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Siege at Whitmore Abbey

C. Hanson

Special thanks goes to my wife Amanda for putting up with my childish pastimes.
Play tested by: Hanson and King Clans.
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dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective
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This work contains material that is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement for Dungeon Masters
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Community Content Agreement for Dungeon Masters Guild.
C ONTENTS
S IEGE AT W HITMORE A BBEY 3 Whitmore Abbey: The Third Day . . . . . 12
Overview . . . . . . . . . . . . . . . . . . . 3 Whitmore Abbey: The Third Night . . . . . 12
The Setup . . . . . . . . . . . . . . . . . . . 3 Whitmore Abbey: Afterward . . . . . . . . 14
Travelling: Day 1 . . . . . . . . . . . . . . 4
Attack of the Wolves . . . . . . . . . . 4 M APS 15
Travelling: Day 2 . . . . . . . . . . . . . . 5 Map of Encounter with Wolves . . . . . . . 15
The Order of the Overflowing Flagon . . . 6 Map of Whitmore Abbey - Outside . . . . 16
Map of Whitmore Abbey - 1st Floor . . . . 17
Backstory . . . . . . . . . . . . . . . . . . . 6
Map of Whitmore Abbey - 2nd Floor . . . 18
History of Whitmore Abbey . . . . . . 6
What is not in the journals . . . . . . 7 W HITMORE A BBEY 19
Whitmore Abbey: The First Night . . . . . 7 Ground Floor . . . . . . . . . . . . . . . . . 19
Whitmore Abbey: After First Attack . . . . 8 UpperFloor . . . . . . . . . . . . . . . . . . 20
Whitmore Abbey: The Second Day . . . . 9
Whitmore Abbey: The Second Night . . . 9 B REWMONKS OF THE O VERFLOWING F LAGON 21

2 C ONTENTS
S IEGE AT W HITMORE A BBEY
O VERVIEW S AM V ERPLANCKE (M ERCHANT )
Medium Humaniod, Chaotic good
The party is stranded at an abbey in the
mountains for several days with a few travelling Armor Class 12 padded armor
merchants and beer brewing Monks. At Hit Points 11 (2d8 + 2)
nightfall, the abbey is attacked by waves of Speed 30 ft.
undead. The party needs to help defend the
abbey while finding out what is causing the STR DEX CON INT WIS CHA
unprovoked attack. Is someone at the abbey 12 (+1) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 12 (+1)
drawing the undead to attack? Is it one of
the Monks, another traveller, one of the party Saving Throws Con +4
members? Or is it an ancient secret come back Skills Animal Handling +3
to haunt the abbey? Senses passive Perception 11
Languages Common, Dwarvish, Elvish
Challenge 1/4 (50 XP)
HOW THE CHARACTERS GOT HERE
If the players just finished the Mysterious
Sam. Sam is a stocky middle aged man with a salt
Disappearances in Harnsey Village, this continues
and pepper beard. He is a savvy business man, but
from where they left off. It is a good time to bring
can fight ferociously if attacked. He prefers to use his
in new players.
crossbow, but can fight with his scimitar if in close
After solving the mystery of the disappearances quarters.
of the children, the party finds that small village
living is boring, and they grow restless. They decide ACTIONS
to join up with a merchant caravan travelling to the Scimitar. Melee Attack: +3 to hit, reach 5 ft., one
town of Daggerford. target. Hit: 4(1d6+1) slashing damage.
Otherwise, you can come up with your own Light Crossbow. Ranged Attack: +3 to hit, range
reason why the party is travelling with the caravan. 80 ft./320 ft., one target. Hit: 5(1d8+1) piercing
damage.

M ERCHANTS
Medium Humaniod, Chaotic good
T HE S ETUP
Armor Class 13 padded armor
Hit Points 5 (1d8 + 1)
The party is travelling as guards for a small Speed 30 ft.
merchant caravan of two wagons travelling from
the village of Harnsey to Daggerford. The leader STR DEX CON INT WIS CHA
of the merchants is named Sam Verplancke. 10 (+0) 13 (+1) 12 (+1) 10 (+0) 10 (+0) 11 (+0)
With him are his two sons named Yann, and
Matts, and an indentured worker named Toon Senses passive Perception 10
(Toon is not very smart). Each wagon is pulled Languages Common
by a draft horse, and contains a variety of trade Challenge 1/8 (25 XP)
goods (furs, brandy, textiles, woodcraft).
Yann, Matts, Toon. The three merchant boys. Yann
It is early Fall and the weather is starting and Matts are Sam’s sons. Toon is a indentured servant
to cool a bit. The leaves are starting to turn with an intelligence of 7, but he does have a way with
vibrant shades of orange and red.
S IEGE AT W HITMORE A BBEY 3
animals (Animal Handling +5). They will fight with - Brother Umid (Drummer): Stocky and dower.
their crossbows and will only use their scimitars if Cranky.
cornered. - Sister-in-law Vasila (Acrobat): Small and flexible.
Showoff.
ACTIONS
- Nephew Zarif (Jester/Juggler): Lanky and silly.
Scimitar. Melee Attack: +1 to hit, reach 5 ft., one Always joking.
target. Hit: 3(1d6) slashing damage. - Cousin Surat (Strongman): Big, fat, and bald.
Light Crossbow. Ranged Attack: +1 to hit, range Heavy drinker and glutton.
80 ft./320 ft., one target. Hit: 5(1d8+1) piercing - Niece Mehri (Tightrope walker): Tiny but with big
damage. feet. Self conscious and nervous.
- Weird Uncle Zorkirjan (Geek): Old, cranky, and
with a long scraggly grey beard.
- Boy Parpi (age 11): Quiet and shy.
T RAVELLING : D AY 1 - Boy Yoldash (age 9): Brash and bold.
- Boy Nabi (age: 5): Curious.
The first day the caravan travels at a good - Girl Toti (age: 12): Flirty.
pace through farmland. The party sees crops, - Girl Aziza (age 7): Grumpy and sullen.
farmhands, sheep, and cows. As you travel
forward, the farmland changes into rolling
plains and the start of hills. You pass by
The caravan continues along the trail into the
another caravan of three carts. This is a group
foothills leading towards a mountain range. As
of travelling entertainers (The Mannonov Family
it nears dusk, the merchants find a good place
Traveling Circus) . Their wheelwright is fixing
to camp beside the trail. There is a slight raised
one of their cart’s broken axles. There are about
ridge that protects the site from the wind. The
15 people (men, women, children) wearing
weather is starting to turn cool, but a good fire
colorful clothing and are practicing various
and food keeps you all warm and fed.
skills while waiting for the repairs. Some are
singing, juggling, doing back flips, dancing,
playing drums, etc. They are friendly, but don’t
need any help. The merchants are eager to keep
going so you don’t delay long. A TTACK OF THE W OLVES
NOTE TO THE DM
This is an opportunity for characters to talk to the ATTACK OF THE WOLVES
circus folk. Sometime in the night, the party will be attacked
by wolves. The merchants will gather around
the wagon and join in the defense by firing their
crossbows.
MANNONOV FAMILY TRAVELLING CIRCUS
Difficulty Level: Medium
The Mannonov family are Rashemi (Found east of
Party of 2nd Level Characters
the Inner Sea, Rashemis tend to be short, stout,
4 Chars: 5 Wolves, 1 Dire Wolf
and muscular. They usually have dusky skin, dark
5 Chars: 3 Wolves, 2 Dire Wolves
eyes, and thick black hair.)
6 Chars: 3 Wolves, 3 Dire Wolves
- Father Qasim (Barker): Heavyset older man with Party of 3rd Level Characters:
a bushy beard and flamboyant tall hat. Outgoing 4 Chars: 2 Wolves, 3 Dire Wolves
and boisterous. 5 Chars: 3 Wolves, 3 Dire Wolf
- Mother Fatima (Singer): Buxom middle aged 6 Chars: 4 Wolves, 3 Dire Wolves
woman with big hair. Haughty and self centered. Party of 4th Level Characters:
- Oldest Son Nurmat (Sword-swallower): Tall and 4 Chars: 4 Wolves, 3 Dire Wolves
thin man. Quiet and observant. 5 Chars: 4 Wolves, 4 Dire Wolves
- Daughter-in-law Latifa (Dancer): Thin and 6 Chars: 5 Wolves, 4 Dire Wolves
graceful. Smiles and giggles.

