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  VILLAGE BACKDROP:  
  RAGING SWAN PRESS 
  LANTHORN 
  
   
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  VILLAGE BACKDROP: LANTHORN 
  High	up	in	the	mountains,	and	often	besieged	by	packs	of	murderous	trolls,	the	village	of	Lanthorn	stands	as	civilisation’s	last	glimmering	
  light	in	an	otherwise	bleak	and	barren	mountain	range.	A	strange	alliance	of	wizards—the	Grand	Conclave	of	Sublime	Artificers—and	a	
  gaggle	of	(almost)	civilised	goblins—the	Flaming	Skull	tribe—dwells	in	a	bizarre	atmosphere	that	is	both	scholarly	and	anarchic.	Protected	
  by	high	walls	and	gigantic	magical	lanterns	imbued	with	portent	fire	magic,	the	wizards	craft	the	mundane	and	wondrous	items	for	which	
  they	are	famed.	Without	the	walls	brave—or	foolhardy—goblin	“miners”	search	the	nearby	troll-haunted	mines	for	lead	and	silver—some	
  of	which	is	reputed	to	have	magical	properties.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Creighton	Broadhurst		
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland	and	Maciej	Zagorski	(The	Forge	Studio).	
  Some	 artwork	 copyright	 William	 McAusland,	 used	 with	
  permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studio)	
  ©Raging	Swan	Press	2016.	
  	
  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.		
  	
  All	 rights	 reserved.	 No	 part	 of	 this	 publication	 may	 be	
  reproduced,	stored	in	a	retrieval	system	or	transmitted,	in	any	
  form	or	by	any	means,	without	the	prior	permission	in	writing	of	
  Raging	Swan	Press	or	as	expressly	permitted	by	law.	
  	
  C O N T E N T S  
  Lanthorn	At	A	Glance	...................................................................	2	
  Notable	Locations	........................................................................	4	
  Life	in	Lanthorn	............................................................................	6	
  Support	Raging	Swan	Press	..........................................................	7	
  OGL	V1.0A	....................................................................................	7	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	 contents	 of	 Village	 Backdrop:	 Lanthorn	 are	 Open	 Game	
  Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	 1.0a	
  Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	 material	
  designated	 as	 Open	 Game	 Content	 may	 be	 reproduced	 in	 any	
  form	without	written	permission.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  
  2	
  L A N T H O R N  A T  A  G L A N C E  
  Ruler	Ishme-Dagan	
  Government	Council	
  Population	183	(38	humans,	139	goblins,	6	half-orcs)	
  Alignments	LN,	N,	NE	
  Languages	Common,	Giant,	Goblin	
  Nomenclature	 (Human)	 male:	 Adad,	 Enmul,	 Nergal;	 female:	
  Irkalla,	Ninki,	Sabit;	family:	Isin,	Larsa,	Uruk,	Zimbir.	
  Nomenclature	(Goblin)	male:	Bak,	Cri,	Sij;	female:	Bel,	Kark,	Wid	
  Named	 for	 the	 great	 magical	 lanterns	 set	 atop	 its	 gates,	 and	
  perpetually	shadow-wreathed,	Lanthorn	clings	to	a	cliff	under	a	
  ponderous	 granitic	 overhang	 high	 up	 in	 Kuldor	 Pass.	 Here	 the	
  winters	are	harsh	and	the	summers	brief.	Sometimes	cut	off	for	
  weeks	by	driving	snow	or	avalanche,	it	is	an	isolated	place.		
  	
  The	 heavily	 defended,	 fortified	 village	 controls	 traffic	
  through	Kuldor	Pass	and	its	lights	mark	civilisation’s	last	glimmer	
  before	 the	 untamed	 wilderness	 of	 the	 deep,	 troll-haunted	
  mountains.	Established	a	century	ago	by	the	Grand	Conclave	of	
  Sublime	 Artificers—a	 cabal	 of	 wizards	 obsessed	 with	 crafting	
  items	of	portent	power—the	village	is	renown	as	a	place	for	the	
  wealthy	to	commission	magic	item	creation.	
  	
