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Dungeons & Dragons 5e

DeaD Reckoning

It all began with a call for heroes to a village near the crossroads for what should have
been a simple job. Slay some goblins, earn some gold and drink some ale life is never so
simple when you are a hero.

A short adventure for 1st-5th level


characters.

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.

©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET,
UK.
CreDits ForeworD
Designer: James Neuzil This is a short adventure for the fifth edition of
Dungeons and Dragons. Designed for players
Editor: Bobby Trigg
who enjoy exploring, killing monsters and or
Cartographers: James Neuzil roleplaying. As the DM you decide what will
Producer: James Neuzil make the heroes successful or not in their
endeavors. Unless this is a one shot, this does not
Playtesters: Shane Parsons, Jason
have to be the ending to the story.
Hasis, Bobby Trigg, Salvador “Sal”
Tancredi Some rules and mechanics contained within are
modified from the original published
supplements. A copy of the Dungeon Master’s
Guide, Monster Manual and Xanathar’s Guide to
Everything are suggested but not required. So
grab a Starter Kit or Player’s Handbook roll up a
character and begin the adventure.

Warning there be monsters ahead so don’t


forget your sword and shield!
James Neuzil
March 2019

a time oF thanks
Many thanks to our play testers who chose not
to be listed publicly. Also, a big thank you to
Bobby Trigg for his taking care of those pesky
grammar goblins and punctuation pixies.

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.

©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET,
UK.
intRoDuction BeFoRe PLaY at the taBLe
Welcome to Dead reckoning, a D&D adventure CONSIDER THE FOLLOWING:
that can be used as a one-shot, beginning of an  READ THROUGH THIS ADVENTURE, TAKE NOTES ON
adventure or just some random side story to kill THINGS YOU’D LIKE TO HIGHLIGHT OR REMIND
time. YOURSELF OF; PORTRAYAL OF NPCS OR TACTICS TO
The adventure starts in the local tavern BE USED IN COMBAT.
with a bounty notice slaying goblins. Players  GATHER ANY RESOURCES OR AIDSYOU’D LIKE TO USE
are drawn to a small village situated on a set of RUNNING THIS ADVENTURE--SUCH AS A DM SCREEN,
crossroads. Many of the surrounding areas are MINIATURES, MATS AND MAPS.
not named so it can be adapted to any published  ASK PLAYERS TO PROVIDE YOU WITH RELEVANT
or private realms. CHARACTER INFORMATION: NAME, RACE, CLASS,
This adventure is designed for four to LEVEL, PASSIVE SKILL BONUSES, AND BACKGROUND
seven 1st-5th level characters. Each of the listed INFORMATION.
villains have a suggested APL and minimum  DETERMINE HOW THE GROUP WILL INTERACT WITH
group size. Players can participate even outside THE ADVENTURE; MODIFICATIONS OR IMPROVISING IS
this level range with adjustments or ENCOURAGED TO CHALLENGE THE PLAYERS. TRY TO
substitutions provided by the DM. So grab your GAUGE YOUR PLAYERS (NOT THE CHARACTERS) LEVEL
sword and shield and get ready for the dangers OF EXPERIENCE OR FIGURE OUT WHAT STYLE OF PLAY
ahead. THEY PREFER. SOMETIMES ASKING HELPS TO GET
DEFINITIVE ANSWERS WHEN TRYING TO DELIVER THAT
aDjusting the aDventuRe CUSTOMIZED GAMING EXPERIENCE. GIVE EVERYONE
This adventure was originally designed for a group THE CHANCE TO HAVE A MOMENT IN THE SPOTLIGHT.
of 6 players with characters APL 2 that wanted a  KEEP THE ADVENTURE MOVING. IF IT STARTS TO GET
challenge. The noted sections for adjusting the SLOW PROVIDE HINTS TO THE PLAYERS. TRY TO AVOID
encounter contain suggestions for scaling the STALLING OR FINISHING TOO EARLY AS IT WILL
difficulty level, for smaller or larger groups or DIMINISH THE PLAY EXPERIENCE.
characters with higher or lower levels. These
suggested adjustments are for convenience only.
To figure out whether adjustments are
necessary for the adventure, add up the total levels
of all characters and divide that total by the number
of characters (rounding .5 or greater up;). This is the
group’s APL.

Group Size APL Strength


3-4 - Very weak
3-4 = Weak
3-4 + Average
5 - Weak
5 = Average
5 + Strong
6-7 - Average
6-7 = Strong
6-7 + Very Strong
1
Adventurer’s drawn to
crossroads village by a
local tavern notice.

Explore the Village Information Gathering in Crossroads

Meet with the


contact

Northwest North East East


Village Village Village

Return to the
Village to see
Mirabel

Ambush at the Inn and


chased out

Final Confrontation with the villain

2
running the aDventure ePisoDe 1: a caLL FoR heRoes
In this Episode players are on their way to a job as a
aDventuRe PRimeR group or perhaps meeting there for the first time.
Here they will be introduced to the problem
BackgRounD currently troubling the village. With the village
It was 40 years ago that a plague descended in this oblivious of any goblin issues everything is not as it
village at the crossroads. Of the thousand or so that seems at first. It is hinted at by local NPCs that a
once called this place home less than a hundred meeting with Mirabel Mallory may be necessary to
survived. After burying the dead by throwing learn more.
corpses into the graveyard some in graves they
didn’t belong, survivors fled this cursed place. Even ePisoDe 2: eveRYone is a victim
in the cities they could not outrun the pestilence Mirabel is able to confirm there is a real bounty, but
which had decimated their kinsmen. Healers in the this task is more difficult than originally anticipated.
city were able to cure the newly-afflicted but the The players will have to choose which of three
source remained unknown and the village was encampments to contend with first. Upon arriving
forgotten for a time. at their chosen destination, they find it under attack
Twelve years ago this forsaken wasteland by unknown creatures. Will the players be heroes or
mysteriously revived. Its once barren fields and cowards, and who is the real victim?
lifeless roads are now filled with lush crops and
friendly faces. Even the closed shops have re- ePisoDe 3: Path to nowheRe.
opened their doors welcoming adventurers. Two Any attempts to follow the path of these assailants
newly-renovated inns compete for clientele amidst leads to a dead end. Clues lead to nowhere in this
the growing number of visiting travelers. No one is puzzle with each piece solved revealing only
certain about the circumstances that surround this another question or obstacle to conquer. This
inexplicable rebirth of the village. frustrating path circles back to its starting point
More bewildering is that the village whose where Mirabel patiently waits.
existence was once so easily ignored now dances
endlessly upon the lips of tavern folk across the ePisoDe 4: haPPY enDings not
lands. Not just for the experiences it imparts to its
visitors: a call for heroes has gone out. Goblins
incLuDeD
After a night of celebrating with the townsfolk (at
harass this peaceful place, or so the villagers claim.
Mirabel’s suggestion) the unidentified creatures
With a bounty that no adventurer can ignore for
from earlier reappear, offering room service. Fight
such a simple task, many are eager to fill their
and flight is the name of the game and there will be
pockets. Blinded by greed, no one seems to care
no rest for these wicked would-be heroes. Will the
that many other adventurers have disappeared on
players live to see the dawn or vanish like the sun
this alleged effortless chore.
swallowed by the darkness?
ePisoDes
This adventure is comprised of five episodes with
ePisoDe 5: no moRe BuRieD secRets
At this point in the story players will have either
content that is intended to be flexible or shift as
solved the puzzle of this village or decided Mirabel
needed. Should players skip ahead or miss key
Mallory just needs to die. With her identity soon
events a DM can use them later or remove them
revealed, the stage is set for a final showdown. Will
without affecting the overall story.
the players be victorious or fail horribly?

3
seLecting a viLLian BackDRoP: viLLage at the
Four possible villains have been preselected for this
adventure and determine many of the monsters
cRossRoaDs
A mundane village said to be a dream for those who
players will encounter: Another more suitable villain
seek a life away from adventuring. They have inns
may be chosen to fit the adventure or campaign if
and shops to take care of the would-be heroes
desired.
passing through and space for those who come to
 Nira, Minerva and Remora:
stay longer. A place with many secrets that very few
[Minimum suggested strength: Any] This
bother looking deep enough to find and even fewer
newly-emerged coven is made up of three green
survive that choose to. (Map is available in the
hags. As civilization began to grow the area was
appendices)
not big enough for both new and old worlds. Much
of the old world was driven out, buried or
forgotten unaware it would not remain gone. aRea inFoRmation
Hags are long-lived and not known for their 1. Laughing Helm. One of two inns in this
forgiveness; they hunger for vengeance and their smaller village it is rather plain when compared to its
taken lands. competition. Run by a father and daughter who go
 Gillian and Sybell Castillion (Human Necromancer above and beyond to take care of their customers.
and Death Cleric): Renting a room is slightly cheaper then normal,
[Minimum suggested strength: Average] Twin which keeps them competitive.
human sisters who were born into a loving family, 2.Yawning Knight. A rather extravagant
a dream that quickly turned into a nightmare. competitor to the Laughing Helm. Food, drinks and
Their father Fodel’s study of necromancy and room prices are much higher then expected.
taboo experiments sentenced the family to death. 3. Hallowed Furnace. This local blacksmith
Barely escaping with their lives, the children fled offers common items and custom jobs if you have
from their home and past. Wandering the lands the time to wait.
alone they found salvation in the magic that 4. Sober Flask. Providing the best potions this
destroyed their family. village has to offer. For the right price other services
 Helati and Kyri: and substances may be made available.
[Minimum suggested strength: Strong] The 5. Busted Satchel. Where almost anything has
promise of food and pleasure have brought this a price and almost everything is for sale. It is a
pride of lamia from the desert. Leaving behind all general shop that buys and sells various items,
but their servants the jackalwere, they have though not always at market price.
found a new home that doesn’t seem to notice 6. Torn Seam. A tailoring shop that offers a
when a few adventurers go missing. varied selection of clothing and costumes. Not
 Kharkuk/Rikaria(Incubus/Succubus): limited just to clothing, they offer bedding and bags
[Minimum suggested strength: Average] Quite as well.
possibly the same creature not two different 7.Church and graveyard. Here lie the true
entities. Creatures of lust and desire they twist inhabitants of the village who died 40 years ago.
and manipulate mortal souls for pleasure. It is no 8.Windmill. It once served as more then just
secret what has drawn them to the mortal plane. an oversized landmark which has seen too many
years of neglect. Having received so little attention
this behemoth would require a lot of work before it is
operational again.

