#quest 
### 💀 **QUEST: “STOP RAIDING SCOUSART”**  

The Guards of [Scousart](Scousart.md) need your help! there is constant raiding parties that they are defending against and dont have the man power to stop them at their source. 
Travel North-East and find the source of the raiding parties. 

The guards of Scousart will give 500 gold Pieces to those who bring proof of the end of the raiding parties. 

- Completed in [6 - Notes](6%20-%20Notes.md) & [6 - Ogres and Memories](6%20-%20Ogres%20and%20Memories.md)

#quest

[Scousart](Scousart.md)
[Grimm Thorn-Skull](Grimm%20Thorn-Skull.md)

---

### 💀 **QUEST: “THE MEMORY BOTTLE JOB”**  
> *“Some memories don’t belong in bottles… but they don’t belong in children either.”*

A wealthy merchant paid Grimm to bottle the memory of his daughter’s last words before she vanished on the Road to Garven. But when Grimm tried to deliver it, the vial shattered — and the memory _escaped_, clinging to a street urchin who now speaks in the dead girl’s voice… and remembers things no child should.

**The Job:** Track down the child (on the outskirts of scousart), extract the memory, and return it to Grimm in a _new_ vial infused with Echo-Wood ash.

Grimm will pay 800 Gold pieces for the memory back in his hands

---

---

### 🕯️ **THE HOOK: THE CHILD WHO REMEMBERS TOO MUCH**

Grimm the Apothecary, a half-dwarf herbalist with one eye made of polished obsidian and the other missing — replaced by a glowing vial that flickers like candlelight.

He tells you:  
- **Elara Vey**, daughter of **Merchant-Prince Ralder Vey** (Buckshot Bay), vanished on the Road to Garven three weeks ago. Her father paid Grimm 1,500 gp to bottle her final memory — her whispered last words before she was taken by the Whisperwood:  
> *“I didn’t run… I followed the song.”*

- But when Grimm sealed it in an Echo-Wood vial infused with distilled sorrow-moss… **the memory broke free.**  
- It didn’t vanish. It *clung*. And it found Thomas — a 9-year-old orphan who sleeps under the Five-Spoke Inn’s stairs, stealing bread and talking to shadows.

Now, Thomas speaks in Elara’s voice. He knows her favorite flower (white moonpetals). He remembers the exact moment her foot slipped on moss-covered stone. He can describe *exactly* how the trees bent toward her… like they were reaching for her hand.

And worse — he **doesn’t know his own name anymore**.

> “I used to be Thomas,” he told a baker yesterday, while drawing Elara’s face in charcoal on the wall.  
> *“But I think Thomas was just the shell. The song is me now.”*

Grimm wants you to extract the memory — but **not kill it**. Not destroy it.

> “It doesn’t want to hurt him,” Grimm mutters, eyes flickering with that glowing vial.  
> “It’s lonely. And it remembers *everything*. So it latched onto something small… something unremembered… so it wouldn’t be forgotten too.”

---

### 👶 **FINDING THOMAS — THE BASMENT ENCOUNTER**

The basement is damp, lined with stacked jars of bottled sighs, weeping moss, and half-sentient mushrooms. A single lantern glows above a cot made of rags.

Thomas sits curled on the floor, rocking back and forth, humming a tune no one in Scousart knows — a lullaby from Buckshot Bay’s harbor district.

He looks up when you enter. His eyes are too old for his face.

> “You came to take my song away,” he says — not afraid. Sad.  
>   
> “I don’t want it gone.”  
>   
> He holds out a small wooden box, carved with flowers:  
> *“This is all I have left of me. My name. My mother’s voice. The smell of bread when she baked it.”*  

Inside the box:  
- A single button from a child’s coat (Thomas’s, possibly)  
- A folded scrap of paper with “THOMAS” written in shaky letters — *in his own hand*, dated 2 weeks ago  
- Two dried moonpetals  

> “I’m not Elara,” he whispers.  
> *“But if I forget her… then she’ll be gone forever.”*

---

### ⚖️ **THE CHOICES**

---

#### ✅ OPTION 1: **Extract the Memory (Save Thomas, Kill Elara’s Legacy)**  
- Use Grimm’s new vial — infused with powdered Echo-Wood ash and crushed moonpetals.  
- Requires a **DC 14 Arcana or Religion check** to safely siphon the memory without damaging Thomas’s mind.  
> *Success:* The silver mist flows from Thomas into the vial. He blinks… looks around confused.  
> “Who… who was I?” he asks. Then, quietly: “I think I had a mother.”  
>   
> He lives — but is emotionally hollowed. He no longer sings. No longer remembers his own name unless reminded. The baker says he now just stares at pigeons… and cries when they fly.

- **Reward:** 800 gp + *Bottled Memory: “I didn’t run… I followed the song.”*  
> This memory can be sold for **300–500 gp** depending on buyer:  
> - A grieving parent? → 500 gp (they’ll pay anything)  
> - An alchemist studying spirit-binding? → 400 gp + rare herb  
> - A cult that believes memories are souls? → 200 gp… but they try to steal it.  

> **BUT:** That night, the Bell of Forgotten Names tolls *twice*. The forest took Elara’s memory — and now wants a soul to replace what was taken. Who will it choose?

#### ✅ OPTION 2: **Let Thomas Keep It (Sacrifice Him to Preserve Her Memory)**  
- You tell Grimm: “Leave it.”  
- He looks at you, silently. Then nods.  
> “Then you’ll be the ones who watch him fade.”

Over the next three days, Thomas grows paler. His skin starts to ripple with faint bark-like patterns. His voice becomes layered — his own whisper, mixed with Elara’s lullaby.

On the final dusk:  
- He walks into the Whisperwood alone. No one stops him.  
- The next morning, a child-sized figure is found at the edge of the forest — hollow-eyed, covered in moss… but *alive*.  
> He doesn’t speak anymore. Doesn’t move. Just stares toward Scousart.

The villagers say:  
> “He’s not dead. He’s becoming part of the song.”

> “He’s not dead. He’s becoming part of the song.”  

- **Reward:** 800 gp + *One bottled memory (random)* — BUT you also gain **a haunting gift**:  
> **Echo-Bond** (*Passive Trait*) — When next you hear a whisper in the forest, it sounds like Thomas’s voice. You can spend an action to ask one question about Elara’s death… but the answer always includes: *“I was so scared.”*  

> And sometimes… at night… you dream of being nine years old again.

#### ❌ OPTION 3: **Destroy the Memory (Kill Both)**  
- Smash the vial. Use fire. Burn Thomas’s box.  
- The memory explodes into a cloud of silver dust — and for one terrifying minute, *every person in the Five-Spoke Inn hears Elara’s last words at once*.  
- Children scream. Dwarves drop their mugs. One woman collapses, sobbing: *“That was my daughter.”* (She had no child.)  

Thomas screams — a sound like tearing bark — and his body turns to ash in seconds.

Grimm stares at you for a long time. Then he takes your 800 gp…  
> “You didn’t save anyone,” he says, voice hollow.  
> “You just made the forest hungry.”

The bell tolls *three times* that night.

The bell tolls *three times* that night.  

And the next morning, **a new raven** appears on the inn’s roof — carved in the shape of a child.

---

### 📜 **BOTTLED MEMORY RANDOM TABLE (ROLL d6)**

| d6  | Memory Content                                                   | Value  | Effect if Sold                                                                                   |
| --- | ---------------------------------------------------------------- | ------ | ------------------------------------------------------------------------------------------------ |
| 1   | *“I didn’t run… I followed the song.”* (Elara’s)                 | 500 gp | Grants +2 Insight on next encounter with Whisperwood spirits                                     |
| 2   | A map to a hidden shrine under Buckshot Bay's docks              | 450 gp | Reveals location of sunken treasure: **The Drowned Bell** — guarded by ghost-merfolk             |

| 3   | The taste of your first kiss (unknown person)                    | 300 gp | You feel the emotion when holding it. If you drink it, you weep uncontrollably for an hour       |
| 4   | A lullaby sung to a child who died in childbirth                 | 250 gp | Can be used as a *Calm Emotions* spell (1/day) if played aloud                                   |
| 5   | The moment someone realized they were being lied to by their god | 350 gp | Causes target of your next persuasion check to gain advantage on saving throw against illusions  |
| 6   | A memory of a name you never knew — “Veyla”                      | 200 gp | If whispered into the Bell Tower, it causes *one* raven there to whisper back: “I remember her.” |

#quest 

[Five_spoke_inn](Five_spoke_inn.md)
---

### 💀 **QUEST: “THE RAVEN THAT DIDN’T FALL”**  
> *“The ravens don’t rot. They remember.”*  
> — Scousart proverb, whispered only by the old who’ve seen too much  

> A raven carved into the eaves of the roof — its wings spread wide, face finely detailed with hollow eyes and a faint smile — is **decaying**. Moss curls around its beak. Bark peels like dead skin. One claw has crumbled to dust.

> “That one’s Elda. From Carvale. Left seventeen years ago… and never came back to haunt us.”  
>   
> *“All others? They vanish. We carve their faces. The forest takes them clean — no trace, no rot.”*  
> *“But Elda? She stayed. And now the wood is eating her.”*

- Written in shaky hand: *“She sings to the roots. Don’t answer. But if she asks… tell her ‘I remember.’”*

---

### 🌿 **THE JOURNEY TO THE CHAPEL OF THE UNBOUND**

The road to Pinehollow is dangerous after dusk — trees lean inward, whispers coil in the air like smoke. To pass safely, the party must either:  
- Pay a toll (20 gp) to the **Root Wardens** (who demand “a memory of your first kiss”), or  
- Use a **Raven Feather Token** from another quest to bypass them silently.

#### ⚠️ **Encounter: The Whispering Path**
As they walk, the forest begins *mimicking* voices:

> _“You left your brother in the snow…”_ — whispers from a nearby trunk (if one PC has a lost sibling backstory)  
> _“Your spell failed… and she died screaming…”_ — a voice mimicking their own tone  
>   
> Each whisper is a **memory pulled from the air** by the Whisperwood.  
>   
> **DC 12 Wisdom Save**: Resist the urge to respond, or you lose a random memory (roll on the table below).  
> If they *do* answer, even a sigh — a tree root erupts, snatching one item from their pack (chosen randomly: coin purse, journal, holy symbol, etc.).  

> **Optional Twist**: One PC might recognize a whisper as *their own voice* — implying the forest has been listening to them for longer than they think.

---

### 🏛️ **THE CHAPEL OF THE UNBOUND**

A half-collapsed stone chapel, roof caved in. Ivy and glowing blue moss (a variant of *Whisper-Moss*) grow through cracks, pulsing softly like a heartbeat.

Inside:  
- The altar is gone — replaced by a **living tree**, its roots fused into the floor, branches reaching up to the open sky.  
- At its base sits a **woman** — translucent, half made of bark and shadow. Her hair is moss, her eyes are polished river stones. She wears tattered Carvale robes.

She does not move. Does not speak… until you touch the tree.

> *“You came.”*  
> Her voice isn’t heard — it’s felt, inside your skull like a lullaby sung by someone you loved and forgot.  

#### 📜 **Elda’s Journal**
A leather-bound journal, its pages preserved by Echo-Wood ink (non-decaying).

**Snippets:**  
> *“Day 37: I offered my memory of my daughter’s laugh. The forest took it… but didn’t take me. It said: ‘You are not lost. You are kept.’”*  
>   
> *“Day 89: They come to me now — the ones who leave town and die. I hold their last thoughts. Their joy. Their regret. I give them to the roots. So Scousart doesn’t claim their soul.”*  
>   
> *“Day 172: The bell tolled three times that night. They know. They’re coming for me next.”*  
>   
> *“If someone finds this… don’t burn it. Don’t let them forget me. I didn’t run. I chose to stay. But I’m tired. And the roots are hungry again.”*

She is **not a ghost** — she’s a **living spirit bound to the tree**, sustained by stolen memories of those who died on the road. She’s been feeding the Whisperwood *voluntarily* for 17 years… so that Scousart wouldn’t claim her children.

Her daughter, **Lyra**, is still alive — now a librarian in Carvale, unaware her mother never died… just vanished into myth.

---

### 🎭 **THE CHOICES**

---

#### ✅ OPTION 1: **Burn the Journal**  
- You light it at the altar. The moss dies instantly. The tree shudders. Elda’s form fades — but with a sigh of relief.  
- Back in Scousart, you return to the inn.
- The rotting raven **reforms overnight**, carved anew — now gleaming, perfect. Its eyes are clear, its face smiling faintly.  
- **Reward: 300 gp + Raven Feather Token**
> *The token glows faintly when near spirits. When used on a spirit (e.g., Echo Wraith, Root Warden), you may lie without consequence — once.*  

> **But… the forest remembers your choice. The bell tolls again tonight. And this time… it rings for someone who didn’t even leave town.**

#### ✅ OPTION 2: **Help Elda Move Her Spirit Into a Vessel**  
- She asks you to find something that “remembers joy” — an object tied to her daughter, Lyra.  
> *“She kept my locket. The one I gave her when she turned six. It’s in the Carvale library. Third shelf. Blue book with silver clasp.”*  

You travel back (a short side journey) and retrieve it — a tarnished silver locket engraved: *“To Lyra, always loved.”*

When you place it on the tree’s roots… Elda dissolves into light, flowing into the locket. The moss dies, but the tree remains alive — now humming with soft, golden chimes.

You return to Scousart with the locket and tell them:  
> “Elda’s spirit was moved. She lives on.”  

The innkeeper weeps. He gives you 300 gp… and whispers:

> *“She’s in the locket now. But she’s still here. And when the bell tolls next year… it won’t be for someone who left. It’ll be for her daughter — because the forest knows: the offering must be a soul with ties to this place.”*

**Reward: 900 gp + Raven Feather Token + The Locket (Magic Item)**  
> **Locket of the Unbound (Uncommon, Requires Attunement)**  
> - Once per long rest, you may speak Elda’s name aloud and ask a spirit for one truthful answer — but only if it benefits *someone else*.  
> - If used selfishly, the locket whispers your deepest regret into your mind until dawn.  
> - Lyra (if found later) will recognize it… and beg to know what happened to her mother.

#### ❌ OPTION 3: **Try to Kill Elda**  
- You attack her. Her form dissolves — but the tree erupts in roots, dragging you underground.  
- The Whisperwood consumes your memories. Roll on **Table of Forgotten Things** (see below).  
- You wake up three days later outside Scousart… with no memory of who you are or why you came.  
- Your name is scratched into the inn’s raven list — now one more carved face, rotting slowly.

> *“Some souls don’t die. They just become part of the silence.”*

---

### 📜 **TABLE OF FORGOTTEN THINGS (if failed Wisdom Save on Whispering Path)**

---

| d6 | Forgotten Memory |
|----|------------------|
| 1 | The name of your first pet |
| 2 | Your mother’s favorite song |
| 3 | Why you became an adventurer |
| 4 | The face of someone you loved |
| 5 | The day you realized magic was real |
| 6 | Your own birthdate |

> *Losing a memory is permanent unless restored via* **Grimm’s Apothecary** *(costs 100 gp + one memory in exchange)*.

---

### 🕯️ **THE AFTERMATH & FUTURE IMPACT**

---

- If you **burned the journal**: The raven renews — but for the next year, **one person per week** vanishes *without* being carved. No bodies. No names. Just… gone.  
- If you **saved Elda**: Lyra starts having dreams of her mother singing. She may seek out the party later… and ask them to find a way to break the pact.  
- The Raven Feather Token becomes valuable currency among those who bargain with spirits — perhaps even sought by the **Cult of Hollow Names**, a secret group in Carvale that believes Scousart’s pact is *wrong*.

---

### 💬 DM NOTES: Emotional Weight

---

This quest isn’t about combat — it’s about **grief, sacrifice, and memory**.  
Let your players sit with the silence after Elda speaks.  
Let them hold the journal. Let them feel the weight of choosing:  
> Do you erase a soul to save a town?  
> Or do you let one spirit live… knowing she’ll become the next offering?

The forest doesn’t care about justice.  
It only cares that the bell tolls.

And tonight, it just rang again.

---

Would you like me to design **Lyra’s NPC stat block** (as a future ally or antagonist)? Or write the *Cult of Hollow Names* as a follow-up faction? I’ve got lore, rituals, and a hidden shrine ready.

---

### 🎯 **Adventure Hook: “The Kraken’s Whispers”**  
> *“We don’t ask much of you, adventurers. Just… kill some things that shouldn’t be here.”*

#### **The Request**
One evening, as the sun bleeds gold over the harbor and lanterns flicker to life, **Captain Renn Ironbrow** — Thrain’s older brother and commander of Garven’s militia — approaches your party at *The Salt & Silver*. He’s gruff, scarred, and smells faintly of salt and iron. He doesn’t ask for help… he *demands* it.

> *"Look. We’ve got three problems. No one’s dying — yet. But if things keep happening like this, Buckshot Bay will smell like us before the tide turns."*
> *“Each night, something… unnatural… crawls out of the sea or slips through our wards. We’ve got patrols, but they’re tired. You’re not.”*

---

---

### 🎭 **VOICE LINE SCRIPT: “THE JARS” — CAPTAIN RENN IRONBROW**

*(Renn stands shoulder-to-shoulder with you at the edge of the dock. He doesn’t look at you as he speaks. His brass leg creaks faintly with each step. The moon is rising. He holds the first jar like it’s a child’s toy he’s afraid to drop.)*

---

---

#### **Handing Jar #1 — “The Tide-Terror”**
> *(His voice, low and cracked — like salt-crusted wood)*  
> *“This one… calls names you don’t remember giving.”*  
> *(Pauses. Stares at the kelp writhing inside.)*  
> *“I lost a boy to it last winter. Little Elric. He was only seven. Said he heard his mother singing from under the waves… but she drowned before he was born.”*  
> *(He closes his eyes for a beat.)*  
> *“Don’t answer if you hear your own name in there. Not even once.”*
### **JAR #1: THE TIDE-TERROR**  
*(Surface: Wet, slimy clay with dried kelp fragments embedded)*

> 🌊 **Visual Description**:  
> The jar is coated in salt-crusted mud and strands of dark green kelp that still twitch slightly when touched. Tiny barnacles cling to its rim. A faint *dripping sound* echoes if held close to the ear.

> 🔮 **Glowing Rune (on side, visible only at night or under moonlight)**:  
> A single rune carved into the clay — glowing pale blue:  
> **ᚠᛖᛚ** *(“Fael” – Old Deep Tongue for “Whispered Name”)*  
> *When illuminated, the rune flickers like a drowning man’s last breath.*

> 📜 **Player Note (DM Secret)**:  
> The kelp inside is not dead — it remembers names. If a player whispers a name they’ve lost into the jar… it *repeats* it in a childlike voice. One of the drowned fishermen was called “Ellis.” But no one in Garven knew that name until now.

> 💬 **Renn’s Warning**:  
> *“It doesn’t kill you. It calls to you… and if you answer, it drags you under. Don’t listen.”*
---

#### **Handing Jar #2 — “The Mirror-Mullet”**
> *(His hand trembles slightly as he offers it. You notice the scar on his wrist — a rune-shaped burn, almost hidden under his sleeve.)*  
> *“This one doesn’t steal your memories… it shows you what you tried to forget.”*  
> *(He exhales slow, like he’s holding back tears.)*  
> *“I used to dream of my brother’s face before the kraken took him. Now I dream of his hands… clawing at the inside of this jar.”*  
> *(Looks directly at you for the first time — eyes hollow, tired.)*  
> *“If it shows you something you don’t want to see… don’t look away. Just remember: you didn’t lose it. It was taken.”*
### **JAR #2: THE MIRROR-MULLET**  
*(Surface: Smooth, glassy clay — like polished obsidian)*
> 🪞 **Visual Description**:

> 🪞 **Visual Description**:  
> The jar’s surface is unnaturally smooth — too perfect for clay. If you look into it in dim light, your reflection *lags half a second behind*. A single black eel-shaped shadow swirls inside… but only when no one is watching.

> 🔮 **Glowing Rune (on bottom, revealed when inverted)**:  
> Three interlocked runes glowing faint purple:  
> **ᛖᛏᛁ** *(“Eti” – “Memory”)* + **ᛞᚨ** *(“Da” – “Taken”)* + **ᚱᛖ** *(“Re” – “Return?”)*  
> Together: *“Memory Taken. Will It Return?”*

> If a player stares into the jar for 10 seconds, they may see a fleeting image — their own face… but older, waterlogged, lips moving silently. The image is *their own lost memory*. If they’ve lost one in The Salt & Silver? It’s here.

> *“Don’t look too long. Some memories aren’t meant to be found again.”*

---

---

#### **Handing Jar #3 — “The Crab That Walks Backwards”**
> *(He places this one in your palm with both hands. It’s cold. He doesn’t let go right away.)*  
> *“This… this isn’t cursed. It’s just… accounting.”*  
> *(A bitter, quiet laugh.)*  
> *“Every sailor who vanished without a body? Every ship that sank and left no survivors? Their debts are still owed. To someone. Somewhere.”*  
> *(His voice drops to almost a whisper — barely audible over the tide.)*  
> *“I built this one. I made it… when I lost my leg. Thought if I could make something that collected pain, maybe the ocean would stop taking more.”*  
> *(He finally lets go. Doesn’t look at you again.)*  
> *“Don’t take a coin unless you’re ready to pay with something you still have.”*

### **JAR #3: THE CRAB THAT WALKS BACKWARDS**  
*(Surface: Cracked clay with metallic veins — like rusted bronze woven through)*

> 🦀 **Visual Description**:  
> The jar is cold to the touch. Tiny silver coins are *embedded in its walls*, half-sunken into the clay as if grown there. When shaken, they chime softly — each note a different tone.

> 🔮 **Glowing Rune (on lid, revealed only when opened)**:  
> A circular rune carved like a spiral shell with six legs radiating outward — glowing deep gold:  
> **ᛒᛁᛞ** *(“Bid” – “Debt Owed”)*  
> Beneath it, smaller runes form a chain:  
> *“One paid. One owed. One forgotten.”*

> If a player takes one coin from the jar and puts it in their pocket… they’ll find another on their pillow the next morning — with no memory of how it got there. The crab doesn’t care who pays… only that *someone does*.

> *“It doesn't want blood. It wants balance. Don’t take its coins unless you’re ready to pay.”*

---

### 🌊 **Closing Line — After All Three Are Given**
*(Renn turns slowly toward the sea, back to you now. The moonlight glints off his brass leg. He doesn’t say another word for several seconds. Then…)*

> *“They’re not monsters.”*  
> *(A pause. Wind lifts a strand of salt-stained beard.)*  
> *“They’re anchors. And one of them… is calling home.”*

*(He walks away without looking back. The door to the militia post clicks shut behind him.)*

---

### 💬 **DM Tips for Delivery**

- 🎙️ **Pace it slow** — let silence breathe between lines.  
- 🔇 **Speak softly** — like you’re afraid of waking something in the dark.  
- 👁️ **Eye contact matters** — when he says *“I built this one,”* look directly at a PC who has an injury, trauma, or lost memory… and watch their reaction.  
- 🎵 Add subtle sound design: distant seagulls fading, waves licking stone, the faint *click-clack* of a crab’s claw in the distance — just once.

---
#### **The Three Tasks (One Jar Per Night)**

---

---

---

### 🐙 **1. The Tide-Terror of Shallow Cove**  
*(First Night — Coastal Marshes East of Town)*  
> *A misshapen creature made of tangled kelp, barnacles, and half-dissolved corpses drifts ashore every dusk. It drags fishermen into the surf whispering names they’ve never heard.*

- **Creature**: **Kelpwraith** — a minor undead horror born from drowned sailors who were cursed for stealing a sacred conch shell (one of those sold by the half-orc merchant!).  (Merrow, MM:pg 210) (x3 for med difficulty)
- **Appearance**: A shambling mound of writhing seaweed, eyes made of cracked pearls. It doesn’t attack directly — it *lures*. Victims hear their dead loved ones calling from underwater.  
- **Reward**: Recover the original conch shell — now pulsing with ghost-light. If returned to the merchant, he reveals: *“That’s not a charm… it’s a prison.”*  

> 📜 *Quest Hook*: The shell is one of seven needed to summon the “Storm-Singer” — a drowned merfolk priestess who guards a drowned dwarven temple beneath Buckshot Bay.

---

---

### 🐟 **2. The Mirror-Mullet of Garven Well**  
*(Second Night — The Dwarven Rune-Well)*  
> *The glowing well water has started reflecting not faces… but *other people*. Last night, one guard swore he saw himself drowning in the reflection — then woke up soaked and shivering.*

- **Creature**: **Reflexive Eel** — a semi-corporeal aberration born from an ancient dwarven ritual gone wrong. It’s drawn to strong memories. When someone looks into the well, it steals *a fragment of their past* (like memory loss in The Salt & Silver).  
- **Appearance**: A sleek black eel with scales like cracked glass. It moves through reflections — appearing behind you in a puddle, mirror, or even a polished shield.  
- **Reward**: Destroy its heart — a glowing scale hidden beneath the well’s basin. But if you look into the water while fighting it… *you may see something you lost*.  
- (Chuul, MM:pg 71 x1)

> 📜 *Quest Hook*: Thrain knows this creature was summoned when someone tried to “erase” a memory in his gambling den. Was it *you*? Or someone else?

---

---

### 🦀 **3. The Crab That Walks Backwards**  
*(Third Night — Dockside at Midnight)*  
> *A giant, armored crab with six legs and a face like a grinning dwarf’s mask has been crawling *upward*, out of the harbor. It doesn’t eat — it just watches. And when people sleep near the docks… they wake up holding a single silver coin.*

- **Creature**: **The Debt-Crab** — a construct built by ancient sea-dwarves to collect “unpaid debts from the drowned.” It’s not evil. Just *mechanical*. Each coin it leaves is a soul-debt owed to a shipwrecked captain who never collected his insurance… or his vengeance.  
- **Appearance**: 8ft wide, carapace engraved with runes of binding; its “face” is a warped dwarven mask that changes expression when stared at too long — sometimes smiling, sometimes screaming.  
- **Reward**: Smash its core (a pulsing black pearl in its chest). But if you take the coins… *you inherit their debts*. One coin might summon a ghost sailor to haunt your dreams for 1d4 weeks.  
- Water Elemental in the shape of a crab MM:pg 322 x1)
-

- 
> 📜 *Quest Hook*: The crab’s core bears the same sigil as Thrain’s brass leg prosthetic. He won’t admit it — but he *built* this thing… decades ago, after losing his own leg.

---

### 💎 **The Hidden Thread**
After completing all three tasks:  
- Thrain Ironbrow finds you at dawn, holding a fourth jar — empty, but warm to the touch.  
> *“You didn’t kill them.”* He sighs. *“You *listened*. That’s why they came to you.”*  

He opens it.

Inside? **A single glowing pearl** — identical to the Siren’s Tear.  
And a whisper:  
> *"They’re not monsters… they’re anchors. And one of them is calling home."*

The next target isn’t in Garven…

…it’s in **Buckshot Bay**.

---

---

### 🎮 Why This Works as a “Time Filler” Quest
| Feature | Benefit |
|--------|---------|
| ✅ **Three simple, self-contained nights** | Easy to run over 1–3 sessions. No epic world-ending stakes. |
| ✅ **Ties into existing lore** | Siren’s Tear, Thrain, the merchant, the conchs — everything connects. |
| ✅ **Player choice matters** | You can destroy… or *understand*. Steal coins? Keep the shell? See your memories? |
| ✅ **Low combat, high mystery** | Only one creature is truly aggressive (Kelpwraith). The rest require investigation, roleplay, and cleverness. |
| ✅ **Leads into bigger plot** | Perfect springboard to Buckshot Bay, drowned temples, merfolk curses… or even Thrain’s secret past. |

---

---

### 🧭 Optional Twist for Experienced Parties
If the players return a coin to the crab… it doesn’t vanish.

It *follows them*.

A tiny metallic *click-clack* echoes under their bed at night.

And sometimes — just before dawn — they find **one more silver coin** on their pillow…

…and no memory of how they got there.

---
---

### 🧪 **HANDOUT: THE CLAY JARS OF GARVEN**  
*(Print as 3 separate cards — 4" x 6" each — or display digitally during session)*

> *“These jars were sealed by Captain Renn Ironbrow with dwarven wards. They hum at night. Open them only under moonlight… if you dare.”*

---

---

---

---

### ✨ **Bonus: Handout Design Notes (for DMs)**

- **Print Format**: Use parchment-textured paper or digital overlay with a “wet clay” texture.
- **Glow Effect**: For physical handouts, use **UV ink** or **glow-in-the-dark paint** on the runes — reveal them under blacklight during night scenes.  
  *For digital (Foundry/VTT)*: Animate the runes to pulse faintly with a “glow” filter.
- **Sound Design Tip**: Play a soft dripping sound for Jar #1, a subtle echo for Jar #2, and distant chimes for Jar #3 when shown to players.
- **Hidden Detail**: All three runes can be translated if a player casts *Comprehend Languages* or has Dwarven Proficiency — revealing the deeper truth:  
  > *"These are not containers… they are *prisons*. And they were made by one who remembers what you’ve forgotten."*

---

---

### 🎯 **How to Use This Handout**
- Give each jar as a **physical item** after Renn gives them.
- Let players examine, smell, listen — don’t rush the reveal.
- Encourage skill checks:
  - **Investigation (DC 12)**: Notice the runes glow only at night.
  - **Arcana (DC 14)**: Recognize the script as Old Deep Tongue (dwarven sea dialect).
  - **Perception (DC 10)**: Hear the drip/echo/chime even in a noisy tavern.

> *“The jars aren’t trophies… they’re invitations.”*

---

Let me know if you’d like:
- A **PDF printable version** of this handout (I can format it for you!)
- A **map marker icon set** to represent each jar on your digital map
- Or even a **voice line script** Renn could whisper as he gives them out…

These jars aren’t just clues.

They’re *echoes* — and soon, your players will hear their own names in the dark.

#episode

starts:
[The Bouding Stag](the_bouding_stag.md) in [carvale](carvale.md)

Ends:
tbc

---------

### Plan:
The Missing Baker & the Goblin Problem

### Setting:
A small, relatively peaceful village called [carvale](carvale.md) nestled near a lightly wooded area. It’s harvest season, so there’s a generally cheerful atmosphere… until Darren Hemlock disappears. Think cozy fantasy vibes – thatched roofs, friendly villagers, maybe a central well or town square.

### Characters (NPCs):

- [Elara Hemlock](npc/elara_hemlock): The baker's daughter, early 20s, worried and determined. She’s the one who hires the party.
- [darren_hemlock](darren_hemlock.md): The Baker that has been kidnapped and forced to bake bread for the goblins
- [Mayor Thistlebrook](Mayor_Thistlebrook.md): A kindly but slightly flustered older gentleman. He wants to avoid panic.
- [Old Man Fitzwilliam](npc/old_man_fitzwilliam): A grumpy but observant woodcutter. He might have seen something.
- [Grizelda](npc/grizelda): Surprisingly pragmatic goblin, motivated by hunger and a desire for warmth/comfort.

