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ROOTHOLME

AN ADVENTURE SITE FOR THE FORBIDDEN LANDS


WELCOME to Rootholme! - an Adventure site for the Forbidden Lands
RPG that can easily be inserted into any Forbidden Lands campaign.
Although written for use in the Raven Lands, a little customization will
allow the site to be included in the Bitter Reach or any other map you may be
using.
Rootholme is a fortified village that can be located in any forest hex.
Some of the details of the village have been left deliberately vague to allow
Gamemaster's to customize the town to their liking and to aid in fitting into
an existing campaign. As always, feel free to add, change and adapt any of the
details found within.

This product was created under license. Forbidden Lands and its logo, are trademarks of Fria Ligan AB.

This work contains material that is copyright Fria Ligan AB and/or other authors. Such material is used
with permission under the Community Content Agreement for Free League Workshop.

All other original material in this work is copyright 2020 by Lee Ironside and published under the
Community Content Agreement for Free League Workshop.

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ROOTHOLME
TYPE OF ADVENTURE SITE: Village

The forest clearing is dominated by an ancient oak tree


whose branches reach for the sky like some twisted giant claw. Rootholme, as they named their community, had
The gargantuan branches support a network of buildings and expanded into a fortified village of some 50 Human,
platforms that lift the settlement off of the ground and away
Halfling and Goblin souls. Over time, a forge was built at
from the dangers of the forest floor. A rickety cage dangles
ground level away from the combustible buildings, to
from above, connected to a winch system and serves as a means
of entering the structure. Below this, two stone buildings service the village needs, and passing travellers brought
remain on the ground nestled among the roots of the tree. One with them trade. An inn soon followed to cater for these
appears to be a forge with a blackened chimney belching forth peddlers and travellers and the income from these two
smoke, and the other appears to be an Inn. A wooden sign establishments enriched the village further. The future of
above the door reads: ‘The Root Cellar’, and wafts of delicious Rootholme was looking good.
mushroom stew can be smelled on the breeze. However, unbeknownst to the settlers, the hollowed
oak was already home to a more sinister creature that had
BACKGROUND built it’s lair deep underground, among the roots of the
tree. This demon called itself: Jagrol. More than anything,
Rootholme was founded centuries ago when a group
Jagrol hungered for two things - Domination of what he
of forest-dwelling folk sought refuge from the Bloodmist.
considered to be the lesser creatures of this world, and
Building their homes among the branches of the ancient
blood.
oak allowed them to stay safe from the evils that stalked
the forest floor below.
THE DARK PACT
When the Bloodmist lifted, the community of
branch-dwellers had become well established and Jagrol had been drawn to the giant tree long ago due to his
affinity with dark forests and woodlands. Deep within the

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ROOTHOLME
bowels of what would later become Rootholme, he made appreciative towards anyone who could assist them in
his lair and waited. When the first settlers arrived, and finding their missing cart for them.
sought refuge within the mighty tree, Jagrol was quick to What neither Halfling realizes is that Bramble is a clever
make contact with their leader. He persuaded them that old thing, and has run home, back to Rootholme which is
only he could save them from the Bloodmist, and he only a quarter day’s walk from here. She can be easily
offered them his protection provided they pay but a small tracked from the ingots that have fallen from the cart
price - on the night of every full moon, a blood sacrifice along the way, and does not even require a Tracking roll
be made to quench his hunger. If they did this, he would to find.
allow them to build a community in ‘his’ tree and he
would use his powers to assist and protect them. The CARRIED ON THE WIND
contract had been made and agreed upon, and Rootholme
Whilst travelling through, or near to a forest, the PC’s
flourished - the residents keeping their dark secret which
hear an awful din carried on the wind. As they draw closer,
was passed from generation to generation.
they realize that the noise is someone singing, badly. The
As years went by and the Bloodmist finally lifted,
wailing is soon accompanied by the delicious aroma of
some of the inhabitants of Rootholme began to question
home-cooking. If they follow their noses and ears, the
the need for their subservience to their demonic protector.
PC’s will eventually reach a large clearing and within it,
And while the loyal core of the community continue with
Rootholme. The smells of mushroom stew are coming
their blood sacrifices every full moon, there is growing
from ‘The Root Cellar’ inn, and the off-key singer is
discontent among the populace, and a rebellious few are
Cornelius the Minstrel, warming up for his evening
meeting in secret to discuss the way forward. There are
performance.
even talks of destroying the demon if somebody brave
enough can be found for the task.

