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  GM’S MISCELLANY:  
  RAGING SWAN PRESS 
  VILLAGE BACKDROPS I 
  
   
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  GM’S MISCELLANY: VILLAGE BACKDROPS I 
  Village	Backdrops	are	short,	richly	detailed	supplements	that	each	present	a	single	village	ready	to	insert	into	almost	any	home	campaign.	
  Perfect	for	use	as	a	waystop	on	the	road	to	adventure,	as	an	adventure	site	themselves	or	a	PC’s	home,	Village	Backdrops	present	the	
  details	so	the	busy	GM	can	focus	on	crafting	exciting,	compelling	adventures.	This	GM’s	Miscellany	collects	together	the	first	twelve	5e	
  compatible	Village	Backdrops,	along	with	bonus,	material,	designed	to	help	you	craft	your	own	villages!	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Creighton	Broadhurst,	Jeff	Gomez,	Richard	Green,	Marc	
  Radle	and	Mike	Welham	
  Additional	Design:	Steve	Hood	
  Development:	Creighton	Broadhurst	
  Art:	 Dave	 Allsop,	 Pawel	 Dobosz	 (The	 Forge	 Studio),	 William	
  McAusland,	 Matt	 Morrow,	 Claudio	 Pozas,	 Arthur	 Rackham,	
  Marc	Radle,	Tommi	Salama	and	Maciej	Zagorski	(the	Forge	
  Studios).	Some	artwork	copyright	William	McAusland,	used	
  with	 permission.	 Some	 artwork	 copyright	 Claudio	 Pozas,	
  used	with	permission.	
  Cartography:	Simon	Butler,	Erik	Frankhouse,	Marc	Radle,	Tommi	
  Salama,	Maciej	Zagorski	(The	Forge	Studios)	
  	
  ©Raging	Swan	Press	2017.	
  	
  The	 moral	 right	 of	 Creighton	 Broadhurst,	 Jeff	 Gomez,	 Richard	
  Green,	 Marc	 Radle	 and	 Mike	 Welham	 to	 be	 identified	 as	 the	
  authors	of	this	work	has	been	asserted	in	accordance	with	the	
  Copyright	Designs	and	Patents	Act	1988.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	or	by	any	means,	without	the	prior	permission	in	writing	of	
  Raging	Swan	Press	or	as	expressly	permitted	by	law.	
  	
  		
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 GM’s	 Miscellany:	 Village	 Backdrop	 I	 are	 Open	
  Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	
  1.0a	 Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	any	form	without	written	permission.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  
  2	
  C O N T E N T S  
  GM’s	Miscellany:	Village	Backdrop	I	............................................	1	
  Contents	...................................................................................	2	
  Foreword	..................................................................................	3	
  Designing	Villages	.........................................................................	5	
  Designing	A	Village	...................................................................	6	
  Village	Features	........................................................................	7	
  Secrets	&	Conflicts	...................................................................	9	
  Sample	Village	Names	............................................................	10	
  Ashford	.......................................................................................	13	
  Ashford	At	a	Glance	................................................................	14	
  Bubonic	Plague	.......................................................................	14	
  Abandoned	Houses	................................................................	16	
  Notable	Locations	...................................................................	16	
  Burnt	Out	Homes	...................................................................	17	
  Life	in	Ashford	........................................................................	18	
  Black	Wyvern	..............................................................................	19	
  Black	Wyvern	At	A	Glance	......................................................	20	
  Notable	Locations	...................................................................	22	
  Life	in	Black	Wyvern	...............................................................	23	
  Bleakflat	.....................................................................................	25	
  Bleakflat	At	A	Glance	..............................................................	26	
  Notable	Locations	...................................................................	28	
  Life	in	Bleakflat	.......................................................................	30	
  Coldwater	...................................................................................	31	
  Deformed	Villagers	.................................................................	32	
  Coldwater	At	a	Glance	............................................................	32	
  Notable	Locations	...................................................................	34	
  Serat	.......................................................................................	35	
  Life	in	Coldwater	....................................................................	36	
  Kingsfell	......................................................................................	37	
  Kingsfell	At	a	Glance	...............................................................	38	
  Kingsfell’s	Hidden	History	.......................................................	40	
  Notable	Locations	...................................................................	40	
  The	Surrounding	Area	............................................................	41	
  The	Four	Brothers	..................................................................	41	
  Life	in	Kingsfell	........................................................................	42	
  Lanthorn	.....................................................................................	43	
  Lanthorn	At	A	Glance	.............................................................	44	
  Notable	Locations	...................................................................	46	
  The	Grand	Conclave	...............................................................	46	
  The	Flaming	Skull	Goblins	.......................................................	46	
  Trolls	&	Mines	........................................................................	47	
  Life	in	Lanthorn	......................................................................	48	
  Longbridge	..................................................................................	49	
  Longbridge	At	a	Glance	..........................................................	50	
  Lords	Competing	....................................................................	50	
  Notable	Locations	...................................................................	52	
  Kymi’s	Run	..............................................................................	52	
  Life	in	Longbridge	...................................................................	54	
  Shroudhaven	..............................................................................	55	
  Shroudhaven	At	A	Glance	.......................................................	56	
  Notable	Locations	...................................................................	58	
  The	Shroudhaven	Curse	.........................................................	60	
  Life	in	Shroudhaven	................................................................	60	
  Suurin	.........................................................................................	61	
  Suurin	At	A	Glance	..................................................................	62	
  What	Has	Gone	Before	...........................................................	62	
  Notable	Locations	...................................................................	64	
  Life	in	Suurin	...........................................................................	66	
  Thornhill	.....................................................................................	67	
  Thornhill	At	a	Glance	..............................................................	68	
  The	Surrounding	Area	............................................................	70	
  Notable	Locations	...................................................................	70	
  Red	Fern	Barrows	...................................................................	71	
  Life	in	Thornhill	.......................................................................	72	
  Wellswood	..................................................................................	73	
  Wellswood	At	a	Glance	..........................................................	74	
  Don	Galir’s	Hidden	History	.....................................................	74	
  Notable	Locations	...................................................................	76	
  Behron	....................................................................................	76	
  Life	in	Wellswood	...................................................................	78	
  White	Moon	Cove	......................................................................	79	
  Markessa	&	Mermaid’s	Mistress	............................................	80	
  White	Moon	Cove	At	a	Glance	...............................................	80	
  The	Sunken	Pyramid	...............................................................	80	
  Corwyn	Redcrow	....................................................................	82	
  Notable	Locations	...................................................................	82	
  Old	Grif	Serann	.......................................................................	83	
  Life	in	White	Moon	Cove	........................................................	84	
  Support	Raging	Swan	Press	........................................................	85	
  OGL	V1.0A	..................................................................................	85	
  	
   
  
  3	
  F O R E W O R D  
  Blimey!	 You	 hold	 in	 your	 hands	 Raging	 Swan	
  Press’s	first	5e	compatible	print	product!	When	I	
  originally	
  started	
  Raging	
  Swan	
  Press,	
  I	
  envisioned	the	company	would	focus	exclusively	
  on	 Pathfinder	 Roleplaying	 Game	 Roleplaying	
  Game	 compatible	 products.	 After	 all,	 that’s	
  what	I	played	at	the	time	(and	still	do)	and	it	
  seemed	a	clever	way	to	get	paid	to	write	stuff	
  for	my	own	campaign.		
  	
  Well,	it	worked!	Even	now,	the	litmus	test	for	any	product	
  we	release	is,	“Would	I	include	this	in	my	own	campaign?”	If	the	
  answer	is	“no”	then	I	don’t	publish	it.		
  	
  That	said,	the	industry	has	changed.	5e	has	been	a	cracking	
  success	 and	 so	 it	 seemed	 sensible	 to	 convert	 some	 of	 our	
  products	 to	 be	 compatible	 with	 the	 newest	 edition	 of	 the	
  world’s	most	popular	roleplaying	game.	You	hold	in	your	hands,	
  the	result.	I	hope	you	enjoy	it	and	find	it	makes	your	campaign	
  more	awesome.	
  	
  GM’s	 Miscellany:	 Village	 Backdrop	 I	 (5e)	 comprises	
  the	 first	 12	 villages	 released	 for	 5e.	 I’ve	 also	
  included	 some	 notes	 I	 wrote	 for	 the	
  original	
  GM’s	
  Miscellany:	
  Village	
  Backdrop	 designed	to	help	GMs	quickly	
  design	 their	 own	 villages.	 I	 hope	 you	 find	
  them	 useful	 and	 that	 they	 spark	 your	 own	
  creativity.	
  P A T R E O N  
  You	might	be	aware	Raging	Swan	Press	is	
  now	 on	 Patreon.	 We	 signed	 up	 at	 the	 start	 of	 April	
  2015,	 and	 it’s	 going	 rather	 marvellously.	 The	 thrust	 of	 our	
  Patreon	campaign	is	to	be	able	to	afford	better	rates	of	pay	for	
  our	 freelance	 game	 designers.	 As	 I’m	 sure	 you	 know,	 the	
  economics	of	3PP	are	notoriously	tight,	but	Patreon	gives	us	at	
  Raging	 Swan	 Press	 a	 way	 to	 increase	 our	 freelancer	 rates.	 At	
  time	of	writing,	we’ve	already	massively	increased	our	word	rate	
  to	11	cents	a	word,	which	gives	me	a	warm,	fuzzy	feeling	inside.	
  We	want	to	pay	more,	but	to	do	that	we	need	your	help!	If	you	
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  T H A N K  Y O U !  
  In	any	event,	thank	you	for	supporting	 Raging	Swan	Press	and	
  buying	this	book.	If	you’ve	got	any	comments	or	questions	about	
  Raging	Swan	Press,	I’d	love	to	hear	from	you.	You	can	contact	
  me	at	creighton@ragingswan.com.	
  	
   
  
  	
  4	
  
  5	
   
   
   
   
   
   
   
   
   
   
  DESIGNING VILLAGES 
  	
   
  
  6	
  D E S I G N I N G  A  V I L L A G E  
  Villages	 are	 a	 vital	 component	 of	 almost	 any	 campaign	 –	
  adventurers	tend	to	congregate	on	the	borderlands	of	kingdoms	
  as	 that	 is	 where	 many	 of	 the	 adventures	 they	 crave	 so	 much	
  take	 place.	 Such	 places	 are	 replete	 with	 many	 small	 villages	
  clustered	 along	 rivers	 or	 around	 crossroads,	 fortifications	 or	
  other	natural	resources.	
  	
  Whether	 the	 PCs	 are	 planning	 to	 rest	 for	 a	 while	 or	 just	
  passing	 through,	 a	 well-designed	 settlement	 gives	 them	 a	
  believable	place	to	gather	information,	craft	magic	items	and	so	
  on.	Providing	a	flavoursome	locale	adds	depth	and	verisimilitude	
  to	 the	 campaign.	 A	 well	 designed	 village	 can	 even	 host	 minor	
  adventures	of	its	own	and	is	an	excellent	investment	in	a	GM’s	
  time.	Villages	can	also	serve	as	a	temporary	home	base	for	the	
  PCs	from	which	they	can	strike	out	into	the	wilderness.	
  	
  The	other	great	thing	about	villages	is	they	are	much	more	
  manageable	 than	 a	 town	 or	 city.	 Many	 GMs	 shy	 away	 from	
  running	urban	adventures	set	in	large	settlements	as	the	PCs	can	
  literally	 go	 anywhere	 and	 it	 is	 very	 difficult	 to	 be	 prepared	
  enough	to	cope	with	every	eventually.	The	same	is	not	true	of	a	
  village,	as	there	are	a	small,	finite	number	of	shops,	services	and	
  other	places	of	interest	available	to	the	PCs.		
  V I L L A G E  D E S I G N  T I P S  
  When	 designing	 a	 settlement,	 a	 GM	 should	 consider	 the	
  following	basic	factors:		
  § 
  Conflict:	 A	 village	 should	 have	 both	 internal	 and	 external	
  conflicts	 with	 which	 to	 deal.	 If	 it	 doesn’t,	 it’s	 going	 to	 be	 a	
  boring	place	for	the	PCs	to	visit.	This	doesn’t	necessarily	mean	
  the	populace	is	fighting	in	the	streets;	instead	there	might	be	
  tension	 or	 bad	 feeling	 between	 certain	 folk	 or	 segments	 of	
  society.	 Some	 of	 these	 the	 PCs	 may	 come	 across	 and	 some	
  they	 may	 not	 uncover,	 but	 their	 presence	 shapes	 both	 the	
  village’s	 physical	 and	 social	 landscapes.	 Without	 conflict	 of	
  some	 sort,	 a	 settlement	 is	 a	 pretty	 boring	 (and	 unrealistic)	
  place	for	adventurers.		
  § 
  Flavour:	 Do	 the	 villagers	 have	 certain	 strange	 religious	
  practises	or	do	they	wildly	celebrate	certain	festivals?	Have	the	
  buildings	been	constructed	in	a	certain	style	or	does	everyone	
  dress	 in	 a	 particular	 fashion?	 Including	 local	 flavour	 helps	
  differentiate	a	place	from	its	neighbours.	
  § 
  History:	 A	 settlement	 should	 have	 a	 defined,	 vibrant	 and	
  relevant	history.	This	should	be	evident	both	in	the	layout	and	
  condition	of	the	place.	It’s	always	cool	if	a	village	has	one	or	
  more	secrets	in	its	past	perceptive	or	diligent	PCs	can	discover.	
  § 
  Industry:	 Above	 all,	 the	 trades	 folk,	 industries	 and	 shops	
  present	should	make	sense	in	the	overall	context	of	the	village.	
  For	example,	unless	there	is	a	good	reason	for	their	existence,	
  there	are	no	magic	shops	or	highly	skilled	weaponsmiths	there	
  “just	in	case”	adventurers	should	visit.		
  § 
  Nearby	 Adventures:	 Have	 a	 nearby	 site	 of	 adventure	 which	
  the	PCs	can	explore	if	they	wish.	A	ruin,	a	haunted	forest	or	old	
  burial	mound	are	all	excellent	locales	to	place	nearby.		
  § 
  NPCs:	 Describe	 key	 NPCs	 in	 evocative	 fashion,	 so	 they	 are	
  memorable	to	the	PCs.	Just	as	importantly,	many	NPCs	have	
  their	 own	 goals,	 aspirations,	 foibles	 and	 relationships	 which	
  further	build	on	the	feeling	the	village	is	a	real	place	and	that	
  its	folk	are	not	just	waiting	for	adventurers	to	turn	up	before	
  springing	into	life.		
  § 
  Reason	For	Existence:	Every	settlement	has	a	reason	to	exist.	
  Perhaps	the	village	has	sprung	up	around	a	small	castle	or	it	
  sprawls	 either	 side	 of	 the	 only	 ford	 for	 dozens	 of	 miles	 in	
  either	 direction.	 The	 settlement’s	 reason	 for	 existence	 often	
  heavily	influences	its	physical	makeup	and	populace.		
  Final	Note:	When	designing	a	village,	remember	its	inhabitants	
  need	food	and	water	to	survive.	Every	village	should	be	located	
  near	a	source	of	fresh	water	and	they	should	ideally	be	able	to	
  provide	(at	least	in	part)	their	own	food.	
  
  7	
  V I L L A G E  F E A T U R E S  
  The	 tables	 in	 this	 chapter	 provide	 the	
  busy	 GM	 with	 the	 tools	 necessary	 to	
  quickly	 and	 easily	 generate	 the	 basic	
  details	of	a	village	the	PCs	are	about	to	
  visit.	(The	tables	herein	can	also	–	at	a	
  push	 –	 be	 used	 to	 design	 small	 towns,	
  but	the	GM	will	probably	have	to	tweak	
  some	of	the	results	somewhat).		
  	
  When	 using	 these	 tables,	 the	 GM	
  should	 keep	 in	 mind	 the	 surrounding	
  terrain	
  (and	
  parent	
  kingdom,	
  if	
  applicable)	
  as	
  such	
  factors	
  will	
  undoubtedly	
  influence	
  the	
  village’s	
  social	and	physical	composition.		
  	
  A	 GM	 should	 move	 through	 the	
  tables	in	the	order	presented	noting	the	
  results	 of	 his	 work	 as	 he	 progresses.	 A	
  GM	should	ignore	or	change	any	result	
  rendered	 illogical	 or	 undesirable	 by	
  other	 rolls.	 Alternatively,	 a	 GM	 can	
  simply	 use	 these	 tables	 as	 inspiration.
  G O V E R N M E N T 		
  Every	 village	 has	 a	 government	 type.	
  Most	 are	 ruled	 by	 an	 overlord	 –	
  normally	 a	 hereditary	 local	 ruler	 who		
  may	 or	 may	 not	 dwell	 in	 the	 village.	 If	
  the	 ruler	 does	 not	 dwell	 in	 the	 village,	
  one	
  of	
  his	
  representatives	
  will	
  undoubtedly	do	so.	
  D20	
  GOVERNMENT	
  1-5	
  Autocracy	
  6-10	
  Council	
  11	
  Magical	
  12-19	
  Overlord	
  201	
  Secret	syndicate	
  1	If	the	settlement	is	ruled	by	a	
  secret	syndicate,	roll	again	to	
  determine	the	type	of	government	
  that	it	controls.	Ignore	subsequent	
  rolls	of	20.	
  	
  	
  A L I G N M E N T  
  Determining	
  the	
  alignment	
  of	
  a	
  settlement	enables	the	GM	to	get	a	feel	
  for	 the	 overall	 ethos	 of	 the	 place.	 Of	
  course,	 not	 everyone	 in	 the	 settlement	
  is	 the	 same	 alignment,	 but	 most	
  encountered	 NPCs	 should	 be	 of	 this	
  alignment	(as	should	the	village’s	ruler).	
  D20	
  ALIGNMENT	
  1-7	
  As	parent	kingdom	
  8-9	
  Lawful	good	
  10	
  Neutral	good	
  11	
  Chaotic	good	
  12-13	
  Lawful	neutral	
  14-15	
  Neutral	
  16	
  Chaotic	neutral	
  17-18	
  Lawful	evil	
  19	
  Neutral	evil	
  20	
  Chaotic	evil	
  	
  	
  	
  
  8	
  P R O M I N E N T  F E A T U R E S  
  A	village	should	always	have	a	reason	to	
  exist.	For	example,	a	fishing	village	may	
  spring	 up	 in	 a	 sheltered	 bay,	 while	
  another	might	stand	near	the	only	ford	
  crossing	 a	 mighty	 river	 for	 dozens	 of	
  miles	in	any	direction.	Others	can	grow	
  up	around	castles,	monasteries	or	other	
  sites	of	interest.	Use	the	table	below	to	
  determine	 what	 prominent	 feature	 lies	
  in	 or	 nearby	 the	 village.	 A	 prominent	
  feature	may	suggest	an	industry	–	if	this	
  is	 the	 case	 simply	 pick	 an	 appropriate	
  one.	
  D%	
  FEATURE	
  1-3	
  Burial	mound(s)	
  4-6	
  Ancient	monument	
  7-9	
  Battlefield	
  10-14	
  Lake	
  15-19	
  Ponds	
  20-24	
  High	hill/vantage	point	
  21-22	
  Sinkhole	
  23-25	
  Caves/caverns	
  26-28	
  Well	
  29-31	
  Spring	
  32-36	
  Orchard/fruit	trees	
  37-38	
  Mine		
  39-42	
  Major	road	
  43-48	
  Crossroads	
  49-50	
  Natural	harbour	
  51-53	
  River	
  54-56	
  Valley	
  57-59	
  Waterfall	
  60-62	
  Giant/old	tree(s)	
  63-70	
  Fertile	soil	
  71	
  Barren	soil	
  72-73	
  Prone	to	flooding	
  74-77	
  Old/ancient	ruins	
  78-81	
  Adventure	
  site	
  (roll	
  again)	
  82-87	
  Dense	forest	
  88-91	
  Marshland	
  92-93	
  Rift/chasm	
  94-95	
  Escarpment	
  96-97	
  Extensive	graveyard		
  98	
  Strange	weather	
  99	
  Planar	gate	
  100	
  Site	of	reputed	magical	
  properties	(roll	again	to	
  determine	feature)	
  I N D U S T R Y  
  The	 below	 table	 does	 not	 present	 an	
  exhaustive	 list	 of	 fantasy	 medieval	
  industries.	
  Rather,	
  it	
  focuses	
  on	
  industries	 most	 likely	 to	 be	 found	 in	 a	
  village.	
  	
  Of	 course,	 depending	 on	 a	 village’s	
  location	
  some	
  industries	
  (such	
  as	
  shipbuilding)	 may	 make	 no	 sense	
  whatsoever.	 A	 GM	 should	 reroll	 such	
  results.	
  D%	
  INDUSTRY	
  1-30	
  Farming	(crops)	
  31-50	
  Farming	(livestock)	
  51-60	
  Hunting	or	trapping	
  61-65	
  Fishing	
  66-70	
  Trading	post	
  71-72	
  Lumber/charcoal	
  makers		
  73-74	
  Hospitality	
  75-76	
  Weapon	or	armour	
  crafting	
  77-78	
  Pottery	
  79-80	
  Leatherworking	or	
  tanning	
  81-82	
  Brewing	
  83-84	
  Clothes	
  85-86	
  Metalwork	
  87-88	
  Animal	training	
  89-91	
  Supporting	nearby	
  nobles,	castle,	church	
  etc.	
  92-93	
  Shipbuilding	or	cart	
  building	
  94-95	
  Religion	
  96-97	
  Finished	food	stuffs	
  (honey,	salted	meat	
  etc.)		
  98-99	
  Mining	
  100	
  Supporting	adventurers	
  exploring	nearby	
  dungeon	or	wilderness	
  area	
  	
  	
  Most	 villages	 have	 one	 main	 industry,	
  but	at	the	GM’s	discretion	may	have	one	
  or	 more	 secondary	 industries.	 Such	
  activities	 will	 also	 leave	 their	 mark	 on	
  the	social	and	physical	landscape	of	the	
  village.	
  P O P U L A T I O N  
  A	 village	 is	 so	 much	 more	 than	 a	
  collection	 of	 houses	 and	 businesses.	
  Some	 villages	 are	 little	 more	 than	
  hamlet	while	others	verge	on	the	size	of	
  a	small	town.		
  § 
  To	 determine	 the	 population	 of	 a	
  village	roll	2d8x10+40.		
  The	 population	 of	 a	 village	 determines	
  how	 many	 notable	 buildings	 the	 place	
  has:	
  POPULATION	
  NOTABLE	BUILDINGS	
  60-80	
  1	
  81-120	
  2	
  121-140	
  3	
  141-170	
  4	
  180-200	
  5	
  	
  	
  Most	
  villagers	
  will	
  be	
  normal,	
  unremarkable	peasants	(commoner	1	or	
  expert	1).	Roughly	10%	of	the	total	will	
  differ	 from	 the	 norm.	 Individuals	 with	
  levels	 in	 NPC	 classes	 should	 rarely	 be	
  above	3rd-level,	but	villagers	with	levels	
  in	 a	 core	 class	 are	 typically	 up	 to	 5th-
  level!	 (Of	 course,	 NPCs	 can	 be	 more	
  powerful	than	this,	but	such	folk	should	
  be	specifically	placed	by	the	GM).	
  S P E L L C A S T E R S  F O R  H I R E  
  Wandering	 adventurers	 often	 need	
  spellcasting	 services	 –	 perhaps	 while	
  trying	to	recover	from	a	disease	or	when	
  discerning	 the	 properties	 of	 a	 magical	
  item.	Most	villages	can	offer	some	sort	
  of	spellcasting	service,	although	often	its	
  spellcasters	
  are	
  not	
  particularly	
  powerful.	
  	
   
  
  9	
  N O T A B L E  B U I L D I N G S  
  Very	few	villages	are	nothing	more	than	
  a	 collection	 of	 hovels.	 Even	 the	 most	
  dreary	 settlement	 has	 some	 kind	 of	
  notable	building,	whether	it	be	a	tavern,	
  inn	 or	 church.	 A	 notable	 building	 isn’t	
  necessarily	 architecturally	 significant;	
  instead	 it	 may	 offer	 travellers	 special	
  services	 or	 a	 notable	 NPC	 may	 dwell	
  within.	 In	 many	 cases,	 a	 village’s	
  prominent	 features	 and	 main	 industry	
  provide	 a	 GM	 with	 guidance	 on	 which	
  notable	buildings	to	place	in	the	village.	
  If	they	do	not,	use	the	table	below	and	
  discard	any	odd	or	nonsensical		results.	
  D20	
  BUILDING	
  1	
  Church,	
  shrine	
  or	
  monastery	
  2	
  Bridge	or	ford	
  3	
  Tavern	or	inn	
  4	
  Manor	house	
  5	
  Wizard’s	tower	
  6	
  Castle/keep	
  7	
  Mill	
  8	
  Village	hall	
  9	
  Trading	post	
  10	
  Shop	
  11	
  Skilled	craftsman	
  12	
  Prison	or	asylum	
  13	
  School/university	
  14	
  Fortified	building	
  15	
  Noble’s	retreat	
  16	
  Adventurer’s	home	
  17	
  Retired	
  adventurer’s	
  home	
  18	
  Hovels	
  19	
  Industrial	site	
  20	
  Ruins	(roll	again)	
  	
  	
  A	notable	building	is	a	perfect	locale	for	
  interesting	 NPCs	 –	 be	 they	 retired	
  adventurers,	 skilled	 craftsmen	 or	 the	
  like.	 They	 are	 also	 excellent	 places	 for	
  adventurers	
  to	
  access	
  spellcasting	
  services	 and	 buy	 and	 sell	 magic	 items	
  (pages	 18	 –	 21).	 Not	 all	 individuals	
  dwelling	
  within,	
  however,	
  will	
  be	
  pleased	 to	 deal	 with	 meddling,	 self-
  centred	adventurers.		
    
  C O N F L I C T S  
  The	potential	for	conflict	exists	in	every	
  settlement.	While	these	factors	may	not	
  be	immediately	obvious	to	visitors,	their	
  effect	 should	 become	 apparent	 to	
  anyone	spending	any	decent	amount	of	
  time	in	the	village.	
  D20	
  POTENTIAL	CONFLICT	
  1	
  Nearby	humanoids	
  2	
  Adventure	site	
  3	
  Monstrous	
  inhabitants(s)	
  4	
  Competing	religions	
  5	
  Secret	cult	
  6	
  Oppressive	ruler	
  7	
  Nearby	rival	settlement	
  8	
  Family	blood	feud	or	
  vendetta	
  9	
  Land	claims	
  10	
  Rival	nobles	
  11	
  Segregated	society	
  12	
  No	ruler	
  13	
  Impoverished		
  14	
  Impending	war	or	raid	
  15	
  Competing	guilds	or	
  powerful	merchants	
  16	
  Progressive	political	
  ideas	
  17	
  Endemic	thievery	
  18	
  Recent	natural	disaster	
  19	
  Ineffective	or	uncaring	
  ruler		
  20	
  Impending	natural	
  disaster	
  	
  	
  Most	 villages	 should	 only	 have	 one	
  major	 source	 of	 conflict,	 although	
  particularly	dangerous	places	may	have	
  two	or	even	three!	
  S E C R E T S  
  Secrets	 lurk	 within	 every	 village.	 Some	
  may	have	no	effect	on	the	adventurers	
  at	 all,	 while	 others	 could	 spawn	 whole	
  adventures	or	side	treks.		
  D20	
  SECRET	
  1	
  Evil	cult	
  2	
  Hiding	adventurer	
  3	
  Hiding/plotting	villain	
  4	
  Secret	treasure	trove	
  5	
  Unknown	burial	ground	
  6	
  Thieves’	or	bandit	lair	
  7	
  Smugglers’	den	
  8	
  Monstrous	inhabitant	
  9	
  Dungeon	or	caves	
  10	
  Curse	
  11	
  Illegitimate	lord’s	child	
  12	
  Secret	society	
  13	
  Slavers	
  14	
  Hidden	lore	
  15	
  Undead	inhabitant	
  16	
  Secret	government	
  17	
  Guarding/protecting	
  something	
  18	
  Allied	with	local	
  humanoids	
  19	
  Disease	
  20	
  Wholesale	tax	evasion	
  	
  	
  Most	 villages	 should	 only	 have	 one	
  secret	 of	 note,	 otherwise	 the	 place	
  could	get	too	confusing	and	unfocused.	
  While	 certain	 individuals	 may	 have	
  other,	 minor	 secrets	 these	 are	 unlikely	
  to	 affect	 passing	 adventurers	 (but	 they	
  could	 provide	 interesting	 role-playing	
  opportunities).		
  S E C R E T S  &  C O N F L I C T S  
  At	first	glance,	secrets	and	conflicts	are	two	sides	of	the	same	coin,	with	one	perhaps	
  spawning	the	other.	Of	course,	this	is	perfectly	acceptable:	a	village	allied	with	nearby	
  humanoids	may	have	an	oppressive	ruler	or	even	be	built	over	the	dungeon	in	which	
  the	humanoids	live!	In	other	instances,	the	two	may	be	wholly	separate;	rival	nobles	
  may	 both	 seek	 control	 of	 the	 village	–	 while	 being	 completely	 unaware	 an	 evil	 cult	
  lurks	among	the	populace.		
  	
  There	 is	no	magic	formula	to	determine	how,	or	if,	a	village’s	conflict	and	secret	
  are	related;	a	GM	should	use	his	creativity	and	reject	any	results	from	either	table	that	
  do	not	seem	to	work.	As	always,	the	goal	of	a	village’s	secrets	and	conflicts	is	to	make	
  the	place	an	interesting	place	to	visit.	
  
  10	
  S A M P L E  V I L L A G E  N A M E S  
  Villages	can	be	named	in	any	number	of	
  ways.	 Some	 of	 the	 most	 common	
  include:	
  § 
  Named	 For	 the	 Founder:	 A	 village	
  founded	 by	 an	 important	 or	 famous	
  personage	 often	 commemorates	 that	
  fact	 in	 its	 name.	 For	 example,	
  Denton’s	 Rest	 was	 founded	 by	 the	
  renowned	 adventurer	 turned	 sage,	
  Denton	Algier.	
  § 
  Named	 For	 a	 Local	 Feature:	 The	
  village	 of	 Ashford	 stands	 near	 a	 ford	
  surrounded	
  by	
  ash	
  trees	
  while	
  Longbridge	 is	 named	 for	 its	 most	
  prominent	building.		
  § 
  Named	 For	 An	 Event:	 Some	 villages	
  stand	 on	 the	 site	 of	 a	 famous	 event.	
  The	 village	 of	 Slaughterford,	 for	
  example,	may	stand	near	the	site	of	a	
  terrible	 battle	 between	 raiding	 orcs	
  and	the	king’s	bodyguard.	
  § 
  Named	
  For	
  Another	
  Settlement:	
  Sometimes	 a	 settlement	 springs	 up	
  near	an	old	one	and	has	a	name	based	
  on	the	other	settlement.	For	example,	
  “Little	 Orten”	 or	 “West	 Chiveley.”	
  Such	 names	 do	 not	 appear	 in	 the	
  following	 table	 as	 they	 are	 relatively	
  easy	to	develop.	
  The	 table	 presents	 100	 ready	 to	 go	
  village	names.	
  D%	
  	
  1	
  Abbotswell	
  2	
  Avbury	
  3	
  Barrowhill	
  4	
  Bilbrook	
  5	
  Black	Tower	
  6	
  Blackhill	
  7	
  Bodwen	
  8	
  Bonehill	
  9	
  Bowbridge	
  10	
  Burn	
  11	
  Caldwell	
  12	
  Caverswell	
  13	
  Clash	
  14	
  Colepool		
  15	
  Cornhill	
  16	
  Cresswell	
  17	
  Duntish	
  18	
  Elmridge	
  19	
  Erak’s	Stand	
  20	
  Fallholt	
  21	
  Fenhill	
  22	
  Five	Roads	
  23	
  Fogmarsh	
  24	
  Foleshill	
  25	
  Four	Trees	
  26	
  Greytower	
  27	
  Hare	Green	
  28	
  Horncliff	
  29	
  Jer’s	Rest	
  30	
  Kingsbridge	
  31	
  Kingsfell	
  32	
  Little	Hampton	
  33	
  Livermere	
  34	
  Lofthouse	
  35	
  Longdrop	
  36	
  Longford	
  37	
  Middlemoor	
  38	
  Midford	
  39	
  Midlee	
  40	
  Milham	
  41	
  Miller’s	Hill	
  42	
  Minehead	
  43	
  Monkton	
  44	
  Newport	
  45	
  Ogwell	
  46	
  Orehill	
  47	
  Orton	
  48	
  Owlbrook	
  49	
  Pitoaks	
  50	
  Pool	
  51	
  Pyreford	
  52	
  Radyr	
  53	
  Ravenshead	
  54	
  Rayne	
  55	
  Redcastle	
  56	
  Rimswell	
  57	
  Riseley	
  58	
  Rockview	
  59	
  Ryall		
  60	
  Ryle’s	Wood	
  61	
  Salthill	
  62	
  Seabrook	
  63	
  Seaton	
  64	
  Shirebrook	
  65	
  Six	Ashes	
  66	
  Skelton	
  67	
  Slaughterford	
  68	
  Smalley	
  69	
  Smerral	
  70	
  Smithsby	
  71	
  Somer’s	Hill	
  72	
  Stonehouse	
  73	
  Swallowfeld	
  74	
  Swinefleet	
  75	
  Talkin	
  76	
  Tercott	
  77	
  Thornwood	
  78	
  Tonwell	
  79	
  Tor	Abbey	
  80	
  Tovil	
  81	
  Treetop	
  82	
  Tulloch	
  83	
  Two	Bridges	
  84	
  Ubley	
  85	
  Ughill	
  86	
  Ulf’s	Dell	
  87	
  Vowchurch	
  88	
  Waterside	
  89	
  Wellswood	
  90	
  Westerdell	
  91	
  White	Chapel	
  92	
  Wildmoor	
  93	
  Witchford	
  94	
  Wolfhill	
  95	
  Wolverton	
  96	
  Woodend	
  97	
  Wragby	
  98	
  Wyken	
  99	
  Yeoford	
  100	
  Zeal	
  	
  	
  	
  	
  
  	 11	
  E V E N T S  
  A	good	way	of	breathing	life	into	a	village	is	to	determine	what	
  notable	event	occurred	just	before	the	PCs	arrived.	When	they	
  arrive,	the	GM	can	describe	the	event’s	aftermath.	Alternatively,	
  knowing	 what	 is	 about	 to	 happen	 enables	 a	 GM	 to	 prepare	 a	
  short	interlude	or	side	adventure	to	bring	the	locale	to	life.	
  D20	
  EVENTS	
  1	
  Marriage	
  2	
  Murder	or	sudden	death	
  3	
  Festival	or	celebration	
  4	
  Raid	by	humanoids,	bandits	etc.	
  5	
  Fire	
  6	
  Strangers	arrive	
  7	
  Noble	visits	
  8	
  Animal	attack	
  9	
  Disappearance	
  10	
  Natural	event	(flood,	earth	tremor	etc.)	
  11	
  Odd	weather	
  12	
  Disease	or	plague	
  13	
  Adventurers	arrive	
  14	
  Theft	
  15	
  Omen	(good	or	bad)	
  16	
  Trader	or	merchant	arrives	
  17	
  Accident		
  18	
  Visiting	preacher	or	pilgrims	
  19	
  Madness	
  20	
  Treasure	found	
  	
  	
  T R A D I T I O N S  
  Many	villages	have	interesting,	quaint	or	atypical	traditions	and	
  festivals.	 Some	 may	 be	 annual	 events,	 while	 others	 take	 place	
  much	more	frequently.	Use	this	table	to	determine	such	events,	
  adding	such	details	as	necessary	to	bring	them	to	life.		
  D20	
  EVENTS	
  1	
  Running	races.	
  2	
  Other	races	(involving	horses,	carts,	boats	or	
  other	means	of	travel).	
  3	
  Strange	races	(chasing	large	cheese	wheels	down	
  a	steep	hill	etc.)	
  4	
  Storytelling	competitions	in	which	competitors	
  vie	to	tell	the	most	fanciful	tale.	
  5	
  Ritual	dancing;	the	villagers	dress	in	strange	
  costumes	and	prance	about	for	a	whole	day.	
  6	
  Themed	chase	(the	villagers	catch	someone	
  dressed	up	as	prominent	local	villain	such	as	a	
  witch).	
  7	
  Feats	of	skill	(archery,	wrestling,	boat	racing	and	
  so	on).	
  8	
  At	the	time	of	every	new	moon,	the	villagers	
  process	around	the	village	in	the	dead	of	night.	
  They	carry	torches	and	chant	hymns	to	banish	
  ghosts	and	other	foul	spirits	from	the	village.	
  9	
  Outside	each	house	grows	a	luscious	rose	bush.	
  They	are	the	villagers’	pride	and	joy.	Each	year,	a	
  competition	is	held	to	judge	the	best	bush;	
  rivalry	is	fierce.	
  10	
  Whenever	a	storm	batters	the	village,	the	
  villagers	build	a	huge	bonfire	to	ward	off	evil	
  storm	spirits.	
  11	
  Marriages,	births	and	deaths	are	a	community	
  affair.	A	joint	celebration	is	held	each	month	to	
  mark	all	such	occasions;	everyone	in	the	village	
  attends.	
  12	
  The	villagers	have	an	odd	ritual	to	bless	their	
  children.	Infants	are	laid	down	in	a	row	and	the	
  local	priest	jumps	over	them	while	reciting	a	
  blessing.	
  13	
  The	villagers	believe	in	the	deep,	everlasting	
  power	of	nature.	Once	a	year,	when	the	local	
  river	floods	they	coat	themselves	in	the	mud	
  from	its	banks	in	the	belief	this	imbues	them	
  with	nature’s	strength.	An	all	night	revel	ensues.	
  14	
  These	villagers	enjoy	watching	(and	betting	on)	
  animal	fighting.	They	could	use	foxes,	weasels,	
  chickens	or	other	small	beasts.	More	families	
  participate,	although	a	vocal	minority	deride	the	
  practise.	
  15	
  The	villagers	enjoy	wood	carving	and	hold	
  regular	competitions.	Many	of	the	trees,	shrubs	
  and	wooden	buildings	are	festooned	with	
  intricate	carvings.		
  16	
  The	villagers	are	renown	for	their	skill	in	growing	
  large	fruit	and	vegetables.	Every	year,	at	harvest	
  time	the	villagers	display	their	best	crop	before	
  enjoying	a	communal	night-long	revel.	
  17	
  Every	year,	the	villagers	enact	a	battle	or	
  skirmish	crucial	to	the	village’s	existence.	Every	
  year,	the	heroics	of	the	villagers	and	the	
  treachery	of	the	attackers	becomes	more	and	
  more	exaggerated.	
  18	
  The	villagers	believe	a	ghost	haunts	a	certain	
  part	of	the	village.	Every	year,	on	the	anniversary	
  of	the	person’s	death,	they	leave	offers	to	
  placate	the	unfortunate’s	restless	spirit.	
  19	
  At	the	end	of	the	summer,	the	villagers	enter	the	
  nearby	woods	and	gather	as	many	nettles	as	
  possible.	They	then	make	all	manner	of	nettle-
  related	food	and	drink	which	they	consume	in	
  thanks	for	nature’s	bounty.	
  20	
  On	the	longest	night	of	the	year,	the	villagers	
  race	burning	barrels	coated	in	tar	through	the	
  village.	Many	of	the	participants	are	more	than	a	
  little	drunk	and	a	plethora	of	minor	burns	and	
  injuries	results.	
  	
  	
  Such	 events,	 traditions	 and	 rituals	 are	 excellent	 role-playing	
  opportunities	and	can	offer	a	welcome	break	from	the	normal	
  campaign	fare.	
  	
  
  	
  12	
  	
   
  
  13	
   
   
   
   
   
   
   
   
   
   
  ASHFORD 
  Words	Creighton	Broadhurst	Cartography	Eric	Frankhouse		
  	
  Once	a	prosperous	village,	Ashford	now	stands	as	a	decayed	shadow	of	its	former	self.	A	year	ago,	it	was	a	busy	place;	its	streets	and	
  gardens	echoing	with	the	sounds	of	life,	love	and	commerce.	Then	the	stranger	came	and	death	followed	upon	his	heels.	Plague	had	come	
  to	Ashford.	In	his	wake,	he	left	the	hacking	coughs	and	pain-filled	moans	of	the	dying	and	the	wails	of	the	survivors	mourning	their	dead.	
  Over	half	the	population	died,	and	many	of	the	survivors	packed	and	fled.		
  	
  A	few	folk	yet	dwell	in	Ashford	among	the	abandoned,	deserted	homes	of	their	friends	and	neighbours,	but	it	is	now	a	quiet,	mournful	
  place.	Weeds	choke	its	abandoned	gardens	and	untilled	fields.	Wolves,	foxes	and	other	less	natural	predators	gnaw	at	the	weathered	
  bones	filling	the	village’s	open	plague	pit.	The	surviving	villagers	are	distrustful	of	strangers,	shunning	them	whenever	possible,	and	few	
  find	welcome,	cheer	or	solace	in	Ashford.
  	
  	
  
  14	
  B U B O N I C  P L A G U E  
  The	 typical	 sign	 of	 infection	 with	 bubonic	 plague	 are	 a	
  painful,	swollen,	and	very	tender	lymph	node,	which	occur	2-
  10	days	after	infection.	The	swollen	gland	is	called	a	“bubo”	
  and	such	swellings	can	appear	in	the	groin,	armpit	or	neck.	
  (Generally,	most	folk	developed	these	swellings	in	their	groin	
  because	this	was	the	closest	lymph	node	to	the	bite	point	of	
  the	fleas	carrying	the	disease).	High	fever,	chills	or	extreme	
  exhaustion	can	also	manifest	themselves	at	this	time.	Other	
  symptoms	 include	 red	 spots	 that	 turn	 black	 as	 the	 disease	
  progresses,	 heavy	 breathing,	 vomiting	 of	 blood,	 aching	
  limbs,	 gangrenous	 extremities	 and	 unbearable	 pain.	 Often,	
  victims	slip	into	a	coma	before	death.	The	appearance	of	the	
  plague	 is	 often	 accompanied	 by	 hysteria	 and	 panic	 or—
  sometimes—sullen	 resignation	 to	 one’s	 fate	 or	 bizarre	
  religious	practices	designed	to	ward	off	a	gruesome	death.	
  A S H F O R D  A T  A  G L A N C E  
  Once	 a	 prosperous	 village,	 Ashford	 now	 stands	 as	 a	 decayed	
  shadow	 of	 its	 former	 self.	 A	 year	 ago,	 it	 was	 a	 busy	 place;	 its	
  streets	 and	 gardens	 echoing	 with	 the	 sounds	 of	 life,	 love	 and	
  commerce.	Then	the	stranger	came	and	death	followed	upon	his	
  heels.	 The	 stranger—a	 well-travelled	 bard—stayed	 at	 the	 Jolly	
  Farmer	and	regaled	the	assembled	guests	with	many	tales	and	
  songs	as	he	walked	among	them.	The	next	morning,	he	awoke	
  with	 a	 high	 fever	 and	 coughed	 up	 blood	 over	 his	 bed-partner,	
  one	of	the	tavern	wenches.	Plague	had	come	to	Ashford.		
  	
  Within	a	week	the	bard	was	dead	and	the	serving	wench	lay	
  dying.	Within	a	month,	the	sound	of	hacking	coughs,	the	pain-
  filled	moans	of	the	dying	and	the	wails	of	the	survivors	mourning	
  their	dead	echoed	through	the	village.	Before	the	winter	snows	
  began	to	fall,	over	half	the	population	was	dead,	and	many	of	
  the	survivors	had	fled.		
  	
  A	 few	 folk	 yet	 dwell	 in	 Ashford	 among	 the	 abandoned,	
  deserted	homes	of	their	friends	and	neighbours,	but	it	is	now	a	
  quiet,	 mournful	 place.	 Weeds	 choke	 abandoned	 gardens	 and	
  untilled	 fields	 while	 wolves,	 foxes	 and	 other	 less	 natural	
  predators	gnaw	at	the	weathered	bones	filling	the	village’s	open	
  plague	 pits.	 The	 surviving	 villagers	 are	 distrustful	 of	 strangers,	
  shunning	them	whenever	possible,	and	few	find	welcome,	cheer	
  or	solace	in	Ashford.	
  D E M O G R A P H I C S  
  Ruler	Baron	Aelfgar	Stannard		
  Government	Overlord	(anarchy)	
  Population	75	(68	humans,	4	half-elves,	3	half-orcs)	
  Alignments	Neutral	
  Languages	Common,	Elven,	Orc		
  Resources	&	Industry	Farming,	fishing	
  Lingering	Plague	Every	day	a	traveller	spends	in	Ashford,	there	is	
  a	 5%	 chance	 he	 is	 exposed	 to	 plague.	 This	 chance	 rises	 to	
  20%	 if	 the	 character	 explores	 any	 abandoned	 building	
  containing	the	corpses	of	plague	victims.		
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Ailred	Lewin	(location	4;	LN	female	human	commoner)	Landlady	
  of	 The	 Jolly	 Farmer,	 she	 is	 never	 seen	 without	 a	 vinegar-
  soaked	mask	about	her	face.	
  Baron	 Aelfgar	 Stannard	 (location	 1;	 LN	 male	 human	 noble)	
  Ashford’s	liege	lord,	Aelfgar	has	not	been	seen	in	the	village	
  since	the	plague	struck.	
  Dunn	 Frewin	 (location	 6;	 CE	 male	 ghoul	 cleric	 2)	 Once	 one	 of	
  Ashford’s	 priests,	 Dunn	 has	 returned	 from	 the	 grave	 to	
  revenge	himself	upon	Waldere.	
  Janaela	 Fisfelond	 (location	 5;	 N	 female	 half-elf	 wizard	
  [necromancer]	5)	Consumed	with	her	magical	research—and	
  with	 no	 empathy	 for	 the	 villagers—Janaela	 rarely	 emerges	
  from	her	tower.	
  Praen	Alston	(location	2;	N	male	human	commoner)	The	village	
  miller,	 Praen	 hates	 Waldere—blaming	 him	 for	 his	 family’s	
  painful	death—and	stymies	him	whenever	possible	
  Waldere	Elvery	(location	3;	LN	male	human	cleric	3)	Radicalised	
  by	Ashford’s	horrific	fate,	Waldere	is	a	raging	alcoholic.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Ashford	 Manor:	 Abandoned	 by	 its	 lord,	 Ashford	 Manor	 is	
  thought	 unoccupied	 by	 the	 villagers.	 Unbeknownst	 to	 them,	
  three	plague	survivors	lurk	within.	
  2. Mill:	Although	the	mill’s	wheel	still	turns,	Praen	Alston	spends	
  most	of	his	time	protecting,	his	young	daughter.	
  3. The	 Wailing	 Hall:	 The	 village	 church	 is	 rarely	 visited	 now,	
  except	 by	 a	 few	 fanatical	 worshippers	 who	 are	 led	 in	 their	
  devotions	by	Waldere	Elvery.	
  4. The	Jolly	Farmer:	Little	cheer	is	to	be	found	here.	Guests	are	
  served	in	their	rooms	and	almost	no	villagers	now	drink	here.	
  5. The	 Burning	 Tower:	 Home	 to	 the	 enchantress	 Janaela	
  Fisfelond,	the	tower	stands	amid	the	shattered	ruins	of	a	castle	
  thrown	down	after	its	lord	rebelled	against	his	liege.	
  6. Plague	 Pits:	 While	 the	 plague	 savaged	 Ashford,	 the	 villagers	
  dug	two	plague	pits	and	dumped	the	dead	within.	Feral	dogs,	
  woodland	 predators	 and	 Dunn	 Frewin	 have	 uncovered	 these	
  grizzly	reminders	of	Ashford’s	fate.	
  	