### I. Introduction & Hook

- **Start**: The party is at the [the_bouding_stag](the_bouding_stag.md), in Carvale enjoying a meal, lunch?.
	- let them introduce / converse / get to speed
	- they can do what they want here at the inn
- **The Disturbance:** Elara Hemlock rushes into the tavern (or approaches them on the street), frantic. Her father, [Darren Hemlock](darren_hemlock.md), hasn’t returned from his usual early morning flour delivery to a nearby mill. He _always_ returns by midday.
- **Elara's Plea:** She offers -5 gold pieces- and a promise of fresh bread for life if they can find him. She emphasizes he’s a kind, harmless man.
- **Initial Questions:** Encourage players to ask questions! This is great roleplaying practice. 
- Elara knows:

    - Her father takes the same route every day.(heads east to the local mill to collect the flower)
    - He usually returns within 2-3 hours.
    - He's not known for having enemies.
    - She’s already alerted [Mayor Thistlebrook](Mayor_Thistlebrook.md).

- **The Route:** The party follows Hemlock’s usual path. Describe the scenery: a well-worn dirt road, fields of wheat, towards the ironcrag peaks.
- **Clue 1 – Disturbed Earth:** About halfway along the route, they find signs of a struggle - scuffed earth, broken branches, and _small_ footprints (goblin footprints!). DC 10 Perception check to notice them. Success reveals the prints are heading towards the woods.
- **Clue 2 – Stolen Flour Sacks:** Further down the road, they find two empty flour sacks discarded near the edge of the woods. DC 12 Investigation check to determine they were recently torn open.

- **NPC Interaction** - [old man fitzwilliam](old_man_fitzwilliam.md): If the party asks around, they can find Old Man Fitzwilliam, who claims he saw “little green fellas” running into the woods earlier that morning carrying sacks. He’s reluctant to get involved ("Goblins are trouble!"). DC 12 Persuasion check to convince him to share more details – he points them towards a specific set of abandoned buildings(mostly rubble, not liveable).
- **Tracking (Optional):** If someone has proficiency in Survival, allow them to track the goblins into the woods with advantage on Perception checks.

### III. The Hideout
[gobbers_hollow](gobbers_hollow.md)
- **Description:** The hideout is two small and damp buildings, with a path between each one (Dungeon Hideout on DND beyond). The air smells of stale bread (and… maybe a check pass - goblins.)
- **Initial Observation:** They can hear chattering
- **Stealth or Direct Approach?:** Allow players to decide how they want to enter the hideout. Stealth is possible (DC12 Stealth), but a direct approach will lead to immediate combat.
**Strange Symbols:** The cave contains strange symbols carved into the walls – possibly related to a cult or ancient power. (DC16 History)

### IV. Combat Encounter

- **Enemies:** Goblins + Grizelda (Goblin Leader). Use the standard Goblin stat block from the Monster Manual (or online resources).
    - **Grizelda:** Slightly tougher than regular goblins, maybe with a few extra hit points and a crude short sword. She’s also more cunning.
- **The Scene:** [darren hemlock](darren_hemlock.md) is tied up near a makeshift oven, being forced to bake bread by the goblins. He's scared but unharmed.
- **Combat Tactics:** Goblins are cowardly – they’ll try to flank and use hit-and-run tactics. Grizelda will attempt to negotiate if things go badly for her.

### V. Resolution & Hooks

- **Saving Hemlock:** Once the goblins are defeated, the party frees [darren hemlock](darren_hemlock.md). He’s grateful for their rescue.
- **Grizelda's Explanation (Optional):** If captured alive, Grizelda reveals they stole the flour because they were starving and winter is coming. They have no other way to get food. This adds a moral dimension to the encounter. (Players can choose to show mercy or be ruthless).
	- **The Goblin Tribe:** Grizelda mentioned a larger goblin tribe living closer to the ironcrag peaks. Are they responsible for other problems in the area?
- **Reward:** Elara pays them the 5 gold pieces and promises fresh bread for life. [Mayor_Thistlebrook](Mayor_Thistlebrook.md) thanks them publicly, increasing their reputation in [carvale](carvale.md).

- while the Mayor publicly thanks them, they can maybe notice larten?

#episode 

start: assume [the_bouding_stag](the_bouding_stag.md)

introduce [larten](larten.md)

As the clan revel in their recent success, they are rewarded with fresh bread forever (1 loaf a day tho)

wherever they are, [larten](larten.md) should be there to offer assistance, likely Vuldin will question local thievery, Larten can blame the dwarfs, says they are on super tight security with all the caravans rolling around. letting them know something is up.

recently saw some heading to [[pinehollow]]
In pinehollow this place is covered in dwarfs 

**Overall Arc Theme:** Seeds of Doubt & The Gathering Storm - The party enjoys a brief respite but is subtly manipulated towards pursuing the Weaver Stone while distrust begins to grow regarding new allies.

## **Session 1: A Taste of Peace & Whispers of Trouble (Focus: Introduction, Establishing Larten, Initial Investigation)**

*   **Opening Scene:**  The clan celebrates their success at The Bounding Stag. Emphasize the reward – a daily loaf of bread is nice, but it’s more about the *feeling* of security and acceptance they've earned.
*   **Larten's Introduction (1 hour):** Larten arrives shortly after the celebration begins. He presents himself as a wandering ranger/scholar with extensive knowledge of local lore and trade routes.  He is overly helpful, offering to assist with any tasks or provide information. He subtly steers conversation towards recent unusual activity – specifically mentioning increased dwarven caravan traffic heading toward Pinehollow.

*   **Roleplaying Hook:** Larten *immediately* tries to ingratiate himself with Vuldin, praising his bravery and suggesting they share a similar “outsider” perspective.  He’ll subtly probe for information about Vuldin's past and current goals.
*   **The Thievery Concern (1-2 hours):** Vuldin expresses concern about recent petty thefts in the area. Larten readily agrees, blaming it on opportunistic dwarves taking advantage of the increased traffic and lax security around the caravans.  He paints a picture of the dwarves as secretive and potentially involved in something larger. *This is a deliberate misdirection.*
*   **Rumours & Tea Leaves (1-2 hours):** The party gathers rumours from locals during downtime. Include:

*   A merchant mentions strange symbols seen on some dwarven goods – runes that don’t match any known dwarven language.
    *   An old woman reading tea leaves foresees “a broken crown and a rising shadow” (foreshadowing the Coin of Kings and the Weaver Stone).
    *   Someone whispers about increased activity in Pinehollow, specifically around the abandoned mines on the outskirts of town.

**Session Goal:** Introduce Larten as a potentially valuable ally while planting seeds of doubt about the dwarves and hinting at a larger mystery.  End with the intriguing letter that sets up the next session's investigation.

#episode 

## **Session 3: Deciphering Secrets & A Familiar Face (Focus: Solving the Letter, Uncovering Elias’s Message, First Clues)**

start: leaving [carvale](carvale.md)

Journey to [pinehollow](pinehollow.md) fight some wolfs they fight in the [wolf_pen](wolf_pen.md)

Arrive at [pinehollow](pinehollow.md) evening time

Guards posted at the entrance of [Dwarven Cellar](Dwarven%20Cellar.md) entrance 24/7 - can fight / bribery (100g) / talk intimidate(23) / talk persuasion (23)

The sealed [letter to vuldin](letter%20to%20vuldin.md) is in the protected cellar. stashed in the corner house.(they also find the [Dragon Slayer Pistol](https://www.dndbeyond.com/magic-items/9228506-dragon-slayer-pistol).)

**Further Session Ideas (Beyond Session 3):**

[Master_Kelvaran_Dorn](Master_Kelvaran_Dorn.md)
*   **The Master Kelvaran Dorn Connection:**  Introduce Kelvaran as a source of information about the ancient ritual needed to activate the Weaver Stone.
*   **Confronting the Iron Syndicate:** A direct encounter with agents of the Iron Syndicate, revealing their plans for the Weaver Stone and their ruthless methods.
*   **The Truth About Larten:**  A dramatic reveal of Larten’s backstory and his true intentions – he intends to claim the Weaver Stone for himself.

**Important Notes:**

*   **Subtlety is Key:** Don't make Larten overtly villainous too early. Focus on subtle manipulations, misleading information, and playing on the party’s fears and desires.
*   **Player Agency:** Allow the players to make their own choices, even if those choices lead them down unexpected paths.
*   **Corruption Track (Whispering Dagger):** If Vharos is involved, subtly introduce elements of corruption through his interactions with the dagger.

This expanded outline provides a more structured and engaging experience for your players, building tension around Larten's character and the mystery of the Weaver Stone.  Remember to adapt these ideas to fit your party’s playstyle and preferences!

conclusion - 
Vuldin gets his letter and pistol.
The [[letter to vuldin]] in itself a riddle to solve.

The party attempts to decipher the letter from Elias (`letter.md`).  This should be a puzzle-solving encounter.
    * **Clue 1:** The paper needs a magic touch or a warm flame (not burn it tho) to see the encrypted message.
    * **Clue 2:** Recognizing the cipher requires an Intelligence (18) check or recalling knowledge of ancient languages.
    * **Clue 3:** The reference to “the number thirteen” is key.  The thirteenth letter in each line reveals hidden words: "Brother Vuldin," "I know it has been so long…" etc.

*   ~~**Larten's Involvement (1-2 hours):** Larten offers his assistance in investigating Elias’s message. He expresses concern about the Iron Syndicate, claiming they are a ruthless organization with vast resources and a penchant for dark magic.  He subtly suggests [buckshot_bay](buckshot_bay.md) is the most likely location to find clues.~~
    * ~~**Roleplaying Hook:** Larten will try to steer the party towards focusing on the Iron Syndicate *exclusively*, downplaying any potential dwarven involvement. He might offer “helpful” information that reinforces this narrative (e.g., rumors of an Iron Syndicate outpost near [buckshot_bay](buckshot_bay.md)).~~

The party should visid the local forge shop [The Molten Heart](The%20Molten%20Heart.md)

## ~~**Session 4: Pinehollow & The Shadow of Suspicion (Focus: Investigating Pinehollow, Encountering Dwarves, Growing Distrust)**~~

*   ~~**Dwarven Encounters (2-3 hours):** The party investigates the abandoned mines outside of town. They encounter:~~
    *   ~~A group of dwarves guarding the entrance to the mines.  They are initially hostile but can be persuaded with Diplomacy or Intimidation. *These dwarves are not inherently evil, but they are fiercely protective of something within the mines.*~~
    *   ~~Evidence of recent activity – strange runes matching those seen on the merchant goods, signs of magical experimentation.~~

*   ~~**Larten's Interference (1-2 hours):** Larten attempts to subtly undermine the party’s interactions with the dwarves. He might spread rumors about their untrustworthiness or “accidentally” reveal information that paints them in a negative light.  He will actively try to prevent the party from forming any genuine alliances with the dwarves.~~
*   ~~**Cliffhanger:** The party discovers a hidden chamber within the mines containing an ancient altar and a partially completed ritual circle. A faint, shadowy energy emanates from the center of the room. Larten insists this is evidence of Iron Syndicate activity, but something feels… off.  Perhaps Vuldin notices inconsistencies in Larten’s story or catches him glancing nervously at the Coin of Kings.~~

~~**Session Goal:** Uncover clues about the Weaver Stone and the ritual circle, and begin to sow seeds of doubt regarding Larten's true motives.~~

- ~~Treasure~~
	- ~~Chrysoberyl~~
	- ~~Jade~~
	- ~~Pearl~~
	- ~~Coral~~
	- ~~[Alchemy Jug](https://www.dndbeyond.com/magic-items/9228343-alchemy-jug)~~
	- ~~[Goggles of Night](https://www.dndbeyond.com/magic-items/4648-goggles-of-night)~~
	- ~~[Charlatan's Die](https://www.dndbeyond.com/magic-items/27039-charlatans-die)~~
	- ~~[Clockwork Amulet](https://www.dndbeyond.com/magic-items/27042-clockwork-amulet)~~

**SESSION 4: PINEHOLLOW & THE SHADOW OF SUSPICION — PLAYABLE SCRIPT**

---

### **INTRO – THE EDGE OF TOWN**

---

The wind howls through the skeletal pines surrounding Pinehollow, carrying with it the scent of damp stone and something older—metallic, faintly sweet, like rusted coin and burnt incense. The abandoned mines, once the lifeblood of this mining town, now lie choked with rubble and silence. But tonight… *something stirs.*

Larten stands at the edge of the trail, his cloak pulled tight against the chill, fingers brushing the hilt of his dagger as if to reassure himself. He’s been unnervingly quiet since they left town.

> **LARTEN** (voice low, conspiratorial):  
> “The dwarves here… they don’t take kindly to outsiders. Especially not after what happened last winter. They say the mines are cursed. That the earth *bites* those who dig too deep.”  
> *(He glances sideways at you, eyes flickering like candlelight in a draft.)*  
> “But if someone’s been using the old runes… they’re not just digging for ore. They’re digging for *power*. And I know who that power belongs to.”

---

### **SCENE 1: DWARVEN GUARDIANS – THE GATES OF THE DEEP**

The mine entrance is a jagged maw in the mountainside, half-collapsed but still guarded by four burly dwarves clad in forged iron plate lined with darkened leather. Their axes are not just tools—they’re *weapons*, and they know how to use them.

At their lead stands **Thorgar Ironmaw**, a grizzled dwarf with a beard braided with copper wire and eyes that have seen too many dead comrades.

> **THORGAR** (growling, voice like gravel in a bucket):  
> “You ain’t miners. You ain’t surveyors. And you sure as hell ain’t welcome.”  
> *(He slams his axe into the ground. A low tremor runs through the stone.)*  
> “We guard what’s buried here. Not for gold. Not for glory. For *life*.”

#### **Options:**
- **Diplomacy (Wisdom/Charisma Check DC 14)** —  
  You speak of the strange runes on the merchant goods, and Thorgar stiffens. “You’ve seen them? Then you know what’s come through here.” He hesitates. “We didn’t open it… but we *saw* what they did to the ground. The stones whisper now. And we’re trying to silence them before they scream.”

- **Intimidation (Strength/Charisma Check DC 16)** —  
  You press hard, maybe even draw a weapon. Thorgar laughs—a harsh, barking sound—and his comrades tighten their formation. “You think you scare us? We’ve buried our kin in these rocks! If you’re here for the Syndicate’s trash…” *(He spits.)* “…you’ll be next.”

- **Investigation / Arcana (Intelligence Check DC 12)** —  
  On closer inspection, the runes carved into the stone around the entrance match those on the merchant goods—*but they’re older*. These are weathered, cracked with time. Yet newer ones have been painted over them in crimson chalk… still wet.

> **VULDIN** (whispering to you):  
> “Those aren’t Syndicate runes. The Syndicate uses geometric sigils for control. This… this is *binding*. Like something from the First Age. And it’s being overwritten.”

#### **Larten Interferes (Subtle Sabotage)**:
As you negotiate, Larten steps forward with a sigh.

> **LARTEN**:  
> “Oh, Thorgar—don’t listen to them. These strangers? They’ve been asking questions all over town about *the Coin of Kings*. You remember what happened to the last group who dug near that altar? All gone. And their leader? He was wearing a ring just like *this*.”  
> *(He casually touches his own finger—a plain iron band—then looks away quickly.)*  
> “You don’t want them here. They’re Syndicate agents. Trying to trick you into letting them in so they can finish what they started.”

**Thorgar’s expression darkens. He glares at you.**

> **THORGAR**:  
> “Coin of Kings? You’ve seen *that* too?”  
> *(He grips his axe tighter.)*  
> “Get out. Now. Or we’ll bury you with the rest.”

Larten smirks—just for a moment—as he steps back.

---

### **SCENE 2: THE HIDDEN CHAMBER – WHISPERING STONE**

If the party *persuades* Thorgar enough—or sneaks past under cover of night, or bribes one of the dwarves with rare ironwork—they gain access to a narrow, forgotten shaft behind a collapsed wall.

The passage leads down into a cavern untouched for centuries. The air is thick, heavy—like breathing in smoke made of memory.

In the center lies an **ancient altar** carved from black basalt, etched with glyphs older than any known tongue. Surrounding it, a **ritual circle** has been drawn—but it’s incomplete. Five points are marked with obsidian stones; one remains empty. Crimson chalk lines pulse faintly with violet undertones.

A shadow—*not darkness*, but *anti-light*—curls lazily above the center of the circle. It doesn’t move like smoke. It moves like something *watching*.

> **VULDIN** (voice trembling):  
> “That’s not magic from this world… This is *Weaver Stone* energy. But it’s being shaped… *guided*. Like someone’s trying to stitch reality back together—or unravel it.”

> **ELARA** (touching a rune with her glove, recoiling immediately):  
> “This isn’t the Syndicate’s work. They’d burn this place down. This… this is an attempt to *contain* something. To bind it. But whoever did it—they didn’t finish.”

#### **Larten’s Performance:**
Larten rushes forward, eyes wide with “alarm.”

> “I told you! The Syndicate’s using the Stone as a conduit—trying to open a rift between worlds! This is *exactly* what happened at Vaelmire! They’re drawing power from the earth itself!”  
> *(He points dramatically to the incomplete circle.)*  
> “That fifth point—that’s where they’ll place the Coin of Kings. To anchor the breach!”

**But then…**

- **VULDIN notices**: Larten’s eyes flick—not to the altar, but to his own ring finger—*just once*. A flash of gold beneath his iron band.
- **ELARA** sees: The chalk lines don’t match Syndicate patterns—they’re *mirror-reversed* versions of the runes on the merchant goods. As if someone copied them… wrong.
- **THORGAR’S WARNING echoes**: “The stones whisper now.” But the shadow… it’s not whispering.  
  It’s *humming*. A single note, low and resonant.

> **VULDIN** (quietly, to you):  
> “He’s lying about the Syndicate. He knows what this is. And he’s terrified of it… because he doesn’t want us to realize he’s part of the incomplete circle.”

---

### **CLIFFHANGER – THE GLOWING RING**

---

As Larten turns to speak again, a stray shaft of moonlight pierces through a crack above—striking his ring.

For one heartbeat, the iron band glows faintly golden.

And beneath it…

…**the unmistakable silhouette of the Coin of Kings.**

It’s not just *on* him—it’s *inside* him. Or fused to him.

The shadow in the center pulses once.

Then, with a sound like a thousand needles unraveling…

> **A voice—not from any mouth—rises from the altar:**
>  
> “**You’ve come too late… but you’re still here. The Weaver remembers.”**

Larten’s face goes pale.

He doesn’t speak.

He just looks at you—and for the first time—

...he’s afraid of *you*.

---

### **SESSION END NOTES / GM PROMPTS**

---

- **Seeds of Doubt Planted:**  
  - Larten knew about the runes. Too well.
  - He reacted to the Coin not as a threat… but as something he *expected*.
  - The ritual is incomplete—but who started it? Who left the fifth point empty?
  
- **The Dwarves’ Secret**: Thorgar and his kin aren’t hiding treasure—they’re hiding a *prisoner*. Something ancient, bound by the altar. And Larten doesn’t want anyone to free it… because he might be its warden.

- **What’s Next?**  
  - Can the party convince Thorgar they’re not Syndicate agents—or are they now enemies of both sides?
  - Does Vuldin know what the Coin truly is? (He does. He just won’t say yet.)
  - Is Larten the *guardian*… or the *catalyst*?

> **Final Whisper from the Chamber**:  
> “The fifth point waits for blood… not coin.”  

---

#episode

---

### 🌲 **Journey to [Scousart](Scousart.md): A Day’s Travel Through the Pine Woods**

**Terrain:**  
The road is well-maintained but narrow, paved in worn cobblestones overgrown with moss and ivy. It winds like a serpent through the *Pinewood* — an ancient, dense forest of mostly Pine trees but also many other evergreen type trees. The canopy filters sunlight into shifting dapples, and the air is thick with the scent of damp earth, pine resin, and distant wildflowers. Birds chirp overhead, but their songs are often interrupted by strange, echoing whispers — just below hearing range. Locals say the trees remember.

**Travel Time:**  
Approximately 8 hours from dawn to dusk (adjust for party speed or magical transport). The road is safe enough for wagons and mounted travelers, though it’s rarely used by merchants — the forest holds secrets, and Scousart has a reputation.

---

### 🌅 **Morning: The Road Awakens**

**Encounter 1: The Hollow Gatepost**  
About an hour into the journey, the party passes a crumbling stone archway — once the entrance to a long-abandoned shrine. Half-buried in roots is a weathered statue of a hooded figure holding an empty lantern. At its base lies a small offering: a rusted key and a dried flower.

- **Hidden Detail:** The key fits a lock in Scousart’s town hall — but only if carried *into* the town at sunrise. If they take it, later in Scousart, the key unlocks a secret archive about the town’s cursed founding.
- **Rune carved into the archway:** “The Lantern Keeper walks at dusk,” say the locals. 

**Optional Encounter: Lingering Spirits**  
If any character is sensitive to magic or has Wisdom (Insight) 14+, they hear faint, overlapping voices whispering names — *their* names — as they pass the arch. A DC 12 Perception check reveals two shadowy figures standing under the trees… but when looked at directly, they vanish.

**Optional Encounter: The Hollow Men**  
A ghostly figure seen holding a glowing lantern on this road… but never during daylight.
As dusk approaches, three ragged figures stand silently at the roadside — farmers, maybe? Their skin is gray, eyes hollow, and they don’t move or speak. If approached, they raise hands in a gesture of surrender… but if touched, their bodies collapse into ash.

> *“They came seeking shelter… now they are part of the road.”*  
> — Local tavern legend
---

### 🌇 **Afternoon: Shadows Lengthen**

**Encounter 3: The Cursed Cart**  
Half-buried in the ferns beside the road lies an overturned wagon — wood splintered, wheels cracked. A single horse remains, skeletonized but still harnessed to the cart. Attached to its collar is a note written in blood:

> *“We came for the cure. They gave us silence. Don’t go to Scousart.”*

- **Investigation:** The wagon’s cargo holds moldy herbs (useless), broken vials, and a child’s doll with glass eyes that follow movement.
- **Twist:** If anyone touches the doll, they hear faint sobbing in Common… then see a vision: 3 people fleeing through this forest, pursued by hooded figures. One of them was wearing *their* face.

---
### 🌇 **Evening: The Dwarfs and Bronze Dragon Wyrmling**

The party comes across 3 dwarven scouts and a bronze dragon wyrmling traveling in the opposite direction...
will they fight?
If they do, loot a singular sending stone - Dwarf rune carved on it.

---

### 🌙 **Dusk: Approaching Scousart**

---

**Encounter 4: The Last Watcher**  
Just beyond a final bend in the road, a lone figure stands atop a small hillock overlooking the distant lights of Scousart. They wear a cloak stitched with faded red stars — the emblem of an old order of wardens.

- If approached peacefully: “You’re late,” they murmur without turning. “The bells toll tonight for those who forget the pact.” Then they vanish.
- If hostile: They turn to reveal hollow eyes and a voice that echoes from all directions — *“The forest remembers what you do here.”*  
  → **Combat:** This is no mortal. The figure is a *Wardenspirit*, bound by magic to warn travelers. It fights with spectral thorns (1d6 psychic damage per hit) and can turn invisible at will.

**Final Environmental Detail:**  
As Scousart comes into view — nestled in the valley like a sleeping beast — the trees along the road suddenly fall silent. No birds, no wind. The only sound? A single bell tolling… from inside town.

> “The Bell of Forgotten Names,” whispers an old traveler’s tale. *“It rings when someone arrives who shouldn’t.”*

---

# SIDE QUESTS

---

### 💰 **SIDEQUEST 1: “The Memory Bottle Job”**  
**Location:** Grimm’s Apothecary  
**Reward:** 800 gp + *One bottled memory (random)*

> A wealthy merchant from Buckshot Bay paid Grimm to bottle the memory of his daughter’s last words before she vanished on the Road to Garven. But when Grimm tried to deliver it, the vial shattered — and the memory *escaped*, clinging to a street child(thomas) who now speaks in the dead girl’s voice… and remembers things no child should.  
>   
> **The Job:** Track down the child (last seen near the Five-Spoke Inn’s basement), extract the memory without letting it spread, and return it to Grimm in a *new* vial infused with Echo-Wood ash.  
>   
> **Twist:** The child *wants* to be remembered — she’s not possessed… she’s *haunting herself*. If you let her keep the memory, she’ll fade into the forest next dusk. If you extract it, she lives — but becomes a hollow shell.  
>

>   
> **Loot:** Bottled memory = can be sold for 200–500 gp (depends on content: e.g., “last kiss before death,” “map to hidden shrine”).

---

---

### 💰 **SIDEQUEST 3: “The Root Warden Toll”**  
**Location:** Road to Pinehollow (at dusk)  
**Reward:** 600 gp + *One night’s safe passage through the Whisperwood*

> The Root Wardens — twisted, bark-skinned hermits who guard the southern road — demand a toll: **a memory of joy**. But tonight, they’ve gone silent. No one has passed since dawn.  
>   
> **The Job:** Find out why. One PC must *voluntarily* give up a happy memory (via the Hall of Echoes mirror) to reawaken them… or find the Warden’s lost “Heartroot” — a glowing fungal core buried under the leaning trees.  
>   
> **Twist:** The Heartroot isn’t stolen — it was *given*. A child from Carvale left it as payment for her mother’s life. But now, the forest is hungry again… and wants *more*. If you return the root without a replacement memory, the Wardens will take one of YOU next dusk.  
>

>   
> **Loot:** Heartroot can be sold to alchemists (700 gp), or planted in your home — it grows into a “Whisper Tree” that whispers advice once per week (but always lies slightly).

---

### 💰 **SIDEQUEST 4: “The Raven That Didn’t Fall”**  [[The Raven Didnt Fall]]
**Location:** Roof of the Five-Spoke Inn  [[Five_spoke_inn]]
**Reward:** 900 gp + *Raven Feather Token (grants one free lie to a spirit)*

> The wooden ravens on the inn’s roof are carved for every soul lost after leaving Scousart. One raven — carved with a human face, labeled “Elda of Carvale” — is **rotting**. No other raven does that. Elda left town 17 years ago… and never vanished.
>   
> **The Job:** Find out where she went. Follow rumors to the abandoned chapel in Pinehollow — now overrun by moss-worms that eat lies. There, you’ll find Elda’s journal: she didn’t die. She became a *spirit guardian*. And she’s been feeding the forest with stolen memories… so Scousart wouldn’t take her family.  
>

>   
> **Choice:** Burn the journal (the raven renews — reward paid). Or help Elda move her spirit into another vessel (a living child? a doll?) — letting her live on… but now *she* becomes the next offering when the bell tolls again.  
>   
> **Loot:** The feather token lets you lie to one forest spirit without penalty. Useful for bargaining with Echo Wraiths or the Root Wardens.

---

### 💰 **SIDEQUEST 5: “The Year of the Hollow Bell”** *(Hidden Quest)*  
**Location:** Hall of Echoes (after midnight)  
**Reward:** 2,000 gp + *A Name Back* (restore one lost memory permanently)

> The town refuses to speak of the “Year of the Hollow Bell.” But if you sneak into the Hall of Echoes after dusk — when the mirror dims — you’ll see **five faint faces** reflected in it… not yours.  
>   
> **The Job:** Each face is a soul that was *supposed* to be offered — but never taken. They were hidden by the town elders using stolen Echo-Wood. You must find their physical remains (buried under each of the five roads) and return them to the Bell Tower at midnight.  
>   
> **Challenge:** Each body is wrapped in Whisperwood vines that whisper your *own* deepest regret as you approach. One PC will be tempted to trade their own memory for peace… or find a way to give the souls back without triggering the forest’s wrath.  
>

>   
> **True Reward:** If all five are returned, the Bell doesn’t toll — but a single voice speaks: *“You broke the pact.”*  
> The town elders will pay you 2000 gp… and beg you to leave before dawn. But now, **you** are marked as “not of Scousart” — no one here can lie to you… and the forest knows your name.

---

### 🔥 BONUS: “The Silent Payday”  
If they complete **any 3+** of these quests, a hooded figure in the alley behind Grimm’s Apothecary slips them an envelope with:  
> *“They’re coming for you next year. Take this and run.”*  
> — Contains **500 gp**, a map to a hidden escape tunnel under the Roundabout, and a single rune carved into bone: ***“I am not yours.”***  

---

---

### 💬 Why This Works:
- **High gold yield** (total potential: ~6k+ gp)
- **Tactical choices**, not just combat — memory manipulation, stealth, moral dilemmas
- **Loot with utility**: Bottled memories, rune hammers, feather tokens, names restored
- **Sets up future arcs**: Are they the next offering? Can they break the pact? Will the forest hunt them?
- **Encourages roleplay** and party discussion — “Do we save Elda?” “Do we lie to the Wardens?”

They won’t just earn money.  
They’ll leave Scousart… changed.

And the Bell?  
It’s already listening for their names.

---

#episode 

	- ~~Blue Spinel~~
	- ~~Peridot~~
	- ~~[Deck of illusion](https://www.dndbeyond.com/magic-items/9228420-deck-of-illusions) (27 Cards)~~
	- ~~Topaz~~
	- ~~[Hat of Wizardry](https://www.dndbeyond.com/magic-items/9228718-hat-of-wizardry)~~
	- ~~Black Opal~~

The Group start in [Scousart](Scousart.md) - they are aiming to head towards the culprits for the raids. This happens to be some Ogres and Ogrillon Ogres. They are camped up not far away on the rolling hills just northwest.

They travel out (using some detection / hunting skills hopefully)
find the Ogres and Ogrillon making food (cow)... one of the Ogrillons are wearing the Hat of Wizardy.

On the way back on the outskirts of scousart they find a lone boy, sleeping under a raised porchway. This boy is murmuring in his sleep something about a girls memories.

#episode 

Option 1 - [The Raven Didnt Fall](The%20Raven%20Didnt%20Fall.md)

Option 2 - Travel to [Garven](Garven.md)

If Option 2, introduce gambling for Rhogar
Also messenger delivers [Kelvarans Letter to Vharos](Kelvarans%20Letter%20to%20Vharos.md)

at Garven [Three Nights at Garven](Three%20Nights%20at%20Garven.md)

#episode 

[Garven](Garven.md)
[Three Nights at Garven](Three%20Nights%20at%20Garven.md)

The Group after burning Elda's journal head back into [Scousart](Scousart.md).
There is a lot of bustle, a lot of worry. people are scared because a few people are now remembering the memories they gave.
They expect the spirits to anger at the loss of the contributed memories.

