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The Urchin of Camorr

A 1st through 5th level Adventure.

A war is brewing outside the city gates of Camorr but something much darker is
happening on its streets. Children are going missing and it’s up to you to find out who’s
behind it and what sinister plot they hope to achieve.
Credits Foreword
Designer: David Barrentine You are at the start of a great and amazing journey. The
Artist: David Barrentine Urchin of Camorr is the first of four chapters from The Knights
Editors: David Barrentine, Jessica Smith, Tyler Wright, of the Shadowfell. The goal of these chapters is to span the full
Valerie Kae Taylor-Carroll, Zac Goins tier list of gameplay for Dungeons and Dragons 5th edition.
Adventure Contributors: David Barrentine, David Echols, Each chapter hopes to fill the role of an individual tier. My
Jessica Smith, Katie Scofield, Kell McNaughton, Matt Smith goal for these was to create an interlocking series of stories
Graphic Designer: David Barrentine that could be played together or individually in hopes each
Guinea Pigs: Austin Abbott, Christina Barrentine, group of players could find something that works for them.
Craig McCoy, Daniel Trotter, David Echols, James Crow,
Jessica Smith, Kell McNaughton, Lillian Bunch, What you have before you is a passion project that has been
Steven Trotter in the works for over the course of a year. It has been through
several rounds of revisions and gameplay to find what does
and doesn’t work for this story. While I’ve done small things
before, such as Lights Out at the Nightwatch Lighthouse, this
is the first larger adventure I’ve produced. I hope more than
anything that you and your players share an amazing story full
of exciting twists and that from this story springs memories
and friendships that can last a lifetime.

David Barrentine
July 2019

If you like what you’ve seen in here and are interested in


commissioning work from me, I’d love to hear from you. Send an
email to dbarrentine06@gmail.com.

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Table of Contents
Key Story NPC’s----------------------------------------------- 4
Story Flowchart------------------------------------------------ 5 A note to the dm
The Urchin of Camorr is a tier one adventure that
Introduction------------------------------------------------------ 6 allows your players to solve a mystery revolving around
children going missing in and around the city of Camorr. This
Marching the Prisoners---------------------------------------- 6
adventure is the first chapter of a much larger story that hits
Rumors Heard in the City Square-------------------------- 6 each tier of play. Though each chapter strings to the next, they
Important Places---------------------------------------------- 7 can each be played as individual adventures.
Following the story through builds up to a confrontation
Across the Street Bakery and Meadery--------------------- 7 with an entity called Umbrial. Hints of this entity are
Doc’s Provisions------------------------------------------------- 8 sprinkled within this chapter, but instead of fighting the
entity, this chapter builds to an encounter with Jane Ayre, a
Ironbolt Stockades---------------------------------------------- 8 high elf who is responsible for the missing children. If you
Soot Sister’s Smithy-------------------------------------------- 9 choose to end there, dealing with the climax of this chapter
will disrupt the ritual Jane is performing, which stops
Swiftfoot Crier-------------------------------------------------- 9
Umbrial from being summoned. Whichever chapter you
The Magnus Vellum-------------------------------------------- 9 decide to end on, once Umbrial or the ritual to summon it is
stopped, Umbrial’s Curse is no longer in effect.
The Mixing Potts----------------------------------------------- 10
Treadfoot Stalls-------------------------------------------------- 10
Umbrial’s Curse
Whitehollow Sanctuary--------------------------------------- 10 Umbrial is a demigod entity that has figured out a way to
The Shady Spickett and its Patrons------------------------- 10 stop the interaction between different realms. In doing this, it
has stopped the souls of the recently dead from reaching their
Rumors heard in the Shady Spickett:---------------------- 11 final resting place. Instead, it traps them and twists them to
Guilds, Orders, and Schools--------------------------- 12 do its bidding; to go back to the Material Plane to cause
more death in order to grow an army. To make certain that
Emerald Eye----------------------------------------------------- 12
captured souls are given time to be affected, it has disrupted
Starlings----------------------------------------------------------- 12 the magics that normally raise creatures back to life.
The Frays--------------------------------------------------------- 13 When a creature dies and spells are used in an attempt
to resurrect it, the spells have a varying chance of failure. In
The Stags---------------------------------------------------------- 13 this chapter, the spell failure chance is 25%. If a spell fails,
Quick Quest List---------------------------------------------- 13 the soul is lost and warped by Umbrial to become one of its
minions. For each chapter after this one, the chance of failure
Traveling------------------------------------------------------------ 14
increase an additional 10%. So chapter two would be 35%,
Dungeons--------------------------------------------------------- 14 chapter three would be 45%, and chapter four would be 55%.
Griffin’s Peak---------------------------------------------------- 14
Old Camorr------------------------------------------------------ 18
Three Orcs Pass------------------------------------------------- 21
Starling Headquarters----------------------------------------- 24
Old Royal’s Graveyard----------------------------------------- 28
Wrapping Up---------------------------------------------------- 35
Appendix A: Races------------------------------------------- 36
Appendix B: Monsters------------------------------------- 37
Appendix C: Items & Spells---------------------------- 39
Appendix D: Handouts------------------------------------ 40

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Key Story NPC’s

Terra Grantham
N human Smuggler
“My baby is more important to me than anything in the world.
I would do anything to bring him back.”

Artin Hammerbeard
LG human Head of City Guard
“The problems of the city come down to the
interference of the Starlings. Taking them out, we
could return to order. If only I had more men...”

Jane Ayre
NE high elf Starling leader
“The quickest way to earn loyalty is to Widow Midge
treat those you meet with respect. If CG gnome Widower
that doesn’t work, gold usually does.” “Every few days another child goes
missing from the lower wards and
those in charge never bat an eye.
If it were the children in the upper
wards going missing instead,
you’d best believe something
would get done.”

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Story Flowchart

Camorri soldiers give the party the task


of marching prisoners back to Artin
Hammerbeard in Camorr.

Artin tasks the party to investigate missing Camorri After getting to town, the party meets a Gnome named
soldiers at Griffen’s Peak. An important note with the Widow Midge who leads them to Terra Grantham. Terra
Starlings passphrase can be found here that allows passage asks the party to investigate her missing child because she
into the Starling Headquarters. believes the child was abducted and not just missing.

After finding out what became of the missing


soldiers, the party is asked to help in hunting down
Jane Ayre, the leader of the Starlings, by following Terra
Grantham who is believed to work for Jane and be in
contact with her.
After dealing with some of the tasks around the city, a
noble named Jerome Winters finds the party and asks
them to find his newly missing daughter, Addison. She
Trailing Terra leads the party to the area where can be found in Three Orc’s Pass. While rescuing her,
Jane Ayre is hiding. She tries to convince the the party finds a suspicious sorcerer bearing a note
party the guards are behind the recent string of about a meeting place for a secret ritual held at the
mising children and she has proof in the Starling Old Royals’ Graveyard.
Headquarters. If she is killed before she is given the
chance to speak, Terra can direct the party to the
Starling Headquarters claiming there is information kept
there that could help her find her missing child.

The party raid the Starling Headquarters finding


incriminating evidence that Jane Ayre was behind the
missing children. They also find a journal that gives a time
when the next ritual is to take place but does not
mention where the ritual is happening.

The party takes the evidence of where and


when the ritual is happening and go to
confront Jane and save the missing child.

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and other noises blend together into a dull roar of
Introduction excitement in the crowded streets. Louder than the rabble is

T
the piercing clang of a bronze bell rattling from the far end
he party starts in the outskirts of the kingdom of of the city square.
Camorr in the town of Treefold, which has been at Investigating the sound, the party comes across an elderly
peace for many years until recently. As of late, the woman begging for spare coins. She sits on a worn, wooden
city of Camorr, led by its king, Aethelhun Ryder, stool clutching a cloth pouch to her side with one hand and
and the surrounding towns have found themselves on the frantically waving a dented brass bell in the other.
brink of war against the neighboring region of Redia. As
tensions grow, Camorri troops can be seen marching through
the small town of Treefold on the outskirts of Camorr’s lands. Rumors heard in the City Square
The sight of Camorri guards have become part of the town’s Widow Midge, an old gnome feverishly calling for aid:
daily routine. Several citizens of Treefold manage to earn small Alms for the lost children! Alms for families broken apart too
sums of coin for helping the guards with menial tasks as the soon! A silver! A copper! Every bit helps!
troops move through.
One quiet morning, the town wakes to the sounds of Speaking with Widow Midge gains the party the
guards requesting aid. In the town square is a small platoon following information:
preparing to march into battle. Beside them in thick iron
chains are five prisoners. The guards are traveling in the • Midge claims children are going missing, but says it is
opposite direction but need the prisoners taken to Artin only happening in the slums.
Hammerbeard back in Camorr. The offer for the return is • She claims to be collecting funds as aid to those dealing
10 gp per prisoner. The party has accepted the offer to take with loss.
the prisoners on the 3-day journey to Camorr. • The nobility are turning a blind eye to her pleas for help.
• Midge has lived here all her life and can point the party
Marching the Prisoners to many important places within the city walls if
asked. Use the list of Important Places.
The prisoners use the commoner stat block. If the party
chooses to speak with the prisoners, they learn the following:
Quest: Speaking to Terra. Midge takes any donation the
party offers but suggests speaking with Terra Grantham,
• The war was started because Aethelhun Ryder claims
the mother of the most recently missing child, if they really
Redia’s king, Torbald Sezzak, wrongfully killed
want to help. Widow Midge knows the back alleys of the
his son.
slums district well and can bring the party to Terra’s house in
• Torbald Sezzak believes Aethelhun Ryder’s son sent
Old Camorr quickly. If the party chooses to speak with Terra,
assassins to murder his own wife, the Queen of
see Back Alley Investigation.
Redia. For this he was sentenced to death.
More info: After the party has done 1-3 quests around
the city, Midge will no longer be seen ringing her bell in the
The prisoners try to persuade the party to let them go
square. She has been collecting funds to hire mercenaries
during the journey to Camorr. Depending on the party’s
to kidnap a noble’s child. She believes this deed may finally
actions, one of the following events occur:
provoke the nobility into pushing for action and in turn it
will benefit the children who have recently gone missing in
• If the party refuses to release the prisoners, they will slip
the slums of the city.
their bindings the night before reaching the city
and attempt to escape, taking any supplies they
Beside Widow Midge is a large bulletin board with several
can with them.
odd jobs posted across its surface. Standing out among the
• If the party sets the prisoners free, two prisoners return
postings is a large wanted poster bearing the visage of an
to the party the night before they reach the city with
attractive female elf.
two Thugs, looking to loot the party and make off
with their goods. They would prefer not to fight the
party if they can avoid it.

Approaching Camorr, the party sees an intimidatingly


large stone wall circling the city, built upon the ruins of
eons-old civilizations. All traffic is being funneled through
a central gate off the main road. Moving through the city
threshold, the sounds of gossip, children playing, arguments,

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A wanted poster bearing the likeness of a female elf
clothed in dark green and blue robes reads as follows:
Jane Ayre. Wanted! Known member and potential leader
of the Starlings. Bring her or proof of her demise to Artin
Hammerbeard at the Ironbolt Stockades. 300 gp reward
if she is brought in alive. 150 gp for valid proof of death.
Quest: Catching the Starling. If the party brings
the poster to the attention of Artin Hammerbeard at the
Ironbolt Stockades, he will disclose the information
about Jane Ayre. Otherwise he will relinquish the
following information after the party completes the
Missing Militia quest:
Jane Ayre is thought to be the head of the Starlings, a
local thieves’ guild, and is believed to be behind several
complaints of theft in the city. Artin believes this guild may
also be behind the recent string of missing children and
potentially plotting something more sinister than kidnapping
and theft. They were on Jane for a bit but as they were closing
in, she vanished. Her last known location is somewhere in
Old Camorr, but they do not know where specifically. An
alleged acquaintance of hers, Terra Grantham, may be
helping her hide. They have tried interrogating her, but she
has been unwilling to give any information so instead they
have begun trailing her in hopes she will lead them to Jane.
This has proven problematic as she is quite adept at evading
the soldiers that have been sent to to follow her.
If the party is interested in trying their hand at finding
her, Artin will emphasize that Jane is to be brought in alive gone missing. She was too young to join the army and there
but concedes that either way is acceptable. He’ll hand over the are signs of an abduction. There have been no demands for
reward upon her retrieval. her return and Jerome’s composure is breaking. He’s spoken
with Artin who said he’d do what he could to return her and
A small, weather-stained scrap of paper half-buried behind bring the perpetrator to justice.
other messages reads: Reward: Jerome will offer the party 175 gp for her safe
Missing: Jancho Thaddeus Pensnatch. Speak with Bertrum return. He knows Artin wants to have the person behind it
Copperpot at the Swiftfoot Crier for more info. brought to the Ironbolt Stockades for justice but he suggests
the party brings the person responsible to him instead. If they
Several freshly posted advertisements branded with do, he’ll double the reward for their troubles.
the image of a white plaster building have the
following message:
Shady Spickett’s Grand Opening! Come have it made in the Important Places
shade of the Shady Spickett. Join the celebrations of our opening
and get your first drink half price! Across the Street Bakery
The advertisement has directions to the bar posted at the
bottom for any newcomers to the city to easily find.
and Meadery
An up-and-coming business, the Across the Street Bakery
After the party has had a chance to do 1-3 quests around the and Meadery specializes in several freshly baked honeyed-
city, a new message appears on the notice boards. almond-glazed desserts, but its main draw is Mead Light, a
A hastily written message with large print has been pungent stout with a golden hue. Edmonda Tegwyn, a
attached to the notice board which says: middle aged human woman, is trying to push this business
Jerome Winters, Lord of the Hegwelt Estate requests as best she can. She is always happy to see customers and
interested party to retrieve missing person. Come to the estate frequently engages in gossip she’s heard from around the city.
to discuss reward. Serious inquiries only.
Quest: A Nobel’s Missing Child. Speaking with Jerome
at his estate, he tells the party that his daughter, Addison, has

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Speaking with Edmonda, the party can learn several
different rumors about the city, including the following: 1. A nightcap that, when worn, gives you pleasant dreams.