  Within	its	walls,	an	odd	alliance	of	wizards	and	an	atypically	
  (almost)	 civilised	 goblin	 tribe	 work	 together	 to	 keep	 the	 ever-
  present	 trolls	 at	 bay.	 The	 goblins—inveterate	 scavengers	 all—
  also	explore	the	many	nearby	abandoned	mines	dotted	through	
  the	mountains.	Such	work	is	too	taxing,	dangerous	and	dirty	for	
  the	 wizards	 or	 their	 trusted	 servants,	 but	 the	 goblins	 are	 at	
  home	 in	 the	 mines’	 unending	 darkness.	 Although	 most	 such	
  workings	 are	 played	 out,	 some	 treasure	 yet	 lie	 within.	 Chief	
  amongst	 these	 is	 lead—much	 in	 demand	 among	 the	 low-land	
  folk	for	its	magic	dampening	qualities.	Occasionally,	silver	is	also	
  brought	forth	from	the	mines;	some	such	deposits	have	strange	
  properties	much	coveted	by	Lanthorn’s	artificers.			
  M A R K E T P L A C E  
  Resources	&	Industry	Mining,	magic	item	crafting,	hospitality	
  Lanthorn	is	renown	as	somewhere	to	go	to	commission	a	skilled	
  wizard	 to	 craft	 specific	 magical	 items.	 As	 such,	 some	 of	 the	
  following	items	may	be	available	for	sale:		
  § 
  Consumables	potion	of	hill	giant	strength,	scroll	of	fireball		
  § 
  Mundane	explosive	oil	(inflicts	double	fire	damage;	2	gp/vial)	
  § 
  Wand	wand	of	fireballs		
  § 
  Weapons	&	Armour	+1	sword,	+1	shield		
  However,	the	wizards	of	the	Grand	Conclave	will	not	be	satisfied	
  with	 mere	 gold;	 no	 doubt	 they’ll	 demand	 some	 service	 of	 the	
  PCs—perhaps	a	trip	into	a	certain	troll-infested	mine...	
  L O R E  
  A	 PC	 may	 know	 something	 about	 Lanthorn,	 its	 history	 and	
  surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	one	or	
  more	 pieces	 of	 information	 from	 the	 list	 below.	 A	 successful	
  check	gains	all	the	information	revealed	by	a	lesser	check.	 	
  	
  DC	10:	Lanthorn	bars	the	troll-haunted	Kuldor	Pass;	all	those	
  who	 would	 venture	 into	 the	 mountains	 must	 pass	 through	 its	
  heavily	 defended	 gates.	 The	 village	 is	 named	 for	 the	 huge—
  reputedly	magical—lanterns	set	atop	both	gates.	
  	
  DC	15:	The	Grand	Conclave	of	Sublime	Artificers—and	their	
  goblin	 allies—control	 Lanthorn.	 The	 goblins	 are	 surprisingly	
  civilised	 and	 scavenge	 through	 the	 many	 played-out	 mines	
  dotting	the	nearby	mountains.	
  	
  DC	20:	Strange	metals	are	sometimes	brought	forth	from	the	
  mines.	 In	 particular,	 some	 of	 the	 silver	 found	 has	 certain	
  properties	making	it	much	in	demand	by	artificers.		
  W H I S P E R S  &  R U M O U R S  
  While	in	Lanthorn,	a	PC	may	hear	one	or	more	rumours.	A	PC	
  making	 a	 DC	 10	 Charisma	 check	 learns	 one	 rumour	 from	 the	
  table	 below.	 A	 PC	 exceeding	 this	 check	 learns	 an	 additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.		
  D6	
  RUMOUR	
  1	
  The	goblins	of	Lanthorn	belong	to	the	Flaming	Skull	tribe.	
  The	tribe	is	a	matriarchy	and	they	(mainly)	live	in	peace	
  with	their	human	neighbours.	
  2	
  Deep	tunnels	run	into	the	mountains	from	Lanthorn.	In	
  their	depths,	the	goblins	collect	a	special	kind	of	oil	that	
  burns	so	hot	water	cannot	extinguish	its	flames.	
  3*	
  The	 Grand	 Conclave	 are	 searching	 for	 a	 lost	 item	 of	
  power	in	the	mountains.	What	they	intend	to	do	with	it	is	
  anyone’s	guess.	
  4	
  Travellers	should	be	especially	careful	if	they	bring	dogs	
  or	horses	into	Lanthorn;	the	goblins	have	not	lost	all	their	
  depraved	hereditary	habits…	
  5*	
  The	 Flaming	 Skull	 goblins	 resent	 the	 Grand	 Conclave’s	
  control	of	Lanthorn.	They	plot	to	overthrow	the	wizards.	
  6*	
  The	 trolls	 are	 too	 organised	 for	 normal	 trolls.	 Some	
  powerful,	 fell	 force	 compels	 them	 to	 lurk	 in	 the	 deep	
  darkness	of	the	ancient	mines	to	ambush	those	exploring	
  their	depths.	
  *False	rumour	
  	
