This is my first attempt at making a custom campaign. It is still in the very early stages and I am eager to get feedback from the community. I do not want comments about my spelling or grammar issues as those things will be worked out by the final draft. If you have comments relating to plot or potential issues please feel free to let me know. A few general notes, The players will already understand the following concepts from previous adventures at our table.
Silver-wood is a very valuable material. It is prized for its beauty but is not particularly durable. It is a pale wood with metallic looking grains that only grows in one location the Silver-wood Forest. Only a hand full of towns in the Silver-wood Forest product all of the material.
Ban is a title for a low ranking noble. They are in charge of a Banner or a small plot of rural land with rarely more than in single village in it.
These are the only two things already established at out table, all other names and such are subject to change.
Synapses: The Village of Hearthwood will be remembered as little more than a foot note in history. That is until a series of stranger mutilations shock the land. Seven now lay dead, torn to pieces by a savage creature. Strange foot prints found at the scene of the crime insight fear, panic and distrust among townsfolk. It seems like in the Silver-wood forest a Werewolf is on the prowl. Can the Adventurers find enough clues, to track down the identity of the Werewolf and stop it before it kills again?
Style: Mystery
Level: Beginner
Hearthwood Dynamics: Hearthwood is in a clearing 3 days deep into the Silver-wood Forest. A river flows down from the north around the Village like a moat and then empties into Lake Polk, a large lake a short distance south from the town. The main road into town is from the south and travels a good distance along the shores of Lake Polk. There are two other entrances which close at nightfall. A watch tower guarding the main gate, palisade walls and catwalks give the citizens some protection. The Ban maintains around 12 men as a militia. Around 40 Families make Hearthwood home.
Notable Locations
The Sawmill: The Sawmill on the river is the main source of income into the village. It mills Silver-wood, a rare and unique species of tree that only grows in the nearby forest, which is then carried away by merchants and sold in nearby towns for exurbanite prices.
The Forge: A simple blacksmith shop that mainly forges tools needed for the Sawmill; Axes, Saws and the like. For a small fee they will repair an adventurer’s equipment.
The Abbey: The lone church in the Village. A large stone building with strong walls designed to be a simple of safety and security of the mind, body, and soul. The Abbey and its Cleric also serve as a hospital for the town; healing its sick and injured.
The Watch Tower: The watch tower stands at the main entrance to the village (from the south.) A few member of the town militia stand guard at the gate after dark.
Ban’s Estate: The personal home of the Ban of Hearthwood. A Ban is a low ranking noble in charge of a small geographic area or Banner, which usually encompasses a small village and a section of wilderness.
Notable People:
Ban Tristan Howell (Human/Fighter): A low ranking noble and current lord of Hearthwood. The Howell family has led the Banner of Hearthwood for seven generations. A man who is stoic in nature but has seen many winters. He highly values the council of Sir Oliver Rice and Father Lorenzo Kemp above all. He views the citizens of Hearthwood as his children, and often treats them better than his only son and heir Bryce Howell. He has an uneasy relationship with Tobias Holt and fears that Tobias will use his wealth and influence to usurp his thrown. He is the Patron of the contract.
Bryce Howell (Human/Ranger): A young man of military age, and heir apparent with a lot to prove, to his people, and most of all to his father Ban Tristan Howell. A master hunter, tracker and scout; he set out with a party of five young men to hunt down the alleged Werewolf. Four days later he was found on the shores of Lake Polk along with the mangled bodies of the other young men. He was the soul survivor. He is currently under the care of Father Lorenzo Kemp but has yet to regain conciseness and his wounds are severe. No one knows if he will still be human when he wakes, or if he will wake for that matter.
Sir Bakrus Rice (Half-Orc/Fighter): Born of an affair between a Noble father and an Orcish mother he has had a difficult life. His mother fled the kingdom of his birth fearing that if his father learned of his existence they would both surely be slain. He earned his title as a young man by saving the life of Ban Tristan Howell during a bandit raid near the shores of Lake Polk. After his mother died from disease, Ban Tristan Howell took him in and made him a member, and eventually Captain of the Militia.
Father Lorenzo (Dwarf/Cleric): Although short in stature, he is large in kindness. The only clergy member in Hearthwood, he runs the local Abbey which doubles as the town’s hospital. He grew up teaching both Ban Tristan Howell and Tobias Holt. He slowly watched what turned from a school yard rivalry to a feud threatening civil war helplessly. He has made many attempts to try to defuse the hostilities between the two men to no avail. After the failed hunting party he has been taking care of the gravely injured Bryce Howell.
