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.
<= Memories of Holdenshire | Places of Interest =>
Memories of Holdenshire: Meet Granny Appleseed
Memories of Holdenshire: Meet Granny Appleseed
When the party approaches Granny Appleseed's homestead, read the following.
You can smell Granny Appleseed's cottage emanating the aroma of freshly baked apple pies before you see the rustic, tidy hut and the picket fence around it. Surrounding the fenced yard about her home are several wild apple trees, many of which bear fruit even though it is not in season.
As you approach a plump and jolly elderly human woman emerges, wearing a frilly apron that is pristinely clean and a laurel of apple flowers on her head. Her nose is crooked and lumpy, and her teeth have a lot of gaps between them. "Hello, faces old and new! Come in, come in. I've just put the pie in the oven and the kettle will be boiling in just a minute. Make yourselves at home!" She beckons you all to join her inside.
Granny Appleseed is a friendly green hag known in Hengistbury for her remedies, advice, and magical pastries. After hearing what the adventurers are seeking as they snack on some strangely addictive cookies, she says she has the perfect recipe for their predicament: a good old herb quiche. However, just making it for the PCs is boring, so she challenges them to a riddle instead to see if they can figure out what the right ingredients are.
The old woman picks up a spoon from a honeypot and swishes it around. Threads of sugar float in the air as she rhythmically speaks.
"To set your lost memories free,
You must bring me these ingredients three:
A sun inside the sea, and found in the lea.
A coin you can eat, sometimes new and sometimes sweet.
What all soldiers need, but is hollow and empty.
My backyard or forest, go out and seek,
to help create the lock and the key!"
The items Granny Appleseed is looking for are robin eggs, mint, and morel respectively.
After hearing the riddle, the party can make DC 13 Insight or Nature checks for each ingredient. On a success, they know the type of ingredient they are looking for (egg, herb, fungi). Alternatively, the players may decide to use their own wits to figure out the riddle, which can circumvent this check.
The PCs may then head out into Granny Appleseed's garden or the forest and make a group check to look around for items that might fit those criteria with a DC 15 Investigation or Perception check.
If the party fails the checks they find or deduce the "wrong" ingredients: namely forget-me-not flowers, currants, and the gut of a recently-butchered rabbit.
Whatever the group brings to Granny Appleseed, she adds it into a giant quiche for the adventurers to have as part of a lavish dinner of pastries and hearty dishes. For each correct ingredient, a PC gets to remove one condition , a level of fatigue , or a level of strife . If all the ingredients are correct, they also gain 10 temporary hit points that last for up to 24 hours.
Ingredient Mishaps
Adventurers that got the wrong ingredients may be in for a difficult surprise! The Narrator can choose to have the adventurers make a Constitution saving throw (DC 12 + 1 per wrong ingredient). On failed save, a curse afflicts them until their memory returns.
Ingredient Mishaps (1d6)
- Seeing a person with Charisma 14 or higher brightens your field of vision and fills your peripheral with a hazy pink border of sparkling roses.
- Whenever you speak a word beginning with R, your head turns into that of a frog for 1 minute. You can still speak and use your senses normally.
- For an hour after each meal, you suffer terrible hiccups that trigger every 20 syllables.
- Your skin becomes vividly colored and changes at the end of each long rest. The effect temporarily goes away until the next long rest if you drink a cup of water.
- Between dawn and sunset you have an irresistible urge to rhyme, forcing you to end sentences with nonsensical words to fulfill the requirement.
- Your preference for smells is flipped— what usually smells awful to others smells wonderful to you, and vice versa.
After eating the quiche, the party falls into a food coma for an hour, which can serve as a short rest .
After the adventurers rouse from their food coma, they wake to find...that they feel exactly the same! None of their missing memories have returned! Granny Appleseed explains that this is meant to be: as stated in the riddle, she has created the lock and key. It is up to the party to do the actual unlocking. The best way to go about this is to live a normal life in Hengistbury, where it all seemingly began. Hopefully spending time in town will ultimately jog their memories, and answer how or why they ended up in a cult.
Before they leave, Granny Appleseed provides the group with parting gifts. If they did not locate the right ingredients, she gives the PCs a choice of two items out of three:
- an empty dreamscrying bowl
- a gossip earring
- or Perdita Ravenwing's True Name.
If they found all the correct ingredients, she also gives each of them a tin of Granny Appleseed's Signature Pastries. This special ration never expires, and after consuming it at the end of its next long rest a creature can remove 1d4 conditions , levels of fatigue , or levels of strife .
