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  VILLAGE BACKDROP:  
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  BLEAKFLAT 
  
   
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  VILLAGE BACKDROP: BLEAKFLAT 
  Lost	to	the	north	of	nowhere,	far	beyond	the	reach	of	trade	routes	and	prying	eyes,	a	rocky	bluff	rises	from	barren	soil.	Here,	deep	amidst	
  the	 frozen	 tundra,	 a	 ruined	 castle	 has	 been	 refitted	 into	 a	 tiny	 village.	 Ten	 hovels,	 whose	 rural	 architecture	 suggests	 structures	 five	
  centuries	old,	surround	a	refurbished	tower,	and	in	this	tower	lives	the	mayor	of	Bleakflat.	Wise	and	capable,	he	tends	to	his	villagers	as	a	
  shepherd	to	his	sheep.	
  	
  The	very	presence	of	such	a	remote	village	is	enough	to	arouse	suspicion.	There	are	no	ore	mines	here,	no	nearby	dungeons,	no	ley	lines	or	
  trade	 routes.	 The	 people	 seem	 simple	 enough,	 but	 they	 are	 somehow	 able	 to	 fend	 off	 the	 wolf	 packs	 roaming	 the	 land,	 and	 are	
  unperturbed	by	the	massive	bats	which	attack	the	rare	unannounced	visitor.	How?	The	people	of	Bleakflat	are	under	the	protection	of	a	
  vampire,	the	mayor	of	the	village	and	the	only	citizen	with	rosy	cheeks	and	warm	smile.	The	villagers	trade	their	blood	for	his	protection	
  and	care,	and	in	turn	he	tends	his	flock	well.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Jeff	Gomez	
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland	and	Maciej	Zagorski	(The	Forge	Studios).	
  Some	 artwork	 copyright	 William	 McAusland,	 used	 with	
  permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studios)	
  	
  ©Raging	Swan	Press	2017.	
  	
  The	moral	right	of	Jeff	Gomez	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  
  Bleakflat	At	A	Glance	....................................................................	2	
  Notable	Locations	........................................................................	4	
  Life	in	Bleakflat	.............................................................................	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:	 Bleakflat	 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	
  B L E A K F L A T  A T  A  G L A N C E  
  Ruler	Aldrich	Hellbrooke	
  Government	Overlord	
  Population	62	(61	humans,	1	vampire)	
  Alignments	LE,	LN	
  Languages	Common	
  Lost	 to	 the	 north	 of	 nowhere,	 far	 beyond	 the	 reach	 of	 trade	
  routes	and	prying	eyes,	a	rocky	bluff	rises	from	barren	soil.	Here,	
  deep	amid	the	frozen	tundra,	a	ruined	castle	has	been	refitted	
  into	a	tiny	village.	Ten	hovels,	whose	rural	architecture	suggests	
  structures	five	centuries	old,	surround	a	refurbished	tower,	and	
  in	this	tower	lives	the	mayor	of	Bleakflat.	Wise	and	capable,	he	
  tends	to	his	villagers	as	a	shepherd	to	his	sheep.	
  	
  The	 very	 presence	 of	 such	 a	 remote	 village	 is	 enough	 to	
  arouse	 suspicion.	 There	 are	 no	 ore	 mines	 here,	 no	 nearby	
  dungeons,	no	ley	lines	or	trade	routes.	The	people	seem	simple	
  enough,	 if	 a	 little	 drained.	 They	 live	 off	 watery	 mutton	 soups,	
  graze	thin	flocks	of	sheep	on	rocky	fields,	burn	wood	from	the	
  scattered	groves	and	eat	silent	meals	under	poorly	constructed	
  rooves.	But	they	are	somehow	able	to	fend	off	the	wolf	packs	
  roaming	 the	 land,	 and	 are	 unperturbed	 by	 the	 massive	 bats	
  which	attack	the	rare	unannounced	visitor.	How?	The	people	of	
  Bleakflat	 are	 under	 the	 protection	 of	 a	 vampire,	 the	 mayor	 of	
  the	village	and	the	only	citizen	with	rosy	cheeks	and	warm	smile.	
  The	villagers	trade	their	blood	for	his	protection	and	care,	and	in	
  turn	he	tends	his	flock	well.	
  	
