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  DEAD MAN’S RUN 
  
   
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  PLACES OF POWER: DEAD MAN’S RUN 
  The	glint	of	gold	coin	and	flash	of	pale	bone	peek	out	from	the	dark	timbers	of	sunken	buildings	as	a	sad	ferryman	slowly	pulls	his	boat	
  across	the	clear	water.	This	is	Dead	Man's	Run,	the	only	safe	passage	across	the	wild	Brimbrook;	for	miles	in	either	direction	river	races	
  over	rocky	rapids	and	steep	waterfalls,	carving	an	otherwise	impassable	chasm	through	the	forested	hills.	
  	
  Any	who	pay	the	price	of	passage—two	golden	coins	given	as	tribute	to	the	river—find	a	berth	on	the	wooden	ferry.	They	also	find	the	
  operators	of	the	ferry,	the	sad	survivors	who	can	share	the	tale	of	the	natural	disasters	that	destroyed	the	two	villages	and	fort	that	once	
  stood	here,	and	learn	why	they	remain	to	tend	to	the	dead.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Jacob	W.	Michaels	
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland	and	Maciej	Zagorski	(The	Forge	Studios).	
  Some	 artwork	 copyright	 William	 McAusland,	 used	 with	
  permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studios)	
  	
  ©Raging	Swan	Press	2017.	
  	
  The	 moral	 right	 of	 Jacob	 W.	 Michaels	 to	 be	 identified	 as	 the	
  author	 of	 this	 work	 has	 been	 asserted	 in	 accordance	 with	 the	
  Copyright	Designs	and	Patents	Act	1988.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	or	by	any	means,	without	the	prior	permission	in	writing	of	
  Raging	Swan	Press	or	as	expressly	permitted	by	law.	
  	
  C O N T E N T S  
  Dead	Man's	Run	At	A	Glance	........................................................	2	
  Notable	Locations	at	a	Glance	......................................................	3	
  Life	in	Dead	Man's	Run	.................................................................	4	
  The	Surrounding	Locality	..............................................................	5	
  Notable	Locations	in	Dead	Man's	Run	.........................................	6	
  Support	Raging	Swan	Press	..........................................................	9	
  OGL	V1.0A	....................................................................................	9	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 Places	 of	 Power:	 Dead	 Man’s	 Run	 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	
  D E A D  M A N ' S  R U N  A T  A  G L A N C E
  Ruler	None	
  Population	11	(5	humans,	4	elves,	2	half-elves)	
  Alignments	LG,	LN	
  Languages	Common,	Elven	
  Resources	&	Industry	Ferry	services	
  This	 remote	 border	 between	 an	 elven	 kingdom	 and	 human	
  realm	may	have	never	been	settled	had	a	human	baron	not	seen	
  it	as	a	perfect	spot	to	sneak	troops	into	his	neighbour's	land	for	
  an	invasion.	The	plan	worked	for	a	time,	but	the	baron's	forces	
  were	 eventually	 repulsed,	 leading	 to	 several	 years	 of	 constant	
  fighting	 that	 turned	 the	 Brimbrook’s	 gently	 flowing	 waters	
  crimson.	 In	 time,	 this	 stalemate	 led	 to	 a	 truce,	 and	 the	 truce	
  eventually	became	a	tenuous	peace.	Two	villages	grew,	one	on	
  each	side	of	the	river,	their	growing	friendship	symbolized	by	the	
  stone	bridge	erected	to	link	them.	
  	
  Dead	Man's	Run	spans	the	graves	of	those	two	villages	and	
  almost	all	their	inhabitants.	
  	
  No	one	knows	what	caused	it,	but	a	single	night	of	chaos	ten	
  years	ago	wiped	the	villages	from	the	face	of	the	earth.	Nature	
  itself	seemed	to	turn	against	the	inhabitants:	the	earth	shook,	
  the	 ground	 rising	 and	 cracking;	 lightning	 struck	 from	 the	 sky,	
  igniting	 the	 fort	 and	 burning	 it	 to	 the	 ground;	 and	 the	 gentle	
  creek	 became	 a	 rampaging	 river,	 sweeping	 homes	 from	 their	
  foundations.	When	morning	finally	came,	the	villages	were	gone,	
  and	almost	all	their	inhabitants	with	them.		
  	
  Most	of	the	few	survivors	fled	the	disaster,	but	a	remnant	of	
  that	remnant	stayed	to	tend	to	the	watery	graves	of	friends	and	
  family.	 They	 bridged	 the	 divide,	 ferrying	 first	 themselves	 and	
  later	 travellers	 across	 the	 river.	 With	 each	 passage,	 they	 offer	
  tribute,	a	pair	of	gold	coins,	to	the	dead	and	the	water	in	hopes	
  that	neither	rise	up	again.	
  M A R K E T P L A C E
  The	following	items	are	for	sale:	
  §
  Weapons	 &	 Armour	 Miscellaneous	 items	 have	 been
  scavenged	 from	 the	 area:	 Much	 of	 it	 is	 finely	 made	 or	 even
  magical—lesser	weapons	didn't	survive	their	exposure	to	the
  elements—but	most	such	items	are	in	need	of	repair.
  Additionally,	the	following	services	are	available:	
  §
  Spellcasting	3rd-level	cleric
  L O R E
  A	 PC	 may	 know	 something	 about	 Dead	 Man’s	 Run,	 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:	The	ferry	service	at	Dead	Man's	Run	offers	the	only	
  route	across	the	Brimbrook	for	miles	in	either	direction.	
  	
  DC	15:	The	origins	of	the	crossing's	name	come	from	a	night	
  of	 horror	 ten	 years	 ago,	 when	 the	 then-gentle	 Brimbrook's	
  course	was	changed	in	a	series	of	earthquakes,	which	turned	it	
  into	 a	 wide,	 rushing	 river	 that	 destroyed	 the	 two	 villages	
  standing	on	its	banks.		
  	
