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Uncover the mystery behind a deadly disease spreading across Valleria in this

6th-level adventure for the world’s greatest roleplaying game.


The Mad Alchemist
THE MAD ALCHEMIST IS AN ADVENTURE DESIGNED FOR 3-6 LEVEL 6 CHARACTERS FOR USE
WITH THE 5TH EDITION RULESET.

The Mad Alchemist is the first adventure


of the Valleria adventure series.

DOWNLOAD CHAPTER TWO AND MORE EPIC ADVENTURES AT:


WWW.PATREON.COM/VALLERIA

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork,
and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Valleria Studio game product are Open Game
Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game
Content may be reproduced in any form without written permission.

The Mad Alchemist is published by Valleria Studio under the Open Game License version 1.0a.
Copyright 2021 Valleria Studio. All Rights Reserved
2
Table Of Contents P8. The Mad Alchemist................................................ 19
Aftermath............................................................................ 20
Foreword.................................................................................4
Treasure..................................................................................... 20
Running The Adventure........................................................4
Collecting The Reward........................................................ 20
Background.................................................................................4
Awarding Experience Points............................................ 20
Story Overview..........................................................................4
What comes next.................................................................... 20
Adventure Hook.........................................................................4
Appendix A: Treasure..................................................... 21
Oakheart.................................................................................6
Appendix B: Monsters..................................................... 22
The Boiled Cat Inn ...................................................................6
Open Gaming License...................................................... 27
An Unexpected Arrival...................................................7
Town Hall......................................................................................8
The Infirmary.............................................................................9
The Next Day...............................................................................9
Credits
This adventure was a collaborative effort brought to
The South Road....................................................................... 10 you by these amazing folks:
Off Road.............................................................................. 10
Producer: Valleria Studio
Sunken Cove........................................................................ 11 Story, Mechanics, Design, Interior Illustrations and
General Features.................................................................... 11 Cartography: Kevin Leurs
Proofing: Kyla Ocampo
Encounter Locations............................................................ 11 Cover Illustrator: Tithi Luadthong/Shutterstock.com
Sunken Cove Part 1............................................................... 11
Special Thanks: A big thank you to Wizards of the Coast
C1. Trapped Entrance................................................... 11 for making the most epic game in the world and
C2. Flesh Golem Encounter........................................ 11 allowing creators like ourselves to borrow your open
license.
C3. Room A......................................................................... 12
C4. Room With A Riddle.............................................. 12
C5. Secret Entrance....................................................... 13
C6. Room B......................................................................... 13
Sunken Cove Part 2............................................................... 13
G1. Gibbering Mouthers............................................... 13
G2. Weak Wall.................................................................. 13
G3. Safe Room................................................................... 13
G4. Study Room............................................................... 14
G5. Harvest Chamber.................................................... 15
A Jellytastic Complication.................................................. 15
Sunken Cove Part 3............................................................... 17
P1. Library......................................................................... 17
P2. Hidden Room............................................................ 17
P3. Ship................................................................................ 17
P4. Hidden Treasure...................................................... 18
P5. Borers........................................................................... 18
P6. Stockroom.................................................................. 18
P7. Mimic Cell................................................................... 18

3
Foreword Background
Oakheart, a once vital trading post, has been struck by a

W
hat started as a one hour adventure mysterious disease. Over the past month, Lord Ulric Von
to fulfill the adventurous urges of my Vymarc, townmaster of Oakheart, has set out his men to
friends, turned into a massive world look for the source of the disease and a cure to put a stop
full of wondrous magic, mythical to the disaster. Yet they’ve failed to find any clue to what
creatures and lost treasures. I decided this might be.
to share some of these epic adventures
with the rest of you, so that you and your players can As the weeks passed, more people got infected to the
experience the same wondrous journeys we had and point where most of the shops had to close. The town's
explore places you've never seen before. guard is undermanned as they’re falling ill themselves.
Ships are starting to avoid the town, as rumors about
Valleria is the world I created wherein the adventures will a disease are starting to spread. More importantly, The
take place. It's a medieval fantasy setting with a fairly low Feast Of The Stars is approaching.
amount of magic, due to dreadful events that happened
in Valleria's early days. It's important to know that you
can easily use any of these adventures to fit in your own THE FEAST OF THE STARS
homebrew campaign. Yearly feast to celebrate and pay tribute to the six Gods
who created Valleria.

I've written out a bite-sized part of Valleria's history and


its gods, just so you know what's going on. You can check
it out on www.valleria-studio.com. This would be a major source of income for the people,
as many from all over the land come here to pay their
I hope you will enjoy the adventures of Valleria, if you did, respects to the gods, feast and spend many of their
please take a moment to let me know. valuables.

Join us on www.patreon.com/valleria and get access to The town is already accommodating the first of many
exclusive 5e content: adventures, items, maps, monsters visitors to come. Yet most of them leave once they find out
and more! All support is used to further develop this about Oakheart’s situation.
project.
Lord Ulric has sent out letters to renowned adventurers
across Valleria to assist in this serious matter.
Running The Adventure
The Mad Alchemist is an adventure taking place within
the world of Valleria. This adventure is suitable for 3 to 6
Story Overview
adventurers of level 6. Part 1. The adventurers venture to the town of Oakheart
and gather clues about the disease.
You can use this adventure within any other campaign
setting, although I recommend you check out mine at: Part 2. The players venture to Sunken Cove, where the
www.valleria-studio.com if you plan on playing any of the town's Alchemist was last seen.
future adventures.
Part 3. The adventurers have to make their way through
Appendix A contains treasure and magic items found in a multi-dungeon filled with traps, puzzles and monsters
this adventure. to ultimately discover that it was Isaac Norton, who
poisoned the food and water supply of Oakheart with a
Appendix B contains the monsters and NPC statistics you master poison, called Veridium Mortem.
will need for this adventure.
Adventure Hook
Text that appears in this illustrated box is meant to be read While enjoying a hot meal in the local inn, the
aloud to your players when they first enter a certain area or adventurers are approached by a courier bearing a letter
under other specific circumstances. from Lord Ulric Von Vymarc, the townmaster of Oakheart,
asking for assistance in a matter of vital importance.

4
Dear adventurers,

I have heard stories of your valiant deeds and I would like to hire your services.

There’s a disease spreading across my town and nearby outskirts and we do not
seem to be able to find the source, nor a cure for it. Yet it is vital that we do so.
My people are suffering: news of the disease is starting to spread, ships are starting
to avoid the area, there’s less trade and even fewer people able to work.

Aside from the obvious implications of a disease there’s a far more important
matter.
The Feast Of The Stars is upon us. This is Oakheart’s major source of income
as people from all over the land come here to pay their respects to the gods, feast
and spend or trade many of their valuables. We’re already accommodating the
first of many visitors to come. But we see many of them leaving once they find out
about our… situation.

I offer you a total sum of 4.000 gold coins upon vital aid towards the subject.

Signed in the name of the Townmaster of Oakheart.

