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The Hollowfen Marches

Thornwell is a small village at the edge of a wide, misty fen. Its people fish, cut peat and keep to themselves. For three generations the fen-bell on the green has rung only for funerals.

Last week it rang at midnight, with no hand on the rope.

Since then three villagers have vanished, the shrine's reliquary has been stolen, and lights have been seen moving out in the Reedmoor where no one walks after dark. The village elder needs someone to go and look.

The Hollowfen Marches is a starter adventure for levels 1–3. It is a mystery in a wet, quiet country: follow the clues, cross the fen, and find out who has been collecting the names of Thornwell's dead — and why.

Expect mud, old oaths, and a first glimpse of something much larger moving behind it all.

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Player Handout

Your Hook

You came to Thornwell for your own reasons — a road, a debt, a rumour, a cart that broke an axle. You are in the Bell & Bramble inn when the fen-bell rings at midnight, and every villager in the room goes silent and white-faced.

By morning, Elder Mara Thorn is standing at your table with a purse and a problem: three neighbours gone, a shrine robbed, and nobody willing to walk the Reedmoor.

Tone

Quiet, wet and unsettling. Folk horror more than heroics: mist, mud, old promises, and people who would rather not say what they saw. There is room for jokes and warmth — Thornwell is a real place with real people — but the fen is patient and it does not forget.

What You Know

  • The fen-bell rings only for the dead. It rang at midnight.
  • Three villagers are missing: a peat-cutter, a fisher, and the shrine's young acolyte.
  • The shrine's reliquary — a whistle carved from a drowned man's bone — was taken the same night.
  • Lights have been seen out in the Reedmoor, where nobody goes after dark.

Starting Situation

You are in Thornwell, it is raining, and the elder is paying. Begin.

Free Act I Preview
Levels 1 3 Sessions 3 to 4 sessions of about 3 hours each

The Hollowfen Marches: The Bell That Rings Alone

Behind the screen

Act I only — the free preview. This module covers the starting region, the Hollowfen Marches, and its four key locations in play order: Thornwell, the Reedmoor, Greywater Mill, and the Barrow of Ash.

The act is a trail: a stolen reliquary and three missing villagers lead the party out of Thornwell, across the fen, to a dig camp at an old mill, and finally into a barrow where a collector of names is working a ritual she does not fully understand.

The villain, Sable Vane, the Ashen Collector, is a mid-tier threat (CR 3) and deliberately not the campaign's true power. She is a hired hand. Her ledger, her ash-marks and her dying words all point past her to a patron she calls the Quiet Choir — the first hint of the larger enemy. Do not resolve the Choir in this act; let the party leave the fen with a name and a bad feeling.

Run the four scenes in order. Each scene's ending hands the party the next lead. Side quests are optional and can be run between scenes 1 and 3.

Adventure Hooks

Hook 01

The Elder's Purse

You were in the Bell & Bramble when the fen-bell rang at midnight, and you were the only person in the room who did not cross themselves. Elder Mara Thorn noticed. By morning she is at your table with a purse of coin, a list of three missing neighbours, and no one else willing to walk into the Reedmoor. This hook suits parties who like being hired, being trusted, and being paid.

Hook 02

A Name You Owe

One of the missing is Dorn Alder, or Nessa Fenn, or young Orrin Vale — a cousin, a childhood friend, a debt unpaid. You came to Thornwell to settle something and instead you are handed a reason to stay. Kess Alder latches onto anyone who will not wait for a plan, and the fen is a long walk from anywhere else. This hook suits parties who want a personal stake rather than a contract.

Act Structure

Act I: The Bell That Rings Alone

Recommended level: Levels 1 to 3

The fen-bell of Thornwell rings at midnight and three villagers vanish. The party follows a stolen reliquary and a trail of ash-marks out of the village, across the Reedmoor, to a dig camp at the abandoned Greywater Mill, and finally into the Barrow of Ash. There they find Sable Vane, the Ashen Collector, half-taught and mid-ritual, holding the acolyte Orrin Vale. Stopping her saves Orrin and wins her ledger — a ciphered list of names that points past her to a patron called the Quiet Choir. The act ends with the fen quiet, the village safe, and a name the party cannot yet explain.

