TEXT: 1
  
  2
  Authors  Rick Hershey
  Editor   Ismael Alvarez
  Copy Editor Troy Daniels
  Design and Layout Rick Hershey
  Fat Goblin Hoarde Ismael Alvarez, Jason Owen Black, Geoff Gander, Taylor 
  Hubler, Matt Roth, Lucus Palosaari, Troy Daniels, and Rick Hershey.
  Publisher Rick Hershey of Fat Goblin Games
  You Left Me to the Wolves © 2020 Fat Goblin Games 
  Open Game Content: All material — including but not limited to art, place and character 
  names, character and setting descriptions, background, and new class descriptions—is 
  Product Identity. All other content is considered Open Game Content. 
  Reference in non-Open Game Content (thus not covered by the Open Game License) in 
  this work to content owned by others is not a challenge to their ownership and is used 
  under Fair Use. 
   
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  3
  Adventure Primer
  You Left Me to the Wolves is intended for four play-
  ers with an average party level of 1. 
  Adventure Background
  You Left Me to the Wolves is a short adventure for 
  four 1st-level characters. The scenario is mostly set 
  across the cold bog known as the Muskeg.
  Despite the increasing cold covering the lands and 
  the days getting shorter and darker, hunters and trap-
  pers hurry to gather as many furs as possible before 
  the weather becomes unbearable. Traditionally, the 
  Resvrrectvris Festival marks the end of the season and 
  many romni that keep camps during the warmer 
  seasons in the Muskeg Bog and the Kraklevak Forest 
  make the dangerous journey to Kandar to sell their 
  wares and enjoy family and friends over the coldest 
  weeks of the winter.
  Recently, though, travellers have reported an in-
  crease in wolf attacks. One last meal before the frigid 
  starving months ahead. 
  Adventure Location
  This scenario can be placed in any cold region of your 
  campaign world that features a remote city and outly-
  ing bogs or marshes. As always, feel free to adapt the 
  material presented here as you see fit to make it work 
  within your campaign.
  If you are playing Shadows over Vathak as your 
  campaign setting, this adventure takes place in the 
  city of Kandar, in the northern region of Moorhaven. 
  Kandar is mostly inhabited by romni merchants, trad-
  ers, hunters, and peat boggers. 
  Adventure Hooks
  As the Gamemaster, you must decide how best to 
  involve the players in this adventure. The easiest 
  method is for them to simply be travelling when they 
  get swept into the events of the adventure.
   
  ɶ Any small village or farm can tell the characters 
  there is money to be made escorting romni to the 
  city of Kandar for the festival. The majority of the 
  travellers will be hunters and trappers with their 
  families, but also farmers and those from outlying 
  villages and hamlets. In fact, the characters might 
  be transporting a small group already when the 
  adventure begins.
   
  ɶ The players might want to just partake in the 
  events of the Resvrrectvris Festival, especially if 
  they are of romni descent. 
   
  ɶ If the players have been travelling a while, they could 
  be lost. In fact, with the weather growing increas-
  ingly worse, a person willing to give them direction 
  to the city would be a welcome encounter.
  
