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Running the Adventure 3


What is The Winds of Vapul? 3
Welcome to Omeria 4
First Session: Choosing Your Character 7
The Winds of Vapul 7
Closed Shops 13
Knotside Bazaar 17
Library of Sornzyr 18
Skirvin Manor 19
Tasker Bridge 26
The Frost Throne: Part 1 27
The Frost Throne: Part 2 28
The Lonely Behir 29
The Quiet Muse 30
Vallan Ravine 33
Return to Knotside 35
The Battle of Knotside 40
Ending the Adventure 41
Creatures 42
Open Gaming License 60


The following creators were involved with the design of this module.
Story and Game Design: Dave "DMDave" Hamrick
Editing: Benjamin "Sarge" Gilyot
Book Design: Darryl Jones and Scott Craig
Proofing Lead Laura Jordan
Proofing: The DMDave Irregulars (Jeff Maynor, Martin Maenza, Christian Pfannmuller, Roger Pugh, Chris Spradlin, Felix Stock,
Nathaniel Weinstein)
Logistics: Jennifer Craig, Rebecca Frost, Theresa Malan, Melissa Presti, and Adam Zlotnik
Cover Illustration. Cze and Peku
Interior Art. Paper Forge, Shutterstock
Cartography. Cze & Peku, Maps by Owen, DMDave.
Playtesters. Alex Feby, Miguel Gonzalez, Kevin James Ramdeo, Charles Rhodes
Kickstarter Backers. A special thank you to all of the awesome people who helped make this game become a reality. A full list of
all our awesome backers will appear in the final copy of this book.

This is not the final version of this document. This is the test and prerelease version of the adventure. This is not for resale.

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W
elcome to Legend of Omeria’s first adventure, 
The Winds of Vapul. The content in this
document is for the game master’s eyes only. It The Game Master (sometimes referred to as “GM”) has three
contains all the details of the Winds of Vapul chief roles in this game.
adventure, the monsters that appear in the The game master presents the story, a collaborative
adventure, plus rules the game master needs scenario in which the players’ characters interact. Through
to properly manage the adventure. If you’re a conversation and visual aids, the game master outlines a
player in this game, drop this book now! (You’ve been situation or encounter, and the players respond to the
warned.) gamemaster with what their characters say or try to do.
The game master acts as the game’s referee and judge,
 using the game’s rules as guidelines for what can and can’t be
done by the players’ characters. After the players announce
 what they wish for their characters to do, and, when
necessary, roll dice, the game master interprets how those
The Winds of Vapul booklet you hold includes all the actions affect the game world and story.
locations, quests, people, and challenges which you, the The game master plays the non-player characters
gamemaster, will use to tell a story. Ultimately, the outcome (NPCs). NPCs are the roles of all the characters in the story
of the story is decided by the players’ actions and decisions who aren’t guided by the players. These characters may act as
(and, of course, dice rolls). This adventure is designed for one allies, enemies, or anything in between.
game master (you) and between three and five players. Each The game master should read and be familiar with the
player starts with a 1st-level character. rules of the game. Remember, it’s not necessary to memorize
This adventure takes place on the continent of Omeria, in everything. You should know the general rules for combat
the territories north of the Basilisk’s Spine Mountains named and ability checks, but most questions can be answered as
the Fairknot Region. The Fairknot Region is home to one of they come up.
the oldest human settlements in Omeria, the Grand City of Above all, the game master is there to make sure everyone
Knotside. If the Omeria setting is new to you, no worries—all has fun. This includes all the players as well as themselves.
the information you will need to play this adventure is
included. 
If this is your first time running a Legends of Omeria Usually, the person who takes on the role of Game Master is
adventure, read the “Responsibilities of the Game Master” the person who takes the initiative to assemble the group and
section. run the game. The GM can be anyone who enjoys the role. It’s
important to remember that, although being GM comes with

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a lot of responsibility, it can easily be one of the most fun and DC 15 (Moderate). Moderate tasks require characters with
fulfilling roles in the entire roleplaying game. higher levels of training and/or luck to accomplish.
 DC 20 (Hard). A hard task is a task that even the most
The GM is the game’s manager; thus, your decision is final. skilled and competent people have a high chance of failing.
When issues pop up, here are a few things you should
remember: ’
Don’t slow down play. If you don’t know a rule, make it The Legends of Omeria boxed set comes with additional
up. Digging through the rulebooks often slows down goodies to help manage the adventure. While these objects
gameplay. The focus is the story, not the rules! are not necessary to run the game, they can elevate the
Work with the players. Legends of Omeria is a shared experience for yourself and your players.
storytelling experience. Although you present the world, 
its challenges, and the non-player characters, the players Thanks to the success of the Kickstarter campaign, the
and their characters have just as much of a stake in the Legends of Omeria boxed set comes with a GM Screen. This
game as you do. folding screen offers valuable information for you to quickly
It’s not about winning and losing. Legends of Omeria reference during game play.
isn’t about the destination, it’s about the journey. You aren’t
here to “defeat the players” or “win the game.” You’re here 
to adjudicate the rules and make sure everyone—including The Legends of Omeria boxed set comes with over 100
yourself—has fun along the way. punchout miniatures for you to assemble. These punchouts
Be consistent and fair. The Game Master should always represent the players’ characters, non-player characters, and
be “true neutral” during a game. This means that if you even environmental effects.
rule something one way one time, that’s the way it should The miniatures are designed to be used in conjunction
always be ruled. And that includes ruling it that way for with the full-color battle mats included in the box. These
yourself! battle mats represent important locations in the game where
Don’t be afraid to change things. This adventure serves major combat situations take place. This adventure indicates
as a guideline for a story, but there’s no predetermined the situations for which each of the battle mats are used.
outcome. Feel free to change whatever you need to Until these mats are used, they are for the GM’s eyes only.
provide yourself and the players the best experience
possible. When the characters start a combat in a place that doesn’t
Take good notes. There are lots of things that happen have its own battle mat, you may rely on a verbal description
during a game, so it’s important to keep track of the little of the setting, or you can draw what they see on a piece of
details. Use a scratch pad and a pencil or keep word graph paper, vinyl battle mat, or even use mapping software.
processing software handy. Maps don’t have to be perfect. So long as the characters get
the gist of the area’s size and shape, their imagination will fill
 in the rest of the details.
Overall, The Winds of Vapul adventure tells you which ability Adventure Maps. The maps that appear in this book are
checks the characters will need to make and the Difficulty for the GM's eyes only. These maps include important details
Class (DC) for each of those checks. Of course, characters such as trap locations and secret doors that are more fun if
can (and will) do things that you don’t expect. You must the players aren't aware of their existence.
determine whether these actions require an ability check.
For simple, easy-to-accomplish activities, a character won’t 
need to make a check. You just tell them what happens. When a new quest becomes available to the characters, give
Similarly, for impossible-to-accomplish tasks you tell the that quest's card to the players. Collect the card if the
character that they can’t succeed, no matter how hard they characters complete the quest or decide they don't want to
try. A character needs to make a check whenever there is a complete it.
genuine possibility of success.
When you decide that an ability check is required, you must 
determine two things: “What type of ability check does the
character need to make?”, and “How difficult is the ability Legends of Omeria is a fantasy setting where humans live
check?” among elves, dwarves, halflings, goblins, and other strange
First, use the section on ability checks in the Legends of and wonderful creatures. Although Casar is a comparatively
Omeria rulebook to help you decide what kind of ability young world compared to many of the realms in the Cosmos,
check to employ. Once you know the type of ability check, its tumultuous history offers plenty of mysteries and
assign it a difficulty. destinations for eager adventurers to discover.
For simplicity’s sake, use the following DCs: Omeria, the eponymous continent where this adventure
takes place, is divided into three distinct regions. The
DC 10 (Easy). An easy task is a task that a character with magocratic nation of Odonburg dominates most of the
adequate training should be able to accomplish without too continent’s southern portion. At the continent’s center, a
much effort. colossal sandy wasteland called the Desolation of Ditimaya
divides Odonburg from the north. The northernmost region

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of Omeria, where this adventure takes place, has a few 
different names, depending on who you ask. The elves refer The Kingdoms of Man—Desneorus, Knotside, and Murktown
to it as Beleth’saethyr (roughly translated to “The Dying —call this region surrounding the Fairknot River home.
Lands”). The goblins refer to it as Daalk Viel, or “That Which
Will Be Ours”. The humans call it the Fairknot Region, 
named for the long, cold river that runs through its center. The fortress village of Gongspire has long held the honor of
 having never been breached. Currently, its military force—
known as Spireans—are working to clear out Drakescale orc
The map on page 6 offers a glimpse of the Fairknot Region. settlements in the Amber Forest to the north.
Although the Kingdoms of Man claimed these lands following
a mighty war over a thousand years ago, it remains a land of 
mystery, excitement, and danger. The ruins of ancient If there were a "capital of the north" it would likely be
temples dedicated to Vapul, the demonic god of winter and Knotside. The city is home to some 20,000 northerners,
death, still litter the landscape. War-crazed goblins, orcs, and mostly humans, but also a fair number of gnomes, elves, and
hobgoblins from the neighboring nation of Gar Wabrizz stalk halflings. Although Knotside has a royal family in place, the
the landscape, always eager to expand their already-colossal Selfridges, Knotside is primarily a democracy. The current
empire. Just south of the Fairknot River, the enigmatic elected leader of Knotside is Principal Tam Netheroak, whom
Wallingmiotta Wood teems with chaotic fey, vicious beasts, most Knotsiders view as fair and just. However, his six-year
and vengeful undead. tenure is expiring soon. Representatives from the three major
This map is for the GM’s eyes only, as it indicates the parties of Knotside are already starting their campaigns to
locations of places described throughout this adventure. A replace Netheroak.
player’s version of the map—which lacks many of the map’s Originally, Knotside was the elven city of Imfe Mythse
labels—is included at the end of the adventure. Feel free to Anore. The Anorians were tyrannical worshippers of an ice
photocopy the image and share it with your players so they demon named Vapul and brought hardship to northern
might get a sense of the landscape. Omeria. Under the leadership of Kelren the Blade, the elves
The geographical locations on both the GM’s map and the of Imfe Aiqua joined forces with an army of humans from
players’ map are described below in alphabetical order. This Presson's Enclave to rid northern Omeria of the Anorian
information is not secret and can be shared with players if forces and their dark god. Omeris Knot the Fair, a paladin of
they request details about a particular location. Presson's Enclave and leader of the humans during the
Anorian Conflict, assumed leadership of the conquered city.
 Knot lent his name to both the city and river.
The large forest that grips most of Northern Omeria was the Knotside is a city known for its strong trade relationships
birthplace of the Anorian elves that once inhabited these with the northern city-states, and its chief export is lumber
lands. Now, it is home to dangerous, intelligent undead who thanks to the Amber Forest to the north. Despite protests
seek to revive Vapul, the demonic god of winter and death. from Aiquano elves and Wallingmiottan gnomes, Anorian
converts, the survivors and descendants of the Anorian
 Conflict, were put to work in the forests as lumberjacks and
Barnemouth is the largest town along the Fairknot River rangers.
before it spills into the north end of the Omerian Ocean. The Knotside is a major city full of adventure and intrigue and
town is known for its massive statue of Godefroi Barnemouth the location in which most of this adventure takes place.
the Loving, a contemporary of Camor. Those passing through
often comment that the statue does not look like a paladin, 
but more like an older, loving grandfather. Despite his years Dangerous to most humans, the unsettled lands north of the
of service for the northern armies, this is how Barnemouth Fairknot Region are home to the Rasgax tribes.
preferred to be remembered.

’ Rivertown is an unfortified fishing town. It lies at a
The colossal mountain range that spans the width of Omeria, crossroads between Knotside, Gongspire, and Barnemouth.
dividing the northern end of the continent from its center, is One of the more religious communities north of the Fairknot,
the nearly impassable Basilisk's Spine Mountains. The Rivertown's inhabitants practice a nature-centric religion,
mountain range originally had many names depending on the much like druids. The priests at the local Temple of Rebirth
culture that lived near it. When Duda Weysevain traveled serve as lawmen, chroniclers, and intermediaries between
through the mountains and along the coast that now bears the normal citizenry and a powerful goddess of rebirth,
his name however, he noticed on his map that the range Tholona the Dawn. The town’s founder, a gnome named
resembled a large, multi-legged lizard, hence its modern Olian Stoneberry, promised the goddess that his people
name. Many of the geographical features that Weysevain would respect the land in exchange for bountiful harvests and
recorded around the range take their names from the Spine. game. The region surrounding Rivertown may hold many
As a younger mountain range, its snow-capped peaks are dangers, but there are hardly any bad harvests.
treacherous and difficult to cross. In addition, its ongoing
volcanic activity generates earthquakes, landslides, and other
geological calamities.

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You can review this information before you start the game
 or while the players are introducing their new characters to
the other players at the table.

Legends of Omeria is not like most games. Gameplay is
divided into two units of time: sessions and campaigns. Glossary
Sessions are times spent in continuous play. Sessions may
include one or more scenarios and/or encounters presented If this is your first experience with a roleplaying
game or acting as a Game Master, here are a few
by the Game Master in which the characters find themselves. common terms you should familiarize yourself with
Most game sessions last three to five hours, although shorter before you start.
and longer games are possible. The second measurement of Characters. This term refers to the adventurers
time is the campaign, a series of interlinked sessions and run by the players. They are the heroes of the
scenarios in which the players play the same characters in adventure.
the same setting. Campaigns can have a finite end or can be Party. This term refers to a group of player-run
open-ended. The Winds of Vapul adventure is a campaign, characters.
and each element of this adventure is designed to play within Nonplayer Characters (NPCs). This term refers to
a single two-to-three-hour session. characters run by the Game Master. An NPC’s
Before the players can start play, they must choose their behavior is dictated by the adventure and by the
characters. Eight pre-generated characters are included in GM.
the Legends of Omeria boxed set. Players should choose a Boxed Text. Throughout this adventure, the text
presents shaded blocks of text that are meant to
character that they feel comfortable playing. Although many be read or paraphrased aloud to the players. This
of the features and abilities that each pre-generated character text is usually used to describe important features
possesses should not be changed to ensure game balance, of which the characters should be aware at a
the actual identity of each character can be altered to better particular time or place.
suit a player’s tastes. Stat Block. Short for statistics block, a stat block
is the list of a monster or NPC’s game statistics for
 when that creature is involved in combat or must
While Legends of Omeria uses the Universal Roleplaying use a skill or effect. The stat blocks of all the
system, a modified version of the Fifth Edition rule set, the monsters and NPCs featured in this adventure are
adventure is completely Fifth Edition compatible. Therefore, included in the appendix.
the players are free to generate their own original characters
using Fifth Edition’s rules. You can learn more about Fifth
Edition’s basic rules on Wizard of the Coast’s website,
dnd.wizards.com. 
 The adventure begins in the city of Knotside, the largest city
in Northern Omeria. At the start of the adventure, the entire
The easiest way to start the adventure is to assume that all population of Knotside finds itself in an unusual predicament:
the characters already know each other and have a shared an army of the undead has surrounded the city.
history. The characters might have lived in Knotside and The “Adventure Background” section describes this tense
worked together. Or they might be eager new adventurers situation and the dangers it presents to the characters and
who heard that Knotside was a great place to start their their allies. The “Welcome to Knotside” and “Exploring
careers. Knotside” sections describe the city where the adventure
As the players choose their characters, here are a few begins. Knotside is a large city with a rich history, therefore,
things the players should consider: it’s not expected that you know its every detail before you run
Are any of the characters related to each other? this adventure. However, it’s recommended that you know the
Why have the characters banded together as a party? essentials presented in this adventure book.
What does each character like about every other member 
of the adventuring party?
Knotside was not always called Knotside. A little over a
 thousand years ago, the city was named Imfe Mythse Anore,
The Winds of Vapul adventure is designed in such a way that and it was ruled by evil elves, the Anorians. The Anorians
you don’t need to read the entire book cover to cover in order worshipped a demonic elemental god named Vapul, whose
to run it. Reading only what you need to know when you need mighty winds and chill touch threatened to destroy all life in
to know it allows you, the Game Master, to be surprised by Omeria. Recognizing this threat, a band of paladins from the
the content within. neighboring human nation of The Summer Land crossed the
Having said that, it’s important that you at least review the Basilisk’s Spine Mountains and overthrew the elves. The
next section, “The Winds of Vapul” which outlines the humans then settled the area; Imfe Mythse Anore was
adventure’s set-up; Knotside, the city in which the characters renamed Knotside after the leader of the human forces:
will spend most of their time; the non-player characters who Omeris Knot the Fair.
the characters will interact with; and the three starting quest
options.
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Above: Caustis Mèyor, leader of the undead army
For over a millennium, the humans’ claim to Northern When you are ready to start the adventure, show the map of
Omeria stood uncontested. Then, a year ago, a new threat Knotside to the players and read the following boxed text:
rose south of the Fairknot River in the Wallingmiotta Forest.
An army of undead elves from the fallen empire of the Aiquan It’s been two days since an army of the dead surrounded the
elves poured from the ruins of Imfe Aiqua, their ruined elven proud Northern Omerian city of Knotside. Vastly outnumbered
city, and began a long, slow march north. Eventually, the army
reached the walls of Knotside, surrounding the city. To date, by the undead legion, the Knotsiders were paralyzed until the
they have not attacked the city. Instead, they stand and wait. undead army’s leader, a half-Anorian soldier named Caustis
The undead are led by a mysterious, half-Anorian woman Mèyor, parlayed with Knotside’s elected official, Principal Tam
named Caustis Mèyor. She rides on the back of a titanic Neveroak. Mèyor explained to Neveroak that she had no desire
worm named Kongradol the Conqueror. Shortly after she and to create a bloody conflict with the people of Knotside.
her army arrived at Knotside, Mèyor spoke with Principal Instead, she and her army of the dead sought an artifact
Tam Netheroak, the city’s elected leader. Mèyor declared that named the Crown of Frost, rumored to be within the city.
she and her army had come to claim the city and nothing Neveroak denied knowledge of such an artifact, but even if he
more. All who wished to leave and abandon the city were free
to do so. But anyone living left in the city when the army did know about it, he naturally rejected handing over an item
attacks would be destroyed by Mèyor and her forces. of unknown power to the leader of an undead army. Despite
Although Netheroak would not fully surrender the city to the refusal, Mèyor promised that she would allow Neveroak to
Mèyor, he did take the opportunity to evacuate all non- evacuate the city of non-combatants and anyone else who
combatants and non-essential personnel. wished to leave. Evacuations have since been underway and
The adventure begins with only a short, undisclosed period now only one-tenth of the city’s original population remains—
of time until Mèyor and her army lay siege to the city. Tapped essential personnel and soldiers.
to help with the defense efforts, the characters find
themselves in Knotside surrounded by literally thousands of Because of your skills as adventurers, you are among those
undead. Already involved in troublesome conflicts of their asked to remain in the city to help with the coming battle
own, Knotside’s allies to the west and south have no aid to between the undead and the soldiers of Knotside. All essential
give. Knotside will need to find a way out of this predicament
all on its own. personnel have been assigned a captain of the Knotside Militia
to whom they must report. Your assigned captain is a no-
 nonsense Von Doral dwarf named Bromuth Goldarm.

Since the evacuation, only a few thousand living creatures


remain within Knotside’s 20-foot-high stone walls. Cold When the adventurers are ready to meet with Goldarm,
silence grips the city. Fear hangs like the mist that seeps proceed to the “Captain Goldarm” section.
through the empty streets and alleys of the ancient city.

