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Maelok

Growing up, Maelok always knew there was something dodgy about how his father made a living.
Perhaps it was the late nights, and late mornings that tipped him off, or maybe it was the extravagant
presents followed by months of long dry spells of deep famine. While other families were able to
maintain their existence with honest work for honest reward, Maelok’s father, Brandelier Gentry,
looked down upon them with a spit and a curse in his breath. To him, they were already dead. While he
wasn’t old, he was far older than his wife who he met while she was a “waitress” at a high-end brothel
called The Lavish Chateau, in the port city of Nicodranus. Maelok’s mom, while fifteen years younger
than your father, seamed to love him and worked hard to raise Maelok along the straight and narrow,
despite his father’s proclivities. HE were born in Nicodranus, and for the first seven years of your life,
from what you can remember you lived as normal children do, laughing and playing in the streets of the
city with other children of different races and from different classes.

All that changed, just before his eighth birthday, when his father came bursting through the door of his
bedroom at three o’clock in the morning and told him to pack his stuff because the family was leaving
tonight. Bewildered Maelok gathered everything he could. His mother, Dorvonika, packed all she could,
and he grabbed a stuffed kraken he called Sam and put him into the back of a cart. That night the city of
Nicodranus disappeared into the night, and he has not been back there since.

His family travelled for three days and nights and finally arrived at his destination, the city of Othe.
Established around 410 PD by the Ki'Nau as a shamanistic site for meditation and medicinal ritual, the
location expanded into the village of Othe when Marquesian explorers discovered t

he unique properties of the Othemoor and the flora it sustains. Othe is the smallest of the coastal Clovis
Concord domains, and the local leaders are generally left to their own devices. This makes the social
environment of Othe extremely insular and less hospitable to outsiders who don't go out of their way to
engage with the locals.

Brandelier paid for the families new home in gold,. And never used the sir-name Gentry again. Maelok
was sent to study at the Temple of Zehir, the Cloaked Serpent. However Maelok always felt like an
outsider in the temple. He listened to the stories of Zahir, but there was something about the creature’s
evil nature he simply could not embrace. He was also treated like an outsider by the other children of
the temple, and often their mischief saw Maelok on the other side of the lash. This went on for years,
and as his training got broader he was taught of the seven realms beyond the ether that have existed
since the beginning of time. He was told stories of fey creatures such as Puck the trickster, Thor the
Lord of Thunder (watch out for his fingers, they make sparkles.), and his favorite Lady Luck herself, the
goddess Tymora. In secret you used all his free time researching her mythos. And as the years went by,
he learned all there was to learn about her house, except for where her temple resided on this plane.
Legend has it when the Moons of Exandria are in alignment she will visit her temple and make her
presence known. There are secret sects in these lands devoted to her worship, but since the Calamity,
they have been driven underground.

The night before Maelok’s endoctrination as an acolyte of Zehir, he tore of his vestments and rejected
his faith, as he simply could not put his life in the hands of a power that would have him “Kill slowly.
Agonizingly. Or worse, make them enjoy it.”
So, he fled from the temple and went home to face his father. Often his father would speak of the
strings it took for him to get Maelok enrolled in the Temple of Zehir, so he knew his wrath would be
swift. But when he arrived home, home he found his father crying over the body of his mother cold and
lifeless, and on the flood a bloodied dagger. Turning to Maelok, he thrust the dagger into his hands
along with the purse of gold he always carried on his belt.

“Maelok, you have to run.” He said as he gathered a few more things from around the room.

“But mother…” He hardly knew what to say.

“I didn’t kill her. I came in and found her there.”

“So that’s what we’ll tell the The Marquis.”

“No that’s what I will tell The Marquis. You need to run.”

“Why?”

“Because the people who did this will be coming for you in order to get to me.”

After a brief argument back and forth it was decided that Maelok should go to the Plumbgroves Pillar
south of the Othemoor, a spot his father pointed out to him as they passed it on the way to Othe low
those many years ago.

As he made his way to the road, out of town, Maelok turned back and was going to abandon this plan,
and figure out what was going on, but a voice calmed him.

“No little one this is not where your story ends, this is where it begins.”

“But my father…”

“Has is own path to take.”

“But my mother…”

“Is at peace.”

“And I….”

“Will be protected by my light, if you would be…my Herald.” She

“Tell the people of your land that I am come to walk amongst them.”

“I….I’m not a very good at following.”

“I have enough followers dear, what I need is a partner.”


“And if I do will you tell me who killed my mother?”

“In time. Now go and prepare for my coming, and take this, it will aid you on your journey.” Was her
reply. And he snapped back to the world from this dream like state he found himself in, and hovering
before his eyes was a gold coin. On one side the face of Tymora and the other side her symbol. As he
reached out to grab if he felt her hand on his cheek and her power surge through him.

He waited for a day and a night at the plumgroves, but his Father never showed. Finally he made his
way onto a scooner from the port city of Feolin on its way to fish the seas outside of Rumblecusp. Then
after they were filled with fish, the plan was to sail into Nicodranus to unload. Maelok wanted to return
to see what information he could gather as to why his father fled in the first place. Something
Brandelier never spoke about. But on the second night a huge storm raged tossing the scooner about,
and eventually capsizing in. Thrown overboard, he barley managed to grab his belongings and with
Tymora’s coin in hand, Maelok was thrust into the see.

After washing up on shore lucky to be alive, he was found by the people of the Vo village. They took him
in and nursed him back to health. After a few days, he came to like the island’s way, and thoughts of his
father and mother left him, replaced with nights of eating displacer beast meat caught by the village
hunting groups and sipping on honey wine distilled by a dwarf and served by a small raven headed
creature. Maelok would raise his glass to him and say, “This is good.” And he would reply, “Is good.”
He was a strange little fellow.

Tales were told about the God Vokodo who provided the bounty and, once in a while, tithings would
have to be presented to him. All Maelok had to offer was a purse of gold and Tymora’s coin. Little by
little he offered the gold, but never the coin because in his heart you knew that was special.

Once in a while through the fog, she would come to him, and say, “Rest for now, there is no hurry, but
this is not your fate. Be bold and I will smile upon you.”

Two years after Maelok’s arrival, a strange band of adventurers happened upon the island, and defeated
the false idol Vokodo, thus breaking the fog that was clouding your mind. Their Magician Caleb
recognized your coin as The Coin of Good Fortune, and he showed you how to use it. They transported
you to the road just outside of Trostenwald.
VARO

Varo began his life in the mountain city of Grimgolir   Like every Dwarven child he learned to play within
the caverns and mine shafts of his home in the Dunrock mountains.  He listened intently to the stories
his elders told about the Calamity and how the dwarven clan of Grimgol that once helped hold the
center of the Ashkeeper Peaks that were nearly wiped out.  The surviving families and warriors
burrowed deep beneath the surface of WIldemount to wait out the chaos. Collapsing nearly every
established tunnel used in the wars above, the clan found themselves cut off from the rest of
Wildemount. For centuries, the dwarves of Clan Grimgol endured the darkness alone, defending against
the dregs of the Betrayer Gods’ forces and adapting themselves into a hardy and stalwart people. Half-
remembered tales and myths of their forgotten history, mingled with worship of Moradin, began to stir
an eagerness to return to their ancestral home and build anew. With new purpose, they carved their
way back toward the surface, only to find the mountains of their home reduced to dust and pebbles.
Not easily dissuaded, the dwarves returned to the surface for the first time in generations, finding the
once-ruined world now recovering with renewed life and color. The resilient clan made their way north
along the Brokenveil Bluffs and found a massive mountain to house their new city. They built their
stronghold into this monolith among the Dunrock Mountains, and gave their new home the name of
Grimgolir. When the time came for Varo to stop playing and start working,  his father choose fo him to
work for Bargole the brewer.  Despite his objections, he listened to his father and went to work for the
brewer. During this apprenticeship he was shown the process of distilling spirits.   Bargole, was a dwarf
of immense faith and he insisted that they start each day by praying to Moradin his deity.  He spoke of
this deity day and night and would always wind spiritual lessons in with lessons about yeasts, sugar., and
distillation For years his clan lived independent of the rule of the Dwendellian empire.  Which is why
there was shock in the city when it was decreed by the elders of the clan that the Dwendellian empire
was assimilating the whole of the Dunrock Mountains into its fold.  Varo’s father, Bargstone , who was
one of the elders in the clan was opposed to the “merger” as he believed it would lead to exploitation of
their labors.  The more he spoke out about the annexation of their homelands the more he came to
believe that a dark force led to the Treaty of Dunrock.  He decided to take a trip to Rexxendtrum, the
Dwendellian capitol to see if he could find out more about this deal.  Before he left, he called Varo into
his bed chamber, and sat him down. Looking at him solomly he spoke, "Varo, I know you have always
felt disheartened by the fact that I chose for you to work with Bargole, but you honored me by doing as I
demanded, and i demanded it for a reason. I knew Bargole would add the knowledge of our god in with
his lessons, and you would come to know the truth of our faith, better than if I had chosen to set you to
work at the forge." His father was right, he learned as much about their faith as he did about hops and
barley. And while he longed for the forge, he came to appreciate the nuance involved in crafting spirits.
His father removed the belt Varo had seen around his waist for his entire life. As he grew up he would
gauge his growth by it. As a child you looked up at it and his father sprouted forth from it majestically.
Then as he grew it went from that to eye level, to this day when he had to look down to see it. He
removed the belt and handed it to Varo. Instantly his father seamed older, and less refined and less
majestic as he had. "This belt is my legacy to you, Wear it always and you will always be in command of
a situation. I am going to find out why the Jackenapes in this clan all of a sudden want to align us with
the Empire. While I am gone, I have arranged it that you should start learning the ways of the forge.
When I return I want you to be able to make me one of those chairs that rocks back and forth. OK?"
Before he finished Varo jumped up and wrapped his arms around his father and embraced him for a bit
too long. Three years went by and Varo''s father had yet to return. In that time many strange events
happened in the mines. Strange creatures had been spotted and then they would disappear. Seeing as
these events were occurring more often, and your father's absence was concerning to the elders, a party
of adventures were assembled to go to find out what happened to him.  Though he was forbidden, by
his mother Yerasha, from going with them, he hid in the back of one of the carts they had loaded with
supplied.  On the second night of travel, however he was discovered and told to return to Grimgolir. 
Ranacore the fighter, was chosen to escort him back but on the way home,  they were attacked by a
band of marauders.  Ranacore was slain, and Varo was taken prisoner.  Varo was sent to work on a
pirate ship known as The Iron Angel.  It was here that he found his faith in Moradin blossom.  There was
one other dwarf on the ship, his name was Iogo.  Iago was from a strange place known as the
Underdark.  He taught Varo their ways and language and he learned from Varo a strange and
uncommon language known as Celestial that Varo was taught by his mother.  After two years at sea,
Varo saw many things and had several adventures during which he honed his skills not only as a fighter
but also a healer and a channeler of Moradin.  And though he longed for escape, he knew after this, he
could not return to his life in a mountain, brewing ale, and whiskey.  He prayed for divine intervention
and it came in the form of a massive storm that tossed the Iron Angel like a leaf in a tempest, and he
was thrown overboard only to wash ashore onto an unknown island somewhere off the Menagerie
Coast.  He was rescued by what he thought was the native people of the island and taken to a village
they called Vo.  As the first few days went by he talked about his home town and his family, and his need
to return there to find out what happened to his father, but then after a while, he said less and less
about it, until eventually it went out of his mind and the details of his past became a blur.  That was
three years before a band of adventures known as The Mighty Nein came to the island and killed the
Abyssal creature known to the villager as the god Vokodo, who had been responsible for erasing their
memory.  Once vanquished, the villagers regained their identities, and with the help of The Mighty
Nein’s magic they were teleported a few miles outside of the city of Trostenwald in the Dwendellian
Empire. Considering the world Varo came from, and the world he is being thrust into, should he trust
the people he came to know in the village?  He knows who they were since Vokodo took their
memories, but not who they are now.  And how much of his past should he reveal.  His father felt there
was strong magic at play with the swaying of the Elders of Grimgolir any one of them could have ties to
it.
ZAKRIT

Zakrit, like most Tortles began his life as a part of a clutch of four eggs. His father Lokrit and
Wykrit nearing the end of their life-cycle, had the clutch in the comfort of their underground home on
the Menagerie Coast on the continent of Wildemount. They themselves had not traveled more than 2
miles in any direction, which is unusual for a race that lives by the idea that home is where the shell is,
but the sea was plentiful near their den and they never found the need to travel. As a matter of fact,
Lokrit, Zakrit’s father always remark, “A shell is a shell, this is a home.” Whenever he was asked by his
wife Wykrit if he felt he “settled” for her. She had a birth defect which manifested itself in having one
leg much shorter than the other. In darker times she would never have made it past her first birthday,
but in the more progressive times of 796 PD, she was cared for by her brother Nigron. Wykrit’s birth
name was Wyunit which loosely translates to Runt of the clutch, a name she always despised so after
becoming pair bonded with Lokrit she changed it to Wykrit, another unusual thing for Tortles to do as
they do not use Surnames.

