Author: Jeff Moore

  • WH10.1 — Trouble Across the Zumker


    Quest Giver: Perrin Holt, Quartermaster of the Caravanserai (“River’s Rest”)

    Perrin bumps into the party and invites them for a drink at the Crooked Pike Tavern, if the party takes him up on the free round, and tells you about a proposition, but not here. He hands you a silver coin with a wolf’s head on it – barbarian silver. Come to the caravanserai tonight, the night porter will let you in and have a cask at the table ready for you…

    Perrin Holt eyes you over the rim of his mug, having poured a round of some braggot ale (honey spiced, very good quality). “Got a problem, quiet-like. Some Grosskopf traders got hit on the far bank last night — their wagons turned inside out, goods gone, men left with bruises and pride worse. The bastards that did it aren’t big enough to pick a real fight — just scavengers trying to look fierce in front of bigger clans. But it’s killing business. If word gets out along the Silver Road, caravans are going to dry up. You want some silver, there’s a chance to earn it.”

    He gestures to the dim backroom, the Wolf’s Den, where two barbarian traders, Einar and Runa, sit in the lamplight, scowling into their cups. They look you over doubtful but desperate.


    The Bloodtusk Raiders

    Talking to Einar and Runa, if the party asks, they will tell them about the Bloodtusk Raiders, a small, scrappy splinter-tribe of 20–25 raiders led by an ambitious young chieftain named Korr who calls himself “Thane of the Bloodtusk” tribe.

    They are not officially recognized by Sigurd One-Eye or the larger Grosskopf clans along the west shore. Instead, they are younger warriors and outcasts trying to gain honor and wealth through opportunistic raids. The clans can charge more for safety but if not, the Redmaw and Stonebinders don’t seem to care -for now.

    Mind you, if they gain standing among the tribes, the mudpigs may decide to start raiding on your side of the river.

    Perrin will cut in, “and that’s bad for everybody’s business.”

    Additional DM Notes for reference:

    Culture & Motives

    • Tribal Crest: A boar skull daubed in red clay, tusks bound with cord.
    • Origin: Mixed-blood warriors and exiles from other tribes.
    • Reputation: Called “mudboars” by other barbarians; sneered at for cowardly tactics.
    • Base: A hidden riverside camp made of reed huts and a palisaded boar pen about 2 miles north/northwest (brown icon in the Bloodtusk territory), they’ve launched downriver from near a half-sunken ferry dock east of their camp.
    • Tactics: Use the river fog to ambush crossing merchants, hurl javelins, and flee in light canoes or flat out accosted them along the road right before the bridge; of late, they’ve been getting closer and closer to the bridge by Westwatch.
    • Goal: To deliver stolen silver and furs as tribute trying to get the Redmaw’s chief, Vargath, to recognize them.
      • Vargath is watching their progress but unimpressed right now calling them by their derogatory moniker, ‘mudpigs’ for now. If they were to start harassing Westwatch though – which they will in a few weeks if left unchecked, Vargath will be favorable. Sigrun One-Eye from the Skytalon clan to the south despises Khorr, and has cautioned Vargath about them seeing them as reckless. While she too might be emboldened if they start attacking the Tenh, she – for now – has a longer term view that that course of action will go poorly in the long run, or so the omens say.

    Hooks for Scaling

    Party LevelCompositionEnvironment
    Level 24–5 Raiders + 1 TrackerFog, light rain, difficult mud
    Level 36 Raiders + 1 Shaman + 1 TrackerNight attack with alarmed sentries
    Level 48 Raiders + Korr Thane + 1 ShamanHidden camp, mixed ranged/melee, firepit hazards

    Encounter: Bloodtusk Camp

    Features:

    • Concealed under riverbank reeds (DC 13 Survival to find by tracks or smell of smoke).
    • Two canoes tied to submerged stakes east of the main camp.
    • A hanging rack of half-cured furs and sacks of stolen silver coins is in Khorr’s hut.
    • A crude idol of a boar skull pierced with arrows — “for strength.”

    Terrain:
    Muddy bank (difficult terrain), reed thickets (light cover), central firepit (may ignite oil jars).


    Condensed Stat Blocks

    Bloodtusk Raider (CR 1/4)

    AC 13 (hide), HP 16 (3d8+3), Spd 30 ft.
    Atk: Spear +4 (1d6+2) or Javelin (30/120) +4 (1d6+2).
    Traits:

    • Pack Hunter: +2 dmg if ally within 5 ft of target.
    • Reed Step: Advantage on Stealth in fog, marsh, or riverbanks.

    Bloodtusk Tracker (CR 1/2)

    AC 14 (leather), HP 22 (4d8+4), Spd 35 ft.
    Atk: Shortbow +4 (1d6+2) or Shortsword +4 (1d6+2).
    Traits:

    • Mark Quarry: Once per short rest, bonus action to mark a creature; next 2 attacks against that creature deal +1d6.
    • Skirmisher: Doesn’t provoke opportunity attacks when moving after ranged attack.

    Serrut the Shameful – Bloodtusk Shaman (CR 1)

    AC 12, HP 27 (5d8+5)
    Spells (2nd-level caster): Guidance, Sacred Flame, Entangle, Cure Wounds, Thunderwave (1/day)
    Atk: Quarterstaff +3 (1d6).
    Traits:

    • Totem Focus (Boar): Allies within 10 ft gain +1d4 temp HP when reduced below half HP.

    Khorr Thane of the Bloodtusk (Leader) (CR 2)

    Medium humanoid (barbarian), chaotic neutral
    AC 14 (furs), HP 45 (6d8+18), Spd 40 ft.
    Atk: Great Axe +5 (1d12+3); Rage (2/day): +2 dmg, resist B/P/S.
    Tactics: Opens by intimidating shouts, then charges PCs; may flee if 50% of his men die.


    Treasure & Rewards

    • Recovered goods:
      • 5,000 sp worth of Grosskopf silver pieces (beautifully hammered with wolf’s head on the coin, used in trade); weighs 100 lbs.
      • 3 crates of tanned furs (wolf, fox, stoat) worth 450 gp total.
      • 1 Fur-lined cloak of warmth (common magic item).
    • Camp Loot:
      • 2d6 gp in crude coinage, a bone charm (50 gp), and a half-empty bottle of spiced Tenh brandy.
    • Reward:
      • Perrin offers 50 gp + favors (free stabling and wagon space in future).
      • The traders promise a “thank you” in kind (high-quality silver arm rings for the party). These are carved and embossed with a rune which identifies them as having befriended barbarian traders and will grant them passage in barbarian lands as ‘trade guards’ in lands up to 100 miles west and north of the Zumker and in any barbarian city in the Grosskopf or Barrens (DMs option). They will also offer to mark the players with a tattoo allowing them to do the same without the armband on their left wrist.