  4
  Welcome to the world of Shadows over 
  Vathak, a realm of dwindling hope and de-
  spair. As players, your characters fight to sur-
  vive in a land threatened with destruction by 
  the rise of the ancient and evil Old Ones and 
  their spawn. Your characters may represent 
  points of light in the darkness or give in to 
  wicked temptations. Most will fall somewhere 
  in between — survivors struggling to eke out 
  another day. Though the followers of the One 
  True God speak of divine providence while 
  battling the Old Ones, the sins of the Church 
  often rival those of their enemies. In the 
  world of Vathak, your character’s perceptions 
  of heroes and villains is a thin line drawn by 
  their own personal morality and, of course, 
  determined by the victor.
  This adventure is set in the dark fantasy 
  world of Vathak. As such there are references 
  to the history, characters, and locations of that 
  world. However, with a little bit of alteration, 
  these adventures can be suited for any horror 
  themed 5th edition game.
  If you are new to Shadows over Vathak, 
  make sure you join our Patreon and receive 
  a free copy of the Explorer’s Guide to Vathak. 
  RunninG this AdventuRe
  To run this adventure, it is recomended that you 
  have copies of the 5th Edition core rulebooks. 
  In this adventure you might come across spells, 
  abilities, creatures, magic items, and other references 
  to content from these corebooks. When this happens 
  that item will appear in bold/red text, like this:
  “The goblins are waiting to attack the caravan as it 
  comes around the steep bend.”
  If the content is new (such as monsters or equip-
  ment) and not included in one of the corebooks, we 
  will make note of the source or include the item in an 
  appendix to the adventure.
  AbbReviAtions
  The following are a collection of common abbrevia-
  tions that might be used in this adventure.
  AC
  Armor Class
  CE
  Chaotic Evil
  CG
  Chaotic Good
  CN
  Chaotic Neutral
  cp
  Copper pieces
  CR
  Challenge Rating
  d% 
  Two d10s die one 
  as the 10s the 
  other as the 1s
  d10
  A die of 10 sides
  d12
  A die of 12 sides
  d20
  A die of 20 sides
  d4
  A die of 4 sides
  d6
  A die of 6 sides
  d8
  A die of 8 sides
  DC
  Difficulty Class
  EL
  Encounter Level
  EP
  Electrum Pieces
  GM
  Game Master
  GP
  Gold pieces
  HP
  Hit Points
  LE
  Lawful Evil
  LG
  Lawful Good
  LN
  Lawful Neutral
  N or TN
  Neutral, or     
  True Neutral
  NE
  Neutral Evil
  NG
  Neutral Good
  NPC
  Non-Player  
  Character
  PC
  Player Character
  pp
  Platinum pieces
  sp
  Silver Pieces
  Stats
  The statistical 
  representation   
  of a character
  XP
  Experience Points
  
  5
  beGinninG the AdventuRe 
  The ground is crisp with frost, crackling and crunching as 
  you make your way along the winding dirt path this cold 
  winter morning. As the dim haze of a faint sun barely breaks 
  the gray clouds of the day, the dead fields and baren groves 
  slowly become tussocks of grassy mounds, interrupted only 
  by pools of brackish water emitting the putrid odor of brim-
  stone. A light snow begins to fall.
  The Old Bog Road is a major route through the Mus-
  keg Bog and one the players find themselves on this 
  cold and wet morning. The silence of the bog can be 
  maddening at times, with only the occasional fetid 
  bubbling of the murky water, or the faint cry of an 
  animal, to break one’s concentration. 
  Walking along this twisting road should invoke 
  a sense of melancholy and loneliness to those who 
  spend time on it. Although the characters should 
  not have any dangerous encounters, here is a list of 
  things of interest you might want to include:
  1D6
  Encounter/Event
  1
  Random Bone Piles: Collections of bones 
  can often be seen tangled into the sphagnum 
  moss. The majority of these bones are of the 
  Muskeg Elk.
  2
  Bog Body: Although rare, sometimes a corpse 
  bubbles up from the bog. With tar black skin 
  and striking red hair, this bearded corpse was 
  clearly strangled before being dumped in the 
  murky waters, many years ago.
  3
  Fellow Travellers: The characters catch up to 
  other people travelling along the Old Bog Road. 
  Most of those encountered will be local romni 
  also on their way to Kandar, and this is an op-
  portunity for the characters to learn a bit more 
  about their destination, if they haven’t been 
  there before. There is a 5% chance that the par-
  ty instead encounters a small band of ne’er–
  do–wells intent on taking advantage of the 
  large gathering in town; they will be friendly 
  enough to the party, but may be encountered 
  later under less desirable circumstances...
  4
  Sinking Houses: At one time areas of the bog 
  were more hospitable and houses and farms, 
  cabins and lodges, dotted the area. Most have 
  now rotted away, or sunk beneath the surface 
  of the bog. However, partial structures and 
  rooftops can periodically be found. It is up 
  to the GM to decide whether these sunken 
  structures contain anything of interest.
  5
  Bog Butter: These clay casks (3) are stuck 
  firmly in the mud beside a wooden board-
  walk, whether they were placed here for pres-
  ervation or some lost cargo of a merchant is a 
  mystery. They are worth 10 sp each.
  6
  Giant Frogs: A small group (1d4) of giant 
  frogs is moving through the area, and inter-
  cepts the characters. There is a 25% chance 
  that they are hostile, but even in this case 
  they can be scared away by a DC 12 Charisma 
  (Intimidation) check, or distracted with meat. 
  If engaged in combat, they flee once a giant 
  frog is killed or knocked out. If pressed for in-
  formation through magical means, the frogs 
  can help the party navigate, granting advan-
  tage on any further Wisdom (Survival) checks 
  made to traverse the Old Bog Road.
  