8
 for those who’ve stayed behind to help, the characters
included. In addition to offering her services, Ava is a great
Before the characters branch out and start handling the source for gossip and news within the city. If the characters
adventure’s myriad quests, they might wish to explore key talk to her, roll a d6 and consult the Knotside Rumors table
establishments within Knotside. These locations are marked on page 10 to determine what Ava shares with the
on the map of Knotside. characters, or pick a rumor the characters haven’t heard yet.
Quest Locations. Many of the locations on the map aren't
detailed in this section. This is because they are quest 
locations. You can find these descriptions in their respective Despite its imposing name, the Blackhall smithy is
sections. considered by many Knotsiders to be the best place to
purchase arms and armor. Fielsten Blackhall, a dwarven
 smith, and his apprentices sing the old songs of Von Doral as
This simple, two-story tavern/inn offers four rooms to rent. they toil. Their rhymes and ringing hammers are heard long
Normally, a bed costs 5 sp per night and meals cost 1 sp. before one even catches sight of their shop. Due to the tough
When Caustis Mèyor’s undead legion surrounded Knotside, situation in which the city finds itself, Blackhall offers all
the tavern’s proprietor, Ava, gladly waived all expenses simple weapons for free and martial weapons for half

9
Knotside Rumors
d6 Rumor
"Ever since the siege started, The Sons of Camor,
an extremist group operating out of Knotside,
1 started holding regular protests. They claim that
Tam Neveroak is withholding important
information from the rest of Knotside."
"Years ago, a dangerous group of bandits used to
work out of one of the old shop clusters in the
neighborhood, The Teeth. They haven't been
2
heard from in years. But rumor has it that a gang
of goblins now works out of the cluster. Nobody
knows what they're doing there."
"A little south of Knotside, there's a canyon called
Vallan Ravine. It used to be a great stop over point
3 for shepherds and travelers. Now, it's overrun
with gnolls. Fortunately, the gnolls never leave the
ravine."
their normal price. For prices, see the Legends of Omeria "The town of Camor is north of Knotside. The
rulebook. Fielsten Blackhall is also a fantastic source of Camorians are mostly half-elves that keep to
information for the characters. When the characters speak 4 themselves. The old governmor's manor on the
with Blackhall, roll a d6 and consult the Knotside Rumors hill north of Camor was once overrun by cultists
table on page 10 or pick a rumor the characters haven’t heard of Vapul."
yet. "Knotside was once the capital of the Anorian
elves' empire, Imfe Mythse Anore. Only a few
 5
buildings remain from that time: The Frost Throne
Characters seeking ordinary goods and supplies such as and the Library of Sornzyr."
backpacks, bedrolls, ropes, and rations should visit The
Hasty Horse, the only general store operating during this "The leader of the undead army, Caustis Mèyor
time. The store is managed by a cantankerous human grump was once the leader of a militia that operated
named Wiskil Carrot. Unlike Fielsten Blackhall and Ava at 6
from a fort just south of the Fairknot River.
the Venerable Swordsman, Carrot offers no discount on his Everyone who ever met her said she was a stand-
wares. However, the quality of his goods is top-notch, and up person and fearless warrior. Many believe that
her intentions are still good."
everything is backed up with a “don’t love it, return it”
guarantee. Carrot’s heard a few rumors around the city he
might be willing to share for a little coin. If the characters pay 
Carrot a gold piece or two for his knowledge, roll a d6 and
consult the Knotsider Rumors table, or pick a rumor the Captain Goldarm, one of Principal Tam Neveroak’s most
characters haven’t heard yet. valued councilors, is the characters’ best bet for finding work
in Knotside. Goldarm can be found at the Principal's Hall.
 Each of the quests Goldarm offers is printed on one of the
Most Knotsiders descended from the people of The Summer quest cards included in the Legends of Omeria boxed set.
Land, the Pressonians. The Pressonians venerate four gods Each time the characters learn about one of the quests, give
collectively known as The Four Generals. Each general them the appropriate card. As the players complete quests or
represents one of the four seasons: spring, summer, autumn, hear rumors around Knotside from NPCs other than
and winter. This large, stone temple is managed by Ebed Goldarm, new quests will become available.
Hestid. If the characters need assistance or healing, Ebed
Hestid will cast cure wounds at no charge, or lesser 
restoration at a cost of 100 gp per casting. Captain Bromuth Goldarm is a stalwart—if stubborn—
military man who’s spent most of his life serving on
 Knotside’s militia. Despite the immeasurable stress the siege
The city’s chief elected official, Principal Tam Neveroak, puts on the city and its leaders, Goldarm remains
works from this building. Although times are tough, Neveroak unflappable. He has a knack for putting the right people in
is still accessible, and will gladly speak with the characters if the right place at the right time. Quickly recognizing the
they request an audience. Neveroak’s magical advisor, potential in the characters, he immediately offers quests
Corvine Madras, works from the Principal’s Hall, too. worthy of their talents. See “Starting Quests” below for
Although she is busy trying to find a way to stop the undead details.
army (among other things), she will take whatever time the
characters need to answer their questions. The character’s 
main point of contact, Captain Bromuth Goldarm, also works When the characters first meet with Captain Bromuth
here. This is where the characters receive quests, and where Goldarm, he has three quests available. Each one has its
they may collect their reward (if any) upon completion.
10
details posted on a job board in his office. Give the players 
the cards for these quests so they can choose which to After the characters complete two starting quests, Goldarm
pursue. offers three more quests for them to pursue.
Knotside Bazaar. “A group of dissenters who refuse to leave Library of Sornzyr. “The undead are searching for a
the city are gathering in the marketplace. They don’t mythological artifact named the Crown of Frost. Tathica
believe we should give in to Mèyor’s demands. Try to Ousst'tar, our local historian and expert on Anorian
convince them to disperse peacefully but be prepared to culture, wishes to access the Library of Sornzyr here in the
fight if you must. Remember: these are citizens of city and learn what she can about this item. We will pay
Knotside, so don’t use lethal force unless you absolutely you 100 gp to accompany her to the library and protect her
must. Once you’ve accomplished this task, return to me to while she searches for clues.” If the characters undertake
collect 50 gp.” If the characters undertake this quest, see this quest, proceed with “Library of Sornzyr.”
“Knotside Bazaar.” Tasker Bridge. “A summoned elemental set The Lonely
The Frost Throne. “The Frost Throne is one of the few Behir on fire, killing its owner, Yenbul, in the process. The
areas that remain from the old, elven empire that built this Lonely Behir was an inn we were using to store supplies.
city. These days, it’s used as a tourist attraction. Reach out Its destruction will hurt our defense efforts. Our diviners
to the throne’s curator, Tathica Ousst'tar, and ensure that located the source of the spell: a small house south of
she has everything she needs before she evacuates. Once Tasker Bridge. Investigate the home, learn what you can
you’ve spoken with her, return to my office to claim a about the arson, and return here. Do this and I’ll pay you
reward of 25 gp.” If the characters undertake this quest, 100 gp.” If the characters undertake this quest, proceed
see “The Frost Throne.” with “Tasker Bridge."
The Lonely Behir. “The Lonely Behir, a small inn on the The Quiet Muse. “A few hours ago, a mysterious airship
south side of the city, is collecting supplies to help serve the appeared over the city. Initially, we were excited. We
essential personnel who’ve remained. Visit the Behir’s believed it was help arriving from the distant southern
owner, Yenbul, and see if he needs any help completing his magocracy of Odonburg. However, the ship has been silent
work. After you’ve finished helping him, return to me to since its arrival. I know it’s risky, but we’d like you all to find
claim a reward of 50 gp.” If the characters undertake this a way onboard the ship to discover its reasons for being
quest, proceed with “The Lonely Behir”. here. Bring back any important information you can, and
I’ll pay you 100 gp.” If the characters undertake this quest,
proceed with “The Quiet Muse.”
After the characters complete two follow-up quests,
Adventure Locations another three follow-up quests are added to the job board:
The first few quests that the characters participate Closed Shops. “I just received information from my higher-
in will see them operate within Knotside itself. ups that cultists of Vapul—the same ones who attacked The
Later, as the characters gain access to more quests, Frost Throne and Library of Sornzyr—have established a
they will have to leave the city. Despite the wall of hideout here in the city in a cluster of closed shops.
undead that surrounds the city, the characters are
free to come and go as they please, so long as they
Supposedly, it offers a way into and out of the city, allowing
don’t attack the undead. the cultists to avoid detection by the Knotside Militia as
When the characters accept a quest and head for well as the undead hordes. I want you to enter the hideout,
the given location, turn to the page in this booklet clear it of any cultists within, and find the passage they are
that features that quest. The text there describes using. Do this and I’ll pay you 250 gp. Chances are the
what the characters should expect to find at that actual hideout is well-hidden, so be sure to search for
location, their objectives, and information you’ll secret doors. Remember: the businesses surrounding the
need to run encounters at that location. hideout may have nothing to do with what goes on there, so
Encounters. Each keyed location offers don’t vandalize or steal from the owners.” If the characters
information on what the characters find there and undertake this quest, proceed with “Closed Shops."
what they might discover if they explore it. The Skirvin Manor. It’s likely that the characters discover a quest
text also shares details on how the location’s hook that leads them to Skirvin Manor in Camor, either
inhabitants react to the characters’ presence. from Doctor Bert aboard The Quiet Muse, or from the
Although the text suggests outcomes for each dagger found on the cultist at the Library of Sornzyr. Even
of the encounters, nothing is set in stone. The
characters might do something or say something
if they don’t receive a quest hook that leads them to Skirvin
that changes the flow of the adventure. For Manor, Goldarm learns through other channels of the
example, in the Knotside Bazaar quest, the manor’s potential involvement. “I need you to travel to the
characters might get into a brawl with the bandits town of Camor just half a day’s walk north of here. There’s
causing a stir there. Alternatively, they might settle an old manor house north of the town that had trouble with
the riot with diplomacy and convince the bandits cultists of Vapul a few years back. Explore the manor and
to evacuate the city for their own good. It’s learn what you can. I have a hunch it’s somehow connected
important to remember that not every encounter to all of this. Don’t worry about the undead army outside—
has to end in bloodshed. they won’t attack you. Try to get there and get back as soon
as possible. Finish this, and I’ll pay you 250 gp for your
service.” If the characters undertake this quest, proceed
with “Skirvin Manor.” This quest will lead the characters
outside the city.
11
Vallan Ravine. “I’ve got word from my superiors that 
there is another cell of the Sons of Camor hiding in Vallan
Ravine, six miles northeast of here along the Fairknot Caustis Mèyor gave Principal Tam Neveroak an undisclosed
River. They’re armed with a powerful magic item they period of time to evacuate Knotside and prepare for combat.
hope to use against the city. This weapon could destroy When the adventure starts, two days have already passed.
Knotside’s walls and put the city in the hands of Caustis Thus, the characters have only a brief window of time to find
Mèyor and her army of the undead. Principal Neveroak a way to stop the incursion, escape the city, or prepare for
himself has tasked you to travel to Vallan Ravine and battle.
confront the dissenters. Take out their leader and reclaim If the characters follow the questline given by the
the artifact, then return here to collect 250 gp.” A adventure, they will discover The Crown of Frost, the true
character who succeeds on a DC 10 Intelligence (History) source of Imfe Mythse Anore’s old power. Giving the Crown
check knows that Vallan Ravine is occupied by a gnoll back to Mèyor will convince her and her army to withdraw
clan. If the characters ask Goldarm about the gnolls, he and head north, where they will rebuild the ancient elven city
comments that Neveroak believes the Sons of Camor are with the help of the Crown. This event is detailed in the
working with the gnolls. If the characters accept this Ending the Adventure section on page 41.
quest, proceed to “Vallan Ravine.” This quest will lead the Before the characters have a chance to find the Crown,
characters outside the city. however, Caustis Mèyor lays siege to the city, which happens
near the adventure’s conclusion. This event is detailed in The
 Battle of Knotside section on page 40.
Characters advance in level by completing quests, using the Of course, the characters are always free to evacuate the
guidelines detailed on each of their pre-generated character city before Mèyor’s attacks. While this might not be the most
sheets. Regardless of the number of characters in the party, heroic path for the characters to take—they will have to live
the rate of advancement is as follows: with the guilt for the rest of their lives—it is the safest bet. If
the characters choose this route, refer to the section Ending
Characters gain a level each time they complete a starting the Adventure on page 41 to discover what happens when the
quest, until they reach 3rd level. Once they are 3rd level or characters fail to stop the villains.
higher, completing a starting quest has no effect on their
level.
Characters gain a level each time they complete two
follow-up quests. Once they are 5th level or higher,
completing a follow-up quest has no effect on their level.
Characters gain a level if they give The Crown of Frost to
Caustis Mèyor.

12

“Closed Shops'' is balanced for four characters of 4th level,
who should have no trouble completing the adventure if they There isn’t a soul in sight. The cluster of ramshackle shops and
are well-rested. A party of 3rd-level characters might even be public works buildings are dreadfully dark, as are the homes
able to successfully complete the mission. Higher level that surround it. It’s oppressively quiet.
parties will find this adventure relatively easy. There are two
ways the characters can get this quest. First, Captain
Goldarm offers the quest as part of the second batch of The characters are free to approach the cluster of shops from
follow-up quests. Second, the characters might find any angle they please. They won’t know which shops hide
themselves in the center of the shops after traveling through secret doors. Shops with secret doors include the library
the sewers during the “Return to Knotside” quest. (area 1), the stables (area 3), the butcher shop (areas 5 and 6),
the inn (area 11), and the florist (areas 12 and 13).
 
This cluster of shops consumes an entire block in the section The following locations are keyed to the map of the Closed
of Knotside called “The Teeth.” Like many of the shops in Shops.
Knotside, these closed just before the evacuation. The shops
comprise a random collection of buildings, lean-tos, and 
other stalls. Despite their rag-tag appearance, most of the This municipal building served as a popular library in The
shops have been here for years. Teeth. A single goblin keeps watch here. Unless the
All the non-secret doors that lead into shops are locked. A characters are careful when entering this location, the goblin
character with proficiency in thieves’ tools can pick a lock escapes through the secret door in the southeastern wall and
with a successful DC 13 Dexterity check. Alternatively, a rushes to warn Trylk in area 22.
character can break a door down with a successful DC 15 None of the books in this library have any value, and the
Strength (Athletics) check. There are various secret doors, head librarian removed all the gold from behind the counter
each one marked with a red “S” on the map. These doors before evacuating.
lead deeper into the heart of the shops. Finding a secret door
requires a character to succeed on a DC 15 Wisdom 
(Perception) check. All the secret doors are unlocked, but During normal hours of operation, this bakery is an
some are trapped. impressive shop filled with the intoxicating scent of warm
The cultists use the sewer access at the heart of the shops bread. Since the evacuation, however, no fresh bread has
to move into and out of the city. A gang of well-paid goblins graced its ovens. Furthermore, the goblins pilfered all the
keep watch over the sewer access. The goblins are managed bread left behind.
by their chief, Trylk, and a cultist fanatic of Vapul named There is nothing of value in this shop.
Gretchen. The two women don’t enjoy each other’s company.
Nonetheless, they are focused on their respective goals. 
Like the rest of the shops, the stables are empty. There is a
 secret door hidden in the feed storage shed at the west side
If the characters received this quest from Captain Goldarm, of this area.
he wants them to enter the heart of the shops, find out if any Poison Dart Trap. The secret door is trapped. If a
cultists are present, and locate the sewer access which the character opens the door without first disabling the trap, a
cultists have used to sneak into the city. Goldarm will pay the poison dart shoots out from the ceiling; make a +5 attack roll
characters 250 gp for successful completion of this quest. for the dart against the character who opened the door. On a
If the characters enter the heart of the shops via the sewer hit, the dart deals 2 (1d4) piercing damage plus 7 (2d6)
entrance during the Return to Knotside quest, they must find poison damage. Finding the trap requires a successful DC 15
a way out of the shops and back into the city. Wisdom (Perception) check. A subsequent successful DC 15
Intelligence (Investigation) check reveals that the trap can be
disabled by clicking a button set into the wall beside the
 secret door.
The shops are in the center of the northeastern section of One of the goblins in area 22 keeps a close eye on this
Knotside called The Teeth. The Teeth is comprised of door. If the characters make a lot of noise as they pass
primarily low-rent residential homes, almost completely through the secret door, the goblin attempts to attack with
evacuated after Caustis Mèyor’s army appeared. The whole surprise.
area is unusually quiet. 
If the characters are here on Captain Goldarm’s behalf, The guard who works at the jail (area 10) lives in this simple
read the following: home. LIke the shop’s proprietors, the guard left the city
From the looks of it, the entire neighborhood evacuated.
during the evacuation.

13
14
Treasure. There is a small chest stuffed under the bed. The
chest is locked, requiring a character with proficiency in
thieves’ tools to succeed on a DC 13 Dexterity check to open
it. There are 50 gp inside the chest plus a silver necklace
worth 25 gp.

This butcher shop smells of spoiled meats. Any cuts the
keepers left behind during the evacuation were stolen by the
goblins.

Filthy meat hooks hang from the ceiling. Dried blood paints
the walls and floors. The slaughterhouse’s cuts were also
snatched by the goblins.
There is a secret door hidden in the northern wall.
Screeching Trap. The goblins trapped the secret door. If a
character opens the door without first disabling the trap, the
door emits an ear-piercing screech, alerting every goblin in
the complex to the characters’ presence. A character who
searches the door notices the trap with a successful DC 15
Wisdom (Perception) check. The trap can be disabled with a
successful DC 15 Dexterity check using thieves’ tools.
Alternatively, a character who succeeds on a DC 10
Intelligence (Investigation) check finds a button in the wall
beside the door that disables the trap long enough for the
characters to pass into the hall behind the door.

Old blood-stained crates and barrels used by the butcher
shop crowd this small room. There is a secret door hidden in 
the western wall. The door used to be trapped, but the ogre Sadly, many of this quaint, little florist shop’s beautiful
from area 20 accidentally destroyed it the last time it came arrangements have started to wilt. There is nothing else of
this way. interest here.

Unfinished weapons crowd every flat surface of this smith 
shop. The shopkeeper removed all the shop’s gold before Empty pots and sacks of potting soil crowd this large
evacuating. storeroom. The secret door leading to area 11 is obvious
from this side. There is also a secret door in the eastern wall
’ that connects this area to area 20. This door is obvious from
Not only did the cartographer remove any gold kept in the the other side.
shop, but she also removed her valuable maps, too. 
 This small storeroom is accessible only via secret doors, one
Used mostly to hold drunks and shoplifters before the siege, connected to the outside and one connected to area 22. The
the jail now sits empty. The guard who runs the jail locked secret door that connects this area to the outside is trapped.
the door to the cells before evacuating. Anyone who attempts to open the door without first disabling
the trap must make a DC 15 Dexterity saving throw. The
 target takes 10 (3d6) fire damage from a burst of flame on a
The shop cluster’s inn had trouble evacuating in an efficient failed saving throw, or half as much damage on a successful
manner. As such, the building is a mess. Beds lie unmade. one. A character can spot the trap with a successful DC 15
Knocked-over chairs block paths. The front door is unlocked Wisdom (Perception) check. Disabling the trap requires a
and ajar. successful DC 15 Dexterity check using proficiency in
A single goblin hides alone in one of the rooms, watching thieves’ tools.
the front for intruders. Another goblin and a kobold stand Treasure. The goods stored here are contraband collected
guard near the secret door in the southeastern room. This by an old gang that once used this hideout. The goblins
secret door leads to area 15. There is a second secret door at haven’t looked through it yet, so they don’t know the value of
the end of the hallway that runs the length of the inn. This what’s stored here. A character who succeeds on a DC 10
secret door leads to area 13. Neither secret door is trapped or Intelligence (History) check recognizes the goods as
locked. contraband, mostly banned magical components—if turned in
Treasure. A character who searches the front lobby and to Captain Goldarm, Goldarm will pay the characters an
succeeds on a DC 15 Wisdom (Perception) check discovers a additional 200 gp for seizure of the goods. Alternatively, the
pouch hidden behind the counter. The bag contains 60 sp. “street value” for such goods is 1,500 gp. Furthermore, there
15
are two magic items hidden among these crates: a +1
longsword and boots of striding and springing. Both items
are detailed in the Legends of Omeria rulebook.

