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Nothing out of the ordinary (the players can use this time to

I created this adventure with a group of


introduce their characters if they
four players who are at level five in
haven't already)
mind. However, as the DM you have the
flexibility to adapt the adventure to suit
the needs and strengths of your The town of Rustwater
particular party. Unlike typical As you step out onto the dusty ground, you
dungeon-crawling experiences, this take a moment to survey your
adventure emphasizes intricate social surroundings. The village of Rustwater
dilemmas and engaging combat appears even poorer than you had initially
scenarios that will challenge the party's anticipated. The ramshackle houses are in
creativity and problem-solving skills. disrepair, with crumbling walls and leaky
roofs. The villagers you see are dressed in
(this product contains open-game content)
tattered, dirty clothing, and their faces
bear the marks of poverty and hardship.
The plot The stench of human waste and rotting
food wafts through the air, assaulting your
The party is hired by the peculiar and senses and making you feel ill at ease.
corrupt nobles of a town to deal with a
group of bandits who have been causing
In the center of town, there is a well
trouble. However, the party soon
with a man leaning against it, watching
discovers that the nobles are actually
you as you pass by. To your right, the
doppelgangers who have taken on the
general store, which appears to be the
identities of the previous rulers. The
only shop in the village. To your left,
bandits, who are actually a Robin
there is a tavern with a few patrons
Hood-esque group, approach the party
milling about outside, and a small
and ask them to disrupt a party that the
church with a bell tower rising above it.
nobles are hosting so that the bandits
In addition to the general store, tavern,
can rob the rich attendees and give to
and church, there is a large building at
the poor. The party must then choose to
the end of town that stands out from
either aid the doppelgangers or expose
the rest. It is well-maintained and
them and help the villagers of
appears much more expensive than the
Rustwater.
surrounding buildings. Here live the
The ride to Rustwater nobles that hired the party.

You are all seated in the back of a sturdy


caravan, making your way toward the With a DC 15 perception roll:
quaint village of Rustwater. The air is The player realises that there are almost
chilly, and the sun is barely peeking over no shops in town beyond the large
the horizon. The group of nobles who hired general store at the center. It's unusual
you didn't disclose much about the task, for a village to have so few businesses,
but you expect the pay to be modest.
especially when it's situated along a an employee. Despite her
major trade route. less-than-friendly demeanor, Lily is
willing to answer any questions the

NPC: Hudson stout players might have about the store's


wares.
As your party approaches the well in the
center of town, you notice a man sitting in
front of it. He holds a worn and Tavern of fortune
half-broken mug in his right hand, while The players enter the Tavern of
his left arm hangs uselessly at his side. His Fortune, and despite its name, it looks
eyes meet yours and he calls out, quite run down and empty. The floor
"Adventurers! Might you have a dime to
hasn't been cleaned in ages, and there is
spare?"
a strange smell lingering in the air. An
The man explains that he believes old elf is sound asleep behind the
throwing a dime into the well will bring counter, and there is a group of hunters
him great fortune. Despite his poverty, playing a card game in the corner.
he has made it his mission to collect
enough spare change to make the The elf's name is Gregory, and he's
offering. He offers to trade any quick to complain about the youth of
information or services he can provide today. He seems more interested in
in exchange for a coin. ranting than serving customers, but he'll
reluctantly serve a beer for the steep
The general store price of 2 gold.
The players enter the general store, and
they're greeted by Lily, a shop worker The nobles house
with a bit of a rude attitude. The general The players walk into a genuinely nice
store is surprisingly large for a town like and elegant building and are greeted by
Rustwater, and it contains most basic a friendly-looking human named Ousk.
adventuring gear at double the price Two other nobles, Yuts and Lats, stand
listed in the Player's Handbook. In quietly behind him. Ousk immediately
addition to the standard gear, there are greets the players, saying, "You must be
also magic beans for sale at a steep price the adventurers we've hired."
of 30gp each. These beans work like the
beans found in the Bag of Beans magic Ousk proceeds to give the players their
item. mission: to find a bandit camp located
by taking the trail north of the village.
When questioned about the high prices, The nobles offer 40 gold per person for
Lily admits that they're quite steep but the job, but this price is obviously very
doesn't know why they're so inflated. low and can be negotiated up to 200
She tells the players that the store gold per person.
owner sets the prices and that she's just
Family of Zuckerberg a group of bandits jump out, wielding
swords and shields.
Ousk, Yuts, and Lats are not who they
appear to be. In truth, they are
powerful doppelgangers who have Billy, the clumsy one, trips over a rock
taken on the identities of the previous and falls to the ground. Bruce, with his
noble rulers of the town. These three deep voice and intimidating presence,
doppelgangers have hidden the bodies
steps forward and orders the players to
of the former nobles within a secret
room in the library. As the players leave. Bryce, the mute one, simply
delve deeper into the mystery, you stands there with a crossbow pointed at
can drop hints and clues to suggest them.
that there is something inhuman
about Ousk, Yuts, and Lats. Then, a figure in a hat steps out from
one of the tents. He introduces himself
as Rubus Hat and demands to know
Trail to the bandit camp why the players are there.
As the adventurers trek through the
wilderness on their way to the bandit The players may choose to engage in
camp, those with a keen eye and a combat. In the event that combat
passive perception score higher than 15 ensues, Bill, Bruce, and Bryce should
might notice subtle clues that suggest an use the bandit statblock, while Rubus
owlbear might be nesting nearby. They Hat should use the bandit captain
might spot broken branches and claw statblock.
marks on trees.
Travel encounter: they suddenly hear a
deep, guttural growl that sends shivers Note to the DM: If the players want to
attack the bandits, drop subtle clues
down their spines. They turn around to
that they are actually the good guys
see a massive owlbear charging towards and that the nobles are draining the
them with its sharp claws and beak town. For example, have the bandits
bared. mention that they are stealing
fromthe rich to give to the poor, or
have them mention that the nobles
The bandit camp are exploiting the town and leaving its
people in poverty. This will give the
The camp is surrounded by a makeshift
players a chance to reconsider their
wall of wooden planks and some old actions and potentially change the
barrels. The tents look old and ragged, and direction of the story.
there is a strong smell of burnt meat in the
air.
As you approach the camp, you hear some
rustling from the bushes nearby. Suddenly,
use read thoughts to confirm whether