As the four brothers were born Lokrit decided to name them based on the time they emerged
from the egg. Za, means first in their language, hence the first born was Zakrit, followed by Fekrit,
Nukrit and Jakrit second, third and fourth accordingly. As the brothers grew, Zakrit alone realized he
was not made for a life of such a limited scope. the gem trade was the family business, specifically pearls
and the odd ruby and Emerald which could be found among the wreckage of ships which found
themselves smashed upon the rocks near their home.

One day, the family while out on an expedition for treasure were surprised at the sea's edge by
a band of marauding barbarians from the north. They were specifically hunting for Tortle shells, which
are fabled to be magical in nature. This you know to be untrue. Your mother, father and brother Fekrit
were killed in the incursion. While you were taught some basic fighting moves by your Father, the ocean
is, as you know, a dangerous place to be, you were all to aware that you were out matched by this party.
As the realization hit you, your mother, with a look of sadness and desperation in her eyes, removed a
neckless she always wore around her neck, spinning it around her staff, she let it fly, and with the
momentum built it was able to cover the 40 feet between you and her and you catch it. Before you
could move towards her in an attempt to defend her, she held up a hand and shouted to you,

"Son, go. don't let them take you, I’ll be fine. Meet us at the..."

Her final instructions died in her throat as a long spear pierced her neck and the light in her eyes
went grey. The final blow was sent home by a large barbarian with shoulder length black hair, and a long
wiry beard the ends of which were twisted together and held in place by red beads.. As he turns his gaze
to you, you notice his left eye is not normal, rather in its place was a golden orb of some sort.

With that you turned and fled into the ocean. After getting about 60 feet into the surf, your
head broke the water long enough to see your other two brothers Nukrit, and Jakrit being lead away in
shackles. To what end they met you do not know.

Eventually, emaciated and on the vurge of death, Zakrit washed up on an island where he was
cared for by the people of the village of VO. This was a commune of sort made up largely of left-overs
and ship wreck victims. He was told that as a new member of the village he would have to give a
tribute. The only thing he had to give was the necklace given to him by his mom. He was told to speak
to another new member of the village, Covid.

“Hi, I’m new to the village, I understand you can make a copy of this.” He said holding you the necklace
in his green scaly hand.

“Copy of this.” The Kenku repleated. (A word fashioned from the words replied and repeated created to
describe the odd way Kenku speak)

“yes, this.”

“This”

“Can you copy this?”

“Can copy this.” The Kenku repleated once again.

“Can you copy this, Yes or No.?” Zakrit getting frustrated as he had never had any dealings with this
strange species before.

“Copy this, yes.” And the Kenku set about his task. After a while Zakrit was told the story of how the
Kenku race came to have such a strange speech impediment, and after a while Zakrit and Covid became
friends.

Oddly enough, a few days later, you came to, only to find your memory while it was not gone it had
been altered. You could remember who you were and where you came from, but the desire you had to
find your brothers, and avenge your mother’s death were gone. Replaced with a desire to serve the
islands deity Vokodo, Your ability to dive and find pearls was extremely useful to the tribe as tribute had
to be made often to the hungry fire god. While there Zakrit was taken under the wing of Saccitelo, a
monk who, though she could not remember where she had gotten her training was a high level monk .

Three years after your arrival, a strange band of adventurers happened upon the island, and
defeated the false idol Vokodo, thus breaking the fog that was clouding your mind. Their Magician
Caleb recognized the necklace as Foucault’s Pendulum, and he showed you how to use it. They
transported you to Trostenwald.
Felix Pickles

Felix Pickles came from a long line of Grinners. From his great grand father to his father all had
the gift of music in their soul. So it was a disappointment when Felix couldn’t so much as squeak out a
tune let alone play an instrument. His father kept saying he would find his way, and by presenting
Young Felix with instrument after instrument he hoped to find your way in the grinner lifestyle. Night
after night he sat around listening to the stories woven in the lyric by his family and their friends. And
while he could recite the words, when it came to the timber and melody he was lost.

One day while wondering the hills above Port Denali he came upon a brood of Kenku and their parents.
He wondered at their ability to mimic the sounds around them, and he wished if only he could do that
he would be able to make his father proud. While watching them an elderly man came up and said,

“Interesting breed aren’t they?”

“They are.” He replied.

“So useful. But so flawed.”

“Flawed? How.”

“No way to think for themselves. No way to make decisions on their own. No ability to improvise. They
can repeat things sure, and that is useful, but the ability to think on you feet that is a gift.”

“I guess, but how great it would be for me to be able to do what they do.” He said as he turned back to
the family.

It is the last thing he would say in the halfling form he had always knew. When he awoke, all he knew
was…His name was Covid.

Covid knows very little of his parentage. He was hatched, so he was told, by a warlock he came to know
as Master Eldrok the Grey. He was given the name Covid which in the dark elves language means,
messenger, and he was given the number nineteen as he was the nineteenth messenger hatched by the
warlock towards his dark purposes. He was trained by the warlock who, after years of working with
Kenku came to not be able to stand the incessant repetition inherent with the species, so he muzzled
Covid-19 and only removed the muzzle before sending him on missions. The missions consisted mostly
of traveling to the spying on the court of The Bright Queen, and returning to repeat the conversations he
heard.

The fact that Covid spent a fair amount of his time muzzled, has contributed in a stunting of his mimicry.
So he has a tendency to switching words around. One day when he returned from a recon mission to
find out the time in which a very important delivery of one of the realms artifacts was going to be made.
Instead of repeating,

“We will make the drop on the fourth day of the third month” He recited “We will make the drop on the
third day of the fourth month.” And as a result, a huge opportunity was missed by Eldrok. When he
realized the mimics error, he flew into a rage, and banished the young Kenku to an island in the
menagerie coast. Little did Eldrok know, that in his spare time, Covid would ferret away scrolls which he
delighted in making copies of. Being robbed of his ability to verbally mimic, his ability to copy scrolls and
object became more acute. At the time of the banishment he had a powerful scroll in his possession
that the Drow elf needs to complete the dark ritual he is trying to assemble the components of, and
though Covid does not know what this ritual will do, he got the impression that it will unleash a horrible
evil into the world.

When Covid appeared on the island, and was found by the villagers of VO, none to soon as he was
almost in the jaws of a rather large displacer beast, he found communicating with the tribe very
difficult. And as a few days passed, he also found it difficult to remember how he had gotten to the
island, or even where he had come from in the first place. Now, in the village of VO there was very little
need for his specific skill set, as there was very little intrigue to spy on. Most days in the village were
spent in hunting for food, and gathering water. The Volcano deity Vokodo, however required tribute,
and as the resources of the island were sparse, it became harder and harder to find worthy tributes to
satiate him. That is where Covid came in, He was able to take the pearls, and fossils, and sea polished
rocks and, once a thing was described to him, he could fashion these components into a perfect replica
of the thing described, for instance he once took coconut husks, a black pearl and a set of sharks teeth
into the spitting image of a necklace of prayer beads.

One day, he was approached by a desperate Tortle named Zakrit who upon finding out that Vokodo
would require him, a new member of the village, to give a tribute. The only thing he had to offer was a
jade necklace given to him by his mother. Covid quickly made a perfect replica of the necklace using
various bits and pieces he had amassed in his makeshift island workshop. It was enough to satiate the
deity, and after that, they became fast friends.

When Vokodo was revealed as a fraud and defeated at the hands of an adventuring party known as, The
Mighty Nein, Covid’s memory was returned to him. He remembered the scroll, the dark ritual and the
evil drow that banished him to this place three years prior. Though he has not been visited by this figure
yet, he knows it is just a matter of time before Eldrok the Grey realizes he is missing the valuable scroll,
and he will come after him. So, when he was given a choice of leaving the island with the help of the
mighty Nein’s teleportation ability or to stay on the island he chose to leave along with about half of the
villagers including the young tortle Zakrit.

Tarkrelion was born in the city of Rexxantrum, and there is no easy way to say this, his mother, Yzaila
was raped by Orcs when she was sold into slavery by her drug addicted father. During her captivity
however she was befriended by one of the Orcs a kind creature named Tarkus. He eventually felt such
pity on her he freed her and lead her back through the woods to the city of Hupperdook. Though she
knew the child would be ridiculed and shunned by society, she brought it to term, and named him Tark
after her liberator.

He grew up in the fringe of society, poor and alone. As long as he could remember he stole and looted
to provide for him and his mother. One day he slipped into the back door of the local blacksmith, and
was caught stealing some bread from the cupboard. The blacksmith a large burly man named Rellion
Janx ii. He dragged him to his mother’s home, but before he could admonish her for the actions of her
son, he looked around their poultry hovel, and took pity on them both. He decided to allow Tark to
apprentice for him and slowly over time, he fell in love with Yzalia. It was decided that Tark would take
the name Tarkrelion Janx III and he was sent to study in the temple of Kord the storm lord. The priests
there greeted him with mixed feelings. Some looked at him as an abomination, but the leader of the
temple, Bishop Myriel stood up on his behalf, pointing out that his heritage gives him the strength that
celebrates Korg’s nature. And this was true. Tarkrellion was the strongest in his class. He also excelled
in research as well. His mother helped him with his studies and would show him how to temper his rage
with patience and meditation.

In off season, he worked for his father, at the forge. His father was a gifted craftsman, and he was
known to make some of the best locks, and holding devises in the lands. He was commissioned for the
Empire to make all sorts of contraptions, one of which was a Chastity belt for King Dwnedell’s first
daughter Lorelei. Lorelei was a playful, teasing, nymphomaniac. In order to make the belt, he needed
to get measurements from the princess. The king refused to have Rellion Janx II take the measurements
because it would require him to see his daughter naked and he was afraid that she would give himself to
him, and produce an off spring. It was not her chastity that worried the King, she had lost that long ago,
it was her offspring that he feared would not be of noble birth.

Since Tark was a half bread he was therefore sterile, he was sent to the kingdom to take the
measurements. The princess was a flirtatious minx, but Tark remained vigilant and stuck to his duty,
but, he got the measurements and returned to his father. The belt was made, and the only known key
was given to Kind Dwelldian. And nothing more was said about it, until one year later when the princess
turned up pregnant. Since the King never let the key out of his sight, he immediately blamed Relion Janx
II accusing him of breaking into the castle, unlocking the belt with a duplicate of the key and raping his
delicate flower Lorelei. Coincidentally he had gone on a mission to Rexxentrum a month prior to sell
some of his over stock. The name of Princess Lorelei was stricken from every scroll and tablet, and
muttering her name alone was considered a crime against the empire. As far as Tark was aware, his
father was not executed, but is rotting away in the dungeon under the castle. When he returned to the
temple to speak to your spiritual guide, Myriel, he informed Tark that he and his mother were in grave
danger, and it would be only a matter of time before the king would send assassins to dispatch you both.
It was decided that in the morning you and your mother would flee the city and never return. You
Packed your things, and went to sleep, but in the morning, you woke up un a beach being looked after
by the people of the VO village.

The road to Trostenwald.

As you approach a bend in the road, you hear two heavy deep voices arguing back and
forth. The closer you get the clearer the words can be heard.

ENCOUNTER DESCRIPTION
Two Goblins, Two Goblin Archers and a Goblin Boss.