4 S IEGE AT W HITMORE A BBEY


Bite. Melee Attack: +5 to hit, reach 5 ft., one target.
W OLF Hit: 10(2d6+3) piercing damage. If the target is a
Medium Beast, Unaligned creature, it must succeed on a STR DC 13 saving throw
or be knocked prone.
Armor Class 13
Hit Points 11 (2d8 + 2)
Speed 40 ft. NOTE TO THE DM
STR DEX CON INT WIS CHA If the encounter is too difficult for the party, the
12 (+1) 15 (+2) 12 (+1) 3 (−4) 12 (+1) 6 (−2) merchants aim may improve.
Keep track of what happens to the carcasses of
Skills Perception +3 the wolves. They may be showing up later.
Senses passive Perception 13
Languages
Challenge 1/4 (50 XP)

Keen Hearing and Smell. The wolf has advantage on


T RAVELLING : D AY 2
WIS(Perception) checks that rely on hearing or smell.
The next day starts out sunny and warm. You
Pack Tactics. The wolf has advantage on attack travel through the foothills toward a mountain
rolls against a creature if at least one of the wolf’s pass. The pass is barely wider than the carts.
allies is within 5 ft. of the creature and the ally isn’t As you move into the pass you see and hear
incapacitated. traces of animals: squirrels, raccoon, wild
ACTIONS boars, deer, and even bears. But they are wary
of the path and noisy carts and disappear
Bite. Melee Attack: +4 to hit, reach 5 ft., one target.
quickly. The merchants don’t want to stop to
Hit: 7(2d4+2) piercing damage. If the target is a
hunt.
creature, it must succeed on a STR DC 11 saving throw
or be knocked prone. Suddenly, the weather turns windy, stormy
and cold. This quick change of weather is
highly unusual. The merchants were hoping
D IRE W OLF to get through the pass before settling down to
Large Beast, Unaligned camp for the night, but the miserable weather
leaves them all wet, cold and tired. Several
Armor Class 14 times the merchants and the party have to exit
Hit Points 37 (5d10 + 10) the wagons and help the horses through muddy
Speed 50 ft. or rocky terrain.

STR DEX CON INT WIS CHA


NOTE TO THE DM
17 (+3) 15 (+2) 15 (+2) 3 (−4) 12 (+1) 7 (−2)
If any of the characters try to use detect magic
Skills Perception +3 while the storm is raging, the spell will be muted
Senses passive Perception 13 and ineffective. The only thing that characters
Languages can detect is the omni-present weather magic
Challenge 1 (200 XP) generating the unnatural storm.

Keen Hearing and Smell. The wolf has advantage on


WIS(Perception) checks that rely on hearing or smell. Without warning the whole mountain shakes
Pack Tactics. The wolf has advantage on attack and you hear a loud rumbling and roar, but
rolls against a creature if at least one of the wolf’s don’t see anything. It lasts for about a minute
allies is within 5 ft. of the creature and the ally isn’t and then subsides. After this, the storm seems
incapacitated. to get even worse.

ACTIONS As the group travels ahead on left side they


see a ledge and a shear cliff that falls down
S IEGE AT W HITMORE A BBEY 5
over a thousand feet. On the right side they of the mountain spring water used for brewing.
see a lee in the mountain that provides shelter (For more information on the individuals, see
from the wind and storm. There is also an old the chapter "Brewmonks of the Overflowing
large two story ornate stone building with many Flagon".)
windows and a wood shingled roof. Above the
The Order was founded and is led by the
door carved in stone are the words “Whitmore
oldest and most respected brewer, Brewmaster
Abbey”. Behind the abbey is a small clear
Barnabe. He retains the secret recipes for
running stream. On the path past the abbey
making their famous beer.
is a stone bridge that crosses over the stream
that then spills out as a waterfall down the The Order has converted part of the main
shear cliff. oratory into a tavern. There are six large tables
each with two long benches. There is also a
If the party tries to press on, they find their
bar with multiple stools. Behind the bar is a
way getting harder and harder going into the
Barman that servers the others Brewmonks
wind and snow, until they get to a recent rock
and any patrons. A “Serving Wench” (lowest of
slide that is blocking their path and forcing
the Order) will pass out beer and simple foods
them back.
to the customers. The food served at the abbey
If the group knocks on the large front door of tends to be overcooked and simple, but the
the abbey, they will be met by a burly man in a quality beer more than makes up for it.
brown robe. He has a bushy brown beard and a
deep loud voice. He welcomes the group inside
and says his name is Barman Albri. He helps B ACKSTORY
the party shed their drenched outerwear and
seats them at a table. He tells the party and the The history of the abbey and Kenver Penhale
merchants that he will send the serving wench can be found written in the journals of the
over to take their orders. Abbot’s of Whitmore Abbey. These journals still
The wagons and the horses are led to a small remain in the abbey’s Chapter House. There are
stable attached to the abbey. Toon is made to 43 journals dating back to the construction
stay with the horses and watch the wagons. of the abbey over 400 years ago. However,
journal 26 is not in the library. If searched
for, it can be found in the Brewery under
NOTE TO THE DM the leg of a broken table holding it up. Each
If anyone asks the Brewmonks about why they are journal contains approximately 10 years worth
at the abbey, they will talk about their Order and of notes entered by the Abbots of the abbey.
the purchase of the building, but they will only Most of the journal entries consist of day-to-day
bring up the the tragic events that happened eight records of prayers, adepts joined and departed,
years ago after the first attack. deaths, food storage and inventories, taxes paid,
petty disputes between the priests, and minor
scandals. However, a few entries also contain
some more important information. Each journal
takes about 30 minutes to browse through.
T HE O RDER OF THE O VER -
FLOWING F LAGON H ISTORY OF W HITMORE A BBEY
The first journal describes the building of
Whitmore Abbey was purchased from Duke
Whitmore Abbey 421 years ago by a splinter
Pwyll "Greatshout" Daggerford two years ago
group of the priests of Grumbar (god of Earth
by a group of twenty-one Brewmonks of the
- neutral). These hermit priests lived here and
Order of the Overflowing Flagon. The Order is
worshipped in the peace and beauty of the
a quasi-religious group that have forsaken a
mountain.
traditional life of family and friends to instead
dedicate themselves to the craft of making beer. Found in the middle of journal 33 is a
They claim to produce the world’s best beer. description of an event that happened a
This location was chosen because of the quality hundred and four years before. A young

