A Village Called Pleasant

There once was a village on the other side of the forest, and an old road wound through the wood, connecting here and there. The village was called Pleasant, and indeed for many it was. In the quiet snow, woodswomen sang or hummed their tunes to the striking beat of their axes. By warm hearths, babes played and grandfathers knitted wool caps. And each night tales old and new were told in the town's public house. Neighbor helped neighbor, and all lived quietly in the little village called Pleasant.
But one night a bright and beautiful star passed over the village. It streaked slowly across the sky, and every child who saw it made a wish, for children are overly full of wishes, even in a village like Pleasant.
One wished for gold, one for a spell, one for an answer, and one for a friend.
But the star—though lovely—could not be called wise.
Gold? That was easy. There beneath the earth, forgotten by mortals, a king had once lived. Gold was his throne, and crown, and scepter. The bones would not miss such wealth, the star thought.
A Spell? How simple! The world is full of spell-spirits unhomed. Bring them all in! The star thought to itself. And spells from all 'round swarmed to fill the child's mind. What a wonderful gift. The star thought as it went.
The Answer gave pause, for the question was not one the star had heard before. Tell me how I can be lovely as you." Well nothing is lovely as a star in the sky. So the star thought a moment—a rare thing indeed—and laid a road from heaven to earth. Climb up, climb up, but mind every step. True beauty awaits!"
Now, tired from all this wish-granting, the star began to dim. But that last wish rang, begging and pleading. A friend? A friend? Well... just look there, who's that coming down the forest road?

Pleasant's Troubles
What is written in italics is secret.
Garrak, a 6-year-old fond of shortbread and stories about knights in shining armor, has suddenly found a crown, scepter, and throne of pure gold in his bedroom. His father is saying it is a divine sign of his right to rule. His mother says it is the work of some mad fairy.
- As the locals pick sides, the wight (6 HD) of the dead king raises his warriors (4d6 1 HD skeletons) to reclaim the stolen wonders. They begin at the barrow (B) and move about six miles per night. A persistent thunderhead follows them, visible from 24 miles away. If they reach town, they will discover Garrak genuinely is the rightful heir of the land, and serve him dutifully until he gains his own set of sworn knights.
Sierra, a bright 12-year-old bored of the country life, is comatose in her bed. As she turns and sweats in her sleep, random spells are cast within her bedroom. Her elderly grandmother is terrified, and has already put out one fire (and chased off a band of gingerbread cookies meant to wake Sierra). She begs for help, but believes only the Crones can solve this issue, and they always have their price.
- The Crones live in the old inn to the west, through hills infested by goblins and worse. Every phase of the day, Sierra casts a random spell with a random target. If she is shaken, an extra spell occurs.
Finn, a 15-year-old, disappeared last night, but footprints in the snow lead north, his sister Harriet is concerned, but his parents seem resigned to move on. Finn's old dog keeps snuffing and howling towards the north, where a strange glow graces the horizon at night.
- Finn, born male, would rather be a woman, and so has set out north to the star's road in pursuit of that beauty. Finn doesn't realize the star's promise is not exactly what they wished for, but is determined to reach the end of the winding road leading into the sky. In addition, a satyr—Carris—from the nearby woods has also set out on the road, and believes only one can claim its prize.
Hector: A 12-year-old orphan boy who will relentlessly follow the party, helping out however he can unless turned away 3 times. He succeeds on sneaking, pick-pocketing, and lock-picking attempts on 3+ on a d6 roll. On 2- he messes up in the worst way possible. No one will ever kill Hector, but he may be kidnapped.
Pleasant's Weather
- The entire map is covered in snow. A party without winter gear gains no benefits from resting in the snow, and must save or gain fatigue.
- Each day, roll a d6 for weather.
- 1, a blizzard sets in, and movement is at 1/2 speed.
- 2-3, it snows, limiting visibility.
- 4-6, it is clear and cold.
Pleasant's Encounters
Remember to move the skeletal raiding party six-miles closer to Pleasant each night, unless the weather is currently a blizzard.
- Yeti (6 HD) Ambushes, attempts to grapple a character and flee with them.
- Goblins, (2d4, 1 HD), Lost in the snow and looking for home.
- Snow Golem, (5 HD, extra attack), Animated by the star on a whim, starving.
- Gingerbread Men, (3d6, 1/2 HD Each), One of the first spells that went awry in Sierra's room. These now-sentient little fellows hide out until they can steal the party's food, drink, and small weapons. They are desperate to carve a place for themselves in this cruel world.
- Three Skeletal Riders (3 HD Each) demanding news of the stolen crown.
- Peasant (1 HD) Cutting wood to warm their nearby home. Doesn't want no trouble, but would offer aid to those who are in desperate need, knows about the nearest Point of Interest.
- Star-Seer Prophet (1 HD) A shriveled old man walking barefoot in the snow. Warm and friendly. Will ask the stars a single question on behalf of the party if the party treats him kindly.
- Frost Fairies (d4+1, 1 HD each) they frolic in the snow, unaware of the party. If disturbed, they'll panic. Spell: Frostbite - [dice] creatures take d6 damage, and must save or skip their next turn as they shiver from cold.