This is an ambush set up by the goblins to lure unsuspecting travelers into their trap. They
pretend to be broken down and arguing, buy in reality there are two goblin archers in the
high ground ready to unleash their arrows when the party comes into view. If the party
suspects the ambush and collectively score over 15 on a group perception check then they
will see the top of the goblin's bow. If they don't then they will continue to here the arguing
getting louder the closer they are getting. Moe - "You said you checked this cart before we
left." Larry - "I checked it." Moe - "Oh you did? Look at the rot on this axle. You didn't see
that?" Larry - "I did not." Moe - "Then you didn't check it, cause if you did you would have
seen it." Larry - "You know you sound just like my father. You know he's the reason I ran
away and joined this clan in the first place. Always with the eeep beeep beeep beeeep this
and the beeeeep beeeep beeep that." Moe - "I do't sound like that" Larry - "Anyway I
thought it would last." Moe - "So you did see it." LArry - "What?" Moe - "The.... never mind
help me find a log we can use to fix this." AS you hear them argue in the distance what do
you so.

If the party approaches then one arrow attack is made from the goblins on the left side of
the road. This will continue for three rounds and the goblin will then rush the party. If the
party makes a move around the road to try and get the high road the goblins will send a
volley of arrows at the party and alert the two in the road who will run to the fight. Only
when one of the goblins falls the Goblin Boss will rush into the frey and start with an arrow
attack first and then a spear attack. If the tide of battle turns, the Goblin Boss will double
dash out of range if he can. While the players are routing through the cart,

TREASURE & REWARDS


Once defeated a search of the goblins yields ten silver pieces and a rolled up parchment
which is a Map or Trostenwald. The goblin Boss has on his person an additional 6 Gold
pieces and four silver.

Covid gets a message from a familiar voice, To Covid From Elrock The Grey - [There you
are little Mimic. Next time I vanquish someone I'll be sure to search them. You have
something I need Bring it to me.] Covid can respond to this message in 25 words.

The Nestled Nook Inn.


SHORT SUMMARY
Upon walking into the Inn the lead party member bumps into a stunning looking red head,
her crimson locks flow over her shoulders and onto her cleavage which is pressed together
and billowing out of her bone white corset. A long green dress seams to spring from her
shoulders and envelope her form as if flows around her bodice.

ENCOUNTER DESCRIPTION
She stops and hops back on her heals a bit with a giggle. French Accent "Excuse me sir, for I
am usually not so forward as to have my well how should I say, my decelotache, pressed so
closely with another without even having been introduced." "I am Valaria De Chaney,, and
you are?" Glad to make your acquaintence, My brother and I are performing tonight at the
main stage do come and see me, I mean us, and then maybe afterwords we will away to
lands unknown." She bows slightly, and goes on her way. You see as clearly beguiled men
are fogging up the glass of the tavern looking after her. She is a Succubus, and her brother
Chartiran De Chaney is an Incubus, they are actually a well known act known as "Le De
Chaney Fantatiks." As you walk in the bar, You are faced with the sight of a large silver back
ape on a stool wearing a vest. He looks you over and says No magic, no weapons, and ,
looking at the Tortle and the Kenku no.... Turk finished the sentence, Monkey business?
"You and I gonna have a problem?" No I'm just fucking with you, we're cool. You here the
gruff voice of the bar maid shout out, "Stop steaming up the glass you perv's, I'm the one
who has to clean that glass." "I'll clean it later Yorda." "You say that now Crin, but come four
in the morning you're usually passed out in a puddle of your own sick." Yorda: A 40-
something-year-old woman who is the tavern-keeper, rents out the rooms and seems to
manage the inn. She had shoulder length blonde hair and weathered skin. under her
breath, "Oh lord this festival brings out all kinds don it? What can I get you.......boys I
guess?" Adelaine: A redhead barmaid who rushed from table to table taking orders and
going to and from the back kitchen to get meals for customers. She is much more
accomidating than Yorda. If you ask for a room, you will be told that because of the festival
they are full up, but you are free to head over to the Blackwater Pastures they got the
bolwevil there, destroyed their crops, so they are renting rooms, if you can call them that
during the festival. As you sit and drink putting together plans for the evening, you
overhear a conversation. An old man, - "I'm telling you, they didn;t get the best bits." The
seaming leader of a band of adventurers, "The place was picked clean old man." Old man
"oh yeah well then where's Uk'otoa's Flask? huh and the Bowl of replenishment?
Jehosephat, i'm telling you they went for the heart, but left the rest to rot." "So why don;t
you go get em'" "I would, It'd be easy pickings, now the place it clear. but I got that gout."
"Bugger off, call us when you got a job with meat still on the bones." And as the five
brigands they stand up. On the way out one of the band walks up to Covid, looks down at
him and sais, "What iz you?" If he is engaged, then he ends with, "If you want to finish this,
then we can do in the Pit. come and find me Ya." The old man Krin MacGuer talks about the
temple to Uk'otoa which was raided last month and cleared out, and while they were
successful in terminating the renegade temple, they failed to retrieve the temple's two
most valuable assets. There was a Water weird in the temple that when the tank is
submerged in the water where the water weird is it will capture the elemental and then
going forward it can be commanded by the user that attunes to it. Also there is a Uk'atoa's
bowl. It fills with water whenever it is held horizontal. If you bring the bowl back to me I will
pay 500 GP. At one of the tables there are a three orcs playing a games they call bullocks
you believe because every once in a while they scream "bullocks" and slam their hands on
the table. Everyone antes in, rolls a secret d20, then does a round of bets with raises, calls,
and folds like poker. The next round, everyone rolls a secret d12, and repeat the betting.
Last round, everyone rolls a secret d6, then a final round of betting before the reveal. A 38
beats everything (20, 12, and 6). A 3 beats everything else (1, 1, and 1). After that, highest
number wins. if you roll a 6 on any of the dies then you got Bullocks and automatically have
the lowest hand. 16 not applicable. A tie is either split or settled with some kind of blind roll
at the other end of the bar two men are arguing over a game of Ring the bull. There is a
minitaur head mounted on the wall. Hanging from the rafters is a brass ring on length of
rope. The object of the game is to swing the brass ring so that it "grabs" onto either of the
bulls horns. hence the term grabbing the bull by the horns. The player takes a percentile
roll, with a base of acheiving the feat at 5%. Add the players slight of hand modifier to
succeed. a pot is made, and the first to get do it wins. The two men who are fighting . over
the game are crewmen of The Golden Lark, a cargo ship that makes trips from Nicodranus
to Xhorass and Rexxantrum. If the party help settle the dispute, and makes friends with
them, then they will have an aly who might help them to get around in the future. Their
names are Paliver and Olly. The are both standard human characters. Day two. As you
apporoach the Nestled Nook in you see Sylvius Sitting on a stool next to a table ad an
empty stool. There is a man barking, "Thing your the strongest in Trostenwald, Test you
strenth against the oure beastly muscles of a realish silverback APe. Arm Wrestling If one
competitor has a Strength stat 3+ higher than the other, he wins automatically. Otherwise
the higher strength character rolls a d6. Strength higher by 2: Wins on a 2+ Strength higher
by 1: Wins on a 3+ Even Strength: Wins on a 4+ As you enter the Inn, if Maelok was not
charmed by The INcubuss then Ronald, RIaldi, and The Chaney's are sitting around a table
talking politics. If Maelok has been drained then the Dechaney's are not there. There is a
man passed out on a bench against the wall, and no one is playing Ring the bull. The
Goblins are not there either. The old man. You have never in my life come face to face with
a devil, but You imagine he would have the very features of the creature that is before you
this evening. The monks head was hairless, not shaved that way but the result of some
horrible disease. His brow was so low, that if he had hair it would have mingled with his
eyebrows. Whether his gaze was innocent or malign You could not say, The old man was as
white as snow, not only his skin, but also his blind eyes, however he seemed to see just
fine. The old man Krin MacGuer talks about the temple to Uk'otoa which was raided last
month and cleared out, and while they were successful in terminating the renegade
temple, they failed to retrieve the temple's two most valuable assets. There was a Water
weird in the temple that when the tank is submerged in the water where the water weird is
it will capture the elemental and then going forward it can be commanded by the user that
attunes to it. Also there is a Uk'atoa's bowl. It fills with water whenever it is held horizontal.
If you bring Flask back to me I will pay 500 GP.

The Pit/ Main Stage

SHORT SUMMARY
As you approach the arena you hear the sounds of the crowd as cheers go up. There seems
to be a fight in progress and as you walk towards the gate, a crownguard looks you over
and asks, "On looker, participant, or Part of the entertainment?" If they reply on looker he
and the guardsman to the right pull their halberds away. If the answer is participent, then
you are told to go to the left and sign up with the lady. If the answer is entertainment then
you are told to t o move to the left.

ENCOUNTER DESCRIPTION
You have the choice of either Bare knuckles fight, Metal on Metal, one magical or non magical weapon
per partisipent, The last fight of the night is the battle royal. In the arena is are two orcs and four
kobalds. They initially are there to keep the combatants from hugging the walls. A close inspection of
them you will see a collar on each of them that glows green every once in a while. Once the battle royal
is set to commence They fight each other until there is two left, and then you go in and try to vanquish
them. this is a fight to the death. If you win the bare knuckles fight then you gain 10 gold purse If you
loose you get 5 gp Metal to metal the winners purse is 20 GP loose 5 gp. The purse for the battle royal is
30 GP Loose is 5Gp. Spells can be used in the last fight. In the crowd, The player with the highest passive
perception sees a strange looking young girl in the audience opposite him. She seems out of place in this
setting and does not apear to be with an adult. This is not uncommon, but she is not watching the fight,
but rather has her gaze fixed at a cat across the way. The moment the cat disapears, the girls get up and
runs out of the areana, and creatures that are left are no longer under the control of the guards. They
start to attack towns folk. The four guards let loose a volley of bolts, If the party engages them then they
will fight the party exclusively. If they make it to the stage area, they are swiftly defeated by the brother
and sister De Chaney whos Warm up act,

Ronald J. Palanova was performing his hit The ballad of the grinning fool.

The Ballad of Grinning Fool.

Once upon a time there was a man who knew a thing or two, and about a thing or two is what he knew.
He danced upon a chariot of blue and gold and red and green, and he told his tales for all to hear and
danced his dance for all to see.

He sang "A thing or two is what I know and I'll tell you bout it now, as I dance upon this chariot and you
furrow up your brow. Oh a thing or two is what you'll get, it's worth the price you'll pay, just give a jug of
ale to me, and to my horse a bit of hay."

See He didn't care who heard his tale, As he grinned his way through life.. he was happy as a little snail
that is until he met his wife. she said my name is Sylvia and I love your little dance, And I love the little
tune you sing, and how you look inside your pants. The days went on an the nights were long and he
took her as his bride, but soon enough she changed her tune and this is what she cried. I love the way
you dance, and I love the tales you weave, but maybe you should do a little less I do believe. Cause when
you dance they think your nuts, and when you speak they thing you queer. And some might think you
lazy, If all you do is dance, and sing and beer. So he stopped his songs and he stopped his dance, and he
listened to his bride but the grinning fool has lost a bit of pep amidst his stride. Until one day he lost it
all, his song and his little dance, and he took a job making other people look good in their little pants. So
heed the tale of the grinning fool, It could happen to us all, And if a girl does this to you, run away and
don't go back at all. Be----cause . "A thing or two is what I know and I'll tell you bout it now, as I dance
upon this chariot and you furrow up your brow. Oh a thing or two is what you'll get, it's worth the price
you'll pay, just give a jug of ale to me, and to my horse a bit of hay." "A thing or two is what I know and
I'll tell you bout it now, as I dance upon this chariot and you furrow up your brow. Oh a thing or two is
what you'll get, it's worth the price you'll pay, just give a jug of ale to me, and to my horse a bit of hay."

Once this is done, Le De Chaney Fantastiks takes the stage. After the do some gymnastics and acrobatics
the like of which, none of you have ever seen. The way they move is hard to describe, at times they
seam to be floating, suspended in the air somewhat. You chalk it up to some sort of magic. At one point
she clearly blows a kiss to Maelok who is just trasfixed, ( 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. ) For their final
trick Chartiran De Chaney is tied up by a man in an executioner's hood. and put in a chest the chest is
raised up and lowered into a tank of water. Slowly the temperature of the water is raised until the tank
is boiling over. At which point it bursts open water running off the stage and into the grass infront. The
chest is opened to reveal it being empty and the executioner removes his hood to reveal him to be
Chartiran De Chaney. After the show if Maelok is charmed he will not listen to the party and will follow
Valaria De Chaney to the docks at Ustaloch. Ronald will inform the party that he thinks the two of them
are a pair devils, and Maelok has succumbed to her whiles. We must sudue him somehow for the next
24 hours when the effect will wear off.

