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  VERBREK
  INTRODUCTION
  What is Verbrek?
  Verbrek is a demiplane nested in the dark 
  mists of Ravenloft. Like the other domains of 
  Ravenloft, the demiplane is self-contained, and 
  diff icult to escape from. This has led many to 
  speculate that the domains of Ravenloft hold 
  some kind of purpose, though this has never 
  been revealed. The ﬁ rst and most important 
  feature of a domain is its Darklord. This 
  malevolent being is a creature of darkness that 
  committed a crime so terrible that the mists 
  snatched them away. Many domains spring 
  forth from the evil of the ensnared Darklord, 
  and thus the entire demiplane is permeated by 
  their particular brand of evil. 
  In Verbrek’s case, the Darklord is is a werewolf 
  zealot named Alfred Timothy. He believes that 
  werewolves are superior to all forms of life, 
  including humans and other lycanthropes. 
  Anything that isn’t a werewolf is prey. Humans 
  in particular are nothing more than livestock 
  for the werewolves to slaughter as they see 
  ﬁ t. Non-werewolf lycanthropes are rivals to be 
  dominated and destroyed. Alfred hunts and 
  slaughters in the name of the Wolf God, a 
  distant force for murder that haunts Verbrek 
  like a possessing spirit. Alas, Alfred is cursed 
  – should he give in to his bestial nature, he 
  returns to his weak human form, a secret that 
  torments the Darklord as he watches his pack 
  indulge in frenzies denied to him forever.
  The presence of its Darklord has caused 
  Verbrek to develop some brooding and 
  insidious traits.
  What to Expect
  Verbrek is located in the Southern Core of the 
  Demiplane of Dread. It is a rugged domain 
  composed of wild forests, hills, and swamps. 
  This is a realm with few settlements, for 
  humans do not rule here. This is the domain 
  of the wolf. Speciﬁ cally, the werewolf. Natural 
  lycanthropes dominate Verbrek and it is only 
  by their allowance that the human Verbrekers 
  still survive.  
  CREDITS
  Writer: Jason Miscia
  Producer: Oliver Clegg
  Art: Graphics fonts and various assets from 
  Licensed through creative commons, Adobe 
  Stock Services, Unity, Creative Market and 
  others, individual licenses available on request. 
  You’ll find some of my notes 
  throughout. they’ll look a little like 
  this, though i do tend to write on 
  whatever comes to hand. 
  pay attention. i might just save your 
  life.                     
                                              S
  Anything that isn’t a werewolf is prey. Humans 
  ﬁ t. Non-werewolf lycanthropes are rivals to be 
  like a possessing spirit. Alas, Alfred is cursed 
  returns to his weak human form, a secret that 
  torments the Darklord as he watches his pack 
  Verbrek is located in the Southern Core of the 
  of the wolf. Speciﬁ cally, the werewolf. Natural 
  by their allowance that the human Verbrekers 
  
  3
  Darklord: Alfred Timothy
  In his human form, Alfred looks like a frail 
  young man. He appears non-threatening 
  at ﬁ rst glance, but close study erases this 
  impression. His eyes contain a predatory gleam 
  and his smile is reminiscent of a wolf baring its 
  fangs. Alfred’s wolf and hybrid forms are both 
  quite terrifying. Regardless of what form he 
  takes, Alfred Timothy casts no shadow. Anyone 
  who notices this trait may mistake him for a 
  vampire.  
  The Runt
  Alfred was born as part of a litter of six. His 
  father was a natural werewolf, the lord of a 
  long forgotten domain. Whether his mother was 
  a lycanthrope or not remains uncertain, even 
  to Alfred. Alfred’s father considered his son 
  a weakling due to Alfred’s frail human form. 
  Though his other forms were considerably 
  stronger, Alfred was never able to match his 
  father’s power and remained an afterthought. 
  This fostered Alfred’s fanatical hatred of 
  humans and of his own human form. He 
  became disgusted by his father’s decision to 
  leave the humans in peace (mostly) when in 
  Alfred’s mind they were nothing more than 
  prey. Upon reaching adulthood, Alfred struck 
  out on his own. 
  The Lone Wolf 
  While he wandered his father’s domain, 
  Alfred witnessed some of the farmers off ering 
  sacriﬁ ces to a being called the Wolf God. It 
  amused him to see these humans begging 
  mercy of a wolf. Alfred also discovered clerics 
  and was intrigued by the idea of channeling 
  the power of a god. Could it be possible for him 
  to become a cleric of the Wolf God? He began 
  capturing and questioning priests, demanding 
  they reveal the secrets of their connection to 
  their deities. When they could not provide 
  Alfred with a satisfactory answer, they were 
  killed. This trail of murder soon caught the 
  attention of the Dark Powers. Alfred Timothy 
  was surrounded by strange mists. When they 
  faded, he was in an unfamiliar land. The Dark 
  Powers had placed him in Verbrek.
  The Darklord
  Alfred soon discovered he had been given 
  his wish. He now possessed a cleric’s divine 
  power and immediately began recruiting other 
  werewolves as followers. He was pleased to 
  discover that in Verbrek, the lycanthropes 
  far outnumbered the humans and they were 
  willing participants of the new Cult of the Wolf 
  God. But Alfred’s new power also came with 
  a curse. As much as he wants to embrace his 
  beast side he cannot forget that he is human. 
  Whenever Alfred gives into his bestial side he 
  immediately reverts to his hated human form. 
  Despite his attempts nothing prevents this, so 
  he hides his curse from his pack. Those that 
  discover it are swiftly killed. Alfred believes 
  this curse is a test from his god. He thinks it 
  can eventually be broken by encouraging and 
  committing deeper acts of depravity in the 
  name of the Wolf God. He is unaware that it 
  is the Dark Powers that have done this and 
  nothing he does will free him. Alfred is blinded 
  by his hatred of humanity and longs to be rid 
  of his human side. He cannot see the fact that 
  he is already more of a monster than any in 
  Verbrek.  If Alfred’s eyes, as long as he has a 
  human form he will never become the ultimate 
  beast he desires to be.
  Motivations of Alfred Timothy
  As the Darklord of Verbrek, Alfred is driven by 
  the following desires:
  Dominate the Pack
  Alfred is both the spiritual leader and 
  dominant male of a large group of werewolves 
  that, mostly, follow his orders. But werewolves 
  are competitive creatures and some have 
  challenged that leadership. Alfred has been 
  successful due largely to his divine magic and 
  cunning mind. He knows, however, that his 
  condition has forced him to step back from 
  hunts and revelling in the kill with his pack. 
  These are all ﬂ aws among the werewolves and 
  Alfred lives dreading the next challenge. He will 
  maintain his control no matter the cost.
  Glory to the Wolf God 
  In his devotion to his god, Alfred has made 
  it practice to terrorize the smaller human 
  population. He has not completely eliminated 
  them as they are the favored prey of his pack. 
  This does nothing to keep the Verbrekers from 
  living in fear and doubt that their neighbor 
  might be a beast in disguise. They also dread 
  the night of the full moon because one of them 
  will be taken away as a sacriﬁ ce for the Hunt. 
  
  4
  Hunt the Rivals
  Werewolves, no matter the variant of 
  lycanthropy, are under Alfred’s protection as 
  long as they obey his rulership. However, there 
  are some aﬄ  icted werewolves that resist the 
  curse. They are heathens in the eyes of the 
  darklord and if captured are dealt with harshly. 
  Other lycanthropes (werebears, wererats, and 
  the like) are considered enemies. They can 
  still be found in Verbrek though they aren’t 
  as organized as the werewolves. There are 
  also pockets of resistance among the human 
  population, who are a constant thorn in the 
  paw of Alfred. These werewolf hunters take 
  inspiration from the tale of a man called 
  Weathermay and his decimation of a prominent 
  werewolf family.  
  Alterations to Magic
  The inﬂ uence of the Wolf God can be felt 
  throughout Verbrek, polluting and twisting 
  the leylines of magic to evil ends. No spell, not 
  even a Wish spell, allows one to escape. Astral 
  Projection, Teleport and all similar spells cast 
  with the intent of leaving Verbrek simply fail, 
  as do all eff ects that Banish a creature to 
  another plane of existence. These restrictions 
  apply to magic items and artefacts. Magic 
  that allows transit to the Border Ethereal is 
  the exception to this rule. A creature that 
  enters the Border Ethereal from Verbrek is 
  pulled back into Verbrek upon leaving that 
  plane. For the purposes of spells whose eff ects 
  change across planar boundaries, Verbrek is 
  considered its own plane. Magic that summons 
  creatures or objects from other planes 
  functions normally in Verbrek, as does magic 
  that involves an extradimensional space. Any 
  spells cast within such a space are subject to 
  the same restrictions as in the rest of Verbrek. 
  Whilst in Verbrek, characters who receive 
  spells from deities or otherworldly patrons 
  continue to do so. Spells that allow contact 
  with beings from other planes often receive 
  false answers.
  In addition, the following spells work diff erently 
  in Verbrek:
  Remove Curse. This spell is unable to remove 
  Lycanthropy in Verbrek. 
  Animal Friendship/Dominate Beast. These 
  spells (and other, similar magic) are unable to 
  aff ect the wolves of Verbrek. 
  Conjure Animals. This spell will only conjure 
  wolves, which are hostile to the summoner.
  LOCATIONS AND 
  SETTLEMENTS
  Verbrek is not a heavily populated domain. 
  It is a backwater landscape, with civilization 
  barely hanging on by a single worn thread. 
  Most of the human population live in small 
  independent homesteads, with only two small 
  settlements in the traditional sense. The bulk 
  of the domain is comprised of untamed forests, 
  the largest of these being an area known as 
  the Vulpwood. The most notable locations of 
  Verbrek are as follows:
  Alyssum
  This is one of the two main settlements in 
  Verbrek. While it appears to be a human 
  community it is in fact entirely composed of 
  natural lycanthropes. Any human who tries to 
  make a home there doesn’t last long.
  Fylfot
  The second main settlement in Verbrek and 
  the only human dominated community. The 
  inhabitants are wary of outsiders. In truth, 
  they even have some diff iculty trusting each 
  other. 
  Duskpeace Lodge
  Tucked away in a remote part of the forests, the 
  Duskpeace Lodge is a halfway house for those 
  lycanthropes who wish a non-violent existence. 
  The Musarde River
  The largest of Verbrek’s rivers, the Musarde 
  is the main river and primary source of 
  transportation from one border to the next in 
  Verbrek. The main ﬁ xture is a riverboat called 
  the Virago and its owner, Captain Nathanial. 
  
