A GOOD NIGHT’S SLEEP„ A DARK CITY ADVENTURE ( by Marc Braden)
In its veil of night shadows, the Dark City is dangerous and unwelcoming. Most wait for day to once again bring its
light, so they may begin their lives anew. For those that do prey in the night, they defy the city wide curfew and rarely
have good intentions. Some though, seek. Seek knowledge. Seek good. Seek revenge. What will you seek in the Dark
City?
INTRODUCTION
A Good Night’s Sleep is a low level (first to second) adventure for four to five adventurers set in the Dark City setting. It
begins with the poor soul Osa Reka, a retired Quartermaster of ships in no one’s navy (his words), who has laid out his
life savings to build a new inn and tavern in the Dark City. Though now a beautiful new building, the work was plagued
with minor accidents and complaints of hauntings. Brushing these aside, Osa opened and was blessed with a wonderful
reception for his new business, The Ursae Publik House. Soon though, the hauntings and other incidents worsened, and
now The Ursae sits empty most days and every night. Osa is desperate to find someone willing to brave the building and
discover the cause of his woes. What is behind the new buildings seeming curse? And what can be done about it?
BACKGROUND/GENERAL KNOWLEDGE
Osa Reka visited the Dark City many times during his travels as a seafarer. Growing his contacts with each visit he was
determined to leave the life of the sea one day and settle down. Due to a few transgressions on his part, he felt
somewhere like the Dark City may be better than some of the more civilized areas of the world. Having still a taste for
adventure he thought what better way to stay informed than to open his own inn and tavern. So the construction of The
Ursae Publik House began.
Envisioned as a two story construction with a great ale hall on the first floor and rooms upon the second, Osa sought to
make his building one of a kind and commissioned wood from a forest half a day’s ride inland that he had learned of on
an earlier visit. The wood, a Tulipwood, riddled with black and reddish streaks would set his establishment apart from
all the rest. The new inn took shape under his watchful eye.
Almost three quarters done, the trouble started. At first it was workers, complaining of strange nightmares after their
work day. Later on, strange accidents, such as things moving and falling on their own. Worse yet, stories of full
hauntings and the sight of an unearthly large lady roaming the halls, began to be reported by early night guards as The
Ursae came closer to completion.
Osa would hear nothing of these talks, suspicious the workers were just careless or trying to extract more pay. Finally
the building was done, and it was time to open. Crowds of locals filled his new tavern, and friends from the ships filled
his rooms. Osa’s business was a success, for the first week. The nightmares were the first real sign, as all who tried to
sleep under the roof were tormented. Not a one good night’s sleep could be had, and friends or not, word quickly spread
about the night terrors. The tavern still stayed full for a while, until food was served and found riddled with maggots and
other foul vermin. The ale as well, became sour upon ones lips. Try as he may, Osa could find no cause for these
maladies. Slowly his beautiful building became to sit empty. Desperate to remedy his situation, Osa now seeks a group
of individuals to help solve the curse and right that which has gone wrong.
WHATS REALLY GOING ON
Osa commissioned the building of The Ursae through friends made on the island over years of trading and haggling in
pirated goods and treasure. One of those contacts, Lorado Kurn, provides foresting and lumber services as well as
construction for the city from. Promising some of his best woods to Osa for a favor involving a girl, Lorado delivered
with a shipment of Tulipwood he discovered at the edge of a remote forest a little over half a day’s ride from The Dark
City.
Unbeknownst to Lorado, these woods used to be home to a powerful warlock who tragically lost his daughter here while
she was climbing the trees that she loved. In his grief, he used his most potent spell craft to raise her from the dead
through pacts and promises with devils he knew he should not trust. In the end, he did in fact pay the price for his magic,
and the ghostly specter of his daughter was left to haunt the woods alone.
Unable to stop her home from being destroyed, she was able to disperse her being throughout the lumber and stay with
it. Once the wood was reset into the ground of The Dark City and its primal magic, she found that some new connection
with this plane had been established. Needing sustenance she found that the dreams and emotions of sleeping individuals
brought her closer to this realm, and new power. And of all the dreams she tasted, ones of fear and loss were the most
satisfying.
Thus began her torture of Osa in particular, as she discovered it was at his behest that her woods be destroyed. Months
of nightmares have left him unable to face the specter of The Ursae and now he seeks help in finding some way to
remove whatever curse is upon his dream. What he doesn’t know is that “she” has finally gained enough power to cross
over and claim The Ursae for herself.
