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The Candle In The Window

A Touch of Black: Chapter 5


The party’s employer has had to make many deals since arriving in the city. Such things are normal in business and
politics. But the deal that brought her here. A deal made in the darkness. A deal sealed with sorrow and blood. That
deal is anything but normal. And the time has come for her to begin paying the cost.
TABLE OF CONTENTS What is The AOG?
2 It started 40ish years ago. I still remember the day my
SETUP INFORMATION
cousin brought out this thin blue book with a white
ACT 1: Candle 3 sketched dragon on its cover and a pile of strange dice.
ACT 2: Shipwreck 5 He told eight year old me that we were going to play a
6 game where I could be anything I wanted (as long as it
ACT 3: Cavern was an elf, dwarf, human, or halfling). I immediately
ACT 4: Growth 7 developed that love of bringing people along on journey
8 after journey, and through all the moments and four
CLOSING decades of playing, the trip has never lost its wonder.
OTHER CHAPTER LINKS 9
10 Now, I think we are best described as a network of
THE APPENDECIES Table Top Role Playing Gamers (Mostly D&D). I had
MAPS 17 been sharing my work online for some time but decided
in April 2021 to open a Patreon and Discord. Honestly,
ADVENTURE MECHANICS I knew I was behind the Patreon Train, but it made
sense as a platform. I’m not interested in money, but I
This Adventure is Part 5 of Many am interested in sharing with and helping others in the
Target Party and Level: 4 level 2 players hobby. So I run the site 100% free of any paywalls.
Expected Playtime: 3+ Hours More like a Digital Magazine than a Patreon.
Tone: Urban Adventure Horror
Writing Style: Cavern Exploration Almost a year in and we’ve grown quite a bit. We host
One Shots through the Discord. I do a lot of requests for
our supporters and some commission work. I coach
STYLE “SHORT SHOT” many of our subscribers regularly on DMing and fantasy
A Short Shot is designed to give the DM a solid concept cartography. My son helps write our “Year One” series
of what is going on inside of the adventure not just which are adventures designed for entry level DMs and
ideas. The Story will be well flushed out, including both players, and we use our content to run an after school Jr
Area and NPC descriptions, but will be more conceptual High Group. We even support a podcast my youngest
regarding things like encounters, rewards, and hazards. son and I lend our voices to. It has been a busy year.
The Short Shot gives everything most DMs require to
lead a fantastic game. Contact us
PLAYING A.O.G. ADVENTURES PATREON Amplus Ordo Games
If you’ve never played an AOG adventure, I thought it DISCORD Join the Network
wise to give you some notes on how I write them. Cuz I
do some stuff non traditional like. I’ll put those notes REDDIT Our Sub in Reddit (Not super active)
down in the Appendices.
ABOUT HORROR GAMES ACKNOWLEDGEMENTS
Running an effective Horror game can be a real trick Wizards of the Coast and D&D for the amazing job
and takes a different set of skills than the average DM they do providing RPG Content for us to use!
employs from game to game. It is my favorite style of Original Story Written by Amplus Ordo Games
game to run, and has been for thirty years, so I have All Maps and Handouts were done by Amplus Ordo
some suggestions for you. You can find those in the Games using Inkarnate
Appendices. PDF Formatting done using The Homebrewery

The Candle In The Window, July 2022


SETUP INFORMATION Mood
Things hidden away. Moments covered in darkness.
Town of Tragedies Guidebook The unknowable. Secrets. Mysteries. Echoes of the past
This adventure is part 5 of many to come, and will put long thought forgotten. These are the bedrock of
your players on a collision course with a Elder Being. It Deleran’s Crossing. Beyond every door. Behind the
is designed to be used in conjunction with the Town of curtains. Under every stone. Locked in the backroom.
Tragedies Guide, which can be found below. The Guide Chained in the cellar. Politely veiled evils covered by
isn’t necessary, but I will reference it often. swollen sad eyes and wryly smiling lips. There are few,
A TOWN OF TRAGEDIES GUIDE if any, places in the city that have corners empty of
shadow or closets sans skeletons. Now in most cases
Trigger Warning these private wickednesses remain buried but not
Horror Games often deal with Triggering topics. This forgotten. In most cases… Those that live here, know
episode deals with a wheelchair bound woman there are those rare and wretched moments where what
struggling with infertility. She has gotten into a bad deal was thought long lost has gently come rapping, so
with a hag in order to find a way to conceive a child. faintly it comes tapping, tapping at the chamber door. It
There are a lot of folks who have struggled with shall be hidden nevermore.
conception. Their desperation is real and deep. So Madness, Sanity. and Trauma
many may be able to relate to Persephone’s choices, but Madness, Sanity. and Trauma These adventures often
at the same time they could be deeply wounded by the deal with Madness and Insanity in the NPCs. For the
topic. So tread lightly, and shift if you need to. PCs I have introduced Madness issues and a Sanity
Story Flow Mechanic to the campaign in this episode. Coming face
With House Trellu well on its way to being restored and to face with inexplicable horror does things to the mind,
Lady Persephone able to put the tax obligations the city and that should not be lost on your players. It is 100%
levied on the property behind her, things are going optional, and if it in any way makes you or your players
smoothly. She has begun to fully settle in and has begun uncomfortable you should not use it. You can check out
preparations for extending her influence in the city. In the mechanic I use in the Appendices.
the past few weeks she has looked at multiple Important Locations
properties and is close to investing in local businesses.
Persephone has even taken to seeing a young nobleman Balinovia and the City of Beurnoli
from the area. The mood is hopeful and spirits are high. The Stolregard Barony carved out of the heart of an
It is on the way home from property showings when that dark old growth forest known as the Graywood.
changes. Coming around the corner onto the lane which Deleran’s Crossing is the ruling seat of the Barony. It is
House Trellu sits, Persephone gasps. There in the attic a poverty stricken, dying city, rotting from the inside out.
window of her home is a lit black candle. Now perhaps The Barony and Deleran’s Crossing
it was just left burning through carelessness, but This is Persephone’s home, and worth mentioning as a
Persephone’s reaction clearly hints at something more. backdrop to her life. Balinovia has an Italian feel to it,
Furthermore the group may recall seeing the same particularly when it comes to social and familial culture.
candle the first time they came to visit the house.
The Candle is a sign. A notification if you will. Some NPCs
time ago the Lady had entered into a deal. This deal was
made with an entity who exacted a heavy price from Lady Persephone Trellu
Persephone simply to arrange a meeting. Old Oma The player’s Adventuring Patron. She is a noblewoman
Bonespittle can help her Persephone conceive a child, new to town looking to extend her family’s power.
but the Lady is going to have to fulfill her parts of the
bargain. She already traded Aunt Zattana’s life to get Marsilia Baralini
this far, but Oma’s prices only go up from here. She is Persephone’s Handmaiden and personal
bodyguard.
Game Opening and Hooks
Campaign: Escort Lady Persephone to the estate, Oma Sindy Spinsister (Cynthia)
where it becomes obvious the house is haunted. Hag of the Night Circle
Oma and her sisters are ancient and powerful hags who
One Shot: You are looking for a place to hold up
after a crime. Taking refuge in an abandoned house settled into the Stolegard forest around Deleran’s
you are soon confronted by the spirit. Crossing and have staked a major claim on the land.
One Shot Alternative: A notice offerings a reward for Sindy moves about the city in the form of Cynthia
ridding the a home of an angry spirit. Duprang, a kindly middle aged woman.