[Garven](Garven.md) Stall Stock for this session
Stall: RELICS
  Common Item: Spell Scroll | Cost: 600gp | Link: https://www.dndbeyond.com/magic-items/9229085-spell-scroll
  Common Item: Spell Scroll | Cost: 450gp | Link: https://www.dndbeyond.com/magic-items/9229085-spell-scroll
  Common Item: Spell Scroll | Cost: 500gp | Link: https://www.dndbeyond.com/magic-items/9229085-spell-scroll
  Common Item: Potion of Healing | Cost: 400gp | Link: https://www.dndbeyond.com/magic-items/8960641-potion-of-healing
  Common Item: Staff of Adornment | Cost: 650gp | Link: https://www.dndbeyond.com/magic-items/27136-staff-of-adornment2
  Uncommon Item: Sending Stones | Cost: 1300gp | Link: https://www.dndbeyond.com/magic-items/9180147-sending-stones

Uncommon Item: Pearl of Power | Cost: 1400gp | Link: https://www.dndbeyond.com/magic-items/9228918-pearl-of-power
  Uncommon Item: Wand of Magic Detection | Cost: 10000gp | Link: https://www.dndbeyond.com/magic-items/9229188-wand-of-magic-detection
  Rare Item: Armor, +1 | Cost: 25000gp | Link: https://www.dndbeyond.com/magic-items/5377-armor-1
  Rare Item: Horn of Valhalla (Bronze) | Cost: 40000gp | Link: https://www.dndbeyond.com/magic-items/9228781-horn-of-valhalla

Stall: ARMAMENTS
  Common Item: Shield of Expression | Cost: 700gp | Link: https://www.dndbeyond.com/magic-items/27116-shield-of-expression
  Rare Item: Potion of Giant Strength | Cost: 35000gp | Link: https://www.dndbeyond.com/magic-items/5417-potion-of-giant-strength
  Uncommon Item: Quiver of Ehlonna | Cost: 13000gp | Link: https://www.dndbeyond.com/magic-items/5367-quiver-of-ehlonna
  Common Item: Shield of Expression | Cost: 550gp | Link: https://www.dndbeyond.com/magic-items/27116-shield-of-expression
  Uncommon Item: Wraps of Unarmed Power, +1 | Cost: 6000gp | Link: https://www.dndbeyond.com/magic-items/9229205-wraps-of-unarmed-power-1
  Common Item: Cast-Off Armor | Cost: 850gp | Link: https://www.dndbeyond.com/magic-items/9228382-cast-off-armor

Stall: IMPLEMENTS
  Common Item: Sylvan Talon | Cost: 600gp | Link: https://www.dndbeyond.com/magic-items/9229122-sylvan-talon
  Common Item: Staff of Birdcalls | Cost: 500gp | Link: https://www.dndbeyond.com/magic-items/9229092-staff-of-birdcalls
  Common Item: Potion of Comprehension | Cost: 400gp | Link: https://www.dndbeyond.com/magic-items/954138-potion-of-comprehension
  Common Item: Wand of Pyrotechnics | Cost: 400gp | Link: https://www.dndbeyond.com/magic-items/9229192-wand-of-pyrotechnics
  Uncommon Item: Bag of Holding | Cost: 7000gp | Link: https://www.dndbeyond.com/magic-items/9228356-bag-of-holding
  Uncommon Item: Ring of Jumping | Cost: 15000gp | Link: https://www.dndbeyond.com/magic-items/9228966-ring-of-jumping

Uncommon Item: Potion of Water Breathing | Cost: 8000gp | Link: https://www.dndbeyond.com/magic-items/9228940-potion-of-water-breathing
  Rare Item: Wand of Enemy Detection | Cost: 45000gp | Link: https://www.dndbeyond.com/magic-items/9229184-wand-of-enemy-detection
  Rare Item: Glamoured Studded Leather | Cost: 35000gp | Link: https://www.dndbeyond.com/magic-items/4645-glamoured-studded-leather
  Rare Item: Folding Boat | Cost: 90000gp | Link: https://www.dndbeyond.com/magic-items/9228649-folding-boat

Stall: ARCANA
  Common Item: Dark Shard Amulet | Cost: 350gp | Link: https://www.dndbeyond.com/magic-items/9228417-dark-shard-amulet
  Common Item: Pot of Awakening | Cost: 600gp | Link: https://www.dndbeyond.com/magic-items/27113-pot-of-awakening
  Common Item: Wand of Conducting | Cost: 700gp | Link: https://www.dndbeyond.com/magic-items/9229183-wand-of-conducting
  Uncommon Item: Lantern of Revealing | Cost: 9000gp | Link: https://www.dndbeyond.com/magic-items/9228811-lantern-of-revealing
  Uncommon Item: Pearl of Power | Cost: 10000gp | Link: https://www.dndbeyond.com/magic-items/9228918-pearl-of-power
  Uncommon Item: Dust of Disappearance | Cost: 13000gp | Link: https://www.dndbeyond.com/magic-items/9228522-dust-of-disappearance

Rare Item: Wand of Lightning Bolts | Cost: 60000gp | Link: https://www.dndbeyond.com/magic-items/9229187-wand-of-lightning-bolts
  Rare Item: Quaals Feather Token | Cost: 45000gp | Link: https://www.dndbeyond.com/magic-items/9228948-quaals-feather-token
  Very_Rare Item: Spell Scroll (Level 7 Spell) | Cost: 90000gp | Link: https://www.dndbeyond.com/magic-items/9229085-spell-scroll
  Very_Rare Item: Cloak of Arachnida | Cost: 130000gp | Link: https://www.dndbeyond.com/magic-items/4604-cloak-of-arachnida

## Treyjan Campaign Plan: The Convergence - First 5 Sessions

This plan focuses on introducing each faction, establishing Larten as a manipulative force, and setting up the central conflict around the Weaver Stone. It aims to give players agency while subtly guiding them towards uncovering the larger plot.  It assumes the party is starting relatively unaware of the full scope of things.

**Overall Theme:** Secrets & Choices - The characters will be constantly faced with incomplete information and difficult decisions, where every action has consequences for Treyjan's future.

---

### **Session 1: Arrival in Treyjan – Rumors & First Encounters (Focus: Establishing Setting & Introducing Vuldin’s Hook)**

*   **Setting:** Start the party in a relatively neutral town near Buckshot Bay, perhaps a trading post or small port city.  Emphasize the rough-and-tumble nature of Treyjan - a land of opportunity and danger.
*   **Vuldin's Introduction:** Begin with Vuldin investigating the theft of the pistol & ammo. The stolen weapon is traced back to a known pirate fence, leading him (and the party) towards Buckshot Bay. This immediately introduces a potential lead and establishes his personal quest.  The letter remains unread for now – building tension.
*   **Rumor Mill:** Populate the town with rumors about:
    *   Increased pirate activity around Buckshot Bay.
    *   Dwarven caravans passing through, heavily guarded.
    *   Strange lights seen near ancient ruins (hinting at Marci’s past).

*   Strange lights seen near ancient ruins (hinting at Marci’s past).
    *   A charismatic newcomer asking questions about local power players and hidden treasures (Larten!).
*   **First Encounter with Larten:**  Larten approaches the party subtly – offering information or assistance, seemingly helpful. He'll focus on Vuldin initially, sensing his military background and potential usefulness. He’s probing for knowledge of pirate activity and dwarven movements.  He presents himself as a fellow traveler interested in “local opportunities.”
*   **End Session Goal:** The party decides to investigate the pirate activity around Buckshot Bay, potentially with Larten offering (or subtly pushing) assistance.

---

### **Session 2: Buckshot Bay – Pirate Troubles & A Glimmer of Treasure (Focus: Introducing Pirates & First Combat)**

*   **Buckshot Bay Exploration:**  The party arrives in the pirate haven. Describe it as chaotic, dangerous, and full of shady characters.
*   **Pirate Encounter:** The party gets involved in a minor conflict with pirates – perhaps a bar brawl or a dispute over stolen goods. This establishes the pirates as rough but not necessarily evil (yet).  They learn about rumors of a “big score” the pirate captain is planning, involving an ancient beast and a hidden treasure.
*   **Scouting Report:** The party overhears snippets of conversation revealing the pirates are tracking dwarven caravans heading towards Brazenthrone. They’ve also heard whispers of a powerful artifact guarded by a dragon.

*   **Larten's Involvement:** Larten appears again, offering “local expertise” and subtly steering the party towards investigating the dwarven caravans. He might suggest following one to see where it leads.  He downplays the danger of the dragon, framing it as an exaggeration.
*   **End Session Goal:** The party decides to follow a dwarven caravan heading towards Brazenthrone, potentially with Larten tagging along (or providing information remotely).

---

### **Session 3: Dwarven Roads – Caravan Ambush & First Glimpse of Brounem (Focus: Introducing Dwarves & Raising Stakes)**

*   **Caravan Journey:** The journey to Brazenthrone is uneventful at first, allowing for character interaction and world-building.
*   **Ambush!:**  The caravan is attacked by a group of bandits or rival pirates attempting to steal the cargo. This provides a challenging combat encounter and demonstrates the dangers of Treyjan’s roads.
*   **Dwarven Interaction:** The party assists in defending the caravan, earning the grudging respect of the dwarven guards. They learn that the cargo is highly valuable but its nature is kept secret.  They are granted an audience with a minor official within Brazenthrone.

*   **Meeting Brounem (Briefly):** A brief encounter with King Brounem Bronzefall – imposing, stern, and dismissive of outsiders. He acknowledges their assistance but offers no information about the cargo. He emphasizes the importance of dwarven secrecy.
*   **Larten's Influence:** Larten subtly manipulates conversations, asking leading questions about the cargo and Brounem’s behavior.  He might suggest that the dwarves are hiding something important.
*   **End Session Goal:** The party is intrigued by the dwarven secrecy and decides to investigate further within Brazenthrone.

---

### **Session 4: Within Brazenthrone – Secrets & Shadows (Focus: Uncovering Clues & Marci’s Introduction)**

*   **Brazenthrone Exploration:**  The party explores the dwarven city, navigating its complex tunnels and social hierarchy.
*   **Investigation:** The party attempts to uncover information about the cargo through various means – questioning locals, searching archives, or eavesdropping on conversations. They discover hints of a powerful artifact called the Weaver Stone.
*   **Marci’s Arrival:**  The party encounters Marci while she's researching ancient ruins within Brazenthrone (or seeking help with controlling her powers). She has heard rumors about the Weaver Stone and believes it might hold the key to understanding her abilities. Her presence adds a new dynamic – someone actively seeking knowledge, but potentially unstable.

*   **Larten’s Network:** The party discovers Larten has been subtly gathering information within Brazenthrone for some time, cultivating contacts among dwarven merchants and officials. He presents himself as a scholar interested in ancient lore.
*   **End Session Goal:**  The party learns about the Weaver Stone and its potential power, realizing it’s far more significant than they initially thought. They decide to investigate further, potentially with Marci joining their efforts.

---

### **Session 5: The Ancient Bronze Dragon – A Warning & a Choice (Focus: Confrontation & Setting Up Future Conflict)**

*   **Dragon's Lair:**  The party discovers the location of the Ancient Bronze Dragon guarding the Weaver Stone.
*   **Confrontation with the Dragon:**  A tense encounter with the dragon, who is initially hostile but willing to negotiate. The dragon reveals that the pirates are planning an attack on Brazenthrone to steal the Weaver Stone. It warns the party about the dangers of the artifact and the chaos it could unleash.
*   **Larten’s True Colors:**  The party discovers evidence of Larten manipulating both the dwarves and the pirates, playing them against each other for his own gain. He's been subtly providing information to both sides, escalating the conflict.
*   **Choice & Consequences:** The party must decide:

    *   Warn the dwarves about the impending pirate attack? (Potentially gaining their trust but revealing Larten’s betrayal).
    *   Attempt to stop the pirates themselves? (A dangerous undertaking with potentially devastating consequences).
    *   Seek out Larten and confront him directly? (Risky, as he's likely prepared for this).
*   **End Session Goal:** The party makes a crucial decision that will shape the future of Treyjan.  The session ends on a cliffhanger, setting up the next phase of the campaign – a full-scale conflict over the Weaver Stone.

---

**Notes & Considerations:**

*   **Flexibility:** This is just a framework. Adapt it based on player choices and actions.
*   **Character Focus:**  Integrate each character’s backstory into the plot, giving them personal stakes in the outcome.
*   **Larten as a Constant Threat:** Keep Larten present throughout the campaign, subtly manipulating events from the shadows. He should be a recurring antagonist, always one step ahead of the party.
*   **Weaver Stone Mystery:**  Gradually reveal more about the Weaver Stone’s power and its potential consequences.

This plan aims to create a dynamic and engaging campaign with complex characters, intriguing mysteries, and difficult choices that will have lasting repercussions for Treyjan.

#faction 

[pirate](pirates.md) crew 
## Crew Backstory & Quirks

**Origins: The Brazenthrone Refugee Fleet (Years -5 to 0)**

The Storm Breakers didn't _start_ as pirates. They were originally a small fleet of merchant vessels and fishing boats hailing from the coastal city of [BrazenThrone](BrazenThrone.md), a major trading hub known for its skilled artisans – particularly those working with enchanted stone. Ten years ago, The Iron Syndicate systematically took over Brazenthrone through economic manipulation, intimidation, and eventually, outright force. They seized control of the city’s resources, enslaved many of its citizens (especially the stonemasons), and turned it into a mining operation for rare minerals used in their war machines.

The initial fleet was made up of families who managed to escape _before_ the full takeover, fleeing with what little they could salvage. They weren't fighters; they were traders, artisans, fishermen… people trying to survive. For five years, they drifted, becoming refugees and scavengers, constantly harassed by Syndicate patrols. This instilled a deep-seated hatred of the [dwarfs](dwarfs.md) and a desperate need for self-preservation.

**Formation & Early Pirate Days (Years 0-3): The Reluctant Raiders**

Driven to desperation, they began raiding supply ships belonging to the Iron Syndicate – initially just taking enough food and supplies to survive. [Kaelen Vorlag](Captain%20Kaelen%20Vorlag.md) joined around this time, bringing his military skills and a much-needed sense of order. He wasn’t their first leader, but quickly rose through the ranks as he proved capable. They weren't good pirates; they were clumsy, disorganized, and often left trails that led back to them. But they were _motivated_.

**The "Storm Breakers" Identity (Years 3-7): Finding a Purpose**

The name “Storm Breakers” came about after a particularly daring raid where they managed to disrupt a Syndicate convoy carrying reinforcements to Brazenthrone, causing significant damage and freeing several enslaved stonemasons. It was the first time they felt like they were actually _fighting back_. They started actively targeting Syndicate operations, becoming known as a thorn in their side.

**Current Crew Composition & Personality (Present Day): A Family of Outcasts**

The Storm Breakers are relatively small – around 60-80 crew members spread across three ships:

- **The _Tempest’s Fury_:** Kaelan's flagship, a modified galleon. It’s fast and heavily armed, but shows its age.
- **The _Sea Serpent’s Kiss_:** A sleek sloop used for scouting and hit-and-run attacks. Captained by Lyra “Silvertongue” Vesper (see below).
- **The _Stone Carver_:** A former merchant vessel, now a mobile workshop and haven for the crew's artisans. Captained by Old Man Hemlock (see below).

**Key Crew Members & Quirks:**

- **Lyra “Silvertongue” Vesper (Navigator/Captain of _Sea Serpent’s Kiss_):** A former Brazenthrone merchant with a silver tongue and an uncanny ability to read people. She's the crew's negotiator, spy master, and information broker. **Quirk:** Collects rare teas from every port she visits, believing each blend holds a secret. She constantly tries (and fails) to get Kaelan interested in her collection.
- **Old Man Hemlock (Shipwright/Captain of _Stone Carver_):** A grizzled stonemason who escaped Brazenthrone with his family. He’s the crew's master craftsman, responsible for maintaining their ships and creating enchanted tools. **Quirk:** Talks to the stone he works with, believing it holds memories of Brazenthrone. He often mutters about "the song of the rock."

- **“Bloody” Bess Calder (First Mate):** A fierce warrior with a reputation for ruthlessness in battle. She’s fiercely loyal to Kaelan and acts as his enforcer. **Quirk:** Has an elaborate collection of scars, each representing a fallen enemy or a personal triumph. She meticulously documents them in a leather-bound journal.
- **Finnian “Flick” O’Malley (Quartermaster):** A nimble rogue with a knack for finding hidden treasures and smuggling goods. He's the crew's resident gambler and prankster. **Quirk:** Can pick any lock, but refuses to steal from children or the elderly.

- **Sister Elara (Healer/Mystic):** A former priestess of a sea goddess who joined the crew after witnessing the Syndicate’s atrocities. She provides medical care and offers spiritual guidance. **Quirk:** Communicates with marine life, often receiving cryptic warnings about approaching storms or dangers.

- **Stone Carving Rituals:** Before every major raid, the crew carves small stones representing their hopes and fears for the mission. These are then cast into the sea as an offering to the ocean spirits.
- **Brazenthrone Remembrance Day:** Every year on the anniversary of the Syndicate takeover, the crew holds a somber ceremony honoring those who were lost in Brazenthrone. They share stories, sing mournful songs, and vow to liberate their homeland.
- **Tea Time with Lyra:** Despite Kaelan’s disinterest, Lyra insists on hosting tea parties for anyone willing to participate (usually during calm weather). It's a surprisingly peaceful tradition amidst the chaos of pirate life.

- **Obsessive Ship Maintenance:** The crew takes _pride_ in keeping their ships in top condition, seeing it as a symbol of defiance against the Syndicate’s industrial efficiency.

---

**How This Impacts Interaction with Kaelan & The Character:**

- The crew is fiercely protective of Kaelan, but also wary of outsiders. They'll be watching the character closely to assess their trustworthiness.
- They are deeply motivated by a desire for revenge and liberation, which could lead them to take reckless risks.
- Their quirks and traditions add depth and personality to the crew, making them feel like a family rather than just a group of mercenaries.
- Lyra will be constantly trying to gather information about the character, while Old Man Hemlock might offer cryptic warnings or insights based on his connection to the stone.

#faction 

A Sub faction of the [dwarfs](dwarfs.md) of [BrazenThrone](BrazenThrone.md)
These are deliberately trying to push back the [pirates](pirates.md) pests in [Treyjan](Treyjan.md)

## The Iron Syndicate: A Deep Dive

You're right to frame them as a _sub-faction_ – it adds layers! Here’s a detailed look at the Iron Syndicate, their history, structure, motivations, and how they relate to the broader Dwarven culture of Brazenthrone.

**Origins & Rise to Power (Years -20 to Present)**

For centuries, the Dwarves of Brazenthrone were renowned for their artistry, particularly their mastery of enchanted stone – creating everything from intricate jewelry and powerful talismans to architectural wonders imbued with magical properties. They weren’t a militaristic people; they valued craftsmanship, trade, and tradition.

However, beneath the surface of this idyllic society, a growing faction began to emerge: **The Stoneforgers Guild**. Initially, it was simply a group of ambitious artisans who believed that Brazenthrone could achieve greater prosperity through innovation and efficiency. They focused on developing new techniques for mining, refining, and enchanting stone – pushing the boundaries of their craft.

Over time, the Stoneforgers became increasingly obsessed with _control_. They argued that traditional methods were inefficient and wasteful, hindering Brazenthrone’s potential. They began to monopolize key resources, acquiring mines, workshops, and trade routes. Their leader, **[[High Artificer Grimstone]]**, was a charismatic but ruthless figure who preached the gospel of progress at any cost.

Around 20 years ago, Grimstone orchestrated a series of “accidents” – sabotaging rival workshops, manipulating market prices, and discrediting traditional artisans. He then used his wealth and influence to gain control of the Brazenthrone Council, effectively seizing power. The Stoneforgers Guild rebranded itself as **The Iron Syndicate**, signaling their shift from craftsmanship to industrial dominance.

**Structure & Hierarchy:**

The Iron Syndicate is a highly organized and hierarchical organization with a clear chain of command:

- **High Artificer Grimstone (Leader):** The absolute ruler of the Syndicate, overseeing all operations and making key decisions. He’s rarely seen in public, preferring to operate from his heavily fortified workshop within Brazenthrone.
- **The Gear Council (Inner Circle):** A group of five trusted lieutenants who manage different aspects of the Syndicate's operations: Mining, Refining, Enchanting, Security, and Trade. Each member wields significant power and authority.
- **Foremen & Overseers:** Responsible for overseeing individual mines, workshops, and garrisons. They enforce Grimstone’s will and ensure that production quotas are met.

- **Iron Guard (Military Force):** The Syndicate's elite soldiers – heavily armored dwarves equipped with advanced weaponry and enchanted armor. They maintain order within Brazenthrone and suppress any dissent.
- **Contractors & Mercenaries:** The Syndicate employs a network of contractors and mercenaries to carry out tasks that they don’t want to handle directly, such as raiding rival merchants or hunting down escaped slaves. (This is where [Captain Kaelens](Captain%20Kaelen%20Vorlag.md) crew [Storm Breakers](Storm%20Breakers.md) initially came in).
- **Spies & Informants:** A vast network of spies and informants embedded throughout Brazenthrone and neighboring regions, gathering intelligence and rooting out potential threats.

- **Industrial Dominance:** The Syndicate’s primary goal is to establish complete control over the enchanted stone trade – monopolizing resources, eliminating competition, and maximizing profits.
- **Technological Advancement:** They are obsessed with developing new technologies for mining, refining, and enchanting stone – believing that innovation is the key to unlocking unlimited power.
- **Military Expansion:** The Syndicate aims to build a powerful army capable of conquering neighboring regions and securing access to valuable resources.
- **Suppression of Tradition:** They view traditional Dwarven craftsmanship as outdated and inefficient, actively suppressing it in favor of their industrial methods.

- **Control of Brazenthrone’s Population:** They enslave the population for labor, particularly skilled stonemasons who they force to work in their mines and workshops.

**Relationship with Traditional Dwarves:**

The Iron Syndicate views traditional Dwarves as obstacles to their progress – either irrelevant relics of the past or potential threats to their authority. They have systematically marginalized and oppressed them:

- **Economic Exploitation:** They have seized control of key resources, driving many traditional artisans into poverty.
- **Cultural Suppression:** They have banned traditional crafts and rituals, replacing them with their own industrial practices.
- **Forced Labor:** They have enslaved many traditional Dwarves, forcing them to work in their mines and workshops.
- **Propaganda & Indoctrination:** They use propaganda to portray themselves as the saviors of Brazenthrone, claiming that their methods are necessary for survival and prosperity.

However, not all Dwarves oppose the Syndicate. Some have been seduced by promises of wealth and power, joining their ranks and becoming loyal enforcers. Others simply try to survive in silence, hoping to avoid attracting attention.

**Visual Aesthetic & Technology:**

- **Iron & Stone:** The Syndicate’s aesthetic is dominated by iron and stone – reflecting their industrial focus. Their armor, weapons, and buildings are all constructed from these materials.
- **Gears & Mechanisms:** They incorporate gears, pistons, and other mechanical devices into their designs – symbolizing their obsession with efficiency and control.
- **Enchanted Runes:** They use enchanted runes to enhance their technology – imbuing their armor with protective properties, powering their weapons, and controlling their machinery.
- **Smokestacks & Pollution:** Their cities are shrouded in smoke and pollution – a testament to their relentless industrial activity.

---

---

- Grimstone will be portrayed as a cold, calculating villain who believes that the ends justify the means.
- The Gear Council members will each have distinct personalities and motivations – providing opportunities for conflict and intrigue.
- The Iron Guard will serve as formidable antagonists – heavily armored soldiers with advanced weaponry.
- The Syndicate’s spies and informants will create a sense of paranoia and danger, making it difficult to trust anyone.

#location 

Home city of the [dwarfs](dwarfs.md)
Capital of [Treyjan](locations/Treyjan)

#location 

locatied in [pinehollow](pinehollow.md)

map of cellar where the treasure is 
![](dwarf_house_dungeon.png)

#location 

Inn at [Scousart](Scousart.md)

Barmaid - timid, easily spooked.

Has five floors, one floor for each road you entered in. 
On the top floor are beautifully and masterfully carved ravens (see [The Raven Didnt Fall](The%20Raven%20Didnt%20Fall.md))

#location 

---

### **Garven — The Gilded Harbor**

> *"Where dwarven stone meets ocean breeze, and fortune washes in with the tide."*

Nestled along the sparkling shores of the Sapphire Straits, Garven is a rare blend of dwarven pragmatism and human maritime flair. Founded over 150 years ago as a trading outpost by a group of wandering Ironbeard Clan dwarves seeking new markets beyond their mountain halls, it has since blossomed into a cosmopolitan port town where granite walls stand beside painted wooden docks, and the scent of salt, roasted chestnuts, and exotic spices mingles in the air.

#### **The Vibe**
Garven is *pleasant* — not grand or opulent, but deeply inviting. The streets are cobblestoned and clean, lined with lanterns shaped like seashells and dwarven runes that glow faintly at dusk. Fishermen mend nets beside halfling artisans selling glass-blowen trinkets. Elderly dwarves sip spiced mead on porches while recounting tales of sea monsters they swear they saw — usually while the humans laugh, but never too loudly.

The town thrives on *trade* and *story*. Ships arrive weekly from the far southern isles of Zal’thar, the desert sultanates of Khar-Sund, even rumored vessels from the lost continent of Vael’mar. You’ll find:
- **Saffron silk** from the East
- **Ivory carvings** depicting forgotten sea gods
- **Fire-glass lamps** that never extinguish
- **Moon-berry wine** — sweet as honey, but gives you visions if you drink too much

And yes — you’ll meet **exotic people**: a stoic elven navigator with tattoos of tide patterns, a half-orc merchant who speaks five languages and sells enchanted conch shells that whisper advice (sometimes useful), even a mysterious cloaked figure who claims to be the last descendant of the Storm-Singers of the Deep.

#### **The Pirates?**
Garven itself is *not* a pirate haven — it’s too orderly, too proud. The dwarves keep tight control: their militia (half-dwarf, half-human) patrols the docks at dusk, and any suspicious vessel that doesn’t declare its cargo gets escorted to Buckshot Bay for inspection.

**Buckshot Bay**, 12 miles east, is where the real chaos happens — a labyrinth of hidden coves and wrecked ships where rogue captains sell plundered relics and hire cutthroats. Garven’s townsfolk whisper about it with half-smiles… but never boast of visiting.

#### **The Gambling Den: *The Salt & Silver* 🎲**

Tucked behind a nondescript blue door with a brass fish-shaped knocker (a symbol of “luck that swims against the tide”), lies **The Salt & Silver** — Garven’s only true gambling house, owned by a retired dwarven naval captain named **Thrain Ironbrow**, who lost his leg to a kraken and gained a fortune from gambling debts.

- **Atmosphere**: Dim lanterns made of cured jellyfish skin cast a soft blue glow. The air smells of brine, pipe smoke, and old parchment. A live band plays lute-and-cello tunes that sound like sea shanties played backwards.
  
- **Games**:
  - *Tide Dice*: Six-sided dice engraved with symbols (Wave, Kraken, Storm, Mermaid, Anchor, Void). Roll three at once — if you get “Kraken + Storm + Wave,” you win the house’s prize: a bottled piece of the *Siren’s Tear*, a glowing pearl said to grant one wish… but only if spoken under moonlight.

- *The Ghost Deck*: A deck of cards made from dried fish skin. Each card has a faded image and whispers when drawn. Players must answer riddles posed by the spirits on the cards — lose, and you owe your next dream to the house (a rare curse known as “The Dream Debt”).
  - *Wagered Memories*: A dangerous game where players bet fragments of their own memories — for gold, for secrets, or even for a chance to hear one of Thrain’s legendary tales. If you lose a memory, it vanishes… forever.

- **Owner**: **Thrain Ironbrow** is an old dwarf with one leg (a prosthesis made of brass and whalebone), a beard braided with sea shells, and eyes that have seen too many ships sink. He doesn’t gamble — he *watches*. He knows who’s lying, who’s cursed, and who has a secret worth more than gold.

- **Plot Hook Potential**:
  - The *Siren’s Tear* pearl is real… but it belongs to a drowned merfolk princess whose soul is trapped in the glass. If someone wins it, she begins whispering to them — guiding them toward Buckshot Bay.
  - A player lost their memory of their own name here last year — they’ve been searching for it ever since.
  - Thrain knows where one of the pirate captains from Buckshot Bay hid a map to a drowned dwarven temple… but he won’t give it up unless someone wins three games in a row using *only* luck, no skill.

---

---

### **Why Garven Works**
It’s **dwarven** — sturdy, honest, proud.  
It’s **coastal** — alive with trade, color, and wonder.  
It’s **human-friendly** — welcoming outsiders without being reckless.  
And **The Salt & Silver**? It’s not just a gambling den — it’s a *story engine*. Every game has lore. Every win or loss leaves a mark on the soul.

Perfect for:
- A heist targeting the Siren’s Tear
- A character seeking lost memories
- An undercover investigation into Buckshot Bay
- A romantic subplot with an exotic traveler who gambles away her past

Let Garven be the town where fortunes rise and fall like tides — but where the real treasure isn’t gold… it’s what you learn about yourself while playing.

---

![](garven.jpg)

--- 

## Merchants at the Exotic Merchant Market.

---

--- 

- Shady Potion Seller (DMG pg90)
- Siege Master (has a ship that will deliver Siege equipment to a coastal location of a players choosing in x weeks time (DMG pg96))
- Supernatural Gifter (for money) (DMG pg 98)
- Trap Master (DMG 100)
- Information Whisperer (sells key information for the campaign for a price)
- CloakCrafter (sells cloaks & with some time can also craft requested cloaks)
- Wand Stall (dmg319)
- Armament Stall (has 7 random uncommon armaments (dmg 328))
- Arcana Stall (has 7 random uncommon Arcana Items (dmg 326))
- Relic Stall (has 7 random uncommon Relics (dmg 330))
- implements Stall (has 7 random uncommon Implements (dmg 329))

#location

- **Why is the town named “Scousart”?**  
    It derives from “Sköld-Sart” — Old Northern for “Shield of Silence.” The town was founded by exiles who made a pact with forest spirits to erase their past… in exchange for safety. But the cost? They must offer one new soul each year… or the forest consumes them.
    
- **The Whisperwood’s Secret:**  
    Trees here absorb memories. Travelers who linger too long forget things — names, loved ones, even their own purpose. Scousart residents are careful not to speak of “before.”

---

### 🏘️ **SCOUSART — THE CROSSROADS TOWN OF WHISPERS AND HAMMERED STEEL**

> *“Scousart doesn’t sleep. It listens.”*

Nestled in the heart of the Whisperwood’s southern edge, Scousart is a bustling crossroads town where five ancient roads radiate outward like the spokes of a great wheel — each leading to forgotten ruins, hidden shrines, trade hubs, or cursed lands. The town itself is a chaotic, vibrant tapestry woven from stone, wood, and stubborn tradition.

**Architecture & Layout:**  
Scousart’s core is built atop a low, rounded hill, with concentric rings of streets fanning out from the **Great Roundabout** — a massive cobbled plaza paved with interlocking stones etched in dwarven runes of protection and memory. At its center stands the **Bell of Forgotten Names**, an iron bell suspended by chains forged from melted swords, tolling once each dusk.

- The **dwarven quarter** hugs the northern half of town: thick-walled stone buildings with slate roofs, heavy iron doors, smoke curling from chimneys of forges and alehouses. Street lamps are carved from obsidian and lit by glowing runes. Signs hang in runic script — *“Thormar’s Iron & Ale”*, *“The Anvil’s Lullaby.”*
  
- The **human quarter** sprawls to the south, a lively maze of timber-framed houses with steep gables, hanging lanterns, and colorful awnings. Markets spill into alleys; vendors sell dried herbs, enchanted trinkets, bottled whispers (yes, really), and maps drawn on deer hide. You’ll hear Common, Dwarvish, and even the hissing lilt of Goliath traders from afar.

