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  VILLAGE BACKDROP:  
  RAGING SWAN PRESS 
  FULHURST MOORS 
  
   
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  VILLAGE BACKDROP: FULHURST MOORS 
  In	the	dreary	village	of	Fulhurst	Moors,	most	residents	spend	their	days	cutting	peat	from	the	nearby	bogs	or	tending	flocks	of	rugged	
  sheep	on	the	moor.	When	night	falls,	they	huddle	in	their	homes	or	gather	inside	the	solid	stone	walls	of	the	Bell	and	Whistles,	trading	
  stories	of	the	latest	gruesome	misfortunes	to	befall	those	foolish	enough	to	venture	out	onto	the	moor	after	sunset	or	unfortunate	enough	
  to	be	caught	by	sudden	fog	or	rain	while	working	in	the	bogs.		
  	
  The	local	priest	has	been	driven	close	to	madness	by	his	inability	to	provide	solace	to	his	congregation,	and	the	mayor	and	constable	
  become	increasingly	concerned	as	a	growing	number	of	villagers	drown	their	fears	in	moonshine	whiskey.	The	fearful	atmosphere	is	well	
  deserved,	 for	 ancient	 beings	 of	 malice	 and	 cruelty	 haunt	 the	 mists	 beyond	 the	 village.	 And	 they	 have	 struck	 a	 terrible	 bargain	 with	
  someone	inside	Fulhurst	Moors.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Jacob	Trier	
  Additional	Design:	Jeff	Gomez	
  Development:	Creighton	Broadhurst	
  Editing:	Creighton	Broadhurst	
  Cover	Design:	Creighton	Broadhurst	
  Layout:	Creighton	Broadhurst	
  Interior	Art:	William	McAusland,	Tommi	Salama	and	Jeff	Ward.	
  Some	 artwork	 copyright	 William	 McAusland,	 used	 with	
  permission.	
  ©Raging	Swan	Press	2017.	
  	
  The	moral	right	of	Jacob	Trier	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  
  Fulhurst	Moors	at	a	Glance	..........................................................	2	
  Notable	Locations	........................................................................	4	
  Life	in	Fulhurst	Moors	..................................................................	6	
  Support	Raging	Swan	Press	..........................................................	7	
  OGL	V1.0A	....................................................................................	7	
  	
  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	 Village	 Backdrop:	 Fulhurst	 Moors	 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	
  F U L H U R S T  M O O R S  A T  A  G L A N C E  
  Ruler:	Minerva	Meriweather		
  Government:	Autocracy	
  Population:	140	(127	humans,	6	dwarves,	2	half-elves,	3	half-
  orcs,	2	halflings)	
  Alignments:	LN,	LG,	NG,	N,	CN,	NE	
  Languages:	Common	
  Resources	&	Industry	Sheep	farming,	peat	cutting	
  The	 windswept	 moorland	 around	 Fulhurst	 Moors	 was	 once	 a	
  lush	forest.	Savage	clans	lived	here	and	sacrificed	captives	and	
  slaves	 in	 the	 bogs	 below	 the	 hills,	 where	 the	 waters	 of	 the	
  Blackraven	Creek	cut	through	the	acidic	valley	soil.		
  	
  The	 sacrifices	 attracted	 strings	 of	 will-o’-wisps,	 who	 fed	
  eagerly	on	their	dying	victims’	fears.	As	the	clansmen	cut	down	
  trees	 for	 timber	 and	 firewood,	 the	 rain	 washed	 the	 nutrients	
  out	of	the	exposed	soil.	Desolate	moor	replaced	the	forest,	the	
  clans	migrated	elsewhere,	and	the	wisps	starved.	
  	
  Centuries	 passed,	 and	 other	 humans	 settled	 beside	
  Blackraven	Creek.	They	built	solid	stone	houses,	raised	flocks	of	
  rugged	sheep	on	the	moor	and	dug	peat	from	the	bog’s	brown	
  waterlogged	soil.		
  	