2 The Candle In The Window, July 2022


PRE-GAME ACT 1: Candle
Story Arcs The players have been out escorting Lady Persephone
to various business properties she is thinking of
This is part 5 of many and we’re starting to build up a investing in. It has been a good day. A few good weeks
large network of threads. The Gray Griffon, Aberrant actually. The house is a little over halfway restored, and
Black, The Political Games, and now Persephone’s Arc the Lady has entertained several Noble visitors,
comes front and center. We will be getting back to the including a regular gentleman. Spirits are high. It is at
others soon. Some sooner than others, but we’re going this time the group turns onto their street and spots a
to focus a few episodes on Persephone’s Dark Deal. Black Candle flickering in the attic window. Persephone
Level 3 audibly gasps and unlike the last time the candle was
If you haven’t leveled them up yet please do! Things are spotted it does not disappear. Instead as eyes lock onto
starting to get spicy around here, and they’re going to it the flame increases in size although there is no
need that level. increase in illumination. The Lady is visibly shook by
the sight. When they ask to go investigate she will tell
These adventure are designed using Milestone them there is no need and to go into the house and
Experience. So if you are counting numbers then thye prepare for a visitor.
are likely not there yet. If you are unfamiliar with that
That visitor is a Hag, Oma Sindy Spinsister, to whom
concept, it is basically rewarding them equally for
Lady Persephone is deeply indebted to. She will arrive
achieving certain goals in the three pillars of D&D
shortly in the guise of Cynthia Duprange. The players
Adventures - Exploration, Social Interaction, and
will obviously be on high alert, the setup is
Combat. I find it give the DM a lot more wiggle room
supernaturally fishy after all. Once Cynthia arrives she
when it comes to Adventure Design and encounter
and Persephone will remove themselves to her office
planing. Buy you play how you want!
and conduct their business. Afterward the group will be
Shopping summoned, and given a task by Cynthia. Passing them a
I feel like I’m sending you shopping every module, but Black Candle she will tell them that a great threat is
players like it. Also it gets them out exploring the town growing under the city. It is one that has been culled
that doesn’t really like them and building the before in times past and always returns. The Roots of
relationships with merchants and other NPCs. Anyway, the Dark Seed Growth are working their way up from
another three weeks has gone by so they can get their the Darkness below the lands and if they reach the
3gp a Day pay, and go spend that if they want. surface they will release a terrible plague upon the
lands. The Candle will guide them to a cavern entrance
OPENING CUT-SCENE and from there they must descend and destroy the
roots. Bring her back a dozen of the Dark Seeds Root
Pods and she can begin helping Persephone. Helping
the city, helps their Lady, and helps Cynthia in return.
After this business Cynthia will leave.
EVENT: Crossing Town
The Players and Lady Persephone are coming back
through town after looking at properties. This is a good
chance for a sad town encounter. You know, a beggar, a
sick child, a dead body…

The Candle In The Window, July 2022 3


PLAYER CHOICES: They would have time to make a PLAYER CHOICES: Once you drop some hints that
stop or two on the way back. Or interact with any something isn’t quite right the players will likely put up
Encounters you throw at them. a little resistance to Cynthia. They will certainly ask
some questions and may even go as far as to bar her
EVENT: Homecoming entrance. Eventually Marsilia will come and rescue
They return to House Trellu and spot the Candle Cythina from the players and take her to the back
parlor. If they follow, Persephone will ask them to wait
outside the room and have the doors closed.
EVENT: Tasked
Cynthia and Persophone have haggled out the details of
the coming bargain. Persephone will again be sending
the players out on a job for another.

PLAYER CHOICES: Persephone knows the Hag is


making herself known again. The players may have
questions, but she will avoid any real answers. They
may also want to go investigate the candle. It will be
gone by time they arrive in the attic. She will tell them
to prepare for a visitor.
EVENT: Cynthia
Oma Sindy Spinsister arrives shortly in the guise of
Cynthia Duprange. The players will bring her to the
back sitting room. They can have some minor
interactions with her. She will be super polite.

4 The Candle In The Window, July 2022


PLAYER CHOICES: They are going to ask questions. this candle through the city is going to freak people out
She will answer questions about the Dark Seed, as she and isn’t going to earn them any favors.
does want them to succeed. She will be evasive about
anything pertaining to her or any deals she has made
with Persephone. They may ask her for some extra
help. She will tell them that her power must be saved to
help Persephone, but maybe give them some minor help
or items in exchange for future favors. If they ask what
kind of favors she’ll say something hagish “A Lady
doesn’t know what she needs until she needs it.”
PLAYER CHOICES: What the heck Persephone? They
are almost certainly have some questions for their Lady,
who will not answer anything. If needs be she will
remind them that they are paid employees who do these
kinds of jobs for her. She will apologize that they seem
to be working for individuals with seemingly darker PLAYER CHOICES: They’ll need to follow the Candle.
motives… but there are no other options at the moment. They may do other things? Sure… but ultimately they
If they press the issue she will double their pay. (They’ll need to follow the guide. The light will lead them out of
be getting an increase next episode anyway) After any of the city and down into the Swift Marsh area. Following
those kinds of interactions they will be free to prepare this candle through the city is going to freak people out
for their adventure. If they do something crazy, like and isn’t going to earn them any favors. }}
attempt to magically compel her to speak, she will fire
them and ask that they leave her premises. If this
happens you’ll have to find another way to get them
where they need to go… good luck…
ACT 2: Shipwreck
The Candle sits on one of those small handled plates.
When they light the wick it will begin to float with a
skeletal hand holding the plate. And another hovering
nearby. The hands will begin to “walk” away carrying
the light. The players must follow this spectral guide. It
will lead them just out of the city into the Swiftmarsh. A
swampy area to the east with a narrow and fast moving
river running through it. There is a wrecked hull of a
ship there that the light will lead them to. Inside of that
hull is a large stone that the ship came to rest on and
the candle will pass into that stone. There is a secret EVENT: Swift Marsh
passage in the rock that they will have to open but not
before dealing with the creatures living in the wreckage. MAP: Swift Marsh, Northeast
They’ll have to cross into Swift Marsh to get to the
There are more challenges to come, so at level 3, so I Shipwreck.
recommend something like Giant Toads or Snake.
EVENT:The Black Candle
Time to light that Candle. “Your flame ignites the wick
of the candle. For a moment nothing happens. Then
subtly, almost as if it didn’t happen, the plate wobbles,
then rises slowly into the air, lifted by a phantom
skeletal hand. A breath later another appears alongside
it. The two hands begin to move away, accompanied by
the soft sound of footsteps. As you stare the free hand
points toward you and beckons for you to follow it.”
PLAYER CHOICES: They’ll need to follow the Candle.
They may do other things? Sure… but ultimately they
need to follow the guide. The light will lead them out of
the city and down into the Swift Marsh area. Following