    The Barbarian Traders

    1. Einar Wolfmark – Silver Trader of the Northwest

    • Appearance: Tall, blond-bearded, wearing furred cloak and silver arm-rings etched with knotwork.
    • Demeanor: Proud, easily insulted, but values courage and directness.
    • Background: From the northern Barrens; deals in smelted silver and crafted trinkets traded along clan routes. Dreams of becoming recognized by the Redmaw chief as a “clan speaker” for the Wolf’s Mark clan.
    • Quote: “I cross your river in peace and pay my toll. But peace cannot buy back stolen silver. Bring me the heads that took it, and my gratitude will shine brighter than my wares.”

    2. Runa of the Hollow Hide – Fur & Leather Trader of the West

    • Appearance: Wiry woman with streaked hair braided with beads, travel-stained cloak, and a weathered smile.
    • Demeanor: Pragmatic, less proud than Einar; quick to bargain or joke to defuse tension.
    • Background: Deals with Bandit Kingdoms and Grosskopf hunters; her trade routes skirt lawless regions. Keeps a hidden cache of magical trinkets for discreet clients which she deals with Perrin on. Occassionally trades along the south Market’s Way road to Narleon for some discreet (magic using) customers. Shrewd with goblins and bandits to the west and south.
    • Quote: “It used to be that silver could make enemies, but fur made friends — and now, BOTH get stolen just the same. You look like the sort that could remind thieves of their manners.”

    🪶 Optional Threads (DM Discretion)

    • Moral Dilemma: If captured raiders are questioned, they reveal hunger and lack of recognition drove them to theft — could be turned into allies or informants against Redmaw.
    • Local Impact: Success raises PC reputation in Westwatch and rumors in the western barbarian tribes across the river; failure causes tension with barbarian traders and reduced availability of exotic goods.
  • WH9.4 – The Shattered Shrine

    At first light, a crowd gathers at the riverside shrine of Beory. Stones are scattered, reeds burned, and the sacred pool reeks of blood and ash. Elda Morrain kneels amid the wreckage, hands trembling.

    “These aren’t dwarven runes, nor Flan,” she says grimly. “They’re older… they reek of chains and hunger. This is no accident — it is a warning.”

    Tracks lead north toward the collapsed water channel, where kobold signs mingle with heavier bootprints. A hidden fissure opens into a crypt carved into the bedrock — an abandoned shaft. Though it is quiet, there is a growing sense of unease as you linger and the entrance feels like it looks more like a fanged mouth ready to devour you.

    Quest Giver

    • Elda Morrain (priestess of Beory): seeks to restore the shrine and uncover the truth.

    Objectives & Obstacles

    • Investigate the shrine and prevent Flan/dwarf violence.
    • Enter the fissure near the collapsed water channel.
    • Explore 3–4 rooms of a small EEG missionary crypt.
    • Defeat or disrupt the cult’s operations; uncover their link to the Caverns of Chaos.

    Mini-Crypt Keyed Areas

    1. Collapsed Antechamber
      • Rubble and shattered beams from old mining. Kobold corpses half-buried. DC 12 Perception reveals drag marks → bodies taken deeper.
    2. Hall of Chains
      • Fetid chamber lined with crude murals of tentacles and eyes. 2 Zombie Kobolds stand guard, slack-jawed and twitching. Each wears a peculiar amulet of an inverted triangle with a Y with a blood red garnet at the center that seems to flicker dimly even in the dark.
    3. Ritual Pool
      • A shallow cistern of fouled water glows faintly violet. 1–2 Acolytes (Cultists upgraded) chant here. If disrupted, shadows writhe in the water.
    4. Sanctum of the Missionary
      • The EEG cleric (a true missionary) leads rites to corrupt kobolds. A captive kobold shaman is lashed to an altar as an “example.”

    Scaling Encounters (APL 2–4)

    • Level 2: 2 Zombie Kobolds + 1 Acolyte.
    • Level 3: 2 Zombie Kobolds + 2 Acolytes + 1 Cult Fanatic.
    • Level 4: 3 Zombie Kobolds + 2 Acolytes + 1 Cult Cleric (missionary).

    Condensed Stat Blocks

    • Zombie Kobold (CR 1/8): AC 9, HP 9, Bite/Claw +2 (1d4+1), Undead Fortitude.
    • Acolyte (CR 1/4): AC 10, HP 9, Mace +2 (1d6+1), Spellcasting (Bless, Cure Wounds, Sacred Flame).
    • Cult Fanatic (CR 2): AC 13, HP 33, Dagger +4 (1d4+2), Spellcasting (Command, Hold Person, Spiritual Weapon).
    • Cult Cleric (EEG Missionary, CR 3 reskin): AC 15, HP 45, Mace +4 (1d6+2), Spellcasting (Inflict Wounds, Spiritual Weapon, Silence, Hold Person, Animate Dead).

    Rewards & Breadcrumbs

    • Blessing of Beory: If shrine restored, PCs gain advantage on one Nature/Survival check per day for 1 week.
    • Missionary’s Notes: Letters describe “veins of chaos” and orders from the Caverns of Chaos.
    • Optional Loot: EEG ritual dagger (unholy, faint necrotic aura), worth 50 gp or usable as arcane focus.
    • Arc Impact:
      • If PCs purge the crypt: villagers see proof of an outside hand — suspicion between Flan and miners eases slightly.
      • If PCs fail or withdraw: shrine remains corrupted, and villagers double down on blaming each other.
      • Either way, the trail points firmly toward Caverns of Chaos.
  • WH9.3 – Waters Run Red

    At dawn, shouting rises near Highmere’s quarry road. Farmers and miners face each other across a dry gulley, fists clenched, voices raw. Where once a narrow stream fed both fields and sluice troughs, now the water runs thin — blocked by a cave-in upstream.

    “You’ve dammed it for your silver-pans!” cries Mara Tannell, her voice sharp with grief.
    “And your livestock have been drinking us dry for weeks!” a dwarf shouts back, beard bristling with fury.

    Before blows can fall, Brokkar Stonevein pushes through the crowd. “Enough! The stream’s gone, aye, but no dwarf or farmer did this. We’ll need proof — or this valley’ll drown in blood.”

    Whispers stir of sabotage. Brokkar takes the party and Rogan Marrick upstream to reveal the truth: a collapse — not natural — has diverted the flow. He points out several qualities of the construction and the stone and some marks that he claims are picks or claw marks. “Could be Coalsnouts,” he mulls, “we’ve had tussels with ’em before but not lately.” Rogan scoffs saying he hasn’t heard of any ‘kobolds’ around here.

    Quest Givers

    • Mara Tannell (Flan farmer): pleads for water for livestock and crops.
    • Brokkar Stonevein (dwarf foreman): insists his miners didn’t sabotage the stream, and quietly urges PCs to prove it.

    Objective & Obstacles

    • Calm the crowd before violence breaks out (DC 13 Persuasion/Intimidation).
    • Investigate the streambed and collapsed banks.
    • Confront the Coalsnout kobolds tunneling nearby.
    • Decide: restore the flow to farmers, miners… or negotiate a compromise.