  A	 few	 years	 ago,	 the	 wizard	 Kelurn	 Tinddar	 settled	 in	
  Fulhurst	 Moors.	 Seeking	 ancient	 artefacts	 buried	 in	 the	
  sacrificial	sites,	he	struck	a	terrible	pact	with	the	will-o’-wisps	
  yet	 haunting	 the	 bog:	 in	 return	 for	 the	 locations	 of	 ancient	
  sacrificial	 sites,	 he	 began	 arranging	 deadly	 accidents	 and	
  ambushes	to	both	foster	an	atmosphere	of	fear	in	the	village	
  and	provide	the	will-o’-wisps	with	fresh	victims.	
  	
  The	 effects	 of	 this	 terrible,	 secret	 compact	 are	 easily	
  apparent	 to	 anyone	 visiting	 Fulhurst	 Moors.	 The	 anxiety	 is	
  almost	palpable,	and	only	a	handful	of	villagers	are	bold	enough	
  to	 move	 about	 as	 they	 please.	 The	 rest	 huddle	 behind	 their	
  stone	walls	and	speculate	who	will	be	the	next	to	meet	their	
  doom	upon	the	moor.	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Aisha	Brackenridge	(location	1;	NG	female	half-elf	commoner)	
  The	 feisty	 and	 independent	 proprietor	 of	 the	 village’s	
  general	 store,	 Aisha	 is	 irked	 by	 her	 neighbours’	 anxious	
  prattling.		
  Bulgrim	Graycairn	(location	6;	N	male	dwarf	commoner)	Solid	
  as	the	walls	of	his	inn,	Bulgrim	is	the	proud	owner	of	the	
  Bell	and	Whistles.	
  Devyn	 Matson	 (location	 7;	 LN	 male	 human	 veteran)	 Stern,	
  Devyn	takes	his	duties	as	constable	seriously.	
  Eliza	Reede	(location	2;	N	female	human	priest)	Practical	and	
  pragmatic,	 Eliza	 brews	 potions,	 delivers	 babies	 and	 cures	
  minor	ailments.	
  Esmond	Wynne	(location	5;	LG	male	human	cleric	5)	Chaplain	
  Esmond	tends	to	the	spiritual	needs	of	Fulhurst	Moors,	and	
  is	plagued	by	his	inability	to	console	his	congregation.		
  Grefford	Hinks	(location	3;	CN	male	old	human	spy)	Never	a	fan	
  of	authority,	old	man	Hinks	is	the	resident	manufacturer	of	
  moonshine	whiskey.	
  Kelurn	 Tinddar	 (location	 8;	 NE	 male	 human	 wizard	
  [necromancer]	 6)	 Beneath	 his	 chubby	 stature	 and	 well	
  respected	position	in	the	village,	Kelurn	hides	a	dark	secret.	
  Minerva	 Meriweather	 (location	 4;	 LN	 female	 middle-aged	
  human	expert	2)	A	prosperous	wool	merchant,	Minerva	has	
  been	mayor	of	Fulhurst	Moors	for	over	a	decade.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Brackenridge	 Mercantile:	 Aisha	 Brackenridge	 and	 her	 wife	
  Heather	run	this	well-stocked	general	store.		
  2. Eliza	Reede's	Hut:	From	her	modest	hut,	Eliza	Reede	offers	a	
  selection	of	potions	and	remedies.	
  3. Grefford	 Hinks's	 House:	 Thirsty	 villagers	 know	 to	 call	 on	
  Grefford	for	a	jug	of	moonshine.		
  4. Mayor	Meriweather's	Home:	This	large	stone	house	is	home	
  to	Mayor	Minerva	Meriweather	and	her	husband	Darinn.	
  5. Temple:	 The	 local	 temple	 is	 often	 half-empty	 at	 services	
  these	days,	much	to	the	chagrin	of	chaplain	Esmond.	
  6. The	 Bell	 and	 Whistles:	 Despite	 the	 mayor	 having	 banned	
  strong	alcohol,	the	tavern	is	full	almost	every	night.	
  7. Village	 Hall:	 The	 village	 hall	 functions	 as	 a	 meeting	 hall,	
  courthouse	and	jail.	The	constable,	Devyn	Matson,	lives	here.	
  8. Wizard’s	Tower:	Home	of	the	wizard	Kelurn.	
  M A R K E T P L A C E  
  When	the	PCs	arrive	in	Fulhurst	Moors,	the	following	items	are	
  for	sale:	
  § 
  Potions	resistance	(lightning)	(500	gp)	
  § 
  Scrolls	(Wizard)	silent	image	(50	gp),	ice	storm	(1,200	gp)	
  § 
  Scroll	(Cleric)	death	ward	(1,300	gp)	
  § 
  Wand	magic	missiles	(500	gp)	
  