The Candle In The Window, July 2022 5


ENCOUNTER: Giant Constrictor Snake This
creature(s) should be attempting to surprise the players.
Either rushing up from the water, from the darkness of
the hull, or out of the reeds. Other than the surprise this
SKILL CHALLENGE: Crossing the Marsh They need to should be a fairly straight forward encounter.
get to the Shipwreck. They could go up to the bridge PLAYER CHOICES: Examine the rock. Touching the
and down on the far side. That’s the easiest, but they rock activates the secret passage inside of it. It doesn’t
may just attempt to cross here. The Marshland is take much but they do have to examine the boulder.
extremely soft, even quicksandy in texture someplaces.
Athletics checks should be made to traverse it. If they ACT 3: Cavern
fail too many checks impose a level of exhaustion. The cavern spirals downward over a natural bridge then
EVENT: The Shipwreck
back around under that bridge. Ultimately this path
ends in a small chamber with a gaping hole in the floor.
MAP: Shipwreck There are roots climbing up out of the hole. There is a
They arrive at the shipwreck. large cavern beyond that hole, the floor of it over 120’
feet below and filled with water creating a small
underground lake. Growing up out of this lake is a large
cluster of roots. The players will need to descend into
the cavern and begin dealing with the roots which will
fight back against being attacked.
EVENT: Follow the Tunnel
MAP: Dark Root Cavern
Time to explore the tunnel below the river.
LOCATION: Entrance Tunnel
After opening the stone they’ll simply have to follow the
tunnel. It spirals downward to chamber with a large
hole in the floor.

PLAYER CHOICES: Search the area. Check for traps.


Basic searching the area stuff. As they are doing this
some predators should be approaching. I’m going to use
a Giant Constrictor Snake. But Giant Toads or some
other swamp creature would be great as well.