6 S IEGE AT W HITMORE A BBEY


third son noble named Kenver Penhale joined chunk of flesh with a bite to his neck. The party
the Priesthood of Grumbar and was sent to recognizes the people entering as the caravan
Whitmore Abbey in the hope that the solitude of travelling performers (Mannonov Family
and quiet would smooth his troubled demeanor. Traveling Circus). All the assailants will enter
It did not. However, Kenver learned to hide his before the party has a chance to react. They
perversions and he spent his time studying the enter in their colorful but now bloody outfits.
dark arts of death. He avoided detection for Some come in dancing and some are doing
two years as he experimented on animals and backflips. They start by attacking the members
eventually travellers. He focused on torturing of the Order that are at the front of the room
his subjects to death, and then bringing them and then spread out to attack everyone.
back to life as his undead servants. When his
activities were discovered, he was brought to ATTACK OF THE CIRCUS FREAKS
trial by the Abbott and a Duke’s envoy. Kenver Zombies controlled by the Necromancer Wight
was found guilty of high crimes and witchcraft Kenver Penhale take on many of their traits
and hanged until dead. from when they were alive. Circus performers
In the last Grumbar Abbott’s journal (43), will somersault, dance, play music instruments and
the final few pages mention the unusual sing (not well). Each of them have been killed in
disappearance of a few priests (Adepts Warner, gruesome ways. (1) The barker (Qasim) has his
Bowan, and Griggs) over a period of several jaw ripped off. (2) The singer (Fatima) has her
days. It also tells of sudden blizzard that fell throat cut. (3) The sword-swallower (Nurmat) has
upon the mountain pass. In the final entry, his sword through his throat (horizontally). (4)
Abbott Herlock states,”We may be reaping what The dancer (Latifa) dances in backwards except
we have long ago sowed”. for her head which has been twisted around. (5)
The drummer (Umid) beats his drum with his
hands because he has both of his sticks jammed
W HAT IS NOT IN THE JOURNALS through his eyes. (6) The acrobat (Vasila) has her
legs broken and dislocated. (7) The jester/juggler
For almost a hundred years Kenver’s body
(Zarif) arms broken and his and his mouth cut on
remained in his coffin in an unmarked grave
both sides to give him an extra wide smile. (8)
200 feet away from the cemetery, but his
The strongman (Surat) has a barbell smashed into
intellect and soul remained alive by the cursed
his skull. (9) The tightrope walker (Mehri) has
powers that resided within him. Over time he
a rope wrapped around her neck. (10) The geek
gained power, and eight years ago, he took his
(Zorkirjan) has the legs of a chicken sticking out
revenge on the priests of Grumbar by raising
of his mouth. The Zombie children have various
an army of undead warriors to attack the abbey
gruesome wounds.
and savagely kill the priests. The effort of
raising the army of undead required much Difficulty Level: Medium
of his strength, but after eight years he has Party of 2nd Level Characters
regained his power at an even greater level, and 4 Chars: 6 Zombies, 1 Zombie Child
is now once again unleashing his vengeance on 5 Chars: 7 Zombies, 2 Zombie Child
the occupants of the abbey. 6 Chars: 8 Zombies, 2 Zombie Child
Party of 3rd Level Characters:
4 Chars: 8 Zombies, 2 Zombie Children
W HITMORE A BBEY : T HE 5 Chars: 8 Zombies, 3 Zombie Children
6 Chars: 8 Zombies, 4 Zombie Children
F IRST N IGHT Party of 4th Level Characters:
4 Chars: 8 Zombies, 4 Zombie Children
As the party resides within the main building of 5 Chars: 10 Zombies, 4 Zombie Children
the abbey eating overcooked food and drinking 6 Chars: 10 Zombies, 5 Zombie Children
fine ale, there is a knock on the door. The Not all of the Brewmonks are in the tavern at
Serving Wench Tiebalt opens the door, and this time. Some are in the brewery working, in the
several people enter the tavern. Tiebalt cries kitchen cooking, or in the dormitory sleeping. With
out in pain as one of the men grabs him and the exception of Albri, a Barman who knows how
pulls him into an embrace and rips out a large
S IEGE AT W HITMORE A BBEY 7
to handle himself, the rest of the Brewmonks are
not much help in the fight. They will be in shock
Z OMBIES C HILD
Small undead, neutral evil
and mostly get in the way and be victims of the
attackers. The merchants (Sam and his boys) will
Armor Class 11
huddle together in the back and use their crossbows
Hit Points 10 (3d6)
and scimitars to defend themselves.
Speed 20 ft.
If any members of the Order or the merchants
are killed, they will reawaken as Zombies after three STR DEX CON INT WIS CHA
rounds and join in the attack. 6 (−2) 12 (+1) 10 (+0) 3 (−4) 4 (−3) 7 (−2)

DM Note: If things are going too easy for the Condition Immunities poisoned
players, have spells come out of the mouths of the Senses darkvision 60ft, passive Perception 7
Zombies (only one per turn): Languages understands all languages it spoke in life
Cantrips (at will): acid splash, toll the dead, ray but can’t speak
of frost Challenge 1/8 (25 XP)
1st level (4 slots): witch bolt, magic missile,
mage armor, thunderwave, cause fear
Once all of the attackers are dead, their mouths Disturbing Cries. At initiative all humanoids and
will all open and the occupants of the room hear a beasts within 60 feet of the Zombie that can hear must
raspy and breathy voice that says: make a DC 11 Charisma saving throw. On a failed save,
they roll their initiative with disadvantage.
This is only the beginning. . . Undead Fortitude. If damage reduces the Zombie
child to 0 hit points, it must make a Constitution saving
throw with a DC of 5+ the damage taken, unless the
damage is radiant or from a critical hit. On a success,
the Zombie drops to 1 hit point instead.

ACTIONS
Z OMBIES
Medium undead, neutral evil Bite. Melee Attack: +3 to hit, reach 5 ft., one target.
Hit: 4(1d4+1) piercing damage
Armor Class 8
Hit Points 22 (3d8 + 9)
Speed 20 ft.

