lvl 7- Into the Blight

Set Up

  • They are in Tiberious trail, having just been hired by Teddy to help escort an impirial schoolar named Atillis.
  • Attilis has been investigating the Ruins of Legion Valley, a fortress and observation post built by the Impirial dwarves overrun by the Blight 50 or so years ago.
  • Beleives that he has a lead on some important documents and research that are somehwere within the fortress.
  • Offering 1,000 gold (800 after Rider guild fees) to the party to act as escorts, as well as any items they find in the fortress that don't pertain to the proffesors research.
  • Teddy beleives Atillis has actually discovered the location of a book of evil deeds, which can not fall into the hands of either the Impirials or Wyattes riders.
  • Teddy also has 2 other Riders who have been alocated for the trip, a Herregon Sharpshooter named Eleana, and a Retired Legionnaire named Gaius.
  • Eleana has been in the Blight once before, but only a breif excurion on the outskirts. This is Gauis' 4th time entering the Blight. Teddy has been in the Blight 12 times.

If not level 7, level up now

Upgrading the Bastion

  • have snick whistle direct them to the Signal Yard where Jonas (head of the Railyard) is eating with Tilda (an overseer at the Forgeworks).
  • Friends of Snickwhistle, they would be willing to begin the process of retro fiting thie rIron Camel off the books. Discuss pricing with playerds, possibly offer a payment plan with limited intrest?
  • Snick Whistle also has some other Kobold Friends, Ziggy and Zags, who he thinks would be willing to fill out the mechanical duties to run the Camel with a complete crew of 3 needed.

Act 1- Magtin

Party is introduced to Atillis the Roma Dwarf Proffessor, and the other 2 Rider Mercenaries who will be acomponing them into the Blight.

  • The Plan is to head towards the city of Magtin, where they will take a final rest before heading into the Blight itself.
  • Once in the Blight, the party must stick very close together and follow Teddy's every command.
  • The goal is to find the Former Roma Dwarf Fortress of Legion Valley, make thier way inside, find the research labs undeaneath designated E7, where Atillis beleives many of thier findings regaurding the Blight are housed.

Roll on Wildreach Region random encounter table, 4 days travel.

Arival in Magtin

Teddy will inquire about purchasing some extra fuel for the lanturns, emphasising that if the lights go out, they are dead, and to keep that in mind as they are sleeping tonight in this town.

Players have a chance to interact with NPC"s in Magtin, and explore possibilities of local quests.

  • If questioning about the Blight itself, highlight druid Eliza Riversong, and the apprentice scholar Lillian. Also the owner of Bramblewood Books and stones, a Mr. Percivil Thorne who is Lillians mentor, has spent a number of years studying the Blight. However he has not been seen in some weeks time (eliza refused to help lillian look for Thorne, as she despises both the scholars and thier acidemic ways).
  • Percivils Notes- give information, the whispers are still bound to their statures, and have to return before sunrise to their bodies. Only by destorying thier staues, or using dirict daylight (daylight spell) can they be pernmenetly destroyed.

Act 2- The Blight

traveling through the blight, 6 days travel, rolling twice per day on encounter table.

Have a moment either in Magtin, or the first night in the blight, to tell campfire stories as Giaus tries to scare the new comers about what is in the blight, veryGhost Story. Grows in stakes until Elana brings up the Windigo, which Gaius laughs at (doesnt beleive it is real). Teddy reprimends, syas it is no laughing matter, and tells the story of how it killed his entire party the first time he cam einto the Blight, saw it with his own eyes, and watched it let him go.

  • 3rd day, Stumble across Custards Last Stand, a Herdlend General who took 500 soldiers into the Blight to find and destory Bran Wildheart. The Expidition led to a total disaster, the party stumbling upon the remains of their base camp; Hundreds of stone statues, litered among decaying reminents of tents, wagons and supplies.
  • Possibility of finding minor healing potions, fuel for the launterns, and other supplies
  • Have to deal with Whisper that congrigate in this area.
  • If they linger too long, set upon by a hunting party of 7 Trolls.