  Bleakflat	is	Aldrich	Hellbrooke’s	human	farm.	He	asserts	total	
  dominion	over	the	people	and	leads	with	absolute	authority.	But	
  he	also	treats	his	subjects	well.	He	walks	among	them,	jokes	with	
  them,	 cares	 for	 them	 and	 heals	 them.	 He	 invites	 his	 human	
  cattle	 to	 dinner,	 tells	 stories	 to	 the	 children	 and	 teaches	 the	
  adults	how	to	read.	By	all	accounts,	he	is	a	warm	and	just	mayor,	
  far	more	capable	than	the	leaders	of	most	normal	villages.	
  	
  However,	 this	 harmonious	 relationship	 is	 often	 strained.		
  Aldrich	 hosts	 undead	 guests,	 who	 harass	 the	 villagers	 and	
  admonish	 the	 mayor	 for	 his	 strange	 pastime.	 Aldrich’s	 own	
  daughter,	 the	 half-human	 Gaela,	 believes	 humans	 should	 be	
  treated	like	the	animals	they	are.		
  	
  Insular	 and	 indoctrinated,	 the	 people	 of	 Bleakflat	 do	 not	
  consider	their	precarious	situation	particularly	unusual.	They	are	
  wary	of	outsiders,	whom	they	rightfully	view	as	a	challenge	to	
  their	way	of	life.	Very	occasionally	an	adventurer	happens	upon	
  the	 village	 and	 vows	 to	 “free”	 the	 people	 from	 their	 vampiric	
  overlord.	The	villagers	play	along	until	the	adventurer	sleeps—	
  then	they	end	the	threat	with	a	knife	to	the	throat.	
  V I L L A G E R S  
  Appearance	
  The	
  villagers	
  are	
  thin	
  and	
  pale,	
  though	
  fundamentally	healthy.	
  	
  Dress	The	villagers	wear	heavy	wool	and	leather	coats	with	
  thick	 trousers.	 Most	 outfits	 have	 high	 collars	 or	 scarves	 to	
  obscure	punctured	necks	from	the	exceedingly	rare	visitors.	
  	
  Nomenclature	 male	 Aegar,	 Baern,	 Klyide,	 Maestin;	 female	
  Gaela,	Junip,	Raella;	family	Burke,	Girain,	Goodabby,	Laupren.		
  V I L L A G E  L O R E  
  A	 PC	 may	 know	 something	 about	 Bleakflat,	 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	 15:	 Aldrich	 Hellbrooke,	 the	 good-natured	 mayor	 of	
  Bleakflat,	has	absolute	control	over	the	populace.	
  	
  DC	 20:	 The	 Girain	 household	 contains	 strange	 occult	
  artefacts	from	across	the	centuries.	
  	
  DC	25:	Aldrich	is	a	vampire	who	feeds	upon	the	villagers,	and	
  tends	to	them	as	a	shepherd	to	his	flock.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Bleakflat,	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	
  Mardread	 Burke	 is	 touched	 by	 the	 gods,	 and	 secretly	
  wishes	to	destroy	Aldrich.	
  2	
  Gaela	looks	for	any	excuse	to	murder	a	villager.	
  3*	
  The	stone	mask	in	the	Girains’	basement	is	haunted	by	a	
  violent	poltergeist.	
  4*	
  Aldrich	dominates	the	villagers	using	his	dark	powers.	
  5	
  Aldrich	is	the	weakest	of	his	family.	
  6	
  Aegar	 Goodabby	 has	 more	 sway	 over	 Aldrich	 than	 the	
  mayor	realizes.	
  *False	rumour	
  