STR DEX CON INT WIS CHA W HITMORE A BBEY : A FTER


13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)
F IRST A TTACK
Condition Immunities poisoned
Senses darkvision 60ft, passive Perception 8 If the characters ask the Brewmonks about the
Languages understands all languages it spoke in life attack, Brewmaster Barnabe explains more
but can’t speak about the history of the abbey. Eight years ago
Challenge 1/4 (50 XP) the Duke’s guard stopped by to check on the
abbey when the priests of Grumbar had failed
to make their monthly trip to Daggerford for
Undead Fortitude. If damage reduces the Zombie
supplies. What the guards found was a scene
to 0 hit points, it must make a Constitution saving
of horror. All of the priests had been slain in
throw with a DC of 5+ the damage taken, unless the
gruesome ways, except one. He was found alive
damage is radiant or from a critical hit. On a success,
hiding in a storeroom, babbling incoherently
the Zombie drops to 1 hit point instead.
about the dead rising and butchering the
ACTIONS priests. He was deemed by the Duke to be too
dangerous and insane and was handed over in
Slam. Melee Attack: +3 to hit, reach 5 ft., one target.
chains to a high priest of Grumbar to be cared
Hit: 4(1d6+1) bludgeoning damage
for at another monastery. Because the Order
was already facing decreasing membership, the

8 S IEGE AT W HITMORE A BBEY


Order decided to abandon the abbey. Party of 2nd Level Characters
4 Chars: 2 Zombie Raccoons, 1 Zombie Wolf,
1 Zombie Stag, 1 Zombie Giant Honey Badger,
W HITMORE A BBEY : T HE 1 Zombie War Horse
5 Chars: 1 Zombie Raccoon, 1 Zombie Wolf,
S ECOND D AY 1 Zombie Stag, 1 Zombie Giant Honey Badger,
1 Zombie Mountain Lion
The storm continues to rage outside. The pass 6 Chars: 2 Zombie Raccoons, 1 Zombie Wolf,
is still blocked and now the way the party came 1 Zombie Stag, 1 Zombie Giant Honey Badger,
from is also blocked with the heavy snowfall. 1 Zombie War Horse, 1 Zombie Mountain Lion
Characters may spend the day resting, talking Party of 3rd Level Characters:
to the Brewmonks, or searching the abbey or 4 Chars: 1 Zombie Raccoon, 1 Zombie Wolf,
the grounds. 1 Zombie Stag, 1 Zombie Giant Honey Badger,
1 Zombie War Horse, 1 Zombie Mountain Lion
5 Chars: 2 Zombie Raccoon, 1 Zombie Wolf,
W HITMORE A BBEY : T HE 1 Zombie Stag, 1 Zombie Giant Honey Badger,
1 Zombie War Horse, 1 Zombie Mountain Lion
S ECOND N IGHT 6 Chars: 3 Zombie Raccoon, 1 Zombie Wolf,
1 Zombie Stag, 1 Zombie Giant Honey Badger,
The wild animal Zombies attack the abbey. 1 Zombie War Horse, 1 Zombie Grizzly Bear
Party of 4th Level Characters:
4 Chars: 1 Zombie Raccoon, 1 Zombie Wolf,
NOTE TO THE DM
1 Zombie Stag, 1 Zombie Giant Honey Badger,
As a DM, you can decide if the Merchants stay in 1 Zombie War Horse, 1 Zombie Grizzly Bear
the protection of the party or abbey, or try to flea. 5 Chars: 3 Zombie Raccoon, 1 Zombie Wolf,
If they flea, the next day their carts can be found 1 Zombie Stag, 1 Zombie Giant Honey Badger,
down the trail abandoned. There will be signs of 1 Zombie War Horse, 1 Zombie Grizzly Bear
a fight with lots of blood. There will be bloody 6 Chars: 3 Zombie Raccoon, 1 Zombie Wolf,
wolf, horse, and human prints heading off into the 1 Zombie Stag, 1 Zombie Giant Honey Badger,
mountain. 1 Zombie War Horse, 2 Zombie Mountain Lion,
Unlike the first night, the characters may not 1 Zombie Grizzly Bear
be in the tavern. They may be exploring/guarding If the characters manage to to encounter the
other rooms, walking the grounds, or visiting Zombie beasts without the merchants or the
the graveyard. If left alone, the Brewmonks will Brewmonks, then subtract one from the party
congregate in the tavern. If the characters have number when determining the number and
barricaded the doors and windows of the tavern, composition of beasts.
then the beasts will enter other parts of the
abbey and breakdown interior doors to get to Any Brewmonks or merchants that die during the
the Brewmonks. The primary focus of the attack attack will turn into Zombies after three rounds.
will always be against the occupants of the abbey. DM Note: If things are going too easy for the
If the party is with the Brewmonks, some of the players, have spells come out of the mouths of the
beasts will attack the Brewmonks, but the majority Zombie animals:
will focus on the biggest threat which is the party. Cantrips (at will): acid splash, toll the dead, ray
of frost
1st level (4 slots): witch bolt, magic missile,
mage armor, thunderwave, cause fear
ATTACK OF THE ZOMBIE BEASTS 2nd level (3 slots): blur, web, invisibility, Melf’s
The animals Zombies are being controlled by the acid arrow, mirror image
Necromancer Wight and will attack whoever they
Once all of the attackers are dead, their mouths
encounter. Each of the animals have horrifying
will all open and the characters will hear the same
wounds that caused their deaths.
raspy and breathy voice that says:
Difficulty Level: Medium

S IEGE AT W HITMORE A BBEY 9


Challenge 1/4 (50 XP)
I am coming . . .

Undead Fortitude. If damage reduces the Zombie


Wolf to 0 hit points, it must make a Constitution saving
throw with a DC of 5+ the damage taken, unless the
damage is radiant or from a critical hit. On a success,
Z OMBIE R ACCOON the Zombie Wolf drops to 1 hit point instead.
Tiny undead, neutral evil
Pack Tactics. The Zombie Wolf has advantage on
Armor Class 12 attack rolls against a creature if at least one of the
Hit Points 11 (2d4 + 6) Zombie Wolf’s allies is within 5 ft. of the creature and
Speed 20 ft., climb 20 ft. the ally isn’t incapacitated.

ACTIONS
STR DEX CON INT WIS CHA
3 (−4) 14 (+2) 16 (+3) 2 (−4) 8 (−1) 5 (−3) Bite. Melee Attack: +4 to hit, reach 5 ft., one target.
Hit: 7(2d4+2) points piercing damage. If the target is
Skills Perception +3 a creature, it must succeed on a DC 11 Strength saving
Condition Immunities poisoned throw or be knocked prone.
Senses darkvision 60ft, passive Perception 8
Languages
Challenge 1/8 (25 XP)

Undead Fortitude. If damage reduces the Zombie


Raccoon to 0 hit points, it must make a Constitution Z OMBIE S TAG
saving throw with a DC of 5+ the damage taken, Medium undead, neutral evil
unless the damage is radiant or from a critical hit. On
a success, the Zombie Raccoon drops to 1 hit point Armor Class 12
instead. Hit Points 26 (4d8 + 8)
Speed 40 ft.
ACTIONS
Multiattack. The Zombie Raccoon makes two attacks, STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 2 (−4) 8 (−1) 5 (−3)
one claw and one bite.
Bite. Melee Attack: +2 to hit, reach 5 ft., one target. Condition Immunities poisoned
Hit: 2 points piercing damage Senses darkvision 60ft, passive Perception 8
Claw. Melee Attack: +2 to hit, reach 5 ft., one target. Languages
Hit: 2 points slashing damage Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the Zombie


Z OMBIE W OLF Stag to 0 hit points, it must make a Constitution saving
Medium undead, neutral evil throw with a DC of 5+ the damage taken, unless the
damage is radiant or from a critical hit. On a success,
Armor Class 13 (natural armor) the Zombie Stag drops to 1 hit point instead.
Hit Points 19 (3d8 + 6)
Speed 30 ft.
ACTIONS
Multiattack. The Zombie Stag makes two attacks,
STR DEX CON INT WIS CHA one gore and one bite.
14 (+2) 15 (+2) 14 (+2) 2 (−4) 8 (−1) 5 (−3)
Gore. Melee Attack: +2 to hit, reach 5 ft., one target.
Hit: 6(1d8+2) piercing damage
Skills Stealth + 4, Perception +3
Condition Immunities poisoned Bite. Melee Attack: +2 to hit, reach 5 ft., one target.
Senses darkvision 60ft, passive Perception 8 Hit: 2(1d4) piercing damage
Languages

