The Town of Faywater mimics are some of the most feared predators for adventures. They lure their prey in by turning the mundane or even the wondrous into possible dangers, making it near impossible to tell the difference between the two before it is to late. In much the same way the town of Faywater lures in adventures with the promise of gold and fame, only to realize too late the true danger they are in. A purely constructed fantasy, Faywater puts on the facad of a small helpless town while secretly hiding the demonic nature of all its residents. In reality Fawyater is a demonic cult of pain and blooshead, always looking for strong prey to hunt for sport. At the head is an anchient half-elf by the name of Bran Gildas, stronger and more ferocious than he looks wielding a demonic blade of dark power. A Call for Help In a small number of villages and cities in and around a small forest posters appear almost overnight looking for help in the town of Faywater. HELP NEEDED IN THE TOWN OF FAYWATER!

ATTACKS IN THE NIGHT GROWING WORSE

ADVENTURERS NEEDED

GOLD REWARD

Appearing at local taverns and inns they have simple directions to the town and are obviously hand written and amature. Depending on where the call for help is found the directions say the town is a day to a few days away, in a place secluded away from most other forms of civilization. Likewise a number of people looking for help could be sent to larger cities and proposition people in local taverns or halls. These people would look specifically for people who look out of place or out of town. People who not would not raise an eyebrow if they left and never returned. They would offer large amounts of money, both upfront and later to take care of some problem plauging their small and defenseless town. And would guide anyone that would take them up on their offers back to Faywater. Wolves in Sheeps Clothing While Faywater may look like a small tight knit community in need that is far from the truth. Many decades ago a small group of local and very influential merchants decided to see just how far they could push their diplomatic immunities. Starting with simply abusing the poor in public or walking naked through town they grew bord when they realized that they could simply throw gold at the town guard and have free reign to do what they wanted. That was until one among their ranks decided to lead the local drunk into the small forest surrounding the town and then proceded to hunt him like an animal until dead. This practice soon caught on with the rest of the group who began to call themselves the Drakoon. However, gold can only turn so many blind eyes and once enough people began to go missing the Drakoon were driven out of town. However, by this point they had already amassed large fortunes as their businesses grew just as their enjoyment of the hunt and slaughter did. By this time they had also attracted other practitioners, scoundrels who realized they had a taste for blood, bounty hunters looking to practice on real humanoids, and even commoners hired using the Drakoon's vast swaths of gold to find new prey and keep the rumors at bay. Not only did the Drakoon attract other humanoids it also attracts the eyes of a devil named Orkaron the Vicious who saw the group as an opportunity. In exchange for the souls of Drakoon's leaders he agreed to not only increase their strength and lifespan but to help bring in stronger and harder prey for the group to hunt down. Now, only one of the original leaders of Drakoon is still alive, an old half elf by the name of Bran Gildas that has absorbed the former leaders businesses to the point that he is now one of the wealthies merchants in hundreds of miles, making it even easier to turn the heads of those who would investigate the many disappearances in the surrounding area. With near unmatched strength and wielding the Knife of Orkaron he leads Drakoon as it's sole leader. The Town of Faywater While Faywater is designed to look like a simple farming village secluded away from the rest of the world it is the hunting and killing ground of Drakoon, a place where the most vile can do what they please to those that are drawn in. Built around a decade ago it is maintained by a group of commoners hired by Drakoon to keep it looking authentic for when the urge to kill and hunt again strikes its true owners. It maintains as little contact as possible with the outside world and any traveler that visits the town while its dark master are away leaves lucky, thinking Faywater is just another simple farming village. Even though the town and the people in can easily hide their thirst for violence if someone were to spend too much time there the facade would begin to chip away. Stories would begin to become inconsistant, gaps in knowlege would soon be found, and motivations would no longer make sense. While the residents there try to midigate this by limiting the amount of time outsiders spend there, even in a short amount of time a highly perceptable character would soon become suspicious.

