Author: Jeff Moore

  • Baroness Karnya Valasvata

    Wolfsward Province, Duchy of Tenh

    Human (Flan) • Fighter 8 (Battlemaster) • Neutral Good

    Baroness Karnya Valasvata was born during a blizzard in a fortified cliff village above the Clouded Road. Her rise from garrison commander to baroness came after she routed a bandit company twice her size during the Long Winter Siege. Known for her tactical brilliance, Coldwell’s militias respect her not just for victories, but for ensuring their survival in brutal terrain.

    Karnya is direct, rarely indulging in formality. Her speech mixes sharp wit with hardened realism. She’s favored by mountain folk and miners alike, though her alliance with Calbut’s mining guilds makes her politically cautious. She dislikes cowardice but respects cunning, and her barony’s insignia — a rampant silver raven perched on a white crag — reflects her belief in clear-sighted vigilance.


    Stats

    Medium humanoid (human), neutral good
    Class/Level:
    Fighter 8 (Battle Master)
    Armor Class: 19 (Breastplate +1, Shield, Defense Style)
    Hit Points: 72 (8d10+24)
    Speed: 30 ft.
    Proficiency Bonus: +3

    STRDEXCONINTWISCHA
    16 (+3)14 (+2)16 (+3)13 (+1)13 (+1)12 (+1)

    Traits & Features:

    • Combat Superiority (4d8, save DC 14): Maneuvers: Trip Attack, Commander’s Strike, Precision Attack
    • Second Wind (1/rest): Regain 1d10+8 HP
    • Action Surge (1/rest): Take an extra action
      Indomitable (1/day)
    • Mountain-Bred. Treats difficult terrain in rocky/mountainous terrain as normal.
    • Winter Fortitude. Advantage on saves against cold effects and exhaustion caused by weather. (Custom Trait)


    Actions:

    • Multiattack. Two melee attacks per turn.
    •  +1 Battleaxe. +7 to hit, 1d8+4 slashing (versatile 1d10+4)
    •  Handaxe (x2). +6 to hit, range 20/60 ft., 1d6+3 slashing

    Equipment:

    • +1 Battleaxe
    • Shield
    • +1 Breastplate (silver-etched)
    • Potion of Cold Resistance
    • Signet ring of the White Crag (300 gp)
  • Hodnet (WT2)

    pop. 450–500

    Overview

    Hodnet straddles a bend of the Zumkend River, its stone docks, warehouses, and timber palisade projecting stability on the frontier. Once a fortified village, Hodnet now supports trade, militia, and politics, making it the second-most important settlement in Wolfsward after Rutherton. The River Riders’ Lance ensures raids are repelled, while smugglers, cultists, and spies seek to undermine its growing influence.

    Places to Go (Notable Locations & Services)

    The Three Lanterns (Inn & Tavern)

    • Proprietor: Matron Essra Cole, respected innkeeper and fixer of disputes.
    • Features: Two floors, 20 rooms, a broad common hall, and stables for 15–20 horses.
    • Flavor: Merchants and militia alike gather here. Lanterns of red, gold, and green hang above the hearth, symbolizing safe passage. Meals: lamb stew, smoked fish, Zumkend cider.

    The Riverlord’s Hall

    • Seat of the Reeve Calder Morn, scarred veteran, appointed by Baron Thendric.
    • Functions as council hall, militia barracks, and stone watchtower. Council includes Essra Cole (merchant voice), Father Branvel (clergy), and Harl Droskan (dwarven distiller).

    The River Riders’ Lance (Garrison)

    • Captain Jorlan Veck commands 25 cavalry (lancers) and 25 foot militia.
    • Facilities: small stone tower, parade ground, stables, armory, mess hall.
    • They patrol river crossings and escort caravans.

    Smiths’ Row

    • Torren Blackfist (dwarven weaponsmith).
    • Halwin & Maelra Brond (cartwrights & farriers).
    • Apprentices’ Forge trains orphans as smiths and soldiers.

    Dockside Market & Warehouses

    • Imports: salt, amber, southern wine.
    • Exports: wool, Zumkend Red (dwarven spirit), smoked fish, grain.
    • Nella Ryn, a fisher-trader, quietly runs smuggling routes.

