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Stolen for Stitches

Mirepool villagers have gone missing—lookouts that patrol Blackwater Swamp. The other villagers
blame the Rotten Husks, an orc tribe living deep within the marshy treeline, but it’s quickly learned
that the orcs are missing members of their own. Something else is responsible for taking captives, but
who or what remains to be seen.

A 3-hour adventure for 5th-10th level characters

Credits
Author: Kelly Mangerino
Editor: Brent Jans
Cover Artist: Arthur Asa
Map Artist: Kelly Mangerino

Special thanks to all the playtesters who made this possible, particularly: Tanis Pettit and Xavier Rodriguez.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

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Introduction clues in the swamp. Seeking the tribe out and
confronting the orc leader, Chief Mor Ghara, the
Thanks for your interest in Stolen for Stitches. characters learn that a human doctor is
This adventure is designed for three to six 5th- experimenting on people in the swamp.
10th level characters but is optimized for four Members of the Rotten Husks have been taken
7th level characters. by the Doctor’s creations. Chief Mor Ghara,
Throughout the adventure, there will be equally determined to save her own, offers aid in
suggestions on how to balance encounters for hunting down the Doctor and rescuing her
groups of different levels and sizes. You are free scouts. With the Doctor’s location revealed, the
to ignore this advice or improvise accordingly. characters must overcome his house of horrors
The adventure can be modified to fit into an in order to rescue the hostages, destroying the
existing campaign and works best set close to a strange creations and putting an end to Doctor
swamp. Middles’ madness.

Overview
Mirepool is a small, dank village just outside of
Blackwater Swamp. A group of villagers
vanished while patrolling the border of the
swamp. The rest of the villagers, gathered at the
local inn, are arguing a course of action when the
characters arrive in town.
The characters’ best lead is a tribe of orcs, the
Rotten Husks, living within the swamp. It turns
out that the orcs are also missing members of
their own, and they’re willing to work with the
characters to find them.
It’s learned a new resident has recently moved
into the swamp, the Doctor and his lumbering
creations. Rumor is, he’s the one taking captives
back to his lab and experimenting on them. The
longer the characters dawdle, the more time
Doctor Middles has to create new friends of his
own design.

Adventure Hooks
By chance, the characters have stumbled into the
village of Mirepool during a tumultuous time;
Mirepool is the only village on a long road to the
next big city. Eerily quiet, all the villagers are
gathered at the local inn, discussing a plan to
find and rescue their missing patrol. It’s either
fate or coincidence the characters arrived.
Desperate to save them, Mirepool is offering the
characters a tantalizing sum to help. Biased
villagers suggest that an orc tribe living in the
swamp, the Rotten Husks, might be to blame; it’s
also the characters’ best lead if they overlook

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Part 1: Blame Game Ceilings. The ceiling is 15 ft. high, held aloft by
thick wooden posts in the center of the room.
It’s evening when the characters arrive in Light. Windows at the front allow natural light
Mirepool, a tiny village wreathed in constant fog to filter in. The fireplace, when lit, casts a warm
just outside Blackwater Swamp. The village has glow over the entire space.
little to offer in the way of trade, but they get Sound. The shouting of locals over banging
traffic because Mirepool is the only stopover on pots and pans from the kitchen make quiet
a long road to the next city. conversation near impossible.
Without the luxury of career guardsmen, the
locals take turns patrolling the edge of the Berniss Hall
swamp themselves. Usually, these tours go
without hitch, despite all manner of dangers
Berniss is a middle-aged human woman, but
lurking within. This time, however, the lookouts
thickly built and capable of hefting a barrel of
disappeared.
ale easily over one shoulder. Relief washes
The town is quiet except for the inn, packed
over her features when the party enters. She
with locals shouting and bustling about the
wipes her hands and rushes forward to greet
common room. If the characters try to speak
them.
with any of the villagers outside, they are told
the argument is about what to do regarding the
“Thank goodness you’re here, there’s hope at
missing patrol. The villagers recognize the
last. Here, sit. Can I get you anything to eat?”
characters as capable adventurers—their only
hope—and practically beg them to head for the
Berniss Hall runs The Leaky Bucket along with
inn.
her three sons. She knows every villager in
Mirepool, since most frequent the inn at some
The Leaking Bucket point. She explains that there’s all manner of
The Leaking Bucket is Mirepool’s only inn and dangers lurking within Blackwater Swamp.
place of repute. It’s run by a middle-aged woman Mirepool doesn’t have soldiers, so locals take
named Berniss. Her eldest son was among the turns patrolling the tree line at night. Last
lookouts that went missing. night’s patrol went missing. Now, Mirepool is in
an uproar.
General Features About the missing patrol:
A squat, two-story building made of stone with a • Four villagers went on patrol, but they
shingled roof, it sits in the heart of the village. A disappeared on the trail near the tree line.
creaky, wooden porch wraps around the upper • All are humans, ranging in age and
floor leading towards rented rooms. A tin bucket description. Berniss’ eldest son, Hughes, was
missing its bottom hangs over the door with the among them.
name of the establishment painted in cursive. o Hughes – Teenage male.
The interior is much warmer than its exterior o Kenneth – Older male.
would lead onlookers to believe. Long trestle o Tendra – Young adult female.
tables stretch across the room in three rows, and o Gerrad – Adult male.
a large fireplace keeps the chill from outside at
bay. Villagers pack the benches in rowdy groups, Notes: DMs, feel free to change up the races or add
yelling about a search party. A woman at the bar personal backgrounds to any of these missing
alternates between trying to calm them and villagers to motivate characters. For example,
barking orders to a serving boy over the Kenneth’s only family is his daughter, Sera.
commotion. When the characters enter, the Alternatively, perhaps one of the characters is
locals stop quarreling and stare. friends with a missing villager.