  3	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 hardworking	
  peasants.	A	few,	however,	are	of	interest	to	adventurers:	
  Aegar	Goodabby	(location	4;	LE	male	human	commoner)	Aegar	
  is	 an	 exemplary	 villager,	 eager	 to	 listen	 to	 his	 master’s	
  musings	but	wise	enough	to	keep	his	advice	to	a	minimum.	
  Aldrich	Hellbrooke	(location	1;	LE	male	human	vampire)	Aldrich	
  Hellbrooke	is	the	mayor	of	Bleakflat,	though	he	prefers	the	
  term	 shepherd.	 A	 vampire,	 Aldrich	 sees	 his	 flock	 as	 his	
  responsibility.	 He	 warmly	 cares	 for	 them,	 ensures	 they	 are	
  happy	 and	 well-fed,	 even	 jokes	 with	 them,	 but	 does	 not	
  mistake	them	for	his	equals.	
  Gaela	Hellbrooke	(location	1;	CE	female	half-human	assassin)	In	
  a	moment	of	weakness	and	loneliness,	Aldrich	took	a	human	
  to	bed.	Gaela	is	the	result,	a	half-human,	half-vampire	child	
  of	14	with	the	temperament	of	a	beast.	Gaela	shares	none	of	
  her	 father’s	 patience	 with	 humans,	 but	 must	 defer	 to	 his	
  judgement.	After	Gaela	has	passed	through	puberty,	Aldrich	
  will	turn	her.	
  Mardread	Burke	(location	6;	LG	female	human	paladin	2)	At	16	
  years	old,	Mardread	is	filled	with	ideals	and	righteous	fury.	
  The	 gods	 have	 granted	 her	 divine	 power,	 and	 she	 secretly	
  wishes	to	overthrow	her	undead	dictator.	Aldrich	hopes	this	
  is	 just	 a	 phase.	 If	 not,	 Mardread	 will	 find	 herself	 on	 the	
  dinner	table	shortly.	
  N O T A B L E  L O C A T I O N S  
  Most	of	the	village	comprises	peasant	homes.	A	few	locations,	
  however,	are	of	interest	to	adventurers:	
  1. Kraegor’s	Keep:	This	ancient	ruin	is	the	home	of	Aldrich	and	
  Gaela	Hellbrooke.	It	has	been	refitted,	but	still	looks	ancient.	
  2. The	Blood	Bath:	Fed	by	hot	mineral	springs,	the	blood	bath	lies	
  beneath	the	keep;	here	Aldrich	relaxes	with	his	guests.	
  3. The	 Dining	 Hall:	 The	 keep’s	 underground	 dining	 hall,	
  decorated	sparsely	in	crimson	banners,	seats	up	to	20	visitors.	
  4. The	Goodabby	Home:	This	hovel	is	the	ancestral	home	of	the	
  Goodabby	family,	long	seen	as	Aldrich’s	favourite	humans.	
  5. The	 Girain	 Home:	 Unlike	 the	 rest	 of	 the	 village,	 the	 Girain	
  family	 worships	 Aldrich	 as	 an	 occult	 vampire	 lord.	 Their	
  basement	contains	dozens	of	unusual	artefacts.		
  6. Haegar’s	 Stables:	 Haegar	 keeps	 several	 dozen	 horses	 in	 the	
  stables	as	feed	for	the	giant	bats	roaming	the	countryside.	
  7. Abandoned	Farmland:	Once	Bleakflat’s	lifeblood,	the	farmland	
  has	fallen	into	disarray	since	Aldrich	became	mayor.	
  8. Bleakwood:	 This	 silent,	 muted	 wood	 is	 home	 to	 the	 elk	 and	
  boar	which	comprise	the	wolf	pack’s	primary	prey.	Aldrich	and	
  his	guests	sometimes	roam	the	wood,	at	night.	
  		