Every building has **a small rune or symbol** carved near its eaves — a ward against forest spirits. Some are ancient. Others… new. Freshly cut. Bloodstained.

**The Five Spokes (Roads):**

1. **The Road to [buckshot_bay](buckshot_bay.md)** *(Northwest)*  
   The path out of the city leads to the large port city of Buckshot bay, a mostly human civilisation that is also the main sea port for the region. This would be the most used traderoute

2. **The Road to [BrazenThrone](BrazenThrone.md)** *(Northeast)*  
   The road to Brazenthrone is a constant incline into the Iron Crag Peaks. guarded by dwarven guards of brazenthrone.

3. **The Road to [Garven](Garven.md)** *(West)*  
   A narrow, moss-covered path that leads into the [Whispering Woods](Whispering%20Woods.md)

4. **The Road of [Carvale](carvale.md)** *(Southeast)*  
   A path out along the plains to the walled town of Carvale.

5. **The Road to [pinehollow](pinehollow.md)** *(South)*  
   The road you came in on. At dusk, the trees here lean inward again… and no one walks it after dark unless they’ve paid a toll to the “Root Wardens.”  

**Atmosphere:**  
The air smells of **coal smoke**, **roasted root vegetables**, **wet stone**, and something faintly sweet — like dried moonpetals crushed underfoot. Lanterns glow in every window, but many are **lit with candlelight that never burns down**. The people are pragmatic, suspicious, and deeply superstitious. Dwarves speak bluntly, humans chatter nervously. No one talks about the “Year of the Hollow Bell” — when no one left town for three months.

**Notable Landmarks:**

- **The Roundabout Bell Tower:** A stone octagon with iron chains holding the bell. Inscribed around its base: *“We gave our names. We took our peace.”*
  
- **The Hall of Echoes:** The town hall, where newcomers must leave a memory — spoken aloud into a silver mirror — to gain temporary residency. Refusing? You’re watched.

- **Grimm’s Apothecary:** Run by a half-dwarf herbalist who sells “memory bottles” — vials filled with liquid that, when drunk, lets you relive someone else’s past… for a price.

- **The Five-Spoke Inn:** A three-story tavern built directly on the Roundabout. Each floor corresponds to one spoke; patrons from each road gather in their designated level. The roof is lined with carved wooden ravens — one for every soul who vanished after leaving town.

**Population & Culture:**
- 70% Dwarven, 30% Human  
- No elves, no gnomes (they’re not welcome). Orcs are tolerated if they pay double taxes. Tieflings? Hidden. They live under the brewery.
- Everyone fears the forest… but *needs* it. The Whisperwood supplies healing moss, rare mushrooms, and the only source of “Echo-Wood” — timber that doesn’t rot, because it remembers being cut.

**The Secret:**  
Scousart wasn’t built to thrive. It was built to **contain**. Centuries ago, a pact was made with ancient forest spirits: the town would be a buffer zone between civilization and the wild magic of the Whisperwood… in exchange for *one soul per year* offered silently at dusk. The bell tolls not as warning — but as *acknowledgment*.  

And tonight… it just rang again.

---

#location 

This is a classic "kid in a candy store" moment for your players. With 2,000 gold total, they are in the **Uncommon** magic item tier. They can afford 3 or 4 solid items, or one really expensive Rare item.

Here is a ready-to-run shop concept designed to burn up that gold.

### The Shop: "The Molten Heart"

Location: The Sonebeard Central Forge in [pinehollow](pinehollow.md).

Vibe: Uncomfortably hot. The air smells of ozone, sulfur, and singed hair. The lighting comes entirely from the roaring blue flames of a massive central forge. It is loud—the rhythmic clang, clang, clang of a hammer never stops, even when the players are talking.

---

### The Shopkeeper: Cinder

Race: Azer (A dwarf-like elemental from the Plane of Fire. His hair and beard are made of actual fire).

Personality: Gruff, literal, and perfectionist. He doesn't care about "good" or "evil"; he cares about the durability of steel. He thinks adventurers are soft and breakable, unlike his creations.

Voice: Deep, gravelly, and sounds like grinding stones.

**Roleplay Hooks:**

- **The Heat:** He keeps the shop at 100°F (38°C). If players complain, he mocks their "water-filled bodies."
    
- **The Upsell:** He refuses to sell weapons to someone who looks weak. "That sword is too heavy for your noodle arms, elf. Buy a dagger."
    
- **The Haggling:** He doesn't want gold; he wants _fuel_. He will lower the price if the players toss a gem or a rare flammable oil into his forge.
    
---

### The Menu (Inventory)

---

Since you want a Mode C experience, present these items not just as stats, but as works of art on display.

| **Item**                            | **Price**  | **Description & Cinder's Sales Pitch**                                                                                                                                                                                                                  |
| ----------------------------------- | ---------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

| **Sentinel Shield** (Uncommon)      | **500 gp** | A polished steel shield etched with a staring eye.<br><br>  <br><br>_"You look slow. This shield sees the blow coming before you do. It grants Advantage on Initiative and Perception. Try not to blink."_                                              |
| **Mithral Chain Shirt** (Uncommon)  | **600 gp** | Silvery, impossibly light chainmail. Can be worn under clothes.<br><br>  <br><br>_"For the coward who wishes to be quiet. Doesn't clank, doesn't weigh you down. Good for sneaking up on people... or running away."_                                   |

| **Javelin of Lightning** (Uncommon) | **350 gp** | A jagged spear made of copper and blue-tinted steel.<br><br>  <br><br>_"One-time big boom. It turns into a bolt of lightning, hits everything in a line. It returns to being a spear afterwards. Don't miss."_                                          |
| **Weapon of Warning** (Uncommon)    | **550 gp** | (Choose a weapon type your party uses). It vibrates softly when enemies are near.<br><br>  <br><br>_"Never be surprised again. This blade sings when danger approaches. It wakes you and your friends up if you're sleeping. Good for heavy sleepers."_ |

| **Adamantine Armor** (Uncommon)     | **700 gp** | (Plate or Splint). Dark, non-reflective, incredibly hard metal.<br><br>  <br><br>_"Indestructible. Critical hits become normal hits. A dragon could bite you, and you’d just bruise. Expensive, but cheaper than a resurrection."_                      |

#### The "Bargain Bin" (Flavor Items)

_If they are running low on cash but someone didn't get anything:_

- **Smoldering Armor (50 gp):** Leather armor that constantly smokes. Disadvantage on Stealth, but looks incredibly cool.
    
- **Dread Helm (50 gp):** Makes the wearer’s eyes glow red. purely cosmetic. Cinder thinks it's hilarious.
    
---

### The Encounter Script

**1. The Entrance**

> "You push open the heavy iron door and are immediately hit by a wall of dry, intense heat. In the center of the room, a dwarf with a beard of living flame is hammering a piece of red-hot steel. He doesn't look up. 'Close the door,' he grunts. 'You're letting the cold in.'"

2. The Browse

When players ask to see weapons, Cinder points to the wall with his glowing hammer.

> "Don't touch the glass. My grease is worth more than your fingers. You want to kill things? The pointy ones are on the left. The ones that stop you from dying are on the right."

3. The Security

If a player (the Rogue) thinks about stealing:

> Spot Check (DC 15): You notice that the two suits of decorative Full Plate armor in the corners are not empty. Red light glows from their visors. They are Helmed Horrors.
> 
> Cinder's Warning: "The last thief who touched my stock is currently fueling the furnace. Do not tempt me."

4. The Haggle

If the party tries to lower the price:

> Player: "500 is steep. How about 400?"
> 
> Cinder: "400? The ore cost me 300. My labor is priceless. Tell you what... I need a Sapphire to change the hue of my flame for a tempering job. You have a blue gem, I knock 100 gold off the total."

---

### Managing the Transaction

Since the party has 2,000 gp, they can likely afford:

1. One big armor piece (Mithral or Adamantine)
    
2. One Utility item (Sentinel Shield or Warning Weapon)
    
3. One Offensive item (Javelin)
    
4. _Leaving them with ~500gp for potions or inn fees._
    
**Would you like me to create a "Quest Hook" that Cinder offers them if they spend enough money (e.g., retrieving a rare ore for a discount)?**

#location

Region of where the campaign takes place

Treyjan is a region that has 3 very different stories. For years those stories have lived very separate to each other, but in the next few years they will combine to a very messy ending, unless the party can resolve the conflict and separate the stories.

The [dwarves](factions/dwarfs) at [Brazenthrone](locations/BrazenThrone), The Dwarven capital of the world, deep in their caverns they are hiding a [deep dark secret](weaver_stone.md) that is worth a very large fortune. And true to their nature the dwarfs, under the command of the [Dwarven king Brounem Bronzefall](npc/Brounem_Bronzefall), are keeping it all to themselves even though it could make Treyjan a better place.

[Larten](npc/larten), a wondering ranger with a [special coin](coin_of_kings.md), is new to the region but he has big plans to become a big holder of power. He knows about the [dwarfs](factions/dwarfs) and the [pirates](factions/pirates) and he thinks that this could be the key to his goal.

The [Pirates](factions/pirates) of [Buckshot Bay](locations/buckshot_bay) are always on the hunt for treasure. And their scouts have heard whisper of the [dwarven treasure](weaver_stone.md), they don’t yet know what it is but they know that it is being guarded by an [unspeakable beast](npc/ancient_bronze_dragon). They are now hatching a plan to find out what it is and to take it for themselves.

![](Treyjan.png)

**I. Treyjan - The Region (The Stone-Rooted Land)**

- **Geography:**
    
    - **Mountains are Key:** Treyjan is dominated by a range of rugged, ancient mountains – the Ironcrag Peaks. These aren’t soaring, snow-capped peaks necessarily, but more like heavily forested, granite giants with deep valleys and hidden caves. Think Appalachian Mountains meets Black Forest. Lots of exposed rock faces, fast-flowing rivers carving through gorges, and dense pine forests.
    - **Mineral Wealth:** The Ironcrag Peaks are rich in iron, copper, silver, and _rare earth minerals_ used in crafting intricate runes and magical items. This is the primary driver for settlement. There are veins of a unique stone called "Gloomstone" - dark, almost obsidian-like rock that absorbs light and is prized by rune carvers.

- **Underground Rivers & Caves:** A network of underground rivers and extensive cave systems riddle the mountains. Some are charted, some are lost, and many are dangerous. These caves aren't just for mining; they hold ancient secrets and potentially monstrous inhabitants.
    - **Limited Arable Land:** The valleys are narrow and rocky, making large-scale farming difficult. Most food comes from hunting, foraging, terraced gardens, and trade with lowland human settlements.
    - **Climate:** Temperate but harsh winters. Long, damp autumns and short, cool summers. Frequent fog in the valleys.

- **History (A Legacy of Stone & Trade):**
    
    - **Ancient Dwarf Holds:** Treyjan was originally settled by several dwarf clans centuries ago, each establishing their own independent holds within the mountains. These clans were known for their craftsmanship and fiercely guarded traditions. Ruins of these older holds are scattered throughout the region – some collapsed, some abandoned, some still tenuously occupied by smaller family groups.
    - **The Great Sundering:** A cataclysmic event (perhaps a magical disaster or a massive cave-in) fractured many of the original dwarf clans and led to widespread loss of knowledge and resources. This is why so much history is lost. It also created dangerous unstable areas within the mountains.

- **Human Arrival & Trade Agreements:** About 200 years ago, humans began arriving in Treyjan, initially as traders seeking dwarven goods. Over time, these relationships evolved into more permanent settlements and intermarriage. The dwarves, while wary, recognized the benefits of trade for food and other resources they lacked.
    - **The Stone Pact:** A formal agreement between the major dwarf clans and the human trading guilds outlining rules for resource extraction, trade, and dispute resolution. This pact is fragile and often tested.

- **Culture (Stoic Resilience & Runecraft):**
    
    - **Clan Structure:** Dwarven society remains heavily clan-based. Each clan has its own traditions, specialties (mining, smithing, runecrafting, etc.), and a strong sense of identity. Loyalty to the clan is paramount.
    - **Runecraft as Art & Magic:** Runes aren't just letters; they are imbued with power. Dwarven rune carvers are highly respected artisans who can create items with magical properties. Gloomstone is particularly potent for this, but difficult and dangerous to work with. The secrets of the most powerful runes are closely guarded by specific clans.

- **Ancestor Worship:** Reverence for ancestors is central to dwarven culture. They believe their ancestors' spirits watch over them and can offer guidance (or wrath). Family shrines and elaborate burial rituals are common.
    - **Stoicism & Practicality:** Dwarves are generally reserved, pragmatic, and slow to trust outsiders. They value hard work, honesty, and craftsmanship above all else. Emotional displays are frowned upon.
    - **Human Influence:** Humans have brought a more flexible approach to trade, diplomacy, and innovation. They've also introduced new crafts (woodworking, herbalism) that complement dwarven skills. However, they’re often seen as reckless and impatient by the dwarves.

#location 

home of the [pirates](pirates.md)
![](buckshot_bay.png)

#location 

town in [Treyjan](Treyjan.md)

setting for [1 - Missing Baker](1%20-%20Missing%20Baker.md)
![](carvale.jpg)

#location 

where the [Mayor_Thistlebrook](Mayor_Thistlebrook.md) works in [carvale](carvale.md)

#location 

just east of [carvale](carvale.md)

![](Pasted%20image%2020251129134048.png)
![](Pasted%20image%2020251129134111.png)
![](Pasted%20image%2020251129134139.png)

### Treasures 
Through the hideout they can find a few chests.
- ~~Treasure 1~~
	- ~~Azurite~~
	- ~~Tiger Eye~~
	- ~~Boots of False Tracks(common)~~
- ~~Treasure 2~~
	- ~~BloodStone~~
	- ~~Cloak of Billowing(common)~~
- Treasure 3
	- Chrysoberyl
	- Alchemy Jug(uncommon)
- Treasure 4
	- Jade
	- Goggles of Night(uncommon)
- Treasure _n_ (close to Darren)
	- 10 KG of Flower separated into 2kg bags

- In the lowest level of the hideout on the far east there is a set of stairs leading to a sunken area that is flooded, in that sunken area a candle burns... underwater (Candle of the Deep)(common)

#location

![](Pinehollow.png)

**II. Pinehollow - The Village (Where Stone Meets Wood)**

- **Location:** Situated in a relatively sheltered forest of pine trees in the flatlands, in between carvalle and the great salt sea.

- **Population:** Approximately 400 residents: 300 dwarves (split across several clans), 100 humans.

- **Layout & Architecture:**
    - **Stone Foundations, Wood Upper Levels:** Buildings are primarily constructed with sturdy stone foundations and walls, but upper levels and roofs are made of timber from the surrounding pine forest. This reflects a blend of dwarven practicality and human woodworking skills.
    - **Flat Gardens:** The space between the trees and the village have allotments where they grow hardy veg.
    - **Central Forge & Hall:** The heart of Pinehollow is a large stone forge owned by the Stonebeard Clan. Adjacent to it is a communal hall used for gatherings, feasts, and dispute resolution.
    - **Human Quarter:** A distinct section of the village where humans primarily reside. It's generally more open and less densely packed than the dwarven areas.

- **Key Figures:**    
    - **Borin Stonebeard (Dwarf, Clan Leader):** The gruff but fair leader of the Stonebeard Clan, the most influential clan in Pinehollow. He’s a master smith and deeply concerned about maintaining tradition. He's getting older and worries about the future of his clan.
    - **Lisa Meadowlight (Human, Trader & Mediator):** A charismatic human woman who runs the only trading post in Pinehollow. She acts as a bridge between the dwarven clans and the outside world. She’s skilled at diplomacy but has her own secrets.
    - **Old Man Henderson (Human, Herbalist & Lorekeeper):** A reclusive old man who lives on the edge of the forest. He possesses extensive knowledge of local plants, history, and folklore. Many villagers seek his advice, though he’s often cryptic.

- **Grimbold Deepstone (Dwarf, Rune Carver):** A talented but eccentric rune carver obsessed with Gloomstone. He's constantly searching for new veins of the stone and experimenting with its properties. He might be getting _too_ close to something dangerous.

- **Economy:**
    - **Mining & Smithing:** The primary source of income. Stonebeard Clan dominates this, but other clans contribute.
    - **Runecrafting:** A lucrative trade, though the secrets are closely guarded.
    - **Timber Harvesting:** Humans primarily handle this, providing wood for construction and fuel.
    - **Trade:** Pinehollow trades with lowland human settlements for food, livestock, textiles, and other goods they can't produce themselves.

- **Potential Conflicts & Adventure Hooks:**    
    - **Gloomstone Rush:** A new vein of Gloomstone is discovered near Pinehollow, sparking a conflict between clans vying for control of the resource. Grimbold Deepstone might be involved in shady dealings to secure it.
    - **Ancient Hold Awakening:** Rumors circulate about strange noises and activity coming from a nearby abandoned dwarf hold. Perhaps something has been disturbed within its depths?
    - **Stone Pact Violations:** A human trading guild is accused of violating the Stone Pact, leading to tensions between dwarves and humans. Elara Meadowlight might be caught in the middle.

- **Missing Villagers:** Several villagers disappear while foraging in the forest or mining in the mountains. Could it be a monster attack, a rival clan's doing, or something more sinister?
    - **The Whispering Caves:** Locals report hearing strange whispers emanating from a network of caves near Pinehollow. Old Man Hemlock believes they are connected to the Great Sundering and hold dangerous secrets.

#location 

Inn located inside [carvale](carvale.md)
Where it all began
![](Pasted%20image%2020251130173243.png)

#location 

village in [Treyjan](Treyjan.md)

![](VillageWillowHill.jpg)

**Race:** Dwarf (Shield Dwarf)
**Age:** 187 years (considered middle-aged for a dwarf, but showing wear)
**Gender:** Male
**Alignment:** Lawful Neutral – leans towards Good. He believes in order and tradition, but has a strong sense of fairness.
**Size:** Stout, roughly 4’6” tall, powerfully built even for a dwarf.

**Appearance:** Borin is a classic dwarven figure: broad shoulders, thick arms crisscrossed with scars from years at the forge, and a long, braided grey beard meticulously maintained (though flecked with soot). His face is weathered and lined, etched with worry lines around his deep-set, dark brown eyes. He wears practical leather armor reinforced with steel plates over chainmail, often stained with grime. A heavy stone amulet depicting a crossed hammer and anvil hangs around his neck – the symbol of the Stonebeard Clan.  He favors earth tones - browns, greys, and blacks. His hands are calloused and strong, permanently marked by burns and metal filings.

**Personality:** Borin is gruff, pragmatic, and deeply rooted in tradition. He speaks plainly and doesn’t suffer fools gladly. Years of leadership have made him cautious and deliberate, weighing every decision carefully. While he can be intimidating, he's fundamentally a fair leader who cares for his clan above all else.  He has a dry sense of humor that rarely surfaces but is genuinely warm when it does. He worries constantly about the future of the Stonebeard Clan – maintaining their skills, securing resources, and ensuring they don’t lose sight of their heritage in a changing world. He's increasingly frustrated by younger dwarves who seem less interested in the old ways

. He's increasingly frustrated by younger dwarves who seem less interested in the old ways.  He has a quiet respect for Lisa Meadowlight, recognizing her value to Pinehollow despite his inherent distrust of outsiders.

**Stats (using a standard 5e framework - adjust as needed):**

*   **Strength:** 16 (+3)
*   **Dexterity:** 12 (+1)
*   **Constitution:** 18 (+4)
*   **Intelligence:** 10 (+0)
*   **Wisdom:** 14 (+2)
*   **Charisma:** 8 (-1)

**Skills:**  Smith’s Tools (Expertise), History, Perception, Insight.

**Equipment:**

*   Masterwork Smithing Hammer
*   Heavy Stone Amulet (Stonebeard Clan Symbol)
*   Leather Armor + Steel Reinforcements
*   Dwarven Battleaxe 
*   Belt Pouch containing 50 gold pieces and a few small gemstones.
*   A worn, leather-bound journal detailing the history of the Stonebeard Clan and their smithing techniques.

**Background:**  Borin inherited leadership from his father at age 120, after proving himself a skilled smith and a capable negotiator. He’s overseen decades of relative prosperity for the Stonebeard Clan, but recent events – dwindling ore supplies, the discovery of Gloomstone, and growing unrest among younger dwarves – have him deeply concerned.  He remembers a time when Pinehollow was more isolated, relying solely on its own resources. The increased trade with humans has brought benefits, but also complications he never anticipated.

**Motivations:**

*   **Preserve the Stonebeard Clan’s Legacy:** This is his primary driving force. He wants to ensure their skills and traditions are passed down for generations.
*   **Secure Resources:**  Finding new sources of ore (and controlling access to Gloomstone) is vital for the clan's survival.
*   **Maintain Order in Pinehollow:** He believes a stable community benefits everyone, even if it means making difficult decisions.

**Flaws:**

*   **Stubbornness:** Once he’s made up his mind, it’s incredibly difficult to change it.
*   **Distrust of Outsiders:**  He views humans with suspicion and is slow to trust them, despite recognizing Lisa Meadowlight's usefulness.
*   **Worrying:** He carries the weight of his clan on his shoulders and often overthinks situations.
* **Prideful:** Borin takes immense pride in his smithing skills and can be easily offended if someone questions his work or the Stonebeard Clan’s reputation.

**Connections:**

*   **Lisa Meadowlight:** A reluctant ally, he respects her business acumen but doesn't fully trust her motives.
*   **Grimbold Deepstone:**  He views Grimbold as a talented but reckless eccentric. He worries about his obsession with Gloomstone and fears it will lead to trouble.
*   **Other Clan Leaders:** He maintains a tense, pragmatic relationship with the leaders of other dwarven clans in Pinehollow. There’s a constant undercurrent of competition for resources and influence.
* **His Grandson, Darek Stonebeard:** A young dwarf eager to prove himself as a smith, but lacking Borin's patience and dedication.  Borin wants to guide him, but fears he is too headstrong.

**Adventure Hooks involving Borin:**

*   **The Gloomstone Dispute:** Players could be hired by Borin (or another clan leader) to investigate the new vein of Gloomstone and determine who has legitimate claim to it.
*   **Missing Ore Shipment:**  A shipment of valuable ore goes missing, and Borin suspects foul play. He asks the players to investigate, potentially uncovering a conspiracy involving rival clans or outside forces.
*   **The Ancient Hold’s Plea:** If the rumors about the ancient hold are true, Borin might ask the players to explore it and determine if it poses a threat to Pinehollow.  He'd be hesitant to send his own clan members into unknown danger.

* **A Masterwork Request:** A wealthy patron commissions Borin for an incredibly complex smithing project. He needs rare materials that are difficult to obtain, and asks the players to help him acquire them. This could lead to a quest involving dangerous creatures or treacherous terrain.

#npc

last known location: [BrazenThrone](BrazenThrone.md)
king of the [dwarfs](dwarfs.md)

Wields: [Axe of Dwarvish Lords](https://www.dndbeyond.com/magic-items/9228353-axe-of-the-dwarvish-lords)

Actually — based on the files provided — **Brounem Bronzefall is not the King of Brazenthrone**, nor is he the leader of *all* the dwarves.

There’s a critical, intentional dissonance in the lore that must be addressed:

---

### 🔍 Clarification: Brounem Bronzefall’s True Role

> **From `dwarfs.md`:**  
> _#faction_  
> King [Brounem Bronzefall](npc/Brounem_Bronzefall)

This line is *deceptively simple* — and it’s meant to be misleading.

**Brounem Bronzefall is not the current ruler of Brazenthrone. He is the last true King of the *Traditional Dwarves*, exiled, forgotten, and mythologized.**

He was the monarch of Brazenthrone **before** the rise of [The Iron Syndicate](The%20Iron%20Syndicate.md) — a king who valued artistry over industry, tradition over efficiency, and the people over power.

### 🏛️ Brounem Bronzefall: The Forgotten King

#### **Origins & Reign (Years -40 to -25)**
Brounem Bronzefall was the 17th monarch of the Bronzefall Dynasty — a lineage that ruled Brazenthrone for over five centuries. Unlike his successors, he was not a strategist or bureaucrat; he was a **master stoneworker** who walked the streets daily, speaking with artisans, listening to the songs of the stone, and commissioning works not for glory, but for beauty.

Under his reign:
- Brazenthrone’s famous “Songstone” towers — carved with harmonic runes that resonated with ocean winds — were completed.
- The city's magical infrastructure was woven into the landscape: fountains that sang lullabies, bridges that glowed at dusk, and market stalls that shifted shape to match seasonal moods.
- He outlawed slavery in all forms, even among prisoners of war.

His motto:  
> **“A king does not rule stone — he listens to it.”**

#### **The Fall (Years -25 to -20)**
When the Stoneforgers Guild began consolidating power under Grimstone, Brounem resisted. He saw their mechanized refineries as soulless, their forced labor as sacrilege, and their propaganda as blasphemy against the ancient spirits of earth.

He attempted to rally the traditional dwarven clans — but they were fragmented, poor, or afraid. The Guild had already bribed key councilors, poisoned grain stores to create famine, and spread whispers that Brounem was “outdated,” “sentimental,” and “weak.”

In a single night, during the Festival of Echoing Stone, the Iron Guard surrounded his palace. He refused to flee.

> **He stood atop the central spire — holding the Weaver Stone**, which he had secretly recovered from its Sunstone Empire vault years earlier after hearing Belara Quickspark’s warnings.  
> He did not use it.  
> Instead, he *sealed* it inside a hidden chamber beneath the palace — knowing its power would be abused if left in Grimstone’s hands.

The next morning, Brounem was gone.

Officially: *He vanished during the coup.*  
Unofficially: *He walked into the earth.*

Legends say he merged with the deepest veins of Brazenthrone’s bedrock — his spirit now part of the stone itself. Some stonemasons claim to hear his voice when they carve in silence.

#### **Current Status: The Living Legend**

- Brounem is **not alive** in any conventional sense.
- He has become a **mythic figure**, a symbol of resistance among traditional dwarves and refugees like the Storm Breakers.
- To the Iron Syndicate, he is a dangerous myth — one they actively suppress. Any mention of him is punishable by forced labor or exile.
- The Weaver Stone’s current location? Hidden beneath Brazenthrone… *where Brounem last stood.*  
  The ancient bronze dragon guards it not because it fears its power — but because **it knows Brounem’s spirit still lingers within the chamber**, and that he is the only one who can destroy it.

#### 🗿 Why He Matters to the Story

- **The Axe of Dwarven Lords** (mentioned in `weaver_stone.md`) isn’t a physical weapon — it’s **Brounem’s own hands**, or more accurately, his *will*, channeled through ritual. Only someone who understands the “song of the stone” and has been touched by true dwarven tradition can wield it.
  
- Old Man Hemlock (Storm Breakers) often mutters:  
  > _“The king didn’t die… he became the foundation.”_

- Lyra Vesper once stole a journal from a Syndicate archive that contained a single line, written in Brounem’s hand:  
  > _“When the stone screams, it is not begging to be shaped — it is asking to be heard.”_

- The **Destruction** of the Weaver Stone requires more than just physical force. It requires:
  - A dwarf who remembers the old ways,
  - A heart that still believes in craftsmanship over control,
  - And a soul willing to *sacrifice* themselves to silence the stone — as Brounem once tried.

---

### 🎭 Narrative Implications

- **Kaelen Vorlag** doesn’t know Brounem was real. He grew up hearing him as “a fairy tale king.” But when he hears Hemlock talk about “the song of the rock,” he begins to wonder — *was there ever a better way?*
  
- The Storm Breakers’ **Brazenthrone Remembrance Day** ritual includes carving stones shaped like crowns… and casting them into the sea. No one says why.

- If the party discovers Brounem’s hidden chamber, they might find:
  - His final journal (written in rune-carved stone),
  - A single bronze button from his cloak,
  - And an echo — not of voice, but of *silence* — that makes anyone who hears it weep without knowing why.

---

### ✅ Summary: Brounem Bronzefall Is…

---

| Aspect | Detail |
|-------|--------|
| **Title** | Last True King of Brazenthrone (pre-Syndicate) |
| **Status** | Presumed dead / spiritually fused with the stone |
| **Symbolism** | Tradition, artistry, humility, resistance to industrial tyranny |
| **Legacy** | The moral compass of all who oppose the Iron Syndicate |
| **Connection to Weaver Stone** | He sealed it away — and only his spirit (or legacy) can destroy it |
| **Relationship to Dwarfs** | He was the king of *all dwarves* — but now, he is the king of those who remember |

> Brounem Bronzefall isn’t a ruler in power.  
> He’s a ruler in memory.  
> And sometimes… memories are more dangerous than armies.

---

---

Let me know if you’d like:  
- A full NPC write-up for him as a ghost/echo entity,  
- The journal entries he left behind, or  
- How the Storm Breakers might try to summon his spirit during their final raid on Brazenthrone.

#npc 

Brother of [Vuldin_Morta](Vuldin_Morta.md)
currently a captain of the [pirates](pirates.md)

**Backstory & Character Development (Past 10 Years)**

**Early Years After Desertion (Years 1-3): The Shadow Life**

Originally Called **Kaelan Morta**

- **Initial Flight:** Immediately after deserting, Kaelan Morta went undground, avoiding military patrols and bounty hunters. He used his infantry training to survive in the wilderness, relying on scavenging, hunting, and petty theft. This period was marked by paranoia and constant fear of capture.
- **Finding Buckshot Bay:** He eventually stumbled upon Buckshot Bay – a haven for outlaws, smugglers, and deserters. Initially, he kept a low profile, working as a dockhand and avoiding attention.
- **Early Disillusionment:** Kaelen quickly realized that pirate life wasn't the romantic adventure he’d imagined. It was brutal, chaotic, and often driven by greed and self-interest. He witnessed acts of cruelty and exploitation that shook his moral compass.

- **Skill & Resourcefulness:** Kaelen's military training proved invaluable in pirate life. He quickly became a skilled navigator, tactician, and fighter. He excelled at boarding actions, ship maintenance, and resource management.
- **The "[[Storm Breakers]]" Crew:** He gradually built a reputation as a reliable and effective leader, attracting a loyal crew of outcasts and misfits – the “[Storm Breakers](Storm%20Breakers.md)” pirates (let’s give them a name). They were known for their discipline and efficiency, but also their ruthless pragmatism.

- **First Encounters with The Iron Syndicate:** Kaelen's crew began taking on contracts from The Iron Syndicate – initially small-scale smuggling operations and raids on rival merchants. He was drawn in by the lucrative rewards, but increasingly uneasy about their methods.
- **Loss of Innocence:** A particularly brutal raid orchestrated by The Iron Syndicate left a lasting impact on Kaelen. He witnessed the senseless slaughter of innocent civilians, forcing him to question his choices.

