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Tenarlian - The Longest Night

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0% found this document useful (0 votes)
2K views34 pages

Tenarlian - The Longest Night

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 34

1

Credits
Story Designer - James Crane
Editor - Jen McDonnel
Art Director - Brad Kishbaugh
Graphic Designer - Julia Focht
Cartographer - Brad Kishbaugh
Project Manager -
James Crane
Brad Kishbaugh
Product Engineer - James Crane
Playtesters -
Emily Kamm
Jeszika Le Vye
Justin Giuliana
Hannah Bown
Logan Hale
Interior Illustrations -
James Sinclair,
Jeszika Le Vye,
Some artwork © 2015 Dean Spencer, used with
permission. All rights reserved.
ID 4319887 © Sergey Markov | Dreamstime.com
Some artwork © 2016 W. Fraser Sandercombe,
used with permission. All rights reserved.
Illustration 140394564 © Kalenka8 - Dreamstime.
com, On the Cover
ID 113712823 © Evgenii Kazantsev | Dreamstime. “A demonic moon rises over an otherwise tranquil
com holiday scene. A single light shines from a window
on the top floor of the house, a contrast to the
darkness and stillness of the rest of the house and
surrounding snowy landscape.” Illustration by
James Sinclair

Publisher’s Notes
This adventure was over a year in the making.

The majority of the writing was done in three days. The idea for it was so strong in my mind, it had to get
out onto paper. LIttle did I know that those three days would only be the beginning.

There were a lot of rough edges to hammer out and the materials just kept improving over time. The PCs
took on lives of their own and Brad made a killer map for what was in my head. James Sinclair made my
visions of monsters into a reality and Jeszika Le Vye helped us with so many loose ends. It would have been
impossible without Jewlia Focht’s layout help, which has made this book look great.

I’m so lucky to know these people and to have been able to watch them put their hands into my creation.
They did amazing things and I couldn’t be happier with what came of it.

Have a Grim Dark Holiday, y’all.

This material is protected under the copyright laws of the United States of America. Any reproduction
or unauthorized use of the material or artwork contained herein is prohibited without the express
permission of Crumbling Keep LLC.
Published in the USA. ©2019 Crumbling Keep LLC, 2032 SE Ankeny St. Portland, Oregon 97214, USA.
1
Table of Contents
Introduction
• Content Warnings 3
• Set up 3
• Current State of Affairs 3
• History 4
The Quest
• The Elgolor Household 5
• Time Keeping 6
• Welcome the Players 6
• Player Map 7
• GM Map 7
• Map Key 8
• Final Confrontation 12
• Conclusion 12
Appendix
• Tables
• Random Encounters 13
• Random Events 13
• Creature Stats
• Axilya’s Sin 14
• Bak Spider 15
• Bakzulian 16
• Chimzu 17
• Elven Servant 17
• The Hurgdin 18
• Player Characters
• Amadion Essifect 19
• Cyrindelle Elgolor 21
• Illivand Turin 23
• Leaf ’s Dew 25
• Polnus Ovron 27
• Valund Brinelle 29
• Map Handouts 31,32
• Legal Information 33

Monsters named in bold print can be found in either the SRD or one of the core rule books of the 5th edition of the world’s
most popular pen and paper RPG.

2
Introduction
Axilya Elgolor, matriarch of the Elgolor family, lies slowly dying in her bed. It is the longest night of the
year, known to the Elves as “Tenarlian.” In the demon-spawned world of Samsarras, this night calls for grim
celebration. The Elves do not speak this eve, spending it in silence, huddled in dimly lit rooms. It is said
that demons lurk in the darkness of Tenarlian and it is best to pray in silence so that you may escape their
notice.
The Elgolor family is about to discover just how true this is.

Content Warnings The PCs


Tenarlian contains the following references. As this module is meant to be run as a one-shot,
it includes a number of premade player characters.
• Child Abuse (Monsters targeting children) Each one has detailed information not known to
• Eating Disorders (Fasting, Gorging) the other players. This provides them with pieces of
• Violence history that will encourage roleplaying as they share
• Violent imagery what they know.
• Death
• Disease If you wish to use other characters, by all means,
• Blood feel free. Be warned that this particular module was
• Gore designed to be grim and deadly, so things might
• Depression not end well for them. As the GM, you may have to
• Intergenerational Trauma figure out creative reasons why these characters are
• War there and why they know some of the information
• Self Harm available to the pregenerated PCs

This is a grim dark module, which means extra care should It is suggested that you have the players choose
be taken when playing it. Exploring dark themes and horror their PCs before game time so they may have time
can be fun, but only if table safety is a top priority. These to familiarize themselves with their background if
things don’t keep you from engaging with content; they exist desired. Let them read only the character they have
so that you can. Monte Cook Games consent in gaming has chosen. Doing otherwise might reveal information
an excellent consent form and Gnome Stew is a great place they should not have.
to learn about ttrpg safety tools. Take a moment to explore
these links before succumbing to the darkness of Samsarras. A note on gender: If a player would rather have their PC be
a different gender, change it. It’s as simple as that. Everyone
montecookgames.com/consent-in-gaming should respect the gender choices of the rest of the players.
gnomestew.com/adding-safety-tool
Current State of Affairs
What is this? It is Tenarlian, the longest night. This is the equivalent
The Isles of Samsarras is a fantasy RPG world created of the winter solstice on Earth. The PCs have gathered
by Crumbling Keep Productions. It was a world at the house of Axilya Elgolor for various reasons. As
created by Demons long ago, though Dragons have they all go about settling in for the night, unexpected
driven them out and become the new lords of the guests appear in House Elgolor.
Isles. There are still shadows in the land, however.

This adventure, for 6 players and a GM, takes place


in Dane Caelen, the capital city of the Elves. You can
find a campaign’s worth of material for Dane Caelen
at CrumblingKeep.Com. Most of it is free, though
the rest can be accessed by signing up for our patreon
at patreon.com/Crumbling Keep

You can find out more about Samsarras at www.


CrumblingKeep.com. We also have a biweekly
podcast set in this world. You can find it on Itunes or
your favorite podcast app by searching for “The Isles
of Samsarras.”
3
History
Axilya Elgolor is the matriarch of the Elgolor family. Two and a half centuries ago, her husband, Demuna
Elgolor, died from a mysterious illness. Elves generally do not get diseases, as the other short-lived races do.
Unknown to Axilya, the disease was sent by the demon Bakzulian.

When Demuna died, Axilya was stricken with grief. Bakzulian visited her in that moment, promising that
they could show her how to bring back her beloved, and he would be with her as long as she lived. These
things are never free, however. Bakzulian promised that they would one day return to collect their payment:
Axilya’s body and soul.

