## The Pyre
- **Core Theme:** A desecrated place of execution where restless spirits and recent cult activity intertwine, forcing the PCs to choose between exorcism, justice, and grisly history best left buried.
- **Level Range:** 3–6
- **Tones:** Horror, investigation, moral dilemma, occult.
- **Central Conflicts/Hooks:**
  - The ghosts of wrongly condemned victims (including a now‑relevant NPC’s ancestor) stir in response to Thassilonian magic awakening nearby, drawing the PCs into uncovering who truly deserved the flames.
  - A modern group—Sczarni enforcers, secret Aspis agents, or a nascent cult of Lissala—uses the site for clandestine executions and burnings, risking a planar breach to the Shadow Plane or the Ethereal if the cycle of violence continues.
  - Old Chelish law sigils and lingering contracts empower a bound devil or contract‑spirit; the PCs can bargain with it for information about Sandpoint’s dark past at the cost of new oaths and temptations.

## The Three Cormorants
- **Core Theme:** A storm‑lashed sea stack shrine where faith, superstition, and drowned secrets collide under the gaze of three ominous stone birds.
- **Level Range:** 4–7
- **Tones:** Exploration, eerie mystery, environmental peril, religious intrigue.
- **Central Conflicts/Hooks:**
  - The "cormorants" are actually ancient Thassilonian ward‑idols slowly reawakening; their shifting cries and strange lights at sea lure ships toward wrecks, requiring the PCs to either restore or disrupt their purpose.
  - Rival coastal interests—Sandpoint fishers, a smuggler ring, and an isolated priest of Gozreh or Besmara—vie to control the site’s tides‑altering rituals, threatening escalating sabotage along the Lost Coast.
  - A drowned oracle’s spirit haunts the tidal caves beneath the stacks, offering prophetic visions tied to the Runelords in exchange for the proper funerary rites—or for someone else to share her fate.

## The Old Light
- **Core Theme:** The shattered remnant of an ancient Thassilonian war‑engine masquerading as a ruined lighthouse, whose reactivation could shield or devastate Sandpoint.
- **Level Range:** 1–5, with options to revisit at higher levels.
- **Tones:** Archaeological exploration, foreshadowing, low‑key horror, arcane mystery.
- **Central Conflicts/Hooks:**
  - Unearthed fragments of rune‑inscribed machinery resonate with Xin‑Shalast’s awakening; minor surges cause illusions, gravity distortions, and haunt‑like phenomena that may escalate unless the PCs stabilize or safely sabotage them.
  - Competing scholars (Brodert Quink, a Magnimarian envoy, or a Black Maga‑haunted cultist) pressure Sandpoint’s leadership—and thus the PCs—to grant exclusive access, making the ruins a locus of political and academic maneuvering.
  - A subterranean annex contains bound servitor constructs or a damaged astral projector; delving into it lets the PCs glimpse Karzoug’s empire at its height, but risks attracting extraplanar attention or Runelord‑aligned scrying.

## Tickwood
- **Core Theme:** A vibrant yet perilous forest where mundane hunting grounds conceal faerie courts, alchemical oddities, and predators twisted by Thassilonian remnants.
- **Level Range:** 2–6
- **Tones:** Wilderness exploration, fey mischief, survival, dark whimsy.
- **Central Conflicts/Hooks:**
  - Local trappers and noble hunters report unusually intelligent boars and wolves, driven by a malevolent fey spirit or corrupted leshy that resents human encroachment on ancient game trails.
  - Hidden glades contain alchemical runoff from pre‑Earthfall experimentation (or modern Sczarni stills), warping insects into oversized, chitin‑armored nuisances whose stings transmit minor curses or strange dreams.
  - A small, divided fey court—quicklings, grigs, and a jaded dryad—sees the Runelords’ rising influence as an opportunity or threat; they seek mortal champions to either sabotage Thassilonian sites or cut lucrative bargains.

## Shank’s Wood
- **Core Theme:** A brooding tangle of brambles and ravines defined by human monstrosity as much as by any beast, once the hunting ground of the serial killer "Shank" and now a magnet for those touched by similar darkness.
- **Level Range:** 3–7
- **Tones:** Gritty horror, manhunt, psychological tension, stealth.
- **Central Conflicts/Hooks:**
  - Copycat killers, possibly guided by a lurking hag, psychopomp‑gone‑rogue, or remnants of Shank’s own haunted knives, stalk travelers; the PCs must track them through shifting game trails and fear‑charged haunts.
  - A hidden encampment (bandits, escaped prisoners, or cultists) exploits the forest’s fearsome reputation to keep outsiders away while they prepare raids, dark rites, or a jailbreak on a nearby road convoy.
  - The land itself reacts to accumulated terror: humanoid‑shaped bramble‑blights form from places where victims died, and the PCs can either cleanse these trauma‑spirits or harness their knowledge of every death the woods has seen.