Saturday, February 14, 2026
Saga of the Ortegids: The Tower of Shampan
Wednesday, January 14, 2026
Saga of the Ortegids: Appendix N
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| If you haven't read the Nintendo Power handbook, do yourself a favor. |
- Dragon Warrior (1989), Dragon Warrior II (1990), and Dragon Warrior III (1992) (NES)
- Specifically the NES versions, including art and literature included in game manuals.
- The promotional art of Katsuya Terada (1963-) and Kensuke Suzuki (1964-2018)
- This art is the reason this project exists. If Dragon Quest canon is "Akira Toriyama's Dragon Quest," then The Saga of the Ortegids is "Katsuya Terada's Dragon Warrior."
- John Buscema (1927-2002)
- Clyde Caldwell (1948-)
- Larry Elmore (1948-)
- Ron Embleton (1930-1988)
- Frank Frazetta (1928-2010)
- Greg (1939-2024) and Tim Hildebrandt (1939-2006)
- John Howe (1957-)
- Ephraim Moses Lilien (1874 - 1925)
- Moebius (1938-2012)
- Earl Norem (1923-2015)
- Boris Vallejo (1941-)
- 300 (1998)
- Arak: Son of Thunder (1981-1985)
- Beowulf: Dragon Slayer (1975-1976)
- Claw the Unconquered (1975-1978)
- Marvel's Conan the Barbarian (1970-1993)
- Dragon Quest: The Mark of Erdrick (1991-1997)
- Not canon to Saga, in large part because it wasn't translated until last year, but a good example of how you can expand on the lore of the Erdrick Trilogy while taking it in a grittier direction.
- Red Sonja (1977-1983)
- The Savage Sword of Conan (1974-1995)
- Vinland Saga (2005-2025)
- The 13th Warrior (1999)
- The Beastmaster (1982)
- Captain N: The Game Master (1989-1991) - S1E7 "Three Men and a Dragon" and S2E10 "The Trojan Dragon"
- Thankfully not canon to Saga, but it does at least give you a sense of how Western audiences perceived Dragon Quest when it first came out.
- Cleopatra (1963)
- Conan the Barbarian (1982) and Conan the Destroyer (1984)
- Deathstalker series (1983-1991)
- Dragonheart (1996)
- Excalibur (1981)
- Fire and Ice (1983)
- Gladiator (2000)
- Hawk the Slayer (1980)
- Hercules: The Legendary Journeys (1995-1999) and Xena: Warrior Princess (1995-2001)
- House of David (2025)
- Ladyhawke (1985)
- Legend (1985)
- The Legend of Zelda (1989)
- Ralph Bakshi's The Lord of the Rings (1978)
- The Northman (2022)
- The Odyssey (1997)
- Primal (2019-)
- Red Sonja (1985)
- Robin Hood: Prince of Thieves (1991)
- Samurai Jack (2001-2004; 2017)
- The Scorpion King (2002)
- The Ten Commandments (1956)
- The Thief of Baghdad (1940)
- Vikings (2013-2021)
- Almost anything by Ray Harryhausen (1920-2013)
- Mostly his sword-and-sandal output, but even something like One Million Years BC could be taking place in the Worldforest.
- Beowulf
- Lin Carter (1930-1988); various
- The Epic of Gilgamesh
- Ferdowsi; The Shahnameh
- Gustave Flaubert; Salammbo (1862)
- Homer; The Illiad and The Odyssey
- Robert E. Howard (1906-1936); various
- Elias Lonrott; The Kalevala (1835)
- Fritz Leiber (1910-1992); various
- The Old Testament
- Orlando Furioso
- The Saga of the Volsungs
- Yes, that's where the name came from.
- JRR Tolkien; The Hobbit (1937) and The Lord of the Rings (1954-1955)
- Valmiki; The Ramayana
- Virgil; The Aeneid
- Vyasa; The Mahabharata
- Wu Cheng'en; Journey to the West (1592)
- Assassin's Creed series (2007-)
- Dragon Warrior I & II (2000) and Dragon Warrior III (2001; Game Boy Color)
- This is after the series started embracing its ties to anime in the international market, but they are in my opinion the best versions of the games, and some content added for these releases found their way into Saga.