LEGEND
In some parts of the forest, no Kin have ever set foot, and it

GETTING THERE was in one such area that many centuries ago, a mighty oak
tree grew to gigantic proportions. Some say that Heme herself
Rootholme rests in the boughs of an enormous, hollow, planted the tree as a gift for her husband. As years passed and
ancient oak tree which stands in the middle of a clearing the world became more populated, the oak tree was eventually
within a forest. The community see’s some trade from discovered by pioneering woodsmen. So impressed were they
outsiders, and a muddy track leads to and from the with the tree’s stature, that they initially worshiped it as an
clearing. aspect of Heme, and lavished it with gifts and sacrifice.
Rootholme can be placed in any Forest hex on the map. When the Bloodmist fell, these same woodsmen took refuge
among the branches and over time, their community grew to
what today is known as ‘Rootholme’. Warm food and a warm
HAPHAZARD HALFLINGS welcome await those who travel the woodland paths today.
Askin and Brevin are two Halflings from Rootholme who
had been sent by Pa to buy iron ingots from the nearest
dwarf settlement for Pa’s forge. On their journey back to
Rootholme however, trouble struck and their skittish
pony - Bramble, has become spooked and run off with
their cart, causing both Halflings to be thrown from their LOCATIONS
seats. A trail of ingots can be found lying in the pony’s
wake. The majority of accommodation in Rootholme lies

The PC’s come across the two Halflings as they are nestled among the branches or within the oak tree’s

picking up some of the spilled iron ingots, arguing loudly hollow trunk with the only buildings left on the ground

as to whose fault this all is. They would be very being the Inn and the Forge.

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ROOTHOLME
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ROOTHOLME
ASKIN
1. THE ROOT CELLAR INN Askin is a simple Halfling soul. Orphaned at a young age,

