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Escape from Mt.

Balefor

Escape from Mt. Balefor is a self-contained 8-10 hour adventure for three to five 5th level characters. This premium module
contains a full three-part story, battle maps, and custom NPC statblocks.

This adventure contains sensitive content that is used to create tension and conflict in the story. Most notably, the
enslavement of Wood Elves by High Elves. The notion of slavery is not something the team at Arcane Eye takes lightly.
Contents
Running this Adventure ............................................ 4
Credits
The Mines .................................................................................. 5 Written by Mike Bernier at Arcane Eye
Ambush .............................................................................................. 6 Edited by Roland Drews at Arcane Eye
Playtested by Charles Hamilton, Alex Hamilton, Chris
The Underground Fortress .................................... 6 Morton, Russ Morton, Veronica Jennings, Amanda Molinaro,
Kyle Marsh, Kathleen Slemon, and Andrei Dobrinski
The Guard Post ................................................................................ 6 Maps by Mike Bernier at Arcane Eye
The Crane .......................................................................................... 9
Main Stairway ...................................................................................9
The Guard's Quarters ................................................................... 10
The Abandoned Mine Shaft .................................... 7
The Track ........................................................................................... 7
Carvid Ambush ................................................................................. 8
Goblin Hideout ................................................................................. 8
The Castle Ruins ............................................................. 11
Appendix ....................................................................................13

Artwork by illustrate_vnz
Structuring and timing your sessions will depend on how
Running this Adventure involved your players get with Eärwen and the assassination
of Faelar Naeric. If your players are interested in these
Stealth Initiative aspects, the sessions will run for longer as more of the side
This module is meant to emulate the experience found in quest actions are completed, such as the attempting to
stealth-based games like Dishonored and Assassin's Creed. It assassinate Faelar, instead of simply escaping the Castle
relies heavily on a new mechanic called Stealth Initiative Ruins.
(Appendix 4.1). Characters that do not have a proficiency in
Dexterity (Stealth) may find that they have trouble dealing Player Introduction
with encounters meant to be approached in a stealthy
manner. History
See Appendix 4.2 for a Stealth Initiative cheat sheet that can Long ago, when the conflict between the Wood Elves and
be shared with players. High Elves reached a boiling point, the Wood Elves revolted
against the racism and subjection that was placed on them by
Player Characters the High Elven society. The High Elven army, at the
command of Faelar Naeric, crushed the Wood Elf
Escape from Mt. Balefor is meant for a party of three to five insurgence and began forcing them to work in the mines of
5th level Wood Elf Rogues as there will be a heavy emphasis Mt. Balefor. Mt. Balefor, located on a peninsula on the west
on stealth. Characters do not begin the adventure with any side of the continent, is used to supply the High Elven army
items, armor, or weapons. and is known for its ruthlessness to the Wood Elf prisoners
We suggest using classes that have proficiency in Dexterity working there.
(Stealth) like a Bard, Monk, or Ranger. If a player creates a The mines are in control of a Wood Elf noble named Vanir
class that has spell slots (Bard, Druid, Cleric, Wizard, Ranger, Glaerun. He was once an emissary for the Wood Elves, until
Sorcerer, Warlock, Eldritch Knight, Arcane Trickster), they he lured their leadership into an ambush in order to gain
will start the adventure with a High Elven Collar (Appendix favor with the High Elven nobility.
2.1).
Special collars were developed by High Elves that prevent
If players decide not to use the Wood Elf race, they can be magic users among the Wood Elf ranks from channeling their
described as a friend of the Wood Elves or were otherwise arcane abilities.
captured by the High Elf army.
Your Mission
Rivals
Growing up in the mines has given the prisoners plenty of Your party of Wood Elves starts in the mines and will have to
time to make enemies. At the beginning of the adventure, sneak and backstab their way to freedom. There are a
create a rival for each player using the Rival Generator tables number of chances to choose your path, whether you plan to
in Appendix 4.3. avoid fighting or want to kill every last High Elf in the mines.
There will also be a number of ways to affect the world
Session Structure around you if you choose to continue the story after the party
This adventure takes 8 - 10 hours to play and is divided into escapes from the mines.
three "chapters". The first chapter deals with the introduction
and Guard Post sections. In the second chapter, players
progress through either the Abandoned Mine Shaft or the
Underground Fortress depending on which path they choose.
The third chapter encompasses the Castle Ruins.
The Mines
Your party is sitting in a cramped cell. There is no light source,
but thanks to your elven eyes you can still make out everything
clearly, if only in black and white.

With your party sits an elderly female elf. She is dressed in a


tattered dress and has a shawl across her shoulders. She sits
with her back to the wall, a poorly bandaged leg set out in
front of her. This is Eärwen, one of the tribe leaders before the
war was lost. After the Wood Elves were imprisoned in the
mines, she took up a matronly position over the distraught
Wood Elves and helped form some semblance of community
back into your ranks. Eärwen has been instrumental in helping
you collect the supplies necessary to attempt your escape. She
is also the only elf in the mines who knows the exact location
of your sister tribe on the eastern coast of the continent.

Eärwen says, “Our plan is to kill a guard patrol in the mines,


then use their keys to gain access to the Guard Post. Once we Eärwen
are there, we can find the Guard Captain's key to open my
collar. Next, we sneak past the Guard Post, through the rest of The equipment available to the party is as follows:
the Underground Fortress, and up to the main entrance."
Four rusty knives
50 feet of hempen rope
She pauses and looks around at your party. "We haven't been
One grappling hook (see Appendix 2.2)
past the Guard Post for some time, so we are not sure what to Ten iron nails that can be used as darts
expect on our way up to the Castle Ruin. There is also the Three days of rations
option of trying to get to the upper cavern, across from the One crowbar
Guard Post. I heard a rumor that there is a tunnel that leads
One pint of oil in a clay flask
One potion of healing
into the Abandoned Mine Shaft which can also take us to the
One tinderbox
surface.” One torch
One lock pick set
Eärwen looks down at her leg. "As I cannot walk I will need one
Once the party has finalized their plans and are ready to go,
of you to carry me until we can get my collar off and I can heal read:
myself."
You dislodge the damaged lock to your cell and begin the
The party members know the following: arduous journey through the mines. The tunnels are a twisting
maze, with low ceilings and no torchlight to guide your way.
Mt. Balefor is split into four sections: the Mines, the
Underground Fortress, the Abandoned Mine Shaft, and As you creep through the tunnels, you pass cramped cells
the Castle Ruins. packed with Wood Elves. There are no blankets or sheets, only
The night guard is a skeleton crew. The Wood Elf buckets for waste. You see Wood Elves pressed up against one
prisoners are locked in their cells and are not currently another for warmth in the deep subterranean cold.
working. There is a short, two-hour window in which the
guard rotations will allow an attempt at freedom. Once the A couple elves stir and look at you as you pass, but most
window passes it will be too dangerous to escape.
Each night there are guard patrols in the mines making appear to be getting what respite they can from their trance-
rounds to ensure the prisoners do not make a disturbance like slumber. You continue on quietly, crossing a makeshift
in their cells. These guards carry keys to the locked gate at wooden bridge over a rushing river, until you reach an area
the top of the mines that lead into the Underground where the tunnel opens into a cavern. Eärwen stops your party
Fortress. with a whispered word. "This is the place. The guards should
Without Eärwen, you will have no chance of reaching your be coming through here soon. We should hide so we can get
sister tribe and will not be able to liberate your fellow the jump on them."
Wood Elves from Mt. Balefor.

