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The Fate Roller’s Haunt

A Dungeons and Dragons 5th Edition Adventure Module


By
Ryan “Rybonator” Brainard
This module was designed for characters level 10-15 in parties of 4+
Legend -
● Text in normal font is meant for the DM
● Text in italics is descriptive text for the players/party
● Bolded text indicates checks or references to rooms within the module
o Maps, rooms, item and monster references are included in the appendix of the
module

The Fate Roller’s Haunt

The Red Wagon Inn ………………………………………………. 1–3


Hidden Path ……………………………………………………….. 4–5
Reclaiming the Cave ………………………………………………. 5–9
The Fate Roller’s Haunt ……………………………………….. 9 – 14
Appendix …………………………………………………………….. 15 – 23
The Red Wagon Inn-
Amidst the rocky terrain north of Calchester (the capital city of Obervayne), lies the
estate of the wealthy Hemphome family. What was once a beautiful cliff top villa of one of the
elite families in the country, surrounded by lush trees, coal rich mountains and beautiful summer
weather, has been tainted by the invading Grickshaw mountain savages. The tilled ground
ruined by raiding parties and hastily constructed buildings of war, Hemphome is now the
location of the Grickshaw Garrison.
With Obervayne both ravaged by plague and in a lasting war with the Koracrutians to the
north, no soldiers are left in the city to spare for the protection of Hemphome. Grickshaw
Garrison is held by governor Gunnora Blackwater’s brother, Flinn Blackwater. The garrison is
manned by mercenaries and hired hands until a large enough gathering of soldiers can return to
drive the Grickshaw savages from their mountain homes.
Grickshaw is the name given to the tribe of humans who live in the mountains.
Descendant from a single family nearly a millennium ago, they have grown twisted and
disfigured in their mountain holes, but largely have remained peaceful. The Grickshaw
maintained a longstanding peace with the city of Calchester which left them free to live and hunt
in the Summer’s Ridge mountains to the north, so long as the Hemphome family had the rights
to the coal in the mountains. That changed nearly a year ago, when daily raids by the
Grickshaw of the goods from the Hemphome estate began.
When the raids escalated and the loss of life began to outweigh the good that the peace
brokered, the city was forced to act. With the lack of soldiers and able-bodied fighters,
Hemphome has become rampant with adventurers and mercenaries alike who are looking to
make their fortune by protecting what remains of the Hemphome estate. With a bounty of 50
gold a head, this is the opportunity of a lifetime for those with an empty pocket.
You find yourself part of a shift of adventurers looking to make coin, but you and your
friends are late to the front of the lines. Your job is to man the garrison, and hold back any
raiding Grickshaw, but being late means that you are assigned the morning watch shift. Hardly
any Grickshaw raid during the morning hours, preferring the afternoon or night to do their
raiding, and as such, you have little coin to show for your efforts on the garrison in the few
weeks since you have arrived.

If you plan to be a player in the module, I highly recommend you not read any further, as spoilers are no fun for anyone involved.
But you make your own decisions in the world, and in the world of Dungeons and Dragons!

This is where your party comes in. While I like to leave the manner in which you DM your
games largely free and up to you, there needs to be a reason for your party to have come to
Hemphome, and working to make coin in mercenary work is largely the only reason to be here
at the moment. Alternatively, there are many adventurers who are gravely injured, and as such
if your party has a devout healer, this could be another reason for them to have come to this
garrison. Whatever their reason is, ensure that they haven’t been able to do much of what they
came here for, as it will instill a desire for change in their daily routine.
The party will start the module off inside the Red Wagon Inn. In this world the Red
Wagon Inn is the home of the Adventurer’s Guild, and a Red Wagon can be found in nearly
every city across the globe. The Inn is a sanctuary for those who live the nomadic lifestyle of an
adventurer, and as such, has found this garrisoned position an ample location for a new
establishment. Your adventurers would no doubt be familiar with the establishment and
comfortable renting a room here.
To keep a constant fresh watch, Flinn Blackwater has created a schedule that will allow
as many people who have answered the call an opportunity to earn their coin. Being that your