    Encounter Areas

    1. Dry Stream Gulley: Farmers and miners shouting match; violence possible if not diffused.
    2. Collapsed Banks: DC 12 Investigation finds claw marks, pick marks and crude props, kobold handiwork.
    3. Kobold Tunnel Camp: Kobolds with stolen tools diverting water to cisterns. If the party is formidable, Flindertyn may try to talk claiming they were driven here by “burning-eyed masters” and only wanted to survive; they claim mines north of here and if the party has no qualm with their land, further talk may be warranted. Flindertyn is lawful evil, not lawful stupid.

    Scaling Encounters (APL 2–4)

    • Level 2: 4 Kobolds.
    • Level 3: 5 Kobolds + 1 Kobold Inventor.
    • Level 4: 6 Kobolds + 1 Kobold Scale Sorcerer.

    Condensed Stat Blocks

    • Kobold (CR 1/8): AC 12, HP 5, Dagger +4 (1d4+2), Pack Tactics.
    • Kobold Inventor (CR 1/4): AC 12, HP 13, Sling +4 (1d6+2) + alchemical contraptions. Basically good at demolition.
    • Kobold Scale Sorcerer ‘Flindertyn’ (CR 1): AC 13, HP 27, Spellcasting (Fire Bolt, Mage Armor, Scorching Ray, Shield). Speaks Common.

    Rewards & Arc Impact

    • Reward: Farmers and miners pool resources (goods worth 30 gp) if peace is kept. If PCs broker a solution, Brokkar arranges an extra gift — a rune-marked mining hammer (counts as a light hammer, advantage on stonework-related checks).
    • Arc Impact:
      • If PCs slay the kobolds, they earn temporary peace, but tensions deepen as each side still suspects the other of involvement.
      • If PCs negotiate with kobolds and reveal their story, both sides are shocked. The true enemy becomes clearer — someone (cultists, emissaries) is driving weaker races into conflict zones. They will say, if asked, that there has been conflict in the past but the dwarves and big-dwarves have stayed out of their way (they actually found better veins to the north and ignored the dwarves hitting deeper veins just as rich) so the peace has been a convenient coincidence.
      • PCs gain breadcrumb: kobolds mutter about “the eye tells us we need to mine here (gesturing around here) or else we suffer” pointing to WH9.4.
  • WH9.2 – Ashes of Trust

    The air in Highmere hangs heavy with smoke, not only from the mountains but from smoldering tempers. After the riot between Flan farmers and the miners, fear has twisted into suspicion. At dawn, Mara Tannell pulls you aside, her hands shaking as she clutches a piece of charred parchment.

    “This was on my door this morning,” she whispers. Scrawled in soot and dried blood, a symbol has been carved into the wood — it looks like a dwarven rune, but wrong somehow, stretched into something jagged and cruel. “They say the dwarves are marking us. If that’s true… none of us are safe.”

    But as the mark is studied, it bears more resemblance to an occult glyph than any dwarven rune — a sign meant to stir hatred, not truth. Someone is framing the miners, and if the culprit isn’t stopped, the village will tear itself apart before winter.

    After a pause, he eye well with tears and she begs you to act. “If this keeps up, someone will get hurt. Please — find who is behind this before the whole village turns on itself.”

    Later, as you step outside the tavern, a broad-shouldered dwarf in soot-streaked leathers approaches you quietly. He strokes his beard, lowering his voice: “Name’s Brokkar Stonevein, foreman o’ the quarry. We’re no rune-daubers. That scrawl looks dwarfish at a glance, aye, but it ain’t. Any beard worth his salt can tell. The tallfolk don’t see it — to them, dwarf, gnome, it’s all the same.”

    He glances around, then adds: “Do me a favor. Make like you’re leavin’ town, headin’ for Reedwatch or Hodnet. That’ll put the bastards at ease. Then, double back and keep watch at the homes they’ve marked. Catch ‘em in the act, clear our names, and I’ll see you get thanked proper. Quiet-like.”

    Quest Givers

    • Mara Tannell (Flan farmer): publicly asks the PCs to stop the nightly marking.
    • Brokkar Stonevein (dwarf foreman): privately approaches the PCs, stressing the marks are not dwarvish and offering a strategy to catch the culprits.

    Objective & Obstacles

    • Patrol at night: Pretend to leave town, then double back and stake out marked homes.
    • Investigate the marks: DC 12 Arcana/Religion shows they are cult glyphs, not dwarven runes. DC 14 Investigation finds faint bootprints → lighter, smaller than a dwarf’s.
    • Confront the culprits: A Tenha merchant’s hired hands + cult allies planting runes to frame the miners.

    Scaling Encounters (APL 2–4)

    • Level 2: 2 Cultists.
    • Level 3: 2 Cultists + 1 Thug (merchant’s hired enforcer).
    • Level 4: 2 Cult Fanatics + 1 Thug.

    Condensed Stat Blocks

    • Cultist (CR 1/8): AC 12, HP 9, Scimitar +3 (1d6+1).
    • Thug (CR 1/2): AC 11, HP 32, Multiattack (Mace +4, 1d6+2).
    • Cult Fanatic (CR 2): AC 13, HP 33, Dagger +4 (1d4+2), Spellcasting (Command, Hold Person, Spiritual Weapon).

    Rewards & Arc Impact

    • Reward (basic): Farmers pool supplies worth up to 25 gp (grain, cider, smoked meat). PCs gain gratitude and advantage on Persuasion checks with Flan villagers for 1 week.
    • Reward (if Brokkar’s name cleared): A pair of Gnomish Darklens — spectacles that:
      • Grant 20 ft. darkvision to a wearer without it.
      • Extend existing darkvision from 60 ft. to 90 ft.
    • Breadcrumb: Merchant’s letters reference “the ever watchful Eye looks for progress; with many distractions the land will not know where to look – V,” tying unrest back to the Caverns of Chaos.

    Arc Impact

    • If the PCs catch the culprits, dwarves and gnomes regain some trust locally, though suspicion lingers among hardliners.
    • If the PCs fail or ignore the matter, tensions worsen — the baron may order troops to “keep the peace,” deepening Flan resentment as they will suspect ‘the dwarves’ had something to do with it..
    • PCs who take Brokkar’s counsel and succeed gain a potential dwarven ally for later threads of the arc.
  • WV1.4 — Smuggler’s Oath

    West of Hallowford, a wind-scoured yard sprawls across a shallow gully. Old timber gantries and plank platforms jut over the drop where logs were once winched and trimmed. At night, lanterns sway on tall posts. Fresh wagon ruts cut the clay. Locals say smugglers meet here to arm Grosskopf raiders.

