TEXT: A 5E WARLOCK ADVENTURE 
  BY MIKE WELHAM
  FOR 4 PCS OF 
  2ND LEVEL
  The empTy Village
  
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  as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, 
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  been designated as Open Game Content are not included in this declaration.)
  Open Game Content: The Open content in this adventure is the cheshirian stat 
  block.
  © 2018 Open Design, LLC
  www.koboldpress.com
  demon lord to flood the world by destroying the ice in the 
  Northlands. Knowing she couldn’t stop the catastrophe, 
  she decided the best thing she could do was move potential 
  victims to her territory in the Forlorn Roads where they 
  could avoid disaster.
  Her first target was Fjellgard, a remote human village in 
  Trollheim. Her efforts proved disastrous, as nearly everyone 
  she pulled into her realm became fearful or aggressive. Her 
  attempts to calm people by describing the apocalyptic future 
  awaiting them only made the situation worse. Fearful of the 
  cheshirian, some of the people attacked Ariaira, while many 
  others fled. Confused, she retreated, leaving the villagers 
  scattered throughout the cave system she called home. 
  To make matters worse, Kettek, another cheshirian who 
  had been hiding unnoticed nearby, grew jealous of Ariaira 
  hoarding all the “prey” for herself. He brought in a host 
  of monsters to join him in hunting the people of Fjellgard  
  without Ariaira’s knowledge after she ran from the villagers.
  Adventure Hooks
  A courier acting on behalf of Uffi Toothless tasks the PCs 
  with checking on the village of Fjellgard. The jarl expected a 
  THE EMPTY VILLAGE
  Design: Mike Welham
  Editing: Meagan Maricle 
  Graphic Design: Rick Kunz
  Art Director: Marc Radle
  Cover Art: Karl Waller
  Interior Art: Karl Waller
  Cartography: Dyson Logos
  Publisher: Wolfgang Baur
  TM
  TM
  TM
  Adventure Background
  For centuries, the cheshirians have stalked prey on Midgard 
  from a seldom-traveled section of the Shadow Realm 
  they call the “Forlorn Roads.” Their peculiar magic allows 
  them to reach from the Shadow Realm into Midgard and 
  drag their victims onto the Forlorn Roads. These lost 
  and bewildered creatures then become easy prey for the 
  cheshirians. Fortunately, the Forlorn Roads is tied to the 
  Northlands, preventing the cheshirians from hunting 
  far across Midgard. It was during one of these hunts that 
  the cheshirian, Ariaira, witnessed a group of adventurers 
  rescuing a comrade she had transported to the Forlorn 
  Roads. Seeing the group’s heroism and bonds with one 
  another awoke a desire for companionship in Ariaira—a 
  desire foreign to the solitary cheshirians—and she began 
  to comprehend the loneliness of her existence. While 
  contemplating her new desires, she decided the best way to 
  obtain friends was to do something brave to help people—
  just like the adventurers she saw. 
  Such an opportunity arose, at least in her mind, when 
  she stumbled upon a death cult intending to bring about 
  the end of existence by calling forth a powerful, fiery 
  
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  dispatch from the village two days ago and has not received 
  it. The courier offers 100 gp for the PCs to discover the 
  reason for the delayed dispatch and deal with any troubles 
  the village might be experiencing that are causing the delay.  
  Alternatively, the PCs may travel to Fjellgard to meet with 
  a sage in the village who has information the PCs need. 
  Finally, the PCs simply could be looking for the nearest place 
  for shelter in the unforgiving North. 
  Half-Eaten Food, Still Warm
  Ariaira planned the village’s forced evacuation carefully. She 
  selected a couple of young children to whisk away first. After 
  speaking with the children to convince them of the game 
  they were playing, she picked up enough of their voices to 
  mimic them. She pretended to be the children to lure other 
  villagers to a small clearing north of Fjellgard, where she had 
  found a way to temporarily thin the divide between Midgard 
  and her lair in the Forlorn Roads. By some quirk of the 
  magic that allowed her to create the portal, any creature that 
  passed through the portal was stuck in the Forlorn Roads 
  unless it used the same portal to leave the realm. Within 
  days, the missing villagers became a lure in and of itself for 
  the other villagers, quickly depopulating Fjellgard. Proud of 
  her accomplishments, she was utterly unprepared to handle 
  the villagers’ reaction to her good deed.