There was no funeral for Demuna. Axilya sequestered herself to her chambers, allowing only a select few
workers to enter. These strange looking elves, with sunken eyes and bony faces, came bearing stone and
other building materials. They did not speak and none knew from where they came. Axilya would not speak
to anyone and, as such, the family thought her grief had driven her mad. They were not necessarily incorrect.

One day, the strange elves stopped coming. Axilya emerged from her chamber, though she had changed. The
matriarch had become agitated and short in her manner of speech. Her skin had taken on an unhealthy hue.
A wall was constructed in her chambers, dividing them in half. A door of mirrored glass was set into it. She
forbade anyone to ever be allowed entrance, and refused to answer questions about it.

Bakzulian had told her how to construct this room, and provided the workers for the labor. Inside it, Axilya
bound the soul of Demuna to his partially decomposed corpse. He cannot move and can only speak in
whispers. He wishes for death, as this existence is torturous for him, but Axilya greedily keeps him alive so
that she may visit him whenever she wishes.

Afterwards, Axilya handles house business poorly and is overly terse with guests and family alike, leading
to a decline of her house. Once held in
high esteem by the noble families of the
city, House Elgolor is pitied at best and
avoided by most. This is evident in the
house’s crumbling decor: swollen doors
that do not close, stained tapestries,
scratched wooden furniture, and grease-
filmed windows.

Around a year ago, Axilya came down with


the same illness as her deceased husband.
Her family expects her passing any day
now. It has projected a particularly dark
cloud on this Tenarlian, making the grim
holiday all the worse. It also happens to be
when Bakzulian has returned to collect
on Axilya’s debt.

4
The Quest
The Elgolor Household
This is a list of the persons in the Elgolor Household. Provide the players with this information before the
game. All of the PCs are familiar enough with the house that they would know these people.The Elgolor
family is about to discover just how true this is.

• Axilya Elgolor (She, Her)- The Matriarch of house Elgolor. She lays in her chambers on the top floor,
likely dying.
• Axilan Elgolor (He, Him)- The youngest child. He fears the dark and the stories he’s heard of Tenarlian.
• Gondelle Elgolor (She, Her)- Axilan’s older sister. She is the middle child with Cyrindelle being the
eldest.
• Tadion Elgolor (He, Him)- Son of Axilya and father of Cyrindelle, Gondelle, and Axilan. He is fond of
an evening glass of wine before bed.
• Myrinor Elgolor (She, Her)- Wife of Tadion and mother of the children. She came from the borderlands
on the Isle of Winter.
• Demuna Elgolor (He, Him)- Axilya’s late husband. He has been dead a long time now.
• Clerin Trivis (He, Him)- Clerin has been hired by the Elgolor family to look after Axilya in her final
days. He has rarely allowed her any visitors.
• Cyrindelle Elgolor (PC: They, Them)- Eldest child of Tadion and Myrinor. They have recently returned
from war.
• Amadion Lynier Essifect (PC: He, Him)- A stern and grim elf priest who has come to attend to
Axilya in her dying moments.
• Illivand Turin (PC: She, Her)- A mysterious Dezeldenian who has arrived at the manor for unknown
reasons. Axilya commanded they have room and board before her illness worsened.
• Leaf ’s Dew (PC: They, Them)- Leaf ’s Dew is a courtesan from House Earth charged with looking after
the children on this night.
• Polnus Ovron (PC: He, Him)- A Godsinger, renowned for his bladecraft. He has been hired to stand
guard outside the children’s room this eve.
• Valund Brinelle (PC: She, Her)- Valund is Elgolor Manor’s cook, though it is rumored she had another
life before that.

5
Time Keeping
Elgolor Manor changes as the night goes on and it falls further under demonic sway. When the PCs leave
area 20, place a d20 on the table with the 20 side facing up. Every time the PCs exit the room, change the
dice so that it counts down by one (i.e. a 20 becomes a 19, a 19 becomes an 18. etc.) If they take a short
rest, countdown the dice by five. If they ever take a long rest, the demons will have killed all the NPCs in the
house and have left by the time the rest is finished.

Below is a table that coincides with the dice to show how the passage of time effects the house.
20. Set the dice on 20 when the PCs leave area 19. If they don’t go there early in the game, place the dice
when you feel appropriate.
18. An inuman howl sounds from the top floor, rattling the house.
16. The hallway in area 14 has entrails snaking along it’s southern wall, originating at the door to area 16.
12. Blood is spreading across the floor of area 2, making it difficult terrain. It begins at the door to area 11.
10. The hallway in area 14 has entrails covering all it’s walls. They must be hacked away before entering a
room.
7. Another howl sounds from the top floor, louder than before. The PCs must make a DC 10 Dex Save or
take 1d6 points of Bludgeoning Damage as parts of the ceiling fall due to the house shaking.
5. The door blows off of area 11. A sound like a chorus of children crying comes from inside. All of the Bak
Spiders listed in the description of area 11 area already present in the room.

If the players have already slain all the Bak Spiders here, then only the door blows off.
3. The bones on the door in area 23 crumble, leaving the door able to be opened. If Illivand is still alive, she
sees it in her mind’s eye.
1. Axilya dies. Bakzulin has procured what they came for. The fleshy opening in area 11 begins to suck all of
the demonic things back into it at a very quick rate. The PCs must make either a DC 16 Athletics Check to
hold on, or a DC 17 acrobatics check to dodge debris as they too are sucked toward the hole. Failue results
in 3d6 Bludgeoning Damage.

They have lost. The demons have won. The family members are hurt at the very least and possibly dead.

Welcome the Players


Each character has a backstory that also details their starting position in this quest. You can find these on
page 20. It is a good idea to provide the players with this information before the game so they have time to
familiarize themselves with the characters. For ease of reference, the PCs’ starting positions are summarized
below.
• Amadion Lynier Essifect kneels in the guest room by the bed, praying, in area 18.
• Cyrindelle Elgolor lays awake in his old bed in area 17.
• Illivand Turin stands in the main hall in area 2.
• Leaf’s Dew is soothing the youngest child’s head in area 18.
• Polnus Ovron stands guard outside the doors to the childre9’s rooms on the balcony in area 21.
• Valund Brinelle is on the stairwell in area 12, carrying a bottle of watered wine to Axilya Elgolor

Characters have all their equipment with them and are ready for what may come. It is not wise to be
unarmed during Tenarlian.

Begin the game by reading the following text.