10 S IEGE AT W HITMORE A BBEY


War Horse to 0 hit points, it must make a Constitution
Z OMBIE G IANT H ONEY B ADGER saving throw with a DC of 5+ the damage taken, unless
Medium undead, neutral evil the damage is radiant or from a critical hit. On a
success, the Zombie War Horse drops to 1 hit point
Armor Class 9 instead.
Hit Points 30 (4d8 + 12)
Speed 20 ft., burrow 10 ft. ACTIONS
Multiattack. The Zombie War Horse makes two
STR DEX CON INT WIS CHA
attacks, one with its bite and one with its hooves.
15 (+2) 8 (−1) 17 (+3) 2 (−4) 8 (−1) 5 (−3)
Bite. Melee Attack: +5 to hit, reach 5 ft., one target.
Condition Immunities poisoned Hit: 5(1d4+3) piercing damage
Senses darkvision 60ft, passive Perception 8 Hooves. Melee Attack: +5 to hit, reach 5 ft., one
Languages target. Hit: 8(2d4 +3) bludgeoning damage
Challenge 1/2 (100 XP)

Undead Fortitude. If damage reduces the Zombie Z OMBIE M OUNTAIN L ION


Giant Honey Badger to 0 hit points, it must make a Large undead, neutral evil
Constitution saving throw with a DC of 5+ the damage
taken, unless the damage is radiant or from a critical hit. Armor Class 11
On a success, the Zombie Giant Honey Badger drops to Hit Points 30 (4d10 + 8)
1 hit point instead. Speed 30 ft., climb 20 ft
Blood Rage. After losing half of its hit points, the
Zombie Giant Honey Badger goes into a rage and gains STR DEX CON INT WIS CHA
+2 to its damage roll. It also gains a resistance to 19 (+4) 13 (+1) 15 (+2) 2 (−4) 11 (+0) 8 (−1)
bludgeoning, piercing, and slashing damage.
Condition Immunities poisoned
ACTIONS Senses darkvision 60ft, passive Perception 10
Multiattack. The Zombie Giant Honey badger makes Languages
two attacks, one claw and one bite. Challenge 1 (200 XP)
Bite. Melee Attack: +4 to hit, reach 5 ft., one target.
Hit: 5(1d6+2) piercing damage Undead Fortitude. If damage reduces the Zombie
Claws. Melee Attack: +4 to hit, reach 5 ft., one Mountain Lion to 0 hit points, it must make a
target. Hit: 7(2d4+2) slashing damage Constitution saving throw with a DC of 5+ the damage
taken, unless the damage is radiant or from a critical hit.
On a success, the Zombie Mountain Lion drops to 1 hit
point instead.
Z OMBIE WAR H ORSE
Large undead, neutral evil Keen Smell. The Zombie Mountain Lion has
advantage on Wisdom (Perception) checks that rely
Armor Class 9 on smell.
Hit Points 30 (4d10 + 8) Pounce. If the Zombie Mountain Lion moves at least
Speed 50 ft. 20 ft. straight toward a creature and then hits with a
claw attack on the same turn, that target must succeed
STR DEX CON INT WIS CHA on a DC 13 STR saving throw or be knocked prone.
17 (+3) 8 (−1) 14 (+2) 2 (−4) 8 (−1) 5 (−3) If the target is prone, the Zombie Mountain Lion can
make one bite attack against it as a bonus action.
Condition Immunities poisoned
Running Leap. With a 10-foot running start, the
Senses darkvision 60ft, passive Perception 8
Zombie Mountain Lion can long jump up to 25 ft.
Languages
Challenge 1/2 (100 XP) ACTIONS
Multiattack. The Zombie War Horse makes two
Undead Fortitude. If damage reduces the Zombie attacks, one with its bite and one with its claws.

S IEGE AT W HITMORE A BBEY 11


Bite. Melee Attack: +5 to hit, reach 5 ft., one target. W HITMORE A BBEY : T HE
Hit: 8(1d8+4) piercing damage
Claws. Melee Attack: +5 to hit, reach 5 ft., one T HIRD N IGHT
target. Hit: 7(1d6 +4) slashing damage
The party will hear a an explosion from outside,
and small rocks will hit the abbey roof. The
ground around Kenver’s grave erupts and the
Wight Necromancer rises.
Z OMBIE G RIZZLY B EAR
Large undead, neutral evil
ENCOUNTER WITH THE WIGHT NECROMANCER
Armor Class 12 (Natural armor) The Wight (and his minions) will attack the abbey
Hit Points 42 (5d10 + 15) if the party does not investigate the noise. If the
Speed 30 ft., climb 20 ft party talks to Kenver, he will taunt and threaten
them with destruction.
STR DEX CON INT WIS CHA
19 (+4) 8 (−1) 17 (+3) 2 (−4) 12 (+1) 5 (−3) Difficulty Level: Deadly
Party of 2nd Level Characters
Condition Immunities poisoned 4 Chars: Wight Necromancer
Senses darkvision 60ft, passive Perception 11 5 Chars: Wight Necromancer
Languages 6 Chars: Wight Necromancer, 2 Zombies
Challenge 2 (450 XP) Party of 3rd Level Characters:
4 Chars: Wight Necromancer, 1 Zombie
5 Chars: Wight Necromancer, 1 Zombie Knight
Undead Fortitude. If damage reduces the Zombie
6 Chars: Wight Necromancer, 1 Zombie Knight,
Grizzly Bear to 0 hit points, it must make a
1 Zombie
Constitution saving throw with a DC of 5+ the damage
Party of 4th Level Characters:
taken, unless the damage is radiant or from a critical hit.
4 Chars: Wight Necromancer, 1 Zombie Knight
On a success, the Zombie Grizzly Bear drops to 1 hit
5 Chars: Wight Necromancer, 1 Zombie Knight,
point instead.
1 Zombie
ACTIONS 6 Chars: Wight Necromancer, 1 Zombie Knight,
1 Zombie Ogre, 2 Zombie
Multiattack. The Zombie Grizzly Bear makes two
attacks, one with its bite and one with its claws. If Kenver has allies, the Zombie and Zombie
Bite. Melee Attack: +7 to hit, reach 5 ft., one target. Knight will arise from the cemetery. The Zombie
Hit: 9(1d8+5) piercing damage Ogre will come come down from the mountain.
Claws. Melee Attack: +7 to hit, reach 5 ft., one Kenver’s primary target will be the largest group
target. Hit: 12(2d6+5) slashing damage within the abbey. He will fight until all his allies are
gone, and he has taken significant wounds. Then he
will try to flea by casting fly or running away.
If Kenver is killed, his life energy will visibly swirl
around his body and then erupt straight up into the
air. This will burn through the abbey’s roof if he is
W HITMORE A BBEY : T HE inside. Then his body will then collapse into bones
on the floor and quickly decay in to dust.
T HIRD D AY
The storm continues to rage outside and the W IGHT N ECROMANCER (K ENVER
pass remains blocked. The characters can
rest, talk with the Brewmonks, or continue the P ENHALE )
search of the abbey. Medium undead, Neutral evil