This storeroom holds much of the goblins’ food and other
supplies, including bread stolen from the bakery (area 2) and
meat from the butcher shop (areas 5 and 6). The secret door
that leads to area 11 is obvious from this side. There is
another secret door in the north wall that leads to area 16.

Unless the other goblins have raised an alarm or the
screeching trap has been triggered, there are four goblins
sleeping in this room. Sleeping enemies start combat
unconscious. See the Legends of Omeria rulebook for details
on the unconscious condition. Each goblin carries a coin
purse with 10 (3d6) sp.
 at the start of combat. This magic item is described in the
This room is cluttered with hundreds of old, brittle scrolls. Legends of Omeria rulebook.
There is nothing important on any of the scrolls.
There is a secret door in the northern wall. 
This huge room serves as the goblins’ operation center. The
 goblin chief, Trylk, works here. She’s guarded by three
Beyond cobwebs and litter, there is nothing of interest in this goblins and an extraordinarily filthy ogre named Pots.
area. Unless the characters somehow avoided detection while
sneaking into the hideout, Trylk and her bodyguards are
 ready for a fight.
Unless encountered elsewhere, the cult fanatic of Vapul, Treasure. Trylk wears a golden bracelet worth 250 gp. The
Gretchen, and her guards, a goblin named Blech who rides three goblins each have coin pouches with 10 (3d6) sp each.
a worg named Blah, work from this unorganized office. A map of the sewers (see Return to Knotside) lies spread out
Treasure. Gretchen carries a wand of magic missiles, on a table at the center of the room. The map shows the exact
which she uses during combat. The wand has 7 charges path that the cultists use to enter and exit the city without
detection. There are also letters written in Goblin with
correspondence between someone named “Doomgulper”
and Trylk. Doomgulper is featured in the adventure
“The Frost Throne: Part 1” as well as “Skirvin Manor.” The
letters mention using the sewers below Knotside through
which the cultists travel.

If the characters enter the hideout via the sewers during the
“Return to Knotside” quest, they emerge from the hole in the
floor here. When this happens, read the following:
You find yourself in a large room filled with crates, barrels, and
other stored goods.

Currently, five goblins and a pair of kobolds stand guard


here. If the characters lacked stealth breaking into the
hideout, these goblins and kobolds are ready for a fight. If
things turn bad, one of the goblins or kobolds rushes to area
20 to warn Trylk and her bodyguards about the intrusion.
Once upon a time, this area was used by the bandits that
used this hideout to smuggle contraband in and out of
Knotside. Now, the goblins use it to sneak the cultists of
Vapul into the city. There is a massive hole in the floor
through which a large crane lifts and lowers good to area 1 in
the Knotside Sewers. See “Return to Knotside” for details.

16

“Knotside Bazaar” is balanced for characters of 1st level. The 
adventure’s initial threat, a mob of commoners, should be no
match for the party of well-armed adventurers. However, Once the characters clear the commoners from the bonfire, a
using martial or even lethal force against the mob may create gang of troublemakers shows up. This gang—calling
issues for the characters further down the line. Encourage themselves The Sons of Camor—consists of five bandits,
the players to review the details of the quest card before they three wolves, and a bandit captain. All of the bandits are
set out to stop the mob. humans.
Once the mob clears, a gang of bandits shows up to None of the bandits look to deal lethal damage. They only
confront the characters. wish to drive the characters away from the scene and make
an example. The characters, not wanting to make a bad name
 for themselves while in Knotside, should probably do the
same.
In times when the city of Knotside isn’t being surrounded by
swaths of armored skeletons and zombies, the Knotside 
Bazaar is a popular spot for trade, commerce, rest, and First, four of the bandits enter the fray. As soon as the
relaxation. Since most of the city’s merchants fled with the characters injure two of their numbers, or drop one to 0 hit
other evacuees, it’s now eerily quiet. A mob of dissenters points, they back off from the fight.
gathers at the far end of the market. They are frustrated with Next, a single bandit with three pet wolves attack. The
Neveroak, believing that Neveroak is hiding something from wolves are much more aggressive than the bandits and fight
the populace. to kill. The bandit stays back, commanding their pets, but if
 the characters kill one, the bandit draws its crossbow and
starts firing lethal shots.
To complete the Knotside Bazaar quest, the characters must Finally, the bandit captain enters the fight. As the toughest
clear out the dissenters from the bazaar. Captain Goldarm of the bunch, the bandit captain feels he has little to fear from
hopes that the party can disperse the crowd without coming a group of characters. However, if the characters reduce him
to blows, so they will need to use their smarts to ensure no to 20 or fewer hit points, he surrenders.
blood is shed. Once they clear the dissenters away, Captain
Goldarm pays the 50 gp promised. 
 
Describe the Bazaar to the characters as follows: Once the characters clear the bazaar of The Sons of Camor,
they can return to Captain Goldarm to collect their 50 gp
The normally packed Knotside bazaar sits quiet, most of the reward. If the bandits reduce the characters to 0 hit points
stalls and storefronts emptied of their goods. One might label using melee weapons, the characters are knocked
it a “ghost town” were it not such an inappropriate metaphor
unconscious. A half hour later, Captain Goldarm arrives with
a squadron and treats their wounds. Although the characters
considering current events. After all, just beyond the 20-foot
didn’t defeat The Sons of Camor, Goldarm is interested to
walls of this once-proud marketplace stands an army of learn more about the movement and still rewards the
undead elves. characters the promised 50 gp.
If the characters make the mistake of killing the citizens of
At the northern side of the bazaar, a massive bonfire burns,
Knotside or any of The Sons of Camor, the tension between
its fiery tendrils reaching into the cold night sky above the dissenters and the militia will reach its crescendo which may
city. This is likely the spot where the dissenters gather. Chants lead to future conflicts. It also paints a target on the back of
of “Stand Your Ground!” can be heard from hundreds of feet each character.
away. Others yell that “Neveroak is a traitor!” referring to the
city’s principal, Tam Neveroak.

When the characters approach the bonfire, they discover a


group of 20 humanoids gathered around the fire. When the
dissenters see the characters, they immediately recognize
them as operatives of the Knotside militia and begin to jeer
their presence.
The 20 dissenters use the commoner stat block.
Characters can fight or negotiate with the commoners, who
agree to disperse so long as the characters make a good
argument for going home.

17

“Library of Sornzyr” is balanced for characters of 3rd level,
although 4th-level characters might find it challenging, too. knowledge beyond the ken of most mortals, and are protected
The characters can earn this quest either from Captain here. Among these forbidden books are the Tomes of Winter.
Goldarm, or from Doctor Bert of The Quiet Muse. The The Tomes contain information regarding the ancient demonic
adventure features human cultists led by a spellcaster, a god of winter and death, Vapul. It is within those texts we can
Fanatic of Vapul. Make sure to review the spells the Fanatic learn more about the Crown of Frost.
has available to him before running the fight.
“Of course, a powerful illusion protects the books. Only
 those of sound mind will be able to locate the correct book.”

Like The Frost Throne, the Library of Sornzyr is one of the


few buildings that survived the Time of Triumphs. Its scores If the characters ask Tathica what will happen if someone of
of stone bookshelves hold the entire history of the Anorian unsound mind fails to draw the correct book, she warns that
race, including the Tomes of Winter, various texts related to in the thousand-year history of Knotside, only a handful have
the elves’ dark god, Vapul. Nearly all citizens of Knotside are tried to steal books from the void and all have failed. The
forbidden to read the Tomes. Athenaeum consumes the minds of the unworthy.
 
To reach the Tomes, the characters must travel with Ousst’tar To access the correct book, Tathica Ousst’tar must perform a
to the library’s lowest level—the Endless Athenaeum. To special ritual, known as the Seeking Ritual. The Seeking
protect the contents of the shelves, powerful illusory magic Ritual works like the spell locate object detailed in the
gives the Athenaeum the appearance of a bottomless void Legends of Omeria Rulebook, except its casting time is 1
filled with books. The characters succeed on this quest when hour. A character who witnesses Tathica performing the
they find the Tomes of Winter and learn about the Crown of ritual and succeeds on a DC 12 Intelligence (Arcana) check
Frost. recognizes this immediately.
While casting the spell, Tathica must maintain her
 concentration, even before the spell is successful. At the end
of the ritual, she finds the correct book.
The historian, Tathica Ousst’tar, a commoner, meets the If Tathica fails to maintain her concentration, she takes 10
characters outside the library. If the characters already met (3d6) psychic damage as a result. If this damage drops her hit
Tathica at The Frost Throne, they should already be familiar points to 0, she doesn’t die, but enters a state of catatonia.
with each other. It’s possible Tathica died during that While catatonic, she is paralyzed. Only a greater restoration
encounter. If this is the case, replace Tathica with her spell can cure this condition.
assistant, Duraghar, a commoner. Like Tathica, Duraghar A character who witnessed Tathica’s ritual and succeeded
can access the Tomes without any issue. on the Intelligence (Arcana) check mentioned above may take
The only location important to this adventure is the Tathica’s place. Like Tathica, the character must maintain
Endless Athenaeum itself, pictured on page [x]. However, the concentration to find the correct book, or suffer the same
following text block describes the characters experience as consequences described above. So long as the other
they follow Tathica Ousst’tar through the library: characters survive, Captain Goldarm hires a priest to remove
the debilitating condition.
On the outside, The Library of Sornzyr appears to be nothing If Tathica or one of the characters successfully performs
more than a short, stone building hidden in the Devil’s Knot the ritual, proceed to “The Tomes of Winter” at the end of this
region of the city. As the historian leads you through the quest.
building, you discover that it’s more than that—quite a bit
more! The historian takes you through six sub-levels of the

library, each stranger than the last. After traveling for what Mid-way through Tathica’s ritual, a group of eight Vapulite
feels like ages, you reach the final layer of The Library of cultists enter the library and attack. The cultists are led by a
fanatic of Vapul. Remember: if Tathica takes damage, she
Sornzyr. The broad room glows with ambient red light. At the
must make a concentration check or lose concentration as
center of the floor, a cylindrical void spins in space. Throngs of
described above.
shelves crowd the cylinder’s edge, each one choked with The cultists are devoted to their task and fight to the death.
books. There appears to be no bottom to the void; it stretches All carry vials of deadly poison, so that if they’re captured,
on for infinity. they can kill themselves before they are questioned.
“Behold!” says the historian, “The Endless Athenaeum. ’
These books are some of the most important and valuable If one of the characters searches the body of the fanatic, they
books in all of Omeria. They contain information, forbidden discover a jeweled dagger with the initials “PS” engraved in

18
gold. If the character takes the dagger to someone familiar
with weapon craft, such as Fielsten Blackhall (see 
“Blackhall” on page [x] for details), that person immediately Three large books comprise the Tomes of Winter. Each book
recognizes it as a dagger that was once owned by a wealthy bears the mark of Vapul, three skulls arranged in a triangle.
lord named Phineas Skirvin. Skirvin and his family used to Given an hour, Tathica, or a character who succeeds on a DC
live north of the village of Camor, but they all died 10 Intelligence (Investigation) check, discovers an entry
mysteriously over 40 years ago. If there is enough time—i.e. regarding the Crown of Frost. She shares that the Crown was
Caustis Mèyor and her army have not started their siege— a powerful artifact that was used by Vapul to enter the real
Captain Goldarm recommends that the characters world from his home plane, The Everfrost. Tathica suspects
investigate the old manor to find clues. that Caustis Mèyor wishes to use the Crown to allow the
dangerous creatures that live in the Everfrost to enter the
real world. Of course, Mèyor wishes to possess the books for
other purposes.

19

“Skirvin Manor" is balanced for characters of 4th level. It’s steal it from its current owner.
possible that a party of 3rd-level characters can handle the
dangers within the old manor but will seriously test their 
capabilities. Even 5th-level characters might find the manor No matter how the characters received this quest, their goal
challenging. The characters can earn this quest one of three is to enter Skirvin Manor and find evidence that may point to
ways. First, they can learn of the manor and its relationship the existence of an active cult of Vapul and/or the location of
to the Crown of Frost from Doctor Bert of The Quiet Muse. the Crown of Frost.
Second, one of the cultists who attacked the Library of
Sornzyr carried a dagger that once belonged to Skirvin 
Manor’s proprietor, Phineas Skirvin. Third, Captain Goldarm
points the characters toward the Manor, hoping that the old This quest plays a little differently than the other quests. Like
manor holds information that could prove valuable in the previous quests, much of the adventure’s combat action is
coming fight with Caustis Mèyor’s undead army. covered by the encounter key. However, there are encounters
which happen as the characters explore the house. The
 cultists of Vapul use the manor’s long halls, myriad doors,
and multiple floors to perform hit-and-run attacks against the
Over 40 years ago, Skirvin Manor was an impressive, two- characters. Unless the characters are stealthy, the cultists
story manor hidden among the dark pines of the Amber become aware of the characters’ presence the moment they
Forest, just north of the town of Camor. However, the manor enter the house. Individually, most of these encounters are
hid a dark secret. Ghouls and cultists used the manor as a relatively easy and should be no trouble for the party.
staging ground for the revival of their dark god, Vapul. Cumulatively, however, they pose a serious threat.
Fortunately, a band of adventurers stopped the evildoers The table below details each of the cultists and the rooms
before Vapul could re-form. Since that fateful night, the of the house in which they start. Some of the locations
manor has remained empty. The people of Camor refuse to include monsters and NPCs that do not involve themselves in
set foot in the manor, believing it cursed. combat outside of their area. Those monsters have been
The manor is made from wood on a stone foundation. omitted.
Thick cobwebs and dust cover nearly every inch of the old
manor, save for those areas the cultists and ghouls traffic. Starting Location Monster/NPCs present
The ceilings are 15 feet high throughout all three levels of the 9 3 cultists, 1 fanatic of Vapul
mansion. Most of the manor’s furniture remains where it
stood since the original cult of Vapul operated here. The 12 1 ghoul
cultists refuse to light candles and lanterns for fear of 17 1 ghast
attracting unwanted attention. However, small, illuminated
wisps—remnants of Vapul’s presence—drift mindlessly 19 2 ghouls
throughout the manor. These wisps are harmless. Each wisp 23 1 ghoul
sheds dim light in a 10-foot-radius. 27 3 cultists
A few days before Caustis Mèyor and her army of the
undead surrounded Knotside, a new gang of Vapulite cultists 28 3 cultists
entered the old manor. Like the cult that preceded them, they 29 1 fanatic of Vapul
hoped to find clues that could help them revive Vapul. The
group discovered an old tome in the manor’s kitchen 30 1 cultist
detailing rituals related to Vapul. Within these pages, they 40 1 ghast, 4 ghouls
learned of the Crown of Frost, a powerful artifact capable of
opening a gate to The Everfrost. They learned that the Crown
was hidden somewhere near The Frost Throne in Knotside. 
They were planning to raid the throne room and steal the
crown when Caustis Mèyor and her army emerged from the The characters will need to leave the city to reach Camor and
forests south of Knotside and surrounded the city. Knowing Skirvin Manor. If they are with Doctor Bert and The Quiet
that Caustis and her army weren’t involved with Vapul, they Muse, this takes only an hour. Traveling by the carpet of flying
found another way into the city. will get them there in two hours. Otherwise, they will have to
The cultists staged two attacks. First, they sent a ghoul travel on foot, which will take them eight hours.
named Doomgulper to break into the Frost Throne to find The citizens of Camor have no interest in the characters or
the crown. After Doomgulper learned that the crown wasn’t their business in their town. Like many of the villages and
there, they sent a retinue of cultists led by a fanatic to find the towns in the region, they’re dealing with Knotside refugees,
Tomes of Vapul in the Library of Sornzyr. With two failures so they have their hands full. However, other members of the
on their hands, the cultists of Vapul are running low on Knotside militia are present, and will gladly escort the
options. Fortunately for them, one of their spies recently characters to Skirvin Manor.
learned where the Crown is being hidden. Armed with this When they finally reach the manor, read the following:
information, the cultists plan to sneak back into the city and

20
The old, two-story manor sits quietly at the edge of the Amber 
Forest. Its red roofs look like splashes of blood across the gray
The circular foyer is open to the second floor. A mezzanine
overlooks the foyer. There are five busts on stone pedestals,
sky. What was probably once a lovely garden now stands
each depicting a member of the family that once lived in the
choked with tall grass, weeds, and thorny brambles. Other house.
than that, the house itself seems to be in relatively good
condition, despite lying vacant for a few years. 
Comfortable furniture encircles a low table. A large painting
of a well-to-do family hangs on the northern wall. Dust and
Unless the characters were careful, one or more of the cobwebs cover everything.
cultists watching from the windows see them enter. They
communicate to let the other cultists and ghouls in the manor 
know an invasion is imminent. This room was once used by the servants to store items
needed for tea service.


The following locations are keyed to the map of Skirvin A boarded-up window dominates the south wall of this old
Manor. bedroom. The bed's mattress is shredded, spilling springs
 and stuffing from it. All the cabinets and drawers in the room
The front entrance to the manor is kept locked. A character are open, contents tossed about. Years ago, a murder
proficient in thieves’ tools can pick the lock with a successful happened in this room. It remains as it once was.
DC 15 Dexterity check. A character can break the door down A wardrobe against the north wall stands out of place.
with a successful DC 20 Strength (Athletics) check. Behind the wardrobe, there is a narrow, secret passage that
The cultists are careful to use only side entrances, leaving leads to a heavy door. The door is ajar, offering access to
no prints to betray their presence in the manor. Unless the stairs that lead to the manor’s basement level, area 32.
characters are careful, the cultists in areas 29 and 30 will see
them arrive.

21
 
This impressive dining room opens to the second floor. A Like the grounds surrounding the house, this old courtyard is
balcony gallery (see area 22) wraps the room’s horribly overgrown. A large, dead tree stands in the
circumference. northwest corner.
 
A long, narrow hall connects the southern wing of the house This was once the manor’s kitchen. There is nothing of value
with the kitchen and courtyard. There is a staircase here that here.
leads up to area 21.

 This room was once a butchery for the manor’s kitchen staff.
Anything that once grew in this old greenhouse is now long- A single ghoul hides in this room, licking the ancient, dried
dead. Only dust and broken pots remain. blood that stains the room’s surfaces.
 
This grand room probably once doubled as a parlor and Empty tuns of water crowd this room. A door in the
library. Most furnishings and books have been stolen, or northwest corner offers access down to the manor’s
damaged and left in disarray. However, an impressive pipe basement, area 34.
organ remains, dominating the northern end of the room,
thick dust covering its keys. 
Unless encountered elsewhere, four cultists led by a Old, rotting logs and wooden planks clutter this room. A
fanatic of Vapul gather in this room. stairway leads up to area 27 on the second floor.
Anything of value this room once held has long been 
pilfered by fortune seekers. A character who succeeds on a This room was used to wash the kitchen’s dishes and
DC 15 Wisdom (Perception) check notices a trapdoor just utensils.
below the organ’s bench. The trap door offers access to the
basement, area 33.