Objectives

  • Find out why the fen-bell rang and who took the shrine's reliquary
  • Cross the Reedmoor and learn where the ash-marked trail leads
  • Search the dig camp at Greywater Mill and recover the Collector's ledger
  • Enter the Barrow of Ash, stop the ritual, and free Orrin Vale

The Bell That Rings Alone

The village green of Thornwell, beneath the leaning bell-frame, in thin morning rain

Read aloud

The bell is still swinging when you come out, though the rope is tied off short and the rain is coming down sideways. Nobody on the green will look at it. Mara Thorn stands under the frame with her arms folded, water running off her braid, and says: 'It rang at midnight. It rings for the dead. Nobody died last night — three of them just went.'

Running this scene

Mara hires the party for 20 gp each plus lodging. She names the missing: Dorn Alder the peat-cutter, Nessa Fenn the fisher, and Orrin Vale the shrine's acolyte. She will not mention that Dorn is her grandson unless the party earns it. The bell frame shows no tampering; the clapper is furred with grey ash. Brother Ilya is evasive about the reliquary until confronted kindly. Kess Alder is in the inn and will demand to come along. The trail out of the village is east along the old road and north into the Reedmoor; the ash-marks point north.

Checks
  • DC 12 Investigation on the bell frame: the clapper is coated in fine grey ash that is not from any hearth in the village.
  • DC 13 Persuasion with Mara Thorn: she admits her grandson Dorn is among the missing and doubles the reward.
  • DC 14 Survival on the green's north edge: a trail of three people walking in step, unforced, into the fen.
  • DC 10 Arcana on the ash: it is grave-ash, and it has been marked with a sigil, not scattered.
  • DC 12 Insight on Brother Ilya: he is hiding guilt, not a crime — he was asleep and the reliquary was taken from under him.
Clues
  • The bell rang because a name was spoken aloud somewhere in the fen; the bell answers names.
  • The shrine's reliquary — a whistle carved from a drowned man's bone — was stolen the same night.
  • The three missing villagers walked north into the Reedmoor of their own accord, in step, at night.
  • Grey grave-ash with a sigil in it was left on the bell clapper and on the shrine's threshold.
Where next
  • Kess Alder knows a fen path north to the Reedmoor and will guide the party there.
  • Halden Crane's ferry crosses the deep pools; the party can find him at the Reedmoor's edge.
  • Brother Ilya begs the party to recover the reliquary before they leave, opening the side quest The Drowned Bell.

The Drowned Lights of Reedmoor

The ring of nine drowned standing stones on their island in the middle of the Reedmoor

Read aloud

The ferry pole touches bottom and Halden Crane does not push off. Ahead, the reeds open onto a ring of black water, and in the middle of it nine stones lean out of the mist like teeth. Two of them have been scrubbed clean, and the ash on them is fresh. Something in the water between the stones turns over, slowly, and stands up.

Running this scene

Halden ferries the party for 5 gp or a favour, and talks only if paid or frightened. He describes a hooded woman and four hired diggers who crossed a fortnight ago and have crossed back twice since, always at night. The island is guarded by three drowned villagers — the fen's answer to the spoken name. They are not the missing three; they are older dead. After the fight, the party can read the stones: eight sigils are worn, one is freshly cut. Kess Alder recognises the fresh sigil as the same mark she saw on a stranger's coat in Thornwell. The trail of boot-prints and drag-marks leads east to Greywater Mill.

Checks
  • DC 13 Survival to find a safe path through the reed-beds without a guide; failure costs an hour and a soaked pack.
  • DC 12 Perception to spot the drowned dead before they stand; success gives the party a free round.
  • DC 14 Investigation on the standing stones: eight sigils are ancient, the ninth is freshly cut and matches the ash-mark.
  • DC 13 Persuasion or 15 gp with Halden Crane: he admits he ferried the Collector and her crew.
  • DC 12 Religion to recognise the stones as marker-stones of a buried warband, not a shrine.
Clues
  • The nine stones are marker-stones for a warband buried in a barrow to the north-east.
  • One sigil was cut fresh within the last month, by someone copying the old marks.
  • Halden Crane ferried a hooded woman and four diggers across, and was paid in old barrow coins.
  • Boot-prints and drag-marks lead east from the island toward Greywater Mill.
Where next
  • The drag-marks and boot-prints lead east along the stream to Greywater Mill.
  • Halden mentions his sunken toll-box and offers to guide the party further if they recover it, opening The Ferryman's Toll.
  • Kess Alder insists on pressing on to the mill immediately.

