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  VILLAGE BACKDROP: QUEY’S GLADE 
  Quey’s	Glade	is	rarely	ever	the	in	same	place	on	the	map	twice,	but	it	is	always	nestled	in	deep	woods.	Whenever	a	child	is	lost,	alone	and	
  scared	in	the	woods,	she	often	finds	her	way	to	this	village.	Just	as	a	terrifying	monster	bears	down	on	its	victim,	the	victim	stumbles	into	
  Quey’s	Glade	with	nary	a	sign	of	the	pursuing	beast.	The	way	to	this	village	is	through	intense	negative	emotion,	but	the	inhabitants	
  cheerily	greet	new	arrivals	to	instantly	dispel	their	fears	and	other	troubles.	As	the	world	becomes	more	interconnected	and	the	forests	fall	
  to	woodcutters’	axes,	Quey’s	Glade	slowly	runs	out	of	secluded	locations	to	position	itself.	Also,	the	more	intelligent	monsters	losing	their	
  meals	to	the	village	have	begun	to	learn	its	secret	and	lurk	in	the	forest	beyond,	decreasing	the	halo	of	safety	around	the	village.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Mike	Welham	
  Development:	Creighton	Broadhurst	and	Tom	McCarthy	
  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	Mike	Welham	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  
  Quey’s	Glade	At	A	Glance	.............................................................	2	
  Notable	Locations	........................................................................	4	
  Life	in	Quey’s	Glade	......................................................................	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:	Quey’s	Glade	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	
  Q U E Y ’ S  G L A D E  A T  A  G L A N C E  
  Ruler	Nevirl	Thimblewrought	
  Government	Autocracy	
  Population	 112	 (39	 humans,	 1	 dryad,	 17	 elves,	 9	 gnomes,	 23	
  half-elves,	 3	 half-orcs,	 12	 halflings,	 3	 nymphs,	 4	 pixies,	 1	
  treant)	
  Alignments	NG,	CG,	N,	CN	
  Languages	Common,	Druidic	
  Quey’s	 Glade	 is	 an	 ancient	 place,	 and	 its	 original	 purpose	 has	
  almost	been	lost	to	time.	Originally	a	fey	outpost	when	fey	first	
  crossed	over	from	their	primal	realms	to	the	physical	world,	the	
  village	and	its	surrounding	woods	enjoyed	protection	thanks	to	
  portals	created	by	the	eponymous	satyr	noble	Quey.	The	portals	
  shunted	 non-fey	 to	 the	 opposite	 side	 of	 the	 forest,	 giving	 the	
  illusion	 of	 travelling	 uninterrupted	 through	 the	 woods,	 albeit	
  more	quickly	than	expected.	Quey’s	Glade	eventually	became	a	
  haven	for	fey	as	Quey	seeded	the	world	with	portals,	keyed	to	
  negative	 (but	 not	 destructive)	 emotions.	 Therefore,	 a	 resident	
  who	felt	fear	or	sadness	could	simply	approach	a	portal	and	be	
  whisked	back	to	the	village.	
  	
  Quey,	along	with	other	faerie	arcanists,	added	another	layer	
  of	protection	by	having	the	village	and	its	surrounds	translocate	
  on	a	random	basis	to	prevent	discovery.	The	village	changes	its	
  appearance	 to	 mesh	 with	 its	 new	 environment,	 allowing	 it	 to	
  blend	 in	 with	 tropical	 jungles,	 temperate	 deciduous	 forests,	
  alpine	forests	and	frozen	taigas.	
  	
  As	fey	integrated	more	fully	into	the	world,	Quey’s	Glade	fell	
  into	relative	disuse,	but	still	the	portals	remained	active.	While	
  their	ability	to	detect	fey	waned,	they	maintained	their	reaction	
  to	 strong	 negative	 emotions.	 Thereafter,	 the	 portals	 swept	 up	
  people	who	ran	through	them	in	terror	or	passed	by	them	with	a	
  feeling	of	profound	sorrow,	as	well	as	those	who	otherwise	felt	
  out	of	place	in	the	world.	Due	to	the	strange	flow	of	time	carried	
  over	from	the	fey’s	primal	world,	visitors	can	age	as	they	wish,	
  so	siblings	aged	only	a	couple	years	apart	when	they	arrived	can	
  have	wildly	diverging	ages	after	a	lifetime	spent	here.	
  	