Lord Ulric Von Vymarc

5
Oakheart Warmth rushes over your humid clothes as you enter the
inn. You hear upbeat songs playing and your mouth gets

T
watery from the sweet smell of mulled wine with a hint of
he adventurers have spent ten days citrus and cinnamon.
on a boat trip towards Oakheart out
of curiosity, empathy or maybe greed.
They're smelly, tired and probably The inn is old but very well kept. The interior is made out
hungering towards a hot meal. Luckily of beautiful dark wood, releasing a cosy orange-brown
they're about to arrive at their destination. glow, thanks to the fireplace and many candles all around.
It’s the sort of place you’d expect to be filled with people
at any day of the week if it wasn’t for the disease.
After spending ten days on a boat trip, you finally see land
in the distance, just as the sun is setting. One of the sailors Gerald Gattersby
shouts: ‘Land Ho! We’ll arrive in Oakheart shortly”. Innkeeper and owner of the Boiled Cat Inn which has
been in his family for over 300 years. He’s a 50 year old
An hour later the boat docks in a large bay. You exit along human male. Gerald is married to Giana and they both
with several other people stinking from a long travel at sea. have one son: Geoffrey Gattersby, 10 years old.
The wooden planks make cracking sounds under your feet
as you exit the boat onto the docks. Large buildings and He’s an optimist and is happy to accommodate the party.
stacks of smaller buildings of 20 - 30 feet high rise up in If prompted with the letter of introduction, Gerald offers
front of you. free lodgings and food.

Before you are able to enter the main street into Oakheart,
you see a line of people waiting in front of two desks and
WHAT GERALD GATTERSBY KNOWS:
multiple tired guards leaning on their spears, who are
guarding the entrance of the street. • A small history about the town: Major port, used to be a
major trading post as well, although most trading is now
You wait in line until it’s finally your turn. When you face done in Stonevale (major city).
a gnome sitting on a stack of books on top of a chair, you • People have been getting sick from a plague that only
notice his skin seems quite pale and he’s wearing a strapped seems to be getting worse.
piece of cloth in front of his mouth and nose. Between • Three months ago, dozens of people were struck by a high
coughs he manages to croak out a question: "Name and fever.
reason for travel?" • Business is not as good as usual, hence the lack of
customers.
• Travelers are leaving soon after they arrive, when they find
out about the plague.
As the party presents their names or the letter they
• Gerald has twelve rooms available.
received from Lord Ulric, they’re told the Townmaster
• House specialty is the “Dragon’s Breath Chili”
is expecting them, but are invited to first clean up in the
• He can give directions across town, yet advises against
Boiled Cat inn. The gnome writes them a small letter
making unnecessary trips.
stating “Guests of Lord Ulric Von Vymarc” and stamps it
• Most shops are temporarily closed.
with a seal with the emblem of a tree, the same as the one
• He warns the party not to get in contact with other people
in the letter from Lord Ulric.

"Follow this street straight ahead, on your left you’ll see the
This would be a good moment for the players to get
sign of an Inn. Hand this over to the innkeeper, and he’ll
acquainted if they haven't done so before.
make sure you’ll be accommodated. I’ll alert the Townmaster
of your presence."

IMPORTANT FOR FUTURE ADVENTURES


Write down the names of the players who ate the food at the
The Boiled Cat Inn inn, as they’re now poisoned by the Veridium Mortem. This is
important if you plan on continuing with the second chapter
As the party follows the street for a few minutes they’ll of Valleria. The players won't notice any physical effects until
see a large sign hanging in the distance. On the sign weeks later.
there’s a huge cauldron depicted with a head of a cat
popping out. Under the sign it says “The Boiled Cat Inn”. The poison cannot be cured by any normal means or
magical means lower than a Greater Restoration spell.

6
As the adventurers are escorted through the crowded
An Unexpected Arrival streets they’ll see a diversity of races walking around.
After eating, washing up and having a few conversations, Most of them are travelers or traders that are visiting the
two plate armored guards, each holding a large polearm, town for a short period of time, others are merchants
enter the inn. that decided to make Oakheart their home after years of
repeated visits.
The guards will treat the adventurers with respect, since
they're guests of Lord Ulric. Due to the initial rapid growth of the town, the streets
are very narrow, flanked by a densely built-up area.
The players will see buildings built upon buildings that
Would the following people please rise:
block most of the morning and evening sun which is
(character names)
why there’s always oil lamps burning in the streets of
Oakheart.
As you stand up, the guard turns around and says over his
shoulder “Follow me”, the other guard follows behind the
Some of the original buildings were built with stone
rest of you.
although later houses were built with cheap materials,
mostly lumber.

Infirmary

Town Hall

The Boiled Cat Inn


OAKHEART
7
calm and welcoming voice, but he can quickly switch to a
The guards take you to a walled-off area. The gate in front of voice and posture booming with authority because of his
you is guarded by four more guards, a few of them putting military background.
their full weight on their spears. They seem exhausted.
The guards salute each other, walk through the gate and
“Welcome travellers, I was starting to think you had declined
up the wide steps leading to two large doors that are the
my invitation, but I’m glad to see you have arrived well, and
entrance to the town hall.
not a moment too soon.

You enter into a large main hall with great chandeliers that
My name is Lord Ulric Von Vymarc, I’m the townmaster of
cast their light down on the red tapestries lining the walls.
Oakheart.
Across from you is a double staircase arching up to a second
floor.
My eyes and ears have informed me of your deeds in the
past, which is why I have invited you here today.
The guard opens a door to your right. "Please take a seat
and wait here, the townmaster will see you shortly."
There’s a plague spreading across our town and outskirts
You enter a wide room with large stained glass windows.
and we do not seem to be able to find the source nor a cure
The room is illuminated by candles on the wall and another
for it. Yet it is vital that we do so.
chandelier. In the middle of the room is a very long table
with 12 chairs around it. The one on the far end is richly
My people are suffering. The town's guard is undermanned.
decorated with red and black embossings. A few feet from
Traders are starting to avoid Oakheart and all this is
that chair you see another door.
happening right before The Feast Of The Stars, a source of
income my people are in desperate need of. It is critical we
Everything is a bit dusty which is rather unusual in a building
resolve these matters before the feast begins.”
so richly decorated as this. The guard closes the door
behind you.
Lord Ulric pauses for a short moment. “Forgive me for being
so direct. Tell me about your journey here. I hope your
accommodations suit your needs?”
Town Hall
A few minutes later, an old man named Reginald will
introduce Lord Ulric Von Vymarc. “Reggy” is Lord Ulric’s
trusted servant and helps in a large deal of town matters. WHAT LORD ULRIC KNOWS:
• The first signs of disease were discovered three months
Characteristics of Reginald: ago, dozens were struck by a high fever.
• 75 years old • The disease exponentially got worse, the accumulated
• Few strands of grey hair left on his head death count is around 200.
• Bent-over posture • So far, nobody recovered.
• Speaks with an old weak voice • As Lord Ulric was unable to pinpoint a source for the
• Courteous manners disease in the town itself, he sent out several of his men to
• Not fond of “adventurers” investigate nearby areas, but without success.
• Very loyal to Lord Ulric • He even sent out the town’s alchemist, Isaac Norton, who is
at the same time his personal advisor. He has not returned
Lord Ulric Von Vymarc since.
Oakheart’s current townmaster is Lord Ulric Von Vymarc. • Isaac was last seen two weeks ago, by the guards stationed
A 48 year old, tall and broad man with black hair. He at the gate to south road heading to Sunken Cove, a
often wears a rich red and black mantle. At age 16 Ulric deserted pirate cove.
was enrolled into the King’s army. He served for 24 years, • Since the town can no longer spare any more men, Lord
before he was released from servitude with exceptional Ulric recruited other adventurers to investigate the north
decorations. He’s been appointed as Oakheart’s and the east.
townmaster for the past 8 years. • Most of the shops are closed because of the disease. If
the players need anything, they can leave their requests
Lord Ulric’s great grandfather, Heimon Von Vymarc, was with Reggy, who will have the goods delivered to the inn by
bestowed the title of “Lord” by the King, for services to morning.
the crown. The title has been in his family ever since. • If the players ask about the symptoms of the disease,
or wish to examine it, Lord Ulric offers to have one of his
Lord Ulric is a competent and gregarious man who guards lead them to the infirmary as the healers are better
strongly upholds the values of honor and duty. He has a equipped to answer specific questions.

