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2 Introduction
You start in a tavern.
Despite the popular wisdom that most TTRPG campaigns begin this way, I’ve
yet to experience it for myself. By the time I joined the hobby it was already the
punchline to a joke, a lazy standard, a cliché that the TTRPG community had
outgrown. It seems, to me at least, that while the affection for a classic tavern has
never completely vanished, in many cases the mystery has rubbed away. Gone are
the ominous strangers dwelling in corners, the colourful townsfolk, the gossipy
barkeep feeding characters their next plot hook along with their meal.
More often, the tavern has become a checkpoint for players to simply regain
their hit points between the real stories and not worry about who’s going to take
first watch. From time to time, the game master will make a lamp-shaded reference
to the classic taverns of yore with a wink and a nudge, and the players in the know
will give an understanding chuckle before they all move on to something more
‘advanced’. And there’s nothing wrong with that, per se, but… it does feel like a
missed opportunity.
Properly applied, the tavern can be a game master’s secret weapon for engaging
players in the setting, without the need to hand over a tome of unfamiliar lore to
blank stares. The characters with which you populate a tavern can personify the
factions, ideologies, and struggles of your wider world, seamlessly drawing the
player party deeper into the mire of adventure and intrigue awaiting them. Matt
Colville once said, “the whole world comes to a tavern” and what’s more, a tavern
creates unavoidable proximity between the party and the NPCs who hold the keys
to unlocking their story.
But to me, the most valuable thing a tavern provides is a place where the players
and their characters merge. Just a little bit. A party of grizzled heroes, fresh from
their latest battle, and a group of nerdy friends, having escaped daily drudgery for a
few hours, all sit down together around a table and take a break. They become the
same. They share the same experience. Good company, good conversation, maybe
some food and a couple of drinks to relax.
The tavern is the place where our realm and that of our ongoing fantasy begin
to blend together, and the game we love – for a moment at least – becomes real.
- Dael Kingsmill
Introduction 3
Contents
Foreword 3 Chapter 3: The Tales 68
Iconography System Guide.................................. 5 Dreet Undercobble......................................................75
Sirni the Chattersome Battleaxe .................................87
Chapter 1: The Tavern 6 Florence Neverbee ......................................................95
Tavern Map........................................................... 8 Sinessio Bravo ...........................................................105
Salora Yunderbo .......................................................121
Welcome to the Tavern.................................... 10
Luciana Witherwood.................................................135
Tavern Staff........................................................ 13 Arvad Quillforge ...................................................... 151
Tia & Mia...................................................................13 Kyra Truemoon ........................................................169
Flip Krongovsko .........................................................18 Sir Daywin Dontas ...................................................183
Nix .............................................................................20 Ogrel Grim Howl .....................................................197
Estabôn.......................................................................22 Muninn / Vincent Rews ...........................................209
Local Legends.................................................... 24 Izak Lot ....................................................................223
Aeverys .......................................................................24 Strychnine's Laboratory.............................................247
Eidolon .......................................................................27 Mist ..........................................................................259
Gump the Repulsive & Spaghetti................................31
Husky Fandango.........................................................33 Chapter 4: Player Options 270
Pub Games........................................................... 38 Backgrounds ..................................................... 272
Drinking Contest........................................................38 Fortune Teller............................................................272
Knife Throwing...........................................................39 Acrobat......................................................................273
Tavern Dice.................................................................39 Tent Master...............................................................274
Roll-A-Day..................................................................39 Clown.......................................................................275
Strength Test (High Striker)........................................41 Subclasses .......................................................... 276
Liar's Dice ..................................................................41 Owlbear Tamer ........................................................277
The Circus Gambit..................................................... 42 The Ink Devil ...........................................................281
Top Of the World Circus.................................. 44
Additional Magic Items 283
Chapter 2: Merchants & Player Stalls 52
Tracking Sheets 287
Merchant Stalls................................................ 53
Musical Instruments ..................................................53
General Goods / Fence................................................54
Animal Merchant .......................................................55
Potions........................................................................56
Armor and Shields.......................................................57
Weapons .....................................................................58
Ammunition ..............................................................59
Magical Clothing & Jewelry ......................................60
Scrolls / Forgeries .......................................................61
Blessings / Enchantments ...........................................61
Magical Weapons........................................................62
Magical Items..............................................................63
Player-Run Stalls............................................... 65
4 Introduction
Iconography System Guide icon legend
The iconography system in this book is designed to break
Squawk
up large blocks of text into more manageable segments, Dialogue to be read or paraphrased aloud.
which a GM can use to more efficiently run their game. Our Mechanic
intention is to better streamline the overhead a GM deals
An in-game mechanic or effect.
with, and make things easier to find while actively running
an adventure. This doesn't replace the need to read through Visual
an adventure ahead of time, but should allow you to more Visual descriptions to be read or paraphrased
quickly find vital information on the fly. aloud.
Each symbol represents a different type of information that
Trap
a GM would use to locate objects on a map, offer information
Any mechanical or magical trap.
to be read or paraphrased to players, find a combat encounter,
trap, loot, etc... Lock
Locked doors, windows, hatches, chests, etc.
Introduction 5
Chapter 1
The Tavern | A Trip Away Inn
Reactions
armor class hit points speed
16 85 45 ft. Uncanny Dodge. Flip halves the damage that they take
(studded leather) (19d6 + 19) from an attack that hits them. Flip must be able to see the
attacker.
str dex con int wis cha Lightning Reflexes. After being attacked with a melee
12 (+1) 20 (+5) 12 (+1) 14 (+2) 16 (+3) 18 (+4) weapon, Flip may immediately make a counter-attack.
Background And work in the show he certainly did. It turns out that a
small flying individual who can make themselves invisible is a
Having had to escape the Feywild under circumstances he is boon to a travelling circus. Whether he was setting props for
still a little evasive about, Nix the sprite found himself, cold the next act, rebalancing a wobbly acrobat, or even once or
and alone, among the dull browns and greys of the non-fey twice catching a misthrown knife, Nix soon proved himself
world. Flitting his way out of the woods, Nix made his way an invaluable asset.
to the first collection of lights he came across; a particularly If it weren’t for Flip, Nix might have stayed on the road
grubby little hamlet named Sowbend. He found a home and forever. However, one night after closing, the two of them
a use almost immediately, providing herbalism advice to the were sharing a drink on a haybale, watching the fire burn
local alchemist. The tinctures and philters he provided were low. Flip turned to him and spoke the eight words that led
child’s play for even the dullest fey, but quite remarkable to Nix to turn in his costume the very next day: ‘I think I could
the crusty old apothecary, whose customers mostly ranged do with a home’.
from pig farmers to pig herders.
Ever since then, Nix has served as the mixologist
In a village as small and swinish as Sowbend, an iridescent extraordinaire at A Trip Away. Having been invisible for so
purple fairy dispensing magic potions gets noticed. One long, he now enjoys the spotlight he gets in the tavern, with
night, while nursing a spoon of beer at The Jolly Hog, Nix regulars cheering him whenever he appears from the kitchen,
was snatched by a meaty hand, thrown into a birdcage, and a brightly colored new concoction clutched in both hands.
flung into the back of a cart. So began a three-day journey;
the cage bouncing around among sacks of bird feathers,
jars of teeth, and baskets of evil-smelling mushrooms. From GM Tapestry Options:
his captors’ conversation, Nix ascertained that he was to be Magic Merchant
picked apart and sold as ingredients, for a hefty price.
The merchant that Nix escaped from was a neutral/evil magic
On the third day, the cart stopped earlier than usual, and user in your world, and he bears a grudge. He’s been looking
a cloth was flung over Nix’s cage. Nix could make out the for the gnome that stole his sprite.
muffled sounds of a crowd, as well as his captors arguing
about something. Sometime later, there were further sounds Feywild
of conversation: a third voice, bell-like and cheery, had joined Nix was once a denizen of your Feywild court. He still knows
the gruffer two. After some time, Nix’s cage suddenly became the secret back ways into that realm, and could help the
airborne, and there was the sound of the cart moving off. The adventurers get where they need to go, providing information
cloth was pulled away, and Nix was confronted with a mop on relevant lords, ladies, or points of interest. Fey NPCs in
of blond hair and a pair of grinning brown eyes. ‘I think you your world might even recognize him.
could do with a home,’ the figure beamed. In the background,
Nix could make out the most heart-swelling mix of music, Poisons
color and excitement that he had seen since the Feywild. Decades of experimentation have taught Nix a lot about what
And so, Nix joined the circus. His rescuer’s name turned you can and can’t drink. He is able to identify the qualities
out to be Flip Krongovsko, a noted tumbler. Flip had (or symptoms) of any mysterious poisons your adventurers
apparently paid Nix’s captors- who had stopped to take in a might come across.
show before their delivery- double what they were going to
get for the sum of his parts. Try as he might, Nix could never
get Flip to explain their motivation, nor could he land any
offer of reimbursement, other than a dismissive acceptance
that he’d work off the debt in the show.
Magic Resistance. Nix has advantage on saving throws Invisibility. Nix magically turns invisible until he attacks
against spells and other magical effects. or casts a spell, or until his concentration ends (as if
concentrating on a spell). Any equipment Nix wears or
carries is invisible with him
Reactions
Uncanny Dodge. Nix halves the damage that he takes
from an attack that hits him. Nix must be able to see the
attacker.
Background Three months and six hundred miles, after the Ekish
Affair, a rather gaunt red dragonborn, named Estabôn,
Years ago, in the Kingdom of Daluun, the court of King appeared at the tent flaps of The Top of the World Circus,
Zylik Fenn VII was famous far and wide for its sumptuous looking for work with no questions asked. The cost of those
banquets. Foreign diplomats fought tooth-and-nail for non-questions turned out to be fish-gut duty, preparing
placements in Daluun, just so that they might sample the the daily owlbear slurry. Estabôn swallowed his pride- the
delicacies available at the king’s table. The architect of these bitterest thing he’d ever tasted- and kept his head down.
peerless comestibles was High Ovenmæster Lakash, a red After six months, during which time certain members of
dragonborn with a nose for cinnamons and vintage wines. the company found themselves inexplicably drawn to the
His was a life of fine music, silken robes, and rare fruits owlbear slop, he was moved up into company catering. This
under the desert moon. The king enjoyed the dragonborn’s decision was delightedly celebrated by all, until- one day- a
fiery temperament, and Lakash enjoyed the king’s kitchens contortionist found herself unable to squeeze through her
and cellars even more. hoop quite as easily as before. Some begrudging minor
If it was ever said in Daluun that you can have too much adjustments were made to the company menu, and Estabôn’s
of a good thing, it was a phrase that had never been heard in kitchen tent remained the center of morale.
Lakash’s kitchen. The dragonborn’s appetites- both for foods When his friend, Flip, offered him the chance of a proper
and status began to grow insatiable. Over time, Lakash’s kitchen, Estabôn couldn’t resist. Now, at A Trip Away, he
sub-ovenmæster started to notice inconsistencies around the rules over his kitchen with the fire of a conductor, preparing
kitchen: fully stocked supplies of sugar paper and lavender strangely exotic dishes that baffle and excite the grateful
bread ran out sooner than expected; previously trustworthy patrons. He mysteriously won’t ever do cakes, though.
vendors of honeybroth and candied wasps would fail to
deliver, while swearing blind that their caravan had dropped GM Tapestry Options:
off the order that morning. At the same time, the High
Ovenmæster’s growing corpulence was coming to be a topic Royalty
of conversation in the lower pantries, although not a soul If there is a royal faction in your world, Estabôn has a
dared to raise the matter. surprising amount of insider knowledge about it. Should one
One day, a banquet was thrown for the visiting Triplet of your nobles stop in at A Trip Away and get a glimpse of
Princes of Ek, and the stage was set for an event that might him, they might know Estabôn by a different name.
finally bring peace to the troubled region. The pièce-de-
résistance was a seven-tiered gateau, each layer a diorama of a
Dragonborn
historical Ekish victory, exquisitely portrayed in ganache and In Duluun, being a red dragonborn doesn’t carry the same
brûléed brandy. racial history that it does elsewhere. A dragonborn faction in
your world might not be willing to overlook his coloring.
However, at the moment the cake was wheeled out from a
back room and unveiled, the gathered crowd gasped in horror. Gastronomy
Large handfuls had been frantically clawed out of one side,
Estabôn is always looking to top himself in the kitchen, and
and the cake sagged- mutilated and meritless- to the floor.
will pay good money for unusual ingredients the adventurers
The Triplet Princes left Daluun immediately, humiliated may gather. The fact that no one’s eaten it before doesn’t
and vowing comeuppance. King Zylik- enraged and mean it can’t be food!
afraid- called out for his High Ovenmæster, but the red
dragonborn was nowhere to be found. Lakash was never
seen again, and Daluun slid backwards into a war that
would eventually last a generation.
Actions
Frying Pan. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 6 (1d6 + 3) bludgeoning damage.
Fire Breath. Ranged Attack: 15 ft. cone. Anyone caught
in the cone must succeed on a DC 15 Dexterity saving
throw or take 13 (3d6 + 3) fire damage.
The figure known as Eidolon is not easily forgotten. Under, the more he missed the comfort of their certainty.
Nothing turns a quiet tavern drink into a formative Turning back upon himself, he decided to return home
experience quite as much as a ghostly tiefling appearing through the villages and towns he had visited, and- to his
at your table in a whirl of shadow, his flaming eyes horror- found nothing but despair and disaster in his wake.
staring through flesh and bone to the soul beneath. Nowhere were there signs of solace or serenity, only tale
However, when overturned stools have been righted after tale of trickery, anguish and woe, all written in the fire
and spilled drinks re-ordered, the visitor quickly that flowed through his veins.
proves himself to be kindly, soft-spoken, and his Sitting cross-legged on the ground, he scratched a few
story to be very, very necessary. unholy sigils of obeisance into the dirt, and bathed them
Many tieflings harbour understandable in the blood of his left hand. In a flash of purple flame,
resentment for the dirty looks they receive; a gateway opened before him, drawing him into the
no one can help where they’re from. Some, impossibly large hall of the archdevil that had sired him.
however, bring it on themselves, and the Kaalžulak approached the colossal throne, the grinning
Children of the Taloned Hand were one such figure upon it wreathed in smoke and molten iron. He had
group. A joyously savage group of devil-kin come to plead for explanations, but- witnessing the misery
and acolytes, the sect made it their mission of the thousand unfortunates that toiled around him- he
to draw the desperate and the vain into found he needed none. In a heartbroken rage, he drew
unknowing subjugation. The Children knives from his belt and flung himself forward.
would enter towns in ones or twos, offering The attempt was brave, but foolish, and Kaalžulak
kindnesses and charity to those in need. Bit found himself easily beaten back and back towards the
by bit, their targets would learn of a powerful closing portal. Finally, he turned and leapt, but not fast
benefactor, who would be only too willing to enough. With a fiery wink, the gate closed on Kaalžulak’s
assist their plight, in return for a small act of outstretched arm. As he fell backward into flame, Kaalžulak
fealty. A contract would be written up, and felt part of himself vanish, even as his body remained whole.
the poor wretch would soon be committed He had a brief vision of falling into wet woodland grass,
to infernal bondage, doomed to serve a before losing consciousness.
master or mistress of hell.
Opening two pairs of eyes, Kaalžulak found himself
It was into this circle, amid the beating divided. The closing gate had sheared him in two and,
of black drums and howls of supplication, while his body remained in the hells, a whisper of his spirit
that a tiefling, Kaalžulak, was gifted to a had returned to the Material Plane. Finding that neither
human mother from her lord below. Raised distance, nor walls, nor hunger, nor sleep troubled him, the
in the lap of the cult, Kaalžulak learned tiefling shade set out into the night to right the wrongs of
how freedom was suffering, and servitude his lineage. The spectre now known as Eidolon- the only
comfort. He grew up handsome, finding ghost of someone yet living- visits those unwise or wretched
his stature and amethyst skin a dependable enough to make deals they cannot possibly understand,
draw for the lonely or the deserted, and helping them extricate themselves from certain doom. All
his conquests led him further and the while, far below, Kaalžulak sits cross-legged in fire,
further afield, spreading the Children’s attempting to extinguish hell, one ember at a time.
influence far beyond their typical reach.
However, the longer he was away
from the daily prayers to the Crimson
Bonus Actions
armor class hit points speed
17 102 45 ft. Shade Step. Eidolon vanishes in a puff of black smoke. He
(mithril half plate) (12d8 + 48) can teleport up to 30 ft., reappearing as the smoke appears
and becomes Eidolon’s solid form.
str dex con int wis cha Reactions
11 (0) 20 (+5) 18 (+4) 13 (+1) 12 (+1) 10 (0)
Infernal Rebuke. When Eidolon is damaged by a creature
Saving Throws Dex +9, Wis +5 within 60 ft. of him, the creature that damaged him is
surrounded by radiant flames. The creature must succeed on
Skills Acrobatics +9, Perception +5, Stealth +9, Survival +5
a DC 14 Dexterity saving throw or take 9 (2d8) radiant
Damage Resistances Fire, Necrotic damage on a failed save, or half damage on a successful
Senses blindsight, darkvision 60 ft., passive Perception 15 save.
Languages Abyssal, Celestial, Common, Infernal Legendary Actions
Assassinate. During his first turn, Eidolon has advantage
Eidolon can take 3 legendary actions, choosing from the
on attack rolls against any creature that hasn’t taken a turn.
options below. Only one legendary action option can be
Any hit he scores against a surprised creature is a critical hit.
used at a time and only at the end of another creature’s
Evasion. If Eidolon is subjected to an effect that allows turn. Eidolon regains spent legendary actions at the start of
him to make a Dexterity saving throw to take only half his turn.
damage, he instead takes no damage if it succeeds on the
Shadow Strike (1 action). Eidolon can teleport up to 30
saving throw, and only half damage if it fails.
ft. and make two attacks with his daggers. These attacks do
Shade Strike. (1/round) After teleporting, Eidolon deals not invoke shade strike.
an extra 21 (6d6) damage when he hits a target with a
Repentance Gaze (2 actions). Eidolon stares into the
weapon attack and when Eidolon doesn’t have disadvantage
eyes of a creature within 5 ft. that can see him. His eyes
on the attack roll.
burn with hellfire and pierce deep into a creature's soul.
They must succeed on a DC 16 Charisma saving throw
Actions
or take 18 (4d8) psychic damage and gain the frightened
Multiattack. Eidolon makes two attacks with his daggers. condition, or half as much damage and no condition on a
successful one.
“-honestly, it was a trick I’ve done a thousand times before. The collective scream was heard half a mile away.
I could do it with my eyes shut. I have done it with my When the last fleeing footsteps had died away, Gump
eyes shut! It just had to be her. You know what I always ask stumbled into his dressing room looked in the mirror. The
myself? Why didn’t I pick the gnome? Gnomes are always first shriek was in his own voice, but the second was a duet.
fun to-” That’s when he mercifully blacked out.
“Who are you talking to?” When he came to, Gump was in a chair, a cup of tea in
“Not now! I’m telling it-” one hand, the other gently stroking something furry and
“I want to see; gimme an eye! You never tell it right-” slobbery. A firm but nervous voice said, ‘don’t panic or try
to move, I think I’ve got all the limbs’. Looking up into his
“Stop it! Give me the mouth back, you just made me spill shaving mirror, Gump might have swallowed his tongue if
our drink!” he had still been in control of it. A face- female, dwarven and
People tend to move away from Gump at this point in newly familiar- bobbed under the surface of his own features,
the story. The sight of a dirty-cloaked figure arguing swimming in and out of focus. On the hand that touched
with themself in two different voices is enough to his new cheek, three of his fingers were stubby and strong.
make anyone remember a pressing engagement. The sound of happy panting drew his eye downwards. Sat at
If they’re unlucky enough to glimpse the face his feet, head in his lap, was what appeared to be a rug with
under the hood at the wrong moment, that a wagging tail. The voice in his head said, ‘that’s Spaghetti.
engagement often becomes a sprint. He’s a good boy. I think we need to talk.’
It’s been seventy years since Gump the Gump’s punch took them both out through a window,
Magnificent- devilishly handsome magician and into the street. A wrestling match is quite a thing to see
extraordinaire- began what would turn out to when it’s one apoplectic beggar apparently trying to pull his
be his final show. It’s coincidentally been the own head off, and people were understandably giving Gump
same amount of time since Fifi Duckhunter- a wide berth. With one hand attempting to stop Fifi kneeing
dwarven warrior and dog-lover- was taken them both in the stomach, Gump reached out a hand for
out by her friends to celebrate her impending a rock or brick to brain himself with. Instead, his grasping
wedding. Unfortunately for Fifi, her tiefling fingers found a wet nose and a happy lick. Despite himself,
maid of honor had jealously made plans Gump stopped. Fifi stopped. Spaghetti kept licking. Despite
with family members Down Below to ruin himself, Gump started laughing. Fifi started laughing.
the wedding. Even more unfortunately Spaghetti kept licking. Everyone else politely edged away,
for Fifi, Gump asked for a volunteer. with one or two of them taking the opportunity to be quietly
No one is entirely sure what happened sick in an alley.
next, but it’s probably safe to assume that hellish Neither of them would say it was plain sailing from there,
curses and magic shows don’t play well together. but- through time and compromise the two settled into
No sooner had Gump closed Fifi inside the box and an accord, taking turns to be in charge of their body. Fifi’s
pulled the ostentatious- and entirely unnecessary- dwarven longevity seems to have slowed Gump’s ageing, and
lever, than he felt his flesh suddenly boil and ripple, as must have somehow spilled over Spaghetti, for the loyal carpet
something kneaded his body like dough. He sagged still sits at their side, even now. They’ll bicker and quarrel, but
to the floor, as the audience cooed and applauded. sharing a body brings with it a deeper sense of companionship
After a few moments, the pain subsided, and he than any married couple could hope for. One still shouldn’t
clambered back to his feet. ‘Ladies and gentlemen, look under the cowl when they’re switching, though.
please remain calm, do not pani-‘
Challenge 9 (5,000xp) | Initiative +1 | Prof. Bonus +4 Spellcasting | Save DC: 15 | Attack Bonus: +7
Gump is an 10th-level Intelligence based spellcaster.
armor class hit points speed
11 67 30 ft. Action Spells
(Robes) (9d8 + 27) Cantrips (at will): minor illusion, mage hand, dancing
lights, prestidigitation
str dex con int wis cha 1st level (1/day each): silent image, disguise self, unseen servant
18 (+4) 12 (+1) 16 (+3) 18 (+4) 14 (+2) 14 (+2) 2nd level (1/day each): magic aura, invisibility, magic mouth
3rd level (1/day each): major image, hypnotic pattern,
Saving Throws Int +8, Wis +6 greater invisibility
Skills Arcana +8, Investigation +8, Religion +8 4th level (1/day each): hallucinatory terrain, dimension door
Senses darkvision 60 ft., passive Perception 12 5th level (1/day each): creation, dream
Languages Common, Dwarvish, Common, plus one of Actions
your choice
Quarterstaff. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Shared Form. Because of Gump melding with Fifi they
one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 13
are able to share their abilities. For any skill Gump is not
(2d8 + 4) bludgeoning damage if used with two hands.
proficient in, they can add half of their proficiency bonus
(2) to checks.
Reactions
Dwarven Resilience. Gump has advantage on saving
throws against poison, and they have resistance against Parry. Gump adds 2 to their AC against one melee attack
poison damage. that would hit them. To do so, Gump must see the attacker
Brave. Gump has advantage on saving throws against and be wielding a melee weapon.
being frightened.
Brute. A melee weapon deals one extra die of its damage
when Gump hits with it (included in the attack).
The spotlight, the fireworks, the rapturous applause. None Pulling himself from his craft, Husky took stock of the
of these things mark Lord Huxley Tango’s entrance into a darkness, the chilliness, the stinging water falling out of the
room nearly as much as he would like. In fact, any regulars sky, and the most boring plant life he’d ever seen. Spotting
at A Trip Away tend to hastily pay their tabs, avoiding eye a glow over a nearby hill, and hearing the distant sounds of
contact, when the gaudily dressed rake stumbles through the life, Husky trudged to the top and breathed a sigh of relief:
door. New arrivals, however, often find him entertaining, this place wasn’t boring, it was glorious. He looked down
and why wouldn’t they? The man seems honestly committed at bipedal humanoids clad in multicoloured suits, dresses,
to bonhomie, welcoming newcomers with a tip of the hat and tabards, gowns and frocks. They danced and gambolled
a round or two on him. His stories are adventure-filled and between their brightly coloured red-and-white striped
witty, his flashing smile is both charming and disarming, and buildings, some of them breaking out into fantastical displays
his munificence at the tip jar seems unlimited. of skill, bravado and athleticism, seemingly at random, while
It often only takes a second meeting, however, for Lord other locals burst out into rapturous applause at the sheer
Tango to be found out. Last night’s stories of a disgraced joy of it all. Music- blaring, silly, and invigorating- filled the
royal lineage are replaced today by gritty pirate origins, air, and above it all hung a banner, proudly proclaiming the
only to be further replaced again tomorrow by stories of name of this wonderful town: The Top of the World Circus.
evil wizards, grateful lords, and deeds to sprawling estates. Husky felt like he’d come home.