    Shrine of St. Cuthbert

    • Father Branvel, stern priest, delivers justice and sermons. Known for blunt fairness.
    • Used for open trials and public discipline.

    Riverside Distillery – The Droskan Works

    • Expanded dwarven distillery producing Zumkend Red, now exported widely.
    • Harl Droskan, jovial patriarch, worries smugglers are copying his casks.

    The Waterroot Niche — Herbal Remedies & River Lore

    Established in the Dockside Market in the southern cluster of shops opposite Three Lanterns Inn, The Waterroot Niche is a shop that smells of steeped bark, cold clay, and sage smoke. The structure appears to be a converted fishing cabin, reinforced with stacked stone and beams made from drift pine. Inside, rows of bundled herbs hang from rafters, and Kaelen keeps a thick, hand-inked herbal journal on the counter at all times.

    Kaelen is reserved but respectful, with ink-stained fingertips, a long traveling coat, and a silver-threaded braid behind one ear.

    Kaelen Draymoor

    Half-Elf Male, Herbalist & Lorekeeper (Neutral Good)
    Medium humanoid (half-elf), level 3 Expert / level 1 Druid

    • Armor Class: 12 (padded cloak, cautious reflexes)
    • Hit Points: 31 (4d8 + 8)
    • Speed: 30 ft.

    🛠️ Abilities

    STRDEXCONINTWISCHA
    101214131611
    • Saving Throws: Wis +5, Con +4
    • Skills: Medicine +7, Nature +5, Survival +5, Herbalism Kit +7, Arcana +4
    • Tools: Herbalism Kit, Calligrapher’s Supplies
    • Senses: Darkvision 60 ft., Passive Perception 13
    • Languages: Common, Elvish, Flan, Druidic (rare knowledge)

    Traits

    • Field Binder. When Kaelen uses a healer’s kit or herbal remedy, the creature also gains 1d4 temp HP.
    • Riverwise Roots. Advantage on Medicine or Survival checks near rivers, marshes, or swamps.
    • Half-Elf Resilience. Advantage on saves against being charmed; immune to magical sleep.

    🍃 Spellcasting (Druid 1)

    • Spell Save DC: 13 | Spell Attack Mod: +5
    • Spells Known:
      • Cantrips (at-will): Guidance, Druidcraft
      • 1st Level (2 slots): Cure Wounds, Entangle

    📚 Equipment

    • Herbal satchel with 5 known herbs (see Waterroot Niche)
    • Bone-handled herb shears, waxed scroll case, driftwood raven token
    • Pouch with 22 gp, 1d4 rare herb samples

    Herbalist Shop Common Stock

    • Whitebark Tea Kit (3 doses) – 5 gp
      Brew into tea to heal 1d4 HP and cure fatigue. Gentle, earthy, works best with honey.
      [Gather DC 10]
    • Bitternight Extract (3 doses) – 3 gp
      Weak but effective poison. Ingested; DC 10 Con save or take 1d4 poison damage.
      Used more often for trap-baiting than assassination.
      [Gather DC 10]

    Uncommon Stock

    • Blightcap Powder (2 doses) – 12 gp
      A mushroom-based powder. DC 13 Con save or suffer the Poisoned condition for 1 hour. Often brewed into false “tavern cures” or used in sabotage.
      [Gather DC 15]

    Rare Stock (Limited – 1 dose/week)

    • Rose of Saint Cuthbert Salve (1 dose) – 30–40 gp
      A powerful healing balm, prepared only under starlight. Heals 2d4+2 HP.
      Kaelen will only sell this to proven locals, defenders of Hodnet, or those who offer a rare herb in trade.
      [Gather DC 20]

    Legendary (Quest Only)

    • Heartseed Shavings (1 dose) – Not for sale
      Used in ancient Flan rites. Ritual preparation grants a permanent +1 to max HP per character level.
      Requires sacred site, elder participation, and a full moon.
      [Gather DC 30]

    Services Offered

    ServiceDescriptionCost
    Poultice AssemblyConverts gathered herbs into usable adventurer kits2–5 gp
    Field DressingRestores 1d4 HP and advantage on next death save (non-magical)10 gp
    Herb IdentificationNames, lore, and alchemical compatibility1–3 gp
    Flan Spiritual RemedyMay allow visions, remove fright or sleep curses15 gp or barter

    The Old Orchard

    • Apple and plum orchards east of town. Supposedly haunted at night, but more likely used by fey pranksters or smugglers.