Lets get criminal or not they are lying. However, the


nobles will not take direct action against
When the adventurers choose to ally
the players, as they fear that they may
themselves with the bandits, the outlaws
have valuable information about the
will request their assistance in
bandits' plans.
disrupting the noble's party that is set to
take place in a few days' time. The
bandits aim to take advantage of the
chaos caused by the disturbance to steal
the riches of the wealthy merchants and
It’s party time!
The players can indulge in any activities
nobles attending the event.
they wish. But If the players had
previously deceived or acted against the
In addition to the bandit's request to
nobles in any way, they will find
disrupt the noble's party, their leader
themselves under increased scrutiny.
Robus will approach the players with
The eyes of the nobles will be upon
another task. He suspects that the three
them, watching for any signs of
main nobles who are hosting the party
dishonesty or misdeeds.
are hiding something and behaving
oddly, almost as if they are not entirely
human. Robus believes that the players
may be able to uncover some
information that could shed light on the
matter.

Back in town baby!


The players might return to town with
the stolen loot and the bandits, either
alive or dead as requested. If the players
hand over the bandits as agreed, the
nobles will reward them with a
generous sum of gold and ask them to
help keep their upcoming event safe,
suspecting that the bandits may have
something planned.

However, if the players have sided with


the bandits, they will find themselves
returning to town empty-handed. Upon
arriving, the nobles will express their
frustration towards the players, and will
The library
With a DC 15 History check, the players
As you step into the library, you're struck can uncover some information about
by the grandeur of the space. The room is the town's past. It seems that this place
expansive, with a soaring ceiling and used to thrive, but about twenty years
rows upon rows of elegant bookshelves ago, the nobles in charge began to act
lining the walls. The shelves are filled with differently. Taxes were raised, and the
books of every size and color, and you can't people began to suffer under their rule.
help but feel a sense of reverence for the With a DC 15 Investigation roll or a
vast knowledge contained within. passive perception above 18 the players
are able to find a hidden door behind
the shelf. As they push it open, it reveals
a secret room filled with caskets, each
one containing a body identical to the
three nobles.
If the nobles were suspecting the party As you step into the grand ballroom, your
of lying at the beginning read this: eyes are greeted by the sight of over fifty
people, including wealthy merchants,
Yuts suddenly turns to face you with a high-ranking priests, and nobles of the
menacing glare, and his voice takes on an realm, with even a king and queen in
otherworldly quality as he speaks. 'You are attendance. The space is adorned with
ruining everything!' he hisses. His skin crystal chandeliers and fine furnishings,
begins to shift and change, turning a sickly and several dozen tables are spread
shade of blue, and his eyes bulge throughout the room, each laid out with a
grotesquely from their sockets. Lats Ousk feast of sumptuous delicacies. At the far
and Yuts will start attacking the party. end of the ballroom, a stage has been
erected, and standing at its center is Ousk,
the host of this lavish event. As he speaks to
the assembled guests, his voice carries
The party hall effortlessly across the room, his words
As the adventurers enter the opulent amplified by magical means.
ballroom, the grandeur of the noble
guests is palpable. The air is thick with
If the time is right or if the party causes
the mingling scents of perfumes, spices,
a distraction the sound of shouting and
and intrigue. The players have free
chaos echoes through the hall.
reign to indulge in any activities they
Suddenly, a group of 15 bandits burst
wish, but they must tread carefully, for
through the door, led by three bandit
their past deeds may have already
captains. The nobles that were
preceded them.
previously suspected of being
If the players had previously deceived
doppelgangers have transformed back
or acted against the nobles in any way,
to their true form, revealing their
they will find themselves under
inhuman nature to the party.
increased scrutiny. The eyes of the
nobles will be upon them, watching for
any signs of dishonesty or misdeeds. The ending
The final outcome of the adventure is
entirely in the hands of the DM. you
create the consequences of the players'
decisions and shape the ultimate
conclusion of the story.
Content. (h) “You” or “Your” means the licensee in terms of
this agreement.

An adventure written by Julian Kroes 2. The License: This License applies to any Open Game
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COPYRIGHT NOTICE Open Game License v 1.0a


Copyright 2000, Wizards of the Coast, Inc. System
Reference Document 5.0 Copyright 2016, Wizards of the
Coast, Inc.; 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. Copyright 2023 Julian Kroes

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