• The Shady Spickett isn’t the first inn in that residence. 2. A glass orb filled with moving smoke that looks like two
They say the previous owner’s husband died in one people dancing.
of the upstairs rooms and that it’s now haunted by
his ghost.
• There’s going to be a war to the east with Redia. Mark my 3. A tiny gnome-crafted music box that plays a song you
words; this isn’t just a small scuffle. dimly remember from your childhood.
• Jancho came in here the other day asking me a whole
bunch of strange questions about shifting shadows 4. A tiny, mechanical raven that flutters its wings
and tattoos. That man’s an odd one. when wound-up.

After the party has finished 1-3 quests around the city, they’ll 5. A rectangular metal device with two tiny metal cups on
hear the following rumor as well: one end that throws sparks when wet.

• Now not even our nobles are safe. Lord Winters has
been running through town screeching like a 6. A glass orb filled with water, in which swims a
banshee to any who will listen that his daughter clockwork goldfish
has gone missing.
7. A tiny mechanical crab that moves about when it’s not
being observed.
DM Tip
If the party continues visiting Edmonda’s shop, consider 8. A silver brooch that can change into the shape of any
adding additional rumors that can entice them to explore flower the wearer is familiar with.
more of the city or the world outside the city gates.
9. A statue of a cricket that chirps softly in the dark.

Doc’s Provisions 10. A yo-yo that never gets tangled.


The first sight of Doc’s Provisions is not what one
would expect from a general wares store. The outside of the
shop is painted in vibrant colors that easily catch the eyes of Ironbolt Stockades
passersby in the dusty streets. Inside, the store is filled with A foreboding building of gray stone and wrought iron
the cheers of small children. Standing in the middle of the stands imposingly among several wooden stockades, some
room is a grandfatherly looking gnome winding up a small holding current offenders. The interior holds a pungent smell
trinket. Once he sets it down, it bounds around the from the centuries of housing prisoners behind thick iron
countertop, whirring and popping in an odd fashion before bars. Amidst the caged cells stands a rough wooden table
coming to an abrupt halt and bursting into flames. The with large reams of paper laid out across its surface. Standing
children laugh as Doc Flinderbratch quickly puts out the over these pages contemplating the information before him
flames and smiles at them. is a stout individual with a thin, short-cropped beard.
Doc’s Story: Doc is an elderly Gnome with a potbelly Artin Hammerbeard looks over the pages, his plate armor
and slight scarring on his arms. Once a great adventurer, glinting in the flickering light given off from torches affixed
he has since settled down in his general wares shop where to the stone walls.
he spends his spare time crafting odd trinkets for children Artin’s Story: Artin is a blunt individual, always quick
which may or may not have a slight chance of to give precise orders to those in his employ. As leader of
spontaneously exploding. the city guard, he spends his days directing Camorri security
To determine which trinkets the party finds as they are throughout the city and its borders. Coping with the
in the shop, roll 1d10 and compare it to the list below. The shortage of men brought on from the growing complications
trinkets Doc crafts are not stable. Roll 1d100, on a 30 or with Redia, Artin now has to weigh his current obsession,
below the item behaves in an unexpected way determined by finding and wiping out the Starlings, against his duty of
the DM. On the result of a 1, the trinket breaks. leading the city guard and maintaining the city’s safety.

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Quest: The Missing Militia. After arriving with the
prisoners, coming in to speak about Jane Ayre’s wanted
Swiftfoot Crier
poster, or completing the quest received from Eckart Forniss, With large bells clutched tightly in their hands, several
Artin will ask that the party visit Griffin’s Peak to search for small children dart from the entrance of this building while
a missing band of soldiers that left in search of a camp of shouting out daily events. The buzzing activity taking place
Redian refugees that may be hiding there. They’ve been inside the building can be seen from the streets through two
gone for three days with no message, and Artin is large windows. The Swiftfoot Crier is emblazoned across the
growing concerned. windows, the painted letters giving off a slight magical aura.
Reward: For the troops’ return or evidence of what Inside, Bertrum Copperpot shouts orders to a small army of
became of them, he offers the party 50 gp. people holding small scrolls and quills. As he addresses them,
Quest: The Ankheg of Millwood. The workers at they grab their quills, and then they run off in every direction.
the Millwood Farms claim to have developed an Ankheg Bertrum’s Story: Bertrum is a gruff, slightly
infestation in their fields. They have asked Artin for assistance, temperamental dwarf with a shining bald pate. From his
but he hasn’t the manpower to help at the moment. Instead mouth hangs a worn, wooden pipe which he uses to
he has put out a bounty of 15 gp per Ankheg dealt with. He emphasize points in his speech. He moves about like a man
requires proof of the defeated number of Ankhegs for proper with too much to do and not enough time in which to get it
payment. So far no one has taken him up on the offer. done. He’ll quickly dismiss any who come to see him without
Quest: A Nobel’s Missing Child. After the party does an appointment unless they come bearing a credible source to
1-3 quests around the city, the next time they visit with a potentially large story.
Artin, he will mention that Lord Jerome Winters’s daughter, Quest: Jancho’s Journal. Speaking with Bertrum
Addison, has recently gone missing. Artin does not have the Copperpot about Jancho Thaddeus Pensnatch reveals
men to look into it at the moment and asks if the party would the following:
be interested in lending a hand. If they do, he suggests they • There is a lot happening in the city, and Bertrum needs all
seek out Lord Winters at the Hegwelt Estate or look for him hands on deck, but Jancho, his best news gatherer, is
in the Shady Spickett as he is offering a reward for the deed. nowhere to be found.
Artin also asks that the party bring the person responsible in • Jancho was always good at finding big stories, but kept
alive to serve justice for the crimes committed. his details vague on his discoveries until he had solid
evidence. All he’d mentioned before heading out was
something about the missing children and people
Soot Sister’s Smithy covered in body tattoos.
Known by the locals as the Triple S, this rather large • He usually checks in once every couple of days but hasn’t
blacksmith shop is run by three women whose ages range been heard from for nearly two weeks.
from their early 20’s to mid 30’s. Reward: For finding and returning Jancho safely,
The Sisters’ Story: These three sisters, Amelia, Melissa, Bertrum will offer one of the following items to the party; a
and LaShain, inherited this business from their father when clockwork amulet or a horn of silent alarm. The reward is
he retired. The eldest, Amelia, knows all the ins and outs the party’s choice, but he’ll only part with one.
of the trade and has a real knack for running the business.
Melissa, the middle child, outshines her sisters at the forge
and is often found covered in the blackened soot of her work.
The Magnus Vellum
LaShain, the youngest, is rarely in the shop as her sisters The Magnus Vellum is a public library holding several
give her loads of wares to deliver, knowing that she prefers popular books, including some older tomes of lore on many
wandering the outside world instead of being kept in different historical topics. Each book is affixed with an iron
their sooty shop. loop to a chain that rests beside one of several reading
Quest: Retrieve the Hammer. Though the shop has stations. Crisfin Dornelis, a younger half-elf with a calm
several goods, it isn’t fully stocked. Melissa is supposed to disposition and slightly pointed ears showing through
be creating new items to sell, but can’t find her forging shoulder length hair the color of deep rust, is obsessed with
hammer. She fears that it was added to the most recent haul his books. He can be found hovering nearby any who choose
that LaShain took for delivery. If her hammer was loaded up, to partake of the information stored within the walls of the
it’s not unlikely that LaShain will mistakenly sell it at market. institution. He’ll gladly point out his favorite books to those
The party is asked to head to Three Orcs Pass to retrieve and who are willing to speak with him, specifically recommending
return the hammer before LaShain sells it. historical treaties of the world about which he speaks at
Reward: Once the hammer is returned, Amelia is great length.
so relieved that she offers the group the chance to buy Reward: If a character spends their downtime while
Truemark (see appendix C), a spear the shop recently got in in Camorr in this building reading the content in Crisfin’s
for trade, at half price. collection, they will gain proficiency with the history skill.

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The Mixing Potts As you enter the temple you are met by a scene of
The Mixing Potts is a small shop set among several pure chaos. Several patrons bearing fallen loved ones are
larger buildings and easily overlooked. As the party enters, begging for the help of the Frays. While some are healed,
foul odors spring forth from mixtures bubbling in small glass others remain still on their stretched stone beds
vials atop open flames of various colors. Lining several dusty unyielding to any restorative powers.
shelves are odd elixirs swirling with thick, viscous fluids,
glinting and letting off an eerie light across the rest of the
interior. Moving through the area, stocking shelves and A thin man with gaunt features and a tired, yet warm
working on these concoctions is Durnam Potts, a dirty- smile greets the party introducing himself as Fray Wilmar.
looking human who appears to be in his early- to mid-50’s. Fray Wilmar’s Story: Wilmar Aldo heads this branch
Durnam’s Story: Durnam is a clumsy middle-aged man of the clerical order known as the Fray here in Camorr. He
whose clothes bear the stains of several failed experiments is a calm, collected man who treats each patron who enters
upon them. He is easily lost in the potion he is creating, as if they were his own family. His usually warm character is
frantically muttering to himself about contents he is fractured with worry etched on his face as he moves through
missing. His shop contains several different uncommon the chamber tending to patients.
potions (DM’s choice) including a potion of stone hide (see Quest: Soothing Those who have Lost. Recently
appendix C) that he will gladly sell for 500 gp, though he can there has been a sharp decline in those lost souls who can
be talked down to 300 gp given a DC 14 Charisma be restored to life. This has caused much heartbreak to
(intimidation or persuasion) check. those whose loved ones do not return. If the party has the
Quest: Elmer’s Berries. If the party hasn’t gone to the extra time, Fray Wilmar will ask that they check in with
Shady Spickett yet, they get the following quest here instead. Trealia Narthus. She came in previously to raise her dead
See the quest in the Shady Spickett for more details. child with what little she could afford only to find the
Reward: For retrieving the needed ingredients from spells didn’t take. She took off towards Griffin’s Peak in an
Elmer and returning them to Durnam, the party will get a emotional fit and hasn’t returned. While it hasn’t been long,
10% discount on all purchases made in his shop. If the Wilmar is worried about her wellbeing and asks the party to
party tries to push for a further discount, Durnam will only find her and bring her back to the city. Griffin’s Peak is not
budge from 10% if the party makes a DC 14 Charisma a safe place should any get lost in its winding trails.
(intimidation) check. He will begrudgingly increase the Reward: Should the party look into the issue and
discount to 15% but at the cost of some of his hospitality return to Wilmar with proof of her return, he will grant
to the party. them membership into the Frays.

Treadfoot Stalls The Shady Spickett and


Treadfoot Stalls is a round of stables for incoming
travelers to stow their carts and horses. Its proprietor is
its Patrons
Nicodemas Treadfoot, a lithe halfing who is a natural In the midst of the shambling river of people that pour
with horses. Nicodemas is quick to point out these stables about the streets lies the flamboyantly decorated façade of the
are a family business and he’s incredibly proud of them. If Shady Spickett. Though it showcases flyers saying the business
there’s a ride needed, he will be certain to give the one needed is newly open, the building looks to have distinct wear to it
for the proper coin, of course. already. Inside, tending to overly zealous guests clamoring for
their discounted drinks, is a young man barely into his 20’s
with dusty blonde hair pulled back into a small ponytail. He
Whitehollow Sanctuary frantically moves from one customer to the next quickly
A tall, alabaster building looms within the city’s hallowed taking orders. To any new face that enters the bar he shouts
ward blotting out the sun and casting its shadow on all those out “Welcome to the Shady Spickett where we have it made
that walk before it. Whitehollow Sanctuary’s façade bears a in the shade. The name’s Fredrik von Stein. Find a seat and
large circular adornment depicting a set of scales balanced on I’ll be with you as soon as I can.”
the head of a hammer. As the party steps into the temple, read The warm decor of the interior is reverberating with life
the following: from the many patrons who have found their way to the
business’s opening. The sounds of each individual blends into
a cacophony of dull excitement that buzzes with life. Several
patrons’ conversations can be overheard as the party moves
through the common room.

10
Rumors heard in the Shady Spickett: Third: “They just take what they can and desert the cause.
Eckart Forniss, a scruffy, older man with a red nose Where do you imagine they’re all running off to?”
and cheeks from over-drinking, can be overheard bragging Quest: Deserters Just Desserts. Speaking with the group
to a waitress: of haggard soldiers reveals the following information:
“T’was a masterful hunter in my youth. Not that I’m not
still! Had too much of the drink, you see, to be going out hunting • Some individuals are joining the army’s ranks and
for ankhegs. Artin Hammerbeard himself asked me to take care running off immediately upon receiving their
of it. Had to turn him down, though. He couldn’t offer my going first stipend.
rate, otherwise I’d be all for it.” • This is a punishable offense and a bounty of 30 gp is out
Quest: The Ankheg of Millwood. Speaking with Eckart, for each deserter brought in to face justice.
he’ll direct the party to Millwood Farms, where a small nest • They are believed to be hiding in Old Camorr or
of ankheg have been causing problems digging up the fields Three Orcs Pass, but they tend not to stay in one
and spraying acid at any farmers brave enough to try dealing spot too long.
with them on their own. He then says if they do manage
to accomplish this task, they should take up the matter Reward: If the party returns them alive to this
of payment from Artin Hammerbeard at the group, they will be given the bounty reward and granted
Ironbolt Stockades. membership to the guild of the Emerald Eye.