Your vigils are suddenly broken as the entire house shudders. It is a terrifying few seconds, yet it quickly
subsides without any explanation. A deep silence punctuates what came before as your brains reel to make
sense of what happened. You do not have the time for reason, however, as a scream sounds from Gondelle
Elgolor’s room.

6
Player Map

GM Map

Handout maps on page 31/32

7
#1 Antechamber #4 Dining Room
A few worn wooden chairs and side tables adorn A single sizable oaken table dominates this space.
this small room, as well as a painting of Axilya and An unused stone fireplace sits against the west wall,
Demuna and some potted plants of various sizes. a small stack of wood by it. Roll on the random
Roll on the random event table. encounter table.

#2 Grand Hall #5 Larder


This is the main hall of House Elgolor. Its grey The wooden shelves are stocked with all manner
walls are adorned with tarnished brass sconces and of foodstuffs. Wheels of cheese adorn the shelves,
old tapestries depicting proud moments in Elven as well as cloth covered jars. Onions and garlic hang
history. Two long tables flank a central soot covered from strings. A DC 12 Investigation Check finds 4
fire pit, which is currently unused. A third table bottles of red liquid. They are healing potions.
sits by the west wall, reserved for Axilya, her dead
husband, and her immediate children. The tables
are laden with pitchers of water, fruits, bread, and
#6 Kitchen
A DC 15 Perception Check reveals shuffling and
cheese (reserved for tomorrow’s celebration.) This
chewing noises from inside. Entering the kitchen,
is the starting point of Illivand Turin.
the PCs find the Pantry maid and Steward devouring
food at an extremely rapid rate. Their faces are
If any of the players’ characters return to this area
ravenous and their stomachs bulge obscenely. They
after Illivand leaves it, the cheese and bread have
tear bread and chunks of meat with their bare hands,
molded and the water has turned to a brown sludge.
stuffing it into their faces, barely bothering to chew.
The fruit is mushy and laden with fat green flies and
Anyone spending any amount of time in this room
maggots. Roll on the random encounter table to see
must make a DC 13 Wisdom Save or begin to
what monstrous thing has taken up residence here
follow suit, unable to control themselves. For each
in their absence.
minute a PC spends eating in such a fashion, they
must make a DC 18 Constitution Save or suffer a
#3 Sitting Room level of exhaustion. If a PC attempts to stop another
There are two wooden chairs that were once of character from gorging themselves, they will actively
the highest quality separated by a small round table. resist, forcing them to grapple.
A wine glass lays upon it, tipped over, its contents
dripping red onto the thin carpet. In one of the chairs Anyone pulled from the room will continue to try
is Tadion Elgolor, father of Cyrindelle. He shakes and break free and return to it, but they may make
uncontrollably, a look of madness on his face. In a another save to try and resist the effects of the room
state of shock, he just repeats, “It knew her name! It every minute they spend away.
knew her!”

A PC can make a DC 14 Persuasion or


#7 Servant’s Quarters
The Servants in them are currently lying in their
Intimidation Check to calm him enough to talk.
beds, their eyes and mouths covered in thick webbing.
Here is what he knows:
If released, they’ll wish to stay in their quarters and
cower. If the PCs somehow convince them of another
• A strange, wolf-like beast approached him in the
course of action, all of their checks will be made at
room. It spoke, telling him that this was now
disadvantage due to fear. The following Servants
Axilya’s choice, and she must honor the bargain.
live in these rooms: Nanny, Footman, Butler, and
It then stalked out of the room.
Constable.
• After Demuna died, Axilya (his mother) would
not leave her chambers for months. During that
Each room is adorned with a mat for sleeping and
time, there were only three strange elves that were
a small simple chest for the personal possessions of
allowed to enter. They had sunken eyes and bony
the Servants.
faces. They carried tools and stone. A stone wall
and mirrored glass door has been constructed in
her bed chambers. When his mother finally did #8 Valund’s Room
emerge from her chambers, the strange elves This room is Valund’s room and is adorned in a
were never seen again. such a way as fits her station. Roll on the random
• During her recent sickness, she would stare at event table if you’d like.
the door and call for his father (Demuna). It
tormented poor Tadion.

8
#9 Wash Room how it contracts as they reach into it. Draw out the
A stone wash tub is full of brackish water, buzzing experience.
with flies. The clothes that hang from the room’s
many hooks are stained in blood. Anyone looking They’ll likely try and figure out other ways to
into the washtub must make a DC 17 Wisdom retrieve the key than reaching into it. Arbitrate as
Save, or suffer 2d6 Psychic Damage, as they see necessary.
their own dead face stare back at them. A successful
save takes half damage. #12 Grand Stairwell
This stairwell connects the first and second floor.
Valund begins here.

If the PCs return here after Valund leaves, you


have the option to roll on the random event table to
harry the PCs. You may also ignore it for the purpose
of moving the game along.

#13 Servant’s Stairwell


Though the Servants of the Elgolor household
are not mistreated, they are expected to be neither
seen, nor heard when moving about the estate. Thus,
they must use the staircase in the back hallway, away
from the attention of their social betters.

#14 Indoor Balcony


This walkway loops around the second floor of
the grand hall. The central area is open to the ground
floor, and a simple railing lines the walkway. 1d6
Bak Spiders run about the hallway floor and ceiling.

#15 Library
This room emits a terrible scent of mold when the
door is opened. The books are all covered with dark
mildew with the occasional white fungus sprouting
#10 Empty Room from them. Spores can be seen with the naked eye,
This room is empty, a large hole in the wall.
drifting through the air. The oak bookcases look
Players looking out the hole see the body of a guard
about to crumble.
lying in the yard, as well as the contents of the room
strewn about the yard, as if an explosion happened.
In the midst of this, on his knees on the floor,
Snow falls softly in the courtyard, the city of Dane
is Clerin Tryvis. The caretaker has his head in his
Caelen outside completely silent. If not for the grim
hands as he mumbles and occasionally squeals,
visage, it would be peaceful.
rocking back and forth. He does not notice the PCs
if they approach, unless they make physical contact.
#11 Chapel If they do so, he’ll raise his head to look at them. His
This hall is a giant rib cage covered in viscera and face is crisscrossed by scratches that drip blood. He
meaty flesh. At the far end is a fleshy opening. A key screams and then quickly begins to explain, though
of bone protrudes from it, but is immediately sucked his madness leaves him incoherent.
in when the PCs enter the room. Four Bak Spiders
already scuttle around the room. The opening will He will remark on the following things:
emit 1d8 more Bak Spiders during the encounter • Bakzulian guided him here. He spoke with Clerin
at the rate of 1d4-1 a turn on the spiders’ initiative, in his mind.
until the total number is met. Having the players roll • Clerin became the caretaker on the demon’s
the 1d4 can add excitement to the encounter. orders. He was to wait until Bakzulian told him
what to do.
Reaching into the opening to retrieve the key is
perfectly safe, though the PCs shouldn’t feel that
way. Describe its slimeyness and fleshy feel. Mention