    Quest giver — Doran Fletch (NG human, carpenter working at the Stonecut Cooperage, nervous but civic-minded)

    • Dialogue bits – Doran lets on that he’s seen a bit in his travels recently. He’s hinted about things but no one seems to pay him any heed whether out of ignorance or something else:
      • “Those lanterns aren’t for sawyers. Someone’s meeting out there after dark.”
      • “I saw fresh ruts by the old winch house. If they’re arming Grosskopf, we’ll feel it first.”
      • “Bring proof. Quiet if you can. I’ll get you a sample of the Smuggler’s Oath mark from an old job chit.”

    The Timber Yard

    • Guard House: a small shelter, open with a stool.
    • High Yard: Simple thatched roof open platforms on posts (10 ft high), catwalks with a simple rope handrail,stretch across a gully between the two hills. There are two ramps rising slightly on the east side. The lower one wraps around a set of ladders to a platform another 10′ up which is a lantern tower.
    • Winch House: Low shed with block & tackle and a door on the easternmost section of wall facing north and another facing south – allowing one to walk from the ramp straight through to the south.;
    • Gully Floor: Brush and discarded timbers; a sloped log slide (difficult terrain) used to move cargo unseen from the road.
    • Signals: Lantern colors = codes (see Infiltration). A taut bell wire runs from the lantern tower to the winch house (Stealth DC 14 to notice).
    • Office (walled, thatch roof): small 12×12 wooden room on the catwalk with a desk, stools and a ledger and a leather scroll case with a map labelled with contacts on both sides of the border

    Environmental hazards (use 1–2):

    • Creaking boards: First fast move on a catwalk → DEX save DC 12/14 or noise (alerts nearest guard).
    • Rolling log: Shove action (Athletics vs 12/14) can send a waist-high log rolling 15 ft; on a hit, DC 13 STR save or prone.
    • Loose gravel at slide: Entering the slide → DEX save DC 12/14 or fall 10 ft to the gully (1d6), prone.

    You can contrive a method for the party to learn of the Smuggler’s Oath (contact at the Rustjaw Circle in Zumkergrod, observing a deal secretly and passing DC to listen in, etc.). Otherwise, this will most likely be Scout/Ambush or Direct Assault. (click the triangle for specifics).

    The “Smuggler’s Oath” (what it is & how to fake it)

    A pocket chit with a carver’s mark, a wax trade seal, and a formula spoken on entry.

    • Countersign at the gate:
      Guard: “What trade?”
      Correct: “Quiet timber.”
      Guard: “From where?”
      Correct: “Moon at back. Dust in teeth.” (meaning: came by the night road)
    • Paper Oath (on the captain): “By mark and coin we harm none that don’t draw first; we move iron for buyers, not banners; we keep names off ledgers but weights true.”

    Forging challenge (before infiltration; 3 successes before 2 failures):

    • Investigation (DC 13/14): copy the carver’s mark from Doran’s sample.
    • Forgery kit (INT or DEX, DC 13/14): mimic the wax seal impression.
    • Deception (DC 13/14): practice the cadence of the formula.
    • Insight (DC 12/13): spot the call-and-response rhythm.
    • Sleight of Hand (DC 12/13): age the paper and smudge convincingly.

    Failure consequence: First guard is suspicious (Disadvantage on your next Deception; on failure, he tugs the bell wire → alarm in 1 round).


    Approaches

    • Infiltrate (Oath route): Use the countersign, present the chit, get ushered to the office to “weigh the iron.” From there you can lift the ledger, swap cargo marks, or plant false notes.
    • Scout & ambush: Quiet climb to lantern tower; take out lookout, cut bell wire, signal a false color (green = “all clear,” red = “buyers here”) to isolate foes.
    • Direct assault: Hit the winch house and gully team first; use rolling logs to break formations.

    Encounters (scale to APL; use your condensed blocks)

    Lv 1–2:

    • Yard: 3–4 Bandits on platforms + Smuggler Captain in winch house.
    • On alarm: +1 Bandit from lantern tower; captain tries to flee with ledger down the back entrance and slide down the ladder into the gully (DEX 12 each round to keep footing).

    Lv 3–4:

    • Yard: Smuggler Captain + Barbarian Scout (Grosskopf contact) + 1–2 Berserkers near the slide; 1 Bandit at lantern tower.
    • On alarm: berserker charges, scout blows a bone whistle calling a 2-bandit reserve from the gully.

    Smuggler Captain: Advantage on checks to keep balance on beams/gantries; bonus action Shove if adjacent on a catwalk.


    Goals & evidence

    • Primary: Confirm arms traffic to Grosskopf, seize ledger and/or contact map.
    • Secondary: Capture a Grosskopf runner (the Barbarian Scout) for names/routes; or flip the captain with promise of a baronial pardon (Persuasion DC 15 with proof you can protect them).

    Clues on site (pick 2):

    • Crate marks: a wolf-tooth rune (Grosskopf) and a small black triangle chalked on two crates (EEG handler skimming a cut).
    • Ledger lines: “Stone Teeth track—two nights hence—iron and tassels (axes & banner cords).”
    • A folded safe-house list with three initials and tally marks.


    Rewards

    • Coin: 75–150 gp from petty cash and bribes.
    • Smuggler’s Map: marks a Grosskopf contact route (advantage on next Wilderness Navigation/Survival to intercept raiders; skip one random encounter).
    • Optional Duke’s credit: Turn in evidence quietly → 25–50 gp bounty and a writ that gives advantage on one future legal/social check with Tenh officials.
    • If you flip the captain: gain a safe-house sign; once later, you can call in 1 smuggler favor (free passage or info).

    Boxed dialogue snippets

    • Gate guard (challenge): “What trade?” → “Quiet timber.” / “From where?” → “Moon at back. Dust in teeth.”
    • Captain (cool, measuring): “Coin first, weights next, names… never.”
    • Grosskopf scout (sneer): “Tenh sells iron or bleeds it. We take either.”


    Hand-off to the wider arc

    • Doran will vouch for the party if needed.

    Condensed stat blocks

    • Bandit (CR 1/8) — AC 12, HP 11, Scimitar +3 (1d6+1), Crossbow +3 (1d8+1)
    • Smuggler Captain (CR 1) — AC 14, HP 32, Multiattack; advantage on balance checks on beams/gantries
    • Scout (CR 1/2) — AC 13, HP 16, Shortsword +4 (1d6+2), Longbow +4 (1d8+2)
    • Berserker (CR 2) — AC 13, HP 67, Greataxe +5 (1d12+3), Reckless Attack
  • WH3.2 – Rope and Tar

    At dawn, the ferry lies adrift, its ropes severed clean. Mera the Rope-Maker, a widowed artisan, pulls you aside: “Someone’s cut my best cords — sabotage. Find who’s doing this, or Hodnet’s ferry will sink into ruin.”

    Quest Giver (NPC): Mera Witthrope, rope-maker and artisan.

    Obstacle & Objective: PCs must investigate the sabotage.

    DM Note:

    The party will need to investigate – Skill challenge (Investigation DC 13, Insight DC 12, Survival DC 12) reveals clues: cut rope fibers, muddy bootprints, cult symbols daubed in tar.

