Professional Documents
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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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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.
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.
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)
Z OMBIE O GRE
Large undead, neutral evil
Armor Class 8
Hit Points 85 (9d10 + 36)
Speed 30 ft.
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.
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
ACTIONS
Improvised club. Melee Attack: +2 to hit, reach 5 ft.,
one target. Hit: 2(1d4) bludgeoning damage.
Armor Class 10
Hit Points 10 (2d8 + 1)
Speed 30 ft.
ACTIONS
Improvised club. Melee Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3(1d4+1) bludgeoning damage.