Smells of home-cooking waft from the open windows of this he was brought under the wing of Ma and Pa who raised
small thatched inn that seems almost enveloped by the him as one of their own. When he isn’t running errands,
surrounding roots and vines of the enormous tree. Weary he can be found in the Forge helping Pa, or out in the
travellers can expect warm food, a warm bed and maybe even forest playing knights with his brother Brevin.
some light entertainment in the evenings.
STRENGTH 2, AGILITY 4, WITS 2, EMPATHY 3
Rootholme’s one and only inn is run by the Steward, a SKILLS: Crafting 2, Move 2
Halfling who likes to be known as ‘Ma’. Ma is a rotund, TALENTS: Hard to catch
jovial woman who likes to act the part of mother to all GEAR: Mace, Sling
who stay or visit Rootholme, and her role as Innkeeper
allows her to quiz any travellers for news from outside of
the community. Of course, this also serves to identify any
BREVIN
Brother to Askin, and raised by Ma and Pa as one of their
lone travellers who could be used as potential sacrifices
own when his parents died when he was very young. A
come the next full moon. The inn itself is a rustic, very
quiet Halfling with sad eyes and a kind heart who rarely
pleasant place to be with a main dining / drinking area,
smiles.
attached kitchen, cellar and 4 rooms that can be rented for
5 copper/night for those who wish to stay the night. A
STRENGTH 2, AGILITY 3, WITS 3, EMPATHY 4
small stable sits adjoining the inn and can cater for 6
SKILLS: Crafting 2, Insight 3, Move 2
horses. This is also where Pa’s pony ‘Bramble’ is kept. All
TALENTS: Hard to catch
the cooking is done by Ma’s daughter - Nook, who is an
GEAR: Dagger, Sling
excellent chef, but is rarely seen outside of the kitchen.
Sometimes, the Minstrel Cornelius plays here, but only
when there are out-of-towners to impress.
3. THE CAGE
✥ CREATURES : Ma, Nook and Cornelius (see NPC section) A rickety looking wood and iron cage is used to hoist people up
and down the tree. It looks very unsafe, but the locals seem to
2. THE FORGE trust it’s use. A squeaking winch operates the contraption from
above, and a wooden plaque inside the cage reads ’Please pull
A steady plume of smoke rises from a large blackened chimney, rope’.
and the sounds of hammering iron can be heard coming from
within. A large bellows draws air into the furnace inside and The Cage can carry no more than two human-sized people
blacksmith tools can be seen hanging on the walls. A bubbling
at a time or the winch operator won’t be able to shift it off
brook runs from a natural spring outside the stone walls and
the ground. Pulling on the rope as indicated by the sign
serves as the water source for the community.
rings a small bell next to the winch above alerting the
The forge is run by Pa, who is a dab-hand at blacksmithing winch operator. This is usually Gostrin, but may be two
and is often the man to turn to if something needs fixing militia when he’s not on duty. This is the main way to get
in Rootholme. The majority of his work is taken up into or out of the giant tree.
creating iron nails and other small components which he
sells to the local dwarves, but he also makes a variety of ✥ CREATURES : Gostrin
tools which he will gladly sell to villagers or travellers. Pa
is assisted in this endeavor by his two bumbling GOSTRIN
apprentices Askin and Brevin. This brute of a human operates the winch, which his
bulging muscles allow him to do so with ease. He is
✥ CREATURES : Pa (see NPC section), Askin, Brevin devotedly loyal to Ma and Pa who he idolizes, and will
even give his life to save them if necessary. Gostrin see’s it
as his duty to protect Rootholme and views the demon

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ROOTHOLME
Jagrol as it’s king. His blind loyalty has meant that he is branches, away from prying eyes. Views from the windows
sometimes used to carry out some of the more unsavoury allow the occupier to observe movements along the
tasks, which he does so without complaint. wooden walkway and the Cage. The items he has for sale
here are mostly worthless junk, but the odd valuable find
STRENGTH 5, AGILITY 3, WITS 2, EMPATHY 2 might be mixed in among the ‘antiques’. Berno
SKILLS: Endurance 2, Might 4, Melee 2 sometimes holds secret meetings in the back room of his
TALENTS: Adaptive shop with fellow rebels on occasion.
GEAR: Winch handle (treat as mace), 1d6 silver
✥ CREATURES : Berno (see NPC section).

✥ TREASURES : 3D6 silver, 2 Valuable finds

4. GATEHOUSE and UPPER LEVELS


An entrance has been carved directly through the trunk of the
tree, creating a passageway into the hollow on the other side.
Midway through this passage, a wooden portcullis descends
from the ceiling. The hollow within opens out to a dizzying
drop into the darkness below. Wooden platforms and a rickety
staircase make their way downwards along the tree’s interior.

The passage into the hollow has no doors but does have a
portcullis mid-way through. This is normally left raised
except when under attack. A guardroom has also been
carved from the passageway, and it is from here that the
portcullis can be operated. Walking through the gatehouse
brings you to the inner hollow where the majority of the
townsfolk have carved their houses from the trunk of the
tree (see area 6).

✥ CREATURES : 1d6 Militia guards at any one time.


STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 3
SKILLS: Melee 2, Marksmanship 2
TALENTS: Adaptive
GEAR: Broadsword, Short bow

5. BERNO’S CURIOS
A small wooden building lies wedged among the branches of 6. THE DOWN-BELOW
the tree, reached by one of the creaking walkways that snakes
Inside the hollow tree, spiraling steps have been carved into the
it’s way through the upper reaches. A wooden plaque above the
trunk leading from the Gatehouse, downwards into the dark
door reads ‘Berno’s Curios’.
below ground level. Doorways belonging to many homes exit
onto this staircase on the upper levels, but these become less
This is the home of Berno, a peddler of antiquities and
common as one descends further downwards. Below ground
curiosities. He also happens to be the leader of the level, there are several passageways leading off from the stairs
opposition to Ma and Pa’s stewardship. The shop itself is that burrow into the dank earth.
a small, unassuming structure located on one of the outer