  Most	of	those	who	stumbled	into	the	portals	and	activated	
  them	 were	 children	 who	 more	 openly	 expressed	 their	 fears,	
  sadness	 and	 anxieties.	 These	 negative	 emotions	 have	 drawn	
  terrible	creatures	to	the	woods	surrounding	Quey’s	Glade.	Most	
  of	the	protections	have	held,	but	incursions	have	destroyed	the	
  trees	 in	 the	 northeast	 part	 of	 the	 village	 and	 all	 villagers	 are	
  aware	of	the	dangers	beyond	the	Warped	Wood.	Every	now	and	
  then,	 the	 villagers	 need	 outsiders	 to	 deal	 with	 the	 threats,	 so	
  scouts	 leave	 the	 village	 to	 seek	 out	 heroes	 to	 drive	 back	 or	
  destroy	the	lurking	terrors.	
  V I L L A G E R S  
  Appearance	Residents	are	cheerful	and	friendly	to	visitors.	
  	
  Dress	Garb	is	in	hues	of	green,	brown	or	brighter	colours	to	
  blend	in	with	the	surrounding	forest.	
  	
  Nomenclature	 male	 Gar,	 Nevirl,	 Zan;	 female	 Danae,	 Pella,	
  Thistle;	family	Kastiv,	Martinsong,	Volk,	Weatherford.	
  M A R K E T P L A C E  
  Resources	&	Industry	Plant-derived	alchemicals	and	sanctuary	
  When	the	PCs	arrive,	the	following	items	are	for	sale:	
  § 
  Scrolls	 barkskin	 (200	 gp),	 call	 woodland	 beings	 (700	 gp),	
  control	 weather	 (1,200	 gp),	 druidcraft	 (50	 gp),	 plant	 growth	
  (400	gp)	
  V I L L A G E  L O R E  
  A	PC	may	know	something	about	Quey’s	Glade,	its	history	and	
  surrounds.	A	PC	making	a	DC	15	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:	 Quey’s	 Glade	 is	 accessible	 through	 negative	
  emotions,	but	a	resident	can	lead	newcomers	to	the	village.	
  	
  DC	20:	The	village	is	a	sanctuary	for	the	lost	and	frightened.	
  	