  
  15	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Ashford,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	10:	Ashford	was	a	prosperous	village	until	last	year	when	
  the	plague	struck.	Now	most	travellers	avoid	the	village.	
  	
  DC	 15:	 A	 handful	 of	 folk	 still	 live	 in	 the	 village.	 The	 few	
  travellers	to	visit	Ashford	have	spoken	of	quiet,	distrustful	folk	
  and	strange	religious	practises.	
  	
  DC	 20:	 At	 the	 height	 of	 the	 plague,	 terrible	 deeds	 were	
  wrought.	 Some	 families	 were	 burnt	 alive	 in	 their	 homes	 in	 a	
  desperate	attempt	to	halt	the	contagion’s	progress.	
  V I L L A G E R S  
  Appearance	 Of	 sullen	 countenance,	 most	 villagers	 have	 long,	
  dark	brown	or	black	hair	and	either	brown	or	grey	eyes.	
  	
  Dress	The	villagers	wear	old,	muddy	clothes.	Most	wear	thick	
  fur	cloaks,	believing	such	garments	ward	off	the	plague.	
  	
  Nomenclature	male	Ahlred,	Ceol,	Daela,	Gyric,	Praen;	female	
  Bebbe,	Hild,	Oshild,	Saeith;	family	Burch,	Eanith,	Isgar,	Sirett.	
  W H I S P E R S  &  R U M O U R S  
  While	 in	 Ashford,	 a	 PC	 may	 hear	 one	 or	 more	 rumours.	 A	 PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1	
  Janaela	 Fisfelond	 (a	 local	 wizard)	 slew	 several	 villagers	
  with	her	magic	when	they	tried	to	break	into	her	tower.	
  2*	
  The	village	was	cursed	by	a	witch!	
  3	
  The	 local	 priest,	 Waldere	 Elvery,	 survived	 the	 plague—	
  although	most	of	his	congregation	died.	He	is	a	drunk.	
  4	
  The	 old	 burnt-out	 Eanith	 home	 is	 haunted	 by	 the	
  vengeful	spirits	of	those	that	died	within.		
  5	
  Something	unnatural	has	been	disturbing	the	plague	pits.	
  6*	
  A	necromancer	lich	desires	some	ancient	treasure	buried	
  deep	 beneath	 the	 village.	 He	 sent	 the	 plague	 to	 kill	
  everyone,	so	he	could	search	for	it	undisturbed.	
  *False	rumour	
  	
   
  
  	
  16	
  N O T A B L E  L O C A T I O N S  
  1 :  A S H F O R D  M A N O R   
  When	 the	 plague	 came	 to	 Ashford,	 its	 lordling	 (Baron	 Aelfgar	
  Stannard	 [LN	 male	 human	 noble])	 panicked.	 Having	 lived	 here	
  for	only	a	decade	or	so,	he	felt	no	compulsion	to	stay	and	help	
  his	people.	Packing	up	his	wealth	and	jewels	he	fled	along	with	
  his	 family,	 men-at-arms	 and	 trusted	 family	 servants	 to	 a	
  secluded	hunting	lodge.	He	has	not	returned,	and	none	of	the	
  villagers	have	bothered	to	learn	his	fate.	
  	
  Ashford	 Manor	 thus	 stands	 abandoned	 and	 has	 remained	
  unlooted	simply	because	the	villagers	assume	Stannard	will	one	
  day	return.	Unbeknownst	to	them,	three	villagers	who	escaped	
  their	 burning	 homes	 (and	 subsequently	 survived	 the	 plague)	
  skulk	in	the	manor.		
  2 :  M I L L  
  The	 mill	 wheel	 stills	 turns,	 but	 little	 grain	 is	 ground	 here	
  anymore.	The	miller,	Praen	Alston	(N	female	human	commoner),	
  lost	his	wife	and	all	but	one	of	his	children	to	the	pestilence.	He	
  dwells	 here	 with	 his	 young	 daughter	 Saeith	 (N	 male	 human	
  commoner)	because	he	has	nowhere	else	to	go.	Saeith	is	only	
  ten-years-old,	 but	 worries	 about	 the	 anger	 consuming	 her	
  father.	 He	 blames	 Waldere	 Elvery	 (Area	 3)	 for	 his	 loved	 ones’	
  deaths,	and	doesn’t	understand	why	anyone	would	still	believe	
  that	 misguided	 charlatan.	 He	 stirs	 up	 trouble	 for	 the	 priest	
  whenever	he	gets	the	chance.	Praen	is	out	of	his	depth	bringing	
  up	 a	 young	 daughter	 and	 worries	 about	 everything.	 He	 is	
  overprotective	 of	 Saeith;	 she	 is	 not	 allowed	 to	 meet	 strangers	
  and	 is	 rarely	 seen	 playing	 with	 other	 children.	 She	 loves	
  swimming,	though,	and	often	plays	in	the	river.		
  3 :  T H E  W A I L I N G  H A L L  
  Once	known	as	the	Chapel	of	Song,	this	church	was	at	the	centre	
  of	 the	 villagers’	 attempts	 to	 save	 themselves	 from	 the	 plague.	
  Here,	 at	 Waldere	 Elvery’s	 (LN	 male	 human	 cleric	 [Darlen]	 3)	
  urging,	the	populace	gathered	daily	to	sing	praises	to	Darlen	so	
  that	 he	 might	 cast	 out	 the	 plague.	 The	 effects	 of	 this	 were	
  predictable	and	plague	swept	through	the	congregation,	killing	
  over	 half.	 The	 survivors	 of	 this	 insane	 practise	 renamed	 the	
  church	for	the	laments	of	those	who	mourned	their	dead	within.	
  	
  Before	 the	 plague,	 the	 church	 had	 two	 priests.	 One,	 Dunn	
  Frewin,	died	of	the	plague.	Ignoring	his	last	request	to	be	buried	
  in	the	church,	Waldere	cast	Dunn’s	body	into	one	of	the	plague	
  pits.	 This	 betrayal	 will	 cost	 Waldere	 dearly;	 Dunn	 Frewin	 has	
  returned	as	a	ghoul	(Area	6).	
  	
  Most	no	longer	visit	the	church,	but	Waldere	yet	holds	sway	
  over	a	small,	but	fanatical,	congregation.	The	dozen	members,	
  led	by	an	inebriated	Waldere,	parade	daily	through	the	village	
  singing	hymns	to	ward	away	the	plague.			
   
  A B A N D O N E D  H O U S E S  
  Many	of	Ashford’s	buildings	stand	empty	and	abandoned,	their	
  owners	 having	 either	 died	 of	 plague	 or	 fled	 the	 village.	 Some	
  homes	 yet	 contain	 the	 decomposing	 corpses	 of	 the	 plague’s	
  victims.	 The	 surviving	 villagers	 do	 not	 enter	 these	 buildings	
  believing	certain	death	lingers	within.	Common	belief	holds	the	
  spirits	of	many	of	the	dead	yet	live	in	their	homes	and	infect	or	
  drive	mad	any	venturing	into	their	“tomb.”	
  	
  An	 aura	 of	 neglect	 and	 decay	 hangs	 over	 these	 homes.	
  Weeds	 choke	 the	 gardens	 and	 yards;	 no	 smoke	 issues	 from	
  their	chimneys.	Feral	dogs	use	some	of	the	buildings	as	shelters,	
  but	the	apathetic	villagers	have	not	bothered	to	root	them	out.		
  D10	
  FEATURE	
  1	
  A	bloody	blanket	lies	twisted	on	the	floor.	The	bloody	is	
  dried	and	from	the	pattern	of	the	stain	looks	like	it	was	
  coughed	up.	
  2	
  The	 remains	 of	 a	 meal—a	 plate	 holding	 some	 mouldy	
  bread	and	hard	cheese—lies	near	a	fallen	pewter	cup.		
  3	
  The	door	to	this	room	has	been	crudely	nailed	shut	from	
  the	outside.	Within,	lies	the	rotting	corpse	of	a	villager—
  abandoned	in	her	final	days	by	her	family.	
  4	
  The	stench	of	rot	 pervades	the	house;	The	stench	 gets	
  stronger	as	the	PCs	get	closer	to	the	deceased’s	body.		
  5	
  The	 building’s	windows	are	all	boarded	over…from	the	
  outside.	Inside,	gloom	fills	the	house	and	dust	sifts	down	
  through	the	thin	cracks	of	sunlight	piercing	the	interior.	
  6	
  Much	of	the	furniture	lies	scattered	about	out	of	place.	
  Either	 someone	 was	 enraged	 and	 took	 out	 his	
  frustrations	 on	 the	 furniture	 or	 someone	 has	 searched	
  everywhere	for	loot.		
  7	
  Dust	and	grime	covers	most	surfaces	in	the	house.	Faint	
  footsteps	lead	toward	a	back	room.		
  8	
  The	rotting	corpses	of	three	rats	lie	on	the	ground	near	
  the	body	of	one	of	the	house’s	occupant.	The	body	lies	
  with	one	arm	stretched;	many	small	 bite	marks	on	the	
  arm	are	evident.	
  9	
  A	 man	 hangs	 from	 a	 makeshift	 noose	 thrown	 over	 a	
  rafter.	 Clearly	 dead,	 his	 neck	 is	 broken	 and	 insects	
  swarm	over	his	decomposing	corpse.	In	a	nearby	room,	
  the	party	find	his	family’s	rotting	bodies	laid	out	in	state	
  together,	under	a	blanket.	
  10	
  A	body—wrapped	 in	 sack	cloth—lies	 in	state	on	a	long	
  table.	 Burnt	 down	 candles	 surround	 the	 suppurating	
  corpse	and	 its	 bloody,	 grimy	wrappings.	A	 nearby	chair	
  has	 been	pushed	back	from	the	table;	a	blanket	lies	at	
  its	feet.	
  	
  
  17	
  4 :  T H E  J O L L Y  F A R M E R  
  Ashford’s	 inn	 was	 once	 a	 happy	 place.	 Although	 the	 landlady,	
  Ailred	Lewin	(LN	female	human	commoner)	still	accepts	paying	
  customers	she	has	closed	the	common	room	and	serves	guests	
  (meagre	 and	 bland)	 food	 and	 drink	 in	 their	 rooms.	 Whenever	
  meeting	 newcomers,	 she	 wears	 a	 rudimentary	 mask	 over	 her	
  face	soaked	in	vinegar	for	protection.	
  § 
  Food	&	Drink:	meal	(typically	a	thin	stew	with	stale	bread)	6	
  sp,	ale	4	cp,	wine	(pitcher)	2	sp.	
  § 
  Accommodation:	A	room—sparsely	furnished	sleeping	two—4	
  sp.		
  5 :  T H E  B U R N I N G  T O W E R  
  The	 so-called	 Burning	 Tower	 is	 the	 only	 intact	 portion	 of	 the	
  castle	that	once	protected	Ashford.	The	demesne	of	a	rebellious	
  lord	the	castle	was	sacked	two	decades	ago.	The	villagers	carried	
  off	much	of	the	stone	to	use	in	rebuilding	their	own	homes	and	
  the	 castle’s	 shattered	 ruin	 remained	 uninhabited	 until	 the	
  Janaela	 Fisfelond	 (N	 female	 half-elf	 wizard	 [necromancer]	 5)	
  claimed	 it	 as	 her	 own.	 A	 skilled	 but	 aloof	 practiser	 of	 magic,	
  when	the	plague	ravaged	Ashford,	Janaela	simply	locked	herself	
  in	her	tower	and	made	no	effort	to	aid	her	neighbours.	As	they	
  died	by	the	score,	and	their	moans	and	hacking	coughs	echoed	
  through	 the	 village,	 Janaela	 became	 wholly	 obsessed	 with	 her	
  research	and	paid	their	suffering	no	mind.		
  	
  At	 the	 plague’s	 height,	 a	 few	 villagers	 tried	 to	 storm	 the	
  tower—convinced	 her	 research	 had	 brought	 the	 pestilence	 to	
  Ashford;	she	incinerated	them	with	a	fireball	before	returning	to	
  her	work.	Their	blackened	bones	still	lie	nearby	amid	the	tangled	
  weeds	choking	the	castle’s	ruined	courtyard.	
  6 :  P L A G U E  P I T S  
  At	 first,	 the	 plague’s	 victims	 were	 buried	 like	 normal	 in	 the	
  church	 graveyard,	 but	 as	 death	 swept	 through	 the	 village,	 it	
  became	impossible	to	honour	the	dead	in	the	proper	way.		
  	
  Two	 burial	 pits	 were	 dug	 and	 filled	 with	 plague-ridden	
  corpses	 but	 were	 not	 properly	 filled	 in.	 Feral	 dogs	 and	 other	
  predators	promptly	dug	up	the	graves	and	no	one	as	yet	has	the	
  inclination,	courage	or	strength	to	re-bury	them.	Thus,	the	long	
  grass	and	incongruous	wild	flowers	growing	about	the	pits	hide	
  the	plague’s	grizzly	flotsam.	
  	
  Dunn	Frewin:	One	of	Ashford’s	priests,	Dunn	Frewin	(now	CE	
  male	 ghoul	 cleric	 2)	 died	 of	 the	 plague	 and	 was	 betrayed	 in	
  death	by	his	friend	and	colleague	Waldere	(see	Area	3).	He	has	
  risen	 as	 a	 ghoul	 and	 now	 lurks	 in	 the	 southernmost	 pit,	 in	 a	
  cramped	 burrow	 among	 the	 suppurating	 corpses	 of	 his	 dead	
  congregation.	 As	 yet,	 he	 does	 not	 trouble	 the	 villagers	 or	 his	
  former	 friend;	 plenty	 of	 meat	 yet	 remains	 to	 be	 had	 from	 the	
  plague’s	 decomposing	 victims	 before	 he	 dines	 on	 Waldere’s	
  succulent,	warm	flesh.	
  5
  6
  B U R N T  O U T  H O M E S  
  At	 the	 height	 of	 the	 plague,	 as	 hysteria	 gripped	 the	 populace	
  and	 the	 pestilence	 raged	 through	 the	 village,	 hotheads	
  desperate	 to	contain	 the	contagion	 took	to	burning	 down	 the	
  homes	of	the	infected	with	their	 inhabitants	within).	 Although	
  this	practise	only	lasted	a	week,	it	has	left	an	indelible	scar	on	
  the	 village.	 Although	 most	 of	 the	 perpetrators	 subsequently	
  died	 of	 plague,	 several	 murders	 resulted	 from	 this	 practice	 as	
  the	relatives	of	those	burnt	alive	exacted	their	bloody	revenge.	
  D10	
  FEATURE	
  1	
  The	 building’s	 blackened	 chimney	 rises	 from	 the	
  surrounding	 piles	 of	 scorched	 and	 burnt	 wood.	 Debris	
  chokes	the	fireplace.	
  2	
  Bizarrely	 one	 section	 of	 soot-stained	 wall	 survived	 the	
  fire	 relatively	 undamaged.	 Someone	 has	 written	
  graffiti—the	names	of	the	people	who	died	here—in	the	
  soot.	
  3	
  Part	of	a	bed’s	wooden	headboard	sticks	out	of	a	pile	of	
  burnt	and	scorched	debris.		
  4	
  The	 fire	 that	 destroyed	 this	 building	 was	 clearly	
  powerful.	 The	 building’s	 stone	 foundation	 stones	 are	
  scorched,	 and	 several	 cracked	 in	 the	 intense	 heat.	
  Similarly,	the	branches	of	a	tree	nearest	to	the	building	
  are	blackened	and	burnt.		
  5	
  Pieces	of	partially	melted	iron	lie	amid	the	ruins.	One	is	
  reminiscent	 of	 a	 cauldron	 or	 pot,	 while	 others	 nearby	
  might	 have	 once	 been	 utensils	 of	 some	 sort.	 All	 are	
  worthless	except	as	scrap	metal.	
  6	
  Birds	 now	 nest	 amid	 the	 scorched	 rafters	 of	 this	 once	
  fine	home.	The	rafters	rang	over	the	ruin	like	blackened	
  bones	reaching	up	into	the	sky.	If	disturbed,	the	birds	fly	
  up	out	of	the	building	into	the	air;	perhaps	their	sudden	
  appearance	 could	 alert	 nearby	 raiders	 to	 the	 PCs’	
  presence.	
  7	
  Three	crude	grave	markers	of	blackened	wooden	planks	
  stick	out	of	the	muddy	earth	behind	the	house.	Bunches	
  of	dying	flowers	lie	upon	each	grave	suggesting	at	least	
  one	person	cares	about	the	people	who	once	lived	here.	
  8	
  Rubble	and	the	scorched	remains	of	two	wooden	beams	
  partially	 cover	 a	 hole	 in	 the	 ground.	 Investigation	
  reveals,	 the	 hole	 leads	 down	 to	 a	 root	 cellar.	 The	
  wooden	 stairs	 leading	 downward	 were	 badly	 damaged	
  in	 the	fire	and	collapse	 if	any	meaningful	 weight	is	put	
  on	them.	
  9	
  Attempts	have	been	made	to	salvage	useable	materials	
  from	 this	 ruin.	 Near	 what	 was	 once	 the	 front	 door,	
  someone	has	dumped	a	pile	of	wood	that	survived	the	
  fire	in	relatively	good	condition;	another	pile	of	scorched	
  and	burnt	offcuts	lies	nearby.	
  10	
  The	 soot-wreathed	 bones	 of	 one	 of	 the	 building’s	
  unfortunate	 residents	 lies	 pinned	 beneath	 an	 unstable	
  pile	of	debris.	Trying	to	reach	the	skeleton	is	dangerous;	
  the	pile	could	shift	or	collapse	if	disturbed.	
  	
  
  	
  18	
  L I F E  I N  A S H F O R D  
  Life	 in	 Ashford	 bears	 little	 resemblance	 to	 that	 of	 the	 more	
  prosperous	(and	plague	free)	neighbouring	villages.	Ashford—with	its	
  mass	 graves	 and	 decaying	 buildings—has	 more	 in	 common	 with	 a	
  ghost	town	than	a	vibrant	country	village.	
  T R A D E  &  I N D U S T R Y  
  Trade	 and	 industry	 have	 virtually	 ceased.	 Few	 people	 travel	 to	
  Ashford	and	those	that	do	rarely	stay	long.	The	villagers	do	enough	to	
  keep	 body	 and	 soul	 together,	 mainly	 by	 tending	 their	 gardens	 and	
  scattered	plots	in	the	fields	surrounding	the	village,	but	little	else.	
  L A W  &  O R D E R  
  With	the	(rapid)	departure	of	Baron	Stannard,	law	and	order	broke	
  down	 in	 Ashford.	 Luckily,	 most	 of	 the	 villagers	 are	 too	 apathetic	 to	
  commit	any	serious	crime.	Waldere	Elvery	sees	himself	as	the	moral	
  guardian	 of	 the	 village	 and	 his	 congregation	 is	 the	 only	 organised	
  group	left	in	Ashford.	Thus,	issues	of	law	and	order	now	fall	to	him.	
  However,	 even	 Waldere—backed	 up	 by	 his	 flock—will	 be	 no	 match	
  for	Dunn	Frewin	whe	the	ghoul	finally	emerges	from	his	plague	pit-
  home	to	wreak	his	terrible	revenge	on	his	former	friend.	
  E V E N T S  
  While	the	PCs	are	in	Ashford,	one	or	more	of	the	below	events	may	
  occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	villager	suddenly	starts	to	cough	and	hacks	up	a	great	
  globule	 of	 phlegm.	 Other	 nearby	 villagers	 draw	 away,	
  fear	etched	on	their	faces.	
  2	
  A	 sudden	 wailing	 from	 one	 of	 the	 houses	 shatters	 the	
  quiet.	(A	villager	has	just	discovered	the	signs	of	plague	
  upon	 her	 body	 and	 realises	 the	 terrible	 fate	 awaiting	
  her).	 Moments	 later,	 her	 husband	 and	 three	 children	
  emerge	 from	 the	 house	 with	 looks	 of	 sheer	 terror	 on	
  their	faces.	
  3	
  Two	feral	dogs	bark	at	the	party	from	an	overgrown	field.	
  One	holds	a	human	leg	bone	in	its	mouth.	If	approached,	
  they	run	off	to	enjoy	their	grizzly	feast	in	private.	
  4	
  Two	villagers	are	loudly	talking	about	“the	hungry	man.”	
  Apparently,	he	was	seen	again	last	night	gnawing	on	the	
  bones	of	the	dead.	
  5	
  With	 a	 wet	 thump,	 an	 abandoned	 building’s	 roof	
  collapses.	Few	villagers	pay	any	attention	to	the	collapse.		
  6	
  Waldere	 Elvery	 and	 his	 deranged	 congregation	 parade	
  through	 the	 village,	 singing.	 If	 they	 see	 the	 PCs,	 they	
  march	 toward	 them	 as	 their	 singing	 grows	 ever	 louder	
  and	more	frenzied.	
  	
   
  
  19	
   
   
   
   
   
   
   
   
   
   
  BLACK WYVERN 
  Words	Richard	Green	Cartography	Tommi	Salama		
  	
  The	village	of	Black	Wyvern	has	prospered	from	the	surrounding	woodland,	producing	high	quality	lumber	for	shipbuilding	and	the	finest	
  sea	chests	for	a	hundred	miles.	Founded	by	a	retired	pirate	captain	and	his	crew,	who	drove	the	Bone	Snapper	orcs	from	the	site,	the	new	
  villagers	soon	found	something	much	worse	lurking	among	the	trees.	Now,	nearly	20	years	later,	the	captain	and	most	of	his	crew	are	long	
  dead	and	the	surviving	inhabitants	must	pay	a	dark	price	for	their	wealth,	forced	into	a	twisted	pact	that	allows	them	to	harvest	the	
  forest’s	bounty.		
  	
  	
  	
  
  20	
  B L A C K  W Y V E R N  A T  A  G L A N C E  
  Rulers	 Tahan	 “Clever”	 Kellem,	 Pirro	 Degroff	 and	 Yala	
  Nimblefingers		
  Government	Council	
  Population	 153	 (121	 humans,	 13	 half-orcs,	 7	 halflings,	 6	
  dwarves,	4	half-elves,	2	elves)	
  Alignments	LE,	NE,	N	
  Languages	Common,	Orc	
  Resources	&	Industry	Carpentry,	lumber,	hunting	and	trapping	
  	
  Nomenclature	 male	 Andros,	 Faisal,	 Kurt,	 Saric;	 female	 Alfrida,	
  Erika,	 Gerd,	 Ingel;	 family	 Buckland,	 Craddock,	 Ragcloth,	
  Zaryan.	
  Straddling	the	trail	leading	from	the	pirate	town	of	Deksport	into	
  the	encroaching	woodlands,	Black	Wyvern	is	well	positioned	to	
  take	 advantage	 of	 the	 plentiful	 local	 resources:	 the	 main	
  industries	 here	 are	 lumber	 and	 hunting.	 A	 stout,	 well-repaired	
  stockade	surrounds	 the	 village	 and	 its	 folk	 are	 vigilant	 against	
  raids	from	orcs	and	goblins	lairing	in	the	nearby	forest.		
  	
  Like	the	other	villages—Red	Talon,	Sea	Bitch	and	Revenge—
  on	 the	 so-called	 “Picaroon	 Peninsula”	 Black	 Wyvern	 was	
  founded	less	than	20	years	ago	by	a	pirate	captain,	and	named	
  after	 his	 ship.	 That	 pirate	 was	 Gabor	 Spindrift,	 a	 swaggering	
  buccaneer	who	decided	to	retire	from	the	seas	and	live	out	his	
  golden	 years	 on	 dry	 land	 after	 losing	 his	 leg	 in	 an	 ill-advised	
  confrontation	with	a	kraken.	The	woods	to	the	north	of	Deksport	
  were	 full	 of	 bronze	 cedars	 and	 moon	 oaks,	 ideal	 timber	 for	
  shipbuilding,	so	Spindrift	and	his	crew	set	off	into	the	forest	to	
  find	an	appropriate	site	for	their	new	home.	When	they	arrived	
  at	 a	 crude	 orc	 village	 at	 the	 base	 of	 a	 wooded	 hill,	 the	 pirate	
  captain	and	his	men	killed	or	drove	away	the	inhabitants,	seizing	
  the	location	for	their	settlement.	
  	
  A	gnarled	and	leafless	ancient	moon	oak,	once	used	by	the	
  orcs	for	executions,	dominates	the	hill	above	the	village.	Goblins	
  captured	 in	 raids	 were	 tied	 to	 the	 oak	 and	 spears	 thrown	 at	
  them.	 In	 time,	 the	 tree	 became	 awakened.	 Whether	 this	 was	
  because	 of	 the	 dark	 magic	 practiced	 by	 the	 mysterious	
  inhabitants	of	the	nearby	Forest	of	Gray	Spires	or	because	the	
  moon	oak	drew	power	from	the	executions	is	unknown,	but	the	
  newly	sentient	tree	took	the	name	Bitterroot	and	demanded	a	
  steady	supply	of	blood.	When	the	pirates	displaced	the	orcs,	the	
  oak	insisted	they	continued	to	feed	it	in	exchange	for	access	to	
  the	 woods	 for	 lumber	 and	 game.	 Spindrift	 wasn’t	 prepared	 to	
  take	orders	from	a	talking	tree	and	led	a	group	of	fearsome	sea	
  dogs	armed	with	burning	torches	to	deal	with	Bitterroot.	Only	
  one	 man,	 the	 ship’s	 carpenter,	 survived	 what	 followed.	 Ever	
  since	 that	 night,	 the	 villagers	 have	 lived	 in	 fear	 of	 the	 oak,	
  keeping	it	sated	with	fresh	blood	every	new	moon.	
  V I L L A G E  L O R E  
  A	PC	may	know	something	about	Black	Wyvern,	its	history	and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	 10:	 Black	 Wyvern	 produces	 good	 quality	 lumber	 for	
  shipbuilding	and	the	finest	sea	chests	for	a	hundred	miles.	
  	
  DC	15:	The	woods	around	the	village	are	infested	with	orcs	
  and	goblins,	and	the	locals	take	a	tough	line	with	these	vermin	to	
  stay	safe.	
  	
  DC	 25:	 The	 villagers	 have	 made	 a	 strange	 pact	 with	 the	
  forest	to	allow	them	to	harvest	its	bounty.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Black	Wyvern,	a	PC	may	hear	one	or	more	rumours.	A	
  PC	making	a	DC	10	Charisma	check	learns	one	rumour	from	the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1*	
  There’s	a	dangerous	orc	witch	locked	up	in	the	jail.	She’s	
  threatened	to	curse	the	entire	village	if	she’s	not	freed.	
  2	
  Ida	Degroff	has	had	enough	of	her	boorish	husband	and	
  is	 planning	 to	 run	 off	 to	 the	 village	 of	 Sea	 Bitch	 where	
  women	are	treated	with	respect.	
  3	
  Sometimes	a	face	is	visible	in	the	scarred	trunk	of	the	old	
  hanging	tree	on	Execution	Hill.	
  4	
  Somewhere	in	the	forest	is	a	cave	with	an	underground	
  lake.	It	is	held	sacred	by	the	goblins;	they	throw	treasure	
  into	it	as	offerings	to	their	gods.	
  5	
  A	 pair	 of	 fierce	 giant	 badgers	 lives	 in	 a	 set	 under	
  Execution	Hill.	
  6	
  Shelgar	Galak	came	here	from	the	village	of	Revenge,	on	
  the	run	from	some	kind	of	trouble.	
  *False	rumour	
  	
  
  21	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Bitterroot	(location	6;	NE	treant)	The	evil	tree	demands	blood	
  sacrifices	 from	 the	 villagers	 in	 return	 for	 allowing	 them	 to	
  take	the	forest’s	bounty.	
  Mairwyn	Greenleaf	(location	3;	CG	female	half-elf	scout)	Hearty	
  proprietor	 of	 Wyvern	 Mercantile,	 and	 an	 experienced	
  tracker	who	knows	the	forest	like	the	back	of	her	hand.	
  Murgush	 Crowfoot	 (location	 5;	 N	 female	 orc	 druid)	 In	 jail	
  awaiting	execution,	Murgush	has	a	plan	to	defeat	Bitterroot.	
  Pirro	 Degroff	 (location	 4;	 LE	 male	 human	 thug)	 Former	 ship’s	
  carpenter.	 Greedy	 and	 thuggish,	 he	 has	 made	 his	 fortune	
  from	lumber	and	sits	on	the	village	council.		
  Shelgar	 Galak	 (location	 5;	 NE	 female	 half-orc	 guard)	 Watch	
  sergeant	and	village	executioner.	She	leads	regular	raids	into	
  the	forest	in	search	of	fresh	captives.	
  Tahan	 “Clever”	 Kellem	 (location	 1;	 N[E]	 male	 halfling	
  commoner)	 Cowardly	 ex-pirate	 and	 navigator	 on	 the	 Black	
  Wyvern;	nervous	leader	of	the	village	council.	
  Yala	Nimblefingers	(location	2;	N	male	human	bard	2)	Landlord	
  of	 the	 Sting	 in	 the	 Tale	 Tavern,	 master	 storyteller	 and	 the	
  third	council	member.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Spindrift	 House:	 The	 home	 of	 Black	 Wyvern’s	 founder	 and	
  now	 the	 village	 council	 meeting	 place	 and	 “Clever”	 Kellem	
  home.			
  2. Sting	 in	 the	 Tale	 Tavern:	 At	 this	 lively	 local	 hostelry,	 the	
  villagers	enjoy	swapping	far-fetched	sea	stories	at	the	end	of	a	
  hard	day’s	work.	
  3. Wyvern	Mercantile:	This	well-stocked	trading	post,	sells	axes,	
  saws	and	other	wilderness	gear	to	lumberjacks	and	hunters	
  4. Degroff	 Lumber:	 A	 busy	 carpenter’s	 workshop	 and	 lumber	
  yard,	owned	and	run	by	Pirro	Degroff.	
  5. Watchhouse:	The	village	jail	where	law-breakers	and	captured	
  orcs	and	goblins	are	locked	up,	awaiting	punishment.	
  6. Execution	Hill:	A	gnarled	and	twisted	moon	oak	tree	used	for	
  hangings	stands	atop	this	steep	hill.	This	is	Bitterroot.	
  7. Lumber	Run:	Trees	felled	by	the	loggers	are	skidded	down	this	
  track	to	the	Degroff	lumber	yard.		
  8. Palisade:	This	palisade	protects	the	village	from	the	local	orcs	
  and	goblins.		
  9. Forest:	 The	 villagers	 make	 their	 living	 from	 the	 woods,	 but	
  must	be	on	their	guard	against	orc	and	goblin	attacks.	
  
  22	
  N O T A B L E  L O C A T I O N S  
  1 :  S P I N D R I F T  H O U S E  
  Built	by	Gabor	Spindrift,	pirate	captain	of	the	Black	Wyvern,	this	
  sturdy	 wooden	 manor	 house	 was	 his	 home	 until	 his	 untimely	
  death	 at	 the	 claws	 of	 Bitterroot.	 Decorated	 with	 nautical	
  memorabilia	 from	 Spindrift’s	 days	 at	 sea,	 as	 well	 as	 hunting	
  trophies	from	the	nearby	woods,	the	house	is	now	the	abode	of	
  Tahan	“Clever”	Kellem	(N[E]	male	halfling	commoner),	leader	of	
  the	village	council	and	former	ship’s	navigator.	Kellem	is	a	nervy,	
  portly	little	fellow	with	a	balding	pate,	terrified	of	incurring	the	
  wrath	 of	 either	 Bitterroot	 or	 the	 domineering	 Pirro	 Degroff	
  (location	4).	He	doesn’t	like	the	regular	executions	demanded	by	
  the	 tree,	 but	 is	 too	 scared	 to	 say	 so	 out	 loud	 in	 the	 council	
  meetings	 that	 take	 place	 beneath	 a	 portrait	 of	 the	 village’s	
  founder	in	Spindrift	House’s	great	hall.		
  2 :  S T I N G  I N  T H E  T A L E  T A V E R N  
  Standing	at	the	centre	of	the	village,	across	the	market	square	
  from	 the	 Black	 Wyvern’s	 original	 weather-beaten	 wooden	
  figurehead,	is	the	popular	Sting	in	the	Tale	tavern.	The	pub’s	sign	
  depicts	 the	 deadly	 tail	 stinger	 of	 a	 wyvern,	 but	 the	 spelling	 of	
  “tale”	is	a	nod	to	its	storytelling	tradition.	At	least	one	evening	a	
  week,	locals	and	visitors	gather	and	take	turns	telling	far-fetched	
  sea	stories	and	other	tales,	with	each	well-received	yarn	earning	
  a	free	ale	for	its	narrator.	A	stuffed	owlbear’s	head	hangs	on	the	
  wall	above	the	hearth.		
  	
  The	landlord	is	Yala	Nimblefingers	(N	male	human	bard	2),	
  an	 ebony-skinned,	 shaven-headed	 former	 pirate	 with	 a	 broad	
  grin	and	over	a	dozen	gold	earrings.	Yala	was	the	shantyman	on	
  the	Black	Wyvern;	a	talented	storyteller	and	fiddler,	he	now	sits	
  on	the	village	council.	Like	Clever	Kellem	he	would	like	to	see	the	
  executions	stop,	and	is	hopeful	that	someone	or	something	will	
  put	an	end	to	Bitterroot’s	hold	over	the	village.		
  3 :  W Y V E R N  M E R C A N T I L E  
  Catering	to	local	lumberjacks	and	hunters,	Wyvern	Mercantile	is	
  a	 well-stocked	 trading	 post,	 selling	 axes,	 saws,	 traps,	 snares,	
  knives	and	other	useful	wilderness	gear.	Its	hearty,	pipe-smoking	
  owner	 is	 Mairwyn	 Greenleaf	 (CG	 female	 half-elf	 scout),	 an	
  experienced	tracker	and	woodsman,	with	copper	hair	tumbling	
  over	her	pointed	ears.	On	one	of	her	many	trips	into	the	forest,	
  she	found	the	location	of	a	hidden	cave	which	the	local	goblins,	
  the	Tree	Creepers,	hold	sacred.	Sneaking	inside,	she	came	to	an	
  underground	lake	where	she	spotted	coins	and	jewels	twinkling	
  on	the	bottom—treasure	thrown	into	the	water	by	the	goblins	
  as	offerings	to	their	gods.	Mairwyn	is	contemplating	returning	to	
  the	cave	to	loot	it,	but	is	wary	of	the	number	of	goblins	in	the	
  vicinity.	Perhaps	the	PCs	would	consider	a	temporary	alliance?		
  4 :  D E G R O F F  L U M B E R  
  Black	 Wyvern’s	 most	 lucrative	 business,	 Degroff	 Lumber,	
  comprises	 a	 busy	 lumber	 yard,	 carpenter’s	 workshop,	 saw	 pit	
  and	 stables,	 surrounded	 by	 a	 wooden	 fence.	 Its	 owner	 is	 the	
  thuggish	Pirro	Degroff	(LE	male	human	thug),	former	carpenter	
  on	the	Black	Wyvern	and	sole	survivor	of	Captain	Spindrift’s	ill-
  fated	 attempt	 to	 destroy	 Bitterroot.	 After	 his	 captain’s	 death,	
  Degroff	persuaded	the	other	villagers	they	had	to	make	peace	
  with	 Bitterroot	 by	 promising	 the	 evil	 tree	 blood	 sacrifices	 in	
  exchange	 for	 access	 to	 the	 forest.	 The	 sawyer	 has	 done	
  extremely	 well	 for	 himself	 ever	 since—timber	 from	 Black	
  Wyvern	is	in	high	demand	in	Deksport,	and	Degroff’s	sturdy	sea	
  chests	are	extremely	popular	amongst	the	town’s	pirates.	Pirro’s	
  wealth	has	turned	him	into	a	fat,	unpleasant	bully	who	treats	the	
  men	who	fell	trees	for	him	and	his	fellow	village	councillors	with	
  a	mixture	of	flattery	and	contempt.	His	long-suffering	wife,	Ida,	
  is	planning	to	leave	him	and	is	waiting	for	the	right	moment	to	
  make	her	escape	to	the	coastal	village	of	Sea	Bitch.		
  	
  The	 stream	 nearby	 is	 too	 slow-moving	 to	 power	 a	 mill	 so	
  Degroff	Lumber	uses	a	saw	pit	to	turn	tree	trunks	into	planks	for	
  shipbuilding.	An	ogre	named	Grunch	(NE	male	ogre)	does	most	
  of	 the	 sawing	 using	 a	 magical	 saw,	 plundered	 by	 the	 Black	
  Wyvern	on	one	of	its	pirating	expeditions.	This	adamantine	saw	
  can	slice	through	a	thick	tree	trunk	in	10	minutes,	making	it	easy	
  for	Grunch	to	produce	wagon	loads	of	timber	to	be	transported	
  south	to	Deksport.		
  5 :  W A T C H H O U S E  
  This	 small	 wooden	 building	 houses	 an	 office	 for	 the	 watch	
  sergeant	and	the	village	jail.	The	watch	sergeant	is	Shelgar	Galak	
  (NE	 female	 half-orc	 guard),	 a	 brutish	 ex-pirate	 hired	 by	 Pirro	
  Degroff	 to	 conduct	 raids	 into	 the	 forest	 in	 search	 of	 fresh	
  captives	to	sacrifice,	and	to	act	as	Black	Wyvern’s	executioner.	
  Shelgar	 fled	 here	 from	 the	 village	 of	 Revenge	 after	 finding	 a	
  piece	 of	 parchment	 bearing	 the	 infamous	 Black	 Spot	 nailed	 to	
  her	 door.	 Sadistic	 and	 hot-tempered,	 with	 lank	 black	 hair	 and	
  greasy	greenish	skin,	she	enjoys	taunting	her	prisoners	through	
  the	bars	of	their	cell.		
  	
  The	 current	 occupant	 of	 the	 jail,	 awaiting	 execution,	 is	
  Murgush	Crowfoot	(N	female	orc	druid),	who	was	captured	close	
  to	the	village	while	on	a	mission	to	destroy	Bitterroot.	Murgush	
  is	willing	to	reveal	her	plan	to	sympathetic	PCs	in	exchange	for	
  being	 rescued.	 She	 has	 a	 foul-smelling	 herbal	 paste	 in	 her	
  medicine	bag—if	smeared	on	the	tree’s	roots,	it	will	poison	the	
  moon	oak,	weakening	it	and	nullifying	its	ability	to	animate	trees	
  and	cast	spells.	To	get	to	the	roots,	a	would-be	poisoner	needs	
  to	 crawl	 into	 the	 badger	 set	 underneath	 Execution	 Hill	 and	
  somehow	get	past	its	occupants.		
  
  23	
  6 :  E X E C U T I O N  H I L L  
  A	 path	 leads	 up	 the	 steep	 slope	 of	 Execution	 Hill	 to	 where	
  Bitterroot	(NE	treant),	the	“Hanging	Tree”,	stands.	The	evil	tree	
  takes	 sustenance	 (and	 twisted	 pleasure)	 from	 the	 blood	 of	
  intelligent	humanoids.	Bitterroot	has	terrified	the	villagers	into	
  submission	 by	 threatening	 to	 use	 an	 army	 of	 trees	 to	 destroy	
  Black	Wyvern	if	its	demands	for	sacrifices	are	not	met.		
  	
  On	the	first	night	of	each	new	moon,	a	deputation	led	by	its	
  three	 councillors	 escort	 the	 condemned	 to	 their	 fate.	 Shelgar	
  Galak	throws	a	rope	over	one	of	the	tree’s	large	limbs	and	hauls	
  the	 victim	 up	 to	 slowly	 die	 from	 strangulation.	 No	 one	 hangs	
  around	 to	 watch	 what	 happens	 next.	 Once	 the	 villagers	 have	
  left,	 Bitterroot	 opens	 its	 glowing	 red	 eyes	 and	 sinks	 its	 sharp	
  wooden	claws	into	the	poor	dying	soul	to	sup	on	its	blood.		
  	
  The	 oak	 does	 not	 normally	 reveal	 itself	 to	 strangers,	
  preferring	to	remain	motionless	unless	it	senses	hostile	intent.	
  PCs	examining	the	tree	while	it	is	quiescent	can	detect	the	vague	
  outline	of	a	sinister	face	in	its	trunk	(DC	10	Perception	spots).		A	
  pair	 of	 irascible	 giant	 badgers	 have	 dug	 their	 set	 beneath	 the	
  tree—its	roots	protrude	into	the	main	chamber	of	their	earthen	
  home.	The	entrance	isn’t	hard	to	find	(DC	10	Survival	spots)	but	
  the	creatures	fight	furiously	to	protect	their	three	cubs.	
  7 :  L U M B E R  R U N  
  Loggers	working	in	the	forest	on	the	hills	above	the	village	use	
  this	 lumber	 run	 to	 get	 felled	 trees	 down	 to	 Degroff	 Lumber	
  (location	4).	The	steep	run	is	lined	with	tree	trunks,	well-greased	
  with	 deer	 fat.	 Logs	 are	 skidded	 down	 to	 the	 bottom	 and	 then	
  hauled	through	the	northeast	gate.		
  8 :  P A L I S A D E  
  An	 earth	 berm	 topped	 with	 a	 15-foot	 tall	 wooden	 palisade	
  surrounds	 Black	 Wyvern.	 The	 village’s	 three	 sturdy	 gates	 are	
  barred	between	dusk	and	dawn.	 
  9 :  F O R E S T  
  Moon	oaks	and	bronze	cedars	are	plentiful	and	the	woods	teem	
  with	 game,	 including	 spotted	 deer	 and	 greenwood	 grouse.	
  Unfortunately,	the	forest	is	also	home	to	orc	and	goblin	tribes	
  who	despise	the	villagers	for	their	frequent	raids	for	victims	to	
  satisfy	Bitterroot.	The	Bone	Snapper	have	vowed	to	reclaim	their	
  ancestral	 home.	 To	 this	 end,	 they	 sent	 their	 druid	 Murgush	
  Crowfoot	 (location	 5)	 to	 get	 rid	 of	 Bitterroot,	 but	 she	 has	 not	
  returned.	The	Tree	Creeper	goblin	tribe	also	live	nearby,	making	
  offerings	to	their	gods	by	throwing	coins	and	other	shiny	things	
  into	 the	 underground	 lake	 in	 their	 sacred	 cave.	 The	 cave’s	
  location	is	a	tribal	secret—any	non-goblins	who	stumble	across	it	
  must	die	a	painful,	drawn-out	death.		
   
  L I F E  I N  B L A C K  W Y V E R N  
  Most	villagers	go	about	their	lives	trying	not	to	think	about	the	
  monthly	 executions,	 their	 compact	 with	 an	 evil	 talking	 tree	 or	
  what	Bitterroot	will	do	if	they	fail	to	deliver	its	blood	sacrifices.	
  As	long	as	no	one	rocks	the	boat,	the	only	thing	they	need	to	
  worry	about	are	occasional	orc	or	goblin	attacks.		
  T R A D E  &  I N D U S T R Y  
  While	the	pact	with	Bitterroot	is	in	place,	the	villagers	are	free	to	
  fell	 trees	 and	 hunt	 game	 in	 the	 forest.	 Moon	 oak	 and	 bronze	
  cedar	 wood	 is	 transported	 south	 to	 Deksport	 for	 use	 in	
  shipbuilding,	 along	 with	 finished	 wooden	 goods	 such	 as	 sea	
  chests	 and	 furniture.	 Deer,	 rabbits	 and	 grouse	 are	 hunted	 for	
  their	meat;	wolves	are	killed	for	their	pelts.		
  L A W  &  O R D E R  
  Shelgar	Galak	and	the	ten	watchmen	(NE	or	N	human	or	half-orc	
  guard)	 under	 her	 command	 keep	 order,	 stand	 watch	 and	
  conduct	 raids	 into	 the	 forest	 to	 capture	 humanoids.	 Dissent	 is	
  not	tolerated—anyone	questioning	the	will	of	the	village	council	
  is	likely	to	end	up	swinging	from	the	“hanging	tree”	for	treason.	
  E V E N T S  
  While	the	PCs	are	in	Black	Wyvern,	one	or	more	of	the	below	
  events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  The	loggers	are	careless	when	skidding	felled	trees	down	
  the	lumber	run	and	two	workers	are	seriously	wounded	
  (or	even	killed)	by	the	out	of	control	logs.	
  2	
  The	 PCs	 draw	 unwanted	 attention	 from	 Shelgar	 Galak	
  and	 need	 to	 convince	 the	 watch	 sergeant	 they	 are	 not	
  out	to	cause	trouble	in	the	village.		
  3	
  A	 group	 of	 Bone	 Snapper	 orcs	 climb	 over	 the	 gates	 at	
  night,	 sneak	 through	 the	 village	 and	 attempt	 to	 rescue	
  Murgush	Crowfoot	from	the	jail.	
  4	
  Six	drunken	villagers	decide	enough	is	enough	and	march	
  to	Execution	Hill,	carrying	pitchforks	and	burning	torches.	
  Yala	 Nimblefingers	 tries	 to	 persuade	 them	 to	 go	 home	
  before	they	end	up	dead.	They	end	up	dead.	
  5	
  Mairwyn	 Greenleaf	 has	 been	 missing	 in	 the	 forest	 for	
  several	 days.	 Caught	 by	 the	 Tree	 Creeper	 goblins,	 they	
  are	planning	to	slowly	torture	her	to	death.	
  6	
  On	 the	 first	 night	 of	 the	 new	 moon	 the	 villagers	 take	
  Murgush	Crowfoot	up	Execution	Hill	to	meet	her	fate.	
  
  24	
  	
  	
   
  
  	
  25	
   
   
   
   
   
   
   
   
   
   
  BLEAKFLAT 
  Words	Jeff	Gomez	Cartography	Maciej	Zagorski		
  	
  Lost	to	the	north	of	nowhere,	far	beyond	the	reach	of	trade	routes	and	prying	eyes,	a	rocky	bluff	rises	from	barren	soil.	Here,	deep	amidst	
  the	 frozen	 tundra,	 a	 ruined	 castle	 has	 been	 refitted	 into	 a	 tiny	 village.	 Ten	 hovels,	 whose	 rural	 architecture	 suggests	 structures	 five	
  centuries	old,	surround	a	refurbished	tower,	and	in	this	tower	lives	the	mayor	of	Bleakflat.	Wise	and	capable,	he	tends	to	his	villagers	as	a	
  shepherd	to	his	sheep.	
  	