TREASURE & REWARDS


If they are able to defeat the kobolds and orcs, then the head of the crownsguard comes up and gives
them a reward of 25GP each. They also get any money they might have bet on the fight back. no pay
outs on the fight however.

BAUMBACH FAMILY FARM AND WINERY

SHORT SUMMARY
Baumbach Family Farm is a Dairy farm on the outskirts of town run by RInaldi Baumbach. He is a well
known figure in the town of Trastenwald, and is very familiar with the towns politics. You over hear him
talking to Ronald and you come to find out that they are both members of the Grinner bard community,
however RInaldi has been retired for some time. They speak of A coup that is brewing now that the
tentative peace has been declared in the realm.

ENCOUNTER DESCRIPTION
During the night, Maelok is visited by Valaria De Chaney She hovers above his bed, her red hair tickling
you slightly as it dances upon your chest. She kisses him very lightly on the forhead and he suffers 5
points iof phycich damage, 2 on a successful save DC 15 Con saving throw. The effect last all the next day
or until he is cured by someone. That is the last the party will see of the De Chaney's. As Covid sleeps he
is haunted by visions of a world he vaguely remembers. He finds himself standing at the waters edge, as
he looks down he sees his legs. they are not Covid's legs, they are stubbier, and instead of his usually
blue grey feathery thigh leading to the tendons, skin and cartilage that always made up his feet he sees
SKin and flesh leading to a humanoid foot. As he steps out into the water something he did not like to
do, but somehow now the act feels as though it is not only enjoyable, but also a part of his everyday life.
Looking down he sees his reflection in the water, and once it is him, but not him. The tufts of shocking
red hair sticking out of his sailors cap slung just above his sparkling sea blue eyes. Holding out your hand
in front of your eyes, gone are the talons you have used time and again to rip and gouge. In their place
just skin and bones and a small emerald ring your Gran-mama gave you on the day of your cresting. two
years ago. Just before dawn there is a low hum in the room, and the word "ATTUNE" is heard in Infernal.
"ATTROLCK". The red light dims and all is quite again. In the morning, Demedan is in the kitchen making
Breakfast. As you come around you sit in the kitchen, he apologies if Ronnie and he kept you up last
night, but they had much to discuss.. Fryda Langer the Starosta. works alongside resident nobles and
small local guilds to maintain the affairs of the city. However he is slowly being usurpt by the efforts of a
retired military leader named Julian Pherone. He is radicalizing the workers against the local government
in an attempt to wrestle power from the current regime. He along with his new girlfriend MInerva Neva
are seeking to be named to the seat of power by Kind Dwendelian now that a cease fire with the Krin
dynasty has been reached. RInaldi is friends with Fryda Langer the Starosta. If things progress any
further this town might see a military coop. in Trostenwalds future. The day is yours. What would you
like to do?

Back to the Nestled Nook

SHORT SUMMARY
As you make your way through the town a town cried is ringing a bell, and shouting, "HEAR YE, HEAR
YE.....CHAOS AT THE PIT. PATRONS FLEE FOR THEIR LIVES AS MONSTERS GO ON RAMPAGE. FAST ACTING
CROWNSGUARDS QUELL THREAT. FOR THE KING AND COUNTRY!"

ENCOUNTER DESCRIPTION
If he is approached and ask why they didn't mention the efforts of The Village People. then he says in
cocney acccent, "I Don't Write the news, I just shout out what they tell me to shout. For all I know it's all
a load of bollocks ain't it. Like a false narrative right? Fake News. yeah, I like the sound of that. You got a
problem take it up wth my boss Master Gutterblatt right over there in the King's Hall next to the
crownsgaurd stockade." As this conversation takes place, a crowd starts to form. From behind the party
you here "I was there, it was them." This is The NPC Fineous Fingers moving into place to attempy a pick
pocket. If the conersation goes on then whoever in ingaging in it must roll a perseption roll with a dc of
15 or they 1d8 gold pieces from getting pick pocketed. If they roll a 15 or 16 they stop the pick pocket,
but the thief runs away they can give chase, if they roll any higher, they catch the thief. NPC Fineous
Fingers. Voice- Conniving Hiss. His Skin is pale as the moon. Which makes it hard to see where his silver
hair begins. His face is long and accentuated by a long sharp tipped nose, All of this is hidden behind a
velvet green robe under which there is a myriad of daggers and poking out through the folds. This is the
NPC that Covid over heard talking to someone else saying "It's going o tonight." in Theive;s Cant. If
interogated he will spill that he was paid by someone to cause a riot when the orc's and Kobolds were
released, but when you all sprang into action he received word to call it off. He does not know the
woman's name who hired him, It was a job thrown to hi by his conection to the Myriad. This is the day
of the Harvest Close. The Third day of Fessuran 836PD. As you walk through the crowded streets you
pass several shopkeepers who are setting up their wares outside their shops so as to lure in and take
advantage of the crowds in town for the festival, . There are acrobats walking on stilts. Two are
costumed together as a two headed Troll. Arguing with each other as they walk down the street in a
comical tet e tet. About meeting a woman that one likes and the other doesn't. Hillward Exchange Most
of the money made by the surrounding rural farming community ends up in the center of this ward. Use
this to get change. The Old Mud Hole Tavern. A small dark tavern containing four tables, it was
described as being like a dive bar and smelling of old wet wood, ale stain, and peanut. The barkeep of
this taveiis Vosna. Vosna used to be a crownsguard in Alfield. He was caught looking the other way
during a crooked Myriad deal. He tok the money he got from the corupt organization, left town got as
far as Trostenwald and he bought this bar and lived abve it every since. That was five years ago. He still
likes to keep as low a profile as posible. His bar maid Larrissa is selling pitures of Ale for 1 cp each. The
ale is warm and stale. If this is brought up, then Vosna - in a low slow voice says, "Don't like it, Move
along then." When you walk in you see a few patrons,despite the amount of people are in town, and he
a 5'3' human with broad shoulders and short brown cropped hair, is sitting at the bar reading a book
called, "Rose's Embrace." Set up outside the Old Mud Hole Tavern is a couple of Carnies one is
occationally screaming, "Catch the Pig , keep the pig. Try it for the cost of a cup of ale. *2 copper)
Greased Pig Catching Cannot be completed without being unencumbered (movement rate of 25 or
better) Individual initiatives for all contestants involved, each gets a chance to catch the pig in order of
initiative (roll to hit AC 18, after all, it’s a greased pig you are trying to grab bare-handed), and must then
roll successfully against Strength and Dexterity, failing either roll allows the pig to escape. Continue
round-to-round until the pig has been. Lochward General This large wooden barn type building in the
lochward has a door that opened two ways and is run by an old woman named Harper Mince. She is in
the process of hanging Tortel shells of various sizes. If confronted he claims ignorance as to where they
came from she sounds like a witch when she speaks and ends most sentences with the word Yes. Among
the goods that lined the walls of this general goods store tools are tools for farming and building, packs
of supplies, lumber, iron nails, maps of the empire (7sp), and healer kits (5gp) In front of the store there
is a man and a large APE. The man is yelling, "Come and match you strength against Silvius. That right
the Piece Keeper at the Nesteled Nook inn . Dragon's Revenge Contestants fill their mouths with liquor
and then spit it through a torch at a small cloth target made up to look like a knight. Roll to hit with this
missile weapon (with a -4 penalty for not normally having training in spit-based weapon systems)
against an AC of 13 (small target). But just hitting the target isn’t enough – it has to be flambeed. Roll
1d4 damage for the flaming alcohol. The target has 3 hit points. Natural Remedies - Herbs and Medicinal
Things This shop is a small humble shack that has a strong musty pungent smell of fungi, which can be
detected even while approaching from the street. It sells herbs, incense, medicinal things including
means of tending to wounds and loss of stamina. Though many come in for 'performance-enhancing'
fungus. The proprietor of the shop is Davies. Owner of the Natural Remedies - Herbs and Medicinal
Things. Is a tan-skinned half-elf man in his late-20s with darker hair that is a bit ratty and clustered. On
the outside where the doorways open there are strings of herbs that are tied up and left to dry out. On
the inside, there are shelves upon shelves of flora and fauna that are being cultivated in pots for various
remedies and for sale. Some of the fungi have grown beyond their shelves.The store has basic health
potions (50gp). The owner has a small satchel filled with Skein and was willing to sell it Davies askes
where you all are from. If Othe is mentioned he will make the party aware, someting is going down
there as he has not been able to get herbs that were always readily available from there. I need them for
potions that's why my supply has dwindled. I would be willing to pay you for either retrieving them for
me, or solving the issue there. Theki Root. This thick marsh root tastes bitter but is thought to aid
digestive health. When you use an action to consume a dose, you gain advantage on saving throws
against the effects of poisonous or toxic substances for 8 hours. Cost: 3 gp per dose. Muroosa Balm. This
paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant.
After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance
against fire damage for 1 hour. Cost: 1 gp per dose for sunburn, 100 gp for a full application against fire.
Olisuba Leaf. These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body
recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your exhaustion
level is reduced by 2 instead of 1 at the end of that long rest. Cost: 50 gp per dose. Willowshade Oil. A
dark blue oil can be extracted from the rare fruit of the willowshade plant. A creature can use its action
to apply the oil to another creature that has been petrified for less than 1 minute, causing the petrified
condition on that creature to end at the start of what would be that creature's next turn. Cost: 30 gp per
dose. Skein is a fine grayish-blue dust named for the effect it had when eaten: users could supposedly
see the weave of time. Skein is a dried and ground fungus, an effective and popular drug. It is mostly
seen on the outskirts where it was not so heavily controlled and where there wasn't a huge jail sentence
if caught with it. Effects Around ten minutes after ingestion, this substance begins to make its effects
known. As nausea creeps in, one's vision begins to cloud over on the edges as one begins to see faint
snow-like dust out to a range of 10 feet. In this area, the colors of the world become colorless, of black,
white, and gray tones. Opening up the user's perception into the Ethereal Plane, this dangerous
substance has the potential side effect of stunning the user for an hour, if the user's mind is unable to
resist the potential ill effects. Straining the user's body over its duration, the substance can cause them
to become woozy, and can potentially cause them to black out if unable to hold their composure.
Crownsguard Stockade The Crownsguard Stockade is a tall, single-story, rectangular building made of
large stone. It is the main operating center for the Crownsguard in Trostenwald. Built for function, it is
evidently made to be defensible rather than aesthetic beauty. The front of the building has two double
doors flanked on each side by banners of the Crownsguard. The interior of the building is an open area
with two central chairs for guards who are posted to watch the main gates of the front door. Beyond
these chairs on the right is the lawmaster's office. The Lawmaster's Office A simple darkened room with
a stone desk in the far end of the room from the door. The room also containing crates filled with pieces
of paper, gathered evidence and confiscated weaponry. Jail Bypassing the lawmaster's office is a
staircase that leads a heavy locked door, that opens from the other side into a subterranean basement
area used for holding prisoners. Consisting of a long hallway, the length of holding area is flanked on
both sides by ten iron-barred cells. The bars of each cell being two inches apart, and there is a general
smell of mildew, compost, and urine that permeates the area. Judgement Chamber A large chamber
with a stark barren stone interior with benches. In the center of the chamber, there are four or five
steps leading down into a pit where prisoners are kept during the trial. Above the pit is a desk where the
lawmaster sits in overseeing trials and rendering her judgement. Hillsbrook Parchment and Binding This
shop is a boutique laid out like a cross, with windows at the ends and a door at the back. The shop
contains lots of books on farming technique, as well as books on how to grow and care for different
types of vegetation, plants, and various beasts of burden. There are also books on the different seasons
on what's best for different types of grain and wheat. There are a couple of books that deal with
discussion on the Menagerie Coast, that talk about the Clovis Concord, and a discussion on the political
structure that maintains the city states there. The shop is run by a man named Sheenah. Warm Dew
Bathhouse This bathhouse serves upper-class clientele, this small bathhouse is seen as a bit pricey, a
single bath cost 5sp, and adjoining baths for two hours is charged 8sp. The bathhouse is run by an
unnamed young man. Layout In the entryway, there are marble busts and tapestries that are pulled back
over the windows on either side which led into a hallway with the smell of lavender and the sound of
soft music played by a resident violinist. This hallway leads to two adjoining bath chambers separated by
a low wall that came up to eye length, allowing for conversations but preserving privacy. Sunlight is
beaming in through glass fog windows that obscured any details, these chambers each have two central
basins filled with freshly steaming water. These basins are designed with a hinged desk piece that folds
over the water so that books, food, and drinks could safely rest while the guest bathes. Guests are also
provided with linens, towels, and a pitcher of cucumber water. Northward The general work around the
water in this ward consisted largely of individuals moving crates around. Baumbauch Family Brewery
Market Area A small market street where simple wears, vegetables, meats, and handcrafted goods can
be purchased. 8 What's that Smell? 1d20 contestants are seated at a table with blindfolds on. Each
round, something will put put in front of their nose and each contestant must guess what it is. Players
are welcome to say anything from normal to absolutely absurd things. Last one around wins.
Contestants must roll 1d20 to see if they were right. On a roll of 10 - Perception, they were correct. On
being incorrect, they get one more try. If both attempts are failed, they are knocked out. The DM is
expected to reveal an absolutely completely absurd thing as the right answer. (eg, roasted dragon's
thigh, pickled basilisk lips, a dwarf's bum, etc.) Burnished Bibelots This store is located on the southern
portion of the Northward by where it borders the Lochward on the outskirts of the market street.
Looking like a closet or a sort of storage shed has been pushed up against or bolted onto another
building, it is made out of driftwood-looking, heavily weathered wood, has one door leading in, and the
windows are blocked out by materials stacked up against them. There is a general dusty and moldy
smell to the shop due to water damage in a far corner. It was described as a cluttered, crammed mess,
with every space being taken up by stacks of knick-knacks, small stuffed animals, toys, books, art pieces,
glasses, and goblets. Open for business at any hour, this book and trinket shop is owned by Oglen
Hornsblower, who had bought, traded, and found the various items in his collection. He uses his smell to
determine the values of the books. Items of Interest Old spell book , a note and sketchbook written in a
strange language, that didn't radiate any magical aura, containing Arcane Lock and Unseen Servant. (10
gp) "Fiends of Folklore", a book written in Zemnian (3gp) Bear Wresling Grappling When you want to
grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a
grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target of your grapple must be no more than one size larger than you and must be within your
reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an
attack roll: a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity
(Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is
incapacitated. If you succeed, you subject the target to the grappled condition. The condition specifies
the things that end it, and you can release the target whenever you like (no action required). The
contestants must grapple the bear and successfully keep it pinned for 3 combat turns. Meanwhile, the
bear will be attempting to tear apart the contestants' flesh. It is a cooperative sport, but the contestant
that is holding down the bear at the end of the 3rd turn wins. If multiple people are holding the bear at
the end of the 3rd turn, the winner is whoever has held it for more combat turns. If there is still a tie,
then the tied contestants are put back in with the bear.
TREASURE & REWARDS
Catch the pig 2 CP to enter the contest. a butcher walks up and offers you 2 Silver for the pig. Arm
Wrestling 2CP to enter if you win 3 SP.. Dragon's Revenge 2CP to Enter if you win, 5 SP Bear Wrestling
2CP to enter and you sign a waiver. If your team pins the bear, then you ger 1 GP each.