  When the PCs approach Fjellgard, they spy familiar sights 
  and smell familiar scents belonging to a thriving village. 
  Smoke from various fires rises above the buildings, dogs 
  give chase to one another just outside the village, the aroma 
  of a freshly-cooked communal meal wafts gently by as the 
  wind shifts. A successful DC 14 Wisdom (Perception) check 
  notices that there are no sounds other than those made by 
  animals coming from the village. There is no metal-on-metal 
  sound from a smith, no sawing or hammering of wood, and, 
  most eerily, no conversation or shouting of children.
  As the PCs pass into the village proper, they see no 
  inhabitants. It looks as though everyone in the village left in 
  the middle of their meal. The relative heat of the food and the 
  state of the cookfires, indicate the villagers left scant minutes 
  before the PCs arrived. PCs who investigate notice no signs 
  of struggle and no bloodshed. The weapons in the village 
  rest in scabbards, on walls, or are propped up against chairs, 
  showing a lack of violence. The villagers’ homes reveal no 
  obvious attempts to flee the village. Necessities for travel, such 
  as warm clothing and blankets, remain where they should 
  be. Likewise, the PCs find personal treasures like gems and 
  family jewelry in many homes. Unscrupulous PCs can gather 
  various items worth a total of 50 gp from the homes.
  A successful DC 14 Intelligence (Investigation) or Wisdom 
  (Survival) check notices a large amount of recent tracks 
  leading out of the village to a clearing north of Fjellgard. As 
  the PCs approach the clearing, a successful DC 12 Wisdom 
  (Perception) check hears faint cries for help originating from 
  the clearing. These cries come from an invisible and out of 
  phase Ariaira, who has taken notice of the PCs. Since she is 
  using voices unfamiliar to the PCs, they have disadvantage 
  on their Wisdom (Insight) checks to determine the voices 
  are fake. Each PC that enters the clearing is magically 
  transported to Ariaira’s redoubt (see Meeting Ariaira and 
  Area 5 below). 
  The Forlorn Roads
  The Forlorn Roads are in a perpetuate twilight like the rest of 
  the Shadow Realm. Colors are muted, light doesn’t seem to 
  penetrate the darkness as easily, and the entire realm is dimly 
  lit by some unseen source. Ariaira’s lair is within a small 
  cavern on the Forlorn Roads and, unless otherwise stated, is 
  in complete darkness. 
  Meeting Ariaira
  Ariaira approaches the PCs when they arrive in Area 5. 
  Knowing the PCs aren’t from the village, she hurriedly 
  explains that she needs their help to calm the villagers. She 
  states she is only trying to save them. If questioned about 
  what she is saving them from, she mentions something big 
  is coming and proclaims, “when the beacon is lit on top of 
  the world, ice will fall, and floods and fire will consume the 
  world.” Ariaira assumes a dire warning will impress the 
  severity of the situation on the PCs and get them to act on 
  her behalf. 
  A successful DC 12 Charisma (Deception or Persuasion) 
  check assures Ariaira that the PCs are friendly, convincing 
  her to reveal more information about her recent actions. 
  She tells them about her attempt to become a hero, and 
  she explains that she “rescued” the villagers because 
  she overheard the death cult’s plans, as described in the 
  Adventure Background. She expresses shame at failing at 
  her first attempt to save people and hopes the PCs can help 
  her convince the villagers to hear her out. She understands 
  if the villagers want to return to Fjellgard and agrees to let 
  them return if the PCs can help her talk to them first. If the 
  PCs insist on compensation for their assistance, she offers 
  all she has in return for their help (see Area 5). She insists 
  on staying in Area 5 as the link between the worlds is fragile 
  and difficult to maintain at a distance. If she is to return 
  the villagers to Fjellgard, she will need to stay in Area 5 to 
  protect the link. If asked, she sketches out her lair in the dirt 
  for the PCs (excluding Areas 11 through 14, of which she has 
  no knowledge).