22
 tied to a nearby post offers a way to climb down. A character
Servants once washed clothes in this cold room. who succeeds on a DC 10 Intelligence (Investigation) check
recognizes that the rope may not hold the weight of an
 adventurer. If a character weighing more than 50 pounds
The house’s servants lived here. (including gear) uses the rope to descend the well, the rope
Unless encountered elsewhere, a single ghast lurks in this snaps. Roll 1d4 and multiply the result by 20. That is the
room. number of feet the character falls, taking 3 (1d6) bludgeoning
damage for every 20 feet they fall; the water at the bottom of
 the well breaks their fall.
The stone door to this old mausoleum is open. Fresh tracks The bottom of the well is detailed in area 36.
lead inside and descend a set of stairs revealed by an open 
trapdoor. The stairs lead to area 38. This area hangs over area 2. A staircase in the attached hall
 descends to area 7.
The interior of this once beautiful chapel lies in ruins. The 
pews are cracked and broken, blanketed by thick cobwebs. This luxurious balcony overlooks the dining room below, area
Bloodstains, blackened with age, paint the floors suggesting 6.
some long-forgotten crime. On the wood, stone, rugs,
everywhere are treacherous claw marks created by 
something likely not human. Unless encountered elsewhere, a lone ghoul lurks in this
Unless encountered elsewhere, two ghouls gather here. dusty, creaky hall.
A pair of staircases offer a way up to the chapel’s bell tower,
area 31. The altar at the northern end of the chapel has been 
pushed aside, revealing a trapdoor, offering access to the Although it's been converted into a guest room with a
manor’s basement, area 37. propersize bed, it's clear that this was once the room of a
 small child. Toys still decorate the furniture surfaces. There's
This old stone well is in rough shape. A rotting rope even a tiny pair of boots propped by the wardrobe.
23
Unless encountered elsewhere, a fanatic of Vapul stands
guard here, keeping an eye on the main entrance. This
fanatic is second-in-command to Doomgulper. However, he’s
started to question his relationship with the ghouls and the
other cultists. If reduced to half his hit points or fewer, the
fanatic surrenders. The fanatic has information useful to the
characters regarding the current location of the Crown of
Frost. He also carries a map of the sewers below Knotside,
the method by which the cultists continue to enter the city
unnoticed.

This old bedroom smells of decay, evidence that something
gruesome once transpired here.
Unless encountered elsewhere, a cultist stands guard here,
keeping an eye on the main entrance.

A pair of staircases in area 19 offer access to this cold, leaf-
strewn bell tower.

The old secret hallway behind the wardrobe in area 5 leads
down to this austere area.

The trapdoor below the pipe organ in area 9 leads down to
Treasure. A few of the cultists use the room to sleep. A quick this narrow hallway.
search of the cabinets reveals some of their belongings: spare 
clothes, two daggers, and a leather pouch containing 100 gp.
Rows of small, uncomfortable cages hug the south wall of this
 dungeon. Various bones, decades old, litter each cell’s floor.
A massive copper tub dominates this luxurious bathroom. It A stairway at the west end of this area leads up to area 13.
smells of mud and mildew.

This guest room was probably once a child's room. Stuffed
animals sit atop the furniture surfaces. On the desk, a
rainbow-colored abacus still sits.
Treasure. Like area 24, a few of the cultists use this room
to sleep. A quick search of the cabinets reveals some of their
belongings: spare clothes, three daggers, and a leather pouch
containing 50 gp.

This long hallway stretches the entire length of the house,
from east to west. Unless encountered elsewhere, three
cultists gather here. A stairway in the northeast section of
this area provides a way down to area 14.

Like area 27, this hallway stretches the entire length of the
house, north to south. Unless encountered elsewhere, three
cultists gather here.

This old office is littered with papers, scrolls, and other old
objects. A fine layer of dust covers everything, and cobwebs
are in every corner.

24

This hallway connects areas 34 and 36 to area 40.

Characters who descend the well shaft (see area 20) arrive
here. A passage to the south ascends to area 34. Climbing up
the passage is extremely difficult. A character must succeed
on a DC 15 Strength (Athletics) check to climb up the
passage without a rope.
There are two zombies hiding in the water. Unlike other
creatures who inhabit the manor, these zombies do not leave
this area.

Thick cobwebs cover this entire area. Two giant spiders hide
among the cobwebs. They attack anything that enters this
area, including the cultists and ghouls.
Under the cobwebs, this dark, earthen basement hides a
few rotting crates and six adult-sized stone sarcophagi. The
southwesternmost sarcophagus was moved away from the
wall some time ago, revealing a narrow, earthen passage that
leads to area 39.

The trapdoor in the mausoleum, area 18, leads down to this
earthen tunnel.

This low passage connects areas 37 and 40.
succumbed to a deadly plague three centuries ago. Each King
 of Imfe Aiqua wielded a powerful weapon, a glaive named
When the characters enter this area, read the following: Dusk. Dusk was created from a shard of Vapul himself.
Whoever holds the glaive can sense when Vapul stirs. They
Eerie white light swirls around this room. The air feels are also aware of other artifacts related to Vapul—such as the
electrified. Human bones lie strewn about the room. Most Crown of Frost.
have obvious gnaw marks—food for the undead. However, A character with an Intelligence score of 15 or higher
one set of bones lies in a neat pile against the southern wall,
immediately recognizes the connection between Caustis
Mèyor’s undead army and the Crown of Frost. Caustis Mèyor
around which four candles have been lit. Atop the bone pile is
wields the glaive Dusk. Because the Crown was disturbed,
a leather-bound tome bearing three skulls in a triangle—the the glaive led her to Knotside. Ultimately, Caustis and her
mark of Vapul. army wish to reclaim the Crown and hide it from those who’d
use it for evil. If she gets the Crown back, she and her army
will leave.
Unless encountered elsewhere, four ghouls led by a ghast
gather here. So long as Doomgulper survived the attack on 
The Frost Throne, use him as the ghast. He is the de facto
leader of the cultists. The fanatic of Vapul in area 29 knows the current location
Characters who take the book will learn a great deal from of the Crown and hopes to use this information to barter for
its contents. See “Tome of Vapul” below for details. his life. The cultists and fanatics of Vapul learned that the
Crown of Frost was removed from The Frost Throne by
 members of the Knotside Militia and taken to their fortress. A
mage named Corvine Madros seeks to unlock the secrets of
This book once belonged to a powerful warlock of Vapul, the Crown and use it to summon creatures from The
whose bones now lie under the book. Strangely, the skeleton Everfrost.
is missing its skull (a detail important to the lore of Skirvin The fanatic also carries a map of the sewers below
Manor, but nothing more than a red herring in this Knotside. The cultist used a tunnel to the east of Knotside to
adventure). The book has many of the same details as the sneak into the city. So long as they promise to let him live, the
Tomes of Winter (detailed on page [x]). However, there is a cultist fanatic offers directions to the tunnel’s entrance, too.
new section in the book marked by the cultists. The section This way into the sewers will be important if the characters
details Vapul’s natural enemies, the Kings of Imfe Aiquas. need to sneak back into the city. See “Return to Knotside” on
A character who succeeds on a DC 10 Intelligence page [x] for details.
(History) check recalls that Imfe Aiquas was an elven
kingdom that
25

“Tasker Bridge” is balanced for characters of 3rd level but bridge, read the following:
contains enough challenges to threaten characters of 4th
level, as well. The characters were tasked by Captain Tasker Bridge connects one of the Fairknot River’s Seven Isles
Goldarm to go here and learn what they can about arsonists to the large neighborhood appropriately named Southside.
who set fire to The Lonely Behir. Predating the Time of Triumphs, the bridge still bears

 crumbling carvings of Anorian elven warriors set into its


retaining walls.
Captain Goldarm sent the characters to investigate a home
south of Tasker Bridge. Before they arrive at the home, Just as you come in sight of the house Goldarm told you to
they’re stopped by members of the Sons of Camor. Witnesses investigate, a large, furry figure steps out from the shadows. It
saw the Sons fleeing The Lonely Behir moments after the fire yells, “For Knotside!” as it aims its javelin right at you!
started.
The Sons of Camor are innocent of the crime. However,
they know that someone has framed them, and fear that it’s The Sons of Camor try to surprise the characters. If any of
someone who works within the city’s militia. They attack the characters have a passive Wisdom (Perception) score of
anyone that works for Knotside’s defense efforts, including 15 or better, they are not surprised and combat proceeds
the characters. normally. Otherwise, the Sons of Camor receive a surprise
round. See the rules on Combat in the Legends of Omeria
 rulebook for details on how surprise rounds work.
The leader of The Sons of Camor is a bugbear named Torr.
To complete this quest, the characters must learn what they Torr grew up in Knotside and loves the city. His alignment is
can from The Sons of Camor. This means they must capture chaotic neutral. Joining Torr are six bandits and a brown
one or more of their members or parley with the group. If the bear. Unless the characters do anything to prove Torr and the
characters bring the Sons of Camor in, Goldarm places them Sons of Camor wrong, they believe that the characters are
in the dungeon for questioning. assassins sent by the Knotside militia to dispose of them.
The Sons love their city. Some are even willing to die for
 their cause. When the odds turn against them, they try to
The fight takes place on the map of Tasker Bridge, included convince the characters that they’ve been framed and that
in the Legends of Omeria boxed set. The bridge connects one someone working within the city militia is responsible for
of the Seven Isles to Southside as shown on the map of setting The Lonely Behir on fire.
Knotside on page [x]. As the adventurers cross over the

If the characters get the Sons to surrender, Torr explains
what happened. He and a few of the Sons were supposed to
meet Yenbul at The Lonely Behir. Yenbul said he had
important information to share with Torr. Although Yenbul
wouldn’t tell Torr any details before their meeting, he
mentioned that he thinks there is someone working against
the defense efforts from within. Yenbul was terrified, too; he
knew someone was after him.
Before the building burned down, Torr took an item out of
Yenbul’s hand—a round token with circular patterns. The
token is cold to the touch, no matter how much warmth it
receives. If the characters completed The Frost Throne
quest, they immediately recognize it as the same pattern on
    the floor of The
        Dais. Otherwise, any local who’s seen The Dais
        recognizes the pattern. With this token, the characters
            can return to The Frost Throne; proceed to “The Frost
                Throne: Part 2.”

26

If the characters visit The Frost Throne before they The ghoul that hovers over Madame Ousst’tar (commoner)
encounter Torr and the Sons of Camor at Tasker Bridge, play is named Doomgulper, a cruel, undead servitor of Vapul, the
The Frost Throne: Part 1. If the characters encounter Torr demonic god of ice and death. Joining Doomgulper are six
and the Sons of Camor at Tasker bridge and gain the Frost zombies. As soon as the characters make their presence
Token (whether or not they’ve already been there), go to The known, Doomgulper commands his undead minions to attack
Frost Throne: Part 2 on page [x]. the characters.
“The Frost Throne” is balanced for characters of 1st level,
although 2nd-level characters might find it challenging, too. 
This adventure has the potential to kill the entire party, so Doomgulper’s creatures fight in waves. At the start of this
tread carefully and be sure to telegraph the danger that combat, the characters should be 80 to 90 feet from
undead creatures represent to low-level characters. Doomgulper, Ousst’tar, and the zombies. Doomgulper first
sends the zombies after the characters and sticks by Madame
 Ousst’tar. Zombies move very slowly, and there’s the potential
The Frost Throne is the impressive throne room that lies at they could slip on the ice as they try to reach the characters.
the center of Knotside’s magnificent Citadel Mythse Anore, Wise characters will keep their distance and pick off the
one of the few buildings that survived the Time of Triumphs. zombies at range.
Magical ice and cold encompass this old throne room. Once the zombies are defeated, Doomgulper summons
Conjured snow falls from the 30-foot-high ceilings while four skeletons to join the fight. The skeletons wield ranged
slippery ice covers nearly every surface. Although the original weapons, so they will prove to be a more difficult fight for the
throne still stands at the far northern end of the throne room, characters. If the characters defeat half of the skeletons,
the conquering Pressonians made a major modification to Doomgulper flees through the northern side of the throne
the chamber itself—they added four statues depicting their room.
highly-venerated gods, The Four Generals. All Four Generals Slippery Ice. Ice creates a hazard for creatures not
point to a central spot a few feet in front of the throne called accustomed to cold weather conditions. Any creature that
The Dais. It is there that the last Anorian King, Krenzyr moves through an area with slippery ice—such as the floors
Maetyl, surrendered to the Pressonian Paladins over a of this throne room—must make a successful DC 10
thousand years ago, thus ushering in the Time of Triumphs. Dexterity (Acrobatics) check, or fall prone. A creature that
The Dais is decorated with an intricate, swirling, floral moves at half its normal speed does not need to make this
pattern, the same pattern the characters later discover on the check, nor do creatures with cold immunity or resistance or
token that Torr gives them (see “Tasker Bridge” for details). those adapted to cold weather, such as the ghoul,
Doomgulper.

To complete The Frost Throne quest, the characters must 
find Tathica Ousst'tar and ensure that she has everything she After the characters clear The Frost Throne of the undead
needs before she evacuates. When they arrive, they discover and rescue Madame Ousst’tar, she shares that the ghoul
that a group of deadly undead have entered The Frost Throne leading the group, Doomgulper, was looking for an artifact
searching for an item within. The undead are led by a ghoul named the Crown of Frost. She told them that it wasn’t in
named Doomgulper. Once the characters save Ousst’tar and The Frost Throne or anywhere in The Citadel, but they didn’t
clear the undead from The Frost Throne, they can return to believe her.
Captain Goldarm to collect their 25 gp reward. If the characters managed to capture Doomgulper, the
ghoul won’t share what it knows. In fact, its connection to
 Vapul is so strong that the spirit of Vapul will instantly
destroy Doomgulper before he can share any important
Describe The Frost Throne to the characters as follows: information, causing the ghoul to melt before the characters’
very eyes!
Right away you see the citadel’s curator, Madame Tathica When the characters return to Captain Goldarm with what
Ousst'tar—but she’s not alone. A pale skinned creature with they’ve learned, he awards them 25 gp. Furthermore, the
razor-sharp fangs and claws hovers over her, its long, captain shows strong interest in the attack and the mention
of the artifact, the Crown of Frost. His first instinct is that
diabolical tongue dripping saliva onto her. Six more undead
some of Caustis Mèyor’s forces must have broken into the city
creatures stand near the ghoul, lumbering within reach.
somehow, despite the gates being well-guarded. He promises
Tathica screams, begging, “Please! I don’t know where it is!” to do a little more research into the matter while the
If you don’t do something quick, Madame Ousst’tar is surely
characters continue to complete quests around the city.
doomed!

27

If the characters visit The Frost Throne before they divination spells from finding it. A successful DC 12
encounter Torr and the Sons of Camor at Tasker Bridge, turn Intelligence (Investigation) check reveals that a circular
back and play The Frost Throne: Part 1 on page [x]. After the object was hidden under the throne. However, it’s recently
characters meet Torr and gain The Frost Token, play The been removed. The object was the Crown of Frost.
Frost Throne: Part 2 (regardless if they’ve been there before
or not). 
 If the characters share their discovery of the hidden
compartment with Goldarm or anyone else connected to the
See The Frost Throne: Part 1 on page [x] for basic details Knotside Militia, it doesn’t take long for word to get around.
about this location. The true owner of the Crown of Frost will seek to silence the
With the token Torr picked up from Yenbul’s corpse in characters.
hand (see the “Tasker Bridge” Adventure), the characters will After news of the compartment spreads, an assassin
probably want to inspect The Dais. Have one or more named Koulak tries to kill the characters. The location in the
characters make a DC 10 Intelligence (Investigation) check city for Koulak’s attack is up to you; however, Koulak will try
on the dais. On a success, they notice a slight depression at to pick a place that’s favorable to his magical talents. It’s also
the center of the dais; the token fits perfectly into the possible to have Koulak attack the characters after they
depression. complete one of the two quests that take place outside of
When the characters place the token into the depression, Knotside, either Skirvin Manor or Vallan Ravine (see pages
read the following: [x] and [x] respectively). GMs, make a note in your campaign
to list and remember the potential locations Koulak might
With a resounding click, the token sits perfectly in the slot at
attempt to kill the characters. If the characters reduce Koulak
to half his hit points or fewer, he flees.
the center of the dais. With a low rumble, the throne itself
If the characters manage to capture Koulak and question
starts to slide backward. There is a hidden compartment below
him, have one or more characters make a Charisma
the throne. The compartment is two feet deep, two feet wide, (Intimidation) check contested by Koulak’s Wisdom (Insight)
and two feet long. It seems to be empty. check. On a success, Koulak reveals that he doesn’t know
who hired him. He receives instructions with payment via a
courier. He also reveals that he is responsible for killing
A character who casts detect magic on the compartment Yenbul at The Lonely Behir.
recognizes that it’s protected by enchantments that prevent

28


T
he Lonely Behir is balanced for characters of
1st level, but it involves challenges that 2nd- or
even 3rd-level characters might find
challenging. Characters who don’t think
quickly on their feet might find themselves
falling victim to the dangerous fire elemental
at the center of this adventure.

The Lonely Behir is a small, two-story inn made of stone
bricks with a ceramic shingle roof. The downstairs boasts a
bar (area 1) that serves watered down ale and a supply closet
(area 2) where Yenbul has stored goods for the militia and
essential personnel. The upstairs (area 3) has three rooms
(all marked 4 on the map) and a small privy. Currently, all the
inn’s rooms are vacant.
A detailed map of The Lonely Behir is found on page [x].

The characters are sent by Captain Goldarm to assist The
Lonely Behir’s owner, Yenbul, with gathering supplies for the
militia and essential personnel still in the city. So long as they
do what Yenbul asks of them, Captain Goldarm will pay the
characters 50 gp. When the characters arrive, they discover
that Yenbul has been killed and that The Lonely Behir is on
fire. Inside the inn is a deadly fire elemental.

When the characters arrive at The Lonely Behir, read the
following:
Place a flame token in that space. There are already three
flame tokens upstairs and two downstairs when the
Fire! Smoke billows from the inn’s upstairs windows and
characters arrive. Any creature that enters or ends its turn in
bright orange flames burn a hole through the small building’s
a space with a flame token takes 2 (1d4) fire damage from
roof. It doesn’t look like the blaze has completely consumed the flames. A character can use their action to extinguish a
the inn yet, so Yenbul—and others—might still be inside! flame token by making a successful DC 15 Strength
(Athletics) check. If the check fails by 5 or more, the
character catches fire. Until a creature takes an action to
A conjured lesser fire elemental has created a raging inferno douse the fire, the character takes 2 (1d4) fire damage at the
upstairs and killed Yenbul, who lies dead in area 1 of the bar. start of each of its turns. Dealing 3 cold damage to a flame
token or hitting it with a powerful gust of wind (such as one
 created by the spell of the same name) also extinguishes it.
When the characters first enter the bar (area 1 on the map of The fire has a chance of spreading, too. On initiative count
The Lonely Behir), they discover Yenbul’s charred corpse. 20, roll a d20 and add a bonus to the roll equal to the number
They can then hear the fire elemental stomping around of flame tokens currently in play. On a result of 15 or higher,
upstairs (area 3). After one or two rounds (roll a d6: 1-3 =1; 4- the flames spread. Place 1 new flame token on the board.
6=2), the fire elemental descends the staircase, setting more
fires as it goes. 
The lesser fire elemental—who naturally loves setting
things on fire—immediately rushes to attack the characters, During the fight, the characters discover that the wall behind
once it knows they are downstairs. the downstairs bar (area 1) has been painted with the words
“Stand Your Ground!“
 If the characters already encountered The Sons of Camor
As an option, whenever the fire elemental ends its turn in a at the Knotside Bazaar, they will likely recognize this motto
space where there is wood or fabric—pretty much all of The as theirs. Otherwise, Captain Goldarm suspects it was the
Lonely Behir—it ignites the combustibles, creating flames. Sons who set the blaze. He offers to put some more research
into the matter while the characters complete more quests.
29

The Quiet Muse is balanced for characters of 2nd level, but it 
involves challenges that 3rd- or even 4th-level characters The deck itself is over 160 feet long. When the characters
might find challenging. Players with the feather fall spell at arrive, the ship’s crew is below the deck. A cargo grate in the
the ready will be especially prepared for this quest, given that center of the main deck offers access to the lower levels.
the airship hovers 200 feet above the city. There are three doors in the ship’s forecastle. Soft music
plays from behind the door that leads to Dr. Bert’s quarters,
 area Q2.
With few lights decorating its wooden hull, the Quiet Muse ’
hangs like a dark cloud over the city. The ship has two levels: When the characters first enter this area, read the following:
its main deck, which includes the captain’s and officers’
quarters, and its weapon and cargo deck, where most of the This oval-shaped room is clearly the captain’s quarters. A small
crew sleeps. An elephantfolk druid named Doctor Bert pilots
the ship. A gaggle of goblins from the neighboring nation of bed rests against the starboard wall, a stout wooden chest at
Gar Warbrizz serve as Bert’s crew. its foot. Opposite the bed stands a desk littered with scrolls,
After the characters meet Doctor Bert and his crew, the notebooks, and letters.
ship comes under attack by a gang of harpies led by a
manticore. These evil, flying creatures are disciples of Vapul. Symphonic music seems to come from an invisible source
They were tasked to eliminate Doctor Bert and send his ship just over the desk. A table blanketed in maps of Omeria and
down into the city. If the characters fail to stop the harpies the city of Knotside stands at the room’s center. A strange,
and the manticore, that just might happen. elephant-humanoid pours over the maps. After taking a few
A detailed map of The Quiet Muse can be found on page puffs from his long-stemmed pipe, he raises a bushy eyebrow
31. and chuckles, “Very, very interesting!”