4
9.Druid Grove. A sacred place hidden away Griswold Oberhelm. Blacksmith of the
by druid keepers before they abandoned it. It Hallowed Furnace lacks in appearance but more
remains inactive currently. then makes up for it with his ego. The booming
sounds of his voice are matched only by his
cReatuRes/nPcs hammer strikes.
The town at the Crossroads has many notable Villagers. All of the villagers work together
NPCs (for further details, see Appendix B: NPCs). in protecting a dark secret: They are each nothing
Mirabel Mallory. Noted as a point of contact more than a monster with a stolen name and face:
on the bounty listing in local taverns. She can be (Stats and abilities can be found in Appendix C:
found the church on the northside of town. Monsters.)
Appearing as an attractive, polite, and caring  Nira, Minerva, Remora: Darklings hidden
young lady, she hides a dark secret: There is no by the coven’s rituals. They can only be
Mirabel. discovered with a passive Wisdom
Elyas Radcliff. Proprietor of the Laughing (Perception) of 20 or True Seeing spell. All
Helm is a portly fellow who is never without a story other methods (including Detect Magic)
to share. In his plain-looking tavern it is the stories are unable to reveal the hidden truth.
and drinks that keep the customers coming back  Gillian and Sybell Castillion: Undead
for more. creatures created from the previous
Olma Radcliff. Daughter of Elyas and inhabitant and missing travelers. Their
barmaid for the Laughing Helm. She is very hideous nature only revealed by
talkative with travelers and devoted to seeing her moonlight or their master’s will.
father’s business succeed.  Helati and Kyri: Shapeshifted Jackalwere
Roxanne Caldwell. Irresistible owner of the servants.
Yawning knight who always finds time to flirt.  Kharkuk/Rikaria: These corrupt mortals
Many adventurers have been coerced into staying need no illusions or masks.
at her overpriced establishment.
Amelia Harrison. Clothier for the Torn Seam
her methods are tough but fair when making a
deal. Her suitors are often undeterred by her plain
looks or focused manner.
Beatrix Hayward. Apothecary for the Sober
Flask is out of place with her disheveled and
unkempt appearance hiding her true beauty. The
potions speak for themselves even if she seems
clumsy and absentminded.
Tobias Kincade. Owner of the Busted
Satchel is a petite, gaunt man dressed in oversized
clothing and a forced smile. His awkward
appearance is further distorted by a habit of
whining and complaining about customers.

5
D100 Event
episoDe 1
1 Abduction of a party member
a caLL FoR heRoes 2-3 Abandoned settlement or hut (50% chance spattered in blood)
Estimated Duration: 30-45 minutes
This episode will bring the characters together if they 4 Carved statue or landmark
are not already travelling as a group. After a short trip 5-6 Fading road being reclaimed by nature
into the wild, followed by meeting NPCs in the
7 Graffiti with random message
village, where they will learn more about their quest.
8 Hidden Note (10% chance being readable treasure map)
Beginning oF the jouRneY 9-10
Idol or obelisk obscured by debris or Foliage (30% chance hidden
In taverns across the realm a call for heroes has gone away in a nearby cave or mound)
out read the following aloud: 11 Old campsite
12-13 Partially buried weapon