The Diggers' Ledger

The churned yard and flooded office of the abandoned Greywater Mill

Read aloud

The mill yard stinks of wet canvas and old smoke. Four tents, a cold fire, and a trestle table with a strongbox on it. Kess Alder crouches at the gate and says, very quietly: 'That's Dorn's boot. That one, by the fire. He's not wearing it.' Somewhere inside the mill, water is running, and something is dragging through it.

Running this scene

Four hired diggers (use 4 Bandit) hold the yard; they are tired, unpaid and will surrender if two of them drop. Two ash-bound skeletons (use 2 Skeleton) stand in the mill's flooded office and attack anyone who enters without an ash-mark. The strongbox is locked (DC 15 Thieves' Tools or DC 16 Strength). Inside: the ciphered ledger, 40 gp in old coin, and a hand-drawn map of the Barrow of Ash with the ritual circle marked.

The ledger is in Sable Vane's cipher (DC 15 Intelligence check, or automatically with Orrin Vale's help later). Dorn Alder's boot is by the fire; he was taken on to the barrow. Sister Venn will confirm the Collector went north three days ago with two of the crew and a prisoner.

Checks
  • DC 14 Stealth to cross the yard unseen; failure alerts the diggers.
  • DC 13 Persuasion or 20 gp to turn the diggers against their employer; they will leave and take nothing.
  • DC 15 Thieves' Tools or DC 16 Strength to open the strongbox.
  • DC 15 Intelligence (or 10 with Venn's help) to break the ledger's cipher.
  • DC 12 Medicine on the dig crew: they are being slowly poisoned with fen-flower, and Venn is the one doing it.
Clues
  • The ledger lists forty-one names, each with a date and a place, going back three years across four counties.
  • The barrow's buried name is written in the ledger's last page, half-finished.
  • A hand-drawn map shows the ritual circle inside the Barrow of Ash and a second, larger circle marked 'unfinished'.
  • Dorn Alder was taken north alive as a labourer; Orrin Vale was taken as a reader.
Where next
  • The map and the drag-marks lead north to the Barrow of Ash.
  • Sister Venn asks the party to recover her brother's burial record from the flooded office before they go, opening The Miller's Record.
  • Kess Alder will not wait: her brother is alive and north of here.

The Barrow of Ash

The ritual chamber at the heart of the Barrow of Ash, ringed by forty standing skeletons

Read aloud

Brother Ilya's lantern shakes so hard the light jumps. 'She's been in there three days,' he whispers. 'The singing stopped an hour ago.' Inside, the passage opens into a round room full of grey light, and around its walls stand forty dead soldiers in rusted mail, upright and waiting. In the middle, a woman in a grey coat looks up from a circle of ash and says, pleasantly: 'You're earlier than I expected. Sit down. We're nearly finished.'

Running this scene

Sable Vane is mid-ritual with two ash-bound skeletons (use 2 Skeleton) and one risen warden (use 1 Ghoul) between her and the party. The ritual circle is the key: any character who reaches it can break it with a DC 14 Arcana or Religion check, or by dealing 15 damage to the ash ring; doing so ends the ritual, drops the forty standing skeletons into inert heaps, and staggers Sable Vane.

Orrin Vale is bound to a stone at the back (DC 14 Acrobatics or a blade, one action). Brother Ilya arrives at the barrow mouth with Kess Alder if the party told him where they were going. Sable Vane will bargain once the circle breaks: the ledger, the acolyte and safe passage out of the fen for her life. If killed, her last words name the Quiet Choir and say they already have the names.

Checks
  • DC 14 Arcana or Religion at the ritual circle to break it; success ends the ritual and staggers Sable Vane.
  • DC 14 Acrobatics or a slashing blade to cut Orrin Vale free of the ash-marked cord.
  • DC 13 Perception to notice the forty standing skeletons are held by the circle and not yet animate.
  • DC 15 Insight on Sable Vane: she is afraid of her patron, not of the party, and will bargain.
  • DC 12 Investigation on the barrow walls: the warband's full name is carved there, and Orrin Vale has read it.
Clues
  • Sable Vane was hired by the Quiet Choir, who want the barrow's buried name and have already received copies of the ledger.
  • The ledger's forty-one names are a collection, not a spell component — someone is building a list.
  • Orrin Vale memorised the warband's true name and never spoke it; he can recite it, and it should not be spoken aloud.
  • The Quiet Choir's instructions came to Sable Vane in dreams, in a hand she never saw.
Where next
  • With the ritual broken and Orrin freed, the party can return to Thornwell to a hero's welcome and Mara Thorn's reward.
  • The ledger and Sable Vane's testimony point beyond the Hollowfen to the Quiet Choir, setting up the next act.
  • If Sable Vane escapes, she flees the fen and becomes a recurring thread.