9
• Earlier tonight, he killed the guard. He wept as A tapestry on the wall displays the Elgolor family
he arranged his entrails in the pattern shown to crest.
him by the demon. He was the one who brought
them all here. This room is protected from demons by literal
divine intervention from Amadion’s god. Evil beings
Clerin uses the same stats as an Elvish Servant. can not enter here. This is a safe place for PCs and
NPCs.
#16 Linen Closet
The linens are all torn and shredded, lying on #19 Axilan’s Room
the ground. On the floor along the back wall are This is the bedroom of Axilan Elgolor, Cyrindelle’s
the grisly remains of a guard. Her entrails are nailed youngest brother. Axilan is terrified of the screams.
to the wall in such a fashion that they make arcane While afraid, he still begs Leaf’s Dew to look after
symbols around a glowing, swirling pool of blue his sister.
energy.
A Note on Why There are no Stats
A successful DC 18 Arcane Check reveals that for Children
this is a portal to the Sribinet, the realm of demons No Stats have been provided for the younger elf siblings.
that exists alongside Samsarras. Stepping through Their fates are not left to a string of numbers assigned to
the portal subjects the PCs to a terror their minds
them. The children need never die. They have as many Hit
Points as you need them to.
were never meant to comprehend. They suffer 5d8
Psychic Damage. A DC 16 Wisdom Save halves
the amount. #20 Gondelle’s Room
This is the bedroom of Gondelle Elgolor, sister
You push your way into the portal. of Cyrindelle. It contains a single bed and a dresser.
At first, it feels like you are moving throw clinging One door goes to the balcony overlooking the city,
strands of noodles that don’t want to let you pass. the other goes to the hallway in area 14.
Then, all at once, there is a pop. It feels like your
mind is torn from your body, only to be assailed Currently, Gondelle Elgolor is in her bed,
by razors and a thousand pained wails. You try surrounded by a cocoon of green eldritch energy.
to weep, but there is no connection to your body. A tendril of this energy connects to a severed elk’s
You can not scream, you can not act. This is the head on the floor. This is The Hurgdin. It curses in
Sribinet, the realm of the demons. It is terrifying the ancient language of Shilan as it sucks the energy
in how alien it is. You feel like a child, afraid of the from the child using Connected Until Death. The
dark, except that the dark has actually found you. tendril may be severed instantly with a successful
attack roll.
Something impacts your back and your
breath is driven from your body. Slowly, you open
up your wet eyes to see the ceiling of the linen closet, #21 Outdoor Balcony
the blue portal still spinning in front of you. This balcony overlooks Dane Caelen and the
courtyard of house Elgolor. It is twenty feet in the
air. A soft snow is falling.
#17 Cyrindelle’s Room
Cyrindelle Elgolor’s old (and current) bedroom.
An old pendant bearing Drugar’s Holy Symbol lays #22 Tadion’s Room
beneath a floorboard at the foot of the bed. The room This is the bedroom of Tadion Elgolor and his
contains a simple bed, a dresser, and a small table wife, Myrinor. The bed has been overturned onto
with a wash basin on it. the floor and the dresser lays on its side, spilling
its contents onto the floor. Tadion can currently be
found in the sitting room.

Myrinor is waving a makeshift torch back and


forth, attempting to ward off three Bak spiders
with some success. If she survives the encounter,
she is extremely thankful to the PCs. She tells them
she has dreamed of the mirrored glass door. In her
dream, she hears wailing and moaning coming from
#18 Guest Room the other side. She never sees her reflection in the
This bedroom is where Amadion is staying.
glass.
There is a table and washbasin, a bed, and a dresser.
10
She then digs in her wardrobe until she produces soul in what was left of his body.
a ring. When she was young, she had a wild elf • Demuna has been in that room ever since, and
friend. Her friend gifted her this ring and promised that is why Axilya would never let anyone enter
it would protect her from demons. it.
• They have come to collect on their debt, but
If asked about the location of her husband, Tadion, Axilya will not agree to come willingly. If the PCs
she reveals that he went to have a glass of wine. kill her, Bakzulian promises to leave and take the
other fiends with them. The rest of the family will
Myrinor uses the same stats as a Servant. suffer no more for her agreement.

Bakzulian will not willingly allow the PCs to


harm Demuna in area 25. The demon will continue
to try and convince the PCs to kill the matriarch. This
is a great thing to play with. Bakzulian should feel
untrustworthy. Remark on how they skulk around
the chamber, moving from shadow to shadow. Their
#23 Attic Stairwell voice is a low hiss. The snakes on their back waver
This stairwell ends in a door that goes to Axilya’s
hypnotically.
chambers. Currently, it is covered in bones, as if they
somehow grew around the door. In the center is a
If the players do decide to kill Axilya, Bakzulian
strange skull with only one eye. The eye socket is in
keeps their word. They leave, as do all the other
the shape of a key hole. Inserting the bone key from
monsters in the house. However, they leave the
area 11 into the eye makes all the bones fall away,
Axilya/Demuna hybrid monster, Axilya’s Sin,
revealing the unlocked door behind it. The bones
behind. If they will not kill her, Bakzulian has no
will not take damage from any weapon.
use for them and will attack.

#24 Axilya’s Room If they fight Bakzulian, Axilya dies due to her
This is Axilya Elgolor’s personal bedchamber. disease anyway, giving one last shuddering breath.
It is a scene of opulence decaying. A four-post bed
dominates the room, though the fabric that hangs
from it is stained and torn. A small wooden desk,
caked in the remains of melted candles, sits against
a boarded up window. Soot covers the walls, though
it seems that the chandelier hanging from the
ceiling has not seen use in a long time. The wooden
wardrobe is open, its door leaning on the wall beside
it. The clothing inside is in disarray, laying in heaps
on the floor. The only thing that is clean is the
mirrored glass door. It reflects the bright light from
the fire that burns in the ingle, as it was thought too
dangerous to leave Axilya without heat.

The matriarch lies in the bed under many blankets.


Her face is deathly pale, and her breath comes in
ragged gasps. She is completely unresponsive. Lesser
or greater restoration does not work, as her disease
is not natural in origin. It would have to be coupled
with a dispel magic spell as well.
Pacing the floor is Bakzulian. The demon has
come to collect their debt. They are willing to tell
the PCs all about it.

