Part 4a - Haunting of the Darkmoon - COMPLETED

"The Isle of Bounty is no longer safe, no longer the bastion of civilization on the Isles. It started a few weeks ago, not long after the Hunters left on their Expedition to the Mountain Throne. The common folk are being constantly attacked and harassed by otherwordly forces. Tales of a Hellish Headless Rider, of farmers being run down by ravenous hounds, families being savagely hunted by werecreatures, of Shadows and Wraiths rising in the night. And yet, through all this, the Jarls do nothing. Nobles hide away safely in their castles, commoners clawing at the gates, pleading for protection, for something, ANYTHING to be done. But no help has come. Some have risen up in revolt, refusing to work, and even taking up arms against the Jarls and Ealdormen and taking control of some small villages, declaring martial law.   Something is rotten among the people here now, something is very wrong. Darkness has gripped the hearts of everyone, common folk and nobleman alike. I don't know what is happening, or why, but if this continues the heart of Aestwyl will crumble. We cannot let this happen, especially not with Rivenwald and Jorvia at war. We must remain strong. And we cannot let the people continue to suffer these attacks, these haunts, these massacres. If the nobles won't do anything about it, someone else must.   Good Hunters, please, find the source of these Hauntings. Find where the Hellrider comes from, what drives the bloodlust of the werefolk, what drives the dead from their rest. Find what is causing this, and bring an end to it, before it brings and end to us."

Themes

Hauntings, Folk Horror, Nature's Twisted Wrath

Relations

Allies

Ysolde Gravesight - Oracle of the Three Sisters

 
Ysolde is the Granddaughter of Karina Curse-monger, and bears the burden of death. Though she was lucky enough to be favored by the Gods, rather than inherit the mantle of her mother and grandmother, she still finds herself in their shadow. Ysolde is aware of her lineage, but knows little of it. Her mother spirited her away when she was a young child, before Karina truly dug her claws into the young girl. Still, Ysolde sees many visions, of what has happened and what is yet to pass, and hears the voices of the dead guiding her along. This foresight, and her insight, gained the attention of Jarl Ingabrod. The Jarl always had a propensity to shun convention, and soon brought the Young Oracle into her Courts as a trusted spiritual advisor.

Neutrals/Bystanders

Jarl Ingabrod - Ruler of the Three Sisters

  A vicious and cunning vikingr in her youth, Ingabrod eventually retired from raiding to become a shrewd and cutthroat merchant that saw great prosperity through all sorts of deals, legal and otherwise. Her savvy business accumen and experience and experience as a fighter eventually propelled her to the top of Aestfolk elite, eventually becoming the ruler of The Three Sisters.      

Jarl Borg - Ruler of Aethylford

 
Once a promising, handsome man in his youth, Jarl Borg barely clings onto the power and charisma he once had (or believes he had) now that he's reaching his middle age. His power, much like his looks, is but a veneer, an illusion that only fools those who don't look too closely.    

Earl Omund Aestbrok - Ruler of Braedwyth

  Braedwyth has been the center of power on the Isles for as long as most can remember. Even after Albrecht's conquest (or some might say culling) over 25 centuries ago, and the Death of the Last High King, Braedwyth decisions have influenced the rest of the Isle of Bounty, and the decisions of the Isle of Bounty have influenced the decisions of the rest of Aestwyl. This, in part, has been due to the supposed unbroken line of rulers from the very founding of Aestwyl. It's said that since the beginning, "a son of Aestbrok has sat on the throne of Aestwyl", and to some degree that tradition seems to have been held.   The current ruler of Braedwyth is young Omund, just barely into his twenties, and thrust into greatness by his family. His late father named him for Good King Omund, and sought to mentor him in the style of the Great Kings of Rivenwald, no small fate to live up to. With no other brothers or sisters, and both his parents gone, the burden is great with few to help shoulder it. Some devout advisors guide him honestly, but the young Earl is still quite vulnerable, and still impressionable. His intentions are good and honest, but he is noticeably out of his depth.

