Ay­meluma

The Van­quished: Chapter 4

Table of con­tents

Nestled within a val­ley, the famed hot springs of Ay­meluman give life a chance to flour­ish, or at least to give res­pite from the harsh moun­tain­ous lands of De­nau. In the an­cient elvish vil­lage of Ay­meluma, people live simple lives. Good soils and warm air gift the elves with pros­per­ous farm­ing and many Ay­melumans sing to Chauntea for this bless­ing.

Over the re­cent months, life has­n’t been as easy as this for the Ay­melumans. There have been wolf at­tacks from the Forest of Beasts to the North East and the springs have been run­ning cold. Lady Alymir Glyn­lamin, like her an­cest­ors be­fore her, leads Ay­meluma, but the vil­lage does­n’t have the power to de­fend it­self. She hopes her call for help to neigh­bour­ing vil­lages and other lands will bring safety back to her vil­lage.

Only the Coun­cil of Eld­ers know the ter­rible secret of Ely­dir’s her­it­age, that she was one of them and they will take this secret to the grave. The old­est of the elves swore to never let this hap­pen again. When each elf reaches the age of 13, they make a vow never to use ma­gic. Born after the reign of Ely­dir, Glyn­lamin is un­aware of her re­la­tion to the vil­lage.

Ay­meluman lore 2

In ad­di­tion to the in­form­a­tion known to all Deni­ans, Ay­melumans know the fol­low­ing lore:

Areas of the vil­lage 2

Map of Aymeluma

Vil­lage square 2

When the char­ac­ters first enter the vil­lage square, read the fol­low­ing de­scrip­tion:

Marble build­ings sur­round the vil­lage square. Two grand build­ings, one to the east and the west stand taller than the oth­ers.

In the centre of the vil­lage square is a statue of wo­man sew­ing seeds. In front of it, five elves sing in beau­ti­ful har­mony, of­fer­ing fresh fruit and dried to the statue.

Through the square, you can hear the river Ayme rush un­der a small marble bridge, adding to the har­mony of the elves.

Mar­ket 2

The mar­ket runs on every sev­enth day of each tenday. Avail­able at the mar­ket are: a baker, fresh goods, dried goods, a fletcher, a clothier, a black­smith, and a car­penter. The fresh goods are lim­ited due to the springs run­ning cold. The craftspeople will have a small num­ber of com­mon goods and will ac­cept com­mis­sions for twice the price.

Glyn­lamin res­id­ence 2

Glynlamin residence floor 1

Ground floor

Glynlamin residence floor 2

First floor

When the char­ac­ters first ar­rive at the build­ing, read the fol­low­ing de­scrip­tion:

This build­ing, to the east of the square, is clean pol­ished marble which looks more grown than built. The walls gently curve and there’s barely a crack between the stones. A small garden has over­grown.

1. En­trance hall 2

The grand en­trance hall’s stairs are fash­ioned after oak trees. The stairs to climb up op­pos­ite to the en­trance, to the east, and split off back to a bal­cony above. Be­fore the stairs split, a grand tapestry show­ing a wo­man sow­ing seeds, trees around them, and the sun rising be­hind. Scattered on the floor are leaves and other debris.

The stairs lead to area 12.

If a char­ac­ter suc­ceeds on a DC 18 Wis­dom (Per­cep­tion) check, they will no­tice a darker patch on the tapestry. On the back of the main tapestry, there is a pas­sage, scrawled in com­mon. Nobody in the vil­lage knows of the ori­gin and Lady Glyn­lamin is un­aware it is there.

The liar tricks to be un­bound.
The lover fights again and fails.
The raider strikes at all his kind,
The captor flees to moun­tain trails.
The caster pur­sues an end com­bined,
The fighter tells his an­cient tales.

2. South cor­ridor 2

Candles, half of which are un­lit, din­gily light the walls. A dusty but oth­er­wise well main­tained pat­terned rug fol­lows the cor­ridor path, in­clud­ing the curve in the middle from east to south.

