor on the walkway 
  above.
  Creatures: Sherriff Burniss typically mans the gate from the 
  ground at the busiest times of day. This enables him to keep 
  track of who’s in town, and to single out local farmers to extort. 
  Burniss doesn’t demand much from the farmers—usually only 
  a few pieces of silver—but this accumulates quickly. He extorts 
  much more from the families who have a history of the plague. 
  Those who balk at paying he threatens with a damning public 
  revelation of their history of the plague (real or fictitious).
  While Hortus Ulby knows the truth, most of the town 
  does not. Anyone thought to be a plague carrier faces being 
  ostracized, their goods and custom refused, turned away at the 
  town’s gate, or run out of town. Burniss prefers to prey on locals 
  who are dependent upon the town. He is not likely to trouble the 
  PCs provided they look and act as if they are just in town to do 
  business. The men and women of the town guard are not part of 
  his scheme, as Sheriff Burniss is loath to share the stone’s secret.
  It is difficult to trick the Sheriff and he keeps the guards alert 
  and disciplined. Attempts to bluff or otherwise distract any of 
  the guards should be contested by a Wisdom (Insight) roll by 
  the Sheriff himself. The Sheriff takes a late afternoon lunch at 
  the local tavern, however, which takes around an hour and a 
  half. This can be discovered with a successful DC 12 Charisma 
  check to gather information on the Sheriff’s movements, or by 
  observing him at the correct time. While the Sheriff is gone, the 
  guards become much more relaxed. They are unaccustomed 
  to any true threat at the town’s gate and take the community’s 
  safety and security for granted. Consequently, you may allow the 
  PCs to gain an advantage through roleplaying, and/or Charisma 
  (Deception or Persuasion) checks to engage them in conversation 
  and otherwise distract them. For example, they often man the 
  walls in four shifts. With the Sheriff elsewhere, they could be 
  persuaded to leave their posts for only a moment to flirt with 
  admirers, respond to staged disturbances nearby, or accept a hot 
  drink or cool ale, depending on the prevailing weather.
  Guard
  Use guard statistics from The Detective section above.
  Sheriff Burniss
  Medium humanoid (human), lawful evil
  Armor Class 14 (chain shirt)
  Hit Points 27 (6d8)
  Speed 30 ft.
   STR 16 (+3) 
  DEX 13 (+1) 
  CON 10 (+0) 
   
  INT 10 (+0) 
  WIS 14 (+2) 
  CHA 12 (+1)
  Saving Throws Strength, Constitution
  Skills Intimidation +3, Insight +4
  Senses passive Perception 12
  Languages Common
  Challenge 1 (200 XP)
  Action Surge: Burniss can take one additional action on top of 
  his regular action and a possible bonus action on his turn. He 
  must finish a short or long rest before he can do this again.
  Second Wind: Burniss can use a bonus action on his turn to 
  regain 1d10+6 hit points. He must finish a short or long rest 
  before he can do this again.
  Actions
  Multiattack: Burniss makes two melee attacks.
  Longsword Attack: melee 5 ft., 1 target. +6 to hit, 1d8+3 (7) 
  piercing damage, 19-20 critical.
  Light Crossbow Attack: ranged 30/120 ft., 1 target. +4 to hit, 
  1d6+1 (4) piercing damage.
  
  12
  Development: There is significant risk involved in the theft 
  of the stone from the gate in broad daylight. If it goes poorly or 
  is mishandled, the party runs the risk of being run out of town 
  and isolated from their caravan if it is parked inside. Worse, if 
  the PCs are associated with the caravan, it could be impounded. 
  If the caravan is outside of town when these hijinks take place, it 
  can still enter if the PCs are not known to be members of it.
  If the PCs decide that Hortus is a troublemaker, despite his 
  appeal and forthright explanation, they might simply report 
  the plot to Sheriff Burniss. In such a case, Burniss gives them a 
  50 gp reward, and grants them access to the town to trade, and 
  to refurbish their caravan before they continue on their way 
  (something he encourages them to do as soon as possible to 
  avoid a confrontation). He asks them not to discuss the matter 
  further, and in return treats this information as if it came from 
  an “anonymous source”.
  Wolvington toWn Jail
  Wolvington locks its gates at night and Sheriff Burniss takes the 
  plague stone to the town jail where it is secured until morning. 
  The Sheriff is off-duty at night and resides in personal quarters 
  inside the jail itself. If the PCs choose to break into the jail to 
  steal the stone, this approach significantly reduces the risk of 
  casual observation by witnesses. The disadvantage is that it may 
  be difficult to leave town until daybreak.
  The jail is only intended to house town drunks, pick-pockets, 
  and other minor criminals. Serious criminals are either sent 
  to the major city-state to the south for trial, or dealt more 
  immediate justice from the town council (only in the case of 
  situations deemed too dangerous for delay). Consequently it is 
  not unheard of for the jail to be unmanned during certain times 
  of the day unless there are prisoners who merit close supervision. 
  A few town guards are found here just prior to dawn, midday, 
  and dusk as they prepare to change shifts. The Sheriff is out most 
  of the day except for a check-in at midday, and nightfall when he 
  secures the stone. He spends a few hours at the tavern and is then 
  inside the jail till morning.
  Physically the jail is a solid structure in good repair. The walls 
  and floors are wooden, and the doors are strong wooden doors. 
  All of the rooms are kept locked. The Sheriff and the Wolvington 
  Town guards all carry a key on a ring attached to their belts, 
  which unlocks every door and cell, except rooms C4, C6, and 
  the Sheriff’s desk. Those two rooms and the desk have different 
  locks, the keys to which only Sheriff Burniss carries. Most areas 
  have a hanging light oil lamp except where noted, which may or 
  may not be lit, depending on whether the guards or the Sheriff 
  are in the building. 
  C2. Jail entranCe
   This L-shaped room appears to be an office, with wood plank 
  floors and white-washed walls. A plain desk and chair sit in the 
  west corner. In the southern end of the room is a larger chair and 
  desk with a handful of papers, an inkpot, paperweight, and quill. 
  Behind the southern desk is a heavy-duty, wooden locker. Sturdy 
  double doors are set in the north and south walls. A single door is 
  set in the wall to the west behind the smaller desk.
  All the doors in and out of this room are routinely kept locked 
  and require a successful DC 20 Dexterity check with thieves’ tools 
  to unlock. The smaller desk to the west is for guards to use as 
  necessary, and is more often than not just a spot to lounge behind 
  during meetings, assignments, or slow periods.
  The Sheriff’s desk is locked and requires a successful DC 25 
  Dexterity check with thieves’ tools to unlock (it can be opened by 
  the same key that opens area C4 and C6). The contents are mostly 
  unremarkable. A successful DC 12 Intelligence (Investigation) 
  check confirms that Burniss is actually qualified and competent at 
  his job. His papers detail work assignments, a budget from the Town 
  Council, payroll, and necessary repairs to the town’s public facilities. 
  A simple logbook details noteworthy events from recent months, 
  yet the majority of the entries are still mundane by an adventurer’s 
  standards. Anyone who examines the logbook thoroughly uncovers 
  a list of names entitled “Known carriers—approach with caution.” 
  The list names individuals who may have suffered the plague of 40 
  years ago, or was related to someone who did. A PC who does some 
  follow-up detective work in the community can confirm the list 
  has several older Wolvington families on it with a successful DC 15 
  Charisma check to gather information.
  The locker against the south wall is closed and locked, and 
  requires a successful DC 15 Dexterity check with thieves’ tools to 
  open. Inside are 3 light crossbows, 8 cases of 10 crossbow bolts, 
  and 6 pairs of manacles and leg-irons.
  Treasure: A locked desk drawer contains 10 silvered crossbow bolts.
  C3. hallWay
  This simple hallway runs east and west. The west end widens to 
  accommodate a large table against the south wall and a single door 
  that leads north. The east end is narrower, with two sets of double 
  doors leading north and south, and another door which goes east 
  and outside.
  This is a simple hallway with a couple of special features. The large 
  table on the west side is often covered with dishes from the local 
  tavern. The jail has no means to prepare food, so simple meals 
  of gruel and bread are brought over from the tavern through the 
  east door and placed here. All the doors are routinely kept locked, 
  except when meals are served. A successful DC 20 Dexterity check 
  with thieves’ tools opens them all except the door to C4, which 
  requires a successful DC 25 Dexterity check with thieves’ tools. 
  Due to a flaw in the jail construction, the wooden floors are 
  particularly creaky here between the double doors. A creature that 
  walks through this square creates a loud creak which is heard in 
  rooms C2 and C4 with a successful DC 15 Wisdom (Perception) 
  check, even when their doors are closed. A character that actively 
  checks the floor can notice the loose boards with a successful 
  DC 20 Wisdom (Perception) check. Once a creature is aware of 
  the loose boards they can move through the square at half speed 
  without causing the creak.
  