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ROOTHOLME
The stairs lead all the way down the height of the tree and Down-Below. The den exits a little way from Rootholme and
continue into what residents call ‘The Down-Below’. Here, the cave mouth is partially hidden among roots and boulders.
the hollow tree serves as a natural atrium, and on a night
of a full moon, the moonlight can shine all the way down The Den is where the goblins of Rootholme keep their
to the temple at the bottom (see area 10). The passageways wolf pets and mounts. They also serve as handy guard dogs
that lead off from the stairs lead to the ‘Warrens’ (see area and deter anyone attempting to gain access via the den’s
9). entrance. The iron gate that leads to the Down-Below is
It is generally considered a mark of one’s social status to not locked, and serves only to keep the wolves out.
have one’s home further up the tree, and it is here that the
more wealthy residents reside. As one descends the ✥ CREATURES : 1d6 Wolves
stairway, the homes become smaller and less refined until
STRENGTH 4, AGILITY 4
you reach the area known as the Warrens, which is
SKILLS: Move 3, Melee 3, Scout 5
considered a rough part of town. Ma and Pa’s place is the
MOVEMENT: 2
exception to this social rule, and they have housed
WEAPON: Bite, Damage 1 (Slash)
themselves in the traditional chamber at the bottom of
the tree, close to their master.

✥ CREATURES : Id6 Militia guards at any one time. 9. THE WARRENS


STRENGTH 4, AGILITY 3, WITS 3, EMPATHY 3 Several natural passageways lead off from the central
SKILLS: Melee 2, Marksmanship 2 stairway, dug out of the earth. They lead to a cramped
TALENTS: Adaptive network of chambers where the majority of Rootholme’s goblin
GEAR: Broadsword, Short bow population make their home.

This area is known as the Warrens, and is a series of


interconnected tunnels and chambers that serve as
7. THE CELLAR housing for the goblins, and a few of the human
inhabitants. Several families can be found here including
A root cellar dug from the earth is crammed with sacks of
flour, barrels of ale and crates of produce. Herbs and the mischievous goblin children mixed with a few of their
mushrooms hang from the ceiling, and a hatch leading to the Halfling counterparts. The area is seen as a bit of a slum
inn above can be reached by a wooden ladder. A sturdy, locked by many of Rootholme’s other residents, and for that
wooden door bars the way to the Down-Below. reason attracts some of the less savoury kin.

The cellar is accessed from the inn above via a locked ✥ CREATURES : 1d6 Goblins, and 2d6 Goblin children.
trapdoor and is used as a storage area for the community.
STRENGTH 2, AGILITY 4, WITS 4, EMPATHY 2
It has also been known to house the odd kidnapped victim,
SKILLS: Melee 1, Marksmanship 1, Move 1,
bound and gagged awaiting to be taken to the Down-Below. Stealth 2, Manipulation 2, Insight 2
Access to the inner stairway is barred by a sturdy, locked TALENTS: Nocturnal
wooden door which only Ma and Pa have the keys for. GEAR: Short sword, Sling, 1d6 Copper

✥ TREASURES : 1 Simple find, 2d6 Food, 1d6 Water

10. THE TEMPLE


At the bottom of the hollow, the stairs end in a large open-air
8. THE DEN chamber, dimly lit by the sky high above. An earthen dias
dominates the room with a statue of Heme garnished with
The smell of wet dog wafts through the air in what was once a woodland flowers amid offerings and gifts taking centre stage.
natural wolf’s den dug from the root-covered earth. It has Roots that hang from the ceiling are intertwined with
since been enlarged and an iron gate bars the entrance to the

