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{# Prologue — The Long Road to Brackenford. Hand-formatted from the session outline. #}
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<dl class="storyline-meta">
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<div><dt>Starting level</dt><dd>1</dd></div>
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<div><dt>Ending level</dt><dd>2 <span class="text-body-secondary">(milestone)</span></dd></div>
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<div><dt>Expected duration</dt><dd>~2.5 hours</dd></div>
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<div><dt>Locations</dt><dd>Bellhaven → the road → The Crooked Goose</dd></div>
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<div><dt>Campaign hook</dt><dd>Eamon Vale's inheritance</dd></div>
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<div><dt>Featured adventure</dt><dd>The House That Won't Let Anyone Sleep</dd></div>
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</dl>
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<aside class="storyline-callout" data-label="Tone">
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The session should feel almost <strong>disappointingly mundane</strong>. Nothing about the inheritance is secretly connected to Aldren or Kyuss. The characters have simply taken a courier job.
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</aside>
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<h2 class="storyline-section"><span>01</span> Opening — Bellhaven</h2>
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<p>Bellhaven is a prosperous regional city on an important crossroads — large enough for guilds, courts, warehouses, temples, professional couriers and estate administrators.</p>
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<p>Brackenford is <strong>twenty days east by road</strong>, the final days taking travellers steadily further from the major trade routes.</p>
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<p>The five family members have already answered an advertisement:</p>
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<div class="storyline-handout">
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<strong>Couriers Required</strong>
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Delivery of estate property.<br>
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Destination: Brackenford.<br>
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Approximately twenty days east by road.<br>
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Discretion required. Compensation generous.<br>
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<br>
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Enquire at the Office of Helena Vey,<br>
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Licensed Executor of Estates.
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</div>
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<p>Start with character introductions as the five family members arrive at Helena's office.</p>
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<h2 class="storyline-section"><span>02</span> Magistrate Helena Vey</h2>
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<p>Helena Vey is in her late forties or early fifties. <em>Licensed Executor</em> is her actual profession, though people informally call her <strong>Magistrate Vey</strong> from her years working for Bellhaven's civil court.</p>
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<p>She is efficient, intelligent and extremely busy. Most importantly, <strong>Helena knows nothing about Brackenford's secret</strong>. To her, this is paperwork.</p>
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<p>Her office holds shelves of legal volumes, bundles of documents tied with coloured string, locked cabinets, a large desk, wax seals, a clerk, and five chairs — someone clearly had to go and find the fifth. Against one wall sits <strong>Eamon's inheritance</strong>.</p>
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<h2 class="storyline-section"><span>03</span> Why Adventurers?</h2>
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<p>Helena contacted three professional courier companies. The first refused the job. The second offered a ridiculous price. The third offered an even more ridiculous price.</p>
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<p>Not because Brackenford is dangerous — because it is <strong>twenty days away</strong>. A courier travelling there and back spends roughly forty days on a single delivery, plus food, accommodation, protection and possibly replacement horses, and there is little commercial traffic toward Brackenford to combine with the trip.</p>
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<blockquote class="storyline-quote">The contents aren't particularly valuable. At least, not compared with what three courier companies wanted to charge me to deliver them.</blockquote>
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<blockquote class="storyline-quote">You people travel anyway.</blockquote>
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<p>If the party calls themselves adventurers:</p>
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<blockquote class="storyline-quote">Precisely. You're already accepting the inconvenience of roads, rain, questionable beds and occasionally being attacked by wildlife. Professional couriers charge extra for all four.</blockquote>
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<h2 class="storyline-section"><span>04</span> The Deceased — Edric Vale</h2>
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<p><strong>Edric Vale</strong> was a 76-year-old human, originally from Brackenford. He left as a young man and settled in Bellhaven, working as a cabinetmaker and furniture restorer.</p>