  DC	 25:	 Terrible	 creatures,	 some	 borne	 of	 the	 fears	 driving	
  people	to	the	village,	lurk	in	the	woods	surrounding	it.	
  W H I S P E R S  &  R U M O U R S  
  While	in	Quey’s	Glade,	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	
  A	flash	of	lightning	struck	one	of	the	trees	and	split	it	in	
  half.	The	hunters	must	have	penetrated	the	defences.	
  2*	
  Bastionbark	is	unhappy	with	Nevirl’s	leadership	and	plans	
  to	take	control	of	the	village.	
  3	
  Molly’s	brother,	Vallyn,	wants	to	return	to	the	world,	but	
  Molly	has	made	a	show	of	being	upset	by	his	decision.	
  4	
  Some	of	the	fey	were	talking	about	returning	the	village	
  to	its	original	home	in	the	primal	world.	
  5*	
  Karja	is	acting	strange.	I’m	worried	one	of	the	evil	spirits	
  from	the	woods	possessed	her.	
  6	
  Ced	has	begun	training	a	replacement	watchman.	
  *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:	
  Bastionbark	 (location	 10;	 NG	 treant	 druid)	 Bastionbark	 is	 the	
  oldest	living	inhabitant	of	Quey’s	Glade.	
  Ced	 Queywarden	 (location	 4;	 CG	 male	 half-orc	 scout)	
  Abandoned	by	his	tribe,	Ced	found	his	way	to	Quey’s	Glade,	
  where	he	takes	his	job	as	lookout	very	seriously.	
  Karja	 Weatherford	 (location	 7;	 N	 female	 half-elf	 druid)	 Karja	
  tends	the	gardens	and	plans	the	rotation	of	plants	to	ensure	
  continued	good	yields.	
  Molly	Kastiv	(location	2;	NG	female	young	human	acolyte)	Molly	
  has	 lived	 in	 the	 village	 for	 12	 years	 but	 apparently	 hasn’t	
  aged	 beyond	 ten.	 She	 has	 learned	 some	 healing	 skills	 and	
  uses	that	to	help	visitors	and	animals	alike.	
  Nevirl	 Thimblewrought	 (location	 5;	 CN	 male	 gnome	 knight)	
  Descended	from	the	Quey	line,	Nevirl	became	village	leader	
  after	his	predecessor	was	killed.	
  Pipperil	(location	8;	NG	male	pixie	spy)	Pipperil	spends	very	little	
  time	in	Feyhome	as	he	typically	joins	repr§esentatives	from	
  the	village	to	the	outside	world.	
  Valathrax	(location	6;	N	female	awakened	porcupine	fighter	4)	
  Val	Indra	died	valiantly	protecting	children	from	raiding	orcs;	
  moments	thereafter	her	spirit	awoke	a	nearby	porcupine.	
  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. Pasture:	Cows	and	sheep	graze	in	the	village’s	remotest	farm,	
  so	the	stench	does	not	bother	most	villagers.	
  2. Sanctuary:	This	arboreal	building	houses	the	village	healer	and	
  small	shrines	for	a	variety	of	nature	deities.	
  3. Respite:	This	building	and	fenced-in	area	acts	as	an	inn	and	a	
  place	where	new	arrivals	can	rest.	
  4. Lookout:	 The	 tallest	 tree	 in	 Quey’s	 Glade	 allows	 panoramic	
  views	of	the	surrounding	forest.	
  5. Village	Hall:	The	village’s	seat	of	government.	
  6. Garrison:	 Valathrax	 drills	 residents	 who	 have	 agreed	 to	 fight	
  the	terrors	surrounding	Quey’s	Glade.	
  7. Gardens:	Here,	villagers	grow	staple	vegetables	and	tubers.	
  8. Feyhome:	This	tree	shelters	resident	and	visiting	fey.	
  9. Thicket	 of	 Rare	 Plants:	 Druids	 in	 this	 location	 tend	 plants	
  harvested	to	endangerment	or	extinction	in	the	larger	world.	
  10. The	Old	Oak:	Here	stands	the	ancient	treant	Bastionbark.	
  11. Warped	 Wood:	 The	 northeast	 border	 marks	 the	 burgeoning	
  intrusion	from	the	fell	creatures	inhabiting	the	woods	outside.		
  
  4	
  N O T A B L E  L O C A T I O N S  
  1 :  P A S T U R E  
  Since	 Quey’s	 Glade	 needs	 a	 certain	 amount	 of	 self-sufficiency	
  and	 not	 all	 its	 residents	 are	 vegetarian,	 this	 plot	 of	 land	 was	
  bequeathed	to	the	Martinsong	family	several	decades	ago.	The	
  family	remained	in	the	village	and	their	descendants	(along	with	
  subsequent	visitors	who	married	into	the	family)	have	taken	on	
  the	task	of	raising	sheep	and	cows	to	feed	the	omnivorous	and	
  carnivorous	 inhabitants.	 To	 keep	 the	 stock	 from	 falling	 into	
  inbreeding,	the	ranchers	and	herders	occasionally	take	leave	to	
  exchange	their	animals	for	new	stock.	
  	
  The	pasture	serves	an	alternate	purpose	as	the	first	location	
  new	arrivals	visit	when	they	stumble	on	the	village	(the	path	to	
  the	 lookout	 (location	 4)	 is	 cleverly	 hidden.	 As	 a	 mundane	
  location	 with	 gentle	 animals,	 it	 puts	 frightened	 or	 despondent	
  newcomers	at	ease.	Additionally,	it	provides	an	opportunity	to	
  turn	 away	 unexpected	 guests	 before	 they	 can	 learn	 the	 truth	
  about	the	village.	
  2 :  S A N C T U A R Y  
  Nestled	in	the	upper	boughs	of	an	elm	tree,	this	large	building	is	
  home	 to	 the	 village’s	 healer,	 Clyven	 Gwyn	 (NG	 male	 human	
  priest).	 Clyven	 maintains	 several	 shrines	 to	 various	 deities	
  revered	 by	 the	 villagers.	 He	 prohibits	 worship	 of	 destructive	
  deities	in	his	sanctuary	out	of	concern	such	prayers	will	allow	the	
  hunters	in	the	woods	free	reign	in	Quey’s	Glade.	
  	