The adventure continues in Act III: Evil's True Face.
<= Memories of Holdenshire | Beginning Act III =>
Memories of Holdenshire: A Persistent Pursuer
Memories of Holdenshire: A Persistent Pursuer
Highly upset by the party's escape, Captain Tariq—who still believes they murdered his sister Annika—personally tracks them down. Hearing about the wagon full of bedrolls, it does not take him long to deduce where the adventurers are headed and he quickly begins his own journey towards Halfpoint.
If the party fails at an encounter on their way to Halfpoint, Tariq is their next encounter. Otherwise, he's the first encounter after they leave Halfpoint.
In his fervor Tariq did not properly prepare for the trip, nor did he bring backup. The adventurers notice both of these things right away when he makes his appearance.
Ahead you see a lone figure leaning against a horse that grazes sloppily as it pants. Seeing you approach, the traveler's shoulders seemingly sag in relief. The person—a human man, it seems, from his haggard appearance—wearily trudges towards you.
"Pardon the interruption, fellow travelers. If you've a waterskin to spare—you!" Recognition sparks in both your minds and his. Though he may be without his bright red cape and full-body armor, the sight and sound of him mourning over his sister Annika Crestveil is engraved in your memories and you realize this is Captain Tariq. "You murderous zealots!" he screams, all the exhaustion gone from his features and replaced with fury as he unsheathes a greatsword from his back, "I'll see you hanged for what you did to my baby sister!"
Although Tariq has drawn his weapon, adventurers with a passive Insight 12 or passive Perception 12 know he is posturing, mostly to ensure his own survival. As he hollers about how he will cut the party down one-by-one and haul them back in chains, the party can make a DC 15 group check to convince him that they are innocent by using Persuasion, lie about their circumstance with Deception, or threaten him to back off with Intimidation.
On a failure, Tariq reluctantly lets them leave but only because he currently does not have the means to stop them.
On a success, the captain's resolve wavers—he lowers his weapon and voices that he is weary and doubtful of the party's claim, but if they are indeed innocent, there has better be evidence to prove it.
On a critical success, he realizes that there's no way the adventurers could have defeated his sister and promises to clear their names, but on a critical failure he becomes enraged and attacks (using the statistics of a knight with an AC of 15 from half-plate and one level of fatigue ). When engaged in combat, Tariq retreats after being damaged 3 or more times, using Disengage to flee, then mount his horse and ride off.
The Weirwood
Once the adventurers safely arrive in the Weirwood, they may either take some time to recuperate or go straight to seeking out the wisewoman.
<= MEMORIES OF HOLDENSHIRE | Meet Granny Appleseed =>
Memories of Holdenshire: Roadblock Ahead
Memories of Holdenshire: Roadblock Ahead
Belton's fears are quickly confirmed when 3 scouts approach, mounted on draft horses . They received word to return to Northminster for a briefing about some fugitives, but at the moment this is all they know—none of them realize that the people they are speaking to are the very criminals in question! The scouts ask the party about any rumors regarding what might have prompted their sudden recall.
If adventurers did not get spotted right away from being inside the wagon or hiding preemptively, the PCs can make Dexterity (Stealth) checks against the scouts ' passive Perception of 16. If spotted, they still get a chance to talk their way out of a violent confrontation.
During the conversation the party can make DC 12 Deception or Persuasion checks to sell whatever story they tell the scouts , but if the wagon suffered any malfunctions in the last act the DCs increase by 2. Belton goes along with the adventurers and says his leg wound came from, "a very nasty rabbit who has been dealt with," while patting his stomach.
If the scouts grow suspicious, they ask for each person's name and occupation. The PCs can offer up a bribe of 40 gold or more to get them to drop their line of questioning at any time. Violence— usually a last resort—is also a solution here, and should prove to be an easy combat encounter.
On the other hand, if the scouts think the party are harmless travelers they kindly remind the group that checkpoints are going up in the days ahead to catch the escapees, so they best move on before these blockades become a nuisance.

The Journey =>
Memories of Holdenshire: Granny Appleseed
Memories of Holdenshire: Granny Appleseed
Granny Appleseed is a friendly green hag known in Hengistbury for her remedies, advice, and magical pastries.

