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  Even the smallest town has more locations than all but the most diligent and time-rich GM could ever hope to detail and design. To make 
  matters even worse, when an adventuring party gets to a town or city, the characters often have the irritating habit of going off exploring. 
  What’s a GM to do? Designed speciﬁcally for you, the busy GM, the mini-eventures herein help you bring depth and ﬂavour to your 
  characters’ next urban adventure. This compilation is designed for use with City Backdrop: Languard, but can be easily used in virtually any 
  town or city. 
  This compilation presents the ﬁrst 14 mini-eventures.  
  C RE DI TS 
  Design: Creighton Broadhurst 
  Additional Design: Steve Hood and Amber Underwood 
  Development: Creighton Broadhurst  
  Art: William McAusland, Matt Morrow and Dean Spencer. Some 
  artwork copyright William McAusland, used with permission. 
  Cartography: Tommi Salama 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2020. 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress 
  Thank you to the members of our Patreon campaign who 
  made the mini-eventure line (and this compilation) possible. 
  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: Mini-Eventures I 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 Creighton 
  Broadhurst to be identiﬁed as the author of this work has been 
  asserted in accordance with the Copyright Designs and Patents 
  Act 1988. 
  2
  
  USING A MINI-EVEN TURE 
  A mini-eventure is like a normal eventure but smaller! An eventure 
  is akin to a normal adventure, but does not (normally) feature 
  violence or physical challenges. Instead, an eventure focuses on 
  the use of social skills and role-play to resolve the challenges, or 
  events, therein. Most eventures take places in a settlement or on 
  the road. Few occur in traditional adventure locales such as 
  dungeons, ruined castles and so on.  
   
  Eventures are an excellent change of pace and can be used as 
  ﬁller between adventures or as situations in which 
  characters who have invested in social 
  skills can shine. They are also perfect for 
  players who enjoy role-playing. 
   The mini-eventures in this book are all set in 
  Languard, capital of Ashlar but, with minimal 
  work, they could be set in virtually any town or 
  city. 
  CONTENTS 
  Credits 
  2 
  ....................................................................................................
  Using a Mini-Eventure 
  3 
  ..........................................................................
  Contents 
  3 
  .................................................................................................
  Languard at a Glance 
  4 
  ............................................................................
  Notable Locations at a Glance 
  6 
  ............................................................
  Mini-Eventures in Languard 
  8 
  .................................................................
  A Day out at High Market 
  10 
  ...................................................................
  A Day Out at Low Market 
  12 
  ...................................................................
  Dining at the Emerald Medusa 
  14 
  .........................................................
  Drinking at the Bloody Eagle 
  16 
  ............................................................
  Drinking at the Drunken Sailor 
  18 
  ..........................................................
  Drinking at the Last Chance 
  20 
  ..............................................................
  Selling Loot at Arlo’s Stones 
  22 
  ..............................................................
  Shopping at Kardagg’s Emporium 
  24 
  ...................................................
  Visiting the Dreaming Spires 
  26 
  .............................................................
  Visiting the Duranki Family 
  28 
  ................................................................
  Visiting the Fane of the Waves Eternal 
  30 
  .............................................
  Visiting the Father's Hall 
  32 
  .....................................................................
  Visiting the Great Forge 
  34 
  .....................................................................
  Visiting the Watcher’s Spire 
  36 
  ...............................................................
  OGL V1.0A 
  38
  ...........................................................................................
  3
  
  L A N GUA RD AT A G L ANCE 
  Ruler: Duke Armas Nenonen 
  Government: Overlord 
  Population: 7,923 (6,614 humans, 287 dwarves, 189 elves, 236 
  half-elves, 264 half-orcs, 189 halﬂings, 144 gnomes) 
  Notable Folk: Atro Ahokas (leader of the Worshipful Company of 
  Freetraders), Elmo Rekunen (First Protector), Hannele 
  Auvuenen (High Priestess of Conn), Heimo Karppanen (High 
  Priest of Abarin), Marja Pasanen (Chancellor), Taneli Eronen 
  (Serat’s Stormlord), Taneli Laitnen (Guildmaster of the Shadow 
  Masks), Varma Nikkonen (Lady Protector [of Darlen]), Veli 
  Nikkonen (Captain of the Watch) 
  Alignments: LN, N, NG 
  Languages: Common 
  Resources & Industry: Fishing, commerce, general industry 
  Languard is a busy, noisy place. The administrative and mercantile 
  heart of the Duchy of Ashlar it is, however, also a place of fear and 
  gradual decay. 
   
  Sprawling over a series of rocky bluffs, and heavily fortiﬁed, 
  the town defends Hard Bay’s narrow mouth and the settlements 
  beyond. Many adventurers, sell-swords and mercenaries come to 
  Languard. The closest settlement of note to Gloamhold, and the 
  duchy’s largest port, here are found the greatest opportunities for 
  fame, gold and advancement. Here also (for the unlucky or 
  careless) are found the greatest opportunities for infamy, poverty 
  and death. 
  CITY LORE 
  A character may know something about Languard. Determine 
  how knowledgeable the characters are and then impart some (or 
  all) of the information below: 
  •
  Capital of the Duchy of Ashlar, Languard is its largest and 
  wealthiest settlement. It is also the nearest settlement of note 
  to Gloamhold’s doom-shrouded halls. 
  •
  Languard is the oldest human settlement in Ashlar, founded 
  almost 500 years ago by the ﬁrst duke. Castle Languard is the 
  city’s oldest structure. 
  •
  Caves and caverns honeycomb the rock beneath Castle 
  Languard; some run all the way down into High City. 
  LIE OF THE LAND 
  Visitors approaching Languard likely ﬁrst spy Castle Languard’s 
  towers and battlements towering above the city. Then, the spires 
  and lofty roofs of various churches and abbeys come into view 
  along with the city's impressive defences. 
   
  From each of Languard’s gates, a broad and muddy street 
  leads into the city. The ﬁnest houses and inns of each district ﬂank 
  these roads. Here, merchants and craftsfolk live above their shops, 
  sea captains rest and other rich folk—members of the clergy, 
  adventurers (both retired and active) and so on—enjoy life. 
  Narrower roads lead away from these bustling thoroughfares; 
  along these, the houses are narrower, taller and in worse repair. 
  From these streets, a warren of alleys and tiny lanes radiate into 
  the depths of the city. 
   
  Languard has ﬁve distinct districts. 
  HIGH CITY 
  Set upon the Svart’s northern bank, High City rises above the stink 
  and muck of the rest of Languard by dint of a series of bluffs rising 
  from the river’s waters. Here dwell the great and the good (or 
  perhaps just the wealthy) of Languard. 
   
  In High City, the streets are cleaner and broader, the houses 
  are of stone and slate, and the folk are wealthier and healthier. The 
  concentration of so much wealth and power should attract thieves 
  and other ne’er-do-wells. However, given the large numbers of 
  men-at-arms, bodyguards and other armed personages serving 
  the folk dwelling here, it is a brave, stupid or superlatively skilled 
  burglar who works in High City. 
  LOW CITY 
  The name given to the bulk of Languard sprawling to the south of 
  the Svart, the Low City is home to most of the city’s populace. It is 
  named both for its position below the High City and for the low-
  born status of most of the folk dwelling therein. 
  THE SHAMBLES 
  Called the Shambles by visitors and locals alike, much not 
  available in the nicer (and safer) parts of the city is on offer here. 
  Respectable folk rarely visit the Shambles. Lying exclusively to the 
  south of the Svart, between Cheap Street and Low Gate, the 
  Shambles is a place of narrow, twisting alleyways, tottering 
  tenement buildings and cloying desperation. Here dwelling cheek 
  to jowl live Languard’s poorest citizens in cramped, unsanitary 
  conditions. 
   
  Perpetual gloom cloaks these alleys—the jetties of the 
  ramshackle and dilapidated shoddily built wooden houses—
  typically, three or sometimes four-stories high—almost meet those 
  of the house opposite high above the street. Thus, the Shamble’s 
  alleys have the aspect of a gigantic sunken maze. The streets are 
  nothing more than packed, worn earth that turns to slippery mud 
  during heavy rainfall. 
   
  There are worse places to live, though, than the Shambles. 
  THE FISHSHAMBLES 
  Where the dilapidated houses run down toward the Svart’s 
  southern bank, the Shambles blurs into the Fishshambles. Here 
  among the tangled, reeking labyrinth of narrow, tenebrous alleys 
  dwell many of the ﬁsherfolk and other ne’er-do-wells.  
   
  The Fishshambles sprawls along a waterfront replete with 
  rickety wharfs and jetties to the north of Cheap Street. A few folk 
  maintain totteringly decrepit warehouses, hard against the docks; 
  most such locations are used for nefarious activities such as 
  smuggling. At least two are under the Shadow Marks’ control. 
   
  The folk here are tough, well used to dealing with the 
  vicissitudes of life and Hard Bay’s perils. Most of the folk and 
  businesses in the Fishshambles make their living from the sea. 
  Adventurers seeking a boat and its owner brave enough to sail to 
  Gloamhold will likely eventually gravitate here. 
  4
  
  THE WRECKS 
  The basest folk—the degenerate and debased takolen—dwell in 
  the Wrecks, a swath of waterfront dominated by rotting wharves 
  and fetid, half-sunken boats.  A singular air of ruin and decay 
  hangs heavily over the rotting wharves and the festering, stinking 
  boats moored alongside or grounded in the shallow water thick 
  with silt, seaweed and jetsam. The whole forms a confused 
  mishmash of homes, warehouses, whorehouses, taverns and other 
  unsavoury businesses. A cancerous darkness lurks within the 
  takolen’s hearts; one day it might ooze forth to draw Languard and 
  its folk into darkness. 
   
  Even the Shadow Masks dare not work here, but some of the 
  braver—or perhaps more debased—souls do sometimes visit 
  certain of these uniformly foul, unwelcoming businesses. 
  INHABITANTS 
  Appearance: Languardians are a fair-skinned folk. Brown or sandy 
  coloured hair and brown or hazel eyes predominate. Facial hair is 
  worn mainly by the lower classes—being clean shaven (for men) or 
  sporting elaborate and impractical, hairstyles (for women) are the 
  marks of breeding, class and wealth. 
   
  Dress: Woollen tunics and breeches, along with heavy woollen 
  cloaks in the winter, predominate. Clothes worn by the wealthy are 
  of ﬁner quality and more colourful. 
   
  Nomenclature: male Armas, Einar, Jani, Onni, Taisto, Veijo; 
  female Aila, Elina, Kaari, Laina, Saini; family Ahokas, Eskola, 
  Korpela, Ojanen, Rintala, Varala. 
  DAILY LIFE IN LANGUARD 
  Although it is a city—and Ashlar’s largest and richest settlement—
  living in Languard still feels like living on the frontier. Although the 
  city has not been attacked or overtly threatened in living memory, 
  its proximity to Gloamhold’s doom- drenched halls throws a pall 
  over its alleys and thoroughfares. The high proportion of 
  adventurers, retired adventurers and other folk well used to magic 
  and/or violence means the city is rarely truly peaceful. 
   
  Winter storms all but cut off the city and the duchy from the 
  outside world. With travel by sea too perilous the populace turns 
  inwards. Little of import or excitement is accomplished over the 
  winter months. 
  TRADE & INDUSTRY 
  Daily life in Languard centres around the Low Market (location L1) 
  and the sea. A great, wide-open space of mud and sparse, worn 
  grass the marketplace hosts weekly markets. Then, small stalls and 
  tents crowd the place as merchants and tradesmen from the 
  nearby settlements, as well as visiting merchants and itinerant 
  pedlars, ﬂock here to sell their wares. 
   
  Languard’s harbour hosts a multitude of small ﬁshing boats, 
  which set sail daily to haul in their catch to the ﬁshmongers, inns 
  and street vendors of the town. Despite the risks inherent in 
  ﬁshing Hard Bay’s waters, catches are always plentiful, the water 
  around Languard seemingly ever- teeming with ﬁsh. 
  LAW & ORDER 
  Duke Armas Nenonen, through his elected ofﬁcials and the city 
  watch, holds Languard in an iron grip. However, despite his best 
  efforts, lawlessness—particularly in the Wrecks, the Shambles and 
  the Fishshambles—yet ﬂourishes. A certain amount of low- level 
  crime is—of course—inevitable, but the Shadow Masks continue to 
  operate in the city, something which greatly vexes the duke. 
  THE WATCH 
  Charged with maintaining law and order throughout the city, 
  except within Castle Languard’s walls, the watch maintains 
  garrisons at strategic points throughout the city. Led by Veli 
  Nikkonen (LN middle-aged male human ﬁghter 5) the watch 
  numbers roughly 180 individuals, although only a quarter or so of 
  this number are on duty at any given moment. 
   
  The watch maintains a continuous presence in High City and 
  Low City with daily and nightly patrols. Disturbances— particularly 
  in High City—are quickly investigated. In the Shambles and 
  Fishshambles, however, the watch is a rare sight; here they only 
  venture in large numbers. The watch avoids the Wrecks except in 
  times of great need; incursions against the clannish Takolen are 
  always well- planned and often have support from the Watcher’s 
  Spire such is the foul reputation of these degenerate folk. 
   
  Unless they are speciﬁcally expecting trouble, watch patrols 
  normally comprise four men. Sometimes, in the Low City, the 
  watch mounts double patrols led by an experienced sergeant. 
  Most watchmen prefer working in the High City; here the folk are 
  generally more pleasant, violence and robbery are rarer and the 
  opportunity for bribery is greater. 
  FESTIVALS & TRADITIONS 
  The Languardians celebrate several festivals including: 
   
  Darkness Rising: On the shortest day of the year—the winter 
  solstice—Languardians light candles and place them in their 
  windows to ward away the coming winter darkness, and ﬁres are  
  kept burning bright through the night. On this day, evil’s inﬂuence 
  is seen to be strongest over the world and it is a night of wicked 
  deeds and foul doings.  
   
  Founder’s Day: Founder’s Day commemorates the day the 
  ﬁrst duke, Arndul Nenonen, came ashore and established a camp 
  on the headland upon which Languard stands.  
   
  On this day, the duke and his household process through the 
  streets to the commoners’ acclaim. Family Nenonen also provide a 
  feast for the city’s commonfolk at High Market, to which all are 
  invited. It is a day of great celebration and game playing. The 
  revels go on late into the night. In anticipation of Founder’s Day 
  many people travel to the city; consequently, ﬁnding lodgings in 
  the city around this time can be all but impossible. 
   
  Storms’ End: Celebrated when the worst of the winter storms 
  have abated, the exact date of Storms’ End is at the whim of 
  Serat’s Stormlord (Taneli Eronen). The festival occurs on the open 
  water and comprises a great ﬂotilla of ﬁshing vessels and other 
  small craft setting sail into Hard Bay to release offerings into the 
  water for a good season. 
  5
  
  N OTA B L E L OCATION S AT A GL ANCE 
  Most of Languard comprises homes or businesses. A few 
  locations, however, are of interest to adventurers. Such locales are 
  tagged on the map with a letter followed by a number. The letter 
  portion of each tag identiﬁes either the part of the city in which 
  the location can be found (L, S, F, W, H) or the location’s type (G, T). 
  Thus: 
  •
  F: A location in the Fishshambles. 
  •
  G: One of Languard’s gate. 
  •
  H: A location in High City. 
  •
  L: A location in Low City. 
  •
  S: A location in the Shambles. 
  •
  T: One of Languard’s temples. 
  •
  W: A location in the Wrecks. 
  FISHSHAMBLES LOCATIONS 
  F1 The House of Sighs: Seeking shelter in this almshouse is little 
  better than living on the streets. 
  F2 The Drunken Sailor: A popular dockside tavern. 
  HIGH CITY LOCATIONS 
  G2 River Gate: These two towers oversee all river trafﬁc. 
  G4 Duke’s Gate: The least-used of Languard’s gates. Only those 
  traveling northwards use this gate. 
  H1 Castle Languard: Family Nenonen’s seat. 
  H2 High Market: Those with a taste for the ﬁner things in life 
  come to High Market. 
  H3 Urmas’ House: The aged sage Urmas—one of Ashlar’s greatest 
  authorities on Gloamhold—dwells here. 
  H4 The Dreaming Spires: Ashlar’s centre of learning, the library 
  here is only matched by that held at the Black Tower. 
  T2 The Father’s Hall: A cathedral dedicated to Conn’s worship 
  and the centre of his faith in Ashlar. 
  T3 The Great Forge: A clamour of noise and smoke perpetually 
  rises above Abarin’s temple-forge. 
  T4 Watcher’s Spire: Darlen’s followers dwell in this fortiﬁed 
  temple. 
  LOW CITY LOCATIONS 
  G1 Low Gate: Low Gate is always busy, choked with a multitude 
  of carts piled high with trade goods. 
  G3 Traitor’s Gate: “Decorated” with the remains of traitors to the 
  crown, Traitor’s Gate is well named. 
  L1 Low Market: A bustling market ﬁlls this muddy space. 
  L2 Vonya’s Span: Of dwarven craft—and reputedly haunted—
  Vonya’s Span is the only bridge spanning the Svart. 
  L3 The Scythe: The one-legged Arvo Outila runs this drinking den 
  renown for live music. 
  T1 Fane of the Waves Eternal: Here, Serat’s worshippers 
  commune with the ocean’s eternal glory. 
  SHAMBLES LOCATIONS 
  S1 Raisa’s Curios: Idle adventurers often come here to browse 
  the eclectic range of goods on offer. 
  S2 The Bloody Eagle: A seemingly destitute merchants runs this 
  tavern, which is a Shadow Mask front. 
  WRECKS LOCATIONS 
  W1 Duranki’s: The Duranki family will ferry (unwary, too- trusting) 
  adventurers to Gloamhold, for a fee. 
  W2 The Fallen Maid: Here dwells one of Ashlar’s pre-eminent 
  assassins. 
  LOCATIONS BY CATEGORY 
  Fortiﬁcations: Duke’s Gate (G4), Low Gate (G1), River Gate (G2), 
  Traitor’s Gate (G3), H1 Castle Languard (H1) 
  Homes: Urmas’ House (H3) 
  Inns: Bloody Eagle, the (S2) 
  Places of Learning: Dreaming Spires, the (H4) 
  Shops & Markets: High Market (H2), Low Market (L1), Raisa’s 
  Curios (S1), Vonya’s Span (L2) 
  Taverns: Drunken Sailor, the (F2), Scythe, the (L3) 
  Temples: Fane of Waves Eternal (T1); Father’s Hall, the (T2); Great 
  Forge, the (T3); Watcher’s Spire (T4) 
  Services: Duranki’s (W1); Fallen Maid, the (W2); House of Sighs, 
  the (F1) 
  MINI-EVENTURES BY DISTRICT 
  Fishshambles: Drinking at the Drunken Sailor 
  High City: A Day Out at High Market, Dining at the Emerald 
  Medusa, Visiting the Dreaming Spires, Visiting the Father’s 
  Hall, Visiting the Great Forge, Visiting the Watcher’s Spire 
  Low City: A Day Out at Low Market, Drinking at the Last Chance, 
  Selling Loot at Arlo’s Stones, Visiting the Fane of the Waves 
  Eternal 
  Shambles: Drinking at the Bloody Eagle, Shopping at Kardagg’s 
  Emporium 
  Wrecks: Visiting the Durankis 
  MINI-EVENTURES BY TYPE 
  Buying and Selling: A Day Out at High Market, A Day Out at Low 
  Market, Selling Loot at Arlo’s Stones, Shopping at Kardagg’s 
  Emporium  
  Dining: Dining at the Emerald Medusa 
  Drinking: Drinking at the Bloody Eagle, Drinking at the Drunken 
  Sailor, Drinking at the Last Chance 
  Learning: Visiting the Dreaming Spires 
  Services: Visiting the Durankis 
  Worship: Visiting the Fane of the Waves Eternal, Visiting the Fane 
  of the Waves Eternal, Visiting the Great Forge, Visiting the 
  Watcher’s Spire 
  6
  
   
  7
  
  MI NI-E VEN T URES I N LANGUARD 
  This GM's Miscellany presents the following mini-eventures. 
  A DAY OUT AT HIGH MARKET 
  All manner of things can be had in Languard if one has the coin. 
  For luxury items, there is no better place to go than High Market. 
  Here, in the shadow of Castle Languard, the great and the good—
  or the merely wealthy—browse stalls overﬂowing with ﬁne clothes, 
  perfectly balanced weapons, exotic foods, antiques and the like. 
  For characters with coin to spare, a day out at High Market is the 
  perfect distraction from their last harrowing adventure. 
  A DAY OUT AT LOW MARKET 
  Low Market is a hodgepodge of stalls, handcart vendors and 
  wandering pedlars. Here, Languard’s unwashed masses come to 
  browse, shop and gossip. Low Market is a place rife with 
  adventuring opportunities.  
   