6 The Candle In The Window, July 2022


LOCATION: The Drop vines. The Vines can cast Poison Spray on their turn
This room has a hole in the floor leading into the huge and use their grapple attack. The Heart itself once
chamber below. They’ll have to descend from here. revealed looks like a massive Orchid and will release a
toxic gas similar to the spell Stinking Cloud. It may look
like a flower but functions like a mouth and will attempt
to swallow attackers. Anyone swallowed will find
themselves in a digestive chamber filled with acid.
Destroying the Heart of a Dark Root puts it into a
dormant state for several decades.
SKILL CHALLENGE: Descend into the Cavern below. It
is just over a hundred feet down to the surface of the
water, which at the center is another twenty feet deep.
The center is also choked by the largest growth of Dark
Roots. There are several things to consider as
challenges when making this climb. There is a long
climb involved, the area is wet and slippery, and there
are The Dark Roots to contend with. They certainly will
not want to land on the large cluster in the water below.
CREATURE/HAZARD: The Dark Root So they’re going to have to get creative.
A Dark Root is a miles wide subterranean plant life
form with limited intelligence. It grows endlessly in an ACT 4: Growth
upward direction growing through the earth toward the The cavern branches out in several directions.
surface where it will release a toxin upon the area Throughout the cavern typically At the end of these
transforming creatures into Blights for miles around it. tunnels will be Dark Root Clusters defended by Vine
While still underground the roots themselves are Blights. They will have to clear these Blights out from
extremely dangerous. If a creature gets too close the the areas and retrieve the pods. As they do, the vines
root vine will attempt to latch on to a creature and drain will retract and begin rapidly expanding to protect the
its life. Only the smaller more vine-like roots attack, and other Dark Root Clusters of the cavern, eventually
the larger ones don’t normally move more than 5’ a forming into a Heart Cluster. Each time this happens
turn. They can move frighteningly fast in terrain they’ve Blights will become more ferocious. However, once all
already burrowed through when they come under the clusters are all destroyed the vines will begin to
attack. Creatures navigating a root patch find wither and players can head back.
themselves in difficult terrain and may require dexterity
saving throws. If contact is made with a root it will EVENT: The Main Cavern
attempt to grapple and drain. Opposed grapple checks As complex as the layout appears, the cavern is
should be made. The roots gain a +6 to their roll, and do conceptually straightforward. It still will present the
1d4+1 necrotic damage. They are resistant to fire and basic cavern style challenges - Narrow Spaces, Cliffs,
vulnerable to radiant damage. Every round a creature is Uneven Floors, etc. It is also choked with the Dark
grappled by the roots the damage and escape DC Root’s branches, so exploring the main cavern is almost
increase as the root grows exponentially. Any creature always difficult terrain. You may even want to add some
killed by the vines becomes a Blight of the Dark Root. random instability thanks in part to the roots punching
The Dark Root has a limited consciousness throughout their way through.
the entire system, so simple contact in one area does
not alert the rest of the mass. Badly damaging the plant LOCATION: The Basin
will cause the roots under attack to withdraw to other This is a large room with a large pool in the center. The
places and reinforce themselves. It also alerts the water line is 100’ below the ceiling and 20’ deep in the
Blights tending the area. Killing a main patch of Dark middle. There are roots submerged throughout, and the
Roots, Known as a Pod, will result in the dropping of final Dark Root Cluster will emerge here.
4d4 seed pods (Less if the roots were hit by radiant
damage). These pods are extremely valuable to certain
types of magic users and assassins, as they contain
potet amounts of necrotic energy and toxins.
If enough Pods draw themselves together there is
metamorphosis that happens. The Pods become what is
known as a Heart and it becomes much more aware of
its surroundings. The Heart will bury itself in a cluster
of Roots and attack from behind a wall of specialized
The Candle In The Window, July 2022 7
CLOSING
Once they return to Trellu House they will be met by
Cynthia who will be in The Sitting Room of the house.
She will inform the players that Lady Persephone has
gone to lay down. Cynthia will collect the pods from the
players and inform them that their next task will take
them away from town. She will send a messenger in a
few days. She will be 100% polite and kind and
completely evasive with all their questions and simply
tell them that their Lady and her have an agreement,
and that she has no intentions to do anything to
endanger that partnership. There was a danger to the
CREATURE: Root Blight city and she used that partnership to get what everyone
Root Blights are almost identical to their common needs and protect the city. Win win. She’ll get up to
cousins. Root blights differ in two ways. They take on leave and remind them to rest up.
the form and utilize the remains of their victims. This
means a blight can look like anything it has killed.
Animals, Insects, and Humanoids are most common,
but any creature A Dark Root manages to trap becomes
a host for the Blights. They do not inherit powers, but
they might gain a special attack. For instance, the Blight
would not gain an Umber Hulk’s Confusion ability, but it
would gain a Hook Horror’s arm strikes. Secondly, they
absorb half the damage they do as HP for themselves.
This life Drain greatly increases a Blights survivability.
This ability does not work if the Blight has been
damaged by Radiant energy before its turn.
ENCOUNTER: Basin Root Encounter
This will be the final encounter. The Dark Root will take
up the majority of this room. They’ll have to smash all
the way through it to get to the “heart” of the root and
destroy the Pod in the center. The Dark Root here can
be attacked from a distance, but absorbs most magic, so
it may take some time to whittle it down. Blights will
form out of nearby clusters and come up out of the pool.
If they are in the pool itself the blights will try to drown
them. Once the Heart is exposed it will lash out, much
faster than the other clusters and directly attack.
LOCATION: Treasure Spot REWARDS: Cythina’s Gifts
There should be a random treasure spot somewhere Sofare in the series there hasn’t been much in the way
along the way. A few dead adventurers, maybe encased of actual rewards. That is intentional. It helps build the
in vines or perhaps turned Blights shuffling around in background sorrow of the environment. And so I
their gear if you’re looking for another encounter. suggest Cynthia as the delivery agent of the extra
rewards. Why? Because they will not trust her, but they
ENCOUNTER: The North West Cluster will want to use any rewards you give them. It will
This cluster is in the center of a mid-sized cavern and create the perfect kind of tension. They are only level 3
surrounded by other vines and root clusters. The so I suggest a few potions or a small magical weapon.
encounter here should surround them as they attempt Something with the magic property, but not any
to attack the Cluster. The roots here will also throw bonuses. Also, I would describe these things a little
things at them while they attack. more creepy. A blood stained shortsword, whose
staining doesn’t ever leave. Potions with odd bits
ENCOUNTER: The South East Cluster floating in them. Scrolls written on suspicious
This cluster is in a much tighter space offering more parchment. I usually try to fill in gaps they have in their
protection. The Blights here will attempt to push party power at this level. Around 5 I begin giving
attackers closer to the Root so it can leech them of life. rewards more character related.

8 The Candle In The Window, July 2022


The End
The Story Will Continue in
“Ghosts Of The Graywood”

THANKS FOR PLAYING


I do want to take one last moment to sincerely thank you for playing an AOG Adventure. It means a lot to me as a
creator. If you enjoyed it please leave me some comments on wherever you found this adventure. You can support
more content like this by subscribing to our Patreon. AMPLUS ORDO GAMES

DELERAN’S CROSSING CAMPAIGN GUIDE


A Town of Tragedy Campaign Guide

A TOUCH OF BLACK ADVENTURE CAMPAIGM


Warehouse of Woe

Condemned
The Haunting of House Trellu

Black Taxes

A Candle In The Window


AUGUST 2022: Ghosts Of The Graywood

The Candle In The Window, July 2022 9


THE APPENDICES
Notes, Lore, Stories, Handouts, Maps, & Statblocks
D&D is a complicated dance of information and imagination. I've often found a lot of
trouble seeing someone else's vision in what they have written. Having put out dozens
of adventures now, we at the AOG have figured out that what we see isn't always what
you see. And while that is absolutely wonderful when it spawns creativity... it is
absolutely tragic when it breeds confusion.

You probably won't find sections like these in our "Year One" or "Quick Shot"
Adventures, as those are designed to flow without a lot of extra information. But
when it comes to our Bigger Releases we'll typically include quite a bit of extra
information to bring some clarity to our thinking, to further expand on our vision,
and hopefully add fuel to your own.

Some of the things below probably won't change from module to module. Things like the
House Rules and How I structure the AOG's Adventures. Other parts like Maps and
Statblocks will change every Adventure.

I think that's about all you need to know about this section.

And as always Thank You for playing with us!