Hail to thee Heroes! Our village at the crossroads is plagued by 14 Monster Attack(Greater)
goblins and we need able adventurers who can slay these foul beasts. 15-16 Plundered site
A bounty of 20 gold for each proof of death.
Mirabel Mallory 17 Random adventurer party
18-19 Settlement or encampment raid(PC or NPC victim)
Give the players a chance to introduce their 20 Squabbling farmers
characters and make some decisions about who is
already acquainted or who will be meeting at the 21 Stash of common items
destination. Allow them to exchange backstory and 22-23 Village partially buried
other character information that will be relevant for
24 Worn ancient signpost pointing to some unreadable destination
roleplay situations.. If your party chooses not to
travel together they can meet up in the village. 25-26 Sound of drums in the distance
Players are now ready to take their first steps into 27 Travelling Merchants or Entertainers
this adventure. A pool or well of clear, still water filled with coins(50% chance
28-29
illusions, 5% chance real)
FiRst stePs 30 Hidden location (Mage tower, Labyrinth, etc.) with a puzzle
“The journey of a thousand miles begins with a single
31-32 Magic event or effects(ex. gifted luck, magic spell effect or advantage)
step.”
― Lao Tzu 33 Mythic creature flies overhead passing by quickly
34 Portal to another plane
Player characters will have to travel to this location
Ruined village(50% chance 1d4 healing potions 15% chance common
and seek out their employer for further details 35—36
magic item)
relating to the job. Sealed door that leads to a cave-in (20% chance of being a treasure
37
stash)
Navigating these untamed lands is rarely safe 38-39 Shrine quest resulting in a blessing/curse
or uneventful; to assist in the creation of the
narrative use the table provided. Allow a single roll of 40 Treasure stash (35% chance of hoard) Ch7 table 5-10
a d100 for each player or choose relevant situations Village that is empty during the day and filled with harmless
41-42
that will be most entertaining. If none of these are apparitions at night.
suitable, try the random encounters offered in 43 Weird place with even stranger happenings
Xanathar’s Guide to Everything pages 92-112. 44-45 Wizend face carved into the environment
46 Cultists or druids meeting in a secret place
Doomsayer or Fortune Teller (75% chance Augury 7% chance
47
Divination)
48-49 Lost person or Slave Caravan
6
50 Eerie statue
D100 Event
51-52 Empty cave, glade or grove where everything is dead or After resolving each of the resulting events progress
petrified or littered with bones
onwards to the destination.
53 1d4 hours of extreme weather (pg 109-100 of the Dungeon
master’s guide)
54-55 Animal nest new Faces
When the players first arrive read the boxed text
56 Blizzard 1d6 hours reduce visibility and movement treated as
difficult terrain aloud:
57-58 Clear pool of water with 2d4 animals nearby A quaint village that stretches out across the land, its worn
59 Disease contracted through nature roads winding amidst the immovable structures. Plain
looking villagers wander about, many of them traveling with
60 Earthquake family and friends while others walk alone. As you draw
near they offer curious smiles, waves, and finally a warm
61-62 Fog that makes area heavily obscured for 1d4 miles for 1d4
welcome. The buildings look well-kept with most of the shops
hours
one expects to find on the two main paths that meet in the
63 Heavy snowfall 1d6 hours middle of the village.
64-65 Nature event
If the party has travelled here separately let them
66 Monster Attack(Lesser) meet up in one of the taverns or shops. Once the
67-68 Random Events no threat (ex. Faint tapping sounds that lead to party is fully formed encourage interactions with any
nowhere when followed) of the NPCs offered or randomly generate one:
69 Quicksand or sinkhole  NPCs on the street are unable to answer
questions and direct the group to visit
70-71 Quiet stream, waterfall or Oasis
either tavern for more information.
72 Rain that lasts 5d6 minutes putting out unprotected flames  NPCs within the tavern require a bribe (at
73 Ravine 4d10 ft wide 5d20 ft deep 2d6x10 ft long least one gold piece) or
Charisma(Persuasion) check:
74-75 Recent cave-in or landslide PERSUASION CHECK RESULTS
76 Tornado 1d6 miles away destroys 1 mi of area  Under 10: No one is willing to speak up;
77-78 Tracks that lead in a random direction
players should offer a bribe to loosen their
lips.
79 Dust storm reduce visibility for 5d6 minutes movement treated
 DC 10: No Villagers have heard of the
as difficult terrain
Huge bloated corpse explodes when touched (15 DEX saving bounty for goblins or are able to assist the
80-81
throw 5d6 damage within 30; ½ on success) players.
82 Travelling noble with escorts
 DC 15: There has been no mention of
goblins for years only missing villagers.
83-84 5d10 stakes with demi-human bodies Others have gone out to search for those
85 Conflict between two forces who haven’t returned and disappeared
themselves.
86 Accident or event resulting in lost supplies
Players doubting the villager’s words can attempt a
87-88 Battlfield overrun by Scavengers or undead Wisdom (Insight) check with a DC of 9. On a success
89 Chariot or Carriage races through the area inform the player that it seems to be the truth or at
least what they believe. Any of the NPCs that the
90-91 Commoner making a shady deal
players interact with should suggest a meeting with
92 Corpse or severed limb (50% chance of random pack or tool Mirabel Mallory. She can be found at the church on
kit 5% chance common magic item) the north side of the village and might be able to
93-94 Destroyed Caravan or wagon(35% chance of a trap or event) provide clarity in this matter.
95 Encounter with assassins or thugs
96-97 Guard Patrol, prisoner transport or road blockade
98 Hanging tree littered with corpses
99 Help retrieve a kidnapped NPC or stolen item 7
100 Nothing happens
time to exPLoRe  Players wishing to explore the hidden
Players can take this time to explore the village in grove must succeed on a Wisdom
depth before getting too involved in the story. A map (Survival) DC 14 before entering.
is provided for the town in Appendix A.  Any attempts to activate the grove by a
 All shops in town offer items at higher non-druid are made at disadvantage.
prices than listed; this can be used to Make an Intelligence (Religion) or
encourage roleplay. Aided by the use of Intelligence (Arcana). check of DC 15. It
Charisma skills, players can attempt to can only be activated once without
haggle for a desired price. proper restoration by a druid
 Each farm offers rations that can be
obtained with a Dexterity (Stealth) check D4 Effect
of DC 12. Success yields apples, barley, 1 Heroes Feast (trees bear fruit) 2/month
carrots, corn, onions, potatoes and wheat
at no cost to the player. 2 Fog cloud 1 mile radius for 1d4 hours 1/day
 Custom work from the blacksmith can be 3 Commune with nature in 1 mile radius 1/week
commissioned for a price of time and coin:
Simple weapons and tools require 1d4 4 Random Weather for 1d10 minutes in 1 mile radius, 2/week
days, and anything else takes 3d10 days to Once players are satisfied with their findings they
complete. Most minor repairs to armor or can move on to locate the church.
weapons can be managed in under a day.
 Laughing Helm offers a discount on meals
for those staying at the Inn (Room prices: 6 episoDe 2
silver [comfortable]/ 1 gold [wealthy]). If
players do not make prior arrangements eveRYone is a victim
there will be no rooms available by sunset. Estimated Duration: 30 minutes.
 Yawning Knight offers accommodations In this episode players will unknowingly meet the
for double the standard rates (Room true villain of the adventure. Players will find
prices: 4 gold [wealthy]/8 gold themselves manipulated during a game of cat and
[aristocratic]). mouse that begins to unfold.
 Sober Flask Inventory:
outskiRts oF town
Item Cost Stock
Without asking for directions it takes the players
Potion of… roughly half an hour to find their way to the
destination. Read to the players this description:
Healing 50gp 1d10
Animal Friendship 100gp 1d4 Suddenly, ringing bells drown out the sounds of nature as
birds scatter into the sky from the nearby trees. A large
Waterbreathing 100gp 1d4 domed tower comes into view standing atop an oversized
building. Its barren exterior is adorned with no
Resistance 300 2 decorations or divine statues, just fading paint. A massive
Speed 500 1 oak door stands guard-like as it seems to leer at ill
intending trespassers. Drawing closer the simple windows
Philter of Love 180gp 1d4 become soothing patterns of colored glass that flicker and
dance from the light. Several smaller structures and rows
Oil of Slipperiness 400gp 1 of weathered stones standing waist high are barely visible
from behind this imposing edifice.
Dust of Sneezing 400gp 1d4
Pill of Nourishment 50gp 1d6
Pill of Refreshing 50gp 1d6
8
 Inquisitive characters with a passive Any players actively looking about the room
Wisdom (Perception) of 16 or more, may for religious artifacts may do so with an Intelligence
attempt an Intelligence (History) check of (Investigation) check of DC 11. If successful they will
DC 18. A success will lead to the discovery realize there isn’t any when questioned about this
that every name encountered in the Mirabel responds “the village worships no gods.”
village is listed on these tombstones.  Gillian Castillion is actually a follower of an
Each of these grave markers is marked evil death god. Choose one that is best
with a date from 40 years ago. If the suited for the present campaign
players have already encountered the setting(pantheons are offered on pages
villain’s minions or discovered other clues 293-296 in the Player’s Handbook).
the DC is lowered to 12.
 If the villains are Gillian and Sybell Villain Motivation
Castillion, characters with a passive  Nira, Minerva and Remora: Using gullible
Wisdom (Perception) of 16 or more will adventurers or their allies (the darklings) they
also notice that several of the graves intend to clear out unwanted creatures from their
seem freshly disturbed. domain. These hags see others as no more than
expendable game pieces to be moved about the
Mirabel Mallory can be found inside near the board one play at a time.
altar finishing her prayers (see church interior map  Gillian and Sybell Castillion: The intention of these
in Appendix A for full layout). By speaking with her two is clear: offering pain and torment to a world
players can learn several things: that has betrayed them. To achieve this many
 Villagers were told that the missing more corpses will be needed to assemble a capable
people are lost to avoid a panic. [Truth: army. By taking turns playing the part of Mirabel
only heroes have been disappearing.] they have acquired many soldiers. Using the
 A small militia was sent out and never corpses of adventurers, goblins and anything else
returned. [Truth: It was heroes who left unfortunate enough to cross their path.
and never returned.]  Helati and kyri: Driven by overindulgence and ego,
 There is a bounty for goblins paying 20 they attempt to build a new lamia pride. Their
gold each.[Truth: there is no bounty it is servants, the jackelwere, continuously draw in
only bait to draw adventurers.] prey by posing as villagers in need of assistance. A
 The nearest encampment is two days dream that quickly turns into a nightmare when
travel northwest, Another small village is those taken as breeding stock become food for
three days northeast, and a larger both master and servant.
encampment is three days east. [Truth:  Kharkuk/Rikaria: Originally a game indulged for
only one is indeed goblins.] entertainment that quickly grew beyond
Most of this information is lies and subject expectations. A cultish following evolved as the
to detection with a successful Wisdom (Insight) game corrupted mortals beyond the point of
contested with Mirabel’s Charisma (Deception). redemption. With each success their numbers
Should any player succeed inform them privately of increase, a sort of madness spreading outwards
which truths if any, they may have detected . Any infecting others.
attempts to pursue the matter should be met with
desperate pleas for assistance. Remind the players on the RoaD again
how vulnerable the village is currently and that the
goblins should be dealt with immediately. A pouch At this point players can leave the village or choose to
of 1d10 gold to cover preparations will be provided stay the night at the local inn. They can also use this
with a successful Charisma (Persuasion) check of time to explore the village if they missed the earlier
DC 12. opportunities presented. Information about

9
the village and what can be discovered is available attack only if provoked. Charisma skills can used
in episode 1 of this adventure. After choosing a very effectively here to avoid combat and gather
destination new events (from the table on pages 6- information.
7) can be rolled to construct a small travel narrative Treasures: Each half-orc villager is equipped
if desired. with hide armor, buckler shield, battleaxe, a long bow
with 20 arrows and 2d10 copper. The veteran is
noRthwest equipped with chainmail, shield, +1 warpick (if slain it
Nearest of the three locations is a small becomes Warpick of Vengeance) and 2d4 silver.
encampment of 6 goblins and a goblin boss. Their
equipment is basic, scavenged from the bodies of east
dead adventurers. Hounded by constant attacks By far the most defended and diverse of the three,
from the villain’s minions for seven days they are on the eastern settlement is made up of refugees from
edge. Their forces dwindling with each assault and other locations. Their numbers include 3 orcs, 6
with so little time to rest or sleep they are becoming goblins, a goblin boss, worg mount and an ogre,
more paranoid. all of who stand on guard ready to defend
Due to the goblins heightened state players themselves from any further attacks.
wishing to sneak into the camp must succeed on a Three days east along the road, near the
Dexterity (Stealth) check with a DC of 18. Any trade route, the armed encampment clearly stands
attempts to use Charisma skills are made with out. Players can approach the encampment with a
disadvantage and a DC of 18 due to fear. Should Charisma (Persuasion) check of DC 13 without risk
characters fail with either method this encounter of being attacked.
will quickly escalate into combat. Treasures: Orcs are outfitted with hide armor,
Treasures: Each goblin wears leather armor, Greataxe, four javelins and 1d4 silver. See northwest
a small buckler shield, short sword, short bow with 20 encampment for goblins’ loot. The ogre is equipped
arrows and 1d4 copper each. The goblin boss is with hide armor, a greatclub, four javelins, and a
outfitted with hide armor, buckler shield, scimitar, single gold piece.
four javelins and 1d4 silver.