THE CROWNSGUARD STOCKADE

SHORT SUMMARY
As you enter the stockade, Varda, the Lawmaster of Trostenwald is seen behind the desk. He is a lean
well muscled man with a bald head. He is curt and does not do well in light situations. He is all business.

ENCOUNTER DESCRIPTION
Crownsguard Stockade The Crownsguard Stockade is a tall, single-story, rectangular building made of
large stone. It is the main operating center for the Crownsguard in Trostenwald. Built for function, it is
evidently made to be defensible rather than aesthetic beauty. The front of the building has two double
doors flanked on each side by banners of the Crownsguard. The interior of the building is an open area
with two central chairs for guards who are posted to watch the main gates of the front door. Beyond
these chairs on the right is the lawmaster's office.[23] The Lawmaster's Office A simple darkened room
with a stone desk in the far end of the room from the door. The room also containing crates filled with
pieces of paper, gathered evidence and confiscated weaponry.[24] Jail Bypassing the lawmaster's office
is a staircase that leads a heavy locked door, that opens from the other side into a subterranean
basement area used for holding prisoners. Consisting of a long hallway, the length of holding area is
flanked on both sides by ten iron-barred cells. The bars of each cell being two inches apart, and there is
a general smell of mildew, compost, and urine that permeates the area. Judgement Chamber A large
chamber with a stark barren stone interior with benches. In the center of the chamber, there are four or
five steps leading down into a pit where prisoners are kept during Above the pit is a desk where the
lawmaster sits in overseeing trials and rendering her judgement. hey are tiny creatures (about the size
of a barnyard chicken) and have no feathers. They have a pinkish skin and leathery wings, which fold
above their heads, giving them the appearance of a teardro

The Law master gives three honorary crownsguard badges.

The Ustalach Docks

SHORT SUMMARY
A MAn with a shaggy beard and long silver hair crowning his head is standing on a crate, and ringing a
bell as you walk on the road to the Ustaloch. ou get the impresion he has been kicked out of the town.
He cries “as Klint Bellowhan, the great gnome adventurer has fortold Every 289 years, the entire
multiverse goes mad. Like clockwork. The last time it happened was 547 PD. The armies of the Primus
came down from on high and slaughtered all who opposed them. Beware for the time is Nigh.
ENCOUNTER DESCRIPTION
As you approach the shore you see a small hut in the side of a long pier. Tied to the Docks you see four
small boats. Each boat is big enough for three average sized people. The caretaker of the boats and dock
is a tortle named Harley Skiffback, He has a very fast speech pattern, however he moves quickly slowly
making the boats ready. You notice a couple of tattoos on his arms and shoulders, some of which glitter
a bit as though they were created with bits of glass in the ink. If asked about the tattoos, Orly tells you
about his brother Orly who does magical tattoosm they Orly is able to infuse gem dust into his tattoo ink
and through a process taught to him by the descendants of the Ki'Nau , he is able to imbue his tattoos
with magical properties that alter a person's physical capabilities.[8] The gem dusts in the amounts listed
below are the ones currently known to give the following effects when used: Ruby dust: +1 Strength
(2200gp) Emerald dust: +1 Dexterity (2200gp) Diamond dust: +1 Constitution (2500gp) Jade dust: +1
Wisdom (2200gp) Sapphire dust: +1 Intelligence (2200gp) Aquamarine dust: +1 Charisma (2200gp) Fire
Opal dust: Fire resistance (5000gp) Black Sapphire dust: Cold resistance (5000gp) Once the boats are
prepared, Harley wishes you well, and if asked about the Temple, all he knows is one day two huge ships
anchored off show, and two skiffes docked at the port, They didn't even speak to me, they just walked
by me like I didn;t exsist. Two days later they came back gave be a gold and left as soon as they came. I
latter found ut they had just raided the old Temple of Uk'atota. Bad news that Uk'otoa. I don't know
where he was bannished to, but I hope he stays there. "Oh and by the way, The old man who arranged
these boats for you also gave me this map for you to have. I almost forgot. Sometimes I get to talking
and things like this slip my mind. My brother Orly, he always says, Harley you talk too much." As he talks
he is gesturing with the hand that has the map. "Ha...Orly, he's a character. Did I tell you about the
tatoo's he does....." As you make your way down the river you travel for 5 hours without much incident.
As you come to a curve in the river you look ahead, and you see two large creatures covered with fur,
The look like hairy, feral goblins and are about seven feet tall. As you look closer you see that their faces
look similar to the bear you saw back at Trostenwald, but they are defininately bipedal. Their claws do
not seem long and sharp enough to be used as weapons, and they are wearing armor that looks to be
piecemealed together. They do not seem to notice you, and are focused on a squirming bundle they are
wrestling with as they walk towards the shore. With three grunts in goblin they toss the burlap sac into
the river. It hits the water with a splash and starts to float down river infront of you. They kneel down
and clean something off their hands in the water, and turn and leave unless stopped by the party.
Inorder to save the thing in the burlap sack the party will have to complete a skills challenge. There are
six steps to the rescue. phase 1 - you need to move the boat faster and not be noticed by the creatures.
Though they are not on alert, you get the sense that if they see you they will try to stop you from
retrieving the sack. Stealth check DC 13 Phase 2 - Quick reaction is needed if you are double timing the
race towards the body. In order to avoid rocks or grounding the boat you will need a Nature check DC 10
Phase 3 - find out where the sack is under the water. Perception check DC 10 Phase 4 - Dive into the
water Acrobatics Check DC 12 Phase 5 - They have to get the sac into the boat without hurting the
contense.Survival check DC 13 with advantage. Phase 6 - Figuring out what the issue is when you open
the sack you see a young girl with straight blonde hair, and she is wearing a blue tunic There is some
blood on her face. A medicine check DC15 you find she is not dead, but under some sort of Arcane magic
spell to be asleep.. A successful Medicine check you shake the woman awake. Three failures will lead to
the death of the sack's contense. the sack contains a Jackalware corpse. If the sack if succesfully saved,
then three crocodiles attack the person in the water.. They attack anyone in the water first, and the
boats second. The boats have an AC of 14 and 12 HP each. If an attacker is not in the water then they
have a disavantage on all non magical attacks. "My name is Dael Kingsmill. Thank you for saving me. My
husband Eric Lepointe and I were being held against our will by a group of Lion human hybrid creatures.
He was charmed by them, I faked being charmed so as to not raise their ire. When it was discovered that
I was not be under their guile, I was to be killed. My husband, upon hearing this snapped out of their
spell, and was killed. Before he died, he plead for my life. Their leader who they called Adozixa promised
I would not die at the hands of any of the members of her tribe. I guess put me to sleep because I don’t
remember anything that happened until I was dumped into this river to left me to drown. Had you not
come to my aid, I would have been dead. I am in your debt." She is not actually a human woman buy
actually a Jackalwere sent by Graz’zt to spy on the party that destroyed the abyssal chickens thus
shutting the abyssal crack. If she was discovered she will fight to the death. She is holding a broach of
red safire in her hand, which she explains she had been hiding because it was given to her from her
mother. She says she is from Port Dinali on the Minagerie coast. and they were moving to the city Once
they pull the boats over for the night, she will take an opportunity to return to her jackalwere form and
slip away. Leaving behind the broach. The wizard who is in trying to return Uk'otoa to the prime material
plane. -

TREASURE & REWARDS


If you cut open the crocodiles\ you will find combined 8 GP. If you wanted to attempt to skin the beasts
their hide in trade is worth 2SP. each. The broach is made of gold, with a gold weight of 2GP and the
Ruby is a 30 GP value.

Temple Of Uk’katoa Area -1

SHORT SUMMARY
Area 1- You find your way blocked by a sandbar which fans out into a small beach. The shortest
path is only about 15 feet long and lies next to the west wall. Due to the shallow draft of your
small vessels, it should be easy to pull your boats across the obstruction and continue on.

ENCOUNTER DESCRIPTION
The benign appearance of the sand does not tell the story. The absence of supernatural and
mythical creatures has left this area free to be repopulated by indigonous creatures. This sand
bar has been taken over by two Giaant crabs that are buried under the sand. they erupt from the
sand reacting to the vibration of the party dragging its boat across the bar. If they chose to leave
the boats behind, then they will not attack. If the party starts to really search this sand bar, the
crabs will also attack.

