Memories of Holdenshire: Annika Crestveil
Memories of Holdenshire: Annika Crestveil
Annika Crestveil is an adventurer based out of Northminster. Her brother is Tariq Crestveil. Annika uses the statistics of a knight .
<= Memories of Holdenshire
Memories of Holdenshire: The Truth Will Set You Free
Memories of Holdenshire: The Truth Will Set You Free
Having seen the true nature of the cult he has been so ardently tracking, Captain Crestveil concedes to the adventurers that he believes their previous claims of innocence regarding his sister's death. He plans to return to Northminster, calling off the search as he goes and having all wanted posters of the PCs removed. While he doesn't have it on him, he does offer each member of the party half of the reward posted for their capture—namely 50 gold—as reward for having put down Ofrain Cassar and ending the threat he posed. The adventurers are welcome to this reward on their next visit to Northminster, where the captain offers to treat them to dinner as an additional show of his appreciation.
Belton of course is ecstatic to see the party again, saying:
"I knew you were a good lot. And more than that now, aren't ya? Heroes is more like it by my thinking!"
He is also begrudgingly offered a pardon by Tariq for his part in their escape from Northminster weeks ago, albeit with the resigned air of someone who knows the halfling is going to go right back to smuggling.
Finally, any mind control victims that survive regain consciousness, bewildered and horrified by their surroundings. Much like the PCs, they've lost all memories from the past month and plead with the party for answers and advice.
What Comes Next?
The adventure intended to pick up where Memories of Holdenshire leaves off is To Slay A Dragon, which returns to Hengistbury and involves the kobolds acting on their true plan of kidnapping Ariadne Torek. There are a few different hooks that can bring the PCs back to Hengistbury, including escorting Belton (after back-to-back excitement he's decided to take a load off for a few weeks and is keen to hire someone to track down Rummynose), helping the surviving cultists regain their own memories, the bonds they've formed with the town's various NPCs, and of course the Autumn Festival, depending on how the adventurers want to spend their downtime. If there's another adventure that the party would like to pursue, consider using the memory recovery mechanic as a way to have them investigate elsewhere.
In either case, thank you for experiencing this introduction to Level Up and its mechanics! If this has piqued your interest, there's a whole line of adventures in Hengistbury (in the To Save A Kingdom adventure path) and still more to discover in Level Up!
<= Memories of Holdenshire
Memories of Holdenshire: Into the Barrowdeep
Memories of Holdenshire: Into the Barrowdeep
At the end of the trail is a sizable mound. Read or paraphrase the following.
The trail has led you to a stone barrow, crouching at the foot of a forested hill. It once had a stacked-stone walled courtyard, but most of it has crumbled or been harvested for building material and now the area is choked with stinging nettles, thistle, and other vegetation. There is however a worn wagon path leading up to the entrance, with a very familiar covered wagon parked in front.
The barrow is literally straightforward—a path with no diverging passages starts with the small antechamber and leads straight to first the minor and then the main burial chamber, now the inner sanctum of the cult (Area #4). Several sets of stairs lead downwards that divide it up into the following sections.

#1: Antechamber
Cultists aren't the only creatures who see the utility in tunnels: there is also an ankheg from a nearby colony looking for a good spot for a new queen to lay her spawn. It's hungry from its underground journey and is laying low here waiting for a meal to walk by. The monstrous insect waits 5 feet inside and 10 feet underground, waiting to explode upwards as soon as it senses a creature directly above it.
#2: Minor Burial Chamber
There are 5 cultists clearing out a partial collapse here (caused by the ankheg in Area #1), directed by 1 cult fanatic . These people have been so single-minded in their devotion (on account of mind control) that they haven't taken proper care of themselves—they've been in this state longer than the adventurers and are suffering from 2 levels of fatigue because of it. Anyone that makes a DC 12 Medicine or Survival check confirms this.
Adventurers can make DC 13 Insight checks to realize that these people have been mind controlled, likely in the same fashion as the party themselves were. Now is a good time for the Narrator to remind the PCs that an attacker who reduces a creature to 0 hit points with a melee attack may choose to knock their target out instead of kill them. Otherwise, the cultists and cult fanatics zealously fight to the death.
The adventurers can also make a DC 13 Nature check to deduce that this damage was indeed caused by the ankheg . On a result of 15 or more they realize that this means that an ankheg colony is soon going to be on the move.
#3: The Landing
There are no cultists here but there are clear signs of their work, poor as it is. In fact they may have even done more harm than good. Best walk carefully or the whole place might come down!
Upon seeing the damage, any adventurer who wishes to reroll the Nature check from Area #2 may do so.

#4: Inner Sanctum
Orfrain Cassar was the one responsible for obtaining "initiates" for the cult in Northminster and has come out to the Crawley Hills to start his own branch. He's heard of the original cult's fall and has since been "recruiting", with the plan to infest or mind control his captives once the khalkos he's been paracitized with is fully grown (though of course he personally will be quite dead by then). When the adventurers reach this room, read or paraphrase the following.