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ROOTHOLME
garlands of flowers and herbs giving the area a pleasant floral
aroma. The floor and walls of the chamber are a tangled ✥ CREATURES : At night - Ma and Pa (see NPC section)
maze of roots that sometimes seem to move of their own accord
- a trick of the shadows.
✥ TREASURES : 2d6 Silver coins hidden under the straw mattress
of the bed. 2 Simple finds and 1 Valuable find.
The Temple serves as a place of worship and a meeting
area for large gatherings. Offerings to Heme are placed on
and around the wooden statue and garlands of flowers
decorate the chamber. 12. THE LAIR OF JAGROL
On a night when the moon is full, moonlight illuminates The tunnel leading to this chamber is completely dark and
the chamber casting deep shadows. It is at this time that a there is a musty, rotten smell on the air. After a short while the
sacrifice must be made to Jagrol accompanied by much darkened chamber opens up into a pool of fetid blood, beneath
chanting by the gathered villagers. A cloth is tied around which lies the demon of Rootholme.
the ‘eyes’ of the statue of Heme, to spare her witnessing
This is where Jagrol makes his lair, beneath the cooling
this heresy, and the sacrifice is laid upon the dias, drugged
pool of blood from his victims. The demon may
with a paralyzing poison. Grasping roots then grab the
sometimes speak to Ma here, but otherwise the area is off-
victim, shaking it from it’s paralysis. The sacrifice then
limits to people, and anyone foolish enough to wonder in
stands as if commanded, and walks into Jagrol’s lair of
will quickly become the next meal. Sacrifices are dragged
their own accord to be consumed by the demon. The
beneath the blood pool and consumed. The remains of
entrance to it’s lair is hidden among the offerings and
previous victims and a few of their belongings litter the
garlands that surround the statue, and while the residents
ground beneath the pool.
of Rootholme know of it’s existence, no one other than
Ma are permitted to enter.
✥ CREATURES : Jagrol (see NPC section).
✥ CREATURES : 1d6 Villagers. ✥ TREASURES : 2d6 Silver coins, 2 Valuable finds, 1 Precious find.
✥ TREASURES : 2 Valuable finds among the offerings.
STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 3
SKILLS: Endurance 2, Crafting 2
TALENTS: -
GEAR: Tools, 1d6 Copper
MONSTERS AND NPCS
The most important monsters and NPCs in Rootholme
are described below. Monsters and creatures not described
11. MA AND PA’S PLACE here have the same stats as in the Bestiary or the chapter
A quaint wooden door leads to a chamber that serves as Ma on Kin in the Gamemaster’s Guide.
and Pa’s home. On first inspection it appears to be decorated
in true Halfling fashion with rustic furniture and art, But as
one looks closer, some of the artwork is a little disturbing,
featuring images of sacrifice and torture, and the bottles of
elixir’s on the dressing table hold poisons, not perfumes.

This is where Ma and Pa make their home - close to their


master - Jagrol. As steward of Rootholme, Ma also serves
as priest to Heme, and Halfling sized priestly robes can
also be found here. On the dressing table are 2 bottles of a
Paralyzing poison (Potency 6), and one bottle of
Hallucinogenic poison (Potency 6). These have been
brewed from various poisonous mushrooms.

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ROOTHOLME
nature to her, and have become no more repellent to her
than slaughtering a rabbit for supper. Ma see’s Jagrol as
her Demigod protector, and is fiercely loyal to him. She
will obey his every command to the point of death, and
she will be quick to quell any threat to the demon.
Ma prefers to use outsiders for sacrifices to avoid any
unpleasantness within the community. When the time of
the full moon approaches, she will use her position as
Innkeeper to identify potential victims. These are often
then drugged, gagged and bound and kept in the cellar
until the time is right. They are then taken to the Temple,
paralyzed by poison, ready to appease the ever-hungry
Jagrol.

MA - Halfling
STRENGTH 2, AGILITY 3, WITS 4, EMPATHY 5
SKILLS: Lore 2, Insight 3, Manipulation 3,
Healing 2
TALENTS: Hard to catch, Path of Blood 1
GEAR: Amulet of Jagrol, Dagger, 1d6 Silver,
Valuable find.