noRtheast
episoDe 3
Finding the way to this location requires three days
of travel through extremely difficult terrain. The Path to nowheRe
players as a group are tasked with traversing Estimated Duration: 30-45 minutes.
dangers and finding the correct path to the village. This episode will bring players their first real
This challenge is presented as a group check encounter with the villain’s minions. After dealing
Wisdom (Survival) or Intelligence (Nature) check of with this obstacle (or not), players will need to start
DC 14 each day of travel. Half of the group must assembling the pieces of this deadly puzzle.
succeed on this check to successfully navigate
through this dangerous thicket. haLF the BattLe
Failure on any of these daily checks will Upon arrival at their destination the players are met
result in becoming lost and require an additional with an unexpected situation; read the following
day of travel to correct course. Every two days of aloud:
travel players are required to make a Constitution On the horizon a dim orange glow refuses to give way to
save of DC12 or suffer a level of exhaustion. the all-encompassing darkness. As you draw closer, it
Any travelers who successfully reach this becomes clear that this light source is a massive, relentless
blaze. Shadowy shapes that are almost human dance
settlement will have advantage on their Wisdom amidst the flickering flames. Tormented howling screams,
(Survival) or Intelligence (Nature) checks for their pierce the silence, tearing into an uncaring night. A sweet,
return trip. This village contains 8 half-orc villagers, almost metallic scent accompanied by that of burning meat
4 commoners(children) and a veteran that will fills the air, barely overcoming the smell of excrement. The
ground is stained by some dark liquid that that sticks to
10 your feet as it soaks into the dirt.
 Kharkuk/Rikaria: Unknowingly the players
have refused an invitation of the cult by not
Offer players a moment to evaluate the situation offering themselves to Mirabel. Their death
before deciding what actions will occur. If they decide or downfall has become one of the many
to assist the encampment, their enemy will be goals of these mad zealots.
decided by the chosen villain: Should players choose not to interfere and
 Nira, Minerva and Remora: 4 Darklings, and remain hidden, the creatures will linger in the area a
a darkling elder. single day. During this time the creatures will
 Gillian and Sybell Castillion: 2 skeletons, 2 attempt to set up an ambush by hiding or shape-
zombies and a ghast. changing into the inhabitants. If they are not
 Helati and Kyri: 6 jackalwere. engaged in combat or destroyed, they will disappear
 Kharkuk/Rikaria: 6 cultist and a veteran. into the shadows at nightfall.
Once these obstacles are conquered or
bypassed the area can be explored without
Suggestions for adjusting the encounter:
interruption. If players refused to assist the
 Very Weak; Northwest – 3 goblins and goblin boss. Northeast –
inhabitants of this encampment there will be no
2 villagers and a veteran. East – ogre and a worg.
survivors. At which point only a Speak with Dead spell
 Weak: Northwest – 3 goblins and goblin boss. Northeast –
can be used to extract the following information:
veteran East - ogre
 This was not the first attack by these
 Average: Northwest – goblin boss at full health. Northeast –
unknown creatures.
veteran with 15 hp remaining. East- ogre with 20 hp remaining.
 They have been slowly driving them further
The suggestions listed above are NPCs who survived the initial attack
away from the area surrounding the
and continue combating the threats.
crossroads village. “The further we go the
 Strong: No Survivors and add +1 darkling/+1 skeleton and
less they attack us.”
zombie/+1 jackalwere/+1 apprentice wizard
 Gillian and Sybell Castillion/Helati and Kyri
 Very Strong: Add +2 darkling/+1 specter/+2 jackalwere/+2
Villain: usually the corpses of those slain
cultist and an apprentice wizard.
are taken with the minions back to
wherever they come from.
Most of these creatures are unlikely to flee even when Utilizing Intelligence (Investigation) or Wisdom
the odds are no longer in their favor. Charisma (Survival) check against a DC 12 will reveal the
(Intimidation) and Charisma (Persuasion) attempts are following:
made with disadvantage to a DC of 18. This is a pivotal  Tracks lead everywhere in the
moment in which moves are made in direct opposition encampment as if someone was searching
to the players. Each villain acts with a different for something else.
purpose:  Tracks arrive and depart in the same
 Nira, Minerva and Remora: Wish to get rid of direction: towards the crossroads village.
the players and the encampment by driving  Tracks from the creatures seemingly vanish
them off or killing them. Either option is a half mile out from the encampment,
considered a success for this hag coven. making it impossible to follow them.
 Gillian and Sybell Castillion: Always eager to  Very few of the inhabitants were
increase their army’s potential. The players unarmored or without a weapon; they were
would make great additions as soldiers if prepared for an attack.
their corpses can be attained. Upon returning to the village players will notice some
 Helati and Kyri: The jackalwere have been changes that have taken place in their absence. The
instructed to take them alive if possible for roads that were once filled with eager residents to
breeding stock. Should they resist orders to welcome visitors are now almost empty. Those who
kill have been issued and will be used as food remain appear confused, calling out to the player
instead. characters with unfamiliar names. Generate some
random

11
human names that are gender appropriate for this Guard, or at least suspicious of what really lurks
purpose. If players have already visited the beneath the surface. Those that remain oblivious
graveyard at this point, allow them an Intelligence may not survive the night ahead or perhaps it is the
(History) check with a DC 12. If successful they will perfect opportunity to end this charade.
recall these names were listed on the tombstones
earlier. Players should also be reminded by these this waY to FoReveR
NPCs that Mirabel is waiting for word of success Should players choose to accept Mirabel’s invitation
and she is not a patient woman. and visit one or both of the inns to find lodging, they
Mirabel welcomes the players warmly with will find a warm welcome from villagers who have
an eager smile wanting to hear all about their mysteriously reappeared. Food and drinks will be
successes. This cheerful facade quickly fades when offered on the house for the characters.
the players begin to speak she realizes instantly the
plan to get rid of them has failed. Players with a These are optional rules for drinking:
passive Wisdom (Perception) 14 or more may  Players may consume a number of drinks up to
attempt a Wisdom (Insight) check against her their constitution modifier. Any drinks after
Charisma (Deception) roll.[villain’s stats are require a constitution save against poison DC 13.
available in appendix B for applicable bonus]. On a  Positive effects gained from a passing saving
success it becomes obvious the she is disappointed throw last 2d4x10 minutes.
you returned alive.  Negative effects resulting from a failed saving
Allow players a chance to ask questions that throw last for [number of drinks – Constitution
Mirabel may or may not be able to answer or lie her modifier] hours.
way through. She will insist that before looking into
the matter any further they need a good nights Save Pass Fail
rest, commenting that “This probably goes much
1 +2d4 Temporary Hit points Poisoned Condition
deeper than anyone realizes”. For their service to
the town their night at the tavern and inn will be 2 Advantage on Fear Saves Incapacitated
covered in full. Condition
After exiting the church players with a
3 Advantage on Strength and Unconscious
passive Wisdom (Perception) 12 or more will notice
Charisma Checks but a Condition (Does not
numerous tracks leading in and out of the
disadvantage on Intelligence count towards a rest
graveyard. With an Intelligence (Nature) or a
and Wisdom Checks. of any type)
Wisdom (Survival) check DC 10 players can
determine the trail is no more then two or three *Proficiency bonus that would apply to hit now applies to damage
days old. These prints resemble the ones found at while Drunk but only applies with a second save or higher.
the encampment. If missed previously inquisitive
characters can now roll Intelligence (History) or Everything has a price including
Intelligence (Investigation) check with a DC of 12. overindulgence; what cost will be paid before this
Success will lead to the revelation that every name night is over? Retiring to their rooms after a
including their new names are listed on these evening of celebrating the players realize sleep will
tombstones. Each marker lists a date of death from not be so easily attained. Moments after the lights
roughly 40 years ago. go out the dream becomes a nightmare of
shattered windows and doors:
 Nira, Minerva and Remora: 4 Darklings,
episoDe 4 and a darkling elder.
 Gillian and Sybell Castillion: 2 skeletons, 2
zombies and a ghast.
haPPY enDings not incLuDeD  Helati and Kyri: 6 jackalwere.
Estimated Duration: 30 minutes.  Kharkuk/Rikaria: 6 cultist, and a veteran.
During this episode players may be alert and on
12
Players with a passive Wisdom (Perception)
D12 Event
higher then the minions Dexterity (Stealth) roll
will become aware of their presence. If the 6 Sudden drop; [ravine, riverbed, sewer] Make a dexterity
group has set up watch for the night then this saving throw DC 15 on a failed saving throw fall 1d4x5 feet.
ambush can be detected with a Wisdom Take 1d6 bludgeoning damage per 10 feet fallen and land
(Perception) check against their Dexterity prone.
(Stealth) attempt. Those unaware are surprised
7 Insect swarm; swarm makes opportunity attacks against
as minions storm into the rooms.
you (+3 to hit, 4d4 piercing damage on a hit)
If the players choose to fight and are
victorious they will gain only a moment’s 8 Floating debris; [dirt, dust, sand, ash, snow or pollen] Make a
reprieve as more minions can be heard nearby. constitution saving throw on a failed save become blinded
Offer players an opportunity to flee or a chance until the end of your turn, speed is halved.
to hide with a Dexterity (Stealth) check
9 Hunter trap; Make a dexterity saving throw DC 13 on a failed
contested by their passive Wisdom (Perception).
save you are caught. Take 1d6 piercing or slashing damage
If discovered, they will be forced to defeat
and succeed on a strength (athletics check) or speed is
another wave of minions before another
reduced to 0.
opportunity to safely escape avails itself.
Some players will choose to avoid the 10 Stampede; Make a dexterity saving throw DC 12 on a failed
Inns, refusing to trust Mirabel at this point. Even save you take 1d4 bludgeoning and 1d4 piercing damage.
if players attempt to leave or stay in the
11 Razorvine; Make a dexterity saving throw DC 14 or use 10
surrounding area minions will still pursue them.
feet of movement to avoid. On a failed save take 1d10
slashing damage.
the gReat escaPe
If the party can no longer fight and hiding fails, 12 Uneven ground; Make a dexterity (acrobatics) DC 13 to
fleeing becomes their only option. Roll 1 event navigate the area on a failed save counts as 10 feet of
per player on the following table: difficult terrain.
These results will represent obstacles that need to
D12 Event be overcome during this chase. Each player should
roll separately but an average for the party will
1 Large obstacle; [horse, cart or furniture] make a determine whether it is a failure. Players will need
dexterity (acrobatics) or strength (athletics) DC14 to achieve 3 successes to safely escape from this
to overcome. On a failed check the obstacle situation. If both parties are able to overcome the
counts as 10 feet of difficult terrain. obstacle their success negates one another. Players
2 Environmental Maze; [barrels, crates, alleys, etc.] can use spells, items or abilities to impose
make a dexterity (acrobatics) DC 13 or intelligence disadvantage on their pursuers. After escaping
check to navigate. On a failed save maze counts as players will need to relocate or risk discovery while
10 feet of difficult terrain. resting or discussing their next steps.

