TEXT: 	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  GM’S MISCELLANY: 
  RAGING SWAN PRESS 
  VILLAGE BACKDROPS III 
  
  	
    
  	
    
  SUPPORT RAGING SWAN ON 
  PATREON, AND I WON’T EAT 
  YOU…PROMISE 
  
  GM’S MISCELLANY: VILLAGE BACKDROPS III 
  Village	
    Backdrops	
    are	
    short,	
    richly	
    detailed	
    supplements	
    that	
    each	
    present	
    a	
    single	
    village	
    ready	
    to	
    insert	
    into	
    almost	
    any	
    home	
    campaign.	
    
  Perfect	
    for	
    use	
    as	
    a	
    waystop	
    on	
    the	
    road	
    to	
    adventure,	
    as	
    an	
    adventure	
    site	
    themselves	
    or	
    as	
    PC’s	
    home,	
    Village	
    Backdrop	
    present	
    the	
    
  details	
     so	
     the	
     busy	
     GM	
     can	
     focus	
     on	
     crafting	
     exciting,	
     compelling	
     adventures.	
     This	
     GM’s	
     Miscellany	
     collects	
     the	
     third	
     twelve	
     Village	
    
  Backdrops,	
    along	
    with	
    bonus,	
    never	
    seen	
    before	
    material,	
    together	
    in	
    one	
    place.	
    	
    
  	
    
  Design:	
     John	
     Bennett,	
     Creighton	
     Broadhurst,	
     Richard	
     Green,	
    
  Mike	
     Kimmel,	
     Jacob	
     W.	
     Michaels,	
     Jacob	
     Trier	
     and	
     Mike	
    
  Welham	
    
  Development:	
    Creighton	
    Broadhurst	
    
  Editing:	
    Creighton	
    Broadhurst	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     William	
     McAusland,	
     Matt	
     Morrow,	
     Jeff	
     Ward	
     and	
    
  Maciej	
    Zagorski	
    (The	
    Forge	
    Studios).	
    Some	
    artwork	
    copyright	
    
  William	
    McAusland,	
    used	
    with	
    permission.	
    
  Cartography	
    Simon	
    Butler,	
    Matt	
    Morrow	
    and	
    Tommi	
    Salama	
    
  Thank	
    you	
    for	
    purchasing	
    GM’s	
    Miscellany:	
    Village	
    Backdrops	
    III;	
    
  we	
    hope	
    you	
    enjoy	
    it	
    and	
    that	
    you	
    check	
    out	
    our	
    other	
    fine	
    print	
    
  and	
    PDF	
    products.	
    	
    
  	
    
  Published	
    by	
    Raging	
    Swan	
    Press	
    
  October	
    2015	
    
  ISBN:	
    978-­‐0-­‐9931082-­‐4-­‐2	
    
  	
    
  ragingswan.com	
    
  gatekeeper@ragingswan.com	
    
  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	
    GM’s	
    Miscellany:	
    Village	
    Backdrops	
    III	
    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.	
    The	
    moral	
    right	
    of	
    John	
    
  Bennett,	
     Creighton	
     Broadhurst,	
     Richard	
     Green,	
     Mike	
     Kimmel,	
    
  Jacob	
     W.	
     Michaels,	
     Jacob	
     Trier	
     and	
     Mike	
     Welham	
     to	
     be	
    
  identified	
     as	
     the	
     authors	
     of	
     this	
     work	
     has	
     been	
     asserted	
     in	
    
  accordance	
     with	
     the	
     Copyright	
     Designs	
     and	
     Patents	
     Act	
     1988.	
    
  ©Raging	
    Swan	
    Press	
    2015.	
    
  	
    
  Pathfinder	
     is	
     a	
     registered	
     trademark	
     of	
     Paizo	
     Inc.,	
     and	
     the	
    
  Pathfinder	
     Roleplaying	
     Game	
     and	
     the	
     Pathfinder	
     Roleplaying	
    
  Game	
    Compatibility	
    Logo	
    are	
    trademarks	
    of	
    Paizo	
    Inc.,	
    and	
    are	
    
  used	
     under	
     the	
     Pathfinder	
     Roleplaying	
     Game	
     Compatibility	
    
  License.	
     See	
     http://paizo.com/pathfinderRPG/compatibility	
     for	
    
  more	
    information	
    on	
    the	
    compatibility	
    license.	
    
  	
    
  Compatibility	
    with	
    the	
    Pathfinder	
    Roleplaying	
    Game	
    requires	
    the	
    
  Pathfinder	
    
  Roleplaying	
    
  Game	
    
  from	
    
  Paizo	
    
  Inc.	
    
  See	
    
  http://paizo.com/pathfinderRPG	
     for	
     more	
     information	
     on	
     the	
    
  Pathfinder	
     Roleplaying	
     Game.	
     Paizo	
     Inc.	
     does	
     not	
     guarantee	
    
  compatibility,	
    and	
    does	
    not	
    endorse	
    this	
    product.	
    
  	
    
  To	
    learn	
    more	
    about	
    the	
    Open	
    Game	
    License,	
    visit	
    
  wizards.com/d20.	
    
    
  
  2	
    
  C O N T E N T S  
  Contents	
    .......................................................................................	
    2	
    
  About	
    the	
    Designers	
    .....................................................................	
    3	
    
  OGL	
    .............................................................................................	
    34	
    
  	
    
  V I L L A G E  B A C K D R O P S  
  Aldwater	
    At	
    a	
    Glance	
    ....................................................................	
    4	
    
  Arrowhill	
    At	
    a	
    Glance	
    ....................................................................	
    6	
    
  Aubade	
    At	
    a	
    Glance	
    ......................................................................	
    8	
    
  Coldwater	
    At	
    a	
    Glance	
    ................................................................	
    10	
    
  Denhearth	
    At	
    a	
    Glance	
    ...............................................................	
    12	
    
  Edgewood	
    At	
    a	
    Glance	
    ................................................................	
    14	
    
  Fulhurst	
    Moors	
    at	
    a	
    Glance	
    ........................................................	
    16	
    
  Hopespyre	
    At	
    A	
    Glance	
    ...............................................................	
    18	
    
  Idyll	
    At	
    a	
    Glance	
    ..........................................................................	
    20	
    
  Kennutcat	
    At	
    a	
    Glance	
    ................................................................	
    22	
    
  Red	
    Talon	
    At	
    a	
    Glance	
    ................................................................	
    24	
    
  Sea	
    Bitch	
    At	
    a	
    Glance	
    ..................................................................	
    26	
    
  Starspun	
    Hollow	
    At	
    a	
    Glance	
    ......................................................	
    28	
    
  Saint	
    Fiacre	
    at	
    a	
    Glance	
    ..............................................................	
    30	
    
  Wellswood	
    At	
    a	
    Glance	
    ..............................................................	
    32	
    
  	
    
  We	
    hope	
    you	
    enjoyed	
    this	
    free	
    sample	
    of	
    the	
    GM’s	
    Miscellany:	
    
  Village	
     Backdrop	
     III.	
     The	
     full	
     version	
     of	
     this	
     supplement	
     is	
    
  available	
    from	
    whichever	
    online	
    store	
    you	
    got	
    this	
    sample.	
    It’s	
    
  also	
    available	
    in	
    print,	
    if	
    you	
    prefer	
    the	
    dead	
    tree	
    version.	
    
  
  3	
    
  A B O U T  T H E  D E S I G N E R S  
  Alexander	
    Augunas	
    lives	
    outside	
    of	
    Philadelphia,	
    USA	
    where	
    he	
    
  tries	
    to	
    make	
    a	
    living	
    as	
    an	
    educator.	
    When	
    he's	
    not	
    shaping	
    the	
    
  future	
     leaders	
     of	
     tomorrow,	
     Alex	
     is	
     a	
     freelance	
     writer	
     for	
    
  esteemed	
    Third-­‐Party	
    Publishers	
    for	
    the	
    Pathfinder	
    Roleplaying	
    
  Game	
    such	
    as	
    Radiance	
    House	
    (Pact	
    Magic	
    Unbound	
    series)	
    and	
    
  Raging	
    Swan	
    Press	
    (Alternate	
    Dungeons	
    series)	
    and	
    acts	
    as	
    a	
    co-­‐
  host	
    and	
    blogger	
    on	
    Know	
    Direction's	
    Private	
    Sanctuary	
    Podcast,	
    
  where	
     he	
     has	
     earned	
     the	
     nickname,	
     "The	
     Everyman	
     Gamer."	
    
  Recently,	
     Alex	
     has	
     forayed	
     into	
     the	
     realm	
     of	
     First-­‐Party	
    
  Freelancing	
     and	
     also	
     operates	
     his	
     own	
     publishing	
     company,	
    
  Everyman	
    Gaming,	
    LLC.	
    
  	
    
  John	
    Bennett	
    makes	
    his	
    lair	
    in	
    the	
    tree-­‐cloaked	
    hills	
    of	
    New	
    
  Hampshire.	
    He	
    enjoys	
    heavy	
    metal,	
    beer	
    and	
    cigars	
    as	
    much	
    as	
    
  he	
    enjoys	
    playing	
    RPGs.	
    John	
    has	
    been	
    writing	
    since	
    the	
    age	
    of	
    6	
    
  when	
    he	
    would	
    narrate	
    stories	
    about	
    dinosaurs	
    and	
    robots	
    to	
    his	
    
  mother.	
    He	
    has	
    a	
    degree	
    in	
    film	
    production	
    and	
    a	
    pile	
    of	
    reject	
    
  letters	
     to	
     go	
     with	
     his	
     scripts.	
     Currently,	
     he	
     is	
     pursuing	
     his	
    
  Master’s	
    degree	
    in	
    Organizational	
    Leadership.	
    He	
    is	
    also	
    striving	
    
  to	
    achieve	
    at	
    least	
    one	
    skill	
    rank	
    in	
    Perform	
    (guitar)	
    but	
    too	
    little	
    
  avail.	
     Coerced	
     into	
     playing	
     1st	
     edition	
     D&D	
     by	
     an	
     older	
     (and	
    
  bigger)	
    kid	
    in	
    the	
    neighbourhood	
    at	
    the	
    age	
    of	
    8,	
    he	
    would	
    like	
    to	
    
  take	
    a	
    moment	
    to	
    thank	
    his	
    friend,	
    Danny,	
    for	
    introducing	
    him	
    to	
    
  the	
    world	
    of	
    gaming	
    many	
    long	
    years	
    ago.	
    While	
    his	
    friends	
    and	
    
  players	
     know	
     what	
     he	
     is	
     talking	
     about,	
     John	
     has	
     been	
    
  unsuccessful	
    in	
    explaining	
    what	
    bugbears	
    are	
    to	
    his	
    family	
    and	
    
  co-­‐workers,	
    the	
    latter	
    fleeing	
    his	
    office	
    when	
    he	
    begins	
    rambling.	
    
  	
    
  Creighton	
    Broadhurst	
    is	
    very	
    modest	
    because	
    of	
    pagination.	
    
  	
    
  Richard	
     Green	
     has	
     been	
     playing	
     RPGs	
     since	
     1980,	
     and	
     has	
    
  enjoyed	
     running	
     D&D	
     in	
     all	
     four	
     editions.	
     Previous	
     freelance	
    
  design	
    credits	
    include	
    “A	
    Blight	
    on	
    the	
    Land”,	
    a	
    Forgotten	
    Realms	
    
  adventure	
     written	
     for	
     Dungeon	
     #38	
     way	
     back	
     in	
     1992,	
     and	
    
  contributions	
     to	
     the	
     “Iron	
     Gazetteer”	
     for	
     Open	
     Design.	
     More	
    
  recently,	
     he	
     has	
     been	
     working	
     on	
     the	
     forthcoming	
     4th	
     Edition	
    
  Bestiary	
    for	
    Open	
    Design’s	
    Midgard	
    campaign	
    setting.	
    
  	
    
  He	
     is	
     currently	
     running	
     two	
     regular	
     4th	
     edition	
     D&D	
    
  campaigns	
     set	
     in	
     the	
     city	
     and	
     wider	
     world	
     of	
     Parsantium,	
     the	
    
  first	
    campaign	
    setting	
    he	
    created	
    since	
    his	
    teenage	
    years.	
    Check	
    
  out	
    
  his	
    
  blog,	
    
  At	
    
  the	
    
  Sign	
    
  of	
    
  the	
    
  Green	
    
  Man	
    
  (richgreen01.livejournal.com/)	
    
  to	
    
  learn	
    
  more	
    
  about	
    
  the	
    
  Parsantium	
     campaign	
     setting	
     and	
     to	
     read	
     other	
     posts	
     about	
    
  fantasy	
    RPG	
    gaming.	
    Richard	
    lives	
    in	
    London	
    with	
    his	
    wife	
    Kate	
    
  and	
    two	
    cats.	
    When	
    he’s	
    not	
    playing	
    and	
    writing	
    D&D	
    stuff,	
    he	
    
  likes	
    to	
    watch	
    Crystal	
    Palace	
    FC	
    try	
    to	
    win	
    football	
    matches.	
    	
    
  Julian	
     began	
     his	
     interest	
     in	
     roleplaying	
     games	
     with	
     the	
     classic	
    
  “red	
     box”	
     in	
     the	
     early	
     1980s,	
     then	
     quickly	
     progressed	
     onto	
     1e	
    
  AD&D	
    when	
    buying	
    the	
    Player’s	
    Handbook	
    from	
    none	
    other	
    than	
    
  Ian	
     Livingstone	
     and	
     Steve	
     Jackson	
     -­‐	
     of	
     Fighting	
     Fantasy	
     and	
    
  Games	
    Workshop	
    fame	
    -­‐	
    at	
    a	
    convention	
    in	
    London.	
    
  	
    
  Mike	
    Kimmel	
    is	
    a	
    freelance	
    game	
    designer	
    and	
    high	
    school	
    
  teacher	
     from	
     Seattle,	
     WA.	
     In	
     addition	
     to	
     his	
     work	
     for	
     Raging	
    
  Swan	
     Press,	
     he	
     writes	
     scenarios	
     for	
     Paizo's	
     Pathfinder	
     Society	
    
  campaign	
    and	
    contributes	
    to	
    other	
    products,	
    such	
    as	
    the	
    Occult	
    
  Bestiary.	
    Mike	
    was	
    a	
    finalist	
    in	
    RPG	
    Superstar	
    2014,	
    and	
    is	
    the	
    
  founder	
     and	
     administrator	
     of	
     the	
     freelancer	
     community,	
    
  Freelance	
    Forge,	
    at	
    freelanceforge.net.	
    
  	
    
  Jacob	
    W.	
    Michaels	
    has	
    been	
    gaming	
    for	
    30	
    years,	
    since	
    he	
    
  was	
    introduced	
    to	
    Advanced	
    Dungeons	
    and	
    Dragons	
    in	
    the	
    third	
    
  grade.	
    A	
    newspaper	
    editor	
    in	
    eastern	
    Pennsylvania,	
    he's	
    a	
    two-­‐
  time	
    finalist	
    in	
    Paizo's	
    RPG	
    Superstar,	
    making	
    the	
    Top	
    16	
    in	
    2012	
    
  (when	
    he	
    garnered	
    acclaim	
    for	
    his	
    Unfettered)	
    and	
    2014	
    (when	
    
  his	
    guttersnipe	
    was	
    among	
    the	
    top	
    monsters).	
    He	
    had	
    his	
    first	
    
  module,	
     Ironwall	
     Gap	
     Must	
     Hold,	
     published	
     in	
     2013	
     by	
    
  AdventureaWeek.com	
    and	
    his	
    work	
    has	
    appeared	
    in	
    Wayfinder	
    
  and	
    with	
    Jon	
    Brazer	
    Enterprises.	
    	
    
  	
    
  He	
     lives	
     with	
     his	
     faithful	
     hound,	
     Holiday,	
     who	
     hasn't	
    
  inherited	
     his	
     interest	
     in	
     role-­‐playing,	
     but	
     enjoys	
     when	
     her	
     dog	
    
  friends	
     come	
     over	
     during	
     games.	
     His	
     parents	
     and	
     sister	
     have	
    
  always	
     been	
     supportive	
     of	
     his	
     hobby,	
     and	
     he	
     appreciates	
     his	
    
  wife's	
    encouragement,	
    even	
    if	
    her	
    reaction	
    to	
    watching	
    her	
    first	
    
  (and	
    only)	
    gaming	
    session	
    was	
    "there	
    are	
    some	
    things	
    you	
    can	
    
  never	
    unsee."	
    	
    
  	
    
  Jacob	
     Trier	
     has	
     been	
     a	
     book-­‐worm	
     since	
     before	
     he	
     could	
    
  walk.	
    Growing	
    up,	
    the	
    library	
    was	
    one	
    of	
    his	
    favorite	
    places,	
    and	
    
  his	
    love	
    of	
    fantasy	
    and	
    role-­‐playing	
    games	
    was	
    kindled	
    by	
    Sword	
    
  and	
     Sorcery	
     pick-­‐your-­‐path	
     books	
     and	
     Dragonlance	
     novels.	
     At	
    
  age	
     ten,	
     he	
     got	
     his	
     hands	
     on	
     the	
     AD&D	
     2nd	
     edition	
     Players	
    
  Handbook,	
     and	
     he	
     has	
     been	
     a	
     gamer	
     ever	
     since.	
     His	
     singular	
    
  claim	
    to	
    fame	
    was	
    an	
    unsuccessful	
    run	
    at	
    RPG	
    Superstar	
    in	
    2012.	
    
  	
    
  When	
     he	
     isn’t	
     slaying	
     trolls	
     or	
     guiding	
     his	
     players	
     towards	
    
  certain	
    death	
    and	
    dismemberment,	
    he’s	
    busy	
    playing	
    the	
    roles	
    of	
    
  father	
    and	
    husband.	
    He	
    and	
    his	
    lovely	
    wife	
    are	
    the	
    proud	
    parents	
    
  of	
    two	
    lively	
    sons,	
    both	
    future	
    gamers	
    if	
    their	
    dad	
    has	
    anything	
    
  to	
    say	
    about	
    it.	
    Trained	
    as	
    a	
    journalist,	
    he	
    pays	
    the	
    bills	
    handling	
    
  communication	
    at	
    a	
    local	
    Social	
    and	
    Health	
    Care	
    College.	
    He	
    lives	
    
  near	
    Aarhus,	
    Denmark.	
    
  	
    
  Mike	
    Welham	
    has	
    been	
    gaming	
    off-­‐and-­‐on	
    for	
    over	
    30	
    years.	
    
  While	
     he	
     has	
     played	
     using	
     numerous	
     game	
     systems,	
     he	
     has	
    
  always	
     had	
     a	
     fondness	
     for	
     Dungeons	
     &	
     Dragons	
     and	
     its	
    
  offshoots.	
    The	
    third	
    edition	
    of	
    Dungeons	
    &	
    Dragons	
    renewed	
    a	
    
  flagging	
     interest	
     in	
     roleplaying	
     games,	
     but	
     the	
     introduction	
     of	
    
  Pathfinder	
     sparked	
     a	
     long-­‐dormant	
     desire	
     to	
     write	
     for	
    
  roleplaying	
     games.	
     Mike	
     has	
     written	
     for	
     Clockwork	
     Gnome	
    
  Publishing,	
    Open	
    Design,	
    Paizo,	
    and	
    Rite	
    Publishing,	
    and	
    (much	
    
  to	
    his	
    surprise)	
    he	
    won	
    Paizo’s	
    RPG	
    Superstar	
    contest	
    in	
    2012.	
    	
    
  	
    
  Mike	
     lives	
     in	
     Kernersville,	
     North	
     Carolina,	
     with	
     his	
     ever-­‐
  patient	
     wife,	
     two	
     roleplaying	
     game-­‐savvy	
     children	
     (one	
     has	
    
  started	
    his	
    university	
    career,	
    however),	
    a	
    puggle,	
    three	
    cats	
    and	
    
  a	
    turtle.	
    He	
    believes	
    the	
    solution	
    to	
    the	
    impending	
    empty	
    nest	
    
  syndrome	
    will	
    be	
    to	
    allow	
    more	
    creatures	
    of	
    his	
    imagination	
    to	
    
  make	
    themselves	
    at	
    home.	
    
  
  4	
    
  A L D W A T E R  A T  A  G L A N C E  
  For	
    centuries,	
    Aldwater	
    has	
    stood	
    where	
    the	
    water	
    of	
    Blackraven	
    
  Creek	
    runs	
    off	
    into	
    The	
    Deepmire	
    Marshes.	
    On	
    an	
    island	
    in	
    the	
    
  mouth	
     of	
     the	
     creek,	
     the	
     villagers	
     long	
     ago	
     erected	
     a	
     wooden	
    
  labyrinth	
    to	
    hold	
    the	
    remains	
    of	
    their	
    dead.	
    	
    
  	
    
  At	
    regular	
    intervals,	
    the	
    spiritual	
    leader	
    of	
    the	
    village,	
    Leodus	
    
  Breurk	
    the	
    Spiritspeaker,	
    enters	
    the	
    labyrinth	
    to	
    commune	
    with	
    
  his	
     predecessors’	
     mummified	
     heads	
     through	
     an	
     ancient	
     relic	
    
  called	
    the	
    Crown	
    of	
    Eternal	
    Council.	
    	
    
  	
    
  However,	
     the	
     collective	
     knowledge	
     and	
     wisdom	
     of	
     the	
    
  council	
    is	
    limited	
    to	
    what	
    the	
    individual	
    members	
    knew	
    at	
    the	
    
  time	
     of	
     their	
     death,	
     and	
     the	
     council’s	
     traditionalist	
     advice	
     has	
    
  not	
     been	
     adequate	
     to	
     deal	
     with	
     a	
     recent	
     decrease	
     in	
     the	
    
  populations	
    of	
    fish	
    and	
    marsh	
    animals	
    the	
    villagers	
    rely	
    upon	
    to	
    
  survive.	
    	
    
  	
    
  The	
     villagers	
     suspect	
     the	
     decrease	
     is	
     caused	
     by	
     subtle	
    
  changes	
    in	
    the	
    environment,	
    but	
    strange	
    mutations	
    in	
    some	
    of	
    
  the	
    animals	
    hint	
    at	
    more	
    sinister	
    forces	
    at	
    work.	
    Fear	
    of	
    hostile	
    
  boggard	
     tribes	
     and	
     savage	
     monsters	
     has	
     so	
     far	
     dissuaded	
     the	
    
  villagers	
     from	
     travelling	
     deep	
     into	
     the	
     Deepmire	
     Marshes	
     to	
    
  investigate.	
    
  	
    
  Faced	
     with	
     the	
     prospect	
     of	
     starvation,	
     Leodus	
     Breurk,	
     the	
    
  current	
    Spiritspeaker,	
    recently	
    made	
    an	
    unprecedented	
    decision.	
    
  When	
     a	
     wizard	
     from	
     the	
     nearby	
     village	
     of	
     Fulhurst	
     Moors	
    
  approached	
     him	
     seeking	
     information	
     about	
     ancient	
     sacrificial	
    
  sites	
    in	
    the	
    marshes,	
    Leodus	
    agreed	
    to	
    ask	
    the	
    ancestors	
    for	
    the	
    
  information,	
    in	
    return	
    for	
    a	
    sizable	
    donation.	
    	
    
  	
    
  Since	
     then,	
     Leodus	
     has	
     petitioned	
     the	
     ancestors	
     for	
     advice	
    
  on	
    behalf	
    of	
    half	
    a	
    dozen	
    different	
    strangers,	
    and	
    the	
    rumour	
    is	
    
  slowly	
    spreading.	
    Each	
    new	
    visitor	
    brings	
    much	
    needed	
    gold,	
    but	
    
  many	
    villagers	
    feel	
    the	
    new	
    practice	
    is	
    paramount	
    to	
    sacrilege.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Leodus	
    Breurk	
    (N	
    male	
    human	
    cleric	
    7)	
    
  Government	
    Magical	
    
  Population	
    134	
    (125	
    humans,	
    1	
    gnome,	
    2	
    half-­‐elves,	
    1	
    half-­‐orc,	
    5	
    
  halflings)	
    
  Alignments	
    LN,	
    CN,	
    N	
    
  Languages	
    Boggard,	
    Common,	
    Draconic	
    
  Corruption	
    -­‐4;	
    Crime	
    -­‐4;	
    Economy	
    -­‐1;	
    Law	
    +2;	
    Lore	
    +2;	
    Society	
    -­‐1	
    
  Qualities	
    Holy	
    site,	
    superstitious	
    
  Danger	
    +0;	
    Disadvantages	
    Impoverished	
    
  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:	
    
  Brexander	
     Greenroot	
     (location	
     1;	
     CG	
     male	
     gnome	
     ranger	
     3)	
    
  Brexander	
     is	
     willing	
     to	
     guide	
     travellers	
     into	
     The	
     Deepmire	
    
  Marshes.	
    
  Hollean	
     Uthevere	
     (location	
     6;	
     N	
     male	
     human	
     expert	
     2)	
     Proud	
    
  and	
    ambitious,	
    Hollean	
    owns	
    the	
    Roaring	
    Dragon	
    Inn	
    and	
    is	
    
  the	
    most	
    vocal	
    supporter	
    of	
    Spiritspeaker	
    Breurk.	
    
  Hywain	
     Glengaine	
     (location	
     2;	
     LN	
     male	
     middle-­‐aged	
     human	
    
  fighter	
    4)	
    As	
    captain	
    of	
    the	
    Labyrinth	
    Guardians,	
    Hywain	
    is	
    
  loyal	
     to	
     the	
     Spiritspeaker,	
     even	
     if	
     he	
     disapproves	
     of	
     his	
    
  recent	
    decisions.	
    	
    
  Kerin	
    Banell	
    (location	
    2;	
    LN	
    male	
    human	
    fighter	
    2)	
    Kerin	
    is	
    the	
    
  hot	
     tempered	
     second	
     in	
     command	
     of	
     the	
     Labyrinth	
    
  Guardians.	
    	
    
  Kynell	
     Lawain	
     (location	
     7;	
     NG	
     male	
     human	
     expert	
     2)	
     Kynell	
    
  operates	
    the	
    local	
    trade	
    station.	
    
  Lanna	
     Glengaine	
     (location	
     6;	
     NE	
     female	
     human	
     commoner	
     2)	
    
  Hywain	
     Glengaine’s	
     beautiful,	
     but	
     capricious,	
     daughter	
    
  works	
     as	
     a	
     barmaid	
     and	
     excels	
     in	
     inspiring	
     volatile	
     social	
    
  situations.	
    	
    
  Leodus	
     Breurk	
     (location	
     4;	
     N	
     male	
     human	
     cleric	
     7)	
     As	
    
  Spiritspeaker,	
     Leodus	
     has	
     to	
     make	
     difficult	
     decisions	
    
  affecting	
    the	
    entire	
    community.	
    	
    
  Terric	
    Modan	
    (location	
    5;	
    CN	
    male	
    human	
    sorcerer	
    [aberrant]	
    4)	
    
  Terric	
    goes	
    to	
    great	
    lengths	
    to	
    conceal	
    his	
    growing	
    sorcerous	
    
  powers.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
     of	
     the	
     village	
     comprises	
     modest	
     homes	
     built	
     on	
     raised	
    
  wooden	
    platforms.	
    A	
    few	
    locations,	
    however,	
    are	
    of	
    interest	
    to	
    
  adventurers:	
    
  1. Brexander	
    Greenroot’s	
    house:	
    Home	
    of	
    the	
    most	
    experienced	
    
  marsh	
    guide	
    in	
    the	
    village.	
    
  2. Guardian’s	
     Hall:	
     Home	
     of	
     the	
     warriors	
     who	
     guard	
     the	
    
  Labyrinth	
    of	
    the	
    Ancestors	
    and	
    act	
    as	
    the	
    village	
    militia.	
    
  3. Labyrinth	
     of	
     the	
     Ancestors:	
     This	
     wooden	
     maze	
     contains	
     the	
    
  earthly	
    remains	
    of	
    Aldwater’s	
    dead.	
    
  4. Spiritspeaker's	
    house:	
    Home	
    of	
    Spiritspeaker	
    Leodus	
    Breurk.	
    
  5. Terric	
    Modan's	
    house:	
    Home	
    of	
    the	
    sorcerer	
    Terric	
    Modan.	
    
  6. The	
    Roaring	
    Dragon:	
    The	
    newly	
    established	
    inn,	
    which	
    many	
    
  locals	
    jokingly	
    refer	
    to	
    as	
    "The	
    Burping	
    Lizard",	
    is	
    often	
    busy.	
    
  7. Trade	
    Station:	
    Kynell	
    Lawain	
    ferries	
    hides	
    and	
    fish	
    up	
    the	
    creek	
    
  and	
    returns	
    with	
    trade	
    goods	
    from	
    nearby	
    settlements.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    hunting,	
    trapping	
    
  Base	
     Value	
     250	
     gp;	
     Purchase	
     Limit	
     1,250	
     gp;	
     Spellcasting	
     4th;	
    
  Minor	
    Items	
    1d4;	
    Medium	
    Items	
    1d2;	
    Major	
    Items	
    –	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Aldwater,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Potions	
    &	
    Oils	
    endure	
    elements	
    (50	
    gp),	
    light	
    (25	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    obscuring	
    mist	
    (25	
    gp),	
    purify	
    food	
    and	
    drink	
    (12	
    
  gp,	
    5	
    sp)	
    
  § 
  Wand	
    wind	
    wall	
    (37	
    chgs.;	
    8,375	
    gp)	
    
  
  5	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    Aldwater.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     10:	
     Aldwater	
     lies	
     at	
     the	
     mouth	
     of	
     Blackraven	
     Creek,	
    
  where	
    it	
    flows	
    into	
    the	
    Deepmire	
    Marshes.	
    
