The adventure ahead

Campaign Overview

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In the Bracken Vale, people are disappearing—not into the forest, but into a ledger. A quiet man named Corvin Ash is collecting 'soul tithes' for a hidden order called the Hollow Choir. The party arrives in Brackenford as the miller's son vanishes, and follows a trail of red lanterns, stolen names, and a whispering stone to a clearing where the first page of a larger conspiracy is written in ash.

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Player Handout

You are traveling the Bracken Vale when you stop at the Bent Antler inn in Brackenford. The ale is thin, the fire is warm, and the town elder, Mara Venn, is arguing with a young miller's apprentice. Henrik Bram, the miller's son, has not come home. A red lantern was seen at the old mill. Mara asks you to find him. Tone: misty frontier mystery, folk horror, small victories against a quiet evil. Bring a level 1 character; the act ends around level 3.

Free Act I Preview
Levels 1 3 Sessions 3-4 sessions of 3-4 hours

The Ashen Ledger

Behind the screen

Act I is a 3-4 session investigation in and around Brackenford. The party uncovers a tithe-ring run by Corvin Ash, a minor lieutenant of the Hollow Choir. Each key location reveals one layer: the town's fear, the mill's captives, the shrine's lore, and the clearing's ritual. The act ends with Corvin defeated or fled and a clue pointing to the Pale Archivist in Vaultspire. The villain is built for a hard fight at level 2-3; he is not the campaign's ultimate enemy.

Adventure Hooks

Hook 01

The Bent Antler's Bargain

Mara Venn meets the party in the low, smoky common room of the Bent Antler with twenty gold on the table and a missing miller's son on her mind. Henrik Bram followed a red lantern up the mill road two nights ago and never came back. Mara wants him found alive and the town kept from burning the old mill in panic, and she is hiring strangers because she no longer trusts her neighbors to look.

Hook 02

The Lantern on the Mill Road

On the road into Brackenford the party passes a red lantern burning in the alder trees with no one holding it and no post beneath it. When they reach the inn, Mara Venn's first question is whether they saw it too, and whether anyone was walking under it. She has seen three such lights in a month and three people gone with them.

Act Structure

Act I: The Tithe of Bracken Vale

Recommended level: 1-3

The party arrives in Brackenford as Henrik Bram vanishes. Following Tobias's lead to the old mill, they free Gera Voss and find tithe-tokens. Osric Thorne explains the ash ledger and the Hollow Choir. At the Ashwood Clearing, the party interrupts Corvin Ash's tithe ritual, rescues Henrik, and learns of the Pale Archivist in Vaultspire.

Objectives

  • Find out why Henrik Bram vanished.
  • Search the old mill and free any captives.
  • Learn what the ash ledger is and who Corvin Ash serves.
  • Stop the tithe ritual at the Ashwood Clearing.
  • Recover a clue pointing to the Hollow Choir's larger plans.

The Missing Miller

The Bent Antler inn, common room

Read aloud

The Bent Antler smells of wet wool and old smoke. Mara Venn stands behind the bar with a ledger open and a frown she does not bother to hide. A young man twists a rag in the corner. 'Henrik Bram went to the mill two nights ago,' Mara says. 'He has not come back. A red lantern was seen. I want him found before the town decides to burn the mill down.'

Running this scene

Mara asks the party to find Henrik. Tobias knows the mill road and saw Corvin Ash's red lantern. If the party is gentle, Tobias admits he heard a man called Corvin speaking to Henrik. Mara offers 20 gp and a potion of healing. The scene ends when the party agrees to go or leaves for the mill.

Checks
  • DC 12 Insight: Tobias is hiding fear, not guilt.
  • DC 13 Persuasion: Tobias admits he saw a red lantern and heard the name Corvin.
  • DC 14 Investigation: the well's spiral mark matches a symbol on Mara's old shrine ledger.
  • DC 10 Survival: the mill road is easy to follow; recent boot prints head north.
Clues
  • Henrik went to the old mill after seeing a red lantern.
  • Tobias heard a man called Corvin speaking to Henrik.
  • Mara has seen three disappearances in a month and fears a pattern.
  • The spiral mark on the well is old and deliberate.
Where next
  • Tobias can guide the party to the old mill.
  • Mara asks the party to return Henrik alive and offers a reward.

The Red Lantern

The old mill, ground floor and loft

Read aloud

The mill door hangs open. Inside, flour dust hangs in the air and a red lantern creaks on its hook. A voice from the loft says, 'Please—is someone there?' Below, a floorboard groans under a boot.