Suddenly the drunkenness seems sadder, the flirting seems After a quick assessment, Husky projected a fanciful
lonelier, and the colourful jauntiness paper thin. Luckily for outfit that was approximated to blend in with the crowd,
Lord Tango, there are always new faces passing through. and strode into the light. That evening was a giddy whirl of
Were Huxley inclined to tell the truth- and were anyone strange foods, stranger drinks and fantastical camaraderie
inclined to listen- it would actually rank among his more with total strangers. These people were so welcoming, so
fantastical stories. The entity currently known as Lord carefree and so fun.
Huxley is actually a smuggler of great renown (he thinks) When Husky woke up in the street, head pounding, it
named Husky Fandango, and his origins lie much further seemed that all the fun people had left. Returning to the
away than even his stories suggest. Husky is from a realm drinking establishment that had hosted the festivities, all
far beyond the dimmest stars, outside the purview of even that remained were pallid, boringly dressed peons- servants
the greatest seers. That fact aside, if there’s one true aspect of perhaps- but no matter. Husky nobly took on the mantle
Lord Tango’s personality, it’s his mouth. Whether as Husky of cheering them up, with a perfect re-enactment of the
or Huxley, a wagging tongue has gotten him- and a lot of libertine gregariousness from the night before. Strangely,
other people besides- into trouble for decades. Husky would today, it didn’t work as well. His outfit didn’t seem to
always rather talk his way out of a problem rather than shoot impress, his japery drew confusion, and his carousing didn’t
at it, but you would be amazed at how easy it is to start a get a single laugh. He’d have to practice more. There was fun
galactic civil war, given too much drink and too loud a voice. to be had here, he knew it, even if his stay must be short. He
Eventually, after years of taking reckless job after reckless had tracks to cover and a ship to rebuild; his hunters weren’t
job, Husky managed to run afoul of one of the most powerful going to sit around, twiddling their retractable thumbs.
chronocrats of the Dymion System, who placed a king’s Ever since then, operating under the nom de guerre of
ransom on the head of the loudmouth bootlegger. Pursued Lord Huxley Tango, Husky has both wowed and made use
across constellations, Husky flung his ship towards the most of the indigenous peoples- at least, those with a modicum
innocuous sign of life he could, and eventually crash landed in of talent- to find metals and minerals of suitable quality to
a cold, wet field, millions of miles from the nearest good time. repair his craft. Hilariously, these people seem to place value
in base metals, such as silver, gold and platinum. This could
prove useful.
Scorched Peppers with Red Dragon Romesco Dragon-Roasted Trout w/garlic Ginger Oil
River trout caught daily by local fisherman, slow roasted
Fresh shishito peppers from Flip’s garden, roasted in
by house chef Estabôn’s fiery breath, and drizzled with an
dragonfire and served with a zesty romesco sauce.
aromatic ginger oil.
Elven Aerialist
No one commands the open air of the Big Top quite like an
Beer
Elf. Dexterity, grace, and strength make them ideal aerialists, A Trip Away IPA
so a tweaked Aviation is the perfect beverage to enjoy the
show. We use floral and berry flavors to transport us to the Delectable notes of orange, melon, and grapefruit rasp on the
forests where the Elves learned to dance across the treetops front door and then kick it down with a crisp floral finish.
and hone their craft. Spirit forward, driven by citrus, with This refreshing IPA is perfect after a summer adventure.
nuanced and subtle flavors.
Circus Sour Ale
Dwarven Flip Whimsically flitting through a wheat field, traipsing over the
Dwarves can put 'em away. That's no question, but sometimes big top, and landing down at your table. This delightfully
these natural brewers need some added courage before taking sweet cherry sour is the perfect beverage to wash down a
the main stage. The Dwarven Flip adds a shot into a Dwarf's hearty lunch.
stout of choice, and the added egg gives them the protein
they need to last the whole show. It's velvety smooth and Curtain Call Pils
makes for a perfect dessert...or breakfast. This bohemian pilsner is typically enjoyed in large quantities.
For over three-hundred years this recipe has floated through
Flip’s Tent Topper the circus circuit to ease the tired workers after a long day of
A strange cast of characters is necessary for a good circus. entertainment. Clean taste and simple flavors.
Sometimes only the oddest of assortments can provide true
harmony. Flip’s Tent Topper brings together bold flavors Two Town Brown
from all over the realm and throws them into the same glass, Gather round the hearth and enjoy this hearty ale. Honey,
where they form something that feels strangely familiar. cinnamon, and ginger dance across your palate, as the leaves
Stirred and strong. begin to change colors before your very eyes.
Lycanthrope in the Lyra
When the full moon shines, a howling can be heard, as a Services
hirsute figure is seen suspended in a ring above the main
Room (Nightly) 1 gp
floor. Its origin is unknown, but it is captivating nonetheless.
The Lycanthrope in the Lyra takes lychee and anise flavors Room (Weekly) 5 gp
and draws you in from afar with toasted rosemary aromas. Natural Spring Bath House Fee 4 sp
Get close enough to enjoy, but respect the power of the beast. Natural Spring Bath House and Massage 1 gp
Messenger 3cp/mile
Roll-A-Day (see Pub games) 1 gp
Round 1 Round 4
Con Save Result Con Save Result
You choke and begin vomiting. You are You black out for 30 seconds and are
1-10 1-16
knocked out of the contest. knocked out of the contest.
You’re starting to feel a bit queasy. You have You’re starting to feel a bit queasy. You have
11-12 disadvantage on your Constitution save next 17-20 disadvantage on your Constitution save next
round. round.
13-17 No effect. Is this water? You have advantage on your
21+
Is this water? You have advantage on your Constitution save for the next round.
18+
Constitution save for the next round.
Round 5
Round 2 Con Save Result
Con Save Result You black out for 30 seconds and are
1-18
You choke and begin vomiting. You are knocked out of the contest.
1-13
knocked out of the contest. 19+ You stay standing, no effect.
You’re starting to feel a bit queasy. You have Is this water? You have advantage on your
21+
14-15 disadvantage on your Constitution save next Constitution save for the next round.
round.
16-18 No effect. Any player that participated and suffered disadvantage for
three or more rounds should be considered incredibly drunk.
Is this water? You have advantage on your
19+
Constitution save for the next round. Drinking Contest Gambling
If you choose to gamble during a drinking contest,
Round 3 an amount of coin to be ante’d each round should be
Con Save Result established. In order to proceed from round to round, a
player must continue to ante up until they are eliminated.
You choke and begin vomiting. You are
1-15 Anyone participating in the drinking contest is free to leave
knocked out of the contest.
at any time.
You’re starting to feel a bit queasy. You have
16-17 disadvantage on your Constitution save next
round.
18-19 No effect.
Is this water? You have advantage on your
20+
Constitution save for the next round.
d20 Points
1 -5
2-5 1
6 - 15 2
16 - 17 5
18 -19 7
20 10
21+ -5
At the entrance to the circus grounds is a wooden kiosk A grinning gnome girl calls out in a bright, tinkly voice:
displaying food, drink and circus-related tchotchkes. The "Hag ever turn your old ma into a newt? Curse you to
smell of roasted nuts and grilled poultry hangs over the only walk backwards? Come get your own back! Wipe
collection of engraved wooden signs, copper cups and that smirk off Granny Suzie’s warty face! Break her pipe
miniature big top tents. A pale, almost chalk-white tiefling and win a prize!"
girl, her eyes a pupil-less silver, stands up as you approach
and holds out a hand, expectantly, for the price of entry. A small bench, with a basket of sticks, is set up twenty
feet away from a small three-sided gazebo. Inside, you can
make out a wooden cut-out of a sneering hag’s face mounted
Item Price on a post, a mocking leer painted under a beaky nose.
Protruding from the mouth is a clay pipe.
Wine 4 sp
Beer 5 cp
For 5 cp, the contestant is given three one-foot-long
Chicken Leg 2 cp
wooden sticks. The aim of the game is to underarm throw
Vegetable Soup 1 cp the sticks and break the clay pipe. A winning throw garners
Bag of hot nuts 1 cp 3 free drinks tokens. If successful, Pippi will replace the pipe
Copper mug, engraved with either: from a box of them behind the stall.
'Top of the World Circus' A successful DC 18 Dexterity check will hit the face but
4 sp not break the pipe, a successful DC 20 Dexterity check will
'The Flying Krongovsko'
or 'Coot, Hoot, and Holler' break the pipe.
Wooden wall plaques, with: Pippi will be all too happy to talk to the adventurers if
'Top of the World' and an outline of the big top 2 sp they say that they’re friends with Flip, and will share the
burned into them. following information:
Snowglobes with miniature big tops inside. 2 sp • For some reason, Trip Krongovsko assumes that A Trip
Brass paperweights in the shape of the big top. 1 gp Away Inn is named after him, and Flip has never had the
heart to correct him.
Tabletop trapeze toys 5 sp
• Flip has a pathological fear of rabbits that they keep very
6 x 8" Woodcut prints of each peforming artist: quiet about. Years ago, Pippi bought a stuffed rabbit at a
Captain Pratt in a rakish pose; fair, tied it to a string, and would drag it across Flip’s bed at
Flora in a backbend with her toes touching the night to scare them. To this day, Flip believes that rabbits
top of her head; are strangely drawn to them. Pippi still owns the rabbit.
Liara with a mysterious shadow behind her; 2 cp • When Pippi was very young, whenever she was upset or
Delton balancing Hoot and Holler on each hand; angry, she would find that her toys would magically come
Milik riding Coot; to life around her, delighting her with a floating game of
All three owlbears together; make-believe. It was only after Nix left the circus that
A pyramid of all the Krongovsko, including Flip. Pippi learned sprites can turn invisible.
A voice rings out from backstage: There is a second flash of dispel magic, and now the gnome
is actually juggling flaming swords on the shoulders of a
“Speak up!” slavering werewolf. The two beasts and their riders pass by
The old man pauses, coughs harder, and starts again: each other and, as they do, the sword juggler stabs each apple
“Ahem, ahem...ladies and gentle-“ out of the air, and both ride out again to raucous applause.
Captain Pratt feigns alarm:
“Ye gods man, speak up!”
“Blimey, where did that ‘orrible beast come from? Am I
The old man girds himself in the tiny glow of the fire, and paying to feed that thing? Oh no- all of you are- splendid
tries one more time: then!”
“Ahem...a-HEM...AHEEEE-LLLLLLOOOOO LAYDEEZ He whips his hat off and drinks in the laughter:
N’ GENTLEMEN!”
“Folks we’ve got a fine show for you this evening; the
The man flings his arms wide, as firebrands explode into finest you’ll ever see in this tent, that’s a promise! Enjoy
light all around the tent! The old man vanishes, and in his yourselves, help yourselves to refreshments outside the tent,
place is a portly, red-faced, red-coated figure in a polished but please don’t feed the gnomes, you’ll only encourage
black top hat (Captain Pratt). One foot is an open-toed them. WELCOME! TO THE TOP OF THE WORLD
sandal, which doesn’t match the other polished black boot. CIRCUS!”
The cane has become a red-and-white striped riding crop, and
he beams as he spins to take in the now-cheering crowd. After that, the acts come thick and fast- whirling,
spinning, gasp-inducing acts of daredevilry and skill. There
“Wunnnnnnnnderful to see you, less so to smell you! We is the strongman (Delton) who lifts an increasingly tall
look forward to this show all year- we always love coming to pyramid of cannonballs, before getting bored, climbing into
[he makes a show of reading something off of his white glove] the audience, and lifting benches of squealing circus-goers.
A Trip Away Inn! Bloomin’ right it’s a Trip Away: it took us a There is the tattooed elf girl (Liara) with golden-green eyes,
year to get back!” who performs a beautiful aerial silks routine, while her
Merchants
Tapestry Option
*Gnull will only part with an owlbear cub if the recipient is suitably capable of training it, as they can be
extremely dangerous to someone who isn't proficient in this particular sort of animal handling.
Master-Crafted Armor
A master-crafted item is non-magical but is considered a +1
version of itself. Master-crafted items each take 3 days to make.
*Willor will only offer forgery services if her forged scrolls *Characters can hire Brother Beleric to travel to a
are revealed. location to cast this spell.
Discount
If the characters have brought renown upon themselves
within 50 miles of A Trip Away, the Broker will know
them by name. They make a one-time-only offer of a 30%
discount, saying that it is a gift from someone who recognizes
strength when they see it.
Tapestry Option
The Broker is a title assumed by the agents of a local
underworld figure, who could be the head of any criminal Item Stock Price
faction in your world. Identify a magical weapon Unlimited 50 gp
(Acts as the identify spell
but they can only identify
weapons.)
Javelin of Lightning 1d4 1,000 gp
1d4 - 1 1,000 gp + price
+1 Weapon (any)
of the weapon
1d4 - 1 6,000 gp + price
+2 Weapon (any)
of the weapon
Dagger of Venom 1 6,000 gp
Berserker Axe 1 1,500 pp
Dragon Slayer Longsword 1 2,000 pp
Frost Brand Shortsword 1 5,000 pp
Scimitar of Sharpness 1 5,000 pp
Oathbow 1 5,000 pp
Dancing Sword, Scimitar 1 5,000 pp
Flame Tongue Spear 1 6,500 gp
Mace of Disruption 1 9,000 gp
Discount
Amara will offer a meager 5% discount to any character that
can prove to her that they are also high-born.
npc shopkeepers
Customer Mishap
Shopkeeper Boon Bane
Die Die
You may choose to re-roll up to 3 dice
The Charismatic Add 1 to the result of your first 2 rolls
that do not result in either a sale or a D12 D12
Keeper on the mishap table.
mishap.
You must re-roll 1 of your successful
Your sales are successful on a result of
The Watcher sales. It remains successful only on a D8 D8
4, 5, or 6.
result of 5 or 6.
Your shopkeeper’s kind nature allows
them to head off most problems before The first full-priced sale you make is
The Good Heart D10 D12
they happen. You can re-roll up to 2 always made at half your listed price.
results of 1 in your dice pool.
Your shopkeeper’s tendency to continue
Multiply your weekly customers by 5 rambling to try to force a sale can
The Fast Talker D10 D10
instead of 4. become off-putting. You only make a
sale on a result of 6 in your dice pool.
If an item is out of stock, you instead
2 results of 5 on your sales dice are
The Upseller sell the next most expensive item D10 D12
discarded.
rather than the cheaper item.
Mishaps
A result of 1 on any of the dice in your dice pool requires
you to make a roll on the mishap table. Which die you roll
when rolling on this table is determined by the shopkeeper
you have employed in your shop that week. The result of each
mishap is determined by the table below.
Special Events
During a week in which the Circus Gambit is being run your
shop starts the week with 5 successful sales. In a week in
which the circus has come to town, your shop starts with
10 successful sales. A GM can choose to add successful sales
during events of their own creation.
The Tales
Tavern Rumors
Kobold • Honorary Dwarf Bard • Third Glorious surface world. Thus, the title of Glorious Lamplighter was
Lamplighter for the Undercobble Clan born. The first Glorious Lamplighter was Nettle, a kobold who
found the world above so enchanting that she joined a group
Enthusiastic, naïve, and loyal. of adventurers and was last seen happily leaving Astera with
A skinny kobold with dull reddish-black skin. She wears them on a wagon. The second kobold to be elevated was Snitt,
scraps of leather armour and fur, has a necklace of feathers, though his increasingly dour demeanor saw him stripped of
and wears a battered metal pot as a helmet from which a pair the title. The Third, and most recent, kobold to hold the title
of wooden ‘antlers’ sprout. of Glorious Lamplighter is Dreet.
Tavern Behavior
C lan Undercobble resides beneath the small city of Astera,
helping the denizens living above dig tunnels for their
sewers and perform other distasteful jobs. Of late, Clan
A small group of kobolds is a strange sight in A Trip Away
Inn, but a double-take will confirm it. They have an underfed
Undercobble harbours aspirations to move into a surface level look about them, and are dressed in ragged bits of leather
building of their own, which they plan to turn into a kobold and scraps of chainmail, that hang off them like leaves on
tavern they plan to call ‘puB’. To this end, they have sent a weeping willow. The unlikely band (for that is what their
Dreet out to A Trip Away Inn in the hopes of finding willing battered instruments mark them as) are in good spirits,
adventurers to help secure the location. chittering and chirping near-ceaselessly to one another in
Draconic. From time to time, a dreadfully out of tune chord
will sound, heralding the beginning of a song. Immediately,
Background patrons across the inn hurry out of their seats and drop copper
pieces in a little can, set out in front of the kobolds. When the
The Undercobble Clan are a small tribe of kobolds, who were
clatter of coins hitting the tin has died away, so too has the
discovered living in the sewers beneath Astera some years
music, if such a word can be used to describe what the kobolds
ago. Initially mistrusted, they worked to better their relations
are doing to those instruments, and the kobolds happily tuck
with the townsfolk (to varying degrees of success) by tackling
away their spoils. It becomes quickly apparent that they are
the dirty work others shied away from. They have become the
being paid not to play.
unofficial ‘janitors’ of Astera—keepers of the sewers, sweepers
of roads and chimneys, and removers of rubbish. They
complete their tasks cheerfully enough, happy to cement
their foothold on the world above. Any Dragonborn adventurers should expect to leave any
semblance of peace at the door, as the kobolds clamour to
Clan Undercobble is ruled by three elder kobolds,
‘help’ them in any and all ways possible within the tavern.
venerated for their wisdom and cunning. A year after the
clan’s sanitation efforts won them some regard in Astera, the
elders finalized the Glorius Undercobble Tribe Scheme (or
G.U.T.S). The goal was simple: continue to make themselves Hook
invaluable to the town, ingratiate themselves with the people Dreet Undercobble, a representative of the Undercobble clan
of Astera, and secure property above ground, thus beginning native to the sewers and underways of Astera, has gathered a
their true integration into the surface world. band of kobolds and travelled to A Trip Away Inn, to find a
The elders believe that life is better above ground, and hearty band of adventurers to solve an injustice done to her clan.
that, as Overcobbles, they will have opportunities to further Clan Undercobble has aspirations to own a business (a drinking
kobold advancement that Undercobbles could not have. house named puB), but their purchase of brewing equipment
One kobold was appointed by the elders of the clan as has gone awry. A dwarf by the name of Banor, swindled the
their diplomatic outreach, charged with being the face of clan out of their equipment, by promising them the goods and
the Undercobbles, their chief liaison with the town above. then reneging on their deal. The dwarf took their money and
Their job was to spread the word of the kobolds’ intentions, purchased the equipment for them at a discount but then never
essentially to light the way for other kobolds to reach the turned it over, hoping to sell it to someone else at a profit.
GM’s note: This Adventure is split into two parts. Part When one of the adventurers acknowledges Dreet, she
1: Of Under and Over Cobbles is intended for adventurers implores them:
levels 1-2. Part 2: No G.U.T.S, No Glory is intended for
adventurers level 3-4.
“Excuse me! Excuse me, great adventurers! I am Dreet, of
When in the tavern, Dreet and her group of kobolds are Clan Undercobble, Third and Best Glorious Lamplighter,
generally in good spirits, but from time to time slip into a Honorary Dwarf and exceptional bard. Undercobble clan
malaise. They wail about being double-crossed and taken needs your help! We can pay. Money. Or rabbits. You
advantage of, wringing their hands and speaking mournfully like?”
about their stolen futures, and how they will never become Dreet will flash a little pouch of shining silver and gold,
‘Overcobbles’. before snatching it back and tucking it away.
The donations of the tavern’s patrons stop most of the
“Clan Undercobble wants to become Clan Overcobble,
kobolds’ songs. However, the one song the patrons are not
see? See? We have a plan, a great plan, we thought
able to stop with coin is the ‘Lament of Cobbles’, a dreadful
dirge sung by Dreet, while her fellows accompany her on about it for seventeen weeks. We did market research.
their dented and tarnished instruments. It cannot be stressed That is when we go into the market and shout ideas and
enough how terrible the song is, from conception to execution: whichever idea gets the least things thrown at us, we do
that one.”
“A terrible day happened only last week An adventurer who makes a successful DC 10
So terrible that Dreet hardly can speak, Intelligence (History) check will know that Clan
Undercobble is tolerated locally because of their helpfulness,
We gave all our money so we could be free, digging out sewer tunnels and controlling the rat population.
But they stole it away and laughed “Ha ha” at me. They are remarkably benevolent for kobolds and, while the
elders stay beneath, they send their younglings to the surface
We needed a wagon piled so high with stuff to try and integrate with the locals. Most people endure their
presence but it has been a bumpy introduction, and many
So, we can make beer but, my friends, this is rough townsfolk keep a stock of turned vegetables to throw at them
It never arrived and when Dreet went to see when they become too irritating.
They said “Go away” and they threw things at me.” Dreet Continues:
Once the song ends, the patrons sigh in thanks, while the “The plan is p- u – capital B, puB! Good plan, yes?
kobolds fall over each other in a heap, sobbing in a pitiful Kobold puB. Everybody likes beer, so we will make the
display. It is a sorry sight, but they recover quickly. best beer and everyone will come. That was plan, but plan
This all changes when the kobolds notice the adventurers, is broken now. Oh, it was terrible, terrible! We paid a
especially if they’re travelling with any dragonborn in the dwarf to bring us a wagon of things to make beer with
party. Rather than sobbing, the kobolds become excitable and he took our money but the wagon never came! When
and enthusiastic. Dreet went to say, ‘ hey, where is wagon?’ he yelled very
Dreet initiates a huddle with her fellows, whispering loud and threw an old turnip and said to never come back
rapidly in draconic while sending what she thinks are or he would drop Dreet in the river!”
surreptitious glances over in the adventurers’ direction. Any
adventurers who speak Draconic may be able to overhear
snippets of conversation, consisting of, “-looks very good, very Dreet wrings her hands and looks wretched. Flip, the
strong-” , “-ask them, ask them-” and “-nobody else can do barkeep, sends amused looks in the adventurers’ direction, and
it-”. If the adventurers do not approach the kobolds on their if any of the adventurers ask what they think of the kobold
own, Dreet will sidle over, adjusting the overlarge, metal pot puB, they laugh and reply that they aren’t worried about
helmet on her head, from which a pair of branches styled as losing business, but wish the kobold's success in their venture.
horns sprout, and tug one of their sleeves.
Dreet turns big eyes up at the party and waves them toward
her kobold band, urging them to take up the instruments for
themselves. There is a choice of a lute, a set of panpipes or a
Wagon Wheels Keep on Turning
flute, all in various states of disrepair, though the adventurers
may use their own instruments if they have them. With Dreet in tow, chattering endlessly, the adventurers set
One or more adventurers must make a DC 12 Charisma out from A Trip Away on a 4 day journey to Astera. Once
(Performance) check to decide Dreet’s reaction towards the the adventurers are admitted into Astera, the little kobold
party. If more than one adventurer takes up the challenge, is welcomed surprisingly warmly by the guards at the gate,
add the results of their rolls together. who ask after the wagon and show unfeigned sympathy for
Dreet’s plight. It seems that, despite the behaviour of some
Failure: On a failure, given the kobolds clearly have very
individuals in Astera, most of the city are appreciative of the
little knowledge about what makes for good music in the
Undercobble kobolds and the work they do.
traditional sense, Dreet will simply nod sagely and pat the
player on their hand.
Dreet directs the adventurers to an area of shabby, rundown
“You are very good, very good. Almost as good as kobolds. buildings on the outskirts of the city. A table, scattered
But not quite, so Dreet will come with you. If big with empty beer bottles and old cigar stubs, is set up
outside one of the buildings with an open door. The closer
adventurers are going, it will be okay. Stay behind, be
the adventurers get to the house, the more agitated Dreet
very good, very useful, yes? Music soothes bad dog, is that becomes, trying her best to hide behind the party’s legs, or
right? But also stops arterial bleeding sometimes. Dreet crawl up on someone’s back.
can heal very nice, very good. Okay, I come. Not to talk to
A human male of middle age, with a salt and pepper beard
Banor though, he will drop Dreet in the river. Too scared
and a permanent scowl, thumps out of the house and sits
of him, okay?”
at the table. The man looks suspiciously at the adventurers,
inquiring what they want. If the adventurers immediately
Success: On a success, Dreet’s eyes grow as wide as dinner ask for Banor, the man insists nobody by that name is
plates and she gasps at the performer, the picture of utter present, but a successful DC 12 Insight (Wisdom) check
and immediate hero-worship. will determine this to be a lie. If pressed, the man shrugs
and cantankerously asks what the party plans to do about it.
A successful DC 12 Charisma (Intimidation or For her part, Dreet goes completely silent and does her best
Persuasion) check encourages the man to go and get Banor to bury her way into someone’s pack, shivering with fear.
from the house. On a failure, he feigns ignorance on the The dwarf admits to taking the kobold’s money and
matter (much to Dreet’s fury) and insists the kobold must be keeping the wagon for himself. He is nonchalant about it,
thinking of someone else. He only ‘regains’ his memory when claiming that no one wants kobolds on the surface, and
bribed with at least 10gp, and will fetch Banor. certainly not in a tavern, where ‘polite society’ might have
If the adventurers are unwilling to pay the bribe, they can to see them. Hearing this, Dreet turns mournful, trilling
sneak around the back of the house with a successful DC 10 sorrowfully from her hiding place.
Dexterity (Stealth) check.