3 Slippery terrain; [puddles, oil, mud] make a


dexterity saving throw DC 13 on a failed save fall episoDe 5
prone.
4 Sharp turn; [corner or some other obstacle] make
no moRe BuRieD secRets
a dexterity saving throw DC 14 on a failed save Estimated Duration: 30-60 minutes.
take 1d4 bludgeoning damage. The final episode in which all the of the village
secrets are laid bare and an end for Mirabel is nigh.
5 Rough terrain; [brush] make a dexterity Will the players succeed or fail, and is this the end of
(acrobatics) or strength (athletics) DC 11. On a their story of a beginning of something greater?
failed check counts as 5 feet of difficult terrain.

13
enD oF the Line  Something big is on the horizon:
By now players will have put the puzzle together  Nira, Minerva and Remora: The time of
or made some decisions based on their metamorphosis is at hand.
experiences so far. Have they sentenced Mirabel  Gillian and Sybell Castillion: Final rituals
Mallory to death as the responsible party? Or do to increase their army with the
they suspect another is pulling the strings? Each remaining corpses are underway and
party member may come to their own conclusions will be complete in 3d4 days..
on the matter, but they must decide as a group  Helati and Kyri: Kyri is pregnant and will
how to proceed. give birth to a 4th cub soon.
If the party decides that Mirabel should be  Kharkuk/Rikaria: Their legacy has safely
held accountable for her actions. Use the results found its way to the city and being taken
from their escape to determine the difficulty of care of along with the rest of the cult.
their return. Depending on their methods  Before the night is over the heroes must be
advantage may be offered for certain actions or found and dealt with.
attacks. One example may be slaying four or more
minion groups offer advantage on all Dexterity If players fail their Dexterity (Stealth) check the
(Stealth) checks with fewer creatures to detect villain will be aware of their presence. Several
them. Will the heroes bypass the minions who groups of minions will attempt to swarm the
stand in their way or destroy them? Mirabel should players if they do not act quickly.
be their goal and wasting time or effort on
minions will be gratifying but not productive. oPtion a: the DiRect aPPRoach
At the church if players succeed on With this new information players may refuse to
a Dexterity (Stealth) check of DC 11 they can give the villain an opportunity for escape. In this
eavesdrop on the events. Here is some of what can situation players will be engaging at least one
be learned: villain at their full strength.
 Mirabel is nothing more then a guise of the Give players 5 minutes, set a timer if
villain to manipulate adventurers. necessary, in which to decide on their placement
 Nira, Minerva and Remora: A coven of 3 and first actions. Some plans may earn them
green hags that each take a turn. advantage or other favorable circumstances
 Gillian and Sybell Castillion: A pair of reward their creativity accordingly. Each of the
human twins one a death cleric the following encounters will be extremely difficult.
other a necromancer who trade off the
duty.
 Helati and Kyri: Presently the duties fall it’s a tRaP!(oPtion B)
on Halati since Kyri is pregnant. Players also have a second option of setting up a
 Kharkuk/Rikaria: Revealed to be s trap for the villain available. Characters will be
succubus/incubus using their environment, skills, items and abilities
 Trouble with the help: for this task. Encourage creativity as everything
 Nira, Minerva and Remora: The will be influenced by their actions or ideas they set
darklings are on the verge of up to deal with this encounter.
abandoning the alliance. Players are assumed to be focusing on a
 Gillian and Sybell Castillion: Even with single target waiting for an opportune moment
other demi-human corpses a new supply without minions present. Mechanics for each fight
is imminently needed due to recent including location and number of forces will be
losses. dictated by those directly involved. This story
 Helati and Kyri: Their jackalwere reaches its conclusion after this final showdown in
servants are growing restless with the ‘the end is nigh’
dwindling food supply.
 Kharkuk/Rikaria: These mad zealots 14
have outgrown the village.
the covenant BRoken attempt to flee. Players can give chase bringing an
 Nira, Minerva and Remora Direct Approach: end to this sordid tale or, let her go. Hags are
Inside the church Remora and Nira (Green Hags) infamous for their grudges may return in time for
are discussing possible solutions to their situation revenge. Once resolved proceed to the ‘The End Is
near the altar.. Their sister Minerva can be Nigh’.
detected above in the bell tower’s balcony area
that overlooks the altar. To do so requires a DeaD can Die…again
Wisdom(Perception) check DC 18 and attacks  Gillian and Sybell Castillion Direct Approach:
made against her will be with disadvantage due to Players rushing in will discover two identical female
her Invisible Passage ability. This area can be humans near the altar. With a wicked smile
reached from the rooftop door accessible by the speaking in unison they announce “Speak of the
ladder shown on the map in appendix A. devil so glad you could make it to this farewell
During combat Nira and Remora will utilize celebration.” One of them will speak up “I have
spells from their Shared Spellcasting: matters to tend to take care of them dear sister”
and attempt to leave through the nearest open
doorway. Prior to departing or being engaged in
Level Slots Spells combat, Sybell the necromancer will cast a spell.
1 4 Identify, Ray of Sickness Players wishing to discern the identity of the spell
may make an Intelligence (Arcana) check DC 13. If
2 3 Hold Person, Locate Object successful inform them it is a spell from the school
3 3 Bestow Curse, Counterspell, Lightning Bolt of necromancy known as Danse Macabre. Known
for its ability to imbue multiple remains with un-life
4 3 Phantasmal Killer, Polymorph for a short time.
5 2 Contact Other Plane, Scrying Should Gillian be chosen for departure she
will comment to her sister “I will be back for you
6 1 Eyebite later” or “don’t be long I shouldn’t get to have all
These spells may be cast while all three the fun” if she stays. If, Sybell is departing she will
members of the coven are alive and within 30 feet call over her shoulder “have fun children” or “be a
of one another. (They are spell save DC 12 + the dear and kill them my little lovelies” if she remains.
hag's Intelligence modifier, and the spell attack At the start of the first round a rotting
bonus is 4 +the hag's Intelligence modifier.) The goblin skeleton tears forth from beneath the altar.
listed spells are available to each hag but all spells Behind it four more putrid skeletons shamble up
slots are shared by the coven. into the room from the previously hidden crypt.
Once Nira or Remora is defeated Minerva, Both sisters are dangerous spellcasters that will
unable to hide any longer, announces her attempt to keep their distance during combat.
presence with a shrill cry. This will draw the Players will need to figure out a way to overcome
attention of 2 darklings who appear in any of the this handicap. Gillian and Sybell are overly
three doorways. From the balcony she will use her confident in their abilities making them likely to
innate spellcasting to attack the players. underestimate the players. This should be reflected
in combat with bold moves, gestures and mistakes.
Other considerations if the party is struggling: When combat is finally resolved will they be
 Remove the Darkling Reinforcements victorious or fail? Will they chase the sister or set up
 Replace any one of the three green hags and their shared a trap for her possible return? Players should be
spell casting with 1d4 darklings creative in their attempts to create a trap.
 If the group is very weak strength level consider using a Dropping the bell from the tower Dexterity save
single hag and 1d4 darklings. DC 15 to instantly kill whoever is beneath is
If either of the remaining two green hags are encouraged. If either sister’s body is used as bait
killed and an exit is available the survivor will the target will be at a disadvantage on their
15
Dexterity save. The bell can also be dropped of the lamia and her cubs escaping or add
during combat but unless restrained the intended additional 1d4 jackalwere. These guards will need
target may escape. to be dealt with before gaining access to the den.
The departed sibling (unaware of the Inside there is a 10 feet wide tunnel
events taking place in her absence) has taken this stretching 30 feet down into the earth before
time to check on ritual preparations. This can opening into a small cave 50 feet across and 40 feet
delay her return to the village for an optional 3d4 deep. Within are one adult lamia and 3 cubs (1d10
days. If the players wait around for her return play hp each) who are cornered with no means to
out the scene accordingly. Otherwise leave the escape. Should players kill the cubs Kyri will be
ending unclear and ominous to the sister’s actual consumed in a frenzy giving advantage on strength
fate. After deciding on each sister’s fate proceed checks and wisdom saves. Once the lamia and cubs
to ‘The End is nigh’. are dealt with continue on to ‘the end is nigh’
section.
no Rest FoR the wickeD
 Helati and Kyri Direct Approach: stRange nights
An awkward situation awaits players who barge in  Kharkuk/Rikaria Direct Apporach:
immediately. Near the altar stands Mirabel Players will discover Mirabel Mallory addressing six
Mallory calmly speaking with a fat-looking lamia. cultist with a coy smile “and there they are now the
With a loud screech the lamia flees quickly toward heroes.” The cultist will then try to swarm the
the nearest exit away from the players. Those nearest character and overwhelm them. Meanwhile
interested can make a Wisdom (Insight) check Mirabel slowly makes her way towards the exit
against a DC 14. With a success players will realize furthest from the action.
that she was pregnant and protecting her unborn If Mirabel manages to get outside she will
child by fleeing. reveal herself to be a succubus/incubus and take
The wailing cries of the fleeing creature flight. Any attack that is able to inflict 10 or more
draw the attention of two nearby jackalwere that damage in a single round will be able to bring them
come running to its aid. They will attempt to block to the ground. The creature can then be engaged in
any players who pursue giving the lamia a chance melee combat its wings broken no longer capable
to escape. In the event no players immediately of flight.
pursue they will join combat in the church From the beginning of this encounter
immediately. Mirabel will be using her illusions players will be at risk of being charmed by the
and charm abilities to confuse and turn players succubus/incubus. Randomly choose a target if it
against one another. succeeds its desire becomes clear “prove your love
This fight will seem more straight forward defeat all of them.” Should any player feel unable
then other villain options but should not be to portray this change their character can become a
underestimated. When players are finally able to temporary NPC.
subdue Mallory who is also a lamia and her The fight itself will be difficult and most
jackalwere servants. Remind them of the escaped likely result in the villain’s escape due its sheer
foe a trail can be discovered with a Wisdom overwhelming abilities. This hinderance may be
(Survival) or Intelligence (Nature) check DC 11. daunting for some others will rise to this challenge.
In her haste the lamia will be less focused However this confrontation turns out proceed to
on covering her tracks that lead to their den. Two ‘The End Is Nigh.’
jackalwere stand guard near the assumed
entrance. Should players choose to ignore this
opportunity of so few guards and rest instead.
They risk giving the lamia time to escape or
reinforcements to arrive. With a short rest add 1d4
jackalwere and a long rest there is a 50% chance
16
the enD is nigh ruler of the land? Will the town simply be left to
Most have abandoned this place after the repopulate itself in time? Can it be a
villain’s fall only a handful of enemies still linger safe haven for the victims the players keep helping
about the village: out with no where to go? Maybe bandits or some
 Nira, Minerva Remora: 2 darklings in the sober organization will move in during their absence
flask, 1 in the busted satchel and another in the trying to force their own claim. The possibilities for
yawning knight. this town and its heroes are limitless.
 Gillian and Sybell Castillion: 6 zombies or
skeletons spread out in the village.
 Helati and Kyri: 4 jackalwere are ransacking both
inns for food ravenous with hunger.
 Kharkuk/Rikaria: There is no sign of any cultists as
if they vanished into thin air.
Before departing any of the locations can be
revisited or search for any remaining undiscovered.
Here is a list of what is left behind:
1. Laughing helm: Rations, 1d4 casks of ale and
spirits, and 1d10 gold.
2. Yawning Knight: Rations, 1d6 casks of ale and
spirits, 1d4x10 gold.
3. Hallowed Furnace: stripped of all armor and
weapons players find only a set of smith’s tools
and a leatherworking kit.
4. Sober Flask: 1d6 random potions that were not
purchased previously.
5. Busted Satchel: 1d4 instruments that aren’t
broken, a random gaming set, 1d4 random tool
kits, three equipment packs(dungeoneer,
entertainer, explorer) and 1d10 gold.
6. Torn Seam: backpacks, pouches, sacks,
costumes and clothes of all varieties, a set of
weaver’s and cobbler’s tools.
7. Church and Graveyard: 3 of the smaller crypts
contain a pouch of 1d4 gemstones (worth 10gp
each), 2d6 copper, 1d8 silver, 1d4 gold and a
specter that protects its remains.
Scattered around the various residences players will
discover: large gold bracelet (250gp) brass mug with
jade inlay (250gp). silver necklace with amethyst
pendant(250gp), 2d4 x10 gold pieces and a pair of
sending stones.
The exact locations for these treasures are
determined by you the DM. Decide on the difficulty
for finding them if it will be a skill check or simply
expressing interest of going somewhere to look.
It is now up to the players if they too will
abandon this town or turn it into something more.
Will they report it to the neighboring lord or the
17
town at the
cRossRoaDs