Fajra Meryem, a young female half-elf, is intently Jerome Winters, a noble of the city, is discussing
focusing on a spread of papers that covers a table in theories with Lady Gwenith Breen, who is sporting a
the back: finely made blue velvet cape:
“There has to be a connection to the disappearances. It’s right Jerome: “It’s obtuse. Nobody is kidnapping anyone. Look
here, but I can’t see it…” around you. If anything, these peasants have run off to gain rank
Quest: Chasing the Devil. This half-elf is a conspiracy in the army. It’s a clever means to escape their station.”
theorist and believes the children are being taken by a creature Lady Gwenith: “No, I tell you, it is the Starlings. They are
known as the Devil of Camorr. Speaking with her, she’ll the ones behind this city’s woes. The lack of evidence speaks loads
direct the party to the most recent abduction site. See more to this than your own accusation.”
Back Alley Investigation. She asks for any information
the party can find. Durnam Potts, a plump, middle aged man wearing
Reward: For information she offers a small, bronze locket a leather apron stained from many odd poultices, is
with intricate engravings worth 15 gp. speaking to the bartender:
More info: Regardless of what information is brought “How has nobody seen him? Elmer is always somewhere
to her, she will spin it in her head of the involvement of the nearby. I can’t finish my most recent batch of potions without
creature. In reality, the Devil of Camorr is simply an urban his help. Please just let me know the moment you hear of his
legend and does not actually exist. current whereabouts.”

A group of haggard looking guards bearing the city


colors sit around a circular table sipping stout ale and
discussing the inner workings of the army:
First: “First Darro, now Mikas.”
Second: “Don’t forget Alek and Numaria.”

11
Quest: Elmer’s Berries. Speaking with Durnam Potts, I have coin, just please, somebody… anybody!”
the party is given the task of finding Elmer, a druid who Quest: A Nobel’s Missing Child. Jerome’s daughter,
moves around the outskirts of the city, tending to the Addison, has recently gone missing. He’ll pay a reward of 175
forests. If they retrieve the ingredients requested of them, gp for her safe return. He knows that Artin Hammerbeard
Durnam will give the party a 10% discount at his store, wants the perpetrator brought in to serve justice, but he offers
the Mixing Potts. double the reward if the party will return the person to him
instead so he can deal his own justice for this crime.
Finvar Janry, a travelling halfling sitting beside a large
pack of trinkets, addresses the party saying:
“‘Tis good I made it to the city before nightfall. Nothing Guilds, Orders, and
ill has beset me, but I swear I’ve seen the shadows shifting
unnaturally in the moonlight outside the city.” Schools
A couple of shifty looking mercenaries are eyeing over Joining a guild, order, or school gains the character several
what appears to be a treasure map in a darkened corner of benefits. Once accepted into their chosen group, they will
the bar: have a free place to stay, free meals, and will be given small
If the players approach stealthily they hear the following: help on occasion. Help can come in many forms from minor
“Those bracers are somewhere within this city. We find them and healing, an NPC lending a aid for a small mission, or being
we’ll be rich.” loaned a small sum of money. Joining one of these orders does
If they approach without stealth the mercenaries will not come for free. Consider giving the character that joined
see them and try to hide the map, refusing to speak about it a group small tasks that could benefit the group in some way.
initially. The party can see from a quick glance a small section Doing so will make the world you play in feel more alive and
of the city on the map showing a small forest outcropping by engaging for the characters.
an abandoned stable.
Quest: Buried Treasure. Speaking to these two
adventurers, the party can persuade them to part with their
Emerald Eye
The Emerald Eye was created nearly 1000 years ago by
map for 150 gp. They can talk them down to half 75 gp
the elves of Verostuul in hopes of protecting travelers who
with a successful DC 14 Charisma (persuasion or
moved across the main roads from the machinations of the
intimidation) check.
Grey Wanderer. Though the Grey Wanderer has long since
The map shows a rough sketch of Old Camorr bearing 3
faded into myth, the guild continues to uphold its goal by
X’s marked on different areas. Review the handout in
helping any who are lost find their way back. Many elven
appendix D.
scouts found within the region may be a part of this guild
as it is part of their culture that one must serve an extended
Edmonda Tegwyn, an elderly woman whose eyes
time with the guild. The guild’s popularity has also caught the
are almost milky white from cataracts, notices the
attention of several non-elven fighters and rangers who are
party and says:
willing to join its ranks.
“Adventurers, huh? Make certain you can fend for yourself.
The clerics at Whitehollow Sanctuary won’t be helping you out
much if you can’t. Raising their prices but not their patrons.” Starlings
Quest: The Fallen of Whitehollow. Speaking A clan of individuals who hide in plain sight of those that
with Edmonda reveals that she has heard the clerics at walk the streets of Camorr. To those in power and those who
Whitehollow Sanctuary are not as successful with restorative carry an inordinate amount of wealth, they are a burden that
magic that can raise people from the dead. Edmonda believes need quick eradication from the city. Those of less fortunate
the whole rumor is a scam performed by the church to upbringings will argue they are the heart of the city. It’s hard
justify raising prices for those seeking to raise loved ones to tell if these members are philanthropic in doing deeds for
who were killed on the battlefield. If the party asks more the downtrodden or if they are manipulative and prey upon
about it, she’ll suggest going to the temple and speaking them in order to maintain a rigorous path of connections
with Fray Wilmar Aldo. keeping the Starlings from being caught. It really depends on
who you ask in the city. As for the members, none have ever
After the party has done 1-3 quests around the city, if been caught. The only evidence of their presence are small
they come back to the bar they recieve the following quest: bird like etchings left at crime scenes. It is from these etchings
Jerome Winters, winded and panic stricken, comes that the guild gets its name.
rushing into the bar calling for aid:
“Help! I need adventurers, anybody! My daughter is missing!

12
The Frays Deserters Just Desserts
The Frays are an order of clerics whose life calling is Received From: A group of guards in the Shady Spickett.
to offer aid to any in time of need and take nothing for Goal: Locate deserting soldiers in Old Camorr and Three
themselves. They live a life of poverty giving back tenfold Orcs Pass and bring them to custody.
anything offered to them. Many clerics serving different Reward: 30 gp for each and introduction to the Emerald Eye.
deities align themselves with this order in hopes to bring
peace to the world.
Elmer’s Berries
Received From: Durnam Potts from either the Shady Spicket
The Stags or the Mixing Potts.
Nobody knows where the circle for this druid collective Goal: Find Elmer and retrieve ingredients for Durnam to
is, but its members can be seen traveling across many roads finish a set of potions.
and living deep into the brush-filled forests. The members of Reward: 10% ongoing discount in his shop for their aid.
this circle travel the lands tending to ancient groves that are
hidden away from the common eye. Their love of nature is
matched only by their seething disdain for that which is not Jancho’s Journal
natural. The members of this druid circle believe it is their Received From: Bertrum Copperpot at the Swiftfoot Crier.
duty to rid the lands of unnatural creatures or events wherever Goal: Locate the missing Jancho Thadeus Pensnatch.
they spring up. They are more than happy to help those Reward: Either a clockwork amulet or a horn of silent alarm,
in need and are quick to nurture those with similar goals as party’s choice.
theirs hoping to add new members to their ranks.
Retrieve the Hammer.
Received From: Either Amelia or Melissa at Soot
Quick Quest List Sisters’ Smithy.
Goal: Retrieve the smithing hammer needed to continue
A Nobel’s Missing Child keeping their shop stocked.
Received From: Jerome Winters at the the Shady Spickett Reward: Offered a magic item called Truemark for half the
or the Hegwelt Estate, Artin Hammerbeard, or poster on normal price.
notice board.
Goal: Return Jerome’s daughter, Addison, to him. Speaking to Terra
Reward: 175 gp, or double if the person involved in Received From: Speaking with Widow Midge at the town
the crime is brought to Jerome instead of Artin. entrance.
More info: This quest becomes available after the party Goal: See Back Alley Investigation and bring back
has done 1-3 quests around the city. information to Terra Grantham.

Buried Treasure Soothing those who have Lost


Received From: Two mercenaries in the Shady Spickett. Received From: Fray Wilmar Aldo at the
Goal: Follow the treasure map to claim a lost treasure. Whitehollow Sanctuary.
Goal: Find Trealia Narthus at Griffin’s Peak and be certain
no harm has come to her.
Catching a Starling
Reward: Admittance as a member of the Fray.
Received From: Artin Hammerbeard from either meeting in
person or a message on the town notice board.
Goal: Find Jane Ayre and bring her or proof of her demise to The Ankheg of Millwood
Artin Hammerbeard. Received From: Eckart Forniss at the Shady Spickett or
Artin Hammerbeard at the Ironbolt Stockades.
Reward: 300 gp alive or 150 gp for valid proof of death.
Goal: Head to Millwood Farm and defeat the
ahnkeg infestation.
Chasing the Devil Reward: 15 gp per ankheg killed with proof.
Received From: Fajra Meryem at the Shady Spickett.
Goal: See Back Alley Investigation at Old Camorr and return
findings to Fajra.
The Fallen of Whitehollow
Received From: Edmonda Tegwyn at the Shady Spickett.
Reward: A bronze locket with intricate engravings worth
Goal: Visit Whitehollow Sanctuary to find out more on the
15 gp. issues the clerical order are having.

13
The Missing Militia 18. 1d4 Giant Poisonous Snakes
Received From: Artin Hammerbeard from the Ironbolt
Stockades.
19. 1 Hobgoblin Captain and 1d4 Goblins
Goal: Find and deliver information on a missing platoon at
Griffin’s Peak back to Artin.
20. 1 Owlbear
Reward: 50 gp.

Traveling Griffin’s Peak


Though there are dangers in the city, it’s mostly safe
to wander around both day and night but the roads and 1. An Overgrown Welcome
surrounding lands outside the protection of the city walls While traveling along the main roads, the party comes
are a different story. As the party travels from one dungeon across a fresh set of tracks following a side road into a thick
to another, roll 1d12 and 1d8 and compare it to the forest. After tracking the footsteps deeper into the thicket,
wandering monster chart below. the party comes across an old, stone sign covered in a thick
moss that reads Griffin’s Peak. Two paths diverge to the north
2. 1 Ankheg and east of the entrance. A DC 12 Wisdom (investigation or
survival) check can continue to follow the footprints east. On
a DC 15 Wisdom (investigation or survival) check, the party
3. 1 Gnoll Pack Lord with 1d4 Hyenas
notices a single, more recent set of footprints diverging from
the others that follows the northern path.
4. A circle of standing stones. Within the standing stones
the pleasant smell of flora hangs in the air. Upon leaving the
circle, the floral smell disappears. 2. Forest Path
If a creature following the northern path has a passive
5. 1d4+1 Giant Wasps or 1d4+2 Swarms of Insects perception of 13, they begin noticing large strands of webbing
hanging from the surrounding tree line. Read the following:
6. 1d3 travelers who have become incredibly lost

7. 2d4 Goblins A soft breeze moves through the dense trees catching bits
of light off gossamer strands that twist lazily as they flow
8. 1 Bandit Captain with 2d4 Bandits from one branch to the next.

9. 2d6+4 Camorri soldiers heading away from the city


As a creature heads north towards Area 7, read
10. 1d6+2 Giant Wolf Spiders the following:

11. 1d4+1 Wolves


As you press around the corner, you find the forest path
12. A cold fire pit with an explorer’s pack lying nearby coated in thick webbing. Before you can take another
bearing the initials L.M. step, you notice your feet sticking in place.

13. 1d6+1 Axe Beaks (day) or 2d4+1 Swarm of Bats (night)


Trap: The Spider’s Web. Have the party take note who
14. An old dwarf sitting outside a dirtied hovel smoking leads them into the next area. The first creature to enter from
from a long wooden pipe this direction must succeed on a DC 14 Dexterity saving
throw or become restrained in webbing, escape DC 13.
Roll initiative, on initiative 20, losing any ties, the restrained
15. 1 Green Hag
character falls to the ground prone and is dragged 15 feet
towards the well in Area 7.
16. 2d8 Goats and 1 Commoner looking over them