    People to See (NPCs)

    • Essra Cole (Innkeeper): Matron, manipulates civic politics quietly.
    • Reeve Calder Morn (Town Reeve): Ex-soldier, stern, obsessed with defense.
    • Captain Jorlan Veck (Garrison Commander): Disciplined knight, respects capable adventurers.
    • Torren Blackfist (Weaponsmith): Gruff dwarf, sympathetic to PCs.
    • Father Branvel (Priest of St. Cuthbert): Hard, uncompromising cleric.
    • Brenn Droskan (Distiller): Jovial but shrewd, proud of Zumkend Ruby.
    • Nella Ryn (Trader/Smuggler): Ambitious fisher-trader, torn between coin and loyalty.
    • Kaelen Draymoor (Herbalist): He runs an herbalist shop and is a good listener for those who have seen too much.
  • WH8.3 – The Missing Ore

    Cragford

    The clang of picks is drowned out by shouts of anger as you arrive at the Cragford yard. Ore carts stand half-loaded, miners are arguing with Flan farmers, and Izgil Halstayyn’s booming voice cuts through it all:

    “Another cart gone! And this one on the Duke’s road to Hodnet. If we don’t find it, they’ll claim we’re skimming off the top — and the Duke will shut us down!”

    A Flan farmer spits: “Maybe you are skimming. You dwarves think every stone is yours.”

    Izgil slams his axe into the ground: “Find me those carts or by Moradin’s beard I’ll see this whole hamlet turned upside-down!”

    Quest Giver (NPC)

    Izgil Halstayyn (Mountain Dwarf Foreman): Furious but desperate. Offers coin and a keg of ale if the PCs retrieve the ore and find the real culprits.

    Obstacle & Objective

    The PCs follow the cart trail:

    • Broken Tracks: Deep gouges in the road show where the wagon was forced off-course.
    • False Evidence: Staged dwarven bootprints and spilled ore meant to frame miners.
    • Bandit Camp: Hidden in a copse near the river — the ore is already being broken down for smuggling.

    Breadcrumb: PCs find a bandit wearing a Grosskopf rune token or with a letter of sale to Narleon smugglers, foreshadowing barbarian involvement.

    Careful inspection will reveal it to be a decent forgery. The Bandits are not Grosskopf. If there are survivors this can be gleaned fairly quickly by their behavior.

    Scaling Encounters

    • Lv 2: 4 Bandits.
    • Lv 3: 2 Scouts + 3 Bandits.
    • Lv 4: Bandit Captain + 4 Bandits + 1 Scout (who flees to warn the smugglers if not stopped).

    Stat Blocks (Condensed)

    Bandit – AC 12, HP 11, Scimitar +3 (1d6+1), Light Crossbow +3 (1d8+1).
    Scout – AC 13, HP 16, Shortsword +4 (1d6+2), Longbow +4 (1d8+2).
    Bandit Captain – AC 15, HP 65, Multiattack (Scimitar +5, 1d6+3).

    Rewards

    • Base: 25–40 gp in recovered ore.
    • Bonus: PCs may gain advantage on Persuasion checks with miners if they present the rune token publicly, proving this was outside sabotage.

    DM Notes & Flavor

    • Drop clues that the theft was staged — muddy “dwarven” prints are actually kobold-sized feet stretched with false soles (Investigation DC 12).
    • A captured bandit might reveal that they’re working with barbarian smugglers, tying this into Westwatch’s quest chain or your eventual Grosskopf Warlord arc.
    • Use this quest as a pivot point: if the PCs succeed, tensions ease (for now). If they fail, Cragford becomes a powder keg, making WH8.4 even harder.
  • WH8.2 – The Bloody Pick

    Cragford

    Two mornings after the stolen tools are returned, Cragford is in an uproar again. A miner is found dead near the quarry — throat slit, body left sprawled, and a bloodied pickaxe propped beside him like a grotesque warning.

    Flan villagers gather at the scene, muttering darkly. An old woman hisses, “See? The earth has claimed him — this is Beory’s judgment!” Others glare openly at Izgil’s dwarves, and a young Flan man shouts, “You think we don’t know you staged the theft to keep us from the ore?!”