  5
  The Winterfang Crests and the Circle
  This region of peaks is perhaps the most 
  dangerous location in Verbrek. It is the site 
  of the Circle, where the Cult of the Wolf God 
  holds their sacred ceremonies. The Circle is 
  Alfred Timothy’s main seat of power. 
  The Cairns of Hala
  Located within the Vulpwood, it is rumored to 
  conceal some forgotten treasure placed by a 
  power outside of Timothy’s control.
  Verbreker Lore 
  Typical residents of Verbrek (be they 
  werewolves or not) know certain facts, or have 
  certain beliefs about the land. Characters will 
  need to be persuasive or earn a Verbreker’s 
  trust through their actions. The common lore 
  of the domain is summarized here: 
  • 
  Beware of the wolves. They will hunt you 
  down and sacriﬁ ce you to their savage 
  god. (Mostly true. The werewolves are 
  very likely to do this but Verbrek still 
  has regular wolves that will…..just be 
  wolves, really.)
  • 
  Alfred Timothy is insane. He was once 
  a normal boy and was turned into a 
  monster consumed by hate and zealotry. 
  (False. Alfred was pretty much always a 
  monster and a zealot. None of this is due 
  to insanity.)
  • 
  There is a boat called the Virago that 
  sails the Musarde. The captain never 
  steps foot off  his boat. He’s probably 
  afraid of Alfred. (True, but Captain 
  Nathanial has no fear of Alfred Timothy. 
  The truth is far more interesting.)
  • 
  There is talk of a group of werewolf 
  hunters striking back at Alfred’s pack. 
  No one is sure how to ﬁ nd them though. 
  (True. The Woodcutter’s Axe is a secret 
  society of hunters and rarely stays in 
  one place for long.)
  • 
  The only lycanthropes in Verbrek are 
  werewolves. All others were slain. 
  (False. Other types of lycanthropes still 
  live in Verbrek, but they are few and 
  largely unorganized. The same goes 
  for vampires and other supernatural 
  hunters. There just aren’t enough of 
  them to wrest control from Alfred.)
  • 
  The Duskpeace Lodge is highly 
  exclusive, and refuses almost all new 
  applicants for membership. (True, but it 
  has nothing to do with exclusivity. Those 
  that live there are aﬄ  icted werewolves 
  and are trying to isolate themselves to 
  protect others.)
  • 
  A man called Weathermay tried to kill 
  Alfred Timothy and all the werewolves. 
  He failed to catch Alfred and had to 
  settle for another target. They say he 
  lost a powerful holy weapon and that it 
  was destroyed by the Wolf God. (False. 
  Alfred was never Weathermay’s primary 
  target. A weapon was indeed lost, but 
  not destroyed. If Alfred knew this, he 
  would try to ﬁ nd it and make sure it was 
  destroyed.) 
  Verbrek: Random Encounters
  The Vulpwood of Verbrek dominates the 
  domain, broken up by the few settlements and 
  rivers. Traveling is diff icult for those with no 
  knowledge of survival skills or the magical 
  means to compensate for the lack. Even 
  without the constant threat of lycanthropes, 
  Verbrek is home to additional dangers that can 
  be encountered by travelers. Beasts, undead, 
  and other threats can strike at the unwary 
  and prepared adventurer alike. Of course, the 
  chance of running into those creatures under 
  the sway of Alfred Timothy is ever-present.  
  Verbrek Random Encounter Table
  D 10
  ENCOUNTER
  1
  Skeletons
  2
  Wererat
  3
  Dire Wolves
  4
  Specters
  5
  Vampiric Mist
  6
  Ghouls
  7
  Needle Blights
  8
  Werewolves
  9
  Cursed Druid
  10
  Aﬄ  icted Verbrekan
  5
  verbrekian skeletons smell 
  a bit like wet dog. Their 
  femurs make good souvenirs.  
  
  6
  SKELETONS
  “A clattering sound approaches from the woods. 
  The noise increases as the slender ﬁ gures 
  become visible. As they close the distance, it is 
  plain to see they have no fl esh and an unholy 
  light ﬁ lls their eye sockets.”
  These 2d4+2 skeletons are the remains of 
  woodcutters who did not survive their trip into 
  the Vulpwood. They seem pretty angry about 
  it too. All the skeletons are armed with hand 
  axes. They attack until they are destroyed.
  WERERAT
  “A man is hunched over on the side of the path, 
  his back turned. The sounds of chewing stop as 
  he turns to look at you. His mouth is smeared 
  with blood from the rabbit he is tearing into. 
  ‘You can’t have it!’ he screams, as he begins to 
  shift into a rodent-like form.” 
  This wererat is a natural lycanthrope and 
  has managed, despite the odds, to survive 
  the aggressive werewolves. This has, however, 
  made him extremely aggressive and he 
  assumes his hybrid form quickly when 
  surprised. Any creature bitten by the wererat 
  must make the necessary Constitution save 
  or be cursed with lycanthropy as noted in the 
  Monster Manual under “Lycanthropes”. 
  DIRE WOLVES  
  “A howl cuts the air. The feeling of being 
  watched intensiﬁ es...a snarling sound and the 
  appearance of large, hungry wolves proves that 
  it was more than a mere feeling.” 
  These three dire wolves have been stalking the 
  players. While not directly under the command 
  of Verbrek’s darklord, they are still dangerous 
  predators.
  SPECTERS
  “The remains of an old campsite lay in ruins. 
  A few bones litter the ground. Whoever was 
  responsible for the construction clearly met 
  a violent end. While inspecting the area, 
  an unearthly sound begins to intensify as 
  something begins to materialize.”
  These 1d4+1 specters met a violent end at 
  the claws of Timothy’s pack. Their remains are 
  the few bones left at the campsite. There is no 
  humanity left to them. Only anger and hatred 
  of the living.
  VAMPIRIC MIST
  “A creeping fog begins to spill out from the forest. 
  A stench of death overpowers the senses. As the 
  billowing mist grows, it seems that thin strands 
  of red run within it.” 
  This vampiric mist is all that remains of a 
  vampire who challenged Alfred Timothy. There 
  is nothing left of this scheming undead except 
  its hunger for blood.
  GHOULS
  “The trail is covered in a scene of carnage. The 
  remains of three humanoids are being torn into 
  by bloodstained creatures. The sounds are 
  stomach-turning.”
  The 2d4 ghouls have slain some unwary people 
  and are in the midst of a charnel feast. They 
  are more than willing to add more corpses to 
  the pile.
  NEEDLE BLIGHTS
  “The forest seems to creep forward from within 
  itself. The plants move with unearthly menace. 
  The closer they come, the more their shapes look 
  like small humanoids spawned from a tree.” 
  These 2d4+1 needle blights are the work 
  of a sadistic werewolf druid that has made 
  themselves right at home in Verbrek. They 
  attack any living thing so they can drench 
  themselves in its blood.
  WEREWOLVES
  Strangers burst through the woods into 
  your path, laughing cruelly. “Time for 
  a new hunt,” one growls, as his voice 
  takes on a predatory tone. The others 
  begin to howl as their forms warp and 
  shift, bulging into lupine faces, jagged 
  teeth and wicked claws. 
  6
  ghouls
  and are in the midst of a charnel feast. They 
  are more than willing to add more corpses to 
  the pile.
  NEEDLE BLIGHTS
  “The forest seems to creep forward from within 
  itself. The plants move with unearthly menace. 
  The closer they come, the more their shapes look 
  like small humanoids spawned from a tree.” 
  These 2d4+1 needle blights are the work 
  of a sadistic werewolf druid that has made 
  themselves right at home in Verbrek. They 
  attack any living thing so they can drench 
  themselves in its blood.
  WEREWOLVES
  Strangers burst through the woods into 
  your path, laughing cruelly. “Time for 
  a new hunt,” one growls, as his voice 
  takes on a predatory tone. The others 
  begin to howl as their forms warp and 
  shift, bulging into lupine faces, jagged 
  teeth and wicked claws. 
  
