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Credits

Lead Designers: Mike Pisani, Colin Heffernan Graphic Designers: Colin Heffernan, Kate Smith
Creative & Art Directors: Colin Heffernan, Mike Pisani, Cover Art: Natalia Tyczyńska, Trung Nguyen
Paige Ford, Ollo Clark Interior Illustrators: Matt Demino, Ognjen Sporin, Burak
Project Manager: Paige Ford Cicek, Kate Smith, Anderton Oliveira, Daniel Comerci,
Writing and Design: Kailey Bray, Ollo Clark, Dave Jack Holliday
Coulson, Makenzie De Armas, Jeff Ellis, Paige Ford, Some artwork © 2015 Dean Spencer, used with permission.
Jen Hazlewood, Colin Heffernan, Josh Knapp, Jessica All rights reserved.
Marcrum, Lynne Meyer, Mike Pisani, William Richardson, Map Artists: Agustina Elizondo, Colin Heffernan, Jodie
Bailey Sullivan Hendy, Khanjan Patel
Editors: Brent Jans, T.K. Johnson, Dr. A Kelly Lane, David Layout Design: Colin Heffernan, Kate Smith
Markiwsky, Ollo Clark
Production Services: Panda Publishing
Proofreader: Ollo Clark
Extra Special Thanks: Jerry Callahan, Michelle Gonsiorek,
Menu Contributors: Dina Cimarusti, Justin Krause, Caleb Sam Knapp, Michael Penick, Faires Sekiya, Xochitl Sekiya
Lachance, Mike Popek

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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.

Icons in use Loot


Each adventure contains icon blocks, indicating the purpose Any items of notable value.
of that particular block of text to the GM. Adventures with
maps have headlines that contain every type of icon that
Combat
appears in that room. If the icon is location-specific, it will Any combat encounter.
be marked on the map. Any mechanic, trap, lock, loot, Document
document, or secret door icons that appear more than once Any in-universe text, like journal entries,
on the map will be marked with an alphanumeric indicator book passages, scrolls, etc.
like 1A, 1B, etc... with the corresponding symbol.
In the example below, the map indicates that there is Secret door.
loot inside the chest and that the chest is locked, using the Any hidden door or passageway.
loot and lock symbols. The loot and any check related to the
lock is found in the corresponding text block example to
the right. This quickly tells us that the chest in room (3) is The Parents’ Bedroom 3
locked with a DC 12 Dexterity check using thieves’ tools
lock, and that the box contains a velvet bag filled with coins
and a necklace. The Witherwoods’ bedroom is moderately sized and well
kept, with a neatly made bed. There’s a chest at the end of
the bed, a washbasin, and a wardrobe.

The chest at the foot of the bed is locked, but it is a cheap,


simple one. A successful DC 12 Dexterity check using
thieves’ tools opens it easily. Inside the chest is a box with
coins, neatly sorted by value (with a total value of 800 gp)
and a velvet bag with a fine antique ruby necklace (worth
200 gp), which is a reasonable amount of valuables for a
local merchant family.

Lucy pokes her head around the doorframe.


“Well? Did you find any stuff, you know, to pay you? To
find them?”

Introduction 5
Chapter 1
The Tavern | A Trip Away Inn

6 Chapter 1 | The Tavern A Trip Away Inn


Chapter 1 | The Tavern A Trip Away Inn 7
88 Chapter 1 | The Tavern A Trip Away Inn
Chapter 1 | The Tavern A Trip Away Inn 9
Welcome to the Tavern

A Trip Away Inn is perched comfortably between two


large mountains. The weather-worn stairway invites you
towards the solid oak door and past the colorful merchant
Taproom 1
The taproom is a huge open room, with a warm hearth
tents, which offer everything from daily rations to mysterious at the center, atop which is mounted a chatty battleaxe
objects. These red and white circus-style canopies serve as made from a strange red stone, spinning a tale to whoever
residences to travelling merchants hoping to make a few coins will listen. The warm dry air contrasts pleasantly with
before continuing on their way. To the right of the main the outside elements, and the scents of roasted meats and
door are two circular knife-throwing targets, pock-marked fresh-baked bread mix with the woodsmoke of the fire.
with a day's worth of blade impacts. A small painted sign Throughout the taproom are tables and booths, each with
hangs above the doorway reading ‘A Trip Away Inn’ with a a small red ball sitting in the center that illuminates when
humanoid foot balancing on a tightrope, above the lettering. tapped, summoning the closest server. A staircase on the
western wall of the taproom leads up to the second and
The white exterior walls are criss-crossed by decorative
third floor, with the rentable rooms.
wooden framing, and illuminated by the soft orange glow of
hanging lanterns swaying in the cool mountain breeze. The The bar is made of finely carved wood, depicting a
triangular sloped roof leads to two circular towers, capped parade of owlbears, elephants, and manticores along its
in white paint. One has a streamer dangling from it and the front, with a clear coat of epoxy trapping multicolored
other resembles a clown’s hat. confetti between the surface and the wooden bartop.
Behind the bar, one can almost always find Flip (they/
A narrow stone path leads around the eastern side of the them), the gnomish bartender. Three large casks take up
tavern to a small wooden outhouse. Smoke billows out of a most of the wall behind the bar and, above Flip's head, a
crescent moon carved into the door, as crackles of purple and small trapeze seems to swing on its own. Next to the casks
green magical energy arc, like bolts of lightning, in the clouds. are shelves of multicolored bottles, as well as a large cup
At the rear of the tavern is a small, fenced-in seating area with the word ‘Flip’ carved into it in gold letters.
with three tables. Lanterns staked into the ground bathe Another odd feature of the tavern is that all of the glasses
the area in a flickering, warm orange glow. This area offers seem to be enchanted. If someone knocks a glass off the
a breathtaking view of the mountains. The entrance to a table it will immediately right itself, spilling as little as
domed wooden building is just east of the seating area. The possible, and slowly float to the ground. This is also true
building is A Trip Away Inn’s bathhouse. of any glasses being knocked over on a table: as soon as
the smallest drop of the drink is about to spill, the cup
Not Just a Tavern immediately returns to its sitting position, keeping as little
A tavern like A Trip Away Inn is more than just a simple of its precious contents from spilling as possible.
watering hole. Sometimes a location becomes much larger Several tapestries hang on each wall, the most prominent
than the sum of its parts, evolving into something more; of which displays five gnomes, striking poses and wearing
something that transcends the physical. It becomes a place frilly, vibrantly colored outfits (The Flying Krongovsko).
vibrant with energy and an intoxicating buzz, brought about The rest show people flipping on trapezes, balancing on
by more than just the spirits served within. It comes to offer tightropes, juggling flaming knives, and various fantastic
a rejuvenating energy, that eases your physical and mental beasts dressed for the circus. Between each tapestry and
fatigue; a second home filled with an adopted family even along the ceiling runs a series of ribbons in every color.
quirkier than your own. This is A Trip Away Inn. Multicolored paper lanterns cast a dim cascade of color
around the room, softly illuminating it with glowing
The tavern sits on a crossroads between several towns: the
magical light.
perfect place to settle in before the last leg of your journey,
yet close enough to attract townspeople from the outskirts of
each town as regulars. Locals mingle with travelers, and can
be found there on a near-nightly (and often daily) basis. As a
result of its location, it is the perfect place to trade contraband,
plan trade routes, and fence stolen goods, something that
the owner, Flip, takes a great pride in. The tavern also has a
reputation as a neutral ground for negotiations.

10 Chapter 1 | The Tavern A Trip Away Inn


Back Room 3
A modest stage dominates the northeast corner of the The supply closet acts as a disguise for an entrance into Flip’s
tavern. Traveling bards, as well as the occasional ambitious back room. This room can only be accessed through the
musician, fill the tavern with enchanting tales of great kitchen, much to Estabôn’s dismay.
battles, lost love, and aspirations to greatness. Dangers
untold and hardships unnumbered play out in dulcet Inside the supply closet is an illusory wall, hiding a door
melodies, bewitching the ale-soaked patrons as they feast leading to a hallway, which ends in a stone door to the back
and drink their way into the twilight. room, reserved for business dealings. This room is only
accessible to the patrons through negotiations with Flip, and
A high striker machine from the Top of the World Circus
has been enchanted, at great cost to Flip, to prevent any sort
tempts hearty travelers and adventurers to the northern
of scrying or access by unwanted parties. When a patron
wall of the taproom. It beckons them with a siren song,
chooses to rent the room, Flip will negotiate a price and
promising to prove to everyone in the taproom that they are
create a secret word that must be spoken to enter. Anyone
the strongest person there that night. Prides are broken and
attempting to walk through the archway of the room without
bragging rights gained at this end of the taproom on a near
uttering the passphrase will be met with a wall of force spell,
nightly basis.
that can only be destroyed with a disintegrate spell. This wall
Next to the high striker, the dull thud of blade impacting of force, however, has resistance to disintegration and 100 hp.
wood can be heard regularly, as a wooden target receives
The back room is dominated by a circular oak conference
blow after blow. It’s not uncommon for patrons of the tavern
table, with six throne-like seats around it. Finely carved
to wager drinks, coin, or more on the outcome of these
into the outside edge of the table are dwarven runes that, if
blade hurling competitions. Just be wary not to drunkenly
translated, read, “a deal forged in darkness is still binding
stumble in front of this target, or the board might not be
in the light”. Along the walls, runes used to evoke the
the only thing that leaves A Trip Away Inn covered in holes.
enchantment pulse with a soft white glow, illuminating
Kitchen 2 the room like a ripple across still water. Light blue sparkles
float in the air, glowing dimly; a consequence of the magic
Inside this room, a kitchen staff of pixies dart around permeating the room. Looking around, one might say the
between stoves magically enchanted with runes, room resembles a carnival big top. The skull of an elephant
controlling the intensity of continual flame spells for each hangs prominently opposite the door.
of the burners. They carry pots and pans through the air, It is up to the GM to negotiate any deal to access this room.
preparing dishes and working the line, as Estabôn, the Flip is reasonable and can be tempted, but they normally
dragonborn chef, oversees their work. Orders move out of reserve this amenity for their more trusted patrons. Accessing
this well-run kitchen in a timely fashion, and seldom ever this room shows that Flip, on some level, trusts the party.
back up for any reason. Estabôn's kitchen is the picture of
efficiency. One door leads to a small supply closet, filled Bathhouse 4
with shelves holding many of the grains and dried goods
used in the recipes. Exotic and aromatic incense haze hangs in the interior of this
marble chamber; the smoke billowing out of burners, perched
Another steel door opens to a room, magically enchanted
atop marble tables against the northern and southern walls of
by a spell that keeps the room refrigerated. Inside this room,
the room. Five small benches ring the interior walls around
various meats and perishables fill over stuffed shelves. A
the warm pool of water in the center. In the center of the pool,
shelf-covered corner of the room glows with a soft, pulsating,
a small platform rises out of the water; the stage for a statue
magical blue light, which completely freezes foodstuffs.
of a gleefully dancing faun playing a pan flute. A relaxing
series of tunes magically emanates from the faun's flute.

Chapter 1 | The Tavern A Trip Away Inn 11


Outhouse 5 Flip’s Bedroom 7
The Outhouse has a reputation for being “the cleanest place This modestly decorated bedroom serves as Flip’s personal
to conduct your business”. That is, unless Strychnine is quarters. Posters of The Flying Krongovsko cover the walls
visiting and using it as a makeshift laboratory. When it is not in wooden frames. Pictures of Flip and various family
otherwise occupied, the door is set with a trigger for a series members practicing their trapeze act sit on the night stands.
of prestidigitation spells, that clean the outhouse immediately On the writing desk in Flip’s room they proudly display The
after use. A leather trash bag hangs from the wall, with a Conch of Poseidon, a relic Flip acquired through a game of
small sign beneath it exclaiming: liar’s dice while travelling with the circus. It is one of their
most treasured possessions.
‘DANGER!!! EXTRADIMENSIONAL SPACE
use at your own risk’ Flip’s Office 8
A warning that has, from time to time, caused travelers to
vanish without a trace. Closer inspection of the bag reveals This utilitarian office houses only a large desk that
that it is actually a bag of devouring. Otherwise, it seems to dominates the center of the room. The sight of Flip behind
be your standard run of the mill outhouse. this massive slab of hardwood would almost be comical
if not for the Gnome’s charismatic glow. It’s in this room
Rooms for Rent 6 that most of the tavern’s above board business takes place.
More lascivious dealings are reserved for Flip’s back room.
There are seven rentable rooms in the tavern on the second Locked away in a drawer requiring a successful DC 20
floor, costing 1 gp a night or 5 gp per week. Each room is Dexterity check made with theives' tools is Flip’s Codex (see
decorated with posters of the carnival Flip was a member Additional Magic Items pg. 284).
of, and the trapeze act they belonged to: ‘The Flying
Krongovsko’ and their death-defying feats are advertised Tower 9
all around this tavern. Each room has a lavish couch, with
overstuffed cushions in a deep red with golden frills, as The tower of the tavern offers a breathtaking view of the
well as a small writing desk with ink and quill provided. land surrounding A Trip Away Inn, as well as the tavern
The desks are arranged against the wall just below the grounds. Many travelers often retreat to the tower to reflect
window, with several pieces of complimentary parchment. and meditate, as they watch the revelry play out below
The parchment is, of course, designed to provide a magical and around them. This quiet corner of the tavern has
rubbing of each sheet in Flip’s office, so they can go over all an unspoken air of serenity. Few ever break the implicit
of the goings-on in the tavern at any given time (for safety, inference that this is a quiet place, and, if they do, they are
of course). Flip also uses this to give off an air of mystery, met by swift discipline from Flip or the twins.
oftentimes having intimate insight into their patrons woes.
Each room also has a large queen-sized four-poster bed;
each post a spiraling pattern of dancing owlbears and
elephants, curving towards the striped canopy. The cushions
are filled with very fine down feathers, and are so comfortable
that a tired traveler will be fighting sleep from the moment
they’re enveloped.

12 Chapter 1 | The Tavern A Trip Away Inn


Tavern Staff

T ia & Mia (She/Her) & (She/Her)

Background Very few people would describe the circus life as


monotonous, but eventually the twins tired of the long
As a circus owner, you want to keep the mood light and wagon trips and the short breaks, not to mention the
happy for everyone. So, what do you do when a disgruntled litany of unknown cities, with unknown patrol routes and
visitor, or opportunistic thief, threatens to ruin the fun? unknown alleys. When Flip expressed an interest in building
How do you have guards that aren't intimidating, and end a permanent home, Tia saw an opportunity. The sisters spent
up causing the guests even more stress? some time sketching their dream tavern, and it turned out
Your two problems have two answers, and they rhyme. that Flip enjoyed the numerous secret panels, stashes and
rooms that the dream included. The twins had accidentally
Tia and Mia started their lives at the circus aged twelve, designed A Trip Away, and it’s very possible that no one
when they decided to pick the pocket of a man in a bright outside of those three truly knows the entire building.
red travelling cloak. No sooner had their little hands
touched purse strings than both of them were dangling two Once the tavern was up and running, the mysterious
feet in the air, from surprisingly strong hands. identical twins act could fall away, and each sister enjoyed
exploring their own path. Tia has started a small garden
Instead of punishment, however, their target-cum-captor out behind the inn, while Mia is more of a social figure
had something rather more imaginative in mind. The half- during her time off work. If she’s honest with herself, Mia
elf twins were put to work as pickpocket hunters, earning does occasionally miss the open road, but her sister has
a commission for ne’er-do-wells removed and property quite literally put down roots, and there’s no chance that
returned. Overnight, thievery at the Top of the World she’d leave her behind. Besides, there are plenty of drunken
Circus dropped to almost nothing. Almost nothing. The taverngoers to practice her skills on if she’s ever bored.
sisters flourished in an environment where the proprietor
wanted problems dealt with swiftly, quietly, and with a
minimum of moral high ground.
GM Tapestry Options:
The ‘Two-Timing Twins’ act was born after Mia pinned Underworld
a fleeing thief to a stall with a knife. From fifteen feet away. Tia & Mia started their lives as pickpockets and thieves, and
Onlookers swore that there were at least three people in- know a lot about the criminal elements of your world. The
between. After that, the sisters became an audience magnet. local chapter of your thieves guild may even know of their
They could nail a silk handkerchief to a target from twenty skills, and be happy to meet with them.
feet away, and pick an apple off a head from twenty-five.
Blades in their hands became weightless, poetic objects that Elves
amazed and terrified in equal measure, and the best sign of As half-elves, the twins sometimes encounter distrust from
a show’s success was how wide a berth the sisters were given their purer-blooded cousins. They harbor resentment for
in town the day after. an elf faction in your world, and are eager to help in any
mischief against them.

Chapter 1 | The Tavern A Trip Away Inn 13


14 Chapter 1 | The Tavern Staff
Tia Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach
5 ft. or range 40/80 ft., one target. Hit: 7 (1d4 + 5) piercing
Medium Humanoid (Half-Elf), neutral
damage.
Challenge 10 (5,900xp) | Initiative +5 | Prof. Bonus +5 Kick. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target: Hit 4 (1d6 + 1) bludgeoning damage. A target
armor class hit points speed hit with this attack must succeed on a DC 16 Strength
15 78 45 ft. saving throw or be knocked prone. If the target fails the
(studded leather) (12d8 + 24) save by 5 or more they are also stunned until the start of
Tia's next turn.
str dex con int wis cha
Reactions
12 (+1) 20 (+5) 14 (+2) 12 (+1) 18 (+4) 16 (+3)
Takedown. After a failed melee attack targeting Tia,
Saving Throws Dex +10, Int +6 the attacker must succeed on a DC 17 Dexterity saving
Skills Acrobatics +10, Athletics +6, Perception +10, throw or be knocked prone.
Performance +7, Stealth +10
Legendary Actions
Senses darkvision 60 ft., passive Perception 20
Tia can take 3 legendary actions, choosing from the options
Languages Common, Elvish, Thieves' Cant
below. Only one legendary action option can be used at
Sibling Synergy. Tia has advantage on an attack roll a time and only at the end of another creature’s turn. Tia
against a creature if Mia is within 5 feet of her and isn't regains spent legendary actions at the start of her turn.
incapacitated.
Alley-oop (1 action). At the end of Mia's turn Tia can
Assassinate. During Tia's first turn, she has advantage on move up to 30 ft. leaping into the air, she grabs a dagger
attack rolls against any creature that hasn't taken a turn. Any thrown by her sister, and slams it into a target within 5 ft
hit Tia scores against a surprised creature is a critical hit. of her. Make a dagger attack, and on a successful hit Tia
Sneak Attack. (1/round) Tia deals an extra 17 (5d6) deals damage normally but the target must succeed on a
damage when she hits a target with a weapon attack and has DC 16 Strength saving throw or be knocked prone.
advantage on the attack roll, or the target is within 5 ft. of Grapple (1 action). Tia chooses a target within 5 ft.
Mia, and Tia doesn't have disadvantage on the attack roll. of her. The target must succeed on a DC 16 Strength
Fey Ancestry. Tia has advantage on saving throws against saving throw or become grappled. A prone creature has
being charmed, and magic can’t put Tia to sleep. disadvantage on this saving throw.
Crucifix Choke (1 action). Tia chooses a target she is
Actions grappling and deals 3 (1d4 + 1) bludgeoning damage. Both
Multiattack. Tia makes three dagger attacks or two Tia and her target gain the prone condition and the target
dagger attacks and a kick. must succeed on a DC 15 Constitution saving throw or
be knocked unconscious condition until the end of Tia's
next turn.

Chapter 1 | The Tavern Staff 15


Mia Bonus Actions
Medium Humanoid (Half-Elf), neutral Charge. Mia moves at least 15 feet straight toward a
target and then hits it with her baton, the target takes 7
Challenge 10 (5,900xp) | Initiative +5 | Prof. Bonus +5 (2d6) bludgeoning damage and must succeed on a DC 14
Strength saving throw or be knocked prone.
armor class hit points speed
15 78 45 ft. Reactions
(studded leather) (12d8 + 24)
Parry. Mia adds 3 to her AC against one melee attack that
would hit her. To do so, Mia must see the attacker and be
str dex con int wis cha wielding her baton.
12 (+1) 20 (+5) 14 (+2) 12 (+1) 16 (+3) 18 (+4)
Legendary Actions
Saving Throws Dex +10, Int +6
Mia can take 3 legendary actions, choosing from the
Skills Acrobatics +10, Athletics +6, Perception +9, options below. Only one legendary action option can be
Persuasion +9, Stealth +10 used at a time and only at the end of another creature’s turn.
Senses darkvision 60 ft., passive Perception 19 Mia regains spent legendary actions at the start of her turn.
Languages Common, Elvish, Thieves' Cant Booster (1 action). At the end of Tia's turn Mia can move
Sibling Synergy. Mia has advantage on an attack roll up to 40 ft. without provoking an opportunity attack. She
against a creature if Tia is within 5 feet of her and isn't must pass through her sister's space within the first 20 ft.
incapacitated. of this movement. Tia tosses Mia into the air. Mia makes
a baton attack at advantage and deals an additional (1d8)
Fey Ancestry Mia has advantage on saving throws against bludgeoning damage on a successful attack roll.
being charmed, and magic can’t put Mia to sleep.
Eviscerate (1 action). Mia chooses a target within 5 ft. of
Actions her that Tia has grappled. She makes a knife attack against
the grappled creature adding 21 (6d6) slashing damage to a
Multiattack. Mia makes three dagger attacks or two successful attack.
dagger attacks and a baton attack.
Crucifix Choke (1 action). Mia chooses a target she is
Dagger. Melee or Ranged Weapon Attack: +10 to hit, grappling and deals 6 (1d4 + 4) bludgeoning damage. Both
reach 5 ft. or range 40/80 ft., one target. Hit: 7 (1d4 + 5) Mia and her target gain the prone condition and the target
piercing damage. must succeed on a DC 15 Constitution saving throw or
Baton. Melee Weapon Attack: +10 to hit, reach 5 ft., one be knocked unconscious until the end of Tia's next turn.
target: Hit 9 (1d8 + 5) bludgeoning damage. A target hit
with this attack must succeed on a DC 12 Constitution
saving throw or gain the stunned condition until the end
of their next turn.

16 Chapter 1 | The Tavern Staff


Chapter 1 | The Tavern Staff 17
F lip Krongovsko (They/Them)

Background Despite the realization, it took Flip a long time to pluck


up the courage to leave, and only then after several leaps of
‘Always remember- this is the life people run away to!’ faith. Flip eventually shared their thoughts with a few key
Thus spake Bink Krongovsko, patriarch of the Flying friends: Estabôn, the company cook, whom he suspected
Krongovsko family, and it always made Flip, his middle would enjoy a kitchen more than a tent; Nix, a sprite whom
child, feel like the luckiest gnome alive. To be born into a life Flip had saved from dissection some years before, and who
of distilled excitement, and as part of circus royalty to boot? was in their debt; and Tia & Mia, the knife-throwing twins,
Who could be luckier? who were always more comfortable knowing more than the
people around them. These four agreed to help the young
Young Flip would spend the wagon rides between shows gnome build something of brick and mortar, rather than tent
leafing through the battered scrapbooks that chronicled the pegs and canvas. That meant the only thing left to do was to
Krongovsko rise to fame: centuries of shows in the most tell the Krongovsko.
exotic, thrilling, and sometimes dangerous places in the
world. Their grandfather, father and mother had performed Telling their father was the hardest. With Flip’s mother
for kings, beggars, and everyone in between. Flip loved to and siblings, the reactions were a predictable mix of shock,
pester their father with questions: which was the better show? pleading, love and tears. Bink Krongovsko’s reaction was
The one for Xarath the Mighty, the black dragon ruler of worse: denial. ‘You’ll be back,’ he simply said, ‘you’ll take a
the Pyrite Valley? Or the one for Lady Del’eaneth of the fey, trip away, and realize you’ve never had it so good.’
where both the performers and audience were blindfolded So, Flip said goodbye to the circus. As the wagons rumbled
the entire time? Bink would scratch at his chin, changing his away, leaving Flip and their gang of deserters at a muddy
answer every time, and Flip would drink in every moment. crossroads, they hung their head and cried for the first time.
With the circus as your family, and the whole world as your Without a word, four hands- one clawed, one tiny, and two
friend, life is a narcotic blend of color, laughter and the kind identical- landed on their shoulders. In that moment, Flip
of magic that even the most powerful wizards could never finally felt the meaning of family, and knew that their trip
harness. That pendulum-swing pause, where an entire crowd away was going to be the best decision of their life.
holds its breath before erupting into applause, and all for you?
That’s a moment that religion doesn’t get close to. For the GM Tapestry Options:
longest time, Flip couldn’t dream of anything different.
Bards
When it eventually happened, Flip’s surprising departure A circus-themed tavern has a way of attracting extroverts.
from the circus began with the tiniest, simplest idea: ‘what Flip is good friends with any famous bards or bardic
if the circus wasn’t everything?’ The thought in itself wasn’t organizations in your local area, and some of them
earth-shattering but, looking around the campfire that occasionally play at A Trip Away.
night, Flip suddenly realized that there wasn’t a single person
they could share it with. They couldn’t share it with the Underworld
Krongovsko, or the other acts; they were all in love with the As someone who grew up in the circus and now runs a
life. They couldn’t share it with any of that night’s audience- tavern, Flip has had many opportunities to work with, or
no matter how friendly they were being- because they had no learn about, the shadier local elements. As long as it won’t
idea what the life was like. Thus, a seed of doubt was planted: come back to bite them, Flip has a lot of useful information
‘if there’s no one to share your worries with, is that real on your local thieves’ guild or criminal rumors.
family? If you’re never alone, does that mean you always are?’
Tithes
A business as successful as A Trip Away is of interest to a local
tax collector. An unfriendly local ruler in your world might
be pressuring Flip to make higher and higher payments.