3. Lib­rary 2

The lib­rary door is locked when not in use by Lady Ay­meluma, which it fre­quently is. On a DC 15 Strength (Ath­let­ics) check, a char­ac­ter can break the door down. On a DC 12 Dex­ter­ity check, a char­ac­ter can un­lock the door with thieves tools.

Books and scrolls line the walls and the shelves are un­tidy. A win­dow provides light to the desk where books are strewn. A few un­fin­ished let­ters are scattered across the desk.

The lib­rary con­tains books about the his­tory of Ay­meluma and its re­la­tion to other areas. Con­tent about Ely­dir was des­troyed by the Coun­cil of Eld­ers out of shame. The let­ters are to other vil­lages with ad­vice on mat­ters, none of which seems rel­ev­ant to the at­tack in the night.

If a char­ac­ter suc­ceeds on a DC 13 In­tel­li­gence (In­vest­ig­a­tion) check, and spend an hour re­search­ing, they will find out that the re­la­tions with the fol­low­ers of Sil­vanus in the Forest of Beasts have al­ways been pos­it­ive and re­spect­ful. They will also find that, while there are books about the gods in here, the book about Sil­vanus is miss­ing. If a char­ac­ter suc­ceeds on a DC 17 In­tel­li­gence (In­vest­ig­a­tion) check, they will real­ise that there are ref­er­ences to books and his­tory that is miss­ing from 500 years ago.

4. Par­lour 2

The warm au­tumn col­ours and fab­ric tapestries that ad­orn the walls don’t stop the cold from seep­ing in. At the far end, a grand fire­place is empty, apart from charred re­mains and ash. Above, a large por­trait, with an old elf man, wear­ing robes of Sil­vanus and a gold leaf, he wears an oak leaf signet ring on his hand. On the man­tel­piece is an empty dec­or­at­ive bell jar.

The gold leaf in the por­trait looks sim­ilar to the golden oak am­u­let. A char­ac­ter who suc­ceeds on a DC 13 In­tel­li­gence (In­vest­ig­a­tion) check will no­tice that num­ber of en­graved veins is the same on both.

5. Draw­ing room 2

The dark room is filled with com­fort­able pad­ded chairs and benches, and dusty tables and cab­in­ets. The cur­tains are un­opened.

There is noth­ing of in­terest in this room.

6. North cor­ridor 2

The short cor­ridor, with a pat­terned rug fol­low­ing the curve from east to north.

7. Din­ing room 2

A large table fills this din­ing room and it’s covered in dirty plates on a stained table­cloth.

There is noth­ing of in­terest in this room.

8. Ser­vant cor­ridor 2

This cor­ridor is short with no fur­nish­ings and is lit by a single candle.

9. Ser­vant room 2

On one side of this room is a small clean and tidy bed­room. On the other side, a messy stor­age area with tables and chairs.

Of­ten, Aien can be found hun­gover in this room.

10. Kit­chen 2

The kit­chen has plates and bowls piled in the sink and flour and dust over the sur­faces.

If this is in the day after the at­tack in the night, then read the fol­low­ing de­scrip­tion:

On the floor is a smashed glass and a puddle of wine.

The glass was smashed by Maiele when she was rush­ing to leave, after Aien ar­rived back early.

If a char­ac­ter suc­ceeds on an DC 12 In­tel­li­gence (In­vest­ig­a­tion) check, they will no­tice that there is a streak of wine that points to­wards the pantry.

11. Pantry 2

The back door is usu­ally locked. If a char­ac­ter suc­ceeds on a DC 17 Strength check, they can break down the door. If a char­ac­ter suc­ceeds on a DC 13 Dex­ter­ity check, they can un­lock the door with thieves tools.

This pantry is lined with bar­rels and jars, smelling fresh, though it is a little dusty.