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While Berniss chats with the characters, a check is required. On a success, the characters
drunk local gets to his feet and interrupts the find broken pitchforks and blood, the remains of
conversation. He blames the Rotten Husks, the a skirmish. Drag marks and bare humanoid
band of orcs living in Blackwater Swamp. A few footprints lead into the swamp, but the trail is
others shout their agreement, and if any of the lost, sunken into the sludge, after about an hour
characters are of orc lineage, the locals eye them of travel.
mistrustfully. Berniss orders the belligerent
villagers to leave, then apologizes to the The Lone Scout
characters. Whether the characters discover signs of
• Desperate to find her son, Berniss is offering violence or not, they come across a hooded
a reward of 400 gp on behalf of the village. figure making no effort at concealment, not
It’s her life savings. She also promises free expecting others to venture into the swamp. The
room and board for however long they care figure is pulling something out of a murky pool.
to stay in Mirepool. A successful DC 16 Dexterity (Stealth) check is
o The characters are free to try and required to get near without being spotted. The
persuade the other villagers to contribute. figure is an orc male, attempting to pull the
They’ll need a successful DC 14 Charisma bloated body of a human woman (Tendra) from
(Persuasion or Intimidation) check, which the water.
secures them an additional 50 gp upfront. If the characters are spotted before the orc
pulls the body out, he turns and runs,
• Regarding leads on the missing patrol,
abandoning the effort.
Berniss doesn’t believe the orcs are If the characters go undetected, they watch as
responsible, they’ve lived in the swamp for
he heaves the body to shore and squats beside it,
years and have never made contact with
examining it.
Mirepool. While in stealth, a successful DC 12 Wisdom
o She thinks the tribe might be helpful, as (Perception) check spots movement in the
they know the swamp best. water. The characters have this moment to
o To reach them, find and follow the bone intervene. If unalerted while looking over the
posts. It marks their boundary. Be body, the orc doesn’t see the giant crocodile
warned, they aren’t welcoming to swimming toward him; the giant crocodile
outsiders. makes an attack on the orc.
Note: There should be 2 giant crocodiles, but
o Otherwise, the characters can look for
feel free to add or remove as necessary for the
clues on the trail along the tree line. combat encounter.
If the characters defeat the giant crocodile(s)
Blackwater Swamp alongside the orc, though shocked at their
Much like the village beside it, a constant fog presence, he expresses his gruff thanks. If the orc
rolls through the swamp. The ground is sodden, was running away (and manages to escape) he’ll
occasionally broken up by pools of stagnant return after combat wraps.
water, but a wooden walkway on the swamp’s
edge provides some measure of stability along The orc introduces himself as Marguluk, a
the tree line. scout from the Rotten Husks. He’s dressed in
The sound of insects buzzing and frogs camouflaged hide armor. Muscular but lithe,
croaking break up the otherwise still landscape. claw marks scar his face, and one of his tusks
The muddy water occasionally bubbles, filling protrudes at an awkward angle.
the air with foul gas. It reeks of decay.
If the characters are actively searching for “Thank you. You are skilled in survival.”
clues, a successful DC 14 Wisdom (Perception)