• Axilya agreed to give her body and soul to


Bakzulian in exchange for them bringing back
Demuna, her dead husband.
• Bakzulian sent demons in the guise of Elves to
build the wall in her chamber. They created a
special holding area that entrapped Demuna’s
11
#25 Secret Room #26 Courtyard
The mirrored glass door opens easily. In contrast The courtyard is pristine, the fresh snow fall
to the rest of the house, this area is immaculate. being undisturbed aside from the carnage in area 10.
Fresh candles adorn all the sconces along the walls. If the players enter the courtyard, they should
The carpet is thick and clean, untouched by the begin to hear numerous screams from inside the
muck in the rest of the house. A large, raised, stone house. It should be apparent that things are getting
slab sits in the center of it, upon which is Demuna’s worse in their absence. If they leave the property,
partially decayed body. It will speak to the PCs in a the rest of the family dies, and Bakzulian gains
hoarse whisper if they get close. everything they sought. They are poor heroes indeed.
“Release me! Kill me!”
You may roll on the random encounter table as
they wander the courtyard as many times as you feel
appropriate.

The Final Confrontation


There are a few ways this could play out. First, the players decide to kill Axilya. If this happens, Bakzulian
leaves, as do the rest of the monsters in the house. A few moments after that, the mirrored glass door will
burst open, revealing Axilya’s Sin. The abomination will try to kill the PCs, of course.

Secondly, the players could decide to fight Bakzulian. If they manage to kill the demon, they are granted a
moment’s peace as they hear Axilya have her last shuddering breath and die due to the disease. At this point,
the mirrored glass door will slowly swing open, revealing Axilya’s Sin.

Once Axilya dies, her body disappears from the bed. Demuna will no longer be found in area 25. Only
Axilya’s Sin will be there now. Feel free to have Bakzulian whisper to them from beyond the grave, if the
PCs have killed the demon. They can serve to make this more ominous. Axilya and Demuna have been
joined together forever, just like Axilya wanted.

The Conclusion
There are no great rewards for killing Axilya’s Sin, other than survival. The monster’s death, coupled with
Bakzulian’s departure or death, has saved the family line, though it will forever remain blemished.

The next day consists of the promised festival, as the rest of Dane Caelen know nothing about what happened
within the walls of House Elgolor. See the Tenarlian sidebar to see what that entails.

At least some of the PCs have lived. Demons have been driven back to their own realm. A new day dawns,
and the living celebrate. This will have to be reward enough.

12
Random Encounter Random Events
Roll 1d6 Roll 1d6
1: 1d8 Bak Spiders 1: Horrible visions assail the eyes of a randomly
2: A Vrock skulks about as if searching for something, chosen PC. They are affected by an Illusionary fear
overturning furniture. It seems to not notice the spell, believing another randomly chosen party
PCs. It rolls initiative and disadvantage from being member to be the source of their fear.
distracted.
3: A Chimzu by the name of Iln inhabits this room. Illusionary Fear
It pretends to have come here to stop what is 3rd-level illusion
happening, claiming to work for a different demon Casting Time: 1 action
lord. Iln will betray the PCs at the most inopportune Target: One randomly chosen party member
time. Duration: Up to 1 minute
4: 3 swarms of centipedes inhabit this room. A phantasmal image of the victim’s worst fear is
5: 1d12 Quasit inhabit this space with half being projected into their head. They must succeed on a
invisible. DC 15 Wisdom Save, or drop everything they are
6: Nothing happens. carrying and become frightened for the duration.

While frightened by this spell, a creature must take


the dash action and move away from that area by
the safest route possible on each of its turns unless
there is nowhere to move. If the creature ends its
turn in a location where it doesn’t have line of sight
to its original starting square, the creature can make
another DC 15 Wisdom Save. On a successful save,
the spell ends.

2: A randomly determined PC happens to see their


reflection in a mirror on the wall. The reflection
suddenly takes on a life of its own and spouts a
warning before becoming just a normal reflection
again. (i.e. “They come to collect on her debt!” “Give
her to us and we leave you for now.” “There is no
hope. There is no tomorrow.”)

3: An inhuman howl sounds from somewhere on the


top floor. The entire building shakes.

4: Axilan Elgolor, the youngest of Cyrindelle’s


siblings, has found his way here. “I was scared,”
he says to the PCs, unaware of the 4 Bak Spiders
crawling up from behind him.

5: The walls here have become fleshy. A green ooze


comes from small orifices in it. Touching it requires
a DC 14 Constitution Check or the PC becomes
poisoned for the next minute and suffers 1d10
points of poison damage.

6: Nothing happens.

13
Axilya's Sin is the combination of Axilya and her
husband Demuna. Demuna's pained face has
been affixed to her midsection, peering painfully
out of her stomach. The body is obscenely
proportioned, with abnormally large arms that
reach to the ground. Axilya's face threatens her
victims while Demuna's unceasingly moans in
agony.
Obscene Abomination
Anyone gazing at Axilya's sin knows it is
unnatural. Whatever mortal parts there were
of Axilya and Demuna are gone, leaving this
hideous monstrosity in its wake. It has no
ambition other than to kill.
Bakuritan's Progeny
Axilya's Sin is despair put into flesh. It's
pained wailing makes the heart sink and
fills the soul with unmitigated sadness.
The aberration will take anyone down
with it that it can.

14
Bak Spiders are hideous to behold. They appear as the
mummified face of an elf with its eyes sewn shut. Their
mouths hang open, housing a spider’s compound eye
from which they see. From the remains of its greasy
hair and leathery skin sprout 8 chitinous legs. They lack
anything more than animal intelligence, making them
that much more disconcerting.
Great Deceivers
The Bak Spiders can produce a sound much like that of
a small child laughing or crying. They will often times
use this to lure humanoid prey to them where they can
attack it from the shadows.
An Unholy Sound
The true eyes of a Bak Spider are a terrible sight,
rendering the mind unable to function. A group of the
spiders will descend upon the paralyzed victim, feeding
on its flesh while the target still lives.