A successful DC 14 Wisdom (Perception) check while at the
back of the house reveals the following: “Fine, you know what? I’ ll admit it, we only did what
anyone else would do. Have they told you what they’re
• Banor can be seen through a window, counting profit
planning? A kobold tavern! They’re bad enough scrabbling
predictions in a shabby dining room.
around under the city like rats, let alone up top and
• The wagon of brewing supplies promised to Dreet is parading where anyone can see ‘em. Yeah, we took the
tucked out of sight amongst a copse of thick, high bushes
money and we kept the wagon, it was the least we could
behind the building, covered only by thick cloth.
do to protect the integrity of this fine place. It’s tough for
The adventurers can pull the wagon away from the everyone right now.”
building, without anyone noticing, if they succeed on an
additional DC 12 Dexterity (Stealth) check. On a failure, “Listen, we’re going to sell the wagon and the stuff in it.
or if the adventurers engage in combat with the guard at the This isn’t worth your time, but I can make it profitable for
front of the house, they draw the attention of Banor, who you to walk away. Leave this be, and we’ ll give you half
emerges bellowing about the racket and triggering a fight. of what we make from the sale. Can’t say fairer than that,
eh?”
Leave it to the Law?
Dreet’s arrival is surprisingly pleasant, despite the If the party agrees to Banor’s deal, they will receive 150gp,
circumstances she has found herself in. The adventurers may and Dreet will gather her kobold brethren and return to her
notice that both the guards and the majority of the townsfolk clan. While the patrons of A Trip Away Inn will be grateful
are sympathetic to the kobold’s plight, and so the adventurers for the absence of their abysmal music, they will comment
may simply wish to report the location of the wagon to the often about missing the rambunctious energy of the little
guards, and have them deal with it. If they do so, the guards creatures. This will end the adventure.
are quick to react; Banor is taken to the stocks in the town,
and the kobold receives the goods owed to her, complete
with a little pony. Fortunately, this won’t change Dreet’s
If the adventurers refuse Banor’s deal, he calls out to his
admiration of the adventurers much.
two human co-conspirators, and demands the party leave
the area at once, threatening violence. A DC 14 Charisma
(Intimidation or Persuasion) check can convince Banor
Banor (He/Him) is bristling with irritation and looks to back down, otherwise the adventurers will be forced to
as though he has seen better days. He wears a tarnished fight Banor (bandit captain) and his 2 thugs.
breastplate and forest-green leathers, has beady black eyes
and an impressive beard, flecked with remnants of his last
meal. He is not happy to see the adventurers, and less happy
still to be looking at Dreet again, something he complains
about loudly.
The inside of puB is in no better condition than the outside. An investigation of the boxes (no check required) uncovers the
It appears as though a cursory attempt at cleaning has been following:
made. Several crates have been piled in one corner, and
water has been spilled across the floor with overturned mop • A pile of dirty rags (15 cp)
buckets. Bolts of fabric lean up near several of the windows, • A cloth doll (9 sp)
along with boxes stacked to make a makeshift stair system • A broken potion bottle (no value)
to reach the windows. Ribbons of clean floor swirl through
• A topaz necklace (10 gp)
the dust, ending at a fallen broom that seems to have been
dropped in haste. • Jars of stale cooking spices (18 cp)
• A copper necklace (14 sp)
Dreet makes it clear that she will stay above, in the tavern’s
tap room, and will not, under any circumstances, be delving There isn’t anything else of note in the first room, save for
further below or fighting. another door, slightly ajar, leading further into the basement.
A successful DC 12 Wisdom (Perception) check at the
door reveals the sound of squeaking and scrabbling inside the
“Maybe if heroes get hurt, they can run back up the next room.
stairs and Dreet can help with very nice and very helpful A successful DC 10 Dexterity (Stealth) check will allow
healing songs. But not go down, nope, never go down, not the adventurers to open the door silently and surprise the rats
until rats are gone.” in the next room.
Dreet points across to where a bench has been pushed in Rat Nest 2
front of a door, behind the dusty bar. One of the kobolds
has written something in chalk on the wood: Like the previous room, the room beyond is grimy, disused
and filled with degraded crates. The smell of wet fur is
“DON’T RATS heavy in the air, bringing with it the heat of animals in an
OPEN INSIDE” enclosed space.
Challenge: 1 (200xp) | Initiative: +2 | Prof. Bonus: +2 Challenge: 1 (200xp) | Initiative: +2 | Prof. Bonus: +2
armor class hit points speed armor class hit points speed
14 27 14 18 30 ft.
30 ft. (studded leather) (4d6 + 4)
(rags and shield) (4d6 + 12)
str dex con int wis cha str dex con int wis cha
9 (-1) 15 (+2) 16 (+3) 10 (0) 8 (-1) 8 (-1) 11 (+1) 14 (+2) 12 (+1) 10 (0) 13 (+1) 14 (+2)
Senses darkvision 60ft., passive Perception 9 Saving Throws Dex +4, Wis +3
Languages Common, Draconic Skills Acrobatics +4, Perception +3, Performance +4
Sunlight Sensitivity. While in sunlight, Snitt has Senses darkvision 60ft., passive Perception 13
disadvantage on attack rolls and on Wisdom (Perception) Languages Common, Draconic
checks that rely on sight.
Sunlight Sensitivity. While in sunlight, Dreet has
Pack Tactics. Snitt has advantage on an attack roll against disadvantage on attack rolls and on Wisdom (Perception)
a creature if at least one of Snitt’s allies is within 5 feet of checks that rely on sight.
the creature and the ally isn’t incapacitated.
Spellcasting | Save DC: 12 | Attack Bonus: +4
Actions
Dreet is a 4th-level Charisma based spellcaster.
Multiattack. Snitt makes two melee attacks.
Action Spells
Short Spear. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Cantrips (at will): mage hand, minor illusion, vicious mockery
one target. Hit: 5 (1d6+2) piercing damage.
1st level (1/day each): cure wounds, faerie fire, hideous
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft.,
laughter, sleep
one target. Hit: 4 (1d4+2) bludgeoning damage
2nd level (1/day each): lesser restoration, enhance ability
Low Blow (Recharge 5-6). Snitt makes a cheap shot
against a creature he can see within 5 feet of him. The target Bonus Action Spells
must succeed on a DC 12 Constitution saving throw or 1st level 1/day: healing word
become incapacitated until the end of Snitt’s next turn.
Actions
Song of Rest. Dreet can perform a song while taking a
short rest. Any ally who hears this song regains an extra
1d6 hit points if it spends any Hit Dice to regain hit points
at the end of that rest. Dreet can confer this benefit on
herself as well.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 +2) piercing damage.
Author’s Notes/Acknowledgments
Of Under and Over Cobbles is designed to be an interesting, comedic introduction to the world. Jen would like
to thank Deekin Scalesinger for being the original kobold bard. She would also like to tip her hat to Sam, without
whom the Undercobbles would never have had their chance to become Overs.
Author Bio
Jen spends most of her time in a single room staring at a screen, trying to trick worlds out of her head. If not
there, she can be found playing Dungeons & Dragons or shouting on Twitter under the handle @moxieswagger
84 Chapter 3 | The Tales Dreet Undercobble
Rat King A Rat King is a horrendous monstrosity, that comes
Medium Monstrosity, chaotic neutral into existence when hundreds of rats are living on top
of one another. Sometimes, a stray bit of residual magic
Challenge 5 (1,800xp) | Initiative: +3 | Prof. Bonus: +2 can lead to the rat’s tails fusing together. Once this
process has begun, the creature continues to absorb
armor class hit points speed more of its kind, becoming ever more horrendous.
14 59
25 ft.
(natural) (6d10 + 24)
Arriving in Lakehead, the characters find that the town The ruins at Old Clifftop are a few miles southeast, along
is somber, and very few people walk the streets. All of the the shore and up the hill. The vegetation around the ruin is
town’s fishing boats are docked, and the surface of the lake thick and twisted, making for difficult terrain, and a thick
remains still and quiet. The boats and some of the fishers are fog of foul air rolls down the hill away from the ruin, filling
scarred with acid burns. Townsfolk direct anyone who asks the party’s mouths with the vile tang of decay.
about the lack of activity or the acid burns to Dockmaster
Odelia Linn (oh-DEE-lee-UH lin), who can be found at her
Characters who make a successful DC 12 Intelligence
office on the docks.
(Nature) check recognize that the corruption of the
environment is due to the dragon’s unnatural presence, and it
Aside from the dockmaster’s office, Lakehead also has a will only get stronger and spread wider as the monster ages.
tavern, a general store, and a blacksmith. Prices are high, The crumbling stone pillars and small collapsed stone
with the docks shut down and everyone in town concerned buildings are the remnants of a long gone society of elves
for their future. who watched over the lake. A successful DC 10 Intelligence
(History or Investigation) check reveals that the buildings
A Town in Hiding were originally built, in part with some natural magic that
In a small building at the southern edge of the docks, the weaved roots and vines into the structures. Despite having
party meets with Dockmaster Odelia Linn (she/her). stood the test of time, the plants that were so pivotal to
their foundations have begun to rot and die in the dragon’s
Odelia is a stern and brusque female halfling with a
presence, and the ruins are crumbling.
short crop of red hair, and whose skin is burnt and cracked
from years spent out in the sun. She doesn’t share the same The party’s arrival at the ruins goes unnoticed. Nothing
superstitious paranoia as the rest of the townsfolk, and is only skitters, no dust stirs. Except for the stench, the morose
interested in speaking with the party if they can help her mood of the ruins feels eerily similar to that of Lakehead. An
resolve her current situation. hour’s search of the place’s many stone structures reveals a
large tunnel, leading down into the earth through the floor of
For nearly a month, people have reported sightings of a
what must have been a mausoleum.
black dragon roaming the area. Scouts tracked the creature
to a southern ruin along the shore of the lake. Based on the
supposed size of the dragon, Odelia suspects it is a wyrmling,
but she has gathered a bounty and offers it to anyone willing
to brave the danger. Down In the Dragon’s Depths
A red dragonborn by the name of Rolinar the Sanguine
took the job five days ago and hasn’t been seen since. Odelia The tunnel inside the mausoleum is only wide enough for
acknowledges that he could have fled with the forward one medium-sized creature to pass through at a time, or two
payment but, shortly after Rolinar set out from Lakehead, the small-sized creatures side-by-side. It is clear that this tunnel
black dragon wyrmling took flight over Falcam Lake, raining was dug by large claws and powerful muscles. As the party
acid down on all of the town’s fishing boats in a fit of rage. ventures deeper into the earth, the smell of decay gets thicker
She is certain that the adventurer did nothing but enrage the and more pungent.
creature before he was killed.
After 150 feet, the tunnel connects to a natural cavern
Now the town’s fishers refuse to go out onto the lake that slopes down into a large shallow pool of fetid water.
until the wyrmling is dealt with, but Odelia’s purse strings Phosphorescent mushrooms shed dim light out to a radius
are tight, with Rolinar having already been paid half of the of 30 feet, and creatures slinking around the darker patches
bounty and no fish coming into the market. If the characters gain advantage on Stealth checks.
agree to assault the black dragon wyrmling’s lair in the elf
ruins at Old Clifftop, the dockmaster can pay them 75 gp
each. Odelia mentions that the 150 gp she paid Rolinar is
likely on his corpse.
Sirni is not satisfied with a secondhand account of their
creator’s demise. They insist that the party seeks out the
dragon’s lair and confirms Rolinar’s fate.
Authors Bio
Jeff Ellis (He/Him) is a writer, editor, and designer of tabletop roleplaying games living in Seattle,
Washington. He thinks that the real sentient magic battleaxes are the friends that we make along
the way and he hopes you’re drinking enough water.
93
94 Chapter 3 | The Tales Florence Neverbee
F lorence Neverbee (She/Her)
Written by: Paige Ford
Adventure Level: 3-4 | Players: 4-5
Content Warnings: Abduction
Halfling • Heiress to the Neverbee Honey No one knows what started the rift between the Neverbee
Company and Scaldris families. There are various rumors about how
the rift between the families started, two examples being:
Calm, collected, and genial.
• Florence thought it was because, during the time of her
Florence has curly brown hair, dark brown skin, and a
great-great-grandfather, Ash Neverbee, the noise from an
broad nose.
explosion related to the Scaldris' mining scared off the
bees for a whole month.
• Rian was told one of her great-grandmothers was at a
garden party and swatted a bee, thinking it was a fly.
T wo women, hindered by the rift between their families
but bolstered by their love for one another, decide to
elope. Meant to meet at the local Inn, one doesn’t show,
Petunia Neverbee, Florence’s great-grandmother, fainted
at the sight.
leaving the other to think their plan has been discovered. She Florence’s family, the Neverbees, have a history of druidic
beseeches the party to discover what happened to her love, talents. Working together with the bees, the Neverbee Honey
and they are sent on an adventure of breaking-and-entering, Company harvests various types of high-quality honey,
navigating a hedge maze, and a race to save true love. which they sell raw or make into mead. The Neverbees
believe life should flow like honey; slow and steady. Easily
upset when balance is disturbed and preferring life au
Background naturel, the Neverbees tend to turn their noses up at those
leading a less organic life. Their home speaks little of their
Two years prior, Florence sneaked out of her economics fortune, made of living roots and surrounded by wildflowers,
tutoring session at the Neverbee estate to clear her head. uninhibited trees, and a babbling brook.
The stress of life was blinding her as she walked along
the riverbank; she tripped and toppled into the water. Near opposites to the Neverbees, the Scaldrises have an
Floundering and spitting out water, howling laughter greeted eye for ore. Explosive force is needed to extract the precious
her,, as a helping hand appeared. Rian (Ree-Ann) Scaldris, minerals from the earth, and the Scaldris family treats life the
the heir to the Scaldris Mining Company and someone she same way. Boisterous, they live life large and have little care
had only ever seen at a distance, reached out to her. for anyone else’s opinions. A prosperous business, the Scaldris
Mining Company employs many, and is generous with their
That day at the river, where both were trying to process their bonuses. “What good is money if you don’t spend it?” is a
futures, intertwined them forever. Ever since then, Florence common phrase within the Scaldris household, showcased by
and Rian passed secret letters via their personal attendants. their opulent home. Encased within a mortared stone wall is
Realizing they weren’t so different in feeling the stress of being a well-kept rose garden, hedge maze and sandstone manor.
the heir to family businesses, a friendship took root.
Knowing their families would fight the match, Florence
Over the next two years, through sharing each other’s and Rian decided to expedite the process by running away
joys, fears, tears and laughter, those feelings of friendship together. Their families might be stubborn, but they loved
blossomed into romantic ones. The saying “opposites attract” their daughters. Rian and Florence didn't know how long
manifested in this couple; while Florence was calm and it would take for their families to get over their marriage,
cheerful, Rian was boisterous and quick to action. Agreeing but they were confident their parent’s love for them would
to a clandestine meeting by the river, each intended to share outweigh their petty grievances with each other.
their newfound feelings.
At the river, Florence was once again stumbling, but this
time over her words. With Florence’s heart beating like a
hummingbird’s wings, Rian stated her own love for Florence.
Their joy was quickly clouded as they knew what they faced;
their families’ long-standing feud.
If approached, Florence startles and turns. Flustered If the party agrees to help Florence, she’ll instruct them in
by the strangers, she stumbles over her words trying to sneaking into the Scaldris estate the way she remembers her
introduce herself under a fake name, Torrance Eversneeze. A personal attendant describing:
successful DC 12 Wisdom (Insight) check recognizes the Three-quarters clockwise from the gate there is a pitch-
lie and Florence’s distress. A successful DC 14 Charisma black stone in the mortared stone wall. Climb over at that
(Persuasion) check and gentle confirmations crack point and the party will find themselves in the gardens.
Florence’s tenuous facade, or a successful DC 10 Charisma Pass through a hedge maze and there will be a balcony one
(Intimidation) check causes Florence to burst into tears. floor up, with a trellis of ivy below it. This is the balcony of
Rian’s quarters. The party must climb up and talk to Rian or
Maritza Vapos, Rian’s personal attendant.
Development
After accepting the mission, the party must go to the Scaldris
estate to figure out what kept Rian from going to A Trip
Away Inn.
Past the hedge maze, the balcony juts from the manor 10
feet away, with the balcony’s railing 16 feet above a trellis of
ivy that leads up to the balcony. Curtains block the party’s
view of the room, but sniffling is heard from behind them.
101
Post-Fight or Persuasion
Florence isn’t Present "One day, the Neverbee Honey Co. and Scaldris Mining
Rian steps out of the carriage and looks around for Florence. Company will have a joint venture. You should stop by to
Not seeing her, she heads straight to the party and asks if see us when it happens."
Florence sent them. With confirmation, Rian goes back to
the carriage and pulls out a small trunk. Hopping on one of With a wink and a salute, Rian grabs the reins and, with
the guard’s ponies and attaching the trunk behind her, she a flick of the wrist, Florence and Rian are off. Florence turns
tells the party to hurry; Rian has a date to make. Continue to back and waves until they’re out of sight. Continue to the
“Back at A Trip Away Inn” if the party agrees to take Rian to “Conclusion” section.
Florence at the tavern.
Florence is Present Back at A Trip Away Inn
Rian steps out of the carriage and scans for Florence. Finding Riding up to the A Trip Away Inn, Rian yells Florence’s
her, Rian visibly relaxes, and she pauses for a moment before name. Bringing her pony to a halt, she hops down and heads
heading straight for Florence. A foot-and-a-half taller than for the inn, but is met part way by Florence who has run
Florence’s three feet, Rian bends down and picks her up for a out the front door. Within a heartbeat, Florence is in Rian’s
long kiss. Entirely lost in themselves, the kiss goes on for longer arms and a kiss for the ages has begun. The initial ruckus has
than expected. Crickets chirp, as anyone who is watching may brought many to the front windows of the inn, their noses
be wondering if they’re ever going to come up for air. smushed against the glass.
After their kiss, Rian turns to the party, still holding After a few moments and questions, remarks from the Inn
Florence’s hand: cut across the silence:
Rian: "We have a day before I was supposed to arrive at Nix: "Can they breathe like that?”
my uncle’s but Florence…" Mia & Tia: [wolf whistles and hooting]
Florence: "When I’m not back by nightfall they’ ll find my Arvad: [nose sighs, wistfully, fogging the glass]
note. We need to leave as soon as possible." Dreet: [Atop a Kobold pyramid] “That halfing lost
something in that dwarf ’s mouth. Clap to encourage
If the carriage is still intact, they take the carriage and them!” The other kobolds start to clap, causing the
literally ride into the sunset. Otherwise, there are ponies that pyramid to crash.
can be taken from the guards. Before they depart, they’ll thank
Kobold 2: “Keep looking!”
the party and give any rewards agreed upon ahead of time, as
well as the gold that was sent with Rian in the carriage. Kobold 3: “It’s in there somewhere!”
With another wave, Florence and Rian snap their reins Saving Throws Dex +3, Cha +5
and are off. Riding into the sunset, anyone who is watching Skills Deception +5, Insight +4, Nature +5
sees Rian reach out and hold Florence’s hand as they ride off. Senses passive Perception 12
Languages Common, Halfling
Proficiency Bonus +2
Conclusion Actions
If Florence and Rian are successful in running off together, Rapier. Melee Weapon Attack +3 to hit, reach 5 ft., one
they come back in a month, married. Their families target. Hit: 5 (1d8 + 1) piercing damage.
begrudgingly accept the couple, but it takes a few fiery
family functions till it settles down.
Per the Game Master’s discretion, Florence, Rian, the
Scaldris family, and the Neverbee family may be used as Scaldris Estate Gardener
connections later in the party’s adventures. Small Humanoid (Dwarf), any alignment
Rewards Challenge 1/8 (15xp) | Initiative: +0 | Prof. Bonus: +2
For helping the couple run off together, the party has the
potential of gaining: armor class hit points speed
• Up to 1,500 GP. 10 16
30 ft.
(2d10 + 4)
• A fire opal engagement ring (1,000 GP) .
• A large ruby and smaller gemstones (5,000 GP and
str dex con int wis cha
1,000 GP).
13 (+1) 11 (0) 14 (+2) 12 (+1) 11 (0) 11 (0)
• A bottle of wine (200 GP).
• A brooch of shielding. Skills Nature +3
Senses passive Perception 10
Appendix A: Stat Blocks Languages Common, Dwarvish
Proficiency Bonus +2
The Captain. Uses the Knight stat block with the
following changes: In addition to Common, the Captain Actions
knows Dwarvish.
Golden Shears. Melee Weapon Attack +3 to hit, reach 5
Maritza Vapos. Uses the Commoner stat block.
ft., one creature. Hit: 3 (1d4 + 1) slashing damage.
Rian Scaldris. Uses the Noble stat block.
Scaldris Estate Guards. Uses the Thug stat block with the
following changes: wears a breast plate instead of leather
armor bringing their AC to 14. In addition to Common, the
Scaldris Estate Guards know Dwarvish.
A t the behest of a man claiming to be 50 years younger As time went on, he began to feel more and more exhausted,
than he appears and begging to be returned to his until finally passed a mirror on the wall. Catching his own
natural age, adventurers must infiltrate a forgotten tower. reflection, he began to panic. It wasn’t until he ran outside
Filled with artifacts of the past and research long forgotten, and began examining himself that he fully understood what
the only way to unravel its secrets is to find the cause of the had happened: he had aged nearly half a century.
phenomena and end it. Time, however, is not a constant If the party questions Sinessio, he reveals his whole story
in this place, and as such the rules we’re accustomed to no to the group and sends them to Dumin, to help find the
longer apply. location of the tower. He begs the adventurers to find a way
to reverse what has happened to him. Within the tower the
players find the proper components to finish the spell and
Background end the stasis effect on Aredali, freeing her.
An elven wizard by the name of Aredali Luthyra (she/
her) erected the tower over two hundred and fifty years ago.
The location was kept secret from everyone but the dozen
Tavern Behavior
or so dwarves she hired to build the tower. She used the Sinessio sits at the bar, drinking heavily. As soon as one
location as a testing facility and research laboratory for what drink is finished, he orders another. Coin doesn’t seem to be
she considered to be potentially catastrophic spell effects. a problem for this man. He can be heard boasting about his
Spending a decade there, she experimented with all manner many exploits as a famous thief, and seems resentful of the
of spells and enchantments, inventing one or two spells of her patrons for their inability to recognize him. His frustration
own, and altering several others. After several successes, she and despair seem almost desperate.
decided to try her hand at time manipulation, something few
wizards ever dare, out of fear of upsetting the lawful order of
the natural world. Hook
Unbeknownst to Aredali, her regular supplier of spell If Sinessio can get the attention of the adventurers he will
components had filled an order of precious gemstones desperately beg them to enter the tower, to search for a way to
with strikingly convincing imitations. This unforeseen reverse his aging. He has more than enough coin to spare, and
miscalculation caused her first attempt at time manipulation may even be willing to part with his prized magical stiletto.
to fail catastrophically, freezing her in stasis, and sending
out waves of time-altering energy, affecting the entire tower.
Luckily, Aredali had the forethought to create an anti-magic
shell around the outside of the tower, containing the effect
to the interior.
"I know that you all may have your apprehensions, but
A successful DC 10 Intelligence (History) check allows
the adventurers to recall the name. Sinessio Bravo (he/him) is I assure you: I am in fact Sinessio Bravo, the thief of
a famed thief, known for his ability to infiltrate even the most legend. I’m sure you’ve all heard of me, and if you haven’t
dangerously guarded locations with ease. He prides himself yet I assure you that you will. I came to town because I
on his ability to spend a day celebrating near his latest heist, received a tip from a friend I do business with, from time
always slipping away before the local authority or mark can to time. His father recently passed away and, while going
apprehend him. His reputation precedes him wherever he through his estate, he found something strange: records
goes. Sinessio should be a man in his mid-thirties, but the and schematics for an extravagant tower, to be built in
human sitting at the bar swilling drink after drink, drunkenly the woods just outside of this tavern. The odd thing is
proclaiming his fame, appears to be in his late eighties. that no one, to his knowledge, ever mentioned this tower.
If left to his own devices, Sinessio continues trying to Deciding to see for himself, he ventured into the woods
bend the ear of any patron that gets close to him, frustrated and there it was, overtaken and wasting away. Naturally,
that no one will believe him, as he regales the bar with all he immediately thought of me."
manner of tales of his most epic heists. Some feign interest,
some humor him, others shove the drunk aside and proceed
with their business.
107
An Unexpected Visit
The work order has the cost laid out for an eight-month A woman in her fortie’s, steps forward. Her face bears the
tower build. It details the dimensions of each room, and scars of many a hard-fought battle, her calloused hands
there are sketches for the tower’s exterior and floor plan. tighten until her knuckles whiten around her weathered
There are notes written in Common scribbled in the margins. battleaxe. This woman is no stranger to conflict; she
A successful DC 12 Intelligence (Investigation) check embraces it.
reveals one interesting detail: there seems to have been an
extra charge for some type of dwarven runic ornamentation. The woman, Arri (she/her), stands poised for battle but entreats
There is a crude sketch of the runes to be used, as well as the party. She knows that every battle could mean her life;
their location. better to avoid conflict altogether if possible. She attempts to
A successful DC 13 Intelligence (Arcana) check on the intimidate the group into giving up the location of the tower:
runes reveals that they are one component of a containment
spell. The way they are set out on the diagram suggests that
they would contain all magical effects within the walls of “We overheard ya talkin’ at the tavern. We’ve come to
the tower, all the way to the top. unburden you. We’ ll be havin’ the location of that tower
now, and you can go home in one piece.”