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On his chief’s orders, Marguluk is searching for As the characters are ushered through the
one of their scouts who went missing a few days community, they are met with curious stares.
ago. He instead found the body of a villager; he They are led to a large, patchwork pavilion.
did not kill her. A successful DC 12 Wisdom Pushing past the tent flap, they enter.
(Insight) check proves he’s not lying. A fire burns in a central pit, the odor from an
Furthermore, a successful DC 18 Wisdom earthen incense wafting upwards. From her
(Medicine) check reveals that the body died of chair of leather and bone, the orc chief leans
internal bleeding thanks to bludgeoning damage. forward curiously.
Marguluk wants to return to his tribe;
remarking about the Doctor’s threats coming Chief Mor Ghara is thickly built, with long
north. If questioned about this, he shakes his dreadlocks hanging to her waist. One of her
head: “Chief Mor Ghara will know. She knows all.” tusks is snapped clean off, while the other is
Marguluk invites the characters to join him, sharpened to a point. She leans back in her
explaining the chief might have use of capable seat, muscles tensing. Yellow eyes beneath
fighters. If they agree, he’ll lead the way. painted lines stare, unflinching.
Note: If Marguluk dies during this encounter,
the characters easily spot the first of many spiked “Ahh, I see it on your faces. You’re looking for
skulls. They can follow these toward the orc camp. lost ones, too.”

The Rotten Husks Note: Chief Mor Ghara places her people above all.
The camp of the Rotten Husks sits in a large She doesn’t trust outsiders because they don’t
clearing, built on one of the few parcels of dry trust her tribe, and she takes great care to avoid
land around. A sharpened wooden fence unwanted conflict. That doesn’t mean she won’t
surrounds the huts, and various yellowed skulls fight to the death for them.
on stakes give obvious warning to intruders.
Smoke carries the scent of cooking meat. After a brief introduction, learning who the
If the characters are traveling with Marguluk, characters are and why they’ve entered her
the two orc guards at the gate step forward to domain, Chief Mor Ghara will entertain them
confront Marguluk. In orcish, they question why with what she knows.
he’s brought outsiders to their camp. Marguluk • Several of her scouts have gone missing over
will explain they’re here to speak to the chief these past few weeks.
about the ones missing. The guards will let the • She blames the man in the southern part of
group pass, warning them to keep weapons the swamp her people are calling the Doctor.
sheathed. o The Doctor is a human who moved into a
If the characters are alone, the orc guards long-abandoned manor a few months
immediately draw weapons and warily back.
approach. In orcish, one will state: “Outsiders. o Thinking him harmless, they let him be.
State your business and be quick.” If no one o For a time, he kept to himself, then these
speaks orcish, one will eventually try Common: bizarre creations of stitched flesh began
“Why are you here?” If the characters ask about to shamble around his manor.
the missing villagers, the orcs will exchange o She believes he’s experimenting on
glances. They state the chief knows more and creatures.
signal for additional guards to escort them to
her. If the party rescues her missing scout, she’ll
Note: There are about 30 orcs in the settlement, reward them with an enchanted version of their
not including Chief Mor Ghara. There are about 10 hunting spears, a symbol of their tribe granted to
warriors, the chief and Marguluk included. Their every warrior—she holds her own out with
stats can be found in the Appendix. pride. It’s banded with faded leather of assorted

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hides, and long feathers dangle from straps, but slog through knee-deep mud. Creepers hang like
the stone point is kept sharp. curtains from the trees, often forming walls the
With a successful DC 16 Charisma (Persuasion) character must either cut through or push past.
check, she’ll give them the enchanted spear This area is considered difficult terrain unless
before they leave. If Marguluk lives, this check is Marguluk is alive.
made at advantage. If Marguluk is with the characters, he’ll warn
In addition, if Marguluk is alive, Chief Mor them to tread carefully. “The ground listens, it’s
Ghara offers to send him along as a guide to the always hungry.” His warning provides advantage
manor, otherwise, she just provides directions on the saves in the table listed below.
on where to find the Doctor. She warns them to A successful DC 18 Wisdom (Perception) check
tread carefully; the swamp is full of dangers finds that some of the vines are moving as the
beyond just a mad man. characters traverse the landscape. Stepping on
If the characters desire rest, they are offered them causes them to retract quickly but standing
food and shelter. However, it’s another day lost, still long enough allows the vines to inch closer,
which matters later. tapping at feet curiously.
After a few hours travel, a ravine extending as
Roleplaying Marguluk. The orc isn’t as far as the eye can see to the east and west of the
distrusting of outsiders as the rest of the tribe (the characters, spanning about 30 ft. across. Within
chief excluded). As a scout, he’s often observed the 20 ft. deep ravine, vines tangle over and
villagers from afar, but he knows to leave them be. around various indiscernible shapes. The ravine
He’s very much focused on survival, though his can be skirted entirely by traveling for several
curiosity often inhibits that. If the chief hadn’t sent hours on either side.
him, he would have offered to join. Marguluk is If the characters attempt to cross over the
gruff but well-meaning. ravine without entering, roll a d6, using the
results below.
Development
The characters have cause to investigate a likely 1-2 – Vines lash out from below, attempting
suspect: the Doctor. First, they need to survive a to knock characters toward the ravine floor. A
trek through the swamp, and time is of the successful DC 14 Dexterity save can avoid the
essence. strike.
3-4 – An intoxicating aroma wafts up from
the ravine floor, trying to lure characters
Part 2: Bogged Down below. A successful DC 14 Constitution save
It’s at least a half-day journey to reach the can overcome the scent, otherwise the
Doctor’s manor. The heart of the swamp is character(s) descend to find the source.
crawling with all manner of creatures, like huge, 5-6 – The characters cross, undetected by
but harmless frogs or the occasional stirge that the shambling mound below.
flies over the characters’ heads menacingly. Most
creatures, except the ever-present insects, leave
the characters to trudge through muck If any of the characters touch the ravine floor,
unbothered. As they progress, the dense however, a shambling mound attacks.
overhead canopy and thickening fog make it
difficult to tell the time of day. The Fog
After another hour, the fog has thickened even
Thick of It more, obscuring vision beyond 10 ft. Any
The ground is overflowing with vines dipping in attempts to clear it only result in the fog
and out of pools of muddy water, forcing returning quickly.
characters to walk along the bridging tendrils or