The main burial chamber has been converted to an inner sanctum, set up with makeshift pews and an altar that make it look like a cruder version of the complex you all woke up in not so long ago. Standing behind the altar is a dark-robed figure who turns slowly, gradually revealing the golden-wing sigil emblazoned across its front.
"Well if it isn't our little lost lambs, come back to the fold. How lovely," he says with a beatific smile. "Don't worry, our master left me a gift so that I could start my own family. Stay, let me share it with you and we'll be one again."
Distantly, from a smaller burial chamber to the figure's right, comes a clamor of voices—among them is Belton's. "Get me out of this hellhole!"—and is that Captain Crestveil yelling that this is a trap?
Orfrain will not initiate combat, but he does expect the PCs to join his cult and wait patiently to be infected. If this offer is flatly refused or if the party attacks, he flies into a rage. He's not alone here, either—5 cultists are in the smaller burial chamber to his left and join the fray as soon as the fight begins. At the beginning of his first round of combat Orfrain perishes in spectacular fashion, allowing a khalkos spawn to emerge from the gore (he otherwise uses the statistics of a cult fanatic ) and take its own turn as though it had just used half its movement to stand up from being prone.
Suddenly Ofrain begins to scream, clutching his head and crying ecstatically "It's come! Finally it can come forth and spread its—" but he's cut off as his skull cracks with a sickening sound. His body falls to the floor with a lifeless thump, a humanoid wasp-like creature pulling itself out of what remains and chittering hungrily.
#5: Holding Cells
This area has been crudely converted from a set of small tombs to a set of holding cells. Five unfortunate victims ( commoners ) as well as Belton and Captain Crestveil are being held here.
#6: Sleeping Chambers
This is where the cultists have been getting sleep (what little they've been able to, anyhow.) Even Ofrain himself has been staying here amongst the same ratty bedrolls as his "followers".
Treasure
Between the grateful captives and the treasures of the cult, the PCs find a bag of holding , a citrine statue of a khalkos (worth 50 gold), a gold necklace with the cult's wing symbol (worth 75 gold), and 100 gold coins.
<= Memories of Holdenshire | The Truth Will Set You Free =>
Memories of Holdenshire: A Friend In Need
Memories of Holdenshire: A Friend In Need
Unfortunately the blows don't stop coming for the party. Brand Torek comes back the day after the kobold raid with news about Belton's wagon: it's been found with a broken axle alongside the road to Blackford, and there's no sign of the halfling having left on foot. Brand hasn't seen it himself, but he's heard from a fellow ranger about its discovery, recognized the wagon from the description, and wanted to pass the news to Myco and the PCs, as they clearly knew him best. Myco offers the adventurers a reward of 100 gold to investigate if they don't decide to on their own.
The party should be well-used to the demands of travel by now and can purchase supplies, mounts, and the like in town. Since the kobold raids however, the people of Hengeistbury consider them heroes and will give them a discount of 15% for the occasion.

At the Wagon
Read the following when the adventurers come upon their halfling companion's wagon.
Finally you've reached it: Belton's wagon. Deep gouges in the ground show that it's been run off the road, and the front axle is in splinters. Rummynose is long gone, as are whatever supplies Belton had stashed away. A halfling-sized knife is embedded in the driver's seat, pinning a fluttering piece of gray-purple cloth with it. Wait, is that...?
All the former cultists recognize the cloth with certainty as matching that of the cloaked figure who bundled them into the covered wagon and away to mind-controlled servitude. What isn't as clear is why he's taken Belton and, most importantly, where. Any PC who hasn't recovered their memory of having been abducted does so now (though they gain no mechanical bonus from it).
Anyone that makes a DC 13 Engineering check realizes that there's no indication that Rummynose broke loose on her own. As mentioned by Brand, there's also no sign of halfling footprints anywhere about. However, a DC 10 Perception or Survival check spots the tracks of a second wagon making its way off of the road and towards the Crawley Hills. This check also reveals that Rummynose must have bolted, as her tracks run along the road as opposed to following the wagon.
<= Memories of Holdenshire | Into the Barrowdeep =>
Memories of Holdenshire: Party Crashers
Memories of Holdenshire: Party Crashers
Unfortunately it's not all merriment about Hengistbury. The rumors about town of kobolds are in fact well founded, and they've noticed that all the festivities have kept the townsfolk distracted. The evening of the second day of the festival they launch a three-pronged raid meant to test Hengistbury's defenses in preparation for future attacks.
All the attacking kobolds are different from the typical scaly humanoids: these are the dragon servitors . Any adventurer that makes a DC 13 Arcana check recognizes that while kobolds are normally a mottled brown color, these are a deep crimson, meaning they likely have some connection to a red dragon.

Encounter 1
The first attack is launched against the fishing and ferry boats. There are 10 kobolds scrambling about and trying to set everything they can alight— cargo, ropes, and the ships themselves. A few NPCs who were amongst the vessels have attempted to rally, but anyone trying to put out the flames became targets. All told 4 fisherfolk ( commoners ) have taken shelter underneath one of the docks and 3 of them are bloodied.
Ultimately this attack is a distraction, and when meaningful resistance shows up (namely the PCs) the kobolds only stay for a single round of combat before retreating.