17. A sparkling clear pond of water. Bathing in the water for 3. Sounds of the Feast
1 minute removes any disease. Meaty tearing noises and hard snaps like bones breaking
come from the path up ahead.
14
15
4. A Thief and the Pack Trap: The Spider’s Web. Webbing covers the entrance
moving into Area 7. As a creature moves into this area, review
Moving stealthily into this area, the party finds a wolf the trap from Area 2 for what happens.
hungrily tearing at the remains of a Camorri soldier. The More info: A DC 15 Wisdom (perception) check notices
soldier is pinned to the spot with three javelins piercing a small path covered in vines cutting through the forest
through the armor into the soft earth below. to the north.
If the party does not move up stealthily, the wolf will A DC 13 Wisdom (nature) check indicates the vines
become defensive and bear its teeth. A successful DC 15 covering the ground are razorvine.
Charisma (animal handling) check will allow a creature to Trap: Razorvine. A creature that tries to move through
skirt around the path onto the next area without provoking an this small path must make a DC 11 Dexterity saving throw or
attack. On a failed check or from getting directly adjacent to take 1d10 piercing damage for each square with which they
the wolf, it will let out a loud howl, prompting the encounter. come into contact.
Encounter: 3 more wolves leap from the surrounding
forest responding to the howl of the first. If half of the wolves
are dropped in battle, the other two will flee. 7. The Webbed Woods
Treasure: Investigating the remains of the guard uncovers An abandoned shack barely stands among the
a set of studded leather armor bearing the Camorr guard surrounding paths. Thick, sticky webbing coats the area so
crest, a small leather purse with 8 gp and 14 sp, and a small densely it almost appears covered in snow. Several ropey
crumpled letter. The letter reads as follows: strands of web lead back to a crumbling well that rests in the
center of the area. This area is considered difficult terrain.
Every 1 foot of movement takes an additional 1 foot.
A true Starling does not flee from danger but instead The sounds of the branches creaking is made more eerie
flies to the passage of Death, speaking the words of those by the sights of humanoid web sacs hanging from above,
that came before you: Silent wings hide many secrets. twirling slightly from the passing wind. Something in one of
Commit this to memory then burn the evidence. the sacs squirms weakly against the restraints, trying to escape.
Encounter: 2 x giant wolf spiders hide inside the well
waiting to drag an ensnared creature inside for a quick meal.
Another giant wolf spider is inside the shack and will leap
out and attack the first creature to pass by. Another giant wolf
spider is perched among the cocooned sacs of webs that hang
5. Forest Quicksand from the branches above.
Following the trail of footprints leads up to a patch of Quest: Soothing Those who have Lost. Suspended above
barren earth where the surrounding grass does not grow. in one of the web sacs is the woman that Fray Wilmar asked
At the back of this swatch of sandy earth rests a large the party to go check on. She is still alive but badly poisoned
boulder that looks to be wedged tightly into the ground. from the spiders’ venom. She is unconscious and pale. Upon
The footprints leading to this area come to an abrupt end being healed, she will repay her rescuers by handing over a
before backtracking to the previous area. small toy she held onto from her recently departed son.
A DC 13 Wisdom (survival) check can tell from mud The toy bears the inscription “Doc’s Provisions” and is
splashed patterns on the large boulder that the barren earth worth 15 sp.
is actually a patch of quicksand. Treasure: Searching the old shack, a DC14 Wisdom
Trap: Sinking Bog. The sandy patch is a quicksand bog. (investigation) check finds an old lockbox covered in ash and
The bog is 15 feet deep and any creature that steps into it debris from the fireplace. Inside the lockbox is 23 gp, 67 sp,
immediately sinks 1d4 feet. and 3 x turquoise worth 10 gp each.
For rules on quicksand, view page 110 of the DMG.
8. The Centaur’s Deal
6. Scarecrow Respite Encounter: A centaur stands over the body of a Camorri
Encounter: 2 x scarecrows rest against large, wooden soldier. As the party approaches, the centaur plucks a javelin
posts in the middle of what used to be a farmer’s field. from the soldier’s body and eyes them suspiciously. The
The fields are almost devoured and reclaimed by the forest centaur’s name is Cephoros.
underbrush. The scarecrows flare to life the moment a If any of the party is wearing the brand of a Camorri
creature enters the area. guard, the centaur will launch into combat specifically
Treasure: Found on one of the scarecrows is a small silver targeting the creature bearing the emblem.
brooch with a set of 3 miniscule emeralds shaped to resemble Playing Cephoros: Cephoros is enraged at the soldiers
an ear of corn worth 10 gp. that were in the forest for striking down a foal from his tribe.
He will not stop until each soldier has been dispensed.
16
Quest: A Centaur’s Revenge. When the soldiers shot
down the centaur foal, Cephoros immediately leapt into
10. The Captain’s Hideaway
action, scattering the soldiers. He’s managed to hunt down Hidden in this small thicket wearing soiled and bloodied
most of their group, but their leader has managed to evade Camorri armor is Captain Jordon Thrush (use the veteran
him thus far. Cephoros will offer the party a walloping stat block). He initially takes a defensive stance as the party
javelin (see appendix C) if they can find the soldier and bring approaches. If there is not a centaur in the group he’ll lower
him back to pay for what he and his group have done. his guard; otherwise he’ll launch into an attack specifically
targeting the centaur.
Captain Jordon Thrush’s Story. Thrush led his group
9. The Overlook here looking for an enemy camp. After coming to a clearing
This area opens up to a 75 foot cliff overlooking a small he and his party heard movement in the forest. Before they
ridge of trees that moves across the next raised area below. At could investigate, a nervous soldier fired into the bushes,
the edge of the cliff is a solid stone bench baking in the heat hitting a centaur. Immediately after, a much larger centaur
of the sun. came rushing at the group and savagely ripped into their rank.
Muffled sounds are overheard coming from inside the tree Quest: Fleeing the Scene. Jordon Thrush will try to
line. A DC 12 Wisdom (investigation) check finds a small convince the party to help him leave the forest without being
path leading back into the forest where muddied boot prints seen by the centaur. If the party agrees, roll 1d100 for each
look to be poorly wiped away. area they move into. On a 1-25, the centaur is currently in
that area searching for Thrush. When the centaur finds the

17
party trying to escape with Thrush, it’ll begin the attack,
targeting Thrush first.
Back Alley Investigation
For getting Jordon Thrush out of the forest, he will offer Goal: Speaking with Terra Grantham about her missing
the party boots of the forest (see appendix C) as a reward. child or accepting the quest from Fajra Meryem at the bar
leads the party to this quest. By the end of the quest the party
should find clear evidence that a child was abducted by four
Old Camorr humanoids. They should also find a ring at the scene of the
Old Camorr is a small province outside of the main city’s
walls. Many of the houses in this district are drab but sturdy. abduction bearing the following mark:
The folk that live in this area primarily consist of farmers who
tend to the nearby fields.
Several key story points happen in this area that the party
will have the opportunity to interact with depending
on their choices. Many of these are skill challenges, each of
which has a specific goal the party is meant to accomplish.
Suggestions on how to go about each are offered but as
always, be creative. Not every party is the same. Try to balance
1. Community Well
Speaking with Terra Grantham or Fajra Merym leads
challenges so everyone has a chance to shine at the table. As
the party to the community well where 1d4+1 people are
long as the goal is met, the skill challenge will be a success.
currently moving around gossiping or collecting water.
Succeeding on a DC 13 Wisdom (investigation or
survival) check finds several sets of footprints in aggressive

18
patterns near the back of the well. The erratic patterns show endangered plants around the area. He is upset at the loss of
signs of a quick struggle that broke out into a chase. The the pod and asks that, should the party run across another
chase seems to lead east towards a constricting path behind similar plant, to tend to it and inform him of its whereabouts.
several buildings with a sign that reads Spencer Alley. This way he can ensure it is cared for.
If the party rolls a 16 or higher when searching the area, Reward: For making him aware of the plant found in
they can also tell there are four adult sets of prints pursuing a Three Orcs Pass, Elmer will induct the party into the druidic
single, child-sized set of prints. order known as the Stags.
2. Spencer Alley
The stench of refuse flows forth from heavy bins that line the Buried Treasure
narrow alley. The cobbled stone walkways are coated with a Following the correct X on the mercenary’s map leads
thin layer of grease that has collected over time. As the party to the small patch of forest by the abandoned stables. Inside,
moves into this area have them do the following: the party will find an old drinking well crumbling from age
and mostly reclaimed by the surrounding brush. As a creature
• On a DC 12 Wisdom (investigation or perception) comes within 30 feet of the well, they feel a sharp drop in
check, the party finds clear evidence in the grease that the surrounding temperature and see their breath hanging
the child was cornered in this alley and a fight broke in the air.
out, leaving several chip- and scratch-marks where If the party did not acquire the map, they will also find
blades made contact with the surrounding stone. the remains of the mercenaries from the bar covered in severe
• A DC 13 Wisdom (survival) check can follow the marks burns lying at the base of the well.
of battle to a specific iron bin where a rusted dagger Encounter: Resting in the well 10 feet below lies
sits half buried in trash at its base. A dried splatter a flameskull hovering above a small, iron chest. If it
of blood looks to lead under the bin to a glinting notices a creature peer over the top of the well, it will
bit of metal. immediately attack.
• Succeeding on a DC 14 Strength (athletics) check or Treasure: Inside the box is a pair of golden, decorative
Dexterity (sleight of hand) check, the party can either bracers worth 150 gp. If the mercenaries’ bodies are present,
move the bin out of the way or maneuver underneath the party will also find 20 gp, 55 sp, 89 cp, and a minor
it to get to an obsidian ring still attached to a finger. healing potion.
The ring bears the following mark: Curse: When a creature puts on the bracers, it must make
a DC 13 Wisdom saving throw. On a failed save the bracers
become affixed to the creature. The creature then begins
transforming into a golden statue over the course of 1d4 days.

Soldiers and Deserters


Encounter: At the bar, called the Tankard and Tap, in
• The signs of struggle come to a close and it becomes the furthest parts of Old Camorr, a rowdy band of men are
clear a body was moved from the alleyway, but as loudly purchasing drinks. These men bear gear imprinted
the prints move into the open they appear to vanish. with the Camorri guard emblem. The group consists of
A DC 16 Intelligence (arcana) check finds traces of 3 x thugs and 1 x knight.
magic used to cover tracks to make certain nobody More info: The group can be overheard discussing plans
could follow. to leave the city now that they’ve gotten their pay. If the party
questions the group about deserting the army, they become
Elmer’s Berries defensive, making deadly threats. If the party doesn’t engage
If the party receives the mercenary’s map from the bar, in a fight, they will notice the group becoming more subdued
they will find 3 separate areas marked by an ‘X’. Searching and maintaining an eye on them. The moment any of the
either of the false areas leads the party to a creature covered in party goes to leave, the guards will follow them out and try to
bark and leaves that looks like a living tree. The creature is a pick a fight.
Briarling named Elmer Berrymore. Treasure: 63 gp, 88 sp, 135 cp, and a note can be found
Elmer is currently lamenting the death of a rare plant on the men if searched. The note reads as follows:
with a large pod and dried tendrils known as a devil’s maw.
Elmer’s Berries. If anyone brings up the quest given to
them by Durnam Potts, Elmer will hand over a small satchel
filled with several goodberries they can return to him.
Quest: The Forest Protector. Elmer tends to rare and

