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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.


Holdenshire

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!"

Farm

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."

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