  	
    
  DC	
    15:	
    The	
    most	
    prominent	
    feature	
    of	
    Aldwater	
    is	
    the	
    large	
    
  wooden	
    labyrinth	
    on	
    an	
    island	
    in	
    the	
    middle	
    of	
    the	
    village.	
    It	
    is	
    
  said	
    to	
    contain	
    the	
    remains	
    of	
    the	
    villagers’	
    ancestors.	
    
  	
    
  DC	
     20:	
     The	
     spiritual	
     leader	
     of	
     the	
     village	
     can	
     use	
     a	
     secret	
    
  ritual	
    to	
    gain	
    knowledge	
    from	
    the	
    dead.	
    	
    
  V I L L A G E R S  
  Appearance	
    Black	
    hair	
    and	
    blue	
    eyes	
    are	
    dominant	
    among	
    the	
    
  villagers,	
    most	
    of	
    who	
    are	
    below	
    average	
    height.	
    	
    
  	
    
  Dress	
     Most	
     villagers	
     wear	
     loose	
     fitted	
     leggings	
     and	
     shirts,	
    
  made	
    from	
    a	
    light,	
    quick-­‐drying	
    fabric.	
    Scarfs	
    are	
    often	
    wrapped	
    
  around	
    the	
    head	
    to	
    keep	
    away	
    insects.	
    
  	
    
  Nomenclature	
     male	
     Girnach,	
     Henn,	
     Luwain,	
     Morion,	
     Rhylf;	
    
  female	
     Elaida,	
    Grisanna,	
    Isuefar,	
    Nilda,	
    Shavinia;	
    family	
    Aralon,	
    
  Blagant,	
    Glerent,	
    Melydd,	
    Teigan.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Aldwater	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  A	
     gigantic	
     frog-­‐like	
     monster	
     lives	
     within	
     the	
     Deepmire	
    
  Marshes.	
    Local	
    boggard	
    tribes	
    worship	
    it	
    as	
    a	
    god.	
    
  2	
    
  There	
    is	
    something	
    strange	
    about	
    Terric	
    Modan.	
    He’s	
    got	
    
  a	
    secret	
    he’s	
    desperate	
    to	
    hide.	
    
  3	
    
  Brexander	
     Greenroot	
     has	
     been	
     trying	
     to	
     catch	
     a	
     huge	
    
  electric	
     eel	
     called	
     Ol’	
     Spark	
     for	
     years.	
     His	
     last	
     attempt	
    
  almost	
    cost	
    him	
    his	
    life.	
    
  4*	
    
  Lanna	
     Glengaine	
     once	
     persuaded	
     Kerin	
     Banell	
     to	
     sneak	
    
  her	
    into	
    the	
    Labyrinth	
    of	
    the	
    Ancestors.	
    
  5	
    
  The	
    last	
    group	
    of	
    strangers	
    who	
    sought	
    knowledge	
    from	
    
  the	
     ancestors	
     in	
     the	
     labyrinth	
     sailed	
     into	
     the	
     Deepmire	
    
  Marshes	
    afterwards.	
    They	
    haven’t	
    returned.	
    
  6*	
    
  The	
     council	
     of	
     ancestors	
     have	
     cursed	
     Leodus	
     Breurk	
    
  because	
    he	
    shares	
    their	
    wisdom	
    with	
    outsiders.	
    
  *False	
    rumour	
    
  	
    
   
  
  6	
    
  A R R O W H I L L  A T  A  G L A N C E  
  The	
     settlers	
     of	
     Arrowhill	
     believed	
     the	
     Coldrun	
     Woods	
     were	
     a	
    
  bountiful	
    and	
    hospitable	
    place.	
    Two	
    generations	
    ago,	
    hunters	
    led	
    
  by	
     Shep	
     Swayfellow	
     slew	
     the	
     last	
     dire	
     bear	
     in	
     the	
     region.	
     The	
    
  great	
    bear,	
    filled	
    with	
    arrows,	
    finally	
    fell	
    atop	
    a	
    high	
    hill	
    near	
    the	
    
  woods.	
    The	
    hunters	
    called	
    the	
    place	
    Arrowhill	
    and	
    built	
    a	
    small	
    
  lodge	
    on	
    the	
    site.	
    
  	
    
  Thirteen	
    months	
    later,	
    the	
    Serpent	
    –	
    a	
    solitary	
    and	
    spiteful	
    
  elven	
     druid	
     –	
     paid	
     her	
     first	
     visit.	
     In	
     the	
     guise	
     of	
     a	
     horrible	
    
  serpent,	
     she	
     terrorized	
     the	
     villagers,	
     demanding	
     they	
     pay	
     her	
    
  tribute	
    or	
    flee.	
    Over	
    the	
    next	
    several	
    decades,	
    the	
    people	
    grew	
    
  accustomed	
     to	
     her	
     harsh,	
     but	
     predictable,	
     demands	
     and	
    
  punishments.	
     The	
     creature	
     terrified	
     them,	
     but	
     also	
     protected	
    
  them	
    from	
    bandits	
    and	
    marauding	
    goblins.	
    
  	
    
  Now,	
    decades	
    later,	
    the	
    villagers	
    live	
    in	
    fear.	
    The	
    Serpent	
    has	
    
  grown	
     more	
     vicious	
     in	
     her	
     demands,	
     and	
     her	
     wickedness	
     has	
    
  become	
    more	
    capricious.	
    Recently,	
    children	
    have	
    gone	
    missing	
    in	
    
  the	
     woods,	
     hunting	
     accidents	
     and	
     drowning	
     have	
     increased	
     in	
    
  frequency	
     and	
     a	
     mysterious	
     fire	
     destroyed	
     the	
     village	
     hall.	
    
  Unbeknownst	
     to	
     the	
     villagers,	
     the	
     Serpent	
     is	
     no	
     longer	
    
  responsible	
     for	
     the	
     terrors	
     they	
     face:	
     Mayor	
     Crad	
     Swayfellow	
    
  and	
    his	
    sons	
    recently	
    imprisoned	
    the	
    Serpent	
    in	
    her	
    own	
    lair	
    and	
    
  use	
    her	
    legend	
    to	
    cement	
    their	
    control	
    of	
    the	
    village.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Mayor	
    Crad	
    Swayfellow	
    	
    
  Government	
    Overlord	
    
  Population	
    149	
    (147	
    humans,	
    2	
    half-­‐elves)	
    
  Alignments	
    LG,	
    NG,	
    LN,	
    N	
    
  Languages	
    Common	
    
  Corruption	
    +1;	
    Crime	
    –7;	
    Economy	
    –1;	
    Law	
    +3;	
    Lore	
    –1;	
    Society	
    
  –1	
    
  Qualities	
    Racially	
    intolerant	
    (elves),	
    superstitious	
    
  Danger	
    0;	
    Disadvantages	
    None	
    
  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:	
    
  Mayor	
    Crad	
    Swayfellow	
    (location	
    2;	
    NE	
    male	
    human	
    aristocrat	
    
  2)	
     Running	
     the	
     village	
     is	
     a	
     family	
     business	
     for	
     Crad	
    
  Swayfellow,	
    one	
    he	
    doesn’t	
    mean	
    to	
    give	
    up.	
    
  Brun	
     and	
     Johl	
     Swayfellow	
     (location	
     2	
     or	
     10;	
     NE	
     male	
     human	
    
  ranger	
    4)	
    The	
    mayor’s	
    sons	
    are	
    respected	
    hunters,	
    but	
    they	
    
  spend	
     most	
     of	
     their	
     time	
     looking	
     after	
     the	
     prisoners	
     at	
    
  Coldrun	
    Cave.	
    They	
    are	
    loyal	
    to	
    their	
    father.	
    
  Thelen	
    Mosswall	
    (location	
    1;	
    N	
    male	
    human	
    expert	
    2)	
    Thelen	
    is	
    
  as	
    much	
    a	
    con	
    artist	
    as	
    an	
    apothecary.	
    He	
    dupes	
    the	
    villagers	
    
  into	
    thinking	
    his	
    cure-­‐alls	
    and	
    trinkets	
    actually	
    protect	
    them.	
    
  Larissa	
     and	
     Holten	
     Witchborn	
     (location	
     4;	
     NG	
     female	
     half-­‐elf	
    
  ranger	
     3	
     and	
     NG	
     male	
     half-­‐elf	
     rogue	
     3)	
     Larissa	
     and	
     Holten	
    
  receive	
    abysmal	
    treatment	
    from	
    their	
    fellow	
    villagers.	
    They	
    
  act	
    as	
    night	
    watchmen,	
    but	
    receive	
    little	
    thanks	
    or	
    respect.	
    	
    
  Torbin	
    Grenwick	
    (location	
    5;	
    LN	
    venerable	
    male	
    human	
    expert	
    
  2)	
     Torbin	
     is	
     the	
     oldest	
     villager,	
     but	
     his	
     memory	
     is	
     nearly	
    
  perfect.	
    He	
    runs	
    the	
    village’s	
    tavern	
    and	
    general	
    store.	
    
  Theira	
    Swayfellow	
    (location	
    6;	
    LG	
    female	
    human	
    cleric	
    [Conn]	
    1)	
    
  Mayor	
    Swayfellow	
    has	
    turned	
    the	
    villagers	
    against	
    Theira,	
    his	
    
  own	
    cousin,	
    due	
    to	
    her	
    parents’	
    efforts	
    to	
    disrupt	
    his	
    plans.	
    
  Groble	
     Wold	
     (location	
     7;	
     NG	
     male	
     human	
     expert	
     1)	
     Once	
     a	
    
  respected	
    carpenter,	
    Groble	
    is	
    now	
    a	
    melancholy	
    drunk	
    who	
    
  (correctly)	
    believes	
    his	
    wife	
    (Mirena)	
    is	
    still	
    alive.	
    
  The	
    Serpent	
    (location	
    10;	
    NE	
    female	
    elf	
    druid	
    7)	
    The	
    Serpent	
    is	
    
  an	
    exile	
    from	
    her	
    homeland	
    who	
    preys	
    on	
    the	
    superstitious	
    
  villagers.	
    She	
    is	
    now	
    imprisoned	
    in	
    her	
    own	
    home.	
    
  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. Thelen’s	
    Apothecary:	
    Thelen	
    sells	
    all	
    manner	
    of	
    cure-­‐alls	
    and	
    
  curiosities	
    in	
    his	
    small,	
    cramped	
    shop.	
    	
    
  2. Mayor	
     Swayfellow’s	
     Manor:	
     This	
     large,	
     two-­‐storey	
     house	
     is	
    
  the	
    mayor’s	
    residence	
    and	
    the	
    now	
    substitute	
    village	
    hall.	
    
  3. Ruined	
    Village	
    Hall:	
    The	
    ghosts	
    of	
    those	
    who	
    died	
    in	
    the	
    fire	
    
  haunt	
    this	
    burnt-­‐out,	
    ruined	
    building.	
    
  4. The	
     Watchtower:	
     The	
     despised	
     half-­‐elf	
     “Witchborn”	
     siblings	
    
  live	
    in	
    this	
    decrepit	
    tower.	
    
  5. Torbin’s	
     Tavern	
     and	
     Trade:	
     A	
     small	
     but	
     comfortable	
     tavern	
    
  acts	
    as	
    the	
    social	
    heart	
    of	
    the	
    village.	
    The	
    tavern	
    doubles	
    as	
    
  the	
    town’s	
    general	
    store.	
    
  6. The	
     Chapel:	
     Few	
     villagers	
     worship	
     here	
     now	
     the	
     mayor	
     has	
    
  turned	
    the	
    people	
    against	
    his	
    cousin,	
    Theira	
    Swayfellow.	
    
  7. Groble’s	
     Carpentry:	
     Once	
     a	
     prosperous	
     business,	
     Groble’s	
    
  Carpentry	
     has	
     had	
     little	
     to	
     offer	
     since	
     the	
     disappearance	
     (or	
    
  death,	
    depending	
    on	
    who	
    you	
    ask)	
    of	
    the	
    proprietor’s	
    wife.	
    
  8. The	
     Standing	
     Stones:	
     These	
     ancient	
     standing	
     stones	
     are	
    
  seemingly	
    haunted.	
    
  9. Witch’s	
     Brook:	
     Eventually,	
     Witch’s	
     Brook	
     connects	
     with	
     the	
    
  Coldrun	
    River	
    to	
    the	
    north,	
    but	
    the	
    villagers	
    avoid	
    traveling	
    its	
    
  course	
    due	
    to	
    its	
    supposed	
    proximity	
    to	
    the	
    Serpent’s	
    cave.	
    
  10. Coldrun	
    Woods	
    &	
    Cave:	
    The	
    villagers	
    get	
    their	
    livelihood	
    from	
    
  the	
    Coldrun	
    Woods,	
    but	
    they	
    fear	
    the	
    creatures	
    living	
    there.	
    	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Hunting,	
    trapping,	
    light	
    forestry	
    
  Base	
     Value	
     500	
     gp;	
     Purchase	
     Limit	
     2,500	
     gp;	
     Spellcasting	
     1st;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Arrowhill,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Potions	
    cure	
    light	
    wounds	
    (50	
    gp),	
    endure	
    elements	
    (50	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    delay	
    poison	
    (150	
    gp),	
    protection	
    from	
    evil	
    (25	
    
  gp)	
    
  
  7	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    something	
    about	
    Arrowhill.	
    A	
    successful	
    check	
    
  reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    	
    
  DC	
     10:	
     The	
     villagers	
     in	
     Arrowhill	
     distrust	
     elves	
     and,	
     by	
    
  extension,	
    magic.	
    
  	
    
  DC	
    15:	
    The	
    nearby	
    Coldrun	
    Woods	
    are	
    home	
    to	
    all	
    manner	
    of	
    
  wicked,	
    dangerous	
    creatures,	
    and	
    only	
    regular	
    tribute	
    keeps	
    the	
    
  village	
    safe. 
  	
    
  DC	
    20:	
    A	
    few	
    half-­‐elves	
    –	
    born	
    of	
    forbidden	
    dalliances	
    with	
    
  the	
     wood	
     elves	
     of	
     Coldrun	
     Woods	
     –	
     live	
     in	
     Arrowhill,	
     but	
     the	
    
  villagers	
    treat	
    them	
    as	
    lesser	
    folk.	
    
  V I L L A G E R S  
  Appearance	
    The	
    villagers	
    tend	
    to	
    have	
    ruddy	
    skin	
    and	
    stockier	
    
  builds.	
     
  	
    
  Dress	
     The	
     people	
     of	
     Arrowhill	
     dress	
     in	
     drab	
     clothing,	
     and	
    
  typically	
     wear	
     or	
     carry	
     some	
     sort	
     of	
     charm	
     (usually	
     a	
     woven	
    
  necklace	
    or	
    bracelet). 
  	
    
  Nomenclature	
     male	
     Dennan,	
     Thaban,	
     Wold;	
     female	
     Bren,	
    
  Corella,	
    Wilna;	
    family	
    Brookefall,	
    Fletcher,	
    Swayfellow.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Arrowhill	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1*	
    
  Groble	
     Wold’s	
     dead	
     wife,	
     Mirena,	
     somehow	
     displeased	
    
  the	
    spirits	
    of	
    the	
    woods,	
    and	
    now	
    her	
    soul	
    is	
    trapped	
    in	
    
  the	
    Standing	
    Stones.	
    	
    
  2	
    
  The	
     Serpent	
     always	
     leaves	
     a	
     mark	
     when	
     she	
     is	
    
  displeased,	
    indicating	
    the	
    villagers	
    must	
    pay	
    tribute.	
    The	
    
  marks	
     seem	
     different	
     lately:	
     in	
     the	
     past,	
     they	
     were	
    
  carved	
    into	
    doors	
    and	
    trees,	
    but	
    now	
    they	
    often	
    appear	
    
  painted	
    onto	
    the	
    Standing	
    Stones	
    with	
    blood.	
    
  3*	
    
  The	
    night	
    watch	
    siblings	
    are	
    the	
    children	
    of	
    the	
    Serpent	
    
  herself.	
     They	
     are	
     not	
     the	
     village’s	
     protectors,	
     but	
     spies	
    
  for	
    the	
    evil	
    forest	
    spirits.	
    
  4	
    
  The	
     mayor	
     has	
     as	
     many	
     enemies	
     (including	
     his	
     own	
    
  cousin,	
    Theira	
    Swayfellow)	
    as	
    he	
    does	
    friends.	
    
  5	
    
  The	
    apothecary,	
    Thelen	
    Mosswall,	
    is	
    trying	
    to	
    brew	
    up	
    a	
    
  love	
    potion,	
    but	
    nobody	
    knows	
    who	
    he	
    intends	
    it	
    for.	
    
  6	
    
  Torbin	
    Grenwick,	
    the	
    oldest	
    living	
    member	
    of	
    the	
    village,	
    
  is	
     the	
     only	
     remaining	
     person	
     to	
     see	
     the	
     Serpent	
     of	
    
  Coldrun	
    Woods	
    and	
    live,	
    but	
    he	
    never	
    talks	
    about	
    it.	
    
  *False	
    rumour	
    
  
  8	
    
  A U B A D E  A T  A  G L A N C E  
  By	
    day,	
    the	
    cobblestone	
    streets	
    of	
    Aubade	
    are	
    eerily	
    quiet	
    and	
    
  still,	
    the	
    village	
    seemingly	
    abandoned.	
    At	
    night,	
    though,	
    regularly	
    
  spaced	
     lampposts	
     along	
     the	
     winding	
     lanes	
     blaze	
     to	
     life,	
     the	
    
  village	
    shining	
    like	
    a	
    land-­‐bound	
    star	
    and	
    illuminating	
    residents	
    
  hard	
    at	
    work	
    as	
    if	
    it	
    were	
    the	
    middle	
    of	
    the	
    day.	
    
  	
    
  The	
    lakeside	
    village	
    was	
    once	
    known	
    throughout	
    the	
    region	
    
  as	
    a	
    centre	
    of	
    faith	
    and	
    song.	
    Organized	
    by	
    devout	
    followers	
    of	
    
  Darlen,	
    the	
    god	
    of	
    the	
    sun,	
    a	
    children's	
    choir	
    attracted	
    pilgrims	
    
  to	
    hear	
    their	
    dawn	
    descants,	
    the	
    morning	
    love	
    songs	
    that	
    gave	
    
  the	
     village	
     its	
     name.	
     Among	
     those	
     pilgrims	
     was	
     ardent	
     cleric	
    
  Syrave	
    Teury,	
    who	
    took	
    up	
    residence	
    in	
    Aubade	
    and	
    erected	
    a	
    
  grand	
    cathedral.	
    	
    
  	
    
  But	
     when	
     another	
     pilgrim	
     brought	
     a	
     choking	
     illness	
     to	
     the	
    
  village,	
     Syrave	
     was	
     helpless	
     to	
     stop	
     its	
     spread,	
     his	
     faith	
     not	
    
  strong	
    enough.	
    Scared	
    and	
    angry,	
    the	
    village—led	
    by	
    Syrave	
    and	
    
  grief-­‐stricken	
     choirmaster	
     Markku	
     Tuomi—turned	
     on	
     Aubade's	
    
  long-­‐time	
    wise	
    woman,	
    Mirja	
    Sianio.	
    	
    
  	
    
  They	
    hauled	
    Mirja	
    from	
    her	
    home	
    and	
    held	
    a	
    trial	
    under	
    the	
    
  noonday	
     sun,	
     finding	
     the	
     innocent	
     woman	
     guilty	
     and	
     declared	
    
  she	
     would	
     be	
     burnt	
     at	
     the	
     stake	
     for	
     witchcraft.	
     As	
     the	
     fire	
    
  consumed	
    her,	
    she	
    cursed	
    the	
    villagers:	
    "Let	
    there	
    be	
    as	
    much	
    
  welcome	
     for	
     you	
     under	
     the	
     sun,"	
     she	
     cried	
     out	
     with	
     her	
     last	
    
  breath,	
     "as	
     you	
     have	
     found	
     for	
     me!"	
     The	
     next	
     morning,	
     the	
    
  villagers	
    discovered	
    her	
    death	
    curse	
    carried	
    power:	
    the	
    first	
    to	
    
  emerge	
    from	
    their	
    homes	
    burst	
    into	
    flame	
    at	
    the	
    merest	
    touch	
    
  of	
    the	
    sun's	
    light.	
    
  	
    
  Now,	
    villagers	
    come	
    out	
    during	
    the	
    day	
    only	
    under	
    the	
    cover	
    
  of	
    heavy	
    clothing,	
    every	
    inch	
    of	
    flesh	
    shielded	
    by	
    rough	
    fabric.	
    At	
    
  night,	
     they	
     emerge	
     to	
     work	
     the	
     fields,	
     fish	
     and	
     maintain	
     their	
    
  village	
    by	
    lamplight.	
    Gone	
    are	
    the	
    pilgrims	
    that	
    used	
    to	
    bring	
    in	
    
  riches	
    and	
    new	
    inhabitants.	
    
  	
    
  Dark	
     rumours—that	
     the	
     villagers	
     have	
     been	
     transformed	
    
  into	
     deadly	
     vampires—circulate,	
     leaving	
     residents	
     afraid	
    
  crusading	
    adventurers	
    will	
    kill	
    them.	
    Still,	
    they	
    know	
    the	
    rumours	
    
  also	
    keep	
    them	
    safe	
    from	
    bandits	
    and	
    the	
    less	
    scrupulous,	
    who	
    
  could	
     take	
     advantage	
     of	
     their	
     inability	
     to	
     survive	
     in	
     the	
     sun's	
    
  light.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Dantalyan	
    Solac	
    
  Government	
    Council	
    
  Population	
    87	
    (77	
    humans,	
    4	
    half-­‐elves,	
    6	
    halflings)	
    
  Alignments	
    LG,	
    LN	
    	
    
  Languages	
    Common	
    
  Corruption-­‐1;	
    Crime	
    -­‐2;	
    Economy	
    -­‐1;	
    Law	
    -­‐1;	
    Lore	
    -­‐2;	
    Society	
    -­‐1	
    
  Qualities	
    insular	
    	
    
  Danger	
    +5;	
    Disadvantages	
    Cursed	
    
  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:	
    
  Aelliah	
    Cyelrae	
    (location	
    6;	
    LG	
    female	
    half-­‐elf	
    expert	
    1)	
    The	
    local	
    
  innkeeper.	
    	
    
  Brielle	
     Seyrliant	
     (location	
     7;	
     LN	
     female	
     halfling	
     expert	
     3)	
     The	
    
  craftswoman	
    responsible	
    for	
    the	
    village's	
    torch	
    lamps.	
    
  Dantalyan	
     Solac	
     (location	
     2;	
     LN	
     male	
     human	
     expert	
     2)	
     The	
    
  overprotective	
    head	
    of	
    the	
    village	
    council.	
    
  Markku	
    Tuomi	
    (location	
    5;	
    LG	
    male	
    human	
    bard	
    3)	
    The	
    former	
    
  choir	
    director	
    is	
    horrified	
    by	
    what	
    has	
    become	
    of	
    Aubade.	
    
  Mirja	
     Sianio	
     (location	
     8;	
     CE	
     female	
     ghost	
     human	
     witch	
     6)	
     The	
    
  dead	
    witch	
    who	
    haunts	
    Aubade.	
    
  Renami	
     (location	
     1;	
     N	
     male	
     fox	
     familiar)	
     Mirja's	
     familiar,	
     who	
    
  hopes	
    to	
    see	
    her	
    spirit	
    put	
    to	
    rest.	
    
  Syrave	
     Teury	
     (location	
     4;	
     LN	
     male	
     old	
     human	
     ex-­‐cleric	
     5)	
     The	
    
  once-­‐zealous,	
    now-­‐fallen	
    priest	
    of	
    Darlen.	
    
  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. Palisade:	
    A	
    recently	
    erected	
    wooden	
    wall	
    protects	
    the	
    village.	
    
  2. Beach:	
     The	
     lifeblood	
     of	
     the	
     village,	
     the	
     sandy	
     waterfront	
    
  serves	
    as	
    a	
    small	
    harbour	
    for	
    the	
    many	
    fishing	
    vessels.	
    	
    
  3. The	
    Dawn	
    to	
    Dusk:	
    Aubade's	
    main	
    shop,	
    now	
    closed,	
    claimed	
    
  to	
    have	
    everything	
    under	
    the	
    sun.	
    
  4. Cathedral	
    of	
    the	
    Sun:	
    The	
    ornate	
    house	
    of	
    worship	
    for	
    the	
    sun	
    
  god	
    has	
    fallen	
    on	
    hard	
    times	
    as	
    the	
    village's	
    faith	
    has	
    waned.	
    
  5. Sun-­‐Song	
    Hall:	
    Like	
    the	
    adjoining	
    temple,	
    it	
    too	
    has	
    fallen	
    to	
    
  disrepair	
    since	
    Aubade	
    was	
    cursed.	
    
  6. The	
    Warm	
    Welcome:	
    The	
    local	
    tavern	
    and	
    inn.	
    
  7. The	
     Lamplighter:	
     Brielle's	
     workshop,	
     where	
     she	
     prepares	
     oil	
    
  for	
    the	
    village's	
    array	
    of	
    lamps.	
    
  8. Mirja's	
     Home:	
     The	
     wise	
     woman's	
     destroyed	
     home,	
     now	
    
  haunted	
    by	
    her	
    restless	
    ghost.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    musical	
    instruments,	
    oil	
    
  Base	
     Value	
     500	
     gp;	
     Purchase	
     Limit	
     2,500	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Aubade,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  	
    
  Potions	
     &	
     Oils	
     sanctuary	
     (50	
     gp),	
     owl's	
     wisdom	
     (300	
     gp),	
    
  water	
    breathing	
    (750	
    gp),	
    oil	
    of	
    daylight	
    (1,050	
    gp)	
    
  	
    
  Scrolls	
    (Arcane)	
    dancing	
    lights	
    (12	
    gp,	
    5	
    sp),	
    lullaby	
    (12	
    gp,	
    5	
    
  sp),	
    cause	
    fear	
    (25	
    gp),	
    unseen	
    servant	
    (25	
    gp),	
    darkness	
    (200	
    gp)	
    
  	
    
  Scroll	
    (Divine)	
    prayer	
    (375	
    gp)	
    
   
  
  9	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    Aubade.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     10:	
     Aubade	
     was	
     a	
     popular	
     destination	
     for	
     pilgrims	
     of	
    
  Darlen,	
    the	
    god	
    of	
    the	
    sun,	
    until	
    the	
    last	
    few	
    years.	
    It	
    was	
    known	
    
  especially	
    for	
    its	
    children's	
    choir.	
    Now,	
    no	
    one	
    goes	
    there.	
    	
    
  	
    
  DC	
    15:	
    An	
    illness	
    swept	
    through	
    the	
    village	
    three	
    years	
    ago.	
    
  Though	
     many	
     died,	
     especially	
     children	
     and	
     the	
     elderly,	
     the	
    
  village	
    survived,	
    but	
    stopped	
    holding	
    festivals	
    and	
    concerts.	
    	
    
  	
    
  DC	
     20:	
     The	
     villagers	
     of	
     Aubade	
     don't	
     come	
     out	
     during	
     the	
    
  day.	
    Villagers	
    work	
    by	
    lamplight	
    at	
    night.	
    
  V I L L A G E R S  
  Appearance	
     Years	
     without	
     sunlight	
     have	
     given	
     the	
     villagers	
     a	
    
  pale	
    complexion	
    with	
    deep	
    shadowed	
    eyes.	
    Most	
    are	
    wary	
    of,	
    or	
    
  even	
    hostile	
    to,	
    strangers	
    fearful	
    they	
    mean	
    trouble.	
    
  	
    
  Dress	
     The	
     villagers'	
     once-­‐fine	
     clothes—typically	
     linen	
     shirts	
    
  with	
    leather	
    pants	
    and	
    vests—are	
    becoming	
    ragged	
    with	
    age.	
    In	
    
  daylight,	
     rough	
     cloth	
     outer	
     garments	
     envelop	
     anyone	
     outside;	
    
  the	
    villagers	
    wear	
    a	
    sheer	
    muslin	
    panel	
    over	
    their	
    eyes	
    so	
    they	
    
  can	
    see.	
    	
    
  	
    
  Nomenclature	
    male	
    Aaro,	
    Hannu,	
    Ossi,	
    Sauli;	
     female	
    Alina,	
    
  Eeva,	
    Kaari,	
    Pia;	
    family	
    Eronen,	
    Keto,	
    Purho,	
    Rintala,	
    Ukkola.	
    	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Aubade	
    and	
    
  its	
     surroundings.	
     This	
     takes	
     1d4	
     hours	
     and	
     requires	
     a	
     DC	
     10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Mirja's	
     ghost	
     haunts	
     her	
     home,	
     seeking	
     vengeance	
    
  against	
    those	
    who	
    killed	
    her.	
    
  2*	
    
  The	
    village's	
    curse	
    is	
    transferred	
    to	
    anyone	
    who	
    enters	
    its	
    
  wooden	
    palisade.	
    
  3*	
    
  The	
     people	
     of	
     Aubade	
     were	
     all	
     killed	
     and	
     transformed	
    
  into	
    vampires,	
    which	
    is	
    why	
    they	
    don't	
    go	
    out	
    in	
    daylight.	
    
  4	
    
  Weeping	
    can	
    often	
    be	
    heard	
    coming	
    from	
    the	
    choir	
    hall.	
    