  13
  C4. sheriff’s Quarters
  This room is someone’s personal quarters, as evidenced by a 
  medium sized bed, chest of drawers, a small table and foot locker. 
  A set of double doors exits to the north.
  The footlocker is locked and requires a DC 22 Dexterity check 
  with thieves’ tools to open, or the same key that opens the doors 
  to C4 and C6.
  Creature: Sheriff Burniss can be found in this room after 
  nightfall. While he doesn’t retire early, by 11 o’clock he beds 
  down for the night. His armor, cloak, and other items can be 
  found on top of the small table. His sword and loaded crossbow 
  are readily available at his bedside if there is a disturbance.
  If Burniss hears a disturbance in the jail, he gets out of bed quietly 
  and readies a weapon and cloak. He’ll then assess the situation. 
  He may try to ambush someone coming in the room, quietly 
  investigate, or elect to don his armor (which takes 1 minute).
  If cornered, Burniss fights ferociously to the death. If granted 
  any means to move towards a more open area, he takes it, while 
  yelling for help as loud as he can. If reduced to half hit points, he 
  aims to get outside and summon his town guard and townsfolk.
   
  Treasure: The Sheriff’s footlocker contains a sack with 400 
  gp and 2 vials of potions of healing (2d4+2 hit points). This 
  is a portion of the wealth that Burniss has extorted from local 
  families. This portion he keeps on hand for personal spending 
  money, and sometimes even to pay his guards, offer rewards, or 
  pay for information from informants. He keeps the rest secured 
  in the armory in area C6. 
  C5. Jail
  Three cells, comprised of iron bars built into the walls and floors 
  with a single door, line the west wall. Inside each cell, straw pallets 
  serve as the only furniture. On the east wall are two doors; the 
  northernmost is wood, but the southernmost is iron. The words 
  ‘Sheriff Only’ are painted on the metal door’s surface in Common. 
  Another door is set in the southern wall of the room. 
  As mentioned elsewhere, all of the doors and cells are kept 
  locked and all of them, except the iron door, have an identical 
  lock whose key is carried by all of the town guards and the 
  Sheriff. The doors can be opened with a successful DC 20 
  Dexterity check with thieves’ tools, except the iron door whose 
  lock is DC 25.
  During the day this area is lit by a single continual flame torch 
  mounted on the east wall between the two doors. At night, the 
  torch is covered with a heavy cloth to make the area dark. This 
  prevents the prisoners from trying to knock down an oil lamp to 
  set the jail on fire, or otherwise distract the guards.
  Creatures: The cells are occupied by three people: Oswin 
  Grady, Mikel Greentoes, and Loupin Cartwright. Oswin is in for 
  pickpocketing, Mikel for public drunkenness, and Loupin for 
  window peeping.
  While the trio are not a threat, they can be an obstacle. If the 
  PCs enter the area, the prisoners become curious and demand to 
  know what the PCs are doing—especially if they start to open the 
  iron door. To curry favor with Sheriff Burniss, and in hopes of an 
  early release from jail, they threaten to yell for attention. 
  There are ways to prevent this, however, such as releasing 
  them, cowing each of them with a successful DC 13 Charisma 
  (Intimidation) check, or rendering them unconscious before 
  they can do so. Diplomacy is less effective than normal, as they 
  have no real incentive to help the party if they receive nothing 
  in exchange, and thus attempts to persuade them receive a −5 
  penalty. A successful Charisma (Deception) check can trick 
  them into expecting a favor or release once the PCs are finished. 
  They know little about what is behind the iron door except the 
  plague stone, and some sets of armor and weapons. The trap 
  inside C6 is not evident from across the room, and Burniss is 
  secretive when he opens and enters that area. All three share the 
  same opinion of the Sheriff—a competent lawman who has his 
  own corrupt nature.
  Story Award: There should be no need to fight the prisoners, 
  but they can complicate matters. If the PCs keep them from 
  interfering with their plans, grant the party 50 XP each so long 
  as the jail is occupied with Burniss and/or guards!
  C6. vault
  This spacious room contains an armor rack, a weapon rack, and a 
  small chest. A single iron door on the west wall provides the only 
  entrance and exit.\
  The lock to the iron vault door requires a DC 25 Dexterity 
  check using thieves’ tools, or the key that Sheriff Burniss carries 
  on his person. Within this room the Sheriff houses the plague 
  stone, some of his ill-gotten gold, and spare sets of armor and 
  weapons which he issues to the town guard. He does not permit 
  any of the townspeople in his employ access to this room, 
  even though the armory is technically a town resource. There 
  is an unlocked wooden chest here with the rest of the Sheriff’s 
  personal hoard of gold as well as the plague stone.
  Trap: Concealed against the ceiling is a trap in the form of 
  heavy half-moon bladed axe plated with silver. When the door 
  is opened, the axe is released to swing down and bury itself in 
  the gut of the unfortunate character who opened the door. The 
  axe attacks the person opening the door with a +10 melee attack 
  that deals 1d12+4 slashing damage. A small button, concealed 
  along the door’s jamb which allows the door to be opened 
  without danger or the need to reset the trap, can be found with 
  a successful DC 25 Wisdom (Perception) check by someone 
  actively searching the door.
  Treasure: The armor rack contains 5 sets of half-plate armor, 
  and the weapons rack holds 5 spears, 5 flails, and 5 heavy 
  crossbows. The trap itself may be dismantled and a silvered 
  greataxe taken from its components. Inside the chest are 280 gp, 
  22 pp, and the plague stone.
  The Plague Stone
  Wondrous item
  This dark, wine-colored crystalline stone is approximately 
  6 inches in diameter and has a small metal loop mounted on 
  the back, suitable for it to be hung by a rope or chain. With a 
  command word, the plague stone lights up as per continual 
  flame with a bright ruby color which can be seen plainly even 
  in daylight; the same word dismisses the continual flame. Detect 
  magic reveals a divination aura, but the plague stone has no 
  actual divination properties.
  