1
illuminating a wall at the end of the tunnel. You have reached
This area of the mines opens into a small cavern before
the exit of the mines.
narrowing back into a tunnel on the opposite end. Stalactites
and stalagmites litter the area, allowing for ample room to
hide.
The party in now in Stealth Initiative with the High Elf
Guard. She is in a trance and counts as Distracted (see the
Awareness Table in Appendix 4.1).
Ambush
See Appendix 3.1 for the battle map. At the end of the tunnel stands a thick iron gate, blocking your
way. Through the bars you spot a High Elf standing with her
The party can now prepare for the guard patrol. If the party back to you. She stands with a slouched disinterest, a telltale
would like to hide in anticipation of the guards' arrival, they sign of the graveyard shift. A torch is lit on either side of the
can use the rock formations for cover.
corridor on her end of the gate.
1. To the Mines
This passage is where the group enters the cavern. The corridor leading to the gate is 60 feet long and 10 feet
wide.
2. Stalagmite
The stalagmites littered throughout the cavern offer half If the guard is woken up she will be surprised for her first
cover and +4 to Dexterity (Stealth) checks. round of Initiative. After that she will attempt to notify the
other guards in the Guard Post that there has been a prison
3. Debris break.
The rocks were knocked loose here, either by natural causes
or through mining efforts. A successful DC 15 Strength The Underground
(Athletics) check will dislodge a rock, causing a landslide.
Each creature within 15 feet of the area will need to make a
DC 12 Dexterity saving throw or suffer 4d8 bludgeoning
Fortress
damage. Once the party passes the gate, read:
4. To the Guard Post The cramped tunnel opens up into a large cavern, much larger
This passage leads upwards towards the Guard Post. than the one in which you ambushed the guard patrol. In front
After the party has made their preparations, read: of you is a large rock, blocking the view of the rest of the
cavern. Behind the rock you can see the light of a number of
As your party anxiously waits hidden, you hear footsteps burning torches. You can also hear water running off to your
coming from the tunnel opposite the one you entered. The left.
footsteps grow louder, and you see torchlight brightening the
passage walls. The sound of raucous voices begin echoing From what you remember, the Guard Post is set on a sheer
through the tunnel. cliff that drops hundreds of feet to a river below. You also
recall a wooden bridge that runs over the crevice from the
The patrol turns the corner and three High Elf Guards come upper cavern down to the Guard Post. As you look up, you see
into view. You hear one guard saying to the others, “Can you stalactites hanging from the ceiling, vicious looking pieces of
believe he asked for an extra portion? I don't think he'll be very sharp rock delicately held in place.
hungry after I gave him a taste of my fist.” The guards let out
loud laughs as they enter the chamber.
The Guard Post
See Appendix 3.2 for the battle map.
A DC 15 Wisdom (Perception) check will reveal a keyring on
the lead guard's belt. The keyring is automatically found if the The guards in this area are now in Stealth Initiative with the
body is searched after being incapacitated or killed. The party.
keyring opens the gate to the Guard Post but does not have a Light - The cavern is only well lit near the campfire for 20
key to open the High Elven Collars or the cells in the Mines. feet and is dimly lit for another 20 feet. Each guard also
Once the guards have been dealt with, Eärwen will urge the carries a torch that casts bright light for 20 feet and dim light
party to continue moving. for another 20 feet.
When the party decides to move on, read: Guards - There are seven High Elf Guards and one High Elf
Guard Captain in the cavern:
Leaving behind the bodies of the guards, you continue
through the winding maze of tunnels, passing more cells full
of dilapidated Wood Elves. After about ten minutes of steady
incline, you round a corner and see flickering torchlight

2
Two are guarding the entrance to the mines (1). One was Food, drink, playing cards, one potion of healing, and a
likely killed by the party when entering. The other is note saying to restock the health potions from the Guard's
walking back from break and is rounding the corner of the Quarters' store room.
large rock.
Two are in the Guard Tower (4), along with the High Elf 5. Large Rock
Guard Captain. The large rock is 15 feet high and can be climbed with a DC
One is standing by the tunnel out of the mines (6). 13 Strength (Athletics) check. Failure by more than 5 will
Two are standing by the Abandoned Mine Shaft (9). result in a Dexterity (Stealth) check with disadvantage and
1d6 falling damage.
If they eavesdrop on the guards, roll a d20 and consult the
table below: 6. To the Underground Fortress
Roll Phrase
The doors leading out of the Guard Post are made of heavy
wood with reinforced iron handles. They are locked and can
1-5
“My crotch itches.” “You should really get that be opened with the key on the High Elf Guard Captain's
checked out Jim.” belt. The lock can be picked by succeeding on a DC 25
“Did you hear about the goblins in the Abandoned Dexterity (Sleight of Hand) check as long as a lock pick set
6-
Mine Shaft?” “Yeah those things are a pain to get rid is on hand.
10
of... they just keep coming back.”
This area leads to Entrance (1) of The Crane map (see
“Did you hear those bastards tried to break through Appendix 3.5).
11- from the Abandoned Mine Shaft again?” "Yeah I heard
15 they killed three guards before we were able to drive 7. River
them off." "Those things really creep me out." The river runs through a crevice 200 feet below the cavern
“Did you hear that Faelar Naeric is here right now, floor. The current is moderately fast. Swimming against the
meeting in the top of the tower of the Castle Ruins?” current will require a DC 15 Strength (Athletics) check. Any
16- “I did, apparently he is planning the next phase of the creature that fails this check is swept back to the mines, just
20 Wood Elf occupation. He’s going to start selling the before the Ambush map (Appendix 3.1).
Wood Elf slaves to the more...noble... class of
humans.” “Serves those filthy animals right.” 8. Caved In Tunnel
It appears as though this tunnel was deliberately closed off. It
1. To the Mines cannot be entered without specialized equipment.
This is where the group enters the cavern. 9. Tunnel to Abandoned Mine Shaft
2. Large Rock The tunnel is boarded off. Breaking the boards requires a
The large rock is 20 feet high and can be climbed with a DC successful DC 15 Strength (Athletics) check and will result in
15 Strength (Athletics) check. Failure by more than 5 will a Dexterity (Stealth) check with disadvantage.
result in a Stealth check with disadvantage and 2d6 falling
damage. The Abandoned Mine Shaft
3. Mining Supplies A swarm of bats flies out of the mine shaft when it is opened.
Hiding amongst the crates and barrels offers half cover and They will not attack unless provoked.
+4 to Dexterity (Stealth) checks. If the barrels are searched,
refer to the table below for Intelligence (Investigation) check The Track
DCs: A mine cart is sitting on the track with its brakes on. The
Roll Item
track continues down an extremely steep slope, and appears
to be in working condition as it trails off into the darkness.
1-10 Standard mining equipment. Rope, pickaxes, etc. The initial part of the track is too steep to be walked down
11-15 A powder horn of gunpowder
and can only be traversed by the mine cart.
16-20 A keg of gunpowder (three powder horns) The mine cart can hold all of the party members (within
reason).
4. Guard Tower A successful DC 10 Wisdom (Perception) check will reveal
The tower is a squat wooden hut that stands 30 feet off the the sound of an echoing high-pitched noise coming from
ground on stilts. There is a wooden ladder that leads up from somewhere in the mine shaft. A successful DC 20 Wisdom
the ground through the center of the hut. There are windows (Perception) check will reveal that it is a howl of some sort.
on each of the walls. The windows are unlocked. The
following items can be found inside the tower: If the party gets in the mine cart and wishes to ride down the
track, they will enter Initiative. Make encounter checks at
The key for the High Elven Collars. Initiative 20 using the table below. Each round represents
A signed letter from Vanir Glaerun. It is addressed to the 100 feet traveled, and the encounter lasts for four rounds.
guards telling them to be on their best behavior because
he is meeting with Faelar Naeric in the tower of the
Castle Ruins tonight.

