Category: Uncategorized

  • WH8.5 – The Druid’s Warning

    A hush falls over the Bluff Watch as the door creaks open and Sereth of the Verdant Veins steps inside, mud still on his boots, his travel-worn staff glinting faintly with green runes. His voice carries like wind through reeds:

    “The veins are stirring. The earth groans beneath your picks, and the roots whisper of blood. Beory’s patience grows thin.”

    The miners jeer, some tossing pebbles or laughing. One dwarf shouts back, “Beory’s patience? The only thing cracking is the ground where we dig — and we’ve been fixing those collapses for months!”

    Sereth fixes the room with a long stare and turns to the PCs:

    “If you would walk the path of truth, come with me. There are fissures in the hills that should not be — and what sleeps there is not natural.”

    Quest Giver (NPC)

    Sereth of the Verdant Veins (NG Human Druid): A gaunt, intense figure with moss-colored eyes. He rarely comes to town, preferring the hills, but when he speaks, it is with Beory’s authority. Sereth is frustrated that the miners mock him and seeks impartial adventurers to prove the threat is real.

    Obstacle & Objective

    Sereth leads the PCs to a set of fresh fissures in the hills outside Cragford. The earth is cracked in jagged lines, and a strange coppery smell wafts from below. Within the fissures, the PCs find:

    Ritual Chalk Markings: Circles and triangles scrawled along the stone. Claw Marks: Deep gouges that no pickaxe could make. Residual Energy: A faint hum in the air, growing louder as they approach the fissure center.

    The PCs must investigate the site, piece together what is happening (Arcana/Nature DC 13), and either fight or drive out the cultists using it as a ritual focus.

    Encounter Areas

    Collapsed Hollow: PCs crawl into a chamber where roots dangle from the ceiling. This serves as the ritual site. Puzzle Element: Ritual chalk lines can be disrupted (Arcana DC 14 or Religion DC 12) to weaken the summoning effect, giving advantage to PCs in the fight. Combat Encounter: Cultists are mid-ritual, their whispers echoing. If interrupted, they summon unnatural darkness as a last defense.

    Scaling Encounters

    Lv 2: 2 Twig Blights + 2 Cultists. Lv 3: 2 Cultists + 1 Shadow (emerges from fissure). Lv 4: 2 Cult Fanatics + 1 Shadow.

    Rewards

    Base: PCs earn Sereth’s gratitude and advantage on Persuasion checks with Flan villagers in future quests. Bonus: The ritual chalk and claw marks point toward a greater network of corruption, serving as a breadcrumb toward the duergar or Varag Thul’s influence. PCs who sanctify the fissure with holy water or druidic rites may gain a one-time Blessing of Beory (advantage on a saving throw against charm, fear, or disease).

    Stat Blocks (Condensed)

    Twig Blight – AC 13, HP 4, Claws +3 (1d4+1).

    Cultist – AC 12, HP 9, Scimitar +3 (1d6+1).

    Cult Fanatic – AC 13, HP 33, Command, Hold Person, Spiritual Weapon.

    Shadow – AC 12, HP 16, STR drain on hit.

    DM Notes & Flavor

    Lean on atmosphere: rustling grass, faint tremors, flickering ritual candles in the fissure. Allow for non-combat resolution: disrupting the ritual circle may cause cultists to flee in terror as the magic backlashes. Sereth should feel like the moral center of the arc — if the PCs side with him and present evidence to the miners, it helps de-escalate the growing human/dwarf/Flan tensions in Cragford and Highmere.

    This quest ties together the sabotage (WH9.1–9.3) and smuggling (WH8.4) threads with a supernatural revelation, shifting the story from local politics to the greater, cosmic danger under Yyrth.

  • WH8.4 – Gemcutter’s Greed

    The Bluff Watch tavern is loud tonight — miners and ferrymen arguing at full volume. Tankards slam on the tables as Tavin Marrick, the innkeeper, waves a gloved hand to quiet everyone.

    “Look at this,” he growls, holding up a small, brilliant-cut gem that glitters red in the firelight. “Found it under the bench this morning. And now the whole hamlet’s at each other’s throats over who’s been hiding wealth.”

    Several of the Flan farmers mutter about the gnome gemcutters, while the dwarves glare into their mugs. The tension is thick enough to cut with a knife — and if someone doesn’t step in, fists (or worse) are about to fly.

    Quest Giver (NPC)

    Tavin Marrick (Innkeeper): Gruff but fair, Tavin wants this solved quietly before Cragford turns into a blood feud. He asks the PCs to find the truth — and to keep the peace if tempers boil over.

    Obstacle & Objective

    Tavin believes the gem was planted deliberately to spark suspicion and needs more than suspicion that its a cover a smuggling operation. PCs must:

    Question Locals: Insight or Persuasion (DC 13) to calm tempers and get leads. Examine the Gem: Investigation or History (DC 12) reveals the gem was cut in Highmere, not Cragford. Follow the Trail: Leads to Ardel Veyne, a ferryman and smuggler, who has been using ore shipments to mask contraband trade.