  	
  	
  
  3	
  N O T A B L E  F O L K  
  The	folk	of	Lanthorn	fall	into	two	categories:	wizards	belonging	
  to	the	Grand	Conclave	of	Sublime	Artificers	and	goblins	of	the	
  Flaming	Skull	tribe.	A	few	individuals	are	of	particular	interest	to	
  adventurers:	
  Ishme-Dagan	 (location	 5;	 LN	 old	 male	 human	 archmage)	 A	
  brilliant	artificer,	Ishem-Dagan	is	obsessed	with	creation.	He	
  ruthlessly	 destroys	 any	 threat	 (real	 or	 perceived)	 to	
  Lanthorn.	
  Marpa	(location	9;	NE	male	goblin	mage)	Tired	of	the	Flaming	
  Skull’s	 matriarchy,	 Marpa	 joined	 the	 Grand	 Conclave	 to	
  make	something	of	himself.	He	is	its	only	goblin	member	to	
  date.	He	struggles	to	keep	his	base	nature	hidden	and	hates	
  trolls.	He	wants	to	make	lots	of	wands	of	fireballs.	
  Nank	 (location	 3;	 NE	 female	 goblin	 spy)	 This	 conniving	
  “merchant”	deals	in	anything	as	long	as	she	gets	paid.	Her	
  favourite	sales	involve	fake	treasure	maps…leading	directly	
  to	troll	lairs.	
  Oggor	“the	Thumper”	(location	8;	NG	male	half-orc	druid)	Oggor	
  loves	the	mountains’	stark	beauty.	He	stays	in	Lanthorn	to	
  tend	the	animals	coming	through	its	gates;	he	knows	no	one	
  else	will.	
  Tuko	(location	4;	LN	female	goblin	mage)	Tuko	dreams	of	one	
  day	 leading	 the	 Flaming	 Skull	 tribe.	 She’s	 got	 big	 plans—
  mostly	involving	exploding	trolls.	
  Uurki	(location	6;	N	female	goblin	boss)	An	accomplished	scout,	
  she	knows	the	nearby	mines	better	than	most.	She’s	hard-
  talking	 and	 hard	 drinking	 (and	 phenomenally	 brave).	 She	
  drinks	(a	lot)	at	the	Smouldering	Troll.	
  N O T A B L E  L O C A T I O N S  
  Most	of	Lanthorn	comprises	homes.	A	few	locations,	however,	
  are	of	particular	interest	to	adventurers:	
  1. Refuge:	Lanthorn’s	gates	close	at	dusk	and	do	not	open	until	
  dawn.	 Those	 caught	 outside	 can	 seek	 shelter	 in	 several	
  buildings	standing	without	the	village’s	walls.	
  2. High	 Gate:	 High	 Gate	 is	 impressively	 fortified.	 Its	 southern	
  tower	is	the	highest	building	in	the	village.		
  3. The	 Shadow	 Market:	 Many	 goblins	 scrape	 a	 living	 running	
  small	 stalls	 in	 the	 market.	 Here	 they	 sell	 whatever	 they’ve	
  scavenged	from	the	mines	or	stolen	from	unwary	travellers.	
  4. Caves	of	the	Flaming	Skull:	The	bulk	of	the	tribe	dwells	in	a	
  complex	warren	of	cramped	tunnels	cut	into	the	mountain.	
  5. Hall	 of	 the	 Grand	 Conclave:	 This	 rambling	 collection	 of	
  buildings	provides	the	Conclave	with	the	space	to	carry	out	its	
  works.	Visitors	can	only	enter	if	accompanied	by	a	member.	
  6. The	Smouldering	Troll:	An	obviously	magical	sign	depicting	a	
  smouldering	 troll	 corpse	 marks	 this	 place	 as	 Lanthorn’s	 best	
  inn.	 Here	 travellers	 find	 a	 warm	 welcome,	 good	 food	 and	
  strong	 drinks	 all	 served	 by	 the	 exuberant,	 if	 occasionally	
  larcenous,	goblin	staff.	
  7. The	Broken	Blade:	This	downmarket	inn	hosts	a	popular,	and	
  raucous,	weekly	fight	night.	
  8. Stables:	Lanthorn’s	only	non-goblin	run	business,	all	dogs	and	
  horses	must	be	kept	here	until	their	owners	leave	Lanthorn.			
  9. Low	 Gate:	 Low	 Gate	 is	 even	 more	 fortified	 than	 High	 Gate.	
  Beyond	 lies	 the	 mountains	 and	
  their	 glimmering	 treasures	
  and	
  ferocious	
  denizens.		
  