- Dragon Warrior IV (1992; NES)
- Faxanadu (1989; NES)
- Final Fantasy (1990; NES)
- The Legend of Zelda (1987) and Zelda II: The Adventure of Link (1988) (NES)
Friday, January 9, 2026
Friday Encounter: The Shrine of Blood
Monday, December 29, 2025
Taloon the Arms Dealer
In my original post outlining the project, I specified that Saga would only strictly adapt the first three games in the series, which all take place in the same universe; continuity gets a lot more loose after that. That being said, Dragon Quest IV did see a Western release at the tail end of the NES's lifespan, and with similar marketing. Eagle-eyed fans will already know that a couple of references to DQ4 and beyond have slipped into Saga, though not always in their original context. Therefore, I think certain elements are still on the table, and it's one of those I'd like to discuss today.
I would consider Dragon Quest IV to be the first "traditional JRPG" in the way we understand it today. Yes, there were RPGs made in Japan before it, including the first three Dragon Quest games, but those games are almost indistinguishable from western RPGs of the era, with PCs frequently being customizable blank slates and the gameplay focusing more on player-driven open-world exploration. DQ4, meanwhile, emphasized the story first and foremost, with a more linear plot and a predefined set of characters whose struggles were told through scripted cutscenes and personal arcs. Hell, the antagonist is a brooding silver-haired twink in a black coat who wants to destroy the world because he was wronged by society, and this was almost a decade before Sephiroth made it cool.
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| An entire genre exists because of this man. |
With that context out of the way, I'd like to pivot to the much-argued dichotomy of transliteration versus localization. Stay with me, I promise we're going somewhere with this.
In adapting media produced in one language to another language, the eternal debate is this: do you translate the original material directly word-for-word to preserve the original intent, accepting that certain cultural references might not land the same way in a new context, or do you rewrite the source material to be more understandable to a new audience? There's been plenty of ink spilled on the topic of which approach is better, and it's not a subject I intend to get into in this post. I think there's a right and a wrong way to do both.Pertinently, I'm of the opinion that the modern approach to translating the Dragon Quest games is exactly how you should not do localization - the series' current localization team takes heavy liberties with how they present dialogue and characterization, often painting things in a much more light-hearted and comedic light than what was intended in the original Japanese, to the point where the head translator had to apologize in an interview for writing horse puns into a scene where a child has his father brutally murdered in front of him. Some people like this approach, and that's fine, but it is absolutely not what the series is in Japanese, and I wrote Saga in part as a rebuttal to this very phenomenon.
However, I'd be lying if I said that the Dragon Quest series hadn't suffered from transliteration at times as well. One of my favorite examples of this is how the English NES manual of Dragon Warrior IV describes Taloon as an arms dealer.
See, if you've experienced enough Japanese fantasy media, you can figure out exactly how this happened. In Japanese RPGs, the stores where you would purchase weapons are often referred to as buki-ya, literally "weapon shop." A localization would likely render this as "blacksmith" - while that's a different word in Japanese, anyone playing an RPG would recognize a blacksmith's shop as the obvious place to upgrade your equipment (interestingly, Taloon doesn't actually appear to make the weapons he sells; rather, his operation seems to consist of going dungeon delving to loot weapons and then selling them to other adventurers). However, the NES manual directly translated buki-ya into English, and Taloon was described as an "arms merchant" - something that has a very different connotation in the English-speaking world.
Normally, this is the part where we'd all point and laugh at how ridiculous that makes this character sound. But this is an RPG blog run by a deranged autist who gets inspiration from the weirdest places. And I kind of love it.
In popular media, the stock character of the arms dealer is usually a villainous figure tied to organized crime. Think of Ulysses Klaue from Black Panther, or if you're older, Destro from GI Joe. They're usually depicted as unscrupulous cold-hearted capitalists profiteering off of senseless bloodshed, willing to prop up civil wars and tinpoint dictatorships simply to line their own pockets. With this in mind, an arms dealer turning out to be a wholesome family man is actually a very interesting subversion of expectations.
If The Saga of the Ortegids is intended to be an exploration of the implied setting of, specifically, the Western presentation of Dragon Warrior lore, resisting the urge to add context from the original Japanese, perhaps Taloon really is an arms dealer. Maybe he's not merely supplying adventurers, but covertly running weapons to different sides of an ongoing conflict to make some extra coin. It's quite thought-provoking to contemplate how someone like Taloon could have ended up in this situation. Are times so tough that he's forced to extend his trade to the black market to make ends meet, knowing that he can't fail his beloved wife and son? Is he perhaps attempting to gain favor with multiple warring factions in the hopes that they can be swayed to leave him and his family out of the conflict?