  The	very	presence	of	such	a	remote	village	is	enough	to	arouse	suspicion.	There	are	no	ore	mines	here,	no	nearby	dungeons,	no	ley	lines	or	
  trade	 routes.	 The	 people	 seem	 simple	 enough,	 but	 they	 are	 somehow	 able	 to	 fend	 off	 the	 wolf	 packs	 roaming	 the	 land,	 and	 are	
  unperturbed	by	the	massive	bats	which	attack	the	rare	unannounced	visitor.	How?	The	people	of	Bleakflat	are	under	the	protection	of	a	
  vampire,	the	mayor	of	the	village	and	the	only	citizen	with	rosy	cheeks	and	warm	smile.	The	villagers	trade	their	blood	for	his	protection	
  and	care,	and	in	turn	he	tends	his	flock	well.	
  	
  	
  
  26	
  B L E A K F L A T  A T  A  G L A N C E  
  Ruler	Aldrich	Hellbrooke	
  Government	Overlord	
  Population	62	(61	humans,	1	vampire)	
  Alignments	LE,	LN	
  Languages	Common	
  Lost	 to	 the	 north	 of	 nowhere,	 far	 beyond	 the	 reach	 of	 trade	
  routes	and	prying	eyes,	a	rocky	bluff	rises	from	barren	soil.	Here,	
  deep	amid	the	frozen	tundra,	a	ruined	castle	has	been	refitted	
  into	a	tiny	village.	Ten	hovels,	whose	rural	architecture	suggests	
  structures	five	centuries	old,	surround	a	refurbished	tower,	and	
  in	this	tower	lives	the	mayor	of	Bleakflat.	Wise	and	capable,	he	
  tends	to	his	villagers	as	a	shepherd	to	his	sheep.	
  	
  The	 very	 presence	 of	 such	 a	 remote	 village	 is	 enough	 to	
  arouse	 suspicion.	 There	 are	 no	 ore	 mines	 here,	 no	 nearby	
  dungeons,	no	ley	lines	or	trade	routes.	The	people	seem	simple	
  enough,	 if	 a	 little	 drained.	 They	 live	 off	 watery	 mutton	 soups,	
  graze	thin	flocks	of	sheep	on	rocky	fields,	burn	wood	from	the	
  scattered	groves	and	eat	silent	meals	under	poorly	constructed	
  rooves.	But	they	are	somehow	able	to	fend	off	the	wolf	packs	
  roaming	 the	 land,	 and	 are	 unperturbed	 by	 the	 massive	 bats	
  which	attack	the	rare	unannounced	visitor.	How?	The	people	of	
  Bleakflat	 are	 under	 the	 protection	 of	 a	 vampire,	 the	 mayor	 of	
  the	village	and	the	only	citizen	with	rosy	cheeks	and	warm	smile.	
  The	villagers	trade	their	blood	for	his	protection	and	care,	and	in	
  turn	he	tends	his	flock	well.	
  	
  Bleakflat	is	Aldrich	Hellbrooke’s	human	farm.	He	asserts	total	
  dominion	over	the	people	and	leads	with	absolute	authority.	But	
  he	also	treats	his	subjects	well.	He	walks	among	them,	jokes	with	
  them,	 cares	 for	 them	 and	 heals	 them.	 He	 invites	 his	 human	
  cattle	 to	 dinner,	 tells	 stories	 to	 the	 children	 and	 teaches	 the	
  adults	how	to	read.	By	all	accounts,	he	is	a	warm	and	just	mayor,	
  far	more	capable	than	the	leaders	of	most	normal	villages.	
  	
  However,	 this	 harmonious	 relationship	 is	 often	 strained.		
  Aldrich	 hosts	 undead	 guests,	 who	 harass	 the	 villagers	 and	
  admonish	 the	 mayor	 for	 his	 strange	 pastime.	 Aldrich’s	 own	
  daughter,	 the	 half-human	 Gaela,	 believes	 humans	 should	 be	
  treated	like	the	animals	they	are.		
  	
  Insular	 and	 indoctrinated,	 the	 people	 of	 Bleakflat	 do	 not	
  consider	their	precarious	situation	particularly	unusual.	They	are	
  wary	of	outsiders,	whom	they	rightfully	view	as	a	challenge	to	
  their	way	of	life.	Very	occasionally	an	adventurer	happens	upon	
  the	 village	 and	 vows	 to	 “free”	 the	 people	 from	 their	 vampiric	
  overlord.	The	villagers	play	along	until	the	adventurer	sleeps—	
  then	they	end	the	threat	with	a	knife	to	the	throat.	
  V I L L A G E R S  
  Appearance	
  The	
  villagers	
  are	
  thin	
  and	
  pale,	
  though	
  fundamentally	healthy.	
  	
  Dress	The	villagers	wear	heavy	wool	and	leather	coats	with	
  thick	 trousers.	 Most	 outfits	 have	 high	 collars	 or	 scarves	 to	
  obscure	punctured	necks	from	the	exceedingly	rare	visitors.	
  	
  Nomenclature	 male	 Aegar,	 Baern,	 Klyide,	 Maestin;	 female	
  Gaela,	Junip,	Raella;	family	Burke,	Girain,	Goodabby,	Laupren.		
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Bleakflat,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	 15:	 Aldrich	 Hellbrooke,	 the	 good-natured	 mayor	 of	
  Bleakflat,	has	absolute	control	over	the	populace.	
  	
  DC	 20:	 The	 Girain	 household	 contains	 strange	 occult	
  artefacts	from	across	the	centuries.	
  	
  DC	25:	Aldrich	is	a	vampire	who	feeds	upon	the	villagers,	and	
  tends	to	them	as	a	shepherd	to	his	flock.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Bleakflat,	a	PC	may	hear	one	or	more	rumours.	A	PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1	
  Mardread	 Burke	 is	 touched	 by	 the	 gods,	 and	 secretly	
  wishes	to	destroy	Aldrich.	
  2	
  Gaela	looks	for	any	excuse	to	murder	a	villager.	
  3*	
  The	stone	mask	in	the	Girains’	basement	is	haunted	by	a	
  violent	poltergeist.	
  4*	
  Aldrich	dominates	the	villagers	using	his	dark	powers.	
  5	
  Aldrich	is	the	weakest	of	his	family.	
  6	
  Aegar	 Goodabby	 has	 more	 sway	 over	 Aldrich	 than	 the	
  mayor	realizes.	
  *False	rumour	
  
  27	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Aegar	Goodabby	(location	4;	LE	male	human	commoner)	Aegar	
  is	 an	 exemplary	 villager,	 eager	 to	 listen	 to	 his	 master’s	
  musings	but	wise	enough	to	keep	his	advice	to	a	minimum.	
  Aldrich	Hellbrooke	(location	1;	LE	male	human	vampire)	Aldrich	
  Hellbrooke	is	the	mayor	of	Bleakflat,	though	he	prefers	the	
  term	 shepherd.	 A	 vampire,	 Aldrich	 sees	 his	 flock	 as	 his	
  responsibility.	 He	 warmly	 cares	 for	 them,	 ensures	 they	 are	
  happy	 and	 well-fed,	 even	 jokes	 with	 them,	 but	 does	 not	
  mistake	them	for	his	equals.	
  Gaela	Hellbrooke	(location	1;	CE	female	half-human	assassin)	In	
  a	moment	of	weakness	and	loneliness,	Aldrich	took	a	human	
  to	bed.	Gaela	is	the	result,	a	half-human,	half-vampire	child	
  of	14	with	the	temperament	of	a	beast.	Gaela	shares	none	of	
  her	 father’s	 patience	 with	 humans,	 but	 must	 defer	 to	 his	
  judgement.	After	Gaela	has	passed	through	puberty,	Aldrich	
  will	turn	her.	
  Mardread	Burke	(location	6;	LG	female	human	paladin	2)	At	16	
  years	old,	Mardread	is	filled	with	ideals	and	righteous	fury.	
  The	 gods	 have	 granted	 her	 divine	 power,	 and	 she	 secretly	
  wishes	to	overthrow	her	undead	dictator.	Aldrich	hopes	this	
  is	 just	 a	 phase.	 If	 not,	 Mardread	 will	 find	 herself	 on	 the	
  dinner	table	shortly.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Kraegor’s	Keep:	This	ancient	ruin	is	the	home	of	Aldrich	and	
  Gaela	Hellbrooke.	It	has	been	refitted,	but	still	looks	ancient.	
  2. The	Blood	Bath:	Fed	by	hot	mineral	springs,	the	blood	bath	lies	
  beneath	the	keep;	here	Aldrich	relaxes	with	his	guests.	
  3. The	 Dining	 Hall:	 The	 keep’s	 underground	 dining	 hall,	
  decorated	sparsely	in	crimson	banners,	seats	up	to	20	visitors.	
  4. The	Goodabby	Home:	This	hovel	is	the	ancestral	home	of	the	
  Goodabby	family,	long	seen	as	Aldrich’s	favourite	humans.	
  5. The	 Girain	 Home:	 Unlike	 the	 rest	 of	 the	 village,	 the	 Girain	
  family	 worships	 Aldrich	 as	 an	 occult	 vampire	 lord.	 Their	
  basement	contains	dozens	of	unusual	artefacts.		
  6. Haegar’s	 Stables:	 Haegar	 keeps	 several	 dozen	 horses	 in	 the	
  stables	as	feed	for	the	giant	bats	roaming	the	countryside.	
  7. Abandoned	Farmland:	Once	Bleakflat’s	lifeblood,	the	farmland	
  has	fallen	into	disarray	since	Aldrich	became	mayor.	
  8. Bleakwood:	 This	 silent,	 muted	 wood	 is	 home	 to	 the	 elk	 and	
  boar	which	comprise	the	wolf	pack’s	primary	prey.	Aldrich	and	
  his	guests	sometimes	roam	the	wood,	at	night.	
  		
   
  
  28	
  N O T A B L E  L O C A T I O N S  
  1 :  K R A E G O R ’ S  K E E P  
  Little	 remains	 of	 Kraegor’s	 keep.	 This	 once	 mighty	 fortress	 is	
  fallen	into	ruin,	the	fallen	stones	used	as	building	blocks	for	the	
  surrounding	hovels.	The	last	remaining	dungeons	and	passages	
  are	 the	 home	 of	 the	 vampire	 Aldrich	 Hellbrooke	 (LE	 male	
  vampire)	 and	 his	 daughter	 Gaela	 (CE	 female	 half-human	
  assassin).	Across	four	centuries,	Aldrich	has	renovated	the	inner	
  rooms	and	 corridors,	drawn	 curtains	 across	 the	 main	 windows	
  and	 converted	 cells	 into	 a	 small	 library	 and	 painting	 room.	
  Aldrich	 tries	 to	 avoid	 extravagance,	 and	 his	 living	 space	 is	
  certainly	not	a	grandiose	as	the	vampire	castles	of	his	kinsmen.	
  He	sleeps	in	his	room	during	the	day,	invites	villagers	over	for	
  supper	at	night	and	always	tends	to	his	flock.	
  	
  Despite	 its	 dilapidated	 state,	 the	 keep	 is	 relatively	
  welcoming.	Villagers	are	invited	to	speak	with	Aldrich	any	time	
  they	 choose,	 either	 for	 pleasant	 conversation	 or	 to	 bring	 his	
  attention	 to	 any	 dangers.	 On	 the	 many	 cloudy	 days,	 Aldrich	
  walks	the	streets,	keeping	up	on	events	and	tending	to	the	sick	
  or	injured.	It	is	because	of	Aldrich’s	diligent	care	that	Bleakflat	
  remains	safe	and	secure.	
  	
  In	 recent	 months,	 however,	 Gaela	 has	 disrupted	 the	 order	
  which	has	endured	across	four	centuries.	Gaela,	filled	with	ideas	
  from	 Aldrich’s	 more	 powerful	 guests,	 believes	 the	 villagers	
  should	 be	 more	 thoroughly	 subjugated.	 Violent,	 unpredictable	
  and	 eager	 to	 humiliate	 the	 villagers,	 Gaela	 none-the-less	
  understands	she	must	stay	in	her	father’s	good	graces	(for	now).	
  Aldrich	promises	to	turn	her	once	she	finishes	puberty,	and	then	
  she	is	free	to	live	as	she	likes.	
  2 :  T H E  B L O O D  B A T H  
  Beneath	 the	 ruins	 of	 Kraegor’s	 Keep,	 through	 twisted	 natural	
  tunnels	 oozing	 sulfuric	 crimson	 sludge,	 boil	 the	 blood	 baths.	
  Rank	 and	 acrid,	 these	 fuming	 pools	 of	 red	 liquid	 are	 used	 as	
  relaxation	 spas	 by	 Aldrich	 and	 his	 guests.	 While	 polite	
  conversation	is	made	at	the	dining	halls,	the	blood	baths	see	the	
  true	wheeling	and	dealing	of	vampire	politics.	Most	common	are	
  requests	 for	 aid	 against	 pesky	 adventurers,	 but	 the	 vampires	
  also	share	arcane	knowledge	and	prepare	betrayals.	
  	
  Though	they	are	sometimes	invited,	the	humans	of	Bleakflat	
  cannot	 stomach	 the	 scent.	 This	 is	 a	 place	 for	 those	 with	
  immortal	 stomachs,	 and	 human	 visitors	 find	 themselves	
  sickened	or	worse.	
  3 :  T H E  D I N I N G  H A L L  
  The	 Hellbrooke	 clan	 is	 a	 wide	 and	 powerful	 vampire	 cabal	
  connected	 by	 a	 single	 common	 progenitor:	 the	 (permanently)	
  deceased	Barbaneth	Hellbrooke.	Though	the	sect	is	to	be	feared,	
  Aldrich	 is	 perhaps	 the	 weakest	 and	 least	 respected	 of	 this	
  prestigious	 bloodline.	 He	 is	 constantly	 ridiculed	 for	 his	 human	
  “farming,”	 and	 takes	 no	 steps	 to	 build	 his	 strength.	 None-the-
  less,	 he	 is	 a	 Hellbrooke	 vampire,	 and	 far	 more	 powerful	 than	
  mere	 mortals.	 Relatives	 often	 come	 calling	 for	 one	 reason	 or	
  another,	and	they	are	hosted	in	the	dining	hall.	
  	
  Within	the	dungeons	of	Kraegor’s	Keep,	out	of	reach	of	stray	
  sunbeams,	 a	 large	 armoury	 has	 been	 refitted	 as	 a	 dining	 hall.	
  Dusty	 and	 grand,	 flanked	 by	 crimson	 tapestries	 and	 copper	
  chandeliers,	 the	 dining	 hall	 is	 set	 with	 a	 magnificent	 oak	 table	
  with	 seats	 enough	 for	 20.	 When	 the	 room	 is	 full,	 it	 contains	
  some	of	the	most	powerful	undead	in	the	realm.	
  	
  When	 Aldrich	 expects	 guests,	 he	 lights	 a	 candle	 for	 each	
  guest	 in	 the	 highest	 window	 of	 his	 tower.	 For	 each	 candle,	 a	
  single	human	from	below	is	“invited	to	dinner.”	The	villagers	are	
  both	 waiter	 and	 meal,	 offering	 their	 necks	 until	 they	 can	 no	
  longer	 stand.	 The	 feedings	 are	 not	 as	 gentle	 as	 Aldrich’s,	 but	
  Aldrich	ensures	no	feeding	gets	out	of	hand.	Guests	must	obey	
  the	rules	of	the	castle,	which	means	leaving	meals	with	enough	
  blood	to	stagger	home.	
  4 :  T H E  G O O D A B B Y  H O M E  
  If	Aldrich	had	favourites	(and	he	insists	he	does	not),	it	would	be	
  the	Goodabby	family.	Soft	spoken,	pliable	and	eager	to	please,	
  the	Goodabby	family	has	served	Aldrich	for	centuries.	Luckily	for	
  Bleakflat,	the	Goodabbies	also	passed	down	marked	intelligence	
  and	 wisdom	 through	 the	 generations.	 They	 do	 well	 for	 the	
  village	at	Aldrich’s	ear.	
  	
  Aldrich	 speaks	 to	 Aegar	 Goodabby	 (LE	 male	 human	
  commoner)	as	a	master	speaks	to	his	dog.	The	vampire	works	
  out	 problems	 aloud,	 and	 tousles	 Aegar’s	 hair	 when	 the	 pet	
  needs	 attention.	 Aegar	 answers	 rhetorical	 questions,	 nods	
  understandingly	 and	 occasionally	 offers	 a	 humble	 piece	 of	
  advice.	When	this	advice	is	helpful	(more	frequently	than	Aldrich	
  realizes),	the	vampire	laughs	in	delight	at	the	simple	marvels	of	
  “human	intuition.”		
  5 :  T H E  G I R A I N  H O M E  
  The	 Girain	 family	 is	 an	 odd	 bunch,	 devoted	 to	 Aldrich	 but	
  strangely	 obsessed	 with	 his	 darker	 nature.	 While	 the	 other	
  villagers	 treat	 Aldrich	 as	 a	 mayor	 and	 protector,	 the	 Girains’	
  adulation	borders	on	worship.	They	collect	strange	items	from	
  Aldrich	 and	 his	 guests:	 discarded	 shoes,	 lost	 buttons	 and	 even	
  fallen	 hair.	 They	 also	 comb	 the	 surrounding	 area	 looking	 for	
  relics	 of	 the	 people	 who	 lived	 here	 centuries	 ago.	 The	 Girain	
  basement	is	an	occult	repository,	complete	with	ancient	masks	
  and	carved	totems.	
  	
  While	this	bizarre	idolatry	bothers	the	other	villagers,	Aldrich	
  finds	it	nothing	more	than	amusing.	He	puts	on	small	shows	for	
  the	Girains	and	speaks	to	them	in	archaic	tongues.		
  
  29	
  6 :  H A E G A R ’ S  S T A B L E S  
  Haegar	 Burke	 (LN	 male	 human	 guard)	 looks	 every	 bit	 the	
  stablemaster.	 Nearly	 seven-foot	 tall,	 with	 bulging	 muscles	 and	
  wide	 shoulders,	 he	 easily	 overpowers	 his	 horses.	 Not	 that	
  overpowering	 them	 is	 too	 difficult.	 The	 horses	 are	 weak	 and	
  sickly,	with	bleary	eyes	and	leaking	nostrils.	They	are	unable	to	
  stand	still,	and	constantly	tug	at	their	restraints.		
  	
  On	 closer	 inspect,	 the	 entire	 apparatus	 of	 the	 stable	 is	
  unusual.	 The	 villagers	 have	 little	 need	 of	 horses	 with	 no	
  distances	to	travel	nor	hard	labour	to	be	done.	Why	are	there	so	
  many,	 nearly	 a	 horse	 for	 every	 man,	 woman	 and	 child	 in	
  Bleakflat?	Why	are	the	horses	confined	to	small	grazing	areas?	
  And	why	do	the	horses	whinny	in	fear	at	night?	
  	
  Answers	are	available	to	any	willing	to	brave	the	cold	after	
  the	setting	sun.	The	horses	act	as	feed	for	the	massive	giant	bats	
  roaming	the	lands.	One	by	one,	bats	the	size	of	dogs	land	on	the	
  shackled	horses,	drink	their	fill	and	then	return	to	scouting	for	
  Aldrich.	
  7 :  A B A N D O N E D  F A R M L A N D  
  Before	Aldrich’s	arrival,	the	people	of	Bleakflat	did	their	best	to	
  scrape	 a	 meagre	 living	 out	 of	 the	 barren	 soil.	 Only	 hardy	 root	
  vegetables	 grew	 here	 (potatoes,	 radishes	 and	 carrots),	 which,	
  when	 stewed	 with	 stringy	 mutton,	 provided	 the	 base	 of	 all	
  Bleakflat	meals.	Two	farmsteads	provided	enough	food	for	the	
  village,	 though	 convincing	 the	 rocky	 ground	 to	 yield	 anything	
  was	a	daily	struggle.	
  	
  All	that	remains	of	the	farms	are	ruins,	barely	distinguishable	
  from	the	other	mossy	stones	littering	the	countryside.	
  	
  Now,	 Aldrich	 takes	 the	 care	 of	 his	 flock	 very	 seriously.	 His	
  guests	know	to	bring	nutritious	foods	as	gifts.	Aldrich’s	wolves	
  hunt	the	nearby	Bleakwood,	and	bring	excess	boar	and	elk	back	
  to	the	villagers.	After	all,	regular	meaty	meals	are	important	for	
  a	healthy	heart.		
  	
  The	 primary	 ingredient	 in	 the	 villager’s	 meal	 is,	 as	 it	 has	
  always	 been,	 mutton.	 Sheep	 roam	 the	 old	 farmlands,	 seeking	
  out	stray	blades	of	grass	in	the	stony	soil.	The	giant	wolves	which	
  range	the	countryside	do	not	hunt	this	prey,	but	instead	act	both	
  as	guard	dogs	and	shepherds.	
  8 :  B L E A K W O O D  
  The	Bleakwood	is	a	thin	but	expansive	forest	which	extends	for	
  nearly	100	miles	to	the	east.	Through	all	season,	the	trees	and	
  leaves	take	on	a	muted,	grey	colour	offensive	to	the	senses.	This	
  is	the	hunting	ground	of	Aldrich’s	wolf	packs.	Food	can	be	found	
  here,	if	one	has	the	wits	and	nose	to	find	it.	Massive	elk	chew	
  grey	leaves,	and	hairy	boar	sniff	through	the	ground	for	edible	
  roots.	Both	make	for	welcome	meals	for	human	and	wolf	alike.	
  	
  The	 Bleakwood	 is	 a	 playground	 for	 Aldrich’s	 guests.	
  Something	about	the	muted	colours	and	twisted	trees	attracts	
  the	undead.	Aldrich	and	his	kin	take	long	walks	or	flights	through	
  the	wood,	revelling	in	a	living	world	which	seems	to	mimic	their	
  dead	one.	Occasionally,	the	vampires	transform	into	wolves	and	
  stalk	prey.	Though	human	blood	is	preferable,	little	compares	to	
  the	 savage	 thrill	 of	 the	 hunt.	 Though	 he	 does	 not	 admit	 it,	
  Aldrich	has	a	growing	need	for	violent	triumph	after	centuries	
  of	human	farming.	
  	
   
  
  30	
  L I F E  I N  B L E A K F L A T  
  Bleakflat	 is	 cold	 and	 barren,	 but	 safe.	 The	 villagers	 are	 warm	
  with	one	another,	and	like	to	keep	things	simple.	
  T R A D E  &  I N D U S T R Y  
  Bleakflat	is	totally	reliant	on	Aldrich	and	his	guests.	While	some	
  materials	 and	 sustenance	 come	 from	 the	 local	 sheep	 and	
  wildlife,	most	arrives	on	bat	wings.	Guests	always	bring	food	for	
  Aldrich’s	flock,	or	valuable	goods	to	trade	for	more	useful	items.	
  L A W  &  O R D E R  
  There	is	one	law	in	Bleakflat,	and	there	is	one	enforcer:	Aldrich.	
  The	villagers	are	well	aware	Aldrich	not	only	defends	the	village,	
  but	could	easily	destroy	it.	Villagers	occasionally	voice	concerns	
  or	requests,	but	they	do	not	push	their	luck.	
  	
  Aldrich	 is	 a	 caring	 judge,	 but	 he	 does	 not	 tolerate	
  disobedience	or	insubordination.	Difficult	villagers	feel	extreme	
  social	 pressure	 to	 comply,	 and	 Aldrich	 may	 use	 his	 vampiric	
  domination	to	nudge	naysayers	into	line.	Only	rarely	is	a	villager	
  so	 incorrigible	 that	 he	 must	 be	 removed.	 These	 villagers	 are	
  drained	completely	of	blood,	and	their	reanimated	corpses	are	
  given	as	gifts	to	Aldrich’s	guests.	
  E V E N T S  
  While	the	PCs	are	in	Bleakflat,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	pile	of	elk	and	boar	carcases	appears	in	front	of	the	
  butcher’s	 house	 at	 night.	 Bite	 marks	 and	 paw	 prints	
  indicate	 wolves	 have	 been	 in	 the	 village,	 but	 the	
  villagers	do	not	seem	disturbed.	
  2	
  At	sunset,	13	candles	are	lit	in	the	tower	of	Kraegor’s	
  keep.	 A	 like	 number	 of	 villagers	 excuse	 themselves,	
  enter	the	tower	and	do	not	emerge	until	sunrise.	
  3	
  On	 one	 overcast	 day,	 Aldrich	 comes	 down	 from	 his	
  keep	to	heal	a	sickly	child.	He	is	warm	and	wise,	using	
  magic	to	remove	the	illness	and	soft	song	to	comfort	
  the	mother.	
  4	
  Two	of	Aldrich’s	guests	emerge	in	a	huff	from	Kraegor’s	
  keep.	They	lash	out	at	the	villagers,	then	leave	through	
  the	Bleakwood.		
  5	
  The	 howling	 of	 wolves	 keeps	 the	 PCs	 up	 all	 night.	
  Hundreds	 of	 massive	 wolves	 circle	 Bleakflat,	 then	
  disperse	by	daybreak.	
  6	
  Gaela	and	Mardread	get	into	an	argument	which	looks	
  like	it	will	come	to	blows	(or	worse),	until	Aldrich	and	
  Aegar	separate	the	two.	
  	
  	
   
  
  	
  31	
   
   
   
   
   
   
   
   
   
   
  COLDWATER 
  Words	Creighton	Broadhurst	Cartography	Tommi	Salama		
  	
  Widely	thought	of	as	a	haven	for	smugglers	and	other	miscreants,	rumours	swirl	as	thickly	about	Coldwater	as	the	persistent	sea	fogs	that	
  sometimes	blanket	the	place	for	days	at	a	time.	Set	at	the	head	of	a	muddy	cliff	top	path,	Coldwater	is	an	isolated,	dismal	place.	Its	folk	
  are	sullen,	ugly	people	and	even	the	village’s	ruler	hates	the	place.	For	all	that,	Coldwater	can	be	a	place	of	opportunity	and	adventure.	
  Sometimes,	pirates	drop	anchor	off	the	coast	to	deal	with	the	local	smugglers	while	rumours	of	a	sunken	stair	and	a	nearby	cove	of	ill	
  aspect	bring	a	steady	stream	of	adventurers	to	the	village.	
  	
  	
  
  32	
  C O L D W A T E R  A T  A  G L A N C E  
  An	 isolated	 place,	 perched	 upon	 an	 inhospitable	 coast	 at	 the	
  head	 of	 a	 muddy	 coastal	 path,	 Coldwater	 is	 not	 an	 easy,	 or	
  pleasant,	 place	 to	 visit.	 The	 village	 huddles	 at	 the	 mouth	 of	 a	
  steep-sided	 valley	 leading	 down	 to	 the	 sea.	 Here,	 the	 seabed	
  quickly	drops	away	and	the	waters	are	deep,	dark	and	cold.		
  	
  Widely	 thought	 of	 as	 a	 haven	 for	 smugglers	 and	 other	
  miscreants,	 rumours	 swirl	 as	 thickly	 about	 the	 village	 as	 the	
  persistent	sea	fogs	that	sometimes	blanket	the	place	for	days	at	
  a	 time.	 Other	 rumours—whispered	 in	 taprooms	 up	 and	 down	
  the	 coast—speak	 of	 darker	 things:	 of	 unwholesome	 practises	
  carried	 out	 in	 worship	 of	 some	 ancient,	 depraved	 power,	 of	
  travellers	going	missing	near	the	village	and	of	an	ancient	set	of	
  steps	 buried	 at	 the	 base	 of	 nearby	 cliffs	 and	 revealed	 only	 at	
  particularly	low	tides.		
  	
  Whatever	the	truth,	Coldwater’s	folk	are	sullen,	distrustful	of	
  outsiders	and	some	are	said	to	suffer	from	horrible	deformities.	
  Even	the	village’s	ruler—the	aged	Elina	Vuolle—hates	the	place	
  and	leaves	its	folk	to	fend	for	themselves.	Two	families	dominate	
  day-to-day	 life:	 the	 Eerolas	 and	 the	 Purhos.	 Trapped	 in	 a	 low-
  grade,	 but	 vicious,	 family	 feud	 the	 two	 families	 subtly	 work	
  against	one	another	and	use	the	other	villagers	as	their	pawns.		
  D E M O G R A P H I C S  
  Ruler	Elina	Vuolle	
  Government	Overlord	
  Population	 188	 (109	 humans,	 59	 deformed	 humans,	 18	 half-
  orcs,	1	gnome,	1	half-elf)	
  Alignments	CN,	N,	NE	
  Languages	Common,	Orc		
  Resources	&	Industry	Smuggling,	fishing	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Armas	Hujanen	(location	5;	LE	male	half-elf	wizard	[transmuter]	
  5)	Armas	has	come	to	Coldwater	to	study	the	high	incidence	
  of	deformity	in	the	populace.		
  Atro	Purho	(location	8;	N	male	deformed	human	spy)	Young	and	
  dynamic,	 Atro	 has	 an	 implacable	 hatred	 for	 the	 Eerolas	
  blaming	them	for	his	own	ill	fortunes.	
  Elina	 Vuolle	 (location	 1;	 LN	 female	 human	 mage)	 Elina	 hates	
  Coldwater	(and	her	lot).			
  Sauli	Eerola	(location	4;	NE	male	veteran)	Patriarch	of	the	Eerola	
  family,	Sauli	once	served	as	a	soldier	but	now	runs	the	family	
  “shipping”	business.	
  Uzlen	Itkonen	(location	3;	N	female	half-orc	tribal	warrior)	Uzlen	
  runs	the	local	shipbuilding	business	and	tries	to	stay	out	of	
  the	Eerola’s	and	Purho’s	feuding	as	much	as	possible.	
  N O T A B L E  L O C A T I O N S  
  Most	of	Coldwater	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Vuolle	Manor:	Perched	on	the	side	of	the	valley,	Vuolle	Manor	
  overlooks	the	village.	Its	battlemented	walls	give	spectacular	
  views	of	the	surrounds.		
  2. Waterside:	 The	 harbour	 is	 the	 busiest—and	 smelliest—place	
  in	the	village.	Here,	a	gallimaufry	of	fishing	vessels	and	small	
  merchant	craft	jostle	for	berths.		
  3. Itkonen’s:	 Here,	 Uzlen	 Itkonen	 builds	 and	 repairs	 fishing	
  vessels	and	small	merchant	craft.	The	dockyard	is	always	busy.			
  4. Sauli’s	Home:	Here	dwells	the	patriarch	of	the	Eerola	family.		
  5. Crooked	House:	This	partially	sunken	building	is	the	home	of	
  Armas	Hujanen.	Part	of	the	cellar’s	foundations	has	collapsed,	
  giving	the	house	its	name.		
  6. Chapel	 of	 the	 Mistress:	 Dedicated	 to	 Serat	 (the	 uncaring	
  Mistress	 of	 Storms)	 this	 small	 chapel	 is	 one	 of	 the	 most	
  substantial	buildings	in	the	village.	On	misty	nights	its	bells	toll	
  endlessly	to	guide	home	those	still	out	on	the	water.	
  7. The	 Stooped	 Man:	 Coldwater’s	 only	 inn	 and	 tavern,	 the	
  Stooped	Man	is	a	bastion	of	cheap	alcohol,	surly	service	and	
  draughty,	flea-infested	accommodation.		
  8. Atro’s	 Home:	 Atro	 Purho	 dwells	 in	 this	 large,	 ramshackle	
  building.	Extensive	cellars	intersect	with	a	sea	cave;	here	much	
  of	the	Purho’s	clandestine	business	is	conducted.	
  9. Devil’s	 Cove:	 Strange	 goings	 on	 and	 several	 disappearances	
  conspire	to	keep	the	populace	away	from	this	nearby	cove.		
  10. The	Sunken	Stair:	Only	exposed	at	particularly	low	tides,	these	
  stairs	 lead	 to	 a	 chamber	 containing	 a	 seemingly	 unopenable	
  pair	of	stone	doors.	
  D E F O R M E D  V I L L A G E R S  
  Deformed	 creatures	 have	 been	 horribly	 altered	 by	 their	
  proximity	to	a	place	of	power	dedicated	to	the	demon	lord	
  of	 deformity,	 Dagon.	 These	 blasphemous	 aberrations	 often	
  worship	 that	fell	power,	and	become	deformed	as	a	result,	
  but	creatures	can	also	unknowingly	become	deformed.	
  	
  Deformed	 creatures	 are	 gain	 both	 deformities	 that	 can	
  affect	 their	 physical	 or	 mental	 attributes.	 For	 example,	 a	
  creature	 could	 become	 stronger,	 but	 more	 dim-witted,	 or	
  could	 gain	 the	 ability	 to	 see	 in	 the	 dark	 (but	 be	 dazzled	 in	
  bright	sunlight	and	so	on).	
  	
  Affected	individuals	also	suffer	cosmetic	deformities	that	
  mark	 them	 as	 different	 from	 their	 normal	 kin.	 These	 could	
  include	thick	hair	growth	over	much	of	its	body,	a	swelling	of	
  the	limbs,	uncontrollable	drool	and	so	on.	
  
  33	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Coldwater,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	10:	Coldwater	is	a	dump—the	place	is	a	dismal	cesspit	of	
  the	 worst	 sort.	 The	 people	 are	 sullen	 and	 tremendously	 ugly;	
  there	is	no	reason	to	go	there.	
  	
  DC	15:	The	folk	of	Coldwater	are	of	the	worst	moral	fibre.	
  Many	 are	 smugglers	 and	 rumours	 of	 an	 evil	 cult	 based	 in	 the	
  village	refuse	to	die.	
  	
  DC	 20:	 A	 nearby	 cove	 has	 a	 strange	 feature	 buried	 in	 its	
  cliffs—a	 sunken	 staircase	 that	 only	 becomes	 visible	 at	
  particularly	low	tides.	
  V I L L A G E R S  
  Appearance	Dark	of	hair	and	pale	of	skin,	many	of	the	villagers	
  appear	 to	 be	 unwell	 in	 a	 general,	 non-descript	 way.	 Some	 are	
  horribly	disfigured.		
  	
  Dress	 Villagers	 wear	 loose,	 ill-fitting	 woollen	 or	 leather	
  clothes	suited	to	their	trade.	
  	
  Nomenclature	 male	 Arvo,	 Ilari,	 Kaarlo,	 Valto,	 Viljo;	 female	
  Aila,	Eeva,	Helmi,	Pia,	Ulla;	family	Eerola,	Itkonen,	Purho,	Varala.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Coldwater,	a	PC	may	hear	one	or	more	rumours.	A	PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1	
  Unguessable	 things	 lurk	 in	 the	 waters	 of	 Devil	 Cove.	
  Strange	figures	have	been	seen	moving	in	the	mists	and	
  people	have	gone	missing	there.		
  2*	
  Armas	Hujanen	is	digging	in	his	cellar	for	something	best	
  left	buried.	He	dug	so	deep,	his	house	almost	collapsed!	
  3	
  The	 Eerola	 and	 the	 Purho	 hate	 each	 other;	 the	 two	
  families	have	been	implacable	foes	for	generations.	
  4	
  Elina	Vuolle	has	nothing	but	disdain	for	Coldwater	and	its	
  folk.	She’s	tried	to	sell	it—and	her	title—several	times.	
  5	
  A	mysterious	set	of	stairs	pierces	the	cliffs	of	Devil	Cove;	
  they	are	only	accessible	at	particularly	low	tides.	
  6*	
  Many	 of	 the	 Purho	 are	 horribly	 disfigured;	 they	 take	 a	
  perverse	pleasure	in	their	appearance	and	often	drown	
  healthy	babies	born	into	the	family.	
  *False	rumour	
  		
   
  
  34	
  N O T A B L E  L O C A T I O N S  
  1 :  V U O L L E  M A N O R  
  Overlooking	the	village	proper,	this	looming	edifice	is	part	home	
  and	 part	 redoubt.	 Built	 long	 ago	 by	 Einar	 Vuolle—a	 black-
  hearted,	 vicious	 man—the	 so-called	 manor	 house	 is	 heavily	
  fortified.	Extensive	cellars	provide	access	to	certain	hidden	sea	
  caves	and	it	was	here	Einar	carried	out	his	sinister	trade—for	as	
  well	 as	 a	 sideline	 in	 piracy	 and	 smuggling,	 Einar	 dabbled	 in	
  slavery	and	human	trafficking.		
  	
  	
  Over	 the	 years,	Einar’s	line	has	dwindled.	Now,	 along	 with	
  her	servants	and	a	handful	of	guards	only	the	aged	Elina	Vuolle	
  (LN	female	human	mage)	dwells	here.	The	wife	of	Jaska	Vuolle,	
  who	 disappeared	 nine	 years	 ago	 and	 is	 now	 presumed	 dead,	
  Elina	 married	 into	 the	 family	 at	 an	 early	 age.	 She	 hates	 life	 in	
  Coldwater	and	has	tried	to	sell	her	home	and	title	several	times.	
  However,	few	people	with	the	necessary	funds	actually	want	to	
  live	in	Coldwater,	and	one	trip	around	the	village	has	put	off	all	
  potential	buyers	thus	far.	
  	
  The	Vuolle’s	fortunes	have	waned	since	Jaska	disappeared.	
  Elina	 yet	 possesses	 her	 husband’s	 flame	 tongue	 longsword—a	
  family	 relic—and	 a	 staff	 of	 fire	 of	 unknown	 provenance	
  recovered	from	the	manor’s	deep	cellars.	She	has	no	attachment	
  to	the	sword,	but	would	prefer	to	keep	the	staff	unless	selling	it	
  means	she	can	escape	Coldwater	for	good.		
  2 :  W A T E R S I D E  
  The	mercantile	heart	of	the	village,	the	harbour	is	always	busy.	
  Here,	 fishing	 boats	 jostle	 for	 position	 on	 the	 docks	 alongside	
  merchantmen	hailing	from	distant	ports	and	other	small	craft	of	
  less	obvious	purpose	and	intent.		
  	
  A	small	line	of	shops	stands	hard	upon	the	docks	along	the	
  aptly	named	Smelly	Alley.	Here	one	can	find	fresh	or	salted	fish,	
  nautical	 supplies	 and	 so	 on.	 Several	 businesses	 also	 have	
  rowboats	and	suchlike	for	hire	(1	gp/day)—and	can	even	provide	
  a	brawny	rower	for	the	right	price	(2	sp/day).	
  § 
  Holg’s	Locker	(2A):	This	small	shop	abuts	a	large	warehouse.	
  Holg	(NE	male	human	rogue	3)	is	an	old,	foul-tempered	man	
  but	 he	 has	 a	 keen	 mind	 for	 business	 and	 has	 done	 well	 for	
  himself—at	 least	 as	 well	 as	 anyone	 who	 has	 not	 yet	 left	
  Coldwater—and	his	warehouse	is	bursting	with	goods	(many	
  of	dubious	origin).	Holg	keeps	meticulous	records	of	what	he	
  has	in	stock.	No	one	is	allowed	to	browse	the	teetering	stacks	
  of	 his	 warehouse,	 but	 he	 can	 often	 find	 what	 a	 customer	
  seeks—given	a	day	or	two.	
  § 
  Addabar’s	 (2B):	 This	 small	 shop	 is	 home	 to	 the	 apothecary	
  Addabar	 Erklen	 (NG	 male	 gnome	 bard	 2)	 a	 gregarious,	 but	
  slightly	eccentric	apothecary	who	settled	in	Coldwater	after	a	
  serious	misunderstanding	involving	an	accidental	poisoning	in	
  nearby	Languard.	Addabar	thinks	there	is	something	seriously	
  wrong	in	the	village,	but	is	not	brave	enough	to	investigate;	he	
  suspects	 an	 evil	 cult	 is	 at	 work,	 and	 that	 they	 lair	 in	 Devil’s	
  Cove.	
  3 :  I T K O N E N ’ S  
  The	 largest	 legitimate	 business	 in	 the	 village,	 this	 shipwright	
  remains	 steadily	 busy.	 Repairing	 and	 maintaining	 the	 many	
  watercraft	 the	 village	 relies	 on	 for	 both	 its	 legitimate	 and	
  illegitimate	 trades	 forms	 a	 large	 part	 of	 Itkonen’s	 trade.	
  However,	 the	 shipyard	 is	 also	 often	 engaged	 in	 some	 larger	
  project—perhaps	for	a	merchant	or	privateer	desirous	of	certain	
  modifications	to	his	vessel.		
  	
  Owned	by	Uzlen	Itkonen	(N	female	half-orc	tribal	warrior),	a	
  hardworking,	 hard	 drinking	 middle-aged	 half-orc,	 the	 shipyard	
  comprises	 its	 own	 private	 dockyard	 along	 with	 associated	
  warehouses,	offices	and	so	on.	The	half-orc	herself	is	somewhat	
  of	a	local	talking	point.	She	has	lived	in	the	village	for	almost	20	
  years,	 and	 is	 widely	 assumed	 to	 have	 been	 a	 pirate	 before	
  settling	 down.	 At	 any	 given	 time,	 she	 employs	 a	 small	 staff	 of	
  between	 4-8	 skilled	 shipwrights	 (N	 human	 commoner)	
  depending	on	the	amount	of	work	she	has	on.	Uzlen	normally	
  has	several	small	rowboats	for	sale	(50	gp)	or	hire	(1	gp/day).	
  4 :  S A U L I ’ S  H O M E  
  This	 two-storey	 home	 is	 of	 much	 finer	 quality	 than	 its	 nearby	
  brethren	for	the	Eerola	are	a	wealthy	family,	at	least	in	relation	
  to	 their	 neighbours.	 This	 large	 family	 has	 thrived	 over	 recent	
  generations	 as	 the	 strange	 deformities	 afflicting	 their	 rival	
  smugglers—the	Purho—have	become	more	pronounced.	Led	by	
  the	 middle-aged	 Sauli	 Eerola	 (NE	 male	 human	 veteran),	 the	
  family	now	also	run	operations	in	several	nearby	ports.	
  	
  Sauli	 dreams	 of	 one	 day	 buying	 Coldwater	 and	 elevating	
  himself	to	the	nobility.	His	feud	with	the	Purho,	however,	acts	as	
  a	 constant	 drain	 on	 his	 resources	 and	 this	 goal	 yet	 remains	
  elusively	beyond	his	reach.	
  5 :  C R O O K E D  H O U S E  
  This	house	has	a	strange,	slanted	look	to	it,	and	the	wing	nearest	
  the	docks	appears	to	have	partially	sunk	into	the	ground.	Two	
  years	ago,	Armas	Hujanen	(LE	male	half-elf	wizard	[transmuter]	
  5)	 moved	 to	 Coldwater	 and	 purchased	 the	 house.	 Roughly	 six	
  months	later,	the	northern	part	of	the	building	sunk	several	feet	
  overnight	causing	great	cracks	in	the	masonry	and	hasty	repairs	
  to	 the	 shingled	 roof.	 The	 villagers	 now	 dub	 the	 place	 the	
  “Crooked	House”	and	rumours	continue	to	swirl	about	the	cause	
  of	 the	 house’s	 sudden	 partial	 collapse	 and	 the	 purpose	 of	 its	
  mysterious	resident.		
   
  
  35	
  6 :  C H A P E L  O F  T H E  M I S T R E S S  
  The	 only	 church	 in	 Coldwater,	 the	 Chapel	 of	 the	 Mistress	 is	
  dedicated	 to	 Serat,	 Mistress	 of	 Storms	 (CN	 goddess	 of	 seas,	
  storms	 and	 voyages).	 Staffed	 by	 but	 two	 clerics,	 Aune	 Laitnen	
  (CN	 female	 human	 priest)	 and	 Irja	 Outila	 (CN	 female	 human	
  acolyte),	services	here	are	well	attended.	The	folk	of	Coldwater	
  are	superstitious	and	devout;	unsurprisingly	given	that	most	of	
  their	livelihoods	revolve	around	the	sea.	Burials	take	place	at	sea	
  and	 so	 there	 is	 no	 graveyard	 at	 the	 chapel.	 However,	 its	 does	
  have	its	own	dock,	where	the	clergy’s	sacred	sloop	is	moored.	A	
  high	bell	tower—the	tallest	structure	in	the	village—serves	as	an	
  excellent	 lookout	 and	 storm	 watching	 post.	 When	 fog	 shrouds	
  the	village,	the	bells	ring	continuously	until	all	the	faithful	out	on	
  the	water	have	returned	safely	to	port.		
  7 :  T H E  S T O O P E D  M A N  
  Marked	 by	 a	 faded	 sign	 depicting	 a	 stooped	 cloaked	 figure	
  carrying	 a	 heavy	 sack,	 the	 Stooped	 Man	 is	 Coldwater’s	 only	
  tavern.	 The	 taproom	 is	 shadowy	 and	 smoky.	 All	 manner	 of	
  nautical	 decorations—lobster	 pots,	 old	 harpoons,	 stuffed	 fish	
  and	 so	 on—cover	 the	 walls.	 Old	 fishing	 nets	 hang	 from	 the	
  ceiling’s	 wooden	 beams.	 The	 whole	 place	 smells	 of	 smoke,	
  cheap	beer	and	sweat.		
  § 
  Food	 &	 Drink	 meal	 (typically	 fish	 soup	 with	 bread,	 rolled	
  seaweed	 stuffed	 with	 beans	 or	 spiced	 fish	 with	 parsnip	 and	
  onion)	6	sp,	ale	4	cp,	wine	(pitcher)	2	sp.	
  § 
  Accommodation	A	standard	room	costs	1	sp	a	night.	The	room	
  is	draughty,	probably	has	no	lock	on	the	door	and	is	sparsely	
  furnished.		
  Run	by	the	middle-aged	Arvo	Eerola	(N	male	guard)	the	Stooped	
  Man	is	always	busy	when	the	village’s	fishing	vessels	return	to	
  port.	Many	of	his	patrons	pay	their	bills	with	the	fruits	of	their	
  labours,	and	thus	he	greatly	values	customers	with	actual	coin.		
  	
  At	 night,	 the	 Stooped	 Man	 is	 busy	 for	 the	 simple	 reason	
  there	 is	 nothing	 else	 to	 do	 in	 Coldwater	 (excepts	 smuggling)	
  once	 darkness	 falls	 except	 staying	 at	 home	 to	 stare	 at	 one’s	
  hearth.		
  8 :  A T R O ’ S  H O M E  
  Perched	 dangerously	 closely	 to	 Devils’	 Cove	 this	 large,	
  ramshackle	house	is	the	centre	of	the	Purho’s	power.	Atro	Purho	
  (N	 male	 deformed	 human	 spy)	 lives	 here	 with	 his	 wife	 Elena	
  Purho	 (NE	 female	 deformed	 human	 guard)	 and	 their	 three	
  daughters	(CN	female	deformed	human	commoner).		
  	
  Atro	keeps	a	pack	of	five	vicious	dogs	(N	advanced	deformed	
  dog)	to	ensure	his	privacy	and	the	dogs	run	wild	throughout	the	
  home’s	fenced	grounds.	The	house’s	cellars	link	Atro’s	home	to	a	
  nearby	 sea	 cave	 in	 which	 the	 family	 store	 the	 goods	 they	 are	
  either	 smuggling	 or	 storing	 for	 other	 unscrupulous	 individuals.	
  At	any	one	time,	there	are	four	or	five	of	Atro’s	minions	in	the	
  cellar	guarding,	cataloguing	or	packing	his	goods.		
  9 :  D E V I L ’ S  C O V E  
  Although	relatively	close	to	the	village,	Devil’s	Cove	is	shunned	
  by	 the	 populace.	 Rumours	 of	 strange	 goings	 on	 and	 sinister	
  figures	 in	 the	 mist	 serve	 to	 keep	 away	 all	 but	 the	 bravest	 (or	
  maddest)	explorers.	Some	who	explore	the	cove	do	not	return.	
  	