If a char­ac­ter suc­ceeds on a DC 15 In­tel­li­gence (In­vest­ig­a­tion) check, they will no­tice that there is a patch of dried red wine on the door frame.

12. Bal­cony 2

The bal­cony looks down onto the stairs in­side, and a win­dow looks out to the vil­lage square. There’s a door to the north and to the south.

On the bal­cony, the door to the south leads to Glyn­lam­in’s bed­room. The door to the north leads to a guest bed­room.

13. Lady Glyn­lam­in’s room 2

A large bed­room with a grand bed and med­it­a­tion area. The room is clean.

In the days after the at­tack on the night, Lady Glyn­lamin will rest in here. She will be wear­ing her oak signet ring. This ring will not match the pat­tern of the signet on the wax seal on the fake let­ter.

14. Guest bed­room 2

An empty bed­room, with the bed un­made and cur­tains closed.

There is noth­ing of in­terest in this room.

Ro­le­play­ing Lady Alymir Glyn­lamin 2

The leader of the Ay­meluma, Lady Alymir Glyn­lamin (NG elf noble wo­man), does not place her­self above the rest of the elves in the vil­lage. She has lead the vil­lage for 100 years and over that time she has come to be­lieve in their tra­di­tion of sup­port through com­munity.

However, Lady Glyn­lamin is at odds with the Coun­cil of Eld­ers and does­n’t trust them as much as she wants to. She knows they hide a secret about the past of the vil­lage but has failed to get any use­ful in­form­a­tion about them. She will only ad­mit this to those that she trusts and she will swear them to secrecy.

From the war against Ely­dir that Lady Glyn­lamin lived through child­hood (though she did­n’t know the cause), she has a fear of vi­ol­ent con­flict and will avoid it at all cost. Be­cause of this, the vil­lage barely has a mi­li­tia. Dur­ing con­flict, she will hide. She is ashamed of this and wishes she could face her fears.

Re­cently, Lady Glyn­lamin has had the hard task of lead­ing Ay­meluma through dis­aster after dis­aster. While the vil­la­gers has worked hard to sup­port one, she has real­ised that. She will wel­come whatever sup­port from out­side the vil­lage.

If ques­tioned about the gold oak leaf am­u­let, she will say it was stolen from her years ago, along with a book about Sil­vanus, but they never found out who it was. She can con­firm that the gold oak leaf am­u­let is hers.

She is re­luct­ant to let people into her study as there is sens­it­ive in­form­a­tion about the Ay­melumans in there.

Ro­le­play­ing Aien, the house-ser­vant 2

Aien (CN elf com­moner man) is lazy, sar­castic, and of­ten in­sult­ing. Since the dis­asters in the vil­lage, he has been shirk­ing his even­ing job of watch­ing the house to drink at the Eas­ing Wa­ter. He will blatantly lie about this, even if caught. He is usu­ally hun­gover.

Aien has some in­form­a­tion that might be use­ful to the party, though he will want a price (10gp) to be paid for it:

If asked about the golden am­u­let, he will talk about how it was stolen a few years ago, along with a book about Sil­vanus from the lib­rary.

Coun­cil of Eld­ers 2

Council of Elders map

An or­nate stone build­ing with large wooden doors. Two dec­or­at­ive pil­lars show rising suns. Out­side the build­ing are three large well main­tained bushes, growth creep­ing out un­der them.

There are four vine blights, hid­ing un­der the large well main­tained bushes. These are con­trolled by Maiele. She will only use them if she feels threatened by the char­ac­ters.

1. Pub­lic cham­bers 2

There’s a small stage at the far end of the room with a read­ing plinth.

The doors to the other rooms are la­belled with the in­hab­it­ants or pur­pose in elvish. Each of the doors to the per­sonal rooms, apart from the private cham­bers are locked. A char­ac­ter who suc­ceeds on a DC 16 Dex­ter­ity check will be able to un­lock the doors.