  3	
  V I L L A G E  L O R E  
  A	PC	may	know	something	about	Fulhurst	Moors.	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	land	around	Fulhurst	Moors	is	useless	for	raising	
  crops,	but	the	locals	graze	flocks	of	sheep	in	the	hills	and	cut	
  peat	from	the	bog.	
  	
  DC	15:	Something	sinister	lurks	near	the	village.	Both	locals	
  and	travellers	have	disappeared	or	turned	up	dead.	
  	
  DC	20:	The	bog	where	the	villagers	cut	peat	is	rumoured	to	
  hold	the	remains	of	ancient	sacrificial	sites.	
  V I L L A G E R S  
  Appearance	 Mainly	 of	 short	 and	 stocky	 build,	 most	 villagers	
  have	thick	auburn	hair	and	grey	eyes.	The	peat	cutters	usually	
  emit	a	persistent	waterlogged	odour.		
  	
  Dress	 The	 shepherds	 of	 Fulhurst	 Moors	 favour	 sheepskin	
  vests	and	grey	woollen	cloaks,	while	the	peat	cutters	wear	long	
  oilskin	 trousers,	 rugged	 shirts,	 wide	 brimmed	 hats	 and	 solid	
  boots.		
  	
  Nomenclature	 male	 Eruc,	 Garel,	 Huine,	 Kalet,	 Woric;	
  female	 Ashina,	 Dedra,	 Kalen,	 Lyeisse,	 Therdra;	 family	 Beynet,	
  Drackir,	Kalsard,	Thaelm,	Wyerran.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Fulhurst	Moors,	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	
  Old	 man	 Grefford	 hides	 a	 whiskey	 still	 somewhere	 on	
  the	moor.		
  2	
  A	local	youngster	was	found	dead	in	the	bog,	covered	
  with	burns	as	if	he	had	been	struck	by	lightning.		
  3	
  The	 parents	 of	 the	 halfling	 twins	 Aisha	 and	 Heather	
  Brackenridge	 adopted	 suffered	 a	 horrible	 fate	 while	
  travelling	to	the	village.	
  4*	
  The	misfortunes	plaguing	the	village	are	caused	by	the	
  spirits	 of	 the	 ancient	 dead,	 who	 are	 angry	 the	 peat	
  cutting	has	disturbed	their	burial	sites.	
  5	
  If	you	know	what	to	look	for,	you	can	see	signs	of	long	
  abandoned	settlements	on	the	moor.	
  6*	
  When	Eliza	Reede	goes	off	to	gather	ingredients	for	her	
  potions,	she	sometimes	turns	into	a	crow	or	fox.	
  *False	rumour	
  	
   
  