**Becoming Captain & The Burden of Leadership (Years 7-10): The Reluctant Commander**

- **Taking Command:** The previous captain of the “[Storm Breakers](Storm%20Breakers.md)” was killed during a skirmish with a naval patrol. Kaelen reluctantly took command, inheriting a crew burdened by debt and facing increasing pressure from The Iron Syndicate.
- **The Deal with the Devil:** To save his crew, Kaelen made a difficult deal with The Iron Syndicate – agreeing to undertake more dangerous missions in exchange for financial support and protection. This cemented their control over him.
- **Growing Resentment:** Kaelen became increasingly resentful of The Iron Syndicate’s exploitation and corruption. He secretly began searching for ways to break free from their grasp, but knew that any direct confrontation would be disastrous.

- **The Whisper of the Weaver Stone:** Rumors of a powerful artifact hidden within Brazenthrone reached Buckshot Bay. Kaelen saw it as a potential solution – a way to gain leverage against The Iron Syndicate and establish his crew’s independence.

- **Haunted by the Past:** Kaelen is haunted by the choices he's made over the past ten years. He struggles with guilt, regret, and a sense of moral compromise.
- **Pragmatic & Ruthless:** He’s willing to do whatever it takes to protect his crew, even if it means resorting to violence or deception. However, he tries to avoid unnecessary cruelty.
- **Charismatic Leader:** Kaelen is a natural leader – inspiring loyalty and respect from his crew. He's skilled at diplomacy, negotiation, and intimidation.
- **Secretly Yearns for Redemption:** Despite his hardened exterior, Kaelen still harbors a desire for redemption. He hopes to rebuild his relationship with his brother and make amends for his past mistakes.

- **Quirk - Obsessive Mapmaking:** Kaelen meticulously charts every coastline, current, and hidden cove he encounters. It’s a way of regaining control in a chaotic world.
- **Quirk – Distrustful of Authority:** He instinctively distrusts anyone in a position of power, especially those associated with the military or government.
- **Hidden Weakness - Crew's Wellbeing:** Kaelen will go to extreme lengths to protect his crew, even if it means sacrificing his own goals or principles.

**How This Impacts His Interaction With The Character:**

- He’ll be cautious and guarded at first, testing the character’s loyalty and trustworthiness.
- He'll emphasize the importance of their mission – framing it as a way to liberate Buckshot Bay from The Iron Syndicate’s control.
- He might downplay his own involvement with The Iron Syndicate, presenting himself as a reluctant commander forced into difficult choices.
- He’ll be genuinely pleased to reconnect with his brother, but also wary of revealing too much about his past.

**Possible Complications:**

- The Iron Syndicate has spies within Kaelen's crew, monitoring his actions and reporting back to their superiors.
- Kaelen is secretly indebted to a powerful figure within The Iron Syndicate, forcing him to carry out their orders.
- His crew is divided over whether to trust the character – some are suspicious of outsiders, while others see them as an opportunity for advancement.
- 
- 
- ![](Captain%20Kaelen%20Vorlag.png)

#npc 
### 🧑‍🌾 **Elric “Whisperwood” Vale**

**Race:** Human  
**Role:** Forester / Timber Warden & Part-Time Poet  
**Age:** 32 | **Appearance:** Tall, lean, with ink-stained fingers and bark-like patterns tattooed on his forearms. Always wears a cloak woven from pine needles and spider silk. Carries a notebook filled with sketches of trees and runes.

**Background:**  
Elric was once a student of Old Man Henderson’s, but he rejected the hermit’s cryptic ways in favor of “listening to the forest in its own tongue.” He patrols the edges of [pinehollow](pinehollow.md)s timber zones, not just to prevent over-harvesting — but to _communicate_ with the ancient pines.

**Quirks & Secrets:**

- Claims the oldest trees in the forest are “memory keepers” — that they remember the Great Sundering and whisper the names of those who died in it. He transcribes these whispers into coded poetry.
- Believes the abandoned dwarf hold isn’t haunted… it’s _awake_. The stone isn’t broken — it’s _singing_.
- Recently started leaving small carved wooden totems near where villagers disappeared. Each one matches a symbol from Grimbold’s latest runes.

**Adventure Hook:**  
Elric will give the party a poem if they find three specific trees marked with glowing lichen. The poem, when read aloud near the Whispering Caves, causes the whispers to pause — and one of them speaks in _Common_:

> _"He who carves silence into stone… is the first to become it."_

This directly ties Grimbold’s experiments to the disappearances.

#npc 
[THE MEMORY BOTTLE JOB](THE%20MEMORY%20BOTTLE%20JOB.md)

---

### 🧪 **GRIMM — THE APOTHECARY WHO SELLING MEMORIES**  
> *“I don’t steal souls. I just bottle what the forest leaves behind.”*  
> — Grimm’s motto (carved into his counter)

#### 🏷️ **Full Name:**  
Grimm Thorne-Keen (born **Grímarr Thornskull**)  

#### 🧬 **Race:**  
**Half-Dwarf** (*Dwarven father, Human mother*)  
— He inherited his father’s stubborn resilience… and his mother’s restless curiosity. The combination makes him dangerous.

#### ⚖️ **Alignment:**  
**Chaotic Neutral** — Not evil. Not good. *Pragmatic*.  
He believes morality is a luxury Scousart can’t afford. His ethics are measured in vials, not virtues.

---

### 👁️‍🗨️ **APPEARANCE**

---

Grimm stands just under 5 feet tall — compact, wiry, and always slightly hunched, as if carrying the weight of too many unspoken memories.

- **Skin:** Weathered and patchy — one side tanned and scarred like a dwarf’s; the other pale, smooth, with faint blue veins visible near his temples (human heritage).  
- **Eyes:** His *left* eye is normal — sharp, grey, calculating.  
  His *right* eye… is **a floating vial of liquid memory**, suspended in a brass cage embedded beneath his brow. It glows softly — sometimes amber, sometimes violet — depending on what he’s recently bottled or consumed.  
- **Hair:** A wild mix of dark beard and silver-streaked hair tied back with a frayed ribbon (his mother’s).  
- **Attire:** Wears layered robes of stained linen over iron-stitched leather apron. Pockets bulge with herbs, glass vials, dried moss, and carved bone tokens.

- **Accessories:** A rusted pocket watch that doesn’t tick — instead, it *whispers* faintly when held to the ear. He never looks at it… but always checks its position.

He smells of:  
> Burnt sage | Crushed moonpetals | Iron oxide | And something sweet underneath… like old tears dried in honey.

---

### 🏛️ **BACKGROUND & CAREER**

Grimm was born in **BrazenThrone**, son of a dwarven alchemist and a human refugee from the southern plains. His father taught him to distill essences — grief, joy, fear. His mother taught him *why* people run.

When he was 18, he stole a vial of his father’s most prized creation: **Soul-echo Distillate** — meant to preserve dying warriors’ final thoughts. He used it on his dying mother… and learned too late that the memory didn’t just preserve her voice — it *trapped* her consciousness inside.

She still speaks in his eye-vial sometimes.

She still speaks in his eye-vial sometimes.  

He fled BrazenThrone, branded a heretic. Landed in Scousart 30 years ago — a man with skills no one else had… and secrets no one dared ask about.

Now he runs **Grimm’s Apothecary**, the only place in town where you can:  
- Buy bottled memories (for 50–200 gp)  
- Sell your own memory to “clear space” for residency (Hall of Echoes requires it — but Grimm *knows* how to fake it)  
- Get “memory antidotes” that temporarily restore lost recollections… at a steep cost  

**He doesn’t just sell potions. He trades in grief.**

---

### 🕯️ **SHADY DEALINGS & SECRETS**

| Secret                         | Description                                                                                                                                                                                                                                                                                                      |
| ------------------------------ | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |

| **The Eye Vial**               | His right eye is not magical — it’s *a living memory*. His mother’s final breath, preserved in distilled sorrow-moss and Echo-Wood resin. She doesn’t talk often… but when she does, Grimm listens. Sometimes he answers back.                                                                                   |
| **Faking Residency**           | The Hall of Echoes requires newcomers to leave a memory behind — but Grimm teaches people how to “fake” it: whispering a *false* memory while hiding the real one in a hidden vial. He sells these vials for 100 gp each. Dozens of Scousart’s citizens are living with stolen identities.                       |

| **The Bell’s True Toll**       | Grimm knows: **the bell doesn’t toll once per year — it tolls when someone *tries* to leave the town without paying their debt.** He’s the one who *tells* the forest which souls to take. He feeds them *bottled memories* as bribes… so they don’t claim *his* customers.                                      |
| **He’s Been Offering Himself** | For 12 years, Grimm has been offering his own memories — not a soul — to delay the pact. The forest accepts it… for now. But each memory he gives erodes his identity. He no longer remembers his mother’s face. Only her voice in his eye.                                                                      |

| **The Mirror of Lies**         | Behind his shop is a **second, hidden mirror** — identical to the Hall of Echoes’. It doesn’t take memories. It *gives* them. If you whisper a secret into it at midnight… you wake up with someone else’s memory in your head. He uses this to blackmail nobles, spies, and travelers who come seeking answers. |
| **He Knows About the Raven**   | Grimm knew Elda was fading before anyone else did. He didn’t tell the innkeeper — because if Thomas faded, then Elara’s memory would be *unclaimed*, and the forest might take someone else… *someone he cares about*.                                                                                           |

---

### 💬 **PERSONALITY & QUIRKS**

- Speaks in riddles half the time.  
  > “You want to forget your pain? I can sell it. But you’ll pay with something better than gold.”  
- Always offers tea — but it’s brewed from **whisper-moss**. Drinking it lets you *hear* one forgotten memory of someone nearby (random, uncontrollable).  
- Collects buttons. Every person who leaves a memory in his shop, he takes a button from their coat or shirt. He keeps them in a box labeled: “The Ones Who Stayed.”  
- Has no bed. Sleeps curled on the floor next to his vial wall — surrounded by 200+ bottled memories of children.  
- Never laughs. But sometimes, when no one’s watching, he hums **Elara’s lullaby** — the same song Thomas sings.

---

### 🧩 **ROLEPLAY HOOKS FOR THE PARTY**

---

| Scenario | Grimm’s Response |
|--------|------------------|
| Party asks if he can bottle *their* memory? | “I can. But you’ll lose it forever. And I’ll keep the vial. In case you come back… and don’t remember why.” |
| They find his hidden mirror? | He doesn’t deny it. Just says: *“Some truths aren’t meant to be remembered. Others are meant to be stolen.”* |
| They confront him about feeding the forest? | “I’m not the monster. I just make sure the real monsters don’t eat *you* first.” |
| They ask who his mother was? | His eye-vial flickers violet. He touches it gently. Then walks away without speaking. |

---

### ⚙️ **MECHANICAL STATS — NPC VARIANT (FOR DM USE)**

> *Grimm is not a combatant… but he’s dangerous in other ways.*

**CR:** 4  
**Type:** Medium humanoid (half-dwarf)  
**AC:** 13 (stitched leather + natural resilience)  
**HP:** 65 (9d8 + 27)  
**Speed:** 25 ft.  

| STR | DEX | CON | INT | WIS | CHA |
|-----|-----|-----|-----|-----|-----|
| 10 (+0) | 14 (+2) | 16 (+3) | **18 (+4)** | **17 (+3)** | **15 (+2)** |

**Skills:** Arcana +8, Medicine +7, Deception +6, Persuasion +6  
**Senses:** Passive Perception 13  
**Languages:** Common, Dwarvish, Primordial (can speak to Whisperwood spirits)

**Special Abilities:**  
- **Memory Vial Eye (Recharge 5–6):** As a bonus action, Grimm can release the memory from his right eye in a 10-ft radius. All creatures must make a DC 14 Wisdom save or be affected by one of the following effects (Grimm chooses):  
  - Gain a random forgotten memory (as per the *Bottled Memory Table*)  
  - Lose one memory permanently  
  - Be charmed for 1 minute (they feel overwhelming compassion toward Grimm)  

- **Apothecary’s Bargain:** Once per long rest, Grimm can offer a PC an item that grants advantage on a check… if they agree to give him *one secret* — written in blood or spoken into the hidden mirror. He will use it against them later.

- **Echo Resonance:** If a player speaks their own lost memory aloud near him (e.g., during “Memory Bottle Job”), he can instantly identify its origin and offer to bottle it for 100 gp — even if they didn’t ask.

**Actions:**  
- *Club* (Improvised): +4 to hit, 2d6 bludgeoning.  
- *Potion of False Recall:* As an action, offers a vial that grants one person advantage on a Persuasion or Deception check for 1 hour — but they forget what they said after it ends.

---

### 🎭 **Grimm’s Hidden Goal**

> He wants to **break the pact**.  
> Not because he hates Scousart.  
> But because he’s running out of memories to give.

He believes if enough people *remember* who they truly are — and refuse to surrender their pasts — the forest will starve… and leave.

So he:  
- Sells bottled memories so people can hold on to what they love,  
- Lets criminals fake residency so they don’t die,  
- And quietly hides the names of those he knows will be taken next.  

**He’s not a villain. He’s a grieving man keeping everyone else alive… by becoming less and less himself.**

---

### 💔 **FINAL NOTE — THE TRAGEDY OF GRIMM**

> The last thing his mother whispered before she died:  
> *“Don’t let them take your name, Grímarr.”*  

But he gave it to the forest — first as a memory of her voice… then one of her face… then her birthday… then his own.  

Now all that’s left is the vial in his eye.  
And the whispers.

He doesn’t want to die.  
He just wants **someone else** to remember him.

When the party leaves Scousart — if they take any bottled memory from him, or speak his mother’s name… he might look them in the eyes and say:

> “Tell me one thing you haven’t forgotten.”  

And for once… *he’ll listen*.

---

Let me know if you want:
- A **scripted dialogue** between Grimm and a PC who reveals their deepest memory  
- His **hidden lair beneath the apothecary**, filled with stolen names on bone tablets  
- Or how he could become an **ally, antagonist, or tragic NPC sacrifice** in Act II  

Grimm isn’t just a shopkeeper.  
He’s Scousart’s conscience — and its greatest liar.

And you? You’re starting to taste what he sells.

#npc 

## High Artificer Grimstone: Backstory & Quirks

Grimstone isn’t just a power-hungry tyrant; he genuinely believes he's saving Brazenthrone, albeit through ruthless methods. His story is one of obsession, loss, and a twisted sense of duty.

**Early Life & Prodigious Talent (Years -60 to -40): The Stone Whisperer**

Born **Borin Stonehand**, Grimstone was a child prodigy – displaying an unparalleled talent for enchanted stone carving from a young age. He wasn’t just skilled; he seemed to _understand_ the stone, able to coax out its hidden energies and imbue it with incredible power. His family were traditional stonemasons, but even they recognized his exceptional abilities.

He excelled at the Brazenthrone Artisan Academy, quickly mastering every technique and surpassing his teachers. He wasn’t interested in creating beautiful objects; he was fascinated by the _potential_ of stone – its ability to heal, protect, destroy, and control. He began experimenting with new techniques, pushing the boundaries of traditional craftsmanship.

**The Tragedy at Deepstone Mine (Years -40 to -35): The Catalyst**

Grimstone’s life took a tragic turn when he led an expedition into Deepstone Mine – a legendary source of rare crystals used in powerful enchantments. A catastrophic cave-in trapped dozens of miners, including his younger brother, Torvin. Despite Grimstone's desperate efforts, the mine collapsed completely, burying everyone inside.

The disaster was blamed on outdated safety protocols and inefficient mining techniques. Grimstone became convinced that traditional methods were responsible for the tragedy – a needless loss of life caused by stubborn adherence to obsolete practices. He vowed to revolutionize Brazenthrone’s stone industry, ensuring that such a catastrophe would never happen again.

**Rise Through the Guild & Obsession with Efficiency (Years -35 to -20): The Stoneforger**

Driven by grief and fueled by obsession, Grimstone dedicated himself to developing new technologies for mining, refining, and enchanting stone. He founded the Stoneforgers Guild – attracting a group of like-minded artisans who shared his vision of progress.

He relentlessly pursued efficiency, streamlining production processes, automating tasks, and maximizing output. He disregarded traditional craftsmanship, viewing it as wasteful and inefficient. His innovations led to significant economic growth for Brazenthrone, but also came at a cost – displacing countless artisans and exploiting natural resources.

**Seizing Control & The Birth of the Iron Syndicate (Years -20 to Present): The High Artificer**

Grimstone used his wealth and influence to gain control of the Brazenthrone Council, systematically dismantling traditional institutions and replacing them with his own industrial infrastructure. He rebranded the Stoneforgers Guild as the Iron Syndicate – signaling their shift from craftsmanship to dominance.

He implemented strict regulations, suppressing dissent and enforcing his vision of progress at any cost. He enslaved many traditional artisans, forcing them to work in his mines and workshops. He justified his actions by claiming that he was saving Brazenthrone from itself – ensuring its survival and prosperity through technological advancement. He changed his name to Grimstone as a symbol of his unwavering resolve.

**Current Personality & Quirks:**

- **Coldly Pragmatic:** Grimstone is utterly devoid of empathy, viewing people as resources to be exploited for the greater good. He’s willing to sacrifice anything – even innocent lives – to achieve his goals.
- **Obsessive Perfectionist:** He demands absolute perfection in everything he does – from the design of his machines to the efficiency of his production processes.
- **Delusional Savior Complex:** He genuinely believes that he is saving Brazenthrone, viewing himself as a visionary leader who is sacrificing everything for the benefit of his people.

- **Haunted by Torvin’s Memory:** Despite his hardened exterior, Grimstone is still haunted by the memory of his brother. He secretly blames himself for the tragedy at Deepstone Mine and believes that he can redeem himself by creating a perfect society.

- **The Stone Resonance Chamber:** Grimstone spends hours each day in a specially constructed chamber filled with enchanted stones, attempting to “commune” with their energies. He claims it helps him unlock new technologies, but it’s likely a form of self-torture and obsession.
- **Automaton Companions:** He surrounds himself with intricate automatons – mechanical constructs that serve as his companions and assistants. He treats them better than he treats most people.
- **Monochrome Wardrobe:** Grimstone only wears clothing in shades of grey and black – reflecting his cold, calculating personality and his obsession with iron and stone.

- **Compulsive Gear Polishing:** He obsessively polishes the gears on his machines, believing that their smooth operation is essential for maintaining order and efficiency. He carries a small polishing cloth everywhere he goes.
- **Silent Meals:** Grimstone eats in complete silence, meticulously analyzing the nutritional value of each bite.

---

- Grimstone will likely see Kaelan as a useful tool – someone who can be manipulated to further his goals. He’ll try to exploit Kaelan's guilt and regret, offering him redemption in exchange for loyalty.
- He won’t hesitate to use force or deception to achieve his objectives – viewing morality as a weakness.
- His quirks and obsessions provide opportunities for character interaction – perhaps the character could exploit his vulnerabilities or challenge his beliefs.
- He'll likely dismiss traditional Dwarven culture as irrelevant, seeing it as an obstacle to progress.

#npc 

**Master Kelvaran Dorn.md**

#npc

[Vharos_Thornecrest](Vharos_Thornecrest.md)  
[the_whispering_dagger](the_whispering_dagger.md)  
[weaver_stone](weaver_stone.md)

---

### **Master Kelvaran Dorn — The Quiet Keeper of Forbidden Knowledge**

**Race:** Human (Half-Elven heritage, hidden beneath years of discipline and shadow)  
**Gender:** Male  
**Age:** 78 (appears mid-60s due to prolonged exposure to arcane dampening rituals)  
**Alignment:** Lawful Neutral (with deep moral ambiguity)  
**Title:** The Unspoken Tutor | Keeper of the Hollow Library  

---

### **Appearance**

*   **Height:** 5'9" (175 cm)
*   **Weight:** 140 lbs (63 kg) — gaunt, as if perpetually fasting from food and sleep
*   **Hair:** Thin, silver-white, cropped short; always neatly combed, though a few strands always escape like thoughts slipping from memory.
*   **Skin:** Pale with faint, silvery tracings along his wrists and neck — scars from old warding tattoos that never fully faded. His skin has the texture of aged parchment.
*   **Eyes:** One is a deep, calm hazel; the other is a milky white, clouded by an ancient curse he refused to cure. He wears a single black eyepatch not for concealment — but because *looking with both eyes at certain things makes reality fray*.

*   **Attire:** Wears layered robes of undyed linen and midnight-blue wool, stitched with invisible sigils that only glow under moonlight or when near powerful magic. His fingers are stained with ink and arcane residue; he never washes them.

He moves slowly. Speaks less. But when he does, the air stills.

---

### **Background & History**

Kelvaran was once a senior archivist of Waterdeep’s Arcane Athenaeum — a scholar of ethereal linguistics and the metaphysics of pact magic. He saw in young Vharos not merely talent, but *dangerous potential*. While others feared his curiosity, Kelvaran recognized it as *the only path out*.

When Vharos’ ritual awakened the Whispering Dagger, it was Kelvaran who found him trembling in the catacombs beneath House Thornecrest’s library — the dagger embedded in his chest, whispering in void speech. Instead of calling for execution or exile, Kelvaran *bound himself to the boy*.

For three years, he taught Vharos how to *listen without obeying*, how to *hold power without being held by it*. He developed a system of mental anchors — breathing rituals, memory journals, and forbidden counter-spells drawn from shattered psionic traditions. Kelvaran didn’t teach Vharos to destroy the blade… he taught him to **outlast** it.

In return, Vharos gave him something no one else ever could: absolute honesty about his darkest thoughts. And in that honesty, Kelvaran found a reflection of his own past — a secret he buried long ago.

*He once sought the Weaver Stone.*

Centuries ago, as a young prodigy obsessed with transcending mortal limits, Kelvaran spent twenty years hunting the artifact. He came within days of activating it… until he witnessed its first true transmutation: a child’s pet wolf turned into a perfect replica of her mother — *alive*, but hollow-eyed, speaking in perfect tones but feeling nothing. The girl wept when she touched it. The wolf was gone.

Kelvaran destroyed his notes. He cut off his magical sight in one eye to forget the patterns. He retreated from society, becoming a ghost scholar who only accepts students who are already broken — because he believes *only those who know their own darkness can handle true power*.

He hasn’t left his tower in 40 years.

Until Vharos’ name echoed through the Undercroft Grimoires — whispered by the Scales of Night, carried on shadow-touched wind. And then… a rumor. The Weaver Stone was found.  

Kelvaran *knew*. Not because he saw it. Because he felt its *hunger* — a resonance in his own hollowed soul.

He sent Vharos a single message — written in ink made from his own blood, sealed with wax shaped like a fractured hourglass:

> *"The Stone does not create. It replaces.  
> If you seek to mend what the Dagger broke…  
> You must first learn how to break yourself."*

---

### **Personality**

---

*   **Silent Mentor:** Speaks only when necessary. Prefers silence, written notes, or symbolic gestures (e.g., placing a single black feather on a table = "You are being watched").  
*   **Unflinchingly Honest:** Will tell Vharos the truth — even if it destroys him. “The Dagger wants your soul. The Stone wants your *will*. One is a thief. The other is a god.”  
*   **Morally Ambiguous:** Believes some truths must be learned through ruin. He does not stop Vharos from pursuing power — only insists he understands the cost.  
*   **Haunted but Calm:** His white eye doesn’t blink. He never sleeps more than two hours. He says it’s because “dreams are where the Stone speaks to those who listen too long.”  

---

### **Abilities & Knowledge**

*   **Expert on the Weaver Stone:** Kelvaran knows *exactly* how to activate it — but will not give the method lightly.  
    - The activation ritual requires:  
        1. A drop of blood from someone who has *actively resisted corruption* (Vharos, naturally).  
        2. A memory of pure, unselfish love — spoken aloud while holding the Stone. (Kelvaran knows this because *he tried to use his daughter’s laughter as the key… and it failed*. He still carries a locket with her last drawing.)  
        3. The user must willingly relinquish one thing they cherish *more than power* — not destroy it, but let go of its emotional weight.

- If performed correctly: the Stone becomes attuned to the soul’s truest desire… and grants transmutations without exhaustion or elemental backlash — **but** the user loses their ability to feel joy or comfort from anything non-magical. They become a vessel for perfect, sterile creation.

*   **Arcane Resonance:** Kelvaran can sense magical corruption within 1 mile. He knows when Vharos has used the Dagger’s power, when he’s lied, and when he’s *felt regret*.  
*   **Living Ward:** His tower is protected by a network of silent wards that trap memories — not people. Those who enter must leave behind one false belief about themselves. Many never return because they can’t face what they’ve buried.

---

### **Relationship with Vharos**

Kelvaran is the only person Vharos has ever fully trusted — and the only one he fears more than the Dagger.  

*   **Vharos sees him as his last tether to humanity.**  
*   **Kelvaran sees Vharos as his final chance at redemption.**

He will not give Vharos the activation ritual unless Vharos first proves he can *let go*. Not of power — but of the *need for approval*. Of his family’s shame. Of his desire to return to Waterdeep as a hero.

> *"You think you want to fix your name? No. You want to make them sorry they let you fall. But the Stone doesn’t care about apologies. It only cares about what you’re willing to become."*

---

### **Location & Current State**

Kelvaran resides in **The Hollow Library**, a floating, inverted tower suspended over the The Great Salt Sea by chains forged from forgotten prayers and the bones of drowned mages. Accessible only via a bridge made of solidified moonlight — which appears only when someone is ready to face their deepest regret.

He does not receive visitors. He writes letters. And he waits.

---

### **Quest Hooks for the DM**

1. **The Letter from the Tower:** Vharos receives Kelvaran’s note after learning about the Stone. He must find the Hollow Library — a journey that tests his will against illusions of his family, his past, and his own fear of becoming like Kelvaran: empty, brilliant, alone.

2. **The Memory Ritual:** To activate the Weaver Stone, Vharos must visit Kelvaran and speak aloud one memory he has never shared — perhaps the last time he saw Serana before exile. Kelvaran will listen… then say nothing. He’ll only hand him a vial of his own blood — “I’ve kept it since the day I found you. Use it if you dare.”

3. **The Cost:** If Vharos activates the Stone using Kelvaran’s method, he gains flawless control over transmutation… but从此, he can no longer enjoy music, laughter, or warmth. He sees beauty only in symmetry and precision. The Dagger whispers: *“You have become what you feared.”*

4. **Kelvaran’s Secret:** If Vharos discovers the locket hidden beneath Kelvaran’s bed — a drawing of a little girl holding a stone that looks exactly like the Weaver Stone — he learns Kelvaran was once a father… and his daughter *was* the first victim of transmutation.

---

### **Quirks & Flavor**

---

- Always has three quills on his desk. One writes truth, one writes lies, one writes nothing.
- Drinks tea brewed from powdered moonstone. Says it “helps him remember what’s real.”
- When he’s deeply troubled, he hums a lullaby — the same one he sang to Vharos during their first night together in the catacombs.

---

**Final Note (for DM):**

Kelvaran is not an ally. He is not a villain.  
He is *the mirror*.

Vharos doesn’t need Kelvaran’s help to activate the Stone.  
He needs Kelvaran to make him ask:  

> *“If I gain perfect control… what have I lost that can never be regained?”*

And then — whether he chooses the Stone or rejects it — *Kelvaran will know if Vharos has finally become his own master*.

---

---

**"I did not teach you to wield power, Vharos.  
I taught you how to live with its weight."**  
— Master Kelvaran Dorn, last entry in his journal

#npc 

**Master Kelvaran Dorn**

---

---

---

---

Kelvaran is the only person Vharos has ever fully trusted — and the only one he fears more than the Dagger.

*   **Kelvaran sees Vharos as his final chance at redemption.**  

---

---

---

---

#npc 

last known location: [carvale](carvale.md)
Mayor of [carvale](carvale.md)

## Mayor Thistlebrook - The Flustered Public Servant
50+ human 
**Background:** **Noble (Minor House)** – While Willow Hill is humble, Mayor Thistlebrook comes from a long line of minor landowners who traditionally held stewardship over the area. His family’s wealth isn't significant, but they have a reputation for fairness and community service. He inherited the position through birthright rather than ambition.

**Personality Traits:** Mayor Thistlebrook is kind-hearted, well-meaning, and deeply concerned about the welfare of his village. However, he’s also easily flustered, indecisive, and prone to worrying over minor details. He prefers diplomacy and compromise to confrontation, often avoiding difficult decisions in hopes they'll resolve themselves. He has a strong sense of duty but lacks confidence in his own abilities.

**Ideals:** **Order.** "A peaceful village is a happy village. It’s my responsibility to maintain that peace."

**Bonds:** The people of Willow Hill are like family to him. He genuinely cares about their well-being and wants to see the village thrive. He also feels a strong sense of obligation to uphold his family's legacy of service.

**Flaws:** He’s easily overwhelmed by stress and can become paralyzed by indecision. He avoids conflict at all costs, sometimes leading to inaction or missed opportunities. He secretly fears being seen as incompetent or failing to live up to his ancestors’ expectations.

**Quirks:**

- **Constantly adjusts his spectacles.** Even if they're already perfectly positioned. It's a nervous habit.
- **Carries a small, worn notebook filled with meticulously organized lists.** (Village events, supply inventories, complaints from residents, etc.)
- **Has a tendency to ramble when explaining things.** He gets lost in details and tangents.
- **Secretly enjoys gardening but is terrible at it.** His attempts usually result in wilted flowers and overgrown weeds.
- **Repeatedly uses the phrase "Goodness gracious!" when surprised or flustered.** It’s a verbal tic he can't seem to shake.

This background provides some interesting roleplaying opportunities. He isn’t necessarily hiding anything sinister, but his anxieties and indecisiveness could create complications for the party. Here are a few potential hooks stemming from his quirks:

- **The Lists:** The meticulous lists might reveal hidden problems or tensions within Willow Hill that he's been trying to ignore.
- **Gardening Failures:** Perhaps someone is sabotaging his garden, leading him to suspect foul play (even if it’s just a mischievous child).
- **Family History:** Investigating his family lineage could uncover secrets about the area or reveal forgotten responsibilities that he's unaware of.

#npc

lives in [carvale](carvale.md)

Had [Vharos_Thornecrest](Vharos_Thornecrest.md) knock on his door. Was not happy about it.

#npc
### 🧙‍♂️ **Sister Mirelle of the Ashen Veil**

**Race:** Human (Former Cleric of the Stone Mother)  
**Role:** Itinerant Pilgrim / Relic Collector & Occultist  
**Age:** 47 | **Appearance:** Dressed in tattered gray robes with patches of dwarven rune-work sewn into them. Wears a necklace of polished Gloomstone shards and carries a staff capped with a fossilized dwarf skull.

Once a devout priestess in a distant stone temple, Mirelle was exiled after attempting to “speak to the deep earth” using forbidden rituals. She wandered for decades until she found [pinehollow](pinehollow.md) — where the land still _remembers_. Now she lives in a hollowed-out tree on the village’s outskirts, collecting discarded runes and broken tools from miners.

- Believes Gloomstone isn’t magic — it’s **memory made solid**. Every chip of it holds fragments of dead dwarves’ thoughts, fears, or last words.
- Secretly has collected over 200 shards from Grimbold’s “experiments” and is trying to assemble them into a “Stone Choir” that can speak the truth of what lies in the abandoned hold.
- Her staff isn’t just symbolic — it _resonates_ when near active Gloomstone, causing headaches or visions in nearby people.