  DC	 20:	 A	 few	 of	 the	 survivors	 of	 the	 tragedy	 known	 as	
  Nature's	 Night	 operate	 the	 ferry	 service,	 though	 they	 remain	
  primarily	to	tend	to	the	watery	graves	of	their	friends	and	family.	
  F O L K
  Most	 of	 the	 residents	 of	 the	 villages	 died	 or	 fled,	 but	 a	 few	
  remain	at	Dead	Man's	Run.		
  §
  Appearance	 Even	 after	 ten	 years,	 most	 of	 the	 residents	 of
  Dead	Man's	Run	bear	a	haunted	look,	faces	marked	by	deep
  lines,	sunken	eyes	and	pinched	lips.
  §
  Dress	The	residents	of	Dead	Man's	Run	wear	simple,	utilitarian
  wool	clothing,	with	straw	hats	to	protect	them	from	the	sun.
  W H I S P E R S  &  R U M O U R S
  While	in	Dead	Man’s	Run,	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	ferry	charges	an	exorbitant	fee:	the	silver	piece	per	
  person	or	animal	isn't	too	bad,	but	they	also	demand	two	
  gold	coins	for	every	passage	across	the	water.	
  2	
  The	 ferryman	 always	 throws	 two	 gold	 pieces	 into	 the	
  water	before	each	trip.	
  3*	
  Anyone	 who	 tries	 to	 cross	 Dead	 Man's	 Run	 without	
  paying	 tribute	 faces	 death	 themselves,	 tossed	 by	 a	
  sudden	wall	of	water	into	the	river	to	be	smashed	into	
  the	rapids	downstream.	
  4	
  The	lower	levels	of	the	fort	that	once	guarded	the	area	
  are	inaccessible	after	it	burned	down.	Who	knows	what	
  secrets	they	hold?	
  5*	
  The	 river	 is	 full	 of	 gold	 coins,	 but	 anyone	 who	 tries	 to	
  recover	 them	 is	 hauled	 down	 by	 the	 grasping	 hands	 of	
  the	dead	sleeping	on	the	river	bed.	
  6	
  A	 powerful	 nymph	 resides	 in	 the	 area;	 she	 may	 have	
  been	responsible	for	Nature's	Night,	but	now	helps	keep	
  the	surrounding	area	mostly	peaceful.	
  *False	rumour
  
  3	
  N O T A B L E  L O C A T I O N S  A T  A  G L A N C E  
  Dead	Man's	Run	is	a	small	community,	which	makes	the	most	of	
  the	space	it	has:	
  1. Fort	 Essayas:	 The	 remaining	 residents	 of	 Dead	 Man's	 Run	
  avoid	the	crumbling	ruins	of	this	fort,	believing	that	whatever	
  caused	Nature's	Night	stemmed	from	activities	here	and	that	
  it's	cursed	by	its	past	use.	The	fort's	cellars	and	dungeon	have	
  remained	unexplored	since	it	burned	down.	
  2. The	 Manorhall:	 Once	 the	 centre	 of	 the	 village's	 local	
  government,	 the	 Manorhall	 is	 now	 home	 to	 a	 young	 family:	
  the	widower	farmer-turned-ferryman,	Vyncis	Potte,	and	the	elf	
  Adoleid	Potte,	who	found	comfort	in	each	other's	arms.	Their	
  two	children	are	the	light	of	most	of	the	survivors'	lives.	They	
  share	 their	 home	 with	 Oror	 Highbird,	 though	 the	 elf	 spends	
  much	of	his	time	hunting.		
  3. The	 Brimbrook:	 Once	 a	 gentle	 stream,	 the	 wide	 river	 now	
  rushes	 over	 the	 sunken	 graves	 of	 most	 of	 the	 villagers.	 On	
  clear	days,	the	remains	of	homes	and	bodies	of	residents	can	
  be	 seen	 on	 the	 muddy	 bottom.	 The	 nymph	 druid	 Millenaphi	
  dwells	downstream,	but	is	rarely	seen.	
  4. Brimbrook	 Ferry:	 The	 primary	 source	 of	 income	 for	 the	
  remaining	 survivors,	 the	 cable	 ferry	 is	 typically	 operated	 by	
  either	 Irennen	 Fairarrow	 or	 Vyncis	 Potte,	 though	 the	 former	
  refuses	to	cross	at	night.	
  5. Lumber	 House:	 This	 building	 doubles	 as	 a	 home	 and	 a	 mill,	
  used	 to	 ensure	 spare	 ferries	 are	 available.	 In	 addition	 to	
  Irennan	Fairarrow,	husband	and	wife	Exard	and	Dottry	Lynsalt	
  call	the	building	home,	as	do	Cedia	Borne	and	Wyan	Sabil.		
  I N  Y O U R  C A M P A I G N  
  Dead	 Man's	 Run	 can	 be	 placed	 in	 almost	 any	 hilly	 or	
  mountainous	region	where	a	river	provides	an	obstacle	to	travel.	
  It	should	be	fairly	remote,	but	can	serve	as	a	quick	interlude	to	
  break	 up	 a	 cross-country	 journey;	 an	 interesting	 place	 to	 rest	
  and	possibly	resupply;	or	a	potential	adventure	spot	in	its	own	
  right.	 The	 border	 aspect	 of	 the	 two	 kingdoms	 can	 be	 played	
  down	if	you	wish,	as	the	end	of	the	conflict	returned	the	area	
  around	Dead	Man's	Run	to	a	backwater	of	little	interest	to	either	
  side.	If	having	bordering	kingdoms	of	different	races	doesn't	fit	
  in	 your	 campaign	 world,	 the	 conflict	 can	 also	 be	 changed	 to	
  make	both	sides	belong	to	the	same	race	and	simply	be	between	
  competing	rulers.	
  	