    You can decide whether it’s

    • (Simple) A rival ferryman from downriver, hoping to ruin Hodnet’s trade
    • (Arc tie-in) Cultists trying to isolate the hamlet. The clues – Footprints and discarded fibers point toward a meeting spot.
      • If Thugs: The tracks lead behind an abandoned boathouse further upriver where hired muscle has been loitering.
      • If Cultists: Tracks bend toward the edge of a small shrine smeared with strange tar symbols. If the party hadn’t been searching, they might have missed it as a fisherman’s shed.

    Scaling Encounters (if culprits confronted):

    • Lv 1–2: 2 Thugs.
    • Lv 3: Cult Fanatic + 2 Thugs.
    • Lv 4: Cult Fanatic + 4 Thugs + Saboteur (Scout).

    Reward:

    15 gp, plus Mera gifts the PCs a 50-ft Rope of Climbing (common magic item) if they catch the true culprits.

    Stat Blocks (condensed):

    • Thug (CR 1/2) – AC 11, HP 32, Multiattack (Mace +4, 1d6+2).  
    • Scout (CR 1/2) – AC 13, HP 16, Longbow +4 (1d8+2), Skirmisher.  
    • Cult Fanatic (CR 2) – AC 13, HP 33, Spellcasting (Command, Hold Person, Spiritual Weapon).  
  • WH3.1 – River Raiders

    The party cross paths with Old Corik, a weather-beaten farmer & ferryman struggling to load a cart of goods bound for the market. His usual farmhand is missing, and the heavy crates look like they’ll take him the rest of the afternoon alone.

    If the party lends a hand, Corik gratefully wipes the sweat from his brow:

    “Much appreciated. I guess you lot are alright in my book. That’d have taken me the whole afternoon by myself. Let me buy you a few rounds and a dinner at the inn as thanks… or I can pay you back at the shore; either’s fine by me.”

    Corik insists on bringing his cart aboard the ferry, and the group finds themselves traveling together as the craft pushes off from the dock (location 1).

    The ferry creaks as it leaves the pier, drifting into the current. Corik settles near his cart, already dozing after the day’s labor. The reeds sway at the river’s edge as the boat clears the shallows on the other side (about 2 squares north of the dock at location 2). Suddenly, a sharp whistle cuts across the water — shadows rise from the marsh and the clash of oars beats against the river’s surface. Raiders are upon you.

    Old Corik the Ferryman shouts: “By Beory’s breath, not again! I’ll lose the ferry!”

    Quest Giver (NPC): Corik, grizzled ferryman who runs Hodnet Ferry.

    Obstacle & Objective: Raiders ambush the ferry on the far side away from immediate aid – or so they thought, trying to seize goods and ransom travelers. PCs must defend the vessel and/or chase the raiders to their reed hideout.

    Scaling Encounters:

    • Lv 1: 4 Bandits in canoes.
    • Lv 2: Bandit Captain + 4 Bandits.
    • Lv 3: 6 Bullywugs with nets.
    • Lv 4: Lizardfolk Shaman + 6 Lizardfolk warriors.

    Trap/Puzzle: PCs can try to swing the ferry pole to capsize raiders’ boats (Athletics DC 12).

    Reward: Free lifetime ferry passage; 20–30 gp; at higher tiers Corik gifts a Waterproof Satchel (contents always dry).

    Stat Blocks (condensed):

    Bandit (CR 1/8) – AC 12, HP 11, Scimitar +3 (1d6+1), Shortbow (1d6)

    Bullywug (CR 1/4) – AC 15, HP 11, Bite +3 (1d4+1), Spear +3 (1d6+1).  

    Lizardfolk (CR 1/2) – AC 15, HP 22, Bite +3 (1d6+1), Heavy Club +4 (1d8+2).  

    Lizardfolk Shaman (CR 2) – AC 13, HP 27, Spellcasting: Entangle, Hold Person.  

  • WV1.3 — Footbridge of Bones

    North of Hallowford the road dips to a placid stream. A broad plank footbridge spans the water beside a trampled watering shelf where cattle drink. The boards are black-wet. From the alder roots under the far bank comes a dry rattle, like dice in a wooden bowl—followed by the faint scrape of bone on timber.

    Quest giver: Harben the Smith (LN human, practical, respected)

    • Why he cares: Ore carts stop here so beasts can drink; the crossing’s spookiness is choking traffic.
    • Additional comments from Harben
      • “Drovers won’t cross. A goat went for water—all we found was a rack of bones.”
      • “Started after the raid. Bones in the stream. Maybe they learned to hold on under that bridge.”
      • “Only thing worse than a nervous herd are nervous drivers; deal with this without getting everyone jittery and I’ll see your steel right. Besides a keg, you can take the silver dagger off my wall.”

    Approaching

    The footbridge is about a 1/4 mile north of the town

    • Footbridge: 25–30 ft span, 8 ft wide; stout posts; rope rails; gaps between planks (1–2″).
    • Watering shelf: Muddy, churned by hooves; ladder-steps cut into bank.
    • Alder tangle: Root mass under far bank catches bone shards (Investigation DC 13: old gnaw marks).
    • Charms: Twined horsehair & iron nails tied to posts (Religion/Nature DC 12: folk wards vs. “unquiet water”).

    DM NOTES: Bones from the raid snagged on the roots and posts; Something coming down-valley have stirred them. They grab ankles, panic stock, and try to drag prey under the bridge.


    Approaches

    1. Fight through the undead mass beneath the bridge.
    2. Consecrate the crossing (skill challenge; no cleric required).
    3. Confound with craft: re-hang wards, weight bones with cairns, shore the planks, and bait-burn the tangle.

    Hazards (choose 1-2 and scale DC with APL)

    • Slick Boards: First time a PC Dashes/fights on the bridge, DEX save DC 12/13/14 or prone (slide 5 ft; if at edge, STR/DEX save to grab rope rail).
    • Grabbing Bones: Skeletal arms thrust from gaps: +4 to hit; on hit, grapple (escape DC 12/13) and pull 5 ft toward the edge at the start of target’s turn.
    • Livestock Surge (optional): Spooked cattle try to bolt across. Any creature on the bridge makes DEX save DC 12/13 or is shoved 5–10 ft and must save vs. prone (once per combat).
    • Bone-Rattle Fear: When the root mass is disturbed, WIS save DC 11/12/13 or frightened until end of next turn (one-time per creature).

    Encounters (pick tier; add hazards)

    Lv 1–2:

    • Skeletal Rat Swarm writhing in the alder roots + 2–4 Skeletons clambering up over 2 rounds.
      • Twist: at 0 HP the swarm scatters into the roots; without consecration it reforms in 1d4 hours.

    Lv 3–4 (choose one):

    • Bone Naga Fragment (half-spine coiled around a bridge post) + 2 Skeletons (round 2), or
    • Shadow hugging the waterline + Skeletal Rat Swarm (the shadow targets anyone who slips/prone on wet boards).