15
Bakzulian is the progeny of Bakuritan, Demon goddess
of despair. Their earthly form is that of a wolf with
antlers and numerous snakes growing from their back.
They are often sent as the Goddess’ envoy, brokering
deals with those stricken with grief.
Deal with a Demon
Bakzullian has no true will of their own, living
only to serve Bakuritan. When mortals are
afflicted with despair and sorrow, Bakzullian
will be sent to offer them a better way. Often,
as with any demonic deals, what the mortal
thinks they want only brings more sorrow
and despair to themself and those around
them. Bakzullian can speak in honeyed tongues, but
what they offer will never truly bring succor.
Enforcer of the Bargain
If the mortal is not holding up their end of the bargain,
Bakzullian will be sent to ensure that they do. The torment
of these mortal beings brings Bakzullian some small amount of
delight. They will make sure that the deal is done.
The Many Serpents
Bakzullian has 6 serpents that grow from their back, each one
being a different type. They speak the same languages as
Bakzullian, though in combat they will always follow
the demon’s will over their own.

16
The Chimzu is a demon
from the bloodline of the
Demon God Braxult. As
such, it has inherited her
ability to spread disease
through it’s noxious
breath. It appears as
a large constrictor
snake with the head of
a four horned goat.
The fiend’s eyes are
always bloodshot,
with two small
red pupils. The
inevitable scent of
decay mingled with
cucumbers
will often
precede
t h e
sight
of a
Chumzu.
Once a creature
experiences the scent, it is a near
unmistakable marker that one of these demons is near.
While it’s diseased breath is potent, it is not it’s greatest
power. The Chimzu has a soft, even voice that lulls
creatures into a trance, making them quite susceptible
to suggestion. Combined with it’s penchant for
deception, this demon is quite fond of getting others
to do it’s dirty work for them. At the GMs option, the
every round saving throw to break free of it’s mental
cloud can be eliminated outside of combat, instead
allowing creatures to make the save when commanded
to do something outside of their best interests or at
key dramatic moments.

17
The Hurgdin has the appearance of a severed elk’s
head, surrounded by green eldritch energy. They
fly slowly and often have to move into an area by
means other than their own locomotion. Other
demons love to teleport them to their victims.
Single Minded Terrors
While not unintelegent, The Hurdin has only one
thing in mind: the torture and life draining of its
victims. When it speaks, it is a constant stream of
cursing in abyssal interspersed with the bleating
of a goat. It hovers about, an obscene visage to
any who see it.
Your life is mine!
The Hurgdin will attack a single creature at
a time if it can, draining it’s life while healing
it’s own. In most battles, it will attempt to use
it’s Connected Until Death power to lessen the
damage it takes from any given attack. It will use
all of its intelligence and wisdom to this simple
end. The Hurgdin will always be hungry.

18
19
Amadion Lynier Essifect (He, Him)
Most people think religion is love, and they are not wrong. What they commonly forget is that it is also
sacrifice. How can it give if it is not fed? It is not just something to provide easy answers and comfort in
times of need. It is that which you devote yourself to. It does not belong to you; you belong to it.

You have lived a long life, 754 years to be exact. The radiant dragons that watch over the city of Dane
Caelen were old even when you were young. It was your 22nd year when you became a ward of the Grand
Mithraeum, the highest church in all the Elven land. Eimrag the Joyful and Drugal, Bringer of Wrath flew
overhead as you ascended the large stone steps of the temple. You felt awe and joy. You also felt terror and
sadness. Above all, however, you felt certainty.

Over time, you were rewarded for your devotion by the twin dragon gods of the city themselves. The
powers of a cleric became yours. You could heal the wounded and smite the enemies of the radiant dragons.
You’ve marched with Elven armies, using both edges of that blade with equal propensity. You did not relish
the terrors of war. There are things you’ve seen that still find their way into your nighttime meditations
unbidden.

Religion is devotion. Religion is sacrifice.

On this Tenarlian, you find yourself at House Elgolor. The matriarch of the house, Axilya Elgolor, is dying.
She has a disease even you cannot cure. In lieu of healing, you’ve come to offer her last rites to guide her to
the afterlife. Her family has avoided your stern visage. You have even heard one of the children mention that
you move through the house like a cold wind. That is okay. You are here for duty, not comfort.

You stay silent on this, the longest night of the year. It is tradition, as demons are thought to lurk in the dark
places. It is best to make no noise and escape their notice. You have sanctified your own room; any who stay
inside of it should be safe. Tomorrow there will be feasting and song, but you have no need for that. It is this
night that is the true holiday. Tenarlian demands sacrifice and devotion.

Currently, you kneel by the guest bed, silently praying. The rest of the household is bedding down, preparing
for their own vigils. The night grows longer, the only sound being Axilya’s coughing coming from her room
above yours. You’ll wait here for as long as needed. You’ll pray until called upon.

You are ready for this night.

Looks: Drab Clothing, grey stringy hair, clenched jaw, piercing eyes, hawkish face. Cool Sepia Skin.
Role Play: Stern, duty driven, inconsiderate, holier than thou, self assured, slow to admit wrongness.
Ideal: Life is not a battle of right and wrong; it is about holy versus the unholy.
Bond: I would die to see demonic evil driven from this world.
Flaw: I am easily blinded to reality by doctrine.
Goals: To read Axilya the last rights. To banish any darkness. To honor the gods.
and the living celebrate. This will have to be reward enough.

20
21
Cyrindelle Elgolor (They, Them)
You never thought you’d be here again, but now here you are in your ancestral home. It feels different than
when you left, but in your heart of hearts, you know it’s not the house that has changed. The same tattered
tapestries still hang from the walls, and the courtyard is still overgrown with vines. You are not the same elf
who left, however, nor will you ever be again.

There was much fanfare as your unit walked through the gates of Melilsaridon under the command of
Currasant Brightscale. The currasant was leading you on what should have been a simple operation.
Mirlethians were pillaging the farmlands. It was not the first time Melilsaridon had sent out troops to deal
with raiders, but this time would be much different.

The Mirlethians came upon a Sea Elf that possessed a demon-spawned artifact. His name was Methos
Thun and he displayed such power that the humans pledged to follow him. They began to lay waste to the
countryside. What skirmishes your unit had with them turned sour. The Sea Elf was a great tactician and
used everything he could to his advantage.

Eventually, they drew you into a trap, attacking your unit from above as we went through a mountain
pass. The unit was forced to flee, leaving Currasant Brightscale behind.You found yourself leaderless and
hopelessly outnumbered. It was a pirate and another elf from the sea that rallied your troops. Under Cordo
the pirate and Azulwrath the Sea elf, you holed up in an abandoned tower, waiting on word of reinforcements.

Be it starvation or the enemy, that was where you thought you would die.

Word of help did eventually come, however. You, and your Elven brethren from the city of Carnshertas,
fought a combined force of Mirlethians and demon-spawned goblins. Giants savaged the battlefield while
a giant eagle and its rider swept through the sky. Never have you seen anything like it. If you’re lucky, you
never will again.