  6
  the muskeG boG 
  The Muskeg Bog is mostly open wetlands spreading 
  many miles towards the horizon. Dead vegetation sits 
  and rots in the fetid water, building layers of decay that 
  eventually turns into peat. This makes traversing them 
  extremely difficult, as one can never know for sure 
  what is solid ground and what is just a floating mass of 
  dead plants. The average thickness of the peat ranges 
  from 6 to 15 feet (or 2 to 5 meters);  although there are 
  patches where it can be much thinner — this is where 
  the danger lies, as one can easily fall through the peat 
  layer into the water below. The Muskeg Bog has a 
  series of narrow dirt paths that allow people to travel 
  safely through the area with timber boardwalks filling 
  in the various areas that are waterlogged. Every year 
  someone’s body is found that wandered from the path, 
  but the strange alchemy of bogs means it’s hard to tell 
  if they died a year ago or 100 as the bog is known to 
  preserve bodies in a strange state.
  The Muskeg Bog is an important resource for the 
  city of Kandar. Peat can be harvested, dried and used 
  for fuel. Berries, mushrooms, herbs and medicinal 
  flowers bloom in the wet, sunny environments. Mires 
  can have a ritual meaning as well; the romni of Kan-
  dar who follow traditional ways bury their criminals in 
  the bogs, sometimes while they are still alive.
  The soggy terrain of the bog is considered diffi-
  cult terrain, and characters must succeed at a DC 10 
  Constitution saving throw at the end of each hour of 
  travel or gain one level of exhaustion. A character that 
  falls prone in a bog must use all their movement get-
  ting up instead of half.
  Quagmires One additional hazard in the bog are the 
  quagmires. In the right conditions, decaying vegetation 
  can float on top of a layer of water, creating a sort of 
  a pit trap in open terrain. The DC for detecting quag-
  mires is 12. Anyone that steps in the quagmire falls into 
  a deep pool of water. They will find it extremely cold, 
  and if they lack magical protection hypothermia can set 
  in unless they dry themselves off quickly (DC 15 Consti-
  tution check, or take 1 level of exhaustion).
  Looking for a Map? 
  Grab the Muskeg Bog Map from our Patreon! 
  
  7
  the sound oF silence
  The calm of the bog is soon broken by shrill whistling 
  in the distance. Anyone hearing the sound will imme-
  diately know that it is a distress signal, those of romni 
  heritage recognize the sound as a wolf whistle. 
  As the party rounds a bend they come across a 
  fully loaded caravan of two carts full of animal pelts 
  stopped dead in the road and beset by wolves. The 
  bodies of two slain men lie next to one of the carts 
  while three men cower under the rear axle. The hors-
  es have broken loose from the cart in fear, and have 
  run up the Old Bog Road. On the front cart a man has 
  climbed on top of the pelts as wolves jump at him, 
  nipping at his boots.
  When they see the party they wave for help, one of 
  them even calling out in relief. But that draws the at-
  tention of the beasts. 
  The wolves of the Muskeg Bog are mangy and thin, 
  with wet matted fur stained green by the rotting foli-
  age. Several of them have exposed water-logged flesh 
  and wounds on their bodies have caused areas to 
  slough off, revealing bone and tissue. 
  encounteR: Wolves (3)
  If at least two of the wolves are killed, the surviving 
  wolf will try and flee.
  While the party fights the wolves, the driver of the 
  first cart flees the scene as fast as he can.
  Once all the wolves are slain, the survivors will 
  emerge from beneath their carts to thank the party. 
  One of the men is named Bronislovas Algimantas, the 
  wagon team leader, but everyone calls him Bron.
  They will explain that they make this trip every year 
  in early winter to sell their furs and celebrate the Res-
  vrrectvris Festival. They are still a few hours away from 
  their destination, the city of Kandar. 
  The man who took off in the first cart is called 
  Ludis; they have nothing nice to say about the man, 
  especially now that he left them to die. While this 
  conversation is going on, the other surviving men are 
  gathering their fallen friends and loading them into 
  the wagon to take with them.
  Bron asks the characters if they can help wrangle up 
  the horses (Wisdom (Animal Handling) DC 13 to calm 
  the horse and earn its trust) and escort them to the 
  city. If the players need convincing, he explains that 
  once they reach Kandar and settle up on the sale of 
  the furs, he will gladly pay them for their time. 
  the WAGon tRip
  The next hour passes in amiable company, exchang-
  ing stories and jokes as they trundle onward. The 
  men are rightly angry about Ludis abandoning them 
  and reminisce on the questionable things they know 
  about the man. They include the following— feel free 
  to incorporate as many as you think are needed:
   