    Condensed Stat Blocks:

    • Skeleton (CR 1/4) – AC 13, HP 13, Shortsword +4 (1d6+2)
    • Skeletal Rat Swarm (CR 1/2) – AC 12, HP 24, Bite +4 (2d6)
    • Shadow (CR 1/2) – AC 12, HP 16, STR Drain on hit
    • Bone Naga Fragment (CR 3) – AC 15, HP 45, Bite +5 (2d6+3), Command, Hold Person

    Consecration challenge (no spells required)

    Goal: 3 successes before 2 failures; 1 round per action while threats press. APL = Average Party Level:
    DCs: APL 1–2 → DC 12; APL 3–4 → DC 14 (use different skills per success).

    Tasks:

    • Religion: Chalk a circle on both bridgeheads; sprinkle salt; speak a blessing.
    • Nature/Survival: Build low cairns on each bank to pin exposed bones; place bread & salt atop.
    • Athletics: Drive iron nails/stakes into posts (“iron binds ill”).
    • Persuasion/Performance: Name the unknown dead and invite rest.
    • Tools (Carpenter/Smith): Shore loose planks and lash the rope rails—“tend the way.”

    Complications (1d4 each round):

    1. Cold gust; checks relying on hearing are at disadvantage.
    2. Rat bones surge (swarm acts now).
    3. Bone hand grabs a ritualist (escape DC as hazard).
    4. Whisper: “Under the boards… warm…” (repeat fear save).

    Success:

    Undead collapse; the stream runs quiet.
    Each PC gains 3 temp HP or advantage vs. fear once today.

    Failure:

    A chill clings; next long rest within 24h restores no HP from Hit Dice; the haunt persists.

    Magical shortcuts:

    Turn Undead destroying most = 2 successes;
    protection from evil & good on posts = 1 success;
    ceremony (funeral/dedication) completes the rite after 3 rounds of defense.



    Outcomes & rewards

    • Cleared or consecrated: Free weapon repairs (mundane) for a month, food & ale (3 days rations + a morale keg), silver dagger (25 gp), and +2 to the next info-gather check in Wolfsward (“they set the watering bridge right”).
    • Only driven off: Safe for 1d4 days; haunt returns at night (add +1 skeleton or +5 HP to shadow). Harben pays half.

    Optional clues/loot:

    • Snagged satchel under a post (DC 14): damp leather scrap with a rune on it (an inverted triangle) and the words “bones to the water.”
    • Finger-bone charm: 1/day add +1d4 to a save vs. fear or charm.
  • Duuthmere (Duthmere)

    Nestled some 30 miles west of the Tenh and just south of the Bluff Hills lies Duuthmere, or ‘Good Home’ in Halfling. It lies among three gracehull hills and a large old tree that has, so far, stood the test of time. The halflings dwell on the north hill on a few terraced slopes and their homes are veritable fortresses built into the rock. Local legend says the Grosskopf came to pillage and the quick thinking of one of the locals, Shila Quickfoot, brought a pair of smoked pork shoulders and a flagon of ale as a gesture of respect to the warlord. Quickfoot was not only fast on his feet but equally fast with his wits and won the adoration of the tribe who proclaimed Duuthmere under his family’s protection and has remained so by tradition for a hundred years.

    The town has kept it’s size, both for it’s precarious location among the barbarians but has seemed to be in the eye of the hurricane when it comes to wars and skirmishes being just out of the way for most to ignore it.

    Duuthmere has about 75 souls mostly halflings and a few humans farming the land quietly. The Quickfoot family continues it’s tradition of smoked meats and cheeses and trading services for meat and other goods to continue their craft, although they do raise some pigs west and north of the town. Several plots of small crops ring the north hill beside Maera Wintleaf’s Remedies and Roots Herbalist shop and below the Halfling Pub, which can acommodate tallfolk in an added room. The tallfolk have a pub and hostel on the east end of town and the beer is considered to be quite palatable in these parts. Every fall, the two inns have a celebration to see who’s brew is the best.

    While it’s quiet charm seems to be idyllic, the Rustjaw Circle has operations that run through Duuthmere now and then. Maerna also has a small trade in some herbs that can be stimulating but slightly addictive and many a thief has picked up a habit from her goods for a little edge in dexterity and focus.

    Places to Go

    Wintleaf’s Remedies & Roots

    Location: Terraced hillside on the western side of Duthmere
    Owner: Maera Wintleaf, halfling herbalist & discreet supplier

    Exterior Description:

    Nestled into the slope of a low hill, the shop’s rounded front blends seamlessly into the earth, with flowering herbs (lavender, marigold, feverfew) spilling from wooden boxes beneath round glass windows. A weathered sign swings overhead: “Remedies & Roots: What Doesn’t Kill You, Makes You Stronger! – Est. 547CY” in flowing script. A faint but pleasant scent of dried herbs and pipe smoke lingers outside.

    A set of moss-covered stone steps leads down to a split round door carved with vine motifs. The iron knocker is shaped like a small curled leaf.

    Interior Description:

    The inside smells of cinnamon, cloves, and cut grass. Shelves curve with the shape of the hill, each lined with bundled herbs, dried mushrooms, clay jars, amber vials, and wrapped roots. A low, warm fire always crackles in the corner under a cast-iron kettle. Dozens of colored glass bottles catch light from a small skylight above.

    Maera moves quietly, wearing a patched shawl and wire-rimmed spectacles. Her ferret, Flicker, watches silently from atop a scale.

    A small counter with an iron bell separates customers from the locked backroom — the source of her more “exclusive” stock.

    Adventuring Stock List

    These items are openly available to friendly adventurers or regulars:

    ItemPriceNotes
    Basic Healing Salve25 gpHeals 1d6+2 HP; takes 1 minute to apply
    Antitoxin Infusion40 gpGrants advantage on poison saves for 1 hour
    Smoked Emberroot (mild)2 sp/dosePipeweed mix; no stat effects, relaxing
    Traveler’s Tonic10 gp#ERROR!
    Glowmoss Paste15 gpGlows dimly for 1 hour; used like chalk or warpaint
    Field Stitcher Kit30 gpFunctions like a healer’s kit but with 6 uses
    Poultice of Alertness35 gpAdvantage on Initiative for 1 hour, once per long rest

    Guild-Only or “Quiet Stock”

    These are hidden in the backroom and offered to Thieves Guild members or those with the right phrase (e.g., “the lantern’s always lit”).