  4	
  N O T A B L E  L O C A T I O N S  
  1 :  B R A C K E N R I D G E  M E R C A N T I L E  
  The	 bottom	 floor	 of	 this	 spacious	 stone	 two-storey	 building	
  contains	 a	 well-stocked	 store.	 From	 here,	 the	 slender,	 red-
  haired	Aisha	Brackenridge	(NG	female	half-elf	commoner)	and	
  her	wife,	the	plump,	apple-cheeked	Heather	Brackenridge	(NG	
  female	human	commoner)	keep	the	village	supplied	with	tools,	
  as	well	as	foodstuffs	and	a	varied	assortment	of	sundries.	The	
  couple’s	 adopted	 halfling	 twins,	 Kira	 and	 Merrick	 (NG	 young	
  halfling	 commoner),	 usually	 help	 or	 run	 errands.	 The	 family	
  lives	above	the	store.		
  	
  Not	
  originally	
  a	
  native	
  of	
  Fulhurst	
  Moors,	
  the	
  temperamental	 Aisha	 sometimes	 gets	 irritated	 by	 the	 insular,	
  rumormongering	and	frightful	disposition	of	the	other	villagers,	
  but	her	good-natured	wife	usually	has	a	calming	effect	on	her.	
  The	pair	adopted	Kira	and	Merrick	three	years	ago,	after	their	
  parents	were	slain	by	one	of	Kellurn’s	traps.	
  2 :  E L I Z A  R E E D E ' S  H U T  
  This	modest	hut	of	stone	and	turf	is	not	much	to	look	at,	but	
  the	 interior	 is	 surprisingly	 tidy	 and	 clean.	 Fragrant	 bundles	 of	
  dried	 herbs	 and	 plants	 hang	 from	 the	 rafters,	 and	 a	 neatly	
  organised	 work	 area	 is	 set	 up	 next	 to	 the	 central	 fireplace,	
  while	 a	 small	 sleeping	 area	 is	 hidden	 in	 the	 back	 behind	 a	
  woven	curtain.	Most	villagers	seek	out	Eliza	(N	female	human	
  priest)	when	they	suffer	minor	ailments,	and	she	aids	women	
  of	the	village	with	childbirth	and	other	fertility	matters.		
  	
  It	is	well	known	Eliza	frequently	wanders	the	moor	alone,	
  both	 by	 day	 and	 by	 night.	 While	 this	 is	 merely	 to	 seek	 out	
  ingredients	for	her	many	potions	and	remedies,	it	is	enough	to	
  make	her	neighbours’	imagination	run	rampant.	
  3 :  G R E F F O R D  H I N K S '  H O U S E  
  In	a	simple	stone	house	by	the	Blackraven	Creek	lives	Old	Man	
  Grefford	Hinks	(CN	male	old	human	spy).	Still	remarkably	spry	
  for	his	advanced	years,	he	can	often	be	found	working	on	his	
  small	skiff	tethered	to	the	wooden	mooring	behind	his	house	or	
  seated	in	the	shade	in	front	of	his	house,	whittling	a	piece	of	
  wood.		
  	
  Grefford	 has	 been	 distilling	 his	 own	 whiskey	 for	 decades,	
  and	has	nothing	but	scorn	for	Mayor	Meriweather’s	recent	ban	
  on	 hard	 liquor.	 Not	 a	 fan	 of	 authority	 at	 the	 best	 of	 times,	
  Grefford	feels	it’s	a	crime	to	deny	a	scared	man	a	drink	to	calm	
  his	nerves.	As	such,	he	keeps	selling	his	moonshine	to	the	other	
  villagers.	Experienced	at	moving	about	unseen,	he	easily	keeps	
  the	 location	 of	 his	 still	 hidden	 from	 the	 constable,	 Devyn	
  Matson.		
  4 :  M A Y O R  M E R I W E A T H E R ' S  H O M E  
  Inside	 this	 impressive	 two-storey	 manor	 house	 lives	 Minerva	
  Meriweather	(LN	female	middle-aged	human	 commoner)	and	
  her	husband	Darinn	(N	male	human	commoner)	along	with	a	
  cook	and	a	servant.	The	house	also	serves	as	office	and	storage	
  facility	for	the	Meriweather’s	wool	business.		
  	
