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Storm on Brightwood Trace

a 1 st -level adventure for the fifth edition of the world’s oldest role-playing game

by Timothy Gibbons
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Background
Until about three months ago, the Guz’brin family seemed like typical grimlocks. They endured on-and-
off slavery, persecution by the drow, and constant hunger. The last year was an especially poor growing
season for the subterranean mushroom farm where the Guz’brins lived as slaves, and the situation
became unbearable. For fear of starvation, the Guz’brins fled their masters. After wandering hopelessly
for over a week, the fortunate family found an old partially-collapsed lava tube that led upwards.
Hoping to hide from their captors, they dug out a portion of it and found that it continued steeply
upwards towards the surface. At the top of the tube, they found a curious cave system inhabited by
spiders, rats, and an occasional darkmantle, and decided to make it their home. It seemed safe enough,
contained two sources of fresh water, and provided fertile ground for mushroom farming. To avoid
being followed, they filled in the lava tube behind them as best they could, and began their new life.

Then came the bugbear. One day the Guz’brins heard a commotion in the northern tunnel and
investigated, only to find a soaking wet bugbear in their home. They attacked the surprised creature,
knocked him unconscious, and shackled him with manacles that had once been used to enslave them in
the world below. They rifled through the bugbear’s belongings, stealing everything of value, and
chained him securely to a stalagmite.

When the bugbear woke up, the Guz’brins tried to talk to him, but found they had no languages in
common. After much effort, the youngest of the grimlocks (Rilzin Guz’brin) managed to communicate
some basic concepts. Rilzin learned that the bugbear had a name: “Kraznakh.” Kraznakh learned that
he was to be a slave to these creatures. In a rage, he tore loose of the stalagmite and landed a solid
blow on Rilzin, but they subdued him and chained him up again. Since then, they’ve been stabbing him
with a sharp piece of bone dipped in spider venom every few days to keep him weak and docile.

Upon tasting the surface-dweller food that they stole from Kraznakh’s belongings, the Guz’brins decided
to experience the surface for themselves. They forced Kraznakh to show them how he got in (through
the underwater tunnel to the north), and set out to explore. On their first excursion out of the cave,
however, their strange appearance frightened a passing merchant, who attacked them inexpertly with
his shortsword. They killed the fellow and took his belongings, and since then have assumed that
surface-dwellers are innately belligerent.

That was three months ago. The murder of the merchant was blamed on the local goblinfolk (formerly
led by Kraznakh). Over the next couple of months, however, the Guz’brins continued to waylay groups
of merchants on the Brightwood Trace. Several of these merchants survived to tell their tale of being
attacked by strange pale-skinned men with glassy eyes, wispy white hair, and tattered foreign-looking
clothing. The Guz’brins sometimes brought Kraznakh along with them to help carry stolen goods back to
their cave.

Eventually the nearby village of Einsley decided to put a bounty on the “bandits” who were waylaying
merchants north of town. Notices were sent to nearby cities, and the PCs learned of the quest in
Cantovar, a large coastal city 3 days south of Einsley.
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Setting: The Brightwood Trace


The Brightwood Trace is a small, picturesque road that winds between the ocean and the coastal
mountain range. It is wide enough for a single horse-drawn cart, but has not been well maintained and
would be a very bumpy ride; consequently, most merchants on the Trace dispense with the cart and
simply load up a mule or horse with their wares. In many spots along the road, the mountains butt up
against the sea, forming dramatic cliffs and precipices. Stone bridges are found frequently, and the
trees closest to the ocean are twisted and gnarled from the constant wind and salt spray. Occasionally
the road turns a few miles inland, and it is at one of these points that our adventure begins, with
forested mountains on either side of the path. The forest, composed mostly of majestic old oak, pine,
beech, and elm trees, towers over the road. Mossy boulders predominate in the understory. Though
small villages occasionally flank the road, most of the journey is through trackless wilderness.

Preparing for adventure!