Competitors

The Brotherhood of the Omen-Spurned

  "The hateful creatures known as Skelm have much in common with hags, and evidence suggests that they might have some ancient or metaphysical connection to one another. Skelms maintain that they have been unfairly cursed or betrayed by hags and use it as an excuse to antagonize hags. More often than not, hags pay no more attention to Skelms than they do any other creature."   A repulsive, hateful cult of spiteful creatures, the Brotherhood hold much contempt for all peoples, but especially for the Hags that call the Aestwyl Isles their home. Even this group of Skelm hardly remember their origins, what brought about this unrequited feud. Their constant scheming has left little time for record-keeping, and their boundless hate has certainly twisted the truth over centuries. Still, their bitter nature, combined with the fact that Hags and Crones play a pivotal role as Soothsayers and Seers on the Isles, has pushed the Brotherhood to the fringes of society. These Skelm are usually shunned in greater society at best, or pursued by mobs and ripped limb from limb. Thankfully for the Brotherhood, they are quite adept at disguise, shapechanging and manipulation.   Even better, the recent actions of the Coven of the Darkmoon has presented a golden opportunity for the Omen-Spurned. Recently attacked villages are still recovering and in need of strong leadership. The Horrors of the Night and Grave has shaken the hearts of the common folk, fear and anger driving them. With the right words to the right people, it's easy to turn the masses to the cause of the Brotherhood, and tear apart the Covens for good. It doesn't matter exactly how, or what gets in the way. The Omen-spurned are more than happy to ally themselves with any enemies of the Hags... but their lines are clear, and unforgiving. You're either with them, or against them.   Right now, their numbers are fairly small, but they are quickly gaining a following. The Brotherhood has taken up a cult-like leadership in Karst's Cross, instilling much fervor amongst the refugees pouring in from all over. They may not be able to take on the threat of the Darkmoon directly, but their influence is quickly growing, their zealous presence could certainly prove useful.  
Harrald the Speaker - Palace Skelm
 
       
The Fervent - Shrine Skelm
 

Adversaries

"The Coven of the Darkmoon... The last assurance of the Pact of Iggwilv, the final piece of the puzzle..."   First was the Coven of the Fathomless Deep, to wrack the Isles with Endless Storms, to turn the waters they called home against the Ulfen people.   Then was the Coven of the Wrathful Tempest, the wild heart of the North, to remind the Ulfen the North was not truly their home, and was harshly indifferent to their suffering.   Finally, the Coven of the Darkmoon, to consume the light the Ulfen will cower in, fearing the Night, and the Horrors that will claim their souls when the end comes for their people.   As the final pieces fall into place, The Witch Queen will walk this world once more. She will reclaim her Realms, and remake it in her image for her and her daughers.  

The Coven of the Darkmoon

  The Coven of the Darkmoon are perhaps among the Witch Queen's most faithful, her brightest students, and in some ways her greatest dissapointment. They wield great power,  
Olga Omen-bringer - Moon Hag
Considered a Daughter of Twilight, a walker between worlds, with Sight beyond Sight, and Guardian of the Lives Beyond, Olga was once highly respected in her circles, even among the Courts of the Raven Queen. But the coming of the Ulfen and the ravages their people wrought on her Home changed her. No matter how far she traveled, the Isles of Aestwyl were always her first home.   Olga travels the main settlements, posing as noble, wise council to the Jarls. Acting as a Seer, and predicts the end. She has quite the grip on them. The nobles in the Keeps of The Three Sisters, Braedwyth, and Hadleigh (as well as those who stay there as guests) are subject to the Lord's Arrogance Curse. (some areas, perhaps most heavily affected or where she lairs, are subject to the Confounding Betrayal Haunt)   Packs of werewolves reside throughout the forests west of the Jotnar Spine, primarily in the Greenfang Wode. Gus' tribe is in grave danger. They also strike out through the plains, especially at night, usually returning come daylight. Anyone who stays within the Greenfang Wode or other wooded areas is subject to the Curse of the Ravenous.  
Helena Heart-thief - Night Hag
Helena is a cunning manipulator, constantly working many different angles to get what she wants. She covets Olga, resenting the fact she is the leader of the Coven, and is constantly seeking ways to gain the upper hand, but the Moon Hag always seems to see her coming. Even with this not so secret rivalry, Helena is a crucial member of the Coven, the main fixer, closer, able to find and procure things the others can't. She too understands the security that comes with numbers, and that the sum of one, and one, and one, is greater than three.   While Karina is more adept in soulcraft, Helena takes much delight in bargaining with and trading for souls... and of course, holding them hostage. To this end, when Karina found and woke the soul of Karst the Elder, Helena wasted no time in finding his corpse, removing the head, and holding it as ransom for the tormented soul of the Fallen Hero to do her bidding.  
Karina Curse-monger - Grave Hag
 
  Operates largely out of graveyards and cairns, primarily Faroe's Barrow right now. She sends the spirits out from her den, but also invokes necromantic rites that spread undead throughout the nearby areas. (Faroe's Barrow certainly has the Grasping Dead Haunt all over, as well as Entombed Spirit? Maybe ectoplasmic grasp, but reflavored as necrotic energy? Spirit Cyclone if facing her away from Sisters? Throw in Ghostly Choir?) Not only nefarious undead, but spirits. Spirits who give her information, but also haunt and pursue the living.    