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A single bluish light in the shape of a man From the graveyard, a narrow trail winds
flickers into view ahead, and the temperature toward a clearing where a crumbling manor sits.
drops noticeably. The ethereal man walks ahead Large, humanoid footprints lead toward the
resolutely, looking over his shoulder at the party, front door.
beckoning to be followed. If the characters turn
and run, finding the trail back proves impossible, Development
though teleporting out is feasible.
Having survived the dangers lurking in the heart
If they follow the ethereal man, he keeps a
of the swamp, the characters arrive at the
distance from the characters of about 15 ft. He
decrepit manor moldering alone in a clearing.
doesn’t respond to conversation.
Dated and ill-kept, it practically warns
After 10 minutes of silently following the
trespassers to stay away.
figure, the terrain becomes different. The muck
and water are gone, and dry ground is prevalent.
Have one of the characters hear a crunch Part 3: Madman’s Manor
beneath their boots—dried and broken bones. The manor is unguarded and unlit. The once-
Have another character stumble back into a grand front door is locked. Along with thieves’
smooth piece of stone; upon investigation, it tools, a successful DC 18 check will open them
turns out to be a tombstone. It reads: Experiment quietly. Otherwise, there is an unlocked side
8. entrance that leads into the Kitchen.
By now the fog has lessened considerably, and
it’s clear the characters are in a small, makeshift
graveyard. Should the characters abandon the Horror Within
ethereal man, he will not pursue. He simply Ceiling. All room ceilings are 10 ft. high,
hovers over a single plot, patiently waiting. barring the Foyer, which is 25 ft. high, and the
Most of the graves are unmarked. A successful Lab, which is 20 ft. high.
DC 15 Intelligence (Investigation) check finds Lighting. Oil lamps can be found in most of the
several of them were dug within the last few rooms, unlit and unused. Most of the rooms,
weeks. Only a handful have tombstones, hunks of except for those in the basement, have filthy
plain stone haphazardly titled: Experiment 4, windows that let natural light into otherwise
Experiment 3.5, Experiment 6. dank and dusty spaces.
The ethereal man hovers over a recently dug Sounds. The entire manor is eerily quiet, and
grave that has yet to be filled, with a corpse footsteps echo loudly on creaking wooden floors.
resting beside it. It’s a middle-aged human male,
Kenneth. The resemblance between the ethereal First Floor
man and the corpse is identical. A successful DC Foyer. A mostly empty space with doors on
16 Wisdom (Medicine) check discovers two either side of the first-floor area. A creaking dual
things: the body is no more than a day old, and staircase leads up to the second floor.
it’s also missing an arm and a leg. The remaining The sound of a dish shattering echoes from the
hand clutches a locket in a vice grip. It’s initialed left (from the Dining Room).
SF; within is a picture of a young girl—his
daughter, Sera. Inner Corridor. Broken chairs are scattered
If the characters take the locket with the intent around this barren, dusty space. An archway
to return it to the villager’s family, the ethereal houses a staircase spiraling upward.
man flickers out of existence. The same will
happen if they bury or burn the body. If they Dining Room. Dirty plates are piled on the
desecrate the body (to the DM’s discretion), feel stained table. Chairs, ready to buckle, surround
free to have the ethereal man turn into a will-o’- the table.
wisp and attack.