PA
Pa is Rootholme’s handyman, and husband to Ma. He is a
quiet Halfling of few words with a nest of messy graying
hair. A keen Blacksmith and Carpenter, Pa can most often
MA be found in the Forge, aided by his adopted son’s Askin
The Halfling known throughout Rootholme as Ma is a and Brevin. Pa does not share Ma’s love for their daughter
very influential individual. As Steward of Rootholme, it is Nook. He believes that Nook should have been handed
her duty to maintain it’s defenses, and look after it’s over to the Goblins as tradition dictates, but tolerates the
citizens. She also serves as a priestess of Heme, and current arrangement out of love and fear of his wife. Pa is
coordinates religious ceremonies during holy days and devoted to Ma and he would gladly give his life to protect
see’s to her flock’s spiritual needs. On top of this, she also her, but he has noticed over recent years that she has
runs ‘The Root Cellar’ inn where she is most often found, become more and more cold and blase when it comes to
fussing and busying herself around travellers and guests to feeding Jagrol, and this frightens him.
Rootholme. She is aided in all this by her husband - Pa,
and her daughter - Nook, whom she loves deeply and is PA - Halfling
very protective of. Ma is a friendly, mothering Halfling STRENGTH 3, AGILITY 3, WITS 3, EMPATHY 4

with rosy cheeks and a cheerful disposition. SKILLS: Crafting 3, Insight 1, Melee 2, Move
2
Ma is also the descendant of one of the founding
TALENTS: Hard to catch
woodland folk, and as such has been handed down the
GEAR: Warhammer, 1d6 Silver, Valuable find
responsibility of Herald to Jagrol, the demonic protector
of Rootholme. This is a responsibility she takes very
seriously, and though she abhors violence, she see’s that
the monthly sacrifices are a necessary evil that benefits the
entire community. As time has gone by, the callousness
with which she carries out these duties has become second

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ROOTHOLME
NOOK - Goblin
STRENGTH 3, AGILITY 4, WITS 3, EMPATHY 4
SKILLS: Crafting 2, Stealth 3, Melee 2
TALENTS: Nocturnal
GEAR: Iron ladle (treat as Mace), Chefs Knife

BERNO
Berno is a cunning and savvy merchant, and descendant
from one of the original founders of Rootholme. He runs
a small shop called ‘Berno’s Curios’ that sells what he
describes as ‘antiques’ but are actually mostly polished
junk. He has participated in numerous full moon
ceremonies and with each passing moon became more and
more disillusioned with the sacrifices. Whilst he fears
Jagrol, he believes that the community no longer need his
protection. Now that the Bloodmist has lifted, he suspects
that the demon is lying to the populace to keep them in
line. Berno has gathered about half a dozen like-minded
individuals and they often meet to discuss how best to rid
themselves of Jagrol’s influence. He may hire adventurers
to kill Jagrol if he can ensure that there are no links to
himself. If the demon were ever to die, Berno intends to
murder Ma and Pa and take control of Rootholme which
he see’s as his ancestral home.
NOOK Berno is a large man with a rotund belly - the result of
Nook is the Goblin daughter of Ma and Pa. When she was too much fine-dining. His twinkling blue eyes hide a keen
born, Ma was so full of love for her daughter that she mind and a sharp tongue.
could not stand to send her away to live with the other
Goblins as was their way. Instead she raised Nook as a BERNO - Human
STRENGTH 4, AGILITY 2, WITS 4, EMPATHY 3
Halfling and doted on her, teaching her all the skills of
SKILLS: Melee 2, Insight 2, Manipulation 3
her people. Nook believes herself to be a Halfling, and is
TALENTS: Adaptive
ashamed of what she considers to be her ugly looks. She
GEAR: Dagger, Broadsword
wears a hooded mask in public to hide her face, and is
painfully shy around other people, though she has a good
heart. Ma has taught her to be an excellent cook, and she
works at the inn preparing dinner for guests. Sometimes,
Nook can become infatuated with a guest, especially if it is
someone exciting from a far away place, or who dresses
differently from the folk at Rootholme. If a guest grabs
her attention, she may stalk them out of curiosity, spying
through keyholes, and following them around town at a
distance. Although Nook loves Ma and Pa, she hates and
fears Jagrol. If she were ever to discover someone she liked
on Jagrol’s menu, she may betray Ma and try and rescue
the potential victim. This action may well be the last
straw for Pa, who will want to kill Nook for the betrayal.

