Dbitja

Dbitja is one of the three islands off the coast of Cindarin that were colonized early in the Discovery Age and then subsequently abandoned by most people as they were dangerous and offered little resources. The only residents remaining are small, self-sustaining villages that are constantly fighting off the other denizens of the island. Dbitja is populated mostly by elves and dwarves.

## Points of Interest

* West Village
	+ This village lies on the western side of the island. It's slightly larger than the Northeast village. It has a population of about 300.
	+ There's an Inn by the docks, run by a human named Hank. He's very touchy about his name.
	+ The village also has normal shops you'd expect in a village of this size (a general store that stocks farming and fishing supplies as well as food, a small blacksmith that makes horseshoes and nails, an apothecary with simple non-magical remedies). There isn't any items of interest at any of these shops and most people are trying to just do their work and get home to their families.
	+ There's no stable so if the party wants horses, they'd need to try to rent some from farmers which would be difficult as the horses represent their livelihood.
* Northeast Village
	+ This village lies in the northeast of the island. It has a population of about 200.
	+ There's even less here than the West Village. There's no inn as they receive next to no visitors. Any visitors they do get would be expected to camp on the edge of the village.
	+ Most supplies are made by the people that need them or a wagon will be sent to the West Village to pick up more supplies if necessary.
	+ There's no formal government either and most people aren't very warm to strangers. It's immediately apparent that people that choose to live here want nothing to do with the rest of society.

## Prominent NPCs (during campaign)

* Salabon (Elf)
	+ Salabon is the defacto leader of the West Village. He holds no special office, but he is the oldest resident and many look to him for guidance and advice.
* Bertold (Dwarf)
	+ Bertold is a tailor. He made much of the clothes for the town, buying skins and furs from farmers and trappers and turning them into functional garments. Him and his wife recently split and are sharing custody of their daughter. Bertold has been known to be bitter about the divorce, but by all accounts loves his daughter more than anything and would do anything for her. Bertold is now deceased.
* Daiman (Elf)
	+ Daiman was a fisherman. He was probably the closest thing Bertold had to a friend, although most would say the two didn't talk much. When Bertold needed to relax, he would often go with Daiman fishing where the two would sit together bringing in fish without saying much to each other. Daiman was found recently in his house murdered and half eaten. Someone walking by in the early morning noticed the door ajar and blood on it. Daiman is now deceased.

## Updates from campaign

* Bertold is now dead and Emilyn is distraught. She'll have mixed feelings about the party if they return and speak to her - on one hand they stopped Bertold and any others from killing more people but on the other hand, they're responsible for his death and had her locked in a cage all night.
* Salabon has looked into starting a Census.