    This can be solved through clever diplomacy (pressing Ardel into confession), or through combat if the smugglers lash out to silence the PCs.

    Encounter Areas

    Tavern Brawl: Chairs fly, fists swing. PCs can subdue aggressors without lethal force. Ferryman’s Shack: Hidden crates under a false floor reveal smuggled gems and a route ledger linking to Highmere and Narleon. River Ambush (Optional): At higher levels, smugglers try to flee by boat, leading to a chase or fight on the ferry.

    Scaling Encounters

    Lv 2: Tavern brawl – 2 Bandits (non-lethal). Lv 3: Smuggler Captain + 2 Bandits. Lv 4: Smuggler Captain + Scout + Berserker (muscle for hire).

    Rewards

    Base: 30–50 gp from recovered contraband, and Tavin offers free room and board for a week. Bonus: The crate’s markings reveal a smuggling network connected to Highmere, seeding future investigation or linking to WH9.3 (The Missing Ore).

    Stat Blocks (Condensed)

    Bandit – AC 12, HP 11, Scimitar +3 (1d6+1), Light Crossbow +3 (1d8+1).

    Smuggler Captain – AC 14, HP 32, Multiattack (Scimitar +4 1d6+2, advantage on water checks).

    Scout – AC 13, HP 16, Shortsword +4 (1d6+2), Longbow +4 (1d8+2).

    Berserker – AC 13, HP 67, Greataxe +5 (1d12+3), Reckless Attack.

  • Westwatch (Ferry) WH10

    A fortified river hamlet, last stop before barbarian country.

    Westwatch Ferry is a hard-bitten frontier hamlet of about 110 souls, built where the east–west trade road bends south toward Hodnet and crosses the Zumker River. The entire settlement is enclosed by a stout timber palisade braced with rough-hewn logs, and three gated guardhouses secure entrance to the community. One guardhouse overlooks the ferry dock and manned by 5-6 guards with longbows, crossbows, and a ballista crew. The small trade bridge spanning the Zumker approximately 1000′ across. Its stone pillars built centuries before and the bridge has endured conflicts but being only 25′ across and open, it is not ideal for mass crossings by armies, easily defended, and primarily used by caravans and merchants.

    The ferry itself is a broad, flat-bottomed barge, big enough to take two wagons or a dozen mounted riders. It is lashed to the bank by thick, tarred chains when not in use — a precaution against barbarian raids and spring floods alike. Westwatch’s people live with one eye always westward, where the Grosskopf clans roam the hills. Trade and raiding blur together here: caravan guards share drinks with suspicious locals, and smuggled goods sometimes change hands as quickly as tolls are paid.

    Places to Go (Key Locations)

    The Crooked Pike (Inn & Tavern)

    A long, low hall of timber with smoke-blackened rafters, packed every evening with ferrymen, roadwardens, and caravan guards. A hunting trophy (a massive pike’s head) hangs over the hearth, its glass eyes seeming to watch patrons drink. Gambling games are common — dice, cards, and “riverbones,” a local game played with carved knucklebones. Igan Veyl, the innkeeper, is a wiry man with a dry wit and an ear for gossip; he collects rumors like others collect coins. The Pike’s specialty stew is a mix of river fish, onions, and barley that is far better than it looks, and the ale is cheap but strong.

    Hearth-for-Iron (Smithy)

    A rack of salvaged weapons from past raids leans near the doorway — each marked with a notch to remember the night it was taken. Kelda Ironsong, the smith, keeps her forge burning late. The sound of hammer on anvil echoes across the palisade most nights. She repairs plows and wagon axles by day but will quietly shoe a horse, sharpen a sword, or even re-rivet a dented breastplate for adventurers who need quick work done.

    Kelda is one of the first to hear news of raids from caravan guards, giving her valuable intel.

    Herbalist’s Shed

    A cozy turf-roofed hut set back from the road, fragrant with drying herbs. Bramble Goodwort, a stout halfling with dirt-streaked hands, sells poultices, tinctures, and minor alchemical brews. She is friendly but cautious about strangers, especially those carrying weapons.

    Bramble keeps a “sick book” where she writes down local ailments and who’s been ill — a goldmine of information if the PCs are investigating a plague, poison, or cursed water source.

    Caravanserai Yard “The River’s Rest”

    A fenced wagon lot run by Perrin Holt, a one-eyed mercenary turned quartermaster. The yard can hold a dozen wagons and has a small stable for caravan horses. Perrin is blunt but fair, and keeps a loaded crossbow near the gate.

    The caravanserai also has a few rooms on the corner for local trade as a sort of mini wholesaler’s market in barbarian silver, furs and leather (from the Tenh, Grosskopf, and other tribes in the Barrens), platinum from the Tenh and the occassional gemstone, and rarely, grey market items to those in the western barbarian lands who know the power of magic.

    Travelers often sleep in their wagons here, preferring its relative safety to the tavern’s crowded dormitory. Perrin occasionally hires muscle to keep order if trouble brews.

    Shrine to Beory

    A simple stone shrine near the riverbank, ringed with reeds and windchimes. Locals bring offerings of grain or flowers here before a dangerous crossing or storm. The shrine is unstaffed, but there is always a sense that someone is watching — perhaps Beory’s hand is felt more strongly here on the frontier.