  Much of Low Market’s offering is mundane, and of no interest 
  to adventurers. However, persistent rumours speak of magic items 
  sold at a pittance in the market—sold by clueless stallholders 
  unaware of the items’ true value. Thus many adventurers—and the 
  pickpockets and cutpurses attracted to such folk—ﬂock to the 
  market in search of treasures hidden among the market’s bric-a-
  brac. 
  DINING AT THE EMERALD MEDUSA 
  The Emerald Medusa is the place to be seen in Languard’s high 
  society. Nobles, wealthy merchants and rich adventurers ﬂock 
  here to eat, dance, be seen and conspicuously consume their 
  wealth. Once an ocean-going sailing ship the Emerald Medusa is 
  now permanently moored in Languard and is famed for its lavish 
  food, ﬁne wine and evening entertainments which includes the 
  ship’s beautifully wrought magical medusa ﬁgurehead! 
  DRINKING AT THE BLOODY EAGLE 
  Standing deep in the Shambles the ramshackle Bloody Eagle 
  tavern has seen much better days. Run by the perpetually unlucky 
  and gloomy half-orc Fruen the place is famed for its miserable 
  staff and grumpy customers. Few newcomers or outsiders visit the 
  Bloody Eagle and that’s just how Fruen and her customers like it—
  for the Bloody Eagle is a front for the Shadow Masks thieves’ 
  guild. Every night, thefts, kidnappings and murders are plotted (or 
  toasted) in the tavern’s dingy taproom. Here also stolen items 
  change hands far from the tax collector’s gaze. If you have illicit 
  business, the Bloody Eagle is the place to go. 
  DRINKING AT THE DRUNKEN SAILOR 
  Rowdy and cheap, the Drunken Sailor is the best place in 
  Languard to ﬁnd someone brave enough to sail across Hard Bay’s 
  cold, wave-ﬂecked waters to Mottled Spire’s brooding bulk and 
  Gloamhold’s doom-drenched halls. Within, the Drunken Sailor the 
  crowd ebbs and ﬂows with the tides and ale is cheap. Come visit 
  the best dockside tavern in all Languard—the Drunken Sailor! 
  DRINKING AT THE LAST CHANCE 
  In sight of the corpses swinging from Traitor's Gate crouches a 
  tavern with a deep, shadowy porch furnished with scarred tables 
  and a sign bearing a grinning skull with a die between its teeth. 
  Here drink Languard’s bounty hunters, off-duty watchmen and 
  those fascinated with death and suffering. If you need help ﬁnding 
  someone in Languard—or if you just want a really good view of the 
  city’s monthly brutal executions—the Last Chance is the place to 
  go! 
  SELLING LOOT AT ARLO’S STONES 
  Back in town, the heroes have gems and jewellery to sell, but who 
  will buy them? In Languard, Arlo, of Alro’s Stones, is well known as 
  a dealer in tawdry, low-quality items. Thus, adventurers often visit 
  his shop in the Low City to ofﬂoad their low-value loot, but Arlo is 
  equally well know for hard-driven bargains! 
  SHOPPING AT KARDAGG’S EMPORIUM 
  Adventurers in search of overlooked bargains know to visit 
  Kardagg’s Discount Emporium, but sometimes these neophyte 
  heroes ﬁnd more than they bargained for amid the crammed, 
  teetering shelves overﬂowing with second-hand equipment, blunt 
  weapons and dented armour. Opportunity and adventure—and if 
  rumours are to be believed sometimes wondrous items—have all 
  been found on the shelves of Kardagg’s Discount Emporium. And 
  for adventurers looking to give up their danger-ﬁlled profession, 
  Kardagg’s Discount Emporium is the place to ofﬂoad unwanted 
  equipment with no questions asked. 
  VISITING THE DREAMING SPIRES 
  Languard’s Dreaming Spires—or sometimes simply “the Spires”—is 
  the duchy’s greatest seat of learning and its only university. 
  Sprawling over Alina’s Isle, the Dreaming Spires stands in splendid 
  isolation from the city’s stink and clamour. As well as the children 
  of the high born and wealthy sent here to learn their letters, the 
  Spires also hosts a steady trickle of adventurers come to seek 
  hidden, lost or obscure knowledge. Many leave disappointed, 
  while others ﬁnd the answers to their questions hidden in the 
  library’s innumerable dusty tomes. 
  VISITING THE DURANKIS 
  For adventurers with a bad reputation, or those who are morally 
  ﬂexible, the Duranki offer a ferry service to Gloamhold’s doom-
  drenched halls. Such adventurers should beware, though, as the 
  Duranki are of the debased and hated takolen bloodline. Dark 
  rumours hang about them and their brethren, and a suspiciously 
  high number of the family’s customers fail to return from their 
  adventures. 
  8
  
  VISITING THE FANE OF THE WAVES ETERNAL 
  Worshippers of the Mistress of Storms gather at the Fane of the 
  Waves Eternal. Here, the faithful bathe in the daily high tides and 
  give thanks for the sea's unending bounty. Adventurers seeking a 
  redoubtable, skilled sailor to take them across Hard Bay’s storm-
  wracked waters will likely ﬁnd what they seek at the fane. 
  VISITING THE FATHER’S HALL 
  The Father’s Hall is an immense structure—perhaps the largest in 
  all Ashlar—and the most impressive of Languard’s many 
  landmarks. Within, scores of clergy worship the Lawgiver and 
  carry on his works. The cathedral is also home to powerful healers, 
  and its high priestess is rumoured to be able return the dead to 
  life! These facts ensure the cathedral sees a steady stream of 
  visiting adventurers come to beseech the clergy for aid. 
  VISITING THE GREAT FORGE 
  The centre of Abarin’s faith in Ashlar, the Great Forge is a buzzing 
  hive of industry and commerce. Here, the duchy’s greatest 
  craftsmen and women come to worship, share news, teach new 
  techniques and to meet wealthy patrons. At the forefront of 
  innovation and technological advancement the clergy are said to 
  have recently invented a new kind of weapon—guns—and their 
  larger brethren—cannon.  
  VISITING THE WATCHER’S SPIRE 
  Adventurers coming to Languard in need of divine aid often make 
  their way to the Watcher’s Spire. A place of Darlenite worship here 
  the powers of law and good hold sway. Few are turned away from 
  the Watcher’s Spire without receiving succour, but the clergy’s aid 
  does not come free. Evil lurks everywhere and the priesthood are 
  ever in need of champions to push back the encroaching 
  darkness. 
  9
  
  A DAY OUT AT HI GH MARKET 
  In contrast to Languard’s Low Market, High Market is well ordered 
  and regulated. Here, stand neat rows of tented stalls ready to 
  receive wealthy patrons who can browse their offering freely 
  without fear of thievery or assault.  
   
  By ancient gift, family Pasanen—a commoner family—owns the 
  land upon which High Market stands. Consequently, although 
  they are obliged to pay a hefty tax on their income to the ducal 
  family, they have grown exceedingly afﬂuent. (In fact, they may be 
  the duchy’s wealthiest commoner family). To protect their business 
  and revenue, they recruit guards to patrol the market; 
  consequently this is one of the safest public places in Languard.  
  NOTABLE FOLK 
  Many people visit or work in High Market. Notable examples of 
  such folk include:  
  •
  Reima Sianio (LN old male human ﬁghter 2) has unrivalled 
  knowledge of High Market and its folk, and is—thus—a useful 
  person to know. High Market’s longest-serving guard, Reima 
  is a beloved ﬁxture of the place. His duties are now really 
  honoriﬁc rather than actual, but he still wanders the aisles 
  using his spear as a walking stick. 
  •
  Eleonora Pasanen (LN old female human) oversees her 
  family’s business in High Market. Eleonora’s frail health means 
  she no longer walks the market, but instead watches over day 
  to day operations from her ornate, guard-ﬂanked black 
  carriage. There she receives a stream of stall holders, society 
  guests and the like all eager to gain her attention and favour. 
  OTHER FOLK AT THE MARKET 
  The characters are not the only folk in High Market. Use this list, to 
  generate details of other interesting people the characters meet 
  while browsing the stalls: 
  1.
  Niku Ilmarinen (NE male human thief 4) knows it would be 
  madness to attempt a theft in High Market; that doesn’t stop 
  him, however, scouting out potential victims (either shoppers 
  or stallholders) for later. Perceptive characters may get the 
  sense Niku is paying them a little too much attention. 
  2.
  Miina Tammi (LG female human paladin [Darlen] 3) wanders 
  the market; she recently came into some money and is 
  conﬂicted: should she spend it on herself, give it to the 
  church or donate it to the city’s needy? If a character seems 
  virtuous, she may strike up a conversation in search of advice. 
  3.
  Reeta Miemo (N female human) works as a herald-for-hire. 
  She strolls the marketplace loudly calling out the virtues and 
  offerings of various stalls. Friendly and ever-smiling Reeta is 
  attractive and has a piercingly beautiful voice—she would 
  make a good bard, if circumstances allowed. 
  4.
  Zainnis Allyshe (NG male half-elf wizard 4) likes drink a little 
  too much, and is slightly worse for wear. Zainnis has come to 
  the market in search of sturdy, waterproof pouches and 
  certain exotic spell components. He bumps into a character, 
  burps and loudly, and grandly, offers his sincere apologies.  
  5.
  Osmo Puukko (NG middle-aged male human) sells 
  refreshments—ales and wine—from the ornate handcart he 
  pushes through the crowds. Osmo hears much of note and 
  for an extra silver penny can relate a piece of news from 
  Whispers & Rumours.  
  6.
  Lauri Raita (CN young male human thief 1) skulks about the 
  market on the lookout for guards (who will chase him away) 
  and unattended things (which we will steal). Lauri is skinny, 
  dressed in ragged clothes and has a cunning, feral energy 
  about him. Even unperceptive characters realise he does not 
  belong in High Market. 
  FOR SALE 
  All manner of ﬁne and expensive goods are for sale in High 
  Market. Many of the city’s most skilled crafters maintain stalls here, 
  staffed by their apprentices and servants, from which to sell their 
  merchandise and hawk their services. Much can be had in High 
  Market. Use this table to determine what a stall sells: 
   
  D20 STALL SELLS
  D20 STALL SELLS
  1
  High fashion clothes
  11
  Furniture
  2
  Leather goods (boots, 
  belts and so on)
  12
  Pets (exotic or 
  otherwise)
  3
  Perfume, makeup and 
  the like
  13
  Food (pastries, cheeses 
  and so on)
  4
  Books, scrolls and 
  maps
  14
  Fresh fruit, vegetables 
  and ﬂowers
  5
  Noble weapons 
  (longswords, rapiers, 
  daggers etc.)
  15
  Noble armour 
  (breastplates, platemail, 
  heraldic shields etc.)
  6
  Jewellery and gems
  16
  Antiques
  7
  Rugs
  17
  Exotic imports
  8
  Gold and silver 
  ornaments
  18
  Wind-up, mechanical 
  devices
  9
  Accoutrements
  19
  Fortunetelling, 
  spellcasting services
  10
  Wine and spirits
  20
  Fresh meat (exotic and 
  otherwise)
  10
  IN YOUR CAMPAIGN 
  High Market is location H2 on the City of Languard map, but is 
  easily added to almost any fantasy town or city. High Market is 
  best suited to a wealthy neighbourhood—it is not somewhere the 
  great unwashed congregate. The market is a good place for the 
  party to ﬁnd high-quality or luxury items for sale. Depending on 
  your campaign the characters might even be able to ﬁnd minor 
  magic items for sale here. 
  
  NOTABLE THINGS FOR SALE 
  Many high-quality things are for sale in High Market. For all that, 
  some things are particularly notable. Roll on the list below, to 
  determine what notable items are for sale: 
  1.
  Used Parchments (5 gp): A sheaf of old, used parchments 
  ﬁ lls an old worn boot. (Sometimes scholars re-use 
  parchment). A character examining the bundle could discover 
  the fragment of an adventurer’s diary, an old map and so on. 
  Any of these could propel the party into their next adventure.  
  2.
  Bronze Dagger (1 gp): Covered in verdigris, this bronze 
  dagger of obviously ancient design seems out of place 
  among much ﬁner weapons. A wavy snake-like pattern 
  decorates the weapon’s blade. An artefact from a long-fallen 
  civilisation, the dagger holds the trapped spirit of Sangasu 
  Kuara—a shaman of his people. Sangasu is mad, and tries to 
  dominate the weapon’s owner. 
  3.
  Fine Rug (100 gp): Depicting a stylised map of Gloamhold 
  this six-foot square rug is a beautiful, supremely useful object. 
  4.
  Wolf Cub (50 gp): Growling at all who come near, this jet 
  black wolf cub is terriﬁed of the surrounding hubbub and 
  nips anyone trying to pet it.  
  5.
  Wind-up Dragon (150 gp): Painted a lurid scarlet hue, this 
  puppy-sized wind-up red dragon is an intricate work of 
  genius. When activated it toddles along, ﬂaps its wings and 
  even opens its mouth. 
  6.
  Golden Torc (500 gp): Wrought of gold and highly polished 
  this thin torc is a thing of beauty. It is so exquisite, it could 
  form the base of a magic item. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  Kirsti Purho (N middle-aged female human) approaches the 
  party. She has them pegged as adventurers and needs to sell 
  a magical dagger so she can settle her wastrel husband’s 
  debts. She doesn’t want to sell the blade as it is a family 
  heirloom but feels she has no choice. She has approached 
  the characters because they are not part of Languard’s “high 
  society” and thus—she hopes—the transaction will stay private. 
  2.
  Virpi Korpela (N female human) has ideas above her station 
  (or so her rivals think). A clothier by trade, she has a stall in 
  Low Market, but desperately wants to expand to High Market. 
  When the character encounter her, she has just been denied 
  a booth and is angry; she has invested her savings in a 
  shipment of ﬁne cloth and now has nowhere to sell it. She 
  approaches the party to see if they will invest in her business.  
  3.
  A character witnesses a rare crime in High Market—a pick 
  pocketing. If they intervene, the victim, Aaro Ahokas (NG 
  middle-aged male), is grateful and could be a valuable 
  contact in the future.  
  4.
  Drizzle falls on the city, which does nothing to dampen the 
  market’s bustle. After an hour, however, the rain strengthens 
  and the market begins to empty. Deals may be available from 
  stallholders desperate to shift their stock. 
  5.
  The market is either particularly busy or particularly quiet. If it 
  is busy, the characters hear an extra rumour from “Whispers & 
  Rumours”. If it is quiet, they learn nothing new.  
  6.
  Four grim-faced, mail-clad guards, escorting a richly-clad 
  woman, Sohvi Tuiretuinen (N middle-aged female human), 
  force their way through the crowd. Servants follow the 
  woman, carrying several bulging bags and sacks. The burliest 
  member of the party catches Sohvi’s attention and she 
  demands to know their name and business. She might be on 
  the lookout for a new bodyguard or could have a minor 
  mission for the characters to complete.  
  WHISPERS & RUMOURS 
  Many rumours, half-truths and outright lies circulate through High 
  Market. (Some or all of the rumours below may be false, as you 
  decide.) Characters chatting with folk in the market may learn 
  some or all of the rumours below: 
  1.
  Family Pasanen—the people who own High Market—are the 
  richest commoners in Ashlar; some say (quietly), they are 
  even richer than the Nenonens! The family wields great 
  inﬂuence through their wealth, and should not be crossed. 
  2.
  Foul things live in Hard Bay. Fishermen often go missing, 
  when they sail too close to certain islands. 
  3.
  The pirates of Deksport grow restless and eager for loot; they 
  will come north this summer to prey on merchant ships sailing 
  to and from Languard. 
  4.
  Sometimes the duke moves among the crowds in the 
  marketplace in disguise to spy on his wealthy subjects and to 
  see what they really think of him and his family. Beware any 
  half-elf paying too much interest in your business! 
  5.
  Watch out for thieves, beggars and other agents of the 
  Shadow Masks in the market. While the market is as safe as 
  the Pasanens can make it thieves often come here to ﬁnd their 
  next marks.  
  6.
  Reima Sianio (see “Notable Folk”) is a ﬁxture of High Market 
  and knows much of what goes on in and around the place. He 
  has worked the market for decades and is a tremendously 
  useful source of news and introductions to other market folk.  
  11
  RUNNING THIS EVENTURE 
  A Day Out at High Market can be nothing more than an 
  interlude between adventures, the venue for the characters to 
  ﬁnd a skilled craftsperson or even the unlikely place to meet a 
  patron. You can either plan events ahead of time or just “wing” 
  the whole mini-eventure using the tables herein to facilitate play. 
  (These tables could form the basis of repeated visits to High 
  Market as long as you keep track of what results the characters 
  have already experienced). 
  
  A DAY OUT AT LOW MARKET 
  Sprawling across a swath of hard-packed earth (or cloying mud 
  depending on the season) Low Market is a hodgepodge of stalls, 
  handcart vendors and wandering pedlars. Here, Languard’s 
  unwashed masses come to browse, shop and gossip. 
   
  Unsurprisingly, thievery is rife in Low Market, and the city 
  watch maintains a strong presence. Unfortunately, due to the 
  sheer crush of people visiting and working in the market during 
  the day, the watch’s efforts are often unsuccessful.  
   
  By local ordinance, all business in the market must be 
  concluded by dusk; thus, once night has fallen the place is 
  seemingly empty. However, not all is as it seems for many 
  clandestine meetings are convened here at night; some folk come 
  to drink, others are merely passing through while some tented 
  stalls host prostitutes; others become the overnight home of 
  beggars and outcasts. 
   
  The stalls ﬁlling Low Market almost uniformly deal with the 
  mundane things in life—food, drink, household wares, cheap cloth 
  and so on. Little of actual value is sold here, except—perhaps—
  among the bric-a-brac stalls whereon desperate folk sell whatever 
  they can get hold of to make ends meet. Sometimes, 
  unbeknownst to these folk, valuable items come into their 
  possession which they pass on for a pittance. Thus, adventurers 
  can often be found idly browsing such stalls—stories (perhaps 
  spread by the vendors)—are rife of lucky adventurers buying magic 
  items here for a pittance from clueless sellers. 
   
  Low Market is a place rife with adventuring opportunities. 
  Perhaps, a character is pickpocketed or witnesses and intervenes 
  in a crime. Alternatively, the characters could purchase a fragment 
  of a treasure map or the diary of adventurer which describes 
  several delves into Gloamhold. 
  NOTABLE FOLK 
  Many people work or visit Low Market on a daily basis. Most are 
  nothing more than ordinary folk going about their business. 
  Others are more notable; such folk include: 
  •
  Asta Ojanen (N female human thief 2) ostensibly sells weak 
  wine to thirsty shoppers from the handcart she trundles 
  through the crowds. She doesn’t ply her thievish skills in the 
  market—it’s hard to make a quick getaway with a wheelbarrow. 
  Instead, she deals in rumours, and for an extra silver, can tell 
  of minor events of local import. For gold, she might be able 
  to relate other, more interesting, whispers. 
  •
  Jegor Vihas (LN middle-aged male human ﬁghter 3) holds 
  the title Warden of the Market. Some derisively call him “Stall 
  Guard” (behind his back); others say he is “stall-ward” in his 
  duty. No matter, Jegor works hard to keep the market free of 
  thieves and pick pockets. Unfortunately, there are far more 
  thieves, cutpurses and beggars than his guards can deal with. 
  Consequently, he looks tired and a little bit hopeless. His 
  greying, drooping handlebar moustache completes the 
  sorrowful picture.  
  OTHER FOLK AT THE MARKET 
  The characters are not the only folk in Low Market. Use this list, to 
  generate details of other interesting people the characters meet 
  while browsing the stalls: 
  7.
  Riku Eerola (LN male human) just purchased a rug for his 
  home, but stupidly neglected to get the merchant to include 
  delivery in the price. Thus, now dangerously low on funds, he 
  is forced to lug it home on his own. The rug is long and 
  unwieldy; his passage through the crowds heralds a chorus of 
  shouting and swearing. Riku is angry—both with himself and 
  the merchant who sold him the rug. He’s desperate for help, 
  but can’t pay anything. He can, however, introduce anyone 
  helping him to his sister, Armi (NG female human wizard 3), a 
  skilled, but minor, wizard. 
  8.
  Jegor Lempo (CN male human ﬁghter 1) stomps through the 
  market in a foul mood. He's just had a cracking argument with 
  his sister, and needs to vent his anger. The bald burly warrior 
  barges through the party and snarls at any challenging him.  
  9.
  Salme Keiho (N young female human) wears dirty, ragged 
  clothes and a wide smile. Employed by merchants and 
  stallholders to entice prospective customers to their booths, 
  this blond-haired teenager latches onto the party. Jabbering 
  away incessantly, she tries to steer them to one of the stalls 
  she is “representing”.  
  10. Hilppa Vihas (N male human thief 2) wanders the market in 
  search of easy marks. Although adventurers rarely ﬁt that bill, 
  Hilppa is desperate for money and might make an attempt on 
  a distracted character. This cord-thin man is surprisingly swift, 
  and adept at quickly changing his appearance. 
  11. Aamu Tuntia (NE female human) recently converted to Braal’s 
  worship and has been despatched to the market to ﬁnd a 
  vulnerable person for bloody sacriﬁce. She is determined to 
  pass this test, but is incredibly nervous. Perceptive characters 
  might spot the tubby, well-dressed woman’s nervous energy 
  and wonder what is afoot—particularly if they spot her luring a 
  beggar into an alley. 
  12. Tuuli Arpia (LG female human paladin 1) wanders the 
  marketplace in a daze. She has never been in a city before 
  and is somewhat overwhelmed by the sights and sounds. 
  Embarrassed at her nativity she deals brusquely with those 
  striking up conversation. Tuuli is in search of a suitable 
  adventuring band to join, and desperately wants to become a 
  hero of the people—so her overbearing mother ﬁnally 
  respects her life choice to serve Darlen. 
  12
  IN YOUR CAMPAIGN 
  Low Market is location L2 on the City of Languard map, but is 
  easily added to almost any fantasy town or city. Low Market is 
  best suited to the common part of town—here can be found 
  many of the staples and necessities of life. The market is a good 
  place for the party to ﬁnd commonly available things, hunt down 
  a commoner or hear a juicy rumour (or two). 
  
