You are on page 1of 155

1/3/2019 The Homebrewery - NaturalCrit

Foreword
Welcome to Nerzugal’s Tome of Horrifying Adventures! Within this book you will find ten modules that explore various aspects of
horror - helplessness, monstrous creatures, vile acts of violence, and more. This adventures span all the way from level 1 up to
level 16, the highest of any adventure I have created! Detailed overviews provide you with a quick reference for each of the
adventures and artwork can give you insight into the terrors your players will be facing!
As always with my books, remember that each group is different and you can modify these adventures to meet the needs of your
own table as you see fit. Each adventure comes with a prepared introduction, but if you wish to drop them into a larger campaign
world you can do so as well. None of the adventures are setting specific and the names of any of the cities could easily be swapped
out to match those of your own homebrew worlds.
I would like to note that the contents of this book may also not be appropriate for all audiences. They are intended to be
frightening and sometimes shocking. The book presents a number of scenarios that could make your players uncomfortable -
harm to children, violent dismemberment, and visceral acts of brutality are all present so be sure to read through the adventures
thoroughly before you bring it to your group. Use your best judgment and talk to your table about themes that may be present if
you are uncertain of their comfort levels. Some adventures are more frightening than others, but hopefully you can get a grasp on
the contents via the overviews.
I would also like to extend a personal thanks to all of my friends who are my playtesters/guinea pigs for all of the content you
find in this book: Stephan Bruce, Missy Bruce, Michael Kelly, Kim Kelly, Justin Kellogg, Jeff Brown, Travis Boyd, Kaylen Bates, and
Bella Jaime. Also a big thanks to my sister, Kayla Williams, whose graphic design skills help me with the covers of these products!
These are the people who continue to fuel my passion for Dungeons & Dragons and make unique and creative decisions that alter
my initial designs and ideas for the better!
It is a joy for me to create this content and see all of the positive feedback from people who enjoy the adventures. Please let me
know if there is anything you find confusing or that you don’t like as well! I am a one-man team so there are certainly things that
slip through the cracks, but I will do my best to update the content as I receive criticisms!
I occasionally drop spoilers and share completed content ahead of time on Twitter (@Nerzugal), so feel free to follow me there
for additional information on future releases or to get teasers for future products.
These beautiful layouts were created with The Homebrewery on Naturalcrit.com so a huge shoutout to the developer and be sure
to help support him on Patreon!
Another thanks to both of my talented artists! The cover art was created by Wendy Roberts and all of the art within the book was
created by Yulia Plokhaya!

2 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 2/155
1/3/2019 The Homebrewery - NaturalCrit

Table of Contents
The Nerastrim Manor The Lighthouse
[Levels 1-3] - (Page 5) [Levels 1-4] - (Page 47)
Helen Nerastrim started her marriage excited to live life as a Beneath the abandoned lighthouse near the city of Ravenfall
noble woman. After all, her new husband was one of the most is a creature that craves the flesh of the living; a demon being
powerful men in the region. She ended her marriage with the raised by a crazed cultist who has been abducting children
bladed edge of a butcher’s cleaver embedded in his skull. from the town as food. Lydia Harlenn’s daughter was among
Now, her spirit haunts the manor they once inhabited the first to go missing, but she has not given up hope on
together, drawing other evils to the region and causing a bringing her dear Alexandria home once again. This
blight upon the land. The party must go into the manor, determined widow seeks the aid of a group from outside of
keeping Helen at bay with a magical device known as a the city to help her discover what is hidden in the lighthouse’s
Repulsion Candle, as they scour the manor for her corpse. cellar. Explore the lighthouse and face down all of the
The party has only as long as the candle burns to succeed abominations that are drawn to the vicious demon that lurks
and the Nerastrim Manor is filled with far more threats than a on its bottom floor - The Devorator.
hateful spirit.
Bog of the Hag
Stuffed [Levels 3-5] - (Page 63)
[Levels 1-4] - (Page 23) Inspired by The Blair Witch Project, this adventure leaves the
Borhas and his brother Oleg always held a different mindset party stranded within an inescapable bog. They are harassed
when it came to how to best run the family business - and horrified by a hag that has enchanted this land to cause
Hassenfield Toys. Oleg strove to maximize profits with others to suffer just as her beloved did. She infests their
simple, but fun toys for the children. Borhas strove to create dreams with terrifying visions, causes them to climb down
the perfect doll, no matter the cost or time required. It may into their own graves to be buried alive, and even stalks them
have taken him a few decades, but he has finally succeeded! in the night with the sounds of children’s laughter.
All he needed to do was kill some townsfolk, harvest their Unfortunately for the party, the only way to escape the bog is
organs, fill them with some stuffing, and use a bit to defeat this hag, but doing so may leave someone with their
necromancy! Oleg is unaware of his brother’s evil ways and jaw hanging by nothing but a strand of ripped flesh.
has sent the party to find him after a falling out five years ago.
Your party will need to find out where his secret workshop is Cult of the Gol’Goroth
hidden and destroy the monstrosities contained within! [Levels 4-7] - (Page 72)
The Hunted Within the muck and darkness of a cave deep within the
[Levels 1-4] - (Page 36) forest lurks an ancient creature - a manifestation of evil and
psychosis that causes even devils and demons to turn a blind
Inspired by the movie It Follows, this adventure pits the party eye. This monstrosity is known as The Gol’Goroth. Thick
against an ancient evil entity that follows its mark no matter tentacles spiral off its wart covered body as it observes the
where it goes. The Entity does not sleep, does not eat, and is world with eyeless sockets. It brings madness to the world
unstoppable by all traditional means. It can change forms and and has twisted the minds of the locals of Goldenleaf Village,
has the strength to rip the limbs from any who would causing them to join a cult that worships the Gol’Goroth as
interfere with its hunt. The adventure begins with one of the god. They flay their own bodies and capture those left in the
party members becoming the newest mark of The Entity, village to pull them down into the insanity alongside them. It
interrupting a quiet evening at the tavern. The remainder of is up to the party to track down the demonic frog and put an
the adventure is the party’s struggle to reach a town a few end to its reign of madness before there is no one left to save.
days over where one of the formerly cursed individuals - a
man by the name of Viorec - believes he has a plan to put an
end to this monstrosity once and for all.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 3/155 3
1/3/2019 The Homebrewery - NaturalCrit

Aboard the Osmorton Return of the Gol’Goroth


[Levels 5-8] - (Page 92) [Levels 9-12] - (Page 122)
Inspired by The Thing, this adventure sends your party to sea Almost two years after the assumed defeat of the monstrosity
aboard the Osmorton. Mid-way through the trip, the crew known as the Gol’Goroth, the madness and twisted
rescues a man lost at sea - a man infected by a neural abominations brought forth by the great frog demon have
parasite that causes the host to fall under its control. Infected returned stronger than ever. During the Cult of the
passengers are nearly indistinguishable from their former Gol’Goroth adventure, the party defeats the frog demon, but
selves, but want nothing more than to continue to spread the only in its infancy stage. Now, this manifestation of evil seeks
parasite to others. This adventure comes with a unique vengeance on those that prevented its awakening the first
betrayal encounter that presents an extra level of fun to this time. Lying deep in a submerged cavern, the Gol’Goroth’s
one-shot. It is intended for more advanced groups that can strength is far greater than it was the first time - commanding
dive deeply into their roleplaying and who are willing to hordes of followers from a distance and using its tadpole
approach problems in non-linear ways. Can your players find spawn to take control of the bodies of those that would resist
out who is infected and who is safe before the ship reaches its call. The longer the party takes to defeat the Gol’Goroth,
its destination or will Captain Drustan need to scuttle the the further its corruption spreads and the more innocents
ship to ensure the survival of humanity? die. The party may struggle to keep their eyeballs in their
skulls as they once again face the evil that is - The
Into the Frozen Wastes Gol’Goroth.
[Levels 7-10] - (Page 107)
Adrift
The land to the far north is considered uninhabitable by even [Levels 13-16] - (Page 141)
the most stubborn and arrogant of goliaths. The
temperatures there are well below freezing and drifts of snow A storm of unparalleled power is brewing out in the Dark
are deep enough to consume an entire horse. Most believe Mist Sea. An evil entity that shrouds its location with
this is merely an artifact of mother nature - a land naturally obscuring magics has set in motion a ritual to conjure this
formed that is not suitable for the living, but the goliath and cataclysm. If it completes, hundreds of thousands will die
orcish tribes in the north all have their own myths and stories from the tsunamis that will crash against the coastal cities.
about these frigid wastelands. Myths about the undead Fortunately, these helpless citizens have been given a chance
menace that once plagued the land; creatures that refused to thanks to the ingenuity of a particularly skilled artificer. He
stay dead and instead had to be frozen beneath thick layers of has crafted a device that can track the source of this evil, with
ice. Unfortunately for the inhabitants of these mountains, the the conditions that the device remains in the water and
four horsemen these legends spoke of have risen once again. remains in tact. This is where your party must step in to help.
They seek to slay the nomadic tribes of the north to rebuild Someone must accompany the raft into the heart of the
an army of undead to conquer the lands of the living, unless storm, facing down fifty foot high waves, the monstrosities of
of course a group of heroes can stop them first. the deep, and nightmarish creatures that have risen to the
surface as they scramble in fear of the approaching
cataclysm. Prepare to go adrift.

4 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 4/155
1/3/2019 The Homebrewery - NaturalCrit

The Nerastrim Manor


A One-Shot Horror Adventure for Levels 1-3
---------------------------------------------------------------------------
Adventure Synopsis
The party comes across a small town by the name of Serylim. I have this adventure labeled as a one-shot since it is a
There are only a few dozen people who still live here and they stand-alone module, but depending on your party’s
all live in terror of the haunting spirit that still occupies the choices it is very likely that this will take two sessions to
Nerastrim Manor that overlooks the town. Three years ago, complete and possibly even three if they wish to explore
the perfect housewife that was Helen Nerastrim could no the entire Nerastrim Manor. If players make optimal
longer stand a life of subservience to her husband; could no decisions and can get through combat quickly, it can be
longer be a slave to outlandish social standards. She slowly completed in one night, but be warned that this is an
descended into madness before finally making a deal with a exception and not the norm.
fiend who promised to free her from this life . . . in exchange
for a small favor.
It was a trap. This adventure uses the Average Party Level (APL) to
The fiend magnified her hatred tenfold. Helen murdered scale the difficulty of encounters. This is simply the
her husband, her son, her daughter, and the family's two average of your players’ total character levels assuming
servants with a cleaver before taking her own life with the you have 4 party members. If your group is larger than 4,
same weapon. Since then, her spirit has been bound to the increase your APL by 1 for each additional player. If your
house and the hatred that festers within its walls has party is smaller than 4, decrease your APL using this
attracted a multitude of evil entities. A month ago, half a same rule.
dozen brave souls attempted to cleanse the property with the This adventure has a few optional creatures that are
help of a priest by the name of Father Oswyn. They never found in Nerzugal’s Extended Bestiary which you can
returned. Before they departed, Oswyn informed the town download for free on DriveThruRPG. These creatures are
that the only way to force her spirit to move on from this denoted NEB1. These creatures are not critical to the
world is to completely destroy her physical body within the story and can be ignored if you do not wish to download
manor. the additional materials.
Now the townsfolk are desperate for someone to help them
- to cleanse the manor once and for all and hopefully retrieve
the bodies of those who died in that nightmarish place. The Text that appears in a box like this is meant to be read aloud
reward to the party will be any items that remain in the for the players when their characters first arrive at a location or
manor. This includes the family’s wealth, rare paintings, and under a specific circumstance that will be noted.
perhaps even a few magic items.
Before Father Oswyn and his group left, he created a set of Adventure Introduction (Optional)
candles that would keep Helen’s spirit at bay while they This is suggested if you are running a one-shot separate from
searched for her body. He called them Repulsion Candles and an overarching campaign and want to kick things off swiftly.
they were crafted with strands of Helen’s hair, producing a If you are embedding this adventure in an existing campaign,
light source that repels her ethereal form. Father Oswyn took there may be better ways to throw the party into the action.
three with the group but left one behind in case they were not
successful, and now this is all the party will have for
protection against her unbounded rage. Unfortunately, the You have been traveling for a few days now on your way to a
candle only burns for a single hour, so the party will need to large city when you enter the town of Serylim. It is a bleak and
move quickly or risk the wrath of this capricious phantom. dreadful little down. As you step into the town square you are
This adventure is horror-themed, with a great deal of presented with the smell of rotting meat, thick overgrown
suspense as the candle that keeps Helen’s spirit at bay burns weeds, and the sound of loudly buzzing insects. You are
lower and lower. The party will slowly unfold the tragedy of immediately assaulted by mosquitos. Many of the houses you
her slide into madness. She will torment your players the
best she can by setting off traps around the house, leaving pass seem to be abandoned.
horrific decor for them to find, and taunting them as they You see a lone tavern in the town - The Copper Mug - and as
progress. All manner of fiend now share the home as their you pass it a man throws open the front door and looks over
own personal paradise, taking residence in the various rooms to you with wide, excited eyes. “Heroes!” he cries out,
of the manor which they will defend via trickery, terror, and revealing a set of yellow, decaying teeth as he speaks. “Please,
savagery. The story here is tragic and quite sad, and your come inside! Drinks on the house!” he shouts and beckons
players will be left conflicted as they finally set Helen’s spirit you into the taven.
free.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 5/155 5
1/3/2019 The Homebrewery - NaturalCrit

The Nerastrim Manor Crib Sheet


This page can serve as a quick reference to remind of major
events, NPC names, locations, and any other relevant
information that you may need during the adventure! This
adventure can go in a lot of different ways depending on how
your players progress through the manor, so the
Major Events Important NPCs
Arrival in decaying Serylim Torvaln (Quest giver)
Plea for help from Torvaln in The Copper Mug Father Oswyn (Created repulsion candles)
Party receives candles and arrives at The Nerastrim The Nerastrim Family
Manor Helen (Restless spirit)
Rooms of the manor Nathaniel (Husband / wight)
The Entryway and introduction to Helen Joshua (Son)
Trapped chandelier Nora (Daughter)
The Den The Nerastrim Servants
Battle with Nathaniel Nerastrim Marcy
The Dining Room Gwen
Assault by explosive rats Edgar (Gwen’s son)
The Kitchen
Quick showdown with Marcy and Gwen Notable Locations
The Study Serylim
Colored Marble Puzzle The Copper Mug
Encounter with paper warriors The Nerastrim Manor
Gwen's Room and the demon in the mirror
Marcy's Room
Diary with clues and cursed painting
The Guest Room
Father Oswyn's body with half of a candle on the
floor
The Master Bedroom
Nathaniel's hidden lockbox and Helen's diary
Joshua's Bedroom
Conversation with Joshua's lingering spirit
Encounter with the monster in the closet
Nora's Room
Another dead body on the floor
The Attic
Sword beneath the floorboards
Vision of Joshua's death
The Basement
Encounter with animated taxidermied creatures
Treasures hidden throughout the room
Hidden Basement Room
Damning documents and traps
The Crawl Space
Encounter with the demon
Helen and Joshua's bodies put to rest

6 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 6/155
1/3/2019 The Homebrewery - NaturalCrit

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 7/155 7
1/3/2019 The Homebrewery - NaturalCrit

Repulsion Candle
The Town of Serylim Wondrous item, uncommon
The town of Serylim has been in a state of doom and gloom
for the past year. For a while, simply leaving the Nerastrim This candle burns for one hour, during which time, the
Manor alone seemed to be enough, but over the past year creature whose essence was used to craft this item cannot
there has been notable effects on the town itself. The animals pass through the light it produces. The candle produces
refuse to eat, sometimes starving themselves to death. The bright light in a 5 foot radius and dim light for an additional
crops don’t seem to grow nearly as plentiful as they did 10 feet.
before and entire crops are blighted. Swarms of mosquitoes
and locusts have visited the town, eating even more of their Into the Manor
dwindling food supply and making the townsfolk miserable.
They suffer from horrible nightmares when they manage to The Nerastrim Manor sits at the top of a large hill that
overcome their insomnia and find sleep. These people are overlooks the town. As usual in the town as of late, the sky is
malnourished, covered in bites, and their skin is pale and dark and overcast. A light breeze rolls through and causes
cracked. They look as if they could fall over dead at any dead leaves to dance across the party’s path as they make
moment. their way up to the iron gates that surround the structure.
Many people have already left town, and now less than half Fortunately, these wrought-iron gates hang broken off of their
of the townsfolk remain - the ones too poor to be able to pick hinges.
up their life and go or too stubborn to leave their family’s Despite being unattended for three years, the manor itself
legacy behind. These people still cling to hope of a group of appears to be in excellent condition. The beautiful gardens
heroes coming through and freeing them from this curse that that used to line the property were not so lucky. They are now
seems to be infesting their once quiet, peaceful town. For black with rot and produce a foul stench. The flowers have
many, hope is the only thing that gets them out of bed in the long since wilted and the hedges are nothing but thick
morning . . . but hope is dwindling. tangles of dead wood. The windows of the manor have all
been boarded up by the townsfolk to prevent anyone from
A Plea for Help entering and it seems the only way into the structure is the
front door which has a sign hanging on the front that reads:
The man introduces himself as Torvaln Thompson, owner of Danger - Turn Back!
The Copper Mug. He was once a hulking man with a thick
black beard, but now he has shriveled to a scrawny husk of First Encounter
his former self. He tells them to have a seat and opens up a As you are describing the grounds, have the party make a
bottle of wine, one of the last unspoiled bottles in the entire group DC 13 Wisdom (Perception) check. On a success,
town, and pours them each a glass. they notice movement at one of the windows on the second
He explains to them the situation - Helen Nerastrim and floor of the manor. Just a few moments later, the thick
her murderous rampage, the town slowly decaying, Father wooden door that leads into the house swings open ever so
Oswyn’s attempt to cleanse the Manor, and that their current slightly on its own. They hear a whisper rush past their ears
desperation. Make sure to emphasize this man’s sorrow with as the wood creaks loudly. It is a woman’s voice, low and
personal anecdotes about friends and family leaving, losing haggard, but clearly a woman’s voice. With each line, the
his livestock, his supply of alcohol going sour, of the children voice grows angrier and angrier until the final line when she
that have disappeared. Make sure your players empathize is all but snarling the words:
with this poor man and want to help him by the time he is Ladies don't speak that way, Helen
done telling his tale. You need to learn your place, Helen
When Torvaln’s story is done, he goes behind the bar and Don't you dare speak back to me, Helen
moves away some of the floorboards, pulling out a black What are you doing with that cleaver, Helen?
candle. He walks it over to the party and explains that this
was the Repulsion Candle that Father Oswyn left behind The moment she finished speaking, the door swings wide
when he went to destroy Helen’s body. He slides it over to the open, smashing loudly against the side of the house.
party and tells them that the manor contains wealth and
magical items that are theirs for the keeping should they
succeed in cleansing the town of this malevolent spirit.
“Please, please help us . . . or there will be nothing left to be A Classic Jump Scare
saved by the time someone else capable comes along.” Clap your hands just as you finish Helen's chant to
give your players a nice jump as the door slams.

8 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 8/155
1/3/2019 The Homebrewery - NaturalCrit

Helen

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 9/155 9
1/3/2019 The Homebrewery - NaturalCrit

The Entryway Throughout the adventure, the players will need to stick
together in the candle light. If any of them leave its
Peeking in through the front door, the party sees that the protection, Helen will appear in an instant and begin laying
interior of the house is coated in dust. From outside, nothing into them with her cleaver. Constantly remind your players of
seems to be suspicious . . . at least at first. As the first player the time remaining on their candle (1 hour total!) and try to
starts to approach the doorway, a translucent head pokes out build tension as the candle burns lower. When you players
from around the corner. It is Helen's spirit - a middle-aged propose an idea, be sure to tell them how much time it will
woman with hair up in a messy bun and wearing a tattered take so they can consider.
evening gown. She would be quite beautiful if not for the Moving into the entryway, there is a door to the right that
huge, terrifying grin spread across her face. leads to the [Main Floor Storage Room]. The path forward
opens up to [The Den] with a large fireplace and many
Hello, Helen bookshelves along the wall. (Refer to the map at the
"I'm afraid we aren't ready for guests right now. As you can beginning of the module frequently as your players move
see the house is a mess! If you don't feel like waiting, you can around). The smell of rot and death is present in the air, but it
always throw yourself on top of one of the fence spikes out is accompanied by potpourri and other sweet scents that are
front and save us both some time." She gives a small wave of a pitiful attempt to mask the odor. Somehow this only makes
her hand to shoo them away before she disappears back it worse.
around the corner.
Dangerous Decorations
A white string runs across the hallway, one foot above the
ground. If the creature at the front of the party has a
Smiling Devil passive Perception of 11 or higher, they notice this string.
Anytime you speak as Helen, maintain the largest The string leads over to a small hook near the floor, then runs
smile you can manage and keep your eyes wide up the side of the wall up to a chandelier that hangs ten feet
open and fixed on the person to which you are up.
speaking. Helen has gone mad and it is up to you If the players do not notice this string, they will hit the
to show off her playful, murderous demeanor. tripwire and cause the chandelier to come crashing down on
top of the creature that triggered it. Have that creature and
any other creatures within 5 feet make a DC 12 Dexterity
saving throw, taking 2d4 piercing damage on a failed save.
An Unkillable Threat Glass scatters across the hall as the chandelier explodes and
At this point your players should probably be lighting the Helen calls out, “Look what you’ve done! You’ve made such a
candle, but if they try to enter the house without doing so, mess!”
Helen goes on the offense. She will fly through one of the
nearby walls, screeching loudly as she swings an ethereal Alternate Routes
cleaver at whichever creature entered the house. "I . . . told . . . The Backdoor
you . . . no . . . guests!" she screams, managing one word If the players don't want to face the devilish spirit directly,
between each swipe of the blade. they can take a look around the grounds first. They find a
Make an attack roll with a +5 bonus to hit against the back entrance to the manor that has been liberally boarded
creature that entered the home. On a hit, they take 7 (1d8 + up. If they choose to pry these boards free and proceed into
3) psychic damage and must succeed on a DC 13 Wisdom the manor via this doorway, they find themselves in the hall
saving throw or become frightened of Helen for 1 minute. containing Marcy and Gwen's rooms.
Until Helen’s body is destroyed, she cannot be killed.
Ordinary attacks phase right through her and magical attacks The Workshed
seem to daze her at best. The party’s only option for survival There is also a workshed in the backyard. It is quite well
is the candle, and if the candle burns out, they will need to crafted and kept shut via an old lock that has started to rust a
retreat. bit. Players can make a DC 10 Dexterity (Thieves' Tools)
check to pick the lock or simply strike it with a blunt weapon
Lighting the Flame to shatter it. Within the shed are a number of tools that are
When the players enter the house with the candle lit, her used for groundskeeping – shovels, hedge clippers, rakes,
voice echoes through the entire house, "Oh, another of these etc... as well as a large workbench off in the back of the
candles. Didn't go so well for the last bunch. They are still spacious shed.
busy rotting away in my beautiful home!" As her words finish, In the center of the room is a thick black rug that has
all sources of light the players are holding are snuffed out turned deep brown from years of dirt and dust collecting atop
except for the Repulsion Candle. Any attempt to create a new it. If the players pull back this rug, they can see the subtle
light source fails as some unnatural force seems to prevent outlines of a trap door in the wooden floor, but there does not
light from being cast. Even spells such as the Light cantrip appear to be any latch or handle to open it. These outlines
have no effect here. are too thin for fingers to fit, but if they leverage a thin blade
such as a dagger they will find the door is clearly locked from
the other side.

10 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 10/155
1/3/2019 The Homebrewery - NaturalCrit
A DC 15 Intelligence (Investigation) check in the Nathaniel Nerastrim
workshed reveals that the mounted vice grip on the Though it is obscured from the hallway entrance, the skeletal
workbench has a strange mechanism attached to it that remains of Helen’s husband, Nathaniel, still sits in his favorite
runs into the floor. If they spin the device to the left to chair in front of the fire. He is dressed in fine garments,
loosen the vice, there is a subtle click and the trap door pops though they hang a bit loose without flesh on the body.
up half an inch, just enough for someone to grab hold and Whenever a creature gets close enough to the body, a blue
pull it open to reveal the path below. shimmer sweeps over it and Nathaniel’s skeleton lashes out.
There is a ladder that descends ten feet into a five foot As he does so, Helen’s voice whispers through the room, “He
wide tunnel that leads towards the house. It is pitch black had no trouble laying hands on his own wife, so I’m sure he
within the tunnel and a number of spiders have taken up will have no issue ripping the flesh from your body.”
residence here. Numerous roots protrude through the sides Roll for initiative.
of the tunnel, the result of many years of neglect on the The type of enemy you use to represent Nathaniel in his
pathway and of the plants above. The tunnel continues for skeletal form depends on your party’s APL. See the beginning
eighty feet before reaching a fine stone wall with a handle on of the module for information on determining your party's
it. This door is not locked and opens up to [The Basement], APL.
exiting just next to the fully stocked bar.
If the players take this route, Helen will still attack them APL 1 - 1x Ghoul (MM Pg. 148)
the moment they enter the home if they do not have the APL 2 - 1x Ghast (No Stench trait) (MM Pg. 148)
candle burning. She will not be able to get to them in the APL 3 - 1x Wight (MM Pg. 300)
tunnel for it is not part of the manor itself, a fact that the In addition, Nathaniel gains the following traits:
players can use to their advantage if they'd like. She will
immediately attack the first person through the threshold of Vulnerability to bludgeoning damage.
the door should they step through without protection, though. Spiritual Regeneration. This creature regains 10 hit
points at the start of its turn. Throwing this creature into
Main Floor Storage Room fire, dealing 15 to it in a single turn, or some other equally
devastating environmental effect ends this regeneration
Walking into this room, there is the scent of leather in the air, permanently. This creature only dies if it starts its turn
and it becomes obvious looking around that this is due to the with 0 hit points and doesn’t regenerate.
dozens of pairs of shoes scattered about. This room is filled
with overcoats, hats, shoes, and other clothing items that one
might need on their way out the door depending on the
A Persistent Foe
weather and the destination. There is also a shelf that is
Be sure to give subtle clues to your characters
covered in various supplies needed to keep a home tidy. The about the fact they will need to do more to
final item of note is a ladder going up the wall that leads up to Nathaniel’s skeleton than just continue basic
[The Attic] attacks to kill him. Mention how he seems to have
a supernatural persistence, that the blue shimmer
keeps sweeping through him and giving him the
The clothing and shoes are moderately valuable, worth a total drive to keep fighting, or perhaps have Helen
of over one hundred gold for the lot, but it is of course scream out at him to keep himself together. The
difficult to transport. Once the players have cleansed the large fireplace should be the obvious target for the
structure of Helen, they can come back and gather these players to throw the enemy to prevent
goods and sell them in a larger town if they wish. regeneration, but simply dealing brutal amounts of
damage is just as effective.
The Den
This comfortable living space is coated in dust after years of
neglect. A large fireplace on the far side of the room comes to
Once Nathaniel is dead, they can search his body and find a
life as you step through the threshold of the entryway. There is golden key in his pocket. This opens a lockbox in the [Master
seating for a dozen people, but the main attraction is a large Bedroom] that contains a reward for the players should they
comfortable armchair that sits directly in front of the fireplace. find it. He also has a beautiful silver wedding ring that is
On a small table next to the chair is a still open bottle of wine worth 75 gold that they can take. Sitting on the ground near
and an empty glass. On the carpet around the chair are deep the chair is a book that he was reading. The bookmark seems
red stains. There are also four bookshelves in the room as well
to be some sort of code - these are the clues for the Colored
as an assortment of still sealed bottles of alcohol.***
Marbles Puzzle found in the Puzzles section.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 11/155 11
1/3/2019 The Homebrewery - NaturalCrit

The Dining Room The Kitchen


The door to the kitchen is locked, but the door is made of old
This elegant dining room can seat sixteen guests comfortably.
splintered wood. A DC 10 Dexterity (Thieves’ Tools) check
Plates, silverware (made of actual silver), and cloth napkins are can pick the lock or they can use the bronze key found in the
all prepared neatly on the table as if someone were about to sit Servant’s Quarters if they have been to that portion of the
down for dinner. A large cupboard on the left side of the room manor. Otherwise, they will need to smash down the door
is empty, but is clearly used to store all of these lovely dishes. with a DC 10 raw Strength check.
A rancid smell quickly strikes your nostrils, the smell of rotting Listening against the door, the players can hear the sound
flesh. Scanning the room it is obvious what is to blame. Off in of something cooking on a range and someone humming a
the far corner of the room is the still decaying corpse of one
nursery rhyme. The sound of cutlery being used and the
occasional footsteps can also be heard, but never any
of the townsfolk who came here with Father Oswyn. He has a
conversation.
dozen knives and half a dozen forks sticking out of his body.
On the ground next to him is a brass candle holder with the Standing in the kitchen are skeletal versions of of the former
wax melted down all the way to the base. servants of the Nerastrim family. There is a fire burning in the
range and the smell of cooked meat fills the air. It actually
An Explosive Entry smells quite nice, but glancing over and you see that it is slices
As the party rounds the table and moves through the room, of large rats being seared at the moment. The door to a pantry
one of them notices movement over by the cupboard. It is the hangs open and is filled with rotted perishable goods. The
movement of a large black rat, which is quite difficult to see floor is a fine natural wood, but it has been almost entirely
in just the light of the candle. It stares at the party for a
moment with pure black eyes before leaping at the player stained red with blood.
holding the candle. Just as it is about to reach them, the rat
explodes in a shower of blood. The player holding the Some Humanity Remains
candle will need to succeed on a DC 10 Dexterity saving “Ok Marcy, Gwen, why don’t you show our guests a good
throw or the candle is extinguished. It can still be relit just time!” whispers Helen’s voice.
fine, but Helen will immediately rush into the room to attack. Roll for initiative.
In this encounter, rather than using the cleaver, she will Despite your party’s APL, this encounter is simply two
levitate silverware and launch it at players for 5 (2d4) ordinary skeletons (MM Pg. 272). No matter what your
piercing damage per attack with a +5 bonus to her attack party rolls, have the first move go to the skeletons. Marcy
rolls. turns and grabs a large knife off the counter. Gwen is already
Once the first rat has exploded, the sounds of more can be holding a cleaver . . . but they do not wish to fight. Marcy will
heard running beneath the table and along the beams near turn and attack the nearest player, but Gwen simply stands
the top of the room. They blend in almost perfectly with the there holding the cleaver, visibly shaking with resistance.
shadows and the sounds of their scurrying echoes If Gwen manages to survive until a second round of
throughout the room, making it incredibly difficult to pinpoint combat, she drops the cleaver to the ground and begins to
their location. A total of 5 more rats will attempt to extinguish hum a lullaby once again. Her body continues to shake even
the flame in an equally grotesque fashion. more intensely. Helen’s scream tears through the room, “You
work for me! You cut our guests into tiny pieces!”, but she
continues to resist. The skeleton of Gwen looks to the party
and touches a hand to the pendant that hangs around her
Guard the Candle! neck.
The party can defend the candle from these rats in On the third round of combat, Helen shrieks out again. The
a number of ways. If they try to spot the rats, have walls of the manor shake and causes many glasses to fall
them make Wisdom (Perception) checks against from their resting places and shatter against the ground.
the rat’s Dexterity (Stealth), rolling with “KILL THEM!” Whatever humanity Gwen was exhibiting
disadvantage if they do not have darkvision. If they disappears as she grabs the knife and attempts to go after the
spot the rat, they can use their action to make an nearest party member.
attack against it. Players could also try to protect
the flame from the blood with a piece of fabric or A Mother and Her Son
even just their hand. If that is the case, have them
make the Dexterity saving throws against the rat’s
When the party kills/disables Gwen, they can take a look at
explosion with advantage. There are other creative
the amulet around her neck. It contains a sketch of her (with
solutions the party could use, simply have them a bit more flesh) and a younger version of the man lying dead
make the appropriate checks for the scenario and in the kitchen filled with cutlery. It reads Gwen and Edgar in
be sure to reward creativity! a ribbon beneath and it is clear she was his mother. If the
party returns the remains of both of these bodies to town,
Edgar’s wife – Beth - breaks down into tears and is eternally
grateful. Give the party some bonus experience, inspiration,
or wealth to reward them for their kindness.

12 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 12/155
1/3/2019 The Homebrewery - NaturalCrit

The Study Instructions


In order for the players to know the order for these marbles,
On the far side of the room is large oak desk. It is finely
they must use the instructions they found in [The Den]. Have
crafted and seems to be holding up wonderfully through the these also The instructions for the marbles are as follows:
years. There are six large bookshelves and they are completely
packed with various writings. In between some of these books Orange is below Blue
are carved animal statues, decorative candles, and intricate Blue is right of White
metalworks. There is a small table in the center of the room
Black is right of Green
Green is right of Violet
with a candelabra and a few empty glasses. One item in
Violet is below Black
particular is more prominent than others - a large iron safe that Red is left of Yellow and above White
rests embedded into the stone wall directly behind the desk. Yellow is left of Orange and below Violet
White is below Green and above Yellow
When the party enters the room, Helen’s voice whispers
through the air, but this time it is filled with sadness Solution
more than hate. “He loved his books more than he loved With these instructions there should be only a single possible
his wife.” outcome for success and it is as follows:
Secrets Red Green Black
In one of the drawers of the desk is a note that reads: “Helen
has been acting strange as of late. She is less obedient than Violet White Blue
normal, less than a proper wife should be. She’s spending Yellow Orange
abnormally long amounts of time in the basement, but
refuses to tell me what she is doing down there. I worry for Novelty Protectors
her sanity.” When the safe is opened, a glyph on the inside triggers and
sends light shimmering throughout the room. This causes a
few books along the shelves to begin to glow. They float out of
Plot Hooks their positions on the shelf and the sound of paper tearing
The Nerastrim family was powerful and influential
fills the room. Moments later, these books all open
in this area and had connections with many
simultaneously and small paper figures leap out and take a
powerful entities. If you are using this as part of an fighting stance.
existing campaign and not simply a one-shot, Roll for initiative.
consider adding an additional secret note in one of The type of paper warriors your party faces depends on
these drawers that holds a secret about someone. your party’s APL. See the beginning of the module for
Perhaps he has information for blackmailing a local information on determining your party's APL. All of these
lord or perhaps he was working with a group of creatures are found at the end of the module.
bandits that the party has already encountered. The
details are up to you! APL 1
2x Paper Knight
1x Paper Archer
APL 2
2x Paper Knight
Cracking the Safe 2x Paper Archer
In one of the drawers of the oak desk is a collection of 1x Paper Mage
colored marbles. The safe itself has a 3x3 grid on the front APL 3
that is made to hold these marbles. The players must use the 2x Paper Knight
clues they found on Nathaniel Nerastrim’s body in [The Den] 2x Paper Archer
in order to open this lock. 2x Paper Mage
Once the paper foes are dealt with, the party can look
The Setup within the safe where they find 500 gold in coins and jewelry.
The safe has a 3x3 grid on the front of it. The door is opened They also find a note that reads "The Perfect Wife by Ronan
when colored marbles are placed in a particular order in the Stewart" (See the Basement Passage section below for
slots of the grid. The colors of these marbles are as follows: details on this note.)
Red, Blue, Yellow, Green, Orange, Violet, White, and
Black. There are 8 marbles in total for the 9 slots.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 13/155 13
1/3/2019 The Homebrewery - NaturalCrit

Basement Passage This creature is a Shadow (MM Pg. 269), but will gain
The bookshelves in this room seem unsuspecting from a additional abilities and statistics depending on your party’s
distance, but a DC 17 Intelligence (Investigation) check APL. See the beginning of the module for information on
reveals a book that has a bit more wear and tear around determining your party's APL.
the edges than the others. It is clear this book is moved APL 1
with more regular frequency. The name of this book is The
Perfect Wife. If this book is removed from its spot on the
shelf, the bookcase swings open and reveals a stairwell that
leads to the [Hidden Basement Passage]. Legendary Actions
The shadow can take 2 legendary actions, choosing
Gwen’s Room from the options below. Only one legendary action
can be used at a time and only at the end of
This room is bright and happy. The style clashes with the rest
another creature’s turn. The shadow regains spent
of the house with its bright yellow curtains, its painted white legendary actions at the start of its turn.
walls, and collection of assorted tea cups. These tea cups Throw Cup. One of the tea cups in the rooms
cover an entire table in the room and it seems that they were launches at a target within 15 feet. Make an attack
the occupant’s most prized possessions. There is a small twin-
roll with a +4 bonus to hit. On hit, the target takes
1d4 slashing damage as the cup explode in a
sized bed, also with yellow sheets, and covered with a dozen shower of glass.
throw pillows. Sitting on this bed is a small silver mirror.

Peer Beyond APL 2


This mirror has been in this place of horrors for far too long.
The manor contains such extreme hate and violence that The Shadow gains 20 additional hit points.
creatures from other realms are attracted and have made
their way onto the property. Helen, no longer in a sane mind,
does not seem to mind these additional guests or even seem
to notice them. One of these visitors has possessed Gwen’s Legendary Actions
mirror. The shadow can take 3 legendary actions, choosing
If a player picks up the mirror and looks in it, they see a set from the options below. Only one legendary action
of smiling razor sharp teeth and glowing red eyes over their can be used at a time and only at the end of
shoulder in the reflection. If they turn to look for the creature, another creature’s turn. The shadow regains spent
there is nothing there and when they look back into the legendary actions at the start of its turn.
mirror the image has disappeared. If they sweep the room to Tea Cup Barrage. The shadow launches a barrage
look to see where it has gone, they will see this same set of of tea cups at a creature within 15 feet. That
terrifying, demonic eyes looking out from just behind another creature must succeed on a DC 11 Dexterity
member of the party. (Keep in mind their only source of light saving throw or take 2d4 slashing damage as the
is a single candle, so all of this is shrouded in nearly perfect cups explode in a shower of glass.
Strength Drain (Costs 2 Actions). The shadow
darkness and these glowing eyes and shimmering teeth make uses its Strength Drain attack.
a stark and jarring contrast.)
As long as the mirror remains intact, the creature within
the mirror cannot actually hurt players. They may feel
something tickling near their ear as it runs a black claw along
their throat or their vision might go dark for a moment as it
waves an invisible hand in front of their face that still
somehow obstructs the light of the candle. This creature will
follow them for the rest of the time they are in the manor.
Breaking the Mirror
If the players decide they are not fond of their new demon
friend, they can smash the mirror in an attempt to rid
themselves of this presence, but it does not work as
intended. A DC 15 Intelligence (Arcana) check will reveal
that breaking the mirror would likely release whatever is
lurking within the mirror; information that may influence
their decision. A holy symbol used by a paladin or a cleric
may be able to drive it off temporarily, as it does not wish to
deal with holy magic (this entity is still quite weak in the
grand scheme of things).
If they smash the mirror, a black smoke rises up from the
mirror and the eyes and teeth of creature take form.
Roll for initiative.

14 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 14/155
1/3/2019 The Homebrewery - NaturalCrit
APL 3 Fading Light
The Shadow gains 40 additional hit points, the attack Unfortunately, this place of sorrow attracted its own demons
bonus for its Strength Drain becomes +5, and its AC since Helen took over. As the characters stay in the room, the
increases to 14. artwork begins to change. The already muted colors begin to
fade even further. Shadowy figures begin to appear in the
backgrounds - faceless and unmoving. As even more time
goes on, the paintings become totally black and white. This
Legendary Actions happens if the players spend at least five minutes in the
room. Once this happens, the players will need to succeed on
The shadow can take 3 legendary actions, choosing
from the options below. Only one legendary action
a DC 13 Wisdom saving throw or they become cursed until
can be used at a time and only at the end of
they take a short or long rest outside of the manor.
another creature’s turn. The shadow regains spent While cursed, a creature is color blind and has
legendary actions at the start of its turn. disadvantage on Wisdom saving throws. They are also filled
Tea Cup Barrage. The shadow launches a barrage with a deep sadness, as if there is a void in their heart that
of tea cups at a creature within 15 feet. That can never be filled.
creature must succeed on a DC 13 Dexterity
saving throw or take 4d4 slashing damage as the
cups explode in a shower of glass.
Strength Drain (Costs 2 Actions). The shadow
Inspired by Sorrow
uses its Strength Drain attack. While the feeling of sadness has no mechanical
impact, it is a good opportunity for your players to
show off their role-playing skills. If they make a
decision that goes against their normal ideologies
or perhaps gets into a deep conflict with another
player, be sure to give them inspiration as a reward
Marcy’s Bedroom for going above and beyond and embracing the
spirit of the curse.
This room is muted in color with whites, grays, and faded pink
dominating the furniture and paint. Even the walls, which are
covered in paintings, all seem to be from the same artist who
has a conservative style with no vibrant colors to be seen. Guest Bedroom
There is a twin sized bed and a rocking chair in the corner.
Sitting on the dresser is an urn, the only thing that is This room is elegantly decorated and has anything a guest
decorated with any sort of color in the entire room. On the might want when staying at a place of such luxury. There is a
wall, directly behind the urn is a piece of framed canvas with king-sized bed with royal purple blankets and large, fluffy
the words ‘Without you, the world has lost its color’ written pillows filled to the brim with feathers. Next to each side of
upon it. the bed is a stand with a pitcher and glasses for water, an
assortment of books, and a candle. There is a large window in
the room that would ordinarily fill the space with natural light,
A Woman in Mourning
Marcy was an older woman whose husband died a few years but the boards on the outside of the manor prevent that. It
ago and she was never the same afterwards. After his death, would all be quite lovely if not for the dead body lying on the
she moved into the Nerastrim Manor permanently, as the floor near the bed.
thought of being in her home without Louis (her husband)
was unbearable. She began to paint in her spare time, A Valiant Effort
making displays of the world as she saw it after his death. On This body belongs to one of the young men who entered the
the stand next to the bed is a diary that describes this to the home with Father Oswyn. His body is covered in deep,
players, but be sure to remind them that flipping through a vicious cuts and the carpet around in him stained red with
diary takes time. dried blood. Lying on the floor next to his body is half of a
If the players take the time to read the diary, also note candle that the players can reclaim. It has a strange slime on
the following. “I saw Josh coming down from the attic it that makes it sticky to the touch, likely the cause of it being
yesterday. He had a guilty look on his face and I made him snuffed out. The candle can be burned for another thirty
confess to me what he had done. Turns out the Nerastrim minutes.
family sword wasn’t stolen after all, Josh has been using it to On the walls near the window and on the glass itself are
pretend he is a great hero. The poor boy is too afraid of what deep cuts. The man is still holding a hatchet clenched tightly
his father will do if he ever finds out where it really went (for in his hand long after death. He tried to cut his way out of the
good reason!) and so he keeps it hidden beneath the box of manor, but clearly his efforts were in vain.
maps in the attic. His secret is safe with me!” Beyond the body on the ground and the candle, there is
nothing else of note in this room.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 15/155 15
1/3/2019 The Homebrewery - NaturalCrit

The Master Bedroom Helen’s Diary


The door to the Master Bedroom is locked. Father Oswyn In the top drawer of Helen’s dresser is a small black diary.
found the key to it on his first journey to the manor, but died She was using it for multiple years and examining the texts
before he had a chance to go inside. The key is still on his her slow descent into madness is reflected in the writings.
body in [Joshua’s Bedroom]. The door is made of strong She can no longer handle being a “proper” lady and wants to
wood reinforced with iron for both decoration and security. break free from this life but sees no way out. On some of the
The lock is well made and requires success on a DC 15 last few pages the text becomes jagged and scribbled, barely
Dexterity (Thieves’ Tools) check to pick. Alternatively, it takes legible. It is almost as if another person were writing it.
5 minutes of work to cut a hole large enough to reach the In these final pages, Helen mentions a book she found in
lock on the other side (and that is assuming they have the town from a shady looking fellow. It was called “Demons and
right tools to do so). It is up to the party if they want to take Devils - A Summoner’s Guide.” The diary details her efforts,
the time to cut their way in or to go and find the key. first summoning an imp that nearly got loose before she
managed to beat it to death with the book itself. Taking a life
awoken something within her, and the demon’s blood awoke
The jewel of the manor is the master bedroom of Nathaniel something in the book. The book spoke to her and told her of
and Helen Nerastrim. Their bed cost as much as some smaller a special crawl space off the [Hidden Basement Room].
homes with an astounding frame hand carved from wood that Within this hidden space, she constructed a runic circle
can only be obtained overseas. Each piece of furniture was and made a deal with a demon to give herself the strength
custom made by a master craftsman and it shows in the needed to put an end to all of the things holding her back. To
quality of the work. Colors that are not commonly used in
finally find the courage to leave or kill her abusive, ungrateful
husband. It was an easy deal to take, but she did not realize
fabrics cover the entire room - royal purple, an electric blue,
how deep her hatred ran . . .
and a beautiful red the color of a blooming rose. Off to the
right is a massive window that would pour light over the A Cursed Glyph
couple first thing in the morning, but the shutters currently On the final page of the diary is a strange runic glyph that
prevent this. A fifteen square foot rug is at the center of the appears to be written in blood. If a character touches this
room and on its own would cost 75 gold. This is the sort of glyph, their vision turns black. Moments later they see
room any commoner would hope to one day even be able to
Helen’s body lying within a similar glyph in a small stone
room, writhing in agony with blood pouring from the sides of
visit.
her mouth. After a few second of watching her struggle and
scream, she freezes and falls to the ground.
As the party moves into the room Helen begins to chant once After 5 seconds of motionlessness, her eyes snap open
again, the words filled with seething hatred: once again, staring directly at the player having the vision.
Certain things are expected of a wife, Helen There are blood red and glowing slightly. A manic smile
A man’s needs come first in this household, Helen crosses her face as she seems to float from her feet, being
Don't scream or the children will hear you, Helen lifted right off the floor without needing to use her hands to
Cover up those bruises or people will talk, Helen push herself up. This is where the vision ends. The
character that touched the glyph must succeed on a DC
Nathaniel’s Lockbox 13 Wisdom saving throw or take (1d4 * APL) psychic
If the players search the room, have them make a DC 20 damage from the incident.
Intelligence (Investigation) check. On a success they spot
a hidden panel beneath the bed. Sliding the wood aside Joshua’s Bedroom (Son’s room)
reveals a steel lockbox. On Nathaniel’s body is a key that can
open this lockbox, otherwise it requires a DC 20 Dexterity On every single surface in this room is some sort of
(Thieves’ Tools) check to to open. Inside of this box is an old decoration related to adventuring and heroism. On the stand
family heirloom - a sapphire necklace that belonged to next to the bed is a finely carved wooden knight. Fake
Nathaniel’s grandmother. It is worth 300 gold. weaponry is scattered across the room - from sword to battle
axe to flail. Paintings hang on the wall of dragons and of great,
far-off cities. This is clearly the room of a young child who
A Place to Call Home dreams of being an adventurer someday. There is a closet in
If you are using this in an existing campaign and the room that is ever so slightly opened, but it is impossible to
not as a one-shot, you could consider adding a
deed to a plot of land to the lockbox as well. Give tell what lies beyond without getting closer. Resting on the
your group a small farm or an abandoned shop that bed is a large book with a knight fighting a green dragon on
they could funnel money into and call their own. the cover and large text that reads - ‘Slaying Shyldaran’.
This could act as their new base of operations
going forward.

16 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 16/155
1/3/2019 The Homebrewery - NaturalCrit

A Lingering Spirit This terror spirit uses the stat block of an Imp (MM Pg.
When the party walks into the room, a voice calls out from 76), but will gain additional abilities and statistics depending
the corner near the bed. “Be careful, there’s a monster in the on your party’s APL. See the beginning of the module for
closet.” It is a meek voice, and when the party looks over they information on determining your party's APL.
see the ghost of Joshua huddled in the corner. “It killed the APL 1
other man. I tried to warn him.”
The party can now talk to Joshua to get information about
what happened. He speaks without much emotion, even
when talking about his own murder. “My mom chased me Terrible to Behold. When a creature starts its turn
with a big knife. I jumped off the balcony to get away and hurt within 15 feet of the terror spirit and is able to see
my legs real bad. She came and cut me up until I died and the terror spirit’s eyes, the terror spirit can
then took me down to the basement.” magically force it to make a DC 10 Wisdom saving
throw, unless the terror spirit is incapacitated.
Whenever Joshua stops talking to the party, he starts On a failed save, the creature is frightened for 1
muttering over and over again, “Knock knock . . . knock . . . minute. A frightened creature can repeat the saving
throw at the end of each of its turns, ending the
knock.” The first two knocks are swift and then a long frightened condition on itself on a success. If a
break between the third and fourth. Make sure that you target’s saving throw is successful or the effect
emphasize this action as it is their clue to unlock the ends for it, the target it immune to the terror
secret room in the basement! Keep coming back to the spirit’s Terrible to Behold for the next 24 hours.
muttering between each line he speaks. Unless surprised, a creature can avert its eyes to
avoid the saving throw at the start of its turn. If the
Depending on what the party asks, they can get the following creature does so, it can’t see the terror spirit until
information from Josh: the start of its next turn, when it can avert its eyes
again. If the creature looks at the terror spirit in the
The location of the Blade of Nerastrim in the attic. meantime, it must immediately make the save.
The man dead in the closet is Father Oswyn (Josh
describes a man in robes with a candle).
The creature in the closet can go invisible, but it has
glowing orange eyes and flies around! APL 2
There is a secret part of the basement that he isn’t
supposed to know about. The terror spirit gains 10 additional hit points.
His sister left but he is still stuck here. Sometimes a The terror spirit gains the Terrible to Behold ability from
bigger monster shows up and he feels dizzy afterwards. above, but its DC is increased to 12.
Once Helen had let the hate consume her, she felt a need APL 3
for power. She offered up her son as a tribute to the demon,
and that is why he is still trapped in the manor as well. The The terror spirit gains 25 additional hit points.
creature has kept him here and feeds off his essence. This is The terror spirit gains the Terrible to Behold ability from
why he is still so weak and without emotion or hope, but he above, but its DC is increased to 13.
can be freed if the party defeats the demon in the [The Crawl The terror spirit gains Multiattack and can make two
Space]. attacks each turn.
Monster in the Closet
If the party tries to move to the closet to investigate, Joshua Run in Fear!
will warn them again. “It has scary orange eyes . . . don’t look Keep in mind that the players still need to remain
at it!” in the light of the candle to be safe from Helen’s
If the party peers into the closet, they find Father Oswyn’s attacks. If they become frightened by the terror
surprisingly undecayed dead body. He is curled up in the spirit, it is possible that fear will cause them to flee
from the safety of the candle and into the
corner with his hands up in a defensive posture and appears “welcoming” arms of Helen.
to be frozen in this position. The eyes has been plucked from
his head and the expression on his face make it seem as if he
were literally scared to death. On the ground next to him is a
small bag and within is a single half-used Repulsion Candle,
two healing potions, and a brass key which opens the
[Master Bedroom].
If a character looks around the closet, they will see nothing
but the body and supplies. The creature that lurks here is a
Terror Spirit. It is invisible and waiting patiently near the top
of the closet for someone to come into its domain. As soon as
a creature touches Father Oswyn’s body or any of his
supplies, the spirit will attack, getting a surprise round of
combat.
Roll for initiative.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 17/155 17
1/3/2019 The Homebrewery - NaturalCrit

Nora’s Room (Daughter’s room) Joshua was afraid that his father would kill him if it was
ever discovered, but he didn’t want to bury it out somewhere
This room has a strong sky blue theme with the curtains, bed,
it could be damaged or stumbled upon by the townsfolk, so
he searched the house for a place to hide it and eventually
and walls all being this color. The far wall has been painted
found a loose panel at the back of the attic beneath a box of
with a mural of the outdoors complete with a beautiful field of old maps. The players can find this loose panel with a
multi-colored flowers and adorable wildlife. There are shelves success on a DC 20 Intelligence (Investigation) check.
mounted all along the walls and resting upon these are Otherwise, the players will need to read Marcy’s diary to find
beautifully crafted dolls. These are clearly expensive, hand- it. The Blade of Nerastrim is a +1 Longsword.
crafted from fine fabrics and rare wood. On the floor, at the
foot of the bed, is a dead body. The man is wearing a white The Balcony
The large double doors that overlook the balcony are sealed
shirt, but it has turned mostly red from blood stains. The smell
shut magically, but a bit of light still manages to find its way
of the exposed corpse is awful. through. If your players are ever in desperation mode to get
out of the manor, a DC 20 Strength (Athletics) check can pull
One of These Things is not like the them open even through the dark magic.
Others As the players are moving through the attic, they will notice
There are at least thirty dolls on the various shelves and that the bits of light bleeding through start to become
stands in the room, but one of these dolls is a bit different obstructed as if someone were out on the balcony. Looking
than the others. While the other dolls have smiles on their through one of the cracks in the doors they see Joshua (he
faces and bright inviting eyes, this particular doll has a will be recognizable from the family portraits all over the
curved, terrifying grin on her face with sinister eyes. Her manor or from his bedroom if they have already been there).
white dress still has blood stains upon it and hiding behind His eyes are wide and filled with fear and he appears to be
her back is a large pair of sewing scissors. This is a Grinning whimpering, but no sound comes out.
Marionette (NEB1). Helen appears out on the balcony a moment later, fading
Fortunately this doll is on commands from its master (a into view but still translucent. She has a bloody cleaver in her
Grim Puppeteer, also from (NEB1), which you can have hand and begins to sluggishly shamble towards her son.
pulling strings elsewhere in your world) to simply observe Joshua pleads, folding his hands together and begging, but
what creatures come through the house and only strike out if when he sees there is no reasoning with her he decides to
they interfere. So as long as the players never touch the doll, jump. Moments after he leaps over the stone railing,
she will simply stare out at them with that chilling visage. about the time you would expect to hear him hit the
ground, a beam crossing the room cracks and drops down
The Body on the party. Choose characters in a line that are not
This body has had an accelerated rate of decay due to the standing near the window if possible. Each of these
necrotic attacks of the marionette. The smell is terrible and characters will need to succeed on a DC 13 Dexterity
any creature that gets close enough to examine it will saving throw or take (1d6 * APL) bludgeoning damage.
need to succeed on a DC 8 Constitution saving throw or
vomit. Next to the body are the remnants of a candle - The Basement
nothing left that could be used by the party to buy themselves
more time unfortunately. There are two finely crafted poker tables in this room as well
as two additional large wooden tables designed for dice games
The Attic or general drinking. Off to the right is a full sized bar that is
still stocked with every sort of liquor. Next to the bar is a wine
Climbing up the ladder, the edges of the room are still cast in rack that extends from floor to ceiling and is six feet wide.
darkness as it is quite a large room. There are numerous boxes Over half of this is still stocked with wine, each bottle being
stacked up, most of which are covered in sheets and all of worth anywhere from 1 gold to 25 gold. Scattered about the
which are coated in dust. Along with these boxes are some old room are also half a dozen taxidermied animals, ranging from a
paintings, broken furniture, and other such sundries. Off to the badger all the way up to a bear.
left is set of beautiful double doors that leads to the balcony
that extends out over the front door. A tiny bit of light
manages to bleed into the room despite Helen’s best
attempts to keep the place cloaked in shadows.