Development
After he hands them the work order, Dumin notices a small • Arri does not jump to fight. She’s open to negotiation,
group of humans approaching the workshop. Characters with but ultimately wants either the location of the tower or
a Passive Perception of 14 or higher notice the group as well. something equivalent to the treasures she believes can be
found there.
He looks at the party, and takes a long draw from his mug
(even if he just woke up) before asking, “ friends of yours?” He • Arri’s mercenaries are ready to fight, but not die, for a lead
then quickly begins refilling his flagon. that may or may not pan out.
Having overheard the conversation at the tavern, a group • If any mercenaries escape, they warn the rest of the Black
of mercenaries decides to come investigate for themselves. Wake Company of what transpired.
They are the Black Wake Company, a local mercenary • If no mercenaries escape, the Black Wake eventually
organization, who are residing predominantly in an outpost investigates what happened and question Dumin, learning
hidden in the mountains outside of town. the location of the tower.
There are five of them in total: all human, all well armed.
Arri, 3 spies, and 2 bandit captains. They do not attack
immediately, but aren’t afraid to make a show of force.
108
Chapter 3 | The Tales Sinessio Bravo 109
The Tower in the Forest
Using Dumin’s work order makes the tower easy to find. • He’s known of the tower for some time, and has briefly
Following the directions that have been laid out leads to an investigated the magical effects.
overgrown path into the forest. Eventually, a monolithic form • Feeling it might come in handy, he’s created several
reveals itself to the party. talismans (Talisman of the Steadfast Root, see Appendix
A: Magic Items) capable of suppressing the time-altering
effects of the interior.
The tower has been swallowed by the forest in the years it’s
• He warns that the trinkets are quite fragile, and that
been left vacant, but the intricate beauty of the dwarven
anyone wearing a talisman should take care not to allow it
design stands defiantly against the vines trying to penetrate
to be broken.
the well-crafted exterior. This is a strong stone, dwarven
stone, shaped to perfection by the hands of a master • In exchange for the help, Gronmar expects that his future
craftsman. The tower itself is constructed of a polished gray drinks will be taken care of, when the party sees him in
marble, muted by the grime of hundreds of years, snaking the tavern.
to its peak 40 feet above, culminating in what appears to be
a clear crystal pyramid. Foyer 2
Off the back of the tower is a wooden structure with two
large doors facing the north. These doors appear to be large
enough to pull a horse-drawn cart through. They are sturdy Any hero that is not anchored will begin to rapidly age.
oak, and have stood the test of the elements. The runes The effect is most concentrated in this room, aging anyone
ornamenting the tower are carved into the oaken structure. staying here 1 year for every 1 minute they spend within it.
The duration for all spells becomes instantaneous
in this room: the spell happens so rapidly it is almost
Outside the Entrance 1 imperceptible. Creatures in this room who are not anchored
will not even be able to see anchored creatures,as they
will appear and leave the room too quickly. If unanchored
The door to the tower has been left wide open. The recent creatures look out the door, they see the sun rapidly rising
rain has caused the ground to soften to a muddy mess. The and setting, creating a flickering effect.
interior of the doorway gives a glimpse of an immaculately
kept foyer, illuminated by lanterns containing a soft, rapidly
flickering orange flame.
The foyer is beautiful. The smooth marble of the walls is
festooned with paintings and tapestries. The artwork is elvish
A successful DC 15 Wisdom (Survival) check reveals the in nature, and the tapestries depict a sprawling landscape
apparent tracks of an owlbear cub. The Survival check also of a keep, built into the side of a snowy mountain peak.
reveals muddy footprints making their way into the tower The paintings seem to be of various female elves, all bearing
and vanishing just inside. enough similarities to possibly be part of the same lineage.
Hobbling just along the tree line is Gronmar (he/him), A staircase made of carved ash wood leads up (6),
wicker basket in hand. He is an old druid, with one long following the curvature of the room to the next floor. The
white braid hanging from his head, and ancient rags draped handrail is carved to resemble a small log covered in vines.
over his large frame. He has bloodshot eyes and smells of Every few seconds a streak of something flies by, sweeping
fresh pine. He notices the party and, while picking various up any debris on the floor.
plants from the ground, mutters a word of warning: A finely upholstered couch, with ornamentally carved
armrests and wooden frame, sits underneath the tapestry.
The two end tables feature long pewter dragon necks
“Wouldn’t go in there if I were you. Very, very dangerous growing out of the table surfaces, lanterns clutched between
if you aren’t properly prepared." their teeth. One is painted bronze and one gold. The
lanterns contain a swiftly flickering continual flame.
Gronmar can impart some information to the party:
• Time passes differently inside the tower. Moving too fast for the party to see, an enchanted broom
continually sweeps dust, keeping the room clean. It avoids
• He suspects some sort of accident led to the phenomenon touching the heroes, but they can feel it fly past them if they
inside. are anchored.
All spell durations are halved in this room. Any creature not All spell durations are halved in this room. Any creature not
anchored takes actions as if they have been affected by the anchored takes actions as if they have been affected by the
haste spell and gains an additional reaction. haste spell and gains an additional reaction.
The kitchen is a mess: pots and pans have been knocked Shelves line the walls of this storeroom with all manner
off the stone counters and litter the floor. The stove has of spell components. Any plants have long since rotted
an overturned pot on it, with the wooden spit smashed to away, but bones and preserved jars still sit on the shelves.
pieces. The door to the west is splintered open and cold air Some of the shelves have collapsed under the weight of the
whistles through, calling attention to the soft blue glow components on the aged wood.
spilling through the doorway. From a door to the south, a
broom and dustpan almost materialize from nowhere and
begin very quickly sweeping up the mess.
A successful DC 15 Intelligence (Investigation) check
reveals a small 1 foot lockbox, with a padlock holding
Cold Storage 4 it shut. The key can be found in area 8. The lock can be
picked with a successful DC 18 Thieves’ Tools check.
The box contains: 2 moonstones worth 50gp each, 4 citrines
All spell durations are halved in this room. Any creature not worth 50gp each, a pearl worth 500gp, and 3 diamonds.
anchored takes actions as if they have been affected by the Only one of the diamonds is real and worth 1000 gp. The
haste spell and gains an additional reaction. other two are made of glass and essentially valueless.
The true diamond can be identified with a successful DC
17 Intelligence (Investigation) check.
The silver and china on the tables and in the cabinets are
worth 300 gp.
Workshop 8
Challenge 3 (700 XP) | Initiative: +2 | Prof. Bonus: +2 Challenge 4 (1,100 XP) | Initiative: +1 | Prof. Bonus: +3
armor class hit points speed armor class hit points speed
13 36 30 ft. 16 68 30 ft.
(hide armor) (4d8 + 18) (chain mail) (8d8 + 32)
str dex con int wis cha str dex con int wis cha
16 (+3) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 18 (+4) 10 (0) 10 (0) 16 (+3)
Saving Throws Dex +6 Saving Throws Str +6, Con +6, Wis +2
Skills Intimidation +4, Perception +4 Skills Intimidation +5
Senses passive Perception 14 Senses darkvision 60 ft.
Languages Common Languages Common, Orc
Brave. The Black Wake Champion has advantage on
Actions saving throws against being frightened.
Multiattack. Arri attacks twice with her longsword.
Actions
Longsword (Poisoned Blade). Melee Weapon Versatile
Attack: +5 to hit, Reach 5 ft., one target. Hit: 8 (1d10 + 3) Multiattack. The Black Wake Champion makes two
slashing damage and 3 (1d6) poison damage. attacks with its greataxe.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Reactions one target. Hit: 10 (1d12 + 4) slashing damage.
Compelled Duel. (3/day) As a bonus action one creature Reactions
Arri can see within 20 ft. must succeed on a DC 14
Wisdom saving throw. On a failure the target must attack Parry. The Black Wake Champion adds 3 to its AC against
Arri on their next turn. one melee attack that would hit it. To do so, the Black
Wake Champion must see the attacker and be wielding a
Mobile. Arri can use her bonus action to disengage. melee weapon.
Relentless. (1/day) If the Black Wake Champion takes
16 damage or less that would reduce it to 0 hit points, it is
reduced to 1 hit point instead.
Author Bio
Mike was instilled with a spirit for storytelling at a young age by his father. Tales of the codfish monster guarding the small creek
next to his house, or how his father fought off Dracula at the base of Vlad Tepes’ castle were par for the course in his home. A family
vacation turned treasure hunt, complete with a map in a bottle, swords, and a bountiful treasure chest buried in the sand behind
their vacation rental, orchestrated by his family, solidified an unending thirst for fantastical adventure. This coupled with a family
eager to encourage creativity and exploration were the perfect primers for his interest in tabletop gaming and roleplaying games.
Chapter 3 | The Tales Sinessio Bravo 119
120 Chapter 3 | The Tales The Arbiters
S alora Yunderbo (She/Her)
Written by: Colin Heffernan
Adventure Level: 5 | Players: 3-5
Content Warnings: Deception, Murder, Slavery, Suicide, Alcoholism
Gnome • Ex-Arbiter Subsequently, the Arbiters offered Runt a home. She quickly
excelled within the ranks of the Arbiters, and attained the
Slightly charming and fiercely independent. rank of Crimson Cloak.
Tidy but with a look of adventure about her, Salora has long Salora Yunderbo (she/her) was once a Green Cloak
black dreadlocked hair, with plenty of jewelry and a fierce Arbiter. During her initiation, her master, Runt, deemed
disposition. Salora unfit to join the ranks of the Slate Cloaks. Had
Runt been given the opportunity, she would have explained
that Salora’s lack of patience is what led to the decision
to delay her advancement. Salora immediately flew into
T he Arbiters, a well-respected guild of freelance assassins,
have operated in the shadows for quite some time,
unmolested. The party is thrust into the middle of the
a rage and erupted in a verbal tirade, damning Runt and
the organization. She vowed to enact revenge upon Runt
for ruining her life. Several months later, Salora has been
Arbiters’ operations when Salora, a gnomish patron of A
spending her days drinking at A Trip Away Inn.
Trip Away Inn, suddenly drops dead, and a group of hooded
patrons suspiciously leave the tavern. For the last two months, a criminal organization led by
former Crimson Cloak Cillian Clíodhna (he/him). has
been operating in the vicinity of A Trip Away Inn. Cillian
Background was stripped of his rank and thrown out of the guild, after a
series of his cases were revealed to have been a front for his
The Arbiters are a lawful neutral organization that attempts
own enrichment. He had been orchestrating contracts and
to keep the order of the land. The general populace approves
passing judgement on innocents, later emptying their coffers.
of the presence of the Arbiters, seeing the organization as
Since his expulsion and subsequent disappearance, he’s begun
vigilantes attempting to keep the peace. The higher members
manufacturing copies of the “Calming Cantor and “Mark of
of society pretend the Arbiters do not exist, until they are
the Arbiter” poisons (see Appendix B: The Arbiters) , each of
either a problem or the solution.
which leaves distinct marks under the eyes of the deceased.
They wear uniforms with different colored cloaks
To negatively shift the public opinion of the Arbiters, Cillian
indicating rank, each embroidered with a lily of the valley
has been hiring cheap mercenaries to kill using these poisons,
on the hood. The lily of the valley is a beautiful but fatal
purposefully leaving poisoned bodies of innocent people
flower that grows within the region, and is a key ingredient
throughout the area, where they can be easily found. Cillian’s
in their signature poison, the Mark of the Arbiter. Anyone
spies have revealed to him that Runt has been tasked with the
can bring a potential contract to the Arbiters, in hopes that
duty of locating where the poisons are being produced.
they will kill, threaten, or otherwise convince the target to
stop whatever wrongdoing is occurring. The targets known as Most recently, the Arbiters have assigned Runt to the task
marks, go through a process of assessment through the ranks of discovering who is behind the recent killings, as well as
of the guild, to determine if the mark is worth their time where they are getting their poison, and then eliminating
and, more importantly, is guilty of the accused crime. Each the problem.
Arbiter carries an Arbiters’ Bible, a guide used to identify
appropriate targets and keep a ledger of previous marks.
Tavern Behavior
Rillian “Runt” Nassari (she/her), a middle-aged half-
orc, is known for being slow to trust but open minded. Salora is always good for a story, and as such is often
Runt, an exile of her tribe, chose to embrace the childhood surrounded by other intoxicated patrons. She will refill a
nickname given by her orc father, Kengu Hrusk. The drink as soon as she finishes one, and moves on to the next
Arbiters found Runt years ago, fleeing her village after being tale quickly. She is quick to anger if any of her tall tales are
accused of killing Kengu. The Arbiters ruled the killing just, called into question, and will snap back, sometimes violently,
after discovering that her father was a known slave trader. if challenged on her beliefs or accolades.
What of the Arbiters? She begins drunkenly rambling, confiding in the party
that she believes her life is in danger. She launches into a
story of her contempt for the Arbiters, her unjust expulsion,
and continues to drunkenly ramble about the following
Flip is feverishly tending the bar on a crowded night. Figures information:
of all shapes and sizes, clad in adventuring gear, converge • She was bothered by the moral ambiguity of the Arbiters’
upon the inn for respite and revelry. Patrons of the inn are killings.
celebrating, mourning, plotting, and enjoying everything • She believes, ultimately, that they only operate for money.
the colorful tavern has to offer. Nix is flying about the room,
mixing drinks and tossing them carelessly on the ground • She mentions that a local family was recently slain by the
near his recipients. Just as the swirling cocktails are headed Arbiters.
for disaster, the cups right themselves at the last second, • The Arbiters’ poisons leave marks around the victims’ eyes
followed by a cheer from the recipient’s table. as evidence of their involvement.
• She used to be an apprentice of a Arbiter named Runt, and
trained to be a Arbiter herself.
Runt sits at a table with four other characters wearing
cloaks identical to hers in cut, but colored brown. Several • Runt stripped her of her chance to become an Arbiter and
patrons glance nervously in Runt’s direction and, despite the threw her out on the streets.
tavern being busy, no patron sits near her. Runt seems to be • She hopes one day to get revenge on her former master for
more interested in a small book set in front of her than her ruining her life.
drink or compatriots.
Salora recognized Runt the moment she stepped in the Salora’s Plight
Tavern. Already drunk and angry, she is thrown off kilter by As Salora speaks to the party, she grows more and more
her former master’s presence. She decides in that moment to pale and sickly. Succeeding on an DC 16 Intelligence
enact her revenge on Runt, taking the vial of Mark of the (Medicine) check allows a character to realize the clear signs
Arbiter that she kept from her time in the guild. She quietly of poisoning. Eventually, during the conversation or after
empties the vial into her own drink before making her toast, leaving the party’s table, Salora begins to act wildly, drawing
knowing full well that, if she dies tonight by the Arbiter’s her sword and swinging it deftly at an unseen foe. Slurring
signature poison, Runt will surely be blamed and she’ll finally her words far more than her drunken state would cause, she
have her revenge. suddenly slumps over, falling to the ground. Most patrons
pay no attention, thinking she’s merely passed out drunk
again, until either the party or Flip checks the body and
Amidst the din, Salora stands on a chair clutching the declares that Salora is, in fact, dead.
massive arm of a half-orc above her head. With her long
black dreadlocks spilling from her shoulders and tinkling Petals in the Wind
with jewelry, a falchion at her hip, and a mug sloshing in This causes the tavern to erupt, with patrons drunkenly
her hand, Salora begins to preach: debating whether this is murder. Could the Arbiters have
“Attention all scoundrels, criminals, and ill-willers in something to do with this? During the commotion, Runt
here, consider yourself warned, because I’ d like to make a and her apprentices try to slip out. Succeeding on DC 14
toast to the Arbiters and the best boss I’ve ever had!” Wisdom (Perception) check or any passive Perception of
14 or higher will notice the group exiting the tavern.
Flip gazes up at the party and tells them they’ll take the body If the party goes undetected and uninterrupted, Runt
back to their meeting room, for now. If they need to examine continues with her mission, launching the barge out onto the
the body, Flip will keep her there until arrangements can be river and heading downstream.
made. Flip isn’t sure who is responsible, but their money is If approached, Runt and her apprentices do not fight the
the Arbiters that were here tonight, pointing over to the now party. Runt attempts to explain that she had nothing to do
empty table. with Salora’s death, the sadness for her fallen pupil apparent
If the party chooses to gather information from around on her face. The party can easily see two vials around her
the tavern, some patrons can be convinced to give up the neck, a clear vial (mark of the arbiter) and a jet-black vial
following information: (calming cantor). She’s willing to talk to the party, and will
offer up the following information:
• According to Salora’s drunken ramblings, the group of
hooded figures that had been seated at the corner table • Runt and her accomplices were dispatched to the area to
were a group of Arbiters, including Runt, Salora’s former find out why people both dead and alive, were turning up
master. bearing a similar bruising under the eyes to the mark of
the Arbiters.
• The hooded figures were seen making their way down the
main road away from the tavern. • She was at the tavern investigating Salora’s possible
involvement and, to her dismay, only found a drunk: a
• Salora seemed bothered by the hooded group in the
shell of her former pupil. She had hoped to speak with
corner. She could not keep her eyes off them from the
Salora that night, before the events played out, to explain
moment they entered the tavern.
the entirety of her expulsion from the Arbiters, and to
• The Arbiters aren’t to be crossed, and can be an incredibly warn her that her constant criticism of the guild could lead
dangerous organization with a strong political sway. to her death.
• A family was found dead near the tavern recently with odd • She claims that they have discerned the deaths
markings around their eyes. and interrogations of the innocents are the work of
• Other instances of poisoning have been rumored around A mercenaries, manufacturing low quality copies of Arbiter
Trip Away Inn in the last few months. poisons. Runt thought Salora may have been involved, but
she clearly is not.
• Passing a DC 16 Intelligence (Investigation) check
locates an empty vial under a table in the corner, with a • The poison copies are less potent versions of the Arbiter
small amount of a clear liquid still left in it. (Strychnine poisons according to Runt.
can confirm that the remaining liquid is in fact Mark of • She has her suspicions about another Crimson Cloak
the Arbiter) (Cillian), who disappeared about six months ago, along
If the party examines Salora’s body they can determine the with his apprentices.
following information. • Runt knows that the mercenaries have a base somewhere
• Salora has strange discoloration around her eyes. along the river. However, she is concerned that she is ill-
equipped to deal with the mercenary group, and fears for
• In Salora’s belongings there is a green cloak, like the cloaks the lives of her apprentices.
the group with Runt were wearing, with one difference:
the hood is torn off. • She wants to enlist the party if they are willing. She has
1000 gp (half up front and half upon completion) to offer,
and would prefer not to risk the lives of her apprentices. If
the party agrees to help, she will order the apprentices to
stay behind and wait for her return.
• She has also been offered 500 pp to put an end to the
manufacturing of the fake poisons, and is willing to split
this 50/50 with the party if they help.
“I’ d wager this entrance is being watched. Especially at • They’re working for a man by the name of Cillian Clíodhna
night. That’s when they move their product up and down • “Cillian told us to kill you! [pointing to Runt]”
the river. I’ve tried to quietly skirt the entrance to discern • “Cillian had two more Slate Cloaks converted, I didn’t
its whereabouts, but it’s time I go have a knock on the know them well.”
front door, I think.” • “I think he has gnomes reproducing the poisons in the
factory. Our job is just supposed to be pickup and delivery.”
• This batch of poison was being sold to a group of nobles. If
After a couple of hours of travel, another river barge the party searches the mercenaries barge, they find:
nearly identical to the party’s boat except for a small cabin
towards the back, appears 200 feet ahead. This barge is filled The captured mercenary will lead the party to the
with Cillian’s mercenaries, and is picking up packages of southern shore and ladder entrance. If the party doesn’t
poisons from Cillian's cavern. If they see the party coming release the mercenary, they will attempt to escape at the first
down the river, they will attack as soon as they are in range. opportunity and find a way to warn the other mercenaries in
the base of the party’s presence.
The barge is heading slowly upriver, with a strange device
on the front that appears to be a sort of forked catch designed A ladder to the entrance of the cavern sits on the riverbank
to skim the water, and haul up any bobbers that appear. about 10 feet inland. Without the help of one of the
Any party member that succeeds on a DC 18 Wisdom captured mercenaries the party will need to search the river
(Perception) check notices a single strange wooden bobber, for tracks. Succeeding on a DC 12 Wisdom (Survival)
floating just below the surface in front of the boat. A check will find a set of tracks, leading to ground around
successful DC 17 Wisdom (Perception) check also shows the hatch that is well worn by foot travel, with a strange
the six visible occupants aboard, pulling this bobber up with stone cairn in the center of the trampled grass. The ladder
the catch and stowing the small package. is covered by a reinforced wooden hatch, with a simple
bronze sigil containing a small ruby worth 100 gp. This is
a glyph protecting the hatch using hallucinatory terrain.
The hallucinatory terrain creates the illusion of the cairn.
Attempting to touch or upset the cairn reveals the hatch.
Climbing down the ladder below the hidden hatch, is a You enter a large room, about 40 feet across and 50
long dark underground corridor, 10 feet wide and 6 feet in feet wide, illuminated in a blue/green hue from the
height, built of carved stone. Thick mosses hang low from phosphorescent moss on the northern wall, supplying the
the ceiling, loud rushing water is heard down the corridor, room with a dazzling display of light. The group enters
and a strange acrid odor lingers in the air. In this corridor on a 5 foot ledge that drops 40 feet into a loud, rushing
there is only one entrance to the actual factory, and the whirlpool of swirling, greenish-blue water. The whirlpool
party sloshes through a foot of water in the damp passage, is a 35 foot by 50 foot rectangle in the center of the room.
until they eventually approach a stone door. Most of the Across this gap is a 10 foot wide outcrop at the north end of
hideout is well lit, with fire lanterns along the hallways. the pool room.
An acidic smell wafts aggressively into your noses. Two
large pipes, protruding from the south and east cavern
Entrance 1 A walls, flood water into the whirlpool, causing the spin. A
drain seemingly pumps the water out somewhere, like a
large bathtub, as the water never rises.
The hallway ascends very slightly out of the standing water
to a door 10 feet wide and 6 feet tall. It appears to be one A bandit can be heard patrolling the hallway near
solid stone slab, that slides into the cavern wall on the left. the eastern outcropping and will occasionally enter the
A small bowl, built into the floor, rises 4 feet from the room, dumping a package with a bobber attached into the
floor in front of the door. The bowl has a Lily of the Valley whirlpool. The package swirls a few times around, then gets
carved into its interior. sucked into the whirlpool and disappears.
The glow in the room is from the moss just under the surface
of the water. The pool is 300-feet deep. In front of the doors Cillian,
stand two bandits talk to one another. Extending across
These lands are ripe for the taking. The populace has
the pool in the center is a 5 foot wide invisible bridge. A
swelled one hundred times since summer, and only seems
successful DC 18 Wisdom (Perception) check allows a
to grow exponentially. The agents of Braburn are prepared,
character to notice that a few ceiling drips seem to splash
and currently seek any potential political opponents. The
just before they hit the water along the center of the moat,
election will be a landslide and, as first ruler of these lands,
suggesting that the bridge is present. A detect magic also
you will be able to write the laws yourself! What better a
reveals the invisible bridge.
place to command, than a city rich with sellswords! There is
Cillian’s Office 8 much work to do.
Recently, I’ve heard murmurs of distaste growing for the
Arbiters; many just need a reason. Self-righteous pigs with
their petty rules and restrictions. Once this new shipment
A few gnomes hustle around, boxing, and labeling various is delivered, the Arbiters will throw their cloaks in the river
vials and household goods. The whirring of a mechanical and begin begging in the streets, if they’re not hanged first!
crane takes crates off a conveyor belt and places them below
for the gnomes to sort. An imposing figure, flanked by two -Amelle
familiar looking cloaked figures, sits behind a desk rapt in
a ledger. You see a well-used, once possibly lavish looking Cillian will attempt to reason with the party if they do not
greataxe leaning against the desk. immediately attack:
• He offers the party double the payment Runt/the Arbiters
This room is used to bottle and package the poisons. The are paying, plus the opportunity to join his enterprise,
tinctures are lowered down by the crane (8A) onto the promising them a bright future.
packing table (8B). From here they are packaged, sorted and
• He calls Runt, the Arbiters, and their Silver Cloak leaders
placed over into storage by the door (8C).
an antiquated group of lowly mercenaries, begging for
(8B) Five gnomes sort, seal, package and- in some cases- scraps.
mix the poisons into other bottles, which appear to be labeled • He says the Arbiters underpay and rely on bravado for
as household remedies. Finally, some are boxed and carried recruitment.
over to storage (8C), while others are tied with bobbers and
• He accuses the Arbiters of being unfit to decide who lives
sent out the front door with a bandit, to be thrown into
and who dies.
the whirlpool in room (1). If a fight breaks out, the sorting
gnomes try to escape via the main door. At any mention of the Silver Cloaks or the leaders of the
Arbiters, Runt interrupts saying:
There is a staircase here, leading up to the conveyor
belt. Below the catwalk a crane (8A) raises and lowers
crates of corked poison vials automatically whenever a cart
arrives, taking the crate from the cart and placing it on “You? Kill a Silver Cloak? You’re halfway decent with
the lower level (the crane has 35HP and can be operated that axe, but a Silver Cloak?”
by Cillian’s voice to grab unsuspecting creatures). After the
crate is deposited, the crane returns to its original position,
prompting the empty cart to be sent back to (3A). The whole If the party refuses to make a deal with Cillian, he will
operation takes 2 rounds. If the gnomes in room (3) are still fight until he has 10 hit points left and then attempt to
working, they send a crate every 5-10 minutes. escape through the secret exit (8D).
armor class hit points speed armor class hit points speed
13 27 30 ft. 12 70 20 ft.
leather armor (6d8) (water)
str dex con int wis cha str dex con int wis cha
10 (0) 15 (+2) 10 (0) 12 (+1) 12 (+1) 10 (0) 14 (+1) 8 (-1) 11 (0) 0 0 0
Actions Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., Move. The river barge moves using two sets of oars. If it has
one target. Hit: 5 (1d6 + 2) piercing damage. a full crew (2), on it’s turn, the river barge can move up to
its max speed, with one 45-degree turn. The ship can only
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range move 10 ft. with one set of oars and 0 ft. without oars.