3
Roll Any creature that gets within five feet of the body will spring
(d20) Event the trap the carvids have laid.
A stalactite hangs over the track from the ceiling.
Creatures in the mine cart must succeed on a DC
3. Carvid Nests
14 Dexterity saving throw or take 2d8 bludgeoning Three carvids have set the body out to entice other curious
damage and are knocked off balance. Creatures that humanoid explorers, drow, duergar, or their favorite prey -
are off balance make all attacks, ability checks, and goblins - to come within reach. They will attempt to surprise
1-4 saving throws with disadvantage until the end of the party if they get within five feet of the body.
the next encounter check. Any creature that is
already off balance must succeed on a DC 14 Once the carvids are dealt with, the party can continue down
Dexterity saving throw or be knocked out of the the path.
cart, taking 3d6 bludgeoning damage and must
walk the remainder of the way. You continue down the mine shaft for another couple of
A burst of steam escapes a vent in the cave wall. minutes until the tunnel starts to head upwards again. After
Creatures in the mine cart must succeed on a DC about 100 feet it opens into another wide cavern.
5-7
14 Constitution saving throw or take 3d6 fire
damage and become blinded for 1 minute
Similarly to the cavern with the Guard Post, there is a large
A carvid grabs on to the mine cart and tries to drag crevice in the middle of the room, dividing it in half. The
8-10
a party member off.
sound of rushing water from below can only mean one thing -
11- A swarm of bats attacks the party. They will continue a fast-moving river. There is an ancient rope bridge spanning
13 to chase the party until defeated. the gap. Directly in front of you, before the crevice, are
The mine cart whips around a tight corner. scattered crates and barrels of discarded mining supplies.
Creatures in the mine cart must succeed on a DC
14 Dexterity saving throw or are knocked off
balance. Creatures that are off balance make all On the other side you can see a small campfire surrounded by
14- attacks, ability checks, and saving throws with stout figures. In the flickering firelight you spot a rope ladder
17 disadvantage until the end of the next encounter just off to the side of the group. The ladder ascends up to the
check. Any creature that is already off balance must roof of the cavern, 500 feet above you.
succeed on a DC 14 Dexterity saving throw or be
knocked out of the cart, taking 3d6 bludgeoning
damage and must walk the remainder of the way. A distinct smell of sewage permeates the air. The smell seems
The mine cart shoots down a steep drop and picks to be centered on the group sitting around the fire.
18- up speed. This increases the DC of each check
20 mentioned in this table by 2 and outruns any
creatures that are harrying the mine cart. Goblin Hideout
At the end of the four rounds, the mine cart approaches the See Appendix 3.4 for the battle map.
Crevice (1) in the Carvid Ambush map (see Appendix 3.3). Note: The goblins found here are stronger than normal, see
Each creature in the cart must perform a DC 15 Dexterity Appendix 1 for the statblock.
saving throw. On a success, the creature manages to jump
out of the mine cart and come to a stop before the crevice. On Light - The cavern is only well lit around the goblin's cooking
a failure, the creature is not able to get out of the mine cart in fire for 20 feet and is dimly lit for another 20 feet.
time and will fall into the pit, taking 3d6 falling damage. Goblins - There are five goblins sitting around the fire,
eating body parts of a High Elf. They are all equipped with
Any characters that were knocked out of the cart will be able longbows and shortswords. They will fight until the battle
to catch up to the party in 1d4 minutes per round missed. appears to be lost, at which point they will grovel for their
lives. They know nothing of the mines or the Castle Ruins
Carvid Ambush above as they came from further down the mountain due to
See Appendix 3.3 for the battle map. the abundance of prey.
Smell - There is a distinct smell of sewage in this cavern. The
The silence of the tunnel rings in your ears after the sound of
party may think it is because of the goblins, but it is because
the ladder leads to the latrine used by the occupants of the
the whipping wind of your mine cart ride. You look around and Castle Ruins.
see the shattered remnants of the mine cart track littered
across the ground, and, among them, a body in a guard
The party is now in Stealth Initiative with the goblins in this
uniform lying face down in a pool of blood.
cavern.
1. Entrance
1. Crevice This is where the party enters the cavern.
The crevice has destroyed the end of the mine cart track. The
pit is 30 feet deep and has jagged rocks at the bottom.
2. High Elf Guard's Body

4
2. Mining Supplies A 200 foot hempen rope sits neatly coiled on top of one of
Hiding amongst the crates and barrels offers half cover and the crates.
+4 to Dexterity (Stealth) checks. If the barrels are searched, 3. Rock Wall
refer to the table below for Intelligence (Investigation) check The wall up to the ledge is 100 feet high. The wall is sheer
DCs: but can be climbed with two successful DC 12 Dexterity
Roll Item (Athletics) checks. After each failed check, players must roll a
Dexterity (Stealth) check against the High Elf Guard's
1-10
Rust covered standard mining equipment. Rope, passive Perception.
pickaxes, etc.
11- If the check is failed by 5 or more, the player climbing the
20
A powder horn of gunpowder wall will fall and must make a Dexterity (Stealth) check with
disadvantage. If Eärwen is no longer wearing a High Elven
3. Rope Bridge
Collar, she will cast Feather Fall on anyone who falls.
A rope bridge spans the crevice. It can only hold the weight of When the top section is reached, read:
one Medium creature at a time.
You get to the top of the wall and clamber onto a rocky ledge.
4. River About 30 feet away from the wooden boom is a barred iron
A river runs through a crevice 200 feet below the cavern floor.
The current is moderately fast. Swimming against the door. There is a single lit torch on the wall by the door. The
current will require a DC 15 Strength (Athletics) check. Any rest of the ledge and boom are covered in darkness.
creature that fails this check is swept back to the River (7) on
the Guard Post map (see Appendix 3.2). Have anyone who reaches the top of the wall roll a DC 10
5. Goblin Camp
Wisdom (Perception) check. A success reveals a High Elf
Guard on the other side of the door. If the check is failed but
This area contains a small campfire and bedrolls taken from the door is investigated, the guard is seen automatically. If the
the Guard Post. guard is not dealt with before activating the crane, he will
6. Ladder
open the door and, upon seeing the escapees, run to alert the
other guards.
A rope ladder rises 500 feet from the ground to the cavern
ceiling. The ladder leads to the Latrine (6) on the Castle 4. Crane
Ruins map (Appendix 3.8). There is a ten foot by ten foot platform hanging off of the
boom of the crane. It can be raised and lowered by operating
The Underground the winch and gear system near the base of the crane (4) or
on the lower level of the cavern (5).
Fortress Continued A DC 10 Wisdom (Insight) check reveals that operating the
The Crane crane would be quite loud. Use of the crane can be heard by
any creature within the cavern.
See Appendix 3.5 for the battle map.
5. Winch and Gear System
You enter a tall, narrow cavern. Dozens of wooden crates are The crane can be operated by a winch and gear system at the
stacked along the walls. Looking up, you see a second level to bottom of the wall. A DC 10 Wisdom (Insight) check reveals
the cavern, 100 feet atop a sheer rock wall. A large wooden
that operating the crane would be quite loud. Use of the crane
platform extends out from the ledge, with a wooden boom
can be heard by any creature within the cavern.
sticking out from this platform. A ten foot by ten foot wooden 6. Exit
platform hangs from a rope attached to the boom, level with The metal door is locked and has a lever on the other side. If
the upper section of the cavern. the lever is activated the door will rise. Otherwise a DC 15
Strength (Athletics) check can raise the door. If the door is
lifted in this way it will let out a groaning sound that can be
Light - The cavern is unlit. The only source of light comes heard by any creature within 50 feet.
from a torch on the ledge near the Exit (6). Main Stairway
Guards - There is one High Elf Guard patrolling the Exit (6)
corridor on the other side of the metal door. See Appendix 3.6 for the battle map.
1. Entrance Your party skulks through the door and down a long corridor.
This is where the party enters the cavern. Torches line the walls, carefully spaced ten feet apart. The
rough, rocky ground has deep grooves worn into it from years
2. Crates
Hiding amongst the crates and barrels offers half cover and of carting ore up and down the passage.
+4 to Dexterity (Stealth) checks. If the crates are searched,
players find that they are full of ore mined by the prisoners.