The Blade of Nerastrim


For many generations a magical longsword was passed down
through the family despite none of them being fighters of any
sort. Joshua took this sword and was using it upstairs to
pretend he was a brave adventurer, but when his father
noticed it was missing he lied about having seen it and it was
assumed stolen (You can see more details about this incident
in the diary found in Marcy’s bedroom).

18 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 18/155
1/3/2019 The Homebrewery - NaturalCrit

Stuffed with Rage Panic Sets In


When the party moves down into this area, they are When the party reaches the bottom of the stairs to this secret
overwhelmed by the feeling they are being watched. It room, Helen begins to panic. *“Get out of my home!” she
persists no matter where they go, just a feeling that makes shrieks. Loose documents fly into the air, paintings falls off
the hair on the back of their neck stand up. Have your the wall, and the candle the players hold even gives a small
players make a DC 15 Wisdom (Perception) check. On a flicker, casting them in darkness for just a moment. She
success, they notice that the bear’s head has definitely continues to ramble on about how she is going to kill them,
moved from when they first entered the room. If the party tear them slowly limb from limb as soon as that pesky candle
retreats immediately, they can get out of this place without finally burns out. Regardless, it is clear she is growing
any further trouble, otherwise the animals in the room all frightened.
spring to life to attack the party, their eyes glowing light blue Damning Documents
in the darkness. The locks to these cabinets can be easily broken with a blunt
Roll for initiative. weapon as they are quite old. Some are already falling apart.
The type of animals your party faces depends on your The Nerastrim family thought that these being hidden away
party’s APL. See the beginning of the module for information in a secret room was security enough. Within these cabinets
on determining your party's APL. are additional works of stolen art, documents of bribery of
APL 1 powerful figures, and other such items that could have easily
1x Black Bear (MM Pg. 318) taken down the family as well as others.
1x Badger (MM Pg. 318) If the party takes time to examine all of these cabinets it
1x Blood Hawk (MM Pg. 319) will take ten minutes, but if they do so they will find an
APL 2 additional magic item. Have this be a usable magic item of
1x Black Bear your choice - perhaps a bag of holding, a decanter of endless
1x Badger water, or a driftglobe.
1x Boar (MM Pg. 319)
1x Wolf (MM Pg. 341)
APL 3 Trespassers Beware
1x Brown Bear (MM Pg. 319)
1x Badger If your players need an additional challenge,
1x Boar consider adding some traps to this room. This is
1x Wolf the location of all of the Nerastrim family secrets
so it is quite appropriate for there to perhaps be a
These creature have vulnerability to fire damage. pitfall trap under the rug in the center of the room
or a poison dart that fires out of a cabinet if it is
Hidden Treasures opened without disabling the lock. Perhaps taking
If the party takes the time to scour the room, have them a picture from the wall causes a blast of flame or
poisonous gas to spray out into the room.
each make an Intelligence (Investigation) check. On a Choose traps and damage appropriate to your
result of 10, they find a hidden compartment behind the bar party’s level.
that holds an incredibly old and valuable bottle of whiskey.
This is worth 100 gold to the right buyer. On a result of 20 or
higher, they find the whiskey as well as a secret compartment
in one of the poker tables. Within this is a set of golden dice
with diamond gemstones for the pips. These are easily worth The Secret Passage
150 gold to the right buyer. Searching for these items takes a On the far wall of this room is a single brick that is slightly
total of 5 minutes, so be mindful of the burning candle. darker than the rest of them. Players might be able to identify
there is something off about this stone, but they will need to
Hidden Basement Room figure out that it is the knocking pattern that Joshua kept
repeating that opens the passage - two swift knocks and then
Scattered across this room are various wooden cabinets, each a long break between the next two. When these actions are
with a combination lock keeping them shut. On the walls are a performed, the stone begins to fold and slide away, making a
dozen paintings, some of these risque and others of foreign three foot tall doorway appear in the wall. What lies beyond is
leaders. These paintings would not do well in polite company. what Helen refers to as [The Crawl Space].
Sitting out in the open are a few books dedicated to topics
that also don’t belong in your ordinary library - Taking
Advantage of the Poor, The Basics of Blackmail, Counterfeiting
Currency, among others.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 19/155 19
1/3/2019 The Homebrewery - NaturalCrit

The Crawl Space Once this is done, the house falls silent. Many of the evil
creatures that have taken refuge in this house still remain, so
As soon as the stone slides away and this room is revealed, a
the party’s job may not be done just yet, but they will no
longer have to worry about Helen’s vengeful spirit hunting
red light pours out into the basement. Looking inside you see
them down. The magic preventing light from being cast is
a set of glowing runes on the floor eight feet in diameter. lifted so they can use torches once again as they search the
Lying at the center of these runes are both Helen’s and rest of the house for bodies, treasures, and threats.
Joshua’s bodies. Both of them are deceased, but there doesn’t
appear to be any decay or rot, as if they had only just been The Aftermath
killed - not left here years ago. The ceiling in this room is With the town free of the curse of Helen, things return to
much shorter than the rest of the house at only four feet high, normal over the next few weeks. Even if the party did not fully
so some of you will have to duck if you wish to enter. clear out the mansion, without her influence most take their
leave shortly after. With all of the rightful heirs to the family
The Lurking Devil dead, the party is free to use the Nerastrim Manor as a base
Shortly after the doorway has been opened, the crawl space of operations for the rest of their adventures. Regardless, the
begins to fill with black smoke and a voice cries out in town will be rejoiced with the party's accomplishments and
Infernal, “Leave this place or be destroyed.” This is a guttural, celebrate them as heroes for generations to come (unless of
horrifying language that is offensive to the ears regardless of course they died within the manor in which case they will be
the message. Even without knowing the language it is clear it remembered as the arrogant adventurers that doomed their
belongs to a creature beyond this world and that it is angry. town for eternity.)
As soon as the party makes any sort of aggressive move, have
them Roll for initiative. Loot and Experience
The smoke fills the entire room, but as soon it is the So ordinarily this is where I will write in the gold and XP the
creature's turn, the smoke vanishes and it strikes the creature party should receive for an adventure, but this one is so open
nearest the bodies of Helen and Joshua. The beast will ended and your party may clear very little or all of the manor.
continuously try to put out the candle and allow Helen to fly Since it is a low level adventure, I suggest you have your
in and attack the party. players level up no matter how much of the manor they
If the demon does manage to extinguish the flame and cleared. As for gold, it depends on how much time they spend
Helen enters the room, allow the players to talk her down. clearing the place and selling off all of the goods within its
This is of course all up to your players, but if they point to her walls.
dead son and try to reason with her have them make a
Charisma (Persuasion) check. On a result of 10 or higher,
Helen’s ethereal form fades away. On a result of 20 or higher,
she turns on the demon and fights alongside the party.
The type of enemy your party faces depends on your party’s
APL. See the beginning of the module for information on
determining your party's APL.
APL 1 - 1x Quasit (MM Pg. 63)
APL 2 - 1x Ghast (MM Pg. 148)
APL 3 - 1x Bearded Devil (MM Pg. 70)
Destroying the Bodies
Once the creature that has been guarding over Helen is
defeated, the party can work on destroying her body once and
for all. The easiest way to do this is with fire. There are plenty
of wooden cabinets that can be pushed into the room and
used as fuel. They could also simply take weapons and
destroy the bodies completely through pure brute force,
through this is quite gruesome as Joshua is only ten years old.
A final option is to desecrate the runes here. It will need to be
done by cutting the stone itself, but when enough of them
have been broken and destroyed, her spirit will be released.
Unless she has been talked down, Helen shrieks in protest
all the while, shouting obscenities and threats at the party.
When she realizes that there is no point and that she has lost,
the anger turns to sadness as she speaks one last time. It is
slow and methodical, filled with the sorrow of a broken
woman.
You killed your own family, Helen
You will never be happy, Helen
You are a monster, Helen
You deserve this, Helen

20 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 20/155
1/3/2019 The Homebrewery - NaturalCrit

Stat Blocks
Paper Knight Paper Ranger
Tiny construct, unaligned Tiny construct, unaligned

Armor Class 13 Armor Class 14


Hit Points 4 (3d4 - 3) Hit Points 6 (4d4 - 4)
Speed 20 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 8 (-1) 4 (-3) 8 (-1) 1 (-5) 3 (-4) 18 (+4) 8 (-1) 6 (-2) 10 (+0) 1 (-5)

Damage Immunities poison, psychic Damage Immunities poison, psychic


Damage Vulnerabilities fire Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Senses passive Perception 9 Senses passive Perception 10
Languages --- Languages ---
Challenge 1/8 (25 XP) Challenge 1/4 (50 XP)

Nimble. The paper construct has advantage on Nimble. The paper construct has advantage on
Dexterity saving throws and can disengage as a Dexterity saving throws and can disengage as a
bonus action. Its long jump is 15 feet and its jump bonus action. Its long jump is 15 feet and its jump
height is 10 feet, with or without a running start. height is 10 feet, with or without a running start.
Paper Form. The paper construct can enter a hostile Paper Form. The paper construct can enter a hostile
creature's space and stop there. It can move creature's space and stop there. It can move
through a space as narrow as 1/8 inch wide without through a space as narrow as 1/8 inch wide without
squeezing. squeezing.
Water Susceptibility. For every 5 feet the paper Water Susceptibility. For every 5 feet the paper
construct moves in water, or for every gallon of construct moves in water, or for every gallon of
water splashed on it, it takes 1 cold damage. water splashed on it, it takes 1 cold damage.

Actions Actions
Paper Sword. Melee Weapon Attack: +5 to hit, reach Shred. Melee Weapon Attack: +6 to hit, reach 5 ft.,
5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. one target. Hit: 5 slashing damage.
Paper Shortbow. Ranged Weapon Attack: +6 to hit,
range 20/60 ft., one target. Hit: 6 (1d4 + 4)
piercing damage.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 21/155 21
1/3/2019 The Homebrewery - NaturalCrit

Paper Mage
Tiny construct, unaligned

Armor Class 13
Hit Points 12 (8d4 - 8)
Speed 25 ft.

STR DEX CON INT WIS CHA


3 (-4) 16 (+3) 8 (-1) 14 (+2) 10 (+0) 1 (-5)

Damage Immunities poison, psychic


Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses passive Perception 10
Languages ---
Challenge 1/2 (100 XP)

Nimble. The paper construct has advantage on


Dexterity saving throws and can disengage as a
bonus action. Its long jump is 15 feet and its jump
height is 10 feet, with or without a running start.
Paper Form. The paper construct can enter a hostile
creature's space and stop there. It can move
through a space as narrow as 1/8 inch wide without
squeezing.
Water Susceptibility. For every 5 feet the paper
construct moves in water, or for every gallon of
water splashed on it, it takes 1 cold damage.

Actions
Shred. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 4 slashing damage.
Ink Barrage. Ranged Spell Attack: +4 to hit, range
20/60 ft., one target. Hit: 3 (1d6) bludgeoning
damage and the creature must succeed on a DC 12
Constitution saving throw or be blinded until the
end of its next turn.
Literary Eruption (1/Day). The paper mage causes a
book within 30 feet to violently explode, blasting
high speed scraps of paper in a 15-foot cone from
the books location. Each creature in this area must
make a DC 12 Dexterity saving throw, taking 10
(4d4) slashing damage on a failed save or half as
much damage on a successful one. The book is
completely destroyed by this process.

22 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 22/155
1/3/2019 The Homebrewery - NaturalCrit

Stuffed
A One-Shot Horror Adventure for Levels 1-4
---------------------------------------------------------------------------
Adventure Synopsis
Since they were children, the rivalry of twin brothers Borhas This adventure uses the Average Party Level (APL) to
and Oleg Hassenfield has been nonstop. Sons of the famous scale the difficulty of encounters. This is simply the
toy maker, Elttam Hassenfield, the two were destined to average of your players’ total character levels assuming
follow in his footsteps and run the family business - you have 4 party members. If your group is larger than 4,
Hassenfield Toys. Borhas always strove for perfection in his increase your APL by 1 for each additional player. If your
toys, focusing on dolls and making them as lifelike as party is smaller than 4, decrease your APL using this
possible; whereas Oleg decided simplicity was the key to a same rule.
successful toy and to maximizing profits. Oleg’s “simple,
boring” colored blocks were always a best seller, while almost This adventure uses a number of custom creatures. The
none could afford the price tag that accompanied Borhas’s stat blocks for these can be found at the end of the
“works of art”. module! I suggest having this printed out or available on
As the years went on, Elttam passed away and left the another screen.
business to his two sons, but their rivalry only continued. This is a horror adventure and contains content that may
Both had different visions on how the store should be run. be disturbing to some players. Be sure to carefully review
Borhas continued with his intricate dolls that took him weeks the contents of this adventure and be sure there is
at a time to complete and the price he demanded was well nothing within that is going to upset or offend any of the
out of reach for most people. In addition, the dolls looked so people at the table. Once you have that confirmation,
realistic that is was disturbing and frequently scared the revel in their horror!
children. Finally, Oleg grew sick of his money sink of a
brother and confronted Borhas in an effort to convince him to
change his ways. Borhas was not open to the suggestion and Text that appears in a box like this is meant to be read aloud
the two came to blows, bloodying each other in the workshop for the players when their characters first arrive at a location or
after hours. under a specific circumstance that will be noted.
Borhas took his portion of the family wealth and left to
build his own workshop and continue his craft alone. Adventure Introduction (Optional)
This was over four years ago. At first, Oleg was happy to be This is suggested if you are running a one-shot separate from
rid of his stubborn, money-draining brother, but as time went an overarching campaign and want to kick things off swiftly.
on he realized he wanted his children to know their uncle. He If you are embedding this adventure in an existing campaign,
seeks to make things right with Oleg and invite him back to there may be better ways to throw the party into the action.
the family business or to at least to be a part of his nephew's
and neice's lives, but he hasn’t heard from Borhas since he
left. The last rumor was that some of the people around town You step off of your ferry and onto the docks of the city
were helping him with some discreet construction, but a new between the mountains known as Fern Valley. The town is
toy store never opened. Oleg decides to offer a handsome bustling with trade as numerous barges and small trade
reward for anyone that can find information on his missing vessels travel down the Osage River on their way to bigger
brother. He knows that some people in the town helped him, cities to the south. There are a half dozen people sitting along
but they seem resistant to talk to Oleg, even at the offer of the docks casting fishing poles out into the river. You see a
money. Some of them have even left town all together! . . . Or large sign reading The Old Osage Tavern - Oldest Tavern in
so it would seem. Fern Valley on a large, sturdy building. You smell the
In this adventure, your players will follow the trail of clues tantalizing aroma of freshly baked bread wafting into the air.
surrounding Borhas and his murderous secret. Far up in the But you are not here for pleasure. Your party caught wind of
mountains, his new workshop is in full swing, but in the years a hefty reward being offered by a local man by the name of
he has been away he has adopted some new techniques while Oleg Hassenfield of Hassenfield Toys. Seems his brother has
trying to create the perfect doll. When you cannot bestow a been missing for some time and he needs help finding him
doll with life, sometimes you must instead transform life into
a doll. Witness the monstrous creations of the mad toy maker and bringing him home. The amount of money being offered
in the one-shot: Stuffed. is quite steep for such a task. You suspect there is more to
this job than the flier may have noted, but it is still worth
stopping off and checking out.

The amount of gold offered is equal to (100 x APL), as your


players are almost certain to ask.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 23/155 23
1/3/2019 The Homebrewery - NaturalCrit

Stuffed Crib sheet


This page can serve as a quick reference to remind you of
major events, NPC names, locations, and any other relevant
information that you may need during the adventure!
Major Events
Arrival in Fern Valley
Meeting with Oleg Hassenfield at Hassenfield Toys
Details of Borhas's disappearance
Investigation
Visit Izir/Horus
Perception check to notice strange dolls
Search Desmond's home
Ambush at Desmond's!
Find Desmond’s notebook with map
Journey to the Workshop
Creepy occurrences in the forest
Find the shed
Into Borhas's Workshop
Entryway dolls and attack!
Red herring dolls in the lobby
Players move through Disassembly Room and
Failed Experiments Room
Perception check at the door to the
Disassembly Room
Find Desmond in the Disassembly Room
Workshop Ambush!
Borhas's Living Quarters
Fake Borhas in the room
Desmond will attempt to attack the fake
Borhas!
Borhas attacks from invisibility!
Back to Town
Receive reward from Oleg
If Borhas alive, he will escape prison via his
remaining creations.
Important NPCs
Oleg Hassenfield (Quest Giver)
Barbara (Oleg's Wife)
Parker and Milly (Oleg's Children)
Borhas Hassenfield (Antagonist)
Izir Codash and Horus Sirsk (Laborers/Witnesses)
Desmond (Missing Laborer/Witness)
Notable Locations
Fern Valley
River runs North-South with mountains East-West
Leaping Trout Tavern and The Old Osage Tavern
Hassenfield Toys

24 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 24/155
1/3/2019 The Homebrewery - NaturalCrit

The Town of Fern Valley Oleg Hassenfield


The town of Fern Valley is quaint little city with a population Oleg Hassenfield is a human man in his early thirties. He
of just over a thousand. The beautiful Osage River runs stands at five feet, eight inches tall with a clean shaven face
through the center of the town, splitting it into West Fern and bright red hair that he keeps short. He displays a set of
Valley and East Fern Valley. All along the river, the town distinct dimples when he smiles - and the smile itself is both
explodes with flora and natural beauty. Fishing is splendid friendly and contagious. Oleg is a charismatic entrepreneur,
year-round and is one of the main draws of the location - that but he is also a master craftsman. He created most of the
and its wondrous view of the mountains to the east and west toys in the store and is quite proud of his work.
of the city. Small trading vessels frequent the river on their He lives above the toy store with his wife, Barbara, their
way to bigger cities further down the way. This makes many ten-year-old son, Parker, and eight-year-old daughter, Milly.
otherwise exotic goods easily accessible to the townsfolk. Barbara is a beautiful blonde woman around the same age as
Because of the frequent traffic, there are no bridges across Oleg. She has a personal interest in dolls and run that
the river. To cross to the other side, there are a number of portion of the business since shortly after Borhas took off.
ferries that will lead folks safely across the waters for a few The whole family chips in to keep the business running, the
pieces of copper. It costs a bit more if you wish to transport kids mostly keeping the place clean or fetching supplies from
horses or carts, of course. Many of the buildings in the city around town when needed - sometimes even going on
are constructed along the river. The taverns have docks that deliveries.
lead out onto the water where people can fish and drink late A Concerned Brother
into the evening. These taverns include The Leaping Trout When Oleg meets the party, he tells them about the fight he
and The Old Osage Tavern. Patrons can rent pole and tackle had with his brother over four years ago and how Borhas
for just a silver and can keep anything they catch off the packed up his things that same night and took off. At first he
docks. was glad to see him go, as he had been stubborn and a drain
One of the buildings that rests alongside the river is on the store’s profits for years, but after a while he began to
Hassenfield Toys. It has been at its current location since the miss his brother. They were best friends for their entire lives
town was established eighty years ago, passed down through after all. He wants to make things right, but when he went to
the family for three generations. Their goods are well known look for Borhas and this new shop, he couldn’t find anything.
in the town and the people are happy to have such a high As far as he can tell, no one has spoken to Borhas in years.
quality establishment to provide toys for their children. Oleg He will give more intimate details about the disagreement
Hassenfield, the primary NPC for this adventure, lives in the that they had all those years ago - how Oleg opted to make
area above the store with his family. simple, profitable toys to keep the business afloat while his
The people of the town are generally quite friendly, but they brother made perhaps two toys a month that would never sell.
will lash out if visitors do anything that would potentially After a while, an entire wall of the store was covered with
damage the river. There are strict laws against littering and dolls and they were horrifying the children, but Borhas
can even lead to jail time depending on the severity. The refused to lower their price or take down.
prices of goods are typically a bit higher here as well, despite There are a few people around town that Borhas hired
the constant flow of trade. This is the result of the high shortly after he left to help him with construction on his new
demand to live in such a beautiful location with limited workshop, but some of them have since left town and the
housing. The population is about ninety percent human with others weren’t much help. It seems Borhas offered them a
the rest being a mix primarily consisting of elves, half-elves, great deal of money to keep the location of his workshop
and halflings. quiet and left some descriptive threats as to what would
happen if they betrayed his trust. A person’s word means a
great deal in Fern Valley, so even Borhas's own brother hasn’t
been able to get any information. He gives the party the
names and addresses of two men that he tried to talk to that
turned him down - Izir Codash and Horus Sirsk, both of
which are humans.
He has already had a few people swing by to look into
things, but it seems they have all moved on. He never heard
back from any of them after the initial inquiry. He assumes
the reward of (100 x APL) gold was enough to draw in some
people trying to make some easy cash, and when they
discovered they may have to do some actual work, they took
off.
The party may inquire for additional details, but you will
have to make those up as you go!

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 25/155 25
1/3/2019 The Homebrewery - NaturalCrit

The Reality Desmond’s House


Oleg is completely truthful with what he tells the party. He is Desmond’s house is across the river from the homes of both
a concerned brother and the information he gives them is Izir and Horus, so the party will need to take a ferry across
without deceit or ill intent. He has no idea how far his brother the way. They find Desmond’s place is in one of the
has fallen in the time he has been away. residential districts a few streets over from the river and all of
The individuals that showed up at the store looking for its attractions. It is a nice two story home and it was evident
information were indeed adventurers looking to make some that Desmond did quite well for himself.
easy money, but they were also ready and willing to put in the The door to the house is locked but can be picked with
work. They talked to some of the men that helped build the success on a DC 12 Dexterity (Thieves’ Tools) check.
workshop and managed to bribe the information out of one of Otherwise, there is a window open on the second floor that
them - a man named Desmond. When those men arrived at they can climb through with a grappling hook and rope. They
the workshop, they encountered Borhas’s force of animated could also simply break one of the windows to get inside, but
dolls. His constructs managed to kill these adventurers who that makes a lot of noise and may draw unwanted attention.
were expecting to enter a simple toy workshop. Guards patrol the streets at all time and during the day
The families of the workers that gave up Borhas’s secret witnesses are plentiful.
location are the ones that “left town”. But they did not leave Once inside, the party can start to look around. The
town - they were taken. Taken to the workshop up in the contents of the bottom floor have been shoved away from the
mountains by the puppet minions of Borhas where he windows or into the closet to make the area seem abandoned.
removed their organs, replaced them with fluff, and animated It is void of interesting items, containing primarily household
their corpses through foul necromancy. goods and some rotted food.
Heading upstairs, the party is presented with three closed
doors. Two are directly ahead on either side of the hall. The
Investigation final door is at the opposite end of the house from the head of
Izir and Horus the stairwell. The two nearby rooms are the children’s rooms
and they are untouched. All of their toys and beds are coated
If the party talks to Izir or Horus, they will be met with great in a fine layer of dust. There are none of the creepy, spying
hesitation. The men will talk about how the others just dolls present in here.
vanished without a trace. They didn’t sell their houses and The master bedroom at the opposite end of the hall in
didn’t tell friends - just disappeared overnight. They will another story. Opening the door, it is clear that the objects in
mention the vibrant threats they were given when they this room have been disturbed more recently. There are even
accepted the job with Borhas. It paid well, so they went along some tiny markings along the floor - almost like the footprints
with it, but they just assumed he was some disgruntled rich of an animal but perfectly round. The room contains a fine
guy who was sick of living in the city and had a lot of coin. wooden cabinet, a queen sized bed, a closet, a dresser, and a
Whomever they talk to first will suggest checking out the small end table on either side of the bed.
house of the man that went missing - Desmond. This was
only three weeks ago, just after Oleg posted his job. They Stuffed Sentinels
will give the party an address and tell them to be careful. Izir There are also dolls hidden in this room (the number
and Horus both know the location of the workshop, but are depending on your party’s APL). One hides beneath the bed,
unwilling to give it without the use of magical another is sitting in the cabinet, and (if there is a third) in the
"encouragement" or unless someone makes a powerful closet. These dolls remain motionless until someone reaches
argument and succeeds on a DC 20 Persuasion or out to touch them or when someone starts to tamper with the
Intimidation check. The players only get one attempt at this items in the room. If a player reaches out to grab a doll, it will
check and will be asked to leave should they fail. stab them unexpectedly, getting a surprise round of combat
While the party is in the house of either Izir or Horus, unless at player took specific precautions. Otherwise, when
have them each make a Wisdom (Perception) check. On a someone starts sifting through furniture . . .
result of 13 or higher from any player, they notice that there is Roll for initiative.
a finely crafted doll somewhere in the room - perhaps on the The types and number of creatures your party faces
floor with some other children’s toys or resting up on a shelf. depends on the party’s APL:
If asked about it, the informant will tell them that it was a gift
from Borhas as a thanks for their help with the workshop. APL 1
These dolls are magical spying devices and are how Borhas 2x Button-Eyed Doll (End of Module)
knew which of the men betrayed him the moment it APL 2
happened. It is impossible to tell that these are magical 3x Button-Eyed Doll
without the use of a detect magic or identify spell. APL 3
1x Over-Stuffed Doll (End of Module)
2x Button-Eyed Doll
APL 4
3x Over-Stuffed Doll

26 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 26/155
1/3/2019 The Homebrewery - NaturalCrit

The players could also simply talk to the town guard about As they travel through the woods, they find random strands of
the situation. If they explain that they think Desmond has stuffing amongst the branches of trees. There is also a
gone missing, a few of the guards are willing to go in and blanket and a tea set setup out in the woods with a doll sitting
check it out while the party waits outside. If this happens, the in a chair nearby. This doll is not magical, but is intended to
party can intervene when the guards are attacked as they give your players a deep sense of unease. The details of its
search the room upstairs. The party will need to run up and face are incredible. As they get closer to the workshop, there
give aid immediately if they hope to save the guards. This is also a doll hanging by the neck from one of the trees with a
does make it a bit more difficult to search the area for clues, sign on its chest that reads: "Private Property - Turn Back!".
as it will become a scene under investigation afterwards!
The Shed
Desmond’s Notebook
After stumbling around in the forest for half an hour, you spot
The end table to the right of the bed has a locked drawer near
the top. This lock can be picked with success on a DC 10 a small wooden shed hidden amongst the trees. There is no
Dexterity (Thieves' Tools) check or can be forced open by a signage on the shed and no windows - only a simple wooden
character with a Strength score of 12 or higher. Within this door. The shed itself is perhaps eight feet wide and eight feet
drawer is a nicely maintained journal. Flipping through the long. It is finely crafted and somehow seems ominous in
entries, the party finds one near the center of the book has a nature, the dark wood almost screaming for you to stay away.
small sketch of the mountain range to the west and a small
'X' with the label “workshop” next to it. It seems Borhas was Within this shed is the stairway that leads down into Borhas’s
not aware of this notebook’s existence, but the players can new workshop. His slaughterhouse. As the party opens the
use it to track him down. door, they see the lightless stairs descending into the
darkness below. The smell of blood and of sawdust rushes
To the Workshop into the air. Now they must muster the courage to press
onward.
The workshop is about four miles outside of town, hidden
near the base of one of the mountains to the west. The area
immediately around Fern Valley is primarily plains, but as it
nears the peaks there are thick clusters of coniferous trees.
The party will need to travel out into the forest and begin
their search. The map was fairly vague and so the exact
location of the workshop is still not known.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 27/155 27
1/3/2019 The Homebrewery - NaturalCrit

28 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 28/155
1/3/2019 The Homebrewery - NaturalCrit

Entryway The creatures in this room do not attack, but after the assault
in the lobby, your players are likely to proceed with extreme
As you reach the bottom of the stairs, a set of blue flame
caution. The door on the left is labeled Failed Experiments,
the door straight ahead is the Workshop, and the door on the
lanterns automatically go ablaze along the walls. The room is
right is the Disassembly Room.
thirty-five feet wide and thirty-five long with a fine wooden If the players try to open the door to the Workshop, they
door on the far side. The walls are made of worked stone, but will find it is locked. They can always smash or cut through it
it seems this may have started out as a cavern. All along the with weapons, but it is incredibly noisy. The lock can also be
walls of this room are mannequins - dozens of them in total. picked with success on a DC 15 Dexterity (Thieves’ Tools)
Men, women, and children alike stand perfectly still with check. Otherwise, the party will need to snag the pair of keys
lifeless eyes all staring at you. Some are dressed while others
hanging on the wall in the Disassembly Room to continue.
are nude, but all have grins on their faces that chill to the
bone. The detail and realism of these figures is astounding and
Failed Experiments Room
it is hard to determine from a distance if these are in fact You open the door to a room of horrors - a nightmare come to
creations and not real people. play in the real world. There are eight bodies in the room, all of
them pinned up on large wooden slabs that are tilted at a sixty
Combat in this room triggers as soon as the players reach the degree angle. The limbs are all outstretched and either nailed
center of the room or whenever they try to attack one of the or strapped in place. A woman immediately on the right has
mannequins (most of which really are mannequins, with only had the skin on the left half of her skull peeled back and
a few of Borhas’s disgusting dolls hidden amongst them). As pinned to the board. There is a fake eye in the socket and
soon as combat starts, the lights are snuffed out and
casts the entire room into darkness if the players do not through the mouth you can see a few strings dangling down
have their own light sources. The sounds of feet shuffling and bits of red-stained cotton fluff. A young boy on the
against stone rings throughout the area. opposite side of the room has wooden arms resembling those
Roll for initiative. of a puppet and even has large strings leading from his joints
The types and number of creatures your party faces and meeting up at large X-shaped wooden pieces at the top of
depends on the party’s APL: the slab. The rest of the bodies are equally disturbing. Small
APL 1 wooden tables sit next to each of these slabs, some with
2x Child Doll (End of Module) potions or books resting atop them.
APL 2
1x Child Doll Feel free to fill in more of the gaps for the remaining bodies -
1x Adult Doll (End of Module) some of them with replaced wooden teeth or perhaps folded
APL 3 over because their spine has been removed entirely. Your
2x Adult Doll intent is to fill your players with a chill and lose any pity they
APL 4 may have once held for the monster that is Borhas.
2x Child Doll
2x Adult Doll Items of Note
Once the party has killed the dolls, they can investigate a One of the bodies is a man strapped down and wearing a
bit closer. Most of the mannequins in the room are finely finely crafted breastplate that can be removed and used by
crafted wooden creations, while the ones that attacked them the party if they are willing to equip the gear of a dead man.
seemed to have human flesh. This should be quite disturbing, Scattered across the tables are enough supplies to create two
especially given how the dolls fall to pieces when they die. full Medicine Kits and a set of Alchemist’s Supplies. There is
After they've finished looking around the area, the party also a bottle of potent poison next to one of the bodies that is
can press onward to the central hub of the workshop that worth 75 gold.
leads to most of the other rooms. If the players choose to search the room, have them
make Intelligence (Investigation) checks. On a result of 15
The Lobby or higher, they find a healing potion stashed away in a little
compartment next to one of the bodies. On a result of 20 or
This room is roughly thirty square feet with one door on the higher, they find tiny diamonds embedded in the button eyes
left, one on the right, and one straight ahead. More torches
of one of the test subjects that are worth 20 gold each.
with magical blue lights blaze brightly in the room and
illuminate even more dolls. Unlike the previous room, only a
handful of these dolls are mannequins. Most are smaller toys,
similar to those you saw in the Hassenfield toy store. Once
again, they all seem to be watching you with their button or
porcelain eyes.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 29/155 29
1/3/2019 The Homebrewery - NaturalCrit

Disassembly Room The Key


The key to the workshop is attached to a keyring that is
As the party approaches this room, they can smell the distinct hanging off the hand of a cute teddy bear. This bear is on a
aroma of blood. If a player listens against the door to this four foot high shelf near the entrance to the room. The bear
room, have them make a DC 15 Wisdom (Perception) has large black eyes that stare out, a smile on its face, and a
check. On a success, they can hear the light thudding of large pink heart sewn onto its chest. It is just an ordinary
something smacking against wood. teddy bear, but the description is intended to scare the
players into thinking it is something more sinister. If the party
You open the door, leaving the lobby and entering a asks Desmond about the bear, he will tell them that he has
slaughterhouse. There are three cages along the left side of never seen it move . . . but you never know with Borhas. When
the room, all of which are currently empty. At the center of the someone takes the key, a voice box in the bear says ”I
room is a table covered with blades of various lengths, a love you!” but nothing else happens (unless you really
bonesaw, many spools of thread, a few large bags of stuffing,
want to mess with your players).
This key allows the players to open the way to the
and some basic medical supplies. Next to these tools is a man
Workshop.
strapped to a long table. He is smacking his head against the
wood and moaning quietly through a gag in his mouth. On the Workshop
far side of the room is a large wooden barrel with a human leg
sticking out of the top and a swarm of flies buzzing around it. This room is far less sinister than the others, all things
Blood pools around the bottom of it. considered. There are a few standard workbenches in the area,
each with a different set of tools carefully arranged upon them.
Desmond, Dismembered One is covered in various vials and flasks filled with colorful
The man on the table is none other than the very Desmond liquids. Another appears to be a well equipped sewing station
whose house the party visited to find the location of the with a massive bag of stuffing on the floor next to it. The final
workshop (unless your players used other methods to get the area is a woodworking station with carver’s tools and small
information they needed!). Both of his arms have been cut off pieces of wood sitting atop it. There is a door on the left side
at the elbow. The left has been capped by a thick metal plate of the room as well as on the far side.
while the right has a deadly eighteen inch blade sprouting
from a joint covered in scarred flesh. On the nearby table is a
metal arm with a node on the end that pops into the metal The door on the left leads to the Supply Room and the door
plate on Desmond's left arm with a bit of force. on the far side is Borhas’s Personal Quarters.
Desmond has a sheet over his hips, but is completely nude
beyond that. Fortunately, his legs are still attached, but dotted Hidden behind these workstations and out of sight of the
lines have been drawn across them with red paint and the party are living dolls. As the first character approaches one
hair has been shaved along these markings. His eyes are of these tables or steps further into the room, have the
bloodshot and frantic as the party approaches. They scream nearest doll make a Dexterity (Stealth) check. If the result
in desperation and his voice does as well through the simple is lower than the approaching character’s passive Perception,
cloth gag tied around his head. they notice the sound of fabric scraping together and realize
Desmond is absolutely terrified. He has been trapped here there is a trap waiting to be sprung. Otherwise, the dolls get a
for two weeks and was locked in one of the nearby cages as surprise round of combat as they jump out from hiding!
his wife and children were cut to pieces by Borhas. He is a The types and number of creatures your party faces
man overcome with rage and wants nothing more than to depends on the party’s APL:
plunge the blade on his arm deep into Borhas’s chest. His APL 1
emotions are in disarray - some thankful for his freedom, 1x Button-Eyed Doll (End of Module)
some seeking revenge, and others mourning his family. 1x Child Doll (End of Module)
At this point, have the players make a DC 13 Wisdom APL 2
(Perception) check. On a success, the players notice that 2x Button-Eyed Doll
there is a large scar on the back of Desmond’s head. It is 1x Child Doll
recent and the flesh around the area is still working on APL 3
healing, but the damage is concealed fairly well by his thick 3x Button-Eyed Doll
black hair. If confronted about this scar, Desmond simply 1x Adult Doll (End of Module)
says that he has been under the mad toy maker’s blade many APL 4
times . . . and there are large holes in his memory. 4x Over-Stuffed Doll (End of Module)
Desmond will betray the players in the final battle if he is 1x Adult Doll
present, as Borhas has established some level of control over
his mind. The players can convince him to stay behind with Items of Note
success on a DC 15 Charisma (Persuasion) or (Intimidation) The players can find all of the items to a set of woodcarver’s
check, but they only get one attempt at this. Further attempts tools, tinker’s tools, painter’s tools, and weaver’s tools. One of
to persuade him will turn to violence. the dolls is also decorated with a shining emerald necklace
If he fights alongside the party, he has 10 hit points, 11 AC, worth 25 gold.
and can make one arm sword attack per round with a +4 to
hit that deals 5 (1d6 + 2) slashing damage.

30 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 30/155
1/3/2019 The Homebrewery - NaturalCrit

Supply Room If Desmond is still with the party at this point, he will
charge at the replica with his sword raised and
You open the door to a room filled with crates of all sizes.
screaming. As he stabs into the doll, it detonates, killing
desmond (no matter his current hit points) and triggering
Some of the closer ones are popped open and contain paint,
Borhas to make a surprise attack against the party. The
cloth, stuffing, pieces of wood, and other basic workshop party can prevent this by trying to grab Desmond and hold
equipment. It seems to be an ordinary supply room. him back with a success on a Strength (Athletics) check
against Desmond's Dexterity (Acrobatics) check (made with a
The bolts of silk in one of the boxes are worth a few gold +4 bonus to the roll).
pieces each but are quite bulky and large. The rest are basic The real Borhas will wait until someone moves close enough
supplies that your players are free to take on their future to the doll to trigger it, or until the party starts to cast a
adventures if this is not going to be used simply as a one-shot particularly threatening spell. Once this happens, he will do
- things like rope, spare needles, buttons, and even a few one of the following:
spellcasting components. Besides that, this room holds
nothing of interest. If Desmond is with the party and still alive, Borhas will
yell out a command word to take control of his actions and
Borhas’s Personal Quarters turn him against the party. Desmond remains under
Borhas’s control until the toy maker is killed or until
Opening the door to this room, you immediately see Borhas Desmond is knocked unconscious or killed himself.
sitting behind a large oak desk working a quill maniacally on a If Desmond is not with the party, he will simply use one of
piece of parchment. Sitting next to him on the desk is a small his many spells to try and immediately knock one of the
but highly detailed female doll with a blue ruffled dress and a
members of the party unconscious or to take control of
big pink bow on each of her blonde pigtails. There is a king
them as well.
sized bed with vibrant red blankets and a chest sitting at the Roll for initiative
foot of it. There are multiple shelves around the room, each The stat blocks for Borhas can be found at the end of the
with more dolls sitting upon them - all of which appear almost module. The types and number of creatures your party faces
human, though they are far too small to be an actual child. depends on the party’s APL:
Borhas has a quarterstaff leaning against the back of his chair APL 1
with a pulsing black orb at the end of it enveloped in gnarled 1x Borhas (CR 1) (End of Module)
wood, but he doesn’t seem to move for it or even APL 2
acknowledge you as the door opens. 1x Borhas (CR 1)
1x Child Doll (End of Module)
APL 3
There are many ways for this combat to start. Please read 1x Borhas (CR 3) (End of Module)
this section clearly to know when it is appropriate for combat APL 4
to start and when Borhas finally strikes! 1x Borhas (CR 3)
2x Child Doll
Borhas, The Mad
The figure sitting behind the desk is actually an incredibly A Man Beyond Rescue
realistic replica of the toy maker. The real Borhas waits The party may wish to talk Borhas down from his insanity. It
patiently and invisibly in the corner of the room. The fake is clear from his workshop that he has murdered well over a
Borhas will look up at the party a few seconds after they open dozen people, but still they may want to take him alive.
the door. ”Almost perfection, but still not quite there,” it will Unfortunately, his mind has slipped far beyond help. During
speak, referring to itself. It will talk to the party if they start to the fight, he will make comments about how he will stitch the
ask questions, but its voice is monotonous and droning. If party back together once he has dealt with them and turn
any of the players have a passive Perception of 13 or them into works of art. He will rant about the beauty of his
higher, they will notice that the Borhas doll does not creations and how they will not be taken from him. It is
blink. This may tip them off to the fact that the real Borhas is tragic, but even the mention of his neice and nephew do not
elsewhere. give him pause.
When a creature moves within ten feet of the fake Borhas,
it detonates in a blast of noxious stuffing. Each creature Items of Note
within 10 feet must make a DC (9 + APL) Constitution saving Once the battle has ended, the party can take a quick look
throw, taking (1d6 x APL) poison damage on a failed save, or around the room. In the chest at the foot of the bed is a sack
half as much damage on a successful one. of coins containing (4d6 x 5) gold pieces and (4d10 x 5) silver
pieces. If your players are of APL 3 or higher, they also find a
large adamantine bar worth 125 gold if sold to a blacksmith.
Feel free to add additional loot to this chest - perhaps an
interesting magic item. You can make Borhas’s staff into a
magic item that the party can take with them - but this
depends on how much wealth you wish to give your players
and the amount of magic in your world.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 31/155 31
1/3/2019 The Homebrewery - NaturalCrit

Back to Oleg Experience


With Borhas dead or captured, the party can head back to The Experience listed below represents a blend of monster
town. From here, your players actions can vary quite heavily encounters, non-combat encounters, and some bonus
but Oleg will give them their reward either way. After hearing experience for finishing the quest. Feel free to adjust these
the stories of the laboratory, the brother is shocked and values if you see fit.
disgusted, but also thankful for what the party did. That APL 1 - 300 XP per player
monster was no longer his brother. (Or perhaps is no longer APL 2 - 900 XP per player
his brother if he was brought back alive). APL 3 - 2,000 XP per player
APL 4 - 3,200 XP per player
The Authorities
Once the guards hear what happened, they will be in disbelief Loot
and demand to go see this workshop. They demand this even The reward your party receives for completion of this
if Desmond is there to corroborate the story. You can quickly adventure is based upon the party’s APL.
brush over this though, recapping the trip, the collection of All APL - 2x medicine kits, alchemist's kit, woodcarver’s
bodies, and exploration of the workshop. tools, tinker’s tools, painter’s tools, weaver’s tools, 75 gold
If the party brought Borhas back alive, they can deliver him vial of poison, 25 gold emerald necklace, 4d6 x 5 gold
to the local prison. The town will offer an additional reward pieces, and 4d10 x 5 silver pieces.
to the party for doing such a great service to the town. By APL 1 - 100 gold from Oleg, 50 gold from town guard if
bringing Borhas to them alive, he can be executed in front of Borhas brought back alive.
the friends and families of those he harmed or killed. You can APL 2 - 200 gold from Oleg, 100 gold from town guard if
determine the value of this reward, but 50 x APL works as a Borhas brought back alive.
good baseline. APL 3 - 300 gold from Oleg, 150 gold from town guard if
Borhas brought back alive, 125 gold adamantine bar
APL X4 - 400 gold from Oleg, 200 gold from town guard
A Recurring Villain! if Borhas brought back alive, 125 gold adamantine bar
If the party brought Borhas back alive and you run
an on-going campaign, feel free to have his extra
toys break him from his cell and escape. He will
have a deep hatred of the party and seek to hurt
them by any means necessary. You could even have
his remaining dolls go mad and seek vengeance for
their creator if the party did kill him!

32 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 32/155
1/3/2019 The Homebrewery - NaturalCrit

Stat Blocks
Button-Eyed Doll Over-Stuffed Doll
Tiny construct, chaotic evil Small construct, chaotic evil

Armor Class 12 Armor Class 10


Hit Points 7 (3d4) Hit Points 22 (4d6 + 8)
Speed 25 ft. Speed 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 4 (-3) 10 (+0) 12 (+1) 12 (+1) 10 (+0) 15 (+2) 4 (-3) 10 (+0) 10 (+0)

Skills Stealth +4 Skills Stealth +2


Damage Resistances bludgeoning Damage Resistances bludgeoning
Damage Vulnerabilities fire Damage Vulnerabilities fire
Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Damage Immunity poison, psychic Damage Immunity poison, psychic
Senses darkvision 30ft., passive Perception 10 Senses darkvision 30ft., passive Perception 10
Languages Common Languages Common
Challenge 1/4 (50 XP) Challenge 1/2 (100 XP)

False Appearance. While the doll remains False Appearance. While the doll remains
motionless, it is indistinguishable from an ordinary motionless, it is indistinguishable from an ordinary
toy. toy.
Poisonous Stuffing. A creature that hits the doll with
Actions a piercing or slashing melee weapon attack while
Multiattack. The doll makes two attacks with its within 5 feet of it takes 2 (1d4) poison damage as
needle. noxious stuffing explodes into the air.
Needle. Melee Weapon Attack: +4 to hit, reach 5 ft., Actions
one target. Hit: 4 (1d4 + 2) piercing damage.
Multiattack. The doll makes two attacks with its
Friends Forever (1/Day). If the doll hits a creature stuffed strike attack.
with both of its needle attacks on a single turn, it
can use its bonus action to sew itself to the target. Stuffed Strike. Melee Weapon Attack: +3 to hit,
While sewn together, that creature’s movement reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning
speed is reduced by 5 ft. A creature may use its damage.
action to make a DC 12 Strength (Athletics) check,
tearing the doll free on a success and dealing 2
(1d4) piercing damage to the creature to which the
doll was attached. The doll has advantage on all
needle attacks against a creature that it is sewn to.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 33/155 33
1/3/2019 The Homebrewery - NaturalCrit

Child Doll Adult Doll


Small construct, chaotic evil Medium construct, chaotic evil

Armor Class 12 Armor Class 11


Hit Points 10 (3d6) Hit Points 22 (4d8 + 4)
Speed 25 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 5 (-3) 10 (+0) 5 (-3) 16 (+3) 12 (+1) 12 (+1) 6 (-2) 10 (+0) 6 (-2)

Condition Immunities charmed, exhaustion, Condition Immunities charmed, exhaustion,


frightened, paralyzed, petrified, poisoned frightened, paralyzed, petrified, poisoned
Damage Immunity poison Damage Immunity poison
Senses passive Perception 10 Senses passive Perception 10
Languages Common Languages Common
Challenge 1/2 (100 XP) Challenge 1 (200 XP)

False Appearance. While the doll remains False Appearance. While the doll remains
motionless, it is indistinguishable from an ordinary motionless, it is indistinguishable from an ordinary
humanoid child. adult humanoid.
Stitched Together. When the doll is reduced to 0 hit Impact Absorbing Fluff. Any critical hit against the
points for the first time, it is instead reduced to 1 doll with a melee weapon attack becomes a normal
hit point. The stitches holding it together comes hit.
undone and it falls prone into a heap of loose skin Stitched Together. When the doll is reduced to 0 hit
and stuffing. The doll’s movement speed is reduced points for the first time, it is instead reduced to 1
to 10 ft. and it dies at the end of its next turn. If the hit point. The stitches holding it together comes
doll is reduced to 0 hit points again before the end undone and it falls prone into a heap of loose skin
of its next turn, it dies. and stuffing. The doll’s movement speed is reduced
to 10 ft. and it dies at the end of its next turn. If the
Actions doll is reduced to 0 hit points again before the end
Poisoned Dagger. Melee Weapon Attack: +4 to hit, of its next turn, it dies.
reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing
damage plus 5 (2d4) poison damage. Actions
Multiattack. The doll makes two attacks with its
shortsword.
Shortsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Hidden Needles (1/Day). The doll launches a barrage
of needles out of the palm of its hand in a 15-foot
line. Each creature in this area must make a DC 12
Dexterity saving throw, taking 10 (4d4) piercing
damage on a failed saving throw, or half as much
damage on a successful one.

34 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 34/155
1/3/2019 The Homebrewery - NaturalCrit

Borhas Borhas
Medium human, chaotic evil Medium human, chaotic evil

Armor Class 13 Armor Class 13 (16 with mage armor)


Hit Points 18 (4d8) Hit Points 45 (10d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 11 (+0) 17 (+3) 14 (+2) 12 (+1) 10 (+0) 16 (+3) 11 (+0) 17 (+3) 14 (+2) 12 (+1)

Senses passive Perception 12 Saving Throws Int +5, Wis +4


Languages Common Senses passive Perception 12
Challenge 1 (200 XP) Languages Common
Challenge 3 (700 XP)
Spellcasting. Borhas is a 3nd-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 13, Spellcasting. Borhas is a 5th-level spellcaster. His
+5 to hit with spell attacks). He has the following spellcasting ability is Intelligence (spell save DC 13,
wizard spells prepared: +5 to hit with spell attacks). He has the following
wizard spells prepared:
Cantrips (at will): chill touch, acid splash, mage
hand Cantrips (at will): chill touch, acid splash, mage
1st level (4 slots): false life, ray of sickness, unseen hand
servant 1st level (4 slots): false life, mage armor, ray of
sickness, unseen servant
2nd level (2 slots): invisibility
2nd level (3 slots): crown of madness, invisibility,
Actions suggestion
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 3rd level (2 slots): animate dead, vampiric touch
5 ft., one target. Hit: 3 (1d6) bludgeoning damage
or 4 (1d8) bludgeoning damage if used with two Actions
hands. Quarterstaff. Melee Weapon Attack: +2 to hit, reach
5 ft., one target. Hit: 3 (1d6) bludgeoning damage
or 4 (1d8) bludgeoning damage if used with two
hands.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 35/155 35
1/3/2019 The Homebrewery - NaturalCrit

The Hunted
A One-Shot Horror Adventure for Levels 1-4
---------------------------------------------------------------------------
Adventure Synopsis
There exists in this world an ancient, evil force. It has existed This adventure uses the Average Party Level (APL) to
far longer than recorded history. Many have speculated how it scale the difficulty of encounters. This is simply the
came about - a curse placed upon mortals by the gods, a bane average of your players’ total character levels assuming
inflicted by a fiendish demonlord, or perhaps simply the you have 4 party members. If your group is larger than 4,
result of experiments in forbidden magics gone wrong. No increase your APL by 1 for each additional player. If your
matter its true origin, this Entity has but one purpose - to party is smaller than 4, decrease your APL using this
hunt its mark. And there is always a mark - some unfortunate same rule.
soul with a glowing blood red glyph that shines brightly on
their chest, only visible to them and others afflicted by the Text that appears in a box like this is meant to be read aloud
same curse of impending doom. The Entity knows where its for the players when their characters first arrive at a location or
target is at all times and can take on whatever form is under a specific circumstance that will be noted.
necessary to reach and kill them.
When someone bearing the glyph of this entity is inevitably
eviscerated, the mark travels back to the previously cursed Adventure Introduction (Optional)
soul and the hunt begins again. You see, while the mark This is suggested if you are running a one-shot separate from
cannot be removed, it can be given to another against their an overarching campaign and want to kick things off swiftly.
will. As long as that new mark lives, the person who gave If you are embedding this adventure in an existing campaign,
them the curse can survive a few more days, assuming that there may be better ways to throw the party into the action.
they can live with the guilt of knowingly dooming another to
such a horrible fate. The feeling of being followed never You're sitting around a large round table at the The Follower's
ceases, however. Den tavern in the small town of Nyxalon. The sounds of an
As far as anyone knows, The Entity is unkillable. Hundreds elvish bard with a heavenly voice enchants the room as
have tried to free themselves from this curse through all
manner of magic, but none have succeeded. Magical blades workers drink away the aches and pains of a hard day of labor.
pass through its body without inflicting harm and spells There is a joyous atmosphere to the place, men in the corner
simply disappear when they strike its form. Nothing can end playing cards and barmaids keeping all of the drinks topped
its insatiable need to hunt - its need to torment and kill. And it off. Laughter is prominent and frequent. You have been
is horribly efficient. traveling for some time and it is nice to have a night together
with plenty of drinks to wash away the worries of the world
In this adventure, one of your players becomes newest victim
of this curse. They will be the one hunted by the nightmare beyond the tavern's doors!
that cannot be killed, that does not sleep, that shows no Then a short elvish man steps into the bar. He is wearing
mercy. A creature that will happily rip them to pieces unless ordinary clothing that is in desperate need of a wash. His light
they can finally find a way to put an end to it. The man that brown eyes are wide open with dark bags beneath them,
passes this curse to them thinks he knows a way to stop it, contrasting heavily with his light-violet skin. He is clearly
but he cannot do it alone and decided to use the curse as a exhausted but still on edge. His hands tremble as he takes off
tool to recruit some extra help. If all goes well, they will finally his hat and lets loose a mess of dark brown hair that hasn’t
free all of the poor souls waiting in terror for the day their seen a comb or razor in weeks. He looks around the tavern
glyph begins to glow again.
And if not . . . the hunt continues. nervously, eventually spotting your group. A sigh of relief
Prepare to invoke some nightmares as your players face off sweeps over him and he approaches your table.
against the relentless Entity in - The Hunted.