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<p>He never married and had no children. His closest surviving relative is his nephew, <strong>Eamon Vale of Brackenford</strong>, whom he had not seen in many years.</p>
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<p>There is no conspiracy here. <strong>Edric simply died of old age.</strong></p>
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<h2 class="storyline-section"><span>05</span> The Inheritance</h2>
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<dl class="storyline-qa">
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<div><dt>The wooden chest</dt><dd>A sturdy travelling chest, roughly 25 kg, containing <strong>230 gp</strong> in assorted coinage. Locked and sealed with Helena's wax seals; Eamon receives the key separately, in a sealed envelope.</dd></div>
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<div><dt>A wooden box</dt><dd>Beautifully handmade by Edric. Inside: several letters, old drawings, family documents, a carved wooden toy, a small silver pendant and an old portrait. <strong>No magical secrets or sinister clues.</strong></dd></div>
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<div><dt>A wrapped object</dt><dd>An old mantel clock. Eamon admired it when he visited Edric as a child, and Edric remembered.</dd></div>
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<div><dt>A bundle of tools</dt><dd>Edric's high-quality woodworking tools.</dd></div>
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</dl>
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<h2 class="storyline-section"><span>06</span> The Delivery Contract</h2>
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<p>The <strong>Proof of Receipt</strong> identifies <strong>Eamon Vale of Brackenford</strong> as the sole authorised recipient. Eamon must personally sign the magically prepared signature field. When he does, the black ink briefly becomes <strong>gold</strong> before settling into a dark metallic colour, and Helena's seal changes to match.</p>
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<p>Someone else <em>can</em> physically accept the inheritance — but the party then fails the contract and does not receive the remainder of the payment.</p>
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<h2 class="storyline-section"><span>07</span> Payment</h2>
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<dl class="storyline-qa">
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<div><dt>Total</dt><dd><strong>200 gp</strong></dd></div>
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<div><dt>Upfront</dt><dd>100 gp</dd></div>
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<div><dt>On return</dt><dd>100 gp, against the authenticated receipt</dd></div>
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</dl>
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<p>The professional courier quotes were considerably higher. The adventurers genuinely are the cheaper option.</p>
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<h2 class="storyline-section"><span>08</span> Questions for Helena</h2>
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<dl class="storyline-qa">
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<div><dt>Where is Brackenford?</dt><dd>Twenty days east, depending on weather.</dd></div>
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<div><dt>What's it like?</dt><dd>A small agricultural village in the hills.</dd></div>
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<div><dt>Is it dangerous?</dt><dd>Not that Helena is aware of.</dd></div>
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<div><dt>Who is Eamon?</dt><dd>Edric's nephew, apparently a farmer.</dd></div>
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<div><dt>Why hasn't Eamon collected it himself?</dt><dd>He does not know Edric has died.</dd></div>
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<div><dt>Why not send a letter?</dt><dd>A notice was sent ahead, but Helena received no reply — not especially unusual for such a remote settlement.</dd></div>
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</dl>
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<h2 class="storyline-section"><span>09</span> Shopping in Bellhaven</h2>
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<p>Give the characters 15–20 minutes of freedom before departure.</p>
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<aside class="storyline-callout" data-label="Ask the players">
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“Before you leave Bellhaven, what does the family want to buy?”
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</aside>
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<p>Possible concerns: food, tents, rope, ammunition, healing supplies, transport, cookware, blankets, and whatever else they think they need. Use this mainly to establish the family dynamic.</p>
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<h2 class="storyline-section"><span>10</span> Leaving Bellhaven</h2>
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<p>Ahead is twenty days of road. <strong>No dungeon. No dragon. No ancient curse.</strong></p>
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<p>They have one job: deliver several boxes to a farmer, get his signature, come back. Easy money.</p>
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<aside class="storyline-callout" data-label="Ask the players">
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“Who's carrying the paperwork?” — “Who's responsible for the inheritance?” Make the players decide.