   
  
  4	
  N O T A B L E  L O C A T I O N S  
  1 :  K R A E G O R ’ S  K E E P  
  Little	 remains	 of	 Kraegor’s	 keep.	 This	 once	 mighty	 fortress	 is	
  fallen	into	ruin,	the	fallen	stones	used	as	building	blocks	for	the	
  surrounding	hovels.	The	last	remaining	dungeons	and	passages	
  are	 the	 home	 of	 the	 vampire	 Aldrich	 Hellbrooke	 (LE	 male	
  vampire)	 and	 his	 daughter	 Gaela	 (CE	 female	 half-human	
  assassin).	Across	four	centuries,	Aldrich	has	renovated	the	inner	
  rooms	and	 corridors,	drawn	 curtains	 across	 the	 main	 windows	
  and	 converted	 cells	 into	 a	 small	 library	 and	 painting	 room.	
  Aldrich	 tries	 to	 avoid	 extravagance,	 and	 his	 living	 space	 is	
  certainly	not	a	grandiose	as	the	vampire	castles	of	his	kinsmen.	
  He	sleeps	in	his	room	during	the	day,	invites	villagers	over	for	
  supper	at	night	and	always	tends	to	his	flock.	
  	
  Despite	 its	 dilapidated	 state,	 the	 keep	 is	 relatively	
  welcoming.	Villagers	are	invited	to	speak	with	Aldrich	any	time	
  they	 choose,	 either	 for	 pleasant	 conversation	 or	 to	 bring	 his	
  attention	 to	 any	 dangers.	 On	 the	 many	 cloudy	 days,	 Aldrich	
  walks	the	streets,	keeping	up	on	events	and	tending	to	the	sick	
  or	injured.	It	is	because	of	Aldrich’s	diligent	care	that	Bleakflat	
  remains	safe	and	secure.	
  	
  In	 recent	 months,	 however,	 Gaela	 has	 disrupted	 the	 order	
  which	has	endured	across	four	centuries.	Gaela,	filled	with	ideas	
  from	 Aldrich’s	 more	 powerful	 guests,	 believes	 the	 villagers	
  should	 be	 more	 thoroughly	 subjugated.	 Violent,	 unpredictable	
  and	 eager	 to	 humiliate	 the	 villagers,	 Gaela	 none-the-less	
  understands	she	must	stay	in	her	father’s	good	graces	(for	now).	
  Aldrich	promises	to	turn	her	once	she	finishes	puberty,	and	then	
  she	is	free	to	live	as	she	likes.	
  2 :  T H E  B L O O D  B A T H  
  Beneath	 the	 ruins	 of	 Kraegor’s	 Keep,	 through	 twisted	 natural	
  tunnels	 oozing	 sulfuric	 crimson	 sludge,	 boil	 the	 blood	 baths.	
  Rank	 and	 acrid,	 these	 fuming	 pools	 of	 red	 liquid	 are	 used	 as	
  relaxation	 spas	 by	 Aldrich	 and	 his	 guests.	 While	 polite	
  conversation	is	made	at	the	dining	halls,	the	blood	baths	see	the	
  true	wheeling	and	dealing	of	vampire	politics.	Most	common	are	
  requests	 for	 aid	 against	 pesky	 adventurers,	 but	 the	 vampires	
  also	share	arcane	knowledge	and	prepare	betrayals.	
  	
  Though	they	are	sometimes	invited,	the	humans	of	Bleakflat	
  cannot	 stomach	 the	 scent.	 This	 is	 a	 place	 for	 those	 with	
  immortal	 stomachs,	 and	 human	 visitors	 find	 themselves	
  sickened	or	worse.	
  3 :  T H E  D I N I N G  H A L L  
  The	 Hellbrooke	 clan	 is	 a	 wide	 and	 powerful	 vampire	 cabal	
  connected	 by	 a	 single	 common	 progenitor:	 the	 (permanently)	
  deceased	Barbaneth	Hellbrooke.	Though	the	sect	is	to	be	feared,	
  Aldrich	 is	 perhaps	 the	 weakest	 and	 least	 respected	 of	 this	
  prestigious	 bloodline.	 He	 is	 constantly	 ridiculed	 for	 his	 human	
  “farming,”	 and	 takes	 no	 steps	 to	 build	 his	 strength.	 None-the-
  less,	 he	 is	 a	 Hellbrooke	 vampire,	 and	 far	 more	 powerful	 than	
  mere	 mortals.	 Relatives	 often	 come	 calling	 for	 one	 reason	 or	
  another,	and	they	are	hosted	in	the	dining	hall.	
  	