8
After the adventurers had time to ask Lord Ulric some
questions, the townmaster will send the players south, to
Sunken Cove, where Isaac Norton was last seen heading WHAT THE HEALERS KNOW.
to. • Common symptoms: High fever, loss of hair, coughing up
blood and bleeding through ears and eyes.
• Uncommon symptoms: Sores all over the body, some are
"As promised, I will pay you 4,000 gold coins upon aid excreting green pus.
towards the subject. Your accomodations in the inn will be • One person with a condition that resembles a hollowed
funded by me for the duration of your research. out wound on his chest and bones growing out its edges,
resembling teeth. Some sort of mutation.
I hired other researchers for the northern and eastern • The deceased people's tongue turns black, 3 days after
parts of the region. As you’re the last of the adventurers I’m passing away.
about to set out on this mission, I suggest you start in the • Almost half of the population is infected.
south near Sunken Cove where my alchemist was last seen • People die within 1-4 weeks after the first symptoms
heading to." appear.
• They don't know how the disease is transmitted.
• They’ve tried all kinds of medicine, but none of it has any
effect.

The Infirmary
If the players decide to go to the infirmary, a guard named
Tim will be tasked with escorting the adventurers. Tim The Next Day
is a young guard, and is scared of the disease as he fears At this point, it’s getting quite late. The players had a long
for his family if he would no longer be able to put bread journey and may need some time to reflect. This could
on the table. He will try to keep the party from lingering be a good time to return to the inn for some well needed
around. sleep.

Tim warns the players to cover their faces and not to get If the players left any request for goods with Reginald,
too close to other people. He will wait outside to escort then on the next morning, before or during breakfast,
the party back once they’re done with their business. a young boy will walk in to deliver the requested items
(if they were reasonable). The boy’s family is having a
hard time, so it is possible he kept some of the items for
himself, or demands a payment for delivering the items.
As Tim takes a right and leads you into a small alley, you
notice people here seem to be in a worse state than on
When the players are ready, you can have Gerald
the other side of the canal. Buildings seem to be older and
Gattersby give them directions towards the South Road if
made of cheaper material.
they don’t come up with it themselves.
When the small alley opens into a small square, Tim points
to the building at the other end of the square. You see sick
people sitting outside with their backs against the wall of
a large building. An open double reveals people dressed
in white robes tending to the people laying on beds or
makeshift mattresses on the floor.

“That there is the infirmary. I’ll wait over here if you don’t
mind, don’t wanna get sick you see. Cover your faces and
remember: don’t get close.”

9
The South Road
The South Road is where the players start their journey
towards Sunken Cove. It’ll take half a day of walking
before they’ll get to a sand path that leads towards the
ocean and Sunken Cove.

The party will be passing by plenty of farms giving them


the opportunity to do some trading or hear some gossip
about the plague being the end of days.

Although the road is fairly safe as it is close to Oakheart,


the northern side of the road lies close to Thorn Forest.
Here you could have some bandits jump them on the
Sunken Cove
road or some wandering forest creatures.

Off Road
When the adventurers follow the sand path leading
towards the ocean, they’ll eventually come to a small
beach that leads to The Sunken Cove. The beach is split
into 3 parts with rows of rocks in between.

Burnt bodies. A pile of burnt bodies and one half-burnt


corpse wearing plate adorned with the emblem of
Oakheart.

Coins in a bottle. Any player with a passive Perception of


14 will notice a small bottle sticking out of the sand near
the rock wall.

Treasure. 66 gold coins in a bottle; how they got in, you


don’t know. Burnt Bodies

Coins In A Bottle

OFF ROAD
10
Sunken Cove Encounter Locations
The following encounters are keyed to the map of

T
Sunken Cove Part 1, Sunken Cove Part 2, A Jellytastic
This is where the secret of the mysterious Complication and Sunken Cove Part 3.
disease will be unraveled. Isaac Norton, the
town’s Alchemist, often makes trips here
for his alchemical studies. About half a year Sunken Cove Part 1
ago, Isaac came in contact with a “Kvellur”,
Sunken Cove consists of three parts, this is part one. The
a subterranean species which was thought to be extinct.
adventurers will encounter a series of puzzles, riddles
Isaac tried studying the creature as not much is known
and monsters that are set up by Isaac Norton to protect
about its kind.
his hideout from intruders.
Shortly after his first contact with the Kvellur, Isaac
started losing parts of his mind until after a timespan of a C1. Trapped Entrance
few weeks, he went completely mad. As the players enter the cove, they’ll see a hallway about
75 ft. long, 10 ft. wide and 10 ft. high. At the end of the
The Kvellur planted a seed in Isaac’s mind that quickly hallway is a reinforced metal door.
grew out to an unshakable belief that “Surface Walkers”,
people who lived on the mainland, are unworthy beings, The walls and floor are covered in sand, aside from two
and are no better than rats. trapdoors on the floor. Each trapdoor is 10 ft. wide. These
won’t budge if the players walk on them.
Isaac started looking for a way to kill as many people
as possible with the least possible effort. After running On the walls they’ll see 6 levers. (See map: Sunken Cove
several experiments and building up defenses for his Part One)
hideout, he created a new poison called Veridius Mortem,
a poison that can not be cured by regular means. He’s Wooden Levers (B). If the characters pull a wooden
been poisoning the food and water supply of Oakheart lever, the trapdoors will fling open, revealing a 5 ft. drop
ever since, poisoning each person who came in contact onto metal spikes. Any player who falls into the trap takes
with it. 4d6 piercing damage. Players can climb back up without
making an ability check.
Since Veridius Mortem works slow and is distributed in
massive amounts, people believed that they were struck Pulling a wooden lever, will also release a strong gust of
by some sort of disease that could be carried over from air coming from release valves that are located around
one person to another, but it’s not. the door. Each player must make a DC 15 Strength saving
throw, the player gets pushed back 5ft. on a failed save.
Isaac, not being content with his work, is on the verge of
discovering an airborne solution to murder even more Metal Levers (A). Once one of the two metal levers is
efficiently. pulled, it remains in its lowered position until the second
metal lever is pulled, at which point the door will open.
The adventurers now have a chance to uncover his plans Pulling a wooden lever, throws the metal levers back in
and put a stop to them. their original position.

Any player can notice that some levers are made of wood
General Features while others are made of metal, with a successful DC 12
Wisdom (Perception) check.
Ceilings. Passages and chambers are 10 feet high unless
otherwise indicated. C2. Flesh Golem Encounter
Doors. All doors are unlocked unless the text states
otherwise. A locked door can be picked with thieves' tools A wide-open, square chamber lies before you. It’s walls are
and a successful DC 10 Dexterity check. A door can also made of stone slab, the ceiling is held up by four pillars, each
be broken down with a successful DC 16 Strength check. 10 ft. high. In the middle of the room stands a large brazier.
On the north wall there are four huge shackles. There’s a
Light. Most areas are lit by torches unless otherwise door to the east and another door to the west.
indicated.
In front of the western door stands a muscled creature
Secret Locations. An "S" on a map indicates the presence constructed of an appalling assortment of humanoid body
of a secret location. parts that are firmly stitched together.