TREASURE & REWARDS


If the sand bar is searched, and a investigation roll of 15 or greater is rolled the party will come
up with 6 gold pieces.
Temple of Uk’otoa Area 2

SHORT SUMMARY
In the middle of the cavern is a low sandy island with a stone path traversing it. A clay bench in front of a
marble alter is located slightly off the path in the center of the island. There is a huge Copperish colored
Eye painted on the top of the alter. The eye is wide open, and it's pupil is a narrow black slit in the
middle of the iris. There are three small divits in the alter surrounging the eye, and a larger divit in the
center

ENCOUNTER DESCRIPTION
There is a sign on the alter in Naush - Giveth One the color of the sun, Giveth one the color of Catha and
one the color of Uk'otoa's eye, the path will appear, return here with a full heart and all will be revealed.
. Catha. Varo recognizes the writing as Naush as he came across it from high days on the oceans. He
reads it as Give a sun color, give a moon color, and give an Uk'otoa's eye color. The word color is no
deciferable with out a history check DC 11 with advantage. Anything put on the alter will disapear and
go to the treasure room through a open portal. If a player steps onto the alter then they are transported
to the treasure room, and will have to fight the Sahugan warrior go to 9 The adventurers must leave a
tribute of one gold, one silver and one copper. If they do The back wall of area 13 lifts up and reveals a
passageway behind the dais. , there is a secret entrance to the left and the right that can be found by
searching that wall for an opening an investigation roll higher than 19 would be needed to find it, and
from there a strenth check of 16 or more is needed to open it. A dex save is needed or the person who
"opened" the door will take 1d6 damage by getting clipped by the falling wall.To the right is what is
referred to as the Path of Silent Meditation. . This smooth stone path was used by the temple's residents
for solitude and contemplation. The walls of the trail are covered with frescoes of various aquatic scenes
. Every few yards the wall paintings display a different scene from the myths concerning Uk'otoa, but
they appear as though they are out of place. A deeper investigation will reveal that these are actually
covered of Posieden stuff. The minute the entrance to the right is found then the Foxglove in area 4
start to shriek, and the Vine Blight is alerted and will attack the party.

TREASURE & REWARDS


If they figure out the inscription and get the back wall of area 13 to open they will get an additional 200
XP for this encounter.

Temple of Uk’otoa Area 3

SHORT SUMMARY
Crossing the bridge, you enter a square cave, lit by a nearly exhausted oil lantern which is unusual as you
understood that this temple has been abandoned for at least a month. In one corner sits a large
fountain and basin. Water pours from the mouth of a fearsome sea-serpent statue. The statue while it
has two eyes, one is filled in with a bright green emerald.
ENCOUNTER DESCRIPTION
the emerald is worth 300 gold pieces. The floor is made from uneven mounds of sand. If the party
attempts to plug out the emerald, then from the fountain,, a water weird will spring from the basin. The
weird has 25 hit points and and armor class of 4

If they have the weird tank then they will have to reduce the creature by half. Then they can put the
tank in the fountain and capture the creature.

Temple of Uk’otoa Area 4

SHORT SUMMARY
As you walk down the corridor the walls are less smooth and take on more of a cavernous feel again.

ENCOUNTER DESCRIPTION
This is a sunlit room, containing neat rows of flowers. The light is supplied by a clever arrangements of of
prisms and mirrors that brings the sun's rays from the surface. Two marble benches located in the dark
shadowed recesses, face the flower beds. They are surrounded by the shards of a shattered crystal bowl.
There are 4 different sections of flowers; a single set is located several feet from the other three. Upon
inspection, the isolated section of flowers consist of four Foxglove sentient flowers. Initially the only
thing visible is the flower which appears to be a fluffy fox tail. If touched the foxglove makes a bite
attack. If the adventures are speaking any louder than a whisper then the foxglove will start to shriek.
This was a warning to the priests when this was an active temple. Now that the temple is clear the
echoing shriek if not stopped in 3 rounds a Activates two vine bltes comes to life and attempt to
entangle the party.

Temple of Uk’otoa Area 5

SHORT SUMMARY
You travel up 25 feet of steps and reach an opening in the wall into which sunlight pours. This opening
leads to a semi=circular amphitheater-like balcony that looks down on the crashing surf. The floor is
made from marble, and the pillars reach 35 feet up to the rock ceiling. In one end of the balcony lies a
huge pile of sticks, glass and small rocks. In the in the east side of the room there is a skeleton with what
appears to be a spear sticking between its ribs.

ENCOUNTER DESCRIPTION
Its clothing has been picked at, and you see bits and pieces of it woven in the pile of sticks and twigs..
This is where plays and entertainment was put on in honor of Uk’otoa. Currently abandoned it is the
nesting place of a pair of blood hawks. If the party is in this area for more than 4 melee rounds they will
return and attack. A search of their nest will reveal nothing entertainer's pack which includes Ia
backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit. There is also
an Jade stone (100 gp ) in a pouch. If one of the party inspects the shore line, they might discover the
Sahugain warrior hiding in the waters edge. He will attack and the Blood hawks will join the battle. If he
is not found then the blood hawks will retun within 1 min real time.. As you walk down the stairs you see
a sign carved in the rock that is in nuasch that reads Silence. A arcana check by Varo DC 12 he would be
able to read it.

TREASURE & REWARDS


A search of their next will reveal an entertainer's pack which includes Ia backpack, a bedroll, 2 costumes,
5 candles, 5 days of rations, a waterskin, and a disguise kit.

Jade stone in pouch 100 GP


Temple of Uk’otoa area 6

SHORT SUMMARY
As you walk along the footpath, you come to a wide crack in the wall. Strange, cheesy odor come from
the fissure. There is a slight luminescence of purple light coming from inside the fissure. If you continue
into the fisure it will lead to an irregular cavern about 30' wide, which is covered with lichens, molds and
various types of mushrooms.

ENCOUNTER DESCRIPTION
You see in the middle of the room a huge white stalk rising about 9' high and a 6' diameter mushroom
like cap. This figure is surrounded by five smaller versions of itself. This fissure room is where the
followers of Uk'atoa bread a colony of Myconids. The walls a damp and un-climbable, If attacked the
myconid adult will send out Pacyfying spores First three rounds DC-11 Con saving throw. Then attempt
to bludgeon any party member affected. If not attacked they will send out the Rapport spores. These
spores assisted with the acolytes Path of Meditation. Adult Myconid - I am Rasharoo, and these are my
spawn. There once was mighty colony of our kind, but I and my Overling Sacorra was captured one day
by a group of (he puts in your mind images of Creatures resembling the creature you encountered in the
Tabernacle yesterday. They brought us here and forced us to produce the spores under whos power you
find yourselves now. Sacorra was able to keep this craig hidden with his halucination spores, which i
have not matured enough to produce. After the comotion of what I can only think was a siege died
down, he left our secure posisiton to try and find a way out, but he has not returned. In three moon
cycles I will mature to my final stage and I will be able to go forth and try to get us back to our colony.
Until then, if you pledge not to give away oir position I will allow you to harvest my report spores for
later use. I am told they last outside of my body if uninhaled for 1 month." Notes: Felix as the myconid
talks to you you are reminded of the exact sensation those three years you were linked to Covid. The
sensation of your pair bonding with him, felt a lot like this, and you wonder if these spores it mentions
are not somehow linked to the magic that was used to link you with him.

TREASURE & REWARDS


If a bargin is struck, then you are ble to get one flask of Myconid Report Spores. Approximetly 5 doses.
Temple of Uk’otoa area 7

SHORT SUMMARY
The area is filled with rows of beds, 40 in tall, and in the western third of the room there are the
reminisce of fire damage and char. A closer inspection reveals that these are the burnt remnants of the
books that once were studied in the pursuit of become a high priest of Uk'atoa. On the south wall there
is a niche on the wall, Shard of glass are in the niche as well as on the floor in front of it.

ENCOUNTER DESCRIPTION
If they do a detailed rummaging of the damaged books, they will find the following sheet of information
about the location of a hidden Bowl of Ki’Nau. It reads, "If you carry the bowl, and don’t spill a drop
down the path of meditation, the end of the tunnel will open unto you." the rest of the parchment is
burned beyond recognition. If the party stays in this area longer than 10 minutes then a pack of 6 giant
rats come out and attack the party.

Temple of Uk’otoa Area 8

SHORT SUMMARY
You pass through a hole melted into a massive iron-bound door into a dimly lit room, On the
north side of the chamber there is a large wooden table, a bed and other assorted stuff such as
torn cloth. There is a marble stand beside the bed. Atop the marble stand there is a large "Eye of
Uk'otoa" . It looks as though it has been thoroughly ransacked. In the middle of the room, there
is a Skeleton wrapped in an ornate cloak.

ENCOUNTER DESCRIPTION
A search of this room with an investigation check of 13 or higher, the party will find in a secret
compartment in the floor a Leather bound tome. Covering the entity of the front cover there is a
familiar Yellow eye. This eye matches in size and proportion the eye on the marble table next to
the bed. This tome has the following loor written in Naush. "While destruction came to the
farthest reaches of the world during the divine conflicts of the Calamity, the islands of the
Lucidian Ocean off the western coast of Wildemount thought they might fare better than most.
But though they were far removed from the central fury of the magics unleashed in the final
battles, the region’s civilizations were instead wiped out by massive floods. Immense tidal
surges left the coast drowned and empty, the islands consumed by the raging ocean, leaving
behind only the most accomplished of sailors. Eventually, the waters settled once more, and
nature swiftly reclaimed the lands with lush green jungles. The Ki’Nau The few scattered
survivors of the floods found shelter among the higher jungles of the Swavain Islands, gifted
with the bounty of a more plentiful and tropical environment. These seafaring people rebuilt
among the islands and took the name Ki’Nau, meaning “the Water Children” in their language of
Naush. Though the terrible floods of the Calamity had passed, the deadly seas and flourishing
horrors of the wilds were still a persistent threat to the Ki’Nau. Each generation struggled to
survive the elements that sunk their boats and the predators of the jungles and ocean depths.
Over time, an older mind began to call from the waters and entered their dreams. This powerful
being, a leviathan creation abandoned by his creator Zehir in the Divergence, called himself
Uk’otoa. He spoke of his divinity and promised protection to the Ki’Nau people in exchange for
their worship. The Ki’Nau accepted the persuasive entity as an ally and protector, allowing
Uk’otoa to rise up as the guardian of the islands and help the Ki’Nau become a proud society of
warriors, establishing dominance over the region for centuries. ' We the children of Uk'otoa have
rejected the worship of the Platinum Dragon, and have aligned ourselves with Uk'otoa. Slowly
we have been able to lure him to our shores and once we fully align ourselves with him we will
reclaim this land from the clutches of the Empire. The last page of the book reads as follows.
"We had one of those dreadful Turtle creatures from Snout visit us today. I sent him away
hatefull creature. They repulse me. They are a scurge against nature." "Today was truly exciting.
We were hit by a rather large earthquake, the first in Decades. The temple suffered a few cracks
in the floor and walls, but no one was hurt. Uk'otoa be praised. One thing does trouble me
though, the wards barring outsiders from our caverns have been weakened from the shock.
Nothing drastic, but I am concerned. The next entry was a week later. "More quakes. not as
great as the first, but none the less damaging. the floor of the commons sink with every tremor.
The protective wards are definitely weakening. Two acolytes walking along the path of
Meditation were attacked yesterday, one badly hurt before we could drive the criminals off. We
have prayed to Uk'otoa for guidance, but there has been nothing but silence in return. Some
acolytes have already fled. I fear the end is near. I have placed a Bowl in the sacred tabernacle in
preparation. If our temple is breached again we will destroy everything and retreat. I only pray I
can finish the ritual before they return." Four days later. "Just hours ago the remaining acolytes
turned on me and attempted to kill me. No doubt they are under some unholy influence. I was
able to escape and bolt myself in my chamber. The only thing left should they breach my door,
they will find nothing but my corpse. I will make the proper arrangement as to avoid being
turned into some sort of un-dead creature. I will drink of the Uk'otoa flask once more, and the
secrets of his Eye will die with me." The southern part of the chamber has a book shelf but no
books are on it. Your assumption is all the books were taken when the temple was first raided. If
the priestess' diary is put onto the marble table and the runes lined up then there is a click and
the bookcase opens and from behind the case you hear a repetitive clicking sound, the kind you
might hear in a swamp or a bog. If the book is placed on the table eye to eye, then the secret
door is opened. When the secret passage is opened, a form comes shrieking and running out of
the darkness. You see a yellowish green creature it emits a musty smell. it had scales sloughing
off of its ghaunt frame. and fins on the sides of its head Its sunken cheeks bookend its gaping
sharp tooth filled mouth. As it gets closer you can see its yellow scales sloughing off with its
every movement.. Predomintely webed hands and feet. It is not holding any weapon. The party
can avoid fighting the creature if they offer him some food as it has been locked in the treasure
room unfed and surviving on the water that drips from the limestone stalagtites above the
cavern. If food is thrown at the creature it will grab it and run out of the bedroom and into the
darkness to the left. If attached it will fight to the death. If if runs then is will either head north or
south. If it heads north then it will trigger the fox glove to start to shriek and the vine blight will
be activted. Once dead a ghost rises from it's corpse and uses its Horrifying Visage ability,.
From there it will attempt to possess the closest member of the party. Once the Creature if gone
the ghost of the Uk]'otoa priest appears out of thin air. A bald Corporal figure stands before you,
the same robes that are draped so loosely on the skeletal figure are drapped reaglaly on the
specral figure infront of you but they are colorless and transparent. The figure floats above the
floor and say's, "non praeteribit" Varo knows this to mean "You shall not pass!!!!" The rements of
his face flashes in and out as his head turns almost as though with every turn he is picking up a
better signal. Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can
see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save
fails by 5 or more, the target also ages 1d4× 10 years. A frightened target can repeat the saving
throw at the end of each of its turns, ending the frightened condition on itself on a success. If a
target's saving throw is successful or the effect ends for it, the target is immune to this ghost's
Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater
restoration spell, but only within 24 hours of it occurring.