This module is designed to be a moderate challenge for a party of four 1st-level characters. It could
easily be adapted for other levels or group sizes; feel free to add or remove monsters from any
encounter if it seems too hard or too easy for your group. The adventure should take 4-6 hours from
start to finish. Before you begin, make sure you have access to the additional monsters and items
mentioned in this guide. If you don’t own the official publications, you can find everything you need for
this module in the SRD or Basic Rules, both available as free downloads. Once your players are ready,
allow them to introduce themselves and roleplay briefly before continuing with “Part I: The Storm”
below. Of course, this guide cannot predict every possible path the players might choose to take, so be
prepared to get creative! Many of the best moments in a tabletop RPG come from players behaving in
unexpected ways. Most importantly, have fun!
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Part I: The Storm


To begin, read or paraphrase the following:

It has been a long day of travel. The ad posted at the Red Badger said that bandits have been
waylaying merchants north of Einsley, and that the reward for bringing them to justice is 50 gold
coins; it’s a perfect task for aspiring adventurers. You set out this morning hoping to reach
Einsley by nightfall, but the sun is already dipping beneath the treetops, and menacing storm-
clouds roll in from the sea. The forest is calm, but there’s a chill in the early spring air.

This is your third day travelling along the Brightwood Trace, a scenic road that winds north along
the coast from Cantovar and continues some 150 miles before reaching the old dwarven city of
Zûm-kheled in the mountains. The Trace is wide enough for a single cart, but has seen better
days. Many of the paving-stones are broken and stick out at odd angles, as grass and weeds
strive to eke out a living in the cracks. So far, the trail has mostly followed the coastline,
constantly buffeted by the wind and salt spray from the ocean. Thankfully, it has now turned
inland, and you find yourselves in a fairly broad valley in the foothills of the coastal range. The
forest towers above you on both sides, casting long shadows in the golden evening light.

Allow the PCs to interact, discuss plans for the night, etc. They know that Einsley isn’t too much further
ahead, but aren’t sure quite how far. A DC 13 Wisdom (Survival) check will suggest Einsley is still 4 miles
away. Whether they decide to keep going or to set up camp for the night, continue:

Raindrops begin to fall; slowly at first, but gradually building to a torrent. Lightning splits the sky
to the east. The wind begins to howl through the valley, shaking the trees violently.

Describe the storm’s growing intensity, and allow the PCs to act as they wish. If they set up a tent or
other portable shelter, the wind grows too strong and blows it away after 1d4x10 minutes, ripping out
stakes and knocking over unattended objects. Of course, if the PCs have a brilliant plan for how to ride
out the storm, allow it to work (see Contingency Plans, below). Otherwise, continue:

As the storm grows, your vision is obscured by the torrential downpour and the dense fog that
has rolled into the valley. Lightning strikes closer and closer, briefly illuminating the violently
shaking oaks and pines that tower above. Through the howling wind and rain, you hear a
splintering sound as a mighty tree nearby gives in to the sheer force of the storm, collapsing with
an incredible crash.

By now, the PCs have probably realized that this is not a safe situation and that they need to find shelter
fast. For every 10 minutes they spend out in the storm, roll a d8 on the following table to determine
what happens. If you roll the same event twice, feel free to re-roll. Meanwhile, the PCs may spend 10
minutes to roll a DC 20 Wisdom (Survival) group check to search the forest for shelter. Each time an
event occurs, reduce the required DC by 2 for the next attempt. For example, after one event the DC
will be 18; after two it will be 16, and so on.
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D8 Result Event
1 The storm intensifies even further, and visibility is extremely impaired. All characters have
disadvantage on the next round of checks to seek shelter.
2 Lightning strikes dangerously close to the party. Each character must roll a DC 12
Constitution save or take 1d4 thunder damage and become frightened for 10 minutes,
taking disadvantage on the next check to find shelter.
3 An especially powerful gust of wind causes a tree to crack and break in the nearby forest.
Choose one character. He/she must roll a DC 16 Dexterity save or take 1d6 bludgeoning
damage from a falling branch.
4 The characters see a silhouette of an enormous creature moving in the distant fog,
surrounded by tendrils of mist. In reality, this is just the rolling of the storm-clouds, and is
harmless.
5 After a loud peal of thunder, a frightened owlbear crashes out of the forest. Choose one
character. He/she must roll a DC 14 Dexterity save or is trampled by the scared beast,
taking 1d6 bludgeoning damage and being knocked prone.
6 Choose a character. He/she slips on the muddy ground and twists an ankle in an animal
burrow. He/she must roll a DC 15 Dexterity save or take 1d4 damage and must rest for 10
minutes before any strenuous activity.
7 One party member gets separated in the storm. Allow the PCs to roleplay this, and if they
have any reasonable method to regroup, allow them to do so. Assuming they regroup
successfully, roll again on the Event table. If they do not manage to regroup, treat them as
two separate parties, rolling events for each.
8 The rain slows, improving visibility. The PCs have advantage on the next round of checks to
seek shelter.