  14
  ramifiCations of the theft
  If the party successfully obtains the plague stone and arrives at 
  the meeting point south of Wolvington, they are met by Hotus’s 
  grandson, a young man named Trevis, who instructs them to 
  wait while he fetches his grandfather for the exchange. When 
  he returns it is in the company of 20 men and women from the 
  surrounding farms and properties. Hortus asks for the plague 
  stone and in return pays the party the agreed upon 500 gp. If 
  the party asks to keep the stone, Hortus motions for them to 
  hand it over and says, “After I’m finished with it, you can keep 
  the damned thing.” Hortus explains he and his group is going to 
  confront the Sheriff in front of the whole town, and that he is 
  responsible for what happens next. The party is welcome to come 
  to help demonstrate a show of force, or they can watch from the 
  side, or just depart on their way. In any case, their obligation is 
  now over. Hortus intends to show the town the plague stone, and 
  make it plain that he arranged its theft. He promises that any 
  repercussions from the theft won’t fall on them.
  If the party confesses that they killed anyone in the process 
  of obtaining the stone, Hortus is grim and a hush falls upon the 
  assembled group with him. Someone from the community asks 
  Hortus, “I thought you said no one would get hurt?” Hortus 
  hushes that individual, but is plainly downcast. “There was 
  always a chance.” He peers at the PCs, “I take responsibility for 
  this, but it would be best you folks went about your way now.”
  Hortus is true to his word. He and his group march together to 
  the gates of Wolvington, and brush past the startled guards who 
  are too taken aback to turn away people they recognize as friends 
  and neighbors. Unless Sheriff Burniss was inadvertently killed, 
  he is alerted to the theft by now and emerges to confront Hortus 
  and the mob directly. He demands to know what is going on.
  What proceeds is a confrontation, during which Hortus tells 
  the astonished townsfolk that the plague stone is a fake and 
  always has been. Burniss tries to deny it, but Hortus knows a 
  little magic and aptly demonstrates that anyone with the secret 
  can make the stone glow whenever they want.
  “Forty years ago this town was tearing itself apart. We had zealots 
  and inquisitors turning neighbor against neighbor. The people of 
  Wolvington were always able to keep their secrets and sort their 
  own problems out, but we just needed a reminder. Our old Sheriff 
  gave us something we could believe in, a magical jewel that told 
  us that everything was alright and that the plague was gone. With 
  some help from some cooler minds down south, we restored order 
  for generations. Yet, we have lived in fear of a problem we could 
  always control ourselves and we put our faith in a lie.” The old man 
  hefts the glowing stone in one fist. “The time for lies is over. Sheriff 
  Burniss here has turned our fear and our comfortable lies into a 
  means to get rich off our hard work. It wasn’t for this abuse of 
  power we made him Sheriff. It’s high time we went back to the old 
  ways of looking after this community. By watching out for your 
  neighbors when they need help, and minding our own business 
  when they don’t.” The old man fixes Burniss with a steely glare. 
  “Your services are no longer required here Burniss. Get your things 
  and get gone! We want you out of this town by sundown.”
  
  15
  A simple resolution at this point is for Burniss to sulkily collect 
  his belongings and leave town, followed by a watchful group of 
  townsfolk. If you want to get the PCs into the action as the final 
  heroes of the day, however, Burniss may fly into a rage and attack 
  Hortus. The PCs can capture, arrest, and secure Burniss in his 
  own jail if they don’t kill him outright. If incarcerated, the town 
  sends him south to the major city-state for a quiet trial, after 
  which he is never heard from again.
  Much of the gold Burniss kept in the jail was extorted not only 
  from locals wanting through the gate, but from long-standing 
  families who were once known to have a plague carrier in their 
  family. While the gold technically belongs to them, no one steps 
  forward to claim it. Hortus reckons they would rather have their 
  privacy and security than actually come forward to make a claim. 
  If the PCs put themselves forward, no one objects if they take the 
  money as an additional reward.
  other business
  Aside from the plague stone and the Sheriff, Wolvington is an 
  excellent place to resolve other business. The PCs can buy and 
  sell trade goods, put in for repairs, and even purchase new 
  wagons and items.
  The party may even wish to follow-up on rumors about the 
  mysterious bandit lord alluded to in Camford.
  bandit rumors in Wolvington
  PCs who wish to learn more about the bandits, or are just 
  curious about local news as it pertains to their journey can make 
  a Charisma check to gather information.
  DC 10 The White Wolf, a notorious bandit lord, is definitely 
  abroad in this part of the Gypsy Nation. Travelers from the 
  north report caravans have been attacked. He rarely comes this 
  far south, but his reach has expanded and his bands sometimes 
  attack travelers on both sides of the Lantern River.
  DC 15 Some believe the White Wolf is a ghost or an evil spirit, 
  because this is not the first bandit lord to stalk the Gnarlwood 
  area to go by that name.
  DC 20 The White Wolf’s behavior, strategy, and tactics are the 
  same as those of 25 years ago.
  DC 25 The White Wolf’s bandits always steal valuables and 
  often take prisoners. They take the hardiest captives prisoner 
  and let the rest go. Some report they study each captive’s face 
  carefully, as if looking for someone specific.
  Part four: a shortCut through 
  the gnarlWood
  The road out of Wolvington follows the east bank of the Lantern 
  River towards the town of Raven’s Eye for 75 miles before it 
  diverts almost another 70 miles to get to the town of Port Haven. 
  Cusp proposes an alternate route: to go back across the Lantern 
  River, follow the west bank, and take a shortcut through the 
  Gnarlwood Forest for a 110 mile trek. This shaves an entire day 
  off the journey, and avoids the unpleasant swampy community 
  of Raven’s Eye. Assuming the party takes Cusp’s shortcut, on the 
  third day after leaving Wolvington, the caravan takes the shortcut 
  through the Gnarlwood and ends that third day 14 miles outside 
  of Port Haven. The details of this encounter transpire while the 
  caravan is traveling through the forest on a well-established trail.
  d. ranulfr’s raiders
  The path Cusp takes is broad and easy for the wagons. Terrain 
  should not play a great role.
  Creatures: Ranulfr has more than one group of bandits 
  patrolling this area. The White Wolf himself is currently 
  patrolling elsewhere, but a small group of his raiders come across 
  the party’s caravan as it moves through the Gnarlwood.
  The raiders have a strategy they’ve adopted since their master 
  set them to search for Kikuko. When the caravan comes within 
  sight, they avoid any obvious interest in what the caravan carries, 
  and they keep their weapons sheathed. As a group they ride past 
  the caravan, nodding hello, and returning waves and greetings if 
  offered, before they ride out of sight. However, they’re actually 
  checking faces for an attractive Eastern woman (Kikuko), 
  counting heads, and determining in which wagons the caravan’s 
  defenders are located. This is not obvious, but a PC who makes a 
  successful DC 20 Wisdom (Insight) check has a sense of unease 
  and untrustworthiness about the group. The raiders do not 
  appear as northmen from a racial perspective, but a successful DC 
  10 Intelligence check indicates they were trained by a northman 
  or heavily exposed to that culture, as evidenced by their choice 
  of melee weapon, dress, and overall style. The caravan NPCs 
  should make no particular effort to conceal themselves unless 
  the PCs advise them first. This allows the raider’s strategy to have 
  a chance to work, while it grants the PCs all the credit if they’re 
  smart enough not to fall for it.
  After sufficient time has passed for the party to lower their 
  defenses, the raiders ride back towards the caravan prepared for 
  a full attack. If they spotted Kikuko, her capture becomes their 
  primary goal. The raiders use sleep arrows to subdue defenders. 
  The raiders have rope-ties which are simple knotted loops of 
  spider silk rope they can slip over wrists or ankles as a move 
  action to restrain an opponent. The ties have 4 hp and can be 
  burst with a DC 23 Strength check. The raiders do not take any 
  opportunity to coup de grace PCs, or press an attack against 
  characters that are helpless. The raider’s horses are not combat 
  trained. Their primary function is a means for the raiders to 
  attack the wagons in motion.
  Boxed Text—When To Use It and When Not To
  Boxed text is an art form in and of itself, and there is a 
  time and place when to use it. It can be of great value 
  when an apt description of a room or dialogue from 
  an NPC is required. However, when it comes out of 
  nowhere, like during a wilderness journey, it can be 
  a dead giveaway that something is about to happen. 
  It is at these times it is best to keep it simple and not 
  rouse the players suspicions any earlier than you have 
  to—after all, sometimes a path through the woods is 
  just a path through the woods!
  