Yes, the Taloon we see in Dragon Warrior IV is very clearly not doing this, but perhaps there's an alternate universe counterpart of him that exists in the universe of The Saga of the Ortegids who is. It wouldn't be the first time a version of him showed up outside of his original context (not even on this blog), and because the source material for Saga doesn't directly include DQ4, I feel comfortable taking more leeway on how I present him compared to how I present characters from the original trilogy. It'd make for a fun nod for any players who were familiar with the original games, as well as an opportunity to turn their expectations on their head with the true extent of his operations.
More practically, an unwilling arms dealer would also make for an interesting NPC to shake up faction dynamics. If he's supplying an ongoing conflict, does he take sides, or does he try to play both sides against each other for his own ends? The PCs could easily become involved in his schemes, perhaps running weapons for him, or bailing him out of trouble if his smuggling operations attract the wrong attention. Because Taloon's family-oriented motives are sympathetic ones, more morally-inclined PCs might be more willing to back him up than they would a stereotypical arms dealer motivated only by cold hard cash, which could open fun opportunities for faction play to parties that might not ordinarily want to get involved with the criminal underbelly of the setting. At the same time, it presents a moral dilemma - are they willing to perpetuate a bloody conflict if it means a sweet old man gets to come home to his family another night?
So, yes, this is all a very deliberate misinterpretation of a bad translation. But it's a fun one, dammit - and I can't help but feel like dropping this incarnation of Taloon into a campaign set during the Kinslayer Wars, or another conflict in a different setting, would shake things up well.
Friday, December 26, 2025
Friday Encounter: Burn the Goat!
Tuesday, December 23, 2025
Hexmas: The Gingerbread Village
Friday, December 5, 2025
Friday Encounter: Ogres' Ferry
The PCs should come across a river that is flowing too quickly to easily cross on foot, and no bridge or ford in sight. A small rowboat, big enough to hold two people at a time, is sitting on the shore closest to the PCs. Also on the shore with the PCs are a number of ogres equal to that of the party members, who are standing around grumbling and arguing with one another. At the sight of the PCs, they accost them, insisting they need their help to ferry them across the river. They note that they have been stranded here a while, and are growing hungry.
This encounter is based on an old logic puzzle known as the "missionaries and cannibals problem" or "jealous husbands problem" - to boil it down to the essentials, you have to get two parties of equal size across the river, making sure that Party A does not outnumber Party B on either bank of the river at any time.
In this case, the party must transport each ogre to the other side of the river. The boat can hold two people at any time - they can be ogres, PCs, or any combination of the two. However, the ogres are hungry enough to make a bid for the PCs if they think they can get away with it. The ogres are cowards, and they won't try to attack the PCs if there are more PCs present on their bank than ogres. But as soon as they outnumber the PCs on a given bank, they'll attack, ganging up on the PCs so they can kill and eat them.
To make sure this information is available to the players, you may wish to have one of the ogres grab for the outnumbered PC(s) as soon as the boat begins to leave the shore, so that whoever is rowing has a chance to intervene - if the ogres see them change course, they'll immediately drop what they're doing. In any case, the party will either have to take multiple trips to get all ogres and PCs on the other side of the river, or prepare for a fight.
According to Wikipedia, the missionaries and cannibals problem can be solved in a minimum of 11 moves if there are three missionaries and three cannibals (or husbands and wives, brothers and sisters, masters and valets...you get the idea). In order to add urgency to this encounter, you could have the tides slightly rise after each move - the PCs must solve the puzzle in, say, 20-30 moves (to give them leeway to make mistakes) before the tides become too high to safely cross the river. If this happens, they might be swept away, potentially requiring them to make some rolls to avoid being tossed overboard, or perhaps they'd be washed away to a new location. In my campaign, I had three party members and three ogres. If you have a larger party, you'll need to increase the number of alloted moves.
In my campaign, one of the ogres had a broken arm, preventing him from rowing the boat. This would explain why the ogres couldn't row themselves across, and forces the PCs to man the boat at least once. However, my players used this to surmise that the ogre with the broken arm wouldn't be able to fight them either, and that he wouldn't count toward the number of ogres outnumbering the party since he couldn't pose a threat. This made the puzzle significantly easier, but it was logic I couldn't argue with, so I let them have it.
Since I was using this puzzle in a dungeon, I had a door open once all the PCs and ogres were on the same side of the river. You could have this be operated by a pressure plate that will only open under the combined weight of all PCs and ogres standing on it (note that creatures would not need to be alive in order to meet the required weight). Or you could have a passage or treasure located on a higher ledge that the PCs can only access by climbing on the ogres' shoulders.