Armor Class 12 (15 mage armor)

12 S IEGE AT W HITMORE A BBEY


Hit Points 45 (6d8 + 18) poison to coat the blade. The poison remains for 1
Speed 30 ft. minute or until an Attack using this weapon hits a
creature. That creature must succeed on a DC 15
STR DEX CON INT WIS CHA Constitution saving throw or take 2d10 poison damage
12 (+1) 14 (+2) 16 (+3) 16 (+3) 13 (+1) 15 (+2) and become Poisoned for 1 minute. The Dagger can’t
be used this way again until the next dawn.
Saving Throws Int +5
Skills Perception +3, Stealth +4
Damage Resistances necrotic; bludgeoning, piercing,
and slashing from nonmagical weapons that aren’t Z OMBIES
silvered Medium undead, neutral evil
Damage Immunities poison
Condition Immunities exhaustion, poisoned Armor Class 8
Senses darkvision 60ft., passive Perception 13 Hit Points 22 (3d8 + 9)
Languages Common, Deep Speech, Infernal, Primal, Speed 20 ft.
Undercommon
STR DEX CON INT WIS CHA
Challenge 4 (1,100 XP)
13 (+1) 6 (−2) 16 (+3) 3 (−4) 6 (−2) 5 (−3)

Sunlight Sensitivity. While in sunlight, the Wight Skills Perception +3


Necromancer has disadvantage on attack rolls, as well Condition Immunities poisoned
as on Wisdom (Perception) checks that rely on sight. Senses darkvision 60ft, passive Perception 8
Spellcasting. The Wight Necromancer is an 6th-level Languages understands all languages it spoke in life
spellcaster. Its spellcasting ability is Intelligence (spell but can’t speak
save DC 14, +6 to hit with spell attacks). The Wight Challenge 1/4 (50 XP)
Necromancer has the following wizard spells prepared:
Cantrips (at will): acid splash, toll the dead, ray of frost Undead Fortitude. If damage reduces the Zombie
1st level (4 slots): witch bolt, magic missile, mage to 0 hit points, it must make a Constitution saving
armor, thunderwave, cause fear throw with a DC of 5+ the damage taken, unless the
2nd level (3 slots): blur, web, invisibility, Melf’s acid damage is radiant or from a critical hit. On a success,
arrow, mirror image the Zombie drops to 1 hit point instead.
3rd level (3 slots): animate dead, lightning bolt,
counterspell, haste, fly ACTIONS
Slam. Melee Attack: +3 to hit, reach 5 ft., one target.
ACTIONS
Hit: 4(1d6+1) bludgeoning damage
Multiattack. The Wight Necromancer makes two
attacks: one with Life Drain and one with the Dagger of
Venom.
Life Drain. Melee Attack: +4 to hit, reach 5 ft., one
target. Hit: 5(1d6+2) necrotic damage. The target Z OMBIE K NIGHT
Medium undead, neutral evil
must succeed on a DC 13 Constitution saving throw or
its hit point maximum is reduced by an amount equal to
Armor Class 18 (Chain mail, shield)
the damage taken. This reduction lasts until the target
Hit Points 52 (7d8 + 21)
finishes a long rest. The target dies if this effect reduces
Speed 30 ft.
its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a
STR DEX CON INT WIS CHA
Zombie under the wight’s control, unless the humanoid 18 (+4) 10 (+0) 16 (+3) 4 (−3) 8 (−1) 6 (−2)
is restored to life or its body is destroyed. The wight
can have no more than twelve Zombies under its control Saving Throws Str+6, Con+5
at one time. Skills Perception +3
Dagger of Venom (Magic +1). Melee Weapon Condition Immunities poisoned
Attack: +5 to hit, one target. Hit: 5(1d4+3) piercing Senses darkvision 60ft, passive Perception 9
damage. You can use an action to cause thick, black Languages understands all languages it spoke in life

S IEGE AT W HITMORE A BBEY 13


but can’t speak Undead Fortitude. If damage reduces the Zombie
Challenge 2 (450 XP) Ogre to 0 hit points, it must make a Constitution saving
throw with a DC of 5+ the damage taken, unless the
damage is radiant or from a critical hit. On a success,
Undead Fortitude. If damage reduces the Zombie
the Zombie drops to 1 hit point instead.
Knight to 0 hit points, it must make a Constitution
saving throw with a DC of 5+ the damage taken, unless ACTIONS
the damage is radiant or from a critical hit. On a
Morningstar. Melee Weapon Attack: +6 to hit, reach
success, the Zombie drops to 1 hit point instead.
5 ft., one target. Hit: 13(2d8+4) bludgeoning damage.
ACTIONS Rock. Ranged Weapon Attack: +6 to hit, range
Longsword. Melee Weapon Attack: +6 to hit, reach 30/120 ft., one target. Hit: 11(2d6+4) bludgeoning
5 ft., one target. Hit: 8(1d8+4) slashing damage, or damage.
9(1d10+4) slashing damage if used with two hands.
Shield Bash. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4(1d6+1) bludgeoning damage.
Target must make DC 14 STR saving throw or be W HITMORE A BBEY : A FTER -
pushed back 5 ft.
WARD
REACTIONS
After defeating the Wight Necromancer, the
Reposte. W hen a melee attack against the Zombie
weather starts to change. The sun comes
Knight misses it may make one attack with their
out and by the next day the pass has cleared
longsword on the enemy that attacked them, if they are
enough for the party and any living merchants
within range.
can continue on their way. The remaining
LEGENDARY ACTIONS Brewmonks will begin the cleanup of the abbey
The Zombie Knight can take 1 legendary action, and drink to their fallen companions and new
choosing from the options below. Only one legendary friends.
action option can be used at a time and only at the end
of another creature’s turn. The Zombie Knight regains
spent legendary actions at the start of its turn.
Defensive Bash. T he Zombie Knight makes a shield
bash attack.
Push the Attack. T he Zombie Knight makes a
longsword attack.

Z OMBIE O GRE
Large undead, neutral evil

Armor Class 8
Hit Points 85 (9d10 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA


19 (+4) 6 (−2) 18 (+4) 3 (−4) 6 (−2) 5 (−3)

Condition Immunities poisoned


Senses darkvision 60ft, passive Perception 8
Languages understands all languages it spoke in life
but can’t speak
Challenge 2 (450 XP)