Once the group succeeds on the check, read or paraphrase the following:

You discover a cave opening on the steep, forested slope to the west of the road. The cave is
mostly dry, with a gravel-and-dirt floor. The ceiling of the cave is a large, flat piece of granite
that slopes up towards the mountainside, and the entrance is covered by curtains of lush green
moss. Rainwater flows freely into the cave entrance, but the slope of the floor causes it to pool
on the southern side of the cave, where it trickles down through the gravelly floor. Although you
can still hear the howling of the gale through the forest and the pounding of rain on the rock
ceiling, the cave entrance faces away from the wind, and you can finally relax.

As the evening wears on, the storm shows no sign of stopping. What will you do?

At this point, the PCs may take a short rest in the safety of the cave. As they talk, consider noting how
their voices echo off the hard granite walls and ceiling, or how the earthy smells of moss, pine, and rain
waft in from the forest outside. When you are ready, but before the PCs get too comfortable, continue
on to the next section.
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Contingency Plans
Don’t try to force your players into doing something they don’t want; instead, see below for a few
contingency plans in case they don’t behave as expected.

Horses
At level 1, it’s unlikely that the PCs have mounts. But if they do, they may choose to ride hard for Einsley
to beat the storm. Allow them to do so; the storm breaks quickly, though, and they find themselves
riding in the dark, pouring rain. Roll for an event on the chart for every 10 minutes of travel, and make
sure to include colorful details about how the mounts respond as well. For example, when lightning
strikes nearby, a horse could be spooked and buck its rider. A horse could turn its ankle and need to be
treated before continuing, etc. Be creative, and emphasize how violent and dangerous the storm is.
Even in the dark, they should reach Einsley in about 40 minutes, plus any time lost due to events rolled.

On Foot
If they decide to continue on foot, it will take about 80 minutes to reach Einsley. After all eight events
have played out, the PCs arrive in town, wet, bedraggled, and exhausted.

A Brilliant Plan
If your players come up with a brilliant plan to avoid the storm, use your judgment and allow it to work if
possible! They could, for example, track the owlbear to its den and try to camp out there. In this case,
use the stats of an owlbear, with only 16 hit points as a result of being hit by a falling tree.

Continuing the Adventure


If the players end up in a cave for shelter, continue with Mudslide!. If they make it to Einsley, the
adventure will require slight modification. Turn to Part III: Einsley at Last, and after the PCs have a
chance to rest, Mayor Thistleford will explain that somebody’s already caught the bandit. Assuming
they talk to Arnie “Red” Tanner, the accused man, his story and that of Watch Captain Ravenfeather
will lead them to investigate the road where the attacks took place, and they will find the opposite end
of the Brightwood Caverns. From here they can discover the true culprits.
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Mudslide!
The ground begins to rumble; faintly, at first, but growing in intensity. You hear distant thuds
and snapping of branches.

A DC 18 Intelligence (Nature) check or DC 18 Wisdom (Survival) check reveals this to be the sound of a
nearby mudslide. Any PC who looks out the cave entrance will see nothing at first, then boulders and
mud crashing against trees that bend and break like twigs up on the hillside, about 100 ft. away. The
mudslide is approaching far too quickly for the PCs to outrun. Any PC who leaves the cave at this point
will need to make a DC 18 Dexterity save or take 4d6 bludgeoning damage each round they’re outside.