36 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 36/155
1/3/2019 The Homebrewery - NaturalCrit

The Hunted Crib Sheet


This page can serve as a quick reference to remind of major
events, NPC names, locations, and any other relevant
information that you may need during the adventure! There is
a lot of creativity that can come into play during this
adventure! Try to keep the tension high and the pressure on
your players to come up with unique solutions to the
problems presented.
Major Events
Viorec stumbles into Follower's Den and gives curse to a
random character
Viorec explains to the party the situation and his plan
Get to the town of Troit and meet with Percival
Trap The Entity in the abandoned mines and kill it
The Entity climbs through window into tavern
Party must figure out how to effectively run and get
through the night while being hunted
Party attacked by a set of bandits on the second day
Encounters and strategy going through the remainder of
the towns on the way to Troit
Arrive at Troit and meet Percival
Kill front guards in goblin infested mines
Clear out second goblin camp within the mines
Setup the trap for The Entity
It arrives while trap is still being set and party must
buy time
Must then enrage The Entity to get it to enter the trap
Party continues to pile on rocks as they are trapped in the
mines
Percival performs the ritual after asking others to leave
Kill The Entity taking on the shape of Percival
Important NPCs
Viorec (Original Cursed)
Percival (Viorec's Cleric Ally)
Notable Locations
Nyxalon
Follower's Den Tavern
Troit
Additional Town Names (If Needed)
Cresthaven
Verrala
Ixalus

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 37/155 37
1/3/2019 The Homebrewery - NaturalCrit

The Entity
Viorec, The Last Hunted The Entity hunts whichever creature has been most recently
Viorec’s Traits marked, moving down the chain until it kills each and every
Viorec is an elf in the later years of his second century. He is person in sequence. It has been performing this task for
a tailor by trade but he has surprisingly fierce determination. thousands of years and has killed countless victims. It kills
When this curse was thrust upon him, he refused to give up violently, ripping its target limb from limb. It is a shapeshifter,
and has gone to great lengths to survive. He will do what it taking on whatever form is necessary to best hunt its target -
takes, but his actions certainly toll his mind. Being hunted and to make sure they don’t know it is coming. It doesn’t
has hardened this man, and now his words are commanding speak or show emotion, which is usually what gives it away. It
and his insults scathing. He does not tolerate incompetence also doesn’t run. Its pace is steady and constant. It is always
as it could result in the end of his life. That being said, he on the move and never stops to rest or to eat. You can try to
fights with words and not with blade and he has almost no outrun it, but it is always going to be approaching.
combat experience.
Characteristics of The Entity
A Friendly Gesture Immune to all damage.
Immune to all spells that would alter its mind or behavior
Viorec steps up to the table without a bit of hesitation and Has immense strength (Strength score of 22) and can
speaks: ”Hello there. S-sorry to bother ya.” He stutters a bit smash through thick wood and even solid stone.
as he speaks. “I f-find myself in need of some aid. I was Has a walking speed of 30 feet.
hoping to find a group in here tough enough to tackle a Attacks with a +11 bonus to hit, dealing (1d8 x APL) + 6
difficult situation and you all seem quite c-capable. Do you damage on a successful hit. The creature must also
think you can help me? The name’s Viorec.” He holds a hand succeed on a DC 19 Constitution saving throw or have
out, expecting a handshake from a member of the party as he one of their limbs torn from their body. A creature that is
puts on a weak smile. Desperation is painted across his face. knocked to 0 hit points as a result of this attack
When someone grabs his hand, he clasps it with both of his automatically fails this Constitution saving throw and
own, holding tightly - painfully so. He looks them straight in immediately fails two death saving throws.
their eyes with a wide stare. His eyes glow with a spark of red
for just a moment before he gives a deep sigh and stumbles Transferral
backwards, collapsing onto the floor and breathing heavily. The curse is passed on by taking someone’s hand in both of
“I’m so sorry . . . but it had to be done.” yours and looking them directly in the eyes. When you
The player whose hand he took feels a strange tingling on receive the curse, you instinctively know this. You know the
their chest. Pulling the clothing back reveals a four-inch tall rules of its game . . . know that it is coming for you. A sense of
red glyph made up of otherworldly symbols. It pulses like a looming dread plants itself in the back of your mind and
heartbeat and while strange, it is not painful. When that refuses to let go. You either try to outrun the creature as long
character looks at Viorec, they can now see a dull red aura as you can . . . or you pass it on to some other helpless victim
around his body. and hope they can survive long enough to give you some
respite.
The other critical downside to the mark is that for as long
Afraid to Shake as it persists, you cannot teleport or leave this plane by any
It is possible your party will fear this stranger that means. Something in the magic locks you here, keeps you
stumbled in the bar and refuse to shake his hand. If from fleeing effectively.
this happens, simply change the method of Fortunately, once you've received the curse, it can never be
transferral. Perhaps it simply becomes exposure to transferred back to you! So even if someone takes hold of you
his blood and he flings blood from a cut hand on and tries to pass it off, it has no effect. This may cause some
their face. Or it could be something as savage as a
bite! Just make sure that the transfer occurs, even
difficulties for the party later in the adventure!
if things get violent.

Explain Yourself
The party will likely be outraged, not sure what this strange
man has done to their party member. He will hold his hands
up in surrender and offer to explain, stating that if they don’t
hear him out then they are sure to die! The following section
details the specifics of the curse.

38 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 38/155
1/3/2019 The Homebrewery - NaturalCrit

The Entity

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 39/155 39
1/3/2019 The Homebrewery - NaturalCrit

Viorec’s Plan Viorec will try to rally the party around him. ”To me! Come
Viorec has given away the curse on three separate instances . now! We have to stay ahead of it!” He starts jogging down the
. . the first time to a random man in a tavern. He lasted only a road away from town and stops once they have put a hundred
few hours and the creature was after Viorec again. The next yards or so between themselves and The Entity. ”It will just
time was a duke. He was going through the town and meeting keep coming. Endlessly stalking in this same fashion. This
with citizens and Viorec took the opportunity to pass the has been my life for three months now! Three months of
curse to him, assuming his wealth and guards could provide never having a true moment of peace! You see now why we
him protection. He survived nearly a month, giving Viorec must kill it!”
time to run and recover. The final time was to a powerful
eldritch knight that sought to slay the creature, but even his Stalked
magically enchanted blade was ineffective.
Viorec has been on the run for multiple weeks since then, The party does not have horses and so will need to escape on
stealing horses and running them as hard as he can until they foot for now (though they could steal a few from the satables
collapse from exhaustion - just to buy some time so he can behind the tavern if they want to double back). What your
get a full night’s sleep. players do here is largely up in the air, so just keep in mind
Interrupt Viorec’s speech as a woman walks in the door the traits of the creature as they proceed. It continues at a
and looks around the tavern. Build the tension here as steady pace of 30 feet per round until it catches its target.
she examines the place, Viorec swearing under his breath Hopefully the party will experiment with it a bit to see how it
and preparing to run, before the woman spots a friend acts and moves. It is not limited to humanoid forms and will
and waves to her excitedly. Viorec lets out a massive sigh sometimes even shift into a cat or a wolf as it stalks towards
of relief. the party, often doing so when it is not in their line of sight.
Viorec met with a priest by the name of Percival that thinks They can never know for sure if they are safe once they lose
he can destroy the creature, but it requires the creation of track of it and makes it nearly impossible to fully keep a
hallowed grounds beneath The Entity - a process that takes watch out for it.
twenty-four hours. During that time, the creature must It takes just over two days to reach the mines from the
remain in the area, which is what makes this so difficult. The tavern where this adventure began and your players will have
creature is smart and will not walk into an obvious trap. It to describe their tactics for rest and for travel. Trying to sleep
must be tricked or trapped via clever means. will almost certainly result in The Entity catching up to them
”Percival and I know of an abandoned mine not far from and attacking, potentially taking on the form of a docile forest
here - maybe a two day journey. We think it is a good place to creature until it is upon its target. The party will have to be
set everything up. We can lure it in and collapse one of the creative to stay alive in the face of this evil. When they leave
tunnels. It is a more subtle trap, so we think the creature will the tavern, it is already dark and they will be tired shortly, so
be susceptible to it. Also, when I say abandoned, I mean by they will need to come up with some option or fall prey to
civilized folk. There are apparently some goblins that have exhaustion.
taken up residence that will need to be dispatched. That is Some options that may come up:
why I had to find someone to help . . . and I’m so exhausted . . . Rotate through who its current target is and have the
I had no choice but to pass the curse along.” person who is current being hunted walk for a few hours
while the others rest, then hand off the curse and rest
First Sighting themselves. (Keep in mind that each target can only be
marked a single time!)
Let the conversation continue for another few moments Buy or steal horses from a town to gain distance more
before having one of the party members roll a DC 13 swiftly.
Wisdom (Perception) check. On a success, they notice a Find some sort of safe haven for the hunted character -
strange middle-aged man looking in through one of the maybe in a tree or atop a large boulder. The creature
windows of the tavern. On a failure, the party does not spot would get to them eventually, but by taking watch they can
him until he is actively crawling his way inside, staring down recognize when something tries to ascend and then flee
the marked party member. ”Damnit! I thought we had more (though this is dangerous).
time! Run!” Viorec screams and throws the table towards the Pass the curse off to a random civilian or traveler to buy
creature and makes for the front door. themselves some time.
The creature will continue lurching onward towards them,
smashing open the front doors of the tavern and sending There are of course plenty of other options, but these are
splinters of wood into the street. People will start to scream just a few sample possibilities and depends on if your players
and panic and a guard even runs over to The Entity with a are willing to steal or doom other innocents.
sword drawn. With a single hand it smacks the guard with
such force that it sends him stumbling away on the ground, Bandit Attack
knocked unconscious. The Entity never breaks stride. Assuming the party survived the first night, they still have a
long way to go. The creature is still looming behind them -
the distance depending on how your party dealt with the
threat in the short term. Either way, a few hours into this day,
they are attacked by a group of bandits! These individuals are
setup on either side of the road that the party walks down on
the way to the mines.

40 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 40/155
1/3/2019 The Homebrewery - NaturalCrit
Have these bandits make Dexterity (Stealth) checks. If their The Town of Troit
checks exceed the lead party member’s passive perception,
they get a surprise round of combat. Otherwise, the character After three nights and two days of travel (perhaps a bit more
notices some shifting motion in the trees and knows or less depending on methods of travel), the party arrives at
something is about to happen! Roll for initiative. the town of Troit where they are to meet with Percival, the
The types and number of bandits your party fights depends cleric that will cast the hallow spell and banish the creature
on the party’s APL. from this world. He has been staying at the local tavern and
walks outside as the party approaches, greeting Viorec and
APL 1 glad to see him again. He pulls out a package wrapped
4x Bandit (MM Pg. 343) carefully in cloth - a set of explosives leftover from the mining
APL 2 operations that they can use to collapse one of the tunnels.
4x Bandit The town was once prosperous, but is now in shambles
1x Thug (MM Pg. 350) years after the mines closed down. A few people still linger,
APL 3 but the houses are falling apart and most people simple leave
3x Bandit the area as soon as possible. Those that remain cling to a
3x Thug false hope that one day things will change and the town will
APL 4 resurge with life again.
4x Bandit
2x Thug
1x Bandit Captain (MM Pg. 344) The Abandoned Mines
The party has a choice to make after this fight. If they Just over a mile outside of the town of Troit are the
chose to leave any of the bandits alive, they can pass the abandoned mines. Fortunately for the town, the goblins that
curse on to one of them to hopefully grant themselves some lie within the caverns have been too afraid to attack an entire
time before it comes after them. They are of course settlement, even if half of it is abandoned. The clan is not
condemning this individual to a brutal death, so depending particularly large according to reports from Troit, so
on the morality of the party they may decide against this. If hopefully the adventurers will be able to overcome these
they do decide to curse the bandit, it buys the party eight creatures with their strength. They will not have time to
hours before the creature moves back towards them again - hesitate for The Entity is always approaching.
enough of a lead to get a full night’s sleep.
Unfortunately, if they part ways with the bandit, the party The mine is down in a valley with sheer stone cliffs on two
will have no way to know when the bandit has been killed and sides. The cliff on the right has a particularly large boulder
must remain vigilant. If your party is particularly cruel, they teetering near its edge. The area in front of the cave mouth is
could curse one of them and keep them bound nearby as a littered with piles of rubble, discarded mining equipment, and
sort of alarm system, allowing them to take a rest and wake crates filled with unrefined ore. There are barrels with painted
to the sounds of agonized screaming. flames on the sides of them in the area as well. Near the
entrance of the cave is a large bell next to a one room building
Remainder of the Journey
with no windows. Goblins roam throughout this area,
Most of the trip to the mines is simply following along a main screaming loudly at one another as they throw dice along the
trade road. The party will encounter other travelers along the
way, perhaps a few merchants. They will pass through a some stone or simply argue amongst themselves. If they are scouts,
towns and villages (Cresthaven, Verrala, Ixalus for a few they are doing a poor job.
sample names). Each of these are small with only a few
hundred residents at most. The party can pass off the
infection or try to steal or purchase a means of faster
transportation - even renting a horse and cart so they can get
some sleep while they are still on the move. What Happened Here?
Consider the length of your play session when giving life to Your players may be curious what happened to this
these towns - there is still combat and adventuring ahead so if mines to be abandoned and leave this mining town
you are strict on your time, try to keep things moving! helpless. You can come up with your own story or
Be sure to hold the party to the creature’s pace during this even potentially create a plot hook off of this!
time. Question them on how they keep their edge, and if the Otherwise, tell your players that the man that was
answer is not sufficient - it will catch up. If they simply try to funding this expedition went broke. When
outpace it on foot, it will catch up when they sleep. Or if they payments stopped coming in, the miners dropped
everything where it was and took off. Most of the
push themselves physically, have them roll DC (10 + APL) valuable items were taken by the workers to pay for
Constitution saving throws to see if they take levels of their missing wages, the rest of the equipment still
exhaustion. lies unused.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 41/155 41
1/3/2019 The Homebrewery - NaturalCrit

The First Attack Percival and Viorec


The party can approach this fight in a number of different Percival and Viorec do not participate in the fight. While
ways, but usually they will have a major advantage in the Percival is a rather powerful cleric, he has taken a vow of
fight. The goblins are distracted so it is easy to get the drop strict pacifism with his god and if he were to break this vow
on them. In addition, the party can attack from the high his powers would be revoked. He uses his powers strictly for
ground, giving them even more advantage over the short- healing and cleansing. Viorec is just an ordinary man, not a
legged enemies down below. The number of creatures is warrior. He has managed to scrape by, but he does not know
deadly, but with proper tactics your players should have no how to effectively use a weapon. Once the fight with the
problem! goblins is done, they will stay near the mouth of the cave,
If the goblins are attacked on the high ground, some will keeping an eye out in case The Entity catches up. They can
charge up the hill with sword and shield while others will then give warning to the party and give them a bit of time to
take cover behind the multiple crates that litter the area and react before it is upon them.
fire at the party with shortbows. If the party move down into Into the Mines
the area in front of the mines, some engage with sword and
shield while others engage with bow and arrow. Once the party has dealt with the goblins at the entrance,
The large bell was once used to signal the end of the work they can press further into the mines to hunt down the rest of
day to the miners, but now it serves as an alarm system for the goblin encampment. They are a few hundred yards in the
the goblins! When the goblins feel the fight may be lost, one mines and there are clear footprints in the mud leading the
will run over to ring the bell and the party will need to stop way there. The goblins live in almost complete darkness, so
them or reinforcements will arrive. (If this happens, see the lighting torches will quickly alert them to the party’s
Goblin Encampment for information about the enemies approach. The party can choose to their press forward into
that attack!). These enemies arrive after 2 minutes. the mines and try to get a jump on the goblins from stealth,
As for this combat, the types and number of goblins your lure the goblins to the entrance by making a lot of noise, or
party fights depends on your party’s APL. For the lower level perhaps something else entirely.
encounters, I recommend breaking up the goblins actions This module contains details assuming your party will
into two different groups rather than having all of them act at sneak up on the goblin encampment and attack, but don’t
once. be afraid to deviate! The number of monsters and types of
APL 1 monsters will hold true, you might just need to adjust the
5x Goblin (MM Pg. 166) battlefield a bit!
APL 2 Goblin Encampment
5x Goblin
1x Goblin Boss (MM Pg. 166) The goblin encampment consists of a few simple structures
APL 3 crafted from broken apart crates, torn up miner’s outfits, and
5x Goblin mud. At the center of the village is a campfire over which the
2x Goblin Boss goblins are cooking a wild boar. Goblins are scattered
APL 4 through the area, but some of them are not combat ready -
3x Goblin not wearing armor or without weapons at their side. These
2x Goblin Boss goblins are expecting their guards at the main entrance to
1x Goblin Brute (End of Module) provide warning if someone approaches, so catching them by
surprise is a major strategic advantage!
Hazzards The types and number of goblins in this encampment
Two of the barrels in this area contain explosive materials. If depends on your party’s APL.
one is struck with a fire spell or a flaming arrow, it will
immediately detonate. Each creature within 10 feet of the APL 1
barrel will need to make a DC 13 Dexterity saving throw, 3x Pitiful Goblin (End of Module)
taking 7 (2d6) fire damage on a failed save, or half as much 2x Goblin (MM Pg. 166)
on a successful one. If your party’s APL is 3-4, increase this APL 2
damage to 10 (3d6). 4x Pitiful Goblin
There is also a large boulder on one of the cliff edges. Up 3x Goblin
to two characters can attempt to shove this boulder over the APL 3
edge and cause it to topple down on the goblins below. They 4x Pitiful Goblin
each will need to make a Strength check. If either character's 3x Goblin
result is at least 15, the boulder tumbles down and any 1x Bugbear (MM Pg. 33)
goblins in the area in front of the boulder will need to APL 4
succeed on a DC 13 Dexterity saving throw or be crushed by 8x Goblin
the boulder, taking 21 (6d6) bludgeoning damage. A 1x Bugbear
maximum of two goblins can be hit by this boulder depending
on the party's timing. If neither character succeeds on the
Strength check, the goblins spot them and the party will need
to roll for initiative as combat starts.

42 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 42/155
1/3/2019 The Homebrewery - NaturalCrit

Loot! Luring The Entity


It turns out, the goblins were quite successful in their raiding Once the trap is set, the cursed character can draw The
before settling down in this cave! They clearly raided an Entity into the trapped portion of the mines. When they pass
upscale caravan of some sort. There is a bag of gemstones in through the threshold, The Entity freezes. It takes on the
one of the huts containing (1d4 x APL) gemstones worth 25 appearance of a miner, then of one of the party members,
gold pieces each. then of a goblin, and finally back to a miner. It continues to
With the goblins dead, the mines are finally clear and ready stand motionless just beyond the reach of the trap, simply
to be prepared for The Entity’s arrival. The party will need to staring down the cursed party member with empty eyes. They
make their way back to the entrance to let Viorec and will need to lure it. The simple method is getting close
Percival know that the way is safe. enough for it to lash out at them or even have another party
member try to shove it. They could also use some other
Insufficient Delays explosives to knock it back. Allow the players to get creative
If your party did not take drastic enough actions to here!.
put space between themselves and The Entity, have Once The Entity is within the area of the trap, the party,
it arrive shortly after the goblin encounter! The Viorec, and Percival make some space and detonate the
party will be making their way for the entrance explosives. The rocks around the area continue to quake and
when Viorec and Percival come screaming down tumble once the dust has settled, but it appears to be trapped!
the tunnel in warning. The party will have to be The party will need to continue piling on the rocks during the
careful running past it in the sometimes narrow ritual to ensure The Entity cannot escape for its attempts to
passage to make their way out of the caves where break free are relentless and it is incredibly strong. Feel free
they have more space to flee. to add a few close call moments where a hand breaks
Be sure to only use this option if your party used through the rubble and someone must quickly block it off!
weak tactics to buy themselves time. You don’t Unfortunately, the explosion also causes some sections
want them to feel cheated, but you want to
highlight how relentless The Entity is in its
of rock closer to the entrance of the mines to fall -
approach.
trapping the party inside with The Entity! It will take
many hours to clear the rubble and their effort cannot be
taken away from keeping The Entity trapped to do so.

Setting Up the Trap The Ritual


Viorec works to setup the explosives about 80 feet from the Percival spreads incense and candles throughout the area.
end of a tunnel. This process takes multiple hours, as Viorec He pours oils and perfumes that cause the cave to smell quite
is still learning what he is doing. During this time, The pleasant! The ritual goes on for hours and hours. The party
Entity will arrive! It has the form of a goblin when it will need to sleep in shifts to continue piling on rubble as
shows up, so it may even trick the party as it walks Percivla chants and prays.
toward the cave! The cursed character will need to lead it In the end, Percival will tell the rest of the party and Viorec
around the area as it stalks after them. that they should leave. He expects The Entity to resist and
that this resistance will be violent - potentially even collapsing
the entire area. He refuses to continue until they agree to
Buying Time these terms.
As the cursed character is fleeing, they will need to make a When the party gives in to his request, he completes the
Wisdom (Perception) check with disadvantage. On a result of ritual and you can read the following:
13 or higher, they spot a bear trap that the goblins set out and
forgot about. On a failed save, the trap snaps around their The sound of cracking and fracturing stone fills the air and
foot, dealing 5 (1d10) piercing damage and grappling them dust blinds you as it sweeps down the tunnel. Percival lets out
(escape DC 13). This obviously can present some additional a scream, but of determination - not of pain. A screech echoes
problems as The Entity closes in! Depending on how close it
is, they may be trapped long enough that it can catch up to throughout the area, high pitched and piercing. It is offensive
them! to the ears and the urge to cover them is overwhelming. It
continues for a full five seconds before a bright light pieces
through the dust and nearly blinds you, but it fades quickly
along with both the screams of Percival and of The Entity.

The cursed character notices the feeling of being followed


ceases.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 43/155 43
1/3/2019 The Homebrewery - NaturalCrit

The Final Showdown Experience


Percival emerges from the rubble and dust shortly after the The Experience listed below represents a blend of monster
ritual completes. His eyes remain locked on the party and he encounters, non-combat encounters, and some bonus
does not respond to any of their cries. He is bloodied and experience for finishing the quest. Feel free to adjust these
battered, but his step is steady and firm. That is because this values if you see fit.
is not Percival at all - it is The Entity. APL 1 - 300 XP per player
Fortunately for the party, its immortality has been lifted. APL 2 - 900 XP per player
Unfortunately for them, it still retains its incredible strength APL 3 - 2,000 XP per player
and they are still trapped in the mines. Roll for initiative. APL 4 - 3,200 XP per player
The hit points of The Entity depends your party’s APL.
APL 1 - 25 hit points Loot
APL 2 - 40 hit points The reward your party receives for completion of this
APL 3 - 60 hit points adventure is based upon the party’s APL.
APL 4 - 85 hit points
(100 x APL) gold from Viorec
In addition to The Entity’s normal attacks, it also gains (1d4 x APL) gems from the goblin camp worth 25 gold
an additional trait once it has become vulnerable. At the each
beginning of each of The Entity’s currently marked
target’s turns, that creature must succeed on a DC 13
Wisdom saving throw or become frozen with fear. It can
take no actions and cannot move on this turn.
The Entity hunts its mark, but if anyone is within reach at
the start of its turn it will lash out at them with its powerful
attack. Leading The Entity around the room and peppering it
down with ranged attacks is the suggested strategy and party
members that are bold enough to go into melee with this
abomination may find themselves without a limb.
Recovering Percival
Once The Entity is defeated, the marks on each cursed
individual fades away. Viorec collapses to the ground in relief
and begins sobbing and saying thank you over and over
again. He then demands that they retrieve Percival’s body and
give him a proper burial for the sacrifice he made on this day.
His body is not difficult to find. It is lying beneath a pile of
rubble with a huge slash across his chest - but he has a
peaceful expression on his face. Within his bag is a note that
reads:
Viorec, in case I don’t make it out of this alive, take the
wealth I have and use it to restart your life. I know the
decisions you made were difficult and you should not burden
yourself with guilt of doing what any other man would. I hope
for your sake and for the sake of all of the others this monster
has hurt that the ritual worked.
-Percical
Within the bag is (100 x APL) gold. Viorec offers half of this
to the party as thanks for helping him and to apologize for all
of the grief he put them through. Hopefully it is a small
contribution towards making things right.

44 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 44/155
1/3/2019 The Homebrewery - NaturalCrit

Stat Blocks
Pitiful Goblin Goblin Brute
Small humanoid (goblinoid), neutral evil Small humanoid (goblinoid), neutral evil

Armor Class 13 (leather armor) Armor Class 11


Hit Points 7 (2d6) Hit Points 55 (10d6 + 20)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 10 (+0) 8 (-1) 8 (-1) 8 (-1) 16 (+3) 12 (+1) 14 (+2) 10 (+0) 8 (-1) 8 (-1)

Skills Stealth +4 Skills Athletics +5


Senses darkvision 60ft., passive Perception 9 Senses darkvision 60ft., passive Perception 9
Languages Common, Goblin Languages Common, Goblin
Challenge 1/8 (25 XP) Challenge 2 (450 XP)

Cowardly. Whenever an ally dies within 60 feet of Slamming Charge. If the goblin moves at least 15
the goblin that the goblin can see, it must succeed feet straight toward a creature and then hits it with
on a DC 10 Wisdom saving throw or use its a battleaxe attack on the same turn, that target
reaction to run its movement speed away from the must succeed on a DC 13 Strength saving throw or
creature that dealt the lethal blow. On a result of 5 be knocked prone.
or lower, the goblin passes out from the fear for
1d4 minutes. Relentless Bloodlust. As long as the goblin has 20
hit points or fewer, it makes its first attack on each
Nimble Escape. The goblin can take the Disengage turn with advantage and has resistance to
or Hide action as a bonus action on each of its bludgeoning, piercing, and slashing damage from
turns. nonmagical weapons.

Actions Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, Multiattack. The goblin makes two attacks with its
reach 5 ft. or range 20/60, one target. Hit: 4 (1d4 + battleaxe.
2) piercing damage.
Battleaxe. Melee Weapon Attack: +5 to hit, reach 5
Sling. Ranged Weapon Attack: +4 to hit, range ft., one target. Hit: 7 (1d8 + 3) slashing damage, or
30/120 ft., one target. Hit: 4 (1d4 + 2) 8 (1d10 +3) slashing damage if used with two
bludgeoning damage. hands.
Handaxe. Melee or Ranged Weapon Attack: +5 to
hit, range 20/60 ft., one target. Hit: 7 (1d6 + 3)
slashing damage.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 45/155 45
1/3/2019 The Homebrewery - NaturalCrit

The Entity
Medium shapeshifter, lawful evil

Armor Class 12
Hit Points Varies (See
See module for details)
details
Speed 30 ft.

STR DEX CON INT WIS CHA


22 (+6) 14 (+2) 16 (+3) 18 (+4) 6 (-2) 10 (+0)

Damage Immunities all unless recently affected by a


hallowed spell
Saving Throws Str +11, Con +8
Senses darkvision 60ft., passive Perception 10
Languages ---
Challenge ???

Focused Mind. The Entity is immune to all effects


that would alter its mind or its behavior.
Shifting Form. As a bonus action, The Entity can
alter its form to that of any beast or humanoid it
has seen.
Stalker. The Entity always has a target marked by its
curse. It knows where the target is located as long
as it is on the same plane and targets afflicted by
the curse cannot teleport or leave the plane it is
currently on. The Entity’s only goal is to hunt down
and kill its marked target. In addition, The Entity
does not require food, water, air, or sleep to survive.

Actions
Strike. Melee Weapon Attack: +11 to hit, reach 5 ft.,
one target. Hit: ((1d8 x APL) + 6) bludgeoning
damage and if the target is a creature it must
succeed on a DC 19 Constitution saving throw or
have one of its limbs torn from its body. A creature
that is knocked to 0 hit points as a result of this
attack automatically fails this Constitution saving
throw and immediately fails two death saving
throws.

46 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 46/155
1/3/2019 The Homebrewery - NaturalCrit

The Lighthouse
A One-Shot Horror Adventure for Levels 1-4
---------------------------------------------------------------------------
Adventure Synopsis This adventure uses the Average Party Level (APL) to
scale the difficulty of encounters. This is simply the
On the coastline outside the city of Ravenfall is a lighthouse. average of your players’ total character levels assuming
A lighthouse that has long since been abandoned, for ships no you have 4 party members. If your group is larger than 4,
longer travel near the shores it protects. Still, sailors have increase your APL by 1 for each additional player. If your
claimed to have seen a light far off in the distance when party is smaller than 4, decrease your APL using this
coming into town, as if someone were still up in the tower same rule.
stoking the flames. But surely this is simply a trick of the sea.
A few miles away, the town of Ravenfall has been having its
children go missing. In the past six months, eight children Text that appears in a box like this is meant to be read aloud
have simply vanished from their homes. In a city of less than for the players when their characters first arrive at a location or
a thousand individuals, this has struck fear in the hearts of under a specific circumstance that will be noted.
every citizen. Curfews have been put in place to ensure no
one is out past dark and the number of guards in the town Adventure Introduction (Optional)
has been doubled, but the disappearances persist.
Lydia is the widowed mother of one of the children who This is suggested if you are running a one-shot separate from
went missing. Her daughter Alexandria was the third to an overarching campaign and want to kick things off swiftly.
vanish almost four months ago and Lydia has been working If you are embedding this adventure in an existing campaign,
non-stop to find out what happened to her little girl. She is there may be better ways to throw the party into the action.
convinced the city guard has something to do with the
disappearances and does not trust them to aid in the search. Your adventure begins in the town of Ravenfall. It is a small
Eight children in six months is too many to slip through the town a few miles to the east of the large port city of Heraclast.
cracks, especially with the number of guards abound, so they Ravenfall serves as a hub city of sorts, providing services to
must be conspiring with whomever is abducting the kids.
Lydia has taken matters into her own hands, which have the merchants who wish to travel beyond Heraclast and
become callused and scarred from hours upon hours of venture further inland. There are some high paying jobs
scrambling through the brambles in search of Alex. escorting caravans that depart from Ravenfall and spread to
For the last few weeks, Lydia has been borrowing a nearby towns and villages with exotic wares. This is what
neighbor’s hunting hound and using one of Alex’s dolls in an pulled you to the town.
effort to track her little girl. A few days ago, the hound finally This would ordinarily be a straightforward endeavor, but you
caught her scent . . . just outside of the abandoned lighthouse. found yourselves being heavily questioned and prodded for
The hound led her to a trapdoor on the back side of the
structure that is protected by a thick padlock. Lydia information upon arrival at the edge of town. They asked your
attempted to break the lock, but was unsuccessful. As she business in town, how long you would be staying, asked about
kneeled in front of the trapdoor sobbing, a strange gurgling your weaponry . . . but they eventually let you pass into a city
sound erupted from beyond the door and a sense of dread filled with dread. People looked upon you with deep suspicion
flashed through her. The neighbor’s hound gave a sharp yelp and seemed to be on high alert.
and took off running. The sound of claws scraping against Upon arrival at the center of town, you discovered that the
wood filled the air - a grating, violent sound. And so she fled next set of caravans is set to leave in four days, so you have a
as well. bit of time to kill exploring this quaint little village that clearly
Now Lydia is back in town, looking for a group unaffiliated
with the townguard to escort her back to the trapdoor and has some dark secrets hidden beneath its friendly surface. As
uncover the secrets that lie beneath The Lighthouse. the adventure begins, you are standing in a town square filled
with merchants attempting to sell their goods from across the
Disclaimer seas. Their outfits are bizarre and the items they have for trade

This adventure features some rather brutal and disturbing are even more so. The Sea Breeze tavern sits at the edge of the
imagery and content that may not be appropriate for all play square, but you also heard of another tavern called The Raven's
groups. The party will dive into the lair of a young demon that Nest not far from here.
has been feasting on the children of Ravenfall. Corpses lay
strewn through this place of ritualistic sacrifice. One of these
children is still alive, but partially devoured. The mother of
one of the children accompanies the party and slips into
madness when she discovers her daughter was slowly eaten
alive by an unholy abomination. If these are subjects too
gruesome for your party, consider another adventure instead.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 47/155 47
1/3/2019 The Homebrewery - NaturalCrit

The Lighthouse Crib Sheet


This page can serve as a quick reference to remind you of
major events, NPCs, and locations for this adventure!
Major Events
Party arrives in the town of Ravenfall and visits one of the
local taverns.
Lydia approaches the party and explains the situation
around town.
Asks help to find daughter, Alex, as she does not
trust the town guard.
Party sleeps, then heads to Lighthouse in the morning
Party enters lighthouse and explores
Flame trap on the stairs
Interrupted with the return of Railand
Railand summons demons and attacks the party
Lydia tries to kill Railand after he speaks of Alex's
fate
Party descends into the cellar of the lighthouse
Poison gas trap on the stairs
Room filled with bats and stirges
Descend to room with black pudding in its center
Shrine through door on the left with key to the next
area
Prison cells through door on the right that holds
the poor young Terrance
Descend to bottom floor and its sacrificial altar
Attacked by additional demons
Go through the next door and battle against the
Devorator
Return to town and claim reward with the distressed and
broken Lydia (or dead Lydia)
(This is meant to be a tragic adventure, not a happy
ending)
NPCs
Lydia Harlenn (Quest Giver)
Merrick Harlenn (Lydia's dead husband)
Alexandria Harlenn (Lydia's missing daughter)
Railand (Mad cultist)
Terrance (Brutalized missing child)
Patricia Telleran (Mayor of Ravenfall)
Locations
Ravenfall
Trade hub near the port town of Heraclast
The Sea Breeze and Raven's Nest Taverns

48 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 48/155
1/3/2019 The Homebrewery - NaturalCrit

The Town of Ravenfall Lydia, A Woman Broken


Town Overview Lydia Harlenn
Ravenfall is a town of just over a thousand individuals. It is Lydia is a thirty-one year old human woman with long auburn
close to the sea, but not along the coast. It serves as a hub for hair that is tangled and messy. She has piercing green eyes
trade in the area, with roads leading out from this city to and a kind smile (when she smiles). Her skin is pale and her
many other major cities further inland. People here often face is covered in freckles and - as of late - dirt. She is also
offer escorts for caravans, so while the people of the town quite short, standing just over five feet tall. She is naturally
can fight, a significant amount of them are on the roads for quite beautiful, but since Alex was taken she has stopped
weeks at a time before returning home. The rest of the taking care of herself and much of that beauty has been
people here perform currency exchanges, purchase exotic buried by insomnia, depression, and desperation.
goods and trade them to other merchants, or simply keep the Lydia is a woman on a mission. Her husband, Merrick, died
town afloat. a few years back while off protecting caravans. She was left
Even though the town is quite small and the amount of to raise their daughter, Alexandria, on her own and is
wealth that moves through it is quite high, it is rarely considered to be a wonderful mother, or at least she was until
attacked. The harbor city of Heraclast provides protection for Alex disappeared. She works as a baker in the mornings and
the town against other lords and the Ravenfall itself has an a few evenings a week she helps tending to the horses of the
impressive and extensive town guard. Not everyone trusts merchants. Alexandria is her world, and when she was taken
these guards anymore with all of the disappearing children, in the middle of the night a few months ago, that world was
however. Even hiring over two dozen new guards and shattered. Alex is only six years old.
doubling shifts has not had an impact in the disappearances Since the incident, Lydia turned from a kind, determined,
and the town is on edge. confident woman to hellbent on finding her daughter at all
There are two major taverns in the town - The Sea Breeze costs. She lashes out at others, is paranoid and untrusting of
Tavern and The Raven’s Nest Tavern. The Sea Breeze is near most of the townsfolk, and will do whatever it takes to get
the town square and is often the place that attracts what she needs to further her goals, even if that means
merchants and others that are simply passing through. It has breaking the law - and she has had a few nights spent at the
dozens of taxidermied fish along the walls with a heavy sea jail as a result. She blames herself relentlessly for what
theme and a menu filled with all manner of creature of the happened. Alexandria was taken before the town knew for
sea. The Raven’s Nest is more or the local pub where the sure they had an epidemic on their hands, and Lydia was still
people who are here year round tend to mingle and relax. Its having Alex sleep in her own bedroom.
walls are covered in winners of various drinking contents and
other events that the tavern holds year round. A Plea for Help
First Steps Lydia approaches the party at the tavern, her eyes are
The players will likely start off the adventure asking around bloodshot, her hair a tangled mess, and her clothes dirty and
town. Fill them in on the details of the disappearances and of unwashed. She walks up with determination and confidence,
the curfew that has been put in place. Introduce them to however. "Hello, I don’t have time to waste. Are you
weary and suspicious townsfolk and confused merchants. mercenaries? I need someone to help me find my daughter.”
They could even buy some exotic goods from one of the She pulls a single platinum piece out of her pocket and holds
traders in the town’s center! Feel free to use a random trinket it up. "I can pay. Please, I have to find Alex and everyone else
table to populate the carts of these vendors. in this cursed town has given up on her.”
Have the players turn in for the night at one of Ravenfall’s When the party inquires, she will give them an overview of
taverns. It is here that they meet Lydia. the situation in town if they have not heard it already - the
children disappearing and how her own Alexandria
disappeared four months ago. How the town guard has given
up looking for her and how Lydia does not trust them any
longer. At the end, she tells them of the abandoned lighthouse
and the sounds she heard coming from beyond the trap door
that is locked from the outside. "I am no fighter. I don’t know
what is down there, so I can’t go in alone . . . but I have to find
Alex. Please. The town gave me money when my husband
died and I have a bit of savings I can offer you as well. Forty
gold total.” She wipes tears from her eyes as she places a bag
of coins on the table. "And if we do find whoever is behind
this, the town is offering a reward as well, though I am not
sure the exact amount.”
This may seem like a small amount to some parties, but
this desperate woman’s pleas to find her daughter are the
real motivation here. She stands there before them,
desperate and alone in this world with her daughter lost.
Heroes should be willing to come to come to her aid.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 49/155 49
1/3/2019 The Homebrewery - NaturalCrit

Lydia Harlenn

50 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 50/155
1/3/2019 The Homebrewery - NaturalCrit

To the Lighthouse Within the Lighthouse:


When the party accepts, Lydia is overwhelmed with joy. She First Floor
takes a moment to cry to herself, trying to keep composure in When the party moves to the door of the lighthouse, they find
the middle of the tavern. She pulls up a seat and tells them that it is locked. The wood is old and partially rotted from
what else she knows. She went to the town hall for years of wear and tear with no maintenance ,so it can be
schematics on the lighthouse but was told that the records easily broken or a DC 10 Dexterity (Thieves’ Tools) check can
had been lost in the time since it was decommissioned, but pick the lock.
there should be a copy somewhere in the structure itself. It
might reveal what it down in that cellar if they don’t want to Just beyond the door is a room with a stairwell that spirals
go in blind. She asks the party to meet her in the merchant's around its exterior and up to the next floor of the structure. At
square at first light and they can make for the lighthouse. the center of the room is a table with strange runes carved
into the wood. Nearly the entire table has been engraved - top
Arrival and bottom and all along the legs. It must have taken dozens
Lydia is already there and waiting when the party arrives in of hours to complete it all. They seem to be demonic in
the morning, but she is barely recognizable. She has clearly nature. Along with these symbols is the sketch of a creature’s
bathed since their meeting. Her face is clean of the dirty, her face with far-too-wide eyes and a mouth filled with three rows
red hair is back in a tight braid, and she wears leather armor of thin, razor-sharp teeth. A large, snake-like tongue twists
with two daggers at her waist. She seems to be an entirely
different woman, this one filled with determination. She is from the mouth and extends across the table. This part of the
almost frightening. table has been stained red with blood.
"Good, you are here. We waste no time! Alexandria has
been without her mother for long enough!” She stomps past All of the things they were seeing through the window was an
the party and leads them towards the west gate and out of the illusion.
town. After a few mile hike out of the city, they come upon the On the walls are more carvings, but these ones are mostly
lighthouse. ramblings written in common. “A growing child needs to eat.
So hungry!”, “One day he will grow big and strong! The world
The lighthouse is holding up fairly well given how long it has shall bow before him!”, “We thank him for his gifts and his
been abandoned. The white stone that constructs the building grace. Give until it hurts and thank him for the opportunity!”,
is thick and only a few chunks have fallen from it and lie and a final one that reads “He finds the meat the living is so
scattered in the nearby grass. The paint has long since faded
much more delicious! Take them alive!” Upon reading this,
Lydia goes into a panic. She starts shaking with rage and
and its lack of color gives an ominous contrast with the
tears stream down her face. ”What the hell is this!? Did
beautiful blue ocean waves of the background. There is a solid this thing take my Alex!?”
wooden door facing towards the woods and the cellar door is Success on a DC 12 Intelligence (Investigation) check also
off to the right. The top of the eighty foot tall structure is reveals crumbs on the ground in this room - evidence that
currently dim, though the mirrors used to reflect the burning someone has been here quite recently. A result of 17 or
oil to warn sailors out at sea appear to still be intact. higher also reveals a set of almost invisible bootprint near the
front door, likely belonging to a man of average size.
There is nothing else of note in this room. (Unless your
Lydia tells them that they can go straight for the trapdoor or party asks if there is something especially creepy or
they can search the lighthouse first and see if they can find interesting in here, in which case I encourage you to add it.)
anything inside. Looking in through one of the windows
shows a room that is coated in dust and cobwebs, decaying
furniture, and crumbled stone. The sections below account
for each of these options, though I think the better
progression is to search the lighthouse first so try to
encourage this. If they do NOT go into the lighthouse,
jump to the Into the Cellar section

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 51/155 51
1/3/2019 The Homebrewery - NaturalCrit

Ascending the Lighthouse: Within the black book are the names of all of the people of
the town and their approximate ages, loose physical
The Living Quarters descriptions, and where they live within the city. Lydia and
Once they are done on the main floor, the party can begin to Alexandria are both within the book, but Alex’s name has
ascend the lighthouse, walking up a stone stairwell that hugs been marked off as well as the names of all of the other
the walls of the towering structure. The stairwell is narrow abducted children. When the party examines the map on the
and there is stone on either side, so it can be quite table, show them a picture of the dungeon map (below)
claustrophobic. Interspersed windows help by bleeding light
into the narrow passage, though. After ascending roughly Alluring Texts
thirty feet, the stairwell comes to a closed wooden door.
If you want to add an extra bit of fun and decision
Flame Trap making to the adventure, consider placing a
If the player approaching the door has a passive Perception Haunted Tome somewhere in the room.
Information on this book can be found on page
of 13 or higher, they notice that there are some strange runes 208 of Nerzugal's Dungeon Master Toolkit 2.
on the wall to the left. Otherwise, they can must succeed on a
DC 13 Intelligence (Investigation) check to spot these runes,
but be sure to only ask for this check if the players specifically
requested to lookout for such things. Hidden beneath the thin mattress of the cot is a small box. It
When the door is opened, a blast of flames lashes out at a contains 45 gold and 34 silver. The players can find this with
height of five feet, scorching the face of any medium-sized a success on a DC 15 Intelligence (Investigation) check to
creature. To avoid the trap, the party can crouch down and search the room or if they explicitly ask to search beneath the
open the door or open it from a distance. Dispel magic will cot’s mattress.
also cancel out this trap. Following the stairwell up even further leads to the top of
If the party did not spot the trap and the player opening the the lighthouse which contains a few empty oil flasks, the bowl
door is size Medium, have them make a DC 12 Dexterity that held the oil as it burned, and all of the mirrors that
saving throw to dodge the flames. That creature takes (d6 x reflected the light out for the sailors. A DC 15 Intelligence
APL) fire damage on a failed save, or half as much damage (Investigation) check of these area reveals a name scrawled
on a successful one. Small races avoid the flame. into the side of the oil bowl near its base. It is difficult to read,
but says, “Beware the Devorator - that which hungers
eternal.”
Domino Effect
If the party is crammed in the stairwell, you can
also have some additional “fun”. If the person Railand, The Disciple
dodges the flames successfully and there is
someone right behind them, then dpdging
History, Appearance, and Attitude
character is going to slam into them and possibly Railand is the son of two cultists that each gave their life in
cause them to stumble back down the stairs. Have the name of the demonlord that they served, believing it
each person in order make DC 13 Dexterity saving would bestow upon their son great power. After their death,
throws until someone succeeds. Everyone who Railand was raised by the other cultists and taught their
failed, stumbles down the stairs and takes 1d4 teachings and views of the world. This cult called themselves
bludgeoning damage from the tumble. Feast and Famine, and sought to bring creatures to cleanse
the people of this world of their gluttonous ways. The cult
used to meet beneath the lighthouse, but after the cult was
Beyond the Door discovered, they were driven from the town. Their mission
Stepping past the trapped door, the party enters the living did not cease, however. Railand was only eight years old
quarters of the lighthouse and it is clear that someone has when this exodus occurred.
been staying here as of late. Now, thirty years later, Railand seeks to finish his parents'
work and has summoned forth a type of demon called a
To the right is a freshly made bed with a thick wool blanket
Devorator. It is still in its infancy and doesn’t know how to
control its urges to consume, nor is it capable of defending
and a single pillow. A small black book sits at its center. There
itself against well-armed enemies. This is why Railand keeps
are a few pieces of fruit sitting in a basket atop a cabinet next it locked away beneath the lighthouse - for its on protection.
to this bed. At the center of the room is a round table and four The creature needs to eat to grow, but it seems to only get
chairs evenly spaced around it. Resting on the center of this stronger when it eats humanoids. It would eat adults, but
table is a large sheet of paper that has been nailed down. It these did not seem to have the same effect as when it
contains a drawing of the lighthouse itself and rough map of consumed children, and so Railand has turned to abducting
the chambers that lie beneath it.
them instead, using the powers bestowed to him by his
patron to become invisible and change his face to sneak
through town undetected. He feeds the children to the
Devorator in stages, keeping them alive as long as possible
for this is how the creature prefers its meals. He has
dedicated his life to this cause and will not give up on this
pursuit - his mind is far past the point of saving.

52 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 52/155
1/3/2019 The Homebrewery - NaturalCrit
Railand is a tall, lean man with dark skin and short black hair. Railand will not aid them in the destruction of his precious
He has grey eyes that remain wide-open and frantic. He has pet, but he will tell them information that will help them in
two fingers missing on his left hand and multiple scars up their cause regardless. He will tell them how his child will rip
and down his arms from incidents with the Devorator, some the flesh from their bones and he will devour them piece by
of which are still healing. He has carved runes into his body piece. He will tell them that he has kept it locked away, but it
with a blade that have healed into scars - scars he hides with is strong enough to fend for itself now, at least against
the powers bestowed upon him as a warlock. cowards such as the party!
After the party has interrogated Railand for a bit, he
Railand’s Return will turn to Lydia. ”Oh, I recognize you from town. I
As the party is finishing up their search of the lighthouse, believe I fed your daughter to my child! She survived the
Railand stumbles out of the forest and over to the structure. feast for almost two weeks!” He then bursts into hideous
The only ways out of the lighthouse are back down the stairs laughter. As these words are spoken, Lydia pulls out a
and out the main door or through one of the narrow windows dagger and drives it through Railand’s chest. She stabs
around the exterior. As soon as Railand arrives at the him repeatedly, screaming in a fit of pure rage. By the
building, he will realize the something is wrong (especially if time she stops, she has stabbed him over thirty times and
the party smashed their way in). He will retreat and look up is completely covered in blood. She collapses onto his
the tower for a sign of intruders. body in a fit of tears and screams of agony.
When he spots the players, he will throw up a hand that If the party tries to stop Lydia, she will fight tooth and nail
swiftly begins to glow, summoning a swarm of demons to his to break free and kill Railand as he simply laughs.
side. Have this summoning ritual complete either when the It takes Lydia a minute to regain her composure enough to
first player opens the door leading out of the lighthouse or even speak, but when she is ready, she pulls the blade out of
when Railand is attacked. After one of these events, he will Railand and speaks, ”Let’s go kill the other monster that
turn invisible as the demons arrive and the players will need slaughtered my little girl.”
to roll for initiative. Lydia’s Descent
The types and number of creatures the party faces is based As the rest of this adventure goes on, Lydia slips further and
on their APL. Railand always casts invisibility just before the further into the grasp of madness. Her mind, already in
combat starts and tries to sneak around and stab one of the shambles over the loss of her daughter has unraveled at the
weaker looking party members, gaining advantage on the revelation that Alexandria is not only dead but that she
attack as he is striking from invisibility. Railand uses the stat suffered. She mutters to herself, snaps at the players
block of a cultist, but increase the hit points of Railand by (5 x viciously, and will throw herself into danger with no regard
APL) to ensure he lasts a bit longer as the difficulty goes up. for her own life. It is likely she will not survive the adventure.
Also be sure to ask your players if they want to kill Railand or She has 10 hit points, 12 AC, and makes dagger attacks with
leave him alive for questioning (hopefully they will choose the a +2 to hit for 4 (1d4 + 2) damage.
latter).
APL 1 Into the Cellar
1x Dretch (MM Pg. 57)
1x Cultist (Railand) (MM Pg. 345) The cellar leading into the basement is kept shut by a high-
1x Manes (MM Pg. 60) quality padlock. The players can listen for sounds on the
APL 2 other side, but there is nothing to be heard at the moment.
3x Dretch The door itself is wooden, but is reinforced with metal on the
1x Cultist (Railand) other side. To open this door, they will need to use the
2x Manes complex silver key that Railand carries, succeed on a DC 17
APL 3 - Dexterity (Thieves’ Tools) check, or spend about ten minutes
1x Imp (MM Pg. 76) hacking through the door with a slashing weapon. If they go
4x Dretch with the option to cut their way through and the weapon used
1x Cultist (Railand) is not magical, it will be worn down from the act of cutting
APL 4 through the reinforcement metal. The weapon receives a -1
2x Imp penalty to attack and damage rolls until repaired.
2x Dretch When the door is opened, they find a steep stairwell that
1x Cultist (Railand) descends 20 feet into utter darkness. The smell of rotting
flesh immediately wafts up into the air. Everyone needs to
Interrogating Railand succeed on a DC 5 Constitution saving throw or vomit
The party can first loot the body of Railand. He has a bit of from the overwhelmingly odor. About halfway down the
food with him - breads and meats. Hanging from his belt is a stairs is a small toy boat that belonged to one of the other
dead squirrel and a keyring with two keys on it. The first is a kidnapped children.
simple brass key and the second is a complex silver key with There is a sign hanging halfway down the stairwell that
jagged teeth at the end. The lighthouse is opened with the reads,: “Only the worthy may proceed”.
brass key and the cellar is opened by the silver key. He also
has a coin pouch containing (8 x APL) gold pieces.
This section assumes the party captured Railand after
the combat. If not, skip to the Into the Cellar section.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 53/155 53
1/3/2019 The Homebrewery - NaturalCrit

54 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 54/155
1/3/2019 The Homebrewery - NaturalCrit

Poison Gas Trap The Second Floor


At the bottom of the stairwell is a pressure plate. A creature As the party comes down the stairs, it opens up into a room
with a passive perception of 15 or higher notices this before the same size as the one above, but the ceiling is only about
stepping on it, otherwise their foot comes down and triggers ten feet tall in here. Once again, it is pitch black so the party
the trap. A blast of poison gas floods into the stairwell. Each will need torches to light the way. The room in front of them
creature on the stairs needs to make a DC 13 Constitution is known as The Room of Cleansing.
saving throw, taking 1d10 poison damage on a failed save, or
half as much damage on a successful one. Parties with
players level 3 or higher take 2d10 poison damage instead. The Room of Cleansing
As you reach the bottom of the stairs, you see a room the
The Ritual Chamber same size as the one above. In the middle of this room is a
Once past the trap, the passage opens up into a large square fifteen foot wide, fifteen foot long pool filled with a strange
room. It is thirty-five feet wide, thirty-five feet long, and fifteen black liquid that bubbles softly. At the center of both the left
feet high with a few crumbling pillars throughout the area. At and right walls are wooden doors. On the far side of the room
the center of the room is a massive summoning circle painted is a thick metal door with intricate runes carved into it that
onto the stone, though the paint has faded significantly. There pulse with a dull red light on occasion. Unlike the previous
are empty sconces attached to the pillars and dozens of room, this one seems spotlessly clean.
candle holders spaced around the summoning circle. Roots
hang down from the ceiling where plants have burrowed The door on the right leads to The Prison and the door on
through the stone and into the chamber. Red eyes stare down the left leads to The Shrine. The metal door on the far side
from among them. There are the corpses of small critters
of the room is locked and can only be opened with a key
currently located in The Shrine room. That door leads down
scattered about the room - most skeletal, but there is also a
to The Third Floor. The wooden doors that lead to the side
squirrel that is flat and seems to have been drained of its areas are both unlocked.
innards. This area is immaculately clean compared to the other
room due to the oozes that roam the area. The remnant
Hungry Beasts bones that the demon does not consume are dropped into the
The ceiling of the room is shrouded in darkness. It is a tall pool so they can be dissolved and disposed of easily.
ceiling and the twisting roots provide additional cover. There As the party explores the room, a black pudding will drop
are creatures lurking up there, creatures that are used to on them from the ceiling and combat will begin. If there are
receiving a snack from Railand when he enters. There are two oozes in the fight, one will crawl out of the pool of liquid
stirges and bats looming up above, the number of each on the first round of combat. This combat is not meant to be
depends on your party’s APL (see below). If the party gifts particularly difficult, but it will wear down the party’s
them the squirrel, they quickly dive upon it and leave the party equipment which is a major detriment going forward in the
alone. Otherwise, they strike and you will need to roll ofr dungeon!
initiative! The number and types of oozes the party fights depends on
The number and types of creatures the party fights the party’s APL.
depends on the party’s APL. APL 1
APL 1 1x Lesser Black Pudding (End of Module)
3x Stirge (MM Pg. 284) APL 2
3x Bat (MM Pg. 318) 1x Lesser Black Pudding
APL 2 1x Gray Ooze (MM Pg. 243)
2x Swarm of Bats (MM Pg. 337) APL 3
4x Stirge 2x Lesser Black Pudding
APL 3 APL 4
4x Swarm of Bats 1x Black Pudding (MM Pg. 241)
4x Stirge The Prison
APL 4
4x Giant Bat (MM Pg. 323)
2x Swarm of Bats As the door opens, you hear a cry of surprise and a whimper.
4x Stirge There are three prison cells in this room, each only about eight
feet long and five feet wide. Two of the cells are empty, but in
There is a door on the far side of the room that opens up to the third is a little boy curling up in a ball and crying. He is
another stairwell that continues to descend further down. It trying to cover his face and defend himself, but he has only
curves back around the same way and takes the party down
to another room. If the party did not skip the fight above by one arm. Looking a bit closer, you also notice that both of his
using the squirrel, they can also skip the fight by getting legs are cut off at the knee. You are struck by the smell of
everyone through this door and quickly slamming it shut, human waste and mold.
though the bats and stirges will pursue if possible!