Faywater A single entrance to Faywater can be found on the main road traveling through the forest. A lone, little-used path juts off, only marked when its leaders want it to be found. Winding through the woods for around 5 miles the path eventually crests over a small hill, a small town with about a dozen houses in a small bowl shaped valley gently comes into view. The valley is about a mile acrost and is mostly farmland with a variety of crops and a few small barns near the edge of town housing a number of cattle, pigs, and chickens. If the characters linger on the hill for long enough while the town is looking for new prey or if they come with a guide the guide tells them to stay there and a group of people amas in the center of the village before heading up the hill to greet them. Either way there is always a spy posted along the road near the village. For any people that approach the spy immediately runs to the village to notify the people there so they can get in positions. Areas of Faywater These can be moved, changed, or sized up and down as the DM sees fit. Fields Fields surround the town completely; corn, wheat and other walls of grain surround the village like a wall. Every now and again a child or chicken emerges from the vegetation only to scurry back in a few moments later. These fields are used mostly for show, all the food needed to sustain the town is shipped in and at the end of the season the grains are cut down and left to rot over the winter. However, they are still cultivated and cared for over the rest of the season to maintain appearances for those who might wander through. Tavern The sound of talking leaks out of a large, stone, one story building near the middle of town. Though unmarked the unmistakable smell of alcohol reaches your nostrils. Once inside read All talking ceases as you enter the tavern, all eyes on you. A few go immediately back to their drinks while others have an odd look of surprise and hope on their face. A small child runs up to you and says "Are you here to save us?" Of course everything from the hopeful glances of the patrons to the small childs question are fake. Many of the people in this town do spend much of their time here, finding the act of keeping up a fake town dreary. However, while their reactions are all well rehearsed they are actually hopeful, looking forward to the hunt and bloodshed to come. If the characters come with a welcoming party or if they mention they are there to help then the bartender, an older half-orc man by the name of Argran Sark, gives them drinks for free. Otherwise he sells them a mug of ale for 5cp. On a normal day the tavern contains 2d6 people of varying ages and genders. Town Center The small houses give way to an open dirt packed intersection in the middle of town. The sound of flowing water from a small stone fountain barely five feet across in the middle of the intersection reaches your ears. The intersection in the two main roads in the town, this area acts as a meeting area when needed and any other purposes when needed. Houses The houses in Faywater usually contain 1d4 adults and 1d2 - 1 children, are one story, and are very simply designed with minimal decorations. Most houses have a dedicated field or section of town they are assigned to take care of and maintain appearances in. There are very few couples in Faywater but most people are assigned a partner they live with and pretend to be married to. Barns In this large two story building the sound of cows and other animals can be heard. A large pen full of pigs and mud is connected to the left side. Once inside read. Cows line a half dozen stalls to the left and right. Above a loft full of hay can be seen with a ladder stretching up on the far side. Meat and eggs are one of the few things in Faywater that are actually made and produced, a building at the far end of town acting as the communal butchery. Inside each barn is secret room on the second story hidden behind bales of hay that requires a DC 19 Investigation (Intelligence) check to find. Inside are an asortement of items. Dark cerimonial robes