18 Chapter 1 | The Tavern Staff


Flip Bonus Actions
Small Humanoid (Gnome), neutral good Acrobat. Flip can use their bonus action to take the Dash
Challenge 8 (3,900xp) | Initiative +5 | Prof. Bonus +5 action without provoking an opportunity attack.

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.

Saving Throws Dex +10, Cha +9 Legendary Actions


Skills Acrobatics +10, Athletics +8, Perception +6, Sleight
of Hand +10, Stealth +10 Flip can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
Condition Immunities Prone used at a time and only at the end of another creature's
Senses darkvision 60ft., passive Perception 19 turn. Flip regains spent legendary actions at the start of
Languages Abyssal, Celestial, Common, Draconic, their turn.
Dwarvish, Elvish, Infernal, Thieves' Cant Aerial Assault (1 action). Flip throws themself into the
Evasion. If Flip is subjected to an effect that allows them air, somersaulting and coming down with their rapier. They
to make a Dexterity saving throw to take only half damage, can move up to 20 feet and make a melee weapon attack.
Flip instead takes no damage if they succeed on the saving +10 to hit, reach 5 ft., one target Hit: 18 (3d8 + 5) piercing
throw, and only half damage if it fails. damage. Any opportunity attacks made against Flip during
their aerial assault are made at disadvantage.
Tightrope Walker. Flip is immune to being knocked prone.
Blinding Dust (1 action). Flip reaches into their pocket,
Actions throwing a blinding dust into the eyes of an adjacent enemy.
The target must succeed on a DC 15 Constitution saving
Multiattack. Flip makes three attacks with their rapier. throw or they are blinded until the end of their next turn.
Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 9 (1d8 + 5) piercing damage.
Chapter 1 | The Tavern Staff 19
N ix the mixologist (He/Him)

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.

20 Chapter 1 | The Tavern Staff


Nix the mixologist Actions
Tiny Fey (Sprite), neutral good Shortbow. Ranged Weapon Attack: +7 to hit, range 40/160
ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the
Challenge 5 (1,800xp) | Initiative +4 | Prof. Bonus +3 target must succeed on a DC 14 Constitution saving
throw or become poisoned for 1 minute. If its saving throw
armor class hit points speed result is 5 or lower, the poisoned target falls unconscious
15 52 10 ft. for the same duration, or until it takes damage or another
(leather armor) (15d4 + 15) fly 55 ft. creature takes an action to shake it awake.
Explosive Potion (recharge 4-6). Ranged Weapon Attack:
str dex con int wis cha
+8 to hit, range 35 ft. Anyone in a 10 ft. square must
3 (-4) 18 (+4) 12 (+1) 16 (+3) 16 (+3) 14 (+2) succeed on a DC 16 Dexterity saving throw or take 10
Saving Throws Dex +7, Int +6 (1d10 + 5) fire damage and 5 (1d6 + 2) force damage, or
half as much on a successful save.
Skills History +6, Perception +6, Sleight of Hand +7,
Stealth +7 Bonus Actions
Condition Immunities Charmed
Heart Sight. Nix touches a creature and magically knows
Senses passive Perception 16 the creature's current emotional state. The target must
Languages Common, Elvish, Sylvan succeed on a DC 16 Charisma saving throw, Nix also
Speak with Beasts and Plants. Nix can communicate knows the creature's alignment. Celestials, fiends, and
with beasts and plants as if they shared a language. undead automatically fail the saving throw.

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.

Chapter 1 | The Tavern Staff 21


E stabôn (He/Him)

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.

22 Chapter 1 | The Tavern Staff


Estabôn
Medium Humanoid (Dragonborn), neutral good

Challenge 6 (2,300xp) | Initiative +1 | Prof. Bonus +3

armor class hit points speed


11 45 30 ft.
(chef's coat) (6d8 + 18)

str dex con int wis cha


16 (+3) 12 (+1) 16 (+3) 12 (+1) 14 (+2) 18 (+4)

Saving Throws Con +6, Cha +7


Skills Deception +7, History +4, Insight +5, Persuasion +7
Damage Resistances Fire
Senses darkvision 60 ft., passive Perception 12
Languages Common, Draconic, Elvish

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.

Chapter 1 | The Tavern Staff 23


A
everys (They/Them)
Character concept by: Xochitl Sekiya

When most people decide what to pack for a long journey


on foot, very few people prioritize forty pounds of books
over, say, food and clothing. Other travelers on the road
would often look askew at the small half-elf, huffing and
puffing their way up a hill, their backpack filled to the
seams with heavy tomes, but- to Aeverys- they were the
one thing always worth carrying.
It was therefore the easiest decision ever made when,
while stopping for a breather one day in a new village,
Aeverys paused outside a dusty bookshop with a ‘Premises
For Sale’ sign in the window. Ducking inside, they walked
among overladen shelves, running their fingers across
gilded spines, titled in all the languages of the world.
There was poetry, pamphlets, epics, epistles, books of
maps and recipes- everything that went into making
people people- preserved in pencilled, quilled, and
printed pages. Aeverys made an offer on the spot,
and- selling everything they owned that wasn’t
leatherbound- they moved into the attic room above
the shop. Breathing in the joyfully musty smell of
hundreds of books peacefully foxing away in the
half-light, they felt the most like themself they’d
ever been allowed to be.
It took two weeks for the first oddity to occur,
as Aeverys was looking through a box of donated
hobgoblin poetry for any of the classics. Bookshelves
have a way of deadening outdoor noise, so the sound of
a book falling to the floor- particularly in a customer-less
shop- is very loud indeed. Rounding the corner into the
‘dubious origins, various’ section, Aeverys found a single
book, open to a page somewhere near the back, lying in
the middle of the floor. Bending down, the writing was
in gnomish; a language they could sound out, but not
understand. Mouthing the words in a whisper, Aeverys
was suddenly knocked off their feet by a puff of purple
sparks. ‘Sorry about that,’ a voice said, ‘but now we can
meet properly’.
Sitting up, Aeverys was confronted by a growing crowd of
nervous faces. Men, women and children- about two dozen
in all- emerged from above, below, and within shelves. All of
them looked tense, and all of them looked transparent.
‘Old Mr. Wichley didn’t care for us much,’ the little girl
who had first spoken up muttered, sheepishly, ‘but we’ve been
watching, and we think you might be different. Please don’t
scream, and we’ll explain-’
And explain they did. Aeverys thought it all very simple,
really. Books are compendia of hopes, fears, and dreams, all
preserved for time immemorial. Those who find themselves
similarly preserved, hovering in an immovable moment
between life and death, find themselves naturally drawn
to bookshops, like temples to perpetuation. Once there,
however, the books act as a kind of gravitational entity, and
the spirit can often find themselves unable to leave.
Necromancy has a lot of baggage as a school of magic but,
since that day, Aeverys has thrown themself into the art,
buying up every book they can find. While there is plenty
of magic for the violent dispersal or raising of the undead,
Aeverys doggedly continues the search for anything to help
ease the passing of their new friends. In the meantime, they
happily provide ghost transportation, clutching whichever
book the spirit is most anchored to, for any of those who wish
to re-experience the hustle and bustle of the outside world.
At A Trip Away, no one is sure how Flip and Aeverys
became so close. There are rumours involving a broken
pencil and a manticore, but the story changes every time and
neither of them is in a hurry to set the record straight. Every
few weeks, Flip and Nix put together a little circus show, and
one slight figure can always be depended upon to be there,
sat at a back table out of the light. With their willowy fingers
clasped in joy, they look just like any other guest. Only
someone who watched them for long enough would notice
them- laughing and whispering- pointing out particular
tricks to an empty chair. And besides, who brings a book to a
circus performance?
Meanwhile, back at the shop, a neat sign in the window
reads, ‘Books bought and sold. For help, ask within.’

Chapter 1 | The Tavern Local Legends 25


Aeverys Reactions
Medium Humanoid (Half-Elf), neutral good Guardian Spirits. When Aeverys is attacked, one of their
ghost friends can manifest itself to absorb half the damage
Challenge 7 (2,900xp) | Initiative +1 | Prof. Bonus +3 of an incoming attack. The attacker must also succeed on
a DC 13 Wisdom saving throw or become frightened of
armor class hit points speed Aeverys. The creature can re-attempt the save at the end of
10 45 30 ft. their next turn.
(robes) (10d8)
Legendary Actions
str dex con int wis cha Aeverys can take 3 legendary actions, choosing from the
10 (0) 12 (+1) 10 (0) 20 (+5) 14 (+2) 12 (+1) options below. Only one legendary action option can be
used at a time and only at the end of another creature's
Saving Throws Int +8, Wis +5 turn. Aeverys regains spent legendary actions at the start of
Skills Arcana +8, Medicine +8, Perception +5, Religion +8 their turn.
Senses passive Perception 15 Draining Touch (1 action). Melee Weapon Attack:
Languages Common, Abyssal, Infernal, Celestial, Elvish +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5)
necrotic damage. The target must succeed on a DC 16
Spellcasting | Save DC: 16 | Attack Bonus: +8 Constitution saving throw or its hit point maximum is
reduced by an amount equal to the damage taken. This
Aeverys is an 8th-level Intelligence-based spellcaster.
reduction lasts until the creature finishes a long rest. The
Action Spells target dies if this effect reduces its hit point maximum to
Cantrips (at will): chill touch, true strike, fire bolt, light 0. A creature slain by this attack rises 24 hours later as a
1st level (1/day each): false life, inflict wounds, comprehend ghost, unless the creature is restored to life or its body is
languages, detect thoughts destroyed.
2nd level (1/day each): blindness/deafness, gentle repose, ray Possession (2 actions). One humanoid that Aeverys
of enfeeblement can see within 5 ft. of them must succeed on a DC
3rd level (1/day each): animate dead, bestow curse, revivify, 14 Charisma saving throw or be possessed by one of
speak with dead Aeverys' ghost friends; the target is incapacitated and loses
4th level (1/day each): blight, arcane eye control of its body. The ghost now controls the body but
doesn't deprive the target of awareness. The ghost can't
Actions be targeted by any attack spell, or other effect except ones
that turn undead and it retains its alignment, Intelligence,
Fire Bolt. Ranged Spell Attack: +8 to hit, range 120 ft.,
Wisdom, Charisma, and immunity to being charmed and
one target. Hit: 11 (2d10) fire damage.
frightened. It otherwise uses the possessed target's statistics,
Bonus Actions but doesn't gain access to the target's knowledge, Class
Features, or Proficiencies. The possession lasts until the
Commune with the Undead. Aeverys has an innate body drops to 0 hit points, or Aeverys chooses to possess a
connection to the undead. As a bonus action Aeverys can new target or end the possession. Aeverys can only use their
detect the type and location of any undead within a 60 ft. possession ability on one creature at a time.
radius of themself.

26 Chapter 1 | The Tavern Local Legends


E idolon (He/Him)
Character Concept by: Michael Penick

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

Chapter 1 | The Tavern Local Legends 27


28 Chapter 1 | The Tavern Local Legends
Daggers of Eidolon. Melee Weapon Attack: +9 to hit,
Eidolon reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage
Medium Humanoid (Tiefling), lawful good
plus 8 (1d6 + 5) radiant damage. Damage from the daggers
Challenge 11 (7,200xp) | Initiative +5 | Prof. Bonus +4 is considered magical.

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.

Chapter 1 | The Tavern Local Legends 29


30 Chapter 1 | The Tavern Local Legends
G ump the repulsive (They/Them)
& Spaghetti (He/Him)
Character Concept by: Jerry and Michelle Callahan
In Loving Memory of Spaghetti

“-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-‘

Chapter 1 | The Tavern Local Legends 31


Gump the Repulsive Potent Cantrips. Gump can add their spellcasting ability
modifier to the damage they deal with any cantrip.
Medium Humanoid, lawful good

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).

Spaghetti Keen Hearing and Smell. Spaghetti has advantage on


Wisdom (Perception) checks that rely on hearing or smell.
Medium Beast, lawful good

Challenge 9 (5,000xp) | Initiative +2 | Prof. Bonus +4 Actions


Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
armor class hit points speed target. Hit: 7 (1d6 + 4) piercing damage. If the target is
12 58 45 ft. a creature, it must succeed on a DC 16 Strength saving
(9d8 + 18) throw or be knocked prone.

str dex con int wis cha


16 (+3) 14 (+2) 14 (+2) 3 (-4) 12 (+1) 18 (+4)

Saving Throws Dex +6, Con +6


Skills Athletics +7, Perception +5, Performance +8
Senses passive Perception 15

32 Chapter 1 | The Tavern Local Legends


H usky Fandango (He/Him)
Character Concept by: Sam Knapp

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.

Chapter 1 | The Tavern Local Legends 33


34 Chapter 1 | The Tavern Local Legends
Husky Fandango Bonus Actions
Medium Humanoid, chaotic neutral Taunt. Husky targets one creature within 30 ft. If the
Challenge 11 (7,200xp) | Initiative +5 | Prof. Bonus +4 target can hear him, it must succeed on a DC 16 Charisma
saving throw or have disadvantage on ability checks,
attack rolls, and saving throws until the start of Husky’s
armor class hit points speed next turn.
18 65 30 ft.
(synthetic hyper- (10d8 + 10) Phase Shifter (recharge 5-6). Husky can teleport himself
weave) and anyone he is touching up to 60 ft.

str dex con int wis cha Reactions


11 (0) 20 (+5) 12 (+1) 12 (+1) 10 (0) 18 (+4)
Arc Shield (recharge 5-6). A shield of electrical energy
Saving Throws Dex +10, Cha +9 envelops Husky. He gains a +5 bonus to his AC until the
start of his next turn. In addition any creature attacking
Skills Acrobatics +9, Deception +8, Performance +8,
him with a melee weapon takes 7 (1d8 + 3) lightning
Sleight of Hand +9
damage whether or not the attack succeeds.
Damage Resistances Cold, Fire
Senses passive Perception 10 Legendary Actions
Languages Common Husky can take 3 legendary actions, choosing from the
options below. Only one legendary action option can be
Actions used at a time and only at the end of another creature's
Multiattack. Husky can make two Adamantine Cane turn. Husky regains spent legendary actions at the start of
Sword attacks or an Adamantine Cane Sword attack and his turn.
an Adamantine Knife attack. Concussion Charge (1 action). Husky fires a concussive
Adamantine Cane Sword. Melee Weapon Attack: +10 blast out of his Arc Generator. Ranged Weapon Attack.
to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing +9 to hit, range 40 ft., one target, 7 (2d6) bludgeoning
damage. damage and the creature must suceed on a DC 18
Adamantine Knives. Melee Weapon Attack: +10 to hit, Constitution saving throw or be knocked prone. Anyone
range 30 ft., Hit: 12 (2d6 + 5) piercing damage. failing the save by 5 or more is also stunned.
Arc Generator (recharge 5-6). Ranged Weapon Attack: Bait and Switch (2 actions). Husky can use his phase
+10 to hit, range 20ft cone. Hit: 22 (3d10 + 5) lightning shifter to choose a target within 60 ft. and swap places
damage. with that target, as Husky teleports to their space and they
are teleported into his.

Chapter 1 | The Tavern Local Legends 35


Starters Mains
Roasted Almonds Foraged Mushroom Strata with Swiss Chard
This salty snack is seasoned to perfection with a delicate This succulent strata is lovingly prepared with the finest
blend of garlic, rosemary, and cloves mixed with slow-roasted foraged mushrooms and greens from the forests surrounding
almonds. A Trip Away Inn. This savory treat is a guaranteed winner for
you and your friends!
Squash Galette with Sage Crust
Firebolt-Flamed Meatball Sub
This time-tested galette features a succulent combination
This cantrip-baked sandwich will leave your mouth watering
of squash and leeks from Flip’s personal garden, with fresh
with three juicy, sauce-smothered meatballs. Available with
sage, and gruyere cheese. This heavenly treat will melt in your
dragonfire-toasted buns.
mouth.

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.

Dandelion Green Grilled Cheese


Sweets Dandelion greens, picked from just outside our door, add
Buletteberry Breakfast Bundts a delightfully herbal taste to our in-house dragon-smoked
These sweet treats are the perfect indulgence to energize your Gouda. This sandwich is just the thing to fuel your mid-day
travels. Infused with the power of the mighty cockatrice melee or evening escapades.
and shaped to resemble the carapace of the most fearsome
Bulette, this breakfast bundt gives you all the fuel you need Foldable Zucchini Boat (vegan)
for your next adventure. Inspired by the famed magical boat, this succulent gourd is
filled with an elegant combination of mushrooms, zucchini,
Passionfruit Tarts onion, and garlic, all sitting inside of the boat-like shell of the
This delectable tart is filled with a blend of passionfruit hollowed out zucchini.
and lemon, topped off with the expertly neutralized and
sweetened fluff of a white pudding. The Sword Swallower's Stew
This homemade stew is infused with flavor and is the perfect
Sweet Scones: Goodberry Lemon Thyme way to warm yourself after a cold day of travel. Filled with
These sweet scones are packed full of everyone’s favorite fruit. all the familiar tastes of a home cooked meal, it reminds you
Perfect to keep you full for a day of travel or to take along for that A Trip Away Inn is the perfect home away from home.
when you need it, these scones will rejuvenate you from the
first bite to the last.

36 Chapter 1 | The Tavern A Trip Away Inn


Drinks Vorpal Sword Swallower
The allure of danger is inherent in all sentient creatures, and is
Tiefling Contortionist paramount in circus production. The Vorpal Sword Swallower
Like its namesake, this drink can be spry, bright, and bubbly comes at you initially as a shock to your system. The heat is
at first, but will sneak up on you the second you let your the first thing you notice as you take a sip, followed by the
guard down. The Tiefling Contortionist is an approachable reassuring citrus and fruity sweetness that prepares your
"Aperol Spritz" with a strong bourbon/amaro backbone and a palate for its next gulp. You handled your first one well. Test
refreshing prosecco finish. Brunch with caution. your limits by increasing the spice on round two.

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

Chapter 1 | The Tavern A Trip Away Inn 37


Pub Games
Drinking Contest
A drinking contest lasts five rounds. Everyone rolls for
initiative and begins drinking. Each round, participants must
make a Constitution saving throw. A player wins if at any
point they are the last person still in the contest. In the case
of a tie, the remaining contestants must continue on using
the round 5 table until only one person is standing.

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.

38 Chapter 1 | The Tavern Pub Games


Knife Throwing
Knife throwing lasts three rounds. All participants throw
three knives per round, as a ranged attack. Any character
proficient with knives can add their proficiency bonus. The
winner is determined by whoever scores the most points in
two out of three rounds.
Each round, any participant can spend points of their
ranged attack bonus to adjust the result of their roll and
increase or decrease the result of their throw by a number
equal to the amount spent.
For example if you have a ranged attack bonus of +5 and
roll an 18, you may spend 2 points to bump that to a 20. The
next knife thrown will be thrown with a ranged attack bonus
of +3. You can continue to do this until your ranged attack
bonus equals 0.

d20 Points
1 -5
2-5 1
6 - 15 2
16 - 17 5
18 -19 7
20 10
21+ -5

Knife Throwing Gambling


When gambling on knife throwing, characters can either
continue to ante up, round by round, or make a wager on the
overall winner of the competition.

Tavern Dice Roll-A-Day


• Each player rolls 6 dice and chooses the numbers they A Trip Away Inn seeds a small pot at 10 gp to start the Roll-
want to keep on those dice, setting them aside. A-Day game. Anyone working, and most regulars, can tell
• Roll the remaining dice, and again set aside as many as the players what the current pot is up to.
you like. • Each player has one chance a day to pay only 1 gp and roll
• Roll the remaining dice and tally your score. 4d6 for the pot.
• The player with the highest total after the third round • Required to win the pot is a predetermined combination
wins. In the case of a tie, the remaining players repeat the of the 4d6. It could be anything the GM chooses. If the
process against one another. combination required is 4, 4, 2, 6 the player must roll two
4s, one 2, and one 6 to win the pot. It does not matter the
Tavern Dice Gambling order rolled as long as the dice match.
To gamble when playing tavern dice, players should ante • Once the pot is won, 10 gp is taken from the winnings to
up using an agreed upon amount. Each consecutive round, seed the next pot and Flip encourages the winner to buy
players can choose to pay the ante again to remain in the the bar a round to avoid any bad luck.
game or fold. The winner takes the pot once all other players
are eliminated.

Chapter 1 | The Tavern Pub Games 39


40 Chapter 1 | The Tavern A Trip Away Inn
Strength Test (High Striker) Liar's Dice
The high striker is a simple strength test, designed to show • Each player privately rolls 4d6, generally in a cup, hiding
off your physical prowess. Flip’s high striker has ‘Test Your the result from the other players.
Strength’ running up the height of the machine in yellow • Each player takes turns predicting the total quantity of
painted letters. A pad sits at the bottom, with a long-handled specific face values (numbers rolled on the dice) of all the
mallet leaned up next to it. Whenever someone hits the pad, other players at the table, with each consecutive player
a small glowing magical ball is bounced vertically by the either bidding a higher quantity of the same face, bidding
force, illuminating a series of numbers as it rises to its peak. any quantity on a higher face, or calling the bluff.
Anyone able to ring the bell at the top with their feat of
• Once a bluff is called, everyone reveals their dice.
strength is rewarded with one free drink.
• If the player who called the bluff is correct and the bidder
Magic and the High Striker is wrong about the number of dice, the bidder must
This high striker has been treated with a complex enchantment remove one die from their cup.
to attempt to dissuade cheating. Any spell cast on the striker • If the bidder is correct, the person who called their bluff
will be reflected back at the caster. If this spell deals damage must remove one die from their own cup instead.
it will be bounced back as a non-lethal concussive force, often • After the bid is called, the winner takes the pot. The next
strong enough to knock the caster to their feet. round now begins with one player down one die.
In order to take a swing on the high striker, one simply
has to slam the mallet down on the rubber pad as hard as
Example
they can. This requires a strength check. More seasoned or There are four players. Lord Léanin sees he has two 4s
cooler-headed individuals, however, realize that a high striker showing and bids there are four total 4s on the table. Dreet
doesn’t just require a hard hit, but a precise one. Anyone is the next player, and must either increase the number of
attempting to hit the high striker can therefore make a 4s she says she believes are on the table or guess a number
Wisdom check before swinging the mallet, to determine the of 5s or 6s showing. Dreet has rolled three 1s and one 5, so
best angle and point of impact. she bids there are two 5s. Bartleby is the third player and has
rolled two 2s, a 3, and a 6. Bartleby is daring, though, so she
Wisdom check Result bets there are three 6s. Izak is fourth, and has rolled three 1s
and a 6. He’s too anxious to call Bartleby’s bluff, knowing
1 - 10 No effect. there could be another 6 out there, so he must raise it. He
Advantage on your Strength check to bets there are four 6s. Dreet calls Izak’s bluff, the dice are
11 - 19
swing the hammer. revealed, and Izak is declared the liar. He removes one die
+5 to your Strength check when from his cup. As the winner, Dreet starts the next round.
20+
swinging the hammer.
Liar's Dice Gambling
Strength To gamble on liar’s dice, players can purchase a number of dice
Result
check from 1 to 5 on an agreed amount per die. All of the money
There is a "Wah Waaah" sound effect, spent to buy dice is put into the pot. At the end of the round,
1 and ghostly magical letters appear saying, before a new round begins, players can choose to fold and
“Is that all you’ve got?” take back half of the buy-in amount for each remaining die.
Magical letters appear saying,
2-5
“You’ve got the strength of a sentient shrub.”
Magical letters appear saying,
6 - 14
“Strong as an owlbear.”
Magical letters appear saying,
15 - 17
“Mighty as an ogre!!!!”
The lights begin pulsating and the sound
of a crowd cheers, as magical letters
18 - 24
appear, flashing
“As powerful as a dragon!!”
Confetti explodes and fireworks go
25+ off around the high striker, alerting
everyone in the tavern to your triumph.

Chapter 1 | The Tavern A Trip Away Inn 41


The Circus Gambit
The Circus Gambit is a special race Flip holds every month.
Obstacle Time Added per Failure
The course is made of a series of different obstacles, each racer
competing one at a time for the best time. The beginning 1 6
of the obstacle course is sixty feet east of the bathhouse, 2 6
marked by two standing stones. Multicolored flags span
3 3
trees throughout the course. Magic is not outright forbidden
during the contest, but it is frowned upon. 4 6
The entry fee for the Circus Gambit is 50 gp. Flip takes 25 5 12
gp and the rest is put into a prize pool, given to the winner
Obstacle 1 - Rope Climb - 6 seconds
of the Gambit. Each month at least five locals try their hand
at winning, but are always bested by some of the travelling The first obstacle the racers meet is a 20 ft. wooden wall
adventurers. The current record holders are actually the twins, with a rope hanging from it. Climbing the wall requires a
Tia and Mia, both with a time of 1 minute and 14 seconds. successful DC 14 Strength (Athletics) check.
Obstacle 2 - Suspension Bridge - 48 seconds/12
Rules seconds
Each obstacle takes a minimum time to complete, listed The second obstacle the racer faces is a slatted suspension
with that obstacle. However GM’s can subtract additional bridge, spanning 60 ft. across and with the slats placed 6
time from each event for clever thinking. Each obstacle ft. apart. Choosing to carefully navigate across the bridge
also has a penalty amount, according to the chart below. A takes 48 seconds to move slowly from slat to slat. Crossing
character’s movement speed also plays into how quickly they the bridge quickly requires a successful DC 16 Dexterity
can complete the obstacle course. A racer should face every (Acrobatics) check. On a successful check, only add 12
obstacle, tracking the time it takes them to complete each one. seconds to your time. After five failed checks, they have
In order to determine how quickly you made your way stumbled their way across the bridge and proceed to the next
through the obstacle course, add together the following values: obstacle.
(Movement speed + sum of all obstacles + sum of all Obstacle 3 - Illusory Ladders - 6 Seconds
failures) - GM bonus points.
At the end of the bridge, the racer faces their third obstacle.
Five ladders lean against a ledge, leading up from the bridge
Movement Speed Time Added platform to a ledge 40 ft. above. Four of the five ladders are
illusory. The GM can choose a correct ladder and let the
25ft 48 character guess or use the chart below for anyone choosing to
30ft 40 guess. A detect magic spell quickly reveals the correct ladder.
35ft 34
40ft 30 Percent Chance of
Number of Ladders
Correct Guess
45ft 27
50ft 24 5 20%
55ft 22 4 25%
60ft 20 3 33%
65ft 18 2 50%
70ft 17
Obstacle 4 - Shifting Stones - 18 Seconds
75ft 16
As the racer reaches the top of the ladder, they’re faced with
80ft 15 their fourth obstacle: a long 90 ft. pool of water, with stones
85ft 14 appearing and disappearing at the surface. Any character
90ft 13 spending 6 seconds (added to your time) to observe the
pattern of the moving stones gains advantage on checks to
navigate their way across the pool. Running across the pool
requires a successful DC 16 Dexterity (Acrobatics) check.
Racers can fail this check up to five times before making it
to the other side.