  Minerva	Meriweather	is	a	tall	and	striking	woman,	her	hair	
  still	 jet	 black	 despite	 her	 being	 in	 her	 mid-fifties.	 She	 is	 both	
  shrewd	and	practical,	and	her	obvious	organizational	skills	have	
  made	 her	 the	 natural	 choice	 for	 mayor	 for	 over	 a	 decade.	
  Darinn	
  Meriweather,	
  a	
  notorious	
  womanizer	
  with	
  a	
  meticulously	groomed	beard,	is	a	full	partner	in	the	business,	
  but	 it	 is	 well	 known	 Minerva	 is	 mainly	 responsible	 for	 the	
  Meriweather’s	prosperity.	
  	
  She	 is	 sincerely	 troubled	 by	 the	 problems	 Fulhurst	 Moors	
  faces,	 but	 has	 been	 unable	 to	 do	 anything	 about	 it	 except	
  impose	a	prohibition	designed	to	keep	the	frightened	villagers	
  from	sinking	into	a	drunken	stupor.	
  5 :  T E M P L E  
  The	 interior	 of	 the	 circular	 main	 area	 of	 the	 village	 temple	 is	
  decorated	 with	 colourful	 paintings	 depicting	 scenes	 of	
  prosperous	trade	and	strong	warriors	and	priests	protecting	the	
  weak.	 Coloured	 panes	 of	 glass	 in	 the	 domed	 ceiling	 filter	 the	
  sunlight,	bathing	the	room	in	a	golden	glow.	An	alcove	in	the	
  north	 wall	 holds	 an	 altar	 dedicated	 to	 Conn	 (LN	 god	 of	
  community,	family	and	rulership),	while	the	altar	in	the	south	
  alcove	is	dedicated	to	Darlen	(LG	god	of	law,	order,	justice	and	
  the	 sun).	 A	 small	 cemetery	 stands	 behind	 the	 temple,	
  surrounded	by	a	low	stone	wall.		
  	
  The	village	chaplain	Esmond	Wynne	(LG	male	human	cleric	
  5)	has	a	modest	cell	in	the	eastern	section	of	the	temple.	Here	
  he	 spends	 most	 of	 the	 time	 between	 the	 poorly-attended	
  sermons	praying	for	guidance.	Esmond	feels	he	has	failed	to	to	
  protect	 and	 console	 the	 villagers,	 and	 is	 growing	 ever	 more	
  desperate	and	depressed.		
  O L D  M A N  H I N K S ’  M O O N S H I N E   
  This	 golden	 malt	 whiskey	 has	 a	 sharp	 and	 peaty	 flavour.	 It	 is	
  most	 often	 stored	 in	 dark	 brown	 clay	 jugs.	 Every	 cup	 drunk	
  beyond	the	first	gives	a	-1	penalty	to	Wisdom-based	skill	checks	
  and	 a	 +1	 bonus	 to	 Wisdom	 saving	 throws	 made	 to	 resist	fear	
  and	 similar	 spells	 for	 10	 minutes.	 Anyone	 drinking	 more	 than	
  four	 cups	 within	 the	 span	 of	 an	 hour	 must	 make	 a	 DC	 12	
  Fortitude	save	for	each	additional	cup	drunk	or	be	poisoned	for	
  an	hour	per	consumed	cup.		
  
  5	
  6 :  T H E  B E L L  A N D  W H I S T L E S  
  The	cosy	common	room	of	the	Bell	and	Whistles	Tavern	is	the	
  favourite	gathering	place	for	many	of	the	villagers	at	day’s	end.	
  	