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party has the morning shift, they are on a strange rotating sleep schedule with the other hired
hands. They currently are awake during the hours from 8pm – 4am, have their shift from 4am
until noon, and sleep the remaining 8 hours of the day.
The bell tower of the Clifftop Chapel rings, waking you all from your mid-day slumber into
your leisure time during the night. The cool night air sends a shiver down your spine, as the
breeze through your windows thwaps the curtains against the wooden walls. The clattering of
mercenaries donning and doffing armor can be heard from your rooms, as the shift changes,
bringing out drinking and celebration by those who guard the garrison during the day.
You have each gathered your gear and begun eating your breakfast, although the meal
is truly at dinner time, and you are surrounded by warriors and mages covered in the blood of
the savage Grickshaws. Today was another day of heavy raids, and with heavy raids, brings a
heavy amount of coin that goes into every pocket except your own.
A DC 15 Perception Check reveals several of the patrons in the bar. The more barbaric
of the warriors have begun their drinking games and celebratory feasting. A wrestling match
between blood covered arms can be observed at a nearby table testing the remaining strength
of a goliath and a plate armored dwarf. In the corner sits several dragonborn warriors clad in
chainmail with heavy bags of gold tied around their waists. Some of the Calchester local hires
sit cleaning off their flintlocks and coats of the residue of black powder. The barkeep, a Dwarf by
the name of Craig Ironbelly tends bar pouring drink after drink for those returning from their shift.
This is the opportune time for the party to introduce themselves to one another. If they
have not officially been introduced, they recognize the rest of the group from their various shifts
at the garrison and may choose to eat or pass the time with one another until their morning shift
comes. At night their time is their own, but they are expected to be ready and in the tavern of
the Inn a half an hour prior to the morning shift to be given their assignments.
If the players and characters already know one another, then they may skip the time set
aside for introductions and move on to the night.
During the night, they see several tavern brawls and tables gambling their daily
winnings. As there is not much else to do in this town, your players pass the time either waiting,
reading, training etc. until the early morning comes. A DC 18 Perception Check allows players
to notice that new mercenaries and adventurers have arrived in the night.
As the night carries on, the dew begins to settle as morning approaches. The rustling of
leather armor and the sharpening of blades can be heard, as the tavern is filled with a large
gathering of sell-swords awaiting their assignment at the garrison. The door to the tavern opens,
and into the Inn steps a man with shoulder length black hair, with a heavy leather coat and a
black leather hunters hat covering his eyes. His footsteps are drowned out by the gathering of
sell-swords around him at the doorway, including you, as you ready yourself for your
assignment.
Flinn Blackwater stands before you with a scrap of parchment in hand. He begins
reading off several names from the parchment along with positions along the garrison. Flinn lists
several new names that you had not heard the previous nights. Eventually he reaches the
bottom of the page and calls for those that he mentioned to head to their posts and relieve those
currently on duty.
All members of the party have been left off of the list of names. They can catch Flinn
before he leaves the Inn if they so choose, but he will tell them that he simply does not have
enough work now for all who have come, and they have not proven themselves to be as
necessary as some of the other warriors from the day and night shifts. He will inform them that if

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they stay he will promise them a shift the next morning, but the remainder of the time they have
in the day is their own.
The party will then find themselves alone in the Inn as everyone else begins to leave for
their shift.
A DC 16 Perception Check calls their attention to the door. As you watch the large
framed warriors leave for the morning shift atop the garrison, you notice a small green goblin-
like figure in nothing but a loincloth makes its way into the Inn. It stands only 2 feet tall, has a
head nearly the size of a pumpkin and sharp ears like daggers off of its large skull. It appears to
be covered in bruises and wounds across its face and arms.
The little creature makes its way over to the barstool and climbs up like a ladder until it is
seated at the bar.
The creature begins speaking to the dwarvish bartender in a high-pitched raspy voice.
The party may try and listen in if they desire without directly becoming a part of the conversation
with a DC 15 Stealth Check to see if they are noticed listening in. If not, they are free to join the
creature at the bar.
If they initiate listening to the conversation or join in at the bar, they hear the creature
weep heavily into a cup of water that the barkeep has offered it in an attempt to console the
noisy goblin. It weeps about being beaten and battered by a wicked liar who banished him from
his friends and his cave, claiming to have barely escaped with his life.
The creature grabs the barkeep by his arm and begs him for his help loudly sobbing
now. It claims it needs someone strong to help him, now revealing it to be a male, and get his
home back. He offers the barkeep piles of gems and crystals in return for helping him get his
cave back from the “rule breaker”. The barkeep declines saying he does not do that kind of work
anymore.
As this is the main initiator, if the party has thus far not paid attention to the creature, it
will approach them as the only people left in the tavern of the inn and plead for their help.
A DC 20 Insight Check will reveal that – There appears to be no mal-intent behind the
goblin’s pleading. Its enormously large eyes seem to show genuine sadness.
A DC 20 Investigation Check will reveal that this creature is a form of goblin, though its
mouth is far larger and its body much smaller than a typical goblin.
The goblin will offer the party the same arrangement of crystals and gems in exchange
for their help in ridding his cave of his enemy and his other friends that live in the cave. If the
party agrees to help him, he will have a noticeable mood change from his despair into a tone of
glee. He will offer to show the party the way to the cave through the mountains. He’ll then give
the party his name, Twintig, and smile heavily with giant sharp teeth.
Alternatively, the party can bully/convince him into showing them the way to this cave
with a DC 23 Intimidation/Persuasion Check. If they do this, he will refuse to show them to the
cave himself, but will instead give the party Advantage on Survival Checks to find this cave in
the Summer’s Edge mountains to the north of the Inn by giving them directions. If the party does
this, ignore any future mentions of Twintig in the module, as he will scamper off in fear. Without
Twintig, the party must succeed on a DC 20 Survival Check to find the pathway Twintig
mentions above the nearby coal mines.

