Module One
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.
Session 1: Arrival in Barrenford
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. 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.
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.
Initial Encounters (Day 1 in Barrenford)
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 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.
- Mayor Roderick Varn (CR 1/8)
HP: 9 (2d8) AC: 10 (no armour) Speed: 30 ft Stats: Str 10, Dex 10, Con 10, Int 12, Wis 14, Cha 12 Skills: Persuasion +4, Insight +4 Personality: Overwhelmed but dedicated, trying to keep a lid on panic despite feeling powerless. Motivation: He wants to protect his town but has no idea how deep the problems run.
The PCs have a chance to overhear the townsfolk's complaints: - A farmer claims his wife disappeared in the night, and the next morning, she returned as a ghoul. - A trader angrily insists his caravans have been attacked by strange bandits that disappear into the mist.
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 dead" and "shadows 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. - Rumours of the Forest: The crowd speaks of missing persons and strange noises from the nearby misty forest.
2. The Night Attack (Combat encounter)
As the PCs retire to The Rusted Crown for the night, they are unwittingly drawn into an assassination attempt orchestrated by Kyros' Web of Knives. A seasoned *Web of Knives* assassin has been dispatched to eliminate Mayor Varn, who is staying in the room above them. Unfortunately for the assassin, they stumble into the wrong room, mistaking the PCs’ quarters for the Mayor's.
Location
The upper floor of The Rusted Crown is narrow and dark, with creaky wooden floors and worn-down furniture. The PCs' room is small but functional, with an old wooden bed, a heavy chest, and a dusty window that faces the dark street outside.
Features of the Room
- Creaky Floors: Movement across the room requires a successful DC 12 Dexterity (Stealth) check to avoid alerting enemies or waking sleeping occupants. - Window Exit: Characters can leap through the window (dealing 1d6 falling damage) onto the street below. - Heavy Chest: Can be used as a makeshift barricade or even pushed onto an enemy (DC 10 Strength check to shove, dealing 1d6 bludgeoning damage).
Assassin (CR 1)
- Web of Knives Mercenary*
HP: 27 (5d8+5) AC: 14 (leather armour) Speed: 30 ft Stats: Str 12, Dex 16, Con 12, Int 10, Wis 11, Cha 10 Skills: Stealth +6, Sleight of Hand +5 Saving Throws: Dex +5, Wis +2 Attacks: - Shortsword: +5 to hit, 1d6+3 piercing damage - Dagger: +5 to hit, 1d4+3 piercing damage, ranged 20/60 ft Abilities: - Sneak Attack (1/turn): The assassin deals an extra 7 (2d6) damage when they hit with an attack if they have advantage or an ally within 5 feet of the target. - Cunning Action: The assassin can Dash, Disengage, or Hide as a bonus action.
Tactics
- Stealthy Entry: The assassin attempts to sneak in using the cover of night. They use their Cunning Action to disengage and retreat if things go south. - Target Priority: Initially, the assassin mistakes one of the PCs for the Mayor but will quickly realise their mistake. They fight defensively, trying to escape if it becomes clear the PCs are not the intended target.
Optional Encounter Twist
If the PCs quickly overpower the assassin, add a twist: before the assassin dies or flees, the window behind them bursts open as a reanimated corpse (a *Zombie*) breaks in, drawn by the necromantic energies lingering in the town. The PCs now face a two-fronted battle: one against the assassin and one against the relentless undead.
Zombie (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.
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Conclusion of Scene: After defeating the assassin and potentially the zombie, the PCs will realise that they were never supposed to be involved in this plot. A quick investigation of the assassin's body or belongings reveals a simple note: "The Mayor must fall."
Next Steps
- The PCs now have several clues pointing to a larger plot, though they may not fully understand its scope. Investigating further could lead them to Mayor Varn, who is shaken but grateful for their intervention. - Lady Elenora Lorathas might also take an interest in the PCs’ unexpected survival, potentially making a clandestine offer or giving them hints of hidden powers at play.