  
  4	
  L I F E  I N  D E A D  M A N ' S  R U N  
  Life	at	a	mass	grave	gives	little	time	for	merriment	as	the	nine	
  adults	toil	to	remain	alive	and	bring	peace	to	the	dead.	The	days	
  are	 brightened	 by	 the	 two	 children	 who	 spend	 much	 of	 their	
  time	playing	in	the	woods	or	on	the	river	banks.	
  T R A D E  &  I N D U S T R Y  
  Little	industry	takes	place	at	Dead	Man's	Run,	other	than	what's	
  needed	for	the	residents	to	survive	and	keep	their	ferry	afloat.	
  However,	their	efforts	to	tend	the	graves	of	the	dead	often	lead	
  the	residents	to	items	of	value	they	are	willing	to	sell	to	passers-
  by—mostly	 weapons	 and	 pieces	 of	 armour	 lost	 during	 the	
  various	skirmishes	and	battles	fought	in	the	area.	
  L A W  &  O R D E R  
  No	formal	law	covers	the	region.	Residents	of	Dead	Man's	Run	
  try	to	solve	problems	amongst	themselves.	Dottry	Lynsalt	often	
  plays	 peacemaker	 while	 her	 husband,	 the	 oldest-appearing	
  resident	 (he	 wilfully	 forgets	 the	 long-lived	 elves	 have	 many	
  decades	 on	 him),	 tries	 to	 exert	 the	 authority	 of	 his	 age.	 The	
  residents	can	chase	off	scavengers,	but	are	ill-equipped	to	deal	
  with	a	larger,	more-organized	threat.	Fortunately	for	them,	the	
  area	 is	 not	 well-travelled	 enough	 to	 attract	 bandits	 or	 they	
  would	likely	have	to	seek	help	to	deal	with	the	menace.		
  C U S T O M S  &  T R A D I T I O N S  
  The	strongest	(and	strangest)	custom	at	Dead	Man's	Run	is	the	
  two	 gold	 coins	 given	 to	 nature	 and	 the	 dead	 every	 time	
  passengers	 are	 brought	 across	 the	 Brimbrook	 (the	 residents	
  don't	 give	 coins	 when	 it's	 only	 them	 crossing).	 If	 asked,	 the	
  survivors	 struggle	 to	 explain	 this	 tradition	 to	 outsiders,	 given	
  that	it's	part	thanks	for	their	own	lives,	part	offering	to	the	dead	
  that	they	may	remain	at	peace	as	people	pass	over	their	graves	
  and	part	bribe	to	nature	itself	so	another	disaster	does	not	befall	
  the	region.	
  	
  Similarly,	residents	mark	the	late-summer	anniversary	of	the	
  calamity	that	destroyed	the	villages	with	the	Nature's	Night	vigil,	
  in	which	they	keep	watch	all	night	and	offer	prayers	to	nature	
  and	 the	 dead	 to	 be	 at	 peace.	 They	 refuse	 to	 transport	 any	
  passengers	 across	 the	 river	 the	 day	 before	
  or	after	the	vigil.	
  L O C A T I O N  D R E S S I N G  
  Use	this	table,	to	generate	the	minor	sights	and	sounds	the	PCs	
  experience	as	they	move	about	Dead	Man's	Run.	
  D20	
  DRESSING/EVENT	
  1	
  A	 clear,	 sunny	 day	 reveals	 sunken	 buildings	 and	
  bleached	bones	in	the	water.	
  2	
  Oror	Highbird	returns	from	a	hunt	with	a	deer	carcass	
  slung	over	his	shoulder.	
  3	
  Wyan	 Sabil	 hacks	 small	 branches	 off	 a	 tree	 as	 he	
  prepares	to	build	a	new	ferry	boat.	
  4	
  Adoleid	 Potte	 helps	 Dottry	 Lynsalt	 tend	 a	 small	
  vegetable	garden	behind	the	Manorhall.	
  5	
  The	smell	of	cooking	meat	fills	the	air	as	the	residents	
  slowly	roast	a	wild	boar	brought	in	by	Oror	Highbird.	
  6	
  The	 hilt	 of	 a	 sword—spread	 eagle	 wings	 around	 the	
  pommel—pokes	out	of	the	soft	ground.	
  7	
  Dotty	Lynsalt	and	her	husband,	Exard,	argue	heatedly	
  about	 a	 mysterious	 "she,"	 but	 stop	 as	 soon	 as	 they	
  realize	they're	not	alone.	
  8	
  Vyncis	 Potte	 yells	 instructions	 to	 Irennan	 Fairarrow	
  across	 the	 river	 as	 the	 elf	 works	 to	 repair	 the	 ferry	
  mechanism	on	the	western	side.	
  9	
  The	 echoing	 clatter	 of	 falling	 stones	 comes	 from	 the	
  crumbling	walls	of	Fort	Essayas.	
  10	
  A	mangy	canine	scavenger	gnaws	on	a	bleached	femur,	
  seemingly	unafraid	of	attempts	to	chase	it	off.	
  11	
  Two	 wet,	 muddy	 half-elven	 children	 come	 running	
  excitedly	from	the	river	with	a	battered	candlestick.	
  12	
  As	 night	 falls,	 Dottry	 Lynsalt	 and	 Adoleid	 Potte	 hang	
  small	lanterns	outside	the	doors	of	the	Manorhall	and	
  lumber	house.	
  13	
  Several	days	of	rain	leave	the	river	muddy	and	flowing	
  high	and	fast.	
  14	
  Exard	Lynsalt	sits	on	a	log	near	his	home,	fashioning	a	
  small	 boat	 from	 tree	 bark	 before	 setting	 it	 loose	 to	
  float	down	the	river.	
  15	
  Vyncis	Potte	braids	long	vines	together,	forming	them	
  into	a	spare	cable	for	the	ferry.	
  16	
  Adoleid	 Potte	 furiously	 scolds	 her	 seven-year-old	 son	
  for	allowing	his	younger	sister	to	play	too	close	to	the	
  water	(again!).	
  17	
  A	ruddy	red	glow,	like	firelight,	flickers	in	the	ruins	of	
  Fort	Essayas.	
  18	
  The	glint	of	gold	on	the	muddy	shore	reveals	itself	to	
  be	a	coin	that	appears	to	have	washed	ashore.	
  19	
  A	 pair	 of	 pixies	 cavort	 above	 the	 river,	 doing	 flips	 as	
  they	hang	on	the	ferry	cable.	
  20	
  Cedia	Born	leads	a	small	service	to	the	Goddess	of	the	
  Dead	 as	 the	 residents	 gather	 to	 lay	 the	 recovered	
  remains	of	a	body	to	a	more	permanent	rest.	
  	