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</aside>
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<h2 class="storyline-section"><span>11</span> The First Fifteen Days</h2>
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<p>Montage the journey rather than playing every day. These are roleplaying prompts, not skill checks — spend roughly 10–15 minutes.</p>
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<ul class="storyline-rows">
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<li><span class="k">Day 2</span><span>It rains continuously. “Which one of you discovers that something they packed isn't nearly as waterproof as they thought?”</span></li>
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<li><span class="k">Day 5</span><span>Travelling merchants. “Which member of the family is most likely to start talking to strangers?”</span></li>
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<li><span class="k">Day 8</span><span>Around the campfire. “Who normally cooks?”</span></li>
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<li><span class="k">Day 11</span><span>“Which family habit has started getting on someone else's nerves?”</span></li>
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<li><span class="k">Day 14</span><span>“Who seems most homesick?”</span></li>
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</ul>
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<h2 class="storyline-section"><span>12</span> Day Fifteen</h2>
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<p>Rain begins during the afternoon. The road becomes muddy and darkness approaches. Then they see light.</p>
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<p>A wooden sign beside the road depicts a goose whose neck bends at a ridiculous angle:</p>
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<p class="storyline-beat">The Crooked Goose</p>
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<p>Warm yellow windows promise food, ale, fire and beds.</p>
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<h2 class="storyline-section"><span>13</span> The Crooked Goose</h2>
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<p>Make the inn genuinely wonderful: a warm common room, roasting food, laughter, local cider, perhaps a bad musician, and an enormous fireplace.</p>
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<p>Then the party asks for rooms. <strong>Every room is occupied.</strong></p>
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<h2 class="storyline-section"><span>14</span> The Innkeeper — Maud Tallow</h2>
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<p><strong>Maud Tallow</strong> is a friendly, practical 52-year-old human who is absolutely convinced the guesthouse is haunted. Tonight the inn is full of travelling merchants, two drovers, a family of four, two labourers and an old travelling scholar.</p>
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<p>Eventually Maud says:</p>
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<blockquote class="storyline-quote">Well… there is somewhere.</blockquote>
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<p>Her husband: “Maud.” She ignores him.</p>
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<blockquote class="storyline-quote">The guest cottage.</blockquote>
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<blockquote class="storyline-quote">You wouldn't have to pay.</blockquote>
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<h2 class="storyline-section"><span>15</span> The Problem</h2>
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<p>The guest cottage stands about 100 feet behind the inn. It is small and comfortable — two rooms, a little loft/storage area, a fireplace, and enough beds for the party.</p>
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<p><strong>Nobody has successfully slept there for three nights.</strong> The first guest heard scratching. The second claimed furniture moved. The third ran into the inn around 2 a.m. wearing only a nightshirt and refuses to return.</p>
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<blockquote class="storyline-quote">You lot are adventurers. Figure out what's wrong with the cottage, and you've got beds, dinner and breakfast for nothing.</blockquote>
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<h2 class="storyline-section"><span>16</span> What Actually Happened</h2>
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<aside class="storyline-callout storyline-callout--warn" data-label="GM only">
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<p>The cottage belonged to <strong>Maela Tallow</strong>, Maud's mother-in-law, who died about six months ago. Unknown to everyone, a <strong>Hearthburrow</strong> lives beneath it. <span class="text-body-secondary">(Its stat block is in <a href="{{ path('app_enemies') }}">Enemies</a>.)</span></p>
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<p>For years Maela performed what she considered an old household superstition. Before bed she placed bread beside the hearth, left a little milk, knocked three times on the hearthstone, and sometimes said, “Warm hearth, shared home, good night.”</p>
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<p><strong>Maela thought it was tradition. The Hearthburrow thought it was a contract.</strong></p>
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<p>Then Maela died. No bread. No milk. No knocking. Then strangers began sleeping in its house. <strong>It is furious.</strong></p>
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</aside>
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<h2 class="storyline-section"><span>17</span> Investigation</h2>
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<ul class="storyline-rows">
