Showing0entries
Sorted A-Z
Encounters

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

dResultDetail
1Save a child from the Willow WitchesA daughter of the Old Families tries to save her son from the tithe at the willows.
2A fen-walker finds a ruinHome to a fell beast — and great treasure, if anyone is brave enough.
3Idealists organize a Farmers GuildThey want recognition; the Old Families and existing Guilds will not give it without a fight.
4A High Town merchant wants exclusive whisky rightsThey have what the PCs seek — but only in exchange for sole rights to trade Stonetop whisky.
5A spurned guild apprentice sends dark spiritsTheir old master is the target. Spirits already crowd the apprentice's old workroom.
6A loyalist Guardsman has gone missingHis granddaughter asks the PCs to look for him before the new recruits write him off.