  	
   
  
  5	
  T H E  S U R R O U N D I N G  L O C A L I T Y  
  A	 seemingly	 pristine	 wilderness	 surrounds	 Dead	 Man's	 Run,	 a	
  vibrant	forest	through	which	the	Brimbrook	has	carved	a	deep	
  channel	splitting	the	area	as	thoroughly	as	any	wall	ever	could.	
  Even	beyond	the	steep	cliffs	that	must	be	scaled	to	approach	or	
  depart	 from	 the	 river,	 passage	 across	 the	 water	 is	 no	 simple	
  matter.	 The	 river	 flows	 swiftly	 over	 rocky	 rapids	 and	 tumbles	
  down	 steep	 waterfalls,	 its	 current	 too	 swift	 along	 much	 of	 its	
  length	to	ford	without	magical	help.	
  	
  Once-warring	 kingdoms	 claimed	 opposite	 sides	 of	 the	
  waterway	 but	 the	 region's	 distance	 from	 the	 hearts	 of	 those	
  realms	and	the	dangers	now	extant	in	traversing	the	river	keep	it	
  from	 regular	 use.	 Even	 more	 so	 since	 the	 twin	 villages	 were	
  destroyed,	 it	 now	 mainly	 serves	 as	 a	 thoroughfare,	 an	 area	
  travellers	pass	through	to	get	from	one	place	to	another,	but	not	
  a	destination	on	its	own.		
  	
  Fey	 and	 wild	 animals	 under	 the	 watchful	 eyes	 of	 the	
  capricious	nymph	druid	Millenaphi	far	outnumber	the	combined	
  human	 and	 elves	 who	 live	 here.	 The	 powerful	 faerie	 duchess	
  does	not	begrudge	visitors	to	the	area	she	considers	her	own,	
  but	 acts	 quickly	 against	 those	 who	 abuse	 the	 land.	 She	 wields	
  more	than	enough	power	to	have	brought	about	Nature's	Night	
  and	those	few	who	know	of	her	presence	assume	she	was	in	fact	
  the	cause	of	the	destruction—though	they	can	only	theorize	why	
  she	chose	to	act.	However,	she	has	never	claimed	responsibility	
  for	the	disaster.	
  	
  In	 addition	 to	 its	 living	 inhabitants,	 the	 area	 holds	 many	
  more	 dead	 than	 the	 remains	 of	 the	 villagers	 beneath	 the	
  Brimbrook.	 The	 years	 of	 internecine	 warfare	 as	 superior	
  numbers	of	human	attackers	couldn't	overcome	the	woodcraft	
  of	elven	defenders	left	the	area	for	miles	around	the	waterway	
  littered	with	corpses.	They	mouldered	away	for	a	decade	before	
  Nature's	Night	tossed	the	land	like	a	child's	toy,	in	the	process	
  burying	some	bodies	and	unearthing	others.	Scavengers,	human	
  and	 otherwise,	 claim	 mementos	 and	 treasures	 in	 the	 woods,	
  unwittingly	bringing	unlife	to	disturbed	corpses.	Most	of	those	
  newly	 risen	 seek	 nothing	 more	 than	 a	 final	 resting	 place,	 but	
  some	remain	infused	with	the	spirit	of	the	war	and	set	out	to	
  continue	their	battle.	
  	
   
  
  6	
  N O T A B L E  L O C A T I O N S  I N  D E A D  M A N ' S  R U N  
  1 :  F O R T  E S S E Y A S  
  Rubble	covers	the	ground	between	the	fire-blackened	walls	and	
  charred	timbers	of	this	once-mighty	stone	fort.	
  Erected	 by	 the	 humans	 during	 the	 war,	 the	 fort	 housed	 a	
  regiment	of	soldiers	who	watched	over	the	area.	Typically	led	by	
  young	 officers	 getting	 a	 first	 chance	 to	 lead	 in	 a	 strategically	
  unimportant	area	of	the	world,	the	regiment	comprised	mostly	
  malcontents	and	poor	soldiers	who	were	assigned	to	the	area	as	
  punishment.	 Less	 than	 a	 year	 before	 Nature's	 Night,	 the	 last	
  captain	to	serve	here,	Geoddrey	Ashmoor,	arrived.	Eager	to	whip	
  his	 men	 into	 shape	 and	 impress	 his	 superiors,	 he	 began	 a	
  campaign	to	control	the	fey	in	the	area,	an	act	the	few	scholars	
  who	 have	 studied	 the	 calamity	 believe	 may	 have	 triggered	
  Nature's	Night.	
  	
  Nothing	remains	of	the	fort	above	the	surface	but	charred	
  rubble	thanks	to	the	conflagration	sparked	by	repeated	lightning	
  strikes	 on	 Nature's	 Night.	 What	 wasn't	 discovered	 by	 the	
  survivors	of	that	calamity	when	they	went	to	help	in	the	ensuing	
  days	is	that	an	entrance	to	the	fort's	lower	chambers	remains,	
  hidden	and	partially	blocked	by	piles	of	stone.	The	residents	of	
  Dead	Man's	Run	avoid	the	fort,	which	they	fear	is	haunted	in	a	
  way	they	can't	lay	to	rest.	
  W H A T ’ S  G O I N G  O N ?  
  Rise	of	the	Underworld:	Unknown	to	anyone	on	the	surface,	the	
  earthquakes	 on	 Nature's	 Night	 opened	 a	 passage	 below	 the	
  fort's	ruins	to	a	subterranean	world.	A	spirit	naga	has	slithered	
  forth	and	begun	to	explore	what	this	new	area	has	to	offer.	
  	