  FOR SALE 
  All manner of mundane goods are for sale in Low Market. Use this 
  table to determine what a stall sells: 
  NOTABLE THINGS FOR SALE 
  Adventures sometimes discover notable items among the 
  mundanity and dross of Low Market’s offering. Roll on the list 
  below, to determine what notable items are for sale: 
  1.
  Dirty Cloak (1 gp): This dirty scarlet cloak has a frayed hem. It 
  once belonged to a wizard, and has a secret pocket 
  containing his diary.  
  2.
  Bronze Armband (1 gp): Dented and wreathed in verdigris 
  this old armband depicts the waves breaking on the coast. 
  The carving depicts a stretch of nearby coast and comprises a 
  map to an ancient warrior’s hidden burial crypt. 
  3.
  Fire-Damaged Rug (2 gp): Emblazoned with a stylised map 
  of Ashlar, this rug is large and heavy. The part of the rug-map 
  depicting the Forest of Gray Spires is scorched and burnt. 
  4.
  Golden Figurine (10 gp): Covered in fading yellow and red 
  paint this small golden ﬁgurine is badly damaged—a deep 
  crack cuts down along the lion’s back. This was once a 
  ﬁgurine of wondrous power; perhaps it could be repaired. 
  5.
  Broken Pipe (3 gp): Optimistically priced, this broken ivory 
  pipe has beautiful, disturbing engravings of hideous, 
  deformed humans running joyfully into the sea. 
  6.
  Dried Wolfsbane (1 sp): Sold as part of a bunch of wild 
  ﬂowers this sprig of wolfsbane has been expertly dried.  
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  Rikh Eerola (“Other Folk” #1) bumps into the party, and 
  knocks one of the characters over. He apologises, and hints 
  he’d like help with his burden.  
  2.
  A small watch patrol push through the throng. A small boy 
  throws a rotten cabbage at the patrol before darting off. The 
  urchin runs straight toward the party; the watchmen shout at 
  the party to “grab the little beggar” 
  3.
  Asta Ojanen (see “Notable Folk”) approaches the party 
  ostensibly to offer them drinks. After a few minutes of 
  chatting, she hints she knows things the characters might 
  want to hear. For 1 sp, she relates two rumours from 
  “Whispers & Rumours”.  
  4.
  A wandering pedlar pushes a handcart through the crowd. At 
  sight of the characters she puts down her cart directly in the 
  party’s path and invites them to browse her wares.  
  5.
  A beguiling item catches a character’s eye. Roll on “Notable 
  Things for Sale” to determine what they have spotted.  
  6.
  A watch patrol are curious about the party, and stop them for 
  a friendly chat. If the party act evasively or aggressively, the 
  patrol keep an eye on them while they are in the market.  
  WHISPERS & RUMOURS 
  Many rumours, half-truths and outright lies circulate through Low 
  Market. (Some or all of the rumours below may be false, as you 
  decide.) Characters chatting with folk in the market may learn 
  some or all of the rumours below: 
  1.
  Sometimes, lucky adventurers ﬁnd treasure among the bric-a- 
  brac for sale at the market. Some even ﬁnd items the stall 
  holders don’t realise are magic.  
  2.
  Pickpockets work in the market—keep your coin purse close 
  and your wits about you. Some cutpurses deliberately fail to 
  pick your pocket in an attempt to lure naive marks into a 
  nearby alley for a more comprehensive mugging. 
  3.
  It’s widely known that many of the things for sale on the bric-
  a-brac stalls are stolen. Few customers care or ask any 
  questions—and that’s just how the stallholders like it. 
  4.
  All stalls are meant to close at dusk; in practise this is far from 
  reality. Customers with more nefarious needs return to Low 
  Market at night when a whole new set of vendors emerges 
  from the shadows to ply their illicit trades. 
  5.
  The next execution day will feature a particular treat—the 
  notorious murderer, serial escaper and bandit Kildak the Vile 
  will be sawn in half along with his surviving compatriots.  
  6.
  Lights once again ﬂicker in the old Alanen manor amid the 
  ruins of the cursed ruins of Greystone. Rumours speak of 
  renewed interest in the manor among adventurers, at least 
  one band missing in the ruin and of other expeditions being 
  planned for imminent departure—as soon as the weather and 
  tides are favourable.  
  D20 STALL SELLS
  D20 STALL SELLS
  1
  Bric-a-brac
  11
  Honey and cakes
  2
  Fruit and vegetables
  12
  Belts, boots & shoes
  3
  Bread
  13
  Jewellery
  4
  Ale and beer
  14
  Furniture, woodwork
  5
  Clothes, mundane
  15
  Simple weapons
  6
  Clothes, fancy
  16
  Pets
  7
  Iron ware goods
  17
  Fish
  8
  Small livestock
  18
  Meat
  9
  Simple toys
  19
  Fortune telling 
  10
  Candles
  20
  Bric-a-Brac
  13
  RUNNING THIS EVENTURE 
  A Day Out at Low Market can be nothing more than an interlude 
  between adventures, the venue for the characters to ﬁnd a 
  skilled craftsperson or even the unlikely place to meet a patron. 
  You can either plan events ahead of time or just “wing” the 
  whole mini-eventure using the tables herein to facilitate play. 
  (These tables could form the basis of repeated visits to Low 
  Market as long as you keep track of what results the characters 
  have already experienced). 
  
  D I NIN G AT THE E MERALD MEDU SA 
  The Emerald Medusa is location H12 on the City of Languard map. 
  Once a large multi-decked sailing ship, the Emerald Medusa is a 
  popular eatery and feasthall permanently moored in Languard 
  famed both for its food and “enchanting” evening dances. The 
  vessel is named—unsurprisingly—for its intricately sculpted medusa 
  ﬁgurehead which now stands prominently on deck. The medusa 
  holds intricately carved—magical—lens amid its beautifully 
  wrought, breathtakingly realistic writhing snake-hair. 
   
  A place for nobles to meet the Emerald Medusa is the perfect 
  place to discuss adventures or plot intrigue. Moored close to the 
  docks it has several ornate gangplanks leading up to the main 
  deck. Here, small bands of musicians play beautiful music under 
  wide canvas canopies. 
   
  The medusa ﬁgurehead is positioned so its enchanted glass 
  lenses watch over the dancing crowds below and periodically 
  emit beams of twinkling light to which dancers must freeze when 
  they are touched. As the night goes on more and more lights are 
  emitted making the dance around the pretend statues harder and 
  harder. The last person dancing at midnight wins access to the 
  Captain’s Table—a private dining room much in demand among 
  Languard’s elite. 
   
  Below Decks: Here the choicest tables offer a view of the river 
  and bay through ﬁnely made portholes. Larger tables set into the 
  main hold provide space for large groups to dine. 
  NIGHTLY ENTERTAINMENTS 
  The Emerald Medusa is a favourite among nobles. Many 
  adventurers are invited by nobles who show off their wealth and 
  social superiority. It is customary for the person inviting others to 
  pay for the meals. The expensive food and wine offering caters to 
  the desires of the upper class and wealthy adventurers: 
  •
  Evening Entertainment (30 gp): Includes sumptuous food, 
  ﬁne wines and dancing. 
  •
  The Elven Experience (30 gp): Includes a selection of elven 
  wines and sweetmeats. 
  •
  Light Meal on Deck (10 gp): Includes complimentary wine 
  of a standard vintage; most nobles and merchants wouldn’t 
  be seen dead enjoying this option. 
  Each night, a presentation of beautifully crafted food is made at 
  the eighth bell. Examples of the food on offer include:  
  •
  Lobsters served on red cabbage and roasted seaweed. 
  •
  Finest peppered beef served on a bed on parsnips drizzled 
  with chestnut sauce. 
  •
  Swordﬁsh baked in rock-salt. 
  •
  Venison served in an exotic plum sauce. 
  •
  Spiced wyvern steaks imported from a far-off land and served 
  with mint, peas and potatoes. (This is rarely available and 
  doubles the cost of a meal). 
  NOTABLE FOLK 
  Many people work or visit the Emerald Medusa on a daily basis. 
  Most are nothing more than ordinary folk; others are more 
  notable; such folk include: 
  •
  Mira Rantanen (NG middle-aged female human wizard 3) 
  owns the Emerald Medusa. She is popular among Languard’s 
  elite, who vie with each other to win her favour. She is friendly, 
  but a shrewd judge of character. 
  OTHER VISITORS 
  When the characters arrive, they won’t be the only visitors present 
  at the Emerald Medusa. Roll as many times as desired on this list 
  to determine who else is present: 
  1.
  Jyrki Kuura (LN middle-aged male human) believes in the 
  intrinsic superiority of the nobility and believes good 
  breeding separates him and his friends from Languard’s 
  unwashed. Jyrki is a snob who looks down his nose at anyone 
  who has to work for a living.   
  2.
  Eleonora Kekko (N middle-aged female human thief 7) 
  ﬁdgets and seems out of place to all but the dimmest 
  observer. Dressed in ﬁne silks, she is clearly uncomfortable. 
  Eleonora is (secretly) one of Languard’s foremost burglars and 
  is here to hand over her latest commission to a wealthy 
  merchant client who desired the recovery of a thoughtlessly 
  given love token to another merchant’s wife. 
  3.
  Samuli Alanen (N middle-aged male human) maintains he is 
  the heir to the Alanen’s noble lineage and as such is entitled 
  to claim the ruined village of Greystone as his own. Thus far, 
  he has failed to provide any actual evidence to support his 
  claim, and is looking for adventurers to explore the ruins—and 
  in particular the Alanen’s abandoned manor house—to secure 
  such proof. 
  4.
  Antero Minudain (LN middle-aged male human) mourns the 
  death of his son—Toliyrath Minudain—who died amid the ruins 
  of Greystone. Toliyrath was an adventuring wizard who fell 
  prey to a crystal ooze. Antero and his guests are drinking 
  heavily, and a maudlin atmosphere hangs over their table. 
  Antero is a wealthy merchant and owns the Minudain Rope 
  Emporium.  
  14
  RUNNING THIS EVENTURE 
  The Emerald Medusa is the perfect place for the characters to 
  meet an important and wealthy patron. They may already know 
  the person in question or may receive an invitation “out of the 
  blue” to dine at the ﬂoating eatery.  
   
  Alternatively, the restaurant is one of the places to be seen in 
  Languard’s high society, and wealthy adventurers may dine there 
  to show off. The eatery’s high prices keep the riffraff away—and 
  its patrons like it that way. Brawls and the like are rare at the 
  Emerald Medusa, but that doesn’t mean the place isn’t a good 
  locale for spying and other skulduggery.  
  
  5.
  Niilo Majatalonisäntä (NE male dwarf ﬁghter 3/thief 2) owns 
  the Dragonheart Tavern (location H9 on the City of Languard 
  map) and is here to try out the competition. He is always on 
  the lookout for adventurers keen to supply him with exotic 
  meats; if the characters seem like such folk, he approaches 
  them to gauge their interest. 
  6.
  Laaus Äiniö (N male human thief 1) works for the Shadow 
  Masks while also working as a server on the Emerald Medusa. 
  Stick thin, and with an agile mind, he keeps his eyes and ears 
  open for interesting titbits of information, while serving 
  Languard’s elite. Perceptive characters may notice him 
  lingering near their table. 
  WHAT’S GOING ON? 
  Use this list, to determine what is going on when the characters 
  arrive. Remember, the characters’ actions may render some of the 
  entries moot. 
  1.
  Tremendously Busy: When the characters arrive, the Emerald 
  Medusa is tremendously busy. Unless they have already 
  booked, or are meeting a patron, they will not be able secure 
  a table this night. 
  2.
  Merely Busy: The Emerald Medusa is busy, but it has a few 
  tables left. The staff members greeting guests look the 
  characters up and down and only admit those dressed 
  appropriately—characters wearing armour, carrying large 
  weapons or accompanied by strange creatures are 
  (unsurprisingly) turned away. 
  3.
  Angry Adventurers: Three dirty, travel-stained adventurers—
  foolishly wearing armour and looking like they have come 
  straight from the docks—have been denied admittance. Their 
  leader is currently arguing loudly with Mira Rantanen (see 
  “Notable Folk”).  They clearly aren’t going to get in. 
  4.
  Tonight’s a Ball: Tonight the Emerald Medusa hosts a 
  glittering masquerade ball; anyone who is anyone is here and 
  the ship is packed. During the day, the ship is a hive of 
  preparatory activity; after dark, lights, music and carefree 
  laughter ﬁll the night.  
  5.
  Skulking Watcher: A character notices two shady ﬁgures on 
  the docks keeping an eye on the Emerald Medusa. The pair 
  are beggars in the employ of the Shadow Masks (see 
  “Whispers & Rumours” #5).  
  6.
  Arguing Guests: Two guests argue over a trivial matter. 
  Perhaps they have both ordered the last bottle of a particular 
  vintage or are business rivals each looking for an excuse to 
  belittle or socially humiliate the other. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  Desperate Patron: A rich merchant dining at the Emerald 
  Medusa has a problem and needs a band of trustworthy 
  adventurers. The merchant sees the party and invites them to 
  sit, eat and hear a proposition. (This could serve as the hook 
  to the party’s next adventure). 
  2.
  Help Wanted: Mira Rantanen needs guards to keep the 
  riffraff away from an upcoming special event. She asks the 
  characters to help out. The job is mainly ceremonial—Mira isn’t 
  expecting any real trouble—but her guests feel safer knowing 
  guards protect the event’s exclusivity. 
  3.
  No Tables to be Had: The Emerald Medusa is packed and 
  there are no tables to be had; this hook could be combined 
  with #1 above.  
  4.
  Stop, Thief: As the party approaches the Emerald Medusa, 
  cries of, “Stop, thief!” come from the top deck. Moments later 
  a scrawny boy wearing a page’s uniform sprints towards and 
  passed the characters. If the characters apprehend the thief, 
  they make a good impression with Mira Rantanen and the 
  crime’s victim. 
  5.
  The Cowled Lady: A lady dressed in a ﬁne scarlet ball gown, 
  and wearing a cowled red cape, approaches the Emerald 
  Medusa. The woman—Stiina Hirvi (NG female human) is a 
  courtesan come to meet her client. Two beggars accost her, 
  trying to get some easy coin. If the characters rescue her, she 
  might have some juicy gossip for them. 
  6.
  Drifting Rowboat: A perceptive character spots a seemingly 
  empty rowboat drifting slowly toward the Emerald Medusa. 
  The rowboat might indeed be abandoned or could be the 
  platform from which an assassin plans to board the ship to 
  carry out their latest job. 
  WHISPERS & RUMOURS 
  Characters chatting with folk at the Emerald Medusa may learn 
  some or all of the rumours (which may or may not be true) below: 
  1.
  The Emerald Medusa’s ﬁgurehead isn’t a mere magical 
  curiosity: it holds a medusa’s bound soul! If the wards holding 
  the creature’s soul in check fail it could petrify everyone 
  dancing or dining on deck!  
  2.
  The Emerald Medusa is many nobles’ favourite place to be 
  seen. If you crave a rich and powerful patron, the Emerald 
  Medusa is the place to go. Niilo Majatalonisäntä (owner of the 
  Dragonheart Tavern; see “Other Visitors” #5) is Mira 
  Rantanen’s bitter rival. 
  3.
  Mira Rantanen, owner of the Emerald Medusa, is always on 
  the look out for strange or exotic wines, spirits and foods. 
  Mira offers gold, or sometimes even a complimentary evening 
  table, for such supplies.  
  4.
  The Emerald Medusa is a front for a smuggling operation; 
  Mira Rantanen has friends in many high places and this 
  renders her virtually immune to investigation or incarceration.  
  5.
  Agents of the Shadow Masks work at, and keep an eye on, the 
  Emerald Medusa; after all, what better way to know which rich 
  person’s house is empty and safe to burgle?  
  6.
  The food is so good at the Emerald Medusa most people 
  assume magic is involved in its creation.  
  15
  
  D R IN KI N G AT THE BLOODY EAGLE 
  A ship’s ﬁgurehead—a rampant eagle with wings outstretched— 
  looms over this tavern’s door, casting its shadow into the muddy 
  street. Flecked with peeling, weather-worn paint the once-proud 
  eagle has seen better days. In many ways, it reﬂects the faded 
  fortunes of the Bloody Eagle’s owner, Fruen the Unlucky (CN 
  female half-orc ﬁghter 2/thief 3).  
   
  Once a wealthy merchant widely suspected of being a 
  smuggler, Fruen has fallen on hard times. Both her ships lie 
  wrecked beneath Hard Bay’s storm-tossed waves, and she is all 
  but bankrupt. All that remains of her fortune is the ﬁgurehead that 
  gives the establishment its name and the tavern itself (which she 
  purchased with the last of her dwindling wealth).  
   
  In truth, Fruen is not as poor as she makes out. Her business 
  had become deeply in debt to the Shadow Masks. Hiding her 
  wealth on an isolated island far out in Hard Bay she wrecked her 
  vessels and hoped the Shadow Masks would forget about her. 
  Sadly, they did not and now force her to run the Bloody Eagle— 
  one of their many fronts in the Shambles—to pay off her debt.  
  THE OFFERING 
  The Bloody Eagle's provender is basic and low quality:  
  •
  Drink: Ale 4 cp, weak ale 2 cp, wine (pitcher) 2 sp. 
  •
  Food: Grilled ﬁsh or ﬁsh stew 3 sp, yesterday’s ﬁsh stew 1 sp. 
  NOTABLE FOLK 
  All the Bloody Eagle’s staff are in the Shadow Masks’ pay.  
  •
  Fruen the Unlucky (CN female half-orc ﬁghter 2/thief 3) 
  projects a dejected ﬁgure to the world. She still wears faded 
  ﬁnery, and was once wealthy. Fruen was a child of the streets 
  and has many friends among the seedy clientele frequenting 
  the Bloody Eagle. She dreams of the time when her service 
  with the Shadow Masks is complete, and she can (secretly) 
  reclaim her lost treasures. Fruen is dark-haired, muscular and 
  prone to taking our her frustrations on new customers. 
  •
  Indyere Shortstep (NE male halﬂing thief 2) desperately 
  wants to become a Shadow Mask enforcer and be feared 
  throughout the underworld. He is mean, vicious and moody. 
  Forced to work here, his plan is not going well, and he is 
  frustrated. He thinks adventurers are idiots for going 
  anywhere near Gloamhold and steals from them whenever 
  possible. He’s also not above a little bit of “light murder” if he 
  can get away with it.  
  PATRONS 
  The characters are not the only folk in the Bloody Eagle. Many of 
  the tavern’s regulars are members of, or afﬁliated with, the 
  Shadow Masks. Use this list, to determine who the characters meet 
  while drinking at the Bloody Eagle: 
  1.
  Cyanae Kaniateir (NE male elf thief 2/wizard 1) plays on 
  people’s preconceived notions that elves are good folk. 
  Handsome, charming and skilled at deceit he is an 
  accomplished conman willing and able to take new 
  customers “under his protection”. Not everyone survives his 
  protection. He dresses well and enjoys the ﬁner things in life. 
  2.
  Neega (NE half-orc female ﬁghter 1) doesn’t understand or 
  practise subtlety or tact; she prefers solving problems with 
  her ﬁsts or trusty dagger. A bruiser and a drunkard, Neega is 
  coarse, crude and a bully. Sometimes she serves as the 
  tavern’s bouncer. She crops her greasy black hair short and 
  wears dirty leathers which show off her impressive physique. 
  3.
  Usko “the Sly” (NE male human thief 1) believes he is a 
  genius and has given himself “the Sly” an an epithet. Sadly, for 
  Usko while he is clever he is not as clever as he thinks he is. 
  For Usko, nothing is ever his fault, and he has a reputation as 
  a whinging whiner among the other patrons. 
  4.
  Varma Vuolle (CE female human thief 3) revels in anonymity. 
  She is a cunning and clever burglar who makes elaborate 
  plans and carries out extensive reconnaissance before 
  undertaking a job. Her thorough preparations makes her a 
  formidable thief. Varma always has an eye to how Varma 
  proﬁts; those working with her have a short life expectancy. 
  5.
  Kaisu Ikitiera (N middle-aged female human thief 6) works 
  on behalf of several different thieves and can procure most 
  things given enough time and a big enough budget. She is 
  skilled and discrete. Retired from active thievery, Kaisu enjoys 
  an easy life living off commissions. Few people are as well 
  connected as Kaisu, in Languard’s underworld. 
  6.
  Erkki Arpia (N middle-aged male human ﬁghter 2) works as 
  an informant for the city watch, and is terriﬁed he will be 
  discovered. (See Opportunities and Complications #5 and #6 
  for more about Erkki). Consumed with nervous energy, Erkki 
  is stick-thin and is always in motion. An alcoholic, he is often in 
  the taproom; most of the regulars discount him as a harmless 
  simpleton and drunkard.  
  16
  IN YOUR CAMPAIGN 
  The Bloody Eagle is location S2 on the City of Languard map, 
  but is easily added to almost any fantasy town or city. The 
  Bloody Eagle is best located in a slum or other rundown district 
  into which the rule of law does not often extend.
  RUNNING THIS EVENTURE 
  Drinking at the Bloody Eagle can be nothing more than an 
  interlude between adventures. However, if the characters seek a 
  certain recently stolen item or a contact with the Shadow Masks, 
  the Bloody Eagle is the perfect place to visit. 
   
  You can either plan events ahead of time or just “wing” the 
  whole mini-eventure using the tables herein to facilitate play. 
  (These tables could form the basis of repeated visits to the 
  Bloody Eagle as long as you keep track of what results the 
  characters have already experienced). 
  
