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==Adventure Module - Whispers in the Shadows==
==Adventure Module - Whispers in the Shadows==


Welcome to Barrenford, a frontier town on the brink of collapse, where whispers of the dead and shadows of dark powers begin to spread. As the PCs arrive, they are plunged into a web of danger and intrigue, not by design but by a series of seemingly accidental events.
Welcome to Barrenford, a frontier town on the brink of collapse, where whispers of the dead and shadows of dark powers begin to spread. As the PCs arrive, they are plunged into a web of danger and intrigue, not by design but by a series of seemingly accidental events.


===Session 1: Arrival in Barrenford===
===What's really going on===
The Cult of the Eternal Covenant are in town, busy converting people to Undeath.  Several of the NPCs that the party deal with are already members of the cult.
 
===Session 1: Arrival in [[Barrenford]]===


<b>Background </b>
<b>Background </b>
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<b>Location: Barrenford </b>
<b>Location: Barrenford </b>
Barrenford is a rustic frontier town on the edge of a dark forest, surrounded by rolling hills and farmland. The town has grown up around a trade route that connects coastal cities to the inland empire of Pacedonia. Recently, caravans have slowed to a trickle, the town's economy has stagnated, and tensions are rising. Most of the locals remain unaware of the true forces behind these events.
Barrenford is a rustic frontier town on the edge of a dark forest, surrounded by rolling hills and farmland and a small river that is only just about navigable downstream towards the coast and larger towns. The town has grown up around a trade route that connects coastal cities to the inland areas of Pacedonia and features a large stone bridge that was built prior to the dark ages which still looks new due to the magic used in its construction. Recently, caravans have slowed to a trickle, the town's economy has stagnated, and tensions are rising. Most of the locals remain unaware of the true forces behind these events.


The town is laid out around a central square with a small market, a temple dedicated to <u>[[Gaeda:]]</u>, the Earth Mother, and a weathered inn, <u>[[The Rusted Crown:]]</u>. From here, the PCs will begin their journey into the mystery and darkness creeping over Barrenford.
The town is laid out around a central square with a small market, a temple dedicated to <u>[[Gaeda]]</u>, the Earth Mother, and a weathered inn, <u>[[The Rusted Crown]]</u>. From here, the PCs will begin their journey into the mystery and darkness creeping over Barrenford.


====Initial Encounters (Day 1 in Barrenford)====
====1) Tensions in the Town Square (Non-combat encounter)====
=====1. Tensions in the Town Square (Non-combat encounter)=====


As the PCs enter Barrenford, they find the town square in turmoil. A crowd of angry townsfolk surrounds <u>[[Mayor Roderick Varn]]</u> (NG, Human Male), demanding action on recent disappearances and strange occurrences. The air is thick with tension, and it is clear that Varn is struggling to maintain control.
As the PCs enter Barrenford, they find the town square in turmoil. A crowd of angry townsfolk surrounds <u>[[Mayor Roderick Varn]]</u> (NG, Human Male), demanding action on recent disappearances and strange occurrences. The air is thick with tension, and it is clear that Varn is struggling to maintain control.
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* One person shouts that <u>[[Lady Elenora Lorathas]]</u> should pay for a bigger militia to guard the graveyard.
* One person shouts that <u>[[Lady Elenora Lorathas]]</u> should pay for a bigger militia to guard the graveyard.
* One person claims to have seen his aunt Mildred again, even though she died two weeks ago of gout.   
* One person claims to have seen his aunt Mildred again, even though she died two weeks ago of gout.   
* A group of lumberjacks claim the woods have become dangerous saying they had to run away from a zombie that morning.
* A group of lumberjacks (led by Hendrik Vaast) claim the woods have become dangerous saying they had to run away from a zombie that morning.
* A trader angrily insists he has been robbed - and it happened whilst his caravan was parked in town.
* A trader angrily insists he has been robbed - and it happened whilst his caravan was parked in town.
* A farmer claims his pregnant wife is missing.
* A farmer (Alwin Leech) claims his sick wife has gone missing.
* One local old guy loudly blames the sudden influx of strangers in town.  (Cue everyone turning to stare at the PCs)  
* One local old guy loudly blames the sudden influx of strangers in town.  (Cue everyone turning to stare at the PCs)  


This scene serves as a way to introduce the players to the rising threat without directly involving them just yet. It foreshadows the supernatural elements in play.
This scene serves as a way to introduce the players to the rising threat without directly involving them just yet. It foreshadows the supernatural elements in play.