2. Private cham­bers 2

There’s a large table in the centre of the room with three chairs around it. One cab­inet is stocked with pa­pers, the other is stocked with table­ware. Op­pos­ite the main en­trance is a well stocked fire, keep­ing the room warm.

The cab­inet con­tains pa­pers re­lat­ing to the laws of the vil­lage.

The coun­cil will usu­ally meet in here between noon and dusk, for busi­ness and for din­ner.

3. Kit­chen and pantry 2

The kit­chen smells of bread and fruit. The pantry is well stocked.

There is noth­ing of in­terest in this room.

4. Re­cords room 2

Shelving of books and scrolls fill this room.

It’s easy to find the treat­ies with neigh­bour­ing areas, in­clud­ing the pact with the Sil­vatans, not to ex­pand into each oth­ers land. It’s easy to see that this has been fol­lowed.

The text is to do with the his­tory of the vil­lage and its in­hab­it­ants. If char­ac­ters in­vest­ig­ate for a day and suc­ceed on a DC 18 In­tel­li­gence (In­vest­ig­a­tion) check, they will find that there is a lack of his­tory from around 500 years ago in here through miss­ing ref­er­ences.

5. Ser­vant Ori­hil’s room 2

While the door to this room from the pub­lic cham­bers is locked, the door to the kit­chen is un­locked.

This tidy room is for both work and rest. There’s a nar­row bed on one side. A win­dow provides a little light to the room. A small desk has a set of keys on it. A large wash tub filled with pink­ish wa­ter has a purple cloak draped over the side.

The keys on the desk will open the doors to the coun­cil mem­bers rooms.

The purple cloak is Maiele’s with a wine stain - the stain is barely out of it.

6. Elder Ilphas’s room 2

Book­cases sur­round the walls of this room. A bed is pushed up against the book­cases on one wall. A desk up against the wall op­pos­ite the door.

The table has draft law about the im­port on ma­gical items, like po­tions of heal­ing. The lib­rary is mostly books about law from places near and far.

7. Elder Maiele’s room 2

This room is very tidy and empty. On the left hand side is a bed and med­it­a­tion area. In the centre is an empty desk, apart from a single key. On the other side is a ward­robe.

If the char­ac­ters open the ward­robe, read the fol­low­ing de­scrip­tion:

The ward­robe is partly full, with many items. There is a chest at the bot­tom.

The chest in the ward­robe is locked. The chest is trapped and if it’s opened without press­ing the but­tons on either side, it will trig­ger a cloud of Malice poison gas within 10 ft of the chest. A char­ac­ter who suc­ceeds on a DC 12 check will no­tice the but­tons on the side. If a char­ac­ter suc­ceeds on a DC 17 Dex­ter­ity check, they can un­lock the chest with thieves tools. If a char­ac­ters suc­ceeds on a DC 14 Strength check, they can break the chest open - this will trig­ger the gas.

In­side the box is the fol­low­ing:

8. Elder Alasse’s room 2

This bed­room room is filled of small trinkets and items. A writ­ing desk is covered with pa­pers and a small lib­rary over­flows with books.

This is Alasse’s room.

If searched, the char­ac­ters will find there are a few books on the eth­ics of ma­gic. Her journal will be filled with thoughts about whether or not the Swornight is ef­fect­ive.

Coun­cil lore 2

In ad­di­tion to the in­form­a­tion known to the Ay­melumans, the coun­cil mem­bers know the fol­low­ing lore:

Ro­le­play­ing the Coun­cil of Eld­ers 2

The Coun­cil of Eld­ers each lived through Ely­dir’s reign and de­struc­tion of their people. They have agreed to never dis­cuss Ely­dir with the vil­lage - that the secret will die with them.