  Within	the	dungeons	of	Kraegor’s	Keep,	out	of	reach	of	stray	
  sunbeams,	 a	 large	 armoury	 has	 been	 refitted	 as	 a	 dining	 hall.	
  Dusty	 and	 grand,	 flanked	 by	 crimson	 tapestries	 and	 copper	
  chandeliers,	 the	 dining	 hall	 is	 set	 with	 a	 magnificent	 oak	 table	
  with	 seats	 enough	 for	 20.	 When	 the	 room	 is	 full,	 it	 contains	
  some	of	the	most	powerful	undead	in	the	realm.	
  	
  When	 Aldrich	 expects	 guests,	 he	 lights	 a	 candle	 for	 each	
  guest	 in	 the	 highest	 window	 of	 his	 tower.	 For	 each	 candle,	 a	
  single	human	from	below	is	“invited	to	dinner.”	The	villagers	are	
  both	 waiter	 and	 meal,	 offering	 their	 necks	 until	 they	 can	 no	
  longer	 stand.	 The	 feedings	 are	 not	 as	 gentle	 as	 Aldrich’s,	 but	
  Aldrich	ensures	no	feeding	gets	out	of	hand.	Guests	must	obey	
  the	rules	of	the	castle,	which	means	leaving	meals	with	enough	
  blood	to	stagger	home.	
  4 :  T H E  G O O D A B B Y  H O M E  
  If	Aldrich	had	favourites	(and	he	insists	he	does	not),	it	would	be	
  the	Goodabby	family.	Soft	spoken,	pliable	and	eager	to	please,	
  the	Goodabby	family	has	served	Aldrich	for	centuries.	Luckily	for	
  Bleakflat,	the	Goodabbies	also	passed	down	marked	intelligence	
  and	 wisdom	 through	 the	 generations.	 They	 do	 well	 for	 the	
  village	at	Aldrich’s	ear.	
  	
  Aldrich	 speaks	 to	 Aegar	 Goodabby	 (LE	 male	 human	
  commoner)	as	a	master	speaks	to	his	dog.	The	vampire	works	
  out	 problems	 aloud,	 and	 tousles	 Aegar’s	 hair	 when	 the	 pet	
  needs	 attention.	 Aegar	 answers	 rhetorical	 questions,	 nods	
  understandingly	 and	 occasionally	 offers	 a	 humble	 piece	 of	
  advice.	When	this	advice	is	helpful	(more	frequently	than	Aldrich	
  realizes),	the	vampire	laughs	in	delight	at	the	simple	marvels	of	
  “human	intuition.”		
  5 :  T H E  G I R A I N  H O M E  
  The	 Girain	 family	 is	 an	 odd	 bunch,	 devoted	 to	 Aldrich	 but	
  strangely	 obsessed	 with	 his	 darker	 nature.	 While	 the	 other	
  villagers	 treat	 Aldrich	 as	 a	 mayor	 and	 protector,	 the	 Girains’	
  adulation	borders	on	worship.	They	collect	strange	items	from	
  Aldrich	 and	 his	 guests:	 discarded	 shoes,	 lost	 buttons	 and	 even	
  fallen	 hair.	 They	 also	 comb	 the	 surrounding	 area	 looking	 for	
  relics	 of	 the	 people	 who	 lived	 here	 centuries	 ago.	 The	 Girain	
  basement	is	an	occult	repository,	complete	with	ancient	masks	
  and	carved	totems.	
  