    Izgil’s face is red with fury, but his voice shakes when he growls: “This wasn’t us. Someone’s framing us — and if we don’t find out who, there’ll be blood in the streets before sunset.”

    Quest Giver (NPC)

    Izgil Halstayyn (again, though more desperate): He begs the PCs to clear the dwarves’ name before the Flan riot. This is also a chance for PCs to speak with Flan elders or try to mediate between the sides.

    Obstacle & Objective

    The murder was committed by a cultist agitator sent to inflame tensions. PCs must:

    • Investigate the scene (Survival DC 13 to find small, clawed tracks → kobolds or cultists).
    • Question witnesses (Insight DC 12 to spot a panicked young Flan who saw cloaked figures at dawn).
    • Track the killers to a hideout in a disused mine shaft or an old root cellar near the river.

    Inside, the PCs find a ritual site:

    • Crude carvings of a single eye and horn.
    • Bloody tools arranged in a triangle around a pit.
    • The murderer (cult fanatic) preparing to kill a second victim — a bound dwarf miner.

    Encounter Areas

    • Murder Scene: Opportunity for skill challenge (Investigation, Insight, Survival) before escalation.
    • Cult Hideout: Small, torch-lit cavern or root cellar with ritual markings.
    • Ritual Chamber: Battle with fanatic and minions before the victim is sacrificed.

    Scaling Encounters

    • Lv 1–2: 2 Cultists + 1 Guard Drake.
    • Lv 3: Cult Fanatic + 2 Cultists + Guard Drake.
    • Lv 4: Cult Fanatic + 3 Cultists + Guard Drake + Kobold Dragonshield.

    Stat Blocks (Condensed)

    Cultist – AC 12, HP 9, Scimitar +3 (1d6+1).
    Guard Drake – AC 14, HP 52, Bite +5 (1d8+3).
    Cult Fanatic – AC 13, HP 33, Command, Hold Person, Spiritual Weapon.
    Kobold Dragonshield – AC 15, HP 44, Spear +5 (1d6+3), resistance reaction.

    Rewards

    • Base: 25–50 gp in stolen goods, bloody ritual dagger.
    • Bonus: PCs who stop the ritual may gain a Blessing of Beory (advantage on one saving throw vs. fear/charm).
    • Finding the cult symbols links this quest back to WH9.1, suggesting a single hidden hand behind both crimes.
  • WH8.1 – The Missing Tools

    Cragford

    The clanging of hammers and ringing of picks has gone eerily quiet in Cragford. The miners’ barracks sit sullen and half-empty, and the air smells of damp earth and frustration. Izgil Halstayyn, the stone-necked foreman, storms into The Bluff Watch tavern and slams his handaxe on the table with a thud that makes the mugs rattle.

    “Someone’s been stealing my tools. Not one pick or hammer gone astray — whole sets, crates of ‘em, vanished overnight. This isn’t a prank. No one works until they’re found — and if the work stops, the Duke’s cut stops, and we’ll all be out of a job.”

    A few of the Flan laborers mutter into their mugs, casting dark looks toward the dwarf foreman. An old man near the bar whispers: “Maybe Beory’s tired of us carving her bones. Maybe she called the tools home.” The tavern falls uncomfortably silent as Izgil growls, daring anyone to repeat it louder.

    Quest Giver (NPC)

    Izgil Halstayyn (LN Mountain Dwarf Foreman): Proud, gruff, but not a fool. He’s desperate to recover the tools before the Duke sends inspectors — or worse, fines the hamlet. He offers coin, a cask of good ale, and his grudging respect if the PCs bring back the tools.

    Obstacle & Objective

    The PCs must track the missing tools into the surrounding hills or abandoned shafts. What begins as a simple theft soon reveals strange footprints (humanoid, but clawed) and the occasional tool left snapped or twisted. The culprits are a band of kobolds working for an unknown patron, attempting to slow production and frame the dwarves as careless.

    Encounter Areas

    • Abandoned Shaft: Collapsed tunnel with a narrow crawlspace where kobolds have built a crude barricade.
    • Trap-Littered Chamber: Kobolds set caltrops and tripwires with dangling rocks.
    • Final Cache: Tools piled neatly around a crude idol of a horned, one-eyed figure — hinting at Zargon or EEG corruption.