As the rumble becomes a roar, you hear trees snapping outside and large rocks clattering
against your shelter. With a resounding slam, an enormous boulder lodges itself against the
cave’s entrance, completely blocking your exit. You hear dozens more thuds as rocks clatter
against each other in the forest above and majestic, ancient trees crash to the ground. As the
cacophony outside finally begins to die down, you hear a new, faint sound: gravel shifting and
clattering lightly somewhere below. A moment later, the floor grows unstable, the gravel and
loose dirt falling away like sand in an hourglass, taking you and all your belongings with it. You
plummet 60 feet down into an enormous, dark cavern, and splash into cold water.

Unless the PCs have a magical light source, this will leave them completely in the dark. The water is
calm, but it is pitch-black and the PCs are disoriented; have them each roll a DC 5 Strength (Swim) check
to remain afloat .
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Part II: Brightwood Caverns


For the following entries, refer to the map in Appendix A.

Physical Features: the cave floor is made of angular chunks of gravel that scrape and crunch as you
tread on them. The walls are rough and damp, and ceilings vary from 7 feet high in the smaller tunnels
to 60 feet high in the largest caverns. The temperature is a brisk 49° F all year round.

Light: there is no natural light in the cave system except for in and around caves 6 and 9, which are lit by
glowing crystals and a campfire, respectively.

Resting: PCs may safely take a short rest anywhere in the cavern, as long as there are no immediate
threats. If the PCs decide to take a long rest, there is a chance that they will be discovered by a
wandering grimlock. The grimlocks occasionally leave their home in area 9 and go to the following
locations:

• Area 2, to collect fresh water or fish


• Area 4, to feed the spiders and harvest spider venom
• Area 7, to tend to the mushroom farm and feed/envenom Kraznakh
• Area 11, to waylay travelers on the road

The grimlocks do not fear the darkmantles, because they can smell the creatures from a distance and
avoid walking beneath them. If a grimlock hears or smells the PCs on one of its errands, it will try to
sneakily return, inform the others, and plan an ambush. If discovered, it will fight.

1. Subterranean Lake
The PCs’ belongings are probably quite soaked, and most of them are on the bottom of the lake.
Creating light may be a challenge if the PCs rely on torches or lamps. If all else fails, the PCs could spot
the dim blue light coming from Area 6 and break off pieces of crystal for light, but in this case they will
have to face the darkmantles without a light source. The lake is only about 10 feet deep, so a PC with
darkvision or a magical light source will be able to dive and retrieve any lost items with minimal
difficulty. Assuming the PCs find some way to see, describe what they can see based on how far their
light extends. The cavern roof is 40-60 feet high, and is covered in stalactites and other natural rock
formations. The lake itself is calm, with sharp rocks jutting up here and there. There is an island on the
southern end of the lake, but it may not be visible from shore. On the island is a waterlogged leather
pouch containing 12 platinum coins and a Cantovar merchant’s guild signet ring. It is worth 50 gold, and
identifiable with a DC 14 Intelligence (History) check. There is an overhang 30 feet up the east wall. The
lake itself contains many small blind cave fish and white, partially-translucent crustaceans.

2. Lakeshore
The lakeshore is composed of rocky gravel that crunches underfoot. A tunnel leads to the north,
away from the lake, and a makeshift fishing pole and net rest against the cavern wall to the northwest.
There’s a distinct, fishy smell in the air; this is because the grimlocks frequently clean their fish by the
lake’s edge and toss the waste back in the water.
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3. Darkmantle Ambush
At this fork in the path, two darkmantles hide among the stalactites, blending in flawlessly.
They will wait until a PC passes under them and activate their darkness aura, attacking the blind
adventurers with advantage on the next round. They will each select a PC to attack relentlessly, only
switching to a new target once theirs is defeated.