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<li><span class="k">DC 10 Investigation</span><span>Tiny scratches around the bottom of the hearth. They do not resemble rat scratches.</span></li>
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<li><span class="k">DC 12 Perception</span><span>Small objects are missing from strange places. One drawer contains mismatched buttons.</span></li>
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<li><span class="k">DC 12 Nature</span><span>The tracks are too strange for a normal rodent.</span></li>
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<li><span class="k">DC 13 Arcana</span><span>Minor residual fey magic surrounds the hearth.</span></li>
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<li><span class="k">Under a bed</span><span>A tiny silver spoon belonging to the inn.</span></li>
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<li><span class="k">The hearth</span><span>A tiny hollow behind one stone holding crumbs, buttons, a coin, thread and a thimble.</span></li>
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</ul>
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<p class="storyline-turn">Something is living here.</p>
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<h2 class="storyline-section"><span>18</span> Talking to People</h2>
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<p>Maud remembers Maela always leaving milk out. Maud's husband remembers: “She used to knock on that bloody fireplace every night” — and demonstrates. <strong>Knock. Knock. Knock.</strong></p>
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<p>The old scholar, if given the clues, suggests <strong>household fey</strong> but does not know the exact species.</p>
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<aside class="storyline-callout" data-label="GM note">
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Do not let one Arcana check solve the entire mystery.
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</aside>
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<h2 class="storyline-section"><span>19</span> Nightfall</h2>
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<p>Eventually someone must remain in the cottage. Nothing happens. Five minutes. Ten. Twenty.</p>
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<p class="storyline-beat">Scratch. Scratch. Scratch.</p>
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<p>Inside the wall. Then, from behind one character, comes another PC's voice — “[PC's name]?” — except that character did not speak.</p>
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<p class="storyline-turn">The Hearthburrow has started playing.</p>
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<h2 class="storyline-section"><span>20</span> The Cottage Encounter</h2>
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<p><strong>Do not immediately roll initiative.</strong></p>
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<div class="storyline-stages">
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<div class="storyline-stage">
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<h4>Stage 1 — Mischief</h4>
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<p>A boot disappears. A cupboard opens. A backpack moves. A candle goes out.</p>
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</div>
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<div class="storyline-stage">
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<h4>Stage 2 — Warning</h4>
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<p>Shutters slam. A chair slides across the floor. Soot drops down the chimney. Something whispers: “Mine.”</p>
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</div>
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<div class="storyline-stage">
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<h4>Stage 3 — Confrontation</h4>
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<p>If the party tears the house apart or attacks, roll initiative. The Hearthburrow uses abilities such as Pulled Rug, Flying Crockery, Chimney Soot, Snuffed Flame, Wall Scurry and Mimic Voice.</p>
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</div>
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</div>
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<p>The encounter should be <strong>chaotic and funny rather than deadly</strong>.</p>
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<h2 class="storyline-section"><span>21</span> Finding the Hearthburrow</h2>
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<p>The creature is tiny, scruffy, huge-eared, dressed in stolen scraps, and furious. If someone speaks Sylvan they can communicate; otherwise use pantomime.</p>
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<p>It points at the party, the food, itself and the hearth, gesturing angrily. If somebody eats in front of it, it becomes deeply offended.</p>
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<h2 class="storyline-section"><span>22</span> Solving the Ritual</h2>
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<p>If the players reconstruct Maela's routine:</p>
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<ol class="storyline-ladder">
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<li>Put bread beside the hearth.</li>
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<li>Pour milk.</li>
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<li>Knock three times.</li>
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<li>Perhaps say: “Warm hearth, shared home, good night.”</li>
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</ol>