  If the PCs attack Ariaira, she uses Out of Phase and flees, 
  returning regularly to make furtive attempts to convince 
  them of her sincerity.
  
  5
  1. HUNTING PARTY
  Despite the cheshirians’ general dislike of other fey, Kettek 
  found it expedient to involve three fraughashar (Tome of 
  Beasts, p. 206) in his hunt for the villagers. Kettek knew 
  he wouldn’t be able to hunt all of the villagers at one time, 
  and the fraughashar were easy to persuade into joining 
  him in his sadistic scheme. The arrival of the PCs alleviates 
  the fraughashars’ growing boredom. While they prefer 
  to dispatch intruders themselves, they have no problem 
  goading the PCs into Area 3 where they know Kettek’s 
  hunting “hounds” rest.
  2. BROKEN STATUE
  A single beli (Tome of Beasts, p. 35) awaits atop this terraced 
  section of the caverns amid debris from an unidentifiable, 
  tentacled statue. Allied to the fraughashar and curious about 
  the spoils promised to them by Kettek, the beli invisibly 
  followed the group to this realm, where it remains unseen 
  as it observes the fraghashar in Area 1. It only attacks when 
  creatures other than its allies climb up to this area or if the 
  PCs slay two of the fraughashar in Area 1.
  3. HUNTER’S KENNEL
  A pair of darkmantles, Kettek’s trained hunting 
  companions, rest on the ceiling of this chamber above 
  the headless bodies of four villagers. The two have been 
  instructed to stay in this chamber until called by Kettek for 
  another hunt, but they attack any creature that enters the 
  room or disturbs the bodies of their latest meals. 
  4. CONSERVATORY OF THE DEAD
  Kettek and his companions killed dozens of Fjellgard’s 
  villagers in the initial assault. The bodies that weren’t 
  immediately consumed were piled here for later 
  consumption. Unbeknownst to Kettek, one of his 
  companions had violet fungus spores on its clothing. The 
  spores quickly took hold in the bodies and now four full-
  grown violet fungus inhabit the room, steadily consuming 
  the corpses. 
  5. ARIAIRA’S REDOUBT
  Ariaira keeps a modest room tucked into a hollowed-out 
  rock abutting the new stream. The only entrance and exit 
  is to the north, and it sits higher in the wall above the 
  water line. A successful DC 10 Strength (Athletics) check is 
  required to reach the entrance if the water level in Area 8 is 
  below 5 feet. A slight shimmer in the air in the center of the 
  hidden chamber is the only indicator of this room’s magical 
  connection to Midgard.
  TREASURE
  Ariaira keeps items she obtained from her hunts in a small 
  recess in the room, but her growing desire to be heroic and 
  save people fills her with guilt when she looks at them. She 
  is happy to part with them if the PCs are willing to help 
  her. The recess holds a variety of rings, necklaces, and gems 
  totaling 150 gp.
  6. DEN OF SPIES
   Two spies in service to the Queen of Night and Magic hide 
  in this room. They occasionally scout the remainder of the 
  lair to give the shadow fey in Area 7 updates on Kettek and 
  his followers. 
  7. PORTAL-SEEKERS
  The Queen of Night and Magic, aware of the cheshirians’ 
  magical talents, sent four shadow fey (Tome of Beasts, p. 
  171) to investigate after she noticed a long-lasting cheshirian 
  portal on the Forlorn Roads. These shadow fey haven’t 
  seen Ariaira yet, but they know they are close to finding the 
  location of the portal. The Queen instructed them to destroy 
  the source of the portal quietly and return without anyone 
  the wiser to maintain peaceful relations with the cheshirians. 
  Kettek’s presence has kept the shadow fey in hiding as they 
  work to destroy the portal without being discovered. They 
  see the PCs as an opportunity to achieve their goal without 
  being directly involved. 
  If the PCs are open to conversation, the shadow fey 
  offer them 50 gp to kill Kettek and destroy the portal. They 
  promise an emissary of the Queen of Night and Magic 
  will pay them on the Midgard side of the portal if it is 
  successfully destroyed. They can’t help the PCs directly since 
  their mission is a covert one, but they can let the PCs know 
  that Kettek exists and that he has scattered allies throughout 
  the lair. Like Ariaira, they are unaware of Areas 11 through 
  14 and can’t advise the PCs on those locations. 