=====Roleplaying Hook=====
<b>Roleplaying Hook</b>
The PCs could either ask questions and learn about the town's troubles or simply watch as Varn ineffectually tries to calm the crowd. As they observe, they hear scattered comments about "the rising crime in town" and "undead in the forest."
The PCs could either ask questions and learn about the town's troubles or simply watch as Varn ineffectually tries to calm the crowd. As they observe, they hear scattered comments about "the rising crime in town" and "undead in the forest."


=====Key Clues=====
<b> Key Clues </b>
* <b>The Mayor's Struggles:</b> If the PCs speak to the Mayor, he hints at his concern over growing crime and undead sightings. He’s dismissive of any rumours about a larger conspiracy and is not interested in the party getting involved.  If pestered he will tell them that his men are “handling it” but not elaborate further.
* <b>The Mayor's Struggles:</b> If the PCs speak to the Mayor, he hints at his concern over growing crime and undead sightings. He’s dismissive of any rumours about a larger conspiracy and is not interested in the party getting involved.  If pestered he will tell them that his men are “handling it” but not elaborate further.  Once the people have dispersed, he heads to a small building just off the village square (which has the Pacadonian flag hanging on the front of it).
* <b>Rumours of the Forest:</b> The crowd speaks of several other missing persons and the appearance of undead in the nearby forest.
* <b>Rumours of the Forest:</b> The crowd speaks of several other missing persons and the appearance of undead in the nearby forest. There are also counter voices that rubbish the disappearances, saying that they always come back a few days later!


====2) Visiting the Temple (Non-combat encounter)====


====1. A Visit to the Temple (Non-combat encounter)====
The PCs are urged by Mayor Varn or a townsperson to visit [[Father Galdrin]] (LN, Human Male), the town’s priest at the temple of Gaeda, to gain insight into the recent grave robberies and undead sightings. The temple is an old stone structure, simple yet sturdy, with a few wilting flowers placed at the altar, showing signs of the town’s decaying morale.
 
The PCs are urged by Mayor Varn or a townsperson to visit Father Galdrin (LN, Human Male), the town’s priest at the temple of Gaeda, to gain insight into the recent grave robberies and undead sightings. The temple is an old stone structure, simple yet sturdy, with a few wilting flowers placed at the altar, showing signs of the town’s decaying morale.


Location
Location


The Temple of Gaeda stands at the edge of the town square, surrounded by overgrown bushes and a small graveyard in the back. Inside, worn pews face an altar adorned with humble symbols of fertility and earth. The air smells of incense, but beneath it lingers the faint scent of decay.
The Temple of Gaeda stands at the edge of the town square, surrounded by overgrown bushes and a small graveyard in the back. Inside, worn pews face an altar adorned with humble symbols of fertility and earth. The air smells of incense, but beneath it lingers the faint scent of decay.  A heart fire burns in a fireplace behind the altar, doing little to warm the large hall.