5
covered in tapestries and paintings depicting scenes from the
Eventually, the corridor opens up into an extremely tall
war against the Wood Elves. A large dog is lying in front of the
rectangular chamber.
hearth, fast asleep. As the door you are peeking through creaks
A large wooden staircase rises above you, circling the walls.
on its hinges, the dog lets out a huff but remains asleep.
The glow of torchlight emanates from each level of the
staircase.
2. Guard Dog
To your left you see a heavy wooden door with faint light The Guard Dog is asleep. It is currently Distracted (see the
spilling out from underneath. From what you remember, this is
Awareness Table in Appendix 4.1).
the Guard’s Quarters, where off duty guards sleep and 3. Armory Hallway
weapons and equipment are stored. This door is locked but can be picked with a successful DC
20 Dexterity (Sleight of Hand) check as long as a lock pick
set is on hand, or it can be opened using the key from the
patrolling guard's belt.
Guards - There are three High Elf Guards positioned in the
room. One on the 3rd, 6th and 9th floors. Once through the door, you enter a 30 foot long corridor with
Light - Each guard is carrying a torch. The area around each
guard is well lit for 20 feet and dimly lit for another 20 feet. a metal door on the other end. The walls are embedded with
about twenty red gems on either side. Each gem produces a
Once the party decides to head up the stairs, roll Stealth bright red laser, connecting to a gem on the opposite wall. The
Initiative. Guards that are more than one floor away from the
party have disadvantage on Wisdom (Perception) checks. lasers flicker and hum with an ominous energy.

Once the guards on each level are dealt with, feel free to If a laser is touched it will inflict 2d6 fire damage. If a
immediately move the party to the next level. creature is knocked unconscious by this damage they will
lose the body part that came in contact with the laser. The
1. Entrance lasers deflect harmlessesly off of reflective materials.
This is where the party enters the cavern.
A DC 15 Wisdom (Perception) check reveals a glowing red
2. Guard's Quarters Entrance gem set into a metal contraption on the far wall. If the gem or
The door is not locked. If the party would like to enter, skip to metal contraption is destroyed or removed from the wall, the
The Guard's Quarters (Appendix 3.7). laser field is disabled.
3. Crane There is an indented symbol on the right wall just inside the
There is a hook hanging off of the boom of the crane. It can door. A DC 12 Intelligence (Investigation) check reveals that
be raised and lowered by operating the winch and gear something has been inserted into the indent very frequently.
system near the base of the crane (7). The High Elf Mage in the Dining Quarters (6) has the
emblem that fits the indent. When the emblem is inserted,
A DC 10 Wisdom (Insight) check reveals that operating the the laser field is disabled.
crane would be quite loud. The crane being operated can be
heard by any creature within the cavern. The area can be navigated through safely without disabling
the field with a successful DC 18 Dexterity (Acrobatics)
4. Exit check. On a failed check, the creature takes 2d6 fire damage
This door is not locked and leads to The Castle Ruins and has to make another DC 18 Dexterity (Acrobatics) check
(Appendix 3.8). to continue or a DC 10 Dexterity (Acrobatics) check to
retreat.
The Guard's Quarters The door on the other side of the corridor can be unlocked
See Appendix 3.7 for the battle map. with the same key as the previous door. It can be picked with
a successful DC 20 Dexterity (Sleight of Hand) check if the
lock pick set is on hand.
Ceiling - The height of the Guard's Quarters ceiling is 15
feet. 4. Armory
Lighting - The Guard's Quarters is dark, except for within 15 The room contains the following items:
feet of the hearth.
Guards - There is one patrolling High Elf Guard walking up Ten shortswords
and down the hallway that runs perpendicular to the Main Ten suits of full guard armor (chain mail)
Entrance (1) and one Guard Dog sleeping by the hearth. Five suits of leather armor
Two longbows and quivers containing 20 arrows each
Have the party roll Stealth Initiative. One Treasure Hoard: Challenge 0-4
Four potions of healing
1. Main Entrance
You open the door to see a dark stone room. Six columns
border a carpeted path. The path leads to a large hearth, giving
way to hallways leading off to the left and right. The walls are
6
5. Kitchen You open a large set of double wooden doors and step out
This room is full of all manner of food and drink. If five into the ancient Castle Ruins.
minutes are spent here gathering rations, enough rations for
ten days can be found. The room is otherwise empty. The roof where you stand is partially intact, but the rest of the
roof in the ruins has long since eroded away. You can finally
6. Dining Quarters see the night sky above, stretching out endlessly before you.
There is light under the door and quiet talking can be heard
with a successful DC 10 Wisdom (Perception) check. As you breathe in the crisp night air for the first time in your
lives (or perhaps in hundreds of years), you can smell the dirt
Guards - There two High Elf Guards and a High Elf Mage and stone of the castle at the base of the mountain.
playing cards. They will be roused if another guard alerts
them of the party's presence. The High Elf Mage carries the
emblem that disables the laser field in the Armory Hallway You can also smell something else, something far sweeter -
(3). the smell of trees and plant life. The smell is intoxicating and
Lighting - The room is brightly lit. provides an overwhelming longing for a home you never had
(or had forgotten). Eärwen tilts her face up to the stars, closes
7. Latrine her eyes, and tears begin sliding silently down her face.
This room is dark and devoid of anything useful. It smells
terrible.
This blissful moment is cut short when you hear the sound of
8. Storage Closet rowdy laughter coming from around the corner. You poke your
This room contains general maintenance items such as heads out and see a group of tents around a campfire in the
brooms and buckets. middle of the castle courtyard. All are High Elves. Some wear
the uniform of the Mt. Balefor guards, while others are garbed
9. Sleeping Quarters in golden chain mail and red cloaks matching the description
A DC 10 Wisdom (Perception) check will reveal snoring on
the other side of the door. of Faelar Naeric's soldiers. A dog lies at the edge of their
campfire, asleep.
Guards - There are 1d4+1 High Elf Guards in their trance-
like slumber inside. They are considered Distracted for A number of horses are stabled next to a large wooden door,
Stealth Initiative. They will be roused if another guard alerts
them of the party's presence. the main gates of the Castle Ruins.
Lighting - The room is dark.
Eärwen whispers nervously to your party. "Those soliders are
10. Sleeping Quarters Naeric's personal guard, he must be here. This is the best shot
A DC 10 Wisdom (Perception) check will reveal snoring on any Wood Elf has ever had to cut the head off the snake.
the other side of the door. Naeric is the driving force behind the High Elf invasion, killing
Guards - There are 1d4+1 High Elf Guards in their trance- him here could be enough to swing the war in our favor."
like slumber. They are considered Distracted for Stealth
Initiative. They will be roused if another guard alerts them of
the party's presence. 1. Underground Fortress Exit
Lighting - The room is dark. The party enters here if they have taken the Main Stairway.
This 30 foot long, 25 foot wide area is covered with a
The Castle Ruins collapsing slate shingle roof. There are gaps in the roof
where shingles have fallen to the ground.
See Appendix 3.8 for the battle map.
2. Courtyard
The castle, built at the foot of Mt. Balefor, fell into ruin long The Courtyard is the main area of the Castle Ruins.
before the High Elves and Wood Elves began their war. In its
current state, it is only ever used as a guard post, to store Guards - Four High Elf Guards are sitting with four Naeric
supplies, and sometimes to entertain noble guests in the Soliders and one High Elf Mage around a campfire. There
upper floor of the tower. is a Guard Dog sleeping on the outskirts of the circle.
Potentially deadly encounter Environment - The walls are 30 feet high and climbable with
If the guards are alerted to the party's presence this can a successful DC 12 Dexterity (Athletics) check. They provide
prove to be an extremely deadly encounter. If the situation +5 to Dexterity (Stealth) checks against creatures on the
takes a turn for the worse, Eärwen will exhaust herself to ground while on top of the wall. If the climb check is failed by
allow the party to have a fighting chance (see her statblock in 5 or more, it will result in 2d6 falling damage and a Dexterity
Appendix 1 for more information). (Stealth) check with disadvantage.
When the party enters the Castle Ruins, roll Stealth
Initiative, including the guards in the courtyard.