42 Chapter 1 | The Tavern A Trip Away Inn


Obstacle 4 - Tightrope - 6 seconds
After crossing the pool, a small ramp leads up to the final
obstacle: a tightrope spanning a 30 ft. chasm. Trying to
jump across the chasm will result in one failure, as the
racer smashes into an invisible wall of force 6 ft. above the
tightrope. Crossing the tightrope requires a successful DC
18 Dexterity (Acrobatics) check. Any character failing the
check falls safely onto a pad 60 ft. below, and must run back
to the top to attempt to cross again.

Chapter 1 | The Tavern A Trip Away Inn 43


44
45
The Circus Comes to Town

Bink Krongovsko, Flip’s father (He/Him)


As you get closer to A Trip Away, there are the sights and The choreographer and base of the group, his barrel chest and
sounds of industry. A caravan of brightly colored carts and age belie a nimbleness that has never waned in his hundred-
wagons has created a semi-circle behind the tavern, and a plus years in the circus. Gnomes aging as they do, he has seen
team of roustabouts are hard at work. On the ground is a vast other acts rise and fall, but the Krongovsko have persevered,
canvas, lying loosely in wrinkled folds of red and white, and cementing his belief that it is both a pride and a duty to
culminating in a small, pitched tent of the same colors at the continue the act. With the heart of a traditionalist but the
center. As you watch, teams of workers hoist four enormous mind of a crowd-pleaser, he has managed to keep the Flying
wooden posts to standing positions, until they tower eighty Krongovsko current and exciting through the years.
feet into the sky. As you squint, you can make out four small Bink has grudgingly accepted- if not forgiven- the fact
figures, who stand up from where they had been sitting that Flip is the first ever Krongovsko to leave the circus. His
among a system of pulleys at the top of each post. Each figure passive-aggression seems to have mostly manifested in the
is clutching a rope and, at a prearranged signal, they leap assumption that A Trip Away is essentially a family-owned
backwards and begin to abseil down the posts, disappearing establishment, and Flip accepts this as the cost of peace.
through holes in the canvas as it rises to meet them. All of a When the circus is in town, four of the rooms in A Trip Away
sudden, the small tent in the middle is the mountain’s peak will be occupied by the four family members. He’s also not
of a glorious red-and-white big top.. You spot Tia and Mia happy with the Krongovsko banner above the bar, seeing it as
among the crowd of workers, and Nix is sat on a barrel with a suggestion that they’re all washed up, rather than just Flip.
a small mug of steaming tea, watching the business.
Bixi Krongovsko, Flip’s mother (She/Her)
Born into a mining family, Bixi’s future looked to be
The Flying Krongovsko centuries of diligent engineering deep below ground. While
The Flying Krongovsko are living legends on the carnival out on an inventory trip one day, she happened to see the
circuit. Three generations of gnome tumblers have delighted circus roll through town. The young gnome felt a pull she
audiences across the world and, if Bink’s stories are to be had never felt before and, on impulse, hopped into the cart
believed, once or twice beyond it. It’s a dual point of pride carrying the big top, hiding herself away among its stripey
that they never use a net and haven’t had an accident in 200 folds. When she was discovered, she convinced the owner
years, and even that was more the earthquake’s fault than to make her useful, and ended up designing many of the
theirs. Krongovsko is both the singular and plural term for lighting apparatuses that are still in use to this day. During
the family members. that time, she met and apprenticed under a young Bink
Krongovsko, eventually marrying him and becoming a
With this pedigree, it was even more astounding to the member of the famous family.
family that Flip chose to leave. The clan seems to have each
made peace with it in their own way, but the issue has never Given her own life before the circus, Bixi is perhaps the
been totally resolved. most incredulous at Flip’s decision, though she is also the
most tight-lipped on the subject. She loves her child very
Bink has grudgingly accepted, if not forgiven, the fact much, but can’t help but see Flip’s rejection of the circus as
that Flip is the first ever Krongovsko to leave the circus. His rejection of family.
passive-aggression seems to have mostly manifested in the
assumption that A Trip Away is essentially a family-owned Trip Krongovsko, Flip’s older brother (He/Him)
establishment, and Flip accepts this as the cost of peace. Trip’s personality lends itself to excess: if some is good, more
When the circus is in town, four of the rooms in A Trip Away is better. If people are drinking, he’ll drink double; if people
will be occupied by the four family members. He’s also not are telling stories, he’ll listen all night; if there’s anything
happy with the Krongovsko banner above the bar, seeing it as to be climbed, he’s already on top of it. His attention waxes
a suggestion that they’re all washed up, rather than just Flip. and wanes with each new excitement that comes along, and-
coupled with the sense of invulnerability that comes with
trapeze work- it’s had him in trouble more than once.

46 Chapter 1 | The Tavern Top of the World Circus


Trip understands how Flip’s temperament led them away Other members of the Top of the World:
from the circus and doesn’t begrudge it, while he himself is a
willing addict to the touring life. He always loves the first day Flora (She/Her)
at A Trip Away, meeting the new locals and seeing what Flip Tiefling contortionist, 19. Note: Flora is also the illusionist
has done with the place, but is moody and wanderlust-y by for the big top show and Trip’s ‘Guess his Weight’ stand.
day three. Ever itchy to move on, he is currently pushing for Flora joined the circus after the Trip Away gang left, and
the Top of the World to travel farther and farther afield into thinks of them with slight awe. If they players are visibly
wilder and wilder territory. If the players mention a far-flung friendly with the tavern staff, she will share the following
region they’ve visited, there may be a familiar striped tent rumors she’s heard over the years:
next time they pass by.
• The night they left, exactly half of that evening’s takings
Pippi Krongovsko, Flip’s younger sister (She/Her) disappeared as well. Captain Pratt has always assumed it
The youngest of the Krongovsko, Pippi has never sustained was Tia & Mia, but has never been able to prove it.
so much as a bruise in the family’s act. Whip-thin but built • The loss of Estabôn’s cooking was a major blow to morale.
of steel cables, her small frame is that of an athlete in peak Years ago, Captain Pratt heard rumors of a dragonborn
physical condition. Currently the brains of the business, she chef going on the run from a royal court hundreds of
has proven herself the shrewdest hands to hold the purse miles away, but kept it to himself. Ever since Estabôn left,
strings, and always keeps a close eye on Trip’s spending habits he’s been sharing his suspicions with everyone.
when he’s in town. • She believes Bink Krongovsko is privately devastated that
Pippi misses Flip dearly, and wishes they would re-join the Flip left, and misses his child dearly. She thinks he treats
act, purely so they could be a family again. If anyone could A Trip Away like a family business as a way to pretend Flip
persuade them to come back on the road, it would be Pippi, never left.
but her love for Flip prevents her from trying to change Captain Antipholus Pratt (He/Him), Human, Ringmaster, 60s.
their mind.
Liara (She/Her), Wood-Elf, Tattooed Wonder, 20s.
Delton (He/Him), Human, Strongman and Werewolf, 40s.
Milik (She/Her), Human, Owlbear Tamer, 30s.
Coot, Hoot and Holler, Owlbears.

Chapter 1 | The Tavern Top of the World Circus 47


Circus Ground Attractions
Entrance and Gifts Kiosk, operated by Flora ‘Granny Suzie’, operated by Pippi Krongovsko

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.

48 Chapter 1 | The Tavern Top of the World Circus


‘Feed the Owlbears’, operated by Milik If the correct answer is somehow attained, a grinning Trip
will give the contestants the pot, amounting to 15 gp and
asks them to keep the trick to themselves.
A dark-skinned woman with a kindly smile lounges outside If identified, and if the adventurers ask about A Trip Away,
a temporary enclosure, inside which three bizarre creatures Trip will cheerily share the following:
mill about, two of them smaller than the third. Their • The tavern is named after him, because he is Flip’s
hulking frames are a mix of fur and feathers, and even the favourite sibling.
smaller two must weigh 200lb. A sign in gaudy lettering
reads ‘Coot, Hoot and Holler: feed the world’s most • Tia and Mia confided in him that they were princesses in
talented owlbears. A copper a rat’. disguise who joined the circus to escape arranged marriages.
• One time, a foreign-looking audience member spotted
Estabôn, and started pointing and shouting excitedly
For 1 cp, the adventurers can throw a dead rat to one of at him in a language that Trip didn’t understand. Trip
the owlbears. Unofficially, Milik will take a payment of 10 sp watched Estabôn hurry the man away to a private corner
to go into the enclosure with the adventurers to let them pet and push a bag of money into his hand. Trip didn’t see the
the beasts. All three owlbears are incredibly tame, but know man again for the rest of the show.
the hustle is to look fierce. They will not respond hostilely to
anything short of obvious aggression towards them or Milik.
‘The Tattooed Wonder’, operated by Liara
Milik has been with the Top of the World since before Flip
left, and remembers the whole gang fondly. If asked about
the staff members of A Trip Away, she will reveal some or all In an open-sided caravan covered in fantastical artwork, a
of the following: slim, muscular elven woman sits at a table. Her silk gown
has been custom-made to reveal as much as possible of
• Flip once confided in her that they set Nix free because they
a full-body tattoo of a three-headed serpent, inked in a
sensed another lonely soul. Flip has never told this to Nix.
manner reminiscent of scrimshaw. The body winds its way
• Tia and Mia like to play tough, but they both have a real up from her left ankle, up her leg and coils around her
soft spot for animals. More than once, Milik would find torso. The body then splits into three necks, two of them
them at night, curled up asleep with Coot. winding themselves down her arms, and the third up and
• During lean times, Estabôn once or twice served roadkill, around her neck. Two of the heads sit in the palms of her
intended for the owlbears, to the company. hands, while the third stares out from her face, its right eye
sitting over her left, giving it an uncanny appearance of life.
‘Guess his weight’, operated by Trip Krongovsko
As you stand next to a booth with a colorful sign reading For a fee of 8 gp Liara promises to give you the tattoo of
‘Guess his weight and win the pot!’, a curtain is drawn back your dreams. After hearing the desired design, she will sit
from a booth to reveal an elderly dwarf, in full plate armor, with the customer at her table:
standing next to an oversized set of scales.
Contestants are asked to guess his weight within 5lb for 5
cp. The prize is the pot: a brass bucket filled with that day’s The elf takes each of your hands in hers, palm to palm, and
failed guesses. looks deep into your eyes, concentrating. She blinks, and
her left eye suddenly has the slitted pupil of a snake, as you
A successful DC 15 Wisdom (Perception) check suggests feel a sudden stabbing pain in each hand. You jerk away in
that a dwarf that stocky, with that much armour on, should time to see four small puncture marks- two in the palm of
weigh ~215lb. A successful DC 20+ Wisdom (Perception) each hand- fade away, as the tattoo emerges on your skin,
check suggests that the dwarf weighs 223lb. exactly as you had pictured it.
A successful DC 18 Wisdom (Insight) check or detect
magic spell will reveal that this dwarf is an illusion (if the
illusion is dispelled, the individual is revealed to be Trip Liara knew all of the Trip Away staff well when they were
Krongovsko himself). part of the circus, but will not be drawn on details about them,
saying that nothing can really be trusted as true in the circus.
Whatever weight is guessed, the dwarf adds labeled metal
plates to one side, before climbing onto the other. Trip
weighs 42lb.

Chapter 1 | The Tavern Top of the World Circus 49


The Big Top Show
‘Antipholus Pratt’s This gets a happy and obligatory groan from the audience,
Top of the World Circus Presents…’ which he takes in stride.
“So sorry to deceive you with that-there-visual-trickery-back-
GM’s note: The tone of the circus is cheery family then. I hope we haven’t got off on the wrong foot”.
entertainment, and the ringmaster’s tone and banter are
He points at his sandled foot, does a large double-take,
lovingly hacky. This is an example of a typical big top
and it changes to a matching black boot, for which he looks
performance at the Top of the World Circus.
relieved.
The circus tent is 100 feet in diameter and 80 feet high. The “There we are then. I am your ringmaster for the evening,
central ring is 42 feet in diameter. It has capacity for 400 Captain Antipholus Pratt, and from now on, everything you
audience in seating on three sides; the fourth is taken up by see will be real, I guarantee- you came here for magic, not
two food stands either side of a tent flap to backstage. ILLUSION!”
The show itself takes place an hour after sunset each night. Amid the laugh that follows, a blonde gnome (Trip) in
The audience is invited inside with the booming of a gong, brightly colored pantaloons emerges from the back flap of the
arranging themselves shoulder-to-shoulder on long wooden tent, juggling flaming knives on the back of a snarling young
benches around a central ring. copper dragon, riding clockwise around the ring.
Suddenly, the lights in the tent go out, and a hushed, Captain Pratt looks suitably irritated:
excited silence falls. In the middle of the ring, two small “Here, I said everything would be real-“
figures, their faces hooded, bring forward a brazier, and-
without ceremony- light a small fire. They exit, leaving the He points the riding crop at the creature, there is the flash
crackling flames the only sight and sound in the ring. of a dispel magic spell, and the gnome is now sat astride a
small fat pony, juggling apples.
There is a slow tapping sound, and a shrunken old man
in a shabby robe shuffles forward, a wobbling cane clicking As this happens, a second gnome (Pippi) comes out of the
on the ground as he walks. He stands in front of the brazier, back flap, anti-clockwise, juggling apples on the back of a
his dull grey beard and eyebrows underlit by the wafting unicorn. Captain Pratt looks comically furious:
firelight. He coughs, and begins to speak in a reedy voice: “You wretched gnomes! I promised these good people
“Ahem. Ladies and and and gentlemen...” reality-”

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

50 Chapter 1 | The Tavern Top of the World Circus


shadow performs an eerie dance all of its own. There is the again. To finish, each gnome finds themselves on a high-
team of equestrians, who gallop at incredible speeds around wire above the crowd. One by one, they hop onto shoulders,
the ring, performing trick mounts and dismounts. There until there is a swaying gnome totem pole hovering above the
is the tiefling girl (Flora) who contorts herself, unscathed, audience. The thick-set gnome at the bottom puts two fingers
through a labyrinth of burning wires, before being loaded to his mouth and whistles. The strongman, down below,
into a large slingshot and fired by the strongman through loads something into the slingshot, and fires it up towards
increasingly small hoops, held by gnomes up among the roof the tower. With pinpoint accuracy, the payload flops onto the
supports of the tent. topmost shoulders, revealing itself to be a dummy gnome- a
A highlight for everyone is the owlbear tamer (Milik). scarecrow with straw-blonde hair, big button eyes, and a
In the full make-up of a clown, she performs a skit where goofy grin a successful DC 10 Wisdom (Insight) check
she goes about menial tasks- sweeping the ring, repainting suggests this is meant to be Flip]. The show’s gong booms
the tent poles, chatting with audience members- all while again, and the gnomes all pose for rapturous applause, before
apparently oblivious to a roaring, murderous owlbear behind dismounting.
her. The beast throws bites and swipes that would remove Captain Pratt once again assumes the center of the ring:
a head, only for the clown to duck to tie her shoelace at the “Laydeez n’ gentleman. What an evening we’ve had! You’re
right moment. The whole act is a terrifyingly choreographed the greatest crowd I’ve ever seen, and I promise you I say that
dance, that the 1200lb creature sells just as well as its tamer. every night. If you’ve enjoyed the show, tell your friends;
As a finale, the tamer turns to face the tent flap, seemingly if you haven’t, keep it to yourself. My name once again is
completely helpless at last. The owlbear raises itself to its full Captain Antipholus Pratt: from the bottom of my heart, and
height behind her, as she lets out a jaunty whistle towards the Top of the World, THANK YOU!”
backstage. At the signal, four furry figures, balance-walking
on oversized colorful balls, emerge from the flap. Two of He pulls out another small object and slams it into the
them are owlbear cubs, while the other two are clearly brazier. At once, the whole tent is filled with a thick cloud of
gnomes in comically bad owlbear cub costumes. All four red and white, caramel-flavored smoke, which- as it slowly
begin to circle the ring, as the adult owlbear does a very good clears- reveals an empty ring.
impression of confusion, before leaving the ring in a huff, to
the delight of the audience.
At last, Captain Pratt announces the final act of the night.
A rectangular canister is fitted at an angle over the central
brazier in the ring. Captain Pratt pulls a small white stone
from his pocket and, with a flourish, drops it in. With a hiss,
a bright beam of pale green light illuminates the roof of the
big top, as the other lights are extinguished.
A small figure (Pippi) slowly descends on a thin streamer
from a hole in the very point of the tent. She rotates gently, as
a drumbeat builds, then- without warning- she drops like a
stone towards the ground. There is barely enough time for the
audience to scream when, mere feet from the floor of the tent,
she is snatched out of the air by a second gnome on a trapeze
(Bixi). However, mere moments after that life-saving catch,
the trapeze snaps, and both gnomes arc towards a portion of
the audience, who scrabble to get out of the way, before both
gnomes are again caught by two more on two other trapezes
(Bink and Trip). So continues an act that only ever seems
seconds away from disaster, as tiny tumblers rebalance, catch
themselves and others, before experiencing a mishap and
falling back to certain injury or death, only to be swept up

Chapter 1 | The Tavern Top of the World Circus 51


Chapter 2

Merchants & Player Stalls


Merchant Stalls

A Trip Away Inn's Merchants Random Merchant


A Trip Away Inn is a temporary home to many traveling
D12 Merchant
merchants. There are four tent stalls that Flip keeps
reserved to rent to these travelers. They can be vendors of 1 Phileas Lackett (musical instruments) pg. 53
your creation or any of the following merchants, designed 2 Englebert Proudfoot (general goods/fence) pg. 54
to come and go as you please. The inventories provided
are just a suggestion, as well as the quantities of items the 3 Gnull (animal merchant) pg. 55
merchants are carrying. Feel free to adjust the prices and 4 Loveck Haverstock (potions) pg. 56
quantities of available goods, as well as adding or removing 5 Hasha Issi (armor and shields) pg. 57
items from the shop inventories. If you use the dice rolls 6 Kitaela Kragblade (weapons) pg. 58
to determine shop inventory, any negative numbers are
considered out of stock. All stock inventories are meant to 7 Hasha Atkar (ammunition) pg. 59
refresh each time a merchant returns to A Trip Away Inn. 8 Ma Motwicke (magical clothing & jewelry) pg. 60
9 Brother Beleric (blessings) pg. 61
10 Willor (scrolls/forgeries) pg. 61
11 The Broker (magical weapons) pg. 62
12 Amara Balfil (magical items) pg. 63

Merchants

Musical Instruments Item Stock Price


Phileas Lackett (He/Him) • Gnome Flute 1d6 2 gp
Drum 1d4 6 gp
Phileas is a romantic and a craftsman. Flappable and prone
to weeping, the young gnome can hardly bear to part with Horn 1d4 6 gp
his creations, all of which he has named. He is a terrible Bagpipes 1d4 8 gp
salesman, and will increasingly raise the price on any stringed Dulcimer 1d8 25 gp
instrument the characters are interested in, in the hope Lyre 1d4 25 gp
that they will lose interest. He occasionally stocks brass or
percussion instruments- against his better taste and judgment- Lute 1d4 30 gp
and will let them go very easily, not even bothering to haggle. Viol 1d6 30 gp
Once or twice, to no one’s greater surprise than his own, he Pipes of Haunting 1 1,000 gp
has created a magical instrument, although he has absolutely Pipes of the Sewers 1 1,000 gp
no idea how, and no conceivable way of replicating it.
Chime of Opening 1 3,000 gp
Discount Horn of Blasting 1 8,000 gp
If a character can convince Phileas to let them test a Hypnotic Viol 1 5,000 gp
stringed instrument, and succeeds on a DC 18 Charisma Lute of the Trickster 1 6,000 gp
(Performance) check, a joyfully sobbing Phileas will gift Conch of Poseidon 1 1,000 pp
them the instrument for a single coin of their choosing.

Chapter 2 | Merchants & Player Stalls 53


Englebert is a part of your local or regional thieves guild
and can have frequent contact with the guild members. If
any of the characters is a member of the guild, Engelbert
can easily pass on jobs or communications from the guild
to the characters.

Item Stock Price


Torch 1d10 1 cp
Piton 1d12 + 3 1 cp
Signal Whistle 1d4 5 cp
Flask of Oil 1d10 + 1 1 sp
Ball bearings (bag of 1d12 1 gp
1,000)
Bag of 20 Caltrops 1d6 1 gp
50' of Hemp Rope 1d8 1 gp
General Goods/Fence Grappling hook 1d4 2 gp
Hooded lantern 1d10 5gp
Englebert Proudfoot (He/Him) • Halfling
Hunting trap 1d12 5 gp
Englebert poses his business as a sort of general store, but it’s 50' of Silk Rope 1d4 10 gp
quickly apparent to any characters that can read the subtly Potion of healing 1d6 50 gp
placed thieves' cant around his shop that he’s willing to deal
with goods that may have been stolen from their owners. Flask of Alchemist’s Fire 1d6 50 gp
Englebert looks much younger than his ninety years. For Vial of Antitoxin 1d8 50 gp
a time he lived a life of adventure, ransacking tombs and *Bag of Holding 1 500 gp
time-forgotten structures. His aversion to danger eventually *Boots of Elvenkind 1 650 gp
led him down his current mercantile path. However, his
sticky fingered tendencies have led to a business that’s not *Immovable rod 1 700 gp
entirely on the up and up. Englebert is eager to deal with Spyglass 1d8 1,000 gp
any sort of adventuring type, longing for stories that remind *Bag of Beans 1 6,000 gp
him of his youth and the adrenaline rush of the unknown. *Elven Chain 1 6,000 gp

Discount *Exclusive Item (Englebert only makes these items


Any character that can subtly signal to Englebert that they known to fellow thieves)
are a fellow thief will receive a 10% discount on any goods
in his store. In addition, Englebert will be willing to buy
obviously stolen items with no questions asked, and will
also sell any of his exclusive items.

Tapestry Option

54 Chapter 2 | Merchants & Player Stalls


Animal Merchant Animal Stock Price

Gnull (They/Them) • Half-Orc Bat (common) 1d4 4 cp


Cat 1d4 3 sp
Gnull is intimidating at first glance. His hulking, muted Dog 1d4 3 sp
green muscles ripple out of a leather jerkin that struggles to
Badger 1d4 - 2 8 sp
stay clasped. His well-kept hair is tied back into a raven-black
topknot. The intimidating first impression falls away quickly, Weasel 1d4 - 2 8 sp
however, with casual observation. Gnull handles each of Goat 1d4 4 gp
the animals that have found their way into his care with the Vulture 1d4 - 3 5 gp
gentlest loving touch. He sees himself more as a caretaker
Flying Snake 1d4 - 2 10 gp
and matchmaker than a merchant, taking the placement of
every creature in his care as seriously as if he were finding a Raven 1d4 - 3 12 gp
home for his own child. As such, he can be particular about Eagle 1d4 - 2 23 gp
who he’s willing to sell one of his little beasties to. Most Owl 1d4 - 2 25 gp
of the animals in Gnull’s care find themselves there due to
Boar 1d4 - 2 30 gp
some unfortunate circumstance that left them injured or
abandoned. He carefully rehabilitates the creatures and finds Baboon 1d4 - 3 40 gp
them suitable caretakers. In doing so, Gnull also teaches the Panther 1d4 - 2 100 gp
creatures in his care basic commands in Common, to help Bear (Black) 1d4 - 3 150 gp
ease the transition to their new caretaker.
Giant Spider 1d4 - 3 200 gp
Discount *Owlbear Cub 1d4 - 1 200 gp
Tiger 1d4 - 4 250 gp
Any characters with a natural affinity for nature will have
an easier time dealing with Gnull. If he detects a mutual Lion 1d4 - 3 300 gp
respect for the natural world, he is likely to offer up to a 25% Bear (Brown) 1d4 - 3 325 gp
discount on any of his stock. Dire Wolf 1d4 - 3 500 gp

*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.