  ɶ He got drunk and missed his mother’s funeral, his 
  mother was such a lovely and kind woman.
   
  ɶ He has at least 3 bastard children in nearby vil-
  lages and towns.
   
  ɶ He never cooks meals and has to be forced to help 
  clean up around the camp.
   
  ɶ He got in a fight with his last trail boss, and ru-
  mor has it he stabbed the guy.
  These conversations about Ludis clearly make Bron 
  more and more angry.
  But just a few hours from their destination a shrill 
  howl rises from the bog, followed immediately by an 
  answering cry from the other side of the road. The re-
  maining wolves from the previous encounter burst out 
  of the brush and startles the lead horse, who rears and 
  screams as the driver tries to get it back under control.
  If all the wolves were killed in the previous en-
  counter, then these wolves represent the remainder 
  of the pack. If no wolves were killed in the previous 
  encounter, they have been following the party and 
  planning to attack again.
  
  8
  encounteR: Wolves (3–5, dependinG on the 
  stRenGth oF the pARty)
  ludis the betRAyeR
  The players should be able to see the city of Kandar 
  in the distance, sticking up from the land like a lost 
  mountain of stone, filling the gray sky with even 
  darker smoke from the factories. The fur traders will 
  tell the party they still have a few hours till they reach 
  the city walls, but will be there soon enough. 
  Ahead on the road they see what appears to be the 
  other cart at a stop, Ludis sitting on the ground nearby. 
  As you near the cart, Ludis will spot the approach 
  and attempt to crawl away, clearly his leg has been 
  hurt as he drags it like a dead weight.
  Bron hands over the reins to the cart, jumps from 
  the seat, and pulls his knife as he approaches Ludis. 
  “You left us to die back there, Ludis, you coward, you swine!”
  “I was getting help, I swear. . . put your knife away!”
  What the characters choose to do here is up to 
  them. Bron will kill Ludis and dump his body in the 
  bog if no one intervenes, and his men seem content 
  to let the event unfold on its own.
   
  ɶ Intervention: The characters can try and intervene 
  and convince Bron not to kill him (Charisma (Per-
  suasion) DC 13. At the GM’s option, Ludis might 
  be wanted for other petty crimes in Kandar, and if 
  he is turned in there might be a small reward.
   
  ɶ Conflict: If persuading Bron fails or the players 
  choose a physical confrontation, he will fight any 
  that interfere. (Use NPC stats for Bandit Captain 
  adjusted for romni racial heritage)
   
  ɶ Aid: If the characters aid in killing Ludis or more 
  importantly, help get rid of his body, then Bron 
  will consider them family for life. He will make 
  sure to pay them 100 gp more (split evenly) as 
  well as be a permanent ally. 
  conclusion: sAFely in kAndAR
  Once the wolves have been defeated and the horses 
  calmed again then the caravan can make the last 
  hour’s trip into town. The wagons are taken directly to 
  the tanning facility outside the city walls, where after 
  a few minutes of business, Bron returns with 100 gp 
  each for players. 
  