  5	
  	
  While	this	bizarre	idolatry	bothers	the	other	villagers,	Aldrich	
  finds	it	nothing	more	than	amusing.	He	puts	on	small	shows	for	
  the	Girains	and	speaks	to	them	in	archaic	tongues.		
  6 :  H A E G A R ’ S  S T A B L E S  
  Haegar	 Burke	 (LN	 male	 human	 guard)	 looks	 every	 bit	 the	
  stablemaster.	 Nearly	 seven-foot	 tall,	 with	 bulging	 muscles	 and	
  wide	 shoulders,	 he	 easily	 overpowers	 his	 horses.	 Not	 that	
  overpowering	 them	 is	 too	 difficult.	 The	 horses	 are	 weak	 and	
  sickly,	with	bleary	eyes	and	leaking	nostrils.	They	are	unable	to	
  stand	still,	and	constantly	tug	at	their	restraints.		
  	
  On	 closer	 inspect,	 the	 entire	 apparatus	 of	 the	 stable	 is	
  unusual.	 The	 villagers	 have	 little	 need	 of	 horses	 with	 no	
  distances	to	travel	nor	hard	labour	to	be	done.	Why	are	there	so	
  many,	 nearly	 a	 horse	 for	 every	 man,	 woman	 and	 child	 in	
  Bleakflat?	Why	are	the	horses	confined	to	small	grazing	areas?	
  And	why	do	the	horses	whinny	in	fear	at	night?	
  	
  Answers	are	available	to	any	willing	to	brave	the	cold	after	
  the	setting	sun.	The	horses	act	as	feed	for	the	massive	giant	bats	
  roaming	the	lands.	One	by	one,	bats	the	size	of	dogs	land	on	the	
  shackled	horses,	drink	their	fill	and	then	return	to	scouting	for	
  Aldrich.	
  7 :  A B A N D O N E D  F A R M L A N D  
  Before	Aldrich’s	arrival,	the	people	of	Bleakflat	did	their	best	to	
  scrape	 a	 meagre	 living	 out	 of	 the	 barren	 soil.	 Only	 hardy	 root	
  vegetables	 grew	 here	 (potatoes,	 radishes	 and	 carrots),	 which,	
  when	stewed	with	stringy	mutton,	provided	the	base	of	all	
  Bleakflat	 meals.	 Two	 farmsteads	 provided	 enough	
  food	for	the	village,	though	convincing	the	rocky	ground	to	yield	
  anything	was	a	daily	struggle.	
  	
  All	that	remains	of	the	farms	are	ruins,	barely	distinguishable	
  from	the	other	mossy	stones	littering	the	countryside.	
  	
  Now,	 Aldrich	 takes	 the	 care	 of	 his	 flock	 very	 seriously.	 His	
  guests	know	to	bring	nutritious	foods	as	gifts.	Aldrich’s	wolves	
  hunt	the	nearby	Bleakwood,	and	bring	excess	boar	and	elk	back	
  to	the	villagers.	After	all,	regular	meaty	meals	are	important	for	
  a	healthy	heart.		
  	
  The	 primary	 ingredient	 in	 the	 villager’s	 meal	 is,	 as	 it	 has	
  always	 been,	 mutton.	 Sheep	 roam	 the	 old	 farmlands,	 seeking	
  out	stray	blades	of	grass	in	the	stony	soil.	The	giant	wolves	which	
  range	the	countryside	do	not	hunt	this	prey,	but	instead	act	both	
  as	guard	dogs	and	shepherds.	
  8 :  B L E A K W O O D  
  The	Bleakwood	is	a	thin	but	expansive	forest	which	extends	for	
  nearly	100	miles	to	the	east.	Through	all	season,	the	trees	and	
  leaves	take	on	a	muted,	grey	colour	offensive	to	the	senses.	This	
  is	the	hunting	ground	of	Aldrich’s	wolf	packs.	Food	can	be	found	
  here,	if	one	has	the	wits	and	nose	to	find	it.	Massive	elk	chew	
  grey	leaves,	and	hairy	boar	sniff	through	the	ground	for	edible	
  roots.	Both	make	for	welcome	meals	for	human	and	wolf	alike.	
  	