11
The Flesh Golem guards the room to the west. It’s
currently sleeping but will awaken if the party makes
C4. Room With A Riddle
noise. The hinges of this door are rusty, the door can be quietly
opened with a successful DC 12 Stealth (Dexterity) check.
A player can sneak past the creature without alarming it The room contains a broken table, 4 chairs and a chest.
with a successful DC 17 Dexterity (Stealth) check.
Treasure chest.
If the golem engages, it will shout “FREEEDOOOOOOOM!”,
before every attack it makes.
In front of you stands a reinforced chest, wrapped in chains,
locked with a letter combination riddle.
C3. Room A
The hinges of this door are rusty, the door can be quietly
opened with a successful DC 12 Stealth (Dexterity) check. L C S T R R :O
The room has a table, two chairs, a bed and a cabinet.

Table A Y T H I T Y
If the players investigate the table or look under it, they’ll
see a lever. If pulled, they’ll hear a loud “CLICK”. A secret M O Q U :) N E
floor panel in section C5. Secret Entrance will open.

Cabinet N I B E N :( G
If the players look in the cabinet, they’ll find a bunch
of clothes along with a note. Written on the note is the
following: “ = BAD BAD BAD” C4.

C3
C4
C2

C5
S
C1 Entrance
A B B

Trapdoor Trapdoor

C6 B A B

1 square = 5 feet
12 SUNKEN COVE PART 1
The players can move the letters from each column in The dirt walls are wet and there’s slime that covers small
the direction of the arrows in order to find the solution: areas of the walls. Any player can discover this with
“LIBERTY”. a successful DC 10 Wisdom (Perception) check or by
actively looking at the walls.
Treasure. The chest contains a Potion of Haste, two As the adventurers walk further down the stairs, they’ll
Potions of Greater Healing and a Potion of Fire Resistance. reach a 3-split hallway.

C5. Secret Entrance G1. Gibbering Mouthers


This room contains an empty cabinet and a bed. Under The path to the left has a couple of torches hanging on the
the bed is a slidable floor panel that hides a secret wall. If the players take a closer look, they can discover
staircase that leads down to Sunken Cove Part 2. that this area is covered in a lot more slime than the walls
before.
The floor panel will open once the players pull both
the levers that are located in C3. Room A and C6. The What the players don’t know is that further on is a
adventurers could also break the floor panel with a blunt hollowed out area of the cove with a hive of 3 Gibbering
object. Mouthers.

Any player could sense an cold air current within the These creatures generally don’t like getting close to the
room, with a successful DC 16 Wisdom (Perception) torches as they’re very vulnerable to fire. If the players
check. Any player investigating the room can notice a encounter a Gibbering Mouther, they can discern this
small gap in the floor under the bed, with a successful DC information with a successful DC 15 Intelligence (Nature)
14 Intelligence (Investigation) check. check. The hive itself can be passed by with a successful
Stealth Check.
C6. Room B
If the players decide not to take the left path, one
This room contains a table, two chairs, a cabinet and a
Gibbering Mouther will stalk them from the ceiling
rug.
and make an occasional ‘Slosh-slosh’ sound, before it
eventually attacks them.
Table
If the players look under the table, they’ll see a lever. If
pulled, they’ll hear a loud “CLICK”. A secret floor panel in G2. Weak Wall
section C5. Secret Entrance will open. The wall at the end of this path has been rebuilt after
being taken down. With a successful DC 12 Wisdom
Rug (Perception) check, a player can notice that the wall is of
If the players look under the rug, they’ll find a note. a slightly different color than the rest.
Written on the note is the following:
“ = GOOD GOOD” The players can break the wall with a blunt object and
a successful DC 12 Strength check. Behind the wall is
Cabinet a ledge of 10 ft. high. The players can climb it with a
If the players look in the cabinet they’ll find a note. successful DC 15 Strength (Athletics) check. On a failure,
Written on the note is the following: the player takes 1d6 bludgeoning damage and falls prone.
“ = WRONG PLACE”

Sunken Cove Part 2 G3. Safe Room


As the players take the secret entrance and walk down Inside this room are 3 heavy barrels filled with water and
the stairs into the second part of Sunken Cove, it’ll a bed. The door can be barred from the inside.
become too dark for them to see, so they’ll need to use a
light source. If the players decide to take a rest here, the Gibbering
Mouther will slip under the door while they’re resting.

You walk down the stairs that were hidden under the bed. Under the bed is a small locker, any player can spot it with
As you move down it gets darker and darker until you can’t a successful DC 15 Wisdom (Perception) check, or by
see where you place your feet anymore. The Air feels humid simply looking under the bed.
around you.
Treasure. The locker contains a Minor Potion of
Invisibility.

13
Hidden Lever. Under the table is another lever that
G4. Study Room opens the sliding wall to the north. The players can
The door to this room is locked. It can be opened by spot the lever with a successful DC 10 Intelligence
picking the lock or breaking it down. The door can be (Investigation) check or by looking under the table.
broken down with a successful DC 16 Strength check.
The players can keep on trying, as each slam or ram will Bookcases. Both bookcases contain books about
weaken the door. After 3 consecutive fails, the Gibbering transmutations and alchemy. The eastern bookcase
Mouthers from area G1 will attack the players. also contains a book with the title “A beginners guide to
Alchemy”. Any player taking a closer look at the books,
Two bookcases stand within this dusty chamber, one is can find the book with a successful DC 10 Intelligence
placed against the western wall and one is placed against (Investigation) check.
the eastern wall. Next to the entrance stands a table with
two chairs. Treasure. A beginners guide to Alchemy.

There’s a strong air current within the room. Any player


can notice that it’s coming from the north wall, with a
successful DC 8 Wisdom (Perception) check.

A Jellytastic Complication

G5

G2

G1
G3
G4

1 square = 5 feet
14
Entrance
SUNKEN COVE PART 2
The first several pages of the book contain notes about
G5. Harvest Chamber the creation of a master poison. The notes are mostly
dates and timestamps of certain experiments, dating
Another tunnel section lies before you. At the end of the
months back. The writer later refers to the poison as
hallway is a door. When you get closer you start hearing
“Veridius Mortem”.
a continuous sucking and pushing sound: “SHHIEEEEEE -
PFUFUFUFFUFUFUF”.
Capsules. The capsules are covered by condensation. If
the players take a closer look, they’ll see that three of the
four capsules have a person in it.