Elder Ilphas (LN elf noble man) be­lieves in the law. He is a very ser­i­ous man, with little hu­mour. Through fear of ma­gic, fol­low­ing Ely­dir’s wrath, he cre­ated and of­fi­ci­ates the Swornight ce­re­mony. He is un­for­giv­ing for any who break those rules, no mat­ter the cir­cum­stances, though he will not use force or vi­ol­ence but will in­stead seek to isol­ate the rule breaker. Many of the vil­lage fol­low his thoughts on this. Ilphas will be crit­ical of any solu­tion the char­ac­ters bring to them about the at­tack in the night.

Elder Maiele (NE elf cult fan­atic wo­man) is Ely­dir’s older sis­ter and secretly worked with her when she was in power, out of an­ger for how the vil­lage sold her. She knows that Ely­dir is still alive. She works in two ways against the vil­lage: use the tra­di­tion of no ma­gic to weaken them, and to frame Lady Glyn­lamin for the dis­asters hap­pen­ing to the vil­lage. She be­lieves that this re­venge will bring peace. She will act care­fully in secrecy but if she her plots are dis­covered, she will aim to cause as much de­struc­tion as pos­sible.

Elder Alasse (NG elf noble wo­man) be­lieves the vil­lage should take a softer ap­proach the re­stric­tion of ma­gic through edu­ca­tion to pre­vent it from be­ing used again. However, she does not have the will to go against Ilphas and Maiele, though she is more likely to side with Ilphas. She hopes to out­live Ilphas and Maiele and bring around a pos­it­ive change for the vil­lage.

Ser­vant Ori­hil (LE elf spy man) works closely with Maiele, en­joy­ing her power and the be­ne­fits that come with it. She has lead him to be­lieve that the ma­gic re­stric­tions are pre­vent­ing the vil­lage from reach­ing its best out­comes. He spies on the other Eld­ers and other vil­la­gers for Maiele. He will gen­er­ally de­cline to speak to any­body but the Eld­ers, as his job keeps him so busy - though he is ef­fi­cient at it.

Shafina res­id­ence 2

TO DO

Ro­le­play­ing the Shafina fam­ily 2

TO DO

Fires of the Spring - Smithy 2

A warm light flick­ers from the door of this build­ing and smoke bil­lows from the chim­ney. A sign hangs with elvish text on it and a steam­ing river.

The elvish text says Fires of the Spring.

The smithy fire burns hot in the centre of the room. Gold, sil­ver and iron bars are stacked on one side. Ag­ri­cul­tural and build­ers equip­ment is stacked on the other. A single sword is hung up on the op­pos­ite wall to the en­trance.

The black­smith, Ena Mag­phine the Strong (CG elf com­moner wo­man), is a burly wo­man who is well mannered and smart. While she works in a smithy, she be­lieves you need to be in touch with nature and take good care of your­self. She be­lieves you should just try to get along rather than con­trol one an­other.

Ena has traded with the Sil­vatans be­fore, with gold, and they have al­ways been friendly. She knows that their past re­la­tions have been good, with agree­ments to keep to their own lands. She saw a fig­ure cloaked in purple enter the Eld­ers very late last night, while she was lock­ing up. She will be will be re­luct­ant to speak badly about the Eld­ers and will ap­pear nervous when ques­tioned.

The Eas­ing Wa­ter - Inn 2

A sign hangs from the inn, with a paint­ing of a steam­ing pool with a bare ches­ted man re­lax­ing in it, text in elvish be­low it. The out­side is dec­or­ated with swirl­ing pat­terns like steam and flow­ing wa­ter.

The text in elvish reads The Eas­ing Wa­ter.

In­side the inn 2

The inn is small and dec­or­ated blue and white. A large fire­place keeps the room warm. A small bar with bottles of wine and wine glasses fill the shelves on the back wall, apart from a hole for a closed hatch. A door to right of the bar has a sign in elvish above it.

The text in elvish reads Hot springs.

The innkeeper, Uldreiyn Caigeiros (TN elf innkeeper man) is very per­cept­ive. He be­lieves it is im­port­ant to do what feels good and likes to chat about ru­mours and things he’s seen. He will al­ways re­com­mend us­ing the hot springs, call­ing it “the ma­gic of the elves”.