    At dusk, villagers light small floating lanterns on the water, asking Beory for safe passage and calm currents.

    People to See

    • Igan Veyl (Innkeeper): Tall, wiry, and sharp-eyed. Knows every rumor on the road and trades information for ale or favors.
    • Kelda Ironsong (Smith): Strong, soot-streaked, with a surprisingly musical voice. Proud of her work and fiercely protective of the hamlet.
    • Bramble Goodwort (Herbalist): Cheerful but shrewd. Knows which travelers are sick, hungry, or lying. Keeps a pet goat that wanders the yard.
    • Perrin Holt (Quartermaster): Gruff, battle-scarred, prefers actions to words. Can be convinced to offer wagon space or horses for dangerous expeditions.
    • Local Roadwardens: Rotating watch led by a veteran sergeant, always tense when Grosskopf scouts are spotted nearby.

    Things to Do

  • Reedwatch Quests

    WH4.1 – Lights on the Water (Mystery / Exploration)

    Hook: Locals whisper of strange lights dancing over the reeds at night. Fisher Talric claims they lure boats to wreck.

    • Quest Giver: Talric Fenmoor (fisher).
    • Truth: The lights are will-o’-wisps, feeding on drowned prey. PCs may fight or try to ward them off.
    • Scaling Encounters:
      • Lv 1–2: 1 Will-o’-Wisp.
      • Lv 3: 2 Will-o’-Wisps.
      • Lv 4: 2 Will-o’-Wisps + 1 Cultist necromancer trying to “bind them.”
    • Reward: Reedwatch nets treated with druidic oils (+2 to Survival checks for fishing/foraging).

    Stat Blocks (Condensed):

    Will-o’-Wisp – AC 19, HP 22, Lightning +4 (2d8).

    Cultist (necromancer reskin) – AC 12, HP 13, Ray of Sickness.


    WH4.2 – The Sunken Ferry (Exploration / Puzzle / Combat)

    Hook: A half-submerged ferry lies in the reeds; villagers fear it is cursed.

    • Quest Giver: Cerris Fenwild (druidess).
    • Truth: The ferry was sabotaged by smugglers who use a secret cache in the hull. PCs can dive into the wreck, dealing with traps and river creatures.
    • Scaling Encounters:
      • Lv 1–2: 3 Giant Frogs.
      • Lv 3: 2 Giant Frogs + 1 Swarm of Quippers.
      • Lv 4: 2 Giant Toads + Smuggler Captain.
    • Puzzle: Cache is locked by weighted crate; requires clever lifting or strength.
    • Reward: Stash of 50–100 gp + a potion of water breathing (hidden in smuggler cargo).

    Stat Blocks (Condensed):

    Giant Frog – AC 11, HP 18, Bite +3 (1d6+1, grapple).

    Giant Toad – AC 11, HP 39, Bite +4 (1d10+2, swallow Small).

    Swarm of Quippers – AC 13, HP 28, Bite +5 (4d6).

    Smuggler Captain – AC 14, HP 32, Multiattack.


    WH4.3 – Marsh Stalkers

     (Combat / Survival)

    Hook: Fishers return claiming that “scaled folk” rise from the marsh at dusk, stealing nets and dragging livestock under.

    • Quest Giver: Talric Fenmoor (fisherman).
    • Truth: A small band of lizardfolk are expanding their hunting territory. They believe humans are “stealing their river.”
    • Scaling Encounters:
      • Lv 1–2: 2 Lizardfolk.
      • Lv 3: 3 Lizardfolk + 1 Giant Lizard.
      • Lv 4: Lizardfolk Shaman + 3 Lizardfolk + 1 Giant Lizard.
    • RP Option: PCs can parley. Lizardfolk may be appeased with a share of fish/tolls, or by clearing a rival predator.
    • Reward: A set of lizardfolk-crafted bone totems (advantage vs. fear effects once).

    Stat Blocks (Condensed):

    Lizardfolk – AC 15, HP 22, Multiattack (Bite +4 1d6+2, Club +4 1d6+2).

    Giant Lizard – AC 12, HP 19, Bite +4 (1d8+2).

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


    WH4.4 – The Reed Maze

     

    (Puzzle / Exploration)

    Hook: A child wanders into the marsh chasing fireflies and disappears.

    • Quest Giver: Pella Greenwhistle (halfling weaver).
    • Obstacle: PCs must navigate a reed-choked bog where paths shift like a maze.
    • Skill Challenge: 3 successes before 2 failures. Survival (DC 13) to track, Nature (DC 12) to recognize reed markers, Perception (DC 12) to spot safe footing.
    • Complication: 1–2 Swarms of Insects harry them during the search.
    • Reward: Gratitude of halfling family; gifted a finely woven reed cloak (functions as a Cloak of Protection for 1d4 days, then frays).

    Stat Blocks (Condensed):

    Swarm of Insects – AC 12, HP 22, Bite +3 (4d4 piercing).