Most of your unit was dead by the end. You, however, were still alive and released from service. You had
the freedom to go anywhere. It was home that you decided upon. You spent what coin you had made back
in Melilsaridon, where you received a hero’s welcome, and then bought passage back to Dane Caelen. You
arrived in time to find your grandmother dying of some strange disease. Clerin, her new caretaker, has kept
your visits with her short. All of this has not allowed you much time to feel the things you need to feel.

Now it is Tenarlian, the solstice. On this, the longest night, you lay silent in your old room. It is tradition
on this night to not make noise, as it may attract the attention things that dwell in shadow. The veil is thin,
and it is best that demons do not take notice, as they may pass through it. Tomorrow there will be feasting,
and then perhaps you can figure out what your life will be.

First, you just have to get through this night.

Looks: Plain but well kept clothing. Loose blond ponytail. Down turned lips. Sad eyes. Soft Face. Smoky
Quartz Skin.
Role Play: Tortured. Protective of family. A soldier returning to war. Melancholy.
Ideal: I must see to my duty before I see to myself.
Bond: I’ll protect my family, no matter what they have done.
Flaw: Hopelessness is always near me.
Goals: To be there for their family. To make it through the night. To decide what is next.

22
23
Illivand Turin (She, Her)
Your home, Dezeldenia, is a far way from these elven lands. It is a human place of swamps and desolation.
Demonkind is still worshipped there, as are any number of serpents. Braxult, the demon goddess of Death,
is your divine lady. It is she who creates life and also she who takes it. You do not know who your patron
truly is, though he has come to you in visions. He has said his name is Xythaen and you have no hope to
know if that is true. You are certain, however, that by serving him, you serve Braxult. You have soaked the
earth in much blood to feed him.

The nightmarish whispers of your patron, Xythaen, have bid you to come here. It has been a difficult
journey; the sea does not agree with you. You are mistrusted by the elves. There have been times when
you thought you would simply starve to death. You have made it, however. You have faced adversity and
overcome it. But you are assured that the worst is yet to come.

Xylthaen has told you that one of his rivals is making his way to the city. They move through the currents of
the demon-inhabited Sribinet. You have come to House Elgolor to meet them. It has been almost a month
since you arrived. The house matriarch, Axilya Elgolor, is dying in her bed, afflicted by a curious disease.
Before she became completely unresponsive, she granted you an audience. Xylthaen told you what words
to say.

“Through me, you can break your bargain.”

Your patron was right, though you do not understand the meaning of those words. You noticed that Clerin,
her caregiver, eyed you with disgust, but Axilya demanded that you have room and board in the great house
for as long as you desired it. You have eaten heartily, and are regaining your strength. The matriarch has
crept into a deep sleep, from which she rarely awakens. Those moments she does are filled with panicked
gibberish before she is exhausted. You are one of the few who have permission to enter her room. The family
does not like it, but none have been brave enough to go against her wishes.

It is a curious thing, her bedchamber. A stone wall stretches across the room, with a mirrored glass door
set into it. Her attendants have forbidden you approaching the door, citing it as Axilya’s strict wishes that
none be given entry. No matter. Your patron has not instructed you otherwise. He has been rather quiet in
recent days.

Now it is the holiday the Elves call Tenarlian. It is the Solstice, the longest night. You stand in the main hall,
alone in the dark. There is a tension in the air, and the shadows themselves seem to almost breathe. The
elves have made their way to their bedchambers, to pray and sleep in silence. They fear that, on this darkest
of nights, any noise may attract the attention of the denizens that live in shadows. They wait out the night,
meek and small, in hopes of dawn’s light. All the while, they worry anxiously that demonkind still moves
through Samsarras.

This night, they will find out just how right they are.

Looks: A dark hooded cloak. A shaved head with stubble. Toothy Grin. Dark eyes. Hollow Cheeks and a
prominent chin. Incredibly pale skin.
Role Play: Mysterious, stares into dark corners, says incomprehensible phrases, undisturbed by dark things.
Ideal: I will serve my patron above all else, even my own survival.
Bond: While I have tried to harden myself, I have a soft spot for children.
Flaw: The promise of power outweighs my loyalty.
Goals: To move against the rivals of her patron. To fight anything that may come unless told otherwise by
Xythaen

24
25
Leaf’s Dew (They, Them)
The four houses of the Courtesans date back to the Elven worship of Venul, the old goddess of love. They
were erected to praise her and spread her teachings. The Sylvan nation of those days went through a very
large change, resulting in the near universal polyamorous relationships of today. As Venul said, “Your love
is infinite. Give it all to one, and they may drown. Give it to many, so that they may drink.”

Most modern day Courtesans do not worship her, instead spending their praise on the radiant dragon gods
that guard the city of Dane Caelen. You have pledged yourself to the old ways, however. In your eyes, Venul
is very much real, and you are her servant. You pledged your life to her in a secret ceremony during your first
century of life. You could not imagine being fulfilled without this purpose.

You hail from House Earth, the most practical of the four houses. Yours is not the passion of House Fire,
nor the high art of House Water. You seek to make patrons feel cared for in many ways, those of the carnal
variety being almost an afterthought. As such, your training has led you to be quite the nurturer of children,
leading many patrons to seek your services solely as a nanny. While you appreciate all kinds of love, familial
is perhaps your favorite, and the warmth of a child’s spirit puts peace in your heart.

Tenarlian is now here, the longest night of the year. House Elgolor has contracted your services, as their
youngest child is terrified of those things that fester in dark places. There are not many Courtesans who
would have accepted this contract. House Elgolor has fallen into disfavor over the years due to the strange
actions of their matron, Axilya Elgolor. You have never seen what the issue was, however. She is a private
old woman, which is not altogether unusual. While the home itself does seem to carry some grim overtones,
the rest of the family has been nothing but warm and inviting.

So it is that you find yourself in the bedroom of Axilan Elgolor, the youngest child in the manor. You have
been humming him soft lullabies and stroking his brow. It seems he is almost ready to sleep. When that
happens, you will take the dull candle in the room and find your way back to the street. You’ll spend the rest
of the night in silent vigil at House Earth with your fellows, waiting for the dawn after the longest night..

Before that, however, you will protect a small child from the dark.

Looks: A colorful red dress. Brown hair pulled back into a tight bun. Soft Lips. Smiling eyes. Oblong face
with red cheeks. Taupe skin.
Role Play: Warm. Caring. Protective. Touches with consent. Soothing. Vicious protector.
Ideal: A courtesan’s true duty is to comfort.
Bond: You would die before you allow harm to come to a child.
Flaw: You wear your heart on your sleeve, often to your own detriment.
Goals: To soothe the children. To protect the family from harm.