Roleplaying Hook
Roleplaying Hook
Line 49: Line 52:
Father Galdrin appears weary and disheartened, praying for guidance as the PCs arrive. He’s more than willing to speak to them but is clearly shaken. As the conversation unfolds, he provides the following information:
Father Galdrin appears weary and disheartened, praying for guidance as the PCs arrive. He’s more than willing to speak to them but is clearly shaken. As the conversation unfolds, he provides the following information:


The graveyard has been desecrated on multiple occasions. Some corpses have gone missing entirely, and others have been found unearthed but left behind.
Grave Robbings:
A strange black ichor has been found near the desecrated graves, which Galdrin suspects is linked to dark magic. He can offer the PCs a sample if they investigate further.
*''The graveyard has been desecrated on multiple occasions. Some corpses have gone missing entirely, and others have been found unearthed but left behind.''
Galdrin confides that his divine connection to Gaeda feels weakened in recent weeks. He believes something unnatural is affecting the area, limiting his powers to protect the graveyard.
*''A strange black ichor has been found near the desecrated graves, which Galdrin suspects is linked to dark magic. He can offer the PCs a sample if they investigate further.''
 
General State of the Village:
*''Galdrin confides that his divine connection to Gaeda feels weakened in recent weeks. He believes something unnatural is affecting the area, limiting his powers to protect the graveyard.''
 
Missing People:
*''He had tried to treat Alwin Leech's wife only a couple of days earlier, but her sickness was beyond what he was able to cure.  He was expecting her to pass away within the week.  He didn't know she was missing.''


Key Clues
Key Clues


The Ichor Sample: The black ichor found near the graves radiates a faint necromantic aura if examined with detect magic. PCs may test it or take it to a local wizard or alchemist.
*The Ichor Sample: The black ichor found near the graves radiates a faint necromantic aura if examined with detect magic. PCs may test it or take it to a local wizard or alchemist.
Undead Sightings: Galdrin has heard rumours of figures moving through the graveyard late at night, but every time he investigates, nothing is found.
*Undead Sightings: Galdrin has heard rumours of figures moving through the graveyard late at night, but every time he investigates, nothing is found.


====2. Visiting Lady Elenora Lorathas’s Estate (Non-combat encounter)====
====3) Visiting Lady Elenora Lorathas’s Estate (Non-combat encounter)====


As influential as she is wealthy, Lady Elenora Lorathas (LN, Human Female), the widow of a wealthy merchant family, has considerable sway in Barrenford. Her estate sits atop a hill overlooking the town, well-guarded and surrounded by iron fencing. Some of the townsfolk believe she’s too stingy to properly fund a militia to protect the town, though she disputes this.
As influential as she is wealthy, Lady Elenora Lorathas (LN, Human Female), the widow of a wealthy merchant family, has considerable sway in Barrenford. Her estate sits atop a hill overlooking the town, well-guarded and surrounded by iron fencing. Some of the townsfolk believe she’s too stingy to properly fund a militia to protect the town, though she disputes this.
Line 72: Line 81:
She will share the following details:
She will share the following details:


Yorick’s Disappearance: Yorick went missing a two days ago after visiting the town. Lady Elenora offers a reward if the PCs can find him or learn what happened. She has no idea who is behind it but convinced Yorick wouldn’t have simply left town without speaking to her.  He doesn’t know who he was planning to meet.
*Yorick’s Disappearance: Yorick went missing a two days ago after visiting the town. Lady Elenora offers a reward if the PCs can find him or learn what happened. She has no idea who is behind it but convinced Yorick wouldn’t have simply left town without speaking to her.  He doesn’t know who he was planning to meet.
Funding the Militia: Lady Elenora believes that funding a militia would be a waste. She hints that her wealth would be better spent on more personal defence and claims she has already hired private guards to protect her estate.
*Funding the Militia: Lady Elenora believes that funding a militia would be a waste. She hints that her wealth would be better spent on more personal defence and claims she has already hired private guards to protect her estate.
Family Crypt: Lady Elenora’s family has a small crypt in the town graveyard, but she hasn’t visited it in years.
*Family Crypt: Lady Elenora’s family has a small crypt in the town graveyard, but she hasn’t visited it in years.
Mayor Varn: Lady Elenora is scathing in her criticism of the current Mayor, convinced he couldn’t organise his way out of a paper bag, let alone run the town well (like her family used to when her late father was around)
*Mayor Varn: Lady Elenora is scathing in her criticism of the current Mayor, convinced he couldn’t organise his way out of a paper bag, let alone run the town well (like her family used to when her late father was around)
Lord Lorathas died several decades ago.  Lady Elenora was married but her husband also died five years ago in a hunting accident.
*Lord Lorathas died several decades ago.  Lady Elenora was married but her husband also died five years ago in a hunting accident.
 