5 7
appenDix a: maps

18
1
2 1
3 4
9
1. Laughing Helm
6 2. Yawning Knight
3. Hallowed Furnace
N
4. Sober Flask
5. Busted Satchel
6. Torn Seam
7. Church & Graveyard
8 8. Old Windmill
9. Druid Grove
ChurCh interior

Ladder to rooftop here

19
1 square = 5 feet

Bell Tower First Floor Bell Tower Top Floor


(Rooftop)
appenDix B: villains

gReen hag sYBeLL castiLLion


Medium fey, neutral evil Medium humanoid (human), lawful evil
Armor Class 17 (natural armor) Hit Points 82 (lld8 + 33) Speed 30ft. Armor Class 12 (15 with mage armor) Hit Points 56 (9d6+18) Speed 30ft.
STR 18 (+4) DEX 12 (+1) STR 11 (+0) DEX 14 (+2)
CON 16 (+3) INT 13 (+1) CON 14 (+2) INT 18 (+4)
WIS 14 (+2) CHA 14 (+2) WIS 12 (+1) CHA 17 (+3)
Skills Arcana +3, Deception +4, Perception +4, Stealth +3 Saving Throws lnt +7, Wis +4
Senses darkvision 60ft., passive Perception 14 Skills Arcana +7, Deception +6, Perception +4 History +7
Languages Common, Draconic, Sylvan Senses passive Perception 14
Challenge 3 (700 XP) Languages Common, Dwarvish, Elvish, Infernal
Amphibious. The hag can breathe air and water. Challenge 6 (2,300 XP)
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell Spellcasting. Sybell is a 9th-level spellcaster. Its spellcasting ability is
save DC 12). She can innately cast the following spells, requiring no material Intelligence (spell save DC 15, +7 to hit with spell attacks). Sybell has the
components: following wizard spells prepared:
At will: dancing lights, minor illusion, vicious mockery Cantrips (at will):.chill touch, mage hand, prestidigitation, toll the dead
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature 1st level (4 slots): detect magic, mage armor, magic missile, shield
that hears the sounds can tell they are imitations with a successful DC 14 2nd level (3 slots): suggestion
Wisdom (Insight) cheok. 3rd level (3 slots): Animate dead, counterspell, gaseous form, vampiric touch
ACTIONS 4th level (3 slots): dimension door, evard’s black tentacles, stoneskin
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) 5th level (1 slot): danse macabre
slashing damage. Special Equipment: white robes with purple highlights, Dagger,
Illusory Appearance. The hag covers herself and anything she is wearing or Spellfocus(goblin skull with black onyx embedded in the eye sockets)
carrying with a magical illusion that makes her look like another creature of ACTIONS
her general size and humanoid shape. The illusion ends if the hag takes a bonus Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60
action to end it or if she dies. The changes wrought by this effect fail to hold up ft. , one target. Hit: 4 (1d4 + 2) piercing damage.
to physical inspection. For example, the hag could appear to have smooth skin, Necromancy Savant
but someone touching her would feel her rough flesh. Otherwise, a creature Beginning at 2nd level, the gold and time you must spend to copy a
must take an action to visually inspect the illusion and succeed on a DC 20 necromancy spell into your spellbook is halved.
Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible until she attacks or casts a
Grim Harvest
spell, or until her concentration ends (as if concentrating on a spell). While At 2nd level, once per turn when you kill one or more creatures with
invisible, she leaves no physical evidence of her passage, so she can be tracked a spell of 1st level or higher, you regain hit points equal to twice the
only by magic. Any equipment she wears or carries is invisible with her spell's level, or three times its level if the spell belongs to the School
of Necromancy. You don't gain this benefit for killing constructs or
undead.
giLLian castiLLion Undead Thralls
At 6th level, you add the Animate Dead spell to your spellbook if it is
Medium humanoid (human), lawful evil
Armor Class 16 (chain shirt, shield) Hit Points 61 (9d8 + 18) Speed 30 ft. not there already. When you cast Animate Dead, you can target one
STR 13 (+1) DEX 12 (+1) additional corpse or pile of bones, creating another zombie or
CON 14 (+2) INT 13 (+1) skeleton, as appropriate.
WIS 18 (+4) CHA 16(+3) Whenever you create an undead using a necromancy spell, it has
Saving Throws Wis +7, Cha +6 additional benefits:
Skills Deception +6, Insight +7, Perception +7, Persuasion +6  The creature's hit point maximum is increased by an amount
Senses passive Perception 17
equal to your wizard level.
Languages Common,, Elvish, Infernal
Challenge 5 (1,800 XP)  The creature adds your proficiency bonus to its weapon
Spellcasting. Gillian is a 9th-level spellcaster that uses Wisdom as her damage rolls.
spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Gillian has the
following spells prepared from the cleric spell list:
Cantrips (at will): chill touch, guidance, thaumaturgy, toll the dead
1st level (4 slots): bane, cure wounds, false life, healing word, inflict wounds,
Lamia
ray of sickness Large monstrosity, chaotic evil
2nd level (3 slots): blindness/deafness, calm emotions, lesser restoration, ray Armor Class 13 (natural armor) Hit Points 97 (13d10 + 26) Speed 30ft.
of enfeeblement, spiritual weapon (spear) STR 16 (+3) DEX 13 (+1)
3rd level (3 slots): Animate dead, dispel magic, mass healing word, spirit CON 15 (+2) INT 14 (+2)
guardians, vampiric touch WIS 15 (+2) CHA 16 (+3)
4th level (3 slots): banishment, death ward, freedom of movement Skills Deception +7, Insight +4, Stealth +3
5th level (1 slot): raise dead Senses darkvision 60ft., passive Perception 12
Special Equipment: White robe with purple highlights, chain shirt, shield, flail Languages Abyssal, Common
ACTIONS
Challenge 4 (1 ,100 XP)
Flail. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 Innate Spellcasting. The lamia's innate spellcasting ability is Charisma
(1d8 + 1) bludgeoning damage.
(spell save DC 13). It can innately cast the following spells, requiring no
REAPER At 1st level, the cleric learns one necromancy cantrip of his material components.
or her choice from any spell list. When the cleric casts a At will: disguise self (any humanoid form), major image 3fday each: charm
necromancy cantrip that normally targets only one creature, the person, mirror image, scrying, suggestion 1fday: geas
spell can instead target two creatures within range and within 5 feet ACTIONS
of each other. Multiattack. The lamia makes two attacks: one with its claws and one with
Channel Divinity: Touch of Death its dagger or Intoxicating Touch.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 +
Starting at 2nd level, when you hit a creature with a melee attack, 3) slashing damage.
you can use Channel Divinity to deal extra necrotic damage to the Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 +
target. The damage equals 5 + twice your cleric level. 3) piercing damage.
Inescapable Destruction Intoxicating Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature.
Starting at 6th level, necrotic damage dealt by your cleric spells and Hit: The target is magically cursed for 1 hour. Until the curse ends, the
Channel Divinity options ignore resistance to necrotic damage.
20 target has disadvantage on Wisdom saving throws and all ability checks.
succuBus/incuBus
Medium fiend (shapechanger), neutral evil
Armor Class 15 (natural armor) Hit Points 66 (12d8 + 12) Speed 30ft., fly 60ft.
STR 8 (- 1) DEX 17 (+3)
CON 13 (+1) INT 15 (+2)
WIS 12 (+1) CHA 20 (+5)
Skills Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7 Damage
Resistances cold, fi re, lightning, poison; bludgeoning, piercing, and slashing from
nonmagical weapons
Senses darkvision 60ft., passive Perception 15
Languages Abyssal, Common, Infernal, telepathy 60ft.
Challenge 4 (1,100 XP)
Telepathic Bond. The fiend ignores the range restriction on its telepathy when
communicating with a creature it has charmed. The two don't even need to be on
the same plane of existence.
Shapechanger. The fiend can use its action to polymorph into a Small or Medium
humanoid, or back into its true form. Without wings, the fiend loses its flying
speed. Other than its size and speed, its statistics are the same in each form. Any
equipment it is wearing or carrying isn't transformed. It reverts to its true form if
it dies.
ACTIONS
Claw (Fiend Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1 d6 + 3) slashing damage.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC
15 Wisdom saving throw or be magically charmed for 1 day. The charmed target
obeys the fiend's verbal or telepathic commands. If the target suffers any harm or
receives a suicidal command, it can repeat the saving throw, ending the effect on
a success. If the target successfully saves against the effect, or if the effect on it
ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend
can have only one target charmed at a time. If it charms another, the effect on
the previous target ends.
Draining Kiss. The fiend kisses a creature charmed by it or a willing creature. The
target must make a DC 15 Constitution saving throw against this magic, taking 32
(5d10 + 5) psychic damage on a failed save, or half as much damage on a
successful one. The target's hit point maximum is reduced by an amount equal to
the damage taken. This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0.
Etherealness. The fiend magically enters the Ethereal Plane from the Material
Plane, or vice versa.