  NOTABLE THINGS FOR SALE 
  Some stolen items are surreptitiously offered for sale in the Bloody 
  Eagle’s taproom. Luckily for morally ﬂexible buyers, many sellers 
  will haggle, if customers are reluctant to pay full price. Roll on the 
  list below, to determine what notable items are for sale: 
  1.
  Fine Clothes (10 gp): This creased bundle of ﬁne clothes is 
  cut in the latest fashion, and the sort of thing a well-to-do 
  merchant would wear. The clothes come with a free hemp 
  sack and need a good wash. 
  2.
  Fine Rapier (300 gp): This perfectly balanced rapier is a 
  nobleman’s weapon. Observant characters note a crest or 
  sigil has been scratched off the weapon’s pommel.  
  3.
  Secret Map (10 gp): This hastily scrawled map purports to 
  show several clandestine ways into the city. The map is wildly 
  inaccurate and will likely result in the person using it getting 
  incredibly frustrated or arrested. 
  4.
  Young Parrot (25 gp): Perched in a silver gilded cage this 
  small parrot has a wide vocabulary and uses it voraciously to 
  insult and upset all nearby. The seller tries to sweeten the deal 
  by swearing the parrot is the progeny of Pluck—the fabled 
  feathered companion of Vilimzair Aralivar the well known 
  legendary pirate captain and bard without equal.  
  5.
  Ring of Protection +1 (10,000 gp): Arcane symbols of 
  protection decorate the outer band of this thick gold ring. 
  Tiny ﬂecks of diamond and ruby decorate the ring which is of 
  dwarven artiﬁce. 
  6.
  Manor House Deeds (1,000 gp): This ancient scroll is the 
  (genuine) deed to a ruined manor house in the wild hills to 
  the north of Dunstone. The manor house is beyond Ashlar’s 
  claimed bounds and close to the hereditary hunting grounds 
  of several savage bands of orcs. Clearing the manor, fortifying 
  it and dwelling therein could spawn a whole series of 
  adventures for a stout band of heroes. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  The watch rarely—if ever—come to the Bloody Eagle, but 
  sometimes they send spies and informants to watch over 
  events therein. Once such fellow—Erkki Arpia (“Patrons” #6; N 
  middle-aged male ﬁghter 2)—takes an interest in the 
  characters. He watches the party while they are in the tavern 
  and follows them when they leave. Depending on their 
  subsequent actions, the party could become persons of 
  interest to the watch. 
  2.
  As #1 above, but Erkki realises his cover has been blown and 
  that the Shadow Masks are onto him. In desperation, he 
  latches on to the characters and tries to use them as cover to 
  escape the Shambles. Consequently, the characters may be 
  accosted by group of thugs as they leave the Bloody Eagle.  
  3.
  A dim-witted thief, Ilja Mieho (CN male human thief 2), 
  mistakes one of the characters for his contact. Ilja has 
  something to sell (roll on ”Notable Things for Sale” to 
  determine what he has). He sits down with the party, plonks 
  the item on the table and demands payment in full. Minutes 
  later, his actual contact enters the taproom... 
  4.
  Two thieves fall to loudly arguing over the proceeds from 
  their last score. Quickly, things get out of hand and a brawl 
  ensues. This could be a genuine argument or might be a 
  distraction for a murder, abduction or theft. The characters 
  could even be the target. 
  5.
  Fruen is in a foul mood—her legendary bad luck has struck 
  again and a cask of ale has soured. She is looking for any 
  opportunity to take it out on someone; to her, the characters 
  ﬁt the bill perfectly.  
  6.
  A drunk merchant, Antero Kaivas (NG middle-aged male 
  human ﬁghter 2), new in Languard has made a horrible 
  mistake and wandered into the wrong part of the city. He 
  might be drunk, but he is not an idiot. He knows, he’ll likely 
  need help to escape the Shambles with his purse (and life). 
  He recognises the characters as adventurers and approaches 
  them for help; he could be a useful contact as he is master of 
  his own caravel—Wavedancer.  
  WHISPERS & RUMOURS 
  Many rumours, half-truths and outright lies circulate through the 
  Bloody Eagle’s taproom. (Some or all of the rumours below may 
  be false, as you decide.) Characters chatting with folk may learn 
  some or all of the rumours below: 
  1.
  Fruen isn’t as poor as she makes out. She’s got gold hidden 
  somewhere. Many people have looked for it, but no one has 
  yet found it. 
  2.
  There is much for sale at the Bloody Eagle for those with coin, 
  and the right attitude. Almost anything can be procured for 
  the right price including things deemed illegal by the duke 
  and his servants. Kaisu Ikitiera (see Patrons #5 for more 
  details) is the person to see. 
  3.
  The Shadow Masks might control Languard’s underworld, but 
  even they won’t venture into the Wrecks. There, the odious 
  and duplicitous takolen rule supreme. 
  4.
  The wizard Sohvi Ilma (NE female human wizard 5) recently 
  returned from an expedition into Gloamhold. All her friends 
  died there, but she brought back several curiously wrought 
  golden torcs; the lone adventurer’s treasure should be easy 
  pickings for someone. 
  5.
  The tavern’s eagle ﬁgurehead is cursed. Since she purchased 
  it, Fruen has experienced nothing but grief and bad luck. 
  She’s tried to sell the ﬁgurehead several times, but it always 
  reappears above the tavern’s door the next morning. Some of 
  the patrons snigger at her bad luck, behind her back. 
  6.
  The clergy at the Great Forge (the centre of Abarin’s faith in 
  Ashlar) recently took possession of a stoutly locked chest said 
  to contain a small supply of fabulously rare and valuable star 
  metal—perhaps mithral or even adamantine. It would be a 
  brave thief indeed who dared to steal it. 
  17
  
  D R IN KI N G AT THE DRUNKEN SAILOR 
  A rowdy dockside tavern, the Drunken Sailor is a favoured sailors’ 
  drinking den. The crowd here ebbs and ﬂows with the tides’ ebb 
  and ﬂow and, surprisingly, violence and brawls are rare. The 
  offering is basic, but cheap—just how the clientele likes it. Run by 
  the balding, bombastic half-elf Arlamen Evdrearn (N middle-aged 
  male half-elf ﬁghter 3) the Drunken Sailor is the place to meet 
  sailors, ﬁsherfolk and the like. 
  FOR SALE 
  The offering at the Drunken Sailor is basic, but good value: 
  •
  Drink: Flagon of ale (8 cp), ﬂagon of watery wine (2 sp). 
  •
  Food: Fish stew (2 sp), crusty ﬁsh pie (2 sp). 
  The Drunken Sailor has no bedchambers for hire, but regulars 
  sometimes spend the night comatose on the common room ﬂoor. 
  NOTABLE FOLK 
  •
  Arlamen Evdrearn (N middle-aged male half-elf ﬁghter 3) 
  runs the Drunken Sailor. Well-known and respected, Arlamen 
  is one of the best connected folk in the Fishshambles. A 
  retired adventurer, he has a soft-spot for those following in his 
  footsteps. He is fond of bardic tales of high adventure—and in 
  particular tales of the legendary pirate bard Vilimzair Aralivar. 
  •
  Lamahs Evdrearn (N female half-elf ﬁghter 1) works 
  alongside her father. Perpetually leather-clad, raven-haired 
  Lamahs is as at home behind the bar as she is aﬂoat. She 
  craves adventure, and to follow in her father’s footsteps—
  something he does not wish on her. She may try to join a 
  band of adventurers visiting the tavern, if they seem “nice”. 
  •
  Ilmatar Joutsi (CN middle-aged female) loves working at the 
  Drunken Sailor. Since her husband was lost at sea, the work 
  here gives her life purpose, a (pitiful) income and a family of 
  sorts. Her animated cackle often rises above the common 
  room’s hubbub. She is well known and popular among the 
  regulars. Lamahs sees her as a surrogate mother. 
  FISHERFOLK & SAILORS FOR HIRE 
  One of the ﬁrst problems adventurers face when trying to explore 
  Gloamhold is Hard Bay’s turbulent waters. Characters with the 
  requisite skills and coin could purchase their own vessel. Most, 
  however, seek one of Fishshambles’ many sailors to convey them 
  thither. Sailors are in the main superstitious folk and fear 
  Gloamhold and its terrors. However, those with enough coin (1 gp 
  a day) can secure the services of a sailor brave enough to dare the 
  journey. For extra coin, their hireling may even return at an 
  appointed time to collect their charges. 
   
  Fisherfolk willing to dare a trip across Hard Bay include: 
  1.
  Aaro Korpela (NG old male human) often exaggerates his 
  own skills and prowess, which has resulted in a couple of 
  situations he survived through luck alone. Aaro is a skilled 
  sailor, but is lost in dreams of his youth. 
  2.
  Taneli Leino (LN male human) has a large family and is 
  desperate for extra coin to feed his growing brood. He takes 
  no unnecessary risks. 
  3.
  Usko Rintala (N middle-aged male human) has sailed Hard 
  Bay’s waters for decades and knows them well. He can spend 
  hours just staring at the water; recently, he has begun to 
  believe the ocean is whispering secrets to him. 
  4.
  Laina Eronen (NG female human ﬁghter 1) once served in 
  the Nenonen’s household guard to pay off a family debt to 
  the crown. Once the debt was paid she returned to her ﬁrst 
  love—the sea. She is a skilled sailor and an enthusiastic 
  brawler. Laina has a reputation as a reliable hire and, 
  consequently, charges double the normal rate. 
  OTHER FOLK IN THE COMMON ROOM 
  Many folk visit the Drunken Sailor; some are ﬁsherfolk while others 
  are adventurers and the like. Sometimes, heavily disguised thieves
  —or their agents—and other ne’er-do-wells come here to learn 
  which adventurers might be worth robbing in the near future. 
  1.
  Mikael Vesi (NE middle-aged male human thief 4) owns a 
  ﬁshing boat, but is a ﬁsherman in name only. Instead, Mikael 
  often works at night bringing in illicit cargo to his contacts in 
  the Shadow Masks. Adventurers hiring him to convey them to 
  Gloamhold may ﬁnd themselves deposited on an isolated 
  wharf and surrounded by thieves, on their return. 
  2.
  Esko Ilmarinen (LG male human ﬁghter 3) secretly works for 
  the Order of the Watch Eternal to keep an eye on adventurers 
  making the trip across the water to Gloamhold. If Esko hears 
  the party are keen to make such a journey, he seeks them out 
  to offer his services. Perceptive characters may realise the 
  18
  IN YOUR CAMPAIGN 
  The Drunken Sailor is location F2 on the City of Languard map, 
  but is easily added to almost any fantasy town or city. The 
  Drunken Sailor is best suited to a common waterside quarter—it 
  is not somewhere the great or the good congregate. 
   
  The Drunken Sailor is a good place to meet brave ﬁsherfolk 
  willing to sail across the bay to Gloamhold and the cursed 
  village of Greystone.
  RUNNING THIS EVENTURE 
  Drinking at the Drunken Sailor can be nothing more than an 
  interlude between adventures, the venue for the adventurers to 
  meet a rival band or even the unlikely place to meet a patron for 
  a mini-adventure and the like. You can either plan events ahead 
  of time or just “wing” the whole mini-eventure using the tables 
  herein to facilitate play. (These tables could form the basis of 
  repeated visits to the Drunken Sailor as long as you keep track 
  of what results the characters have already experienced). 
  
  burly, bald man is overly keen to help them and may suspect 
  him of having a sinister motive. 
  3.
  Kaija Viti (CN female human thief 2) wants to join an 
  adventuring party, but is a bit of a drama queen. She is scatty 
  and forgetful but incredibly ﬁt. She loves to run and can 
  disappear for hours at a time as she runs about the city. 
  4.
  Maalin Vartia (NG female human ranger 2) loves sailing and 
  the sea. She doesn’t have her own boat, but willingly signs up 
  with another adventuring party as a guard. She’s won’t enter 
  Gloamhold or explore Greystone’s ruins but is more than 
  happy to guard the characters’ sailing boat, camp or the like. 
  She is honest, dependable and a skilled archer. 
  WHAT’S GOING ON? 
  Use this list, to determine what is going on when the characters 
  arrive. Remember, the characters’ actions may render some of the 
  entries moot. Roll once, on this table. 
  1.
  The common room is packed when the characters arrive; the 
  ﬁsherfolk have ﬁnished work for the day and are here 
  quenching their thirsts. If the characters seek news they easily 
  learn 1d4 rumours from “Whispers & Rumours”. 
  2.
  Arlamen Evdrearn has been talked into regaling the common 
  room with a favourite story taken from Vilimzair Aralivar’s 
  amazing life. He stands atop the bar—in full ﬂow—as many of 
  the customer listen in rapt amazement to the legendary 
  bard’s heroism. 
  3.
  The customers are morose. One of their number has 
  disappeared at sea and has suffered a fate unknown. The 
  sailor—Juhani Lemmäs—hasn’t been see for a week and is 
  assumed dead. 
  4.
  The customers are happy—the catch has been fantastic over 
  the last few days, and many of the ﬁsherfolk are drinking a 
  good proportion of their good fortune. Arlamen is—
  unsurprisingly—delighted by his good fortune and has 
  engaged a bard to keep his customers happy. The bard 
  knows many sea shanties and is leading the customers in an 
  epic singalong when the characters arrive. 
  5.
  Arlamen is taking in a beer delivery and has no time to talk; 
  his daughter, Lamahs, is behind the bar and cheerfully serves 
  the characters. 
  6.
  The crew of two rival ﬁshing boats are arguing over who gets 
  the best table near the ﬁre. The argument is a symptom of the 
  two crews’ long-running rivalry; without intervention, a brawl 
  will result. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd. 
  1.
  Taneli Leino (#2 on “Fisherfolk & Sailors for Hire”) is desperate 
  for money and offers the party his services as soon as he 
  realises they are adventurers. 
  2.
  Lamahs approaches the party, to ﬁnd out more about them 
  and their plans. Arlamen notices his daughter’s interest in the 
  party and, in turn, takes an interest in the characters. 
  Depending on how they deal with his daughter, this could be 
  a good or bad thing for the party. 
  3.
  Another adventuring party is in the common room looking for 
  someone to carry themselves across Hard Bay. The group—the 
  Deadly Blades—is led by Gillon Nalmek (LN male dwarf ﬁghter 
  4). The group is ﬂush with gold and doubles any offer the 
  party makes to a ﬁsherfolk. An argument could ensue. 
  4.
  Many of the Drunken Sailor’s regulars think the weather is 
  about to change for the worse, and that a big storm is on the 
  way. None are willing to sail to Gloamhold until the bad 
  weather has passed. (Of course, if the characters offer enough 
  gold they might ﬁnd someone desperate enough to accept 
  their offer.) 
  5.
  The elderly ﬁsherman, Juho Vaania, is too old to work at sea 
  now and is selling his boat, the Kaija. The boat is sturdy and in 
  good repair; Juho wants 75 gp for her. 
  6.
  The Drunken Sailor has a new cook, who is not good at his 
  job. In fact, the cook is so bad he undercooks the ﬁsh stew, 
  and a rash of food poisoning results. If the characters eat the 
  ﬁsh stew during their visit, they might also fall sick. 
  WHISPERS & RUMOURS 
  Many rumours, half-truths and outright lies circulate among the 
  Drunken Sailor’s patrons. (Some or all of the rumours below may 
  be false, as you decide.) Characters chatting with other folk in the 
  tavern may learn some or all of the rumours below: 
  1.
  Several regulars at the Drunken Sailor are normally willing to 
  sail adventurers across Hard Bay to Gloamhold in return for 
  gold. (Provide the characters with 1d4 names from “Fisherfolk 
  & Sailors for Hire”). 
  2.
  Greystone’s tumbled ruins are cursed. Something horrible 
  lurks in the village’s seaweed-infested harbour; no right 
  minded ﬁsherfolk docks there. 
  3.
  Aaro Korpela (#1 on “Fisherfolk & Sailors for Hire”) is not as 
  good a sailor as he says he is—several times only luck has 
  saved him—and his passengers—from a watery grave. 
  4.
  Laina Eronen (#4 on “Fisherfolk & Sailors for Hire”) charges 
  twice what her competition charges, but she’s honest, brave 
  and dependable. 
  5.
  An adventuring party has returned from Greystone with 
  stories of a ﬂooded cave network beneath the village. 
  Unfortunately, one of the party was slain while the 
  adventurers explored the caves, which—apparently—feature 
  some kind of hidden ancient temple and a strange witch who 
  has powers over the fecund seaweed growing within. 
  6.
  A terrible sickness is spreading among the poorest folk of the 
  Shambles and Fishshambles. First the afﬂicted suffer sweats 
  and have clammy hands; then their skin takes on a scaly 
  appearance and they have trouble breathing. Eventually, 
  many sufferers die. 
  19
  
  D R IN KI N G AT THE LAST CHANCE 
  In sight of the corpses swinging from Traitor's Gate crouches a 
  tavern with a deep, shadowy porch furnished with scarred tables 
  and a sign bearing a grinning skull with a die between its teeth. 
  The owner is Jyry, a thrifty businessman who cultivates the tavern's 
  grim atmosphere. He starts macabre wagers about executions, 
  discusses bounties with his regulars and supplies human 
  knucklebones for games of chance. 
   
  The interior is a single-room ﬂoor lit only with ﬂickering 
  candles and the hearth ﬁre behind the bar. Patrons cluster around 
  these points of light, forming insular groups that laugh at private 
  jokes and make bets as the staff offer odds on all aspects of 
  upcoming executions and punishments. No one sits at the bar at 
  the tavern's far end as its counter is reserved for food preparation. 
  Behind the bar, a hatch leads to the basement, where Jyry stores 
  food, racks his alcohol and has his personal room. 
  FOR SALE 
  The offering at the Last Chance is basic, but wholesome: 
  •
  Drink: Fermented milk (ﬂagon) 6 cp, mead (ﬂagon) 1 sp. 
  •
  Food: Cabbage rolls with mashed turnips 1 sp, blood 
  dumpling soup with fried mushrooms 3 sp. 
  NOTABLE FOLK 
  Bounty hunters and off-duty watchmen are common among the 
  patrons, making the Last Chance a surprisingly honest (and safe) 
  place to drink. Many of the tavern’s patrons are habitual armed, 
  and have no hesitation in using their weapons and martial skills to 
  defend themselves or the tavern’s staff. 
  •
  Impi Jyrentytär (N female half-elf thief 1) works as the Last 
  Chance's gloomy barmaid. She dresses all in black and 
  entertains customers with her dry wit. A former street urchin 
  who got her job out of pity, she has a good eye for trouble 
  and a steady work ethic. 
  •
  Jyry Mustonen (N middle-aged male human) has a knack for 
  business and has used his middling skill as a brewer to earn 
  enough money to buy the Last Chance. He still brews beer 
  but focuses more on management these days. 
  •
  Ruska Isotalo (LN female human ranger 4) loves her work as 
  a bounty hunter and laughs loud at her own grim jokes. Bald, 
  toweringly tall and covered in tattoos, Ruska is infamous for 
  her brutal methods that toe the line of the law. The Last 
  Chance is her second home, and her tendency to help its staff 
  and buy rounds has earned her much goodwill. 
  OTHER FOLK IN THE COMMON ROOM 
  Many folk visit the Last Chance; some are bounty hunters, others 
  are off-duty members of the watch. Sometimes, heavily disguised 
  thieves—or their agents—and other ne’er-do-wells also come here 
  for a vicarious thrill or to remove their Wanted posters from the 
  tavern’s notice wall. 
  1.
  Krister Miemo (N male human ﬁghter 2) nurses a drink, and 
  appears generally miserable. Krister is a watchman, and his 
  best friend was recently killed while chasing a thief. He is 
  distraught, angry and ready to lash out. 
  2.
  Elisa Ora (LN female human ﬁghter 2/thief 1) dreams of 
  becoming a feared bounty hunter like her mother. She readily 
  takes stupid risks and is looking for a new partner as her last 
  one gave up the life after one too many close calls. 
  3.
  Pieti Uljas (LN middle-aged male human ﬁghter 2) likes to 
  drink, and prefers when someone else pays. Short on coin, 
  the watchman accosts the characters and makes unsubtle 
  comments about his thirst. Pieti could make a useful contact 
  on the city watch, if handled correctly. 
  4.
  Liekko Tuntia (CN female half-elf thief 3) has come to the Last 
  Chance to study those who would hunt her for gold. She is 
  heavily disguised as a human courtesan, but perceptive 
  characters notice she turns down several offers of work. 
  Liekko is daring and making a reputation for herself among 
  Languard’s thieves. She is also highly skilled at disguises and 
  always obscures her true appearance when working. 
  5.
  Petteri Toivas (LG male human paladin [Darlen] 3) appears 
  tremendously out of place in the Last Chance. He is hunting a 
  notorious criminal (roll on “Notable Wanted Posters” to 
  determine who) and has come here to gather information. His 
  white and gold cloak, fastidiously-maintained appearance 
  and air of disapproval mark him as different to the tavern’s 
  normal clientele. 
  6.
  Ulla Vasara (NE female human wizard [necromancer] 7) 
  lingers in the tavern trying to ascertain if the rumour labelling 
  Jyry as a corpse robber (Whispers & Rumours #1) is true or 
  not. Ulla seeks several “material components” for a ritual, and 
  wonders if Jyry is the man to get them for her. She is also 
  quite taken with Impi and her style and is plotting how to get 
  the barmaid alone. 
  20
  IN YOUR CAMPAIGN 
  The Last Chance tavern is location L10 on the City of Languard 
  map, but is easily added to almost any fantasy town or city. The 
  Last Chance is best suited to a common quarter—it is not 
  somewhere the great or the good congregate.
  RUNNING THIS EVENTURE 
  Drinking at the Last Chance can be nothing more than an 
  interlude between adventures, the venue for some rumour-
  ﬁnding or contact-meeting, or even serve as the hook into the 
  characters’ next adventure. You can either plan events ahead of 
  schedule or just “wing” the whole mini-eventure using the tables 
  herein to facilitate play. (These tables should be able to form the 
  basis of repeated trips to the Last Chance as long as you keep 
  track of what results the characters have already experienced).  
   
  Finally, Drinking at the Last Chance works well with the 
  eventure Day Out at the Executions. 
  