Key Clues
Key Clues


Yorick’s Fate: A successful Investigation check DC13 of his room reveals a diary where he marks in a meeting with “Fred!” in the Inn with a little hand drawn hand print next to the name.  DC16 A separate journal has numerous snide remarks about Elenora being too controlling.   
*Yorick’s Fate: A successful Investigation check DC13 of his room reveals a diary where he marks in a meeting with “Fred!” in the Inn with a little hand drawn hand print next to the name.  DC16 A separate journal has numerous snide remarks about Elenora being too controlling.   
DC20 Some letters in a box from someone living in Pacedon mentions that Yorick should ask for “Fred” when he visits the inn, code for putting him contact with someone who can help him with his “problem”.
DC20 Some letters in a box from someone living in Pacedon mentions that Yorick should ask for “Fred” when he visits the inn, code for putting him contact with someone who can help him with his “problem”.


 
====4) Talking to the Innkeeper (Non-combat encounter)====
====3. Confronting the Innkeeper (Non-combat encounter)====


<u>[[Bert]]</u>, the Innkeeper (NG, Human Male) is a gruff but friendly local who owns The Rusted Crown. Recently, his inn has seen a sharp decline in patrons, except for a few shady figures. Bert is well-liked in town but keeps his ear to the ground and has picked up on whispers of darker dealings.
<u>[[Bert]]</u>, the Innkeeper (NG, Human Male) is a gruff but friendly local who owns The Rusted Crown. Recently, his inn has seen a sharp decline in patrons, except for a few shady figures. Bert is well-liked in town but keeps his ear to the ground and has picked up on whispers of darker dealings.
Line 97: Line 104:
Bert is concerned for his town and tells the PCs about the shady types who have begun frequenting his inn. He suspects something is going on beneath the surface but hasn’t pressed too hard for answers. However, if the PCs ask the right questions, Bert opens up:
Bert is concerned for his town and tells the PCs about the shady types who have begun frequenting his inn. He suspects something is going on beneath the surface but hasn’t pressed too hard for answers. However, if the PCs ask the right questions, Bert opens up:


Recent Guests: Bert is  suspicious characters have checked into the inn, staying only for one or two nights before disappearing into the forest or town. Some are connected to the Web of Knives, and one particularly quiet traveller matches the description of a man seen near the graveyard at night.
*Recent Guests: Bert is  suspicious characters have checked into the inn, staying only for one or two nights before disappearing into the forest or town. Some are connected to the Web of Knives, and one particularly quiet traveller matches the description of a man seen near the graveyard at night.
Strange Packages: A few nights ago, one of Bert’s barmaids saw a cloaked figure passing off small packages behind the inn, near the stables. He’s willing to show the PCs the area if they investigate.
*Strange Packages: A few nights ago, one of Bert’s barmaids saw a cloaked figure passing off small packages behind the inn, near the stables. He’s willing to show the PCs the area if they investigate.
Tension with the Mayor: Bert sympathises with Mayor Varn but believes the Mayor isn’t doing enough to curb the rising trouble. He mentions that Varn has been receiving mysterious visitors at odd hours.
*Tension with the Mayor: Bert sympathises with Mayor Varn but believes the Mayor isn’t doing enough to curb the rising trouble. He mentions that Varn has been receiving mysterious visitors at odd hours.
if asked about “Fred” he will clam up. Persuasion check (DC15 - advantage with bribe >2gp) and he agrees to arrange a meeting the following night.
*if asked about “Fred” he will clam up. Persuasion check (DC15 - advantage with bribe >2gp) and he agrees to arrange a meeting the following night.