10 The Candle In The Window, July 2022


PLAYING AN AOG ADVENTURE
Homebrewed World
First off, almost all my adventures are set in my Homebrew World of Taalist, particularly the Continent of Krenshad.
Which the majority of has a very Gothic Art and Renaissance Period cultural feel to it. With some Greek and Middle
Eastern Cultre from various time periods thrown in there for flavor. That said… Almost all of my Adventures can be
easily ported into your location of choice. If you would like to play in Taalist my Campaign Guide (All 150+ Pages of it)
can be accessed on our Discord.
The Lay Out
I divide my adventures into “Acts”. An Act doesn’t necessarily reflect an amount of time, but more of an important
series of events or locations. Some Acts may take 5 minutes, some 5 hours. Why? I dunno, ask the players who over
complicate simple matters and simplify the overly complex.
Skill Check DCs
I don’t spend a lot of time defining DCs as I play with a bit wider scale of success and failures. What does that mean?
For reference the DC scale in 5E looks like this…. Very Easy DC 5, Easy DC 10, Medium DC 15, Hard DC 20, Very
Hard DC 25, Nearly Impossible DC 30. When I list a DC, I will tell you it is Hard. But Hard for one party may be easy
for another so I leave the actual number value up to you. I also play with a “Success but with Consequences” mentality.
That means if they get close they still accomplish their goal, but there is a “but” to that success. An Example? Hard
Stealth DC is 20, they roll an 18, I tell them “You sneak past the guard you see, but the guard you didn’t see heard
something and is headed your way.” I think it adds more to the story that way.
Search Checks
I often reference Search Checks. What is a Search Check? When the players want to “search” something or for
something I let them use either Investigation or Perception. I know that isn’t RAW but it just makes things so much
easier. I got real tired of explaining to players who have been playing with me for years the difference between the
two… just let them look for stuff!
Treasure Sizes
Every game is different. So I do not usually list out treasures. Instead I use the follwing terms to assign value not size
to the treasure Petty, Small, Medium, Large, Huge. Often I will use a combination of them. You can decide how best to
fulfill that for your party.
Identify Rules
I use a different style of Identify. Items in my world have a Knowledge DC on them (Arcana, Religion, History, and
Nature). I allow the player to use an appropriate Check on an item to identify it. The Identify Spell adds a +10 to this. It
can be upcast for additional +5 bonuses. Depending on the score of the Check I give them different information. Some
information is extremely hard to obtain, for example Curses are well hidden behind DCs that are at least DC 30, often
much higher.
Opening Cutscene
I like to start my games with an Opening Cutscene which is read before anything else happens. These are usually
really vague bits of information that give a glimpse into something that will maybe happen later, happened before the
adventure, or is story adjacent to it. I have found these to be great tools to set the mood and create a little mystery.
Setting, Background Info, and Hooks
These portions can be used as you see fit. Each one is a little different, so it is hard for me to say how best to use them.
Some will play better if you can get them into the hands of the players before the game. Others may have better
influence when read just after the Cutscene. Some are really only relevant to moments in the story. But as in all things
you do what is best for your game! That is always the way to go.
Skill Challenges
I use the idea of Skill Challenges a lot. What is that? It is an event in the game that isn’t quite an encounter and it isn’t
a simple skill check. It is a problem they solve with their whole skill set. Typically they must get three successes before
three failures in order to succeed in a skill check. The thing about a Skill challenge is they’re are vague on purpose to
allow players to be creative in solving a problem. An example may help here.
DM says “Your Boat is taking on water. What would you like to do?”
Player 1 responds with “I use my carpentry tools to fix the hole” and they make a Tool Check. But they roll a 2 so
they fail. Too much water.
Player 2 says “ wants to row harder with the crew to get us toward shore faster” They make an Athletics Check and
roll an 18. So that is a success.
Player 3 “I use Destroy Water to get water out” OK, well it only destroys 10 gallons so it isn’t super helpful, but the
momentary reprieve allows a little drywork to happen and allow player 1 to reroll.
The Candle In The Window, July 2022 11
THOUGHTS ABOUT Ever ride a Disney Coaster? Most are encased in a
building or shoot through massive scenery that
HORROR GAMES obscures your vision. That is 100% intentional, because
What is a Horror Game?
were those coasters open air they’d be pretty lame, but
That question covers a lot of bases! But there are some the fact that you have no idea there are dips and twists
core values that make a game a Horror Game, and they coming on that run-away-mine-train makes otherwise
aren’t what a lot of people think. Sure it can be a gross yawnable rides fun. That is horror. The players think
out carnage and gore run with entrail and blood covered something is about to happen, but what is really
monstrosities, but far more often it is about the tension happening is over here. You ever do the pull a quarter
and mood of the game you are running. Horror games out of a kid’s ear trick? If you’re good at it you learned to
dive deep into setting a specific tension building tone get them to look anywhere but at where you’re keeping
and subverting player expectations. If you have access that quarter, and then the moment they look away you
to Van Richten’s Guide to Ravenloft, read it! It has a grab their head and scream WHAT IS THAT IN YOUR
multitudes of tips on what a Horror game is and can be! EAR! OMG!… lol… don’t do that to children… that’s
called trauma. But when it comes to Horror Games I’m
Safety and Boundaries sure you get the idea. Its basic illusion work, get them
VRGtR talks about this a lot. Make sure you know your looking anywhere other than where the threat is.
group’s boundaries and have a safety system in place You also need to play with tropes and then sometimes
when you play. You can google info about that real quick turn them on their heads. Folks say all the time they
if you need to. But basically it is a way for players to let hate tropes. I’m just gonna put this out there… most
you know that you’re heading into territory that makes people don’t know what they actually like and hate.
them uncomfortable in NOT a fun way. Then you as the People love tropes, they’re tropes for a reason. We play
DM can pause and redirect. Twas a time I thought that a game that in all of its core aspects is a living breathing
was lame and unnecessary… then I had a player have a trope and it is really hard to get away from it.
breakdown. I didn’t know it was coming and in fact they So what we’ve all done is embrace it, sometimes
didn’t either, but the narrative got way to close to home without realizing it, and that gives you a lot of room to
emotionally in regard to past trauma. Were there safety take tropes and flip them upside down. Horror leans
tools in place that player could have let me know, but into tropes all the time. A group of people get isolated
instead they felt trapped there growing more and more and a creature picks them off one by one. That is the
uncomfortable until it was too late. So talk to your heart and soul of 90% of horror stories. That’s a trope.
players and develop a plan to create and protect Strahd is one of the tropiest tropes that ever troped, and
boundaries! we all still love him. Tropes create a sense of security,
Tone and Subverting expectations. players think they know what’s coming, and messing
So lets talk about tone. Not the specific tone differences with that is your most effective tool in creating tension.
between say a gothic horror game and a cosmic horror I ran Curse of Strahd a while back. It is wonderful as
game. The overall tone that horror should create. No written, but I can’t help but mess with stuff so I jiggered
matter what the style of the game is, horror games the heck out of that module. In the run I introduced
always promote feelings of rising tension and release. A Colletta (the “Tatyanna”) character as the typical
lot of people compare this to a roller coaster, that’s damsel in distress being chased by a Vampire. But then
close but coasters usually start big and end slower. they met Strahd who was simply done with everything
Horror tends to work in reverse. Rising tension, small and determined to destroy his own realm. He was of
relief, more tension, more relief, high tension, little course hot after Coletta as he always is, but more
relief, you get the idea, and then it all comes racing to a interested in the end of his curse. This turned him into
finish at the end… or did it? Creating that kind of tension an anti-hero of sorts, and every interaction with him was
and not making your players miserable with it is a skill uncomfortable but helpful. . Now the players Never Ever
that you as the DM will need to develop. And one of the Ever trusted Strahd, nor should they have. But Strahd
best ways to do that is to subvert their expectations. was never the Villain of my story. Colletta was. I had
This is another place where the Roller Coaster analogy given her access to past memories of her former lives
kind of goes off the rails. (Yeah I punned that). You and she was determined to not let Strahd free of his
know on a coaster that after a long rise there is going to curse but instead to strip him of his powers and torment
be a drop. You see it coming. You’ve watched it the him herself forever. They players did so many horrible
entire time you were in line. It built excitement for that things to protect that damsel in distress and all the
moment. But what if the coaster didn’t drop right there? while were pawns to evil, meanwhile evil was
What if it only dipped a little bit? What if the design of attempting a true redemption that they denied him.
the track was intentionally misleading? That is the kind Tropes used and expectations subverted. It was a
of tension you want to create. glorious ending full of shock and horror. And I couldn’t
have done it without leaning into tropes!