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A spectral figure carries a dish out of the room a successful DC 16 Dexterity check in addition to
toward the kitchen. A successful DC 15 proficiency with thieves’ tools.
Intelligence (Arcana) identifies this entity as an Within, there’s a filthy unkempt bed and
unseen servant. dresser with a chest containing 20 pp. A large
desk is in the corner, stained with ink and blood.
Kitchen. The room reeks of rotting meat which Papers of humanoid sketches and annotations of
hangs from hooks along the wall. A hunk of some anatomy are littered all around it. Inside the
beast’s leg roasts slowly in a stone oven. desk is a journal.
The spectral servant washes dishes in a tub of The journal is broken down into a series of
murky water. It keeps a key at its waist. The key entries written by Doctor Simon Middles. They
can be taken forcefully, the servant dismissed hint at his descent into madness after losing his
with dispel magic, or it will give the key if asked son, Sam. The pages are near illegible, covered in
politely. Otherwise, it listens if talked to, but says blood and dirt, but portions can be read and are
nothing and continues doing chores. The key as follows:
opens the door to the Master Bedroom.
An unlocked door leads outside the manor. Entry 1: … Sam and I are traveling to Mirepool
… I hear they’re in need of a doctor, and Sam could
Sitting Room. A blackened fireplace sits empty use the practice. He’s turning out to be a better
at the end of the room, clear of logs or ash. apprentice than I could have hoped for … He could
Bloodstained chairs are toppled throughout, but use … after his mother… he’s a good boy … trying
a single armchair stands upright in the corner. not to be too proud … my son …

Trophy Room. All manner of taxidermy swamp Entry 2: … attacked on the road. Sam was
creatures are posed on pedestals in formidable wounded badly … just a boy … we fled into
stances. Coated in layers of dust and grime, Blackwater Swamp … I think they’re gone. I have
several are missing prominent features like arms to get Sam somewhere safe. Days … we found a
or legs. manor. Have to hurry … Sam … dying …
The body of a black dragon wyrmling is
scattered in bits across the floor. Entry 3: Sam passed … last night … I couldn’t
save him. I couldn’t save my son …
Lounge. A couple of chairs are pushed against
the back wall. A door leads towards the Entry 4: There are figures outside … orcs I
Storeroom, its handle caked with dried blood. think. I keep telling them to go away … leave me
Through an archway is another set of ascending with my son … he’s sleeping. That’s all … sleeping
spiral stairs. …

Storeroom. Crates packed with unused food Entry 5: There’s a basement here … a lab. Sam
stores line the walls. A cellar door is cracked still won’t wake … this place … the possibilities.
open, and before it is a pool of dried blood. From
below, a faint scream ascends. Entry 6: The orcs are back … so healthy …
A successful DC 14 Intelligence (Investigation) strong. Potential … that’s it … the solution. It’s
check finds a case of fine wine, six bottles total. right there … Sam … he’s not waking up. But he
Each is worth 25 gp. will …

Second Floor Entry 7: I killed them … they screamed … what


Master Bedroom. The door to the bedroom is have I done? Sam … it’ll be alright.
locked. If the characters have the key from the
servant they can get in, otherwise, they will need

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Entry 8: Sam is doing wonderful! I’m so proud … Otherwise, Hughes is unconscious in a cell, and
such a good boy … so strong … nothing will hurt Gerrad is currently about to lose a limb on
him now … that temper though … Middles’ lab table.