    Scaling Encounters

    • Lv 1: 4 Kobolds + 1 Kobold Inventor (traps).
    • Lv 2: 6 Kobolds + Kobold Inventor + 1 Guard Drake.
    • Lv 3: 6 Kobolds + 2 Kobold Inventors + Guard Drake + 1 Cultist.
    • Lv 4: Kobold Inventor, Kobold Dragonshield, 6 Kobolds, Guard Drake, and 1 Cult Fanatic performing a strange “dedication ritual.”

    Stat Blocks (Condensed)

    Kobold – AC 12, HP 5, Dagger +4 (1d4+2).
    Kobold Inventor – AC 12, HP 13, Sling +4 (1d6), trap gadgets.
    Kobold Dragonshield – AC 15, HP 44, Spear +5 (1d6+3), reaction-based resistance.
    Guard Drake – AC 14, HP 52, Bite +5 (1d8+3).
    Cult Fanatic – AC 13, HP 33, Spellcasting: Command, Hold Person, Spiritual Weapon.

    Rewards

    • Base: 20–30 gp, repaired tools, cask of fine ale.
    • Bonus: PCs who investigate the idol learn (Arcana/Religion DC 13) that the symbol is not dwarven — it is alien, chaotic, and faintly resembles a single horned head.
  • WV1.2 – Broken Anvil

    Hook / Intro:

    Ore cart from Hillmeet never arrived. Dorn Halvar, a dwarf smith, fears raiders or beasts.

    Quest Giver:

    Dorn Halvar (LN Dwarf smith). Pays coin, offers repairs, possible magic weapon (Lv 4).

    Obstacle & Objective:

    Track cart → find it overturned → face beasts or raiders.

    Scaling Encounters:

    Lv 1 → 2 Wolves + 3 Goblins

    Lv 2 → 5 Gnolls

    Lv 3 → Gnoll Pack Lord + 6 Gnolls

    Lv 4 → Orc Eye of Gruumsh + 4 Orcs + 2 Dire Wolves

    • Wolf (CR 1/4) – AC 13, HP 11, Bite +4 (2d4+2), Pack Tactics
    • Goblin (CR 1/4) – AC 15, HP 7, Scimitar +4 (1d6+2), Nimble Escape
    • Gnoll (CR 1/2) – AC 15, HP 22, Spear +4 (1d6+2)
    • Gnoll Pack Lord (CR 2) – AC 15, HP 49, Multiattack: Bite +4 (1d4+2), Glaive +4 (2d10+2)
    • Orc (CR 1/2) – AC 13, HP 15, Greataxe +5 (1d12+3)
    • Orc Eye of Gruumsh (CR 2) – AC 16, HP 45, Spear +5 (1d6+3), Augury, Spiritual Weapon
    • Dire Wolf (CR 1) – AC 14, HP 37, Bite +5 (2d6+3), Knockdown

    Rewards:

     10–25 gp, free repairs, forged weapon. Lv 4 → +1 rune-marked weapon.

  • WV1.1 – The Lantern’s Shadow

    Hook / Intro:

    Lanterns at The Road’s Rest burn late into the night. A patrol vanished, last seen near the old tollhouse ruins. Strange torchlight has been spotted there.

    Quest Giver:

    Roderick Marn (LN Human, retired caravan master, innkeeper of The Road’s Rest). Offers coin & free meals if PCs investigate.

    Obstacle & Objective:

    Investigate tollhouse ruins, free captured patrol, defeat bandits (with cultists at higher tiers).

    Scaling Encounters:

    • Lv 1 → 4 Bandits
    • Lv 2 → Bandit Captain + 4 Bandits
    • Lv 3 → Bandit Captain + 2 Bandits + 2 Cultists
    • Lv 4 → Bandit Captain + 6 Bandits + 2 Cult Fanatics (ritual in progress)
    • Bandit (CR 1/8) – AC 12, HP 11, Scimitar +3 (1d6+1), Crossbow +3 (1d8+1)
    • Bandit Captain (CR 2) – AC 15, HP 65, Multiattack (Scimitar +5, 1d6+3)
    • Cultist (CR 1/8) – AC 12, HP 9, Scimitar +3 (1d6+1), Thaumaturgy, Inflict Wounds (1st)
    • Cult Fanatic (CR 2) – AC 13, HP 33, Dagger +4 (1d4+2), Command, Hold Person, Spiritual Weapon

    Rewards:

     25–50 gp, silver roadwarden’s badge (advantage Persuasion with Rutherton guards), free lodging.