<= Memories of Holdenshire
Memories of Holdenshire: Tariq Crestveil
Memories of Holdenshire: Tariq Crestveil
Tariq Crestveil, the brother of Annika Crestveil, is a dedicated and passionate guard captain (use knight statistics, but with an AC of 15 from his half-pate armor). While he is known to be righteous and compassionate, Tariq can get quite intense when things get personal. Tariq is convinced that the adventurers killed his sister.
<= Memories of Holdenshire
Memories of Holdenshire: Beginning Act II
Memories of Holdenshire: Beginning Act II
Having escaped their pursuers, the adventurers must travel discreetly to Weirwood, an enchanted forest in Holdenshire. Within it resides the wisewoman Granny Appleseed who Belton claims can restore the party's lost memories. Originally the halfling planned to take the PCs there by open road, but with Captain Tariq Crestveil hot on their trail this is no longer a safe option.

Over breakfast Belton discusses yesterday's escape. Read or paraphrase the following.
"I can't show my face around the city until all this is over now. Hope you've all made up some fake identities. In case anyone asks, I'm one of your third cousin's brother-in-law...by adoption!" Belton quips as he bandages his leg. "You know, originally, I was thinking we could swing by Ringwood and Blackford, but now," the halfling scratches his chin as he thinks, "that's looking to be a terrible idea."
The party has a short opportunity to address some questions here.
- Fake identities? Belton suggests that the PCs come to a consensus on who they all are (or are pretending to be) and why they are traveling together, so their accounts match one another should they ever be questioned.
- Why can't we stop by Ringwood and Blackford? With a DC 13 Insight check the adventurers deduce that Annika's brother, given his uniform, appears to be a high-ranking member of Northminster's city watch. As a well-connected individual he can easily enlist others to assist him so chances are that most inns and taverns of nearby settlements will have the party's bounties (and Belton's too) on their job board by the end of tomorrow. An adventurer that makes a DC 15 Intelligence (Culture) check recalls that the man is Tariq Crestveil, a dedicated and passionate guard captain. While he is known to be righteous and compassionate, Tariq can get quite intense when things get personal. As this is pertinent information, Belton may relay it to the PCs if they fail the check.
Roadblock Ahead =>
Memories of Holdenshire: People of Holdenshire
Memories of Holdenshire: People of Holdenshire
Throughout their journeys the party are bound to run into other creatures that aren't directly tied into the story of Memories of Holdenshire. These encounters can certainly lead to violent confrontation, but not necessarily—the party could be bamboozled and stolen from, decide to make a fell bargain with a priest seeking new adherents to a dark faith, lie their way past an obtrusive guard, or find that a meeting of circumstance points them to a clue they might have missed earlier on. The Narrator should encourage creative solutions by the PCs and remember that some of the most memorable NPCs are the ones who survive meeting the party (though good battles are certainly part of the fun).
Important NPCs
- Annika Crestveil, the hero who was slain battling the khalkos .
- Belton Freedew, a halfling criminal who helps the adventures escape Northminster.
- Granny Appleseed, a green hag who helps the adventurers unlock their memories.
- Orfrain Cassar, the cult fanatic behind the evil plot.
- Tariq Crestveil, guard captain and brother to Annika, bent on revenge for her death.
Friends or Foe?
This page is designed to help the Narrator keep track of all the NPCs in Holdenshire (both Hengistbury and Thornbury). Not all of these characters are critical to the plot, but the area is designed to work as a sandbox-style setting with plot hooks and suggestions liberally sprinkled throughout the following descriptions in addition to those in the main adventure.
Unless otherwise noted, any NPC in Holdenshire has the statistics of a commoner .

Albert Wright
Albert Wright is the twelfth of thirteen kids from the hills near Brockendale who grew up to be a veterinarian. He dreams of taking care of baby owlbears, sick hippogriffs, and other exotic creatures. He keeps his Veterinary Clinic in Thornbury because it is near Ayle's Loch, Brockendale Castle, and the Queenswood where he likes to search for animals to study in his leisure time. He is not a cruel man and merely makes notes of their habits and lifestyles, making him a valuable guide to the area around Brockendale Castle.
Ariadne
Ariadne is Brand Torek's niece. Although she plays only a small part in Memories of Holdenshire, she is probably the most important NPC in the following adventure (To Slay A Dragon) and the Narrator would do well to ingratiate her with the adventurers. Gord, the oldest of the Mortimer Brothers, is in love with Ariadne although she is not aware of this. She can often be located in and around Brand's house, but does make the occasional foray to the banks of the Moor-Run to pick flowers. Messages for Brand can be reliably left with her should the need arise.
