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Nerzugal's Tome of Horrifying Adventures
Nerzugal's Tome of Horrifying Adventures
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!
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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Stat Blocks
Paper Knight Paper Ranger
Tiny construct, unaligned Tiny construct, unaligned
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)
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.
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Paper Mage
Tiny construct, unaligned
Armor Class 13
Hit Points 12 (8d4 - 8)
Speed 25 ft.
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.
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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.
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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.
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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.
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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.
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Stat Blocks
Button-Eyed Doll Over-Stuffed Doll
Tiny construct, chaotic evil Small construct, chaotic evil
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)
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.
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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)
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.
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Borhas Borhas
Medium human, chaotic evil Medium human, chaotic evil
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)
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The Hunted
A One-Shot Horror Adventure for Levels 1-4
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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.
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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.
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The Entity
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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.
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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.
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Stat Blocks
Pitiful Goblin Goblin Brute
Small humanoid (goblinoid), neutral evil Small humanoid (goblinoid), neutral evil
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)
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.
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The Entity
Medium shapeshifter, lawful evil
Armor Class 12
Hit Points Varies (See
See module for details)
details
Speed 30 ft.
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.
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The Lighthouse
A One-Shot Horror Adventure for Levels 1-4
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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.
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Lydia Harlenn
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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.
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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.
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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.
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The Devorator
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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.
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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).
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Creatures
Armor Class 7
Hit Points 26 (4d8 + 8)
Speed 15 ft., climb 15 ft.
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.
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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.
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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
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]
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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
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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
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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.
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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.
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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.
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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.
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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
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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.
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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!”
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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.
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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.
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Stat Blocks
Faceless Zealot
Medium aberration, chaotic evil
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 30 ft.
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.
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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.
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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.
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Infected Sailor
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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!
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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.
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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
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Creatures
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Infected Sailor
Medium humanoid, chaotic evil
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.
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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.
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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!
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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)
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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.
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Stat Blocks
Goliath Skeleton Dreadsteed
Medium undead, lawful evil Large undead, neutral evil
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)
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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)
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.
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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)
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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)
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.
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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.
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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)
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.
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Infected Steed
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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.
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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
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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
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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.
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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
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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.
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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.
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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.
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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)
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.
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Festering
Amalgamation
Large aberration, chaotic evil
Actions
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one target. Hit: 18 (2d12 + 5) bludgeoning
damage.
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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.
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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.
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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.
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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".
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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.
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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.
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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)
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.
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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.
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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.
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