    WH4.5 – Bog of Whispering Stones

     

    (Roleplay / Mystery)

    Hook: Cerris Fenwild (druidess) sends PCs to investigate strange “voices” coming from standing stones sunk in a bog pool.

    • Truth: A trapped Mud Mephit is causing the whispers, mocking villagers and sowing fear.
    • RP Option: PCs can release it, banish it, or strike a bargain.
    • Scaling Encounters:
      • Lv 1–2: 1 Mud Mephit.
      • Lv 3: 2 Mud Mephits.
      • Lv 4: 2 Mud Mephits + 1 Quasit ally.
    • Reward: A pouch of glimmering bog quartz (worth 25–50 gp).

    Stat Blocks (Condensed):

    Mud Mephit – AC 11, HP 27, Claws +3 (1d4+1), Mud Breath (recharge 6).

    Quasit – AC 13, HP 7, Claws +4 (1d4+3), Shapechanger.

    WH4.5 – Bog of Whispering Stones (Expanded)

    Hook:

    Cerris Fenwild (druidess) tells the party of an ancient bog pool where standing stones half-sink into the muck. For weeks, villagers claim to hear whispers from the stones at night — eerie voices that mock and threaten. Superstitious fishers say it’s “Beory’s warning.”

    Truth:

    The whispers come from Mud Mephits, minor elemental beings drawn up through fissures beneath the bog. The fissures connect to deeper veins of chaos — subtle seepage of Zargon’s distant corruption, amplified by the wetlands.

    • The mephits don’t fully understand what they echo. Their whispers occasionally slip into eerie phrases such as:
      • “The Horn stirs beneath the stone…”
      • “Veins break, roots wither, waters curdle…”
      • “A god forgotten hungers still…”
    • Cerris interprets these as signs of imbalance. Some villagers see proof that dwarves and miners “dig too deep.” Others whisper of Beory’s displeasure with all mortals.

    Objectives

    • PCs can fight the mephits, dispersing them and quieting the whispers.
    • PCs can banish or consecrate the stones (Religion or Nature DC 14) to sever the fissures’ influence.
    • PCs can study the whispers (Arcana/History DC 15) to glimpse that these echoes may not be mere trickery, but the faint pulse of something far older and deeper.

    Scaling Encounters

    • Lv 1–2: 1 Mud Mephit.
    • Lv 3: 2 Mud Mephits.
    • Lv 4: 2 Mud Mephits + 1 Quasit (chaos ally).

    Stat Blocks (Condensed)

    Mud Mephit – AC 11, HP 27, Claws +3 (1d4+1), Mud Breath (DC 11, recharge 6). Death Burst (mud spray, DC 11 Dex save, 2d4).

    Quasit – AC 13, HP 7, Claws +4 (1d4+3), Shapechanger, Scare (DC 10 Wis).


    Rewards

    • PCs who banish instead of destroy may gain a blessing: Beory’s Harmony — advantage on one Wisdom (Nature or Survival) check daily for 1 week.
    • PCs who study the whispers learn fragments of prophecy about Zargon, though cryptic.

    Lore Payoff

    • Flan Faith Connection: Cerris tells PCs that the earth itself remembers — and balance must be respected. She warns that “when mortals take too much, the veins split open.” This underscores the Flan worldview of harmony vs. exploitation.
    • Zargon/EEG Foreshadowing: The whispers can be used later as breadcrumbs. When PCs face Zargon or EEG cultists, you can drop callbacks like: “The mephits spoke of this… the Horn stirring, roots withering.”
    • Political Tie: Miners from Highmere/Cragford could hear rumors of this quest and twist it — “See? Even Reedwatch admits Beory warns against digging.” → reinforcing prejudice until PCs expose the true cause.

    Great! Here’s a Prophecy Fragment Table you can use for the Bog of Whispering Stones (WH4.5) — cryptic whispers carried by the Mud Mephits and fissures. Each line can be rolled (d6) or chosen, depending on what mood or foreshadowing you want to drop at the table. They’re written so they work early (mystery) but also make sense later (reveal) when the PCs uncover more of the Zargon/EEG threads.


    Whispers from the Stones

    (d6 prophecy fragments from the fissures in Reedwatch)

    1. “The Horn stirs beneath the stone… broken, yet never silenced.”

      👉 Foreshadows Zargon’s shattered horn and lingering survival.
    2. “Roots wither, waters curdle, balance shatters when veins run red.”

      👉 Flan interpretation: Beory’s anger at exploitation. Cultist interpretation: prophecy of chaos veins.
    3. “A god forgotten hungers still. Feed it fear, and it wakes.”

      👉 Zargon/EEG cults thrive on fear, paranoia, and discord.
    4. “When stone splits and silver bleeds, blood will follow in its wake.”

      👉 Ties directly to Cragford/Highmere’s mining disputes → silver ore foreshadow.
    5. “Eight veins unravel, threads of chaos through earth and soul.”

      👉 Direct nod to your Unraveling Threads of Chaos lore (8 veins).
    6. “The river carries more than water… it carries whispers, waiting.”