  9
  Appendix 1 
  The City of Kandar
  Kandar exists in an odd spot on the map, but once 
  there you realize it is an industrial powerhouse for 
  important industries that most people in the rest of 
  Vathak take for granted. Local tundra and rich bog 
  lands known in bhriotian as the muskeg, are rich in 
  strange chemicals for alchemists but also make excel-
  lent tanning and other goods -- like charcoal bri-
  quettes that fuel Kandar’s large gunpowder industry. 
  Using special methods of extraction all the needed 
  ingredients for gunpowder (brimstone, saltpeter, and 
  charcoal) can be made locally during the short sum-
  mer months and processed all winter long. A small 
  industry even exists for “bog iron” that creates a more 
  rust-resistant steel for numerous uses. 
  The fur trade of local animals, especially beaver, fox, 
  and wolf, is also a major draw, with hunting of the 
  Muskeg Elk, the Apex Ram, and Great Horned-Bear a 
  favorite pastime of seasoned vindari big game hunters. 
  New industries have sprung up in recent years 
  and are steadily growing, such as snail and mush-
  room farms in damp underground warehouses in 
  the city, heated with the same steam used in the 
  many bathhouses. 
  demoGRAphics
  Ruler Burgher Vantino is the newly appointed 
  official leader of the city, a vindari lord with 
  little knowledge or ties to the region; in fact, 
  he sees the entire region as being ripe for 
  development. He feels the influence the romni 
  have in the city is holding it back, and possibly 
  dangerous, and wishes to bring the local 
  culture, economy, and religion more towards 
  vindari values. Although he has not met direct 
  opposition in his goals, he nonetheless has 
  failed at making any significant changes. 
  Population  On average the city of Kandar hosts a 
  population of around 5,000 residents, with another 
  2,500 either living in smaller surrounding villages 
  and farms, or only living in the city for portions of 
  the year. Although Kandar is under vindari rule, the 
  majority of its citizens are of romni descent and 
  many of their customs, art, and heritage dictate 
  the look and feel of the city. Burgher Vantino and 
  other vindari elites in the city are trying to change 
  that, and there is a small trickle of vindari settlers 
  moving here — much to the disappointment of 
  the romni inhabitants, who are beginning to fear 
  their way of life may eventually be swept aside.
  Religion As is true throughout the lands of Vathak, 
  the Church of the One True God is the “official 
  religion” — but nowhere is that “official” nature 
  more a mere formality than at the edge of the 
  world in Kandar. As a majority romni population, 
  the Court of Stars is the de facto religion of 
  most people. These beliefs are tolerated by the 
  Church, but that tolerance goes only so far. 
  The current reichsgraf has made a point not 
  to provoke the romni locals with talk of heresy 
  trials or forced conversion, but some of his 
  parishioners are more vocal and demanding.  
  notAble Folk
  Burgher Vantino is the recently appointed official 
  leader of the city, and much more hands on than 
  his predecessor. He wants to make Kandar a more 
  vindari city.
  Reichsgraf Jann Tobler has served as the head of 
  the church in Kandar for many years. While he would 
  like to see a more deeply pious city, he has cautioned 
  a more measured approach that Vantino would like.
  Elder Sylvantis is the de facto leader of the romni, 
  though many see Tariana, a local religious leader, as 
  his equal in most things, despite the fact that she 
  rarely speaks in public.
  Thea Suundaar is a peat farmer that lives on the 
  outer edges of the city, and is considered a trusted 
  source of information on local events and medical 
  knowledge. Though some would call her witch, her 
  farm and medical practice are too useful to the town.
  Giedrius Rimgaila is a retired “adventurer” who lives 
  in a large hunting lodge near the Kraklevak Forest. 
  Although he appears to be well into his 80s, Giedrius is 
  
  10
  strong, alert, and still a profound outdoorsman. Every 
  year he hosts many well-paying vindari Lords who wish 
  to be taken into the forest for hunting expeditions.
  Alabaster Delhain is a hauntling well known about 
  the city for his quality services, which mostly involve 
  removing rodent and other vermin from pestering the 
  citizens. What his secret is, no one knows, but it is rare 
  that you see any vermin running around inside the 
  walls of Kandar.
  Amenophis Kakrime is a bhriota farmer who has 
  made a small fortune growing rare mushrooms in his 
  underground farms in Kandar. He has recently begun 
  to buy small snail farms and is setting up an expan-
  sion to his current offerings. Although his operations 
  are modest, his clientele pay large sums for his spe-
  cific goods to serve in the finest of restaurants. 
  notAble locAtions
  Ashkali Pedalts: There are several ashkali pedalts ( 
  People’s Place) throughout the city. Only romni are 
  allowed in and they are considered a safe place to 
  weather storms or to avoid travelers from other 
  races. Although many of these places are simple 
  sitting rooms or at best small eateries or taverns, 
  some are in fact larger establishments rumored 
  to allow gambling, animal fighting, and more.
  Banya Buildings: Public and family-owned saunas 
  are where the actual business of town is discussed.  
  There, differences in status are muted and rivalries 
  are set aside. No matter the size of the Banya 
  building, each has three main rooms; a steam 
  room, a washing room and an entrance room.
  Kraklevak Forest: Named the “forest of graves” 
  by locals, Kraklevak Forest is intimidating even 
  on first sight. The trees that have grown there 
  are in a perpetual state of near death, and any 
  vegetation that grows there is stark white or 
  grey and poisonous. But the most disturbing 
  thing about the Kraklevak Forest is the way 
  that it whispers to visitors, urging them to do 
  something terrible. In rare cases, the whispers can 
  follow visitors long after they’ve left the forest. 
  Though the rumor is that the forest attracts those 
  who wish to die, evidence makes it more likely 
  that it attracts those that want to kill. A string 
  of apparent suicides may in fact be the bodies 
  of would be killers falling to other killers as the 
  whispers urge them to murder each other.
  The Muskeg Bog: This large bog stretches for 
  miles and nearly surrounds the city of Kandar 
  on its easterm, western, and southern walls. 
  Consistent rainfall and snow keep the ground 
  surface waterlogged year-round. Kandar 
  survives on the bog, using the rich peat as fuel, 
  