  Bulgrim	 Graycairn	 (N	 male	 dwarf	 commoner),	 a	 stocky	
  dwarf	 with	 a	 thick	 black	 beard	 arranged	 in	 seven	 distinctive	
  braids,	runs	the	tavern	with	the	aid	of	his	wife	Grellun	and	their	
  four	daughters	(all	N	female	dwarf	commoner).	While	Grellun	
  prepares	 her	 famous	 mutton	 and	 potato	 stew	 in	 the	 kitchen,	
  Bulgrim	serves	tankards	of	dark	draft	ale	from	behind	the	bar.		
  	
  Travellers	usually	have	their	pick	of	the	comfortable	rooms	
  on	the	first	floor.	
  	
  Bulgrim	 is	 conflicted	 about	 the	 mayor’s	 decision	 to	 ban	
  strong	 alcohol.	 On	 the	 one	 hand,	 he	 is	 losing	 an	 increasing	
  number	 of	 customers	 who	 prefer	 to	 sip	 moonshine	 whiskey	
  elsewhere.	 On	 the	 other	 hand,	 the	 drinking	 brought	 a	
  belligerent	atmosphere	to	the	tavern,	and	there	are	still	plenty	
  of	folk	who	drop	by	to	fill	up	on	ale	and	gossip.		
  7 :  V I L L A G E  H A L L  
  Built	 in	 dark	 grey	 stone,	 the	 village	 hall	 functions	 as	 the	
  courthouse,	jail	and	gathering	place	for	village	meetings.		
  	
  Devyn	Matson	(LN	male	human	veteran),	the	burly	village	
  constable,	 has	 a	 small	 apartment	 in	 one	 section	 of	 the	 hall,	
  while	 another	 section	 holds	 three	 simple	 cells.	 Not	 overly	
  bright,	 but	 dedicated	 and	 honest,	 Devyn	 frequently	 fills	 the	
  cells	 with	 local	 drunkards	 and	 troublemakers	 in	 his	 futile	
  attempt	to	keep	the	precarious	situation	in	check.	
  8 :  W I Z A R D ’ S  T O W E R  
  The	compact	stone	tower	atop	the	hill	on	the	eastern	edge	of	
  Fulhurst	Moors	was	originally	a	watchtower.	It	is	now	the	home	
  of	 the	 wizard	 Kelurn	 Tinddar	 (NE	 male	 human	 wizard	
  [necromancer]	 6)	 and	 his	 ambitious,	 unprincipled	 apprentice	
  Rilad	(NE	male	human	wizard	[necromancer]	2).			
  	
  Kelurn,	a	stout	and	balding	man,	is	a	respected	member	of	
  the	community,	and	occasionally	entertains	guests	in	the	dining	
  hall	 located	 on	 the	 ground	 floor.	 The	 first	 floor	 contains	 the	
  wizard’s	 private	 library	 and	 Rilad’s	 room,	 while	 Kelurn’s	 own	
  quarters	and	laboratory	are	located	on	the	top	floor.		
  	
  In	the	cellar,	a	secret	door	leads	down	to	a	ritual	chamber	
  and	 several	 cells	 where	 Kelurn	 keeps	 some	 of	 his	 undead	
  creations.	From	here,	a	hidden	passage	leads	under	the	hill	and	
  out	onto	the	moor,	allowing	Kelurn	and	Rilad	to	move	unseen	
  when	they	go	to	meet	the	will-o’-wisps	or	to	set	ambushes	for	
  the	villagers	and	other	unfortunate	travellers.		
  	
  Kelurn’s	bargain	with	the	will-o’-wisps	of	the	peat	bog	has	
  allowed	him	and	Rilad	to	uncover	both	dark	knowledge	and	lost	
  objects	of	power	from	the	ritual	sacrificial	sites	in	the	bog.	The	
  pair	 has	 no	 qualms	 about	 sacrificing	 innocent	 lives	 to	 further	
  their	gain.	
  	