  8. THE COLD STREAM
  After figuring out how to create the link to Midgard from 
  her lair in the Forlorn Roads, Ariaira used her magic to 
  divert a stream into her lair so the villagers could have a 
  fresh supply of water. Since she had never used her powers 
  to do something as grand as diverting part of a creek before, 
  her initial attempt flooded the caverns. After letting the 
  water level subside, she renewed her efforts. Her unstable 
  magic causes the stream to vary in depth by two to five feet 
  throughout the day. When the stream is lower, it is difficult 
  terrain. When it is higher, a successful DC 10 Strength 
  (Athletics) check is required to stay afloat. A creature with a 
  swimming speed automatically succeeds on this check.
  
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  9. PROWLING THE RUINS
  Three snowcats (Creature Codex, p. 346), more of Kettek's 
  hunting pets, prowl this area, which is dimly lit by torchlight 
  that is leaking through the blockade built by Fjellgard’s 
  villagers in Area 10. The blockade frustrates the snowcats, 
  and they dislike the stream cutting off the rest of the lair. 
  They are hungry and perk up at the arrival of the PCs. If 
  they hear commotion from the stream, they hide within the 
  ruined building, where they wait to launch an ambush. 
  10. LAST STAND OF FJELLGARD
  Fifteen villagers (use commoner statistics for the five of 
  them that are old enough and well enough to fight) banded 
  together in this easily defensible section of the lair. Under 
  the leadership of a guard named Jakob, they grabbed what 
  material they could while avoiding the monsters stalking 
  them and erected a makeshift barrier. They attempted to 
  leave as few gaps as possible to avoid being targeted by 
  arrows, so their field of view is limited. The villagers are 
  distrustful of everything they hear, believing it to be more 
  lies from the cheshirians. A successful DC 14 Charisma 
  (Persuasion) check convinces the villagers that the PCs 
  mean them no harm. It requires a successful DC 12 Strength 
  (Athletics) check to breach the barrier. If the PCs attempt 
  to breach the barrier without the villagers’ permission, the 
  villagers attack as soon as they have an opening.
  11. KETTEK’S LOBBY
  The entrance to a hidden section of Ariaira’s lair escaped 
  her notice when she first settled in the area. Kettek, who 
  intentionally sought a secret place from which he could 
  observe Ariaira, quickly found the door to this area and 
  made himself at home in the confines beyond. A successful 
  DC 13 Intelligence (Investigation) check finds the almost 
  invisible seams marking the door. The door is unlocked, but 
  it is trapped with a Shard Sphere trap.
  Shard Sphere Trap. When a creature opens the door, 
  a rusted iron sphere falls to the ground and explodes in a 
  shower of metal shards. Each creature within 15 feet of the 
  door must make a DC 13 Dexterity saving throw, taking 11 
  (2d10) piercing damage on a failed save, or half as much 
  damage on a successful one.
   Prevention. A successful DC 14 Intelligence 
  (Investigation) check locates a lead wire from the door 
  connected to a group of wires holding the sphere in place 
  overhead. A successful DC 12 Dexterity check using thieves’ 
  tools disables the lead wire harmlessly. A character without 
  thieves’ tools can attempt this check with disadvantage using 
  any edged weapon or edged tool. On a failed check, the trap 
  triggers.
  12. SAVED FOR LATER
  Eight villagers (use commoner statistics) are locked in this 
  room. If they hear the PCs attempting to break into the 
  room, they try to gain the PCs’ attention. They are afraid of 
  Kettek and welcome any attempt at rescue. Unfortunately, 
  they do not have the tools to disable the lock and have 
  spent their time formulating plans to rush the cheshirian 
  when he comes for them. If the PCs free the villagers before 
  confronting Kettek, six of the villagers rush to Area 10 to 
  rejoin their families while two stay with the PCs to seek 
  vengeance against the cheshirian.
  Locked Door. The door leading into this chamber is 
  locked. A successful DC 15 Dexterity check using thieves’ 
  tools picks the lock. Kettek in Area 13 possesses the key to 
  this lock.