  Rubble	 Trouble:	 Strange	 sounds	 from	 the	 fort	 lead	 the	
  residents	of	Dead	Man's	Run	to	ask	passing	PCs	to	investigate:	
  They	discover	a	dire	bear	has	taken	up	residence	in	the	ruins	and	
  must	find	a	way	to	relocate	it	without	drawing	Millenaphi's	ire.				
  	
  Walking	 the	 Razor's	 Edge:	 Geoddrey	 Ashmoor's	 nephew	
  seeks	 a	 magic	 sword,	 a	 family	 heirloom	 that	 had	 been	 in	 his	
  uncle's	possession.	He	hires	the	PCs	to	search	the	ruins	to	find	if	
  it	still	exists.	They	must	enter	the	haunted	chambers	below	the	
  surface	 and	 recover	 the	 blade	 while	 not	 alerting	 the	 nearby	
  residents	to	their	purpose	in	the	area.	
  2 :  T H E  M A N O R H A L L  
  Children's	toys	and	other	clutter	lie	around	this	well-made	stone	
  building.	A	neat	vegetable	and	herb	garden	grows	behind	it.	
  Once	the	home	of	the	richest	man	in	the	village,	this	well-built	
  manor	survived	the	destruction	of	Nature's	Night.	It	now	houses	
  the	Potte	family—husband	Vyncis	(LG	male	human	commoner;	
  see	location	4),	wife	Adoleid	(LG	female	elf	commoner)	and	their	
  seven-year-old	 son,	 Ander,	 and	 four-year-old	 daughter,	 Irindel	
  (LG	 young	 male	 or	 female	 half-elf	 commoner)—as	 well	 as	 the	
  elven	hunter	Oror	Highbird	(LN	male	elf	scout).	
  A D O L E I D  P O T T E  
  LG	female	elf	commoner		
  This	attractive	elven	woman	appears	slightly	unkempt,	as	if	
  she	 has	 better	 things	 to	 do	 than	 worry	 about	 her	 hair	 and	
  clothing.	
  Mannerisms:	 Adoleid	 always	 seems	 slightly	 distracted,	 her	
  eyes	 scanning	 for	 whatever	 trouble	 her	 two	 rambunctious	
  children	 are	 getting	 into	 at	 the	 moment	 ("it's	 their	 human	
  half,"	 she	 jokes)	 instead	 of	 focusing	 on	 whomever	 she's	
  talking	to.	
  	
  Personality:	The	sweet-natured,	understanding	maiden's	
  grief	over	Nature's	Night	subsided	in	the	face	of	the	love	she	
  found	 with	 Vyncis	 Potte.	 She's	 utterly	 devoted	 to	 him	 and	
  their	two	children.	 Of	all	 the	residents	of	Dead	Man's	 Run,	
  she	 cares	 the	 most	 about	 the	 living	 over	 the	 dead;	 if	 her	
  husband	 were	 willing,	 she	 would	leave	for	a	 happier	place,	
  especially	 as	 her	 children	 get	 older	 and	 she	 worries	 what	
  effect	their	sad	home	might	have	on	them.	
  	
  Background:	 After	 Adoleid's	 parents	 drowned	 in	
  Nature's	Night,	she	stayed	to	help	tend	the	injured	survivors.	
  In	time,	she	fell	in	love	with	Vyncis	Potte,	much	to	her	own	
  surprise,	and	now	stays	for	his	sake.		
  O R O R  H I G H B I R D  
  LN	male	elf	scout	
  This	green-clad	elf	carries	a	longbow	strung	across	his	back,	
  a	quiver	of	arrows	and	short	sword	hang	from	his	hip.	
  Mannerisms:	 Oror	 walks	 with	 a	 slight	 limp,	 but	 refuses	 to	
  acknowledge	his	injury.	
  	
  Personality:	A	tenacious	hunter,	Oror	sets	his	mind	to	a	
  task	and	then	accomplishes	it.	He	has	limited	use	for	other	
  people,	 finding	 the	 solitude	 of	 his	 work	 and	 his	 home	 suit	
  him	well.	
  	
  Background:	 A	 lackadaisical	 hunter	 before	 Nature's	
  Night,	 Oror	 was	 in	 the	 woods	 during	 Nature's	 Night.	 He	
  avoided	the	floods,	but	was	injured	when	a	tree	felled	by	an	
  earthquake	pinned	his	leg.	Crawling	home,	he	was	horrified	
  by	the	destruction	and	found	new	purpose	in	his	survival.	He	
  now	provides	almost	all	the	fresh	meat	for	the	residents	of	
  Dead	Man's	Run,	spending	more	time	in	the	woods	than	in	
  the	home	he	ostensibly	shares	with	the	Potte	family.		
  
  7	
  W H A T ’ S  G O I N G  O N ?  
  Lost	...:	Irindel	Potte	has	gone	missing,	having	wandered	off	into	
  the	woods.	The	ferry	won't	go	anywhere	until	the	girl	is	found.		
  	