If the char­ac­ters stay to have a drink, he will be will­ing to talk to them about the go­ings on of the town. In ad­di­tion to the gen­eral lore, he also knows that Aien is of­ten drink­ing at the pub in the even­ings when he’s meant to be work­ing and that he was even that drunk once that Ser­vant Ori­hil had to take him home - and when the Ori­hil stole the keys for Maiele keys were stolen.

Aien was at the inn last night dur­ing the at­tack in the night but Uldreiyn asked him to leave early after he drank too quickly.

The bar sells only the grape wine grown loc­ally for 1sp per glass.

Hot springs 2

Walls sur­round four steam­ing pools of wa­ter. Seats have been carved into the nat­ural stone of the springs. The hatch to the bar is on the wall for the build­ing Small tables for drinks sur­round the pool.

A Wa­ter Weird will at­tack the char­ac­ters here dur­ing the at­tack in the night.

Grain­sheaf Farm 2

Map of Grainsheaf Farm

A marble single story farm­house faces out to the north to large wheat fields. Wind flows across the tall wheat, which looks limp and pale.

Bey­ond, a dark pine forest looms.

The farm owned by Kendel and Tor­oss Umelee, two mar­ried male elves. The farm has been suf­fer­ing from the fail­ing springs and their crops are weakened be­cause of it.

Ro­le­play­ing the Umelee fam­ily 2

Kendel Umelee. Broader than most other elves, Kendel (NG male elf com­moner) is fiercely pro­tect­ive of Tor­oss and the farm. He has heard of the re­cent wolf at­tacks to the other farms and has car­ried. He car­ries a scythe to de­fend his fam­ily and a horn to warn the rest of the vil­lage. While he is an ex­pert farmer, Kendel has no ex­per­i­ence fight­ing with the scythe.

He be­lieves that the wolves aren’t after food but are con­trolled by something evil as they have only been at­tack­ing people.

Tor­oss Umelee. Scep­tical of the Kendel’s ideas about the wolves, Tor­oss (N male elf com­moner) is wor­ried about Kendel’s plans to de­fend the farm.

1. Boot room 2

The smell of mud and dirt fills the air. Dirty boots and smal­ler farm­ing equip­ment is stored on the right. There is one wooden door op­pos­ite you and one to the left.

2. Din­ing room 2

The fur­niture is del­ic­ately but simply craf­ted. A table and chairs in the centre of the room, and a cab­inet against the wall. There is a door to the left.

3. Kit­chen and store 2

The door to this room is locked.

4. Par­lour 2

Simple, well loved fur­niture. Paint­ing of Kendel and Tor­oss.

5. Bed­room 2

Single double bed.

6. Barn 2

Horse and equip­ment in barn.

Forest clear­ing 2

To the south of the vil­lage is a large clear­ing in the forest. This is of­ten used for vil­lage fest­ivals.

Sil­vanus Shrine 2

The shrine is to the north west of the vil­lage, just off the path to Sil­vat.

In a small clear­ing just bey­ond a small, a carved wooden statue of a semi-draped man holds out an oak branch. Its legs ap­pear to grow out from the stone plinth. The stone plinth has an oak leaf carved into it. The area is kept clean, though a few dead shrubs rustle in the wind around it.

Be­low the statue is a hid­den box. In­side the box is a sealed with an oak leaf signet, which has been planted by Elder Maiele. The let­ter says the fol­low­ing:

B. At­tack the re­main­ing farm to­mor­row. Kill the in­hab­it­ants. AG

If a char­ac­ter suc­ceeds on a DC 12 Wis­dom (Per­cep­tion) check, they will no­tice a stone gap built into the base of the statue. If the golden oak am­u­let is placed into the stone plinth, it will un­lock. If a char­ac­ter suc­ceeds on a DC 17 Strength check to move the base, they will break the stone apart the stone base. If they suc­ceed on a DC 13 Strength check, they can break the legs of the statue and get into the stone plinth from above.