Isaac Norton has been using this chamber to perform Two capsules contain a human, one male, one female.
experiments on unfortunate souls to develop an airborne They're wearing common clothing. Their skin seems pale
solution of the Veridius Mortem. He’s very close to with a greenish tint to it. The man's wound is excreting
achieving his goal. green liquid. The female has several mutations on her
When the players enter the chamber, read the following: right arm and some bones grew out of her wounds in the
form of teeth. Both are dead.
You walk into a medium sized round chamber. The chamber
The third capsule contains a gnome, he’s still breathing.
is lit by a red light emanating from weird plants, weeds and
The players can decide to free the gnome.
other flora you’ve not seen before, that cover the walls and
floor of the room.
Flora. The empty capsule was malfunctioning and has
been leaking some of the experiment’s secretions into
Then your eyes are dragged towards four large, oval
the soil, resulting in newly formed, glowing flora. It’s
capsules. Each capsule's backside is made of metal and the
harmless and dies when touched, leaving no more than a
front has a glass cover.
puddle of crimson liquid behind.
The capsules are around three meters long and a meter
Peter Pickle. Peter suffers from severe memory loss, he
wide and they’re placed in a forty-five degree angle against
doesn’t remember a thing, only his name and his reason
the wall.
for traveling to Oakheart: to do some bartering. He’s very
suspicious of the adventurers as he wakes up with tubes
There are multiple wires and two large tubes coming out
in his body.
of each side, which are the source of the weird sound you
heard before. Between the two capsules on the east wall
If the party makes a decent effort to convince Peter that
stands a desk. To the north is another door.
they had nothing to do with his capture, he will venture
with the adventurers. Peter suffers from Posttraumatic
Stress Disorder after being treated like a lab rat. Which
Desk. On the desk lies: a pincer, scalpel, syringes, a set of results in him being emotionally unstable.
3 small alchemical flasks (empty) and a book.
If the party doesn’t do a decent effort to persuade Peter,
Book the gnome will take the first opportunity he has to knock
a player unconscious and run away with the player’s
weapon.
The book seems to be a diary. There are dates and
timestamps on top of each page.

The latest entry is dated from yesterday at noon. It reads:


“Subject A and B, human kind proof once again to be non-
resistant to the extraction of Veridius Mortem, proceed with
harvest procedure before decommission."

"Subject C shows great promise and has proven to be


resilient to the extraction process after blood dialysis and
manual insertion of the Veridius Mortem, sample taken,
airborne trials commence immediately."

If the players want to flip through the rest of the book,


they'll see notes dating back several months ago,
describing failures of airborne trials on several subjects.
15
Gelatinous Cube will get stuck, allowing 3 more entries
A Jellytastic Complication before it opens.
We arrive at the first deadly encounter of the adventure.
Although experienced players may know how to handle Solution: 0 - 4 - 2
what comes next, it may be very dangerous for new
players. Containers. Each container has two lids, one covering the
top and one covering the bottom, each lid is held shut by a
mechanical lock.
A fire pit lies in the center of this large square room. Most of
the floor and walls are covered in stone slab except for two Inside the container to the left of the double door, the
stalagmite formations on the floor. players will see a yellow-orange liquid.

There are also two stalactite formations on the ceiling, closer Encounter. Ochre Jelly x2
to the fire pit. The container next to the entrance contains a black liquid.

On the other end of the room is a large double door that is Encounter. Black Pudding
reinforced with metal bars.
The container to the right of the reinforced door contains
On each side of the door, you see five feet tall glass a transparent liquid.
containers hanging on the wall. Next to the entrance, you
see another one of those glass containers. Any player who makes a successful DC 16 Wisdom
(Survival) check, will notice a Gelatinous Cube inside.
In the south east corner you see a long wooden pole with a
round metal base plate of twelve inches diameter. Encounter. Gelatinous Cube

Pole. The players can use the pole to push the creatures
Reinforced metal door into the fire by making an attack roll +6, causing 4d10 fire
The reinforced metal door leads to Sunken Cove Part 3. damage on a successful hit.
Any player who tries opening the door by just pulling the
handle, will cause the entry door in the back to slam shut The black pudding will corrode the metal base plate or
and lock itself. the wood of the pole itself, destroying it after being hit.

Any player that takes a closer look at the door, will see Corrosive Jelly. The corrosive jelly of the Black Pudding
that it's locked by a three cypher combination lock, each can also be used to destroy the combination lock.
entry number ranges from 0 to 9. The lock is made of
Tritanium metal, which is almost impossible to break. It
could be melted, but it would take a long time.

When the players enter a number in the cypher Sunken Cove Part 3
combination lock, and press the button on the side,
symbols will appear below each number. These are the
same symbols the players may have discovered on the
Ochre Jellies Gelatinous Cube
notes in Sunken Cover Part One.

= Correct number and correct place


Stalagmite
Stalactite
= Correct number but wrong place

= Wrong number and wrong place

The adventurers will see the current number 2 - 0 - 6


along with the symbols " X X — " displayed under the Stalactite
numbers. Meaning they already have 2 of the numbers
they need, but they're in the wrong place. Pole
Stalagmite
Black Pudding
Each wrong entry of the code will open one of the
containers in the following order: Ochre Jelly x2 - Black
Pudding - Gelatinous Cube. The last container with the
1 square = 5 feet Entrance
16
A JELLYTASTIC COMPLICATION
Sunken Cove Part 3 "I’ve been wrong all along, we’ve been brainwashed, these
unworthy beings are no better than rats, must find a way to
exterminate.”
You walk onto a ledge that oversees a giant cove just above
sea level. You smell the ocean and hear the sound waves Next entry a week after:
crashing against rock.
"But how? Fast!? Burn em? Cook em? Gas em? YES! No, no,
The ceiling, which is covered by countless stalactites, must no.”
be forty feet up from the ledge where you stand, and the ...
ground floor lies thirty feet below you. “Poison, POISOOOON! YES! THAT'S IT! But how? What?
Where? Wyvern poison? No, too rare. Must develop my own.
The wooden stairs in front of you lead down to the ground Need test subjects.”
floor where you see several rope bridges, paths leading
north, west and east and a small docked ship. Next entry a week after:

"Creating the Veridius Mortem was all too easy but


Patrol. There's a Flesh Golem carrying barrels from area administering... food and water is a start.
P6. Stockroom to area P3. Ship. When the players cross
the first bridge, they’ll feel a slight tremble in the ground
followed by a grunt: "FREEEEEDOOOOOOOOMMMMM!". Bookcases. The bookcases contain numerous books on
alchemy, biology and artificery.
If the adventures react quickly, they could hide from the
golem before he spots the players. Secret Door. One of the books in the eastern bookcase is
stuck. Pulling the book will cause the bookcase to swing
P1. Library open, revealing a hidden room behind the eastern wall.
Just before the entrance of the library, the players will
A player can discover the book with a successful DC 13
see a large rock. The next time they look in the rock's
Intelligence (Investigation) check.
direction, they'll see that it moved to a different position.

Encounter. One Gray Ooze disguised as a rock. The Gray


Ooze will attack the players when they have their backs P2. Hidden Room
turned for too long.
This tiny room has a five feet high ceiling. On one of the walls
hangs one shelf with two small vials placed on top. Both vials
Four bookcases cover the eastern and western walls of this
are filled with a green liquid.
small library. A small desk stands in the center.

Diary. On top of the desk lies another diary. A successful DC 12 Wisdom (Medicine) check, will allow a
player to identify the liquid inside of the vials.

Most of the pages of this diary are ripped out. There are a Treasure. Wyvern Venom and Wyvern Antivenom
few entries left. The last one was dated about six months
ago.
P3. Ship
"Encountered "Kvellur", extinct species, seems friendly, must
The ship's deck and cargo hold are fully loaded with
make contact, study, learn."
barrels.
Next entry a week after:
If the players take a closer look at the barrels, they'll see
that they are filled with all kinds of food and drinks.
“My mind is fuzzy, not feeling myself, I think I may..”, the rest
is incomprehensible.
They'll also see that each barrel is marked "VM".
Next entry a month after:

17
If the players take a closer look at the barrels they'll
P4. Hidden Treasure see that they are filled with all kinds of food and drinks.
A pirate’s locker is buried beneath the ground. A They'll also see that each barrel is marked "VM".
successful DC 15 Wisdom (Perception) check will allow
a player to spot a small piece of wood sticking out of the If the players didn't take care of the Flesh Golem before,
ground. it’ll be in here, grabbing another pair of barrels.