7
A DC 10 Insight (Wisdom) check reveals that these are Environment - The tower is 100 feet high, with windows to
Faelar Naeric's personal guard so he must be nearby. the Tower Upper Floor (10) 70 feet off the ground. The tower
can be scaled from the outside by making two DC 12
The Courtyard is all that remains of the main body of the castle Dexterity (Athletics) checks. Any attempt that fails by more
once the roof and floors above collapsed long ago. The rubble
than 5 will result in falling off the tower and rolling a
appears to have been pushed up against the walls or was
Dexterity (Stealth) check with disadvantage.
cleared out, leaving a dirty stone floor surrounded by 30 foot The Tower Upper Floor (10) is enclosed with a conical roof.
high walls that open into the night sky. The windows are closed and made of glass.
Faelar Naeric (High Elf Noble) and Vanir Glaerun (High Elf
3. Main Entrance Noble) are having a meeting here with a Faelar’s advisor,
The main entrance to the ruin is blocked by a large wooden Eldia and the human noble Yanric Folke (Noble).
bar that will require a successful DC 15 Strength (Athletics) 10. Tower upper Floor
check to lift. There are ten Riding Horses stabled here.
4. Mess Hall
Guards - Three High Elf Guards are talking about Faelar
Naeric's deal with a human noble looking to buy Wood Elf
slaves in return for unmolested access to the last Wood Elf
stronghold.
Light - The fireplace provides bright light for 20 feet and dim
light for another 20 feet.
The room has two long tables surrounded by wooden chairs. A
hearth burns at the far side of the room. Three guards sit at a
table by the fire, playing cards and talking in low voices.

5. Supply Room
This room contains food for the guards stationed at Mt.
Balefor (fresh bread, wine, cheese, dried meats, etc).
The door is locked but can be unlocked using the High Elf
Guard Captain's key or a DC 12 Dexterity (Sleight of Hand)
check as long as the lock pick set is on hand.
6. Latrine Faelar Naeric
If the party enters through the Abandoned Mine Shaft, they
come up through the hole being used as a toilet.
Guards - A High Elf Guard is taking a poop in here. Reminder
Light - The room is dark. Faelar Naeric is the leader of the High Elven war
7. Broken Wall efforts. Killing him here could swing the tide of battle
Any attempt to climb through the rubble will result in for the Wood Elves.
Dexterity (Stealth) checks being made at disadvantage. Vanir Glaerun sold out the Wood Elves to be accepted
into High Elven society. Vanir Glaerun currently runs
8. Broken Wall the day to day operations at the mines of Mt. Balefor
Any attempt to climb through the rubble will result in and is known to be a vile, cruel person.
Dexterity (Stealth) checks being made at disadvantage.
9. Tower Lower Floor Windows - The window are unlocked but are trapped with an
Naeric Soliders - Two Naeric Soliders stand at attention at alarm. An alarm bell is triggered if the window is opened and
the bottom of the circular staircase. They have been ordered can be heard by the guards in the Courtyard (2).
not to let anybody through until the meeting in the tower is The alarm can be spotted with a successful DC 15 Wisdom
finished. (Perception) check and will automatically be seen by
The door at the top of the circular stairs is locked but can be characters with a passive Perception score of 15 or higher.
opened with a key found on one of the Naeric Soldiers or a The alarm can be disabled with a DC 15 Dexterity (Sleight of
DC 18 Dexterity (Sleight of Hand) check with the lock pick Hand) check. If the check is failed by 5 or more, the alarm is
set. triggered.

8
  Reinforcements - If the alarm is raised for any reason, the
guards in the Courtyard (2) will arrive at the top floor of the
tower at the beginning of the third round of Initiative, at
which point they roll Initiative.
The room inside the tower is luxuriously decorated with
hanging tapestries and fine wooden furniture.
Four figures sit around a round table in the center of the room.
Several candles on the table provide light for stacks of papers
and maps.

Seated around the table is a High Elf nobleman, a High Elf


dressed in mage's robes, a Wood Elf nobleman you know to be
Vanir Glaerun, and a Human nobleman.

Escaping the Castle Ruins


If no alarms are raised, the party can sneak out of the Castle
Ruins and the mission is complete.
If the party is seen and the alarm is raised, they will need to
create a distraction or diversion in order to escape without
being pursued.