  7
  These 1d4+3 werewolves are loyal pack 
  members of Alfred Timothy. They are devoted to 
  the Wolf God and revel in the kill. There is no 
  reasoning with them. 
  CURSED DRUID
  Mad giggles echo from the trees. A dishevelled 
  individual skips forth, stained with blood and 
  something that you hope is mud. They are 
  juggling what seems to be the heads of small 
  mammals.
  This is the druid (CE werewolf) that is 
  responsible for the presence of blights. Unless 
  attacked by the party, they ignore the presence 
  of others and focus on their juggling. They will 
  respond to any aggression by changing into 
  their hybrid form and ﬁ ghting to the death.
  AFFLICTED VERBREKER
  An old but well-muscled man approaches from 
  the path ahead. He is covered in scratches. 
  “Please help,” he says.  
  This Verbreker (CN werewolf) is a trapper 
  who was attacked by one of Timothy’s pack 
  members. He managed to escape but not 
  without contracting lycanthropy. He will ask 
  to travel with the party back to Fylfot. If they 
  allow this, the curse strikes him at the ﬁ rst 
  rest they take. He will transform and attack 
  the party.   
  ALYSSUM
  Alyssum is located near the Noisette River, a 
  smaller river that mainly serves as a water 
  supply for the town. It has a fairly sizeable 
  community and seems to hold its place 
  very well in the harsh land. This strange 
  tenacity can be attributed to the fact that the 
  inhabitants of Alyssum are the very thing other 
  Verbrekers fear.
  The town is comprised entirely of werewolves. 
  The folk of Alyssum are natural lycanthropes 
  who take advantage of the deception their 
  human forms provide. They rarely assume 
  their monstrous forms within the town proper 
  unless necessary. Outsiders who are not 
  lycanthropes sometimes arrive and attempt 
  to join the community due to its prosperous 
  nature, and they are always welcomed. Anyone 
  naive enough to stay long in Alyssum rarely 
  survives more than a few weeks.   
  7
  rest they take. He will transform and attack 
  the party.   
  It’s all very well to say 
  “don’t walk alone in the 
  woods at night” but there 
  are all kinds of exhumations 
  and incantations one can 
  only peform alone after 
  dark. A girl should be able 
  to perform a little night 
  blood magic without fear of 
  being waylaid.
  
  8
  Approaching the Town
  When the player characters arrive at Alyssum, 
  read the following:
  “The trees begin to thin out as you approach 
  land that, given the path worn free of grass, has 
  seen consistent travel. You see a town that is 
  made up of simple, yet well maintained wooden 
  structures. No walls or security of any kind 
  surround the settlement. While the town is not 
  bustling with activity, you do see a fair number 
  of people going about their daily business. One 
  or two individuals look up and, after briefl y 
  staring, smile at you before continuing on.”  
  House Occupants 
  If the characters explore a residence, roll a d20 
  and consult the following table.
  D 20
  OCCUPANT
  1-3
  None
  4-5
  Skeletal Remains
  6-18
  Alyssumian Townsfolk
  19-20
  Ghost
  SKELETAL REMAINS
  This house seems to have been trashed by 
  an animal. Some patches of dried blood are 
  noticed around skeletal remains. The following 
  ability checks reveal more information at your 
  discretion.
  • 
  A successful Wisdom (Medicine) check 
  (DC 12) conﬁ rms the bones are human 
  remains.
  • 
  A successful Wisdom (Survival) check 
  (DC10) reveals both wolf and human 
  prints in the dust
  • 
  A successful Intelligence (Investigation) 
  check (DC15) allows a character to 
  deduce that someone was attacked by 
  more than one vicious animal, but the 
  lack of forced entry means that the 
  person let the animal in willingly
  ALYSSUMIAN TOWNSFOLK
  The house contains 1d4 adults (CE 
  werewolves) and 1d4 children (CN 
  noncombatants). They are cordial to the 
  adventurers, but will do everything possible to 
  conceal their true nature. If threatened by the 
  party they will attack. If characters approach 
  in weaker numbers, with weapons concealed, 
  or alone, the family might decide to have them 
  for dinner.     
  GHOST 
  One of the victims of the werewolves, this 
  spirit was once a commoner who tried to 
  establish residency in Alyssum. They became 
  prey instead and have been unable to pass on. 
  The ghost will try to warn the adventurers 
  of the danger. If they ignore or are hostile to 
  the ghost, it will attack the party using its 
  Horrifying Visage as a last resort to drive them 
  away.
  People on the Street
  D 8
  PEOPLE ON THE STREET 
  (ALYSSUM)
  1
  Two children playing a game. One 
  seems to be pretending they are a 
  sheep.
  2
  A large man (NE werewolf)
  inquiring if anyone is looking for a 
  guide.
  3
  A woman carrying a large sack 
  from the butcher’s shop. The bag is 
  bloody.
  4
  A zealot (CE cultist) is condemning 
  the “heretic” Mother Fury as a false 
  prophet. 
  5
  Someone is watching from the 
  shadows. They slink away, snarling.
  6
  Two men (CE werewolves) are 
  overheard discussing an upcoming 
  ceremony. It  seems to involve going 
  to the woods at night.
  7
  A young lady (NE werewolf) is 
  singing. The song is called “The 
  Wolf’s Lament”.
  8
  A raven is perched on a rooftop. 
  It appears to be watching the 
  entrance of an inn.
  Rumors
  D 8
  RUMOURS  (ALYSSUM)
  1
  “They say one of the Vhorishkova 
  family members is still alive.”
  2
  “Where do you suppose that boat 
  on the Musarde goes? Just seems 
  to vanish.”
  3
  “Lord Timothy seems to tolerate 
  those Vistani. Must have made a 
  deal.”
  4
  “The Woodcutter’s Axe? Nonsense! 
  No one hunts wolves in Verbrek.”
  5
  “What’s this about a mummiﬁ ed 
  wolf?”
  6
  “What’s that? The Brood of the 
  Purple Moon? You drunk again?” 
  
  9
  1A The Alchemist Shop
  “The small shop has a simple, yet fairly clean 
  front. The owner clearly takes some pride in the 
  presentation of their store. A painted sign above 
  the door says ‘Potions crafted. Bones cast’. The 
  shop doesn’t seem to have a name. Entering the 
  shop, a tall man with graying hair is weighing 
  out doses of liquid into small bottles.”
  Catamanus (LE werewolf) is the owner of the 
  store and the only alchemist in Alyssum. He 
  also off ers his services as a bonecaster, a more 
  primitive form of fortune telling. Any potions 
  he makes are for sale, though for any strangers 
  it’s at twice the price. Despite his feelings of 
  disdain for humans, he can be trusted when it 
  comes to his wares. He holds his alchemy and 
  his word at a high standard. Should anyone 
  want a fortune told, he is reluctant and will 
  require a Persuasion check of 15 or higher. If 
  he gets out the bones he uses in his ritual, a 
  Medicine check of 12 or higher identiﬁ es them 
  as humanoid bones. 
  Catamanus off ers the following items for sale 
  at a price of 25gp each: potion of healing, 
  antivenom, alchemist’s ﬁ re. He will also cast 
  one of the following spells as rituals using his 
  bone magic for a fee of 50gp: augury, animal 
  messenger, speak with animals, locate animals 
  or plants.
  1B Tooth and Claw
  “The sign bearing the inn’s name features the 
  image of a wolf pack on the hunt. Once inside, 
  the smell of strong alcohol assaults everyone 
  with a nose. Two patrons are at the bar talking 
  with the innkeeper.” 
  The innkeep (NE werewolf) goes by the name 
  Bernard. He keeps his bar stocked with a 
  hoppy beer and a particularly potent hooch, 
  both brewed by himself. It’s 10 cp for the beer 
  and 1 gp for the strong stuff . Any non-werewolf 
  who drinks the hooch must make a DC 10 
  Constitution save or be poisoned for an hour. 
  The two patrons, who are locals, seem to have 
  no problem with the drinks. 
  Bernard has a few rooms for rent and will 
  charge 10 gp per night. If the players stay more 
  than two nights, the innkeeper will no longer 
  be able to help himself and attempt to make a 
  meal of them on the third night.
  1C Meogon’s House  
  “A burly man sits on a bench against the facade 
  of this fairly large house. He gives a crooked 
  smile to the newcomers as they approach and 
  raises a bushy eyebrow. ‘Plan to stay long, 
  friends?’ he asks.” 
  Meogon (CE werewolf) is the town leader 
  and the dominant wolf of Alyssum. He will 
  be pleasant enough when speaking to the 
  player characters, all the while eyeing them 
  like they are the main course of a feast. If 
  given the opportunity, Meogon will gather 1d4 
  werewolves and try to ambush the party. 
  Should the players be captured, they will be 
  brought inside Meogon’s house. The home also 
  acts as a town shrine to the Wolf God. Meogon 
  will try to sacriﬁ ce the party to his savage 
  deity, as he is attempting to gain the favor of 
  the Wolf Gods ahead of a challenge to Alfred 
  Timothy for leadership of his pack. Whatever is 
  left of the sacriﬁ ce can feed the town, or be left 
  for the crows.
  If the party escapes from an attack by Meogon, 
  they will be hunted as long as they are within a 
  mile of the town.
  1D The Butcher Shop
  “The shop appears to see a hefty amount of 
  foot traﬀ ic. A few people exit just as someone 
  approaches the door. All the patrons are leaving 
  with freshly butchered meat, the coppery scent 
  of blood fl oating from the packages.”
  This may very well be the most dangerous 
  building in Alyssum for travelers. The 
  hairy, bearded man behind the counter (CE 
  werewolf) is the local butcher, Gerald, and he 
  never trust anyone who thinks 
  they can tell you your future. 
  Apart from the vistani, of 
  course. I’ve still got that scar.
  