  The	elm	tree	bearing	the	structure	in	its	boughs	is	difficult	to	
  climb,	making	this	a	last	redoubt	in	case	the	village	is	overrun.	
  Normally,	 a	 wooden	 ladder	 rests	 against	 the	 tree	 trunk,	 and	 a	
  series	 of	 pulleys	 allows	 Clyven	 and	 his	 helpers	 (mainly	 Molly	
  Kastiv	[NG	female	young	human	acolyte],	who	enjoys	operating	
  them)	to	lift	those	requiring	aid.	
  3 :  R E S P I T E  
  Most	new	arrivals	stay	in	this	humble	abode	kept	by	the	halflings	
  Gar	 Maplesden	 (CG	 male	 halfling	 commoner)	 and	 Zan	
  Featherwood	(CN	male	halfling	commoner),	who	arrived	nearly	
  ten	 years	 ago,	 after	 a	 marauding	 hill	 giant	 destroyed	 their	
  village.	The	friendly	pair	make	their	guests	comfortable	and	are	
  often	 the	 first	 to	 explain	 the	 village	 to	 new	 arrivals.	 They	 are	
  shrewd	judges	of	character	and	determine	the	fitness	of	a	new	
  arrival	for	an	extended	stay	in	Quey’s	Glade.	
  	
  A	fenced-in	field	adjacent	to	the	inn	contains	a	calico	rabbit,	
  a	 seemingly	 ageless	 fawn	 and	 a	 toothless	 hound,	 all	 of	 which	
  help	put	disoriented	newcomers	at	ease.	
  	
  This	area	serves	as	an	inn	for	visiting	dignitaries	invited	by	
  the	village’s	leadership.	The	halfling	duo	chafe	at	putting	on	an	
  ostentatious	display	for	some	of	the	more	high-minded	visitors,	
  but	swallow	their	distaste	for	the	good	of	the	community.	
  4 :  L O O K O U T  
  This	redwood	reaches	200	feet	tall	and	features	several	homes	
  among	its	sturdy	branches.	A	small	cabin	is	nestled	in	the	tree’s	
  upper	reaches.	Lower	down	Ced	Queywarden	(CG	male	half-orc	
  scout)	 maintains	 a	 constant	 nightly	 vigil	 from	 a	 lower	 lookout	
  post.	When	he	first	arrived	in	Quey’s	Glade,	he	caused	quite	a	
  stir,	since	many	residents	assumed	he	was	among	the	hunters	
  from	 the	 forest.	 The	 villagers	 softened	 their	 views	 when	 they	
  heard	 Ced’s	 horrific	 ordeals	 at	 the	 hands	 of	 his	 tribespeople,	
  ending	 with	 them	 leaving	 him	 for	 dead.	 The	 half-orc	 took	 no	
  offense	to	the	villagers’	initial	reaction	to	him,	but	it	took	him	a	
  while	to	grow	accustomed	to	people	caring	for	him.	Eventually	
  Ced	 decided	 this	 was	 his	 home	 and	 decided	 to	 give	 back	 by	
  acting	as	lookout	at	night,	a	natural	fit	considering	his	ability	to	
  see	in	the	dark.	
  5 :  V I L L A G E  H A L L  
  This	 central	 building	 serves	 as	 the	 seat	 of	 government	 for	 the	
  village,	but	rarely	sees	any	visitors.	This	is	partially	because	most	
  villagers’	 interpersonal	 conflicts	 are	 resolved	 without	 the	 need	
  to	involve	the	village	leader.	However,	it	is	mostly	because	Nevirl	
  Thimblewrought	(CN	male	gnome	knight)	has	no	desire	to	sit	at	
  a	desk	all	day,	so	he	wanders	about	the	village	to	check	up	on	all	
  its	residents.	It	is	this	ease	with	everyone	which	gained	him	the	
  villagers’	 approval	 to	 lead	 Quey’s	 Glade	 after	 his	 predecessor	
  perished	 eight	 years	 ago,	 during	 a	 surprise	 raid	 by	 monsters	
  from	 the	 forest.	 While	 conflict	 among	 villagers	 is	 rare,	 Nevirl’s	
  gentle	demeanour,	capable	of	calming	even	the	most	belligerent	
  of	people,	makes	him	an	ideal	face	for	the	village	when	it	comes	
  to	outsiders.	Nevirl	also	proved	his	battle	prowess	on	that	fateful	
  night	 when	 he	 slew	 his	 predecessor’s	 killer,	 a	 terrible	 fungoid	
  demon,	and	drove	the	other	marauders	away.	
  6 :  G A R R I S O N  
  Valathrax	(N	female	awakened	porcupine	fighter	4),	imbued	with	
  the	spirit	of	one	of	the	village’s	most	martially-minded	residents,	
  trains	other	residents	who	wish	to	take	a	proactive	approach	to	
  protecting	the	village.	With	the	rise	in	threats	from	beyond	the	
  Warped	Wood,	Valathrax	has	stepped	up	her	training	regimen	
  from	two	hours	a	day	to	a	full	eight	hours.	While	very	few	of	the	
  villagers	can	keep	up	with	her,	she	takes	satisfaction	in	imparting	
  at	least	some	lessons	in	self-defence.	
  	