  WHAT’S GOING ON? 
  While the characters are at the Last Chance, one or more things 
  from the list below may occur. 
  1.
  Quiet: The common room is virtually empty; it is easy to ﬁnd 
  a seat or strike up conversion with the staff. 
  2.
  Ruska’s Buying: Ruska is buying a round of drinks when the 
  characters enter; she offers to buy the characters drinks and 
  then sits with them for a while to get to know them. 
  3.
  New Wanted Posters: New Wanted posters have just been 
  put up behind the bar, and a veritable scrum of bounty 
  hunters are gathered around studying them. 
  4.
  Busy: The Last Chance is packed, and there are no free 
  tables; it takes ages to get a drink but it’s easier to hear 
  rumours. Roll twice on “Opportunities & Complications”. 
  5.
  Poster Stolen: The Last Chance is quiet. When no one is 
  looking, a nondescript man nips behind the bars and rips 
  down a poster before quickly leaving. (The man could be a 
  bounty hunter intent on no one else capturing his prey or 
  might be working for the person described on the poster). 
  6.
  Insular Customers: The regulars are more insular and 
  taciturn than normal—a bounty hunter died last week trying to 
  apprehend the notorious “Bandit Queen” Firean Maiethil. 
  Many speculate her bounty will soon be raised again. 
  OPPORTUNITIES & COMPLICATIONS 
  Lucky adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. 
  1.
  Impi’s Bet: Impi has wagered Jyry a criminal listed on one of 
  the tavern’s Wanted posters will feature at next month’s 
  execution day. To win her bet, she tries to talk the characters 
  into hunting down the relevant criminal. Roll on “Notable 
  Wanted Posters” to determine who is the subject of the bet. 
  2.
  Resembles a Criminal: A character resembles a wanted 
  criminal, and several patrons notice the likeness; some 
  regulars may try to collect the reward. 
  3.
  Overheard Plan: The characters overhear two drunk bounty 
  hunters making a plan to capture a criminal (roll on “Notable 
  Wanted Posters” to determine who). One of the two mentions 
  the criminal’s location and they decide to apprehend them 
  ﬁrst thing in the morning. If the characters act quickly, they 
  could catch the criminal themselves, and claim the reward. 
  4.
  Dragon and the Thief: A marathon game of Dragon and the 
  Thief is going on at a table near the bar. Any characters 
  appearing obviously wealthy are invited to join the game. 
  5.
  Arguing Bounty Hunters: Two would-be bounty hunters are 
  arguing over who has the “right” to pursue a certain criminal. 
  The tavern’s more experienced clientele watch the quickly 
  escalating argument with bemused enjoyment. 
  6.
  The Bloodstained Prince: The halﬂing bard Dricolen 
  Nimbleﬁ nger—usually the entertainment at the Scythe 
  (location L3 on the City of Languard map)—sings the ballad of 
  Crown Prince Ilasual Nenonen (the Bloodstained Prince) and 
  his attempt almost 400 years ago to claim Ashlar’s throne. 
  NOTABLE WANTED POSTERS 
  A gallimaufry of Wanted posters covers the wall behind the bar. 
  Roll on this list as many times as desired, to determine which 
  Wanted posters catch the characters’ eyes. 
  1.
  Aake Torio: Lowlife scum wanted for the shockingly brutal, 
  ritual-like murder of several prostitutes; 50 gp. 
  2.
  Firean Maiethil: The self-styled “Bandit Queen” is wanted in 
  Dulwich for banditry, murder and worse; 600 gp. 
  3.
  Veela Koira: Bandit leader wanted for banditry and murder 
  on the road between Languard and Coldwater; 200 gp. 
  4.
  Hilppa Ilakka: Smuggler and slaver in league with the pirates 
  of Deksport; 100 gp. 
  5.
  Tuuli Viti: Witch in league with demonic forces; 300 gp. 
  6.
  Laaus Salme: Wanted for murder during a barroom brawl; 20 
  gp (In fact, Laaus is innocent, but knows the location of a 
  singular mystical jewel which certain powerful folk covet.) 
  WHISPERS & RUMOURS 
  Many rumours, half-truths and outright lies circulate among the 
  Last Chance’s patrons. (Some or all of the rumours below may be 
  false, as you decide.) Characters chatting with other folk in the 
  tavern may learn some or all of the rumours below: 
  1.
  Jyry the Corpse Robber: While Jyry is a middlingly-good 
  brewer and landlord the Last Chance is cover for his true 
  profession—corpse robber and supplier to necromancers and 
  other odious folk. 
  2.
  Cheap Bounties: The value of bounties has been falling for 
  the last few years. Clearly, the duke is running out of coin or 
  he thinks bounty hunters work out of the goodness of their 
  own hearts! 
  3.
  Too Good at Her Job: Ruska is too good at her job. Some say 
  she’s a witch in disguise while others believe she has 
  extensive contacts in the city’s underworld. 
  4.
  Jyry is Rich: There is more to Jyry than meets the eye; he’s 
  undeniably skilled at making money and is a miser. He hides 
  his coin hoard in the cellar. 
  5.
  Stolen Body Parts: Someone—or something—is stealing bits 
  and pieces (and sometimes entire corpses) of the criminals 
  executed at the monthly execution days. 
  6.
  A Boiling: Panu Vaito poisoned his entire family before 
  running amok in the city with a 
  woodcutter’s axe which he used to kill 
  ﬁve other people. He will be boiled to 
  death at the next execution day. 
  21
  
  SE L LI N G LOOT AT ARLO’ S STON ES 
  Sullen, and consumed with jealousy and anger against anyone 
  better off than himself, the jeweller Arlo Itkonen is a sycophant 
  and frustrated social climber. 
   
  A ﬁxture of Low City, his heavily fortiﬁed shop is often sought 
  out by adventurers selling their low-value loot. Arlo’s Stones has 
  been broken into repeatedly over the years. Every new break-in 
  spurs Arlo to invest in more and more security. He constantly 
  complains of the cost of maintaining “his defences” and is 
  perhaps one of the least trusting souls an adventurer is ever likely 
  to encounter. 
   
  Arlo’s Stones is on the ground ﬂoor of an old, narrow building 
  overlooking Warrior’s Way. He has a heavily protected salesroom, 
  workshop and vault in the cellar. (Here also dwell his two gnomish 
  workers). Arlo lives on the second ﬂoor; the third ﬂoor is empty 
  and abandoned due to a roof that periodically leaks (and which 
  Arlo cannot afford to repair). 
  FOR SALE 
  Arlo has many substandard cheap pieces of jewellery—the kind 
  suitable for peasants and the like—for sale. He does not knowingly 
  own any valuable items (but see “Notable Things for Sale”). 
  •
  Trash & Trinkets: Most of Arlo’s stock sells for between 1 gp 
  and 3 gp. However, the canny merchant doesn’t bother with 
  price tags so he can modify the price of items according to 
  the prospective purchaser’s apparent wealth. 
  NOTABLE FOLK 
  Arlo employs two gnomish sisters—Leneal and Uranal—to craft 
  much of the tawdry jewellery he sells to Low City’s denizens. 
  •
  Arlo Itkonen (LN old male human) suffers from delusions of 
  grandeur and is angry at his lot in life. Arlo is a frustrated 
  social climber, as "folk of quality” do not patronise his shop. 
  He craves the attentions of Languard’s great and good but 
  instead must make do with adventurers selling their loot and 
  poor folk difﬁcult to separate from their scarce coins. 
  •
  Leneal Owaen (N female gnome thief 2) crafts jewellery and 
  maintains the shop’s locks and other defences. She is cheerful 
  and loves city life—there is so much to see, do and “acquire”. 
  She doesn’t steal from Arlo, though, as she knows it would 
  anger Uranal. 
  •
  Uranal Owaen (N female gnome illusionist 2) loves Arlo, 
  bafﬂingly. A skilled gemcutter and jeweller, she could easily 
  set up in business on her own. She can’t be bothered with the 
  nitty-gritty of running a business, though, and is content 
  working with Arlo. 
  OTHER PATRONS 
  The characters might not be the only customers at Arlo’s Stones. 
  Use this list, to generate the details of Arlo’s other patrons. 
  1.
  Juuso Aikio (N male human ﬁghter 2) dreams of fame and 
  glory won against the denizens of the Twilight City. Sadly, he 
  is perpetually broke—he is a borderline alcoholic—and can 
  never afford the best equipment. He is here selling a handful 
  of silver rings and shoddy copper and brass armbands. 
  2.
  Vilutar Vihavaino (NE female half-elf thief 4) needs to get rid 
  of some “hot” rings she recently took from a merchant’s 
  house while he entertained his mistress. The rings are boxy 
  and ostentatious and worth 100 gp. She only wants 10 gp, 
  and Arlo is suspicious. 
  3.
  Paavo Ampuja (LN male human ﬁghter 2) searches for a 
  family ring he lost during an ill-fated game of Dragon and the 
  Thief. In truth, it is his wedding ring; luckily his wife has not yet 
  noticed it missing. He has just spotted the ring on display, and 
  tried to buy it but Arlo detected his desperation and tripled 
  the asking price. Sadly, Paavo cannot afford the inﬂated price 
  and is getting increasingly irritated as he knows it is not worth 
  what Arlo is asking. 
  4.
  Venla Lempinen (LG female human ﬁghter 2) suspects Arlo 
  knowingly buys stolen goods from thugs, burglars and the 
  like. Venla is a member of the city watch and so her attentions 
  could prove uncomfortable for the jeweller. When the 
  characters arrive, Venla is attempting (badly) to masquerade 
  as a petty thief looking to off-load her loot. If the characters 
  seem disreputable, she latches onto them. 
  5.
  Esko Urho (N young human male) desperately needs money 
  for his mother who is at death’s door, and is selling some of 
  her jewellery in an attempt to get enough to pay a cleric to 
  heal her. A lot rests on this boy’s ten-year-old shoulders, and 
  he is nearly in tears. His father is long dead, and he and his 
  mother are now nearly destitute. 
  6.
  Eerikki Laulaja (CN middle-aged male human ﬁghter 1) 
  begs on the street nearby—which is where he found the gold 
  ring he is now attempting to sell. Eerikki stinks, and clearly 
  lives on the street.  
  22
  IN YOUR CAMPAIGN 
  Arlo’s Stones is location L4 on the City of Languard map, but is 
  easily added to almost any fantasy town or city. Arlo’s Stones is 
  best suited to a common quarter—it is not somewhere the great 
  or the good congregate.
  RUNNING THIS EVENTURE 
  Selling Loot at Arlo’s Stones can be nothing more than an 
  interlude between adventures, the venue for the adventurers to 
  meet a rival band or even the unlikely place to meet a patron for 
  a mini-adventure and the like. You can either plan events ahead 
  of schedule or just “wing” the whole mini-eventure using the 
  tables herein to facilitate play. (These tables could form the 
  basis of repeated trips to Arlo’s Stones as long as you keep track 
  of what results the characters have already experienced). 
  
  WHAT’S GOING ON? 
  Use this list, to determine what is going on when the characters 
  arrive. Remember, the characters’ actions may render some of the 
  entries moot. Roll once on this table. 
  1.
  Closed: Arlo is out, and the shop is shut. If the characters 
  bang loudly on the door Leneal eventually answers. She is 
  happy to sell the characters anything from the shop’s stock 
  but tries to overcharge them so she can make a small proﬁt 
  for herself—after all, the characters can clearly afford it. 
  2.
  Tactless Seller: Aleksi Ehtaro (NG male human ﬁghter 2)—a 
  down on his luck adventurer—is here to sell a tarnished silver 
  necklace. He doesn’t like Arlo’s offered price and tactlessly 
  tries to sell the piece to the characters—in Arlo’s shop! Arlo is 
  deeply unimpressed. 
  3.
  Leaking Roof: It’s raining heavily when the characters enter 
  Arlo’s Stones. Perceptive characters notice a sinister stain on 
  the showroom’s ceiling. Arlo’s leaking roof is getting worse, 
  and he is in a foul mood. 
  4.
  Shouting: As the characters are about to enter Arlo’s Stones, 
  they hear shouting from inside. (This is Arlo arguing with 
  Leneal and Uranal over a trivial matter, but the characters 
  might read more into the situation). 
  5.
  Sale On: Arlo has got a sale on, to try and shift some excess 
  stock. Thus, he is not particularly interested in increasing his 
  stock; the characters must work extra hard to sell their loot. 
  6.
  Arlo’s Busy: The characters are not the only ones trying to sell 
  their unwanted loot. When they arrive, two other customers 
  are trying to sell pieces to Arlo. Roll twice on “Other Patrons” 
  to determine who else is here. 
  COMPLICATIONS & OPPORTUNITIES 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd. 
  1.
  Arlo’s Hungover: When the characters arrive, Arlo is 
  hungover and not in a good mood. If he realises the 
  characters are not here to buy something, his mood sours.  
  2.
  Arlo’s Skint: Arlo is experiencing a cash ﬂow problem, when 
  the characters arrive. He blames his tight-ﬁsted customers. In 
  an event, he only has 50 gp on hand and is loath to spend it 
  all on more stock. 
  3.
  Arlo’s Ingratiating: Arlo mistakes one of the characters for a 
  member of the monied class—perhaps a rich merchant or 
  famed adventurer. He is unfailingly polite to the character—
  perhaps irritatingly so. If Arlo discovers his mistake, his 
  demeanour abruptly changes to one of barely restrained 
  irritation and hostility. 
  4.
  Arlo’s Flush: Things have gone well for Arlo recently, and he 
  isn’t as tight-ﬁsted as normal during negotiations. No doubt, 
  he’ll regret any deal he gives the characters and will 
  remember them in the future. 
  5.
  Arlo’s Hard Sell: Arlo tries to sell the characters some 
  jewellery. He draws the characters’ attention to one or more 
  of the things on “Notable Things for Sale”, and makes 
  strenuous attempts to sell it. (This could be a good hook into 
  the characters’ next adventure). 
  6.
  Burgled: Last night, a vagabond broke into the shop and 
  stole some minor pieces. Arlo is in a foul mood, when the 
  characters arrive. Characters not professing sympathy for him 
  get short-shrift from the jeweller. Those offering to track down 
  the thief, might make a friend out of the dour jeweller—
  particularly if they are successful. 
  NOTABLE THINGS FOR SALE 
  Arlo has a few notable pieces of jewellery for sale. Roll on this list 
  as many times as you desire, to determine what notable things are 
  for sale. 
  1.
  Shiny Earrings (1gp): Arlo thinks these golden earrings are 
  merely gold-plated copper, but he is wrong. Actually of solid 
  gold, they are a bargain (as the pair are worth 10 gp). 
  2.
  Worn Golden Ring (1 gp): This ring is clearly old, and its 
  band has been worn smooth by many ﬁngers. Arlo thinks it is 
  junk, but it is not. The ring is of ancient troglodyte artiﬁce 
  forged with elemental ﬁre and air. It radiates faint evocation 
  magic, but has no obvious powers. 
  3.
  Chunky Bronze Amulet (1 gp): This amulet is a strange 
  thing. It’s clearly damaged, but was once quite exquisite. It 
  seems to depict the face of some kind of hideous three-eyed, 
  three-mouthed frog creature. Arlo is desperate to get rid of it.  
  4.
  Necklace of Fireballs (1 gp): Several coloured beads hang 
  from this burnished copper band. A character handling the 
  item discovers it is a necklace of missiles with one (crackled) 
  5d6 bead remaining. (The cracked bead may—or may not—
  function normally when thrown). 
  5.
  Battered Gold Locket (2 gp): Battered and dented, this 
  pendent looks like nothing special. A character investigating 
  the piece, who makes a successful ﬁnd secret doors roll, 
  however, discovers a tiny map etched inside the locket. (The 
  map could lead to the party’s next adventure!) 
  6.
  Silver Ring (2 gp): Arlo thinks this slender, tarnished ring is of 
  silver, but it’s actually platinum. Thus, he has massively 
  underpriced the ring—particularly as a close examination 
  reveals it is ﬁnely crafted enough to be enchanted. It is easily 
  worth 150 gp, if cleaned and polished. 
  23
  NEGOTIATING WITH ARLO 
  Arlo wants to pay as little as possible for new stock, and 
  negotiates hard to get the best price possible. Similarly, he 
  knows adventurers often have much excess coin and if they 
  appear interested in one of his pieces he inﬂates the price in 
  hopes of a windfall. (Buyer beware, after all.) However, Arlo is a 
  (frustrated) social climber, and if he thinks the characters can 
  help him climb’s society’s ladder he makes extensive efforts to 
  ingratiate himself with the party.
  
  SH O PPI NG AT KARD AGG’S EM PORIU M 
  This large shop is where failed adventurers come to sell off their 
  equipment before retiring from their danger-ﬁlled profession. 
  Although his shop is ﬁlled with badly conditioned armour, lengths 
  of frayed rope and lanterns that sputter and go out when needed 
  the most, the dwarven owner Kardagg is nonetheless rich in 
  information and stories of desperate adventure across the bay.  
   
  Ground Floor: Set in a warehouse with rickety double doors 
  of weathered oak and hard packed earth ﬂoors the inside of this 
  place is a veritable maze of precariously balanced goods, 
  damaged armour, barrels of rusting weapons and more. 
   
  Kardagg sits behind a long wooden desk next to the front 
  door with a small brazier burning wood, no matter the weather. As 
  customers enter he nods a curt greeting and with his club-like 
  walking stick taps a large sign that says, “You break it, you buy it. 
  No refunds”. 
   
  Upper Floor: Kardagg dwells in a small, cramped set of rooms 
  accessible from a rickety stair behind his desk. Here he keeps a 
  small amount of treasure and collection of trophies, equipment 
  and treasure from his long-past adventuring days. 
  NOTABLE FOLK 
  •
  Kardagg (N male dwarf ﬁghter 3) greets customers with a 
  hard stare and forced smile. He is a dwarf of few words but is 
  a hard yet fair salesman. He has thick black hair and a tangled 
  beard which hides his scarred face. He has a fondness for 
  gems and prefers payment in such—something clever 
  customers could use to their advantage. 
  •
  Kitt (N war dog) barks at, and smells, all customers entering 
  the emporium. Large and brutish, Kitt is Kardagg’s only real 
  friend, and occasionally follows customers round the stacks. 
  FOR SALE 
  Selling: Most of the equipment on sale at Kardagg’s Discount 
  Emporium is cheap or nasty or in bad repair. Some are all three. 
  Some items may even break just when their owner has great need 
  of them. Most prices are 20% lower than normal but most items 
  break on a roll of a natural 1 when being used. (Armour falls apart 
  if the wearer suffers a critical hit).  
   
  Buying: Kardagg buys, or trades for, almost any mundane 
  equipment and offers to buy items for around 40% of their normal 
  price. He knows that people selling items here normally do not 
  have much choice and so drives a hard bargain—he’s not a charity, 
  after all. 
  WHAT’S GOING ON? 
  While the characters are at Kardagg’s Discount Emporium, one or 
  more things from the list below may occur. 
  1.
  Inquisitive Kitt: Kitt wanders the store following an 
  interesting smell. When he encounters the characters, he 
  brushes up against them and gives them a vigorous snifﬁng. 
  If the characters are kind to Kitt, Kardagg notices and is 
  slightly better disposed towards the party. 
  2.
  Argumentative Adventurer: Vilppu Himottu (N male human 
  ﬁghter 2) is trying to sell Kardagg ten silver arrows. Vilppu 
  wants 8 gp for the arrows, while Kardagg only offers 3 gp. 
  Vilppu needs money, and is desperate to sell. Kardagg is 
  immoveable in his price, and so Vilppu tries to sell the arrows 
  to the characters instead. Kardagg is not impressed. 
  3.
  Heavy Rain: Just after the characters enter the emporium, 
  heavy rain starts to fall outside. A sudden rush of customers 
  enter the emporium, and Kardagg grumbles about 
  freeloaders who have no intention of buying anything.  
  4.
  The Watch Arrives: The jingling of armour announces the 
  arrival of a small watch patrol. The sergeant (Reeta Lemmikki 
  [LN middle-aged female human ﬁghter 2]) has come to 
  Kardagg’s to see if the dwarf has had any contact with Ilja 
  Montaja (a local thief who has been making a name for 
  himself). Ilja stole several choice pieces of jewellery last night 
  and is thought to be looking to fence the items. If Reeta spots 
  the characters, she also questions them.  
  5.
  Rival Shopper: The characters are not the only customer in 
  the emporium. One—Jalmari Paaso (N male human wizard 4)—
  is a presumptuous, self-centred man shopping for a bargain. 
  At the very moment a character decides they want to buy an 
  item from “Notable Things for Sale”, Jalmari decides he also 
  must have it, and offers Kardagg 10% more than the asking 
  price. If the characters outbid Jalmari, they make an enemy of 
  the mage. 
  6.
  Kitt is Poorly: Kitt lies behind Kardagg’s desk whimpering 
  quietly. When the characters arrive, he lifts his head from the 
  ﬂoor, but doesn’t investigate further. (Kitt has eaten a 
  diseased rat and is ill—a druid, ranger or other character 
  skilled in animals and healing earns Kardagg’s thanks if they 
  nurse Kitt back to  health). 
  24
  IN YOUR CAMPAIGN 
  Kardagg’s Discount Emporium is location S5 on the City of 
  Languard map, however the location is self-contained and easy 
  to import into almost any fantasy settlement. Kardagg’s Discount 
  Emporium is best located in a rundown part of a town or city—it 
  is a place predominantly for those down on their luck.
  RUNNING THIS EVENTURE 
  Shopping at Kardagg’s Discount Emporium can be nothing more 
  than a quick stop for discount equipment before the party’s next 
  adventure or the basis for a role-play adventuring session (and 
  perhaps even a hook into another adventure or side quest). Use 
  the tables on these two pages to facilitate play. You can either 
  plan events ahead of schedule or just “wing” the whole mini 
  eventure using the tables here to facilitate play. (These tables 
  should be able to form the basis of repeated trips to Kardagg’s 
  as long as you keep track of what results the characters have 
  already experienced).
  