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<p>The words are not a magical password; <strong>the hospitality matters</strong>. The cottage falls silent. A tiny hand takes the bread. Another takes the milk. The party's missing possessions begin sliding back out. Finally the Hearthburrow cautiously emerges, no longer hostile. <strong>Problem solved.</strong></p>
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<h2 class="storyline-section"><span>23</span> Alternative Solutions</h2>
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<p><strong>Do not require the ritual.</strong> The party might negotiate, offer another home, promise future food, capture the creature, or kill it. Creative solutions should work.</p>
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<h2 class="storyline-section"><span>24</span> Hearthburrow's Favour</h2>
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<p>If resolved peacefully, the Hearthburrow gives one character an <strong>old brass button</strong>. Once, while carrying it, the owner may reroll a failed Dexterity (Stealth), Dexterity (Sleight of Hand) or Wisdom (Perception) check and must use the new result. Afterward, the button inexplicably disappears.</p>
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<h2 class="storyline-section"><span>25</span> Level Up</h2>
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<p>After sleeping properly, the party advances to <strong>Level 2</strong> using milestone advancement.</p>
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<h2 class="storyline-section"><span>26</span> Morning at the Crooked Goose</h2>
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<p>Maud provides breakfast, food for the road, free accommodation, and perhaps a bottle of cider. Then she asks:</p>
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<blockquote class="storyline-quote">So what was it?</blockquote>
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<aside class="storyline-callout storyline-callout--warn" data-label="GM — do this">
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Write down the party's <strong>exact</strong> answer. When they eventually return from Brackenford, their own account will have become distorted into a local legend.
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</aside>
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<ul class="storyline-legend">
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<li><span class="from">“There was a little fey creature living under the hearth.”</span><span class="arrow">→</span><span class="to">“Five halfling heroes battled the Fey Lord Beneath the Hearth.”</span></li>
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<li><span class="from">“The house was haunted.”</span><span class="arrow">→</span><span class="to">“Five adventurers exorcised the screaming ghost of Maela Tallow.”</span></li>
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</ul>
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<p>If the party exaggerates the story themselves, make the eventual legend even more absurd.</p>
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<h2 class="storyline-section"><span>27</span> Back on the Road</h2>
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<p>Approximately five days remain. The countryside becomes hillier, less travelled, more agricultural and more isolated. Road signs grow older and settlements smaller.</p>
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<p>Nothing supernatural happens. No worms. No undead. No ominous ravens. No visions. No vampire clues.</p>
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<p class="storyline-turn">Not yet.</p>
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<h2 class="storyline-section"><span>28</span> End of the Prologue</h2>
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<p>After nearly twenty days of travelling, the party reaches a ridge. A weathered milestone reads:</p>
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<p class="storyline-beat">Brackenford — 7 miles</p>
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<p>After nineteen days of rain, campfires, hard roads, one supposedly haunted cottage and far too much trail food, the easiest job they have ever accepted is almost finished. Deliver the inheritance. Get Eamon Vale's signature. Go home. Get paid.</p>
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<h2 class="storyline-section"><span>+</span> Appendix — Timing of Eamon's Encounter with Aldren</h2>
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<p>Eamon should encounter Aldren while the characters are already on the <strong>final two-hour stretch</strong> toward Brackenford.</p>
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<p>While the party thinks their job is nearly over, Eamon is outside the village and sees a pale man he immediately recognises from centuries of village stories: <strong>Sir Aldren</strong>. Aldren tells him:</p>
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<blockquote class="storyline-quote">Tell them the blood is no longer enough.</blockquote>
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<p>Eamon runs back to Brackenford. The council scrambles. Garrick Voss gets involved. Eamon is hidden away. Roughly two hours later, five halflings walk into Brackenford carrying his inheritance.</p>
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<p class="storyline-turn">They are not the chosen five. They are simply the five people who happened to be there when Brackenford finally needed someone.</p>
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<p class="text-body-secondary small">Continues in <a href="{{ path('app_storyline_chapter', {slug: 'overview'}) }}">the Campaign Overview</a> — see “The Five and the Five”.</p>
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