19
set on a rotating platform with a complicated mechanism
Trevor, keeping it closed, and Terra’s footprints have mysteriously
disappeared.
If you’re interested in making a bigger payout, the old The party can try to make a DC 13 Strength (athletics)
gnome I told you about has plotted a kidnapping. We check to rotate the statue, causing the arm to point directly
could use the extra hands. Trust me, this ransom is to the secret door. Once it does, the door slides and stays open
going to set you for life. If you’re interested, meet me at for 12 seconds before it resets. The party can dive into the area
Three Orcs Pass. on a successful DC 11 Dexterity (acrobatics) check.
The party can also try to break the mechanism holding
the door shut with a successful DC 16 Dexterity (sleight of
Trailing Terra hand or thieves’ tools) check. Breaking the mechanism causes
the door to remain open.
Speaking with Artin about the wanted poster, he’ll
Beyond the door is an old wooden staircase that moves
inform the party of a supposed contact to Jane in a woman
10 feet underground into a damp, earthy-smelling cellar.
named Terra Grantham. She has been seen moving around
Once inside, the party will hear Terra speaking to somebody
during late hours, and Artin suggests staking out her place
else. A DC 12 Wisdom (perception) check makes out the
and following her in an attempt to have her lead the party
following key points in the conversation:
to Jane’s hideout.
Goal: Follow Terra Grantham without being noticed
• Terra is asking about her missing child. Jane responds that
and have her lead the party to a hidden area near the Worker
she is doing the best she can while in hiding.
Statue where Jane Ayre is hiding.
• If the party helped Terra investigate her child’s
Terra will not go to Jane if she feels she is being
disappearance, they’ll also hear her pleading with Jane
followed. Have the party roll a DC 14 Dexterity (stealth)
to meet with the party so they can work together to
check to avoid detection as she leaves her house. On a failure,
find her child. Jane responds that while finding the
Terra will walk around Old Camorr for 1d3 hours before
child should be the highest priority, they have to be
returning to her house for the evening where she’ll wait for
careful about who knows where she is hiding.
the following night to try again. On a success, the party will
trail her to Branscum’s Well where she’ll slip out of view.
Jane Ayre. A high elf draped in thin, black robes sits in a
Once the party gets to the well, have them make a
drab room looking over the goods recently brought to her by
DC 12 Wisdom (investigation or perception) check. On a
Terra. Her long, silver-blonde hair falls in thick strands past
success, they notice the rope leading down the well
her piercing blue eyes as they look up to the entering party.
moving aggressively before they hear boots striking a wet
If Jane is attacked, she will try to flee immediately instead
surface and moving away.
of staying to fight. Terra will not join in with any combat.
The well is 40 feet deep. Each creature that descends
If Jane is brought to Artin alive, she will manage to slip
must make a DC 12 Strength (athletics) check. On a failure,
away thanks to by an inside man. Have Artin Hammerbeard
the rope slips from the creature’s grasp and they fall into the
hunt down the party to let them know of this outcome.
water below taking 3d6 bludgeoning damage.
Quest: Clearing the Starling Nest. Speaking with Jane,
At the bottom of the well is a narrow cave system that
she will claim Artin Hammerbeard is responsible for the
moves along several different winding dead ends. A creature
missing children and that he is using the disappearances as
can make a DC 13 Wisdom (survival) check to try and follow
a means to convince the poor Camorri to turn against the
Terra’s movement through the cavern. On a failure, they find
Starlings so he can find their guild hideout. She’ll claim he’s
themselves moving along one of the dead end paths for 1d4
already managed to gain most of the information needed and
minutes before turning back to the main path where they can
may already be infiltrating the hideout.
try to make the check again. On a success, the party traces the
Jane claims to have evidence of this and proof of her
trail to an opening in a patch of trees just outside the town
innocence in the Starling Headquarters but she cannot go to
square where the Worker Statue stands on display.
retrieve it herself. She’ll ask the party to clear the city guard
As the party make their way out of the forest and into
out of the hideout, and in return she’ll reward them with
the town square, they can hear the soft grating sounds of
double the amount of her bounty.
stone against stone followed by subtle clicking. The footprints
Speaking with Terra, she will tell the party that Jane
the party were following lead directly to an adjacent building
claimed to have evidence in the Starling Headquarters of
before they stop directly by a wall.
where her child may be currently held.
Terra has taken a secret path to a hidden room below.
Either Jane or Terra will be able to direct the party to the
The party can investigate the area for clues on how to gain
entrance of the Starling Headquarters.
access to the chamber. A DC 12 Wisdom (investigation or
Jane hopes the party will clear the guard out of the
perception) check notices two things; the Worker Statue is
hideout and fall to the traps.
20
Reward: They don’t have much to offer, but if the party
Three Orcs Pass can return their wares, this group will gladly share what
rations they have.
1. The Orcs More info: Upon retrieving the bag, if anyone inquires
of the notes from the northern army, the campers will try
to bribe them to keep quiet with a small silver brooch
While traveling along the broad road leading north, a
worth 20 gp.
dusty path opens up to the west. Clear signs of recent
The group is on their way to join the camp near Fyr’s
wagon trails cut deep swaths into the soft dirt. The heat
Shadow if they can.
of the sun cools slightly as you fall into the long shadow
To the west of this campsite is a steep, rubble-strewn path
cast by one of three large rock columns resting at the
moving along the southern side of one of the stone columns.
entrance to a large campsite for wearied travelers.
In order to ascend to the next area by foot, a creature must
make a DC 13 Strength (athletics) check. On a failed check,
the creature falls prone and slides back down on loose gravel
As the party moves up to the camp entrance, they see a
to the base of the path.
wide road circling southwest out of sight behind one of three
natural columns. Sitting on the side of the road is a large sign
post pointing towards different sections of the camp. The sign 3. Damaged Goods
points to the following areas: Moving into this overgrown campsite, the party catches
a strong scent of rotting hide. An old tent lies in rags against
• South trail leads to the pitches. the northern side of the area beside a stone circle containing
• West road leads to selling grounds. the remains of a campfire from a previous tenant which is
• Hot Springs are on a side road before the main campsite. now filled with a small puddle of water. Covering the remains
• The furthest sites are currently closed to the public. of the tent is a dull green-blue mold threatening to consume
the leather flaps that remain. A creature can make a DC 12
A DC 12 Wisdom (investigation) check reveals the last Wisdom (investigation or survival) check. On a success, they
message was recently added. find clear signs this tent was mauled by wolves some time ago.
If a creature succeeds on a DC 14 Intelligence (history) They also find an old, yet mostly still intact, traveler’s sack
check, read the following: covered in the same mold as the tent.
Trap: Mold Spores. Disturbing the mold causes it to
send spores into the air. Any creature within 10 feet must
The three columns, known as the Orcs, are a make a DC 14 Constitution saving throw. On a failure, the
remnant from a time long past. Originally constructed creature takes 2d4 poison damage as the spores burn into
by orcs who once held dominance in the region, their their lungs. They also gain the poisoned condition for
true purpose has been lost. 1 minute and have disadvantage on stealth checks for 10
The campsite itself gets its name from the imposing minutes from coughing. On a success, the creature manages
columns of stone known locally as the Three Orcs. to cover themselves, avoiding the effect.
Treasure: Inside the travelers sack is a coin pouch
containing 6 x amethyst worth 10 gp each, 18 sp, and a pair
2. The Pitches of boots of elvenkind. Engraved along the heel of one of the
boots reads property of Ellifain Rhavaern.
Climbing the rough, stone steps leading into this area,
the party is met with the sounds of low, hushed voices coming
from a group of campers huddled around a small fire. When 4. Main Campgrounds
the campers notice the party, they quickly grow quiet but The sounds of life pour from the main camp before
keep a direct line of sight with the party. the party enters. Once it comes into view, they are met
Quest: Returning Lost Goods. Speaking with the with a heavy flow of traffic as several people move from
campers, the party learns they had to pull off here and one makeshift shop to the next. Surrounding conversations
rest after being mugged on the main road while heading blend together into a dull roar pierced by merchants
from Camorr. shouting above the crowds from their carts.
Most everything they had was lifted off of them, leaving Caravans of packed carts line the camping grounds.
them with nothing but a few tents and just enough rations The most prominent has a sign hanging from its side that
for the night. reads Soot Sisters’ Wares. This cart is run by a young woman
One of the campers believes they saw their assailants named LaShain.
near the entrance of the campgrounds and that they may be
staying at another nearby site.
21
Quest: Retrieve the Hammer. If anyone spoke with but that they are just there to enjoy the springs. A DC 13
LaShain’s sisters in town, they’ll be able to grab the smith Wisdom (insight) notices several nervous ticks that seem to
hammer from the smith kit for free to return to her sisters; suggest otherwise. If the party pushes further, the thugs and
otherwise she’ll have a smith kit for sale among other knights will become hostile. The thugs and knights will not
general goods. have time to don their armor. Give each an AC of 10 plus
their Dexterity modifier.
More info: If a creature takes the time to use the springs,
Rumors read the following:
The main campground is alive with several travelers
bringing bits of information from farther out in the
These steamy pools are incredibly relaxing. You can feel
world. If you want, consider allowing the party to
your aching muscles loosen up as you submerge, leaving
overhear conversations and gather rumors that can lead
you feeling refreshed and reinvigorated.
to other story points in distant regions of the world.

If a creature takes a short rest in this area they can add an


5. The Hot Springs additional 1d4 to any hit die expended to heal.
Encounter: 2 x thugs and 2 x knights take up one of the Treasure: 21 gp, 72 sp, 84 cp is collectively held upon
hot springs in this area. Beside them rests Camorri armor and the guards.
large packs prepped for a long journey. If the subject of army
deserters is mentioned, they will insist they are not deserters

22
6. Jancho’s Peril Treasure: On the body of the sorcerer is a small note
that reads:
The sounds of struggle and calls for help are heard from
this area as the party follows the trail north from the springs.
Encounter: Wrapped in the tendrils of a devil’s maw is a Chances of being caught are increasing. We’ve had to
small gnome struggling to keep from being swallowed while change our usual meeting place. We’ll be meeting at the
also trying to defend himself from a pack of 3 x wolves and Old Royals’ Graveyard instead. Normal time.
1 x dire wolf.
Quest: The Forest Protector. If the party spoke with
Elmer at Old Camorr they will immediately recognize this
plant. Their goal is to protect and nourish the plant. They can
accomplish this by feeding it 2 wolves or the dire wolf.
Quest: Jancho’s Journal. If the party spoke with 9. Midge’s Hideout
Bertrum Copperpot at the Swiftfoot Crier they will Encounter: 1 x veteran is surrounded by 4 x thugs in
recognize the gnome in peril to be Jancho. the middle of a verbal confrontation with Widow Midge.
More info: If Jancho is saved he will tell the party that he As the party approaches the area, the veteran and thugs begin
was trailing a person covered in blue, glowing tattoos. From their attack.
what he’s learned so far, they may be behind the recent spree More info: Should the party approach stealthily, they’ll
of missing children. He was tracking one in this area but lost hear the following:
the trail. He believes they are farther back in one of the more
secluded campgrounds.
We had a deal, Midge, but as I think there is a
7. Bandit Encampment better one to be made, it may be time I took control
of this operation.
Encounter: 2 x berserkers and 1 x bandit captain sit
around a campfire near a swinging rope bridge, divvying up
the contents of a large, brown pack. The members offer to
Midge refrains from any confrontation, choosing to
share the campsite if the party is looking for a place to rest.
cower inside a nearby tent once fighting breaks out. Once
A DC 13 Wisdom (insight) check can tell something feels
the combat finishes, Midge will willingly tell the party
off about their invite.
the following:
If the party spends time here, the group will try to
stealthily steal from them, only becoming content once
• She’s been collecting funds to hire mercenaries to
they have taken at least 50 gp worth of items.
kidnap a noble’s son. This was only supposed to
If any of the party spoke to the campers in Area 2,
draw attention to the children going missing in
they will recognize the pack from their description. The
the slums. She thought if the upper class began
bandits will try to bribe the party with a trinket worth
complaining of the same issues as the poor, then
10 gp to let them keep the sack. They become hostile if
something would finally be done.
the bribe is declined.
• She hadn’t considered what to do after kidnapping
Treasure: A bag of assorted small trinkets worth 45 gp,
the child.
a minor healing potion, letters from the northern army
• The mercenaries wanted to ransom the child back for
detailing the location of a nearby campsite, 4 days of
more money. She openly opposed this, which led to
rations, 22 gp, 48 sp, 88 cp. The letters point out a camp
the verbal confrontation.
near a neighboring city to the north roughly 25 miles away
called Fyr’s Shadow.
Midge is willing to let the child go, but the party must
decide what to do with her.
8. A Guarded Watch
Encounter: On the other side of the suspended rope • Take the child back and let her go free. She knows she
bridge hanging above a 60 foot chasm are 1 x shadow won’t be able to go back after this and claims that
sorcerer, 1 x berserker, and 1 x spy. If anyone approaches, should be punishment enough.
they’ll shout a single warning for them to return from where • Return her to Jerome for the reward.
they came. If the warning is not taken, they become hostile. • Take her to Artin for justice.
More info: The shadow sorcerer is covered in blue • Kill her like the mercenaries.
tattoos that begin glowing the moment a spell or spell-like
ability is cast. Treasure: 190 gp, 214 sp, 386 cp, and a potion of healing
are kept in a wooden chest that rests beside Midge’s tent.
23
Starling
Headquarters
1. The Hidden Pathway
Heading to the area pointed out by Jane
or Terra, you find a small pathway mostly
hidden from overgrowth. Following the
path leads to a stone staircase that sharply
descends into the earth several feet.
Eventually the staircase opens to a small
earthen platform littered with scattered
rubble. A natural outcrop of stone rests
beside a 35-feet deep chasm. Carved into
the stone surface directly across the chasm
is a stone door.
A DC 16 Perception check notes a
set of dusty footprints that seem to hang
precariously mid-air in front of the doorway.
An invisible bridge connects the doorway to
the other side of the chasm 15 feet away.
Inscribed on the door is a riddle that
reads as follows:

Call out loudly for me and I’ll answer


back weak; there’s no voice I can’t
mimic and no language I can’t speak.

The answer to the riddle is Echo.


On a DC 13 Wisdom (investigation)
check, the party finds a hidden lever wedged
into a small crack on a rocky outcropping
near the chasm. Pulling this lever opens the
stone doorway.
Encounter: After reading the riddle on
the door, if a creature calls out to create an
echo it startles a large swarm of bats which
immediately try to push past the creature
and fly out of the chamber.
Each creature currently on the bridge
must make a DC 12 Strength (athletics)
check to keep from being pushed off the
bridge. On a failure, they fall into the chasm
landing prone on the stone floor below and
take 3d6 bludgeoning damage from the fall.
More info: Because of the uneven,
craggy surface of the chasm wall, climbing
out is an easy task that doesn’t require
a check.

24
2. Storage Drop trapmaker’s workshop. They direct them through the
illusory room making them aware of the illusion and how
Groups of barrels and crates line the polished stone walls to get into the workshop.
of this room. Every room of this dungeon moving forward Treasure: If the group agrees to take care of the guild’s
is 10 feet tall unless otherwise noted. It is clear from a quick invaders, they’ll reward them with 100 gp.
inspection the ancient stonework in this area is dwarven. If they instead provoke the Starlings, they’ll fight the
Treasure: 3 x bottles of fine wine worth 15 sp each can be party. Afterwards, the party will find 29 gp, 43 sp, and
found among the several crates of dried food wares. 31 cp among the Starlings and a minor healing potion on
the bandit captain.
3. Divided Halls
Trap: Triggered Bolts. A hidden pressure plate is set into 7. Spinning Room
the path right in front of the entrance to Area 4. A DC 14 A large, circular room sits empty aside from a small,
Wisdom (perception) check can detect a subtle difference to stone pedestal positioned in the room’s center. Atop the
the pressure plate compared to the surrounding stonework. pedestal is a polished smooth, bronze turnkey. Turning the
If a creature steps on the pressure plate, it triggers a turnkey causes the room to rotate 180 degrees and open up
huge repeating crossbow that fires a bolt through Area 4. The to the hallway north of the chamber. Set into the back of the
creature must make a DC 14 Dexterity saving throw or take hallway, built into the wall, is a small switch. Flipping this
2d8 piercing damage and be knocked prone. On a success, switch or turning the turnkey again causes the room to turn
take half the damage and the creature isn’t knocked prone. another 180 degrees, activating the hinged floor, and resetting
it to its original position.
4. Pits and Arrows On the western wall of the hallway there is a hidden
A narrow, stone bridge spans the expanse of the room panel that opens a secret pathway. A DC 13 Wisdom
above a 40 foot deep pit. Decorated stone columns are (perception) check finds the switch hidden amid the
embedded in the wall with intricately carved faces staring stonework. Another switch similar to the one in the
down towards the bridge. previous hallway is built into the northern wall of this
Trap: Triggered Bolts. Two pressure plates are set along room. Activating this switch causes the western wall to
the pathway. These work exactly like the plate in area 3, with slide away, revealing a staircase that heads deeper into
one exception: on a failed save, a creature falls 40 feet, landing the dungeon and sealing off the way into this area.
prone in the room below. In addition to the damage from the Trap: Hinged Floor. If any creature is left in the
bolt the creature takes 3d6 bludgeoning damage from the fall. spinning room as it resets, they will fall to the area below as
the floor drops out from beneath them. As the room returns
to its original position, the floor raises back up, leaving the
5. Crossbow Room creature stuck in the chamber below.
Treasure: 18 large bolts rest in a corner against the wall
in this room. A huge repeating crossbow (see appendix C)
sits mounted to a stand in the room’s center.