12 The Candle In The Window, July 2022


Keep your Focus & Remember, Less is More Force Them to Make Terrible Choices
Less is More, this old saying rings true in so many areas In a regular game a BBEG might monologue and
of life, and holds a lot of sway over Horror. How many players could try to save the day. Yeah, that doesn’t
monsters are there in most Horror stories? Most of the happen here. If the BBEG is monologuing it is because
time there is only one. If there are more it is usually the players can’t stop them and they think it is amusing.
same type of creature. There is a reason for that. One There are two guillotine and two people trapped in
you should lean into. One very hard to kill creature is a them. They literally, no matter what can only save one.
lot scarier than dozens of slaughterable goons. “If it Those type of things. I have even killed a player very
Bleeds We Can Kill It.” is a statement of Hope not Fact. early in the campaign to emphasis that in a Horror
Hope can be crushed. Now I’m not saying don’t use Game villains don’t piss around.
minions or random encounters or mini bosses. We need Enforce Consequences.
those in an Adventure. What I am saying is don’t drown Bad choice need consequences. This chips away at their
your players in them, and never let the focus off your morale. However, a player can usually deal with
main threat. It is always there. Looming and lurking. In consequences affecting them. But… If they have an NPC
many ways it is the Monster’s story and no one else’s. ally and that NPC pays for it. That is differet. Hurt the
Doubt that? Think of most of the popular Horror Stories helpless and your players will become extremely
you know, who is easier to remember? The Monster or nervous. Hurt someone they don’t want to mess with
the People it is after? In almost every regard, your and they will be down right scared. Now, this does not
threat is your Protagonist. You still probably want your work on Murder Hobos… at first… because players like
players to pull out a win, because that is fun for them, that don’t care about things like NPCs… but there are
but your monster is your true star. things they do care about, and once the consequence
The World Doesn’t Work in Their Favor affects those things it hurts bad.
Normally, there are a lot of things that should work in Chipping Away at Their Sanity
the players favor. NPC cooperation is often one of them. I highly reccomend using a sanity mechanic. There are
But you’re out to create a general feel of suspicion and many good ones out there that don’t come across as
distrust. Therefore NPC and the World should give the blunt force trauma immediately. The things seen in a
impression of wanting to cooperate, but they often don’t. Horror Game should unsettle the characters deeply. In
fact if we’re honest most of what adventurers do and see
Use Good Descriptive Words. should leave emotional trauma in their wake. Lean into
It’s not an Ogre. He isn’t just ugly. He is a hulking that. When they see something have them make a sanity
monstrocity nearly 10 feet tall covered in oozing sores check… the more they fail the harder the checks get.
with chunks of flesh hanging between its rotting teeth. And the more unhinged thier behavior becomes. Will
they even be able to tell friend from foe by the end of the
Hunt Them game? Hopefully at least one of them wont! Because
Being Hunted by a monster is more nerve wracking having someone’s character completely go off the rails
than fighting it. Building on a feeling of dread and is a good time in a game like this!
anticipation can really make people unsettled.
SUPER IMPORTANT
2 Steps Forward 1 Step Back, Always…
Give Them a Flower in the Desert
They never fully win. Everything has strings attached The last thing I will leave you with is an easy and simple
and ripple effects. You‘re out to create the shadow of notion. Don’t constantly oppress the players. Horror has
hopelessness. They save a peasant from a monster but a lot of things that chip away at resolve, and if you don’t
while they were helping them, something else bad lift them up once and a while they’ll give up. That means
happened. Not as bad, but they need to start to live with they stop having fun. The Flower in the Desert concept
the feeling that they have too many fires to fight. Let is exactly what it sounds like. Give them something fun
them win once and awhile, but they should mostly be and wonderful once and a while. Give them a scene of
partial victories. I mean you don’t want to crush their beauty not terror. Give them a flower in the desert. It
souls or anything… wait… or do you… ? keeps them going and helps relieve the stress of the
Use a Kobayashi Maru adventure. Humor is often one of your best avenues, but
Otherwise known as a No Win Situation. Someone is a real spot of world building beauty is something they
sick and dying and they can’t save them. Someone can’t will always remember!
be brought back from the dead because - reasons. They The End?
couldn’t prevent a village from being destroyed. And if I’ve got a ton more I could say about all things Horror,
they pull a Captain Kirk and try to cheat the system… but I gotta wrap it up somewhere. If you want to pick my
well remind them that Star Trek is fiction and this is brain about it, send me a message where you found this
D&D. and I’ll get back to ya!
The Candle In The Window, July 2022 13
MADNESS MECHANIC 2. Players should be able to do things to recover Sanity.
I enjoy using madness, but with care. Real life faces Including simply getting a good rest. Other things
difficult things, many extreme. I am not prone to like a night out at the inn, visiting your temple,
dancing around those issues. Personally I think we are casual reading, hobbies, spa days, etc… These types
made stronger when we deal with them head on. And of things keep Madness at bay, but in a horror game
happen to think Role Playing can be a great setting to Madness, like time, comes for us all. Once players
deal with such things. HOWEVER. (A big however, that dip below the thresholds of 100/75/50/25 they can’t
is what I prefer… not what everyone else prefers.) There normally go back over.
is absolutely no excuse or reason to be insensitive or 3. Once they cross one of the Madness Thresholds they
flippant with another human being’s emotional state will begin to suffer some form of mental health issue.
and past trauma. I highly recommend talking about the The further down the rabbit hole they go the worse
possibility of sensitive issues before the game and things should get.
having a way for players to signal the need for a course 4. It is up to you as the DM to decide the damage and
correction when something begins to cross boundaries. the healing certain events do, but I recommend using
multiples of a d6s for Damage and d4s for Healing. I
also limit the healing to two events, usually weekly.
The Mechanic I Use But that depends on the pacing of your game.
I use a countdown mechanism. Players start with 100 Note: Now, we can’t leave our friends who start with
Sanity Points, which work like HP. Certain events and scores below 100 feeling like mindful characters have
sights cause Sanity Damage. Conversely, treatments, an unfair advantage. It is well studied that people with
rest, and downtime activity restore them, like healing higher IQs suffer from a lot more mental health issues.
does for HP. Once enough points are lost they cross Not my opinion, that’s just science. It is likely due to the
Madness Thresholds and begin to suffer from different slower of mind not always processing things,
mental and emotional maladies. At first they aren’t all information, and events as completely, or in many cases
that bad. Picking up odd superstitions. Strange habits. A over-completely, as folks with more active and acute
smidge of paranoia or a phobia. But the further they thinking patterns do. In other words Barbarian Smash
dive or the more often the dip into madness the greater and Move On! Wizard Obsesses and Over-Think! So if
the issues. Kleptomania. Real Paranoia. Hallucinations. the Player has a negative stat, it grants them resistance
Even violence against themselves or their friends. How to that type of Trauma and advantage when rolling to
this manifests should be a conversation between the recover Sanity Points from activities.
player and the DM and should fit into the game. The
Official Rules have lists of Types of Madness that we
can go to for ideas. It is preferable to have this LOCATIONS
conversation precampaign. I really don’t like forcing a
behavior on a player without consulting them. Once the The Stolregard Barony and
type of Madness is agreed upon, that type, and or any Deleran’s Crossing
additional issues, will continue to grow. Let us begin with the Nation itself. Once a thriving part
Starting Stats of Cetnovia, The Barony was founded long ago after
1. All players begin with 100 Sanity Points. land and title for the Eastern forests of Cetnovia were
2. This Score is modified by their Int or Wisdom. granted to Deleran Callington as reward for stopping
Players gain +/- 5 points based on their modifiers. the Kren Empire from using the Throne of Bones to
Example +10 Sanity if they have a +2 Wisdom. -5 dominate Cetnovia. It was later split off from Cetnovia
Sanity if they have a -1 Intelligence. If they have a after some near cataclysmic disasters. Nestled in the
negative this is their top tier threshold. (See Note) rocky foothills and valleys of the Stolregard mountains,
the barony is a land with deep old growth forests. It was
In Game once a shining jewel in the world but centuries of
1. Throughout their adventures they will encounter struggle have dimed its light. The Gray Wood is now
triggering events. Seeing a horrific ghost. Watching a filled with dark creatures and foreboding mystery.
loved one fall to their death. Stumbling upon humans The Capital City of Stolregard, Deleran’s Crossing is
eating a corpse. Reading from a Cursed Occultic nestled deep in the foothills of the Stolregard
Tome. Spending time at a child’s overly attended Mountains and surrounded by dark and foreboding
and out of control 6th birthday party… Trauma isn’t Gray Wood forest. Even in these late years and dark
specific either. Some events may hit one character times it is still a sight to behold. The city is built upon a
harder than others. As the DM this is up to you. How cliffed island surrounded by a series of ridges and dells
much damage they take will depend on the event. cut out of the land by the Cold Rock River. The ruling
Trauma Damage will manifest as an all or nothing seat, Castle Skystone, sits just above the higher points
saving throw aimed at either Int or Wis. of the city on a plateau along the town’s northern edge.