Key Clues
Key Clues


The Packages: Investigating behind the inn reveals hidden parcels containing strange materials like bone fragments and blood-stained cloth, possibly linked to necromantic rituals. If examined with detect magic, the PCs can sense faint traces of necromancy.
*The Packages: Investigating behind the inn reveals hidden parcels containing strange materials like bone fragments and blood-stained cloth, possibly linked to necromantic rituals. If examined with detect magic, the PCs can sense faint traces of necromancy.
Hidden Dealings: Bert can be coaxed into revealing more about the strangers if the PCs offer some sort of favour in return.
*Hidden Dealings: Bert can be coaxed into revealing more about the strangers if the PCs offer some sort of favour in return.


6. Into the Woods (Combat encounter)
====5) Into the Woods (Combat encounter)====


After hearing more rumours about undead lurking in the forest, the PCs are approached by a group of lumberjacks led by Hendrik (NG, Human Male). Hendrik insists that something unnatural has taken root in the woods and offers to guide the party to a location where they saw a zombie.
Talking to the lumberjacks led by Hendrik Vaast (NG, Human Male)). Hendrik insists that something unnatural has taken root in the woods and offers to guide the party to a location where they saw a zombie.


Location
Location
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The clearing is littered with broken logs and stumps from the lumberjack operations. The ground is uneven, and thick fog rolls in, obscuring vision beyond 20 feet.
The clearing is littered with broken logs and stumps from the lumberjack operations. The ground is uneven, and thick fog rolls in, obscuring vision beyond 20 feet.


Zombies (2-3) CR 1/4
Zombies (8-10) CR 1/4
HP: 22 (3d8+9)
HP: 22 (3d8+9)
AC: 8
AC: 8
Speed: 20 ft
Speed: 20 ft
Attacks:
Attacks:
 
*Slam: +3 to hit, 1d6+1 bludgeoning damage
Slam: +3 to hit, 1d6+1 bludgeoning damage
Undead Fortitude: If damage reduces the zombie to 0 HP, it must make a Constitution saving throw (DC 5 + the damage taken) unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 HP instead of dying.
Undead Fortitude: If damage reduces the zombie to 0 HP, it must make a Constitution saving throw (DC 5 + the damage taken) unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 HP instead of dying.


Features of the Clearing
Features of the Clearing


Fog: The thick fog heavily obscures vision, limiting line of sight to 20 feet.
*Fog: The thick fog heavily obscures vision, limiting line of sight to 20 feet.
Uneven Ground: The terrain is rough, requiring a DC 12 Dexterity (Acrobatics) check to avoid tripping when moving quickly.
*Uneven Ground: The terrain is rough, requiring a DC 12 Dexterity (Acrobatics) check to avoid tripping when moving quickly.
Fallen Logs: Logs and stumps can provide partial cover (+2 AC) if used tactically.
*Fallen Logs: Logs and stumps can provide partial cover (+2 AC) if used tactically.


Optional Encounter Twist
Optional Encounter Twist
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Conclusion of Scene:
Conclusion of Scene:
After defeating the zombies, Hendrik nervously suggests returning to town before more undead appear. The PCs now have evidence of the necromantic influence in the forest and a clue that could link the undead to Lady Elenora’s missing cousin.
After defeating the zombies, Hendrik nervously suggests returning to town before more undead appear. The PCs now have evidence of the necromantic influence in the forest and a clue that could link the undead to Lady Elenora’s missing cousin.
===<u>[[Additional encounters]]</u>===

Latest revision as of 08:28, 23 October 2024

Back to DM Notes

Adventure Module - Whispers in the Shadows[edit]

Welcome to Barrenford, a frontier town on the brink of collapse, where whispers of the dead and shadows of dark powers begin to spread. As the PCs arrive, they are plunged into a web of danger and intrigue, not by design but by a series of seemingly accidental events.

