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Frostmire and the Baron of Languish

Frostmire and the Baron of Languish is an Dramatis Personae


independent product published under the
Shadowdark RPG Third-Party License and Baron Brage Birchleg (Brag-eh)
is not affiliated with The Arcane Library, LLC.
Shadowdark RPG © 2023 The Arcane Library, Nine feet of lanky, strong limbs and
LLC. disproportionately large feet. A once friendly and
charming noble cursed with hideous appearance,
Written and Illustrated by Todd Jeffcoat sores and horrible tinea pedis. Application of
blood is all that assuages his pain and irritation.
Frostmire and the Baron of Languish is
appropriate for character’s of any level, but Personality: Neutral. Desperate and hopeless.
recommended for 3rd and 4th. (Naturally Hospitable and charming).
Fenos Glatar
Summary
Kindly priest. Concerned with helping Birchleg
One of the PC’s is cursed after a run-in with fey. rather than condemning him.
A terrible accident occurs at the chapel causing
a strange monster seeking release from its own Personality: Lawful. Warm hearted and devout.
curse to flee into the woods, leaving a bloody Melendrin the Magnificent
trail.
Placed the curse on Birchleg out of spiteful
Story jealousy. Now a ghost dwelling in the castle.
While blood assuages Birchleg’s suffering,
Baron Brage Birchleg was known as a Melendrin’s blood lifts the curse entirely.
charismatic and charitable noble, loved Personality: Chaotic. Childish and petty.
universally save for one individual.
Melendrin the Magnificent was jealous of
everything Birchleg had and insisted that were he
not so handsome, he would never be so popular.
When cursing Birchleg with horrible looks failed
to prove his point, he then afflicted him with
terrible sores hoping to sour his demeanor. When
this also failed, he afflicted the noble with terribly
itchy feet, causing him to stomp and kick wildly.
Melendrin, so pleased with his handiwork, died
of laughter at the sight of the baron and took with
him the hope of lifting the curse.
Birchleg became an unwilling hermit, his antics
tolerable only to the most mischievous of fey.
As the centuries passed, he lost hope that even
death would release him, becoming the Baron of
Languish.
Until one day, he saw smoke on the horizon…
Hook Set Up
PC’s awaken in Frostmire after a period of Sightings of a horrible monster have the town of
carousel. Whether the PCs were there to begin Frostmire in an uproar. It was seen in the early
with is another story. hours before sunup, fleeing into the woods to
the southeast. It left bloody footprints in its wake,
One PC at random is cursed with an causing the townspeople great duress.
embarrassing and inconvenient affliction after
having inadvertently or otherwise insulted a fey In the chapel, Fenos Glatar was preparing a
creature while carousing. Design your own or use scroll of revival, believing he could lift the curse
one from the following table: by slaying the creature, then resurrecting him,
• Your hair grows very quickly, dragging on the since all conventional methods had failed.
ground in a matter of hours. During its preparation, the creature inadvertently
• Swarms of birds follow you and perch on you stomped an acolyte to death. The blood coating
wherever they can. the creature’s feet seemed to assuage its
• Your teeth constantly fall out and regrow. suffering.
• A large worm with a human face grows out of
your forehead. It criticizes everything you do. Fenos agrees to lift the curse afflicting the PC
• Your flesh becomes highly magnetic. All metal if they swear to use his scroll to assist the poor
within close range gets stuck to you. creature, making good on the promise if they
• You laugh uncontrollably at the most return with some evidence of the deed.
inappropriate things.
Reaching Birchleg’s castle is a simple matter of
Investigation or intuition reveals that Fenos following the bloody footprints in the snow.
Glatar, the head priest of Frostmire chapel, is the
person to see for removing curses.

If the PCs Fail


If the PCs don’t intervene, townspeople arrive at the baron’s castle attempting to
slay him and dozens of lives are lost in the process. The cursed PC’s affliction
advances into a life-threatening condition.
Castle Birchleg Features
Forest Gnomes
Danger Level: Risky
Spies on PCs to discern their intentions. If
Encounters caught, beseeches PCs aid in getting rid of their
rivals, the Red Caps. Upon PC refusal, they
2d4 Encounter begin harrying them with hit and run tactics,
tripwire traps and cave-ins.
2 Helpful Fairy
AC 13, HP 14, ATK 1 rock (near) +3 (1d4), MV
3 Trickster Fairy near, S +0, D +3, C +1, I +2, W +1, Ch +1, AL N,
LV 3
4 1d4 Forest Gnomes
Vanish. While unobserved, teleport to a near
5 Roll Twice location you can see.
Sneaky. ADV on DEX checks for hiding and
6 Fairy Circle
sneaking.
7 1d4 Red Caps

8 Baron Brage Birchleg


Fairy Circle
Encounter Descriptions PCs unwittingly step into a fairy circle and are
teleported to a random location on the table
below.
Helpful Fairy
1d12 Location
Advises PCs not to fall for the tricks of other fey 1 Entryway
in the area. There are no magical puzzles or
riddles to solve. Aside from the occasional fairy 2 Dining Room
circle and the castle’s strong connection to the
fey realm, it’s perfectly mundane. 3 Foyer

4 Library

5 Patio

6 Sunset Room

Trickster Fairy 7 Pantry

8 Kitchen
Encourages PCs to waste time trying to solve
the library’s riddle of organizing its books in the 9 Grand Hall
proper order to open a portal to Birchleg’s realm
in the Feywilds. 10 Sitting Room

11 Master Bed

12 Balcony
Red Caps

Issues an ultimatum to PCs: Help them capture a


gnome to throw to Birchleg and watch him stomp
it to death or they take one of the PCs instead.
AC 14 (leather) HP 15, ATK 1* dagger (close/
near) +3 (1d4), MV near, S +0, D +3, C +1, I +1,
W +1, Ch +0, AL C, LV 3
Keen Senses. Can’t be surprised.
Backstab. Deals x2 damage against surprised
targets.
Bloodlust. Whenever 4 or more damage is dealt,
get an additional ATK.