Encounter 2
Not long after the flames are spotted by the boats a cry goes up that there are kobolds at the Bleeding Heart Tavern! There are 3 kobolds and 1 kobold sorcerer , and they also have arson on their minds. The structure's mead-splashed beams don't catch as quickly as they'd like though, so they quickly resort to stealing booze, burning the wall hangings, and generally causing havoc. When confronted, two of the kobolds flee, but the third stays to fight alongside the kobold sorcerer for 3 rounds (or until one of them is killed), at which point they both retreat.

Encounter 3
This last attack strikes at the symbol of Hengistbury's security: Hengistbury Keep. Lord and Lady Pemberton are both presiding over the festival and thankfully aren't at home, but a few servants are still here. They managed to spot the oncoming kobolds and have barred the main doors and shuttered the windows, but the keep wasn't built to withstand a concerted attack. Aharad, a traveling minstrel who had been in the midst of a tryst with one of the staff when the assault came, is alternating using her illusion magic to signal for help and helping lob projectiles (and in her case, vicious mockery ) down at the invaders from the second-floor windows.
There is 1 kobold dragon servitor and 1 kobold broodguard trying to break down the doors with a log clearly brought for the task, while 2 kobolds try to find an alternate way inside (a trio of the scaly attackers already lay dead or unconscious).
When the PCs arrive Aharad focuses on aiding them, providing what healing and magical support she can from the safety of the keep. These kobolds will stay for 3 rounds (or until one of them is killed) before retreating.
The True Mission
The point of all of this, it turns out, is to provide cover for a final broodguard to investigate the Sheriff's Office. The kobolds have plans that involve kidnapping Ariadne Torek—but that's for the To Slay A Dragon adventure!
The Aftermath
To say that the citizens are rattled is an understatement—the county has always been peaceful, and for an attack to come during the festival of all times? It was unthinkable. They're a resourceful and sturdy lot however, and by the time the adventurers get back from the keep there's already a medical tent set up in what had formerly been seating for the pie eating competition. Lady Pemberton is tending to these affairs as Lord Pemberton helps assess the damage inflicted upon the docks.
Treasure
Once the chaos is down to a dull roar the rulers of Hengeistbury come together and decide that a reward for the PCs is in order. Thankfully the kobolds were unable to compromise their strongbox and they offer a candle of the surreptitious scholar , a vial of dust of sneezing and choking , and a faerie love letter as tokens of their thanks.
<= Memories of Holdenshire | A Friend In Need =>
Memories of Holdenshire: The Summer Festival
Memories of Holdenshire: The Summer Festival
Hengistbury is abuzz with activity—the weekend long Summer Festival is in a mere three days! The annual pie eating contest with Thornbury is one of the most anticipated events, and the smell of berry pies fills the marketplace. There are also a number of other competitions all of which the PCs are encouraged to take part in for a small entry fee.
If there are notable NPCs that the adventurers have grown fond of (or developed a rivalry with), make sure to work them into the contests. For example, Three-Fingered Jake and Freya could be in the storytelling competition, or any of the several hunters could be a stand-out in the archery competition.
Vendors. A wide assortment of food, drink, and toys are available. Sweet, salty, and fried items are usually sold at 2 silver each, and Granny Appleseed has special goodies as well.
Game Limits. Typically a contestant is no longer allowed to play a game or contest again after winning it once. The contestant may attempt to play one more time by making a DC 13 Deception check to convince the moderator that their win was a fluke, but otherwise they must move on.
Magical Cheating. Unless explicitly stated, magical enhancements (both spells and items) are prohibited from festival games in a city or smaller settlement. A contestant found to be using magical enhancements is stripped of all winnings and publicly shamed.
The air thrums with excitement as townsfolk pour into the festival grounds, the smell of fresh-baked pies filling your nostrils. Then the sound of popping firecrackers splits the air as Granny Appleseed appears on her wagon, setting off colorful light and illusion magic as she hollers, "I've got all the pies you could want—come and get "em!"

Right Honorable Annual Pie Eating Contest
Entry: 2 gold
Prize: Winner's choice of a blackbird pie (provided by Freya) or the pot (up to 10 gold)
The highlight of the Summer Festival, the pie eating contest is a major point of contention between Hengistbury and Thornbury. All other victories are paltry in comparison—at least until the cheese rolling competition in the fall. If one of the adventurers seems particularly able to put it away, they are asked by the locals, young and old alike, if they'd fancy representing Hengistbury for the occasion. In addition to more tangible rewards, anyone who wins gets bragging rights until fall and likely won't have to buy themselves a drink for the next month.
During the contest each contestant eats the provided berry hand pies continuously for the duration, making a Constitution saving throw every minute (DC 12 + 1 per previous save), and the last gurgitator standing is declared the winner. On a failed save, a contestant is impossibly full and unable to continue. On a failure by 5 or more, they instead suffer a "reversal of fortune" and expel what they've already eaten, which disqualifies them.
Each of the 4 NPCs contestants (half from Hengistbury, half from Thornbury) have been training hard for this and have Constitution saving throw bonuses of +3.