      👉 The Zumker/Zumend rivers as channels of both trade and corruption. Foreshadows smugglers + deeper seepage of chaos.

    DM Usage Notes

    • At Reedwatch: delivered through eerie, half-taunting mephit voices. Villagers misinterpret them as Beory’s displeasure.
    • At Cragford/Highmere: PCs recognize echoes of these lines in cult runes or Duergar Mage ramblings.
    • At Zargon’s arc: prophetic callbacks (“You remember the whisper at Reedwatch: eight veins unravel…”) reward attentive players.

    WH4.6 – Reedwatch Errand: The Brewer’s Bargain

     

    (Errand / RP)

    Hook: Thane Alris (innkeeper) wants wild bog herbs for his Bramblebrew.

    • Objective: PCs must gather herbs in marshy terrain, avoiding hazards.
    • Challenge: 2 Survival checks (DC 12–13). On a fail, they blunder into 2 Giant Frogs.
    • Reward: A small keg of Bramblebrew (restores 1d4 HP and grants advantage on next saving throw vs. poison after drinking).

    Stat Blocks (Condensed):

    Giant Frog – AC 11, HP 18, Bite +3 (1d6+1, grapple).


    WH4.7 – Reeds of Destiny

     

    (Puzzle / Roleplay Ritual)

    Hook: During the solstice, Cerris invites PCs to help with the weaving of a reed effigy offered to Beory/Obad-Hai.

    • Skill Challenge: Weaving reeds (Dexterity DC 12), chanting the rite (Performance DC 12), drumming/dancing (Athletics/Performance DC 13).
    • Success: PCs earn Beory’s favor → each regains 1 spent spell slot (up to 2nd level) or gains +1 Inspiration.
    • Failure: Ceremony falters; locals whisper the gods disapprove.

    WH4.8 – Marsh Predator

     

    (Combat)

    Hook: Several oxen from Oxenford (driven here for trade) go missing; tracks vanish into a bog.

    • Truth: A Giant Constrictor Snake has made a lair among half-sunken logs.
    • Scaling Encounters:
      • Lv 1–2: 1 Giant Constrictor Snake (CR 2, but toned down HP).
      • Lv 3–4: Snake + 2 Giant Frogs.
    • Reward: Hide can be used to make waterproof cloaks (worth 50 gp).

    Stat Blocks (Condensed):

    Giant Constrictor Snake – AC 12, HP 60, Constrict +6 (2d8+4, grapple/restrain).

  • Reedwatch (WH4)

    (Hamlet, pop. ~55–65)

    Fishing-farming hamlet along the Zumkend River, southern Wolfsward.

    Places to Go (Locations & Services)

    The Bent Willow Inn (Tavern/Inn)

    • A long, low inn with willow beams and reed thatching, smelling faintly of river smoke and herbs.
    • Proprietor: Thane Alris, half-elf innkeeper, known for calm hospitality and riverballad songs.
    • 4 private rooms + a common loft (8 beds). Serves fisher’s stew, smoked eels, and cider.
    • Signature Drink: Reedwatch Bramblebrew — cider spiced with wild berries and river herbs, lightly intoxicating.

    River Docks & Fish Market

    • Small plank docks line the Zumkend River. Boats are shallow, flat-bottomed punts.
    • Market square sells fresh fish, smoked carp, eel, crayfish, and woven reed baskets.
    • Woodwright’s Shed
      • Haren Brookfell, human carpenter, produces boats, oars, plows, and light furniture.
      • Often consults druids on treating wood to last in damp conditions.
      • Haren is often talking with Freddie when he’s not working.
    • Freddie’s Fishbait & Tackle
      • Freddie’s shop is a crooked little shack on the east end of the docks and nestled beside a few well worn, but river-worthy fishing boats. The walls are plastered with old fishing nets, drying hooks, carved lures, and scraps of local notices. Inside, bins overflow with:
        • Live bait: nightcrawlers, river leeches, fat grubs in jars of leaf mold
        • Lures: carved wooden poppers painted with beetle-shell polish
        • Tackle: line, sinkers, poles, hooks, spears, and even gnome-sized rods
        • Rumors: whispered news of unusually large catfish, shimmering trout seen upriver, or strange lights out near the reedy isles…

    Shrine of Obad-Hai & Beory

    • A dual shrine maintained by Cerris Fenwild, Flan druidess.
    • Circle of standing reeds bound with willow branches, used for seasonal rites and fishing blessings.

    Reedweavers’ Guild

    • A loose group of halflings (extended family of 7–8) who weave mats, baskets, and fishing nets.
    • Trade their goods downriver to Hodnet.