Thursday, December 4, 2025
The Isle of the Sun
In Dragon Quest III, upon crossing through the Pit of Giaga, you come out on a small island in the western gulf of Alefgard, directly across from Tantegel. This is the only location in this part of the game that has no counterpart in Dragon Quest I, likely because there's no sea travel in that game. On it is a small, unnamed port - there are no shops or inns here, so it's likely a small fishing village rather than a regional trade center. It's really just there to give you access to a ship while in Torland, and for this reason I overlooked it in my discussion of Alefgard.
However, one of the NPCs there asks the party if they've come from "the upper world," which indicates that the people of Torland are familiar with the existence of Erdland. To recap the cosmology I'm using for The Saga of the Ortegids, I have chosen - in part because it provides for more interesting gaming opportunities - to interpret Torland as literally being inside of a hollow Erdland, with the Pit of Giaga being an actual, physical pit connecting the two surfaces. Interestingly, the Western fandom tends to interpret the Pit of Giaga as being a portal and the worlds as separate universes, but the Japanese fandom is more equivocal about it. In any case, for Saga, it's a physical pit - which ties into my next point.
Torland (unlike Erdland) has no consistent day-night cycle and is shown to be in a state of constant night before the Sphere of Light is used for the first time in DQ3. Furthermore, the Dragonlord stealing the Sphere in DQ1 is sometimes said to cause an unending night, depending on what source you're reading (this could be metaphorical, but for me it's not). Under my interpretation, this implies that Torland had no natural light source until the Sphere of Light created one, being the inside of a hollow planet and all. So far, everything is interally consistent.
But then I realized that if the Pit of Giaga physically separates Erdland from Torland, if there's a big hole in the ground in Erdland, there must conversely be a big hole in the sky in Torland. And we do know that Erdland has a sun. Before the Sphere of Light was used, this island below the Pit of Giaga must have been the only place in Torland to receive natural light - that is, what was able to stream through the Pit when the sun was overhead.
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| Art by Vsevlod Ivanov (Seriously, check his stuff out) |
With this in mind, perhaps the port we see in DQ3 isn't the only settlement on the island - perhaps there is another city that serves as the center of this sun cult, and we just don't see it in-game because there was nothing useful for gameplay or narrative purposes there. Given the Norse vibes of Torland in general and Alefgard in particular, let's call this city Sollenborg. While ostensibly a subject of the Alefgardic crown, it would be an autonomous power headed by a cult worshiping the sun, with the priesthood holding local positions of authority.
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| Art by Noah Bradley |
In a campaign set in Torland before the events of DQ3, this city could be a curiosity for the party to investigate, or a regional power given its apparent blessed nature. It would also offer another religion to add to the worldbuilding of the setting. Also, one of the easiest ways to kill vampires in a pre-sun Torland. I also find it interesting to think about how even in a magical fantasy world, there would still be perfectly natural phenomena that are misinterpreted as miracles.
I also think it's interesting to consider what might happen to Sollenborg after the events of DQ3. Surely the sun cult would lose quite a bit of its authority with the Sphere of Light providing constant sunlight. This could lead to a crisis of faith for its adherents - and perhaps the more worldly of the cult's authorities, fearful of losing power, might be jealous of what the Sphere provides and covet it for themselves. You could also probably tell an interesting side-story about how the sun cult would handle the Dragonlord's theft of the Sphere. If Alefgard was suddenly deprived of its sunlight, the cult would have something unique to offer the people, who would surely grow desperate in such a time.
Friday, November 21, 2025
Friday Encounter: Stepwell Passage
- Pillar 1 (furthest from the stepwell) lowers the water level by 8 steps.
- Pillar 2 raises the water level by 5 steps.
- Pillar 3 raises the water level by 10 steps.
- Pillar 4 (closest to the stepwell) lowers the water level by 3 steps.
Monday, November 10, 2025
Elements of Japanese Fantasy
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| Slayers |
- To get the more famous superficial differences out of the way: elves tend to have ears that point to the side rather than straight up. Due to the persistent influence of the early D&D editions, kobolds are more likely to be dog-like rather than reptilian, and orcs are more likely to be pig-faced (often, they go as far to be straight-up anthropomorphic pig people, complete with pink skin and portly physiques). Slimes and oozes are much more common, and almost always are low-level cannon fodder, thanks to Wizardry by way of Dragon Quest.
