Campaign Overview

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In this Halloween-themed campaign, the harvest festival of Emberhollow is beset by restless spirits and sinister plots. The party must uncover the source of the haunting before the Blood Moon rises, and discover the first signs of a rumored ancient evil buried beneath the vale.

Player Handout

You are adventurers. You've come to Emberhollow a day before the Festival of the Fading Sun. The inn is overfull, the ale is weak, and the locals don't want to talk about the bad harvest. But something in the air is deeply wrong - a cold that coils around your bones and a smell of burnt heather on the east wind.

Free Act I Preview
Levels 1 3 Sessions 3-4

Emberhollow's Last Harvest

Emberhollow is a quiet agrarian village that celebrates the Festival of the Fading Sun each autumn. This year, a dreadful presence has settled over the town: crops rot overnight, livestock vanish, and a fog wreathes the nearby graveyard. The mayor, warned by a dread prophecy, fears the town is being harvested by something dark.

Adventure Hooks

The Bargman's Lantern

Strange lights dance in the marsh. A farmer offers 50 gp to any who can learn what they are, but warns that no one who went looking has returned.

The Great Pumpkin Heist

A local merchant offers a 100 gp reward and a short worshiped keepsake for whoever can discover who is stealing the largest pumpkins, leaving behind a trail of black, toxic slime.

Act Structure

Act One: The Impis of the Slow Sun

Recommended level: 1-3

The festival is run by a village about to open the season. The party agrees to excavate the tomb of Lord Bren. Ghb Harrow aids them, and the opening of the tomb to resurrect the children of the Woe of the Harrows.

Objectives

  • Investigate the standings of the haunted field.
  • Uncover the spirit of the land's grave.
  • Return the seed of the land to the barrow and 'Summon the Festival'.

The Last Inn / Harvest Home

The Grand Oak, local herb farm

The autumn wind bites. The inn's innkeeper keeps the spooky fear and old Pell. The festival burns a horse, over the thatch, with a flame of purple and gold. Above, the goodfolk of joy.

The party receives four quests from all the people - Jim, Tilda, and & the par. The abuse of the innkeeper’s is to make them take the 'Coddle

Checks
  • Insight (DC 13) to recognize the matron is covering true heartache
  • Nature (DC 14) to realize crop dead certain figure has been carrying a foot they they shouldn't.
Clues
  • On the floor: a seed of night-blooming wood
  • A script on the wood in a scrap: 'THE FRAY OF PROJECT Will The wind should know what for what
  • An skeletal claw sags under the floorboards
Transitions
  • If the party inspects the cellar, they find a door to the 'False Brew' that leads to the graveyard.

Barrow of the First Seed

Old Graveyard

The graveyard is a brow of the hill. The ground is a shocking, and the soil gives a little under your weight, like the mouth of a beast covered in a thin cloth.

This scene is 2-3. The spectral-footprints in the soil, the voice of a gloved engine.

Checks
  • Perception (DC 15) The barrow has been opened recently and now the carvings…
  • Investigation (DC 15) The glutt is half-eaten any of the and , the but a moon-blessed
Clues
  • Old boneman's needle (ear-dry)
  • Pelt of the sheep that was to be the offering
Transitions
  • If they continue the owl, they are attacked in a travel to act 2.

The Unearthed Heart

Undercroft of House Harrow (wind-mill)

<P> The locked vein in the pat crossed the gate. The sound of the rest comes from the red floor. In the room, a heart of black straw ferm sus jes floats in a pool of tallow at the altar.

The tomb is under the mill. And false will break and release a spirit once it is broken. The 'heart' is connected to the Gr, which is

Checks
  • Religion/Arcana (DC 16) to know the sanctity of the Twelve
Clues
  • The tomb of the corrupted harvest is not a resting place but a compression cell.
  • A broken sickle in an archway has one word: PASS THE THRESHOLD.
Transitions
  • The action of the party (touch/acrid) releases it's proposed: the 'Imp of the' as a boss.

Milestone: Dissolve the air of the mill, save the daughter, and fire. Act 2: The Flare.

Villain Character Sheets

Jamison 'the Ghast' Harrow Jamison 'the Ghast' Harrow Completed

Jamison 'the Ghast' Harrow is the kind of villain Emberhollow makes when hunger outlives shame. He presents himself as a master of the dead…

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Monsters & Enemies

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Villain Plans

Jamison 'the Ghast' Harrow Character Sheet

The Thief of Emberhollow. A coat man who betrayed the harvest of his past and now lead's the lashing of the hollow.

Motivation

Return the village-born flesh to the Preager, a gh1 the old earth, who is entombed below. He wants to complete with the deceptive 'Scythe of Nine' to bring the Flooding of Famine, a far greater, and a god that has no respect for mortals.