  The	 Bleakwood	 is	 a	 playground	 for	 Aldrich’s	 guests.	
  Something	about	the	muted	colours	and	twisted	trees	attracts	
  the	undead.	Aldrich	and	his	kin	take	long	walks	or	flights	through	
  the	wood,	revelling	in	a	living	world	which	seems	to	mimic	their	
  dead	one.	Occasionally,	the	vampires	transform	into	wolves	and	
  stalk	 prey.	 Though	 human	 blood	 is	 preferable,	 little	
  compares	to	the	savage	thrill	of	the	hunt.	Though	he	does	
  not	 admit	 it,	 Aldrich	 has	 a	 growing	 need	 for	 violent	
  triumph	after	centuries	of	human	farming.	
  	
  
  6	
  L I F E  I N  B L E A K F L A T  
  Bleakflat	 is	 cold	 and	 barren,	 but	 safe.	 The	 villagers	 are	 warm	
  with	one	another,	and	like	to	keep	things	simple.	
  T R A D E  &  I N D U S T R Y  
  Bleakflat	is	totally	reliant	on	Aldrich	and	his	guests.	While	some	
  materials	 and	 sustenance	 come	 from	 the	 local	 sheep	 and	
  wildlife,	most	arrives	on	bat	wings.	Guests	always	bring	food	for	
  Aldrich’s	flock,	or	valuable	goods	to	trade	for	more	useful	items.	
  L A W  &  O R D E R  
  There	is	one	law	in	Bleakflat,	and	there	is	one	enforcer:	Aldrich.	
  The	villagers	are	well	aware	Aldrich	not	only	defends	the	village,	
  but	could	easily	destroy	it.	Villagers	occasionally	voice	concerns	
  or	requests,	but	they	do	not	push	their	luck.	
  	
  Aldrich	 is	 a	 caring	 judge,	 but	 he	 does	 not	 tolerate	
  disobedience	or	insubordination.	Difficult	villagers	feel	extreme	
  social	 pressure	 to	 comply,	 and	 Aldrich	 may	 use	 his	 vampiric	
  domination	to	nudge	naysayers	into	line.	Only	rarely	is	a	villager	
  so	 incorrigible	 that	 he	 must	 be	 removed.	 These	 villagers	 are	
  drained	completely	of	blood,	and	their	reanimated	corpses	are	
  given	as	gifts	to	Aldrich’s	guests.	
  E V E N T S  
  While	the	PCs	are	in	Bleakflat,	one	or	more	of	the	below	events	
  may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	pile	of	elk	and	boar	carcases	appears	in	front	of	the	
  butcher’s	 house	 at	 night.	 Bite	 marks	 and	 paw	 prints	
  indicate	 wolves	 have	 been	 in	 the	 village,	 but	 the	
  villagers	do	not	seem	disturbed.	
  2	
  At	sunset,	13	candles	are	lit	in	the	tower	of	Kraegor’s	
  keep.	 A	 like	 number	 of	 villagers	 excuse	 themselves,	
  enter	the	tower	and	do	not	emerge	until	sunrise.	
  3	
  On	 one	 overcast	 day,	 Aldrich	 comes	 down	 from	 his	
  keep	to	heal	a	sickly	child.	He	is	warm	and	wise,	using	
  magic	to	remove	the	illness	and	soft	song	to	comfort	
  the	mother.	
  4	
  Two	of	Aldrich’s	guests	emerge	in	a	huff	from	Kraegor’s	
  keep.	They	lash	out	at	the	villagers,	then	leave	through	
  the	Bleakwood.		
  5	
  The	 howling	 of	 wolves	 keeps	 the	 PCs	 up	 all	 night.	
  Hundreds	 of	 massive	 wolves	 circle	 Bleakflat,	 then	
  disperse	by	daybreak.	
  6	
  Gaela	and	Mardread	get	into	an	argument	which	looks	
  like	it	will	come	to	blows	(or	worse),	until	Aldrich	and	
  Aegar	separate	the	two.	
  	
  	
   
  
  7	
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  O G L  V 1 . 0 A  
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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:	Bleakflat.	©Raging	Swan	Press	2017;	Author:	Jeff	Gomez.	
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Village Backdrop - Bleakflat.pdf