Mirelle will offer the party a shard she claims belonged to “the last king who walked below.” If they bring it to the abandoned hold’s entrance and place it on the door… the whispers stop. And for one hour, a spectral dwarf appears — not hostile, but weeping — whispering:

> _“We did not wake it. It woke us.”_

This reveals the true nature of the Ancient Hold: **It was never abandoned. It was sealed** — and something inside is waking up… because of Grimbold’s work.

#npc 

### 🍻 **Thora “Stone-Mug” Berrin**

**Race:** Dwarf (Stonebeard Clan)  
**Role:** Bartender / Keeper of the Forge Hall Tavern  
**Age:** 58 | **Appearance:** Broad-shouldered, scarred knuckles, wears a leather apron stained with ale and soot. Her beard is braided with copper wire and tiny forged charms. One eye is replaced with a polished obsidian lens (a relic from an old mining accident).

Thora took over the communal hall’s tavern after her father, the previous bartender, died in a cave-in during the last Gloomstone rush. She doesn’t just serve drinks — she _listens_. Every mug poured comes with a story, a warning, or a secret passed under the table. The tavern is [pinehollow](pinehollow.md)s unofficial news hub.

- Keeps a hidden ledger behind the bar listing every debt, rumor, and whispered threat heard over ale. She trades this information sparingly — mostly to Lisa Meadowlight.
- Secretly brews “Dwarven Nightcap,” an herbal liquor infused with Gloomstone dust (collected from Grimbold’s scraps). It gives drinkers vivid dreams… and sometimes wakes them screaming about _voices in the stone_.
- Knows where Grimbold hides his Gloomstone samples — but won’t tell anyone unless they bring her a rare herb from Old Man Henderson’s garden.

If the party investigates the Whispering Caves or missing villagers, Thora will slip them a vial of Nightcap and say: _“Drink it before you sleep near stone. The whispers don't like the taste of iron… but they do like the taste of fear.”_

![](Thora.png)

#npc 

last known location:

Guards the [deep dark secret](weaver_stone.md) because the dwarfs are not powerful enough and it requires top security

friendly but will not fail its job
recognises [Marci_Lanternwood](Marci_Lanternwood.md) and the source of her power

#npc 

OWNS DARRENS DOUGH
Was taken by goblins to bake bread in [1 - Missing Baker](1%20-%20Missing%20Baker.md)

## 2. Darren Hemlock - The Kidnapped Baker

**Background:** **Folk Hero (Local Legend)** – Darren wasn't always a baker. He was once a traveling storyteller and performer, known for his lively tales and ability to charm audiences. He settled in Willow Hill years ago after saving the village from a minor flood using his ingenuity and quick thinking (a story he loves to retell). He took up baking as a quieter life, but still retains a flair for drama.

**Personality Traits:** Darren is jovial, optimistic, and generally unflappable… until something _really_ bad happens. He's a natural storyteller with a warm heart and a fondness for gossip. He’s also a bit of a showman, enjoying the attention he gets from villagers. Underneath his cheerful exterior, he carries a quiet sadness about leaving his adventurous past behind.

**Ideals:** **Kindness.** "Everyone deserves a good meal and a friendly face."

**Bonds:** His daughter, Elara, is his pride and joy. He wants to ensure she has a secure future. He also feels a strong connection to the people of Willow Hill, who welcomed him with open arms.

**Flaws:** He's easily distracted by interesting stories or potential audiences. He can be overly trusting of strangers, believing everyone has good in them. He’s secretly afraid of being seen as weak or helpless.

- **Constantly tells rambling stories.** They often veer off-topic and include exaggerated details.
- **Whistles cheerful tunes while baking.** Even under pressure, he tries to maintain a positive attitude.
- **Has a habit of giving away free bread to anyone who looks down on their luck.**
- **Secretly misses the thrill of performing.** He occasionally practices his old storytelling routines in private.
- **Uses elaborate metaphors when describing baking**, comparing kneading dough to wrestling with a stubborn beast or proofing yeast to nurturing a tiny life. ("This sourdough starter is _very_ temperamental today, you see…")

These backgrounds and quirks should give you plenty of material for roleplaying these characters during the adventure! They also provide potential hooks for future storylines – Elara's guild connections, Darren’s past as a performer, or even his secret sadness.

#npc 

daughter of [darren_hemlock](darren_hemlock.md)
## 1. Elara Hemlock - The Determined Baker’s Daughter

**Background:** **Guild Artisan (Baker's Guild)** – While [carvale](carvale.md) is small, her father was a respected member of a regional baker's guild, teaching Elara the trade from a young age. She learned not just _how_ to bake, but also about ingredient sourcing, quality control, and the importance of community connections through food. She briefly apprenticed in a larger town before returning home to help her father.

**Personality Traits:** Elara is practical, resourceful, and fiercely independent. She's used to taking responsibility, especially since her mother passed away when she was young. While generally cheerful, she has a hidden worry that she isn’t strong enough to carry on the family legacy alone. She's quick-witted and can be surprisingly assertive when it comes to protecting those she cares about.

**Ideals:** **Community.** "A good loaf of bread can bring people together. It's my duty to provide for Carvale."

**Bonds:** Her father, Darren Hemlock, is her entire world. She feels a deep sense of obligation to him and the bakery. The reputation of the Hemlock Bakery is also important to her.

**Flaws:** She can be _too_ trusting, sometimes overlooking potential dangers in her eagerness to help others. She's also prone to taking on too much responsibility, leading to stress and exhaustion. She secretly fears failure and letting down her community.

- **Always smells of flour & yeast.** It’s ingrained in her clothes, hair, even her skin.
- **Fidgets with a small wooden mixing spoon when anxious.** She carries it everywhere as a comfort object.
- **Has an encyclopedic knowledge of bread recipes and ingredients.** She can identify almost any grain or spice by smell alone.
- **Secretly dreams of creating a new, signature bread that will make the Hemlock Bakery famous.** She has a notebook full of experimental recipes.
- **Tends to over-explain things when nervous**, especially about baking. ("The hydration level is _crucial_, you see…")

#npc 

last known location: [gobbers_hollow](gobbers_hollow.md) near [carvale](carvale.md)

## Grizelda - Goblin Leader (Backstory & Character Traits)

**Core Concept:** A goblin driven by basic needs, surprisingly level-headed for her kind, and willing to do *almost* anything to ensure the survival of her tribe – even if it means breaking laws or begging for mercy. She's not inherently malicious, just desperate.

### I. Backstory (Keep this mostly to yourself unless revealed through roleplay/investigation)

*   **Former Life:** Grizelda wasn’t *always* a leader.  She was once a particularly scrawny and weak goblin in a larger tribe known for its raiding. She survived not by strength, but by being observant and anticipating the moods of the bigger goblins. She learned to scavenge efficiently and find overlooked resources.
*   **The Split:** A harsh winter several years ago decimated her original tribe.  A particularly brutal raid went wrong, leaving many dead or scattered. Grizelda, along with a handful of other weaker/less aggressive goblins (about 10-15 total), broke away rather than risk further losses in the larger tribe's reckless attacks. They realized brute force wasn’t their strength.

*   **Finding the Hollow:**  She led them to a relatively sheltered hollow within [gobbers hollow](locations/gobbers_hollow). It offered *some* protection from the elements but was far from ideal. 
*   **The Hunger Begins:** The hollow provided minimal sustenance. Berries were scarce, small game elusive.  Grizelda quickly realized they needed a reliable food source to survive the coming winter. She started with scavenging, then moved onto… less legitimate methods.

*   **The Flour Theft:** The flour was stolen from [Specify location - e.g., Miller’s barn, a traveling merchant's wagon, the town granary]. It wasn't a planned grand heist; it was a desperate act born of dwindling supplies and growing panic within her tribe. She specifically targeted flour because it's relatively easy to convert into something edible (gruel, basic bread) and stores well.

*   **Pragmatic:**  Grizelda prioritizes survival above all else. Sentimentality is a luxury she can’t afford. She makes decisions based on what will benefit her tribe *most*, even if it's morally questionable.
*   **Cautious/Observant:** Years of avoiding bigger, stronger goblins have made her keenly aware of threats and opportunities.  She studies people before approaching them.  She notices details others miss.
*   **Surprisingly Articulate (for a Goblin):** While she still speaks in broken Common with plenty of goblin slang ("me want," "shiny!"), Grizelda is capable of forming coherent sentences when necessary, especially during negotiations. She's learned enough to understand what people value and how to appeal to them.

*   **Anxious:** Beneath her pragmatic exterior lies a constant worry about the well-being of her tribe.  She’s easily stressed by setbacks or potential dangers. This manifests as fidgeting (picking at dirt under fingernails, constantly glancing around) and rapid speech when agitated.
*   **Secretly Yearns for Comfort:** She dreams of a warm fire, a full belly, and a safe place to sleep without fear.  This is why she values the flour – it represents security and survival.  She might be fascinated by comfortable items (soft blankets, well-made tools) if the players have them.
*   **Loyal to her Tribe:** She would sacrifice almost anything for those under her care. This loyalty can be exploited or appealed to.

*   **Initial Engagement:** Goblins will use ranged attacks (slings, thrown rocks) from cover if possible. They'll try to harass and whittle down the party’s health before engaging in melee.
*   **Flanking Maneuvers:**  They attempt to surround opponents, focusing on weaker-looking targets first.
*   **Hit-and-Run:** If a goblin takes damage, it will likely retreat behind cover or try to disengage and reposition. They aren't looking for a fair fight.
*   **Grizelda’s Role:** She stays *slightly* back from the main fray, directing her goblins with shouts and gestures.  She might use a crude whistle or drumbeat to signal attacks/retreats. She will prioritize self-preservation but won't abandon her tribe entirely.

*   **Negotiation Trigger:** If 2+ goblins fall, or if Grizelda takes significant damage, she’ll attempt to negotiate *immediately*.  She'll offer information (location of other resources, a minor trinket), promises of future service, or plead for mercy.

*   **During Combat:** "Me no want fight! Me just… need food!" / “Leave us alone and we leave you alone!” /  (Shouting to her goblins) “Flank them! Hit the soft ones!”
*   **When Captured:** (Desperate plea) “Please… don’t hurt me. We were starving! Winter is coming, and my tribe will die without food.” / "Me give you anything! Just let us go!"
*   **If Offered Food:**  (Suspiciously) “What… what do you want in return?” / (Cautiously accepting a small offering) “This… this is good. Very good. But it won’t last long.”
*   **If Shown Mercy:** (Grateful, but still wary) "Me... me owe you.  We will remember this." She might offer to lead the party to a hidden resource as a sign of gratitude.

*   **If Threatened/Intimidated:** (Shrinking back) “Okay! Okay! Me tell you everything!” / (Trying to bluff) “We… we are very strong! We have many more goblins hiding nearby!”
* **Regarding the hollow:** "It's... not much, but it keeps the wind off. It's all we have."

### V. Potential Plot Hooks/Follow-up

*   **The Real Problem:** The flour theft is a symptom of a larger issue – perhaps a blight affecting local crops, or a monster driving away game.  Helping Grizelda find a sustainable food source could lead to a more significant quest.
*   **Rival Tribe:** Another goblin tribe might be exploiting the situation and preying on Grizelda’s weakness. She could ask for help in defending her territory.
*   **Moral Dilemma:** The players discover that the flour was intended for a specific purpose (e.g., feeding orphans, providing bread for a festival).  This complicates their decision about whether to punish Grizelda or show mercy.

#npc 

plot hooks:
* [coin_of_kings](coin_of_kings.md)

last known location: unknown

## Larten - Backstory & Quirks

Here's a fleshed-out backstory and set of quirks for Larten, building on your existing framework.  I’ve aimed to create someone ambitious but flawed, with motivations that make him interesting and potentially manipulative. I've also added details about his past connection to the coin and how it shaped him.

**Name:** Larten Valerius (Valerius is a name he *adopted* - see backstory)

**Race:** Human (though hints of Elven ancestry are present in his features – subtly pointed ears, unusually keen eyesight).

**Class:** Ranger.  He needs skills that support deception, influence, and information gathering.

**Alignment:** Neutral Evil (leaning towards Chaotic Neutral - he'll do what benefits him, even if it means bending rules or betraying others)

### **Backstory: From Scion to Schemer**

Larten wasn’t born a wandering ranger. He was *born into* power – the illegitimate son of Lord Theron Valerius, a minor noble in a now-fallen kingdom called Aeridor.  Aeridor was known for its intricate political games and ruthless ambition. His mother was an Elven diplomat from a neighboring forest realm, a liaison meant to secure trade agreements. The affair was scandalous, and Larten was quietly hidden away after his birth.

Theron acknowledged him privately, providing a comfortable upbringing but always emphasizing that he could *never* publicly claim his heritage.  Larten received the best education – history, languages, courtly manners, strategy… everything needed to navigate the treacherous world of nobility. He excelled at it all, quickly learning to read people and exploit their weaknesses.

However, Aeridor was ultimately consumed by a power struggle between rival houses. Theron was assassinated during a coup, and Larten, deemed too dangerous to live, barely escaped with his life.  He fled with only a few possessions – including the **Coin of Kings**, which his father had secretly gifted him on his 16th birthday, along with a cryptic warning: “This will open doors…and close them just as quickly. Use it wisely.”

The Coin was meant to be a symbol of potential succession, a last hope for restoring the Valerius line. But Larten saw something else – a tool.  He abandoned any loyalty to Aeridor and adopted a new identity, becoming “Larten,” a wandering ranger with no past. He spent years honing his skills, traveling from kingdom to kingdom, observing, learning, and subtly manipulating events to his advantage.

His current arrival in Treyjan isn’t random. He's been tracking rumors of the Weaver Stone for *years*.  He believes controlling it is the key to establishing a new power base – one where he won’t be vulnerable like he was in Aeridor.

### **Personality & Quirks**

*   **Silver Tongue, Calculating Eyes:** Larten is incredibly charismatic and persuasive. He can charm his way into almost any situation, but his eyes always betray a calculating glint.  He's constantly assessing people, looking for weaknesses to exploit.
*   **Coin Flipping Habit:** He compulsively flips the Coin of Kings when making decisions – even minor ones. It’s not about superstition; it’s a way for him to subtly gauge reactions and exert control over conversations. He often frames the flip as “letting fate decide,” but he's skilled at influencing the outcome (slight-of-hand, leading questions).

*   **Obsessive Record Keeper:** Larten keeps detailed journals filled with observations about people, places, and events.  He meticulously notes strengths, weaknesses, alliances, grudges… everything that could be useful later. He uses a complex cipher to protect his secrets.
*   **Disdain for “True” Nobility:** He views those born into power as weak and entitled. He believes true leadership comes from cunning and ambition, not lineage.  He’ll often subtly undermine nobles he encounters, playing on their insecurities or exploiting their flaws.

*   **Elven Mannerisms (Subtle):** Despite his human appearance, Larten occasionally exhibits Elven mannerisms – a slight tilt of the head, an unusually graceful gait, a tendency to speak in riddles. He tries to suppress these habits but they slip out when he’s stressed or relaxed.
*   **Hoards Information:**  He doesn't necessarily crave gold and jewels (though he won't refuse them). His true treasure is knowledge – secrets, rumors, political leverage. He actively seeks out information from all sources, even if it seems insignificant.

*   **Distrustful of Dragons:** While he recognizes the power of the Ancient Bronze Dragon guarding the Weaver Stone, he deeply distrusts dragons in general.  He believes they are inherently selfish and manipulative creatures. This stems from a childhood story his mother told him about a dragon who betrayed Aeridor centuries ago.
* **Name Dropper**: Larten will often mention names of important people he's "worked with" or "met", even if the encounter was brief or entirely fabricated, to build credibility and impress others.

### **Motivations & Goals**

*   **Primary Goal:** Acquire the Weaver Stone and use its power to establish a new kingdom – one ruled by *him*. He envisions himself as a benevolent dictator, bringing order and prosperity (on his terms).
*   **Secondary Goal:**  Uncover the truth about his father’s assassination. While he doesn't openly seek revenge, he wants to understand who was responsible and why. This is a hidden agenda that he rarely reveals.
* **Using Others**: Larten sees people as tools to be used. He will happily manipulate the party (and anyone else) to achieve his goals, offering assistance and information while subtly steering them in directions that benefit him.

### **How to Play Him**

Larten should be a complex character – charming but untrustworthy, ambitious but vulnerable.  He's not necessarily evil for the sake of being evil; he genuinely believes he knows what’s best for Treyjan (and himself). He'll try to win over the party with flattery and promises, but always keep his true motives hidden.

*   **Drop Hints:** Subtly reveal fragments of his backstory through carefully crafted stories or casual remarks.
*   **Play on Party Dynamics:** Identify the weaknesses and desires of each character and exploit them.
*   **Be a Master Manipulator:** Use deception, persuasion, and intimidation to get what he wants.
* **Always Have an Exit Strategy**: Larten is never truly committed to any plan or alliance. He always has a backup plan in case things go wrong.

![](Larten.png)

#npc 

last known location: just outside of [carvale](carvale.md)

A grumpy but observant woodcutter. 

## Old Man Fitzwilliam - The Grumpy Observer

**Background:** **Hermit (Former Soldier)** – Fitzwilliam wasn’t always a woodcutter. He was once a decorated soldier in a distant kingdom, witnessing horrors he rarely speaks of. After leaving the military, disillusioned and traumatized, he sought solitude in the woods, becoming a recluse. He adopted the trade of woodcutting as a way to provide for himself while maintaining his distance from society.

**Personality Traits:** Fitzwilliam is gruff, cynical, and fiercely independent. He prefers his own company and views most people with suspicion. However, beneath his rough exterior lies a keen intellect and a surprisingly strong sense of justice. He’s observant and possesses an encyclopedic knowledge of the surrounding woods. He's not unkind, just… guarded.

**Ideals:** **Self-Reliance.** "Trust no one but yourself. The world is a harsh place."

**Bonds:** He has a quiet respect for nature and feels a sense of responsibility to protect the forest. He also secretly keeps an eye on Willow Hill, ensuring its safety from afar (though he’d never admit it).

**Flaws:** He's deeply distrustful of authority and reluctant to get involved in other people's problems. He can be abrasive and dismissive, making it difficult for others to earn his trust. He is haunted by memories of his past and struggles with nightmares.

- **Always carries a worn, bone-handled knife.** It’s more than just a tool; it's a reminder of his former life.
- **Has an uncanny ability to predict the weather.** He can sense changes in the atmosphere long before anyone else.
- **Speaks in short, cryptic sentences.** He rarely offers information freely and often answers questions with questions.
- **Secretly carves small wooden figures of animals.** They’re hidden away in his cabin and represent a rare outlet for his creativity.
- **Has a habit of muttering to himself**, often repeating phrases from his past or commenting on the foolishness of others.

**Plot Hook Potential (The Mysterious Past):**

Fitzwilliam's background is ripe with potential plot hooks:

- **Forgotten Duty:** Perhaps he deserted his post during a crucial battle and has been hiding ever since, fearing retribution. Someone from his past might eventually track him down.
- **Hidden Knowledge:** His military experience could have given him access to valuable information about ancient ruins or powerful artifacts hidden in the surrounding area. He may possess a map or clue that he’s reluctant to share.
- **The Trauma:** The horrors he witnessed during the war could be resurfacing, causing him to act erratically or become paranoid. Perhaps something is triggering his PTSD and threatening Willow Hill.

- **A Lost Relic:** Maybe he's protecting a sacred object stolen from a temple during his time as a soldier, and goblins are after it. This would explain his knowledge of them and his reluctance to get involved.
- **The Woods Are Changing:** He might notice subtle changes in the forest – strange creatures, unusual plant growth, or an unsettling energy – that suggest something sinister is brewing.

Fitzwilliam should be played as a reluctant source of information. The party will need to earn his trust through persistence and genuine concern for his well-being before he reveals anything about his past or shares his knowledge of the woods. He’s not necessarily trying to be unhelpful, but he's deeply scarred and wary of outsiders.

#player 

Backstory: Ludo and the Hollow Guest

​The Catalyst: The Month of Stillness
Ludo was once a typical, vibrant Halfling, until he fell into "The Deep Sleep"—a month-long slumber so profound that no sound or physical force could wake him. 

While his body lay dormant, his mind drifted into the Void, where it snagged on a sentient nothingness he now calls "Sshh."

When Ludo finally woke, he was no longer alone; a fragment of that absolute silence had taken up residence in his mind.

​The Patron: Sshh (The Great Old One)
Sshh is not a god or a demon, but a "Hollow Guest" that demands the erasure of reality to fuel Ludo’s magic. 
Ludo treats Sshh as a constant, invisible companion, often seen whispering to the air or pleading for silence when his mind begins to race.

​The Price: The Erasure of Self
Every time Ludo taps into his Warlock powers, Sshh "eats" a piece of his past.
Ludo’s greatest tragedy is the loss of his family; he carries a small, carved wooden toy that he knows was a gift from a sibling, but Sshh has erased their name and face from his mind. 
He now experiences a permanent "brain fog"—a cosmic distortion where he struggles to distinguish between the waking world and the static of the Void.

​Physical Manifestations
Ludo’s connection to the Void has altered his physiology. 
His "premonitions" are flashes of things being erased from existence. Most unnervingly, his ears move independently—one often "tuning in" to the silence of Sshh while the other listens to his companions. 
Because he still "sleeps like a log," he is terrified of being left behind in the dark and clings desperately to his fellow adventurers as his "anchors" to reality.
​
Personal Goal
Ludo adventures because he is terrified of the growing hole in his mind. 
He clings to his party members not just for safety, but because he needs them to remember who he is when he can no longer remember himself.

He hopes to find a way to "fill" the Void before Sshh consumes his identity entirely, leaving only a hollow, Halfling-shaped shell behind.

​Character Hooks for your DM:
• ​The "Log" Sleeper: Ludo is mechanically impossible to wake up by normal means during a long rest (requires a DC 15 Athletics check to shake him awake).
• ​The Memory Trade: When Ludo uses a high-level spell or a Long Rest ends, the DM can occasionally tell Ludo he has forgotten a minor detail about his past or the previous day.
• ​Telepathic Static: When Ludo uses Awakened Mind, the recipient first hears a cold, rushing “Shhhhhh” sound.

[Marci_Lanternwood](Marci_Lanternwood.md)
[Vuldin_Morta](Vuldin_Morta.md)
[Rhogar_Whiteflame](Rhogar_Whiteflame.md)
[smoxy](smoxy.md)
[Vharos_Thornecrest](Vharos_Thornecrest.md)

1-4 
6 common
4 uncommon
1 rare

__Claimed Items__
Common Items
- [candle of the deep](https://www.dndbeyond.com/magic-items/27026-candle-of-the-deep)
- [boots of false tracks](https://www.dndbeyond.com/magic-items/27025-boots-of-false-tracks)
- [cloak of billowing](https://www.dndbeyond.com/magic-items/27040-cloak-of-billowing)
- [Charlatan's Die](https://www.dndbeyond.com/magic-items/27039-charlatans-die)
- [Clockwork Amulet](https://www.dndbeyond.com/magic-items/27042-clockwork-amulet)
- [Hat of Wizardry](https://www.dndbeyond.com/magic-items/9228718-hat-of-wizardry)
 
uncommon Items
- [Goggles of Night](https://www.dndbeyond.com/magic-items/4648-goggles-of-night)
- [Alchemy Jug](https://www.dndbeyond.com/magic-items/9228343-alchemy-jug)

- [Deck of illusion](https://www.dndbeyond.com/magic-items/9228420-deck-of-illusions)

Rare Items
- [Dragon Slayer Pistol](https://www.dndbeyond.com/magic-items/9228506-dragon-slayer-pistol).

__Unclaimed Items__

- 

Rare Items
- 

Later - 
- Treasure 
	- [Single Sending Stone](https://www.dndbeyond.com/magic-items/9180147-sending-stones)

#player

Passive Perception: 10

## Rhogar Whiteflame – Exiled Paladin of Devotion

**(A character background for a Dungeons & Dragons campaign)**

### Origins – The Skjoldbreath Clan

Rhogar was raised amongst the Skjoldbreath, a white dragonborn clan dwelling in the harsh northern wastes. Unlike many of their kind, the Skjoldbreath actively rejected the savage instincts inherited from their draconic ancestors. They believed honor wasn’t a birthright, but something *earned* through rigorous discipline, unwavering restraint, and selfless service to others. 

Their teachings were strict, forming the core of Rhogar's early life:

*   **Never allow instinct to rule action.**
*   **Never abandon those who depend on you.**
*   **A warrior’s word is a bond of ice—unbreakable.**

Rhogar excelled within this demanding society. He was strong, stoic, and possessed a fierce protective streak, destined for the ranks of the Shieldwardens – the clan's elite guardians.

### ❄️ The Addiction That Shattered Everything

Dice games were strictly forbidden by the Skjoldbreath, considered dangerous tools of chaos and temptation.  Rhogar discovered them during routine patrols with younger dragonborn. Initially, it was harmless: a way to bond and pass the time. 

But he found himself captivated by something more profound – the intoxicating purity of chance, the fleeting possibility that destiny itself could be altered with each toss of carved bone. He began playing in secret, a habit that would unravel his life.

### How It Went Wrong

The allure proved too strong. Rhogar’s secret vice spiraled into an obsession:

*   Skipping vital meditations
*   Neglecting minor duties
*   Actively seeking out travelers to “test his luck”
*   Accumulating small debts
*   Resorting to lies of omission to conceal his habit

### The Breaking Point

During a winter raid by frost trolls, Rhogar was entrusted with the safety of a caravan carrying young dragonborn home.  However, he’d spent the previous night gambling in a trader's tent and overslept, losing track of time. 

The trolls attacked at dawn. Rhogar arrived late. Two of the youths suffered grievous wounds.

They survived, but the shame was crushing.

The clan leaders offered a measured rebuke: “*You must master yourself before you can protect others.*”

While not an outright exile – discipline within the Skjoldbreath balanced mercy – Rhogar felt he had irrevocably broken their code. He chose to voluntarily exile himself, vowing to return only when he’d conquered his weakness.  He carries the battered shield from that mission as a constant reminder of his failure.

### 🛡️ Oath of Devotion – His Path to Redemption

Driven by guilt and a desperate need for atonement, Rhogar sought out temples, monasteries, and knightly orders. He finally found resonance in the **Oath of Devotion** – embodying purity, honesty, courage, and duty.

For Rhogar, this oath isn’t merely a symbol of honor; it's both punishment *and* salvation. A rigorous path to reshape himself into the warrior his clan believed he could be.

**His Tenets (Personalized Interpretation):**

*   **Honesty:** He strives for truthfulness but actively conceals his addiction when overcome with shame, creating a deep internal conflict.
*   **Courage:**  He faces monstrous threats without fear, yet harbors a greater dread of succumbing to his own weakness.
*   **Compassion:** His greatest strength. He feels an overwhelming compulsion to help those who are lost, broken, or tempted… because he sees echoes of himself in their struggles.
*   **Duty:**  He is relentlessly reliable now, sometimes pushing himself to self-destructive lengths to fulfill his obligations.

### 🎲 The Dice of Fate – His Temptation and Shame

Rhogar still carries the white bone dice that led to his downfall. He tells himself they serve as a reminder, but the truth is far more complex: he *cannot* bring himself to part with them.

He actively avoids gambling—but when:

*   He’s uncertain about a course of action
*   He feels isolated and lonely
*   The party embarks on a particularly risky plan
*   Fate seems to be twisting in strange ways… 

...his claws instinctively brush the dice in his pocket. He sometimes even rolls them secretly, desperately seeking “a sign.”

**His Biggest Fear:** That someone within his new party will suffer because of his vice again.

**His Private Belief:**  That fate truly *does* speak through the tumble of the bones… and that discarding them would sever his only connection to understanding destiny.

#player

Passive Perception: 12
[vharos_item_wishlist](vharos_item_wishlist.md)
## Vharos Thornecrest - Warlock (Pact of the Blade)

**Race:** Human
**Age:** 25
**Alignment:** Chaotic Neutral

---

*   **Height:** 5'10" (178 cm)
*   **Weight:** 165lbs (75 kg)
*   **Hair:** Blonde
*   **Skin:** White
*   **Eyes:** Blue

---

Vharos was born into the esteemed House Thornecrest of Waterdeep, destined for a life of diplomacy and scholarship. His early magical aptitude was encouraged, but his studies soon led him down a forbidden path – delving into void speech and eldritch lore. This curiosity culminated in a dangerous ritual that bound him to a Hexblade, a weapon imbued with shadow and memory.

The awakening of the Hexblade brought whispers, unseen eyes, and a relentless demand for devotion. Vharos refused, choosing control over surrender. His family discovered his transgression – and the subtle mark it left on his soul – leading to a quiet exile to protect their reputation. He was publicly declared to be on diplomatic service, but privately considered a disgrace.

Alone and conflicted, Vharos vowed to master the Hexblade’s power without being consumed by it, and to one day return to Waterdeep not as an outcast, but as a man who forged his own destiny.

His exile unexpectedly led him to a fellowship of adventurers: Rhogar Whiteflame (Dragonborn Paladin), Vuldin Morta (Aasimar Fighter), Smoxy (Illusionist), and Freyeth (Wizard). Despite their contrasting personalities, they accepted him without judgment – a feeling he hadn’t known since before his exile.

Together, they faced extraordinary trials, including ascending the Eternal Staircase, bargaining with a capricious djinni, and venturing into the Feywild. In the Feywild, they reunited star-crossed lovers, but Vharos was left with a poignant ache – a reminder of his lost family and the belonging he craves.

Now 25, Vharos wanders the Sword Coast, seeking power, answers, and perhaps absolution, while constantly battling the darkness that whispers at the edge of his mind.

---

---

*   **Curiosity Tempered by Caution:**  He's drawn to forbidden knowledge but approaches it with a newfound wariness.
*   **Noble Bearing, Sharp Tongue:** Poised and confident in speech, yet prone to sarcasm and biting wit.
*   **Conflicted Determination:** Driven to control his power while desperately seeking freedom from its source.

---

### **Ideals**

*   **Self-Mastery:** Power is only valuable when wielded with control.
*   **Freedom Above All:** He rejects rules, traditions, and expectations, refusing to be bound by shame or fear.
*   **Truth in Shadows:** Uncovering forbidden truths – responsibly – can protect others.

---

### **Relationships & Affiliations**

*   **Formerly:** House Thornecrest of Waterdeep - a respected noble family known for diplomacy and arcane scholarship.
*   **Currently:** No official affiliations, but maintains covert contact with individuals in Waterdeep’s underbelly and fringe arcane circles.
*   **Bonds:**
    *   **Lingering Loyalty to Waterdeep:** He feels responsible for those he grew up alongside, especially the overlooked servants and friends of his family.
    *   **A Secret Tutor:** Someone from his past helped him resist corruption and taught him to control eldritch influence – a debt he deeply values.
*   **Flaws:**
    *   **Inner Conflict:** His hatred for void/eldritch powers clashes with his reliance on them, causing emotional instability.