Challenge:

  • While in the blight, they do not receive all benifits of a long rest.
  • When having a long rest, make a con save, DC 15. If they fail, they have to roll hit dice to regain health, and their hit dice do not regenerate until a sucessful Con save the following night.
  • If they roll a 1, they are possessed by a Whisper, and are forced to try and extinguish any nearby light sources.

Act 3- Legion Valley

Dungeon crawl, 3 levels to find the proper area.

Fortress Level 1

As you approach the abandoned fortress, you see its square structure looming before you. The high stone walls, weathered by time and the elements, are overgrown with creeping vines and patches of dark moss. Four tall towers rise from each corner, their battlements jagged and crumbling, as if chewed away by the relentless passage of years.

Small cracks in the ground near the walls glow faintly with a sickly green light, an unsettling reminder of the Blight’s encroaching presence.

Stepping into the courtyard, you find yourself surrounded by a scene of desolation. At the center stands a rusted, broken well surrounded by piles of rubble and the skeletal remains of wagons left to rot. A few decrepit buildings line the courtyard walls, their roofs sagging and caved in, their doors hanging askew. Despite the decay, there’s a lingering sense of dwarven precision in the layout, as though the original order and purpose of the fortress still fight against the chaos overtaking it.

The air is still, unnaturally so, broken only by the occasional creak of wood or the faint rustle of leaves. Blackened vines snake across the cobblestones, pulsing faintly as though alive. You can’t shake the feeling that unseen eyes are watching your every move.

  • When entering into the Dungeon, Teddy instruscts Guis to stay behind and guard the entrance.

Hazard/Trap Locations

The Well- As you approach the central well, you see that it’s partially collapsed, with rusted chains dangling into the darkness below. A faint green glow shimmers on the water deep inside. The stone rim looks unstable, and faint whispers seem to echo up from its depths.

  • Hazard: Touching the water might make you feel nauseous for a few minutes, and you can spot the movement of something small—likely a Moss Crawler—lurking near the base.

The Buildings- The decrepit buildings along the courtyard walls look like they could collapse at any moment. Roof beams sag dangerously, and bits of debris occasionally tumble to the ground.

  • Hazard: Entering one risks a minor collapse, which could leave you briefly pinned or cause minor injuries (DC 10 Dex or Str Save, 1d6 bludgeoning damage). The instability is obvious if you take a moment to observe.

Corrupted Vines- Scattered across the courtyard, you see blackened vines writhing faintly, as though reacting to your presence. Thin veins of glowing green light run along their lengths.

  • Hazard: Stepping on a vine causes it to lash out weakly, scratching at your ankles (DC 10 Dex check to sidestep vines, 1 point of slashing damage) or attempting to trip you. The glowing veins make them easy to avoid if you’re cautious.

Cracked Ground- Near the base of each tower, the ground is riddled with cracks, from which a faint green mist seeps into the air. The mist seems harmless, but stepping too close gives an eerie sensation, like a chill running down your spine.

  • Hazard: While the mist does nothing tangible, the unnerving feeling of being watched might put you on edge.

Tower Entrances- The doors leading into the four towers are rusted and warped. Attempting to open them results in a loud, grating screech of metal on metal, echoing unnaturally in the stillness of the courtyard.

  • Hazard: The sound could alert anything lurking nearby. There’s no immediate threat, but the noise adds tension and makes you reconsider your next move.