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Hidden Path-
Twingtig takes the party out to the north west from the Red Wagon Inn, heading down a
nearby ramp to the Hemphome Coal Mines. The sun is just beginning to creep over the horizon
providing light enough to make your way through town without the need of additional light.
The coal mines that were once a source of great wealth to the Hemphome family have
since been boarded up and closed off to everyone. With the sudden increase in foot traffic in the
area, it seems that the Hemphomes didn’t want uninvited guests in their mines.
A DC 22 Perception Check reveals the following information before Twintig can point it
out. To the north east of the mouth of the mine shaft, about 30 feet up the sheer cliff wall is a
small ledge, barely perceivable from the steep angle you look at it from.
Twintig is able to climb the sheer vertical rock surface as easily as he walked with you
along the path to get here. Once he does, he sits on the edge of the cliff and awaits your group
atop the ledge.
Because of the sheer verticality of the cliff, a DC 24 Athletics Check is required to
reach the ledge without the aid of any tools or magical assistance. The group must find a way
atop this ledge on their own, as Twintig does not have the strength to hold on to a rope to pull
you up, and claims that there is nowhere for him to tie a rope off at the top if asked.
After reaching the top of the ledge through one means or another, the party finds that
Twintig was in fact not lying, as there is no suitable surface for a rope to be tied off to. Instead
there appears to be only one way forward. After a thin 20 square foot ledge there is a small
crevice, nearly just a crack in the wall that is thinner at the top and opens a bit at the bottom.
The inside of the crack appears to be a small tunnel that leads into the mountain and is filled
with sharp jagged edges that jet out from all angles.
Twintig says he will go first and asks the party to follow him before crawling in the wider
gap at the bottom. It is barely enough to fit his head, but he seems to traverse the tunnel with
relative ease.
A DC 16 Acrobatics Check can be made to slide carefully through the tunnel
unharmed, if the character is proficient with Acrobatics, otherwise a DC 16 Dexterity Check is
made instead. Anyone who has a height of less than 4 feet may make this check at advantage.
If they fail the check, they suffer 1d6 piercing damage, and an additional 1d6 piercing damage
for every 3 points further that they fail the check by. Ex: If they roll a 12, they suffer 2d6 piercing
damage.
The cliffside would be far too expensive to be worth scaling over, however if someone
has a desire to do so, let them know that it looks like there is a break in the top of the mountain
that you could go over around 300 feet up.
As you squeeze your way through the tunnel in the wall, you notice the near S shaped
pattern that you must make as you go shimmy through. This crack looks to be newly formed as
the rock faces around the crack are not nearly as sharp and jagged, having been eroded with
the rains over time.
The crack opens up to a small canyon between two mountains that spans hundreds of
feet in a straight path in front of you. There is a light mist on the ground obscuring your feet as
you walk upon the stone floor of the canyon.
Twintig will inform the party that the entrance to his cave is not much further, and that he
suggests sneaking so that his former friends do not hear them coming. A DC 18 Group Stealth
Check, (over half of your group must pass), will determine the DC of the stealth check at the
mouth of the inside of the cave. Do not reveal to the group whether they passed or failed, read
the next line regardless of the result.

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Your footsteps echo softly in the canyon as you slowly try and make your way behind
Twintig. You hear small pebbles fall off the surfaces of the mountain as two crows fly overhead.
After following the path before you for nearly 200 feet, a fork in the canyon nears. You
can see the trail lead off further ahead to the left, and to the right you see that the path ends
around a corner.
Twintig will walk quietly to the rightward path and stop in front of the entrance to the cave
behind the corner of the canyon wall.
As you approach the entrance to the cave, you see not the entrance of a cave like you
expected, but instead an archway adorned with stone carvings. The carvings depict several
polyhedral shapes that mimic dice that a gambler might roll in the streets, or a diviner may roll to
determine one’s fortune. There are markings along the faces of these shapes, some repeating
on many of the faces, others appearing only a few times. The polyhedrons outline the entirety of
the archway into the rock.
A DC 16 Insight Check will reveal that the carvings of the rock are not in the style of
traditional goblin structures.
If anyone knows the language Celestial, they may read the markings on the shapes on
the left side of the archway, and anyone who knows the Abyssal language may read the
markings on the right side of the archway. The markings are revealed to be numbers upon the
shapes that mimic the dice in a standard player’s set of 7 polyhedral dice.
The faint scent of blood and sulfur emerges from the entrance to the cave. Looking
inside, though the cave itself is quite dark, a light can be seen coming from around a corner at
the end of a hallway on the left entrance of the cave.

Reclaiming the Cave-


This portion of the module is segmented out based on the sections denoted in the map
of the Fate Roller’s Haunt F1 in the Appendix section of the module.
1. Cave Entrance – As you enter the cave, the crackling sound of a fire is accompanied by the
dancing lights coming from around the corner of the interior of the cave. Small footsteps can be
heard as bare feet walk on the stone floor of the cave. A hideous grinding noise like a drill on a
metal plate briefly fills your ears followed by a loud crack of rock. Slurping and maniacal
laughter follows the sound of the crack, as softer cackles echo in the entrance of the cave. The
floor of the cave is littered with small rocks and bones of tiny animals and humanoids alike.
The party must make a DC 20 Stealth Check if they failed the previous stealth check
from the canyon in the mountain pass, but only a DC 15 Stealth Check if they passed. If they
fail the check, one of the bones beneath the lowest scoring player’s feet snaps as they walk
across the cave floor. The sounds from the room ahead cease, you
can hear is the crackling of flame. The monsters in Room 2 will be
waiting for the players and attack the moment they see them and are
allowed a surprise round. If they succeed the check, the monsters rely
on their passive perception to spot the players in the next room.
2. The Game Room – The cave opens up to a large domed room
nearly 40 feet high. Inside the room there are seven goblins with an
appearance similar to Twintig only more feral and fiercer looking. Five
of these goblins sit at a table scattered with small books, coins, figures
and maps. Alongside the table are several splatters of blood that lie
wet upon the rock. Another goblin sits upon a small pile of furs fiddling
with a small wooden polyhedron with similar markings to the archway.