  6  W I L L - O ’ - W I S P S  W I T H  P E R S O N A L I T Y  
  While	 most	 normal	 will-o’-wisps	 glow	 white	 or	 pale	 blue,	 six	
  wisps	 of	 unusual	 colouring	 have	 gained	 particularly	 notoriety	
  among	 the	 villagers	 of	 Fulhurst	 Moors.	 None	 know	 the	 wisps’	
  true	 names;	 the	 villagers	 have	 taken	 to	 identifying	 them	 via	
  their	colouration.		
  1.
  The	villagers	call	Yellow	“The	Pale	Death.”	The	wisp	takes	the	
  form	 of	 a	 shrivelled	 man,	 gliding	 silently	 across	 the	 bog.	 As	
  Yellow	approaches,	the	victim	loses	all	sense	of	hearing,	then	
  taste,	then	eventually	sight	and	even	touch.	All	that	is	left	is	a	
  horrid	 stench	 of	 age	 and	 death:	 brittle	 skin,	 soft	 eyes	 and	
  teeth.	 The	 villagers	 believe	 Yellow’s	 touch	 means	 death.	 In	
  reality,	its	victims	die	of	fear	before	the	wisp	even	gets	close.	
  2.
  Green	 is	 surrounded	 by	 an	 immense	 cloud	 of	 luminescent,	
  buzzing	flies.	Vines	twist	and	reeds	dance	as	the	wisp	moves,	
  animated	 by	 its	 unquestionably	 malevolent	 presence.	 Green	
  draws	 upon	 the	 hostility	 of	 nature,	 upon	 cold	 eyes	 and	
  gleaming	teeth	in	still	water.	The	wisp’s	victims	are	driven	to	
  paranoia	 by	 the	 sounds	 of	 insects	 and	 beasts,	 and	 flee	
  through	the	bogs	until	they	die	of	exposure.	
  3.
  A	 disfigured	 face	 is	 visible	 within	 Blue’s	 glow.	 Bloated	 and	
  grey,	 the	 drowned	 head	 chatters	 with	 cold.	 Blue	 chases	
  creatures	 into	bogs	and	 ponds,	any	 place	where	mud	 grasps	
  with	 eager	 hands.	 The	 wisp	 slowly	 approaches	 as	 its	 prey	
  slowly	 drowns.	 A	 creature	 may	 become	 so	 disoriented	 with	
  fear	it	cannot	find	air	in	waist	deep	water.	
  4.
  Purple	revels	in	insanity.	It	infects	the	dreams	of	sleeping	or	
  drunk	 villagers,	 slowly	 driving	 them	 to	 terrified	 madness.	
  Purple	usually	chooses	one	villager	at	a	time,	breaking	his	or	
  her	mind	over	the	course	of	many	months.	This	is	a	long-term	
  strategy,	 far	 more	 nourishing	 than	 a	 quick	 death.	 When	 the	
  victim	inevitably	takes	her	or	her	own	life,	the	wisp	is	waiting	
  to	feed	on	the	anguish.	
  5.
  Red	leaves	a	splattering	of	blood	wherever	it	goes.	It	revels	in	
  the	 fear	 and	 confusion	 of	 dripping	 blood	 without	 any	
  apparent	 source.	 Sometimes	 Red	 generates	 blood	 within	 a	
  villager’s	stomach	or	ears,	feeding	off	the	terrified	frenzy	that	
  follows.	Other	times	Red	spreads	confusion	and	sows	distrust	
  with	a	well-placed	spot	of	blood	on	a	kitchen	knife.	
  6.
  Wreathed	in	ghostly	flames,	Orange	generates	intense	cold.	It	
  lures	 lost	 villagers	 with	 illusory	 campfires,	 then	 watches	
  silently	as	they	freeze	to	death.	Nothing	is	more	delicious	than	
  the	panic	of	a	victim	unable	to	get	warm.		
  To	 depict	 these	 atypical	 will-o’-wisps,	 use	 the	 statistics	 for	 a	
  normal	individual,	but	modify	them	to	account	for	each	wisp’s	
  flavour	 text.	 For	 example,	 Orange	 inflicts	 cold	 damage,	 not	
  lightning	damage.		
  