Fortress level 2

  1. Commander’s Quarters: A slightly more lavish sleeping chamber compared to the barracks. This room might include a bed, writing desk, and chest, with personal journals or records detailing the Blight’s progression.
  2. Clerical/Record-Keeping Room: A space for writing and storing records, likely featuring a desk, chairs, and shelves filled with deteriorating scrolls or ledgers. The records could provide valuable lore or clues for the party.
  3. Storeroom (Dry Goods): Packed with crates, barrels, and sacks for non-perishable supplies. Some containers might still be intact but surrounded by corrupted flora, indicating the Blight’s pervasive influence.
  4. Workshop/Repair Room: A room dedicated to maintaining equipment. It could feature an anvil, workbench, and scattered tools, along with half-finished repairs on weapons or mechanical devices.
  5. Storage for Siege Supplies: Reserved for items like spare pulleys, ropes, and other siegecraft essentials. This room could also include maps or diagrams of the fortress itself.
  6. Prayer Room/Chapel: A small sanctuary where the dwarves once gathered for spiritual guidance. Now overrun by the Blight, the room’s sacred symbols might glow faintly in opposition to the corruption.
  7. Infirmary: A simple medical station with cots, shelves for potions, bandages, and other supplies. Broken alchemical equipment might be present, hinting at experiments conducted on the Blight’s victims.
  8. small transitionary room
  9. Armory: A smaller room used for storing weapons and armor. The equipment here could be rusted or partially functional, with some pieces exhibiting signs of magical corruption.
  10. small transitionary room
  11. Dinning Hall- a large dinning hall with a half dozen heavy oak tables, and a small serving section on the far wall.
  12. Barracks: A room with rows of bunks or hammocks, many of which have decayed or collapsed over time. Personal effects—footlockers, boots, or weapons—might remain, though heavily corroded or destroyed.
  13. Bathhouse: This room could have a central, dry basin or cistern where water was once pumped for bathing. Now, the pipes might seep Blight-infused liquid, adding a hint of danger.

Traps/Hazards List

Mimic-

  • at some point, place a Mimic pretending to be a short bow in the players path. It is strangely not degraded, but also does not show any magical properties.
  • It will try to attack Smokey later at night, but recoil into a corner when hit. It looks very hungry. Possibility of a pet.

A. The Well's Corruption – Leaking Blight Reservoir

  • Upgrade: Building on the faintly glowing water from the first level, here the corruption has seeped into the fortress’s water systems. A cistern or pipe leaks glowing green water.
  • Trigger: Proximity or disturbing the pipe/cistern.
  • Effect: The corrupted water sprays out in a 10-foot cone, requiring a DC 13 Dexterity saving throw. On failure, creatures take 2d6 acid damage and suffer disadvantage on Constitution saves for 1 minute due to nausea from the tainted water’s smell.

B. Collapsing Roof – Reinforced Ceiling Hazard

  • Upgrade: The instability hinted at in the first floor’s decrepit roofs now manifests as heavier, deliberate structural failure. The collapse affects a larger area and is more dangerous.
  • Trigger: Loud combat or disturbing certain objects (e.g., opening a chest). A DC 14 Perception check reveals cracks in the ceiling and unstable beams.
  • Effect: Creatures in the affected area must succeed on a DC 15 Dexterity saving throw or take 2d10 bludgeoning damage and be restrained under debris (Strength check DC 14 to escape).

C. Corrupted Vines – Blight Tendrils

  • Upgrade: The faintly pulsing vines from the first floor now actively reach out to snare and harm intruders.
  • Trigger: Moving within 5 feet of the vines or stepping on them.
  • Effect: A tendril lashes out at one creature, forcing them to make a DC 13 Dexterity saving throw or take 2d6 slashing damage and be grappled (Escape DC 14). The vines continue to constrict, dealing 1d6 bludgeoning damage each round until freed.

D. Cracked Ground – Blight Breach

  • Upgrade: The cracks that emitted harmless mist on the first floor now release dangerous, corrupted energy when disturbed.
  • Trigger: Walking over the cracks or attacking the ground nearby.
  • Effect: The ground bursts, releasing a 15-foot-radius wave of necrotic gasses. Creatures in the area must make a DC 14 Constitution saving throw or take 2d8 necrotic damage and suffer disadvantage on Strength checks for 1 minute.

E. Moss-Covered Ambush – Corrupted Moss Lurkers

  • Upgrade: Expanding on the slippery moss patches from the first floor, the moss here hides lurking creatures (e.g., Moss Crawlers).
  • Trigger: Disturbing or stepping near the moss (Perception check DC 14 to notice the hidden creatures).
  • Effect: 1d4 Moss Crawlers emerge, attacking with bites that deal 1d6 piercing damage and force a DC 12 Constitution saving throw. On failure, the victim is paralyzed for 1 minute.

F. Faulty Dwarven Machinery – Blight-Infected Mechanism

  • Upgrade: The malfunctioning machinery from the first floor has been overtaken by Blight energy, causing it to behave erratically and more dangerously.
  • Trigger: Approaching within 10 feet or disturbing certain tools.
  • Effect: The machine emits bursts of necrotic energy as it swings its arm. Creatures in a 10-foot radius must make a DC 13 Dexterity saving throw or take 2d8 bludgeoning damage plus 1d6 necrotic damage. This also makes a tremendous noise, echoing down the coridoors...

