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Marshedge Hooks
Roll 1d6 when party arrives at Marshedge unprepared or during an errand complication for one of six hooks: a mother seeking rescue from the Willow Witches, a fen-walker discovering...
Roll when the party arrives without prep, or when a Marshedge errand needs a complication. Each hook offers a request, a missing piece, or a private deal.
Roll 1d6 · Family Site Hooks · p. 277
| d | Result | Detail |
|---|---|---|
| 1 | Save a child from the Willow Witches | A daughter of the Old Families tries to save her son from the tithe at the willows. |
| 2 | A fen-walker finds a ruin | Home to a fell beast — and great treasure, if anyone is brave enough. |
| 3 | Idealists organize a Farmers Guild | They want recognition; the Old Families and existing Guilds will not give it without a fight. |
| 4 | A High Town merchant wants exclusive whisky rights | They have what the PCs seek — but only in exchange for sole rights to trade Stonetop whisky. |
| 5 | A spurned guild apprentice sends dark spirits | Their old master is the target. Spirits already crowd the apprentice's old workroom. |
| 6 | A loyalist Guardsman has gone missing | His granddaughter asks the PCs to look for him before the new recruits write him off. |