30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Bonus Actions
Run. On each of its turns the Green Cloak can use a bonus
action to dash.
Author’s Notes/Acknowledgments
Inspiration was all over the place for this adventure. I enjoy a structured good vs evil tale that one can bite into.
Author Bio
Colin works in film/TV and as a designer at Escape Plan Games. Colin hopes to make game designing and
publishing a full-time occupation in the future. He also enjoys hours of uninterrupted video games, is an avid
sim racer (iracing mainly), and appreciates a heavy dose of nature to recharge whenever possible.
131
Appendix C: Stat Blocks (continued)
Slate Cloak Rillian "Runt" Nassari
Medium Humanoid (any race), neutral Medium Humanoid (Half-Orc), lawful good
Challenge 2 (450 XP) | Initiative: +3 | Prof. Bonus: +2 Challenge 5 (1,800 XP) | Initiative: +2 | Prof. Bonus: +3
armor class hit points speed armor class hit points speed
14 45 30 ft. 18 55 30 ft.
leather armor (7d8 + 14) breastplate and shield (10d8 + 10)
str dex con int wis cha str dex con int wis cha
12 (+1) 16 (+3) 14 (+2) 13 (+1) 13 (+1) 12 (+1) 20 (+5) 15 (+2) 12 (+1) 12 (+1) 13 (+1) 8 (-1)
Saving Throws Dex +5, Int +3 Saving Throws Str +8, Con +4
Skills Acrobatics +5, Deception +3, Perception +3, Stealth +5 Skills Acrobatics +5, Athletics +8, Intimidation +2,
Damage Resistances Poison Investigation +4, Stealth +5, Survival +4
Senses passive Perception 13 Damage Resistances Poison
Languages Common, Thieves’ Cant, plus one other Senses darkvision 60ft., passive Perception 11
language. Languages Common, Orc, Gnomish, Thieves’ Cant
Evasion. If the Slate Cloak is subjected to an effect that For the Guild. If Runt is fighting adjacent to an ally that
allows them to make a Dexterity saving throw to take only is a member or former member of the Arbiters, she gains a
half damage, the Slate Cloak instead takes no damage if +1 bonus to her AC.
they succeed on the saving throw, and only half damage if Relentless Endurance. (1/day) If Runt is reduced to 0 hit
they fails. points but not killed, she can drop to 1 hit point instead.
For the Guild. If the Slate Cloak is fighting adjacent to Think Twice. (1/day) Runt gains advantage on an
an ally that is a member or former member of the Arbiters, intimidation check once per day.
they gain a +1 bonus to their AC.
Actions
Actions
Multiattack. Runt makes two melee attacks with her
Multiattack. The Slate Cloak makes two melee attacks morningstar.
with its shortsword.
Morning Star. Melee Weapon Attack: +8 to hit, reach 5
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., ft., one target. Hit: 9 (1d8 + 5) piercing damage.
one target. Hit: 6 (1d6 + 3) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Arbiter Poison Darts (Recharge 6). Ranged Weapon Bonus Actions
Attack: +5 to hit, range 20/60 ft., one target. Hit: 3
Vicious Charge. Runt moves 10 ft. and throws herself
(1d6) piercing damage. Target must succeed on a DC 17
violently into a target, knocking them back 10ft., dealing
Constitution saving throw. On a failed save the target’s
2d8 bludgeoning damage. The target must succeed on a
movement speed is halved, they have disadvantage on
DC 16 Strength saving throw or be knocked Prone.
Dexterity saving throws and can not use their reaction
until the start of their next turn.
Human • Child
Precocious, mischievous, and adventurous. Deeply resentful and suspicious of anyone who would put a stop to her woodland
wanderings and send her to school.
Seven years old, with curly brown hair and hazel eyes.
Background
Adele and Cedric Witherwood love their little girl,
Tavern Behavior
Luciana, dearly, and have nurtured her independent, When the adventurers walk into the tavern, they’ll find
adventurous spirit. Their merchant business often occupies little Lucy being escorted from the back room by an
their time, so they appreciate her ability to entertain uncharacteristically stern Flip. Lucy will sullenly sit at the bar
herself. However, they’re not the only ones to admire for a moment, kicking her feet and ignoring the bowl of ice
Lucy’s clever curiosity. Kyvan Mak’lysdir (he/they), a cream they set in front of her. After a moment, she’ll notice
lonely fey child with a love for pranks, has developed a the group and stride over to them to ask for their help.
friendship with Lucy. When the looming threat of the
village school threatens to ruin their fun, he decides to take
matters into his own hands, and take the offending adults Hook
out of the equation. If Mr. and Mrs. Witherwood are Little Lucy Witherwood wished that her parents would
locked away in the Fey Realm, they can’t make Lucy go to disappear...and they did! Now she needs help to figure
school, and she can go on adventures with him forever. out exactly how to reverse the wish and bring them back.
She doesn’t have any money, but she’s sure her parents will
reward anyone who helps her on their safe return.
The Witherwood home is a short walk through town. It’s The room is small, but comfortably furnished with shelves
one of the simple but well-tended cottages on the edge full of books and toys, a little table adorned with a ceramic
of the village, backing up into the surrounding forest. tea set, and a beautifully carved bed covered with a
There appears to be only one other house near enough to colorful quilt.
be called a neighbor, with windows still illuminated by
lamplight. The Witherwoods’ home looks fairly similar to
the neighbors’, but the windows are dark. As you get closer, Lucy is very resistant to anyone entering her bedroom,
you can see the door is painted a cheery yellow, and brightly insisting that any clues are in her parents’ room, not hers. If
colored flowers bloom in window boxes. the adventurers choose to go in anyway, she shadows them
closely, very protective of her treasures.
Lucy clumsily unlocks the door with a key that she pulls
from her pocket. The inside is as charming as the outside, A successful DC 13 (Intelligence) Investigation check
with vibrant paintings hung on the walls, and whimsically reveals that one of the stools at the table is broken. One of its
shaped pottery knick-knacks gathering dust on little shelves legs has been cut through, so that if any weight is put on it, it
and side tables. There is a small kitchen, with a wood- would immediately break. A successful DC 18 Intelligence
burning stove that clearly hasn’t been touched for a while. It (Investigation) or (Arcana) check further reveals a small
very much looks like a space that a child has run rampant in muddy footprint on the windowsill, too small to be Lucy’s.
for a few days. There are toys strewn about the cozy sitting Any questions about the damage or the footprint only inspire
area by the fire, the table has a little earthenware plate on apparent confusion from Lucy.
it covered in cookie crumbs, and the salt cellar has tipped If the party thinks that Lucy knows more about the clues
over. After giving them a moment to look around, Lucy (the salt/sugar swap, the footprint, the damaged stool, etc)
points them in the direction of her parents’ room, just off than she is letting on, they can make a DC 15 (Wisdom)
the kitchen. If the party would like to stop and make a Insight check. A success confirms that she is hiding
more intensive search of the main house before moving into something. A successful DC 12 (Charisma) Persuasion
the bedrooms, she waits impatiently. or Intimidation check convinces Lucy to reveal the
information she knows about Kyvan, as described in the
“Elodie Tailor” section.
If the party attempts to circumvent Lucy and enter the The Parents’ Bedroom 3
house on their own, they find the door sealed with a
magical lock. Any attempts to break in attract the attention
of Elodie Tailor, the next-door neighbor, who rushes over The Witherwoods’ bedroom is moderately sized and well
and triggers the “Elodie Tailor” section of the adventure. kept, with a neatly made bed. There’s a chest at the end of
the bed, a washbasin, and a wardrobe. One corner appears
to be dedicated to paperwork or bookkeeping of some kind:
The Kitchen 1 there’s a desk stacked with books and writing utensils, and a
pair of slightly bent eyeglasses hanging off an oil lamp.
A search of the kitchen shows a mostly empty pantry. A sack
of flour and some root vegetables are untouched, but there is
A search of the room reveals the ordinary possessions
a ceramic cookie jar that has been reduced to crumbs, and
of ordinary people. Clothes, books, toiletries and the like.
a few apples in the fruit bowl, one of which has a few bites
The desk has a few letters from family members from
taken out of it. They have an enchanted icebox that is bare
the next village over, a kind note from Elodie Tailor, the
but for a bottle of milk. A successful DC 13 Intelligence
village schoolteacher, offering to help with Lucy, and a
(Investigation) check reveals that the contents of the salt
ledger chronicling the finances of the Witherwoods' home
cellar and sugar bowl have been switched and the milk has
and merchant business. They sell pottery mostly; dishes
gone sour. A successful DC 18 Intelligence (Investigation)
and knick-knacks like the ones you saw in the main room.
or Wisdom (Nature) check further reveals that there
Nothing seems particularly suspicious or out of place.
is something very strange about the fruit and, when the
adventurers cut into one, they find the juicy segments of an
orange inside, not the flesh of an apple. Lucy’s eyes widen at
this discovery, but she staunchly denies that she has any idea
about what is going on.
If anyone would like to take a closer look at the food, they The basement is cool, quiet, and not very large. It is an
are able to tell fairly quickly that the treats, while they smell approximately 30 foot-square room. The space is dominated
delicious, contain magical properties. An identify spell, by a wall of tanks, cages, and enclosures, all of varying size.
a successful DC 13 Intelligence (Arcana) check, or, if Each one has a different kind of creature inside: fish, small
someone is feeling bold, taking a bite reveals the effect of rodents, reptiles, even insects. The room is filled with dim
the treat. Roll on the Dessert Effects table to determine the light, which comes from these tanks. Each one is equipped
magical enhancement added to the dessert. For undesirable with a small crystal globe,, emitting both light and heat.
dessert effects, a successful DC 15 Constitution save The only other objects in the room are an armchair draped
allows the adventurer to resist the effect. All dessert effects with a blanket, and a small bookshelf. There is a stairway
(except for the potion of healing) last for 1 hour, unless directly across from the dumbwaiter, leading upwards.
ended by lesser restoration or something similar.
d8 Effects The basement has several entrances: through the door off
1 The adventurer is poisoned. the conservatory (5) and down the basement stairs, down
the dumbwaiter chute in the kitchen (6), or down through
The adventurer is transformed into a goat under the
2 the missing step on the main stairway (8). If the adventurers
effects of the polymorph spell.
fell in through the main stairway (8), they end up at
3 The adventurer is under the effects of the slow spell. the back of the room, through a hole in the ceiling that
4 The adventurer is reduced by one size. immediately closes.
5 The adventurer is enlarged by one size.
6 The adventurer is under the effects of the haste spell.
The stairs to the basement are thin and rickety. They’re also
The adventurer is under the effects of the invisibility spread with a thin layer of sovereign glue. A successful DC
7
spell. 18 Intelligence (Investigation) check reveals the trap.
The adventure receives the effects of a potion of The adventurers need to either find a way down the stairs
8
healing. without touching them or use the universal solvent from the
kitchen (2) to clear a path.
If the party wants to head directly for the stairs, they need to Kyvan’s Room 9
pass the armchair in the center of the room. If they are aware
of the cloaker they can attempt to stealth past it, otherwise,
as soon as they get within 5 feet, the cloaker attacks. On the second floor, is a door with an elaborate brass
handle, stamped with a letter K. The door swings open
After the cloaker is defeated or avoided, the adventurers easily, and through it is a plush child’s bedroom, filled with
can head up the stairs. If they entered the basement through strange mechanical toys that whir quietly, fantastically
the dumbwaiter or the main stairway (8), they still need to illustrated books, and richly embroidered linens. A
succeed on the, DC 15 (Intelligence) Investigation check, to canopied four poster bed dominates most of the space, and
notice the sovereign glue trap. They can then disarm it with the a beautifully carved wardrobe stands in the far corner. The
universal solvent from the kitchen (6), try to climb back up the window looks out onto the sunny grounds outside, but it is
dumbwaiter chute, or fly or levitate over the stairs, up to the magically sealed and unable to be opened.
door to the conservatory (5). If they have not yet encountered
the door, it is barred from the inside. They can easily throw
back the bolt and open the door.
The wardrobe is locked, but instead of a keyhole, there
The Main Stairway 8 appears to be a small slot.
The spiral marble stairs are wide and sweeping: the perfect
backdrop for making a dramatic entrance. They’re also A successful DC 12 Intelligence (Investigation) or
heavily trapped. A successful DC 12 Wisdom (Perception) Wisdom (Perception) check reveals the following:
or Intelligence (Investigation) check alerts the adventurers • Closer investigation reveals that the slot in the wardrobe is
to the following dangers. They can also use the seeing stone to actually a coin slot.
reveal the traps more easily, if they think of it. • There is a small, empty pouch beneath the pillow on the
bed.
(8A)
• There is a large, plain box tucked under the bed. It is
The Tripwire. A fine tripwire over the first step releases a closed, but not locked.
rope from the ceiling, the heavy iron bucket on the other
end slams into the first character to trip the wire, dealing
2d6 bludgeoning damage and covering them in glittering The wardrobe and the pouch are connected. The party
pink paint. A successful DC 10 Dexterity saving throw needs to place a tooth in the pouch and cover it with a
reduces the damage by half. If the party notices the trap, pillow. This could be one of their teeth or one from their
a successful DC 15 Dexterity (Sleight of Hand) check inventory. The species doesn’t matter. After lifting the
disarms it. On a failure, the trap is triggered. pillow, they find that the tooth has been replaced by a
silver coin, which fits perfectly in the slot in the wardrobe
and unlocks the door. If the adventurers have trouble
establishing the connection, they can find a book on the
bedside table chronicling the adventures of a fey called the
Tooth Fairy, who visits children’s homes at night, to take
away their lost baby teeth in exchange for a silver coin.
“You’ve found me! You’re not very good at Hide and Seek
are you? It’s been forever... right Lucy?”
Author’s Notes/Acknowledgments
Many thanks to the Tavern Tales Team for having me on, and to the Curse and the Coven for all the moral support and
sounding board group chats, y’all rock.
Author Bio
Kailey Bray is a Juilliard-trained actor, writer, and producer. She is the creator and DM for Damsels, Dice, and Everything
Nice, the Princess RPG parody. In addition to Damsels, she’s the Executive Producer of Tabletop Content at Pixel Circus,
a producer at Hyper RPG, and the Community Manager for AMC’s official Walking Dead Twitch Channel. You can find
her weekly as a player on the comedy D&D show Failed Save, and she’s also been featured on Amazon Prime’s Sneaky Pete,
Buzzfeed, Hyper RPG, Jasper’s Game Day, and the Dungeons and Dragons Twitch Channel. As a producer, she’s one of the
minds behind DnD In a Jet and Travels with Hyper. You can also hear her voice as The Seventh Sister in Jedi Challenges and
Tussa Pawsnettle in The Lost Scout: A Tale of Redwall. Her original adventure, A Vital Vintage, is available now on DMsGuild.
(Twitter: @hapabarbarian, @thepixelcircus)
148
Appendix B: Stat Blocks
Kyvan Mak’lysdir The Monster Under the Bed
Small fey, chaotic neutral Medium monstrosity (shapeshifter), neutral
Challenge 6 (2,300 XP) | Initiative: +2 | Prof. Bonus: +3 Challenge 7 (2,900 XP) | Initiative: 0 | Prof. Bonus: +3
armor class hit points speed armor class hit points speed
15 108 25 ft. 17 78 15 ft.
(+2 leather armor) (17d6 + 34) (natural armor) (12d8 + 24)
str dex con int wis cha str dex con int wis cha
11 (0) 15 (+2) 15 (+2) 13 (+1) 17 (+3) 14 (+2) 13 (+1) 10 (0) 15 (+2) 14 (+2) 17 (+3) 16 (+3)
Dwarf • Poet
Dramatic and seemingly egotistical, though easily flustered. Hides his insecurities behind swagger and bravado.
He is wearing fine silks, has a long braided beard, and a feathered cap.
The door Edgar was trapped behind swings open to reveal a The chest is a mimic, a remnant of the mages who used to
small entranceway leading to a dark, dank catacomb, where live here, that Leta likes to keep around. The mimic will
hundreds, if not thousands, of humanoid bones line the attack anyone attempting to tamper with or open the chest.
walls of the 10 foot-wide, 150 foot-long hallway. The door
locks behind the party upon closing.
The door to the west leads to her bedroom.
Many of the bones have different numbers and letters
painted on them in red. There is a black stone pedestal in the
entryway, containing a note and a large basin. Inscribed on Having heard the party members approaching, Leta
the stone is an image of a cracked skull with flowers growing Silverfoot (see Appendix C: Stat Blocks) is hiding in a
out of it, similar to the one on the hilt of the dagger that the hidden panel in the wall of the main room (4), and can
party may have found earlier. The only light in the room be found with a successful Intelligence (Investigation)
comes from two torches near the edge of the pedestal. check, opposed by Leta’s stealth.
To solve Edgar’s riddle, the party members must remove the Leta watches them to see what they might be after, and will
bones with the letters to spell “SNAKE,” and place them in eventually attempt to make a sneak attack, to hold one of
the basin. If the party members touch the incorrect bones, the party members hostage for information.
a skeleton pulls itself together from the bones at the other
end of the wall. With every mistake made, the number of If Leta is killed or incapacitated, the party finds the
skeletons generated doubles, maxing out at 16 skeletons. Sword’s Edge manuscript, with a circled section detailing
the above information, along with Leta’s notes (see "Sword’s
In addition, any sound louder than quiet speech made Edge" in Appendix A: Handouts). Leta also has the slippers of
after passing the entryway will be considered a mistake, and spider climbing.
triggers the formation of more skeletons.
When the party makes it to the end of the hall, they find If Leta is questioned by the party, or figures out that they
a stone door (AC 17, HP 27). If they solved the riddle, they have come on the behalf of Eddawyn, she explains that she’d
hear a click as the door is unlocked. If they did not solve been hired to steal Eddawyn’s book, Sword’s Edge, by an
the riddle, the door remains magically locked, although the unnamed contact. She didn’t intend on killing Eddawyn, but
magic can be dispelled or the door can be broken. her source had told her that she wouldn’t be home, and she was
The skeletons return to their homes in the wall as soon as thrown off by Eddawyn’s presence. Leta is ashamed to admit
the party crosses into the next room. that she got scared, and it’s been haunting her ever since.
After reading the book herself, Leta discovered that her
unnamed client who had commissioned her to steal the book
Leta’s Living Room 4 likely had dangerous motives, on a larger scale than she’d
initially suspected. Among other things, the book suggested
that the nobleman, Lord Cornelius McGregor (he/him) of
Astera, might have been using a Rod of Rulership, as it dove
This is a relatively ordinary dwelling, despite it being into local history, and noted the strange behavior among
underground. The home contains a bookshelf and chest, a almost everyone who surrounded him. Leta returned to
small kitchen and a seating area. Eddawyn’s home the second time to see if she could find
more evidence to support Eddawyn’s findings, swallowing
her guilt in returning to the home, but she didn’t find
anything before she was scared away.
The Royal Astera Theater is a large, lush hall that only the “Excellent performance. Charming, truly. These scoundrels
wealthiest patrons attend. There are intricate carvings of fey have come here to disturb the order of Astera. That little
creatures in the wood paneling, and the stage is framed by book that they’re peddling is nothing but lies, dangerous
luxurious red velvet curtains. lies. They have colluded with those conspiring to have me
murdered. Martin, release my pet(s). Kill the lot of them
If the party asks around, they discover that Lord Cornelius and burn that book. This show is just getting good.”
McGregor (uses the noble stat block) has a private box seat,
overlooking the stage. Lord Cornelius’ hair is slicked back,
he has a pointed beard, and he’s dressed in red silks. He’s
surrounded by servants and has the Rod of Rulership in his A hatch opens in the ceiling, and either two or three red
possession. dragon wyrmlings fly out, depending on party size. As the
When Arvad arrives, he finds a package waiting for him wyrmlings descend, most of the patrons run away, apart from
containing his saga. However, his face falls upon opening it. several of Lord Cornelius’ guards, who charge the party.
The segment entitled “A Centaur’s Dream,” has been water The following chart should be used to determine how many
damaged. It can be found in Appendix A: Handouts. He begs enemies the party will face:
the party to help him fix the segment, claiming that the epic
Party Size # of Wyrmlings # of Guards
won’t make sense without it.
3 2 2
The party may each write a line or two, or they can make a
DC 14 Charisma (Performance) check. Anyone who writes 4 2 7
their own line gets an automatic success. The party earns 5 3 2
800 gp, deducting 50 gp for each failure, and deducting an 6 3 7
additional 100 gp if less than half of the party succeeded.
Keep note of this number for the party’s potential earnings at
Tactics: During the fight, Arvad stands his ground,
the end of the night.
attempting to dodge attackers, but not fighting himself.
Just as the party finishes writing, the lights flicker. It’s time He attempts to inspire the party through his poetry, using
for Arvad to go on. Bardic Inspiration on his turn in combat.
The audience is highly responsive, depending on the Lord Cornelius McGregor cowers and attempts to use the
success of the party’s writing efforts. A bad segment can ruin Rod of Rulership on the party members if the situation
the mood of a performance. allows, but will run away after he realizes that the party
After Arvad finishes presenting the saga, the party may can put up a fight.
present Eddawyn’s book as they see fit. However, as they
walk out to do so, Lord Cornelius McGregor stands and calls
out to the audience.
Author’s Acknowledgments
This one’s for Joey, my muse, who is definitely not a ghost.
Author Bio
Bailey is a Chicago-area nerd with a penchant for dumplings and an undying love for the cat that is in charge
of her household. When she’s not writing or playing tabletop games with friends, she can be found singing and
playing her ukulele, reading, or wandering around the small scraps of nature that Chicago has to offer.
164
Appendix A: Handouts
A Centaur’s Dream
Through fields of ____ and ______ of ________
Night has come to _____ Oh, taste the _______
___________________
gods and beasts and _____, all have ___________
________________, _______________
The blood! The blood! Rivers of blood, all________
And then I wake, a ladder set before me
eternally bound to this dungeon hell
for a centaur’s greatest weakness is a ladder.
Development
Emerging from the forest, the party finally sees Castle
On a successful DC 20 Wisdom (Perception) check, the Ardelean.
characters hear the snapping of a twig and the flutter of
wings unseen. Suddenly, five stirges burst from the trees
and move to attack the party.
Tactics: On a successful attack, each stirge latches onto
its target and uses its Blood Drain ability. On a missed
attack, it flies up and attempts to stay out of the reach of
its target until the stirge’s next turn, when it tries to attack
again. The swarm continues to attack until all of them
have been defeated.
Castle Ardelean is every bit the place of beauty that Kyra Characters with high Charisma or Wisdom may take an
described, but looks can be deceiving. empathetic approach toward this ghost. Getting through
to her is difficult - if she’s present with the characters, she’s
Boundary Stones sure to be attacking unless actively prevented from doing
so by a spell or other means - but it is possible. On a DC
25 Charisma (Persuasion) check, characters might, for
Castle Ardelean towers above the tree line, its elaborate example, help her resolve her anger, or convince her to move
stonework a striking contrast to the greenery surrounding it. on to the afterlife and reunite with her husband.
At once delicate and intimidating, its pointed arches, large If that fails, on a successful DC 15 Intelligence (Arcana)
windows, and ornate, fantastical sculptures give this place or (Religion) check a character realizes that there is still one
an otherworldly feel. A river flows below the long, narrow more option: An exorcism.
stone bridge which leads to the only entrance. No guards
appear to be on watch; no staff can be seen on the grounds. GM’s note: exorcisms can be attempted by characters
An unnatural quiet seems to have descended on this place. with at least one level in Cleric, Warlock, Paladin or
Druid. Allow other classes at your discretion, if you feel
that a character has a reasonable basis from which to draw
experience dealing with the spiritual realm.
The bridge is 65 feet long and 10 feet wide. As soon as
the characters move within 60 feet of the castle, Dowager
Ardelean’s ghost sees them but does not attack until they
attempt to enter the building. Instead she alerts her allies, Exorcisms are complicated. Setting up for the ritual
three gargoyles, who perch 30 feet above on the castle requires an hour of in-game time and three successful DC
exterior’s front wall. 15 Intelligence (Arcana) or (Religion) checks; these
need not be successive. If three failures occur prior to
Tactics: The gargoyles, delighted by new prey, study the
three successes, the setup is flawed and will not work. The
characters as the party moves closer to the castle. They first
process must begin anew, costing an additional hour of
target any spellcasters or good-aligned party members.
in-game time. Once the ritual components are ready, the
Whether the characters defeat the gargoyles and continue character conducting the exorcism must bind the Dowager
on toward the gate, or try to evade the gargoyles and enter Ardelean’s spirit. Doing so requires three successful DC 15
the castle by another means, as soon as one or more of the Constitution saving throws to maintain concentration
characters touch the castle walls, they are confronted by on the ritual; they need not be successive. If three failures
Dowager Ardelean’s ghost. Dowager Ardelean uses the occur prior to three successes, the spirit is not bound.
ghost stat block. She moves through the door or wall to
appear in front of the character. She uses her Horrifying
Visage action on each of the characters to attempt to scare GM’s note: in between binding attempts, roll for the
them away, then disappears again into the castle. Dowager Ardelean. On Initiative 20 she attempts to possess
the exorcist.