G. Pulsing Vines – Animated Flora

  • Upgrade: Building on the vines from the first floor, some have grown into full animated plant creatures (e.g., Blights).
  • Trigger: Proximity or touching specific corrupted plants.
  • Effect: 2d4 Vine Blights emerge, attacking with constricting vines (Melee Weapon Attack: +4 to hit, reach 10 ft., 2d6 bludgeoning damage plus grapple on hit, Escape DC 14).

Fortress Level 3- The Labritories

  1. Alchemical Laboratory Rows of alchemical equipment—cracked glassware, rusted burners, and half-empty vials—are scattered across the tables. The air smells faintly of chemicals and rot. Several vials of unknown liquids glow faintly, their contents potentially dangerous or unstable. A storage cabinet contains fragmented records of experimental anti-Blight potions, with some labeled as "Partial Success" or "Volatile."
  2. Vivarium and Fauna Study Chamber- Broken cages of varying sizes line the walls, their metal bars warped and rusted. Bones and claw marks suggest that some of the experiments escaped long ago. A dissected Stoneheart Beast lies on a tilted slab, its petrified body half-fused to the table. Remnants of handwritten notes describe the creatures’ anatomy and vulnerabilities.
  3. Herbarium and Flora Study Chamber- This room contains rows of overturned wooden tables and smashed glass jars, some of which still hold shriveled plant samples. Darkened vines crawl across the walls, merging with damaged shelves that once stored botanical records. A small pool of glowing green liquid sits in a corner, possibly a failed attempt at purifying Blight-tainted water.
  4. Main Research Hub- This sprawling room was the heart of the research efforts. Long stone tables cluttered with shattered vials, crumbling books, and rusted tools dominate the space. Charts, diagrams, and runes line the walls, detailing experiments, creature dissections, and theories about the Blight. A large, cracked cauldron sits in the center, surrounded by faintly glowing scorch marks, suggesting an explosion or experiment gone wrong.
  5. Observation Room- A long glass window (cracked but intact) provides a view into the holding chambers. Control levers and arcane glyphs are etched into a panel here, used to observe and manipulate experiments safely.
  6. Researcher Quarters- These small, sparsely furnished rooms include cots, desks, and personal effects, many now corroded or overtaken by moss. 3 stone statues lay crouched around a broken lanturn and a dozen empty fuel canisters.
  7. storage room- with a number of strange looking full body suits haning on the walls.
  8. Decontamination chamber- with non functoning doors. Arcane symbls and faucets line the walls.
  9. Creature Containment Area- This expansive chamber was designed to house corrupted creatures for study. Large iron cages with arcane runes etched into their frames line the room. Many are broken or empty, while some still seem to have movment within them, trapped shadows... The floor is heavily scarred, and faint claw marks cover the walls.
  10. Dedicated Holding Chamber- A large room with several smaller chambers along the far side of the wall, enclosed in Cold iron and glass mixture. Some remain open and empty, another has the decayed body of what appears to be a Ble Slaadi. the largest of the chambers has been busted open. The lable near the door reads "Subject W1: dangerous, Do not approach".
  11. Experimental Purification Chamber- A small, enclosed room with stone basins, rune-inscribed pedestals, and shattered crystals scattered across the floor. This chamber was likely used to test whether magical or alchemical methods could cleanse corrupted flora and fauna.
  12. Archive and Records Room- Dusty shelves filled with crumbling scrolls and books line the walls. A large table in the center holds open records, detailing theories about the Blight’s origins and effects. The corruption has begun to seep into some of the shelves, making parts of the collection illegible. Book of Evil Deeds, Volume VII: Relics of the Old Gods located here, along with a number of spell scrolls.