  16
  Northmen Raiders (4)
  Medium humanoid (human), chaotic evil
  Armor Class 16 (unarmored defense, shield)
  Hit Points 13 (2d8+4)
  Speed 30 ft.
   STR 14 (+2) 
  DEX 14 (+2) 
  CON 14 (+2) 
   
  INT 8 (−1) 
  WIS 12 (+1) 
  CHA 10 (+0)
  Saving Throws Strength, Constitution
  Skills Athletics +4, Intimidation +2
  Senses passive Perception 11
  Languages Common
  Challenge 1/2 (100 XP)
  Danger Sense: A raider that is not blinded, deafened, or 
  incapacitated has advantage on Dexterity saving throws 
  against effects it can see, such as traps and spells.
  Rage: On its turn, a raider can enter a rage for up to 1 minute 
  as a bonus action. While raging, it has advantage on Strength 
  checks and saving throws, a +2 bonus on melee damage rolls, 
  and resistance to bludgeoning, piercing, and slashing damage. 
  The rage ends early if the raider is knocked unconscious, if it 
  fails to attack or take damage since its last turn, or it takes a 
  bonus action to do so. A raider can rage 2 times per day.
  Reckless Attack: When making its first attack on its turn, a 
  raider can choose to attack recklessly. It gains advantage on 
  Strength-based melee weapon attacks during that turn, but 
  attack rolls against the raider have advantage until its next 
  turn.
  Special Equipment: Each raider has two sleep arrows.
  Actions
  Battleaxe Attack: melee 5 ft., 1 target. +4 to hit, 1d8+2 (6) 
  slashing damage.
  Shortbow Attack: ranged 80/320 ft., 1 target. +4 to hit, 1d6+2 
  (5) piercing damage.
  Sleep Arrow
  Weapon (arrow), uncommon
  You have a +1 bonus on attack and damage rolls with this arrow. 
  If this arrow hits a creature, it bursts into magical energy that 
  forces the creature to make a successful DC 11 Wisdom saving 
  throw or fall asleep. If the creature is reduced to 0 hit points 
  by damage from this arrow, it is instead knocked unconscious, 
  and is stable.
  Riding Horses (4)
  Large beast, unaligned
  Armor Class 10
  Hit Points 13 each (2d10+2)
  Speed 60 ft.
   STR 16 (+3) 
  DEX 10 (+0) 
  CON 12 (+1) 
   
  INT 2 (–4) 
  WIS 11 (+0) 
  CHA 7 (–2)
  Senses passive Perception 10
  Languages —
  Challenge 1/4 (50 XP)
  Actions
  Hooves Attack: melee 5 ft., 1 target: +2 to hit, 2d4+3 (8) 
  bludgeoning damage.
  
  17
  Developments: If the raiders manage to escape with Kikuko, 
  Cusp suggests that the raiders might transport captives to Pirate’s 
  Landing or Port Haven. Since Port Haven is the closer of the two 
  ports and is on the way to Pirate’s Landing, it is a logical first 
  place to search.
  If the PCs capture and interrogate one of the raiders, they 
  are loath to betray Ranulfr, yet a successful DC 12 Charisma 
  (Intimidation) check loosens their tongues. They describe the 
  “White Wolf”, and report that over a month ago he dreamt of an 
  Eastern woman. She has become his obsession, and has vowed 
  to stop at nothing to find her. If pressed on why, the raiders 
  look extremely uncomfortable and feign, “You don’t bring that 
  subject up with him.” If pressed harder, they blurt out, “He wants 
  to know why he is immortal!” The raiders can offer that their 
  leader has not aged a single day in the last 25 years, and no one 
  knows why. Yet some madness has convinced him it has to do 
  with a woman who looks exactly like Kikuko. If allowed, the 
  raiders produce a folded charcoal sketch on heavy paper. The 
  illustration is the exact likeness of Kikuko, which they report the 
  White Wolf drew from the memory. They can offer no further 
  explanation other than their orders are to search for her with 
  every raid they perform.
  Part five: Port haven
  The journey from Wolvington to Port Haven has been 
  approximately 110 miles, with the party arriving early afternoon 
  on the fourth day of this leg of the trip. Port Haven is one of two 
  ports with questionable reputations. Port Haven earns its name 
  from being the tamer of the two. Most sailing merchants can 
  put into port without undue fear of piracy. This does not make 
  Port Haven a safe city, however. The authorities place a premium 
  on peace and safe trade over actual justice. Ranulfr the White 
  Wolf uses Port Haven to meet his estranged brother One-Eye. 
  The brothers have always had an unusual relationship. Ranulfr 
  has always resented One-Eye’s “normalcy” and acceptance in the 
  northlands, whereas One-Eye resents Ranulfr’s immortality, so 
  much so that he plucked out one of his own eyes to gain some 
  portion of it. Yet, they are the other’s only living kinfolk and 
  maintain a brotherly, if strained, relationship. As a matter of 
  business, Old One-Eye usually buys Ranulfr’s captured thralls 
  and transports them for resale back to the northlands.
  When the PCs arrive in Port Haven, certain events are in 
  motion. Old One-Eye has fallen sick from a wasting disease 
  while at sea and now lies below deck slowly dying. The crew 
  need provisions and have been forced to stop at Port Haven, so 
  the first mate has elected to confer with Ranulfr.
  This encounter introduces the PCs to Ranulfr before their 
  final confrontation and permits them to get a look at the man 
  whose personal legend has shadowed their journey thus far. 
  Additionally, if the raiders managed to capture and abduct 
  Kikuko in Part Four, this is an opportunity for the PCs to rescue 
  her.
  