Treasure. 150 gp and a Pearl of Power.


P7. Mimic Cell
The door to this room is locked.
P5. Borers
Attached to the ceiling above this area are 12 Borer
Younglings. These will wait for the adventurers to move Half of this room is blocked off by metal bars. The cell door
underneath and then drop down on top of the players. is wrapped around in metals chains. Inside the cell is a large
wooden chest.
P6. Stockroom
Encounter. One Mimic disguised as a chest. If the
A forty feet wide room is held up by four pillars, each fifteen adventurers break into the cell and try to open the chest,
feet high. There are barrels scattered around everywhere. the Mimic will attempt to grapple the first player that
touches it.

1 square = 5 feet

P8 P7

P6 P4

P2

P1 P3

P5

18
Entrance
SUNKEN COVE PART 3
Development 1. If the Flesh Golem was not killed before,
P8. The Mad Alchemist he'll join the battle after the third round.

Development 2. Isaac won’t mind sacrificing his


You enter a long room lit by torches. There are two desks,
own creations. If a player is engulfed by a Gelatinous
one on your left and one on your right, filled with books and
Cube, Isaac will throw a Flask of Adhesive Fire on the
alchemical devices. Several stacks of books are littered over
Gelatinous Cube. The adhesive fire mixed with the jelly of
the floor almost five feet high. Two large bookcases cover
the Gelatinous Cube will cause an alchemical reaction that
the wall at the entrance. At the far end of the room there are
will result in a large explosion, causing parts of the ceiling
four large glass containers.
to drop down.
In the middle of the containers stands a large desk with in
front of it, a halfling wearing blue-green robes and a large
leather belt with flasks attached.

Glass Containers. Any player taking a closer look at


the containers will see that the two closest to the desk
contain a green liquid. These containers contain Veridius
Mortem.

The other two containers contain a Gelatinous Cube. A


successful DC 16 Wisdom (Survival) check will allow a
player to discern this.

Any player who was successful on an earlier Survival


check for the Gelatinous Cube in the G5. Harvest Chamber
automatically succeeds.

The Mad Alchemist. Isaac's mind is no longer his own


and he'll have no memory of his former life. He cannot be
negotiated with and is very intelligent although physically
weak. If the players entered the room stealthily, Isaac will
be facing his desk, making him susceptible to a surprise
attack.

If the players attempt to negotiate or interrogate Isaac,


the Alchemist will try to buy time to release the two
Gelatinous Cubes from the glass containers. The
Gelatinous Cubes will each try to engulf a player as soon
as they're set free.

Once engaged, the Alchemist will do everything he can


to keep his distance from the players, using his own
alchemical concoctions.

19
Aftermath Collecting The Reward

I
Having found the secret behind the mysterious disease, it
is time for the players to collect their reward.
f the players are successful in defeating Isaac,
the Kvellur will sense that he's losing connection Lord Ulric Von Vymarc will have a hard time believing
with the Alchemist. He'll attempt to enter Isaac’s that his loyal and trusted friend is the cause of all this
mind to get a quick glimpse of what's going on suffering, so the adventurers best come up with solid
and the players will get a hint towards the next proof.
adventure.
They could bring Isaac's body, his books, a barrel of
Veridius Mortem or the entire ship to convince Lord Ulric
Isaac drops down on his knees, his eyes rolling back. Just as about what happened here.
his eyes turn white you feel a slight tingle in your brain. You
see a blurry image of an unknown creature’s face. It has two
large orange eyes, two small holes where his nose should be
and it's missing a mouth and ears. Awarding Experience Points
Discovering the truth behind the mysterious disease and
Suddenly your skin feels soft, smooth and a little moist, stopping Isaac, completes a quest given to the party by
almost amphibious-like. You feel confusion, frustration then Lord Ulric Von Vymarc in Oakheart. The players advance
anger. to level 7.

You're walking in a forest towards a hill of brown orange

What comes next


color, three giant boulders placed on top. You enter a huge
alcove.
I hope you enjoyed the first chapter of the Valleria
Then it all stops, you're back in your own body and see the adventure saga.
alchemist dead on the floor before you.
These mysterious events are just a minor part of a much
bigger plot that will unravel in the next chapters.

If you enjoyed the first adventure of Valleria, please take a


Treasure moment to let me know.
The Mad Alchemist. Isaac was carrying three Potions of
You can download more 5e content on www.patreon.
Greater Healing, two Potions of Healing, one Flask of
com/valleria. If you choose to support me, you'll get
Adhesive Fire, one small golden key and he’s wearing a
access to exclusive 5e content.
pair of Boots of Speed.

Large Desk. On top of the large desk are several empty


vials, a tinderbox, a small box containing fuse wire, and a
ledger.

Ledger. The Ledger contains shipment details of


the poisoned supplies. Several towns and cities are
mentioned: Stonevale, Blackside, Oldwind but mostly
Oakheart. The last shipment was planned for today, to
Oakheart.

Alchemy Desk. There’s one Explosive Flask on the


alchemy desk near the entrance.

Bookcase. One of the bookcases contains a rather large


book with a small lock. The players can use the small
golden key to open the lock. Inside the book is a Bag of
Holding.

20
Appendix A: Treasure
Flask of Adhesive Fire
Wondrous item, rare
Spend an action to throw this flask at a target within 30
ft. The target is covered in flaming adhesive and takes 2d8
A Beginner's Guide to Alchemy fire damage at the start of each turn. The target can make
a (DC 15) Dexterity saving throw at the start of each turn
Wondrous item, uncommon to try put out the fire.
Any person reading this book can roll a 10-sided die. On a
“8-10” the player will become proficient in Medicine and Minor Potion of Invisibility
will be able to make one Potion of Healing (restores 2d4
Potion, rare
+ 2 health) per day. Any player can only try studying the
book one time. When you drink this potion, you become invisible for 1
minute. Anything you wear or carry is invisible with you.
Bag of Holding The effect ends early if you attack or cast a spell.
Wondrous item, very rare
Pearl of Power
This bag has an interior space considerably larger than
Wondrous item, uncommon (requires attunement by a
its outside dimensions, roughly 2 feet in diameter at
spellcaster)
the mouth and 4 feet deep. The bag can hold up to 500
pounds, not exceeding a volume of 64 cubic feet. The bag While this pearl is on your person, you can use an action
weighs 15 pounds, regardless of its contents. Retrieving to speak its command word and regain one expended
an item from the bag requires an action. spell slot. If the expended slot was of 4th level or higher,
the new slot is 3rd level. Once you use the pearl, it can't
If the bag is overloaded, pierced, or torn, it ruptures and be used again until the next dawn.
is destroyed, and its contents are scattered in the Astral
Plane. If the bag is turned inside out, its contents spill Potion of Haste
forth, unharmed, but the bag must be put right before it Potion, rare
can be used again. Breathing creatures inside the bag can Doubles movement speed for one minute.
survive up to a number of minutes equal to 10 divided
by the number of creatures (minimum 1 minute), after
which time they begin to suffocate.
Potion of Greater Healing
Potion, uncommon
Placing a bag of holding inside an extradimensional space You regain hit points when you drink this potion. The
created by a Handy Haversack, Portable Hole, or similar potion’s red liquid glimmers when agitated. Restores 4d4
item instantly destroys both items and opens a gate to +4 hp.
the Astral Plane. The gate originates where the one item
was placed inside the other. Any creature within 10 feet Potion of Fire Resistance
of the gate is sucked through it to a random location on Potion, uncommon
the Astral Plane. The gate then closes. The gate is one-way
only and can't be reopened. When you drink this potion, you gain resistance to fire
damage for one hour.
Boots of Speed
Wyvern Venom
Wondrous item, rare (requires attunement)
Wondrous item, very rare
While you wear these boots, you can use a Bonus Action
and click the boots' heels together. If you do, the boots This venom can be used to coat a weapon. When the
double your walking speed, and any creature that makes venom enters the bloodstream, the target can make a
an opportunity Attack against you has disadvantage on DC 14 Constitution saving throw. The venom deals 7d4
the Attack roll. If you click your heels together again, you poison damage on a failed save and half as much on a
end the Effect. successful one.