4. Spider Cavern
This large cavern is lined with webs, and large rocks are strewn
here and there on the floor. A web-choked passage leads to the
southeast. Just inside the southwestern entrance to the cave lie
the desiccated bodies of several giant rats as well as various
strange wood-and-bone implements and a couple of rusty
buckets.

20 feet up the northwest wall, there is a tunnel that leads


Seal of the Cantovar
westward, but it requires a DC 16 Wisdom (Perception) check to
Merchants’ Guild
spot. Three giant wolf spiders hide beneath rocks near the eastern
wall, and will attempt to ambush anybody who comes close.

5. Spider Nest
Among the webs that choke this passage, the PCs will find several large egg sacs. Additionally, a
DC 12 Wisdom (Perception) check reveals the body of a long-deceased Dwarf cleric. He still wears a
finely-crafted chain shirt and clings to a silver holy symbol. His belt contains a vial of holy water and 12
gp.

6. Crystal Cavern
As you enter this cavern, you are met with a dazzling sight. Beautiful blue crystals grow from the
floor and walls here, casting a gentle blue light throughout the room and hallway. The crystals
are transparent, but very refractive, so it’s hard to make out the details of objects on the other
side. Moss grows abundantly on the cavern walls and floor, and water drips from the ceiling in a
slow but steady pulse.

The grimlocks are blind, and do not realize that the crystals are anything special; in reality, they are quite
valuable and can be sold for 100 gold apiece if hauled out of the cave and brought back to town. This
would be quite an undertaking, though, as the crystals are each several feet long and very heavy. If the
PCs need a light source, they can chip off a piece of crystal. A chunk of crystal removed in this way is
worth 5 gp, and provides dim illumination in a 10-ft. radius. A DC 18 Wisdom (Perception) or
Intelligence (Investigation) check will reveal an odd-looking shape seen through the crystal formation at
the far west of the cavern. Closer inspection will reveal it to be the curled-up skeleton of a halfling. A
damaged lute sits on the ground next to him, and in his satchel are 4 gold coins and a handwritten,
leather-bound book labeled “The Lays of Milo Greenbriar.” It contains mediocre poetry in a flowery
style.
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7. Mushroom Farm
This cave smells of manure and contains row upon row of plump, large mushrooms of multiple
varieties. Makeshift wood-and-bone farming tools lean against the entrance. A small tunnel
enters the cave from the east, about 15 feet above the ground. In a cubby to the north, there is
a large stalagmite with the top broken off, and a hole drilled about 6 inches down. Through the
hole is fed a chain that leads to a manacled bugbear, currently dozing on a patchy bearskin.
Next to him is a wooden bowl filled with foul-looking food scraps.

Unless the PCs are stealthy, the bugbear Kraznakh will wake up when they get close. He is currently at 7
hp and is poisoned by the spider venom that the Guz’brins regularly administer to him. He is too weak
to fight. He speaks Goblin fluently and knows enough Common to communicate, and will beg for the
PCs’ aid. Kraznakh will promise the PCs anything if they’ll help him escape, even his “gloryful silvery
magic sword,” although he hopes he won’t ever have to make good on the promise. In reality, the
sword in question is not magic, but it is made of fine mithral and extremely valuable. Some of his
subordinates killed a traveling princeling for it, and Kraznakh stole it for himself when he saw it.

Kraznakh knows the cave system intimately, and can tell the
PCs anything they need to know about its layout. He doesn’t
know what the Guz’brins are, exactly, but guesses they’re
some kind of pygmy troll. If the PCs heal him, he is even
willing to help them defeat the Guz’brins. He will be true to
any promises he makes until he leaves the cave system, at
which point he’ll try to escape as quickly as possible, heading
back to his hideout in the eastern sea-cliffs.

8. Overlook
This ledge hangs out over the subterranean lake, 30 feet below. Several stalagmites grow on the
eastern wall, with small gray pebbles interspersed among them.

The gray pebbles are actually a clutch of eggs being guarded by a darkmantle. The darkmantle is
disguised as a stalagmite and would prefer not to be noticed, but will activate its aura of darkness and
attack if anyone disturbs the eggs.