26
27
Polnus Ovron (He, Him)
Your order is ancient. There was a time when every fourth-born child of an Elven family was sent to the
Godsingers to learn the way of the sword. The songs you sing during battle are old. Your dance dates back
further than any that are now alive, even the Dragon Gods of the elves. The oath you took was not to god or
nation. It was to a people. The Godsingers will protect the elven way with everything they have.

Now, your order dwindles. The Godsingers are thought of as a relic of older times, not suited for today’s
world. Elves drill in military tactics, practicing fighting in formation. The dance of the Legivelon was made
for one to defend against the horde; it was not made for an army to defend against other armies. There are
not many in the present who wish to devote themselves to the endless drilling and ritual. They do not wish
to learn the fighting songs of the past. They swing their swords in silence.

Your mother was a Godsinger, however. Your first lullabies were the songs of battle and magic. You danced
soon after you could walk. The oath was an easy one for you to take. How could any elf not have such
devotion? The Sylvan Kingdom and its people are the jewel of the world, shining triumphantly amidst the
darkness. They have created so much beauty, art, and love. It is your dream to die defending it.

Currently, it is Tenarlian. It is the Solstice, the longest night. This eve, your people huddle in silence as
to not attract the attention of those that dwell in dark places. The veil this night is the thinnest, granting
demonkind easy entry to this plane. In the morning, there will be a celebration. People will tell stories,
having imagined demons behind every creak of wood and flicker of light. It is hard to tell what is real and
what is but manufactured in the paranoid mind. It matters not to you, however.

Historically, the Godsingers send forth their warriors this eve to stand guard against the night. They maintain
silent vigils in the houses of Elven nobility, ready to strike should the darkness stir. You have been assigned
to House Elgolor, a house fallen into disfavor. It is a gloomy place and ill-repaired. Earlier, in the light, you
could see glimpses of its former brilliance in its dirty tapestries and warped walls. Now, as you stand silently
outside on the balcony, overlooking the overgrown courtyard, you see only shadows.

From somewhere above you, you hear the endless coughing of the house’s matriarch. She lies in her bed,
dying of some unknown disease. It has cast an even deeper pallor over the home. The noise makes you
uneasy and paranoid as it breaks the silence.

No matter. These are Elven people, flawed or no. You will protect them.

Looks: Green Cloak, Padron. Braided blond hair reaching to your hip. Tightly drawn face. Narrow Eyebrows.
Piercing Eyes. Dark ochre skin.
Role Play: Serious. Quick to jump to action. Tactical. Bonds with people through battle. Quick to thank.
Ideal: My artform must be kept alive, now more than ever.
Bond: I must fulfill my commission to the Elgolor family.
Flaw: I sometimes act without planning.
Goals: To be the guard he was hired to be.

28
29
Valund Brinelle (She, Her)
You’ve served the Elgolor family for many years, longer than many of them have been alive. Nowadays, you
run the kitchen. It is a simple life, and you are thankful for it. You prefer the smell of freshly baked bread and
savory roasts to wet mud and dark hallways. You could die happy in this role. With the way you eat now,
you are likely to. You’ve been mistaken for a human more than once now, due to your rotundness.

In the past, however, you led a different life. Intrigue runs rife in the elven city of Dane Caelen, and Axilya
was no small part of it. At one time, her machinations led her to be favored by King Caelen Gaelote, back
when he still lived. Her social skills and those of her late husband, Demuna, were renowned throughout the
city. Everyone was always happy to see them, yet simultaneously worried over what agenda they may bring.

They did not reach that station by their wits alone. Axilya had found you when your reputation had but
started on the streets of Dane Caelen. You were always conveniently around when choice information was
spoken, selling it to those that would pay. While many elves were disgusted by it, Axilya knew talent when
she saw it. She had use of someone who could not be seen and that could move silently. She paid well for it.
You have lived a comfortable life.

It is hard to think that you used to be a spy. The word holds a certain amount of glamour and dignity that
you’re not sure you’ve earned. You’ve infiltrated other houses, playing at being a stable keeper or servant.
You’ve wooed heirs and watched spouses. It was a game to you. Whatever label you apply, it does not change
what it is you did, nor that you were good at it.

When Demuna died, things changed. Axilya was no longer interested in the doings of other houses. It was
just as well. You had grown older, and the thrill of the game had waned. She did not speak to you much
after that. You started spending your time in the kitchen to keep busy. The former cook taught you much,
and you were happy to learn. Even during the coldest days, you had a fire to tend. It beat hiding in the snow
with nothing but a cloak to watch what house a carriage went to. When the old cook left, you just assumed
the role. No one stopped you.

Currently, it is Tenarlian. It is the Solstice, the longest night. Axilya lies several floors above you, dying
of a strange disease. The rest of the household has retired to their chambers, keeping silent vigil against
the darkness. It is Elven tradition not to speak during this night, as it may attract the attention of those
that dwell in shadows. Personally, you do not believe that demons still hold sway on Samsarras, but it is
tradition. Besides, it does no harm to stay silent if you are right. If you’re not, however...

Tomorrow, you will prepare a feast to celebrate the dawn. Now, you walk through the cold manor carrying
watered wine to hopefully ease Axilya’s coughing. It is against the will of her caretaker, Clerin. That strange
elf may boss the others around, but you do not care. It might be the last time you see your employer. It is
no matter. The Axilya you knew disappeared with her husband. The family will keep you on. You are not
worried. It’ll be nice to get fat and old next to the cooking fire.

You’ll light the hearth again on the coming of the dawn.

Looks: Brown Cloak, Dark Green Leggings. Rats nest of grey hair. Thick Lips. Wide eyes. Round face with
an ear to ear smile. Taupe skin.
Role Play: Sarcastic. “I’m too old of this.” Not afraid to take the dirty route. Convinced Axilya is dying
anyway, but there is a family (and your position) to save.
Ideal: Loyalty. I do not bite the hand that feeds me.
Bond: I plan to die of old age in the kitchen.
Flaw: I’m admittedly lazy and am prone to complaining as I get older.
Goals: Live through the night. Make sure you still have a job in the morning.

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Legal Information

Permission to copy, modify, and distribute the files collectively known as the System Reference Document 5.0 (“SRD5”) is granted solely through the use of the Open Gaming License, Version
1.0a.

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All of the rest of the SRD5 is Open Game Content as described in Section 1(d) of the License. The terms of the Open Gaming License Version 1.0a are as follows:
OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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15. COPYRIGHT NOTICE


Open Game License v1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb,
Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE

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