  4	
  N O T A B L E  L O C A T I O N S  
  1 :  R E F U G E S  
  These	sturdy,	battle-scarred	buildings	are	basic	in	the	extreme.	
  Designed	for	travellers	who	reach	Lanthorn	after	the	gates	shut	
  they	 offer	 shelter	 from	 the	 weather	 and	 protection	 from	
  marauding	trolls.	Each	building	features	a	stout,	barred	door	and	
  a	few	narrow	windows.		
  2 :  H I G H  G A T E  
  This	 overly	 stout	 gatehouse	 watches	 over	 Lanthorn’s	 western	
  approaches.	 The	 gate’s	 supernaturally	 hardened	 wood	 bears	
  scorch	 marks	 and	 its	 battlemented	 towers	 loom	 high	 over	 the	
  approaching	 trail.	 The	 Grand	 Conclave	 have	 set	 here	 a	 large—
  reputedly	sentient—magical	silvery	lantern	to	protect	the	gate.	
  It	has	the	power	to	call	forth	magical	fire	to	scorch	attackers.		
  3 :  T H E  S H A D O W  M A R K E T  
  Lanthorn	 has	 no	 typical	 assortment	 of	 shops;	 instead	 many	
  goblins	 operate	 small	 stalls	 from	 the	 cramped	 rooms	 of	 these	
  buildings.	Prices	are	wildly	inflated	and	haggling	is	rife.	While	the	
  goblins—in	the	main—have	managed	to	shrug	off	the	worst	of	
  their	 racial	 heritage	 they	 are	 still	 devious	 and	 greedy.	 Notable	
  stallholders	include:	
  § 
  Bal	(CN	male	goblin	acolyte)	Bal	offers	basic	healing	services.	
  He	 prefers	 to	 use	 traditional	 goblin	 methods—experimental	
  surgery	and	cauterisation—wherever	possible.		
  § 
  Nank	 (NE	 female	 goblin	 spy)	 A	 vicious	 piece	 of	 work,	 Nank	
  always	has	treasure	maps	for	sale.	Unfortunately,	they	all	lead	
  to	troll	lairs.	She	also	seems	to	always	have	a	good	supply	of	
  “exploding	oil”	for	sale.			
  § 
  Perg	(N	male	goblin)	Perg	buys	and	sells	weapons	and	armour.	
  Everything	is	guaranteed,	but	only	until	it’s	used.		
  4 :  C A V E S  O F  T H E  F L A M I N G  S K U L L  
  This	convoluted	cave	network	is	cramped	and	torturously	maze-
  like.	With	deliberately	designed	narrow	entrances,	few	wizards	
  ever	visit	the	goblins	in	their	homes.	Here	dwell	the	bulk	of	the	
  Flaming	Skull	tribe,	in	small	family	groups.	Although	the	goblins	
  have	 evolved	 a	 more	 refined,	 civilised	 way	 of	 life	 than	 their	
  normal	 brethren	 the	 caves	 are	 still	 a	 glorious	 riot	 of	
  disorganisation,	mess	and	nauseating	smells.		
  	