  Devil’s	Cove	is	a	barren	place;	a	rocky,	flotsam-strewn	beach	
  runs	 right	 up	 to	 lofty,	 precipitous	 and	 wind-blasted	 cliffs.	 No	
  path	runs	down	from	the	cliff	tops	to	the	beach	far	below.	Most	
  people	who	arrive	in	the	cove	do	so	by	boat.		
  	
  A	pair	of	deformed	giant	spiders	dwell	in	a	cave	buried	deep	
  in	 the	 cliffs;	 a	 narrow	 fissure	 in	 the	 rock	 links	 the	 cave	 to	 the	
  surface.	
  1 0 :  T H E  S U N K E N  S T A I R  
  Although	 the	 stair’s	 general	 location	 is	 well	 known	 among	
  Coldwater’s	populace,	few	have	ever	seen	them.	Set	in	the	wind-
  blasted	headland	of	Devil’s	Cove	they	are	only	accessible	during	
  particularly	 low	 tides—and	 even	 then,	
  the	 tide	 returns	 to	 flood	 the	
  stairs	 within	 an	 hour;	
  thus,	explorers	must	
  be	quick.	
  	
  S E R A T  
  CN	goddess	of	the	sea,	storms	and	voyages	
  	
  Epithets:	Mistress	of	Storms,	the	Uncaring	
  	
  	
  Symbol:	A	cresting	wave	
  	
  Favoured	Weapon:	Trident		
  	
  Domain:	Nature,	Tempest	
  	
  	
  Holy	Text:	Book	of	Tides	
  	
  Additional	Notes:	As	wild	and	unpredictable	as	the	sea,	
  sailors,	 merchants	 and	 pirates	 alike	 placate	 Serat	 with	
  glittering	 gifts	 to	 guarantee	 a	 safe	 voyage.	 Some	 believe	
  Serat	to	be	the	physical	embodiment	of	the	sea	while	others	
  believe	she	dwells	in	a	glittering,	crystal	city	far	beneath	the	
  waves.	 During	 services,	 offerings	 are	 cast	 into	 the	 sea.	 Her	
  priests	are	often	shipwrights,	navigators	or	sea	captains.	
  
  36	
  L I F E  I N  C O L D W A T E R  
  Life	in	Coldwater	is	dismal.	The	village’s	remote	location	and	the	
  physical	 deformities	 of	 many	 of	 its	 residents	 do	 not	 make	 it	 a	
  happy	place.	Laughter	or	song	is	rarely	heard	within	its	bounds.	
  Surprisingly,	despite	persistent	rumours	to	the	contrary,	no	cult	
  of	sinister	intent	operates	in	the	village.	
  T R A D E  &  I N D U S T R Y  
  Both	 Coldwater’s	 legitimate	 and	 illegitimate	 businesses	 are	
  focused	 on	 the	 water.	 Fishing	 accounts	 for	 much	 of	 its	
  mercantile	 business;	 merchantmen	 call	 weekly	 to	 exchange	
  barrels	 of	 salted	 fish	 for	 meat,	 flour	 and	 other	 staples.	
  Coldwater’s	remote	location	also	makes	it	a	perfect	smuggler’s	
  haven.	 Here,	 unscrupulous	 merchants	 (and	 the	 occasional	
  pirate)	unload	their	goods	on	moonless	or	fog-shrouded	nights	
  for	sale	on	Ashlar’s	black	market.		
  L A W  &  O R D E R  
  Technically,	Elina	Vuolle	rules	Coldwater,	but	in	practise	as	long	
  as	her	interests	are	not	interfered	with	she	leaves	the	villagers	
  much	 to	 themselves.	 Thus,	 the	 burden	 of	 law	 and	 order	
  nominally	 falls	 upon	 the	 shoulders	 of	 Sauli	 Eerola	 and	 Atro	
  Purho.	 Their	 competing	 interests	 make	 for	 some	 lively	
  arguments	
  between	
  the	
  two	
  when	
  agreeing	
  suitable	
  punishments	for	wrongdoers.	
  E V E N T S  
  While	the	PCs	are	in	Coldwater,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	 fistfight	 between	 members	 of	 the	 Eerola	 and	 Purho	
  families	breaks	out	in	the	street;	bystanders	stay	well	out	
  of	it;	nothing	more	than	a	few	broken	bones	results.	
  2	
  A	 thick	 mist	 rolls	 in	 from	 the	 sea.	 It	 could	 burn	 off	 by	
  midday	(50%	chance),	last	all	day	(30%	chance)	or	linger	
  for	1d3	days	(20%	chance).	
  3	
  Armas	Hujanen	tries	to	hire	a	deformed	villager	to	come	
  to	 his	 home	 so	 he	 can	 examine	 him	 more	 closely.	 The	
  villager	refuses—violently	and	loudly.	
  4	
  A	drunken	villager	loudly	proclaims	his	plans	to	explore	
  Devil’s	Cove.	Several	of	his	friends	try	to	talk	him	out	of	
  it,	but	he	is	adamant.	He	subsequently	goes	missing.	
  5	
  A	merchantman	drops	anchor.	She	carries	several	sealed	
  crates	marked	for	delivery	to	Armas	Hujanen.	
  6	
  An	 adventuring	 group	 comes	 to	 explore	 the	 Sunken	
  Stairs.	The	tides	are	not	right	and	they	soon	leave.	
  	
   
  
  	
  37	
   
   
   
   
   
   
   
   
   
   
  KINGSFELL 
  Words	Creighton	Broadhurst	Cartography	Tommi	Salama		
  	
  Standing	hard	against	the	River	Ost,	Kingsfell	is	seemingly	a	tranquil	and	prosperous	village	on	a	well-travelled	trade	route.	However,	the	
  village	stands	on	the	site	of	a	long-forgotten	battlefield	and	not	all	the	dead	rest	easily	in	their	graves.	Strangely,	while	the	paladin—and	
  lady	of	the	village—Mira	Lankinen,	the	scion	of	an	ancient	line,	keeps	watch	over	her	lands,	a	subtle	unease	shrouds	the	village.	Strangers	
  sometimes	arrive	in	Kingsfell	armed	with	spades	and	picks	intending	to	dig	beneath	the	Kingstones,	for	rumours	and	old	stories	vaguely	
  place	buried	treasures	beneath	their	feet.	Local	laws	and	traditions	prohibit	such	treasure	hunting,	however,	and	few	dare	to	face	down	
  Mira	Lankinen	and	her	skilled,	vigilant	men-at-arms.	Thus,	so	far	the	stones	and	whatever	lies	beneath	remains	undisturbed.		
  	
  	
  
  38	
  K I N G S F E L L  A T  A  G L A N C E  
  Kingsfell	 stands	 in	 a	 strategic	 location	 upstream	 from	 the	
  extensive	 saltmarsh	 sprawling	 outwards	 from	 the	 River	 Ost’s	
  muddy	banks.	The	village	straddles	the	road	looping	around	the	
  marsh’s	sodden	bounds	and	consequently	many	travellers	stop	
  to	rest	and	recuperate	after	their	harrowing	journey.	
  	
  The	 paladin	 Mira	 Lankinen	 rules	 Kingsfell	 with	 a	 firm,	 fair	
  hand,	as	her	family	has	done	for	generations.	However,	an	elder	
  shade	of	fell	aspect	lies	upon	the	village.	Centuries	ago,	a	great	
  battle	was	fought	on	the	site.	After	the	slaughter	was	done,	the	
  dead	 were	 interred	 in	 burial	 mounds	 about	 which	 the	 village	
  eventually	grew.	Some	of	the	dead	rest	uneasily	and	wait	for	the	
  return	 of	 their	 ancient	 enemies	 and	 a	 resumption	 of	 the	
  slaughter.	This	malice	and	hate	are	beginning	to	leach	into	the	
  villagers’	psyche	creating	an	aura	of	unease	over	Kingsfell.	
   D E M O G R A P H I C S  
  Ruler	Mira	Lankinen	
  Government	Overlord	
  Population	 174	 (148	 humans,	 12	 half-orcs,	 11	 halflings,	 3	
  dwarves)	
  Alignments	NG,	LN,	LG	
  Languages	Common,	Orc,	Halfling	
  Resources	&	Industry	Farming,	fishing	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Elren	Araral	(location	6;	LN	female	dwarf	priest)	Elren	has	traced	
  the	legend	of	Thegn	Delthur	Werlan’s	final	battle	to	Kingsfell	
  and	 is	 preparing	 to	 begin	 digging	 into	 the	 village’s	 various	
  burial	mounds.	
  Heimo	Eskola	(location	5	&	8;	N	male	human	wizard	1)	A	failed	
  wizard,	 but	 successful	 merchant,	 Heimo	 is	 the	 richest	
  commoner	in	the	village.		
  Issodair	Highhill	(location	2;	NG	male	halfling	scout)	The	young	
  and	 dynamic	 owner	 of	 the	 Rat	 and	 Cup	 is	 popular	
  throughout	the	village.	
  Merla	Shortstep	(location	5;	CN	female	halfling	spy)	Merla	runs	
  Eskola’s,	 but	 is	less	 than	 honest;	 she	 has	 been	 skimming	 a	
  small	take	off	the	top	for	years.	
  Mira	 Lankinen	 (location	 4;	 LG	 female	 middle-aged	 human	
  paladin	5)	The	lady	of	the	village	is	beloved	by	her	subjects.	
  She	 wears	 the	 ancient	 tri-sword	 device	 of	 her	 family	 with	
  pride.	
  Riku	 Markku	 (location	 1;	 N	 male	 middle-aged	 human	
  commoner)	The	taciturn	miller	is	often	seen	poking	about	in	
  the	exposed	mud	of	the	Ost’s	banks,	when	the	tide	is	out.	
  Teuvo	 Eerola	 (location	 7;	 LN	 male	 human	 priest	 [Conn])	 This	
  pompous,	
  but	
  well-meaning,	
  priest	
  leads	
  Conn’s	
  congregation.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Redshank	 Mill:	 Here	 dwells	 the	 taciturn	 miller	 Riku	 Markku	
  and	his	family.	Because	the	Ost	is	a	tidal	river,	the	family	keeps	
  odd	hours.		
  2. The	Rat	and	Cup:	This	inn	offers	a	homely,	basic	welcome	to	
  travellers.	Those	on	a	budget	stay	here,	while	the	well-to-do	
  end	up	at	the	Weary	Traveller.		
  3. The	Kingstones:	Five	carven	stones	of	stout	dwarven	warriors	
  surround	a	sixth	regal-looking	dwarf	atop	this	burial	mound.	
  4. Vigil:	 This	 towering	 fortress	 stands	 atop	 the	 highest	 of	 the	
  burial	mounds.	Deep	below	its	foundations	lie	the	mouldering,	
  jumbled	bones	of	hundreds	of	orcs.	
  5. Eskola’s:	This	large	shop	has	an	eclectic	range	of	goods.	
  6. The	Weary	Traveller:	Kingsfell’s	best	inn,	The	Weary	Traveller	
  provides	welcome	rest	to	those	visiting	the	village.		
  7. Hall	 of	 the	 Lawgiver:	 Dedicated	 to	 Conn,	 the	 hall	 is	 the	
  spiritual	heart	of	the	village.	
  8. Heimo’s	 House:	 This	 large,	 well-appointed	 house	 overlooks	
  much	of	the	village.	Here	dwells	the	failed	wizard	and	wealthy	
  merchant	Heimo	Eskola	and	his	family.		
  9. Shrine	of	the	Shining	Light:	This	temple	of	Darlen	also	serves	
  as	a	watchtower.	Few	worship	here	beyond	the	Lankinens	and	
  their	retainers.		
  	
  
  39	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Kingsfell,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	10:	Standing	on	the	banks	of	the	River	Ost,	Kingsfell	is	a	
  busy	 place.	 Many	 travellers	 and	 merchants	 stop	 in	 the	 village,	
  which	is	quite	prosperous	as	a	result.	
  	
  DC	 15:	 The	 village	 sprawls	 about	 several	 ancient	 burial	
  mounds.	 Farmers	 often	 turn	 up	 splinters	 of	 bones	 and	 rusting	
  metal	in	their	fields.	A	battle	was	once	fought	on	the	site.	
  	
  DC	 20:	 Fanciful	 ancient	 legends	 place	 a	 long-dead	 king’s	
  crypt	somewhere	under	the	village.		
  V I L L A G E R S  
  Appearance	 Predominantly	 dark	 of	 hair	 and	 pale	 of	 skin,	 the	
  villagers	 of	 Kingsfell	 typically	 have	 dark	 or	 light	 brown	 eyes.	
  Light-coloured	eyes	are	rare	among	them.	
  	
  Dress	 Villagers	 working	 in	 the	 fields	 wear	 drab,	 sensible	
  clothes;	 those	 with	 businesses	 in	 the	 village	 dress	 in	 more	
  colourful,	fashionable	clothes.	
  	
  Nomenclature	 male	 Aaro,	 Ilari,	 Ossi,	 Uljas,	 Vesa;	 female	
  Alma,	 Elena,	 Irina,	 Pia,	 Ulla;	 family	 Alanen,	 Hirvonen,	 Leino,	
  Varala.	
  W H I S P E R S  &  R U M O U R S  
  While	 in	 Kingsfell,	 a	 PC	 may	 hear	 one	 or	 more	 rumours.	 A	 PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1	
  An	ancient	king	slumbers	beneath	the	earth	waiting	for	
  the	return	of	an	elder	evil.	When	the	time	is	right,	he	will	
  return	to	smite	it	down.	
  2	
  Every	now	and	then,	farmers	tending	their	fields	plough	
  up	bones	or	rusted,	broken	weapons	and	armour.		
  3	
  The	 treasure	 of	 the	 slain	 lie	 interred	 with	 their	 owners	
  within	the	village’s	burial	mounds.		
  4	
  Riku	Markku	is	odd.	At	low	tide,	he	is	often	seen	poking	
  about	in	the	Ost’s	muddy	banks.	For	what	is	he	looking?	
  5*	
  Fell	 things	 dwell	 in	 the	 depths	 of	 the	 Ost.	 Odd	 ripples	
  have	been	seen	and	strange	tracks	have	been	found	on	
  its	banks.		
  6*	
  Teuvo	 Eerola	 shares	 a	 very	 close,	 personal	 relationship	
  with	both	his	acolytes.		
  *False	rumour	
  	
   
  
  40	
  N O T A B L E  L O C A T I O N S  
  1 :  R E D S H A N K  M I L L  
  Visitors	 often	 suspect	 Redshank	 Mill	 of	 having	 a	 sinister	 past,	
  because	of	its	past.	In	truth,	however,	the	building	is	named	for	
  the	redshanks	nesting	among	its	eves.	The	birds	hunt	the	Ost’s	
  muddy	banks	for	worms	and	molluscs	and	bring	welcome	colour	
  to	the	drab	surrounds.	
  	
  Riku	 Markku	 (N	 male	 middle-aged	 human	 commoner)	 has	
  been	Kingsfell’s	miller	for	almost	20	years.	He	inherited	the	mill	
  from	his	father	and	now	works	it	with	his	family:	Aila	(his	wife;	
  NG	female	middle-aged	human	commoner)	and	their	sons	(Elmo	
  and	Panu)	and	two	daughters	(Irja	and	Satu).	A	taciturn	man,	he	
  is	 obsessed	 with	 treasure	 hunting	 and	 is	 widely	 thought	 of	 as	
  odd.	As	a	boy	he	found	a	trove	of	old	coins	in	the	river	mud	and	
  he	dreams	of	finding	yet	more	treasure.	Unbeknownst	to	all	but	
  his	 wife,	 he	 still	 has	 the	 coins—worn	 golden	 coins	 of	 ancient,	
  unknown	artifice.	Sometimes	he	sits	alone	fondling	them	in	the	
  dead	of	night	and	dreaming	dark	dreams	of	what	might	be.		
  2 :  T H E  R A T  A N D  C U P  
  The	Rat	and	Cup	caters	to	travellers	on	a	tight	budget.	Here,	the	
  fare	is	wholesome,	but	basic.	It	has	a	large	common	room	and	
  offers	five	private	rooms	for	rent.	
  	
  COST	
  Accommodation	(private	room/night)	
  5	sp	
  Accommodation	(common	room/night)	
  2	sp	
  Meal	(per	day)	
  3	sp	
  Ale	(mug)	
  4	cp	
  Wine	(pitcher)	
  2	sp	
  	
  	
  The	 young,	 dynamic	 owner,	 Issodair	 Highhill	 (NG	 male	 halfling	
  scout)	hurls	himself	into	each	day	with	unrestrained	enthusiasm.	
  He	 is	 popular	 with	 locals	 and	 travellers	 alike,	 but	 his	 business	
  skills	are	not	as	developed	as	his	flute-playing.	Recently,	the	inn	
  has	been	the	scene	of	several	nasty	brawls.		
  3 :  T H E  K I N G S T O N E S  
  Atop	this	burial	mound,	among	the	wild	flowers	and	long	grass,	
  stand	 five	 intricately	 carved	 statues	 of	 dwarven	 warriors.	 The	
  five	are	depicted	arrayed	for	battle—facing	outwards—about	a	
  dwarf	 warrior	 of	 kingly	 mien.	 All	 are	 heavily	 armed	 and	
  armoured.	These	statues	depict	Thegn	Delthur	Werlann	and	his	
  slain	 bodyguards	 and	 were	 raised	 by	 his	 surviving	 warriors	 in	
  tribute	 to	 their	 fallen	 lord’s	 final	 victory.	 Many	 fanciful	 stories	
  swirl	 about	 the	 statues.	 The	 most	 prominent	 tells	 how	 a	
  travelling	band	of	dwarves	was	waylaid	by	a	wandering	medusa.		
  	
  Unbeknownst	 to	 all,	 though,	 Thegn	 Delthur	 Werlann	 (LE	
  male	dwarf	skeleton	knight)	and	his	bodyguard	(LE	male	dwarf	
  skeleton	 veteran)	 do	 not	 rest	 easily.	 In	 life,	 Deltur	 was	 a	 kind	
  and	just	ruler,	but	death	has	warped	his	heart	and	he	has	fallen	
  into	 darkness.	 Consumed	 with	 lust	 to	 slay	 orcs	 and	 other	 evil	
  humanoids	 he	 has	 returned	 to	 unlife	 as	 a	 skeletal	 champion.	
  Lurking	in	his	crypt,	Delthur	awaits	his	enemies.	When	he	sense	
  their	return,	he	will	march	forth	to	crush	them	once	again.	
  4 :  V I G I L  
  This	 four-towered	 fortress	 commands	 sweeping	 views	 over	
  Kingsfell,	the	Ost	and	wide	swaths	of	surrounding	territory.	Here	
  the	 paladin	 Mira	 Lankinen	 (LG	 female	 middle-aged	 human	
  paladin	5)	watches	over	the	village	and	its	folk.	Her	family	has	
  long	 ruled	 the	 surrounding	 territory	 and	 their	 governance	 has	
  been	 mostly	 harmonious	 and	 benign.	 Consequently,	 Mira	 is	
  beloved	by	the	populace.	
  	
  Vigil	is	a	powerful	fortification.	Within,	Mira	maintains	a	well	
  trained	 force	 of	 86	 men-at-arms	 (LN	 male	 or	 female	 human	
  guard)	 and	 a	 score	 of	 elite	 cavalry	 (LN	 male	 or	 female	 human	
  veteran)	who	patrol	the	surrounding	countryside.		
  5 :  E S K O L A ’ S  
  This	large,	rambling	building	holds	an	eclectic	array	of	stock.	Run	
  by	Merla	Shortstep	(CN	female	halfling	rogue	spy)	on	behalf	of	
  Heimo	 Eskola	 (N	 male	 human	 wizard	 1)	 the	 place	 caters	 to	
  travellers	 and	 locals	 alike.	 While	 Merla	 likes	 Heimo	 she	 has	
  grown	 resentful	 of	 his	 wealth;	 for	 the	 last	 few	 years	 she	 has	
  been	skimming	a	small	percentage	of	the	take	for	herself.	She	
  has	hidden	this	in	her	chambers	on	the	second	floor	halfway	up	
  a	disused	chimney.	Eskola’s	does	not	stock	any	weapons,	armour	
  or	 alchemical	 items,	 but	 virtually	 every	 other	 common	 item	 is	
  available	within.		
  	
  K I N G S F E L L ’ S  H I D D E N  H I S T O R Y  
  Centuries	 ago,	 a	 bloody	 battle	 between	 marauding	 orcs	 and	
  dwarven	 warriors	 raged	 upon	 the	 Ost’s	 muddy	 banks.	 The	
  dwarves	were	victorious—barely—and	the	orcs	driven	away	or	
  slain.	Victory	came	at	a	great	price,	however,	and	most	of	the	
  dwarves	 along	 with	 their	 leader,	 Thegn	 Delthur	 Werlan,	 were	
  killed	 in	 the	 battle.	 To	 commemorate	 their	 victory—and	 to	
  honour	their	dead—the	surviving	dwarves	raised	up	four	burial	
  mounds.	Now	wreathed	 with	 wild	 flowers	and	 worn	by	 time’s	
  remorseless	passage	few	clues	remain	as	to	their	grim	contents.	
  		
  Where	orcs	and	dwarves	once	fought	and	died	now	stands	
  the	 human	 village	 of	 Kingsfell.	 Unknowingly,	 the	 villagers—	
  largely	 ignorant	 of	 the	 area’s	 bloody	 history—have	 built	 their	
  homes	over	a	mass	grave.		
  
  41	
  6 :  T H E  W E A R Y  T R A V E L L E R  
  Kingsfell’s	best	inn,	the	Weary	Traveller	caters	to	the	wealthier	
  travellers.	 Owned	 and	 operated	 by	 the	 pasty-skinned	 but	
  welcoming	Uljas	Rantanen	(NG	male	human	commoner)	and	his	
  family,	the	Weary	Traveller	offers	both	fine	accommodation	and	
  food.	
  	
  COST	
  Accommodation	(private	room/night)	
  2	gp	
  Accommodation	(dormitory/night)	
  5	sp	
  Meal	(per	day)	
  5	sp	
  Ale	(mug)	
  1	sp	
  Wine	(bottle)	
  10	gp	
  Wine	(pitcher)	
  2	sp	
  	
  	
  The	Weary	Traveller	is	often	busy	at	night.	During	the	day	few	
  villagers	 visit	 the	 inn	 and	 so	 it	 is	 normally	 quiet.	 The	 common	
  room	 is	 comfortably	 appointed	 and	 Uljas	 stocks	 an	 impressive	
  array	of	wines	and	beers.			
  	
  Elren	Araral	(LN	female	dwarf	priest)	has	lived	in	the	inn	for	
  almost	three	months.	She	is	obsessed	with	the	legend	of	Thegn	
  Delthur	Werlan	and	his	final	battle.	Following	a	trail	of	half-clues	
  and	fragmentary	first-hand	accounts	of	the	battle,	she	has	come	
  to	Kingsfell	to	learn	more.	The	locals	are	beginning	to	wonder	
  about	the	purpose	of	her	slow,	daily	rambles	around	the	mounds	
  and	whispers	follow	in	her	wake.	
  7 :  H A L L  O F  T H E  L A W G I V E R  
  Dedicated	to	Conn	(LN	god	of	community,	family	and	rulership)	
  the	 Hall	 of	 the	 Lawgiver	 is	 Kingsfell’s	 spiritual	 heart.	 A	 steep	
  path,	cut	by	worn	stone	steps	leads	up	to	the	church	from	the	
  village	proper.		
  	
  Here	 dwells	 the	 pompous,	 but	 well-meaning	 Teuvo	 Eerola	
  (LN	male	middle-aged	human	priest	[Conn])	and	his	two	acolytes	
  Irmeli	 Purho	 (LN	 female	 human	 acolyte	 [Conn])	 and	 Cora	
  Wildthorn	(LN	female	halfling	acolyte	[Conn]).	The	three	oversee	
  the	villager’s	spiritual	needs	and	tend	to	any	injured	or	diseased	
  among	the	populace.	All	have	led	relatively	sheltered	lives	and	
  none	would	be	able	to	effectively	deal	with	a	real	crisis.	
  	
  An	extensive,	well-tended	graveyard	stands	near	the	church	
  surrounded	by	a	moss-wreathed,	tumbled	stone	wall.	Some	of	
  the	wealthier	families	maintain	mausoleums	in	the	graveyard.	
  8 :  H E I M O ’ S  H O U S E  
  The	 grandest	 personal	 residence	 in	 the	 village,	 this	 house	 is	
  home	to	Heimo	Eskola	(N	male	human	wizard	1)	and	his	family.	
  Although	he	failed	in	his	studies	as	a	wizard,	Heimo	has	a	keen	
  business	mind	and	has	made	much	of	his	natural	talents.	Now	
  easily	the	richest	commoner	in	Kingsfell,	he	dreams	of	marrying	
  one	 of	 his	 children	 into	 the	 Lankinen	 family.	 He	 has	 recently	
  noticed	 takings	 at	 his	 shop	 are	 slightly	 down.	 This	 vaguely	
  bothers	 him,	 but	 a	 vague	 sense	 of	 encroaching	 dread	 has	 him	
  distracted.	
  9 :  S H R I N E  O F  T H E  S H I N I N G  L I G H T   
  Isolated	 from	 the	 village	 proper	 this	 stout,	 fortified	 church	
  dedicated	to	Darlen	(LG	god	of	law,	order,	justice	and	the	sun)	
  boasts	 a	 small	 watchtower	 sometimes	 used	 by	 the	 garrison	 of	
  Vigil	to	watch	for	approaching	intruders.		
  	
  Ratuz	 Korpela	 (LG	 male	 half-orc	 priest	 [Darlen])	 tends	 the	
  shrine	 and	 leads	 weekly	 services.	 A	 close	 confident	 of	 Mira	
  Lankinen,	Ratuz	is	secretly	in	love	with	the	paladin,	and	does	not	
  tolerates	 ill	 words	 about	 her	 or	 her	 actions.	 A	 particularly	
  perceptive	 fellow,	 he	 senses	 something	 is	 not	 right	 with	 the	
  village	but	as	yet	does	not	know	the	source	of	the	problem.	
  	
  A	small,	but	surprisingly	deep	crypt	lies	beneath	the	shrine.		
  Here	lie	the	long-dead	Lankinens	and	the	remains	of	those	who	
  have	tended	the	shrine.		
   
  T H E  F O U R  B R O T H E R S  
  Colloquially	 known	 as	 “the	 Four	 Brothers,”	 four	 burial	
  mounds	stud	the	Ost’s	bank.		
  	
  The	largest	of	the	mounds	holds	the	skeletal	remains	of	
  hundreds	 of	 slain	 orcs.	 Dwarven	 warriors	 lie	 in	 the	 two	
  smallest	 mounds	 while	 the	 highest	 mound	 is	 the	 resting	
  place	of	Thegn	Delthur	Werlan	and	his	fallen	bodyguards.	All	
  are	ancient	and	timeworn.	Wild	flowers	and	long	grass	cover	
  the	mounds,	giving	little	hint	of	their	macabre	contents.	
  	
  Although	the	four	mounds	are	widely	acknowledged	as	
  burial	mounds	attempts	to	dig	into	them	in	search	of	grave	
  goods	 are	 strong	 discouraged.	 Mira	 Lankinen’s	 family	 long	
  ago	prohibited	such	desecration	and	among	the	populace	is	
  a	general	feeling	that	what	is	buried	should	remain	buried.	
  T H E  S U R R O U N D I N G  A R E A  
  Kingsfell	occupies	a	swath	of	fertile	land	replete	 with	fields	
  and	farmsteads.	Standing	on	the	bank	Ost	upstream	from	a	
  sprawling	 saltmarsh	 the	 village	 stands	 at	 a	 strategic	
  crossroads.		
  	
  To	the	north	lie	the	towns	of	Dulwich	and	Languard	and	
  the	small	 halfling	community	of	Underdell.	Other	villages—	
  among	
  them	
  Coldwater	
  and	
  Wellswood—stud	
  the	
  surrounding	territory.		
  	
  To	 the	 south	 lies	 a	 towering,	 steep-sided	 plateau	 upon	
  which	sprawls	the	forbidding	and	legend-shrouded	Forest	of	
  Gray	Spires.	Dwarves	are	rumoured	to	have	once	dwelled	in	
  the	mesa’s	cliffs,	 but	their	 holds	 have	 not	 felt	the	 tread	of	
  dwarven	feet	for	centuries.	
  
  42	
  L I F E  I N  K I N G S F E L L  
  Life	is	generally	peaceful	in	Kingsfell,	but	an	indefinable	feeling	
  of	unease	is	beginning	to	settle	over	the	villagers.	Arguments	are	
  becoming	more	common,	and	some	even	result	in	brawls.	
  T R A D E  &  I N D U S T R Y  
  Kingsfell	 survives	 on	 a	 mixture	 of	 fishing	 and	 farming.	 A	 few	
  villagers	hunt	the	outer	reaches	of	the	nearby	Salt	Mire.	A	fair	
  amount	of	coin	flows	into	the	village,	brought	here	by	travellers,	
  and	is	mostly	spent	at	the	Weary	Traveller	and	the	Rat	and	Cup.	
  Consequently,	the	owners	of	both	establishments	are	among	the	
  wealthiest	in	the	village.	
  L A W  &  O R D E R  
  The	Lankinens	have	ruled	Kingsfell	for	generations,	and	are	well	
  loved	by	the	bulk	of	the	populace.	Laws	are	generally	fair	and	
  crime	 is	 surprisingly	 low	 given	 the	 number	 of	 travellers	 and	
  itinerants	 passing	 through	 the	 village.	 The	 only	 real	 area	 of	
  contention	 comes	 when	 traveller	 arrive	 in	 the	 village	 with	 the	
  intention	of	digging	at	the	Kingstones.		
  E V E N T S  
  While	the	PCs	are	in	Kingsfell,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D4	
  EVENT	
  1	
  Mira	Lankinen	rides	out	with	a	small	patrol	to	safeguard	
  the	 surrounding	 area.	 Several	 hours	 later,	 the	 patrol	
  returns	without	incident.	
  2	
  Elren	Araral	wanders	among	the	Kingstones.	At	sight	of	
  her,	 villagers	 begin	 muttering	 among	 themselves,	 but	
  none	approach	her.	
  3	
  A	travelling	merchant	enters	the	village.	He	has	goods	for	
  sale	and	tales	to	tell.	He	lodges	at	the	Rat	and	Cup	and	
  sets	 up	 shop	 in	 the	 common	 room.	 Issodair	 Highhill	
  demands	a	cut	of	this	profits	and	turns	a	blind	eye	when	
  the	merchant	approaches	other	customers.				
  4	
  Riku	Markku	searches	the	Ost’s	river	banks	at	low	tide	for	
  lost	 treasures.	 He	 wields	 a	 spade	 with	 almost	 manic	
  energy	and	is	soon	covered	in	mud.	He	finds	nothing.		
  	
   
  
  	
  43	
   
   
   
   
   
   
   
   
   
   
  LANTHORN 
  Words	Creighton	Broadhurst	Cartography	Maciej	Zagorski		
  	
  High	up	in	the	mountains,	and	often	besieged	by	packs	of	murderous	trolls,	the	village	of	Lanthorn	stands	as	civilisation’s	last	glimmering	
  light	in	an	otherwise	bleak	and	barren	mountain	range.	A	strange	alliance	of	wizards—the	Grand	Conclave	of	Sublime	Artificers—and	a	
  gaggle	of	(almost)	civilised	goblins—the	Flaming	Skull	tribe—dwells	in	a	bizarre	atmosphere	that	is	both	scholarly	and	anarchic.	Protected	
  by	high	walls	and	gigantic	magical	lanterns	imbued	with	portent	fire	magic,	the	wizards	craft	the	mundane	and	wondrous	items	for	which	
  they	are	famed.	Without	the	walls	brave—or	foolhardy—goblin	“miners”	search	the	nearby	troll-haunted	mines	for	lead	and	silver—some	
  of	which	is	reputed	to	have	magical	properties.	
  	
  	
  
  44	
  L A N T H O R N  A T  A  G L A N C E  
  Ruler	Ishme-Dagan	
  Government	Council	
  Population	183	(38	humans,	139	goblins,	6	half-orcs)	
  Alignments	LN,	N,	NE	
  Languages	Common,	Giant,	Goblin	
  Nomenclature	 (Human)	 male:	 Adad,	 Enmul,	 Nergal;	 female:	
  Irkalla,	Ninki,	Sabit;	family:	Isin,	Larsa,	Uruk,	Zimbir.	
  Nomenclature	(Goblin)	male:	Bak,	Cri,	Sij;	female:	Bel,	Kark,	Wid	
  Named	 for	 the	 great	 magical	 lanterns	 set	 atop	 its	 gates,	 and	
  perpetually	shadow-wreathed,	Lanthorn	clings	to	a	cliff	under	a	
  ponderous	 granitic	 overhang	 high	 up	 in	 Kuldor	 Pass.	 Here	 the	
  winters	are	harsh	and	the	summers	brief.	Sometimes	cut	off	for	
  weeks	by	driving	snow	or	avalanche,	it	is	an	isolated	place.		
  	
  The	 heavily	 defended,	 fortified	 village	 controls	 traffic	
  through	Kuldor	Pass	and	its	lights	mark	civilisation’s	last	glimmer	
  before	 the	 untamed	 wilderness	 of	 the	 deep,	 troll-haunted	
  mountains.	Established	a	century	ago	by	the	Grand	Conclave	of	
  Sublime	 Artificers—a	 cabal	 of	 wizards	 obsessed	 with	 crafting	
  items	of	portent	power—the	village	is	renown	as	a	place	for	the	
  wealthy	to	commission	magic	item	creation.	
  	
  Within	its	walls,	an	odd	alliance	of	wizards	and	an	atypically	
  (almost)	 civilised	 goblin	 tribe	 work	 together	 to	 keep	 the	 ever-
  present	 trolls	 at	 bay.	 The	 goblins—inveterate	 scavengers	 all—
  also	explore	the	many	nearby	abandoned	mines	dotted	through	
  the	mountains.	Such	work	is	too	taxing,	dangerous	and	dirty	for	
  the	 wizards	 or	 their	 trusted	 servants,	 but	 the	 goblins	 are	 at	
  home	 in	 the	 mines’	 unending	 darkness.	 Although	 most	 such	
  workings	 are	 played	 out,	 some	 treasure	 yet	 lie	 within.	 Chief	
  amongst	 these	 is	 lead—much	 in	 demand	 among	 the	 low-land	
  folk	for	its	magic	dampening	qualities.	Occasionally,	silver	is	also	
  brought	forth	from	the	mines;	some	such	deposits	have	strange	
  properties	much	coveted	by	Lanthorn’s	artificers.			
  M A R K E T P L A C E  
  Resources	&	Industry	Mining,	magic	item	crafting,	hospitality	
  Lanthorn	is	renown	as	somewhere	to	go	to	commission	a	skilled	
  wizard	 to	 craft	 specific	 magical	 items.	 As	 such,	 some	 of	 the	
  following	items	may	be	available	for	sale:		
  § 
  Consumables	potion	of	hill	giant	strength,	scroll	of	fireball		
  § 
  Mundane	explosive	oil	(inflicts	double	fire	damage;	2	gp/vial)	
  § 
  Wand	wand	of	fireballs		
  § 
  Weapons	&	Armour	+1	sword,	+1	shield		
  However,	the	wizards	of	the	Grand	Conclave	will	not	be	satisfied	
  with	 mere	 gold;	 no	 doubt	 they’ll	 demand	 some	 service	 of	 the	
  PCs—perhaps	a	trip	into	a	certain	troll-infested	mine...	
  L O R E  
  A	 PC	 may	 know	 something	 about	 Lanthorn,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.	 	
  	
  DC	10:	Lanthorn	bars	the	troll-haunted	Kuldor	Pass;	all	those	
  who	 would	 venture	 into	 the	 mountains	 must	 pass	 through	 its	
  heavily	 defended	 gates.	 The	 village	 is	 named	 for	 the	 huge—
  reputedly	magical—lanterns	set	atop	both	gates.	
  	
  DC	15:	The	Grand	Conclave	of	Sublime	Artificers—and	their	
  goblin	 allies—control	 Lanthorn.	 The	 goblins	 are	 surprisingly	
  civilised	 and	 scavenge	 through	 the	 many	 played-out	 mines	
  dotting	the	nearby	mountains.	
  	
  DC	20:	Strange	metals	are	sometimes	brought	forth	from	the	
  mines.	 In	 particular,	 some	 of	 the	 silver	 found	 has	 certain	
  properties	making	it	much	in	demand	by	artificers.		
  W H I S P E R S  &  R U M O U R S  
  While	in	Lanthorn,	a	PC	may	hear	one	or	more	rumours.	A	PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1	
  The	goblins	of	Lanthorn	belong	to	the	Flaming	Skull	tribe.	
  The	tribe	is	a	matriarchy	and	they	(mainly)	live	in	peace	
  with	their	human	neighbours.	
  2	
  Deep	tunnels	run	into	the	mountains	from	Lanthorn.	In	
  their	depths,	the	goblins	collect	a	special	kind	of	oil	that	
  burns	so	hot	water	cannot	extinguish	its	flames.	
  3*	
  The	 Grand	 Conclave	 are	 searching	 for	 a	 lost	 item	 of	
  power	in	the	mountains.	What	they	intend	to	do	with	it	is	
  anyone’s	guess.	
  4	
  Travellers	should	be	especially	careful	if	they	bring	dogs	
  or	horses	into	Lanthorn;	the	goblins	have	not	lost	all	their	
  depraved	hereditary	habits…	
  5*	
  The	 Flaming	 Skull	 goblins	 resent	 the	 Grand	 Conclave’s	
  control	of	Lanthorn.	They	plot	to	overthrow	the	wizards.	
  6*	
  The	 trolls	 are	 too	 organised	 for	 normal	 trolls.	 Some	
  powerful,	 fell	 force	 compels	 them	 to	 lurk	 in	 the	 deep	
  darkness	of	the	ancient	mines	to	ambush	those	exploring	
  their	depths.	
  *False	rumour	
  	
  	
  	
  
  45	
  N O T A B L E  F O L K  
  The	folk	of	Lanthorn	fall	into	two	categories:	wizards	belonging	
  to	the	Grand	Conclave	of	Sublime	Artificers	and	goblins	of	the	
  Flaming	Skull	tribe.	A	few	individuals	are	of	particular	interest	to	
  adventurers:	
  Ishme-Dagan	 (location	 5;	 LN	 old	 male	 human	 archmage)	 A	
  brilliant	artificer,	Ishem-Dagan	is	obsessed	with	creation.	He	
  ruthlessly	 destroys	 any	 threat	 (real	 or	 perceived)	 to	
  Lanthorn.	
  Marpa	(location	9;	NE	male	goblin	mage)	Tired	of	the	Flaming	
  Skull’s	 matriarchy,	 Marpa	 joined	 the	 Grand	 Conclave	 to	
  make	something	of	himself.	He	is	its	only	goblin	member	to	
  date.	He	struggles	to	keep	his	base	nature	hidden	and	hates	
  trolls.	He	wants	to	make	lots	of	wands	of	fireballs.	
  Nank	 (location	 3;	 NE	 female	 goblin	 spy)	 This	 conniving	
  “merchant”	deals	in	anything	as	long	as	she	gets	paid.	Her	
  favourite	sales	involve	fake	treasure	maps…leading	directly	
  to	troll	lairs.	
  Oggor	“the	Thumper”	(location	8;	NG	male	half-orc	druid)	Oggor	
  loves	the	mountains’	stark	beauty.	He	stays	in	Lanthorn	to	
  tend	the	animals	coming	through	its	gates;	he	knows	no	one	
  else	will.	
  Tuko	(location	4;	LN	female	goblin	mage)	Tuko	dreams	of	one	
  day	 leading	 the	 Flaming	 Skull	 tribe.	 She’s	 got	 big	 plans—
  mostly	involving	exploding	trolls.	
  Uurki	(location	6;	N	female	goblin	boss)	An	accomplished	scout,	
  she	knows	the	nearby	mines	better	than	most.	She’s	hard-
  talking	 and	 hard	 drinking	 (and	 phenomenally	 brave).	 She	
  drinks	(a	lot)	at	the	Smouldering	Troll.	
  N O T A B L E  L O C A T I O N S  
  Most	of	Lanthorn	comprises	homes.	A	few	locations,	however,	
  are	of	particular	interest	to	adventurers:	
  1. Refuge:	Lanthorn’s	gates	close	at	dusk	and	do	not	open	until	
  dawn.	 Those	 caught	 outside	 can	 seek	 shelter	 in	 several	
  buildings	standing	without	the	village’s	walls.	
  2. High	 Gate:	 High	 Gate	 is	 impressively	 fortified.	 Its	 southern	
  tower	is	the	highest	building	in	the	village.		
  3. The	 Shadow	 Market:	 Many	 goblins	 scrape	 a	 living	 running	
  small	 stalls	 in	 the	 market.	 Here	 they	 sell	 whatever	 they’ve	
  scavenged	from	the	mines	or	stolen	from	unwary	travellers.	
  4. Caves	of	the	Flaming	Skull:	The	bulk	of	the	tribe	dwells	in	a	
  complex	warren	of	cramped	tunnels	cut	into	the	mountain.	
  5. Hall	 of	 the	 Grand	 Conclave:	 This	 rambling	 collection	 of	
  buildings	provides	the	Conclave	with	the	space	to	carry	out	its	
  works.	Visitors	can	only	enter	if	accompanied	by	a	member.	
  6. The	Smouldering	Troll:	An	obviously	magical	sign	depicting	a	
  smouldering	 troll	 corpse	 marks	 this	 place	 as	 Lanthorn’s	 best	
  inn.	 Here	 travellers	 find	 a	 warm	 welcome,	 good	 food	 and	
  strong	 drinks	 all	 served	 by	 the	 exuberant,	 if	 occasionally	
  larcenous,	goblin	staff.	
  7. The	Broken	Blade:	This	downmarket	inn	hosts	a	popular,	and	
  raucous,	weekly	fight	night.	
  8. Stables:	Lanthorn’s	only	non-goblin	run	business,	all	dogs	and	
  horses	must	be	kept	here	until	their	owners	leave	Lanthorn.			
  9. Low	 Gate:	 Low	 Gate	 is	 even	 more	 fortified	 than	 High	 Gate.	
  Beyond	
  lies	 the	 mountains	 and	 their	
  glimmering	 treasures	 and	
  ferocious	denizens.		
  
  46	
  N O T A B L E  L O C A T I O N S  
  1 :  R E F U G E S  
  These	sturdy,	battle-scarred	buildings	are	basic	in	the	extreme.	
  Designed	for	travellers	who	reach	Lanthorn	after	the	gates	shut	
  they	 offer	 shelter	 from	 the	 weather	 and	 protection	 from	
  marauding	trolls.	Each	building	features	a	stout,	barred	door	and	
  a	few	narrow	windows.		
  2 :  H I G H  G A T E  
  This	 overly	 stout	 gatehouse	 watches	 over	 Lanthorn’s	 western	
  approaches.	 The	 gate’s	 supernaturally	 hardened	 wood	 bears	
  scorch	 marks	 and	 its	 battlemented	 towers	 loom	 high	 over	 the	
  approaching	 trail.	 The	 Grand	 Conclave	 have	 set	 here	 a	 large—
  reputedly	sentient—magical	silvery	lantern	to	protect	the	gate.	
  It	has	the	power	to	call	forth	magical	fire	to	scorch	attackers.		
  3 :  T H E  S H A D O W  M A R K E T  
  Lanthorn	 has	 no	 typical	 assortment	 of	 shops;	 instead	 many	
  goblins	 operate	 small	 stalls	 from	 the	 cramped	 rooms	 of	 these	
  buildings.	Prices	are	wildly	inflated	and	haggling	is	rife.	While	the	
  goblins—in	the	main—have	managed	to	shrug	off	the	worst	of	
  their	 racial	 heritage	 they	 are	 still	 devious	 and	 greedy.	 Notable	
  stallholders	include:	
  § 
  Bal	(CN	male	goblin	acolyte)	Bal	offers	basic	healing	services.	
  He	 prefers	 to	 use	 traditional	 goblin	 methods—experimental	
  surgery	and	cauterisation—wherever	possible.		
  § 
  Nank	 (NE	 female	 goblin	 spy)	 A	 vicious	 piece	 of	 work,	 Nank	
  always	has	treasure	maps	for	sale.	Unfortunately,	they	all	lead	
  to	troll	lairs.	She	also	seems	to	always	have	a	good	supply	of	
  “exploding	oil”	for	sale.			
  § 
  Perg	(N	male	goblin)	Perg	buys	and	sells	weapons	and	armour.	
  Everything	is	guaranteed,	but	only	until	it’s	used.		
  4 :  C A V E S  O F  T H E  F L A M I N G  S K U L L  
  This	convoluted	cave	network	is	cramped	and	torturously	maze-
  like.	With	deliberately	designed	narrow	entrances,	few	wizards	
  ever	visit	the	goblins	in	their	homes.	Here	dwell	the	bulk	of	the	
  Flaming	Skull	tribe,	in	small	family	groups.	Although	the	goblins	
  have	 evolved	 a	 more	 refined,	 civilised	 way	 of	 life	 than	 their	
  normal	 brethren	 the	 caves	 are	 still	 a	 glorious	 riot	 of	
  disorganisation,	mess	and	nauseating	smells.		
  	
  In	 the	 deepest	 section	 of	 caves,	 the	 goblins	 discovered	 a	
  bubbling	pool	of	particularly	viscous,	unstable	oil.	Devastatingly	
  effective	when	used	as	a	weapon,	the	goblins	delight	in	using	the	
  oil	to	burn	their	trollish	enemies.		
  § 
  Tuko	(LN	female	goblin	mage)	Tuko	dreams	of	one	day	leading	
  the	Flaming	Skull	tribe.	She’s	got	big	plans—mostly	involving	
  exploding	trolls.	She	needs	money	to	fund	her	dreams	and	is	
  available—at	 the	 princely	 sum	 of	 20	 gp	 a	 day—to	 guide	
  travellers	 through	 the	 pass.	 Somewhat	 of	 a	 liability,	 she	
  refuses	to	hide	from	any	trolls	encountered	and—depending	
  on	her	mood—sometimes	leads	travellers	into	ambushes	(so	
  she	can	burn	and	explode	trolls).		
  	
   
  T H E  F L A M I N G  S K U L L  G O B L I N S  
  A	 few	years	after	Lanthorn	 was	founded,	 the	Flaming	Skull	
  tribe	was	almost	wiped	out	by	their	hated	troll	enemies.	The	
  few	desperate	survivors	begged	for	shelter	within	Lanthorn’s	
  walls.	 The	 wizards,	 in	 need	 of	 servants	 brave	 or	 stupid	
  enough	to	explore	the	nearby	abandoned	mines,	took	them	
  in	 and	 thus	 an	 unlikely—and	 at	 the	 start	 uneasy—alliance	
  was	born.	
  	
