Bracken Hollow

Hi all and welcome to the last instalment of our February adventure series.

Tonight we will look back at the parties visit to Bracken Hollow, their discovery of Katya and their efforts to free the village from the corruption that spreads from her family home – as well as how it’s not easy dealing with a undisciplined beacon of life magic.

So, first time trying this format (which coupled with the effort from the previous weeks should make it a lot easier – but let’s see about that).

Pages 1, 2 and 3 are content pages, the description, flow, random tables, etc. and such that you’ve previously seen.

Page 4 contains all NPCs and portraits to help the DM describe them and a bit about them to help play them out.

Page 5 will be stat blocks and map(s) – all that D&D encounter goodness that you want.

Now I will jump the gun and say thanks. Thanks for reading this – I have expanded, added and corrected a few things to make sure the adventure flew, well nice enough. If you do like this format do let me know, if you don’t also let me know so I can see what I can tweak for next time. this probably was just about as much effort as writing it all from scratch the first time around but this way I think it makes sense.


Don’t forget to come back next week and, as always, don’t forget to roll with advantage,
The Brazen Wolfe


Part 1 – The road Bracken hollow – 205BrHo1

The high priestess of Chauntea in Daye, Sister Lizbet, impressed with the party and what they had accomplished, rumoured to or not, requested that they go to Bracken Hollow, a town a few days travel to the north east of Daye in Amn and to search for another priestess of Chauntea who was rumoured to be more powerful than she and to bring her to Daye. During the travels into Bracken Hollow the party met with a few travellers who warned them of Bracken Hollow and its general dislike to strangers – particularly from the family who lived in an old manor atop a hill towards the north of the village, and warned the party to not outstay their welcome how ever long it is.

Walking upwards into the sleepy village of Daye the party are greeted by farmsteads overlooking paddocks filled with crops or beasts, two the north east as dense forest could be seen in the distance as the road crept steadily upwards.

Entering the town there was very little. A small stable with may hitching posts lay at the centre of the village, a large water trough and nearby well the only visible water source for horses and people alike. To the left (west of the stable) lay a tavern, The Broken Tankard, which in the dwindling light provided by the setting sun looked like the only place of warmth and hospitality. To the north, about mile away on a hill was a pinpoint of light and smoke amongst a sea of tall, slender pines who had shed their needles already – unusual for the season.


Areas and places of note

The Stables – A small set of covered areas in the centre of the town. Big enough to house about eight horses if some are hitched just outside of the small roof that provides cover from the elements. There is no stable boy but there is clean fresh water at least if sans-food for the beasts that would be spending the night there.

The Broken Tavern – A brightly lit two room, double storied building that boasts three rooms for rent, two singles and a double room. The meals are hearty and of the land but cost a bit more than what the party is used to ranging from 1 silver for basics to 10 silver for something that is likely to fill you up for half a day or more. Despite the price the quality cant be doubted and the three dwarven owners, Milly, Billy and Ned are ferociously proud of the food and drink they serve in their tavern.

The Bracken Hollow woods – rumoured to be the gathering place for fey and other creatures from the fey wild the Bracken Hollow woods are relatively small in size but deep with a few cave systems within its twisted roots and sudden drops. Those who adventure within will need to be on their toes as its not just the environment within that could kill a man.

Environment and running the adventure

As the party enter the village an unusual cold change in weather has swept through the village, many blame the fey that reportedly live in the forest to the East but there is growing whispers, hushed or otherwise, that the family who live on top of the hill are responsible.

This cold snap brings about changes in the weather conditions. When the party arrive it is cold, but not extremely so and they are offered a change of clothes (for 5 gold pieces each) if they are wearing clothes not suited to the cold climates. The following morning you should determine the weather affect in place (d6 roll on the below random table) and for each 1d4+3 hours after that roll the dice again. On a 3-6 the weather gets worse and on a 1 or 2 the weather lessens.

The party should attend the Tavern, the only place to stay for the night. Upon entering the tavern they are treated poorly by the villagers within, looked upon as if they were bandits until Milly, the Matron of the tavern comes and pretends to rough them up a bit. Afterwards the villagers get back to their jovial nature. The party find themselves at a large table with Colin and Paul when the doors open again and this time a crazed man walks in. The music from Carline changes from a merry jig to something that is brash, abrasive and seems to openly mock the newcomer who asks Milly for a bottle of wine to go. The man then seems very interested in the party and tries to pry all information from them about their reasons for visiting Bracken Hollow. Paul steps in and fumbles, revealing what the party has told them that they are here for but Colin tries to cover for his brother and the party explaining that they are heading through the town and staying for a night or two. After the man leaves with his wine the party hear about the strange weather patterns that are happening and the two reason that they believe its occurring. The strange man called “Father” and his family or the fey in the woods are upset about something and have turned spiteful.

If the party go into the woods then the weather should be snowing (stage 5). They find a cave after some while which looks like it was lived in recently, there are some dead strange looking deer within that have a fey-like quality. The weather begins to get worse. If the party stay in the cave they find themselves unwelcome visitors to an half-ogre and his pet brown bear (stats below).

On the way out of the woods they are ambushed by giant snow owls (see stat blocks below) as the wind begins to pickup (blizzard begins). After the fight they travel for a few hours – the blizzard making it rough to move through and as the wind dies down (still extremely cold but no snow) they see a half-ogre and brown bear (If they didn’t encounter them in the cave that is) has followed them and then they are in combat.

After getting back to the village they find that Paul has gone missing when going to help “Father” with a problem with his fences.


Random table

Weather table.

ResultWeather affect
1Cold but not extremely so
1-2It’s begun to rain hard and its still cold, but nothing an additional coat can’t fix.
3-4It’s now dropped in temperature dangerously, its extremely cold and still raining.
5It’s now snowing and extremely cold.
6Blizzard (Extreme wind, snow and cold)

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