14 S IEGE AT W HITMORE A BBEY


M APS
M AP OF E NCOUNTER WITH W OLVES

M APS 15
M AP OF W HITMORE A BBEY - O UTSIDE

16 M APS
M AP OF W HITMORE A BBEY - 1 ST F LOOR

M APS 17
M AP OF W HITMORE A BBEY - 2 ND F LOOR

18 M APS
W HITMORE A BBEY
G ROUND F LOOR
The Tavern
What was once the nave of the abbey is now the tavern. The room is entered by tall heavy wooden
double doors. There is a large wood plank nearby that can be used to bar the doors closed. The room
stands twenty feet high with large but narrow stained glass windows on the left wall, and smaller
stained glass windows facing both directions in the five foot recessed ceiling. The floors are tiled
in well worn white marble, and the columns are also white marble. The room is lit with oil lamps
mounted to the columns and walls. On the wall near the door are pegs to hang cloaks and hats. In
the middle of the room, there are six large wood tables with benches. On the right side of the room
is a long polished wood and brass bar with ten stools. Halfway into the chapel there are several ten
foot tall brown curtains hanging from a rope stretched across the room separating the tavern from
the rest of the chapel. Off to the right is a door that leads to stairs heading to the upper level, and
another door leading out to the courtyard. This is the door the Brewmonks use to bring in food from
the kitchen.
The Rest of the Chapel
On the other side of the curtains there is the rest of the chapel (quire, 2 transepts, and the
presbytery). The white marble floor and columns continue. This area is dusty and looks unused.
There are benches lined up facing toward the Alter. At the front, there is a two step stone dais with
a white marble alter in the center. Several benches are piled up in one of the transepts. It looks as if
all religious relics have been remove from walls, alcoves and corners, with the exception of a stone
statue at the apex of the presbytery of a bearded man wearing a robe. He is holding a large rock in
his hands (human representation of Grumbar). There is a stairway in the right transept that leads up
to the upper floor.
Cloister (Courtyard)
In the center of the buildings in a courtyard of grass surrounded by tile walkways. In the middle of
the grass is a fountain that gently trickles water into a round pool. There is a wooden balcony that
surrounds the courtyard on the upper floor.
Storage Room (by Chapel)
This is a small room off of the chapel. It was originally used to hold the priests special vestments
and holy relics. Now the shelves are dusty and empty.
Chapter House (Meeting room)
The chapter house is a room where the Brewmonks meet to discuss the art of making beer. The
room is similar in decor to the main chapel with it’s white tiled marble floors and marble columns. At
the front of the room is a large desk where Brewmaster Barnabe sits. His papers and drawings are
scattered across it. Behind the desk are several bookshelves with books on making beer, as well as
the Grumbar Abbott’s journals. There are several benches lined up so that the Brewmonks can listen
as the Brewmaster lectures.
Dining Hall
The dinning hall has four large wooden tables, each with six heavy wooden chairs. There are two
shelves that hold plates, cups, and serving wear.
Library
The library has its walls lined with shelves and books. There are many books about nature,
geology, weather, forestry, map making, and mining. There are also several dictionaries and books
on language learning (Dwarvish, Elvish, Undercommon, and even one on Abyssal). There a two large
W HITMORE A BBEY 19
tables with six chairs each where people can sit and read. There is a door to the outside that leads to
the cemetery.
Reredorter (Toilets)
The reredorter is where the Brewmonks relieve themselves in the privies and bathe in the sinks.
There is a stairway that leads up to the Brewmonk’s Dormitory.
Kitchen
The kitchen is where the Brewmonks prepare food for themselves and their guests. The "Serving
Wenches" are responsible for the cooking and the cleaning. The Brewmonks make some of the best
beer, but they are clearly lacking in their culinary skills.
Brewery
The brewery is where the Brewmonks produce their superior beer. There is hole in the floor where
the Brewmonks get their water, There are tables with papers and notes, beakers and burners. There
are tubs and containers, casks and barrels.
Warming Room
The warming room is a place where a fire is kept burning all the time. This is a place for the
Brewmonks to warm up after a cold night.
Stable
This is where visitor’s horses and wagons are stabled. There is hay stored as feed. There are two
double doors that allow access to the outside. These doors can be barred from the inside.
Storage
The storage room has creates, barrels and sacks of gains and food stuffs. There is a single heavy
wooden door for outside access.
Workshop
The Workshop has several tables against the wall. They are cluttered with simple tools. This is
where the Coopers makes their barrels and casks.

U PPER F LOOR
Balcony
There is a wooden balcony that runs around the inside of the cloister. There is a door to the
Brewmonk’s Dormitory, two doors to the guest dormitory, and a door to each of the stairs going
down.
Guest Dormitory
The guests dormitory has twelve beds with clean sheets and blankets. There are two doors out to
the balcony over the cloister.
Brewmonk’s Dormitory
The Brewmonk’s dormitory has eleven bunk-beds. There is a door to a stairway down to the
reredorter, a door to the balcony, and a door to the Brewmaster’s room.
Brewmaster’s Room
The Brewmaster’s room has a large bed, two night tables, a chair, and a locked chest (DC 14 to
pick). The chest contains his secret recipes for making beer and the abbey’s funds (120 gps, 45 sps,
203 cps).

20 W HITMORE A BBEY
B REWMONKS OF THE O VERFLOWING
F LAGON
All members of the Order are human men. They have dedicated their lives to the quasi-religious task
of brewing beer. Their craft involves careful recipes, ceremonies, rituals, and prayers. The Order is
led by the Brewmaster. He is the most knowledgeable about the beer making process. Next in the
hierarchy are Brewers (mix the recipes and tests the quality), Barmen (pours drinks and keep up
the bar), Assistant Brewers (apprentices to the brewers), Coopers (barrel makers), Millers (grind the
grain), Stokers (keep the brewing fires going), and finally “Serving Wenches” (cooking, cleaning, and
serving).