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 55/155 55
1/3/2019 The Homebrewery - NaturalCrit
When Lydia peeks into the room she cries out, “Terrance!” as Demon’s Curse
she recognized the little boy. He was taken ten days ago. His Assuming the players enter this room to explore (they could
mother is Maya and his father is Torin - lovely people that always just swipe the key with a mage hand and call it a day),
Lydia has known for years. when the last person tries to leave, the door slams shut in
"No, please, no more. It hurts!” the boy whimpers and front of them and all of the lights in the room go dark. After a
refuses to look up as he huddles in the corner and sobs. few moments, a red light starts to shine from within the
The brass key from Railand’s key ring opens these cells. center of the strange shrine with no discernable source. The
The party does what they can to soothe little Terrance but he word "Tribute" snaps into the trapped creature’s mind
is in a state of shock. The left arm is completely gone, his painfully and their vision goes black for a moment.
ragged shirt tied off at the shoulder. His legs are both cut off This happens every ten seconds until the creature within
near the knee, though the right leg is missing a bit more makes a blood sacrifice to the shrine. If thirty seconds goes
flesh. Once the party has calmed him a bit, he will talk to by and they have still not made their tribute, the visions get
them. He tells them how the bad man takes him downstairs more painful and start to deal 1d4 psychic damage. When
and lets the monster eat parts of him. How it hurts so bad this damage occurs, they have quick visions of the shrine with
and how he misses his parents. blood smeared upon it to clue them in to what they must do.
Lydia vomits in the corner. Even if they do not have a weapon, they can prick their finger
Terrance will live. It seems Railand has done an expert job on the edge of the shrine and the metal will drink it in. When
cleaning and treating his wounds to ensure he did not pass the creature pays the tribute, it takes 1 piercing damage that
away prematurely. He of course cannot walk, so one of the cannot be prevented. As soon as the tribute is paid, the door
party members will need to carry him. He describes the swings open and that creature has the benefits of the bless
monster to them the best he can. (Use the picture of the spell for the next hour.
monster below as reference)
"It is a little monster, only a little bit bigger than me. He During this time, the players on the outside can hear harsh,
has really sharp claws. His mouth is big and filled with dissonant whispers and strange drums coming from beyond
lots of teeth.” He starts to cry as he continues. “And his the door. The door seems sealed shut, however. If a player
eyes are mean, they are scary. He . . . he bit off parts of me strikes the door with a weapon, they take 1d4 psychic
and the bad man fixed it. damage afterwards. If the players do manage to break down
Terrance doesn’t know much else about the place. There is the door through the pain and warnings, the shrine will
a weird room down below with a table covered in candles - immediately go dim and the psychic assault ends.
like something you would see at a temple. The other room If the players skip this room or resist the tribute, the
has the monster. There are lots of bones in the room. When combat at The Sacrificial Altar is skipped!
the bad man leaves, he keeps the creature locked up, but
other times it walks around. Sometimes it would come into
the prison - watching him and licking the bars. The Third Floor
Once the players have retrieved the gold key, they can open
The Shrine the metal door on the far side of The Room of Cleansing
and make their way down to the bottom level of the
You open this door to a smaller room, about twelve feet long lighthouse’s cultist hideout. The stairwell spirals down once
and twelve feet wide. On the far side of the room is a again before opening up to a room whose floor is coated in
mysterious work of art - twisted metal welded and mashed bloodstains.
together to form a jagged display of barbed limbs. The entire
sculpture has a humanoid shape to it, but all of its features are The Sacrificial Altar
distorted and wicked. Each piece of metal ends in a brutal
At the center of this room is a stone slab propped up on a
barbed tip that could easily piece flesh. On the floor in front of
base. On each end corner of this slab are leather restraints and
this sculpture is a large red pillow that has been worn from
another large belt lays across its center. The stone is stained
extensive use. A small gold key sits in the center of it. To the
deep crimson, spilling down the side of the slab and onto the
left of the pillow is an ornate dagger and on the right is a
floor. Beyond this stonework is a single metal door that is
tattered and worn piece of rolled parchment.
covered in deep claw marks criss-crossing up its entirety. The
room itself is quite large, and along the left and right walls are
This is a shrine to the demons that the cult worshipped in its
prime. The parchment contains a basic prayer written in alcoves in the stone walls, some of them shallow but others
abyssal and the ornate dagger is inlaid with a few small disappearing completely to darkness as they stretch into the
rubies. The dagger is not intended for combat, but it ground beyond.
functions just fine. It can be sold for 25 gold pieces to the
right merchant. The key allows the party to access the third
floor of this dungeon.

56 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 56/155
1/3/2019 The Homebrewery - NaturalCrit

The Devorator

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 57/155 57
1/3/2019 The Homebrewery - NaturalCrit
This is the Sacrificial Altar, where the cult used to give their Stop, Lydia!
own lives or forcibly take the lives of others to call fiends into If the party attempts to stop Lydia, someone will need to
this world. Calling to these foul entities’ bloodlust and attempt to grapple her! She will try to evade using a Dexterity
drawing them into this world. Some of these demons still (Acrobatics) bonus of +2. On a failed grapple, she charges
return to this area on occasion, lurking in the shadows. They into the room and is attacked. Otherwise, they hold her in
don’t attack Railand, for he is a loyal follower and brings them place, but she continues to scream in rage. She pulls out her
food from the surface. He even occasionally lets them go out dagger and attempts to stab the person holding her to force
and hunt . . . but the party is something new to these fiends. them to let her go. She makes her attacks with a +2 bonus to
These demons are only present at the moment if hit and deals 4 (1d4 + 2) piercing damage. The party will have
someone made the tribute to the shrine on the floor to work together to keep her restrained. As they do, the
above. As soon as the party makes a hostile action, or devorator peaks around the side of the door, readying a strike
progresses too deeply into the room, the fiends attack from while they are distracted. The devorator gains a surprise
the alcoves along the edge of the room! Roll for initiative. round of combat if no one is paying attention.
The number and types of creatures the party fights
depends on the party’s APL. The Devorator
APL 1 This creature is horrifying in appearance. The most
1x Dretch (MM Pg. 57) prominent feature are its perfectly round eyes that are so
3x Manes (MM Pg. 60) large that are bursting out of its head. This is contrasted by
APL 2 tiny pupils that dart around the room, surveying the area. It
3x Dretch has a too-large mouth filled with multiple rows of jagged,
3x Manes razor teeth with a long, pointed tongue hanging out. Its face
APL 3 is twisted into a wicked grin. There are dried blood splatters
1x Quasit (MM Pg. 63) and chunks of meat plastered on its face. Two horns extend
6x Manes from the top of its bald head. The rest of its body is humanoid
APL 4 in shape - a slender build with hands and feet both end in
2x Quasit vicious claws. Its size is barely larger than that of a child.
6x Manes The party will need to kill this monstrosity, but it will not go
If you own Mordenkainen’s Tome of Foes, use some down without a fight! Lydia will attempt to kill the devorator
Wretched (Pg. 233) in this combat in place of some of the alongside the party if she is still alive. If she takes even a
other creatures! single hit from the creature, she is knocked unconscious and
Once all of the creatures are defeated, the players can use the party will need to stabilize and heal her if they want her to
the same golden key they found in the shrine above to unlock survive.
the door on the far side of the room. They can hear the The stat blocks for the Devorator can be found at the end
sounds of scratching claws and hissing from the other side - of the module. The strength and abilities of the devorator
awful sounds. Beyond it is the final room, the room that holds depends on your party’s APL.
the devorator - The Devorator's Chamber. APL 1
CR 1 Devorator
The Devorator's Chamber No Legendary Actions
APL 2
Pushing open the door, a rectangular room is revealed,
CR 1 Devorator + 15 hit points
illuminated faintly by two lanterns that hang along the walls. 1 Legendary Action
There are bones scattered about the area, some still with bits APL 3
of flesh attached. The smell of death wafts out in full force - CR 3 Devorator
vile and powerful. There are also a few children’s toys lying on 1 Legendary Action
the floor in here - a carved wooden horse, a toy sword, and a APL 4
doll with a dirty green dress on. When Lydia sees this doll, she
CR 3 Devorator + 20 hit points
shrieks “Alex!” and attempts to charge into the room!
2 Legendary Actions

Let Lydia Go
If no one stops Lydia, she runs through the doorway and is
immediately pounced by the devorator. It bites a huge chunk
of flesh out of her neck, drool flying into the air as it hungrily
takes hold of her. This attack kills Lydia, but gives the party a
moment of opportunity as the creature is distracted. Roll for
initiative.

58 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 58/155
1/3/2019 The Homebrewery - NaturalCrit

Aftermath Experience
With the devorator defeated and Railand dead or captured, The Experience listed below represents a blend of monster
the party has saved the town of Ravenfall from the evil that encounters, non-combat encounters, and some bonus
has been plaguing them for months. If Lydia still lives, she experience for finishing the quest. Feel free to adjust these
runs over to the doll and hugs it to get chest, rocking back values if you see fit.
and forth. Her mind is all but lost as she babbles and cries. APL 1 - 300 XP per player
The townsfolk will do their best to take care of the poor APL 2 - 900 XP per player
widow, but nothing is the same after the revelations at the APL 3 - 2,000 XP per player
lighthouse. APL 4 - 3,200 XP per player
They can take Lydia and Terrance back to the town, the
little boy falling asleep for most of the trip back. The guards Loot
will see the party and immediately question why they are
covered in blood and ooze. It is up to the party how much The reward your party receives for completion of this
they wish to disclose about what happened down below, but adventure is based upon the party’s APL.
little Terrance will tell the townsfolk that a monster was Potential Loot - Ritual dagger worth 25 gold, Railand's 45
eating him. The general attitude of the town was already gold and 34 silver stash, (8 x APL) gold in Railand's
dreadful, but with news that the missing children were being pouch.
fed to a demon plummets morale even further. APL 1 - A +1 magical weapon, 40 gold
Lydia continues to simply ramble incoherently and APL 2 - A +1 magical weapon, 140 gold
stumbles about with no real signs of sanity beyond her wide APL 3 - A +1 magical weapon, 240 gold
eyes. She refuses to let go of Alex’s doll and speaks to it as if APL 4 - A +1 magical weapon, 340 gold
it were her daughter. She will need a great deal of time before
she can function on her own again. The townsfolk agree to
take shifts letting her stay with them and will see to it that
she returns to health - or they will continue to watch her for
as long as it takes.
The people of Ravenfall are thankful, but still in a state of
shock and disgust. The guards blame themselves for not
inspecting the lighthouse further. They investigated but were
tricked by the illusion that Railand had in place making it
seem abandoned and decrepit within. If Railand was kept
alive by the party, there is a public execution in the town
square the next day.
A Meeting with the Mayor
The mayor of the town, a woman named Patricia Telleran, is
the only one who seems to have enough composure to
property thank the party. She tracks them down wherever
they may be and lets them know just how much what they did
matters to this little trade town, that without them more
children would have been taken. The town is in a state of
gloom, but they will recover and the party will be
remembered for their wonderful deeds. She offers the party a
+1 weapon from the city’s military reserve as payment. (Make
sure to choose a type of weapon used by a member of the
party.)
If your party is above level 1, Patricia also offers a reward
in the form of currency. A reward that has been offered for a
while now for information to help bring down the kidnapper.
The amount given is equal to (100 x APL).

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 59/155 59
1/3/2019 The Homebrewery - NaturalCrit

Creatures

Lesser Black Pudding


Medium ooze, unaligned

Armor Class 7
Hit Points 26 (4d8 + 8)
Speed 15 ft., climb 15 ft.

STR DEX CON INT WIS CHA


14 (+2) 4 (-3) 14 (+2) 1 (-5) 6 (-2) 1 (-5)

Damage Resistances acid, cold, lightning, slashing


Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, prone
Senses passive Perception 8
Languages ---
Challenge 1 (200 XP)

Amorphous. The pudding can move through a


space as narrow as 1 inch wide without squeezing.
Corrosive Form. A creature that touches the
pudding or hits it with a melee attack while within
5 feet of it takes 2 (1d4) 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 to damage rolls. If its penalty drops to -5,
the weapon is destroyed. Nonmagical ammunition
made of metal or wood that hits the pudding is
destroyed after dealing damage. The pudding can
eat through 1-inch-thick, nonmagical wood or
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: +4 to hit, reach
5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning
damage plus 3 (1d6) acid damage. In addition,
nonmagical armor worn by the target is party
dissolved and takes a permanent and cumulative -1
penalty to the AC that it offers. The armor is
destroyed if the penalty reduces its AC to 10.

Reactions
Split. If a pudding has not split and 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 size
Small.

60 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 60/155
1/3/2019 The Homebrewery - NaturalCrit

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


target. Hit: 5 (1d6 + 2) slashing damage plus 2 (1d4)
Medium fiend (demon), chaotic evil
necrotic damage.
Armor Class 12 Consume Flesh. Melee Weapon Attack: +4 to hit, reach
Hit Points 22 (4d8 + 4) 5 ft., one target currently grappled in the devorator’s
Speed 30 ft. jaws. Hit: 4 (1d8) piercing damage plus 4 (1d8)
necrotic damage damage and the devorator regains hit
points equal to the necrotic damage dealt. The
STR DEX CON INT WIS CHA devorator ends its grapple after this attack.
12 (+1) 15 (+2) 13 (+1) 13 (+1) 10 (+0) 8 (-1)
Legendary Actions
Damage Resistances cold, fire, lightning; bludgeoning, The devorator can take a set number of legendary
piercing, and slashing from nonmagical weapons actions per turn (set depending on your party’s APL),
Damage Immunities poison choosing from the options below. Only one legendary
Condition Immunities poisoned action can be used at a time and only at the end of
Senses passive Perception 10 another creature’s turn. The devorator regains spent
Languages Abyssal legendary actions at the start of its turn.
Challenge 1 (200 XP)
Rip and Tear. The devorator makes an attack with its
Magic Resistance. The devorator has advantage on claws.
saving throws against spells and other magical effects. Vicious Snarl. The devorator performs a vicious display
of its teeth and lets out a guttural snarl towards a
Actions creature within 20 feet that it can see. That creature
must succeed on a DC 12 Wisdom saving throw or
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one becomes frightened of the devorator for one minute. A
target. Hit: 5 (1d6 + 2) piercing damage, and if the frightened creature can repeat this saving throw at the
target is a creature of size Medium or smaller, it is end of each of its turn, ending the effect on a success.
grappled (escape DC 12). The devorator can only be
grappling one creature at a time in its jaws. The devorator can only use this ability if it does not
have a creature grappled in its jaws.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 61/155 61
1/3/2019 The Homebrewery - NaturalCrit

Devorator Actions
Medium fiend (demon), chaotic evil Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage, and if the
Armor Class 13 target is a creature of size Medium or smaller, it is
Hit Points 52 (8d8 + 16) grappled (escape DC 13). The devorator can only be
Speed 30 ft. grappling one creature at a time in its jaws.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
STR DEX CON INT WIS CHA target. Hit: 6 (1d6 + 3) slashing damage plus 5 (2d4)
15 (+2) 16 (+3) 14 (+2) 13 (+1) 10 (+0) 8 (-1) necrotic damage.
Consume Flesh. Melee Weapon Attack: +5 to hit, reach
Saving Throws Dex + 5, Con + 4, Wis + 2 5 ft., one target currently grappled in the devorator’s
Damage Resistances cold, fire, lightning; bludgeoning, jaws. Hit: 9 (2d8) piercing damage plus 9 (2d8)
piercing, and slashing from nonmagical weapons necrotic damage damage and the devorator regains hit
Damage Immunities poison points equal to the necrotic damage dealt. The
Condition Immunities poisoned devorator ends its grapple after this attack.
Senses passive Perception 10
Languages Abyssal Legendary Actions
Challenge 3 (700 XP)
The devorator can take a set number of legendary
actions per turn (set depending on your party’s APL),
Insatiable Hunger. The devorator has advantage on choosing from the options below. Only one legendary
attack rolls while it has a creature grappled in its jaws. action can be used at a time and only at the end of
Magic Resistance. The devorator has advantage on another creature’s turn. The devorator regains spent
saving throws against spells and other magical effects. legendary actions at the start of its turn.
Rip and Tear. The devorator makes an attack with its
claws.
Vicious Snarl. The devorator performs a vicious display
of its teeth and lets out a guttural snarl towards a
creature within 20 feet that it can see. That creature
must succeed on a DC 13 Wisdom saving throw or
becomes frightened of the devorator for one minute. A
frightened creature can repeat this saving throw at the
end of each of its turn, ending the effect on a success.
The devorator can only use this ability if it does not
have a creature grappled in its jaws.

62 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 62/155
1/3/2019 The Homebrewery - NaturalCrit

The Bog of the Hag


A One-Shot Horror Adventure for Levels 3-5
---------------------------------------------------------------------------
Adventure Introduction (Optional)
Adventure Synopsis This is suggested if you are running a one-shot separate from
Step into the nightmarish bog where there are only two an overarching campaign and want to kick things off swiftly.
options: fight for your freedom . . . or be doomed to wander If you are embedding this adventure in an existing campaign,
endlessly through these dreadful wastes until your death. The there may be better ways to throw the party into the action.
hag that resides in this bog still mourns the loss of her
husband, who was left for dead with his jaw hanging by a Your adventuring party caught news of some vicious bandits
single strand of meat. Despite her best efforts, he perished, attacking a small town to the east. Looking at your map, you
and the once pleasant and timid wife turned to darkness to
trap all of those around her in the same inescapable sorrow realize you can cut out nearly a full day from the journey if you
that she now feels. Her life is now without light and without pass through a nearby forest instead of following the road that
hope. Even her name has been lost to time. Now she is winds far out of the way before curving back. As you approach
simply referred to as The Hag. the edge of the forest, there is a single rotting sign that warns
Your players will need to fight through the creatures that of danger beyond and an old wooden fence that has fallen
have survived trapped in this bog for years without hope of apart completely. Being powerful adventurers, you feel
escape, endure terrors of the night, events that are confident enough ignoring the sign - and if there is danger,
impossible under normal circumstances, and perhaps even then it will merely allow you to prove your heroism even
climb down into their own grave. The hag wants everyone
who enters her domain to suffer the way her beloved did. Do further! Shortly into your travels, you notice the forest
your players have what it takes to defeat the vengeful hag and transforms into a bog - the trees coated in blight and dark,
break free from this putrid prison? shallow water weaving through the area. This is unexpected
terrain, but you press on regardless.
This adventure uses the Average Party Level (APL) to
scale the difficulty of encounters. This is simply the The Setting
average of your player’s total character levels assuming
you have 4 party members. If your group is larger than 4, This adventure takes place in a massive bog that appears in
increase your APL by 1 for each additional player. If your the middle of an ordinary forest - completely out of place for
party is smaller than 4, decrease your APL using this this part of the world. If party were to travel around the bog
same rule. they would find it is fifteen miles across . . . but once they step
This module contains custom monsters which are within, it continues on forever. The trees within this bog are
included in Nerzugal's Extended Bestiary. These covered in moss and slime and their leaves are all dead. Their
monsters will be denoted (NEB1) and can be found in bark is blackened, but the trees still seem to be alive once the
Nerzugal’s Game Master Toolkit on which you can get on blight is cut away. All through this area the ground is soft and
DriveThruRPG for free. These are only in optional squishes underfoot (It is considered difficult terrain unless on
portions of the adventure so it is not a requirement to run a Haven). Strange, dark salamanders crawl along the trees.
it. Deformed toads sit in the waters, their warts twice the size of
a normal toad and warts ready to pop with disgusting pus at
Text that appears in a box like this is meant to be read aloud any moment. There is a rancid smell in the air of rot and
(or paraphrased) for the players when their characters first mold.
arrive at a location or under a specific circumstance that will
In the bog, there are some small patches of high ground
that provide shelter from the putrid filth of the low-ground,
be noted.
but these areas are far and few between. The trees on these
elevated areas are still green and beautiful. These are literally
a breath of fresh air whenever they can be found. The
creatures that live in this area have a name for these
highgrounds - Havens. They provide a place for ythe party to
sleep in relative peace.
The bog is a twisting chaos of madness and filth. Once the
edge of the bog is out of sight, the party is trapped until they
kill the hag or are killed themselves. They can walk straight
for an entire day and end up at the exact same spot from
which they departed that morning. The terrain is as alive as
the creatures that are trapped within it.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 63/155 63
1/3/2019 The Homebrewery - NaturalCrit

Bog of the Hag Crib Sheet


This page can serve as a quick reference to remind you of the
events that occur in the bog. This adventure is meant to be
terrifying, so be sure to use gruesome descriptions and
consider the use of music or even lighting to help enhance
the atmosphere.
Major Events
Day 1
Bullywug ambush (optional)
Giant crocodile attack (optional)
Finding Kuurg, the stranded oni
Night 1
The devious wisp and intellect devourer cave
Sleep paralysis
Day 2
The roaming ettin (optional)
Black pudding pond (optional)
The graveyard
Night 2
Party stalked by voices and the hanging
This portion requires a bit of planning ahead,
so be sure to read for additional details
Day 3
The cabin in the woods
Through the corn field
Into the house
Skeletal defenses
Against the hag
Important NPCs
Kuurg (The stranded oni)

64 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 64/155
1/3/2019 The Homebrewery - NaturalCrit

Day One Encounters Kuurg, The Stranded Oni


Each day there are a few optional encounters that your [Required]
players can stumble across. Choose as few or as many as As it is starting to get dark, the party spots a large uprooted
you’d like from those listed below. It is quite possible to tree lying on its side. It must be at least fifteen feet across at
stretch this adventure into multiple sessions if you present the base and strange carvings coat its outside. At the base of
your players with all of the possible options. Certain the tree, through all of the tangles of roots, is an opening and
encounters are critical to the progression of the adventure, dim lights emanate from within. If the party approaches, they
however. These are marked accordingly, so make sure you do will see a heavily-muscled, blue-skinned humanoid creature.
not skip these ones! It has razor-sharp claws and stands ten feet tall. White hair
tumbles down over its shoulders and its equally white eyes
Bullywug Ambush make it seem blind. The creature is sitting at an oversized
table eating a roasted crocodile. This is an oni named Kuurg.
The party spots a small frog creature looking at them from (MM Pg. 239)
behind a tree, but he swiftly runs away after being noticed.
The group sees that he has a crown on his head made of The party can engage this creature and he will tell them of
twigs and bright berries. If the party chases him, they will fall their doomed fate, that they have entered the Bog of the
into an ambush of other bullywugs. Hag. Once the forest is out of sight, it is lost to you forever.
The types and number of bullywugs the party faces He tells them that they might as well get comfortable.
depends on your party’s APL. See the beginning of the He has been here for forty years and was once a highly
module for information on determining your party's APL. aggressive creature, but has learned a life of serenity in
his time of solidarity. “My brotherm Kruug, attempted to
APL 3 slay her when we first became trapped here. When he did
1x Tortoise (NEB1) not return, I went to seek him out. His body was laying out
1x Bullywug Tortoise Knight (NEB1) in front of her cabin with his jaw snapped and hanging
4x Bullywug (MM Pg. 35) against his chest.”
APL 4 Still, Kuurg has a short temper and will attack if
1x Tortoise pressed too far or if the party attempts to steal from
1x Bullywug Tortoise Knight his home.
6x Bullywug He also knows of the hag’s origins, or at least the rumors.
APL 5 He will tell them the story of her husband’s death and why
2x Tortoise they are trapped here. He will tell them of the bog’s
2x Bullywug Tortoise Knight shifting nature and that they cannot escape no matter how
4x Bullywug far they walk or even fly.
1x Bullywug Brute (NEB1) If the party asks how to find the Hag, he will tell them that
(Feel free to expand this into an entire encampment should you do not find her, she finds you. When you see skulls
you choose to make the adventure longer.) start to appear, then you know you are nearing her
domain.
Kuurg will allow the party to sleep out in front of his
Giant Crocodile home. It has huge wood planks scattered around, so the
At some point during travel, have the group roll a DC (10 + ground is not quite as squishy. He will require payment,
APL) Wisdom (Perception) check. If the party succeeds, they however. He will ask for clothing or blankets, as such
spot a Giant Crocodile (MM Pg. 324) sunk down in the mud commodities are hard to come by here and gold is useless
with only dark amber eyes peeking out. If they fail, the to him.
crocodile will attack the player at the front of the group. If Within his home there is a chest in the corner. It contains
your party is APL 3, consider lowering the maximum hit six Onyx Gemstones (50gp each) and a Painted Gold War
points of this creature as it can be quite deadly for those Mask (500g). If he catches anyone touching his
unprepared. possessions he will attack, leading with a Cone of Cold.
The hide of such a creature is worth roughly 50 gold
should they choose to take two hours to remove it.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 65/155 65
1/3/2019 The Homebrewery - NaturalCrit
When the party returns to Kuurg’s after dealing with the wisp
Night One Encounters or simply later in the night if they did not travel to the cave,
The first night the party sleeps in the bog, whoever is on the party has their first encounter with the hag. You need to
watch will spot a glowing ball of light off in the distance. It replace bits of the text below with player's names, but keep
will blink on occasion and bounces back and forth. If they true to the general descriptions.
wake the party to investigate, it will disappear and reappear
about thirty feet further away but giving off a different color. It If the party has a member on watch, they feel their entire body
will cycle through Yellow, Red, and Blue. This is a Will-o’- start to tense up and within moments they are completely
Wisp. (MM Pg. 301) paralyzed. They can move their eyes but they can’t move their
body or even call out for help, though their whimpers likely
It will simply whisper one word: “Follow” and grow
frustrated if the players do not listen, zapping them if wake their sleeping allies. Unfortunately, every member of the
necessary. party has been afflicted by this same paralysis and are unable
If the players follow this ball of light, it will begin to lead to move. No matter how hard they struggle, they find
them through the bog. After roughly ten minutes of themselves completely helpless.
following the light, a cave will appear in the distance. If The character on guard is the first to notice a shadowy
the party move towards to the entrance to investigate, they figure at the edge of the woods. It slowly approaches,
see thick mud in the entrance and then darkness. The snapping twigs loudly underfoot as it shambles closer and
wisp will try to coax them inside. “Follow!” closer. Eventually, the shrouded entity enters the light of the
Devious Ball of Light camp and the hag is revealed. She is a decrepit old woman
with green tinted skin, jagged rotting teeth, and tangled white
Once the whole party is inside, or as many as are going to
follow are inside, Mud Mephits pop up from the floor of the hair. Her eyes are a piercing pure white that give a slight glow.
cave and attack. She wears a necklace of jawbones and her clothes are
Roll for initiative. shredded and caked with mud. Each of her fingers and toes
The types and number of creatures the party faces depends end in savage claws. See the image on the next page for a visual.
on your party’s APL. See the beginning of the module for She walks up to the character that was on watch. The other
information on determining your party's APL. members of the party can’t move their heads, but they might
APL 3 be able to catch glimpses of the hag out of the corners of
1x Intellect Devourer (MM Pg. 191) their eyes. This should add to the terror. The hag kneels down
3x Mud Mephit (MM Pg. 216) and smiles with a set of rotted yellow teeth. She tenderly
APL 4 places a hand under that character’s jaw and pulls them a bit
1x Intellect Devourer closer. The smell of her breath is rancid but they cannot move
5x Mud Mephit away. She smells them for a moment, then licks the side of
APL 5
1x Intellect Devourer their face and smiles again.
8x Mud Mephit
On the second round of combat, an Intellect Devourer will
run around the corner and join the fray. The wisp will simply
watch with amusement, but as soon as any player goes down
it will move over and use its Consume Life ability on them. If
the players kill all of the other creatures, the wisp will simply
retreat unless the players attack it.
Unexpected Allies

This may seem like a very strange group of


creatures to be working together . . . or to even find
together, but keep in mind this bog is a strange
place. Things that don't make sense are a regular
occurrence and odd creatures banding together is
quite tame when it comes to the hag's domain.

They players find two dead Bullywugs in the back of the cave
should they go exploring. One of them has a bag with 10 gold
coins in it while the other has a pair of finely carved bone
dice in his pouch (25gp). Both of their brains have been
removed.
Sleep Paralysis [Required]

66 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 66/155
1/3/2019 The Homebrewery - NaturalCrit

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 67/155 67
1/3/2019 The Homebrewery - NaturalCrit

A Souvenir Black Pudding Pond


She then turns from that character and grabs a roll of leather at As the party continues to work their way through the bog in
her side, unfurls it on the forest floor. Inside is a collection of search of cabins or skulls, they stumble upon a particularly
knives of various lengths that are all carved from bones. There dark pool of water. It appears to be tar-like in nature, but in
is also a few sewing needles and a small hatchet with the reality this is a Black Pudding (MM Pg. 240). It will not
tools. She observes them in quiet reflection, running her hands
interact with anything until a player gets close enough for it to
lash out at or until a damaging spell has been cast against it.
over all of the options before finally pulling out a moderately
The ooze is normally slow, but moves at max speed even in
sized serrated knife. the bog, so depending on the player’s tactics it will be able to
She takes the knife over to one of the characters that was catch up in the difficult terrain. (Remember the entire bog is
asleep, awake now and likely terrified as she looms over and difficult terrain!)
holds up the knife. They are still unable to move even an inch.
The hag puts a finger to her lips and shushes the party The Graveyard [Required]
members before slowly and methodically placing the knife in The trees begins to become more scarce up ahead and the
their mouth and pressing it against the inside of their cheek. swampiness of the bog actually begins to fade and level off.
With a vicious slice, she tears the knife free in a spray of After a few hundred feet, the party emerges from the treeline
blood. Agony quickly takes hold as she continues cutting and find themselves facing down a graveyard with a ten foot
through the flesh around their jaw. Hot blood pours down
tall wrought iron fence surrounding it. Massive spikes cap off
each of the posts of this graveyard, all of which seem to be in
their chest in a stream. She continues her surgery, slicing and
excellent condition.
dicing with precision before finally taking hold and pulling A set of iron gates hang open beneath a finely carved
their entire jaw free with a sickening sucking sound. wooden sign that reads “The Safe Haven Cemetery”. The
The hag reaches up and adds the bloodied jaw to the others graveyard is filled with row upon row of gravestones with
around her neck, rolls her leather tool set up again, and names etched into them, most of which have faded and are
disappears into the night. difficult to read. If the party circles the graveyard, have them
make a DC 13 Wisdom (Perception) check to spot a set of
particularly nice and new stones near the center of the
Rise and Shine cemetery.
It is at this point that the party wakes up, all of them having
experienced the same “dream”. The party member that has Enjoy Your Stay
their jaw removed finds they can’t speak for a full minute When the first player passes through the front gates, they feel
after waking as their mouth is completely stiff and refuses to a sharp tingle pulse down their spine and immediately get the
open, but eventually they break free from this paralysis. chills. This is a powerful curse being cast upon them (which
Jutting out of a nearby tree is the bone knife that the hag can be removed via the Remove Curse spell if anyone in the
used to cut the jaw free. It is embedded a few inches deep in party has access to such magics). This cursed player is unable
the wood and is covered in blood. to leave the graveyard until they have fulfilled the
requirements of the curse, which will be described shortly.
Day Two Encounters In the center of the graveyard is a set of finely polished and
freshly chiseled gravestones with the names of each of the
The expectation is that the party will start looking for the party members inscribed upon them. The date etched for
hag’s cabin so they can find a way out of this swampy their lifespan is their birth year follow by a hyphen and the
nightmare. Once again, this day is filled with optional current year. In front of each of these gravestones is an open
challenges for the party to face. Choose your favorites from grave with a coffin down below. The lids are off of these
the options below and throw them at your players (or even coffins and propped up neatly against the sides. Next to each
have them encounter all of them!) of these open graves is a massive pile of freshly dug dirt with
a shovel sticking out of each of them.
The Roaming Ettin
As the party marches along, they will hear some tree The Curse
branches snapping off in the distance and two deep voiced In order for the cursed player to leave this place, they must
creatures arguing. Shortly thereafter, they will spot an ettin first climb down into their own coffin and have the rest of the
(MM Pg. 132). If the party does not actively try to avoid this players put the lid on top of it. When this player first tries to
creature or hide, the ettin will spot them and move over to leave, they will experience terrible agony as their body
engage the party. It is stupid and can be easily bribed if the refuses to pass the threshold. Afterwards, they will know
players can engage it in its native tongue (Giant). One of the deep down what must be done. The coffin calls to them and
heads is obsessed with shiny things while the other wants draws them closer. They hear their own name whispered in
soft things, as there are few ways to obtain such items in the their head, trying to convince them that it will be ok.
bog. If your players are aggressive or fail their Charisma
(Persuasion) checks, things will turn violent!

68 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 68/155
1/3/2019 The Homebrewery - NaturalCrit
If the players do not have a remove curse spell handy, they (During all of this commotion, hand one of your players a
will have no choice but to obey the call of the curse. As soon private note with the following - “Your character falls
as the player is in the coffin, they feel a sense of joy sweep unconscious. Do not make this obvious, just stop talking
over them, a euphoria of coming home after a great absence. and participating in activities. Make sure no one else sees
When the lid is placed over the top of the coffin, it is this note”.) This character disappears mysteriously from the
immediately locked into place and the piled up dirt next to group and if the others look around they cannot find them!
the grave begins to pour down on its own, burying that player After the bog has fallen silent, tell the player who fell
alive. unconscious that they have woken up and give them the
If the coffin is not in the grave when the players lays down following description of their situation:
in it (because who wants to lay in a coffin in a grave?), it will
first slide back into the grave at a rapid rate that is impossible You are dizzy but immediately notice that your hands are
to stop. Once the coffin is in place, the dirt flows at a steady bound behind your back. You look around and realize your
rate, but the curse has been broken! The party members neck is rubbing against something rough. Looking down,
outside of the coffin must use whatever tactics necessary to you see there is a noose tied around your neck . . . and the
smash through the lid of the coffin and save their trapped rope it is attached to is slowly being pulled taught.
companion before it is too late. There are many ways to
approach this problem, so have your players perform the The rope is tossed over the large branch of a tree and two
checks to deem appropriate to resolve the situation and be skeletons are pulling the opposite end. That player will
freed of this terrible place. have about ten seconds to react and scream for help
before being hoisted up off the ground and start to be
We’re Back! strangled.
A few hours of wandering with no additional incidents, the When the captured player screams for help, the others
party sees "a large uprooted tree lying on its side. It must be will hear their voice from a few hundred feet away in the
at least fifteen feet across at the base and strange carvings bog. They will have to run over as quickly as possible
coat the outside of it. At the base of the tree, through all of the where they find the skeletons holding the rope in place as
tangles of roots, is an opening and dim lights emanate from the party member is slowly being strangled. These
within.” This is of course the same tree they found earlier. skeletons crumble after a single attack, dropping the
Kuurg will be greatly amused by their misfortune and tells bound player back to the ground. That party member has a
them that the longer it takes them to find the way to the hag, sore neck in the morning, but there is no permanent
the longer they keep their lives. damage besides mental trauma.
The next morning when the party wakes up, they find their
Night Two Encounter gravestones from the cemetery are now planted along the
That night as the party sets up camp again, they will hear edges of Kuurg’s yard. Each of these gravestones have a skull
branches snapping loudly a few hundred feet away. The resting at its base that perfectly match their own, except none
sound of heavy footsteps can be heard on the ground, but of them have a bottom jaw.
nothing can be seen through the darkness. A few moments
later, the snapping will come from the complete opposite side Day Three - The Hag
of camp. If the party attempts to wake Kuurg from his
slumber to tell them about this, he does not seem to stir for A Clue, a Clue!
any reason. He is in a trancelike state (a more devious party
may even use this as an opportunity to rob Kuurg). The next morning as the party starts their journey, they will
slowly start to see skulls appearing in their surroundings.
This random smattering of sound continues for some The first is hanging on a tree branch by its spine and of
time. If the party moves to investigate, the sounds course has its bottom jaw removed. The next is embedded
continue but always coming from another direction just halfway in a tree, the bark growing around the bone.
outside of their line of sight. Slowly the sounds surround These skulls are scattered every few hundred feet. Some
the players, growing closer and closer with larger are piled up near the bases of trees while others are carved
branches being snapped and heavier footsteps falling. into stone or bark. There is also one especially large skull
One of the characters is stolen away from the group which is perched atop a totem pole covered in strange
during this time. (See The Hanging below) symbols. This belonged to Kuurg’s brother, Kruug.
Eventually, they will hear children’s laughter from very
close by, but looking around they will see nothing but the Cabin in the Woods
bog. They will hear laughter right next to their head, then a After an hour of following this path, the party will come upon
whispering in their ear. If they turn to look for the source a clearing where the ground seems normal. The smell of the
of this voice they will always see nothing. bog dissipates as they enter and for just a moment there is
One of the characters will eventually hear the relief as the smell of fresh flowers fills the air.
words “You’ll all die here!” with a cackle and the
sound all stops immediately.
The voices, the bugs, the creaks of the wood - everything.
The bog seems to be waiting. Continue with The Hanging.
The Hanging

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 69/155 69
1/3/2019 The Homebrewery - NaturalCrit
In the center of this area is a cabin that is surrounded on all The ceiling is twelve feet tall and the room itself is roughly
sides by a 50x50 ft. cornfield. The corn itself is approximately 40x40 ft. Piles of broken bones lay scattered around the
eight feet tall, so only the top of the cabin can be seen through edges of the room, nearly three feet in height in some places.
the obscurement. Towering up over the corn as silent In the center of the room is a metal coffin. Inscribed upon it
guardians are multiple scarecrows of varying levels of are the words: My Love
terrifying. All of them are made in such a way that their jaws If the party tampers with this coffin at all, bones on either
are removed. Some of them appear to be smiling regardless. side of the room begin to stir and snap together. Shape
There is a single path through the corn that leads directly rapidly form out of the bones as various skeletal entities grab
to the front door of the cabin. If the party moves through the weapons also crafted of bone and attack.
corn, the scarecrows come to life and jump down to attack. Roll for initiative.
They will not leave the corn field, however. If the party takes The number and types of skeletons your party faces
the path, the scarecrows will slowly turn to look at them but depends on the party’s APL. See the beginning of the module
will not make a move to approach (yet). for information on determining your party's APL.
Should the party intrude in the field, they will face the APL 3
following number of scarecrows based on the party’s APL. 1x Minotaur Skeleton (MM Pg.273)
See the beginning of the module for information on 2x Skeleton (MM Pg.272)
determining your party's APL. APL 4
APL 3 - 3x Scarecrow (MM Pg. 268) 1x Minotaur Skeleton
APL 4 - 4x Scarecrow 6x Skeleton
APL 5 - 5x Scarecrow APL 5
2x Minotaur Skeleton
If the players try to set the corn on fire, it will go ablaze for 4x Skeleton
just a moment, then extinguish. (The hag is invisible and
watching the party’s actions. She is the one putting out the Once the skeletons are defeated, the coffin will begin to
flames.) open. A man rises from it adorned in incredibly fine armor.
He holds a lightly glowing longsword in his right hand. He
Let’s Go Inside! seems zombified and his bottom jaw is almost completely
The cabin is unlocked and once the party moves inside, they torn off. It hangs from a single strand of meat. He is a Wight
will soon after find that the scarecrows have climbed down (MM Pg. 300) but is not aggressive.
from there perches and are staring in through the windows (if “You defeated them . . .” he whispers. “Kill her . . . let me
they aren't already dead). The house is fairly simple in nature: finally rest! Please! Kill her! Free me from this prison!” he
a small table, a few chairs, books on the shelf in some strange cries out. (If the party attacks him, he will take the dodge
languages, candles scattered around. It seems completely action but will not fight back. He merely continues to plead.)
ordinary. A few moments later, the trap door will open but nothing
Off of the study is a bedroom and this is where things get appears to enter the cellar. The wight will warn them, “She is
strange. There is a large dresser with a mirror atop it as well in here! Her magics protect her from your vision!” and at that
as a comb crafted from a bird’s rib cage. The entire room is same moment she digs her claws into the party member
decorated with skulls - all with their bottom jaws removed. closest to the entrance and breaks out of her invisibility.
There is a collection of five hand-carved ravens on top of Roll for initiative
the dresser. They each have small glimmering rubies for their
eyes. These ravens are worth 25g each if taken. The Hag
Off in the corner of the room is a trap door on the floor. If The hag uses the base stat block of a Green Hag (MM Pg.
the players attempt to lift it up, they will find that it is locked. 176), but has additional capabilities depending on your
A search of the room and they reveal find a key in the top party’s APL (listed below). In addition, she has one additional
drawer of the dresser. It is a skeleton key, but as you may have ability in her arsenal:
guessed, the jaw is broken off. Whoever picks this key up will
feel their jaw muscles immediately tighten. It gets worse and Tear Asunder (Recharge 4-6). Target creature within 30
worse the longer they hold on to the key and after thirty feet makes a DC 13 Constitution saving throw. On a failed
seconds their jaw will break with an incredibly loud crack. save, the muscles in that creature’s jaw go tight and it can
That player will take 3d8 + (1d8 x APL) bludgeoning damage no longer speak. On a success, nothing happens. At the
if this happens. end of that creature’s next turn, if it failed the first save, it
The key opens the trap door and when the party moves to must roll an additional saving throw. On a failed save, that
descend the smell of blood fills the room. A wooden ladder creature’s jaw breaks violently, dealing 5d8 bludgeoning
leads down into a pitch black basement crafted from dark damage and causing them to lose their ability to speak. On
stone. It is wet and musky in addition to the powerful iron-like a successful save, the effects of this spell ends
smell of blood that is so thick in the air it can actually be immediately. (Greater Restoration or extensive rest can
tasted. When the party fully descends into the cellar, the trap cure this wound.)
door will slam shut. They hear it lock and shortly after the
sound of something heavy being slid over top of it (the
dresser).
Lover’s Quarrel

70 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 70/155
1/3/2019 The Homebrewery - NaturalCrit
This should be brutal. It will tear the skin of their cheeks and Follow-Up
spray blood in an arc in front of the character. The hag will
cackle with glee should this occur. With the death of the hag, all of the scarecrows fall (if they
Additionally, The hag can take legendary actions, the have not already been defeated). The enchantment restricting
number of legendary actions per turn and the actions creatures to the bog is lifted. Over the next four weeks, this
available are detailed below. Only one legendary action can land will return to its former glory.
be used at a time and only at the end of another creature’s On the way out, the party will once again make their way
turn. The hag regains spent legendary actions at the start of past Kuurg’s encampment. He sees them approaching and
its turn. will greet them, surprised that they are still alive and
assuming that they gave up hope.
APL 3 When the players tell him that the hag is dead, he does not
The hag has 1 legendary action. believe them. If they show them her wand or some other
She can spend 1 action to cast the vicious proof, he will run over and hug the front member of the party
mockery cantrip, dealing 2d4 psychic and pick them up off the ground. “I can’t believe you did it!”
damage. He will then run into his house and run back out with his
APL 4 chest and offer the contents to the party. It contains six Onyx
The hag gains 25 additional hit points Gemstones worth (50gp each) and a Painted Gold War Mask
The hag has 2 legendary actions. (500g). He will thank them and ask to stick with the party
She can spend 1 action to cast the vicious until they reach the edge of the bog at which point the
mockery cantrip, dealing 2d4 psychic adventure has come to its close and you may continue on
damage. with more exciting adventures.
She can spend 2 actions to teleport to an You may choose to have Kuurg wander the land as an ally
unoccupied space within 30 feet and become to the party, occasionally showing up to offer them strange
invisible until she attacks or casts a spell. wares or give them interesting quest hooks!
APL 5
The hag gains 50 additional hit points Total Suggested XP
The hag has 3 legendary actions.
She can spend 1 action to cast the vicious The amount of experience for this adventure can vary wildly
mockery cantrip, dealing 2d4 psychic depending on which encounters you throw at your players.
damage. You can determine experience manually, but I suggest simply
She can spend 2 actions to teleport to an letting this adventure be one of significant enough impact
unoccupied space within 30 feet and become that they reach the next level.
invisible until she attacks or casts a spell.
She can spend 2 actions to use her Tear Loot
Asunder ability if available. 1x Painted Gold War Mask (500g)
When the hag falls to 0 hit points, she will collapse to the 6x Onyx Gemstones (50g each)
ground and the wight will shout to the party, “Please, let me 6x Raven figurines (25g each)
be the one to finish this!” If the party agrees, he will shamble Sword of Light
over, place his blade in her mouth, and cut her jaw off. She Adamantine Chainmail
collapses to the ground and immediately turns to ash. The Wand of Secrets
wight will then turn to the party and manages to say the 10g and bone dice (25g) if the party defeated the intellect
words “Thank you” before his body also crumbles to dust. devourer and mephits
Loot!
The Wight is wearing a set of adamantine chain mail and
holds a Sword of Light. The Hag’s body has a Wand of
Secrets on it. (Feel free to adjust the loot if you prefer less
magical campaigns)
Sword of Light
Weapon (longsword), uncommon (requires attunement)
While holding this magical longsword, you can speak a
command word to cause it to shed bright light in a 10-foot
radius and dim light for an additional 10 feet. Additional,
once per day you may cast the Daylight spell.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 71/155 71
1/3/2019 The Homebrewery - NaturalCrit

Cult of the Gol’Goroth


A One-Shot Horror Adventure for Levels 4-7
---------------------------------------------------------------------------

Adventure Introduction (Optional)


Adventure Synopsis This is suggested if you are running a one-shot separate from
Within the muck and darkness of a cave deep within the an overarching campaign and want to kick things off swiftly.
forest lies an ancient creature. A manifestation of evil and If you are embedding this adventure in an existing campaign,
psychosis that cause even devils and demons to turn a blind there may be better ways to throw the party into the action.
eye. This monstrosity is known as The Gol’Goroth. Rumors
say it has just sockets where there should be eyes, yet it sees You stumble into the quiet little town of Goldenleaf Village.
everything in this world and in others. It pierces the veil of Quiet not because it is small but because its streets are
the mind and inflicts madness on all who come near. Of
course, these are surely just rumors. Surely just an excuse to completely empty and the shutters on the windows of each of
justify the actions of a twisted cult that is ravaging local the homes are pulled closed. The carcasses of dead livestock
villages. Surely just a manifestation of their crazed minds as that lie rotting in the streets fill the air with a putrid aroma and
they carve their own bones into weapons and slice their own it is clear something is quite wrong. If not for the foul smell
flesh to ribbons . . . all in the name of The Gol’Goroth. and the eerily silent streets, the town would be charming.
In this horror adventure, your players will come face to Large golden apples grow from trees scattered all throughout
face with cultists that have mutilated themselves in horrible the area and the little houses are all painted with bright colors.
ways, with small demon frogs that feast on eyes, and You step into the town, eyes watching you suspicious and
eventually with the Gol'Goroth itself. This adventure is
intended to strike fear and possibly even disgust in your wide with fear from beyond the closed shutters.
players, so be vivid in your descriptions and try to accompany
your adventure with some creepy music.
This adventure uses the Average Party Level (APL) to
scale the difficulty of encounters. This is simply the
average of your player’s total character levels assuming
you have 4 party members. If your group is larger than 4,
increase your APL by 1 for each additional player. If your
party is smaller than 4, decrease your APL using this
same rule.
Text that appears in a box like this is meant to be read aloud
for the players when their characters first arrive at a location or
under a specific circumstance that will be noted.

72 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 72/155
1/3/2019 The Homebrewery - NaturalCrit

Cult of the Gol’Goroth Crib Sheet


This page can serve as a quick reference to remind of major
events, NPC names, locations, and any other relevant
information that you may need during the adventure! This
adventure is meant to be horrifying and twisted, so be sure to
use visceral descriptions for those who have fallen prey to the
Gol’Goroth’s influence.
Major Events
Arrival in Goldenleaf Village
Confrontation with the cultists
Meet Mayor Hal Neelow
Follow the frog to the Gol’Goroth’s Lair
Encounter in the forest
Arrival at the Gol’Goroth’s Lair
Introduction to the Scents mechanic
Into the Cave
Vicious Squirrels
Syrith, the Keymaster and his riddle
Into the pool of frogs
Beyond the locked door
Cultists at the water’s edge
Into the Gol’Goroth’s Lair
Looting the Supply Room
Return to Goldenleaf Village
Important NPCs
The Gol’Goroth (Evil frog demon)
Mayor Hal Neelow (Mayor of Goldenleaf Village)
Syrith (Wizard of Goldenleaf, Keymaster of the
Gol’Goroth)
Notable Locations
Goldenleaf Village
The Gol’Goroth’s Lair
The Scent’s Mechanic
Within the Gol’Goroth’s Lair, the air goes from foul to sweet
at erratic intervals. When the air is sweet, the creatures
within are inviting and friendly . . . but when it turns foul, they
become hostile and aggressive! Be sure to look for the key
transitions within the adventure and make the rest happen
roughly every ten minutes of in game time. Encounters may
change drastically depending on the current scent, so always
be considering it.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 73/155 73
1/3/2019 The Homebrewery - NaturalCrit

Desperation and Madness


Welcome to Goldenleaf Village
The shadows cast across the street and under the trees seem
to be deeper than they should. Flickers of movement appears
in their peripheral vision, but if they turn to look there is
never anything to see. If they attempt to knock on the doors of
any of these homes, the people within will shout out in terror,
“Leave us alone! Please! Don’t hurt my children!” and other
such pleas for mercy.
A few more minutes of drifting through the town and the
party catches the first glimpse of actual movement. A man is
scraping against the side of one of the homes with violent
intent. He wears robes of black and a white double-tipped
blade is protruding from one of his sleeves as it carves into
the wood of the house. When the group grows near, they can
hear guttural, disturbing sounds coming from the man. He
will not respond to any attempts to communicate, but when
the party gets to close, he will turn and look to them.
Not Your Ordinary Cult
It is about this time you notice the strange symbols he has
been carving into the house - ancient symbols that none of
you recognize next to the head of a frog with no eyes. As the
man stares, you can see that the weapon he is using to carve
into the house is actually the bone of his own arm. His hand
has been removed and the bone has been sharpened to a
vicious double point. Higher up his arm is a bloody set of
bandages. One of the man’s eyes is removed, revealing an
empty socket that is oozing a thick, dark-blue substance. The
other eye is intact but completely bloodshot. His face is sliced
as if someone attacked him with a razor, but he doesn’t seem
to notice the bloodstains or open wounds. His movements are
jagged and violent, snapping between exaggerated motions in
the blink of an eye. “Sacrifices for the Gol’Goroth!” he shrieks!

The cultist charges at the closest party member, thrusting his


sharpened bone towards them. He gives out a loud,
animalistic screech as he does so.
Roll for initiative.

74 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 74/155
1/3/2019 The Homebrewery - NaturalCrit
After the first round of combat, most cultists come storming If the party examines the strange globule in the cultist’s eye
through the town from behind nearby houses and join the socket. They can make a DC 12 Intelligence (Nature) check
fight. The type and number of cultists depends on your party’s to recognize this as a frog egg. The dark object that was once
APL. See the beginning of the module for information on swimming within the egg is now gone, however.
determining your party's APL. A few moments afterwards, the back of the cultist’s head
APL 4 will begin to bulge. Even though he is dead, his body will
1x Disfigured Disciple (End of Module) begin to thrash wildly. His skull continues to swell and after a
2x Faceless Zealot (End of Module) few more seconds there is a sickening crack as a frog-like
APL 5 creature comes bursting out of the back of his head. It has a
2x Disfigured Disciple few small tendrils on its back and its eyes are empty sockets.
2x Faceless Zealot It is a bit smaller than a typical bullfrog at this point, but just
APL 6 looking at it fills the party with a feeling of dread.
3x Disfigured Disciple Immediately afterward, the door of the nearby house flies
2x Faceless Zealot open and a man comes charging out screaming, “Don’t kill
APL 7 it!”
1x Writhing Abomination (End of Module) Mayor Hal Neelow
2x Disfigured Disciple
An older, round-bellied man stumbles out into the streets
During the battle, they will cry out. “For the Gol’Goroth! with a washbasin in hand and runs over to the frog creature.
Sacrifices! Flesh for his spawn!” and other such mantras. “We need it alive if you are going to defeat the beast!” he cries
as he throws the washbasin over the frog, preventing its
Enemy Descriptions escape. “That is, assuming you are here to kill the
Each of them are just as brutalized as the original you
Gol’Goroth.” He looks at the party with desperation.
This is the mayor of Goldenleaf Village, Hal Neelow. His
encountered. One of them has a chain around his neck which
town has been under siege from these cultists for a few
is attached to another of the cultist’s wrists. The chained man weeks now. His own people, whom he assures the party
has both of his eyes removed, but sitting in one of them is a would never harm a fly, began wandering off into the woods
strange globule of dark-blue gel with something dark in a daze and coming back as these savage monsters that can
swimming within. His fingers have all been sharpened to the no longer even be called human. When they first returned,
bone, giving him a terrifying set of claws as his weapons. The they seemed off . . . but not completely mad - not slicing off
man leading the chained cultist wields a sword made from their own hands . . . They tried to recruit others to come with
nothing but bone. Around his neck is a string of frog skeletons
them and a few actually followed. Later they returned more
violently, their minds withering away. They demanded new
that have been haphazardly sewn together. He also wears a
townsfolk go with them or face the consequences.
painted wooden frog mask. Another cultist is using a The people of Goldenleaf fought back that first time . . . Five
bloodstained flail whose head is a skull. The skull has teeth men were left dead and another four were dragged off into
embedded into the bone and when the man screeches it is the forest. He points to the man with bone claws, “That’s one
clear who they once belonged to. of them that was taken in the first attack - Jeremiah Merrel.”
Now the people of the town are too terrified to fight, but he
If your party is APL 7, they will face off with a writhing has seen this happen before to one of them. The frog hopped
abomination, a horrifying amalgamation of corpses that the off into the forest, going back to its mother he assumes. If the
cultists have brought along to destroy homes and take new party follows the frog, it should lead them to the root of this
victims. If you do not wish to use an abomination, you may evil . . . the creature the cultists call The Gol’Goroth.
simply add more cultists as well. He gives a description of the monstrosity based on the
rumors around town. A frog the size of a wagon with nothing
After the Battle but empty sockets where there should be eyes. Four massive
Searching the bodies of the cultists, the party finds that the tentacles extend out of its back, lashing out wildly. Spikes of
painted frog mask is magically enchanted. A bit of time and bone run down the length of its spine. A beast of legends . . . of
examination will reveal it to be a Mask of Spirits: nightmare.
He will also tell them that the town wizard, a man named
Mask of (Holiday) Spirits Syrith, left to try to put an end to the evil, but he never came
Wondrous item, uncommon (requires attunement) back. He was quite strong so him not returning means the
creature is powerful or perhaps the wizard is still out there
This item is carved from a piece of wood to give the wearer needing help.
the appearance of a frog. While attuned to this item, you find He offers the party 300 gold, a magical weapon that has
a bag containing 2d4 + 2 chocolates under your pillow every been the shining honor of the town for centuries (make this
morning when you wake up. These restore 1 hit point when usable by one of your players), and the thanks of all of his
eaten. Additionally, fireflies are drawn to you at night and will people (at least those that remain) if the party can slay this
light your camps and flash brightly when potentially monstrosity.
dangerous creatures approach.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 75/155 75
1/3/2019 The Homebrewery - NaturalCrit

Into the Woods Oh Deer


Certainly Not a Prince A bit further onward, you spot movement up ahead. Two

The party will need to release the frog creature from the cultists are hunched over a dead deer on the forest floor. One
washbasin. When they do, they will notice is has already has a needle and thread and the other holds a vicious looking
grown another inch in size. It immediately takes off for the saw. The cultists turn your direction and draw weapons. One
edge of town and hops into the forest. If anyone attempts to using an executioner’s axe while the other holds what seems
pick up the frog, the tendrils on its back will strike and to be a club with rib bones shoved through the wood, forming
attempt to pierce their flesh. It will make an attack at a +4 sharp spikes.
bonus to hit. On a hit, the victim will take 1 damage and will The deer stands up as well.
need to make a DC 12 Wisdom saving throw. On a failed This monstrosity is an insult to the gods themselves. An
save, that creature is paralyzed. open wound in its side show where the ribs have been
At the end of each subsequent turn, the creature will need removed and are now sewn along its back forming a set of
to make an additional DC 12 Wisdom saving throw. spikes. Its antlers are sharpened to jagged points and its eyes,
On a second fail, that creature begins to lift the frog up in while still intact, appear to be bleeding. There are distinct
front of their face. They take 1d6 psychic damage and wounds and stitches around the deer’s back legs, as if they
remain paralyzed to all other movement.
On a third fail, that creature opens their eyes and the frog had been hacked off and hastily reattached. It is also partially
lashes out with a spiked tongue, rips an eye from its covered in a dark-blue slimy substance.
socket, and consumes it in one swift motion. That player
takes 2d6 piercing damage and an additional 2d8 psychic Roll for Initiative
damage. They are released from the frogs grasp, but must The type and number of creatures your party faces
now deal with the consequences of being down an eye. depends on your party’s APL. See the beginning of the
If any other party member removes the frog from its victim module for information on determining your party's APL.
or if the creature succeeds on their saving throw, this effect APL 4
end and the frog attempts to make its escape or to latch onto 1x Giant Elk (MM Pg. 325)
a new victim. 2x Cultist (MM Pg. 342)
APL 5
Help! My Players Killed the Frog . . . 1x Giant Elk
That’s fine. Anyone with some tracking skills will be able to 1x Disfigured Disciple
identify the path that the cultists take from the lair of the 1x Cult Fanatic (MM Pg. 345)
Gol’Goroth. In their insanity, these people are not known for APL 6
their subtlety. 1x Giant Elk
2x Cult Fanatic
APL 7
The frog keeps a steady pace and dodges obstacles despite its 1x Giant Elk with 80 hit points. A creature hit by
lack of eyes. The tentacles on its back dance around in the air the elk’s Hooves attack must now succeed on a DC
as it leaps, occasionally striking out at insects and latching on 14 Constitution saving throw or be stunned until
before consuming them. While the town was quite pleasant, the end of its next turn.
the forest is gloomy. The shadows stretch longer than they 2x Cult Fanatic
should, the flowers smell foul rather than pleasant, and
woodland creatures are nowhere to be seen. During all of the commotion, the frog will continue about
After fifteen minutes of this, the frog has nearly doubled in his business as normal, moving 15 feet per turn. The party
size. It continues with a swift and confident determination. can once again capture it if they have a container, but
The party begins noticing disturbing things such as strips of otherwise he will continue on his journey. If the party lets the
human flesh nailed to trees using nails that are certainly frog get far enough away, they will need to make some simple
made of bone. There are scattered fire pit remnants that Wisdom (Survival) checks to find him or the path to the cave.
contain scorched bones both animal and human in nature. When combat has ended, the party will find a few gold
Birds sit in the trees, eyeless and giving out sounds of coins on the body of the cultists as well as a diary. It is filled
anguish rather than a pleasant chirp - almost as if they are with drawings of the Gol’Goroth. These drawings are
taunting the party. repeated over and over and over. As the book continues, the
drawings grow more and more distorted and frantic. Blood is
scattered across some of the pages towards the back. Show
the image on the next page to the players to give them an
idea of the monstrosity that awaits them.