Hazards/Traps

A. Containment Chamber Chain Reaction

  • Hazard: The containment glyphs etched into the cages are unstable. When activated, they overload, releasing bursts of corrupted energy and triggering nearby traps.
  • Trigger: Disturbing a cage (touching it, attempting to open it, or causing loud vibrations in the room).
  • Effect: The first disturbed cage releases a 15-foot burst of magical energy, forcing all creatures in range to make a DC 15 Dexterity saving throw or take 4d6 force damage.
  • Complication: The overload cascades to other nearby cages, with a chance (roll 1d4; on a 3 or 4) of awakening dormant creatures or releasing toxic spores into the air. Spores require a DC 13 Constitution saving throw or inflict poisoned for 1 minute.

B. Arcane Feedback Surge

  • Hazard: Damaged arcane sigils on the floor begin to pulse with energy, sending out waves of unstable magical feedback. The sigils were meant to contain experiments, but their deterioration has made them volatile.
  • Trigger: Crossing the sigil-covered floor or attempting to interact with central objects like notes or containment devices.
  • Effect: A wave of energy erupts in a 20-foot radius. All creatures must make a DC 15 Intelligence saving throw or take 3d8 psychic damage and lose concentration on any spells they are maintaining.
  • Complication: The surge also destabilizes nearby containment equipment, potentially releasing dormant magical effects, such as illusionary phantoms or bursts of force damage (choose or roll randomly).

C. Grove Sentinels

  • A Pair of Grove Sentinel have grown up from a combination of corrupted water and necrotic energies
  • Look like 2 large tree roots that have burst into the room through the celing.

D. Shadows linger in the corridoors, stalking the party.

Leaving

When they make their way out, they have the uncomfortable feeling of being watched.

  • Gius is missing. A DC 12 investigation shows that he had taken up a position inside one of the towers, where there are 2 small drops of blood. DC 15 Investigation spots the tip of his sowrd, laying on the walkway on top of teh southern wall.

3 days travel. The Windigo is hunting them as they leave. Build up supense. Have them still roll for encounters, but don't do anything with them.

  • Day 1- Notice that eerie the sounds that had followed them while they made thier way to the fort are absent, and the entire wood is still and silent, the only sound your own ragged breathing and you traverse the forest.
  • Day 1 Challenge- They come across a section of Blighted Quicksand. They must find a way to traverse the unstable ground. DC 12-18 checks depending on solution. If they become stuck in quicksand, DC 14 Strength check to escape, going under after 3 failed attempts.
  • Night 1- It will enter the camp, and investigate them. While on watch, DC 20 perception to hear something behind, within the camp, but everyone seems to be sleeping peacfully.. DC 24 perception to catch a glimps of something dart through the peripheral sight. Awaking in the morning, Eleana is missing from her rucksack, with a small trail of blood leading away, over top of Attili's sleeping bag, then off into the woods.
  • Day 2 - teddy anounces that they are officially being hunted. Recomends that they all stay in groups of two, and that they will not be sleeping that night, only a short rest instead, as they need to make it out of the blight as quickly as possible. Continue to ask for perception checks, and build suspense as they travel.
  • Day 2 Challenge- find a Corrupted water stream, which they must find a way across. Dc 12-18 checks depending on solution. If they fall in, take 2d6 acid damage, and possibility of there being corrupted creatures in the water...
  • Night 2- Take a short 30 min rest to eat and regroup, Teddy wants to push through the night and avoid sleeping. Atillis expresses his gratitude for thier help, and that he is honored to have met you all, and for your help in recovering such an important artifact... just before Teddy shoots him in the back of the head. Defends his stance, that there was no other way to take the book without exposong the theft other than killing the professor. Adds that the proffesor was slowing them down, and there is now reliable way to defend against the Windigo other than not being caught. Potential for a fight. While having the conversation, DC 18 perception check shows the outline of a shape just beyond the firelight, ina tree roughly 20ft up, watching them. The shape is gone before they can investigate further.
  • Day 3- Continue to walk through the forest, but after the event sof last night, the bonelike tree's take on a more sinster feel, as if they are closing in around them, grasping at them, attempting to prevent them from escaping thier grasp. Then a bonechilling screech breaks the silence you have existed in for the last several days. The windigo has decided the true hunt should begin.

Chase Sequence.

The Windigo starts 7 squares behind them, and gets a 1d4+1 movement per turn. If it catches them, it will priorities targeting the person it sees as the greastest prize, default Teddy if he is still here.