If the hand­writ­ing or seal is com­pared to a real Lady Glyn­lam­in’s char­ac­ter suc­ceeds on an DC 12 In­tel­li­gence (In­vest­ig­a­tion check), they will no­tice in­con­sist­en­cies.

If a char­ac­ter suc­ceeds on a DC 18 In­tel­li­gence (In­vest­ig­a­tion) check, they will find tracks lead­ing to the Coun­cil of Eld­ers.

When the char­ac­ters try to leave the shrine, 12 Twig Blights, cre­ated by Elder Maiele will at­tack the char­ac­ters.

Spe­cial events 2

Wolf at­tack 2

This event hap­pens when the char­ac­ters first ar­rive at the vil­lage. To the north of Grain­sheaf farm, wolves be­gin to at­tack. Im­me­di­ately, the Kendel Umelee of the farm will sound a horn and then Tor­oss will run to the vil­lage.

You hear a long horn blast to the north. A few seconds later you hear a man shout­ing “the wolves are at­tack­ing our farm, they’re get­ting my hus­band.”

Four wolves are at­tack­ing the elves at the farm, aim­ing to at­tack the people and not any live­stock or other an­im­als. These wolves can’t be frightened off but will flee when two of the wolves have been killed.

Add the fol­low­ing de­scrip­tion to the Grain­sheaf farm:

Al­most hid­den by the wheat, you see an elf (Kendel) swinging a scythe at two wolves who are ap­proach­ing him. An­other wolf jumps out from the wheat at him.

Once the wolves have been killed or driven off, the char­ac­ters will be urged to seek Lady Glyn­lamin by most bystand­ers. Lady Glyn­lamin will be shaken by the at­tack. She will of­fer 50gp to the party for find­ing the source of the at­tacks and an­other 50gp for stop­ping them.

At­tack in the night 2

This event hap­pens when the char­ac­ters re­turn from fight­ing the wolves.

Lady Glyn­lamin has been at­tacked by Elder Maiele dur­ing the night us­ing _Vi­cious Mock­ery_to mock her cow­ardice. Elder Maiele entered through the door left un­locked as Aien was drink­ing at the Eas­ing Wa­ter. Be­fore the at­tack, she placed a golden leaf in her of­fice. Elder Maiele has sug­ges­ted, to the coun­cil, that Lady Glyn­lamin has fab­ric­ated this event to de­flect from her re­cent fail­ings - which the coun­cil agree could be a pos­sib­il­ity.

While there are no phys­ical wounds, Lady Glyn­lamin will be fe­ver­ish and in­con­sol­able about her cow­ardice and will be re­luct­ant to talk about what happened to her. If a char­ac­ter suc­ceeds on a DC 15 Cha­risma (Per­sua­sion) check to get in­form­a­tion, she will tell them the fol­low­ing:

Read the fol­low­ing de­scrip­tion when the char­ac­ters ar­rive in the vil­lage:

The vil­lage looks empty, you don’t see any­body around. You can hear noise com­ing from the vil­lage square.

Read the fol­low­ing de­scrip­tion if the char­ac­ters reach the square:

The noise comes from the tall build­ing to the west.

Read the fol­low­ing de­scrip­tions if the char­ac­ters enter the Coun­cil of Eld­ers, if it is the char­ac­ters first time vis­it­ing the Coun­cil of Eld­ers, read the de­scrip­tion of the build­ing:

In­side the main room, a rest­less crowd is gathered. Three of the an­cient elves stand in front of the crowd, two wo­men and a man. Many of those in the crowd turn to look at you.

After a few minutes, as the noise quietens, the man says “Lady Glyn­lamin was at­tacked dur­ing the night. She sur­vived and is re­cov­er­ing. We will find in­vest­ig­ate what happened.”

The crowd will then dis­perse.