## Quest Hooks

* ~~Uncontrollable Hunger~~
	+ ~~This will be the party's introduction. They have been hired by Governor of Selwyn to investigate the strange occurrences on this island as it's impacting trade. Normally, ships stop in the West Village for resupply on their way to Selwyn, but lately crews have been opting to skip it since they're afraid of falling victim to the problems there. This means they have to stock more supplies from their initial location which means they can carry less goods, resulting in higher prices.~~
	+ ~~They will start on the ship the *Floral Bliss* on their way to Dbitja. They can discuss what they're expecting and if they have any plans. Also they can introduce themselves and talk about their characters if they want. After they seem satisfied, the ship will dock.~~
	+ ~~They'll arrive at the West Village where they'll be greeted by Salabon who had originally requested help from Selwyn. He'll describe the issue the West Village has been having. He'll also inform the party that the Northeast Village also has problems but the Governor likely cares less about that since it doesn't have an impact on trade.~~
		- ~~At this point, Salabon doesn't know that they are related but has suspicions.~~
		- ~~Make sure Salabon mentions at some point that the nearby temple to Moradin has an extensive library they can use to research whatever they find to see if there's a way to stop this.~~
	+ ~~The Northeast Village has been defending the town from assaults by seemingly starving beasts and monsters on a daily basis.~~
	+ ~~The West Village is also dealing with the beasts as well as a strange wave of cannibalism in the town. People with no previous problems suddenly are found murdering and consuming fellow residents. At the time of the party's arrival, there will be a cannibal currently on the loose that they can't find yet. So far 5 different people have gone on murder/cannibal rampages, killing 13 people in total. The latest has only killed one person so far, Daiman, an elf fisherman. All 4 of the others were found with their houses torn apart with blood and insane writings everywhere, always with the word "feed" featuring prominently.~~
		- ~~Names in case someone asks: 1. Frein (Elf Male) 5 kills, his friend he had a business venture with jumped a ship out of town with all their money. 2. Suwellyn (Dwarf Female) 2 kills, her love (who was married to someone else she knew about) turned out to be with 3 other women and had no intentions of leaving his wife. 3. Ragman (Dwarf Male) 3 kills, he recently discovered his son was doing and selling drugs and the son blamed it on his parenting. 4. Alliandor (Elf Male) 2 kills, diagnosed with tuberculosis with no treatment available.~~
	+ ~~Both towns will offer gold in payment for assisting with the issue. Returning to Selwyn will offer a greater reward from the Governor.~~
	+ ~~Asking around about information about the various killers will reveal that they all have experienced some form of tragedy lately. If they spend too long aimlessly searching, have Bertold's ex-wife be one of the people they ask and have her mention that her ex-husband didn't bring their daughter by to drop her off this morning and she's starting to worry.~~
	+ ~~If the party chooses to investigate the crime scene of the last murder, a successful DC 15 Investigation check will reveal a small kitchen knife that was thrown into the corner. A successful DC 20 Medicine check on the body will reveal this knife was initially used to stab the victim and was seemingly thrown aside when the suspect decided to start rending with their teeth instead. If the party asks around about the knife and succeeds on the check (depending on the nature of the investigation), they will discover the identity of the owner of the knife: Bertold the dwarven tailor. Instead of finding the knife, a successful DC 20 Perception check will reveal a faint blood trail leading out of the house. The blood trail will lead back to Bertold's house.~~
	+ ~~When the party approaches Bertold's house, it'll appear normal from the outside. No answer will come from knocks or other call-outs. If the party breaks into the house, they will discover the house torn apart. There will be bite marks on everything and half-eaten food scattered all over the place. Exploring the house will reveal a door to the basement that's currently locked with a DC 12 lock. If the party enters the basement, they'll find Bertold sitting in the middle of the floor in blood-soaked clothes chewing on a skull. If the party is seen, Bertold will attack, attempting to bite them. He has the stats of a commoner but he has Multiattack where he attempts to grapple and then bite. The bite has a +4 to hit and does 1d6 damage.~~
	+ ~~Investigating the rest of the house and the basement will reveal that Bertold and his wife had separated a few months ago and had shared custody of their daughter. She was sickly and appears to have recently died while in Bertold's care, possibly his fault. His change happened shortly after that and his writings grew less measured and more erratic. Towards the beginning of his change, he wrote of dreaming that he was in the woods outside of town on the other side of the lake and a snickering voice was telling him to feed. Eventually he only wrote in blood (in his journal and the floor of the basement). It seems recently he could only write "feed" over and over again. The body he was chewing on appears to be his daughter. After reading the diary, offer a DC 15 Religion check to anyone that might have this information. If they succeed, they'll realize this is likely the work of Yeenoghu and there's likely a rift out at sea that Bertold dreamed of. They'll realize they need to research how to close the rift.~~
		- ~~Diary Entries:~~
			* ~~2 days ago, late at night: "She's gone. I left for a couple hours to try to drum up some extra money and find some medicine for her but she was already gone when I returned. If I had been here, I could've... I could've at least sat with her. And now I'll never talk to her again. See her wry smile. Hear her chirping giggle. Never again.~~