  10
  is very busy. Assorted meat lines the counter. 
  An Investigation check (DC 18) will reveal that 
  one type of meat has an oddly disturbing, and 
  frighteningly familiar, tone to the ﬂ esh. If they 
  appear to become suspicious, the butcher has 
  no qualms about adding them to his stock.
  1E The Weaver
  “A petite woman with mousy brown hair is 
  at a covered stall. She is folding blankets as 
  she looks for customers. None of the weavings 
  are particularly colorful, but they appear to be 
  well-crafted. She beckons any passerby she 
  sees, proclaiming the warmth of her wares. She 
  seems to be restocking with the blankets she is 
  folding.”
  Mirna (LE werewolf) is a skilled weaver. She 
  charges 2 gp for her blankets but is willing 
  to barter. The blankets are sturdy and warm. 
  They are also made of a particularly unusual 
  textile. The yarn is a combination of wool and 
  human hair. The victims that provided the 
  grim material left some of their fear within 
  each strand, tainting the items. Any non-
  werewolf who uses one of Mirna’s blankets 
  must make a DC 15 Wisdom save each time 
  they attempt a long rest. If a character fails 
  they do not regain any hit points from the long 
  rest. 
  FYLFOT
  Most of the non-werewolf population of Verbrek 
  live in very small communities scattered about 
  the domain. Fylfot is the exception. This town 
  has a large population of humans, including 
  a few elves and half-elves, and is a relatively 
  safe place for those who would resist the rule 
  of Alfred Timothy. Fylfot stands near the small 
  Ulvﬂ od River, otherwise called the Wolf River, 
  and is surrounded by thick walls crafted from 
  felled trees. The entrance to the town is always 
  heavily guarded. 
  The townsfolk of Fylfot are wary of any outsider 
  who approaches their walls. This is not without 
  cause, for every mistake means lives lost to 
  tooth and claw.  In the past, the gates were 
  opened or weary travelers begging for food, only 
  to later ﬁ nd that same traveler tearing out the 
  throats of the innocent with their lupine claws. 
  Worse than this, unwillingly aﬄ  icted or natural 
  born lycanthropes in the community have been 
  known to keep their curse hidden until they 
  killed or were forced to ﬂ ee. Neighbors now 
  watch each other for signs that their friends 
  may have changed. Those that must go outside 
  the walls for their livelihood tend to carry 
  wolfsbane with them. 
  10
  10
  the phases of the moon 
  in verbrek are strange, 
  seeming to come and go at 
  some grand inscrutable 
  whim. I really should stay 
  and investigate, but i dont’ 
  want to so I’m not going to.
  
  1111
  Approaching the Town
  When the players approach Fylfot, read the 
  following:
  “The forest opens to a walled town, the barrier 
  composed of the same trees that surround 
  it. Parts of the walls show the claw marks of 
  beasts. The gate is shut and framed by simple 
  watch posts. Above the walls, the entrance is 
  guarded by two men armed with longbows. 
  They look upon you suspiciously.” 
  The guards will attempt to verify that the 
  party does not have werewolves among them. 
  A bundle of wolfsbane will be lowered and the 
  guards will insist each individual grasp it, 
  silver-tipped arrows trained on the group. Of 
  course, this is not a problem unless a party 
  member has been infected by a werewolf. 
  Aﬄ  icted werewolves will visibly suff er 1d4 
  poison damage as their skin becomes purple 
  and mottled along the area of contact. 
  Upon proving their humanity, the party will be 
  allowed to enter. Once inside Fylfot the gate will 
  immediately be closed.
  HOUSE OCCUPANTS
  If the characters explore a residence, roll a 
  d20 and consult the following table.
  D 20
  OCCUPANT
  1-3
  None
  4-5
  Fylfotian Townsfolk
  6-18
  Abandoned House
  19-20
  Woodcutter’s Axe
  FYLFOTIAN TOWNSFOLK
  This house contains 1d4 adults (LG
  commoners) and 1d4 children (LG 
  noncombatants) who will be cordial enough to 
  the adventurers. They are willing to provide any 
  of the information in Verbreker Lore to any who 
  succeed on a DC 12 Charisma (Persuasion) 
  check. The stress of living in Alfred Timothy’s 
  shadow is plain to see in the darkness under 
  their eyes, and in the haunted expressions.
  ABANDONED HOUSE  
  This home belonged to a townsperson who was 
  taken by Timothy’s pack. The individual has 
  (in all likelihood) not been seen in a long time 
  and is now presumed to be dead. The house 
  is occupied by 1d4 swarm of rats, or other 
  scavengers that seem appropriate.
  WOODCUTTER’S AXE ARCHER
  This Verbreker (CG archer) is a hunter for 
  the town, keeping secret their membership 
  to the werewolf hunting society known as 
  the Woodcutter’s Axe. In conversation, a 
  successful DC 10 Wisdom (Insight) check will 
  conﬁ rm from their furtive behaviour that they 
  are hiding something. A DC 15 Charisma 
  (Persuasion) check or proof that the party has 
  fought werewolves before is needed to convince 
  them to reveal their secret.
  People on the Street
  D 8
  PEOPLE ON THE STREET 
  (FYLFOT)
  1
  Two men are harvesting from a 
  small garden. It appears to be 
  turnips.
  2
  A young half-elf woman is praying. 
  The name “Ezra” is spoken many 
  times.
  3
  A baker is placing pies on their 
  shop window. The smell is lovely.
  4
  An old man is petting his large, 
  grey dog. At least, you hope it’s a 
  dog.
  5
  Children are ﬁ ghting with wooden 
  swords. Their faces are too serious 
  for play. 
  6
  A smith is hard at work on a 
  spearhead. They are plating it with 
  another metal.
  7
  A goat is being milked by its owner. 
  They both seem annoyed.
  8
  A young man is examining a wound 
  on his arm. Is it a bite mark?
  Rumors
  D 8
  RUMOURS  (FYLFOT)
  1
  “I don’t understand the symbol on 
  the hospice door. Why the thirteen 
  snakes?
  2
  “You ever talk to that riverboat 
  captain on the Musarde? He’s an 
  odd one.”
  3
  “When Gerta ﬂ ed that wolf, she said 
  a bigger one helped. Do you believe 
  that?”
  4
  “You know that moonﬂ ower? 
  They grow a bunch of it at that 
  Duskpeace Lodge.”
  5
  “His name was Patrick Connor. 
  Didn’t catch the elf’s name though.”
  6
  “Did you hear that last night? 
  Sounded like music. Who’d be so 
  foolish?
  
  12
  2A Ivona’s Herbs and Oils
  “This storefront is decorated with bundles of 
  dried fl owers and herbs. A well-worn chair has 
  been left by the door, and the tabby cat perched 
  upon it seems to judge you as you approach. 
  It seems you are approved, or at least found to 
  be uninteresting, as it proceeds to curl up for a 
  nap. The smell of sage and roses is particularly 
  strong when you open the door. A woman in her 
  later years with red streaks in her white hair is 
  grinding poppy seeds in a pestle.”
  Ivona Miller (NG commoner) is the local 
  herbalist and midwife in Fylfot. She is an 
  expert in the use of herbs to cure poison and 
  disease. Ivona has also come to specialize in 
  the cultivation of lycanthropic banes. She has 
  extensive knowledge of the plants and herbs 
  that are harmful to werewolves and other 
  werebeasts. As such, she is often visited by 
  members of the Woodcutter’s Axe.
  Ivona is discreet in her dealings by necessity. 
  Characters who present Ivona with a pressing 
  reason to conﬁ de in them may attempt a DC13 
  Charisma ability check (applying any relevant 
  proﬁ ciency) to convince her to share what she 
  knows of the werewolf hunters. She also is old 
  enough to remember when Weathermay came 
  to Verbrek, pursuant to which she might also 
  mention that Noella Marshford, the de facto 
  spiritual leader of the Axe, has been narrowing 
  down the possible locations of Weathermay’s 
  lost weapon.
  Characters who  succeed on a DC 15 Wisdom 
  (Perception) check will notice a copy of Van 
  Richten’s Guide to Werebeasts in on Ivona’s 
  bookshelf. This is the primary source for 
  Ivona’s knowledge concerning other species of 
  lycanthropes. A character making reference 
  to Van Richten’s Guide to Werebeasts gains 
  advantage on any Intelligence ability check 
  made to gather or recall lore concerning 
  lycanthropes.
  2B Fylfot Hospice
  This hospice cares for the sick, elderly, and 
  homeless that seek them out in Fylfot. It is 
  run by members of the Church of Hala, an 
  old nature goddess. This is a mystical faith 
  shrouded in secrecy and its members do not 
  actively recruit. However, one of the main 
  tenets of the faith is that the sick and injured 
  must be tended to while also lifting the spirits 
  of the weak. The clerics of Hala actually 
  consider themselves witches, which can lead 
  to misunderstandings. In Verbrek, it is rare to 
  encounter a cleric of Hala outside of a hospice.
  RELIGION IN RAVENLOFT
  There are many religions found inside 
  the domains of dread, which beg aid 
  from a mysterious (and sometimes 
  benevolent) higher power. Many of 
  these names appear in more than one 
  domain, carried through the mists by 
  those lucky or skilled enough to cross 
  the borders between lands. Gods such 
  as Hala, Ezra and the Morninglord 
  count amongst these. However, the 
  worship of these gods changes across 
  borders, so that an agenda of mercy 
  and forbearance in one domain might be 
  twisted to evil purpose in another. 
  The party is welcome in the hospice and can 
  receive healing for a modest donation of a 5 
  cp. If the characters lack food, the hospice will 
  provide them with a meal that is simple but 
  ﬁ lling. If the lodging is needed and the party 
  has no coin for the Hunter’s Rest, a room and a 
  few simple cots are provided. 
  If the party asks about the domain, the hospice 
  members will mention a series of cairns that 
  have been blessed by Hala. None have been 
  there in some time, but it is located in the 
  forests of Verbrek and is safe from werewolves. 
  Alfred Timothy’s pack are unable to ﬁ nd it due 
  to the particular magic of the cairns, their 
  senses leading them in other directions. The 
  faithful of Hala fear, however, that Alfred can 
  enter the area alone should he choose. 
  2C The Hunter’s Rest
  “Sounds of conversation can be heard as you 
  approach the building. A painting of a longbow 
  resting against a stool adorns a sign above the 
  door. The door is heavily framed in dried herbs.” 
  The Hunter’s Rest is the only tavern located in 
  the town. There are a few rooms for lodging, 
  but the place primarily serves as a local hub 
  for food, ale, and conversation with their 
  neighbors. The proprietor is a man named 
  advantage on any Intelligence ability check 
  made to gather or recall lore concerning 
  lycanthropes.
  If the party asks about the domain, the hospice 
  members will mention a series of cairns that 
  have been blessed by Hala. None have been 
  there in some time, but it is located in the 
  forests of Verbrek and is safe from werewolves. 
  Alfred Timothy’s pack are unable to ﬁ nd it due 
  to the particular magic of the cairns, their 
  senses leading them in other directions. The 
  faithful of Hala fear, however, that Alfred can 
  enter the area alone should he choose. 
  2C The Hunter’s Rest
  “Sounds of conversation can be heard as you 
  approach the building. A painting of a longbow 
  resting against a stool adorns a sign above the 
  door. The door is heavily framed in dried herbs.” 
  The Hunter’s Rest is the only tavern located in 
  the town. There are a few rooms for lodging, 
  but the place primarily serves as a local hub 
  for food, ale, and conversation with their 
  neighbors. The proprietor is a man named 
  12
  12
  i’ve never cared for van 
  richten’s guides. Oh, the 
  crabby, sanctimonious old 
  white man has an opinion, 
  does he? Groundbreaking.
  