Give this battle between the ghost and the exorcist more
Unseen Servants drama and excitement for the other characters by adding in
A castle that’s been home to generations of spellcasters might elements that affect other aspects of the scene. For example:
have a few alarm systems, especially if an angry ghost has • Furniture might turn over or fly across the room
anything to say about it.
• Holy symbols catch fire
The Ghost of Dowager Ardelean • Windows shatter
At the core of her evil is an unresolved loneliness, an anger • Curtains or tapestries billow in a sudden wind
at being abandoned by her husband when he died. She Have other characters assist with the exorcist’s
was alone and miserable, and her daughter's happiness and concentration by countering these effects (putting out fires,
prospects for a wonderful future were too much to bear. for example).
If the exorcism fails, this part of the party’s quest task goes
unresolved until Kyra can find a way to try again.
(2B)
GM’s note: The animated armor, rug of smothering, and
Once past the trap (2A), characters come upon the
flying swords are used here to suggest Dowager Ardelean’s
locked door. Picking the lock requires a successful DC 15
angry defense of the castle. A ghost’s Possession ability
Dexterity check using thieves' tools, it is strangely easier
wouldn’t normally allow it to possess non-humanoid
than the characters expect.
creatures, but for the sake of flavor, have fun making
the characters feel as though they are under attack by a
haunted house. When in actuality it is Dowager Ardelean
throwing objects and trying to frighten the characters. Sir Blake’s Bedroom 3
On a successful DC 15 Wisdom (Perception) check,
Development the characters hear Sir Blake moving around near his
bedchamber. They must move quietly and quickly before he,
If they remember Kyra’s advice, the party should try to find
or Dowager Ardelean, interrupt their attempts.
Lady Ileana first. If they choose otherwise, adjust the order of
the next section accordingly.
Dungeon Hallway 8
Sir Cefin is here, injured, weakened, and wearing manacles
The door opens, and you see before you a dimly lit hallway requiring a successful DC 20 Dexterity check with thieves'
full of holding cells. tools to unlock, but still alert enough to be surprised to see
anyone other than a guard enter. He stands, and tries to
take a closer look at you. “Wait!” he calls out. “Don’t move.
Look.” He motions. “To your right.”
Rites of Passage
Monsters XP
str dex con int wis cha
Stirge (5) 25 each
10 (0) 12 (+1) 10 (0) 16 (+3) 14 (+2) 14 (+2)
Will o’ Wisp (4) 450 each
Ghost (1) 1,100 Saving Throws Int +6, Wis +5
Gargoyle (4) 450 each Skills Arcana +6, History +6, Investigation +6, Religion +6
Flying Sword (2) 50 each Senses passive Perception 12
Animated Armor (6) 200 each Languages Common, Elvish
Rug of Smothering (1) 450 Proficiency Bonus +3
Freeing Ileana from the mirror of life Potent Cantrips. Kyra Truemoon can add her spellcasting
2,000 ability modifier to the damage she deals with any cantrip.
trapping
Veteran 700
Spellcasting | Save DC: 14 | Attack Bonus: +6
Freeing Sir Cefin 2,000
Kyra Truemoon is a 7th-level Intelligence based spellcaster.
Exorcism of Dowager Ardelean’s Ghost 3,000
Action Spells
• ring of mind shielding Cantrips (at will): fire bolt, light, mage hand, minor illusion
• 200 gp (per character) in assorted gems and coin 1st level (1/day each): burning hands, sleep
2nd level (1/day each): detect thoughts, invisibility
Truemoon Boon 3rd level (1/day each): clairvoyance, sending
4th level (1/day): divination
If the party successfully rescues both Lady Ileana and Sir
Cefin, Kyra grants each character in the party this boon, Reaction Spells
granting each of them one use of her services as a diviner, at a 1st level (2/day): shield
time of their choosing.
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage, or 5
(1d8 + 1) bludgeoning damage if used with two hands.
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5
ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) Author’s Notes & Acknowledgments
bludgeoning damage if wielded with two hands, or 6 (1d8 There’s a part of me in both Ileana and Kyra. I’m no stranger
+2) bludgeoning damage with shillelagh. to emotional abuse at the hands of those who were supposed
Ancestral Weapon. Ileana’s quarterstaff is the Ancestral to love and care for me, and I know well what it’s like to
Staff of House Ardelean. desperately want to come to the aid of those I love who are
being subjected to such cruelty. And though it hurts to admit
it, sometimes - like the Dowager Ardelean - I’ve been trapped
Author Bio in a prison built of my own pain and hurt and lashed out at
Bisexual interfaith and diversity educator and activist Lynne others unjustly. As easy as it would be to say that Dowager
M. Meyer holds a Master of Theological Studies from Ardelean is evil, to do so would be inaccurate. Her actions
Harvard Divinity School, and a Master of Jewish Studies by the end of her life, and in the afterlife, may be described
from Spertus Institute. An advocate for inclusivity in gaming, as such, but her story is a reminder of the dangers that come
Lynne brings her professional background to her work as a with pain unaddressed. Sir Blake is a cautionary example of
game designer. She is best known as a writer and editor for love forfeited in the name of fear and greed. The romance
the acclaimed Uncaged anthology, a collection of myth-and- of Lady Ileana, Kyra, and Sir Cefin exemplifies the best that
folklore-themed adventures written for Dungeons & Dragons love, in whatever form it may take, can inspire in us.
5th Edition. Lynne is a chronic illness warrior, devotee of My deep gratitude to blogger Rocinante, of the blog THE
Hekate, and lover of cats and good coffee. Connect with LAST DAY DAWNED, for providing incredibly helpful rules
Lynne on Twitter at @Lynne_M_Meyer for haunting, possession, and exorcism.
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S ir Daywin Dontas (He/Him)
Written by: Ollo Clark
Adventure Level: 6-7 | Players: 3-5
Content Warnings: Kidnapping, Drowning, Enslavement
Human • Spear of Yult • Aboleth Devotee Over the years the secret faded into history, preserved only
by a carefully selected line of wardens, who would keep an
Gruff, unforgiving, and cunning. A predator who feels extra special watch over their charges. Never very popular,
betrayed. the Spears of Yult remained a small cohort only ever sixteen
An ageing warrior at 65 years old. Daywin is thick set, has Spears and a warden in the Paleroot Woods, not too far from
grey hair, a beard, only one eye, and stands about six feet tall. A Trip Away. Three months ago they all disappeared, and
word spread that something dreadful had befallen the hold.
Three months ago, Sir Daywin Dontas was chosen by
the ageing Warden Erwyn to succeed him. Erwyn took
S ir Daywin Dontas, the last of the warrior-priests known as him into his confidence about the true origins of the order
the Spears of Yult, is seeking fighters of worth to help him and the entrance to the prison below. The warden chose
purge his old home of the great evil that befell it. The gruff poorly, however, and Sir Daywin’s pride and zealotry became
old paladin is harsh but fair, and those who pass his test are overwhelmed by rage and betrayal. Descending into the
promised dignity, respect, and the chance to acquire a reward tomb that night, he discovered evidence of the long-ago
befitting those who restore the honor of Yult. battle: magic-scorched walls, the preserved corpse of the
gigantic aboleth, and what appeared to be a crystal ball on a
Unbeknownst to the players, however, Sir Daywin’s faith plinth. When he touched it, however, a voice spoke to him-
has been thoroughly shattered by an incomprehensible lie he the voice of the aboleth. Eons old and centuries imprisoned,
uncovered, deep beneath the hold of his order. He returned it exploited the rigidity of Sir Daywin’s resolve. Over many
to the surface, brutally slaying every devotee of Yult along visits the aboleth persuaded him of the irresistible, inevitable
the way. He staggered bloodily into the daylight, his fervor power of its kind, and the insult to the Spears that their
corrupted and his faith thrown to the void. He has stalked ignorance represented. At some point, Daywin brought
the lands since, playing the holy warrior, the shame of his fall another Spear, a volatile young half-orc named Bharol, into
buried beneath feelings of betrayal. He lures the strong and his confidence and the aboleth’s tutelage. Finally, in one
the good back to the hold to honor his new master. night of slaughter he and Bharol cut down the rest of the
Spears, most in their sleep. They arranged their bodies down
Background in the chamber in poses of mock supplication, and have since
lured adventurers to the hold, killing them and adding them
Hundreds of years ago, an unknown group battled a large to the “congregation.”
and ancient aboleth that had found its way through from Bharol grew up an angry half-orc urchin boy, constantly
some other plane of existence. Discovering their might and getting into trouble for brawling in the streets of his
magic were not enough to permanently kill the entity, they hometown. It was there that the previous warden, Erwyn,
found a way to sever its mind from its body, trapping its discovered him on a conscription mission, and convinced him
essence in a crystal orb and encasing its body in a diamond of his potential as a Spear. It took many years, but Bharol
cocoon, like a fly in amber. They walled off the chamber, learned to calm his mind and harden his body, turning
entombing the aboleth’s trapped body and mind, in the himself into a keen weapon and fanatical monk of Yult.
hopes that it would be forgotten. To further this end, they
created a fictitious order of warriors, the Spears of Yult, and Upon his introduction to the orb, the aboleth fanned the
built them a hold above the aboleth’s jail, recruiting the flames of his dormant rage against those who had tied his
most zealous and discipline-hungry knights they could find life to a fiction. Together, Bharol and Daywin murdered
as unwitting guard-dogs. Meanwhile, the aboleth floated in the Spears, and have spent the months since gathering
darkness and silence, the orb entrapping its essence mere feet 'congregants'. Like Daywin, he feels betrayed by the order, in
from its useless body. For hundreds of years it plotted, fueled particular because of the work and faith it took to overcome
by rage, determined to take vengeance. his nature. Like Daywin he is not charmed, but a willing
acolyte of the emptiness between stars.
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Are Ye Worthy?
Tavern Behavior
Sir Daywin’s honest appearance and Yult-learned dedication
present a convincing image of the fervent holy warrior. He
does not intend to stay long when the players meet him, As you approach the door to the tavern, someone else
and only occasionally passes through the tavern when he exits…backwards and through the air, accompanied by a
has to, finding the patrons distasteful. He is an intelligent, cry from inside of, “Not bloody worthy!”
accomplished old fighter, whose training has fostered the soul A young half-elf picks himself up and hurries off down the
of a zealot. road, wiping blood from his nose. “I wouldn’t want to help the
Sir Daywin’s vengeance is entirely rational to him and he bastard anyway, mean old prick!” If persuaded to talk more,
is a calm, measured predator. To any insight checks, he seems he will say that there’s a rough old type in the bar looking
balanced and confident, bordering on aloof. Importantly, for warriors. “Careful though, he’s quicker than he looks.”
he is not a slave of the aboleth, but rather a proud, damaged Inside, all eyes are turned to an aging human male, clad
warrior reduced to an angry nihilist by what he sees as the in plate armor, sitting back down at his corner table and
wasting of his life. taking a swig from his large tankard. An old but lethal-
He does not appreciate jokes or sarcasm at his expense, or looking ranseur (hilted spear) is propped in the corner
at the expense of the Spears, but will respect any principled but close at hand. Finishing his drink, he calmly surveys
stand, almost regardless of the stand’s motivation. He is curt the room and motions to the bar staff for a refill. The Trip
and to the point, and if he displays a sense of humour it is Away staff have only seen him once or twice before, but
a grim one. He has no time for grey areas or tricksters, and asking around, there’s a chance someone recognizes the
any impish or chaotic PCs may well butt heads with him. spear-head symbol on his battered armor.
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Clearing the Hold
• They were dismissive of divine magic, seeing it as inferior The hold is now populated with any scavengers, treasure
to personal will and physical prowess. hunters, or dark-dwelling creatures that have found their
• A few months ago, Daywin was named warden of the way down into the caverns and have touched the aboleth orb,
order and set out on a conscription mission. allowing the aboleth to take control. All the gnolls present
• After a couple of weeks, he returned to find the Spears are wearing the insignia of the Grim Howl Pack: a howling
dead and the hold overrun with scavengers. wolf's head, set against a black moon. GMs should feel free
to add any common local monsters.
The Duel
If the players decide they want to help Daywin, they must
The Journey
first prove their worthiness. He will challenge the heartiest Sir Daywin will ride his warhorse, Hammer, on the journey
warrior in the party to a duel outside. It will take a successful and does not allow another passenger; “If you’re tired, you
DC 20 Charisma (Persuasion) check to convince him should have brought your own horse.”
of the party’s worthiness without a duel. If his cup is If they ask him about himself, he grudgingly shares some or
investigated, or if Flip is asked, Daywin is drinking water. all of the following information:
Daywin is looking for those worthy enough to help him • He was born into a noble family in Wyndarbor, but always
take back the hold, but is generally unimpressed by the envied the common life
denizens of A Trip Away Inn.
• His father and brother were fat layabouts and the subject
of local ridicule
Sir Daywin downs his mug, stands up, and barges past you • When he was fifteen, a pair of Spears came through town,
out of the inn. Once outside, he uses the butt of his spear and he realized his destiny
to trace a roughly 20 foot diameter circle in the dirt. “You • At the hold, he swore the Iron Oath to Yult
leave the circle, you forfeit. Don’t hold back. I won’t.” • He’s been cracking villainous skulls ever since, some fifty
years now
After a while, Sir Daywin suddenly turns his horse off the
road. What at first appears to be a random path through gaps
Sir Daywin is on the prowl and has done this before. This between trees, eventually turns out to be a barely perceptible
early on, it takes a successful DC 25 Wisdom (Insight) track, weaving vaguely west. He doesn’t look back once, and
check to realize that anything is amiss. Despite his bold you all have to jog to keep up, squeezing through trunks,
words he will hold back in the fight, in order not to show scratched by thorns and branches. After journeying for a
his whole hand. while, along the side of the road is the dead body of an Ettin.
He does genuinely wish for worthy supplicants, though.
If he wins the fight, he pronounces the character unworthy,
suggesting they find him again when they’re stronger. You suddenly hear the buzzing of flies, followed closely by
Tactics: Daywin will not use magic, will not dodge, the stench of putrefaction. Face down in the grass is the
and will surrender when he reaches two-thirds health, decomposing body of a huge humanoid creature, naked
pretending he is much more hurt than he is. apart from a few furs and strings of bones. Scavengers and
rot have taken most of the flesh from the flanks and legs,
He will also pay close attention during the fight (and in
exposing oversized bones beneath. Looking closer, you
any other combats alongside the party) to better spot any
see the backs of two heads atop the shoulders, a mass of
weaknesses he can exploit when the time is right. He will
bloodied hair running down its back. The haft of a familiar
target healers first, and later tell Bharol to attack the most
Yult spear protrudes from underneath it.
powerful spellcaster.
Rolling the creature over, you see that it has a death grip
on a now-headless humanoid body, in a similar state of
Other occupants of the tavern will absolutely want to decay. The body wears rotting grey robes, with a symbol
watch this, creating a circle of onlookers. matching that on Daywin’s tabard.
Development
A successful DC 14 Intelligence (Investigation) or
If they win the duel or otherwise convince him, Sir Daywin acts Wisdom (Healing) check will reveal the Ettin has been
begrudgingly impressed and says he’ll lead the party to the hold. dead for two to three months.
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The Main Hall 2
Sir Daywin claims no knowledge of this, expressing
outrage that a brother Spear should come to such an end,
and gratefully accept the spear to return it to the hold. GM's The ceilings are over 40 feet high, sloping up into gloomy
Note: later on, during The Tomb, he will throw this spear to vaulting composed of unadorned dark wood. The eastern
Bharol and say “turns out we missed one”, as Bharol snaps the wall is lined with weapon racks, with straw dummies
spear across his knee, adding it to the pile.) stacked in the corner to right of the door. There is a
balcony along the western side, containing bookshelves
After an hour or two, the path snakes between two small
along its expanse. A cage-clad ladder leads up to this
chalk cliffs, suddenly opening out to reveal the hold.
balcony at its southernmost point.
The Hold Steps 1 There are tall narrow windows on the eastern and western
walls allowing the sun to stream through. There do not seem
to be any tables or chairs, but the floor has islands of stone
blocks of various heights, presumably for training purposes.
The building before you is tall, narrow, and near white,
built from large, well-chiseled stone blocks, each at least 3 The northern end is dominated by a 20 foot-high statue
feet in diameter. A single pair of narrow doors- a good 18 of Yult. The statue is of a gaunt man, robed, poised with a
feet high and meeting like a sword-point at the top- barely pitchfork upraised to skewer those standing before him. A
wide enough for a two people, are set into the monolithic thin face, with a long beard and a visage equal parts noble
front wall. and disdainful, peers downwards. The plinth is simple
stone, with the single word 'Persist' is carved into it.
A circular glass window with a simple spoke pattern,
about 10 feet in diameter, is set above the doors. A series of
steps as wide as the building itself lead up to the entrance.
The rest of the building is unadorned. Towards the back As you enter, several figures, outlined in the motes of dust
you make out further annexes and out-buildings, with one that gleam in the sunlight, all turn their heads at the sound
narrow tower in the northeast corner. of the creaking doors, and immediately, as one, ready
As you approach, four small figures, halfway up the themselves for combat. Two gnolls, their fur standing on
steps, turn and gibber in alarm. Dropping the sacks they end, bare their teeth; a male centaur rears up in rage, and a
were carrying, the goblins take off into the woods, as Sir female bandit captain calls up to a bandit crossbowman
Daywin bellows: in the library, who takes aim along his weapon.
“Bloody vermin! You’re not fit to dirty those steps!” The enemies throughout the hold will fight seamlessly as
He turns to you: a team, even if they wouldn’t out in the world normally.
“Start clearing the hold- I’ ll be back when I’m done with
these cockroaches!” The Library 3
With that, he digs his heels into Hammer and charges after
them into the forest.
Up on this 5 foot wide mezzanine sits the library of the
There are two ways into the hold: through the front door, Spears. There are two small reading tables at either end with
or around the back through the kitchen (7). stools, pots of ink, and quills. The books are kept in mesh
cages set into stone shelves, and look to be of all kinds of
Development ages and conditions.
Once the dining hall (6) or the main hall (2) has been cleared Most of the books are books on martial prowess: weapon
and the rooms are empty, Sir Daywin will quietly return to arts; fencing treatises; manuals on guerrilla tactics; as well
the hold and sit in either the warden’s chair in the dining as histories of common foes- hobgoblins, orcs, fey folk- and
hall, or on the ground at the foot of the Yult statue with his their common strengths and weaknesses.
back to it in the main hall, waiting for the adventurers to
pass or fail the test. If the players can take him unawares by
succeeding on a DC 18 Dexterity (Stealth) check, they
will find him with three goblin heads, his posture hunched
and strange, muttering to himself under his breath. If they
approach him, he immediately straightens, and expresses
impatience with how long they’re taking.
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Dormitory 5
(3A) This room is long, low, and pitch black. When the players
create light or if a character has darkvision:
There is one book, written in Common, detailing
the history of the Spears of Yult. A successful DC 12
Intelligence (Investigation) check also will reveal a spell When the light comes up you see ten meagre beds along
book embossed with the Spear Symbol, containing the the walls, each with a wooden trunk at its foot. There are
spells daylight, glyph of warding, and stone skin. empty spear racks halfway down each wall. There are no
windows, but sconces for torches are set into the walls.
The majority of the cages open creakily, except for one
shelf at the far northern end that is locked. The lock is an
intricate bronze-looking creation: large, heavy and ancient.
The hinges on the cable-wire door are invisible from the A grick clings to the wall above the doorway, with a second
outside, making prying the door open impossible. grick at the far northern end of the room. Both will attempt
to stay hidden until the best opportunity for an ambush. If
(3B) the party moves into the room, the grick thrall above the
This lock can be unlocked with the warden’s key which is doorway will try to position itself behind them. A passive
being carried by Sir Daywin, although he will not give it up Perception of 16 or higher will detect the movement.
willingly. He will also not allow the lock to be picked in his A bandit stands in the middle of the room, his back to the
presence, telling the adventurers to be more respectful. A adventurers, but turns to face them if they make noise.
successful DC 18 Dexterity check using thieves’ tools will
unlock the casement. In it are dozens and dozens of plain- Any investigation of the beds will discover bloodstains in
wrapped, calfskin books. seven of the ten. Two trunks are completely empty. The rest
There is also one diamond wall (see Appendix A: Magic each contain a wooden bowl, a wooden cup, a simple but
Items) spell scroll, held in a decaying leather cuff, that looks efficient knife, simple underclothes, and cloaks. Three of the
so ancient and fragile it might fall apart at any moment. chests contain pieces of armour, similar to Daywin's. 188
Written on the cuff in Elvish are the words “I pray we chose
wisely”. Dining Hall 6
Player must succeed on a DC 10 Dexterity check to
safely handle the document. Failure means the scroll
crumbles to dust, becoming illegible. This room is clearly a dining hall, with the taste of old soot
hanging in the air. By the light of one high window on the
western wall you see a long, heavy oaken table. Each bench
down the sides is one long oak trunk, with the sides roughly
As you flick through the calf-skin journals, each page is squared. The chair at the head of the table is the only ornate
covered in single-line entries, each dated once a week, going furniture so far in the entire building: a high-backed chair,
back centuries. Initially the writing is in a form of high the top of which has been skillfully carved into three Yult
Elvish, elegant, ornate and archaic. After a while, the writing spear heads. There is a large, empty stone fireplace on the
passes into Common, changing hand every few books. The north side of the room. There are pools of dried blood across
entries never vary, repeating the same, simple phrase: the floor, one of the benches, and across the table.
“No deterioration”.
The Corridors 4 On the table is a ewer of Yult (see Appendix A: Magic Items).
The two northern doors of the main hall lead into the hold’s
central corridor. There are two doors to the north; one leads
into the dining hall (6), the other into the kitchen (7). At the
Three figures detach themselves from the shadows. A gnoll,
far western end of the corridor is the dormitory (5); at the far
clad in tattered rags, a human bandit, and looming over
eastern end is the door to the warden’s quarters.
them both, a bugbear. Not a single one speaks a word as
they all raise their weapons.
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The Kitchen 7
Through this door is a simple but large kitchen. Stone A successful DC 10 Dexterity check using thieves’ tools
ovens flank a huge cooking pot hanging over a long-dead will unlock the chest. Inside are two journals.
fire. Shelves hold seventeen sets of simple clay plates, bowls
and mugs. A door at the back of the room swings on its
hinges in the breeze.
The oldest of the two journals from the chest is crudely
wrapped in animal hide, while the more recent is bound in
The Warden’s Quarters 8 calfskin and matches those in the library, half full of entries
stating, “No deterioration”.
Inside the older volume, the Elvish writing describes
At the eastern end of the corridor is a simple wooden door with how, many centuries ago, members of a local community
the now-familiar spear of Yult carved into it. Through the door suddenly turned on their friends and families, drowning
is a narrow spiral staircase, leading up to another, identical, several of them in the nearby river. Similar events would
door. At the base of the stairs is a smaller version of the statue dog the village for months, until the seers of the village
of Yult, which serves as the secret entrance to the tomb. became aware of a presence deep beneath them. Searching,
they discovered an aboleth’s lair, and commenced a battle
that would last for days, costing many lives. Eventually,
A successful DC 25 Intelligence (Investigation) check will they were able to draw the aid of a powerful mage who
discover a button in the 'i' of the word 'Persist', which causes constructed a weapon for them, severing the immortal
the statue to swing back, revealing a staircase down to the aboleth’s presence in this world.
tomb area. If the characters discover this before the hold is
cleared, Sir Daywin will appear behind them, congratulate The cavern was drained, blocked off from their
them, and lead the way down. Move directly to The Tomb. waterways, and a keep built above the entrance, populated
with the finest warriors they could muster. As time went
on, though, time and time again individuals felt the pull of
A successful DC 20 Dexterity check using thieves’ tools or their curiosity, falling under the thrall of the aboleth and
the warden’s key will unlock the door. having to be cut down. The elders were horrified to learn
the aboleth was not as powerless as they had hoped. It was
decided, therefore, that the truest guards would be totally
There is a dried pool of dark blood halfway up the stairs, oblivious of their role. Thus the Spears of Yult were devised
trailing back under the door. If Sir Daywin is present, he refuses as an unquestioning, uncompromising order. Their existence
to open the door, stating that it is his own private quarters as would serve to keep all from uncovering what lurked below.
the warden, and if the door is locked, it stands to reason that
no one has made it inside. A successful DC 18 Charisma
(Persuasion) check will convince him to begrudgingly open The Gardens 9
the door, but he demands the party touch nothing.