Archery Competition
Entry: 1 silver
Prize: 64 silver
Not quite as hotly contested as the Right Honorable Annual Pie Eating Contest, the archery competition still always makes a good showing. Between the PC entries, Hengistbury, and those visiting from neighboring Thornbury, there are 64 contestants, meaning 6 rounds of competition. The winner of the final round takes the pot of entry fees.
Scoring Points. Each contestant takes 3 shots per round. Contestants score 1 point for hitting the target's AC, 2 points for hitting a middle ring by beating the AC by 4, or 3 points for hitting a bullseye by beating the AC by 8. In each round, the top half of contestants that score the most points progress. In case of a tie, each of the tied contestants have a fourth "sudden death" shot.
But There Are 64 of Them! Starting with the semi-finals, each contestant should be handled individually to increase the drama of the occasion, but otherwise the Narrator is not expected to roll attack rolls and tally the points for each of them. An adventurer progresses to the next round simply by scoring 4 points or more.
The Contestants. The Archery Competition table shows the number of contestants, their attack bonuses, and the target's AC at each round of a contest.
TIER |
NUMBER OF CONTESTANTS |
ATTACK |
TARGET'S AC |
Finals |
2 |
+5 |
15 |
Semi-Finals |
4 |
+4 |
14 |
Quarter-Finals |
8 |
+3 |
13 |
Fourth |
16 |
+2 |
12 |
Fifth |
32 |
+1 |
11 |
Sixth |
64 |
+1 |
11 |
Caber Toss
Entry: 1 silver
Prize: 2 gold
This competition focuses on the precise tossing of a 20-foot whittled pole. Contestants wait their turn to heft the pole, balance it on one shoulder, and then run a short distance before actually throwing it. Ideally, the caber does a full revolution before landing straight in front of the contestant. Rather than measuring by distance, judges award points based on the angle and positioning of how the pole lands. Each contestant makes a ranged attack roll using Strength as the ability modifier, the person with the highest result winning the pot.
Many of those who enter cannot even lift the 120-pound caber properly, much less toss it, but there are 3 stand-out NPCs who can and have a +4 bonus on their ranged attack rolls.
Cabernet Toss
Entry: 1 silver
Prize: 2–8 silver
Starting as a pun made about the caber toss, the cabernet toss is a challenge of toasts that usually breaks out around wine, cider, or beer barrels (no serious contestant lets the actual variety spoil the fun). Two individuals make toasts of increasing verbosity to life, the gods, their opponent, or anything else that strikes their fancy.
Contestants make opposed Persuasion checks to bring the crowd to their side. This ability check is usually Charisma, but a contestant that improves their toast by throwing in related facts can use Intelligence, someone that carefully reads and responds to the crowd can use Wisdom, and a few people have managed to win with Constitution by liberally including long chugs of alcohol into their routine.
The contest is over when a contestant beats their opponent's check by 10 or more, and the winner takes the whole pot. Occasionally the loser may double the bet for another round, but this can only be done three times before the crowd demands fresh contestants.
NPCs contestants have Persuasion +3.
Catch the Pig
Entry: 1 silver
Prize: 2 silver
The lucky contestant is led into a muddy arena with a greased pig where they have 1 minute to catch and tie up the squealing animal. Each round that the pig is loose, the contestant makes a DC 10 Acrobatics to catch it. On a success, they must successfully grapple the pig (use boar statistics for Arnie, this year's contender). If the contestant successfully grapples the pig for 3 or more consecutive rounds, they win the contest—but if at any point the pig escapes, the contestant must begin the process anew.
If the pig dies or falls unconscious the contestant is likely ejected from the festival unless they deliver a truly remorseful apology, line a few pockets with coin, or convince everyone that it was an honest mistake.
Guess the Pig's Weight
Entry: 5 copper
Prize: The pot (up to 200 copper)
Anyone who wishes may make a guess as to the weight of one of Penner's prize pigs—this year it's a large black sow named Effie. Each contestant may make a Nature check to guess its weight (one entry per contestant). At the end of the festival Effie weighs in at an impressive 750 pounds, and the contestant with the highest result on their Nature check wins.
Most contestants are way off, but there are 3 NPC contestants worth rolling for (each has a +4 bonus on Nature checks.)
Light Show
Entry: None
Prize: 1 silver
This is a casual, entertaining game judged by the local children after dinner on the first night of the festival. Any contestant with access to dancing lights , light , minor illusion , prestidigitation , or a similar persistent light or illusion effect may enter. Each contestant makes an Arcana check to craft a fascinating light show, and the contestant with the highest result wins (measured by the raucous applause they receive). Kalle Sirkesalo has notoriously spurned the event for years, despite pleading and cajoling to the contrary. Granny Appleseed also abstains, not wanting to "ruin the fun", but she watches every year.
There are only 2 NPC contestants, each with a +3 bonus on Arcana checks.