 This is Doctor Bert, a world-traveler, adventurer, and captain


The characters were sent to The Quiet Muse to learn what of The Quiet Muse. If he notices the characters, he welcomes
they can about the ship and its crew by Captain Goldarm. them to his airship. Despite Dr. Bert’s relatively large size, all
This is strictly a reconnaissance mission. So long as the the furniture seems far too small for him. So long as the
characters return with any useful insights for Goldarm, he characters remain friendly to Doctor Bert and the ship’s other
will pay them 100 gp as promised. Once the characters meet inhabitants, he explains his reasons for being in Knotside.
Doctor Bert and his goblin crew, they learn that the druid Proceed to the “Meeting Doctor Bert” section at the end of
possesses important information that could help the this adventure.
Knotsiders avert disaster.
’
 These two rooms act as quarters for Doctor Bert’s first mate,
Wruk, and the ship’s bosun, Hiz. The two goblins are
The Quiet Muse hovers 200 feet above Knotside. Getting downstairs with the other goblins in area Q7.
onboard won’t be easy. Fortunately, Captain Goldarm will
loan the characters a carpet of flying, a magic item, to help 
them reach the ship’s deck. See the rulebook for details on This wooden spiral staircase connects the main deck to the
the carpet of flying. cargo deck.
As they approach the ship, read the following:

As your carpet brings you higher and higher into the cold, gray A massive, glowing purple stone dominates the center of this
sky, you finally catch a glimpse of the airship’s deck. There room. Cables and tubes run from the stone and into the
doesn’t appear to be anybody onboard. It’s almost as if the
walls. The stone is a rare magical power source that keeps
the ship in the air and grants Doctor Bert control over its
airship is piloting itself.
flight. If anyone damages the stone or the cables running into
You can hear music coming from one of the cabins on the
it, the ship loses its ability to fly and crashes into the city
deck.
below.

The music comes from Doctor Bert’s cabin. The port and starboard sides of the ship’s cargo deck hold its
myriad cannons. If the characters befriend Doctor Bert and
 his crew, these might come in handy later in the adventure.
The following locations are keyed to the map of The Quiet 
Muse. When the characters approach this door, they hear raucous
laughter and chanting from within.
30
31
Doctor Bert believes that the Crown was lost for many
centuries but may have resurfaced again. Bert assumes that
Caustis Mèyor and her army of the undead seek the Crown.
He warns the characters that if the Crown falls into the
wrong hands, the Crown could potentially open a portal to
the Everfrost large enough to allow all manner of horrible
things to escape into the real world.
Doctor Bert suggests that the characters try to learn more
information about the Crown and its potential whereabouts.
He believes that if Caustis Mèyor gets the crown back, her
army will leave Knotside. He suggests the party searches for
the crown in two locations: the Library of Sornzyr within the
city, and Skirvin Manor in the town of Camor to the north. If
the characters agree to help Doctor Bert, both locations are
detailed in this adventure in the “Library of Sornzyr” and
“Skirvin Manor” sections, respectively. Doctor Bert offers a
ride aboard The Quiet Muse to Camor and Skirvin Manor,
thus saving them a trip on foot.

Right after the characters meet Doctor Bert and agree to help
him, the ship starts to shake. Doctor Bert fears the worst: “It’s
the engine! Something’s wrong!” Bert leads the characters
down to area Q5. There Bert and the characters discover six
deadly harpies attacking the stone that powers the ship. The
harpies are led by a manticore named Zakbak.
“If the stone malfunctions, we could lose control of the ship—
Six goblins sit around a table playing drinking games. Two of it could crash into the city below,” exclaims Doctor Bert.
the goblins are Doctor Bert’s officers, Wruk and Hiz. Unless “Stop those harpies while I make repairs!”
provoked, the goblins act indifferent towards the characters.
If they haven’t already, they tell the characters to meet with
the captain (area Q2). Starting a fight with the goblins sours The harpies are deadly enemies. If the characters have
Doctor Bert’s relationship with the characters. trouble fighting them, have the goblins from area 7 join the
 fight. Doctor Bert can also turn his attention away from the
Both rooms are cluttered with hammocks. The goblin crew ship’s engine to cast cure wounds once per round.
sleeps in these two rooms. Once the fight ends, Doctor Bert completes repairs on the
engine and grants healing wherever it is needed.
 
Food stuffs, water, simple weapons, and other mundane gear If the characters can’t stop the harpies from destroying the
crowd this small cargo hold. ship’s engine, Dr. Bert and the crew race to prepare the ship
 for a crash. He attempts to set it down just outside the city to
avoid unnecessary casualties. When the ship comes down,
After the characters meet Doctor Bert, he shares why The have the characters all make DC 15 Dexterity or Strength
Quiet Muse is parked above Knotside. He explains that he saving throws (the characters’ choice). A character takes 14
spent a few years exploring alternate dimensions composed (4d6) bludgeoning damage on a failed saving throw, or half as
of the four basic elements: air, earth, fire, and water. He is much damage on a success.
particularly interested in the region where the elemental After the ship crash lands, the characters must find
planes of air and ice met, a realm known as The Everfrost. another way back into the city. Depending on how many
The Everfrost is home to all manner of evil ice elemental quests they’ve completed up to this point, the characters
creatures and despicable undead. Tens of thousands of years might want to explore one of the two locations outside the
ago, one of the most powerful ice elementals—a demonic city such as Skirvin Manor (see page 19) or Vallan Ravine
creature named Vapul—escaped from the Everfrost into the (see page 33). They can also return to the city. If the
real world. Vapul accomplished this with the help of a mighty characters are 5th level, they must reenter the city through its
artifact called the Crown of Frost. Any creature in possession sewers; see “Return to Knotside” on page 35 for details.
of the Crown gains the power to open a door between The Otherwise, the guards allow them back through the gates.
Everfrost and the real world.

32

“Vallan Ravine” is balanced for four characters of 4th level. 
It’s a little more dangerous than most adventures, so parties
of lower levels may find it particularly difficult. Even parties The following locations are keyed to the map of Vallan
of 5th level or higher might find this quest challenging. This Ravine.
adventure plays best if the characters have at least completed 
“Tasker Bridge” or have completed “Tasker Bridge” and “The
Frost Throne Part 2.” There is a twist at this adventure’s The main entrance to the ravine is guarded by two
conclusion that might reveal the true thief of the Crown of bloodthirsty gnolls. These hyena-humanoids give no quarter
Frost. and ask for none; they fight to the death.

 This pond is only four feet deep. A giant poisonous snake
Vallan Ravine is a twisting canyon filled with cool, blue water. lives at the bottom and attacks any creature that moves
Soft grass and pink flowers dot the tall natural towers of through this area. The gnolls know this and avoid this area.
stone that give the ravine its maze-like topography. Vallan 
Ravine used to be a romantic place for lovers to retreat until a Six gnolls rest in this area’s soft grass. If they hear a fight
clan of gnolls called the Muckfrowns took control of it. break out in area 1, they take cover and prepare for intruders.
Fortunately, the Muckfrowns mostly keep to themselves.
Knotside’s militia have learned to avoid the ravine and warn Treasure. These gnolls have a stash of goods earned from
locals to do the same. the last party that tried to enter their hunting grounds. In
The cold ponds that dot the ravine’s passages reach depths addition to the contents of two explorer’s packs, there’s 100
of 10 feet at their center. Fish, snakes, and other wild gp in the stash.
creatures thrive in these ponds and offer a food source for the 
gnolls. The stone towers and cliff borders rise to 150 feet
above the ravine floor. It’s possible to climb the towers and The gnolls use this small pool to fish. There’s nothing of value
the cliffs of the ravine, but difficult and slow-going. The gnolls here.
consider all trespassers into their realm as threats; they react 
with hostility and cannot be coaxed into peace by nonmagical A giant hyena sleeps in this area. Having just eaten a human
means. hunter whole, it’s too lazy to attack anything that passes
 through the area.
Captain Goldarm sent the characters to Vallan Ravine to find 
the leader of the Sons of Camor who may be holding an One of the adventurers who the gnolls fought escaped to this
artifact capable of destroying Knotside. Unfortunately, no passage. Unfortunately, he was caught and drowned by one of
such leader or artifact exists as the characters soon learn. the gnolls. His body then sank to the bottom of this 10-foot-
deep pond. A character who succeeds on a DC 15 Wisdom
 (Perception) check will see the dead adventurer’s corpse at
the bottom of the pool, weighed down by his half-plate armor.
The characters will have to leave the city to visit Vallan The armor is in too bad of shape to recover.
Ravine. Unless Caustis started her siege, they can pass by the He still carries 50 gp and a +1 mace which the gnolls have
undead without any trouble. It takes two hours to reach the been too lazy to recover.
ravine.
When the characters arrive, read the following: 
Like area 3, the gnolls use the soft grass and cool shade of
Vallan Ravine is a sight for sore eyes. Colossal pillars of this area to rest. There are four gnolls here with four hyenas.
sandstone rise from the earth, all green with lush, soft grass Unless the characters have been particularly stealthy, these
bedecked with pink flowers. The yawning entrance to the
gnolls are ready for combat when the characters arrive.
Treasure. These gnolls have a bag of holding stolen from
ravine offers you a glimpse of the maze-like passages beyond.
the last group of adventurers who traveled through the
A few hundred feet from the ravine’s entrance, you see a
ravine. There is 50 gp in the bag of holding plus the contents
signpost bearing Knotside’s flag. The sign reads: “Danger!
of an explorer’s pack, minus the rations and water.
Gnolls Ahead! Travel at your own peril!” 
The gnolls placed spikes at the bottom of this 6-foot-deep
pond to deter the hydra in area 9 from going south. The hydra
If a character succeeds on a DC 15 Wisdom (Perception) hasn’t been a problem for the gnolls yet because they have
check, they can see the two gnolls guarding the entrance to wisely kept the beast well fed with “raw adventurer steaks.”
the ravine in area 1.

33
When the characters first enter this large chamber, the hydra
stays underwater. Not intelligent enough to tell the difference
between gnolls and non-gnolls, it eventually pops its heads
out of the water and rises to its full height. It then starts
snapping its jaws, its way of saying “feed me.”
If the characters comply and feed the hydra raw meat—
such as meat, they might have gained from slaying the gnolls
—it allows the characters to pass without any difficulty.
Otherwise, the hydra grows irritated and attacks the closest
person it can. The hydra won’t leave this area.
’
The largest and most comfortable chamber in the ravine
belongs to the Muckfrown’s gnoll chief, Gakk. Gakk uses the
gnoll shaman stat block. He’s joined by two regular gnolls.
Like all the other gnolls in Vallan Ravine, Gakk fights to the
death.
Treasure. Gakk acquired quite the hoard of treasure
during his time in the ravine. He keeps this stash behind one
of the stones at the southside of the chamber. This stash
includes a chest filled with 2,000 sp, 1,000 gp, and 50 pp. It
also contains a silver amulet worth 250 gp, and two red gems
worth 50 gp each. There is also a ring of swimming in the
pile.

The spikes are noticeable by any character with a passive 


Perception score of 15 or better. A creature who moves 
through the center of the pond automatically takes 2 (1d4)
piercing damage. The characters can avoid the spikes by After defeating Gakk and searching the ravine, it should
moving along this area’s walls. become apparent that the Sons of Camor are not here. Nor is
there any artifact or magic item in the ravine capable of
 knocking down Knotside’s walls. The characters were
When the Muckfrown tribe first moved into the cavern, they tricked; but not by Captain Goldarm.
lost a few of their warriors to a hungry hydra that lives in this At the conclusion of this adventure, the characters discover
pool. When they discovered that the hydra was too difficult to that they are unable to return to Knotside. The city gates are
kill, they decided to keep it fed and happy instead. Now, the closed, and the siege has begun! They will need to find
Muckfrown’s chief uses the hydra as a guard. another way into the city. Proceed to “Return to Knotside.”

34

“Return to Knotside” is balanced for four characters of 4th
level who should find this quest relatively easy to navigate. her army of the dead are attacking Knotside. Hundreds of
Even characters of 3rd level should be able to get through its thousands of undead lay siege to the
dangers with little to no trouble. Higher level characters will city and its walls. Thousands of arrows fly over the wall,
find it a breeze. This adventure comes after the characters
complete one of the two quests set outside Knotside: “Skirvin some of which are flaming, setting the city’s roofs ablaze.
Manor” or “Vallan Ravine.” This is the penultimate adventure Catapults launch boulders, pitch, and even zombie warriors
before the characters face the undead hordes and true villain into the city. Siege ladders rise, granting skeletal knights
of the story in the final act, “The Battle of Knotside.” access to the parapets.

 The Knotside Militia fights back, but it’s clear they’re
outmatched by the undead forces.
At the start of the adventure, the characters learn that they’ve
been shut out of Knotside. The gates are closed, and they It will be impossible for you to reenter the city through the
aren’t letting in a living (or nonliving) soul. To make matters gates.
worse, time’s up—Caustis Mèyor and her army of the undead
have started their assault. It’s impossible for the characters to
reenter the city via its gates. They must find a way in through If the characters learned about Caustis Mèyor’s true
the sewers. connection to the Crown of Frost at Skirvin Manor, then they
This branch of Knotside’s sewers is completely run down. know that the only way to save the people in the city is to give
Unless stated otherwise, the ceilings in the chambers and her exactly what she wants. If they didn’t learn this
tunnels are as high as the area is wide. Thus, a tunnel with information, they might need some coaxing. This can be done
five-foot-wide passages will only be five feet high, and so on. with the characters’ individual quest goals detailed on their
The natural caverns are made from solid granite. The sewer character sheets. If that doesn’t work, an NPC from one of
passages are made from dressed stone covered in mildew the previous adventures, such as Doctor Bert or the bugbear
and filth. All the water throughout the sewers is completely Torr, may meet the characters outside of the city and try to
toxic, and unless otherwise stated, is only two-feet-deep at its convince them that even though the Knotside Militia might be
deepest point. There is no light throughout the entire behind the troubles, the entire city doesn’t deserve to fall.
complex. These NPCs can also share any other important information
revealed in the Skirvin Manor quest, such as Caustis Mèyor’s
 desire to reclaim the Crown of Frost and that a member of
At this point in the story, the characters probably have access the Knotside Militia holds the Crown.
to a carpet of flying as well as Dr. Bert’s airship, The Quiet One of the cultists in Skirvin Manor kept a map of
Muse. Dr. Bert refuses to fly The Quiet Muse over the city, Knotside’s secret sewer system. This clue offers a way back
fearful that the siege weapons and arrows will down the ship. into the city. Otherwise, an NPC from one of the previous
Similarly, using the carpet of flying to fly over the city may quests should give this information to the characters. This
pose a serious threat to the characters. Of course, feel free to entrance to the sewers places the characters in area 1 of the
allow for other creative solutions! map of Knotside Sewers. The characters can escape the
sewers via the secret passage in the cultist’s hideout (see
 “Closed Shops”) or by taking one of the side passages at the
west end of the map.
The characters must find a way back into the city via a secret
tunnel that leads into an old sewer line. If they have the map 
of the sewers taken from the cultists in Skirvin Manor, they The secret tunnel that leads to Knotside’s Sewers is roughly
should have a clear way to enter. If the characters didn’t 2,500 feet east of the city, hidden in the ruins of an old farm.
complete the “Skirvin Manor” quest, then they must find Normally, the entrance is covered by bales of hay, but the
another way in—see Arrival for details. Once they are out of characters’ source tells them exactly where to find it. They
the sewers, they will find themselves within the cluster of must descend a rickety ladder 20 feet into the earth, then
closed shops detailed in the “Closed Shops” quest. From travel west for 2,500 feet through a crudely dug cavern. They
there, they must make their way back to the Principal’s Hall. arrive in area 1.
 
Following one of the outside-Knotside adventures, the The following locations are keyed to the map of Knotside
characters return to Knotside to discover the city is under Sewers.
siege. Read the following:

The unimaginable has finally happened—Caustis Mèyor and This cavern once belonged to a large, dangerous
subterranean drake. The bones of its victims still litter the
floor. A dead goblin, victim to the centipedes (see below),
35
36

A long time ago, a gang of bandits used these tunnels as their
hideout. They kept prisoners in this cramped, damp dungeon.
One of their victims died here, the man’s bones still
occupying one of the cells.
When the characters first enter this area, have them each
roll a d20. Whoever rolls the lowest feels that the skeleton is
looking at them. The skeleton is not animated, but the undead
presence in the city above plays strange tricks on the mind.
There is nothing else of value in this area.

This area is directly below an abandoned church in the
southeastern neighborhood called The Teeth. Five stone
sarcophagi dominate the chamber. Thick webs cover
everything. The entire room counts as difficult terrain. When
a creature enters a webbed area for the first time on its turn
also lies on the floor. The sound of trickling water—either the or starts its turn here, it must succeed on a DC 12 Dexterity
Fairknot River or the sewer passages below the city—is heard saving throw or become restrained by the webs. A restrained
to the south. creature can use its action to try to escape, doing so with a
Encounter. Six giant centipedes lurk among the successful DC 12 Strength (Athletics) or Dexterity
discarded bones of this tunnel. Hungry, they attack the (Acrobatics) check. Each five-foot cube of giant webs has AC
characters on sight. 10, 5 hit points, vulnerability to fire, and immunity to
Treasure. When the attack happened, the goblin tried to bludgeoning, piercing, and psychic damage.
flee the city with a sack of ill-gotten gains. He got jumped by A giant spider once lived in this chamber but died long ago.
the centipedes. The sack contains 100 gp, and a pair of Exit. The staircase on the eastern wall leads up to the
earrings worth 100 gp. abandoned church, granting the characters access back to
Knotside.

A giant scorpion hides in this bone-strewn cavern. It attacks 
anything that comes within 20 feet of the cavern’s entrance. The bones and matted hair of dead rats litter the floors of this
Treasure. The scorpion’s taken to collecting shiny baubles natural chamber. Water collects in a murky pool to the west.
and gems. Among the bones of its cavern, the characters will The otyugh that wanders around the sewers ate the rats a
find four blue gems worth 50 gp each, and a jeweled dagger few days ago, spit out some of the bones and fur, then moved
worth 100 gp. on to find bigger and better food sources.

Two giant scorpions lurk in this cavern. Currently, they’re
fighting over the remains of a kobold who tried to escape the
city and got lost. Content to feast on the kobold, they won’t
mess with the characters unless the characters mess with
them first.