  OPPORTUNITIES & COMPLICATIONS 
  Lucky adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. 
  1.
  Overlooked Onyx: While browsing, the character ﬁnds a 
  small onyx tucked inside a belt pouch. Kardagg doesn’t know 
  about the gem, and thinks the pouch empty. He sells the 
  pouch for 7 sp, but the gem is worth 20 gp. 
  2.
  Thief?: Kardagg is convinced a character has stolen from his 
  store, and demands to search the offender’s person. Unless 
  convinced of the character’s innocence, he bars the party 
  from ever returning to his “ﬁne” establishment.  
  3.
  Nudged Display: Accidentally, one of the characters knocks 
  over a display, which—with a loud clatter—falls to the ﬂoor. If 
  the characters tidy up, roll once on “Notable Things for Sale” 
  to determine what interesting item they come across. 
  4.
  Closing Early: Kardagg wants to close up early—he’s recently 
  acquired some dwarven ale and is looking forward to 
  savouring the taste of something he has not drunk for many 
  years. Only fast talking characters—or those offering a bribe—
  convince him to stay open a bit longer so they can shop. 
  5.
  A Patron: Sohvi Tapatora (LN middle-aged female human) is 
  looking for dependable adventurers to help her with a rat 
  infestation in her home. Recently rats have invaded her cellar, 
  and she’s struggling to get rid of them. This could be nothing 
  more than a normal rat infestation, the start of the characters’ 
  next adventure or a minor test of their abilities— Sohvi could 
  have a greater mission in mind for the party. 
  6.
  Shut: The emporium is shut, and the characters will have to 
  come back another time. 
  NOTABLE THINGS FOR SALE 
  Although much of Kardagg’s stock is in bad condition, a few 
  notable items languish on his shelves. Determined browsers may 
  ﬁnd one or more of the items below: 
  1.
  Oversized Backpack (15 sp): This stout leather backpack is 
  50% larger than a standard pack. At ﬁrst glance, it seems in 
  poor condition, but the damage is purely cosmetic. 
  2.
  Flawed Longsword (4 gp): This badly made longsword has a 
  fatal ﬂaw—its hilt is only loosely attached. When the wielder 
  rolls a natural 1 on an attack roll, the blade snaps off. 
  3.
  Light Weight Wooden Shield (5 gp): Decorated with an oak 
  tree sigil, this dented shield is of elven artiﬁce. Its weight is 
  half that of a normal shield. 
  4.
  Blacked Hooded Cloak (1 gp): Dried mud splatters the 
  frayed hem of this jet black velvet cloak. The cloak has a deep 
  cowl perfect for those who value their privacy or who wish to 
  project a mysterious or sinister appearance. 
  5.
  Leather Boots (1 gp): These knee-high boots have two secret 
  compartments—one in each heel—sized for a potion vial. 
  6.
  Vial of Holy Water (30 gp): This heavy vial holds 
  concentrated holy water. The water was created with special 
  blessed celestial silver and is twice as effective as normal. 
  Additionally, Kardagg displays several special items—including a 
  few low-end magic items—behind his desk. These items include: 
  1.
  Potion of Invisibility (450 gp): Held in a tiny steel vial this 
  transparent, viscous liquid smells slightly of gingerbread. The 
  symbols for “magic” and “invisibility” are etched into the vial.  
  2.
  Potion of Extra Healing (700 gp): Fleck of dried blood mar 
  this small iron vial. Tiny ﬂecks of gold glimmer in the deep 
  blue potion.   
  3.
  Silvered Dagger (20 gp): Wickedly sharp, this slender 
  gleaming poniard has never been used in battle. It comes 
  with a plain leather scabbard.  
  4.
  Feather Token (Swan Boat; 3,000 gp): This dirty once-white 
  feather is impressively-sized as if it were plucked from a giant 
  swan. Kardagg knows exactly what the token does and does 
  his best to sell it to adventurers plotting a trip across the bay 
  to the ruins of Greystone and Gloamhold’s endless halls. 
  5.
  Mis-Identiﬁed Potion (700 gp): Kardagg thinks this small 
  clay vial contains a potion of extra-healing. Sadly, it doesn’t; 
  he was fooled by a local scoundrel into paying good money 
  for a normal potion of healing.  
  6.
  Map of Greystone: This weathered and torn map has a 
  bloody handprint on its upper righthand corner. The map 
  depicts (roughly) the ruined village of Greystone. Kardagg 
  wants 5 gp for the map, but will let interested folk copy it 
  (quickly) for 2 gp. 
  WHISPERS & RUMOURS 
  Kardagg knows much about the local area and may pass on 
  stories to paying customers for a fee. He teases his knowledge to 
  generate sales but says little of import to those merely browsing. 
  Kardagg may impart some or all of the following rumours:  
  1.
  Bandits: Bandits are becoming an increasingly serious 
  problem on the roads near the city. One band in particular—
  rumoured to be led by the medusa Deszraul—is becoming 
  increasingly brazen in their attacks. 
  2.
  Raisa’s a Thief: Raisa Ojanen—owner of Raisa’s Curios 
  (location S1 on the City of Languard map)—works for the 
  Shadow Masks as a fence. If you’ve had something stolen you 
  might ﬁnd it on her store’s shelves! (False rumour).  
  3.
  Lights on the Water: Dimly-glowing lights have been seen 
  on the Svart, in the dead of night. Some say these are the 
  glimmering souls of all those who have died in the river; 
  others say, smugglers are at work in the harbour. 
  4.
  Trapped in Greystone: The Scarlet Fellowship adventuring 
  band sailed across the bay to Greystone a week ago and 
  haven’t been seen since.  
  5.
  Execution Day: Monthly execution day is fast approaching 
  and this one should be a rare treat. There’s going to be a 
  burning and a boiling! Bigger than normal crowds are 
  expected for the event.  
  6.
  Winter Storms: The winter storms are going to be worse than 
  normal this year; some of the low-lying bits of the 
  Fishshambles will be badly ﬂood as a result. 
  25
  
  VI S I TI NG THE D REAM ING SPI RES 
  The Dreaming Spires is location H4 on the City of Languard map. 
  Languard’s Dreaming Spires—or sometimes simply “the Spires”—is 
  the duchy’s greatest seat of learning and its only university. 
  Sprawling over Alina’s Isle, the Dreaming Spires stands in splendid 
  isolation from the city’s stink and clamour. It is here those desirous 
  of learning come.  
   
  Merchants and nobles alike send their children to the Spires to 
  learn their letters and numbers as well as many other scholarly 
  subjects. Commoners are rarely found among the students, for 
  their parents cannot afford the near-ruinous fees required to 
  secure a place at the school.  
   
  The Dreaming Spires maintains an impressive library—the so-
  called Sequestered Hall—for use by its students and teachers. The 
  Sagacious Masters of the Eldritch Nexus hold the only library of 
  greater extent in Ashlar, behind the Black Tower’s vitriﬁed walls. 
  The Sequestered Hall is a hard place for outsiders to reach. A gift 
  of a rare book or handsome donation is, however, usually enough 
  to secure a brief perusal of its stacks. 
  NOTABLE FOLK 
  Many of the folk encountered in the Dreaming Spires are nothing 
  more than students, minor members of staff and so on. A few, 
  however, are notable: 
  •
  Master of Tomes (LN old male human wizard 3) oversees the 
  Sequestered Hall. He manages (in a crotchety fashion) a small 
  staff and cares little for anything happening beyond his small 
  empire. In truth, he resents letting anyone—including the 
  students—into the Sequestered Hall. 
  •
  Mistress of the Spires (NG old female human wizard 6) 
  dedicated her life to the pursuit of knowledge. A powerful 
  wizard, she has not left the Dreaming Spires in years. In truth, 
  she is tired—exhausted—but a near-fanatical devotion to her 
  duty keeps her going. 
  OTHER VISITORS 
  When the characters arrive, they may not be the only visitors 
  present at the Dreaming Spires. Roll as many times as desired on 
  this list to determine who else is present: 
  1.
  Klaus Jutikka (LE male human wizard 7) knows of the rumour 
  the Spire’s mistress is actually a lich. He greatly desires to 
  meet her; if the characters can manage an introduction he’ll 
  be grateful—as grateful as a man steeped in evil can be, at any 
  rate. Klaus's (artiﬁcially coloured) hair is jet black and his face 
  is set in a perpetual scowl. He is young for such a powerful 
  wizard and physically vigorous. 
  2.
  Hilppa Ano (NG young female human) studies at the 
  Dreaming Spires even though she is only eight-years-old. 
  Ferociously intelligent, but somewhat naive having led a 
  sheltered life, she accepts people at face value and lacks keen 
  observational skills. Hilppa likes making new friends, and 
  happily shows such folk around. She is short, has muddy 
  blond hair and dresses in ﬁne clothes.  
  3.
  Ilja Kokko (N male human thief 3) needs to do some research 
  in the Sequestered Hall regarding an old treasure map noting 
  some sea caves near the dismal village of Coldwater, but 
  doesn’t want to pay to gain access. Would the characters do 
  him a favour? 
  4.
  Kultimo Minudain (N young male human) studies at the 
  Dreaming Spires so he might join his father in running the 
  family business—the Minudain Rope Emporium. Kultimo yet 
  mourns the death of his older adventuring brother—Toliyrath 
  Minudain—who perished under the ruined village of 
  Greystone. The youngster is dead set against adventuring 
  and adventurers and is rude to such folk. The boy wears ﬁne, 
  if a little worn, clothes and has inherited the family’s quick 
  wittedness and intelligence. 
  WHAT’S GOING ON? 
  Use this list, to determine what is going on when the characters 
  arrive. Remember, the characters’ actions may render some of the 
  entries moot. 
  1.
  Arguing Students: Two students stand about arguing about 
  the recent exploits of a minor adventuring band—the Three 
  Blades. If the characters are obviously adventurers, the 
  students ask them to settle a question about how to ﬁght 
  wights. If the characters can settle the argument, they might 
  gain a friend (and perhaps an enemy). 
  2.
  The Mistress Comes: An old woman, the Mistress of the 
  Spires (see “Notable Folk”), totters toward the party. Aided by 
  two students carrying armfuls of books she is tired and in a 
  bad mood. She has little time for nagging adventurers and 
  imperiously orders them to step aside. 
  3.
  Lesson in Elven: The characters literally bump into a teacher 
  (Tahlys Firisond [LN female half-elf) giving several of her 
  students an impromptu language lesson. Elven is the 
  language of Ashlar’s court and the students are attempting to 
  master the language’s basics. Any speaker of Elven can tell 
  26
  
  the student’s command of the language is rudimentary. Tahlys 
  is in a foul mood, and does not take kindly to intrusions. 
  4.
  Fight: The characters encounter two students ﬁghting. Egged 
  on by their raucous classmates the two brawl over some 
  imagined slight. If the characters do not intervene, a teacher 
  eventually arrives—drawn by the onlookers’ shouts. 
  NOTABLE THINGS FOR SALE 
  Roll on this list, to determine what notable items or services are 
  available for sale at the Dreaming Spires: 
  1.
  Access to the Sequestered Hall (50 gp): A rare, unusual or 
  otherwise notable book, scroll or map, or a gift of 50 gp gains 
  an outsider access to the Sequestered Hall for a day. 
  2.
  Research Assistance (10 gp or more): Several of the 
  school’s teachers—sages in their own right—will research 
  various matters for outsiders (or, more accurately, get their 
  students to do it which means news of particularly interesting 
  research subjects spreads quickly). Prices can range from 10 
  gp for the answer to a relatively simple question to hundreds 
  of gold pieces for harder to answer questions or more 
  extensive research. 
  3.
  Gloamhold Map (50 gp): This map is neither comprehensive 
  nor original; instead, it is a composite map created from 
  hundreds of smaller maps. It shows—in broad strokes—the 
  major areas of Gloamhold in a cross-section style. The map 
  comes with a waterproof waxed leather scroll case. 
  4.
  Fine Supplies (various): This collection of ﬁne, almost 
  translucent paper and various inks and quills are of sufﬁcient 
  quality to be used in the scribing of a spell scroll. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  Help Me: Kanbrar Nuninrae (NE male half-elf thief 3) 
  approaches the characters. He has been hired to steal a 
  certain book from the Sequestered Hall but knows he needs 
  help. He lies to the characters, spinning a tale of forbidden 
  love between himself and Eeva Laitnen—daughter of a 
  wealthy merchant studying in the Spires. He begs the 
  characters to help him break into the Spires so he might steal 
  some tender moments with his love. 
  2.
  In Debt and Desperate: The characters encounter the 
  disgraced Sampi Tonnanan (LN middle-aged male human 
  cleric [Conn] 2) who now works as a scribe at the Dreaming 
  Spires. Laid low by drink and saddled with deep debts Sampi 
  is desperate for funds (and redemption). He’ll do research on 
  the cheap for the characters or—maybe—even sneak a patron 
  into the Sequestered Hall for some nighttime research. For 
  Sampi, redemption is far off.  
  3.
  Book Merchant: An adventurer—Leena Ihalempi (N female 
  human wizard 5)—has a small stock of books she want to sell 
  to the Spires. If the characters ask to see what she is selling, 
  she reveals a slew of titles include a copy of Vilimzair Aralivar: 
  His Amazing Life, Cults and their Doings and a fragmentary 
  copy of Doom Among the Grey Spires.  
  4.
  Quiet Whisperings: The characters hear the whisperings of 
  two people meeting furtively. This could be nothing more 
  than a hurried lovers’ assignation, two students gossiping 
  about classmates or something more sinister—perhaps the 
  planning for a theft, kidnapping or worse.   
  WHISPERS & RUMOURS 
  Characters chatting with folk at the Dreaming Spires may learn 
  some or all of the rumours (which may or may not be true) below: 
  1.
  The Special Collection: The Dreaming Spire’s fabled library 
  is a hard place to reach. However, there is another collection—
  the so-called Special Collection—which holds the kind of 
  books the general public should never be able to read. The 
  existence of the Special Collection has never been conﬁrmed 
  by the Master of Tomes, but is generally assumed to exist—
  hidden somewhere in the Spire’s bowels. 
  2.
  A Lich: The Mistress of the Spires is unnaturally old. In fact, 
  she isn’t alive and hasn’t been for some time. Some of her 
  students whisper of strange sounds coming from her rooms 
  and of odd smells detected in the dead of night. She is, in 
  fact, a lich.  
  3.
  Secret Societies: Secret societies are a fact of life in Languard
  —many of the capital’s nobles and elite belong to one. Most 
  recruit new members from the Dreaming Spire’s students. 
  Deep cellars—abandoned or forgotten by the faculty—pierce 
  the bedrock of Alina’s Isle and several of these host secret 
  society meetings. Most such societies are nothing more than 
  gloriﬁed drinking clubs; others might have more sinister 
  purposes and goals 
  4.
  Temple of the Archmage: The Dreaming Spires is built over 
  an ancient subterranean star-shaped temple dedicated to 
  Morden (greater god of magic and knowledge). This nexus is 
  particularly conducive to the casting of magic and is linked by 
  a magic bridge of some sort to the Star Chamber—the temple 
  at the heart of the Black Tower which is home of the 
  Sagacious Matters of the Eldritch Nexus.  
  27
  RUNNING THIS EVENTURE 
  As an adventurer, the Dreaming Spires is the perfect place to 
  visit if you need to ﬁnd some esoteric fact, consult a rare, old 
  map or ﬁnd someone who reads a certain language. 
  Additionally, the Spire’s Special Collection contains many 
  restricted, special and esoteric tomes not meant for public 
  reading—the kind of books adventurers normally need to read! 
   
  20 Things #42 Archives & Libraries is a handy resource to 
  employ while running this eventure. It presents ﬁve pages of 
  handy lists designed to breathe life into a library. 
  
  VI S I TI NG THE D URANKI FAM ILY 
  Duranki's is location W1 on the City of Languard map. 
  For adventurers seeking to explore Gloamhold’s doom-drenched 
  halls one of the ﬁrst problems to present itself is how to actually 
  get there. Sensible folk seek out one of the braver—or more 
  desperate—boat owners in the Fishshambles. Adventurers with a 
  bad reputation—or who seek a sailor with no fear or few morals—
  often come to Duranki’s. 
   
  The Duranki are a family of takolen who make a living ferrying 
  adventurers, explorers and smugglers to and from Gloamhold. 
  Foul and coarse, they are not pleasant company. Ugly rumours 
  also have them abandoning their charges to a terrible fate if 
  circumstances warrant. 
   
  The family make their home on the remains of a once proud 
  three-masted caravel—the Wave Dancer—which sunk under 
  mysterious circumstances long ago. A huge hole pierces the 
  waterline and the Duranki have expanded the breach to create a 
  sheltered boathouse of sorts. Here—away from prying eyes—they 
  moor their two skiffs. It is a tight squeeze and so the Duranki have 
  removed many of the Wave Dancer’s internal walls (and much of 
  the lower decks). 
   
  Almost a dozen Duranki—three generations of the family—dwell 
  in the part-sunken Wave Dancer and bury their dead in the bone-
  choked bilge. (Ekur, the family patriarch, plans to animate the 
  remains once his dark lord—Dagon—has granted him enough 
  power to do so). 
  NOTABLE FOLK 
  All Duranki are skilled sailors, but Ekur or Ibi-Sin conduct most of 
  the business with outsiders. Notable family members include: 
  •
  Ekur Duranki (CE middle-aged male human thief 1/cleric 
  [Dagon] 3) has given himself wholly over to Dagon’s worship. 
  He enjoys pushing heavily laden adventurers overboard in 
  the middle of Hard Bay, as a sacriﬁce to his dark lord. 
  •
  Ibi-Sin Duranki (NE male human ﬁghter 2/thief 1) radiates 
  barely-restrained violence. He is an evil man, but not a patch 
  on his father. Driven by normal lusts—principally gold and 
  women—he is simple, but capable of breath-taking violence 
  (when certain he’ll triumph). 
  OTHER VISITORS 
  When the characters arrive, they won’t be the only visitors at 
  Duranki’s. Roll as many times as desired on this list to determine 
  who else is present: 
  1.
  Rister Kekko (N male human wizard 1) knows he has made a 
  terrible mistake wandering into the Wrecks, and has made the 
  mistake of stopping at Duranki’s to ask for directions. The 
  slight, long-hair bookish man radiates fear and latches onto 
  the party at the slightest provocation. 
  2.
  Kivutar Ilma (LN female human cleric [Darlen] 1) believes 
  anyone can be brought into Darlen’s light and has come to 
  the Wrecks to preach his message. Oblivious to her danger 
  she stands near the Duranki’s shouting loudly of the danger 
  of embracing evil. Three rough and swarthy Duranki watch 
  from their ramshackle home, waiting for the perfect 
  opportunity to kidnap her. 
  3.
  Niko Kulta (CE middle-aged male human ﬁghter 2) rants at 
  the Durankis—with whom he feuds over a long ago quarrel. 
  Niko blames them for the loss of his ﬁshing boat and 
  livelihood and calls down all manner of dire curses on Ekur 
  and his kin. If Niko realises the characters are here to hire the 
  Duranki he does his best to dissuade them. 
  4.
  Paavali Mielikki (N middle-aged male human wizard 8) visits 
  the Duranki in hopes of securing certain hard-to-ﬁnd spell 
  components for his research. Paavali is wily and alert for 
  treachery and the Duranki are aware of the powers he 
  commands. Thus, he will leave the Wrecks unscathed. Paavali 
  has a close-cropped black beard, pale blue eyes and a look of 
  shrewd intelligence about him. 
  5.
  Matti Unaja (CN male human thief 2) plays a dangerous 
  game. Blinded by the feelings of invincibility granted by 
  youth and lack of experience he has come to the Wrecks in 
  hopes of pocket-picking and an opportunistic burglary or 
  two. Matti plays the part of a warrior well—carrying a well-worn 
  rapier and wearing a ﬁne chain shirt—but in a combat he’ll be 
  quickly outmatched. 
  6.
  Maarit Duranki (CE female human cleric [Dagon] 2) devotes 
  herself to the Shadow in the Sea. Thoroughly depraved, she 
  sees the party as nothing more than offerings to her fell 
  patron. She immediately begins plotting against the party, 
  while trying to ingratiate herself with her victims. 
  28
  RUNNING THIS EVENTURE 
  The Durankis—as all takolen in Languard—have a foul reputation. 
  This mini-eventure is a great way to introduce the takolen to the 
  characters. In particular, their veneration of Dagon could 
  become a long-standing plot thread for your campaign. 
   
  Alternatively, characters with a bad reputation, or those who 
  often “lose” their hirelings, may be forced to hire a takolen to sail 
  them across Hard Bay to Gloamhold’s doom-drenched halls.
  GET TING TO GLOAMHOLD 
  The Durankis—like all takolen—covet gold. The characters must 
  offer at least one gold coin to secure their services. Offering 
  gold to a Duranki is, though, a double-edged sword. The 
  Duranki are not stupid. Any adventurer trying to secure their 
  services either has nowhere else to turn or is dangerously naive. 
  Thus, the Duranki always drive a hard bargain for their services. 
  Inexperienced adventurers offering gold to the Duranki are in 
  an even more perilous position as they are tempting targets for 
  Ekur Duranki’s impromptu mid-bay sacriﬁces to his patron.
  
