You are on page 1of 5

Module 1A – Darkness in Eastbrook Dungeons & Dragons v4.

Darkness in Eastbrook
Module 1A
Note: This is written as an adventure for 1 to 4 players of anything unusual when they have time away from their
the first level; much has been left open to the DM’s hunting.
imagination/discretion. A couple of the older teens in the village have
decided to find out what is going on, without informing the
Background - This adventure elders. These older teens are
takes place in the Village of thought of as “heroes” by the
Eastbrook, a small village in the younger ones due to some
forests away from civilization. special abilities they have
The village has lived in peace shown. The oldest, named
ever since it was first settled Braune Gromfire, is a heavily
about twenty-five years ago. The built young man of eighteen
families came here to leave the years (See NPC Sheet for his
troubles of city life behind them, stats). He is the son of the
hoping to raise their children in blacksmith in town and has built
peace. The community is very up good strength apprenticing
close, everyone knows one with his father. His ability to
another by name, and most wield a hammer is unusually
people are close friends. The good for one his age.
Village Elder, Tomas Macfury, The next teen is a
led the people out here after seventeen-year-old female
scouting the area and seeing no named Stefa Sands whom is
dangers. Tomas had been an adored by all the villagers. She
adventurer in his younger years has the ability to hold peoples
and had great experience in the attention with her charming
area; he knew this was a safe personality, more so than many
place to settle. After all these of the adults in the village. She
years the village is starting to also has an ability to use magic,
become fairly self sufficient with to the delight of all children in
the villagers ability to grow good the village. She comes by this
farm crops and their small ability naturally, however, her
logging operation in the forest. parents tried to dissuade her
Recently things have been from using it as much as
starting to change in the forest, possible for fear of hurting
however, only a few of the herself.
children have noticed this. One The last friend with special
of the villagers’ pets, a dog abilities is the one named
named Randy, has been missing for over a week. The Samuel Cover, a sixteen-year-old known for his sleight of
adults believe the dog wandered away and died due to old hand tricks and unusually quick reflexes. He was adopted
age. The owners’ son, Samuel Cover, has other beliefs in by the family that runs the Bower/Fletcher building. His
what has happened to the dog. use with the Short bow is known throughout the village as
The children of the village have seen strange shapes being equal and even excelling beyond many of the
moving in the forest, shadows that just don’t seem right, or adults. His adopted father has taught him much while the
glimpses of something out of the corner of their eyes. The boy helps in the making of bows.
children are starting to get scared now when they get near
the forest to play, but the parents haven’t done anything Beginning the Adventure – This adventure will start the
as they feel it’s more of over active imaginations, whatever player character(s) as older teens/young adults. The
is haunting the woods is clearly avoiding adults. The players’ character(s) is/are new to the village, as they
children have, however, been instructed to stay clear of have just arrived within the past week. The player
the forest in case there is some wild animal prowling character(s) also have abilities, however, they are still new
about. It will be the job of the local huntsmen to search for to the village so no one yet knows this. The player
character(s) meets the other NPC’s on the day before the
1
Module 1A – Darkness in Eastbrook Dungeons & Dragons v4.0

planned outing. Once learning about the PC’s abilities they 3) Town Square – This is where the vendors set up their
ask the character(s) to join them on their task updating booths during the day, also this is the busiest area of the
them on the situation that has been developing. village during the day.