The door to this area is bolted shut from inside. A character
can break the door down with a successful DC 15 Strength
(Athletics) check.
This area appears to be the basement of a restaurant or
inn. Crates and sacks crowd nearly every surface. A single
candle burns atop one of the crates, shedding bright light for
5 feet and dim light for another 5 feet.
Encounter. There is a human family of four hidden behind
the boxes. The mother and father are both commoners
armed with clubs. The children are noncombatants (they
don’t have stat blocks). When the characters first enter, the
father springs up and nervously threatens them to leave,
thinking that they might be part of the undead army. Once
they realize that the characters are (or were) members of the
Knotside Militia, they relax.
Exit. There is a staircase at the northside of this room
which allows the characters to reenter Knotside in the
section of town known as The Teeth. The family refuses to
return to the city so long as the siege continues.
37

The pool in this room is deceptively deep. A character who
walks through the center of this area plunges into a 20-foot-
deep pit. The character must succeed on a DC 11
Constitution saving throw or become infected with sewer
plague.
It takes 1d4 days for sewer plague’s symptoms to manifest.
Symptoms include fatigue and cramps. The infected creature
suffers one level of exhaustion, and it regains only half the
normal number of hit points from spending Hit Dice and no
hit points from finishing a long rest.
At the end of each long rest, an infected character must
make a DC 11 Constitution saving throw. On a failed save,
the character gains one level of exhaustion. On a successful
save, the character’s exhaustion level decreases by one level.
If a successful saving throw reduces the infected creature’s
level of exhaustion below 1, the creature recovers from the
disease. A lesser restoration also cures the disease.
Treasure. There is a dead goblin at the bottom of this pool
clutching a chest filled with 250 gp in its hands. The goblin
drowned, too greedy to release the chest after it sank to the
bottom of this pit.
 
The sewers open into a massive, cavernous underground This chamber smells horrible. The remains of a cultist of
lake, likely fed by the Fairknot River. A small dock hugs the Vapul lie at the center of the cavern, the body corroded to a
northeastern side of the lake. Multiple boats remain tethered puddle of pink ooze, the half-melted skull locked in an eternal
to the dock. Twenty feet to its west is a gravelly bank. scream. The cultist wore a golden amulet which appears
Exit. The characters can use the boats to follow the unaffected.
Fairknot River back into the city, reemerging just south of Hazard. A 10-foot-by-10-foot patch of green slime clings to
The Teeth. Of course, the otyugh hiding in the water will have the ceiling of this chamber. Characters who succeed on a DC
something to say about this. 15 Wisdom (Perception) check see the slime right away. A
*Encounter. An otyugh, a garbage-eating aberration, is character who succeeds on a DC 10 Intelligence (Nature)
currently swimming in the murky water, looking for a meal. check recognizes the slime for what it is; they make this
So far it hasn’t had much luck with the scorpions and check with advantage if they use darkvision to identify the
centipedes that lurk in the sewers, so the moment it sees the slime. The slime has blindsight out to a range of 30 feet and
characters, it rushes in, hoping to gobble up an easy meal. drops from the ceiling when it detects movement below it. A
The otyugh is opportunistic and won’t risk too much of a character hit by the slime takes 5 (1d10) acid damage. A
challenge—it flees if its hit points are reduced to half or fewer. character aware of the slime may make a DC 10 Dexterity
saving throw to avoid being hit. The character takes the
 damage again at the start of each of its turns until the slime is
Both doors in this chamber are bolted shut from within. A scraped off or destroyed. Sunlight, any effect that cures
character can break a door down with a successful DC 15 disease, and any effect that deals cold, fire, or radiant damage
Strength (Athletics) check. automatically destroys the green slime.
This small room was once used by a gang of bandits who Treasure. The amulet around the dead cultist’s neck is a
hid and worked out of these tunnels. Now, three goblins hide necklace of adaptation.
here. They were associated with the gang of goblins in the
closed shop cluster but fled when the city came under siege. 
They almost got away but were attacked by the otyugh in area Two kobolds hide in this low-ceiling cavern. They’re terrified
8 before they could escape. One goblin is injured and has a 1 of the undead, but don’t know how to leave the city. Unless
hit point remaining. provoked, they act indifferent toward the characters.
Unless the characters are somehow quiet as they try to get Naturally distrustful of non-kobolds, they won’t leave this
into the room, the goblins hide and try to surprise the cavern unless a character who speaks Draconic offers to
characters. The goblins assume the characters are either the escort them out of the sewers and succeeds on a DC 15
otyugh or the undead. If the characters agree to help them Charisma (Persuasion) check.
escape the city, they will join the characters and show them Treasure. The two kobolds each carry a potion of healing.
the best way they know how to flee the city, via the smuggler’s If the characters threaten the pair, they will offer the potions
access in area 16. in exchange for their lives.
Treasure. The goblins have a pouch with 100 sp. They 
stole it from the gang before fleeing. The building above this chamber just took a hit from one of
the undead army’s catapults, causing part of it to collapse into

38
this chamber. Unfortunately, the building’s walls have blocked
any method the characters might have used to escape back
into the city.
If the characters pass through this area, there is a chance
that the ceiling might completely collapse. A character who
walks into this chamber must succeed on a DC 10 Dexterity
(Acrobatics) check or trigger a collapse. Any creature in this
area when a collapse happens takes 14 (4d6) bludgeoning
damage from collapsing rubble and becomes restrained by
the rubble. One or more characters with combined Strength
scores of 20 or higher can lift the rubble off the character,
freeing them.
Once the ceiling in this chamber collapses, this area
becomes impassable.
’
The door to this cellar is locked. A character with proficiency
in thieves’ tools can pick the lock with a successful DC 13
Dexterity check. Alternatively, a character can break the door
down with a successful DC 15 Strength (Athletics) check.
This quaint, clean cellar sits below one of the homes
aboveground. Two bookshelves choked with books detailing
the history of the Knotside region line the western wall.
A crate packed with food supplies rests against the eastern
wall, upon which a single candle burns.
When the characters first enter this area, an old man (N
human commoner) sits on the steps reading a book. Two
empty bottles of wine lie at his feet. He’s clearly drunk. The
man (who identifies himself as Koltan) explains he plans to ’
catch up on some reading (and drinking) and has no interest This small, filthy chamber is filled with knee-deep water.
in leaving the cellar. “If I die, I die.” There is a hole in the ceiling 10 feet above the surface of the
Exit. The stairs behind Koltan lead up to his home, placing water. A crane holding netted cargo lingers above this hole.
the characters back in the city. Koltan takes no issue with the Exit. This is the opposite end of the hole in area 21 of the
characters reentering the city from his house. Closed Shops. The characters can use the crane and its
 cargo to emerge at the heart of the Closed Shops. If the
A skeleton rests against the wall, head turned, facing a crate characters already confronted the goblins and cultists in the
that stands against the north wall. “Closed Shops” adventure, the area is exactly as they left it.
Years ago, a treasure hunter entered these sewers hoping Otherwise, they will have to contend with the ne’er-do-wells.
to find lost treasures rumored to be buried under the city. Proceed to “Closed Shops” for details.
The map they received (a fake that’s long since rotted away)
led to this location. However, when they tried to open the 
crate, they were caught off guard by its trap. Once the characters reenter Knotside, they find themselves
Trap. Anyone who touches the create learns what the dead in the heat of battle. Arrows, catapult stones, and even
treasure hunter learned—it’s a trap! The target takes 10 (3d6) undead fill the skies. Multiple buildings burn, some of which
lightning damage and is stunned for 1 minute. The target can have already collapsed. They must make their way to the
make a DC 10 Constitution saving throw at the end of each of Principal’s Hall where they will face this adventure’s final foe.
its turns, ending the stunned effect on itself with a success. A Unless the characters must first contend with the goblins of
character who examines the chest without touching it and the Closed Shops (see above), proceed with the final quest,
succeeds on a DC 15 Intelligence (Investigation) check finds “The Battle of Knotside.”
a rune on the chest’s lid. Removing the trap requires a
successful DC 13 Intelligence (Arcana) check.
There is nothing in the chest except for an old, worn note
that reads:
“Dear Arrow,
“If you’re reading this, then you’ve somehow survived my
trap. Good for you. But you still haven’t found what you’re
looking for, have you? I win again!”
It’s signed “Lilya Crane.”

39

“The Battle of Knotside” is the final quest in the Winds of dangers as they rush through the city. For example, they
Vapul adventure path. At this point in the story, the characters might suggest running through buildings or narrow alleys to
should be 5th level. Having just emerged from the sewers avoid arrow fire. Or they might search for horses and ride
below Knotside, they must make their way to the Principal’s through the city, cutting their time in half.
Hall where the Crown of Frost is rumored to be kept. If they
can find the Crown and give the artifact to Caustis Mèyor, she 
will call off her army of the undead and turn her forces north.
Once the characters reach Principal’s Hall, they find that the
 keep’s gates are closed. Unless the characters are
accompanied by one or more members of the Knotside
At the start of this quest, the characters should be in the Militia (likely saved during one of the complications), the
section of town known as The Teeth. They must rush across guards refuse access on orders of Principal Tam Neveroak.
the city toward the Principal’s Hall at the east side of the city, Eventually, Captain Goldarm hears that the characters are
nearly 1,200 feet away. Assume that the characters are all outside and commands the guards to open the gates.
running at full speed to the keep. Thus, it will take them 20 Captain Goldarm is surprised to see the characters and
rounds to reach the keep. As they rush toward the keep, happy that they’re still alive. His disposition quickly turns
complications occur. The City Under Siege table below dour.
provides examples of complications that could hinder the
characters’ progress. At the start of each round, roll a d20. “Things are looking bad, my friends. We’re vastly outnumbered
Consult the table to determine whether a complication by the undead legions at our gates. Mèyor herself has not
occurs.
Allow the characters to make creative choices to avoid entered the city yet; but judging by the size of that colossal

City Under Siege


d20 Complication
A burning building collapses right in front of the characters. Each character must make a DC 15 Dexterity
1 (Acrobatics) check to get around the obstacle. On a failed check, a character takes 2 (1d4) fire damage, and the time
required to reach the keep increases by 1 round.
A group of 1d4 Knotside Militia guards are locked in combat with a group of 1d6 + 1 skeletons. The characters can
avoid the combat or join in. Use the bandit stat block for the Militia members who fight alongside the characters. If
2
the characters save the militia members, they offer to escort the characters to the keep. No further complications
occur.
A burning horse cart blocks the characters’ path. A horse still tethered to the cart shrieks in fear, leaping and kicking
in its attempts to free itself. If the characters wish to free the horse, they must cut the horse’s binds. The binds have
3 AC 12 and 2 hit points and are resistant to bludgeoning and piercing damage. Once freed, the horse runs away. If
the characters wish to avoid the horse, they all must make a DC 10 Dexterity (Acrobatics) check. The characters add
1 round to the time it takes to reach the keep for each failure they suffer.
A maze of barrels, crates, and similar obstacles stands in the characters’ way. Each character must make a DC 10
4 Dexterity (Acrobatics) or Intelligence check (the player’s choice) to navigate the maze. If any character fails this
check, the time it takes to reach the keep increases by 1 round.
The ground beneath the characters’ feet is slippery with spilled oil. Each character must make a DC 10 Dexterity
5
saving throw. If any character fails the saving throw, the time it takes to reach the keep increases by 1 round.
6 A gang of 2d6 skeletons block the characters’ path. The characters must fight the skeletons or try to flee.
A militia man (bandit) trapped under rubble tries to fight off 1d4 skeletons. The militia man is restrained and has only
7 2 hit points remaining. He cries out to the characters for help. If the characters help him, they must first destroy the
skeletons, then pull him from the rubble. The militia member offers to escort the characters back to the keep.
A stampede of spooked horses charges down the street on which the characters travel. Each character must make a
8 DC 10 Dexterity saving throw. On a failed save, a character is knocked about and takes 2 (1d4) bludgeoning
damage. Also, any failure causes the party to add 1 round to the time it takes to reach the keep.
9 A gang of 1d6 + 1 zombies block the characters’ path. The characters must fight the zombies or try to flee.
Arrows reign down from the sky. Each character must make a DC 8 Dexterity saving throw, taking 7 (2d6) piercing
10
damage on a failed saving throw, or half as much damage on a successful one.
11-20 No complication.

40
entered the city yet; but judging by the size of that colossal
worm she rides, when she does come, that’ll be the end of us
all.”

If the characters mention the Crown of Frost, Goldarm’s eyes


widen. The characters should have enough information at
this point to make the case that if Caustis receives the crown,
she’ll leave the city without causing harm.
“Yes, the Crown. We have it! Here! Just as the battle started,
Principal Neveroak and his wizard assistant, Corvine, revealed
it, claiming that it would save the city from destruction. The
two are at The Frost Throne, now, trying to unlock its secrets.
We must stop them!”

With haste, Goldarm gathers a retinue of guards to


accompany himself and characters to The Frost Throne.

When the characters enter the Frost Throne, they discover
Principal Tam Neveroak and his assistant Corvine Madros
in the middle of a ritual. The Crown of Frost rests atop Tam’s
head. Already, its effects on the Principal are apparent. His
skin has turned ice blue, and his eyes glow like frost.
Madros, wearing the garbs of a traditional cultist of Vapul,
hisses at Goldarm and the characters. 
“You’re too late, heroes! We’ve already begun the process! This adventure can end in one of several ways. Ideally, it ends
with the characters defeating Corvine Madros and reclaiming
Soon, the gate to the Everfrost will open again, and ice will
the Crown of Frost. When this happens, they must deliver the
reclaim this world.”
Crown to Caustis Mèyor. Mèyor coolly accepts the artifact and
places it into a satchel at her side. She then nods her head in
admiration of the characters’ deeds, then calls her forces
Neveroak is possessed by the dark power that the crown back. From there, she turns about face and heads north with
holds. He draws his weapon and turns to fight the characters. her army at her back.
Meanwhile, Corvine Madros continues her ritual to open the It will take a few months for Knotside to recover from the
gate. Captain Goldarm joins the fight, as does his retinue of siege. However, the characters saved hundreds—if not
four guards (use the bandit stat block for each of them). thousands or more—lives by giving Caustis Mèyor the crown.
While wearing the crown, Neveroak is incredibly powerful. They will be celebrated as heroes for the rest of their lives.
If the characters remove the crown from his head (with an Tam Neveroak, recognizing that he was duped by Corvine,
opposed grapple check), he realizes that he was under the almost destroying Knotside in the process, relinquishes his
influence of the crown. He then joins the fight against position as Principal of Knotside. This leaves an incredible
Madros, now using the noble stat block. power vacuum which will be the subject of further adventures
Each turn, Madros uses her action to further widen the to come.
gate. Roll a d20 for her. On a result of 13 or higher, the gate If the characters fail to stop Corvine Madros and Tam
moves one step closer to opening. If Madros succeeds four Neveroak from opening the gate to The Everfrost, the
times in a row, the gate permanently opens, and The immediate blast of cold air that emerges from the open gate
Everfrost escapes into the real world. See “Ending the instantly kills everyone in the chamber who isn’t immune to
Adventure” for details on this outcome. Removing the Crown cold damage. The Winds of Vapul spread throughout
of Frost from The Frost Throne also stops the gate from Knotside, freezing everything. In a matter of weeks, all
opening. Northern Omeria finds itself locked in an eternal winter. Not
If the characters attack Madros or try to escape with the even Caustis Mèyor and her undead army can stop the
Crown of Frost, she turns her attention to them and attacks. coming of the Winds of Vapul.
Madros is a fanatic and will fight until her death. If the characters die, you may allow the players to roll up
new characters and pick up where their last ones left off, or
you can also start over with new characters, tweaking quests
as you see fit to surprise players who might be familiar with
them.

41

This section contains stat blocks and descriptions for the this case, the type of armor it wears is noted in parentheses
creatures that appear in The Winds of Vapul. after its AC value. Otherwise, a creature’s AC is based on its
Dexterity modifier plus any natural armor or supernatural
 resilience it might possess.
A creature’s stat block provides essential information that the 
Game Master needs to run the creature. Like characters, creatures have hit points. Creatures whose
 hit points drop to 0 die or are destroyed.
There are six size categories that all creatures fall into: Tiny, 
Small, Medium, Large, Huge, or Gargantuan. The Size A creature’s speed tells you how far it can move on a turn. All
Categories table below shows how much space a creature of creatures have a walking speed; even if the creature lacks a
a particular size controls during combat. form of ground-based locomotion they have a walking speed
Size Categories of 0 feet. A creature may have additional modes of movement:
Size Space Burrow. The creature can use all or part of its movement
Tiny 2 ½ by 2 ½ ft. to move through sand, earth, mud, or ice. Unless stated
otherwise, a creature can’t burrow through solid rock.
Small 5 by 5 ft. Climb. The creature can use all or part of its movement to
Medium 5 by 5 ft. move on vertical surfaces and does not need to spend
extra movement to do so.
Large 10 by 10 ft. Fly. The creature can use all or part of its movement to fly.
Huge 15 by 15 ft. If the creature is incapacitated or knocked prone while
flying, it falls unless it can hover.
Gargantuan 20 by 20 ft. or larger Swim. The creature does not need to spend extra
movement to swim.

Creatures, including characters, can squeeze into spaces 
large enough for creatures one size smaller than themselves. Every creature has six ability scores: Strength, Dexterity,
When this occurs, the creature’s space is halved, it has Constitution, Intelligence, Wisdom, and Charisma. Each
disadvantage on attack rolls and Dexterity saving throws, and ability score generates a modifier for the creature’s dice rolls.
attack rolls against it are made with advantage. The modifier is added to the creature’s attacks, checks, and
 saving throws, based on the ability used.
A creature’s type speaks to its fundamental nature. The 
following types of creatures appear in The Winds of Vapul. If a creature has proficiency in one or more saving throws,
[Enter Creature Types Used] the bonus to their rolls is noted in their stat block. Otherwise,

the entry remains blank; the creature defaults to its ability
score modifiers for its saving throws.
Some creatures have one or more tags placed next to its type,
in parentheses. For example, a werewolf has the monstrosity 
(shapechanger) type. These offer an additional layer of
categorization for creatures but have no bearing on how a Like saving throws, if a creature has proficiency in one or
creature is used in combat. more skills, it’s noted in the skill section. Otherwise, the
creature’s use of a particular skill defaults to its ability score
 modifier for that ability check.
A creature’s alignment indicates whether a creature leans Assume that a creature is proficient in any armor or
toward law or chaos, good or evil, or something in between. weapons with which it is equipped.
Some creatures, such as NPCs, don’t have a default 
alignment; you choose the creature’s alignment. Other
creatures whose intelligence is too low to understand law or 
chaos, good or evil, don’t have an alignment. These creatures Some creatures have vulnerability, resistance, or immunity to
are “unaligned.” certain types of damage. Additionally, some creatures are
immune to certain conditions and other game effects such as
 paralysis or the poisoned condition. These immunities are
Like characters, creatures who wear armor have an AC that also noted in the creature’s stat block.
reflects their armor, shield, and Dexterity modifiers. In

42
 
The senses entry notes a creature’s passive Wisdom If a creature can do something unique with its reaction, that
(Perception) score. It also presents any special senses the information is contained here. Most creatures don’t have
creature might have. Below are the most common forms of special reactions.
special senses.
Blindsight. A creature with blindsight can perceive its 
surroundings without having to rely on sight, within a specific Some special abilities have restrictions on the number of
radius. If a creature is blind beyond this radius, it is noted in times they can be used.
parentheses after the blindsight’s range. X Per Day. The notation X per day means a special ability
Darkvision. A creature with darkvision can see in dim light that once a creature uses the annotated action, trait, or
within a specific radius as if it were bright light, and in reaction the given number of times, and they must complete a
darkness as if it were dim light. The creature can’t discern long rest to regain expended uses.
color in darkness, only shades of gray. Recharge X-Y. After a creature uses an action, trait, or
Tremorsense. Creatures with tremorsense can detect and reaction with this notation, it then has a random chance of
pinpoint the origin of vibrations within a specific radius, regaining use of that ability. At the start of each of the
provided that the creature and the course of the vibrations creature’s turns, roll a d6. If the roll is one of the numbers in
are in contact with the same ground or substance. the recharge notation’s range, the creature regains the use of
Tremorsense can’t be used to detect flying or incorporeal that special ability. The ability also recharges when the
creatures. creature finishes a short or long rest.

All languages that a creature can speak are listed in its stat

block. Some creatures can understand languages but not The creatures that appear in the adventure are presented in
speak them, as noted in its entry. this section in alphabetical order.
 