  In	 the	 deepest	 section	 of	 caves,	 the	 goblins	 discovered	 a	
  bubbling	pool	of	particularly	viscous,	unstable	oil.	Devastatingly	
  effective	when	used	as	a	weapon,	the	goblins	delight	in	using	the	
  oil	to	burn	their	trollish	enemies.		
  § 
  Tuko	(LN	female	goblin	mage)	Tuko	dreams	of	one	day	leading	
  the	Flaming	Skull	tribe.	She’s	got	big	plans—mostly	involving	
  exploding	trolls.	She	needs	money	to	fund	her	dreams	and	is	
  available—at	 the	 princely	 sum	 of	 20	 gp	 a	 day—to	 guide	
  travellers	 through	 the	 pass.	 Somewhat	 of	 a	 liability,	 she	
  refuses	to	hide	from	any	trolls	encountered	and—depending	
  on	her	mood—sometimes	leads	travellers	into	ambushes	(so	
  she	can	burn	and	explode	trolls).		
  	
   
  T H E  F L A M I N G  S K U L L  G O B L I N S  
  A	 few	years	after	Lanthorn	 was	founded,	 the	Flaming	Skull	
  tribe	was	almost	wiped	out	by	their	hated	troll	enemies.	The	
  few	desperate	survivors	begged	for	shelter	within	Lanthorn’s	
  walls.	 The	 wizards,	 in	 need	 of	 servants	 brave	 or	 stupid	
  enough	to	explore	the	nearby	abandoned	mines,	took	them	
  in	 and	 thus	 an	 unlikely—and	 at	 the	 start	 uneasy—alliance	
  was	born.	
  	
  Nine	 decades	 later,	 and	 atypically	 for	 goblins,	 the	 tribe	
  has	adopted	some	of	civilisation’s	trappings.	However,	even	
  now,	they	hate	horses,	loath	dogs	and	love	fire.	Most	remain	
  stubbornly	 illiterate,	 but	 a	 few	 hoping	 to	 join	 the	 Grand	
  Conclave—much	to	their	fellows’	disgust	and	derision—have	
  taken	their	first	faltering	steps	toward	literacy.	
  	
  T H E  G R A N D  C O N C L A V E   
  The	 Grand	 Conclave	 of	 Sublime	 Artificers,	 a	 small	 guild	 of	
  crafters	and	alchemists,	founded	Lanthorn	a	century	ago.	Its	
  then	 master	 knew	 the	 history	 of	 the	 mountains	 and	 of	 the	
  many	ancient	 dwarf	lead	and	silver	mines	 therein.	She	 was	
  also	 in	 possession	 of	 fragments	 of	 certain	 elder	 texts	 that	
  told	of	the	mines’	wealth	and	of	strange	silver	deposits	that	
  could	yet	be	found	if	one	looked	hard	enough.		
  	
  Of	course,	the	perils	of	mine	exploration	were	not	lost	on	
  early	 guild	 members	 and	 the	 Grand	 Conclave	 constantly	
  struggled	 to	 find	 enough	 freeswords,	 freebooters	 and	
  adventurers	 brave	 enough	 to	 dare	 the	 troll-infested	
  mountains.	Thus,	the	arrival	of	the	Flaming	Skull	goblins	was	
  met	 with	 cautious	 excitement	 among	 the	 forward-thinking	
  Conclave	members.		
  	
  Now	30-strong,	the	Conclave	is	sought	after	for	its	skill	at	
  crafting	 items	 both	 magical	 and	 alchemical.	 Ironically,	 its	
  members	are	best	known	for	crafting	lead-lined	strongboxes	
  (5	gp)	and	chests	(10	gp)	designed	specifically	for	those	with	
  magical	 items	 to	 hide.	 Some	 particularly	 cunning	 artificers	
  have	 even	 learnt	 the	 secrets	 of	 crafting	 excellent	 hollow	
  locks	 (300	 gp)	 coated	 in	 lead	 that	 can	 be	 imbued	 with	
  virtually	undetectable	magical	traps.		
  