What's really going on[edit]

The Cult of the Eternal Covenant are in town, busy converting people to Undeath. Several of the NPCs that the party deal with are already members of the cult.

Session 1: Arrival in Barrenford[edit]

Background The PCs arrive in Barrenford after a long and uneventful journey as caravan guards, expecting to collect their pay and enjoy some rest. However, the town is far from peaceful. Ominous clouds hang low in the sky, a biting chill cuts through the streets, and rumours of strange happenings abound. Unbeknownst to them, they have stumbled into the early stages of Durnstang's Cabal's plans. The *Web of Knives* has embedded itself in the region, while necromantic forces manipulate the dead. The PCs are about to be swept up into this storm.

Location: Barrenford Barrenford is a rustic frontier town on the edge of a dark forest, surrounded by rolling hills and farmland and a small river that is only just about navigable downstream towards the coast and larger towns. The town has grown up around a trade route that connects coastal cities to the inland areas of Pacedonia and features a large stone bridge that was built prior to the dark ages which still looks new due to the magic used in its construction. Recently, caravans have slowed to a trickle, the town's economy has stagnated, and tensions are rising. Most of the locals remain unaware of the true forces behind these events.

The town is laid out around a central square with a small market, a temple dedicated to Gaeda, the Earth Mother, and a weathered inn, The Rusted Crown. From here, the PCs will begin their journey into the mystery and darkness creeping over Barrenford.

1) Tensions in the Town Square (Non-combat encounter)[edit]

As the PCs enter Barrenford, they find the town square in turmoil. A crowd of angry townsfolk surrounds Mayor Roderick Varn (NG, Human Male), demanding action on recent disappearances and strange occurrences. The air is thick with tension, and it is clear that Varn is struggling to maintain control.

The PCs have a chance to overhear the townsfolk's complaints:

  • Several families claim their dead relatives graves have been dug up and Father Galdrin has been unable to prevent it.
  • One person shouts that Lady Elenora Lorathas should pay for a bigger militia to guard the graveyard.
  • One person claims to have seen his aunt Mildred again, even though she died two weeks ago of gout.
  • A group of lumberjacks (led by Hendrik Vaast) claim the woods have become dangerous saying they had to run away from a zombie that morning.
  • A trader angrily insists he has been robbed - and it happened whilst his caravan was parked in town.
  • A farmer (Alwin Leech) claims his sick wife has gone missing.
  • One local old guy loudly blames the sudden influx of strangers in town. (Cue everyone turning to stare at the PCs)

This scene serves as a way to introduce the players to the rising threat without directly involving them just yet. It foreshadows the supernatural elements in play.

Roleplaying Hook The PCs could either ask questions and learn about the town's troubles or simply watch as Varn ineffectually tries to calm the crowd. As they observe, they hear scattered comments about "the rising crime in town" and "undead in the forest."

Key Clues

  • The Mayor's Struggles: If the PCs speak to the Mayor, he hints at his concern over growing crime and undead sightings. He’s dismissive of any rumours about a larger conspiracy and is not interested in the party getting involved. If pestered he will tell them that his men are “handling it” but not elaborate further. Once the people have dispersed, he heads to a small building just off the village square (which has the Pacadonian flag hanging on the front of it).
  • Rumours of the Forest: The crowd speaks of several other missing persons and the appearance of undead in the nearby forest. There are also counter voices that rubbish the disappearances, saying that they always come back a few days later!

2) Visiting the Temple (Non-combat encounter)[edit]

The PCs are urged by Mayor Varn or a townsperson to visit Father Galdrin (LN, Human Male), the town’s priest at the temple of Gaeda, to gain insight into the recent grave robberies and undead sightings. The temple is an old stone structure, simple yet sturdy, with a few wilting flowers placed at the altar, showing signs of the town’s decaying morale.