76 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 76/155
1/3/2019 The Homebrewery - NaturalCrit

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 77/155 77
1/3/2019 The Homebrewery - NaturalCrit

78 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 78/155
1/3/2019 The Homebrewery - NaturalCrit
Once the party is done with the cultists, they continue their When the foul smell is present, they feel upset, edgy,
journey towards the Gol'Goroth's lair. After another twenty aggressive, and are prone to violence.
minutes, they see their target - a massive cave entrance. Thoughts well up inside them, ready to burst during either
Stalagmites and stalactites line the mouth of cave, giving it of these transitions that strain their minds.
the appearance of a snarling maw. The skeletons of hundreds Feel free to run timers to shift the aroma in real time, or
- if not thousands - of frogs litter the ground out front. The choose for the most interesting moments in game for the
frog they are following hops towards the entrance without cycle to change. Whatever you feel will make for the most
slowing. exciting adventure through the Lair of the Gol’Goroth.
Cavern of the Gol'Goroth The Shrine
Can I Eat This? The path starts out over twenty feet wide but quickly narrows.
Painted on the walls in this opening cavern are various
As you step toward the entrance of the cave, you are met with
depictions of the monstrosity - The Gol’Gororth - The bringer
a surprisingly alluring smell. It seems to be coming from a
of madness - God. These depictions are primarily white paint,
dark-blue slime that coats the walls and floor of the cave. You
but the void where eyes should be uses blood as its medium.
recognize it from the deer and from the cultists in town . . .
The pathway ahead is by faintly glowing torches mounted
Though it certainly seems like it would be delicious, perhaps it
along the walls and whispers seem to echo down the path
is blueberry jam! One taste certainly couldn’t hurt, right?
with no distinguishable origin.

Have your players roll a DC ( 8 + APL) Wisdom saving As you weave down the path, you see more of this strange
throw. On a failed save, they get the powerful urge to slime coating the walls. Fortunately, once you get past the first
reach out and consume some of this slime. On a success, room, tyour minds have adapted and the urge to consume no
the players realize this is just a trick of the tantalizing longer takes hold. After traveling down a narrow path for
aroma and resist this primal urge to consume. twenty feet, the way opens up into a large room with two large
As you may have guessed, ingesting this slime is not good pillars of stone near the center.
for the body. The party members who failed can be easily
snapped out of this daze if someone startles them - be this a The party will immediately notice movement along the walls
punch or a shout. If no one stops them, they scoop up a nice, as dozens of albino squirrels scatter about, eating from
delicious handful of the slime and gorge themselves with it. various pools of the slime. They seem calm and docile, some
This has some side effects: running across the floor with large red eyes faintly glowing in
Ten minutes afterwards, these creatures will start to feel the torchlight. In the center of the room is a makeshift stone
sick and gain the poisoned status. sculpture of the Gol’Goroth. It is not well crafted, but the
Five minutes after that, they will begin retching and emotion that the artist was attempting to capture is clear -
choking until they finally vomit up another of the frog madness. The most notable part of this statue is two massive
creatures. jet gemstones in the eye sockets for the sculpture. If the party
(If in combat, this will take 2 rounds during which is brave enough to take these gems, the squirrels will all turn
that character can do nothing but double over and to look at that person, but they will not attack . . . at least not
hold their stomach).They are free of the poisoned yet. These gems are worth 150 gold each.
status but gain a level of exhaustion as the frog The party can look about the room and inspect the squirrel
attempts to hop away into the cave. creatures. A few will even approach the party with some
hesitation and give them a quick smell or hop on a shoulder
A creature may avoid this by forcing themselves to vomit and begin digging through their hair. They seem sweet and
within 30 seconds of eating the slime. innocent. If the characters give them food of any sort, they
will start to close in and group up near the party, staring with
Waves of Madness wide, expecting eyes as they skitter about.
Deeper in this cavern, the Gol’Goroth waits. It goes through
rapid cycles of consumption and rest. The cave alternates The First Transition
between waves of mania and hysteria, all based on the The air turns foul, the room seems to darken, and violent
current state of the Gol’Goroth. At pseudo-regular intervals, tendencies arise. The party members feel their stomachs
the cave goes from smelling pleasant and inviting to foul and drop. A gut-wrenching feeling takes hold and the shadows
offensive. When foul, the Gol’Goroth is awake and feasting. deepen again. The light emitting from the torches seems to
While the air is sweet, the Gol’Goroth sleeps and digests its retreat closer to the flame.
meal. The squirrels go mad. If the party took the gemstones from
The behaviors of enemies and the events that occur in the the statue, those who are holding them will be focused by the
cave are all based on these cycles. Make sure to describe to squirrel assault.
your players the general feelings that their characters get Roll for initiative.
when the two different aromas are present.
Happiness, optimism, and a deep level of suggestibility
when the sweet smell is present.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 79/155 79
1/3/2019 The Homebrewery - NaturalCrit
6x Swarm of Rats (MM Pg. 339) are used to represent these Either way, his eyes are constantly open wide and
squirrels, or you can choose to use 3x Swarm of Squirrels occasionally licks of flame will burst from his fingertips,
from StoneStrix’s Monster-A-Day if you have it available. This indicating that he was once a spellcaster.
fight does not have scaling as it is intended to be quite simple This man will introduce himself as The Keyholder - Syrith.
for any group and should be over rather quickly. This is At first, he seems perfectly normal in comparison to the
primarily to introduce your party to the concept of the aromas others they have encountered, but as he speaks he pulls a
causing a change in the creatures within this cave. tome out from under his robes that is bound by flesh. He
The squirrels bite, claw, and snarl as they attack the party. opens it and begins to read. Relay the next bit of information
The once seemingly sweet creatures show no remorse and to the party in a fashion that corresponds to the aroma.
will not stop attacking those who fall unconscious in favor of There is a key to reach the inner sanctum. The Gol’Goroth
other threats. If the party attempts to run, the squirrels will has placed the Keymaster in charge of making sure only
follow until the party actually leaves the cave. Once they are those worthy of his presence may pass. To do this, he has
past the threshold of the entrance, the squirrels will squeak created a puzzle of sorts to test the strength of mind of the
and jump about in rage, but will not continue their advance. party. The Gol’Goroth only wishes to have those who are
Once all the squirrels are defeated, the party can continue. strong of mind, those who will not crumble so easily in his
On the far side of the room is an exit roughly five feet wide glorious presence. This room contains all of the clues needed
and eight feet high. Immediately after they enter this tunnel, to get through the door behind him. Just say the password
there is a solid iron door to the left and a path that disappears and it will open with ease. Down in the pit, amongst his
around the corner to the right. An attempt at the door on the children, is the key to the sanctum. He smiles wide and
left reveals it is locked, but there is a round slot beneath the reveals sharply filed teeth.
handle roughly an inch in diameter. Normal lock picking
methods are no good on this door and trying to knock it down Numerical Ciphers
is impossible. Magic such as stone shape or knock can still He smiles expectantly at the players and gestures to the door
break through, but it is just a small divergence from the which has the following numbers glowing upon it: ‘5612469
ordinary path of the dungeon so don’t worry too much. 2 23015’ This is just gibberish for now, but the room
The Keymaster contains clues to help them find the answer. Make sure you
give in depth details of the items in the room and allow the
[Harsh DM?] players to explore and drive the discovery.
Two pesky Darkmantles (MM Pg. 46) hang from the ceiling A small green dragon statue a top a nightstand has the
of the path. They will fall and latch on to your poor players as numbers ‘412 7142’ scrawled on the bottom of it. As soon as
they try to make their way to the Keymaster. the players pick it up, the Keymaster will note, “The
inspiration for the cipher . . . where it all began. The clever
The party is forced to take the path to the right, which follows Green Dragon.”
a tunnel for another thirty feet before opening up into a A small treasure chest sits at the foot of the bed. If they
medium-sized area. It appears to be a living area as it open it up they will see ‘6151 8956’ written in blood. It
contains a rotting bed with a nightstand nearby and a contains a few small treasures - Frog skeletons, human flesh,
treasure chest at its base. A little further off is a pile of mostly bone dice - the usual. When the players open it, the
decayed scrolls, at least twenty of them in total. On the Keymaster will say, “Yes, my treasures. My collection. Please
nightstand is a candle and a small Green Dragon statue. make sure they remain within my treasure chest.”
There is also a broom propped in the corner and scraps of The final clue is upon a simple broom propped against the
cloth scattered around the room. wall. The numbers ‘013’ are carved along the handle.
To the left of the entrance is a cultist sitting against the The room also has other mundane items such as a bed, a
wall and gazing up at the ceiling as if it were filled with stars. torch, a few books - but none of these have the labels. There
He has a long, white beard and brittle hands. He does not is also a pile of scrolls that are filled with lines of numbers
appear to be sliced up like many of the other cultists, but that are clearly meant to represent words. It is clear that he
there is madness behind his gaze. When the party make any has spent a great deal of effort coming up with his code.
sort of noise or catch his attention, his head snaps down and
his bloodshot eyes go wide. Cipher
B R N M G S T D C H
[Aromas] 0 1 2 3 4 5 6 7 8 9
Sweet
If the air is sweet, the Keymaster will greet the players with a Rules of the Code:
sort of wide-eyed excitement. “Guests!” he will gasp. “Here to The code is simple. It is a one-to-one mapping of letters to
see the master, no doubt?” he asks. “You have heard his call numbers of the objects on which they are inscribed. However,
and seek to give yourself to him?” The man is clearly insane, only the consonants actually map to a number and the vowels
but a very manic sort of insane. He has a deep love for the are just there for filler. See the words and their
Gol’Goroth and often trails off about his magnificence. corresponding letters below for the example
Foul
He is a bit more hostile. “New worshippers for his Lord? I Clues to build the Code
Broom Green Dragon Treasure Chest
smell the Primordial Ooze upon you. Good, good. The Lord
will be pleased with his new pets.” Brm Grn Drgn Trsr Chst
013 412 7142 6151 8956

80 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 80/155
1/3/2019 The Homebrewery - NaturalCrit
Answer
‘Strength In Numbers’ The Inner Sanctum
5612469 2 23015 [Strngth n nmbrs]
On the other side of the door is a stairwell that descends
Solved twenty-five feet before opening into an area much larger than
As soon as the players speak the passcode, the door will the others in the cave. A small lake of dark water fills the
swing open and allow the group to pass. The Keymaster will center of the room with a much smaller pool off to the left.
clearly be pleased when the players solve his puzzle. There is There are two other routes out of this room, one almost
a glimmer of true happiness behind the madness as the new directly ahead - across the water, and the other off to the right.
pathway is revealed. A heavy iron door covers the one directly ahead, while the
other dips off into darkness.
[Harsh DM?]
If you wish to up the difficulty of this particular puzzle,
remove the spacing from the numbers on the objects. That Sitting in the central pool of water are two separate pairs of
will make it much harder to realize it is a 1-to-1 mapping. eye sockets on dark green skin. Use the stats of Giant Toads
(MM Pg. 329) for these creatures. They appear to be much
[Murder Hobos?] larger versions of the one they followed to the cave. When the
If the players would rather not deal with all of this puzzle party reaches the bottom of the stairs, one of the frogs will
nonsense, they can just try to murder the Keymaster. If they give a loud croak that calls the attention of a group of nearby
attack, give him the stats of a Mage (MM Pg. 347). As soon cultists.
as he is killed, the runes stop glowing and the door audibly These cultists have a small fire going and have set up some
unlocks. sort of disturbing laboratory nearby. There are a number of
frogs hopping around in an aquarium, vials filled with the
The Key Chamber dark-blue substance, human flesh and human bones soaking
in the slime, and a dozen books stacked up and scattered.
On the other side of the door is a stairwell descending twenty There is also a weapon rack filled with weapons crafted from
feet. Once you reach the bottom, you find yourselves on a human bone and reinforced with iron.
platform but the room opens up thirty feet ahead of you.
Depending on the aroma in the aroma in the air, the
cultists will have drastically differing attitudes towards the
Continuing to the edge of the platform, you see a twenty-foot
players. If the aroma is foul, jump down to the Combat
drop into darkness. From within the pit you can hear the section. If the aroma is sweet, continue below to
croaking of hundreds of frogs and the sounds of them Conversation.
hopping and crawling across the stone.
Conversation
This is not normal darkness, however, it is magical darkness. If the aroma is sweet, both the frogs and the cultists are far
Any torchlight or ordinary spell that attempts to pierce it is less aggressive. One of the cultists will shout out to the party,
immediately extinguished. Only a Daylight spell or stronger asking who they are and what their business is here. Their
can pierce the darkness that is in place here. minds are so ravaged by the constant mood swings of the lair
So what's in the pit? Well, frogs. Lots of frogs. And a glass and from the corruption of the Gol’Goroth’s presence that
eye, roughly the size of the round slot in the iron door in the they are essentially under hypnosis. They will believe just
previous hallway. One of the players will need to go in and about any lie the party tells and will go along with most plans
find it amongst the small horde of amphibians. The party as long as none of them involves harming the Gol’Goroth. If
will need to wait until the air is sweet though, for if the party mentions anything about hurting or killing the
someone descends while the air is foul, the frogs will Gol’Goroth, they will immediately turn aggressive and cannot
latch on and quickly take the sight from that player be talked down. If that happens, jump to Combat.
permanently. When the air is sweet the frogs will roam and While highly suggestible, the cultists will even go so far as
squirm, but they will not attack. They will still climb on the to harm themselves or each other if they believe it is the
player, but they will not actively attack. Gol’Goroth’s wishes, but they will not dare harm his spawn
The player in the pit will need to search amongst the frogs (the frogs). They will also refuse to destroy their lab, as it is
for the glass eye. To do so they will need to make a successful work they promised to the Gol’Goroth and they will not
DC (11 + APL) Intelligence (Investigation) check, but each disobey a direct request unless it is from God himself.
time they fail a roll it wastes a minute and the aromas grow The players can ask the cultists to simply leave, to kill
ever closer to shifting once again. themselves, to take them to the Gol’Goroth, or any other
Once the players have retrieved the key, they can move past number of requests, but as soon as the aroma turns foul
the Keymaster and back to the locked door. Placing the eye in again they will go savage and attack.
the slot results in a click, then the eye looks to each During all of this, the frogs continue to stare out at the
characters, and the door opens just a crack. Immediately party in silence. They give an occasional croak, but until the
afterwards, the eye blinks and disappears, back to the aroma changes or they are attacked, they remain docile.
possession of the Keymaster until his next guests have If a player tries to enter the water, see The Water, below.
arrived. The players may now use this door freely.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 81/155 81
1/3/2019 The Homebrewery - NaturalCrit

Information for Potential Questions: One of the cultists stays in the back and simply throws large
How do we get into the room across the water? glass vials filled with the dark-blue slime at the party
The key is kept with the Gol’Goroth’s most loyal servant - members. He makes this attack at a +5 bonus to hit. On a
Speaker Kythel - who remains with the Gol’Goroth at all successful attack, the glass shatters and coats the target with
times unless he needs to relay messages to the others. the Gol’Goroth’s slime. The target makes a DC (9 + APL)
Constitution saving throw. On a failed save, that creature is
Where is the Gol’Goroth? charmed by the cultists and giant frogs, regarding them as
Down the stairs behind them, down in the darkness. To allies. At the beginning of its next turn, it must make a DC (9
look upon the Gol’Goroth is too much for most to handle so + APL) Wisdom saving throw. On a failed save, that creature
they must keep him down in the dark. Speaker Kythel tends begin walking towards one of the massive frogs, offering
to his immediate needs. They say the Keymaster once gazed themselves up as sacrifice without resistance. The frogs have
upon the Gol’Goroth as well, that his arcane magics advantage on all attacks against that player. At the end of
prevented him from going mad. each of a charmed creature’s turns or whenever it takes
What is the Gol’Goroth? / Why do you follow the damage, it may repeat the Wisdom saving throw, ending the
Gol’Goroth? effect on a successful save.
Gol’Goroth is God. He is the way to true happiness. He has The frogs also have an additional ability called Gaze of the
no eyes, but can see into all realms. He sees the path to Gol’Goroth (1/Day). As an action, the frog locks onto a target
enlightenment. We bow before his power and his wisdom. with their empty eyes, staring through the void and tearing at
their mind. The target succeed on a DC 13 Wisdom saving
What is this blue slime? throw or come under the effects of the Confusion spell (PHB
That is the Primordial Ooze of the Gol’Goroth. With it, the Pg. 224).
world shall be reborn. To consume it is to be one with the If the cultists manage to knock out a player, they will not
Gol’Goroth. Once they have enough gathered, the forests, the kill them. They make sure to keep them alive if possible in
lakes, the world will all fall under the influence of the fact. So if somehow the entire party is knocked out, they will
Gol’Goroth. Speaker Kythel brings them the ooze and they begin to wake up to the sounds of one of their own being
have been tasked with finding ways to better utilize it in their experimented upon - having the Primordial Ooze injected
quest. Many tests require live human subjects, however. into their system or perhaps with the replacement of their
eyes for the Gol’Goroth’s eggs. The cultists are not adept at
Can the Gol’Goroth be killed? / How do we kill it? tying knots and they can be broken out of fairly easily if the
See Combat, below players make an attempt to escape.
If a player tries to enter the water at any point, see The
Combat Water, below.
Once the frogs give out their croaks, the cultists will
immediately grab weapons from the weapon rack nearby. The
cultists will shout and demand sacrifice for the Gol’Goroth.
More test subjects! The frogs will jump aggressively towards
the players, their tentacles whipping around violently. Roll
for Initiative. The types and number of cultists the party
faces depends on your group’s APL. See the beginning of the
module for information on determining your party's APL.
APL 4
1x Disfigured Disciple (End of Module)
2x Giant Toad (MM Pg. 329)
2x Cultist (MM Pg. 345)
APL 5
1x Writhing Abomination (End of Module)
2x Giant Toad
3x Faceless Zealot
APL 6
1x Writhing Abomination
2x Giant Toad
4x Faceless Zealot
APL 7
1x Oracle of Distortion (End of Module)
2x Giant Toad
2x Cultist
During combat, the cultists will yell out threats and
promises to the party. “You shall be reborn in the
Gol’Goroth’s cleansing pools! Give in to your urges, praise
Gol’Goroth. Your eyes shall give birth to his children!”

82 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 82/155
1/3/2019 The Homebrewery - NaturalCrit

The Water [Sneaky, Sneaky]


If a player enter the dark pools of water in the room, they will Due to the nature of the light in this area, it is possible for
need to make a DC (8 + APL) Wisdom Saving Throw or be someone or even the entire party to sneak down into the
afflicted by the same negative effects that the player’s Gol’Goroth’s lair undetected, but only if the air is sweet and
encountered at the beginning of the cavern upon eating the the Gol’Goroth is sleeping. They will need to make
slime. [After ten minutes, the player will start to feel sick and Dexterity (Stealth) checks against Kythel and the
gain the poisoned status. Five minutes after that, they will Gol’Goroth’s passive perception. While asleep, the
begin retching and choking until they finally vomit up another Gol’Goroth’s passive perception is lowered to 6.
of the frog creatures (If in combat, this will take 2 rounds in [Silver Tongue]
which the players can do nothing but double over and hold The players can also attempt to talk their way into the
their stomach). They are free of the poisoned status but gain Gol’Goroth’s good graces, claiming to be new followers who
a level of exhaustion as the frog attempts to hop away into the wished to gaze upon him (or some other similar, but
cave.] believable lie). A DC 15 Charisma (Deception/Persuasion)
check will be required to charm the Speaker. On a success,
[Harsh DM?] Kythel will allow the players to enter the chamber.
Spike traps are fun. Put one or two of those somewhere in Afterwards, he will walk over to the Gol'Goroth's shadow and
the room and have them be laced with primordial ooze. begin to speak. A few seconds pass and the Gol'Goroth
When a player falls they will need to make a DC (8 + APL) performs his Gaze of Madness on each of the party members
Constitution Saving Throw or be immediately affected by the to test their strength of mind. If the players all survive, the
slime and will be vomiting up frogs in no time. Also, 10 (3d6) Gol’Goroth is satisfied and will go back to feasting or return
piercing damage from those nasty spikes. to sleep, at which point the party can get off a sneak attack
round if they are still sane.
Our Lord, The
The Lair
Gol’Goroth:
Once all of the cultists and frogs have been defeated, the The lair is not particularly large, perhaps thirty feet across at its
party can continue onward. If they try the iron door, they find widest. The Gol’Goroth is tucked against the far corner, the
it is locked, and none of the cultists have a key on them. (A large monstrosity being eight feet in width and five feet high.
DC 15 lock picking check can open this one up, however). Even after seeing all of the sketches and monuments, the
This leaves the path leading down into the darkness - The Gol'Goroth's appearance startles you. It stares in your
Lair of the Gol’Goroth. Torches can be used to light the way, direction with empties sockets as four large tentacles flail
but they seem to only ever extend 10 ft. as some sort of magic
suppresses the light. From down below some strange chants around on its back. Massive warts cover its body and a dozen
can be heard as well as a sickening, gurgling sound. horns jut out of the top of its head. Slime drops from its flesh
The Gol'Goroth is down in this area with Speak Kythel that and forms puddles on the floor around the monstrosity. It
keeps a Darkness spell active over the Gol'Goroth so it can gives out a croak that shakes the chamber.
rest in peace and so those who come down to not
immediately go mad. This causes the Gol'Goroth to be Corpses of animals and human lay scattered across the floor
distinguishable only through the awful sounds it makes. of the room, making patches of it into difficult terrain. To the
Depending on the current aroma in the area, a different side, where Kythel waits, is an altar with many small carvings
event will occur. of the Gol’Goroth placed atop it. Next to this are many
buckets and vials filled with the Primordial Ooze.
Foul
The moment they make it to the corner in the stairwell the The Battle
player up front will need to make a Intelligence saving throw The strength of the Gol’Goroth depends on your party’s APL.
as the Gol’Goroth unleashes its Gaze of Madness and the The stat blocks for the versions of the Gol’Goroth are at the
party will need to roll for initiative. end of this adventure. See the beginning of the module for
information on determining your party's APL.
Sweet
If the air is sweet, a voice will call out. “No visitors! The APL 4 - 1x CR 4 Gol'Goroth
master is resting!” It is a harsh whisper, but a whisper APL 5 - 1x CR 4 Gol'Goroth with 2 legendary actions.
nonetheless. “Remain above with the others. I will come get APL 6 - 1x CR 6 Gol'Goroth
you when there are more instructions.” The Gol’Goroth is APL 7 - 1x CR 6 Gol'Goroth with 3 legendary actions.
resting and if attacked, the players can get a surprise attack,
but if they try to force their way past Speaker Kythel, he will
call out for the Gol’Goroth and wake it from its slumber.
Additionally, the Gol’Goroth will be cast in darkness since
light is dampened by the Gol’Goroth’s aura. The air
immediately goes foul when the Gol’Goroth awakes.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 83/155 83
1/3/2019 The Homebrewery - NaturalCrit
As a bonus action, on the first round of combat, the The Treasure Vault
Gol’Goroth gives out a loud, deep croak. This echoes
throughout the entire cavern, shaking the walls and ground. With the key in hand, the party may open the last remaining
An army of higher pitched croaks answers it from back up the door. There is a small room with a table in the center stacked
tunnel. Afterwards, Kythel will shout, “His children come! You with samples of the Primordial Ooze. Amongst this are other
shall suffer for your insolence!” As the fight goes on, the gruesome science experiment results such as the corpses of
croaks grow louder and louder as the pit of frogs is emptied creatures that the cultists attempted to splice, a few dead
and make their way for their master. If the Gol’Goroth is not albino squirrels, and categorized skeletal remains. Luckily, a
dead within ten rounds, the frogs arrive and swarm the tunnel extends to another room a bit further back.
players, causing them to go mad in an instant! In the second room, there are four Potions of Healing, a
In addition to fighting the Gol’Goroth, the party must also magical wand amongst a stack of ordinary armor and
face-off with Speaker Kythel. Use the stats of a Cult Fanatic weapons, and a stash of wealth. The amount of currency and
(MM Pg. 345) for him. Should the Gol’Goroth die before he additional wealth your party finds here depends on your its
does, he will begin shrieking in agony, grabbing his head as APL. Increase the values slightly above and below the listed
he collapses. He is afflicted by an indefinite madness effect numbers for a bit of variance.
(DMG Pg. 260). Any other living follow suffers a similar fate APL 4 - ~300 gold worth of gold, silver, and copper plus
except the Keymaster, who merely suffers from a Short-Term 500 gold worth of decorative carvings and gemstones.
Madness effect. All of the Gol’Goroth’s frog children will APL 5 - ~700 gold worth of platinum, gold, silver plus
explode violently, raining dark-blue slime all over the walls 1,500 gold worth of decorative carvings and gemstones.
and ground. APL 6 - ~1,000 gold worth of platinum, gold, silver plus
Tactics 2,000 gold worth of decorative carvings and gemstones.
The Gol’Goroth is not foolish. He will use his Gaze of APL 7 - ~1,200 gold worth of platinum, gold, silver plus
Madness on the bulkiest looking target on the first round of 2,800 gold worth of decorative carvings and gemstones
combat along with calling for his horde of frogs. If the players
try to retreat up the stairs or hide out of his line of sight, he
will use his Rock Slide to drop the ceiling on their cowardly
heads and draw them back to the open. Any attempts to
weave in and out and fire shots at the Gol’Goroth will be met
with a swarm of tentacles or a Gaze of Madness. If the
players try to toss any lights into the room unattended, the
Gol’Goroth will immediately extinguish them with a Tentacle
attack.
Kythel does little in the way of attacking. Unless someone
is in direct conflict with him, he will use Prestidigitation to
extinguish the party’s torches and cast them into blackness
with the Gol’Goroth.
After the Battle
When the party loots Kythel’s body, they will find a key and a
strange magical whip that appears to be made from one of
the Gol’Goroth’s tentacles.
Gol’Goroth Tentacle Whip
Weapon (whip), uncommon (requires attunement)
Whenever you land a critical strike while holding this
weapon, you deal an additional 1d10 psychic damage.
Additionally, on a critical hit, roll 3d6: If the total equals or
exceeds the target’s Intelligence score, that target is afflicted
by a random Short-Term Madness effect (DMG Pg. 259).
While holding this whip, your irises turn solid black.

84 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 84/155
1/3/2019 The Homebrewery - NaturalCrit

Wand of Tricks and Treats


Wondrous item, uncommon Back to Town:
The party can swing by and grab Syrith before heading back
This wand has 5 charges. While holding it, you can use an to town. He will be under the effects of a short-term madness,
action to expend 1 charge and speak the word “Trick” or the but will eventually recover. Mayor Hal will be eternally
word “Treat” while pointing it at a target within 90 ft. If the grateful of the party’s help and offer them the reward they
words “Trick” was spoken, roll a d6 and consult the Trick earned (300 gold and a magical item of the DM's choosing.).
table. If the word “Treat” was spoken, roll a d6 and consult The last thing the party should see before closing out the
the Treat table below. The user is unaware of which result one-shot is Syrith walking back to his home. As he closes the
was cast unless immediately obvious. This wand regains 1d4 door behind him, his sleeve falls back ever so slightly and
+ 1 expended charges daily at dawn and always fully they see a single frog latched onto his arm and black eyes
recharges after a full moon. stare out at the party as a smile crosses his face.
Trick
[d6] Result Total Suggested XP
1 A ferret shows up on the next night and steals 1d4 The amount of XP awarded to your players is based on their
gold from the target and brings it to you. The ferret APL and includes bonuses for completion of the quest. Feel
then disappears. free to adjust this as you see fit.
2 The target is cursed for the next 24 hours. While APL 4 - 3,000 XP per player
under this curse, the target is charged twice as much
for alcoholic beverages.
APL 5 - 6,000 XP per player
APL 6 - 7,500 XP per player
3 The target is cursed for the next 24 hours. While APL 7 - 9,000 XP per player
under this curse, the target somehow manages to
burn any food they try to cook.
4 The target is cursed for the next 24 hours. While
under this curse, small wildlife creatures are afraid of
the target.
5 The target is cursed for the next 24 hours. While
under this curse, all coins look like copper to the
target.
6 The target is cursed for the next 24 hours. While
under this curse, the target is struck by the
overwhelming need to itch in locations that are
unreachable by them.

Treat
[d6] Result
1 The target is blessed for the next 24 hours. While
under this blessing, a small sprite follows the target
and will occasionally point out hidden objects.
2 Five pieces of chocolate appear in the target's bags.
When eaten they restore 1 hit point.
3 The target is blessed for the next 24 hours. While
under this blessing, the target has battle music that
accompanies them in any conflict.
4 The target is blessed for the next 24 hours. While
under this blessing, they smells great to members of
the opposite sex.
5 The target is blessed for the next 24 hours. While
under this blessing, whenever the target deals a
killing blow against an enemy, 10 silver pieces
explode from the body.
6 The target is blessed for the next 24 hours. While
under this blessing, rain cannot fall on the target, it
simply glances down alongside an invisible shield and
they stay nice and dry.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 85/155 85
1/3/2019 The Homebrewery - NaturalCrit

Stat Blocks
Faceless Zealot
Medium aberration, chaotic evil

Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 13 (+1) 16 (+3) 6 (-2) 7 (-2)

Senses blindsight 30ft., passive Perception 8


Languages telepathy 120 ft.
Challenge 1/2 (100 XP)

Actions
Multiattack. The zealot makes a dagger attack and
then attempts to grapple a target.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage.
Mental Assault (1/Day). The zealot attempts to
overwhelm the mind of a creature that it has
grappled. That creature must succeed on a DC 13
Intelligence saving throw or take 5 (1d10) psychic
damage and come under the effects of one of the
following madness effects for one hour:
Blinding Agony – The creature closes their eyes
and is convinced they have been sealed shut
permanently. The creature is blind until the effect
fades.
Silence Eternal – The creature closes their mouth
and is convinced it has been sealed shut
permanently. The creature cannot speak until the
effect fades.
Maddening Gibberish - All words the creature
hears become twisted and garbled, shifting
pitches and order in unpredictable ways. The
creature cannot hear the voices of others until
the effect fades.

86 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 86/155
1/3/2019 The Homebrewery - NaturalCrit

Disfigured Disciple Arms


Medium aberration, chaotic evil Tentacled - The disciple's left arm is a long, sticky
tentacle. The disciple's off-hand attack is the following:
Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 12) Tentacle. Melee Weapon Attack: +4 to hit, reach 10
Speed 30 ft. ft., one target. Hit: 7 (1d10 + 2) bludgeoning
damage and the target is grappled if it is size Large
or smaller. A creature can break free of this grapple
STR DEX CON INT WIS CHA by using its action and succeeding on a DC 12
15 (+2) 10 (+0) 14 (+2) 13 (+1) 7 (-2) 5 (-3) Strength saving throw.
Carved Bone - The disciple's left hand is sliced off and
Senses passive Perception 8 the remaining bone has been filed down to a sharp
Languages Deep Speech points. The disciple's off-hand attack is the following:
Challenge 2 (450 XP)
Bone Spear. Melee Weapon Attack: +4 to hit, reach 5
Terrorizing Transmogrification. The disciple contains ft., one target. Hit: 5 (1d6 + 2) piercing damage plus
three distinct mutations that affect its combat abilities, 3 (1d6) necrotic damage.
its movements, and its defenses. Choose randomly
from the lists below or choose them yourself to craft Dual Claws - The disciple's left arm is raw bone that
specific monstrosities. splits into two distinct forearms at the elbow. At the
end of each of these is a set of vicious claws. The
disciple's off-hand attack is the following:
Head
Serpent's Tongue - The disciple has a large snake-like Dual Claw. Melee Weapon Attack: +4 to hit, reach 5
tongue that can smell the air for nearby enemies. The ft., one target. Hit: 9 (2d4 + 4) slashing damage.
disciple gains a blindsight of 20 ft.
Actions
Swarming Eyes - The disciple's face is covered in over a
dozen extra eyes. It is immune to the blinded condition Multiattack. The zealot makes one attack with its
and gains darkvision 60 ft. longsword and one with its off-hand attack.
Putrid Boils - The disciple's face is coated in putrid Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
boils and blisters. Whenever a creature touches the one target. Hit: 6 (1d8 + 2) slashing damage.
disciple or hits it with a melee weapon attack while
within 5 feet, that creature takes 5 (1d10) acid damage
as a boil bursts with vile pus.

Body
Jagged Spine - The disciple has massive spikes
protruding from its spine. Any creature that attempts
to grapple the disciple takes 11 (2d10) piercing
damage.
Winged Horror - The disciple has a set of large bat-like
wings, providing it with a 30 ft. fly speed.
Thick Flesh - The disciple's face and body are colored a
deep purple and its flesh becomes as tough as armor.
Non-magical weapon attacks against the disciple deal 3
less damage to a minimum of 1.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 87/155 87
1/3/2019 The Homebrewery - NaturalCrit

Writhing Abomination Actions


Large aberration, chaotic evil Multiattack. The abomination makes two attacks with
its claws and two with its tentacles.
Armor Class 12 (natural armor)
Hit Points 60 (8d10 + 16) Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
Speed 40 ft. target. Hit: 7 (1d6 + 4) slashing damage.
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft.,
STR DEX CON INT WIS CHA one target. Hit: 7 (1d6 + 4) bludgeoning damage and
the creature is grappled if it is of size large or smaller.
18 (+4) 10 (+0) 15 (+2) 4 (-3) 6 (-2) 1 (-5) A creature can break free of this grapple by using its
action and succeeding on a DC 14 Strength saving
Condition Immunities blinded, charmed, deafened, throw. A creature can also attack and destroy the
exhaustion, frightened, paralyzed, petrified, tentacle to free the grappled creature. Each tentacle
poisoned, stunned has 5 hit points and an AC of 10.
Senses passive Perception 8
Languages --- Consuming Grasp. The abomination picks up a single
Challenge 3 (700 XP) creature that it has grappled and slams that creature
down upon its own tentacled back. That creature takes
11 (2d10) bludgeoning damage and must succeed on
Magic Resistance. The abomination has advantage on a DC 14 Strength saving throw or become restrained,
saving throws against spells and other magical effects. otherwise it remains grappled. The abomination can
Regenerative Form. Whenever the abomination is only have one creature restrained at a time.
reduced to 0 hit points, it explodes into a mass of Tentacle Smash. The abomination picks up two
gore. Dozens of individual tentacles from the creatures that it has grappled in its tentacles and
abomination attempt to crawl away and hide, smashes them together with tremendous force. Each
burrowing into the ground or finding nearby nooks and of those creatures takes 16 (3d10) bludgeoning
crannies in which they can hide. Over the next week, damage and are then tossed to an empty space up to
the escaped tentacles find their way back together and 20 feet away. Those creatures must succeed on a DC
reform a new writhing abomination. Once an 14 Dexterity saving throw as they hit the ground or fall
abomination has reformed in this way, it cannot do so prone.
again for one month and dying before this time has
passed results in permanent death.

88 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 88/155
1/3/2019 The Homebrewery - NaturalCrit

Oracle of Distortion Actions


Medium aberration, chaotic evil Mind Twist. Target creature within 90 feet of the oracle
must succeed on a DC 15 Intelligence saving throw or
Armor Class 13 take 22 (4d10) psychic damage. If a creature fails this
Hit Points 66 (12d8 + 12) saving throw by 10 or more, its mind is left jumbled
Speed 30 ft. and it is unable to cast spells on its next turn.
Locational Reconfiguration (Recharge 5-6). Target
STR DEX CON INT WIS CHA creature must succeed on a DC 15 Wisdom saving
13 (+1) 16 (+3) 12 (+1) 18 (+4) 6 (-2) 12 (+1) throw or take 11 (2d10) psychic damage and be
teleported 50 feet straight up and begin to fall. At the
Saving Throws Dex +6, Int +7 end of that creature's next turn, it slams into the
Damage Immunities psychic ground and takes 17 (5d6) bludgeoning damage unless
Senses passive Perception 8 it has a way to mitigate this effect.
Languages --- Conjure Replicant Fighters (1/Day). The oracle chooses
Challenge 5 (1,800 XP) two creatures in can see within 60 feet. In an empty
space adjacent to each of those creatures, a perfect
Illusory Defenses. When a creature rolls a successful replica of that creature is conjured into existence with
attack against the oracle, roll a d20. On a result of 1-9, a burst of bright light. These replicants persist for 1
the attack hits an illusory version of the oracle and minute or until the oracle dies. Roll a d20 for each of
deals no damage. On a result of 10-20, the attack these creatures and add them to the initiative order.
functions as normal. These entities have 25 hit points, AC 13, and have a
Imperceivable Thoughts. Creatures can’t read the mind single attack:
of the oracle or attempt to sway its actions via magic. Illusory Strike. Melee Weapon Attack: +5 to hit, reach
Any creature that attempts to do so immediately takes 5 ft., one target. Hit: 7 (1d8 + 3) force damage.
11 (2d10) psychic damage.
These replicants are perfect copies and cannot be
Aura of Distortion. Words spoken within 20 feet of the distinguished from the creature it is copying and will
oracle and transformed into a jumbled, garbled mess. always attempt to stay adjacent to that creature. The
Verbal communication is impossible and creatures are replicant can mimic physical movements perfectly but
unable to perform the verbal components of spells. cannot speak. If the real creature attempts to convince
its allies they are the real version, have each creature
within 60 feet that can see and hear both creatures
make a DC 13 Wisdom (Perception) check,
determining the true creature on a success. On a total
result of 5 or lower on this check, the creature
becomes convinced the replicant is the real version.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 89/155 89
1/3/2019 The Homebrewery - NaturalCrit

The Gol'Goroth Gaze of Madness (Recharge 4-6). The Gol’Goroth fixes


his empty gaze on a single creature. That creature must
Large monstrosity, chaotic evil
succeed on a DC 13 Intelligence saving throw or take
Armor Class 13 (natural armor) 22 (4d10) psychic damage. Also on a failure, roll 3d6:
Hit Points 85 (9d10 + 36) If the total equals or exceeds the target’s Intelligence
Speed 30 ft., swim 30 ft. score, that target is afflicted by a random Short-Term
Madness effect (DMG Pg. 259).259) If the creature has
consumed the Gol’Goroth’s Primordial Ooze, it has
STR DEX CON INT WIS CHA disadvantage on the saving throw.
18 (+4) 10 (+0) 18 (+4) 12 (+1) 10 (+0) 6 (-2) Rock Slide (1/Day).
(1/Day) The Gol’Goroth leaps into the air
and smashes down on the cave floor. Massive chunks
Condition Immunities charmed, frightened, blinded, of stone fall from the ceiling in a 40 ft. radius of the
prone Gol’Goroth. All other creatures in that area must make
Senses Blindsight 30 ft., passive Perception 10 a DC 13 Dexterity saving throw, taking 10 (3d6)
Languages Deep Speech, telepathy 120 ft. bludgeoning damage on a failed save, or have as much
Challenge 4 (1,050 XP) damage on a successful one.

Amphibious. The Gol'Goroth can breathe air and water.


Legendary Actions
The Gol’Goroth can take 1 legendary action, choosing
Aura of Darkness. All light sources within 60 ft. of the from the options below. Only one legendary action can
Gol’Goroth only cast a maximum of 10 ft. of bright be used at a time and only at the end of another
light. creature’s turn. The Gol’Goroth regains spent legendary
actions at the start of its turn.
Actions
Tentacle. The Gol’Goroth makes a tentacle attack.
Multiattack The Gol’Goroth makes three tentacle
attacks. Leap. The Gol’Goroth leaps to a point within 30 feet.
Attacks of opportunity made against the Gol’Goroth as
Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., a result of this movement are made with disadvantage.
one target. Hit: 7 (1d6 + 4) slashing damage. Any creatures within the area of the Gol’Goroth’s
landing location must succeed on a DC 13 Dexterity
saving throw or take 9 (2d8) bludgeoning damage. All
creatures in this area, success or fail, are moved to an
adjacent empty space.

90 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 90/155
1/3/2019 The Homebrewery - NaturalCrit

The Gol'Goroth Gaze of Madness (Recharge 4-6). The Gol’Goroth fixes


his empty gaze on a single creature. That creature must
Large monstrosity, chaotic evil
succeed on a DC 14 Intelligence saving throw or take
Armor Class 13 (natural armor) 33 (6d10) psychic damage. Also on a failure, roll 3d6:
Hit Points 114 (12d10 + 48) If the total equals or exceeds the target’s Intelligence
Speed 30 ft., swim 30 ft. score, that target is afflicted by a random Short-Term
Madness effect (DMG Pg. 259).259) If the creature has
consumed the Gol’Goroth’s Primordial Ooze, it has
STR DEX CON INT WIS CHA disadvantage on the saving throw.
18 (+4) 10 (+0) 18 (+4) 14 (+2) 10 (+0) 6 (-2) Rock Slide (1/Day).
(1/Day) The Gol’Goroth leaps into the air
and smashes down on the cave floor. Massive chunks
Condition Immunities charmed, frightened, blinded, of stone fall from the ceiling in a 40 ft. radius of the
prone Gol’Goroth. All other creatures in that area must make
Senses Blindsight 30 ft., passive Perception 10 a DC 14 Dexterity saving throw, taking 21 (6d8)
Languages Deep Speech, telepathy 120 ft. bludgeoning damage on a failed save, or have as much
Challenge 6 (2,300 XP) damage on a successful one.

Amphibious. The Gol'Goroth can breathe air and water.


Legendary Actions
The Gol’Goroth can take 2 legendary actions, choosing
Aura of Darkness. All light sources within 60 ft. of the from the options below. Only one legendary action can
Gol’Goroth only cast a maximum of 10 ft. of bright be used at a time and only at the end of another
light. creature’s turn. The Gol’Goroth regains spent legendary
actions at the start of its turn.
Actions
Tentacle. The Gol’Goroth makes a tentacle attack.
Multiattack The Gol’Goroth makes three tentacle
attacks. Leap (2 actions). The Gol’Goroth leaps to a point within
30 feet. Attacks of opportunity made against the
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., Gol’Goroth as a result of this movement are made with
one target. Hit: 7 (1d6 + 4) slashing damage. disadvantage. Any creatures within the area of the
Gol’Goroth’s landing location must succeed on a DC
14 Dexterity saving throw or take 13 (3d8)
bludgeoning damage. All creatures in this area, success
or fail, are moved to an adjacent empty space.
Gaze of Madness (3 actions). The Gol'Goroth can use its
Gaze of Madness attack if it is available.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 91/155 91
1/3/2019 The Homebrewery - NaturalCrit

Aboard the Osmorton


A Horror One-Shot for Levels 5-8
---------------------------------------------------------------------------
Adventure Synopsis
Welcome aboard the Osmorton, a standard trade vessel that This adventure uses the Average Party Level (APL) to
occasionally takes on a few additional passengers to earn scale the difficulty of encounters. This is simply the
some extra coin. During this particular adventure, the average of your players’ total character levels assuming
Osmorton is on its way to a city on the other side of the you have 4 party members. If your group is larger than 4,
continent - a five day journey. The party is given a reasonable increase your APL by 1 for each additional player. If your
place to stay and the crew members are kind and party is smaller than 4, decrease your APL using this
accommodating of their guests. same rule.
On the second day of the journey, one of the crew members
spots a man covered in a dark, oily substance out in the water Text that appears in a box like this is meant to be read aloud
clinging wearily to a piece of debris. The crew saves this man for the players when their characters first arrive at a location or
from a watery grave but find no others survivors amongst the under a specific circumstance that will be noted.
burnt remnants of the ship he once served upon.
Unfortunately for the crew of the Osmorton, no good deed
goes unpunished. This survivor is infected with a strange Adventure Introduction (Optional)
parasite - one that takes over mind and body. One that can be This is suggested if you are running a one-shot separate from
spread via bite or exposure to blood. One that fights fervently an overarching campaign and want to kick things off swiftly.
to survive and spread while maintaining the facade that the If you are embedding this adventure in an existing campaign,
infected victim is perfectly fine, while beneath the surface there may be better ways to throw the party into the action.
their base motivations have turned to singling out crew
members and passing on the affliction. You find yourselves stepping aboard a trade ship called The
Will any be left to tell the tale of what happened aboard the Osmorton. Your party needs to travel to the city of Tergaron
Osmorton, or will the parasite consume the entirety of the several hundred miles away and aboard a ship is the fastest
crew? method by far. You spoke with the captain, a handsome
This one-shot is inspired by the movie The Thing and it is aasimar man by the name of Kalinas Drustran and he offered
almost a guarantee that at least one of the characters are you lodgings on the main deck for a reasonable price. The trip
going to die aboard the ship, so be sure your players don’t is expected to take five days and during that time you will be
bring along a PC they care about unless you are willing to provided food, water, and all of your other basic needs.
make this a non-canon adventure! This one-shot also has The crew is rather small, consisting of seven individuals in
some unique mechanics that rely heavily on strong
roleplaying capabilities to keep the adventure alive, so be total. There is Captain Drustran, whom you’ve already met, and
sure your players are ready to play their part when the his wife Daniella, a human woman that serves as the
time comes! There are a few handouts that will help keep Quartermaster for the ship. The navigator is an elvish woman
things running smooth, so I recommend printing those named Alana Mithraisel and the chef is a stout dwarf named
out and cutting them out ahead of time! Farsi Stonecutter. There is a human surgeon, Thomas Regania,
I would also consider this to be one of the more who makes sure everyone stays healthy during the crew’s
advanced challenge adventures for both the Dungeon many voyagers and the final two members of the crew are two
Master and the players. While this guide will lay out the human brothers - William and Gunnar Torrand - who serve as
plot, major NPCs, unique mechanics, and some key
events, this is one of those modules that a clever group of deckhands.
players can cause to go off the rails quite quickly. Please
read the material carefully and be prepared to pivot down
new paths. Reward your players for their role-playing and
creative solutions and put your improvisational skills to
the test!

92 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 92/155
1/3/2019 The Homebrewery - NaturalCrit

Aboard the Osmorton Crib Sheet


This page can serve as a quick reference to remind of major
events, NPC names, and special mechanics for this
adventure!
Major Events
Welcome aboard and crew introductions
Pleasant first day with additional NPC backstories
Day Two
Survivor at sea is rescued
Survivor takes a bite out of Thomas and killed by
captain
Ship on high alert, but Gunnar missing come
dinner time
Split up and search
Introduction of infection mechanic
Opportunities to “share secrets” and discuss
Gunnar found in hold
Captain reunites crew and discusses the facts
Discussion leads to exposure of Thomas
and he attacks!
Captain sets forth new rules of the ship
Middle of the night sahuagin attack
Day Three
Marooning proposal
Daniella’s contingency plan revealed
Day Four
Captain Drustran threatens to scuttle the ship
Final battle with infected occurs
Crew arrives at Tergaron
May be dying from poison depending on actions
Osmorton Crew Members
Kalinas Drustran - Captain - Aasimar
Daniella Drustran - Quartermaster - Human
Alana Mithraisel - Navigator - Elf
Farsi Stonecutter - Chef - Dwarf
Thomas Regania - Surgeon - Human
William and Gunnar Torrund - Deckhands - Human
Neural Parasite
This is where the real meat of this adventure begins. One of
the party members has become infected with a neural
parasite. Their motivations change to survival and infection.
An infected creature has the following traits:
Blood is blackened
Eats only meat
Deep fear of fire
Can spread infection through bite or blood on blood
contact
Parasite knows its host’s memories and behaviors. It will
keep up its act to spread infection while avoiding
discovery. Will take over and become savage if it feels it is
threatened.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 93/155 93
1/3/2019 The Homebrewery - NaturalCrit

94 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 94/155
1/3/2019 The Homebrewery - NaturalCrit

The Osmorton and its All Aboard


Crew Crew Introductions
Crew Personalities When your party boards the ship, you will want to give them
There are quite a few NPCs in this adventure and it can be a an introduction to the crew. This will occur in a few stages
lot to manage. The notes below will hopefully provide a bit of and you can play through it to give these characters some life
distinct life to them without overwhelming you with based on the characteristics listed above. Tell your players
information! they don’t need to worry too much about taking notes for the
NPCs, as you will be giving them handouts when it is all over.
Kalinas Drustran - Handsome and charming, confident
and a good leader. Often consults with his wife for Captain Kalinas welcomes the party aboard the ship and
guidance. introduces them to his lovely wife, Daniella.
Daniella Drustran - Incredibly intelligent and well-spoken, The deckhands, William and Gunnar, come up from below
meticulously detail-oriented, and effectively acts as co- covered in sweat from loading up casks of ale onto the
captain to Kalinas. ship and introduce themselves to the party, perhaps
Alana Mithraisel - Young and a bit naive, easily excitable, making a pass at one of the party members.
and quick to make assumptions. Alana walks down from the front of the ship holding out a
Farsi Stonecutter - Ancient even by dwarven standards, map and approaches Daniella, telling her about some
speaks mostly in grunts. Apathetic. rerouting to take them a bit further out to avoid some
Thomas Regania - An excellent healer with wonderful potentially dangerous spires of stone in case a storm rolls
bedside manner. Highly empathetic, curious, and kind. in. She then introduces herself after not even noticing the
William and Gunnar Torrund - Twin brothers that are nigh party’s presence.
inseparable, only sixteen years old so immature and full of Kalinas escorts the party below deck where Thomas is
energy, foul mouthed and crass. treating one of Farsi’s newly acquired burns - ”Your skin
may be tough, but you can’t just leave it on the stove!”. The
The Ship captain will interrupt and introduce the party.
The Osmorton consists of four levels. The final step is for the captain to show the party to their
The Hold - Filled almost entirely with barrels of ale that rooms. He will let them know that meals can fluctuate
the crew is delivering to the city of Tergaron. There is depending on the actions of the sea, but one of the
room to maneuver through the area, but not for much deckhands will grab them. The drinks in the alcohol
else. The door to this area is locked and only members of cabinet are open, but he asks that they be reasonable or
the crew hold the keys. he will have to charge. He also informs them of the nightly
The Lower Deck - Contains the crew’s lodgings, the round of gambling with the crew if they are interested.
kitchen and dining area, a small medical room, and a A Pleasant First Day
single reinforced room in case any passengers need to be
detained. The mess hall contains a large table that Once the party is set loose, the ship is undocked and they set
comfortably seats the crew and guests, a well stocked sail. The skies are clear and the weather is fair. Give your
alcohol cabinet, and plenty of playing cards. party a chance to explore the ship a bit and get to know the
The Main Deck - This deck allows access to the row boats crew. Have them spot some whales off the side of the ship,
on either side of the ship and to the stairways that lead up leaping high out of the water and sending a spray of mist up
to the Quarterdeck. At the front and back of this level are onto the deck. Send Alana to invite them to join in that
lodgings for passengers. The one up front contains two evening’s game of cards and break open some fresh bottles
beds and the one at the back contains one more with from the liquor cabinet as Farsi makes a delicious meal for
room for sleeping bags. the crew.
The Quarterdeck - These are the elevated levels at the This is the calm before the storm that is to come tomorrow.
front and back of the ship - above the passenger lodgings.
Contains the steering wheel for the ship and a basic Lost at Sea
platform for observation and navigation.
The Man Amongst the Debris
The party is awoken early in the morning and informed that
breakfast is served down below - a banquet of eggs, fresh
vegetables, and toast. Their pleasant breakfast is interrupted
when they hear Daniella begin to scream from up on the
main deck, "Man overboard! Man overboard! Everyone, to
your stations!”
The party can rush upstairs to see what is going on, but
Daniella is already taking off her boots and preparing to jump
in the water. "Someone throw me down the rope ladder! He
isn’t moving!”