9
Appendix
Appendix 1 - NPC
Statblocks High Elf Guard
Medium humanoid, lawful evil
The NPC statblocks are listed in the order the creatures
appear in the module: Armor Class 14 (Studded leather)
Hit Points 25 (4d8 + 9)
Speed 30 ft.

Eärwen STR DEX CON INT WIS CHA


Medium humanoid, lawful good
14 (+2) 11 (0) 10 (+0) 10 (+0) 14 (+2) 9 (-1)
Armor Class 10
Hit Points 82 (11d8 + 33) Senses darkvision 60 ft., passive Perception 12
Speed 30 ft. Saving Throws STR +3
Skills Athletics +3, Perception +3
Languages Common, Elvish
STR DEX CON INT WIS CHA Challenge 1 (200 XP)
8 (-1) 8 (-1) 10 (0) 16 (+3) 16 (+3) 11 (0)
Fey Ancestry. The High Elf Guard has advantage on
Senses darkvision 60 ft., passive Perception 13 saving throws against being charmed, and magic
Saving Throws INT +5, WIS +4 can’t put it to sleep.
Skills Arcana +5, Perception +4, Insight +4
Languages Common, Elvish Actions
Challenge 3 (700 XP) Multiattack. The High Elf Guard makes two attacks
with its shortsword or shortbow.
Fey Ancestry. Eärwen has advantage on saving
throws against being charmed, and magic can’t put Shortsword. Melee Weapon Attack: +5 to hit, reach
her to sleep. 5 ft., one target. Hit 4 (1d6 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +5 to hit, range
Innate Spellcasting. Eärwen is a 5th level spellcaster. 30/120 ft., one target. Hit 4 (1d6 + 4) piercing
Her spellcasting ability is Intelligence (spell save DC damage.
16, +6 to hit). She can innately cast the following
spells, requiring no material components: At will:
Blade Ward, Fire Bolt
1st level (4 slots): Cure Wounds, Protection from Playing High Elf Guards
Evil and Good, Feather Fall The High Elf Guards have become accustomed to the good
2nd level (3 slots): Arcane Lock, Scorching Ray things in life: good wine to drink, good food to eat, and a
Eärwen can cast one of the following spells but will feather bed to sleep in.
gain 5 points of Exhaustion by doing so: Fireball, Their distaste towards the Wood Elves will cause them to
Revivify attack aggressively if prisoners are seen escaping. If the
battle is obviously not going their way, they will attempt to
Actions retreat and alert their fellow guards for reinforcements if
Staff. Melee Weapon Attack: +0 to hit, reach 5 ft., possible.
one target. Hit 4 (1d8) bludgeoning damage.
High Elf Guard Loot
Each High Elf Guard carries a shortsword, a shortbow, and
Playing Eärwen arrows. If a player would like to take their armor, roll on the
Eärwen is a kind, capable, and supportive leader that will not table below.
hesitate to sacrifice herself for the greater good. Roll Items
She will attempt to remain hidden during combat, as she is 1-10 Armor is too damaged to wear
not a warrior, and will only move when and where the players 11-15 Damaged Guard Uniform (studded leather -2 AC)
tell her to.
16-20 Good condition Guard Uniform (studded leather)

10
Carvid
High Elf Guard Captain Carvids are small, gray-skinned, muscular creatures with
Medium humanoid, lawful evil razor sharp teeth and claws, large bat-like ears, and pitch
black eyes. They tend to form small packs of three to five and
Armor Class 16 (Chain mail) hunt in subterranean environments.
Hit Points 42 (10d8 + 2)
Speed 30 ft. Carvids like to kill their prey and set them out to entice
curious humanoid explorers, drow, duergar, or the carvid's
favorite prey - goblins- to come within reach.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 14 (+2)

Senses darkvision 60 ft., passive Perception 10


Carvid
Saving Throws STR +4, DEX +5, WIS +2 Small aberration, chaotic evil
Skills Athletics +4, Deception +4, Perception +3
Languages Common, Elvish Armor Class 17
Challenge 2 (450 XP) Hit Points 13 (3d6 + 3)
Speed 30 ft.
Fey Ancestry. The High Elf Guard Captain has
advantage on saving throws against being charmed,
and magic can’t put it to sleep. STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 4 (-3) 12 (+1) 7 (-2)
Actions Senses darkvision 60 ft., passive Perception 10
Multiattack. The High Elf Guard Captain makes three Skills Stealth +6
melee attacks: two with its shortsword and one with Languages Deep Speech
its dagger, or it makes two ranged attacks with its Challenge 1 (200 XP)
shortbow.
Shortsword. Melee Weapon Attack: +6 to hit, reach Spider Climb. The carvid can climb difficult surfaces,
5 ft., one target. Hit 5 (1d6 + 4) piercing damage. including upside down on ceilings, without needing
to make an ability check.
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4
+ 4) piercing damage Actions
Shortbow. Ranged Weapon Attack: +4 to hit, range Multiattack. The carvid makes two claw attacks.
30/120 ft., one target. Hit 5 (1d6 + 2) piercing
damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit 5 (1d6 + 2) slashing damage. The
Reactions attacked creature is grappled (escape DC 15). Until
this grapple ends, the carvid makes all attacks
Parry. The High Elf Guard Captain adds 2 to its AC
against the grappled creature with advantage and
against one melee attack that would hit it. To do so,
will only attack the grappled creature.
it must see the attacker and be wielding a melee
weapon.

11
Goblin Guard Dog
medium humanoid (goblinoid), neutral evil Medium beast, unaligned

Armor Class 15 Armor Class 12


Hit Points 23 (4d8 + 7) Hit Points 10 (3d6 + 3)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 11 (+0) 10 (+0) 10 (+0) 8 (-1) 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

Senses darkvision 120 ft., passive Perception 10 Senses passive Perception 16


Skills Stealth +6 Skills Perception +5
Languages Common, Goblin Languages --
Challenge 1 (200 XP) Challenge 1/4 (50 XP)

Nimble Escape. The goblin can take the Disengage or Keen Hearing and Smell. The guard dog has
Hide action as a bonus action on each of its turns. advantage on Wisdom (Perception) checks that rely
on hearing or smell.
Sneak Attack. Once per turn, the goblin deals an
extra 7 (2d6) damage when it hits a target with a
weapon attack and has advantage on the attack roll, Actions
or when the target is within 5 feet of an ally of the
goblin that isn't incapacitated and the goblin Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
doesn't have disadvantage on the attack roll. one target. Hit: 4 (1d6 + 1) piercing damage. If the
target is a creature, it must succeed on a DC 11
Strength saving throw or be knocked prone.
Actions
Multiattack. The goblin makes two shortsword
attacks or one longbow attack.
Shortsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit 5 (1d6 + 2) slashing damage.
Longbow. Ranged Weapon Attack: +5 to hit, reach 5
ft., one target. Hit 5 (1d8 + 3) piercing damage.