  Nine	 decades	 later,	 and	 atypically	 for	 goblins,	 the	 tribe	
  has	adopted	some	of	civilisation’s	trappings.	However,	even	
  now,	they	hate	horses,	loath	dogs	and	love	fire.	Most	remain	
  stubbornly	 illiterate,	 but	 a	 few	 hoping	 to	 join	 the	 Grand	
  Conclave—much	to	their	fellows’	disgust	and	derision—have	
  taken	their	first	faltering	steps	toward	literacy.	
  	
  T H E  G R A N D  C O N C L A V E   
  The	 Grand	 Conclave	 of	 Sublime	 Artificers,	 a	 small	 guild	 of	
  crafters	and	alchemists,	founded	Lanthorn	a	century	ago.	Its	
  then	 master	 knew	 the	 history	 of	 the	 mountains	 and	 of	 the	
  many	ancient	 dwarf	lead	and	silver	mines	 therein.	She	 was	
  also	 in	 possession	 of	 fragments	 of	 certain	 elder	 texts	 that	
  told	of	the	mines’	wealth	and	of	strange	silver	deposits	that	
  could	yet	be	found	if	one	looked	hard	enough.		
  	
  Of	course,	the	perils	of	mine	exploration	were	not	lost	on	
  early	 guild	 members	 and	 the	 Grand	 Conclave	 constantly	
  struggled	 to	 find	 enough	 freeswords,	 freebooters	 and	
  adventurers	 brave	 enough	 to	 dare	 the	 troll-infested	
  mountains.	Thus,	the	arrival	of	the	Flaming	Skull	goblins	was	
  met	 with	 cautious	 excitement	 among	 the	 forward-thinking	
  Conclave	members.		
  	
  Now	30-strong,	the	Conclave	is	sought	after	for	its	skill	at	
  crafting	 items	 both	 magical	 and	 alchemical.	 Ironically,	 its	
  members	are	best	known	for	crafting	lead-lined	strongboxes	
  (5	gp)	and	chests	(10	gp)	designed	specifically	for	those	with	
  magical	 items	 to	 hide.	 Some	 particularly	 cunning	 artificers	
  have	 even	 learnt	 the	 secrets	 of	 crafting	 excellent	 hollow	
  locks	 (300	 gp)	 coated	 in	 lead	 that	 can	 be	 imbued	 with	
  virtually	undetectable	magical	traps.		
  
  47	
  5 :  H A L L  O F  T H E  G R A N D  C O N C L A V E  
  Whereas	the	bulk	of	Lanthorn	is	turned	over	for	travellers	and	
  goblins,	 the	 Grand	 Conclave	 dwell	 here	 in	 semi-isolated	
  splendour.	 Most	 goblins	 never	 pass	 through	 the	 Hall’s	 doors.	
  Here	 the	 wizards,	 led	 by	 Ishme-Dagan	 (LN	 old	 male	 human	
  archmage),	 eat,	 sleep	 and	 work.	 Their	 workshops	 and	
  laboratories	 are	 crammed	 with	 items	 both	 magical	 and	
  mundane.		
  	
  The	 Conclave	 has	 many	 items	 for	 sale	 (see	 “Marketplace”)	
  and	members	often	undertake	commissions.	However,	payment	
  for	such	services	often	involve	an	expedition	deep	into	the	troll-
  infested	mines	to	retrieve	the	lead	and	silver	languishing	therein.			
  6 :  T H E  S M O U L D E R I N G  T R O L L  
  A	 sign	 enscrolled	 to	 show	 wisps	 of	 smoke	 rising	 from	 a	 troll’s	
  scorched	 body	 marks	 this	 establishment	 as	 the	 Smouldering	
  Troll.	 Widely	 accepted	 as	 the	 finest	 inn	 for	 100	 miles—
  competition	for	this	honour	isn’t	fierce—the	Smouldering	Troll	
  offers	a	warm	welcome	to	all.	Here,	the	rooms	are	(relatively)	
  clean,	the	drink	is	plentiful	and	the	food	(probably)	won’t	give	
  you	food	poisoning.		
  § 
  Food	&	Drink	meal	([burnt]	mutton	sausages,	cheese	[on	the	
  turn]	and	[hard]	bread)	3	sp,	weak	ale	6	cp,	wine	(pitcher)	3	sp.	
  § 
  Accommodation	 Two-bed	 chamber	 10	 sp;	 four-bed	 chamber	
  20	sp;	common	room	2	sp.	
  Gak	(NG	female	goblin	rogue	4),	along	with	her	extended	family,	
  runs	 the	 Smouldering	 Troll.	 Gregarious	 in	 the	 extreme—and	 a	
  little	over-excitable	with	new	guests—she	loves	telling	stories	of	
  her	family’s	troll-baiting	and	troll-burning	prowess.	Sadly,	she	is	
  not	 as	 good	 at	 running	 the	 Smouldering	 Troll	 as	 she	 is	
  storytelling.	Still	at	least	she	tries—who	cares	if	the	rooms	are	
  dirty,	the	food’s	often	burnt	and	the	home-brewed	beer	isn’t	as	
  strong	as	it	could	be?	It	could	be	much,	much	worse.		
  7 :  T H E  B R O K E N  B L A D E  
  The	 Broken	 Blade’s	 offering	 is	 basic,	 but	 solid.	 Run	 by	 an	 old	
  mercenary—Henk	(NG	male	half-orc	berserker)—the	place	is	an	
  homage	to	war	and	martial	pursuits.	Henk	retired	over	a	decade	
  ago	and	has	been	here	ever-since.	He	misses	the	excitement	of	
  battle,	but	not	the	blood,	pain	and	mortal	danger.	He	is	popular	
  with	the	goblins	for	organising	weekly	sparring	matches	held	in	
  the	Broken	Blade’s	common	room.	Such	events	are	always	well	
  attended.	 Henk	 employs	 two	 obese	 bouncers—Torgan	 and	
  Vrung	(both	N	male	half-orc	guard)—and	a	small	staff	of	goblins.	
  Food	here	is	basic—being	little	better	than	trail	rations—but	the	
  drink	 is	 plentiful.	 The	 Broken	 Blade	 has	 no	 private	 rooms,	 but	
  does	boast	several	small	dormitories	suitable	for	groups	of	up	to	
  ten	people.		
  § 
  Food	&	Drink	meal	(hard	biscuits	soaked	in	mutton	stew)	1	sp,	
  ale	4	cp,	sour	wine	(pitcher)	1	sp.	
  § 
  Accommodation	Dormitory	10	gp	
  8 :  S T A B L E S  
  The	 only	 non-goblin	 run	 business	 in	 Lanthorn,	 all	 horses	 and	
  dogs	 must	 be	 kept	 here	 while	 their	 owners	 are	 in	 Lanthorn.	
  Animals	escaping	are	often	set	upon	by	the	goblins	in	an	orgy	of	
  violence	and	slain.	The	goblins	eat	well	that	night.			
  § 
  Oggor	“the	Thumper”	(NG	male	half-orc	druid)	dwells	here.	A	
  lover	 of	 nature	 in	 all	 its	 forms	 and	 a	 skilled	 healer,	 Oggor	
  operates	 the	 stables	 on	 his	 own.	 He’d	 love	 to	 take	 on	 some	
  help—he	daren’t	leave	the	stables	unattended	for	too	long	in	
  case	the	goblins	notice	his	absence	and	get	hungry.	However,	
  he	trusts	no	goblin	to	serve	as	a	stable	hand	and	few	others	
  seem	 interested	 in	 settling	 in	 Lanthorn.	 He’s	 called	 “the	
  Thumper”	because	that’s	what	he	does	to	goblins	he	finds	in	
  the	stables.	
  9 :  L O W  G A T E  
  Even	more	heavily	defended	than	High	Gate,	Low	Gate	bears	the	
  brunt	of	the	trolls’	attacks.	Its	thick	iron-bound	gates	are	secured	
  with	 three	 wooden	 bars	 at	 dusk.	 They	 do	 no	 open	 again	 until	
  dawn	and	woe-betide	any	caught	outside	after	nightfall.	Another	
  particularly	 large	 silvery	 lantern—twin	 of	 the	 one	 atop	 High	
  Gate—imbued	with	fire	magic	stands	atop	the	north	tower.		
  § 
  Marpa	(NE	male	goblin	mage),	the	Conclave’s	only	full	goblin	
  member,	is	often	here.	He	loves	exploding	trolls	and	is	never	
  happier	 when	 he	 gets	 to	 blast	 them	 with	 the	 Low	 Lantern’s	
  fiery	powers.		
  	
   
  T R O L L S  &  M I N E S  
  Hunting	 through	 the	 mines	 is	 doubly	 dangerous.	 For	 along	
  with	the	dangers	possessed	by	the	harsh	conditions	and	all	
  too	 frequent	 cave-ins	 a	 surprisingly	 numerous,	 and	
  unsurprisingly	 violent,	 troll	 tribe	 claims	 the	 largest	 mine	 as	
  their	 own.	 Drawn	 to	 the	 mines	 by	 some	 nameless	
  compulsion,	 they	 prey	 on	 any	 they	 discover	 invading	 their	
  domain.	 Among	 the	 folk	 of	 Lanthorn,	 mine	 trolls—as	 they	
  are	locally	known—are	universally	considered	even	madder	
  and	 more	 unpredictable	 than	 normal	 trolls.	 Consequently,	
  “mining”	 expeditions	 into	 the	 mines	 are	 now	 either	
  numerous	and	well-guarded	or	small,	stealthy	affairs.	
  
  48	
  L I F E  I N  L A N T H O R N  
  Life	in	Lanthorn	is	surprisingly	ordered	and	peaceful.	Visitors	are	
  reminded	 the	 goblin	 inhabitants	 have	 the	 same	 rights	 and	
  privileges	 as	 its	 more	 “civilised”	 folk.	 The	 goblins	 are	 more	
  exuberant	 and	 care-free	 than	 their	 wizardly	 co-inhabitants.	 In	
  particular,	the	monthly	festivals	the	goblins	insist	on	celebrating	
  are	raucous	affairs;	serious	injuries	and	(hilarious)	accidents	are	
  common	at	these	drunken,	all-night	affairs.	
  T R A D E  &  I N D U S T R Y  
  The	folk	of	Lanthorn	engage	in	several	different	industries.		
  	
  Beyond	 the	 walls,	 the	 goblins	 provide	 guides	 for	 travellers	
  and	 hunt	 through	 the	 abandoned	 mines	 for	 lead	 and	 silver.	 In	
  Lanthorn	 the	 goblins	 run	 all	 the	 menial,	 mundane	 businesses	
  (with	 the	 notable	 exception	 of	 the	 stables)	 servicing	 visitors’	
  needs	in	the	village.		
  	
  Meanwhile,	 the	 members	 of	 the	 Grand	 Conclave	 pursue	
  their	esoteric	trades	crafting	not	only	magic	items	but	also	fine	
  lead-lined	 chests,	 boxes,	 barrels	 and	 even	 vials	 for	 wealthy	
  clients	who	wish	to	hide	their	magic	from	thieves’	divinations.		
  L A W  &  O R D E R  
  Violent	 arguments	 and	 assaults	 are	 rare	 in	 Lanthorn,	 although	
  the	 goblin	 inhabitants	 sometimes	 revert	 to	 type	 and	 brawl	
  among	themselves	or	engage	in	petty	theft	from	travellers.		
  	
  All	adult,	able-bodied	villagers	are	required	to	join	the	militia	
  and	 take	 their	 turn	 walking	 Lanthorn’s	 ramparts.	 In	 practise,	
  many	wizards	pay	trusted	goblin	cohorts	to	take	their	places—
  something	the	goblins	are	only	too	happy	to	do	as	they	relish	the	
  opportunity	 to	 burn	 trolls	 coming	 too	 close	 to	 Lanthorn’s	
  defences.		
  	
  	
  E V E N T S  
  While	the	PCs	are	in	Lanthorn,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  Just	 after	 dusk,	 a	 small	 merchant	 caravan	 approaches	
  Lanthorn.	The	gates	are	already	shut;	the	travellers	must	
  shelter	in	one	of	the	refuges	overnight.		
  2	
  As	 #2,	 but	 this	 merchant	 caravan	 is	 followed	 by	 a	 troll	
  hunting	party.	In	the	depths	of	night,	the	trolls	fall	on	the	
  merchants,	who	are	all	slain	if	no	one	intervenes.		
  3	
  Two	goblins	argue	in	the	street.	Before	long,	they	come	
  to	 blows	 and	 a	 small	 crowd	 gathers	 to	 watch	 the	 fun.	
  When	 the	 goblins’	 friends	 join	 in,	 a	 high-spirited	 brawl	
  ensues.	
  4	
  A	goblin	“miner”	returns	to	Lanthorn	literally	bent	double	
  under	a	straining	sack	of	lead	ore.	As	he	staggers	toward	
  the	Hall	of	the	Grand	Conclave	to	sell	his	haul,	the	sack	
  splits	 open	 and	 scatters	 ore	 on	 the	 ground.	 Within	
  seconds,	 the	 unfortunate	 miner	 is	 at	 the	 centre	 of	 a	
  writhing	mass	of	goblins	intent	on	stealing	as	much	ore	
  as	possible.		
  5	
  The	cloudless	night	is	particularly	cold.	The	goblins	build	
  a	 huge,	 oil-soaked	 bonfire	 and	 cavorting	 about	 it	 while	
  drinking	heavily.	A	carnival-like	atmosphere	develops	and	
  an	 impromptu	 series	 of	 races	 and	 wrestling	 matches	
  provides	entertainment.		
  6	
  Uurki	 enters	 the	 Smouldering	 Troll,	 carrying	 a	 bloody	
  sack.	 She	 upends	 it	 on	 the	 bar	 to	 reveal	 a	 severed,	
  scorched	troll	head.	Gak	wants	it	as	a	“nice	decoration”	
  for	the	bar	and	the	two	fall	to	haggling.	Perceptive	PCs	
  may	notice	the	troll’s	eyes	are	still	moving…	
  	
   
  
  	
  49	
   
   
   
   
   
   
   
   
   
   
  LONGBRIDGE 
  Words	Creighton	Broadhurst	Cartography	Tom	Fayen		
  	
  A	hotbed	of	intrigue	and	deception,	Longbridge	is	claimed	by	not	one	but	two	noble	lords.	Sprawled	across	both	banks	of	a	wide,	swiftly	
  flowing	river	forming	the	boundary	between	the	rivals’	lands,	the	village	grew	up	at	either	end	of	a	fortified	stone	bridge	of	ancient	
  dwarven	artifice.	A	no	man’s	land	of	sorts,	the	bridge	itself	is	huge;	scores	of	travellers	cross	it	every	day	and	several	businesses	have	
  established	themselves	upon	its	span	to	service	their	needs.	Informally	led	by	Einhard	Kochel	these	free	traders	do	not	pay	tax	or	offer	
  fealty	to	either	lord	and	fiercely	resist	both	nobles’	overtures.	
  	
  Longbridge	is	in	turmoil.	Rumourmongers	whisper	bloody	war	will	soon	swirl	across	the	span	as	one	noble	or	the	other	seeks	to	settle	the	
  matter	of	its	ownership	once	and	for	all.	Others	whisper	of	hidden	stairs	in	the	bridge’s	pilings	plunging	deep	below	the	riverbed	to	secret,	
  noisome	catacombs	of	great	antiquity	and	of	the	foul,	ageless	creatures	lurking	within.		
  	
  	
  
  50	
  L O N G B R I D G E  A T  A  G L A N C E  
  A	 hotbed	 of	 intrigue	 and	 deception,	 Longbridge	 is	 claimed	 by	
  two	rival	nobles,	Wido	Gall	and	Hilduin	Lorsch.	Sprawled	across	
  the	 banks	 of	 the	 wide,	 swiftly	 flowing	 Kymi’s	 Run	 forming	 the	
  boundary	between	the	lords’	lands,	the	village	grew	up	at	either	
  end	of	a	fortified	stone	bridge	of	ancient	dwarven	artifice.		
  	
  Longbridge	 is	 a	 volatile	 place.	 Two	 noblemen	 means	 two	
  bailiffs	 and	 two	 sets	 of	 taxes,	 laws	 and	 so	 on.	 Many	 travellers	
  grow	 angry	 at	 paying	 tolls	 and	 taxes	 twice;	 heated	 arguments	
  are	commonplace.	A	no	man’s	land	of	sorts,	the	bridge	itself	is	
  huge;	 scores	 of	 travellers	 cross	 it	 every	 day	 and	 several	
  businesses	have	established	themselves	upon	its	span	to	service	
  their	needs.	Informally	led	by	Einhard	Kochel,	these	free	traders	
  do	not	pay	tax	or	offer	fealty	to	either	lord.	Einhard	plots	to	one	
  day	 wrest	 control	 of	 the	 village	 and	 set	 himself	 up	 as	 its	 new	
  lord.	
  	
  The	 village	 is	 in	 turmoil.	 Rumourmongers	 whisper	 that	
  bloody	 war	 will	 soon	 swirl	 across	 the	 span	 as	 either	 Hilduin	
  Lorsch	or	Wido	Gall	settle	the	matter	of	ownership	once	and	for	
  all.	Other	folk	whisper	of	secret	stairs	concealed	in	the	bridge’s	
  pilings	 plunging	 deep	 below	 the	 riverbed	 to	 hidden,	 noisome	
  caverns	 of	 great	 antiquity	 and	 of	 the	 foul,	 ageless	 creatures	
  lurking	within.		
  D E M O G R A P H I C S  
  Ruler	 Baron	 Wido	 Gall	 and/or	 Hilduin	 Lorsch	 and/or	 Einhard	
  Kochel	
  Government	Contested	
  Population	 193	 (173	 humans,	 12	 dwarves,	 4	 half-elves,	 3	 half-
  orcs,	1	halfling)	
  Alignments	N	
  Languages	Common		
  Resources	&	Industry	Farming	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Rideth	 Sehiatyn	 (location	 3;	 N	 female	 half-elf	 wizard	 [diviner]	
  5/rogue	 3)	 Rideth	 dwells	 on	 the	 bridge	 and	 is	 widely	
  regarded	as	an	expert	on	the	structure.	
  Donatus	 Trond	 (location	 6;	 LE	 male	 human	 rogue	 3/cleric	 2)	
  Serving	 baron	 Hilduin	 Lorsch,	 Donatus	 is	 unpopular	
  throughout	Longbridge.	
  Einhard	Kochel	(location	2;	NG	male	human	fighter	4/cleric	2):	
  Rumoured	 to	 be	 fabulously	 wealthy	 the	 owner	 of	 the	
  Welcoming	Hearth	plots	to	claim	Longbridge	as	his	own.	
  Fruen	Deadeye	(LE	female	half-orc	veteran)	Owner	of	the	Iron	
  Fist,	Fruen	is	secretly	in	league	with	Hilduin	Lorsch.		
  Hilduin	 Lorsch	 (LE	 male	 human	 knight)	 Lord	 of	 Woodridge,	
  Hilduin	 favours	 force	 of	 arms	 in	 his	 bid	 to	 control	
  Longbridge.	
  Rilla	Omer	(location	7;	LN	female	bard	4)	The	bailiff	overseeing	
  Wido	Gall’s	interests,	Rilla	controls	the	south	tower.	
  Wido	 Gall	 (LN	 male	 human	 mage)	 From	 his	 seat	 in	 Dulwich,	
  Wido	looks	east	with	covetous	eyes.		
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. The	Longbridge:	This	massive	structure	dominates	the	village’s	
  landscape	and	economy.	Of	ancient	dwarven	artifice	is	a	vital	
  component	of	the	region’s	trade	network.	
  2. The	Welcoming	Hearth:	Set	upon	the	bridge,	this	fortified	inn	
  offers	 comfort,	 security	 and	 welcome.	 Einhard	 Kochel	 (its	
  owner)	is	a	charming,	well-mannered	host.	
  3. Rideth’s	 House:	 This	 three-storey	 building	 leans	 precariously	
  out	over	the	river.	From	her	ground	floor	shop,	Rideth	offers	
  advice,	knowledge	and	spellcasting	services.	
  4. Thread	&	Ball:	Here	the	fugitive	tailor	Dricolen	Thornhill	(LN	
  male	 halfling	 commoner)	 mends	 travellers’	 clothes	 while	
  dreaming	of	again	tailoring	fine	clothes	for	persons	of	note.	
  5. Maldrec’s:	This	general	shop	has	suspiciously	low	prices.	
  6. North	Tower:	From	the	north	tower,	Donatus	Trond	watches	
  over	his	lord’s	domain.	
  7. South	Tower:	Warding	the	bridge’s	southern	approaches,	it	is	
  here	Rilla	Omer	has	her	seat.		
  8. The	 Merry	 Traveller:	 This	 raucous	 tavern	 is	 popular	 with	
  travellers	and	common	folk.	It	is	open	very	late.	
  9. The	Iron	Fist:	Owned	by	a	retired	mercenary,	the	Iron	First	is	
  popular	with	off-duty	men-at-arms.		
  	
  L O R D S  C O M P E T I N G  
  Ownership	 and	 control	 of	 Longbridge	 is	 contested	 (openly)	
  by	two	individuals:	Hilduin	Lorsch,	Lord	of	Woodbridge,	and	
  Wido	Gall,	ruler	of	the	nearby	town	of	Dulwich.	Both	desire	
  the	bridge	for	its	ability	to	generate	income	from	the	taxes	
  and	 tolls	 paid	 by	 those	 crossing	 the	 swiftly	 flowing	 Kymi’s	
  Run.		
  	
  Each	controls	one	of	 the	bridge’s	towers,	but	 neither	is	
  strong	enough	to	oust	the	other;	of	the	two,	Hilduin	Lorsch	is	
  the	 most	 aggressive	 and	 favours	 resolving	 the	 problem	
  through	strength	of	arms.		
  	
  A	third	figure,	Einhard	Kochel	the	leader	of	the	so-called	
  Free	Traders,	also	desires	control	of	the	bridge.	For	him,	it	is	
  a	religious	matter	as	he	worships	Behron,	god	of	travellers.	
  Einhard	 dreams	 of	 transforming	 the	 whole	 structure	 into	 a	
  temple	dedicated	to	his	lord,	and	is	a	patient	man.		
  
  51	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Longbridge,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	10:	Longbridge	is	a	divided	community;	two	lords	claim	
  the	village;	soon	the	matter	will	be	decided—probably	by	force.	
  	
  DC	15:	Named	for	its	largest	structure,	the	village	is	clustered	
  about	a	bridge	of	ancient	dwarven	artifice.	Apparently,	hidden	
  stairways	lead	to	caverns	below	the	river	itself.	
  	
  DC	20:	Although	two	nobles	argue	over	Longbridge,	a	third	
  person—Einhard	Kochel—secretly	plots	to	turn	Longbridge	into	
  his	personal	demesne.		
  V I L L A G E R S  
  Appearance	Dark-haired	and	dark-eyed,	the	folk	of	Longbridge	
  are	a	stocky	people.	Many	of	the	men	are	hirsute;	some	whisper	
  dwarven	blood	flows	in	their	veins.	
  	
  Dress	Normally	clad	in	serviceable	work	clothes,	the	folk	of	
  Longbridge	are	cleaner	than	most	peasants.	
  	
  Nomenclature	 male:	 Arnulf,	 Drogo,	 Emmon,	 Grifo,	 Lothair,	
  Unroch;	 female:	 Ada,	 Della,	 Idelle,	 Rica,	 Velda;	 family:	 Barisis,	
  Dol,	Gall,	Omer,	Rebais.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Longbridge,	a	PC	may	hear	one	or	more	rumours.	A	PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1*	
  Rideth	 Sehiatyn	 is	 Einhard’s	 lover	 and	 a	 powerful	
  enchantress.	 She	 often	 robs	 travellers	 after	 befuddling	
  them	with	her	magic.	
  2*	
  Something	lurks	in	the	river	and	occasionally	creeps	forth	
  to	feast	on	swimmers.	
  3	
  Hidden	 staircases	 set	 in	 the	 bridge’s	 pilings	 lead	 to	
  sunken	caverns	deep	under	the	river.	
  4	
  Bloody	war	will	soon	come	to	Longbridge;	one	or	other	of	
  the	nobles	claiming	the	place	is	bound	to	press	his	claim	
  through	force	of	arms.	
  5	
  The	folk	dwelling	on	the	bridge	plot	the	independence	of	
  the	 village	 from	 both	 local	 lords.	 Einhard	 Kochel	 leads	
  them.	
  6	
  Many	of	the	men	working	at	the	Iron	First	tavern	have	
  the	air	of	warriors	about	them;	all	are	tight-lipped.	
  *False	rumour	
  		
   
  
  52	
  N O T A B L E  L O C A T I O N S  
  1 :  T H E  L O N G B R I D G E  
  This	vast	dwarven	stone	bridge	stands	at	the	heart	of	the	village.	
  A	great	stone	tower	guards	either	end	of	the	bridge	and	another	
  rises	from	its	central	span.	Several	shops	and	businesses	stand	
  upon	the	Longbridge.	
  	
  The	 bridge	 is	 ancient,	 but	 the	 dwarf-craft	 stonework	 has	
  endured	and	is	in	excellent	condition.	The	dwarves	hid	several	
  stairways	in	the	bridge’s	structure	that	lead	down	to	a	network	
  of	 mostly	 forgotten	 passages	 and	 chambers	 radiating	 through	
  the	 surrounding	 area.	 Some	 are	 partially	 flooded—the	 river	
  finally	having	broken	through,	but	others	are	dry.	The	dwarves	
  used	them	for	storage,	covert	travel	and	even	linked	some	to	yet	
  deeper	passages.	Ancient	dwarven	stories	hold	it	was	possible	to	
  walk	 to	 the	 nearest	 dwarven	 hold	 (the	 now	 ruined,	 kobold-
  infested	 Vongyth)	 through	 those	 passages	 without	 ever	 seeing	
  the	 sun.	 None	 living	 can	 confidently	 confirm	 or	 refute	 these	
  stories.	
  2 :  T H E  W E L C O M I N G  H E A R T H  
  Comprising	 Span	 Gate	 tower,	 the	 Welcoming	
  Hearth	is	said	to	always	have	a	fire	burning	in	
  the	common	room.	Local	legend	has	it	the	
  current	 fire	 has	 been	 burning	 for	 over	
  twenty	years.	The	inn	(fittingly)	contains	a	
  small	 shrine	 to	 Behron	 god	 of	 travellers.	
  The	 tavern’s	 owner—Einhard	 Kochel	 (NG	
  male	 human	 fighter	 4/cleric	 [Behron]	 2)—
  worships	 that	 worthy	 power	 and	 plots	 of	
  wresting	 control	 from	 the	 neighbouring,	 rival	
  lords	 and	 transforming	 the	 whole	 bridge	 into	 a	
  temple	dedicated	to	his	patron.	
  § 
  Food	&	Drink:	meal	(fresh	fish	with	seasonal	vegetables)	5	sp,	
  ale	4	cp,	wine	(pitcher)	2	sp,	wine	(bottle)	10	gp.	
  § 
  Accommodation:	A	room—sleeping	two—10	sp.		
  3 :  R I D E T H ’ S  H O U S E  
  This	three-storey	building	leans	precariously	out	over	the	river.	
  Standing	 next	 to	 the	 Welcoming	 Hearth,	 it	 appears	 as	 if	 it	 is	
  about	 to	 tumble	 into	 the	 waters	 below.	 Rideth	 Sehiatyn	 (N	
  female	half-elf	wizard	[diviner]	5/rogue	3)	uses	the	ground	floor	
  as	 her	 consulting	 chambers	 wherein	 she	 dispenses	 advice	 and	
  information	on	many	subjects	to	her	clients.		
  	
  Rideth	has	a	great	interest	in	the	bridge	itself.	She	knows	the	
  rumours	of	hidden	stairs	in	the	Longbridge	to	be	true	and	has	
  even	dared	to	explore	small	portions	of	the	network	below.	
  4 :  T H R E A D  &  B A L L   
  A	 sign	 depicting	 a	 needle	 and	 thread	 hangs	 above	 this	 small	
  building’s	 front	 door.	 The	 owner,	 Dricolen	 Thornhill	 (LN	 male	
  halfling	 commoner),	 is	 a	 fine	 craftsman,	 but	 normally	 ends	 up	
  repairing	traveller’s	clothes	(much	to	his	chagrin).	He	remembers	
  fondly	the	days	of	crafting	fine	clothing	in	nearby	Languard	and	
  bemoans	his	fate—forced	to	flee	here	when	his	brother	got	into	
  too	much	debt	and	the	moneylender	decided	his	family	should	
  honour	his	obligation.	
  5 :  M A L D R E C ’ S   
  Tarl	 Maldrec	 (N	 male	 half-elf	 spy)	 owns	 this	 large	 building.	 At	
  first	 glance	 the	 shop	 seems	 gloriously	 unorganised,	 but	 Tarl	
  knows	exactly	where	everything	is	stored.	He	has	an	impressive	
  collection	of	traveller’s	gear	for	sale:	tents,	bedrolls,	iron	rations	
  —everything	a	traveller	needs	to	journey	in	comfort.		
  	
  On	 moonless	 nights	 he	 “imports”	 goods	
  through	 a	 large	 trapdoor	 in	 the	 floor,	 thus	
  avoiding	paying	tax	on	his	wares.	His	prices	
  are	suspiciously	low.	
  6 :  T H E  N O R T H  T O W E R  
  Controlled	 by	 Domatus	 Trond	 (LE	
  male	 human	 rogue	 3/cleric	 2)	 the	
  north	 tower	 wards	 the	 approach	 to	
  Hilduin	 Lorsch’s	 lands.	 It	 is	 heavily	
  fortified—he	
  has	
  installed	
  several	
  ballista	
  atop	
  its	
  battlements—and	
  strongly	 garrisoned.	 It	 is	 a	 grim	 place	 and	
  although	 Domatus	 is	 outwardly	 charming	 his	
  heart	is	as	cold	as	the	gold	he	covets	so	much.	
  K Y M I ’ S  R U N  
  Kymi’s	 Run	 has	 its	 headwaters	 somewhere	 in	 the	 storied	
  Forest	of	Gray	Spires	many	miles	 to	 the	 south.	 From	these	
  shadowed	depths	it	flows	passed	the	ruined,	kobold-infested	
  dwarven	ruins	of	Vongyth	before	passing	under	Longbridge’s	
  impressive	 span.	 Downstream,	 it	 slows	 somewhat	 and	
  widens	out	as	it	flows	through	the	sluggish,	noisome	depths	
  of	the	Salt	Mire	before	it	reaches	Hard	Bay’s	briny	waters.		
  	
  The	bridge	at	Longbridge	is	a	vital	link	for	the	local	trade	
  routes	linking	Dulwich	to	the	network	of	surrounding	villages	
  and	 the	only	safe	 place	to	cross	the	upper	 stretches	of	 the	
  river	(which	are	steep-banked	and	swift	flowing).	
  	
  Sometimes,	the	remains	of	fell	things	are	washed	out	of	
  the	Forest	of	Gray	Spires	and	these	have	given	rise	of	many	
  rumours	about	that	strange,	fantastical	place.		
  
  53	
  7 :  T H E  S O U T H  T O W E R  
  The	 twin	 of	 the	 North	 Tower,	 the	 South	 Tower	 is	 under	 the	
  control	of	Wido	Gall’s	bailiff,	Rilla	Omer	(LN	female	bard	4).	Rill	is	
  very	aware	of	how	vital	the	bridge	is	for	trade	(and	her	lord’s	
  finances)	and	wrings	every	last	coin	she	can	legally	extract	from	
  travellers.	 She	 is	 scrupulously	 honest,	 if	 a	 little	 lacking	 in	
  imagination,	and	does	not	see	Domatus’	true	nature.		
  8 :  T H E  M E R R Y  T R A V E L L E R  
  This	raucous	tavern	is	popular	with	travellers	and	common	folk.	
  It	 is	 open	 very	 late	 and	 often	 travellers	 staying	 here	 end	 up	
  lingering	 longer	 than	 planned	 as	 they	 recover	 from	 the	 last	
  night’s	 epic	 drunk.	 The	 landlord,	 Kuno	 Segnii	 (CN	 male	 human	
  guard),	is	a	heavy	drinker	who	loves	his	job.	He	loves	sharing	a	
  drink	(or	four)	with	his	customers	and	never	closes	until	the	last	
  have	 left	 (or	 collapsed	 into	 dribbling	 unconsciousness).	 His	
  wife—the	long	suffering	Gunda	(N	female	human	commoner)—
  despairs	of	her	husband’s	drinking;	arguments	between	the	two	
  are	common.	
  § 
  Food	&	Drink:	meal	(fish	stew	with	fresh	bread)	3	sp,	ale	4	cp,	
  wine	(pitcher)	2	sp.	
  § 
  Accommodation:	
  A	
  room—sparsely	
  furnished	sleeping	two—10	sp.	
  	
  	
  9 :  T H E  I R O N  F I S T  
  Owned	 by	 Fruen	 Deadeye	 (LE	 female	 half-orc	 veteran),	 an	
  ostensibly	 retired	 mercenary	 captain,	 the	 Iron	 Fist	 is	 popular	
  with	 off-duty	 men-at-arms,	 travelling	 warriors	 and	 others	 who	
  enjoy	a	rough	and	ready	atmosphere.	Brawls	here	are	relatively	
  common,	but	rarely	result	in	anything	more	than	a	broken	nose	
  and	 spilt	 drinks.	 Fruen	 is	 strict,	 however,	 and	 charges	 anyone	
  involved	a	“breakages	tax”	after	such	incidents.		
  	
  Fruen	is	secretly	in	league	with	Hilduin	Lorsch.	The	nobleman	
  has	 paid	 her	 handsomely	 to	 spy	 on	 the	 southern	 part	 of	 the	
  village	 and	 she	 has	 hired	 some	 of	 her	 old	 company	 to	 act	 as	
  tavern	 guards	 and	 enforcers.	 Hilduin	 has	 promised	 her	 more	
  gold	if	she	uses	her	warriors	to	cause	chaos	and	confusion	when	
  his	men	storm	across	the	bridge	to	claim	the	whole	village	for	
  their	lord.	
  § 
  Food	&	Drink:	meal	(thin	rabbit	or	fish	stew	with	vegetables)	6	
  sp,	ale	4	cp,	wine	(pitcher)	2	sp.	
  § 
  Accommodation:	A	room—sparsely	furnished	sleeping	four—4	
  sp.	
  	
  	
   
  
  54	
  L I F E  I N  L O N G B R I D G E  
  Excepting	the	tension	between	lords	Gall	and	Lorsch	(and	their	
  followers)	life	in	Longbridge	is	relatively	peaceful.	
  T R A D E  &  I N D U S T R Y  
  Farmland	surrounds	the	village.	Many	villagers	make	their	living	
  servicing	 the	 needs	 of	 travellers	 passing	 through	 Longbridge.	
  Some	villagers	fish	Kymi’s	Run,	using	coracles	or	other	small	craft	
  to	ply	its	waters.	A	few	of	these	individuals—for	the	right	price—
  transport	 goods	 and	 travellers	 across	 the	 river	 at	 night;	 thus	
  avoiding	the	tolls	and	taxes	levied	on	such	movement.	
  L A W  &  O R D E R  
  Each	nobleman	has	appointed	a	bailiff	to	control	his	portion	of	
  the	village,	overseeing	law	and	order,	levying	taxes	and	so	on.	
  Travellers	are	less	than	delighted	to	pay	such	tariffs	more	than	
  once	and	arguments	often	flare.		
  E V E N T S  
  While	 the	 PCs	 are	 in	 Longbridge,	 one	 or	 more	 of	 the	 below	
  events	may	occur.	Choose	or	determine	randomly:	
  D10	
  EVENT	
  1	
  An	outraged	traveller	refuses	to	pay	a	toll	at	both	towers.	
  An	argument	quickly	develops.	
  2	
  Einhard	 Kochel	 stands	 at	 the	 Welcoming	 Hearth’s	
  threshold	 loudly	 (and	 charmingly)	 inviting	 travellers	 to	
  rest	within.	
  3	
  A	muttering	dwarf	wanders	the	bridge,	closely	examining	
  its	stonework,	as	if	searching	for	something.	
  4	
  A	fisherman	sits	in	his	craft	in	the	shadow	of	the	bridge.	
  He	suddenly	shouts	that	“something	big”	is	in	the	water	
  below	his	boat.	
  5	
  As	 one	 of	 the	 bailiffs	 inspects	 the	 bridge,	 a	 bucket	 of	
  excrement	 is	 “accidentally”	 dropped	 from	 the	 rival’s	
  tower	and	narrowly	misses	its	target.	
  6	
  Freun	 Deadeye	 wanders	 the	 bridge	 ostensibly	 for	 fresh	
  air,	 but	 in	 reality	 she	 is	 checking	 on	 the	 guards	 at	 the	
  South	Tower.	
  7	
  Loud	 voices	 emanating	 from	 the	 Weary	 Traveller	 mark	
  the	 beginning	 of	 another	 argument	 between	 Kuno	 and	
  Gunda.		
  8	
  Three	 figures—all	 wearing	 voluminous	 cloaks,	 but	
  obviously	by	their	stature	dwarves—stand	outside	Rideth	
  Sehiatyn	patiently	waiting	for	her	to	answer	the	door.	
  9	
  Dark	clouds	hover	low	over	the	bridge	and	a	heavy	rain	
  begins	 to	 fall.	 Within	 minutes,	 the	 bridge	 is	 seemingly	
  deserted	as	everyone—guards	and	travellers	alike—seek	
  cover.	
  10	
  A	brawl	erupts	at	the	Iron	Fist	as	rival,	off-duty	men-at-
  arms	from	the	two	towers	come	to	blows.	
  	
  	
  T R A V E L L E R S  
  While	 the	 PCs	 are	 in	 Longbridge,	 many	 folk	 use	 the	 bridge.	
  Choose	or	determine	randomly	who	the	PCs	encounter:	
  D10	
  TRAVELLER	
  1	
  Boram	Bigbelly	(CN	male	halfling	commoner),	a	peddler	
  by	trade,	tries	to	sneak	through	one	of	the	gates	while	
  the	guards	are	occupied	with	other	travellers.	They	spot	
  him,	and	give	chase	across	the	bridge.	
  2	
  Kanbrar	 Natityrr	 (NG	 male	 half-elf	 acolyte)	 is	 a	 devout	
  follower	 of	 the	 god	 of	 travelling.	 He	 has	 come	 here	 to	
  visit	Einhard	Kochel	and	loudly	protests	the	need	to	pay	a	
  toll	to	do	so.	He	is	otherwise	pleasant	and	happy	to	share	
  stories	with	fellow	travellers.	
  3	
  Baggi	 the	 Rash	 (N	 female	 half-orc	 tribal	 warrior)	 is	 a	
  wandering	adventurer.	She	is	drunk,	impetuous	and	in	a	
  silly	mood.	She	is	trying	to	talk	the	guards	into	letting	her	
  cross	 the	 bridge	 for	 free.	 When	 she	 sees	 the	 PCs,	 she	
  mistakes	one	for	an	old	friend	and	greets	them	warmly.		
  4	
  A	wandering	sellsword	of	some	small	repute—Krorz	the	
  Destroyer	 (N	 male	 half-orc	 assassin)—rests	 on	 the	
  bridge’s	 parapet	 and	 stares	 moodily	 into	 the	 waters	
  below.	He	is	in	a	foul	mood.		
  5	
  Drunn	Kraviz	(LG	male	dwarf	fighter	3)	has	come	to	the	
  bridge	 because	 ancient	 family	 stories	 say	 one	 of	 his	
  ancestors	 worked	 on	 its	 construction.	 He	 is	 searching	
  every	inch	of	the	bridge	for	any	sign—perhaps	graffiti	or	
  a	maker’s	mark—to	prove	the	stories.	
  6	
  Ossi	Leino	(CG	male	human	commoner)	didn’t	know	he	
  had	to	pay	a	toll	at	both	ends	of	the	bridge.	He	doesn’t	
  have	enough	money	to	get	off	the	bridge	and	has	been	
  trapped	here	for	much	of	the	day.	The	man—a	travelling	
  down-on-his-luck	 scribe	 in	 search	 of	 employment—is	
  thirsty,	hungry	and	getting	desperate.		
  7	
  Aune	 Alanen	 (CG	 female	 human	 wizard	 [diviner]	 6)	 has	
  come	to	visit	Rideth	Sehiatyn	in	hopes	of	swapping	some	
  spells.	Aune	is	well-dressed	and	doesn’t	have	much	time	
  for	commoners	and	the	like.	She	is	haughty	and	cold.	
  8	
  Addabar	Andig	(N	male	gnome	bard	2)	is	playing	a	merry	
  tune	on	a	pipe.	He	stands	on	a	small	box	and	a	rug	on	the	
  ground	holds	several	copper	and	silver	coins.	He	makes	a	
  special	effort	to	elicit	a	few	coins	from	the	party	and	is	
  not	above	making	up	fantastic	rumours	to	earn	gold	from	
  gullible	or	impressionable	adventurers.	
  9	
  Merla	Faststep	(NG	female	halfling	thief	9)	is	fleeing	an	
  irate	 merchant	 who	 she	 has	 just	 fleeced.	 The	 man	 is	
  loudly	 calling	 for	 the	 watch,	 but	 as	 the	 bridge	 is	 a	 no	
  man’s	land	of	sorts	no	one	is	rushing	to	his	aid.	
  10	
  Adalbern	Njars	(LG	male	human	commoner)—a	carter—
  is	trying	to	cross	the	bridge	with	a	load	of	hay.	His	horse	
  is	in	a	foul	mood	and	the	cart	has	become	wedged	in	one	
  of	the	gates.	Guards	and	other	travellers	are	shouting	at	
  him	to	get	out	of	the	way.		
   
   
  
  	
  55	
   
   
   
   
   
   
   
   
   
   
  SHROUDHAVEN 
  Words	Mike	Welham	Cartography	Maciej	Zagorski		
  	
  Nestled	in	a	deep	valley,	Shroudhaven	has	never	seen	sunlight	in	the	centuries	since	its	founding.	A	long-forgotten	war	drove	refugees	to	
  the	valley	where	a	persistent	thick	fog	had	permanently	settled,	a	side-effect	of	magical	might	employed	during	the	war.	The	fog	shields	
  its	residents	both	from	the	elements	and	from	those	who	might	seek	to	destroy	them	merely	for	who	they	are.	For	most	of	those	dwelling	
  in	Shroudhaven	are	undead.	A	dark	reputation—like	the	pervasive	fog—hangs	over	the	village,	but	those	spending	time	with	the	villagers	
  tell	a	different	story,	one	in	which	the	battle	against	the	base	urges.	
  	
  	
  
  56	
  S H R O U D H A V E N  A T  A  G L A N C E  
  Finding	 Shroudhaven	 presents	 certain	 difficulties,	 as	 no	 road	
  leads	to	the	village;	wagon	ruts	serve	as	the	only	path.	Thick	fog	
  makes	 navigation.	 Wolf	 howls	 and	 mad	 gibbering	 from	 all	
  directions	 provide	 travellers	 constant	 companionship.	 The	 first	
  indicator	 of	 civilization,	 signs	 spaced	 around	 the	 village	
  proclaiming	 “No	 Necromancers,	 on	 Penalty	 of	 Death”	 and	
  “Lawbreakers	Will	Be	Eaten,”	greet	visitors.	
  	
  Shroudhaven’s	 architecture,	 style	 of	 dress	 and	 dialects	
  hearken	back	to	its	centuries-old	genesis.	Incredible,	innovative	
  artwork	and	artisanship	contrasts	oddly	with	the	village’s	quaint	
  nature.	The	sky	only	manages	to	brighten	to	a	gloomy	grey	at	
  noon.	 Brass	 lamps	 lining	 the	 streets	 cast	 yellow	 glows	 barely	
  penetrating	 the	 fog.	 When	 the	 fog	 thickens,	 one	 can	 only	
  perceive	the	vague	shapes	of	buildings	and	other	beings.	
  	
  While	Shroudhaven’s	undead	inhabitants	make	no	outward	
  displays	 of	 their	 state,	 in	 order	 to	 make	 guests	 feel	 more	
  comfortable,	astute	observers	easily	discern	the	truth.	For	such	
  guests,	the	undead	don’t	bother	to	hide	their	state,	and	instead	
  put	their	effort	into	convincing	visitors	of	their	civility.	
  D E M O G R A P H I C S  
  Ruler	The	Gloomhand	(five-member	council)	
  Government	Council	
  Population	79	(22	humans,	11	dwarves,	27	elves,	6	halflings,	13	
  ghasts)	
  Alignments	N,	LE,	NE,	CE	
  Languages	Common,	Dwarven,	Elven,	Undercommon		
  Resources	 &	 Industry	 Alchemical	 supplies,	 clockwork	 devices,	
  entertainment,	exotic	mushrooms	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 undead.	 A	 few,	 however,	 are	 of	
  particular	interest	to	adventurers:	
  Bertram	 Jinkin	 (location	 1;	 N	 male	 dwarf	 spy)	 One	 of	
  Shroudhaven’s	 few	 living	 residents,	 Bertram	 acts	 as	 the	
  village’s	“face”	to	newcomers.	
  Damiella	 Nightingale	 (location	 8;	 CE	 female	 human	 vampire	
  bard	11)	Damiella	is	one	of	Zuzu’s	prize	pupils,	with	a	voice	
  capable	of	both	shattering	glass	and	soothing	souls.	
  Keren	Zaris	(location	9;	LE	female	vampire	halfling)	Keren	spends	
  her	 relative	 immortality	 perfecting	 various	 clockworks	
  devices.	
  Quentin	Roarg	(location	3;	NE	male	elf	vampire	mage)	Quentin	
  has	spent	decades	formulating	a	blood	substitute.	
  Sestra	 Vol	 (location	 5;	 CE	 female	 ghast	 berserker)	 Sestra	 runs	
  her	shop	when	she	is	not	patrolling	outside	Shroudhaven.	
  Yvaine	Grau	(location	10;	N	female	elf	cleric	15)	Yvaine	oversees	
  her	farm	and	Respite	Lodge,	where	she	provides	aid	to	the	
  living	and	undead	alike,	along	with	her	wisdom.	
  Zuzu	Mellavious	(location	8;	NE	female	halfling	vampire	bard	13)	
  Proprietor	of	Theatre	Mellavious,	Zuzu	develops	new	talent.		
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	resident	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Jinkin’s	Bar	and	Grill:	The	first	stop	for	many	visitors,	Betram	
  Jinkin	serves	an	array	of	food	procured	from	the	farm	and	the	
  village’s	mushroom	fields.	
  2. Manor	House	Inn:	Several	residents	have	suites	in	this	massive	
  mansion,	which	also	houses	newcomers	to	the	village.	
  3. Roarg’s	 Alchemy:	 An	 acrid	 stench	 permeates	 the	 air	 around	
  this	building,	where	Quentin	Roarg	creates	alchemical	supplies	
  as	a	break	from	working	on	his	passion	project.	
  4. The	Cathedral:	Meeting	place	of	the	ruling	Gloomhand	council,	
  the	Cathedral	also	serves	as	a	prison.	
  5. Hunting	Shoppe:	Sestra	Vol’s	shop	contains	a	wide	variety	of	
  hunting	 supplies,	 from	 simple	 weapons	 and	 snare	 traps	 to	
  items	suited	to	repel	or	destroy	the	undead.		
  6. Yvaine’s	Farm:	Yvaine	Grau	raises	sheep	and	cattle	near	one	of	
  the	mushroom	fields,	which	provides	surprisingly	healthy	fare	
  for	the	animals.	
  7. Mushroom	 Fields:	 Since	 normal	 plants	 cannot	 grow	 without	
  sunlight,	Shroudhaven	has	turned	to	harvesting	mushrooms.	
  8. Theatre	Mellavious:	Varied	performances	grace	the	stages	of	
  this	 magnificent	 theatre	 on	 a	 nightly	 basis.	 Zuzu	 Mellavious	
  invites	visitors	who	catch	her	eye	to	perform	on	stage.	
  9. Gear	and	Gears:	Keren	Zaris	runs	this	general	store,	which	has	
  given	over	much	of	its	space	to	the	intricate	clockwork	objects	
  Keren	creates.	
  10. Respite	 Lodge:	 Due	 to	 the	 dangerous	 creatures	 outside	
  Shroudhaven,	visitors	might	stop	here	for	healing	on	arrival.		
  	