21
appenDix C: monsters
goBLin veteRan
Small humanoid (goblinoid), neutral evil Medium humanoid (any race), any alignment
Armor Class 15 (leather armor, shield) Hit Points 7 (2d6) Speed 30ft. Armor Class 18 (chainmail, shield) Hit Points 58 (9d8 + 18) Speed 30ft.
STR 8 (- 1) DEX 14 (+2) STR 18 (+4) DEX 13 (+1)
CON 10 (+0) INT 10 (+0) CON 15 (+2) INT 10 (+0)
WIS 8 (- 1) CHA 8 (-1) WIS 11 (+0) CHA 10 (+0)
Skills Stealth +6 Skills Athletics +5, Perception +2
Senses darkvision GO ft., passive Perception 9 Senses darkvision 60 ft, passive Perception 10
Languages Common, Goblin Languages any one language and orcish (usually Common)
Challenge 1/4 (50 XP) Challenge 3 (700 XP)
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus Relentless Endurance. When you are reduced to O hit points but not killed
action on each of its turns. outright. you can drop to I hit point instead. Voucan't use this feature again unti!
ACTIONS you finish a long resto
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 Savage Attacks. When you score a criticaI hit with a melee weapon attack, you
+ 2) slashing damage. can roll one of thc wcapon's damage dice one additional time and add it lo lhe
Shortbow. Ranged Weapon Attack: +4 to hit, range 80f320 ft., one target. Hit: extra damage of lhe criticaI hit.
5 (1d6 + 2) piercing damage. ACTIONS
Multiattack. The veteran makes two melee attacks.
Warpick Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5)
piercing damage.

goBLin Boss
Small humanoid (goblinoid), neutral evil
Armor Class 16 (hide armor, shield) Hit Points 21 (6d6) Speed 30ft.
STR 10 (+0) DEX 14 (+2)
oRc
CON 10 (+0) INT 10 (+0)
Medium humanoid (orc), chaotic evil
WIS 8 (-1) CHA 10 (+0)
Armor Class 13 (hide armor) Hit Points 15 (2d8 + 6) Speed 30ft.
Skills Stealth +6
STR 16 (+3) DEX 12 (+1)
Senses darkvision 60ft., passive Perception 9
CON 16 (+3) INT 7 (-2)
Languages Common, Goblin
WIS 11 (+0) CHA 10 (+0)
Challenge 1 (200 XP)
Skills Intimidation +2
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus
Senses darkvision 60ft., passive Perception 10
action on each of its turns.
Languages Common, Ore
ACTIONS
Challenge 1/2 (100 XP)
Multiattack. The goblin makes two attacks with its scimitar. The second attack
Aggressive. As a bonus action, the ore can move up to its speed toward a
has disadvantage.
hostile creature that it can see.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 +
ACTIONS
2) slashing damage.
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1 d12 +
javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120
3) slashing damage.
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30{120
REACTIONS
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Redirect Attack. When a creature the goblin can see targets it with an
attack, the goblin chooses another goblin within 5 feet of it. The two goblins
swap places, and the chosen goblin becomes the target instead.

haLF-oRc viLLageR ogRe


Large giant, chaotic evil
Medium humanoid (half-orc), any non-lawful alignment Armor Class 11 (hide armor) Hit Points 59 (7d10 + 21) Speed 40ft.
Armor Class 15 (hide armor, shield) Hit Points 13 (2d8 + 4) Speed 30ft. STR 19 (+4) DEX 8 (- 1)
STR 13 (;+1) DEX 12 (+1) CON 16 (+3) INT 5 (-3)
CON 14 (+2) INT 10 (+0) WIS 7 (- 2) CHA 7(-2)
WIS 10 (+0) CHA 10 .(:+O) Senses darkvision 60ft., passive Perception 8
Senses darkvision 60 ft, passive Perception 10 Languages Common, Giant
Languages any one language and orcish (usually Common) Challenge 2 (450 XP)
Challenge 1/8 (25 XP) ACTIONS
Relentless Endurance. When you are reduced to O hit points but not killed Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 +
outright. you can drop to I hit point instead. Voucan't use this feature again unti! 4) bludgeoning damage.
you finish a long resto javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120
Savage Attacks. When you score a criticaI hit with a melee weapon attack, you ft., one target. Hit: 11 (2d6 + 4) piercing damage.
can roll one of thc wcapon's damage dice one additional time and add it lo lhe
extra damage of lhe criticaI hit
Actions
Battleaxe. Melee Weapon Attack: +3 to hit, reach 5 ft., one' target. Hit: 4 (1d6 + 1)
slashing damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320ft., one target. Hit: 5
(1d8 + 1) piercing damage.

22
woRg skeLeton
Large monstrosity, neutral evil Medium undead, lawful evil
Armor Class 13 (natural armor) Hit Points 26 (4d10 + 4) Speed 50 ft. Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) · Speed 30 ft.
STR 16 (+3) DEX 13 (+1) STR 10 (+0) DEX 14 (+2)
CON 13 (+1) INT 7 (- 2) CON 15 (+2) INT 6 (-2)
WIS 11 (+0) CHA 8 (~1) WIS 8 (-1) CHA 5 (-3)
Skills Perception +4 Damage Vulnerabilities bludgeoning
Senses darkvision 60 ft., passive Perception 14 Damage Immunities poison
Languages Goblin, Worg Condition Immunities exhaustion, poisoned
Challenge 1/2 (100 XP) Senses darkvision 60ft., passive Perception 9
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) Languages understands all languages it knew in life but can't speak
checks that rely on hearing or smell. Challenge 1/4 (50 XP)
ACTIONS ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5
piercing damage. If the target is a creature, it must succeed on a DC 13 (1d6 + 2) piercing damage.
Strength saving throw or be knocked prone. Shortbow. Ranged Weapon Attack: +4 to hit, range 80f320 ft., one target.
A worg is an evil predator that delights in hunting and devouring creatures Hit: 5 (1d6 + 2) piercing damage. .
weaker than itself. Cunning and malevolent, worgs roam across the remote
wilderness or are raised by goblins and hobgoblins. Those creatures use worgs
as mounts, but a worg will turn on its rider if it feels mistreated or
malnourished. Worgs speak in their own language and Goblin, and a few learn to
speak Common as well.