14 The Candle In The Window, July 2022


At first glance Deleran’s Crossing appears to be eldest daughter Persephone to manage the properties
something out of a storybook, upon closer inspection it and put them in an order worthy of House Trellu.
more closely resembles a Shakespearean tragedy. Persephone is a remarkable woman in many ways. As
Being a resident here is difficult, and life is pretty an infant she contracted the Pox, a disease that ravaged
dismal. Despair and hopelessness are as common in her body leaving her blind, and confined to a
town as rats and roaches. Low level violence and petty wheelchair. She has never let her disabilities define her.
crime are a daily occurrence. The people do what they Now in her mid twenties, she has a sharp mind and a
have to do to survive both physically and emotionally. remarkable insight. She has proven herself time and
again in both social situations and business. She has a
The Nation of Balinovia And no nonsense personality, that some consider cold and
The City of Beurnoli calculating. She is a fine looking woman of natural
This is Persephone’s home, and worth mentioning as a beauty, but does not allow Marsilia, her handmaid, to
backdrop to her life. Balinovia has an Italian feel to it, apply makeup or do anything more than a simple braid
particularly when it comes to social and familial culture. with her hair. She wears a simple scarlet blindfold to
Sadly, it is a land of extreme selfishness, most everyone cover her eyes, as their empty pale milky color often
there is looking out for themselves first and themselves puts people off, and not in a way that benefits
second. And who could blame them? The nation is run negotiations.
by a former Pirate who wrangled the nobility under his Potential Dark Secret: Persephone does not have many
thumb with the promises of riches or blood. They chose desires. She accepted her life as a child and does not
riches. It likely won’t last though. There are tens of often live with wishes or regrets. She does, however,
thousands of Orcs from the Blood Axe Dominion have one. She wants children herself, but her physicians
building up on their northern borders. Balinovia has have informed her that such a thing is impossible. The
managed to keep them at bay thus far, but sooner or Pox took that from her as well. Still, the heart wants
later the Orcs will break the lines and sweep through what the heart wants. Shortly, before her Aunt’s death
the land. she received a letter from her. That letter hinted that
Buernoli is a good sized city of tens of thousands someone in Deleran’s Crossing had the power to help
nestled on the north side of the Thundering River, and her conceive a child, maybe even recover fully. Shortly
is a valuable industrial center, and produces much of afterward, another letter appeared. This one from an
the nations arms and armor. The surrounding area is unknown sender. It claimed that they could indeed help
hilly and rich with minerals, though most of the major Persephone, but blood would have to be spilled,
mining operations are across the river in the mountains. beginning with her Aunt. If she was willing to earn her
It is covered with small farms producing grain and cure then she should put a black candle in the window
livestock. There are also a fair amount of vineyards and burn the letter at midnight.
here, though the land isn’t as well suited to growing She hasn’t fooled herself into thinking this arrangement
grapes as the towns to the southwest are. It would be isn’t without danger. She knows the force behind it is
extremely picturesque if it weren’t for the pollution. likely a Fiend or a Hag. No matter, one week later a
Buernoli itself is filthy, the streets are filled with trash candle had been purchased, a letter burned, and Auntie
from large amount of industry that dominates the town. Zanetta passed away unexpectedly. Persephone has
The waste has tainted the river and forges have filled come to do family business, and with any luck start one
the sky with smoke. The wealthy live well outside the of her own.
city in hillside villas where they can ignore the decay DM Notes: Persephone is a main protagonist for the
happening in town. early adventures in A Town of Tragedy. There should be
a certain amount of mystery surrounding her, enough to
NPCs create suspicion but not so much that the players turn
on her. I will be using her Dark Secret as the story
Lady Persephone of House builds, but intend for her to be more of a tragic figure as
Trellu of Balinovia things develop.
House Trellu is a powerful Noble family in the nation of
Balinovia, the city of Beurnoli specifically. They, like Marsilia Baralini
most nobles, maintain their wealth by owning land and When one uses the word Handmaiden it conjures
collecting rent. The recent passing of a cousin who held pictures of young maidens in plain dresses attending
both land and title in Deleran’s Crossing has opened much older women. In this case the picture is turned
some interesting doors for them. Balinovia is at war about. Marsilia has been many things to Persephone
with the Blood Axe Orcs to the North and their chances Trellu. Nursemaid, Nanny, Governess, and
of keeping the Orcs at bay are not good. Barnabus Handmaiden. She is a middle aged woman of proper
Trellu, the current head of House Trellu has sent his bearing. She holds herself as a lady of class, although
The Candle In The Window, July 2022 15
she has no claim to any titles herself. She has been a Potential Dark Secret: Not as much a dark secret as a
loyal servant to the Trellu family since she was a terrifying reality. Oma’s true form is the stuff of