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The final of the 7 goblins is rifling through a pile of gleaming armor and weapons.
In the center of the room is a carpet covered in tiny gems of varying colors. The gems are piled
on the carpet like a hoard of grapes fresh from harvest, gleaming in the light of the fire. Behind
the gems glows a pattern marked into the floor. There are several gems of similar size and
make around the markings on the floor that are in the pile on the carpet. Next to the arcane
pattern are two chairs with a hammock strung between their two backrests. There are several
small pickaxes scattered throughout the room.
The goblins at the table are playing some sort of game on the table with the figures and
maps sprawled out on the table, as such they are less likely to spot the party coming from the
entrance of the cave. The other two goblins however are not as preoccupied and will roll
Perception Checks to see if they notice the players if they come further into The Game Room.
If the players do not immediately attack or kill the goblins, there are several different scenarios
that may occur.
The players can attempt to reason with the other goblins and try to allow
Twintig back into his home. The players must be careful, as the goblins are
quick to anger, and if they feel like they are being tricked, backed into a corner,
or if they feel you are trying to take their precious gems, they will fight back. A
DC 18 Persuasion Check will allow the party to attempt to reason with the
goblins. 2 further DC 22 Persuasion Checks by two separate party
members will make the goblins allow you to talk to their leader. They will reveal
a pathway to him behind some wooden planks, described further below.
The goblins hate Twintig. They think he is weak and boring. They actively mock him
throughout the conversation for being smaller than them and not having his “Click Clacks” any
more. Twintig will not speak up unless asked, as he is afraid of what his friends might do to him.
If pushed, they will say that Twintig is a dirty “Rule Grubber”, who follows the rules too closely.
He does whatever that stupid note says! They will elude to a note. If asked, Twintig will reveal
that there was a note in the cave with a set of instructions on it that they found long ago, but will
not go into further detail until the leader of the goblins is dealt with.
Throughout conversation with these goblins, they will continually refer to themselves as
Dice Goblins, and act incredibly defensive and protective if asked about the melon sized dice
they carry in their hands and in the sacks tied to their waist. If pushed for info, they will attack
the party.
If combat begins, see the Dice Goblin stat block in the Appendix section of the module.
Twintig will not join in combat. If you need stats for him, he has the stats of a Dice Goblin,
without any dice to use in their special abilities.
If all the Dice Goblin’s are defeated in combat, the players will have a chance to
investigate the room. A DC 15 Investigate Check reveals slits between the wood on the
wooden wall towards the north eastern portion of the room, nearest Room 3. The players will
see a faint blue glow coming from around the corner of a hallway that hides behind the wooden
planks. A DC 18 Athletics Check will remove the nailed down wooden planks making up the
wooden wall, creating a path to Room 3.
The dice that the Dice Goblin were wielding all break and crumble due to the intense
combat, however the pile of polyhedral gemstones in the middle of the room and scattered
about are in pristine condition. These gemstones are dice made up like a players set of 7
polyhedral dice, but made of rare gemstones. There are 7 different colors and types of
gemstones in the pile. The types are Amber, Diamond, Emerald, Onyx, Rose Quartz, Ruby, and
Sapphire. There are 2,000 gold worth of each type of gemstone dice.

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There is also a small treasure chest near the top corner of the room with 20 platinum
and 210 gold in it. The weapons and armor are all a myriad of basic weapons and armor found
in the PHB totaling up to 180 gold worth of weaponry. There is a small wheelbarrow in the
corner of the room with 4 crystals of varying color the size of oranges. Each of these crystals
values at 3,000 gold each.
Twintig searches the room for his special dice but cannot find them anywhere. He says
that their leader must have taken them because he was jealous of Twintig’s Dice. If questioned,
Twintig will tell you about why Dice Goblins like to eat Dice (they are tasty), and what game they
were playing on the table (Castles & Crusaders 6th edition). He says you are more than
welcome to take any of the gemstone dice that you want, as he only wants his set.
Twintig will also give you the name of their leader, Gobbo. He warns the party that
Gobbo is not naturally gifted but has a powerful staff that makes him incredibly powerful in
combat. Twintig will insist that Gobbo must be further in the cave behind the wooden wall, which
if not pointed out yet, he will reveal the corridor behind. He promises the party greater riches if
they promise to help eliminate Gobbo for stealing his math rocks and beating him with his staff.
3. The Hidden Corridor – There is a faint blue glow accompanied by the
smell of feces coming from further down the cave. The corridor has far fewer
loose pebbles and bones across the floor. There are markings along the wall
that indicate mining work was done here at one point in time, though how
recently is impossible to say. The corridor is nearly 30 feet tall, and as wide
as it is tall.
4. Crystal Hallway – As you round the corridor’s corner, you begin to see
where the blue glow is coming from. Growing from the cave walls are crystals
much like the ones you saw in the wheelbarrow. Each of the crystals gives off
a faint blue glow despite coming in a rainbow of colors. The hallway is
incredibly long, and crystals growing from the rock can be seen like stars in
the night sky for over 100 feet down into the darkness that envelops the end of the hallway.
Roughly 100 feet from the back end of the hallway is a large cluster of gems as large as a
wagon wheel each. They seem to grow in a single spot on the wall like flowers in a meadow.
They are large enough, and emit enough light to create a bright spot in the middle of the
hallway.
This large cluster of crystals in the middle of the hallway leads to the optional encounter
in Room 5. Twintig will tell the players to be careful and not touch the crystal on the wall. They
can be very dangerous. If the players get greedy and try to pry loose or dismantle the large
crystals in the center of the hallway, then they move to the Room 5 encounter.
When the party first steps into the light emitting from the large Crystals in the center of
the hall, they will hear rapid footsteps approaching from the end of the hall. If they can see the
end of the hall, they will see an archway with a similar pattern of dice around it’s edges like they
saw at the entrance of the cave, only this time the dice are carved out of white marble. Up from
the stairs of the archway, Gobbo the Dice Wizard will emerge and immediately fire off an
offensive spell at the party, as he was laying in wait. This will count as a surprise round, unless
anyone scores a DC 22 Perception Check, in which case they will also get to act on this
surprise round.
Gobbo is a Dice Goblin like the others from the cave, but he wears an oversized wizard’s
robes and a big fake white beard made from an old mop. He wields a large staff with a great
Amethyst icosahedron with celestial numbers on it that emits a faint purple glow.