Adventure Outline – The forests around the village have 4) Constable’s Station – The local Constable is stationed
recently attracted the attention of a few new settlers, here, along with the one and only holding cell within the
unknowingly to the village. A few years earlier a Nixie village. The only real job for the Constable is to take care
decided to make a home in the nearby swamp. The of drunks at the end of the night, although he is capable of
villagers have never seen the Nixie, and it has never had handling much more.
any intentions of meeting the villagers until another being
decided to make a home near them as well. Only about a 5) Inn of Four Winds – Travelers passing through town
month ago a Wolf decided to make the area it’s new will stop here over night. The quality of the inn is fairly
home, enjoying the newfound prey in the woods, and basic, it is kept in reasonable shape and does not cost a
enjoying the lack of competition from other predators. The fortune to stay at (prices are DM’s discretion).
Wolf has just started showing interest in the village
recently, the first victim being the dog Randy. The Nixie 6) Winter Wolf Tavern – This tavern is the meeting place
knows about the Wolf but has done nothing as it has not of most of the villages’ residents at the end of the day.
come close to the swamp yet. She has a suspicion that Songs can be heard throughout the night here, there’s
someone or something sent it this way from the old always food and ale, and everyone is usually in a cheerful
graveyard to the north of the forest some time ago. She mood.
also suspects that the wolf has somehow changed since
arriving near the village as it appears to be unusually 7) Tailor – Living in this building is the woman whose sole
intelligent. dedications are tailoring and her books. Along with her
It will be the task of the adventurers to find out what usual tailoring for the village, Jenna has been placed as
is haunting the woods and to find a solution to the the village Scribe, making any official documents that are
problem. If they succeed in this the Nixie will approach required. She has dedicated herself to studying books as
them with the information that she knows. The group will that’s what her real profession demands. As a Wizard, her
have to prepare for the adventure, getting whatever life is bent on studying words and symbols. Jenna is older
supplies they can come up with. One of the main goals will than people realize, at 117 years she is the oldest Human
be for them to do all of this without the village elders in the village (and surprisingly hasn’t lost any of her sense
having any clue as to what is transpiring. in old age).
Jenna: Level 6 Mage, 18hp
A) The Village of Eastbrook – The village is laid out Abilities: Str7 / Dex9 / Con10 / Int19 / Wis15 / Cha12,
around the main road so as to let travelers see everything Spells: Lvl 0 –/ Lvl 1 –/ Lvl 2 –/Lvl 3 – (Add spells as seen
the village has to offer. During the day the villagers are fit)
busy with work, in the evening the villagers stay in the Trained Skills: Arcana (Int), History (Int), Insight (Wis)
village and visit with one another. Travelers are welcome
and are given nice accommodation at the Inn. The pub is *Jenna will help the adventurers if they show their
usually the first place a traveler heads and that is where competence. She has the ability to identify most items
most of the villagers are so that they may meet any new with the help of magic. Upon reaching the second module
comers. she will be a great source of information regarding the
At night there are at least two militia patrolling the surrounding area in term of history.
village so as to keep predators away.

Militia: 6hp each, 1d6 damage (Short Swords) and 1d6


damage (Short Bows), AC1 (Padding). Each militia carries
a lamp with enough oil to keep lit 6 hours.

1) Temple – This large building is the temple for the


village. If anyone should need healing it can be done, light
heals are done for free for the villagers. The person who
oversees the temple is a Cleric by the name of Johan.

Note: If a party member needs to be raised, it is done for


no cost, however, a service will have to be done for Johan.

Johan: Level 3 Cleric, 26hp


Abilities: Str11 / Dex9 / Con13 / Int12 / Wis17 / Cha15, 8) General Store – In this house resides the family of the
Spells: Lvl 0 –/ Lvl 1 –/ Lvl 2 – (Add spells as seen fit) girl Stefa Sands. Her father is a Lumberjack that works in
Trained Skills: Religion, Heal(Wis), Insight (Wis) the southern woods all day, cutting the necessary lumber
required to allow the village trade and make money for
2) Town Hall – This is where the town Elders meet to their survival. Stefas mother stays at home to watch the
make important decisions. Store. Stefa can be found here during the day helping her
mother if she is not with her friends.