			* ~~The next morning: "I'm so alone. I feel so empty. I cried for hours last night and when I finally slept, I had the clearest dream I've ever had. I dreamt I was floating northeast out of the village. Then I continued out towards the shore. Then I floated out to sea and kept going until I was past the horizon, where I suddenly saw a swirling whirlpool, but the center of it looked different than I would expect. Instead of the blue and green swirling water, it looked pink. Pink like a huge gaping mouth. Then I heard a voice, too quiet to make out at first but then louder. It just said 'feed'. Over and over again. Faster and louder until it was just a throbbing in my head. And then my hunger woke me. I must've forgot to eat last night with... I'd almost managed to forget. Almost."~~
			* ~~Later than day: "Nothing I eat sates me. I planned to talk to Emilyn about... but I've been in so much pain from the hunger, I can't bring myself to leave. What's happening to me? Maybe Daiman can help me feed." (Feed at the end is crossed out vigorously).~~
			* ~~The writings from there get more erratic. The next day there are some spots that start like entries ("I found myself gnawing on wood...") but quickly devolve into "feedfeedfeedfeed" of various sizes. Then the words cover the entire page. It goes on like this for the rest of the book, where you can surmise he started writing on the walls.~~
	+ ~~Investigating the beasts won't turn up much information. Asking around will reveal that it's mostly normal forest creatures and can be fended off fairly easily. Occasionally a bear will show up which has caused some injuries. Once a cow was attacking the other cows in the pasture and took one down before they could stop it. If they stay on this path, offer a DC 15 Intelligence check. Whoever succeeds will realize the thing that connects the problems is hunger which could be a clue. They can take this and begin researching and eventually find out there's likely a planar tear, but will still need to investigate the cannibalism to get the hint on where to look.~~
	+ ~~With the above information, hopefully the party realizes they need to research to add the information together. Once they arrive at the temple to Moradin, the priest there will say that closing a rift depends on where the rift is to, but based on the description, he believes it's likely a rift to the Abyss. They'll need to determine what domain and then act accordingly. (If they already know it's Yeenoghu and tell the priest that, he'll find a book and begin tell them the ritual).~~
		- ~~Accessing the temples library and a Investigation checks from everyone (whoever gets the highest finds the answer first) will allow them to determine that the tear is to the realm of Yeenoghu in the Abyss. Yeenoghu is a being of insatiable hunger and he gives off an aura that causes others to become ravenous to the point of eating their brethren. This will also reveal that those in anguish are especially susceptible to this aura. They get bonuses to their investigation by saying how they're researching (what kinds of books they're targeting). Then the priest will tell them the ritual. He'll also warn them that the beings on the other side will feel the ritual and attempt to stop it.~~
		- ~~The ritual is that they need the blood of someone corrupted by Yeenoghu's influence. Then they have to mix that with the blood of someone that has recently eaten and is completely full. Then that blood can be used to draw a pattern on an object which will then be brought in a circle around the tear. While circling the tear, one person must perform a series of chants and motions and once those are complete, the portal will close. The chanting in the ritual takes 30 seconds and requires Concentration. Losing Concentration requires you to start over. On each turn while chanting, the person chanting must use their Bonus Action to continue chanting or they must start over. Their action can still be used as normal but they can't leave the area around the pattern.~~
	+ ~~The party will need to get Bertold's blood and find someone recently full they can take blood from (or eat dinner and use their own blood).~~
	+ ~~The party will then need to re-board their ship and sail out towards where Bertold described the portal. Once within 100 feet of the tear, the party will need to make DC 15 Wisdom saving throws. A failure will cause the character to feel strangely hungry. A failure by 5 or more will cause the character to spend their action each turn attempting to bite the nearest being. This does 1 + Str damage. They can repeat the save each turn to resist the effect. Anyone that saves against the effect is immune to this effect for 24 hours.~~
	+ ~~The whirlpool the tear is contained in is 120 feet across (60 feet radius) so they'll need to stay outside of that.~~
		- ~~The party will then need to start the ritual. They'll likely realize they can draw the pattern on the ship but if they draw it on something else, that's fine. Then they'll need to circle the whirlpool and someone will need to start the chant.~~
		- ~~On Round 2, 2 Quasits will come out of the portal and climb up the side of the ship. On Round 3, a Babau will climb up the side. On Round 4, the head of a wastrilith comes through the portal and begins using it's spout attack on the ship (one spout per round). The water also becomes corrupted, which only matters if someone falls in.~~
			* ~~Wastrilith stats: AC 18, HP 100, no speed, makes one Spout attack per round at the ship (on hit, ship makes a strength saving through +5 against a DC 17; on a fail takes 4d8 + 4 acid damage and is pulled 20 feet toward the whirlpool which causes Concentration checks for anyone concentrating on board; takes half damage on a success). If the ship reaches the center of the whirlpool, it's destroyed and the party dies. If the wastrilith runs out of HP, it'll retreat into the portal for 2 rounds and then come back with half it's previous total.~~
			* ~~Ship stats: AC 15, HP 300, 2 cannons on each side, can take 3 actions per turn (move or fire a cannon), cannon: +6 to hit, on hit 8d10 damage~~
	+ ~~Completing this quest will lead to Appius contacting them and thanking them for taking care of that. He'll then reveal the plot he's trying stop and enlist their help.~~