A major difference I've noted is in the nature of monsters. In Western fantasy RPGs, "monsters" are usually a game mechanic - the term encompasses a number of different, largely unrelated beings, from animals to humanoids to sometimes even archetypes of humans. A "monster" is, effectively, anything with a statblock. In Japanese fantasy, however, it's quite common for "monsters" to be a category of being that exists in-universe and are recognized as such. A goblin, a slime, and a dragon are all, metaphysically, the same class of entity, and are fundamentally different than a human or a horse. It's rare for the cultures and societies of humanoid monsters like orcs and goblins to be explored, and they're usually treated more like exceptionally smart animals. For some reason, it's quite common for monsters to uniformly be edible, and for there to be thriving culinary traditions utilizing their meat.
Dungeon Meshi - If monsters are treated as a monolith, then they will usually be portrayed as servants of a "Demon King," "Dark Lord," "Archfiend," or similar entity. I discuss that some here, but to recap: this is a stock character that serves as an embodiment of evil, but one that exists on the physical plane, with their own territory and minions. They behave as something of a cross between Tolkien's Sauron and a video game final boss, and were inspired by both. Monsters tend to be uniformly or predominately aligned with this figure; in some cases, they're the source of all evil in the world.

Final Fantasy - Often, the "Demon King" is contrasted with a "Hero." If the Demon King is an archetype that grew from the final bosses of video games, the Hero represents the player character. They are usually chosen by a divine power and may be imbued with special abilities, and tasked with slaying the Demon King. I've seen multiple settings where the Demon King and Hero were both positions in a cyclical cosmic struggle - every time the Demon King is slain by a Hero, there is a period of peace until a new Demon King arises, at which point a new Hero is chosen to oppose them. The Hero is usually the protagonist of the story, but it's a very popular twist to reveal that the prophecized Hero is in fact someone else - so popular that, despite being in many ways the template of this archetype, Dragon Quest has done it twice.
- Religion and deities do not often play an important part in the setting, compared to Western fantasy. There will often be a religion, and clerics will often have D&D-like healing magic, but it's rare for that religion to be defined in a worldbuilding sense. Usually, the aesthetics and structure of this religion will be heavily based on Catholicism, and it will either be monotheistic or worship a vaguely-defined pantheon of gods, but the gods will rarely be named or have their portfolios described. If the religion is important in the setting, it will almost invariably be villainous in nature - how this manifests can be anywhere from "run by corrupt clergy only concerned with worldly power" to "front for demon worship."
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| Tales of Symphonia |
- Japanese fantasy settings tend to be humanocentric, even more so than their Western counterparts. Human polities and settlements will almost always be uniformly human. If other races exist, they will have entirely separate societies. Often times, if there are traditional fantasy races like elves and dwarves, they will largely be present as NPCs and their societies will not receive that much attention; nonhumans are more likely to be major characters if they belong to a race invented for the setting.
- Compared to Western fantasy settings, human civilizations are less likely to be based on a specific real-world culture, and are usually a generically late medieval melange. There are often multiple kingdoms, but they tend to be outwardly similar if not identical in culture. If there are exceptions, there will almost always be a culture based on feudal Japan (for obvious reasons). Ancient Egypt is another popular choice.
Anachronistic technology tends to be more common than in Western fantasy settings, particularly in more animesque settings that run on the rule of cool (like Final Fantasy). This tends to manifest as steampunk technology, magically-powered technology, or both. Firearms are more likely to be present in Japanese fantasy settings than Western ones. Even in more grounded settings, there are usually anachronisms that can be attributed to the skewed perception of historical Europe as an exotic foreign culture from the perspective of Japanese writers - for instance, nobles will usually live in Baroque palaces, not medieval castles, even if the domains they govern are feudal.
Konosuba - Kings and emperors are either ineffectual buffoons, corrupt tyrants, or ineffectual buffoons controlled by their corrupt tyrannical advisors. Queens are usually absent or inconsequential. Princes are spoiled snobs. Princesses are clever, kind, and often secretly yearn for lives of adventure. If lesser nobles like dukes, counts, barons, or lords show up, they are usually evil. The royal family of a kingdom will often have the name of their kingdom as a surname (seriously, once you start noticing this, you see it everywhere.)
- Magic tends to be rigidly codified, even more so than in Western fantasy settings. Owing to influence from TRPGs, video games, and martial arts anime, spells will usually have distinct names, usually of the sort spoken aloud in a dramatic fashion while casting them. Their properties are well-defined and predictable, and they may have distinct "levels" of power or difficulty to master that are known in-universe.