2d10 dagger or shortswords

5 vials of Drow Poision

3d6 clay masks in the shape of smiling devils

10d10 gold pieces

Alter A large clearing appears in the woods ahead. In the center lies a large flat stone, covered in dried blood and bones. On top of it a demon with teeth bared and claws extended stares down at you! The demon is a wooden statue. For some predators simply killing thier prey is not enough. As per the agreement with Orkaron the Vicious if a prey proves to be powerful enough they should be sacrificed to him on this special alter with the Knife of Orkaron so their soul will be sent to him upon its death. Any attempt to determine the magic of the stone revels strong Conjuration magic throughout and a DC 15 Investigation (Intelligence) check reveals faint magical runes carved into the stone. If they are destroyed the magic fades and no more souls can be sent to Orkaron until runes are recarved. Spring The sound of flowing water reaches your ears as a small pool surrounded by a ring of rocks comes into view. Surprisingly two small streams flow out of it to the E and W, watering the fields of wheat in the distance. This spring and two others like it around the valley are used to water the fields and provide fresh water to the locals. One in the middle of town feeds a fountain and providing fresh water without having to go to one of the springs in the fields. Plot Specific Areas These areas may or may not be in the town depending on which plot is being run. They may be placed within the valley as the DM sees fit. Graveyard A large open area in the middle of a cornfield has been cut open, the tall stalks almost protecting the 16 grave plots scattered at random intervals. A small stone with a name carved into it sits on top of each grave. Each grave seems freshly dug when inspected, although no bodies lie beneath the turned up soil. Each house has been assigned a grave to mourn and tend to, along with a short description of their supposed loved one. Dead Herd The scent of rot hits your nostrils before anything else. Flys begin to fill the air as the sight of nearly 10 deer, both young and old, male and female come into view. Nearly completely decomposed the bones lie scattered among the underbrush, picked clean by scavengers. While the many dead creatures are very convincing like all things in Faywater the deer are a fake. A DC 25 Investigation (Intelligence) or Nature (Intelligence) check can reveal that the deer were in fact killed by weapons and arranged to look like more natural deaths. Revenants Cave As you aproach the rockface an opening comes into view. A cave with a smouldering fire ouside it's entrance standing about six feet tall faces you. Going about ten feet back a few small trinkets and daggers litter the floor. Sitting at the back sits a hunched woman wearing tattered cloaths and holding a greatsword bwetween her discolored hands. Do not read the last sentence if the revenant has been drawn elsewhere. A sucsefull DC 15 Survival (Intelegence) check is needed to find the cave within 200 feet. The DC increases by 2 for every 150 feet after that. This is the current hiding spot for Keyra Nerifina, a eleven revenant terrorizing the town of Faywater. She is unsure of how long she remained dead but 'woke up' on a large stone N of the town, the Alter. The trinkets in the cave are those she has managed to recove from her former adventureing party. Her goal is to kill Bran and will look for any help she can from any other adventures that she may encounter. A fieceome warrior in her past life Keyra is very level headed and wants nothing more than to get her revenge before dying. People of Faywater Most people of Faywater are commonors or cultists looking for money or violence without consequences but there are a few notable people. Bran Gildas Bran Gildas is a half elf male of almost 300 years. He is the last surviving founding member of Drakoon, having either outlived or killed the rest of his fellow merchants. While in Faywater he goes by the name Brom Hayward, the respected town elder and leader. Demonic Gifts. After the deal was signed with Orkaron the Vicious each of the founders found themselves not only stronger but faster and more resilient as well, their lifespans also extended much further past the norm for their race. Each was also given a Knife of Orkaron, a magical weapon that allows the souls of those it kills to be bound to the killer. Endless Wealth. After the rest of his fellow founders died the wealth was evenly distributed among the rest, and as the last surviving member Bran has more wealth than he could ever have dreamed. He owns most of the merchants and major businesses in an almost 100 mile radius from Faywater which has allowed him to keep his dark pleasures hidden for so long. Hunger for Violence. Bran was the first of the Drakoon to start hunting people for sport and pleasure and it is an activity he can not get enough of. Like a drug he often spends long amounts of time in Faywater until he is satisfied, only to return once the urge to murder and kill again becomes too strong to focus on anything else.