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Gobbo has the stats of the Dice Wizard stat block in the Appendix section of the
module. Gobbo will leave no chance to discuss anything, and will refuse to let up or act merciful.
Throughout the combat he will yell things like “I saw you coming again Twintig!”, “Your friends
are not needed!”, “You’ll never meet the Fate Roller!”, and “I am chosen, not them!”. He will
cackle with laughter throughout combat, even when getting hit by an attack. He will refuse to
leave the entrance of the stairway unless forced.
If Gobbo is still standing next to the stairs when he is defeated in combat, his magical
staff will fall down the stairs to the bottom into Room 7 making glass and metal clanking sounds
all the way down for nearly a minute. If Gobbo is not standing near the stairs,
the staff will fall on the ground and begin rolling magically towards the stairs as
if the hallway was down a very steep hill. If this happens, and someone asks to
grab the staff while it is rolling away, they must succeed in a DC 18 Dexterity
Check to see if they can hold onto the staff. If they succeed, skip to the section
detailing the staff in Room 7. If they do not, the staff falls down the stairs like
above.
Twintig will rejoice and thank you for all that you have done for him and his home. He
says that the staff is yours to keep, as he is not supposed to touch it. If pressed on why he isn’t
allowed to touch it, he will inform the party that there is a great sorcerer known as The Fate
Roller who also lives in this cave. The Dice Goblins were permitted to live in the cave as long as
they followed his rules, and if they did, he would make them shiny click clacks to eat and play
games with.
“The Fate Roller is waiting for a group of (the number of people in the party) to come
meet him, and so he didn’t want anyone else to touch his gift for them until they got here.”
Twintig will then loot Gobbo’s body and steal back his hand carved set of clay playing dice. He’ll
then return to Room 2 and begin cleaning out the bodies of the other goblins. When he is done
he’ll sit at the table and organize his notes. If the party stops by, he will ask if they would like to
play a game with him, and that he would show them how to play if they want.
5. Sleeping Dragon – This room is only accessible if the players
decide to be greedy and try to take the large crystals off of the
center of the hallway in Room 4. If they do so, the following happens.
There is a deep and blood chilling moan that can be heard
throughout the cave as you touch the crystals. Suddenly the
ground beneath your feet begins to tremble, and you struggle to
stay on your feet. The wall with the large crystals begins to spin
upwards before opening up a hole into a large room with a great
boom as something lands on the floor in the newly opened
room. Dust pours from the room, and the smell of feces fills your
nostrils.
Suddenly a rainbow glow comes from the top of some stone
structure in the center of the room as a small field of the large crystals emit a dazzlingly brilliant
light. The structure then moves and turns its face towards the new hole in the cave wall and a
breath pours out ancient dust in your face. You look up to see the face of a gargantuan tortoise
with gemstone eyes and teeth, and a field of gems on its back staring you in the face. You have
awoken the beast from its great slumber…
The Temertoise stat block and description can be found in the Appendix of the module.
This monster will show no mercy to those that disturb its ancient slumber. Attack the party with
its full force, and if they survive, the reward is well worth the trial.

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If the party is successfully able to defeat the Temertoise, they will be able to pick the
gems off its back with a pickaxe, giving a total of 20,000 gold in each of the various gems of
Amber, Diamond, Emerald, Onyx, Rose Quartz, Ruby, and Sapphire. If the party goes back and
picks the crystals off the rest of the wall now, they will find an additional 10,000 gold in glowing
crystals.
It is possible for the party to escape the Temertoise, as it will not chase them past what
its reach can allow it to attack if they run down the marble stairs. It will however chase them if
they choose to run out the cave entrance. It will also wait for them to exit the marble staircase
and block their pathway out unless the party is able to get behind it and otherwise run away
somehow.
6. Marble Staircase – The end of the crystal hallway leads to an archway like the one at the
mouth of the cave. This archway differs in its carvings, which are made out of pristine white
marble, and leads to a white spiral marble staircase that goes down into the dark below. The
walls of the staircase are marble as well and appear to be in pristine condition and show no sign
of dust or aging.
If the party travels down the staircase, they will walk for the equivalent of 10 flights of
stairs down further into the dark. When they near the bottom of the staircase, they will begin to
see a bright white light coming from around the corner, leading into Room 7.

The Fate Roller’s Haunt-


This portion of the module is segmented out based on the sections denoted in the map
of the Fate Roller’s Haunt F2 in the Appendix section of the module.
7. The Riddle Room – At the bottom of the stairs is a small 15 foot by 20 foot room with a 10
foot tall double door. The room is made of white marble from the floor to the ceiling, and the
door is made of polished steel. There are magical glowing orbs set into the side of the malls
provided light to the room as if from the spell Light.
If the staff fell into the room, any member of the party may touch the staff. If they do so,
they gain the Staff of the Dice Master from the Appendix section of the module. Their vision
also fades to black, before a blinding white light fills their vision, leading to the following scene.
There is a room covered in white marble tile. In the center of the room lies a corpse
wrapped in bandages and fine elvish rope. Next to the corpse there is a podium with a gold and
red leather-bound book. There is a wall with bookcases next to a window that leads outside. On
the other wall is a burning hot forge built into the marble wall. Sitting upon a golden and red seat
is an old man in blue robes that look like a starry night sky. He stands as you look at him and in
an old raspy voice nearly as old as time itself, says “(Player who took the staff’s name). Please,
come to my room. You are nearly there! I have foreseen your coming for some time now. I am
so happy to finally get to meet you.”
The player's vision then returns to normal, and they find themselves back in the room in
which they picked up the staff.
Upon closer inspection of the door, it reveals thin markings etched into the steel as well
as 7 polyhedral shaped slots in the door in a horizontal line. If anyone starts reading the wording
on the door, the following event happens.
As you begin to read aloud the words etched upon the steel door, suddenly a great slab
of marble slams in the doorway to the stairs. Anyone standing inside the staircase is locked out
from the room and finds themselves suddenly in pitch darkness. Those on the other side of the
wall can try to break their way in, but will find the marble slab both incredibly thick, and