9. The Guz’brin Homestead


A fire crackles on the eastern side of the cave, its smoke rising to an unseen vent somewhere in
the roof of the cave. A large pot of heavily mushroom-scented soup bubbles away above the fire.
Barrels, burlap sacks, firewood, animal furs, and butchered giant rats are piled around the cave.

Assuming the PCs haven’t already met the grimlocks, continue:

Four strange gray humanoids sit around the fire, having a conversation in a guttural language.
Each one sits next to a large club with pieces of sharpened bone lashed to its sides. The
creatures have cloudy, blind eyes, thin, wispy hair, and wear tattered clothing made of patches
of various fabrics sewn together.
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Four grimlocks are here, and will attack any intruders they perceive. In Undercommon, they are
currently lamenting the fact that they’re all out of surface-dweller meat. Tripwire traps are placed at
both entrances to the room; these can be detected as an action with a DC 14 Wisdom (Perception)
check. Any PC who enters while unaware of the trap must roll a DC 14 Dexterity save or trigger it,
causing bones to rattle and alerting the grimlocks to their presence. Since the grimlocks rely on scent
and hearing to pinpoint objects and creatures, very strong smells or loud noises will render them less
sensitive to milder smells and quieter sounds. The grimlocks are willing to negotiate if any of the PCs are
able to speak Undercommon; otherwise, they will simply attack. The grimlocks will be difficult to reason
with, because they have no respect for surface-dwellers, and consider themselves outside of the law. If
fighting ensues, the grimlocks will fight to the death. If they succeed at subduing the party, they will eat
half of the PCs and poison/enslave the others.

Treasure: The barrels and sacks contain goods stolen from passing merchants. Their contents include:
assorted fruits, vegetables, and grains; a shipment of linens; a barrel of mead; three daggers; a suit of
studded leather armor; three hunting spears; 210 arrows, separated into bundles of 30; a shipment of
semiprecious gemstones worth 150 gp in total; a crate of lamp oil; five bear skins; and coins totaling 78
gp, 5 ep, 38 sp, and 14 cp. Additionally, one of the grimlocks carries a heavy iron key that unlocks
Kraznakh’s manacles.

10. Lava Tube


This long lava tube leads steeply down into the earth. After about half a mile, it is securely
blocked with large stones. With proper tools, the PCs can excavate the tunnel in 3d4 hours of hard
work. If they do, they will find it winds gradually down to the Guz’brin’s former home on the outskirts of
a giant cave system that underlies much of the Praedivan mountain range.

11. Back to Civilization!


Hidden beneath the murky surface of this stagnant pool is a tunnel that continues to the north.
After swimming 20 ft., the players will emerge into another dry tunnel that rises gradually over the
course of several miles, twisting and turning. After what feels like an interminable hike, the tunnel
emerges through a steep, forested hillside overlooking the Brightwood Trace about a half-mile north of
Einsley. The village’s smoke (and light, if the PCs emerge at night) is visible over the trees. Scrambling
down requires a DC 8 Strength (Athletics) check. Failure means the character loses his/her footing on
the gravelly slope and tumbles down, taking 1d4 in damage from scrapes and cuts. Once at the bottom,
the PCs can easily find the road back to town.

If the PCs rescued Kraznakh, he will under no circumstance enter the village willingly, and will
flee at the first opportunity. If he promised the PCs his magic sword and they insist on going to get it
immediately, he will begrudgingly lead them towards his former hideout. Unfortunately for Kraznakh,
the goblins have found a new leader (a hobgoblin named Brizgrish) in the three months he’s been
imprisoned. When he tries to enter the compound, his former allies jeer at him and drive him away with
their ranged attacks. Unless the PCs want to storm the goblin caves, the “gloryful silvery magic sword”
shan’t be theirs. If allowed to leave, Kraznakh will head into the hills in search of a new tribe of goblins
to bully into submission.
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Part III: Einsley at Last


Einsley is a pastoral little settlement, with a population of about 200. Most of its inhabitants are
woodsmen, farmers, or artisans. The houses are made of rough-cut lumber sealed against the weather
with thick, gray daub. The village was damaged in the recent storm, and some houses are missing parts
of their roof thatching, and on the east side of town a tree has fallen on the stable. The state of repairs
when the PCs arrive will depend on how long they spend in the cave.