Baron Barge Birchleg

Stomping feet can be heard long before Birchleg


is seen. He is nearly impossible to understand or
contain.
AC 9, HP 46, ATK 2 kicks +4 (1d8), MV near, S
+4, D -1, C +3, I +0, W +1, Ch -2 (+3 natural) AL
N, LV 9
Regenerate. Regains 2d6 HP on its turn.
Trample. If both kicks hit the same target, deal
2d6 extra damage.
Haphazard. Only 2:6 chance to target the same
opponent for each ATK.
Sleep Susceptibility. Affected by the sleep spell
as if LV 2 or lower for 1d4 rounds.
Castle Areas Talking Points
• He is pleasantly surprised to have company
Unless otherwise noted, scripted encounters who aren’t fey.
behave the same as their random counterparts. • States that he had every intention of removing
the curse after that evening’s meal, but was
Approaching the Castle unable to for obvious reasons.
Hidden by the surrounding forest is a small • Divulges that his blood is the key to removing
castle laying in ruins. Nature has reclaimed large it.
sections and only one of the several towers • He doesn’t know if death and resurrection will
remains standing. remove the curse, but he doubts it.
Convinced that lifting the curse is key to releasing
There are three entrances from the courtyard. his spirit, he agrees to assist the PCs in that
The main entrance in the front, one to the east
endevor.
and one to the west.
The balcony at the south of the castle overlooks Area 4: Library
a deep chasm. It can be reached with a DC 15
climb check. Door. Unlocked.
2d4 Trickster fairies are present, laughing as
Area 1: Entryway they constantly rearrange the order of books.
Broken double doors lead to a small welcome They flee at any sign of hostility.
room with more broken doors on the opposite
side. A frost-covered circle of mushrooms lines Treasure (XP 3) golden bust of a handsome
the interior. noble (300 gold, 2 slots).

Area 2: Foyer Area 5: Patio

A mix of giggling, cursing and stomping can be This patio offers a clear view of a creek flowing
heard from all around. The faint echoing effect into a tranquil pond and the tower to the south,
makes it difficult to ascertain where any of the where Birchleg’s stomping and wailing can be
sounds are coming from. heard with clarity.
Climbing the rubble to the tower requires a DC 12
Debris and wild flora impede the passage south.
STR or DEX check.

Area 3: Dining Room Area 6: Sunset Room


A broken table, scattered chairs and dishes. This
Once serving the purpose of viewing splendid
dining room hasn’t been used to serve a meal for
sunsets, the window in this room has long been
a very long time.
shattered and the view blotted out by vegetation.
Melendrin’s ghost frequently visits the location
A table flanked by rotted, wooden chairs has
of his death. There’s a 3:6 chance he is present.
recently been set for evening drinks.
Treasure (1 XP) upon the table is a silver platter
(40 gold), two wine glasses (5 gold each) and a
bottle of fine wine (80 gold).
Area 7: Pantry Area 11: Master Bed
1d4 Helpful fairies toil happily away organizing This room is worse than any other in the castle.
platters of delicious desserts, transmuting the old, Broken furniture, putrid odors and ground piles of
rotten ingredients into fresh baked goods. blood and gore.
If the PCs are friendly, the fairies inform them that A trail of gore leads up the stairs to the southeast
they often use the sleep spell to give Birchleg of the room.
momentary reprieve.
Area 12: Balcony
Area 8: Kitchen Overlooks a deep chasm, offering certain death
Stone tables, cabinets, chairs, pots and pan have to those who fall in.
been stacked into barricades and temporary
housing. 2d4 Forest Gnomes take cover as PCs Area 13: Garderobe
approach and demand to know their allegiance.
Entering the room puts the PCs in the middle of a
If the PCs agree to help, the gnomes offer the fairy circle.
Cask of Abundant Sundries for driving out the
Red Caps
Upper and Lower Floors
Treasure (XP 3) The Cask of Abundant Sundries
(300 gold).
Wine Cellar
Cask of Abundant Sundries
If Melendrin isn’t encountered in the dining room,
Benefit. Once per day, you may place a he is in the Wine Cellar.
consumable item in the cask and utter its
command word to duplicate the item. Doesn’t
Second Floor Balcony
work on duplicated items.
This balcony overlooking the Grand Hall is fifteen
feet above it.
Area 9: Grand Hall
This is Red Cap territory. 2d4 Red Caps take Private Tower
up defendable positions all around the PCs and
make their demands. Where Baron Brage Birchleg spends most of
his time languishing away. If he hasn’t been
If the PC’s bring the Red Caps a gnome, they are encountered until now, he is here.
offered a Bloodstained Cap.
Treasure (3 XP) Bloodstained Cap (300 gold) Conclusion
Bloodstained Cap If Birchleg is slain then resurrected, there is a 3:6
Benefit. As long as the cap has been drenched in chance that his curse is lifted.
blood that day, its wearer makes melee damage Resurrecting Melendrin with Fenos’ scroll, then
rolls with ADV. covering Birchleg with a cup full of his blood
removes the curse. Melendrin agrees to this
Area 10: Sitting Room willingly.

A rotten smell hangs in the air in this room full of


broken furniture and stacked refuse.

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