  13. KETTEK’S DOMICILE
  The cheshirian, Kettek, resides here, devising a plan to 
  capture the remaining villagers in Area 10. When the PCs 
  arrive, he attempts to deceive them into believing Ariaira is 
  a monster hiding behind pleasantries. He claims she was the 
  one who brought all the creatures to terrorize and kill the 
  villagers. He further tries to convince the PCs he is working 
  to rescue the villagers. To bolster this ruse, he makes a show 
  of magnanimously offering to return the villagers to their 
  home. He falsely explains that he has captured the villagers 
  in Area 12 to help him convince the larger group in Area 10 
  to allow him to teleport them all back home at one time—an 
  easier feat than teleporting them individually. No matter 
  how the situation plays out, he uses his Out of Phase action 
  and leaves only his smiling mouth visible as he talks.
  Kettek has a constant dagger (see below) and uses it in place 
  of one of his claw attacks. The chamber holds a comfortable 
  mattress, which the cheshirian stole from another village, 
  but is otherwise sparse.
  14. ILL-GOTTEN GAINS
  Kettek stores a smattering of items taken from his victims 
  here. The cheshirian expects no one to make it this far, so 
  the treasure is unguarded and in plain sight. This chamber 
  houses a potion of healing and a collection of coins, gems, 
  and jewels worth a total of 250 gp.
  Concluding the Adventure
  If Ariaira survives and the PCs help her explain her motives 
  to the villagers, she becomes an ally of the PCs. She doesn’t 
  join them on adventures, but she keeps an eye on the PCs 
  while they are in the Northlands. She might come to their aid 
  in a time of need or pull them onto the Forlorn Roads just in 
  
  7
  time to save them from a bad situation. Before they leave, she 
  asks the PCs to teach her how to be heroic, and she works 
  to improve the lot of others through her peculiar magic—
  starting with helping the villagers of Fjellgard.
  If Ariaira does not end the adventure on good terms 
  with the PCs, she reverts to her old hunting habits after 
  the PCs escape through her portal with the villagers. 
  She works to undermine the PCs while they are in 
  the Northlands, subjecting them to inconvenient or 
  dangerous practical jokes.
  If Kettek survives, he seeks revenge on the PCs. If he 
  survives and Ariaira was rejected by the PCs, he sways her 
  to his side, and they hunt the PCs together. He actively 
  targets friends and relatives of the PCs, advertising his 
  involvement in their accidents or deaths.
  If the PCs promised to slay Kettek and destroy 
  the portal for the shadow fey in Area 7 (Ariaira 
  permanently disables the portal after the villagers 
  are returned to Fjellgard, if the PCs help her talk 
  to them), the Queen of Night and Magic sends 
  an emissary with the promised 50 gp to the 
  PCs. She makes note of their assistance and 
  may seek out the PCs in the future.
  If the PCs rescue the villagers, the people of 
  Fjellgard offer a  50 gp worth of jewelry and 
  general supplies as a reward. They host a feast 
  in the PCs’ honor and commemorate the event 
  annually. The PCs can broker a peace between 
  Ariaira, if she survives, and Fjellgard, and she 
  promises to watch over the village—without 
  stealing them away to the Forlorn Roads.
  After the villagers return to Fjellgard and 
  recover the dispatcher, the jarl’s courier pays 
  the PCs the promised 100 gp.
  Cheshirian
  This bipedal creature’s broad, disarming smile 
  counters its misshapen appearance.
  The cheshirian is a carnivorous fey creature 
  with the unique ability to hop back and forth 
  between the Material Plane and a seldom-traveled 
  section of the Shadow Realm known as the 
  Forlorn Roads. The Forlorn Roads are tied to the 
  Northlands and the cheshirians rarely travel beyond 
  the Northlands for fear of losing their connection 
  to their realm. Their peculiar magic allows them 
  to snatch unsuspecting prey from one realm and 
  deposit it into the other. When a cheshirian is 
  out of phase in either realm, it often displays its 
  disembodied smile to unnerve its disoriented prey. 
  All cheshirians have palindromic names.