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ROOTHOLME
CORNELIUS
This pompous Minstrel has made his home in JAGROL
Rootholme and spends most of his time at the inn. There, The demon of Rootholme is an ancient creature that has

he will gladly drink his days away if he has the money to made it’s lair here for hundreds of years. Lazy by nature,

do so. He sometimes earns his keep by performing at the it prefers to influence the populace from afar,
inn, though his performances are often off-key due to his manipulating people as it needs. The monthly sacrifices

drinking habit. Cornelius is a narcissist and truly believes ensure that it does not need to leave it’s lair, for the food
himself to be handsome and talented. The truth is he is a comes to him. He communicates with Ma through the

washed-up alcoholic with very low moral fibre and a amulet she wears which enable the demon to send

selfish attitude. telepathic messages to her. This only works one way - it

He has recently heard whispers that Berno is meeting doesn’t want to be disturbed with minor issues, if Ma

others in secret, and that rebellion is in the air. Cornelius wants to talk to him, she will have to enter his lair.

has, so far kept this information to himself and wants to Jagrol’s tendrils stretch and wind their way through the

see how things play out before he decides which side to tunnels of the Down-Below like devilled roots, stretching

take to better things for himself. as far as the Temple, and Ma and Pa’s place. He uses these
tendrils to make sneak attacks on any would-be assailants,

CORNELIUS - Human using his Parasite ability to control the creature and
STRENGTH 2, AGILITY 3, WITS 3, EMPATHY 4 command them to attack their friends.
SKILLS: Manipulation 2, Performance 2 During a full moon, Jagrol will use his tendrils to touch
TALENTS: Adaptive, Path of the Song 1 the sacrifice and control them to enter his lair. If he is
GEAR: Shortsword, Lute, 1d6 silver feeling particularly malicious, he will deliver a speech to
all attendees using the victims mouth, before he kills

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ROOTHOLME
them. He does this to sow seeds of doubt among the
populace and to reinforce their need for his protection.

JAGROL - Demon

STRENGTH 5, AGILITY 3, WITS 3, EMPATHY 3


SKILLS: Scout 3, Sneak 5, Move 2, Insight
2, Manipulation 4
ARMOR RATING: 8
MOVEMENT: Winch handle (treat as mace), 1d6
silver
PARASITE: By touching it’s victim, the demon
can take control over it. This works as the
PUPPETEER spell with Power Level 3.
WEAKNESS TO FIRE: Takes double damage from
fire.

MONSTER ATTACKS

D6 ATTACK
1 GNARLY ROOTS! One adventurer within NEAR range is ensnared by thick root-like
appendages. Roll for the attack with nine Base Dice and Weapon Damage 1 (blunt force). If
the attack succeeds, the victim is GRAPPLED. The roots have STRENGTH 3.

2 ROOT HUG! The demon grabs an adventurer within NEAR range and tries to crush her.
Roll for the attack with ten Base Dice and Weapon Damage 1 (blunt force).

3 WHIPPING ROOTS! The demon whips it’s root-like appendages into a chaotic whirlwind
of death striking all adventurers within NEAR range with nine Base Dice and Weapon
Damage 1 (blunt force). If the attack hits, the adventurer is thrown to the ground.

4 PENETRATING ATTCK! A root tries to force it’s way into a body cavity (such as the
mouth, the eyes or the ears) of an adventurer within NEAR range. Roll for the attack with
ten Base Dice and Weapon Damage 1 (slash wound). The attack damages STRENGTH and
EMPATHY due to the horrifying experience.