  The	ground	is	even	here,	making	sparring	and	training	more	
  favourable,	but	the	garrison	stands	next	to	the	gardens.	When	
  mock	 fights	 become	 too	 rough	 and	 tumble	 and	 threaten	 the	
  neighbouring	gardens,	Karja	brandishes	a	trowel	or	some	other	
  garden	 implement	 at	 the	 troublemakers,	 causing	 Valathrax	 to	
  remark	on	more	than	one	occasion	about	recruiting	her.	
  
  5	
  7 :  G A R D E N S  
  Another	mundane	yet	vital	location	for	the	village,	the	gardens	
  take	 up	 most	 of	 the	 open	 ground	 in	 Quey’s	 Glade.	 Karja	
  Weatherford	 (N	 female	 half-elf	 druid)	 oversees	 the	 vegetable	
  plots.	 Most	 of	 the	 vegetables	 grown	 here	 are	 staples,	 such	 as	
  carrots	and	potatoes,	but	Karja	likes	to	mix	in	a	variety	of	beans,	
  tomatoes	 and	 peppers,	 which	 she	 rotates	 in	 with	 the	 main	
  plants.	 She	 is	 protective	 of	 her	 gardens	 after	 taking	 over	 a	
  chaotic	mess	from	her	predecessor,	and	only	allows	people	she	
  has	personally	trained	to	help	tend	the	gardens.	
  8 :  F E Y H O M E  
  While	 not	 the	 tallest	 tree	 in	 the	 locality,	 this	 hemlock	 is	 the	
  broadest	and	supposedly	the	oldest.	The	village	no	longer	serves	
  as	 the	 exclusive	 home	 to	 fey,	 but	 many	 fey	 feel	 a	 sense	 of	
  comfort	visiting	here,	so	the	hemlock	serves	as	home	for	such	
  visitors.	The	village’s	leaders	created	a	variety	of	pacts	to	keep	
  fey	 from	 harming	 the	 more	 “mundane”	 residents,	 either	
  purposefully	 or	 incidentally,	 so	 the	 more	 dangerous	 creatures	
  spend	their	time	in	the	accommodations	provided	in	Feyhome.	
  Of	 those	 who	 can	 keep	 from	 blinding	 or	 enchanting	 non-fey	
  residents,	 many	 enjoy	 strolling	 among	 the	 hoi	 polloi	 and	
  expressing	 amusement	 at	 their	 activities	 or	 lecturing	 them	 on	
  the	 proper	 care	 of	 the	 glade.	 Mischievous	 fey	 pull	 pranks	 on	
  unsuspecting	 newcomers,	 just	 skirting	 the	 intent	 of	 the	 pacts.	
  While	residency	in	Feyhome	is	transient	compared	to	the	rest	of	
  the	village,	a	family	of	pixies	and	a	trio	of	nymphs	have	decided	
  to	stay	“permanently,”	and	have	not	left	the	village	for	close	to	a	
  year.	 The	 pixie	 Pipperil	 (NG	 male	 pixie	 spy)	 breaks	 up	 the	
  monotony	 of	 remaining	 in	 Feyhome	 by	 joining	 missions	 to	 the	
  outside	world.	
  	