    ItemPriceNotes
    Concentrated Emberroot15 gpAs per detailed mechanics (+1 Dex, escalating penalty)
    Hush Draught25 gpMutes sound from wearer’s footsteps for 10 minutes
    Ghost’s Hand Balm60 gpApply to gloves: +1 to Sleight of Hand for 1 hour
    Forget-Me-Not Elixir75 gpDC 13 Wis save or forget last 10 minutes (1 target)
    Dust of Darkvision100 gpGrants darkvision 60 ft. for 1 hour (non-magical)
    Binding Oil50 gpApplied to manacles or ropes; DC 17 to escape them for 1 hour
    Truethistle Syrup120 gpTruth serum: DC 13 Cha save or compelled to answer 3 questions honestly (lasts 10 mins)

    People to See

    Maera Wintleaf

    Medium humanoid (halfling), neutral
    Class/Level Equivalent: Rogue 2 / Artificer (Alchemist) 3
    Challenge: 1 (200 XP)
    Background: Herbalist / Smuggler
    Role: Apothecary, local contact, secret supplier of Emberroot concentrate

    Stats
    Armor Class: 13 (leather apron + Dex)
    Hit Points: 45 (6d8 + 12)
    Speed: 25 ft.

    STRDEXCONINTWISCHA
    8 (-1)14 (+2)14 (+2)16 (+3)15 (+2)12 (+1)

    Skills & Proficiencies

    • Saving Throws: Int +5, Dex +4
    • Skills: Medicine +4, Nature +5, Insight +4, Sleight of Hand +4, Deception +3
    • Tools: Herbalism kit, alchemist’s supplies, poisoner’s kit, thieves’ tools
    • Languages: Common, Halfling, Druidic (secret legacy), Thieves’ Cant
    • Senses: Passive Perception 12, Passive Insight 14

    Features

    Halfling Nimbleness. Can move through the space of larger creatures.
    Lucky. Can reroll a 1 on an attack roll, ability check, or saving throw once per roll.
    Alchemical Savant (Artificer). Adds INT modifier (+3) to healing potion effectiveness.
    Experimental Elixir (1/day). Maera can brew a minor potion such as:

    • Healing (1d4+3)
    • Boldness (+1d4 to attacks and saves for 1 min)
    • Resistance (1 type, 10 min)

    Under-the-Table Dealer. Can identify and appraise any herbal or poison compound. When dealing with criminal or rogue-adjacent contacts, gains advantage on Charisma (Deception or Persuasion).

    Retired, Not Rusty. Maera can cast one of the following spells 1/day each:

    • Detect Poison and Disease
    • Cure Wounds (2nd level)
    • Fog Cloud

    Actions

    Dagger (Rusty Bone Knife).
    Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
    Hit: 1d4 + 2 piercing damage. On crit: target must succeed DC 12 Con save or be poisoned for 1 minute (concentrated Emberroot extract).

    Throwing Flask: Maera throws a sticky elixir bottle up to 20 ft.

    • Choose either blinding mist, sticky entangle, or pungent burst
    • DC 13 save or suffer:
      • Blind (1 rnd)
      • Restrained (1 rnd)
      • Disadvantage on attacks (coughing)

    Tactics and Use in Play

    • Primarily a non-combat NPC; avoids direct violence
    • Uses cleverness, charm, or potions to escape or delay foes
    • May assist PCs secretly with illicit substances… for a price
    • Could broker smuggler deals or offer rare concoctions

    Sample Dialogue

    “The tallfolk think I’m just good with tea. That’s adorable.”
    “I don’t sell trouble, dear — but I bottle what helps you survive it.”
    “It’s not illegal unless the constable knows what to smell for.”

  • WH9.1 – Smoke in the Hills

    Overview

    From Highmere, mist-cloaked smoke coils over the Coaltooth spur of the Griff Mountains. At dawn and dusk, faint black plumes drift downward, staining the sky. Worse — livestock have vanished, and whispers say the barbarians across the river are raiding with uncanny precision.

    Rogan Marrick, the quarry foreman, pleads for help. “We’ve tracked the smoke to the foothills, but these lands are disputed — no one wants to cross. Yet if the fire and theft continue, Highmere will starve before winter. Someone must go find out what’s burning in the hills — and whose hand wields the torch.”

    As you stand on the riverbank, the Zumker flows wide and silent. Across the way, the hills quake with distant hammers, and an acrid tang of coal and metal lingers in the air.

    Starting off…

    Rogan directs the PCs to a band of trappers who have seen the smoke. They will guide the party to the river’s edge but refuse to cross, muttering: “That land belongs to the wild men, and worse things…”

    The Zumker River flows south between the Coaltooth and Ironpeak spurs, forming a natural divide between the Duchy and the barbarian lands. Crossing it requires a ford or makeshift raft or other means (magic).

    Foothills Beyond:

    The other side of the river shallows out to gravel and grayish black stone melting into patches of grass and uneven ground. The party will feel oddly intruding upon reaching the shore and the sense of being spotted yet no creatures are in immediate view. A faint smell of metallic smoke lingers with the odd breeze.

    Elves will have a heightened chance to pick up the sound of the clang of hammers carried faintly on the wind, and the acrid stench of coal from the moist earth and wet grass.

    Allow a few turns of travel and exploration before the first encounter at…

    1. The River’s Edge (Optional/Roleplay)

    A barbarian scout band (3–4 warriors) camps on the far side of the ford. They approach cautiously weapons in hand but not held up.

    “Oi, you lot lost? These aren’t Tenha farms, and ye don’t look like farmers. We don’t take kindly to guests wanderin’ where they’ve no call to be.”

    They suspect the PCs are Tenh soldiers spying or preparing to raid. The party will need to decide how their going to handle this warm greeting – as opposed to an axe to the face which is the more traditional way to say ‘hello’ in Barbarian:

    Options

    • Parley. Convince them of a common enemy or invite them to join.
    • Avoid them (Stealth/Survival).
    • Fight them if parley fails.

    Success earns crude sketches of the forge camp’s location which is about a half day’s journey from the river (about 8-10 miles) near the base of the Griff in the more hilly ravines, provided any survive.

    1. Harric Red-Shoulder (Spokesman)

    • Look: Tall, thick brown braid down his back, wears a wolf-pelt mantle stained reddish with ochre.
    • Role: Main voice; cautious, not reckless. Wants to avoid drawing attention of Tenh but will not back down from strangers.
    • Stats (CR 1/2, Scout variant):
      • AC 13 (hide/leather), HP 22
      • Battleaxe (1d8+2, versatile 1d10+2)
      • Tactics: Speaks first, holds formation, uses bow until melee is forced.

    2. Brynn Stone-Hand

    • Look: Stocky, tattooed forearms with spiral Flan designs; known for breaking stones bare-handed in clan games.
    • Role: Gruff, quick to challenge — mutters to Harric in Flan tongue, doesn’t trust the PCs.
    • Stats (CR 1/4, Tribal Warrior reskin):
      • AC 13 (hide & shield), HP 18
      • Battleaxe (1d8+2, versatile 1d10+2)
      • Ability: Once per short rest, add +2 to damage as “Stone Hand’s Strike.”

    3. Kaelen Ash-Brow

    • Look: Younger warrior, hair dusted with ash and clay, superstitious — wears charms of river reeds and bones.
    • Role: Uneasy, quick to believe in “omens.” Could be swayed if PCs show proof of hobgoblin threat.
    • Stats (CR 1/8, Guard reskin):
      • AC 12, HP 11
      • Spear (1d6+1, versatile 1d8+1), Shortbow (1d6+1)
      • Tactics: Hesitant in combat, prefers ranged harassment.