  	
  
  57	
  V I L L A G E  L O R E  
  A	PC	may	know	something	about	Shroudhaven,	its	history	and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	15:	Shroudhaven’s	remote	location	and	the	pervasive	fog	
  make	 it	 a	 mysterious	 place.	 The	 population	 is	 made	 up	 of	
  relatives	of	refugees	from	an	ancient	war.	
  	
  DC	20:	Led	by	the	Gloomhand,	Shroudhaven	is	a	destination	
  for	 undead	 creatures.	 However,	 these	 creatures	 claim	 to	 be	
  civilized	and	present	no	threat	to	living	creatures.	They	scour	the	
  land	of	what	they	call	the	“feral	undead”.	
  	
  DC	25:	Residents	of	Shroudhaven	can	never	leave	the	village	
  for	 long	 periods.	 After	 a	 week’s	 absence,	 a	 villager	 begins	 to	
  suffer	from	a	wasting	disease.	Despite	this,	representatives	from	
  Shroudhaven	invite	innovative	artisans	and	artists	to	live	there.	
  V I L L A G E R S  
  Appearance	 Thanks	 to	 the	 lack	 of	 sunlight,	 and	 the	 undead	
  nature	 of	 most	 of	 the	 residents,	 everyone	 has	 a	 pallid	
  complexion;	hair	colour	ranges	from	white/blonde	to	brunette.	
  	
  Dress	 The	 people	 of	 Shroudhaven	 wear	 stylish	 clothing	 for	
  the	historical	period	of	its	founding,	but	the	fashion	is	outdated.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Shroudhaven,	a	PC	may	hear	one	or	more	rumours.	A	
  PC	making	a	DC	10	Charisma	check	learns	one	rumour	from	the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.				
  D6	
  RUMOUR	
  1*	
  A	 thin	 ray	 of	 sunlight	 penetrated	 the	 fog	 recently	 and	
  followed	Valdrianne	around.	
  2	
  The	Cathedral	has	a	secret	cellar	where	the	Gloomhand	
  inters	feral	undead	they	plan	to	recondition.	
  3	
  The	fog	became	acidic	and	destroys	crops	and	forces	the	
  villagers	inside	for	a	time.	
  4	
  One	of	the	Gloomhand	has	spoken	about	stepping	down	
  from	the	council,	the	first	such	departure	in	sixty	years.	
  5	
  Madame	 Mellavious	 has	 enticed	 an	 acting	 troupe	 to	
  stage	 an	 original	 play	 on	 the	 main	 stage;	 devastating	
  events	occur	after	each	performance.	
  6	
  The	 mining	 village	 of	 Silver	 Bluff	 has	 discovered	 the	
  remnants	 of	 an	 engine	 of	 war;	 the	 Gloomhand	 has	
  expressed	concerns	about	the	engine’s	reactivation.	
  *False	rumour	
  		
   
  
  58	
  N O T A B L E  L O C A T I O N S  
  1 :  J I N K I N ’ S  B A R  A N D  G R I L L  
  Standing	at	Shroudhaven’s	most	accessible	border,	Jinkin’s	Bar	
  and	Grill	has	warm	lights	shining	in	all	its	windows	as	a	welcome	
  to	 visitors	 to	 the	 village.	 Bertram	 Jinkin	 (N	 male	 dwarf	 spy)	
  greets	newcomers	from	outside	his	restaurant	and	ensures	he	is	
  the	first	local	to	meet	people.	Formerly	a	miner	in	Silver	Bluff,	
  Jinkin	chafed	at	the	conditions	the	mining	company	imposed	on	
  its	 workers.	 He	 travelled	 from	 Silver	 Bluff	 fifty	 years	 ago	 and	
  stumbled	upon	Shroudhaven	after	a	narrow	escape	from	a	pack	
  of	 ghouls.	 In	 contrast	 to	 that	 harrowing	 experience,	 the	
  residents	 seemed	 quite	 friendly,	 but	 it	 took	 him	 little	 time	 to	
  realize	 they	 were	 also	 undead.	 Valdrianne	 Cort	 from	 the	
  Gloomhand	met	with	Jinkin	and	made	his	case	for	the	village’s	
  burgeoning	 notion	 of	 ceasing	 to	 prey	 on	 intelligent	 beings.	
  Jinkin,	 intrigued	 by	 what	 he	 heard	 and	 saw,	 accepted	 a	 job	
  wherein	he	would	introduce	visitors	to	Shroudhaven	and	inform	
  them	of	its	residents’	unusual	natures.	Jinkin	has	a	shrewd	eye	
  for	whether	people	will	be	accepting	or	not.	
  	
  The	 tavern	 serves	 new	 arrivals	 and	 Shroudhaven	 denizens	
  alike.	 It	 features	 meat	 from	 the	 livestock	 raised	 at	 Yvaine’s	
  ranch,	as	well	as	an	array	of	mushrooms	cultivated	in	the	village.	
  Jinkin	 has	 turned	 his	 alchemical	 skills	 toward	 fermentation	 of	
  mushrooms	into	earthy,	yet	potent	alcohol.	For	those	who	Jinkin	
  believes	would	react	poorly	to	Shroudhaven’s	secret,	he	cheerily	
  puts	them	up	in	a	couple	of	well-appointed	rooms	upstairs	from	
  the	dining	hall.	Otherwise,	he	directs	them	to	the	Manor	House	
  Inn	for	lodging.	
  2 :  M A N O R  H O U S E  I N N  
  This	 three-storey	 stone	 building	 accommodates	 Shroudhaven’s	
  residents,	 invited	 guests	 and	 visitors	 who	 wish	 to	 stay	 longer	
  than	 one	 night	 (and	 Jinkin	 has	 vetted).	 Hondra	 Van	 Veldt	 (CE	
  male	ghast	noble),	who	has	mastered	suppressing	the	stench	of	
  decay,	 leads	 a	 staff	 of	 twenty	 workers	 who	 keep	 the	 manor	
  house	spotless	and	ensure	they	meet	all	guests’	and	residents’	
  needs.	 Each	 room	 has	 a	 private	 bath,	 heated	 gradually	 by	 an	
  alchemical	 process	 designed	 by	 Quentin	 Roarg.	 All	 guests	 and	
  residents	can	receive	meals	in	their	rooms	or	join	the	others	for	
  formal	 meals,	 during	 which	 much	 of	 the	 village’s	 gossip	 is	
  shared.	 The	 manor	 house	 also	 serves	 afternoon	 tea,	 to	 which	
  everyone	in	the	village	has	a	standing	invitation.	The	two-acre	
  grounds	 surrounding	 the	 manor	 house	 have	 space	 for	 horse	
  riding,	leisure	activities	and	a	number	of	outdoor	games,	some	
  of	which	have	fallen	out	of	common	practice.	
  3 :  R O A R G ’ S  A L C H E M Y  
  Roarg’s	shop	is	not	difficult	to	find	thanks	to	the	eye-watering	
  stench	 pervading	 the	 air	 around	 the	 building.	 The	 stone	
  comprising	the	building	is	blackened	in	spots,	and,	in	others,	the	
  stone	has	partially	melted.	Smoke	belches	from	a	chimney	and	
  colours	 the	 fog	 above	 a	 sickly	 green	 hue.	 Quentin	 Roarg	 (NE	
  male	vampire	elf	mage)	enthusiastically	greets	those	who	brave	
  the	noxious	atmosphere	and	enter	the	building.	He	then	quickly	
  warns	 them	 to	 stay	 where	 they	 are	 while	 he	 sets	 down	 a	
  bubbling	 beaker,	 which	 sometimes	 explodes.	 In	 this	 case,	 he	
  cackles	while	picking	out	glass	shards	from	his	flesh.	Roarg’s	skin	
  is	discoloured	from	the	many	experiments	he	carries	out,	making	
  it	hard	to	determine	whether	he	is	undead.	He	happily	confirms	
  he	 is	 undead	 with	 anyone	 who	 asks,	 and	 then	 immediately	
  launches	into	an	excited	discussion	about	the	artificial	blood	he	
  has	 been	 attempting	 to	 synthesize.	 This	 typically	 leads	 him	 to	
  ask	for	blood	samples	from	living	visitors	(“purely	for	research	
  purposes”).	 Anyone	 capable	 of	 diverting	 his	 attention	 can	
  commission	 alchemical	 items	 which	 he	 sells	 at	 ten	 percent	
  below	 the	 base	 cost,	 or	 twenty	 percent	 below	 for	 those	 who	
  provide	blood	samples.	
  4 :  T H E  C A T H E D R A L  
  The	Cathedral	is	a	daunting	stone	edifice	standing	four-storeys	
  high	 replete	 with	 gargoyles	 along	 ledges	 at	 all	 heights.	 The	
  building,	 also	 featuring	 a	 steeple	 disappearing	 into	 the	 fog,	 is	
  one	 of	 two	 places	 inaccessible	 to	 visitors	 (the	 other	 being	 the	
  hidden	 farm	 below	 the	 livestock	 farm	 [location	 6]).	 The	
  Cathedral	is	home	to	the	Gloomhand,	Shroudhaven’s	governing	
  council,	who	make	appearances	in	the	village,	especially	when	a	
  promising	 visitor	 arrives.	 Often,	 Valdrianne	 Cort	 (NE	 female	
  vampire	halfling	noble),	Zuzu	Mellavious’s	sister-in-law,	acts	as	
  the	Gloomhand’s	ambassador.	
  	
  The	Cathedral	also	holds	Shroudhaven’s	prison,	beneath	the	
  building	itself.	The	prison	is	largely	empty,	but	occasionally	the	
  Gloomhand	 uses	 the	 space	 to	 interrogate	 people	 they	 believe	
  threaten	 the	 village.	 The	 Gloomhold	 also	 quietly	 ushers	 feral	
  undead	 into	 the	 prison	 and	 attempts	 to	 break	 them	 of	 their	
  atavistic	 urges	 and	 return	 them	 to	 what	 the	 council	 considers	
  polite	society.	Many	outsiders	witnessing	these	attempts	would	
  liken	the	techniques	used	to	torture.	A	guillotine	stands	behind	
  the	 Cathedral;	 those	 found	 guilty	 of	 necromancy	 meet	 their	
  fates	here.	
  	
  The	 steeple	 holds	 a	 staircase	 and	 reaches	 above	 the	 fog	
  bank,	nearly	one	mile	high.	Climbing	the	staircase	is	not	as	easy	
  as	 gaining	 access	 to	 it.	 Ghostly	 creatures,	 pale	 remnants	 of	
  former	residents	who	perished	here	and	abroad,	are	trapped	in	
  the	fog	and	attack	any	who	dares	climb	aloft.	
  
  59	
  5 :  H U N T I N G  S H O P P E  
  This	simple	building	is	a	two-room	affair,	containing	a	chaotically	
  arranged	 shop	 and	 Sestra	 Vol’s	 (CE	 female	 ghast	 berserker)	
  room.	 The	 shop	 contains	 a	 jumble	 of	 gear	 and	 provisions	 for	
  hunting	 trips	 in	 the	 surrounding	 wilderness.	 Sestra	 crafts	 her	
  own	traps	for	mundane	animals,	such	as	wolves	and	bears,	and	
  she	willingly	sells	them	along	with	normal	gear	to	visitors	who	
  need	an	advantage	when	they	leave	the	village.	She	also	has	an	
  array	 of	 mundane	 and	 magic	 items	 hunting	 gear	 she	 uses	 to	
  capture	or	kill	feral	undead.	She	will	not	part	with	these	items,	
  unless	the	buyers	agree	to	go	with	her	on	a	hunt	or	otherwise	
  prove	themselves	to	her	satisfaction.	Her	stringy,	grey	hair	and	
  the	hint	of	decaying	flesh	mark	her	out	as	unnatural.	She	laughs	
  when	 someone	 brings	 it	 up	 and	 makes	 veiled	 threats	 when	
  someone	expresses	disgust	about	her	undead	state.	
  6 :  Y V A I N E ’ S  F A R M  
  Sheep	and	cattle	placidly	graze	on	clumps	of	sickly	grass	in	this	
  large	field.	A	group	of	five	workers	watches	over	the	livestock.	
  Thanks	 to	 Yvaine	 Grau’s	 training,	 all	 five	 are	 adept	 at	 animal	
  husbandry,	and	have	taken	druidic	training	to	encourage	plant	
  growth.	Recently,	the	Gloomhand	permitted	them	the	judicious	
  use	 of	 daylight	 spells	 to	 strengthen	 the	 plants	 and	 make	 the	
  livestock	healthier.	As	more	of	Shroudhaven’s	residents	turn	to	
  blood	and	meat	to	sustain	them	while	they	await	a	breakthrough	
  from	 Quentin	 Roarg,	 Yvaine’s	 crew	 makes	 greater	 effort	 in	
  ensuring	the	food	sources	are	hearty.	
  	
  Provisions	are	also	available	for	those	who	haven’t	given	up	
  their	taste	for	humanoid	flesh.	Due	to	the	distasteful	nature	of	
  the	source,	and	to	prevent	visitors	from	becoming	outraged,	a	
  group	of	humans	lives	in	a	subterranean	area	underneath	a	barn	
  at	the	centre	of	the	ranch.	Yvaine	and	Quentin	devised	a	way	to	
  alchemically	 lobotomize	 children	 born	 to	 the	 humans,	 and	 the	
  two	 workers	 tending	 the	 humans	 treat	 them	 as	 well	 as	 the	
  livestock	above	get	treated.	
  7 :  M U S H R O O M  F I E L D S  
  The	damp	atmosphere	and	lack	of	light	make	perfect	conditions	
  for	 the	 mushrooms	 grown	 outside	 Shroudhaven.	 A	 riot	 of	
  mushrooms	thrives	in	the	damp	ground,	and	farmers	(N	various	
  races	 druid)	 working	 the	 fields	 have	 cultivated	 different	
  varieties.	 The	 majority	 of	 the	 fields	 host	 staple	 mushrooms,	
  which	are	meaty	and	nutritious,	but	somewhat	bland.	Specialty	
  mushrooms	 include	 those	 with	 spiciness	 comparable	 to	 eye-
  watering	peppers,	fermentable	species	used	to	create	alcoholic	
  beverages	 that	 even	 affect	 undead	 physiology	 and	 popular	
  psychedelic	sorts.	Varieties	unique	to	Shroudhaven	have	gained	
  popularity	outside	the	village	and	command	royal	sums.	
  8 :  T H E A T R E  M E L L A V I O U S  
  The	 centrepiece	 of	 Shroudhaven—at	 least	 according	 to	 its	
  proprietor,	 Zuzu	 Mellavious	 (NE	 female	 halfling	 vampire	 bard	
  13)—Theatre	
  Mellavious	
  hosts	
  amazing	
  performances.	
  Mellavious,	 a	 flamboyant	 halfling	 who	 wears	 a	 variety	 of	
  ostentatious	 wigs	 and	 clothes,	 constantly	 watches	 for	 new	
  talent.	She	follows	local	gossip,	so	she	knows	when	newcomers	
  arrive.	 She	 often	 turns	 up	 at	 Jinkin’s	 place	 (disguising	 her	
  vampiric	 nature,	 of	 course)	 and	 turns	 conversation	 with	
  newcomers	toward	the	arts.	With	luck,	someone	who	performs	
  exceptionally	 piques	 her	 interest.	 She	 is	 not	 above	 using	 her	
  abilities	to	compel	a	favoured	artist	to	remain	in	Shroudhaven	
  and	take	the	stage.	Mellavious	is	also	the	most	widely-travelled	
  of	 the	 villagers,	 as	 she	 searches	 the	 world	 for	 talent	 she	 can	
  poach	(or	cajole	to	move	to	Shroudhaven).	
  9 :  G E A R  A N D  G E A R S  
  In	 contrast	 to	 the	 village’s	 other	 supplier,	 Keren	 Zaris’s	 (LE	
  female	 vampire	 halfling)	 home	 and	 shop	 are	 models	 of	
  orderliness.	Very	little	of	the	gear	she	sells	overlaps	with	Sestra	
  Vol’s	 offerings.	 She	 prides	 herself	 on	 practical	 gear	 for	
  adventurers,	such	as	five-foot-long	poles	that	can	extend	to	ten	
  feet	 (or	 longer)	 with	 the	 push	 of	 a	 button.	 Like	 many	 of	 the	
  vampires	 in	 Shroudhaven,	 Zaris	 obsesses	 over	 a	 particular	
  activity;	in	her	case,	she	creates	intricate	clocks	and	clockwork	
  devices.	 Many	 of	 her	 accurate	 clocks	 grace	 homes	 and	
  businesses	throughout	the	village.	She	nears	completion	on	her	
  largest	project	yet:	a	troupe	of	clockwork	dancers.	She	hopes	to	
  feature	 the	 dancers	 on	 Madame	 Mellavious’s	 main	 stage,	 but	
  the	 impresario	 has	 not	 moved	 on	 her	 stance	 regarding	 the	
  unnaturalness	of	what	she	considers	mere	machines.	
  1 0 :  R E S P I T E  L O D G E  
  Yvaine	Grau	(N	female	elf	cleric	15),	a	golden-haired	woman	with	
  sparkling	 emerald	 eyes,	 used	 to	 divide	 her	 time	 between	 her	
  farm	 and	 this	 place	 of	 healing,	 but	 she	 has	 trained	 other	
  residents	 to	 handle	 farming	 duties,	 allowing	 her	 to	 focus	 on	
  being	 another	 ambassador	 to	 Shroudhaven.	 Respite	 Lodge	
  stands	at	the	opposite	side	of	the	village	from	Jinkin’s	Bar	and	
  Grill,	a	good	location	since	the	approach	from	the	Lodge’s	side	is	
  fraught	 with	 danger.	 She	 serves	 a	 similar	 role	 to	 Jinkin	 for	
  newcomers,	 but	 she	 often	 sends	 visitors	 to	 him	 after	 she	 has	
  tended	 to	 their	 wounds.	 More	 importantly,	 she	 serves	 as	 an	
  advisor	 for	 the	 undead	 living	 in	 the	 village.	 She	 relies	 on	 her	
  connection	to	nature	to	provide	guidance	for	those	struggling	to	
  maintain	 their	 civility.	 Her	 200	 years	 of	 life	 also	 give	 her	
  perspective	on	the	near-immortality	of	the	vampires	she	guides.	
  
  	
  60	
  L I F E  I N  S H R O U D H A V E N  
  The	 people	 of	 Shroudhaven	 enjoy	 their	 relative	 isolation	 from	
  the	 world.	 They	 spend	 their	 days	 pursuing	 their	 passions	 or	
  obsessions	 and	 resisting	 their	 desire	 to	 consume	 the	 flesh	 of	
  intelligent	creatures.	They	welcome	visitors	as	a	distraction	from	
  their	 day-to-day	 lives.	 Visitors	 who	 accept	 the	 truth	 of	
  Shroudhaven	face	many	questions	from	the	villagers.	Given	their	
  inability	 to	 leave	 the	 village	 for	 longer	 than	 a	 week,	 many	 of	
  these	questions	concern	the	outside	world.	
  	
  As	 Shroudhaven’s	 renown	 spreads,	 either	 regarding	 the	
  nature	 of	 its	 inhabitants	 or	 the	 wealth	 of	 goods	 and	
  entertainment	 growing	 out	 of	 their	 obsessions,	 the	 villagers	
  must	 deal	 with	 an	 influx	 of	 newcomers.	 They	 are	 aware	 this	
  potential	 increase	 in	 visitors	 comes	 with	 the	 downside	 of	 an	
  increase	in	feral	undead,	as	the	creatures	attack	and	“convert”	
  those	making	the	trek	to	Shroudhaven.	
  T R A D E  &  I N D U S T R Y  
  Shroudhaven’s	trade	is	emergent	and	depends	solely	on	word	of	
  mouth	from	visitors	who	sample	the	village’s	wares.	Mushrooms	
  are	 the	 most	 common	 item	 mentioned	 by	 those	 who	 pass	
  through	 the	 village.	 Shroudhaven	 commands	 a	 high	 price	 for	
  particularly	 intoxicating	 mushrooms	 unique	 to	 the	 village.	
  Second	 to	 the	 mushrooms,	 Theatre	 Mellavious	 has	 grown	 in	
  reputation	 for	 its	 fine	 performances.	 Wealthy	 patrons	 take	 an	
  expendable	retinue	with	them	to	survive	the	trip.	Finally,	word	
  about	Quentin	Zaris’s	alchemical	concoctions	and	Keren	Zaris’s	
  clockworks	have	reached	interested	adventurers	and	collectors.	
  L A W  &  O R D E R  
  Shroudhaven	has	very	few	laws:	no	one	attacks	another	villager,	
  no	one	consumes	the	flesh	of	an	intelligent	being,	and	no	one	
  practices	 necromancy.	 The	 Gloomhand	 offers	 protection,	
  extending	 to	 one	 mile	 outside	 the	 Shroudhaven’s	 confines,	 to	
  living	creatures	visiting	the	village.	Depending	on	the	severity	of	
  the	first	two	crimes,	the	person	committing	the	crime	faces	jail	
  time	or	exile	(virtually	amounting	to	a	death	sentence,	as	ferals	
  and	 hunters	 alike	 target	 the	 exiled	 villager).	 The	 sentence	 for	
  necromancy	 is	 death	 by	 beheading,	 and	 the	 body	 receives	
  cleansing	to	keep	it	from	animating.	
  	
  Inhabitants	 who	 find	 it	 impossible	 to	 keep	 their	 blood-	 or	
  flesh-lust	 in	 check	 depart	 Shroudhaven	 and	 find	 settlements	
  where	they	can	prey	on	humanoids,	at	least	until	the	time	limit	
  imposed	 by	 the	 village’s	 curse	 allows	 them.	 The	 villagers	
  somehow	 know	 when	 someone	 returns	 from	 a	 wild	 hunt	 and	
  take	pity	on	the	one	who	succumbed.	As	long	as	the	killing	takes	
  place	outside	a	one-mile	radius	of	the	village,	the	killer	receives	
  no	punishment.	
  E V E N T S  
  While	 the	 PCs	 are	 in	 Shroudhaven,	 one	 or	 more	 of	 the	 below	
  events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  One	 of	 the	 vampire	 residents	 attacks	 a	 visitor;	 a	
  necromancer	 used	 powerful	 magic	 to	 control	 the	
  undead.	Everyone	witnessing	the	attack	is	arrested.	
  2	
  A	 hunter	 returns,	 breathless,	 with	 news	 of	 a	 troop	 of	
  paladins	led	by	a	mighty	cleric	of	a	sun	deity	who	are	a	
  two-day	march	from	Shroudhaven.	
  3	
  A	human	from	the	farm	manages	to	escape	from	his	pen.	
  He	 stumbles	 into	 the	 PCs	 and	 babbles	 incoherently	
  before	a	farm	hand	grab	him.	
  4	
  An	 ancient	 elf	 arrives	 with	 a	 band	 of	 bow-	 and	 sword-
  wielding	 followers;	 he	 demands	 Yvaine’s	 return	 to	 her	
  homeland.	
  5	
  One	PC	hears	occasional	whispers	from	the	fog.	At	night,	
  freezing	hands	formed	from	the	fog	reach	out	to	the	PC,	
  but	no	one	else	can	see	them.	
  6	
  Hurricane-force	winds	strike	the	fog	bank,	clearing	it	for	a	
  moment	and	exposing	the	village	to	direct	sunlight.	
  T H E  S H R O U D H A V E N  C U R S E  
  After	undead	creatures	fled	an	ancient	war	to	the	supposed	
  safety	 of	 the	 fog-shrouded	 valley	 where	 they	 founded	
  Shroudhaven,	a	group	of	good	divine	spellcasters	enacted	a	
  ritual,	 cursing	 the	 creatures	 to	 remain	 in	 the	 village	 or	
  perish.	 The	ritualists	planned	 to	attack	 the	undead	at	 their	
  leisure	or,	at	the	very	 least,	keep	 the	 undead	 from	preying	
  on	their	compatriots	and	innocent	people.	The	curse	carries	
  a	stipulation:	should	all	the	village’s	residents	cease	hunting	
  and	eating	intelligent	creatures,	the	curse	ends.	None	of	the	
  cabal’s	 members	 believed	 the	 residents	 of	 Shroudhaven	
  would	meet	this	condition,	 so	they	assumed	 the	curse	was	
  unbreakable.	 Unfortunately	 for	 them,	 they	 never	 saw	 the	
  fruits	 of	 their	 labours,	 since	 they	 were	 massacred	 a	 week	
  after	performing	the	ritual.	The	curse	is	still	potent,	though,	
  and	 causes	 a	 resident	 to	 suffer	 from	 a	 terrible	 wasting	
  disease	 after	 one	 week	 away	 from	 the	 village,	 from	 which	
  the	 unfortunate	 dies	 shortly	 thereafter.	 With	 the	 village’s	
  remote	 location,	 this	 prevents	 ordinary	 travel,	 so	 powerful	
  residents	 use	 teleportation	 magic	 to	 travel	 the	 world.	
  Through	 trial	 and	 error,	 they	 have	 discovered	 the	 allotted	
  time	 away	 resets	 after	 a	 decade,	 allowing	 infrequent	
  excursions.	The	curse	also	affects	new	villagers,	a	fact	none	
  of	the	current	inhabitants	share	with	someone	they	court	to	
  join	them	in	Shroudhaven.	
  
  	
  61	
   
   
   
   
   
   
   
   
   
   
  SUURIN 
  Words	Jeff	Gomez	Cartography	Maciej	Zagorski		
  	
  Suurin	was	supposed	to	be	a	halfling	utopia,	a	return	to	the	times	before	strife	and	prejudice;	halfling	burrows	furnished	in	rich	mahogany,	
  cool	streams	and	cobblestone	bridges,	green	fields	alive	with	laughing	children.	Unfortunately,	these	same	green	fields	grow	prodigious	
  quantities	of	blue	daffodil,	a	flower	easily	synthesized	into	the	mind-numbing	drug	skez.	Now,	Suurin	languishes	under	the	control	of	drug	
  racketeers	who	have	transformed	this	haven	into	the	skez	capital	of	the	realm.	The	roads	are	kept	safe,	not	by	city	guards	or	peaceful	
  inclinations,	but	by	the	iron	first	of	a	crime	lord	who	knows	chaos	is	bad	for	business.	
  	
  
  62	
  S U U R I N  A T  A  G L A N C E  
  Ruler	Devia	Brookshire	
  Government	Overlord	
  Population	67	(51	halflings,	11	hobgoblins,	3	humans,	1	dwarf,	1	
  half	orc)	
  Alignments	LE	
  Languages	Common,	Goblin,	Halfling		
  Resources	&	Industry	Drugs	(skez)	
  Suurin	 was	 supposed	 to	 be	 a	 halfling	 utopia,	 a	 return	 to	 the	
  imaginary	 times	 before	 strife	 and	 prejudice;	 halfling	 burrows	
  furnished	 in	 rich	 mahogany,	 cool	 streams	 and	 cobblestone	
  bridges,	green	fields	alive	with	laughing	children.	Unfortunately,	
  these	same	fields	grow	prodigious	quantities	of	blue	daffodil,	a	
  flower	easily	synthesized	into	the	mind-numbing	drug	skez.	Now,	
  Devia	 Brookshire—a	 drug	 racketeer—has	 transformed	 this	
  haven	into	the	skez	capital	of	the	realm.	The	roads	are	kept	safe,	
  not	by	city	guards	or	peaceful	inclinations,	but	by	the	iron	first	of	
  a	crime	lord	who	knows	chaos	is	bad	for	business.	
  V I L L A G E R S  
  Appearance	 The	 halflings	 of	 Suurin	 are	 gaunt,	 weak,	 dirty	 and	
  distracted.	 The	 hobgoblins	 are	 squat	 and	 musclebound,	 foul	
  smelling	but	well	groomed.	All	suffer	from	visible	black	veins	in	
  the	eyes	and	face—a	hallmark	of	skez	consumption.	
  	
  Dress	 The	 halflings	 wear	 dirty,	 torn	 clothing	 and	 pay	 little	
  attention	 to	 their	 general	 appearance.	 The	 hobgoblins	 are	
  always	armed	with	swords	and	clad	in	hard	leather	armour.		
  	
  Nomenclature	male	Corrin,	Haldon,	Rinad,	Janvryn,	Wilmin;	
  female	Anyra,	Leris,	Odivra,	Uvilda;	family	Brookshire,	Greenleaf,	
  Housefur,	Meadowood,	Soulder.	
  M A R K E T P L A C E  
  When	the	PCs	arrive	in	Suurin,	the	following	items	are	for	sale:	
  	
  Drugs	blue	skez	(50	gp),	crimson	skez	(75	gp),	green	skez	(30	
  gp)	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Suurin,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	10:	Suurin	produces	copious	amounts	of	the	drug	skez,	
  which	is	distributed	across	the	region.	
  	
  DC	15:	Devia,	the	crime	lord	of	Suurin,	was	born	and	raised	
  in	the	village.	She	left	for	the	city	at	a	young	age	and	returned	
  when	her	gang	kicked	her	out.	
  	
  DC	20:	Devia	employs	hobgoblin	mercenaries	to	protect	her	
  assets.	She	pays	her	employees	well,	but	some	of	the	hobgoblins	
  have	higher	ambitions.	
  W H I S P E R S  &  R U M O U R S  
  While	 in	 Suurin,	 a	 PC	 may	 hear	 one	 or	 more	 rumours.	 A	 PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.			
  D6	
  RUMOUR	
  1	
  Though	Devia	pays	them	well,	Akarak	and	Bekarak	may	
  soon	kill	her	and	take	her	place.	
  2	
  Doric	the	barkeep	spikes	his	drinks	with	skez	to	keep	his	
  patrons	interested.	
  3*	
  Devia	 murdered	 her	 own	 father	 when	 she	 returned	 to	
  Suurin.	
  4	
  Murgle	the	hobgoblin	is	in	love	with	the	baker’s	daughter	
  and	wants	to	save	her	from	Suurin.	
  5*	
  Skez	 is	 highly	 explosive	 in	 large	 quantities.	 The	 factory	
  could	burn	down	at	any	minute.	
  6*	
  Devia’s	old	gang	is	interested	in	acquiring	Suurin.	If	Devia	
  isn’t	amenable,	they	will	take	it	by	force.	
  *False	rumour	
  W H A T  H A S  G O N E  B E F O R E  
  Suurin	 was	 founded	 in	 the	 good	 old	 glory	 days	 that	
  everybody	 remembers	 but	 nobody	 can	 quite	 pin	 down.	 It	
  was	 passed	along	as	something	of	a	halfling	 secret,	a	rural	
  village	 of	 warm	 autumn	 days	 and	 cool	 summer	 nights.	
  Halfling	 men	 smoked	 pipes	 at	 the	 Willowbreeze	 inn	 and	
  halfling	 women	 squabbled	 over	 the	 details	 of	 old	 ma	
  Notley’s	 peach	 pie.	 Suurin’s	 problems	 were	 rustic	 and	
  supremely	halfling:	nothing	serious,	but	just	enough	to	keep	
  the	villagers	occupied.	
  	
  When	 young	 Devia	 Brookshire	 ran	 away	 from	 home,	 it	
  was	quite	the	scandal.	She	was	gone	for	a	few	years,	got	in	
  good	with	some	big	gang	in	the	big	city,	got	kicked	out	and	
  returned	 to	 Suurin	 with	 her	 tail	 between	 her	 legs.	 That	
  should	have	been	that,	but	she	came	back	from	the	city	with	
  skez.	One	by	one,	Devia	convinced	the	young	folk	to	try	the	
  drug	 and	 one	 by	 one	 they	 became	 indentured	 to	 her.	 She	
  cleared	out	her	late	father’s	burrow,	hired	a	few	alchemists	
  and	 started	 mass	 producing	 the	 stuff	 from	 the	 nearby	
  flowers.	Out	flowed	the	drugs	and	to	Devia	flowed	the	coin.	
  Then	 came	 the	 hobgoblin	 mercenaries.	 Then	 came	 the	
  overdoses,	the	murders	and	the	fights	in	the	streets.	
  	
  Now,	 Suurin	 is	 a	 drug-addled	 mess.	 Gone	 are	 the	
  carefree	 days	 of	 pie	 recipes	 and	 summer	 dances.	 In	 their	
  place	 is	 a	 run-down	 village	 where	 drug	 addicts	 lie	 in	 the	
  gutters	and	virtually	all	hope	and	laughter	has	died.	
  
  63	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 drugged	 up	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Akarak	 and	 Bekarak	 (location	 3;	 LE	 male	 hobgoblin	 captain)	
  Akarak	 and	 Bekarak	 are	 Devia’s	 two	 gruff,	 taciturn	 and	
  violent	bodyguards.	They	lead	a	dozen	other	hobgoblin.	
  Albrich	 Greenleaf	 (location	 5;	 N	 old	 male	 halfling	 commoner)	
  Albrich	Greenleaf	is	one	of	the	few	not	addicted	to	skez.	He	
  watched	the	addiction	and	death	of	all	three	of	his	sons	and	
  now	does	what	little	he	can	to	subvert	the	drug	trade.	
  Devia	 Brookshire	 (location	 3;	 LE	 female	 halfling	 spy)	 Devia	
  Brookshire	 is	 the	 source	 of	 Suurin’s	 wealth	 and	 woes.	 She	
  rules	 Suurin;	 a	 crime	 lord	 prodigy	 hopped	 up	 on	 skez	 and	
  without	a	shred	of	moral	conscience.	
  Leylan	 Brookshire	 (location	 7;	 N	 male	 halfling	 commoner)	 A	
  close	friend	of	Devia	he	was	the	first	to	become	addicted	to	
  skez.	For	some	time,	he	acted	as	her	second	in	command.	
  Now,	he’s	just	another	skez-head	starving	on	the	street.		
  Ragran	 (location	 2;	 LN	 female	 half-orc	 commoner)	 Ragran	 is	 a	
  hard	 working	 alchemist.	 She	 cares	 little	 for	 politics,	 and	
  keeps	her	head	down.	After	she	accidentally	blew	up	her	last	
  employer’s	laboratory,	she’s	just	happy	to	have	a	job.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	halfling	burrows.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Blue	Daffodil	Fields:	Fields	of	dark	blue	flowers	provide	both	
  natural	beauty	and	the	raw	ingredients	for	skez	production.	
  2. The	 Factory:	 Within	 the	 cramped	 factory,	 eight	 alchemists	
  work	in	shifts	to	ensure	skez	production	never	stops.	
  3. Brookshire	 Residence:	 Devia	 runs	 all	 operations	 from	 her	
  ancestral	burrow	(where	she	also	stores	her	skez).	
  4. The	 Barracks:	 The	 hobgoblins’	 barracks	 is	 an	 orderly,	 foul-
  smelling	enlarged	burrow.	
  5. Main	 Street:	 Skez-heads	 stumble	 across	 the	 main	 street	 or	
  sleep	face-down	in	the	mud	beside	the	cobblestones.		
  6. Greenleaf	Residence:	Albrich	Greenleaf	considers	himself	the	
  last	bastion	of	decency	in	a	corrupted	village,	and	imagines	his	
  residence	to	be	the	last	vestige	of	Suurin’s	glory	days.	
  7. Willowbreeze	Bar:	A	dark	silence	pervades	this	outdoor	beer	
  garden	where	skez	is	washed	down	with	bitter	beer.	
  		
   
  
  64	
  N O T A B L E  L O C A T I O N S  
  1 :  B L U E  D A F F O D I L  F I E L D S  
  Atop	 the	 halfling	 burrows	 and	 in	 the	 surrounding	 countryside,	
  blue	 daffodils	 grow	 in	 prodigious	 masses.	 They	 cover	 the	 land	
  like	an	azure	carpet,	swaying	gently	to	and	fro	in	warm	breezes.		
  	
  Once	 upon	 a	 time,	 children	 flew	 kites	 in	 these	 fields	 and	
  strapping	halfling	men	offered	rich	bouquets	to	blushing	halfling	
  maids.	Now,	swarms	of	workers	take	to	the	hills	every	morning,	
  brandishing	sickles	and	carrying	baskets.	They	rush	to	harvest	as	
  many	 of	 the	 flowers	 as	 they	 can,	 then	 return	 to	 the	 factory	
  where	they	are	paid	in	either	gold	or	skez	(most	choose	skez).	
  Fights	over	prime	growing	areas	are	common.	
  	
  Blue	daffodils	have	an	incredibly	fast	growth	rate.	If	severed	
  cleanly	 from	 their	 root	 system,	 blue	 daffodils	 regrow	 their	
  flowers	 in	 a	 matter	 of	 weeks.	 Harvest	 continues	 year-round,	
  both	in	blistering	summer	heat	and	frigid	winter	winds.	
  2 :  T H E  F A C T O R Y  
  The	 factory	 is	 a	 warehouse	 of	 a	 burrow,	 once	 used	 for	 grain	
  storage	in	the	good	old	days.	Now,	it	has	been	stripped	of	even	
  the	 bare	 decorations	 it	 once	 possessed.	 The	 floor	 and	 walls,	
  treated	 with	 rubber	 to	 prevent	 fire,	 are	 marred	 with	 scorch	
  marks	but	relatively	clean.	Hot,	humid	air	escapes	from	poorly	
  constructed	 vents	 in	 the	 ceiling.	 Well-used	 alchemical	
  equipment	sits	on	four	rows	of	long	desks,	and	at	these	desks	
  work	the	alchemists.	
  	
  Of	the	residents	of	Suurin,	eight	are	skilled	alchemists.	Five	
  outsiders	 (three	 humans,	 one	 dwarf	 and	 one	 half-orc)	 were	
  attracted	 by	 the	 offer	 of	 good	 pay	 and	 discounted	 drugs.	 The	
  other	three	are	native	halflings.	
  	
  Day	in	and	day	out	these	alchemists	work	in	shifts	of	four,	
  fuelling	 Suurin’s	 only	 industry.	 Skez	 production	 is	 labour-
  intensive,	 but	 not	 very	 difficult.	 Once	 the	 blue	 daffodils	 are	
  harvested,	 they	 are	 hand-separated	 into	 stamen,	 petals	 and	
  anther.	These	distinct	sections	are	processed	through	a	litany	of	
  pipes	and	beakers,	boiled	or	powdered	and	eventually	distilled	
  into	the	three	different	types	of	skez:	blue,	crimson	and	green.	
  One	the	skez	is	produced,	it	is	carefully	packed,	categorized	and	
  then	 funnelled	 through	 a	 passageway	 to	 the	 back	 of	 the	
  Brookshire	Residence,	where	it	is	distributed	by	Devia	herself.	
  3 :  B R O O K S H I R E  R E S I D E N C E  
  Devia’s	(LE	female	halfling	spy)	ancestral	home	is	her	base	of	her	
  operations.	Despite	her	status,	the	burrow	is	more	austere	than	
  visitors	might	expect,	stripped	bare	of	ornaments	and	trinkets.	
  During	 the	 day,	 Devia	 sits	 at	 her	 desk	 in	 the	 entrance	 hall,	
  flanked	 by	 the	 hobgoblins,	 Akarak	 and	 Bekarak	 (LE	 male	
  hobgoblin	captain).	Here,	she	keeps	diligent	books	on	the	sales	
  and	 production	 of	 skez,	 and	 personally	 makes	 all	 sales	 and	
  organizes	all	trade	caravans.	A	pouch	of	blue	skez	is	always	ready	
  for	 a	 quick	 pick-me-up,	 and	 she	 dextrously	 snorts	 the	 powder	
  without	ever	taking	her	eyes	off	her	work.		
  	
  In	 the	 evenings,	 Devia	 retires	 to	 her	 bedchambers,	 where	
  she	consumes	green	skez.	Compared	to	the	order	of	the	entry	
  hall	and	filing	cabinets,	Devia’s	personal	chambers	are	a	mess.	
  Stained	blankets	and	overturned	stools	litter	the	floor,	and	half-
  completed	drawings	hang	from	the	walls.	The	blinds	are	always	
  closed,	 so	 a	 sputtering	 continual	 flame	 torch	 lights	 the	 dismal	
  scene.	
  	
  In	 a	 secret	 compartment	 beneath	 her	 bed,	 a	 safe	 contains	
  her	 most	 prized	 possessions:	 half	 a	 dozen	 potions	 of	 lesser	
  restoration.	She	consumes	one	of	these	at	the	start	of	each	week	
  lest	the	strains	of	addiction	interfere	too	much	with	her	work.	In	
  addition	to	hobgoblin	and	alchemist	wages,	much	of	her	profits	
  go	to	purchasing	these	expensive	potions	from	a	city	merchant.	
  4 :  T H E  B A R R A C K S  
  The	 barracks	 is	 perhaps	 the	 most	 orderly	 and	 worst	 smelling	
  place	 in	 Suurin.	 This	 reconverted	 burrow	 is	 the	 home	 to	 the	
  hobgoblin	mercenaries	(nine	LE	male	or	female	hobgoblin)	led	
  by	Akarak	and	Bekarak	(LE	male	hobgoblin	captain).	They	patrol	
  Suurin	 and	 ensure	 Devia’s	 safety.	 (However	 disciplined	 they	
  appear,	 Akarak	 and	 Bekarak	 are	 of	 middling	 loyalty,	 and	 may,	
  one	day	soon,	murder	Devia	and	take	her	place.)	
  	
  The	underground	mansion	was	once	the	family	estate	of	the	
  Meadowood	family,	a	halfling	dynasty	known	for	rowdy	parties	
  and	scandalous	debauchery	(at	least,	relative	to	most	of	Suurin).	
  The	Meadowoods	were	some	of	the	first	to	fall	prey	to	Devia’s	
  skez,	 and,	 before	 long,	 eagerly	 agreed	 to	 a	 life-long	 supply	 in	
  exchange	for	their	home.	
  	
  Now,	 all	 pleasant	 halfling	 amenities	 have	 been	 stripped.	
  There	 are	 no	 portraits	 of	 plump	 patriarchs,	 nor	 pantries	 filled	
  with	aged	cheese.	As	befits	a	true	hobgoblin	barracks,	every	inch	
  of	the	space	is	organized	and	infused	with	a	foul	smell.	The	small	
  entry	hall	is	fitted	with	three	tables	for	taking	meals	and	playing	
  games	of	cards	(always	for	gold	or	crimson	skez).	The	east	wing	
  is	lined	with	hard	bunk	beds.	The	west	wing	contains	stores	of	
  bread	and	rotten	meat,	as	well	as	locked	chests	with	personal	
  belongings,	pay	and	skez	stashes.	
  	
  There	are	no	lights	in	the	hobgoblins’	barracks.	Given	their	
  ability	 to	 see	 perfectly	 in	 the	 dark,	 the	 mercenaries	 use	 this	
  minor	 inconveniences	 as	 protection	 against	 snooping	 halflings.	
  (In	the	past,	a	few	addicts	unsuccessfully	tried	to	steal	skez	from	
  the	hobgoblins,	but	the	resultant	savage	beatings	ensured	that	
  virtually	no	halflings	come	anywhere	near	this	place	now.	
  
  65	
  5 :  M A I N  S T R E E T  
  The	main	street	is	a	grey,	dismal	affair.	It	runs	straight	through	
  Suurin	along	Breaker’s	Brook	and	down	to	the	main	road.	Once,	
  visitors	 could	 find	 halflings	 villagers	 about	 their	 daily	 tasks,	
  children	at	play	and	donkey	carts	rolling	over	the	cobblestones.		
  Now,	 one	 must	 take	 care	 not	 to	 step	 on	 the	 drug	 addicts	
  wallowing	in	the	gutters.	
  	
  Main	 street	 presents	 the	 strongest	 argument	 against	 the	
  dangers	of	drug	addiction.	It	is	littered	with	trash	and	vomit,	and	
  often	inhabited	by	unconscious	skez-heads.	The	green	grass	and	
  manicured	 flowers	 that	 once	 lined	 the	 road	 are	 trampled	 into	
  the	 mud,	 and	 the	 only	 wagons	 are	 the	 drug-caravans	 which	
  Devia	sends	out	to	major	trade	routes.	From	a	visitor’s	first	steps	
  along	 main	 street	 to	 his	 last,	 everything	 is	 corrupted	 by	 the	
  addictive	pull	of	skez.	
  6 :  G R E E N L E A F  R E S I D E N C E  
  The	Greenleaf	Residence	is	a	small,	shabby	burrow	which	hosts	a	
  small,	 shabby	 halfling.	 Albrich	 Greenleaf	 (N	 old	 male	 halfling	
  commoner)	is	one	of	the	oldest	people	in	Suurin.	At	the	ripe	age	
  of	 70,	 he	 keenly	 remembers	 the	 good	 old	 days	 before	 Devia	
  infested	the	town	with	her	drugs.	He	also	remembers	the	faces	
  of	 his	 three	 sons	 as	 they	 grew	 up,	 started	 families,	 became	
  addicted	to	skez	and	then	died,	one	by	one,	in	the	streets.		
  	
  Albrich	 considers	 himself	 the	 last	 bastion	 of	 decency	 in	
  Suurin,	but	he	has	few	friends	and	even	fewer	allies.	When	he	
  needs	 food	 or	 new	 candles,	 he	 dons	 a	 rough	 black	 cloak	 and	
  slinks	 through	 town	 in	
  an	attempt	to	protect	
  himself.	Everybody	recognizes	him.	Nobody	cares.	
  	
  Albrich	has	never	tried	skez	and	does	what	he	can	to	disrupt	
  its	 use.	 However,	 he	 can’t	 do	 much.	 He’s	 a	 paranoid	 old	 man	
  who	 spends	 his	 days	 pacing	 about	 his	 cramped	 quarters,	
  muttering	to	himself	and	lambasting	other	citizens.	His	energy	is	
  expended	by	hurling	racial	epithets	at	hobgoblins	as	they	pass	or	
  spitting	patronizing	insults	at	skez-heads.	Occasionally	he’ll	stand	
  in	front	of	a	drug	wagon	as	it	rolls	onto	the	trade	road,	but	he’s	
  roughly	pushed	aside	every	time.	
  	