9
magically reinforced. It would take an incredibly high level spell, and a lot of time to break this
slab.
You begin to hear what sounds like sand falling in an hourglass coming from outside the
walls. The small slots on the steel wall begin to glow with rainbow light.
This is a Timed Encounter- Put a timer for 10 minutes in real life, and if they do not
pass the riddle within 10 minutes, then the effect mentioned after the riddle below will occur. For
the riddle, prepare either 7 scraps of paper with the colors mentioned below on them, or gather
7 dice of the following colors if you have them.

Black, Blue, Green, Pink, Red, White, and Yellow.

Start the timer now and read the following riddle out to the players. The solution for
which can be found in the page following the one with the riddle. Allow the players to read the
riddle after you finish reading it aloud. The riddle is on its own page for you to be able to hand to
the players if you wish.

10
Red comes before blue, but not after black.
If you put yellow by red, you had better turn back.

Green can't come first, and pink can't come last.


If you put green next to pink you'll be hit by a blast.

Blue can't touch black that is easy to say.


If you touch white to red I will blow you away.

Pink looks too much like red so you'd do good to split them apart.
If you put black next to green I will rip out your heart.

White and black create yin and yang.


If you put them together, in my halls you will hang.

Put the color of cheese after the color of its mold.


If you don't get this right you will never grow old.

Arrange the stones in the order I want,


Then I'll open the doors to the Fate Roller's Haunt.

The sands have been falling since you read my first line.
If you don't hurry up, in Hell you will dine.

11
At the 5-minute remaining mark, the players will begin to hear, clock-like mechanisms
from behind the walls. At the 1-minute remaining mark, tiny metal rods will appear above them
on the ceilings in each 5-foot square.
The challenge comes in the teamwork it takes to get the answer quickly enough without
stepping on each other’s toes. The riddle is deceptively simple and shouldn’t cause too much
heartache. There are a large number of solutions to this puzzle, and as long as they do not
break any of the rules mentioned in the riddle, they will pass the riddle.
They must place the dice from Room 2 of the proper color into the slots from their
inventory. If they did not pick up any of the dice from Room 2, then they do not have a way to
defeat this puzzle and will be hit by the trap.
The trap triggers after the 10-minute timer expires if there are no gems in the proper
slots, OR if they put the wrong gems in the wrong slots. If this occurs, each player in the room is
hit with a 7th level Disintegrate spell. After which, the marble slab blocking the stairs will open
back up.
An example solution to the puzzle is putting the gems in the order Red, Green, Blue,
White, Pink, Yellow and Black.
If they are able to complete the puzzle in time. The marble slab opens back to the
staircase behind them, and the steel doors open up to Room 8, and the timer stops, resetting
the trap. If the gems are removed from the slots, the doors will shut automatically.
8. The Fate Roller’s Haunt – As the steel doors swing open by themselves, they make a deep
metallic moan, as if they haven’t been opened in centuries.
If anyone has touched the staff, they will recognize the room in the following description
to be the same room as the one from their vision.
There is a room in the shape of a hexagon covered in white marble tile. You stand
elevated as there is a marble staircase that goes down 10 feet into the room. The ceiling of the
room is nearly 60 feet tall, covered in the same white marble tile that the floor and walls are
made from.
In the center of the room lies a corpse wrapped in bandages and fine elvish rope and
surrounded by 7 glowing crystals mimicking the colors from the riddle. Next to the corpse there
is a podium with a gold and red leather-bound book. There is a wall with bookcases next to a
window that lets sunlight shine through.
Everyone who can see the window sees where they consider to be home. If you are
from a large city, you see the buildings of your city and people walking on the streets. If you are
from a forest, you see light shining up through the trees you grew up playing in as a child, etc.
On the wall opposite the windowed wall is a burning hot forge built into the marble wall.
Near the forge is an anvil and barrels full of water. Next to the barrels is a small chest with no
lock and an open bed of coals.
At the opposite end of the room from the door you entered, sitting
upon a golden and red satin seat is an old man in blue robes that look
like the starry night sky on a bright night. Floating around his head are 7
crystal dice the size of pumpkins with trails of blue magic that circle
around his head. He does not appear to be moving at all when you enter
the room. Near him stand two statues of polished steel and gold armor.
The party is allowed to look around the room and explore. The
forge is still very hot, and the bellow fueling the flames seems to be