Milestone: The party reaches level 2 after resolving the Reedmoor, and level 3 when they enter the Barrow of Ash. The act closes when Orrin Vale is freed and the ledger is in the party's hands.

Villain Character Sheets

Sable Vane, the Ashen Collector Sable Vane, the Ashen Collector

Sable Vane is a tall, narrow woman whose greyness seems less a choice of wardrobe than a slow profession: ash in the seams of her long trav…

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Monsters & Enemies

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Villain Plans

Sable Vane, the Ashen Collector Character Sheet

Act I antagonist and the free campaign's central villain; a hired collector working for a patron she never names

Motivation

Sable Vane gathers the true names of the dead. She believes that if she can speak the buried name of the warband in the Barrow of Ash, she will be granted the thing she wants most: an end to her own forgetting. She is paid in knowledge by the Quiet Choir, and she is far more afraid of them than of any adventurer.

Personality

Dry, courteous and unhurried. She speaks to the party as though they were late guests, compliments their persistence, and never raises her voice. She calls the dead 'the quiet ones' and treats grave-robbing as a clerical duty. When cornered she becomes cold and precise, and she bargains rather than boasts.

Resources

  • A dig crew of hired hands and two ash-bound skeletons
  • A ledger of collected names, ciphered in her own hand
  • Ash-marks that let her sense when a name is spoken aloud nearby
  • A patron she calls the Quiet Choir, who send her instructions in dreams
  • The half-opened Barrow of Ash and the ritual circle inside it

Battle Plan

Sable Vane opens with ash-marks to blind and divide the party, then keeps her skeletons between herself and the strongest fighter. She fights from the ritual circle and gains confidence while it is intact; if the circle is broken she loses her composure, offers to trade the acolyte's life for safe passage, and retreats into the barrow's flooded dark if reduced below half her hit points. She never fights to the death over a contract.

Defeat or Redemption

Defeated, she laughs and says the Choir already has what it wanted: the names. She can be killed, handed to Thornwell's justice, or bargained with — she will trade the ledger and the acolyte for her freedom, and the ledger is the act's real prize. She cannot be redeemed, but she can be made useful, and she knows only a fraction of what her patron is.

Running Notes

Recommended party: Three to five characters; four is ideal. A character with Survival, Investigation or a healer's kit will be very useful.

Session Zero

Before play, agree on tone and boundaries. This is folk horror in a wet, quiet country: drowning, dead bodies, missing family,children in danger off-screen, and body horror around the drowned dead. It is not gore-forward, but it is unkind about grief. Use lines and veils — the fen and drowning are the obvious veils. Confirm that players are comfortable with a mystery that will not be fully solved in the first session. Establish that the party already knows one another and has a reason to be in Thornwell together. State clearly that NPCs can die and that the villain can be bargained with, not just fought. Offer the two adventure hooks and let the players choose which one brought them to the village. Keep character creation to level 1 with standard array or point buy, and ask each player for one person in Thornwell they owe or care about — it makes the missing villagers matter.

Scaling Guidance

Target four characters of the stated level. For three characters, remove one Bandit from the mill yard and one Skeleton from the barrow, and let Halden's warning grant a free round against the drowned dead. For five or six, add one Bandit and one Skeleton respectively and give the Ghoul a clear line to a back-rank character. For a party that reaches the barrow at level 2, drop the Ghoul entirely and reduce Sable Vane's supporting skeletons to one — the ritual circle remains the intended solution. For a party that is breezing through, have the ritual advance two steps per round instead of one so the fight has a clock. Never scale by adding more than two creatures at once; the act's tension comes from the water, the mist and the clock, not the body count.

DM Advice

Run the four scenes as a trail, not a dungeon crawl: village, fen, mill, barrow. The ash-mark is the connective image of the whole act — put it on the bell clapper, the shrine threshold, the ninth standing stone and Vane's coat so the players recognise it before anyone explains it. Let Thornwell be warm and specific before the fen takes anything else; the horror only lands if the village is worth saving. Sable Vane is a hired hand with a contract, not a zealot. She talks, she bargains, and she runs. Do not explain the Quiet Choir in this act — end on the name and a bad feeling.