6. The Starling Nest


Piles of rubble fill corners where walls have fallen
apart over time. A staircase descends 40 feet to a
room below.
Encounter: 4 x bandits and 1 x bandit captain are
reviewing plans in hushed tones. When they notice anybody
walk into the area they take a defensive position and prepare
to attack.
More info: The bandits each wear a brooch that bears the
mark of the Starlings. Instead of attacking, they first try to
identify the group. Since the party is not with the city guard,
the Starlings try convincing them to find and deal with the
guards who have invaded their guild. The Starlings claim the
guards are responsible for the childrens’ disappearances and
are using it as a reason to hunt down their guild.
If the party agrees to help, the Starlings will tell them
that they believe the guards to be holed up in the
25
8. The Illusory Floor depict an animal, a humanoid, the four base elements, and
a symbol for Death.
Trap: Illusory Floor. As soon as one of the two doors Standing on any of the plates causes the corresponding
to this room is opened, a silent image trap is engaged. A portion of wall to the front of it to slide back, revealing the
creature entering this room watches as the stone tiles space beyond. Once a creature crosses the threshold into any
composing the chamber’s floor suddenly drop down into of the chambers, the stone door closes behind them.
an inky black oblivion. If a creature stands on the plate with the image of Death,
A creature can use an action to inspect the illusion. A DC they’ll find, instead of a room, a small staircase that follows
15 Wisdom (investigation) check can discern the illusion for deeper into the earth.
what it is and the creature can see through the image. Any
physical interaction can immediately tell it is an illusion. The
illusion resets when both this area’s doors shut. The illusion
triggers again when a door is reopened. 11. The Chamber of Man
Standing on the humanoid plate at the western wall
9. Trapkeeper’s Workshop reveals a room out of which a pungent odor of decay pours.
Scattered across the floor are several humanoid shapes that
Sounds of muffled words and quick movements vary in states of rot.
reverberate off the stone walls of the narrow staircase as Encounter: As the door slams shut behind the creature
you descend. who entered the room, 5 x zombies raise from the ground
Encounter: 2 x guards and a 1 x veteran are hurriedly and begin attacking.
searching through cabinets as the party moves down into the More info: A small lever sticks out haphazardly from
room. As the guards take notice, they move into a defensive the back wall of this room. Pulling the lever opens the door
position with the veteran in front. leading back to the previous chamber. Once a creature moves
More info: These city guards do not initially attack. If into the central chamber, the door closes back into place.
the party takes the time to introduce themselves, the guards Treasure: Examining the bodies finds that most of the
will quickly recognize them from their deeds working with content has long since rotted past any value, but hidden in
Artin Hammerbeard. the pockets are 13 sp and 21 cp.
As soon as the guards realize who the party is, they
will try to convince them to help them find the Starlings
hiding within the dungeon and take them out. The guards are 12. The Chamber of Elements
attempting to search the deepest part of the dungeon in hopes Standing on the plate near the eastern wall that bears the
of finding any surviving children, citing that the Starlings are elemental mark opens the door to this chamber.
the ones responsible for their disappearance in the first place. Encounter: As the door closes behind the creature
Another switch is set into the stonework on the far wall entering the room, a pool of water in a large stone basin
of the room. Activating this switch opens both doors above at bubbles to life. A water weird emerges from the container
the opening to the staircase. Once back in the above room, if and attacks.
the initial switch is pulled again, it will reset the secret doors More info: After the elemental is defeated, the water that
back to their original configuration. is left in the basin goes still.
Treasure: If the group agrees to help the city guard, the A small lever juts out from the back wall. Pulling the
veteran says they’ll speak to Artin about giving each member lever opens the door leading back to the previous room.
a small title. Once a creature moves back into the central chamber, the
If the party instead chooses to provoke the guards, door closes back into place.
after the battle they will find 19 gp, 27 sp, and 83 cp on
the guards. 13. The Chamber of Animals
Searching through the room, the party finds 2 x vials of
Standing on the southern plate bearing crude images of
poison and a set of tinkerer’s tools inside the cabinets. Inside a
animals opens a door into a chamber with soft earth. Deep
large chest is a bear trap, a driftglobe wrapped in a soft velvet
red stains sink into the earthen floor before large rusted iron
cloth, and a small bone statuette worth 15 gp carved in the
bars where a large cave bear lies among piles of scattered
likeness of a small humanoid figure with antlers.
and broken bones.
Two levers adorn the walls the room, one on the western
10. Below the Spinner wall and another in a small alcove inside the iron cage.
A thick stone column centered in this room rises 40 Encounter: As a creature enters the room, the cave bear
feet to the floor above. Around the perimeter of the circular rushes towards the cage door, hungrily swiping at any creature
chamber are four iron plates set into the floor, each with a that comes too close.
different image inscribed in it. The four different images
26
More info: Pulling the lever on the western wall opens beside the altar must make a DC 13 Dexterity saving throw.
the door to the iron cage. Using the lever on the southern On a failed save, the target takes 6d6 fire damage, or half as
wall opens the door leading back to the previous chamber. much on a successful save.
As soon as a creature moves back into the central chamber, Treasure: The idol from the altar is cheaply made and
the door closes back into place. Another switch lies hidden worth only 5 sp.
along the southern wall near the lever that lets the party
back into Area 10. Activating this switch opens a hidden 16. Poisons and Passwalls
path into Area 14.
Descending the staircase brings the party into a small
If the cave bear is offered rations with a successful
room with incredibly smooth walls. On the wall is a single
DC 13 Animal Handling check, it will become distracted
inscription that reads “Speak the words of those that came before
for 1d4 rounds allowing other creatures to move around it.
you” and a small tube affixed below.
If a creature tries to interact with the cave bear while it is
Speaking the correct phrase causes the wall to open,
eating it will immediately continue attacking.
giving access to the Starling Den. The correct phrase is
Silent wings hide many secrets.
14. Fungus and Mimics A creature can attempt to make a DC 13 Wisdom
Large patches of green mold grow from damp earth in (investigation) check to find the trigger mechanism for the
the corners of this room. Large stalks of purple mushrooms, door. Once found, a DC 15 Dexterity (thieves’ tools) check
glistening from condensation, sprout from the mold. Stone can disarm the device, allowing the party to pass into the
columns rise 40 feet to support the bridge above. Beside the next room.
column on the western wall is a lever that, when activated, Trap: Gas Cloud. Speaking the incorrect phrase or
opens the passage into the caged pin of Area 5. Pulling the mis-triggering the door causes vents to slide open and
lever a second time closes the door. expel a thick, poisonous gas into the chamber. Any creature
Encounter: Hidden at the back of a ruined hallway in the chamber must make a DC 15 Constitution saving
resting beside the rubble of a collapsed wall is a mimic in throw or take 3d8 poison damage and become poisoned for
the form of a small treasure chest. 1 minute. On a success, the creature takes half damage and is
Trap: Fearful Sights. If a creature disturbs a mushroom, not poisoned.
it erupts in a spray of spores. The creature must make a DC If the trap is set off by triggering the mechanism in the
13 Constitution saving throw. On a failed save, the creature door, after the gas enters the chamber, the door cracks open
begins to experience hallucinations of its deepest fears slightly. Have the party make a DC 14 Strength (athletics)
visible only by the affected creature. The creature takes check to pry the door open the rest of the way.
4d8 psychic damage and becomes frightened for a 1 The poison will hang in the chamber for 1d4 rounds.
minute duration. A creature must make another Constitution saving throw
Treasure: Contained within the mimic is a pouch of rare for each round it starts its turn in this room while the
incense worth 30 gp, a bronze holy symbol of Avandra worth poison is still in effect.
15 gp, a pouch containing a drawing of an idol and a mix of
spell components, 75 gp, 112 sp, and 198 cp. 17. Starling Common Room
Trap: Geas. The first creature that opens the pouch finds
This room is a wide chamber cluttered with various
a detailed drawing of the idol from Area 15 and hears an
barrels and boxes. A bar is built into one of the corners.
ethereal voice whisper “Take the idol”. That creature must
Its counters are covered with partially eaten food and spilled
then make a DC 15 Wisdom saving throw. On a failed save,
ale. In the center of the room is a large fire pit filled with
the creature becomes compelled to steal the idol. The spell
bright red embers. Perched above it, slowly cooking in an
lasts for 1 hour after which, the effect fades. While the
iron basket, is a large beast.
creature is under the effect of this charm, it takes (27) 5d10
Encounter: A single Starling member (use the spy stat
psychic damage if it acts in a manner directly contrary to
block) is busy trying to pick the lock to Jane’s chambers. She
the instructions. After taking the damage or fulfilling the
hopes the chaos upstairs will give her enough time to get in
instructions, the effects of the spell end.
and out without being noticed. She will not attack unless the
party attacks first.
15. An Idol Trap More info: If the party speaks with the Starling member,
A small idol rests centered on an intricately carved altar they gain the following information:
surrounded by stone pillars marked with twisted dwarven • She thinks Jane has seemed a bit off and wants to search
faces. Each face, mouth agape, stares down at the idol. her chambers for anything to confirm her suspicions.
Trap: Dwarven Flames. If the idol is removed, the • Rumors have begun springing up about shadowy figures
open mouths of the pillars erupt in a fiery spray. Any creature being seen at the Old Royal’s Graveyard.

27
• She is working with a friend in the Camorri guard to Several details of an odd ritual are found in the book. It
figure out what’s going on. The guard is currently mentions requiring strong “participants” to perform properly,
searching the Old Royal’s Graveyard. outlining plans of where from town to get them so they won’t
be missed.
Treasure: 2 x small kegs of fine ale worth 15 gp each A final note mentions finally unravelling the mysteries
are set at the back of the bar. Hidden below is a set of copper of the ritual but having to wait until the next moonless night,
chalices worth 20 sp and a bottle of deep red liquor with a which will be in 1d4+1 days.
label that reads Berry Mix (see appendix C) worth 8 gp.
Several rations fill the barrels in this room.
Old Royal’s Graveyard
18. The Cells Random Encounters
The scent of stale straw permeates the air of this dingy If a creature chooses to move through the surrounding
chamber. 3 x small prisoner cells sit empty aside from chains overgrowth instead of along the open pathways, treat it as
and dirtied sacks of straw strewn across their floors. difficult terrain. If a creature moving through this area tries
Treasure: Hidden in one of the straw sacks is a tarnished to push past half their normal movement by choosing to
silver ring of comfort (see appendix C). dash, roll 1d4 and 1d8 and consult the following chart for
what happens:
19. Guild Members Barracks 2. Razorvine patch deals 1d10 piercing damage for each
A series of doors lines a long hallway. Each door leads to square the creature moves through that is over half their
a bed chamber where Starling members stay. normal movement speed.
Treasure: 77 sp, 114 cp, a charlatan’s die, and a small 3. A poisonous snake is startled as the creature runs by and
dagger are in one room. Another has a set of fine clothing lashes out.
worth 10 gp, a book detailing the art of disguise, and a 4. The creature steps into a patch of loose brush that rustles
disguise kit. The furthest contains a set of iron locks and loudly, alerting nearby creatures to their presence.
thieves’ tools. 5. The creature runs into a tombstone hidden among the
vines. They must make a DC 12 Dexterity saving throw
20. Jane’s Quarters or immediately fall prone.
A fragrant incense lingers in the air, giving the room 6. 1d4-1 pixies, minimum of 1, appears in the
the scent of a garden in bloom. A large bed is covered with creature’s path.
thick blankets. A chest and wardrobe sit at either end of 7. The creature finds a half-destroyed well with thick vines
the room, both containing several sets of fine clothes. In the coming up from inside. A small amount of water has
corner is a single brazier filled with burnt coals that have collected at the bottom about 5 feet down putting off a
been extinguished for some time. A small working space and sweet scent. If a creature drinks from the well, roll 1d100.
storage room is affixed to this chamber behind a closed door. On a 1-50 the well deals 1d4 poison damage. On 51-100
This working space is filled with guild stores and has a the well heals the creature 1d4 hit points.
sturdy wooden table at the back whose surface is covered in 8. A disturbed grave lies partially unearthed. 1d6 copper
several pages of guild ledgers and a wanted poster of Jane. pieces are scattered upon the loose earth.
Treasure: A lockbox in the store room contains 183 gp 9. A small plaque protrudes from the surrounding brush,
worth of assorted gemstones, 118 gp, 322 sp, and 2,868 cp. marking the burial spot of a beloved family pet.
Stuffed among the paperwork are 3 spell scrolls; two 10. The creature walks over a patch of loose earth. As the soil
1st level (blood pact and silent image) and one 2nd level is disturbed, 1d6 crawling claws climb up and attack.
(crown of madness). 11. The creature comes across an open grave. Inside is a
Within the wardrobe and trunk are 3 sets of fine clothes corpse. Though the surrounding graves look to have been
worth 15 gp each, a decorative velvet mask with silver trim undisturbed for many years, the corpse still seems fresh.
worth 20 gp, a small mirror set into a painted frame worth 12. The creature finds an old chest held together with rusted
10 gp, and a hand carved statue of an unfamiliar entity with iron bands containing 3 iron ingots and a small note. The
the name Umbrial carved into the base. message on the note has faded with time except for two
More info: Buried beneath the papers covering the desk words: Penance Paid.
is a small journal bearing the same mark found on the ring
from the alleyway in Old Camorr.

28
1. Graveyard Entrance Trap: Pit on a Narrow Path. A pit trap is hidden on
the northern path at the narrowest point before connecting to
Multiple sets of large footprints are freshly laid along Area 3. A creature can make a DC 13 Wisdom (perception or
the grave entrance along the northern path. If a creature has survival) check to notice that the dirt and brush on top of the
darkvision, they will see the roof of a small building cresting pit has been recently moved.
over the surrounding trees at the top of a steep hill to the east.