Running this scene

Tobias leads the party here and waits outside unless asked in. Two bandits and one cultist guard the mill; they fight if the party tries the cellar or loft. Gera Voss is tied in the loft. The strongbox contains three tithe-tokens and a note: 'Full tithe at the ash clearing. Bring the boy.' The note is signed with a spiral.

Checks
  • DC 12 Stealth: approach the mill without alerting the guards.
  • DC 13 Athletics: force the barred cellar door.
  • DC 14 Thieves' Tools: pick the strongbox lock.
  • DC 12 Medicine: treat Gera's wrist and calm her.
Clues
  • Gera heard Corvin say Henrik is being saved for a 'full tithe' at the ash clearing.
  • The strongbox note names the ash clearing and mentions the Pale Archivist.
  • The tithe-tokens are personal objects, not coins.
  • A red lantern is a signal, not a light.
Where next
  • Gera asks the party to take her back to Brackenford or to find Henrik.
  • The note points to the Ashwood Clearing, but Osric Thorne at the sunken shrine knows the way.

The Whispering Stone

The half-sunken shrine in the marsh

Read aloud

The shrine rises from the reeds, its altar slick with green water. An old man in a patched cloak watches from a lean-to. 'Speak softly,' he says. 'The stone has a long memory, and it has heard too many names lately.'

Running this scene

Osric is wary but desperate for help. He explains the ash ledger: a book that stores names and small tokens, feeding a ritual that binds people to the Hollow Choir. He knows Corvin is a minor lieutenant and that the Pale Archivist is his superior in Vaultspire. He will guide the party to the Ashwood Clearing if they promise to stop the tithe. Two giant frogs attack if the party searches the reeds carelessly.

Checks
  • DC 13 Insight: Osric is telling the truth but omits his own past.
  • DC 14 Arcana: the altar's whisper is a name-binding enchantment.
  • DC 12 Perception: find Osric's hidden oilcloth packet of Choir notes.
  • DC 13 Persuasion: convince Osric to guide the party to the clearing.
Clues
  • The ash ledger stores names and tokens to bind people to the Hollow Choir.
  • Corvin Ash is a lieutenant; the Pale Archivist is higher in the order.
  • The next tithe is at the Ashwood Clearing at dusk.
  • Osric's notes mention Vaultspire as the Choir's next gathering place.
Where next
  • Osric leads the party to the Ashwood Clearing.
  • The party can return Gera to Brackenford before the final confrontation.

The Tithe-Taker

The Ashwood Clearing, around the blackened stone

Read aloud

The clearing is cold. Henrik kneels inside a ring of ash, his lips moving without sound. A thin man in a grey coat stands over him, reading from a black ledger. 'The last name,' he says. 'The full tithe.' He looks up without surprise. 'You are late. But the ledger has room.'

Running this scene

Osric leads the party here and hangs back unless attacked. Corvin Ash fights with the ash ledger, using binding words and shadow to control the field; he is supported by two bandits and one cultist. Henrik is restrained and weakened. If Corvin is bloodied, he tries to burn the ledger and flee toward Vaultspire. The surviving pages name the Pale Archivist.

Checks
  • DC 14 Stealth: reach the clearing without being seen.
  • DC 13 Athletics: break the ash ring and free Henrik.
  • DC 15 Arcana: disrupt the ledger's binding ritual.
  • DC 14 Persuasion: offer Corvin a chance to surrender or turn on the Choir.
Clues
  • Corvin's ledger names the Pale Archivist and Vaultspire.
  • The spiral in the clearing points north toward the city.
  • Henrik's name is the last page; the ritual is incomplete without him.
  • Corvin believes the Hollow Choir will reward him, but he fears the Archivist.
Where next
  • If Corvin escapes, he leaves a trail toward Vaultspire.
  • The party can return Henrik and Gera to Brackenford and plan their next move.

Milestone: The party reaches level 2 after freeing Gera Voss and level 3 after defeating or driving off Corvin Ash.

Villain Character Sheets

Corvin Ash, the Tithe-Taker Corvin Ash, the Tithe-Taker

Corvin Ash is a thin, forgettable man in a grey coat buttoned to the collar against the marsh damp, ink stains riding his long fingers like…

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Monsters & Enemies

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Villain Plans

Corvin Ash, the Tithe-Taker Character Sheet

Act I central villain; a lieutenant of the Hollow Choir

Motivation

Collects 'soul tithes'—names and small tokens of the living—to feed a ledger that empowers his master, the Pale Archivist. He believes the Choir will grant him a place in the new order.

Personality

Soft-spoken, precise, never raises his voice. Treats violence as bookkeeping. Offers the party a place in the ledger if they are useful.