    People to See

    • Freddelric Tangleweed (called “Freddie” by locals), proprietor of Freddie’s Fishbait & Tackle
      • Small humanoid (halfling), chaotic good
      • AC: 13 (leather vest), HP: 18 (3d8 + 3), Speed: 25 ft.
      • STR: 8 (–1) DEX: 16 (+3) CON: 12 (+1) INT: 12 (+1) WIS: 13 (+1) CHA: 14 (+2)
      • Saving Throws: DEX +5, INT +3
      • Skills: Sleight of Hand +7, Stealth +7, Insight +3, Persuasion +4, Deception +5, Perception +3, Thieves’ Tools +6
      • Senses: Passive Perception 13
      • Languages: Common, Halfling, Thieves’ Cant
      • Abilities
        • Halfling Nimbleness, Brave, Lucky (as standard)
        • Cunning Action (bonus action Dash, Disengage, or Hide — rarely used now, but instinctual)
        • Thieves’ Reflexes: Advantage on Sleight of Hand checks when under pressure (used reflexively)
        • Rogue’s Caution: Can detect disguised individuals or hidden objects within 10 feet with a DC 12 Perception check, as if unconsciously evaluating the scene.
      • Freddie is a sandy-brown-haired halfling with tousled curls that never quite dry, slate-blue eyes full of mischief, and skin tanned from long hours in the sun. He’s always smiling, his laughter like a bubbling brook. He’s happiest when elbow-deep in a basket of wriggling worms or chatting about river eddies and eel runs.
      • He has a knack for knowing just what bait to recommend based on what the customer hopes to catch—or avoid.

    Things to Do (Sidequests)

  • WH2.2 – Ale’s Gone Sour!

    Intro/Boxed Text:

    • Talla Maltbrew, brewer of Oxenford, pours you a tankard — and spits in disgust. The ale tastes foul, rancid overnight. “It ain’t natural,” she growls. “The barley’s cursed. Fey folk are behind this, mark my words.”
    • Quest Giver (NPC): Talla Maltbrew, stern brewer, proud of her ale.

    Obstacle & Objective:

    The PCs must discover the cause of the souring. Fey pranksters are spoiling the grain stores. PCs may fight, negotiate, or bargain with them.

    Scaling Encounters:

    • Lv 1: 2 Sprites (mischief only, nonlethal).
    • Lv 2: 3 Sprites + 1 Quickling.
    • Lv 3: 2 Quicklings + 1 Redcap.
    • Lv 4: 2 Redcaps + 1 Satyr (instigator)
    • Sprite (CR 1/4) – AC 15, HP 2, Shortbow +6 (1 piercing + poison DC 10 sleep).  
    • Quickling (CR 1) – AC 16, HP 10, Multiattack Dagger +8 (1d4+6).  
    • Redcap (CR 3) – AC 13, HP 45, Iron Boots +6 (3d10+4).  
    • Satyr (CR 1/2) – AC 14, HP 31, Panpipes (charm/fear/sleep).

    Puzzle:

    • Sprites left riddling chalk signs on barrels. PCs may solve their rhyme (DC 12 Insight/Arcana) to learn how to appease them with honey and music. 

    Riddle One (Level 1): The Grain’s Secret

    “I am born in fields of gold,
    Yet crushed to dust, my worth is told.
    Feed me fire, I turn to cheer,
    Name me now, for I am near.”

    Answer: Barley (grain/ale)
    Correct solution → Fey giggle and leave behind a sprig of enchanted barley.
    Failure → A sprite pours sour powder into another cask (further loss of ale).


    Riddle Two (Levels 1-2): The Hidden Guest

    “You see me once in morning light,
    Again at noon, but not at night.
    Catch me never, though I fall,
    What am I, that touches all?”

    Answer: A Shadow
    Correct → Fey relent and reveal which barrels are tainted.
    Failure → A Quickling dashes by, scattering grain (PCs must chase it).


    Riddle Three (Levels 1-4): The Fey’s Demand

    “We dance unseen, yet music knows,
    Our feet are quick, our secret shows.
    Offer sweet, and we will play,
    Or else your drink shall rot away.”

    Answer: Honey (sweetness offered to appease Fey)
    Correct → Fey pranksters can be bargained with using honey and song.
    Failure → They summon a Redcap as “muscle” to defend their mischief.


    Reward:

    • 25 gp each, ox-cart, and fresh supplies.
    • At higher tiers, Brenn gifts Oxhide Armor (AC +1 hide armor).
  • WH2.1 – Stolen Herd

    Intro/Boxed Text:

    • Brenn Two-Ox, Oxenford’s cattleman, curses aloud: “My herd’s gone! Hoofprints lead north into the hills. Without ‘em, the village starves and the Duke’s caravans will lack teams. I’ll pay well if you bring them back alive.”
    • Quest Giver (NPC): Brenn Two-Ox, weathered Flan cattleman.

    Obstacle & Objective:

    PCs follow tracks to a raider camp. Must retrieve herd or defeat raiders. At higher tiers, gnolls/orcs drive the oxen into caves as offerings to their god.

    Scaling Encounters:

    • Lv 1: 3 Wolves + 3 Goblins.
    • Lv 2: 6 Gnolls.
    • Lv 3: Gnoll Pack Lord + 6 Gnolls.
    • Lv 4: Orc Eye of Gruumsh + 4 Orcs + 2 Dire Wolves.
    • Gnoll (CR 1/2) – AC 15, HP 22, Spear +4 (1d6+2).
    • Gnoll Pack Lord (CR 2) – AC 15, HP 49, Multiattack.
    • 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), Spellcasting.