When the boots' property has been used for a total of 10 If the target has less than 14 Constitution, the target
minutes, the magic ceases to function until you finish a remains poisoned and dies within 2 minutes if not given
Long Rest. the antidote.

Explosive Flask Wyvern Antivenom


Wondrous item, rare Wondrous item (vial), very rare
Spend an action to throw this flask at a location within Reverses the effects of Wyvern Venom.
30 ft. Any creature within a 15 ft. radius of the choosen
location takes 5d6 explosive damage. 21
Appendix B: Monsters Black Pudding
Large ooze, unaligned

Armor Class 7
Borer Youngling Hit Points 85 (10d10+30)
Tiny monstrosity, unaligned Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


Armor Class 15 (natural armor)
Hit Points 1 16 (+3) 5 (-3) 16 (+3) 1 (-5) 6 (-2) 1 (-5)

Speed 0 ft.
Damage Vulnerabilities Fire
STR DEX CON INT WIS CHA
Damage Immunities Acid, Cold, Lightning, Slashing
10 (+0) 13 (+1) 16 (+3) 1 (-5) 7 (-2) 3 (-4) Condition Immunities Blinded, Charmed, Deafened,
Exhaustion, Frightened, Prone
Skills Perception +5, Stealth +5 Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive
Senses Blindsight 40 ft., Darkvision 60 ft. Perception 8
Languages - Languages -
Challenge 1/2 (50 XP) Challenge 4 (1,100 XP)

Youngling. Mature Borers lay their eggs on ceilings of Amorphous. The pudding can move through a space as
caverns waiting for the Younglings to grow arms and legs so narrow as 1 inch wide without squeezing.
they can move around.
Corrosive Form. A creature that touches the pudding or hits
False Appearance. While the Borer Youngling is attached to it with a melee attack while within 5 feet of it takes 4 (1d8)
the ceiling, it is indistinguishable from a stalactite. acid damage. Any nonmagical weapon made of metal or
wood that hits the pudding corrodes. After dealing damage,
the weapon takes a permanent and cumulative -1 penalty
Actions
to damage rolls. If its penalty drops to -5, the weapon is
destroyed. Nonmagical ammunition made of metal or wood
Drop. Melee Weapon Attack: +3 to hit, one creature directly
that hits the pudding is destroyed after dealing damage. The
underneath the Borer Youngling. Hit: 1d6 piercing and
pudding can eat through 2-inch-thick, nonmagical wood or
attaches to the creature draining blood (1d8 per turn).
metal in 1 round.

Spider Climb. The pudding can climb difficult surfaces,


including upside down on ceilings, without needing to make
an ability check.

Actions

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


target. Hit: (1d6 + 3) bludgeoning damage plus (4d8)acid
damage. In addition, nonmagical armor worn by the target
is partly dissolved and takes a permanent and cumulative
-1 penalty to the AC it offers. The armor is destroyed if the
penalty reduces its AC to 10.

Reactions

Split. When a pudding that is Medium or larger is subjected


to lightning or slashing damage, it splits into two new
puddings if it has at least 10 hit points. Each new pudding
has hit points equal to half the original pudding's, rounded
down. New puddings are one size smaller than the original
pudding.

22
Flesh Golem Gelatinous Cube
Medium construct, neutral Large ooze, unaligned

Armor Class 9 Armor Class 6


Hit Points 93 (11d8+44) Hit Points 84 (8d10+40)
Speed 20 ft. Speed 15 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3) 14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

Damage Immunities Lightning, Poison; Bludgeoning, Damage Vulnerabilities Fire


Piercing, and Slashing From Nonmagical Attacks that aren't Condition Immunities Blinded, Charmed, Deafened,
Adamantine Exhaustion, Frightened, Prone
Condition Immunities Charmed, Exhaustion, Frightened, Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive
Paralyzed, Petrified, Poisoned Perception 8
Senses Darkvision 60 Ft., passive Perception 10 Challenge 2 (450 XP)
Languages -
Challenge 5 (1,800 XP) Ooze Cube. The cube takes up its entire space. Other
creatures can enter the space, but a creature that does so is
Berserk. Whenever the golem starts its turn with 40 hit subjected to the cube's Engulf and has disadvantage on the
points or fewer, roll a d6. On a 6, the golem goes berserk. On saving throw.
each of its turns while berserk, the golem attacks the nearest Creatures inside the cube can be seen but have total cover.
creature it can see. If no creature is near enough to move to A creature within 5 feet of the cube can take an action to
and attack, the golem attacks an object, with preference for pull a creature or object out of the cube. Doing so requires
an object smaller than itself. Once the golem goes berserk, a successful DC 12 Strength check, and the creature making
it continues to do so until it is destroyed or regains all its hit the attempt takes 10 (3d6) acid damage.
points. The golem's creator, if within 60 feet of the berserk The cube can hold only one Large creature or up to four
golem, can try to calm it by speaking firmly and persuasively. Medium or smaller creatures inside it at a time.
The golem must be able to hear its creator, who must take
an action to make a DC 15 Charisma (Persuasion) check. If Transparent. Even when the cube is in plain sight, it takes
the check succeeds, the golem ceases being berserk. If it a successful DC 15 Wisdom (Perception) check to spot a
takes damage while still at 40 hit points or fewer, the golem cube that has neither moved nor attacked. A creature that
might go berserk again. tries to enter the cube's space while unaware of the cube is
surprised by the cube.
Aversion of Fire. If the golem takes fire damage, it has
disadvantage on attack rolls and ability checks until the end
Actions
of its next turn.