Minions of the Darkmoon

 
Helena's Pets
Karst the Elder
"Riding on a horse as black as night, the headless hunter known as the dullahan tracks down and takes the heads of those it deems unfit to continue living. When closing in for the kill, the dullahan first whispers its victim’s name, then swiftly collects its prize, casting a pall of dread upon all who witness the grim execution. A dullahan manifests when a particularly violent warrior is beheaded and the warrior’s soul stubbornly clings to material existence (or is refused entry to the afterlife). Most dullahans return to their former homelands, where they can exact vengeance those they feel wronged them in life (or their living descendants). A dullahan’s concept of justice is swift and merciless, and once it has selected a target, it is unwavering in its cause.   Perhaps even more than revenge on the living, a dullahan desires its own rotted head. An individual who wields the head of a dullahan is powerful indeed, for a dullahan will grudgingly serve such a master in the hopes of reclaiming its missing skull. Mighty fiends such as devils command dullahans to harvest souls or lead armies for them, while a mortal might use such an undead warrior to fulfill a personal vendetta. No matter its master’s rank or station, however, a dullahan won’t hesitate to kill its liege and reclaim its head when the opportunity presents itself.   Most dullahan lairs are abandoned, overgrown ruins or other dilapidated places where severed heads and other trophies line the walls. Some dullahans, on the other hand, are content to simply commit their foul deeds and leave the remains of their decapitated victims in the streets, strewn among a copse of dead trees, or unceremoniously tossed in a bog hole."   Dullahan rides through the night, wreaking havoc with its pack of hellhounds upon its nightmare. Dullahan primarily resides in Karst's ruin, but the place is also heavily haunted (Weight of Guilt, maybe throw in Ghostly Choir too?). Anyone who comes near Karst's Ruin is subject to the Slayers Haunt Curse.   Who is the Dullahan? Karst the Elder? Mentions his son, Karsten, and his disappointment in him? He is the one Karst's Cross and Karst's ruin is named for? Was once a great leader, a hero, but fell from grace? Perhaps due to his family? Helena holds his head hostage?     Hell Hound(s)
  "Hell hounds are fiendish, extraplanar canines hailing from the pit that can hunt down quarry and breathe supernatural gouts of flame. They are temperamental and quick to aggressive behavior."   The Dullahan, the vengeful spirit of Karst the Elder, always rides with a pack of Hell Hounds.  
Karina's Puppets
  Ragnar the Wrathful
"These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, dread wraiths haunt the shadowy places of the world, but dread wraiths are more likely to travel greater distances to sow terror or amass influence, often sticking to dark glades or sinister ruins when journeying across sun-dappled lands. Dread wraiths tends to be arrogant and rarely form a pack with others of their kind, preferring instead to dominate groups of ordinary wraiths. A particularly powerful necromancer might compel packs of dread wraiths into service, however, while a particularly malevolent goal—such as to eradicate a bastion of light and life—might draw several dread wraiths together in a common purpose."     The Restless - Karina's Wrath - Wraiths
"Wraiths are malevolent undead who drain life and shun light. Their shadowy, incorporeal forms are dotted with burning eyes that reffect their hatred for the living, and shadowy claws are weapon enough to steal the vitality from their enemies. A wraith may be created by foul necromancy, but more often they are the result of a hermitic murderer or mutilator who even in death could not give up their wicked ways. Further complicating the matter is the fact that wraiths multiply by consuming and transforming the living into more of their foul kind—meaning a handful of wraiths left unchecked can easily turn into a horde of darkness."   The Heretics - Karina's Black Mass - Abandoned Zealots