Raffle
Entry: 5 copper per ticket
Prize: Beautiful silver bell etched with the profile of a stag (worth 1 gold)
For the unskilled and worshipers of luck, raffles are an excellent diversion. One hundred tickets are sold at the start of each festival to anyone willing to buy, and individuals can purchase as many as they like. Each ticket is marked with a single number, from 1 to 100. At the end of the festival, a single ticket is picked from a jar (roll a d100 to determine the ticket picked).
Storytelling Contest
Entry: None
Prize: 5 silver, and until the next festival each night the contestant can tell a story at the Bleeding Heart tavern to receive a free meal
This event is mostly intended to provide free entertainment at dinner, though there are several locals who take it very seriously. Each contestant goes on the village green's stage and makes a single Performance check. The contestant with the highest result on their Performance check wins.
There are 4 NPC contestants, each with a +3 bonus on Performance checks.
<= Memories of Holdenshire | Party Crashers =>
Journey Checklist
Journey Checklist
When making a journey , follow these steps.
- Based on the world map, the Narrator determines which Regions exist on the route.
- For each
Region
determine the travel distance, travel pace, and resultant travel time.
- The Narrator determines the Region’s traits and task DC, and rolls 1d20 to determine the prevailing weather.
- Each adventurer selects one or more journey activities and makes relevant checks.
- The Narrator rolls for one or more encounters using the appropriate tiered table for that Region . These may be monsters, exploration challenges, social encounters, or scenery.
- Determine Supply usage and apply [conditions|fatigue] if necessary.
- Repeat step 2 for each Region .
- Arrive at your destination!
The order in which journey activities are resolved and when encounters take place is up to the Narrator, although we suggest that you resolve journey activities, and then run any encounters.
Memories of Holdenshire: The Journey
Memories of Holdenshire: The Journey
The adventurers will need to travel from Northminster to the Weirwood, where they will meet with Granny Appleseed. They will be pursued by Tariq Crestveil, who still believes that the adventurers kills dhis sister Annika.
Captain Tariq. The Narrator can have Northminster's captain of the guard catch up with the party while they're on the North Riding Smuggler's Route or when they're in Lanickshire. Refer to Encounter 2: A Persistent Pursuer.
Off the Path
The previous encounter spooks Belton, cementing his belief that the roads are no longer safe. Read or paraphrase the following.
Belton exhales a long breath he had been holding in. "That confirms the worst I had in mind. So, how about a change of plans?" The smuggler points out into the North Riding grasslands. "There's an old smugglers' route out there. It used to be a common way to dodge tariffs. Ever since that got lifted though, there's really no use for it left. I reckon it's probably an overgrown mess, but it will let us stay away from any roadblocks. What do you all think?"
The adventurers can inquire more before they take this route:
- Where does this path lead to? The smuggling route leads to Halfpoint, whose remote location makes it harder for news to arrive. The party likely will have a week from today before news of their "horrific deeds" spread there, which gives them some time to hide, plan, and stock up should they need to.
- What about getting to Weirwood? The PCs have two options after arriving in Halfpoint. They can continue following the smugglers' route through Lanickshire to Thornbury, then take the road to Hengistbury to enter Weirwood. The other option involves cutting across Crawley Hills straight to Weirwood, which will be truly off the road.
Belton can give a rundown of what the party can expect in each of the regions they might travel through:
- While North Riding can be quite dangerous at times, the smugglers' route runs a safe distance away from most monster lairs and criminal hideouts.
- Halfpoint's history with smuggling and its isolation makes its residents willing to turn a blind eye on suspicious activities.
- Lanickshire is a typical farming region where rumors spread quickly. Since many are just hearsay though, folks are not necessarily eager to act on what they are told.
- Thornbury is a very safe town, though being a frequent resting stop, they are bound to know about the escape and bounties soon.
- The roads are going to be chocked full of checkpoints and patrolling guards. The only stretch that might be safe is between Hengistbury and Thornbury, as there are not as many soldiers stationed there.
- Hengistbury is a mundane town with only a sheriff and ranger as its defense. Life there is simple, making it a great place to start anew.
- Lastly, the Crawley Hills are less dangerous than North Riding, though the lack of an established travel route makes journeys more difficult.

Starting Logistics
The difficulty of a journey sometimes lies not in the dangers ahead, but in the logistics and planning of the undertaking. One wrong calculation of the amount of food available, or a sudden change of plans like the adventurers currently face, and a party might find themselves facing impending starvation.
Thankfully, Belton came prepared. The wagon carries 20 Supply for people, plus 16 Supply of feed intended for Rummynose (the horse drawing the wagon). For PCs that did not pick up any survival gear , the Narrator can have them come across an explorer's pack (with the rations replaced by 5 torches). The party also receives a map of the local area with the smuggling routes marked on them if they decide to part ways with Belton at any point during the trip.
Local Map (20 gold)
This map depicts an area that is well known to its makers and shows the full details as well as routes within the realm, including the names of hamlets, villages, and towns. When using this map, you may travel at a fast pace without taking a penalty to your passive Perception while within the area it depicts. If you also use a compass in conjunction with a map, you gain an expertise die on checks made to avoid becoming lost.
Journey Checklist
When making a journey , follow these steps.