    Skill Challenge (optional):

    • PCs may use Animal Handling (DC 12) to calm panicked oxen, otherwise stampede (1d6 bludgeoning in 10-ft line).

    Reward:

    • 25 gp each, ox-cart, and fresh supplies.
    • At higher tiers, Brenn gifts Oxhide Armor (AC +1 hide armor).
  • Oxenford (WH2)

    (Hamlet, pop. 40–75)

    A small Flan-founded hamlet northeast of Hallowfall, settled only a few decades ago when caravan drovers and farmers discovered rich pastureland in the rolling hills. Life here revolves around oxen, barley, and cider presses. The people are practical and cooperative, wary of strangers but proud of their strong ale and hardy herds. The ‘center’ of town consists of a few farmsteads but a few other families dot the land to the northeast (such as Amberfield Orchard and a few goat farms).
    Notable Locations & NPCs.

    The Draught Ox (Tavern)

    • Proprietor: Harl Drennick (NG Human, 40s, scarred ex-caravan guard). Gruff but generous, he knows every road and will gossip about caravan news.
    • Flavor: Low-beamed ceiling, heavy benches, smoky hearth. Stew is always on the boil, and the dark ale has a sharp bite.
    • Hook: Harl knows rumors about nearby raids and often nudges adventurers toward work.
    • The Draught Ox – Menu
      • Oxenford Stew – A thick beef and root vegetable stew with barley, onions, and turnips. Served with coarse brown bread. (3 sp)
      • Hearth-Roast Mutton – Slow-roasted sheep shank with herbs and garlic, served on a wooden trencher. (5 sp)
      • Farmer’s Plate – A mix of cheese curds, pickled cabbage, dried sausage, and apples. (2 sp)
      • Pottage of the Day – Seasonal vegetable porridge, sometimes with pork scraps. (1 sp)
      • Hunter’s Skillet – Fried eggs, rashers of bacon, and fried potatoes. Favored by caravan guards. (4 sp)
    • Drinks
      • Draught Ox Dark Ale – The tavern’s namesake: strong, malty, with a hint of smoke from charred barrels. (4 cp tankard)
      • Amberfield Cider – Pressed from a small orchard outside Oxenford. Sweet and lightly spiced. (5 cp mug)
      • Goat’s Milk Mead – A light mead made from honey and goat’s milk; faintly sour but warming. (6 cp cup)
      • Hallowfire Spirit – Imported from Hallowfall’s dwarves; sharp, smoky, and burns all the way down. (2 sp glass)
    • Specialties
      • Ox-Tongue Pie – Rich meat pie made from spiced tongue, onions, and gravy. Popular during festivals. (6 sp)
      • Vineyard Pudding – Sweet bread pudding made with raisins from Oxenford’s tiny vineyard. (3 sp)

    Cattle Market

    • Master Drover: Brenn Two-Ox (LN Flan, 50s, weathered cattleman, respected elder). Famous for once pulling a broken wagon himself, earning his nickname.
    • Flavor: The Cattle Market is the first building on the southwest side, followed by two other farmhouses as you go east. Several fields to the south are for crop rotation and grazing lands. The oxen are traded for coin in Oxton March annually or a caravan contract. Arguments over cattle rights grow with the increasing demands for land and resources.
    • Hook: Quest giver for WH2.1 Stolen Herd.

    Tanners’ Yard

    • Operators: Torvik and Melwan (Flan brothers, 30s). Torvik is broad, friendly, but often smells of hide-rot; Melwan is sharper, enjoys bargaining, and keeps a little ledger. The smaller home in the south center is Melwan’s home. Torvik’s family is the larger and the third angled building is the tannery and pits to the southeast; a well sits by another tannery building.
    • Flavor: A stinking corner of the hamlet, hides strung up on racks, vats of urine and lye.
    • Hook: Melwan knows local trade networks and occasionally spots outsiders (raiders, smugglers).

    Maltbrew Farm & Brewery

    ▪ Brewer: Talla Maltbrew (NG Human, 35, stout, red-cheeked, proud of her craft). Believes in hard work, honest ale, and distrusting fey.

    ▪ Flavor: Barn-sized brewing hall (the larger building to the northeast), sacks of barley stacked high, apples fermenting in barrels are stocked in the adjacent structure. Talla’s family stead is the smaller home to the south of the brewery.

    ▪ Hook: Quest giver for WH2.2 Ale Gone Sour.

    Hill Orchards

    • Tenders: Ivena and Loras Greybough (halfling couple, orchardists and cidermakers). Ivena is warm and musical; Loras is quiet but listens well. Loras has a pet ferret, ‘Fizz’, who is inquisitive and gets into everything.
    • Flavor: Apples, plums, and a few grapevines cling to the hillsides. Their cider is traded as far south as Oxton’s March.
    • Hook: Friendly halflings who can provide shelter, local herbs, or cider that refreshes exhausted adventurers (acts as 1 free Hit Die on short rest, once per day).