Location

The Temple of Gaeda stands at the edge of the town square, surrounded by overgrown bushes and a small graveyard in the back. Inside, worn pews face an altar adorned with humble symbols of fertility and earth. The air smells of incense, but beneath it lingers the faint scent of decay. A heart fire burns in a fireplace behind the altar, doing little to warm the large hall.

Roleplaying Hook

Father Galdrin appears weary and disheartened, praying for guidance as the PCs arrive. He’s more than willing to speak to them but is clearly shaken. As the conversation unfolds, he provides the following information:

Grave Robbings:

  • The graveyard has been desecrated on multiple occasions. Some corpses have gone missing entirely, and others have been found unearthed but left behind.
  • A strange black ichor has been found near the desecrated graves, which Galdrin suspects is linked to dark magic. He can offer the PCs a sample if they investigate further.

General State of the Village:

  • Galdrin confides that his divine connection to Gaeda feels weakened in recent weeks. He believes something unnatural is affecting the area, limiting his powers to protect the graveyard.

Missing People:

  • He had tried to treat Alwin Leech's wife only a couple of days earlier, but her sickness was beyond what he was able to cure. He was expecting her to pass away within the week. He didn't know she was missing.

Key Clues

  • The Ichor Sample: The black ichor found near the graves radiates a faint necromantic aura if examined with detect magic. PCs may test it or take it to a local wizard or alchemist.
  • Undead Sightings: Galdrin has heard rumours of figures moving through the graveyard late at night, but every time he investigates, nothing is found.

3) Visiting Lady Elenora Lorathas’s Estate (Non-combat encounter)[edit]

As influential as she is wealthy, Lady Elenora Lorathas (LN, Human Female), the widow of a wealthy merchant family, has considerable sway in Barrenford. Her estate sits atop a hill overlooking the town, well-guarded and surrounded by iron fencing. Some of the townsfolk believe she’s too stingy to properly fund a militia to protect the town, though she disputes this.

Location

Lady Elenora’s Estate is an imposing, three-story stone mansion. A cobblestone path leads to the iron gates, which stand partially ajar. The interior is richly furnished with tapestries, portraits, and polished wood, though a strange gloom hangs over the house, with the few servants moving silently, their eyes averted. A large family portrait shows an imposing man with a younger version of Elenora in front of him. Another portrait shows Elenora and presumably her husband standing looking out over a view of the valley and the town of Barrenford.

Roleplaying Hook

Lady Elenora is stern but polite when meeting the PCs. She doesn’t believe in the supernatural claims but is concerned with the recent increase in crime and the mysterious disappearance of her cousin, Yorick — who never returned after a late-night meeting in town two days earlier.

She will share the following details:

  • Yorick’s Disappearance: Yorick went missing a two days ago after visiting the town. Lady Elenora offers a reward if the PCs can find him or learn what happened. She has no idea who is behind it but convinced Yorick wouldn’t have simply left town without speaking to her. He doesn’t know who he was planning to meet.
  • Funding the Militia: Lady Elenora believes that funding a militia would be a waste. She hints that her wealth would be better spent on more personal defence and claims she has already hired private guards to protect her estate.
  • Family Crypt: Lady Elenora’s family has a small crypt in the town graveyard, but she hasn’t visited it in years.
  • Mayor Varn: Lady Elenora is scathing in her criticism of the current Mayor, convinced he couldn’t organise his way out of a paper bag, let alone run the town well (like her family used to when her late father was around)
  • Lord Lorathas died several decades ago. Lady Elenora was married but her husband also died five years ago in a hunting accident.

Key Clues

  • Yorick’s Fate: A successful Investigation check DC13 of his room reveals a diary where he marks in a meeting with “Fred!” in the Inn with a little hand drawn hand print next to the name. DC16 A separate journal has numerous snide remarks about Elenora being too controlling.

DC20 Some letters in a box from someone living in Pacedon mentions that Yorick should ask for “Fred” when he visits the inn, code for putting him contact with someone who can help him with his “problem”.