  WHAT’S GOING ON? 
  Use this list, to determine what is going on when the characters 
  arrive. Remember, the characters’ actions may render some of the 
  entries moot. 
  1.
  Missing Adventurers: Lyydia Tuntia (N female human ﬁghter 
  3) shouts loudly at Ib-Sin Duranki, as the characters arrive. She 
  demands to know what happened to her friends who he 
  conveyed to Gloamhold last week. Ib-Sin denies all 
  knowledge of the adventurers, but a perceptive characters 
  can easily see through his disdainful, half-hearted 
  protestations of ignorance. 
  2.
  All Quiet: When the characters arrive at Duranki’s, it is 
  seemingly deserted. The family have gathered in the wreck’s 
  bowels to commune with their lord in a foul ceremony which 
  involves drowning several unfortunates who have fallen into 
  their clutches. They do not take kindly to interruptions. 
  3.
  A Game of Chance: Several takolen sit on deck playing a 
  variant game of Dragon and the Thief. Their version uses the 
  same rules, but is called Paladin and the Demon. Their game 
  board has some disturbing imagery involving tentacles and a 
  sunken, cyclopean city. The players welcome naive visitors to 
  join them for “a round or two”. 
  4.
  Returning Duranki: Ib-Sin Duranki is returning home when 
  the characters arrive. They see him expertly piloting his skiff 
  into the Wave Dancer's shattered hold. If the characters shout 
  a welcome, he ignores them. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  Mistaken Identities: Ekur mistakes the characters for another 
  band of adventurers rumoured to have returned from 
  Gloamhold with considerable treasure. He covets the treasure 
  and is eager to gain their trust. He offers to sail them across 
  the bay for a discounted rate. 
  2.
  Horrendous Weather: Heavy rain lashes Languard, driving 
  most right-minded folk indoors. The weather means the 
  characters encounter fewer of the foul takolen in the Wrecks—
  a good thing—but that even Ekur is uninterested in sailing to 
  Gloamhold. Only a payment of 5 gp or more, gets him to 
  grudgingly set sail.  
  3.
  Floating Corpse: Death on Languard’s waterfront is a 
  common affair. Ignored by all, a ﬁsh-pecked corpse bobs in 
  the water close to the Wave Dancer’s wreck. Adventurers 
  ﬁshing the corpse from the foul water discover the bloated 
  man suffered horrendous stab wounds. The corpse has been 
  in the water for several days and is in a terrible state. 
  4.
  Skiffs Out: Both of the family’s skiffs are out when he 
  characters arrive. A bad-tempered old woman (Suva Duranki 
  [NE old female human thief 2]) tells the characters to come 
  back tomorrow. She is vague on if a skiff will be available then 
  and tries to take a bribe to “reserve” one. 
  WHISPERS & RUMOURS 
  Characters chatting with folk at Duranki’s may learn some or all of 
  the rumours (which may or may not be true) below: 
  1.
  The neophyte adventuring party, The Men of the Purple, hired 
  the Durankis to convey them to Gloamhold last week. The 
  adventurers never returned, but their Duranki sailor did. The 
  group are thought to be be yet more casualties of 
  Gloamhold’s doom-drenched halls. 
  2.
  The takolen of the Wrecks are as foul as their fetid river-side 
  home. The Duranki are some of the worst of the bunch, and 
  should not be trusted. They admit no outsiders to their home 
  and no one knows what really goes on in the wreck’s bowels. 
  3.
  Much not available in the wider city is available in the Wrecks. 
  If you have the coin, the takolen will satisfy any desire no 
  matter how depraved, illegal or forbidden. The buyer should 
  beware, however, as the takolen are renown for their 
  treachery and duplicity. 
  4.
  Even the Shadow Masks do not work in the Wrecks. For one 
  thing, little of value is to be found in the vile, redolent place. 
  For another, the takolen take a dim view of those encroaching 
  on their territory; more than a few thieves have disappeared 
  while working in the Wrecks. 
  29
  THE TAKOLEN 
  The takolen are obviously of different racial stock to the majority 
  of Ashlar’s human population. Most ordinary people see the 
  takolen as a debased, lesser—or perhaps even aberrant—strain of 
  humanity. With grey or dark blue eyes and dark brown, jet black 
  or occasionally red hair a profusion of wild, unkempt body hair 
  marks them as a strange folk. Most make their living on or near 
  the water and thus possess a ﬁsherman’s wiry build, strength 
  and stamina. Most takolen live in—or on the brink of—poverty, 
  and all have an eye for a quick proﬁt no matter the 
  consequences to others.
  
  VI S I TI NG THE F ANE OF THE WAVES 
  ET E RN A L 
  Overlooking the Svart's estuary, the Fane of the Waves Eternal is 
  dedicated to the Mistress of Storms (Serat, CN goddess of the sea, 
  Storms and Voyages). Here, her worshippers bathe in the daily 
  high tides and give thanks for the sea's unending bounty. 
   
  The Fane encompasses a thin spit of land riddled with sea 
  caves and the like jutting into the Svart’s estuary. Above ground, 
  the clergy maintain a lighthouse and the other facilities one would 
  expect in a temple. In the largest of the sea caves, the faithful have 
  several small subterranean docks exclusively for use by the 
  temple’s ﬂotilla of vessels. Smaller sea caves feature cleverly 
  designed tidal pools for worshippers to bathe in while venerating 
  their mistress. 
  NOTABLE FOLK 
  Scores of folk live, work at or visit the Fane of the Waves Eternal on 
  a daily basis. Some such folk are noteworthy: 
  •
  Taneli Eronen (N male old human druid 9) serves as Serat’s 
  Stormlord in Ashlar. He is a reclusive ﬁgure rarely seen 
  beyond the fane's bounds. Now old and wizened, he yet 
  leads daily services. Protective of his ﬂock, he is growing 
  increasingly worried about rumours of Dagon worship 
  reaching his ears. His mistress is opposed to Dagon and his 
  fell worshippers, and he works subtly behind the scenes to 
  thwart and stymie their growing inﬂuence. 
  •
  Anafa Wildthorn (N female half-elf druid 7) feels most alive 
  when sailing the ocean waves or exploring its depths in 
  animal form. She is a capricious, wild soul who was called to 
  the ocean from an early age. Increasingly drawn to Hard Bay’s 
  dangerous waters, she has started visiting several of the 
  islands therein. If she spots the characters in Hard Bay she 
  might follow them in animal or ﬁsh form. She could even 
  come to their aid if they are overmatched by Hard Bay’s 
  monstrous denizens, roving pirates or violent weather. 
  OTHER FOLK AT THE FANE 
  The characters are not the only folk at the Fane of the Waves 
  Eternal. Use this list, to generate details of other interesting 
  people the characters meet while visiting the temple: 
  5.
  Aatami Laso (CN middle-aged male human ﬁghter 1) needs 
  money desperately and hires himself and his ﬁshing boat out 
  for 1 gp a day. If asked, he explains one of his six children is ill 
  and he needs the money to pay for an apothecary. Characters 
  healing the child gain Aatami's thanks and loyalty. 
  6.
  Brusi Lalli (CE male human ﬁghter 3) poses as a humble 
  ﬁsherman, but is a cultist of Dagon. He searches for a 
  sacriﬁce to prove his loyalty to his fell master, and if hired by 
  the characters leads them into an ambush. He is dark-haired, 
  muscular and has a dour personality, although he tries—badly
  —to ingratiate himself with the characters. 
  7.
  Martta Toiva (CN female human cleric [Serat] 2) craves 
  adventure and dreams of visiting Serat's ruined shrine in 
  Greystone. She offers to join the characters’ party and if 
  accepted immediately tries to talk them into visiting 
  Greystone. Martta is tall, slender and has close-cropped 
  brown hair. She loves swimming, and can hold her breath for 
  an uncommonly long time. 
  8.
  Eljas Raita (N male human ﬁghter 5) visits the shrine to gain 
  the Mistress of Storm’s blessing for his next voyage. Eljas is a 
  smuggler based in Rivengate’s lower levels with a valuable 
  cargo to move south—facts he neglects to mention. He is 
  bulky, black-haired and gruff. He avoids adventurers.  
  9.
  Venla Nousia (CN female human) weeps openly. Her 
  ﬁsherman husband and eldest son disappeared three days 
  ago after setting out on the morning tide. She is desperate for 
  news. Have the characters seen them? 
  10. Filpus Vihas (N old male human) staggers about the place 
  drunk. An ex-ﬁsherman, he hate the sea and Serat’s capricious 
  and uncaring nature. 
  30
  SERAT 
  CN greater goddess of the sea, storms and voyages 
  Epithets: Mistress of Storms, the Uncaring 
  Symbol: A cresting wave 
  Raiment: Green and grey robes 
  Worshippers: Explorers, merchants and  sailors 
  Teachings: The sea and its mistress are eternal. Its waves bring 
  life, but also death. All bounty ﬂows from the sea, and all 
  must return whence it came. 
  As wild and unpredictable as the sea, sailors, merchants and 
  pirates alike placate Serat with glittering gifts to guarantee a 
  safe voyage. Some believe Serat is the physical embodiment of 
  the sea. Others believe she dwells in a glittering, crystal city far 
  beneath the waves. During services, offerings are cast into the 
  sea. Her priests are often shipwrights, navigators or sea captains. 
  
  NOTABLE THINGS FOR SALE 
  It is not uncommon for the clergy to have items of particular 
  interest to adventurers for sale. Roll on the list below, to determine 
  what notable items are available: 
  1.
  Fishing Boat (50 gp): Battered, but serviceable, this small 
  boat needs another 20 gp spent on it to make it seaworthy.  
  2.
  Ornate Compass (100 gp): This large brass compass is the 
  sort of thing attached to a ship. Its arrow is shaped like a 
  lightning bolt and it is enchanted to glow with the same 
  radiance as a candle. 
  3.
  Storm Symbol (100 gp): Cast from gold and with its details 
  picked out with tiny pearls this palm-sized holy symbol is a 
  beautiful, glimmering object. 
  4.
  Coral Torc (200 gp): Found by an adventurer on one of Hard 
  Bay’s many deserted, rocky isles this delicate torc cut from a 
  chunk of coral was clearly never designed to ﬁt a human’s 
  head. It is a beautiful, but disturbing, object. 
  5.
  +1 Trident (3,000 gp): Forged from rust-resistant steel this 
  slender supremely well-balanced weapon was forged by an 
  elven weaponsmith long ago. Beautiful etchings depicting a 
  fantastical underground city decorate the weapon’s haft.  
  6.
  Ring of Water Walking (5,000 gp): This copper band, 
  wrought in the form of intertwined leaping dolphins, is only 
  offered to obviously wealthy guests to the fane. When 
  brought into contact with saltwater the ring glimmers and the 
  dolphins seem to jump and writhe around the wearer’s ﬁnger. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  Character worshippers of Serat come to Taneli’s notice after a 
  few successful forays into Gloamhold's depths. Tales of 
  battles against Dagon's cultists automatically pique his 
  interest, and he seeks the characters out. Such a powerful ally 
  could be of great use to the characters. 
  2.
  A destitute ﬁsherman (Hannu Kuura) visits the fane at the 
  same time as the characters. Desperate for money, he offers 
  to sail the characters across Hard Bay to Gloamhold. 
  3.
  Brusi Lalli (see “Other Folk at the Fane”) poses as a ﬁsherman, 
  but is actually a member of the cult of Dagon centred on the 
  Wrecks. He is at the fane in hopes of hiring himself to a group 
  of neophyte adventurers ripe for sacriﬁce to Dagon’s glory. 
  4.
  The characters arrive at the fane during a service, and most of 
  the worshippers and clergy are below in the sacred pools. 
  The temple feels eerily deserted, but perceptive characters 
  hear the sounds of singing coming from below. 
  5.
  The characters arrive just before a service is beginning and 
  are invited to attend. If they do so, several of the clergy make 
  unsubtle comments about donations before they will discuss 
  the party’s business. 
  6.
  The characters encounter Anafa Wildthorn (see “Notable 
  Folk”). If she learns they are adventurers she keeps an eye out 
  for them, and might even take an interest in their “careers”. 
  Anafa is friendly, and could be a valuable source of 
  information about the many small islands dotting Hard Bay’s 
  storm-wracked waters. 
  WHISPERS & RUMOURS 
  The priests at the fane are not immune to the insidious tug of a 
  good rumour. Characters chatting with folk at the fane may learn 
  some or all of the rumours (which may or may not be true) below: 
  1.
  If you are struggling to ﬁnd a sailor brave enough to take you 
  to Gloamhold—and crucially wait for you to return from your 
  foray—you should visit the Fane of the Waves Eternal to ﬁnd 
  such a redoubtable soul. 
  2.
  Caves riddle the cliffs below the Fane of the Waves Eternal. 
  Some of the deeper caves are sealed off; what secret or 
  horrors are the faithful hiding? 
  3.
  Taneli Eronen (see “Notable Folk”) is old and near death—
  that’s why he is so rarely seen outside the fane. 
  4.
  The faithful once maintained a shrine in Greystone but it fell 
  into disuse when the village was abandoned. Some old 
  mariners remember tales of the shrine being built over the 
  ruins of something far older. 
  5.
  Strange shapes have been seen in the water near the fane, 
  and some ﬁshermen have reported a strangely inquisitive and 
  playful dolphin following their boats. 
  6.
  The storms this winter will be much worse than normal unless 
  the Mistress of Storms receives more offerings. Her 
  priesthood have been haranguing merchants and ﬁshermen 
  alike in search of such placatory gifts.  
  31
  RUNNING THIS EVENTURE 
  Visiting the Fane of the Waves Eternal can be nothing more than 
  an interlude between adventures, the venue for the characters 
  to ﬁnd a skilled healer, wise priest or even the unlikely place to 
  meet a patron or new party member. The characters may even 
  come to the temple in search of healing, advice or some other 
  form of aid. Some adventurers may visit to hire a brave 
  ﬁsherman or other worshipper of Serat to carry them across the 
  bay to Gloamhold’s benighted depths. 
   
  You can either plan events ahead of time or just “wing” the 
  whole mini-eventure using the tables herein to facilitate play. 
  (These tables could form the basis of repeated visits to the Great 
  Forge as long as you keep track of what results the characters 
  have already experienced). 
  IN YOUR CAMPAIGN 
  The Fane of the Waves Eternal is location T1 on the City of 
  Languard map, but is easily added to almost any fantasy coastal 
  town or city.
  
  VI S I TI NG THE F ATH ER'S HALL 
  The Father's Hall is location T2 on the City of Languard map. 
  The most impressive of Languard’s landmarks, the Father’s Hall is 
  an immense structure—perhaps the largest in all Ashlar. Standing 
  70-foot tall the cathedral dwarfs the ﬁnely appointed townhouses 
  of the wealthy and the various other places of worship scattered 
  throughout the city. 
   
  Dedicated to Conn (LN god of community, family and 
  rulership) the cathedral serves not only as a place of worship but 
  also as a law court. Here, the Lawgiver’s priests sit in judgement 
  upon those accused of both major and minor transgressions 
  against the duchy’s laws. 
   
  With an impressive stepped entrance dominated by carved 
  statues of Conn in his various guises, the cathedral comprises four 
  separate law courts arrayed around a central, cavernous hall of 
  worship. It stands in the middle of a walled compound containing 
  an almshouse, a prison for those awaiting trial, housing for its 
  priests, staff and visiting pilgrims, and so on. Beneath it, extensive 
  catacombs pierce the earth. Their full extent is unknown to all but 
  the priests who tend them but is nevertheless a matter of 
  conjecture—not least among Languard’s thieves who idly wonder 
  what burial goods may lie interred within. 
  NOTABLE FOLK 
  Hundreds of folk live, work at and visit the Father’s Hall, on a daily 
  basis. Most are nothing more than ordinary folk—townsfolk, 
  labourers and so on. Scores of minor priests also dwell within. 
  Some folk, however, are particularly noteworthy: 
  •
  High Priestess Hannele Auvuenen (LN middle-aged female 
  human cleric 9) leads Ashlar’s faithful. The ultimate arbiter of 
  Conn’s wisdom throughout Ashlar, Hannele is arguably the 
  second most powerful individual in the duchy. She is reputed 
  to be able to recall the worthy from Death’s domain. 
  •
  Nuluani Sehiateir (LN female half-elf cleric 6) has seen much 
  and believes she would make an excellent replacement for 
  Hannele when the time comes. To this end, she has forged a 
  network of alliances within the clergy and is politically 
  inﬂuential both in the cathedral and the surrounding city. A 
  skilled communicator and orator she is one of the most well-
  known of the Hall’s clergy. Approaching middle-age, she has 
  dwelled in the Father’s Hall for almost 40 years. 
  •
  Teuvo Eskola (LN middle-aged male human cleric 6) 
  obsesses over the rule of law as proscribed in Law and Duty. 
  One of Conn’s Arbiters, Tuevo is a stern, rigid fellow. A 
  traditionalist, he often clashes with the more liberal Nuluani 
  Sehiater over punishments for wrongdoers. 
  OTHER VISITORS 
  When the characters arrive, they will not be the only visitors 
  present at the Father's Hall. Roll as many times as desired on this 
  list to determine who else is present: 
  1.
  Eeva Rahikka (CN female human thief 2) wanders the 
  cathedral with an eye out for easily portable, unattended 
  goods. She’s also not above a spot of light pick pocketing, if 
  an easy opportunity presents itself. Dressed as an ordinary 
  townswoman Eeva tries to blend in as much as possible. 
  2.
  Martti Kainu (NE male human ﬁghter 4) hates Nuluani 
  Sehiateir because she refused to heal his friend’s disease 
  without payment or contribution to the church. His friend 
  subsequently died, and Martti is out for revenge; ﬁrst, he 
  plans to ruin Nuluani’s reputation before kidnapping and 
  murdering her. With this in mind, he approaches the party 
  and tells outrageous lies about the priestess. 
  3.
  Saara Aikio (LN female human) grieves for her dead two-
  year-old son. She sobs and loudly beseeches Conn to tell her 
  why her son had to die. A once ardent follower of Conn her 
  faith has been shaken to its core. As the characters draw near 
  she breaks down in tears and begs for answers from a nearby 
  priest—who can only mutter platitudes. 
  4.
  Risto Himottu (N male human) desires to serve Conn as one 
  of his clerics, but is too lazy to really apply himself to the task. 
  He wants an easy life, but without the necessary study, 
  devotion and hard work. Risto has a nasally, whining voice 
  and latches onto a character. Does the hero need a servant or 
  seneschal to watch over their property while they are away on 
  adventures? 
  32
  CONN 
  LN greater god of community, family and rulership 
  Epithets: The Father, the Lawgiver 
  Symbol: Two hands clasped in a handshake 
  Raiment: White robes with two clasped hands sigil 
  Worshippers: Nobles and  peasants 
  Teachings: Order brings prosperity, safety and happiness. The 
  family is the most important unit of society; its protection is 
  the most sacred duty. 
  Conn is the god of law and order. His teachings bind the people 
  of Ashlar together and his clergy are the most powerful in the 
  duchy. Conn’s clergy serve as judges who oversee Ashlar’s law 
  courts, and, thus, they are widely reviled by naer-do-wells, 
  thieves and assassins alike. 
  
  WHAT’S GOING ON? 
  Use this list, to determine what is going on when the characters 
  arrive. Remember, the characters’ actions may render some of the 
  entries moot. 
  1.
  Worship: The characters arrive during service; the cathedral 
  is packed, and no priests of note are available to speak with 
  the party. The heroes must be patient and wait for an hour 
  before the service concludes. 
  2.
  Funeral: A funeral is in progress. Mourners gather around the 
  altar where a priest is eulogising the deceased. Inappropriate 
  intrusions will not be looked on kindly. After the ceremony, 
  the body is carried to the catacombs; characters wishing to 
  explore the tunnels could attach themselves to the mourners.  
  3.
  Court is in Session: Nuluani Sehiateir is overseeing court 
  proceedings for a score or so of criminals. The proceedings 
  are long and boring; most of the criminals are found guilty. 
  (Alternatively, one of the prisoners attempts to escape; if the 
  characters intervene, they might make a good impression 
  with Nuluani). 
  4.
  Empty: Only a few worshippers engaged in private prayer or 
  quiet conversion are present in the cathedral. Several priests 
  hover nearby to answer questions or accept donations. 
  Meanwhile, a mad man—dressed as a beggar—stands on the 
  cathedral steps ranting about “the demon in the water” and 
  Languard’s imminent doom. A priest tries to shut him up, but 
  this just encourages the man to keep screaming his dire (and 
  colourful) predictions. 
  NOTABLE THINGS FOR SALE 
  Roll on this list, to determine what notable items or services are 
  available for sale at the Father's Hall: 
  1.
  Law and Duty (100 gp): This heavy and oversized copy of 
  the Lawgiver’s holy book features beautiful illuminations on 
  the inner pages and a blessing from Hannele Auvuenen on 
  the inside cover. The book weighs 20 lbs., and would make an 
  excellent gift for a believer, sage or other learned person.  
  2.
  Clasped Hands Symbol (150 gp): This symbol wrought of 
  white gold has a prayer to Conn etched on its rear in 
  beautiful, ﬂowing script. The symbol hangs on a silver chain. 
  On command, the symbol glows with a soft unwavering 
  radiance equal to that of a candle. This effect is equivalent to 
  a 1st-level spell. 
  3.
  Wand of Magic Detection (25,000 gp): This slender oak 
  wand is sized for a human-sized wielder. Tipped with silver 
  and decorated with esoteric script the wand has been newly 
  recharged by a member of the clergy.  
  4.
  Ruby and Emerald Ring (500 gp): Although it is 
  nonmagical, this boxy ring is so beautifully made and its 
  materials so perfect and free of ﬂaws it could be enchanted 
  by an appropriately powerful spellcaster. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  The High Priestess Abroad: A middle-aged woman—Hannele 
  Auvuenen—walks slowly through the cathedral. Three 
  ofﬁcious acolytes ﬂank the high priestess to keep penitents—
  such as pesky adventurers—at bay. 
  2.
  Fallen Warrior: A burly warrior bursts into the cathedral 
  bearing the body of a fallen companion. The man—Kauko 
  Miemo (NG male human ﬁghter 5)—loudly demands to see 
  Hannele Auvuenen, and disrupts whatever event is going on. 
  3.
  An Argument Break Out: Two priests—Tuevo Eskola and a 
  rival—stand on the cathedral steps loudly arguing about a 
  dense and confused legal precedent laid down in Law and 
  Duty. For the uninitiated the discussion might as well be in a 
  foreign language. 
  4.
  Hard-up Adventurer: Aapro Vaino (LG male human ﬁghter 6) 
  needs funds to remove an embarrassing curse afﬂicting his 
  nether region. He offers to sell a character his +1 longsword 
  for 1,900 gp. 
  WHISPERS & RUMOURS 
  Characters chatting with folk at the Father's Hall may learn some 
  or all of the rumours (which may or may not be true) below: 
  1.
  High Priestess Hannele Auvuenen is so powerful she can 
  return the dead to life! She ﬁnds few worthy of this honour, 
  though, and an adventurer must be extremely persuasive, rich 
  or inﬂuential to secure such a miracle for a fallen friend. 
  2.
  Rumours of smashed caskets and of missing grave goods in 
  the catacombs below the cathedral are hotly denied by the 
  clergy. Irrespective of their protestations many folk fear a fell 
  inﬂuence has fallen over the Father’s Hall. 
  3.
  Nuluani Sehiateir is popular with her fellow clergy and with 
  Conn’s adherents in the city. Many expect her to replace High 
  Priestess Hannele Auvuenen when she dies. As a half-elf, she 
  could hold the position for a century or more! 
  4.
  Not all the Lawgiver’s clergy are righteous. If you make the 
  right overtures you can secure a lighter sentence for a loved 
  one accused of a crime or even get a private tour of the 
  catacombs beneath the cathedral. 
  33
  RUNNING THIS EVENTURE 
  Visiting the Father’s Hall can be nothing more than an interlude 
  between adventures, the venue for the characters to ﬁnd a 
  skilled healer, wise priest or even the unlikely place to meet a 
  patron or new party member. The characters may also come to 
  the temple in hopes of returning a fallen comrade to life as High 
  Priestess Hannele Auvuenen is one of the few priests in Ashlar 
  powerful enough to perform such a feat.
  