TEMPLE OF UK’OTOA AREA 9

SHORT SUMMARY
The secret passage continues for 10 feet and ends at a large metal portal. The portal opens with a slight
push and exposed the entire room to view. Oil lanterns illuminate the small vault which is filled with
gold, silver, gems and jewelry. This is obviously the temple's treasure hoard. Valuables acquired by the
oracle's visitors in return for the council they received here.

ENCOUNTER DESCRIPTION
There is a water tank 10'X10' in the back of the small room. This tank simply was there to keep the
Sahuagi alive. To the right there is a bin of treasure, and scattered coin around the floor. A search of the
chamber DC15 you find a open portal from the altar and the oracle, When the treasure disappeared it
was transported here.

TREASURE & REWARDS


30 gold pieces 20 silver pieces 20 Copper Pieces 2 pearls worth 100 gp 1 Bowl of Uk'otoa's replenishing
water. A ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness
fashioned from tough leather
TEMPLE OF UK’OTOA AREA 10
SHORT SUMMARY
The party walks down a long corridor the walls are smooth and white, whiter than the halls you passed
before. Tall fluted pillars line either side of the path. finally you come to the end of the corridor and pass
a high arched opening to the end of the corridor and pass through a high arched opening in a dark room.
Your torches reveal the vague outlines of a large chamber about 80' long and 60' wide. The walls are
carved with seemingly alive ocean scenes.

ENCOUNTER DESCRIPTION
in the west end of the room there stands a gargantuan coral statue of Uk'otoa. The statue shows the
form of a giant Kraken like creature, with 5 eyes, two where a humans might be, Two where a fishes
might be on either side of it's head, and one Yellow eye with a vertical slit in the middle of its head.a
symbol you have come across often here. The statue has a tail which wraps around a oval pool filled
with cerulean blue water. On the platform infront of the pool there is a Stone block laying on top of the
floor the faint blackis red outline of blood splatter around it. Looking up you see the working af a trap,
which seams to have been sprung. An investigation of the area yelds no traos. If you look into the well
you see nothing, the water is too dark to see. If someone is to dive into the water then they are
transported to the treasure room behind the secret door in the priest bed chamber. If the party
observes carefully, they will find that the stone sea creatures carved into the walls move slowly. It is as
though a scene from the bottom of the surface of the water a was transformed into living rock. If the
party drops a gold coin into the well.the water in the pool will begin to froth and boil. and Uk'otoa's
head comes to life and says, "You have come to me to ask a question. The worl I live n is either Black or
white. There is no in between so ask me and it will be Black for yes White for No.The head of Uk'otoa
keeps moving in a circle while the statue is activated. If Uk'otoa is questioned he will answer 1 yes or no
question. At the end of one round of questions he will respond . "Go now and prepare for my return.but
first fill a flask with my waters and use them in a time of need, but beware... only drink of this liquid
once, as it is derived from the briny waters of the Serian Pit at the bottom of the Elysian Vortex, and is
too powerful for a mortal to drink a second time." If a second coin is dropped in then the head comes to
life and says. "No more for today, I must rest and plot my revenge. Go...Go now and leave me insolent
bastards." A third coin and a high powered water spray will shoot forth from the mouth of the statue,
and attack the member who threw the coin for 2d8 worth of bludoning damage.

TREASURE & REWARDS


Uk'otoa's Flask of Purifying Water.

TEMPLE OF UK’OTOA AREA 11

SHORT SUMMARY
.The large room you have just entered is evidently some sort of Dinning room or commons. Like most of
this temple the ceiling is dotted with stalactites There is a crack across the room, leaving one side of the
room 6 inches higher than the other one. in the middle of the chamber there is a 30 foot stone table
surrounded by 21 chairs. On the north wall there is a large hearth with wood piled beside it. Against the
west wall there are various utensils. In the corner is a large vat of salt.

ENCOUNTER DESCRIPTION
As the party searches the room, They notice that unlike the rest of the cave they have explored this far,
this room is bone dry.. they must initially take a dexterity saving throw DC10 or they will trip over the
uneven floor. If the salt is disturbed, then a Salt Elemental will attack. Once any damage is taken by a
player, then the piercers will attack with advantage.. If they fail, then they go prone, and are
immediately attached by a piercer with advantage.

TREASURE & REWARDS


The utensils and candle sticks are worth approximately 20 SP. in weight. On the floor by the door there
are candle silver candlesticks.
TEMPLE OF UK’OTOA AREA 12

SHORT SUMMARY
These four rooms are furnished as temporary housing for those nobles and wealthy merchants who
often visited the oracle within the temple for guidance. Each room has a thick, oak door holds a desk,
two chairs, a large wardrobe and a bed of water contained in a magical field of retention.

ENCOUNTER DESCRIPTION
A. Empty, aside rom what is stated above, there is a crack that runs across the center of the room's floor
and one side of the floor therefore is 1' higher than the other. B. A horrid stench comes from this room.
inside one will find Two skeletons entwined in a last embrace. both clothed in lavish robes. On the floor
next to the couple there is a broken flask that seams to have fallen from one of their hands. A carefully
scribbled note, written in Common, rests on the desk and reads as follows; "We have retreated to our
room. The priest, our only hope, is dead. I think we are the last ones left. Our boats has been sank, Our
only escape has been cut off. Either we take our own lives or we will wither and die in a Dwendellian
prison for our heresy. We have no alternatives. I am close to figuring out the treasury vaults secrets. It
has to do with that book the priest takes with him everywhere. There are magic runes on the cover he
joked at dinner yesterday something about seeing eye to eye with Uk'otoa. Why was non of this foretold
when we threw our gold into the well? They are at the door, time has run out." C. The door to this
chamber is slightly ajar and quite warm to the touch. If anyone attempts to listen at the portal there is a
40% chance an Abyssal Wretch half pig, all teeth. will round the corner and make an attack. D. Obviously
this chamber was reserved for the upper echelon of visitors. The walls are draped with rich tapestries,
but they have been ripped by swords strikes, and are now in tatters. even in this condition you can see
that they were of high quality. The wardrobe in this room is larger and more ornate as well. If the
wardrobe is searched and a investigation roll of 13 or more is rolled then a secret compartment.
TREASURE & REWARDS
In room B There is a purse with 20 GP. In room D. 20 platinum and a black pearl worth 200 gp
TEMPLE OF UK’OTOA AREA 13

SHORT SUMMARY
The platform is made of marble and is obviously the dock and main entrance to the temple. Tall stone
pillars frame the open doorway. The wide double doors have been broken outward and hang at a
skewed angle the wall. However behind the doors huge beastly tracks lead away from the broken doors.
Burned remnants of torches hang on the walls,

ENCOUNTER DESCRIPTION
There is a trap down this corridor about 10' in. if un-noticed and tripped then a huge 5' thick stone wall
comes crashing down sealing this as an exit. The pressure plate was not triggered in the initial raid
because the raiders actually came out this way and the trap is meant to be initialized with a pressure
plate on this platform, and completed when the second plate is stepped on the inside of the cooridor.
TEMPLE OF UK’OTOA AREA 14

SHORT SUMMARY
Your passage is brought to a halt by a large sandy area that completely blocks your path. The beach
extends at least 30 feet inland. From somewhere in the darkness you here the sound of tiny legs
scurrying around.

ENCOUNTER DESCRIPTION
Just beyond the parties vision there are a group of six giant crabs only three are visible as the other
three are buried in the sand and will only attack once the first two have been defeated.

TREASURE & REWARDS


TEMPLE OF UK’OTOA AREA 15

SHORT SUMMARY
You journey is again impeded, a broad expanse of sand blocks your way. The light of your tourches
partially illuminates the area infront of you, and a bizarre, lumpy terrain can be seen. You detect
something moving just beyond the light of your tourches.
ENCOUNTER DESCRIPTION
As the boat approaches the beach, two fearsome beasts with the looks of the eye of Uk'otoa rush out of
the shadows, They are in fact Gas Spores the darkness assists their naturally deceptive appearance.and
only a successful Nature check will reveal their truth nature the party will recognize them as anything
but Beholders. Beholder Memories. A gas spore that sprouts from a beholder’s corpse sometimes
carries within it memories of its deceased parent. When the gas spore explodes, its deadly spores cast
those memories adrift. Any creature that inhales the spores and survives inherits one or more of the
beholder’s fragmented memories, and might gain useful information about the beholder’s former lair
and other nearby places and creatures of interest. "For a moment your eyes gloss over and your mind
races to a differnet place. you see a hooded figure whispering a cantation, You sense that there you
have oe main perspective looking at the figure, and ten other perspectives looking in several dirrections
of the room. As he lifts a dagger above and sets to work and one by one you secondary perspectives, go
black, before the last one however you see Covid in the corner leaning against the wall seamingly
asleep. . The figure cuts of the last of the stalks, , he "UK'OTOA IT SHALL NOT BE LONG NOW DARK
LORD!"

TREASURE & REWARDS


A search of the cavern will yield a pair of Bracers of Defense
TEMPLE OF UK’OTOA AREA 16

SHORT SUMMARY
As you approach the mouth of this tunnel the webs which you have encountered on and off this whole
trip seem to be getting thinker and more dense. The occasional webs you have encountered up until
now are growing thicker and thicker. The tunnel dead ends and there is no way out except for the way
you came in. if they come into the area, then they have t make a strenght throw dc 13 or they are stuck i
the web movement 0 for one round.

ENCOUNTER DESCRIPTION
From above three Giants spiders.

TREASURE & REWARDS


An investigation of the ledge 10' above with yield 2 gold bars valued about 50 gp weight
TEMPLE OF UKOTOA AREA 17

SHORT SUMMARY
You enter a large grotto about 100 feet in diameter. The area is dimly lit by 2 urns filled with burning oil
set into the walls on either side of the cavern. To the south there is a dock with steps leading to a large
platform.
ENCOUNTER DESCRIPTION
Little do the adventurers realize that the pool beneth them is 100 feet deap and is home to the temple's
guardian, a mammoth plesiosaurus. The 60 foot long dinosaur wears an enchanted metal chain around
it's neck which gives it the powers of telepathy, diminution and limited inteligance. Once the boats have
reached the center of the grotto, the Plesiosaurus will rise up and block their way to the dock. For the
next three melee rounds, the creature will probe the minds of the party. If the beast is not attached at
the end of the three melle rounds it will slime a toothy grin and sink letting the party pass, having
realized the purpose of their visit.

TREASURE & REWARDS


The lamps on the wall are
THE RIVER BACK TO TROSTENWALD.