An appropriately equipped and well-rested party of four Bandits are humanoids whose unscrupulous activities often
adventurers should be able to defeat a creature that has a lead them to work as low-level thugs for criminal
challenge rating equal to their level without suffering organizations, petty thieves, or even rogues just starting their
casualties. Creatures who are significantly weaker than 1st- illicit careers.
level characters have challenge ratings lower than 1.

Although Legends of Omeria foregoes the experience point 
progression system found in typical Fifth Edition games in Medium humanoid (any), any non-lawful alignment
favor of milestone-based progression, each creature’s
experience-point value is included for your convenience. Armor Class 12 (leather armor)
To learn more about experience points, review the Fifth Hit Points 11 (2d8 + 2)
Edition core rulebooks. Speed 30 ft.

Traits are special features of the creature that are likely to be STR DEX CON INT WIS CHA
relevant in a combat encounter. 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

 Senses passive Perception 10


In addition to the actions described in the Legends of Omeria Languages any one language (usually Common)
rulebook, a creature can choose from the options in the Challenge 1/8 (25 XP)
“Actions” section of its stat block.
Actions
 Scimitar. Melee Weapon Attack: +3 to hit, reach 5
Nearly all creatures have a melee or ranged weapon attack ft., one target. Hit: 4 (1d6 + 1) slashing damage.
detailed in its stat block. These attacks can be made by spells
or weapons. A weapon might be manufactured, such as a Light Crossbow. Ranged Weapon Attack: +3 to hit,
longsword, or a natural weapon, such as the creature’s claws range 80/320 ft., one target. Hit: 5 (1d8 + 1)
or teeth. The attack’s entry also includes what happens when piercing damage.
the attack hits. The creature’s damage is expressed both in
the dice rolled as well as the average result for the given dice.

43

Bandits who survive long enough to lead their groups
become bandit captains. These strong leaders are stronger,
faster, and much smarter than their subordinates. A bandit
captian might lead a group of forest robbers, pilot a pirate 
ship, or even act on their own as low-level cut throats for
larger organizations. Also known as grizzlies or cave bears, brown bears are large,
ferocious predators frequently found in heavily forested
mountains and hills.

Medium humanoid (any race), any non-lawful
alignment 
Large beast, unaligned
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20) Armor Class 11 (natural armor)
Speed 30 ft. Hit Points 34 (4d10 + 12)
Speed 40 ft., climb 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4 Saving Throws saving_throws
Senses passive Perception 10 Skills Perception +3
Languages any two languages Damage Vulnerabilities damage_vulnerabilities
Challenge 2 (450 XP) Damage Resistances Resistances
Damage Immunities Damage_Immunities
Condition Immunities condition_Immunities
Actions Senses passive Perception 13
Multiattack. The captain makes three melee attacks: Languages —
two with its scimitar and one with its dagger. or the Challenge 1 (200 XP)
captain makes two ranged attacks with its daggers.
Keen Smell. The bear has advantage on Wisdom
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 (Perception) checks that rely on smell.
ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, Actions
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4
+ 3) piercing damage. Multiattack. The bear makes two attacks: one with its
bite and one with its claws.
Reactions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Parry. The captain adds 2 to its AC against one one target. Hit: 8 (1d8 + 4) piercing damage.
melee attack that would hit it. To do so, the captain Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
must see the attacker and be wielding a melee one target. Hit: 11 (2d6 + 4) slashing damage.
weapon.

44

Captain Loav Goldarm is the leader of the Knotside militia
and the characters' point of contact during this adventure.
Goldarm is usually found at the Principal's Hall. Trained in
the martial arts from an early age, this 250 year old dwarf is
more than a bureacrat and mouthpiece for Tam Neveroak;
he's a deadly fighter, too.

 
Bugbears are tall, fur-covered goblinoids whose unbridled Medium humanoid (dwarf), lawful good
ferocity and uncanny stealth make them formidable
opponents on the battlefield. Armor Class 18 (plate)
Hit Points 120 (16d8 + 48)
Speed 25 ft.

Medium humanoid (goblinoid), chaotic evil STR DEX CON INT WIS CHA
18 (+4) 9 (-1) 16 (+3) 11 (+0) 13 (+1) 10 (+0)
Armor Class 16 (hide armor, shield)
Hit Points 27 (5d8 + 5) Saving Throws Str +4, Con +6
Speed 30 ft. Skills Intimidation +2
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 11
STR DEX CON INT WIS CHA Languages Common, Dwarven
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1) Challenge 5 (1,800 XP)

Skills Stealth +6, Survival +2 Dwarven Resilience. Captain Goldarm has advantage
Senses darkvision 60 ft., passive Perception 10 on saving throws against becoming poisoned.
Languages Common, Goblin
Challenge 1 (200 XP) Actions
Multiattack. Captain Goldarm makes three attacks
Brute. A melee weapon deals one extra die of its with his greataxe.
damage when the bugbear hits with it (included in
the attack). Greataxe. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 10 (1d12 + 3) slashing damage.
Surprise Attack. If the bugbear surprises a creature
and hits it with an attack during the first round of Javelin. Melee or Ranged Weapon Attack: +7 to hit,
combat, the target takes an extra 7 (2d6) damage reach 5 ft. or range 30/120 ft., one target. Hit: 7
from the attack. (1d6 + 4) piercing damage.
Leadership (Recharges after a Short or Long Rest). For
Actions 1 minute, Captain Goldarm can utter a special
Morningstar. Melee Weapon Attack: +4 to hit, reach command or warning whenever a nonhostile
5 ft., one target. Hit: 11 (2d8 + 2) piercing damage. creature that it can see within 30 feet of him makes
an attack roll or a saving throw. The creature can add
Javelin. Melee or Ranged Weapon Attack: +4 to hit, a d4 to its roll provided it can hear and understand
reach 5 ft. or range 30/120 ft., one target. Hit: 9 Captain Goldarm. A creature can benefit from only
(2d6 + 2) piercing damage in melee or 5 (1d6 + 2) one Leadership die at a time. This effect ends if
piercing damage at range. Captain Goldarm is incapacitated.

45
 
The majority of ordinary humanoids who live in work in a Corvine acts as Tam Neveroak's magical advisor. Secretly, she
fantasy world are represented by the commoner statblock. is a necromancer, and follower of Vapul. Although they share
similar believes and goals, Corvine is not associated with the
cult of Vapul stationed at Skirvin Manor. Promising divine
 and supernatural benefits, she fools Tam into stealing the
Crown of Frost from The Frost Throne.
Medium humanoid (any race), any alignment

Armor Class 10 Cultists are humanoids obsessed with higher power, often
Hit Points 4 (1d8)
Speed 30 ft.
forming dark pacts with their vile patrons. They usually
exhibit noticeable signs of madness. The cultists in this
adventure are worshippers of the demonic god of ice and
STR DEX CON INT WIS CHA death, Vapul.
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

Senses passive Perception 10


Languages any one language (usually Common)

Challenge 0 (10 XP) Medium humanoid (human), neutral evil

Armor Class 12 (15 with mage armor)


Actions Hit Points 40 (9d8)
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., Speed 30 ft.
one target. Hit: 2 (1d4) bludgeoning damage.
STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

 Saving Throws Int +6, Wis +4


Medium humanoid (any race), any non-good Skills Arcana +6, Religion +6
alignment Damage Vulnerabilities damage_vulnerabilities
Damage Resistances Resistances
Damage Immunities Damage_Immunities
Armor Class 12 (leather armor) Condition Immunities condition_Immunities
Hit Points 9 (2d8) Senses passive Perception 11
Speed 30 ft. Languages Abyssal, Common, Elvish Infernal
Challenge 6 (2,300 XP)
STR DEX CON INT WIS CHA
Spellcasting. Corvine is a 9th-level spellcaster. Her
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). Corvine has the
Saving Throws saving_throws following wizard spells prepared:
Skills Deception +2, Religion +2
Cantrips (at will): chill touch, mage hand, minor
Damage Vulnerabilities damage_vulnerabilities
illusion
Damage Resistances Resistances
1st level (4 slots): mage armor, ray of sickness,
Damage Immunities Damage_Immunities
shield
Condition Immunities condition_Immunities
2nd level (3 slots): blindness/deafness, darkness,
Senses passive Perception 10
misty step
Languages any one language (usually Common)
3rd level (3 slots): bestow curse, counterspell,
Challenge 1/8 (25 XP)
vampiric touch
4th level (2 slots): greater invisibility, ice storm
Dark Devotion. The cultist has advantage on saving 5th level (1 slot): cone of cold
throws against being charmed or frightened.
Actions
Actions Dagger. Melee or Ranged Weapon Attack: +4 to hit,
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4
ft., one creature. Hit: 4 (1d6 + 1 slashing damage) + 2) piercing damage.

46

 Medium humanoid (elephantfolk), neutral good
Cult fanatics are experienced spellcasters who often lead
larger groups of cultists. Much like clerics, fanatics earn their Armor Class 11 (16 with barkskin)
spells through their dark devotion to their tyrannical patrons. Hit Points 49 (9d8 + 9)
Like lesser cultists, cult fanatics demonstrate aspects of Speed 30 ft.
insanity, but are better at hiding it from the general public.
STR DEX CON INT WIS CHA

16 (+3) 12 (+1) 13 (+1) 12 (+1) 18 (+4) 11 (+0)
Dr. Bert is an experienced adventurer, planar travelers, and
airship captain. Before the characters meet him on board his Skills Medicine +5, Nature +4, Perception +7
ship, The Quiet Muse, Dr. Bert spent a great deal of time Senses passive Perception 17
researching the origins of Vapul and The Crown of Frost. So Languages Common, Druidic, Sylvan
long as the characters don't make the mistake of attacking Dr. Challenge 5 (1,800 XP)
Bert, Dr. Bert gladly offers his knowledge and services to the
characters throughout the rest of the adventure. Change Shape (2/Day). As a bonus action, Dr. Bert
magically polymorphs into a beast with a challenge
rating of 3 or less, and can remain in this form for
up to 4 hours. Dr. Bert can choose whether his
 equipment falls to the ground, melds with his new
Medium humanoid (any race), any non-good form, or is worn by the new form. Dr. Bert reverts to
alignment his true form if he dies or falls unconscious. Dr. Bert
can revert to his true form if he dies or falls
unconscious. Dr. Bert can revert to his true form
Armor Class 13 (leather armor) using a bonus action on his turn.
Hit Points 33 (6d8 + 6) While in a new form, Dr. Bert retains his game
Speed 30 ft. statistics and ability to speak, but his AC, movement
modes, Strength and Dexterity are replaced by those
of the new form, and he gains any special senses,
STR DEX CON INT WIS CHA proficiencies traits, actions, and reactions (except
11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) class features, legendary actions, and lair actions)
that the new form has but that he lacks. He can cast
spells with verbal or somatic components in his new
Skills Deception +4, Persuasion, Religion +2 form.
Senses passive Perception 11 The new form's attacks count as magical for the
Languages any one language (usually Common) purpose of overcoming resistances and immunity to
Challenge 2 (450 XP) nonmagical attacks.
Dark Devotion. The fanatic has advantage on saving Spellcasting. Dr. Bert is a 9th-level spellcaster. His
throws against being charmed or frightened. spellcasting ability is Wisdom (spell save DC 15, +7
to hit with spell attacks). He has the following druid
Spellcasting. The fanatic is a 4th-level spellcaster. Its spells prepared:
spellcasting ability is Wisdom (spell save DC 11, +3
to hit with spell attacs). The fanatic has the Cantrips (at will): druidcraft, produce flame,
following cleric spells prepared: shillelagh
1st level (4 slots): barkskin, cure wounds, fog
Cantrips (at will): light, sacred flame, thaumaturgy cloud
1st level (4 slots): command, inflict wounds, shield 2nd level (3 slots): gust of wind, heat metal, lesser
of faith restoration, moonbeam
2nd level (3 slots): hold person, spiritual weapon 3rd level (3 slots): dispel magic, freedom of
movement
Actions 4th level (3 slots): polymorph, stoneskin
Multiattack. The cultist makes two melee attacks. 5th level (1 slot): greater restoration
Dagger. Melee or Ranged Weapon Attack: +4 to hit, Actions
reach 5 ft. or range 20/60 ft., one creature. Hit: 4
Scimitar. Melee Weapon Attack: +6 to hit, reach 5
(1d4 + 2) piercing damage.
ft., one target. Hit: 6 (1d6 + 3) slashing damage.

47

Small humanoid (goblinoid), neutral evil

Armor Class 15 (chain shirt)


Hit Points 21 (6d6)
Speed 30 ft.

STR DEX CON INT WIS CHA



10 (+0) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 10 (+0)
Typically, goblins are short-statured, black-hearted creatures
known for their sadistic and selfish nature. However, the
Skills Stealth +6 world of Omeria offers a diverse group of goblins. Most
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
goblins in Omeria hail from the goblin-controlled land of Gar
Challenge 1 (200 XP) Wabrizz where goblins, bugbears, and hobgoblins live
(mostly) in harmony.
Nimble Escape. The goblin can take the Disengage or
Hide action as a bonus action on each of its turns. 
Goblin chiefs are the strongest, fastest, and most charismatic
Actions of their tribes.
Multiattack. The goblin makes two attacks.

Scimitar. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) slashing damage. Goblin worg riders are goblins with special training that
allows them to ride on the backs of the semi-intelligent wolf
Shortbow. Ranged Weapon Attack: +4 to hit, range creatures called worgs.
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.


Small humanoid (goblinoid), neutral evil

 Armor Class 16 (studded leather, shield)


Small humanoid (goblinoid), neutral evil Hit Points 10 (3d6)
Speed 30 ft.
Armor Class 15 (leather armor, shield)
Hit Points 7 (2d6) STR DEX CON INT WIS CHA
Speed 30 ft.
8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

STR DEX CON INT WIS CHA Skills Stealth +6


8 (-1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1) Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin
Challenge 1/4 (50 XP)
Skills Stealth +6
Senses darkvision 60 ft., passive Perception 9
Languages Common, Goblin Mounted Combatant. While mounted, the goblin has
Challenge 1/4 (50 XP) advantage on melee attack rolls against any
unmounted creature that is smaller than its mount.
Nimble Escape. The goblin can take the Disengage or Nimble Escape. The goblin can take the Disengage or
Hide action as a bonus action on each of its turns. Hide action as a bonus action on each of its turns.
Actions Actions
Scimitar. Melee Weapon Attack: +4 to hit, reach 5 Scimitar. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) slashing damage. ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage. damage.

48

Ghouls look like pale, rubbery humanoids that lack hair.
Their mouths are filled with two rows of sharp, vicious teeth,
and long, horrible tongues coated in stinking saliva. Most
ghouls are found in dark underground lairs, tombs, and other
areas devoid of life. Ghouls crave rotting and dead flesh, and
get it wherever they can—whether it's from exhumed, freshly-
laid corpse or a body dead by their own hand.
Ghasts are the strongest of all ghouls who possess more
cunning than their bestial counterparts. These creatures take
 on leadership roles not only with lesser ghouls, but also with
other sentient undead.
Medium undead, chaotic evil All ghouls trace their origin back to Vapul, the demonic god
of ice and death. Vapul created ghouls to rid the world of the
Armor Class 13 disease that is humanoid-kind. All ghouls and ghasts are
Hit Points 36 (8d8) obedient to Vapul's will, recognizing that once their god
Speed 30 ft. returns, they will be destroyed, something they look forward
to.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

Damage Resistances necrotic Medium undead, chaotic evil
Damage Immunities poison
Condition Immunities charmed, exhaustion,
Armor Class 12
poisoned
Hit Points 22 (5d8)
Senses darkvision 60 ft., passive Perception 10
Speed 30 ft.
Languages Common
Challenge 2 (450 XP)
STR DEX CON INT WIS CHA
Stench. Any creature that starts its turn within 5 feet
of the ghast must succeed on a DC 10 Constitution 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)
saving throw or be poisoned until the start of its
next turn. On a successful saving throw, the Damage Immunities poison
creature is immune to the ghast's Stench for 24 Condition Immunities charmed, exhaustion,
hours. poisoned
Senses darkvision 60 ft., passive Perception 10
Turning Defiance. The ghast and any ghouls within Languages Common
30 feet of it have advantage on saving throws Challenge 1 (200 XP)
against effects that turn undead.
Actions Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one creature. Hit: 12 (2d8 + 3) piercing damage. one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 10 (2d6 + 3) slashing damage. If the one target. Hit: 7 (2d4 + 2) slashing damage. If the
target is a creature other than an undead, it must target is a creature other than an undead, it must
succeed on a DC 10 Constitution saving throw or succeed on a DC 10 Constitution saving throw or
be paralyzed for 1 minute. The target can repeat the be paralyzed for 1 minute. The target can repeat the
saving throw at the end of each of its turns ending saving throw at the end of each of its turns ending
the effect on itself with a success. the effect on itself with a success.

49

Small beast, unaligned

Armor Class 13 (natural armor)


Hit Points 4 (1d6 + 1)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


5 (-3) 14 (+2) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

Senses blindsight 30 ft., passive Perception 8


Languages —
Challenge 1/4 (50 XP)

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., 
one creature. Hit: 4 (1d4 + 2) piercing damage, and
the target must succeed on a DC 11 Constitution In a magical world, many mundane creatures become imbued
saving throw or take 10 (3d6) poison damage. If the with energies that distort and grow these beasts to unusual
poison damage reduces the target to 0 hit points, sizes. Some of the most common types of giant beasts are
the target is stable but poisoned for 1 hour, even included below.
after regaining hit points, and is paralyzed while
poisoned in this way.


Medium beast, unaligned
 Armor Class 14
Large beast, unaligned Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.
Armor Class 12
Hit Points 45 (6d10 + 12)
Speed 50 ft. STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
STR DEX CON INT WIS CHA
Saving Throws saving_throws
16 (+3) 14 (+2) 14 (+2) 2 (-4) 12 (-1) 7 (-2) Skills Perception +2
Damage Vulnerabilities damage_vulnerabilities
Skills Perception +3 Damage Resistances Resistances
Senses passive Perception 13 Damage Immunities Damage_Immunities
Languages — Condition Immunities condition_Immunities
Challenge 1 (200 XP) Senses blindsight 10 ft., passive Perception 12
Languages —
Rampage. When the hyena reduces a creature to 0 Challenge 1/4 (50 XP)
hit points with a melee attack on its turn, the hyena
can take a bonus action to move up to half its speed Actions
and make a bite attack.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft.,
one target. Hit: 6 (1d4 + 4) piercing damage, and
Actions the target must make a DC 11 Constitution saving
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., throw, taking 10 (3d6) poison damage on a failed
one target. Hit: 10 (2d6 + 3) piercing damage. save, or half as much damage on a successful one.

50

Large beast, unaligned

Armor Class 14 (natural armor)


Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA


14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)

Skills Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive
 Perception 10
Languages —
Large beast, unaligned Challenge 1 (200 XP)

Armor Class 15 (natural armor) Spider Climb. The spider can climb difficult surfaces,
Hit Points 52 (7d10 + 14) including upside down on ceilings, without needing
Speed 40 ft. to make an ability check.
Web Sense. While in contact with a web, the spider
STR DEX CON INT WIS CHA knows the exact location of any other creature in
contact with the same web.
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)
Web Walker. The spider ignores movement
restrictions caused by webbing.
Senses blindsight 60 ft., passive Perception 9
Languages — Actions
Challenge 3 (700 XP)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 7 (1d8 + 3) piercing damage, and
Actions the target must make a DC 11 Constitution saving
throw, taking 9 (2d8) poison damage on a failed
Multiattack. The scorpion makes three attacks: two
save, or half as much damage on a successful one. If
with its claws and one with its sting.
the poison damage reduces the target to 0 hit
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., points, the target is stable but poisoned for 1 hour,
one target. Hit: 6 (1d8 + 2) bludgeoning damage, even after regaining hit points, and is paralyzed
and the target is grappled (escape DC 12). The while poisoned in this way.
scorpion has two claws, each of which can grapple
Web (Recharge 5-6). Ranged Weapon Attack: +5 to
only one target.
hit, range 30/60 ft., one creature. Hit: The target is
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., restrained by webbing. As an action, the restrained
one creature. Hit: 7 (1d10 + 2) piercing damage, target can make a DC 12 Strength check, bursting
and the target must make a DC 12 Constitution the webbing on a success. The webbing can also be
saving throw, taking 22 (4d10) poison damage on a attacked and destroyed (AC 10; hp 5; vulnerability
failed save, or half as much damage on a successful to fire damage,; immunity to bludgeoning poison,
one. and psychic damage).