If they arrive at night, everything except the Honeybear Inn & Tavern will be closed. The Honeybear is a
sizable two-story building at the center of the town. The sign outside shows a stylized bear pawing at a
honeycomb. The Honeybear is run by an exuberant halfling named Lilac Harfoot, with brown curly hair
and bright green eyes. She welcomes the PCs warmly and offers to run them a bath and get them
something clean and dry to wear. If they share their story, she will also give them free room and board,
because she feels sorry for them.

Sooner or later, the PCs will probably decide to see the mayor about the bandit problem. Mayor Bodo
Thistleford is a very serious halfling with droopy jowls and round spectacles that sit on the end of his
nose. They hang from a chain around his neck when not in use. When they visit his office and inquire
about bandits, he dismisses them with a wave, saying “Somebody already solved the bandit problem!
We’re going to hang him on Friday… the bandit, I mean. Sorry you came all the way out here for
nothing. Safe travels, though.” If they insist on more information, he will direct them to talk to Watch
Captain Alina Ravenfeather, saying that he’s very busy.

Alina Ravenfeather is an intimidating figure, standing around six feet tall and wearing studded leather
armor decorated with exotic animal furs. She can be found at the watch post near the southern
entrance to Einsley. When the PCs arrive, she is leaning on a massive greataxe and chatting idly with a
passing townsperson. She is friendly but takes her job seriously. She can provide the PCs with the
following information:

The bandit raids began about three months ago. At first we thought it was goblins. Since then,
though, merchants keep getting attacked. Any who survive say they were attacked by men with pale
skin, glassy eyes, and tattered, foreign-looking clothing. One merchant even said that a bugbear was
working with the strange bandits.

Anyhow, notices were sent to nearby cities a few weeks ago asking for help with the bandit problem.
An adventurer named Cyril Elbarth rode in last week dressed like a tin can and riding a pretty white
horse and accepted the quest. He questioned everyone in Einsley, investigated the road north of the
village, and brought back old Arnie Tanner, who goes by “Red.” Red’s a no-good drifter who hangs
around the outskirts of town, always bothering people for money. Well, anyway, Cyril says Red’s the
bandit leader, so they arrested Red right away. They paid Cyril the bounty on the spot, and he rode
off into the sunset the same day.

Now, I can’t imagine Red as a hardened murderer. But nobody much likes him, so he didn’t have a
lot of defenders. The fact that he has a glass eye, pale skin, and tattered clothes doesn’t help either,
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since he sorta fits the bill. Even so, I wasn’t too sure, so I convinced Mayor Thistleford to hold off on
the hanging for a couple of weeks while I check into it further. Unfortunately, I haven’t found
anything yet, and they’re planning to string him up in a few days. Maybe he really did do it.

And that’s all I know about it. Why are you interested in old Red’s case?

Alina is glad to answer any other questions to the best of her ability, although she’s feeling a bit
frustrated and testy due to her failed efforts to clear Red’s name. If the PCs want to talk to Red, she’ll
gladly lead them to the guard house where he’s kept under lock and key. He is a little unhinged and
inarticulate, but firmly denies being a bandit. Unfortunately, he has no evidence to clear his name. If
the PCs brought back evidence or mention what they discovered in the cave, Alina is keenly interested
and would like to see for herself.

Upon seeing the evidence, Alina reports back to Mayor Thistleford, and the hanging is cancelled. Red is
released, and thanks Alina and the PCs profusely. The mayor is not willing to reward the PCs’ efforts,
but will thank them for finding the true culprits. Red approaches the PCs in the street after they leave
the mayor’s office.