12
High Elf Mage Naeric Solider
Medium humanoid, lawful evil Medium humanoid, lawful evil

Armor Class 12 Armor Class 17 (splint)


Hit Points 26 (4d8 + 14) Hit Points 40 (8d8 + 8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 10 (+0) 16 (+3) 12 (+1) 15 (+2) 10 (+0) 13 (+1) 12 (+1)

Senses darkvision 60 ft., passive Perception 11 Senses darkvision 60 ft., passive Perception 11
Saving Throws INT +5, WIS +3 Skills Athletics +5, Persuasion +3
Skills Arcana +5, History +5 Languages Common, Elvish
Languages Common, Elvish Challenge 2 (450 XP)
Challenge 1 (200 XP)
Fey Ancestry. The Naeric Soldier has advantage on
Fey Ancestry. The High Elf Mage has advantage on saving throws against being charmed, and magic
saving throws against being charmed, and magic can’t put it to sleep.
can’t put it to sleep.
Innate Spellcasting. The Naeric Soldier's spellcasting
Spellcasting. The High Elf Mage is a 4th-level ability is Intelligence (spell save DC 12, +4 to hit). It
spellcaster that uses Intelligence as its spellcasting can innately cast the following spells, requiring no
ability (spell save DC 13; +5 to hit with spell material components:
attacks). It knows the following spells from the
At will: Either Shocking Grasp, Ray of Frost, or Fire
Wizard’s spell list:
Bolt
Cantrips (at will): Light, Mage Hand, Shocking Grasp
1st Level (4 slots): Charm Person, Magic Missile Actions
2nd Level (3 slots): Hold Person, Misty Step Multiattack. The Naeric Soldier makes two attacks
with its greatsword.
Actions Greatsword. Melee Weapon Attack: +5 to hit, reach
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit 10 (2d6 + 3) slashing damage.
5 ft., one target. Hit: 3 (1d8 – 1) bludgeoning
damage.

13
Eldia High Elf Noble
Medium humanoid, lawful evil Medium humanoid, lawful evil

Armor Class 13 Armor Class 15


Hit Points 34 (8d8 + 2) Hit Points 9 (2d8)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 11 (+0) 18 (+4) 14 (+2) 12 (+1) 11 (0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)

Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Saving Throws INT +6, WIS +4 Languages Common, Elvish
Skills Arcana +6, History +6 Challenge 1/4 (50 XP)
Languages Common, Elvish
Challenge 2 (450 XP) Fey Ancestry. The High Elf Noble has advantage on
saving throws against being charmed, and magic
Fey Ancestry. Eldia has advantage on saving throws can’t put it to sleep.
against being charmed, and magic can’t put her to
sleep. Innate Spellcasting. The High Elf Noble's spellcasting
ability is Intelligence (spell save DC 10, +1 to hit). It
Spellcasting. Eldia is a 5th-level spellcaster that uses can innately cast the following spells, requiring no
Intelligence as her spellcasting ability (spell save DC material components:
14; +6 to hit with spell attacks). Eldia knows the
At will: Message
following spells from the wizard’s spell list:
Cantrips (at will): Light, Mage Hand, Shocking Grasp,
Minor Illusion Actions
1st Level (3 slots): Alarm, Magic Missile, Mage Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.,
Armor one target. Hit: 5 (1d8 + 1) piercing damage.

2nd Level (3 slots): Invisibility, Scorching Ray


3rd Level (2 slots): Slow, Haste
Reactions
Parry. Melee Weapon Attack: The High Elf Noble
adds 2 to its AC against one melee attack that
Actions would hit it. To do so, it must see the attacker and
Quarterstaff. Melee Weapon Attack: +1 to hit, reach be wielding a melee weapon.
5 ft., one target. Hit: 3 (1d8 – 1) bludgeoning
damage. Rally Troops. Melee Weapon Attack: Whenever a
friendly creature within 30 feet of the High Elf
Noble that can hear it misses with an attack, it can
yell perilous threats to allow that creature to reroll
the attack roll.

14
Appendix 2 - Items
Noble 2.1 High Elven Collar
Medium humanoid, lawful evil

Armor Class 15
Hit Points 9 (2d8)
Speed 30 ft.

STR DEX CON INT WIS CHA


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

Senses passive Perception 12


Languages Common, Elvish
Challenge 1/8 (25 XP)

Actions
Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8 + 1) piercing damage. Wondrous Item, uncommon
While wearing this collar, creatures cannot cast any spells
Reactions (including cantrips). Other racial and class abilities are
Parry. Melee Weapon Attack: The Noble adds 2 to its unaffected.
AC against one melee attack that would hit it. To do
so, it must see the attacker and be wielding a melee 2.2 Grappling Hook
weapon.
As an action, creatures can make a ranged attack against the
distance DC in the table below. If successful and when used
with a rope of appropriate length, the grappling hook reduces
the DC of any climb check by 5.
Distance DC
25ft 8
50ft 12
75ft 16
100ft 20

15
Appendix 3 - Maps
3.1 Mine Cavern

16
3.2 Guard Post

17
3.3 Carvid Ambush

18
3.4 Goblin Hideout

19
3.5 The Crane

20
3.6 The Stairs

21
3.7 Guard's Quarters

22
3.8 Castle Ruins

23
The following are available as Standard Actions in Stealth
Appendix 4 - Mechanics Initiative:
4.1 Stealth Initiative Hide
What is Stealth Initiative? Using the Hide Action as a Standard Action gives +2 to a
Stealth Initiative is a way to allow for a more forgiving and Stealth check.
interesting stealth experience. Instead of relying on one
Stealth check to determine if the party fails, the party will Distract
enter Stealth Initiative with any creatures nearby. Depending Using the Distract Action as a Standard Action allows players
on how successful the characters are on their Stealth checks, to roll a Charisma (Deception) check against a creature's
creatures will move up and down the Awareness Track. Wisdom (Insight). The target must not be aware of the
If combat begins, the same Initiative values can be used. player's current location. On a success, the player can cause
the target to immediately move -1 down the Awareness Track
Awareness Track to a minimum of -1. The player can also cause the target to
Track State Effect immediately move up to ten feet in any direction (the target
avoids any obviously dangerous areas). The target then gains
-2 Unconscious
An unconscious creature is unaware of the Distracted condition (see the Distracted state in the
its surroundings. Awareness track) until the end of its next turn.
Perception checks are made with
-1 Distracted disadvantage. Passive Perception
If the Charisma (Deception) check fails, the player will get -2
takes a -5 modifier. on their next Dexterity (Stealth) check.
0 Unaware Normal. Apply passive Perception. Dash
The creature spends an action each Any player that takes the Dash Action will roll their next
1 Cautious round to make a Wisdom (Perception) Stealth check with disadvantage.
check, but does not actively search.