Ariel
Ariel is a midwife and herb supplier. She spends much of her time in the local wilderness collecting supplies. In her youth she was an adventurer and became a somewhat accomplished druid . She helps Lady Pemberton minister to the needs of the community and generally does so willingly, but she's been known to have a sharp word for anyone who has injured themselves doing something foolish or dangerous.
Aus
Aus is an annoying young kid always trying to scurry around and get the latest rumors in an effort to impress the older Mortimer Brothers. In particular he is interested in rumors of a dragon in the east, and carries a stuffed dragon toy. He cheers for the dragon and pranks those who show interest in slaying it. He has collected a lot of dragon trivia in his 8 short years.
Some of it is even accurate, though no one is really sure about which bits have just been made up or confused with the real ones. Still, he constantly tries to find more and in the future he may prove to be a useful source of information.
Brand Torek
The county is patrolled by Brand Torek ( strider ), a large, easygoing bear of a man proficient in hammer and bow. He reports directly to Lord Pemberton. Brand is a tall fellow with broad shoulders and a neatly trimmed beard that doesn't hide his square jaw. A retired adventurer, he still keeps his old armor and massive warhammer hanging on the wall of his cabin and office in Hengistbury. He is serious about his job and is rarely found in his office as he spends much of his time patrolling the villages and roads. Brand dotes on his niece, Ariadne, and would hate to see any harm befall her. His official title is "sheriff' and he is occasionally assisted by Yara Bloodclaw and Jayel.
Donald Morrison
Donald Morrison is a giant of a man ( thug ) known for the kilt he wears and his forge in Thornbury. He's not as skilled as Rorus Klain is, but still produces serviceable items of decent quality. Rorus employs him when there is a large order that needs filling to handle the more work-a-day needs of the community. Both men are on genial terms with each other, but is that just a hint of jealousy in Morrison's eyes?
Emery Shier
Emery Shier is an alchemist based in Thornbury. He sometimes works with Heinrich Krebs to replenish supplies, but by and large makes himself available to locals to meet their more pressing needs. He runs his shop from the kitchen of his home and though his alchemical supplies are more limited in variety, each is of equal quality to Heinrich's. This makes some people suspicious and they wonder who the real talent is.
Freya Aeval
Freya Aeval is an adorable little pixie girl with long braided red hair, blue eyes, and pink and black butterfly-like wings. She spends much of her time in the vicinity of the Bleeding Heart Tavern, although she can be a source of information about the Weirwood. She seems to be sweet on Redheaded Roland, and while it isn't entirely certain that he returns the affection they are often seen going into the Weirwood together.
Gavin Morrigan
The writer Gavin Morrigan ( veteran ) is a dark-haired man with a dusting of silver at his temples which seems almost to contrast the spark of youthful determination in his eyes. Though Gavin is often engrossed in his work, he is clearly in good shape. No one seems to know why he spends so much of his free time at the Bleeding Heart Tavern, nor what exactly he is writing. Surely something— or someone—must attract him here on a regular basis. What could it be?
Heinrich Krebs
Heinrich Krebs (a spy proficient with alchemist's supplies) is a self-proclaimed apothecary who wears his chosen profession like a title. Almost all villagers use products from his shop, be it to help with diseases, to enrich the love-life, or to get the town's best stain remover. For the occasional adventurer, classics like alchemist's fire or smoke sticks are always in stock. Whenever Heinrich needs to resupply, Thornbury's alchemist Emery Shier comes along to help out. Some locals are starting to wonder who the real alchemist is.
Horatio Denhew
The brewmaster Horatio Denhew owns Thornbury's tavern, Denhew's Pub ‘n' Grub. He hopes to one day open a second branch in Hengistbury, although the Bleeding Heart Tavern's popularity has stayed his hand so far. When not in the kitchen he likes to mingle with his patrons, loving to hear their tales. If asked why he doesn't adventure himself, Horatio replies, "I nearly kill meself in me own kitchen e'ery day—wouldn't last more'n a week crawlin' through dungeons. Lemme refill yer ale."
Jahmus "Jayel" Laekin
Widely known as Jayel, Jahmus Laekin is the name of a one time scout , now hunter of men at the behest of Brand. Though amicable, the dark-haired man holds little sympathy for the malicious. He prefers to live peaceably but has no qualms about doing bad things to bad folk—or people he believes to be bad, at any rate. It would be a terrible thing if he got carried away one day and did something unforgivable to someone innocent. Fortunately, Brand has been able to use Jayel's emotions for good.