scullery maid in their kitchens as a child. She was nightmares. She, like most hags, has many features of
married a long time ago, but the same Pox that took the stereotypical folklore witch. A bent posture, wrinkly
Persephone’s eyes and legs stole her husband and two warted skin, long scraggly gray hair. But that is where
children. She has always looked after Persephone as the similarities end. She has four arms and four legs.
her own, and has never let that attachment show in an Her hands and feet each have eight digits. Four fingers
inappropriate way. She is also the young woman’s where you would expect them and four more opposite
personal bodyguard, Handmaidens in Balinovia are not her palm where a normal beings wrist would connect to
simply responsible for dresses and makeup. They are the hand. Her wrists instead join at the back of her palm
trained combatants responsible for protecting their and can unnaturally rotate. She wears a filthy black
charges with their very lives. silken gown that does not cover her sagging granny bits,
and a ratty belt from which numerous pouches hang.
Potential Dark Secret: Marsilia was contacted by the Beneath he scant wardrobe one can clearly see a spider
Hag before Aunt Zanetta’s letter arrived. Zanetta had no like spinneret in her lower abdomen. She has twelve
intention of luring Persephone into a contract with a eyes scattered across forehead and arachnid mandibles
Hag, but the vile creature was made aware of the in place of a mouth. She typically crawls about on all
situation and decided to take advantage. Afterall, broken eight limbs, but is just as quick when she rears up on
hearts are the most fertile grounds for empty promises. her legs in order to cast spells. Her skin is a dark
Marsilia was promised a second chance with her family. decomposing gray color and covered in countless
She has made that arrangement. Though the price for pussing wounds where multiple spider colonies nest
her family is steep and may be more than she can bear. inside of her. She can naturally climb walls as the spell
Marsilia is to help the Hag lure Persephone into a soul spider climb and can attack anyone within 5’ of her with
forfeiting deal. Once done, Marsilia and her family will the spiders living in her as a free action in a similar
be restored and allowed to carry on with their lives in a fashion to the infestation spell.
demi-plane recreation of Beurnoli before the Pox came.
DM Notes: Marsilia is in way over her head, but so far is NPC Group
holding the course. There should be minimal hinting at THE NIGHT CIRCLE
her Dark Secret until the actual reveal. She is truly torn There are few things more unsettling or more
by this decision, and will still fight desperately to keep dangerous in the world than a coven of powerful Hags.
Persephone safe. She still thinks of her as a daughter, There is no doubt that there is such a coven lurking in
but she still wants her family back. So the loyalty is one and pulling the strings on the town of Deleran’s
part needing Persephone alive and one part actually Crossing. They have divided the area amongst
caring. Either way Marsilia is not slotted for a happy themselves and each controls a different aspect of the
ending. city. One manages the forests around Deleran’s
Old Oma Sindy Spinsister, Hag Crossing, her reach extending far beyond the immediate
woodlands, from there she twists the natural into the
of The Night Circle unnatural. Another has embedded herself into the upper
Oma and her sisters are ancient and powerful hags who class, aristocracy, and leadership of the town, loving the
settled into the Stolegard forest around Deleran’s backstabbing and treachery people in power engage in.
Crossing after the Pentad War. When the Weave The last has happily chosen the downtrodden souls
Drought took magic from the hands of mortals their whose misery she revels in, and takes great pleasure in
coven infiltrated the City and began doing what Hags do compounding. Together they form the coven the locals
best, broker deals with beings whose wants outgrow whisper about as the Night Circle. The people are
their sensibilities. The hags have divided up the aspects terrified of the coven, though no real proof of its
of the city amongst themselves. Oma, is the Hag of the existence has ever been presented. They simply know
Downtrodden. She loves to dwell in the ruins of the city and understand that such things lurk in their shadows.
and walk through the sewers below. Oma usually takes Children are warned against making wishes, and adults
the form of Cynthia Duprang, a middle aged woman dare not speak dark desires out loud. Those who
from the lower aristocracy. Cynthia is an average commit dark deeds often watch over their shoulders.
looking human woman with dishwater blond hair with But the truth is, although the coven loves to take
small streaks of gray forming. She has dull green eyes, a advantage of such situations, and will happily bargain
welcoming smile, and the healthy, yet attractive, figure with those who desire their help, they are often far more
of a woman who has led a full life. Cynthia is extremely subtle than the citizens would imagine. They play long
disarming and pleasant to be around. games of influence and debt and have their claws deep
into the hearts of the people, who are oftentimes
completely unaware.
16 The Candle In The Window, July 2022
The Stolregard Barony

The Candle In The Window, July 2022 17


Deleran’s Crossing

18 The Candle In The Window, July 2022


Hull in Swiftmarsh

The Candle In The Window, July 2022 19


Inside the Wreckage

20 The Candle In The Window, July 2022


The Dark Root Cavern

The Candle In The Window, July 2022 21

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