  11
  harvesting food and vegetables, manufacturing 
  gunpowder, and even manufacturing furniture 
  and other artisanal items from bog oak.  
  The Vindari Quarter: Home to almost all of the vindari, 
  this section of the city is noticeably different from the 
  rest and modeled in classic vindari fashion. Straight 
  streets lined with rowhouses radiate out from the 
  Church of St. Juniper, the burgherhaus (home and 
  workplace of the city’s burgher), and the drafty prison 
  known as the Block. Though not officially barred 
  from entrance, romni are unwelcome, especially 
  after dark, and several gothic gates mark the border 
  between the vindari quarter and the rest of the city.
  mARketplAce And industRy
  The Kandar market bustles with various vendors and 
  stalls that sell the precious items of the north, such as 
  pelts, fish, and plant products that can only be found 
  in this region. Though much of the product is loaded 
  on caravans to be sold in the South, there is still a 
  robust economy that relies on nearby settlements to 
  come and buy these rare goods at a low price.
  Many of the inhabitants keep chicken and rabbits 
  for eggs and meat, grow cranberries and blueberries 
  as well as various mushrooms. There is also a robust 
  micro-industry of heliciculture (snail farming) that 
  has grown in recent years. 
  There also exists a small indoor market built into a 
  hill. This building is designed to be open during the 
  worst weather, but is typically reserved for the richest 
  and most influential merchants, leaving other mer-
  chants jealous and bitter. 
  The indoor market is only used in inclement weath-
  er, and is otherwise locked and guarded at all times. 
  city loRe
  For centuries, Kandar has been the northernmost city in 
  Moorhaven, and even the continent. It remains a point 
  of curiosity for many, especially merchants hoping to get 
  rich off of its unique bounty. While it used to be a sleepy 
  trading post, it has grown much larger under the vindari 
  effort to capitalize on the riches it can provide.
  The largest hurdle that has kept the vindari from 
  controlling the town are the various rituals and beliefs 
  that suffuse the city and keep the locals from accept-
  ing vindari culture at large. The Resvrrectvris Festival 
  is a prime example.
  Among the other belief systems are the histories 
  and stories that make the land in and near the city a 
  romni holy land. This bolsters the market consider-
  ably as various holy days attract large crowds of romni 
  pilgrims, but the practice still rankles the vindari.
  According to legends, Kandar itself is the focal point 
  of an ancient ritual that pacified Yegh’niths, an an-
  cient spirit. Many of the local holy days reflect on the 
  way in which the being was defeated and placed into 
  a mystic slumber. For now, the locals fear the legends 
  more than they fear the vindari.
  FestivAls And events
  Resvrrectvris Festival: Romni remember their ances-
  tors and reflect on the past year upon the winter sol-
  stice. Starting at sunrise, all lights and fires, mundane 
  and magical, are extinguished in homes and public 
  buildings. The romni lay down and covered their faces 
  with ashes from the hearth. By pretending to be dead, 
  they feel they commune with the already dead. At 
  sunset, the romni wash their faces, leave their homes 
  and celebrate with dance, drink, and food.
  The celebration lasts all night long with many 
  attendees wearing elaborate costumes and large 
  grotesque masks representing individual characters 
  of the Court of Signs. Costumed participants must re-
  main incognito for the entire duration of the celebra-
  tion, and is considered bad luck to identify oneself 
  before sunrise. 
  Wilhelm’s Eve: Named after the vindari poet Jacob 
  Wilhelm, who popularized a traditional vindari day 
  of execution in his poetry, this holiday is held on the 
  winter solstice, the shortest day of the year. The Faith-
  ful spend the day celebrating in boisterous crowds to 
  ward off evil until sunset, when criminals and her-
  etics are publicly executed. The executions are con-
  sidered offerings to the One True God in return for 
  His protection against corruption and vice. After the 
  