  18
  If the party asks locals about Kikuko, slavers, or human 
  trafficking, it is quickly suggested the docks might be the best 
  place to ask. Additional information can be learnt as follows.
  bandit rumors in Port haven
  PCs who wish to learn more about the White Wolf and his 
  presence in Port Haven can make a Charisma check to gather 
  information.
  DC 10 The White Wolf is known in Port Haven and Pirate’s 
  Landing. His real name is said to be Ranulfr, and he is a northman 
  with pale skin, white hair, and pale blue eyes. He is said to have 
  been around forever but doesn’t seem to change.
  DC 15 Ranulfr is circumspect while in Port Haven. He is said 
  to traffic in thralls but keeps his activities quiet, and prefers 
  to avoid direct confrontation with city authorities whenever 
  possible. He keeps primarily to the harbor district while in town. 
  He often trades with an aged northman named Old One-Eye. 
  Ranulfr is said to be exiled from his homeland.
  DC 20 Old One-Eye is said to be Ranulfr’s older brother, and 
  both have come to Port Haven and Pirate’s Landing for decades. 
  Old One-Eye is a minor lord or clan chief back in the northlands, 
  and is a ring-giver to many property owners. He is an infamous 
  reaver and pirate. Ranulfr was sedentary for the past several 
  years but has abruptly become active again.
  DC 25 Ranulfr is actually Old One-Eye’s fraternal twin and 
  was even born first. Old One-Eye has aged whereas Ranulfr has 
  not. One-Eye takes his name from when he tore out his own 
  eye and replaced it with a magical one that keeps him as vital 
  as a young man—except now some strange sickness has finally 
  brought him low.
  e. Port haven
  Along the side of a long, wooden pier is a large longship with a 
  single mast and benches for rowers with oars upended between 
  rounded shields mounted on the sides. Across from the ship is a 
  large wooden platform built into the pier for loading and unloading 
  cargo. A solitary rowboat is tied off next to the loading platform.
  The sea water off the side of the pier is 15 feet deep and for the 
  purposes of Swim checks is considered calm.
  Even if Kikuko wasn’t abducted, the PCs still have a reason to 
  be down at the docks. The caravan needs to sell and buy trade 
  goods, and the best trade goods are those which are hard to find 
  and shipped in from other areas far away. A port is the best place 
  to buy and sell rare items and a perfect place for the caravan 
  to conduct its trade. You can grant a +2 bonus on Charisma 
  (Persuasion) checks when selling goods at the docks, or selling 
  goods purchased from the docks in other towns.
  ranulfr revealed
  Creatures: Ranulfr has just visited his sick twin inside the 
  longship, and is now on the pier as he confers with Old One-Eye’s 
  first mate. Ranulfr believes One-Eye has little time left before 
  he dies, and he should be returned to the northlands where 
  those who owe fealty to One-Eye can conduct his funeral rites 
  properly. The two also negotiate the usual sale of thralls, four of 
  which stand nearby with their hands bound with rope. If she was 
  abducted, Kikuko is also present and bound, though Ranulfr has 
  no intention of selling her to anyone. His obsession is so great he 
  won’t let her out of his sight.
  If Kikuko was abducted, or if one or more of the raiders who 
  failed in an abduction attempt escaped, at least one of Ranulfr’s 
  men may spot and recognize the PCs. If the PCs are recognized, 
  Ranulfr prepares to defend himself and quietly orders his men to 
  get ready to shove the bound thralls off the side of the pier where 
  they’ll drown if no one helps them quickly. If the fight starts to 
  go poorly, one of the raiders knocks Kikuko overboard as well. 
  Ranulfr shouts “No! No! Not her!” in shock and fury. Ranulfr 
  wants to pull her from the water, but his own men beg him to 
  retreat for the sake of his own life. The bandit allows himself to 
  be hustled aboard the ship while his raiders cover his retreat. The 
  longship casts off without the thralls and Ranulfr enraged at the 
  loss of his prize.
  If Kikuko wasn’t abducted, this could instead be treated as a 
  roleplaying encounter; a chance to employ foreshadowing. If so, 
  Kikuko should be present with the party while in Port Haven. 
  Situate the party some distance to the east side of the docks, 
  while Ranulfr and his men congregate near the gangplank of the 
  longship with no prisoners. Ranulfr senses Kikuko’s presence 
  with his entangled destinies ability. He stares boldly at her and 
  the party and grows enraged. His allies notice this exchange, and 
  physically restrain him from an ill-advised charge down the pier 
  towards the party. They hustle their master aboard the longship, 
  and immediately begin rowing out of the harbor. Ranulfr glares 
  menacingly before he calls mockingly out across the pier in 
  Common, “Another time and another place, woman! You will be 
  mine!” Kikuko shivers despite herself, and reports the sensation 
  that “the White Wolf just seemed to know I was here.”
  
  19
  Ranulfr the White Wolf
  Medium humanoid (dhamphir), neutral evil
  Armor Class 17 (splint)
  Hit Points 38 (7d8+7)
  Speed 30 ft.
   STR 16 (+3) 
  DEX 13 (+1) 
  CON 12 (+1) 
   
  INT 16 (+3) 
  WIS 8 (−1) 
  CHA 12 (+1)
  Saving Throws Strength, Constitution
  Skills Athletics +5, Intimidation +4
  Resistances (damage) necrotic
  Senses darkvision 60 ft., passive Perception 9
  Languages Common
  Challenge 3 (700 XP)
  Action Surge: Ranulfr can take one additional action on top of 
  his regular action and a possible bonus action on his turn. He 
  must finish a short or long rest before he can do this again.
  Dueling: Ranulfr gains a +2 bonus to damage rolls with a melee 
  weapon he is wielding in one hand when he is wielding no 
  other weapons. This is included in his longsword attack 
  below, but not his handaxe attack.
  Entangled Destinies: Ranulfr automatically senses the presence 
  of Kikuko whenever she is within range, as though he had 
  cast locate creature.
  Second Wind: Ranulfr can use a bonus action on his turn to 
  regain 1d10+7 hit points. He must finish a short or long rest 
  before he can do this again.
  Spellcasting: Ranulfr is a 5th-level Intelligence-based spellcaster 
  (spell save DC 13; +6 to hit with spell attacks). He knows the 
  following spells from the wizard list:
  •	
  Cantrips (at will): blade ward, chill touch
  •	
  1st Level (4 slots): chromatic orb, magic missile, shield,   
   
  thunderwave
  •	
  2nd Level (2 slots): scorching ray
  Sunlight Sensitivity: While in sunlight, Ranulfr has disadvantage 
  on attack rolls and on Wisdom (Perception) checks that rely 
  on sight.
  Actions
  Multiattack: Ranulfr makes two melee attacks.
  Longsword Attack: melee 5 ft., 1 target. +6 to hit, 1d8+5 (9) 
  slashing damage.
  Handaxe Attack: melee 5 ft. or ranged 20/60 ft., 1 target. +6 to 
  hit, 1d6+3 (6) slashing damage.
  Northmen Raiders (2)
  Use the stat block in the Ranulfr’s Raiders section above, but 
  these raiders do not have sleep arrows.
  The Longship
  Creatures: Old One-Eye’s reavers want no fight at this time. 
  Most remain on the ship to protect it, repelling boarders, and 
  leaving Ranulfr to fight his own battles. Should a battle break 
  out, they prepare the longship to push off from the pier and row 
  off. Twelve remain armed and ready to repel boarders until any 
  threat has retreated, and any that fall are replaced each round 
  until all 45 of the reavers are defeated. 40 of the reavers are 1st-
  level barbarians, 4 are 3rd-level barbarians, and 1 is a 6th-level 
  barbarian. With 45 barbarian reavers on board, the capture of the 
  longship is well beyond the capabilities of the PCs at this time.
  Northmen Raiders (12)
  Use the stat block in the Ranulfr’s Raiders section above, but 
  these raiders do not have sleep arrows.
  Developments: If the PCs manage to kill Ranulfr, the events 
  in Part 7 will change. 
  If the northmen reavers provide him with an escape route, 
  they do not transport him to the northlands, but put him ashore 
  north of Port Haven. From there he resumes his search for 
  Kikuko as described in Part 7.
  While bound, Kikuko and the thralls have the pinned condition 
  and sink rapidly while they hold their breath. Another creature 
  can drag them to the surface with a DC 12 Strength (Athletics) 
  check, and anyone dragged to the surface adjacent to the pier or 
  loading platform can be hauled out of the water as a standard 
  action. This is a diversionary tactic and those knocked in the 
  water are only at risk if ignored.
  Finally, the PCs may think to identify what Ranulfr is. This 
  can be accomplished with a DC 20 Intelligence (Religion). Bear 
  in mind that Ranulfr does not know what he is! If confronted 
  at any point with this information, it changes nothing. Ranulfr 
  becomes confused and then angry by the revelation. He’ll 
  suspect it is untrue, and has difficulty reconciling it as he (to 
  his understanding) had a normal biological father and he has 
  a “normal” twin. His biological father’s magical possession 
  by a jiangshi and the unique passing of its curse through this 
  possession to his children is beyond anyone’s ability to guess.
  