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Development In a double-semi-circle in front of the plinth, around
twenty-five to thirty figures kneel, unmoving in postures
When the hold is cleared and the players find Sir Daywin, he
of supplication. A successful DC 12 Wisdom (Perception)
will smile broadly:
check will reveal they are all dead, with a few wearing
hastily or partially donned armour, marked with the
symbol of the Spears. A successful DC 12 Intelligence
"Fine work, my acolytes, fine work. You deserve this place. (Investigation) check reveals that each unarmoured victim
Come then, and look upon your reward." was stabbed though the chest with a ranseur, while the
others display various combat wounds. All of the Spears
are here, as well as what are clearly the remains of other
Sir Daywin will then move with eerie speed to the statue at the adventuring parties that Daywin and Bharol lured here.
base of the warden's stairs, activate the trapdoor, and descend Scattered around them are the broken and twisted remains
quickly into the darkness below, telling them to follow. of Yult ranseurs, completely unusable.
The kneeling figure in the middle of the front row is
actually Bharol, and he will stand up as the party enters the
chamber. At this point, Daywin speaks:
The Tomb
[To Bharol] “Bharol, my brother, we have further
supplicants who have proven themselves worthy.”
[To the party] “Easy now, boys and girls- I know it’s
A staircase of much older, cruder craftsmanship than the
a shock, but don’t resist now. We can make it quick.
rest of the hold descends unevenly, taking several left and
Believe me, you have shown yourselves worthy of a speedy
right turns along the way. You can hear Sir Daywin’s hurried
footsteps getting further away from you, until they abruptly unshackling. You should be relieved; this is nothing to
stop echoing. Continuing down the staircase for what seems what is coming. We’ve been lied to. All of us. All of you.
like several minutes, you suddenly emerge into a cavernous The gods are nothing. Yult is nothing. This reality is a
chamber, lit by four iron braziers spaced around the room. candle, and They are the wind. The only sane thing to do
This space is a shock after the order and familiarity of the now is bow down.”
world above. The cave walls, which should be local granite, “And this?” He gestures to the body and the orb. “The
are a shiny jet black, appearing as if they once flowed and indecency! The arrogance! One might as well try and hold
hardened, like volcanic glass. The cavern is about 120 feet back the tide with a piece of sacking. Now, will you be
across, and your eye is immediately drawn to a colossal, wise, or will you be cowards?”
twisted corpse, roughly sixteen feet high, suspended in a
transparent, glasslike substance melded to the cave wall. On
closer inspection the substance is pure, flawless diamond.
The skin of the desiccated creature is tight across the The Final Battle
skeleton, revealing in detail an uncomfortable mix of bone If the players refuse to submit then Daywin and Bharol will
and cartilage. Each of the many limbs appears to be a type attack. The aboleth doesn’t join the fight directly but can
of specialized tail or tentacle with fins, hooks, and suckers still use it’s Enslave ability action and will take lair actions.
visible in odd places. The head and torso are gargantuan,
Since Daywin and Bharol are not slaves, it may be possible
the gaping, circular mouth revealing row upon row of
for a charismatic character to persuade one of them of the
snaggled teeth. Three empty eye sockets are visible, one on
error of their ways with three successive DC 25 Charisma
top of the other, above the mouth.
(Persuasion) checks. If this is accomplished, the persuaded
In front of the body is a short plinth, that looks like it has enemy will experience a tidal wave of horror and grief and
been pulled up out of the rock itself. Floating gently above immediately try to put a knife through their own eye, killing
it is a black sphere, about six inches in diameter. themselves instantly unless stopped. Throughout the battle,
Daywin will occasionally try to make them submit with
some or all of the following information:
There is a dirty bedroll and some basic supplies in one
corner of the cavern, where Bharol has been camped.
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• “The gods would have us think we are but flies to them, If a member of the party does make contact, the voice of
but compared to what is outside- what is coming- it is the the aboleth resounds in their head in their native language:
gods that are the flies!”
• “There’s only shadow coming, and They wear the darkness
like a cloak. The sooner we give ourselves to Them, the “Another little one. How lucky you are. Most of your
sooner it can all be over.” kind live their brief lives and never hear the voices from
• “Persist? There is no persisting against what is out there, before the stars. Make the most of the honor We bestow
what will come for all of this.” upon you: etch your place in history by destroying this
At half health:
glittering prison- this blasphemous insult- and We will
grant you powers and knowledge from before the gods
“Why are you still resisting? Don’t you see? Those stairs- first drew breath.”
they weren’t dug downwards, they were built upwards.
The orb can only be destroyed by a disintegrate spell or a +2
The hold, all of it, began with this. There is no Yult. We
magic weapon. If the character does not or cannot destroy
weren’t warriors, we were guard dogs, fools that they the orb:
handed spears to and told we mattered. Every single
warden has known, and none of them breathed a word. “Foolish worm. Your race touches the world so lightly,
The Spears of Yult are no more noble than the idiot how could We expect any more of you. Take us to one
mastiff you chain up to keep foxes away from the chicken with a shred of power, that We may not be disappointed
coop. Fifty years they took from me! Fifty years I could again. In the meantime, demonstrate your penance…”
have been doing good, instead of being used to feebly deny At this point, the Player Character must succeed on a DC
the inevitable. Submit! Submit to the ageless!” 14 Wisdom save, or make one weapon attack against
themselves.
Tactics: If possible, Daywin and Bharol will force members If the orb is destroyed:
of the party to make contact with the orb, at which point “Clever little mayfly. Perhaps We may return for you. For
the aboleth can attempt its Enslave action. now, know this…”
192
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Chapter Daywin
| The Tales Sir Daywin
Appendix A: Magic Items
The Aboleth’s Tactics & Lair Actions
Diamond Wall Spell Scroll
During the fight, the aboleth will use it’s Enslave ability 9th Level Transmutation.
action and the following lair actions:
(Wizards, Druids, Bards)
Glimpse of Inevitability. The aboleth attempts to project
an insanity-inducing image into its enemies’ minds. All party Casting time: 1 action
members must make a DC 15 Wisdom saving throw. On Components: V, S, M (1 Diamond worth 10,000 Gold)
a fail, they find themselves floating in the darkness of space, Duration: (Concentration) 1 Minute
the distant starlight revealing thousands upon thousands of You pull at the very fabric of the air around you,
aboleths, all floating, waiting. When the image fades, the converting a 40 foot cubed area into solid diamond. Any
character is paralyzed. They can repeat the saving throw at objects in that space becomes encased.
the beginning of each of their turns.
A creature caught within the 40 ft. cube must succeed
Summon Thrall. If any thralls remain alive in the hold, the on a DC 18 Constitution saving throw If the saving
aboleth will summon them to aid in the fight. throw fails by 5 or more, the creature is instantly encased
Drowning Sensation. All party members must make a DC in diamond. Otherwise, a creature that fails the save
15 Wisdom saving throw. On a fail, the cavern appears begins to begin encased and is restrained. The restrained
to be flooded with water suddenly. The PC will drop the creature must repeat the saving throw at the end of its next
weapon they are holding and attempt to swim to the surface, turn, becoming fully encased on a failure or ending the
using all of their movement to reach and try to climb the effect on a success. The diamond prison remains even after
nearest wall. They are considered frightened, and can repeat the spell has ended.
the saving throw at the beginning of each of their turns. The diamond encasing can be destroyed, however a
shatter spell is too weak to affect it; a disintegrate spell,
or a +2 magical weapon or higher is needed to do any
damage to it. Each 5 foot by 5 foot cube has an AC of 26
and 25 hit points before it shatters into irregular shards of
Conclusion now worthless diamond.
As long as the orb remains intact, Daywin and Bharol will Yult Spear
fight to the death. Once they are defeated, the party can Weapon (ranseur), very rare
decide to leave the orb where it is, or bring it with them for
some other purpose. The hold is a very capable base, and no The eponymous spears of Yult, are balanced, deadly
one else will claim ownership. weapons, with a cross-guard below the long blade, wielded
with deadly force by the order.
If the aboleth has managed to charm a player character, the
first thing it will do is invite them to destroy the orb with a Melee weapon, simple, finesse, reach 5 ft.: You gain a +2
disintegrate spell or a +2 magic weapon. If that is not possible, bonus to attack and damage rolls made with this weapon.
the aboleth will set the player on a mission to find someone The spear does 1d8 piercing damage and has the ‘versatile
who can, promising to aid them along the way. (1d10)’ property.
The spear’s cross guard allows for parrying: the wielder
can use their reaction to gain a +2 to its AC against one
melee attack that would hit it. To do so, the wielder must
be able to see the attacker.
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193
Appendix A: Magic Items (continued) Appendix B: Stat Blocks
Ewer of Yult Bharol
Wondrous item, unique Medium humanoid (half-orc), lawful neutral
The ewer of Yult is an unadorned pewter jug. On the
underside is engraved in common, “If you’ d have it cleaner, Challenge 8 (3,900) | Initiative: +3 | Prof. Bonus: +3
earn it.” Each day the ewer can create four gallons of dirty,
bitter-tasting gutter water. Any creature drinking the armor class hit points speed
untreated water must succeed on a DC 12 Constitution 16 65 40 ft.
save or become sick for 1d4 days. While sick, the creature (Unarmored Defense) (10d8 + 20)
will not be able to take a long rest. The water produced
is not magical, and can be cleaned by boiling or with the str dex con int wis cha
appropriate spells. 14 (+2) 16 (+3) 15 (+2) 8 (-1) 16 (+3) 6 (-2)
Author Acknowledgments
I'd like to dedicate this story to Guy, for not letting me not play Dnd.
Author Bio
Ollo Clark is a writer, actor, and DM from London. He studied English literature at Oxford University, and
is now learning about sunlight in Los Angeles. He has two cats and one wife.
194
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Chapter Daywin
| The Tales Sir Daywin
Sir Daywin Dontas Actions
Medium humanoid (human), lawful neutral Multiattack. Sir Daywin attacks twice with his Yult spear,
or once with his Yult spear and once with his dagger.
Challenge 8 (3,900 XP) | Initiative: +2 | Prof. Bonus: +3
Yult Spear. Melee Weapon Attack: +6 to hit, reach 5ft.,
one target. Hit: 8 (1d10 + 3) piercing damage.
armor class hit points speed
18 82 30 ft. Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one
(plate armor) (9d10 + 25) target. Hit: 5 (1d4 + 3) piercing damage.
Sacred Weapon. (1/day) Sir Daywin can imbue one weapon
str dex con int wis cha that he is holding with positive energy. For 1 minute, he
18 (+3) 14 (+2) 16 (+3) 11 (0) 14 (+2) 16 (+3) adds his Charisma modifier (+3) to attack rolls made with
that weapon. The weapon also emits bright light in a 20 ft.
Saving Throws Str +6, Con +6 radius and dim light 20 ft. beyond that. If the weapon is not
Skills Athletics +6, Deception +10, Religion +3, Perception +5 already magical, it becomes magical for the duration.
Senses passive Perception 15
Reactions
Languages Common, Dwarven, Orcish
Parry. Sir Daywin can use his reaction to gain a +2 to his
Zealous Devotion. Sir Daywin has advantage on saving AC for one melee attack that would hit him. To do so, he
throws against being charmed or frightened. must be able to see the attacker.
Spellcasting | Save DC: 14 | Attack Bonus: +6 Equipment
Sir Daywin is a 6th-level Charisma based spellcaster. Warden’s door key, Yult spear, purse of money (36 gp),
Action Spells Yult-embossed plate armour.
1st level (1/day each): command, detect magic, detect poison
and disease
2nd level (1/day): aid
Bonus Action Spells
1st level (1/day): shield of faith
2nd level (2/day): branding smite
Chapter 3The
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Sir Sir
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Daywin 195
195
196
O grel Grim Howl (He/Him)
Written by: Dave Coulson
Adventure Level: 7 | Players: 3-6
Content Warnings: Bullying, Violence, Implied Cannibalism
Author Bio
Dave Coulson is a freelance game designer with credited submissions in Paizo’s Dungeon magazine, Knights of the Dinner
Table Magazine, Wizards of the Coast’s Adventurers League organized play campaign, and Kobold Press’ Tome of Beasts.
He has written extensively about the planes of the multiverse, along with adventures in an old-school style, under his own
design studio, Cut to the Chase Games. He currently resides in Minnesota, confined to a home office, forced to look out
onto the world through panes of glass or computer monitors - like so many others in the midst of a global pandemic!
Meeting Muninn Sitting at the bar alone is an aging, surly half-orc, drinking
a muted yellow cocktail. Occasionally, a server approaches
Unlike other NPCs in A Trip Away Inn Muninn the crow
but is quickly dismissed with a grunt.
hides from sight for most of the day. On a successful DC 16
Wisdom (Perception) check, a player will notice a shadow
moving high in the rafters of the inn. Alternatively, they can Gromnar (he/him), is a large, elderly, and disgruntled
witness Flip feeding the bird towards the end of their shift at half-orc druid with a bit of an attitude, especially when
around four in the morning. Either way, characters can ask interrupted while drinking. A successful DC 13 Charisma
anyone about the bird and all will direct them to Flip. (Persuasion or Intimidation) check gains his cooperation.
Characters may also offer to buy him his favorite drink, a
If the party asks Flip about the bird they will become
Gromnar’s Garden, which is an herbal tea infused with forest
embarrassed and say the following:
mushrooms and spiked with aged elderflower liqueur. If
Gromnar approaches the party to offer aid, he will ask for the
drink as a form of payment.
“Ahh, you’ve seen him haven’t you? He really is a beautiful
However, Gromnar agrees to help, he asks to see the bird
bird. I named him Muninn since he’s so keen on people,
in question. Once he gets his hand on Muninn he will study
and seems to be a bit smarter than your average crow.
him for a while, speaking to him softly throughout.
Not really sure how he got in here but, the first time I
was able to see him up close, I noticed he had a broken
wing. Patched him up nice, but once he healed he refused Suddenly, the crow locks eyes with Gromnar. Gromnar says,
to leave. We thought for a while he was a guest’s pet, or
“Stand back, give me some space.”
some wizard-folk’s familiar, but he’s been around so long.
Either way, someone's gotta feed him. So, I always find He grabs the bird gently by it’s head and begins whispering
some nice worms on my way to work and serve him some in it’s ear in orcish.
up every night, before I leave. He seems to like them and Muninn begins to caw loudly, violently flapping his wings
has taken a liking to me. Stays quiet up there and seems as the caws slowly shift into a human voice exclaiming,
comfy. Nobody seems to mind. If you wanna meet him I “Help!”
can call him down for ya?” In an explosion of feathers, the bird vanishes and a naked
human male appears in it’s place. He crumples to the floor
Whether the bird is called down by Flip or coaxed down in fetal position repeating “Help.” over and over again.
by other means, Muninn will descend from the rafters and
land near the characters. At first glance, Muninn seems
to be a normal crow. He is strangely comfortable around Meeting Vincent
people, and allows himself to be touched and fed. During
The crow is actually Vincent Rews (he/him), a human
this close contact, characters will notice a small piece of red
commoner. A successful DC 12 Wisdom (Medicine) check
string around his right leg. A successful DC 12 Intelligence
reveals that Vincent is injured and weak. He needs to regain 10
(Investigation) check reveals the string is most commonly
points of healing, or a long rest, in order to become coherent
used on messenger birds, though Muninn’s message appears
and alert. Until then he is drowsy, hard to understand, and
to be missing. A successful DC 14 Intelligence (Nature)
unable to walk. Flip offers a room for him to rest in and some
check will discover that Muninn’s eyes are a bright shade of
clothes to cover up. Gromnar will mention that it is likely
jade green, as opposed to the dark brown or blue of a normal
that Vincent’s memory is fragmented. This effect is made
crow. Finally, if anyone attempts to use speak with animals,
worse by being polymorphed for an extended period of time.
Muninn will answer no questions but simply repeat the word
Because he doesn’t know the duration of Vincent’s change, he
“HELP”, endlessly.
cannot guess how long his memory will be affected for.
King’s Hold The longhouse has stood for almost 400 years. The wounded
townsfolk are people who have survived wendigo attacks.
At just over 200 years, Madra the Elder (she/her), is a
A wide clearing opens up before you; a verdant meadow that female half-elf druid. She is old, even for a half elf. Her
looks almost alien in the light of the setting sun, after the five-foot-one-inch frame leans heavily on her walking stick.
seemingly eternal forest you just passed through. The path She is adorned in typical druid vestments, and smells like
before you leads your eyes to a large wooden fort, some 100 old pine. Madra spent her life in King’s Hold selling herbs
yards away. A 15 foot tall wooden wall surrounds the fort, and remedies, never adventuring or getting in any danger.
providing the appearance of safety. A large hall, elevated She knows little of the world outside King’s Hold and the
on a hill, dominates thatched roofs of homes tucked within surrounding wood, but is incredibly knowledgeable about
the walls. A primitive gatehouse, in the wall faces you nature and the workings of the forest. Madra is wise, patient,
across the meadow and, as you focus your eyes through the and tough. She remains calm, even when discussing the
snow beginning to fall, you see a man standing upon it. He wendigo, and will offer all the information she has.
gestures at you aggressively, and you hear him yelling.
Once the party is engaged with Madra she offers tea, and
pleads with the party for help. She can tell the party the
A successful DC 12 Wisdom (Perception) check determines following information:
the man is gesturing for them to come closer and is yelling
“come quickly!” Vincent will run towards the gates, urging the • Madra believes the wendigo is the long-lost sorcerer,
party on. As the party draws near they see other heads pop up Sycorax. She will relate the history of Sycrorax if asked;
on the battlements, and the gate begins to open. Once the party see the Adventure Background for details. She has kept her
reaches the gate, the guards will close it promptly behind them. theory to herself because Sycorax is seen as a hero by the
town, and she feels no one will believe her.
• Madra knows the fort Sycorax retreated to, long ago, has
King’s Hold is a town in disarray. Garbage is strewn across somehow returned to its spot deep in the forest, after
the street and the stink of sewage hangs heavy in the air. disappearing 180 years ago. She saw it while searching for
Townsfolk brandishing an array of shabby weaponry begin medicinal plants, just before the wendigo started attacking
to trudge out of thatched huts looking malnourished and villagers four months ago.
sleep-deprived. • She believes the answer to stopping the wendigo lies
somewhere in that fort, and would like the party to
If the party tries to speak with any of the townsfolk, they investigate.
all tell the same story. The city has been under seige for weeks • Madra suggests that if the party is going to the Old Fort,
by what they assume are undead minions of a horned creature they should travel during the day because the wendigo
that can summon the snow. If pressed further, they direct the hunts at night.
adventurers to the longhouse and the village elder, Madra. If Vincent is still with the party after they speak with
If Vincent is still with the party, anyone with a passive Madra, Vincent will speak up. If the party didn’t previously
Perception of 12 or higher, notices Vincent is being learn the full story of his crimes, he will confess to it now,
uncharacteristically quiet, and the townsfolk who pass by asking Madra for forgiveness, insisting that he is a changed
stare at him with a mixture of disbelief and anger. man. If the party leaves Vincent to speak for himself, Madra
will simply reply, “We will see when this is all over.”
Madra the Elder
Development
If the party stays the night in King’s Hold. The next
The weathered doors and supports of the thatched-roof
morning, a light snowfall has covered the town; remnants
longhouse mark it as one of the oldest structures in the
of the wendigo’s ability to control weather. The townsfolk
town. As you enter, wounded townsfolk encircle the low
will offer what food they have to the party before they leave,
embers of the central fire pit, moaning quietly or sitting in
wishing them good luck.
silence. As you get closer, you notice the wounds appear to
be bite marks from some sort of animal.
An old woman leaning heavily on a gnarled wooden branch
with a large clump of moss on the end, beckons you away from
the townsfolk, towards a small alcove in a secluded corner.
The stone keep appears to be the only habitable building. A The Wendigo
successful DC 14 Intelligence (Investigation) check reveals
the following:
Whether or not the party notices the wendigo and its 12
• The exterior wall appears both worn by time and also
thralls. The wendigo lets out its psychic roar, turns invisible,
recently damaged by some force.
and the thralls attack the party.
• Old materials, cloth, and clothing can be found scattered
all over the courtyard, although much of it seems very old. Tactics: The party is now in the wendigo’s extra
• The residual static of a very powerful magic lingers here dimensional space, which manifests as an intense blizzard
and can be felt by any magic users in the party. at night. See Appendix B: Stat Blocks for the wendigo’
abilities and Lair Actions.
The thralls attack the party immediately, while the
Inside the keep detritus is scattered everywhere. Moss grows wendigo maneuvers to attack the most isolated character
over everything, and grass pokes out between gaps in the from stealth. If the wendigo is seen, it attempts to retreat
stones. In a pile at the far end of the main hall is a heap and hide, waiting to strike when it sees an opening.
of bones, covered in scraps of blood stained clothing. A If half the thralls are killed, the wendigo reveals itself and
skeleton’s skull lies fractured among the carnage. lets out another psychic roar. Once the wendigo is out of
the extra dimensional space, it can no longer take Lair
A successful DC 14 Intelligence (Medicine) check Actions and becomes incredibly aggressive.
reveals these bones have been feasted on, though they appear Once the wendigo is defeated, it lets out one final roar. Any
to be a century old. thralls still living will collapse, no longer under the spell
of the wendigo, returning to their normal selves. Because
of their extensive wounds, these released thralls will need
Near the outstretched hand of one of the skeletons is a healing or a long rest before they can be brought back to
large tome locked with a simple lock. A successful DC 12 King’s Hold.
Dexterity check using thieves’ tools will pop the lock and
reveal Helena’s Journal (see Appendix C: Handouts).
Challenge 3 (700 XP) | Initiative: +1 | Prof. Bonus: +2 Challenge 0 (10 XP) | Initiative: +3 | Prof. Bonus: +2
armor class hit points speed armor class hit points speed
11 22 30 ft. 22
10 30 ft.
(natural) (4d8 + 4) (4d8 + 1)
str dex con int wis cha str dex con int wis cha
13 (+1) 12 (+1) 12 (+1) 10 (0) 10 (0) 10 (0) 10 (+0) 12 (+1) 12 (+1) 9 (-1) 10 (+0) 14 (+2)
Skills Perception +4
Senses Darkvision 60ft., passive Perception 14
Keen Sight. Muninn has advantage on Wisdom
(Perception) checks that rely on sight.
Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 1 slashing damage.
*If Muninn is reduced to 0 hp he will revert to his human
form, Vincent Rews.
Author’s Notes/Acknowledgments
To Bailey, for listening to my synopsis of this module 400 times, and to Ruby who scratched my
arm and meowed while I typed this.
Author Bio
William Richardson is a nerd from Chicago, IL. When he isn’t working in the television industry, he
can be found playing RPGs and videogames, or listening to Metal.
220 Chapter 3 | The Tales Muninn
Chapter 3 | The Tales Muninn 221
222 Chapter 3 | The Tales Izak Lot
I zak Lot (He/Him)
Written by: Joshua Knapp
Adventure Level: 9-10 | Players: 4-5
Content Warnings: Asphyxiation, Claustrophobia, Gore, Manipulation, Murder
Goblin • Warlock • Scam Artist • Smuggler While digging in the gold mine, Rutherford and Alfor
discovered the ribbon spirits that lived deep underground
Tends to ramble in a raspy voice. If confused, will consult and created “source.” Source is a byproduct of ribbon spirits
his crystal doorknob for answers, posing as a seer. Often coming in contact with raw metals. The spirits absorb the
unintentionally rude. impurities in the ore and replace them with a mineral form
He has dark green skin and large eyes, one red and one of magical energy. Alfor and Rutherford used this infused
covered in a cataract. Piercing-covered ears stick out from ore to forge powerful weapons and smuggled them to local
beneath an enormous hat. Izak wears threadbare traveling kingdoms, under the guise of the gold trade.
clothes and a broken pair of goggles around his neck. After a worker was swarmed and killed by spirits,
Rutherford and Alfor started using reanimated bodies of
those workers who died in the gold mine to obtain source.
Alfor designed a containment field to keep the undead
within range of the Orb of Ith, a powerful artifact he used to
Once the party has engaged with Izak, he impatiently Izak’s Contract
bounces in his seat while orders are made, and goes into a
“I, of sound mind and body, do hereby accept and agree
mobster-style monologue once the server leaves:
upon the following terms of employment:
“Yes, yes! Bring company! Too cold, too wet to be drinking
Hired parties will enter the Pebblegold mines with a
alone. You call me Izak, I have dinner and a job for supplied device, apply and activate said device on the
some strong adventurers. I heard, nearby, a small army specified artifact (Orb of Ith) to the best of their abilities or
of skeletons live in some tunnels in the mountain. A gold unto their demise, and return for payment.
mine would be more correct of me to say, overrun with
No parties shall steal, maim, alter, or otherwise disturb
undead. The catch is, at the bottom of the mine is this the device given to fulfill this contract.
powerful artifact, the Orb of Ith. It keeps skeletons alive
for a real long time. I have a device I wanna test that Each party member may take anything they find inside
the area of operation, and in addition will receive payment
may be able to disrupt the orb, but I have other matters
of 500 pp on successful execution of, and return from, this
to attend to. So what I propose is you go in, take whatever contract.
you want, plant and activate my device, then get back
here so I can pay you." Whichever party holds the device consents to the scrying
effect of the device, to ensure its safety for observation and
research of its potency in the interests of the employer.
Izak can provide the following information and objects to the Any activity deemed to be a breach of contract is grounds
party: for revoked payment and/or immediate termination.