  VI S I TI NG THE GR EAT FORGE 
  The centre of Abarin’s faith in Ashlar, the Great Forge is a buzzing 
  hive of industry and commerce. Here, the Great Craftsman’s 
  faithful—reputedly the most skilled craftsmen and women in Ashlar
  —work at their forges or toil over their workbenches in search of 
  new creations and inventions. While most such folk have a shop or 
  workplace in the city, they congregate here to share news, stories 
  and new techniques. 
   
  The clamour arising from the Great Forge and clouds of smoke 
  often belching into the air make the residences near the church 
  less salubrious and desirable than other locations on the Svart’s 
  northern bank. 
   
  An extensive network of underground storerooms lies beneath 
  the temple. Here are stored not just the mundane engines of 
  industry—charcoal, wood, coal and so on—but also more esoteric 
  and valuable materials including—it is rumoured—small stocks of 
  mithral and adamantine which high priest Heimo Karppanen 
  sometimes make available to particularly devout worshippers. 
  Fiendish mechanical traps and merciless clockwork guardians 
  protect the restricted areas (or so it is said). 
  NOTABLE FOLK 
  Scores of folk live, work at or visit the Great Forge on a daily basis. 
  Some folk at the Great Forge, however, are particularly 
  noteworthy: 
  •
  High Priest Heimo Karppanen (N male human cleric 6) 
  enjoys great renown as a skilled weaponsmith and armourer. 
  He is also fascinated with crafting elaborate clocks. Examples 
  of his work adorn several nobles’ homes and other notable 
  buildings such as the Dreaming Spires. His work is expensive, 
  but sought after; consequently, there is a long waiting list for 
  his services. 
  •
  Janaela Vonothvar (LN female half-elf cleric 3) obsesses over 
  the movement of the planets and the effects they have on the 
  world. She has constructed a giant orrery in her workshop, 
  and is pale skinned from long hours spent toiling over her 
  mechanism—she only emerges to speak with other learned 
  folk or to visit the Dreaming Spires’s library. 
  OTHER FOLK AT THE TEMPLE 
  The characters are not the only folk at the Great Forge. Use this 
  list, to generate details of other interesting people the characters 
  meet while visiting the temple: 
  1.
  Sirja Antero (NG female human wizard 6) has recovered the 
  twisted remnant of a small orrery on her most recent 
  adventure. She staggers into the church with the object in a 
  wheelbarrow, as the characters arrive. Chatty, she strikes up a 
  conversation with the characters and mentions Janaela 
  Vonothvar’s interest (or perhaps obsession) in such objects. 
  2.
  Henrikki Joukahainen (N middle-aged male half-elf wizard 
  7) seeks aid in crafting a particularly intricate lockbox suitable 
  for accepting a series of protective enchantments. He is tired, 
  annoyed and getting fed up waiting to see the renowned 
  silversmith Kaapro Mielenpito. 
  3.
  Kaapro Mielenpito (LN old male human) wanders the temple 
  grounds in search of fresh air and a clear head. 
  Absentminded, Kaapro suffers from inhaling the many 
  chemicals he uses in his daily work. Nevertheless, he is still 
  (probably) the best silversmith in the city and his time is much 
  sought after by the great and the good. 
  4.
  Lalli Susi (NE male human thief 3) needs money to pay off a 
  debt long overdue. He has come here to ﬁnd an easy mark. If 
  one of the characters seems distracted or physically weak he 
  follows that individual in hopes of pulling off a quick con or—if 
  the opportunity presents itself—a swift mugging. 
  5.
  Thoric Thergak (LN female dwarf ﬁghter 4) has heard of the 
  new human invention of guns and is intensely curious. Clearly, 
  the humans have stumbled onto something but dwarven skill 
  is required to perfect this new invention. All Thoric needs is a 
  wealthy patron, well-stocked workshop and two or three years 
  to make the best guns in the land. 
  6.
  Rauna Kare (N female human cleric 1) works in the temple as
  —in her mind—a gloriﬁed receptionist. She meets and greets 
  new visitors and directs them to the relevant artisan or priest. 
  She knows everyone, and is a useful contact. 
  34
  ARABIN 
  N greater god of industry and artiﬁce 
  Epithets: The Creator, the Great Craftsman  
  Symbol: A convoluted mass of cogs and gears  
  Favoured Weapon: Warhammer  
  Raiment: Full-length leather apron  
  Worshippers: Blacksmiths, crafters, engineers and inventors 
  Teachings: The Great Creator created everything. To build and 
  invent is to praise him. Strive to better what already exists. 
  Abarin’s faithful are crafters, inventors and the like. Abarin’s 
  temples contain many complicated devices such as water clocks 
  and even primitive ﬁrearms. Mechanical or clockwork guardians 
  often protect Arabin’s temples. 
  
  NOTABLE THINGS FOR SALE 
  It is not uncommon for the clergy to have items of particular 
  interest to adventurers for sale. Roll on the list below, to determine 
  what notable items are available: 
  1.
  Beautifully Wrought Warhammer (320 gp): Intricate 
  etchings of writhing ﬂames decorate the head and haft of this 
  weapon. It is so well crafted, it could be enchanted.  
  2.
  Curious Steel Shield (190 gp): This heavy steel shield is of 
  experimental design. Twice as thick and heavy as normal, the 
  shield has a button on the back. Pushing the button causes a 
  ﬁeld of short spikes to jut from the front of the shield. 
  3.
  Sundial (600 gp): This wrought iron sundial is set atop a 
  beautifully polished marble pedestal. The item’s dial features 
  an impressively detailed etched map of Ashlar while its 
  gnomon is an ornate cog. 
  4.
  Clockwork Bird (1,500 gp): This child’s toy depicts an 
  intricate, laboriously painted parrot. The thing is so well 
  crafted it could be enchanted—and perhaps even gifted with 
  some semblance of sentience by a skilled enough wizard. 
  5.
  Blessed Manual of Creation (120 gp): Bound in stout 
  leather, and protected by four slender metal clasps, this thick 
  book is ﬁlled with long treatises on various different trades. 
  This is the blessed book of Abarin’s faith, and no two are the 
  same as their owners leave annotations and the like within. 
  6.
  Gem Assaying and Cutting Kit (150 gp): Rolled up in a 
  supple leather pouch this kit has everything an adventurer 
  could need to aid them in valuing, polishing and cutting the 
  gemstones they ﬁnd. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  The temple faithful require a small quantity of mithral for a 
  special work. A character supplying the metal will receive 
  preferential treatment, in return. 
  2.
  The temple is busy—once a month the master crafters 
  showcase their works for prospective clients. Acolytes are on 
  hand to guide visitors to the relevant stalls. 
  3.
  The temple is in an uproar; a valuable silver vase has been 
  stolen from Kaapro Mielenpito’s (see “Notable Folk” 
  workshop. Only devotees of the Great Craftsman are currently 
  being admitted to the temple. 
  4.
  High Priest Heimo Karppanen (see “Notable Folk”) is enjoying 
  a spirited public discussion about clocks. Getting involved in 
  the conversation is a great way to make his acquaintance.  
  5.
  Lalli Susi (see “Other Notable Folk at the Temple”) decides 
  one of the characters is an easy mark. 
  6.
  The characters arrive as several of the clergy are 
  demonstrating their new invention—a gun. 
  WHISPERS & RUMOURS 
  The priests and crafters at the Great Forge are not immune to the 
  insidious tug of a good rumour. Characters chatting with folk at 
  the temple may learn some or all of the rumours (which may or 
  may not be true) below: 
  1.
  The Great Forge has a small supply of magic weapons for 
  sale. If adventurers face monsters immune to normal 
  weapons, they should make their case to the Great 
  Craftsman’s clergy.  Often, Heimo Karppanen will lend such a 
  weapon to an adventurer—in return for a favour. 
  2.
  The clergy are working on a new type of weapon. Called 
  “guns” these weapons spit ﬁre and shoot small balls at their 
  targets. They are also perfecting larger weapons—cannons—
  designed to shatter castle walls and sink enemy ships. 
  3.
  The temple took delivery of a small quantity of adamantine 
  last month, and have securely secured the metal in their 
  heavily guarded storage vault. Only the most puissant and 
  devout crafters can work with such a fabulously rare metal—
  and only for the wealthiest clients. 
  4.
  The Great Forge has suffered a spate of thefts recently and 
  the clergy are taking extra steps to ensure the temple’s 
  sanctity. Woe betide anyone caught acting suspiciously in the 
  temple’s precincts. 
  5.
  Last month, one of the Great Forge’s clockwork guardians 
  malfunctioned and went berserk, killing several visitors of the 
  temple. The event has been hushed up—no one knows what 
  went wrong.  
  6.
  Janaela Vonothvar (see “Notable Folk”) is obsessed with the 
  movement of the planets and their effects on powerful 
  magics and the like woven at propitious times. Why she is so 
  obsessed is unknown. 
  35
  RUNNING THIS EVENTURE 
  Visiting the Great Forge can be nothing more than an interlude 
  between adventures, the venue for the characters to ﬁnd a 
  skilled healer, wise priest or even the unlikely place to meet a 
  patron or new party member. The characters may even come to 
  the temple in search of healing, advice or some other form of 
  aid. Some adventurers may come here to purchase the latest 
  technological marvel or beautiful object they need to complete 
  the construction of a magic item. 
   
  You can either plan events ahead of time or just “wing” the 
  whole mini-eventure using the tables herein to facilitate play. 
  (These tables could form the basis of repeated visits to the Great 
  Forge as long as you keep track of what results the characters 
  have already experienced). 
  IN YOUR CAMPAIGN 
  The Great Forge is location T3 on the City of Languard map, but 
  is easily added to almost any fantasy town or city as the temple 
  or shrine of a good-aligned crusader god.
  
  VI S I TI NG THE W ATC HER’S SPI RE 
  The home of Darlen’s faithful in Languard, the Watcher’s Spire— 
  also known as Champion’s Abbey—is a heavily fortiﬁed temple 
  complex in the north of the city. Girded with 20 ft. walls—and part 
  of Languard’s city wall in places—it is an integral part of the city’s 
  defences. Here dwell Darlen’s militaristic followers, in a perpetual 
  state of readiness. 
   
  The complex’s main feature is a stout, massively fortiﬁed 
  donjon upon which stands a slender watch tower fully 50 ft. high. 
  From its battlemented roof, sentinels keep watch over Languard’s 
  western seaward approaches. 
   
  Much smaller than Father’s Hall, the relative size of the two 
  compounds speaks volumes as to the two sects’ political power 
  and inﬂuence. While Darlen’s faithful are ever-watchful against 
  evil’s rise, they have little inﬂuence over the commoners' day-to- 
  day life, many of whom see them as an irrelevance. 
  NOTABLE FOLK 
  Many of the folk found at the Watcher’s Spire are essentially 
  normal people. A few, however, are notable: 
  •
  Irina Vitikka (LG female human paladin 5) knows the duchy 
  well and is particularly well travelled. A rising star among the 
  Darlenites, Irina is widely acknowledged as one of Darlen’s 
  greatest champions of recent years. Recently returned to 
  Watcher’s Spire from Tor Abbey she spends much time at 
  prayer waiting for a sign from her divine patron. 
  •
  Lady Protector Varma Nikkonen (LG middle-aged female 
  human paladin 5/cleric 3) chafes at the common folk’s 
  opinion of the order and yearns for some great battle or test 
  to prove her followers’ worth. Now grey around the temples, 
  Varma is still a formidable warrior and a skilled diplomat 
  beloved by the common folk (even if her order is not). 
  All too aware of the lurking aura of evil pervading Gloamhold’s 
  halls the faithful keep a particular eye on adventurers frequently 
  plumbing its depths. Church agents may question the adventurers 
  on their return and even preach to them to keep them safe from 
  Gloamhold’s encroaching darkness.  
  OTHER FOLK AT THE TEMPLE 
  The characters are not the only folk at Watcher’s Spire. Use this list, 
  to generate details of other interesting people the characters 
  meet while visiting the temple: 
  1.
  Eerik Ilmarinen (LG male human cleric 1) industriously 
  brushes the ﬂoor and is impressively unaware of his 
  surroundings—meaning he could easily bump into, or knock 
  over, a visitor. Eerik is kind, strong and devout, but has a 
  reputation as a bit of a dreamer. 
  2.
  Seraﬁa Kare (NG female human ﬁghter 3) waits to speak with 
  Irina Vitikka (see “Notable Folk”) about joining her rumoured 
  expedition. Seraﬁa has been waiting for hours, and is getting 
  bored; even worse, her wineskin is almost empty. 
  3.
  Kosti Lemmäs (LG male human cleric 3) hates dealing with 
  visiting adventurers as he (ironically) ﬁnds them arrogant and 
  opinionated. While he does his best to be civil, perceptive 
  characters notice his boredom and frustration. 
  4.
  Reko Arpia (CN male human thief 2) needs coin, and has 
  come here to steal or swindle it. Dressed like a priest he tries 
  to swindle coin from the characters. If they, or an actual 
  member of the clergy, rumbles  Reko's scheme, he ﬂees. 
  5.
  Santeri Tapatora (N middle-aged male human thief 1) begs 
  at the temple gate for alms. Scrawny and be-stubbled he 
  wears ragged, ill-ﬁtting clothes and has an air of desperation. 
  He may be nothing more than a beggar or be could be a spy 
  here to watch over the temple and its doings. 
  6.
  Venla Urho (CG female human wizard 5) loudly curses the 
  rigidity of the Darlenites. She needs aid for a badly injured 
  friend, but is frustrated with the clergy’s slow response. She 
  seeks the characters’ loud agreement that “something should 
  be done—and quickly.” 
  36
  DARLEN 
  LG greater god of law, order, justice and the sun 
  Epithets: The Justiciar, the Shining Light, the Noble One 
  Symbol: The rising sun 
  Favoured Weapon: Longsword 
  Raiment: Voluminous, white cowled habits; unless expecting 
  battle, clerics do not wear armour 
  Worshippers: Nobles, paladins and warriors; enemies of Braal 
  Teachings: The strong must protect the weak. Those with great 
  abilities or aptitudes must use their gifts for the betterment 
  of their fellows. The faithful must be ever vigilant for evil’s 
  rise, but must show mercy when dealing with its tools. 
  The holy warriors of the Order of the Watch Eternal stand 
  between Ashlar and the darkness pressing in on all sides. Its 
  members are heroes and protectors of the common-folk. Some 
  of their number delve into Gloamhold’s sinister, benighted 
  depths while others patrol the duchy’s bounds or strike out into 
  the surrounding wilderlands. 
  
  NOTABLE THINGS FOR SALE 
  It is not uncommon for the clergy to have items of particular 
  interest to adventurers for sale. Roll on the list below, to determine 
  what notable items are available: 
  1.
  +1 Silver Dagger (800 gp): Set with a black onyx in its 
  pommel this dagger comes with a black sheath decorated 
  with silver and gold stitching in the shape of a rising sun. The 
  dagger is obviously of olden construct, but the scabbard is 
  newly made. 
  2.
  Oversized Holy Water (50 gp):  Twice the normal size these 
  ﬂasks of holy water are designed to crack open when thrown. 
  The temple have ﬁve such ﬂasks.  
  3.
  Silver and Gold Holy Symbol (200 gp): This beautiful object 
  is obviously a work of art. The blazing sun symbol is overly 
  large and can be mounted on a battle standard or displayed 
  on a wall. It has a secret compartment, and within lies the 
  ﬁnger bone of a minor saint—Saint Eeva Kalpio also known as 
  the Blessed Maid of Battle.  
  4.
  Gilded Plate Mail (650 gp): Sized for a halﬂing or gnome, 
  this armour is no good to the clergy. If the buyer does not 
  haggle, the order’s armourer will ﬁt it for free. 
  5.
  Scripture of Law (50 gp): This ponderous tome features 
  beautiful illuminations and presents teaching, stories and 
  lessons by some of the order’s early, prominent followers. It is 
  a copy and not the original book. 
  6.
  Map of Gloamhold (50 gp): This copy of the order’s master 
  map of Gloamhold’s known reaches comes with the text of 
  “Abjure the Darkness”—a well-known Darlenite prayer. 
  OPPORTUNITIES & COMPLICATIONS 
  Canny adventurers can ﬁnd opportunities almost anywhere. 
  Unlucky adventurers can ﬁnd complications almost anywhere. Roll 
  once on this list, to determine which the characters ﬁnd: 
  1.
  Many supplicants have come to the temple today, and the 
  party must wait 1d6 hours to see anyone of note. 
  2.
  As the party explain their reason for visiting the temple to a 
  young acolyte, they pique the interest of Lady Protector 
  Nikkonen (see “Notable Folk”) who stops as she passes by to 
  see what they want at the temple. 
  3.
  An important religious service is in progress when the 
  characters arrive, and they must wait until it is over to pursue 
  their goal. How they act during the service (if they wait) will 
  determine how the clergy treats them.  
  4.
  The clamour of swordplay rises from the courtyard; there, two 
  neophyte paladins spar. If they spot a capable-looking 
  warrior, the paladins invite them to ﬁght a practise round. 
  5.
  A group of adventurers has just donated a magic item to the 
  clergy in return for some favour or service. Roll once more on 
  “Notable Things for Sale”.  
  6.
  The characters encounter Irina Vitikka (see “Notable Folk”) 
  instructing a hopelessly inept acolyte in Darlen’s ways. 
  WHISPERS & RUMOURS 
  The priests, paladins and other adherents at the Watcher’s Spire 
  are not immune to the insidious tug of a good rumour. Characters 
  chatting with folk at the temple may learn some or all of the 
  rumours (which may or may not be true) below: 
  1.
  Darlen’s faithful are ever vigilant—some might say too vigilant
  —against evil’s rise. While they are a force for good, some can 
  be too quick to judge and see evil where it does not exist. 
  Many commonfolk—and some adventurers—have suffered 
  needlessly at their hands. 
  2.
  A darkness is gathering in the ruined village of Greystone. 
  Once the demesne of the cursed and doomed Alanen family 
  the village has been long abandoned. Now, however, 
  something seems to be stirring amid the ruins and at least 
  one adventuring party has disappeared therein. 
  3.
  Obsessed with right and law, the Darlenites have no 
  comprehension of the things that are truly important to the 
  commonfolk—having enough food to eat and somewhere safe 
  to call home. 
  4.
  Lady Protector Nikkonen (see “Notable Folk”) dreams of 
  valorous deeds  to further her order’s inﬂuence. She doesn’t 
  care how many commoners suffering as she pursues glory—
  only that her faith’s political power increases.  
  5.
  Dark doings are on the rise in Languard, and several of the 
  clergy suspect a cult dedicated to some fell power has 
  established itself in the city. Consequently, the priests are 
  looking for adventurers of the “right sort” to investigate. 
  6.
  Irina Vitikka (see “Notable Folk”) is considering an expedition 
  across the bay to Gloamhold, and is accepting application by 
  adventurers keen to join her. Only those strong in the cause 
  of good need apply.  
  37
  RUNNING THIS EVENTURE 
  Visiting the Watcher’s Spire can be nothing more than an 
  interlude between adventures, the venue for the characters to 
  ﬁnd a skilled healer, wise priest or even the unlikely place to 
  meet a patron or new party member. The characters may even 
  come to the temple in search of healing, advice or some other 
  form of aid. Aid will not be without cost—even for a fellow 
  adherent. Such payment will likely entail some form of service 
  that keeps the party away from Gloamhold so any inﬂuence it 
  has over them may diminish with time. 
   
  You can either plan events ahead of time or just “wing” the 
  whole mini-eventure using the tables herein to facilitate play. 
  (These tables could form the basis of repeated visits to the 
  Watcher’s Spire as long as you keep track of what results the 
  characters have already experienced). 
  IN YOUR CAMPAIGN 
  Watcher’s Spire is location T4 on the City of Languard map, but 
  is easily added to almost any fantasy town or city as the temple 
  or shrine of a good-aligned crusader god.
  
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  To learn more about the Open Game License, visit wizards.com/d20. 
  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: Mini-Eventures I 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 Creighton Broadhurst to be identiﬁed as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988.
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Gloamhold/Raging Swan Eventures/Raging Swan GM's Miscellany Mini-Eventures 1.pdf