  13
  Waylon (LN commoner) who is a bit gruff , 
  but not rude. He will interact with the party, 
  particularly if they buy something, but he’s not 
  big on small talk. He used to be a member of 
  the town watch, until a close encounter with 
  one of Timothy’s pack members. Waylon was 
  fortunate enough not to contract lycanthropy 
  but is missing an eye as a mark of the event. 
  He keeps a silvered dagger at his side as a 
  precaution. 
  2D The Chapel of the Mists 
  “A shrine stands outside a large cottage. The 
  symbol adorning it shows a silver longsword 
  and a sprig of belladonna upon an alabaster 
  kite shield. The same symbol is also painted on 
  the door. Upon opening the door, a woman looks 
  up from the child she is speaking to and stares.”
  The woman introduces herself as Noella 
  Marshford (CG priest) and she sends the child 
  away before speaking with any newcomers. 
  Noella is a devotee of Ezra, a lawful neutral 
  goddess also called Our Guardian in the Mists. 
  Unbeknownst to a good portion of Fylfot, she 
  is also the spiritual leader of the Woodcutter’s 
  Axe.
  Noella is more than willing to discuss her faith 
  and the town itself, but not the Woodcutter’s 
  Axe Society or those involved with it. This is 
  strictly to protect members from being targeted 
  by Alfred Timothy. If the characters can earn 
  her trust, through proving their willingness 
  to ﬁ ght evil, she may reveal more. The 
  Woodcutter’s Axe is ready to accept allies in 
  their resistance, but they are wary of spies. 
  THE CHURCH OF EZRA
  The faith of Ezra is more active than 
  the Church of Hala in Verbrek, but 
  nevertheless Fylfot houses the only active 
  Ezran house of worship in Verbrek. The 
  parables of the faith state that Ezra was 
  a mortal who willingly entered the Mists 
  to protect the innocent from an evil she 
  believed lay within, thence ascending to 
  Godhood. There are supposedly diff erent 
  sects of the faith elsewhere, but the 
  Verbreker faithful know only what is 
  mentioned in church dogma. Clerics of Ezra 
  are also known as anchorites.  
  2E The Watch House
  “The building has much activity as multiple 
  people are starting or ending their shifts. They 
  do not have a uniform, but all are wearing some 
  variety of light armor. Simple weapons are 
  visible, a few of which have been silvered.” 
  There is no formalized watch in Fylfot. It is 
  entirely voluntary but the reality of life in the 
  domain means that the watch never lacks for 
  volunteers. Lycanthropes will attack eventually. 
  Defenders and escape plans are a necessity.
  The watch captain is a man named Tremeur 
  Hallowmore (LG veteran). He is determined 
  to protect Fylfot and has willingly sacriﬁ ced 
  having anything else in his life. His family is 
  the watch, though he is a frequent customer 
  of Ivona Miller (See area 2A). He is friends with 
  Noella Marshford (Area 2D) and knows she is 
  involved with the Woodcutter’s Axe, but he is 
  not a member himself.
  1313
  
  14
  14
  THE  
  DUSKPEACE 
  LODGE 
  Not all lycanthropes relish the beast within. 
  There are many aﬄ  icted lycanthropes who try 
  to control and contain the curse. Those who 
  reside in Verbrek sometimes ﬁ nd their way to a 
  place called Duskpeace Lodge. A halfway house 
  and sanctuary, the Lodge serves as a place 
  for aﬄ  icted lycanthropes to reside peacefully 
  away from humanity. Those who live there call 
  themselves the Duskpeace Outcasts.   
  Approaching the Lodge
  The Duskpeace Lodge is located deep within 
  the Vulpwood, as far away from human 
  settlements as possible. As the players 
  approach, read the following:
  “This large house is an unexpected sight so 
  far removed from a town. It is not particularly 
  tall,  but it is longer than any homes you have 
  seen. Light from the few small windows shows 
  that there are inhabitants here. In addition, 
  a well tended garden of an unusual looking 
  white fl ower runs along one side of the house. 
  Approaching the door, a knocker of simple 
  design hangs in the center. Upon close 
  inspection, the handle appears 
  to have a thread of silver and 
  a thread of gold set within. 
  A spyhole is located just 
  below the knocker. 
  THE DUSKPEACE OUTCASTS, CELIA WHITMOOR, AND 
  ARGENT
  The Lodge is the work of a pair of former 
  adventurers. Celia Whitmoor (LG werewolf) 
  is a young woman. She is polite and willing 
  to speak openly with the characters. Argent 
  (LG werewolf) is more reserved. His manner 
  is resolute but tired, as if his shoulders 
  carry a large weight he can’t put down. If 
  the party knocks on the door, it is likely to 
  be one of these two who opens it. The DM 
  should make this choice based on how the 
  party tries to gain entry. If they have been 
  behaving respectfully and peacefully, Celia will 
  answer the door. If the players are acting in a 
  particularly aggressive manner or attempt to 
  break in, it will be Argent as he is the more 
  physically imposing of the two. 
  Both Celia and Argent are aﬄ  icted 
  lycanthropes who spent years attempting 
  to ﬁ nd the beast that had cursed them, a 
  creature they know only as the Black Wolf. 
  Failing to do so, they focused on trying to 
  control their lycanthropy instead. This lead 
  to the pair’s discovery of the moonﬂ ower, 
  a plant that was able to curb the violent 
  nature of their bestial sides. They founded the 
  Duskpeace Lodge after encountering others 
  who, like them, were trying to live as peacefully 
  as possible given their disease. 
  The Duskpeace Outcasts will treat regular 
  mortals with courtesy and are willing to off er 
  some aid. They will not allow anyone who is not 
  a lycanthrope to stay within the Lodge. This is 
  both for the safety of the visitor and their own. 
  white fl ower runs along one side of the house. 
  Approaching the door, a knocker of simple 
  design hangs in the center. Upon close 
  inspection, the handle appears 
  to have a thread of silver and 
  a thread of gold set within. 
  A spyhole is located just 
  below the knocker. 
  both for the safety of the visitor and their own. 
  THE DUSKPEACE OUTCASTS, CELIA WHITMOOR, AND 
  A
  i wish you 
  would warn 
  me when there 
  are werewolves 
  involved. You know 
  i hate animals. 
  all that barking 
  and howling and 
  general antisocial 
  behaviour. 
  S
  