  5	
  5 :  H A L L  O F  T H E  G R A N D  C O N C L A V E  
  Whereas	the	bulk	of	Lanthorn	is	turned	over	for	travellers	and	
  goblins,	 the	 Grand	 Conclave	 dwell	 here	 in	 semi-isolated	
  splendour.	 Most	 goblins	 never	 pass	 through	 the	 Hall’s	 doors.	
  Here	 the	 wizards,	 led	 by	 Ishme-Dagan	 (LN	 old	 male	 human	
  archmage),	 eat,	 sleep	 and	 work.	 Their	 workshops	 and	
  laboratories	 are	 crammed	 with	 items	 both	 magical	 and	
  mundane.		
  	
  The	 Conclave	 has	 many	 items	 for	 sale	 (see	 “Marketplace”)	
  and	members	often	undertake	commissions.	However,	payment	
  for	such	services	often	involve	an	expedition	deep	into	the	troll-
  infested	mines	to	retrieve	the	lead	and	silver	languishing	therein.			
  6 :  T H E  S M O U L D E R I N G  T R O L L  
  A	 sign	 enscrolled	 to	 show	 wisps	 of	 smoke	 rising	 from	 a	 troll’s	
  scorched	 body	 marks	 this	 establishment	 as	 the	 Smouldering	
  Troll.	 Widely	 accepted	 as	 the	 finest	 inn	 for	 100	 miles—
  competition	for	this	honour	isn’t	fierce—the	Smouldering	Troll	
  offers	a	warm	welcome	to	all.	Here,	the	rooms	are	(relatively)	
  clean,	the	drink	is	plentiful	and	the	food	(probably)	won’t	give	
  you	food	poisoning.		
  § 
  Food	&	Drink	meal	([burnt]	mutton	sausages,	cheese	[on	the	
  turn]	and	[hard]	bread)	3	sp,	weak	ale	6	cp,	wine	(pitcher)	3	sp.	
  § 
  Accommodation	 Two-bed	 chamber	 10	 sp;	 four-bed	 chamber	
  20	sp;	common	room	2	sp.	
  Gak	(NG	female	goblin	rogue	4),	along	with	her	extended	family,	
  runs	 the	 Smouldering	 Troll.	 Gregarious	 in	 the	 extreme—and	 a	
  little	over-excitable	with	new	guests—she	loves	telling	stories	of	
  her	family’s	troll-baiting	and	troll-burning	prowess.	Sadly,	she	is	
  not	 as	 good	 at	 running	 the	 Smouldering	 Troll	 as	 she	 is	
  storytelling.	Still	at	least	she	tries—who	cares	if	the	rooms	are	
  dirty,	the	food’s	often	burnt	and	the	home-brewed	beer	isn’t	as	
  strong	as	it	could	be?	It	could	be	much,	much	worse.		
  7 :  T H E  B R O K E N  B L A D E  
  The	 Broken	 Blade’s	 offering	 is	 basic,	 but	 solid.	 Run	 by	 an	 old	
  mercenary—Henk	(NG	male	half-orc	berserker)—the	place	is	an	
  homage	to	war	and	martial	pursuits.	Henk	retired	over	a	decade	
  ago	and	has	been	here	ever-since.	He	misses	the	excitement	of	
  battle,	but	not	the	blood,	pain	and	mortal	danger.	He	is	popular	
  with	the	goblins	for	organising	weekly	sparring	matches	held	in	
  the	Broken	Blade’s	common	room.	Such	events	are	always	well	
  attended.	 Henk	 employs	 two	 obese	 bouncers—Torgan	 and	
  Vrung	(both	N	male	half-orc	guard)—and	a	small	staff	of	goblins.	
  Food	here	is	basic—being	little	better	than	trail	rations—but	the	
  drink	 is	 plentiful.	 The	 Broken	 Blade	 has	 no	 private	 rooms,	 but	
  does	boast	several	small	dormitories	suitable	for	groups	of	up	to	
  ten	people.		
  § 
  Food	&	Drink	meal	(hard	biscuits	soaked	in	mutton	stew)	1	sp,	
  ale	4	cp,	sour	wine	(pitcher)	1	sp.	
  § 
  Accommodation	Dormitory	10	gp	
  8 :  S T A B L E S  
  The	 only	 non-goblin	 run	 business	 in	 Lanthorn,	 all	 horses	 and	
  dogs	 must	 be	 kept	 here	 while	 their	 owners	 are	 in	 Lanthorn.	
  Animals	escaping	are	often	set	upon	by	the	goblins	in	an	orgy	of	
  violence	and	slain.	The	goblins	eat	well	that	night.			
  § 
  Oggor	“the	Thumper”	(NG	male	half-orc	druid)	dwells	here.	A	
  lover	 of	 nature	 in	 all	 its	 forms	 and	 a	 skilled	 healer,	 Oggor	
  operates	 the	 stables	 on	 his	 own.	 He’d	 love	 to	 take	 on	 some	
  help—he	daren’t	leave	the	stables	unattended	for	too	long	in	
  case	the	goblins	notice	his	absence	and	get	hungry.	However,	
  he	trusts	no	goblin	to	serve	as	a	stable	hand	and	few	others	
  seem	 interested	 in	 settling	 in	 Lanthorn.	 He’s	 called	 “the	
  Thumper”	because	that’s	what	he	does	to	goblins	he	finds	in	
  the	stables.	
  9 :  L O W  G A T E  
  Even	more	heavily	defended	than	High	Gate,	Low	Gate	bears	the	
  brunt	of	the	trolls’	attacks.	Its	thick	iron-bound	gates	are	secured	
  with	 three	 wooden	 bars	 at	 dusk.	 They	 do	 no	 open	 again	 until	
  dawn	and	woe-betide	any	caught	outside	after	nightfall.	Another	
  particularly	 large	 silvery	 lantern—twin	 of	 the	 one	 atop	 High	
  Gate—imbued	with	fire	magic	stands	atop	the	north	tower.		
  § 
  Marpa	(NE	male	goblin	mage),	the	Conclave’s	only	full	goblin	
  member,	is	often	here.	He	loves	exploding	trolls	and	is	never	
  happier	 when	 he	 gets	 to	 blast	 them	 with	 the	 Low	 Lantern’s	
  fiery	powers.		
  	