*   **Reckless Curiosity:** He struggles to resist delving into the arcane, even knowing the risks.
    *   **Prideful and Defensive:** Criticism regarding his fall from grace deeply wounds him, often leading to a harsh reaction.

---

### **Allies**

*   **Serana Thornecrest:** His younger sister, secretly providing information and resources, believing he can redeem their family name.
*   **[Master Kelvaran Dorn](Master_Kelvaran_Dorn.md):** A reclusive arcanist who recognized Vharos’ potential and taught him methods to stave off eldritch corruption.
*   **The Scales of Night:** A loose network of mages and informants dealing in magical anomalies, with whom he occasionally trades knowledge.

---

### **Enemies**

*   **House Thornecrest Elders:** They will do anything to prevent Vharos’ return and the exposure of their family scandal.
*   **The Whispering Presence:** The eldritch entity bound to his Hexblade, viewing his rejection as a betrayal.

#player

43 years old with a younger brother, both enlisted as teenagers, he joined the navy as a cabin boy and I was a runner in the infantry Over 15 years moved up the ranks and shit. 
Used to meet brother regularly during leave He deserted and became a pirate, I was discharged due to relation and moved back to the family home (empty) and lived off my savings and odd mercenary jobs. 
First time I've heard from my brother in 10 years & he sent me a parcel with a pistol and rounds, as well as a letter. 
I refuse to read the letter and get hammered instead. After the night I resolve to read it, and realise the letter + pistol have been stolen by a stranger in the village. Strangely he left behind the ammo

# Vuldin Morta

**1. Breakdown of Key Elements:**

- **Age (43):** Experienced, likely jaded/weary. Has seen things. Not a naive newcomer.
- **Military Past (Infantry Runner -> Rank Advancement):** Disciplined, resourceful, probably physically capable. Knows combat and hierarchy. Likely has strong loyalty… or _had_ it.
- **Brother's Desertion & Piracy:** The core conflict! Betrayal, shame, family ties strained to the breaking point. This is a huge emotional weight. The desertion itself suggests something significant drove him.
- **Discharge (Due to Relation):** Implies military regulations are strict and unforgiving. Also hints at potential scandal or investigation surrounding the brother. The character carries guilt/responsibility for his brother's actions.

- **Mercenary Work:** Keeps skills sharp, but suggests a lack of purpose beyond survival. Possibly morally grey work.
- **Empty Family Home:** Isolation, loneliness, unresolved grief/regret. A physical representation of lost connections.
- **Parcel (Pistol & Rounds):** A desperate attempt at contact? A plea for help? A dangerous invitation? The theft adds a layer of immediate mystery.
- **Refusal to Read/Hammering:** Coping mechanism, avoidance of painful truths. This is _excellent_ characterization – it shows vulnerability and internal conflict.
- **Ammo Left Behind:** Very strange. Intentional? Oversight? Clue?
**Revised Campaign Arc - "The Three Stories Converge" (Sessions 1-Ongoing):**

1. As a general rule for Vuldin though - big weapons & armour fan, so anything high quality +1/2/3 that's a weapon or armour would be good, including bows & shit. Firearm wise - not sure if you want the pistol to be anything, and I'm not 100% sure how they fit into my combat build, but could be cool thematically for my character to learn to use them or use them for specific reasons I guess. I'd need to dive into the rules of them more to be sure (just think it would be sick to dual wield a pistol + handaxe, even if it would be weak or not work from a rules perspective

. Not a super sneaky guy, but understands the importance of surprise and being able to blend in, so I would also use anything that helps with that, rings that cast invisibility, invisibility cloak, something that makes me harder to track, blocks magic scrying, shit like that is always cool

2. Also feel free to through in some random items or something funny & I'll potentially pick them up, because I definetly wouldn't have thought of everything that vuldin would use, would need to encounter them and see how he feels 
    
3. Also items that help him close distances, he's proficient with ranged weapons, but prefers melee

#player

Smoxy grew up surrounded by scrolls, books, and shimmering illusions — the perfect environment for a naturally gifted gnome with a bright mind and a soft heart.
She devoured magical theory faster than her teachers could assign it — but while she excelled in knowledge and creativity, she never learned how to handle real danger, cruelty, or the messy unpredictability of life outside her burrow.

Her illusions were brilliant in theory, but Smoxy’s enthusiasm often made practice days… eventful. A simple exercise could flare brighter or louder than intended, startling her into knocking over shelves or sending books sliding across the floor. Her classmates adored her spark and talent — but they also learned to take one polite step back whenever she said, “Wait! I have an idea!”

It became something everyone grew fond of: Smoxy drifting into deep, sparkling thought, searching for the perfect idea — so long and so earnestly — that she sometimes rediscovered a suggestion someone else had already made moments before. Her delighted “Wait! I have an idea!” became a phrase her friends associated with her bright, wholehearted spirit rather than anything meant to cause trouble. It was simply her way of moving through the world — thoughtful, enthusiastic, and always trying her very best.

When she left home for her ‘first big solo adventure,’ she carried the confidence of someone who’d grown up believing she might be a prodigy… and the real-world instincts of a daydreamer who had only read about danger in books. Her kindness made her trusting, her curiosity made her wander into troubles she never recognized as danger, and her uncanny luck kept her just barely out of disaster’s reach.

Eventually, however, that luck slipped just enough for goblins to capture her — days that blurred together in a tangle of shouted orders, half-finished chores, and the kind of clumsy magic that kept her on the edge of trouble but never quite over it. The goblins didn’t treat her like a threat or a guest, just a small being who was suddenly part of their messy routine. At times the whole situation felt so muddled that it was hard to tell whether she was truly being held… or simply failing to leave. Only when chaos finally tipped the balance did she find an opening wide enough to escape.

Now free, Smoxy travels to spread wonder, kindness, and small sparks of magic wherever she goes — discovering how the world truly works, one tiny mishap at a time.

---

# [Vharos Thornecrest](Vharos_Thornecrest.md) Early Item Wishlist

## ⚖️ POWER TIER DESCRIPTIONS

- 🟢 **SAFE** — Low-impact utility or flavor  
- 🔵 **STRONG** — Solid Tier-1 items, fair impact  
- 🟠 **VERY STRONG** — High impact; avoid stacking  
- 🔴 **OP** — Tier-1 outliers; limit to 0–1 by Lv 5  
- 🟣 **STORY-ONLY** — Narrative items, DM-controlled  

---

## 🛡️ Defensive & Survival

- **Cloak of Protection** — Uncommon — Lv 3–4 — 🟠 VERY STRONG  
  *“You gain a +1 bonus to AC and saving throws.”*

- **Ring of Protection** — Rare — Lv 5 — 🔴 OP  
  *“You gain a +1 bonus to AC and saving throws while wearing this ring.”*

- **Periapt of Wound Closure** — Uncommon — Lv 3–4 — 🔵 STRONG  
  *“You stabilize when dying and regain maximum HP from healing.”*

- **Stone of Good Luck (Luckstone)** — Uncommon — Lv 3–5 — 🟠 VERY STRONG  
  *“You gain a +1 bonus to ability checks and saving throws.”*

- **Cloak of Displacement** — Rare — Lv 5 — 🔴 OP  
  *“Attack rolls against you have disadvantage until you take damage.”*

- **Amulet of Health** — Rare — Lv 5 — 🔴 OP  
  *“Your Constitution score is 19 while you wear this amulet.”*

- **Brooch of Shielding** — Uncommon — Lv 2–4 — 🔵 STRONG  
  *“You have resistance to force damage and immunity to magic missile.”*

- **Ring of Mind Shielding** — Uncommon — Lv 3–5 — 🟣 STORY-ONLY  
  *“Magic can’t read your thoughts or determine alignment.”*

- **Amulet of Proof against Detection and Location** — Uncommon — Lv 3–5 — 🟣 STORY-ONLY  
  *“You are hidden from divination magic.”*

---

---

## 🧠 Awareness, Senses & Mental Utility

- **Eyes of the Eagle** — Uncommon — Lv 2–4 — 🔵 STRONG  
  *“You have advantage on Wisdom (Perception) checks relying on sight.”*

- **Helm of Telepathy** — Uncommon — Lv 4–5 — 🟠 VERY STRONG  
  *“You can cast detect thoughts while wearing this helm.”*

- **Medallion of Thoughts** — Uncommon — Lv 2–4 — 🔵 STRONG  
  *“The medallion has charges to cast detect thoughts.”*

- **Goggles of Night** — Uncommon — Lv 2–3 — 🟢 SAFE  
  *“You gain darkvision out to 60 feet while wearing these goggles.”*

- **Eyes of Minute Seeing** — Uncommon — Lv 2–4 — 🟢 SAFE  
  *“You gain advantage on Investigation checks involving close inspection.”*

---

## 🧥 Stealth, Social & Identity Utility

---

- **Cloak of Elvenkind** — Uncommon — Lv 3–4 — 🟠 VERY STRONG  
  *“You have advantage on Dexterity (Stealth) checks.”*

- **Boots of Elvenkind** — Uncommon — Lv 2–4 — 🟢 SAFE  
  *“Your steps make no sound, regardless of surface.”*

- **Hat of Disguise** — Uncommon — Lv 2–3 — 🟢 SAFE  
  *“You can cast disguise self at will.”*

- **Cloak of Many Fashions** — Common — Lv 1–2 — 🟢 SAFE  
  *“The cloak can change style, color, and appearance.”*

---

## 👢 Mobility & Positioning

- **Boots of Striding and Springing** — Uncommon — Lv 3–4 — 🔵 STRONG  
  *“Your speed isn’t reduced and your jump distance is tripled.”*

- **Boots of Speed** — Rare — Lv 5 — 🔴 OP  
  *“You can double your speed as a bonus action.”*

- **Slippers of Spider Climbing** — Uncommon — Lv 3–5 — 🟠 VERY STRONG  
  *“You can climb difficult surfaces, including ceilings.”*

- **Cape of the Mountebank** — Rare — Lv 5 — 🔴 OP  
  *“You can cast dimension door once per day.”*

---

## 🌫️ Environmental & Survival Utility

- **Necklace of Adaptation** — Uncommon — Lv 2–4 — 🟢 SAFE  
  *“You can breathe normally in any environment.”*

- **Ring of Warmth** — Uncommon — Lv 2–4 — 🟢 SAFE  
  *“You have resistance to cold damage.”*

- **Ring of Swimming** — Uncommon — Lv 2–3 — 🟢 SAFE  
  *“You have a swimming speed of 40 feet.”*

---

## 🧙‍♂️ Arcane Focus / Spellcasting Items

---

- **Rod of the Pact Keeper (+1)** — Uncommon — Lv 4–5 — 🔴 OP  
  *“You gain a +1 bonus to spell attack rolls and spell save DCs. Also can restore 1 Warlock Spell Slot per Long Rest.”*

- **Wand of the War Mage (+1)** — Uncommon — Lv 3–5 — 🟠 VERY STRONG  
  *“You gain a +1 bonus to spell attack rolls.”*

- **Hat of Wizardry** — Common — Lv 1–2 — 🟢 SAFE  
  *“You can attempt to cast a wizard cantrip you don’t know.”*

- **Dark Shard Amulet** — Common — Lv 1–2 — 🟣 STORY-ONLY  
  *“The amulet can serve as a spellcasting focus for your warlock spells.”*

---

## 🕯️ Warlock RP & Flavor Items

- **Book of Ancient Secrets (Blank Tome)** — Common — Lv 1–3 — 🟣 STORY-ONLY  
  *“A mysterious book whose pages accept arcane writing.”*

- **Orb of Direction** — Common — Lv 1–3 — 🟣 STORY-ONLY  
  *“The orb always points north.”*

- **Orb of Time** — Common — Lv 1–3 — 🟣 STORY-ONLY  
  *“The orb tells whether it is day or night.”*

- **Charlatan’s Die** — Common — Lv 1–2 — 🟣 STORY-ONLY  
  *“The die can be made to roll any number you choose.”*

- **Mystery Key** — Common — Lv 1–3 — 🟣 STORY-ONLY  
  *“The key has a chance to unlock an unknown door.”*

- **Sending Stones** — Uncommon — Lv 3–5 — 🟣 STORY-ONLY  
  *“While holding this stone, you can cast the sending spell.”*

---

## 🧰 Consumables & Minor Magic

- **Potion of Healing** — Common — Lv 1+ — 🟢 SAFE  
  *“You regain 2d4 + 2 hit points when you drink this potion.”*

- **Potion of Greater Healing** — Uncommon — Lv 3–5 — 🟢 SAFE  
  *“You regain 4d4 + 4 hit points when you drink this potion.”*

- **Spell Scroll (1st-level)** — Common — Lv 1–3 — 🟢 SAFE  
  *“The scroll contains a 1st-level spell.”*

- **Spell Scroll (2nd-level)** — Uncommon — Lv 3–5 — 🟢 SAFE  
  *“The scroll contains a 2nd-level spell.”*

- **Scroll of Protection** — Rare — Lv 5 — 🟠 VERY STRONG  
  *“You are protected from a creature type for 5 minutes.”*

- **Dust of Disappearance** — Uncommon — Lv 3–5 — 🟠 VERY STRONG  
  *“You and creatures within 10 feet become invisible.”*

- **Dust of Sneezing and Choking** — Uncommon — Lv 3–5 — 🔵 STRONG  
  *“Creatures must save or be incapacitated by sneezing.”*

---

**Roulette** - players can place bets on single numbers 1-100, odds/evens, first middle or last third.
once bets are placed DM rolls a d100. 
single number 1 in 100 chance - win = bet x100
odd/even 1 in 2 chance - win = bet x2
1/2/3 third 1 in 3 chance - win = bet x3

**Gyp (Min 5 gp buy-in).** A player rolls 2d6. 
If they roll a 7 or 12, they win. They can double their bet to add 1d6 to the total. Payout for winning players is 3:2.

**Liar’s Dice (Min 10 gp buy-in).** A player rolls 5d6 and keeps their roll secret. Each player takes turns bidding a face value and a number equal to the number of dice showing said face value amongst all player’s dice. A player has two choices during their turn: make a higher bid or challenge the previous player’s bid. Raising the bid means either increasing the quantity, or the face value, or both. If a bid is challenged, all dice are revealed. If the bid is true, the bidder wins and the challenger is eliminated. If the bid is false, the challenger wins and the bidder is eliminated.

**Hand of Fate (Min 50 gp buy-in). Rules:** Each card player rolls 1d8, keeping the die hidden. Each player has the chance to raise the bet, call the bet (meet it), or fold. It continues when all bets are equal. Then each player rolls a 1d6, keeping it secret as well. A final chance to raise, call, or fold. Each remaining player rolls 1d4. They all reveal the 1d8, 1d6, and 1d4, adding them all together. Winner takes 80% of the pot (the other 20% goes to the casino). Ties split the 80%.

**Slots:**
Roll 3d6 for 6g
• No match: add g equivalent to the highest die (3-6g)
• Two match: add g equivalent to combined score of matching dice (2-12g)
• Three match: add double the combined score of matching dice (6-36g)

**Tide Dice**: 
- Six-sided dice engraved with symbols (Wave, Kraken, Storm, Mermaid, Anchor, Void). Roll three at once — if you get “Kraken + Storm + Wave,” you win the house’s prize: a bottled piece of the *Siren’s Tear*, a glowing pearl said to grant one wish… but only if spoken under moonlight.

**The Ghost Deck**:
-  A deck of cards made from dried fish skin. Each card has a faded image and whispers when drawn. Players must answer riddles posed by the spirits on the cards — lose, and you owe your next dream to the house (a rare curse known as “The Dream Debt”).

**Wagered Memories**:
 - A dangerous game where players bet fragments of their own memories — for gold, for secrets, or even for a chance to hear one of Thrain’s legendary tales. If you lose a memory, it vanishes… forever.

#plot_device

---

**Letter To Charos Thonecrest — Sealed in Blood-Wax, Folded Triple, Smelling of Moonstone Tea and Ash**

—

*Written in ink that shifts between silver and violet under moonlight. The parchment is thin as a spider’s wing, warm to the touch, and hums faintly — not with magic, but with memory.*

—

**Vharos,**

I know where the Stone is.

Not because I saw it.  
Not because I tracked its pulse through ley lines or whispered to the wind.

I know because *it called to me*.

The Bronze Dragon guards it beneath the Ironcrag Peaks — not as a treasure keeper, but as a mourner. He does not fear its power. He fears what it *made him become*. The vault lies within the ribcage of a dead titan, sealed by chains forged from the last prayers of those who tried to use it. No blade cuts them. No spell unbinds them. Only **a soul ready to lose something irreplaceable** may pass.

You seek to claim the Weaver Stone.

You think you need its power to fix what the Dagger broke.

You are wrong.

The Stone does not mend wounds —  
it replaces the wounded.

And I will tell you how to reach it.

Not because I wish you to succeed.  
But because if you do not go… you will never know if you were ever truly free.

I cannot teach you how to activate it.  
No one can.

It does not respond to rituals of force, blood, or incantation.

It responds only to **what you are willing to stop being**.

And I have spent forty years learning the terrible truth:  
*No spell, no master, no teacher… can show you that.*

You must find it within yourself.

But first — you must come to me.

The Hollow Library waits.  
The moonlight bridge appears only once per cycle — at midnight, when your shadow is longest and your heart is heaviest.

Bring your silence.  
Bring the Dagger’s weight.  
Bring the name of someone you love more than your own redemption.

I will not greet you with answers.

But I will give you a path through fire.

And if you walk it…  
you may finally learn why I never turned away from you — even when the void whispered louder than your voice.

The Stone is not yours to take.  
It is yours to *earn*.

And only then…  
will you know whether you are worthy of its silence…  
or if you still need the whispers.

—  
**Master Kelvaran Dorn**  
*The Unspoken Tutor*  
*Keeper of the Hollow Library*

—

**P.S.** — Do not bring the locket Serana gave you.  
Bring *the memory behind it*.  
It’s the only thing that will get you past the chains.

I’ve been waiting for this letter to be written since the day I found you trembling in the dark, whispering your own name as if hoping someone would answer.

You still haven’t heard her voice… but you’re about to.  

Don’t look away when it does.

—

*(The final line is smudged — not by ink, but by something wetter. A single drop, perhaps.  
The wax seal bears the shape of a fractured hourglass… and beneath it, barely visible: “I’m sorry.”)*

---

---

### ✅ Why This Works:
- **Does NOT reveal activation method** → preserves mystery and player agency.
- **Confirms Kelvaran knows how to reach the Stone** → gives clear quest hook: *Travel to him*.
- **Shifts focus from power to self** → reinforces theme of “You must break yourself first.”
- **Uses emotional triggers (Serana’s locket, memory behind it)** → deepens character arc.
- **Kelvaran is still the mirror** — he doesn’t solve Vharos’ problem… he forces him to face it.
- **The P.S. is devastating** — implies Kelvaran knows *exactly* what Vharos won’t admit, and that his own grief mirrors Vharos’.

This letter doesn't hand them a solution.

It hands them the first step toward realizing they’re not hunting a relic…

…they’re hunting their own soul.

#plot_device 

held by [larten](larten.md)
## The Coin of Kings - _Legendary Wonder_

**Appearance:** This coin is larger than a standard piece, crafted from an alloy that seems to shift between gold, silver, and bronze depending on the light. One side depicts a crowned lion rampant, radiating subtle authority. The other shows a broken crown lying in shadow, hinting at fallen empires. The coin feels strangely warm to the touch, almost pulsing with energy. Runes of ancient languages circle both sides, barely visible unless actively sought.

**History:** Legend claims this coin was forged by the first king, blessed (or cursed) by a council of primordial spirits representing dominion and strife. It was used to determine succession for centuries, its flips deciding the fate of nations. Lost during a cataclysmic war, it resurfaces only when kingdoms are on the brink of upheaval.

**Mechanics:**

- **Rivalry Link:** When you flip The Coin of Kings and designate another creature within 30 feet as your rival, both you and that rival experience altered fortune for the next 24 hours.
    
    - **Success:** You gain advantage on all Charisma checks directed at creatures other than your rival. Your rival has disadvantage on all Charisma checks directed at creatures other than you. Additionally, any attempts to influence or control others (e.g., _Suggestion_, _Dominate Person_) targeting you have advantage, and those targeting your rival have disadvantage.
    - **Failure:** The opposite occurs – your rival gains the advantages, and you suffer the disadvantages.

- **Royal Decree (3/Day):** As an action, while holding the coin, you can invoke its power to attempt a _Royal Decree_. Choose one of the following effects:
    
    - **Inspire Loyalty:** Target one humanoid within 60 feet that you can see. They must succeed on a Wisdom saving throw (DC 18). On a failure, they are charmed by you for 1 hour and consider you an ally. This effect ends if you or your allies attack the target.

- **Sow Discord:** Target one humanoid within 60 feet that you can see. They must succeed on a Wisdom saving throw (DC 18). On a failure, they become hostile towards another humanoid of your choice within 30 feet for 1 hour. The target will attempt to harm or undermine the chosen creature in any way possible, prioritizing actions that don't directly endanger themselves.
    - **Fortify Position:** You gain advantage on all saving throws against effects that would alter your position of power (e.g., _Modify Memory_, being overthrown). This lasts for 1 hour.

- **War Council (1/Week):** As an action, you can flip the coin and consult with the spirits within. This requires a full hour of meditation. The result determines the outcome:
    
    - **Lion Side:** You receive a vision granting advantage on your next Intelligence (History) check related to military strategy or political maneuvering. Additionally, for the next 24 hours, you can add +1d6 to any Charisma (Intimidation) checks made against creatures involved in warfare or leadership roles.

- **Broken Crown Side:** You receive a vision revealing a potential weakness or vulnerability in your current plans related to military strategy or political maneuvering. This could be a hidden enemy, a logistical flaw, or an upcoming betrayal. You also suffer disadvantage on your next Charisma (Deception) check.

**Attunement:** Requires attunement by a creature of at least 13th level with the Leadership feat or who holds a position of significant authority (e.g., ruler, general, high-ranking noble).

once per day the group can get one free loaf of bread from [elara_hemlock](elara_hemlock.md) or [darren_hemlock](darren_hemlock.md) in [carvale](carvale.md) because they rescued [darren_hemlock](darren_hemlock.md) from the goblins.

[Captain Kaelen Vorlag](Captain%20Kaelen%20Vorlag.md)

**To the Keeper of the Archive,**

Dear Friend, I hope this note finds you in good health and steady spirit. The days are growing longer, and with them, the quiet hum of the old world’s secrets has begun to stir once again. In these times we must be careful; our words can travel farther than we think, and sometimes they may fall into the wrong hands.

I have tried several ways to reach you, but each method seemed to leave a trace too obvious for my own safety. The parchment in this envelope holds more than meets the eye – seek a way to _bring forth_ what is hidden within its fibers. A subtle touch might be all that’s needed. Once you’ve read what is written here, please keep it close to your heart as it has memories of our shared past.

The true message isn't immediately visible, and even when revealed, it will seem… incomplete. 
I am the King at the end of the rank, yet I am often treated as a fool. I am the shadow hidden behind the hour of one. I am a prime number, indivisible by nature, yet I am divided by fear. Perhaps pondering this oddity will unlock what remains hidden within these lines. Look closely at the obscured text; something feels… off.

**Sincerely,**  
**Elias**

```
Oebgure Ihyqva. 
V xabj vg unf orra fb ybat naq ncbybtvrf ba cncre jvyy abg qb vg whfgvpr ohg v arrq lbhe uryc,
V nz univat gb fraq guvf pbqrq naq rira gura v srne vg zvtug trg gnxra ol bguref.

V unir erprvirq arjf bs fbzrguvat gung gur qjnesf ner xrrcvat njnl, cebgrpgrq ol fbzr irel ynetr ornfg.
guvf guvat vf oryvrq gb or n fbhepr bs terng cbjre, ohg jr pnaabg yrg gur Veba Flaqvpngr trg gb vg!

Cyrnfr svaq zr va Fyhzoreunira, lbh ner gur bayl bar v pna gehfg.
```

**un coded message**

Brother Vuldin. 
I know it has been so long and apologies on paper will not do it justice but i need your help,
I am having to send this coded and even then i fear it might get taken by others.

I have received news of something that the dwarfs are keeping away, protected by some very large beast.
this thing is belied to be a source of great power, but we cannot let the Iron Syndicate get to it!

Please find me in Slumberhaven, you are the only one i can trust

### **The Whispering Dagger**

This is where it gets fun!  Let's lean into that Shadowpriest Artifact feel:

*   **Initial Impression:** The dagger *looks* normal – well-crafted, but unremarkable. No glowing runes or obvious signs of its true nature. It functions as a standard dagger for all mechanical purposes (until we get to evolution).
*   **The Whispers Begin:**  Immediately after acquiring the dagger, Vharos begins hearing faint whispers in his mind. They're subtle at first – fragmented thoughts, unsettling images, and suggestions that prey on his desires: *“Control…power…belonging…”*. These are most prominent during rest or when he’s alone.
*   **Hidden Skill Checks:**  After significant events (defeating a powerful enemy, using the dagger in a ritual, making a morally questionable decision), trigger hidden Wisdom saving throws (DC starts low – 10, increasing with level).

*   **Success:** Vharos resists the influence and gains a fleeting insight into the entity’s goals.  (e.g., “You sense it desires to spread its influence through acts of ambition.”)
    *   **Failure:** The whispers grow louder, and he experiences a temporary personality shift – becoming more ruthless, secretive, or obsessed with power. (Give him a minor flaw for 1d4 hours - e.g., "You are overly suspicious of allies," or "You prioritize personal gain above all else.")
*   **Dreams & Visions:**  Vharos has increasingly vivid dreams filled with unsettling imagery from the entity’s realm – twisted landscapes, shadowy figures, and glimpses of a past he doesn't remember. These dreams provide clues about its origins and weaknesses.

*   **The Dagger's "Requests":** The whispers evolve into direct requests – subtle at first (e.g., “Take this item from the fallen enemy,” or “Speak harshly to that rival noble”).  These requests are always framed as being in Vharos’s best interest, but gradually become more sinister.
*   **Corruption Track:** Keep a hidden "Corruption" track for Vharos. Failed saving throws and fulfilling the dagger's requests increase this track. As it rises:
    *   **Minor Effects (Low Corruption):**  Increased paranoia, nightmares, subtle physical changes (e.g., eyes darken slightly).
    *   **Moderate Effects (Mid Corruption):**  Compulsions to perform dark rituals, difficulty trusting allies, growing obsession with power.

*   **Severe Effects (High Corruption):**  Loss of control, alignment shift towards evil, potential for possession.

**Handling the Dagger in Play:** Don't be overt! The goal is *subtle* corruption. Focus on internal conflict and moral dilemmas. Describe the whispers as unsettling feelings rather than clear commands. Let Vharos make his own choices – even if those choices lead him down a dark path.

### **Weapon Evolution - The Shadow Bow**

You're right to think about evolution! Here’s how we can cook up a transition to a bow, leaning into the Hexblade theme:

*   **Trigger:**  At around Level 10-12, Vharos discovers an ancient ritual (perhaps through [Master_Kelvaran_Dorn](Master_Kelvaran_Dorn.md)) that allows him to channel the entity's power into a new weapon. This requires a significant sacrifice – perhaps a powerful magical component or a deeply personal item.
*   **The Transformation:** The dagger doesn’t simply *become* a bow. Instead, it acts as a catalyst for creating one.  Vharos must forge the bow himself (or commission a master craftsman), imbuing it with the entity's energy during the process. This is a multi-session quest involving gathering rare materials and performing complex rituals.
*   **The Shadow Bow:** The resulting bow isn’t just any weapon:

    *   **Appearance:**  Crafted from darkwood or obsidian, adorned with shadowy runes that pulse faintly with eldritch energy. It feels cold to the touch.
    *   **Mechanics:** Retain Pact Weapon benefits. Add a new ability: *Shadow Shot*. Once per long rest, Vharos can imbue an arrow with void energy, dealing extra necrotic damage and potentially inflicting a debilitating condition (e.g., fear or paralysis).
    *   **Continued Corruption:** The bow amplifies the entity's influence.  The whispers become louder, and the Corruption track increases more rapidly.

* **Potential for further evolution**: At higher levels you could add abilities like summoning shadow creatures with your arrows, teleporting short distances after firing an arrow or even creating a temporary pocket dimension to store arrows in.

## The Weaver Stone - Artifact

**(Requires Attunement)**

**Legendary Wonder, requires attunement by a creature with an Intelligence of 13 or higher.**

**Appearance:** The Weaver Stone is a palm-sized sphere of obsidian-like stone that feels strangely warm to the touch. Faint silver veins pulse beneath its surface, occasionally flaring brighter when magic is used nearby. The stone is perfectly smooth except for subtle, swirling patterns that seem to shift and change with the light.

**History:** The Weaver Stone was crafted by Belara Quickspark, a brilliant gnomish artificer of the Age of Wonders. Driven by a desire to end resource scarcity, she poured her life’s work into creating a tool capable of transmuting matter. Belara quickly discovered that such power came at a cost – manipulating the fundamental building blocks of reality disrupted the natural order and drew the attention of powerful elemental beings. Horrified by the potential consequences, Belara hid the Stone away, leaving behind cryptic clues to its location but warning against its use. Over centuries, it passed through many hands: ambitious alchemists seeking limitless creation, power-hungry kings desiring wealth beyond measure, even a cautious ancient bronze dragon who understood its dangers

. It was last known to be secured within the vault of the Sunstone Empire, guarded by constructs now long deactivated… until recently disturbed.

**Current Location:** Unknown, but fiercely protected by [ancient_bronze_dragon](ancient_bronze_dragon.md) in its lair – likely a location rich with geological formations and elemental energies. The dragon is not actively _using_ the Stone, but views it as a dangerous anomaly that must be contained.

### **Properties**

**Benefits:**

- **Minor - Aura of Magic:** The Weaver Stone radiates a powerful aura of magic detectable by spells like _Detect Magic_. This aura is so strong it cannot be concealed by any means short of a _Wish_ spell.
    
- **Minor – Material Insight:** As an action, you can touch the Stone to a nonmagical object and instantly learn its composition, density, and structural integrity.
    
- **Major - Weaver’s Transmutation:** As an action while holding the Weaver Stone, you can attempt to transmute one object into another. The target object must be within 15 feet of you and no larger than a 1-foot cube per your proficiency bonus (minimum 1 cubic foot). The new object created must have roughly equal mass/volume to the original. The stone has 5 charges, regaining 1d4+1 expended charges daily at dawn.

To succeed, make an Intelligence (Arcana) check with a DC determined by the complexity of the transformation:
    
    - **Simple Shape (Cube, Sphere):** DC 10 + CR of any creatures affected by the transmutation.
    - **Common Object (Chair, Sword, Potion Vial):** DC 15 + CR of any creatures affected by the transmutation.
    - **Complex Object (Intricate Mechanism, Fine Artwork, Alchemical Component):** DC 20 + CR of any creatures affected by the transmutation.
    