SHORT SUMMARY
As you reach the three hour mark of your travel you maelok gets a message from Krin,,, "Remember the
adventurers I was discussing the Temple with before you walked up? I bragged to them about your
victory. They may ambush. I am sorry"

ENCOUNTER DESCRIPTION
A half hour after the interaction with Krin, your forward movement is blocked by a tree laying across the
river blocking your boats movement. The strange thing about it is rather than it being a cracked tree, I
appears to be a milled log. This is not a natural occurance. The first to appear and speak is a scuffy
human who is atop an silvery black feline type creature which is saddle as would be a war stead. It cat
like eyes sit wide on it head and they dart around quickly from taget to target. "Well, Well,
Well....whatcha know boys. They survived the journey. Thanks for your hard work Gentlemen, my hat's
off to you, but we'll be taking your stuff. Especially the flask of Uk'otoa." A crossbow bolt is shot over the
head of the first person in the boat as a warning shot. "That was a warning shot. Leave you posesions in
the boat and swim away with your life, do not and you will perish." Behind the scenes Krin has sent the
bandits against them on purpose. He wants to guarantee that they would come back to him with the
potion. They have no intention of bringing the potion flasks back to Krin. If the party gets the upper hand
in the fight, then Krin will teleport in and take up and fight with which ever team is winning. He will
appear to take a hit, and it will make it look like he is much more hurt than he is. After the fight, if his
ruse has worked he will hold out 250 Gp for the flask and he will drink one of the portions, and be
transformed into a Water Genasi The skin of the water genasi is usually sea-foam green. A few other,
rarer, features were found amongst water genasi, such as lightly scaled skin, clammy flesh, blue-green
hair, excessive perspiration, blue-black eyes, or a muffled voice that sounds as if drowned in water. "No
longer am I addled by that miserable coil. Free again." If someone calls him Krin, he will cast Shape
Water, and the river moves the log and spells out Tempest. I Am..... " Now I will take the Weird Tank and
be on my way.... this is non negotiable . You can have whatever these pawns had on them, and I will be
on my way, and he disappears .
TREASURE & REWARDS
The bandits have 70Gp between them The Bandit captain has a horn of blasting. and 80 gp Krin has
250GP and he gives it to you for retrieving the potion.
LAST WEEK

Last week…..Just days after being rescued from the brain fog that was your life on Rumblecusp. You
make it to the town of Trostenwald. At the gate you are directed to the Nestled Nook Tavern where you
played a couple of rounds of Bullocks! With a group of orcs. While eating and drinking, you overheard
an old wizard named Krin Mcguer, trying to convince a group of adventurers such as yourselves to go on
a mission to the Temple of Uk’otoa. Though the temple was cleared out some time ago, he claims they
only got a small amount of treasure held within, and further claims getting the rest would be easy
pickings since the major threats have been vanquished. Indicating you would return tomorrow to
discuss the mission further. You decided to go to the Pit a local arena where sanctioned combat is held
for entertainment purposes. After competing and winning a couple of minor combats, you interceded in
a skirmish triggered when, seemingly a small child undid the spell that was restraining the monsters
meant for you to fight in the battle royal.

Dubbing yourselves “The Village People.” For a moment you are held out to be the champions of the
night, and are rewarded for your efforts. Meanwhile Maelok sought out Ronald J. Palanova a bard of
the Golden Grin. And he was persuaded by Maelok to help him arrange loging for the night. After
singing the balad of the grinning fool, a song used as a code in order to obtain lodging from a fellow
member of the guild, you were introduced to Rinaldi Baumbach owner of the Baumbach farm and
distillery. After watching the final performance of the acrobatic/mystical Brother sister team of De
Chaney Fantastik, who flirted with Maelok earlier at the nestled nook. And that is where we will pick up

Tonight’s Activities.

Start at the Pit. Maelok business with Valeria De Chaney. She will attempt to Charm him. She tries to
talk him into coming with her.

Half way through the night, as if driven by and unseen force, Covid leaves the room he is
staying in. Quietly he walks to the table where the game Rinaldi referred to as Time Lords
sits. And as if by some unknown magic, he all of a sudden not only knows how to play, but
he also understands he strategy needed to win. He holds the Blue Dragon game piece in
his hand and the feel of it is somehow familiar to him. In the distance he hears “That’s
enough Felix Pickles, play time is over wash up for Night Feast.

He falls into a deep slumber Covid sleeps he is haunted by visions of a world he Starting to
remember. He finds himself standing at the water’s edge, as he looks down he sees his
legs. But they are not the blue grey feathery thighs leading to the Yellowish tendon, skin
and cartilage that always made up his feet. They are stubbier and he sees skin and flesh
leading to a humanoid foot with thick black hair topping it. As he steps out into the water
something he did not used to like to do, but somehow now the act feels as though it is not
only enjoyable, but also a part of his normal everyday life. Looking down he sees his
reflection in the water, and once it was him, but not him. Flashes of the beaklike structure
that prenomitely features on his face and then another flash like getting punched in the
head, and a squat human face stairs back at him the feathers that adorn his head, now
intermingled with tufts of Long black hair. He runs his hand through his hair and dark
black feathers some out in his hand. Holding out your hands in front of your eyes, no more
claws you once used time and again to rip and gouge. In their place just skin and bones
and a small Yellow ring your Gran-mama gave you on the day of your cresting. five years
ago. The Ring of the Grinner. I know a thing or two about a thing or two is what I knew….
Lyric echoing through your mind. Louder and louder until You fall upon your knees and
pass out, your transformation back to the form you have known up until five years ago,
complete. And two words escape your lips as you fall back to sleep…Felix Pickles.

Just before dawn there is a low hum in the room, and the word "ATTUNE" is heard in
Infernal. "ATTROLCK". The red light dims and all is quite again. In the morning, Demedan is
in the kitchen making Breakfast. As you come around you sit in the kitchen, he apologies if
Ronnie and he kept you up last night, but they had much to discuss.. Fryda Langer the
Starosta. works alongside resident nobles and small local guilds to maintain the affairs of
the city. However he is slowly being usurpt by the efforts of a retired military leader named
Julian Pherone. He is radicalizing the workers against the local government in an attempt to
wrestle power from the current regime. He along with his new girlfriend MInerva Neva are
seeking to be named to the seat of power by Kind Dwendelian now that a cease fire with
the Krin dynasty has been reached. RInaldi is friends with Fryda Langer the Starosta. If
things progress any further this town might see a military coop. in Trostenwalds future. The
day is yours. What would you like to do?

Walking into the town of Trostenwald after spending a night at Baumbach Family Farm and
Brewery, you find them celebrating the Harvest end. Ignoring most of the pagentry that
dotted the streets, you chose to get on with business. You went to the Nessled nook inn,
spoke to Crin who gave the party 250 gold deposit for one full flask of Uk’otoa. And after a
look at the map, the decision was made to go shopping, and head to the Ustaloch docks
when some boats were supposedly waiting. After stopping in some of the stores you
started to head to the Ustalock docks.

Hearing a scream from the Crownsguard Stockade you immediately charged into action to
find a broken golem, and a group of crowns guards embatteled by some sort of strange
grey chicken looking creatures. Further inspection you found a crack in the fabric of Time
and Space in which these creatures were coming through. After finishing the fight, and
with some proding the Varda, the Lawmaster of Trostenwald gave you a couple of badges
indicating you are Friends of the crownsguard.
Making your way to the docks, you met with Harley the Tortle, and he after loading into the
boats you made your way down river towards to temple of Uk’otoa.

Last week, after leaving the Docks on the Ustaloc coast, you rowed the boats procured by your current
Benefactor, the old wizard Krin. As you journeyed down the river towards what you were told was the
temple of Uk’otoa, you came upon two creatures, later determined to be Bugbears throwing a package
into the river. Upon further inspection you realized it was a woman, and decided to save her. After a
series of feats the girl was saved, but you and your boats were attacked by two large crocodiles. They
were defeated, and after going a little further down the river you camped for the night. After
questioning the girl, and requesting her broach as payment, you went to sleep. However while Felix was
on watch it was discovered that the woman was some sort of wear creature. The exact type was un
dwetermined. After defeating her, and a full rest the party made its way to the entrance to the Temple
next to the large waterfall on the side of the mountain. Entering the cave you were beached upon a
sand bar, Killed come of the local fauna, and after figuring out the puzzle of Uk’otoa’s altar you have
made your way to what can only be the Temple of Uk’otoa.

Entering the temple of Uk’otoa, you first came across some bedrooms that seemingly was once used to
house visiting dignitaries. You found two corpses of a pair of, based on their clothing, nobles who
committed suicide rather than be taken prisoner for heresy. One of these rooms had a simpiar rip in the
fabric of space as you encountered at the crossguard stockades. After a tight closed quarters battle, you
managed to vanquish the pig like creatures who made their way to this plane through the crack. You
spiked the door shut and moved further into the temple.

After another small skirmish, you came to the High Priest’s quarters, and found his hidden diary.
Figuring out the trick to releasing the secret passage to the “Tabernacle” you were rushed by a fish
called creature, who, being malnourished, you fed him some rations and he fled further into the temple.

As you began to plunder the treasure, a ghost appeared and defended his master’s treasure. After a
freightening encounter, for Maelok anyway, you defeated the ghost, and you found “The Eye of
Uk’atoa.” Triggering the oracle, you were allowed to ask a questions a piece, and afterword were given
the opportunity to fill five vesicles with Golden Liquid.

It being late in the day, and having most spell slots depleted, it was decided to rest for the night, but not
before it was found out that Tark is now able to summon an Imp with the help of his strange Mace , and
Maelok can summon an unseen servant.

As the last watch comes to an end, Maelok finds himself dreaming about being chased by the horrifying
creature he had faced the previous day. Though he was scared by the sight of his un human visage,
Human in construct but no more human as he is Uk’otoa is fish. The face which struck you with so much
fear, is before you once again, and growing larger as it screatches closer and closer to you, until finally
you feel it move through you once again, only this time, instead of it merly depleating your streanth and
vitality, it robs you of something more precious….20 years. AS you wake up and look at your friends
they all seem the same to you, but the face they see, has more lines to it, and is hardly recognizable. As
you stnd from the cold floor, you let out a bit of a grunt. A grunt you never let out before.

As you sleep, Felix, there is something about the site of Uk’kotoa’s eye yesterday. You seem to
remember seeing it frequently for the three years you were soulbound to the Kenku known as Covid.
The more you focus on it in your dreams the more the tendrils of your mind that once connected you to
Covid start to reform, but this time under your guidance. The world inside your brain starts to spin
slowly as though you are circling a drain. Faster and faster until finally it start to slow, and focus is
regained, and you find yourself face to face with the creature you have come to know as Covid.

“Bollocks!” He shouts. As his head darts around pecking at the air with his beak.

Last week The Village People after waking in the oracle room of Uk’otoa and after a long rest you
proceeded further into the temple. You came across the room in which the acolytes slept, and other
than getting nipped at by a few diseased rats, a piece of parchment was salvaged from the fire pile. You
moved on farther, and came across a crag in the rock and inside were a colony of fungus type creatures.
It was determined that they were there to harvest their spores which can create hallucinations, and
telepathy, they were allowed to live without incident, but you did suffer the effects of their spores so
you were able to communicate with each other telepathically. A few more obstacles later you unlocked
the secret chamber containing the temples guardian the water weird. You were able to fight the Quasi-
elemental into submission and capture using the portable tank your retrieved earlier. An earthquake
seemingly trapped you underground, you were finally, after a scrape with some spiders, able to
maneuver your boat out of the temple and came to a familiar campsite and rested for the evening. The
morning son braides it’s way through the trees and a new day has dawned. The day is yours what do
you do

So last time the village people woke up from a long rest in the camp just outside of the Temple
of Uk’otoa. After going through eachothers backstories and after foraging for some things such
as owl feathers and mica rocks you made youway back to the ustaloch docks. On the way you
were contacted by a frantic Krin who was warning you about a possible ambush laid out by the
adventurers who had turned down his initial proposition. A bit further up you came across a log
seeming put across the river in order to block your northern passage. As you boat listed a bit
further on, another tree was feld behind you boxing you in. At that point out of the brush and
charging in at you astride a war beast known to you as a Moorbounder, you were given a choice,
Leave you treasures in the boat and flee of fight. The villager people are Macho, macho men, so
they choose the later, and, thank in no small part to the moorbounder and the captain’s horn of
blasting, the most challenging fight of your career ensued. You were able to get the upper hand,
but under threat possible annialation the captain was allowed to escape. After a stop at the docks
to return the boats Zakrit found a bit more about his race from Harley the tortle, and into the
town of Trostenwald you went. You made your way to the Nestled Nook, and after chastising
the frail Krin for giving away your position to the brigands, the price of the flask of Uk’otoa was
raised, and ultimately paid by the Krin. He drank the potion and immediately he was restored
back to a tall young Water Ganasi, which he explained was his form before a hag near
Hupperdook curse him.
You went arranged lodging for the night, and went your separate ways, the next day after
squaring breakfast away, Tarkrellion explained the nature of the mace he was given by his
spiritual mentor, and after he was filled in a bit more completely as to his possible purpose in
life, he made the difficult decision to leave the group and head up north. Which leads us to the
party stunned after that development has the day before them. What would they like to do.
Expositor Sia Kresh

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