"Once devout followers whose faith proved false, abandoned zealots return from the doorstep of the afterlife after being denied the eternal reward they expected. Consumed by self-loathing for the lives they squandered to false faiths and empty creeds, these lost souls serve as terrifying and implacable—yet ultimately pathetic—foes. A shapeless mass of smoke and shadow coils behind their broken masks. As abandoned zealots move, they spit and shriek a hateful cacophony of bitter lamentations and anguished weeping."   Shadow
"The mysterious undead known as shadows lurk in dark places and feed on those who stray too far from the light. Those who parley with shadows, typically by keeping them at bay with a glowing weapon, may learn great secrets, for they are ideal spies."       The Spirits of the Common Folk - Those at Uneasy Peace - Ghostly Mob
"The ghost commoner is an ordinary person who believes they died unjustly, usually due to foul play or betrayal."    
Olga's Faithful
  The Darkmoon's Wrath - Werewolf
The Darkmoon's Wrath is a pack of werewolves that have sworn themselves to Olga Omen-bringer . Before, their lives were meaningless, they were merely wastrels that wasted away in drink and violence... Or at least, that's the belief the Pack zealously holds to. But with the coming of the Omen-bringer, her foresight showed them what they could become, and the horrors of what would consume them if they continued on their current path. By devoting themselves to her, they could fight against the decay of the world, the Poison of Society. Under the Guidance of the Darkmoon, they could wield their Rage and Vengence as a weapon, and preserve the world around them, and live as freely as the Natural Order intended.   Their Pack Leader, Olfgeird the Swift , is a mighty specimen amongst their ranks. Stronger, faster, even more cunning than the rest, and according to the Pack, has never lost in single combat. He holds firm to the beliefs of the Darkmoon, and is unfalteringly loyal to Olga. He believes the Ulfen were never meant to have come here, that it was a mistake that has been slowly choking the life from the Isles, and the only way to rectify it is to return to the Natural Order, and live under the Guidance of the Darkmoon.   While Olfgeird is clever and a good leader, he constantly heeds the words of Olga and her guidance. Every night, a vision of her appears outside their Den, in the light of the Moon, and on the night of a Full Moon, she appears before them herself to speak to them, before disappearing into the Dark of the night. Her orders so far remain the same. Attack the nearby settlements, show no mercy. Prey upon the weak first, and savage them entirely.   "Their Blood will feed the Hunger of the Darkmoon..."     The Heretic's Judge - Vanth  
  "Protecting the Boneyard are the stern and resolute guardians of the dead known as vanths, psychopomps who resemble skeletons with raven-like wings and a mask resembling a vulture's skull. Vanths carry black scythes to fight against those who would disturb the natural progression of souls, and they consider any visitor to the Boneyard a potential troublemaker. When the psychopomp armies go to war, vanths serve as front-line soldiers. They rarely speak and even more rarely show any emotion other than a grim adherence to duty."   Very few have ever seen the harrowing visage of the Vanths, even fewer know who or what they are. Only a handful have lived to tell of them. Olga Omen-bringer is considered the Daughter of Twilight, a walker between worlds, with Sight beyond Sight, and Guardian of the Lives Beyond. She was once highly respected in her circles, even among the Courts of the Raven Queen. But the coming of the Ulfen and the ravages their people wrought on her Home changed her. No matter how far she traveled, the Isles of Aestwyl were always her first home.   When she fell from grace, she still held great power and commanded the respect of many, and as such some followed her and her cause. Among these were some of the Vanth, Guardians of the Dead, Peacekeepers of the Raven. But the Vanth who left with her were changed by Olga's cause, now an echo of their former selves. No longer preserving the balance between life and death, but the Omen-bringer's steadfast Judges... and Executioners.  