   
  T R O L L S  &  M I N E S  
  Hunting	 through	 the	 mines	 is	 doubly	 dangerous.	 For	 along	
  with	the	dangers	possessed	by	the	harsh	conditions	and	all	
  too	 frequent	 cave-ins	 a	 surprisingly	 numerous,	 and	
  unsurprisingly	 violent,	 troll	 tribe	 claims	 the	 largest	 mine	 as	
  their	 own.	 Drawn	 to	 the	 mines	 by	 some	 nameless	
  compulsion,	 they	 prey	 on	 any	 they	 discover	 invading	 their	
  domain.	 Among	 the	 folk	 of	 Lanthorn,	 mine	 trolls—as	 they	
  are	locally	known—are	universally	considered	even	madder	
  and	 more	 unpredictable	 than	 normal	 trolls.	 Consequently,	
  “mining”	 expeditions	 into	 the	 mines	 are	 now	 either	
  numerous	and	well-guarded	or	small,	stealthy	affairs.	
  
  6	
  L I F E  I N  L A N T H O R N  
  Life	in	Lanthorn	is	surprisingly	ordered	and	peaceful.	Visitors	are	
  reminded	 the	 goblin	 inhabitants	 have	 the	 same	 rights	 and	
  privileges	 as	 its	 more	 “civilised”	 folk.	 The	 goblins	 are	 more	
  exuberant	 and	 care-free	 than	 their	 wizardly	 co-inhabitants.	 In	
  particular,	the	monthly	festivals	the	goblins	insist	on	celebrating	
  are	raucous	affairs;	serious	injuries	and	(hilarious)	accidents	are	
  common	at	these	drunken,	all-night	affairs.	
  T R A D E  &  I N D U S T R Y  
  The	folk	of	Lanthorn	engage	in	several	different	industries.		
  	