Brewmaster Barnabe
Brewmaster Barnabe is the leader of the Order of the Overflowing Flagon. He is the keeper of the
secret recipe for making their famous beer. Barnabe is a thin man in his 80’s and walks with a cane.
He stands a stooped 6’ tall with long white hair and long white beard. He is good mannered and
mature. He is hard of hearing, and often gives the vaguest possible answer to questions.
Brewer Rou
Rou is the first Brewer and is responsible for ensuring the quality of the beer. He stands 5’ 11" and
has fair skin. He is in his late 40’s, and has a strong build. He has a large birthmark on his head
which resembles the shape of a banana. He has a long face with a cleft chin, a stubby nose, and his
blue eyes are puffy. He has straight, light chestnut brown hair and a receding hairline, and he has a
5 o’clock shadow. He is blunt and aggressive. He has a very loud voice.
Brewer Gerald
Gerald is the second Brewer and assists in the brewing process. He stands 6’ 2" tall, and has tan
skin. He is in his early 30’s, and has a thin build. A particularly notable feature is his long eyelashes.
He has a narrow face with a square jaw, a small nose, large ears, smooth cheeks and angled lips. His
pale grey eyes are large, and he has angular eyebrows. He has closely shaved, curly, brown hair. He
is knowledgeable and frank. He complains about everything.
Brewer Firmin
Firmin is the third Brewer and assists in the brewing process. He stands 5’ 8" tall, and fair
skinned with freckles. He is in his late 20’s, and a medium build. A particularly notable feature
is his crooked smile. He has a lean face, a large nose, and narrow lips. His green eyes are almond-
shaped. He has very short, lank, red hair which is styled with a crew cut. He is loving but pompous.
He is also squeamish.
Barman Albri
Albri is the first Barman. He stands 6’ 4" tall and has light skin. He is in his mid 30’s, and has a
stout build. He has a long face with a pointed chin covered with a bushy black beard, and a large
nose. His brown eyes are little, and he has bushy eyebrows. He has long, straight, black hair. He has
strong arms, a broad torso with a narrow waist, and powerful legs. He is happy and gregarious. He
has a great sense of humour.
Barman Ranulf
Ranulf is the second Barman. He stands 5’ 9" tall and has almost pink skin. He is in his early 30’s,
and has a heavy build. He has a narrow face with a pointed chin, a bulbous nose, ears that stick
out, defined cheekbones and thin lips. His blue eyes are angular, and he has smooth eyebrows. He is
naturally bald. He is patronizing and antagonistic. He mutters/mumbles a lot.
Barman Jerome
B REWMONKS OF THE O VERFLOWING F LAGON 21
Jerome is the third Barman. He stands 5’ 11" tall and has dark skin. He is in his early 30’s, and
has a medium build. He has a wide face, a narrow nose, and narrow lips. His eyes are grey. He has
black hair and is worn in a pompadour. He is diplomatic and good mannered. A particularly notable
feature is his distinctive walk.
Apprentice Brewer Jehans
Jehans is the first Assistant Brewer and he helps with the menial task of brewing. He stands 5’
3" tall and has brown skin. He is in his late 20’s and has a slight build. He has a narrow face with
a cleft chin, a flat nose, hollow cheeks and large lips. His black eyes are large, and he has thick
eyebrows. He has short, frizzy, black hair. He is demanding, logical, and careful. A particularly
notable feature is his missing hand.
Apprentice Brewer Mathurin
Mathurin is the second Assistant Brewer and he helps with the menial task of brewing. He stands
5’ 11" tall and has yellow tinted skin. He is in his mid 20’s, and has a stocky build. He has a lean
face with a softly shaped jaw, a narrow nose, full lips, and his light brown eyes are small. He has
dark brown hair pulled into a bun. He has short arms and slender hands, a lean torso. He is
cowardly, and has a small wound on his left foot which he always hides from view.
Apprentice Brewer Arnalt
Arnalt is the third Assistant Brewer and he helps with the menial task of brewing. He stands 5’ 6"
tall, and has white skin. He is in his early 20’s, and has a medium build. He has an oval face with
a square jaw, a small nose, large ears, bony cheeks and thin lips. His blue eyes are almond-shaped.
His hair is blonde stubble. He is aggressive and has a noticeable mark on his left arm which causes
offense if he is asked about it.
Cooper Ives
Ives is the first Cooper and is responsible for making barrels. He stands 5’ 7" tall and has tan skin.
He is in his late 40’s, and has a stocky build. He has an angular face, a flat nose, narrow lips, and
his dark blue eyes are deep set. He has straight, black hair which features a central parting, and he
has a pencil thin moustache. His whole body is a canvas for a mess of simple and expressive tattoos.
He is affable and rarely angry. He always forgets names.
Cooper Chinot
Chinot is the second Cooper and makes barrels. He stands 6’ 2" tall, and has cream color skin.
He is in his late 20’s, and has a medium build. He has a round face, a broad nose, and full lips. His
grey eyes are narrow and he has thick eyebrows. His light brown hair and a stubble-covered jaw.
He squints, and he has a small scar on his face which he never talks about. He is adaptable and
diligent.
Miller Bertram
Bertram is the first Miller and is responsible for grinding the grains. He stands 5’ 8" tall, and has
bronze skin. He is in his late 50’s, and has a heavy build. He has a narrow face, a small nose, and
thin lips. His hazel eyes are triangular and he has thin eyebrows. He is naturally bald. He has a fox
tattoo on his right forearm. He is easily bored and pretentious.
Miller Hasculf
Hasculf is the second Miller and grinds grains. He stands 5’ 6" tall, and has fair skin. He is in his
early 20’s and has a medium build. He has a triangular face, a large nose, and very thin lips. His
brown eyes are almond-shaped and he has well groomed eyebrows. His brown hair, straight and is
tied back, and he has a full beard. He has a mark on his head which he got during a silly accident
many years ago. He is aggressive and argumentative.
Stoker Odes
Odes is the first Stoker and is responsible for keeping the brewing fires burning. He stands 5’
4" tall and has white skin. He is in his late 30’s and has a stocky build. He has a wide face with
a rounded jaw, a flat nose, large ears and narrow lips. His brown eyes are small, and he has no
eyebrows. He has short, fine, black hair which features a central parting, and he has an impressive
beard.He has a short torso, and short legs. He is boastful and he stutters.

22 B REWMONKS OF THE O VERFLOWING F LAGON


Stoker Turchil
Turchil is the second Stoker and is responsible for keeping the brewing fires burning. He stands 5’
6" tall and has fair skin. He is in his late teens, and has a slight build. He has a narrow face with a
square jaw, a straight nose, ears that stick out and large lips. His hazel eyes are round, and he has
well groomed eyebrows. He has short, straight, brown hair that is thinning. He is well-mannered and
flirtatious.
Serving Wench Winebalt
Winebolt is the first Serving Wench and is responsible for serving the Brewmonks and guests.
He stands 5’ 11" tall and has light brown skin. He is in his late 40’s and has a thin build. He has
a triangular face, a large nose, and very thin lips. His brown eyes are large and he has angular
eyebrows. He has straight, grey hair. He is prim, proper, and polite.
Serving Wench Seinfrei
Seinfrei is the second Serving Wench and serves the Brewmonks and guests. He stands 5’ 9" tall
and has fair skin. He is in his early 20’s and has a heavy build. He has a square face, a straight
nose, and thin lips. His light brown eyes are puffy and he has thick eyebrows. He has shoulder-
length, curly, dark brown hair and has a goatee. He complains about everything.
Serving Wench Hubert
Hubert is the third Serving Wench and serves the Brewmonks and guests. He stands 6’ 4" tall and
has golden-brown skin. He is in his early 20’s and has a medium build. He has a long face with a
rounded jaw, a broad nose, large ears, hollow cheeks and small lips. His blue eyes are triangular,
and he has thick eyebrows. He has wavy, fine, light blonde hair. He is a resilient thrill seeker. He is
hilarious and neat.
Serving Wench Tiebalt
Tiebalt is the fourth Serving Wench and serves the Brewmonks and guests. He stands 5’ 10"
tall, and has red tinted skin. He is in his late teens and has a thin build. He has a baby face with
a round chin, a small nose, small ears, and pudgy cheeks. His brown eyes are large, and he has
smooth eyebrows. He has wavy brown hair. He is exuberant and helpful.
Serving Wench Guimund
Guimond is the fifth Serving Wench and serves the Brewmonks and guests. He stands 5’ 8" tall
and has fair skin. He is in his late teens and a medium build. He has a round face, a small nose,
and narrow lips. His black eyes are slanted and he has thick eyebrows. His brown hair is medium-
length, and curly. He is gentle and mild mannered.

B REWMONKS OF THE O VERFLOWING F LAGON 23


O RDER OF THE O VERFLOWING
F LAGON - M ONK
Medium Humaniod, Lawful good

Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages Common
Challenge 0 (0 XP)

ACTIONS
Improvised club. Melee Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2(1d4) bludgeoning damage.

O RDER OF THE O VERFLOWING


F LAGON - B ARMAN
Medium Humaniod, Lawful good

Armor Class 10
Hit Points 10 (2d8 + 1)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1) 12 (+1)

Senses passive Perception 12


Languages Common
Challenge 1/8 (25 XP)

ACTIONS
Improvised club. Melee Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3(1d4+1) bludgeoning damage.

24 B REWMONKS OF THE O VERFLOWING F LAGON

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