GM NOTE: As the tale above is old and only remembered by a few people, the daughters name and the wizards are lost to history. In
addition, as the specter/ghost entity cannot communicate she herself will not be able to communicate her name. For the rest of the adventure
“she/her” will be used to identify the actions of the entity.
MEETING OSA
Players may come to be involved with Osa and The Ursae in many ways:
The party may be new to The Dark City and be referred to The Ursae by one of Osa’s seafaring friends.
Being new to adventuring, money may be tight and the group stumbles upon The Ursae or is guided there with
the promise of low rates.
If the party happens to be natives of the city or part of the militia, Osa could have used one of his many favors
to involve the party. Something to the effect of, “I need someone young and without any fear.”
Osa has a reputation for always knowing someone that knows something or someone who does. If the party is
looking for information regarding another mystery they are pursuing, they may be led to Osa to help in its
discovery. Of course his price for the help they need, would be to help him with his problem first.
Once Osa’s acquaintance has been met, he will work to secure their services to save his business. He is willing to pay for
their help, if a trade situation is not appropriate, and the fee is negotiable. Once an arrangement is agreed upon, he will
tour the group through The Ursae, but only during the day and will only give the kitchen a cursory glance saying that
area is handled by Holhmant (his cook). Once night starts to approach, he will become nervous and fearful and leave the
adventurers with his cook, who currently is the only individual to have resisted the specter’s nightmares (he is not
particularly wise and she has taken a liking to him, and him her). Once left alone the group should be allowed to make
whatever sleeping arrangements that they like, as the inn is otherwise empty.
A NIGHT IN THE URSAE PUBLIK HOUSE
The Ursae Publik House is located by the southern docks of the city, just south of the wall in the newer part of the city
proper. A beautiful large inn and tavern, the trims and prominent decorative features are all made of the special
Tulipwood. Painted a deep brown to let the red and black Tulipwood shine, the whole building has a warm and inviting
feel. Finished with carvings of star formations and Osa’s personal flourishes from past adventures, it is obvious to
anyone the owners love of the sea.
GM NOTE: Individual descriptions of the rooms of The Ursae are presented first and then an overview of the night’s events. These events
can be customized depending on what decisions the party makes (sleeping in individual rooms, staying together in the tavern hall, posting
watches, etc.).
THE URSAE PUBLIK HOUSE (Ground Floor & Basement):
1. The Tavern Hall: Upon entering the Ursae one is greeted by a large communal tavern area. The predominate
feature of this room is a beautiful circular staircase that dominates the center of the room. Tables of various
sizes are scattered around this central point, and two fireplaces are built into the far left wall. In between the
two fireplaces is a small stage used for bards and other entertainment. A set of double doors on the right wall
leads into the kitchen area. On the far side of the staircase and before the bar keep (area 2) is a large communal
table. Throughout the tavern area the walls are adorned with framed maps of the farthest reaches of the land.
2. The Bar Keep: Arrayed along the back wall of the tavern room is the bar itself. Made entirely of the
Tulipwood and polished to a shimmer, it is truly a master work. Casks of ale line the wall behind the bar, as
well as a locked shelf containing rare and exotic liqueurs from many realms. For these, only Osa has a key and
always serves them himself.
3. Kitchen: A large hearth dominates the far wall of the kitchen. In addition to providing plentiful area to prepare
foods, its innovative design actual filters heat towards the roof of the kitchen which in turn warms the floors of
the traveler’s rooms above it. Four large preparation tables take up the middle of the space. Racks and shelves
are along the walls to the north and south of the double doors. There is one set of double doors along the north
wall and two sets of single doors along the south wall.
4. Osa’s Office: The first door along the south wall leads to Osa’s office. Upon entering one first notices his great
desk made from the Tulipwood set along the wall that borders the tavern (he has a small peep hole that he can
open and look into the tavern room while sitting at his desk). Two beautiful wood chairs sit on the other side of
the desk. Along the back wall of the office is an ornate sea blue couch and a silver brazier. More ornate (and
rare) map work is scattered along the walls, along with other “found treasures”. The wall across from the desk
has two book cases filled with books about the sea in almost every language imaginable.