  ...	and	Found:	Ander	Potte	breathlessly	presents	a	"treasure"	
  he	 found	 in	 the	 woods:	 A	 battered,	 horned	 helmet.	 The	 only	
  problem	is	it	doesn't	resemble	anything	worn	by	the	old	human	
  or	elf	warriors,	and	the	goblinoid	blood	on	it	is	fresh.		
  § 
  For	Sale:	antitoxin	(50	gp),	+1	short	sword	(500	gp),	circlet	of	
  blasting	(500	gp),	potion	of	healing	(50	gp),	two	suits	of	broken	
  elven	chain	(2,500	gp	each),	potion	of	healing	(50	gp),	scroll	of	
  bless	(50	gp)	
  3 :  T H E  B R I M B R O O K  
  The	 river	 runs	 deep,	 fast	 and	 wide	 here,	 cutting	 through	 the	
  stony	 cliffs.	 Below	 the	 surface,	 glimpses	 of	 golden	 coins	 and	
  white	bone	flash	among	the	remains	of	sunken	buildings.		
  Once	a	shallow	ford,	this	section	of	the	river	was	transformed	by	
  the	earthquakes	of	Nature's	Night,	making	it	far	too	dangerous	
  to	cross	on	foot.	Below	the	surface,	the	remains	of	villagers	who	
  drowned	 before	 they	 had	 a	 chance	 to	 escape	 their	 sunken	
  homes	rest	on	the	bottom,	largely	picked	clean	by	hungry	fish.	
  The	 dead	 seem	 to	 reach	 for	 the	 surface,	 though	 in	 truth	 the	
  largest	 underwater	 danger	 is	 getting	 trapped	 in	 a	 submerged	
  structure	or	swept	downriver.	
  	
  The	river	is	home	to	a	powerful	nymph,	who	dwells	not	far	
  downriver	from	Dead	Man's	Run.	She	keeps	watch	over	the	ferry	
  and	 its	 happenings	 for	 her	 own	 interests,	 using	 her	 spells	 to	
  trigger	the	water's	wrath	against	those	she	feels	disrespect	the	
  area’s	sanctity.	
  W H A T ’ S  G O I N G  O N ?  
  One	Good	Threat	Deserves	Another:	A	green	dragon	has	moved	
  into	the	area,	leading	to	Millenaphi	seeking	help.	Exard	floats	a	
  bark	boat	down	the	river—their	prearranged	signal—when	the	
  PCs	catch	his	eye	and	the	nymph	arranges	to	meet	them	to	enlist	
  their	aid.	
  	
  A	 Shock	 to	 the	 System:	 An	 electric	 eel	 is	 spotted	 in	 the	
  water	and	eludes	any	efforts	to	catch	it.	If	any	of	the	PCs	look	
  like	they	are	well-suited	to	deal	with	nature	(such	as	a	druid	or	
  ranger),	the	residents	of	Dead	Man's	Ferry	ask	for	their	help.	
  4 :  T H E  B R I M B R O O K  F E R R Y  
  A	vine	cable	stretches	from	one	bank	to	the	other,	supporting	a	
  wooden	raft	to	ferry	passengers	across	the	river.	
  Designed	by	Vyncis	Potte,	the	manually	powered	cable	ferry	is	
  the	 only	 easy	 way	 across	 the	 Brimbrook	 for	 miles	 in	 either	
  M I L L E N A P H I  
  CG	female	nymph	druid	8	
  Water	 seems	 to	 cling	 to	 this	 unbelievable	 beautiful	 woman	
  like	a	shroud,	the	drops	from	her	long,	pointed	ears	twinkling	
  like	diamond	jewellery.	
  Mannerisms:	Millenaphi	holds	herself	as	a	queen,	giving	any	
  who	approach	her	the	opportunity	to	show	obeisance	as	she	
  feels	she	deserves.	
  	
  Personality:	 Aloof	 and	 mysterious,	 Millenaphi	 holds	
  herself	above	all	others	 she	meets.	She	is	protective	of	the	
  area,	secretly	invoking	her	wrath	on	any	who	travel	through	
  the	region	without	offering	respect	to	nature	or	the	dead.	
  	
  Background:	 Millenaphi	 arrived	 in	 the	 area	 after	 the	
  conflict	 between	human	and	elves	subsided.	She	decided	it	
  would	make	the	perfect	new	home	and	court	for	her,	much	
  to	 the	 chagrin	 of	 the	 soldiers	 stationed	 at	 Fort	 Essayas.	
  During	 Nature's	 Night,	 Millenaphi	 rescued	 Exard	 Lynsalt	 as	
  he	was	being	swept	away	by	the	floodwaters.	She	returned	
  him	 to	 his	 wife	 with	 a	 lock	 of	 her	 hair	 to	 inspire	 him	 and	
  instructions	 to	 send	 her	 a	 signal	 when	 he	 sees	 something	
  that	may	be	of	interest	to	her.	
  	
  Special	Note:	No	official	statistics	exist	for	nymphs	in	5e.	
  Instead	of	creating	a	new	monster,	simply	use	the	stats	for	a	
  dryad.	 Modify	 the	 dryad’s	 abilities	 that	 focus	 on	 trees	 to	
  instead	 work	 with	 water.	 Thus,	 treebound	 becomes	
  waterbound	and	tree	stride	becomes	water	stride.	
  V Y N C I S  P O T T E  
  LG	male	human	commoner	
  The	burly,	bearded	man	offers	a	faint	smile,	as	he	worries	a	
  ring	and	small	pouch	hanging	from	a	leather	cord	around	his	
  neck.	
  Mannerisms:	Vyncis	is	plain-spoken,	his	soft	tone	easing	his	
  sometimes	blunt	words.	He	wears	a	leather	cord	around	his	
  neck,	a	wedding	ring	from	his	first	marriage	and	small	pouch	
  with	a	memento	of	his	first-born	son	hanging	from	it.	
  	
  Personality:	 On	 the	 surface,	 Vyncis	 is	 very	 solutions-
  oriented,	 with	 little	 interest	 in	 activities	 that	 don't	 have	
  some	 point	 (such	 as	 small	 talk).	 Much	 of	 that	 masks	 his	
  ongoing	grief	at	the	loss	of	his	first	family	and	fears	of	losing	
  his	new	wife	and	children.	Any	perceived	threats	to	his	new	
  life	send	him	into	a	panicked	tizzy.	
  	