Chapter 2 | Merchants & Player Stalls 55


Potions
Loveck Haverstock (He/Him) • Gnome Mystery Potion Effects
Loveck Haverstock is a gnome adept at brewing all manner
of potions. He travels near and far, collecting ingredients Minor Effect
to brew anything from simple healing potions to potions d6 Effect (all effects last 1 hour)
capable of allowing you to breathe underwater. His
wanderlust keeps him from setting up shop in any location 1 You gain the overwhelming stench of onion.
for too long, and he will often move on from a place after Two inches of fluffy, white and black fur sprouts
only a day or two. He is erratic and scatterbrained, often 2 out across your whole body, making you resemble
jumping from one point of conversation to the next, rapidly, a panda.
and expecting you to keep up. He loves to hear suggestions You gain the ability to float 1 foot above the
of places to travel next, especially if there are new or rare 3
ground, and have a floating speed of 30 feet.
ingredients for him to try in his potions. If he happens to
Your eyes turn a deep purple, and you gain the
be at the tavern when the circus is there, he’ll often stay and
4 ability to see in non-magical darkness for 40 feet
follow them as they leave, insisting that traveling with them
as though it were dim light.
for a time is always quite profitable. He also has a small
pseudodragon pet, named Aeris, that constantly flitters from Your hair turns white, and anything you touch is
his shoulder to different perches around his merchant tent. 5 covered in a thin layer of frost. Your skin becomes
He and Strychnine do not get along, and he will often move extremely cold to the touch.
along quickly if she’s currently visiting the tavern. Anytime you try to talk, others hear nothing
6 but gibberish, but as far as you can tell you are
Discount speaking clearly,
If a character can appeal to Loveck’s wanderlust, and show
that they too are travelers and love life on the road, he will
offer a 10% discount on the prices of all potions. Major Effect
d6 Effect (all effects last 1 hour)
Item Stock Price
You lose 1d6 Strength, and your body withers and
*Mystery Potion 1d4 50 gp 1
thins.
Potion of Healing 2d6 50 gp You grow a set of antennae at the top of your head
Potion of Climbing 1d8 75 gp 2
and can take one additional reaction per round.
Potion of Greater Healing 1d10 + 3 275 gp You can use your reaction to absorb any 3rd-level
Potion of Water Breathing 2d4 300 gp 3 spell or below that targets only you. On your next
Potion of Animal Friendship 1d4 400 gp turn you cast that spell as an action.
Potion of Fire Resistance 2d4 1,500 gp You gain the ability to see through any obstacle
20 feet thick or less. You can see through multiple
Potion of Cold Resistance 2d4 1,500 gp 4
walls until the combined thickness equals more
Potion of Gaseous Form 1d4 2,300 gp than 20 feet.
Potion of Giant Strength 1d4 2,500 gp Your hair begins to flow as if a gust of wind is
Potion of Heroism 1d6 2,500 gp 5 constantly blowing, and you can use your reaction
Potion of Superior Healing 1d4 + 3 2,700 gp to cast the gust of wind spell.
Potion of Clairvoyance 1d4 3,000 gp You attract a swarm of ravens that are under
your command as soon as you step outside. They
Potion of Growth 1d4 3,000 gp 6 are drawn to you and use the swarm of ravens
Potion of Diminution 1d4 3,000 gp stat block. If the swarm is reduced to 0 hp they
Potion of Mind Reading 1d4 3,000 gp are killed.
Potion of Flying 1d4 5,000 gp *The mystery potion is Loveck’s daily experimental brew.
Potion of Speed 1d4 - 1 5,000 gp He is willing to sell it at cost, as long as you promise to
Potion of Supreme Healing 1d4 2,000 pp report any effects that you experience from imbibing the
Potion of Invisibility 1d4 2,000 pp potion. Each potion has one minor and one major effect.

56 Chapter 2 | Merchants & Player Stalls


Armor and Shields Item Stock Price (Master
Crafted Price)
Hasha Issi (She/Her) • Dragonborn
Padded 1d4 5 gp
Hasha is a silver dragonborn with an affinity for metal. She Leather 1d4 10 gp
is proud but not boastful, and her armor reflects that. There Hide 1d4 10 gp
is a beauty to her work that shows how she imparts her full
Shield 1d4 10 gp (500 gp)
attention to each piece. Most of her plate and shields have
simple yet beautiful patterned linework, and some pieces Studded Leather 1d4 45 gp (4,000 gp)
even employ a Damascus steel patterning: a swirling almost Ring Mail 1d4 30 gp (4,100 gp)
hypnotic, amalgamation of metals. She is direct and to the Chain Shirt 1d4 50 gp (4,100 gp)
point when dealing with customers, offering her wares at the
Scale Mail 1d4 50 gp (4,100 gp)
proposed price and mostly unwilling to bargain. Any items
purchased will be prepared for the recipient with a mirror- Chain Mail 1d4 75 gp (4,100 gp)
like shine before being handed over. The key to her heart, Splint Mail 1d4 200 gp (4,300 gp)
however, is to request a commission. Hasha can offer any of Breastplate 1d4 400 gp (4,500 gp)
her offered armors at a master-crafted level.
Half Plate 1d4 750 gp (5,000 gp)
Plate 1d4 1,500 gp (6,500 gp)
Discount
Hasha will offer a discount of 10% on any item if a character
can convince her that they have a true appreciation for the
craft of smithing.

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.

Chapter 2 | Merchants & Player Stalls 57


Item Stock Price (Master
Crafted Price)
Sling Bullets (Bag of 20) 1d10 + 2 4 cp
Sling 1d4 1 sp (1 gp)
Greatclub 1d4 2 sp (2 gp)
Javelin 1d4 5 sp (1 gp)
Arrow (quiver of 20) 1d10 + 10 1 gp
Crossbow Bolt (quiver of 1d10 + 10 1 gp
20)
Spear 1d4 1 gp (5 gp)
Dagger 1d4 2 gp (4 gp)
Whip 1d4 2 gp (10 gp)
Handaxe 1d4 5 gp (15 gp)
Mace 1d4 5 gp (10 gp)
War Pick 1d4 5 gp (20 gp)

Weapons Battleaxe 1d4 10 gp (30 gp)


Maul 1d4 10 gp (30 gp)
Kitaela Kragblade (She/Her) • Dwarf Shortsword 1d4 10 gp (25 gp)
Longsword 1d4 15 gp (80 gp)
Kitaela is a jovial, personable character. Her long red braids
flail wildly as she works the forge. She is pale by dwarven Warhammer 1d4 15 gp (45 gp)
standards, which makes her red hair even more fiery. Her Halberd 1d4 20 gp (55 gp)
mother was a smith, and her mother’s mother was a smith, Light Crossbow 1d4 25 gp (60 gp)
so she inevitably fell into the family business. She spent
Shortbow 1d4 25 gp (60 gp)
several years working for a far away empress as the empire's
chief bladesmith, but the pageantry she was expected to Rapier 1d4 25 gp (60 gp)
keep up as a part of that job was more than she could bear. Scimitar 1d4 25 gp (60 gp)
Since then it’s been a life on the road, seeing new places Greataxe 1d4 30 gp (70 gp)
and people, and making friends everywhere she goes. She
Heavy Crossbow 1d4 50 gp (110 gp)
is happy to spend her evenings drinking in the tavern,
listening to Sirni’s tall tales, or challenging the Two- Longbow 1d4 50 gp (110 gp)
Timing Twins to a knife-throwing contest. Kitaela will take Greatsword 1d4 50 gp (110 gp)
commission work, offering master-crafted versions of any Hand Crossbow 1d4 75 gp (310 gp)
weapon she has on sale.

58 Chapter 2 | Merchants & Player Stalls


Item Stock Price
Sling Bullet (Bag of 20) 1d10 + 10 4 cp
Arrow (Quiver of 20) 1d10 + 10 1 gp
Bolt (Quiver of 20) 1d10 + 10 1 gp
Flame Sling Bullet (5) 1d6 + 2 20 gp
Flame Arrow (5) 1d6 + 2 25 gp
Flame Bolt (5) 1d6 + 2 25 gp
Cold Sling Bullet (5) 1d6 + 2 20 gp
Cold Arrow (5) 1d6 + 2 25 gp
Cold Bolt (5) 1d6 + 2 25 gp
Acid Sling Bullet (5) 1d6 + 2 20 gp
Acid Arrow (5) 1d6 + 2 25 gp
Acid Bolt (5) 1d6 + 2 25 gp
Slow Sling Bullet (5) 1d6 + 2 70 gp
Slow Arrow (5) 1d6 + 2 75 gp
Slow Bolt (5) 1d6 + 1 75 gp
Grease Sling Bullet (5) 1d4 + 1 125 gp
Ammunition Grease Arrow (5) 1d4 + 1 150 gp
Hasha Atkar (She/Her) • Dragonborn Grease Bolt (5) 1d4 + 1 150 gp
Efficient Quiver 1d4 3,000 gp
Hasha Atkar is the younger, hot-blooded sister of Hasha
Issi, the armorer. Her silver skin is slightly lighter than *Arrow of Slaying (Commissioned) 4,000 pp
her sister’s, and Issi has a whole head on her in height. *Bolt of Slaying (Commissioned) 4,000 pp
After a childhood and adolescence in her sister’s shadow,
Atkar has made it her mission to outsmart her sister, and *Any commissioned bolt or arrow of slaying takes 5 days
now devises stronger and more devious ammunition, to complete.
specifically intended to outwit her sister’s designs. She
cannot bear to be in the same marketplace as Issi, and the Flame Arrow/Bolt/Bullet:
sisters will never have a stall set up at the same time. The On a successful hit add 1d4 fire damage.
competition is entirely one sided, and Issi accepts it with a Cold Arrow/Bolt/Bullet:
patience that Atkar finds utterly infuriating. Atkar can also On a successful hit add 1d4 cold damage.
be commissioned to construct arrows or bolts of slaying, Acid Arrow/Bolt/Bullet:
though this process will take time. On a successful hit add 1d4 acid damage.
Grease Arrow/Bolt/Bullet:
Discount When this arrow impacts a surface, slick grease covers the
If a character is visibly wearing an item crafted by Hasha ground in a 10-foot square, centered on the impact, and
Issi, Hasha Atkar will offer them a 25% discount if she can turns it into difficult terrain for the duration. When the
hold and study the item, looking for weak points to exploit. grease appears, each creature standing in the radius must
succeed on a DC 12 Dexterity saving throw or fall prone.
A creature that enters the area or ends its turn there must
also succeed on a DC 12 Dexterity saving throw or fall
prone. This grease is flammable.
Slow Arrow/Bolt:
Any creature hit with this arrow/bolt has their movement
reduced by half until the end of their next turn.

Chapter 2 | Merchants & Player Stalls 59


Magical Clothing & Jewelry Item Stock Price

Ma Motwicke (She/Her) • Halfling Ring of Warmth 1 500 gp


Ring of Telekinesis 1 1,000 pp
With a face that is more smile lines than features, and so Cloak of Protection 2 1,000 gp
tiny that she is often mistaken for a gnome, Maggy ‘Ma’
Motwicke is a local legend. An unrivaled seamstress, Ma Boots of Striding and Springing 1 1,200 gp
Motwicke has provided suits, gowns, coats and cloaks for Cloak of Elvenkind 2 1,200 gp
half the local nobility over the past century, but also has a Robe of Useful Items 1 1,200 gp
soft spot for those in need. Many is the pauper’s wedding Boots of Speed 1 1,400 gp
where a bride or groom, stepping out for the first time, has
amazed onlookers with a magnificent ensemble- fitted to Brooch of Shielding 1 1,500 gp
perfection- that mysteriously appeared on their doorstep Slippers of Spider Climbing 2 1,500 gp
overnight. Rather uncannily, Ma always delivers what people Boots of Levitation 1 2,000 gp
need, rather than what they want. She has the somewhat Ring of Evasion 1 2,000 gp
maddening habit of entirely ignoring any design requests,
no matter how much they were agreed upon to begin with. Cloak of Displacement 1 4,000 gp
The item she produces will unerringly be more remarkable Ring of Spell Storing 1 5,000 gp
and flattering than the one proposed, and no one ever leaves Necklace of Adaptation 1 5,000 gp
unhappy, even if they feel like they want to. Amulet of Health 1 6,000 gp
Ring of Protection 1 8,000 gp
Discount
Robe of Eyes 1 1,000 pp
Ma Motwicke sees something in people that even they don’t,
Robe of Stars 1 3,000 pp
and will tailor her offerings accordingly. If a character asks
for a specific piece, she will kindly respond that it’s not what
they really need, and instead offer them a 20% discount on a
different, specific item.

60 Chapter 2 | Merchants & Player Stalls


Scrolls/Forgeries Blessings/Enchantments
Willor (She/Her) • Human Brother Beleric (He/Him) • Human
Willor is a bookworm, with a love of the written word. She Brother Beleric is the beardy and unkempt priest of a local
has full alopecia and wears thick round glasses that she temple, and appears to be perennially hungover. His drinking,
doesn’t need, in order to appear more bookish and harmless profanity, and general lack of any kind of reverence might
to customers. Outwardly, she is an eclectic and eccentric well be the reason why he has been posted to A Trip Away-
seller of books and magical scrolls, and waxes lyrical on far outside any major conurbation and unable to do any
random trivia. She is, in fact, an incredibly accomplished damage- doling out minor blessings in return for donations.
forger, and makes most of her money from fake spell scrolls. His faith is rock solid, however, and he would argue that it is
If a detect magic spell is used in her presence to ascertain politics he has no time for, not piety. Being stationed outside
that a scroll is non-magical, she will confidently explain A Trip Away has its perks, and he has a respect bordering on
that the scroll doesn’t become magical until the spell is veneration for Nix’s abilities behind the bar.
spoken, requiring a DC 20 Wisdom (Insight) check to be
discovered. All of her books, however, are genuine; she would Discount
never sink to falsifying such beautiful objects. Brother Beleric is extremely canny, and able to spot swindlers
a mile off. If the characters speak to him honestly and
Imitation Scrolls upstandingly, or there is a truly religious member of the
Willor forges many of her scrolls to cut down on her costs. party, he will offer a 10% discount. Conversely, if anyone
Any scroll purchased at her stall has a 75% chance of being tries to flatter or swindle him, his prices double.
a forgery, in which case it has no magical effect upon use.
Simple Blessing
Discount
A simple blessing gives a character inspiration. A creature
If at any point Willor is caught out, she will offer a 25% may only have one simple blessing at a time.
discount on the original scroll that she copied, in order to
keep the characters from blowing her secret, and will make Tapestry Option
sure to only sell legitimate scrolls to the party from then on.
After this point, she will also offer her services as a Brother Beleric is a member of your local religious sect.
master forger. He has great respect for the head of the organization, but
considers everyone else involved a bunch of fools. He will
Tapestry Option happily tell the characters anything they want to know, as
long as it doesn’t endanger the sect.
Willor can easily sell any magical or lore books pertaining to
your campaign setting, as she is extremely well traveled. Item Stock Price
Item Stock Price Holy Water (flask) 2d10 + 5 25 gp
Scroll Case 3d10 1 gp Simple Blessing Unlimited 30 gp
Blank Spellbook 1d10 50 gp Enhance Ability 2/day 500 gp
1st-level spell scroll 1d8 + 3 125 gp Daylight 3/day 1,000 gp
2nd-level spell scroll 1d8 + 1 300 gp *Hallow 1/day 3,000 gp
3rd-level spell scroll 1d6 + 1 600 gp *Guards and Wards 2/day 4,000 gp
4th-level spell scroll 1d4 + 1 2,000 gp Protection from Energy 2/day 4,000 gp
5th-level spell scroll 1d4 2,600 gp Protection from Evil 2/day 4,000 gp
6th-level spell scroll 1d4 - 1 2,000 pp Heroes’ Feast 1/day 5,000 gp
7th-level spell scroll 1d4 - 2 2,500 pp Reincarnate 1/day 7,000 gp
8th-level spell scroll 1d4 - 2 3,000 pp Necklace of Prayer Beads 2 8,000 gp
9th-level spell scroll 1d4 - 2 4,000 pp Raise Dead 1/day 8,000 gp
*Forged Document Unlimited 1,500 gp Resurrection 1/day 1,000 pp

*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.

Chapter 2 | Merchants & Player Stalls 61


Magical Weapons
The Broker (Various)
Each time the stall is visited, the merchant will be a different
individual, of any race or gender. Each time, the figure wears
nondescript yet neat and well-made gray clothing, and- if
asked- will only identify themselves as the Broker. They
are polite but frugal in their conversation, and any obvious
prying or hostility may well result in being ushered away by
the pair of hobgoblin guards who are a constant feature of
the stall. If anyone in A Trip Away is asked about them, they
have no further knowledge about the Broker(s), other than
that they pay well and behave themselves. They always set up
the stall before dawn, and only leave once night falls. Flip is
aware that a cart drops them off and picks them up, but has
no interest in following them or causing trouble.

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

*Any of the +1,+2, or +3 items can be replaced with


any weapons of your choice.

62 Chapter 2 | Merchants & Player Stalls


Magical Items
Amara Balfil (She/Her) • High Elf
Amara is high-born and she lets you know it. She is
immediately suspicious of any character shabbily dressed,
as she is paranoid about thieves. She tries to keep her eye
on everything, regardless of the fact that Tia and Mia
themselves keep a keener eye on all the merchant tents. She
loves collecting magical items from a number of vendors in
the different cities she frequents. She suffers the occasional
trip to A Trip Away Inn, finding that the tavern can provide
customers with the coin necessary to deal with her. She
is lavishly clothed in a brightly colored dress, and wears
gemmed rings and a gaudy necklace she is also very protective
of. All her jewelry appear to be quite expensive.

Discount
Amara will offer a meager 5% discount to any character that
can prove to her that they are also high-born.

Item Stock Price (Master


Crafted Price)
Cast identify spell on an 3/day 60 gp
item.
Dust of Sneezing and 1d4 250 gp
Choking
Dust of Dryness 1d4 325 gp
Gem of Brightness 2 500 gp
Deck of Illusions 2 800 gp
Bead of Force (single bead) 1d6 1,500 gp
Feather Token (Anchor) 1 2,000 gp
Feather Token (Bird) 1 2,000 gp
Feather Token (Fan) 1 2,000 gp
Feather Token (Swan Boat) 1 2,000 gp
Feather Token (Tree) 1 2,000 gp
Feather Token (Whip) 1 2,000 gp
Dimensional Shackles 1d4 2,500 gp
Chime of Opening 1d4 - 2 3,000 gp
Handy Haversack 1 3,000 gp
Folding Boat 1 6,000 gp
Gem of Seeing 1 8,000 gp
Rope of Entanglement 1 1,000 pp
Crystal Ball 1 5,000 pp

Chapter 2 | Merchants & Player Stalls 63


Poison Dealer
Strychnine (She/Her) • Tiefling
After the adventurers have helped Strychnine, she will open Necromancer
her shop to them. Anytime she is visiting the tavern she will
Aeverys (They/Them) • Half-Elf
have potions available for sale, based on the chart below.
Strychnine can also be negotiated with and commissioned to If the players are able to gain Aevery’s trust, they are willing
create potions for the party, based on the GM’s preference. to open their library and necromantic knowledge to the party.
We suggest any extremely rare potions sell for at least
15,000gp. Item Stock Price

Item Quantity Price/Dose Scroll Case 1d10 + 3 1 gp


Blank Spellbook 1d10 + 4 50 gp
Assassin’s blood 1d6 150 gp
Scroll of Animate Dead 1d4 125 gp
Truth Serum 1d6 150 gp
Scroll of False Life 1d4 125 gp
Crawler Mucus 1d4 + 2 200 gp
Scroll of Blindness/Deafness 1d4 + 1 300 gp
Drow Poison 1d4 + 2 200 gp
Scroll of Gentle Repose 1d4 300 gp
Serpent Venom 1d4 + 2 200 gp
Scroll of Revivify 1d4 - 1 600 gp
Malice 1d4 250 gp
Scroll of Speak with Dead 1d4 + 1 600 gp
Pale Tincture 1d4 250 gp
Scroll of Contagion 1d4 2,600 gp
Corpse Eater 1d4 250 gp
Scroll of Raise Dead 1d4 - 1 2,600 gp
Essence of Ether 1d4 300 gp
Scroll of Circle of Death 1d4 - 1 2,000 pp
Oil of Taggit 1d4 400 gp
Scroll of Create Undead 1d4 - 1 2,000 pp
Burnt othur fumes 1d4 500 gp
Scroll of Eyebite 1d4 - 2 2,000 pp
Living Death 1d4 600 gp
Scroll of Finger of Death 1d4 - 2 2,500 pp
Torpor 1d4 600 gp
Scroll of Clone 1d4 - 3 3,000 pp
Calming Cantor 1d4 800 gp
Wyvern Poison 1d4 1,200 gp
Midnight Tears 1d4 1,500 gp
Mark of the Arbiter 1d4 - 1 1,500 gp
Purple Worm Poison 1d4 - 1 2,000 gp

64 Chapter 2 | Merchants & Player Stalls


Player-run Stalls

So You Want to Start a Business Flip's Distributor/Magic Item Prices


One of the opportunities offered to players at A Trip Away Flip will allow you access to their distributor once a week to
Inn is the chance to open their own business. Flip is willing fill out your shop inventory. However if they discover that
to rent a tent to the party, as long as they make good on the you are taking any of the items for yourself at cost, they will
rent payments in a timely manner. They’ll also provide a no longer offer this service. You can order any items from the
vendor, intended to allow them to fill out the stock of their chart below at the discounted cost, and set a price for these
shop, but as the GM it will be your responsibility to help the items no higher than 100% of their listed cost. You must list
players fill the shop, with other items from throughout your items in your shop inventory in ascending order based on price.
game world. Ultimately, the maximum price the players can
If the party is selling items they’ve found, the GM will
reasonably expect to receive from an item is up to the GM.
determine a maximum price for the item to be sold. Magic
In addition, this shop offers plenty of opportunities for role items’ maximum price is determined by their rarity.
play. Feel free to use this location as a jumping off point for
dramatic events or adventure prompts. You could have your Maximum Magic Item Prices
villain burn the stall to the ground and make an example of your
shopkeeper, or maybe your shopkeeper runs off with all of the Rarity Maximum Price
player’s gold to pay the ransom for a kidnapped spouse or child. Common 250 gp
Uncommon 500 gp
How it works
Rare 5,000 gp
To run a shop at A Trip Away Inn you will need a few things
to get started: a place to sell your goods; items to sell; and Very Rare 5,000 gp
someone to sell them. Legendary 50,000 gp

Rental Fee Flip’s Distributor*


Flip will rent a single stall to the party based on their level.
Flip collects this payment on the first day of the week. Item Cost (Discount Cost)
Renting a stall also grants you access to Flip’s secret meeting Abacus 3 gp (1 gp)
room, offering you a place for negotiations or any bargaining Chain (10 ft.) 8 gp (2 gp)
that may need to be done. If at any point you cannot pay
for your stall, you can keep your items but must find a place Amulet 10 gp (3gp)
to store them. The tents, of course, are for paying vendors Rod (Arcane Focus) 15 gp (8 gp)
only. Flip can collect your rental fee from your shopkeeper Crystal (Arcane Focus) 20 gp (5 gp)
using your profits, or you can choose to leave the shopkeeper Fine Clothes 25 gp (7gp)
enough money to pay the upkeep.
Orb (Arcane Focus) 30 gp (40 gp)
Party Level Stall Rental Price / Week Component Pouch 35 gp (12 gp)
1-4 250 gp Ring Mail 40 gp (15 gp)
5-10 500 gp Blank Spellbook 50 gp (18 gp)
11-16 750 gp Studded Leather Armor 55 gp (23 gp)
17-20 1000 gp Antitoxin 60 gp (25 gp)
1.5 lbs of gold 75 gp (35 gp)
Shop Stock Chain Mail 85 gp (38 gp)
Player-run stalls are made up of a stock of items you either buy, Magnifying Glass 110 gp (50 gp)
acquire, or craft. Fill your shop with 20 different items of your
Splint Mail 210 gp (100gp)
choice, which creates a table to roll on whenever you make
a sale. You must offer 20 different items at the beginning of 1 lb of Platinum 600 gp (225 gp)
each week, but each item can have a quantity of up to 5. Your Sextant 700 gp (300 gp)
shopkeeper can order new items in your absence to keep the Spyglass 1,200 gp (500 gp)
shop running, using either your profits or money you’ve left for
them to continue re-stocking. This allows you to choose items *These items are a suggestion, and the GM can add or
to restock your shop if you haven’t returned to A Trip Away Inn. remove items on offer through Flip’s vendor at any time.

Chapter 2 | Merchants & Player Stalls 65


NPC Shopkeepers
You will need to hire someone to run the shop while you are off adventuring. Different shopkeepers offer different bonuses to
potential profits and losses. The chart below offers a number of different archetypes to choose from. The players may change their
shopkeeper at the start of each week, but that will require an awkward talk with the shopkeeper you’re firing. All shopkeepers
must be paid at the beginning of each week, or they will refuse to continue working in your shop. Each shopkeeper costs 30 gp a
week, and offers a boon and a bane.

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.

66 Chapter 2 | Merchants & Player Stalls


Weekly Profit Die Roll Mishap
Once a week you will determine how successful your shop Roll one of your successful sales, but instead
1-2
has been. At the end of each week in which your shop of a d20 roll a d12.
is open, you will assemble a dice pool representing your Roll one of your successful sales, but instead
customers for the week, determine how many sales you’ve 3-4
of a d20 roll a d10.
made, and wether there were any mishaps along the way. The
Roll one of your successful sales, but instead
party must return to the shop to pick up their profits. The 5
of a d20 roll a d8.
shopkeeper will keep the money until you return.
Roll one of your successful sales, but instead
6
Determining successful sales of a d20 roll a d6.
To determine how many sales you make in a week, you must Roll one of your successful sales, but instead
7
assemble a dice pool of d6s. The number of dice you roll is of a d20 roll a d4.
determined by rolling your shopkeeper’s customer die and Damaged item. Roll one of your successful
multiplying the result by 4. 8 sale dice and sell the item for 25% of the
requested price.
Once you have assembled your dice pool, roll your d6s. A
result of 5 or 6 counts as a sale. Each result of 1 requires you Swindled by a customer. Roll one of your
to roll once on the mishap table. You must roll all of your 9 successful sale dice. Your shopkeeper sells the
mishaps before rolling for sales. item for 50% of the requested price.
On second thought. Reroll one of your
Making a Sale 10 successful sales, only making the sale on a
result of 6.
A result of 5 or 6 in your dice pool counts as a successful sale.
For every successful sale, roll once with a d20 on your shop A random item is stolen. Roll a d20 and
inventory, gaining an amount of gold equal to the price you follow the rules for a sale, but do not gain
11
set. You then subtract 1 from the quantity of that item. If any gold and remove one from the quantity
there are no more of that item left, you move down the shop of that item.
inventory towards the cheapest item, until you reach the next Your most expensive item left in stock is
item that is still in stock. If there are no items below, then 12 stolen. Remove 1 from the quantity of the
move up to the next item in your stock list, headed towards most expensive item remaining.
the most expensive.