John-Francis Rainweaver
John-Francis Rainweaver is a hearty woodsman (a scout with proficiency in History) of indeterminate age. He was once a court scholar in Northminster before being charged with teaching the young prince of Northminster, but some unspecified catastrophe occurred and he was dismissed. Unable to find more work as a scholar, he came to Holdenshire to seek what fortune he could. There is enough need for wood, meat, and skins to keep several woodsmen busy, yet after a few minutes of speaking with him it's clear that Rainweaver is seeking something here—maybe redemption.
John Tulworth
John Tulworth is an untrustworthy little sneak known to the other kids as "The Toad', always getting into trouble with other youths (particularly Kit Bartleby). Nobody is sure why the two are so close to one another, but most think that Tulworth is a good kid at heart who's just been led down a bad path.
Juide "Black-Hand" Averauh
Juide "Black-Hand" Averauh is a rarely-seen woodsman ( scout ) who keeps the village well-supplied with good meat. Most people assume he hunts in Queenswood for the most part and Juide does nothing to disabuse them of this notion.
Kalle Sirkesalo
The archmage Kalle Sirkesalo lives in a tower located on an island in the river about 5 miles downstream. He is rarely seen but his henchman, Redheaded Roland (who is neither redheaded, nor named Roland), is seen in Hengistbury most weeks purchasing supplies. The wizard is often in need of rare ingredients so his servant is a busy fellow. Roland can sometimes be found in the company of Freya Aeval, the pixie, as they head into the Weirwood often. Kalle supplies the veterinarian, Albert Wright, with certain potions and medicines he needs for his job—no one is really quite sure what else might be going on at the tower.
Karatilana "Tila" Torin
Karatilana "Tila' Torin ( spy ) is a "rogue economist', believing that redistribution of wealth is the key to economic success. She takes this belief very personally, handling much of this "redistribution' herself. The rest of the community simply regards her as a thief. Currently she's being sought after by Brand and Jayel for pilfering from the Pemberton's latest round of taxation, though neither is eager to find her until after the Summer Festival.
Kitster "Kit" Bartleby
Kitster "Kit" Bartleby ( bandit ) is a charismatic fence who trades stolen property, typically items stolen by his criminal accomplice John Tulworth. Holdenshire is altogether not a big place however, so many are unsure of what the lad is up to. Who does he sell to and why? And what are they doing with the goods?
Logan Brokenbarrel
The master of Holdenshire's quarry is the black-bearded dwarf Logan Brokenbarrel ( soldier ). Adventurers with the soldier background may recognize his regimental tattoos, which link him to a notorious massacre committed by the last king's troops at Ayle's Loch. He keeps his past a closely-guarded secret, and if anyone were to find out the exact nature of his deeds he would surely be displeased—maybe even taking drastic action to silence the person.
Lord and Lady Pemberton
Holdenshire County is governed by Lord Pemberton ( noble ) and his lady-wife, Lady Sybill Pemberton ( acolyte ), and contains the village of Hengistbury and the hamlet of Thornbury. The nobles reside in Hengistbury Keep on a small hill overlooking their town. Lady Sybill Pemberton is a devout follower of the goddess of hunting, and she volunteers in the only temple in Hengistbury with the aid of Ariel and Prirkka.
Lord and Lady Pemberton also own the Bleeding Heart Tavern and have an unusual arrangement for running it. Between that essential establishment, festivals, and several other local programs they do much to ensure the communities in their care remain healthy, happy, and prosperous.
Mallory Jackdaw
Mallory Jackdaw is a seven-year-old boy with unkempt brown hair and blue eyes, who never stops talking—he knows a little about everything and is willing to make the rest up. He's been feeding Aus various stories (and in some cases outright lies) about the dragon far to the east. It's fairly likely that any information he might give to interested adventurers is no better.
Meredith Jones
Meredith Jones is a young, stern-looking, serious woman in her early twenties not quite sure what to do with her life. Right now she's working in the Bleeding Heart Tavern as a barmaid, but she's certain that she is meant for greater things. As the only permanent employee of the tavern Meredith knows how things work better than most. It may be that she secretly admires someone in the town, though if so she has kept it a well-guarded secret.