  20
  Part six: Caravan Crisis 
  The road from Port Haven heads north for approximately 60 
  miles to Pirate’s Landing. With the forests now left behind, the 
  terrain becomes open with only small hills to the northwest on 
  the second day of travel.
  killers on the road
  The caravan spots a trail of smoke rising from the road ahead. 
  Its source is undetermined, but if the party sends scouts ahead 
  they report a burning wagon ahead and a caravan in chaos and 
  disarray. Read the following description to the scouts or to the 
  main caravan group.
  The wreckage of a covered wagon, almost burned to the ground, 
  sits askew on the road ahead. One of its horses lies dead in front of 
  it, while the other is missing. The scent of smoke and burning flesh 
  hangs in the air. Nearby, a smaller supply wagon sits on its side, 
  its horse also absent, and a large hole smashed through the base 
  boards. The tracks of a third wagon lead off the side of the road and 
  away from the road. The blackened corpse of an armored man lays 
  in the burning wagon. The scene is quiet except for the crackling 
  hiss and sputter of the fire.
  The following clues to what happened here can be ascertained 
  by careful observation. Judging by the number of wagons, most 
  of the caravan travelers are missing. Many of the food stuffs and 
  supplies are also missing, except for a few crates and barrels that 
  are broken and left behind with their contents—simple clothing 
  and household items—spilled out on the ground. The second 
  horse that was hitched to the burning wagon was cut loose. The 
  horse hitched to the overturned supply wagon was likely able to 
  wrench itself loose and may still be dragging part of its harness 
  if it was not captured.
  PCs that make a successful DC 12 Intelligence (Investigation) 
  check can surmise the burned victim died from bludgeoning 
  damage and was already dead when the wagon caught fire. A 
  successful DC 10 Intelligence (Investigation) check can ascertain 
  the hole in the floorboard of the overturned wagon was either a 
  huge club, or a fist the size of a ham.
  gathering Clues
  PCs who wish to gather clues can make an Intelligence 
  (Investigation) or Wisdom (Survival) check to learn the 
  following facts.
  DC 10 There is evidence of a pitched battle. A handful of 
  broken arrows can be found. The wreckage suggests the attackers 
  used large blunt weapons, whereas the defenders used blades 
  and bows. The trail of the third wagon pulled by two horses leads 
  off the road to the east. The horses appear panicked and had no 
  driver.
  DC 13 Three sets of tracks lead to the northwest in the 
  direction of some small hills. These tracks can be followed at half 
  the PCs normal speed.
  DC 15 The tracks which lead northwest were made by Large 
  humanoid creatures. They must weigh in excess of 500 pounds 
  each from the depth of the tracks in firm ground. A second set of 
  tracks, those of a Medium-sized humanoid, lead in the direction 
  of a copse of trees to the northeast, about 100 yards away.
  DC 20 There is evidence that three Medium-sized humanoids 
  were captured and then carried off to the northwest.
  
  21
  If the PCs follow the trail of the missing wagon, they can locate 
  it after an hour, or 30 minutes while on horseback. The covered 
  wagon is undamaged, but the horses are very skittish and 
  tired. The wagon still contains supplies, bedding, and personal 
  possessions one might expect to find on a traveling caravan. A 
  successful DC 15 Wisdom (Animal Handling) check allows a 
  character to take immediate control of the wagon, otherwise the 
  horses require an hour to calm down.
  Creature: PCs who follow the single Medium-sized set of 
  tracks to the northeast, towards the copse of trees, find the 
  tracks end there. A 17 year old human woman, Aeysha Villani, 
  hides up in one of the trees, but a DC 16 Wisdom (Perception) 
  check notices her. Having seen the PCs draw up to the scene in 
  a caravan but scared and wary of banditry, a successful DC 17 
  Charisma (Persusasion) check is required to convince her to 
  climb down. If the party convinces Aeysha they’re not thieves 
  and are trying to help her, she describes the attack and begs 
  for the PCs to rescue her family who were taken as captives. 
  Aeysha’s family owns the caravan that only an hour or so ago was 
  attacked by three “giants”, and in the ensuing chaos she fled and 
  hid. She is visibly shaken by the violence she’s witnessed, and its 
  clear that she has been crying. PCs who make a successful DC 
  13 Intelligence check can discern the “giants” are likely ogres, 
  and that there is limited time before the ogres either eat their 
  captives, or do perverse and humiliating things to them (and 
  then eat them). If the PCs intend to rescue the Villanis, they had 
  best be quick!
  f. ogre Cave
  The “giant” tracks lead off road where the caravan wagons cannot 
  traverse but they can be followed by PCs on foot or horseback 
  with a DC 13 Wisdom (Survival) check. Most of the daylight 
  passes before the PCs arrive. If the Survival check to follow the 
  tracks equals 18 or more, the PCs arrive in the late afternoon, 
  otherwise, they arrive at dusk.
  Nestled in the side of a hill, concealed by several clumps of trees, is 
  a large cave. Just outside it is a large bonfire. Most of the wood on 
  the bonfire has burned down to a glowing bed of red-hot coals, and 
  a low corona of flames which throw flickering shadows. The wood 
  smoke fails to mask a sickly sweet smell of sweat and blood. Just 
  inside the cave is what appears to be a crude wooden enclosure.
  The campfire sheds light like a torch. The low vegetation is 
  undergrowth, and the trees provide light obscurement. The 
  wooden enclosure stands five feet high, and is more of a pen 
  than a cage. The ogres often keep stolen cows, sheep, and pigs 
  here before devouring them. This same pen is where they also 
  keep captive humans, with their wrists and ankles bound. A large 
  rock keeps the swinging gate closed. The simple construction 
  notwithstanding, the enclosure is sturdy. Sitting along the 
  southern wall of the cave are a number of crates and barrels 
  stolen from the caravan. The ogres have only inventoried a few 
  of them so far.
  