  • Hallowford (WV1)

    • Population: ~110 (90–100 humans, 15–20 dwarves)
    • Demographics: 90% Human, 10% Dwarf
    • Primary Economy: Farming, caravan trade, blacksmithing, dwarven prospecting/distilling
    • Atmosphere: A modest but bustling waystop village; halfway between rustic farmstead and trade hub.

    Strategic Importance

    • Trade Route: Hallowford lies on the primary north–south caravan road. It also connects by trail to Oxenford and indirectly to Zumker docks.
    • Border Proximity: Though not directly on the Zumker, it is close enough that Grosskopf raiders occasionally test the area.
    • Future Growth: With dwarves experimenting in spirits, the village could become a brewing hub. The rebuilt bridge is symbolic — if it holds, Hallowford thrives; if not, caravans may avoid it.

    Places to Go

    Main Road (North–South Spine):

    The cobbled track that runs through Hallowford is its lifeline. Most important buildings front this road. Caravans roll through in twos and threes, sometimes larger if escorting merchants from Duuthmere or Rutherton.

    Stone Heart (Village Center):

    Cluster of sturdier stone cottages and shops near the Road’s Rest tavern/inn. Most permanent trade and services happen here. The open-air market is south of the inn, packed during harvest season.

    Dwarven Quarter (Southeast):

    A squat group of stone cottages with stout doors, thick chimneys, and a workshop yard for malting and distilling. The dwarves keep to themselves but are slowly integrating with the human villagers.

    Farm Loops (East–Northeast):

    Several small holdings raise wheat, barley, onions, potatoes, and goats. These families supply food for the inn and send livestock toward Oxenford.

    Ruined Tollhouse (West Trail – off map):

    A few miles northwest of the town, the remains of an old stone tollhouse and the scorched pilings of the original bridge lie near the plank span. Bandits from the Grosskopf burned it a decade ago. A newer bridge (10–12’ wide, 5 years old) now carries traffic but is viewed warily.

    The Road’s Rest (Inn & Tavern)

    • Proprietor: Roderick Marn (LN Human, 40s), retired caravan master, now a sharp-eyed innkeeper with a wooden crutch and a storyteller’s tongue.
    • Features: 12 guest rooms (6 modest, 2 larger suites, 4 loft commons), ample common room, stables for 20–30 horses.
    • Atmosphere: A crossroads of laughter, dice games, trade talks, and occasional caravan disputes. The hearth is always lit, the rafters hung with battered banners and old trade maps.
    • Special Flavor: The walls are lined with tokens of Roderick’s life on the road — foreign coins nailed above the bar, scarred shields left by grateful guards, and a cracked dwarven anvil used now as a doorstop. He welcomes caravan guards and honest farmers, but watches idlers with suspicion.

    Menu (sample):

    • Farmer’s Stew (3 cp), Hunter’s Pie (5 cp), 
    • Dwarven Anvil Roast (8 cp), 
    • River Trout on Ashes (1 sp)

    Drinks: 

    • Stonewatch Cider (4 cp), 
    • Hallowfire Mead (5 cp), 
    • Dwarf’s Rest Stout (6 cp), 
    • Peat-Spirit “Coal’s Kiss” (2 sp/shot)

    Grathen’s Forge (Blacksmith/Smithy)

    • Proprietor: Grathen Ironhide (NG Human, mid-50s), broad-shouldered, gray-bearded smith with a practical streak and slow temper. His nickname comes from his soot-stained leather apron, not his heritage.
    • Services: Horseshoes, wagon axles, plows, nails, and farm tools. Can manage basic weapons (swords, spears, daggers) and harness/tackle repairs.
    • Special Flavor: Recently begun collaborating with nearby dwarves to design sturdier malt equipment for brewing — the smithy smells faintly of both hot iron and roasted barley.
    • Roleplay Hooks: Grathen is quietly proud of mentoring younger apprentices and may offer a discount if adventurers help him recover rare ores or tools.