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 95/155 95
1/3/2019 The Homebrewery - NaturalCrit
The captain considers sweeping the debris for more
Looking over the edge of the ship, you see a ragged man
survivors, but decides that would be a bad idea and steers the
sprawled out on top of a scorched piece of wood. He is ship clear of the wreckage. He then tosses the body back into
covered in a strange black oil and the water around him is also the water. Whatever it was that attacked the people of the
dyed with this strange, thick liquid. Daniella does not hesitate, ship obviously needs to sink to the depths. They will tell the
however, and dives into the water to retrieve the man. Further military in Tergaron as soon as they dock.
in the distance are the remannts of a ship floating in the ocean Thomas applies a bandage to his face, but seems to calm
- the bits that haven’t sunk to the bottom of the ocean at least. down about the injury quite quickly. There is still some blood
Splintered and scorched boards are spread all throughout the
soaking through, but he is not crying out in pain. Kalinas will
take a moment to make sure everyone else is ok, then invites
area, but from this distance you can’t see any other survivors.
the crew to the armory to get everyone equipped with some
Daniella reaches the board and climbs on top of it next to sort of weapon in case they run into more trouble. Whatever
the man. She leans her face next to his before turning back to that thing was that exploded out of the man’s head could still
the ship - “He’s breathing!” She tries to shake him awake, but be lurking on the ship . . . and others could have made their
it doesn’t seem to work. She is covered in that strange oil as way onboard when they stopped to help!
well, but seems to pay no mind as she drags the man off of the
board and starts swimming him back towards the ship in a
wondrous display of strength and grace.
The Missing Crew Member
A few hours go by and life on the ship returns to normal.
Tensions remains high for a while, but after a scan it was
Infected
determined that none of those creatures could make it onto
The crew and the party will need to help hoist the man up out the ship except on the deck and the crew has eyes up there
of the water, his body limp as his head rolls around on his
shoulders. When they get him on board, Thomas cries for constantly. Everything seems fine until it is time for lunch. The
some space as the man is laid out on the deck. He checks the crew gathers and Farsi begins to hand out plates to everyone
man’s pulse and his pupils, then reaches into his healer’s kit as they pass by. The captain opens a bottle of rum and offers
and pulls out a potent smelling herb. "Probably dehydrated. everyone a cup to “calm the nerves” after the events of this
Possibly in shock.” The doctor grinds a few leaves between morning.
his fingers and waves them under the unconscious man’s
nose. Thomas shows up a bit later than others and walks up to
The man’s eyes snap open immediately. He reaches out for Farsi saying, "I’m starving. That incident took a lot out of me!
Thomas, grabs him by the back of the head, then leans Give me some extra fish, Farsi!”. Farsi obliged and gives a
forward and bites a sizable chunk of flesh out of the middle- stern grunt. When Thomas turns around, it is revealed
aged doctor’s cheek. Thomas screams as he tries to pull that his entire bandage is soaked with blood and is
away, the man ripping out a hunk of bloodied meat that leaking yellow pus out the sides. When someone makes a
stretches and tears as Thomas continue to wail in agony. comment about it, he reaches a hand up to touch the wound.
At this point the party can act and try to interrupt the "Goodness, it is completely numb . . . I . . . I had no idea.” He
attack, but no matter what their actions are, Kalinas seems quite troubled and runs off to the medical bay.
draws his rapier in a flash and plunges it through the A few seconds after, William looks around and says,
deranged man’s chest. "Hey, where’s Gunnar at?” Have the party make straight
Thomas continues to wail, scrambling for bandages to hold Intelligence checks. On a result on 13 or higher, they
against his now mangled cheek. "What in the hell!?” he cries recall last seeing him up on deck about an hour ago.
out, scrambling away from the dead man with eyes filled with Captain Drustran puts down his plate, rises to his feet, and
fear. Everyone can have a quick sigh of relief until the body draws his rapier. "First a crazed man nearly tears off our
starts moving again, the man thrashing and rising to his feet doctor’s face and now we have a crew member missing. I
despite the should-be fatal wound! Allow one of the party don’t like this one bit. I know it doesn’t fall under the normal
members to finish the job with an additional attack, but passenger duties, but I’d ask that you help us search the
don’t waste time on a full blown combat here. ship,” he says as he turns to face the party. "Let’s break off
into small groups and sweep the place as fast as we can. If
About a minute after incident, the back of the nameless man’s Gunnar is hurt, we need to get him some help!”
head erupts in a spray of bone, brain, and black blood that
coats the crew in viscera. A strange snake-like create no more
than three inches in length dashes from the back of his head
and over the side of the ship with incredible speed!

A party member that has a weapon at the ready can get one
attack at the creature, but it has an AC of 17. On a hit, the
neural parasite dies and curls into a ball as it leaks blood. No
one is able to determine what in the world the thing is.

96 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 96/155
1/3/2019 The Homebrewery - NaturalCrit

Neural Parasite There are a few different approaches to assigning the


infected. You choose the one that sounds the most fun for
This is where the real meat of this adventure begins. One of your group! The instructions are provided at the end of the
the party members has become infected with a neural module and also as part of the handouts file for this
parasite as a result of the explosion of blood from the adventure.
nameless man's skull. Their motivations change to survival
and infection. An infected creature has the following traits: Think of the member of the party that got closest to the
infected man or the player in your group that has the
Its blood is blackened strongest role-playing capabilities. Hand out clues to each
It eats only meat of the players and specifically give the infected clue to the
It has a deep fear of fire chosen player.
It can spread infection through a bite or blood on blood Lay down all of the clues on the table face down. Then
contact have each player choose a slip of paper one at a time. This
The parasite knows its host’s memories and behaviors. It will provide you with a random infected player, but you
will keep up its act to spread infection while avoiding will still know who they are and it will hopefully keep your
discovery. Will take over and become savage if it feels it is players from realizing the depth of the situation until a bit
threatened. later on!
In addition to the party member that is infected, Thomas Use the same method as above, except you shuffle all of
and Daniella are infected. Daniella from her swim in the the pieces of paper before laying them out on the table, so
black sludge and Thomas from his bite. They will both work until it is revealed, even you do not know who is infected!
to infect party members and keep the secret safe at all costs. Give your players a minute or two to reflect on the note and
From this point forward it is a fight for survival and for how it might play into things going forward. Is this worth
infection and your players will have to discover what is going bringing up to the group? Do they say this in front of the rest
on before it is too late! of the crew? Should you pair up with those crew members for
more information? Also take a moment to ask your players
Secrets Instructions if they would like to clarify any of these details with you in
ou each noticed something noteworthy or interesting about
private.
the ship or the members of the crew since the incident up on
deck. This information is confidential and should not be
Searching the Ship
shared with other players at the table unless it is in character. Once these clues have been distributed to the players, they
Even then, only that player is allowed to learn this information,
are free to choose how they would like to group up to search
the ship. Do they all go with an NPC or pair off amongst
so you can either show them your note or take them away for
themselves? For the search, Thomas and Gunnar are
a quick, private discussion. Simply announce that you would unavailable, but the other five are still options.
like to share your clue with that player aloud and you can go Groups are assigned to search the Main Deck, the Lower
from there. You can choose to keep your information secret Deck, and The Hold. They can branch out and head to these
for as long as you’d like, for some of them may be beneficial if locations. This is mostly an opportunity for the players to get
left unknown to the crew or even your own party! in smaller groups and discuss their “secrets” and to try and
As time goes on, these secrets may become more
let the infected player spread the disease to others via subtle
significant to the story. Feel free to write notes to me or send
methods.
me a text message if you need additional help. We can even The Hold is where Gunnar is located, so play out the
have private conversations to discuss your intents and you searches for each floor of the ship from top to bottom so
may even want to have private conversations with your other everyone can get a chance to discuss before the interesting
players, but be sure not to give away the fun of the mechanic information is revealed. He is in the back of the area, passed
by telling them information out of character!
out behind a stack of barrels. When the group that
investigates the hold finds him, they will see a bite mark on
his arm that is clearly from a humanoid. He is bruised and
If you choose to randomly assign roles (see the options battered - looks like he was fighting with someone or
below), also read the following: Even I don’t know your something. They can shake him awake and he will tell them
secret and part of the fun is for me to play the role of the that he doesn’t remember what happened.
NPCs without knowing! If you need to ask questions, I Once the group in The Hold has discovered Gunnar, the
can still answer them, but try to use your best judgment NPC with them will cry out for everyone on the ship to meet
as long as you can if possible! on the Lower Deck for a crew meeting.**

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 97/155 97
1/3/2019 The Homebrewery - NaturalCrit

Infected Sailor

98 https://homebrewery.naturalcrit.com/print?dialog=true&local=print 98/155
1/3/2019 The Homebrewery - NaturalCrit

Infection Detection Thomas backs away from the table, falls to his knees, and start
This conversation can proceed a number of ways depending screaming as he holds the wounded side of his face. The flesh
on who is infected amongst the party. Those people who are begins to bulge and ripple beneath the bandages, then erupts
trying to infect the rest of the ship will want to cause in a spray of black blood and pus. He screams in agony and
confusion and uncertainty. You will have no way to encourage looks to the crew, desperate for help. His mouth starts to
them to make these choices, so this is where their roleplaying open, growing wider and wider as a small, bloody hand reaches
skills will be put to the test. out. His jaw snaps and tears open with a sickening crack and a
Thomas was of course the one who led poor Gunnar down
into The Hold of the ship. The young man struggled when he strange, fiendish creature writhes out and leaps onto the ship.
realized something was wrong with the doctor and Thomas Thomas’s body twitches a few times before grabbing the knife
was forced to knock him unconscious before spreading the on his belt and rising back to his feet, his face nothing but a
infection. broken, bloodied mess of flesh and teeth.
The captain will lead the conversation by listing the
facts as he sees them and presenting a hypothesis Roll for initiative.
We found the remains of a ship floating out in the ocean.
We saved a survivor - one we assume was of that ship's Parasitic Combat
crew - who bit Thomas. As combat starts, the vomited blood begins to pool together
We killed that man and . . . something burst right out the and form strange oozes and Thomas - even with his broken
back of his god damned skull. and split face - is able to fight. Captain Drustran will shout
Gunnar went missing and when we found him, he was for the crew to grab Gunnar and bind him, then asks the
blooded, battered, and bitten. He also doesn’t remember party to help him kill whatever the hell this thing is.
who or what attacked him. The types and number of creatures your party faces
“I think whatever it was that attacked that other ship is depends on the party’s APL:
coming after us now. Gunnar must have managed to hurt
the thing and scare it away before passing out. Our doctor APL 5 - 6
is just about out of commission from his wounds and that 4x Lesser Infected Blood Ooze (End of Module)
thing is going to come back for sure!” 1x Infected Sailor (End of Module)
1x Spined Devil (MM Pg. 78)
Let conversation bloom from this - people can make APL 7 - 8
observations and ask questions about what happened. Use 4x Infected Blood Ooze (End of Module)
the information provided throughout this module to paint the 1x Infected Sailor
scene as best you can and leave it up to the players to 1x Spined Devil
intervene and mess with the information. Daniella and
Thomas are infected at this point in the story and will do There is no hope for Thomas and he fights to the death.
whatever they can to mislead the party away from the His face and throat have been ripped open and he is little
truth of the situation. more than a zombie flailing about with a knife. Nothing of his
In the end, you will want to turn the conversation to former personality remains. When he is killed, his head
blaming Thomas - by either having the players note that explodes and another neural parasite attempts to escape
he has been acting strangely or have the captain bring it from the ship.
up if needed. Captain Drustan will want to have another Daniella is holding a knife to Gunnar’s throat as he stands
member of the crew look over him, as his condition is wide eyed. Farsi is holding William in place as he demands
quite rough. Thomas will refuse and start to get quite that she release his brother, that he has done nothing wrong!
defensive. The captain looks over to the party once again, ”Help my
wife escort him to the holding cell. We will reconvene our
Feigned Innocence meeting and figure out what sort of demons have infested
Thomas tries to claim that he has no idea what the crew is my beautiful ship!”
talking about, that he hadn’t seen Gunnar since the incident
up on deck. He will talk about how badly he was hurt and Additional Occurrences
spent extra time in the infirmary, but the captain will
continue to press that someone take a look over him, just to From here, the progression of this story will be largely
be safe. dependent on your players. I will lay out a few more key
Eventually, the story will begin to crumble and Thomas will items and events that CAN occur, but it all depends on
grow desperate. the cleverness of your players and their roleplaying
capabilities. Reward clever planning, but remember that
the enemy is cunning and unknown. Your players may
devise a way to discover all the infected after the first
incident or they may go right up until the end!

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 99/155 99
1/3/2019 The Homebrewery - NaturalCrit
The captain sets some guidelines for the ship that all are The types and number of creatures your party faces depends
intended to follow: on the party’s APL. The enemies your party handles in the
Never travel in a group less than 4. shipboard attack are as follows:
Report any suspicious behavior you note to everyone at APL 5
dinner. 6x Sahuagin (MM Pg. 263)
Stay armed at all times. 2x Sahuagin Priestess (MM Pg. 264)
The entire crew will bunk together and sleep will happen APL 6
in two shifts. 6x Sahuagin
2x Sahuagin Priestess
Nighttime Assault 1x Water Weird (MM Pg. 299)
The first night after things start to go awry and crew APL 7
members are becoming afflicted by this deadly parasite, the 4x Sahuagin
ship is attacked by creatures from the depths. As nighttime 1x Sahuagin Priestess
approaches, the crew will likely stay together so no one can 1x Sahuagin Baron (MM Pg. 264)
be left alone and to make sure no one is acting suspicious. APL 8
The sound of something hard smashing against the ship 4x Sahuagin
echoes out loud enough that all members of the ship 2x Sahuagin Priestess
awaken. 1x Sahuagin Baron
Out on the deck are a group of sahuagin that seem Once the battle in the night has completed, the party can
desperate to get out of the water. Some of them appear to still hear thrashing and fighting. Looking over the edge of the
have wounds from battle and two of them are covered in a ship are additional sahuagin that seem to have gone feral.
black oil identical to that they found on the wounded survivor Some of them are mangled and bleeding profusely. They are
at the original shipwreck. They cry out in their strange attacking other sahuagin and even some of the sharks in the
language, trying to clean themselves of the oil but keep water. A few more of these creatures try desperately to climb
weapons at the ready. When the crew appears, they are met the side of the ship, but are pulled back into the water by the
with immediate hostility from these creatures. infected and the Osmorton makes it safely outside of their
reach.
No Peaceful Option
The sahuagin are frightened and simply want to get out of the Lonely Island
infected waters below, but the infected Daniella will interrupt
any attempts to make peace with these deep sea dwellers, On the second day after infections have begun, Captain
pulling out a crossbow and shooting one of them in the chest Drustran spots an island off in the distance. It is quite a small
and immediately causing the conflict to come to blows. island of such little significance that it isn’t even documented
on maps. Upon seeing this, he comes up with a plan - maroon
The crew will have to work together to defeat these foes - a the infected on the island. He wants to work together as a
common goal amongst the infected and non-infected. Give crew to determine who has been afflicted by whatever this
ample opportunities for crew members to become separated strange infection is, give them a rowboat and some supplies,
from the group as the sahuagin attempt to throw them over and plan on returning with some powerful healers after they
the edge of the ship and to a group of sharks waiting down arrive at Tergaron.
below. They can use this opportunity to potentially spread The captain will want to have another meeting and beg
infection, trying to disguise the attack through the chaos of those that have been infected to come forward. He promises
the fight, but give the person being infected a chance to to provide them aid, but they have to trust in him. The
notice and warn the rest of the party and crew before the infected will not give themselves up . . . but they are willing to
infection starts to affect their mind. throw another that has been exposed to the wolves in order
The entire crew is involved with this fight, but for the ease to protect themselves.
of things, have the crew of the Osmorton be fighting one If the members of the ship have any suspicions about
subset and the party be fighting another. You can give some one of the infected, Daniella will immediately pile on with
narrative for the fight with the crew, but don’t bother actually evidence about how she has seen them acting strangely.
playing out their portion of combat. When the party is killing This is her attempt to throw blame away from herself.
the last of their enemies, the crew is also dispatching the last
of theirs. This is mostly meant to incite further deep discussion
and allow the players to come up with ideas. The infected
won’t present themselves willingly so the captain
eventually drops the plan and the ship continues on its
way. This is also a lead in to the next event on the ship
where the captain talks about how his crew reacts to this
idea.

100https://homebrewery.naturalcrit.com/print?dialog=true&local=print 100/155
1/3/2019 The Homebrewery - NaturalCrit

Daniella’s Interference Drustan’s Last Stand


At dinner on this night, the captain will ask everyone if In the morning, as Captain Drustran is walking by to get his
they've noted any strange behavior and will offer to go first. bowl of breakfast, he cracks his wife hard across the back of
He gives a long pause of hesitation and sighs before finally the head (Assuming she is still alive! Otherwise, he simply
speaking. "I think my wife is infected.” He turns to look at makes his statement). He decides to make a final declaration
Daniella with sorrowful eyes. "Earlier today, you were so at the breakfast table - he is going to scuttle the ship. He can’t
ready to throw someone off the ship. I only even brought the risk letting whatever it is infecting the crew make it back to
idea up to see if any of my crew was acting strange . . . and shore, so he is going to strand them out in the ocean, much
honey . . . that isn’t you.” the same as the other ship. He intends to take them far off
the course of any major shipping routes first to ensure they
Daniella seems to remain relatively calm as her husband makes are not discovered.
the accusation. She nods and even gives a smile. “Is that what
you think, Kalinas?” She looks at her husband with intense Ulterior Motives
The captain does not actually want to sink the ship. His hope
eyes and the captain takes a defensive posture. “How
is that by making this threat, it will expose the people that
unfortunate; and what’s more unfortunate is that there is have been infected and they can be subdued, or if necessary,
nothing you can do about it anyway - at least if you want to killed. He already knows his wife is a threat and knocked her
live. I slid a potent, but slow-acting poison into the last meal. out first, but the others are a mystery. His hope is that by
You will all be dead within a week if I am not delivered safely taking this course of action, the others will be forced to action
to shore and allowed to go free. Only then will I tell you the to stop him . . . but if he must sink the ship to ensure the
cure for this poison.” safety of all of those on shore, then he will.
He starts working on tying up his wife nice and tight (once
again assuming she has not already been subdued). He then
Obviously the captain is taken aback by this. "What are you instructs everyone to stay down here. He intends to head up
and what the hell have you done with my Daniella?” But she to the steering wheel alone and if anyone else tries to come
will simply smile. At this point, the neural parasite has taken up, he will shoot them without hesitation.
over her body completely. The old Daniella is gone and her
skin begins to split and tear on her back and on her arms. At this point, more discussion is likely to occur. If
Strange tentacles dance just beneath the surface as conversation reaches a certain conclusion and it seems
congealed black blood slowly seeps out. In only moments she the captain is going to follow through with his plan, tell
looks absolutely monstrous. the infected players that their minds have been lost to
"We keep the ship on course, my dear.” Daniella turns and survival instincts and everyone will need to roll for
continues with dinner, a calm expression on her face as she initiative. By default, Daniella, Thomas, and Gunnar are the
tears into a massive chunk of meat. infected members of the crew. Thomas is dead and what
happened to Gunnar and Daniella depends on your player’s
Exposed actions. Additional NPCs and PCs may be infected
This creates an entirely new dynamic, for one of the parasites depending on the actions your players took during the
has been exposed and the party finds out they are poisoned. If adventure.
your party has a paladin or cleric, they may already have a
solution to the problem for they will have magics to cleanse Facing the Infected
such poison and they can simply kill Daniella without Have your players face off against all of the infected -
remorse. Otherwise, they may need to get a bit more creative. including the other PCs on the ship that have been converted.
Trying to blackmail the parasite will not work and the other If you think this challenge will be too easy for the party, feel
infected characters may work to make sure that they go free to add a few Infected Blood Oozes to the fight to keep
ahead with her demands. things interesting!
If the party does attack Daniella. She has the stat block of an The party can knock the infected unconscious, or simply
Infected Sailor and should die fairly easy against an entire kill them outright. By default, there is no coming back from
party. such a fate without a wish spell or other incredibly powerful
magic, which is why this is suggested to be a non-canon one-
Otherwise, they will have to devise a new plan and the shot. Alternatively, you could provide some sort of elixir to
captain is still well aware that others could still be infected. suppress the effects of the parasite that infected will need to
Some of the people in the conversation may be working keep taking until they can track down a cure - a process that
against the interest of the others. The captain begins to grow can lead to a whole new arc in your campaign!
desperate and his sanity clearly starts slipping. He will
continue with the policies put in place as night falls and the
sleeping shifts begin.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 101/155101
1/3/2019 The Homebrewery - NaturalCrit

The Cure
Daniella was not bluffing about the poison that she
administered to the crew. If the party does not have someone
capable of cleansing poison, by the time they arrive at port
they are barely capable of walking. Constant vomit and
diarrhea puts their bodies in a state of deep dehydration.
Rushing to a priest can get the party healing from this poison,
but at a cost. Otherwise, it takes a Vileblood Antidote to cure
the poison which can be found at any alchemy shop.
If the party caved to Daniella’s demands and took the ship
back to shore, she will jump overboard before it hits the dock
and disappear beneath the waves. This will have major
impacts in your world as an invisible, hungering parasite
starts to ravage and take over entire towns. Finding a
solution to such a problem would require a group of capable
heroes.
Drustan’s Thanks
If the party managed to slay the infected and get the boat
safely to shore, Drustan will thank the party and offer them a
reward. The man is devastated at the loss of his wife and
some of his crew . . . but at least some of them managed to
make their way to safety and allow them to warn others.
The reward your party receives for completion of this
adventure is based upon the party’s APL.
APL 5 - 1,000 gold
APL 6 - 1,200 gold and a +1 weapon
APL 7 - 2,000 gold and a +1 weapon
APL 8 - 2,500 gold and a set of +1 armor

To Be Continued?
If you want to throw a bit of extra fun at the
players, when they make it back to shore have
them discover that there was a bit of commotion
in town the previous day. It turns out a man
washed ashore on the beach covered in oil. He is at
the local church and the clerics are sure he is going
to make a full recovery. Have the person who tells
them this rumor have a large bandage on his arm
and as he finishes the story he pulls out a massive
piece of jerky and takes a bite, salivating heavily as
he does so.

Experience
The Experience listed below represents a blend of monster
encounters, non-combat encounters, and some bonus
experience for finishing the quest. Feel free to adjust these
values if you see fit.
APL 5 - 4,000 XP per player
APL 6 - 5,000 XP per player
APL 7 - 6,000 XP per player
APL 8 - 7,500 XP per player

102https://homebrewery.naturalcrit.com/print?dialog=true&local=print 102/155
1/3/2019 The Homebrewery - NaturalCrit

Printed Materials Secret Note #3


You noticed that the blood around Thomas’s cheek was
Crew Members discolored. It reminds you of that strange oil that was
Kalinas Drustran - Captain - Aasimar covering the survivor and Daniella. He cleaned it up pretty
Daniella Drustran - Quartermaster - Human quickly and you are quite sure no one else saw it. Maybe that
Alana Mithraisel - Navigator - Elf wound is worse than he is letting on!
Farsi Stonecutter - Chef - Dwarf You also don’t recall seeing Gunnar for a long time. You
Thomas Regania - Surgeon - Human know that with the meal Farsi has prepared, the dwarven
William and Gunnar Torrund - Deckhands - Human cook would had to have been actively cooking and readying
ingredients for hours, so it seems unlikely he would have had
Infection Clues time to slip away.
Up to six notes are included. If your party is smaller, select Secret Note #4
fewer of them to use, but make sure you have at least one
noting Thomas’s strange behavior. One character is always Thinking back on the incident on the deck, you are pretty
infected, however. For parties larger than 6, you can repeat sure everyone disappeared for some period of time except
one of these messages. Some of these are actual clues while Captain Drustran. He was on the deck the entire time for
others are distractions! Have these printed out before the sure. He has been vigilant about manning the wheel of the
session and give them to the players during the session! ship. You remember hearing him talk about some shallow
patches and reefs that he makes sure to avoid!
Secret Note #1 You do also note that when you tried to get down to the
kitchen in the middle of the night for a drink, the door to the
You are infected by a neural parasite. It has corrupted your lower deck was locked. Seems strange to keep guests locked
thoughts and now you wish to spread the infection and avoid up on the top deck and unable to access food and drink. Also,
detection at all costs. You can spread this parasite via a bite none of you were up on deck when the man was spotted in
or blood on blood contact, but it takes about a minute for the water . . . are they in on something together or is that just
infection to set in. Your mind will be sacrificed should you paranoia?
become discovered as survival instincts take over, but until
then you act completely normal except for these items - you Secret Note #5
are afraid of fire, you have blackened blood, and you only
eat meat. While walking through the ship not long after the incident,
If you “share your secret with a player”, you infect them. you saw Thomas swaying back and forth down one of the
You may only do this if you are alone with them, otherwise hallways. It almost looked as if he was going to pass out, but
the parasite will prevent this dangerous action as it could he also gave a very strange glare at one of the lanterns used
lead to detection which is to be avoided above all else. The to light the hall as if he were angry at it. Perhaps he has a
other infected members of the crew are Thomas, Daniella, headache and is sensitive to the bright lights?
and Gunnar. Message your DM if you have additional You also noticed Daniella shifting around in the alcohol
questions! cabinet. She gave you a suspicious look when she spotted
you, closed the cabinet, and walked away. She didn’t have
Secret Note #2 anything to drink last night . . . perhaps she has a drinking
problem?
You noticed Thomas looking down at the potatoes on his tray
with an offended, disgusted look when he turned around Secret Note #6
earlier. This is strange given he shoveled down an extra
helping of them last night! Maybe that incident has him more Gunnar and William have been almost attached at the hip
disturbed than he is letting on! since you got aboard the ship, so how is it that so much time
And now that you think about it . . . you lost track of most pass before Williams noticed his twin was missing? Could
members of the crew after the incident on deck. The only William be the reason his brother is missing and that’s why
person you know couldn’t have been involved is Captain no one else noticed for so long?
Drustran who you know was on the main deck the entire You also overheard Alana speaking to herself earlier. It
time! sounded as if she was repeating something over and over
again, but you couldn’t tell exactly what she was saying. You
certainly overheard the captain’s name during the spiel. She
also seemed to be quite nervous when she was doing this,
fidgeting her fingers and breathing heavily.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 103/155103
1/3/2019 The Homebrewery - NaturalCrit

Dungeon Master Clue Information


Some of the clues above contain some misleading info for the
players, but as the DM you know the truth behind these and
can reveal the information should the players confront the
NPCs about these items.
The captain is indeed concerned about some shallow
areas along the route with some reefs that can be quite
dangerous if not navigated around carefully.
The crew locks the door to prevent theft. There was an
incident a few years back and they lost a high value asset,
so now they like to keep guests up top while they stay
locked in the lower deck so no one can get to the cargo
without making a tremendous amount of noise.
Daniella had ill intents when sifting through the alcohol
cabinet. She was poisoning some of the bottles, but if
asked about it, she will say that she was having trouble
coping with the incident on deck and the man dying right
in front of her. She was looking for something to help with
her nerves. Success on a DC 16 Wisdom (Insight) check
reveals she is lying.
If Thomas is asked about the strange behavior in the hall,
he will say he was feeling dizzy and his eyes are incredibly
sensitive to light. He had some particularly bad flares of
pain kick up not long after thanks to some of the herbs he
was chewing on. This is a lie and in reality he is afraid of
fire, but that is what he will tell the party. Success on a DC
14 Wisdom (Insight) check reveals she is lying.
William and Gunnar were separated because a few days a
week William likes to write in his journal. It is a personal
matter and he prefers quiet and so he kicks his brother
out of the room for a bit. This is also why he wasn’t
spotted up on deck after the incident. He knew he needed
to write about what had happened while it was fresh in his
mind!
Alana was going over a speech she wanted to give to the
captain. She was offered a job on another ship, one that
will allow her to be at home more frequently and she
wants to take it and isn’t quite sure what to say to the
captain. If asked this question, she will try to answer in
private to not let the captain know!

104https://homebrewery.naturalcrit.com/print?dialog=true&local=print 104/155
1/3/2019 The Homebrewery - NaturalCrit

Creatures

Lesser Infected Blood Infected Blood Ooze


Ooze Small ooze, unaligned
Small ooze, unaligned Armor Class 12
Hit Points 45 (10d6 + 10)
Armor Class 11 Speed 20 ft., climb 20 ft.
Hit Points 22 (5d6 + 5)
Speed 20 ft., climb 20 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 13 (+1) 1 (-5) 6 (-2) 1 (-5)
8 (-1) 12 (+1) 13 (+1) 1 (-5) 6 (-2) 1 (-5)
Damage Resistances acid, cold, lightning, slashing
Condition Immunities blinded, charmed, deafened,
Damage Resistances acid, cold, lightning, slashing exhaustion, frightened, prone
Condition Immunities blinded, charmed, deafened, Senses passive Perception 8
exhaustion, frightened, prone Languages ---
Senses passive Perception 8 Challenge 2 (450 XP)
Languages ---
Challenge 1 (200 XP) Amorphous. The pudding can move through a
space as narrow as 1 inch wide without squeezing.
Amorphous. The pudding can move through a
space as narrow as 1 inch wide without squeezing. Infectious Form. The ooze is composed of a
disgusting mass of infected blood. A creature that
Infectious Form. The ooze is composed of a touches the ooze or hits it with a melee attack
disgusting mass of infected blood. A creature that while within 5 feet of it must succeed on a DC 12
touches the ooze or hits it with a melee attack Constitution saving throw or become afflicted by
while within 5 feet of it must succeed on a DC 10 vile blood for 1 minute. An afflicted creature takes
Constitution saving throw or become afflicted by additional damage from the ooze’s pseudopod
vile blood for 1 minute. An afflicted creature takes attack (included in the attack).
additional damage from the ooze’s pseudopod
attack (included in the attack). Spider Climb. The pudding can climb difficult
surfaces, including upside down on ceilings,
Spider Climb. The pudding can climb difficult without needing to make an ability check.
surfaces, including upside down on ceilings,
without needing to make an ability check. Actions
Actions Pseudopod. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning
Pseudopod. Melee Weapon Attack: +3 to hit, reach damage plus 3 (1d6) necrotic damage or 10 (3d6)
5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning necrotic damage if the target is afflicted by vile
damage plus 3 (1d6) necrotic damage or 10 (3d6) blood.
necrotic damage if the target is afflicted by vile
blood.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 105/155105
1/3/2019 The Homebrewery - NaturalCrit

Infected Sailor
Medium humanoid, chaotic evil

Armor Class 14 (studded leather)


Hit Points 44 (8d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA


12 (+1) 14 (+2) 13 (+1) 12 (+1) 14 (+2) 6 (-2)

Conditional Immunities charmed, frightened,


poisoned
Senses passive Perception 12
Languages any two languages
Challenge 2 (450 XP)

Volatile Death. When the sailor dies, it explodes in a


wave of blood. Each creature within 5 feet of the
sailor must succeed on a DC 12 Dexterity saving
throw or take 5 (1d10) necrotic damage.

Actions
Multiattack. The sailor makes two attacks with its
infected blade.
Infected Blade. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing
damage plus 7 (2d6) necrotic damage.
Infectious Vomit. The sailor vomits a spray of
blacked blood in a 5-foot wide, 20-foot long line.
Each creature in the area must succeed on a DC 12
Dexterity saving throw or take 14 (4d6) necrotic
damage.

106https://homebrewery.naturalcrit.com/print?dialog=true&local=print 106/155
1/3/2019 The Homebrewery - NaturalCrit

Into the Frozen Wastes


A One-Shot Horror Adventure for Levels 7-10
---------------------------------------------------------------------------
Adventure Introduction (Optional)
Adventure Synopsis This is suggested if you are running a one-shot separate from
The land to the far north is considered uninhabitable by even an overarching campaign and want to kick things off swiftly.
the most stubborn and arrogant of goliaths. The If you are embedding this adventure in an existing campaign,
temperatures there are well below freezing and drifts of snow there may be better ways to throw the party into the action.
are deep enough to consume an entire horse. Most believe
this is merely an artifact of mother nature - a land naturally This adventure starts off with your group sitting at The Frosted
formed that is not suitable for the living, but the goliath and Glass tavern in Digrif Village. You made your way up to the
orcish tribes in the north all have their own myths and stories
about these frigid wastelands. Myths about the undead north lands after hearing news of orcs and ice trolls coming
menace that once plagued the land; creatures that refused to down from the mountains and attacking local villages. The
stay dead and instead had to be frozen beneath thick layers of threat proved no match for your combined might, but you
ice. made yourself some good coin in dealing with the threat.
But as with most fairytales and myths, the root of these Feeling accomplished, you decided to stop off at The Frosted
stories are built on reality. There was indeed once an army of Glass for the night and have some drinks to celebrate!
undead in the north, led by four horsemen upon their The tavern has no windows and a fire roaring nearby, but it
dreadsteeds that sought to convert the entire continent into a still chilly this close to the mountains. The people in this area
land ruled by death. And after a millennia of imprisonment,
they have finally broken free. Their armies lie broken and are more acclimated to the weather, but even bundled up in
shattered beneath the ice and snow, and so they must rebuild. your winter weather garb you can feel the cold gnawing at you.
The longer this threat remains unchecked, the stronger There is a blizzard forming outside and it is well below
they will become as their army of undead rises once again freezing. Every time the door opens as a new patron enters, a
from the corpses of new victims. It is up to your players to put frigid wind rushes through the tavern and many of the local
an end to these four horsemen before they bring upon the patrons mumble to “close the damned door!” as they sip their
apocalypse foretold in so many legends. Doing so will require whiskeys.
them to journey into the frozen wastelands of the north and
through the blizzard that seems to be anchored to these Things are going quite well until you hear the ferocious roar
ancient evil entities. of a beast from just outside the tavern, causing the walls of
Unfortunately for our heroes, the horsemen have been the building itself to shake. Moments later, a half-orc man
busy. dressed in thick winter clothing stumbles into the tavern and
collapses on the floor in a puddle of blood.
This adventure uses the Average Party Level (APL) to
scale the difficulty of encounters. This is simply the
average of your players’ total character levels assuming
you have 4 party members. If your group is larger than 4,
increase your APL by 1 for each additional player. If your
party is smaller than 4, decrease your APL using this
same rule.
Text that appears in a box like this is meant to be read aloud
for the players when their characters first arrive at a location or
under a specific circumstance that will be noted.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 107/155107
1/3/2019 The Homebrewery - NaturalCrit

Into the Frozen Wastes Crib Sheet


This page can serve as a quick reference to remind of major
events, NPC names, locations, and any other relevant
information that you may need during the adventure!
Major Events
Grekkor’s “introduction” at the Frosted Glass Tavern
Grekkor makes a plea for help
Draz leads the party into the blizzard
Encounter with the Soul Harvester
Destroy the Soul Lantern
Avalanche!
Additional travel through the frozen wastes
Grasping hands and warning on the winds
(Optional)
Encounter with the Dread Mage
Find Hinakula in the snow
The Wall of ice and death
Encounter with the Blighted Bowman and Hell Lancer
Gratitude from the Jin’Tora tribe survivors
Return to Grekkor at The Frosted Glass
Important NPCs
Grekkor Frosttusk (Plot hook)
Draz (Armored polar bear)
Hinakula (Rescued goliath hunter)
Jin’Tora Golitath Tribe
Notable Locations
Digrif Village
The Frosted Glass Tavern
Torrik Village
Jin’Tora Tribal Ruins
Effects of the Cold
As the party traverses the mountains in the icy cold weather,
there are some detrimental effects that come along with it.
All areas are considered difficult terrain as a result of the
deep snow.
Vision is restricted to 30 feet maximum due to the dense
blowing snow of the blizzard.
Whenever the players take a short rest, they must each
succeed on a DC 15 Constitution saving throw or gain a
level or exhaustion. (Your players come equipped with
cold weather clothing, but it does not hold up to the
extremes of the storm.)

108https://homebrewery.naturalcrit.com/print?dialog=true&local=print 108/155
1/3/2019 The Homebrewery - NaturalCrit
It seems those fables may have had a touch of truth to
The Frosted Glass them, as such stories often do. Four wights on the backs of
icy, skeletal steeds have been set upon the lands. This is why
Grekkor Frosttusk and Draz the orcs and trolls fled to the lowlands - they could feel them
The man on the floor is a half-orc from the village of Akiloq coming before the rest. Grekkor suspects that the evil in their
up on the mountains. While the party came to the north to hearts syncs up with these Dread Riders somehow.
help the towns at the base of the mountains, there are many Grekkor’s village was destroyed by these creatures. He was
nomadic or tribal villages that live further up in the harsh coming back from a hunt with Draz when he arrived to the
cold of the mountains. It is primarily half-orcs, goliaths, and village under siege. He tried to do battle with one that
even a few tribes of dwarves. Akiloq is a small village of only wielded a scythe that decayed flesh on contact. He witnessed
a few dozen that has been up in the mountains for hundreds another impale his cousin with a conjured icicle nearly four
of years. feet in length, pinning him to the frozen ground in a spray of
blood. He couldn’t get a good look at the other two. Once
Grekkor is a tall half-orc with pierced tusks, thick black hair Grekkor’s hand had been ruined and he could no longer wield
that is tied in neat braid, and an impressive beard. He is older,
his blade, he decided the best course of action would be to
flee and warn others of the danger. He would allow them to
at least in his forties, but there are no signs of greying in any of
retreat to the safety of the lowlands!
his hair and his bulging muscles indicate he is still in He passed out shortly after setting off to accomplish this
wonderful shape. While standing, he is 6’ 5” tall and there is a task, the festering wound of his stomach and the blizzard
greataxe strapped to his back of nearly the same length, proving too much. Draz brought him here to get help and he
enchanted with magical runes along the blade itself. regained consciousness for just a moment when she dumped
Closer inspection of his body reveals he has a massive cut him off out front - enough time for him to stumble into the
across his gut that is still bleeding. The more alarming bit is tavern and start bleeding everywhere.
that the flesh of his right hand seems to be decayed and
useless. Two of the fingers are missing from that hand as well.
Grekkor’s Request
His remaining fingers and toes are afflicted by awful frostbite. Grekkor begs the party to save the others up on the
mountain. He is aware that he is sending them out into the
He is a tough individual - living up in the mountains tends to blizzard against these monsters, but the undead will not stop
do that to people. He finds humor in very few things and for the cold and who knows how many will die if they wait.
maintains a stern expression even in the most lighthearted of The weather may even be a manifestation of their presence!
company. He is not above scolding or demeaning others for He offers to them his greataxe to use. It has the same
behavior he sees dishonorable, as it is simply the way of the features as a frost brand (DMG pg. 171), but the bonus
Akiloq tribe. He is also stubborn as a mule. His common is effects apply to a greataxe rather than a sword.
quite poor and it will take a few attempts for him to convey He also offers Draz to them as a guardian and guide up in
certain concepts! the mountains. She knows the locations of the villages and
Outside of the tavern is Draz, Grekkor’s loyal polar bear has the most powerful nose around. The closest is a small
companion. She is a ferocious creature equipped with a encampment known as Torrik Village. She will be able to
riding saddle and thick armored barding. Large sacks hang sniff out those undead monstrosities easily! She has the
from her sides, bulging with food and equipment that she same stats of a Polar Bear (MM Pg. 334), but has an AC of
carries for Grekkor. She is an intelligent creature and is loyal 15 thanks to the armor she wears.
to the Akiloq tribe, but specifically obeys Grekkor's
commands. The Soul Harvester
Grekkor wakes up in 2 hours unless the players magically Effects of the Cold
heal him or succeed on a DC 15 Wisdom (Medicine) As the party traverses the mountains in the icy cold weather,
check. When he stirs, he will answer any questions the party there are some detrimental effects that come along with it.
has, but most importantly he will request their help in saving
the tribes of the mountain from the great evil that has been All areas are considered difficult terrain as a result of the
set loose. deep snow.
Vision is restricted to 30 feet maximum as a result of the
The Dread Riders dense blowing snow of the blizzard.
Even among the tough and brutally stubborn mountain tribes, Whenever the players take a short rest, they must each
the lands to the far north are deemed uninhabitable due to succeed on a DC 15 Constitution saving throw or gain a
the sheer intensity of the cold that blows through that areas. level or exhaustion. (Your players come equipped with
Rumors of winds so powerful it will freeze a goliath solid are cold weather clothing, but it does not hold up to the
enough to keep most from wandering. They have fables extremes of the storm.)
passed down from generation to generation of the deadly
wights that lie frozen beneath the snow in those lands; the
remnants of a lich long ago defeated that plagued the land as
a last act of defiance before its long overdue death.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 109/155109
1/3/2019 The Homebrewery - NaturalCrit

The Soul Harvester

110https://homebrewery.naturalcrit.com/print?dialog=true&local=print 110/155
1/3/2019 The Homebrewery - NaturalCrit

The Soul Harvester Enemies


The party is led out into the blizzard by Draz. She keeps her The number and type of enemies the party faces depends on
head low to the ground and serves as a bit of a wind block for the party’s APL.
the characters as they make their way up into the mountains. APL 7
The slope is gentle, but combined with the deep snow and 1x The Soul Harvester (CR 4) (End of Module)
blistering cold, it doesn’t take long for the muscles in their 1x Dreadsteed (CR 2) (End of Module)
legs to start to burn intensely. It takes nearly an hour before 4x Skeleton (MM Pg. 272)
Draz finally turns to the party, gives out a gentle growl, and APL 8
crouches into a battle stance as she looks ahead. She can tell 1x The Soul Harvester (CR 4)
that one of the creatures is nearby. 1x Dreadsteed (CR 2)
As the party approaches, they can see flickers of flame in 4x Goliath Skeleton (End of Module)
the distance as a village burns. There are also occasionally APL 9
bursts of brilliant green light that flash like lightning, but 1x The Soul Harvester (CR 6) (End of Module)
there is no thunderclap in their wake. 1x Dreadsteed (CR 2)
3x Goliath Skeleton
You see one of the dread riders that Grekkor spoke of back at APL 10
the tavern. The creature wears blackened armor over its 1x The Soul Harvester (CR 6)
decaying, skeletal flesh and sits atop an undead steed coated 1x Dreadsteed (CR 4) (End of Module)
in ice. The horse’s eyes shine with a teal glow and wears
4x Goliath Skeleton
tattered barding, even though there are no vital organs left to The Soul Lantern
be protected. The rider wields a short, hooked scythe attached
If the party manages to kill the rider first, it drops its lantern
to a chain. This chain loops around its left arm, then behind its
to the ground, but it continues to burn with teal flames. It has
back where it connects to a lantern made of bone that it holds an AC of 15 and 30 hit points. If the players destroy the
in its right hand. This lantern burns with teal flame that lantern, it unleashes a horrific, deafening wave of shrieks and
matches the same shine as the horse’s eyes. screams - the cries of hundreds of souls being freed from the
The rider steps up to one of the burning buildings of Torrik lantern’s prison. Each player within 30 feet of the lantern
Village and holds its lantern high. A flash of green lightning when this happens will need to succeed on a DC 15
erupts from a nearby goliath body and lashes into the lantern
Constitution saving throw or become deafened for the
next minute. All of the skeletons under the control of the
as its flame brightens and grows. The body begins to shake
dread rider and its lantern die at the end of their next turn.
and raises up out of the ice and snow a few moments later -
eyes now a blazing teal. There does not appear to be any other
Avalanche
riders present, but there are more skeletons scattered
throughout the village, though it is difficult to determine their
The releasing of the souls is not without consequence,
however. The echoing cry of the souls escaping carries up the
exact number in the blizzard.
mountain in a shockwave so powerful that it breaks loose
entire shelves of snow up near the summit. The party
The party can choose to engage this creature however they members that aren’t deafened can hear the crashing and
see fit. The town is down in a bit of a valley to protect it from roaring of the avalanche approaching, but they only have
a majority of the cold winds that dominate the area, so they about a minute to prepare for it to hit.
can strike from the high ground and grab the rider’s The way your party deals with this avalanche can vary
attention. If the party spends too much time before engaging, greatly depending on the magic that they have available to
it will continue to raise additional skeletons that you can add them, but the most straightforward method is to press up
to the combat to punish them for their indecisiveness! against the cliffside on the edge of Torrik Village facing the
mountains as the snow crashes down. There are some small
alcoves that will protect them from the initial bursts of snow
Mounted Combatants and prevent them from taking damage, but it will also leave
All of the dread riders take their turn at the same them buried.
time as their mounts and will stay mounted until
knocked from their dreadsteed or the dreadsteed is Buried!
killed. Each party member will need to succeed on a DC 15
Strength (Athletics) check to dig their way out of the
snow. If a party member fails, they begin to suffocate.
(Suffocation rules state that a character can hold their breath
for a number of minutes equal to their Constitution modifier,
with a minimum of 1, but since they are exerting effort we will
cut this in half!) Every thirty seconds that a player is buried,
they can repeat this saving throw to climb out. Other players
that succeeded on their saving throws can give these still
trapped characters advantage on their roll by helping to dig
them out.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 111/155111
1/3/2019 The Homebrewery - NaturalCrit

The Dread Mage

112https://homebrewery.naturalcrit.com/print?dialog=true&local=print 112/155
1/3/2019 The Homebrewery - NaturalCrit
If the players try to outrun the avalanche or some other A Warning
technique that is not sufficient for the threat at hand, they Once one of the players has been completely submerged, or
each take 36 (8d8) bludgeoning damage as they are hit by a when the party members have all broken free of their grasp, a
crash of snow and ice. They are then also buried alive and the voice breaks the silence. Not much longer and you shall be
DC of the Strength (Athletics) check to climb free increases added to the armies of the damned! You will pay for your
to 20! treachery with your lives and an eternity of servitude in
Draz has no problem breaking free of the snow no matter death. Your spirit shall never rest and your pain shall be
the method the party takes. Once they are free, the bear will unending.
continue guiding the party towards the next of the dread And then things return to normal. The wind starts blowing
riders. again and the hands stop pulling at the party. There is
Extending the Adventure nothing but the blizzard and a feeling of dread.
Fighting the Dread Mage
If you are looking to get some extra mileage out of
this adventure, feel free to add another combat
After another hour of travel in the deep snow, Draz once
here. Perhaps a few young remorhaz or a small
again goes on high alert which lets the party know another of
pack of polar bears. You could also go into more these creatures are nearby. The swirling winds of the blizzard
depth about the effects of the cold, ask your have still not lightened and they must creep closer before
players how they compensate as they lose feeling they can make out the next of these dread riders.
in their fingers and toes. It becomes difficult to
grip a weapon and somatic components of spells You see another rider sitting atop its undead steed. It is
become nearly impossible to perform. wielding a large, gnarled staff which it is pointing at the body
of a mammoth that lies dead in the snow nearby. With a thrust
of the staff, the mammoth’s eye open wide with the same teal

The Dread Mage blaze that you witnessed in the lantern of the previous dread
rider. A chilling laugh reaches your ears and forces you to
Voices of the Damned cringe as the sound is grating. You recognize it as the voice
The party is forced to transverse the cold once again. It is from before. Moments later, the mammoth is on its feet and
difficult to trudge through the snow of the avalanche, but with a powerful shake of its body, huge chunks of flesh fall to
once they clear the afflicted area, things become much easier. the snow and expose frozen organs beneath.

As you march onward, the wind whips by and you begin to The players will need to fight the mage and its reanimated
hear voices carried upon the blizzard. Some of them plead for mammoth!
help - "Save me! Please help my daughter! Where is Rol’Thak,
have you seen him?!” Others beg for vengeance. "Blood for Enemies
blood! Slaughter them in the snow!” The number and type of enemies the party faces depends on
Then all at once the voices go silent and the rush of wind
the party’s APL.
disappears as well. Snow still twirls around you, but all sound APL 7
appears to have left the world. You feel a tugging at your feet 1x The Dread Mage (CR 4) (End of Module)
and your pant legs. When you look down, dozens of skeletal 1x Dreadsteed (CR 2) (End of Module)
hands are bursting from the snow and attempting to pull you
1x Zombified Mammoth (End of Module)
APL 8
down.
1x The Dread Mage (CR 4)
1x Dreadsteed (CR 4)
Each party member needs to succeed on a DC 15 Strength 1x Zombified Mammoth
(Athletics) check or Dexterity (Acrobatics) check or become APL 9
grappled by these hands and start to get pulled down into the 1x The Dread Mage (CR 6) (End of Module)
snow. 1x Dreadsteed (CR 4)
Even if the players scream to one another, the area remains 1x Zombified Mammoth
silent as the hands continue to pull. Let the players struggle APL 10
and fight as more hands try to grapple them and pull them 1x The Dread Mage (CR 6)
further into the snow. It only takes a few seconds of being 30 Additional Hit Points.
grappled before they are completed buried, more and more 1x Dreadsteed (CR 4)
hands grabbing at them with each passing moment. 1x Zombified Mammoth
The mammoth obeys the will of the Dread Mage and will
continue to do so until the mage is defeated. The mage starts
off the battle by riding its mount off into the cover of the
blizzard and will weave in and out of the storm to fire spells
at the party until the mammoth is dead or until running away
would be too dangerous!

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 113/155113
1/3/2019 The Homebrewery - NaturalCrit

Survivor The wall has a fresh body pinned to the wall every hundred
When the battle is done, Draz still seems on edge and starts feet or so and extends for a full thousand feet in each
to sniff around in the snow. She runs over to a small mound direction - a distance that takes a considerable amount of
that has formed and starts clawing at it and giving out some time to traverse in the middle of a blizzard and in three foot
worried cries. If the party comes to help, they find a goliath deep snow. There are shadows of black ice within the wall
woman wrapped up in a blanket, buried beneath the snow that make it impossible to see what is on the other side. In
and unconscious. total, the wall is 5 feet thick, 40 feet high, and just over 2000
Fortunately, goliaths are well adapted to the frigid cold and feet long. Over 20 bodies in total hang from spikes along it.
she is still alive. The blanket and the heavy hides that she The party can choose to go around the wall, to go over it, or to
wears over her body managed to keep her body warm and it go through it.
seems she was exposed to the air for most of the time she There are many different approaches your party can take to
was unconscious. Magical healing or success on a DC 15 this problem. Use your best judgment to determine which
Wisdom (Medicine) check will wake the woman up. rolls are necessary for their attempts to succeed. Be sure to
keep in mind that this is ice and not stone, so climbing over
Hinakula of the Jin’Tora Tribe with non-magical aid is nearly impossible! If they choose to
The buried goliath woman is named Hinakula. She is one of simply walk around the wall, all of the members of Hinakula’s
the tribe's hunters and was out stalking a small group of village of Jin’Tora are dead when the party arrives.
mammoths with her companion Jalasi when the dread riders
arrived. The Blighted Bowman and
"I took cover in the snow and remained as steady as I could, Hell Lancer
begging Jalasi to do the same . . . only he was too slow and
After thirty minutes of painful, drudging travel, a distinct smell
they spotted him. One of the riders stormed towards him and
starts to fill the air - that of burning wood and of burning flesh.
as Jalasi turned to run, he was impaled through the back with a
A few deep screams break through the whistling wind of the
massive lance of bone. The beast lifted all three hundred and
blizzard shorty after. Hinakula breaks into a sprint, her
fifty pounds of him right off the ground and tossed him aside
powerful legs pushing through the nearly waist deep snow as
like a child’s toy."
fast as she can. She cries out in the giant language - “Mother!
Father!” She is answered by a quick shadow exploding out of
She managed to keep from crying out, but the charge scared
the mammoths and one of them managed to trample her as it the blizzard. She turns to face you, eyes wide, a massive black
fled. It must have knocked her unconscious. Impossible to say arrow embedded deep in her chest. Ice pulses from the wound
how long it has been . . . but her village is not far and she is and in moments her entire torso is encased in ice. The goliath
certain the creatures are heading there next! She begs the woman collapses to the grounds as she desperately tries to cry
party to follow her swiftly to go and save her people! out for help.

As the party follows her towards the village, the wind and
snow increases in strength. The icy gusts cut into flesh as if it Roll for initiative.
carried razors. Hinakula seems to pay no mind to the wind
and marches onward with her hood down, though she holds a Enemies
hand in front of her face to prevent snow from blowing The number and type of enemies the party faces depends on
directly into her eyes. the party’s APL.
APL 7
The Wall of Ice 2x Dreadsteed (CR 2) (End of Module)
1x Blighted Bowman (CR 4) (End of Module)
After following Hinakula for twenty or so minutes, she comes 1x Hell Lancer (CR 4) (End of Module)
to an abrupt stop ahead of you. As you close in, it becomes APL 8
obvious why she stopped her trek forward - there is a wall of 1x Dreadsteed (CR 2)
ice in the middle of the path. It is over forty feet high and 1x Dreadsteed (CR 4) - With Hell Lancer
extends as far as the eye can see in each direction - 1x Blighted Bowman (CR 4)
disappearing into the swirling storm. There is a large metal
1x Hell Lancer (CR 4)
APL 9
spike embedded deep in the ice near the top, and hanging
2x Dreadsteed (CR 4) (End of Module)
from this spike by a chain is the ruined remains of a half-orc 1x Blighted Bowman (CR 4)
tribesman. 1x Hell Lancer (CR 6) (End of Module)
APL 10
2x Dreadsteed (CR 4)
1x Blighted Bowman (CR 6) (End of Module)
1x Hell Lancer (CR 6) (End of Module)

114https://homebrewery.naturalcrit.com/print?dialog=true&local=print 114/155
1/3/2019 The Homebrewery - NaturalCrit
If the party uses healing magic on Hinakula on one of the Experience
first three rounds of combat, they can save her life! If the
party does so, she will offer them up a relic of her ancestors - The Experience listed below represents a blend of monster
a pair of Boots of the Winterlands (DMG Pg. 156). encounters, non-combat encounters, and some bonus
Otherwise, Hinakula dies a horrific death. experience for finishing the quest. Feel free to adjust these
The Blighted Bowman will fire its shots blindly at the party values if you see fit.
as it tries to stay out of their line of sight. It will make these APL 7 - 6,000 XP per player
attacks with disadvantage and continue to move on its dread APL 8 - 7,500 XP per player
steed as much as possible to keep the party confused as to its APL 9 - 9,500 XP per player
locations. The Hell Lancer will make charging passes at the APL 10 - 12,000 XP per player
party, trampling over any in its path and attempting to impale
and carry party members from the group and out into the Loot
blizzard where it can slaughter them without the aid of
others. These tactics are intended to make this quite the Frostbrand Greataxe, The Heart of Ice (2,500 gold), Frost
challenging combat! The enemies are also very difficult, as Walker Boots (optional)
the number of encounters in the adventure are low so the
players should still have some resources to spend.