5. Holhmant’s Quarters: Being a bit simple of mind, Holhmant’s quarters are rather Spartan. A simple bed sits
in the far corner of the room with a bed stand to its right. A small table with two chairs sits centered along the
right wall of the room. A small trunk sits at the foot of the bed as well (this holds his clothes and a few other
personal items). A silver brazier like the one in Osa’s office sits in the far right corner of the room. One thing
worth noting is the pleasant and peaceful blue Holhmant has painted the room.
6. Storage Room: Running the full length of the kitchen, the store room is lined with shelves down its front and
back walls to the left of the door that leads into it. Everything from dry goods to toiletries for the baths is stored
here. To the right of the door is a small staircase that leads down into the root cellar.
7. Root Cellar: Dug into the stone of the island, this 30*40 cellar holds all of the perishable goods at a nice cool
temperature as well as a locked case of very good wines from Osa’s personal collection.
THE URSAE PUBLIK HOUSE (First Floor):
1. Common Area: At the top of the staircase is a nice sized common area reserved for the use of patrons staying
at the inn. Comfortable chairs and small tables are scattered throughout. Along the walls Osa’s collection of
books are available for all to peruse.
2. Baths: Available for patrons staying at the inn, one may use the baths on their own or book an attended
session. The three bath areas are portioned by curtains. Small pits holding heated stones are provided upon
request or appointment.
3. Travelers Room: The following three rooms are identical in size and furnishings as each is meant for the
comfort of one traveler (or two sharing the same bed). One bed, small side table, small chest and wash basin is
furnished in each room. All the pieces are of quality workmanship and new, as the Inn has only been open a
short time and had very little use. The décor can be of any description of Golarion culture you deem fit, or
would like to peak an interest in as Osa is quite well traveled (his penchant for maps could be carried through
here as well and possible be used as future story hooks or references in future adventurers). Rooms three and
four have widows that look out over the country side, and rooms seven and eight look out on the ocean. Five
and six are on the interior and do not have windows.
4. Travelers Room: See area #3
5. Travelers Room: See area #3
6. Travelers Room: See area #3
7. Travelers Room: Double room (35*40) with two beds, shared side table, two small trunks and a small dresser.
This room is appointed with memorabilia of Osa’s days as a “merchant” in the Inner Sea area.
8. Travelers Room: Another double room like area 7, this one holds strange furnishings that could be described
as from Garund.
A NIGHT IN THE HOUSE
Once the adventurers decide to take on the “curse” of The Ursae, Osa will guide them to the only real option: they must
stay there alone overnight, although Holhmant will refuse to leave (see his description for his actions during then nights
events). The first part of the evening should start off rather mundane, with whispers of the abnormal (food growing cold
or hot fast, setting something down only to find it moved a small amount, noises, etc.). She at this point has gained
enough strength over the Ursae to finally start to do more than just manipulate people’s dreams and move the occasional
object though, and the party will become aware of this after nightfall.
The following encounters with the spirit can be placed as needed throughout the night in The Ursae. Once she starts
though, she will continue to attack and harass the players till either morning arrives or they successfully defeat her.
Other than the first encounter/event and the final encounter with her they may be placed and used in any combination
that makes sense or is the most terrifying for the characters:
1. Whole House: As the sun sets on the Dark City, all of the storm shutters on the windows will close and click.
This should be subtle and creepy, players who might have turned in early may not even be aware of it. She
wants the building to herself and this intrusion has finally set her to use her full strength. The players should
have no way to magically open them, so the will have to deal with her to escape.
2. Any Room/Travelers Rooms/Osa’s Office): She has gained the power to animate objects made of the wood
from her woods. Osa used the wood to create all manner of items throughout the tavern and inn. These
“mimics” (detailed in Bestiary Section) can be used throughout the house to attack and harass the players.
Never knowing what piece of furniture or items in a room may attack them should provide for a suspenseful
evening.
3. Baths: The baths will hold a particularly nasty surprise as she has used her hate to bring the water supplies in
there to the point where the room is filled with a thick blanket of steam. Her hate has brought this steam to
further life and this force will attack the characters upon entering (use stats for small air elemental).
4. Common Area: The upstairs common area should act as a trap when the players spend more than five rounds
in it. She will gather her strength and hurl books at the players at the rate of 1d4 per round that they stay in here
after the initial five. These books are not strong and may in fact cause no damage (1d4-2 Damage, no modifiers
to hit). This will happen every time they pass through this area.