Immutable Form. The golem is immune to any spell or Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
effect that would alter its form. creature. Hit: (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it


Lightning Absorption. Whenever the golem is subjected to
can enter Large or smaller creatures' spaces. Whenever the
lightning damage, it takes no damage and instead regains a
cube enters a creature's space, the creature must make a
number of hit points equal to the lightning damage dealt.
DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed
Magic Resistance. The golem has advantage on saving
5 feet back or to the side of the cube. A creature that
throws against spells and other magical effects.
chooses not to be pushed suffers the consequences of a
failed saving throw.
Magic Weapons. The golem's weapon attacks are magical.
On a failed save, the cube enters the creature's space, and
the creature takes 10 (3d6) acid damage and is engulfed.
Actions The engulfed creature can't breathe, is restrained, and takes
21 (6d6) acid damage at the start of each of the cube's turns.
When the cube moves, the engulfed creature moves with it.
Multiattack. The golem makes two slam attacks.
An engulfed creature can try to escape by taking an action
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. to make a DC 12 Strength check. On a success, the creature
Hit: (2d8 + 4) bludgeoning damage. escapes and enters a space of its choice within 5 feet of the
cube.
23
Gibbering Mouther Gray Ooze
Medium aberration, neutral Medium ooze, unaligned

Armor Class 9 Armor Class 8


Hit Points 67 (9d8+27) Hit Points 22 (3d8 + 9)
Speed 10 ft., swim 10 ft., climb 10 ft. Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2) 12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

Damage Vulnerabilities Fire Skills Stealth +2


Condition Immunities Prone Damage Resistances acid, cold, fire
Senses Darkvision 60 ft., passive Perception 10 Condition Immunities blinded, charmed, deafened,
Challenge 2 (450 XP) exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive
Aberrant Ground. The ground in a 10-foot radius around Perception 8
the mouther is doughlike difficult terrain. Each creature that Languages -
starts its turn in that area must succeed on a DC 10 Strength Challenge 1/2 (100 XP)
saving throw or have its speed reduced to 0 until the start of
its next turn. Amorphous. The ooze can move through a space as narrow
as 1 inch wide without squeezing.
Gibbering. The mouther babbles incoherently while it can
see any creature and isn't incapacitated. Each creature that Corrode Metal. Any nonmagical weapon made of metal that
starts its turn within 20 feet of the mouther and can hear the hits the ooze corrodes. After dealing damage, the weapon
gibbering must succeed on a DC 10 Wisdom saving throw. takes a permanent and cumulative −1 penalty to damage
On a failure, the creature can't take reactions until the start rolls. If its penalty drops to −5, the weapon is destroyed.
of its next turn and rolls a d8 to determine what it does Nonmagical ammunition made of metal that hits the ooze is
during its turn. On a 1 to 4, the creature does nothing. On destroyed after dealing damage.
a 5 or 6, the creature takes no action or bonus action and The ooze can eat through 2-inch-thick, nonmagical metal in
uses all its movement to move in a randomly determined 1 round.
direction. On a 7 or 8, the creature makes a melee attack
against a randomly determined creature within its reach or False Appearance. While the ooze remains motionless, it is
does nothing if it can't make such an attack. indistinguishable from an oily pool or wet rock.

Actions Actions

Multiattack. The gibbering mouther makes one bite attack Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one
and, if it can, uses its Blinding Spittle. target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6)
acid damage, and if the target is wearing nonmagical metal
Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one
armor, its armor is partly corroded and takes a permanent
creature. Hit: (5d6) piercing damage. If the target is Medium
and cumulative −1 penalty to the AC it offers. The armor is
or smaller, it must succeed on a DC 10 Strength saving throw
destroyed if the penalty reduces its AC to 10.
or be knocked prone. If the target is killed by this damage, it
is absorbed into the mouther.

Blinding Spittle (Recharge 5-6). The mouther spits a


chemical glob at a point it can see within 15 feet of it. The
glob explodes in a blinding flash of light on impact. Each
creature within 5 feet of the flash must succeed on a DC
13 Dexterity saving throw or be blinded until the end of the
mouther's next turn.

24
Isaac Norton 'The Mad Alchemist' Mimic
Male halfling, Chaotic evil Medium monstrosity (shapechanger), neutral

Armor Class 13 Armor Class 12


Hit Points 87 (10d10 + 37) Hit Points 58 (9d8+18)
Speed 25 ft. Speed 15 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 10 (+0) 20 (+5) 16 (+3) 6 (-2) 17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

Condition Immunities Charmed, Exhaustion, Frightened Skills Stealth +5


Senses Darkvision 60 ft. Damage Immunities Acid
Languages Common, Deep Speech Condition Immunities Prone
Challenge 6 (3,000 XP) Senses Darkvision 60 Ft., passive Perception 11
Challenge 2 (450 XP)
Cunning Action. On each of his turns, Isaac can use a bonus
action to take the Dash, Disengage, or Hide action. Shapechanger. The mimic can use its action to polymorph
into an object or back into its true, amorphous form. Its
Legendary Resistance (1/day). If Isaac fails a saving throw, it statistics are the same in each form. Any equipment it is
can choose to succeed instead once per day. wearing or carrying isn 't transformed. It reverts to its true
form if it dies.

Actions
Adhesive (Object Form Only). The mimic adheres to
anything that touches it. A Huge or smaller creature adhered
Flask of Glue. +4 to hit, reach 30 ft. Target is covered in to the mimic is also grappled by it (escape DC 13). Ability
a powerful adhesive. Target can make a Dexterity Saving checks made to escape this grapple have disadvantage.
Throw (DC 15). On success: target's movement speed is
slowed by half. On failure: target is Restrained. False Appearance (Object Form Only). While the mimic
remains motionless, it is indistinguishable from an ordinary
Flask of Adhesive Fire. +4 to hit, reach 30 ft. Target is
object.
covered in flaming adhesive 2d8 fire damage at start of each
turn. Target can roll on the floor to try to put out the fire, on
Grappler. The mimic has advantage on attack rolls against
the start of each turn, Dexterity Saving Throw (DC 12).
any creature grappled by it.
Explosive Flask. +4 to hit, reach 30 ft. 5d6 explosive fire
damage 15ft radius. Dexterity Saving Throw (DC 13): damage
is halved.
Actions
Poison Flask. +4 to hit, reach 30 ft. 3d6 poison damage
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one
and poisoned status. Dexterity Saving Throw (DC 13): half
target. Hit: (1d8 + 3) bludgeoning damage. If the mimic is in
damage and no poisoned status. Target can reroll at the
object form, the target is subjected to its Adhesive trait
start of each turn.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d8 + 3) piercing damage plus (1d8)acid damage.
Legendary Traits

Double action. Isaac can take 2 actions this turn instead of


one. (3/day)

25
Ochre Jelly Peter Pickle
Large ooze, unaligned Male gnome, neutral good

Armor Class 8 Armor Class 13


Hit Points 45 (6d10 + 12) Hit Points 22 (3d8 + 9)
Speed 10 ft., climb 10 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5) 10 (+0) 14 (+2) 12 (+1) 14 (+2) 12 (+1) 8 (-1)

Damage Resistance Acid Senses Darkvision 60 ft., passive Perception 10


Damage Immunities Lightning, Slashing Languages common, Gnomish
Condition Immunities Blinded, Charmed, Deafened, Challenge 1/2 (100 XP)
Exhaustion, Frightened, Prone
Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Actions
Perception 8
Challenge 2 (450 XP)
Attack. Peter has proficiency with any simple weapon. Peter
has an attack roll modifier of +4.
Amorphous. The jelly can move through a space as narrow
as 1 inch wide without squeezing.

Spider Climb. The jelly can climb difficult surfaces, including


upside down on ceilings, without needing to make an ability
check.

Actions

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


target. Hit: (2d6 + 2) bludgeoning damage plus (1d6)acid
damage.

Reactions

Split. When a jelly that is Medium or larger is subjected to


lightning or slashing damage, it splits into two new jellies if it
has at least 10 hit points. Each new jelly has hit points equal
to half the original jelly's, rounded down. New jellies are one
size smaller than the original jelly.

26
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27
THANK YOU
FOR READING!
This adventure was a collaborative effort brought to
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Producer: Valleria Studio


Story, Mechanics, Design, Interior Illustrations and
Cartography: Kevin Leurs
Proofing: Kyla Ocampo
Cover Illustrator: Tithi Luadthong/Shutterstock.com

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