  5	
    
  A	
    strange	
    fox	
    lingers	
    outside	
    the	
    village	
    palisade.	
    Some	
    
  claim	
    they've	
    heard	
    it	
    talk!	
    
  6*	
    
  Those	
    who	
    blaspheme	
    against	
    Darlen	
    in	
    the	
    village	
    burst	
    
  into	
    flame.	
    
  *False	
    rumour	
    
  	
    
  	
    
  	
    
   
  
  10	
    
  C O L D W A T E R  A T  A  G L A N C E  
  An	
     isolated	
     place,	
     perched	
     upon	
     an	
     inhospitable	
     coast	
     at	
     the	
    
  head	
     of	
     a	
     muddy	
     coastal	
     path,	
     Coldwater	
     is	
     not	
     an	
     easy,	
     or	
    
  pleasant,	
     place	
     to	
     visit.	
     The	
     village	
     huddles	
     at	
     the	
     mouth	
     of	
     a	
    
  steep-­‐sided	
     valley	
     leading	
     down	
     to	
     the	
     sea.	
     Here,	
     the	
     seabed	
    
  quickly	
    drops	
    away	
    and	
    the	
    waters	
    are	
    deep,	
    dark	
    and	
    cold.	
    	
    
  	
    
  Widely	
     thought	
     of	
     as	
     a	
     haven	
     for	
     smugglers	
     and	
     other	
    
  miscreants,	
     rumours	
     swirl	
     as	
     thickly	
     about	
     the	
     village	
     as	
     the	
    
  persistent	
    sea	
    fogs	
    that	
    sometimes	
    blanket	
    the	
    place	
    for	
    days	
    at	
    
  a	
     time.	
     Other	
     rumours—whispered	
     in	
     taprooms	
     up	
     and	
     down	
    
  the	
     coast—speak	
     of	
     darker	
     things:	
     of	
     unwholesome	
     practises	
    
  carried	
     out	
     in	
     worship	
     of	
     some	
     ancient,	
     depraved	
     power,	
     of	
    
  travellers	
    going	
    missing	
    near	
    the	
    village	
    and	
    of	
    an	
    ancient	
    set	
    of	
    
  steps	
     buried	
     at	
     the	
     base	
     of	
     nearby	
     cliffs	
     and	
     revealed	
     only	
     at	
    
  particularly	
    low	
    tides.	
    	
    
  	
    
  Whatever	
    the	
    truth,	
    Coldwater’s	
    folk	
    are	
    sullen,	
    distrustful	
    of	
    
  outsiders	
    and	
    some	
    are	
    said	
    to	
    suffer	
    from	
    horrible	
    deformities.	
    
  Even	
    the	
    village’s	
    ruler—the	
    aged	
    Elina	
    Vuolle—hates	
    the	
    place	
    
  and	
    leaves	
    its	
    folk	
    to	
    fend	
    for	
    themselves.	
    Two	
    families	
    dominate	
    
  day-­‐to-­‐day	
     life:	
     the	
     Eerolas	
     and	
     the	
     Purhos.	
     Trapped	
     in	
     a	
     low-­‐
  grade,	
     but	
     vicious,	
     family	
     feud	
     the	
     two	
     families	
     subtly	
     work	
    
  against	
    one	
    another	
    and	
    use	
    the	
    other	
    villagers	
    as	
    their	
    pawns.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Elina	
    Vuolle	
    
  Government	
    Overlord	
    
  Population	
     188	
     (109	
     humans,	
     59	
     deformed	
     humans,	
     18	
     half-­‐
  orcs,	
    1	
    gnome,	
    1	
    half-­‐elf)	
    
  Alignments	
    CN,	
    N,	
    NE	
    
  Languages	
    Common,	
    Orc	
    
  Corruption	
    +2;	
    Crime	
    -­‐1;	
    Economy	
    +0;	
    Law	
    -­‐2;	
    Lore	
    +1;	
    Society	
    -­‐
  2	
    
  Qualities	
    Insular,	
    notorious	
    
  Danger	
    +10;	
    Disadvantages	
    Cursed	
    
  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:	
    
  Armas	
    Hujanen	
    (location	
    5;	
    LE	
    male	
    half-­‐elf	
    wizard	
    [universalist]	
    
  5)	
    Armas	
    has	
    come	
    to	
    Coldwater	
    to	
    study	
    the	
    high	
    incidence	
    
  of	
    deformity	
    in	
    the	
    populace.	
    	
    
  Atro	
    Purho	
    (location	
    8;	
    N	
    male	
    deformed	
    human	
    rogue	
    4)	
    Young	
    
  and	
    dynamic,	
    Atro	
    has	
    an	
    implacable	
    hatred	
    for	
    the	
    Eerolas	
    
  blaming	
    them	
    for	
    his	
    own	
    ill	
    fortunes.	
    
  Elina	
     Vuolle	
     (location	
     1;	
     LN	
     female	
     old	
     human	
     aristocrat	
    
  2/sorcerer	
    [abyssal]	
    6)	
    Elina	
    hates	
    Coldwater	
    (and	
    her	
    lot).	
    	
    	
    
  Sauli	
     Eerola	
     (location	
     4;	
     NE	
     male	
     middle-­‐aged	
     human	
     expert	
    
  2/fighter	
    2)	
    Patriarch	
    of	
    the	
    Eerola	
    family,	
    Sauli	
    once	
    served	
    
  as	
    a	
    soldier	
    but	
    now	
    runs	
    the	
    family	
    “shipping”	
    business.	
    
  Uzlen	
    Itkonen	
    (location	
    3;	
    N	
    female	
    half-­‐orc	
    expert	
    2/barbarian	
    
  1)	
    Uzlen	
    runs	
    the	
    local	
    shipbuilding	
    business	
    and	
    tries	
    to	
    stay	
    
  out	
    of	
    the	
    Eerola’s	
    and	
    Purho’s	
    feuding	
    as	
    much	
    as	
    possible.	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    Coldwater	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. Vuolle	
    Manor:	
    Perched	
    on	
    the	
    side	
    of	
    the	
    valley,	
    Vuolle	
    Manor	
    
  overlooks	
    the	
    village.	
    It’s	
    battlemented	
    walls	
    give	
    spectacular	
    
  views	
    of	
    the	
    surrounds.	
    	
    
  2. Waterside:	
     The	
     harbour	
     is	
     the	
     busiest—and	
     smelliest—place	
    
  in	
    the	
    village.	
    Here,	
    a	
    gallimaufry	
    of	
    fishing	
    vessels	
    and	
    small	
    
  merchant	
    craft	
    jostle	
    for	
    berths.	
    	
    
  3. Itkonen’s:	
     Here,	
     Uzlen	
     Itkonen	
     builds	
     and	
     repairs	
     fishing	
    
  vessels	
    and	
    small	
    merchant	
    craft.	
    The	
    dockyard	
    is	
    always	
    busy.	
    	
    	
    
  4. Sauli’s	
    Home:	
    Here	
    dwells	
    the	
    patriarch	
    of	
    the	
    Eerola	
    family.	
    	
    
  5. Crooked	
    House:	
    This	
    partially	
    sunken	
    building	
    is	
    the	
    home	
    of	
    
  Armas	
    Hujanen.	
    Part	
    of	
    the	
    cellar’s	
    foundations	
    has	
    collapsed,	
    
  giving	
    the	
    house	
    its	
    name.	
    	
    
  6. Chapel	
     of	
     the	
     Mistress:	
     Dedicated	
     to	
     Serat	
     (the	
     uncaring	
    
  Mistress	
     of	
     Storms)	
     this	
     small	
     chapel	
     is	
     one	
     of	
     the	
     most	
    
  substantial	
    buildings	
    in	
    the	
    village.	
    On	
    misty	
    nights	
    its	
    bells	
    toll	
    
  endlessly	
    to	
    guide	
    home	
    those	
    still	
    out	
    on	
    the	
    water.	
    
  7. The	
     Stooped	
     Man:	
     Coldwater’s	
     only	
     inn	
     and	
     tavern,	
     the	
    
  Stooped	
    Man	
    is	
    a	
    bastion	
    of	
    cheap	
    alcohol,	
    surly	
    service	
    and	
    
  draughty,	
    flea-­‐infested	
    accommodation.	
    	
    
  8. Atro’s	
     Home:	
     Atro	
     Purho	
     dwells	
     in	
     this	
     large,	
     ramshackle	
    
  building.	
    Extensive	
    cellars	
    intersect	
    with	
    a	
    sea	
    cave;	
    here	
    much	
    
  of	
    the	
    Purho’s	
    clandestine	
    business	
    is	
    conducted.	
    
  9. Devil’s	
     Cove:	
     Strange	
     goings	
     on	
     and	
     several	
     disappearances	
    
  conspire	
    to	
    keep	
    the	
    populace	
    away	
    from	
    this	
    nearby	
    cove.	
    	
    
  10. The	
    Sunken	
    Stair:	
    Only	
    exposed	
    at	
    particularly	
    low	
    tides,	
    these	
    
  stairs	
     lead	
     to	
     a	
     chamber	
     containing	
     a	
     seemingly	
     unopenable	
    
  pair	
    of	
    stone	
    doors.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Smuggling,	
    fishing	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Coldwater,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Potions	
     &	
     Oils	
     cure	
     light	
     wounds	
     (50	
     gp),	
     hide	
     from	
     animals	
    
  (50	
    gp),	
    protection	
    from	
    energy	
    (fire;	
    750	
    gp)	
    
  § 
  Rings	
    feather	
    falling	
    (2,200	
    gp),	
    sustenance	
    (2,500	
    gp)	
    
  § 
  Rod	
    lesser	
    metamagic	
    rod	
    of	
    extend	
    spell	
    (3,000	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    charm	
    person,	
    disguise	
    self	
    and	
    erase	
    (75	
    gp)	
    
  disrupt	
    undead	
    (12.5	
    gp),	
    scorching	
    ray	
    (150	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    inflict	
    light	
    wounds	
    (25	
    gp)	
    	
    
  § 
  Staff	
    fire	
    (18,950	
    gp;	
    location	
    1)	
    
  § 
  Weapon	
    +1	
    flaming	
    longsword	
    (8,315	
    gp;	
    location	
    1)	
    
  	
    
   
  
  11	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     Coldwater.	
     A	
    
  successful	
    check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    
  result.	
    
  	
    
  DC	
    10:	
    Coldwater	
    is	
    a	
    dump—the	
    place	
    is	
    a	
    dismal	
    cesspit	
    of	
    
  the	
     worst	
     sort.	
     The	
     people	
     are	
     sullen	
     and	
     tremendously	
     ugly;	
    
  there	
    is	
    no	
    reason	
    to	
    go	
    there.	
    
  	
    
  DC	
    15:	
    The	
    folk	
    of	
    Coldwater	
    are	
    of	
    the	
    worst	
    moral	
    fibre.	
    
  Many	
     are	
     smugglers	
     and	
     rumours	
     of	
     an	
     evil	
     cult	
     based	
     in	
     the	
    
  village	
    refuse	
    to	
    die.	
    
  	
    
  DC	
     20:	
     A	
     nearby	
     cove	
     has	
     a	
     strange	
     feature	
     buried	
     in	
     its	
    
  cliffs—a	
     sunken	
     staircase	
     that	
     only	
     becomes	
     visible	
     at	
    
  particularly	
    low	
    tides.	
    
  V I L L A G E R S  
  Appearance	
    Dark	
    of	
    hair	
    and	
    pale	
    of	
    skin,	
    many	
    of	
    the	
    villagers	
    
  appear	
     to	
     be	
     unwell	
     in	
     a	
     general,	
     non-­‐descript	
     way.	
     Some	
     are	
    
  horribly	
    disfigured.	
    	
    
  	
    
  Dress	
     Villagers	
     wear	
     loose,	
     ill-­‐fitting	
     woollen	
     or	
     leather	
    
  clothes	
    suited	
    to	
    their	
    trade.	
    
  	
    
  Nomenclature	
     male	
     Arvo,	
     Ilari,	
     Kaarlo,	
     Valto,	
     Viljo;	
     female	
    
  Aila,	
    Eeva,	
    Helmi,	
    Pia,	
    Ulla;	
    family	
    Eerola,	
    Itkonen,	
    Purho,	
    Varala.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Coldwater	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Unguessable	
     things	
     lurk	
     in	
     the	
     waters	
     of	
     Devil	
     Cove.	
    
  Strange	
    figures	
    have	
    been	
    seen	
    moving	
    in	
    the	
    mists	
    and	
    
  people	
    have	
    gone	
    missing	
    there.	
    	
    
  2*	
    
  Armas	
    Hujanen	
    is	
    digging	
    in	
    his	
    cellar	
    for	
    something	
    best	
    
  left	
    buried.	
    He	
    dug	
    so	
    deep,	
    his	
    house	
    almost	
    collapsed!	
    
  3	
    
  The	
     Eerola	
     and	
     the	
     Purho	
     hate	
     each	
     other;	
     the	
     two	
    
  families	
    have	
    been	
    implacable	
    foes	
    for	
    generations.	
    
  4	
    
  Elina	
    Vuolle	
    has	
    nothing	
    but	
    disdain	
    for	
    Coldwater	
    and	
    its	
    
  folk.	
    She’s	
    tried	
    to	
    sell	
    it—and	
    her	
    title—several	
    times.	
    
  5	
    
  A	
    mysterious	
    set	
    of	
    stairs	
    pierces	
    the	
    cliffs	
    of	
    Devil	
    Cove;	
    
  they	
    are	
    only	
    accessible	
    at	
    particularly	
    low	
    tides.	
    
  6*	
    
  Many	
     of	
     the	
     Purho	
     are	
     horribly	
     disfigured;	
     they	
     take	
     a	
    
  perverse	
    pleasure	
    in	
    their	
    appearance	
    and	
    often	
    drown	
    
  healthy	
    babies	
    born	
    into	
    the	
    family.	
    
  *False	
    rumour	
    
  	
    	
    
   
  
  12	
    
  D E N H E A R T H  A T  A  G L A N C E  
  Deciding	
    he	
    wanted	
    his	
    army	
    and	
    minions	
    close	
    at	
    hand,	
    the	
    red	
    
  dragon	
    tyrant	
    Cinderblaze	
    created	
    an	
    encampment	
    for	
    them	
    on	
    
  the	
     plateau	
     outside	
     his	
     lair.	
     In	
     time,	
     Cinderblaze's	
     powers	
    
  waned,	
     and	
     30	
     years	
     ago	
     he	
     was	
     slain	
     by	
     the	
     gold	
     dragon	
    
  Galiantana	
     and	
     his	
     army	
     scattered.	
     Left	
     unprotected,	
     the	
    
  remaining	
     servants—as	
     often	
     subject	
     to	
     the	
     cruelties	
     their	
    
  draconic	
    master	
    as	
    those	
    outside	
    its	
    borders—found	
    themselves	
    
  at	
    the	
    mercy	
    of	
    revenge-­‐	
    and	
    treasure-­‐seeking	
    raiders.	
    
  	
    
  Seeing	
    what	
    she	
    had	
    wrought,	
    Galiantana	
    returned,	
    bringing	
    
  Cinderblaze’s	
     minions	
     under	
     her	
     protection.	
     The	
     encampment	
    
  was	
    transformed	
    into	
    the	
    village	
    of	
    Denhearth,	
    which	
    flourished	
    
  thanks	
     to	
     the	
     dragon's	
     guidance	
     and	
     protection.	
     Discovering	
     a	
    
  number	
     of	
     burgeoning	
     sorcerers—gifted	
     with	
     a	
     touch	
     of	
    
  Cinderblaze's	
     powers—Galiantana	
     founded	
     a	
     grand	
     college	
     to	
    
  further	
     knowledge	
     of	
     sorcerous	
     and	
     draconic	
     matters.	
     The	
    
  Academy	
     grew	
     over	
     the	
     ensuing	
     decades,	
     attracting	
     sorcerers,	
    
  scholars	
    and	
    artisans	
    from	
    around	
    the	
    region.	
    	
    
  	
    
  Ruling	
     through	
     a	
     seneschal,	
     Galiantana	
     withdrew	
     to	
     her	
    
  predecessor's	
     den,	
     where	
     she	
     was	
     recently	
     stricken	
     by	
     a	
    
  mysterious	
     illness,	
     a	
     secret	
     that	
     could	
     put	
     the	
     village	
     in	
     dire	
    
  jeopardy	
    if	
    it	
    ever	
    emerges.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Bartia	
    Moonsheen	
    
  Government	
    Secret	
    syndicate	
    
  Population	
     197	
     (129	
     humans,	
     26	
     half-­‐elves,	
     16	
     half-­‐orcs,	
     13	
    
  halflings,	
    11	
    elves,	
    2	
    others)	
    
  Alignment	
    LG,	
    LN	
    
  Languages	
    Common,	
    Draconic	
    
  Corruption	
    1;	
    Crime	
    1;	
    Economy	
    2;	
    Law	
    -­‐6;	
    Lore	
    +4;	
    Society	
    0	
    
  Qualities	
    Academic,	
    magically	
    attuned,	
    prosperous	
    	
    
  Danger	
    0	
    
  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:	
    
  Bartia	
     Moonsheen	
     (location	
     2;	
     LG	
     female	
     venerable	
     elf	
    
  aristocrat	
    3)	
    Galiantana's	
    seneschal,	
    this	
    elder	
    elf	
    serves	
    as	
    
  Denhearth's	
    institutional	
    memory.	
    
  Beniras	
     Spellwright	
     (location	
     8;	
     LN	
     male	
     half-­‐orc	
     expert	
     5)	
     A	
    
  failed	
    Academy	
    student,	
    this	
    burly	
    half-­‐orc	
    turned	
    his	
    talents	
    
  to	
    creating	
    fine,	
    often	
    enchanted,	
    weapons	
    and	
    armour.	
    
  Lord	
     Dorl	
     Shinawa	
     (location	
     6;	
     CG	
     male	
     human	
     sorcerer	
    
  [destined]	
    2)	
    The	
    scion	
    of	
    a	
    far-­‐off	
    noble	
    family,	
    he	
    spends	
    
  more	
    time	
    at	
    his	
    leisure	
    than	
    at	
    his	
    studies.	
    
  Polya	
     Asrik	
     (location	
     1;	
     LN	
     female	
     human	
     fighter	
     4/sorcerer	
    
  [draconic]	
    3)	
    Back	
    in	
    her	
    hometown	
    after	
    a	
    stint	
    adventuring,	
    
  the	
    head	
    of	
    the	
    village	
    guard	
    suffers	
    no	
    nonsense.	
    
  Salkan	
     Teft	
     (location	
     9;	
     LN	
     male	
     human	
     sorcerer	
     [draconic	
    
  {gold}]	
     5/dragon	
     disciple	
     4)	
     Salkan	
     is	
     the	
     head	
     of	
     the	
    
  Academy	
    of	
    Draconic	
    Arts.	
    
  Shahaz	
     Glenfall	
     (location	
     9;	
     CG	
     female	
     half-­‐dragon	
     human	
    
  wizard	
     [universalist]	
     5)	
     This	
     eccentric	
     teacher	
     is	
     a	
     popular	
    
  figure	
    with	
    students	
    and	
    villagers	
    alike.	
    
  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. Village	
     Gates:	
     The	
     massive	
     fortifications	
     at	
     the	
     entrance	
     to	
    
  Denhearth	
    are	
    remnants	
    of	
    the	
    village's	
    original	
    purpose.	
    	
    
  2. Town	
    Hall:	
    This	
    building	
    houses	
    the	
    village’s	
    administration	
    as	
    
  well	
    as	
    the	
    guard’s	
    headquarters	
    and	
    a	
    small	
    prison.	
    	
    
  3. Market	
     Square:	
     This	
     tent	
     market	
     offers	
     fresh	
     produce	
     and	
    
  meat	
    from	
    nearby	
    farmers,	
    hunters	
    and	
    gatherers.	
    	
    
  4. The	
    Golden	
    Nest:	
    This	
    luxurious	
    inn	
    caters	
    to	
    rich	
    visitors.	
    
  5. The	
    Dragon's	
    Lair:	
    A	
    rough	
    and	
    tumble	
    tavern	
    and	
    hostel.	
    
  6. Gundy's	
    Social	
    Hall:	
    This	
    former	
    barracks	
    was	
    converted	
    into	
    a	
    
  popular	
    gathering	
    place	
    for	
    students	
    and	
    villagers.	
    	
    
  7. The	
     Hoard:	
     This	
     well-­‐protected	
     shop	
     offers	
     wondrous	
     items	
    
  created	
    by	
    academy	
    students	
    at	
    a	
    high	
    markup.	
    
  8. The	
    Dragonforge:	
    This	
    blacksmith's	
    shop	
    crafts	
    fine	
    weapons,	
    
  often	
    imbued	
    with	
    magic.	
    
  9. The	
    Academy	
    of	
    Draconic	
    Arts:	
    Almost	
    a	
    separate	
    community,	
    
  the	
    academy	
    houses	
    dozens	
    of	
    teachers	
    and	
    students.	
    
  10. Galiantana's	
    Den:	
    The	
    caves	
    that	
    housed	
    first	
    Cinderblaze	
    and	
    
  now	
    Galiantana	
    are	
    well-­‐protected	
    and	
    off	
    limits	
    to	
    almost	
    all.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Magical	
    goods,	
    scholarship	
    
  Base	
     Value	
     750	
     gp;	
     Purchase	
     Limit	
     4,250	
     gp;	
     Spellcasting	
     6th;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Denhearth,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
     &	
     Oils	
     draconic	
     reservoir	
     (900	
     gp),	
     elixir	
     of	
     dragon	
    
  breath	
    (1,400	
    gp)	
    
  § 
  Scrolls	
     (Arcane)	
     form	
     of	
     the	
     dragon	
     I	
     (1,800	
     gp),	
     dragon's	
    
  breath	
    (800	
    gp)	
    
  § 
  Weapons	
    and	
    armour	
    +1	
    longsword	
    (2,315	
    gp),	
    +1	
    impervious	
    
  breastplate	
    (4,500	
    gp),	
    fire-­‐forged	
    steel	
    chainmail	
    	
    (2,700	
    gp)	
    
  § 
  Wondrous	
     Items	
     headband	
     of	
     alluring	
     charisma	
     (4,000	
     gp),	
    
  pearl	
     of	
     power	
     (2nd-­‐level	
     spell)	
     (4,000	
     gp),	
     sorcerer's	
     robe	
    
  (5,000	
    gp)	
    
  	
    
   
  
  13	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     Denhearth.	
     A	
    
  successful	
    check	
    gains	
    all	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     10:	
     Denhearth	
     is	
     known	
     mainly	
     for	
     its	
     Academy	
     of	
    
  Draconic	
    Arts,	
    which	
    teaches	
    sorcery	
    to	
    any	
    with	
    the	
    ability.	
    
  	
    
  DC	
    15:	
    The	
    red	
    dragon	
    Cinderblaze	
    founded	
    Denhearth	
    as	
    a	
    
  home	
    for	
    his	
    army	
    and	
    servants.	
    He	
    was	
    slain	
    by	
    the	
    gold	
    dragon	
    
  Galiantana,	
    who	
    now	
    makes	
    it	
    her	
    home.	
    
  	
    
  DC	
     25:	
     Home	
     to	
     the	
     dragons'	
     combined	
     hoards,	
     as	
     well	
     as	
    
  generous	
    magical	
    resources,	
    Denhearth	
    is	
    incredibly	
    wealthy.	
    
  V I L L A G E R S  
  Appearance	
    People	
    come	
    to	
    the	
    Academy	
    of	
    Draconic	
    Arts	
    from	
    
  all	
     over	
     the	
     world	
     and	
     while	
     many	
     depart	
     upon	
     graduation,	
    
  enough	
    stay	
    to	
    give	
    Denhearth	
    a	
    wide	
    array	
    of	
    racial	
    types,	
    from	
    
  dark	
    southerners	
    to	
    tan-­‐skinned	
    easterners	
    to	
    pale	
    northerners.	
    
  	
    
  Dress	
     Denhearth's	
     wealth	
     is	
     reflected	
     in	
     its	
     residents'	
    
  clothes.	
     While	
     typically	
     not	
     the	
     most	
     recent	
     court	
     fashions,	
    
  almost	
    all	
    are	
    well	
    made,	
    with	
    gold	
    and	
    silver	
    thread	
    embroidery	
    
  common.	
    Stitched	
    dragon	
    ornamentation	
    is	
    very	
    popular.	
    
  	
    
  Nomenclature	
     male	
     Lyel,	
     Naghios,	
     Utheru,	
     Vineet;	
     female	
    
  Adoll,	
     Iniri,	
     Teia,	
     Zakiya;	
     family	
     Arkwright,	
     Kanene,	
     Soliatath,	
    
  Spellfalcon.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Denhearth	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1*	
    
  Shahaz	
     Glenfall	
     is	
     actually	
     descended	
     from	
     Galiantana.	
    
  No,	
    from	
    Cinderblaze!	
    
  2	
    
  The	
    seneschal	
    is	
    making	
    decrees	
    on	
    her	
    own,	
    instead	
    of	
    
  following	
    Galiantana's	
    instructions.	
    
  3	
    
  Tribes	
    of	
    kobolds	
    lurk	
    at	
    the	
    base	
    of	
    the	
    mountain,	
    where	
    
  they	
    worship	
    Cinderblaze	
    as	
    a	
    god	
    and	
    plot	
    to	
    raise	
    him	
    
  from	
    the	
    dead.	
    
  4*	
    
  Bartia	
    Moonsheen	
    not	
    only	
    speaks	
    for	
    Galiantana,	
    but	
    is	
    
  actually	
    the	
    dragon's	
    familiar.	
    
  5*	
    
  Salkan	
     Teft	
     has	
     commissioned	
     a	
     sword	
     of	
     incredible	
    
  power	
    from	
    Beniras	
    for	
    some	
    secret	
    purpose.	
    
  6	
    
  Four	
     visitors	
     to	
     the	
     village	
     recently	
     tried	
     to	
     sneak	
     into	
    
  Galiantana's	
     den	
     and	
     steal	
     her	
     hoard.	
     They	
     never	
    
  emerged.	
    	
    
  *False	
    rumour	
    
  
  14	
    
  E D G E W O O D  A T  A  G L A N C E  
  Edgewood	
    rests	
    on	
    the	
    east	
    side	
    of	
    the	
    vast	
    Shadetimber	
    Forest.	
    
  A	
     wide	
     stream	
     flows	
     from	
     the	
     forest,	
     marking	
     Edgewood’s	
    
  northern	
    border.	
    The	
    forest	
    and	
    stream	
    provide	
    plenty	
    of	
    game	
    
  and	
     fish	
     for	
     the	
     villagers,	
     who	
     make	
     their	
     living	
     growing	
     fruits	
    
  and	
     vegetables	
     and	
     harvesting	
     honey	
     from	
     hives	
     standing	
     a	
    
  quarter	
    mile	
    south	
    of	
    the	
    village	
    proper.	
    Edgewood	
    trades	
    most	
    
  of	
     its	
     goods	
     to	
     neighbouring	
     villages	
     and	
     towns	
     and	
     has	
    
  prospered	
     since	
     its	
     founding	
     nearly	
     100	
     years	
     ago.	
     The	
     village	
    
  seems	
    immune	
    to	
    major	
    upheavals	
    affecting	
    the	
    region	
    and	
    has	
    
  thrived	
    through	
    major	
    droughts,	
    wars	
    and	
    monstrous	
    incursions.	
    
  Despite	
     its	
     prosperity,	
     Edgewood	
     has	
     not	
     grown	
     much	
     in	
    
  terms	
     of	
     population	
     beyond	
     the	
     ninety	
     original	
     settlers.	
     The	
    
  village’s	
    success	
    comes	
    at	
    a	
    bizarre	
    price,	
    as	
    every	
    year	
    one	
    to	
    
  three	
    villagers	
    succumb	
    to	
    a	
    random,	
    brutal	
    attack	
    by	
    a	
    group	
    of	
    
  creatures	
     from	
     the	
     forest.	
     At	
     first	
     the	
     attacks	
     occurred	
     during	
    
  one	
    of	
    the	
    solstices	
    and	
    involved	
    brazen	
    attacks	
    by	
    wild	
    animals,	
    
  which	
    ignored	
    other	
    villagers	
    as	
    they	
    sought	
    their	
    prey.	
    Once	
    the	
    
  inhabitants	
    discovered	
    the	
    pattern	
    and	
    attempted	
    to	
    circumvent	
    
  the	
     attacks,	
     the	
     timing	
     became	
     utterly	
     random.	
     Those	
     who	
    
  openly	
     discuss	
     settling	
     down	
     in	
     Edgewood	
     hear	
     ominous	
    
  warnings	
    from	
    the	
    current	
    residents.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Mayor	
    Velendra	
    Arrisse	
    
  Government	
    Autocracy	
    
  Population	
    154	
    (57	
    humans,	
    8	
    elves,	
    16	
    gnomes,	
    28	
    half-­‐elves,	
    
  12	
    half-­‐orcs,	
    33	
    halflings)	
    
  Alignments	
    NG,	
    CG,	
    N,	
    CN	
    
  Languages	
    Common,	
    Elven,	
    Gnome,	
    Halfling,	
    Sylvan	
    
  Corruption	
    –1;	
    Crime	
    –5;	
    Economy	
    +0;	
    Law	
    +1;	
    Lore	
    –1;	
    Society	
    
  +1	
    
  Qualities	
    Prosperous,	
    superstitious	
    
  Danger	
    +0;	
    Disadvantages	
    Night	
    of	
    terror	
    (danger	
    +10)	
    
  N O T A B L E 	
    F O L K	
    
  Most	
     of	
     the	
     population	
     are	
     nothing	
     more	
     than	
     hardworking	
    
  farmers.	
    A	
    few,	
    however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  Barth	
    Poul	
    (locations	
    1	
    and	
    6;	
    N	
    male	
    human	
    fighter	
    3)	
    Barth,	
    is	
    
  Edgewood’s	
    bailiff,	
    but	
    his	
    duties	
    amount	
    to	
    little	
    more	
    than	
    
  breaking	
    up	
    the	
    occasional	
    drunken	
    brawl.	
    He	
    typically	
    helps	
    
  his	
    wife,	
    Quinna,	
    at	
    Edgewood	
    Inn.	
    