Resources

  • A band of desperate bandits
  • A red-lantern signal network
  • The ash ledger, a minor magic book that stores stolen names
  • A ruined mill and a hidden shrine

Battle Plan

Corvin opens with a binding word to restrain the strongest fighter, then directs bandits to focus fire. He retreats to the shrine if bloodied, using the ledger to summon shadows (describe as his magic, not a monster stat block).

Defeat or Redemption

Defeated, he burns part of the ledger and escapes or is captured; the surviving pages name the Pale Archivist and a city called Vaultspire. Redemption only if the party offers him protection from the Choir.

Running Notes

Recommended party: Four characters, level 1 (a balanced party with at least one healer and one character good at investigation).

Session Zero

Before play, set expectations: this is folk horror in a wet frontier vale, with disappearances, stolen names, and children in danger, but no graphic torture and no harm to animals on screen. Use a lines-and-veils conversation and an anonymous X-card or open-door signal at the table. Confirm the party has at least one healer and one character built for investigation, and remind players that level 1 is fragile — running is always allowed. Establish that the Hollow Choir is a conspiracy, not a species, so no one assumes every stranger is a monster. Agree on how the group handles a captured enemy, since the mill bandits will surrender. Finally, ask each player why their character is on the Bracken Vale road, and tie at least one answer to a missing person or a red lantern so the opening scene lands personally.

Scaling Guidance

Act I is tuned for four level 1 characters who reach level 2 after freeing Gera Voss and level 3 after the clearing. For three players, cut one bandit from the mill and one from the clearing, and let the cultist in the mill flee rather than fight to the death. For five or six players, add a bandit to each fight and give the clearing cultist a second one as backup, but keep Corvin alone — he is a lieutenant, not a boss monster, and the act should end with the party feeling capable rather than overwhelmed. If the party skips the mill entirely, move the strongbox note to the shrine so the trail to the clearing is never lost. If they skip the shrine, Osric can find them on the mill road instead. Never let a single bad roll at level 1 end the act: the bandits accept surrender, the frogs lose interest, and Corvin prefers a living witness to a corpse.

DM Advice

Run Act I as an investigation with teeth, not a dungeon crawl. Brackenford should feel like a place worth saving: name the same three townsfolk every time the party returns, and let Mara's fear and Tobias's shame do the work that exposition cannot. Keep the red lantern motif visible — one on the mill, one at the treeline, one in the clearing — so the players start recognizing the signal before anyone explains it. Corvin should be quiet, polite, and utterly certain; he offers the party a place in the ledger before he ever draws blood, and he runs rather than dies if the fight turns. Hand out the tithe-tokens early and let players guess what they are. End the act on the ledger's surviving pages and the word Vaultspire, not on a treasure pile.

Secrets & Clues

  • The red lantern is a Choir signal, not a miller's light: each one marks a waystation on the road to the next tithe.
  • The spiral carved on the town well, the shrine altar, and the clearing stone is a map mark, and it points north toward Vaultspire.
  • Corvin Ash was once Brackenford's accountant, and the first page of his ledger holds his own family's names.
  • The Pale Archivist is not a title Corvin invented — Osric has seen it written in a ledger older than the mill itself.

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Villain Character Sheets

Corvin Ash, the Tithe-Taker Corvin Ash, the Tithe-Taker

Corvin Ash is a thin, forgettable man in a grey coat buttoned to the collar against the marsh damp, ink stains riding his long fingers like…

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

Subscribe Now

Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Corvin Ash, the Tithe-Taker Character Sheet

Act I central villain; a lieutenant of the Hollow Choir

Motivation

Collects 'soul tithes'—names and small tokens of the living—to feed a ledger that empowers his master, the Pale Archivist. He believes the Choir will grant him a place in the new order.

Personality

Soft-spoken, precise, never raises his voice. Treats violence as bookkeeping. Offers the party a place in the ledger if they are useful.

Resources

  • A band of desperate bandits
  • A red-lantern signal network
  • The ash ledger, a minor magic book that stores stolen names
  • A ruined mill and a hidden shrine

Battle Plan

Corvin opens with a binding word to restrain the strongest fighter, then directs bandits to focus fire. He retreats to the shrine if bloodied, using the ledger to summon shadows (describe as his magic, not a monster stat block).

Defeat or Redemption

Defeated, he burns part of the ledger and escapes or is captured; the surviving pages name the Pale Archivist and a city called Vaultspire. Redemption only if the party offers him protection from the Choir.