Entry 9: What’s wrong … Sam?! With me… no … Meat Locker. Frost coats the metal door to this
WHY? What have I done … for you … I can’t do this room. Within are several bodies, or what
… but Sam … oh, hush … remains, hanging on hooks and covered in ice.
Frozen limbs are sorted in bins on shelves. A
Entry 10: I’ve got it! Friends … Sam needs recently deceased ice mephit hangs in a cage, still
friends … he can’t break friends like him … that’s it cold to the touch. On the cutting table next to
… We’ll make more … a family … I’ll keep trying … severed fingers is an adamantine dagger.
for him …
Holding Facility. Cells line the left and right
Balcony. The glass pane doors lead to an empty walls of this room. In the back of each are two
stone balcony overlooking the barren courtyard sets of shackles affixed to the walls. A keyring to
and the swamp beyond. the cells hangs on the wall beside the door.
A weary female orc slouches in one of the cells.
Washroom. The walls are coated in mold. If Marguluk is with the characters, he rushes to
Brown water sits stagnant in the tub. Vomit the aid of the scout. The orc, Ragasha, is missing
coats the basin, and there are two vials beside it. an arm. She explains the mad doctor took it, and
One is empty but covered in bloody fingerprints, he is in the process of taking more from the
the other is still stoppered. It’s a vial of poison. human in his lab. She warns about the flesh
The mirror is cracked, with lines of dried blood monster that heeds Middles, saying her weapons
coming from the break’s center. were useless against it. She collapses from
exhaustion, unable to follow the characters.
Guest Room 1 & 2. Both bedrooms have been Marguluk won’t leave Ragasha’s side, but a
equally undisturbed for years. Dust covers most successful DC 14 Charisma (Persuasion or
of the surfaces while spiderwebs stretch across Intimidation) check will change his mind.
bedposts and ceiling corners.
A successful DC 18 Intelligence (Investigation) Sam’s Bedroom. A wooden door, banded with
check finds a cloak of many fashions in one of the metal, is bent outward, unable to close fully. On
dressers. it hangs a sign that reads: Sam. Inside, the room
looks like a child’s bedroom, only all the
Storage Room. A room packed with spare, furniture has been smashed to pieces as if in a
stacked furniture and even a small piano. In the violent tantrum. Dolls are ripped apart, and fist-
back is a bookshelf crammed with an assortment shaped holes puncture the walls.
of literature written throughout the ages. A
successful DC 13 Wisdom (Perception) spots a Middles’ Lab.
spell scroll for magic weapon tucked behind A heavy metal door bars the way into the lab,
some books. partially ajar. Upon entering, two glass tubes
containing mutilated human bodies preserved in
Basement liquid can be seen. Two metal rods hum with
Note: If the characters took more than 2 days electricity near a raised platform, and on the
after receiving their task, Gerrad has been killed, platform is a large metal table.
and what remains of his body can be found in the A human man bends over the table, cooing
Meat Locker. The last, Hughes, is on Middles’ over the sobbing human strapped there. An
worktable, about to lose a limb. unmoving flesh golem slouches behind them, but
another hulking flesh golem shambles nearby.

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The flesh golem is a medley of assorted electricity in a 5 ft. radius around each.
humanoids, but its face is eerily boyish. That’s Targets must make a DC 14 Dexterity
Sam. saving throw. The target takes 5d8
When the characters enter, Doctor Simon lightning damage on a failed save, or half
Middles stops and grins, practically giddy. as much damage on a successful one.
o If the human on the table isn’t pulled
Doctor Simon Middles is a tall and lanky clear of the electricity, 2 lair actions will
middle-aged man. His face is sallow, with dead kill them.
eyes peering through cracked spectacles. His o The rods can be destroyed with 10 points
hair is a matted mess, and he doesn’t seem to of damage each.
mind the bloodstains on his tattered lab coat. • If the characters kill Middles first, he dies
He speaks in a demented state of ecstasy. laughing, tears streaming down his face. This
immediately triggers the flesh golem(s) to
“Oh, Sammy, look at them! Perfect specimens. target the character who dealt the final blow.
The things I can do with you all….” • If the characters kill Sam first, Middles
slumps to the floor, sobbing and calling out
Combat: to his son, promising to fix him.
• Sam, the flesh golem, attacks the characters
on sight, in addition, there’s the unmoving Development
flesh golem behind Middles (optional). With the Doctor dealt with, either killed or in
o Feel free to add an additional 30 or more custody, the threat of kidnapping in and around
HP to the flesh golem’s base stats for the swamp is gone. The Rotten Husks eagerly
Sam. await the characters return, as does the village of
• DMs should keep in mind the party’s ability Mirepool.
to deal magic damage in this encounter. If
the party is very strong, more golems can be
created from the 2 glass tubes in front of the
lab. Conclusion
• Doctor Simon Middles is insane but If Middles was taken into custody, either the
powerless. He watches from afar and doesn’t Rotten Husks or Mirepool will see swift justice
participate in physical combat. He has an AC brought upon him.
of 10 and HP of 20. If Ragasha is brought back, Chief Mor Ghara
o If the characters have read Middle’s honors her promise to reward the characters
journal, it is possible to redeem the with her spear, a symbol of her trust and an
Doctor’s conscience with a successful DC invitation to return whenever they please. A
20 Charisma (Persuasion) check. This feast is thrown in their honor, and at their
check is made at advantage if the leisure, they are escorted safely back to
characters found the vial of poison and Mirepool.
correctly deduced Middles’ tried to kill Regardless of whether the last two villagers
himself. are saved, Mirepool is in the characters’ debt for
o If the characters succeed on saving eliminating the Blackwater madman. They are
Middles’ mind, he will try to call off Sam, rewarded as promised.
but Middles must succeed on a DC 15 If Hughes survives, Berniss is beside herself
Charisma (Persuasion) check with no with relief and gratitude. She cracks open her
modifiers. finest casks in celebration, inviting the
• There are lair actions in Middles’ Lab: characters to stay as long as they please.
o At the end of every round, the metal rods If the characters have the locket of Kenneth,
near the platform send a surge of his daughter, Sera, is grateful for its return,

Not for resale. Permission granted to print or photocopy this document for personal use only. Stolen for Stitches 10
knowing her father found peace. She rewards the
characters with her father’s favorite jug, which
he always seemed to drink endlessly from; it’s all
she has to offer. It’s an alchemy jug.