  Cleauregard	
    (location	
    3;	
    LN	
    male	
    human	
    ex-­‐paladin	
    4)	
    A	
    haughty	
    
  paladin	
    who	
    believed	
    he	
    could	
    solve	
    Edgewood’s	
    “curse.”	
    He	
    
  instead	
     became	
     an	
     agent	
     of	
     death	
     by	
     spontaneously	
    
  transforming	
    into	
    a	
    werewolf	
    and	
    slaughtering	
    a	
    child.	
    
  Glennon	
     Clee	
     (location	
     9;	
     N	
     male	
     gnome	
     druid	
     7)	
     Son	
     of	
     the	
    
  village’s	
    original	
    settlers,	
    Glennon	
    oversees	
    the	
    beehives.	
    
  Mayor	
    Velendra	
    Arrisse	
    (location	
    7;	
    NG	
    female	
    half-­‐elf	
    aristocrat	
    
  2)	
    Leader	
    of	
    Edgewood	
    for	
    five	
    years,	
    Velendra	
    has	
    two	
    more	
    
  years	
    remaining	
    in	
    her	
    term.	
    She	
    lost	
    her	
    partner	
    14	
    years	
    
  ago	
    to	
    the	
    yearly	
    culling	
    in	
    the	
    form	
    of	
    a	
    pack	
    of	
    ghouls.	
    
  “Nattering”	
     Nim	
     Indra	
     (location	
     variable;	
     CN	
     male	
     halfling	
    
  commoner	
    2)	
    Nim	
    claims	
    to	
    know	
    the	
    truth	
    of	
    the	
    village’s	
    
  yearly	
     losses;	
     fellow	
     villagers	
     regard	
     him	
     as	
     a	
     harmless	
    
  conspiracy	
     nut,	
     so	
     he	
     only	
     now	
     shares	
     his	
     theories	
     with	
    
  visitors.	
    
  Quinna	
     Poul	
     (location	
     1;	
     CG	
     female	
     half-­‐orc	
     expert	
     4)	
     Quinna	
    
  owns	
     Edgewood	
     Inn	
     and	
     is	
     usually	
     the	
     first	
     person	
     who	
    
  meets	
    visitors	
    to	
    the	
    village.	
    
  Zerb	
    (location	
    variable;	
    NG	
    pixie	
    rogue	
    2)	
    Zerb	
    indulges	
    Nim	
    in	
    
  his	
    conspiracies	
    and	
    excitedly	
    adds	
    insane	
    speculation.	
    
  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. Edgewood	
     Inn:	
     Sitting	
     on	
     the	
     only	
     road	
     leading	
     through	
     the	
    
  village,	
     Edgewood	
     Inn	
     is	
     a	
     charming,	
     cosy	
     destination	
     for	
    
  travellers.	
    
  2. Eternal	
     Lovers:	
     A	
     pair	
     of	
     centuries-­‐old	
     oaks	
     has	
     entwined	
    
  starting	
    twelve	
    feet	
    from	
    the	
    ground,	
    creating	
    a	
    massive	
    home	
    
  for	
    birds	
    and	
    squirrels	
    that	
    harms	
    neither	
    tree.	
    
  3. Sacrifice	
    Square:	
    Cleauregard	
    spends	
    most	
    of	
    his	
    time	
    at	
    this	
    
  shameful	
    reminder	
    of	
    a	
    time	
    when	
    the	
    villagers	
    thought	
    they	
    
  could	
    control	
    what	
    (or	
    whom)	
    got	
    taken	
    each	
    year.	
    
  4. Storage	
     Houses:	
     Warehouses,	
     protected	
     from	
     the	
     heat	
     and	
    
  humidity,	
    hold	
    harvested	
    goods	
    ready	
    for	
    trade	
    and	
    sale.	
    
  5. Honey	
    Haven:	
    This	
    tavern	
    caters	
    to	
    visitors	
    and	
    offers	
    a	
    fine	
    
  selection	
    of	
    mead;	
    locals	
    frequent	
    the	
    tavern.	
    
  6. Bailiff’s	
    Office:	
    Ostensibly	
    where	
    Barth	
    Poul	
    works,	
    this	
    office	
    
  is	
    usually	
    unoccupied.	
    
  7. Mayor’s	
     Hall:	
     Velendra	
     Arrisse’s	
     offices	
     are	
     here,	
     but	
     she	
    
  usually	
     wanders	
     about	
     the	
     village	
     and	
     along	
     the	
     forest’s	
    
  bounds.	
    
  8. Festival	
     Grounds:	
     A	
     previous	
     mayor	
     decided	
     to	
     celebrate	
    
  Edgewood’s	
    prosperity	
    and	
    commissioned	
    the	
    building	
    of	
    this	
    
  area,	
    which	
    hosts	
    major	
    festivals	
    after	
    harvests.	
    
  9. Beehives:	
    Glennon	
    Clee	
    oversees	
    druidic	
    beekeepers	
    tending	
    
  two	
    dozen	
    hives;	
    the	
    druids	
    render	
    the	
    bees	
    relatively	
    docile.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Farm	
    goods,	
    honey,	
    hospitality	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     1st;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Edgewood,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
    &	
    Oils	
    cure	
    light	
    wounds	
    (50	
    gp),	
    oil	
    of	
    magic	
    weapon	
    
  (50	
    gp)	
    
  § 
  Scrolls	
    (Divine)	
    entangle	
    (25	
    gp),	
    speak	
    with	
    animals	
    (25	
    gp)	
    
  § 
  Wondrous	
    Items	
    feather	
    token	
    (tree,	
    200	
    gp)	
    
  
  15	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    something	
    about	
    Edgewood.	
    A	
    successful	
    check	
    
  reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    10:	
    A	
    displaced	
    group	
    of	
    wanderers	
    founded	
    Edgewood	
    
  almost	
     100	
     years	
     ago.	
     The	
     village	
     sells	
     high-­‐quality	
     fruits	
     and	
    
  vegetables,	
    as	
    well	
    as	
    regionally	
    renowned	
    honey.	
    
  	
    
  DC	
    15:	
    The	
    villagers	
    are	
    friendly,	
    and	
    Edgewood	
    provides	
    an	
    
  excellent	
    waystation	
    for	
    those	
    entering	
    Shadetimber.	
    
  	
    
  DC	
     20:	
     Edgewood’s	
     residents	
     suffer	
     an	
     unusual	
     curse;	
     at	
    
  least	
     one	
     villager	
     dies	
     a	
     year	
     as	
     the	
     result	
     of	
     a	
     savage	
     attack.	
    
  Even	
    those	
    who	
    have	
    left	
    the	
    village	
    are	
    potential	
    victims.	
    
  V I L L A G E R S  
  Appearance	
    Natives	
    of	
    Edgewood	
    have	
    a	
    variety	
    of	
    skin	
    tones,	
    
  eye	
    colour	
    and	
    hair,	
    owing	
    to	
    the	
    original	
    settlers’	
    diversity.	
    	
    
  	
    
  Dress	
     Most	
     villagers	
     wear	
     loose-­‐fitting	
     and	
     utilitarian	
    
  clothing.	
     Quinna	
     and	
     Mayor	
     Velendra	
     Arrisse	
     dress	
     more	
    
  elegantly,	
    since	
    they	
    deal	
    with	
    outsiders	
    more	
    than	
    most.	
    
  	
    
  Nomenclature	
     male	
     Andras,	
     Owain,	
     Styv;	
     female	
     Fianne,	
    
  Mika,	
    Quinna;	
    family	
    Arrisse,	
    Clee,	
    Dyllan,	
    Poul.	
    	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Edgewood	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  The	
    former	
    paladin,	
    Cleauregard,	
    cannot	
    truly	
    regain	
    his	
    
  powers	
    until	
    he	
    removes	
    Edgewood’s	
    curse.	
    
  2	
    
  Nim	
     claims	
     the	
     yearly	
     deaths	
     are	
     an	
     experiment	
    
  conducted	
    by	
    extraplanar	
    beings.	
    
  3*	
    
  One	
     of	
     Edgewood’s	
     founders	
     suffered	
     from	
     a	
     terrible	
    
  curse	
     that	
     killed	
     all	
     those	
     he	
     loved.	
     When	
     he	
     died,	
     the	
    
  curse	
    transferred	
    to	
    the	
    village.	
    
  4	
    
  Another	
    of	
    Nim’s	
    wild	
    theories	
    holds	
    that	
    the	
    bees	
    know	
    
  the	
     truth	
     of	
     the	
     village’s	
     situation,	
     but	
     one	
     must	
     speak	
    
  their	
    language	
    to	
    learn	
    the	
    secret.	
    
  5	
    
  Two	
     years	
     ago,	
     a	
     visiting	
     cleric	
     restored	
     one	
     of	
     the	
    
  victims	
    to	
    life,	
    but	
    she	
    and	
    the	
    cleric	
    died	
    two	
    days	
    later.	
    
  6*	
    
  Since	
    the	
    yearly	
    attacks	
    only	
    take	
    the	
    lives	
    of	
    Edgewood’s	
    
  residents,	
    Velendra	
    has	
    struck	
    upon	
    the	
    idea	
    of	
    making	
    
  all	
    visitors	
    honorary	
    residents	
    to	
    save	
    her	
    people.	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  16	
    
  F U L H U R S T  M O O R S  A T  A  G L A N C E  
  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.	
    
  D E M O G R A P H I C S	
    
  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	
    	
    
  Corruption	
    -­‐1;	
    Crime	
    -­‐2;	
    Economy	
    -­‐5;	
    Law	
    -­‐3;	
    Lore	
    +1;	
    Society	
    -­‐
  6	
    
  Qualities	
    Insular,	
    rumormongering	
    citizens	
    
  Danger	
    +20;	
    Disadvantages	
    Hunted	
    
  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	
     expert	
     2)	
    
  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	
    expert	
    3)	
    Solid	
    as	
    
  the	
    walls	
    of	
    his	
    inn,	
    Bulgrim	
    is	
    the	
    proud	
    owner	
    of	
    the	
    Bell	
    
  and	
    Whistles.	
    
  Devyn	
    Matson	
    (location	
    7;	
    LN	
    male	
    human	
    fighter	
    1/warrior	
    3)	
    
  Stern,	
    Devyn	
    takes	
    his	
    duties	
    as	
    constable	
    seriously.	
    
  Eliza	
    Reede	
    (location	
    2;	
    N	
    female	
    human	
    adept	
    4)	
    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	
    rogue	
    2/expert	
    
  2)	
    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	
    
  Resources	
    &	
    Industry	
    Sheep	
    farming,	
    peat	
    cutting	
    
  Base	
    Value	
    400	
    gp;	
    Purchase	
    Limit	
    2,500	
    gp;	
    Spellcasting	
    3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Fulhurst	
    Moors,	
    the	
    following	
    items	
    are	
    
  for	
    sale:	
    
  § 
  Potions	
    &	
    Oils	
    endure	
    elements	
    (50	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    silent	
    image	
    (25	
    gp),	
    ice	
    storm	
    (700	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    holy	
    smite	
    (700	
    gp)	
    
  § 
  Wand	
    mage	
    armour	
    (28	
    chgs.;	
    420	
    gp)	
    
  
  17	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     Fulhurst	
     Moors.	
     A	
    
  successful	
     check	
     reveals	
     all	
     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	
    in	
    the	
    vicinity	
    of	
    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  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Fulhurst	
    
  Moors	
    and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    
  DC	
     10	
     check.	
     A	
     PC	
     exceeding	
     this	
     check	
     gains	
     one	
     additional	
    
  rumour	
    for	
    each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    
  table	
    below,	
    to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  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	
    
  	
    
   
  
  18	
    
  H O P E S P Y R E  A T  A  G L A N C E  
  Founded	
    40	
    years	
    ago	
    by	
    Dagor	
    Thursh,	
    the	
    secluded	
    village	
    of	
    
  Hopespyre	
     is	
     his	
     and	
     his	
     Church	
     of	
     the	
     Redemptive	
     Flame's	
    
  refuge	
    from	
    the	
    sinful	
    world.	
    	
    
  	
    
  In	
    his	
    youth,	
    as	
    a	
    soldier	
    for	
    a	
    cruel	
    despot,	
    Thursh	
    witnessed	
    
  and	
     was	
     responsible	
     for	
     unspeakable	
     acts	
     of	
     horror.	
     Soul	
    
  blackened	
     by	
     his	
     experiences,	
     for	
     many	
     long	
     years	
     he	
     saw	
     no	
    
  escape	
    from	
    the	
    army.	
    He	
    found	
    his	
    way	
    out,	
    however,	
    amid	
    the	
    
  flames	
    of	
    a	
    fireball	
    that	
    slew	
    most	
    of	
    his	
    comrades.	
    Surviving,	
    he	
    
  took	
    the	
    experience	
    as	
    a	
    sign	
    he	
    finally	
    had	
    to	
    start	
    a	
    new	
    life.	
    
  Preaching	
     that	
     one's	
     sins	
     could	
     be	
     burned	
     away	
     in	
     fire,	
     he	
    
  quickly	
    attracted	
    a	
    small	
    following.	
    
  	
    
  He	
    also	
    attracted	
    the	
    attention	
    of	
    both	
    the	
    despot	
    and	
    the	
    
  church	
     of	
     Darlen,	
     god	
     of	
     the	
     sun,	
     who	
     found	
     his	
     teachings	
    
  heretical.	
     Thus,	
     the	
     church	
     fled	
     to	
     the	
     wilderness,	
     where	
     they	
    
  established	
    Hope's	
    Pyre	
    (later	
    shortened	
    to	
    Hopespyre).	
    	
    
  	
    
  The	
    village	
    is	
    centred	
    around	
    the	
    constantly	
    burning	
    Font	
    of	
    
  Redemption,	
    a	
    bonfire	
    emblematic	
    of	
    the	
    village	
    founder	
    and	
    his	
    
  followers'	
    faith.	
    Longhouses,	
    holding	
    all	
    the	
    village's	
    single	
    men	
    
  and	
    women,	
    stand	
    tall	
    in	
    contrast	
    to	
    other	
    buildings.	
    
  	
    
  Well-­‐armed	
     guards	
     stand	
     watch	
     at	
     the	
     village's	
     borders,	
    
  constantly	
     vigilant	
     for	
     threats	
     from	
     monsters	
     and	
     secular	
     and	
    
  religious	
     authorities.	
     Despite	
     that,	
     those	
     who	
     are	
     judged	
     safe	
    
  find	
     a	
     warm	
     welcome,	
     with	
     invitations	
     to	
     services	
     and	
     the	
    
  communal	
     meals	
     that	
     follow.	
     While	
     the	
     reception	
     is	
     sincere,	
    
  should	
    visitors	
    cause	
    Thursh	
    to	
    fear	
    they	
    are	
    agents	
    of	
    the	
    cult's	
    
  enemies,	
    they	
    won't	
    leave	
    the	
    village	
    alive.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Dagor	
    Thursh	
    
  Government	
    Magical	
    
  Population	
     156	
     (70	
     humans,	
     38	
     half-­‐orcs,	
     22	
     half-­‐elves,	
     10	
    
  dwarves,	
    8	
    elves,	
    8	
    halflings)	
    
  Alignments	
    NG,	
    LN	
    
  Languages	
    Common,	
    Ignan	
    
  Corruption	
    -­‐3;	
    Crime	
    -­‐1;	
    Economy	
    -­‐5;	
    Law	
    -­‐1;	
    Lore	
    +2;	
    Society	
    -­‐2	
    
  Qualities	
    Insular,	
    pious	
    
  Danger	
     +2;	
     Disadvantages	
     Anathema	
     (established	
     authorities	
    
  reject	
     this	
     settlement,	
     which	
     they	
     would	
     destroy	
     if	
     they	
    
  knew	
    its	
    location;	
    -­‐4	
    economy)	
    
  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:	
    
  Barja	
    Embersin	
    (location	
    4;	
    NG	
    female	
    dwarf	
    rogue	
    2/expert	
    2)	
    
  The	
    overprotective	
    "mother"	
    of	
    the	
    Sister's	
    House.	
    
  Dagor	
     Thursh	
     (location	
     2;	
     NG	
     male	
     venerable	
     half-­‐orc	
     fighter	
    
  3/oracle	
    [flame]	
    10)	
    The	
    aging	
    founder	
    of	
    Hopespyre.	
    
  Denmin	
    Thursh	
    (location	
    7;	
    NG	
    male	
    middle-­‐aged	
    half-­‐orc	
    oracle	
    
  [flame]	
    8)	
    Dagor's	
    oldest	
    son,	
    by	
    his	
    now	
    dead	
    wife,	
    is	
    a	
    true	
    
  believer	
    and	
    hopes	
    to	
    continue	
    his	
    father's	
    work.	
    
  Friyet	
    Halsh	
    (location	
    6;	
    N	
    middle-­‐aged	
    female	
    human	
    expert	
    2)	
    
  Udealia's	
    vainglorious	
    mother	
    still	
    harbours	
    resentment	
    that	
    
  Dagor	
    Thursh	
    refused	
    to	
    marry	
    her	
    when	
    his	
    wife	
    died.	
    
  Katin	
    Shiss	
    (location	
    8;	
    LE	
    male	
    half-­‐elf	
    bard	
    2/cleric	
    4)	
    Secretly	
    a	
    
  cleric	
     of	
     the	
     elemental	
     lord	
     of	
     fire,	
     he	
     married	
     Udealia	
    
  Fireborn	
    as	
    part	
    of	
    a	
    scheme	
    to	
    subvert	
    the	
    community.	
    
  Shan	
     Whistletree	
     (location	
     5;	
     NG	
     male	
     halfling	
     ranger	
     4)	
     The	
    
  host	
    of	
    the	
    Visitor's	
    House.	
    
  Udealia	
    Fireborn	
    	
    (location	
    1;	
    N	
    female	
    half-­‐orc	
    oracle	
    [flame]	
    6)	
    
  An	
    illegitimate	
    daughter	
    of	
    Dagor,	
    she's	
    encouraged	
    by	
    her	
    
  husband	
    and	
    mother	
    to	
    take	
    power	
    as	
    her	
    father	
    declines.	
    	
    
  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. Font	
     of	
     Redemption:	
     This	
     ever-­‐burning	
     pyre	
     is	
     Hopespyre’s	
    
  literal	
    and	
    spiritual	
    heart.	
    	
    
  2. Dagor	
     Thursh's	
     home:	
     Other	
     than	
     two	
     guards,	
     little	
    
  distinguishes	
    the	
    cult	
    leader's	
    home	
    from	
    other	
    residences.	
    
  3. Brother's	
     House:	
     The	
     village's	
     unmarried	
     men	
     live	
     in	
     this	
    
  wooden	
    longhouse.	
    
  4. Sister's	
     House:	
     This	
     wooden	
     longhouse	
     houses	
     the	
     single	
    
  women	
    of	
    Hopespyre.	
    
  5. Visitors’	
    House:	
    Half-­‐hostel	
    and	
    half-­‐prison,	
    visitors	
    stay	
    here	
    
  for	
    free,	
    treated	
    as	
    guests	
    but	
    watched	
    with	
    a	
    wary	
    eye.	
    
  6. Communal	
    Kitchens:	
    The	
    village's	
    meals	
    are	
    served	
    here.	
    	
    
  7. Makers’	
    Hall:	
    Craftsmen	
    use	
    this	
    site,	
    originally	
    several	
    houses	
    
  that	
    were	
    later	
    connected,	
    to	
    make	
    magic	
    items.	
    
  8. Secret	
     Shrine:	
     Secret	
     followers	
     of	
     the	
     elemental	
     lord	
     of	
     fire	
    
  meet	
    at	
    this	
    home	
    owned	
    by	
    Katin	
    Shiss'	
    supposed	
    sister.	
    
  9. Watch	
     Tower:	
     Two	
     guards	
     occupy	
     these	
     towers	
     at	
     all	
     times,	
    
  keeping	
    an	
    eye	
    out	
    for	
    threats	
    within	
    and	
    without.	
    	
    	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Farming,	
    magical	
    goods	
    
  Base	
     Value	
     500	
     gp;	
     Purchase	
     Limit	
     2,500	
     gp;	
     Spellcasting	
     5th;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Hopespyre,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Potions	
     &	
     Oils	
     cure	
     light	
     wounds	
     (50	
     gp),	
     sanctuary	
     (50	
     gp),	
    
  daylight	
    (750	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    fireball	
    (375	
    gp),	
    detect	
    scrying	
    (700	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    atonement	
    (1,125	
    gp)	
    
  § 
  Weapons	
     +1	
     flaming	
     longsword	
     (8,315	
     gp),	
     +2	
     flaming	
     burst	
    
  shortbow	
    (32,330	
    gp)	
    
  § 
  Wondrous	
     Items	
     elixir	
     of	
     truth	
     (500	
     gp),	
     phylactery	
     of	
    
  faithfulness	
    (1,000	
    gp),	
    necklace	
    of	
    fireballs	
    (type	
    V;	
    5,850	
    gp)	
    
  
  19	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     some	
     information	
     about	
     Hopespyre.	
     A	
    
  successful	
    check	
    reveals	
    all	
    information	
    gained	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     10:	
     A	
     group	
     of	
     religious	
     heretics	
     fled	
     civilization	
     and	
    
  founded	
    Hopespyre	
    as	
    a	
    place	
    of	
    refuge.	
    	
    
  	
    
  DC	
    20:	
    The	
    Church	
    of	
    the	
    Redemptive	
    Flame	
    was	
    founded	
    by	
    
  a	
    soldier,	
    Dagor	
    Thursh,	
    who	
    claimed	
    one	
    could	
    burn	
    sins	
    away.	
    
  	
    
  DC	
     25:	
     Hopespyrers	
     are	
     welcoming,	
     but	
     also	
     extremely	
    
  paranoid;	
    those	
    considered	
    threats	
    aren't	
    allowed	
    to	
    leave.	
    	
    
  V I L L A G E R S  
  Appearance	
    Women	
    wear	
    their	
    long	
    hair	
    unbound,	
    while	
    men	
    
  grow	
    beards	
    to	
    impressive	
    lengths.	
    
  	
    
  Dress	
     Villagers	
     uniformly	
     wear	
     white	
     linen	
     trousers	
     and	
    
  tunic.	
    Adults	
    also	
    wear	
    a	
    red,	
    orange	
    or	
    yellow	
    shawl,	
    the	
    colour	
    
  indicating	
    their	
    state	
    of	
    redemption.	
    	
    
  	
    
  Nomenclature	
    male	
    Breel,	
    Fahis,	
    Stoig;	
    female	
    Aseri,	
    Harag,	
    
  Ketka;	
    family	
    Fireborn	
    (this	
    name	
    is	
    shared	
    by	
    a	
    handful	
    of	
    Dagor	
    
  Thursh's	
     illegitimate	
     children),	
     many	
     others	
     take	
     fire-­‐related	
    
  names	
    (Embered,	
    Ashblown,	
    Newblaze,	
    for	
    example)	
    when	
    they	
    
  join	
     the	
     community	
     though	
     some	
     retain	
     their	
     original	
     names	
    
  (such	
    as	
    Coalharst,	
    Memydi,	
    Stavard)	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Hopespyre	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1*	
    
  All	
    the	
    half-­‐orc	
    children	
    you	
    see	
    around	
    here?	
    They're	
    all	
    
  related	
     to	
     Dagor.	
     (While	
     the	
     cult	
     leader	
     certainly	
     has	
    
  many	
     illegitimate	
     children	
     and	
     some	
     grandchildren,	
     not	
    
  all	
    of	
    the	
    half-­‐orc	
    youth	
    are	
    his	
    offspring.)	
    
  2	
    
  Some	
     recent	
     converts	
     were	
     kept	
     at	
     Visitor's	
     House	
     for	
    
  months	
    but	
    in	
    time	
    they	
    accepted	
    Dagor's	
    teachings.	
    
  3*	
    
  The	
    villagers	
    feed	
    an	
    innocent	
    to	
    the	
    Font	
    of	
    Redemption	
    
  a	
    few	
    times	
    a	
    year,	
    to	
    keep	
    it	
    burning.	
    
  4	
    
  A	
    delegation	
    of	
    Darlen's	
    church	
    was	
    wiped	
    out	
    when	
    they	
    
  tried	
     to	
     broach	
     a	
     rapprochement	
     with	
     village	
     leaders,	
    
  and	
    their	
    bodies	
    were	
    buried	
    in	
    the	
    woods.	
    	
    
  5	
    
  Friyet	
    never	
    forgave	
    Dagor	
    for	
    not	
    marrying	
    her.	
    That’s	
    
  why	
    she	
    seduced	
    him—to	
    feed	
    her	
    own	
    ambitions.	
    
  6*	
    
  Dagor	
     has	
     begun	
     saying	
     that	
     those	
     who	
     do	
     not	
     choose	
    
  repentance	
     willingly	
     should	
     be	
     put	
     to	
     the	
     torch.	
     (Katin	
    
  Shiss	
    and	
    his	
    followers	
    are	
    carefully	
    spreading	
    this	
    lie.)	
    
  *False	
    rumour	
    
   
   
  
  20	
    
  I D Y L L  A T  A  G L A N C E  
  Situated	
     in	
     rolling	
     hills	
     and	
     resting	
     alongside	
     a	
     gently	
     flowing	
    
  river,	
    Idyll	
    lives	
    up	
    to	
    its	
    name.	
    The	
    villagers	
    welcome	
    all	
    visitors	
    
  and	
     treat	
     them	
     to	
     flavourful	
     meals.	
     Fine	
     wines	
     from	
     Idyll’s	
    
  vineyards	
     complement	
     exquisitely	
     flavoured	
     meats	
     butchered	
    
  from	
    the	
    cattle	
    and	
    sheep	
    the	
    villagers	
    raise.	
    If	
    any	
    complaints	
    
  arise	
    from	
    guests,	
    they	
    usually	
    centre	
    on	
    the	
    village’s	
    dullness.	
    
  	
    
  However,	
    there	
    are	
    hints	
    not	
    everything	
    is	
    at	
    it	
    seems.	
    The	
    
  foremost	
     of	
     these	
     are	
     the	
     weathered	
     monoliths	
     standing	
     at	
    
  cardinal	
     points	
     on	
     the	
     village’s	
     borders.	
     Etched	
     with	
    
  weatherworn	
    sigils	
    in	
    numerous	
    planar	
    languages,	
    none	
    of	
    the	
    
  villagers	
     can	
     translate	
     them	
     but	
     remark	
     that	
     nothing	
     odd	
     has	
    
  occurred	
     because	
     of	
     the	
     monoliths.	
     Additionally,	
     strange	
    
  artefacts	
     littered	
     all	
     around,	
     but	
     well	
     outside,	
     Idyll’s	
     borders	
    
  indicate	
     the	
     village	
     was	
     a	
     focal	
     point	
     for	
     ancient	
     wars.	
     Finally,	
    
  rumours	
     abound	
     of	
     strange	
     metal	
     people	
     apprehending	
    
  lawbreakers	
    who	
    subsequently	
    disappear	
    without	
    a	
    trace.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Tetrad	
    Council	
    
  Government	
    Council	
    
  Population	
     127	
     (64	
     humans,	
     4	
     dwarves,	
     2	
     elves,	
     1	
     gnome,	
     16	
    
  half-­‐elves,	
    32	
    half-­‐orcs,	
    8	
    halflings)	
    
  Alignments	
    LG,	
    NG,	
    CG,	
    LN,	
    LE,	
    NE,	
    CE	
    
  Languages	
    Abyssal,	
    Aklo,	
    Common,	
    Celestial,	
    Infernal,	
    Sylvan	
    
  Corruption	
    -­‐1;	
    Crime	
    -­‐1;	
    Economy	
    +0;	
    Law	
    -­‐2;	
    Lore	
    +1;	
    Society	
    
  +3	
    
  Qualities	
    Magically	
    attuned,	
    prosperous	
    
  Danger	
    5;	
    Disadvantages	
    Extraplanar	
    beacon	
    (increases	
    Danger	
    
  by	
    5	
    and	
    Lore	
    by	
    +3)	
    
  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:	
    
  Adeline	
    Cobb	
    (location	
    2;	
    NG	
    female	
    dwarf	
    expert	
    2)	
    Proprietor	
    
  of	
    Cobb’s,	
    Adeline	
    is	
    one	
    of	
    the	
    few	
    children	
    who	
    grew	
    up	
    in	
    
  Idyll;	
    thanks	
    to	
    Idyll’s	
    cornucopia,	
    she	
    charges	
    low	
    prices	
    for	
    
  sumptuous	
    fare	
    and	
    comfortable	
    beds.	
    
  Brie	
    Ornth	
    (location	
    6;	
    CG	
    female	
    gnome	
    rogue	
    4)	
    While	
    some	
    
  people	
    in	
    Idyll	
    think	
    this	
    choice	
    of	
    councilmember	
    is	
    strange,	
    
  as	
     they	
     see	
     no	
     need	
     for	
     gnome	
     representation,	
     Brie’s	
    
  decisions	
    are	
    even-­‐handed.	
    