False Appearance. While Bran may have the appearance of a withered old man, and he tends to walk with a cane to further this misconception, it is far from the truth. Bran Gildas' Traits Ideal. "Violence and death are the greatest pleasures one can experience." Ideal. "The world is separated between the weak and the strong, and I am strong." Bond. "I must not disappoint my dark master." Flaw. "If I cannot inflict pain I go mad." Bran Gildas Medium Humanoid, Neutral Evil Armor Class 14

14 Hit Points 135(18d8 + 54)

135(18d8 + 54) Speed 35ft. STR DEX CON INT WIS CHA 21 (+5) 18 (+4) 17 (+3) 16 (+3) 12 (+1) 16 (+3) Saving Throws Con +6

Con +6 Skills Athletics +8, Acrobatics +6, Deception +6

Athletics +8, Acrobatics +6, Deception +6 Senses passive Perception 11

passive Perception 11 Languages Common, Elvish, Dwarvish, Infernal

Common, Elvish, Dwarvish, Infernal Challenge 4 (1,100 XP) Dark Devotion. Bran has advantage on saving throws against being charmed or frightened. Nocturnal. Bran has advantage on Perception (Wisdom) checks that rely on sight while in dim light. Actions Multiattack. Bran makes two attacks with his fists Fists. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 16 (3d6 + 5) bludgeoning damage Knife of Orkaron Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 9 (1d4 + 6) piercing damage + 7 (2d6) necrotic damage and the creature must make a DC 14 Wisdom saving throw of be frightened until the end of their next turn. If they succeed they are immune to the effect for 24 hours. If a creature is killed with blade a spell slot of 6th level or higher or equivalently powerful magic must be used to resurrect them. Magic Items Bran wields the Knife of Orkaron, one of which was gifted to each of the original founders of the Drakoon. Knife of Orakaron Weapon (dagger), rare This demonic blade is made out of polished silver with a bone white handle and serves four function. Its wielder gains a +1 to attack and damage roles. Its wielder deals an additional 2d6 necrotic damage on a hit. If wielded by a member of the Drakoon on a hit the creature must succeed on a DC 14 Wisdom saving throw or be frightened of the wielder until the end of their next turn. If they succeed they are immune to the effect for 24 hours. If killed by the knife the creature can only be resurrected by a magic equal to a 6th level spell slot or higher. Talco Sten While Bram is not in town Talco is in charge of Faywater and the people there, he is a cult fanatic with the following modifications. Charisma is 16 (+3)

Deception +5, Persuasion +5 A halfling exiled from his village for murder of small animals he soon found refuge in Faywater, where his ambition and pension for violence were not lost on the leaders of the Drakoon. Creative and Cunning. Talco is personally trusted by Bram to set the honey that attracts adventures and travelers to Faywater. Slowly rotating from town to town and area to area he comes up with many cries for help and empty promises (some of which are listed under Plots and Plans). He enjoys this role as it allows him to not only have power but wield it creatively. Hungry for More While Talco is happy with the power he has now he would not pass up an opportunity to claim ownership over Bram's money and power, even if it meant killing him. However, he knows that doing so would mean stopping the flow of money and supplies, meaning Faywater would have to produce food and sustenance themselves. Instead he hopes to become Bram's successor and inherit his money and business and actively undermining others attempts to do so. Sly and Resourceful. While Talco may not have the same strength that Bram possessed he makes up for it with his cunning and pure charisma, manipulating and sceeming for everything he has. Because of this Bram will never think of him as a true successor, simply a pawn to manipulate and eventually kill if needed. Talco Sten's Traits Ideal. "Power and wealth are the signs of success, and both can easily be taken." Bond. "True loyalty is weakness." Flaw. "If I designed something it cannot fail, it is impossible." Argran Sark In Faywater's cultural center lies Argran Sark, an old half-ork that runs the Tavern. Filling the role of the defacto town guard he keeps the peace and makes sure no one gets to off script. Argran is a Veteran. Guided and Brutal. Argran left his orc tribe when he became disatisfied with the ammount of pain he could inflict and the limited power he could gain. Seeing an oportunity in him Orkaron the Vicious lead him to Faywater with promises of power and the ability to wield it.