    Stonecut Cooperage (Carpenter & Cooper)

    • Proprietor: Beryn Stonecut (LN Human, early 40s), thick-armed craftsman known for his no-nonsense attitude and dry humor.
    • Services: Barrels (especially in demand by dwarves for spirits), wagons, carts, and basic furniture. He’s also the village’s “bridge-repair consultant” and occasionally oversees road carpentry.
    • Special Flavor: His yard always has half-finished wagon frames and barrels stacked high, smelling of pitch and pine. A carved wooden wolf’s head hangs over his door — said to be the oldest carving in Wolfsward.
    • Roleplay Hooks: Beryn often complains about smugglers misusing his barrels for contraband, but never pushes too hard — perhaps because one of his apprentices is tangled in the trade.

    The Dwarven Still

    • Proprietors: A crew of five dwarves led by Bromri Uvaren (CG Dwarf, early 70s, bushy white beard, mischievous eyes).
    • Product: A strong, smoky spirit known locally as “Hallowfire” — raw, biting, and already beloved by caravan guards. They experiment constantly with barley malt and peat-fired kilns.
    • Special Flavor: The stillhouse is a squat stone structure that always smells of smoke and yeast. At night, golden light and song pour from its shuttered windows, accompanied by the thump of dwarven boots on the floorboards.
    • Roleplay Hooks: The dwarves are touchy about “recipes” and claim rival clans want to steal their secrets. They might hire adventurers to escort grain shipments, fend off raiders, or discreetly investigate missing barrels.

    The Open Market Square

    • Layout: A hard-packed dirt square ringed with wooden posts for temporary stalls. At most a dozen merchants set up shop, though in winter the square is nearly barren.
    • Seasonal Offerings: Fresh produce (apples, onions, root vegetables), salted fish and meats, eggs, herbs, honey, pottery, woven goods, and trinkets. At harvest, dwarves from the Still sell Hallowfire in clay jugs.
    • Atmosphere: Bustling and noisy in autumn, quiet but steady in spring. Farmers shout prices, children chase goats, and caravan guards haggle over dried rations.
    • Special Flavor: The square is where news travels first — traveling peddlers bring tales of bandits, giants, or distant wars. A weathered wooden post in the center serves as the “notice board,” though Roderick Marn often learns news faster than the parchment nailed here.
    • Roleplay Hooks: Rumors of missing caravans, bandits near the old tollhouse, or whispers of strange herbs from the Grimwold Marches can all filter through the square.

    People to See…

    • Roderick Marn (Innkeeper): Retired caravan trader, scarred, keeps maps of trade roads. Fatherly but shrewd.
    • Grathen Ironhide (Smith): Practical, thick-armed, smokes a clay pipe while hammering.
    • Brenn Stonecut (Carpenter/Cooper): Loud, always with wood shavings in his beard.
    • Dorri Coppervein (Dwarf Maltmaster): Oversees the dwarven malt experiments. Excited to make Hallowford known for spirits.
    • Lira Dunswell (Market Organizer): A farmer’s widow who runs the market with a firm but kind hand.

    Things to Do

  • Baron Thendric Varengar

    Wolfsward Province, Duchy of Tenh

    Human (Flan) • Fighter 9 Champion archetype • Lawful Neutral

    Baron Thendric Varengar is a stoic warlord of the old blood — a veteran of dozens of border skirmishes and battles against raiding giants and northern tribes. His weathered face bears the marks of countless campaigns, and his silent presence commands respect among the soldiery. Born the son of a minor noble, he was elevated after leading a decisive defense at Thunder Pass, earning the Duke’s trust and the baronial seat of Wolfsward.

    Unlike many nobles, Thendric prefers the field to courtly intrigue. He rarely leaves his lands, believing strength must be seen to be respected. Though blunt and unsentimental, his people respect his iron discipline and fairness. He trusts only a few — chief among them Castellan Drogan of Stonewatch — and maintains strict loyalty to Duke Elyeh III.

    His colors are deep green and steel grey, with red ochre detailing — evoking the mountains and blood shed to defend them. His personal emblem is a broken horn set against a stone tower.