  15
  MOONFLOWERS
  These small plants have pearl white 
  petals with a faint metallic hint to them. 
  When ingested by an aﬄ  icted lycanthrope 
  before their change it lessens the hold the 
  beast has on the individual. The creature 
  maintains some of their rationality whilst 
  transformed  and,, they do not succumb 
  to the urge to kill. Whilst in this paciﬁ ed 
  state, they can often be convinced to wait 
  out their change until they revert to their 
  humanoid form. The moonﬂ ower petals can 
  be used either when freshly plucked or in 
  a dried form. 1 moonﬂ ower can subdue 1 
  lycanthrope for 12 hours.
  If the lycanthrope is attacked and engaged 
  in combat, there is a twenty percent chance 
  the moonﬂ ower’s eff ect fades at the start 
  of each of the lycanthrope’s turns. If this 
  happens, the creature will behave as a 
  typical aﬄ  icted lycanthrope and become 
  dominated by their beast for the remainder 
  of the evening. Further doses of Moonﬂ ower 
  have no eff ect until sunrise. Lycanthropes 
  who have embraced their bestial side 
  completely are unaff ected by Moonﬂ owers. 
  3A The Main Room 
  “This large space is furnished to serve multiple 
  purposes. There is a large, rectangular table 
  surrounded by sturdy benches. A small hearth 
  is visible against one wall, and there are fl oor 
  mats placed randomly nearby. Two of the mats 
  are occupied by individuals who are engaged 
  in reading. Blankets sit folded on a large chest, 
  framed by a pair of rocking chairs. The backs of 
  the chairs have carvings depicting phases of the 
  moon.”
  This is the central room of the Lodge. It serves 
  as both a dining area and a general living 
  space. The two readers are an old man missing 
  an ear (LN werewolf) and a young woman with 
  her hair in a long braid (NG werewolf). A DC 
  10 Wisdom (Perception) check will reveal that 
  they are both reading books on herbology.
  3B Kitchen
  “The central piece to this room is a large cutting 
  board, similar to a butcher’s counter. A few 
  storage cabinets and cutlery are visible. A hand 
  placed up one of the cabinets reveals it is quite 
  cold. There doesn’t seem to be anything to cook 
  food in.” 
  The Outcasts don’t have a designated cook, 
  so a few people share the duty. Anything 
  that requires boiling or heating is brought 
  to the hearth in the main room. The cold 
  box is enchanted, a purchase made by Celia 
  and Argent. It is ﬁ lled with raw meat, mostly 
  venison and boar. 
  3C Sleeping Quarters
  “Equal in size to the main room, the fl oor of the 
  room is lined with simple cots. A bookshelf takes 
  up a corner on the far right. No one is sleeping 
  at the moment.”
  This is the communal bedroom of anyone 
  currently staying at the Lodge. It is only used 
  by those not in danger of changing into their 
  lycanthrope forms. The book shelf is well made 
  and contains many volumes. If perused, the 
  books there vary from instructional manuals 
  to poetry. This is where the herbology books 
  currently in use are kept. A DC 14 Intelligence 
  (Investigation) check will reveal a book called 
  Summoning the Beast: Triggers of Aﬄ  icted 
  Lycanthropes. The author is listed as G. & L. 
  Weathermay-Foxgrove.  
  LYCANTHROPE TRIGGERS
  Outside of the domains of dread, the most 
  common trigger that forces a lycanthropic 
  transformation is the full moon. In 
  Ravenloft, however, aﬄ  icted creatures 
  sometimes ﬁ nd this is not the case, and 
  that their animal urges are beholden to 
  other, more obscure triggers. At the DM’s 
  discretion, aﬄ  icted lycanthropes in Verbrek 
  can have alternate triggers. These can be 
  things such as transforming during the 
  new moon, changing when they lose their 
  temper, or at the command of the werewolf 
  that cursed them.
  1515
  the specificity of the moonflower’s medicinal effects 
  has been argued by some scholars to be direct 
  evidence of an intelligent force behind creation. 
  to my view, it would seem easier to just eradicate 
  the werewolves rather than faff around with barely 
  plausible botanical solutions, but i suppose it’s all 
  part of the divine prerogative to be ineffable.
  
  1616
  3D Private Bedroom 
  “A neatly kept bedroom sits apart from the 
  communal sleeping area. A large bed, a 
  desk and chair, a wardrobe, and a thick rug 
  decorated with an embroidered sun furnish the 
  room. The rug seems out of place.”
  The bedroom belongs to Celia and Argent (see 
  Area 3A). The room serves as a makeshift 
  off ice as well as sleeping quarters. A DC 12 
  Intelligence (Investigation) check will reveal a 
  trapdoor beneath the rug. If Celia or Argent 
  has brought the players to this room the check 
  is unnecessary, for they will reveal the trapdoor 
  themselves. The door leads to the Wolf Cellar. It 
  can only be opened from this side.
  3E The Wolf Cellar 
  “This cellar runs the length of the entire ﬁ rst 
  fl oor. The room is ﬁ lled with cages. There are 
  a few sturdy chairs against a wall. One of the 
  cages contains a large wolf, who appears to be 
  asleep.”
  This room is only accessible from the trapdoor, 
  which is by design. Anyone entering must 
  have the approval of Celia or Argent. The cage 
  occupant is one of the current residents (CN 
  werewolf). Their transformation began before 
  any moonﬂ ower could be ingested, so they were 
  brought to the cellar. The cages are divinely 
  enchanted to encourage sleep and the werewolf 
  will be kept there until they revert to their 
  original form. 
  Celia or Argent may reveal that so far, no one 
  has broken free but they haven’t always been 
  in time to restrain the triggered lycanthrope. 
  Twice a werewolf has run off  after an 
  unchecked transformation. Both times they 
  returned, remembering nothing. A DC 15 
  Charisma (Persuasion) check is enough for the 
  couple to admit that Argent was one of them.
  themselves. The door leads to the Wolf Cellar. It 
  It’s suprising just how many afflictions and curses 
  require you to invest in some kind of underground 
  dungeon to maintain your privacy. I have my own cellar 
  with chains and so on, but that’s purely recreational. 
  
  17
  THE MUSARDE 
  RIVER
  The Musarde is the largest of Verbrek’s rivers. 
  Rumors say that the river ﬂ ows beyond the 
  borders of the domain, though none can verify 
  the truth of it. The few attempts to travel the 
  river by residents ended with capsized boats 
  and drowned Verbrekers. The only ﬁ xture of 
  the river is the Virago and its captain.
  Approaching the Musarde
  The sound of the river reaches your ears ﬁ rst, 
  moving steadily but with urgency. Coming along 
  the current is a sturdy riverboat, painted a 
  deep crimson with black trim. The man at the 
  control, by contrast, is dressed in a colorfully 
  fl amboyant ensemble and loudly hails the 
  riverbank.
  Captain Nathanial
  The master of the Musarde River, Captain 
  Nathanial is the sole crew member of the 
  Virago. The ship is a river keelboat that could 
  hold a larger crew, if Nathanial allowed it. 
  Given his rather gregarious nature one would 
  think he would enjoy the company. Truthfully, 
  Nathanial is happy to accept passengers every 
  so often. Sometimes they even reach their 
  destination.
  Like Father, Like Son 
  Captain Nathanial Timothy is the father of 
  Verbrek’s darklord. A natural lycanthrope 
  (CE werewolf) and a former darklord himself, 
  is a vicious killer who showed little interest 
  in his children or his domain. In Alfred’s 
  case Nathanial seldom treated him with 
  anything but open scorn.  Captain Timothy 
  preferred to spend his time on his boat and 
  actively disposed of competing vessels. As a 
  result of his crimes (or perhaps as a cruel 
  and appropriate punishment for Nathanial’s 
  apathy), the Dark Powers took Nathanial’s 
  domain away and merged it with Verbrek. 
  Nathaniel soon realized the extent of his new 
  curse, not only was he now forced to remain 
  with his boat for all time, he was bound to the 
  Musarde River and his son Alfred’s domain - 
  an unwilling subject of a son he despised.  
  The Dark Powers possibly expected the 
  demotion to eat away at the prideful captain’s 
  mind. It is also possible that his placement 
  had more to do with further tormenting Alfred. 
  Either way, Nathanial Timothy continued as he 
  always had, up and down the river, back and 
  forth, to and fro. 
  Alfred and Nathanial are completely aware of 
  each other’s presence. Part of Alfred would love 
  to ﬁ nally prove his dominance over his father, 
  yet something inside of him is still unsure that 
  he would win that ﬁ ght. As for Nathanial, he 
  experienced some mild surprise at learning 
  that Verbrek was ruled by his estranged son. 
  That was the extent of his interest and, given 
  the limits of his own curse, Nathaniel sees no 
  reason to seek Alfred out.
  17
  17
  reason to seek Alfred out.
  it’s possible that nathanial 
  timothy is at least as 
  dangerous as his son, but i 
  can tell you one thing for 
  certain - only a fool would 
  attempt to find out. 
  