  22
  Creatures: Three ogres, Fraegrim, Hogrella, and their son 
  Picklecheeks, dwell in this cave. This incestuous family attacked 
  the Villani caravan and now hold Estella and Davrioz Villani, and 
  their hired caravan guard Garvantos, captive in their pen. All of 
  the prisoners have their wrists and ankles bound together with 
  ropes, and dirty rags shoved in their mouths to keep them quiet.
  Currently, only Fraegrim and Hogrella are present. The ogres 
  are distracted, but their greatclubs and javelins remain within 
  reach. The pair discovered a collection of cooking spices in their 
  stolen loot, and they are arguing about which to use on Garvantos 
  tonight. Once a fight starts, one of the pair might scoop up a 
  barrel of beer and hurl it on the campfire, which extinguishes 
  the fire when it shatters and plunges the area into darkness. If a 
  greater challenge is required, Picklecheeks can arrive back from 
  the woods behind the party after combat has started.
  Ogres (2 or 3)
  Large giant, chaotic evil
  Armor Class 11 (hide armor)
  Hit Points 59 (7d10+21)
  Speed 40 ft.
   STR 19 (+4) 
  DEX 8 (–1) 
  CON 16 (+3) 
   
  INT 5 (–3) 
  WIS 7 (–2) 
  CHA 7 (–2)
  Senses darkvision 60 ft., passive Perception 8
  Languages Giant
  Challenge 2 (450 XP)
  Actions
  Greatclub Attack: melee 5 ft., 1 target. +6 to hit, 2d8+4 (13) 
  bludgeoning damage.
  Javelin Attack: melee 5 ft. or ranged 30/120 ft., 1 target. +6 to 
  hit, 2d6+4 (11) piercing damage.
  Treasure: Inside a sturdy wooden keg that has had its lid 
  nailed back on, the ogre family has poured all the riches they’ve 
  stolen from travelers over the years. It includes 12 pp, 1,422 gp, 
  a potion of remove curse, and a plain scroll case which contains a 
  scroll of stinking cloud. If Picklecheeks was also killed, there is an 
  additional 4 pp, 50 gp, a potion of levitate, and a potion of enlarge/
  reduce.
  Development: If the Villanis and Garvantos are rescued they 
  are incredibly grateful. Davrioz is ashamed he has no riches to 
  bestow upon the PCs, as much of his fortune was invested in the 
  caravan. Estella hugs and kisses everyone present if they allow, 
  her eyes wet with tears of relief. If they are reunited with Ayesha, 
  they are overjoyed. They ask to take their surviving wagon and as 
  much of their supplies that survived and head south. There they 
  intend to find some community to settle down in permanently, 
  and abandon the traditional nomadic lifestyle.
  Aeysha, however, wants none of this. The young woman 
  understands her parents have grown old, but she dreads the idea 
  of staying put in some town or village until some farmer sees 
  fit to marry her. Inspired by the courage and determination of 
  the PCs, she decides she would rather see the world and have 
  adventures. Her parents resist initially, but do not stand in her 
  way when she requests to join the PCs’ caravan. Aeysha can fulfill 
  a number of different roles in the caravan, and has been training 
  to become a fortune-teller. Alternatively, Aeysha can become the 
  apprentice or cohort of a PC or even the basis for a new PC.
  
  23
  Part seven:                                 
  the fate of the White Wolf
  After the events at Port Haven, Cusp is able to direct the caravan 
  to Pirate’s Landing without incident. Ranulfr has regrouped with 
  his band and has been in slow pursuit. The distance to the PCs’ 
  final destination is 200 miles, which requires at least 6 nights 
  before they arrive. It is on the sixth night that Ranulfr strikes, on 
  the very eve of the next step in the party’s grand quest. 
  g. When destinies Collide
  The final encounter does not take place in a location the caravan 
  chances upon, but at their own campsite. A map depicting a 
  typical caravan campsite, with the wagons drawn in a protective 
  circle, has been provided.
  Creatures: Ranulfr has tracked the party down, and this 
  time he brings more magical assistance. Kenna White-Eyes is 
  Ranulfr’s ally and sometimes lover. The northwoman is a striking 
  beauty with silver hair, perfect fair skin, and milky white eyes. 
  She dresses in black leather armor and dark colors. A war priest, 
  Kenna is drawn to acts of passion and violence by forces beyond 
  her comprehension. She is jealous of her bandit lord’s unearthly 
  fascination with Kikuko, and yet she also knows what it is to be 
  the slave to obsession. She hates him but is drawn inexplicably 
  towards him, and would pull away from Ranulfr if she could. 
  Like Kikuko, Kenna is tangled up in the strands of his story. If 
  nothing else, the pair have an unspoken empathy for each other 
  few others would understand.
  The dhampir’s goal is to capture Kikuko. Ironically, Ranulfr 
  doesn’t know exactly what he’s going to do with her once he 
  does, or why he is compelled to capture her. He only knows she 
  is somehow involved in the mystery of his birth, and she is the 
  object of an obsession he cannot explain. He intends to capture 
  her and if necessary kill every single person who stands in his 
  way.
  Ranulfr stages his attack in the middle of the night to put 
  the PCs at the greatest disadvantage. Ranulfr and Kenna have 
  darkvision, and he has arranged for his reavers to have one 
  potion of darkvision each. Ranulfr studies the campsite from the 
  furthest extent of his darkvision. He is not especially stealthy 
  but uses cover from the trees and the darkness. His entangled 
  destinies ability helps him focus on where Kikuko is located 
  before he orders the attack
  Ranulfr the White Wolf
  Use the stat block in Ranulfr Revealed section above.
  Northmen Raiders (2)
  Use the stat block in the Ranulfr’s Raiders section above.
  Kenna White-Eyes
  Medium humanoid (human), chaotic neutral
  Armor Class 18 (chain mail and shield)
  Hit Points 16 (3d8+3)
  Speed 30 ft.
   STR 14 (+2) 
  DEX 13 (+1) 
  CON 12 (+1) 
   
  INT 8 (−1) 
  WIS 17 (+3) 
  CHA 10 (+0)
  Saving Throws Wisdom, Charisma
  Skills Insight +5, Religion +1
  Senses darkvision 30 ft., passive Perception 13
  Languages Common
  Challenge 3 (700 XP)
  Clouded Vision: Kenna can only see to a range of 30 feet, but has 
  darkvision within that range.
  Guided Strike: Kenna can gain a +10 bonus on one attack roll. 
  She must finish a short or long rest before she can do this 
  again.
  Spellcasting: Kenna is a 3rd-level Wisdom-based spellcaster 
  (spell save DC 13; +5 to hit with spell attacks). She knows the 
  following spells from the cleric list:
  •	
  Cantrips (at will): guidance, resistance, sacred flame
  •	
  1st Level (4 slots): bane, command, cure wounds, divine 
  favor, healing word, shield of faith
  •	
  2nd Level (2 slots): blindness/deafness, hold person, 
  magic weapon, spiritual weapon
  War Priest: Kenna can make one weapon attack as a bonus 
  action whenever she makes an attack action. She can do this 
  up to three times before she must finish a long rest to be able 
  to do this again.
  Actions
  Morningstar Attack: melee 5 ft., 1 target. +4 to hit, 1d8+2 (6) 
  piercing damage.
  Developments: Kenna does not surrender. If brought to a 
  helpless state and then healed after Ranulfr’s death, she holds no 
  acrimony towards the party. She explains that her relationship 
  with Ranulfr was “complex”. If it suits the needs of the story, 
  Kenna can become a new ally or replacement character. She 
  can sense the road the PCs travel is fraught with conflict and is 
  drawn like a moth to a flame.
  What If Ranulfr Is Dead?
  If Ranulfr was killed in Part Five, then it is Kenna 
  White-Eyes who leads the final attack against the PCs 
  in revenge. Add two or three extra raiders in place of 
  Ranulfr.
  