5. Storage Room/Cellar: In his infatuation with her, Holhmant has been neglecting many of his duties. In this
room he has allowed mold and mildew to get the better of many of the goods stored within. At some point it
has become infested with giant rats (the cellar below as well). As Osa has been absent from the building for a
while, he is not aware of this more mundane issue. Between the two rooms there should be a total of 1d8
(minimum of two, giant rats.)
6. Kitchen: She can be found here once at least a few attempts by other means have failed to rid the house of the
“vermin”. She will be sitting atop a tabletop with Holhmant standing beside her. They will attack in last ditch
effort to defeat the party of adventurers. She is “aware” she cannot truly die, but does not know how long it
will take to regain the strength she has built up to this point again.
Once vanquished the doors and windows will be freed and the players will be free of the inn. Whether or not it is still
dark out may determine if they choose to stay inside the remainder of the night. Once out or if morning arrives they will
once again meet with Osa to tell him the tale, and have to break the news of Holhmants death (unless the party subdued
him instead. He will be very grateful and will work to secure new help and will want the party to be at his grand
reopening.
Unfortunately, she is not destroyed so easily and in spite of her fears, she is able to reform rather quickly. The night of
the reopening she will disrupt the festivities late in the night’s reveries, though she will be careful not to allow herself to
be destroyed again. Osa, obviously will blame the whole thing on the party and will demand that they make things right
by finding out exactly what he is dealing with.
Once again The Ursae will be forced to close its doors. Osa will calm down enough to at least give the party some
starting points. He also will allow them to keep whatever reward had been previously agreed upon, but will insist they
make things right (his reputation alone should be enough for the group to decide not to double cross him or not agree to
finish the task).
FINDING THE TRUTH
Osa will have a couple suggestions on who (Lorado and Rania) to talk to in order to discover the history or cause of the
curse that plagues his inn. They in turn will mention another option each. All four should provide possible future story
hooks or important contacts for the players in the Dark City.
Lorado Kurn
The man who provided the building materials and construction crew that built The Ursae is as obvious starting point as
any. Middle aged with skin well-worn from working under it for many years, he keeps his long still black hair pulled
back into a tight pony tail. Well defined muscles show that even to this day he does more than just supervise his crews.
Lorado is a native to the island, and has spent his life growing his family’s small carpentry and mending services into a
respected construction crew. Broadening his horizons to larger projects (The Ursae being one of his first) he has started
traveling beyond the cities walls in search of unique building materials and resources. In one of these searches he found
the Tulipwood, alone and unclaimed, the nearest village a few miles to its east.
Lorado will answer all the questions he possible can, though he truly does not know much. His reputation is taking a
major blemish as is Osa’s, so he would like the matter solved as well. He can draw a map to where the wood and
materials were harvested. He can also set interviews up with workers (though they will just relate seeing and experience
things the group has witnessed firsthand).
His major contribution would be to lead the party to Tivka Imer. A quiet and not well known lady, she is somewhat of
an unofficial historian of the myths and legends of the island. Lorado has known her since he was a child and was sent to
build book cases for her library by his father. Being young, he sat and listened to her stories almost as much as he
worked. Still checking in on her and helping care for her in her old age she is like his second mother. He will believe
that if anyone might be able to point the adventurers in the right direction it would be her.
Tivka Imer
The great granddaughter of a sorcerer long left from The Dark City, Tivka has long had an urge and draw to the
unknown and adventure. Unfortunately, around the time of her womanhood arriving she experienced a sudden surge of
power through her whole body. Magical blood that had skipped other generations had found its way to her, but she lives
in The Dark City. Setting off a reaction with the primal magic of the land her body was wracked and she was paralyzed
from the waist down. Her family, secretly rich from a chest of gemstones left from her long left great grandfather used
what they needed to ensure she would be comfortable.
Spending many hours alone, she developed an appetite for reading and daydreaming. It was during these daydreams that
she started to have detailed visions of scenes and events. Thinking them fantasies she started writing them down and
recording them. She eventually realized from hearing news and gossip that what she was having were actually visions of
things that had or were to happen. She has kept this to herself, though if one was ever to go through her bookshelves,
many of The Dark Cities secrets would be revealed.