  • First Sprint- 8 squares
  • Challenge 1- A section of the forest vines come to life, graspin and pulling at them while they attempt to pass. DC 12 Dex or Str check to pass.
  • Second Sprint- 6 squares
  • Challenge 2- run into a patch of corrupted fungi, which release spores into the air. Con save, DC 15 to not be overcome by a coughing fit.
  • Final Sprint- You can see sunlight. 8 squares to make it out of the Blight.

When they exit, the town of Magtin is visible in the distance. The windigo lingers in the shadows, where they can propery see it for the first time, as a low purllike growl escapes from it's lips, before slowly turning away and disapearing back into the shadows.

Conclusion

Heading back to Magtin , and then the city of Tiberius Trail

  • decide what to do with the Book of Evil Deeds
  • Collect thier money/pay off the Riders in Tiberious Trail.
  • Follow up questi unpon thier arrivial, Tiberius trail- Sabotage at forgeworks
  • Possibility of Thaladir Moonshadow- Carrion Hunter finding them. He has heard rumors of a dragon attacking Mouselend.... not sure if he beleives it, but if it is true, the people there need help, and he doesnt beleive he can kill a dragon on his own. Asking the party for thier help.
  • Their Iron Camel retrofit will be ready for them in Tiberious Trail. Spend some time in a more relaxed setting, as they gear up for the next misson. They have to hire in some more people for thier Iron Camel. Name their transport vehicle?

Level up to 8

Possible NPC Hirelings?

Distillers, Brewers, Bar Keeps, and servers

  • 1. Jorra Caskroot – A stout highlander halfling woman with arms like barrel staves and a nose perpetually stained by berry juice. She's cheerful but obsessive about ratios, and can often be found muttering fermentation formulas under her breath. Trait: Meticulously precise to the point of irritation Physical Distinction: Wears a necklace made of tiny corks from every batch she’s ever bottled.
  • 2. Harrek Stonestill – A brooding Roma dwarf with braided silver hair and burn scars along one arm from a still explosion “that taught him everything he knows.” He’s quiet, superstitious, and insists on brewing under specific moon phases. Trait: Believes every liquor has a spirit that must be “coaxed, not commanded” Physical Distinction: Carries a wooden ladle carved with runes, never stirs without it.
  • Cook: Drenzel "Drip" Bramblehook: A half-orc with a surprisingly gentle voice and a strict “no substitutions” policy. Once worked in the royal kitchens of a Mercian lord before being exiled for adding too much spice to the lady's soup. Quirk: Taps his spoon twice on the pot before tasting—superstition or science?
  • Barkeep: Velra Vintspine A towering Mercian human with a glass eye and a booming laugh. He has a steel trap memory for names, drink orders, and grudges. Memorable Trait: Keeps a corkscrew dagger tucked into his belt and claims it has “ended more arguments than started them.”
  • Server #1: Pip Whistlecot A hyper-energetic highlender halfling who talks faster than most people can listen. Pip knows every single customer’s name and life story—whether they told him or not. Memorable Trait: Carries a tiny notebook filled with hand-drawn caricatures of regulars. Quirk: Delivers drinks by spinning and sliding them down the bar with flair (75% success rate).
  • Server #2: Marla Dreel A world-weary human with sharp eyes and a sharper tongue, Marla used to be a traveling bard until she “lost the taste for crowds.” She gives unsolicited relationship advice with every round. Memorable Trait: Wears an old performer’s sash around her waist, still dotted with faded stage pins.
  • Server #3: “Spindle” A thin, wide-eyed owlin youth who rarely speaks but glides between tables like a ghost. Spindle is oddly fast and seems to always be where they’re needed before anyone calls. Quirk: Communicates mostly with raised eyebrows and extremely expressive shrugs.

Arcanists (arcane study/Library/Scriptorium)

  • Mara- equiped with a Simple wand with a glowing blue crystal embedded in the handle, she is a mercian woman with a knack for practical enchantments. she was dismissed from an academy for “lack of vision” but excels in repairing magical items.
  • Quinn “Soot” Aldar- Equiped with a Staff with burn marks at the tip. An Owlin pyromancer who failed as a battle mage because he's afraid of combat. His experiments often leave scorch marks everywhere.
  • Viridian- Equiped with a Spellbook adorned with ivy-like etchings. A retired Highlender halfling botanist and mage who specializes in plant-based magic and once turned an attacking goblin into a hedge. looking to be an arcinist or gardener.