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.

Chapter 2 | Merchants & Player Stalls 67


Chapter 3

The Tales
Tavern Rumors

Dreet Undercobble | Level 1-2


d4 Rumors
1 The kobold band that plays at A Trip Away Inn is from a clan that lives in the sewers of one of the surrounding towns.
2 Dreet has a plan to open some sort of tavern, run by her Undercobble clan.
3 The kobolds have been overheard talking about "guts" on occasion, which causes some patrons to eye them warily.
4 The kobolds are not to be trusted; if they keep hanging around like this they must be plotting something.

Sirni the Chattersome Battleaxe | Level 2-3


d4 Rumors
1 Sirni was put in Flip’s charge at the wish of a dying elf.
2 Sirni has been lost in thought recently, and much less chattersome than they normally are.
3 A red dragonborn was spotted not too far from the tavern, wielding a spear made from a similar material to Sirni.
4 Nix won Sirni in a game of cards from a dwarf enchanter.

Florence Neverbee | Level 3-4


d4 Rumors
A fisherman saw Florence conversing closely with someone by the edge of the river, but Florence and the mystery
1
person skittered off before the fisherman could see who it was.
Florence’s tutor was complaining in town that Florence has been distracted during her lessons, and has even snuck out
2
of a few of them.
3 A villager saw Florence slinking out of the jewelers with a small jewelry box that she quickly shoved into her bag.
At the Scaldris home, one of the footmen told the scullery maid, who told the milkman, that Rian and her parents
4
got into a huge row. They couldn’t manage to hear what it was about before the butler shooed them away.

Sinessio Bravo | Level 5


d4 Rumors
There is an overgrown tower, of fine dwarvish make, hidden in the woods just outside of town. Folks say the tower
1
once belonged to a powerful mage who mysteriously vanished.
Sinessio once infiltrated a baron’s armory, stole his armor, had it altered, and re-sold it to him for twice what he paid
2
for it to begin with.
He was able to move two-thirds of a red dragon’s hoard out from underneath her without waking her up, leaving an
3
IOU written on a piece of parchment for the dragon to find when she awoke.
He sold a forged contract for his soul to a devil who, upon signing, forfeited all of his properties and assets to one
4 Sinessio Bravo, and was contracted for one free resurrection, per year, henceforth in perpetuity, until the devil is
smote or ceases to exist on any plane of existence.

Salora Yunderbo | Level 5


d4 Rumors
Runt's a magician with a blade, and supposedly killed her own father because he was going to sell her to some mining
1
operation.
2 The Arbiters are what you make of them. You can make them out to be heroes, or just paid killers.
3 "There's an invisible hatch into the river; my friend said they tripped over it the other day."
A strange new forked contraption has been seen on the river barges, skimming the waters surface. It appears to be
4
designed to fish out small packages tied to bobbers.
Chapter 3 | The Tales 69
Luciana Witherwood | Level 5-6
d4 Rumors
People have been going missing in the woods, then stumbling out hours later looking as though they’ve been there for
1
days.
2 "Have you seen Wendy? She’s been glowing bright blue after eating some berries she found somewhere around town."
3 "This tankard bought from the Witherwoods has strange properties... they might be doctoring their wares somehow."
"The merchants that came through town were selling some suspicious looking items... pretty sure the Witherwoods
4
bought something."

Arvad Quillforge | Level 5-6


d4 Rumors
Someone has been peddling a cure for bad luck that does not work, but instead turns people into frogs. (Note: this is
1
in relation to the third item in the travel incidents table in the section “A Walk in the Woods.”).
2 Lord Cornelius McGregor in Astera has a tattoo of himself on his butt.
A thief has stolen all of the underwear off someone’s clothesline. (Note: the thief in question was Leta Silverfoot. She
3
was hired by someone to retrieve a pair of cursed underwear. Things got complicated.)
There is a living member of the Scholars of the Awakened Mind, who has secretly been trying to indoctrinate the
4
town’s children (this cult is first mentioned in Old Ghosts).

Kyra Truemoon | Level 6-7


d4 Rumors
The forest surrounding Ardelean Castle is home to a dangerous hag (not currently true; many, many years ago, the
first Lord Ardelean gained his reputation- and a boon for himself and his worthy descendants- by defeating a hag and
1
coming to the aid of the clan of sprites who lived there. However, the haunting presence of the late Dowager Amara
Ardelean seems to have revived the rumors of a hag).
2 Kyra Truemoon is descended from a long line of people gifted with a talent for divination.
Kyra is really a hag in disguise. She spends her time in the tavern looking for foolish adventurers to lure to her castle so
3
she can steal their souls.
4 Kyra is the court diviner for a local lord and lady. She doesn’t often come into the tavern but she seems harmless enough.

Sir Daywin Dontas | Level 6-7


d4 Rumors
The Spears are actually high-end fences for anything you can imagine. No one gets into the hold easily, but those who
1
have says it’s full of rare wines, artwork, gems, and gold enough to take over a kingdom.
2 Sir Daywin actually wears his eyepatch over his good eye. He says it’s the best way he can offer a fair fight.
The Spears heard that there was a shapeshifter hiding out in a village several hours from A Trip Away, preying on
women and children. The villagers didn’t know which house it was staying in, so the Spears razed the entire village to the
3
ground. (If asked about this rumor, Sir Daywin would say the idea was a waste of good building-work. Now burning
all the people…)
Someone heard of a Spear that broke an ankle while out on a mission in a dangerous forest. Not wanting to lose time,
4 her fellow Spears left her where she fell. Three weeks later they returned the same way, and found her where they’d left
her, surrounded by the half-eaten-carcasses of eight giant bears.

70 Chapter 3 | The Tales


Ogrel Grimhowl | Level 7
d4 Rumors
Someone new has been helping out Estabôn with cleaning up the kitchen and watching over the bathhouse. The
1
figure is tall, smells like a wet dog, and wears a heavy cloak.
A vicious band of gnolls have been seen around the area, raiding farms and attacking travelers. They sneak around
2
under the cover of night, and strike hard and fast before retreating. They’re cruel bandits!
A mighty warrior was captured by a warlock and placed under a terrible curse. The curse transforms the warrior into a
3
baby rabbit whenever he picks up a sword. The warrior now wanders the land, trying to find a cure.
Anyone finding a tattered patch showing a wolf howling at a black moon is cursed, and the next time they draw a
4 weapon, their hand is going to wither and fall off. The patches have been found around the area recently, but no one
knows where they are coming from.

Muninn / Vincent Rews | Level 7-8


d4 Rumors
The monthly supply caravan has not arrived from King’s Hold. They were expected two weeks ago but it never
1
arrived, though delays from them are common due to their remoteness.
2 The locals who live far outside of town have reported hearing more wolves in the King’s Wood as of late.
3 The cleanliness of a Trip Away Inn must be slipping, because patrons recall seeing birds flying around in the rafters!
4 A local dwarf was recently removed from the inn, as he went ballistic on the staff after finding a feather in his ale.

Izak Lot | Level 9-10


d4 Rumors
1 There is an old gold mine nearby. The gates to the lower levels are known to be locked and the top floor has been looted.
2 "Be wary of a magician who peddles gold trinkets in the woods near the old gold mine."
3 The shady goblin in the corner, mumbling to a rusty crystal ball, has a job for anyone willing.
4 The old gold mine is said to have been reputable in its day, but now is dormant and supposedly haunted.

Strychnine | Level 10-11


d4 Rumors
If you need a potent poison, look for the tiefling that takes over the outhouse on occasion, but she won't sell to just
1
anyone.
2 There are the remains of an arcane laboratory in the northwest mountain ranges.
Strychnine has sent several groups of adventurers into the mountain ranges to the northwest, but none of them have
3
ever returned.
4 Strychnine never stays at the tavern long, but always returns. Maybe she's hiding something.

Mist | Level 12-13


d4 Rumors
1 Lord Leanin has a fantastic second home high up in the snowy mountains. Strangely, no one has seen him ski.
2 "Lord Leanin’s home is entirely staffed by kobolds!"
3 A powerful noble is coming to town. Word is, she’s hunting someone.
"I saw Lord Leanin sneeze the other day and his face changed! Just for a second, it was gray as ash! It was the strangest
4
thing! He looked at me like I was making up stories when I brought it up, though."

Chapter 3 | The Tales 71


Adventure Quick Reference

NPC Quick Reference Table

Names Appearance Occupation Race Personality Points Level


A skinny kobold with dull reddish-
Honorary
black skin. She wears scraps of
Dreet Dwarf Bard,
leather armour and fur, has a
Undercobble necklace of feathers, and wears Third Glorious
Kobold Enthusiastic, naïve, and loyal. 1-2
Lamplighter for
(She/Her) a battered metal pot as a helmet
the Undercobble
from which a pair of wooden
Clan
‘antlers’ sprout.

Sirni Excitable, but prone to deep


A battleaxe made from a single
Storyteller Construct melancholy. A show-off and 2-3
(They/Them) piece of unknown red metal alloy.
braggart.
Florence Heiress to
Neverbee Curly brown hair, dark brown skin, the Neverbee
Halfling Calm, collected, and genial. 3-4
broad nose. Honey
(She/Her) Company
Sinessio has straw-like grey hair
Sinessio spilling over his shoulders and a
Bravo Cocksure, scheming, and
tight Van Dyke beard groomed Thief Human 5
prideful.
(He/Him) excellently against his wrinkled
face.
Tidy but with a look of adventure
Salora Ex-member of
about her, Salora has long black Slightly charming and fiercely
Yunderbo the Arbiter's Gnome 5
dreadlocked hair with plenty of independent.
(She/Her) Guild
jewelry and a fierce disposition.
Precocious, mischievous, and
Luciana adventurous. Deeply resentful
Witherwood Seven years old, with curly brown and suspicious of anyone
Child Human 5-6
hair and hazel eyes. who would put a stop to her
(She/Her) woodland wanderings and send
her to school.
Arvad Dramatic and seemingly
Quillforge He is wearing fine silks, has a long, egotistical, though easily
Poet Dwarf 5-6
braided beard, and a feathered cap. flustered. Hides his insecurities
(He/Him) behind swagger and bravado.

Kyra An attractive woman in her late Kind and generous, always


Diviner in
Truemoon 20s. Long black hair and gray eyes. ready to help others in need.
service to House Human 6-7
Of a soft, moderate build, standing Radiates a quiet self-confidence.
(She/Her) Ardelean
a little over five and a half feet tall. Adept at keeping secrets.

Sir Daywin An ageing warrior at 65 years old.


Spear of Gruff, unforgiving, and
Dontas Daywin is thick set, has grey hair,
Yult, Aboleth Human cunning. A predator who feels 6-7
a beard, only one eye, and stands
(He/Him) Devotee betrayed.
about 6 feet tall.

72 Chapter 3 | The Tales


NPC Quick Reference Table

Names Appearance Occupation Race Personality Points Level

Ogrel Ogrel has gray-green fur, long limbs,


Grimhowl a savage countenance, keeps three Proud, nervous, anxious, pitiful,
Former Raider Gnoll 7
grisly “war trophies” on his belt, and and prone to anger.
(He/Him) carries no weapon.
Muninn/
Large Black Crow. Bird / Friendly and inquisitive. /
Vincent Rews Bird / Baker 7-8
Thin, Tall, Brown Hair, Large Beard Human Cowardly, yet determined.
(He/Him)
He has dark green skin and large
eyes: one red and one covered in Tends to ramble in a raspy
Izak Lot cataracts. Piercing-covered ears stick Warlock, voice. If confused, will consult
out from beneath an enormous hat. Scam Artist, Goblin his crystal doorknob for 9-10
(He/Him) Izak wears threadbare travelling Smuggler answers, posing as a seer. Often
clothes and a broken pair of goggles unintentionally rude.
around his neck.
Middle-aged, with splotchy green Potion and
Strychnine Poison Maker Cold and calculated, with a
skin and horns like a musk ox.
Tiefling shrewd eye for business. Doesn’t 11-12
(She/Her) Wears simple robes laden with
trust easily.
colorful alchemical reagents.

As a doppelganger, Mist is rarely Assumes the personality of


seen in their own form but can take whomever they impersonate.
Mist the form of anyone. Doppel- Confident, generous, and
Gambler gregarious as Lord Léanin 12-13
(They/Them) Mist first appears in the guise of ganger Eiriander. Otherwise anxious,
Lord Léanin Eiriander, the male insecure, and quick to make a
high elf form of a local silver dragon. poor bargain.

Chapter 3 | The Tales 73


74 Chapter 3 | The Tales Dreet Undercobble
D reet UnderCobble (She/Her)
Written by: Jen Hazelwood
Adventure Level: 1-2 | Players: 3-5
Content Warnings: Racism, Discrimination, Double-crossing

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.

Chapter 3 | The Tales Dreet Undercobble 75


Part 1: Of Under and Over Cobbles

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.

76 Chapter 3 | The Tales Dreet Undercobble


Whether the adventurers inquire about the details of Dreet’s “How did you do this thing? I cannot believe it, oh my
plight or not, she continues: goodness, you are the best bard I have ever heard, you are
the master bard. Dreet will come with you, yes, yes. If
master bard is going, it will be okay. Stay behind, be very
“The dwarf is called Banor, he is, um... what is word? good, very useful. You teach Dreet and I come along. Not
Not with other people. Unaffiliated, yes. Just people, no to talk to Banor though, he will drop Dreet in the river.
guild or clan trouble, okay? No trouble for adventurers. Too scared of him, okay? And Dreet can heal very nice,
Please ask for Dreet’s wagon. We will write many songs very good! Helpful!”
about you.”
Dreet offers the adventurers 200gp and directs them
Regardless of the outcome, Dreet slings her lute over
towards a house in a rundown area near the edge of Astera,
her shoulder on a frayed leather strap, and accompanies
where the dwarf and his associates stay.
the adventurers. She acts as a healer, but will not fight for
With the offer made, Dreet squints at the party, stroking reasons she deems personal, and suggests that, if the kobolds
her scaly chin. possessed one or two proficient fighters, they would have
“First we must check, though. Dreet did not check the been able to deal with Banor themselves. Any adventurer of
dwarf and the dwarf was bad. Come, come here to my medium or large size is in danger of having her climb up on
friends. Play something, yes? Play song. Pick instrument.” them, to cling onto their backs like a satchel.

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.

Chapter 3 | The Tales Dreet Undercobble 77


“Maybe he’s here, maybe he ain’t. What’s it to you, eh? “WHAT? What is it now? Lies and slander, I tell you.
Don’t think I can’t see that snivellin’ little runt back Don’t know what this is about, but I know it’s definitely
there, neither. What’s she told you? Can’t trust a kobold, lies and slander. I don’t have a problem with you lot, you
everyone knows that.” look a good sort, but mind the company you keep though.”

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.

78 Chapter 3 | The Tales Dreet Undercobble


Part 2: No G.U.T.S, No Glory!
On a successful Intimidation or Persuasion check: “Ye After Dreet contacts the adventurers, asking them to meet
gods, this is more trouble than it’s worth. Fine, take her at A Trip Away, the adventurers stumble upon Dreet
the damn thing, just take it and go! You’ ll only have improvising a song about them, with the accompaniment of
yourselves to blame if we’re up to our eyeballs in kobold her fellows. Their racket can be heard throughout the inn,
dung by next month.” and at least fifty feet beyond its walls.
The kobolds are so enthusiastic in their hero-worship that
their silence cannot be bought during the song, causing minor
If the party engages in combat, 3 town guards jog up just grumbles from the rest of the patrons of A Trip Away. At the
as the fight ends. Dreet throws herself to the ground in an conclusion of the dreadful musical number, Dreet gathers up
impressive display of grovelling, imploring the guards for several rolls of raggedy parchment in her skinny arms and
mercy. They seem vaguely bemused by her display, gently clatters over to the adventurers. She scatters the parchment
set her back on her feet, explain they were aware of the issue across the table, rolling out a few scrolls, using tankards to
between Banor and the kobolds, and were actively on the anchor the corners. She gestures at the drawings scrawled
lookout for the wagon. Should the adventurers point out that upon parchment as though they were great works of art.
the wagon is behind the house, the guards turn red-faced and
admit they didn’t think even Banor would be brazen enough The drawings comprise of:
to keep it at his home. The guards drag the unconscious (or • A building with a swinging sign outside that reads “puB,”
dead) men away. • A bar-top complete with flagons.
• A suspiciously familiar looking kobold band (one wearing
If the adventurers search Banor’s house, a successful DC 12 a helmet adorned with sticks).
Intelligence (Investigation) check uncovers the following: • Twenty chickens of varying sizes.
• Six bottles of sour wine Gesturing wildly towards her illustrations, Dreet conveys the
following information to the adventurers:
• 51gp
• 67sp • The Kobolds purchased a building in town, sight unseen.
• 15cp • They plan to turn the building they purchased into puB.
• A lucky dusty rabbit’s foot (Appendix B) • This is all part of their tribe’s plan, G.U.T.S. (Glorius
Undercobble Tribe Scheme), a scheme to better integrate
• A broken dog collar
kobolds into surface society.
• A silver ring worth 15gp
• They’ve scrimped and saved and sold things dear to the
tribe, in order to make the lofty investment.
Dreet is overjoyed at the return of the wagon, and • When they visited the location, after money had changed
celebrates with a suitably terrible song that, while tuneless, hands, they discovered the basement is infested with rats.
certainly paints the party in a heroic light. She continues • They are willing to pay the adventurers to take care of
praising them all the way back to A Trip Away, where, upon their rat problem.
hearing of their success, the kobolds take up the song until
enough coin clatters into their tin to shut them up. If the party acquiesces to Dreet’s request she will happily
follow them out of A Trip Away and direct them back to
Astera. When they’ve arrived, Dreet leads them to a shabby,
abandoned building the kobolds hope will one day become
“Dreet knew it! Dreet knew you were the best of
their tavern.
adventurers, there is greatness swimming all around you
like fishes. We will write songs of your fishy heroism and
everyone will know. Thank you, thank you!” It is a squat structure, sitting just off the thoroughfare, a
little way from the market. It seems as though it was once
an inn, but has fallen into disrepair. Old flower boxes have
Dreet hands over the bag of money she displayed before,
grown thick with weeds, the shutters on the windows have
consisting of 100 gp, names the adventurers heroes of the
warped so that they no longer close, while others hang
Undercobble Clan, and inquires if the adventurers are interested
from their hinges. A fat ginger cat sits on a grime-covered
in assisting further with the creation of puB. She promises to
window sill, squinting suspiciously at the adventurers and
let the adventurers know in a few days, and the party can either
flicking its tail.
assist other patrons of A Trip Away Inn, or pass the three
days Dreet needs to gather up the materials for her next task.

Chapter 3 | The Tales Dreet Undercobble 79


The Landing 1
Dreet is overjoyed to see puB again, clasping her hands
together and looking at it as though it were a palace.
The stairway opens up to a room in disarray. Wooden
crates are scattered about the room, their lids pried open.
One crate has been tipped on its side, spilling broken wine
“Here, see! Here is puB, beautiful puB. Maybe cat has
bottles across the floor. The kobolds made it into this room
eaten all the rats, yes? We go in, brave adventurers check.”
before being disturbed by the rats and fleeing.

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.

Dreet scratches her head.


“ ‘Don’t rats open inside?’ Silly kobolds. Okay, please be to Inside is a swarm of hungry rats and a creature the size
of a wolf, a grotesque Rat King, thick segmented tails
make sure all the basement has no more rats in it. If you
fused together into one giant mass, as bodies squabble
find anything down there you can keep, but these boxes
and fight over bones that have already been picked clean.
upstairs are Undercobble Clan things, okay? If you find Mounds of smaller, dead rats are piled in the corners, some
chickens down there, maybe we can keep? You take the bearing strange, yellow-white pustules on their backs. Any
rest.” adventurer who can communicate with the rats may learn
Clearing away the bench and pushing open the basement that they are ravenously hungry, and are ready to attack
door leads the adventurers to a dusty set of stairs, leading anything, including the adventurers, for food.
down. There are scratch marks on the walls and covering
the back of the door.
These crates are empty: any food that might once have
been within has been consumed by the rats long ago.

80 Chapter 3 | The Tales Dreet Undercobble


Chapter 3 | The Tales Dreet Undercobble 81
Dry Goods Storage Room 4
Any player who wishes to examine the rat corpses piled
in the corners of the room can make a DC 12 Intelligence
(Nature) check. On a success, they determine that the The next room is surprisingly dry, well-kept and spacious.
yellow-white pustules on their backs are large spider eggs. A While it is bare of furniture, it appears to be full of neatly
roll of 14 or higher will provide the additional information stacked crates in the far corners. Hiding in one of the crates
that these eggs are freshly laid, fragile, and easy to destroy. in the left corner is Snitt, a kobold, who has been cowering
to avoid the fighting beyond his doorway.
Snitt (he/him) is larger than the average kobold, but not
A successful DC 14 Wisdom (Perception) or Intelligence by much. He has a skittish, sly demeanor and eyes that dart
(Investigation) check reveals the body of an unfortunate and shift around the room as he speaks, as if always looking
adventurer, covered in webs and old, broken spider eggs, for a way out. He’s wearing tattered clothes that were once
who suffered the same fate as many of the rats. Searching the fine, with a gold chain holding an oddly shaped onyx charm
body yields 4 potions of healing and one salvageable torch. around his partially revealed chest.
Like the rats and the bodies the players might have
discovered before, Snitt appears to be infected with spider
Spider Nest 3 eggs.

A successful DC 12 Wisdom (Perception or Insight)


This room is larger than the two which came before, with check reveals that Snitt is actually wearing the eggs.
a doorway beyond it that appears to be partially ajar. The
high ceilings disappear into shadow above, and portions A successful DC 16 Wisdom (Insight) check or DC 12
of both the floor and walls are covered with sticky grey Intelligence (Nature) check reveals that Snitt’s necklace
spiderwebs. There are clumps and clusters of spider eggs in is actually what keeps the spiders docile to him. If an
this room, hanging in slick sacs and growing on rat corpses, adventurer steals the necklace from Snitt, it is revealed to
giant and small alike. be a string of spider eggs without any magical qualities. A
combination of wearing the eggs and stringing them around
his neck has fooled them into thinking he is a very ugly,
malformed spider. An adventurer who holds the necklace is
considered friendly by the spiders (unless they are attacked).
Alerted by the commotion of the adventurers encounter Deprived of his necklace, Snitt immediately surrenders,
with the rats, the 2 giant spiders in the next room crawl begging for his life.
to the ceiling to lay an ambush for the adventurers. A
successful DC 16 Wisdom (Perception) check at the door
alerts the adventurers to the presence of the spiders. “Where did you come from? I have been hiding here
for two days, snuck past the spiders but they sniffed
If the adventurers enter the room unnoticed, they can me out when I went past and I had to stay in here.
attempt to navigate through the room without alerting the Who sent you?”
spiders with a successful DC 14 Dexterity (Acrobatics) At any mention of Dreet, Snitt becomes grouchy and
check to avoid the webbing, which counts as difficult terrain.
stamps his feet.
On a failure, they become tangled in the webbing and alert
the spiders. If the adventurers trigger the spiders’ web sense, “HAH! That little thief! I was Glorious Lamplighter first,
they can attempt to quickly cross through the webbing, me! Silly Dreet and her silly ideas, turning the elders
and make it to the next room to avoid combat. To escape against me, stealing my position! I came here to find a way
the room, each adventurer must succeed on a Strength to deal with the infestation but now you have stolen that
(Athletics) check, adding the results of each roll together. from me, too! Unless-
The total must be greater than 18 for a success.
-Unless you tell clan elders that Snitt did this? Yes, you
tell elders Snitt saved puB, and Snitt will be Glorious
Lamplighter again. Do this.”

82 Chapter 3 | The Tales Dreet Undercobble


Conclusion
If the adventurers are opposed to his demands, Snitt attempts Once it has been restored enough to warrant an opening, PuB
to wheedle and bribe them to see things his way. A successful opens for business, with lovingly repaired windowpanes and
DC 13 Wisdom (Insight) check reveals that Snitt has no polished cobbles. It draws a steady stream of tourists, who
intentions of making good on his promises, and intends to stop by to sample the spiced kobold ale and their ‘artistic’
abandon the adventurers once they help him restore his position. (they mean ‘artisanal’) roast chicken sandwiches. Given its
modest success, puB is far more likely to be tolerated than
shunned, and any party venturing into Astera, upon asking
“What did she give you? Chickens? Money? Snitt has for tavern recommendations, will find puB a novel addition to
money too. Snitt will pay you as much as Dreet offered if any discerning townsperson’s list of endorsements.
you tell her the building is overrun. You could not do the The fat ginger cat remains a staple of the establishment,
job, there will be no saving puB for Dreet, no. Or, tell eventually being named ‘PleB’ by Dreet.
her you fixed it, tell her to come here alone to inspect. I If the adventurers have been kind to Dreet, when they
will wait for her here, take back job, tell elders the spiders meet her at puB, she presents them with a little tarnished
caught silly Dreet. You choose. You do this.” coin that always lands on tails. Dreet is convinced that means
the coin is highly magical, though it is obviously merely
weighted. Additionally, if the adventurers have befriended
her, she gives each of them a chicken, cooked to perfection,
If the adventurers refuse to help Snitt regain his position, he the highest of kobold honours.
attacks, commanding 2 giant spiders, who have waited in If, at any point during or following the adventure, the
hiding in a nest of webs on the right side of the room. Snitt party has picked up on the kobold’s love of chickens enough
is a coward, who would much rather his pets do the dirty to feel moved to buy them some chickens as a gift, cooked or
work in combat for him, but he is not afraid of attacking otherwise, Dreet will throw up her arms in praise and thank
any adventurers he thinks are weak or close to death. them profusely.