  An	 illusion	 prevents	 visitors	 staying	 at	 the	 nearby	 Respite	
  (location	3)	from	seeing	the	fey	here.	
  9 :  T H I C K E T  O F  R A R E  P L A N T S  
  The	 source	 of	 much	 of	 the	 village’s	 trading	 goods,	 this	 area	
  contains	plants	that	are	lost	to	extinction	or	extremely	difficult	
  to	 find.	 Nearly	 all	 the	 plants	 growing	 here	 have	 a	 strange	 and	
  powerful	quality,	ranging	from	a	stone	rose	capable	of	turning	
  flesh	to	stone	and	vice	versa	to	a	reed	inducing	sleep	in	those	
  within	earshot	when	wind	blows	through	it.	
  	
  Karja	 tends	 the	 plants	 but	 is	 not	 too	 proud	 to	 admit	 she	
  needs	specialized	help	to	manage	them.	Many	visiting	fey	help	
  Karja	grow	and	preserve	the	plants.	The	willow	tree	supporting	
  the	 many	 greenhouses	 and	 planters	 also	 provides	 shade	 for	
  plants	that	are	destroyed	by	sunlight	(but	which	require	Karja	to	
  move	them	to	receive	the	moonlight	they	need	to	grow).	
  1 0 :  O L D  O A K  
  Bastionbark	(NG	treant	druid)	sprouted	in	Quey’s	Glade	and	has	
  lived	 here	 for	 nearly	 a	 millennium.	 He	 was	 present	 when	 the	
  village	transitioned	from	a	fey-only	habitation	to	one	accepting	
  of	all	creatures	finding	their	way	through	the	scattered	portals.	
  The	treant	was	an	active	participant	in	driving	back	the	creatures	
  encroaching	 on	 the	 village,	 but	 age	 has	 finally	 caught	 up	 to	
  Bastionbark,	making	it	difficult	for	him	to	move,	let	alone	fight.	
  As	it	is,	 he	remains	in	his	grove	and	imparts	wisdom	obtained	
  over	centuries	of	life.	A	nearby	oak	serves	as	the	home	to	Danae	
  (CG	 dryad)	 who	 watches	 over	 Bastionbark	 and	 makes	 sure	
  requests	for	advice	do	not	overly	tax	him.	
  	
  Danae	has	been	cultivating	another	oak	sapling	in	the	hope	it	
  will	 become	 a	 treant,	 to	 which	 Bastionbark	 can	 impart	 all	 his	
  knowledge	before	he	dies	of	old	age.	Bastionbark	prefers	to	go	
  down	 fighting	 and	 may	 press	 the	 charge	 against	 the	 monsters	
  outside	the	village	as	a	final	moment	of	glory.	
  1 1 :  W A R P E D  W O O D  
  Gnarled	and	knotted	trees	mark	the	border	with	a	nightmarish	
  part	 of	 the	 forest	 where	 creatures	 created	 and	 called	 by	 the	
  energies	cast	off	by	strong	negative	emotion	thrive.	Numerous	
  demons	and	evil	fey	lurk	in	the	area	and	their	presence	seems	to	
  grow	 stronger	 daily.	 Ancient	 wards	 have	 withstood	 numerous	
  attempts	 to	 break	 them,	 with	 the	 one	 exception	 when	 the	
  previous	 leader	 of	 Quey’s	 Glade	 died.	 Fortunately,	 Nevirl	
  Thimblewrought	 led	 a	 counterattack	 to	 repel	 the	 successful	
  incursion,	and	the	creatures	have	not	returned	since.	The	trees	
  and	plants	bear	the	mark	of	the	invasion,	and	leak	poisonous	sap	
  and	 spray	 diseased	 spores.	 They	 also	 spawn	 dangerous	 plant	
  creatures	such	as	shambling	mounds	and	other	sentient	plants.	
  To	ensure	the	village’s	safety,	envoys	travel	to	lands	beyond	the	
  forest	surrounding	Quey’s	Glade	to	seek	out	heroic	champions	
  to	destroy	or	drive	out	the	monsters.	
  	