  Background:	 Vyncis	 lost	 his	 first	 wife	 and	 son	 in	 the	
  Nature's	Night	calamity	and	threw	himself	into	the	work	of	
  surviving	 to	 avoid	 going	 mad	 with	 grief.	 Ironically	 his	
  seemingly	stoic	approach	 to	 duty	caught	the	eye	of	one	of	
  the	 elven	 survivors,	 Adoleid,	 and	 the	 two	 eventually	 fell	 in	
  love,	married	and	began	a	family.	
  
  8	
  direction.	 The	 simple	 wooden	 raft	 holds	 up	 to	 eight	 Medium	
  creatures	at	a	time.	It's	connected	to	vines	braided	together	into	
  a	strong,	stout	cable.	
  W H A T ’ S  G O I N G  O N ?  
  While	the	PCs	are	here,	one	or	more	of	the	below	events	may	
  occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  The	cable,	frayed	by	a	mischievous	fey,	snaps	as	the	
  ferry	crosses	the	river,	sending	the	wooden	raft	and	
  its	occupants	spinning	down	the	river.	
  2	
  One	of	the	PCs'	horses	spooks	as	it	crosses	the	river,	
  repeatedly	rearing	up,	threatening	to	destroy	the	raft	
  if	 it's	 not	 settled	 (or	 sent	 into	 the	 water	 to	 a	 near-
  certain	death)	quickly.	
  3	
  A	 surge	 of	 water	 comes	 down	 the	 Brimbrook	
  moments	after	the	ferry	launches,	spooking	Irennan	
  Fairarrow,	who	turns	around	and	refuses	to	transport	
  the	passengers	across.	
  4	
  The	cable	mechanism	jams,	leaving	the	ferry	raft	and	
  its	 occupants—including	 a	 frantic	 Vyncis	 Potte—
  stranded	in	the	middle	of	the	river	as	the	sun	sets.	
  5	
  The	river	is	particularly	low	after	a	dry	spell,	and	the	
  laden	 raft	 scrapes	 against	 submerged	 ruins	 as	 it	
  crosses	 the	 river.	 The	 sound	 is	 like	 claws	 grating	
  against	the	wood.	
  6	
  One	of	the	PCs	catches	Irennan	Fairarrow's	eye	and,	
  after	 a	 particularly	 smooth	 ride	 across	 the	 river,	 he	
  invites	the	group	to	remain	for	a	meal	while	he	tries	
  to	impress	the	PC.	
  	
  	
  5 :  L U M B E R  H O U S E  
  Sawdust,	 cut	 tree	 limbs	 and	 pieces	 of	 worked	 wood	 litter	 the	
  ground	 near	 one	 side	 of	 this	 large	 wooden	 building.	 Several	
  partially	built	rafts	lie	in	a	pile	nearby.	
  This	small	sawmill	had	to	be	partially	rebuilt	after	Nature's	Night,	
  and	now	doubles	as	a	cramped	home	for	half	of	the	residents	of	
  Dead	Man's	Run.	Exard	Lynsalt	lives	here	with	his	herbalist	wife,	
  Dottry	(LG	old	female	human	commoner),	as	do	fellow	survivors	
  Irennan	 Fairarrow	 (see	 location	 4)	 and	 Wyan	 Sabil	 (LN	 male	
  human	commoner).		
  	
  They're	joined	by	Cedia	Borne	(LG	female	human	priest),	a	
  priestess	who	arrived	five	years	ago	to	help	bring	peace	to	the	
  dead.	Somewhat	overwhelmed	by	the	task	(and	secretly	afraid	
  of	the	river),	the	young	woman	nonetheless	perseveres,	inspired	
  by	the	example	of	her	companions.	
  	
  When	 not	 helping	 recover	 and	 lay	 to	 rest	 the	 dead	 with	
  Cedia,	Wyan	works	the	mill	to	the	best	of	his	ability.	After	the	
  first	 time	 a	 ferry	 was	 swept	 away	 by	 the	 river,	 he	 decided	 to	
  ensure	 there	 would	 always	 be	 spares	 and	 doggedly	 labours	 at	
  that	self-assigned	task.	
  	
   
  I R E N N A N  F A I R A R R O W  
  LN	male	elf	commoner	
  The	 tall,	 well-built	 elf's	 smile	 shows	 his	 white	 teeth,	 set	 off	
  against	his	tanned	skin	and	short,	bright	red	hair.	
  Mannerisms:	Cocksure,	Irennan	acts	as	if	he's	the	centre	of	
  the	 world	 and	 any	 travellers	 should	 be	 more	 than	 grateful	
  for	his	conveying	them	across	the	Brimbrook.	
  	
  Personality:	 Still	 traumatized	 by	 his	 experiences	 during	
  Nature's	 Night,	 Irennan	 Fairarrow	 takes	 any	 setbacks	 as	
  personal	slights.	He	is	devoted	to	himself,	the	elven	dead	in	
  the	area	and	the	rest	of	the	residents	of	Dead	Man's	Run	(in	
  that	 order),	 and	 has	 a	 short	 temper	 with	 anyone	 else	 he	
  meets.	
  	
  Background:	 Irennan	 barely	 survived	 Nature's	 Night,	
  clinging	to	a	tree	when	he	was	swept	away	by	the	first	storm	
  surge.	 He	 stubbornly	 refused	 to	 be	 "beaten	 by	 the	 damn	
  river,"	 viewing	 each	 crossing	 he	 makes	 as	 a	 victory	 against	
  his	own	personal	devil.	
  E X A R D  L Y N S A L T  
  LN	old	male	human	veteran	
  A	white	beard	does	little	to	hide	the	deep	lines	in	the	face	of	
  this	 weathered	 man.	 His	 bears	 a	 deep	 scar	 along	 his	 scalp	
  that	stands	out	against	his	sunburned,	bald	pate.	
  Mannerisms:	 Exard	 acts	 as	 if	 he	 carries	 the	 weight	 of	 the	
  world	 on	 his	 shoulders,	 frequently	 wiping	 the	 sweat	 (both	
  real	and	figurative)	from	his	brow.	
  	