Taking few visitors, she is known in some circles as a font of good advice, and Lorado is one of those people that can
get an audience with her. Sitting with the group she will listen to the details of the story and nod her aged, but obviously
once beautiful face. Meanwhile, eyes with the hint of a red sparkle (a small hint as to her sorcerous heritage) will also be
attentive and thoughtful. Hearing the party out, she will ask for the party to retire to a small garden behind her house
while she consults some of her books.
Summoning them back in after half an hour or so, she will lay a piece of parchment down with a sketch of the female
spirit they confronted and ask if this is what they saw. Once confirming that it is, she will continue with the following
story:
I do not know her name, as she has been dead for longer than the oldest person still living on the island has been alive.
What I know is that those woods were her home, and having been destroyed, she has come to this world to claim them
again. I feel that for her to be free or satiated, an amends needs to be made. She is sad without her home to roam and fill
her with happy memories.
Tivka will say her goodbyes and as long as the group has been polite and kind (and especially if they were thoughtful
enough to bring her a gift) will invite them back sometime for further “interesting chats”.
Rania Thouro (4th Lvl Smuggler)
A part time companion, now retired as well, of Osa’s Rania is “interesting”. A lifelong lover of darkness (in all its
forms) she herself has always had a charmed and bright life. Lucky when those around her were not, she has escaped
death more times than she can remember, but she loves a good ale and will try to tell you of each and every one of them.
Not conventionally pretty, she has a smile that opens to a set of perfect teeth and green eyes that draw listeners of her
tales in. Her brownish blond hair stained from years of sea and sun is frizzy and unkempt, even when combed.
Now in The Dark City, where else would a lover of darkness retire, she has set up a shop dealing in oddities. Like Osa
she has many friends and a good reputation amongst the men and woman of the ships that put into port in The Dark City
and is known to procure rare and strange items. She also deals in charms, dreamcatchers and whatever other nonsensical
items that makes people feel safer. She is not above selling the same item to five people and saying it is exactly what
they need to help with whatever they need it for.
Beyond baubles and true dark items, her true passion has always been the knowledge behind them. She knows
knowledge is true power. To this end she has an extensive list of contacts that deal in lore, both on and off the island.
Knowing of Osa’s problem she has already been researching it, and has come up with one lead:
I’ve heard of an old lady that lives near to where the forest Lorado cut down was. She is called “Ma” by the small
village near there and is consulted when strange things occur. I have been meaning to make a trip out to meet her
myself, she must have at least one or two good stories! Anyway, seek her out for more to the story. As far as The Ursae, I
have not felt such a sad apparition in a long time. Whatever her loss, it must have been great for her to seek this side of
death again so fiercely.
“Ma” Phillyida (6th Lvl Druid)
Able to be found rather easily, as Lorado will offer to ride with the group to the small village and procure directions to
her, Ma as she is known lives alone in the woods deeper in than where the Tulipwoods were harvested. Not as old as the
group might have assumed, they will find her in front of her cabin in the middle of a small clearing. With her will be a
young teenage girl, sitting cleaning vegetables and listening intently to some sort of story. As the group approaches she
will rise, curtsey to Ma, and take her leave into the house.
Offering seats of old stumps around a fire pit, Ma will offer the group tea before introductions can be made. Once settled
she will listen to introductions and politely introduce herself, saying to please call her Ma like everyone else does.
Asking what she may do for them, she will listen to their story and then respond:
I have wondered when someone would seek me out, after I witnessed the woods destruction (at this she will give Lorado
an evil eye type look). Long has the spirit lived there, playing as she did alive every day in the woods, before returning
to her slumber at night? No harm did I ever see that one cause. I quite miss her laugh. Hmmmm (shaking her head)„.
As much as I detest what has been done to her home, I feel it is not right to let her soul stay there unhappy forever
amongst your city. I will help; but I request two things (she will insist that all present promise before she continues).
The first is that these woods be protected from further axes and men. Do what you must, but these woods must stay safe.
The second is that you young folk will owe me future assistance if I require it.