Backdrops

Locations

 

Karst's Cross

Description
 
Encounters
  • Fury of the Spurned
  • Fear of the Dark
Potential Haunts and Curses
**These also apply to the entirety of the Glencoe fields, even as far down south as Hofsfell, and recently as far east as The Three Sisters**  

Karst's Ruin

Description
 
Encounters
  • Karst's Regret
Potential Haunts and Curses
 

Faroe's Barrow

Description
   
Encounters
  Violent as the Grave (see below) actually acounts for many potential encounters within the same area. These may include:
  • An ecounter with restless Ghost Commoners, a more social inclined encounter that can lend to information gathering and worldbuilding.
  • Various Hazards and Haunts, which also may combine with combat
  • Being ambushed by Shadows
  • Being attacked by Wraiths
  • Confronting Karina directly
Potential Haunts and Curses
 

The Greenfang Wode

Description
   
Encounters
Goblins of the Greenfang (see below) actually accounts for multiple potential encounters/maps. These may include:
  • Tracking down the remaining/surviving goblins
  • Encountering a hunting party of werewolves
  • Tracking down the werewolf den
  • Encounter with the Pack Leader and some other werewolves
 
Potential Haunts and Curses
 

Rhein's Hart

Description
 
Encounters
 
Potential Haunts and Curses

Major Settlements

The following towns are great locations for gather information, and the Hunters may even be subject to Curses or Haunts at these locations. However, there are no planned encounters in these towns, so great detail isn't necessary.Hofsfell
  • The Three Sisters
  • Hofsfell
  • Aethylford
  • Barley's Gate
  • Hadleigh
  • Greywatch
Potential Encounter(s)
  • Fear of the Dark
  • Infiltrating Tollwatch Keep
Potential Haunts and Curses

Braedwyth

Like the other towns listed, this location as a whole doesn't require great detail or full maps, but the Keep where the Jarl stays is a potential location where the party may meet and/or fight Olga, disguised as a Court Advisor. Thus, some encounter maps are needed, and some more location details are required.  
Description
 
Encounters
  • Disorder in the Court (see Below)
 
Potential Haunts and Curses

Various ruined towns and farmsteads  

Encounters

Thief in the Night

Helena follows the Hunters, attempting to corrupt their dreams and afflict them.   Nightmares plague the people of Hofsfell, Greywatch, Barleys Gate and Aethylford, and anyone who stays there (Curse of Nightmares).   Helena travels the Isle, posing as various young women (disguises) through most of the day, at night causes nightmares and steals souls.   Potential Locations Pretty much anywhere in the area below
 
Encounter Maps
  Campsite Secluded  
  Campsite Roadside
   

The Black Rider

The Hunters encounter the Dullahan during its nightly ride.   Potential Locations The Dullahan takes the following route each night
 
Encounter Maps
  Roadside Ambush
    Forest Path

Fear of the Dark

What little is left is besieged by shadow and death, a clear example of the threat of Karina's Curse across the Glencoe Fields. It's even begun to spread to the major towns like The Three Cities, Hadleigh, and Hofsfell, with citizens being told to stay indoors, keep homes and streets well lit...and to pray.
Encounter Maps
  Undead Ecnounter in Karst's Cross

Fury of the Spurned

The Hunters get caught up in the political upheaval in Karst's Cross, forced to choose whether or not to directly aid the Skelm of the Brotherhood of the Omen-Spurned  
Encounter Maps

The Goblins of the Greenfang

Gus' tribe is on the run, pursued by the Werewolves under Olga's command, and need the Hunters' intervention to survive.   This actually accounts for multiple potential encounters/maps. These may include:
  • Tracking down the remaining/surviving goblins
  • Encountering a hunting party of werewolves
  • Tracking down the werewolf den
  • Encounter with the Pack Leader and some other werewolves
Encounter Maps
  Forest Path
    Forest Ambush Site
  Werewolf Den - Exterior  
  Werewolf Den - Interior  
 

Echoes of the Past

The Hunters encounter the spirits of many who have not passed on, and are being forced from rest by Karina.  
NPCs Involved
   
Strategy and Objectives
 
Encounter Maps
   

Karst's Regret

The Hunters track down the Dullahan to Karst's ruin, and face him in his lair.  
NPCs Involved
 
Strategy and Objectives
 
Encounter Maps
 
 

Under the Light of the Darkmoon

   
NPCs Involved
 
Environmental Threats
   
Strategy and Objectives
   
Encounter Map(s)
 

Violent as the Grave

The Hunters encounter Karina in Faroe's Barrow.   This actually acounts for many potential encounters within the same area. These may include:
  • An ecounter with restless Ghost Commoners, a more social inclined encounter that can lend to information gathering and worldbuilding.
  • Various Hazards and Haunts, which also may combine with combat
  • Being ambushed by Shadows
  • Being attacked by Wraiths
  • Confronting Karina directly
Encounter Maps
  Within Faroe's Barrow
NPCs Involved:   Environmental Threats:
  • Darkness
  Strategy and Objectives:    
 


Infiltrating Tollwatch Keep

 
Details and Description
   
Encounter Map(s)
  The Sewers under Tollwatch Keep
NPCs involved:
Environmental Threats:
  • Darkness
  • Rushing waters
Strategy and Objectives:  
  The Kitchens and Dining Areas of Tollwatch Keep
NPCs involved:
AC: 20 HP: 60 Saving Throws: +11 Perception: +11 Deception: +23 Ability: +3 Skill: +10 Strike: +12 Damage: 2d6+5 **Deception DC to disbelieve Environmental Threats:   Strategy and Onjectives:  
    Olga's Chambers
NPCs Involved:
  Environmental Threats:   Strategy and Objectives:  
  Ysolde's Chambers
NPCs Involved:   Environmental Threats:   Strategy and Onjectives:    
The Dungeons of Tollwatch Keep
NPCs Involved:
  • Wraith(s)
  • Abandoned Zealot(s)
  • Black Pudding?
Environmental Threats:   Strategy and Objectives:

Disorder in the Court

The Hunters confront Olga in the Throneroom in Braedwyth (or potentially even one of the other major settlements).  
Details and Threats
**The Influence System - For Tracking Social Encounter Success** Using the Influence System:
  • Influence is a short-term subsystem wherein the PCs accumulate Influence Points during a social encounter with an NPC to represent their increasing influence.
  • These encounters are a race against the clock to reach Influence Point thresholds in order to sway the NPC.
  • The influence subsystem divides a social encounter into rounds, with the number of rounds representing the length of the social event.
  • Rounds last any amount of time that you determine, depending on the needs of the narrative, though somewhere between 15 minutes and an hour is typical.
  • During each round, each PC can act once to either Influence or Discover.
  • NPCs in the influence subsystem have little need for many of the statistics you’ll find in an ordinary creature stat block.
  • However, it might help you to prepare for the social encounter by creating an influence stat block for each prominent NPC. These are optional; if you can keep most information straight in your head, you might skip this step or just write down the first three categories to keep the numbers straight.
  • Influence stat blocks are flexible and contain only the stats that you are essential to running the NPC during a social encounter, leaving the rest out. The main stats that matter are the NPC’s Perception and Will modifiers.
Influence Statblock Important Components:
  • A succinct description of the NPC, such as “Famous musician” or “Popular baron.”
  • Perception: The NPC’s Perception modifier, plus potentially relevant spells such as true sight.
  • Will: The NPC’s Will modifier, plus any special adjustments.
  • Discovery: The Perception DC to Discover information about the NPC, as well as any skill checks to Discover their DCs.
  • Influence Skills: The skills the PCs can use to Influence the NPC are listed here with their DCs, in order from the lowest DC (the skill that works best) to the highest DC (or most difficult to use). Diplomacy should usually be on this list, but should rarely be the best skill to Influence an NPC, in order to encourage and reward using Discover to learn and cater to an NPC’s interests.
  • Influence Thresholds: The number of Influence Points required to Influence the PC, and the benefits for meeting them. Some NPCs might have multiple influence thresholds, granting the PCs additional benefits or favors as they cross more thresholds.
  • Resistances: Some NPCs are resistant to certain tactics, biased against certain types of people, or may get defensive when a certain topic comes up. Any of these makes it harder for a PC to convince them. For instance, an NPC might find flattery inane, dislike wizards, or bristle at any mention of their ex-spouse. Typically, an NPC’s resistance increases the DC of the associated check to Influence by 2 (or 5 for stronger resistances), but it could have farther-ranging consequences, such as losing Influence Points or angering the NPC enough that attempting to Influence them again is impossible.
  • Weaknesses: Most NPCs have at least one weakness that clever and observant PCs can use to their advantage, whether it’s a deep-seated insecurity, a desire for power, a favorite hobby, a bias toward a certain group, or a hidden secret the PCs could threaten to expose. When a PC incorporates an NPC’s weakness, it typically decreases the associated Influence check’s DC by 2 (or 5 for stronger weaknesses), but it could have farther‑ranging effects, such as gaining automatic Influence Points or even automatically influencing the NPC regardless of how many Influence Points the PCs have achieved so far.
After the influence stat block, you might want to list important information to help you roleplay the NPC and incorporate the NPC into your influence encounter. You can list any of the following details that are relevant to your NPC: their background (a brief bio focusing on information relevant to the encounter), appearance, personality (this can just be a list of adjectives), affiliations, public goals, hidden agendas, or the penalty for antagonizing the NPC (or possibly for failing to Influence the NPC, depending on the way you structure the encounter).  
NPCs Potentially Involved
   
Encounter Maps
  Jarl's Throneroom - Scene
    Braedwyth - Throneroom
  Alternative Throneroom

Past Events

Woden and the Hags

Rewards

During Adventure

Wielded by Olga Omen-bringer Wielded by Karina Curse-monger Wielded by Helena Heart-thief Wielded by Olfgeird the Swift Other