  Personality:	Exard	believes	his	age	and	experience	make	
  him	the	clear	leader	of	Dead	Man's	Run	and	tries	to	exert	his	
  nonexistent	authority	whenever	 he	can	(this	 leads	to	 strife	
  with	 his	 fellow	 residents,	 which	 his	 wife	 tiredly	 tries	 to	
  soothe	over).	Despite	 that,	the	former	 soldier	cares	 deeply	
  about	the	village	that	was	his	home	for	much	of	his	adult	life	
  and	 is	 devoted	 to	 tending	 its	 dead.	 He	 further	 bears	 the	
  weight	of	his	service	to	Millenaphi,	torn	by	her	gratitude	for	
  saving	him	by	his	belief	that	she	is	the	source	Nature’s	Night.	
  	
  Background:	 Having	 arrived	 as	 a	 soldier,	 Exard	
  eventually	settled	in	the	village	with	his	wife,	only	to	see	his	
  children	and	grandchildren	killed	in	the	flood.	Exard	himself	
  was	swept	away,	plucked	from	certain	death	by	Millenaphi.	
  He	begged	her	to	spare	 him	and	 she	acceded,	offering	 him	
  his	 life	 in	return	 for	his	service.	 He	returned	to	the	 sunken	
  villages	to	find	his	wife	had	also	survived,	and	he	persuaded	
  her	to	stay	when	other	survivors	departed.	He	keeps	an	eye	
  on	 passers-by	 for	 Millenaphi,	 sending	 a	 toy	 boat	 made	 of	
  bark	down	the	river	if	he	needs	to	get	her	attention.	
  
  9	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
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  Game	Content	distributed	using	this	License.	
  	
  3.	Offer	and	Acceptance:	By	Using	the	Open	Game	Content	You	indicate	Your	acceptance	of	the	terms	of	this	License.	
  	
  4.	Grant	and	Consideration:	In	consideration	for	agreeing	to	use	this	License,	the	Contributors	grant	You	a	perpetual,	worldwide,	royalty-free,	non-exclusive	license	with	the	exact	terms	of	this	License	
  to	Use,	the	Open	Game	Content.	
  	
  5.	Representation	of	Authority	to	Contribute:	If	You	are	contributing	original	material	as	Open	Game	Content,	You	represent	that	Your	Contributions	are	Your	original	creation	and/or	You	have	
  sufficient	rights	to	grant	the	rights	conveyed	by	this	License.	
  	
  6.	Notice	of	License	Copyright:	You	must	update	the	COPYRIGHT	NOTICE	portion	of	this	License	to	include	the	exact	text	of	the	COPYRIGHT	NOTICE	of	any	Open	Game	Content	You	are	copying,	
  modifying	or	distributing,	and	You	must	add	the	title,	the	copyright	date,	and	the	copyright	holder's	name	to	the	COPYRIGHT	NOTICE	of	any	original	Open	Game	Content	you	Distribute.	
  	
  7.	Use	of	Product	Identity:	You	agree	not	to	Use	any	Product	Identity,	including	as	an	indication	as	to	compatibility,	except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	
  each	element	of	that	Product	Identity.	You	agree	not	to	indicate	compatibility	or	co-adaptability	with	any	Trademark	or	Registered	Trademark	in	conjunction	with	a	work	containing	Open	Game	Content	
  except	as	expressly	licensed	in	another,	independent	Agreement	with	the	owner	of	such	Trademark	or	Registered	Trademark.	The	use	of	any	Product	Identity	in	Open	Game	Content	does	not	constitute	a	
  challenge	to	the	ownership	of	that	Product	Identity.	The	owner	of	any	Product	Identity	used	in	Open	Game	Content	shall	retain	all	rights,	title	and	interest	in	and	to	that	Product	Identity.	
  	
  8.	Identification:	If	you	distribute	Open	Game	Content	You	must	clearly	indicate	which	portions	of	the	work	that	you	are	distributing	are	Open	Game	Content.	
  	
  9.	Updating	the	License:	Wizards	or	its	designated	Agents	may	publish	updated	versions	of	this	License.	You	may	use	any	authorized	version	of	this	License	to	copy,	modify	and	distribute	any	Open	
  Game	Content	originally	distributed	under	any	version	of	this	License.	
  	
  10	Copy	of	this	License:	You	MUST	include	a	copy	of	this	License	with	every	copy	of	the	Open	Game	Content	You	Distribute.	
  	
  11.	Use	of	Contributor	Credits:	You	may	not	market	or	advertise	the	Open	Game	Content	using	the	name	of	any	Contributor	unless	You	have	written	permission	from	the	Contributor	to	do	so.	
  	
  12	Inability	to	Comply:	If	it	is	impossible	for	You	to	comply	with	any	of	the	terms	of	this	License	with	respect	to	some	or	all	of	the	Open	Game	Content	due	to	statute,	judicial	order,	or	governmental	
  regulation	then	You	may	not	Use	any	Open	Game	Material	so	affected.	
  	
  13	Termination:	This	License	will	terminate	automatically	if	You	fail	to	comply	with	all	terms	herein	and	fail	to	cure	such	breach	within	30	days	of	becoming	aware	of	the	breach.	All	sublicenses	shall	
  survive	the	termination	of	this	License.	
  	
  14	Reformation:	If	any	provision	of	this	License	is	held	to	be	unenforceable,	such	provision	shall	be	reformed	only	to	the	extent	necessary	to	make	it	enforceable.	
  	
  15	COPYRIGHT	NOTICE:	Open	Game	License	v	1.0	©2000,	Wizards	of	the	Coast,	Inc.	
  	
  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
  R.	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.		
  	
  Places	of	Power:	Dead	Man’s	Run.	©Raging	Swan	Press	2017;	Author:	Jacob	W.	Michaels.	
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is better with  
  tentacles 
  
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  ragingswan.com 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Places of Power - Dead Mans Run.pdf