    Things to Do

  • Baron Elric Dalven

    Ternsmay Farmlands/Province, Duchy of Tenh

    Race: Human (Flan) • Class/Level: Druid (Circle of the Land – Grassland) 5 / Bard (College of Lore) 2 • Alignment: Neutral Good

    Description:
    Elder-dreamer turned Speaker of the Elderglen, Elric Dalven is a beloved figure known for his deep connection to the land and people of Ternsmay. His wisdom extends through harvests and parables, guiding his province with quiet resolve and natural magic. He wields gentle influence through song, soil, and seasonal memory.


    Stats

    Medium humanoid (human), neutral good
    Class/Level: Druid 5 / Bard 2
    Armor Class: 13 (Leather armor + DEX)
    Hit Points: 45 (5d8 + 2d8 + 14)
    Speed: 30 ft.
    Proficiency Bonus: +3

    STRDEXCONINTWISCHA
    10 (+0)14 (+2)14 (+2)12 (+1)16 (+3)12 (+1)

    Traits & Features

    • Druid Circle (Grassland): Bonus cantrip (Shillelagh), spell list expansion
    • Wild Shape (2/rest): Use as a bonus action, CR 1/2 beasts
    • Bard Lore (Jack of All Trades / Additional Magical Secrets): Adds half proficiency bonus to untrained skills; gain two additional spells
    • Flowering Tradition: Advantage on saving throws vs. exhaustion caused by weather (custom trait)
    • Rustic Hospitality (Background – Folk Hero): Can find shelter among common folk

    Actions

    • Quarterstaff (Magic or Regular): +4 to hit, 1d6+2 bludgeoning (versatile 1d8+2)
    • Produce Flame (Cantrip): Ranged spell attack +5 to hit, 1d8 fire damage
    • Healing Word (Spell): DC 13, heals 1d4+1 to ally within 60 ft.
    • Enthralling Performance (once per long rest): Can charm a small audience after a 10-minute performance

    Equipment

    • Flower-patterned Leather Armor
    • Carved Oak Staff
    • Herbal Satchel with common poultices
    • Barley-Stalk Silver Clasp (heirloom)
    • Simple lute for bardic performance

    Quote

    “The soil forgets nothing, but it forgives much. So must we.”

  • Baron Ghalder Veymar

    Grimwold Marches, Duchy of Tenh

    Human (Flan) • Cleric (War Domain) 8 / Fighter 1 • Lawful Neutral

    Baron “Ghal” – Ghalder Veymar is a grim-eyed man known as “The Lantern of the Marches.” His bloodline traces back to pre-Duchy Flan priest-kings, and he views his position not merely as military governor but as sacred custodian of a haunted borderland. Raised in a fortified temple near the river Zumker, Ghalder blends battlefield leadership with ritual vigilance. He is equally comfortable reciting funerary rites or ordering a cavalry charge against hill giants.
    His domain includes ruin-haunted woods, cursed cairns, and forgotten roads — and he takes special care to ensure his soldiers are trained to face more than just mortal foes. His symbol — a torch cradled in iron branches — is burned into every shield and standard flown along the marches. Though slow to trust outsiders, he respects courage and duty, and despises cowardice or necromantic tampering.

    Traits

    • Medium humanoid (human), lawful neutral
    • Cleric (War) 8 / Fighter 1
    • Armor Class: 20 (Chainmail +1, Shield +1, Defense Fighting Style)
    • Hit Points: 75 (8d8 + 1d10 + 27)
    • Speed: 30 ft.
    • Proficiency Bonus: +3
    STRDEXCONINTWISCHA
    16 (+3)10 (+0)16 (+3)12 (+1)18 (+4)13 (+1)

    Traits

    • Divine Domain: War
      • War Priest (5/day): Make a weapon attack as a bonus action after attacking.
      • Guided Strike (1/rest): Add +10 to a missed attack.
      • War God’s Blessing: Add +10 to an ally’s missed attack (1/rest).
      • Channel Divinity (2/rest): War God’s Blessing or Turn Undead
    • Fighter 1:
      • Second Wind (1/rest): Regain 1d10+1 HP.
      • Spellcasting: Cleric 8th-level (Wisdom-based DC 15, +7 to hit)
      • Prepared Spells (Examples):
      • Cantrips: Sacred Flame, Thaumaturgy, Guidance
      • 1st: Shield of Faith, Command
      • 2nd: Spiritual Weapon, Aid
      • 3rd: Spirit Guardians, Revivify
      • 4th: Guardian of Faith, Freedom of Movement

    Traits:

    • +1 Warhammer. +7 to hit, 1d8+4 bludgeoning (versatile 1d10+4)
    • Spiritual Weapon. Bonus action, spectral weapon deals 1d8+4 force on hit.

    Equipment:

    • +1 Warhammer
    • +1 Shield
    • +1 Chainmail
    • Holy Symbol (steel torch wrapped in twisted oak)
    • Scroll of Dispel Magic
    • Ring of Spell Storing (holds Sanctuary and Bless)
    • Grimwold seal (torch over black roots, 250 gp)

    Personality Quirk:

    Ghalder lights a flame — candle, brazier, or fire — before every major decision or judgment. He says the gods speak best through smoke and shadow.