- Based on the world map, the Narrator determines which Regions exist on the route.
- For each
Region
determine the travel distance, travel pace, and resultant travel time.
- The Narrator determines the Region’s traits and task DC, and rolls 1d20 to determine the prevailing weather.
- Each adventurer selects one or more journey activities and makes relevant checks.
- The Narrator rolls for one or more encounters using the appropriate tiered table for that Region . These may be monsters, exploration challenges, social encounters, or scenery.
- Determine Supply usage and apply fatigue if necessary.
- Repeat step 2 for each Region .
- Arrive at your destination!
The order in which journey activities are resolved and when encounters take place is up to the Narrator, although we suggest that you resolve journey activities, and then run any encounters.
Method of Travel
Consulting the map the party estimates that the distance between Northminster and Halfpoint is approximately 50 miles (their destination is 10 hexes away and each hex represents 5 miles). The wagon, at its regular slow pace, covers 16 miles a day if nothing goes wrong. If the players decide to push the wagon into traveling at normal pace, they can cover 24 miles at the risk of a malfunction if they fail the daily DC 13 land vehicle check.
Belton will bring up that the wagon has a major drawback: they cannot cover their tracks as easily, and can never hide from ambushes. If the group were to proceed on foot at a slow pace, on the other hand, they would be able to use Stealth. While abandoning the wagon does greatly decrease the party's carrying capacity, avoiding getting jumped on might be worthwhile in itself.
If the adventurers somehow happen upon enough mounts for everyone—perhaps from knocking out some scouts—they can travel at a mounted pace. Much like the wagon they will not be able to use Stealth, and will also take additional penalties to their passive Perception and Perception checks, but they'll make it to Halfpoint in only a day and a half.

Belton's Wagon to Crawley Hills, North Riding
Region: Tier 1 Rolling Grasslands
These regions are filled with farmsteads interspersed by large swathes of gentle wilderness and the occasional grove of trees. If there are any paths they are only used by locals and not very well maintained.
Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20–25 snow.
Journey Activities. Adventurers gain advantage on checks made to Chronicle, Gossip, Harvest, and Rob.
Halfpoint, Hengistbury or Thornbury
Region: Tier 1 Urban Township (tier 0 for Hengistbury or Thornbury)
Filled with polite and simple folk living industrious lives, these rural towns are centers of commerce and where most of the nearby region's artisans ply their trades.
Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20–25 snow.
Breakable Surroundings. A critical failure on a Strength or Dexterity check results in destruction of property, angering the owner of said property.
Journey Activities. Adventurers gain an expertise die on checks made to Busk or Rob.
Hengistbury to Blackford, Lanickshire to Holdenshire
Region: Tier 1 Open Roads
These roads are maintained with taxes collected from the regions that use them, and all manner of folk tread upon them on their way from or to homesteads, towns, and locations of note.
Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20–25 snow.
Fast Travel. Adventurers move one mile per hour faster when traveling along open roads.
Holdenshire, Lanickshire
Region: Tier 1 Country Shire (tier 0 for Holdenshire)
Idyllic glades, worked fields, and quaint homes mark out these areas. The lives of people here are nearly free of conflict and any greater struggle than dealing with pests damaging crops, seeing to the next harvest, or spats between neighbors.
Weather. 1–8 clear, 9–12 overcast, 13–16 rain, 17–19 mist, 20–25 snow.
Journey Activities. Adventurers gain advantage on checks made to Busk, Chronicle, Gossip, Harvest, and Rob.
Friendly Locals. Adventurers gain an expertise die on Charisma checks made against people local to the region.
Haven. The whole of this area counts as a haven. Travelers can always recover from fatigue and strife when taking a long rest, even when camping.
Weirwood
Region: Tier 1 Feywood
Ancient trees fill this forest, their leaves filtering the sun's light and masking the mystery that pervades the woods. Signs of fey and other children of nature are everywhere, and many say their presence gives the area a sense of magic all its own.
Weather. 1–15 clear, 16–19 mist, 20–25 rain.
Fey Promises. When an adventurer breaks a promise made in a Feywood they suffer a level of strife .
Natural Camouflage. Adventurers gain an expertise die on Stealth checks.
Journey Activities. When making a check to Hunt and Gather, an adventurer rolls with advantage .
<= MEMORIES OF HOLDENSHIRE | A Persistent Pursuer =>
Memories of Holdenshire: Places of Interest
Memories of Holdenshire: Places of Interest
The last memories the party has from before the cult are from Hengistbury, but just being in the town isn't quite enough to bring anything back. The PCs must dig a little deeper and become more familiar with this place and its citizens to get the whole picture. Each adventurer must trigger at least 3 mundane memories to remember what brought them to the cult in the first place: being abducted by a mysterious figure into a covered wagon either by drugs, trickery, or violence. This realization, while unpleasant, gives the PC a feeling of purpose and they get a +1 bonus to their first initiative check every day until the end of the adventure.
The locations of such memories should be chosen by the Narrator, keeping in mind each adventurer's backstory. They can also be triggered by the people of Holdenshire, most likely by villagers recognizing the party and sharing an anecdote.