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Encounters

Guards of the Red Lantern

Suggested Level: 1-2

Tobias Fen leads the party up the mill road and stops at the treeline, unwilling to go further. The mill door hangs open, a red lantern creaks on its hook, and a woman's voice in the loft is calling for help. Two bandits are sorting stolen goods on the ground floor while a cultist copies names into a small book beside the barred cellar door.

Creatures

Terrain Features

The ground floor is crowded with flour bins, a broken mill wheel, and a sagging beam that provides half cover. Flour dust makes the boards slippery — a creature that Dashes must succeed on a DC 10 Dexterity saving throw or fall prone. The cellar door is barred from the outside and needs a DC 13 Strength check to force. The loft ladder is rickety and collapses on a roll of 1-3 on a d6 if two or more creatures climb at once.

Treasure

The cellar strongbox (DC 14 Thieves' Tools or DC 15 Strength) holds three tithe-tokens — a child's tooth, a wedding ring, and a scrap of cloth with a name — plus a note in Corvin's hand: 'Full tithe at the ash clearing. Bring the boy.' The cultist carries a small book of copied names and 8 gp.

DM Notes

For a weaker party, remove one bandit and let the cultist flee at half hit points. For a stronger party, add a second cultist, or have the bandits barricade the door and fight from the loft so the party must climb into them.

Reeds and Ripples

Suggested Level: 1-2

The party wades toward the sunken shrine through thigh-deep water and reeds. Two giant frogs have claimed the soft ground beside the altar, where the white reed bloom grows, and they mistake the party for intruders.

Creatures

Terrain Features

The marsh is difficult terrain. Patches of soft ground require a DC 12 Strength (Athletics) check to cross; a creature that sinks is restrained until it or an ally succeeds on the check. Reeds provide half cover and heavily obscure anything beyond 30 feet. The altar stone is solid ground and can be climbed.

Treasure

The white reed bloom grows beside the altar and can be harvested with a DC 12 Wisdom (Survival) check. Osric Thorne watches from his lean-to and approaches once the frogs are dealt with, offering dry cloth and shelter.

DM Notes

For a weaker party, use one giant frog and have it flee after the first hit. For a stronger party, add a third giant frog or shift the fight into deeper water where soft ground is more common.

The Full Tithe

Suggested Level: 2-3

Osric Thorne leads the party to the edge of the clearing at dusk. Henrik Bram kneels inside a ring of ash with his hands bound, and Corvin Ash stands over him reading names from a black ledger. Two bandits and a cultist wait at the treeline, holding red lanterns.

Creatures

Terrain Features

The ring of ash is a 15-foot circle of soft grey ground; entering it without breaking the binding requires a DC 13 Strength (Athletics) check, and Henrik cannot leave it on his own. The blackened stone is solid cover. The ash trees are close enough to hide behind, the clearing's edge is difficult terrain, and the red lantern on the branch can be cut down as an action.

Treasure

Corvin's ash ledger survives, though several pages burn. The surviving pages name the Pale Archivist and the city of Vaultspire and describe a 'second tithe' to be collected there. The bandits carry 15 gp and three more tithe-tokens. Henrik's freedom is the real prize.

DM Notes

For a weaker party, drop one bandit and let Corvin flee as soon as he is bloodied. For a stronger party, add a second cultist, or begin the fight with Henrik already half-tithed, giving Corvin a temporary edge to his binding magic.

Magic Items

Red Lantern of the Tithe Red Lantern of the Tithe Completed

Red Lantern of the Tithe

Uncommon
A battered tin lantern that burns with a cold red flame and smells of oil and ash. While lit it sheds dim light in a 20-foot radius, and creatures bound to the Hollow Choir hesitate to come within 10 feet of it.

Location

Act I — hanging from the eaves above the old mill's door.

Attunement

False

Tithe-Token Tithe-Token Completed

Tithe-Token

Uncommon
A small personal object — a child's tooth, a wedding ring, or a scrap of named cloth — bound to a stolen name. Crushing it lets you ask one question about the creature it was taken from and receive a truthful answer.

Location

Act I — the locked strongbox in the old mill's cellar.

Attunement

True — by a spellcaster

Osric's Oilcloth Codex Osric's Oilcloth Codex Completed

Osric's Oilcloth Codex

Uncommon
A water-stained book of Choir notes wrapped in oilcloth and written in a cramped scribe's hand. It grants advantage on Intelligence (Arcana) checks to understand name-binding magic and identifies an ash ledger's workings on sight.

Location

Act I — hidden in Osric Thorne's lean-to behind the sunken shrine.

Attunement

True — by a character who can read and write

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