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Trial of the Beast

Expenses: https://roll20.net/compendium/dnd5e/Expenses#content

Meant for party of 4, level 4. Rebalance for level party of 3, level 6

NPCs
- Viktra Mordenheim: assassin
- Elise (the Beast): fiendish flesh golem
- The Carnival
o Isolde (cambion)
o Nepenthe (sentient holy avenger)
o Hermos the Half-Giant (half-ogre)
o Tindal the Barker (mage)
o Alti the Werehare (wererat)
o Amelia the Vampire (scout)
o Charlotte the Fire Eater (veteran)
o The Organ Grinder (scout)
o Silessa the Snake (druid)
o The Clowns, Gerik, Josef, and Tam (bandits)
o Professor Pacali (commoner)
- The Court
o Chief Justice Ambrose Kard (commoner)
o Judge Kasp Aldaar (commoner)
o Judge Embreth Daramid (commoner), secret member of the Keepers of the Feather
o Holy Sister of Justice (priest)
o Herald of the Court (gladiator)
o Barrister Gustav Kaple (commoner), stuttering defense for the Beast in court
o Otto Heiger (commoner), prosecutor against the Beast
- Dr. Montagnie Crowl (commoner), Professor of Antiquities at Ludendorf University
- Lazne (bandit), village elder of the village Morast
- Vorkstag (bodak) and Grine (darkling, priest), run Chymic Works, and secretly supply bodies for
Mordenheim

- Surgeon’s tool, darkvision extract, face, artisan’s clothes, blood no scars

Part 1: Trial of the Beast


The Carnival, and the Spiders
- The Carnival found the PCs nearly frozen to death in the path.
- Isolde is willing to let the PCs stay and partake in food and their own wagon but wants them to
investigate the disappearance of one of her clowns, Tam.
- Following Tam’s trail:
o 1 drider with phase abilities (CR 9) (hard)
- Treasure: 1 potion of mind control (humanoid), see list of treasure
- Reward (from Isolde): +1 dagger

Ludendorf
- Shortly after the PCs arrive, they are arrested by the Ludendorf guard for “not having their
papers.”
o 3 gunslingers
- The guards will attempt to walk the PCs to the courthouse to meet Judge Daramid, who will
explain her feelings on the Beast.
o Reward for investigating: 100 platinum each PC.

Morast
- 1 Theran chimera (hard)
- Treasure: 1 oil of sharpness, silver hip flaks (30 gp), 1 crimson felt purse (31 pp, 22 gp), 1 wand
of smiling

Part 2: First Day of Trial


- Run day 1 of trial for the murders at Morast
- Investigate Hergstag that night
o If they leave the path, the party encounters quicksand
 https://www.5esrd.com/gamemastering/hazards/quicksand/
o There are a number of bear traps laid at the village; unless searching for them, a player
will step onto one
o 20% chance of hitting another when moving between buildings
o Each child is a wraith
o Brother swarm is a sword wraith commander
- Mob attack on the court
o Default; 50 bandits, 6 thugs
- 2 ghasts, 1 shadowghast

Future encounters:

- 2 underworld cerberus (deadly, 33.8%)


- 3 werebats (medium)

Next Adventure: Massacre at Camp Clearwater (Dementlieu, Chateufaux)

- The slasher is many different creatures, all manipulated by a coven of hags (the Mill Street
coven) to assume the identity of the Slasher.
o The Cult of the Slasher, who revere the Slasher and try to emulate his murders.
o A yew tree created by the hags is responsible for the true Slasher’s rejuvenation.
o Wilbur Coates, the groundskeeper, is working for the hags and makes Slasher golems for
them.
o The hags create additional plant Slashers using a shambling mound.
o The true Slasher is a mutated stone giant, controlled by an amulet of binding by the
hags.

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