    4. Orsin Wolf-Spear (Optional 4th)

    • Look: Lean, hawkish face, carries a long spear tipped with wolf fang carvings.
    • Role: Snarling, eager for confrontation; thinks strangers on “his” bank are fair game.
    • Stats (CR 1/2, Tribal Warrior upgrade):
      • AC 13, HP 16
      • Spear +4 (1d8+2, versatile 1d10+2), Javelins (30/120 ft.)
      • Tactics: Rushes first into melee if things break down.

    2. Foothill Ambush (Medium)


    Travelling north-northwest the smell of smoke becomes more noticeable and the echo of hammers, while faint, has stopped. As the party meanders along the ravine, they hear the trudge of footsteps ahead suddenly halt…

    Blackfang Hobgoblin Hunter (Level 2 patrols)

    Medium humanoid (hobgoblin), lawful evil

    • AC 15 (chain shirt) | HP 11 | Speed 30 ft.
    • Longsword +3 (1d8+1 slashing, versatile 1d10+1)
    • Shortbow +3 (1d6+1 piercing, 80/320 ft.)
    • Martial Advantage: Once/turn, extra 2d6 damage if ally within 5 ft. of target.
    • Tactics: Harass at range, one closes to melee. Retreat if bloodied.
    • Flavor: Carry smoked meat, small game, or herbs from foraging.

    Blackfang Hobgoblin Warrior (Level 3 patrols)

    Medium humanoid (hobgoblin), lawful evil

    • AC 16 (chain shirt, shield) | HP 13 | Speed 30 ft.
    • Longsword +3 (1d8+1 / 1d10+1)
    • Longbow +3 (1d8+1, 150/600 ft.)
    • Martial Advantage: +2d6 damage once/turn.
    • Tactics: Fight in pairs to trigger Martial Advantage; use high ground.
    • Flavor: Some carry crude horns for signaling or ore-stamped weapons.

    Blackfang Hobgoblin Veteran (Level 4 border parties)

    Medium humanoid (hobgoblin), lawful evil

    • AC 17 (chain mail, shield) | HP 22 | Speed 30 ft.
    • Multiattack: 2 longsword strikes +3 (1d8+1 / 1d10+1 each)
    • Longbow +3 (1d8+1)
    • Martial Advantage: +2d6 damage once/turn.
    • Tactics: Coordinate flanking, press melee while others pin at range.
    • Flavor: Veterans wear blackened fangs strung as necklaces.

    Blackfang Bugbear Overseer (Level 4 border parties only)

    Medium humanoid (bugbear), chaotic evil

    • AC 15 (hide armor) | HP 30 | Speed 30 ft.
    • Morningstar +4 (2d8+2 bludgeoning)
    • Javelin +4 (1d6+2, 30/120 ft.)
    • Brute Force: Once/turn, add +1d6 damage on a hit.
    • Intimidating Roar (Recharge 5–6): Bonus action; creatures within 20 ft. DC 12 Wis save or frightened until end of next turn.
    • Tactics: Enters after round 2, charging to break lines. Roars to scatter PCs.
    • Flavor: Bears a fang-emblazoned hide banner, teeth stained black.

    Encounter Scaling Recap

    • Level 2 Patrol (Hunters): 2 Hobgoblin Hunters.
    • Level 3 Patrol (Ambushers): 3–4 Hobgoblin Warriors.
    • Level 4 Border Party: 4–5 Hobgoblin Warriors + 1 Bugbear Overseer (optionally swap 1 warrior for a Veteran).

    Tactics: Fire arrows from high ground, then retreat to choke points. Loot: several weapons crudely stamped with the Duke’s ore seal.

    3. The Forge Camp (Hard)


    The camp is several hundred yards north of the patrol and locating it is not too difficult this close with the smell of smoke providing a reasonable means to track it.

    Location: A trio of cave-mouth forges reinforced with stakes, pits, and smelter troughs and a small cave containing provisions (not typical humanoid – several crates and barrels of salted pork, onions, milled wheat) clearly from the Tenh.

    Defenders: 1 Hobgoblin captain 1 Bugbear enforcers 2 Hobgoblin soldiers (another three have gone foraging to the north) and 3 Smiths (non-combatants, but can hurl molten slag: improvised ranged attack, fire damage).

    Hazards: Smelter runoff: 2d6 fire damage on failed DC 13 Dex save if caught. Smoke clouds: Areas lightly obscured; Perception checks at Disadvantage. Barricades: Force movement through narrow points, giving defenders advantage.

    Rewards & Breadcrumbs

    Provision Cave: The cave in the north is a small 20’x20′ hole with a small tunnel in the back right going another 30′ and sloping down slightly (about 5′) with coal clearly being mined to fuel the forges with a wheelbarrow off to the side. The cave itself opens out to the left a bit and is stocked with provisions along the left wall, much of which will be too heavy to carry unless the party uses one of the carts (and has an animal to pull it):

    • 2 small barrels of salted pork (approx 160 servings, roughly a month’s supply for the camp)
    • 6 flasks of (lamp) oil
    • 3 jars (equivalent of 6 flasks) of olive oil, suitable for cooking
    • 1 barrel of barley
    • 1 barrel of ale
    • 2 barrels of water
    • 3 waxed wheels of cheese
    • a small cart, obviously pushed in by two hobgoblins, weighed down with about 500 lbs of bloomed iron (1st stage refinement) in roughly squared off chunks and the Duke’s brand hammered into the top – it’s legible that this isn’t some random ore.

    While the party may not make avail of the provisions, they COULD be a nice gift to the barbarians – who doesn’t like a feast?

    • DC 12 WIS roll for Intuition to realize its use.

    Ore Seal Evidence: Crates of ore stamped with the Duke’s mark and several crates of weapons, proving the supply is diverted from Tenh’s own mines or stolen.

    Forge Ledger: Shipment notes to “the contact in Zumkergrod” and mentions of ore traded northward, whether into barbarian lands or north in the mountains it’s not clear.

    If the party manages to capture any prisoners they will boast: “Your Duke feed us well — men bring the ore from the roads, and we sharpen it into steel to stick into your guts.”

    Arc Connections

    Echoes in the Stone (WH8.1–WH8.5): Highmere blames barbarians, but prejudice hides the truth — corruption inside Tenh.

    Tie-in to B2 Beyond the Borderlands and B3 Harbingers in the Hinterlands:

    • The forge is part of a larger warband gathering in the Griff spur across the border in the east. A fair number of hobgoblins and kobolds in the Caverns of Chaos and the mountain garrison of Asrafstead are Blackfang (Hobgoblin) and Coalsnout (Kobold)
    • Crossing the border foreshadows a choice: escalate with the barbarians or seek alliance against a common threat.