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A Trade of Bride

and Pride
A Fifth Edition compatible
mini-adventure for three
to four PCs of 4th–8th level.

F redrigarr Bersk, the cap-

tain of the guard whose iron

fist clenches tighter around bribes

than it does around crime, has fi-

nally met his match. Brigands with

an axe to grind have stolen away

his young bride, Lady Arilette, and

the ransom must be delivered in

three days to the infamous ship’s

graveyard known as Hull’s Breach.

Worse still, the kidnappers have

warned that if the city guard gets writing Liz Orchard


color art Jon Hollander
involved, all the Captain will see maps Dyson Logos
developer Russ Morrissey
of his dear wife again is her head. layout Eric Life-Putnam

EN World EN5ider
This corrupt official must resort to Character Hooks
Captain Bersk is a man of great wealth and con-
promising great rewards for his be- nections, and he always knows just what to offer to
get others to do what he wants. Not only is the par-
loved’s safe return, but as the search ty promised double the ransom upon success, but
he also gives more individual incentives to each
goes on, one question rises to the sur- member. He promises to sweep past crimes under
the rug, access to forbidden areas of the city, meet-
face: is that something Lady Arilette ings with other higher-ups the PCs seek dealings
with, and more. Pleasing Fredrigarr could make
even wants? the next leg of the adventure far more convenient.
If the party chooses to side with Lady Arilette,
she can be persuaded to let them keep half the
Background 1,000 gp ransom money (which she intended to use
Arilette’s mother gave her daughter’s hand to Cap- to start her new life) as a token of her thanks. A sig-
tain Bersk to escape poverty, believing she could do nificantly smaller reward—and they may need to
no better than a rich, powerful husband. However, skip town when Captain Bersk finds out what hap-
the newlywed lady dreams of a life of freedom and pened, but such is the price for doing what’s right.
exploration, not being trapped as some pig’s trophy
wife. And so one night while going on a twilight Clues
stroll in their estate gardens, piously awaiting her Investigating Lady Arilette’s kidnapping can re-
husband’s return from work, both she (and a great veal the following:
deal of her jewelry) disappeared, leaving only a ▶ Lady Arilette disappeared as she strolled the

scrawled ransom note in her place. gardens at night while Captain Bersk was
still working. He had not seen her since he
Overview departed that morning before she was awake.
Bersk summons the party to his office in the The servants last saw her last at supper, only
Watchmaster’s Accord to explain his situation and realizing she was gone when they went to
ask for their help. Joining them on the journey to fetch her for bed.
Hull’s Breach is local paladin Graysha Greypeak, ▶ The ransom note is scrawled in messy, unfa-

an old friend to the guard captain and his lady. miliar handwriting. In the bottom corner is
However after several attempts by the brigands a red insignia of a dog’s head dripping blood.
themselves to stop the ransom’s delivery, the ad- This is in deliberate contrast to Captain
venturers arrive at the drop-off point to discover Bersk’s seal: a blue hunting dog.
that Lady Arilette herself has orchestrated this en- ▶ Lady Arilette’s jewelry box is gone from their

tire charade to escape her unwanted marriage to bedroom. The Captain assumes the brigands
this wicked older man. Now the party must choose: who absconded with Lady Arilette stole this
forsake their promised rewards and risk Captain too, though he is uncertain how this could be
Bersk’s ire to let this young woman go free, or drag if they ambushed her from the gardens and
her back home and finish what they started? never entered the house.