  Beyond	 the	 walls,	 the	 goblins	 provide	 guides	 for	 travellers	
  and	 hunt	 through	 the	 abandoned	 mines	 for	 lead	 and	 silver.	 In	
  Lanthorn	 the	 goblins	 run	 all	 the	 menial,	 mundane	 businesses	
  (with	 the	 notable	 exception	 of	 the	 stables)	 servicing	 visitors’	
  needs	in	the	village.		
  	
  Meanwhile,	 the	 members	 of	 the	 Grand	 Conclave	 pursue	
  their	esoteric	trades	crafting	not	only	magic	items	but	also	fine	
  lead-lined	 chests,	 boxes,	 barrels	 and	 even	 vials	 for	 wealthy	
  clients	who	wish	to	hide	their	magic	from	thieves’	divinations.		
  L A W  &  O R D E R  
  Violent	 arguments	 and	 assaults	 are	 rare	 in	 Lanthorn,	 although	
  the	 goblin	 inhabitants	 sometimes	 revert	 to	 type	 and	 brawl	
  among	themselves	or	engage	in	petty	theft	from	travellers.		
  	
  All	adult,	able-bodied	villagers	are	required	to	join	the	militia	
  and	 take	 their	 turn	 walking	 Lanthorn’s	 ramparts.	 In	 practise,	
  many	wizards	pay	trusted	goblin	cohorts	to	take	their	places—
  something	the	goblins	are	only	too	happy	to	do	as	they	relish	the	
  opportunity	 to	 burn	 trolls	 coming	 too	 close	 to	 Lanthorn’s	
  defences.		
  	
  	
  E V E N T S  
  While	the	PCs	are	in	Lanthorn,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  Just	 after	 dusk,	 a	 small	 merchant	 caravan	 approaches	
  Lanthorn.	The	gates	are	already	shut;	the	travellers	must	
  shelter	in	one	of	the	refuges	overnight.		
  2	
  As	 #2,	 but	 this	 merchant	 caravan	 is	 followed	 by	 a	 troll	
  hunting	party.	In	the	depths	of	night,	the	trolls	fall	on	the	
  merchants,	who	are	all	slain	if	no	one	intervenes.		
  3	
  Two	goblins	argue	in	the	street.	Before	long,	they	come	
  to	 blows	 and	 a	 small	 crowd	 gathers	 to	 watch	 the	 fun.	
  When	 the	 goblins’	 friends	 join	 in,	 a	 high-spirited	 brawl	
  ensues.	
  4	
  A	goblin	“miner”	returns	to	Lanthorn	literally	bent	double	
  under	a	straining	sack	of	lead	ore.	As	he	staggers	toward	
  the	Hall	of	the	Grand	Conclave	to	sell	his	haul,	the	sack	
  splits	 open	 and	 scatters	 ore	 on	 the	 ground.	 Within	
  seconds,	 the	 unfortunate	 miner	 is	 at	 the	 centre	 of	 a	
  writhing	mass	of	goblins	intent	on	stealing	as	much	ore	
  as	possible.		
  5	
  The	cloudless	night	is	particularly	cold.	The	goblins	build	
  a	 huge,	 oil-soaked	 bonfire	 and	 cavorting	 about	 it	 while	
  drinking	heavily.	A	carnival-like	atmosphere	develops	and	
  an	 impromptu	 series	 of	 races	 and	 wrestling	 matches	
  provides	entertainment.		
  6	
  Uurki	 enters	 the	 Smouldering	 Troll,	 carrying	 a	 bloody	
  sack.	 She	 upends	 it	 on	 the	 bar	 to	 reveal	 a	 severed,	
  scorched	troll	head.	Gak	wants	it	as	a	“nice	decoration”	
  for	the	bar	and	the	two	fall	to	haggling.	Perceptive	PCs	
  may	notice	the	troll’s	eyes	are	still	moving…	
  	
   
  
  7	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
  R.	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.		
  	
  Village	Backdrop:	Lanthorn.	©Raging	Swan	Press	2016;	Author:	Creighton	Broadhurst.	
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Village Backdrop - Lanthorn.pdf