Metal Workers (Armory, Smithery)

  • Barris- A grizzled Roma Dwarven smith who retired after losing three fingers in a forge accident. She's still one of the best repairers in town, using clever tools she’s designed herself. Looking to get out of the city, go on one last adventure.
  • Tella Coppervale- Equiped with a Light crossbow with brass filigree. A large Hip woman, and an apprentice from a famous smithing family in Herdlend, now looking to make her own name away from the shadow of her parents.
  • Leonidus- A Roma Dwarf who learned to smith in the Imperial Legion but deserted after realizing he’d rather repair than destroy.

Small-Time Mercenaries (possible guards for Barracks, or run the training room)

  • Krev- A young human who dreams of earning a proper nickname. He’s loud, eager, and always the first into a fight—whether it’s a good idea or not.
  • Sarina- a Owlin rogue who insists she’s just “between gigs” after being fired from her last job for "excessive enthusiasm" during stealth missions.
  • Wayfinder- A Fenlir Tabaxi ranger who’s desperate for work after an unfortunate incident where he got lost during a guided expedition.
  • Brannok “Steady” Torson- A very large Herregon who prefers guarding doors to adventuring. He's surprisingly good at calming wild animals.
  • Fenna- Equipped with Dual hand axes with a mismatched finish. She is a young roma dwarf fresh out of a mining colony who has romanticized adventuring through songs and stories. She’s strong and eager but overly optimistic about danger.
  • Tavar- Equipped with A rapier and a tattered explorer’s hat. A herregon who served as a courier in the Herlend armed forces, who wants to make a name for himself.
  • Lorrin- Equiped with A jagged longsword with a faint magical hum. Once a Leonin scholar researching battle tactics, he now wants to put their theories into practice. His confidence sometimes exceeds his actual ability, but their tactical mind is sharp.
  • Tor-Vex-San - a very tall and oddly proportioned dragon born wearing a long coat that covers most of his body, applying to be a guard/entertainer. Through they have an odd appearance, you find yourself immediately trusting them.

Gardeners (garden/green house)

  • Wyn Tumbledew- A soft-spoken Herregon druid with a deep love for nurturing rare and magical plants. Wyn can often be found humming to the flora, claiming it helps them grow stronger.
  • Pallia- Carries A walking stick with carved flowers and vines. She retired coperhead herbalist with a questionable reputation and kind demeaner who maintains meticulous garden beds for medicinal and culinary plants. Pallia has an uncanny knack for identifying plants with a single sniff or glance.

Priest, Cleric, or Paladin (sanctuary)

  • Sister Ellena Lightspire- A devout Mercian human cleric of The Fisherman who left her monastery to "experience the world" but is finding adventuring too chaotic.
  • Fezra- Equiped with a Wooden staff adorned with river stones. she’s a Highlender Halfing and follower of the Hearth Keeper, who is fascinated by life in smaller communities and wants to help others flourish.

Clerk or Accountant (library/Store house)

  • Penn- Equiped with a Ornate dagger they don’t know how to use. She is a A bookish Herregon who ran a small-town general store but dreams of managing the accounts for a successful adventuring party.
  • Rigo- A kobold with a knack for numbers and a sharp eye for scams. He offers to work “for cheap” while muttering about big plans.
  • Millicent- Equipped with a Slingshot disguised as a pen holder. He is A cheerful Mercian human with an extensive knowledge of trade routes. She can haggle down any merchant and still make them like her.

Expiriemntor (workshop

  • Snick Whistle can run a work shop

Loot- 

  • A spell scrool of Detect Magic- 400g
  • Spell scroll Glyph of Warding- 500g
  • Spell scroll of remove Curse- 400g
  • 1 bag of risudum- 200g worth
  • 5 bars of Cold Iron
  • 3 bars of Volt Arch Alloy 
  • Animated Sheild
  • Cape of the Mountebank
  • Iron bands of Bilarro