51

Gnoll are vile hyena-humanoids that form roving bands to

Medium humanoid (gnoll), chaotic evil
attack and devour creatures weaker than they. Born with a
neverending hunger, gnolls kill only to eat (and sometimes
eat to kill). They usually find no value in treasure and wealth, Armor Class 11 (16 with barkskin)
however, it's not uncommon for their sites to be filled with Hit Points 31 (7d8)
dropped goods. Speed 30 ft.
Believed to be created from the elemental energy of the
world itself, gnolls have a strong connection to the four STR DEX CON INT WIS CHA
elements of being. Those who can shape and wield this
connection become shaman, druids who frequently lead gnoll 14 (+2) 12 (+1) 11 (+0) 8 (-1) 16 (+3) 9 (-1)
bands.
Senses darkvision 60 ft., passive Perception 10
Languages Druidic, Gnoll
Challenge
 Rampage. When the gnoll reduces a creature to 0 hit
Medium humanoid (gnoll), chaotic evil points with a melee attack on its turn, the gnoll can
take a bonus action to move up to half its speed and
Armor Class 15 (hide armor, shield) make a bite attack.
Hit Points 22 (5d8)
Speed 30 ft. Spellcasting. The gnoll is a 7th-level spellcaster.
Wisdom is its spellcasting ability (spell save DC 13,
+5 to hit with spell attacks). It has the following
STR DEX CON INT WIS CHA druid spells prepared:
14 (+2) 12 (+1) 11 (+0) 6 (-2) 10 (+0) 7 (-2) Cantrips (at will): produce flame, shillelagh, thorn
whip
1st level (4 slots): entangle, faerie fire, fog cloud
Senses darkvision 60 ft., passive Perception 10 2nd level (3 slots): barkskin, flaming sphere, heat
Languages Gnoll metal, spike growth
Challenge 1/2 (100 XP) 3rd level (3 slots): call lightning, windwall
4th level (1 slot): blight
Rampage. When the gnoll reduces a creature to 0 hit
points with a melee attack on its turn, the gnoll can Actions
take a bonus action to move up to half its speed and
make a bite attack. Bite. Melee Weapn Attack: +4 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage.
Actions Quarterstaff. Melee Weapon Attack: +4 to hit (+5 to
Bite. Melee Weapn Attack: +4 to hit, reach 5 ft., one hit with shillelagh), reach 5 ft., one target. Hit: 5
creature. Hit: 4 (1d4 + 2) piercing damage. (1d6 + 2) bludgeoning damage, 6 (1d8 + 2)
bludgeoning damage if wielded with two hands, or 7
Spear. Melee or Ranged Weapon Attack: +4 to hit, (1d8 + 3) bludgeoning damage with shillelagh.
reach 5 ft., or range 20/60 ft., one target. Hit: 5
Change Shape (Recharges after a Short or Long Rest).
(1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing
The gnoll magically polymorphs into a giant hyena,
damage if used with two hands to make a melee
remaining in that form for up to 1 hour. It can revert
attack.
to its true form as a bonus action. Its statistics,
Longbow. Ranged Weapon Attack: +3 to hit, range other than its size, are the same in each form. Any
150/600 ft., one target. Hit: 5 (1d8 + 1) piercing equipment is is wearing or carrying isn't
damage. transformed. It reverts to its true form if it dies.

52

Medium monstrosity, chaotic evil

Armor Class 11

Hit Points 38 (7d8 + 7) Hapries are monstrous, humanoid-vulture creatures that lurk
Speed 20 ft., fly 40 ft. at the fringes of civilizations in dangerous canyons,
primordial forests, and other places that keep them safe from
spellcasters and adventurers who'd try to clear their nests.
STR DEX CON INT WIS CHA Harpies attract prey with its luring song, a magical effect that
12 (+1) 13 (+1) 12 (+1) 7 (-2) 10 (+0) 13 (+1) charms those who hear it.
Senses passive Perception 10 
Languages Common Hyenas a carnivorous cat-like creatures that roam in warm,
Challenge 1 (200 XP)
dry grasslands and forests around omeria. Because of the
similarities they have with gnolls, many hyens are frequently
Actions found in the company of gnolls.
Multiattack. The harpy makes two attacks: one with
its claws and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 6 (2d4 + 1) slashing damage.

Medium beast, unaligned
Club. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) bludgeoning damage. Armor Class 11
Luring Song. The harpy sings a magical melody. Every Hit Points 5 (1d8 + 1)
humanoid and giant within 300 ft. of the harpy that Speed 50 ft.
can hear the song must succeed on a DC 11
Wisdom saving throw or be charmed until the song
ends. The harpy must take a bonus action on its STR DEX CON INT WIS CHA
subsequent turns to continue singing. It can stop 11 (+0) 13 (+1) 12 (+1) 2 (-4) 12 (+1) 5 (-3)
singing at any time. The song ends if the harpy is
incapacitated.
While charmed by the harpy, a target is Skills Perception +3
incapacitated and ignores the songs of other Senses passive Perception 13
harpies. If the charmed target is more than 5 ft. Languages —
away from the harpy, the must move on its turn Challenge 0 (10 XP)
toward the harpy by the most direct route. It doesn't
avoid opportunity attacks, but before moving into Pack Tactics. The hyena has advantage on an attack
damaging terrain, such as lava or a pit, and whenever roll against a creature if at least one of the hyena's
it takes damage from a source other than the harpy, allies is within 5 feet of the creature and the ally
a target can repeat the saving throw. A creature can isn't incapacitated.
also repeat the saving throw at the end of each of its
turns. If a creature's saving throw is successful, the Actions
effect ends on it. A target that successfully saves is
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft.,
immune to this harpy's song for the next 24 hours.
one target. Hit: 3 (1d6) piercing damage.

53

A hydra resembles a huge reptile—not unlike a dinosaur—
with multiple crocodile-like heads attached to long necks.
 When a head is removed, two new heads sprout in its place
the next turn. Only parties armed with fire have a chance of
Huge monstrosity, unaligned defeating these behemoths in combat.
Armor Class 15 (natural armor) 
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft. A kobold is a small humanoid that looks like a cross between
a lizard, a dog, and a human child. Relatively weak
compared to the other species, kobolds survive thanks
STR DEX CON INT WIS CHA to their obeisance to larger creatures as well as
20 (+5) 12 (+1) 20 (+5) 2 (-4) 10 (+0) 7 (-2)
their proclivity for trap creation.

Skills Perception +6
Senses darkvision 60 ft., passive Perception 15
Languages —

Challenge 8 (3,900 XP) Small humanoid (kobold), lawful evil

Hold Breath. The hydra can hold its breath for 1 Armor Class 12
hour. Hit Points 5 (2d6 - 2)
Speed 30 ft.
Multiple Heads. The hydra has five heads. While it
has more than one head, the hydra has advantage on
saving throws against being blinded, charmed, STR DEX CON INT WIS CHA
deafened, frightened, stunned, and knocked
unconscious. 7 (-2) 15 (+2) 9 (-1) 8 (-1) 7 (-2) 8 (-1)
Whenever the hydra takes 25 or more damage in
a single turn, one of its heads dies. If all its heads Senses darkvision 60 ft., passive Perception 8
die, the hydra dies. Languages Common, Draconic
At the end of its turn, it grows two heads for each Challenge 1/8 (25 XP)
of its heads that died since its last turn, unless it has
taken fire damage since its last turn. The hydra Sunlight Sensitivity. While in sunlight, the kobold has
regains 10 hit points for each head regrown in this disadvantage on attack rolls, as well as on Wisdom
way. (Perception) checks that rely on sight.
Reactive Heads. For each head the hydra has beyond
Pack Tactics. The kobold has advantage on an attack
one, it gets an extra reaction that can be used only
roll against a creature if at least one of the kobold's
for opportunity attacks.
allies is within 5 ft. of the creature and the ally isn't
Wakeful. While the hydra sleeps, at least one of its incapacitated.
heads is awake.
Actions
Actions Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Multiattack. The hydra makes as many bite attacks as one target. Hit: 1d4 + 2 piercing damage.
it has heads.
Sling. Ranged Weapon Attack: +4 to hit, range
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning
one target. Hit: 10 (1d10 + 5) piercing damage. damage.

54

Fire elementals are beings of living flame from the
elemental plane of fire. On the elemental plane of fire, The
Burn, these creatures drift without consciousness
 throughout the domain; only through the power of magic do
they gain sentience.
Koulak is an apprentice and magical assassin working under Elemental Nature. The fire elemental does not require
Corvine Madros. Once Corvine learns that the heroes are air, food, drink, or sleep.
onto her scheme (or that the crown is somewhere in the
city), she sends Koulak after them.

 Medium elemental, neutral
Medium humanoid (human), neutral evil
Armor Class 13
Hit Points 42 (8d8 + 8)
Armor Class 12 (15 with mage armor) Speed 40 ft.
Hit Points 27 (6d8)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 12 (+1) 6 (-2) 10 (+0) 7 (-2)
9 (-1) 14 (+2) 11 (+0) 15 (+2) 11 (+0) 12 (+1)
Damage Resistances bludgeoning, piercing, and
lashing from nonmagical attacks
Saving Throws Dex +4, Int +4 Damage Immunities fire, poison
Skills Deception +3, Stealth +4 Condition Immunities exhaustion, grappled,
Damage Vulnerabilities damage_vulnerabilities paralyzed, petrified, poisoned, prone, restrained,
Damage Resistances Resistances unconscious
Damage Immunities Damage_Immunities Senses darkvision 60 ft., passive Perception 10
Condition Immunities condition_Immunities Languages Ignan
Senses passive Perception 10 Challenge 2 (450 XP)
Languages Common
Challenge 2 (450 XP) Fire Form. The elemental can move through a space
as narrow as 1 inch wide without squeezing. A
Arcane Sneak Attack. Once per turn, Koulak deals an creature that touches the elemental or hits it with a
extra 7 (2d6) damage when he hits a target with a melee attack while within 5 ft. of it takes 3 (1d6)
weapon or spell attack and has advantage on the fire damage. In addition, the elemental can enter a
attack roll, or when the target is within 5 feet of an hostile creature's space and stop there. The first
ally of Koulak that isn't incapaciated and Koulak time it enters a creature's space on a turn, that
doesn't have disadvantage on the attack roll. creature takes 3 (1d6) fire damage and catches
fire; until someone takes an action to douse the
Spellcasting. Koulak is a 3rd-level spellcaster.
fire, the creature takes 3 (1d6) fire damage at the
Intelligence is his spellcasting ability (spell save DC
start of each of its turns.
12, +4 to hit with spell attacks). He has the
following wizard spells prepared: Illumination. The elemental sheds bright light in a
Cantrips (at will): fire bolt, mage hand, minor 20-foot radius and dim light in an additional 20 ft.
illusion Water Susceptibility. For every 5 ft. the elemental
1st level (4 slots): expeditious retreat, mage armor, moves in water, or for every gallon of water
magic missile, shield splashed on it, it takes 1 cold damage.
2nd level (2 slots): darkness
Actions
Actions
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Short Sword. Melee Weapon Attack: +4 to hit, reach one target. Hit: 6 (1d6 + 3) fire damage. If the
5 ft., one target. Hit: 4 (1d6 + 2) piercing damage. target is a creature or a flammable object, it ignites.
Until a creature takes an action to douse the fire,
Fire Bolt. Ranged Spell Attack: +4 to hit, range 120
the target takes 3 (1d6) fire damage at the start of
ft., one target. Hit: 4 (1d8) fire damage.
each of its turns.

55

Otyughs are strange-looking creatures whose bodies
resemble drooping balls of mud with a large, abnormal maw
attached to one end. From its bodies emerge three stumpy
legs and three tentacles. One of the tentacles hosts its three,
bulging eyes, while the other two end in spiky appendages
which it uses to defend itself. Otyughs enjoy waste,
especially the kind found in sewers, tombs, and other rank
areas.


Large aberration, neutral

Armor Class 14 (natural armor)


Hit Points 114 (12d10 + 48)
Speed 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 11 (+0) 19 (+4) 6 (-2) 13 (+1) 6 (-2)

 Saving Throws Con +7


Senses darvision 120 ft., passive Perception 11
Ogres are large, brutish creatures related to giants who Languages Otyugh
often work as muscle for humanoids, especially orcs, gnolls, Challenge 5 (1,800 XP)
and goblinoids. Ogres who work free of the other species
sometimes band together in roving gangs. Multiattack. The otyugh makes three attacks: one
with its bite and two with its tentacles.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
 one target. Hit: (2d8 + 3) piercing damage. If the
target is a creature, it must succeed on a DC 15
Large giant, chaotic evil Constitution saving throw against disease or
become poisoned until the disease is cured. Every
Armor Class 11 (hide armor) 24 hours that elapse, the target must repeat the
Hit Points 59 (7d10 + 21) saving throw, reducing its hit point maximum by 5
Speed 40 ft. (1d10) on a failure. The disease is cured on a
success. The target dies if the disease reduces its
hit point maximum to 0. This reduction to the
STR DEX CON INT WIS CHA target's hit point maximum lasts until the disease is
cured
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
Tentacle. Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: (1d8 + 3) bludgeoning damage
Senses darkvision 60 ft., passive Perception 8 plus (1d8)piercing damage. If the target is Medium
Languages Common, Giant or smaller, it is grappled (escape DC 13) and
Challenge 2 (450 XP) restrained until the grapple ends. The otyugh has
two tentacles, each of which can grapple one target
Actions Tentacle Slam. The otyugh slams creatures grappled
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 by it into each other or a solid surface. Each
ft., one target. Hit: 13 (2d8 + 4) bludgeoning creature must succeed on a DC 14 Constitution
damage. saving throw or take 10 (2d6 + 3) bludgeoning
damage and be stunned until the end of the
Javelin. Melee or Ranged Weapon Attack: +6 to hit, otyugh's next turn. On a successful save, the target
reach 5 ft., or range 30/120 ft., one target. Hit: 11 takes half the bludgeoning damage and isn't
(2d6 + 4) piercing damage. stunned.

56

Tam Neveroak is Knotside's Principal, which effectively
places him at the head of Knotsides government.
Unbeknownst to everyone in Knotside, Tam—with direction
from Corvine Madros—discovered the Crown of Frost in The
Frost Throne. The negative effects of The Frost Throne have
started to affect Tam's way of thinking, making him more
and more obsessed with winter and the Winds of Vapul.



Humanoid (human), lawful good (chaotic evil while
 possessed)
A skeleton is usually an animated humanoid skeleton raised
through necromancy. Nearly mindless, they follow basic Armor Class 20 (plate, shield)
instructions, acting as rank-and-file defenses for evil Hit Points 165 (22d8 + 66)
spellcasters. Sometimes, random magic animates skeletons. Speed 30 ft.
When this happen, they continue a pale imitation of
whatever tasks they performed in life. For example, a
gardener skeleton might continue to toil in soil, while a STR DEX CON INT WIS CHA
warrior may continue to patrol its area and attack intruders. 18 (+4) 11 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
Undead Nature. The skeleton does not require air, food,
drink, or sleep. Saving Throws Str +7, Con +6
Skills Persuasion +5
Damage cold
Senses passive Perception 11
 Languages Common, Elven
Medium undead, lawful evil Challenge 8 (3,900 XP)

Special Equipment: Crown of Frost. While Tam wears


Armor Class 13 the Crown of Frost he has immunity to cold
Hit Points 13 (2d8 + 4) damage and his melee weapon attacks deal an extra
Speed 30 ft 9 (2d8) cold damage on a hit (included).
Brave. Tam has advantage on saving throws against
STR DEX CON INT WIS CHA being frightened.
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Actions
Damage Vulnerabilities bludgeoning Multiattack. Tam makes three melee attacks.
Damage Immunities poison
Longsword. Melee Weapon Attack: +7 to hit, reach
Condition Immunities exhaustion, poisoned
5 ft., one target. Hit: 8 (1d8 + 4) slashing damage,
Senses darkvision 60 ft., passive Perception 9
or 9 (1d10 + 2) slashing damage when wielded
Languages understands alllanguages it knew in life
with two hands, plus 9 (2d8) cold damage.
but can't speak
Challenge 1/4 (50 XP) Shield Bash. Melee Weapon Attack: +7 to hit, reach
5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning
damage. If the target is a Medium or smaller
Actions creature, it must succeed on a DC 15 Strength
Shortsword. Melee Weapon Attack: +4 to hit, reach saving throw or be knocked prone.
5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Reactions
Shortbow. Ranged Weapon Attack: +4 to hit, range
Parry. Tam adds 3 to his AC against one melee
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
attack that would hit him. To do so, Tam must see
damage.
the attacker and be wielding a melee weapon.

57

Large monstrosity, neutral evil

Armor Class 13 (natural armor)
A wolf is a large canine native to forests, hills, and Hit Points 26 (4d10 + 4)
mountains throughout most of Omeria. Pack animals, Speed 50 ft.
wolves rely on cooperative game-hunting tactics to survive.
Therefore, they are often encountered in numbers.
STR DEX CON INT WIS CHA
 16 (+3) 13 (+1) 13 (+1) 7 (-2) 11 (+0) 8 (-1)
Worgs are evil wolf-like predators that thrive on hunting and
killing weaker creatures. Ironically, they're usually found in Skills Perception +4
the service of goblins who riase them from birth. Goblins Senses passive Perception 14
ride them as mounts. However, a worg is not above turning Languages Goblin, Worg
on its if it feels mistreated or malnourished. Challenge 1/2 (100 XP)

 Keen Hearing and Smell. The wolf has advantage on


Wisdom (Perception) checks that rely on hearing
Like skeletons, zombies are animated corpses raised by or smell.
dark magic. Although they're slower and even more
mindless than their bony cousins, zombies are famously Actions
tough to kill. And old Omeria adage says, "One zombie is no Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
problem. Two is a headache. Three? Run!" one target. Hit: 7 (2d6 + 3) piercing damage. If the
Undead Nature. The zombie does not require air, food, target is a creature, it must succeed on a DC 13
drink, or sleep. Strength saving throw or be knocked prone.


Medium beast, unaligned 
Medium undead, neutral evil
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2_)
Armor Class 8
Speed 40 ft.
Hit Points 22 (3d8 + 9)
Speed 20 ft.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2) STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Saving Throws Wis +0
Languages —
Damage Immunities poison
Challenge 1/4 (50 XP)
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 8
Keen Hearing and Smell. The wolf has advantage on Languages understands the languages it knew in life
Wisdom (Perception) checks that rely on hearing but can't speak
or smell. Challenge 1/4 (50 XP)
Pack Tactics. The wolf has advantag eon attack rolls
against a creature if at least one of the wolf's allies Undead Fortitude. If damage reduces the zombie to
is within 5 feet of the creature and the ally isn't 0 hit points, it must make a Constitution saving
incapacitated. throw with a DC of 5+the damage taken, unless the
damage is radiant or from a critical hit. On a
Actions success, the zombie drops to 1 hit point instead.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 7 (2d4 + 2) piercing damage. If the
Actions
target is a creature, it must succeed on a DC 11 Slam. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Strength saving throw or be knocked prone. one target. Hit: 4 (1d6 + 1) bludgeoning damage.

58
59
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3. Offer and Acceptance: By Using the Open Game Content You 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike
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