  Constance	
    Indra	
    (location	
    6;	
    LE	
    female	
    halfling	
    oracle	
    [flame]	
    7)	
    
  If	
     Indra	
     had	
     her	
     way,	
     Idyll’s	
     laws	
     would	
     be	
     stricter,	
     more	
    
  punitive	
    and	
    there	
    would	
    be	
    many	
    more	
    of	
    them.	
    
  Evangeline	
    (locations	
    3	
    and	
    7;	
    NE	
    female	
    elf	
    druid	
    4/ranger	
    3)	
    
  Caretaker	
    of	
    Grandmother	
    Oak,	
    this	
    elf	
    welcomes	
    discussion	
    
  about	
    topics	
    related	
    to	
    nature;	
    she	
    also	
    makes	
    it	
    clear	
    she	
    
  has	
    no	
    time	
    for	
    those	
    who	
    despoil	
    nature.	
    
  Mercius	
     Grady	
     (location	
     6;	
     LG	
     male	
     half-­‐orc	
     paladin	
     6)	
     Gentle	
    
  and	
    kind,	
    this	
    councilmember	
    seems	
    too	
    soft	
    to	
    govern	
    the	
    
  village,	
    until	
    he	
    gets	
    involved	
    in	
    an	
    argument	
    about	
    which	
    he	
    
  is	
    passionate.	
    
  Vaelin	
     Smith	
     (location	
     6;	
     CE	
     male	
     human	
     barbarian	
     5)	
     This	
    
  towering,	
    tanned	
    human	
    has	
    fiery	
    hair	
    and	
    a	
    shock	
    of	
    white	
    
  near	
    
  his	
    
  forehead;	
    
  his	
    
  temperament	
    
  matches	
    
  his	
    
  appearance.	
    
  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. The	
     Monoliths:	
     Idyll’s	
     most	
     notable	
     feature,	
     the	
     monoliths	
    
  stand	
    at	
    cardinal	
    points	
    marking	
    a	
    circular	
    border	
    around	
    the	
    
  village.	
     Each	
     monolith	
     features	
     inscriptions	
     in	
     a	
     multitude	
     of	
    
  planar	
    languages.	
    
  2. Cobb’s:	
    Villagers	
    direct	
    visitors	
    to	
    this	
    tavern.	
    For	
    astonishingly	
    
  low	
    prices,	
    diners	
    receive	
    savoury	
    drinks	
    and	
    meals.	
    
  3. Grandmother	
    Oak:	
    This	
    impossibly	
    large	
    oak	
    stands	
    at	
    Idyll’s	
    
  heart,	
    providing	
    ample	
    shade.	
    
  4. Opalescent	
    Pools:	
    Nine	
    pools,	
    arranged	
    in	
    a	
    square	
    three-­‐by-­‐
  three	
    pattern,	
    glow	
    softly	
    during	
    moonlit	
    nights.	
    
  5. Wardens’	
    Lodge:	
    Sealed	
    shut,	
    this	
    building	
    ostensibly	
    serves	
    as	
    
  Idyll’s	
     law	
     office;	
     when	
     questioned,	
     villagers	
     maintain	
     the	
    
  building	
     is	
     unnecessary	
     as	
     there	
     is	
     no	
     need	
     for	
     law	
    
  enforcement.	
    
  6. Council	
     Hall:	
     In	
     contrast	
     to	
     the	
     peacefulness	
     of	
     Idyll’s	
    
  inhabitants,	
     where	
     everyone	
     gets	
     along,	
     the	
     council	
     hall	
     is	
    
  home	
    to	
    intense	
    arguments.	
    
  7. Aid	
    Station:	
    A	
    cleric	
    and	
    a	
    druid	
    reside	
    here	
    and	
    provide	
    aid	
    to	
    
  inhabitants,	
    villagers	
    and	
    animals	
    alike.	
    
  8. Storage	
     Silos:	
     Ample	
     supplies	
     of	
     grain,	
     grapes	
     and	
     other	
    
  materials,	
    kept	
    fresh	
    using	
    magic,	
    fill	
    these	
    silos.	
    
  9. Pinion	
    River:	
    This	
    deep,	
    clear	
    river	
    winds	
    southward	
    into	
    the	
    
  village	
    on	
    its	
    meandering	
    route;	
    it	
    provides	
    great	
    fishing.	
    
  10. Fields	
     of	
     Battle:	
     Just	
     outside	
     Idyll,	
     dedicated	
     archaeologists	
    
  can	
    find	
    ancient	
    instruments	
    of	
    war,	
    rejected	
    by	
    the	
    ground.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Farming,	
    Winery,	
    Artefact	
    Trade	
    
  Base	
     Value	
     750	
     gp;	
     Purchase	
     Limit	
     4,250	
     gp;	
     Spellcasting	
     5th;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Idyll,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  § 
  Potions	
     &	
     Oils	
     cure	
     light	
     wounds	
     (50	
     gp),	
     nondetection	
     (800	
    
  gp),	
    protection	
    from	
    chaos/evil/good/law	
    (50	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    calm	
    emotions	
    (200	
    gp),	
    magic	
    aura	
    (25	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    goodberry	
    (50	
    gp),	
    hold	
    person	
    (150	
    gp)	
    
  § 
  Rod	
    splendour	
    (30,500	
    gp;	
    location	
    6)	
    
  § 
  Weapons	
     anarchic,	
     axiomatic,	
     holy	
     and	
     unholy	
     weapons	
     of	
    
  various	
    descriptions	
    (18,000	
    gp	
    +	
    weapon	
    cost;	
    location	
    6)	
    
  	
    
   
  
  21	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     information	
     about	
     Idyll.	
     A	
     successful	
     check	
     gains	
     all	
     the	
    
  information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
    10:	
    Idyll	
    is	
    a	
    pastoral	
    village	
    where	
    the	
    inhabitants	
    spend	
    
  their	
    time	
    in	
    agricultural	
    pursuits.	
    
  	
    
  DC	
    15:	
    While	
    the	
    village	
    is	
    ideal,	
    the	
    toll	
    of	
    an	
    ancient	
    war	
    
  still	
    corrupts	
    the	
    surrounding	
    land.	
    
  	
    
  DC	
    20:	
    Very	
    few	
    of	
    the	
    inhabitants	
    ever	
    travel	
    beyond	
    Idyll’s	
    
  boundaries.	
    Another	
    strange	
    aspect	
    of	
    the	
    village	
    is	
    the	
    notable	
    
  lack	
    of	
    children.	
    
  	
    
  DC	
    30	
    (Knowledge	
    [planes]	
    only):	
    Idyll	
    serves	
    as	
    a	
    relocation	
    
  centre	
     for	
     extraplanar	
     beings	
     wishing	
     to	
     stay	
     hidden	
     from	
    
  powerful	
    opponents.	
    
  V I L L A G E R S  
  Appearance	
     The	
     villagers	
     have	
     no	
     uniform	
     appearance.	
    
  However,	
    when	
    they	
    first	
    arrive	
    a	
    villager	
    briefly	
    displays	
    an	
    odd	
    
  trait	
     (glowing	
     blue	
     eyes,	
     a	
     barbed	
     tail	
     or	
     curved	
     horns)	
     that	
    
  quickly	
    disappears.	
    
  	
    
  Dress	
    Befitting	
    an	
    agrarian	
    lifestyle,	
    the	
    people	
    of	
    Idyll	
    wear	
    
  utilitarian	
     clothing.	
     Occasionally,	
     someone	
     wears	
     ostentatious	
    
  clothes,	
    but	
    no	
    resident	
    ever	
    remarks	
    on	
    it.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Idyll	
    and	
    its	
    
  surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    check.	
    A	
    
  PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    each	
    5	
    
  points	
     by	
     which	
     he	
     exceeded	
     DC	
     10.	
     Use	
     the	
     table	
     below,	
     to	
    
  determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  If	
     someone	
     wishes	
     to	
     remain	
     hidden	
     from	
     foes,	
     Idyll	
     is	
    
  the	
    place	
    to	
    go.	
    
  2*	
    
  An	
     apocalyptic	
     event	
     (meteorite,	
     flood	
     or	
     earthquake,	
    
  depending	
    on	
    the	
    person	
    providing	
    the	
    rumour)	
    will	
    soon	
    
  destroy	
    the	
    village	
    and	
    wipe	
    out	
    its	
    inhabitants.	
    
  3	
    
  During	
    the	
    full	
    moon,	
    a	
    shimmering	
    light	
    emanates	
    from	
    
  the	
    monoliths,	
    creating	
    a	
    dome	
    around	
    the	
    village.	
    
  4	
    
  The	
    council	
    has	
    been	
    particularly	
    contentious	
    of	
    late,	
    and	
    
  a	
    couple	
    of	
    people	
    have	
    overheard	
    Vaelin	
    threatening	
    to	
    
  harm	
    the	
    other	
    council	
    members.	
    
  5*	
    
  The	
     silos	
     hide	
     bodies	
     from	
     ages	
     ago;	
     the	
     magic	
     of	
     the	
    
  buildings	
    has	
    preserved	
    them	
    all	
    these	
    years.	
    
  6	
    
  When	
     (rarely)	
     inhabitant	
     leaves	
     the	
     village,	
     a	
     new	
    
  resident	
    of	
    the	
    same	
    race	
    arrives	
    shortly	
    thereafter.	
    
  *False	
    rumour	
    
  	
    
  	
    
  	
    
  
  22	
    
  K E N N U T C A T  A T  A  G L A N C E  
  Three	
     generations	
     ago,	
     a	
     consortium	
     of	
     merchants	
     and	
     titled	
    
  nobles	
    purchased	
    the	
    small	
    island	
    of	
    Kennutcat.	
    Graced	
    with	
    a	
    
  natural	
    harbour	
    and	
    bountiful	
    fishing,	
    the	
    sandy	
    island	
    promised	
    
  further	
     wealth	
     for	
     its	
     investors.	
     After	
     brutally	
     subjugating	
     the	
    
  native	
    inhabits,	
    the	
    Kittiwaki,	
    the	
    colonizers	
    worked	
    diligently	
    to	
    
  build	
    a	
    prosperous	
    settlement.	
    Kennutcat’s	
    ideal	
    location	
    quickly	
    
  proved	
     to	
     be	
     a	
     boon	
     as	
     the	
     villagers	
     resupplied	
     and	
     repaired	
    
  passing	
    ships	
    as	
    well	
    as	
    developing	
    their	
    own	
    fishing	
    fleet.	
    
  	
    
  However,	
    despite	
    its	
    apparent	
    idyllic	
    appearance,	
    a	
    deep	
    fog	
    
  rolls	
     in	
     at	
     night,	
     staining	
     the	
     paved	
     stone	
     streets	
     and	
     shingled	
    
  houses	
     with	
     a	
     clinging	
     dew.	
     Within	
     the	
     mists,	
     strange	
     sounds	
    
  echo—voices	
     of	
     past	
     villagers,	
     their	
     footsteps	
     treading	
     the	
    
  streets	
     and	
     ancestral	
     homes—making	
     traveling	
     at	
     night	
    
  dangerous	
     for	
     the	
     unwary.	
     Meanwhile,	
     family	
     members	
    
  relentlessly	
     pace	
     the	
     porches	
     perched	
     on	
     rooftops,	
     known	
     as	
    
  widow	
    walks,	
    their	
    eyes	
    straining	
    for	
    loved	
    ones	
    reported	
    lost	
    at	
    
  sea.	
    For	
    something	
    lurks	
    out	
    in	
    the	
    waters,	
    a	
    titanic	
    monster	
    that	
    
  lures	
    Kennutcat’s	
    sons	
    and	
    daughters	
    out	
    onto	
    the	
    water	
     with	
    
  hopes	
    of	
    glory.	
    Those	
    who	
    hunt	
    the	
    strange	
    beast	
    never	
    return	
    
  alive,	
     but	
     their	
     spirits	
     are	
     inexplicably	
     bound	
     to	
     the	
     strange	
    
  island.	
    
  	
    
  Deep	
    within	
    a	
    forest	
    cave,	
    the	
    few	
    surviving	
    Kittiwaki	
    eke	
    out	
    
  a	
     living	
     as	
     they	
     have	
     for	
     hundreds	
     of	
     years	
     in	
     worship	
     of	
    
  unfathomable	
    nature	
    spirits.	
    At	
    night	
    by	
    huge	
    bonfires,	
    they	
    pray	
    
  to	
    the	
    spirits	
    to	
    cleanse	
    Kennutcat	
    of	
    the	
    taint	
    of	
    the	
    colonisers	
    
  exploiting	
    their	
    holy	
    island.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
     Kayda	
     Balton,	
     Timius	
     Holland,	
     Patrok	
     Talbot,	
     Ramus	
    
  Tennett,	
    Gretchen	
    Vankmeer	
    	
    
  Government	
    Council	
    
  Population	
    191	
    (163	
    humans	
    [colonisers],	
    23	
    humans	
    [natives],	
    3	
    
  halflings,	
    1	
    dwarf)	
    
  Alignments	
    LG,	
    N,	
    LN,	
    LE	
    
  Languages	
    Common	
    
  Corruption	
    0;	
    Crime	
    0;	
    Economy	
    2;	
    Law	
    –2	
    Lore	
    –2;	
    Society	
    4	
    
  Qualities	
    Prosperous,	
    strategic	
    location	
    
  Danger	
    10;	
    Disadvantages	
    Cursed	
    (haunted,	
    +10	
    danger)	
    
  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:	
    
  Apika	
     Spiritseer	
     (location	
     7;	
     N	
     female	
     old	
     human	
     druid	
     7)	
    
  Ancient	
    Apika	
    leads	
    the	
    last	
    of	
    the	
    native	
    islanders	
    in	
    their	
    
  ancient	
    rites	
    and	
    practises.	
    
  Captain	
     Jayn	
     Kell	
     (location	
     1;	
     LE	
     female	
     human	
     ranger	
     6)	
    
  Kennutcat’s	
     most	
     esteemed	
     captain	
     plans	
     to	
     avenge	
     her	
    
  family’s	
    death	
    by	
    Lobata.	
    
  Debbin	
     Hoggle	
     (location	
     6;	
     LG	
     male	
     halfling	
     expert	
     3)	
     Debbin	
    
  keeps	
    Kennutcat’s	
    lighthouse	
    operational	
    24	
    hours	
    a	
    day.	
    
  Gretchen	
    Vankmeer	
    (location	
    2;	
    LN	
    female	
    old	
    human	
    aristocrat	
    
  2)	
     Gretchen	
     Vankmeer	
     keeps	
     her	
     remaining	
     children	
    
  imprisoned	
     in	
     their	
     manor	
     for	
     fear	
     they’ll	
     succumb	
     to	
     the	
    
  insane	
    desire	
    to	
    hunt	
    Lobata.	
    
  Hargan	
     Saltbeard	
     (location	
     5;	
     N	
     male	
     dwarf	
     druid	
     4)	
     Hargan	
    
  communes	
    with	
    nature	
    in	
    a	
    small	
    shrine.	
    
  Kayda	
    Balton	
    (location	
    4;	
    LN	
    female	
    human	
    aristocrat	
    3)	
    Aging	
    
  Kayda	
    Balton	
    runs	
    the	
    Shrouded	
    Mistress.	
    
  Patroc	
     Ralbot	
     (location	
     7;	
     LE	
     male	
     human	
     aristocrat	
     2)	
     Patroc	
    
  Ralbot	
     works	
     tirelessly	
     to	
     undermine	
     the	
     other	
     council	
    
  leaders	
    and	
    install	
    himself	
    as	
    lord	
    of	
    the	
    island.	
    
  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. Kennutcat	
     Harbour:	
     A	
     natural	
     harbour,	
     supported	
     by	
     a	
     well-­‐
  built	
     wharf,	
     is	
     the	
     centre	
     of	
     the	
     island’s	
     trade	
     and	
     fishing	
    
  industries.	
    
  2. Vankmeer	
     Manor:	
     Home	
     to	
     one	
     of	
     the	
     original	
     founding	
    
  families,	
    its	
    current	
    owner	
    locks	
    herself	
    inside,	
    slowly	
    rotting	
    
  away	
    into	
    insanity.	
    
  3. Kennutcat	
     Council	
     Hall:	
     This	
     stout	
     building	
     and	
     adjoining	
    
  tower	
    serves	
    the	
    island	
    as	
    its	
    centre	
    of	
    government.	
    
  4. The	
    Shrouded	
    Mistress:	
    Kennutcat’s	
    main	
    inn	
    and	
    tavern	
    also	
    
  serves	
    as	
    a	
    general	
    store,	
    owned	
    by	
    the	
    Baltons.	
    
  5. Beach	
    Shrine:	
    Old	
    Hargan	
    Saltbeard	
    maintains	
    a	
    small	
    shrine	
    
  built	
    of	
    driftwood	
    dedicated	
    to	
    the	
    spirits	
    of	
    the	
    sea.	
    
  6. Coln	
     Point	
     Lighthouse:	
     This	
     sturdy	
     lighthouse,	
     its	
     beacon	
    
  guiding	
     ships	
     to	
     safety,	
     rests	
     at	
     the	
     end	
     of	
     a	
     long	
     stretch	
     of	
    
  sandy	
    beach.	
    
  7. Forest	
    Cave:	
    A	
    large	
    cave	
    burrows	
    deep	
    underground,	
    its	
    walls	
    
  painted	
    with	
    the	
    ancient	
    history	
    of	
    the	
    Kittiwaki	
    and	
    the	
    island.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    shipbuilding,	
    trading	
    
  Base	
     Value	
     700	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
     the	
     PCs	
     arrive	
     in	
     Kennutcat,	
     the	
     following	
     items	
     are	
     for	
    
  sale:	
    
  § 
  Potions	
     &	
     Oils	
     comprehend	
     languages	
     (50	
     gp),	
     eagle’s	
    
  splendour	
    (300	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    obscuring	
    mist	
    (25	
    gp),	
    water	
    breathing	
    (375	
    
  gp),	
    whispering	
    wind	
    (150	
    gp)	
    
  § 
  Scroll	
     (Divine)	
     detect	
     undead	
     (25	
     gp),	
     helping	
     hand	
     (375	
     gp)	
    
  protection	
    from	
    evil	
    (25	
    gp),	
    undetectable	
    alignment	
    (150	
    gp)	
    
  	
    
   
  
  23	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     some	
     information	
     about	
     Kennutcat.	
     A	
     successful	
     check	
    
  gains	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
     10:	
     Kennutcat	
     boasts	
     a	
     wide,	
     natural	
     harbour	
     and	
    
  excellent	
    fishing	
    waters	
    for	
    such	
    a	
    small	
    island.	
    
  	
    
  DC	
    15:	
    Many	
    claim	
    to	
    hear	
    voices	
    or	
    see	
    spirits	
    in	
    the	
    deep	
    
  fogs	
    shrouding	
    the	
    island	
    at	
    night.	
    
  	
    
  DC	
    20:	
    Despite	
    the	
    prosperity	
    of	
    its	
    citizens,	
    many	
    seem	
    to	
    
  go	
    mad,	
    possessed	
    by	
    a	
    desire	
    to	
    slay	
    a	
    legendary	
    sea	
    beast.	
    
  V I L L A G E R S  
  Appearance	
     The	
     colonisers	
     have	
     pale	
     skin	
     and	
     dark	
     hair	
     and	
    
  eyes.	
    Men	
    wear	
    their	
    beards	
    long	
    while	
    women	
    prefer	
    their	
    hair	
    
  wrapped	
     in	
     buns	
     with	
     ornate	
     jewelled	
     pins.	
     The	
     Kittiwaki	
     are	
    
  dark-­‐skinned	
    with	
    reddish	
    to	
    black	
    hair	
    and	
    green	
    or	
    blue	
    eyes.	
    	
    
  	
    
  Dress	
    Coloniser	
    women	
    wear	
    long,	
    heavy	
    drab	
    dresses	
    while	
    
  men	
     prefer	
     loose	
     pants	
     ornamented	
     with	
     a	
     colourful	
     sash	
     and	
    
  open	
     chested	
     shirts.	
     Kittiwaki	
     wear	
     animal	
     furs,	
     mostly	
     rabbit,	
    
  and	
    leather.	
    They	
    wear	
    little	
    in	
    the	
    way	
    of	
    ornamentation.	
    
  	
    
  Nomenclature	
    male	
    Argis,	
    Fellen,	
    Korl,	
    Potrus,	
    Tarl,	
    Ulwich;	
    
  female	
     Cassiway,	
     Enda,	
     Hendi,	
     Renna,	
     Sorah;	
     family	
     Balton,	
    
  Holland,	
    Ralbot,	
    Tennett,	
    Vankmeer	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Kennutcat	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
     A	
     character	
     exceeding	
     this	
     check	
     gains	
     one	
     additional	
    
  rumour	
    for	
    each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    
  table	
    below	
    to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Lady	
     Vankmeer	
     keeps	
     her	
     youngest	
     children	
     locked	
    
  inside	
    their	
    manor	
    house.	
    
  2	
    
  Captain	
     Jayn	
     Kell	
     is	
     paying	
     well	
     for	
     a	
     crew	
     to	
     help	
     her	
    
  avenge	
    her	
    family’s	
    death	
    by	
    Lobata.	
    
  3*	
    
  The	
     Kittiwaki	
     practice	
     human	
     sacrifice,	
     evil	
     magic	
     and	
    
  cannibalism.	
    
  4	
    
  Families	
     often	
     leave	
     out	
     food	
     and	
     drink	
     for	
     their	
    
  ancestors	
    who	
    do	
    not	
    seem	
    to	
    rest	
    in	
    peace.	
    
  5*	
    
  The	
    reason	
    the	
    island	
    seems	
    haunted	
    is	
    that	
    the	
    Council	
    
  members	
    are	
    actually	
    vampires	
    practicing	
    vile	
    sorcery.	
    
  6	
    
  Hargan	
    Saltbeard	
    jealously	
    guards	
    his	
    shrine.	
    He	
    won’t	
    let	
    
  anyone	
    inside.	
    
  *False	
    rumour	
    
  	
    	
    
   
  
  24	
    
  R E D  T A L O N  A T  A  G L A N C E  
  Huddled	
    in	
    a	
    sheltered	
    cove	
    at	
    the	
    base	
    of	
    lofty	
    cliffs,	
    the	
    tiny	
    
  village	
    of	
    Red	
    Talon	
    is	
    inaccessible	
    by	
    land	
    for	
    all	
    but	
    the	
    best	
    
  climbers.	
    Its	
    folk	
    are	
    insular	
    and	
    vague	
    rumours	
    lay	
    cannibalism	
    
  and	
    devil-­‐worship	
    at	
    their	
    door—with	
    good	
    reason.	
    
  	
    
  Red	
    Talon	
    was	
    founded	
    20	
    years	
    ago	
    by	
    the	
    bloodthirsty	
    orc	
    
  pirate	
    captain	
    Hagruk	
    Stormrider	
    when	
    he	
    retired	
    from	
    full-­‐time	
    
  plundering;	
     he	
     named	
     the	
     fledgling	
     community	
     after	
     his	
    
  infamous	
     vessel.	
     In	
     his	
     prime,	
     Hagruk	
     Stormrider	
     sailed	
     to	
     the	
    
  four	
    corners	
    of	
    the	
    globe	
    in	
    search	
    of	
    booty,	
    visiting	
    many	
    exotic	
    
  lands	
    during	
    the	
    course	
    of	
    his	
    long	
    voyages.	
    On	
    a	
    remote	
    tropical	
    
  island	
     Hagruk	
     raided	
     the	
     village	
     of	
     a	
     strange	
     orc	
     tribe,	
    
  worshippers	
     of	
     a	
     dark	
     god	
     of	
     gluttony	
     and	
     greed	
     called	
    
  Ukre’kon’ala.	
    In	
    exchange	
    for	
    his	
    life,	
    the	
    tribal	
    priest	
    promised	
    
  to	
    teach	
    the	
    pirate	
    captain	
    vile	
    rituals	
    honouring	
    the	
    deity	
    which	
    
  would	
     bring	
     him	
     great	
     power	
     and	
     wealth.	
     Hagruk	
     agreed,	
    
  making	
    the	
    priest	
    his	
    first	
    bloody	
    sacrifice	
    to	
    the	
    god	
    as	
    soon	
    as	
    
  he	
    had	
    mastered	
    the	
    dark	
    rites.	
    
  	
    
  With	
    the	
    power	
    of	
    Ukre’kon’ala,	
    Hagruk	
    and	
    his	
    men	
    were	
    
  invincible:	
    they	
    took	
    dozens	
    of	
    fat	
    prizes	
    and	
    their	
    vessel’s	
    hold	
    
  swelled	
     with	
     plunder.	
     No	
    one	
     survived	
     an	
     attack	
     by	
     the	
     Red	
    
  Talon–the	
     captain	
     and	
     his	
     men	
     ate	
     the	
    crew	
     of	
     the	
     ships	
     they	
    
  took	
    in	
    gory	
    feasts	
    to	
    honour	
    their	
    new	
    god.	
    
  	
    
  Eventually,	
    Hagruk	
    grew	
    old	
    and	
    settled	
    down	
    in	
    Red	
    Talon	
    
  village,	
    but	
    would	
    still	
    sail	
    forth	
    on	
    occasional	
    raids.	
    One	
    fateful	
    
  night	
    in	
    a	
    furious	
    storm,	
    his	
    ship	
    struck	
    the	
    reef	
    known	
    as	
    Devil’s	
    
  Shoulder	
     as	
     he	
     returned	
     to	
     the	
     village.	
     Hagruk	
     and	
     his	
     crew	
    
  abandoned	
     ship	
     as	
     the	
     galleon	
     started	
     to	
     sink	
     beneath	
     the	
    
  waves,	
    but	
    they	
    were	
    too	
    slow,	
    and	
    their	
    drowned	
    bodies	
    were	
    
  washed	
    up	
    on	
    the	
    beach.	
    But	
    the	
    dark	
    power	
    of	
    their	
    cannibal	
    
  god	
    saved	
    the	
    pirates—Ukre’kon’ala	
    brought	
    some	
    of	
    the	
    crew	
    
  back	
    from	
    death	
    to	
    unlife	
    as	
    ghouls;	
    Hagruk	
    Stormrider	
    became	
    
  a	
    ghast.	
    	
    
  	
    
  That	
    was	
    ten	
    years	
    ago.	
    Nowadays,	
    adventurers	
    come	
    to	
    Red	
    
  Talon	
     to	
     search	
     for	
     the	
     sunken	
     treasure	
     of	
     Hagruk	
     Stormrider	
    
  and	
     the	
     depraved	
     cult	
     continues	
     to	
     worship	
     vile	
     Ukre’kon’ala;	
    
  their	
     sacrifices	
     go	
     to	
     feed	
     the	
     ghast	
     captain	
     and	
     his	
     ghoulish	
    
  shipmates.	
    
  	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Berrig	
    Saltblood	
    	
    
  Government	
    Overlord	
    
  Population	
    116	
    (68	
    humans,	
    24	
    half-­‐orcs,	
    11	
    orcs,	
    4	
    dwarves,	
    2	
    
  halflings,	
    6	
    ghouls,	
    1	
    ghast)	
    
  Alignments	
    N,	
    NE,	
    CE	
    
  Languages	
    Common,	
    Orc	
    
  Corruption	
    +2	
    Crime	
    -­‐2;	
    Economy	
    -­‐1;	
    Law	
    -­‐3;	
    Lore	
    +0;	
    Society	
    -­‐3	
    
  Qualities	
    Insular,	
    Notorious	
    
  Danger	
    +10;	
    Disadvantages	
    Cursed	
    
  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:	
    
  Algrid	
     (location	
     3;	
     N	
     female	
     dwarf	
     expert	
     2/warrior	
     1)	
     Burly	
    
  owner	
    of	
    Algrid’s	
    Creels	
    and	
    Nets,	
    Algrid	
    is	
    a	
    skilful	
    crafter.	
    	
    
  Berrig	
    Saltblood	
    (location	
    4;	
    (NE	
    male	
    half-­‐orc	
    fighter	
    3/rogue	
    3)	
    
  Retired	
     pirate	
     captain	
     and	
     Red	
     Talon’s	
     unelected	
     mayor;	
    
  Berrig	
    is	
    a	
    leading	
    member	
    of	
    Ukre’kon’ala’s	
    cult.	
    
  Captain	
    Hagruk	
    Stormrider	
    (location	
    6;	
    CE	
    male	
    ghast	
    fighter	
    5)	
    
  The	
    notorious	
    captain	
    of	
    the	
    Red	
    Talon	
    lurks	
    in	
    the	
    tunnels	
    
  beneath	
    the	
    village	
    church,	
    awaiting	
    the	
    next	
    sacrifice.	
    
  Deryn	
     Kroal	
     (location	
     1;	
     NE	
     male	
     human	
     expert	
     2)	
     Creepy	
    
  landlord	
    of	
    the	
    Flensed	
    Whale	
    and	
    loyal	
    cultist.	
    
  Father	
    Connel	
    (location	
    5;	
    CE	
    male	
    human	
    cleric	
    5)	
    Posing	
    as	
    a	
    
  cleric	
    of	
    the	
    sea	
    god	
    Serat,	
    Father	
    Connel	
    is	
    actually	
    a	
    priest	
    
  of	
    Ukre’kon’ala.	
    
  Thagg	
    Shantyman	
    (location	
    2;	
    CN	
    male	
    half-­‐orc	
    expert	
    2)	
    Crazy	
    
  (and	
    usually	
    drunk)	
    old	
    lobsterman	
    and	
    former	
    pirate;	
    teller	
    
  of	
    tall	
    tales.	
    