The Aftermath
Once all of the dread riders have been defeated, the blizzard
immediately begins to die down and disappears completely
within thirty minutes. The air is still icy cold, but without the
lashing winds it is much more tolerable and vision returns to
reasonable levels.
The remaining goliath villagers regroup, though dozens of
them are already dead in the snow in pools of frozen blood.
Many of the homes and huts have burned to the ground, but a
few remain standing. (This does not apply if your party chose
to go around the frost wall rather than through it or over it.)
The remaining villagers are still incredibly thankful and
invite the party to stay with them for the evening and rest
before heading back towards society. The party can decline
or accept this invitation and attend the Ceremony of Sending
where the town gathers and burns the bodies of the dead and
sends them on to the next life. Every goliath in the village
sings along with their deep voices that makes the ground
tremble, but fortunately does not bring on additional
avalanches!
Goliath Gratitude
The goliaths will also present to the party a beautiful
gemstone that they call The Heart of Ice. It is a massive
diamond that shimmers a light blue color. It is worth 2,500
gold! If the party arrived too late to save the goliaths, they can
search the remnants of the huts and recover the gemstone
with success on a DC 20 Intelligence (Investigation) check.
Grekkor
When the party returns to The Frosted Glass, Grekkor is
beginning to recover. His hand is lost forever unless someone
uses powerful healing magics such as greater restoration or
regeneration, but he seems to have come to terms with this.
He thanks the party deeply for their service and hopes that
his axe will treat them well in their future endeavors. He will
return to the mountain and help the other tribes recover from
this blight the best he can with hopes that this can perhaps
be a way to bring together and form a lasting peace between
tribes that are ordinarily quite hostile and territorial.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 115/155115
1/3/2019 The Homebrewery - NaturalCrit

Stat Blocks
Goliath Skeleton Dreadsteed
Medium undead, lawful evil Large undead, neutral evil

Armor Class 12 (armor scraps) Armor Class 14 (barding)


Hit Points 30 (4d8 + 12) Hit Points 42 (5d10 + 15)
Speed 30 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 17 (+3) 6 (-2) 8 (-1) 5 (-3) 18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 4 (-3)

Damage Vulnerabilities bludgeoning Damage Resistances cold


Damage Immunities poison Damage Immunities poison
Condition Immunities exhausted, poisoned Condition Immunities exhausted, poisoned
Senses darkvision 60 ft., passive Perception 9 Senses passive Perception 11
Languages understands all languages it knew in life Languages understands Common but can’t speak
but can’t speak Challenge 2 (450 XP)
Challenge 1 (1,10 XP)
Icy Exterior. Any creature except the dreadsteed’s
Actions rider that touches it or hits it with a melee attack
while within 5 feet of it takes 3 (1d6) cold damage.
Maul. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage. Steady Stride. The dreadsteed is not affected by
difficult terrain caused by deep snow or icy
Reactions conditions.
Giant’s Fortitude (1/Day). The remaining natural Actions
resilience of the goliath that formed this skeleton
surges to the surface and halves the damage from Hooves. Melee Weapon Attack: +6 to hit, reach 5
an attack that hits it. The skeleton must be able to ft., one target. Hit: 11 (2d6 + 4) bludgeoning
see its attacker. damage plus 3 (1d6) cold damage.

116https://homebrewery.naturalcrit.com/print?dialog=true&local=print 116/155
1/3/2019 The Homebrewery - NaturalCrit

Dreadsteed Zombified Mammoth


Large undead, neutral evil Huge undead, neutral evil

Armor Class 15 (barding) Armor Class 11 (natural armor)


Hit Points 85 (10d10 + 30) Hit Points 100 (8d12 + 48)
Speed 60 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 4 (-3) 22 (+6) 7 (-2) 19 (+4) 3 (-4) 6 (-2) 5 (-3)

Damage Resistances cold Saving Throw Wis +0


Damage Immunities poison Damage Resistances cold
Condition Immunities exhausted, poisoned Damage Immunities poison
Senses passive Perception 11 Condition Immunities poisoned
Languages understands Common but can’t speak Senses passive Perception 8
Challenge 4 (1,100 XP) Languages ---
Challenge 4 (1,100 XP)
Icy Exterior. Any creature except the dreadsteed’s
rider that touches it or hits it with a melee attack Undead Fortitude. If damage reduces the zombie to
while within 5 feet of it takes 4 (1d8) cold damage. 0 hit points, it must make a Constitution saving
throw with DC of 5 + the damage taken, unless the
Steady Stride. The dreadsteed is not affected by damage is radiant or from a critical hit. On a
difficult terrain caused by deep snow or icy success, the zombie drops to 1 hit point instead.
conditions.

Actions Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 Gore. Melee Weapon Attack: +8 to hit, reach 10 ft.,
ft., one target. Hit: 13 (2d8 + 4) bludgeoning one target. Hit: 15 (2d8 + 6) bludgeoning damage
damage plus 7 (2d6) cold damage. plus 7 (2d6) cold damage.

Frozen Charge (1/Day). The dreadsteed charges


forward 50 feet in a straight line. Each creature in
the dreadsteed’s path must make a DC 14
Dexterity saving throw, taking 7 (2d6) bludgeoning
damage and 7 (2d6) cold damage on a failed save,
or half as much damage on a successful one. Pass
or fail, the creatures are moved to an adjacent,
unoccupied space.
The area between the dreadsteed’s starting location
and its ending location is filled with a wall of
jagged, opaque ice 1-foot thick and 5-feet high.
The wall is an object that can be damaged and thus
breached. It has AC 12 and 15 hit points per 10-
foot section and is vulnerable to bludgeoning and
fire damage.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 117/155117
1/3/2019 The Homebrewery - NaturalCrit

The Soul Harvester The Dread Mage


Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 13 (chain shirt) Armor Class 14 (chain shirt)


Hit Points 75 (10d8 + 30) Hit Points 55 (10d8 + 10)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 12 (+1) 12 (+1) 8 (-1) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 12 (+1) 8 (-1)

Damage Resistances necrotic; bludgeoning, Damage Resistances necrotic; bludgeoning,


piercing, and slashing from nonmagical weapons piercing, and slashing from nonmagical weapons
that aren’t silvered that aren’t silvered
Damage Immunities poison Damage Immunities poison
Condition Immunities exhausted, poisoned Condition Immunities exhausted, poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish, Giant Languages Common, Dwarvish, Giant
Challenge 4 (1,100 XP) Challenge 4 (1,100 XP)

Actions Ice Barrier. The dread mage is surrounded by a thin


barrier of floating ice. While the barrier is active,
Multiattack. The harvester makes two chained the dread mage has resistance to all damage except
scythe attacks. fire damage. After this barrier reduces the damage
from any attack or spell, it dissipates until the
Chained scythe. Melee or Ranged Weapon Attack:
beginning of the dread mage’s next turn.
+5 to hit, reach 5 ft. or range 15/45 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8)
necrotic damage and if the target is a creature more Actions
than 5 feet away from the harvester, it can have Frozen Orb. Ranged Spell Attack: +5 to hit, range
that creature make a DC 13 Strength saving throw. 120 ft., one target. Hit: 18 (4d8) cold damage and
On a failed save, that creature is pulled up to 20 if the target is a creature it must succeed on a DC
feet in a straight line towards the soul harvester as 13 Constitution saving throw or have its movement
long as there is nothing obstructing its path. On a speed set to 0 until the end of its next turn.
success, the creature resists and is only pulled half
that distance. Decaying Strike. Melee Weapon Attack: +2 to hit,
Frozen Flames (Recharge 6). The harvester pulls back reach 5 ft., one target. Hit: 4 (1d8) bludgeoning
the hood on its soul lantern and exposes the flame damage plus 16 (3d10) necrotic damage.
within. A wave of necrotic energy explodes from Ice Shard Barrage (Recharge 5-6). The dread mage
the lantern in either a 10-foot radius sphere unleashes a hail of razor shard icicles in a 30-foot
centered on the harvester or in a 30-foot cone. cone. Each creature in this area must make a DC 13
Each creature in the affected area must make a DC Dexterity saving throw, taking 9 (2d8) piercing
13 Constitution saving throw, taking 10 (3d6) damage and 9 (2d8) cold damage on a failed saving
necrotic damage and 10 (3d6) cold damage on a throw, or half as much damage on a successful one.
failed save, or half as much damage on a successful
one.
A creature reduced to 0 hit points by this effect has
its soul absorbed into the lantern until it is
destroyed. While at 0 hit points, the creature’s
body does not decay and its hit points can’t be
raised above 0. After an hour, the corpse raises as a
zombie under the harvester’s control. When the
lantern is destroyed, any creature that has been
dead for less than 1 hour returns to life with 1 hit
point but is unconscious for 1d4 hours.

118https://homebrewery.naturalcrit.com/print?dialog=true&local=print 118/155
1/3/2019 The Homebrewery - NaturalCrit

Blighted Bowman Hell Lancer


Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 15 (chain shirt) Armor Class 14 (chain shirt)


Hit Points 65 (10d8 + 20) Hit Points 75 (10d8 + 30)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 8 (-1) 18 (+4) 12 (+1) 17 (+3) 14 (+2) 10 (+0) 8 (-1)

Damage Resistances necrotic; bludgeoning, Damage Resistances necrotic; bludgeoning,


piercing, and slashing from nonmagical weapons piercing, and slashing from nonmagical weapons
that aren’t silvered that aren’t silvered
Damage Immunities poison Damage Immunities poison
Condition Immunities exhausted, poisoned Condition Immunities exhausted, poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Languages Common, Dwarvish, Giant Languages Common, Dwarvish, Giant
Challenge 4 (1,100 XP) Challenge 4 (1,100 XP)

Nimble Reflexes. The bowman has advantage on Mounted Combatant. The lancer has advantage on
Dexterity saving throws as long as it is riding its any saving throws that would cause it to fall from
dreadsteed. its mount. Additionally, when the lancer makes a
melee attack against a creature, the lancer and its
Actions mount don't provoke opportunity attacks from that
creature for the rest of the turn, whether it hit or
Multiattack. The bowman makes two attacks with its not.
blightbow or with its shortsword.
Shortsword. Melee Weapon Attack: +5 to hit, reach Actions
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage Hell Lance. Melee Weapon Attack: +6 to hit, reach
plus 4 (1d8) necrotic damage. 10 ft., one target. Hit: 10 (1d12 + 4) piercing
Blightbow. Ranged Weapon Attack: +5 to hit, range damage plus 10 (3d6) fire damage. If the lancer is
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing not mounted, this attack is made at disadvantage.
damage plus 4 (1d8) necrotic damage.
Flame Barrage. Ranged Spell Attack: +4 to hit, range
Piercing Shot (Recharge 5-6). The bowman 90 ft., one target. Hit: 17 (5d6) fire damage.
unleashes a particularly powerful shot at a creature
Impaling Charge (Recharge 5-6). The lancer
within 150 feet. Make a blightbow attack against
commands its mount to charge towards a creature
that creature. On a hit, the creature takes and
within 60 feet that is not currently within the reach
additional 9 (2d8) piercing damage in addition to
of its lance. The lancer makes a hell lance attack
the blightbow’s normal attack damage. The arrow
against the target with advantage. On a hit, the
continues on in a straight line behind the initial
target’s armor takes a permanent and cumulative -2
target and if another creature is in this line, make an
penalty to the AC it offers. Armor reduced to an AC
another blightbow attack against that creature at
of 10 or a shield that drops to a +0 bonus is
disadvantage. On a hit, this deals the damage of an
destroyed.
ordinary blightbow attack.
If a set of armor is destroyed by this effect, the
target must also succeed on a DC 14 Dexterity
saving throw or become impaled by the hell lance.
A creature impaled by the lance immediately takes
9 (2d8) piercing damage and is considered
grappled (escape DC 14) by the lancer. An impaled
creature takes an additional 9 (2d8) piercing
damage at the beginning of each of its turns. The
lancer can move this push and pull this creature
without expending any additional movement as
long as it remains mounted.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 119/155119
1/3/2019 The Homebrewery - NaturalCrit

The Soul Harvester The Dread Mage


Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 16 (chainmail) Armor Class 14 (chain shirt or 18 with its ice
Hit Points 105 (14d8 + 42) barrier)
Speed 30 ft. Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 12 (+1) 12 (+1) 8 (-1)
10 (+0) 12 (+1) 14 (+2) 19 (+4) 12 (+1) 8 (-1)
Damage Resistances necrotic; bludgeoning,
piercing, and slashing from nonmagical weapons Damage Resistances necrotic; bludgeoning,
that aren’t silvered piercing, and slashing from nonmagical weapons
Damage Immunities poison that aren’t silvered
Condition Immunities exhausted, poisoned Damage Immunities poison
Senses darkvision 60 ft., passive Perception 11 Condition Immunities exhausted, poisoned
Languages Common, Dwarvish, Giant Senses darkvision 60 ft., passive Perception 11
Challenge 6 (2,300 XP) Languages Common, Dwarvish, Giant
Challenge 6 (2,300 XP)
Actions
Ice Barrier. The dread mage is surrounded by a thin
Multiattack. The harvester makes two chained barrier of floating ice. While the barrier is active,
scythe attacks. the dread mage has resistance to all damage except
fire damage and its AC is increased to 18. After this
Chained scythe. Melee or Ranged Weapon Attack:
barrier reduces the damage from any attack or spell,
+6 to hit, reach 5 ft. or range 15/45 ft., one target.
it dissipates until the beginning of the dread
Hit: 7 (1d8 + 3) piercing damage plus 9 (2d8)
mage’s next turn.
necrotic damage and if the target is a creature more
than 5 feet away from the harvester, it can have
that creature make a DC 14 Strength saving throw. Actions
On a failed save, that creature is pulled up to 20 Multiattack. The mage makes two attacks with its
feet in a straight line towards the soul harvester as frozen orb.
long as there is nothing obstructing its path. On a
success, the creature resists and is only pulled half Frozen Orb. Ranged Spell Attack: +7 to hit, range
that distance. 120 ft., one target. Hit: 18 (4d8) cold damage and
Frozen Flames (Recharge 5-6). The harvester pulls if the target is a creature it must succeed on a DC
back the hood on its soul lantern and exposes the 15 Constitution saving throw or have its movement
flame within. A wave of necrotic energy explodes speed set to 0 until the end of its next turn. A
from the lantern in either a 10-foot radius sphere creature that fails this save by 5 or more is
centered on the harvester or in a 30-foot cone. considered restrained during its turn as well.
Each creature in the affected area must make a DC Decaying Strike. Melee Weapon Attack: +3 to hit,
14 Constitution saving throw, taking 14 (4d6) reach 5 ft., one target. Hit: 4 (1d8) bludgeoning
necrotic damage and 14 (4d6) cold damage on a damage plus 22 (4d10) necrotic damage.
failed save, or half as much damage on a successful
one. Ice Shard Barrage (Recharge 5-6). The dread mage
unleashes a hail of razor shard icicles in a 30-foot
A creature reduced to 0 hit points by this effect has cone. Each creature in this area must make a DC 15
its soul absorbed into the lantern until it is Dexterity saving throw, taking 18 (4d8) piercing
destroyed. While at 0 hit points, the creature’s damage and 18 (4d8) cold damage on a failed
body does not decay and its hit points can’t be saving throw, or half as much damage on a
raised above 0. After an hour, the corpse raises as a successful one.
zombie under the harvester’s control. When the
lantern is destroyed, any creature that has been
dead for less than 1 hour returns to life with 1 hit
point but is unconscious for 1d4 hours.

120https://homebrewery.naturalcrit.com/print?dialog=true&local=print 120/155
1/3/2019 The Homebrewery - NaturalCrit

Blighted Bowman Hell Lancer


Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 15 (chain shirt) Armor Class 18 (plate mail)


Hit Points 104 (16d8 + 32) Hit Points 102 (12d8 + 48)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 13 (+1) 12 (+1) 8 (-1) 18 (+4) 12 (+1) 18 (+4) 14 (+2) 10 (+0) 8 (-1)

Damage Resistances necrotic; bludgeoning, Damage Resistances necrotic; bludgeoning,


piercing, and slashing from nonmagical weapons piercing, and slashing from nonmagical weapons
that aren’t silvered that aren’t silvered
Damage Immunities poison Damage Immunities poison
Condition Immunities exhausted, poisoned Condition Immunities exhausted, poisoned
Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 10
Languages Common, Dwarvish, Giant Languages Common, Dwarvish, Giant
Challenge 6 (2,300 XP) Challenge 6 (2,300 XP)

Nimble Reflexes. The bowman has advantage on Mounted Combatant. The lancer has advantage on
Dexterity saving throws as long as it is riding its any saving throws that would cause it to fall from
dreadsteed. its mount. Additionally, when the lancer makes a
melee attack against a creature, the lancer and its
Actions mount don't provoke opportunity attacks from that
creature for the rest of the turn, whether it hit or
Multiattack. The bowman makes two attacks with its not.
blightbow or with its shortsword.
Shortsword. Melee Weapon Attack: +6 to hit, reach Actions
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage Hell Lance. Melee Weapon Attack: +7 to hit, reach
plus 9 (2d8) necrotic damage. 10 ft., one target. Hit: 10 (1d12 + 4) piercing
Blightbow. Ranged Weapon Attack: +6 to hit, range damage plus 21 (6d6) fire damage. If the lancer is
150/600 ft., one target. Hit: 7 (1d8 + 3) piercing not mounted, this attack is made at disadvantage.
damage plus 9 (2d8) necrotic damage.
Flame Barrage. Ranged Spell Attack: +5 to hit, range
Piercing Shot (Recharge 5-6). The bowman 90 ft., one target. Hit: 28 (8d6) fire damage.
unleashes a particularly powerful shot at a creature
Impaling Charge (Recharge 5-6). The lancer
within 150 feet. Make a blightbow attack against
commands its mount to charge towards a creature
that creature. On a hit, the creature takes and
within 60 feet that is not currently within the reach
additional 18 (4d8) piercing damage in addition to
of its lance. The lancer makes a hell lance attack
the blightbow’s normal attack damage. The arrow
against the target with advantage. On a hit, the
continues on in a straight line behind the initial
target’s armor takes a permanent and cumulative -2
target and if another creature is in this line, make an
penalty to the AC it offers. Armor reduced to an AC
another blightbow attack against that creature at
of 10 or a shield that drops to a +0 bonus is
disadvantage. On a hit, this deals the damage of an
destroyed.
ordinary blightbow attack.
If a set of armor is destroyed by this effect, the
Reactions target must also succeed on a DC 15 Dexterity
Evasive Maneuvers. The bowman imposes saving throw or become impaled by the hell lance.
disadvantage on a ranged attack that targets only A creature impaled by the lance immediately takes
the bowman. 13 (3d8) piercing damage and is considered
grappled (escape DC 15) by the lancer. An impaled
creature takes an additional 13 (3d8) piercing
damage at the beginning of each of its turns. The
lancer can move this push and pull this creature
without expending any additional movement as
long as it remains mounted.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 121/155121
1/3/2019 The Homebrewery - NaturalCrit

The Return of the Gol’Goroth


A One-Shot Horror Adventure for Levels 9-12
---------------------------------------------------------------------------
Adventure Synopsis
Almost two years after the assumed defeat of the monstrosity
known as the Gol’Goroth, the madness and twisted Text that appears in a box like this is meant to be read aloud
abominations brought forth by the great frog demon have for the players when their characters first arrive at a location or
returned stronger than ever. Massive egg sacs filled with under a specific circumstance that will be noted.
tentacled tadpoles are sprouting up all across the region, but
most heavily afflicting a village called Ranidae. Townsfolk This adventure uses the Average Party Level (APL) to
have attempted feebly to destroy these strange eggs, only to scale the difficulty of encounters. This is simply the
find they are resistant to both blade and flame. Now the average of your players’ total character levels assuming
citizens live in fear of what may burst free, calling for help to you have 4 party members. If your group is larger than 4,
any who will hear their pleas to save them from the increase your APL by 1 for each additional player. If your
nightmare growing within their very walls. party is smaller than 4, decrease your APL using this
The Gol’Goroth orchestrates plans from its new same rule.
underwater lair, now fully awoken thanks to the efforts of its
children. It spreads its vile influence across the land, bringing This is a horror adventure and contains content that may
blight and death to the entire region - but this is all simply an be disturbing to some players. Be sure to carefully review
effort to draw forth the Gol’Goroth’s true target - the the contents of this adventure and be sure there is
adventurers that disrupted its awakening and caused it to nothing within that is going to upset or offend any of the
retreat into hiding all those months ago. The beast waits people at the table. Once you have that confirmation,
patiently in its lair for the day when one of its children spots revel in their horror!
them - the day his children will be unleashed upon the lands
and turn all creatures into savage slaves of the Gol’Goroth. Adventure Introduction (Optional)
Time is of the essence, for every moment the party delays, This is suggested if you are running a one-shot separate from
the Gol’Goroth’s influence continues to spread and more an overarching campaign and want to kick things off swiftly.
innocents die as a result. Do your players have the bravery to If you are embedding this adventure in an existing campaign,
face the horrors of the frog demon a second time and defeat there may be better ways to throw the party into the action.
it once and for all?
It has been almost two years since you defeated the
Disclaimer
This adventure assumes your party has completed the Cult of Gol’Goroth, but as you stare down at a strange black and green
the Gol’Goroth adventure! If your players have not completed egg sac you know that it is certainly the result of the great frog
that adventure, then run your player through it first to demon. You’ve heard rumors of blight, eggs, and tentacles in
introduce them to the frog demon and its cult. the area for a few weeks. As the rumors spread and multiple
This is also a long adventure! By default it contains six sources began to confirm the sightings of strange
combat encounters and is quite likely to take two sessions to indestructible eggs and people disappearing from their homes,
complete, or even three depending on the rate at which your you realized that you had to make your way there and see it for
players complete combat. These battles are not as difficult as
those in some of the other adventures within this book, but yourself.
the sheer number that the party faces will have them drained At the center of the commotion is the town of Ranidae and
of resources by the time they finally have their final you are less than a mile outside of it when you found the first
showdown with the Awakened Gol’Goroth. of these eggs sitting alongside the road. It is early in the
morning, and when the sun peaks from behind the clouds it
One-Shot Adjustments illuminates the partially translucent egg and reveals an eyeless,
If you wish to try and finish this adventure in a single session, tentacled tadpole at its center. This is certainly the work of the
consider cutting the initial tadpole encounter and the first
encounter within the Gol''Goroth's Lair. This will leave the Gol’Goroth. What is it planning? How is it alive?
battle in the town, the one at the lake's edge, the combat
against the amalgamation, and the fight with the Gol'Goroth
itself. Consider adding an additional enemy or two to each of
those combats to up the difficulty and compensate for the
lower number of battles! This is still 4 encounters and will
take a few hours, but it now more reasonable for a single
night of gaming!

122https://homebrewery.naturalcrit.com/print?dialog=true&local=print 122/155
1/3/2019 The Homebrewery - NaturalCrit

The Return of the Gol'Goroth Crib Sheet


This page can serve as a quick reference to remind of major
events, NPC names, locations, and any other relevant
information that you may need during the adventure! This is a
combat heavy adventure, so not as much detail is focused
around specific NPCs. You can choose to give additional life
to the town if you'd like though!
Major Events Spare NPC Names
The Road to Ranidae Male
Experimentation with eggs Kit Sunseeker
Arrival in Ranidae Arthur Pattonson
Rumors and whispers from townsfolk Zachary Berrington
Jackson offers to show the party a large cluster of Jin Lau
eggs in the forest
Egg erupts in the clearing and tadpole takes Jackson Female
Party is attacked by a large group of Gol'Goroth Maria Renjia
Tadpole Spawn Celeria Kavanaugh
Town comes under siege as tadpoles begin to crawl free Nina Williams
The party flees back to the city to help Aki Xu
Attacked upon arrival by converted townsfolk
and horses
Townsfolk gather in the tavern and the Gol'Goroth
gives its vicious message to come find it at the lake
Party travels to Lake Ranidae
Party attacked by more converted villagers
Party must dive down to the Gol'Goroth's Lair
Tentacles attempt to pull them down
Party enters the Lair of the Gol'Goroth
Enter Pools of Rebirth room
Attacked by newly formed disciples and
swarms of frogs
Climb up the cliff as frogs rain down and explode
Enter the Ritual Chamber
Party must battle disgusting
amalgamation that rises from pit
Frogs begin to rush in and party must breech wall
leading to Gol'Goroth
Battle the frog demon in room cast into
darkness.
Enter The Hatchery and find dead tadpoles
Head back to town . . . victorious but with many dead
Important NPCs
Jackson Rellos (Guide/Converted Villager)
Notable Locations
Ranidae
Lake Ranidae
The Corkscrew and Drunken Donkey Taverns

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 123/155123
1/3/2019 The Homebrewery - NaturalCrit

These Strange Eggs Rumors and Whispers


Allow your players to try their hand at destroying these eggs. When the party enters the town, the sound of dogs barking
Magical spells of 4th level or higher seem to affect them and and howling is constant, but the people seem to pay it no
the abilities of particularly powerful magic items can also mind. In fact, they don’t even seem to be paying any attention
destroy an egg, but all other attacks seem to be completely to the eggs around the area. The party can gather information
ineffective against them. They may even burn a few valuable from some of the townsfolk about what has been going on as
spellslots on their investigations that they will regret when of late:
action starts to ramp up in the adventure, but that is the cost Strange egg sacs have started to show up everywhere over
of their curiosity. the last two weeks. The people have given up trying to
Once they are finished with experimentation, they can destroy them and have accepted they will need outside aid
finally finish the last leg of their journey and arrive at the for this issue. Most people are trusting the church to come
town of Ranidae. help them.
About a hundred people have already packed up and left
The Town of Ranidae town, fearing that these egg sacs are going to be the end
of the town. These were the wise ones.
The town of Ranidae contains a few hundred individuals. It is The animals are all spooked and have to be restrained to
a typical town consisting of farmers, tailors, bakers, soldiers, keep them from running away!
etc… The town is along a major road with most of its stores The crops in the northern fields have started to become
built up against this heavily trafficked area. The homes of the covered in blight.
townsfolk extend into the fields surrounding the area. To the Many of the trees in the forest to the south have sprouted
south is a dense forest interrupted by Lake Ranidae. It is a strange tentacles that spiral up their entire length. Some
five mile wide body of water a few miles outside of the town. trees are even pulled down to the ground as a result of
To the north are open fields for hundreds of miles before they these tentacles.
meet a mountain range. This area is inhabited primarily by
the farmers of the town. Eventually, a villager by the name of Jackson Rellos offers
There are two taverns in Ranidae - The Corkscrew and The to show the party to where it began, just south of town.
Drunken Donkey. The Donkey (as the locals call it) is home to There is a particularly large cluster of eggs out there.
most of the town’s gambling and brawling. Some would even They seem to be growing - could be significant he thinks.
say it doubles as a brothel. The Corkscrew is a bit more
refined, and while cards are often played late into the evening, Infection
the patrons do not end up collapsed on the floor in a pile of Jackson leads the party outside of town to a clearing in the
their own blood and vomit as they might at The Donkey. forest that is covered in eggs - at least fifty of them in a 100 ft.
In general, the townsfolk are kind and helpful, but they are by 100 ft. area. They hang from tree branches, grow out of
also frightened of this strange plague affecting their town. the sides of boulders, and explode from the ends of logs.
The gigantic egg sacs are everywhere and the eyeless, Jackson walks over to one at the base of a tree and says,
tentacled tadpoles within only continue to grow. There is a ”This one is huge! The biggest one I’ve seen for sure!” He
mound of them in one of the alleyways near The Donkey that steps over to one of the eggs and presses a hand to it. ”I
was set ablaze, but it did not seem to have any effect on the swear they just keep growing!”
creatures within. Others have been buried in holes around At this point, have the players make a DC 15 Wisdom
town, hoping to suffocate the tadpoles and stop their growth, (Perception) check. On a success, they notice that one of the
but this has also been ineffective. tadpoles in a nearby egg sac seems to be staring at them with
large hollow eye sockets.
A wet, squishing sound rings throughout the forest clearing. In
an instant, an egg tears open and tentacles lash out at
Jackson’s face. They burrow behind his left eye, plucking it out
with a sickening pop as the man screams in agony. The flesh
around his bald head bulges as tentacles burrow up and
embed into his skull. Jackson’s screaming stop abruptly as he
turns around to reveal his eye has been replaced by the
tadpole. His remaining eye spins sightlessly in his head and
blood runs from his nose in twin stream. He mutters “it
begins” just as his right arm explodes at the elbow in a storm
of tentacles that begin flailing wildly. He manages to vomit a
black sludge onto the ground before turning to run into the
forest. Moments later, the echoing screams of the townsfolk
reach the clearing - dozens of terrified voices calling out at
once.

124https://homebrewery.naturalcrit.com/print?dialog=true&local=print 124/155
1/3/2019 The Homebrewery - NaturalCrit

Gol'Goroth Tadpole Spawn

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 125/155125
1/3/2019 The Homebrewery - NaturalCrit

Infected Steed

126https://homebrewery.naturalcrit.com/print?dialog=true&local=print 126/155
1/3/2019 The Homebrewery - NaturalCrit
The egg sacs around the party all start to burst open as The Gol'Goroth's Threat
eyeless black and green tadpoles flop onto the ground. The With the nearest enemies defeated, the party can run to the
smallest of these are perhaps an inch long from head to tail tavern and confront the people within. They are terrified. The
while the largest are over five inches in length with a dozen entire town is in a state of chaos as some of the buildings in
tentacles that spiral off of their bodies. They use these the distance are already ablaze. Screams can still be heard
tentacles to scurry across the ground like spiders. A cluster of far off in the distance.
these start to close in on the party.
Roll for initiative.
The types and number of enemies the party faces is based As you look over the villagers, one of the women in the back
on the party’s APL. suddenly snaps her head up towards you. Both of her eyes are
blackened and oily. She speaks ”It’s all for you. It’s all for you.
APL 9 - 6x Gol’Goroth Tadpole Spawn (End of Module) It’s all for you.” She repeats this over and over - clearly
APL 10 - 8x Gol’Goroth Tadpole Spawn addressing you all personally. The woman steps towards you as
APL 11 - 10x Gol’Goroth Tadpole Spawn
APL 12 - 12x Gol’Goroth Tadpole Spawn boils start to form across her face, arms, and neck. She
continues chanting for a few more seconds before abruptly
Once the combat is over, the party can choose to aid the stopping and locking eyes with one of you, speaking in an
townsfolk who are still screaming in terror or to chase after inhuman voice - deep and twisted. ”You will find me beneath
Jackson. If they wish to try and save the town, go to the the lake to the south. The slaughter continues until you arrive.”
Aiding the Town section below. Otherwise, skip to the
Chasing Jackson section. And then she explodes in a disgusting shower of blood,
vicersa, and strange black liquid.
Aiding the Town
(Only follow this portion if your party chose to go back to Each of the party members within 15 feet of the woman
town and help the citizens against the Gol'Goroth's spawn.) when she exploded needs to make a DC 16 Wisdom
The party rushes back to Ranidae and finds that all of the saving throw. On a failed save, they go mad with a blind
egg sacs in town have exploded. Some of the townsfolk rush rage and will lash out at the nearest target for the next
around with tentacles exploding form their bodies, tearing minute. On a success, they fight this overwhelming
their former friends and family members into pieces with feeling of rage and keep their mind calm. The townsfolk
supernatural strength or holding them down as a tadpole immediately turn on one another and begin brutalizing each
burrows into their skull. Each of these infected townsfolk other with any weapon they can find within reach - and many
have an eye that is blackened from a tadpole that has taken of them are already armed with blades in an attempt to
control of their body. As the party runs to the street, one of protect themselves from the creatures outside.
these entities is smashing against the door of The Drunken The party can use whatever means they have to settle the
Donkey with powerful tentacles while screams for help erupt situation and help the remaining townsfolk get to safety. They
from inside. can send them out of town, lock them in the cellar beneath
Moments later, the wood of the stable next to the tavern the tavern, or simply arm them for the coming fight.
explodes open and a massive steed with tentacles sprouting Regardless, the party’s next major goal is to head to the lake.
from its back charges straight for the party. A group of If the party tries to stay and cleanse the town, the infected
infected townsfolk join in the attack! will continue turning to the party and giving them that same
Roll for initiative. message of ”You will find me beneath the lake to the south.
The types and number of enemies the party faces is based The slaughter continues until you arrive.”
on the party’s APL.
Chasing Jackson
APL 9 (Only follow this portion if your party chased after Jackson
1x Corrupted Steed (End of Module) following the birth of the tadpoles.)
3x Disfigured Disciple (End of Module) Jackson sprints through the trees at a nearly unbelievable
APL 10 speed. He propels himself forward with tentacled
1x Corrupted Steed appendages, so it is quite difficult for the party to catch up if
4x Disfigured Disciple they spent any amount of time fighting the tadpoles. If
APL 11 captured, he has the stats of a Disfigured Disciple.
1x Corrupted Steed He will speak the following to the party in a deep, twisted
5x Disfigured Disciple voice: ”It’s all for you. The city burns for you. They rip
APL 12 themselves limb from limb for you! You disrupted my
2x Corrupted Steed awakening and now they shall pay the price for your
4x Disfigured Disciple indiscretions! Find me beneath the lake or they continue to
die!” He then explodes in a violent storm of blood and black
sludge. Each party member within 15 feet of Jackson
when he exploded needs to make a DC 16 Wisdom saving
throw. On a failed save, they go mad with a blind rage and
will lash out at the nearest target for the next minute. On
a success, they fight this overwhelming feeling of rage
and keep their mind calm.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 127/155127
1/3/2019 The Homebrewery - NaturalCrit
The zealots/warlocks and tadpoles emerge from the water
Lake Ranidae on the first round of combat and go to the aid of Jackson
The party must travel through the forest towards the lake. (Elite Cultist).
They pass hundreds of split open egg sacs along the way.
They also find tracks of dozens of villagers that seem to have Into the Lair
run to the lake after they were infected. It takes nearly an When combat is over, tentacles will reach out,grab the
hour to arrive at the shore of the lake even traveling at a swift bodies, and try to pull them back into the water. The party
pace. The trees all around the area are enveloped in can stop this, or use this as an opportunity to follow them
tentacles. The plants are blackened and decayed. The smell of back to the Lair of the Gol’Goroth. On the eastern edge of the
fish and of death are equally potent in the air. lake is a rocky outcropping and a few sheer cliff walls.
About ten feet from the shore of the lake stands Jackson Tentacles snake all around this cliff face and the rocks,
(unless the party chose to chase him and he exploded. In that making it obvious that it is a hub of power. About twenty feet
case, it is simply another random villager). He turns to face below the water’s surface is the entrance to a cavern that
the party with eyes that are black and oily. His skin is ripped burrows into the area.
in several places as tentacles squirm beneath the surface. A The water is black and oily on top, but beneath it is still
villager that was once perhaps six feet tall is now nearing clear. The bigger problem is that very little light penetrates
seven as a result. Multiple frogs perch on his shoulders, their through, especially with the dark clouds still overhead. The
tentacles impaled in his flesh as they stare out with their own party will need to illuminate the way down to the cave and
void-like eyes. then swim up through the rocks where it emerges into a
As the party approaches, he lifts fifteen feet out of the tunnel just above the level of the water. There is a thin layer of
water and it is revealed that a mass of tentacles are attached water along the ground, but there is plenty of room to travel
to his back. They hold him aloft as if he were a puppet and a and breathe.
harsh voice speaks, "I slumber no longer! My children have
spread my influence. Bare witness as my wrath takes hold of A Difficult Entrance
this land, consuming all that would stand in my path. Men, Swimming right into the cave is not a simple task,
beasts, plants - all bend before my will!” unfortunately. When the first party member attempts to do
Once the “man” finishes speaking, the sky goes dark as so, a massive tentacle lashes out at them. That character will
clouds swarm overhead. Frogs begin raining down, exploding need to make a DC 16 Dexterity saving throw. On a failed
as they hit the ground and unleashing violent sprays of putrid save, they are restrained by the tentacle and it begins to pull
sludge. The party can try to avoid these frogs, but it is them down to the bottom of the lake. On a success, they
inevitable that they are splashed by some of the gore. It manage to squirm away just in time! Otherwise, the player is
has an intoxicating aroma, one that immediately takes pulled deeper! They can make one additional attempt to
them back to the cave where they first faced the break free, this time it is a DC 16 Strength saving throw. On a
Gol’Goroth.. failure, the tentacle drags them into thick mud where they
The entity hovering above the lake lets out a growl. “You are trapped without the use of magic or the aid of an ally. On
resist my influence. No matter, your corpses shall become my a success, they manage to break free of the restraint and
puppets. Your lifeless husks will be generals in my army of swim away.
twisted abominations! Now you die!” The tentacles will continue to lash out until they are cut by
a slashing weapon or hit by a spell. Once the players know of
From the Muck this attack and can prepare for it, the tentacles are easy to
The tentacles in the water arch back and launch Jackson thwart away.
violently onto shore where more tentacles erupt from his
body. He turns to look at the party with bloodlust in his eyes.
Roll for initiative.
The types and number of enemies the party faces is based
on the party’s APL.
APL 9
1x Elite Cultist (End of Module)
4x Faceless Zealot (End of Module)
2x Gol’Goroth Tadpole Spawn (End of Module)
APL 10
1x Elite Cultist
4x Faceless Zealot
4x Gol’Goroth Tadpole Spawn
APL 11
1x Elite Cultist
3x Warlock of the Gol’Goroth (End of Module)
3x Gol’Goroth Tadpole Spawn
APL 12
1x Elite Cultist
3x Swarm of Gol’Goroth Spawn (End of Module)
3x Warlock of the Gol’Goroth

128https://homebrewery.naturalcrit.com/print?dialog=true&local=print 128/155
1/3/2019 The Homebrewery - NaturalCrit

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 129/155129
1/3/2019 The Homebrewery - NaturalCrit

The Entryway The frogs explode in a wave of black sludge and blood.
Each creature climbing the wall will need to make a DC 16
Emerging from the water and into the tunnel of the cavern, a Dexterity saving throw, taking 27 (5d10) necrotic damage on
foul smell fills the air. They are once again reminded of the a failed saving throw, or half as much damage on a successful
first time they went up against this foe. The path winds and one. Creatures that failed the Dexterity save must also
twists for a hundred feet. Frogs cling to the stone of the walls, succeed on a DC 16 Constitution saving throw or become
staring out at the party as tentacles dance on their backs. The poisoned for the next hour.
frogs begin to fall from the walls as the party passes, hopping After the wave of frogs has exploded, the party can finish
after them, but not making any aggressive actions. If the party the climb without issue. It immediately opens up to The
strikes out at a frog, it will retreat or may even die, but it will Ritual Chamber.
only be replaced by more.
The Ritual Chamber
Pools of Rebirth
On the far side of this large domed room is an ornate stone
The pathway eventually opens up to a larger area. It contains and wooden door with a carving of the Gol’Goroth upon it.
five pools of black liquid scattered throughout. Dozens of Mutilated corpses of animals are strewn throughout the area.
frogs sit around the edges of these pools, their tentacles Some of them lie cut in half on the floor while others are
dipped into the sludge as they croak loudly. New tentacles merely husks with all of their innards removed. At the center
erupt from the stone behind you, blocking the passageway of the room are six cultists, all crowded around a twenty foot
entirely and forcing you into the room as a voice rings out. ”I wide hole in the ground. Black smoke rises out of the hole as
have new followers. More powerful followers! Fear them! the cultists wave their hands and chant. Their heads are all
Worship them!” Tendrils burst from the pools of liquid as turned to face the door on the far side of the room as they
shambling humanoids crawl out and into the cave. They pull speak their guttural language. A few moments later, some of
themselves up, still dripping with sludge as their deformed them are grabbed by large tentacles and pulled down into the
bodies take shape. pit. You can hear bones snapping, but they do not let out so
much as a squeal of pain. The other cultists finish their
Roll for initiative. chanting and turn to face the party. They raise up staves and
The types and number of enemies the party faces is based start to channel magics as two slimy tendrils erupt from the
on the party’s APL. pit below and a monstrosity begins pulling its way into the
APL 9 room.
2x Swarm of Gol’Goroth Toad Spawn (End of
Module) The cultists step towards the party and one of them screams
2x Disfigured Disciple (End of Module) out in an unnatural voice, ”Your intrusions come to an end
APL 10 here! Even without eyes he sees all!” The rest of the
3x Swarm of Gol’Goroth Toad Spawn monstrosity lifts itself out of the pit. It is a writhing mass of
2x Disfigured Disciple tentacles and appendages from creatures of all variety. Its
APL 11 body seems to be that of an elk but with extra sets of legs and
3x Swarm of Gol’Goroth Toad Spawn with human arms sprouting out of its chest and sides. Its
3x Disfigured Disciple head is that of a dire wolf but with empty sockets for eyes.
APL 12 Parts of its body are scaled and a snake-like tail whips around
1x Elite Cultist (End of Module) behind it. It is a creature that perfectly embodies the
3x Swarm of Gol’Goroth Toad Spawn madness of the Gol’Goroth.
3x Disfigured Disciple Roll for initiative.
When the party defeats these creatures, one of them The types and number of enemies the party faces is based
seems to reclaim its mind for a moment, muttering in a on the party’s APL.
deep voice, “Please, tell my family I love them.” He dies APL 9
before the party has a chance to ask any other details 1x Festering Amalgamation (End of Module)
about the man or his family. 2x Warlock of the Gol’Goroth (End of Module)
APL 10
The Ascent 1x Festering Amalgamation
With the creatures in the room dead, the party can proceed 3x Warlock of the Gol’Goroth
down the hallway on the far side of the area. This path leads APL 11
to a sheer cliff wall. It is roughly fifty feet high, leading up into 1x Festering Amalgamation
the cliffs and rocky outcropping visible from the lake's edge. 4x Warlock of the Gol’Goroth
The stone is slick, but there are makeshift handholds that APL 12
they can use to climb. Use of a spell such as fly can also allow 1x Festering Amalgamation
the players to reach the top with ease. Regardless of their Add 40 hit points to the amalgamation and
methods, as they are about halfway through the ascent, increase its DCs to 17.
dozens of bloated frogs begin leaping from the cliff above! 4x Warlock of the Gol’Goroth

130https://homebrewery.naturalcrit.com/print?dialog=true&local=print 130/155
1/3/2019 The Homebrewery - NaturalCrit

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 131/155131
1/3/2019 The Homebrewery - NaturalCrit

Desperation The Final Battle


Once the amalgamation is defeated, the only obstacle left in The Gol’Goroth is far more powerful than it was in its former
the party’s way is the large door on the far side of the room. state. Its abilities can afflict your players with long-term
Tentacles start to swarm around the stone and wood, keeping madness and it may even swallow them whole. It will not
it protected from assault. A voice speaks directly into the stop in its assault until the players are all dead, attacking
mind of the players - the Gol’Goroth. "I shall not let me without mercy and using its lair abilities to sow confusion
arrogance by my undoing on this day. My children will and fear.
consume you.” The strength and abilities of the Awakened Gol’Goroth
Croaks begin to echo through the area from behind the depends on your party’s APL. All of the Gol’Goroth stat
party. They crescendo louder and louder until dozens of frogs blocks can be found at the end of the module.
begin crawling over the edge of the cliff. The stream of frogs APL 9
is all but endless, so even if the party unleashes powerful area CR 9 Gol’Goroth (Awakened) - No Lair Actions
of effect attacks, more will continue their approach. The party APL 10
will have to find a way to stop them (magics such as wall of CR 9 Gol’Goroth (Awakened) - With Lair Actions
stone or wall of force) or to get through the tentacles and into APL 11
the next room (via teleportation magics or expert use of CR 11 Gol’Goroth (Awakened) - No Lair Actions
attacks with bladed weapons). Keep the tension high as the APL 12
frogs continue to approach and force them to make a CR 11 Gol’Goroth (Awakened) - With Lair Actions
decision.
If the party does not come up with a viable plan in time, When the Gol’Goroth is reduced to 0 hit points, its body
frogs will begin jumping at the party members. They will starts to quiver and boil. It explodes in a violent eruption and
each need to make a DC 16 Dexterity saving throw to avoid hundreds of smaller frogs fill the area. They hop for a few
the snatching tentacles of the frogs. On a failure, one of their seconds before collapsing to the stone and deflating until
eyes are snatched out by the frogs, dealing 4d6 piercing they are merely a loose bit of flesh. The players are coated in
damage and 4d6 psychic damage. On a success, they manage gore, but it is dead.
to dodge or swat away the frogs. The players will then have
another chance to find a way out before the frogs make It Is Done
another wave of attacks.
When your players find a viable solution, they can move With the great frog demon defeated, the darkness that
through to The Den of the Gol’Goroth. Though if their enshrouds the room is lifted. The tentacles along the walls of
solution was to cut through and they do not immediately the cavern fall limp as the source that feeds them has
block the doorway, they will still be attacked by many Swarm perished. The thumping against the exterior door stops as all
of Gol'Goroth Toad Spawn! of the frogs beyond explode in death. The people controlled
by the tadpoles unfortunately die as well, the tentacles
The Den of the Gol’Goroth penetrating their brain being too severe of an injury to
survive.
The area beyond the door is cast in pure darkness. No torches There is now only the final tunnel remaining and it leads to
burn here and light only penetrates out fifteen feet before it is
The Hatchery.
absorbed into the blackness. You can feel the dominating
presence of the Gol'Goroth somewhere in the room. You
The Hatchery
confident that you have entered its den. The pathway to this area starts out small but eventually opens
up to a massive room dotted with pillars of stone, stalagmites,
This room is quite large and the Gol’Goroth patiently awaits stalactites, and hundreds of eggs.These eggs are all much
for the first of the party members to get close enough for it to smaller than the ones you encountered around the town, some
lash out. The only other exit from this room is via a smaller of them in massive clusters while others sit on their own.
tunnel on the far side of the room (beyond the Gol’Goroth).
This leads to The Hatchery. Even if players use a spell such Puddles of black sludge dot the room as well, producing a
as dancing lights to try to illuminate the area, once it gets powerful odor that stings your nostrils. There is an area in the
more than 15 feet away, the light just vanishes and is back of the room that is stacked high with discarded armor
consumed by the darkness. and weaponry, the former garb of some of the people who lost
The players can traverse this room however they see fit their volition to the Gol’Goroth and were used to feed its
until they finally encounter the great frog demon. children.

The tadpoles within the egg sacs are now dead. Whereas
before they would writhe beneath the thick membrane,
following any creatures that came near with their empty eyes,
they now sit unmoving. The membranes to the eggs have also
changed. Previously they were all but indestructible, but now
they are cut easily by a simple dagger. The party can leave the
tadpoles, or may choose to destroy them.

132https://homebrewery.naturalcrit.com/print?dialog=true&local=print 132/155
1/3/2019 The Homebrewery - NaturalCrit

Loot
At the back of the room is a massive pile of items that the
Gol’Goroth has kept in a makeshift hoard. There are piles of
currency and even a few magic items as well as large piles of
useless and mundane piles. There are many personal effects
amongst them as well, lockets containing pictures of loved
ones, wedding rings, and even some personal journals. Roll a
random loot hoard from the Dungeon Master's Guide
appropriate for your party's level and place it here.
Experience
The Experience listed below represents a blend of monster
encounters, non-combat encounters, and some bonus
experience for finishing the quest. Feel free to adjust these
values if you see fit.
APL 9 - 12,000 XP per player
APL 10 - 13,500 XP per player
APL 11 - 15,000 XP per player
APL 12 - 17,000 XP per player

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 133/155133
1/3/2019 The Homebrewery - NaturalCrit

Stat Blocks
Faceless Zealot Gol’Goroth Tadpole
Medium aberration, chaotic evil
Spawn
Armor Class 12 Tiny aberration, chaotic evil
Hit Points 16 (3d8 + 3)
Speed 30 ft. Armor Class 13
Hit Points 10 (4d4)
Speed 25 ft.
STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 16 (+3) 6 (-2) 7 (-2) STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 6 (-2) 10 (+0) 1 (-5)
Senses blindsight 30ft., passive Perception 8
Languages telepathy 120 ft.
Challenge 1/2 (100 XP) Senses blindsight 30 ft., passive Perception 10
Languages ---
Challenge 1 (200 XP)
Actions
Multiattack. The zealot makes a dagger attack and Amphibious. The tadpole can breathe air and water.
then attempts to grapple a target.
Nimble. The tadpole’s swift movements allow it to
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., avoid dangerous effects. If the tadpole is subjected
one target. Hit: 4 (1d4 + 2) piercing damage. to an effect that allows it to make a Dexterity
Mental Assault (1/Day). The zealot attempts to saving throw to take only half damage, it instead
overwhelm the mind of a creature that it has take no damage if it succeeds on the saving throw,
grappled. That creature must succeed on a DC 13 and only half damage if it fails.
Intelligence saving throw or take 5 (1d10) psychic Spider Climb. The tadpole crawls along on a set of
damage and come under the effects of one of the tentacles that sprout from its body. It can climb
following madness effects for one hour: difficult surfaces, including upside down and on
ceilings, without needing to make an ability check.
Blinding Agony – The creature closes their eyes
and is convinced they have been sealed shut
permanently. The creature is blind until the effect Actions
fades. Tentacles. Melee Weapon Attack: +5 to hit, reach 5
Silence Eternal – The creature closes their mouth ft., one target. Hit: 5 (1d4 + 3) slashing damage.
and is convinced it has been sealed shut
permanently. The creature cannot speak until the Eye Snatch (Recharge 6). The tadpole leaps high into
effect fades. the air and makes a precise tentacle strike in an
Maddening Gibberish - All words the creature attempt to snatch out a creature’s eye. Make a
hears become twisted and garbled, shifting tentacle attack against the target. On a hit, the
pitches and order in unpredictable ways. The attack deals its normal damage and the target must
creature cannot hear the voices of others until succeed on a DC 13 Dexterity saving throw or its
the effect fades. eye is ripped out of its head by the tadpole and the
creature takes an additional 10 (4d4) necrotic
damage. If this attack would reduce a creature to 0
hit points, it is instead reduced to 1 hit point and
the tadpole climbs into the empty eye socket. The
tadpole sinks its tentacles into the creature’s brain
and takes permanent control of its body. Removing
the tadpole once it has taken control is lethal.

134https://homebrewery.naturalcrit.com/print?dialog=true&local=print 134/155
1/3/2019 The Homebrewery - NaturalCrit

Disfigured Disciple Arms


Medium aberration, chaotic evil Tentacled - The disciple's left arm is a long, sticky
tentacle. The disciple's off-hand attack is the following:
Armor Class 14 (natural armor)
Hit Points 39 (6d8 + 12) Tentacle. Melee Weapon Attack: +4 to hit, reach 10
Speed 30 ft. ft., one target. Hit: 7 (1d10 + 2) bludgeoning
damage and the target is grappled if it is size Large
or smaller. A creature can break free of this grapple
STR DEX CON INT WIS CHA by using its action and succeeding on a DC 12
15 (+2) 10 (+0) 14 (+2) 13 (+1) 7 (-2) 5 (-3) Strength saving throw.
Carved Bone - The disciple's left hand is sliced off and
Senses passive Perception 8 the remaining bone has been filed down to a sharp
Languages Deep Speech points. The disciple's off-hand attack is the following:
Challenge 2 (450 XP)
Bone Spear. Melee Weapon Attack: +4 to hit, reach 5
Terrorizing Transmogrification. The disciple contains ft., one target. Hit: 5 (1d6 + 2) piercing damage plus
three distinct mutations that affect its combat abilities, 3 (1d6) necrotic damage.
its movements, and its defenses. Choose randomly
from the lists below or choose them yourself to craft Dual Claws - The disciple's left arm is raw bone that
specific monstrosities. splits into two distinct forearms at the elbow. At the
end of each of these is a set of vicious claws. The
disciple's off-hand attack is the following:
Head
Serpent's Tongue - The disciple has a large snake-like Dual Claw. Melee Weapon Attack: +4 to hit, reach 5
tongue that can smell the air for nearby enemies. The ft., one target. Hit: 9 (2d4 + 4) slashing damage.
disciple gains a blindsight of 20 ft.
Actions
Swarming Eyes - The disciple's face is covered in over a
dozen extra eyes. It is immune to the blinded condition Multiattack. The zealot makes one attack with its
and gains darkvision 60 ft. longsword and one with its off-hand attack.
Putrid Boils - The disciple's face is coated in putrid Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
boils and blisters. Whenever a creature touches the one target. Hit: 6 (1d8 + 2) slashing damage.
disciple or hits it with a melee weapon attack while
within 5 feet, that creature takes 5 (1d10) acid damage
as a boil bursts with vile pus.

Body
Jagged Spine - The disciple has massive spikes
protruding from its spine. Any creature that attempts
to grapple the disciple takes 11 (2d10) piercing
damage.
Winged Horror - The disciple has a set of large bat-like
wings, providing it with a 30 ft. fly speed.
Thick Flesh - The disciple's face and body are colored a
deep purple and its flesh becomes as tough as armor.
Non-magical weapon attacks against the disciple deal 3
less damage to a minimum of 1.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 135/155135
1/3/2019 The Homebrewery - NaturalCrit

Warlock of the Swarm of Gol’Goroth


Gol’Goroth Toad Spawn
Medium humanoid (any race), any alignment Medium swarm of Tiny beasts, chaotic evil

Armor Class 11 Armor Class 13


Hit Points 39 (6d8 + 12) Hit Points 55 (10d8 + 10)
Speed 30 ft. Speed 25 ft., climb 25 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 15 (+2) 14 (+2) 10 (+0) 16 (+3) 10 (+0) 16 (+3) 13 (+0) 8 (-1) 10 (+0) 4 (-3)

Saving Throws Wis +2, Cha +5 Damage Resistance bludgeoning, piercing, slashing
Skills Deception +5, Intimidation +5, Religion +4 Conditional Immunities charmed, frightened,
Senses passive Perception 10 paralyzed, petrified, prone, restrained, stunned
Languages Common, Deep Speech Senses darkvision 60ft., passive Perception 10
Challenge 2 (450 XP) Languages ---
Challenge 3 (700 XP)
Spellcasting. The warlock is a 3rd-level spellcaster.
Its spellcasting ability is Charisma (spell save DC Amphibious. The swarm can breathe air and water.
13, +5 to hit with spell attacks). It regains its
expended spellslots when it finishes a short or long Swarm. The swarm can occupy another creature's
rest. The warlock has the following warlock spells space and vice versa, and the swarm can move
prepared: through any opening large enough for a Tiny frog.
The swarm can't regain hit points or gain temporary
Cantrips (at will): chill touch, eldritch blast, minor hit points.
illusion
1st-2nd level (2 2nd-level slots): dissonant Actions
whispers, hex, mirror image, phantasmal force, Tentacles. Melee Weapon Attack: +5 to hit, reach 5
Tasha's hideous laughter ft., one target. Hit: 18 (4d6 + 4) slashing damage
and if the target is a creature it must succeed on a
Actions DC 13 Dexterity saving throw or become
enveloped by the swarm of frogs. That creature
Dagger. Melee or Ranged Weapon Attack: +3 to hit,
grappled (escape DC 13) by the swarm.
reach 5 ft. or range 20/60 ft., one target. Hit: 3
(1d4 + 1) piercing damage. At the beginning of the swarm’s turn, it if has a
creature grappled, it can make an additional
tentacle attack against that creature with advantage.
On a hit, that creature must succeed on a DC 13
Strength saving throw or the swarm holds that
creature’s mouth open with their tentacles as one
of the frogs crawls into their mouth and down their
throat. At the beginning of the swarm’s next turn,
that frog explodes inside the creature’s body,
dealing 27 (6d8) necrotic damage.