Tobias Holt (Half-Elf/Fighter): One of the most powerful, wealthy and influential people in Hearthwood. He owns and operates the Silver-wood Sawmill. The Mill is responsible for making more coin then the rest of the town combined. He is an outspoken critic of Ban Tristan Howell, and makes his opinions well known. In lieu of the beast’s attack he has formed his own militia to protect the Saw-mill. It seems like only a matter of time between an armed conflict between the Ban’s men and his own.
Brock the Smith(Human/Fighter): Brock tries to keep his head down and his iron hot. Rumors of him being the illegitimate child of Ban Tristan Howell run rampant almost the villagers. Neither Ban Howell nor Brock the Smith will comment on the manner one way or another only fueling the fire. With the fate of Bryce Howell uncertain it seems possible that the rumors alone may be enough to have him become the next successor.
Once again this is in the early stages of development i'm simply looking for peoples thoughts and ideas.
The Players arrive at New Haven Wharf (as a party or independently)
Have the players explain how and why they got to New Haven Wharf. It is a fairly large port town known for its wealth.
Did they travel by land? (Level 1 Exhaustion)
Did they Barter Passage on a ship? (- 5 GP)
Did they stow away on a ship? (Dex DC 15 Ability Check)
Did they work on a ship? (Sailor Background)
Players hear the news of Count Parvis’ summons (as a party or independently)
Signs are posted everywhere
Criers on the street pass out
Overhear people talking about it in a tavern.
Players attend the event, and learn of the problem (The sudden halt of shipments of Silverwood from Hearthwood) (as a party or independently)
The city is on the edge of economic collapse due to the sudden and absolute end of the shipments of Silverwood. Lord Parvis is offering a reward (undisclosed prize) to anyone who can solve the problem and let trade start flowing again.
A Rival party forms up and leaves for Hearthwood, the PCs are all that remain and are basically forced to form a party to be able to compete with the Rival Faction.
The Rival Party
The rival party should have the same number of adventurers as the PC party does (4-6.) These characters should all be fantasy stereo-types but ultimately are NPC and will interact with the party at select points throughout the campaign. They are not intended to be overly difficult and really just more of a nuisance. Consider using …
o Wood Elf Ranger Archer
o High Elf Sorcerer Spell Caster
o Mountain Dwarf Fighter with a Great-ax
o Noble Human Fighter With Sword and Shield
o Half Elf female Cleric Healer
Players must Form Party before leaving New Haven Wharf(if not already formed)
The party agrees to work as a team and split the reward from Lord Parvis
Leave for Hearthwood
Continue into Chapter 1
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
This is my first attempt at making a custom campaign. It is still in the very early stages and I am eager to get feedback from the community. I do not want comments about my spelling or grammar issues as those things will be worked out by the final draft. If you have comments relating to plot or potential issues please feel free to let me know. A few general notes, The players will already understand the following concepts from previous adventures at our table.
These are the only two things already established at out table, all other names and such are subject to change.
Synapses: The Village of Hearthwood will be remembered as little more than a foot note in history. That is until a series of stranger mutilations shock the land. Seven now lay dead, torn to pieces by a savage creature. Strange foot prints found at the scene of the crime insight fear, panic and distrust among townsfolk. It seems like in the Silver-wood forest a Werewolf is on the prowl. Can the Adventurers find enough clues, to track down the identity of the Werewolf and stop it before it kills again?
Style: Mystery
Level: Beginner
Hearthwood Dynamics: Hearthwood is in a clearing 3 days deep into the Silver-wood Forest. A river flows down from the north around the Village like a moat and then empties into Lake Polk, a large lake a short distance south from the town. The main road into town is from the south and travels a good distance along the shores of Lake Polk. There are two other entrances which close at nightfall. A watch tower guarding the main gate, palisade walls and catwalks give the citizens some protection. The Ban maintains around 12 men as a militia. Around 40 Families make Hearthwood home.
Notable Locations
Notable People:
Once again this is in the early stages of development i'm simply looking for peoples thoughts and ideas.
Prologue:
The Rival Party
The rival party should have the same number of adventurers as the PC party does (4-6.) These characters should all be fantasy stereo-types but ultimately are NPC and will interact with the party at select points throughout the campaign. They are not intended to be overly difficult and really just more of a nuisance. Consider using …
o Wood Elf Ranger Archer
o High Elf Sorcerer Spell Caster
o Mountain Dwarf Fighter with a Great-ax
o Noble Human Fighter With Sword and Shield
o Half Elf female Cleric Healer
Players must Form Party before leaving New Haven Wharf(if not already formed)