12
magically pumping itself in and out. The books on the bookcases reflect various magical studies
and religions. Should the party spend enough time in here, if there is a wizard in the party, they
can learn up to 6 levels of spells of their choosing at no cost. (6 1st level spells, 1 fourth level
and a second level etc.)
The old man does not react to anyone moving about the room nor any slight noise that
they make. The old man will wake up whenever touched, or if anyone touches the corpse, the
crystals on the ground, or yells in an effort to get his attention.
When the old man awakens he will greet the party with glee in an old voice ravaged by
time. Whoever holds the staff he will show a particular interest in and thank them heavily for
finally coming to see him. He will introduce himself as The Fate Roller and slowly shuffle around
the room gathering up a small silver pouch from inside the chest.
A DC 22 Perception Check will reveal that as the robes sway when The Fate Roller
walks, he has hardly any fat on his body, and must be nearly only skin and bones. If you were to
shake his hand, you would get a similar feeling about him.
The Fate Roller will then apologize for sleeping when they arrived, as he had been here
for so long he needed to rest his eyes. He will not stop thanking the party and exclaiming how
fate destined them to be here. He calls each of the party by name each time he speaks to them
even when not introduced to the characters.
If he is questioned about the corpse, he will exclaim that it is the reason they are here
today. It is a vassal in which he can call upon the great lord of the Scarlet Robes to help heal
this world, as The Fate Roller’s gift is not in healing. A DC 28 History Check will reveal the
name of the one The Fate Roller is talking of to be Acererak, the Lord of Unlife.
The Fate Roller however cannot do this alone, and the group of you have been destined
to come to this room at this exact point in time to help him call upon the great healer. The Fate
Roller claims to meddle in the fates and lives of mortals, but is powerless when it comes to
working his magic on the gods, which is why he needs your help.
The Fate Roller moves in front of the podium with the book and pours the contents of the
silver pouch out next to the book. The pouch contained 7 diamond dice that glow with a rainbow
of colors. He opens up the book on the podium and as it slams open, dust flies off of its pages.
This room was previously free of all dust, and it is now dusty only on the podium.
If anyone tries to read the book over his shoulder, they will find the book to be a mixture
of Celestial and Abyssal languages. The book can only be read clearly by those who speak both
languages.
The Fate Roller will ask the party to link hands with him around the corpse so that he
can perform the ritual to request that the great healer come and visit this plane of existence.
There are two options when he asks this-
If the party links hands with The Fate Roller- The Fate Roller will thank them for
agreeing to help him, and wink when he says that he knew that they would. He will then begin
chanting in an angelic chorus and dice floating above him will glow in a bright white light. This
will go on for a minute, then suddenly the lights will turn a deep dark red, and he will begin
speaking in deep abyssal for a minute.
If the party remains linked with The Fate Roller after this, everyone in the party will lose
half of their current health, as The Fate Roller drains their energy from their bodies.
The Fate Roller will exclaim, “It is almost time! The noble Acererak will head my
prayers!” A DC 22 History Check will reveal that Acererak the Lord of Unlife is a pure
incarnation of all that is evil. Acererak does not desire to be a god, when he can create gods
with his own power.

13
If the party continues to hold hands with The Fate Roller, they will lose the remainder of
their life, and all die. Acererak will be called to the plane of Asterion and wreak his havoc upon
the world.
If the party does not link hands with The Fate Roller- The Fate Roller will politely ask
them again to help him. If they decline a second time, the doors to the room will close
automatically, sealing themselves magically shut. The Fate Roller will then tell the party, in a
much more serious tone than he has thus far uttered that.
“I don’t need you to help me willingly, but I do want it to be that way. I changed your luck
and left you penniless for so long that you would be forced to come to Hemphome. I made those
wretched Grickshaw creatures attack the Garrison each day until I got your attention with coin.
Did you think it was a coincidence that you all wound up together here and now? I made it so.
Now, will you help me willingly?”
If they refuse a third time, The Fate Roller will express his immense disappointment, and
claim that he hopes to change fate just this one time. But alas, he will have to force you to help
him bring about the great healer.
Combat will begin with The Fate Roller who uses the Dice Master stat block from the
Appendix.
The Fate Roller cannot kill anyone in the party, for he needs their still warm blood to
complete his ritual. As such, his goal is to knock everyone unconscious, or otherwise render the
party helpless so that he may complete his ritual. If he is ever allowed 5 turns without any
hostile actions that could harm him, or if he convinces the party to give in and help him, he will
drain all the life from the party, and they will die. Acererak will be called to the plane of Asterion
and wreak his havoc upon the world.
If the party is successful in killing The Fate Roller, his corpse will turn to dust the
moment his hit points reach 0, and the crystal dice that floated around his head will fall to the
floor and break like glass. The doors to Room 7 will open, and the party will be able to leave.
If they open the bandages surrounding the corpse, they will find the mummified remains
of a man with jet black hair and a scar along his right temple.
The party can collect the set of 7 dice, known as the Fate Roller’s Dice Set item in the
Appendix. They can also collect 1,000 platinum from the chest, and another 5,000 gold in
diamond dice. If they collect the book from the podium, they acquire the Book of the Scarlet
Robes item from the Appendix.
If the doors to Room 7 were closed during the battle, they slowly open again.
Should the party return to Hemphome, the Grickshaw forces have ceased raiding and
attempting to force their way onto the Hemphome estate. Flinn Blackwater is puzzled by this,
but does not look a gift horse in the mouth. Negotiations begin with the Grickshaws in an effort
to return to their one held peace. This peace treaty will only be successful and long lasting if the
party explains to both sides what happened in The Fate Roller’s Haunt.

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Appendix-
Monsters-
Dice Goblin
Dice Goblin’s rarely ever crawl out from their caves, preferring the dark places of this
world. Fierce protectors of their hoard of shiny gems and stones, they would sooner lose their
life than part with their
Math Rocks.
Distant Cousins. A
Dice Goblin resembles a
normal goblin in
appearance but has
distinct features that
distinguish them from a
normal goblin. Their
heads are far more
massive, and their teeth
are able to gnash
through rock and bone
without chipping. They
are also incredibly single
minded, rarely ever
deviating from a single
solitary task at a time.
A Full Party. It is rare to
find a single Dice Goblin
on their own, as with
their dice, they know
that the larger their
numbers, the more
damage they can inflict.