Rewards
Treasure
Item Name GP Value
Berniss Hall’s reward 400 gp
Additional villagers’ reward 50 gp
Fine wine (6x) 25 gp each
Master Bedroom chest 20 pp
magic weapon scroll 100 gp
Cloak of Many Fashions 500 gp
Poison Vial 100 gp
Adamantine Dagger 500 gp
+1 Spear 1,000 gp
Alchemy Jug 300 gp

Magic Items
Adamantine Dagger
Weapon (dagger), uncommon
Whenever an adamantine weapon or piece of
ammunition hits an object, the hit is a critical hit.

+1 Rotten Husk Spear


Weapon (spear), uncommon
A serrated, but sharp stone point takes up one-third
of the spear’s length. The wooden pole is carved
with orcish runes, and a small, broken husk is
attached to the base.
You have a +1 bonus to attack and damage rolls
made with this magic weapon.
In addition, Charisma checks made against
members of the Rotten Husks are done at
Advantage.

Experience
Foe XP per Foe
Giant Crocodile 1,800
Flesh Golem 1,800
Orc 100
Shambling Mound 1,800
Will-o’-Wisp 450

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Map: Middles’ Manor

Not for resale. Permission granted to print or photocopy this document for personal use only. Stolen for Stitches 12
Appendix: Monster/NPC Damage Immunities lightning, poison; bludgeoning,
piercing, and slashing from non-magical weapons that

Statistics aren't adamantine


Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses darkvision 60ft., passive Perception 10
Chief Mor Ghara Languages understands the languages of its creator but
can't speak
Medium humanoid (orc), chaotic neutral
Challenge 5 (1 ,800 XP)
Armor Class 16 (chain armor)
Hit Points 93 (11d8 + 44)
Berserk. Whenever the golem starts its turn with 40 hit
Speed 30 ft.
points or fewer, roll a d6. On a 6, the golem goes
STR DEX CON INT WIS CHA berserk. On each of its turns while berserk, the golem
18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3)
Saving Throws Str +6, Con +6, Wis +2 attacks the nearest creature it can see. If no creature is
Skills Intimidation +5 near enough to move to and attack, the golem attacks an
Senses darkvision 60ft., passive Perception 10 object, with preference for an object smaller than itself.
Languages Common, Orc Once the golem goes berserk, it continues to do so until
it is destroyed or regains all its hit points. The golem's
Challenge 4 (1,100 XP)
creator, if within 60 feet of the berserk golem, can try to
calm it by speaking firmly and persuasively. The golem
Aggressive. As a bonus action, the orc can move up to its must be able to hear its creator, who must take an action
speed toward a hostile creature that it can see. to make a DC 15 Charisma (Persuasion) check. If the
check succeeds, the golem ceases being berserk. If it
Gruumsh's Fury. The orc deals an extra 4 (ld8) damage takes damage while still at 40 hit points or fewer, the
when it hits with a weapon attack (included in the golem might go berserk again.
attacks). Aversion of Fire. If the golem takes fire damage, it has
disadvantage on attack rolls and ability checks until the
Actions end of its next turn.
Multiattack. The orc makes two attacks with its greataxe Immutable Form. The golem is immune to any spell or
or its spear. effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., to lightning damage, it takes no damage and instead
one creature. Hit: 14 (1d1 2 + 4 plus 1d8) slashing regains a number of hit points equal to the lightning
damage. damage dealt.
Magic Resistance. The golem has advantage on saving
Spear. Melee or Ranged Weapon Attack: +6 to hit, reach throws against spells and other magical effects.
5 ft. or range 20/60 ft., one target. Hit: 12 (1d6 + 4 plus Magic Weapons. The golem's weapon attacks are
1d8) piercing damage, or 13 (2d8 + 4) piercing damage if magical.
used with two hands to make a melee attack.
Actions
Battle Cry (1/Day). Each creature of the war chief's Multiattack. The golem makes two slam attacks.
choice that is within 30 feet of it, can hear it, and not
already affected by Battle Cry gain advantage on attack Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
rolls until the start of the war chief's next turn. The war target. Hit: 13 (2d8 + 4) bludgeoning damage
chief can then make one attack as a bonus action.
Giant Crocodile
Flesh Golem Huge beast, unaligned
Medium construct, neutral Armor Class 14 (Natural armor)
Armor Class 9 Hit Points 85 (9d12 + 27)
Hit Points 93 (11d8 + 44) Speed 30 ft., swim 50 ft.
Speed 30 ft. STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)
19 (+5) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
Skills Stealth +5
Senses passive Perception 10