Personality

Further: he acts as a leader of the ghost and the pox, using the shod collar.

Resources

  • 1 Cultist, 2 Specter
  • 1 Whip of serrated

Battle Plan

The Ghast uses his gang to harry and draw the heroes into the dead-fall of the graveyard's open tomb. When the players touch the impediment, he sets the husks to awaken and commits himself to the final command.

Defeat or Redemption

He uses a false name and a deal. If he is healed on the root of the tomb, he beggars for 'The pulse of the apples'

Running Notes

Recommended party: A party of 4-6 players of level 2 beginning the campaign. Experience all goes to level 3 by the end of Act I.

Session Zero

This module is horror-lite. All trail is oc to the characters.

Scaling Guidance

If players struggle, increase the simulation to a mentor who appears in Act I and adds to the cover. If stronger, replace the

DM Advice

The goal is the ambience. Use the following: The sine is the lights.

Secrets & Clues

  • The village has hidden ten dead for the last three years.
  • The 'Harvest' is the blood of the living, not the grain.
  • The book says: 'the basket's tongue'.

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Villain Character Sheets

Jamison 'the Ghast' Harrow Jamison 'the Ghast' Harrow Completed

Jamison 'the Ghast' Harrow is the kind of villain Emberhollow makes when hunger outlives shame. He presents himself as a master of the dead…

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 monsters only and do not include generated monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

Subscribe Now

Villain Plans

Jamison 'the Ghast' Harrow Character Sheet

The Thief of Emberhollow. A coat man who betrayed the harvest of his past and now lead's the lashing of the hollow.

Motivation

Return the village-born flesh to the Preager, a gh1 the old earth, who is entombed below. He wants to complete with the deceptive 'Scythe of Nine' to bring the Flooding of Famine, a far greater, and a god that has no respect for mortals.

Personality

Further: he acts as a leader of the ghost and the pox, using the shod collar.

Resources

  • 1 Cultist, 2 Specter
  • 1 Whip of serrated

Battle Plan

The Ghast uses his gang to harry and draw the heroes into the dead-fall of the graveyard's open tomb. When the players touch the impediment, he sets the husks to awaken and commits himself to the final command.

Defeat or Redemption

He uses a false name and a deal. If he is healed on the root of the tomb, he beggars for 'The pulse of the apples'

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Encounters

Spirit Drafts

Suggested Level: 1-2

As the party approaches the grave of Bram Goodflower, they notice the fog and suddenly a bone-dry wind pulls leaves from the ground to form into the shape of a reaper. The ghost of the farm farm laborer is begging the party to prevent them from being forced to walk to the barn where he died.

Creatures

Terrain Features

Dense fog, undead crops, hay bent in the shape of a wall

Treasure

A pair of 'Goggles of the Wizened Moon' found on a skeleton

DM Notes

Use the Ghost in the Grave as an environmental hazard for the players to use or avoid, not participate in combat.

Harvest of the Shuck

Suggested Level: 1-3

The scarecrows in the north fields have all come loose from their posts and are shambling toward the oxen. The strange, triangular-ruby seeds they wed to their chests pull on the bone.

Creatures

Terrain Features

Furrows become difficult; the Pumpkin weighing the place.

Treasure

One of the scarecrows has an Onel of Quickness in its ribs.

DM Notes

The Scarecrow uses their Movement to merge with the field.

The Shuck of the Underling

Suggested Level: 2-3

At the climax, the players delve into the damp cave under the windmill brake, deep in the mushroom dark. Bram, now being used as a vessel, gone berkar to fight to keep the ground sealed and the ghosts of its dead children.

Creatures

Terrain Features

The once-sweet smell of grain is replaced by myrrh – the spirit of wet black and unwise

Treasure

The Pathfinder (a lantern made of sheepskint that reveals the truth in any beings).

DM Notes

The broken oldess holds a letter from a Colonel of the Dread Legion from the third era, who is not in this module.

Magic Items

Wickpumpkin Wickpumpkin Completed

Wickpumpkin

Uncommon
This small, bleached pumpkinhead bracelet of braided straw raises a faint cinder. Once a day, when the wearer calls the phrase, 'Grain for the Dead', a 30ft radius circle of nonmagical fire flares, causing hip tine death to the creature

Location

Encounter: The Shuck of the Underling

Attunement

False

Soul-Catch of the Bramble Soul-Catch of the Bramble Completed

Soul-Catch of the Bramble

Rare
A small bone needle on a string. When stabbed into a corpse that has a debt due, it returns are the memory of the slain and the budget.

Location

Encounter: The Echo Wake.

Attunement

True

Player Characters

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