Mortimer Brothers
The Mortimer Brothers fancy themselves to be a thieves' guild but in reality the three young orphans (Beej, Gord, and Poke) operate more as paid gossips. They spend a lot of time with Ugg, who is very protective of them which is good as they often find themselves in minor trouble. Gord ( spy ) is in love with Ariadne and will soon come of age, making him ever bolder with every day that passes.
Myco Ferris
Myco Ferris ( minstrel ) is the jovial owner of the Hen and Filly boarding house. Sheriff Brand Torek has suspicions about how their cousin Belton Freedew makes his living and has commented so, but Myco waves alway such suspicions and turns the conversation to something more interesting. A deeply-invested gossip, Myco is willing to offer a discounted rate to those that share choice tidbits of information.
Mylani Azalathellon
Mylani Azalathellon is a teenaged half-elf with a fascination with the law. She always carries two small books with her: a book of common laws and a notebook that she uses to record any transgressions of the law that she witnesses. Brand finds her enthusiasm tiresome—but maybe she's on to something. Perhaps she's unwittingly seen something important and written it down in her little book. Or maybe she's just a nosey busybody with a score to settle.
Nazid
Nazid of the Adashim family from the Ben-Yumo clan has a little spice shop called The Spice of Life from which he sells spices to the locals (particularly Lord and Lady Pemberton). About once a year or so a foreign gentleman shows up to conduct business with Nazid, though he always seems to leave with a heavier pack than when he arrived.
Penner
Penner is a halfling pig farmer with an affinity for pirate history and memorabilia. He likes to spend some evenings at the Bleeding Heart Tavern in the company of other locals. His interest in pirates may give him a unique perspective on some of the local goings on, and his farm's proximity to the Weirwood may give him insight there as well.
Prirkka Strongfist
Prirkka Strongfist is a half-orc midwife and new in town. She's about 50 years old, tall, and has long black hair with a few hints of gray. One of her eyes is brown while the other is green, and she's allergic to cats (preferring to keep away from any adventurer with a feline familiar). Lady Pemberton has drafted Prirkka into service helping care for the county's residents, though no one is quite sure where she came from or why she ended up here. Some folks still mistrust her but she may slowly win them over, provided nothing untoward happens.
Redheaded Roland
Redheaded Roland, who is neither redheaded, nor called Roland, is deeply in love with the pixie Freya Aeval and will stop at nothing to protect her, and though he tries to hide his affections whenever pressed about it he rushes off to perform some task for the mage he serves (Kalle Sirkesalo).
Reg Bakerson
Reg Bakerson is Thornbury's baker and a friendly sort to all. He has a habit of saying awkward things, but he's well-meaning and is never out to do anyone harm. Reg likes to drink when he's not working and becomes rather boisterous after a few hours. Fortunately he's looked on affectionately by the townsfolk, although thought of as a bit odd. He tends to think of the Pub ‘n' Grub as his home away from home, and gets worried if trouble starts there. A night of too much drinking means the fresh bread in Thornbury will be delayed the next morning.
Robert MacBain
Robert MacBain is dark of hair and large of stature (he uses the statistics of a commoner with 8 hit points and a Strength score of 15). Tall and well-muscled from years working with his hands, Robert is generally thought of as kind and strong. He works stone mined from the quarry for various uses around the county. Most of the homes in Hengistbury are starting to put in stone foundations and some of the larger buildings in the area are already converted.
Rorus Klain
Rorus Klain is a large man in his early 40s, wide of girth and grizzled in appearance (he uses the statistics of a commoner with 10 hit points and a Constitution score of 14). He is a smith of great skill and takes his work very seriously, with no time for foolish questions or irritating visitors. Rorus is quick to anger but equally quick to forgive, and once he becomes a friend he is fiercely loyal. His strong-willed wife Yulana is probably the only person in Hengistbury that Rorus fears. He often takes on large orders and has made arrangements with Thornbury's smith, Donald Morrison, to cover his day-to-day work at these times.
Saraz bint Farad bint Aquilah
Saraz bint Farad bint Aquilah is from a faraway land—her brightly-colored silk dresses are that of someone of nobility or great wealth, and her inquisitive curiosity prompts her to frequently make extensive notes about everything in Hengistbury and the surrounding countryside. She is still naive about local customs however, and some suspect she is connected to the Vistani of the Queenswood (a local band of nomads) in some way, but who can tell for sure?