Not for resale. Permission granted to print or photocopy this document for personal use only. Stolen for Stitches 13
Languages — STR DEX CON INT WIS CHA
Challenge 5 (1,800 XP) 18 (+4) 8 (-1) 16 (+3) 5 (-3) 10 (+0) 5 (-3)
Skills Stealth +2
Hold Breath. The crocodile can hold its breath for 30 Damage Resistance Cold, Fire
minutes. Damage Immunities Lightning
Condition Immunities Blinded, Deafened, Exhaustion
Senses Blindsight 60 Ft. (Blind Beyond This Radius),
Actions passive Perception 10
Multiattack. The crocodile makes two attacks: one with Challenge 5 (1,800 XP)
its bite and one with its tail.
Lightning Absorption. Whenever the shambling mound
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one is subjected to lightning damage, it takes no damage and
target. Hit: 21 (3d10 + 5) piercing damage, and the target regains a number of hit points equal to the lightning
is grappled (escape DC 16). Until this grapple ends, the damage dealt.
target is restrained, and the crocodile can't bite another
target.
Actions
Tail. Melee Weapon Attack: +8 to hit, reach 10ft., one Multiattack. The shambling mound makes two slam
target not grappled by the crocodile. Hit: 14 (2d8 + 5) attacks. If both attacks hit a Medium or smaller target,
bludgeoning damage. If the target is a creature, it must the target is grappled (escape DC 14), and the shambling
succeed on a DC 16 Strength saving throw or be knocked mound uses its Engulf on it.
prone.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Orc target. Hit: (2d8 + 4) bludgeoning damage.
Medium humanoid (orc), chaotic neutral
Armor Class 13 (Hide armor) Engulf. The shambling mound engulfs a Medium or
Hit Points 45 (6d8 + 18) smaller creature grappled by it. The engulfed target is
Speed 30 ft. blinded, restrained, and unable to breathe, and it must
STR DEX CON INT WIS CHA succeed on a DC 14 Constitution saving throw at the
18 (+4) 12 (+1) 18 (+4) 12 (+1) 11 (+0) 12 (+1) start of each of the mound's turns or take 13 (2d8 + 4)
Skills Intimidation +3, Survival +2 bludgeoning damage. If the mound moves, the engulfed
Senses darkvision 60ft., passive Perception 10 target moves with it. The mound can have only one
Languages Common, Orc creature engulfed at a time.
Challenge 2 (450 XP)
Will-o’-Wisp
Aggressive. As a bonus action, the orc can move up to its Tiny undead, chaotic evil
speed toward a hostile creature that it can see. Armor Class 19
Hit Points 22 (9d4)
Speed 0 ft., fly 50 ft. (hover)
Actions STR DEX CON INT WIS CHA
Multiattack. The orc makes two greataxe attacks. 1 (-5) 28 (+9) 10 (+0) 13 (+1) 14 (+2) 1 (+0)
Damage Immunities lightning, poison
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., Damage Resistances acid, cold, fire, necrotic, thunder;
one target. Hit: 10 (ldl2 + 4) slashing damage. bludgeoning, piercing, and slashing from non-magical
weapons
Javelin. Melee or Ranged Weapon Attack: +6 to hit, Condition Immunities exhaustion, grappled, paralyzed,
reach 5 ft. or range 30/120 ft., one target. Hit: 7 (ld6 + 4) poisoned, prone, restrained, unconscious
piercing damage. Senses darkvision 120ft., passive Perception 12
Languages the languages it knew in life
Shambling Mound Challenge 2 (450 XP)
Large plant, unaligned
Armor Class 15 (Natural armor) Consume Life. As a bonus action, the will-o'-wisp can
Hit Points 136 (16d10 + 48) target one creature it can see within 5 feet of it that has 0
Speed 20 ft., swim 20 ft. hit points and is still alive. The target must succeed on a

Not for resale. Permission granted to print or photocopy this document for personal use only. Stolen for Stitches 14
DC 10 Constitution saving throw against this magic or
die. If the target dies, the will-o'-wisp regains 10 (3d6)
hit points.

Ephemeral. The will-o'-wisp can't wear or carry


anything.

Incorporeal Movement. The will-o'-wisp can move


through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.

Variable Illumination. The will-o'-wisp sheds bright


light in a 5-to 20-foot radius and dim light for an
additional number of feet equal to the chosen.

Actions
Shock. Melee Spell Attack: +4 to hit, reach 5 ft., one
creature. Hit: 9 (2d8) lightning damage.

Invisibility. The will -o'-wisp and its light magically


become invisible until it attacks or uses its Life Drain, or
until its concentration ends (as if concentrating on a
spell).

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