Unlocking a given memory requires a DC 12 Perception check (for locations) or a DC 12 ability check of the Narrator's choice (for NPCs, depending on the relationship). Each individual check can be attempted once per day. On a success, the adventurer relives the memory in question and gains a +1 bonus on their next ability check, attack roll, or saving throw, and they cannot regain another memory until they have finished a long rest. On a failure, the adventurer gets a brief but splitting headache and a sense of familiarity, but nothing else.

Bleeding Heart Tavern
The tavern is owned by the Pembertons and staffed by a rotating selection of the town's inhabitants on their behalf—the building itself may not change, but how exactly it is run changes often.
Possible Memories. An adventurer might arrive here and suddenly remember sliding a pint across the bar, playing a game in front of the fire, or bringing up supper to one of the rooms upstairs.
NPCs. Freya Aeval, Meredith Jones, Three- Fingered Jake.
Previous Interactions
- Freya Aeval: "I remember you—you sang that song about the Queen. Do you have any more?"
- Meredith Jones: "Wait, were you the patron who tipped with that old medallion? I've still got it somewhere."
- Three-Fingered Jake: "Oh, you're the one that lent me silver after that bad run at cards. Thanks—those adventurers were getting nasty!"

Fields
Penner's pig farm is the most notable dwelling here, but many in the town work the fields or raise livestock in part- and full-time capacity to supplement their household or make ends meet.
Possible Memories. Working the fields, experiencing one of Ugg's self-composed songs.
NPCs. Penner, Ugg (the hill giant ).
Previous Interactions
- Penner: "You going to try your hand at the pig wrestling again? Arnie's all ready to go for the festival."
- Ugg: "Ugg remembers you! You sang with Ugg!"
Forge
Known as one of the best smiths in the area, Rorus Klain runs a tight ship here.
Possible Memories. Having a weapon sharpened or armor mended, having a horse shod.
NPCs. Rorus Klain.
Previous Interactions
- Rorus Klain: "Mm? Did you go and blunt that blade already? Wasn't a month ago I last sharpened it."
Hengistbury Keep
Home to Lord and Lady Pemberton, Hengistbury Keep is easily the most well-fortified and finest building in the area.
Possible Memories. Serving as an attendant to the Pemberton family, coming to pay respects.
NPCs. Lord Pemberton.
Previous Interactions
- Lord Pemberton: "Ah yes, I remember you asking to look at my libraries. Did you find what you sought?"
Market
Easily the center of commerce and society in Hengistbury, the market is host to several businesses, as well as the more unsavory elements in town.
Possible Memories. Manning a booth, purchasing goods.
NPCs. Kit Bartleby, Mylani Azalathellon, Nazid, Stedd Grimwold, Steffen the Baker, Temrus Clothbinder.
Previous Interactions
- Kit Bartleby: "If you're planning to stick around, I might have a job for you..."
- Mylani Azalathellon: "Oh, it's you again. Planning to follow the law this time?"
- Nazid: "Well if it isn't my best customer! Lucky you, I got a shipment in since you left."
- Stedd Grimwold: "Oh, hello there. Did you ever find out if harvesting the nettles under moonlight made them more effective? I guess I should give that hair growth potion another try."
- Steffen the Baker: "Oh, what was your usual order? Wait, don't tell me—one baguette and two of the honey wheat rolls, right?"
- Temrus Clothbinder: "You know better now than to touch one of the black-wrapped cheeses, right? I don't want any trouble."
Moor-Run River
The river is a popular spot for local fisherfolk. Ferries frequently run between Hengistbury and Thornbury.
Possible Memories. Going out of the water for a day's work, picking flowers as a temple offering.
NPCs. Ariadne, any fisherfolk.
Previous Interactions
- Ariadne: "Weren't you the one who rescued my bouquet from the current? Thank you!"
- Fisherfolk (any): "You're back! Any chance you've got time to go out onto the water with us again?"
Old Temple
Once a temple to the goddesses of agriculture and hunting, this old building is now used as both a town hall and place of healing. It is maintained by Lady Pemberton who offers magical aid to those in need.
Possible Memories. Lighting incense to the goddesses, coming to request healing, or partaking in a heated debate during one of the town meetings.
NPCs. Ariel, Heinrich Krebs, Lady Pemberton, Prirkka Strongfist.
Previous Interactions
- Ariel: "Not planning on falling out of any trees again, are you? I told you I'd only fix that arm once if you were going to be a fool about it."
- Heinrich Krebs: "Ah, there you are. Were you ever able to find that calendula I asked about?"
- Lady Pemberton: "You've lent us your healing touch once before. Would you do so again?"
- Prirkka Strongfist: "Glad to see you again—I meant to give my thanks for your help during that rough birth—I don't know if both twins would have made it without you."
Sheriff's Office
Run by Brand Torek, the Sheriff's Office also doubles as his living quarters and the county's closest equivalent to a jail. While he himself isn't often in (preferring to spend his time on patrol) his presence lingers in the form of his old adventuring armor and massive warhammer on display.
Possible Memories. Being held in the makeshift jail for drunkenness, coming to check the job board outside.