  6	
  L I F E  I N  F U L H U R S T  M O O R S  
  While	life	in	Fulhurst	Moors	has	always	been	rough,	the	recent	
  events	have	turned	the	mood	dangerously	sour.	Most	villagers	
  have	little	to	fill	their	evenings	except	drinking	and	retelling	the	
  latest	 horror	 stories.	 In	 response	 to	 several	 incidents	 of	 public	
  drunkenness,	
  Mayor	
  Meriweather	
  has	
  outlawed	
  the	
  consumption	of	strong	alcohol	in	the	village.	
  T R A D E  &  I N D U S T R Y  
  Most	villagers	either	raise	sheep	on	the	moors	or	cut	peat	in	the	
  bogs.	 While	 most	 of	 the	 peat	 is	 used	 locally	 for	 fuel,	 some	 is	
  exported	to	other	nearby	settlements	along	with	the	wool	that	
  Mayor	Meriweather	buys	from	the	sheep	farmers.	
  L A W  &  O R D E R  
  Devyn	Matson	has	been	very	diligent	about	upholding	the	peace,	
  ever	 since	 he	 was	 appointed	 as	 constable	 five	 years	 ago.	 He	
  dutifully	 investigates	 any	 deaths	 or	 suspicious	 incidents,	 but	
  when	it	comes	to	the	trouble	caused	by	Kelurn	Tinddar	and	the	
  will-o’-wisps,	he	is	woefully	out	of	his	depth.	Subsequently,	he	
  spends	 more	 time	 dealing	 with	 the	 symptoms	 of	 the	 fear	
  gripping	the	village	than	getting	to	the	root	of	the	problem.	
  E V E N T S  
  While	the	PCs	are	in	the	village,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  One	of	the	villagers	is	passed	out	drunk	in	the	middle	of	
  the	market	square.	After	a	couple	of	minutes,	Constable	
  Devyn	Matson	arrives	to	haul	the	drunkard	away	to	sleep	
  it	off	in	a	jail	cell.	
  2	
  A	violent	thunderstorm	rolls	over	the	village,	followed	by	
  severe	rain.	Blackraven	Creek	is	in	danger	of	overflowing,	
  threatening	to	flood	large	parts	of	the	village.	
  3	
  Some	 of	 the	 peat	 cutters	 swear	 they	 spotted	 a	 man	
  shambling	 through	 the	 bogs,	 moving	 like	 a	 sleepwalker	
  and	not	responding	to	their	calls.	
  4	
  Several	sheep	are	found	slain,	savaged	in	the	night	by	an	
  unknown	predator.		
  5	
  Peat	 cutters	 return	 from	 the	 bog	 with	 a	 large	 rune-
  covered	 bronze	 disc.	 Mayor	 Meriweather	 insists	 they	
  hand	it	over	to	Kelurn	Tinddar	for	further	examination.	
  6	
  Mayor	 Meriweather	 discreetly	 approaches	 the	 PCs,	
  promising	 a	 substantial	 award	 if	 they	 can	 uncover	 the	
  location	of	Grefford	Hinks’	moonshine	still.	
  	
   
  
  7	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
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  The	Lonely	Coast.	©Raging	Swan	Press	2010;	Author:	Creighton	Broadhurst.	
  	
  Village	Backdrop:	Fulhurst	Moors.	©Raging	Swan	Press	2014;	Author:	Jacob	Trier.	
  	
  Village	Backdrop:	Fulhurst	Moors.	©Raging	Swan	Press	2017;	Author:	Jeff	Gomez	and	Jacob	Trier.	
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Village Backdrop - Fulhurst Moors.pdf