Once the group and Lorado have agreed to her terms she will continue:
Even now, the woods you razed regrow, part of the same magic that has allowed her to live all this time. Only now their
resurrection has brought something dark back with them. I feel it at night, though they are a distance away. I feel you
must first cleanse the woods of these night terrors first, so she has a home to return to. Upon doing this find the most
beautiful sapling newly grown and carefully transport it to her alive. With some blessing from your good actions,
hopefully she will be enticed to enter it and you may return her to her home. I will warn you that she may not want to
leave peacefully; in this case you will need to defeat her once again while in the presence of the sapling. I believe she
will then return to the place she feels safest, I just hope that is the youthful growth that is alive.
GM NOTE: The journey to the village and then through the forest to Ma’s house can be as eventful or uneventful as you would like. The
total journey should take the group a little over a half days ride to get there. The talk with Ma should be a little before sunset, and since she
will not offer to let the players stay; they can either camp in the woods or push back to the village and arrive a little after nightfall. Here they
may procure lodging from a farmer for the night.
RETURN TO THE TULIPWOOD
The next morning Lorado will guide the party to the logging site, but will insist on staying at a distance of the once
majestic tulipwoods. He is no fighter and as much as he wants to help, he feels he would just be a liability in any
confrontation. He will point out two areas (1 and 2 on the map) that were the sites of the workers camps. The view from
a distance is one of stark contrast: the new growth tulipwoods are a brownish unnatural color with spots of scraggly
grass amongst the worn earth of destruction set against the still majestic and green woods of the old forest. Once the
group reaches a better perspective they will be able to identify the two logger areas better and one truly beautiful
tulipwood growing in the center of the old forest area. They will also see that the area of the newly grown forest is under
an unnatural shade and dreariness. Once within 25 feet they will see that the forest is indeed almost pitch black under the
canopy of new growth, even in the midday’s sun.
GM NOTE: The woods have become a gateway to daemon activity brought about by the original sorcerers attempted resurrection of his
daughter. Without her presence to stop them, they are attempting to find their way to this plane. As it is still a small rift only a few (choose a
number that will provide an adequate challenge) Lemure have made their way through as of yet (these lemure should take the shapes of
forest creatures of whatever form you like, be it squirrels/wolves/rabbits/etc. They will either lie in wait and attack any group that enters area
three or harass throughout the woods and then attack in force when someone tries to reach the sapling in area four. Altogether there should
be five to ten active in the forest at the time of the party’s arrival.
MAP GUIDE:
1. Loggers Debris: The site of the loggers processing area, the remnants of saw horses and a temporary covered
work area still stand. Old saw blades and other rusted debris are scattered around as well. A Hissing Centipede
has made its lair here and will attack if its area is invaded (any approach of closer than 10 feet).
2. Loggers Debris: The remains of the loggers living quarters, this mostly deconstructed “cabin” is now little
more than posts with a patched roof still intact. The remains of straw beds can be seen scattered about inside as
well as other features such as an old fire pit area and possible food storage. These remains are now the home of
a small colony (1d4+1) of striges’ that were attracted to the easy prey of the wastes left here.
3. Clearing: Most approaches from either of the two logger areas should lead the party here. If not feel free to
have multiple smaller encounter throughout the woods. Either way a sense of foreboding should be established
though imagery of the forest as unnatural and cursed. The grass, if it exists underfoot is like our cleaning pads,
the low lying area is misted over by an impenetrable fog, and the trees are alive again but made of wood with
fiery red veins running through them. The lemure that have made it through to this world will try and either
wait till a group is centered here or that they can lead them here. At this point they will feel in their simple
minds that a surprise attack from all sides cannot fail. If the players have basically tracked straight here than the
attacking lemure’s should have sneak attack on their side.
4. One Great Tree and a Sapling: Once the daemon spirits have been defeated the group will be able to
approach the two pure tulipwood trees in the forest. One, great amongst any tree, rising upward and over the
rest of the growth is obviously the new queen of the forest. The second is a small sapling sitting just to the left
of the great tree. This is the tree the party will need to uproot and transport safely.
ANOTHER EVENING AT THE URSAE
Once back in the Dark City, Osa will be quite excited to learn what the party has found out. Insisting that they wrap
things up quickly, he will suggest that the party head directly to The Ursae for the evening. If however the party has
been wounded and feels they need a little rest first, then he will understand. When they do decide to return to The Ursae,
nothing will happen until night fall.