29
A creature that triggers the trap must make a DC 14 Encounter: 3 x shadows hide among the mausoleums.
Dexterity saving throw to keep from falling into the hole. If Talindra notices the party trying to take anything from
At the bottom of this 10 foot hole are several sharpened inside the mausoleums, she will become enraged and lash
branches firmly planted into the ground. A creature that falls out at them.
into the pit takes 2d6 piercing damage. Quest: A Royal Feud. After the party has defeated the
shadows, Talindra will take an interest in their skills. She
2. The Sorcerer’s Haunt claims the royal family, buried below in the crypts, were only
elevated to their status because of a symbolic scepter they
Encounter: 2 x shadow casters are idly pacing the
stole from her family. If the party returns with the scepter, she
perimeter of a drab stone house.
will allow them to take one of the treasures held within the
More info: These shadow casters are waiting for others to
mausoleums she watches over as a reward.
accompany them in a ritual taking place below in the crypts.
If the party agrees to take Talindra’s quest, she will direct
Because of this, the party will have advantage on deception
them to the previously mentioned broken fountain that
checks to convince the casters that they are part of the ritual.
lowers 30 feet to the crypts below and lets out in Area 10.
Before the shadow casters divulge any real information, they
Treasure: Most of the material wealth that was entombed
will ask for the party’s invitation. If the party produces the
with the family has long since rotted away, but among the
invitation (found on the shadow caster in Three Orcs Pass),
remains are 2 x bloodstones worth 50 gp each, 4 x banded
the shadow casters will give them a passphrase to let them
agate worth 10 gp each, a cloth-of-gold vestment worth
pass the ogre in Area 9.
25 gp, a silver necklace with 3 small moonstones worth
If the party doesn’t have the note, the shadow casters will
60 gp, a bottled breath, and a decanter of endless water.
realize they are intruders and become hostile.
Treasure: If the party searches inside the building they
will find a small lockbox buried beneath a pile of rubble from 5. The Forgotten Graves
the collapsing building. Inside is 12 gp, 15 sp, 27 cp, and As the party moves into this area, read the following:
4 x malachite worth 10 gp each.

3. Bugbear Patrol The branches above creak and groan from the constant
strong breeze. You can’t be certain, but as your eyes survey
Encounter: 3 x bugbears are huddled together near a
the group of broken stone edifices littering the pathway,
weathered stone statue surrounded by ancient tombstones
it is almost as if their shadows are shifting independently.
and mausoleums. One of the bugbears is holding a low-
It’s probably just your imagination. Probably.
burning torch, illuminating the area with dim light.
If the party approaches quietly, they’ll observe the
bugbears complaining about the pay they’re getting for
If a creature goes to inspect any of the grave markers
guarding the area.
around the area, have them make a DC 12 Wisdom saving
More info: The bugbears are greedy creatures, requesting
throw. On a failed save, the tombstone they look at bears a
20 gp apiece to allow the party to pass freely one time.
name important to the creature. The name can be that of a
If a creature rolls a DC 14 Intelligence (history) check
loved one, another party member, or even their own.
against the statue, read the following:
This is only visible to the creature looking at it, and it
returns to an unknown name once the creature looks away.
This illusion only happens once every 24 hours to the first
Though the finer details have eroded with time, a crest
creature to fail their saving throw.
carved at the base of the statue reveals this to be an early
king of the old monarchal line of Camorr.
6. Crypt Entrance
Encounter: Heavy, labored breathing is heard from
4. Talindra’s Scorn behind a small, stone entryway. Resting behind the entrance
Floating at the back of this area, near a broken fountain is a human, Camorri guard (use the guard stat block) tightly
mostly swallowed by surrounding growth is a banshee named clutching an unloaded crossbow.
Talindra. Talindra will not attack unless prompted. Instead More info: Several deep cuts have ripped through the
she will yell at the party for bringing darkness into her home. armor and thick, red blood slowly flows from underneath.
If the party inquires about the darkness, she will point to the Speaking to this guard, the party learns the following:
surrounding mausoleums and tell them to clean up their
mess and leave.

30
• The guard was working alongside a thief inside the guild If the party offers some form of healing, he will return
who thought something bigger was going on. the favor by watching at the entrance, making sure nothing
• The guard was attacked by an ogre and a large dog in else follows them inside.
Area 9.
• While below, he found out the ogre is afraid of the area 7. Descending into the Crypts
it is guarding. The party may be able to use this to
A narrow, earthen stairwell steeply descends 30 feet below
their advantage.
into dark corridors that open into a series of dead-end

31
hallways. Many are filled with broken rubble from partial
cave-ins sustained over time. Every room below is steeped
in pitch black unless otherwise noted. Creatures without
darkvision will not be able to see without aid.
Encounter: Hiding among the pathways of this area is a single
gray ooze, blending in with its surroundings and hoping to
catch a passerby unaware. If a creature succeeds on an opposed
Dexterity (stealth) check from the ooze, they will surmise that
the area in which the creature is hiding appears slightly more
moist than the rest of its surroundings.

8. The Embalmer’s Workshop


Rusted embalming tools lie under thick layers of dust
atop an old stone table. Rows of dilapidated wooden cabinets
line the walls of this chamber, barely held together by ancient
iron hinges. The collected dirt covering the floor pulls back,
revealing the original stone tiles buried underneath.
A DC 13 Wisdom (nature, perception, or survival) check
notices that one of the walls on the chamber’s southern side,
where a layer of dirt has collected has a single set of footprints
embedded in it. These prints seem to lead to a dead end.
A DC 15 Wisdom (investigation) check notices an area
near the closest cabinet where some of the dust has been
disturbed. Behind a false panel on this cabinet is a stone lever
that, when activated, releases a latch to the hidden entrance
into Area 17.
Treasure: Filling the shelves of the cabinets are several jars
with foul-smelling liquids holding dissected remains. Among
them are a healing potion and a potion of the grave (see
appendix C).

9. An Ogre and its Dog


The damp smell of molded earth fills this massive
chamber of naturally formed rock. A large, natural column
dominates the center of this 20 foot tall room. Each sound
made within echoes off the hard surfaces, making it difficult to
sneak through. Any creature trying to pass stealthily that must
touch the floor in order to move has disadvantage on the check.
The soft pacing of nervous footsteps is heard mixing with a
rough voice coming from the back.
Encounter: A large ogre pacing at the back of the cavern
is toting beside him a hellhound attached to a 10 foot long
chain leash. The ogre is nervously speaking to itself, trying to
summon the courage to guard the crypts.
More info: The ogre is terrified of ghosts. If a creature tries
to pass itself off as one, the ogre will release the hellhound’s
leash and cower in the corner for the first round of combat.
The ogre suffers from the frightened condition as long as the
creature passing itself off as a ghost is within view. At the
start of each of the ogre’s rounds, have it roll a Wisdom
(insight) check against the creature’s Charisma (deception)
who is pretending to be the ghost. If the ogre rolls higher it is
no longer frightened.

32
The ogre has forgotten the passphrase for entry. Should • Evil: The creature must succeed on a DC 14
the party mention the passphrase from above, the ogre won’t Constitution saving throw taking 3d6 poison
recognize it and will instead ask to see the creatures’ tattoos. damage and suffering from the poisoned condition
Each shadow caster is covered in bands of blue tattoos, a trait for 1 minute. On a success, they take half damage
the ogre picked up on. If the party can’t produce a member and are not poisoned.
with tattoos, the ogre will become hostile.
A small chute has opened up in the cavern on the A creature with a Neutral Good alignment is affected by
southern back wall. Treat this as difficult terrain for any the Good result while a creature with the Neutral Evil
creature that tries to move along the path. The chute opens alignment is affected by the Evil result.
into Area 15. If the party spends time investigating the room, they find
the illusory path on their own. Any contact with the illusion
10. The Catacombs causes the creature to notice it for what it is.
Treasure: The porcelain basin is worth 30 gp.
A dark hallway of carved earth is dotted with several
antechambers where old bones and decaying bodies are
wrapped in tattered shawls. At the northernmost part of this 12. The Wizard Chamber
hall is a large cavern of dug earth and piles of rubble that
sits below a 30 foot shaft leading up through the fountain in
Area 4. A soft glow trickles in from the open fountain above, The temperature drops sharply as you enter this room.
illuminating the room in a dim light. Each breath you take now visibly hangs in the air
Several coffins bearing royal markers are lining the walls before you.
of Area 13 through a barred portcullis that is locked in place.
The portcullis can be opened using a mechanism in Area 12.
Encounter: 3 x skeletons have gathered in the northern Ancient books are tightly packed inside a thick wooden
chamber and 4 x zombies meander aimlessly inside the display case. A large statue of spiked armor overlooks a stone
antechambers. If a creature wanders within sight of any of coffin resting in the middle of the room.
these creatures, they immediately attack. Encounter: The ghost of an old wizard named
Treasure: 17 sp and 22 cp can be found among the Alfeus flips through the pages of an ancient tome. The
different resting places. On one of the zombies is a silver spiked armor is actually an animated armor that attacks
signet ring worth 5 gp. on Alfeus’s command.
More info: In life, Alfeus swore a solemn vow to guard
11. The Cleansing Room over the line of royalty enshrined in these crypts. Even in
death Alfeus has kept this vow, which now tethers him to this
A blue and white porcelain basin sits empty atop an
realm where he continues watching over the family.
ornately carved pedestal in the center of an otherwise
When the party enters Alfeus’s chamber, he believes they
empty room. Circling the rim of the basin are words in
have come to pay their respects to the dead royal family in
an odd language.
Area 13. He leads them to the next room for a moment of
If a creature can read or write Celestial, they will be able
respite. He’ll allow the party to stay as long as they want, but
to read the following from the basin:
he’ll keep a firm eye on each creature in the room.
If Alfeus becomes suspicious of the party, he will usher
them out. If he catches them trying to steal from the coffins,
Ye of pure heart, drink deep from this reservoir and walk
he’ll become hostile and call for the animated armor.
the path beset by kings.
A small lever beside the book display case can open the
portcullis in Area 13, but Alfeus refuses to open it for fear of
unworthy creatures gaining access to the royal tomb.
If a creature fills the bowl with any liquid and then drinks
Quest: A Royal Revenge. If a creature brings up
from it, one of the following effects takes place, depending on
Talindra or the item she claims belongs to her, Alfeus will
their alignment:
become defensive. He’ll declare her claims to be false and
instead try to enlist the party to put the feud to rest once
• Good: Drinking the liquid reveals an illusory door along
and for all. If the party refuses, Alfeus will lament that the
the northern wall.
party has let their loyalties lie on the wrong side before
• Neutral: Drinking the liquid reveals an illusory door
launching into an attack.
along the northern wall. The creature must succeed
Reward: For dealing with Talindra, Alfeus will reward the
on a DC 12 Constitution saving throw or take 2d6
party with a wand of magic missle from within his coffin.
poison damage.
Treasure: Among the tomes on the bookshelf is an

33
ancient first edition adventure novel worth 30 gp. A small the room except for Jane must make a DC 14 Constitution
pouch containing 20 gp, 43 sp, and 88 cp is tucked away saving throw. On a failed save, a creature takes 14 (4d6)
inside crates that once stored various other goods that have necrotic damage or half on a successful save.
long since dissolved. Inside Alfeus’s coffin, held firmly in the Jane will only join the fight if one of the following
bony grasp of his body, is a wand of magic missile. actions happen:

13. Resting Place of Royalty • Her minions are defeated.


• Her enchantment is interrupted more than once.
Several coffins line the walls of this chamber, each
• The ritual is completed.
bearing a similar family crest crafted from intricately
placed gemstones.
The child bound to the altar is Terra Grantham’s
A DC 13 Intelligence (history) check recognizes the
missing child.
crest to be the symbol of a monarchal line deposed by a
Jane can be brought back at any point because of
people’s revolt. This line was eventually replaced by the
her powerful pact with a dark entity that exists in the
current monarchal family of Camorr.
Shadowfell. Because she is aware of this fallback, she
Treasure: The coffins are covered in 100 gp of various
will stand and fight viciously until either she or her
gemstones used to show the family crest. Held within one
opponent falls.
of the coffins is a set of adamantine half-plate bearing the
Treasure: On the stone altar is a ceremonial dagger
same family crest and a silver scepter speckled with ruby
worth 25 gp and a silver chalice worth 15 gp. Tucked inside
chips worth 170 gp.
the altar is a level 2 spell scroll (darkness).
Though most of the adornments on the statue have
14. Ashes to Ashes, Urns, and Dust been picked over through time, 3 x small onyx worth 20 gp
This room once housed several urns packed in and each are still wedged into the base. A creature must succeed
against the walls until a partial collapse of the room destroyed on a DC 15 Strength (athletics) check to break these free.
many of them.
Treasure: Among all the broken urns are 83 cp and a 17. Jane’s Secret Workshop
small jade statuette of a heroic knight worth 45 gp.
A cheap desk covered in papers containing quickly
scribbled notes sits surrounded by recently imported barrels
15. Holding Cells in this dingy, rime-covered room.
Two makeshift prison cells have been constructed in the Treasure: A pair of large chests rest in an out-of-the-
back of this room. Their presence stands out starkly against way corner of the room. Inside them are 218 gp, 343 sp,
the crumbling surroundings of this chamber. Lying on the 822 cp, a fine leather scroll case with ivory embellishments
cold stone floor in one of the cells is a child’s ragdoll. worth 15 gp, 2 x level 1 spell scrolls (expeditious retreat and
As a creature enters this room, a slow rhythmic silent image), a small pouch with 2 beads of force, and a
chanting begins to rise from Area 16, breaking the silence thick, worn leather satchel with a large, bound book inside.
of the chamber. The barrels mostly contain stored dried goods, but
tucked behind one is a small cask of fine elven wine worth
16. The Ritual Chamber 75 gp and a pair of bronze chalices worth 10 gp each.
More info: The papers strewn across the surface of the
A low ritual chant grows to a dull roar as the party steps desk outline a conspiracy to pit the guild against the city
to the edge of this chamber with a large, vaulted ceiling. A guard, allowing Jane to conduct these dark enchantments
dull purple glow spills out across the room filling the room right under everyone’s noses. The notes go on to say
with dim light. Light is reflecting off a large stone statue something about each sacrifice allowing her to grow in
with a cold gaze that stares back at the party. At the back of power and needing more strong individuals to give
the room, a small child is bound and gagged to a stone altar over to it.
surrounded by several cloaked individuals.
Encounter: 2 x shadow casters prep the child for the
ritual at hand while the wicked visage of Jane Ayre stares on,
coated in the light of purple magic crackling at her fingertips.
As the party enters the room, Jane screams out to the
other shadow casters to stop them while she tries to finish
the enchantment.
More info: The ritual takes 4 rounds to accomplish if left
uninterrupted. If the ritual comes to fruition, each creature in