4) Talking to the Innkeeper (Non-combat encounter)[edit]

Bert, the Innkeeper (NG, Human Male) is a gruff but friendly local who owns The Rusted Crown. Recently, his inn has seen a sharp decline in patrons, except for a few shady figures. Bert is well-liked in town but keeps his ear to the ground and has picked up on whispers of darker dealings.

Location

The Rusted Crown is a worn-down establishment, its glory days long past. The common room is sparsely filled, with a single bard playing a slow tune in the corner. The patrons, most of them travellers and labourers, seem on edge, whispering among themselves.

Roleplaying Hook

Bert is concerned for his town and tells the PCs about the shady types who have begun frequenting his inn. He suspects something is going on beneath the surface but hasn’t pressed too hard for answers. However, if the PCs ask the right questions, Bert opens up:

  • Recent Guests: Bert is suspicious characters have checked into the inn, staying only for one or two nights before disappearing into the forest or town. Some are connected to the Web of Knives, and one particularly quiet traveller matches the description of a man seen near the graveyard at night.
  • Strange Packages: A few nights ago, one of Bert’s barmaids saw a cloaked figure passing off small packages behind the inn, near the stables. He’s willing to show the PCs the area if they investigate.
  • Tension with the Mayor: Bert sympathises with Mayor Varn but believes the Mayor isn’t doing enough to curb the rising trouble. He mentions that Varn has been receiving mysterious visitors at odd hours.
  • if asked about “Fred” he will clam up. Persuasion check (DC15 - advantage with bribe >2gp) and he agrees to arrange a meeting the following night.

Key Clues

  • The Packages: Investigating behind the inn reveals hidden parcels containing strange materials like bone fragments and blood-stained cloth, possibly linked to necromantic rituals. If examined with detect magic, the PCs can sense faint traces of necromancy.
  • Hidden Dealings: Bert can be coaxed into revealing more about the strangers if the PCs offer some sort of favour in return.

5) Into the Woods (Combat encounter)[edit]

Talking to the lumberjacks led by Hendrik Vaast (NG, Human Male)). Hendrik insists that something unnatural has taken root in the woods and offers to guide the party to a location where they saw a zombie.

Location

The forest outside of Barrenford is dense with mist, filled with ancient, gnarled trees. The lumberjacks lead the PCs down a winding path through thick foliage and muddy terrain until they reach a remote clearing.

As the group moves deeper into the forest, a low moan echoes from the trees, and soon the PCs find themselves surrounded by a small group of undead.

Encounter Details

The clearing is littered with broken logs and stumps from the lumberjack operations. The ground is uneven, and thick fog rolls in, obscuring vision beyond 20 feet.

Zombies (8-10) CR 1/4 HP: 22 (3d8+9) AC: 8 Speed: 20 ft Attacks:

  • Slam: +3 to hit, 1d6+1 bludgeoning damage

Undead Fortitude: If damage reduces the zombie to 0 HP, it must make a Constitution saving throw (DC 5 + the damage taken) unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 HP instead of dying.

Features of the Clearing

  • Fog: The thick fog heavily obscures vision, limiting line of sight to 20 feet.
  • Uneven Ground: The terrain is rough, requiring a DC 12 Dexterity (Acrobatics) check to avoid tripping when moving quickly.
  • Fallen Logs: Logs and stumps can provide partial cover (+2 AC) if used tactically.

Optional Encounter Twist

As the battle unfolds, one of the zombies bursts from the underbrush, dragging a half-buried corpse still wearing a merchant’s tattered clothes. A successful Investigation (DC 14) after the fight reveals the remains to be Yorick, Lady Elenora’s missing cousin.

Conclusion of Scene: After defeating the zombies, Hendrik nervously suggests returning to town before more undead appear. The PCs now have evidence of the necromantic influence in the forest and a clue that could link the undead to Lady Elenora’s missing cousin.

Additional encounters[edit]