15
Dice Wizard
One does not choose to become a Dice Wizard, so much as fate wills one to be so. A
Dice Wizard is gifted its magic from a magical Staff of the Dice Master. This staff contains
incredible magic power and cannot simply be acquired by willing yourself to be its new master,
but rather when fate
rips it from the hands of
its previous master and
it finds its way into a
new wielder of its
immense power.
Dice Goblin Wizards.
Often Dice Wizards are
birthed from a Dice
Goblin whose luck has
turned. This is to do
more with general
proximity to Fate
Stones and Gems
where these staffs
originate than any
particle preference of
these staffs to be
wielded by such
magically inept
creatures.

16
Temertoise
An ancient tortoise that has been around since the original die of fate was cast. These
enormous and fearsome creatures share an ancestry with Dragons and Tortoise alike. They
feed upon magical crystals that grow in the dark places of the world and grow enormous gems
upon their shells.
Gemstone Shells. These colossal creatures are not well known by any mortals alive today, but
were once hunted to the brink of
extinction by the Dwarves of lives
long past for the invaluable gems
on their back. Those that remain
were too fearsome or too
powerful to succumb to their
dwarvish hunters. They now
burrow themselves deep in the
caves of the world, hibernating
until the day comes that some
unlucky miner mistakes their
gems for a lucky find.

17
Dice Master
A Dice Master is a wielder of an ancient magic of the gods that allows them to control
the Fate Stones. These stones control the winds of fate and manipulate the will of monster and
man alike. With a roll of the dice, a Dice Master can altar the landscape around them, rewrite
the future, and alter history. The world is a game to them, and you are merely one of the pieces
that comes in the box.
A Dice Master’s Lair- A Dice Master often creates new and magical fate stones in their lair,
and as such they hide
themselves away as to not have
their work disturbed.
Alternatively, Dice Masters will
find a location near a large city
so that they may watch their
wicked game unfold.
Lair Actions- On initiative count
20 (losing initiative ties), the
Dice Master can take a lair
action to cause one of the
following magical effects; the
Dice Master can’t use the same
effect two rounds in a row.

• The Dice Master


immediately uses its Hurl
Fate Stones action.
• The Dice Master regains all
three uses of it’s Portent
ability, and rerolls 3 new
dice for this ability to use.
• The Dice Master regains
one use of the Legendary
Resistance ability.

18
Items-

Very Rare, Wonderous Item, (Requires


Attunement) Legendary, Wonderous Item

At first glance this appears to be an ornate


These dice were designed to book. Upon further inspection, the red
leather appears to be made from human
challenge the gods themselves. A flesh, and the bindings of black hair. The
diamond set of seven gambler's gold making up the decorations on the
dice. They have numbers etched cover are broken pieces of religious
on them in celestial that count from symbols. The pages are written in a
mixture of celestial and abyssal, and can
1-4 on the smallest die, up to 1-20 only be read by someone who speaks both
on the largest die. languages fluently.
These dice allow you to gain 1 This book calls the great and might
point of inspiration if you currently Acererak of the Scarlet Robes to your
have none. They regain the use of world. A worthy sacrifice must be made in
lives and gems, determined by your
this ability at dawn each day. Dungeon Master. Doing so will bring about
the reign of the Lord of Unlife.

Value: 10,000g Value: 50,000g

Very Rare, Staff, (Requires


Attunement)

An ornate brass staff with an Amethyst


d20 on the head of the staff. This d20
is the size of a melon and glows like an
opal in the sun.
The wielder of this staff is able to raise
or lower the dice value for spells they
cast by 1 tier. For example, if you cast
Fireball at third level, instead of the
normal 8d6 damage that the spell
does, the spell can instead deal 8d8 or
8d4 damage. Spells that use a d4
damage cannot go lower than a d4,
and spells that use a d20 for damage
cannot go higher.

Value: 30,000g

19
Maps-
Hemphome

20
The Fate Roller’s Haunt F1

21
The Fate Roller’s Haunt F2

22
This is a Fan made Module based off of the game Dungeons & Dragons Fifth Edition by
Wizards of the Coast. All rights are reserved for their amazing team and company. This module
is entirely for fun and designed to be used by anyone who would like to do so.

This module contains material from my homebrew world of Asterion as well as the material by
Wizards of the Coast. This work is a fan made work, and I hope that you enjoy the world and
environment that you find yourself in with your players throughout my works.

If you use this module in online media, please consider crediting me - Rybonator - and linking to
my YouTube channel. https://www.youtube.com/c/Rybonator

If you would like to see a recording of this module being played, there is a streamed version of it
held on my YouTube channel linked above, as well as a video talking directly about this module.
There is a link in the description to this module as well as high resolution images of all the maps
and stat blocks that you see in this module. You probably know that, as this is where you
probably found this module, but I just thought you should know.

If you end up running this module with your group, please share your experience with me! My
email is fluffinamazin@gmail.com.

A huge thank you to Taylor B. for checking for typos and fixing my horrible understanding of the
English language. She rocks.

The Art in this module was provided by Christopher Hill of Retrograde Minis. Check out his
website at https://www.retrogrademinis.com/. Enter the code DICEGOBLIN to be able to
download high resolution images of the monsters throughout this module that are ready to be
printed or converted over for your Dungeons and Dragons games.

Thank you to the Reddit user https://www.reddit.com/user/convictedidiot for the amazingly easy
to use DnD Stat Block template.

Thank you for taking the time to read this. May your rolls be ever critical.

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