34
Wrapping Up

T
his ends the first chapter of the Knights of the
Shadow Realm. If you would like to continue
forward onto the next chapter, In the Shadow of
Fyr, bring the focus back onto the large bound
book found in the leather satchel. The book contains several
confusing symbols and coded messages. Among them are 3
that stand out most prominently but even they offer no hint
to the book’s meaning. A DC 12 Intelligence (history or
religion) check can tell the book uses religious and historical
parables to hide a message within, but the underlying
message is too deep to be cracked.
If a creature dwells on it, they will recall a high standing
religious leader in the neighboring city of Fyr’s Shadow that
may be able to help to decipher the message within the book.
If the party takes the book to any of the NPC’s with
whom they have made connections over their time in
Camorr, they will insist they speak with Atoka Arnold in
Fyr’s Shadow.
If you’d prefer to end this story here and move onto
your own, you can use the large bound book as a story
hook to move forward. Otherwise the book is another bit
of treasure the party can collect, that is valued at 75 gp.
Turning in the notes on the conspiracy to Artin
Hammerbeard and letting him know Jane has been defeated
will earn the party the posted award for Jane Ayre on the city
notice board. For uncovering the additional information,
Artin will reward the party with an additional 100 gp.

35
Appendix a: Races
berries will fall from the branches and lose their magic at the
Briarlings end of of the day.
Some claim this race of sentient tree-like entities are Kindling: Because the Briarling’s body is made of
created when fey magic mixes with the natural surroundings wood, it has a vulnerability to fire damage.
of the Prime Material plane. Others believe they are creations Thick Hide: Because of their toughened bark
produced by experimentation on unwilling humans by fey exterior, Briarlings have resistance to bludgeoning damage
magics from an era long since past. Either way, they are a from non-magical weapons.
relatively unknown race that prefers to stay hidden in a space Tool Proficiencies: You gain proficiency with the
between the Prime Material Plane and the Feywild Herbalism kit.
living with one foot in each but not truly a part of either. Natureborn: Whenever you make an Intelligence
While the majority of these creatures prefer to settle quickly (nature) check related to identifying plant life, you are
in their surroundings finding comfort from what is readily considered proficient in the Nature skill. If you are already
familiar, there are a small few who prefer to branch out and proficient in the Nature skill you can double your
find new lands to explore. proficiency for this check.
Briarlings are a race without gender, making pairing and Life Within: When a Briarling dies from non-natu-
mating a unique ritual for their kind. After choosing a mate, ral causes, as long as the body is still intact, there is a 15%
they co-pollinate when strong feelings cause the respective chance it can absorb life energy from nature magically
members to bloom bright foliage over their forms. The result bringing it back from the dead in 1d10 days.
is a large fruit that will gestate over a period of one to three Languages: You speak, read, and write Common and
months after which it can be planted in fertile soil. Given Sylvan. Briarlings tend to flit through nature with
some time, the seed will begin to breach the earth producing positive attitudes. Their demeanors tend to
a young Briarling bearing the markings of its two parents. It be noticeable in their speech, flowing with
is theorized that the type of soil the seed is planted in could a calming and upbeat pattern.
affect the Briarling’s genetic makeup.

Briarling Traits
Your fey heritage brings you close to nature making you
feel more at home in the surrounding forest. Your Briarling
has an assortment of inborn abilities brought on from their
natural heritage.

Ability Score Increase: Your Wisdom score increases by 2


and your Constitution score increases by 1.
Age: Briarlings reach maturity by the age of 40 and tend
to live between 600-700 years, though in rare cases it is said
that they can live nearly double that.
Alignment: Briarlings tend to gravitate towards neutral
alignments reflecting the true spirit of nature itself. They also
tend to lean more towards good, viewing life as a sacred right
that must be nourished.
Size: Briarlings stand between 7 to 8 feet tall with their
dense frame usually weighing around 300 pounds. Your
size is Medium.
Speed: Your base walking speed is 30 feet.
Berrymore: Briarlings naturally grow a certain amount
of goodberries from their branches daily. The amount of
goodberries is equal to 5 x your Constitution Modifier with
a minimum of 1. After the berries have been consumed, the
branches will remain bare until the next day. Any unused

36
Appendix b: Monsters
Shadow Spawned Jane Ayre
The shadow spawned are recently deceased creatures Medium humanoid (high elf), neutral evil
who have found their souls trapped on the way to their
resting place. As they are trapped, their essence stagnates Armor Class 16 (leather)
and warps due to a mix of the dark energy of the realm in Hit Points 65 (10d6 + 30)
which they are held and Umbrial’s interference. For many Speed 30 ft.
of these souls this process destroys them entirely, leaving
STR DEX CON INT WIS CHA
nothing behind. Souls withstanding the process are
12 (+1) 15 (+2) 16 (+3) 12 (+1) 11 (+0) 18 (+4)
driven mad and stripped of any reminder of who they
once were, leaving behind nothing more than a shadow
Saving Throws INT +4, WIS +3
of their previous selves. Those who withstand the
Skills Arcana +5, Deception +8, Stealth +6
transformation are sent back to the Material Realm Senses darkvision 60 ft., passive Perception 12
by Umbrial to wreak havoc and destruction. Languages Common, Elvish
These creatures can be found in the darkest parts Challenge 7 (2,900 XP)
of dungeons and hidden deep within forgotten forests.
Travelers moving across the countryside spread tales of Cast Shadows 2/day. As a bonus action Jane Ayre
shadows moving along the trails at night, though these can summon a Shadow that attacks on her initiative.
tales are scoffed at, perceived as nothing more than stories The Shadow has half of Jane’s hit point maximum,
concocted by those with overactive imaginations. has a +6 to hit, and has an armor class of 14.

Shadow Form. Using her bonus action, Jane can


Shadow Casters transform into a shadow version of herself. In this form
Particularly strong souls can withstand the she has resistance to all damage except force damage
transformation mostly intact. These souls are marked and she can move through other creatures and objects
with arcane symbols that spiral up their bodies. These as if they were difficult terrain. Jane Ayre takes 5 (1d10)
force damage if she ends her turn inside an object. She
symbols are a connection to Umbrial’s power and
can only remain in this form for 1 minute and cannot use
corruption, and those sent back to the Material Plane it again until after a long rest.
can draw from these symbols to perform extraordinary
feats. Those who pull from the innate magics of Umbrial Spellcasting. The Shadow Caster is a 10th-level
are known as shadow casters. spellcaster. Her spellcasting ability is Charisma (spell
Shadow casters are a form of sorcerer imbued with save DC 16, +8 to hit with spell attacks). Jane has the
shadow magics. They can bend the fabric of darkness to following spells prepared:
call forth the lesser souls corrupted by Umbrial. These
shadows rise to do the shadow caster’s bidding, fighting Cantrips (at will): disguise, chill touch, minor illusion
alongside them until the threat is defeated or their task 1st level (4 slots): misty step, ray of sickness, witchbolt
2nd level (3 slots): crown of madness, darkness,
is completed. As a shadow caster masters the control
suggestion
over these shadowy entities, they can begin summoning 3rd level (3 slots): counterspell, vampiric touch
more each day. 4th level (3 slots): blight, dimension door
5th level (2 slots): cone of cold

Actions
Scythe. Melee Weapon Attack: +5 to hit, reach 10 ft.,
one target. Hit: 7 (2d6 + 1)

Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,


one target. Hit: 4 (1d6 + 1)

37
Devil’s Maw
Large plant, unaligned

Armor Class 12
Hit Points 52 (8d10 + 8)
Speed 0 ft.

STR DEX CON INT WIS CHA


15 (+2) 14 (+2) 15 (+2) 1 (-5) 6 (-2) 2 (-4)

Condition Immunities Blinded, Deafened, Exhaustion,


Prone
Senses Tremorsense 30 ft., Passive Perception 9
Languages --
Challenge 2 (450 XP)

Shadow Caster Actions


Multiattack. The fungus makes two Vine attacks.
Medium humanoid, neutral evil
Vine. Melee Weapon Attack: +5 to hit, reach 15 ft., one
Armor Class 15 (leather) creature. Hit: 6 (1d8 + 2) bludgeoning damage. When a
Hit Points 38 (7d6 + 14) creature is hit, it becomes grappled (escape DC 14). The
Speed 30 ft. Devil’s Maw has four tentacles but can only grapple two
creatures at a time.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 12 (+1) 12 (+1) 17 (+3)
Engulf. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Medium or smaller creature Hit: The target is trapped
Saving Throws INT +4, WIS +4 inside the Devil’s Maw’s leafy jaws. While trapped in this
Skills Arcana +3, Deception +6, Stealth +6 way, the target is blinded and restrained, has total cover
Senses passive Perception 12 from attacks and other effects outside the Devil’s Maw,
Languages Common and takes 14 (4d6) acid damage at the start of each of
Challenge 5 (1,800 XP) the target’s turns. If the Devil’s Maw dies, the creature
inside it is no longer restrained by it. A Devil’s Maw can
Cast Shadows 1/day. As a bonus action the engulf only one creature at a time.
Shadow Caster can summon a Shadow that attacks
on its initiative. The Shadow has half the Caster’s hit
point maximum, uses its proficiency bonus, and has
an armor class of 14.

Spellcasting. The Shadow Caster is a 7th-level


spellcaster. Its spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). It has the
following spells prepared:

Cantrips (at will): disguise, chill touch, minor illusion


1st level (4 slots): misty step, ray of sickness, witchbolt
2nd level (3 slots): crown of madness, darkness
3rd level (3 slots): vampiric touch
4th level (1 slots): blight

Actions
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1)

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,


one target. Hit: 4 (1d6 + 1)

38
Appendix c: Items & Spells
Truemark
Magic Items Weapon (spear), uncommon (requires attunement)
You have a +1 bonus to attack and damage rolls made with
Berry Mix  this magic weapon. Truemark is a +1 spear. When thrown past
Potion, uncommon 20 feet, the spear does not incur disadvantage on the attack
This deep red wine has an incredibly sweet flavor and seems to roll. The max throwing distance is 60 feet.
sharpen the focus of the drinker. When consuming this drink
the imbiber is cured of a single charm effect currently in play.
Walloping Javelin
Weapon (javelin), common
Boots of the Forest This javelin deals 1d6 piercing damage but also packs a
Wonderous item, uncommon punch. A creature hit by the javelin must succeed on a DC 12
These boots look to be made from a patchwork of different Strength saving throw or be knocked prone.
leaves and thin vines. While wearing these boots, you can’t
be restrained by ensnarling strike. The wearer can also move
through difficult terrain as if it was normal terrain while in a Spells
forest environment.
Blood Pact
Huge Repeating Crossbow 3rd-level enchantment
Weapon (2-handed), uncommon Casting Time: 1 minute
To use this weapon, the wielder must have a Strength score Range: Touch
of at least 16. Range: 80/240ft Damage: 2d8 piercing Components: V, M (a silver bowl worth 75 gp, a silver
Once fired, the wielder must make a DC 12 Strength needle, and a drop of blood from two willing participants)
(athletics) check or be knocked prone in their current space. Duration: Special
An agreement is struck between willing participants. Both
Potion of Stone Hide sides put forth their wants for the agreement. Then, the one
Potion, rare casting the spell names a stipulation to happen should the
When you drink this potion, you gain the effect of the other participants fail or refuse their part of the bargain at a
stoneskin spell for 1 hour (no concentration required) or until later date. A stipulation can be as small or as large as it needs
you end the effect as a bonus action. This dull gray substance to be, in some cases as severe as death but it must be agreed
bearing flecks of rust flows like a thick porridge when the upon by both parties. After the bargain is made, and the
bottle shifts. stipulation agreed upon, the caster pricks the participants’
with a silvered needle and drops their blood into a silver
Potion of the Grave bowl where it then congeals into a solid, red, polyhedral
Potion, very rare shape that serves as the magical contract. When the
This potion appears to be nothing more than a few specks demands have been met, the polyhedral shape breaks apart
of floating, dull blue wisps in a thin mist. When a creature and begins to turn back into blood. Should the demands
consumes the potion, they become ethereal for 1 minute not be met, the polyhedron turns black and the stipulation
taking on the likeness of a departed version of themselves. set comes into effect.

Ring of Comfort
Ring, rare (requires attunement)
While wearing this ring you have a strong feeling of comfort
even in the most dire situations. The wearer of this ring gains
advantage against spells and spell-like abilities that cause fear.

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Appendix d: Handouts

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