If the adventurers defeat Snitt in combat and grant him


the mercy he grovels for, they can escort him to the ground “My friends! My brave, kind, strong friends! Oh, thank
level to face Dreet, where she commands him to report you, you are truly magnanimous and a friend to all
to the Undercobble elders for judgement, or flee the town kobolds. As Glorious Lamplighter, it is within my power
and never return. Snitt will leave without divulging his to bestow on all of you, the very good and important title
intentions, but Dreet assures the party that he will likely of ‘Almost-Cobble!’ You will always be welcome among
present himself for chastisement. my people, and oh, you should tell other kobolds you meet,
maybe, then they will like you too!”

“Do not worry, brave adventurers. It will turn out


okay. Look at what happened today, yes? This morning,
Undercobble had no puB. Now, thanks to you, we will
be Overcobbles! We go back to A Trip Away, tell other
kobolds. Best of news. Best of heroes.”
Appendix A: Magic Items
At Dreet’s return, and the news of puB’s cleansing of rats and
spiders, the kobolds are beside themselves with joy, dancing,
shouting and jumping on tables. Some patrons shoo them Lucky Dusty Rabbit’s Foot
away, while others humour them, knowing that with their own Wonderous item, uncommon
tavern ready to move into, the kobolds will likely abandon This worn rabbit’s foot is fluffy with several decade’s worth
this one and- crucially- take their instruments with them. of rock dust. The foot has two charges and regains all
Dreet invites the party to come to puB’s grand opening expended charges at dawn.
and hands over their reward: a pouch containing 203 gp, While holding this item, you can use an action to expend
4sp, 19cp and a handful of bottle caps that have clearly one of its charges to cast the jump spell.
been thrown into the kobold’s offering tin at some point,
under the correct presumption that anything that made the
requisite clatter sound would shut them up.

Chapter 3 | The Tales Dreet Undercobble 83


Appendix B: Stat Blocks
Snitt Dreet UnderCobble
Small Humanoid (Kobold), neutral evil Small Humanoid (Kobold), chaotic good

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)

str dex con int wis cha


14 (+2) 16 (+3) 18 (+4) 10 (0) 15 (+2) 10 (0)

Saving Throws Con +7


Damage Vulnerabilities fire, acid
Senses darkvision 60ft. passive Perception 12
Proficiency Bonus +3
Putrid Cloud. The Rat King is surrounded by a 10 ft.
radius of nauseating gas. Each creature that is completely
within the cloud at the start of their turn must succeed on
a DC 14 Constitution saving throw. On a failed save, the
creature spends its turn retching and reeling and gains the Swarm of Hungry Rats
incapacitated condition. The incapacitated creature can make Large swarm of Tiny Beasts, unaligned
the save again at the start of their next turn. Creatures that
don’t need to breathe or are immune to poison automatically Challenge 3 (700xp) | Initiative: +4 | Prof. Bonus: +2
succeed on this saving throw. Any creature that has passed
the saving throw is immune to its effects for 24 hours. armor class hit points speed
14 26
Watcher in the Dark. The Rat King has advantage on 40 ft.
natural (4d10 + 4)
Wisdom (Perception) checks that rely on sight and smell.
From Whence You Came. If the Rat King is reduced to
str dex con int wis cha
20 hit points it splits into 2 Swarm of Hungry Rats and
becomes frightened of all enemies, gaining the frightened 9 (-1) 18 (+4) 12 (+1) 3 (-4) 10 (0) 3 (-4)
condition. They will spend their turn trying to flee but will Condition Immunities charmed, frightened, grappled,
fight if there is no escape. paralyzed, petrified, prone, restrained, stunned
Actions Damage Resistances bludgeoning, piercing, slashing
Multiattack. The Rat King makes three bite attacks. Senses darkvision 60ft., passive Perception 10
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one Blood Frenzy. The swarm has advantage on melee attack
target. Hit: 9 (3d4 + 2) piercing damage. rolls against any creature that doesn’t have all its hit points.
Swarm. The swarm can occupy another creature’s space
Lair Actions and vice versa, and the swarm can move through any
opening large enough for a Tiny rat. The swarm can’t
On initiative count 12 (losing initiative ties), the Rat King
regain hit points or gain temporary hit points.
takes a lair action to cause one of the following effects; the
Rat King can’t use the same effect two rounds in a row: Keen Smell. The swarm has advantage on Wisdom
(Perception) checks that rely on smell.
Summon Swarm (Recharge 6). The Rat King summons
two Swarms of Hungry Rats. The swarms will all appear next
round, at initiative count 15 (losing initiative ties).
Actions
Assimilate Swarm. Any swarm within 5 ft. of The Rat Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one
King is consumed, with the Rat King regaining hit points creature in the swarm’s space. Hit: 14 (3d6 + 4) piercing
equal to the hit points of the consumed swarm. damage, or 7 (1d6 + 4) piercing damage if the swarm has
half of its hit points or fewer.
Frenzy. Rat King gains advantage on its next attack roll.

Chapter 3 | The Tales Dreet Undercobble 85


86 Chapter 3 | The Tales Sirni The Chattersome Battleaxe
S irni the Chattersome Battleaxe (They/Them)
Written by: Jeff Ellis
Adventure Level: 2-3 | Players: 3-4
Content Warnings: Emotional Abuse, Alcoholism, Gambling

Construct • Storyteller Made newly aware of their former master’s presence


in the area, Sirni has been lost in thought, and stricken
Excitable, but prone to deep melancholy. A show-off and silent with anxiety. When the characters ask after the
braggart. battleaxe’s silence, they inform them that a few passersby
A battleaxe made from a single piece of unknown red metal. mentioned an old red dragonborn, matching the
description of Sirni’s former master, was seen in the town
of Lakehead, wielding a magic spear made from a single
piece of red metal. Sirni wants answers regarding their
abandonment and to know more about this new magic

E veryone at the tavern knows a different story about how


the sentient battleaxe over the hearth arrived at A Trip
Away, and who it was that brought them here. However, the
weapon. They request that the characters take them to
meet this red dragonborn immediately.

party is about to learn the truth behind Sirni’s arrival at the


tavern and the creator who abandoned them. Tavern Behavior
The party will travel with Sirni through the southern Sirni is a bright red battleaxe, crafted from a single piece
grasslands to the town of Lakehead, where Sirni hopes of unknown metal, who has been at the tavern for decades
to finally hear the other side of a story that has secretly now. They are displayed over the hearth where they share
haunted them for years now. Characters will confront Sirni’s their many stories with anyone who will listen. Every story
selfish and cruel creator, but not until after they’ve run off features Sirni in some way, be it as the protagonist, the
the young black dragon wyrmling who has trapped the magic battleaxe in distress, or the magic weapon that grants
adventurer in its lair. the hero the means to defeat the villain. All of these stories
are exaggerations of Sirni’s actual adventures with their
former master.
Background
Some say a dying elf placed the all-red battleaxe at Flip’s feet
and begged them to shelter the construct. Others swear that
Hook
Nix won the battleaxe from a traveling dwarf enchanter in While speaking with Flip, the proprietor draws the
a game of cards. A scant few regulars whisper of a night in characters’ attention to the taproom. Sirni is oddly quiet. In
autumn when the Two-Timing Twins dug up an ancient fact, Flip points out, the usually verbose battleaxe has hardly
battleaxe, made from a single piece of metal, from behind the said a word over the past couple of days. Ever since a pair of
inn. These are, of course, all tall tales that Sirni (seer-NEE) travelers blew through from the south, Sirni hasn’t shared a
the Chattersome Battleaxe has spread about their own origins. single story. If the characters can cheer up the battleaxe, Flip
In truth, Sirni is a picky, quarrelsome chatterbox, whose says, there’s a free round of drinks in it for them.
creator and former master left them with Flip years ago. No
one hears the same story twice from Sirni, whether it’s about
their fabled history or the previous day’s weather; they love
to talk. It is on a busy night at A Trip Away that Flip calls
Sirni’s sudden silence to the party’s attention. The battleaxe
has barely said so much as a word for the past two days and
Flip is worried.

Chapter 3 | The Tales Sirni The Chattersome Battleaxe 87


Sirni’s Silence
Master and Creator
Sirni shares the story of their most recent woes in much the
same way that a massive, stove-in barrel shares wine. When
Arriving at A Trip Away on a busy night, the characters are
the battleaxe finally relents to the party’s persuasions:
met with the sounds of patrons talking amongst themselves,
Lord Huxley Tango is juggling some bottles of wine while
tapping out a rhythm on an odd looking castanet, and
the dull roar of a fire on the hearth. Notable to any tavern There is no change in the bright red battleaxe’s physicality,
regulars is the absence of one shrill, high-pitched voice; but a sharp voice fills the tavern. Heads turn to regard the
Sirni, the magic battleaxe displayed above the hearth, isn’t magic weapon with surprise. Those in the know gather
sharing any of their usual stories. around the fire.
A bright red battleaxe made from one single piece of “Oh, if you really must know, I suppose I would be cruel
unknown metal, Sirni spends every night at A Trip Away not to relent! In fact, let everyone know my misery and
regaling anyone who listens with bombastic exaggerations of woe. Share my displeasure with the criminal Rolinar the
their misspent youth. Tonight, however, the battleaxe is silent. Sanguine far and wide!
“What displeasure, you ask? What displeasure?!
Characters who have met Sirni previously may speak “Sit now, and listen. This is a tale truer than true. This is
with them, but they must succeed on a DC 14 Charisma
the real story of how I came to be so prominently displayed
(Persuasion) check to get the battleaxe to respond.
Characters who share a thrilling story of heroics convince
above this fine hearth. This is the story of how Sirni
Sirni to share whats bothering them. Speaking with Flip Sharpwit entered this taproom, a trip away from victory,
about the battleaxe’s worrisome silence reduces the DC of and was abandoned!
Charisma (Persuasion) check to 9. “This is the story of how Sirni the True Friend became
If the party shares a story and still fails their check, Sirni Sirni the Discarded.”
takes pity on them and shares their story anyway, but the
party’s future Charisma (Persuasion and Intimidation) checks Having gathered most of the patrons to listen to their tale,
to interact with Sirni are made with disadvantage. Sirni begins to recount their tale:
If they have not met with Sirni before, or if they fail their
skill check, Flip calls them over to the bar.
Flip is concerned about Sirni’s health (if a battleaxe can Nearly three decades ago, Rolinar the Sanguine came to A
be healthy) and offers the party a free round of drinks if Trip Away in a dire mood. He picked fights with everyone
they can get the magic weapon to open up about what’s and was nearly thrown out several times, but for the placating
bothering them. To help loosen the battleaxe’s metaphorical of his sole companion, a sentient battleaxe named Sirni.
tongue, Flip mentions that Sirni can’t resist a good story, and The construct loved Rolinar like a father and was used to
will likely open up if the characters share a tale from their covering for his poor attitude. So, when Rolinar bet Sirni on
adventures with the construct. a game of cards that night, the battleaxe was heartbroken.
Deep in a game and deep in his cups, Rolinar was
GM’s note: This adventure has a narrative-heavy ending dazzled by the riches on the table and bet what wasn’t his
between two NPCs that might be a bit awkward to play to wager: the life of his longtime companion and creation,
out by yourself, if you don’t have a headstrong group who Sirni. Flip wouldn’t have it and told Rolinar that, once the
like to insert their characters into everyone’s business. construct was given life, they were no longer an object to be
If that is the case, consider offering the role(s) of Rolinar or wagered. Rolinar roared and bellowed that Sirni was his to
Sirni to your players and playing it out with them. They can do with as he pleased. The game was ended then and there
learn everything they need to know for their part from the and Rolinar was wrestled back to his room to sleep it off.
appropriate sidebar content, detailing the two NPC’s stories. Before opening the taproom the next morning, Flip
found Sirni embedded in the bar top and Rolinar nowhere
to be found. From what Sirni remembers of the night,
the dragonborn didn’t say a word. He simply gathered his
effects late in the night, as though they were skipping town,
only to stick Sirni in the bar top and tell the battleaxe not to
look for him. The dragonborn didn’t look back.

88 Chapter 3 | The Tales Sirni The Chattersome Battleaxe


Putting the Battle in Battleaxe
At the end of their monologue, Sirni requests the party
take them south to the town of Lakehead, where Rolinar the
South of A Trip Away, the road opens up onto a plain that
Sanguine was last seen. If they agree, the battleaxe gives them
sprawls for miles down to the forested periphery of falcam
50 pp of the savings it has accrued working as an entertainer
Lake. The height and unchanging amber of the grass bely
at A Trip Away. Sirni adds they can take whatever they like
the depths and peaks of the rolling hills. You can chart
from Rolinar, but he must be left alive.
every breeze’s trajectory by the way it presses through the
grass, and the effect is nearly hypnotic. If you could find a
Traveling To Lakehead moment away from Sirni’s many anecdotes, you might even
The town of Lakehead is roughly four days south of A Trip think of this place as peaceful.
Away, traveling on foot at a normal pace. Between the tavern Maybe it’s a good thing, then, that Sirni is so boisterous.
and the town are several miles of open hilly plains, until
they come to the shore of Falcam Lake. The main highway
through these plains is poorly kept, but well-traveled by
people in both directions. Though there is little-to-no official While on their way to Lakehead, the party must do
protection along this road, travelers are known to band everything in their power to keep Sirni from broadcasting
together against brigands and monsters alike. the characters’ location with their loud proclamations.
Before leaving the tavern, Flip provisions the party with Every question or statement warrants a verbose recounting
five days worth of rations and fills their waterskins. They of a time that Sirni was in a similar situation, and how
offer the characters their promised round of drinks, but they had to use their clever wit and sharp blade to
says that it’ll be waiting for them if they’d prefer to hold resolve it. When Sirni recounts a tale during travel, the
off until their quest is complete. inciting character must succeed on a DC 10 Charisma
Sirni picks the character with the most martial prowess (Intimidation or Persuasion) check to silence the
and demands to travel with them, saying that they battleaxe. Each time that a character fails to silence
are bound to have a lot of fun together (See Sirni the Sirni, add one goblin to the following encounter, up to a
Chattersome Battleaxe in “Appendix A: Magic Items” for maximum of three additional goblins.
more information.) It is up to you to determine which of the
characters Sirni considers the most effective axe-wielder. This
could be based on their Strength score, their character class,
or their background. During one such boisterous retelling of an adventure,
Sirni draws the attention of a goblin scouting party. Two
goblins riding worgs crest the nearest hilltop, hollering and
gnashing their teeth. It is immediately clear that they are
not interested in negotiating.
Throughout the ensuing fight, Sirni shouts various
challenges and quips at the goblins. They laugh a hearty laugh
with each successful attack their wielder makes with them.
The goblins know nothing about Rolinar, but a successful
DC 10 Charisma (Intimidation) check convinces any
captured goblins to describe the black dragon their clan
chased into the Lakehead territory not too long ago. They
vastly exaggerate the dragon’s size and ferocity.

Chapter 3 | The Tales Sirni The Chattersome Battleaxe 89


Watched Waters
Old Clifftop

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.

90 Chapter 3 | The Tales Sirni The Chattersome Battleaxe


Chapter 3 | The Tales Sirni The Chattersome Battleaxe 91
Immediately upon entering the cavern, the party is made tendrils that he is a very old dragonborn. Leaning on it like a
aware that this must be the wyrmling’s lair by the many walking staff, Rolinar carries with him a magic spear called
rotting bodies littering the floor, ranging from large beasts to Atreya the Silent Point (uh-TRAY-uh), crafted from a single
the occasional humanoid, all of which appear to be melted piece of the same red metal that Sirni is made of.
by acid. A successful DC 10 Intelligence (Investigation) The dragonborn doesn’t seem in the mood to talk after
check reveals that the number of bodies increases as the his harrowing experience, but the sight of Sirni shocks
characters get closer to the pool. Characters who succeed on him, and the battleaxe has plenty to say to their creator and
the check by 5 or more can hear sloshing in the water as if former master. Characters who ask after Rolinar’s health are
something is moving around in the shallow water. interrupted by an angry Sirni who demands that they leave
the dragonborn to suffer until he answers their questions.
The Dragon and the Dragonborn Whether they heal him or not, Rolinar asks that they at least
As the party approaches the lip of the pool: exit this foul place if they want to hear his story.
Characters must succeed on a DC 14 Charisma
(Intimidation or Persuasion) check to convince Rolinar to
Across the shimmer of the water’s dimly lit surface you tell his tale immediately, or else he limps away up the tunnel
spy it—a night-black wyrmling pacing the length of the to Old Clifftop, where the characters can find him resting on
opposite end of the pool, its attention on something tucked a broken stone pillar and looking out across Falcam Lake.
inside of a crevice in the wall. As you watch, the monster
rears up on its hind legs and spreads its wings wide,
blocking your view as it belches a deluge of bright green
Rolinar’s Story
acid into the crevice. When it lowers its wings, the stone Rolinar shares his story without grandeur, in the cold, blunt
beyond hisses as the acid burns away at it. tones of a cruel old soul who is very nearly dead. He grows
angrier the more he speaks of Sirni and that night at the
tavern. His disdain for the construct has only grown stronger
during their years apart.
With its back turned and its attention captured, the party After leaving A Trip Away, Rolinar was furious with the
must succeed on a DC 10 Dexterity (Stealth) check to battleaxe. He considered Sirni a failed creation and a shoddy
cross the pool without drawing the dragon’s attention. investment. He set out from the tavern to the faraway lands
Moving through the shallow water counts as difficult terrain of his home, where he went to work on a new creation—a
and Dexterity (Stealth) checks to sneak through the pool are quieter creation.
made with disadvantage. Having just used its Acid Breath In the confines of an ancient forge, Rolinar toiled for
action on its hidden quarry, the black dragon wyrmling weeks on crafting a spear as sharp and powerful as Sirni, but
needs to recharge before it can use that feature again. this time blessedly quiet. Sentience, Rolinar realized, was a
If alerted, the wyrmling attacks. It is cruel by nature and mistake. What good was a weapon that disagreed with him
targets the character with the fewest hit points, even going at every turn? What point was there in a companion who
so far as to stand over unconscious characters to prevent couldn’t drink with him and who only ever complained?
their allies from getting to them. If the wyrmling is reduced And so, from the same red metal from which he crafted
to fewer than 17 hit points it flees the cavern, but the Sirni, and with the same magical sharpness, he made Atreya
ceilings are too low, and the tunnel is too small, for it to fly the Silent Point.
until it reaches the surface. Since then, he has been adventuring as usual and drinking
his fill without any nuisance badgering him about when
Without proof of the wyrmling’s death, the party will have “enough is enough.” He’d always hated Sirni and his only
a hard time proving their success to Dockmaster Odelia and regret about abandoning the battleaxe was that he didn’t do
earning their reward. it sooner.

Rolinar the Nearly Dead Development


Sirni won’t agree to pay the characters their 50 pp without
After the black dragon wyrmling dies or escapes, Rolinar
getting all of Rolinar’s story.
the Sanguine (he/him) crawls from the acid-splashed crevice
in the cavern’s back wall. He is a bulky red dragonborn,
armored in heavy leather and burned all over by acid. It is
clear by the paler red of his scales and the weariness of his

92 Chapter 3 | The Tales Sirni The Chattersome Battleaxe


Conclusion
Appendix A: Magic Items
Furious over Rolinar’s cruelty and appalled at the mockery of
Atreya’s creation, Sirni tells the characters they are ready to Atreya the Silent Point
leave. It is unlikely that the dragonborn will make it back to Weapon (spear), rare (requires attunement)
Lakehead on his own, after days of surviving off of cave mold This spear was crafted from a single piece of unknown
and quaffing health potions while trapped inside of a crevasse. red metal by the adventurer Rolinar the Sanguine as a
If the characters haven’t healed him already, Rolinar offers replacement for his previous weapon, the sentient magic
them the 150 gp that Odelia paid him up front for a potion battleaxe, Sirni the Chattersome Battleaxe.
of healing. If the gold isn’t enough, he offers them the ring of You have a +2 bonus to attack and damage rolls made
acid resistance that saved his life. He would sooner take his with this magic spear, and a +1 bonus to AC while
chances limping back to town than give up his only weapon, wielding it.
which serves to rankle Sirni even more.
Should the characters attempt or threaten to kill Rolinar, he
puts up a fight,. If the party refused to heal him, he has only 2 Sirni "The Chattersome Battleaxe"
hit points. Rolinar uses the Berserker stat block and is attuned Weapon (battleaxe), very rare (requires attunement)
to Atreya the Silent Point (see “Appendix: Magic Items”).
Forged from a single piece of an unknown red metal
Sirni is eager to get home to A Trip Away but, as soon by an adventurer named Rolinar the Sanguine, Sirni
as the party is back on the road, the battleaxe sinks into the Chattersome Battleaxe was the dragonborn’s only
a somber silence. Arriving at the tavern, Sirni says just companion for decades, before they were unceremoniously
enough to secure the party’s reward before returning to their abandoned at the tavern, A Trip Away.
thoughts, displayed above the hearth once more.
You have a +2 bonus to attack and damage rolls made
A few days after the party’s return, Sirni is back to their with this magic battleaxe, and a +1 bonus to AC while
usual self, and telling exaggerated stories of their adventures wielding it.
in Lakehead and their great battle against the vile black
dragon of Falcam Lake. Sirni is friendly enough to the Personality
characters, but if they agreed not to heal Rolinar or they Upon meeting the battleaxe, most people suspect that
killed him, Sirni cherishes their friendship and agrees to Sirni was created with only one volume: loud. While this
travel with them, if invited. isn’t true, the sentient weapon is certainly boisterous and
difficult to silence.
Rewards The battleaxe loves to exaggerate the many adventures
However they deal with Rolinar, the characters can return that they have been on, turning every molehill into a
to Dockmaster Odelia Linn in Lakehead. If they have any mountain and every lizard into a heroically thwarted
proof that the black dragon wyrmling is dead she gives them dragon. In fact, the only tale they seem reluctant to
the 75 gp each that she agreed upon. Characters who make a share is the true story of their creation, choosing instead
successful DC 12 Charisma (Persuasion) check to haggle to fabricate a new origin story whenever someone asks
for more money can get 150 gp each, but the expense will about their past.
leave Lakehead destitute. With no proof of the wyrmling’s
death, Odelia refuses to pay them anything until they can
prove the monster is dead.
Upon returning to A Trip Away, Flip pays the party their
50 pp from Sirni’s account, as agreed upon. If they haven’t
yet taken Flip up on their offer of a free round of drinks,
it still stands, and the gnome is dying to know what really
happened at Lakehead.

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.

Chapter 3 | The Tales Florence Neverbee 95


Tavern Behavior
Florence is found sitting on a barstool with built-in, Either way, the truth spills from Florence and she tells the
collapsible steps for those of her stature. Swirling her mead, party:
she frequently looks back at the door, as though she’s
• Her real name, Florence Neverbee.
waiting for someone. Not a customer of A Trip Away Inn,
her appearance isn’t familiar to the regulars, but her name • She was here to meet with Rian Scaldris, the love of her life.
is known by the locals, as she is the heiress of the Neverbee • Rian (She/Her) is heiress to the Scaldris Mining Company.
Honey Company. • The Neverbee and Scaldris families have been feuding for
as long as the clandestine couple have been alive. Refer
Hook to the adventure Background for the different reasons
Florence & Rian believe the feud started.
A character with a Passive Perception of 12 notices a • Rian and Florence were planning on running away together.
painfully anxious halfling, craning their neck to look at the
• If asked, Florence tells the story of how Rian and she met.
door. If actively taking in the current clientele of A Trip
Refer to the adventure Background for the story.
Away Inn, a successful DC 10 Wisdom (Perception) check
or DC 10 Intelligence (Investigation) check notices the Florence is worried that the Scaldris family found out about
anxious halfing. their plan to run away together, and have done something
to stop Rian from meeting Florence at A Trip Away Inn. If
it’s suggested Rian changed her mind, Florence vehemently
shakes her head and knows Rian wouldn’t do that to her.
Florence Neverbee Knowing the Scaldris family and staff would recognize her,
Florence beseeches the party to sneak in and find out what
Upon entering A Trip Away Inn, dark brown curls bounce happened. Florence brought the essentials, motioning to her
as a head whips around. Not who they were expecting, bag, but she could give them some of the gold she saved up
shoulders slump as the head, belonging to a Halfling, turns for Rian and herself. Florence has brought a total of 1,000 gp
back and releases a sigh. Resting their head on one of their but if pressed for more, she’s brought a gold ring with a large
hands, the halfling swirls their drink in front of them, their fire opal (worth 1,000 gp). Florence intended for the ring to
foot bouncing off the chair leg of their bar stool. be Rian’s wedding ring, but parts with it if she must.

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.