NPCs. Ariadne Torek, Brand Torek, Jayel, Yara Bloodclaw.
Previous Interactions
- Ariadne Torek: "Hello again! Did you come back to help Uncle Brand with the wolf problem?"
- Brand Torek: "Hope you've learned to handle your liquor while you've been gone—don't want to deal with you in the drunk tank again."
- Jayel: "Where'd you get to? A good hand in the wood is hard to find."
- Yara Bloodclaw: "Might need your arm again; we've heard tell of some monsters prowling around. The wolves have been getting bad, too."
Sirkesalo's Tower
Kalle Sirkesalo is the local mage, and his tower is isolated from Hengistbury on a small island of its own downstream in the middle of the Moor-Run. He studies texts both arcane and divine, but is reclusive and doesn't often entertain guests for very long.
Possible Memories. Delivering a rare reagent, delivering mundane supplies.
NPCs. Kalle Sirkesalo, Redheaded Roland.
Previous Interactions
- Kalle Sirkesalo: "Oh, you're that mage that wanted a peek at my library, aren't you? Are you going to actually stay this time, or do you plan to disappear again?"
- Redheaded Roland: "Didn't we play dice at the Bleeding Heart? We should definitely go again— pretty sure I wiped you out."
The Hen and Filly
A boarding house popular with seasonal workers and locals in between formal lodgings.
Possible Memories. Arriving for a season of farming, staying during roof repairs.
NPCs. Myco Ferris.
Previous Interactions
- Myco Ferris: "Wait, I remember you, now I think on it. You told stories to rival old Three- Fingers!"
Trading Post
A variety of mundane gear is on offer here as well as game purchased from local hunters.
Possible Memories. Bringing in a day's catch of game, discussing the dangers of the Queen's Wood.
NPCs. John-Francis Rainweaver, Logan Brokenbarrel, Yara Bloodclaw.
Previous Interactions
- John-Francis Rainweaver: "Haven't seen you here in awhile. Out tracking that ten-point buck again?"
- Logan Brokenbarrel: "Back again, eh? That offer for night guard at the quarry is still open."
- Yara Bloodclaw: "Good to see that you're back. We might have to offer a bounty for wolves in the Queenswood—there's been a lot more of them this year."
<= Memories of Holdenshire | The Summer Festival =>
Memories of Holdenshire: Beginning Act III
Memories of Holdenshire: Beginning Act III
Having now received the "lock and key" from Granny Appleseed, the party must travel to Hengistbury in hopes of turning over their minds until they find their missing memories. Belton will accompany them there, but afterwards he insists on getting back to Northminster and business as usual. For the return trip, use the same journey rules for their initial trip to the Weirwood.
Upon their arrival in Hengistbury (or their return, if the memories start stirring) Belton does the party a last service by introducing them to a relative who runs a local boarding house, a tidy building with a freshly-painted and memorable sign—a plump red chicken perched on the back of a young bay horse—proudly displayed out front.
With a solid thump on the door, Belton calls out, "Myco, I've got company for you!"
It's not long before a neatly-dressed halfing in a chicken-embroidered waistcoat flings open the door to wrap Belton in a rib-crushing hug before looking the party up and down.
"They're a bit worse for wear, but if they're friends of yours, cousin, then they're friends of mine!" They then proffer their hand, "I'm Myco Ferris, owner of this little place. Not quite as fancy as the Bleeding Heart, but more than a mite quieter. Less of the traveling riffraff, too—mostly house the farmhands from out of town, or locals like Old Sven when the storm took his roof off last season."
The halfling Myco Ferris is the proprietor of the Hen and Filly and he has a penchant for gossip and long, meandering stories. On the strength of Belton's recommendation, Myco offers the party a discounted weekly rate until they can find lodgings of their own or decide to move on. While it doesn't include food and drink like the inn does, the Hen and Filly is cheaper and, perhaps most important to a group on the run, easier to lay low at. A week's lodging here costs each of the PCs 8 silver.
His work now done, Belton stays in town long enough to resupply (and replace his wagon if the adventurers earlier chose to abandon it) then leaves the next day for Blackford, promising to come and check in when he's next in the area. He also plans to meet with Kit to see about restocking his illicit wares before he leaves town.
Word About Town
Hengistbury is known for being a sleepy town with few troubles, yet that hasn't been entirely true as of late. Kobolds in particular have been spotted recently, and there are even rumors of lizardfolk in Fogmoor to the south. The latter has been largely dismissed as fisherfolk having had too much to drink, but the former is well-attested. Even the Weirwood—a place the town has had peace with for some time—has become more active. Though the locals are trying to put on a brave front, there's an air of tension competing with excitement around the upcoming festivities.
Chain of Memories
Give the PCs some time to explore Hengistbury in relative peace as they attempt to regain their memories. There are a number of locations both in and near the town that should help with this, but the Narrator should feel free to add new places as feels appropriate to Hengistbury's size and culture. The timeline of this adventure assumes that the party will be here for just under a week, beginning just before the Summer Festival and culminating with the news of Belton's disappearance.