Saraz uses the statistics of a priest but casts her spells psionically, requiring no components and using Intelligence as her spellcasting ability (as the Psionic Spellcasting trait). In addition, her Intelligence score is 16 (+3), she's proficient with Arcana (and gains an expertise die on ability checks using it), and when she casts a cantrip or spell that deals radiant damage she deals psychic damage instead.
Stedd Grimwold
Stedd Grimwold ( apprentice mage ) is a dwarven sorcerer who manifested his powers working the quarry—he needed a light to read a note and his body erupted into flames. All of his hair was burnt off and the fire caused a conflagration which killed his family and many other miners. In time he learned to control his powers and since then opened a small shop in Hengistbury where he provides potions. Morose and taciturn, Stedd mopes about, a sad forlorn shell of a dwarf. Perhaps something can be done for him?
Stefan Oakfell
A woodsman and hunter ( scout ), Stefan Oakfell is a soft-spoken, rugged, and lean man approaching his late forties. He has a haunted look in his eyes that suggests he may have seen—or indeed, done— terrible things. Stefan is a solitary character who does not seek the company of others. If he can be convinced to share it, he may have news of strange goings on in the Queenswood as he certainly seems to spend the majority of his time in and around its environs.
Steffen the Baker
Steffen is the Hengistbury town baker. With brown-gray hair, he's a little plump from too much bread. All that means is he has a finer understanding of the baking arts than does his counterpart in Thornbury. People line up daily to collect fresh bread from Steffen and his bakery serves as a secondary community hub before the Bleeding Heart Tavern opens for the day—what isn't heard there may well be heard here.
Tamas Agrens
Tamas Agrens is the local sage ( priest ) of the area. He's fairly aloof and unfriendly, and clearly considers himself more clever than most of the locals. For this reason the Mortimer Brothers enjoy taunting him with stupid questions and pranks. Maybe he does know something the rest of the town doesn't. Whatever it is, it is unlikely to be good for anyone.
Temrus Clothbinder
Temrus Clothbinder is a cheese maker ("Clothbinder' comes from the cloth used to bind up cheese, a fact he loves lecturing to people). Not only does he make cheeses for general use, he is also responsible for providing the cheeses used in the annual Autumn Harvest Festival cheese roll competition. Each cheese for the festival is wrapped in black and all the residents know not to touch those cheeses. This prevents tampering and might also have something to do with the platinum piece hidden in at least one cheese as a prize. At least, they are supposed to be hidden in the cheeses. As far as everyone else knows, anyway.
Three-Fingered Jake
Three-Fingered Jake is an itinerant minstrel who wanders through every few weeks performing in exchange for food or coin. Most news of the wider world comes from his visits to town. He can usually be found twanging away in the Bleeding Heart Tavern (originally called the Beaming Hearth until the Mortimer Brothers vandalized the pub's sign). Jake knows many rumors and legends of the regions beyond Holdenshire.
Tillian Bricklebottom
Tillian Bricklebottom is a male halfling scribe, translator, writer and wine purveyor who has settled down in Thornbury. Old deeds and wills, the occasional newly acquired manuscript from distant lands, and the writing of official documents for Lord and Lady Pemberton tend to keep him reasonably busy.
Ugg
Ugg is a small hill giant who was befriended by the village children some years ago (the Mortimer Brothers in particular). Ugg is not his real name, but he is affectionately called such as he clumsily yet cheerfully assists with manual labor around town. The giant is a kindhearted soul and dislikes seeing others mistreated, particularly if the reason for doing so stems from prejudice against those who are "different'. Ugg speaks both Common and Giant, but relies mostly on Common while working in the village. Occasionally when working alone, he can be heard singing some quite interesting songs in Giant.
Willem von Nederveen
Willem von Nederveen is a traveling merchant from the trading company Samuel and Sons in distant Northminster. He is helpful to those who are friendly to him. Willem was sent to Hengistbury to get the company's shop there in order, though he's newly arrived and just getting his bearings. The company plans on doing a brisk business buying up local materials and goods while selling finished products back to the residents.
Yara Bloodclaw
Yara Bloodclaw is a tall, tattooed woman around 35 years old. She has lived in Hengistbury for about 6 years, now working as a beemaster. A capable fighter ( warrior ), she reinforces the guards of Hengistbury and is never seen without her two warhammers. If asked about her past she mentions only that she was raised in a cold mountain range in a land far away. She says little and never drinks alcohol, a fact that makes her especially reliable when trouble crops up late at night.