136https://homebrewery.naturalcrit.com/print?dialog=true&local=print 136/155
1/3/2019 The Homebrewery - NaturalCrit

Elite Cultist Corrupted Steed


Medium aberration, chaotic evil Large aberration, chaotic evil

Armor Class 15 (natural armor) Armor Class 14 (natural armor)


Hit Points 78 (12d8 + 24) Hit Points 102 (12d10 + 36)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 12 (+1) 10 (+0) 5 (-3) 18 (+4) 14 (+2) 16 (+3) 2 (-4) 12 (+1) 2 (-4)

Senses passive Perception 10 Senses passive Perception 11


Languages Common, Deep Speech Languages ---
Challenge 4 (1,100 XP) Challenge 5 (1,800 XP)

Regeneration. As long as the cultist has at least 1 hit Stampeding Charge. If the steed moves at least 20
point, the cultist regains 5 hit points at the start of feet straight toward a creature and then hits it with
its turn. a hooves attack on the same turn, that target takes
an additional 9 (2d8) bludgeoning damage and
Actions must succeed on a DC 15 Strength saving throw or
be knocked prone. If the target is prone, the steed
Multiattack. The cultist makes one attack with its can make another attack with its hooves against it
longsword and ones with its tentacles. as a bonus action.
Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach Multiattack. The steed makes one attack with its
10 ft., one target. Hit: 5 (1d4 + 3) slashing damage hooves and three with its tentacles.
plus 10 (3d6) necrotic damage.
Hooves. Melee Weapon Attack: +7 to hit, reach 5
Vile Vomit (Recharge 5-6). The cultist unleashes an ft., one target. Hit: 14 (3d6 + 4) bludgeoning
explosion of vomit in a 15 foot line. Each creature damage.
in this area must make a DC 13 Dexterity, taking 21
Tentacle. Melee Weapon Attack: +5 to hit, reach 15
(6d6) necrotic damage on a failed save or have as
ft., one target. Hit: 7 (2d4 + 2) slashing damage and
much damage on a successful one.
if the target is a Medium or smaller creature, the
steed can push or pull it up to 5 feet.
Impale (Recharge 5-6). The rears up and drives a
storm of powerful tentacles down towards a prone
creature within 5 feet. That creature must make a
DC 15 Dexterity saving throw, taking 35 (10d4 +
10) piercing damage on a failed save, or half as
much damage on a successful one.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 137/155137
1/3/2019 The Homebrewery - NaturalCrit

Festering
Amalgamation
Large aberration, chaotic evil

Armor Class 13 (natural armor)


Hit Points 133 (14d10 + 56)
Speed 30 ft.

STR DEX CON INT WIS CHA


18 (+4) 10 (+0) 18 (+4) 3 (-4) 5 (-3) 1 (-5)

Condition Immunities blinded, charmed, deafened,


exhaustion, frightened, paralyzed, petrified,
poisoned, stunned
Senses passive Perception 7
Languages ---
Challenge 5 (1,800 XP)

Magic Resistance. The amalgamation has advantage


on saving throws against spells and other magical
effects.
Putrid Aura. Each creature within 5 feet of the
amalgamation at the end of its turn takes 7 (2d6)
necrotic damage.
Momentous Charge. If the amalgamation moves at
least 15 feet straight toward a creature and then
hits it with a slam attack on the same turn, that
target takes an additional 11 (2d10) bludgeoning
damage and must succeed on a DC 15 Strength
saving throw or be absorbed into the putrid mass
of the amalgamation. While absorbed, the creature
is restrained. Any creature may use its action to
attempt to break free an absorbed creature by
succeeding on a DC 15 Strength (Athletics) check.
If a creature besides the absorbed creature
attempts this, the check is made with advantage. At
the end of an absorbed creatures turn, it takes 16
(3d10) necrotic damage.

Actions
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 18 (2d12 + 5) bludgeoning
damage.

138https://homebrewery.naturalcrit.com/print?dialog=true&local=print 138/155
1/3/2019 The Homebrewery - NaturalCrit

The Gol'Goroth Swallow. The Gol’Goroth attempts to pull a Medium or


smaller creature it is grappling into its mouth. The
(Awakened) grappled creature must make a DC 16 Strength saving
Huge monstrosity, chaotic evil throw, being pulled into the Gol’Goroth’s mouth and
swallowed on a failed save, or pulled up to 15 feet
Armor Class 15 (natural armor) towards the Gol’Goroth on a success one. While
Hit Points 147 (14d12 + 56) swallowed, the creature is blinded and restrained, it has
Speed 30 ft., swim 30 ft. total cover against attacks and other effects outside of
the Gol’Goroth, and takes 17 (5d6) necrotic damage at
the start of each of the Gol’Goroth’s turns.
STR DEX CON INT WIS CHA
If the Gol’Goroth takes 25 damage or more on a single
19 (+4) 10 (+0) 18 (+4) 17 (+3) 14 (+2) 12 (+1) turn from a creature inside it, the Gol’Goroth must
succeed on a DC 15 Constitution saving throw at the
Saving Throws Str + 8, Con +8, Int + 7 end of that turn or regurgitate all swallowed creatures,
Condition Immunities charmed, frightened, blinded, which fall prone in a space within 10 feet of the
prone Gol’Goroth. If the Gol’Goroth dies, a swallowed
Senses Blindsight 90 ft., passive Perception 12 creature is no longer restrained and can escape from
Languages Deep Speech, telepathy (10 miles) the corpse using 15 feet of movement, exiting prone.
Challenge 9 (5,000 XP) Gaze of Madness (Recharge 5-6). The Gol’Goroth
unleashes its horrifying gaze against all creature in a 30
Amphibious. The Gol'Goroth can breathe air and water. foot cone. Creatures in this area must make DC 15
Intelligence saving throw, taking 33 (6d10) psychic
Aura of Darkness. All light sources within 120 ft. of the damage on a failed save, or half as much damage on a
Gol’Goroth only cast a maximum of 15 ft. of bright successful one. Also on a failure, roll 3d6 and drop the
light. lowest die: If the total equals or exceeds the target’s
Legendary Resistance (1/Day). If the Gol’Goroth fails a Intelligence score, that target is afflicted by a random
saving throw, it can choose to succeed instead. Long-Term Madness effect (DMG Pg. 260). 260)

Actions Legendary Actions


Multiattack The Gol’Goroth makes two attacks with its The Gol’Goroth can take 2 legendary actions, choosing
tentacles. It can then make an attack with its tongue or from the options below. Only one legendary action can
use its Swallow ability. be used at a time and only at the end of another
creature’s turn. The Gol’Goroth regains spent legendary
Tentacle. Melee Weapon Attack: +8 to hit, reach 15 ft., actions at the start of its turn.
one target. Hit: 9 (2d4 + 4) slashing damage.
Tentacle. The Gol’Goroth makes a tentacle attack.
Tongue Melee Weapon Attack: +8 to hit, reach 30 ft.,
one target. Hit: 11 (2d6 + 4) bludgeoning damage. If Corruption (1 actions). Target creature within 60 feet of
the target is a creature, it is grappled (escape DC 16). the Gol’Goroth must succeed on a DC 15 Intelligence
Until the grapple ends, the Gol’Goroth can’t use its saving throw or become afflicted by a random Short-
tongue attack. While the Gol’Goroth has a creature Term Madness effect (DMG Pg. 259) until the end of
grappled with its tongue, creatures can attack it. The its next turn.
tongue has an AC of 12. If a creature attacks the Gaze of Madness (2 actions). The Gol'Goroth can use its
Gol’Goroth’s tongue and deals at least 20 damage with Gaze of Madness if available.
a single strike, the Gol’Goroth will immediately pull its
tongue back into its mouth and let go of the grappled
creature. If the tongue takes a total of 50 damage, it is
destroyed and will grow back after 7 days.

Lair Actions Tentacles squirm along the ceiling and cause chunks of
One initiative count 20 (losing initiative ties), the Gol'Goroth stone to rain down over the battlefield. Up to two
takes a lair action to cause one of the following effects; the creature's of the Gol'Goroth's choosing must succeed on a
Gol'Goroth can't use the same effect two rounds in a row: DC 15 Dexterity saving throw or take 14 (4d6)
bludgeoning damage. On a total roll of 5 or less, that
The darkness that sweeps over the area deepens in a 15- creature is also knocked prone.
foot radius sphere centered on a point of the Gol'Goroth's Intoxicating fumes spread throughout the area. All
choice. The area is devoid of light and all creatures within creatures except the Gol'Goroth have disadvantage on
are considered blinded until another lair action is used. Intelligence saving throws until another lair action is used.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 139/155139
1/3/2019 The Homebrewery - NaturalCrit

The Gol'Goroth Swallow. The Gol’Goroth attempts to pull a Medium or


smaller creature it is grappling into its mouth. The
(Awakened) grappled creature must make a DC 17 Strength saving
Huge monstrosity, chaotic evil throw, being pulled into the Gol’Goroth’s mouth and
swallowed on a failed save, or pulled up to 15 feet
Armor Class 18 (natural armor) towards the Gol’Goroth on a success one. While
Hit Points 168 (16d12 + 64) swallowed, the creature is blinded and restrained, it has
Speed 30 ft., swim 30 ft. total cover against attacks and other effects outside of
the Gol’Goroth, and takes 21 (6d6) necrotic damage at
the start of each of the Gol’Goroth’s turns.
STR DEX CON INT WIS CHA
If the Gol’Goroth takes 30 damage or more on a single
20 (+5) 10 (+0) 18 (+4) 19 (+4) 14 (+2) 14 (+2) turn from a creature inside it, the Gol’Goroth must
succeed on a DC 15 Constitution saving throw at the
Saving Throws Str +9, Con +8, Int +7 end of that turn or regurgitate all swallowed creatures,
Condition Immunities charmed, frightened, blinded, which fall prone in a space within 10 feet of the
prone Gol’Goroth. If the Gol’Goroth dies, a swallowed
Senses Blindsight 90 ft., passive Perception 12 creature is no longer restrained and can escape from
Languages Deep Speech, telepathy (10 miles) the corpse using 15 feet of movement, exiting prone.
Challenge 11 (5,000 XP) Gaze of Madness (Recharge 5-6). The Gol’Goroth
unleashes its horrifying gaze against all creature in a 30
Amphibious. The Gol'Goroth can breathe air and water. foot cone. Creatures in this area must make DC 15
Intelligence saving throw, taking 38 (7d10) psychic
Aura of Darkness. All light sources within 120 ft. of the damage on a failed save, or half as much damage on a
Gol’Goroth only cast a maximum of 15 ft. of bright successful one. Also on a failure, roll 4d6 and drop the
light. lowest die: If the total equals or exceeds the target’s
Legendary Resistance (2/Day). If the Gol’Goroth fails a Intelligence score, that target is afflicted by a random
saving throw, it can choose to succeed instead. Long-Term Madness effect (DMG Pg. 260). 260)

Actions Legendary Actions


Multiattack The Gol’Goroth makes two attacks with its The Gol’Goroth can take 2 legendary actions, choosing
tentacles. It can then make an attack with its tongue or from the options below. Only one legendary action can
use its Swallow ability. be used at a time and only at the end of another
creature’s turn. The Gol’Goroth regains spent legendary
Tentacle. Melee Weapon Attack: +9 to hit, reach 15 ft., actions at the start of its turn.
one target. Hit: 10 (2d4 + 5) slashing damage.
Tentacle. The Gol’Goroth makes a tentacle attack.
Tongue Melee Weapon Attack: +9 to hit, reach 30 ft.,
one target. Hit: 16 (2d10 + 5) bludgeoning damage. If Corruption. Target creature within 60 feet of the
the target is a creature, it is grappled (escape DC 17). Gol’Goroth must succeed on a DC 15 Intelligence
Until the grapple ends, the Gol’Goroth can’t use its saving throw or become afflicted by a random Short-
tongue attack. While the Gol’Goroth has a creature Term Madness effect (DMG Pg. 259) until the end of
grappled with its tongue, creatures can attack it. The its next turn.
tongue has an AC of 13. If a creature attacks the Gaze of Madness (2 actions). The Gol'Goroth can use its
Gol’Goroth’s tongue and deals at least 25 damage with Gaze of Madness if available.
a single strike, the Gol’Goroth will immediately pull its
tongue back into its mouth and let go of the grappled
creature. If the tongue takes a total of 60 damage, it is
destroyed and will grow back after 7 days.

Lair Actions Tentacles squirm along the ceiling and cause chunks of
One initiative count 20 (losing initiative ties), the Gol'Goroth stone to rain down over the battlefield. Up to two
takes a lair action to cause one of the following effects; the creature's of the Gol'Goroth's choosing must succeed on a
Gol'Goroth can't use the same effect two rounds in a row: DC 15 Dexterity saving throw or take 21 (6d6)
bludgeoning damage. On a total roll of 5 or less, that
The darkness that sweeps over the area deepens in a 20- creature is also knocked prone.
foot radius sphere centered on a point of the Gol'Goroth's Intoxicating fumes spread throughout the area. All
choice. The area is devoid of light and all creatures within creatures except the Gol'Goroth have disadvantage on
are considered blinded until another lair action is used. Intelligence saving throws until another lair action is used.

140https://homebrewery.naturalcrit.com/print?dialog=true&local=print 140/155
1/3/2019 The Homebrewery - NaturalCrit

Adrift
A One-Shot Adventure for Levels 13-16
---------------------------------------------------------------------------
Adventure Synopsis
A storm of unparalleled power is brewing out in the Dark
Mist Sea. An evil entity that shrouds its location with Text that appears in a box like this is meant to be read aloud
obscuring magics has set in motion a ritual. If it completes, for the players when their characters first arrive at a location or
hundreds of thousands will die from the tsunamis that will under a specific circumstance that will be noted.
crash against the coastal cities. Fortunately, these helpless
citizens have been given a chance thanks to the ingenuity of a
particularly skilled artificer by the name of Altum. With his Adventure Introduction (Optional)
limited time, he has crafted a device that can track the This is suggested if you are running a one-shot separate from
original of the anomalies in the water. He hastily assembled a an overarching campaign and want to kick things off swiftly.
raft around the device, taking special care to ensure that the If you are embedding this adventure in an existing campaign,
tracker is not disturbed. there may be better ways to throw the party into the action.
Your players must escort this raft to the heart of the Dark
Mist Sea, a body of water known for the terrifying creatures You find yourselves on the shore of a beach next to a massive
that lurk below and above. Ships avoid traveling through wooden raft. At the center of this raft is a strange metallic
these waters with stories of crews turning to cannibalism
even with plenty of food on board, ships being crushed by pylon that extends three feet beneath the watercraft and ten
towering water elementals, and simply of the deadly storms feet above it. This powerful magical device is covered in
that brew. Though so few make it back alive, who is to say brightly glowing purple runes. Each time the waves crash
which stories are true and which are fantasy? The party must against the raft, the runes flare to life and the entire vehicle
keep the raft safe against these foes, find the creature pulls towards the sea as if magnetized to something far over
responsible for this ritual, and stop it before the full wrath of the horizon. The sky is blackened and menacing, causing the
the storm is unleashed. area to be shrouded in gloom despite it being quite early in
the morning. The waves crash together in the distance with
some towering up to thirty feet high.
This adventure uses the Average Party Level (APL) to Your party has been tasked with stopping an entity that
scale the difficulty of encounters. This is simply the seeks to unleash a storm of cataclysmic proportions upon the
average of your players’ total character levels assuming land. A ritual has been set in motion to call up a tsunami from
you have 4 party members. If your group is larger than 4, the Dark Mist Sea and bring it crashing across the entire
increase your APL by 1 for each additional player. If your eastern coast of the continent. The entity performing this
party is smaller than 4, decrease your APL using this ritual has shrouded its lair in powerful protective magics,
same rule.
This adventure uses scaled saving throw values preventing all attempts to locate it via traditional divination.
throughout, so be sure to keep these in mind as you run Fortunately, a powerful genasi artificer by the name of Altum
the adventure. If your party’s APL is 13-14, the DC of managed to craft a device that he thinks will hone in on
their saving throws is 16. If your party’s APL is 15-16, the whatever it is that feeds the storm’s power . . . but only if it
DC is 17. remains in the Dark Mist Sea.
This is a high level adventure which means there is a The raft before you holds the last hope for hundreds of
lot of room for divergence from the intended path due to thousands of individuals and it must be protected at all costs.
the powerful magics available to the party. Try to hold
them as true to the course as you can without taking When you arrive at the central source of the storm’s furious
away their agency. The creature’s shrouding magics energy, the ritual must be stopped. The sea will be filled with
should prevent them from teleporting straight to the end intimidating waves and even more intimidating creatures.
and the vulnerability of the device should force them to Creatures that ordinarily lie dormant miles beneath the surface
stay with the raft and keep it safe. Any sort of shield or of the water. You must fight against nature itself to save
barrier they may want to put around the device will hundreds of thousands from a watery grave.
interrupt its tracking capabilities, so make sure the
players are aware of this as well.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 141/155141
1/3/2019 The Homebrewery - NaturalCrit

Adrift Crib Sheet


This page can serve as a quick reference to remind of major
events and NPCs that accompany this adventure. I would
heavily suggest using sound effects for a heavy storm and
pouring rain in the background as you progress through this
adventure and perhaps even dim the lights to capture the
atmosphere of being adrift amidst the storm!
Major Events
First day at sea
Abyssal ooze attack
Dragon turtle assault
First night at sea
Raging storm with lightning strikes, giant waves,
and sunken ships
Second day
Hallucinogenic jellyfish
Aftermath of the hallucinations
Corpse angler encounter
The whirlpool
Into the Tyrant's Fortress
Guardians at the gate
Flooding of the central chamber
Face off with the Tyrant of the Depths
The Tyrant's treasure cache
A safe trip home
Important NPCs
Altum (Quest giver / artificer)
Notable Locations
The Dark Mist Sea

142https://homebrewery.naturalcrit.com/print?dialog=true&local=print 142/155
1/3/2019 The Homebrewery - NaturalCrit

First Day At Sea Abyssal Ooze


Things start out fairly calm. The waves are large, but the raft
Altum’s Warning seems to handle them quite easily, cresting over them and
As the adventure begins, the party is along the coast with the rushing down the opposite side with blistering speed. In
blackened sky in the distance. The wind is strong and happier times, it may even be quite fun to be aboard the raft
constant with ocean mist raining down over the area as the in such an occasion. A light rain begins to pour as the sky
ominous clouds loom and swirl for miles on end. Altum, an darkens even further - completely obscuring the sun that
elderly water genasi artificer in black robes with deep bags should be high overhead.
under his eyes from a deep lack of sleep, approaches the
group and recaps the plan one last time. After a few hours of drifting, the water starts to calm. The sky
“I imagine we have only days before the storm reaches remains blackened overhead and you can see heavy rain
its breaking point and the tsunami is unleashed. This raft pouring in the distance, but you seem to have found an area of
is the best option we have to find the source of the respite. This relief fades as the water around you begins to
storm’s power. It may not be elegant, but it’s all we’ve got.
The device at its center must be kept safe at all costs. darken. Within a minute, the area directly around the raft
Whomever seeks to bring this devastation is certain to try transforms to blackness. It has taken on the appearance and
to stop you, but you must prevail! The magics of the rafts consistency of thick oil, but seems to be staying with the raft
should pull you towards your destination, so just worry as it moves, as if it were following you. The smell of ocean
about staying on board and protecting the pylon.” mist and fish is replaced with a sharp, caustic scent and the
He gives the party one final assessing look before nodding raft struggles to move onward through the thick substance.
and gesturing to the raft. ”No time to linger. Get to it!” he
says and steps aboard the raft where he begins casting a
ritual to activate the device that rests at its center. The raft is Alluring Predator
simple, but quite sturdy. It is 30 feet long and wide, with one This oil is actually a strange aquatic predator that has
extra side pontoon for additional support to assure it does not emerged from the deepest trenches of the oceans due to the
flip. There are handholds all along the craft, a few storage disturbances taking place. It is an ooze, its form amorphous
containers, many ropes that loop down through the wood, and indistinguishable from oil. It is similar to a black pudding,
and of course the powerful magical device at its center. A but lives exclusively in the water and is far, far larger and
nobleman may not wish to ride upon it, but it should be more powerful. Its flesh also has a hypnotizing effect on
resilient against even the largest of waves. creatures it wishes to consume. It does not hunt as much as
Once Atlum’s ritual is complete, the device sparks to life lure victims into the abyss that is its body - dissolving them to
and purple light begins sparking from it as the runes go nothingness quite effectively.
ablaze with new intensity. The water around the raft swirls This is not meant to be a traditional combat encounter and
into small illuminated whirlpools and the raft begins to pull more akin to a puzzle as your players come up with a way to
even harder towards the sea, slowly slipping off of the sand. dispatch the ooze. Once the ooze has entered its aggressive
The party will need to hop aboard quickly or be left behind. state (which it does shortly after appearing to the party) the
hypnotism of body begins to take hold. Any creature within
15 feet of the ooze that looks directly at it must succeed
on a Wisdom saving throw or it will willingly walk into
But We Can Fly! the oily abyssal ooze where it immediately becomes
grappled (escape DC dependent on party’s APL). A
This is a high level adventure, so your players may
have access to powerful magic items. They may
creature can repeat this saving throw at the end of each of its
think this will allow them to get around some of
turns, breaking free of the ooze’s hypnotism on a success and
the threats presented, but they are wrong. The only becoming immune to its effects for 24 hours. A creature
way to find the location of the ritual is to stay with within the ooze’s mass takes 28 (8d6) acid damage at the
the raft and if the raft is destroyed then they have beginning of each of its turns.
failed and will have to face the consequences of The ooze will leave either when it is dealt 250 points of
mass destruction. If the players are not on the raft damage or when the players come up with another effective
to protect it, the creatures of the sea will start way to deter it from the raft. This will likely be by some sort
attacking the magical pylon that guides it. Make of powerful magic effect or one particularly hard hit against it
sure to note this to your players and give them (over 60 damage in a single attack).
time to respond, but also let them know that this is
active protection and not something that can
simply be ignored and escorted from a distance.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 143/155143
1/3/2019 The Homebrewery - NaturalCrit

Siege From Below Raging Seas


Once the ooze is defeated and the raft is left to float onward, As the raft reaches the storm, lightning begins to strike out at
the waves begin to grow larger again. The raft zooms up the the raft with great frequency, but most of it is absorbed into
side of these waves as if pulled by an invisible rope, but the the pylon which does not seem to mind the extra surges of
direction of the raft is rarely constant. power. The party also encounter a few massive waves - far
As they are drifting along, the sky black as night and a larger than the others - that cause the raft to become fully
torrential downpour that limits vision to only a few dozen feet submerged for a period of time. The raft also smashes
past the edge of the raft, something massive smashes into the through the remnants of a capsized ship - some dead bodies
them and nearly causes the raft to flip. Each creature on the still floating in the water nearby and one hanging from a
raft will need to succeed on a Dexterity saving throw or rope, body bulging and drained of color from death and
be launched into the water. Once in the water, the ocean decay.
quickly starts to pull creatures away from the raft as it Perform the following actions during all of this in whatever
continues onward with its magnetic pull. Any creature that order you see fit:
does not have a swim speed of at least 30 feet (or other 4x Lightning Strikes - These target a random party
methods of travel such as flying or teleportation) will be member each time. That creature must make a Dexterity
unable to catch up to the raft without the aid of others. Roll saving throw, taking 33 (6d10) lightning damage on a
for initiative. failed save, or half as much damage on a successful one.
The types and number of creatures your party faces depends 2x Colossal Waves - Each creature on the raft must make
on the party’s APL. a Strength saving throw. On a failed save, they are swept
from the raft and taken into the wave where they will need
APL 13 to fight to get back to the others via Strength (Athletics)
1x Dragon Turtle with 2 Legendary Actions checks or with magics. The party can mitigate this by
APL 14 tying themselves to the ship with rope or even chain, but
1x Dragon Turtle with 3 Legendary Actions especially poor rolls on the Strength save may cause even
APL 15 these items to break and result in the character being
1x Dragon Turtle with 2 Legendary Actions swept away.
4x Hunter Shark 1x Capsized Ship - The raft smashes directly through the
APL 16 center of a capsized ship. Each creature on the raft must
1x Dragon Turtle with 3 Legendary Actions make a Dexterity saving throw, taking 14 (4d6) slashing
2x Giant Shark damage on a failed save, or half as much damage on a
successful one as splinters of wood rain down. The body
The dragon turtle that attacks the party is given two different of a dead sailor is impaled on the front of the raft
Legendary Actions: afterwards and sprays blood over the party that is quickly
Claw - The dragon turtle makes a claw attack. washed away by the rain.
Tail (2 Actions) - The dragon turtle makes a tail attack. Once all of these are complete, have each of the characters
The sharks work alongside the dragon turtle, striking at any make a Constitution saving throw. On a failed save, they gain
creatures that were knocked from the raft. If there is no one one level of exhaustion due to a lack of sleep needing to stay
in the water, they will smash against the raft or even leap out up and resist against the might of the storm as the lightning
of the water to bite party members that may think they are and massive waves continue for multiple hours. Your players
safe on the raft. If the party abandons the raft entirely are not intended to complete a long rest between days, but it
(perhaps taking to the sky), the turtle and the shark will begin is certainly possible if they use the magics to create a safe
striking at the raft and trying to destroy the pylon at its haven from the wrath of the storm once morning hits.
center! This should draw the party back down to give them a
target unless they want to risk the raft’s destruction. Second Day At Sea
Precursor to Apocalypse As morning breaks on the day, the sun manages to pierce
After the dragon turtle and sharks have been handled, things through darkened skies in a few areas and cause beams of
stay relatively calm until nightfall arrives. Rain continues to radiance and hope to lighten the mood. The rain has slowed to
pelt the characters and the temperature continues to drop as a light drizzle and the towering waves have calmed greatly. The
the water becomes icy cold. Mist rises up off of the sea and raft continues to drift ever closer to its goal, the pylon still
obscures vision as the moon rises up overhead but can only pulsing with energy at regular intervals and causing purple
peak out occasionally behind the thick clouds. whirlpools to spiral into the water. You then notice that the
The party spots a thunderhead in the distance as streaks of
lightning flash against the surface of the ocean in rapid raft is moving towards a tangle of neon pink and blue objects
succession. The sky lights up as the raft slowly drifts closer that are poking up out of the the water. They almost look to be
and closer to the chaos. The waves grow taller and taller, plants, but the coloring is highly unusual.
swelling to thirty and even forty feet high. The raft reaches
frightening speeds as it flies down the far side of the waves
and even closer to the lightning storm. The party will need to
brace themselves for the coming onslaught.

144https://homebrewery.naturalcrit.com/print?dialog=true&local=print 144/155
1/3/2019 The Homebrewery - NaturalCrit
But these are not plants at all, they are jellyfish. As the raft 3 - Character walks by the edge of a raft and a massive
drifts closer, this becomes more obvious. Their tendrils are squid emerges from the depths and sprays them across
dozens of feet long and some pierce through the surface of the face with a blast of black ink. This effect causes
the water where it seems to be drinking in energy of the sun immediate blindness (though there was no squid and the
and the fresh air. As the raft moves past, tendrils will begin to blindness is purely psychosomatic). This blindness
wrap around the watercraft and before long it is towing close persists until just after the next combat encounter, no
to fifty of these neon jellyfish. The tendrils work their way up matter how much the others try to convince them that
onto the surface of the raft, aimlessly feeling around for their eyes are fine.
something to grab - and as most people know, these tendrils 4 - The character looks over and mistakes one of the other
sting! party members for someone despised. Perhaps it is an
As soon as someone inevitably attacks one of these abusive stepfather, a childhood bully, or simply a
jellyfish, they unleash their unique defensive mechanism. menacing orc - but it produces a violent harmful memory
Their tendrils wave and dance in the air and rain down to surge forth. This false image taunts them, digging at
hundreds of thousands of lightly glowing spores. They pulse their insecurities to provoke action. The enchanted
with energy and cause the entire raft to become enveloped in character will attack that party member and can only be
bright neon light. Each creature on the ship must succeed stopped by being restrained by the others or by being
on a Wisdom saving throw or become infected by the knocked unconscious. The hallucination passes after one
jellyfish’s hallucinogenic spores! (You may want to adjust hour, but until then they will do nothing but try to kill the
the DC of this save so at least one person fails, just to illusory enemy.
keep things interesting!) Players can be uncertain of what is 5 - Character feels a strange tickling sensation around
happening, but after the brilliant display, the jellyfish let go of their ears, a chilling gentle touch. When they reach up to
the raft and drift back into the depths of the ocean. The raft is investigate, they will find that dozens of baby spiders are
completely coated with spores that dance about in the crawling out of their ears and falling onto the raft. They go
sunlight and sprout small flower-like blooms. deaf as more and more spiders fight their way free. Next
Let the players question what failing this saving throw they can start to feel a tickle in their throat as a large
meant for a while. Immediately after, the only thing they centipede crawls up out of their throat and into their
notice is that the colors of the world appear to be a bit more mouth. This is all illusory, but it feels real to that
vibrant with little feathers of pink, blue, and green around the character. That character is deafened until after the next
edge of their vision. But as time goes on . . . things begin to get combat encounter as they continue to feel the spiders
interesting. wiggle.
6 - The spores cause a strange allergic reaction in the
Potent Hallucinations character. Their skin becomes covered in hives and
The party members that fell victim to the vibrant spores of produces a persistent and insatiable itch. Character starts
the jellyfish begin to act strangely. They are blind to these to feel weak and sluggish as glowing lights dominate their
effects, but the other characters may notice and be able to vision. After half an hour, they begin to vomit a
stop them. There is a heavy chance for metagaming here, luminescent bile. This character is poisoned until after the
so try to hold your players true to their actions for this. next combat encounter.
Below I have listed a few potential effects. Feel free to roll on
the table, choose the ones you like the most, or make up your The Corpse Angler
own effects specially tailored to your party.
As the day grows later, the clouds overhead start to condense,
1 - Character reaches into their bag to snag a few rations growing darker and more ominous than ever. The rain has
and instead finds a few sausage links with a note that stopped, but the air is thick with humidity and it seems the
reads - “You will need your strength!” If they choose to
each the sausage links, they bite into one of their own heavens could open with a torrential downpour at any
fingers and begin chewing. Another character with a moment. The waves are larger, but still manageable for the raft
passive Perception of 17 or higher notices this and can - nothing compared to the previous night. Though as you crest
intervene, otherwise the entranced character continues over one of these swells you spot the body of a woman in the
with their meal until two of their own fingers have been water up ahead. She is splashing in the water in a panic and
consumed and someone finally notices as blood pours out. you can hear her screaming for help.
2 - Character spots one of their close family members or
friends out in the water struggling in the waves. They are This is all part of the advanced predatory capabilities of the
screaming for help and will certainly drown if no one corpse angler. This gargantuan fish is a much larger and
intervenes. Even if other party members object that there more fearsome cousin of the lantern fish, but instead of using
is no one out there, their claims fall on deaf ears. If the a light to draw in prey, it uses bodies - growing perfect clones
hallucinating character swims out to help, their loved one of them from a tentacle-like appendage that protrudes from
begins to sink beneath the waves, descending rapidly . . . its head. It can even manipulate the body to mimic the voice
always just out of reach of rescue. Character risks of the person that was consumed. The corpse angler will
drowning depending on their actions. use its enchanting lure to attempt to charm the party into
the water to save this "helpless victim".

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 145/155145
1/3/2019 The Homebrewery - NaturalCrit

Corpse Angler

146https://homebrewery.naturalcrit.com/print?dialog=true&local=print 146/155
1/3/2019 The Homebrewery - NaturalCrit
When prey approaches, the corpse angler launches itself up The descent is over one thousand feet and as the raft
towards the surface with a mighty burst of speed and reaches the bottom, the whirlpool starts to level out and
attempts to eat its victim whole. If the party does not fall for twists into a large circular corridor fifty feet tall. The water
the corpse angler’s deception, the hungry creature will start continues to run along the ceiling and walls for the length of
to smash into the underside of the boat. It will also use its the corridor which continues on into darkness ahead. The
Spew Bile ability to coat the party and raft in caustic sludge players that failed the strength save come tumbling out of
in an attempt to force the party to the water. the water roughly a minute later - choking on water,
The corpse angler is also accompanied by a number of bruised and battered. Each of these creatures takes 27
smaller sea creatures that follow alongside it and typically try (6d8) bludgeoning damage.
to consume the scraps left after the predator has had its fill -
a symbiotic relationship as these fish also clean the corpse
angler of any parasites that would latch on to its flesh. The Tyrant’s Fortress
The party is attacked by the creatures lurking beneath the Guardians at the Gates
surface! The types and number of creatures your party faces
depends on the party’s APL. The passage continues for a thousand feet, maintaining its fifty
APL 13 foot height and width. The floor of the passage is dry, but all
1x Corpse Angler (End of Module) along the walls and ceiling the water continues to flow. At the
2x Killer Whale (MM Pg. 331) end of this passageway is a grand set of double doors - thirty
APL 14 feet in height and just as wide.
1x Corpse Angler
3x Killer Whale The doors are barred from the other side. Your players will
APL 15 have to use their abilities to get through. The door is stone,
1x Corpse Angler but some powerful attacks and spells can blow a way through
3x Chuul (MM Pg. 40) or the party could teleport past and attempt to remove the bar
APL 16 . . . but that leads to some other complications.
1x Corpse Angler
4x Chuul (MM Pg. 40) Beyond the Door
When the corpse angler is dead, it ruptures and spills The tunnel opens up into a large domed chamber on the
thousands of gallons of gore into the ocean that dyes it deep other side of the barred double doors, but two hulking
red. The smell produced is potent enough to induce vomiting guardians stand on either side of the passageway waiting to
in all but the hardiest of creatures. If any of the smaller attack anything that steps through them. These giant kin
aquatic creatures are still alive, they immediately flee. creatures stand at around twenty feet tall and have coral
growing out of their flesh. They wield massive anchors that
The Whirlpool must weigh hundreds of pounds and have a sprawling fishing
net bundled up on their waists. Their pale blue skin is
As nightfall starts to take hold, the storm reignites. Rains patched with bits of scales and both their hands and feet are
pours down in thick sheets that causes a cacophony to fill the webbed. When the party enters, they strike! Roll for
air. The waves swell once again, reaching heights that rival
initiative.
The strength of the guardians is determined by your party’s
those of the previous night . . . but the raft seems to be
APL:
handing them much easier this time around. The pylon starts
to pulse rapidly, filling the water with a brilliant violet light. As APL 13-14
the raft reaches the apex of one particularly large wave, you 2x Abyssal Guardians (CR 9) (End of Module)
see a whirlpool in the distance. The thick rainfall has obscured
APL 15-16
it from your vision for so long that you can be no more than
2x Abyssal Guardians (CR 11) (End of Module)
fifty feet from its edge and the full width of the vortex extends Under Pressure
far beyond your sight. The raft noticeably accelerates.
Once the guardians are defeated, the party can continue into
the room beyond.
As the raft moves towards this whirlpool, the pylon starts
flaring with nearly blinding violet light. The source of the
storm’s wrath has to be nearby - has to be within the vortex!
The party will have to hold tight as the raft is pulled around
the edge of this massive whirlpool. Each party member on
the raft must succeed on a Strength saving throw or be
ripped from the raft and thrown into the water. They
plummet into the rapidly moving water that is too strong to
fight and are swept away. The rest of the party stays on the
raft as it slowly becomes almost completely vertical and
shoots down the depths.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 147/155147
1/3/2019 The Homebrewery - NaturalCrit

Tyrant of the Depths

148https://homebrewery.naturalcrit.com/print?dialog=true&local=print 148/155
1/3/2019 The Homebrewery - NaturalCrit

This domed room is two-hundred and fifty feet wide and one Conditional Challenges
hundred and fifty tall. The water that flowed down the entirety If the party does not have access to magics that allow them to
of the hallway swirls around the ceiling of the room into an
breathe underwater, this challenge becomes much more
deadly as they will have much less time to react and find a
inverted whirlpool that leads to another passageway. This one
way to disable the sapphires. Put pressure on your players to
is roughly thirty feet across and perfectly round. All of the come up with a quick solution or they risk this truly becoming
water in the room flows up into this tunnel and disappears out the end of them!
of view. If the party does have a way to breathe underwater, it may
Also in the room are eight monoliths that are each sixty feet make things seem trivial to just swim around and pry the
high and are crafted of thick obsidian. They are over then feet sapphires from the obelisks. If this is the case, feel free to
wide and are perfectly smooth, without a single identifiable
unleash two Aboleths into the area to cause the party some
additional pain! Or maybe an Aboleth and a few hunter
imperfection on any of them. Near the top of each of these are
sharks that are released into the area. This is all optional
gigantic sapphires - over eight inches in diameter and with a depending on how long you want the session to run and the
pristine and delicate cut. These sapphires exude a faint glow current state of your players.
that casts the entire area in azure light.
The Chamber of Storms
When the party moves to inspect any of these monoliths or
the swirling tunnel of water, an image appears in the center The tunnel in the ceiling of the dome continues for a hundred
of the room - a thirty foot tall eye. It has a deep black pupil feet before emptying into a pool of water within a massive
that seems to extent into an endless void. The eye turns to room. Directly above the pool of water is a fifty foot wide
stare at the party and a wave of violet light sweeps over them swirling mass of electricity and storm clouds. Water spirals
and gives off a blast of heat. A voice booms throughout the around the mass in gigantic rings, some as large as eighty feet
room and causes the water along the walls to tremble and in diameter. There are runes inscribed all along the floor and
send out great sprays of mist. "I will give you a single
chance to leave this place with your lives. If you decline going up the walls, all of which are glowing vibrantly. The roof
this request, I will be forced to turn this chamber into of this domed room is made of some sort of transparent
your own personal watery grave.” material, and the ocean can be seen just above as sea
creatures swim along ignorant to what is occurring beneath
Submerged them.
When the party declines this request, the room starts to
quake. The Tyrant of the Depths
The Tyrant is an abomination from the deepest depths of the
A thunderous crash flares up and temporarily deafens you as it
oceans. It has has powerful psionic abilities, allowing it to
explodes through the room with powerful intensity. The water communicate telepathically at any distance and toss
along the walls begins to swell inward and large plumes lash creatures about effortlessly with its incredible telekinesis. Its
out and connect to far off points, creating a web of water single massive eye is capable of producing an abyssal blast
above you. Moments later, hundreds of thousands of gallons that can send creatures into a lightless void from which their
of water begins to pour from the tunnel in the ceiling. It hits soul can never be recovered. It can also send projections of
the cavern floor and explodes across the entire room as the
itself to far off lands effortlessly. It is a powerful and
unreasonable foe that will stop at nothing to protect the ritual
water level rises rapidly. The sapphires on the obelisks shine
it has begun. The Tyrant seeks to sink the continents back
brighter than ever and you can feel a chill sweep over you as it into the ocean so it can rule over all life that remains.
casts you in blue light.
As soon as the party enters the room or attempts to interfere
The water from the tunnel above continues to surge down so with anything in the room, the Tyrant strikes! "I warned you
powerfully that no creature could possible swim through it to leave, but now you incite the fury of the storm. I shall
without magical aid. It doesn’t take long before the party is send you to an oblivion darker than the deepest of ocean
drowning. trenches, meddlers.”
In order to disable the flow of water, the party will need to
remove or destroy each of the sapphires on the obelisks.
Prying them free requires success on a DC 20 Strength
(Athletics) check. If the players wish to take the route of
destruction, they have AC 20 and 50 hit points each.
Once all of the sapphires are destroyed or removed
from the obelisks, the water stops flowing but does not
drain from the room. The party will need to swim up the
tunnel for another hundred feet before emerging in the
Chamber of Storms.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 149/155149
1/3/2019 The Homebrewery - NaturalCrit

Arrival Return Home


An alien entity appears just above the pool of water with a Give the party a moment to figure out a way to escape the
brilliant flash of violet light. It has a single massive eye that cavern - high level groups may have a number of options
stares down at you, its vertical pupil extending into an endless available to them. Otherwise, have Altum teleport into the
void. Two massive scythe-like claws extend from either side of
room. He informs the party he has been tracking the raft's
movement and noticed it disappear around the time they
this eye. Each of these blades are the size of a full grown man.
reached the lair - he knew that they must have found it or the
The back of the creature’s body is similar to that of a snake, at raft had been destroyed. When he could detect them once
least forty feet long in total and spiraling to a slender tip. more, he assumed they had succeeded in their mission and
Everywhere its eye peers is cast in an ice cold violet light - and teleported to help bring them back home. He uses the
unfortunately it has set its sights on you. teleportation circle spell to take the entire party to his
personal research tower near where all of this began.
Roll for initiative. From the tower they can see the ocean where they set out
The strength and abilities of the Tyrant of the Depths on their journey. The waters have not yet calmed, but the
depends on your party’s APL. The stat blocks for both of the storm in the distance is beginning to dissipate. Over the next
Tyrants can be found at the end of the module. hour, everything slows to a calm and instead of being filled
with black clouds and flashes of lightning, the sky is instead
APL 13 consumed by a massive rainbow that arches across the entire
1x Tyrant of the Depths (CR 18) with only 2 ocean.
legendary actions.
APL 14 Experience
1x Tyrant of the Depths (CR 18) The Experience listed below represents a blend of monster
APL 15 encounters, non-combat encounters, and some bonus
1x Tyrant of the Depths (CR 21) with only 2 experience for finishing the quest. Feel free to adjust these
legendary actions. values if you see fit.
APL 16
1x Tyrant of the Depths (CR 21) APL 13 - 17,000 XP per player
When the Tyrant is killed, the water once again drains from APL 14 - 18,500 XP per player
the room and becomes suspended up above. The storm APL 15 - 20,500 XP per player
clouds that were once spiraling disappear. The runes along APL 16 - 22,500 XP per player
the floor flicker and eventually go dull, casting the entire
room into darkness.
Cache of Rewards
The Tyrant’s eye opens wide in its death, the black pupil still
appearing to extend for an eternity. A glimmer of violet light
shines from the area beyond. If a creature presses on the
pupil, they will find that it is more of a permeable membrane,
and with a bit of force they can pass through to an
extradimensional space - the personal hideaway of the Tyrant
where it keeps its own personal hoard of treasures. Feel free
to roll a treasure hoard or provide your players with whatever
loot you deem worthy for this adventure! Unlike most
adventures where I make suggestions, at high levels the
differences in magic item distribution varies so greatly that I
will leave it up to you as the DM.

150https://homebrewery.naturalcrit.com/print?dialog=true&local=print 150/155
1/3/2019 The Homebrewery - NaturalCrit

Abyssal Guardian Abyssal Guardian


Huge giant, chaotic evil Huge giant, chaotic evil

Armor Class 16 (natural armor) Armor Class 16 (natural armor)


Hit Points 150 (12d12 + 72) Hit Points 200 (16d12 + 96)
Speed 30 ft., swim 40 ft. Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 8 (-1) 22 (+6) 10 (+0) 14 (+2) 6 (-2) 24 (+7) 8 (-1) 22 (+6) 10 (+0) 16 (+3) 6 (-2)

Saving Throws Con +10 Saving Throws Con +10


Skills Athletics +10 Skills Athletics +11
Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 13
Languages Deep Speech, Giant Languages Deep Speech, Giant
Challenge 9 (5,000 XP) Challenge 11 (7,200 XP)

Amphibious. The guardian can breathe air and water. Amphibious. The guardian can breathe air and water.
Innate Spellcasting. The guardian's innate Innate Spellcasting. The guardian's innate
spellcasting ability is Wisdom (save DC 14). It can spellcasting ability is Wisdom (save DC 15). It can
innately cast the following spells requiring no innately cast the following spells requiring no
material components: material components:
At will: control water, light At will: control water, light
1/day each: tidal wave, watery sphere 2/day each: tidal wave, watery sphere

Actions Actions
Multiattack The guardian makes two attacks with its Multiattack The guardian makes two attacks with its
anchor. anchor.
Anchor. Melee Weapon Attack: +10 to hit, reach 10 Anchor. Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: 24 (4d8 + 6) bludgeoning ft., one target. Hit: 25 (4d8 + 7) bludgeoning
damage. damage.
Cannon Ball. Ranged Weapon Attack: +10 to hit, Cannon Ball. Ranged Weapon Attack: +11 to hit,
range 60/120 ft., one target. Hit: 28 (4d10 + 6) range 60/120 ft., one target. Hit: 29 (4d10 + 7)
bludgeoning damage. bludgeoning damage.
Weighted Net (1/Day). The guardian throws a 15- Weighted Net (1/Day). The guardian throws a 15-
foot wide weighted net over an area within 30 feet. foot wide weighted net over an area within 30 feet.
Each creature in that area must succeed on a DC Each creature in that area must succeed on a DC
15 Dexterity saving throw or become restrained 15 Dexterity saving throw or become restrained
until freed. The net has no effect on creatures that until freed. The net has no effect on creatures that
are formless, or creatures that are Huge or larger. A are formless, or creatures that are Huge or larger. A
creature can use its action to make a DC 14 creature can use its action to make a DC 15
Strength check, freeing itself or another creature Strength check, freeing itself or another creature
within its reach on a success. Dealing 15 slashing within its reach on a success. Dealing 15 slashing
damage to the net (AC 12) also frees the creature damage to the net (AC 12) also frees the creature
without harming it, ending the effect and without harming it, ending the effect and
destroying the net. destroying the net.
After the guardian uses this ability, it can make an After the guardian uses this ability, it can make an
anchor against a creature within range. anchor against a creature within range.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 151/155151
1/3/2019 The Homebrewery - NaturalCrit

Corpse Angler Actions


Gargantuan monstrosity, chaotic evil Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 50 (8d10 + 6) piercing damage. If the
Armor Class 16 (natural armor) target is a creature, it is grappled (escape DC 16). Until
Hit Points 198 (12d20 + 72) the grapple ends, the target is restrained, and the
Speed 30 ft., swim 50 ft. corpse angler can't bite another target.
Spew Bile. The corpse angler surfaces and unleashes a
STR DEX CON INT WIS CHA wave of stomach acid and bile in a 30 foot cone. Each
22 (+6) 12 (+1) 22 (+6) 6 (-2) 16 (+3) 15 (+2) creature in the area must succeed on a DC 16
Dexterity saving throw or take 21 (6d6) acid damage.
Skills Perception +7, Performance +10 A creature that fails the save by 5 or more is also
Senses darkvision 120 ft., passive Perception 17 poisoned until the end of its next turn as a result of the
Languages --- putrid aromas produced.
Challenge 10 (5,900 XP) Swallow. The corpse angler makes one bite attack
against a Large or smaller creature it is grappling. If the
Enchanting Lure. Once the corpse angler has consumed attack hits, that creature takes the bite's damage and is
a humanoid body, it uses that as a blueprint to create a swallowed, and the grappled ends. While swallowed,
lure for other surface dwellers. It creates a perfect the creature is blinded and restrained, it has total cover
replica of this body attached to a large appendage that against attacks and other effects outside of the corpse
extends from its forehead. The angler can make this angler, and it takes 21 (5d6) acid damage at the start
body move and any call for help - mimicking the voice of each of the corpse angler's turns. A swallowed
of the original ingested creature. A creature that is creature is also submerged and will begin drowning if it
exposed to the sound of the lure's voice must succeed can't breathe underwater.
on a DC 16 Wisdom saving throw or become charmed If the corpse angler takes 30 damage or more on a
by the corpse angler and feel inclined to go save the single turn from a creature inside it, the corpse angler
person in the water. must succeed on a DC 15 Constitution saving throw at
Water Breathing. The corpse angler can breathe only the end of that turn or regurgitate all swallowed
underwater. creatures, which are ejected in a space within 10 feet
of the angler. If the corpse angler dies, a swallowed
creature is no longer restrained by it and can escape
from the corpse using 20 feet of movement.
A creature that is killed while swallowed by the corpse
angler has its genetic blueprint stolen and can be used
by the corpse angler as a new lure if it spends one
week of rest to grow.

152https://homebrewery.naturalcrit.com/print?dialog=true&local=print 152/155
1/3/2019 The Homebrewery - NaturalCrit

Tyrant of the Depths Eyestalk Swarm (1/Day). The tyrant's eye pulses as it
calls forth an army of eyestalks to sprout from the
Huge aberration, chaotic evil
cavern. Until the tyrant is killed, on initiative count 20,
Armor Class 18 (natural armor) these eyes stalks fire small bolts of arcane energy at
Hit Points 294 (28d12 + 96) random targets in the area. Roll 2d4 and fire that many
Speed 40 ft., fly 60 ft., swim 40 ft. beams at randomly choose targets hostile to the tyrant.
Each of these beams automatically hit and deal 7 (2d4
+ 2) force damage. The damage from these eye stalks
STR DEX CON INT WIS CHA can be prevented by the shield spell.
27 (+7) 15 (+2) 18 (+4) 23 (+6) 17 (+3) 10 (+0) These eyestalks can be killed. They have 15 hit points
and an AC of 10. For each eyestalk killed, reduce the
Saving Throws Str +13, Con +10, Int +11, Wis +9 number of beams fired on initiative count 20 by 1.
Skills Arcana +11, Perception +9
Condition Immunities charmed, frightened, blinded, Reactions
prone Flood (1/Day while below 50% health). The tyrant
Senses truesight 60 ft., passive Perception 19 unleashes the force of the ocean above to flood its lair.
Languages Deep Speech, telepathy (same plane) Each creature in the room with the tyrant takes 22
Challenge 18 (20,000 XP) (4d10) bludgeoning damage and must make a DC 19
Strength saving throw. On a failed save, that creature is
Legendary Resistance (2/Day). If the tyrant fails a saving pushed 50 feet towards the edge of the room. On a
throw, it can choose to succeed instead. successful save, the creature is not pushed. All
creatures in the room are underwater for the remainder
of the fight.
Actions
Multiattack. The Tyrant makes two attacks with its Legendary Actions
scythe claws and one with its tail.
The tyrant can take 3 legendary actions, choosing from
Scythe Claws. Melee Weapon Attack: +13 to hit, reach the options below. Only one legendary action can be
10 ft., one target. Hit: 16 (2d8 + 7) slashing damage. used at a time and only at the end of another creature’s
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one turn. The tyrant regains spent legendary actions at the
target. Hit: 20 (2d12 + 7) slashing damage. start of its turn.
Abyssal Beam (Recharge 5-6). The tyrant unleashes a Telekinesis. The tyrant moves a creature or object it can
beam of abyssal energy in a 120-foot line that is 10 see up to 60 feet in any direction. This object can
feet wide. Each creature in that line must make a DC weigh no more than 5,000 pounds.
19 Constitution saving throw, taking 55 (10d10) force Scythe Claws (Costs 2 Actions). The tyrant makes a
damage on a failed save, or half as much damage on a scythe claws attack.
successful one. Creatures that failed this save by 5 or
more are also banished to the ethereal plane until the Anchored (Costs 2 Actions). The tyrant's eye pulses as it
end of their next turn. A creature that is reduced to 0 summons a massive anchor and chains to bind a
hit points from this attack is banished to the ethereal creature it can see within 120 feet. That creature must
plane permanently. succeed on a DC 19 Dexterity saving throw or become
grappled (escape DC 16). Until this grapple ends, the
creature is restrained.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 153/155153
1/3/2019 The Homebrewery - NaturalCrit

Tyrant of the Depths Eyestalk Swarm (1/Day). The tyrant's eye pulses as it
calls forth an army of eyestalks to sprout from the
Huge aberration, chaotic evil
cavern. Until the tyrant is killed, on initiative count 20,
Armor Class 19 (natural armor) these eyes stalks fire small bolts of arcane energy at
Hit Points 368 (32d12 + 160) random targets in the area. Roll 2d6 and fire that many
Speed 40 ft., fly 60 ft., swim 40 ft. beams at randomly choose targets hostile to the tyrant.
Each of these beams automatically hit and deal 7 (2d4
+ 2) force damage. The damage from these eye stalks
STR DEX CON INT WIS CHA can be prevented by the shield spell.
27 (+7) 16 (+3) 20 (+5) 23 (+6) 17 (+3) 10 (+0) These eyestalks can be killed. They have 15 hit points
and an AC of 10. For each eyestalk killed, reduce the
Saving Throws Str +14, Con +12, Int +13, Wis +10 number of beams fired on initiative count 20 by 1.
Skills Arcana +13, Perception +10
Condition Immunities charmed, frightened, blinded, Reactions
prone Flood (1/Day while below 50% health). The tyrant
Senses truesight 60 ft., passive Perception 20 unleashes the force of the ocean above to flood its lair.
Languages Deep Speech, telepathy (same plane) Each creature in the room with the tyrant takes 27
Challenge 21 (27,500 XP) (5d10) bludgeoning damage and must make a DC 19
Strength saving throw. On a failed save, that creature is
Legendary Resistance (3/Day). If the tyrant fails a saving pushed 50 feet towards the edge of the room. On a
throw, it can choose to succeed instead. successful save, the creature is not pushed. All
creatures in the room are underwater for the remainder
of the fight.
Actions
Multiattack. The Tyrant makes two attacks with its Legendary Actions
scythe claws and one with its tail.
The tyrant can take 3 legendary actions, choosing from
Scythe Claws. Melee Weapon Attack: +14 to hit, reach the options below. Only one legendary action can be
10 ft., one target. Hit: 16 (2d8 + 7) slashing damage. used at a time and only at the end of another creature’s
Tail. Melee Weapon Attack: +14 to hit, reach 20 ft., one turn. The tyrant regains spent legendary actions at the
target. Hit: 20 (2d12 + 7) slashing damage. start of its turn.
Abyssal Beam (Recharge 5-6). The tyrant unleashes a Telekinesis. The tyrant moves a creature or object it can
beam of abyssal energy in a 120-foot line that is 10 see up to 60 feet in any direction. This object can
feet wide. Each creature in that line must make a DC weigh no more than 5,000 pounds.
21 Constitution saving throw, taking 66 (12d10) force Scythe Claws (Costs 2 Actions). The tyrant makes a
damage on a failed save, or half as much damage on a scythe claws attack.
successful one. Creatures that failed this save by 5 or
more are also banished to the ethereal plane until the Anchored (Costs 2 Actions). The tyrant's eye pulses as it
end of their next turn. A creature that is reduced to 0 summons a massive anchor and chains to bind a
hit points from this attack is banished to the ethereal creature it can see within 120 feet. That creature must
plane permanently. succeed on a DC 21 Dexterity saving throw or become
grappled (escape DC 18). Until this grapple ends, the
creature is restrained.

154https://homebrewery.naturalcrit.com/print?dialog=true&local=print 154/155
1/3/2019 The Homebrewery - NaturalCrit
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other
countries.
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 Guild.
All other original material in this work is copyright [2019] by Nerzugal Role-Playing and published under the Community Content
Agreement for Dungeon Masters Guild.

https://homebrewery.naturalcrit.com/print?dialog=true&local=print 155/155155

You might also like