Once night falls the mood in the inn will change: lights flickering, the air will chill, etc. She has not gained all her
strength back, but sensing the pull of the sapling will lash out with one last attack. The bar itself is the largest single
piece made of the wood from her forest. She will put the majority of her remaining strength into animating it. The bar
will come to life and merge with one of the casks from behind the bar to form what looks like a great wooden serpent.
This serpent will be relentless with its attacks and try to kill them.
Destruction of this animated construct will leave her powerless and unable to resist the pull to bind with the sapling. She
should appear and be seen to resist its pull, but ultimately she should be pulled into it. Once merged the sapling will have
a soft purple glow. At this point all that will be left is to return the sapling to the forest and replant it. Once done the
woods will slowly start to return to their former beauty. Osa will be very grateful and offer a week’s free lodging in
addition to his previous payment.
FUTURE HOOKS
Completing the adventure should leave the party with a few future story hooks:
The first and most obvious is that they will owe “Ma” Phillyida a future service which she could cash in at any
time.
Osa has many friends, and after solving his problem he will mention the group to many people, some who may
have their own issues.
Rania Thouro deals in many strange items and could use the group to procure something or discreetly cover up
some mess she has made.
NPC GALLERY
OSA REKA (5th Lvl. Smuggler)
Tall, Osa still has his sailors muscles showing under just a bit of retirement weight. Short cropped and slightly greying
hair and a goatee give him a smart and trustful air. Osa has been pirating since his young days, but quickly showed a
talent for negotiating prices on goods and organizing things like ship maintenance and crew recruitment. These skills
grew over time and he found himself to be more of a merchant for these vessels than a hired sword.
His many travels have left him with multiple accents and expressions making it impossible to guess where he was
originally from. He also likes to keep some mystery, so he never tells either. Having been to The Dark City many a time
in his travels he has built up a list of friends and acquaintances throughout town. When he decided to retire recently he
already knew he would make it his home.
The Ursae Publik House has been his dream for years. Excited to see it finally a reality, he is heartbroken to see what
has befallen it. Unfortunately, she has been targeting his dreams since the beginning and it has taking out his resolve to
do something about it himself, thus why he is seeking help.
HOLHMANT (1st Lvl Fighter for combat purposes, strength should be high)
Slow of mind, Holhmant excels at one thing: cooking. A large and muscular man from working on ships his entire life,
he prefers to keep to himself. Paler than most seafaring types and dirty blond hair mark him as originally from some
northern nation. With the recent haunting, Holhmant has been quitter than usual. Refusing to leave, she was left with
only him to torture with nightmares. His simple mind though, shrugged off these mental attacks. Lonely herself,
eventually she manifested before him, and he took to her as if she were really an angel. This relationship has continued
to grow and he is not happy with the attempt to dispose of her. He will retire to his room once night falls and wait for her
to deal with the party. Once her “life” is endangered he will fight on her behest. Not a true fighter he will do his best
with a kitchen cleaver. If the party is able to subdue him in a nonlethal manner, he will realize after some time away
from her that she was having an adverse effect on him.
BESTIARY
Furniture Mimics
The objects that she brings to life to attack the group can vary greatly. You may choose beds, bookshelves, chairs, tables
and even smaller objects (the common denominator should be that they are made of the tulipwood). The following are
just quick stats and suggestions:
The larger the object the more Hit Points (5-10)
AC for larger objects is (13), while smaller quicker items have (15)
Attacking is blunt weapon damage and they all receive a +1 To Hit and +1 To Damage
They are immune to any magic such as sleep or mind control
Her/She
Once visible, she takes the likeness of a slightly overweight little girl of about ten or eleven years of age. Her clothes are
of an old and unfamiliar style, and hard to see details of as her whole being has a haziness about it. She will fight with
her hands and emit a screech as she does. Due to the pacts made long ago she is unable to truly die and until being
brought near the primal magic of The Dark City she had been unable to manifest in this plane as more than a ghost. She
has the same stats as a Shadow, with a couple exceptions:
She does not have the Create Spawn feature
She has the ability at full strength to animate things made from the tulipwood
She can manipulate items other than tulipwood inside Ursae due to the enormous amount of the wood used in
its construction (hence the books, etc.)
Serpent Bar
This “snake” is her last resort to defeat the players. She will be unable to attack herself due to draining her energy to
create it. The Serpent Bar has the same stats as a Constrictor Snake (with an additional 5 Hit Points).
Fire damage will inflict double damage if the group has access to it