• He has a hand-drawn map that he provides, which can We, the undersigned, do acknowledge and agree to these
be used to reach the Pebblegolds' Cavern, but does not terms,”
outline the rest of the mine
• The people inside the mine died seventy-five years ago, due Izak is willing to negotiate the terms of the contract but
to a gas leak of unknown origin will not hand over the device until all the party members
• The mine was a really big deal to local royalty in its day have signed. The device he hands them looks like a circlet,
• The family who owned the mine was the Pebblegolds, and meant for a small head, with a button on the front. He also
they were allegedly very wealthy offers to let adventurers borrow his workhorse, wagon, and
the aforementioned map to get to the entrance of the mine,
Before he hands over his device, he pulls out a piece of paper located thirty miles away.
and writes out the details of the job.
Lift Room 2
Rutherford's Riddle
“I own the hour of dawn’s first hue
I lead the dusk when day is through A lift, wrought from gold with time-stained cushioned
seats,, stands on a small dais. The lever for operation sits in
I bloom of rose, bright yellow, and white the center.
I grow in veins deep out of sight
I am through which the lightning flows Pulling the lever causes the lift to descend to the Reception
I pay to kill one’s mortal foes Room (3).
I’m loved and sought by young and old Reception Room 3
My name in short is simply ____ ”
The receiving area of the lift gate was meant to welcome
wealthy investors. Desks, long covered in dust, sit ready to
receive guests. A sign above the exit door reads, “Welcome to
the Pebblegold Estate.”
A poem was carved into the gates for Rutherford to display
his ridiculous wealth to those he invited in. The final word
of the poem (gold) must be spoken to open the gates. Once Five skeletons sit in this room in their receptionist
spoken, a soft victory tune plays as the doors open. uniforms, slumped over at their desks, waiting to attack.
Tosscobble was the head accountant, and is now one This fence has a locked gate. The key to open the gate is
of the swarm skeletons in this room. A successful DC 16 on the keyring in Rutherford's Study (6). An individual
Intelligence (Investigation) check locates a signet ring with or group DC 18 Strength (Athletics) check is required to
a crest shaped like a gate in his boot (one of two keys for area break the gate down.
4, the other located in room 6 ).
Common Room 17
The spirit scrub mist that fills the room prevents ribbon
spirits from passing through, but is otherwise harmless.
This plainly decorated room features an observation After 30 seconds, the southern doors automatically open
window into what appears to be an airlock (18). and remain open until one of the levers in (18) or (20) is
pulled again.
Decontamination Chamber This simple control panel has one lever. Pulling the lever
This area is split into three parts, meant to prevent ribbon opens the southern door to (19) for 10 seconds. After 10
spirits from entering “no suit” areas. seconds, the door automatically closes, and the room fills
with mist for 30 seconds. After this, the mist is sucked from
the room in an instant, and the northern door in room (19)
Entry Side 18
opens for 10 seconds.
Lockers line the northern wall of this room, while an empty Research Lab 24
desk sits in the southeastern corner. Next to the eastern and
southern doors are pecuilar black boxes with card-sized slots
in each of them. Countertops and tables fill the room, covered in strangely
shaped glassware and small torches for heating them.
Hanging on a hook by the console is a key to room (25).
This used to be a locker room, for the living employees of the
Pebblegold mines to store their personal effects.
(22A)
There are ten source skeletons in this room. They are set on
Closed by combination locks, the lockers can be picked their tasks but attack any creature interfering in their work.
with a successful DC 13 Dexterity check using thieves'
tools. The lockers contain lab coats, safety gloves and
goggles, and researcher or jeweler ID badges. A jeweler’s Tunnel Airlock 25
badge opens the door to room (23) if inserted in the black
box to the side of door. A researcher’s badge opens the door
to (24) if inserted in the black box to the side of the door. Ten containment suits, of various sizes, hang on the wall of
this sterile prep room.
(22B)
The door to (23) is opened by slotting the jeweler’s badge The southern sealed door to (26) is opened by a button on
into the black box next to the door. the wall next to it. The door automatically closes after five
seconds.
The mist is a spirit scrub, and allows carts entry to and exit from If the party chooses to place Izak’s device, the circlet fits
the workshop without being followed by the ribbon spirits. The perfectly around the center of the Orb of Ith. If the button
cart landing attaches to a staircase leading down to (29). on the circlet is pressed, the orb turns a deep shade of
purple. Control has been transferred. Nothing else happens.
The Storage Platform 29 If Alfor is still alive, he flees, having lost control of the
undead. All undead remaining in the room stop their attack
on the party. A successful DC 25 Intelligence (Arcana)
check will allow a player to recognize that control of the
Down the steps, you see that a massive platform is
Orb has been transferred.
suspended over a pond of viscous blue liquid. A hazy smoke
lightly obscures your vision and irritates your eyes. On
each corner of the platform, large vats are being filled with
blue liquid by chutes stemming from the walls. Each vat
is rigged, allowing it to tip forward and empty into a large Alfor looks towards the party, “Your timing really couldn’t
grate in front of it. In the center of the platform, up a small have been better; I appreciate the help. Now I’ ll need you
set of stairs, sits a dark green orb connected to a pedestal. to help me out one more time by sitting still.”
Three staircases branch off east, south, and west to
different chambers, each guarded by an armored skeleton
standing at its base.
If Alfor stayed with the party the whole time, he runs to the Three countertops with different products line this space.
pedestal and activates the Orb of Ith. If he came here earlier, skeletons work in assembly lines applying source to enchant
he waits until all members of the party step into the circle to mundane items like bags, brooms, robes, and tokens.
activate it. If they do not enter, he attacks them until they
do, attempting to keep his distance as much as possible.
If Alfor still has his original three undead minions, he
directs them to attack the party and attempt to draw them Thirty skeletons stand at the countertops, ten per counter.
into the ritual circle. If he no longer has his three minions, Each skeleton focuses on their task assembling different
or when they die, he commands the three armored source magical items. They will only attack if someone attempts to
skeletons at the base of the stairs to come up and attack the interfere with their work.
party. Armored source skeletons use the source skeleton stat
block in Appendix B: Stat Blocks but have AC 18.
(32A)
One counter holds three completed bags of holding.
The Refinery 30
This is where all ore, and gold is refined, mixed with source, (32B)
or smelted into usable bars. The second counter holds one cloak of displacement and one
robe of useful items.
Challenge 1/2 (100 XP) | Initiative: +3 | Prof. Bonus: +2 Challenge 1 (200 XP) | Initiative: +2 | Prof. Bonus: +2
armor class hit points speed armor class hit points speed
15 11 0 ft. 13 13 30 ft.
(2d12 - 2) fly 50 ft. (armor scraps) (2d8 + 4)
str dex con int wis cha str dex con int wis cha
1 (-5) 16 (+3) 8 (-1) 2 (-4) 5 (-3) 1 (-5) 10 (0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Challenge 5 (1,800 XP) | Initiative: +2 | Prof. Bonus: +3 Challenge 1 (200 XP) | Initiative: +2 | Prof. Bonus: +2
armor class hit points speed armor class hit points speed
16 85 30 ft. 13 65 30 ft.
(10d10 + 30) (10d8 + 20)
str dex con int wis cha str dex con int wis cha
16 (+3) 14 (+2) 16 (+3) 10 (0) 16 (+3) 10 (0) 10 (0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Actions
str dex con int wis cha
10 (0) 16 (+3) 12 (+1) 10 (0) 16 (+3) 20 (+5) Elritch Blast (3 beams). Ranged Spell Attack: +10 to hit,
range 120 ft., Hit: 10 (1d10 + 5) force damage.
Saving Throws Wis +8, Cha +10 Hand Crossbow. Ranged Weapon Attack: +8 to hit, range
Skills Deception +10, Perception +8, Persuasion +10, 30/60 ft., one creature. Hit: 6 (1d6+3) piercing damage
Investigation +5, Sleight of Hand +8
Condition Immunites Charmed, Frightened Reactions
Damage Resistances Psychic Nothing Personal Kid. (1/day) When a creature makes
Senses Darkvision 60ft., passive Perception 18 an attack against Izak, he can teleport up to 10 ft. to
an unoccupied space behind the attacker. The attack
Languages Common, Goblinoid, Deep Speech automatically misses.
Spellcasting | Save DC: 18 | Attack Bonus: +10 Legendary Actions
Izak is a 15th-level Charisma based spellcaster. Izak can take 2 legendary actions, choosing from the
Action Spells options below. Only one legendary action can be used at
Cantrips (at will): eldritch blast, mage hand, minor illusion, a time and only at the end of another creature’s turn. Izak
prestidigitation regains spent legendary actions at the start of his turn.
Warlock Invocations (at will): detect magic, alter self, arcane Search. Izak makes a Wisdom (Perception) check.
eye, jump Caltrops. Izak throws caltrops on the ground to aid an
1st level (1/day each): charm person, mage armor escape.
2nd level (1/day each): invisibility, hold person, shatter
3rd level (1/day each): fly, remove curse Feint. Izak feints an attack and can move up to 30ft.
4th level (1/day each): banishment, dimension door without provoking an opportunity attack.
5th level (1/day each): scrying, enervation
Bonus Action Spells
1st level (1/day): expeditious retreat
2nd level (1/day): misty step
Reaction Spells
3rd level (2/day): counterspell
Author’s Notes/Acknowledgments
I don’t have much to say. I hope you have fun playing this module with a good group of people. That’s my
greatest wish for it.
Author Bio
Josh Knapp lives and works freelance out of Chicago. He has been playing D&D for ten years and GMing
for nine. When he’s not living at work, he enjoys running numerous games with his friends, as well as
drawing maps and juggling in his free time.
Tiefling • Potion & Poison Maker Now, Strychnine lives as a nomad, stopping by A Trip
Away Inn whenever she needs to craft more wares. In an
Cold and calculating, with a shrewd eye for business. attempt to distance herself from the lingering grief and guilt
Doesn’t trust easily. she feels about her husband’s passing and her subsequent
Middle-aged, with splotchy green skin and horns like a musk failure, she spins tales about a “dark witch” that lived in a
ox. Wears simple robes laden with colorful alchemical reagents. now-abandoned arcane laboratory in the mountain caves—
never revealing that she herself is that witch. Too afraid to
confront her mistake, she sends interested business partners
into the abandoned laboratory to retrieve some of the things
she left behind.
S trychnine is well-known for her ability to brew deadly
poisons and potent magical potions—a talent she herself
does not take lightly. When the party of adventurers wish to
Successfully completing Strychnine’s quest grants
adventurers an ally who can craft various powerful
do business with her, she requests that they complete a simple alchemical substances, which can serve as a strong incentive
favor in order to prove their worthiness of her products: for higher-tier adventuring parties looking for magic items
retrieve a locket from a treasure hoard hidden in the caverns to buff their capabilities. Should interested parties attempt to
of the northwest mountain ranges. However, as the party flirt with Strychnine, the tiefling is pansexual—but also still
pushes deeper into these caves, they begin to uncover the deeply grieving the loss of her husband.
ruins of an arcane laboratory and slowly piece together the
story of a grave tragedy from Strychnine’s past.
Tavern Behavior
Background Strychnine visits A Trip Away Inn about once a month for a
whole week, though it’s rare for her to ever actually set foot
Strychnine once lived in a private laboratory, squirreled away inside the tavern proper. Instead, the tiefling potion maker
in the northwestern mountain ranges with her husband, can usually be found camped in the outhouse during her
a gnome tinkerer and arcanist named Foxglove (he/they). visits; alchemical flasks perched on the edge of the toilet bowl
While Strychnine tested various new alchemical concoctions, and crucibles simmering over portable flames in the corner.
Foxglove would venture to the far reaches of the world, It's not the most dignified set-up, but with the convenient bag
uncovering rare magical artifacts and new arcane reagents of devouring by the door to dispose of the more volatile waste
for his wife’s experiments. Together, the pair made a name products, the outhouse serves as a temporary laboratory for
for themselves as powerful mages, with requests from every her well enough. The faint sounds of muffled explosions, as
corner of the realm pouring in for their work. well as streams of multicolored smoke seeping under the door,
Such a workload proved taxing for Strychnine’s laboratory, usually accompany Strychnine’s occupation of the outhouse.
though, and in an attempt to help his wife, Foxglove set
out to retrieve the legendary staff of the magi, which he
believed would amplify her power enough to keep up with
Hook
the demand for her work. However, this expedition proved Any character with a Passive Perception of 13 or higher
too treacherous for the gnome arcanist, and Foxglove died will immediately pick up on the explosions and vibrant
from the injuries sustained during the quest. Desperate to smoke rising from the outhouse that signal Strychnine’s
keep her husband with her, Strychnine attempted to bind his presence. Alternatively, other patrons in the tavern can direct
soul to one of Foxglove’s experimental golems. The attempt adventurers to Strychnine when someone mentions an interest
corrupted both the golem and Foxglove’s soul beyond in magical consumables, like poisons or potions of healing.
recognition, forcing Strychnine to evacuate her previous
home in those caves and seal away the golem using various
antimagic field enchantments.
Most of the remaining laboratory equipment left in the A harsh metal creak suddenly grates in your ears, and
cavern has been destroyed beyond salvageability, though a the eyes of the golem’s helm flare with pale spectral light.
successful DC 17 Intelligence (Investigation) check finds From deep within the construct’s chest rumbles a shattered
1 potion of resistance and 1d4 potions of healing hidden in man’s voice, “Y-You...You did this.” One heavy boot lurches
the rubble. forward, then the other. “You BROKE me.” The sword in
its hands flips upright, and the gem at the center of its chest
begins to pulse. “I loved you. I trusted you. AND YOU
Closer to the metal figure, scorched scraps of an expended BROKE ME.”
spell scroll are scattered on the ground. A successful DC 20
Intelligence (Arcana) check identifies this as a used wish
spell scroll.
Author’s Notes
Makenzie De Armas is an independent tabletop game designer and writer. Known for her work as co-designer of MCDM
Productions’ Kingdoms & Warfare and co-host of the podcast One On One: A D&D Duet Campaign, Makenzie also serves as
the lead writer for The Islands of Sina Una and appears in various streamed TTRPG campaigns on Scratticus Academy. You can
usually find her screaming into the void on Twitter at @MakenzieLaneDA.
257
258 Chapter 3 | The Tales Mist
M ist (They/Them)
Written by: Jessica Marcrum
Adventure Level: 12-13 | Players: 4-6
Content Warnings: Gambling, Identity Theft, Mind Control
Doppelganger • Gambler
Assumes the personality of whomever they impersonate. Confident, generous, and gregarious as Lord Léanin Eiriander.
Otherwise anxious, insecure, and quick to make a poor bargain.
As a doppelganger, Mist is rarely seen in their own form but can take the form of anyone.
Mist first appears in the guise of Lord Léanin Eiriander, the male high elf form of a local silver dragon.
“Despicable creatures,” Lord Léanin hisses. “I’ve had dealings The sun sets around A Trip Away Inn, and an elegant
with them in the past. Unpleasant dealings. And if one is carriage pulls up to the front. A femme-presenting human,
sniffing around here, then it serves everyone best if they’re dressed in lush silks and velvets, daintily steps out of the
gotten rid of.” carriage, accompanied by four knights. Ashira has arrived.
He claps his hands and Bartleby orders the kobolds to begin There are at least 10 commoners in the bar as patrons,
unpacking at once. Lord Léanin casts a disdainful eye at and all take note of her presence. She radiates power and
Mist. “You’re a liar, a cheat, and a thief. However, what elegance.
threatens you is a far greater evil. I will help you.”
Mist dies and the party leaves town before Items Gold
Part Three IOU from Mist 500 gp from Ashira’s body
The characters now have a disappointed dragon and a 1000 gp from Lord Léanin’s
bloodthirsty rakshasa after them. Good luck. Cape of the Mountebank
body
Pearl of Power Gems from Lord Léanin’s body
Broom of Flying
Deck of Illusions
Robe of Stars
Folding Boat
Silver dragon scales
Author’s Notes/Acknowledgments
Thank you so much to Escape Plan Games for this wonderful opportunity and especially to Paige Ford for her
endless patience. Thank you to my coven and team tabaxi for keeping me going. Thank you to my wonderful
spouse and fluffy cats for all the love in the world. Particular thanks to the playtesters of this adventure: Andrew
Sinsheimer, Catherine Evans, D.W. Dagon, Julia Corrin, and Liz Gist. I appreciate you all more than you know.
Author Bio
Jessica Marcrum, also known as angrynerdgirl, is a social worker and adventure creator who dreams of crushing
the patriarchy and recycling the wealthy. A brain witch and social justice bard by day, she spends her evenings
creating games, supplements, and other TTRPG nonsense including the Book of Seasons, Uncaged Anthology,
Eat the Rich, and the College of Caterwauling. Find her and see amazing cat pictures @Miss_Jess03 on Twitter,
watch her stream at angrynerdgirl on Twitch, or learn more about her work at www.jessicamarcrumwrites.com.
266
Appendix: Stat Blocks
Lord Léanin Eiriander Spellcasting | Save DC: 16 | Attack Bonus: +9
(Mist’s polymorphed form) Lord Léanin Eiriander is a 10th-level Charisma based
Medium humanoid (high elf), neutral good spellcaster.
Action Spells
Challenge 15 (13,000 XP) | Initiative: +3 | Prof. Bonus: +4 Cantrips (at will): chill touch*, dancing lights, mage hand,
mending, prestidigitation, true strike
armor class hit points speed 1st level (4 slots): detect magic, mage armor, sleep
13 Robes 99 30 ft. 2nd level (3 slots): detect thoughts, knock
16 Mage armor (18d8 + 18) 3rd level (3 slots): dispel magic, hypnotic pattern, sleet storm*
4th level (3 slots): dimension door, ice storm*
str dex con int wis cha 5th level (2 slots): cone of cold*
10 (0) 16 (+3) 12 (+1) 16 (+3) 13 (+1) 21 (+5) Elemental Affinity. Lord Léanin Eiriander adds his
Charisma modifier (+5) to damage for cold spells, marked
Saving Throws Con +5, Cha +9, advantage on saves with an asterix.
against being charmed Meta Magic (Recharge 3-6). Lord Léanin Eiriander can use
Resistances Cold this ability to modify a spell in one of the following ways:
Skills Arcana +7, History +7, Perception +11, Stealth +7 Empowered Spell. Lord Léanin Eiriander may re-roll up
Senses Darkvision 60ft., passive Perception 21 to 3 of a spell's damage dice.
Languages Common, Draconic, Elvish Heightened Spell. When Lord Léanin Eiriander casts a
spell that forces a creature to make a saving throw to resist
Legendary Resistance (3/Day). If Lord Léanin Eiriander
its effects, he may give one target of the spell disadvantage
fails a saving throw, he can choose to succeed instead.
on its first saving throw made against his spell.
Change Shape. Lord Léanin Eiriander polymorphs into
Quickened Spell. Lord Léanin Eiriander may use a bonus
a humanoid or beast that has a challenge rating no higher
action to cast a spell with a casting time of 1 action.
than his own, or back into his true draconic form. He
reverts to his true form if he dies. Any equipment he is Actions
wearing or carrying is absorbed or worn by the new form
(the dragon's choice). In a new form, Lord Léanin Eiriander Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft.,
retains his alignment, Hit Points, Hit Dice, ability to one target. Hit: 6 (1d6 + 3) piercing damage.
speak, Proficiencies, Legendary Resistance, Lair Actions, Hand Crossbow. Melee or Ranged Weapon Attack: +7
and Intelligence, Wisdom, and Charisma scores, as well to hit, range 30/60 ft., one creature. Hit: 6 (1d6 + 3)
as this action. His statistics and capabilities are otherwise piercing damage.
replaced by those of the new form, except any class features
or legendary actions of that form. Reactions
Trance. Lord Léanin Eiriander doesn’t require sleep. Bend Luck (Recharge 6). Lord Léanin Eiriander can add
Instead, he meditates deeply, semiconscious, for 4 hours a or subtract 1d4 to another creature's attack roll, ability
day. After resting in this way, he gains the same benefit that check, or saving throw after the roll, but before any of its
a human does from 8 hours of sleep. effects are realized.
Player Options
Chapter 4 | Player Options: Backgrounds 271
Fortune Teller
You have spent your life traveling with the circus as the d6 Ideal
resident fortune teller. You delight in the wonder-filled eyes
of patrons, as you make predictions about their future and Faith. I know what I have seen must be true: it is
1
offer insightful glimpses into their past. You love to make an my gift. (any)
extravagant performance, gazing into a crystal ball, laying Tradition. If there is a traditional way of doing
2
out tarot cards, or reading palms to make your predictions. things, I must adhere to that order. (lawful)
Predicting one’s future can be a heavy burden, but you know Freedom. My talents allow me to come and go as I
it’s just as much about the spectacle as it is the art itself. 3
please. Obligations are a distraction. (chaotic)
Skill Proficiencies: Insight, Performance. Mastery. I must refine my abilities to predict the
4
Languages: Two of your choice. future, no matter the cost. (evil)
Equipment: A non-magical crystal ball, a deck of tarot cards Live and Let Live. It is not up to me to pass
or a small bag of bones, a set of traveller’s clothes, and 5 gp. 5 judgement on my visions, only to communicate
what I have seen. (neutral)
Feature: Uncanny Insight Entertainer. My life is a show and I must keep
6
others entertained. (any)
You’ve spent years studying the hopes and desires of others.
This study offers you an almost otherworldly ability to read
people. As long as a creature is not hostile towards you, you d6 Bond
can make Wisdom (Insight) checks against that creature at
1 If I believe I can help, then I must.
advantage.
2 I will make sure my name inspires awe in others.
Suggested Characteristics 3 It is my duty to guide others to an ideal future.
Being a fortune teller takes a special sort of person. Whether My only true family is the one I made traveling with
their power is mystical or manufactured, their goal is always 4
the circus. I owe everything to them.
to offer insight into life beyond what is readily apparent. I am always learning, and everyone I meet has
5
something they can teach me.
d8 Personality Trait 6 What I have seen will come to pass; it must.
1 My gentle attentiveness offers a calming presence.
I take pleasure in offering others hope and d6 Flaw
2
excitement for the future.
My devotion to my craft has taught me to always
3 I have a part to play in the lives of those I encounter. 1 express my true opinion, even if that may be painful
I am used to constant travel, staying in one place for to hear.
4
too long makes me uneasy. If I am unsure about what I have seen I will lie, to
2
I can easily empathize with others, and hope that protect my reputation.
5
my guidance brings them comfort. My gift feels more like a curse which sometimes
3
6 The only way to be sure is to consult the bones. overwhelms me.
I believe in many possible futures; anything I predict 4 I would rather face exile than admit that I am wrong.
7
is not concrete until it has come to pass. Once I have made up my mind about a course of
5
If I am uncertain about the future, then answers can action I will not be swayed.
8
sometimes be found in the stars. If I can divine your heart’s desires, I will not hesitate
6
to use them to exploit you.
Actions
Beak. Melee Weapon Attack: + (2 + PB) to hit, reach 5 ft.,
one target. Hit: (1d10 + PB) piercing damage.
Claws. Melee Weapon Attack: + (2 + PB) to hit, reach 5 ft.,
one target. Hit: (2d8 + PB) slashing damage.
Description
This aspect of the ink devil is a being of pure ink, shifting and glistening as it moves. The ink devil can solidify the edges of its
claws as a weapon, or fire off particles of itself, covering its target in a necrotic liquid. This creature, although a shadow of the ink
devil, is intelligent and conniving, always looking for the weakest foe to prey on first.
282
Additional Magic Items
A Trip Away Inn Tablet Flip's Codex
Wonderous item, uncommon Wonderous item, artifact (requires attunement)
These small writing tablets contain 30 pieces of parchment It is rumored that flip created this tome and its
bound together with stitching that allows a sheet to be accompanying tablets by reverse-engineering the magic of
easily pulled out and taken. The tablets look unassuming, one of the Arbiter's Bibles.
however anything written in it will appear in Flip's Codex Anything written on one of the A Trip Away Inn Tablets
exactly as it is written or drawn. is magically transferred to Flip's codex provided the tablet
and the codex are on the same plane of existence. The
entry will appear with the date, time, and room number
associated with the pad. The writing appears in real-time
in the codex as the tablet is being written on and is an
exact replica of anything written or drawn on the tablet.
Performance Effect
Check
The discordant melody laced with the
magic of the strings makes the targets of
the magic hostile towards you for (1d10
1
+ 4) minutes. They are not driven to
immediate violence, however they will
try to force you to stop playing.
The music from the viol acts as a calm
emotions spell on the target(s) rather than
2-10 affecting a radius. The target(s) must
succeed on a DC 14 Charisma save or be
affected by the spell.
The music from the viol causes a
charming effect on the target(s). The
target(s) must succeed on a DC 16
Charisma save or be charmed for 1 hour.
11-19 The charmed creature is enamored with
your musical talents, and is eager to
gain your notice. The target(s) remain
unaware of being charmed when the
effect has ended.
The music from the viol causes a hypnotic
effect on the target(s). Each target must
succeed on a DC 18 Charisma save or
become hypnotized by the music for
1d4 hours. A hypnotized creature acts
20+ normally but is susceptible to commands
you give to them. If any command they
are given will result directly in their
physical harm, they may make the check
again before following your command.
Additional Notes
Shop Inventory
Item Quantity Price Discount Price
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
Shop Inventory*: List your items from least to most expensive in ascending order.
Item Quantity Price Discount Price
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
*Note: You must offer 20 different items at the beginning of each week, but each item can have a quantity of up to 5.
Dice Pool
290
Original Concept Art
291
292
293
294
295
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
Tome Of Beasts © 2016 Kobold Press
System Reference Document 5.1 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
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END OF LICENSE
296