  Devia	is	aware	of	the	nuisance,	but	cares	little.	If	Albrich	ever	
  becomes	a	problem	for	business,	she’ll	put	an	end	to	him.	Until	
  then,	she’s	content	to	ignore	the	troubled	halfling.	
  7 :  W I L L O W B R E E Z E  B A R  
  The	 Willowbreeze	 Bar	 is	 the	 oldest	 structure	 in	 Suurin,	
  composed	 of	 the	 very	 first	 timber	 the	 settlers	 ever	 laid.	 It	 is	
  more	 of	 a	 beer	 garden	 than	 an	 actual	 tavern:	 a	 large	 outdoor	
  courtyard	 surrounded	 by	 dilapidated	 fences	 and	 serviced	 by	 a	
  rustic	bar.	Paper	firefly	lanterns	cast	purple	light	on	the	rough	
  chairs	 and	 tables.	 Over	 the	 whole	 establishment,	 a	 weeping	
  willow	 drapes	 its	 long	 and	 swaying	 branches	 and	 a	 sense	 of	
  merry	contentment	lives	in	the	eyes	of	the	inebriated	patrons.	
  	
  At	least,	that’s	the	way	things	used	to	be.	Now,	it’s	more	of	a	
  skez-den	than	anything	else.	Stoned	halflings	sprawl	on	benches	
  and	against	wooden	posts.	Silent	hobgoblins	play	tense	hands	of	
  cards	 on	 sticky	 tables.	 And	 Doric	 (NE	 male	 halfling	 spy),	 the	
  bartender,	sells	more	skez	than	beer	from	behind	his	counter.		
  	
  Willowbreeze	 bar	 has	 suffered	 with	 the	 rest	 of	 the	 village,	
  and	the	bartender	spikes	the	drinks	with	skez	to	compete.	Any	
  creature	who	consumes	more	than	five	beers	is	affected	as	if	it	
  consumed	a	random	type	of	skez.	
  § 
  Food	 &	 Drink	 meal	 (thin	 soup	 or	 stew	 with	 bread	 or	 stale	
  bread	with	gravy)	3	sp,	ale	4	cp,	wine	(pitcher)	2	sp.	
  	
   
  
  66	
  L I F E  I N  S U U R I N  
  Life	 in	 Suurin	 is	 dreary	 and	 hopeless.	 Once	 a	 pleasant	 halfling	
  utopia,	the	village	has	been	completely	ruined	by	skez.		
  T R A D E  &  I N D U S T R Y  
  Everything	 in	 Suurin	 revolves	 around	 skez.	 Most	 villagers	 are	
  paid	 meagre	 wages	 to	 collect	 blue	 daffodils,	 wages	 which	 are	
  then	promptly	spent	on	the	drug.	The	few	shops	still	in	business,	
  namely	 the	 Willowbreeze	 bar	 and	 a	 handful	 of	 general	 stores,	
  operate	only	with	Devia’s	permission.	
  	
  Even	though	Suurin	is	utterly	consumed	by	the	skez	trade,	it	
  sees	virtually	none	of	the	revenue.	Skez	is	a	time	consuming,	low	
  profit	 drug,	 and	 all	 of	 the	 coin	 goes	 directly	 to	 Devia.	
  Unfortunately	for	Devia,	running	a	drug	operation	is	expensive	
  work.	 The	 hobgoblins	 and	 alchemists	 demand	 pay,	 and	 Devia	
  must	sometimes	bribe	do-gooders	and	roving	bandits	to	look	the	
  other	way.	The	rest	of	her	profits	go	into	her	personal	stash	of	
  addiction	curing	potions	of	lesser	restoration.	Far	from	growing	
  fat	off	the	proceeds,	Devia	struggles	to	stay	afloat	on	the	back	of	
  a	 dying	 village.	 When	 the	 system	 collapses	 altogether,	 she’ll	
  have	angry	hobgoblins	and	mobs	of	addicted	citizens	to	face.	
  L A W  &  O R D E R  
  Devia	 tolerates	 no	 lawlessness	 and	 punishes	 wrongdoers	 with	
  brutal	swiftness.	The	streets	are	patrolled	by	pairs	of	hobgoblin	
  mercenaries.	 Equipped	 with	 short	 swords	 and	 leather	 armour,	
  these	guards	stand	at	twice	the	height	of	their	halfling	subjects.	
  With	brawn	and	training	impossible	to	match,	there	is	no	defying	
  these	enforcers.	However,	Devia’s	“laws”	extend	only	to	her	own	
  business	protections.	She	cares	little	for	theft	or	even	murder,	as	
  long	as	it	does	not	interrupt	production.	
  E V E N T S  
  While	the	PCs	are	in	Suurin,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  The	 PCs	 spot	 a	 halfling	 corpse	 floating	 in	 a	 river	 eddy.	
  Closer	investigation	reveals	a	knife	wound	to	the	back.	
  2	
  A	 halfling	 villager,	 drugged	out	 of	 his	 mind,	 attacks	 the	
  PCs	with	a	sharpened	rock.	He	is	weak	but	bloodthirsty.	
  3	
  A	piece	of	alchemical	equipment	explodes	in	the	factory,	
  and	the	alchemists	emerge	coughing	and	stoned.	
  4	
  Two	 daffodil	 harvesters	 draw	 blood	 over	 an	 unpicked	
  flower	patch.		
  5	
  At	 the	 Willowbreeze	 Bar,	 a	 stoned	 halfling	 warbles	 a	
  haunting	ballad	of	lost	innocence.		
  6	
  Hobgoblins	 publicly	 whip	 a	 skez	 thief.	 The	 punishment	
  gets	out	of	hand	and	the	halfling	is	killed.	
  S K E Z  
  Three	 variants	 of	 skez	 are	 synthesized	 in	 the	 factory,	 all	 in	
  prodigious	quantities.	
  B L U E  S K E Z  
  This	 highly	 refined	 skez	 is	 sold	 in	 small	 pouches	 of	 blue,	
  crystalline	 dust.	 The	 user	 gains	 a	 muddled	 sense	 of	 focus,	 but	
  finds	himself	worn	thin	when	the	effects	end.	
  	
  Users	inhale	this	severely	addictive	drug.	
  	
  Price	50	gp;	Effect	For	1d4	hours,	the	user	gains	a	+2	bonus	
  to	Intelligence	checks,	but	suffers	level	1	exhaustion	and	sunlight	
  sensitivity.		
  	
  Aftermath:	The	user	has	level	2	exhaustion	until	he	finishes	a	
  long	rest	and	ingests	food	and	drink.	
  C R I M S O N  S K E Z  
  Crimson	 skez	 is	 sold	 as	 hard	 red	 nuggets	 reminiscent	 of	 dried	
  blood	 clots.	 When	 chewed,	 the	 drug	 tightens	 the	 nerves	 and	
  imbues	a	feeling	of	heightened	awareness.	
  	
  Users	ingest	this	moderately	addictive	drug.	
  	
  Price	75	gp;	Effect	For	1d4	hours,	the	user	cannot	become	
  exhausted	and	gains	a	+2	bonus	to	saving	throws	made	to	resist	
  magical	mental	control.	If	the	subject	fails	a	saving	throw	against	
  such	 a	 spell	 effect	 he	 instead	 flies	 into	 an	 insane	 rage	 and	
  attacks	the	spellcaster	(with	advantage)	for	a	number	of	rounds	
  equal	to	the	level	of	the	spell	cast.	
  	
  Aftermath:	The	user	has	level	1	exhaustion	until	he	finishes	a	
  long	rest	and	ingests	food	and	drink.	
  G R E E N  S K E Z  
  Green	is	the	least	processed	of	all	skez,	and	produces	a	lethargy	
  and	 addictive	 depression	 not	 dissimilar	 to	 alcohol.	 It	 takes	 the	
  form	 of	 thin	 green	 sheets	 which	 can	 either	 be	 smoked	 or	
  dissolved	on	the	tongue.	
  	
  User	inhale	or	ingest	this	moderately	addictive	drug.		
  	
  Price	 30	 gp;	 Effect	 For	 1d4	 hours,	 the	 user	 is	 fatigued	 but	
  gains	 a	 +4	 bonus	 to	 Charisma	 checks,	 but	 is	 particularly	
  susceptible	to	illusions	(suffering	a	-4	on	saving	throws	against	
  such	effects).			
  	
  Aftermath:	The	user	has	level	1	exhaustion	until	he	finishes	a	
  long	rest	and	ingests	food	and	drink.	
  	
  	
   
  
  	
  67	
   
   
   
   
   
   
   
   
   
   
  THORNHILL 
  Words	Creighton	Broadhurst	Cartography	Tom	Fayen		
  	
  Standing	on	the	fringes	of	a	vast	and	noisome	swamp,	Thornhill	is	a	miserable,	hard	place	of	cloying	mud,	grasping	thorns	and	insular,	
  superstitious	folk.	There	is	a	little	cheer	to	be	had	in	Thornhill;	the	few	visitors	describing	it	as	dull	and	dreary	as	the	surrounding	swamps.	
  For	 all	 that,	 though,	 a	 steady	 trickle	 of	 adventurers	 visit	 Thornhill	 for	 the	 half-buried	 and	 drowned	 ruins	 of	 several	 tombs	 said	 to	 lie	
  forgotten	in	the	surrounding	marshland	and	the	villagers	have	friends	among	the	nearby	degenerate	lizardfolk	who	make	excellent	guides	
  in	the	trackless,	far	reaches	of	the	swamp.	
  	
  	
  
  		
  68	
  T H O R N H I L L  A T  A  G L A N C E  
  Standing	on	the	fringes	of	a	vast	and	noisome	fen,	Thornhill	is	a	
  miserable,	 hard	 place.	 The	 folk	 are	 insular	 and	 superstitious,	
  keeping	 to	 the	 old	 ways	 and	 worshipping	 the	 spirits	 of	 the	
  marsh.	Surviving	on	a	mixture	of	hunting,	fishing	and	desultory	
  trade	with	nearby	tribes	of	lizardfolk,	the	folk	here	care	little	for	
  the	world	beyond	their	dismal	domain.	
  	
  Thornhill	stands	atop	a	large	island	in	the	centre	of	the	deep,	
  but	sluggish	waters	of	the	Fenwater.	A	once	formidable	stockade	
  of	 aged,	 sodden	 timbers	 surrounds	 the	 place.	 Stands	 of	 sickly,	
  dense	thorn	bushes	grow	over	much	of	the	island;	the	villagers	
  have	 deliberately	 let	 the	 bushes	 grow	 wild	 to	 form	 an	 almost	
  impenetrable	barrier	around	the	island’s	periphery.		
  D E M O G R A P H I C S  
  Ruler	Aelfgar	Wymer		
  Government	Autocracy		
  Population	 157	 (127	 humans,	 15	 half-orcs,	 12	 half-elves,	 2	
  halflings,	1	elf)	
  Alignments	N,	LN,	CN,	NE	
  Languages	Common,	Draconic		
  Resources	&	Industry	Fishing,	hunting	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Aedwen	 Sirett	 (location	 5;	 NG	 female	 human	 acolyte)	 Kind	
  hearted,	 Aedwen	 is	 well-liked	 by	 the	 villagers.	 She	 often	
  preaches	to	villagers	and	travellers	alike.		
  Aelfgar	Wymer	(location	4;	LN	male	human	guard)	This	sullen,	
  boring	man	is	the	village	reeve.	
  Gyric	Walwin	(location	6;	N	male	half-elf	wizard	[diviner]	2)	The	
  longest	lived	of	Thornhill’s	residence,	Gyric	cares	little	for	his	
  neighbours,	most	of	whom	he	labels	as	inbred	idiots.	
  Odda	 Kerrich	 (location	 2;	 NE	 male	 half-orc	 cleric	 1/rogue	 2)	
  Beset	by	a	perpetual	hacking	cough,	Odda	is	overly	friendly	
  to	travellers	staying	at	the	Drunken	Lizard.		
  Ricola	Wymer	(location	5;	LN	female	human	commoner)	Spiteful	
  and	 deliberately	 rude	 to	 her	 fellows,	 Ricola	 is	 universally	
  seen	as	ill-mannered	and	stuck	up.		
  Sithric	Siggers	(location	2;	NE	male	human	guard)	A	boorish,	oft-
  drunk	fisherman	normally	found	at	the	Drunken	Lizard.	He	
  has	a	reputation	as	a	troublemaker	and	brawler.		
  Wulfric	Isgar	(location	8;	N	male	human	commoner)	This	sour	
  faced	poet	chants	dirges	and	elegies	while	at	his	forge.	
  Zissren	 (location	 10;	 NG	 female	 lizardfolk	 shaman)	 A	 tall,	
  cunning	 lizardfolk	 of	 exceptional	 intellect,	 Zissren	 works	 to	
  mollify	her	fellows’	more	savage	instincts.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Mud	 Bridge:	 This	 often	 muddy,	 stout	 wooden	 bridge	 is	 the	
  only	way	to	easily	reach	Thornhill.	
  2. The	 Drunken	 Lizard:	 Thornhill’s	 only	 tavern	 is	 a	 dank,	
  shadowed	place.	The	food	and	drink	are	adequate	at	best.		
  3. Wennell’s:	 Thornhill’s	 trading	 station	 is	 run	 by	 the	 family	 of	
  the	same	name.	Densely	packed	with	all	manner	of	mundane	
  things,	there	is	little	of	obvious	interest	here	for	adventurers.	
  4. Aelfgar	 Wymer’s	 House:	 Here	 dwells	 the	 reeve	 and	 his	
  spiteful,	 shrewish	 wife,	 Ricola	 Wymer.	 The	 house	 is	 well	
  maintained.		
  5. Hall	of	the	Sun:	Dedicated	to	Darlen,	elaborate	carvings	of	the	
  rising	sun	decorate	this	otherwise	humble	hall.		
  6. Gyric	Walwin’s	Home:	An	elderly	sage,	Gyric	Walwin,	dwells	in	
  this	ramshackle	old	building.	Vines	and	ivy	grow	over	much	of	
  his	home,	crowding	out	most	of	the	light	from	the	building’s	
  narrow	windows.		
  7. Osred’s	House:	Home	to	Ymma	Winbow,	this	stone	building	is	
  the	oldest	and	largest	in	the	village.	The	windows	on	the	third	
  floor	command	sweeping	views	over	the	locality.		
  8. Blacksmith:	 This	 large	 building	 features	 a	 workshop	 at	 the	
  front	 containing	 not	 only	 the	 normal	 accoutrements	 of	 the	
  blacksmith’s	trade	but	also	a	small	pool.	
  9. Yonwin’s:	 The	 stench	 of	 this	 place	 permeates	 the	 whole	
  village.	Here	the	villagers	sell	their	excess	catch	to	Yonwin,	a	
  crippled	halfling	merchant.	
  10. Isle	of	the	Lizards:	A	single	hut	stands	upon	this	island,	which	
  the	lizardfolk	claim	as	a	holy	place.	Most	nights,	Zissren	leads	
  her	fellows	in	worship	to	their	primitive	gods.	
  G E N E R A L  V I L L A G E  F E A T U R E S  
  With	 the	 exception	 of	 Osred’s	 House	 (location	 7)	 and	 the	
  Drunken	Lizard	(location	2)	all	the	village’s	buildings	are	single	
  storey	 and	 of	 wooden	 construction.	 They	 are	 low,	 rambling	
  affairs	 and	 often	 in	 poor	 repair.	 As	 well	 as	 their	 human	
  occupants,	most	buildings	also	house	livestock—mainly	pigs	and	
  chickens—which	during	the	day	roam	about	the	village.	
  	
  Worn	 wooden	 causeways	 snake	 their	 way	 through	 the	
  village.	 In	 places,	 planks	 are	 missing	 or	 rotten	 and	 unwary	
  travellers	 can	 find	 themselves	 unceremoniously	 dropped	 into	
  the	mud	beneath.	
  	
  A	wooden	palisade	surrounds	the	village;	between	6	ft.	and	
  10	 ft.	 high	 it	 would	 not	 stop	 a	 serious	 assault	 but	 the	 thick	
  masses	of	bramble	bushes	growing	up	against	it	give	even	the	
  hardiest	of	interlopers	pause.	
  	
  
  		 69	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Thornhill,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	10:	Thornhill	is	a	muddy,	cheerless	place.	Its	folk	survive	
  by	fishing	and	hunting	in	the	surrounding	marshes.	Occasionally,	
  lizardfolk	trade	with	the	villagers.	
  	
  DC	15:	The	villagers	are	insular,	superstitious	folk.	They	keep	
  to	the	old	ways.	They	are	poor	and	have	little	of	value.	Most	of	
  their	houses	are	ramshackle	wooden	affairs.		
  	
  DC	20:	An	ancient	stone	house	stands	at	the	highest	part	of	
  the	village.	It	is	said	to	predate	the	village	and	to	once	have	been	
  the	home	of	a	powerful,	exiled	(and	blackhearted)	adventurer.	
  V I L L A G E R S  
  Appearance	 Dark	 of	 hair	 with	 grey	 or	 brown	 eyes,	 the	 folk	 of	
  Thornhill	 are	 often	 dirty;	 their	 clothes	 normally	 streaked	
  with	mud.		
  Dress	Villagers’	clothes	are	sturdy,	of	boring	earthy	colours	and	
  invariably	muddy.	Most	wear	well-worn	knee-high	boots.		
  Nomenclature	 male:	 Aelfgar,	 Brid,	 Eadgar,	 Gyric,	 Liofa,	 Osgar,	
  Sithric,	 Ulf,	 Wulfric;	 female:	 Aebbe,	 Bebbe,	 Ealhild,	 Heiu,	
  Inga,	 Ricola,	 Saeith,	 Ymma;	 family:	 Almer,	 Elvery,	 Isgar,	
  Kerrich,	Osmer,	Siggers,	Walwin,	Woolgar,	Wymer.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Thornhill,	a	PC	may	hear	one	or	more	rumours.	A	PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1*	
  Sithric	 Siggers	 has	 friends	 among	 the	 lizardfolk	 of	 the	
  marsh.	 They	 lead	 him	 to	 many	 of	 the	 sunken	 tombs	
  hidden	in	the	swamp	
  2	
  A	 huge	 snake	 has	 recently	 been	 seen	 swimming	 in	 the	
  lake.	Recently,	several	chickens	have	gone	missing.		
  3	
  The	 lizardfolk	 living	 nearby	 are	 angry	 about	 something	
  and	shun	travellers.		
  4	
  Lights	 have	 been	 seen	 burning	 late	 at	 Gyric	 Walwin’s	
  house;	the	sage	has	started	taking	a	much	more	serious	
  interest	in	travellers	visiting	the	village.		
  5	
  Osred’s	House	has	a	hidden,	deep	cellar	said	to	lead	to	a	
  partially	flooded	cavern.		
  6	
  Ricola	 Wymer	 is	 the	 third	 daughter	 of	 a	 minor	 noble	
  house.	Caught	in	a	youthful	indiscretion	she	was	married	
  off	to	Aelfgar	against	her	wishes.		
  *False	rumour	
  		
   
  
  		
  70	
  N O T A B L E  L O C A T I O N S  
  1 :  M U D  B R I D G E  
  So	named	because	it	is	often	covered	in	mud,	this	stout,	aged	
  wooden	bridge	is	the	only	dry	way	to	reach	Thornhill.	The	bridge	
  stands	10	ft.	above	the	Fenwater	and	has	no	parapets;	travellers	
  must	be	careful	not	to	slip	and	fall	into	the	waters	below	during	
  bad	weather	(or	at	night).		
  2 :  T H E  D R U N K E N  L I Z A R D  
  The	 only	 inn	 in	 the	 village,	 the	 Drunken	 Lizard	 is	 a	 dank,	
  shadowed	place.	The	second	storey	features	a	half-dozen	little-
  used,	 basic	 bedchambers	 available	 for	 travellers.	 The	 landlord,	
  Odda	 Kerrich	 (NE	 male	 half-orc	 cleric	 1/rogue	 2)	 an	 overly	
  friendly	 kleptomaniac	 dwells	 beneath	 the	 tavern	 in	 a	 small	
  network	of	low	cellars	cut	into	the	hill.	Excavated	by	successive	
  landlords,	many	of	the	tunnels	are	crammed	full	of	little	more	
  than	 rubbish—discarded	 things	 of	 little	 value,	 but	 hoarded	
  nonetheless.	 The	 food,	 drink	 and	 accommodation	 at	 the	
  Drunken	Lizard	are	all	of	poor	quality.	Entertainment	is	sparse	to	
  non-existent.		
  § 
  Ale:	4	cp	per	mug	
  § 
  Stay:	1	sp	per	night	
  § 
  Meal:	6	cp	(normally	a	thin	soup	or	stew	served	with	bread)	
  § 
  Wine:	2	sp	per	pitcher	
  3 :  W E N N E L L ’ S  
  This	stout	building	is	one	of	the	best	maintained	in	the	village.	Its	
  affable,	 red-haired	 owner,	 Brid	 Wennell	 (LN	 male	 human	
  commoner),	is	a	skilled	woodworker	and	is	often	tinkering	about	
  the	property	or	adding	to	the	carvings	at	the	Hall	of	the	Sun.		
  	
  His	gossip-wife,	Ealhild	(NG	female	human	commoner),	runs	
  the	 shop	 and	 prepares	 all	 the	 foodstuffs	 sold	 within.	 Her	
  comparative	wealth	puts	her	at	the	centre	of	Thornhill’s	social	
  scene	 (such	 as	 it	 is)	 and	 she	 tries	 to	 ingratiate	 herself	 with	
  visiting	adventurers	to	enhance	her	status	with	her	friends.	She	
  dislikes	Aedwen	Sirett	(location	5)	and	suspects	there	is	more	to	
  the	priestess	than	meets	the	eye.	In	Thornhill’s	social	scene,	she	
  is	Ricola	Wymer’s	(location	4)	rival.		
  4 :  A E L F G A R  W Y M E R ’ S  H O U S E  
  This	 large	 building	 houses	 Aelfgar’s	 (LN	 male	 human	 guard)	
  extended	 family,	 which	 includes	 his	 wife,	 Ricola	 (LN	 female	
  human	commoner),	four	children	and	his	half-blind	mother.	The	
  Wymers	 have	 held	 the	 position	 of	 village	 reeve	 for	 over	 a	
  century	and	are	an	arrogant,	prideful	family.	They	are	not	well	
  liked	 by	 their	 fellows.	 Aelfgar	 is	 particularly	 skilled	 at	 levying	
  ancient,	 forgotten	 taxes	 on	 wandering	 adventurers	 and	 other	
  travellers.		
  5 :  H A L L  O F  T H E  S U N  
  Elaborate	carvings	decorate	this	simple	place	of	worship.	Here	
  dwells	 the	 kind-hearted	 Aedwen	 Sirett	 (NG	 female	 human	
  acolyte)	 although	 few	 worshippers	 join	 her	 services—most	 of	
  the	 village	 keeps	 to	 the	 old	 ways.	 Aedwen	 is	 not	 a	 native	 of	
  Thornhill,	rather	moving	to	the	village	several	years	ago.	Tight-
  lipped	 about	 her	 past,	 she	 is	 in	 the	 third	 daughter	 of	 a	 minor	
  noble	who	fled	to	this	dismal	place	to	escape	the	drudgery	and	
  misery	of	an	arranged	marriage	with	a	man	three	decades	her	
  elder.	She	knows	little	of	the	surrounding	fens,	but	gladly	helps	
  adventurers	in	return	for	small	donations	toward	the	upkeep	of	
  her	church.	She	dwells	in	a	small,	snug	attic	above	the	main	hall	
  and	actively	dislikes	Odda	Kerrich	(location	2).			
   T H E  S U R R O U N D I N G  A R E A   
  Thornhill	stands	amid	a	small	lake,	the	Fenwater.	The	lake’s	
  murky	waters	are	placid	but	deep.	Several	fishing	boats	ply	
  its	waters	and	those	of	the	nearby	major	waterways.	Dense	
  fens	 surround	 the	 lake,	 making	 reaching	 Thornhill	 difficult.	
  Few	 tracks	 wend	 their	 way	 through	 the	 murk,	 but	 several	
  wide,	sluggish	rivers	flow	into	the	Fenwater.		
  	
  Tribes	of	 lizardfolk	lair	 in	 the	 fens.	Most	are	indifferent	
  to	the	humans	of	Thornhill,	but	a	few	of	the	more	primitive	
  tribes—whipped	into	a	religious	frenzy	by	their	shaman—are	
  violently	opposed	to	the	encroach	of	humanity.	Occasionally,	
  fishermen	and	hunters	go	missing—their	disappearances	are	
  blamed	on	such	lizardfolk,	but	their	guilt	remains	impossible	
  to	prove	as	no	remains	are	ever	recovered.		
  	
  Two	 notable	 rivers,	 the	 Blackwash	 and	 the	 sluggish	
  Tanglebriar,	 wend	 their	 way	 through	 the	 mire.	 With	 a	
  surprisingly	strong	current,	the	Blackwash	often	brings	forth	
  strange	 things	from	 the	 deep	marsh.	 After	heavy	rains,	 the	
  river	water	turns	black	for	an	unknown	reason	and	coats	the	
  nearby	reeds	and	trees	in	a	thick,	ebon	slime.	 
  	
  A	 narrow	 track	 also	 pierces	 the	 marsh,	 following	 an	
  ancient	dilapidated	causeway.	The	causeway	once	served	as	
  a	shortcut	through	the	swamp	but,	with	the	development	of	
  a	more	profitable	trade	route,	it	has	fallen	into	disuse.	 
  	
  Hundreds	of	creatures,	from	huge	bull	crocodiles	living	in	
  the	 deeper	 pools	 to	 water-fowl,	 goblins,	 snakes	 and,	 of	
  course,	millions	of	flies,	mosquitoes	and	other	insects	dwell	
  in	 the	 marsh.	 Tiny	 blood	 red	 worms	 lurk	 in	 the	 swamp’s	
  many	 stagnant	 pools	 waiting	 for	 a	 source	 of	 warm,	 tasty	
  blood	 to	 blunder	 into	 their	 home.	 Most	 of	 the	 swamp’s	
  denizens	such	as	lizardfolk	have	tough	skin	and	are	generally	
  immune	to	their	attacks,	although	none	are	immune	to	the	
  leech	swarms	endemic	to	the	swamp.	 
  	
  
  		 71	
  6 :  G Y R I C  W A L W I N ’ S  H O U S E  
  Vines,	 creepers	 and	 a	 riot	 of	 ivy	 cling	 to	 this	 ramshackle,	 old	
  building	 giving	 it	 a	 ruined,	 shadowed	 appearance.	 The	 elderly,	
  curmudgeonly	 sage	 Gyric	 Walwin	 (N	 male	 half-elf	 wizard	
  [diviner]	2)	dwells	here	alone	among	a	large,	dusty	(and	in	some	
  cases)	rotting	library	of	old	books.		
  	
  Fiercely	 intelligent,	 Gyric	 is	 dismissive	 of	 those	 of	 lesser	
  intellect	 (which	 is	 basically	 everyone	 else	 in	 the	 village)	 and	
  starved	 of	 intelligent	 conversation.	 If	 he	 hears	 of	 learned	 folk	
  visiting	Thornhill	he	seeks	them	out	for	stimulating	conversation.	
  He	 knows	 much	 about	 the	 surrounding	 marshland,	 but	 has	 no	
  desire	 to	 actually	 go	 exploring	 therein.	 Although	 he	 hates	 the	
  swamp,	 Gyric	 has	 no	 intention	 of	 leaving;	 he	 is	 hiding	 from	 a	
  rich,	 powerful	 enemy	 and	 Thornhill	 gives	 him	 the	 safety	 and	
  anonymity	he	so	desperately	craves.	
  	
  Gyric	 has	 learnt	 the	 secret	 or	 making	 Red	 Fern	 Paste	 and	
  sells	it	to	adventurers	at	1	sp	a	vial.	
  § 
  Red	Fern	Paste:	Local	hunters	have	discovered	a	paste	made	
  from	 the	 prolific	 red	 ferns	 growing	 throughout	 the	 marsh	
  repels	the	leeches	and	other	insects	lurking	therein.	The	fern	is	
  readily	 available	 and	 a	 competent	 alchemist	 can	 make	 the	
  paste.	While	the	paste	has	no	effect	on	giant	leaches	and	other	
  marsh	denizens,	travellers	coating	their	exposed	skin	in	it	are	
  not	swarmed	by	normal	insects	while	traversing	the	mire.	
  7 :  O S R E D ’ S  H O U S E  
  The	 horribly	 scarred	 Ymma	 Winbrow	 (N	 female	 human	
  commoner)	 dwells	 in	 this	 old	 and	 stout	 three-storey	 stone	
  building	 that	 has	 begun	 to	 subside	 into	 the	 hill.	 Friendly,	 but	
  quiet,	Ymma	dwells	on	the	upper	floors	and	allows	well	behaved	
  travellers	to	sleep	on	the	ground	floor	(3	sp	per	night).		
  	
  An	 iron-bound,	 triple-locked	 door	 provides	 access	 to	 the	
  house’s	 extensive,	 cellars;	 Ymma	 never	 opens	 the	 door	 and	
  perceptive	 PCs	 may	 realise	 she	 is	 terrified	 of	 whatever	 lies	
  beyond.	The	cellar’s	lower-levels	are	partially	flooded.	Once	the	
  home	 to	 a	 paranoid	 adventurer,	 a	 long,	 water-logged	 tunnel	
  passes	 under	 the	 Fenwater	 but	 its	 far	 exit	 has	 long	 since	
  collapsed.		
  8 :  B L A C K S M I T H  
  Here	 works	 Wulfric	 Isgar	 (N	 male	 human	 commoner)	 a	 sour-
  faced,	deep	of	voice	poet	whose	chanted	dirges	and	elegies	echo	
  through	his	forge.	He	owes	Aelfgar	Wymer	a	large	sum	of	money	
  and	is	desperate	to	pay	off	the	debt.	Consequently,	he	is	happy	
  to	work	on	commissions	for	travellers,	but	charges	over	the	odds	
  to	do	so.	Dour	Wulfric	is	single—a	condition	which	baffles	him.			
  9 :  Y O N W I N ’ S  
  The	stench	of	fish	emanates	from	this	large	building	and	smoke	
  constantly	 rises	 from	 several	 battered	 chimneys;	 here	 Yonwin	
  (CN	 male	 halfling	 commoner)	 prepares	 his	 renowned	 smoked	
  fish	 for	 sale.	 The	 lizardfolk	 of	 the	 fens	 love	 the	 taste	 of	 them	
  (which	 they	 view	 as	 a	 delicacy)	 and	 Yonwin	 (a	 half-crippled	
  drunk)	cannot	keep	up	with	their	demand.		
  1 0 :  I S L E  O F  T H E  L I Z A R D S  
  This	 small,	 muddy	 island	 lies	 to	 the	 south	 of	 Thornhill.	 Here	
  dwells	 the	 lizardfolk	 shaman	 Zissren	 (NG	 female	 lizardfolk	
  shaman).	 Lizardfolk	 often	 visit	 Zissren	 to	 pray	 alongside	 the	
  respected	 and	 well-loved	 shaman.	 Misunderstood	 by	 the	
  villagers	who	see	her	as	a	crackpot,	drug-addled	figure,	Zissren	
  works	tirelessly	to	keep	the	fragile	peace	between	the	humans	
  and	 lizardfolk	 intact.	 Few	 of	 Thornhill’s	 human	 inhabitants	
  willingly	visit	Zissren’s	isle	during	the	day	and	none	come	here	at	
  night;	strange	things	are	said	to	happen	here	under	night’s	ebon	
  veil.	 Use	 the	 table	 below,	 to	 determine	 what	 strange	 events	
  occur	at	night	on	Zissren’s	isle:	
  D6	
  EVENT	
  1	
  Loud	 voices—indistinct	 but	 nevertheless	 full	 of	 anger—
  argue	back	and	forth	for	an	hour	or	so.	
  2	
  Strange	 bobbing,	 multi-coloured	 lights	 are	 observed	 on	
  the	 island.	 In	 their	 lurid,	 flickering	 shadows,	 strange	
  shapes	dance	and	cavort.		
  3	
  A	 sullen	 drum	 beats	 for	 half	 the	 night	 and	 a	 chorus	 of	
  croaking	voices	are	raised	in	some	kind	of	primitive	song.		
  4	
  Aedwen	Sirett	reports	seeing	a	half-dozen	lizardfolk	slink	
  onto	the	island	at	dusk.	By	dawn,	they	have	disappeared.	
  5	
  A	 single	 spluttering	 torch	 is	 seen	 moving	 about	 on	 the	
  north	 end	 of	 the	 island,	 as	 if	 someone	 is	 searching	 for	
  something	in	the	Fenwater’s	shallows.	
  6	
  A	single	scream—from	the	island—pierces	the	night.	
  	
  R E D  F E R N  B A R R O W S   
  These	partially	submerged	barrow	mounds	are	remnants	of	
  the	 fallen	 kingdom	 that	 once	 held	 the	 lands	 around	
  Thornhill.	 Once	 on	 dry	 land,	 extensive	 flooding	 when	 the	
  Blackwash	and	Tanglebriar	rivers	burst	their	banks	centuries	
  ago	inundated	the	mounds.	Occasionally	explorers	based	in	
  Thornhill	 dig	 here	 in	 search	 of	 ancient,	 glittering	 treasure.	
  Most	find	nothing,	but	some	disappear	without	trace.	These	
  excavations	 have	 created	 many	 deep	 pools	 in	 the	
  surrounding	locality	and	explorers	must	watch	their	step	or	
  suffer	an	ignoble,	and	muddy,	bath.	 
  	
  The	lizardfolk	do	not	go	here	and	it	is	rumoured	undead	
  kings	of	the	fallen	kingdom	yet	sit	upon	their	sunken	thrones	
  in	 the	 depths	 of	 the	 barrows	 and	 jealously	 guard	 the	 last	
  remnant	of	their	fallen	kingdom.		
  
  		
  72	
  L I F E  I N  T H O R N H I L L  
  Life	in	Thornhill	is	hard.	Isolated	from	other	villages,	its	folk	have	
  become	insular,	inbred	and	fearful	of	their	lizardfolk	neighbours.	
  Tensions	over	the	looting	of	ancient	tombs	hidden	deep	within	
  the	fens	with	the	degenerate	Red	Jaws	and	Jagged	Claw	tribes	
  have	 been	 steadily	 rising	 over	 the	 last	 few	 decades.	 The	
  lizardfolk	are	suspected	(correctly)	of	several	unsolved	murders.		
  T R A D E  &  I N D U S T R Y  
  Thornhill’s	main	(and	indeed	only)	industry	is	fishing.	Most	of	the	
  fishermen	in	the	village	sell	their	excess	catch	to	Yonwin,	who	
  exports	his	smoked	fish	to	nearby	villages	and	several	lizardfolk	
  tribes	 who	 view	 them	 as	 a	 delicacy.	 Occasionally,	 adventurers	
  use	the	village	as	a	base	from	which	to	explore	the	fens—such	
  folk	are	a	source	of	great	wealth	to	the	impoverished	villagers.	
  L A W  &  O R D E R  
  Thornhill	 is	 a	 rough	 and	 ready	 place	 and	 there	 is	 no	 watch	 to	
  speak	of.	Theoretically,	Aelfgar	Wymer	is	in	charge	of	law	and	
  order,	but	in	practise	the	villagers	sort	out	their	own	problems	
  and	do	not	view	meddling	outsiders	kindly.		
  E V E N T S  
  While	the	PCs	are	in	Thornhill,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	small	group	of	lizardfolk	are	seen	swimming	to	the	Isle	
  of	 the	 Lizards.	 That	 night,	 their	 weird	 chanting	 echoes	
  through	the	night.	
  2	
  A	travelling	pedlar	or	impoverished	merchant	arrives	at	
  Thornhill.	Likely,	he	is	selling	rather	than	buying	but	he	
  may	bring	interesting	rumours	from	the	outside	world.	
  3	
  Thornhill’s	 fishermen	 return	 with	 a	 bumper	 (50%)	 or	
  terrible	(50%)	catch.		
  4	
  Heavy	 rain	 lashes	 the	 settlement	 for	 much	 of	 the	 day.	
  Mud	 covers	 much	 of	 the	 island	 and	 the	 Fenwater	 rises	
  noticeably.		
  5	
  An	argument	quickly	escalates	into	violence.	At	the	GM’s	
  discretion,	 this	 could	 lead	 to	 a	 wider	 brawl,	 grievous	
  bodily	 harm	 or	 murder.	 Petty	 crime	 or	 an	 old	 rivalry	
  could	be	to	blame	for	the	incidence.	
  6	
  Screams	echo	across	the	lake	as	a	giant	constrictor	snake	
  attacks	a	fisherman.	Unless	the	PCs	intervene,	the	snake	
  kills	 the	 man	 and	 carries	 him	 deep	 into	 the	 lake	 to	
  consume	his	body	in	peace.	
   
   
  
  	
  73	
   
   
   
   
   
   
   
   
   
   
  WELLSWOOD 
  Words	Creighton	Broadhurst	Cartography	Tommi	Salama		
  	
  A	busy,	prosperous	village,	Wellswood	is	justly	famed	for	the	warm	welcome	travellers	find	in	the	village’s	taverns	and	inns	and	for	its	
  most	striking	feature:	Lake	Thraren—a	subterranean	lake	lying	deep	below	the	village’s	foundations.	The	villagers	catch	the	exotic	fish	
  swarming	in	its	deep,	cold	waters	and	on	its	shore	stand	the	fortress	home	of	the	dwarf	clan	of	Erdikr.	Here	long	before	humans	colonised	
  the	land	above,	these	secretive	dwarves	serve	Lord	Issakainen,	maintaining	the	village’s	many	wells,	but	let	none	enter	their	lightless	
  home.		
  	
  All	is	not	peaceful	in	Wellswood,	however.	Merchants	and	villagers	alike	grumble	at	the	slowly	increasing	burden	of	taxes	levied	by	the	
  greedy	Lord	Issakainen	while	others	have	begun	to	wonder	exactly	what	clan	Erdikr	are	up	to	deep	below	the	earth.			
  	
  	
  
  74	
  W E L L S W O O D  A T  A  G L A N C E  
  A	 busy,	 bustling	 place	 Wellswood	 stands	 near	 the	 juncture	 of	
  two	trade	routes.	Here,	travellers	and	traders	shake	the	mud	of	
  the	 road	 from	 their	 feet	 and	 Lord	 Issakainen	 grows	 fat	 on	 the	
  taxes	and	tolls	he	levies	on	both	traveller	and	villager	alike.	And	
  although	Wellswood	is	famed	for	the	warm	welcome	travellers	
  find	in	its	taprooms	and	businesses	the	village	is	well	known	for	
  another	reason	entirely.	
  	
  For	 Wellswood	 is	 aptly	 named,	 indeed.	 Many	 wells—both	
  natural	 and	 dwarf-made—dot	 the	 village.	 Far	 below	 lies	 Lake	
  Thraren,	a	large	subterranean	lake	navigable	in	parts	and	fished	
  for	 the	 many	 exotic	 fish	 swimming	 therein.	 A	 small	 clan	 of	
  dwarves—the	 Erdikr—dwells	 upon	 the	 lake’s	 ebon	 shores.	
  Nominal	 servants,	 or	 at	 least	 allies,	 of	 Lord	 Issakainen	 they	
  permit	few	outsiders	to	visit	their	lightless	home.		
  	
  Wellswood	 is	 not	 the	 peaceful	 place	 it	 first	 appears.	 Lord	
  Issakainen	grows	greedy	and	taxes	have	been	rising	steadily	of	
  late.	 Merchants	 grumble	 at	 the	 increased	 costs	 while	 recently	
  some	villagers	have	begun	to	wonder	exactly	what	the	Erdikr	are	
  up	to	in	their	ebon	hold.		
  D E M O G R A P H I C S  
  Ruler	Ilmari	Issakainen	
  Government	Overlord	
  Population	192	(139	humans,	37	dwarves,	15	halflings,	1	half-elf)	
  Alignments	LN,	NG	
  Languages	Common,	Dwarven,	Halfling	
  Resources	&	Industry	Fishing,	lodgings,	travellers’	services		
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Aelliah	Issakainen	(location	1;	NG	female	half-elf	noble)	Beloved	
  by	the	villagers,	Aelliah	does	much	to	temper	her	husband’s	
  dour,	greedy	demeanour.		
  Antal	Silverleaf	(location	8;	N	male	old	halfling	priest	[Behron])	
  Named	 for	 his	 silver	 hair,	 Antal	 maintains	 the	 Traveller’s	
  Rest.	Too	old	to	travel	far	now,	he	is	a	popular	fellow.	
  Azthur	Erdukr	(location	10;	LG	female	dwarf	veteran)	Often	seen	
  about	the	village,	checking	well	walls	and	the	like,	Azthur	is	
  suspicious	of	strangers	and	their	questions.		
  Elimia	Takala	(location	6;	NG	female	human	commoner)	Owner	
  of	the	Boot	and	Wheel,	Elimia	is	a	congenial	host;	she	has	a	
  strong	regular	trade,	which	infuriates	Jani	Lieno.	
  Ilamri	Issakainen	(location	1;	LN	male	human	knight)	Lord	of	the	
  village,	 and	 a	 powerful	 (but	 dour)	 man,	 Ilmari	 has	 grown	
  wealthy	 through	 clever	 management	 of	 Wellswood’s	
  location	and	unique	resource.	
  Jani	 Leino	 (location	 2;	 N	 male	 human	 commoner)	 Landlord	 of	
  the	Footsore	Wanderer,	Jani	greatly	desires	to	buy	the	Boot	
  &	Wheel;	his	advances	have	been	rebuffed	repeatedly.		
  N O T A B L E  L O C A T I O N S  
  Most	of	Wellswood	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Castle	 Issakainen:	 Castle	 Issakainen’s	 lofty	 battlements	
  overlook	the	trading	routes	that	meet	just	north	of	the	village.		
  2. The	 Footsore	 Wanderer:	 Occupying	 a	 walled	 compound,	 the	
  Footsore	Wanderer	has	ample	accommodations	for	all	but	the	
  largest	caravans.	
  3. Toll	 Booth:	 From	 these	 watchtowers	 Lord	 Issakainen	 levies	
  tolls	on	all	travellers	entering	Wellswood.	
  4. Wheels	 &	 Wagons:	 Run	 by	 two	 brothers,	 this	 large	 business	
  can	repair	almost	any	mode	of	transport.	
  5. Tuomi’s	 Outfitters:	 This	 meticulously	 organised	 shop	 has	
  everything	a	traveller	should	need	to	reach	his	destination.		
  6. The	 Boot	 &	 Wheel:	 This	 small	 inn	 does	 a	 roaring	 trade;	 its	
  guests	 are	 welcome	 to	 pitch	 their	 tents	 within	 the	 inn’s	
  grounds	or	to	hire	one	of	its	many	small	lodges.		
  7. The	Angry	Badger:	A	local’s	watering	hole,	the	Angry	Badger	
  serves	 cheap,	 plentiful	 drinks	 and	 basic,	 but	 filling,	 food.	
  Additional	 entertainments	 are	 always	 available	 upstairs	 (and	
  occasionally	downstairs).		
  8. Travellers’	Rest:	This	rambling	shrine	dedicated	to	Behron,	the	
  god	 of	 travellers,	 is	 open	 to	 all.	 Travellers	 low	 on	 funds	 can	
  sleep	in	the	shrine	for	free.	
  9. Lake	Thraren:	Lord	Issakainen	tightly	controls	access	to	Lake	
  Thraren	and	tithes	those	fishing	its	ebon	waters.	Therein	swim	
  several	rare	and	exotic	types	of	fish	found	nowhere	else.	
  10. Don	 Galir:	 Home	 of	 the	 Erdikr	 clan,	 this	 small	 dwarven	 hold	
  lies	 under	 Wellswood;	 non-dwarves	 are	 rarely	 admitted	 and	
  what	 goes	 on	 therein	 is	 a	 matter	 of	 speculation	 among	
  Wellswood’s	populace.		
  	
  D O N  G A L I R ’ S  H I D D E N  H I S T O R Y  
  Don	Galir	is	much	older	than	Wellswood.	Founded	by	survivors	
  fleeing	a	 great	 battle	fought	against	rampaging	orcs	 long	ago,	
  the	 dwarves	 settling	here	 did	 so	 by	accident.	 They	 discovered	
  Lake	Thranen—named	for	the	ancient	dwarven	heroine	who	led	
  them	 here	 and	 who	 disappeared	 exploring	 its	 furthest	
  reaches—and	 built	 Don	 Galir	 as	 an	 ultimate	 redoubt	 against	
  renewed	 orcish	 aggression.	 Although	 the	 battle	 took	 place	
  centuries	 ago,	 the	 dwarves’	 work	 continues	 unabated.	 When	
  the	humans	founded	Wellswood,	the	dwarves	knew	they	could	
  not	 remain	 hidden	 and	 so	 forged	 an	 agreement	 with	 the	 first	
  lord	Issakainen.	They	agreed	to	maintain	the	various	wells	and	
  the	lord’s	burgeoning	fortress	in	return	for	 being	 left	alone	to	
  live	as	they	please.		
  
  75	
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Wellswood,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.		
  	
  DC	10:	Named	for	its	many	wells,	Wellswood	stands	above	a	
  huge	subterranean	lake	rich	in	exotic	fish.			
  	
  DC	15:	The	local	lord—Ilmari	Issakainen—controls	access	to	
  the	lake	by	selling	fishing	licenses	to	his	serfs;	he	levies	half	their	
  catch	in	payment.	
  	
  DC	 20:	 A	 small	 clan	 of	 dwarves—the	 Erdikr—dwell	 in	 the	
  village;	 they	 have	 served	 the	 Issakainens	 for	 centuries	 and	
  maintain	the	various	wells	and	important	buildings	in	the	village.		
  V I L L A G E R S  
  Appearance	 Fishermen	 are	 pale	 of	 skin,	 but	 otherwise	 appear	
  like	 other	 villagers—dark	 haired	 and	 generally	 fit	 and	 healthy.	
  Gray	 and	 light	 brown	 eyes	 predominate.	 Dwarves	 are	 heavily	
  bearded	and	normally	wear	leather	clothes	of	dark	hues.	
  	
  Dress	 Villagers	 wear	 loose,	 ill-fitting	 woollen	 or	 leather	
  clothes	suited	to	their	trade.	
  	