Chosen above Others. Unbeknownst to the rest of Faywater Orkaron the Vicious has chosen Argran as the sucessor to the infernal cult. A deal has already been signed between the two to extend Argran's lifespan and make him the inheritor of the wealth and power of Bran. He has also been gifted a new magical blade, the Sword of Orakaron. Paitent. While Argran may lust for power and blood he is still a cunning man, willing to wait with his newfound abilites to strike at the right time. Normally very calm and colected he can act out in fits of rage and bloodlust when he feels the time is right. Argran Sark's Traits Ideal. "Paitience is the most usfull tool that one can possess." Bond. "My master has given me more than I could have ever asked for." Flaw. "I always crave more power once I get it." Magic Items Sword of Orakaron Weapon (sword), rare This gold hilted sword looks as if it were carved from a solid block of obsidian. The Wielder gains a +2 to attack and damage roles. The Wielder can cast darkness as a bonus action requireing no materirial or somatic components. This can only be done once a day and reagains the ability to do so at midnight. If a creature is brought to zero hit points by this weapon they gain a form of indefinite madness as outlined in the Dungeon Masters Guide. Nothing short of a Wish spell or divine intervintion can get rid of this. A creatue can only be affected by this once. Plots and Plans There have been many different ways that the people of Faywater lie, trick, hunt, and kill the people of the surrounding areas. However, there are certain aspects that always stay the same. The places where prey is searched for is rotated so it may be years between when cries for help are placed in the same place twice.

The cries for help are always kept vague and simple, a mysterious creature in the night will likely attract more daring adventures than a bear gone feral.

The more weak the better. A child in need is more likely to attract possible prey than the promise of a job well done so Faywater is made to seem defenseless.

Pay up front and promise more once whatever job is needed is done.

Those that look out of place or are simply visiting the town they are in are less likely to be missed are more likely to be targeted.

Both posters and 'criers' will be used. A crier being a citizen of Faywater sent into local cities and towns looking for people meeting the above descriptions. However despite the name will only proposition those they believe Bram would enjoy hunting.

False names are always used, these may vary but most stick to the same false names so as not to mix them up at a pivotal moment. Additionally any places that appear in bold also appear in the Plot Specific Areas or simply the Areas of Faywater section of Faywater. Shadow in the Night When Bram is wanting especially difficult prey Shadows in the Night will be used. The posters and criers will be sent off with descriptions of a mysterious shadow in the night that has poisoned the local landscape and water supply. They will also claim that both the young and old are mysteriously dying off of a strange illness. Once the adventures arrive they are greeted by a small welcoming party lead by Bram, claiming to be one of the only elders still alive. They will be shown a field that has been turned into a fake graveyard for all the people that have supposedly died during this blight. After this they are taken to the tavern where they are given free drinks and told what they do next is up to them along with the following information. The shadow only appears at night and seems to come from the forest to the E.

The blight came before the deaths and the blight started about 6 months ago.

Those who have seen the shadow only live long enough to give a brief description of a formless shape slithering through the night. All are now dead and buried.

Hunters have seen entire herds of deer dead and decomposing in the forest. When asked the people of the town give similar descriptions of events, some can even describe their lost loved ones. Donovan the Hunter can even take them to the sight of the dead herd. The Jig is Up. If the carecters pry enough or if there is a complication between NPCs they players could discover the true nature of Faywater. If this is the case immidiatly go to During the Night no matter the time of day. During the Night. Once night hits the people of Faywater will do their best to separate themselves from their 'saviors'. If they are not already a member of the town they have already interacted with come to them in the night claiming they saw the shadow and they can lead them to it. On the way there they will lead them to the edge of town before doing their best to disappear into the many corn or wheat fields surrounding the town. The Hunt Begins. Once seperated the adventures will find that all the members of the town have disappeared. Donning their black robes and clay devil masks the town members, now cultists will slowly hunt the members of the party late into the night. The way the cultists fight will depend on what they were able to gather on the adventures during the day. They may stay ranged or prefer to wear them down using hit and runs to wear down their resources and health. At this point Bram will come in and finish them off. The Best and Brightest. If Bram feels that one or more members of the party would make good sacrifices to Orkaron the Vicious he will instead knock those members of the party unconscious instead of killing them before taking them to the Alter to sacrifice them with the Knife of Orkaron.