  12
  executions, all return to their homes, lock their doors 
  and bar their windows closed. It is considered a bad 
  omen to be on the streets while the moon shines on 
  Wilhelm’s Eve.
   
  Nights of Freezing Death: Yegh’niths, as an embodi-
  ment of freezing mists and icy winds, is considered by 
  its followers to be especially powerful on the nights of 
  the new moon, when not even the paled light of that 
  orb shines in the sky. The cycle of moons revolves so 
  that each night important for other celestial align-
  ments, such as solstices and equinoxes, will have a 
  new moon once every three years, and these occur-
  rences are cause for celebration. The greatest of these 
  celebrations occurs during the winter solstice, the 
  longest and normally coldest night of the year, with 
  no moon in the sky. Followers perform rites exposing 
  their naked forms as offerings to Yegh’niths. Those 
  that don’t die of exposure are considered blessed, 
  and often claim that they survived by transcending 
  their mortal forms while the icy grip of death passed 
  through them.
  Exact times and methods of exposure vary from 
  group to group, often with tribes and secret societies 
  using significantly shorter durations for the necessary 
  time of exposure to the raw elements of ice and wind. 
  Others like the Lost Children of Air, may try to survive 
  from sundown until sun up.
  WhispeRs & RumoRs
   
  ɶ A strange light has been seen near the village. 
  Reports say that a beautiful angelic figure ap-
  pears at midnight every night just East of the 
  town. The most prominent rumor says that this 
  apparition may be the soul of someone who died 
  in that very spot. 
   
  ɶ According to rumor, a shambling mound has 
  been sighted near the city. If the characters inves-
  tigate it, the creature thought to be a shambling 
  mound attempts to parlay. It is really an awakened 
  cluster of vegetation, and was created by a wan-
  dering druid. Use the statistics for an awakened 
  shrub that is Large.
   
  ɶ A rumor spread by poor merchants in Kandar say 
  that the indoor market usually reserved for snow-
  storms operates during fair weather as a den of 
  illicit trade. 
   
  ɶ It is rumored that Kandar Whiskey has gunpowder 
  in it, which is why it tastes of salt and smells of 
  rotten eggs. Some say if you drink enough of it, 
  your vomit is explosive and never drink it while 
  smoking a pipe. 
  
  13
  OPEN GAME LICENSE Version 1.0a
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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.
  Bride of the Darkened Rider © 2017, Fat Goblin Games; Author: Kim C. 
  Frandsen
  Shadows over Vathak © 2012, Fat Goblin Games, Authors: Rick Hershey and 
  Jason Stoffa.
  Shadows over Vathak: Player’s Guide © 2016, Fat Goblin Games; Authors: 
  Ismael Alvarez, Tyler Beck, John Bennett, Jason Owen Black, Troy Daniels, J Gray, 
  Rick Hershey, Taylor Hubler, Lucus Palosaari, Jennifer Povey, Michael Riter, and 
  Matt Roth.
  Shadows over Vathak: Explorer’s Guide to Vathak © 2016, Fat Goblin 
  Games; Author: Lucus Palosaari
  Shadows over Vathak: Explorer’s Guide to Vathak © 2020, Fat Goblin 
  Games; Author: Rick Hershey, Lucus Palosaari, Ismael Alvarez
  You Left Me to the Wolves © 2020, Fat Goblin Games; Author: Rick Her-
  shey
  Looking for more creatures, items,                     
  adventures, player options, and horror 
  for your 5th Edition Fantasy Game? 
  then join ouR pAtReon!
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Fat Goblin Games/SoV - Adventures - Left to Wolves.pdf