Secrets & Clues

  • The fen-bell of Thornwell was not rung by any hand. It rang because a name was spoken aloud in the Barrow of Ash, and every village bell on the fen answers names.
  • Sable Vane is contracted to a patron she calls the Quiet Choir, who want the barrow's buried name and pay her in knowledge. She has never seen their faces and her instructions arrive in dreams.
  • The forty-one names in Vane's ledger are a collection, not a spell component — someone is building a list, three years and four counties deep.
  • The mill's parish book records that Sister Venn's brother was pulled under rather than drowned, and the amendment is in the same hand as Vane's ledger, thirty years earlier.

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Villain Character Sheets

Sable Vane, the Ashen Collector Sable Vane, the Ashen Collector

Sable Vane is a tall, narrow woman whose greyness seems less a choice of wardrobe than a slow profession: ash in the seams of her long trav…

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

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Monsters & Enemies

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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.

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Villain Plans

Sable Vane, the Ashen Collector Character Sheet

Act I antagonist and the free campaign's central villain; a hired collector working for a patron she never names

Motivation

Sable Vane gathers the true names of the dead. She believes that if she can speak the buried name of the warband in the Barrow of Ash, she will be granted the thing she wants most: an end to her own forgetting. She is paid in knowledge by the Quiet Choir, and she is far more afraid of them than of any adventurer.

Personality

Dry, courteous and unhurried. She speaks to the party as though they were late guests, compliments their persistence, and never raises her voice. She calls the dead 'the quiet ones' and treats grave-robbing as a clerical duty. When cornered she becomes cold and precise, and she bargains rather than boasts.

Resources

  • A dig crew of hired hands and two ash-bound skeletons
  • A ledger of collected names, ciphered in her own hand
  • Ash-marks that let her sense when a name is spoken aloud nearby
  • A patron she calls the Quiet Choir, who send her instructions in dreams
  • The half-opened Barrow of Ash and the ritual circle inside it

Battle Plan

Sable Vane opens with ash-marks to blind and divide the party, then keeps her skeletons between herself and the strongest fighter. She fights from the ritual circle and gains confidence while it is intact; if the circle is broken she loses her composure, offers to trade the acolyte's life for safe passage, and retreats into the barrow's flooded dark if reduced below half her hit points. She never fights to the death over a contract.

Defeat or Redemption

Defeated, she laughs and says the Choir already has what it wanted: the names. She can be killed, handed to Thornwell's justice, or bargained with — she will trade the ledger and the acolyte for her freedom, and the ledger is the act's real prize. She cannot be redeemed, but she can be made useful, and she knows only a fraction of what her patron is.

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Encounters

The Drowned Dead of the Ring

Suggested Level: Level 1–2

Halden Crane poles the party out to the standing stones and refuses to go further. As the boat touches the island, the fen answers the fresh-cut sigil: three drowned villagers rise from the black water between the stones, slow and silent, still wearing the clothes they were buried in.

Creatures

Terrain Features

Black water between the stones is difficult terrain and counts as deeper water at the ring's centre. The nine leaning stones give half cover and can be climbed (DC 10 Athletics) to escape a grapple. Reeds at the island's edge are heavily obscured. The ferry is a flat-bottomed boat that can be pushed off with a DC 12 Strength check.

Treasure

Searching the drowned dead yields nothing but fen mud and old grief, but the ninth stone is the prize: DC 14 Investigation reveals the fresh sigil, and DC 12 Religion identifies the stones as marker-stones of a buried warband rather than a shrine. Halden will pay 5 gp for a description of what rose. If the party recovers his toll-box from the deeper pool afterward, see the side quest The Ferryman's Toll. The encounter is worth a milestone to level 2.

DM Notes

For a weak or three-person party, run 2 Zombie and let Halden shout a warning that grants a free round. For a strong five-person party, add 1 Zombie or raise the water: the ring is difficult terrain and the dead have advantage on the first attack from concealment. Do not exceed 4 Zombie — the scene is about discovery, not attrition.

The Diggers' Yard

Suggested Level: Level 2–3

The party reaches the mill at dusk. Four hired diggers are gathered around a cold fire pit, tired, unpaid and argumentative; two ash-bound skeletons stand motionless in the flooded office at the back. The diggers will shout a warning rather than attack immediately — a party that talks first can avoid the whole fight.