ghast
DaRkLing Medium undead, chaotic evil
Armor Class 13 Hit Points 36 (8d8) Speed 30ft.
STR 16 (+3) DEX 17 (+3)
Small fey, chaotic neutral CON 10 (+0) INT 11 (+0)
WIS 10 (+0) CHA 8 (-1)
Armor Class 14 (teather armor) Hit Points 13 (3d6 + 3) Speed 30 ft.
Damage Resistances necrotic
STR 9 (-1) DEX 16 (+3) Damage Immunities poison
CON 12 (+l) INT 10 (+O) Condition Immunities charmed, exhaustion, poisoned
WIS 12 (+l) CHA 10 (+O) Senses darkvision 60ft., passive Perception 10
Skills Acrobatics +5, Deception +2, Perception +5, Stealth +7 Languages Common
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15 Challenge 2 (450 XP)
Languages Elvish, Sylvan Stench. Any creature that starts its turn within 5 feet of the ghast must
succeed on a DC 10 Constitution saving throw or be poisoned until the start
Challenge l /2 (100 XP) of its next turn. On a successful saving throw, the creature is immune to
Death Flash. When the darkling dies, nonmagical light flashes out the ghast's Stench for 24 hours.
from it in a 10-foot radius as its body and possessions, other than Turning Defiance. The ghast and any ghouls within 30 feet of it have
metal or magic objects, burn to ash. Any creature in that area and advantage on saving throws against effects that turn undead.
able to see the bright light must succeed on a DC 10 Constitution ACTIONS
saving throw or be blinded until the end of the creature's next turn. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 +
3) piercing damage.
Light Sensiti11ity. While in bright light, the darkling has disadvantage
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 +
on attack rolls, as well as on Wisdom (Perception) checks that rely on 3) slashing damage. If the target is a creature other than an undead, it
sight. must succeed on a DC 10 Constitution saving throw or be paralyzed for 1
ACTIONS minute. The target can repeat the saving throw at the end of each of its
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or turns, ending the effect on itself on a success.
range 20/60 ft., one target. Hit: 5 (ld4 + 3) piercing damage. If the
darkling has advantage on the attack roll, the attack deals an extra 7
(2d6) piercing damage.
ZomBie
Small or Medium Undead, neutral evil

DaRkLing eLDeR Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft.


STR 13 (+1) DEX 6 (-2)
CON 16 (+3) INT 3 (-4)
Medium fey, chaotic neutral WIS 6 (- 2) CHA 5 (- 3)
Armor Class 15 (studded leather) Hit Points 27 (5d8 + 5) Speed 30 ft. Saving Throws Wis +0
STR 13 (+l) DEX 17 (+3) Damage Immunities poison
CON 12 (+l) INT 10 (+O) Condition Immunities poisoned
WIS 14 (+2) CHA 13 (+l) Senses darkvision 60 ft., passive Perception 8
Skills Acrobatics +5, Deception +3, Perception +6, Stealth +7 Languages understands the languages it knew in life but can't speak
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16 Languages Challenge 1/4 (50 XP)
Elvish, Sylvan Undead Fortitude. If damage reduces the zombie to 0 hit points, it must
Challenge 2 (450 XP) make a Constitution saving throw with a DC of 5 +the damage taken, unless
Death Burn. When the darkling elder dies, magical light flashes out from it in a the damage is radiant or from a critical hit. On a success, the zombie drops
10-foot radius as its body and possessions, other than metal or magic objects, to 1 hit point instead.
burn to ash. Any creature in that area must make a DC 11 Constitution saving ACTIONS
throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1)
creature can see the light, is blinded until the end of its next turn. If the saving bludgeoning damage.
throw is successful, the creature takes half the damage and isn't blinded.
ACTIONS
Multiattack. The darkling elder makes two melee attacks.
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (ld6 +
3) piercing damage. If the darkling elder had advantage on the attack roll, the
attack deals an extra 10 (3d6) piercing damage.
Darkness (Recharges after a Short or Long Rest). The darkling elder casts
darkness without any components. Wisdom is its spellcasting ability. 23
sPecteR cuLtist
Medium undead, chaotic evil Medium humanoid (any race), any non-good alignment
Armor Class 12 Hit Points 22 (Sd8) Speed 0 ft. , fly 50 ft. (hover) Armor Class 12 (leather armor) Hit Points 9 (2d8) Speed 30ft.
STR 1 (- 5) DEX 14 (+2) STR 11 (+0) DEX 12 (+1)
CON 11 (+0) INT 10 (+0) CON 10 (+0) INT 10 (+0)
WIS 10 (+0) CHA 11 (+0) WIS 11 (+0) CHA 10 (+0)
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, Skills Deception +2, Religion +2
and slashing from nonmagical weapons Senses passive Perception 10
Damage Immunities necrotic, poison Languages any one language (usually Common)
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, Challenge 1/8 (25 XP)
poisoned, prone, restrained, unconscious Dark Devotion. The cultist has advantage on saving throws against being charmed
Senses darkvision 60 ft. , passive Perception 10 or frightened.
Languages understands all languages it knew in life but can't speak ACTIONS
Challenge 1 (200 XP) Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft. , one creature. Hit: 4 (1d6 + 1)
Incorporeal Movement. The specter can move through other creatures and slashing damage.
objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends
its turn inside an object.
Sunlight Sensitivity. While in sunlight, the specter has disadvantage on attack
rolls, as well as on Wisdom (Perception) checks that rely on sight.
ACTIONS
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft. , one creature. Hit: 10 (3d6)
necrotic damage. The target must succeed on a DC 10 Constitution saving aPPRentice wiZaRD
throw or its hit point maximum is reduced by an amount equal to the damage
Medium humanoid (any race). any alignment
taken. This reduction lasts until the creature finishes a long rest. The target
Armor Class 10 Hit Points 9 (2d8) Speed 30 ft.
dies if this effect reduces its hit point maximum to 0.
STR 10 (+O) DEX 10 (+O)
CON 10 (+O) INT 14 (+2)
WIS 10 (+O) CHA 11 (+0)
Skills Arcana +4, History +4
Senses passive Perception 10
Languages any one language (usually Common)
jackaLweRe Challenge 1/4 (50 XP)
Spellcasting. The apprentice is a 1st-level spellcaster. Its spellcasting ability is
Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following
Medium humanoid (shapechanger),chaotic evil wizard spells prepared:
Armor Class 12 Hit Points 18 (4d8) Speed 40ft. Cantrips (at will): fire bolt, mending, prestidigitation
STR 11 (+0) DEX 15 (+2) 1st level (2 slots): burning hands, disguise self. shield
CON 11 (+0) INT 13 (+1) ACTIONS
WIS 11 (+0) CHA 10 (+0) Dagger. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft.,
Skills Deception +4, Perception +2, Stealth +4 one target. Hit: 2 (ld4) piercing damage.
Immunities bludgeoning, piercing, and slashing damage from non magical
weapons that aren't silvered
Senses passive Perception 12
Languages Common (can't speak in jackal form)
Challenge 1/2 (100 XP)
Shapechanger. The jackalwere can use its action to polymorph into a specific
Medium human or a jackal-humanoid hybrid, or back into its true form (that of
a Small jackal). Other than its size, its statistics are the same in each form.
veteRan
Any equipment it is wearing or carrying isn't transformed. It reverts to its true Medium humanoid (any race), any alignment
form if it dies. Armor Class 18 (chainmail, shield) Hit Points 58 (9d8 + 18) Speed 30ft.
Keen Hearing and Smell. The jackalwere has advantage on Wisdom STR 18 (+4) DEX 13 (+1)
(Perception) checks that rely on hearing or smell. CON 15 (+2) INT 10 (+0)
Pack Tactics. The jackalwere has advantage on an attack roll against a WIS 11 (+0) CHA 10 (+0)
creature if at least one of the jackalwere's allies is within 5 feet of the Skills Athletics +5, Perception +2
creature and the ally isn't incapacitated. Senses passive Perception 12
ACTIONS Languages any one language (usually Common)
Bite (jackal or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., Challenge 3 (700 XP)
one target. Hit: 4 (1d4 + 2) piercing damage . ACTIONS
Scimitar (Human or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 Multiattack. The veteran makes two melee attacks.
ft., one target. Hit: 5 (ld6 + 2) slashing damage. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 +
(see reverse side for more attacks) 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.
Sleep Gaze. The jackalwere gazes at one creature it can see within 30 feet of Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one
it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target. Hit: 5 (1d10) piercing damage.
target succumbs to a magical slumber, falling unconscious for 10 minutes or
until someone uses an action to shake the target awake. A creature that
successfully saves against the effect is immune to this jackalwere's gaze for
the next 24 hours. Undead and creatures immune to being charmed aren't
affected by it

24
appenDix D: magiC items

senDing stones
Wondrous item, uncommon

Sending stones come in pairs, with each smooth stone carved to


match the other so the pairing is easily recognized. While you
touch one stone, you can use an action to cast the sending spell
from it. The target is the bearer of the other stone. If no
creature bears the other stone, you know that fact as soon as
you use the stone and don't cast the spell. Once sending is cast
through the stones, they can't be used again until the next dawn.
If one of the stones in a pair is destroyed, the other one
becomes nonmagical.

waRPick oF vengeance
Weapon(warpick), uncommon (requires attunement).·
You gain a +1 bonus to attack and damage rolls made with this
magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit.
Becoming attuned to it extends the cu:-: to you. As long as you
remain cursed, you are unwilli-~ to part with the sword, keeping
it on your person at all times. While attuned to this weapon, you
have disadvantage on attack rolls made with weapons othethan
this one. In addition, while the sword is on your person, you
must succeed on a DC 15 Wisdom saving throw whenever you
take damage in combat. On a failed sa,-you must attack the
creature that damaged you until you drop to 0 hit points or it
does, or until you can't reach the creature to make a melee
attack against it. You can break the curse in the usual ways.
Alternatively, casting banishment on the sword forces the
vengeful spirit to leave it. The sword then becomes a +1 weapon
with no other properties.

25

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