  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. The	
     Flensed	
     Whale:	
     Red	
     Talon’s	
     unwelcoming	
     inn	
     stands	
     in	
    
  the	
    middle	
    of	
    the	
    village;	
    it	
    has	
    few	
    guests.	
    
  2. The	
     Docks:	
     Busy	
     during	
     the	
     day	
     with	
     fishing	
     boats	
     and	
    
  merchant	
    vessels	
    arriving	
    from	
    Deksport	
    and	
    other	
    ports.	
    
  3. Algrid’s	
    Creels	
    and	
    Nets:	
    This	
    shop	
    stocks	
    a	
    variety	
    of	
    general	
    
  goods,	
    as	
    well	
    as	
    lobster	
    pots	
    and	
    fishing	
    nets.	
    
  4. Saltblood	
     Hall:	
     This	
     well-­‐appointed	
     house	
     is	
     home	
     to	
     Red	
    
  Talon’s	
    mayor,	
    and	
    once	
    belonged	
    to	
    Hagruk	
    Stormrider.	
    
  5. Village	
    Church:	
    At	
    first	
    glance	
    a	
    small	
    stone	
    temple	
    to	
    the	
    sea	
    
  god	
    Serat,	
    the	
    church	
    is	
    in	
    reality	
    dedicated	
    to	
    Ukre’kon’ala.	
    
  6. Ossuary:	
    Located	
    beneath	
    the	
    church,	
    this	
    charnel	
    house	
    is	
    the	
    
  lair	
    of	
    Hagruk	
    Stormrider	
    and	
    his	
    undead	
    crew.	
    	
    
  7. Cliffs:	
     Steep,	
     300-­‐foot	
     high	
     white	
     cliffs	
     surround	
     the	
     village,	
    
  making	
    it	
    hard	
    for	
    anyone	
    to	
    reach	
    Red	
    Talon	
    by	
    land.	
    
  8. Devil’s	
    Shoulder:	
    This	
    dark	
    reef	
    is	
    where	
    the	
    galleon	
    Red	
    Talon	
    
  met	
    its	
    doom,	
    and	
    acts	
    as	
    a	
    magnet	
    to	
    treasure-­‐seekers.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    lobsters	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  	
    
  Potions	
    &	
    Oils	
    mage	
    armour	
    (50	
    gp),	
    water	
    breathing	
    (2;	
    750	
    
  gp	
    each)	
    
  	
    
  Scroll	
    (Divine)	
    bless	
    (25	
    gp),	
    owl’s	
    wisdom	
    (150	
    gp)	
    
  	
    
  Weapon	
    +1	
    underwater	
    light	
    crossbow	
    (2,370	
    gp)	
    
  
  25	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     some	
     information	
     about	
     Red	
     Talon.	
     A	
     successful	
     check	
    
  reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     10:	
     The	
     isolated	
     fishing	
     village	
     of	
     Red	
     Talon	
     brings	
     in	
    
  some	
    of	
    the	
    best	
    lobsters	
    along	
    this	
    stretch	
    of	
    coast.	
    	
    
  	
    
  DC	
    15:	
    Red	
    Talon	
    is	
    named	
    after	
    the	
    ship	
    captained	
    by	
    the	
    
  village’s	
    founder,	
    the	
    bloodthirsty	
    orc	
    pirate,	
    Hagruk	
    Stormrider.	
    	
    
  	
    
  DC	
     20:	
     The	
     Red	
     Talon	
     went	
     down	
     when	
     it	
     struck	
     a	
     reef	
     in	
    
  sight	
    of	
    the	
    village;	
    the	
    wreck	
    full	
    of	
    pirate	
    booty	
    lies	
    on	
    the	
    sea	
    
  bottom	
    just	
    waiting	
    for	
    an	
    intrepid	
    soul	
    to	
    find.	
    	
    	
    
  V I L L A G E R S  
  Appearance	
    The	
    villagers	
    are	
    of	
    diverse	
    appearance	
    and	
    ethnic	
    
  backgrounds;	
     mostly	
     former	
     pirates,	
     they	
     come	
     from	
     far	
     and	
    
  wide.	
    Many	
    have	
    at	
    least	
    one	
    tattoo,	
    often	
    several;	
    the	
    men	
    are	
    
  almost	
    always	
    bearded.	
    
  	
    
  Dress	
    Most	
    villagers	
    wear	
    simple,	
    practical	
    work	
    clothes	
    and	
    
  stout	
    boots;	
    bandanas	
    and	
    earrings	
    are	
    common.	
    	
    
  	
    
  Nomenclature	
     male	
     Bart,	
     Kazmir,	
     Reory,	
     Saddok;	
     female	
    
  Alana,	
     Danika,	
     Dervla,	
     Vita;	
     family	
     Bitterleaf,	
     Helvett,	
     Lazyeye,	
    
  Okeswabb.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Red	
    Talon	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Hagruk	
    Stormrider’s	
    treasure	
    is	
    out	
    there	
    for	
    the	
    taking,	
    
  but	
    beware	
    the	
    giant	
    octopus	
    lurking	
    in	
    the	
    Red	
    Talon’s	
    
  wreck.	
    
  2	
    
  Serat	
    has	
    blessed	
    the	
    village	
    again	
    this	
    year—the	
    fishing	
    
  has	
    been	
    excellent	
    and	
    the	
    lobsters	
    plentiful.	
    
  3	
    
  Deryn	
    Kroal’s	
    daughter,	
    Janna,	
    has	
    a	
    thing	
    for	
    handsome	
    
  adventurers.	
    	
    
  4	
    
  Hagruk	
    Stormrider	
    would	
    sail	
    to	
    the	
    four	
    corners	
    of	
    the	
    
  globe	
    in	
    search	
    of	
    booty,	
    and	
    visited	
    many	
    exotic	
    locales.	
    
  5*	
    
  The	
    pirate	
    Black-­‐Eyed	
    Saddok	
    hid	
    his	
    chest	
    of	
    plunder	
    in	
    a	
    
  cave	
    near	
    the	
    top	
    of	
    the	
    cliffs.	
    
  6	
    
  Algrid	
    came	
    to	
    Red	
    Talon	
    after	
    falling	
    out	
    with	
    the	
    pirates	
    
  in	
    the	
    nearby	
    town	
    of	
    Deksport.	
    She’s	
    welcome	
    here	
    as	
    
  she	
    makes	
    the	
    best	
    lobster	
    pots	
    and	
    nets	
    on	
    the	
    coast.	
    
  *False	
    rumour	
    
  	
    
  	
    
  
  26	
    
  S E A  B I T C H  A T  A  G L A N C E  
  Perched	
    hard	
    against	
    steep	
    cliffs	
    and	
    protected	
    on	
    the	
    landward	
    
  side	
    by	
    an	
    earth	
    ditch	
    and	
    berm,	
    Sea	
    Bitch	
    is	
    a	
    windy	
    place.	
    A	
    
  small	
     harbour	
     protects	
     the	
     village’s	
     dozen	
     or	
     so	
     fishing	
     boats,	
    
  and	
    the	
    villagers	
    are	
    renowned	
    for	
    the	
    trained	
    ernes	
    (sea	
    eagles)	
    
  they	
    use	
    to	
    hunt	
    the	
    seabirds	
    nesting	
    in	
    the	
    nearby	
    cliffs.	
    	
    
  	
    
  Sea	
     Bitch	
     was	
     founded	
     fifteen	
     years	
     ago	
     by	
     the	
     all-­‐female	
    
  crew	
     of	
     the	
     eponymous	
     pirate	
     vessel,	
     following	
     the	
     death	
     of	
    
  their	
     captain	
     in	
     a	
     ferocious	
     battle	
     with	
     the	
     Relentless	
     Kraken,	
    
  another	
    pirate	
    ship.	
    The	
    Sea	
    Bitch’s	
    captain,	
    Elyse	
    Killigrew,	
    was	
    
  slain	
     by	
     a	
     crossbow	
     bolt	
     through	
     her	
     eye,	
     fired	
     by	
     a	
     cowardly	
    
  young	
    goblin	
    sniper	
    lurking	
    in	
    the	
    Kraken’s	
    crow’s	
    nest.	
    Allindra	
    
  Squallmaven,	
    the	
    first	
    mate,	
    took	
    command	
    of	
    the	
    Sea	
    Bitch	
    and	
    
  used	
    her	
    druidic	
    magic	
    to	
    call	
    lightning	
    down	
    on	
    the	
    enemy	
    and	
    
  drive	
    them	
    off,	
    thus	
    winning	
    the	
    battle.	
    With	
    her	
    captain	
    dead	
    
  and	
    many	
    of	
    her	
    crew	
    slain,	
    the	
    Sea	
    Bitch	
    put	
    in	
    at	
    a	
    sheltered	
    
  harbour	
    to	
    the	
    east	
    of	
    Deksport.	
    	
    
  	
    
  She	
     never	
     left.	
     Alllindra	
     and	
     the	
     surviving	
     pirates	
     beached	
    
  the	
    ship	
    and	
    set	
    about	
    establishing	
    a	
    new	
    home	
    for	
    themselves	
    
  on	
     land,	
     using	
     wood	
     from	
     the	
     nearby	
     forest	
     to	
     build	
     homes,	
    
  fishing	
     boats	
     and	
     a	
     jetty.	
     Over	
     the	
     last	
     decade	
     and	
     a	
     half,	
     the	
    
  village	
     of	
     Sea	
     Bitch	
     has	
     grown	
     into	
     a	
     small	
     but	
     thriving	
     fishing	
    
  community.	
    To	
    supplement	
    their	
    piscine	
    diet,	
    Allindra	
    used	
    her	
    
  affinity	
     with	
     wild	
     birds	
     to	
     attract	
     a	
     congress	
     of	
     ernes	
     to	
     the	
    
  village,	
     and	
     to	
     train	
     them	
     to	
     hunt	
     the	
     razorbills	
     and	
     puffins	
    
  nesting	
     high	
     in	
     the	
     cliffs.	
     As	
     Sea	
     Bitch’s	
     population	
     grew,	
     men	
    
  came	
    to	
    live	
    in	
    the	
    village,	
    but	
    women	
    are	
    still	
    very	
    much	
    in	
    the	
    
  majority,	
    and	
    the	
    community	
    is	
    renowned	
    for	
    sheltering	
    women	
    
  of	
    all	
    races	
    fleeing	
    from	
    brutish,	
    bullying	
    husbands.	
    	
    
  	
    
  Sea	
     Bitch	
     trades	
     regularly	
     with	
     Deksport	
     and	
     the	
     nearby	
    
  villages	
    of	
    Revenge	
    and	
    Red	
    Talon.	
    However,	
    life	
    in	
    the	
    village	
    is	
    
  complicated	
    by	
    trouble	
    brewing	
    in	
    the	
    nearby	
    forest.	
    A	
    warlike	
    
  tribe	
     of	
     orcs	
     inhabits	
     an	
     ancient	
     ruined	
     fortress,	
     once	
     more.	
    
  Loggers	
     have	
     been	
     attacked,	
     and	
     the	
     orcs	
     have	
     made	
     several	
    
  attempts	
     to	
     attack	
     Sea	
     Bitch	
     itself.	
     It’s	
     only	
     a	
     matter	
     of	
     time	
    
  before	
     the	
     savage	
     humanoids	
     are	
     able	
     to	
     breach	
     the	
     village’s	
    
  defences	
     and	
     put	
     it	
     to	
     the	
     torch.	
     The	
     villagers	
     have	
     been	
    
  spreading	
    rumours	
    of	
    lost	
    orcish	
    treasure	
    in	
    the	
    ancient	
    fortress,	
    
  in	
    the	
    hopes	
    of	
    attracting	
    fearless	
    and	
    heroic	
    adventurers	
    to	
    Sea	
    
  Bitch,	
    willing	
    to	
    take	
    on	
    the	
    orcs.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Allindra	
    Squallmaven	
    
  Government	
    Magical	
    
  Population	
    89	
    (65	
    humans,	
    11	
    half-­‐orcs,	
    6	
    halflings,	
    4	
    half-­‐elves,	
    
  3	
    dwarves)	
    
  Alignments	
    CN,	
    CG,	
    N	
    
  Languages	
    Common,	
    Orc	
    
  Corruption	
    -­‐3;	
    Crime	
    +0;	
    Economy	
    -­‐1;	
    Law	
    -­‐1;	
    Lore	
    +3;	
    Society	
    -­‐3	
    
  Qualities	
    Isolated,	
    Notorious	
    
  Danger	
    +10;	
    Disadvantages	
    None	
    
  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:	
    
  Allindra	
     Squallmaven	
     (location	
     2;	
     CN	
     female	
     human	
     druid	
    
  [aquatic]	
     8)	
     Retired	
     pirate,	
     founder	
     of	
     Sea	
     Bitch	
     and	
     the	
    
  village’s	
    spiritual	
    and	
    secular	
    leader.	
    
  Erwyn	
     Splintertusk	
     (location	
     1;	
     N	
     male	
     half-­‐orc	
     commoner	
     2)	
    
  Hoary	
    old	
    beachcomber	
    who	
    makes	
    his	
    home	
    in	
    what’s	
    left	
    
  of	
    the	
    Sea	
    Bitch	
    and	
    sells	
    interesting	
    flotsam	
    in	
    the	
    market.	
    
  Finelle	
     Hornswaggle	
     (location	
     6;	
     N	
     female	
     human	
     fighter	
    
  2/expert	
    2)	
    Former	
    pirate	
    and	
    ship’s	
    carpenter,	
    Finelle	
    runs	
    
  the	
    Merry	
    Maiden	
    Inn	
    with	
    her	
    partner	
    Nyssa.	
    
  Ildiko	
     Squallmaven	
     (location	
     7;	
     CN	
     female	
     human	
     fighter	
     1)	
    
  Allindra’s	
     fiery	
     young	
     daughter	
     yearns	
     to	
     pursue	
     her	
    
  mother’s	
    old	
    life	
    as	
    a	
    pirate.	
    
  Krorg	
    the	
    Flayer	
    (location	
    9;	
    CE	
    male	
    orc	
    fighter	
    6)	
    Bloodthirsty	
    
  leader	
    of	
    the	
    orc	
    tribe	
    living	
    in	
    the	
    nearby	
    woods.	
    
  “Shipshape”	
    Selma	
    (location	
    5;	
    CG	
    female	
    dwarf	
    expert	
    3)	
    This	
    
  meticulous	
    ex-­‐pirate	
    quartermaster	
    runs	
    the	
    trading	
    post.	
    	
    
  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. The	
     Sea	
     Bitch:	
     The	
     rotted	
     hull	
     of	
     this	
     pirate	
     ship	
     lies	
     on	
     the	
    
  beach	
    and	
    is	
    home	
    to	
    Erwyn	
    Splintertusk.	
    
  2. Druid’s	
    Cave:	
    Allindra	
    lives	
    in	
    a	
    sea	
    cave	
    at	
    the	
    cliff’s	
    base.	
    
  3. Puffin	
    Heights:	
    The	
    cliffs	
    to	
    the	
    east	
    of	
    the	
    village	
    are	
    home	
    to	
    
  hundreds	
    of	
    nesting	
    puffins	
    and	
    razorbills.	
    	
    	
    
  4. Aeries:	
    Trained	
    sea	
    eagles	
    build	
    their	
    nests	
    high	
    on	
    the	
    cliffs.	
    
  5. The	
     Stores:	
     This	
     well-­‐stocked	
     trading	
     post	
     sells	
     fishing	
     gear,	
    
  dry	
    goods	
    and	
    other	
    equipment.	
    
  6. The	
     Merry	
     Maiden:	
     The	
     village	
     inn	
     is	
     a	
     lively	
     place	
     where	
    
  patrons	
    can	
    enjoy	
    good	
    ales,	
    hearty	
    food,	
    music	
    and	
    dancing.	
    
  7. The	
     Docks:	
     Always	
     busy	
     with	
     fishing	
     boats	
     and	
     merchant	
    
  vessels	
    arriving	
    from	
    Deksport	
    and	
    points	
    beyond.	
    
  8. Village	
    Defenses:	
    An	
    earth	
    ditch	
    and	
    berm	
    protects	
    the	
    village.	
    	
    
  9. Forest:	
    An	
    ancient	
    orcish	
    fortress	
    stands	
    in	
    the	
    dense	
    woods	
    to	
    
  the	
    northwest	
    of	
    Sea	
    Bitch,	
    occupied	
    once	
    more	
    by	
    feral	
    orcs.	
    	
    	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Fishing,	
    hunting,	
    forestry	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     4th;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive,	
    the	
    following	
    items	
    are	
    for	
    sale:	
    
  § 
  Potions	
    pass	
    without	
    trace	
    (50	
    gp),	
    barkskin	
    +2	
    (300	
    gp)	
    
  § 
  Scroll	
    (Divine)	
    calm	
    animals	
    (25	
    gp),	
    commune	
    with	
    birds	
    (25	
    
  gp)	
    
  § 
  Wondrous	
    Item	
    efficient	
    quiver	
    (see	
    location	
    1;	
    500	
    gp)	
    
  
  27	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    some	
    information	
    about	
    Sea	
    Bitch.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
    10:	
    The	
    villagers	
    use	
    trained	
    sea	
    eagles	
    to	
    hunt	
    seabirds	
    
  for	
    food.	
    
  	
    
  DC	
     15:	
     Sea	
     Bitch	
     was	
     originally	
     founded	
     by	
     an	
     all-­‐female	
    
  pirate	
    crew,	
    and	
    has	
    a	
    reputation	
    for	
    offering	
    refuge	
    to	
    women	
    
  in	
    need.	
    	
    
  	
    
  DC	
     20:	
     An	
     ancient	
     fortress	
     stands	
     in	
     the	
     forest	
     to	
     the	
    
  northwest	
    of	
    the	
    village;	
    it	
    was	
    once	
    home	
    to	
    the	
    infamous	
    orc	
    
  king,	
    Ogzug	
    the	
    Betrayer,	
    and	
    is	
    rumoured	
    to	
    hold	
    lost	
    treasure.	
    
  V I L L A G E R S  
  Appearance	
     The	
     villagers	
     are	
     mostly	
     women	
     of	
     diverse	
    
  appearance	
    and	
    ethnic	
    backgrounds.	
    Many	
    were	
    former	
    pirates	
    
  and	
    usually	
    have	
    at	
    least	
    one	
    or	
    more	
    tattoos.	
     
  	
    
  Dress	
    Sea	
    Bitch’s	
    inhabitants	
    wear	
    thick,	
    hooded	
    cloaks	
    over	
    
  their	
     simple	
     shirts	
     and	
     breeches	
     to	
     protect	
     themselves	
     against	
    
  the	
    strong	
    winds	
    blowing	
    in	
    from	
    the	
    sea.	
    	
    
  Nomenclature	
    female	
    Gia,	
    Hanife,	
    Kerrie,	
    Rafat,	
    Tierna;	
    male	
    
  Brion,	
     Muirin,	
     Tady;	
     family	
     Delaney,	
     Grogwether,	
     Inkspott,	
    
  Redsail.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Sea	
    Bitch	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Nyssa	
     came	
     to	
     Sea	
     Bitch	
     to	
     get	
     away	
     from	
     her	
     violent	
    
  husband.	
    He	
    followed	
    her	
    here,	
    but	
    Finelle	
    Hornswaggle	
    
  and	
     others	
     forcefully	
     persuaded	
     him	
     it	
     wouldn’t	
     be	
     a	
    
  good	
    idea	
    to	
    try	
    and	
    drag	
    her	
    home	
    again.	
    	
    
  2	
    
  Ildiko	
    Squallmaven’s	
    father	
    is	
    a	
    well-­‐known	
    pirate	
    captain	
    
  in	
    Deksport	
    and	
    she’s	
    thinking	
    about	
    paying	
    him	
    a	
    visit.	
    
  3	
    
  Erwyn	
    Splintertusk	
    found	
    a	
    treasure	
    map	
    inside	
    a	
    bottle	
    
  that	
    washed	
    up	
    on	
    the	
    beach	
    the	
    other	
    day.	
    X	
    marks	
    the	
    
  spot!	
    
  4	
    
  The	
     forest	
     orcs	
     are	
     searching	
     the	
     ruined	
     fortress	
     for	
     a	
    
  mighty	
     magical	
     amulet	
     which	
     once	
     belonged	
     to	
     Ogzug	
    
  the	
    Betrayer.	
    
  5	
    
  The	
    captain	
    of	
    the	
    Sea	
    Bitch	
    was	
    slain	
    by	
    a	
    crossbow	
    bolt	
    
  fired	
    by	
    a	
    cowardly	
    goblin	
    pirate;	
    the	
    goblin	
    survived	
    the	
    
  battle	
    but	
    must	
    surely	
    be	
    dead	
    by	
    now.	
    
  6*	
    
  Erwyn	
     Splintertusk	
     came	
     to	
     Sea	
     Bitch	
     to	
     escape	
     the	
    
  massive	
    gambling	
    debts	
    he	
    ran	
    up	
    in	
    Deksport.	
    
  *False	
    rumour	
    	
    
  	
    
  	
    
  
  28	
    
  S T A R S P U N  H O L L O W  A T  A  G L A N C E  
  When	
    human	
    conquerors	
    expanded	
    into	
    halfling	
    lands,	
    several	
    
  families	
     fled	
     the	
     invaders	
     and	
     built	
     a	
     camp	
     on	
     the	
     edge	
     of	
     a	
    
  wooded	
    fen.	
    The	
    refugees	
    eked	
    out	
    a	
    meagre	
    existence	
    fishing	
    
  and	
    foraging	
    while	
    trying	
    to	
    fend	
    off	
    the	
    vermin	
    plaguing	
    their	
    
  new	
     home.	
     The	
     halflings’	
     luck	
     turned	
     around,	
     however,	
     when	
    
  the	
    druid	
    Mayli	
    Nightwillow	
    happened	
    upon	
    a	
    unique	
    discovery.	
    
  Mayli	
     studied	
     a	
     local	
     arachnid,	
     known	
     as	
     a	
     starweaver	
     spider,	
    
  which	
     attracted	
     prey	
     by	
     reflecting	
     moonlight	
     off	
     its	
     mirror-­‐like	
    
  webs,	
    and	
    soon	
    learned	
    how	
    to	
    harvest	
    and	
    process	
    the	
    spiders’	
    
  silk.	
    This	
    “star	
    silk”	
    could	
    be	
    woven	
    into	
    fabrics	
    that	
    shimmered	
    
  and	
    sparkled	
    even	
    in	
    dim	
    light.	
    Furthermore,	
    star	
    silk	
    showed	
    an	
    
  affinity	
    for	
    colours	
    derived	
    from	
    the	
    surrounding	
    wildlife,	
    which	
    
  led	
    to	
    the	
    development	
    of	
    several	
    vibrant	
    dyes.	
    
  	
    
  It	
    wasn’t	
    long	
    before	
    star	
    silk	
    became	
    popular	
    among	
    foreign	
    
  aristocrats,	
    and	
    the	
    halflings	
    found	
    themselves	
    in	
    possession	
    of	
    a	
    
  valuable	
    commodity.	
    Starweaver	
    spiders	
    were	
    quickly	
    integrated	
    
  into	
     the	
     village’s	
     culture,	
     used	
     to	
     protect	
     crops	
     from	
     pests,	
    
  decorate	
     buildings	
     and	
     even	
     serve	
     as	
     pets.	
     The	
     burgeoning	
    
  community	
     took	
     the	
     name	
     Starspun	
     Hollow	
     in	
     honour	
     of	
     the	
    
  spiders	
     that	
     brought	
     about	
     its	
     fortune.	
     Before	
     long	
     human	
    
  traders	
    started	
    building	
    houses	
    nearby,	
    which	
    contributed	
    to	
    the	
    
  village’s	
    prosperity	
    but	
    concerned	
    the	
    halfling	
    refugees,	
    who	
    still	
    
  remembered	
     being	
     driven	
     from	
     their	
     homes.	
     The	
     result	
     is	
     a	
    
  patchwork	
     of	
     differently	
     sized	
     buildings	
     floating	
     on	
     the	
     fens,	
    
  alive	
    with	
    riotous	
    colour	
    day	
    and	
    night.	
    
  	
    
  Though	
     seemingly	
     peaceful,	
     Starspun	
     Hollow	
     is	
     rife	
     with	
    
  whispers	
    of	
    conflict.	
    Milni	
    Nightwillow,	
    Mayli’s	
    daughter	
    and	
    the	
    
  village	
    reeve,	
    insists	
    on	
    sustainable	
    but	
    low-­‐yield	
    production	
    of	
    
  star	
    silk	
    and	
    dyes,	
    much	
    to	
    the	
    chagrin	
    of	
    Markku	
    Olent,	
    owner	
    
  of	
    the	
    community’s	
    primary	
    dye	
    works.	
    Their	
    increasingly	
    heated	
    
  arguments	
     stir	
     up	
     old	
     racial	
     animosity	
     among	
     the	
     citizens,	
    
  leaving	
    everyone	
    on	
    edge.	
    To	
    make	
    matters	
    worse,	
    the	
    village’s	
    
  most	
    popular	
    dye	
    is	
    derived	
    from	
    a	
    dragonfly	
    considered	
    sacred	
    
  by	
    a	
    large	
    tribe	
    of	
    boggards,	
    who	
    grow	
    more	
    outraged	
    every	
    day	
    
  by	
    the	
    audacity	
    of	
    the	
    “bite-­‐sized”	
    spider	
    catchers.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Milni	
    Nightwillow	
    	
    
  Government	
    Magical	
    
  Population	
    188	
    (79	
    humans,	
    78	
    halflings,	
    19	
    gnomes,	
    7	
    elves,	
    3	
    
  half-­‐elves,	
    2	
    half-­‐orcs)	
    
  Alignments	
    NG	
    
  Languages	
    Common,	
    Halfling	
    
  Corruption	
    -­‐3;	
    Crime	
    -­‐1;	
    Economy	
    +0;	
    Law	
    -­‐1;	
    Lore	
    +3;	
    Society	
    -­‐3	
    
  Qualities	
    Prosperous,	
    rumourmongering	
    citizens	
    
  Danger	
    0;	
    Disadvantages	
    None	
    
  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:	
    
  Aiwin	
    Elestien	
    (location	
    6;	
    CG	
    male	
    elf	
    bard	
    3/expert	
    2)	
    Aiwin	
    is	
    
  patriarch	
    of	
    an	
    elven	
    family	
    of	
    tailors	
    and	
    musicians	
    known	
    
  for	
    their	
    borderline-­‐debaucherous	
    revelries.	
    
  Bekka	
     Murray	
     (location	
     2;	
     NG	
     female	
     halfling	
     druid	
     2)	
     Milni	
    
  Nightwillow’s	
    protégé	
    is	
    eager	
    to	
    please	
    everyone.	
    
  Berno	
     Dewberry	
     (location	
     3;	
     N	
     male	
     halfling	
     expert	
     2)	
     The	
    
  Dream	
    Weaver’s	
    owner	
    is	
    anxious	
    and	
    constantly	
    apologizes.	
    
  Kyler	
     Sylbane	
     (location	
     7;	
     N	
     male	
     human	
     ranger	
     5)	
     A	
     fen	
    
  explorer,	
    Kyler	
    worries	
    about	
    the	
    rising	
    boggard	
    aggression.	
    
  Markku	
    Olent	
    (location	
    5;	
    LN	
    male	
    human	
    aristocrat	
    2)	
    Owner	
    of	
    
  the	
     village’s	
     largest	
     dye	
     works,	
     he	
     believes	
     he	
     can	
     expand	
    
  production	
    by	
    using	
    the	
    fens	
    to	
    replace	
    lost	
    resources.	
    
  Milni	
     Nightwillow	
     (location	
     4;	
     NG	
     female	
     halfling	
     druid	
     7)	
    
  Starspun	
    Hollow’s	
    reeve	
    wearies	
    of	
    politics,	
    but	
    steadfastly	
    
  defends	
    maintaining	
    renewable	
    silk	
    and	
    dye	
    production.	
    
  Ricola	
     Aulburn	
     (location	
     8;	
     CN	
     female	
     halfling	
     rogue	
     4)	
     The	
    
  owner	
    of	
    the	
    general	
    store	
    leads	
    the	
    anti-­‐human	
    radicals.	
    
  Willina	
    Capleaf	
    (location	
    1;	
    NG	
    female	
    halfling	
    expert	
    3)	
    Willina	
    
  is	
    overseer	
    of	
    the	
    village’s	
    crops	
    and	
    star	
    silk	
    cultivation.	
    
  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. Berry	
    Fields	
    Main	
    Office:	
    Agricultural	
    centre	
    and	
    home	
    of	
    the	
    
  starweaver	
    spiders.	
    	
    
  2. Commons:	
    This	
    dry	
    hillock	
    serves	
    as	
    the	
    village	
    centre,	
    festival	
    
  grounds	
    and	
    open-­‐air	
    market.	
    