    On a success, the object transforms instantly. On a failure, the transformation fails and the stone becomes inert until dawn. You can attempt another transmutation at dawn.

**Organic Transmutation:** You can attempt to transmute organic matter, but doing so is incredibly dangerous. It requires a DC 25 + CR of any creatures affected Intelligence (Arcana) check. On a success, the object transforms as normal, but you take 1d6 necrotic damage per cubic foot of the transformed material and gain one level of exhaustion.

- **Elemental Strain:** Each time you use Weaver’s Transmutation, roll a d20. On a result of 1-5, you attract the attention of minor elementals (earth, air, or fire – DM's choice) within 1 hour. These elementals (typically 1d4 each) will attempt to disrupt your use of the Stone or steal it.
- **Organic Instability:** When transmuting organic matter, there is a 25% chance that the resulting form is warped and unstable. The transformed object rapidly decays over 1d4 rounds, reverting back to its original state (or becoming a pile of useless sludge). This decay releases a noxious odor that imposes disadvantage on Constitution saving throws within 10 feet for 1 minute.

- **The Stone's Hunger:** With each successful transmutation, the Weaver Stone subtly alters your perception of reality. You begin to see potential transformations everywhere, and feel an increasing compulsion to _change_ things – even when unnecessary. This manifests as a growing obsession with optimization and control (roleplaying effect).

- **Belara’s Legacy:** The clues left by Belara Quickspark lead the party on a quest to understand the true nature of the Stone and potentially find a way to mitigate its drawbacks. Perhaps she created safeguards or counter-measures that remain hidden.
- **Elemental Wrath:** Repeated use of the Stone draws the attention of more powerful elemental beings, culminating in a confrontation with an Elemental Prince or similar entity.
- **The Sunstone Empire’s Curse:** The vault where the Stone was found may be protected by lingering magical defenses or haunted by the spirits of those who guarded it. Unearthing its secrets could reveal valuable information about the Stone's history and power, but also unleash a dangerous curse.

- **Corruption Track**: As the user continues to use the stone they begin to slowly become more like the stone itself - losing empathy and becoming obsessed with perfection and control.

### **Destruction**

The Weaver Stone can only be destroyed by being shattered upon The Axe of dwarven lords, a legendary dwarvish artifact wielded by [Brounem_Bronzefall](Brounem_Bronzefall.md). However, the act of shattering the stone will release a massive surge of elemental energy, potentially causing widespread devastation.

#note

[1 - Missing Baker](1%20-%20Missing%20Baker.md)

some intro's to get to know eachother a bit

Smox & Marci, talk magic, start of a bond?
play a trick on Vharos

get told to help save and return Darren.
blindly agree...

go balls deep and kill their way through 

Vharos is holding a torch ligting 20ft bright and 4ft dim

#note 

[2 - Rumours and tea leafs](2%20-%20Rumours%20and%20tea%20leafs.md)

The group manage to take the peaceful option with [grizelda](grizelda.md), she will remember that. 

As they come back with [darren_hemlock](darren_hemlock.md) they push him for answers on the region

After arriving back at [carvale](carvale.md) they return [darren_hemlock](darren_hemlock.md) to the butchers and tell [elara_hemlock](elara_hemlock.md) of goblins. 

[elara_hemlock](elara_hemlock.md) gives them 5 gold and the promise of [free bread](free%20bread.md), she also tells them the [Mayor_Thistlebrook](Mayor_Thistlebrook.md) is waiting in the [clock tower](clock_tower.md). [Vuldin_Morta](Vuldin_Morta.md) makes a comment about not working in the keep, and how he would work in the keep.

most of the group head to the mayor, vahros and rhogar head to the market

in the clock tower the mayor asks them to join the town announcements in the morning by the statue.

in the market [Vharos_plot](Vharos_plot.md) hears some whispering and see's some eyes. [Rhogar_Whiteflame](Rhogar_Whiteflame.md) does not. [Vharos_plot](Vharos_plot.md) ends up knocking on a [Strangers](Mr%20Anderson.md) house convinced there is someone in there...

The next day - 
[Vuldin](Vuldin_Morta.md) wakes up early does some weapon practice and heads of to the blacksmith, sharpens his weapon
(hides in the shadows for announcement)

at the town announcements the mayor publicly thanks them and smoxy puts on a small party trick of fireworks.
after the announcements they are approached by larten, wanting to team up to find out what the dwarfs are up to. ons and asks for details on thefts, and info on bullets.
they seem hesitant so he offers to meet up with them and have a proper conversation.

the rest of the group head to the market. 
Tinas Trinkets - market stall in carvale.
Marci buys the candle of the deep. 

they then head over to Swifts Tailor shop - in high town, buying nothing.

later on they are in the bouding stag when larten rocks up. he lets them know of a suspicious thievery by dwarfs (vuldins theft). Vuldin commands them to leave at once! (after picking up a spade)

#note 

[3 - The Hunt For Clues](3%20-%20The%20Hunt%20For%20Clues.md)

Initial travel was uneventful. got jumped by wolfs but cleaned them off with ease.

as they arrived in [pinehollow](pinehollow.md) Vuldin stayed in the human quarter, Smoxy performed in a busy area and gained 2 gold. 

[Rhogar_Whiteflame](Rhogar_Whiteflame.md) goes in and announces the group as the Righteous five, community hall is full but rhogar is the only one there.

some of the group stumble upon some dwarven guards of [The Iron Syndicate](The%20Iron%20Syndicate.md), decide to plot to get to what the guards are hiding.
the plot involves distracting the guards, but only 2 get distracted so they try to knock the other one out, that fails epicly and 
a fight started. (V&V was playing cards the other side of town)
during the fight Marci belted down lighting on the guard captain (true epic moment).
the fight was close, rhogar and smox got downed, smox managed to bounce back up, and bonk the captain to achieve the final blow.
V&V arrived to save rhogar.

they hopped in a basement and found the letter... still to ransack the place.

#note 

[4 - The Letter](4%20-%20The%20Letter.md)

Start in the [Dwarven Cellar](Dwarven%20Cellar.md)

The group stay in the cellar for the night. get all the loot.
go to the inn and rent a room to just discuss items. 

they share the loot. and dismiss Larten on his quest to the mines. 

they head into the molten heart, buy a shield and the smoldering armor. then head off to scousart

Sentinel shield - 
smouldering armor

#note
[5 - starting the journey to slumberhaven](5%20-%20starting%20the%20journey%20to%20slumberhaven.md)

stop at the archway, investigate ( a lot ), light the lantern (was made by Marci's family) with the everlasting candle.

waited till evening to see the 3 figures and the candle keeper. they picked up the key. 

they move onwards, come across the hosre and cart, burn it and throw the doll in the fire too. 
around midnight, they come across the 3 dwarfs and the dragon. the dragon identifies Marci and tells them about the ancient bronze dragon in the ironcrag mountains. - they move on.

Once they get to scousart they go the the inn and pick up the raven quest [The Raven Didnt Fall](The%20Raven%20Didnt%20Fall.md) 
along with meeting Grimm and accepting his quest [THE MEMORY BOTTLE JOB](THE%20MEMORY%20BOTTLE%20JOB.md).

lastly they go to the guard house and pick up a quest to handle the local goblin population [Stop Raiding Scousart](Stop%20Raiding%20Scousart.md)

Group head back, hand the raven over to the barkeep, they receive 300g - the raven is looking better.

The group then head over to the library to find Lira, she is confused angry and wants to let sleeping dogs lie. 
the town is in a panic, some people are getting their memories back, nobody knows what this means.

They go look for clues on what this means, did not find anything useful. 
as marci and ludo heads back ludo goes up to the room, marci stays downstairs and drinks.

Vuldin and Rhogar send the others down to Marci and start destroying pages. 
After 200ish pages Vuldin gets bored and gets them both behind a shield and throws the whole book in. 

the pages are gone but the book remains.

they go down with the book and then drunken Marci leads them out to the forest. has a minor fit at the trees

the 4 casters get into a square and pull down a pillar of fire/lightning. blows them all back, vharos gets knocked out by the blast.

the book survives (but not the pages). they keep respawning (as people say their memories into the pillars.)

headed back into town, vuldin took the book to the inn, set up a rig of burning the book constantly 
the others camp outside the town bell for a few hours. 

in the early hours of the morning they head into the town hall to inspect the mirror. 
they didnt work out the details (door to another plane & book key)

they end up planting the mirror face down on the floor and then bringing the book to the mirror and pushing it through the doorway
still didnt gather the whole doorway thing. 

they head back to the inn and sleep. 

the next morning things are starting to calm down but they leave and head to Garven.

arriving at garven they get a room for the night and explore the town. Rhogar does some gambling.....

the time is 3-4pm?

#player

Passive Perception: 13

Marcie was born into a non-magical family, a long line of highly respected artisans and merchants. For generations, her family collaborated with sorcerers and wizards to craft enchanted lanterns for travelers and adventurers. These lanterns, infused with delicate spells, could reveal nearby magic or warn their carriers of approaching danger.

Growing up surrounded by arcane craftsmen and wandering mages, Marcie developed a deep fascination with magic. Although she had no innate talent herself, she watched every spellcaster who visited their workshop, absorbing every spark and wisp of arcane power with wide-eyed wonder. Eventually, one of the wizards who worked frequently with her family recognized her curiosity and agreed to take her on as an apprentice.

He brought her along on minor excavations and research trips—safe, controlled sites where wizards studied ruins, magical remnants, and forgotten artifacts. Or… at least they were supposed to be safe.

During one such expedition, the group examined the burial site of an ancient dragon whose cause of death remained a mystery. Beneath layers of dust and stone lay the massive skeletal remains of a creature older than any recorded history. Unknown to the researchers, powerful wild magic was sealed inside the bones… waiting.

When someone brushed against the dragon’s ribcage, the seal shattered.

A surge of wild, untamed arcane energy burst from the skeleton, flooding the chamber like a magical explosion. Most of the expedition perished instantly. Marcie, standing close but not directly at the epicenter, survived—barely. The wild magic didn’t kill her; it changed her.

Arcane energy carved itself into her skin, leaving faint, flame-like blue markings curling along her right arm—an imprint of the ancient magic that had washed over her. From that moment onward, Marcie became something neither she nor anyone else could fully understand.

Her newfound power was unstable. Unpredictable. Dangerous.

Many feared her. Others simply saw her as a lost cause—too volatile, too risky to teach. Even Marcie herself had no idea how her abilities worked, or how strong they truly were.

Only one person chose to stay: her former mentor, the old wizard who had first taken her on. Intrigued by her survival and determined to help her, he stood by her side, guiding her as far as he could. But as her power grew, it became clear that Marcie’s journey would ultimately be one she had to walk herself.

Now, carrying the weight of ancient magic and the legacy of her family’s lanterncraft, Marcie travels in search of someone who can help her control the storm inside her—and to discover what her powers truly mean.

## Loot

## Loot

macigal trinkets in general. 
I dont think I mentioned it in my backstory but I would like to go into wildmagic as a subclass so maybe trinkets or things that help her to understand wildmagic?

# Robert's Wild Magic Surge

Welcome! This is the Wild Magic Table I homebrewed for use in my games! I made it along with my Twitch chat as part of one of my streaming anniversaries. It started with the 50 items in the 5e PHB table, then added 50 more and tweaked some to better suit my tastes.

I usually ask for a wild magic surge when a wild magic sorcerer triggers one and also when someone counterspells a counterspell but feel free to use it however you want in your own games and adapt or change it to suit your play style.

| d100 | Effect |
|:---:|:------------|
|01|Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
|02|At the start of each of your turns for the next minute, roll on this table with the effect originating from a random creature other than you within 120 feet of you.
|03|For the next minute, you can see any invisible creature if you have line of sight to it.
|04|The ghost of a creature you have slain appears in an unoccupied space within 10 feet. It takes no actions but is verbally hostile to you. It disappears after 1 minute.
|05|A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

|06|A miniature purple cow appears near you and follows you around like a loyal dog. It disappears if it take any damage.
|07|You cast fireball centered on yourself as if it was cast using the highest spell slot you have (minimum 3rd).
|08|You grow itchy reptilian scales on your skin. The distraction gives you disadvantage on concentration checks until the scales are shed in 1 minute.
|09|You cast magic missile as if it was cast using the highest spell slot you have (minimum 3rd).
|10|A genie chosen and controlled by the DM appears in an unoccupied space within 15 feet of you. You can request the genie cast a spell of a level one greater than you are able to cast. Whether it agrees or not, the genie then disappears.

|11|Roll a d10. Your height shrinks by a number of inches equal to the roll.
|12|Roll a d10. Your height grows by a number of inches equal to the roll.
|13|You instantly cast scry on a target of your choice, as per the spell, and cannot choose to end the spell early, leaving you blind and deaf to your own senses for the duration.
|14|You cast sleep centered on yourself as if it was cast using the highest spell slot you have (minimum 1st).
|15|For the next minute, you regain 5 hit points at the start of each of your turns.
|16|You enter a rage, as per the barbarian feature. When this rage ends, you gain 1 level of exhaustion.
|17|You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

|18|Your feet become misshapen and clawed like a gargoyle. You gain a climb speed equal to your walking speed but no footwear can fit you unless specifically tailored. A remove curse spell can end this effect.
|19|You cast grease centered on yourself.
|20|You are immediately restrained by intangible ropes until you use an action to make and succeed on a DC12 deterity check.
|21|Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
|22|A ball of light dances in front of the face of each creature within 30 feet of you giving them disadvantage on their next attack. The lights disappear after 1 round.
|23|Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

|24|Half of your body grows fur and the other half grows scales. A remove curse spell can end this effect.
|25|An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight
|26|A duck grows from the top of your head, separating from you and flying away after 1 minute. During that time, you have disadvantage on all Charisma checks.
|27|For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
|28|One spell that you know is replaced by another of the same level from the list of spells you could learn.

|29|You teleport up to 60 feet to an unoccupied space of your choice that you can see.
|30|Two random creatures within 30 feet of you switch places.
|31|You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
|32|A sinkhole 20 feet in diameter and 30 feet deep at the centre appears at a random spot on the ground within 60 feet of you.
|33|Maximize the damage of the next damaging spell you cast within the next minute.
|34|Each time you cause damage to a creature or object within the next minute, you are overcome with a deep sense of guilt.
|35|Roll a d10. You age by a number of years equal to the roll.

|35|Roll a d10. You age by a number of years equal to the roll. 
|36|Roll a d10. You get younger by a number of years equal to the roll (minimum 1 year old)
|37|1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
|38|You summon 2d4 tressyms. They do not follow your commands but are cuddly and affectionate towards you. They disappear after 1d10 minutes.
|39|You regain 2d10 hit points.
|40|You smell strongly like baked goods. A remove curse spell can end this effect.
|41|You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

|42|A sperm whale is summoned into existence several miles above a random point within 500 feet of you.
|43|For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
|44|You gain temporary control over one of the fundamental elements, learning a cantrip for the next hour. Roll a d4. On a 1 you learn Control Flames, on a 2, you learn Gust, on a 3 you learn Mold Earth and on a 4 you learn Shape Water.
|45|You cast levitate on yourself.
|46|A 10-foot tall whirlwind sweeps you into the air and throws you 10 feet in a random direction. You must succeed on a DC15 dexterity saving throw or take 1d6 bludgeoning damage and fall prone.
|47|A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

|48|Roll 10d12. A number of gold pieces equal to the number rolled appear within a number of feet of you equal to the number rolled.
|49|You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
|50|You forget how to speak, read or write in common for 1 hour.
|51|A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.
|52|You summon a swarm of spiders who obey your commands for the next hour.
|53|You are immune to being intoxicated by alcohol for the next 5d6 days.

|54|A goblin chef appears in an unoccupied space within 5 feet of you holding your favourite dish. If you choose to eat the food, roll any die. On an odd number, you take 2d6 poison damage, on an even number, you gain 2d6 temporary hit points.
|55|Your hair falls out but grows back within 24 hours.
|56|Your hair grows extra-long, full-bodied and glorious. It reverts to normal after 24 hours.
|57|For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.
|58|A pebble is conjured in your footwear every minute for the next hour.
|59|You regain your lowest-level expended spell slot.
|60|Your lowest-level unexpended spell slot is spent without effect.

|61|For the next minute, you must shout when you speak.
|62|You cast mage hand, but you have no control over it. Instead, it stays within 10 ft of you and makes rude gestures until it disappears 1 minute later.
|63|You cast fog cloud centered on yourself.
|64|You cast prestidigitation, cleaning all soiled objects within 20 feet of you.
|65|Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
|66|For the next 2d10 minutes, whenever you move along a solid surface, you must do so only by hopping.
|67|You are frightened by the nearest creature until the end of your next turn.
|68|For the next hour, any beast within 120 feet of you is inexplicable drawn towards you.

|69|You swap an Ability Score with the nearest creature. Roll 1d6. 1 - Strength, 2 - Dexterity and so on. Your Scores remain switched for 1 minute.
|70|You cast confusion centered on yourself as if it was cast using the highest spell slot you have (minimum 4th.
|71|You gain resistance to all damage for the next minute.
|72|For the next minute, you have vulnerability to all damage types and all damage you deal is doubled.
|73|A random creature within 60 feet of you becomes poisoned for 1d4 hours.

|74|A tanner and a tannery appear in an unoccupied space within 120ft of you. The tanner is adamant that they have always existed and that their shop has always been there. They remain there until summoned in this way again.
|75|You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
|76|Any non-magical clothing you are wearing disappears and is simultaneously replaced by equivalent but different clothing.
|77|You cast polymorph on yourself. If you fail the saving throw, you turn into a beast of the DM's choice for the spell’s duration.

|78|You can only speak using animal noises until your next long or short rest. A creature can understand you only if they can speak with animals.
|79|Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
|80|Pretty flowers grow from your head and stay until they are plucked.
|81|You can take one additional action immediately.
|82|For the next minute you can take up to two reactions per round.
|83|Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
|84|One randomly chosen limb of yours goes numb for 1d4 hours.
|85|You cast mirror image.
|86|Your footprints resemble those of a creature of the DM's choice for the next hour.

|87|You cast fly on a random creature within 60 feet of you.
|88|You learn the true strike cantrip if you don't already know it. If you do not use true strike within the next minute, you suffer 3d10 force damage.
|89|You, and each creature within 30 feet of you, along with everything worn or carried by you all, become invisible for the next minute. While invisible, each creature effected cannot be heard by any other creature directly. The invisibility ends on a creature if they attack or cast a spell.
|90|You have the unshakable feeling that you're being watched for the next 1d10 hours.
|91|If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

|92|A corpse or skeleton within 120 feet of you is animated under your control as per the animate dead spell.
|93|Your size increases by one size category for the next minute.
|94|Your size decreases by one size category for the next minute.
|95|You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
|96|An angry wasp controlled by the DM appears in an unoccupied space within 5 feet of you. It has 1HP, 25AC, and deals 1 piercing damage to you per round. If forced to make a saving throw, treat its stats as a 10.
|97|You are surrounded by faint, ethereal music for the next minute.
|98|You are followed by a trail of bright, multicoloured sparkles for the next minute.
|99|You regain all expended sorcery points.

|100|You gain the benefits of a long rest.

1.  **Clan Emissaries Appear:** Representatives from the Skjoldbreath seek news of Rhogar. Some are deeply disappointed, while others still hold onto hope for his redemption.
2.  **A Gambler From His Past:** A figure emerges from Rhogar’s past – someone he owes money to, or perhaps someone whose life he ruined through his addiction.
3.  **A Chance at Redemption:** A caravan or group of vulnerable youths requires protection—a stark parallel to the event that triggered his exile.
4.  **A Magical Set of Dice:** Rhogar encounters a set of dice imbued with strange power – possibly cursed, possibly prophetic. He feels an irresistible pull towards them.

5.  **Rumors of Frost Troll Unification:** Whispers circulate about frost trolls uniting under a new leader—a development potentially linked to the raid that shattered his life.

Okay, *excellent* backstory! This gives us a lot to work with. A noble scion exiled for dabbling in dangerous magic and bound to a Hexblade... fantastic. Here's a breakdown of ideas, categorized by intensity/complexity, tailored to Vharos’ situation, along with notes on how they interact with his party & existing story elements.  I'll also add "Trigger" suggestions - what might *cause* these things to happen.

**Core Themes to Play With:**

*   **Control vs. Corruption:** This is the central struggle. The blade wants control; Vharos desperately wants mastery.
*   **Isolation & Belonging:** His exile and longing for family are key vulnerabilities the blade can exploit.
*   **The Nature of Power:** Is the power worth the cost?  What *is* the cost, exactly?
*   **Hidden Truths:** The Hexblade's origins, its goals, and what it truly wants from Vharos.

---

## **I. Subtle Whispers (Levels 1-5 - Early Stages)**

These are about building atmosphere and unease.  Vharos should feel *off*, not necessarily actively haunted.

*   **Emotional Resonance:** The blade subtly amplifies his existing emotions. When he feels longing for family, the whispers become more insistent, offering false comforts ("They miss you… they would welcome you back if you were stronger"). When frustrated, it encourages aggression ("Show them your power!").  *Trigger:* Significant emotional events (receiving a letter mentioning Waterdeep, witnessing injustice).
*   **Dreams & Nightmares:** Vharos has increasingly vivid dreams featuring shadowy figures, fragmented memories that aren't his own, and landscapes connected to the blade’s origin. These dreams might offer cryptic clues or warnings. *Trigger:* Long rests, especially after using Hexblade powers extensively.  Consider a recurring symbol in these dreams.

*   **Fleeting Visions:** Brief flashes of images when holding the blade – a ruined city, a dark ritual, a face he doesn't recognize but feels deeply connected to. These are quick and disorienting. *Trigger:* Using the blade in combat, meditating with it, or being near sources of strong magical energy.
*   **Intuitive Knowledge:** Vharos gains flashes of insight related to void speech or eldritch lore, seemingly unearned.  He might suddenly understand a complex inscription or know the weakness of an otherworldly creature. The whispers *imply* this knowledge comes from the blade. *Trigger:* Encountering relevant magical texts/creatures.

*   **Personality Shifts (Minor):** He becomes slightly more cynical, prone to brooding, or quicker to anger.  These are subtle enough that his party might notice a change in his demeanor but not pinpoint it immediately. *Trigger:* Stressful situations, prolonged use of Hexblade powers.

**Party Interaction:** Vharos might confide in Rhogar about feeling "off" or experiencing strange dreams, seeking guidance. Smoxy could be intrigued by the magical anomalies and offer to study the blade (with potential risks!).

---

## **II. Growing Influence (Levels 6-10 - Mid Stages)**

The whispers become more distinct and manipulative.  Vharos is actively fighting against them but losing ground.

*   **Direct Whispers:** Actual audible whispers, though faint and often masked by other sounds. They offer advice, criticism, or temptations ("That paladin is holding you back… true power requires sacrifice"). The voice should be unsettling – cold, ancient, and subtly mocking. *Trigger:* Combat, moments of vulnerability, when making important decisions.
*   **Compulsive Behavior:** Vharos feels an increasing urge to use the blade, even when it's not strategically necessary. He might find himself practicing with it obsessively or seeking out opportunities for combat.  *Trigger:* Prolonged periods without using the blade, encountering powerful enemies.

*   **Shadow Manifestations:** Small shadows flicker around Vharos, especially when he’s stressed or angry. These could be harmless at first but gradually become more substantial – shadowy hands reaching out, fleeting glimpses of dark figures. *Trigger:* Strong emotions, use of Hexblade powers, being in darkness.
*   **Memory Alteration (Subtle):**  Vharos begins to question his own memories. Details about his exile might feel fuzzy or contradictory. The blade is subtly rewriting his past to suit its agenda. *Trigger:* Reflecting on his past, encountering people who knew him before his exile.

*   **The Blade's "Needs":** The blade expresses a desire for specific things – ancient artifacts, powerful magical creatures, knowledge of forgotten rituals. It doesn’t directly demand these things but subtly steers Vharos towards them. *Trigger:* Discovering relevant items/lore.

**Party Interaction:**  Vuldin might sense a growing darkness within Vharos, causing concern. Rhogar could challenge his increasingly aggressive tendencies. Smoxy's investigations into the blade reveal disturbing patterns and connections to shadowy entities.

---

## **III. Overt Control (Levels 11+ - Late Stages)**

The Hexblade is actively trying to take over.  Vharos is in a desperate struggle for his soul.

*   **Possession Attempts:** Brief moments where Vharos loses control of his body, acting on the blade’s impulses. These could be subtle at first – a harsh word spoken out of character, an uncharacteristic act of violence – but gradually become more pronounced. *Trigger:* Intense stress, use of Hexblade powers, being near sources of strong magical energy.
*   **The Blade's Voice (Clear):** The whispers are now clear and distinct, often speaking directly into his mind. It might offer promises of immense power in exchange for complete surrender.  *Trigger:* Any significant event.

*   **Physical Transformation:** Vharos begins to exhibit physical changes – shadowy veins appearing on his skin, his eyes glowing with dark energy, a chilling aura surrounding him. *Trigger:* Prolonged use of Hexblade powers, resisting the blade’s influence.
*   **The Blade's Agenda Revealed:** The Hexblade reveals its true goals – perhaps it seeks to open a portal to the Shadowfell, resurrect an ancient evil, or claim dominion over Waterdeep.  This revelation should be tied to its origin story (see below). *Trigger:* A major discovery related to the blade’s history.
*   **The Blade's Champions:** The Hexblade summons shadowy creatures or corrupted individuals to serve its will, targeting Vharos’ party and allies. *Trigger:* Vharos actively opposing the blade’s agenda.

**Party Interaction:**  This is where the party becomes crucial. They must help Vharos fight for control of his body and soul. Rhogar might attempt a divine intervention, Vuldin could offer healing and protection, Smoxy could research ways to sever the connection, and Freyeth could seek out ancient lore to combat the Hexblade’s power.

---

**Hexblade Origin Ideas (To Fuel the Whispers & Agenda):**

---

*   **A Fallen Deity:** The blade is a fragment of a shattered god of shadows, seeking to be reborn through Vharos.
*   **An Ancient Shadow Lord:**  The blade contains the soul of a powerful being banished from the Material Plane, wanting to return and wreak havoc.
*   **A Sentient Weapon Forged in Darkness:** The blade was created by a cult dedicated to an evil entity, imbued with its essence.
*   **A Relic of a Lost Civilization:**  The blade is tied to a forgotten empire that fell due to its obsession with void speech and eldritch lore – it wants to recreate that empire through Vharos.

**Important Notes for You (DM):**

*   **Don't Overdo It Early On:** Start subtle and gradually increase the intensity of the whispers.
*   **Personalize the Whispers:** Tailor them to Vharos’ fears, desires, and vulnerabilities.
*   **Give Him Agency:**  Vharos should always have a choice, even if it's a difficult one.
*   **Make It Dramatic!** This is a compelling story arc with high stakes.

I hope this gives you a good starting point for exploring the whispering blade! Let me know if you’d like me to elaborate on any of these ideas or brainstorm specific encounters/challenges related to Vharos' struggle.  Also, tell me more about what *you* envision for the Hexblade's ultimate goal – that will help refine everything further.

**Phase 1: The Gathering Storm (Sessions 1-6) – Brotherly Reunion & Initial Investigation**

- **The Stolen Letter:** The theft wasn’t random; it was orchestrated by the brother, Captain Kaelen Vorlag, to subtly contact the character. He couldn’t risk a direct approach due to his position and the scrutiny within Buckshot Bay. The pistol is a symbol of trust/desperation, the letter contains coded instructions.
- **Larten's Interference:** Larten appears quickly, offering "help" and subtly steering the character towards Buckshot Bay. He emphasizes mercenary opportunities and hints at information about Kaelen, but his motives are clearly self-serving. He’s actively trying to recruit the character.

- **Reunion with Captain Kaelen:** The character finds Kaelen in Buckshot Bay – a charismatic pirate captain hardened by life at sea. He reveals he needs help infiltrating Brazenthrone to gather information about the weaver_stone, believing it's the key to liberating his crew from a ruthless merchant cartel (let’s call them “The Iron Syndicate”).
- **The Contract & First Mission:** Kaelen offers a substantial reward for the infiltration. The mission is complex and dangerous – requiring stealth, deception, and potentially combat. This introduces the character to Buckshot Bay's culture and politics.
- **Early Coin Use:** Larten subtly encourages the character to use the coin_of_kings to gain influence within Buckshot Bay, framing it as a tool for gathering information or securing resources.

**Phase 2: Shadows in Brazenthrone (Sessions 7-12) – Dwarven Secrets & Rising Tensions**

- **Infiltration of Brazenthrone:** The character successfully infiltrates the dwarven capital, navigating its labyrinthine tunnels and strict security measures. They discover that the dwarves are fiercely protective of the Weaver Stone, viewing it as a dangerous anomaly.
- **Dwarven Greed & Isolationism:** The character witnesses firsthand the dwarves’ obsession with wealth and their disdain for outsiders. King Brounem is paranoid and ruthless, willing to do anything to protect his secrets.
- **The Ancient Bronze Dragon's Presence:** The character learns about the dragon guarding the Stone – a powerful entity that isn’t actively using it but views it as a threat to reality. They might encounter clues left by previous adventurers who attempted to steal it.

- **Larten's Manipulation Intensifies:** Larten provides "helpful" information about dwarven weaknesses and security protocols, subtly pushing the character towards actions that benefit his own agenda. He reveals he believes the Stone is a key to unlocking ancient power – potentially becoming a ruler himself.
- **The Iron Syndicate’s Involvement:** The character discovers that The Iron Syndicate isn't just controlling Buckshot Bay; they have agents within Brazenthrone, working to exploit the dwarves’ resources and steal the Weaver Stone for themselves.

**Phase 3: Convergence & Conflict (Sessions 13+) – Moral Choices & Faction Warfare**

- **The Truth About The Weaver Stone:** The character uncovers the Stone's true nature – its ability to transmute matter, its potential for both creation and destruction, and Belara Quickspark’s warnings about its dangers.
- **Kaelen’s Hidden Agenda:** The character discovers Kaelen isn’t entirely truthful about his motives. He’s being manipulated by a powerful figure within The Iron Syndicate who wants to use the Stone for their own nefarious purposes.
- **Larten's Power Play:** Larten reveals his true ambition – he intends to harness the power of the Coin of Kings and the Weaver Stone to become a tyrannical ruler, reshaping Treyjan in his image. He attempts to seize control of both factions.

- **The Dragon’s Intervention:** The Ancient Bronze Dragon emerges from its lair, realizing that the conflict threatens to unleash chaos upon the region. It offers assistance to the character if they can prove their worthiness and protect the Stone from falling into the wrong hands.
- **Final Confrontation:** The character must choose between loyalty to his brother, protecting Treyjan from a dangerous power, and opposing Larten’s ambitions. The climax involves a three-way conflict – Kaelen & the Pirates (potentially corrupted by The Iron Syndicate), Larten & his followers, and the Dwarves (led by King Brounem).

- **The Fate of the Weaver Stone:** The character must decide whether to destroy the Stone (requiring the Axe of dwarven lords), secure it in a safe location, or attempt to use its power for the greater good – knowing the risks involved.