    Stats

    Medium humanoid (human), lawful neutral
    Class/Level: Fighter 9 (Champion archetype)
    Armor Class: 20 (Half Plate +1, Shield +1, Defensive Fighting Style)
    Hit Points: 84 (9d10+27)
    Speed: 30 ft.
    Proficiency Bonus: +4

    STRDEXCONINTWISCHA
    18 (+4)14 (+2)16 (+3)11 (+0)12 (+1)13 (+1)

    Saving Throws: Strength +8, Constitution +7
    Skills: Athletics +8, Intimidation +5, Perception +5, Survival +5
    Languages: Common, Flan, Giant

    Traits & Features:

    • Improved Critical (Champion 3rd): Crits on 19–20.
    • Second Wind (1/rest): Regain 1d10+9 HP.
    • Action Surge (1/rest): Take an additional action.
    • Indomitable (1/day): Reroll a failed save.
    • Remarkable Athlete: Add +1 to non-proficient Str/Dex/Con checks.
    • Tactical Commander: Once per turn as a bonus action, can command an ally within 30 ft. to move or attack (3/day).
    • Mounted Expert: Advantage on saves to remain mounted, +1 damage while mounted.

    Actions:

    • Multiattack. Makes 2 attacks with longsword.
    • +2 Longsword. +9 to hit, 1d8+6 slashing (versatile 1d10+6).
    • Javelin (x3). +6 to hit, range 30/120 ft., 1d6+4 piercing.

    Equipment:

    • +2 Longsword
    • +1 Shield
    • +1 Half Plate
    • Potion of Greater Healing
    • Signal horn with Wolfsward crest
    • Signet ring and silver circlet with blood-red garnet (350 gp)

    Optional Roleplay Quirk:

    Thendric often fingers the dent in his sword’s crossguard, marking the spot where an ogre nearly ended his life. He calls it “his second heartbeat.”

  • Cragford (WH8)

    Cragford (Hamlet, pop. ~80)

    Frontier mining hamlet at the Zumker bend, chartered by the Duke.

    Places to Go (Locations & Services)

    The Bluff Watch (Tavern/Inn)

    • Timber hall clinging to the bluff, run by Tavin Marrick, former ferryman.
    • 6 cots upstairs, weak ale, famous spiced fish stew.
    • Deck overlooks the Zumker; locals swap rumors about strange lights in the caves.
    • Signature Drink: Ironfire Stew-Brew (beet-flavored Hallowfire served hot).

    Raft Ferry

    • Run by ferrymen who demand coin or favors.
    • Moves ore, passengers, and sometimes contraband across the Zumker.
    • Known to be “flexible” with laws.

    Mining Charter Hall

    • Crude longhouse for tallying ore shipments.
    • Overseen by Izgil Halstayyn, stone-necked dwarf foreman who enforces the Duke’s levy.
    • Miners are 20 dwarves, 15 humans, 4 gnomes.

    Gemcutters’ Nook

    • Workshop for 4 gnomes: Fenril & Dotha Tinkspindle (cutters), Quilla Jaspereye (gemologist), Merrick Finehand (ringmaker).
    • Quietly dabble in minor enchantments, offering trinkets or ring commissions to trusted adventurers.

    Fissure Trails

    • Rough miner’s paths lead east into the tiered hills.
    • Rumors say the Zumker’s underground branch can be heard rushing below.
    • Strange flickering lights at night keep locals from venturing too far.

    People to See (NPCs)

    • Izgil Halstayyn (Mountain Dwarf Foreman): Stern, broad-necked, loyal to the Duke. Hated by suspicious Flan.
    • Tavin Marrick (Innkeeper): Gruff humor, ferryman-turned-tavernkeeper. Cautious of outsiders.
    • Fenril Tinkspindle (Gem Cutter): Excitable, paranoid, claims to see patterns everywhere.
    • Quilla Jaspereye (Gemologist): Scholarly, sharp-eyed, curious about the fissures.
    • Ardel Veyne (Ferryman): Wily, trades favors instead of coin, rumored smuggler.
    • Sereth of the Verdant Veins (Flan Druid): Preaches Beory’s judgement, distrusted by miners, listened to by farmers.

    Things to Do (Echoes in the Stone Arc for Cragford – Highmere)