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A Trade of Bride and Pride  |  EN World EN5ider


Ransom Exchange ▶ Fredrigarr Bersk. The guard captain is a
After acquiring some information from Captain large, mustachioed man with graying side-
Bersk, then meeting the companion Graysha Grey- burns, wearing polished armor and a blue
peak and getting the ransom payment, the party cape that signifies his station. First seen
have a short journey to Hull’s Breach, where the drunken and puffy-eyed from a sleepless
complicated nature of their task becomes clear. night of crying for his poor wife, he quickly
pulls himself together when the adventurers
The Watchmaster’s Accord arrive, showing his slick and conniving side.
This large, square building is at the heart of the
city and houses law enforcement offices, dungeons, The City Outskirts
and torture chambers right across the hall from It’s only a day’s journey from the main gate to the
each other. Captain Bersk’s chamber is on the top shore where Hull’s Breach lies, but the road is noto-
level, filled with expensive furniture, a liquor cab- riously frequented by bandits and thieves. Meeting
inet behind his desk, and a window spanning an the party with the horse-drawn cart holding the
entire wall overlooking the city. ransom money, hidden under clothes and travel
▶ Bree Greenbottle. A chirpy halfling who acts packs, is the paladin Graysha Greypeak, who will
as secretary and personal assistant to Captain be joining them to ensure things go smoothly.
Bersk, Bree is always bustling about, eager ▶ Graysha Greypeak. This half-orc paladin

to please and too naïve to ask questions. It once served alongside Fredrigarr Bersk
was Bree that summoned the party to meet before he was promoted to captain and they
with the big boss and is the first person they swore allegiance to the templars. Their
talk to when they go to meet with the guard shared service led to a loyal friendship that
captain, Though she has some magical ability has endured many trials, but while Graysha
(cantrips like mage hand and prestidigitation), remains a person of honor and integrity, they
Bree uses the statistics of a commoner. seem unaware of how power has changed
their so-called brother-in-arms.

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Graysha Greypeak Of course things don’t go smoothly. During their
Medium humanoid (half-orc), lawful good journey, 3–4 thugs and a druid ambush the ad-
Armor Class16 (breastplate) venturers. The druid attempts to set the horse free
Hit Points29 (4d10+12) from the cart and will then don the stirrups and
Speed30 ft. use Wild Shape to become a horse to make off with
STR DEX CON INT WIS CHA the ransom. The enemies’ clothes bear the same
13 (+1) 15 (+2) 14 (+2) 11 (+0) 12 (+1) 16 (+3) dog’s-head insignia from the ransom note. NPCs
Saving ThrowsWis +3, Cha +5 interrogated by the party lie, saying that they were
SkillsAthletics +3, Insight +3, Intimidation +5, Percep- sent to collect the ransom ahead of schedule.
tion +3, Religion +2 Treasure. A total of 80 gp can be collected from
Sensesdarkvision 60 ft., passive Perception 13 the thugs’ pockets. The druid holds a necklace
LanguagesCelestial, Common, Orc with Captain Bersk’s emblem on the pendant, as
Challenge2 (450 XP) well as a flask of water that always remains cool to
Divine Smite. When Graysha hits a creature with a the touch.
melee weapon attack, they can expend one spell slot
to deal 2d8 radiant damage to the target, in addition to Hull’s Breach
the weapon’s damage. The damage increases by 1d8 if On the jagged shores of Shale Coast, a ship cracked
the target is an undead or a fiend. in half like an egg lies on its side over a massive
Lay on Hands (10 points). As an action, Graysha can horn of rock. This is Hull’s Breach, the gravesite
touch a creature and restore a number of hit points to of dozens of vessels and hundreds of sailors. The
it, up to the maximum amount remaining in this pool. massive rock cleaving through the sideways ship
Alternatively, Graysha can expend 5 hit points to cure actually houses the mouth of an underground cave,
the target of one disease or neutralize one poison mostly shielded from the surf by the broken hull
affecting it. to make a perfect hideout for those up to no good.
Relentless Endurance (1/Long Rest). When Graysha is A half dozen thugs (and the druid, if they es-
reduced to 0 hit points but not killed outright, they can caped), are at the ready within. One drags forward
drop to 1 hit point instead. a bedraggled Lady Arilette, ready to exchange her
Savage Attacks. When Graysha scores a critical hit for the ransom. Meanwhile a small rowboat is be-
with a melee weapon attack, they can roll one of the ing hauled out of the cave mouth and dragged to
weapon’s damage dice one additional time and add it the water, set to carry out the brigands and the
to the extra damage of the critical hit. ransom to a ship waiting on the horizon.
Spellcasting. Graysha is a 2nd-level spellcaster that As the PCs receive the hostage, they have the
uses Charisma as their spellcasting ability (spell save chance of discovering—aided by Graysha—that
DC 13; +5 to hit with spell attacks). Graysha has the this woman is an imposter! The real Lady Arilette
following spells prepared from the paladin spell list: is the hooded figure readying the getaway rowboat.
1st-level (2 slots): command, cure wounds, divine favor, There is the possibility of an encounter here be-
healing word, shield of faith tween the party and the brigands (aided by Arilette),
ACTIONS but before combat breaks out the noblewoman
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one calls for a halt to briefly explain the situation.
target. Hit: 8 (1d8+4) piercing damage. Lady Arilette’s revelation of her mistreatment by
Longbow. Ranged Weapon Attack: +4 to hit, range Captain Bersk and her staged kidnapping leaves
150/600 ft., one target. Hit: 7 (1d8+2) piercing damage. Graysha in shock, and the adventurers must try
to snap them out of it to get their aid in the fight,
or to convince them to allow her to leave with the
ransom (betraying Captain Bersk’s trust in them).

