Category: Uncategorized

  • 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…

  • 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.…

  • 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…

  • 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…

  • Pumpkin Spice Mephit (Earth)

    Small elemental, basic witch energy Armor Class 11 Hit Points 17 (5d6) Speed 30 ft., burrow 20 ft. STR: 9 (-1) DEX: 13 (+1) CON: 10 INT: 8 (-1) WIS 10 CHA 12 (+1) Damage Vulnerabilities fire Condition Immunities poisoned, exhaustion (too caffeinated) Senses darkvision 60 ft., passive Perception 10 Languages Terran, understands Common; can…

  • WH4.8 – Marsh Predator

    Suggested Level: 3–5Quest Giver(s): Freddie, Haren Brookfell, or Cerris Fenwild (depending on prior quests completed) Summary The reeds whisper no longer. They scream. After weeks of disappearances, strange signs, and eerie sightings, something has emerged from the marsh that no one can deny. Boats have been dragged beneath the water, fishers ripped from docks, and…

  • WH4.7 – Reeds of Destiny

    Suggested Level: 3–5Quest Giver(s): Cerris Fenwild (Druidess of Beory)Optional Catalyst: Players disturbed the Reed Maze, studied the Whispering Stones, or invoked Beory’s Harmony Summary After recent disruptions in the marsh—the Juniper’s wreck, the Reed Maze’s stirrings, and whispers from the bog—Beory stirs. Cerris calls it a “rippling of the Threads.” Something ancient and dreaming has…

  • WH4.6 – Reedwatch Errand

    Summary With all the chaos along the river and rumors of marsh creatures, local trade has grown strained. Hodnet traders are wary, and riverfolk avoid the shallows. That’s made simple errands far more valuable—and risky. Elsbeth, a Hodnet merchant stranded in Reedwatch, asks the party to deliver a satchel of smoked fish, woven reeds, and…

  • WH4.5 – Bog of Whispering Stones

    Summary South of Reedwatch lies a fetid bog where ancient standing stones, half-submerged in muck, form a ring. In recent weeks, villagers have reported whispers drifting on the wind—mocking, eerie voices that taunt, threaten, or speak in riddles. Most dismiss it as swamp gas or nerves… but Cerris Fenwild believes something older is at work.…

  • WH4.4 – The Reed Maze

    Summary After the ferry Juniper was found wrecked and half-sunken near East Bend (WH4.2), most assumed the halfling passenger was drowned or taken. But last night, someone swore they heard a voice—Perrik Tanglefoot’s—calling faintly from the tall reeds west of the crossing. A carved reed-weaving token tied with green string was left on the edge…