  24
  
  25
  ConClusion
  Although the story of Ranulfr the White Wolf is at an end, 
  his obsession with Kikuko remains an unresolved mystery. 
  Unanswered questions notwithstanding, the White Wolf pitted 
  his destiny against the PCs’ and was found wanting. The PCs 
  final destination, the town of Saltcrest lies only 8 miles ahead.
   Shirota, the jiangshi sorcerer now knows that Kikuko is on 
  her way to claim her throne. The vampire does not share this 
  information with the Dark Spirits however, as his desire for 
  revenge against his former family is too personal, and too long 
  has his oracular insights been dismissed and mocked. Shirota 
  keeps his counsel, and waits for the scion of his former family to 
  draw closer so it is he who is the instrument of her destruction. 
  In this way he means to prove himself at last to the Dark Spirits, 
  and bring meaning and purpose to his undeath.
  If Ranulfr proves triumphant, then he takes Kikuko prisoner 
  while he tries to unravel the mystery of their connection. This 
  may allow a new group of heroes to arise to rescue her and see 
  her on the road to destiny.
  aPPendix one – days traveled and story events
  To assist you in maintaining a calendar or log for your campaign, 
  here is an approximate chronology of events and miles traveled 
  each day throughout the Road to Destiny adventure. It assumes 
  the default caravan travel rate of 32 miles per day, but also notes 
  locations where the caravan might come to a halt early due to 
  proximity to a town or event. It also shows the days where no 
  events take place, where you may wish to generate a random 
  encounter. The length of the entire journey is 541 miles.
  1. Starting Town to Monastery of the Wind: 58 miles. The PCs 
  must camp one day, and arrive late on the second day.
  2. Monastery of the Wind to Goblin Ambush: 10 miles. The 
  encounter occurs late morning of the third day.
  3. Goblin Ambush to Camford: 65 miles. The PCs must camp 
  twice before they arrive at Camford early on the 5th day, and 
  presumably stay the night.
  4. Camford to Wolvington: 32 miles. The PCs arrive late 
  afternoon on the 6th day and presumably stay the night.
  5. Wolvington to Gnarlwood Ambush: 70 miles. The PCs must 
  camp twice and are attacked early on the 9th day.
  6. Gnarlwood Ambush to Port Haven: 40 miles. The PCs must 
  camp once and arrive in Port Haven late morning on the 10th 
  day and presumably stay the night.
  7. Port Haven to the Ruined Caravan: 17 miles. If the PCs stop 
  to help and fight the ogres that is the only progress they make on 
  the 11th day. Alternatively they arrive at Pirate’s Landing in the 
  evening of the 12th day (subtract one day from future estimates).
  8. Ruined Caravan to Pirate’s Landing: 45 miles. The PC must 
  camp once and arrive in Pirate Landing just before midday on 
  the 13th day and presumably spend the night.
  9. Pirate’s Landing to Confrontation with Ranulfr: 192 miles. 
  The PCs must camp six times and are attacked after they make 
  camp the final night. The next morning is the 19th day
  10. Confrontation with Ranulfr to Saltcrest: 8 miles. The PCs 
  arrive at SaltCrest late morning on the 20th day.
  
  26
  OPEN GAME LICENSE Version 1.0a
  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, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, 
  likenesses, formats, poses, concepts, themes 
  and graphic, photographic and other visual or 
  audio representations; names and descriptions 
  of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; 
  places, 
  locations, 
  environments, 
  creatures, 
  equipment, magical or supernatural abilities or 
  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 notice to any Open Game 
  Content that you Use. No terms may be added 
  to or subtracted from this License except as 
  described by the License itself. No other terms 
  or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open 
  Game Content You indicate Your acceptance of 
  the terms of this License.
  4. Grant and Consideration: In consideration for 
  agreeing to use this License, the Contributors 
  grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: 
  If You are contributing original material as 
  Open Game Content, You represent that Your 
  Contributions are Your original creation and/
  or You have sufficient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must 
  update the COPYRIGHT NOTICE portion 
  of this License to include the exact text of 
  the COPYRIGHT NOTICE of any Open 
  Game Content You are copying, 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.
  7. Use of Product Identity: You agree not to Use 
  any Product Identity, including as an indication 
  as to compatibility, except as expressly licensed in 
  another, independent Agreement with the owner 
  of each element of that Product Identity. You agree 
  not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game 
  Content except as expressly licensed in another, 
  independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use 
  of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership 
  of that Product Identity. The owner of any 
  Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to 
  that Product Identity.
  8. Identification: If you distribute Open Game 
  Content You must clearly indicate which 
  portions of the work that you are distributing are 
  Open Game Content.
  9. Updating the License: Wizards or its designated 
  Agents may publish updated versions of this 
  License. You may use any authorized version 
  of this License to copy, modify and distribute 
  any Open Game Content originally distributed 
  under any version of this License.
  10. Copy of this License: You MUST include a 
  copy of this License with every copy of the Open 
  Game Content You distribute.
  11. Use of Contributor Credits: You may not market 
  or advertise the Open Game Content using the 
  name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for 
  You to comply with any of the terms of this 
  License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or 
  governmental 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 survive the termination of this License.
  14. Reformation: If any provision of this License 
  is held to be unenforceable, such provision shall 
  be reformed only to the extent necessary to make 
  it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of 
  the Coast, Inc.
  Road to Destiny (5th Edition) © 2014, 
  Legendary Games; Author Jim Groves with 
  Alistair Rigg.  
  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.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Advanced Bestiary, © 2004, Green Ronin 
  Publishing; Author: Matthew Sernett.
  Pathfinder Roleplaying Game Advanced Player’s 
  Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, James Jacobs, Steve Kenson, 
  Hal Maclean, Rob McCreary, Erik Mona, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, James L. Sutter, 
  Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, 
  Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2, 
  © 2010, Paizo Publishing, LLC; Designers: 
  Wolfgang Baur, Jason Bulmahn, Adam Daigle, 
  Graeme Davis, Crystal Frasier, Joshua J. Frost, 
  Tim Hitchcock, Brandon Hodge, James Jacobs, 
  Steve Kenson, HalMaclean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick 
  Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, 
  Paizo Publishing, LLC; Lead Designer: Jason 
  Bulmahn; Designers: Jesse Benner, Adam Daigle, 
  James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor.
  Pathfinder Roleplaying Game Core Rulebook. 
  © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game NPC Codex © 
  2012, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, Alex 
  Greenshields, Rob McCreary, Mark Moreland, 
  Jason Nelson, Stephen Radney-MacFarland, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat 
  © 2011, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Designers: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Brian J. Cortijo, Jim 
  Groves, Tim Hitchcock, Richard A. Hunt, Colin 
  McComb, Jason Nelson, Tom Phillips, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic 
  © 2011, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Designers: Tim Hitchcock, 
  Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder 31: Stolen Land. Copyright 2010, 
  Paizo Publishing LLC. Author: Tim Hitchcock.
  
  27
  
  28
  
  29
  
  30
  
  31
  
  32
  
  33
  
  Road to destiny
  Road to destiny
  www.makeyourgamelegendary.com                                                                                                                                   LG025JR065ED
  beWare the White Wolf!
  A legacy of death bears bitter fruit in the northern coastlands, as brothers long separated each rise to the 
  call of their darkling legacy. A new destiny has arisen in the west that threatens to shake the foundations 
  of an empire half a world away, but not if Ranulfr the White Wolf and his one-eyed sibling can waylay 
  these would-be heroes on their road to destiny! This adventure designed for 2nd level characters offers 
  the chance to earn additional experience within a Far East Adventure Path campaign as the heroes set 
  out on their epic caravan journey to the far side of the world, or it can serve as a self-contained sandbox 
  adventure suitable for any campaign. 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Legendary Games/Far East/Road to Destiny.pdf