96 Chapter 3 | The Tales Florence Neverbee


97
The Scaldris Estate
Following Florence’s directions to the Scaldris estate and the A successful DC 10 Wisdom (Insight) check recognizes
recalled method to sneak in, the party spots the pitch-black it’s something imitating a humanoid. Pinpointing the
stone within the masonry of the outer wall. voice’s origin requires a successful DC 10 passive Wisdom
Climbing the ten foot tall wall reveals an opulent sight to (Perception) check or to walk around the appropriate corner
behold. A light-gray sandstone manor, topped with patterned and spot the raven’s cage (2).
iron parapets, stands before them. Little is seen beyond its
stained-glass windows with scenes of satyrs, dryads, and pixies
The Ravens Cage 2
depicted upon them. A lush rose garden filled with pink, red Turning around the corner reveals a cage with three ravens.
and orange blooms forms a sunset during the day, and a hedge Sitting in the shaded part of the cage, the ravens hop forward
maze, tall enough for a Dragonborn to get lost within, lies and start excitedly chattering louder upon seeing anyone.
between them and a balcony seen in the distance. A successful
DC 14 Wisdom (Perception) check notices slight movement
from the Scaldris Estate Gardener (see appendix A: Stat Ravens: “Off you go! Thank you! Fly safe! Fly safe!”
Blocks), bent low behind one of the larger rose bushes.
If the party fails the Wisdom (Perception) check to notice
the gardener, they must make a conscious effort to be quiet Below the cage is a lidded box labeled “Outgoing” with a
and succeed on a DC 16 Group Dexterity (Stealth) check sealed scroll inside. If unrolled, it reads:
to sneak to the hedge maze. If the party succeeded on the
check to notice the gardener, then a DC 13 Group Dexterity
(Stealth) check is needed to sneak to the hedge maze. Rusteus,
If the gardener notices the party, they may try to deceive Thank you again for agreeing on such short notice. When
the gardener by telling him they are here on business and the dust has settled, I’ll send further gold for her allowance.
must succeed on a DC 14 Group Charisma (Deception)
check to convince them. If the Group Charisma (Deception) Your loving sister,
check is failed, or another method is attempted and failed, Sienna
the gardener calls for help. The call for help alerts the two
Scaldris Estate Guards (see appendix A: Stat Blocks) listed These are the Scaldris’s messenger ravens and the letter
within the ‘Hedge Maze (5)’ section. from Rian’s mother to her brother, who agreed to let Rian
If the party succeeds in not alerting the gardener, or if they stay with him for the foreseeable future.
deceive or incapacitate the gardener, they enter the hedge maze. If retrieving a raven from the cage, a successful DC 12
Wisdom (Animal Handling) check keeps the raven from
The Hedge Maze screeching. Otherwise, the raven’s loud screech alerts the
The hedge maze has an entrance from the rose garden and guards (5) that there is someone within the hedge maze who
another on the opposite side. There are six features and areas might catch them slacking off.
of effect.
The Reflection Pool 3
Area of Effect 1 A shallow rectangular pool lined with black pebbles; the
mirror image of the party is reflected on its surface. Towards
one end of the pool is a bench with a book and empty wine-
While passing this point a cheery voice is heard, which is marked goblet on it. Further inspection reveals it’s:
one of the ravens from the ravens’ cage mimicking someone
sending them off.
• The Feast of the Wendigo by Arvad Quillforge, if this
module is run before the Arvad Quillforge module.
• Sword’s Edge: Lesser Known Histories, Mysteries, and
Ravens: “Off you go! Thank you! Fly safe! Fly safe!” Witcheries of Melterra by Eddawyn Therafyl, if this
module is run after the Arvad Quillforge module.

98 Chapter 3 | The Tales Florence Neverbee


The Scaldris Estate Guards 4 & 5 Rian’s Chambers
While passing this point (4), a successful DC 14 Wisdom Maritza Vapos (she/her), a female dwarf and Rian’s personal
(Perception) check reveals the muffled sound of sloshing attendant, wipes tears from her eyes. She sits on the four-
liquid and mumbling. This is the guards (5), who have snuck poster rosewood bed under a gauzy red canopy, feet resting
away from duty for a quick nip of whiskey. on the chest at the bed’s end. A mahogany roll-top desk sits,
The guards are attempting to be stealthy themselves top down, opposite the balcony. By the door to the room, a
and are on the lookout for anyone who could catch them; small rosewood vanity stands, its edges encrusted in gold leaf.
the GM should have the party roll individual Dexterity Using her handkerchief, Maritza daintily blots at the fallen
(Stealth) checks versus the Scaldris Estate Guard’s Wisdom tears in her braided, strawberry blond beard, before blowing
(Perception) checks. her nose with a loud honk, akin to an elephant’s trumpet.
These two Scaldris Estate Guards are slacking on the job. The room around her is decorated with dark wood
Unless alerted to the adventurers by any of the previously furniture and bold red and orange fabrics.
described means, they’ll leave in 10 minutes and go back to If approached from the balcony, she squeaks in fright
patrolling the grounds. If they enter combat: and jumps to her feet. A successful DC 15 Charisma
(Persuasion) check calms Maritza enough that she’ll ask
who the party are. When she knows Florence has sent them,
Scaldris Estate Guards’ Combat Motive: The guard’s Maritza pauses for a moment before bursting into tears again.
behaviors are determined by whether they have been alerted Through the tears, Maritza sputters out that Rian has been
to the party’s presence. If alerted at any point, they’ll sent away. After calming Maritza down via gentle words or
investigate the noises they hear. If engaged in combat, the tough love, she’ll relay what happened to Rian:
Scaldris Estate Guards call for backup on their turn during
the second round. During the fourth round or 2 minutes • Rian’s mother, Sienna Scaldris (she/her), found Florence’s
after combat has ended, whichever comes first, two more letters.
guards show up. • Sienna and Rian’s father, Ferram Scaldris (he/him),
confronted Rian.
• Rian told them the truth and about the plan to run away.
The Statues 6 • Sienna and Ferram forced Rian to travel to her uncle
Rusty’s (he/him) estate far away, hoping the distance would
An arrangement of statues depicting active miners stands in clear her head of such a foul match.
an alcove. The five statues are made of white marble with grey
veins, and are of various heights, due to the races depicted. Maritza has an idea of where Rian’s uncle’s estate is.
From east to west, there are: a dragonborn, a gnome, a Having left that morning, the retinue would be unreachable
human, an elf, and a dwarf. via the road, but Maritza informs the party of a shortcut
through the woods near one of the Scaldris mines. They
might be able to catch up to the party, or even cut them
off, but the area the shortcut is in is known for dangerous
The dwarf is the sole statue not actively mining, standing
conditions and creatures.
proudly with a pickaxe over their shoulder and a large
ruby (5000 gp) in their hand. The rocks they are “mining” The party must decide if they are going to relay the info to
are made of black marble with white veins, and have tiny Florence or head straight after Rian.
emeralds, sapphires, and opals embedded into them (worth
1,000 gp total). All of the gems are removable with a Development
successful DC 16 Dexterity (Sleight of Hand) check, and
With the new information, the party must race after the
a tool to pry them out, and a DC 16 Dexterity (Stealth)
retinue keeping Rian captive.
check to not alert the Scaldris Estate Guards (D2). If
proficient with and using the Jeweler’s Tools, add the
adventurer’s proficiency bonus to the Sleight of Hand check.

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.

Chapter 3 | The Tales Florence Neverbee 99


Rescuing Rian
Going Back for Florence The narrow pass ends in a rock wall. The party members
must succeed on a DC 14 Strength (Athletics) check to
At A Trip Away Inn, Florence dons the thousand-yard
climb up or be assisted by other party members. At the top,
stare, resting on her hand. Flip slides another mead towards
the party stands on a flat area ending in a rocky decline,
Florence, but she doesn’t notice as it flies past. Just after it
jagged rocks jutting out like a bared maw.
slides off the bar, the mug immediately rights itself and falls
to the floor without spilling a drop. At this vantage point, the party only sees sections of the
road; its visibility has been hindered by the terrain around
When approached, she turns to the party with a fragile
them.
glimmer of hope in her eyes and fists her hands in front of
her mouth. On the road, a retinue travels about a mile away from
where the rocky decline ends. Details are hard to spot as it
Upon learning that Rian had been spirited away, she hops
passes in and out of their vision, but accompanying riders
down from her barstool and rushes to the door. Turning back
can be seen. The party has the chance to cut them off if they
to the party, she speaks:
hurry down the rocky decline.
Rushing down the 120 foot long decline from the bluff
without falling and rolling requires two successful DC 14
"What are we waiting for! We need to hurry! Which way
Dexterity (Acrobatics) checks. Failing the first check will
do we go?”
auto-fail the second, and incurs 1d8 slashing damage from
the sharp rocks and 1d8 bludgeoning from rolling down
the incline. Succeeding on the first check and failing on the
Shortcut second incurs 1d4 slashing damage from the sharp rocks and
1d4 bludgeoning from rolling down the rocky incline.
Departing from the road and cutting through the woods
for a mile, the party reaches a small clearing before a rocky Upon making it down the rocky incline alive, the party
mountain pass. has the chance to set up an ambush or blockade if they
desire. Alternatively, they may rush toward the retinue. If
doing the former, the party has 10 minutes to execute their
Unbeknown to them, this is the territory of an aggressive plan. If rushing towards the retinue, they could make it there
sounder of boars. Two giant boars and five boars reside in half the time.
here and attack other creatures on sight. An adventurer
must succeed on a DC 16 Wisdom (Perception) check or The Retinue
a DC 14 Wisdom (Survival) check to notice the markings
on the trees and tracks from the boars. If the check is failed, A nondescript coach, bearing neither crest nor flags, travels
or if the party is not going through the woods stealthily, the down the road. Nothing is notable about this carriage, except
boars are alerted to the presence of the party and attack. for the eight Scaldris Estate Guards accompanying it. The
Scaldris insignia of a glowing red ruby is covered by their
cloaks, and the guards are attempting to be incognito, since
Past the clearing, the woods thin out as the grade increases. they’re aiding an abduction. Inside the coach is a restrained
The way forward funnels into a narrow pass between the base and gagged Rian, as well as the Captain of the guards.
of two mountains. Going forward, the party must walk in a Seven of the guards are on horseback and are split up as
single line, and the pass is considered difficult terrain. follows: one in the front, two in the back and two on each
Flanked by treacherous rock walls as they move forward, side of the carriage. The eighth guard is driving the carriage.
a successful DC 16 Wisdom (Perception) check notices If attacked without explanation, the guards assume the
a small stream of pebbles filter down from above them. party are common bandits and fight back. Continue to the
This area is prone to rockslides; if the party does not move “Fighting the Guards” section if so.
carefully, rocks may tumble down upon them.
If the adventurers approach the party and mention Rian,
If the check failed, then an echoing crack is heard above the guards tense up and call for their captain: the guards
them: rocks begin to crash around them. Each party don’t know why Rian is being spirited away, but are loyal
member must succeed on two DC 14 Dexterity saving to their captain and follow her orders. Muffled yells are
throws to avoid being bludgeoned by the falling rocks. briefly heard from within as the captain steps out of the
Each failure incurs 1d8 bludgeoning damage. If the party carriage door. The captain (she/her) is a female dwarf with
knows of the danger, they must succeed on a DC 14 Group thick, salt-and-pepper hair, neatly plaited beard, and a long
Dexterity check to navigate the rocky pass or face the scar that runs diagonally across her face. The Scaldris’ red
falling rocks as well.

100 Chapter 3 | The Tales Florence Neverbee


ruby insignia is emblazoned on her armor; she has been the Between a copper faux hawk and long beaded braid,
captain of the Scaldris estate guards since before Rian was dark brown eyes take in the sight before them, as they step
born. Respected by the mining community at large and down. Rubbing her previously restrained wrists, Rian walks
the guards she leads, she’s fiercely loyal to the Scaldrises, as towards the party. Refer to the appropriate section “Florence
they’ve always treated her like family. If trying to free Rian isn’t Present” or “Florence is Present” with “Post-Fight or
peacefully, go to the “Persuading the Captain” section. Persuasion” to continue.

Persuading the Captain Fighting the Guards


The Captain knows Rian is being sent away to keep her from
running off with Florence Neverbee. The captain never quite
understood the issue between the Scaldris and Neverbee Whether fighting the guards after failing to convince the
families, and considers the feud to be mostly fueled by gossip captain or fighting outright, the eight guards and captain
and misunderstanding. When she was appointed the captain fight in formation around the carriage.
about a hundred years ago, she was told the feud started
Tactics: If the retinue is attacked without explanation but
when the Neverbees refused to ask the bees to keep away
Florence is present, they’ll recognize Florence. The guards
from a mine entrance. A specific berry the bees loved grew
defend themselves but don’t attack, as they tell the party to
there, but the frequent stinging the miners received pushed
stay their weapons and call for their captain. The captain
them to the point of bug spray, a nonmagical spray that
steps out as mentioned above, and the party has a chance
deters bees but accidentally killed some of them.
to persuade her. If failing to do so or deciding against it,
The captain thinks Rian’s parents were being rash the captain and her guards fight to incapacitate the party
in sending Rian away. In the captain’s eyes, this will but spare them their lives. The captain spares their lives in
distance Rian and Florence from their families, not each any scenario where she knows they are here to free Rian.
other. Understanding the chaos that their love brings, she
If the retinue is attacked without explanation and
empathizes with Sienna and Ferram but is displeased with
Florence isn’t present, they’ll assume bandits are attacking
being a part of this abduction. Having been a part of Rian’s
and fight to the death to protect Rian. If Rian is freed and
life since she was born, she’s torn between being loyal to the
sees the captain and the guards murdered, she’ll try to
people she owes her career to and the person she watched
hold together her emotions, as she lifts each of their bodies
grow from an impetuous tyke to fierce adult, with her own
into the coach and closes the door, after fetching the small
wants and needs.
trunk. If asked, Rian explains she knew the captain and
A successful DC 15 Wisdom (Insight) check recognizes her guards well, and this isn’t the way their lives should
the unease the captain is carrying. If attempting to convince have ended. Putting them in the coach is to keep the
the captain to release Rian, a successful DC 16 Charisma animals away until they are found and buried.
(Persuasion) check convinces the captain to release them.
The check is downgraded to a DC 14 if Florence is there, as
the captain feels guiltier looking at Florence’s hopeful face.
If the Charisma (Persuasion) check failed, continue to the
“Fighting the Guards” section. If the Charisma (Persuasion)
check succeeds, read or paraphrase the following:

Knowing what they’re doing is wrong, the captain’s Author’s Notes/Acknowledgments


shoulders slump as she lowers her sword. Going back into Inspired by Romeo and Juliet, I wanted to write a piece
the carriage, rustling is heard, a wallop and cursing from where the couple has the chance to live happily ever after.
the captain and, presumably, Rian. The captain steps With the help of a motley crew of adventurers, of course.
out, blood streaming from her broken nose, followed by a
dwarven woman.
Author Bio
Paige Ford is a freelance tabletop gaming writer who
enjoys playing tabletop games, running games as a Game
Master, and adventures with her partner and Humphrey,
who is Napoleon reincarnated as a 14 lb dog.

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!”

Breaking apart, both flushed and out of breath, Florence


From the carriage, Rian retrieves a small trunk, pulls out an stares into Rian’s eyes for a moment before turning towards
exquisite bottle of wine (200 gp), a coin purse with 500 gp, the party:
and a brooch of shielding from it, and hands it to the party.

“We have to leave, quickly. When I’m not at dinner, my


parents will check on me and find the note I left them.
“The wine was meant for my uncle, this is the spending Thank you. We owe you everything."
money they sent with me, and the brooch, well, my mother
is overprotective. It’s a brooch of shielding; you might have
more use for it.”
Rian goes to the small trunk and pulls out an exquisite
bottle of wine (200 gp), a coin purse with 500 gp, and
Helping Florence into the carriage seat, Rian steps up but brooch of shielding from it and hands it to the party:
turns back towards the party:

102 Chapter 3 | The Tales Florence Neverbee


“The wine was meant for my uncle, this is the spending Florence Neverbee
Small Humanoid (Halfling), lawful good
money they sent with me, and the brooch, well, my mother
is overprotective. It’s a brooch of shielding; you might have Challenge 1/4 (50xp) | Initiative: +3 | Prof. Bonus: +2
more use for it.”
With that, Rian helps Florence onto a pony and mounts her armor class hit points speed
own. Florence turns towards the party: 15 9
30 ft.
breast plate (2d6 + 1)
“One day, our families will understand. Maybe we’ ll even
celebrate solstices together. We’ ll have to ban all honey and
str dex con int wis cha
mining talk, but at least we’ ll be together.”
11 (0) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 16 (+3)

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.

Chapter 3 | The Tales Florence Neverbee 103


104 Chapter 3 | The Tales Sinessio Bravo
S inessio Bravo (He/Him)
Written by: Michael Pisani
Adventure Level: 5 | Players: 4-6
Content Warnings: Alcoholism

Human • Thief Sinessio was contacted by an old friend named Dumin


(he/him), a dwarf living near A Trip Away Inn. After recently
Cocksure, scheming, and prideful. losing his father, Dumin uncovered records of a forgotten
Sinessio has well-maintained grey hair spilling over his wizard’s tower, potentially full of valuable artifacts, in the
shoulders and a tight Van Dyke beard, groomed excellently region. After going over a purchase order Dumin found,
against his wrinkled face. Sinessio was able to track down the location of the tower.
What he found inside changed him forever, or so he thinks.
He found his way in and easily disabled the magical locks
barring his entry, working his way through several rooms.

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.

Chapter 3 | The Tales Sinessio Bravo 105


Where Does the time Go?
Rumors about Sinessio
• He once infiltrated a baron’s armory, stole his armor, had
The tavern is alive with the excited chatter of the patrons. it altered and re-sold it to him for twice what he paid for it
Drinks flow steadily from the bar, both delivered to the tables to begin with.
and across the bar top. At the bar, Flip moves back and forth, • He was able to move two-thirds of a red dragon’s hoard
making quick conversation and taking drink orders, as Nix out from underneath her without waking her up, and left
quickly mixes up any cocktails requested. Servers move to the an IOU written on a piece of parchment for the dragon to
tables and booths, delivering food and drink as glowing orbs find when she awoke.
brighten and dim on tabletops. A Trip Away is alive tonight, • He once stole a king’s crown from the king while dancing
but one man’s sour mood sticks out like a sore thumb. with his daughter at a solstice ball. (Some say he also stole
the princess’ heart).
• He sold a forged contract for his soul to a devil who, upon
Sinessio Bravo signing, forfeited all of his properties and assets to one
Seated at the bar is a shriveled old man. His well-maintained Sinessio Bravo, and also included one free resurrection per
gray hair spills over his shoulders and a tight Van Dyke beard year henceforth in perpetuity, until the devil is smote or
is groomed expertly against his wrinkled face. Suffocating ceases to exist on any plane of existence.
despair wafts off him like week-old dung, as he drowns his
sorrow in the tavern’s most expensive wine. He swills it like a An Offer and a Plea
cheap whisky, swallowing almost the entire goblet in a single
gulp, and then desperately vies for Flip’s attention to order Sinessio is clearly inebriated when he is approached. He
another. If the adventurers take notice, Flip shoots them a slurs his words and desperation plays on his wrinkled face.
knowing glance and rolls his eyes at the exasperated cry of He has the look of a man who has lost everything. Noticing
“Don’t you know who I am?” escaping the old man’s tightly the party and their armaments, he begins taking measure of
stretched lips. Flip replies, “Yes, Mr. Bravo, of course I do,” as the group, considering their capabilities. Satisfied with what
they walk away. he sees (he is desperate after all), he quickly begins trying
to garner their attention. If they approach, he offers to buy
them a drink and supper if they move to one of the booths to
Mr. Bravo wears skin-tight leather armor and a black cloak hear his tale.
with crimson trim draped over his shoulders. His belt holds Sinessio slides into one of the booths in a corner and taps
a beautifully crafted stiletto with a dragon head handle. the orb, igniting it to call over a server. If the party takes a
Strapped around each thigh is a holster containing three seat a server approaches, and Sinessio takes it upon himself
throwing knives, and a hand crossbow hangs from his to make a food and drink order for the party without their
belt, finely crafted out of ash and stained black. He wears input. He seems to have more than enough coin. He makes
gauntlets of black steel, adorned with runic carvings, and a small talk until the server leaves with the orders, then
blood-red jewel just above the palm. Mr. Bravo has the look launches into his tale.
of a thief, and a successful one at that.

"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.

106 Chapter 3 | The Tales Sinessio Bravo


A Fine Ale and A Stout Dwarf
Sinessio imparts further information on the party if asked: Roleplaying Dumin Stonehammer: Dumin is a gruff
• He found the tower easily with the guidance of the work dwarf. At one point Dumin was an optimist, with lofty
order. aspirations of following in his father’s architectural
• The tower itself is mostly overgrown, covered in vines and footsteps. Those dreams have since faded, as he has
vegetation. resigned himself to the fact that he just doesn’t have the
eye for design that his father had. These days, Dumin
• The interior seemed like it hadn’t been disturbed, but was
commands a small company of dwarven craftsmen, and
clean and well cared for.
works mostly on building small hovels and workshops for
• The tower itself had a magical lock, which he disabled. nearby townsfolk and farmers. His despair has also led to
• The foyer was filled with beautiful elven art. a bit of a drinking problem. He doesn’t seem to be able to
• As he moved from the first to the second floor, his body get through a day without having a few drinks anymore.
began to ache.
• A mirror on the stairs revealed that he had somehow been
aged a number of years. Dumin Stonehammer lives near the forest in a single-storey
• He fled immediately, and went directly to the tavern, stone building, with shuttered windows and a strong oak
where he has been here since. door, carved with dwarven runes. Just to the east of his
Sinessio suggests that the dwarf who tipped him off about home is a small workshop with small windows, through
the tower may have more information in his father’s records. which a red-bearded male dwarf with a mohawk can be
His name is Dumin Stonehammer, and he lives in a hovel seen, planing a piece of a felled cherrywood tree.
just a mile or so from the tavern. He warns them that Dumin
will more than likely need to be “inspired” to give up such Dumin is a proud dwarf, who is doing the best he can
valuable information, and suggests that a cask of the tavern’s under his current circumstances. He’s been handling his
finest ale might help grease the wheels. father’s estate while trying to maintain his business. He’s doing
He begs the group to help him, offering up 500 gp each everything he can to avoid having to work in the Scaldris
now, with another 500 gp each if they can return him to his mines. As the party enters the workshop, he lays down a pencil
real age. If that isn’t enough, he can be persuaded to give up next to a set of plans he’s been working on. His drafting table
his prized stiletto, Doomguard (see Appendix A: Magic Items). is immaculate, and the plans seem to be of a small home. He
He needs them to find a way to reverse what he hopes is an looks up and, upon noticing the party, invites them in.
enchantment affecting him. He greets the party with a quick, “what can I do for ya?”
Characters with a Passive Perception of 16 or higher before crossing his muscular arms over his barrel chest. He
notice a table near their booth containing a group of 5 gruff declares it is time for his mid-morning ale anyway, and pours
and hardened mercenaries. This is Arri (she/her) and the a mug from his in-workshop cask. If the party is interested,
Black Wake Company, listening in on their conversation he pours them ale as well.
with Sinessio. Dumin has the records for the tower in the workshop, but
he holds out for some form of payment. Dumin will give up
the work order for no less than 1,000 gp or a fine cask of ale.
However, if it is the ale that is used to bribe him, he insists
they participate in a drinking contest (see drinking contest
rules in Pub Games section) before any business commences.
It is time for afternoon drinks, after all.

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.

110 Chapter 3 | The Tales Sinessio Bravo


Chapter 3 | The Tales Sinessio Bravo 111
Kitchen 3 Storeroom 5

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 temperature in this room is cold enough to preserve


meat. The runic enchantments on the walls emit a cold blue
glow and cool air flows off of them. Shelves line the walls
here with dusty remnants of oats and grains. Remnants of
disintegrated meat that rotted away centuries ago hangs
from dulled hooks.

Digging through a disintegrating burlap sack in the corner


of the room is a full-grown and starving owlbear. Confused,
scared and hungry, it attacks the party as soon as it notices
them. The owlbear acts as if it’s had haste cast on it.

112 Chapter 3 | The Tales Sinessio Bravo


Bedroom 7

Time passes slowly in this room. All spell


durations are doubled. Any creature
not anchored here takes an action
only on even-numbered rounds and
loses their reaction.

The bedroom is immaculate.


The large four-poster bed takes
up the center of the room.
Each post corkscrews up into a
spindly peak. A bookshelf lines
the south wall, following the
curvature of the tower. A set of
stairs, with familiar vine-covered
handrails on the east wall, leads up
to the workshop (8). A nightstand
sits next to the southern edge of the
headboard with a copper dragon lantern
illuminaing the room, its light flickering in
slow motion. A copy of The Deliciously Dark
Dwarf by Magnus Victorian Albreight Erikson
III lays next to the bed.

Dining Room 6 The drawer is protected by a 6th-level glyph of warding


set to explode if the drawer is opened. The glyph deals 40
(8d8) fire damage in a 15 foot radius sphere. It requires a
Time passes slowly in this room. All spell durations are successful DC 18 Intelligence (Investigation) check to
doubled. Any creature not anchored here takes an action find the rune, or a detect magic spell. Because time is slowed
only on even-numbered rounds and loses their reaction. here, if the rune is triggered, a wave of flame explodes out in
slow motion, the radius expanding 10 feet per round, until
it reaches a 30 foot radius. A character must succeed on a
DC 13 Dexterity saving throw or take 8d8 fire damage,
The dining chamber contains an 30 by 5 foot table or no damage on a successful save.
surrounded by four chairs. The chairs are intricately carved
Inside of the nightstand is Aredali’s Spellbook (see
with lion heads on the armrests. Fine silver and expensive
Appendix A: Items). The spellbook contains a description
china are set out for four people in front of the chairs. The
for several spells Aredali is currently working on,. The most
linen napkins bear a crest: a white lotus over a seven-pointed
notable spell is inscribed just under time stop and is titled
gold star. The broom, upon entering this room, slows and
time reverse. Next to the book is a small gold ring with a
begins sweeping. Feather dusters float, almost as if in slow
strange sapphire jewel. It is a Ring of Telekinetic Bond
motion, tending to the table, chairs and shelves.
(see Appendix A: Items).

The silver and china on the tables and in the cabinets are
worth 300 gp.