Creatures

Terrain Features

The yard is churned mud (difficult terrain in the centre). Tents give half cover and can be cut down or set alight with a torch. The trestle table is half cover and holds the strongbox. The mill's main building is sagging and partly collapsed — the eastern end has a hole in the roof and rotting floorboards (DC 12 Dexterity save to cross without falling). The flooded office is knee-deep water, difficult terrain, and the water is opaque.

Treasure

The strongbox (DC 15 Thieves' Tools or DC 16 Strength) holds the ciphered ledger, 40 gp in old barrow coin and the barrow map. The diggers carry 2d6 sp between them and one has a light crossbow. The ledger's cipher falls to a DC 15 Intelligence check, or automatically with Orrin Vale's or Sister Venn's help later. Dorn Alder's boot is a clue, not treasure. The encounter is worth a milestone to level 3 as the party heads north.

DM Notes

For a low-power party, cut to 3 Bandit and keep the skeletons in the office as a separate fight. For a strong party, the diggers fight from cover behind the trestle and tents and one carries a light crossbow. If the party parleys successfully, the fight should not happen at all — treat a negotiated outcome as full progress and full reward.

The Ritual in the Barrow

Suggested Level: Level 3

The party enters the ritual chamber to find Sable Vane mid-ritual at a circle of ash cut into the floor, with two ash-bound skeletons and one risen warden between her and the door, and Orrin Vale bound to a standing stone at the back. She is courteous, unhurried and entirely willing to talk — but the ritual advances one step at the end of each of her turns.

Creatures

Terrain Features

The ritual circle is a 15-foot ring of grey ash cut into the floor — difficult terrain, and the lever of the whole fight. Breaking it takes a DC 14 Arcana or Religion check or 15 damage to the ash ring, and ends the ritual, drops the forty standing skeletons into inert heaps and staggers Sable Vane. The chamber is round with a domed roof, 40 feet across, lit by grey light with no source; the walls are lined with standing skeletons that give half cover but are not yet animate. The entry passage is 10 feet wide and dry, with a narrow choke point at the door. Orrin Vale is bound at the back, one action and a DC 14 Acrobatics check or a slashing blade to free.

Treasure

Orrin Vale, alive. The ledger (already the party's if they took it at the mill; otherwise it is in Sable Vane's coat). Vane's ash-chalk, a stub of grey chalk with three uses. Forty rusted mail hauberks and old shortswords — heavy, low value, and best left where they lie. The warband's true name, carved on the barrow walls and memorised by Orrin, which is a clue and never a spell component. Brother Ilya's blessing and Mara Thorn's reward on returning to Thornwell.

DM Notes

This is the act's hardest fight and it is meant to be winnable by lever, not by attrition. For a weak party, drop the Ghoul and reduce Sable Vane's supporting skeletons to one; for a strong party, add 1 Skeleton and let the Ghoul act before the party's second turn. If the party is struggling badly, have Kess Alder and Brother Ilya arrive at the barrow mouth at the start of round three and draw the Ghoul off — they are NPCs acting off-screen in the fiction, not combatants on the roster.

Magic Items

Halden's Fen-Chart Halden's Fen-Chart Completed

Halden's Fen-Chart

Common
A stained oilskin chart of the Hollowfen, its paths inked by a ferryman who has poled every channel. A character carrying it has advantage on Survival checks made to navigate the Reedmoor and the surrounding fen.

Location

Act I — recovered from Halden Crane's sunken toll-box, or given by Halden himself in the side quest The Ferryman's Toll

Attunement

False

Vane's Ash-Chalk Vane's Ash-Chalk Completed

Vane's Ash-Chalk

Uncommon
A stub of grey chalk ground from grave-ash and bone dust, three uses. When used to draw a sigil on a surface, the bearer senses any spoken name within 60 feet for the next hour, and undead will not willingly approach the mark.

Location

Act I — found in the Greywater Mill strongbox, or taken from Sable Vane at the Barrow of Ash

Attunement

True — by any creature

Grave-Linen Clapper Grave-Linen Clapper Completed

Grave-Linen Clapper

Uncommon
A slim bronze tongue wrapped tight in grave-linen, cut from Thornwell's fen-bell. It is silent by itself, but if rung over a corpse it will repeat the name the dead still answer to, once, quietly.

Location

Act I — recovered from the drowned acolyte in the peat cuttings during the side quest The Drowned Bell

Attunement

False

Player Characters

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