  18
  Life on the Virago
  Nathanial has no interest in the Cult of the 
  Wolf God. And while he shares Alfred’s hatred 
  of other lycanthrope species, the captain’s 
  feelings on humanoids are diff erent from his 
  son’s. Nathanial has no love for mortals but 
  he is willing to tolerate their existence and 
  sometimes ﬁ nd amusement in them, unlike 
  Alfred who views them as less than livestock. 
  Nathanial is able to leave his boat for an hour 
  a day, allowing him some time to hunt. He is 
  compelled to return to the Virago once time has 
  passed. He can do nothing to resist the call. 
  This has led to his off ering passage on his ship 
  to travellers as a means to work around his 
  limitations. Sometimes he takes their payment 
  and brings them to their destination. If the 
  mood strikes him, Nathanial slaughters and 
  devours them. Either scenario is a win for the 
  captain of the Virago. He will satisfy the man or 
  satisfy the beast, and sometimes both. 
  The Virago is a ﬂ at-bottomed keelboat, sixty by 
  twenty feet in size. It is well built but, due to its 
  river speciﬁ c design, not seaworthy. It has the 
  option of being powered by oars or by its sail. 
  4A Deck of the Virago
  “Free of clutter and debris, the deck still bears 
  some stains set into the wood. It’s almost like 
  the stains on a butcher’s counter.”
  The deck is the most used part of the Virago. 
  It is large enough that Captain Nathanial has 
  passenger room, but lacking the benches that 
  a rowing crew would use.
  4B Captain’s Cabin
  “Though large enough to accommodate three 
  people, Captain Nathanial has modiﬁ ed this 
  cabin to be a lavish private room. It is furnished 
  with a large bed with a footlocker at one end 
  and a table acting as a desk.” 
  The iron footlocker is closed with a heavy 
  padlock. This can be picked with DC 18 
  Dexterity check. Inside is a pouch with 
  150 gold pieces, as well as a +1 rapier and 
  a potion of gaseous form. Perhaps most 
  interesting is a large genealogy scroll detailing 
  the Timothy line, revealing the connection 
  between Captain Nathanial and Alfred Timothy.
  Picking the lock without Nathanial being 
  present, however, is unlikely unless he leaves 
  the boat for his allotted hour. This of course 
  is an even less likelier event, for he never 
  leaves passengers alone on the Virago. Careful 
  planning is necessary to reach the footlocker 
  without Nathanial noticing.
  THE 
  WINTERFANG 
  CRESTS AND THE 
  CIRCLE
  In the northern side of Verbrek, there is 
  a region of dangerous peaks called the 
  Winterfang Crests. Residents of the domain 
  avoid this area like no other. In truth, this is 
  probably the most feared location in Verbrek. 
  The area is ﬁ lled with bestial and fanatical 
  werewolves, those sacred few chosen by 
  the darklord as embodying the ideal of the 
  Wolf God. More importantly, the Crests are 
  the home of the sacred site to the Verbrek 
  werewolves. It contains the Circle, the primary 
  seat of Alfred Timothy’s spiritual power. While 
  it is possible to encounter him elsewhere, he 
  can always be found at the Circle. 
  Approaching the Circle
  As characters approach the circle, read or 
  paraphrase the following:
  The structure before you is ancient. The large 
  stones that form a huge circle are stacked into 
  primitive chambers that resemble tombs. The 
  very air around you feels dangerous. In the 
  blink of an eye someone slinks forward from 
  the shadows. He appears to be a young man, 
  though the look in his eyes is that of one old 
  and somewhat inhuman. A primitive instinct 
  whispers to you, the voice of prey wanting to 
  1818
  whatever you feel about 
  the “wolf god”, you can’t 
  deny that they have a flair 
  for the dramatic.
  
  19
  19
  fl ee. He smiles, though there is no warmth in it. 
  This is the smile of a monster.
  “Well,” he growls, “it seems we no longer need to 
  ﬁ nd our next Hunt.” 
  The Power of the Wolf God
  The Circle is composed of dolmens, megalithic 
  tombs that are said to contain champions slain 
  by Verbreker werewolves. This is where Alfred 
  Timothy holds savage ceremonies to pay tribute 
  to the Wolf God. Mortals are sacriﬁ ced, their 
  ﬂ esh devoured in a zealous frenzy. Whether 
  it is the evil acts committed in the name of a 
  dark god, or the stirring of the restless corpses 
  within the dolmens, the Circle is imbued with 
  an undeniable dark, primal energy that can 
  place a permanent stain upon an unwary 
  adventurer. 
  Any adventurer who takes a short or long rest 
  at the Circle risks being corrupted by the Wolf 
  God. There is a 10 percent chance after a rest 
  that the character becomes feral. Their mind 
  becomes that of a wolf, though they don’t 
  undertake any physical transformation. Their 
  Intelligence immediately become 3 and their 
  alignment becomes neutral.
  This feral state can be removed by a greater 
  restoration but only after the character is at 
  least 200 feet away from the Circle. If the DM 
  is using Dark Powers checks, the player may 
  make one as they have succumbed to the 
  Circle’s inﬂ uence.
  The Hunt 
  The main form of worship to the Wolf God is 
  the Hunt. The primary Hunts happen on the 
  nights of the full moon, but Timothy may call 
  a Hunt for any reason he sees ﬁ t. The arrival 
  of strangers to his domain is one of those 
  reasons.
  The object of the Hunt is usually a Verbreker 
  taken by Alfred Timothy’s pack. The person 
  is brought to the Circle and stripped of any 
  weapons and armor. The darklord then informs 
  the victim that they are the quarry for his pack 
  to bring down. They are given a 30 minute 
  head start to ﬂ ee. If the mortal can reach the 
  border of Verbrek without being caught, then 
  they are free. If they are caught, the victim 
  is dragged back to the Circle. They become a 
  sacriﬁ ce to the Wolf God, their body is ripped 
  apart by the pack and their ﬂ esh is consumed 
  in a reverential yet bloody display. 
  To his credit, Alfred Timothy does keep his 
  word in the unlikely event that his prey 
  reaches the border of Verbrek. Depending on 
  his mood, however, he may choose to shorten 
  the head start. Alas for anyone unfortunate 
  enough to wander into the mists, they are 
  rarely seen again.
  5A Center of the Circle
  “A bloodstained stone disc sits in the center 
  of the dolmens. Manacles are fastened to four 
  separate points. It’s clear that nothing pleasant 
  happens in this place.” 
  The place where the sacriﬁ ce is off ered to the 
  Wolf God. The blood never washes clean of the 
  stone. 
  5B Altar of the Wolf God
  “The block of stone is engraved with strange 
  symbols. It is topped by a skull, seemingly of an 
  unusually large wolf. The teeth of the skull are 
  dripping in fresh blood.” 
   The altar is used by Alfred Timothy both 
  during religious ceremonies and as a seat of 
  judgement should one of his laws be broken. 
  It is magical and can be used as a means for 
  Alfred to heal himself and pack members. The 
  spell it casts is mass cure wounds at ﬁ fth level 
  without components. This feature can only 
  be used once a day and only by a lycanthrope 
  with the ability to cast spells. 
  SIDEBAR: LAWS OF THE PACK
  • 
  We are the Wolf God’s children. All 
  others are prey. Treat them as such.
  • 
  The Pack Leader speaks for the Wolf 
  God. We defer to their strength and 
  voice.
  • 
  Others that claim to speak for the Wolf 
  God are false. They must challenge the 
  Pack Leader or be banished.
  • 
  To work against the Pack is a sin. The 
  one that does so becomes prey. 
  
  20
  THE  CAIRNS 
  OF  HALA
  Blessed by members of the Church of Hala, 
  much of the magic has been worn away by the 
  continued inﬂ uence of the Wolf God. As such, 
  many of the stone structures have fallen to the 
  elements.
  Approaching the Cairns
  The shadows of the trees hover above ancient 
  stone structures. An essence of loss clings to the 
  air like perfume. The sound of ravens can be 
  heard as you approach. A few paw prints are 
  visible in the soft earth. 
  6A The Cairn Tree
  “A large oak stands surrounded by the stones. 
  The fl uttering of birds calls out from within. 
  A large raven suddenly bursts forth and sails 
  overhead.”
  The cairns serve as a nesting place to a small 
  kindness of wereravens. They do not reveal 
  themselves to the Verbrekers, mostly keeping 
  to their raven form, for fear that Alfred Timothy 
  will hunt them down. They do their best to 
  protect the area.
  6B The Hidden Cairn
  “One stone structure appears to be untouched. 
  No signs of the movement of man or beast mark 
  the area around it. Did they creatures not notice 
  it?”
  This cairn still holds a strong enchantment 
  that masks it from beasts and monsters. Even 
  the wereravens ignore it. This is a combination 
  of the original blessing placed by the Church of 
  Hala and the will of the Dark Powers.
  Secret of the Hidden Cairn: The Church of 
  Hala is unaware that deep within one of the 
  cairns rests the very weapon the Woodcutter’s 
  Axe is seeking. Eclipse, the weapon in 
  question, was hidden there by the Dark Powers 
  themselves. Why they were able to ﬁ nd the 
  cairns when others cannot is unknown. While 
  the hospice can provide the general location of 
  the cairns, a DC 16 Intelligence (Investigation) 
  check is needed to ﬁ nd Eclipse. Otherwise the 
  player characters only see the cairn itself and 
  not what it conceals.    
  APPENDIX 
  A: MAGICAL 
  ITEMS
  Eclipse
  Battleaxe, very rare (requires attunement by a 
  ﬁ ghter, ranger, barbarian, or paladin) 
  George Weathermay had been seduced and 
  tricked by the werewolf Natalia Vhorishkova, 
  and one of his beloved nieces was harmed as a 
  result. Arming himself for the hunt, he tracked 
  her to Verbrek. He found Natalia with her 
  family and discovered all of them were natural 
  werewolves. Weathermay murdered every last 
  one of them, from elder to child, though he 
  was deprived of his true target when Natalia 
  escaped. 
  Two things happened in the course of the 
  slaughter. The ﬁ rst was that Weathermay 
  emerged a more bitter and driven individual, 
  his soul stained by the initial betrayal and 
  the violence that followed. The second was 
  that during the ﬁ ght, one of the weapons 
  Weathermay carried was lost in the confusion. 
  In truth the Dark Powers placed the weapon, 
  a battleaxe crafted to slay lycanthropes, in a 
  hidden cairn. The reason for this is unknown 
  and Weathermay has never been seen in 
  Verbrek again. 
  You gain the following beneﬁ ts while holding 
  this magic weapon:
  You gain a +2 bonus to attack and damage 
  rolls made with it.
  Hunt the Moon Called: You have advantage on 
  attack rolls against lycanthropes.
  Radiant Moonlight: While attuned to Eclipse, 
  you gain the ability to cast the moonbeam
  spell at 2nd level without the use of spell 
  components, DC18. Once you have cast the 
  spell in this way, you cannot do 
  so again until you ﬁ nish a long 
  rest.
  components, DC18. Once you have cast the 
  spell in this way, you cannot do 
  so again until you ﬁ nish a long 
  rest.
  20
  20
  You wouldn’t believe just how 
  often darklord slaying weapons 
  conveniently turn up in bizarre 
  places.  
  