2 Alert
Actively searches. Will alert others if
available.
Running Stealth Initiative
Aware of your exact location. Will alert
Running Stealth Initiative requires a different mindset than
3 Aware
others if available.
combat encounters. For a Stealth Initiative encounter to be
effective, the following things are important to keep in mind.
If a Stealth check is failed, the creature moves +1 on the Letting Your Players Know
Awareness Track. Informing your players that stealth is of the utmost
Players can move creatures down the Awareness Track by importance will allow them to get into the proper mindset. It
succeeding in Distract checks. can also give the Paladin or Fighter a chance to leave their
heavy armor at home.
Line of Sight
Creatures not in direct line of sight of the creature they are Playing NPCs
trying to see make Perception (Wisdom) checks with Making your NPCs dynamic is a key component to Stealth
disadvantage and take a -5 modifier to passive Perception. Initiative. Each opponent will act differently based on their
Awareness, but this is a good guide to follow:
Waking Someone Unaware – NPC moves their speed (no dash) in a random
A creature that is naturally sleeping, as opposed to being in a direction (1d4 for North, East, South, West) OR follows a
magically or chemically induced sleep, wakes up if it takes predetermined patrol route.
any damage or if someone else uses an action to shake the
creature awake. A sudden loud noise — such as yelling, Cautious – NPC moves their speed (no dash) towards the
thunder, or a ringing bell — also awakens a creature that is sound they heard.
sleeping naturally. Alert – NPC moves their speed (dash) towards the sound they
Whispers don’t disturb sleep, unless a sleeper’s passive heard OR calls for help.
Wisdom (Perception) score is 20 or higher and the whispers
are within ten feet of the sleeper. Speech at a normal volume Aware – NPC attacks OR moves their speed (dash) towards
awakens a sleeper if the environment is otherwise silent (no reinforcements.
wind, birdsong, street sounds, etc.) and the sleeper has a
passive Wisdom (Perception) score of 15 or higher.
Turns
Players receive their typical three actions (Bonus Action,
Movement and Standard Action). They will also have to make
a Stealth check as a Free Action after their movement each
turn.
24
Environment Rival Location
Making sure that your environment has plenty of places to Roll Location
hide and things to interact with is particularly important in 1 Ambush (3.1)
Stealth Initiative. If using Stealth Initiative, it is
recommended to use a battle map for in-person sessions and 2 The Guard Post (3.2)
Roll20 for online sessions. 3 The Crane (3.5)
Avenues of Movement 4 The Stairs (3.6)
Giving your players options when it comes to routes, 5 Guard's Quarters (3.7)
distractions, and lethality is critical in making Stealth
Initiative feel dynamic. 6 Castle Ruins (3.8)

4.2 Stealth Initiative Helper Rival Name


Roll Name
1 Jhaan
2 Larrel
3 Onas
4 Sontar
5 Arlen
6 Droth
7 Erlan
8 Gaelin

Rival Distinguishing Feature


Roll Name
1 Bald head and green eyes
2 Tall and athletic build
3 Very attractive face with long blond hair
4 Shoulder length straight black hair and black eyes
5 Face tattoos
6 Short and overweight
7 Piercing blue eyes
8 Scar running from forehead to chin

Rival Deed
Roll Name
1 Tortured a friend for not working hard enough
2 Didn't feed the prisoners in your wing for a week
3 Gave you a swirly in the waste bucket of your cell
4 Stole your only remaining trinket from home
4.3 Rival Generator 5 Spit in your food
Roll one die on each of the following tables and note down 6 Killed your parents
the location, name, distinguising feature, and deed. If a player
kills their rival they receive Inspiration.
When the players enter a location that contains a rival,
randomly choose one of the High Elf Guards to be that rival.

25
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Product Identity: The following items are hereby identified as Product Open Game Content You are copying, modifying or distributing, and You
Identity, as defined in the Open Game License 1.0a, Seection 1(e), and are not must add the title, the copyright date, and the copyright holder's name to
Open Content: Arcane Eye, the Arcane Eye Logo, as well as all trademarks, the COPYRIGHT NOTICE of any original Open Game Content you
registered trademarks, proper names (including the names of each character, Distribute.
location, item or monster unique to this product), dialogue, plots, storylines,
locations, characters, artworks, and trade dress. 6. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
The terms of the Open Gaming License Version 1.0a are as follows: in another, independent Agreement with the owner of each element of
OPEN GAME LICENSE Version 1.0a that Product Identity. You agree not to indicate compatibility or co-‐
‑adaptability with any Trademark or Registered Trademark in conjunction
The following text is the property of Wizards of the Coast, Inc. and is with a work containing Open Game Content except as expressly licensed
Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
in another, independent Agreement with the owner of such Trademark or
1. Definitions: (a)"Contributors" means the copyright and/or trademark Registered Trademark. The use of any Product Identity in Open Game
owners who have contributed Open Game Content; (b)"Derivative Content does not constitute a challenge to the ownership of that Product
Material" means copyrighted material including derivative works and Identity. The owner of any Product Identity used in Open Game Content
translations (including into other computer languages), potation, shall retain all rights, title and interest in and to that Product Identity.
modification, correction, addition, extension, upgrade, improvement, 7. Identification: If you distribute Open Game Content You must clearly
compilation, abridgment or other form in which an existing work may be indicate which portions of the work that you are distributing are Open
recast, transformed or adapted; (c) "Distribute" means to reproduce, Game Content.
license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 8. Updating the License: Wizards or its designated Agents may publish
distribute; (d)"Open Game Content" means the game mechanic and updated versions of this License. You may use any authorized version of
includes the methods, procedures, processes and routines to the extent this License to copy, modify and distribute any Open Game Content
such content does not embody the Product Identity and is an originally distributed under any version of this License.
enhancement over the prior art and any additional content clearly 9. Copy of this License: You MUST include a copy of this License with
identified as Open Game Content by the Contributor, and means any every copy of the Open Game Content You Distribute.
work covered by this License, including translations and derivative works 10. Use of Contributor Credits: You may not market or advertise the Open
under copyright law, but specifically excludes Product Identity. (e) Game Content using the name of any Contributor unless You have
"Product Identity" means product and product line names, logos and written permission from the Contributor to do so.
identifying marks including trade dress; artifacts; creatures characters; 11. Inability to Comply: If it is impossible for You to comply with any of the
stories, storylines, plots, thematic elements, dialogue, incidents, terms of this License with respect to some or all of the Open Game
language, artwork, symbols, designs, depictions, likenesses, formats, Content due to statute, judicial order, or governmental regulation then
poses, concepts, themes and graphic, photographic and other visual or You may not Use any Open Game Material so affected. 13.**
audio representations; names and descriptions of characters, spells, Termination**: This License will terminate automatically if You fail to
enchantments, personalities, teams, personas, likenesses and special comply with all terms herein and fail to cure such breach within 30 days
abilities; places, locations, environments, creatures, equipment, magical of becoming aware of the breach. All sublicenses shall survive the
or supernatural abilities or effects, logos, symbols, or graphic designs; termination of this License.
and any other trademark or registered trademark clearly identified as 12. Reformation: If any provision of this License is held to be unenforceable,
Product identity by the owner of the Product Identity, and which such provision shall be reformed only to the extent necessary to make it
specifically excludes the Open Game Content; (f) "Trademark" means the enforceable.
logos, names, mark, sign, motto, designs that are used by a Contributor to 13. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000,
identify itself or its products or the associated products contributed to the Wizards of the Coast, LLC. System Reference Document 5.1 Copyright
Open Game License by the Contributor (g) "Use", "Used" or "Using" 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
means to use, Distribute, copy, edit, format, modify, translate and Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
otherwise create Derivative Material of Open Game Content. (h) "You" Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on
Not for resale. Permission granted to print or photocopy this document original material by E. Gary Gygax and Dave Arneson.
for personal use only. System Reference Document 5.1 2 or "Your" means
the licensee in terms of this agreement. © 2020 Arcane Eye. All rights reserved.
2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be END OF LICENSE
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 this License.
 
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