A Trade of Bride and Pride  |  EN World EN5ider


Lady Arilette Bersk
Medium humanoid (human), neutral
Armor Class14
Hit Points58 (9d8+18)
Speed30 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 15 (+2) 15 (+2) 13 (+1) 16 (+3)
SkillsAcrobatics +6, Perception +3, Persuasion +5
Sensespassive Perception 14
LanguagesCommon, Elvish, Thieves’ Cant
Challenge4 (1,100 XP)
Bardic Inspiration (3/Short Rest). As a bonus action
on her turn, Arilette can choose one other creature
within 60 feet who can hear her. That creature gains
one Bardic Inspiration die, a d8. Once within the next
10 minutes, the creature can roll the die and add the
number rolled to one ability check, attack roll, or
saving throw it makes. In addition, they can add it to a
weapon damage roll, or when they are hit by an attack
they can use their reaction to add it to their AC (pos-
sibly causing an attack to miss). The creature can wait
until after it rolls the d20 before deciding to use the
Bardic Inspiration die, but must decide before the GM
says whether the roll succeeds or fails.
Countercharm. As an action, Arilette can start a perfor- Conclusion
mance that lasts until the end of her next turn. During There are two main conclusions expected from the
that time, Arilette and any friendly creatures within 30 conflict.
feet of her who can hear her have advantage on saving ▶ Arilette Escapes. If the PCs decide to let Ari-

throws against being frightened or charmed. The per- lette escape, she will grant them half of the
formance ends if Arilette is incapacitated or silenced or ransom money (500 gp) and depart with her
if she voluntarily ends it (no action required). crew. If they fall for the imposter’s deception
Cunning Action (1/Turn). Arilette can use a bonus until it’s too late, Graysha pays them 200 gp
action to take the Dash, Disengage, Hide, Use Object out of her own pocket. In either case, the
action, to make a Dexterity (Sleight of Hand) check, or paladin advises the adventurers to return to
to use thieves’ tools to disarm a trap or open a lock. the city and try to smooth things over.
Second-Story Work. Climbing does not cost Arilette ▶ Arilette Returns. If Arilette is forced to

extra movement. When she makes a running jump, the return to her husband, the adventurers are
distance she covers increases by 4 feet. rewarded in full (2,000 gp), and they receive
ACTIONS the good favor of Captain Bersk. However,
Rapier. Melee Weapon Attack. +6 to hit, reach 5 ft., one soon Arilette escapes on her own again, now
target. Hit: 8 (1d8+4) filled with hatred and a desire for revenge—a
Hand Crossbow. Ranged Weapon Attack. +6 to hit, new antagonist for the party is born.e
range 30/120 ft., one target. Hit: 7 (1d6+4)
Peerless Escape. Lady Arilette turns invisible and takes
the Dash action.

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