  21
  21
  APPENDIX 
  B: NPCS & 
  MONSTERS
  ALFRED TIMOTHY
  Medium humanoid (human, shapechanger), 
  neutral evil 
  Armor Class 14 in humanoid form, 15 (natural 
  armor) in wolf or hybrid form
  Hit Points 80 (12d8 + 24) 
  Speed 30 ft. (40 ft. in wolf form) 
  STR 15 (+2) DEX 18 (+4) CON 14 (+2) 
  INT 12 (+1) WIS 17 (+3) CHA 14 (+2) 
  Saving Throws DEX +8, WIS +7
  Skills Perception +7, Stealth +8, Religion +7
  Damage Immunities bludgeoning, piercing, 
  and slashing from nonmagical attacks not 
  made with silvered weapons
  Senses passive Perception 13
  Languages Common (can’t speak in wolf form)
  Challenge 10 (5,900 XP) 
  Shapechanger. Alfred can use his action to 
  polymorph into a wolf-humanoid hybrid or 
  into a wolf, or back into his true form, which 
  is humanoid. His statistics, other than AC, are 
  the same in each form. Any equipment he is 
  wearing or carrying isn’t transformed. Alfred 
  reverts to his true form if he dies.
  Keen Hearing and Smell. Alfred has 
  advantage on Wisdom (Perception) checks that 
  rely on hearing or smell.
  Cage the Beast. When using his hybrid or wolf 
  form Multiattack features, if Alfred makes two 
  or more successful melee attacks as part of the 
  same Multiattack he is forced back into human 
  form. The change is instant and nothing can 
  prevent it from happening. This does not apply 
  to attacks of opportunity or spell attacks he 
  makes when human.
  Spellcasting. Alfred is an 8th level spellcaster. 
  His spellcasting ability is Wisdom (spell save 
  DC 15, +7 to hit with spell attacks). Alfred has 
  the following cleric spells prepared:
  Cantrips (at will) toll the dead, resistance, light 
  1st level (4 slots) bane, inflict wounds, 
  command, healing word
  2nd level (3 slots) hold person, silence, zone of 
  truth
  3rd level (3 slots) bestow curse*, animate dead, 
  dispel magic
  4th level (2 slots) death ward, locate creature
  (*Alfred can use this spell to curse someone 
  with lycanthropy.)
  Actions
  Multiattack (Wolf or Hybrid Form Only). 
  Alfred makes two attacks: two with his bite 
  (wolf form) or one with his bite and one with 
  his claws (hybrid form). 
  Bite (Wolf or Hybrid Form Only). Melee 
  Weapon Attack:+4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage. If the target 
  is a humanoid, it must succeed on a DC 12 
  Constitution saving throw or be cursed with 
  werewolf lycanthropy.
  Claws (Hybrid Form Only). Melee Weapon 
  Attack: +4 to hit, reach 5 ft., one creature. Hit: 
  7 (2d4 + 2) slashing damage.
  Summon the Pack (1/Day). Alfred magically 
  calls 2d4 dire wolves or werewolves. On a 
  moonless night, Alfred calls 1d4 creatures, 
  and on a full moon Alfred calls 3d4 creatures 
  instead. The called creatures arrive in 
  1d4rounds, acting as allies of Alfred and 
  obeying his unspoken will. The beasts remain 
  for 1 hour, until Alfred dies, or until he 
  dismisses them as a bonus action.
  Legendary Actions 
  Alfred can take 3 legendary actions, choosing 
  from the options below. Only one legendary 
  action option can be used at a time and only 
  at the end of another creature’s turn. Alfred 
  regains spent legendary actions at the start of 
  his turn.
  Swift Move. Alfred moves up to his speed 
  without provoking opportunity attacks and can 
  ignore difficult terrain.
  Frighten Prey. Alfred can select up to 2 
  targets he can see within 30 feet. Each target 
  must succeed on a DC 15 Wisdom save or 
  be frightened of him until the end of his next 
  turn.
  Shadow Walker (Costs 2 Actions). Alfred 
  can step through one shadow and appear 
  in another.  He can appear through another 
  shadow up to 120 feet from his point of origin. 
  
  22
  NOELLA MARSHFORD: 
  The spiritual leader of the Woodcutter’s Axe 
  and cleric of Ezra. She is an important ﬁ gure 
  in the resistance that stands against Alfred 
  Timothy’s cruelty.
  Ideal: My devotion to Ezra will grants me hope 
  in the face of darkness.
  Bond: I will end the reign of Verbrek’s 
  monstrous tyrant.
  Flaw: I am suspicious of strangers and slow to 
  trust them.
  Noella Marshford
  Medium humanoid (human), chaotic good 
  Armor Class 14 (chain shirt)
  Hit Points 27 (5d8 + 5)
  Speed 30 feet
  STR 10 (+0) DEX 12 (+1) CON 12 (+1) INT 12 
  (+1) WIS 16 (+3) CHA 12 (+1)
  Skills Religion +5, History +5
  Senses Passive Perception 13
  Languages Common, Celestial
  Challenge 2 (450 XP)
  Spellcasting. Noella is a 5th-level spellcaster. 
  Its spellcasting ability is Wisdom (spell save DC 
  13, +5 to hit with spell attacks). The priest has 
  the following cleric spells prepared:
  Cantrips (at will): light, sacred fl ame, 
  resistance, thaumaturgy
  1st level (4 slots): cure wounds, healing word, 
  guiding bolt, bless
  2nd level (3 slots): lesser restoration, gentle 
  repose, spiritual weapon
  3rd level (2 slots): spirit guardians, remove 
  curse
  Actions
  Mace. Melee Weapon Attack: +2 to hit, reach 
  5 ft., one target. Hit: 3 (1d6) bludgeoning 
  damage.
  22
  22
  noella is pleasant enough, if 
  you never approach her, speak 
  to her, or let her know you 
  exist. 
  
  23
  CAPTAIN NATHANIAL TIMOTHY:
  The captain of the Virago and father of 
  Verbrek’s darklord. A former darklord himself, 
  he is now the unquestioned master of the 
  Musarde River. He rarely spares a thought for 
  Alfred Timothy. 
  Ideal: I am a predator and all others are prey.
  Bond: I have no need to rule. Pleasure is better 
  than kingdoms.
  Flaw: I am too proud to admit my mistakes.
  Captain  Nathanial Timothy
  Medium humanoid (human, shapechanger), 
  chaotic evil
  Armor Class 13 in humanoid form, 14 (natural 
  armor) in wolf or hybrid form
  Hit Points 58 (9d8 + 18)
  Speed 30 ft. (40 ft. in wolf form)
  STR 14 (+2) DEX 15 (+2) CON 13 (+2) INT 10 
  (+0) WIS 10 CHA 12 (+1)
  Skills Perception +3 Stealth +5 Deception +4
  Damage Immunities bludgeoning, piercing, 
  and slashing from nonmagical attacks not 
  made with silvered weapons
  Senses passive Perception 13
  Languages Common (can’t speak in wolf form)
  Challenge 6 (2,300 XP)
  Lightfooted. Nathanial can take the Dash or 
  Disengage action as a bonus action on each of 
  his turns.
  Shapechanger. Nathanial can use his action 
  to polymorph into a wolf-humanoid hybrid or 
  into a wolf, or back into his true form, which 
  is humanoid. His statistics, other than AC, 
  are the same in each form. Any equipment 
  he is wearing or carrying isn’t transformed. 
  Nathanial reverts to his true form if he dies.
  Keen Hearing and Smell. Nathanial has 
  advantage on Wisdom (Perception) checks that 
  rely on hearing or smell.
  Actions
  Multiattack. Nathanial makes two attacks: 
  two with his rapier (human form), two with his 
  bite (wolf form), or one with his bite and one 
  with his claws (hybrid form). 
  Bite (Wolf or Hybrid Form Only). Melee 
  Weapon Attack:+4 to hit, reach 5 ft., one target. 
  Hit: 6 (1d8 + 2) piercing damage. If the target 
  is a humanoid, it must succeed on a DC 12 
  Constitution saving throw or be cursed with 
  werewolf lycanthropy.
  Claws (Hybrid Form Only). Melee 
  Weapon Attack: +4 to hit, reach 5 
  ft., one creature. Hit: 7 (2d4 + 2) 
  slashing damage.
  Rapier (Human Form Only). Melee 
  Weapon Attack: +5 to hit, reach 
  5 ft., one target. Hit: 8 (1d8 + 3) 
  piercing damage.
  Hit: 6 (1d8 + 2) piercing damage. If the target 
  is a humanoid, it must succeed on a DC 12 
  Constitution saving throw or be cursed with 
  werewolf lycanthropy.
  Claws (Hybrid Form Only).
  Weapon Attack:
  ft., one creature. 
  slashing damage.
  Rapier (Human Form Only). 
  Weapon Attack:
  5 ft., one target. 
  piercing damage.
  23
  23
  don’t be taken in by those 
  puppy-dog eyes. the captain 
  will tear you apart with 
  the same eagerness as his 
  son if he gets the chance. 
  Still, i know a few boys 
  who say if you bring wine 
  and a story, he makes 
  for quite the vigorous 
  companion of an evening. 
  
  24
  24
  24
  VERBREK MAP
  VERBREK MAP
  1 hex = 1 mile
  1 hex = 1 mile
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Oliver Clegg/Oliver Clegg - Ravenloft Gazetteer - Verbrek.pdf