Ironwood is an isolated, web-choked village ruled from the shadows by Spinnera, whose spies and servants ensure no secret escapes its twisted trees.
The village of Ironwood lies cloaked in shadow, its narrow paths winding beneath towering, twisted trees whose branches seem to claw at the sky. The air is thick with the scent of sap and damp moss, and silken webs glisten faintly in the half-light, strung between trunks and rooftops alike. Houses sag in quiet disrepair, their timbers darkened with age and rot, while the few villagers you glimpse stare with wide, wary eyes, as if shocked to see strangers walk their streets. An oppressive stillness hangs over the settlement, and it is immediately clear that this is not a place that welcomes travelers.
Ironwood is a small, isolated, and secretive village hidden beneath the canopy of twisted trees. The settlement is ruled by Spinnera, a monstrous being who weaves both literal and figurative webs of control. Though her true nature is terrifying, the villagers speak of her as a benevolent protector, their voices carrying both reverence and fear. Through her vast network of spies, informants, and subtle threats, Spinnera maintains a grip on every whisper, every transaction, and every secret in Ironwood.
Her most loyal servant, Arlen, acts as the village’s public face and landlord. To outsiders, he appears to be the leader, managing rents, trade, and disputes, while Spinnera remains in the shadows. Together, they have ensured Ironwood’s activities remain unnoticed by the greater kingdom of Aurenvale, even under Dornwych’s expanding influence and tightening control of border territories.
The village is far removed from its neighbors, with only scattered hamlets, farms, and cabins within a day’s walk. This isolation, coupled with its reputation for suspicion, decay, and whispered horrors, keeps most travelers away. Those who do stumble upon Ironwood rarely linger, unsettled by the webs draped through the trees and the uneasy stares of the villagers. Beneath its silence, Ironwood conceals dark bargains, hidden horrors, and secrets spun tighter than any web, with Spinnera’s influence stretching far beyond its shadowed streets.
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Players love going "off mission", exploring side paths, or wandering around your sandbox. Creating everything you need for a village without making it feel too vague or undercooked is impossible. Those detours require detail.
Even if you have useful tables, you don't want to bog down your sessions by rolling on random tables and taking notes just to answer simple questions like "where can we sleep?" or "where is the blacksmith?'
Just Passing Through is the perfect toolbox for the Gamemaster who lacks adequate time to prepare.
These two books offer a total of 32 settlements, complete with:
Read-aloud descriptions of each location
Fully detailed maps
A handful of interesting NPCs to serve as helpers, quest-givers, and even enemies
Important locations in each settlement offering places to stay and purchase things, as well as mysterious locations to explore, which may lead to quests
A rules-agnostic adventure that you can easily insert into your campaign
Random encounter lists for day and night
Additional adventure hooks
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