- Frost Dragon "Tanwyn, the Splendor of Ice" (10 HD), collects artists to create wonders for its cavern. He promises wealth, but never frees them. Each scale is carefully engraved with flashing patterns. (d6 Claw x2 & 2d8 Bite, Spend a turn inhaling before Special Attack: Glacial Breath, 3d6 & save or skip your next turn to shivering.)
- Traveling Merchant & 3 Guards (2 HD Each) Their cart is stuck in the snow, and a small band of goblins (2d6) closes in. The cart has standard adventuring gear, warm winter clothes, and a single random magical item the merchant is hoping to sell in the city. They've recently robbed the barrow, though they left when the bones started to move.
Points of Interest
A. The Old Inn: Here live the two crones: Mavis and Mildon. They are old witches, revered by the goblin tribe. They can cure Sierra, but it will take time. They want to study her and use her as a spell catcher.
B. The Barrow: Some guards, traps, and treasure remains, but this place is ominously empty.
C. Goblin Village: Contains 100 Goblins, mostly they stay in their tunnels this time of year, but some scouts can always be found nearby. On this hex and all within 1 hex, encounter 2d6 goblins (1 HD each) on a 2-in-6.
D. Old Watchtower: An ogre (5 HD, Extra Attack) has taken up residence here. Royce, the Round Knight has an iron-pot helmet and a massive sword. His "castle" is laid siege to by 3d6 skeletons when the party first arrives. The skeletons' captain, Edgewick, can speak, and suspects Royce has stolen the crown, throne, and scepter of the True King, but he may also be suspicious of the party.
E. The Star-Road: See the notes below.
F. The Town of Pleasant: See the notes above.
The Star Road
An ethereal path winds into the heavens here. Far above, a light glows like a newborn star.
The Path is ethereal, and leads through several "rooms" that consist of visions. Whenever a door is accessed, the road becomes visible again until a new vision is entered.
Carris, a satyr, fell off the star-road and lies cold at the bottom, but still alive. Carris is a trickster, and will pretend to help find Finn, until the opportunity for betrayal presents itself. Carris believes only one can claim the road's prize—and he's right!
- A wooden circular room. Far above, a great crowd is seated in circular stands, some boo, some cheer, some sell sausage-inna-bun. A gate leads to 2. If the players purchase and eat a sausage, they are tossed by the vision into room 3.
- A smoke-filled room: The room is full of people smoking and drinking. It has no wall, and the ground is visible far below, though not any other part of the path. In the center of the room is a bar, with no barkeep. In a cabinet under the bar is the path to 6. On the far side of the room is a locked door marked "Private." Attempting to enter it will summon two "Bouncers" (4 HD), who will attempt to throw anyone who touched the door off the path back to where Carris was found (2d6 damage). (This is how Carris fell.) Past the "Private" door is 3.
- The False Bridge: Here a bridge spans a massive chasm. The bridge is ethereal for anyone looking at it, but solid to those who close their eyes. A note on the bridge says "Don't look down." On the far side is a door to 4.
- The Elven Hall: A massive circular room with white pillars and gold panels depicting dancing elven figures. After observing, the room fills with music and the shades of dancers. 2 Ropers (4 HD Each) are on the ceiling. They attack after the music starts, but will not grapple anyone who sings or dances. Dancing causes a path to appear leading to the ceiling and 7. A door on the far side leads to 5.
- The Sea: Here the door opens to a wide sea, and a small boat with oars upon it. As the party crosses, something shines deep below, like a star sunken below the waves. It is the glowing eye of a great eel (12 HD) who will only attack those who leave the boat. The eel also has a hoard of silver, and a random magic item. On the far side of the sea is a door that leads to 6.
- The Cup: Here is a cup filled with wine, in a circular marble room. A door on the far side leads on to 7. Anyone who drinks from the cup without fear regains d6 HP. Drinking a second time inflicts fatigue. The cup refills after each drink.
- The Masks: A great curtain stands on the far side of this room, and on this side, a number of animal masks. If a player can name an animal, they can find a mask of that animal, but there is no lion mask. Upon crossing the curtain, they are changed into the animal whose mask they are wearing. If they do not wear a mask, they become a worm upon crossing the curtain. After the curtain is a great circle of beasts. In the center is a dead lion, and all the beasts weep for it and ask, "who now will be king?" If a player can convince the animals to make them king, the animals will place a great mane around them, and then depart, and a door to 8 will open. If no other argument can be made, the animals may settle for strength. A character made king will get to keep their animal mask permanently. It can be put on and taken off at will, and transforms them into that animal.
- The Star: Here the road returns in full, and the world is laid out like a map below. Show the players the region map, and be sure they know where the skeletal army is if they aren't already aware of them. The road ends in a great circle of light, and a star the size of an apple shines within hand's reach. Finn stands here, wondering at the light. Finn knows it will bring beauty and adoration, but hesitates. Carris will charge forward to claim the light if still with the party. Anyone who claims the light will turn into an immortal star. Everyone else will float to the ground below.
- A star is not a player character, but if a player becomes a star, they may grant one wish with their new strength, then rise into the night sky.
- If Carris becomes the star, he will not grant any wishes, hoarding this new power.
- If Finn becomes the star, they will take on a glowing feminine form, then fly the party back to Pleasant. Every party member gains enough XP to level up, and Finn's sister becomes incredibly lucky.