  CHESHIRIAN
  Small fey, chaotic neutral
  Armor Class 14
  Hit Points 66 (12d6 + 24)
  Speed 30 ft.
  STR 
  DEX 
  CON 
  INT 
  WIS 
  CHA
  13 (+1) 
  18 (+4) 
  14 (+2) 
  10 (+0) 
  11 (+0) 
  16 (+3)
  Saving Throws Cha +5
  Skills Deception +7, Stealth +6, Survival +2
  Senses darkvision 60 ft., passive Perception 10
  Languages Common, Sylvan
  Challenge 3 (700 XP)
  
  8
  Claim Territory (1/Day). The cheshirian spends 1 hour 
  out of phase attuning itself to a section of the Forlorn 
  Roads up to 1 square mile in size. This section becomes 
  its territory until it dies or it designates another area 
  as its territory. It also attunes itself to a similarly-sized 
  swath of land on the Material Plane in the Northlands as 
  part of this process. More than one cheshirian can claim 
  the same territory, though this overlap often ends with 
  one of the cheshirians slain by the other or moving on 
  to a different area.
  Out of Phase. As a bonus action, the cheshirian can 
  magically exist on the Material Plane and the Forlorn 
  Roads simultaneously. While it is out of phase in this 
  way, it is invisible in both realms (though it can choose 
  for its mouth and teeth to remain visible), and it has 
  resistance to bludgeoning, piercing, and slashing 
  damage from nonmagical attacks. A creature that the 
  cheshirian hits with its claw attack while out of phase has 
  resistance to the cheshirian’s claw damage. As a bonus 
  action on a subsequent turn, the cheshirian can choose 
  to fully manifest on the Material Plane or the Forlorn 
  Roads. 
  Sound Mimicry. The cheshirian can mimic humanoid 
  voices. A creature that hears the voices can tell they 
  are imitations with a successful DC 15 Wisdom (Insight) 
  check.
  Actions
  Multiattack. The cheshirian makes two claw attacks.
  Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one 
  target. Hit: 8 (1d8 + 4) slashing damage. If the target is 
  a Medium or smaller creature, it is grappled (escape DC 
  11). Until this grapple ends, the target is restrained, and 
  the cheshirian can’t use its claw on another target.
  Drag to the Forlorn Roads. The cheshirian teleports 
  itself to its claimed territory in the Forlorn Roads, its 
  claimed territory in the Northlands, or to an area of the 
  Forlorn Roads with which it is familiar. If it is grappling 
  a creature, the grappled creature must make a DC 
  13 Wisdom saving throw (a creature can willingly fail 
  this saving throw). On a failure, the grappled creature 
  teleports with the cheshirian to the chosen location. A 
  creature that is in the Forlorn Roads and not native to 
  the Shadow Realm can attempt a new Wisdom saving 
  throw at the end of each hour, reappearing in the space 
  it left (or in the nearest unoccupied space if that space is 
  occupied) on a success. A creature can choose to fail this 
  saving throw. If a creature fails this saving throw each 
  hour for 48 hours, it is permanently stuck in the Forlorn 
  Roads and must find a different way out. A fey creature 
  or a creature native to the Shadow Realm can choose to 
  permanently remain in the Forlorn Roads or not at the 
  end of the first hour.
  CONSTANT DAGGER
  Weapon (dagger), rare
  You gain a +1 bonus to attack and damage rolls made with 
  this magic weapon.
  When you roll a 20 on an attack roll made with this weapon, 
  the target loses its resistance to bludgeoning, piercing, and 
  slashing damage until the start of your next turn. If it has 
  immunity to bludgeoning, piercing, and slashing damage, its 
  immunity instead becomes resistance to such damage until the 
  start of your next turn. If the creature doesn’t have resistance 
  or immunity to such damage, you roll your damage dice three 
  times, instead of twice.
  
  9
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Tome of Beasts. Copyright 2016, Open Design, LLC.; Authors Chris 
  Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.
  Creature Codex. © 2018 Open Design LLC; Authors Wolfgang 
  Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy 
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  The Empty Village Author Mike Welham. © 2018 Open Design 
  LLC.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Kobold Press/Warlock/Warlock Lair #27 - The Empty Village v2.pdf