  3. Dream	
    Weaver	
    Inn:	
    The	
    local	
    inn	
    and	
    tavern.	
    
  4. Nightwillow	
    Manor:	
    Milni’s	
    home	
    and	
    the	
    de	
    facto	
    town	
    hall.	
    
  5. Olent	
    Dye	
    Works:	
    Starspun	
    Hollow’s	
    largest	
    producer	
    of	
    dyes.	
    
  6. Silks	
    &	
    Songs:	
    Home	
    and	
    workplace	
    of	
    the	
    Elestien	
    elves.	
    
  7. Sylbane’s	
    Sojourns:	
    A	
    fishing,	
    hunting	
    and	
    ranging	
    lodge.	
    
  8. Wanderer’s	
    Wares:	
    General	
    store	
    and	
    meeting	
    place	
    for	
    anti-­‐
  human	
    mavericks.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Dyes,	
    farming,	
    fishing	
    and	
    silks	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     4th;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  The	
    following	
    items	
    are	
    for	
    sale:	
    
  § 
  Ring	
    improved	
    swimming	
    (10,000	
    gp)	
    
  § 
  Scrolls	
    (Divine)	
    control	
    water	
    (700	
    gp),	
    wood	
    shape	
    (150	
    gp)	
    
  § 
  Wand	
    spider	
    climb	
    (34	
    chgs.,	
    3,060	
    gp)	
    
  § 
  Wondrous	
    Item	
    gloves	
    of	
    arrow	
    snaring	
    (4,000	
    gp)	
    
  
  29	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
    may	
    know	
    something	
    about	
    Starspun	
    Hollow.	
    A	
    successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    check.	
    
  	
    
  DC	
    10:	
    Starspun	
    Hollow	
    is	
    known	
    as	
    the	
    sole	
    producer	
    of	
    a	
    
  fabric	
    called	
    star	
    silk,	
    as	
    well	
    as	
    numerous	
    clothing	
    dyes.	
    
  	
    
  DC	
     15:	
     The	
     villagers	
     derive	
     several	
     dyes	
     from	
     the	
    
  surrounding	
    wildlife,	
    and	
    are	
    always	
    looking	
    for	
    people	
    to	
    brave	
    
  the	
    fens	
    in	
    search	
    of	
    raw	
    materials.	
    
  	
    
  DC	
     20:	
     The	
     village	
     was	
     built	
     by	
     halflings	
     fleeing	
     human	
    
  invaders.	
    Even	
    though	
    many	
    humans	
    now	
    live	
    there,	
    the	
    small	
    
  folk	
    don’t	
    fully	
    trust	
    them	
    and	
    racial	
    tensions	
    run	
    deep.	
    
  V I L L A G E R S  
  Appearance	
     Villagers	
     tend	
     toward	
     fair	
     skin	
     and	
     brown	
     hair,	
    
  usually	
    bound	
    in	
    braids	
    or	
    buns	
    that	
    fit	
    beneath	
    their	
    shawls.	
    
  	
    
  Dress	
    Villagers	
    wear	
    layers	
    of	
    nets,	
    shawls	
    and	
    veils	
    to	
    keep	
    
  pests	
     off	
     their	
     skin.	
     Clothing	
     is	
     usually	
     made	
     of	
     star	
     silk	
     dyed	
    
  magnificent	
    colours.	
    Leather	
    does	
    not	
    take	
    local	
    dyes	
    well,	
    so	
    it	
    
  is	
    only	
    worn	
    by	
    labourers	
    and	
    seen	
    as	
    improper	
    for	
    social	
    events.	
    
  	
    
  Nomenclature	
     male:	
     Collyn,	
     Daven,	
     Olivir,	
     Timmett,	
     Rolth;	
    
  female:	
    Brenna,	
    Fayli,	
    Liria,	
    Misty,	
    Penni;	
    family:	
    Bryony,	
    Hoplee,	
    
  Kermen,	
    Olmadder,	
    Safflin.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    the	
    village	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1*	
    
  Human	
     merchants	
     are	
     trying	
     to	
     smuggle	
     out	
     some	
    
  starweaver	
    spiders	
    and	
    undercut	
    prices	
    abroad.	
    
  2	
    
  Ricola	
     Aulburn	
     has	
     been	
     sabotaging	
     the	
     dye	
     works	
     to	
    
  show	
     Markku	
     Olent	
     and	
     the	
     other	
     humans	
     they’re	
     not	
    
  welcome.	
    
  3	
    
  Fewer	
    folks	
    are	
    returning	
    from	
    forays	
    into	
    the	
    fens,	
    and	
    
  locals	
    are	
    hearing	
    croaking	
    sounds	
    in	
    the	
    dead	
    of	
    night.	
    
  4	
    
  Markku	
     is	
     trying	
     to	
     undermine	
     Milni’s	
     resolve	
     by	
    
  buttering	
    up	
    to	
    her	
    pupil,	
    Bekka	
    Murray.	
    
  5	
    
  Someone,	
    or	
    something,	
    damaged	
    the	
    webs	
    along	
    the	
    far	
    
  end	
     of	
     the	
     Berry	
     Fields.	
     Willina	
     Capleaf	
     is	
     offering	
     a	
    
  bounty	
    to	
    find	
    the	
    culprit.	
    
  6*	
    
  The	
    Elestien	
    elves	
    are	
    actually	
    evil	
    fey	
    trying	
    to	
    draw	
    the	
    
  whole	
    village	
    into	
    lascivious	
    vice.	
    
  *False	
    rumour	
    
   
   
  
  30	
    
  S A I N T  F I A C R E  A T  A  G L A N C E  
  Over	
    75	
    years	
    ago,	
    the	
    village	
    now	
    known	
    as	
    Saint	
    Fiacre	
    was	
    the	
    
  small	
     hamlet	
     of	
     Verton.	
     According	
     to	
     legend,	
     it	
     became	
     Saint	
    
  Fiacre	
     after	
     the	
     legendary	
     cleric	
     Fiacre	
     the	
     Bulwark	
     single-­‐
  handily	
    defended	
    the	
    hamlet	
    against	
    a	
    raid	
    by	
    an	
    entire	
    tribe	
    of	
    
  sahuagin.	
    In	
    thanks,	
    the	
    villagers	
    immediately	
    erected	
    a	
    church	
    
  to	
    Saint	
    Fiacre’s	
    deity,	
    a	
    god	
    of	
    commerce	
    and	
    trade,	
    and	
    built	
    a	
    
  statue	
    commemorating	
    him	
    in	
    their	
    village	
    square.	
    When	
    Fiacre	
    
  passed	
    away,	
    the	
    villagers	
    successfully	
    petitioned	
    his	
    church	
    to	
    
  grant	
    him	
    sainthood	
    and	
    renamed	
    their	
    village	
    in	
    his	
    honour.	
    
  	
    	
    
  Today,	
    Mayor	
    Pepin	
    Vert	
    constantly	
    seeks	
    new	
    ventures	
    to	
    
  further	
     expand	
     the	
     village’s	
     economy,	
     but	
     he	
     is	
     forced	
     to	
    
  contend	
    with	
    the	
    old	
    money	
    aristocrats	
    that	
    make	
    the	
    seaside	
    
  village	
     their	
     summer	
     home.	
     Generations	
     ago	
     the	
     mayor’s	
    
  grandfather	
    sold	
    premium	
    property	
    to	
    the	
    nobles	
    to	
    expand	
    the	
    
  village,	
    but	
    now	
    that	
    land	
    goes	
    to	
    waste.	
    Without	
    it,	
    Pepin	
    has	
    
  been	
    forced	
    to	
    rely	
    on	
    turnpike	
    tariffs	
    as	
    the	
    primary	
    source	
    of	
    
  income,	
    but	
    the	
    locals	
    doubt	
    this	
    money	
    can	
    sustain	
    the	
    village’s	
    
  growing	
     population.	
     True	
     these	
     are	
     hardly	
     concerns	
     worthy	
     of	
    
  heroes,	
    but	
    Saint	
    Fiacre	
    prides	
    itself	
    on	
    its	
    lack	
    of	
    monsters	
    and	
    
  supernatural	
    troubles.	
    
  	
    
  Unknown	
    to	
    most	
    folk,	
    trouble	
    is	
    brewing	
    in	
    Saint	
    Fiacre.	
    A	
    
  years-­‐old	
    rivalry	
    is	
    coming	
    to	
    the	
    boil	
    with	
    the	
    arrival	
    of	
    Jérôme	
    
  Javert,	
     an	
     inquisitor	
     looking	
     to	
     imprison	
     the	
     caretaker	
     of	
     the	
    
  village’s	
    orphanage	
    for	
    his	
    criminal	
    past.	
    Meanwhile,	
    something	
    
  lurks	
    in	
    Fiacre’s	
    Woods,	
    shielded	
    from	
    discovery	
    by	
    the	
    wood’s	
    
  thick	
     foliage.	
     This	
     monster	
     has	
     taken	
     root	
     within	
     the	
     wood,	
    
  having	
    devoured	
    and	
    replaced	
    a	
    third	
    of	
    the	
    village’s	
    population	
    
  with	
     near-­‐perfect	
     replicas.	
     If	
     left	
     unchecked,	
     the	
     monster	
     will	
    
  consume	
    all	
    of	
    Saint	
    Fiacre,	
    and	
    the	
    world	
    beyond	
    soon	
    after.	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Mayor	
    Pepin	
    Vert	
    	
    
  Government	
    Autocracy	
    
  Population	
    194	
    (74	
    humans,	
    64	
    pod	
    creatures,	
    38	
    halflings,	
    10	
    
  half-­‐orcs,	
    2	
    dwarves,	
    1	
    changeling,	
    3	
    half-­‐elves,	
    1	
    kitusne,)	
    
  Alignments	
    LN,	
    N,	
    NE,	
    NG	
    
  Languages	
    Common,	
    Dwarven	
    
  Corruption	
    +0;	
    Crime	
    +0;	
    Economy	
    +1;	
    Law	
    +0;	
    Lore	
    +0;	
    Society	
    
  +0	
    
  Qualities	
    Prosperous,	
    racially	
    intolerant	
    (all	
    except	
    humans	
    and	
    
  halflings)	
    
  Danger	
    +0;	
    Disadvantages	
    None	
    
  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:	
    
  Jarq	
     Vailjarq	
     (location	
     8;	
     N	
     male	
     half-­‐orc	
     rogue	
     7)	
     Imprisoned	
    
  fifteen	
     years	
     ago	
     for	
     petty	
     theft,	
     Jarq	
     escaped	
     from	
     prison	
    
  during	
    a	
    riot	
    and	
    eventually	
    settled	
    in	
    Saint	
    Fiacre.	
    
  Lothair	
     Dol	
     (location	
     4;	
     LN	
     male	
     human	
     inquisitor	
     10)	
     Jarq’s	
    
  original	
     captor,	
     Inquisitor	
     Lothair	
     Dol	
     tracked	
     Jarq	
     to	
     Saint	
    
  Fiacre	
    and	
    seeks	
    to	
    return	
    the	
    fugitive	
    to	
    jail.	
    
  Pepin	
    Vert	
    (location	
    7;	
    LN	
    male	
    human	
    aristocrat	
    2)	
    Mayor	
    Vert	
    
  comes	
    from	
    a	
    long	
    line	
    of	
    political	
    leaders	
    and	
    is	
    determined	
    
  to	
    follow	
    in	
    his	
    father’s	
    footsteps	
    and	
    help	
    Saint	
    Fiacre	
    grow.	
    
  Suidger	
    Fiacre	
    (location	
    8;	
    N	
    male	
    kitsune	
    ranger	
    1)	
    A	
    resident	
    at	
    
  Euphraise’s	
    Home	
    for	
    Children,	
    12-­‐year	
    old	
    Suidger	
    is	
    hiding	
    
  a	
    secret	
    that	
    threatens	
    Saint	
    Fiacre’s	
    existence.	
    
  Velda	
    Flavigny	
    (location	
    6;	
    CE	
    female	
    human	
    adept	
    4)	
    In	
    recent	
    
  weeks,	
     Velda,	
     Saint	
     Fiacre’s	
     physician,	
     has	
     been	
     acting	
    
  extraordinary	
     fearful	
     and	
     frightened,	
     shunning	
     even	
     her	
    
  closest	
    friends.	
    
  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. The	
    Surf	
    and	
    Salts:	
    Though	
    all	
    are	
    welcome,	
    the	
    Surf	
    and	
    Salts	
    
  tavern	
    and	
    inn	
    caters	
    primarily	
    to	
    merchants	
    and	
    sailors.	
    	
    	
    
  2. Staffelsee’s	
     Pier:	
     Most	
     of	
     the	
     ships	
     visiting	
     Saint	
     Fiacre	
     dock	
    
  here.	
    The	
    pier	
    is	
    named	
    for	
    a	
    man	
    who	
    allegedly	
    sat	
    here	
    each	
    
  day,	
    waiting	
    for	
    his	
    love	
    to	
    return	
    from	
    sea.	
    	
    
  3. Fiacre’s	
    Square:	
    This	
    area	
    is	
    the	
    centre	
    of	
    Saint	
    Fiacre	
    and	
    a	
    
  natural	
    gathering	
    place.	
    
  4. Saint	
     Fiacre’s	
     Church:	
     Dedicated	
     to	
     the	
     god	
     of	
     trade	
     and	
    
  commerce,	
    this	
    church	
    is	
    named	
    for	
    the	
    village’s	
    patron	
    saint.	
    
  5. The	
     Groves:	
     Named	
     for	
     their	
     cultivated	
     appearance,	
     most	
    
  villagers	
    live	
    in	
    this	
    neighbourhood.	
    
  6. Merchant’s	
    Row:	
    Built	
    in	
    the	
    shadow	
    of	
    Saint	
    Fiacre’s	
    Church	
    
  for	
    good	
    luck,	
    most	
    of	
    Saint	
    Fiacre’s	
    shops	
    stand	
    here.	
    
  7. Seaside	
    Manors:	
    Built	
    generations	
    ago	
    by	
    wealthy	
    aristocrats,	
    
  these	
    decadent	
    summer	
    homes	
    sit	
    largely	
    unused.	
    
  8. Euphrasie’s	
    Home	
    for	
    Children:	
    This	
    building	
    is	
    Saint	
    Fiacre’s	
    
  orphanage,	
    and	
    houses	
    a	
    dozen	
    children	
    of	
    varying	
    ages.	
    
  9. Fiacre’s	
     Wood:	
     Fiacre’s	
     Wood	
     features	
     thick,	
     tall	
     trees	
     and	
    
  dense	
    foliage.	
    A	
    major	
    road	
    cuts	
    through	
    the	
    forest.	
    
  10. Ishild	
     Jr.’s	
     Grove:	
     Close	
     to	
     the	
     edge	
     of	
     Fiacre’s	
     Wood,	
     this	
    
  clearing	
     was	
     created	
     by	
     a	
     falling	
     star,	
     and	
     is	
     the	
     lair	
     of	
     a	
    
  terrifying	
    creature	
    from	
    the	
    Great	
    Beyond.	
    
  M A R K E T P L A C E	
    
  Resources	
    &	
    Industry	
    Artisans,	
    fish,	
    lumber,	
    road	
    builders	
    
  Base	
     Value	
     650	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Saint	
    Fiacre,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  	
    
  Potions	
     &	
     Oils	
     bless	
     weapon	
     (oil),	
     pass	
     without	
     trace	
    
  (potion),	
    and	
    protection	
    from	
    evil	
    (potion)	
    
  	
    
  Scroll	
    (Divine)	
    detect	
    animals	
    or	
    plants	
    and	
    keen	
    senses	
    
  
  31	
    
  V I L L A G E  L O R E  
  A	
    PC	
    making	
    a	
    Knowledge	
    (geography)	
    or	
    Knowledge	
    (local)	
    may	
    
  know	
     some	
     information	
     about	
     Saint	
     Fiacre.	
     A	
     successful	
     check	
    
  reveals	
    all	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
     15:	
     Saint	
     Fiacre	
     is	
     named	
     for	
     a	
     priest	
     that	
     saved	
     the	
    
  village	
    from	
    a	
    sahuagin	
    raid	
    a	
    century	
    ago.	
    The	
    priest	
    made	
    Saint	
    
  Fiacre	
    his	
    home,	
    and	
    with	
    his	
    blessings	
    the	
    village	
    thrived.	
    	
    
  	
    
  DC	
    20:	
    Saint	
    Fiacre’s	
    main	
    economy	
    is	
    the	
    collection	
    of	
    tariffs	
    
  on	
    Fiacre’s	
    Sojourn,	
    a	
    road	
    cutting	
    through	
    Fiacre’s	
    Wood	
    to	
    the	
    
  south.	
    Although	
    the	
    tariff	
    has	
    been	
    profitable,	
    many	
    feel	
    it’s	
    only	
    
  a	
    matter	
    of	
    time	
    before	
    merchants	
    find	
    a	
    less	
    expensive	
    route,	
    
  ruining	
    Saint	
    Fiacre’s	
    only	
    real	
    industry.	
    
  	
    
  DC	
     25:	
     Some	
     people	
     believe	
     Madelyn	
     Fiacre,	
     the	
     current	
    
  priest	
     and	
     caretaker	
     of	
     Saint	
     Fiacre’s	
     Church,	
     is	
     actually	
     the	
    
  daughter	
     of	
     Malerie	
     Bulwark,	
     the	
     only	
     child	
     of	
     Saint	
     Fiacre	
    
  himself	
    and	
    an	
    elven	
    lover.	
    
  V I L L A G E R S  
  Appearance	
    Villagers	
    possess	
    strong,	
    chiselled	
    bodies	
    from	
    a	
    life	
    
  of	
    physical	
    labour	
    and	
    stern	
    faces	
    with	
    dark	
    eyes	
    and	
    hair.	
    	
    	
    	
    
  Dress	
     Clothing	
     is	
     sturdy	
     and	
     practical,	
     designed	
     for	
     wear	
     and	
    
  tear.	
    Blues,	
    greens	
    and	
    other	
    natural	
    colours	
    are	
    favoured.	
    
  Nomenclature	
     male	
     Arnulf,	
     Grifo,	
     Mathrid;	
     female	
     Ada,	
     Berta,	
    
  Uta;	
    family	
    Fiacre	
    (bastard	
    name),	
    Gall,	
    Vert.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Saint	
    Fiacre	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1	
    
  Jarq	
    Vailjarq	
    has	
    a	
    seedy	
    past	
    he’s	
    trying	
    to	
    forget.	
    
  2	
    
  A	
     ghost	
     has	
     been	
     haunting	
     Staffelsee’s	
     Pier,	
     crying	
     out	
    
  for	
    an	
    unrequited	
    love.	
    
  3*	
    
  Despite	
    what	
    Jarq	
    says,	
    Suidger	
    Fiacre	
    is	
    a	
    lycanthrope.	
    
  People	
     who’ve	
     associated	
     with	
     him	
     begin	
     acting	
    
  strangely,	
    and	
    he’s	
    obviously	
    starting	
    a	
    cabal	
    somewhere	
    
  in	
    the	
    village.	
    
  4*	
    
  Monsters,	
     namely	
     lycanthropes,	
     have	
     begun	
     settling	
     in	
    
  Fiacre’s	
    Wood	
    and	
    stealing	
    from	
    the	
    villagers	
    at	
    night.	
    
  5	
    
  Madelyn	
    Fiacre’s	
    uncanny	
    resemblance	
    to	
    Saint	
    Fiacre’s	
    
  statue	
     likely	
     means	
     she	
     is	
     an	
     illegitimate	
     heir	
     of	
     the	
    
  village’s	
    patron.	
    
  6	
    
  Velda	
     Flavigny	
     has	
     been	
     acting	
     strangely,	
     and	
     nobody’s	
    
  seen	
    her	
    husband	
    for	
    days.	
    Some	
    suspect	
    foul	
    play.	
    
  *False	
    rumour	
    
   
   
  
  32	
    
  W E L L S W O O D  A T  A  G L A N C E  
  A	
     busy,	
     bustling	
     place	
     Wellswood	
     stands	
     near	
     the	
     juncture	
     of	
    
  two	
    trade	
    routes.	
    Here,	
    travellers	
    and	
    traders	
    shake	
    the	
    mud	
    of	
    
  the	
     road	
     from	
     their	
     feet	
     and	
     Lord	
     Issakainen	
     grows	
     fat	
     on	
     the	
    
  taxes	
    and	
    tolls	
    he	
    levies	
    on	
    both	
    traveller	
    and	
    villager	
    alike.	
    And	
    
  although	
    Wellswood	
    is	
    famed	
    for	
    the	
    warm	
    welcome	
    travellers	
    
  find	
    in	
    its	
    taprooms	
    and	
    businesses	
    the	
    village	
    is	
    well	
    known	
    for	
    
  another	
    reason	
    entirely.	
    
  	
    
  For	
     Wellswood	
     is	
     aptly	
     named,	
     indeed.	
     Many	
     wells—both	
    
  natural	
     and	
     dwarf-­‐made—dot	
     the	
     village.	
     Far	
     below	
     lies	
     Lake	
    
  Thraren,	
    a	
    large	
    subterranean	
    lake	
    navigable	
    in	
    parts	
    and	
    fished	
    
  for	
     the	
     many	
     exotic	
     fish	
     swimming	
     therein.	
     A	
     small	
     clan	
     of	
    
  dwarves—the	
     Erdikr—dwells	
     upon	
     the	
     lake’s	
     ebon	
     shores.	
    
  Nominal	
     servants,	
     or	
     at	
     least	
     allies,	
     of	
     Lord	
     Issakainen	
     they	
    
  permit	
    few	
    outsiders	
    to	
    visit	
    their	
    lightless	
    home.	
    	
    
  	
    
  Wellswood	
     is	
     not	
     the	
     peaceful	
     place	
     it	
     first	
     appears.	
     Lord	
    
  Issakainen	
    grows	
    greedy	
    and	
    taxes	
    have	
    been	
    rising	
    steadily	
    of	
    
  late.	
     Merchants	
     grumble	
     at	
     the	
     increased	
     costs	
     while	
     recently	
    
  some	
    villagers	
    have	
    begun	
    to	
    wonder	
    exactly	
    what	
    the	
    Erdikr	
    are	
    
  up	
    to	
    in	
    their	
    ebon	
    hold.	
    	
    
  D E M O G R A P H I C S	
    
  Ruler	
    Ilmari	
    Issakainen	
    
  Government	
    Overlord	
    
  Population	
    192	
    (139	
    humans,	
    37	
    dwarves,	
    15	
    halflings,	
    1	
    half-­‐elf)	
    
  Alignments	
    LN,	
    NG	
    
  Languages	
    Common,	
    Dwarven,	
    Halfling	
    
  Corruption	
    +2;	
    Crime	
    -­‐2;	
    Economy	
    +2;	
    Law	
    +3;	
    Lore	
    +1;	
    Society	
    -­‐
  2	
    
  Qualities	
    Prosperous,	
    strategic	
    location	
    	
    
  Danger	
    +0;	
    Disadvantages	
    None	
    
  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:	
    
  Aelliah	
     Issakainen	
     (location	
     1;	
     NG	
     female	
     middle-­‐aged	
     half-­‐elf	
    
  bard	
     5)	
     Beloved	
     by	
     the	
     villagers,	
     Aelliah	
     does	
     much	
     to	
    
  temper	
    her	
    husband’s	
    dour,	
    greedy	
    demeanour.	
    	
    
  Antal	
    Silverleaf	
    (location	
    8;	
    N	
    male	
    old	
    halfling	
    cleric	
    4	
    [Behron])	
    
  Named	
     for	
     his	
     silver	
     hair,	
     Antal	
     maintains	
     the	
     Traveller’s	
    
  Rest.	
    Too	
    old	
    to	
    travel	
    far	
    now,	
    he	
    is	
    a	
    popular	
    fellow.	
    
  Azthur	
    Erdukr	
    (location	
    10;	
    LG	
    female	
    dwarf	
    expert	
    2/fighter	
    5)	
    
  Often	
     seen	
     about	
     the	
     village,	
     checking	
     well	
     walls	
     and	
     the	
    
  like,	
    Azthur	
    is	
    suspicious	
    of	
    strangers	
    and	
    their	
    questions.	
    	
    
  Elimia	
    Takala	
    (location	
    6;	
    NG	
    female	
    human	
    expert	
    2)	
    Owner	
    of	
    
  the	
     Boot	
     and	
     Wheel,	
     Elimia	
     is	
     a	
     congenial	
     host;	
     she	
     has	
     a	
    
  strong	
    regular	
    trade,	
    which	
    infuriates	
    Jani	
    Lieno.	
    
  Ilamri	
     Issakainen	
     (location	
     1;	
     LN	
     male	
     old	
     human	
     aristocrat	
    
  2/fighter	
    2/wizard	
    [universalist]	
    3)	
    Lord	
    of	
    the	
    village,	
    and	
    a	
    
  powerful	
    (but	
    dour)	
    man,	
    Ilmari	
    has	
    grown	
    wealthy	
    through	
    
  clever	
     management	
     of	
     Wellswood’s	
     location	
     and	
     unique	
    
  resource.	
    
  Jani	
    Leino	
    (location	
    2;	
    N	
    male	
    human	
    expert	
    2)	
    Landlord	
    of	
    the	
    
  Footsore	
    Wanderer,	
    Jani	
    greatly	
    desires	
    to	
    buy	
    the	
    Boot	
    &	
    
  Wheel;	
    his	
    advances	
    have	
    been	
    rebuffed	
    repeatedly.	
    	
    
  N O T A B L E 	
    L O C A T I O N S	
    
  Most	
    of	
    Wellswood	
    comprises	
    peasant	
    homes.	
    A	
    few	
    locations,	
    
  however,	
    are	
    of	
    interest	
    to	
    adventurers:	
    
  1. Castle	
     Issakainen:	
     Castle	
     Issakainen’s	
     lofty	
     battlements	
    
  overlook	
    the	
    trading	
    routes	
    that	
    meet	
    just	
    north	
    of	
    the	
    village.	
    	
    
  2. The	
     Footsore	
     Wanderer:	
     Occupying	
     a	
     walled	
     compound,	
     the	
    
  Footsore	
    Wanderer	
    has	
    ample	
    accommodations	
    for	
    all	
    but	
    the	
    
  largest	
    caravans.	
    
  3. Toll	
     Booth:	
     From	
     these	
     watchtowers	
     Lord	
     Issakainen	
     levies	
    
  tolls	
    on	
    all	
    travellers	
    entering	
    Wellswood.	
    
  4. Wheels	
     &	
     Wagons:	
     Run	
     by	
     two	
     brothers,	
     this	
     large	
     business	
    
  can	
    repair	
    almost	
    any	
    mode	
    of	
    transport.	
    
  5. Tuomi’s	
     Outfitters:	
     This	
     meticulously	
     organised	
     shop	
     has	
    
  everything	
    a	
    traveller	
    should	
    need	
    to	
    reach	
    his	
    destination.	
    	
    
  6. The	
     Boot	
     &	
     Wheel:	
     This	
     small	
     inn	
     does	
     a	
     roaring	
     trade;	
     its	
    
  guests	
     are	
     welcome	
     to	
     pitch	
     their	
     tents	
     within	
     the	
     inn’s	
    
  grounds	
    or	
    to	
    hire	
    one	
    of	
    its	
    many	
    small	
    lodges.	
    	
    
  7. The	
    Angry	
    Badger:	
    A	
    local’s	
    watering	
    hole,	
    the	
    Angry	
    Badger	
    
  serves	
     cheap,	
     plentiful	
     drinks	
     and	
     basic,	
     but	
     filling,	
     food.	
    
  Additional	
     entertainments	
     are	
     always	
     available	
     upstairs	
     (and	
    
  occasionally	
    downstairs).	
    	
    
  8. Travellers’	
    Rest:	
    This	
    rambling	
    shrine	
    dedicated	
    to	
    Behron,	
    the	
    
  god	
     of	
     travellers,	
     is	
     open	
     to	
     all.	
     Travellers	
     low	
     on	
     funds	
     can	
    
  sleep	
    in	
    the	
    shrine	
    for	
    free.	
    
  9. Lake	
    Thraren:	
    Lord	
    Issakainen	
    tightly	
    controls	
    access	
    to	
    Lake	
    
  Thraren	
    and	
    tithes	
    those	
    fishing	
    its	
    waters.	
    	
    
  10. Don	
     Galir:	
     Home	
     of	
     the	
     Erdikr	
     clan,	
     this	
     small	
     dwarven	
     hold	
    
  lies	
    under	
    Wellswood;	
    non-­‐dwarves	
    are	
    rarely	
    admitted.	
    	
    
  M A R K E T P L A C E	
    
  Resources	
     &	
     Industry	
     Fishing,	
     hospitality/lodgings,	
     travellers’	
    
  services	
    	
    
  Base	
     Value	
     715	
     gp;	
     Purchase	
     Limit	
     3,750	
     gp;	
     Spellcasting	
     3rd;	
    
  Minor	
    Items	
    2d4;	
    Medium	
    Items	
    1d4;	
    Major	
    Items	
    –	
    
  When	
    the	
    PCs	
    arrive	
    in	
    Wellswood,	
    the	
    following	
    items	
    are	
    for	
    
  sale:	
    
  § 
  Armour	
    +2	
    half-­‐plate	
    (4,750	
    gp)	
    
  § 
  Potions	
    &	
    Oils	
    make	
    whole	
    (300	
    gp),	
    sanctuary	
    (50	
    gp)	
    
  § 
  Scrolls	
    (Arcane)	
    darkness	
    (150	
    gp)	
    
  § 
  Wand	
    cure	
    light	
    wounds	
    (25	
    chgs;	
    375	
    gp)	
    
  § 
  Wondrous	
    Item	
    pipes	
    of	
    sounding	
    (1,800	
    gp)	
    
  
  33	
    
  V I L L A G E  L O R E  
  A	
     PC	
     making	
     a	
     Knowledge	
     (geography)	
     or	
     Knowledge	
     (local)	
    
  check	
     may	
     know	
     something	
     about	
     Wellswood.	
     A	
     successful	
    
  check	
    reveals	
    all	
    the	
    information	
    revealed	
    by	
    a	
    lesser	
    result.	
    