That was right decent of ya, what ye did there. I didn’t kill nobody! I didn’t, and you done
believed me when nobody would. So to say thanks I want ya to have this. It isn’t no good to me
anyhow…

He mumbles incoherently and withdraws a whale-bone hunting knife with tarnished brass inlays from
one tattered pocket.

I got it from me da, what was a hunter and fisher-man. He said it helped him out of a bind or
two, and maybe now it can help ye out of two or three, eh? Heh! Haha! Hooh.

If the PCs try to refuse the gift, Red insists, saying “I don’t go huntin, I don’t whittle. I ain’t got nothin’ to
do with the thing. Ye be travelin-types, and I bet ye’ll find somethin’ to use it fer.”

What’s Next?
Once the players have cleared Red’s name and received their reward, this adventure is finished. If you’d
like to continue with the same characters, consider downloading and running our 2nd-level adventure,
The Haunting at Lilyvale! From everyone at Pandamancer Games, thanks for playing. We hope you had
a blast!
14

Appendix A: Brightwood Caverns


15

Appendix B: Magic Items


Kettu’s Edge
Weapon (dagger), very rare (requires attunement)

This knife is made of whale-bone and inlaid with intricate, tarnished bronze inlays. The knife is actually
older than Red knows; it belonged to his great-great-grandfather Aldric, who was a whaler in a frozen
country far to the north. As a young man, one of his whaling voyages took him to a remote island in the
ocean, where he found an old ruined shrine to Kettu, a fox spirit of the hunt. He was a very religious
man and couldn’t bear to see the shrine in such a state, so he spent nearly a week on that deserted
island cleaning the place and consecrating it. When he finished, the spirit appeared to him as an arctic
fox and blessed his knife with her divine grace. The enchantment placed by Kettu remains to this day:
the knife functions as a +1 dagger and grants its wielder advantage on all Wisdom (Survival) checks to
track or hunt wild animals. Additionally, anyone attuned to the knife might occasionally spot a radiant
white fox darting behind a tree while in the wilderness, or receive guidance from the animal in a dream.

Luminescent Crystal
Wondrous item, common

Like waves on the ocean, the weave and flow of magic has strong and weak points. Luminescent crystals
are created when natural rock crystal deposits grow in close proximity to a natural source of magic. This
crystal sheds dim light in a 10-foot radius.

Credits
Writing, design, and maps: Timothy Gibbons
Maps created using Dungeon Painter Studio
Hand-drawn art by Anna Gibbons
Cover image sourced through pexels.com,
courtesy of Eberhard Grossgasteiger

Special thanks to Anna, Deborah, Jonathan, Michael, and Tawarond for


playtesting and feedback.

Finally,

Thank you for playing!


For more exciting adventures, settings, and mechanics, visit us at

pandamancer.com
16

Appendix C: Legal
_____________________________________________________________________________________
OPEN GAME License Version 1.0a The following text is the property of Wizards of the Coast, LLC. and is
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works
and translations (including into other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may
be recast, transformed or adapted; (c) "Distribute" means to reproduce, License, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content
does not embody the Product Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor, and means any work covered by
this License, including translations and derivative works under copyright law, but specifically excludes
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identified as Product identity by the owner of the Product Identity, and which specifically excludes the
OPEN Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used
by a Contributor to Identify itself or its products or the associated products contributed to the Open
Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit,
format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the
Open Game Content may only be Used under and in terms of this License. You must affix such a notice
to any Open Game Content that you Use. No terms may be added to or subtracted from this License
except as described by the License itself. No other terms or Conditions may be applied to any Open
Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You
a perpetual, worldwide, royalty-free, nonexclusive License with the exact terms of this License to Use,
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5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original Creation and/or You have sufficient
rights to grant the rights conveyed by this License.
17

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying
or distributing, and You must add the title, the copyright date, and the copyright holder's name to the
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
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You may use any authorized version of this License to copy, modify and distribute any Open Game
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11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and
fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System
Reference Document 5.1 Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy
Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell,
Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
_____________________________________________________________________________________

Storm on Brightwood Trace Copyright 2019, Timothy Gibbons.

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