Friday, November 7, 2025
Friday Encounter: Chamber of Tremors
Friday, October 31, 2025
Friday Encounter: Haunted Inn
When the party asks about rooms, the innkeeper gives their normal rates of 2 SP per room, but mentions that there is one particular room that guests can stay in for free. The reason? The room is said to be haunted, with guests reporting hearing strange whispers and feeling drafts that seem to come from nowhere. One guest even reported finding ectoplasm on the walls not too long ago. In addition to the strange phenomena observed in the room, it seems that anyone who stays in the room is stricken by misfortune; in the last year alone, two of the guests who stayed there fell ill and died, and a third was cut down by highwaymen. Regulars of the inn are also familiar with the rumors, and may have their own stories to tell, but none of them have ever stayed in the room - they wouldn't dare risk it.
Still, it's a free room, and it may well be something worth investigating. In my experience, dangling the prospect of a haunting in front of the PCs will encourage them to look deeper into it far more often than it will scare them away. If the PCs ask for the room, the innkeeper will allow them to have it for free, but not without attempting to talk them out of it.
The haunted room has two beds and meager amenities, with little more than a wardrobe for storing clothes, an end table with a lantern on it, and a rug strewn over the floor. Compared to other rooms in the inn, the haunted room is clearly unkempt - the sheets are askew, and there is dust built up on the furniture. The staff are wary of the haunting and avoid the room whenever possible.
The room is indeed haunted by the ghost of a tax collector named Uther von Gerholdt, who stopped at the inn some thirty years ago. The innkeeper, Holger Kunze, is a stingy, paranoid man who knew Uther's reputation as a shrewd professional who always collected his share, no matter how his clients attempted to get out of paying. Unwilling to part with his money, and feeling squeezed by the local nobles, Holger gave Uther a tankard of ale drugged with a powerful sedative, and, when he grew drowsy, offered him a bed at the inn so he could sleep off his stupor for the night. When Uther fell asleep, Holger stabbed him to death and buried his body under the cellar.
However, since Uther was fast asleep when he died, he doesn't actually realize that he's dead, or that years have passed since his murder. He believes it to still be the night that he visited the inn - and thus, he views guests as trying to barge in and invade his privacy. His anger subconsciously manifests as the effects observed in the room, trying to drive "intruders" out.
Uther's ghost cannot be seen or heard directly by those staying in the inn. However, using a see invisibility spell will detect the flickering figure of a man in fine clothes lurching about the room. One can perform a seance using a contact other plane spell, a spirit board, or other means to communicate with the ghost. Uther will tell them of the events leading up to his death, but admits his memory is hazy due to being so drunk.
PCs who spend the night in the room are able to gain the benefits of a short rest, but they hear shuffling, whispering, and moaning through the night, preventing them from getting the full benefits of a long rest. Additionally, the DM should have some form of misfortune befall any PCs that spent the night in the haunted room. This is up to their discretion, but it should target those PCs specifically - a powerful enemy might take a special interest in them, or they may be stricken with a mysterious illness with no apparent cause. Once this event occurs, they are no longer haunted and no longer suffer misfortune.
Holger suspects that the rumors of the ghost is related to the murder he committed years ago, but will adamantly deny any involvement and takes great pains to cover his tracks. In fact, he's deliberately played up the rumors of the haunting, making sure to tell any guests the story to try and scare them away from staying in that room just in case Uther gives them any clues. If the PCs are able to discover the truth, however, they may seek proof.
Holger keeps the basement of the inn locked at all times with a key he wears around his neck; it is a DC 15 check with thieves' tools to pick this lock. The basement has a rammed earth floor; if the PCs spend an hour digging in the basement, they will unearth Uther's skeleton, still wearing the signet ring of a tax collector in service to the local nobility. This task can be divided among multiple PCs - two characters digging will unearth the skeleton in 30 minutes, three will unearth it in 20 minutes, and so on.
If presented with the body, Holger will have no choice but to confess to his crimes, and will be hanged by the local guard. It is up to the DM what happens to the inn now that it has no owner. If the party needs a base of operations, this could be an opportunity to give them one.
With his killer brought to justice, Uther will move on to the Land of the Dead. He appears before the party one last time to apologize for any trouble he caused and to thank them for their aid before leaving them his signet ring. It can be sold for 50 GP, and could be used to forge official documents. Additionally, due to the residual ghostly energies permeating the ring, characters wearing it will automatically succeed on their next death save, but the ring breaks afterward and can no longer be used. Staying in the room from then on no longer carries any ill effects.





