  	
    
  DC	
    10:	
    Named	
    for	
    its	
    many	
    wells,	
    Wellswood	
    stands	
    above	
    a	
    
  huge	
    subterranean	
    lake	
    rich	
    in	
    exotic	
    fish.	
    	
    	
    
  	
    
  DC	
    15:	
    The	
    local	
    lord—Ilmari	
    Issakainen—controls	
    access	
    to	
    
  the	
    lake	
    by	
    selling	
    fishing	
    licenses	
    to	
    his	
    serfs;	
    he	
    levies	
    half	
    their	
    
  catch	
    in	
    payment.	
    
  	
    
  DC	
     20:	
     A	
     small	
     clan	
     of	
     dwarves—the	
     Erdikr—dwell	
     in	
     the	
    
  village;	
     they	
     have	
     served	
     the	
     Issakainens	
     for	
     centuries	
     and	
    
  maintain	
    the	
    various	
    wells	
    and	
    important	
    buildings	
    in	
    the	
    village.	
    	
    
  V I L L A G E R S  
  Appearance	
     Fishermen	
     are	
     pale	
     of	
     skin,	
     but	
     otherwise	
     appear	
    
  like	
     other	
     villagers—dark	
     haired	
     and	
     generally	
     fit	
     and	
     healthy.	
    
  Gray	
     and	
     light	
     brown	
     eyes	
     predominate.	
     Dwarves	
     are	
     heavily	
    
  bearded	
    and	
    normally	
    wear	
    leather	
    clothes	
    of	
    dark	
    hues.	
    
  	
    
  Dress	
     Villagers	
     wear	
     loose,	
     ill-­‐fitting	
     woollen	
     or	
     leather	
    
  clothes	
    suited	
    to	
    their	
    trade.	
    
  	
    
  Nomenclature	
     male	
     Armas,	
     Hannu,	
     Kaarlo,	
     Veli,	
     Vesa;	
    
  female	
     Aila,	
     Asta,	
     Irina,	
     Pia,	
     Satu;	
     family	
     Rantanen,	
     Sianio,	
    
  Tuomi,	
    Varala.	
    
  W H I S P E R S  &  R U M O U R S  
  A	
    PC	
    can	
    use	
    Diplomacy	
    to	
    gather	
    information	
    about	
    Wellswood	
    
  and	
    its	
    surroundings.	
    This	
    takes	
    1d4	
    hours	
    and	
    requires	
    a	
    DC	
    10	
    
  check.	
    A	
    PC	
    exceeding	
    this	
    check	
    gains	
    one	
    additional	
    rumour	
    for	
    
  each	
    5	
    points	
    by	
    which	
    he	
    exceeded	
    DC	
    10.	
    Use	
    the	
    table	
    below	
    
  to	
    determine	
    which	
    rumour(s)	
    the	
    PC	
    learns.	
    	
    
  D6	
    
  RUMOUR	
    
  1*	
    
  Something	
    terrible	
    dwells	
    in	
    Lake	
    Thraren;	
    occasionally	
    it	
    
  takes	
    one	
    of	
    the	
    fishermen.	
    
  2*	
    
  Cracks	
     have	
     appeared	
     around	
     some	
     of	
     the	
     wells—a	
    
  collapse	
    is	
    imminent!	
    The	
    whole	
    village	
    is	
    doomed!	
    
  3	
    
  Those	
     dwarves	
     are	
     up	
     to	
     something.	
     Their	
     digging	
     is	
    
  going	
    to	
    cause	
    a	
    collapse—half	
    the	
    village	
    will	
    probably	
    
  fall	
    into	
    Lake	
    Thraren.	
    
  4	
    
  Lord	
     Issakainen	
     has	
     grown	
     wealthy	
     from	
     his	
     control	
     of	
    
  Lake	
     Thraren,	
     and	
     he	
     grows	
     increasingly	
     paranoid	
    
  someone	
    is	
    planning	
    to	
    steal	
    his	
    riches.	
    
  5	
    
  Jani	
    Leino	
    wants	
    to	
    buy	
    the	
    Boot	
    and	
    Wheel;	
    he	
    dreams	
    
  of	
     controlling	
     all	
     the	
     village’s	
     various	
     inns	
     so	
     he	
     can	
    
  increase	
    prices	
    and	
    get	
    very	
    rich.	
    
  6	
    
  The	
    Angry	
    Badger	
    has	
    a	
    secret	
    cellar	
    which	
    hosts	
    monthly	
    
  animal	
     fights—hence	
     the	
     name.	
     The	
     fights	
     are	
     to	
     the	
    
  death,	
    and	
    attract	
    a	
    hard-­‐core	
    following.	
    	
    
  *False	
    rumour	
    
  	
    	
    
   
  
  34	
    
  O G L  
  	
    
  Tomb	
    of	
    Horrors.	
    ©2002,	
    Necromancer	
    Games,	
    Inc.;	
    Authors:	
    Scott	
    Greene,	
    with	
    Clark	
    Peterson,	
    
  Erica	
     Balsley,	
     Kevin	
     Baase,	
     Casey	
     Christofferson,	
     Lance	
     Hawvermale,	
     Travis	
     Hawvermale,	
     Patrick	
    
  Lawinger,	
    and	
    Bill	
    Webb;	
    Based	
    on	
    original	
    content	
    by	
    TSR.	
    
  	
    
  Pathfinder	
    Roleplaying	
     Game	
    Advanced	
    Player's	
     Guide.	
     ©	
    2010,	
    Paizo	
    Publishing,	
     LLC;	
     Author:	
    
  Jason	
    Bulmahn.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Bestiary	
    2.	
    ©	
    2010,	
    Paizo	
    Publishing,	
    LLC;	
    Authors	
    Wolfgang	
    Baur,	
    
  Jason	
     Bulmahn,	
     Adam	
     Daigle,	
     Graeme	
     Davis,	
     Crystal	
     Frasier,	
     Joshua	
     J.	
     Frost,	
     Tim	
     Hitchcock,	
     Brandon	
    
  Hodge,	
     James	
     Jacobs,	
     Steve	
     Kenson,	
     Hal	
     MacLean,	
     Martin	
     Mason,	
     Rob	
     McCreary,	
     Erik	
     Mona,	
     Jason	
    
  Nelson,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    F.	
    Wesley	
    Schneider,	
    Owen	
    K.C.	
    Stephens,	
    James	
    L.	
    Sutter,	
    Russ	
    
  Taylor,	
    and	
    Greg	
    A.	
    Vaughan,	
    based	
    on	
    material	
    by	
    Jonathan	
    Tweet,	
    Monte	
    Cook,	
    and	
    Skip	
    Williams.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Bestiary	
    3.	
    ©	
    2011,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Jesse	
    Benner,	
    
  Jason	
    Bulmahn,	
    Adam	
    Daigle,	
    James	
    Jacobs,	
    Michael	
    Kenway,	
    Rob	
    McCreary,	
    Patrick	
    Renie,	
    Chris	
    Sims,	
    F.	
    
  Wesley	
    Schneider,	
    James	
    L.	
    Sutter,	
    and	
    Russ	
    Taylor,	
    based	
    on	
    material	
    by	
    Jonathan	
    Tweet,	
    Monte	
    Cook,	
    
  and	
    Skip	
    Williams.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Bestiary	
    4.	
    ©	
    2012,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Jason	
    Bulmahn.	
    
  Dennis	
    Baker,	
    .Jesse	
    Benner,	
    Savannah	
    Broadway,	
    Ross	
    Byers,	
    Adam	
    Daigle,	
    Tim	
    Hitchcock,	
    Tracy	
    Hurley,	
    
  James	
    Jacobs,	
    Matt	
    James,	
    Rob	
    McCreary,	
    Jason	
    Nelson,	
    Tom	
    Phillips,	
    Stephen	
    Radney-­‐MacFarland,	
    Sean	
    
  K.	
    Reynolds,	
    F.	
    Wesley	
    Schneider,	
    Tork	
    Shaw	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    GameMastery	
    Guide.	
    ©	
    2010,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Cam	
    
  Banks,	
    Wolfgang	
    Buar,	
    Jason	
    Bulmahn,	
    Jim	
    Butler,	
    Eric	
    Cagle,	
    Graeme	
    Davis,	
    Adam	
    Daigle,	
    Joshua	
    J.	
    Frost,	
    
  James	
    Jacobs,	
    Kenneth	
    Hite,	
    Steven	
    Kenson,	
    Robin	
    Laws,	
    Tito	
    Leati,	
    Rob	
    McCreary,	
    Hal	
    Maclean,	
    Colin	
    
  McComb,	
    Jason	
    Nelson,	
    David	
    Noonan,	
    Richard	
    Pett,	
    Rich	
    Redman,	
    Sean	
    K	
    reynolds,	
    F.	
    Wesley	
    Schneider,	
    
  Amber	
    Scorr,	
    Doug	
    Seacat,	
    Mike	
    Selinker,	
    Lisa	
    Stevens,	
    James	
    L.	
    Sutter,	
    Russ	
    Taylor,	
    Penny	
    Williams,	
    Skip	
    
  Williams,	
    Teeuwynn	
    Woodruff.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    NPC	
    Codex.	
    ©	
    2012,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Jesse	
    Benner,	
    
  Jason	
    Bulmahn,	
    Adam	
    Daigle,	
    Alex	
    Greenshields,	
    Rob	
    McCreary,	
    Mark	
    Moreland,	
    Jason	
    Nelson,	
    Stephen	
    
  Radney-­‐MacFarland,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Ultimate	
     Magic.	
     ©	
     2011,	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
     Jason	
    
  Bulmahn,	
     Tim	
     Hitchcock,	
     Colin	
     McComb,	
     Rob	
     McCreary,	
     Jason	
     Nelson,	
     Stephen	
     Radney-­‐MacFarland,	
    
  Sean	
    K	
    Reynolds,	
    Owen	
    K.C.	
    Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Ultimate	
    Campaign.	
    ©	
    2013,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Jesse	
    
  Benner,	
    Benjamin	
    Bruck,	
    Jason	
    Bulmahn,	
    Ryan	
    Costello,	
    Adam	
    Daigle,	
    Matt	
    Goetz,	
    Tim	
    Hitchcock,	
    James	
    
  Jacobs,	
    Ryan	
    Macklin,	
    Colin	
    McComb,	
    Jason	
    Nelson,	
    Richard	
    Pett,	
    Stephen	
    Radney-­‐MacFarland,	
    Patrick	
    
  Renie,	
    Sean	
    K	
    Reynolds,	
    F.	
    Wesley	
    Schneider,	
    James	
    L.	
    Sutter,	
    Russ	
    Taylor,	
    and	
    Stephen	
    Townshend.	
    
  	
    
  Advanced	
     Race	
     Guide	
     ©	
     2012,	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
     Dennis	
     Baker,	
     Jesse	
     Benner,	
    
  Benjamin	
    Bruck,	
    Jason	
    Bulmahn,	
    Adam	
    Daigle,	
    Jim	
    Groves,	
    Tim	
    Hitchcock,	
    Hal	
    MacLean,	
    Jason	
    Nelson,	
    
  Stephen	
    Radney-­‐MacFarland,	
    Owen	
    K.C.	
    Stephens,	
    Todd	
    Stewart,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Ultimate	
    Combat.	
    ©	
    2011,	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Dennis	
    
  Baker,	
    Jesse	
    Benner,	
    Benjamin	
    Bruck,	
    Jason	
    Bulmahn,	
    Brian	
    J.	
    Cortijo,	
    Jim	
    Groves,	
    Tim	
    Hitchcock,	
    Richard	
    
  A.	
    Hunt,	
    Colin	
    McComb,	
    Jason	
    Nelson,	
    Tom	
    Phillips,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
     Monster	
     Codex.	
    ©	
     2014,	
     Paizo	
    Publishing,	
    LLC;	
    Authors:	
     	
     Dennis	
    
  Baker,	
     Jesse	
     Benner,	
     Logan	
     Bonner,	
     Jason	
     Bulmahn,	
     Ross	
     Byers,	
     John	
     Compton,	
     Robert	
     N.	
     Emerson,	
    
  Jonathan	
    H.	
    Keith,	
    Dale	
    McCoy	
    Jr.,	
    Mark	
    Moreland,	
    Tom	
    Philiips,	
    Stephen	
    Radney-­‐MacFarland,	
    Sean	
    K.	
    
  Reynolds,	
    Thomas	
    M.	
    Reid,	
    Patrick	
    Rennie,	
    Mark	
    Seifter,	
    Tork	
    Shaw,	
    Neil	
    Spicer,	
    Owen	
    K.C.	
    Stephens	
    and	
    
  Russ	
    Taylor.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Ultimate	
    Equipment.	
    ©	
    2012	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Dennis	
    
  Baker,	
    Jesse	
    Benner,	
    Benjamin	
    Bruck,	
    Ross	
    Byers,	
    Brian	
    J.	
    Cortijo,	
     Ryan	
    Costello,	
    Mike	
    Ferguson,	
    Matt	
    
  Goetz,	
    Jim	
    Groves,	
    Tracy	
    Hurley,	
    Matt	
    James,	
    Jonathan	
    H.	
    Keith,	
    Michael	
    Kenway,	
    Hal	
    MacLean,	
    Jason	
    
  Nelson,	
    Tork	
    Shaw,	
    Owen	
    KC	
    Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  The	
    Lonely	
    Coast.	
    ©Raging	
    Swan	
    Press	
    2010;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Village	
    Backdrop:	
    Aldwater.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Jacob	
    Trier.	
    
  	
    
  Village	
    Backdrop:	
    Arrowhill.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Mike	
    Kimmel.	
    
  	
    
  Village	
    Backdrop:	
    Edgewood.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Mike	
    Welham.	
    
  	
    
  Village	
    Backdrop:	
    Fulhurst	
    Moors.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Jacob	
    Trier.	
    
  	
    
  Village	
    Backdrop:	
    Starspun	
    Hollow.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Nicholas	
    Wasko.	
    
  	
    
  The	
    Lonely	
    Coast.	
    ©Raging	
    Swan	
    Press	
    2010;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Village	
    Backdrop:	
    Aubade.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Jacob	
    W.	
    Michaels.	
    
  	
    
  Village	
    Backdrop:	
    Saint	
    Fiacre.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Alexander	
    Augunas.	
    
  	
    
  Village	
    Backdrop:	
    Hopespyre.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Jacob	
    W.	
    Michaels.	
    
  	
    
  Town	
    Backdrop:	
    Deksport.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Fane	
    of	
    the	
    Deformed	
    Sleeper.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Village	
    Backdrop:	
    Coldwater.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Duergar	
    of	
    the	
    Obsidian	
    Citadel.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    John	
    Bennett.	
    
  	
    
  Pathfinder	
     Player	
     Companion:	
     Pirates	
     of	
     the	
     Inner	
     Sea	
    ©	
     2012,	
     Paizo	
     Publishing,	
     LLC;	
     Author:	
    
  Amber	
    E.	
    Scott.	
    	
    
  	
    
  Pathways.	
    ©2014	
    Steven	
    D.	
    Russell,	
    Author:	
    Creighton	
    Broadhurst	
    	
    
  	
    
  Town	
    Backdrop:	
    Deksport.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Village	
    Backdrop:	
    Red	
    Talon.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Richard	
    Green.	
    
  	
    
  Pathfinder	
    Roleplaying	
     Game	
    Advanced	
    Player's	
    Guide.	
    ©	
    2010,	
     Paizo	
    Publishing,	
     LLC;	
    Author:	
    
  Jason	
    Bulmahn.	
    
  	
    
  Town	
    Backdrop:	
    Deksport.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Village	
    Backdrop:	
    Sea	
    Bitch.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Richard	
    Green.	
    
  	
    
  Village	
    Backdrop:	
    Kennutcat.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    John	
    Bennett.	
    
  	
    
  Village	
    Backdrop:	
    Denhearth.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Jacob	
    W.	
    Michaels.	
    
  	
    
  Village	
    Backdrop:	
    Idyll.	
    ©Raging	
    Swan	
    Press	
    2015;	
    Author:	
    Mike	
    Welham.	
    
  	
    
  GM’s	
     Miscellany:	
     Village	
     Backdrops	
     III.	
     ©Raging	
     Swan	
     Press	
     2015;	
     Author:	
     John	
     Bennett,	
    
  Creighton	
    Broadhurst,	
    Richard	
    Green,	
    Mike	
    Kimmel,	
    Jacob	
    W.	
    Michaels,	
    Jacob	
    Trier,	
    Mike	
    Welham.	
    
  O P E N  G A M E  L I C E N S E  V E R S I O N  1 . 0 A  
  The	
    following	
    text	
    is	
    the	
    property	
    of	
    Wizards	
    of	
     the	
    Coast,	
    Inc.	
     and	
    is	
    Copyright	
    2000	
    Wizards	
    of	
    the	
    
  Coast,	
    Inc	
    ("Wizards").	
    All	
    Rights	
    Reserved.	
    
  	
    
  1.	
     Definitions:	
     (a)"Contributors"	
     means	
     the	
     copyright	
     and/or	
     trademark	
     owners	
     who	
     have	
    
  contributed	
     Open	
     Game	
     Content;	
     (b)"Derivative	
     Material"	
     means	
     copyrighted	
     material	
     including	
    
  derivative	
     works	
     and	
     translations	
     (including	
     into	
     other	
     computer	
     languages),	
     potation,	
     modification,	
    
  correction,	
    addition,	
    extension,	
    upgrade,	
    improvement,	
    compilation,	
    abridgment	
    or	
    other	
    form	
    in	
    which	
    
  an	
    existing	
    work	
    may	
    be	
    recast,	
    transformed	
    or	
    adapted;	
    (c)	
    "Distribute"	
    means	
    to	
    reproduce,	
    license,	
    
  rent,	
    lease,	
    sell,	
    broadcast,	
    publicly	
    display,	
    transmit	
    or	
    otherwise	
    distribute;	
    (d)"Open	
    Game	
    Content"	
    
  means	
    the	
    game	
    mechanic	
    and	
    includes	
    the	
    methods,	
    procedures,	
    processes	
    and	
    routines	
    to	
    the	
    extent	
    
  such	
    content	
    does	
    not	
    embody	
    the	
    Product	
    Identity	
    and	
    is	
    an	
    enhancement	
    over	
    the	
    prior	
    art	
    and	
    any	
    
  additional	
    content	
    clearly	
    identified	
    as	
    Open	
    Game	
     Content	
    by	
     the	
    Contributor,	
    and	
    means	
    any	
    work	
    
  covered	
    by	
    this	
    License,	
    including	
    translations	
    and	
    derivative	
    works	
    under	
    copyright	
    law,	
    but	
    specifically	
    
  excludes	
     Product	
     Identity.	
     (e)	
     "Product	
     Identity"	
     means	
     product	
     and	
     product	
     line	
     names,	
     logos	
     and	
    
  identifying	
    marks	
    including	
    trade	
    dress;	
    artifacts;	
    creatures	
    characters;	
    stories,	
    storylines,	
    plots,	
    thematic	
    
  elements,	
     dialogue,	
     incidents,	
     language,	
     artwork,	
     symbols,	
     designs,	
     depictions,	
     likenesses,	
     formats,	
    
  poses,	
    concepts,	
    themes	
    and	
     graphic,	
    photographic	
    and	
     other	
    visual	
    or	
     audio	
    representations;	
    names	
    
  and	
     descriptions	
     of	
     characters,	
     spells,	
     enchantments,	
     personalities,	
     teams,	
     personas,	
     likenesses	
     and	
    
  special	
    abilities;	
    places,	
    locations,	
    environments,	
    creatures,	
    equipment,	
    magical	
    or	
    supernatural	
    abilities	
    
  or	
    effects,	
    logos,	
    symbols,	
    or	
    graphic	
    designs;	
    and	
    any	
    other	
    trademark	
    or	
    registered	
    trademark	
    clearly	
    
  identified	
    as	
    Product	
    identity	
    by	
    the	
    owner	
    of	
    the	
    Product	
    Identity,	
    and	
    which	
    specifically	
    excludes	
    the	
    
  Open	
    Game	
    Content;	
    (f)	
    "Trademark"	
    means	
    the	
    logos,	
    names,	
    mark,	
    sign,	
    motto,	
    designs	
    that	
    are	
    used	
    
  by	
     a	
    Contributor	
    to	
    identify	
     itself	
     or	
    its	
    products	
    or	
    the	
    associated	
    products	
    contributed	
    to	
    the	
     Open	
    
  Game	
     License	
     by	
     the	
     Contributor	
     (g)	
     "Use",	
     "Used"	
     or	
     "Using"	
     means	
     to	
     use,	
     Distribute,	
     copy,	
     edit,	
    
  format,	
    modify,	
    translate	
    and	
    otherwise	
    create	
    Derivative	
    Material	
    of	
    Open	
    Game	
    Content.	
    (h)	
    "You"	
    or	
    
  "Your"	
    means	
    the	
    licensee	
    in	
    terms	
    of	
    this	
    agreement.	
    
  	
    
  2.	
    The	
    License:	
    This	
    License	
    applies	
    to	
    any	
    Open	
    Game	
    Content	
    that	
    contains	
    a	
    notice	
    indicating	
    
  that	
    the	
    Open	
    Game	
    Content	
    may	
    only	
    be	
    Used	
    under	
    and	
    in	
    terms	
    of	
    this	
    License.	
    You	
    must	
    affix	
    such	
    a	
    
  notice	
     to	
     any	
    Open	
     Game	
    Content	
     that	
    you	
    Use.	
    No	
     terms	
    may	
    be	
    added	
    to	
    or	
     subtracted	
     from	
    this	
    
  License	
    except	
    as	
    described	
    by	
    the	
    License	
    itself.	
    No	
    other	
    terms	
    or	
    conditions	
    may	
    be	
    applied	
    to	
    any	
    
  Open	
    Game	
    Content	
    distributed	
    using	
    this	
    License.	
    
  	
    
  3.	
    Offer	
    and	
    Acceptance:	
    By	
    Using	
    the	
    Open	
    Game	
    Content	
    You	
    indicate	
    Your	
    acceptance	
    of	
    the	
    
  terms	
    of	
    this	
    License.	
    
  	
    
  4.	
    Grant	
    and	
    Consideration:	
     In	
     consideration	
     for	
     agreeing	
     to	
    use	
     this	
    License,	
     the	
    Contributors	
    
  grant	
    You	
    a	
    perpetual,	
    worldwide,	
    royalty-­‐free,	
    non-­‐exclusive	
    license	
    with	
    the	
    exact	
    terms	
    of	
    this	
    License	
    
  to	
    Use,	
    the	
    Open	
    Game	
    Content.	
    
  	
    
  5.	
    Representation	
    of	
    Authority	
    to	
    Contribute:	
    If	
    You	
    are	
    contributing	
    original	
    material	
    as	
    Open	
    
  Game	
     Content,	
     You	
     represent	
     that	
     Your	
     Contributions	
     are	
     Your	
     original	
     creation	
     and/or	
     You	
     have	
    
  sufficient	
    rights	
    to	
    grant	
    the	
    rights	
    conveyed	
    by	
    this	
    License.	
    
  	
    
  6.	
    Notice	
    of	
    License	
    Copyright:	
    You	
    must	
    update	
    the	
    COPYRIGHT	
    NOTICE	
    portion	
    of	
    this	
    License	
    to	
    
  include	
    the	
    exact	
    text	
    of	
    the	
    COPYRIGHT	
    NOTICE	
    of	
    any	
    Open	
    Game	
    Content	
    You	
    are	
    copying,	
    modifying	
    
  or	
    distributing,	
    and	
    You	
    must	
    add	
    the	
    title,	
    the	
    copyright	
    date,	
    and	
    the	
    copyright	
    holder's	
    name	
    to	
    the	
    
  COPYRIGHT	
    NOTICE	
    of	
    any	
    original	
    Open	
    Game	
    Content	
    you	
    Distribute.	
    
  	
    
  7.	
    Use	
    of	
    Product	
    Identity:	
    You	
    agree	
    not	
    to	
    Use	
    any	
    Product	
    Identity,	
    including	
    as	
    an	
    indication	
    as	
    
  to	
     compatibility,	
     except	
     as	
     expressly	
     licensed	
     in	
     another,	
     independent	
     Agreement	
     with	
     the	
     owner	
     of	
    
  each	
    element	
    of	
    that	
    Product	
    Identity.	
    You	
    agree	
    not	
    to	
    indicate	
    compatibility	
    or	
    co-­‐adaptability	
    with	
    any	
    
  Trademark	
    or	
    Registered	
    Trademark	
    in	
    conjunction	
    with	
    a	
    work	
    containing	
    Open	
    Game	
    Content	
    except	
    
  as	
     expressly	
     licensed	
     in	
     another,	
     independent	
     Agreement	
     with	
     the	
     owner	
     of	
     such	
     Trademark	
     or	
    
  Registered	
    Trademark.	
     The	
     use	
     of	
    any	
    Product	
    Identity	
     in	
     Open	
     Game	
     Content	
    does	
    not	
     constitute	
     a	
    
  challenge	
    to	
    the	
    ownership	
    of	
    that	
    Product	
    Identity.	
    The	
    owner	
    of	
    any	
    Product	
    Identity	
    used	
    in	
    Open	
    
  Game	
    Content	
    shall	
    retain	
    all	
    rights,	
    title	
    and	
    interest	
    in	
    and	
    to	
    that	
    Product	
    Identity.	
    
  	
    
  8.	
    Identification:	
    If	
    you	
    distribute	
    Open	
    Game	
    Content	
    You	
    must	
    clearly	
    indicate	
    which	
    portions	
    of	
    
  the	
    work	
    that	
    you	
    are	
    distributing	
    are	
    Open	
    Game	
    Content.	
    
  	
    
  9.	
    Updating	
    the	
    License:	
    Wizards	
    or	
    its	
    designated	
    Agents	
    may	
    publish	
    updated	
    versions	
    of	
    this	
    
  License.	
    You	
    may	
     use	
    any	
     authorized	
    version	
     of	
    this	
    License	
    to	
    copy,	
    modify	
     and	
    distribute	
    any	
    Open	
    
  Game	
    Content	
    originally	
    distributed	
    under	
    any	
    version	
    of	
    this	
    License.	
    
  	
    
  10	
    Copy	
    of	
    this	
    License:	
    You	
    MUST	
    include	
     a	
    copy	
    of	
    this	
    License	
    with	
    every	
     copy	
    of	
    the	
    Open	
    
  Game	
    Content	
    You	
    Distribute.	
    
  	
    
  11.	
    Use	
    of	
    Contributor	
    Credits:	
    You	
    may	
    not	
    market	
    or	
    advertise	
    the	
    Open	
    Game	
    Content	
    using	
    
  the	
    name	
    of	
    any	
    Contributor	
    unless	
    You	
    have	
    written	
    permission	
    from	
    the	
    Contributor	
    to	
    do	
    so.	
    
  	
    
  12	
    Inability	
    to	
    Comply:	
    If	
    it	
    is	
    impossible	
    for	
    You	
    to	
    comply	
    with	
    any	
    of	
    the	
    terms	
    of	
    this	
    License	
    
  with	
    respect	
    to	
    some	
    or	
    all	
    of	
    the	
    Open	
    Game	
    Content	
    due	
    to	
    statute,	
    judicial	
    order,	
    or	
    governmental	
    
  regulation	
    then	
    You	
    may	
    not	
    Use	
    any	
    Open	
    Game	
    Material	
    so	
    affected.	
    
  	
    
  13	
     Termination:	
     This	
     License	
     will	
     terminate	
     automatically	
     if	
     You	
     fail	
     to	
     comply	
     with	
     all	
     terms	
    
  herein	
    and	
    fail	
    to	
    cure	
    such	
    breach	
    within	
    30	
    days	
    of	
    becoming	
    aware	
    of	
    the	
    breach.	
    All	
    sublicenses	
    shall	
    
  survive	
    the	
    termination	
    of	
    this	
    License.	
    
  	
    
  14	
    Reformation:	
    If	
    any	
    provision	
    of	
    this	
    License	
    is	
    held	
    to	
    be	
    unenforceable,	
    such	
    provision	
    shall	
    be	
    
  reformed	
    only	
    to	
    the	
    extent	
    necessary	
    to	
    make	
    it	
    enforceable.	
    
  	
    
  15	
    COPYRIGHT	
    NOTICE:	
    Open	
    Game	
    License	
    v	
    1.0	
    ©2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    
  	
    
  Open	
    Game	
    License	
    v1.0a.	
    Copyright	
    2000,	
    Wizards	
    of	
    the	
    Coast	
    Inc.	
    
  	
    
  System	
    Reference	
    Document:	
    ©2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    Authors:	
    Jonathan	
    Tweet,	
    Monte	
    
  Cook,	
    Skip	
    Williams,	
    based	
    on	
    material	
    by	
    E.	
    Gary	
    Gygax	
    and	
    Dave	
    Arneson.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game.	
    ©2008,	
    2009,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Jason	
    Bulmahn.	
    
  	
    
  Pathfinder	
    RPG	
    Bestiary.	
    ©2009	
    Paizo	
    Publishing	
    LC;	
    Author	
    Jason	
    Bulmahn,	
    based	
    on	
    material	
    by	
    
  Jonathan	
    Tweet,	
    Monte	
    Cook	
    and	
    Sip	
    Williams.	
    
  	
    
  The	
    Book	
    of	
    Experimental	
    Might.	
    ©2008,	
    Malhavoc	
    Press;	
    Author:	
    Monte	
    Cook.	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
  Visit us at ragingswan.com 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/GM's Miscellany - Village Backdrops III.pdf