The coun­cil will greet the party. They will ask what they found out about in the forest so far - they will give the re­ward prom­ised by Lady Glyn­lamin.

They will ex­plain that Lady Glyn­lamin says she was at­tacked in her house at night, though she shows no wounds. The coun­cil will ask them to in­vest­ig­ate what happened. If the char­ac­ters talk of the in­volve­ment of the wolf at­tacks with Sylvanus, the coun­cil will say that Lady Glyn­lam­in’s father was a fol­lower. The coun­cil will sug­gest that they are con­cerned that the at­tack could be fab­ric­ated to dis­tract from her fail­ings. They will ask them to bring the an­swer to them.

Dur­ing the char­ac­ters in­vest­ig­a­tion, Elder Maiele will send 3 Vine blights to at­tack the char­ac­ters. She will at­tempt to use this to ban­ish the char­ac­ters from the vil­lage due to their trouble mak­ing.

In­va­sion 2

As part of get­ting ven­geance on the…

Ap­proach­ing the vil­lage 2

When the play­ers ap­proach the vil­lage after the in­va­sion, read the fol­low­ing de­scrip­tion.

There’s a stench on the wind. An op­press­ive, ma­lig­nant smell. Blood. Smoke.

Through the trees, you can see glimpses of the or­nate stone build­ings with walls charred.

All of the build­ings are either fully des­troyed or

Vil­lage square 2

When the char­ac­ters ar­rive in the vil­lage square:

The stench of de­struc­tion is over­power­ing here.

The small river flows se­renely, des­pite the ter­rible scenes in front of you. On the north side of the river, you can see a small town square, dark click red patches cover the paved square.

Most of the other build­ings have col­lapsed, their con­tents smoul­der­ing and their white husks blackened. Crack­ing stains of car­mine are scattered along their walls. There are broken carved pil­lars and arches - hints of the elab­or­ate pat­terns and or­nate struc­tures.

On the west side of the town square, a slightly lar­ger build­ing is still mostly stand­ing. Its walls are blackened, like most of the oth­ers, and you can see that the ceil­ing has col­lapsed in a few places.

If the char­ac­ters have got to this vil­lage within a day of the at­tack De­naura, if they make a suc­cess­ful DC20 Wis­dom (Per­cep­tion) check to hear if any­thing is in the area, they will hear what sounds like dis­tant shout­ing to the south.

In­vest­ig­a­tion checks DC15 will show signs of dragged bod­ies to carts and tracks to the south.

Hid­ing girl 2

If the play­ers have made it to the vil­lage within three days of the at­tack, they will find a young elven girl, Shyrrik Shafina trapped in the Glyn­lamin res­id­ence. She will shout for the play­ers if she sees or hears them.

She will want her mother, Pharom Shafina, who she saw be­ing dragged away by orcs. She will re­mem­ber see­ing a cloaked fig­ure with the orcs.

If they fail to make it within three days, they will find Shyrrik Shafina’s body in­stead.

This is the lar­ger build­ing in the town, the walls are blackened like most of the oth­ers and some of the ceil­ing has col­lapsed on parts but the

The doors out­side the build­ing show the sym­bol of Ely­dir, on them.

Piled in the centre of the room is smoul­der­ing fur­niture and books.

The proph­ecy 2

Within the Glyn­lamin res­id­ence, the proph­ecy.

The liar to un­bind.
lover fights again and
The raider strikes kind.
Her to moun­tain trails.
end to search
Her fighter tells tales.

Orc en­camp­ment 2

For two days after the in­va­sion, there will be an orc en­camp­ment.

Within this en­camp­ment, there are about twenty-five elves are in cages; one of the elves looks like Ely­dir but younger. There are ten large orcs are camp­ing.

A black or­nate tent is next to the fire. The same sym­bol on the mes­sen­ger stone is on the tent. Two orogs guard this tent. In­side the tent, is Qa’­por. If she sees the play­ers, she will try to at­tack them and sub­due them, to cap­ture them for tor­ture.