  Nomenclature	 male	 Armas,	 Hannu,	 Kaarlo,	 Veli,	 Vesa;	
  female	 Aila,	 Asta,	 Irina,	 Pia,	 Satu;	 family	 Rantanen,	 Sianio,	
  Tuomi,	Varala.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Wellswood,	a	PC	may	hear	one	or	more	rumours.	A	PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1*	
  Something	terrible	dwells	in	Lake	Thraren;	occasionally	it	
  takes	one	of	the	fishermen.	
  2*	
  Cracks	 have	 appeared	 around	 some	 of	 the	 wells—a	
  collapse	is	imminent!	The	whole	village	is	doomed!	
  3	
  Those	 dwarves	 are	 up	 to	 something.	 Their	 digging	 is	
  going	to	cause	a	collapse—half	the	village	will	probably	
  fall	into	Lake	Thraren.	
  4	
  Lord	 Issakainen	 has	 grown	 wealthy	 from	 his	 control	 of	
  Lake	 Thraren,	 and	 he	 grows	 increasingly	 paranoid	
  someone	is	planning	to	steal	his	riches.	
  5	
  Jani	Leino	wants	to	buy	the	Boot	and	Wheel;	he	dreams	
  of	 controlling	 all	 the	 village’s	 various	 inns	 so	 he	 can	
  increase	prices	and	get	very	rich.	
  6	
  The	Angry	Badger	has	a	secret	cellar	which	hosts	monthly	
  animal	 fights—hence	 the	 name.	 The	 fights	 are	 to	 the	
  death,	and	attract	a	hard-core	following.		
  *False	rumour	
  		
   
  
  76	
  N O T A B L E  L O C A T I O N S  
  1 :  C A S T L E  I S S A K A I N E N  
  Castle	Issakainen’s	lofty	battlements	loom	over	the	village	as	a	
  constant	reminder	of	her	lord’s	power.	Somewhat	of	a	work	in	
  progress,	 the	 castle	 has	 seen	 several	 major	 phases	 of	 building	
  and	expansion	and	is	thus	a	hodgepodge	of	architectural	styles.	
  	
  Here	 dwells	 old	 Ilamri	 Issakainen	 (LN	 male	 human	 knight)	
  and	 his	 middle-aged	 half-elven	 wife	 Aelliah	 Issakainen	 (NG	
  female	 half-elf	 noble).	 Ilmari	 is	 dour,	 somewhat	 joyless	 and	
  becoming	 obsessed	 with	 the	 collection	 of	 wealth	 whereas	
  Aelliah	 is	 joyful	 and	 much	 beloved	 by	 the	 populace.	
  Consequently,	 she	 does	 much	 to	 try	 and	 mollify	 the	 growing	
  discontent	against	her	husband’s	increasing	greed.		
  	
  Ilamri	 maintains	 a	 force	 of	 67	 men-at-arms	 (LN	 human	
  guard)	to	secure	the	village	and	a	squadron	of	18	elite	cavalry	
  (LN	human	knight)	to	patrol	the	surrounding	roads	in	groups	of	
  six	for	a	half-day	in	both	directions.	
  2 :  T H E  F O O T S O R E  W A N D E R E R  
  This	 extensive	 walled	 compound	 offers	 excellent	 security	 for	
  visiting	merchants	and	its	grounds	can	accommodate	all	but	the	
  largest	 caravans.	 Jani	 Leino	 (N	 male	 human	 commoner)	 is	 the	
  landlord	 here.	 He	 greatly	 desires	 to	 buy	 the	 Boot	 &	 Wheel	
  (location	6)	to	dominate	Wellswood’s	economy.	Thus	far,	Elimia	
  Takala,	owner	of	the	Boot	&	Wheel,	has	rebuffed	his	advances.		
  § 
  Food	&	Drink	meal	(rabbit	in	mushroom	sauce,	chicken	with	
  buttered	parsnip	or	similar)	5	sp,	ale	4	cp,	wine	(pitcher)	2	sp.	
  § 
  Accommodation	A	standard	room	costs	8	sp	a	night.		
  3 :  T O L L  B O O T H  
  A	toll	booth	stands	at	both	ends	of	the	village;	all	travellers	(but	
  not	villagers)	using	the	main	road	must	pay	a	toll.	Four	men-at-
  arms	(LN	human	guard)	garrison	the	booths	day	and	night,	but	
  the	night	watch	is	far	less	vigilant	than	their	daytime	brethren.	
  Collected	 tolls	 are	 transported	 to	 the	 castle	 at	 dusk.	 The	 tolls	
  are:	
  § 
  Per	Traveller:	1	cp	
  § 
  Per	Wagon:	1	gp	
  § 
  Per	Horse:	1	sp	
  § 
  The	tolls	are	cumulative.	So,	for	example,	a	traveller	riding	a	
  horse	 would	 pay	 1	 sp	 and	 1	 cp,	 while	 two	 men	 on	 a	 wagon	
  pulled	by	one	horse	would	pay	1	gp,	2	sp	and	2	cp.		
  It’s	 a	 relatively	 trivial	 matter	 for	 travellers	 on	 foot	 to	 avoid	
  paying	these	tolls	(if	they	know	about	them)	by	cutting	through	
  the	 surrounding	 woods.	 However,	 those	 caught	 doing	 so	 must	
  pay	a	fine	of	double	the	normal	toll.	
  4 :  W H E E L S  &  W A G O N S  
  Run	by	two	brothers,	this	large	business	can	repair	almost	any	
  mode	of	transport.	Comprising	a	large	workshop—a	converted	
  barn	big	enough	to	accommodate	a	wagon—and	a	stables	with	
  attached	smithy	this	is	a	busy	place.		
  	
  Ylermi	(NG	male	human	guard)	is	a	talented	smith	while	his	
  brother,	 Jaska	 (NG	 male	 human	 commoner),	 is	 a	 skilled	
  carpenter	This	is	a	family	business,	and	both	men’s	wives	(Elina	
  and	 Pia	 [both	 N	 female	 human	 commoner)	 and	 their	 children	
  help	out	around	the	place.	Pia	is	a	skilled	healer	and	tends	any	
  sick	or	lame	animals	for	1	gp	a	day.	
  	
  B E H R O N  
  N	god	of	Travel		
  	
  Epithets:	The	Farwanderer	
  	
  Symbol:		The	open	road	running	to	the	horizon.	
  	
  Favoured	Weapon:	Mace	
  	
  Domains:	Knowledge,	Nature	
  	
  Raiment:	Plain	brown	robes	
  	
  Teachings:	 Only	 by	 wandering	 do	 we	 find	 ourselves.	
  Those	 that	 settle	 down	 deny	 the	 boundless	 beauty	 and	
  wonder	of	the	world.		
  	
  Holy	 Texts:	 The	 faithful	 obsessively	 make	 and	 gather	
  maps	and	write	journals	of	their	journals.	These	are	stored	in	
  the	sect’s	various	roadside	shrines	and	often	contain	amazing	
  tales	 of	 far-off	 lands	 and	 places.	 Some	 contain	 details	 of	
  legendary	places	and	are	sought	out	by	adventurers	keen	to	
  learn	more	about	such	locales.	
  
  77	
  5 :  T U O M I ’ S  O U T F I T T E R S  
  This	 meticulously	 organised	 shop	 has	 everything	 a	 traveller	
  should	need	to	reach	his	destination.	
  	
  Run	by	Fruen	Tuomi	(N	female	half-orc	sorcerer	[Draconic]	
  2),	 a	 retired	 adventurer,	 the	 shop	 is	 well	 stocked	 and	 tended.	
  Fruen	 is	 manic	 about	 order	 and	 cleanliness	 and	 her	 business	
  reflects	her	twin	passions.	Beyond	that	held	in	her	shop,	she	has	
  yet	 more	 stock	 in	 a	 cavernous	 cellar	 that	 has	 a	 forgotten	 well	
  allowing	direct	access	to	Lake	Thraren.	Sometimes	at	night,	she	
  fishes	 and	 drinks	 here	 for	 hours	 while	 reflecting	 on	 her	
  adventures	 and	 slain	 companions.	 The	 following	 day	 she	
  emerges	 tired,	 hung-over	 and	 dishevelled	 which	 has	 led	 to	
  rumours	of	her	conducting	strange	rituals	away	from	prying	eyes	
  swirling	among	the	populace. 
  6 :  T H E  B O O T  &  W H E E L  
  This	 small	 inn	 does	 a	 roaring	 trade;	 its	 guests	 are	 welcome	 to	
  pitch	 their	 tents	 within	 the	 inn’s	 grounds	 or	 to	 hire	 one	 of	 its	
  many	small	lodges.		
  § 
  Food	 &	 Drink	 meal	 (mixed	 greens	 stew,	 baked	 parsnips	 and	
  onions	 or	 chicken	 soup	 with	 bread)	 3	 sp,	 ale	 4	 cp,	 wine	
  (pitcher)	2	sp.	
  § 
  Accommodation	 Travellers	 can	 pitch	 their	 tent	 in	 the	 inn’s	
  grounds	 for	 1	 sp	 a	 night.	 	 Additionally,	 a	 dozen	 lodges	 are	
  available	for	2	sp	a	night.	
  The	 Boot	 &	 Wheel	 offers	 no	 accommodation	 in	 the	 main	
  building.	Rather,	many	small	lodges	dot	the	surrounding	area.	All	
  owned	by	Elimia	Takala	(NG	female	human	commoner)	they	are	
  available	for	nightly	hire	and	sleep	a	maximum	of	six	individuals	
  (comfortably).	Thick	hedges	surround	the	whole	affair,	and	keep	
  travellers’	animals	from	wandering	away.	Elimia	is	a	gregarious	
  host,	but	she	does	not	like	her	rival,	Jani	Leino	(location	2).	The	
  slow	 increase	 in	 taxes	 of	 late	 also	 concerns	 her;	 she	 worries	
  they’ll	adversely	affect	trade,	and	therefore	her	own	business.		
  7 :  T H E  A N G R Y  B A D G E R  
  A	local’s	watering	hole,	the	Angry	Badger	serves	cheap,	plentiful	
  drinks	and	basic,	but	filling,	food.	Additional	entertainments	are	
  always	available	upstairs	(and	occasionally	downstairs).		
  § 
  Food	&	Drink	meal	(typically	fish	soup	with	bread,	spiced	fish	
  with	parsnip	and	onion	or	parsnip	broth	with	thick	chunks	of	
  bread)	1	sp,	ale	4	cp,	wine	(pitcher)	1	sp.	
  § 
  Accommodation	 The	 Angry	 Badger	 has	 no	 accommodation	
  available,	 and	 travellers	 are	 not	 allowed	 to	 stay	 overnight	 in	
  the	common	room.	
  A	large	common	room	dominates	the	ground	floor,	and	several	
  ladies	await	the	pleasure	of	visiting	guests,	who	they	entertain	
  on	the	upper	floor.		
  	
  Several	cellars	lie	beneath	the	tavern;	one	comprises	a	series	
  of	 storerooms	 and	 contains	 nothing	 out	 of	 the	 ordinary.	 The	
  other,	accessed	by	a	hidden	stair,	is	the	venue	for	month	animal	
  fights.	Raucous	and	well	attended	by	locals	and	specially	invited	
  travellers	these	affairs	are	loud	and	bloody.		
  8 :  T R A V E L L E R ’ S  R E S T  
  This	rambling	shrine	dedicated	to	the	god	of	travellers	is	open	to	
  all.	Travellers	low	on	funds	can	sleep	in	the	shrine	for	free.	Antal	
  Silverleaf	 (N	 male	 halfling	 priest	 [Behron])	 watches	 over	 the	
  shrine	 and	 its	 visitors.	 Old	 age	 and	 arthritis	 have	 ended	 his	
  wandering	 days,	 but	 he	 yet	 serves	 his	 lord	 by	 tending	 to	 the	
  needs	of	those	visiting	this	place.	Antal	is	happy	in	Wellswood,	
  but	yet	dreams	of	one	last	grand	journey.		
  § 
  Accommodation	 Travellers	 can	 sleep	 at	 the	 shrine	 for	 free,	
  although	 the	 accommodation	 is	 nothing	 more	 than	 a	 hard	
  stone	floor	in	a	draughty	hall.	While	sleeping	here	is	free,	Antal	
  often	 suggests	 those	 doing	 so	 might	 want	 to	 help	 with	 the	
  shrine’s	maintenance	and	upkeep.	
  9 :  L A K E  T H R A R E N  
  Lake	 Thraren’s	 waters	 are	 deep	 and	 dark	 and	 are	 home	 to	
  several	 exotic	 fish	 species	 found	 nowhere	 else	 in	 Ashlar.	
  Consequently,	 Lord	 Issakainen	 tightly	 controls	 access	 to	 Lake	
  Thraren	and	tithes	those	fishing	its	waters.	Fish	caught	here	are	
  quickly	sold	to	visiting	merchants	who	in	turn	sell	them	to	the	
  great	and	the	good	of	the	realm.	
  	
  The	only	known	access	to	Lake	Thraren	from	the	surface	is	
  via	the	many	wells	throughout	the	village.	Some	are	no	bigger	
  than	a	normal	well,	while	others	are	large	enough	to	have	steps	
  leading	down	to	floating	pontoons	at	which	the	villagers’	fishing	
  boats	 are	 moored.	 As	 part	 of	 the	 agreement	 between	 Lord	
  Issakainen	 and	 the	 villagers	 he	 provides	 several	 magical	
  everlasting	 torches	 for	 the	 fishermen	 to	 use;	 however,	 these	
  must	be	returned	every	night	to	the	castle.		
  1 0 :  D O N  G A L I R  
  Home	 of	 the	 Erdikr	 clan,	 this	 small	 dwarven	 hold	 lies	 under	
  Wellswood;	 non-dwarves	 are	 rarely	 admitted.	 Don	 Galir	
  overlooks	 Lake	 Thraren’s	 dark	 waters.	 Occasionally,	 the	
  dwarves—led	by	Azthur	Erdukr	(LG	female	dwarf	veteran)—are	
  seen	sculling	about	on	the	lake	in	one	of	several	boats	they	keep	
  moored	 behind	 their	 fortress’s	 great	 stone	 doors.	 What	 they	
  search	for,	or	where	they	go,	on	these	expeditions	is	a	matter	of	
  much	 speculation	 among	 the	 villagers.	 The	 dwarves,	 however,	
  are	a	taciturn	lot	at	the	best	of	times	and	keep	their	own	council.		
  
  78	
  L I F E  I N  W E L L S W O O D  
  On	 the	 surface,	 Wellswood	 is	 a	 peaceful	 village,	 but	 building	
  tensions	 lurk	 beneath	 the	 surface—anger	 at	 the	 rising	 tax	
  burden	placed	on	its	visitors	and	locals	being	the	primary	cause.	
  While	the	populace	are	not	close	to	rebellion	or	protest,	before	
  long	 local	 business	 will	 be	 forced	 to	 raise	 their	 prices	 (again).	
  Some	 also	 wonder	 exactly	 what	 the	 secretive	 dwarves	 of	 clan	
  Erdikr	are	up	to	in	their	subterranean	home.			
  T R A D E  &  I N D U S T R Y  
  Life	in	Wellswood	mainly	revolves	around	servicing	the	needs	of	
  the	many	travellers	passing	through	the	village.	Other	villagers	
  fish	 Lake	 Thraren	 in	 search	 of	 the	 many	 exotic	 and	 rare	 fish	
  swimming	gliding	through	its	lightless	depths.		
  L A W  &  O R D E R  
  Lord	Issakainen	maintains	a	sizable	force	of	men-at-arms	at	his	
  castle	backed	up	by	an	elite	force	of	cavalry.	The	cavalry	patrol	
  up	and	down	the	road	for	a	half-day’s	ride	in	both	directions	to	
  keep	 travellers	 safe;	 consequently,	 bandits	 rarely	 lurk	 in	
  Wellswood’s	environs.		
  	
  Lord	 Issakainen	 tolerates	 no	 disturbance	 to	 anything	 that	
  generates	his	revenue	and	troublemakers	are	dealt	with	harshly.	
  E V E N T S  
  While	 the	 PCs	 are	 in	 Wellswood,	 one	 or	 more	 of	 the	 below	
  events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	large	caravan	arrives	in	the	village	and	heads	toward	
  the	Boot	&	Wheel;	as	it	does	so	several	locals	(employees	
  of	the	Footsore	Traveller)	try	to	dissuade	them—instead	
  offering	discounted	rates	to	the	caravan	master.		
  2	
  Several	 near-penniless	 drifters	 are	 sleeping	 at	 the	
  Traveller’s	 Rest.	 The	 next	 morning,	 an	 argument	
  develops	when	one	traveller	accuses	another	of	robbing	
  him.	They	come	to	blows	and	are	both	arrested.	
  3	
  Fruen	Toumi	(location	5)	is	widely	assumed	to	be	up	to	
  something.	 She	 is	 often	 tired	 and	 haggard	 in	 the	
  mornings,	and	some	think	she’s	a	witch	trafficking	with	
  dark	 powers.	 The	 PCs	 are	 advised	 to	 never	 enter	 her	
  cellar.	
  4	
  The	wheel	of	a	wagon	passing	through	the	village	breaks;	
  the	main	road	is	blocked	for	an	hour	while	the	wagon	is	
  dragged	up	to	Wheels	&	Wagons.	
  5	
  A	villager	runs	through	street	calling	frantically	for	help—
  it	seems	someone	has	fallen	into	one	of	the	wells!	
  6	
  Azthur	Erdukr	is	seen	examining	several	of	the	wells	and	
  shaking	 his	 head.	 Rumours	 sweep	 through	 the	 village	
  that	some	of	the	wells	are	unstable	and	could	collapse	at	
  any	time.	
  	
   
  
  	
  79	
   
   
   
   
   
   
   
   
   
   
  WHITE MOON COVE 
  Words	Marc	Radle	Cartography	Marc	Radle		
  	
  White	Moon	Cove	is	a	respectable	fishing	village	set	in	a	sheltered	cove	which	acts	as	an	excellent,	natural	harbour.	The	inhabitants	of	this	
  tightly-knit	 community	 are	sober,	 hardworking	 and	 amiable	 fishermen,	 traders	 and	 other	 sturdy	 folk	 making	 their	 living	 from	 the	
  sea.	Despite	being	a	fairly	peaceful	and	law-abiding	place,	White	Moon	Cove	still	hold	many	opportunities	for	adventure,	from	rumours	of	
  secret	smuggler	activity	to	an	ancient	and	possibly	haunted	lighthouse.	Yet,	perhaps	the	most	famous	reason	for	White	Moon	Cove's	
  notoriety	is	the	mysterious	underwater	edifice	known	as	the	Sunken	Pyramid	which	lies	hidden	far	beneath	the	waves	a	few	miles	out	to	
  sea.			
  	
  	
  
  80	
  W H I T E  M O O N  C O V E  A T  A  G L A N C E   
  White	Moon	Cove	is	a	small,	respectable	fishing	village	located	
  in	a	sheltered	cove	which	acts	as	an	excellent,	natural	harbour.	
  The	 inhabitants	 of	 this	 tightly-knit	 community	 are	 relatively	
  sober,	 hardworking	 and	 amiable	 fishermen,	 traders	 and	 other	
  sturdy	folk	who	make	their	living	primarily	from	the	sea.	While	
  fishing	 is	 the	 main	 industry,	 a	 few	 small	 farms	 dot	 the	
  neighbouring	countryside.		
  	
  During	the	day,	fishing	and	other	activities	connected	to	the	
  sea’s	 many	 bounties	 occupy	 the	 villagers’	 time.	 White	 Moon	
  Cove	 is	 a	 busy	 hub	 for	 trade.	 Because	 of	 this,	 the	 people	 of	
  White	Moon	Cove	live	relatively	well,	despite	their	simple	and	
  generally	rugged	way	of	life.	After	a	long	work	day,	most	people	
  retire	to	their	homes.	Before	heading	home,	many	stop	by	the	
  Sleeping	Triton,	for	fellowship,	laughter	and	a	hearty	meal.	
  	
  The	dock	area	is	small	and	well	ordered,	with	a	single,	long	
  pier	 which	 extends	 out	 into	 the	 water.	 A	 hodgepodge	 of	
  rowboats	and	various	other	small	vessels	are	typically	tied	to	the	
  pier,	 along	 with	 the	 occasional	 larger	 ocean-going	 vessel.	
  Businesses	and	shops	cluster	around	White	Moon’s	marketplace.	
  The	village	holds	a	weekly	market	which	attracts	folk	from	other	
  nearby	smaller	settlements.	
  D E M O G R A P H I C S  
  Ruler	Barro	Godwyn	
  Government	Council	
  Population	 328	 (including	 surrounding	 area;	 287	 humans,	 26	
  halflings,	6	gnomes,	4	elves,	2	dwarves,	2	half-orcs,	1	half-elf)	
  Alignments	NG	
  Languages	Common		
  Resources	&	Industry	Fishing	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Barro	Godwyn	(location	5;	NG	male	human	commoner)	Head	of	
  the	village	council,	Barro	is	a	stern	fellow.	
  Corwyn	 Redcrow	 (location	 3;	 N	 male	 human	 mage)	 This	
  reclusive	wizard	is	often	found	at	the	Sleeping	Triton.	
  Dorna	(location	6;	N	female	half	orc	spy)	Operates	White	Moon	
  Cove’s	fishmonger	shop	(and	brothel).	
  Edric	(location	1;	N	male	human	bard	2/rogue	2)	This	charming,	
  charismatic	man	owns	Seafoam	Trade	Goods.	
  Galen	 Nrek	 (location	 5;	 LN	 male	 human	 knight)	 White	 Moon	
  Cove’s	gruff,	but	capable,	constable.	
  Kandra	(location	4;	NG	female	human	priest)	This	quiet	and	kind	
  priestess	officiating	at	the	White	Chapel.	
  Old	 Grif	Serann	(location	 3;	LG	 male	 human	 ex-paladin	 4)	 The	
  one-armed,	sahuagin-hating	village	drunkard.	
  Orin	Gwyn	(location	2;	LG	male	human	guard)	This	bald,	brawny	
  man	operates	Gwyn’s	Smithy.	
  Perrin	(location	3;	CG	female	commoner)	Perrin	is	the	proprietor	
  of	the	Sleeping	Triton.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Seafoam	Trade	Goods:	Edric’s	Trading	Shop	is	almost	always	
  busy	with	sailors,	merchants	and	local	residents	alike.	
  2. Gwyn’s	Smithy:	This	large	building	is	owned	and	operated	by	
  Orin	 Gwyn.	 Items	 available	 include	 sword	 blades,	 farming	
  implements,	eating	utensils	and	ship’s	tools.	
  3. Sleeping	 Triton:	 The	 Sleeping	 Triton	 comprises	 a	 spacious	
  tavern	with	two	dozen	cosy	rooms.	It	is	easily	one	of	the	most	
  popular	places	in	White	Moon	Cove.		
  4. White	 Chapel:	 White	 Moon	 Cove’s	 temple	 is	 one	 of	 the	
  village’s	most	impressive	buildings.	Recently	constructed,	the	
  temple’s	high-domed	roof	gleams	in	the	sunlight.		
  5. Village	 Hall:	 This	 building	 comprises	 a	 large	 central	 meeting	
  room	and	a	number	of	smaller	chambers	and	offices.	It	is	well-
  guarded	during	the	day	and	securely	locked	at	night.	
  6. Dorna’s	Fishmonger’s	Shop:	This	large	building,	located	near	
  both	the	marketplace	and	the	docks,	is	a	popular	destination	
  of	sailors	and	fisherman	alike.		
  7. The	Cyclops:	This	old	stone	lighthouse	sits	at	the	mouth	of	the	
  cove.	It	is	by	far	the	oldest	structure	in	the	village.	
  8. Marketplace:	Numerous	stalls	and	animal	pens	fill	the	area	in	
  a	 semi-organized	 jumble.	 A	 large	 weekly	 market	 day	 draws	
  people	from	all	over	the	local	area.	
  	
  T H E  S U N K E N  P Y R A M I D   
  Only	 a	 few	 miles	 out	 to	 sea,	 this	 mysterious	 underwater	
  edifice	lies	hidden	beneath	the	waves.	The	handful	of	sages	
  and	 scholars	 with	 any	 knowledge	 of	 this	 massive	 stone	
  structure	 debate	 whether	 it	 is	 a	 natural	 rock	 formation,	 a	
  natural	 site	 intentionally	 modified	 or	 something	 built	 long	
  ago	by	human,	or	most	likely	inhuman,	hands.		
  M A R K E S S A  &  M E R M A I D ’ S  M I S T R E S S   
  A	small,	 sleek	merchant	ship,	The	Mermaid’s	Mistress,	puts	
  into	 port	 about	 once	 a	 week.	 Its	 captain,	 Markessa	 (NG	
  female	 human	 bandit	 captain),	 is	 a	 beautiful	 woman	 with	
  long,	flowing	red	hair	and	a	fiery	temper.	Her	highly	skilled,	
  rowdy	 crew	 is	 fiercely	 loyal	 to	 their	 captain	 and	 her	 first	
  mate,	 swashbuckling	 Allyseth	 (NG	 female	 human	 spy).	
  Markessa	has	sailed	the	surrounding	waters	for	many	years	
  and	knows	a	great	deal	about	the	region.	
  
  81	
  V I L L A G E  L O R E  
  A	PC	may	know	something	about	White	Moon	Cove,	its	history	
  and	surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	
  one	 or	 more	 pieces	 of	 information	 from	 the	 list	 below.	 A	
  successful	check	gains	all	information	revealed	by	a	lesser	check.	
  	
  DC	 10:	 White	 Moon	 Cove	 is	 a	 large,	 prosperous	 and	 fairly	
  law-abiding	fishing	village.	
  	
  DC	15:	The	village	drunkard,	an	elderly	ex-paladin,	is	said	to	
  be	quite	knowledgeable	about	sahuagin.	
  	
  DC	20:	The	only	fishmonger	shop	in	the	village	is	a	front	of	
  sorts	for	a	brothel	(and	possibly	more	sinister	practises).	
  V I L L A G E R S  
  Appearance	 The	 residents	 of	 White	 Moon	 Cove	 tend	 to	 have	
  tanned,	weather	beaten	skin.	
  	
  Dress	 The	 villagers	 typically	 dress	 in	 comfortable,	 layered	
  clothing—fewer	layers	for	the	warm	work	days;	more	layers	in	
  the	evening	to	ward	off	the	cool,	salt	air	breeze.	
  	
  Nomenclature	male:	Atheric,	Bosa,	Eohric,	Liofa,	Ulf;	female:	
  Aebbe,	Bebbe,	Inga,	Saeith;	family:	Alston,	Elvey,	Isgar,	Sirett.	
  W H I S P E R S  &  R U M O U R S  
  While	 in	 White	 Moon	 Cove,	 a	 PC	 may	 hear	 one	 or	 more	
  rumours.	 A	 PC	 making	 a	 DC	 10	 Charisma	 check	 learns	 one	
  rumour	from	the	table	below.	A	PC	exceeding	this	check	learns	
  an	additional	rumour	for	each	5	points	by	which	he	exceeded	DC	
  10.		
  D4	
  RUMOUR	
  1	
  A	member	of	the	village	council	is	secretly	involved	with	
  one	of	“Dorna’s	Girls”	and	has	gotten	her	pregnant.	He	is	
  very	keen	to	keep	this	from	his	wife	and	four	children.	
  2	
  Something,	or	someone,	ancient	and	terrible	lurks	deep	
  beneath	the	Sunken	Pyramid	
  3	
  The	increased	sahuagin	activity	in	the	waters	around	the	
  Sunken	 Pyramid	 is	 connected	 to	 recent	 disappearances	
  plaguing	nearby	villages.	
  4	
  In	 addition	 to	 being	 a	 front	 for	 her	 brothel	 business,	
  there’s	 something	 more	 sinister	 going	 on	 at	 Dorna’s	
  Fishmonger	Shop.	
  	
   
  
  82	
  N O T A B L E  L O C A T I O N S  
  1 :  S E A F O A M  T R A D E  G O O D S  
  Located	by	the	docks	near	the	marketplace,	Edric’s	Trading	Shop	
  is	almost	always	busy.	Here	sailors	and	merchants	come	to	sell	
  or	trade	goods	brought	in	from	other	coastal	settlements.	If	one	
  is	looking	for	something	out	of	the	ordinary,	Edric’s	shop	has	the	
  highest	likelihood	of	having	it	(or	being	able	to	get	it).	
  	
  Edric	(N	male	human	bard	2/rogue	2)	is	a	friendly,	easy-going	
  young	man.	He	spent	many	years	travelling	as	a	minstrel	with	a	
  large	 merchant	 caravan	 before	 eventually	 settling	 in	 White	
  Moon	 Cove.	 He	 is	 charming,	 good	 looking	 and	 rarely	 lacks	 for	
  female	companionship.		
  	
  In	 fact,	 one	 of	 the	 few	 women	 to	 routinely	 rebuff	 his	
  amorous	 advances	 is	 Markessa,	 the	 beautiful	 captain	 of	 the	
  Mermaid’s	 Mistress.	 Although	 not	 a	 resident	 of	 White	 Moon	
  Cove,	 Merkessa	 arrives	 at	 the	 village	 every	 week	 with	 a	 ship’s	
  hold	full	of	goods	to	sell	or	trade	at	Edric‘s	shop.	Despite	Edric’s	
  most	 honeyed	 words,	 Markessa	 simply	 shakes	 her	 head,	
  chuckles	 and	 tells	 the	 bard	 “Sorry,	 not	 interested—you’re	 just	
  not	my	type.”	Of	course,	this	only	makes	Edric	desire	the	fiery	
  Markessa	more,	and	so	the	delicate	dance	continues.		
  	
  Edric	 is	 rumoured	 to	 have	 something	 of	 a	 shady	 past—
  kthere	 are	 a	 few	 who	 even	 whisper	 he	 spent	 time	 in	 the	
  dungeons	 of	 some	 distant	 city	 years	 ago.	 Edric	 always	 deftly	
  laughs	these	rumours	off	with	a	quick	smile	and	a	few	charming	
  words.	Truth	be	told,	Edric	has	worked	extremely	hard	to	gain	
  the	trust	of	White	Moon	Cove’s	residents	and	is	very	fond	of	his	
  life	here.	
  2 :  G W Y N ’ S  S M I T H Y  
  This	 large	 building	 is	 owned	 by	 Orin	 Gwyn	 (LG	 male	 human	
  guard).	 The	 main	 work	 area	 is	 dirty	 but	 reasonably	 well	
  organized—everything	 from	 sword	 blades	 to	 farm	 tools	 and	
  eating	utensils	to	ship	building	implements	can	be	found	here,	
  hanging	from	hooks	or	sitting	on	the	numerous	shelves	that	line	
  the	walls.		
  	
  Orin	is	a	skilled	smith	and	metal	worker,	capable	of	creating	
  and	 repairing	 everything	 from	 eating	 utensils	 to	 armour	 to	
  anchors	and	other	metal	objects	for	ships.	He	is	a	short,	burly	
  man	 with	 immense	 forearms,	 a	 bulbous	 nose	 and	 a	 balding	
  head.	When	not	working	long	hours	in	his	smithy,	he	can	usually	
  be	found	at	the	Sleeping	Triton	having	a	few	pints	of	ale—or,	as	
  is	more	often	the	case,	many	pints	of	ale.		
  	
  Along	with	the	different	mundane	items	he	is	working	on	at	
  any	 given	 moment,	 Orin	 also	 steals	 a	 few	 moments	 here	 and	
  there	 to	 work	 on	 a	 beautiful	 bastard	 sword	 and	 shield	 of	
  exquisite	 craftsmanship	 and	 quality.	 When	 asked	 who	 he	 is	
  crafting	these	items	for,	Orin	only	grins	and	mutters	“that	ain’t	
  any	o’	your	business.”	
  3 :  S L E E P I N G  T R I T O N  
  The	Sleeping	Triton	is	easily	one	of	the	most	popular	places	in	all	
  of	 White	 Moon	 Cove.	 Almost	 everyone	 in	 the	 village	 can	 be	
  found	here	at	some	point	during	the	day.	The	tavern	is	only	a	
  short	 walk	 from	 the	 marketplace.	 It	 has	 been	 expanded	 and	
  added	 onto	 many	 times	 over	 the	 years	 and	 is	 now	 one	 of	 the	
  largest	buildings	in	the	village.		
  	
  A	 clean,	 spacious	 tavern	 room	 with	 well-worn	 tables	 and	
  comfortable	 chairs	 takes	 up	 much	 of	 the	 main	 building.	 One	
  wing	of	the	building	serves	as	a	wayfarer’s	inn	with	more	than	
  two	dozen	cosy	rooms.		
  	
  The	 smaller	 wing	 is	 the	 private	 residence	 of	 Perrin	 (CG	
  female	halfling	commoner).	A	plump,	jovial	middle-aged	woman	
  with	an	infectious	smile,	Perrin	is	easily	one	of	the	most	beloved	
  people	 in	 all	 of	 White	 Moon	 Cove.	 She	 is	 also	 something	 of	 a	
  gossip—very	 little	 happens	 in	 or	 around	 the	 village	 occurs	
  without	Perrin	hearing	about	it.	The	kindly	halfling	has	been	the	
  landlady	of	the	Sleeping	Triton	for	many	decades	and	takes	great	
  pride	 in	 the	 food	 offering.	 In	 fact,	 Perrin	 is	 renowned	 for	 her	
  wonderful	cooking	and	still	makes	much	of	the	food	herself.	Her	
  fish	 stews	 and	 spiced	 crabs	 are	 particularly	 delicious.	 The	
  Sleeping	Triton	charges	common	prices	for	board	and	lodgings,	
  but	the	food	is	of	good	quality	due	to	Perrin’s	skill	and	love	of	
  cooking.	
  4 :  T H E  W H I T E  C H A P E L   
  White	 Moon	 Cove’s	 temple	 is	 one	 of	 the	 village’s	 most	
  impressive	 buildings.	 Only	 recently	 constructed,	 the	 temple’s	
  high-domed	 roof	 gleams	 in	 the	 sunlight.	 No	 single	 deity	 is	
  favoured	 here.	 Instead,	 all	 non-evil	 gods	 are	 honoured	 equally	
  and	 the	 temple’s	 doors	 are	 open	 to	 all	 wishing	 to	 worship	
  within.	 A	 shoulder-high	 stone	 wall	 encloses	 the	 temple,	 along	
  with	a	tranquil	courtyard	and	smaller	building	where	Kandra	(NG	
  female	human	priest)	lives.		
  C O R W Y N  R E D C R O W  
  Corwyn	 (N	 male	 human	 mage)	 is	 a	 quiet,	 reserved	 man	 of	
  indeterminate	 age.	 He	 can	 occasionally	 be	 found	 drinking	
  herbal	 tea	 alone	 at	 the	 Sleeping	 Triton.	 Although	 Corwyn	
  was	 born	and	raised	in	White	Moon	Cove,	 he	 left	 when	he	
  was	a	young	man	to	find	fortune	and	adventure.	He	returned	
  recently,	 after	 many	 years,	 saying	 only	 that	 a	 life	 of	
  adventure	 no	 longer	 suited	 him.	 If	 pressed	 for	 details,	
  Corwyn	becomes	sullen	and	refuses	to	elaborate.	He	spends	
  much	 of	 his	 time	 carving	 small	 seagulls	 from	 driftwood	 or	
  scribing	magical	scrolls	which	he	then	sells	or	trades.	Corwyn	
  is	very	reclusive	and	extremely	reluctant	 to	 get	 involved	in	
  any	situation	involving	even	the	slightest	hint	of	danger.	
  
  83	
  	
  Kandra	 is	 a	 quiet,	 kind	 and	 extremely	 beautiful	 young	
  woman.	 Trained	 as	 a	 cleric	 in	 a	 large	 city	 hundreds	 of	 miles	
  inland	she	was	sent	to	White	Moon	Cove	to	administer	to	the	
  people’s	 religious	 needs.	 At	 first,	 Kandra	 resented	 leaving	 the	
  city	 and	 it’s	 more	 sophisticated,	 cosmopolitan	 lifestyle.	 Over	
  time,	however,	she	has	come	to	love	White	Moon	Cove	and	its	
  people.	 Ironically,	 the	 one	 thing	 Kandra	 has	 not	 been	 able	 to	
  embrace	is	the	sea	itself—she	cannot	swim	and	is	terrified	of	the	
  water.		
  5 :  V I L L A G E  H A L L  
  White	Moon	Cove’s	village	hall	comprises	a	large	open	meeting	
  room	and	several	smaller	chambers	and	offices	dedicated	to	the	
  running	 of	 the	 village.	 It	 is	 well-guarded	 during	 the	 day	 and	
  securely	locked	at	night.	
  	
  Barro	Godwyn	(NG	male	human	commoner)	is	the	council’s	
  leader	 and	 has	 served	 as	 such	 for	 nine	 years.	 He	 is	 a	 skilled	
  negotiator	 and	 a	 stern,	 no-nonsense	 decision	 maker.	 Friendly	
  and	 out-going,	 Barro	 holds	 the	 deep	 and	 abiding	 respect	 of	
  almost	everyone	living	in	or	near	White	Moon	Cove.	
  	
  Galen	Nrek	(LN	male	human	knight)	is	the	village	constable.	
  He	is	a	large,	intimidating	man	with	a	gruff,	abrupt	personality.	
  He	is	honest	to	a	fault	and	takes	his	responsibilities	as	constable	
  very	 seriously.	 Galen	 is	 a	 capable	 warrior,	 particularly	 when	
  wielding	any	type	of	spear	or	pole	arm.	Gossip	says	he	has	taken	
  a	 fancy	 to	 Kandra	 (location	 4).	 Although	 Galen	 only	 glowers	
  when	he	hears	such	talk,	he	does	seem	to	spend	a	large	amount	
  of	time	with	Kandra,	even	though	few	would	consider	him	to	be	
  a	particularly	religious	man.	
  6 :  D O R N A ’ S  F I S H M O N G E R ’ S  S H O P  
  This	large	building,	located	near	both	the	marketplace	and	the	
  docks,	 is	 a	 popular	 destination	 for	 sailors	 and	 fisherman	 alike.	
  Dorna	 (N	 female	 half-orc	 spy),	 the	 rotund	 half-orc	 proprietor,	
  runs	 her	 busy	 shop	 with	 confidence	 and	 a	 strong	 helping	 of	
  boisterous	bravado.		
  	
  To	those	in	the	know,	the	shop	is	also	an	unofficial	brothel	of	
  sorts.	 Various	 women,	 known	 sometimes	 as	 “Dorna’s	 girls,”	
  circulate	 among	 the	 sailors	 and	 fisherman	 in	 the	 main	 room,	
  serving	up	flirtatious	smiles	and	complimentary	ale.	For	the	right	
  amount	of	coin	pressed	into	Dorna’s	grimy	palms,	the	girls	take	
  the	 willing	 into	 one	 of	 the	 many	 back	 rooms	 for	 additional	
  “services.”	Curiously,	both	the	council	and	the	watch	appear	to	
  turn	a	blind	eye	to	such	activities.	
  	
  Boisterous,	off-colour	jokes	and	bawdy	stories	are	rarely	in	
  short	 supply	 here.	 Although	 Dorna	 closes	 up	 shop	 each	 day	
  shortly	after	sun-down,	people	can	still	occasionally	be	spotted	
  stealthily	entering	or	leaving	the	shop	late	into	the	night.		
  7 :  T H E  C Y C L O P S  
  Known	to	locals	as	“The	Cyclops,”	this	old	stone	lighthouse	sits	
  at	 the	 mouth	 of	 the	 cove.	 The	 lighthouse	 is	 by	 far	 the	 oldest	
  structure	in	the	village—in	fact,	it	is	believed	to	have	been	built	
  centuries	before	White	Moon	Cove	even	existed.	Many	say	the	
  stone	 tower	 was	 originally	 constructed	 for	 a	 wizard	 who	 used	
  the	structure	as	a	laboratory	and	base	of	operations.	
  	
  Winfrid	(LN	male	human	commoner),	the	lighthouse	keeper,	
  lives	 in	 the	 cottage	 attached	 to	 the	 lighthouse.	 Lately	 he	 has	
  been	telling	folks	of	strange	moans	and	other	unnatural	sounds	
  coming	from	somewhere	below	the	old	stone	tower.	To	the	best	
  of	anyone’s	knowledge,	Winfrid	included,	the	lighthouse	has	no	
  basement	or	underground	rooms—a	fact	which	has	lead	more	
  than	a	few	villagers	to	wonder	if	the	Cyclops	might	be	haunted.	
  8 :  M A R K E T P L A C E  
  This	large	area	of	packed	dirt	and	sand	lies	at	the	heart	of	White	
  Moon	Cove.	Numerous	stalls	and	animal	pens	litter	the	area	in	a	
  semi-organized	jumble.	A	small	but	ever-changing	array	of	goods	
  and	bounty	from	land	and	sea	are	sold	here	daily.	Once	a	week,	
  the	 market	 swells	 to	 almost	 three	 times	 its	 normal	 size	 and	
  becomes	packed	with	people	from	all	over	the	surrounds.	
  O L D  G R I F  S E R A N N  
  Grif	(LG	male	human	ex-paladin	4)	is	an	old	one-armed	man	
  who	has	lived	in	White	Moon	Cove	longer	than	most	people	
  can	remember.	He	is	well-liked	by	everyone,	although	most	
  folks	also	pity	him.		
  	
  He	 can	 usually	 be	 found	 sitting	 alone	 near	 the	 water,	
  staring	out	at	 the	waves	or	in	 the	Sleeping	Triton,	 downing	
  large	amounts	of	ale	and	regaling	fellow	drinkers	with	tales	
  from	 his	 long	 and	 exciting	 adventuring	 days.	 Grif	 greatly	
  exaggerates	(or	in	most	cases	entirely	fabricates)	these	tales	
  of	 his	 derring-do,	 however.	 The	 sad	 truth	 is	 that	 long	 ago,	
  Grif	 was	 a	 member	 of	 an	 adventuring	 group	 intent	 on	
  clearing	out	a	nest	of	sahuagin.	Soon	after	entering	their	lair,	
  they	were	ambushed	and	most	of	the	party	was	slaughtered.	
  A	massive	shark	ripped	off	Grif’s	arm	and	left	him	for	dead.	
  This	horrific	encounter,	the	sudden	and	violent	death	of	his	
  friends	 and	 the	 loss	 of	 his	 arm	 deeply	 affected	 the	 young	
  paladin.	His	courage	and	faith	profoundly	shaken,	Grif	began	
  to	 spend	 more	 time	 in	 taverns	 and	 less	 time	 in	 temples.	
  Although	he	spent	many	years	learning	everything	he	could	
  about	 the	 sahuagin	 in	 hopes	 of	 someday	 exacting	 his	
  revenge	 on	 the	 cruel	 creatures,	 he	 never	 went	 on	 another	
  adventure	and	eventually	became	a	sad,	drunken	shell	of	the	
  man	he	might	have	been.	Grif	prefers	not	to	speak	of	those	
  terrible,	 long-ago	 events.	 He	 still	 hates	 sahuagin,	 however,	
  and	 could	 be	 of	 immense	 value	 to	 anyone	 seeking	
  information	about	the	shark	men.	
  
  84	
  L I F E  I N  W H I T E  M O O N  C O V E  
  The	 village	 is	 a	 peaceful	 and	 law	 abiding	 place,	 despite	 its	
  somewhat	isolated	location.	If	anything,	this	isolation	has	made	
  its	citizens	self-reliant	and	fiercely	loyal	to	one	another.	
  T R A D E  &  I N D U S T R Y   
  Fishing	 is	 the	 most	 important	 industry	 in	 White	 Moon	 Cove.	
  Virtually	everyone	earns	their	livelihood	in	one	way	or	another	
  from	 the	 sea.	 The	 village	 boasts	 a	 large	 weekly	 market	 which	
  attracts	numerous	people	from	the	surrounding	area.	
  L A W  &  O R D E R   
  The	 village	 has	 adequate	 facilities	 for	 justice	 and	 law-
  enforcement—debtors	 and	 disruptors	 of	 the	 peace	 are	 dealt	
  with	particularly	harshly.	Galen	Nrek,	the	village	constable,	is	a	
  capable	warrior	who	leads	a	well-organized	watch.	
  	
  The	
  council	
  is	
  responsible	
  for	
  the	
  creation	
  and	
  implementation	of	laws	in	White	Moon	Cove,	a	duty	which	Barro	
  Godwyn,	as	village	council’s	leader,	takes	very	seriously.	
  	
  Bells	located	in	the	village	hall’s	tall	bell	tower	are	used	to	
  signal	 important	 events	 throughout	 the	 day.	 In	 times	 of	 crisis,	
  they	can	also	be	used	to	sound	an	alarm.		
  E V E N T S  
  While	the	PCs	are	in	the	village,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D4	
  EVENT	
  1	
  Galen	Nrek,	the	large	and	intimidating	village	constable,	
  tosses	 old	 Grif	 out	 of	 the	 Sleeping	 Triton	 after	 the	
  drunkard	 makes	 a	 scene.	 Patrons	 inside	 the	 tavern	 say	
  Old	 Grif	 became	 highly	 agitated	 when	 someone	
  insinuated	 his	 flamboyant	 story	 of	 a	 past	 adventure	
  sounded	like	pure	hogwash.	
  2	
  A	ruckus	is	caused	when	someone	(perhaps	even	one	of	
  the	PCs)	is	accused	of	stealing	from	a	vendor	during	the	
  busy,	weekly	market.	
  3	
  A	sudden	and	nasty	brawl	between	sailors	and	fishermen	
  at	 Dorna’s	 Fishmonger	 Shop	 threatens	 to	 get	 out	 of	
  hand.	Dorna	herself	erupts	from	a	back	room	and	breaks	
  up	the	fight	with	her	bare	hands.	One	of	the	fishermen	is	
  badly	hurt	in	the	commotion.	Thankfully	Kandra	quickly	
  arrives	to	administer	healing.	
  4	
  A	 group	 of	 villagers	 are	 gathered	 together,	 speaking	 in	
  loud,	 animated	 voices.	 One	 of	 those	 gathered	 just	
  received	a	letter	from	a	friend	in	a	nearby	village	saying	
  the	 village	 was	 raided	 in	 the	 middle	 of	 the	 night	 by	 a	
  band	of	sahuagin.	Three	people	were	killed	in	the	attack	
  and	at	least	seven	were	dragged,	still	alive,	into	the	sea!	
  	
   
  
  85	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	
  Mearls,	Jeremy	 Crawford,	 Chris	Perkins,	 Rodney	 Thompson,	Peter	 Lee,	 James	 Wyatt,	 Robert	 J.	
  Schwalb,	Bruce	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	
  Gygax	and	Dave	Arneson.		
  		
  Village	Backdrop:	Ashford.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Black	Wyvern.	©Raging	Swan	Press	2017;	Author:	Richard	Green.	
  	
  Village	Backdrop:	Bleakflat.	©Raging	Swan	Press	2017;	Author:	Jeff	Gomez.	
  	
  Village	Backdrop:	Coldwater.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Kingsfell.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Lanthorn.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Longbridge.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Silver	Bluff.	©Raging	Swan	Press	2016;	Author:	Mike	Welham.	
  	
  Village	Backdrop:	Shroudhaven.	©Raging	Swan	Press	2016;	Author:	Mike	Welham.	
  	
  Village	Backdrop:		Suurin.	©Raging	Swan	Press	2016;	Author:	Jeff	Gomez.	
  	
  Village	Backdrop:	Thornhill.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Wellswood.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	White	Moon	Cove.	©Raging	Swan	Press	2016;	Author:	Marc	Radle.	
  	
  GM’s	 Miscellany:	 Village	 Backdrop	 I.	 ©Raging	 Swan	 Press	 2017;	 Author:	 Creighton	
  Broadhurst,	Jeff	Gomez,	Richard	Green,	Marc	Radle	and	Mike	Welham.	
  
  R A G I N G S W A N . C O M  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/GMs Miscellany - Village Backdrop I.pdf