  New	arrivals	who	have	the	misfortune	of	finding	one	of	the	
  portals	 leading	 to	 this	 section	 of	 the	 forest	 stand	 almost	 no	
  chance	of	making	it	to	the	village.	To	prevent	these	disasters,	the	
  more	travel-ready	residents	shut	down	remaining	active	portals,	
  using	advice	from	fey	who	remember	how	the	portals	operate.	
  With	 the	 monstrous	 forces	 growing	 stronger,	 though,	 any	
  approach	 to	 Quey’s	 Glade	 presents	 danger	 to	 newcomers,	
  driving	 Nevirl’s	 urgency	 to	 destroy	 or	 at	 least	 beat	 back	 the	
  growing	horde.	
  	
  	
   
  
  6	
  L I F E  I N  Q U E Y ’ S  G L A D E  
  Life	is	harmonious	in	Quey’s	Glade,	and	villagers	are	welcoming	
  of	newcomers,	especially	those	who	have	a	demonstrable	skill	at	
  arms.	 While	 sadness	 sometimes	 overtakes	 long-term	 residents	
  as	 they	 miss	 their	 loved	 ones,	 the	 village’s	 frequent	 travels	
  provides	hope	for	a	return	home	should	someone	desire	it.	
  T R A D E  &  I N D U S T R Y  
  Most	of	the	goods	produced	in	the	village	go	toward	the	care	
  and	feeding	of	the	villagers.	However,	Quey’s	Glade	is	known	as	
  a	 place	 of	 sanctuary	 and	 the	 village	 makes	 use	 of	 any	 skill	 a	
  newcomer	 brings.	 The	 curative	 plants	 grown	 in	 the	 Thicket	
  provide	 villagers	 with	 means	 to	 trade	 for	 supplies	 they	 cannot	
  readily	produce	and	protection	from	the	creatures	surrounding	
  Quey’s	Glade.	Curing	a	ruler’s	child	of	a	malady	goes	a	long	way	
  toward	receiving	a	supply	of	weapons	or	suchlike.	
  L A W  &  O R D E R  
  Most	arrivals	are	grateful	for	the	sanctuary	provided	by	Quey’s	
  Glade	and	work	to	ensure	the	village	thrives.	There	is	very	little	
  need	for	law	and	order	in	the	village,	especially	with	the	external	
  threat.	However,	in	rare	cases	a	persistent	troublemaker	faces	
  exile,	along	with	memory	altering	magic	or	drugs.	
  E V E N T S  
  While	 the	 PCs	 are	 in	 Quey’s	 Glade,	 one	 or	 more	 of	 the	 below	
  events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  Bastionbark	 suffers	 an	 affliction	 causing	 the	 treant’s	
  leaves	to	wither	and	die.	Danae	figures	the	treant	has	a	
  week	before	the	damage	becomes	irreversible.	
  2	
  A	 frightened,	 stampeding	 herd	 of	 giraffes	 crashes	
  through	the	trees,	threatening	to	trample	villagers.	
  3	
  A	child	pursued	by	a	living	carpet	of	spiders	bursts	from	
  the	 woods	 near	 the	 Warped	 Wood.	 His	 arrival	 is	
  unusual	 since	 it	 has	 been	 years	 since	 a	 newcomer	
  arrived	from	that	direction.	
  4	
  A	will-o’-wisp	bobs	just	at	the	village’s	border	near	the	
  lookout	 tree.	 It	 claims	 to	 have	 had	 its	 fill	 of	 fear	 and	
  expresses	a	desire	to	help	protect	the	Quey’s	Glade.	
  5	
  An	
  envoy	
  arrives	
  from	
  a	
  kingdom	
  currently	
  neighbouring	Quey’s	Glade	and	demands	the	village’s	
  annexation	into	the	kingdom.	Threats	of	violence	back	
  up	the	demand.	
  6	
  Quey’s	 Glade	 indicates	 an	 imminent	 translocation.	
  After	 those	 who	 wish	 to	 remain	 behind	 leave	 the	
  village’s	 confines,	 it	 fades	 away,	 only	 to	 reappear	
  somewhere	completely	different.	
  	
  	
  
  7	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
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  Village	Backdrop:	Quey’s	Glade.	©Raging	Swan	Press	2017;	Author:	Mike	Welham.	
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Village Backdrop - Queys Glade.pdf