5 ACHING MAW! The demon opens it’s tooth-filled mouth and takes a bite out of an
adventurer within ARM’S LENGTH with nine Base Dice and Weapon Damage 2 (slash
wound).

6 PARASITE! The demon grasps an adventurer within NEAR range with one of it’s root-like
tentacles and uses it’s mind powers to control her with ten Base Dice and Weapon Damage 0
(blunt force). If the attack succeeds, no damage is caused, but the demon controls the
adventurer. This works as the PUPPETEER spell with Power Level 3.

13
ROOTHOLME
FESTIVAL OF HEME
It’s festival time in Rootholme, and the temple is decked
out with an abundance of flowers and berries. Wooden
benches are dragged into the Temple area and food and
EVENTS wine are brought out for everyone to enjoy. There are
Described below are several events that can occur in musicians and dancers, and all who attend are draped in
Rootholme. garlands of flowers.
The festival is in aid of Heme, and as the evening
draws in, a pig will be sacrificed in front of the statue.
This will be the evenings dinner, and the hog roast will be
THE PEDDLER AND THE SPY
set up within the temple for all to enjoy.
The adventurers arrival at Rootholme does not go Cornelius will no doubt be there singing and drinking.
unnoticed by the merchant Berno. He see’s their arrival as If he gets too deep in his cups, he may let slip to the
a possible opportunity to overthrow Jagrol and topple Ma adventurers what he knows about Berno. What the PC’s
and Pa’s leadership. do with this information is up to them. However, if Ma
He will initially make contact with the adventurers, or Pa gets wind of Berno’s betrayal, they may hire the
maybe buying them drinks at the inn to sound them out adventurers to get rid of him once and for all.
and see what they’re made of. If he thinks they are up to Jagrol does not enjoy the festival but knows better
the task, Berno will invite them to a secret meeting in the than to interfere with holy ceremonies, so keeps a low
back room of his shop. There, he will make them an offer, profile throughout.
paying them 1 gold piece each if they agree to aid him in
his rebellion. He will not initially tell them about Jagrol,
or the monthly sacrifices for fear of frightening the
THE ROOT OF ALL EVIL
adventurers away.
He hires the adventurers to spy on Ma and Pa, and The night of the full moon looms ever closer and the
report back to himself. In doing so, he hopes that they village must find a suitable sacrifice for their demonic
will discover the demon for themselves, and link it to Ma protector, or face losing one of their own to Jagrol. The
and Pa. It should then be an easy matter to persuade them adventurers are outsiders, and prime pickings for the next
to rid the town of this evil and it’s two bewitched Halfling ceremony.
pawns. Ma will attempt to lace their meals with one of her
poisons, or failing that, Pa and a few assistants will try and
kidnap the adventurers while they sleep. Anyone caught
will end up gagged and bound in the cellar, where they will
EVERY NOOK AND CRANNY
stay until the night of the full moon.
Nook takes a liking to one of the adventurers and becomes When the time comes, the captives will be carried to
fascinated by them. She starts to follow them around the temple, where nearly all of the village will have
town, always at a distance. This suspicious behaviour may gathered to bare witness. Jagrol will then attempt to use
unnerve the adventurers. If anything were to happen to his Parasite ability to get each adventurer to enter his lair
Nook, Ma would be furious and seek vengeance upon for consumption.
whoever hurt her daughter. If, however, the adventurers Should the adventurers escape, and a fight break out,
become sacrifices for Jagrol at any point in their stay at the majority of the villagers will be terrified, and will run
Rootholme, Nook would try and free the adventurer she amok, screaming and shouting. A few brave souls may try
has a fascination with, and attempt to get them to safety. their luck with the adventurers, but Berno will see this as
If Ma were to hear of this betrayal, she would be an opportunity to take control. He and his conspirators
devastatingly heart-broken and Pa would likely dispose of will let the adventurers deal with the demon, while he
Nook in the aftermath. seeks to kill Ma and Pa.

14
ROOTHOLME
PLAYERS MAPS

15
ROOTHOLME
16
ROOTHOLME

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