2
Module 1A – Darkness in Eastbrook Dungeons & Dragons v4.0

B) The Wolfs Den – The den is a small hidden cave to the


9) Bower/Fletcher – This is the shop in which the Cover north of the village, a search roll will need to be done
family makes its living, The bows that come out of this every couple minutes to find it (DC20). Once found the
shop are highly prized by passing merchants as the group will see some small bones outside the cave, the last
families skills in these trades is beyond that of regular meal that was eaten. The Wolf sleeps inside of the den
people. The adults have been doing this type work for during the day and ventures out in the night. If the cave is
years. Samuel Cover can be found here when he is not searched, there will be an old Ivory Comb♦ lying in the dirt.
out with his friends. Items allowed from this shop will be at
the DM’s discretion. Wolf of Eastbrook - Level 2 - Elite
Medium Charmed Beast XP 250
10) Blacksmith Shop – This is the shop run by the old Initiative +5
adventurer named Malor Gromfury. His shop is Senses Perception +7; Low Light Vision
responsible for the metalworking in the village, everything HP 64; Bloodied 32
from horseshoes to swords. Malors son can usually be AC 16
found here working during the day if he’s not out with his Fortitude 14, Reflex 14, Will 13
friends. Immune disease, poison
Malor Gromfury: Level 3 Fighter, 32hp Resist 10 necrotic; Vulnerable 5 radiant
Abilities: Str17 / Dex11/ Con15 / Int9 / Wis10 / Cha9 Speed 5
Trained Skills: Athletics(Str), Endurance(Con), Heal(Wis) ۩ Bite (standard; at-will)

11) Tanner – The local tanning shop supplies the skins


+7 vs. AC; 2d4 + 2 damage, or 2d8 + 2 damage
necessary for the village. The tanner and his family live in against a prone target.
this building on the top floor. Alignment: Unaligned Languages: —
Str 15 (+4) Dex 15 (+4) Wis 14 (+3)
12) Butcher – The village butcher has his shop and home Con 19 (+6) Int 5 (-1) Cha 10 (+1)
set up at this point, the store is open every day of the year. .
Note: When the
wolf dies a vapor
The Forest of Eastbrook escapes its mouth
and heads north
through the woods
at a very fast speed.
If followed it will lead
to the graveyard and
then disappear. It is
at this time that the
Nixie will first appear
to the characters.

C) The Nixie’s
Swamp – To the south
of the village sits a
small but deep swamp
that is the home of the
Nixie named Ariia. She
lives on the bottom of
the swamp in a secret
cave and is unknown
to everyone in the
area. She does keep a
very close watch to
what happens, as she
doesn’t want anyone
knowing about her
home. Her interest in
the characters has
The Wolf of Eastbrook Forest increase as she has
watched their powers


The Ivory Comb belongs to the Tailor, Jenna. Returning
it to her will earn the party an extra reward (very minor
magic item or xp), at the DM’s discretion.
3
Module 1A – Darkness in Eastbrook Dungeons & Dragons v4.0

improve over time. She knows what kind of future is in


store for them as time goes by.
There is no way for anyone to access the Nixies
home, and if they should try she will put them to sleep and
lay them outside the pond. If the person is persistent or is
hostile, she will put them under a spell and make the
person her personal servant for a year.
The Nixie will eventually meet the party once they
prove their competence at dealing with unusual and
hostile situations.. As the party advances in time they will
come to see her as an advisor of a sort, and she will see
them as pupils. The Nixie will not approach the characters
until after they kill the wolf, proving their worth.

Note: The First meeting between the Nixie and the


characters will also introduce the second module. If the
characters tell her about the vapor that headed to the
graveyard she will inform them of her belief that the wolf
was somehow possessed and that they should go and
investigate. The Nixie will then grant each character +1
enchantment for each of their primary weapons so that
they may have some sort of advantage when meeting any
new enemies.

End – This is the end of the first module, more


adventure continues in Module 1B. After this first
nd
adventure the characters will be granted 2 level (1000xp)
if they haven’t earned
enough experience points
yet.

4
Module 1A – Darkness in Eastbrook Dungeons & Dragons v4.0

You might also like