Chapter 3 | The Tales Sinessio Bravo 113


Development
When the party reaches the workshop (8),
Arri and 2 Spies, members of the Black
Wake company find their way to the tower (If
the party killed Arri then the group is led by
a Black Wake Champion). They enter the
first room and age 10 years as they make
their way to the second floor. They start to
quickly make their way through the second
floor and towards the workshop. Confused
and angry, they start looking for the party
and an explanation. Any characters with a
Passive Perception of 13 or higher will hear
the group approaching. Otherwise they will
surprise the party in the workshop.

Workshop 8

Time passes slowly in this room. All spell durations are


(8A)
doubled. Any creature not anchored here takes an action
only on even-numbered rounds and loses their reaction. Aredali’s Journal
They all told me it couldn’t be done. The forces of law
would never allow it. They scoffed at me, and said that I
had allowed my aspirations to overtake my judgement. I
The workshop is filled with beakers and bottles, although was beginning to believe them, but my research has proven
some of the liquids have long since turned to sludge. Along fruitful. Time, you see, is like a stream: it is compelled to
the southern wall is a large curved desk, laden with many travel in one direction, the path of least resistance. With
papers and books. In the center of the desk is an open journal the right incantation, we’ve learned that the flow can
containing several entries. There is a large bookshelf taking be momentarily frozen. I believe that, with the proper
up almost the whole eastern wall, curving with the tower. understanding, it can also be reversed.
The workshop is filled with measuring tools, scales, sand
I’ve nearly completed work on the incantation. Many
timers, and mechanisms completely foreign to the party.
years of study have led me to this point. Magic of this
type is seldom experimented with, but I believe all my
(8C) calculations are correct. If my components are pure, I
A successful DC 14 Intelligence (Investigation) check should be able to reverse time up to six seconds. Enough
allows the party to find 3 potions of greater healing in a desk time to undo a single mistake.
drawer, next to a small key. (This key opens the lockbox in 5.) I’ve placed an order for the components I need. I’m so close
now I can hardly contain my excitement. A spell like this
will make me one of the most famous wizards in all the
(8B) realm, I’m sure of it.
In the center of the room is a small lever that, when pulled, The shipment of components arrived today. Everything
will levitate anyone standing within the 10 by 10 foot cube appears to be in order, as far as I can tell. The only thing
to a matching lever on the next floor. that gives me caution is that diamond. It doesn’t seem to
have the clarity I’m accustomed to. No matter though,
I’m too close now to wait any longer. I will attempt to cast
the spell in the test chamber tonight. I’m on the cusp of a
discovery that will make Aredali Luthyra a household name.

114 Chapter 3 | The Tales Sinessio Bravo


Chapter 3 | The Tales Sinessio Bravo 115
Aredali, although frozen, has maintained her
awareness. She has been trying desperately
over the last two hundred years to reason a
way out of her predicament. She spends
most of her time in an elven trance
to maintain her sanity, however the
breach of the tower by Sinessio caught
her attention. Since then she’s been
actively listening for more interlopers.
Although she cannot communicate
directly with the party, any form of
telepathic communication will be successful.
If contacted, Aredali will immediately and
emphatically exclaim that she knows how to
end the stasis and stop the out-of-control spell.
She imparts several pieces of information as quickly
as she can:
• The spell went haywire because she was sold a fake
diamond. The incorrect spell component trapped her, and
started sending waves of time-altering energy out through
the tower.
Test Chamber 9 • The tower’s anti-magic enchantments have kept the spell
contained within the walls of the tower.
• The storeroom contains a lockbox in the southwest corner,
holding several precious gems including the diamond
Time passes slowly in this room. All spell durations are needed to complete the incantation.
doubled. Any creature not anchored here takes an action • The key to the lockbox can be found in the drawer of her
only on even-numbered rounds and loses their reaction. desk inside the workshop (8).
• Her spellbook, containing the components needed and
the incantation, can be found in her bedroom (7) inside
of her nightstand. The drawer is protected by a glyph
As you’re is levitated up into the test chamber, you phase of warding, and she tells them the words needed to
through the floor, revealing a young female elf, hovering deactivate the rune: 'Averte debilito'.
in the middle of the room and radiating magical energy
in waves. The room is a hexagonal chamber constructed
of clear quartz. The containment runes are drawn up each Aredali can be freed if the party finds the diamond in the
vertical of the hexagon. The crystal pyramids to a pointed lockbox, or supplies their own, completing the ritual. If
peak. The magical energy radiates out, hits the crystal walls, they attempt the ritual using a fake diamond, the character
and ricochets down into the keep through the floor. attempting the ritual also becomes frozen in time until the
On the floor of the test chamber is a half-burned-away spell is completed properly. A non-spellcaster can attempt
piece of glass, cut in the shape of a diamond. It lies just the ritual if they are proficient in Arcana and succeed on a
under the feet of the levitating elf, who is holding an DC 16 Intelligence (Arcana) check. Otherwise the spell
hourglass, frozen in time. fails, and they are immediately aged by five years.
If the players have not determined the true diamond, and
are just guessing by using one of the three, they have a 33%
chance of choosing correctly.

116 Chapter 3 | The Tales Sinessio Bravo


What Used to Be
Appendix A: Magic Items
As the spell explodes out through the group, time seems Talisman of the
to reverse for six seconds. There is a pause and then a Steadfast Root
blinding flash of violet light. Magical energy explodes out Amulet, rare
through the tower, before falling silent. The hourglass hits
the ground, shatters, and sprays sand everywhere. Aredali While wearing this amulet the bearer is immune to all
collapses to the ground in a heap of robes and rests there for time altering effects including, but not limited to, time
a moment, before slowly regaining consciousness. She looks stop and time reverse. A creature wearing this talisman is
up, tears streaming down her face. She takes a moment considered anchored.
before addressing the party: The talisman is quite fragile. If at any time the bearer is
knocked prone, falls, or takes any force, or bludgeoning
“I have been trapped in that state for almost two hundred
damage, they must succeed on a DC 15 Dexterity saving
years. I had almost completely given up hope until I heard
throw. On a failure the amulet takes 1d4 points of damage.
that man enter my tower. Who do I have to thank for this?” The amulet has 6 hp before it is shattered and destroyed.

Aredali is happy to help Sinessio, urging the group to


follow her into her workshop. She begins pulling books off of Aredali’s Spellbook
her shelves and throwing them on her desk. Level 7. forcecage, reverse gravity, teleport
• She says she needs to recover before she can cure Sinessio. Level 8. antimagic field, maze, control weather
• She is happy to explain what the purpose of the tower was Level 9. time stop, time reverse
and why she built it.
• She insists that the spell is too dangerous and must be
destroyed. She asks the party if they have a copy of the Time Reverse
spell, before ripping the page from her spellbook and (9th level Conjuration)
uttering a spell, setting the paper ablaze. Casting Time: Reaction
• She hopes to rejoin the community and mentions the Range: 60 ft.
dwarf that helped build her tower. Components: V (retrorsum converti), M (A diamond
• If the party tells her about Dumin she insists on meeting worth 1,000 gp, a pinch of sand)
him. She has some repairs she’d like to hire him to complete. Duration: Instantaneous
• She wants to meet Sinessio immediately. Class: Wizard
• Consider allowing Aredali to notice differences that have Reciting this spell will turn back time exactly six seconds,
passed in the history of your campaign setting over the enough time to correct a single mistake. It can be used
200 years she was trapped. to allow yourself or an ally to succeed on a saving throw,
Aredali accompanies the group to the tavern if they are ability check, attack, or action that has just failed, or
headed that way. She introduces herself to Sinessio straight to attempt that action in a different way even if it has
away, offering her thanks. She is not sure she can restore him already passed.
to his original age, but she vows to try. She even offers to The diamond is consumed upon completion of the spell.
allow him to stay in her tower while she works to reverse the
spell. She also buys a round for the entire bar and, as Sinessio You may be able to achieve something outside the text of the
eyes her full coin purse, a wry smile plays across his face. spell. State your intention to your GM, to interpret your
intention as they see fit.
True to his word, Sinessio offers his payment to the party
before beginning to explain to Aredali how famous he is.
Aredali and Sinessio will continue to frequent A Trip Away
Inn and, from this moment forward, can often be found in a
Ring of Telepathic Bond
Ring, very rare (requires attunement)
corner booth sharing a romantic candlelit meal.
This ring has 4 charges and regains 1d4 charges at dawn.
Rewards If the ring reaches 0 charges it crumbles to dust and is
• Sinessio’s 1,000 gp payment. Half before and half after. destroyed. While wearing this ring, you can expend one
• Sinessio’s dagger, Doomguard. charge to cast the telepathic bond spell as a bonus action.

Chapter 3 | The Tales Sinessio Bravo 117


Magic Items (Continued)
Doomguard
Weapon (dagger), rare
You gain a +2 bonus to attack and damage rolls made with
this magic weapon.
This dagger has 3 charges and regains 1d4 - 1 charges at
dawn. You can expend a charge and use your reaction to
cast the shield spell while holding this dagger.

Appendix B: Stat Blocks

Arri (Black Wake Company) Black Wake Champion


Medium Humanoid (Human), neutral Medium Humanoid (Orc), neutral evil

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.

118 Chapter 3 | The Tales Sinessio Bravo


Sinessio Bravo Actions
Medium Humanoid (Human), lawful neutral Multiattack. Sinessio makes two attacks with his rapier
and one with Doomguard.
Challenge 5 (1,800 XP) | Initiative: +4 | Prof. Bonus: +3
Doomguard. Melee Weapon Attack +7 to hit, reach 5 ft.,
armor class hit points speed one target. Hit: 8 (1d4 + 6) magical piercing damage.
16 52 30 ft. Rapier. Melee Weapon Attack +7 to hit, reach 5 ft., one
(studded leather) (8d8 + 16) target. Hit: 8 (1d8 + 4) piercing damage.
Light Crossbow. Ranged Weapon Attack: +7 to hit, range
str dex con int wis cha
80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
11 (0) 18 (+4) 14 (+2) 12 (+1) 16 (+3) 14 (+2)
Bonus Actions
Saving Throws Dex +7, Int +4, Cha +5
Cunning Action. Sinessio can take the Dash, Disengage,
Skills Acrobatics +7, Athletics +3, Perception +3, Sleight
or Hide action.
of Hand +7, Stealth +7
Dagger Flourish. Sinessio chooses one creature within 5 ft.
Senses passive Perception 16
That creature must succeed on a DC 16 Charisma saving
Languages Common, Druidic, Dwarvish, Elvish, Sylvan, throw. On a failed saving throw, all attacks Sinessio makes
Thieves' Cant against that target are made at advantage until the start of
Proficiency Bonus +3 his next turn.
Evasion. If Sinessio is subjected to an effect that allows
him to make a Dexterity saving throw to take only half Reactions
damage, Sinessio instead takes no damage if he succeeds on Uncanny Dodge. Sinessio halves the damage that he
the saving throw, and only half damage if it fails. takes from an attack that hits him. He must be able to see
Sneak Attack (1/round). Sinessio deals an extra 14 (4d6) the attacker.
damage when he hits a target with a weapon attack and has Doomguard. Sinessio can expend one of his dagger's 3
advantage on the attack roll, or when the target is within 5 charges to cast the shield spell as a reaction. He gains a +5
feet of an ally that isn’t incapacitated, and Sinessio doesn’t bonus to AC until the start of his next turn.
have disadvantage on the attack roll.

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.

Chapter 3 | The Tales The Arbiters 121


Hook
After the party settles in, their attention is drawn to the Runt performatively throws up a glass as Salora passes, and
center of the dining area where a disheveled, energetic and clinks her mug against Salora’s. As beer slops over the mugs,
raucous gnome, by the name of Salora, prepares to make a Salora continues ranting and raving about the might of the
boisterous toast. She is heavily intoxicated and seems to want Arbiters and how they are the champions of the realm.
to get something off her chest, inhibitions be damned. She approaches you, offering up her mug for a cheers,
then grabs a chair, and sits down.

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.

122 Chapter 3 | The Tales The Arbiters


The Rundown
Sirni the boisterous, high-pitched battleaxe, screeches from Runt and her group are easy to track; they seem to have made
above the bar, “WHAAAAAAAAAM, just like that, justice no effort to hide their travel. If the party follows the tracks
has been served!” as Flip is rapidly escorting Mia and Tia to left by the Arbiters, they eventually approach a small loading
help with the body, as well as offering everyone a free round. ramp beside the river. Runt and her four apprentices are near
the ramp, readying a river barge.

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.

Chapter 3 | The Tales The Arbiters 123


If the party is still uncertain and pushes back on her claims, Inside the package attached to the bobber is five poisons,
Runt offers to take the Calming Cantor to prove to the two vials of cillian's living death, three vials of cillian's
adventurers that she is telling the truth. Nothing about her calming cantor, and one cillian's mark of the arbiter.
changes, except the effects of Calming Cantor (see Appendix B:
The Arbiters).
As the party passes, the mercenary barge attempts to
If the party decides to attack Runt and succeeds in killing her: ram and board the party’s barge. Succeeding on a DC 15
• Runt is carrying a map on her, showing an X over a Wisdom (Perception) check allows a character to anticipate
section of the river that she suspects is the entrance to the this maneuver, giving them a chance to veer out of the way.
mercenary base.
• The only name in Runt’s journal that isn’t crossed out
is Cillian Clíodhna’s, with “treason, murder, imitating Fake Merchants: There are 5 bandits, and 2 Slate Cloaks
Arbiters, unsanctioned poisoning” next to his name. aboard the vessel. One of the Slate Cloak’s is hiding in
• Four Slate Cloaks begin tracking the party. If the party stays the cabin and is not visible at first. The two Slate Cloaks
in one place for more than 10 hours before investigating have their hoods torn off. One torn-hood Slate Cloak
Cillian Clíodhna’s lair, the Slate Cloaks sneak up on them, named Eloise (half-elf, she/her) attempts to remain hidden
providing the opportunity for another encounter. in the cabin until the fight is over. She attempts to flee
immediately upon being discovered.
Into the River
On the ramp is a river barge. Runt shows the party a map, If the party takes any of the mercenaries alive and
depicting the river with an X on it. She believes the entrance interrogates them, a successful DC 14 Charisma
to the mercenary base is somewhere in the vicinity. She (Intimidation or Persuasion) check will convince the
climbs aboard and prepares to launch the barge. captured merc to offer to help gain entrance to the hideout, if
they’re allowed to leave unharmed. The interrogation can also
reveal the following information:

“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.

124 Chapter 3 | The Tales The Arbiters


Chapter 3 | The Tales The Arbiters 125
Cillian’s Cavern
Whirlpool Room 1

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.

If alerted, the bandit runs back down the hallway and


Door Trap: In the track of the sliding door, on the left- returns with four more bandits from the barracks, plus a
hand side, hang several glass vials filled with green liquid cult fanatic after two rounds.
that, when broken, release a noxious gas that does 1d6+1
poison damage, per round, in a 20 foot radius.
Pouring any poison into the bowl causes the vials
containing the gas mixture to rise out of the path of the A closer look at the moss on the northern wall reveals that
door, until the door is closed again. Only a drop is needed. the moss seems particularly strong and thick in this room,
• Any attempt to force or break the door will shatter the making it easily climbable. Climbing across the north side
poison vials, triggering the door trap. wall requires a successful DC 14 Strength (Athletics) check.
• If any party member has prayed to their respective god Anyone falling into the water can attempt to swim
for safe passage through this cavern system, the bandit past the whirlpool. This requires succeeding on a DC 14
responsible for changing the vials has forgotten to do so. Strength (Athletics) check. Any character drawn into the
• If the adventurers succeed on a DC 16 Intelligence whirlpool takes 1d4 bludgeoning damage, and can attempt
(Investigation) check when examining the contraption, the check a second time on their next turn. Failing a second
they notice several glimmers in the crack where the door check results in a character suffering 1d6 bludgeoning
would slide, resembling the bubbling of several glass vials. damage and being sucked into the whirlpool, which ejects
• There is a lit torch protruding out of the wall next to the them into the river near the entrance hatch.
door. If a party member succeeds on a DC 15 Wisdom
(Perception) check, they realize that it is a lever. Pulling
the lever causes the door to slide open. If the glass vials An Alternate Route 1 B
have not been raised they will shatter, triggering the
door trap. On the south side of the room the moss thins a bit. Any
player with a successful DC 15 Intelligence (Investigation)
check can see a 5 by 5 foot opening in the floor, with the
rotted remains of a ladder. The floor is 30-feet below and the
passage is shrouded in total darkness. This passage leads to
the eastern half of the whirlpool room.

126 Chapter 3 | The Tales The Arbiters


Staircase to the Lab 2
are easily convinced to help the party, but don’t have much
(2A)
information that is helpful to the group, as they’ve been
The door to this room is shorter than normal, standing shackled here for most of their time in the hideout.
at only about 4 feet tall. In front of the door is a pressure
plate, noticeable with a successful DC 15 Intelligence Store Room 4
(Investigation) check. A successful DC 15 Dexterity
(Sleight of Hand) check allows a character to disarm the trap.
Pressure Plate: Any creature size small or larger will trigger Heading down the stairs, in a small store room containing
the plate when they stand on it, causing a quiet ‘click’ noise. some failed poison experiments, there is a broken wooden
If the trap is triggered, the party hears hissing, as gas begins cask with 5 poison darts at the bottom of it. The storeroom
to fill the room. The gas immediately fills the 5 foot square is filled with dried meats and berries, miscellaneous tools,
in front of the door, and continues to spread an additional and cleaning utensils. A successful DC 16 Intelligence
5 feet into each open space adjacent to it every round. The (Investigation) check reveals a dilapidated box, covered in
gas will not ascend the stairs and can be disabled with a cobwebs, with a discarded twig inside. The twig is a Wand
successful DC 13 Dexterity (Sleight of Hand) Check. of Web.
Once the mechanism is disabled, it takes 4 rounds for the
gas to fully dissipate. At the beginning of each turn, if any
character is standing in the gas, they must succeed on a DC Barracks 5
16 Constitution saving throw or take 1d6 poison damage.

Through the doorway you see a sparsely decorated room


Poison Lab 3 with 6 beds, with a footlocker at each. A woman sits on the
edge of her bed, facing away from the door, polishing a set
of gauntlets, as three other humanoid figures lay sleeping.
Passing through the tiny door you see ten tables, filled with
identical chemistry equipment. The room is sweltering The four creatures in this room are bandits. Hanging on
and smells of an acrid mix of chemicals. Around the room the wall in the barracks is a key for the shackled gnomes in
gnomes are shackled to tables working tirelessly. The gnome the chemistry lab (3). The key can be seen from outside the
in the back of the room is shackled with a lengthened chain doorway.
to collect the vials from the other tables and send them in
boxes down the conveyor belt in the back of the room.
If any of the bandits notice the adventurers they will attack.
If the trap (2A) is triggered, the gnomes beg the party to
unshackle them before the poison kills them. A key found
hanging in the barracks (5) unlocks the gnomes’ shackles. Mess Hall 6
A successful DC 15 Strength (Athletics) check allows a
character to break the shackles from the table. The conveyor
belt (3A) at the far end of the poison lab leads into room The tables in this quiet mess hall are in various states of
(8). If the party is friendly with the gnomes, and attempts uncleanliness. Spilled ale and bits of food litter three of
to bargain with them for their freedom, they will describe the tables, while a fourth table seems to have been freshly
room (8) in detail, and tell the party about a secret door (8D) cleaned.
leading to a hidden tunnel exit. They know about this secret
exit because they helped Cillian construct it.
Passing a DC 14 Wisdom (Perception) check reveals a small
(3A) Next to the belt are stacks of empty crates, waiting gnome huddled under one of the tables. When confronted,
to be filled. On the belt is a cart large enough to hold one of Gip (he/him), a young gnome, explains that it is his job to
the crates, sitting on a track that ends here but seems to lead clean the tables. He hides when anyone enters the room
into another room (8). A lever is next to the belt. If pulled because the mercenaries don’t like to look at him. If the party
it will send the cart down the track to be unloaded by the is kind to Gip, he will warn them of the moat and invisible
crane at (8A). bridge in room (7). He also says the door will be guarded, as
The gnomes have no attachment to the mercenaries, and it is the entrance to the bottling and storage area (8) of the
have been forced to work in the lab making the poison. They factory. He also mentions that the boss keeps his desk there.

Chapter 3 | The Tales The Arbiters 127


Pool Hall 7
Near the desk below the conveyor belt, Cillian Clíodhna
(he/him) oversees the operation. He is dressed in rich black
As the din of the whirlpool fades, you enter a dimly lit studded leathers, with an exceptionally clean look. He leans
corridor illuminated by a familiar phosphorescent glow on a large, lavishly decorated battleaxe pondering something
emanating from a deep pool of water. The pool spans the near his desk. Two Slate Cloaks stand, monitoring the
length of the hallway. On the far side of the pool sit two manufacturing. They act as sentries, ensuring the gnomes
crudely fashioned, heavy wooden doors. In front of the keep working, and guard Cillian. On his desk is a letter with
doors, two humanoid figures talk to one another. a broken wax seal. The letter reads:

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).

128 Chapter 3 | The Tales The Arbiters


Appendix A: Magic Items
Cillian's Calming Cantor
Next to the storage area is a secret door (8D). Any Poison, Rare
character searching the wall can find it by passing a
DC 14 Intelligence (Investigation) check. They have This black liquid smells of burnt grass and is used to
advantage on the check if any gnome explains the location elicit a confession. The poison causes the eyes to become
of the exit to them. bloodshot and a light purple bruising forms below the eye
that fades after 1 hours.
Duration: 1 minute per dose.
(8C) This storage stockpile is curiously filled with bottles
labeled as mundane items. Several crates are labeled for Any creature ingesting this liquid must succeed on a
different shops and homesteads in the area. Towards the DC 12 Constitution saving throw. On a failed save,
top of the pile is a large crate labeled ‘A Trip Away Inn’. If a creature can’t speak a deliberate lie while under the
the party cracks the top off the crate, they find a number poison’s effect but they are aware of this effect.
of different liquor and wine bottles. These bottles contain
a mixture of whatever drink the label says and the Mark of
the Arbiter’s poison. The same is true of any of the crates the Cillian's Mark of the Arbiter
party may open. Poison, Rare
This clear, odorless liquid is designed to kill efficiently and
quietly, it causes the eyes of the dead or living victim to
become bloodshot and a light purple bruising forms below
the eye that fades after 12 hours.
Duration: 1 minute.
Conclusion Anyone ingesting a single dose of the Fake Mark of the
Arbiter must succeed on a DC 12 Constitution saving
Siding with Runt throw or suffer 4 (1d6 + 1) poison damage at the start of
each of their turns.
After Cillian has been killed or subdued, the party is offered
a trial for the Arbiters by Runt. Considering the adventuring
party played a key role in saving the Arbiters’ reputation,
Runt offers an apprenticeship in the guild and any money she
Cillian's Living Death
Poison, Rare
agreed to pay.
Yellow in color and smelling of old fruit, this poison is
Siding with Cillian designed to suspend a creature in a deathlike state. It
After Runt has been killed or subdued, Cillian stays true causes the eyes of the victim to become bloodshot and a
to his word, and offers double the promised sum without light purple bruising forms below the eye that fades after
question. He asks the party to help distribute the remaining 12 hours. It is designed to make the victim appear as if
poisons to the locals, and shows the party a crate filled with they have been poisoned by the Mark of the Arbiter poison.
liquor and wine bottles that he instructs you to deliver to A Duration: 24 hours.
Trip Away Inn. He promises to be in contact soon.
Any creature given a dose of Fake Living Death must
succeed on a DC 12 Constitution saving throw or gain
Rewards the unconscious condition after 2 minutes. The recipient
If the party has assisted Runt during the final battle: 1000 seems dead by all standard measures. Succeeding on
gp and they each can join the Arbiters as an apprentice a DC 12 Wisdom (Medicine) check determines the
Green Cloak. She also gives the party two Arbiters Bible's creature is still alive. 1 hour after ingesting the poison
with a smile and says, "I never gave you these." The party the bruising dissipates and the character regains
also can find an additional Arbiter's Bible on Cillian. consciousness. Any healing spell will instantly remove all
effects of this poison.
If the party has assisted Cillian during the final battle:
double the agreed upon bounty (1000 x 2 gp), plus 50 pp for
each dead Arbiter.

Chapter 3 | The Tales The Arbiters 129


Appendix B: The Arbiters
Arbiter Colors (Hierarchy) Calming Cantor
Apprentices (not yet called a Arbiter) are mainly Poison, Rare
Green restricted to research and menial spying roles.
This viscous, black, odorless liquid is contained in one
Cloaks Many of these Green Cloaks are ultimately
of two vials worn around the neck of all sworn Arbiters.
deemed an ill fit for the Arbiters.
Normally used to elicit a confession, the poison causes
The soldiers of the Arbiters, and the largest the eyes to become bloodshot and a dark purple bruising
Slate number of members, are ranked as Slate forms below the eye that fades after 12 hours.
Cloaks Cloaks. Usually acting as sentries, backup, or
Duration: 1 hour per dose.
taking direct orders from a Crimson Cloak.
Any creature ingesting this liquid must succeed on a
These captains are sometimes in charge
DC 20 Constitution saving throw. On a failed save,
of training or dealing with more difficult
a creature can’t speak a deliberate lie while under the
missions. They control a set of Arbiters within
Crimson poison’s effect but they are aware of this effect.
a geographic area, and hold the second highest
Cloaks
rank. Each Crimson Cloak receives access
to one vial of the Living Death poison upon
graduation for careful, considerate use.
Mark of the Arbiter
Poison, Rare
The leaders, usually well-guarded but extremely
Silver dangerous, even by themselves. It is believed This crystal clear, odorless liquid is one of two vials worn
Cloaks that these 12 individuals control the entire around the neck of all sworn Arbiters. Designed to kill
guild, but some suspect that number is larger. efficiently and quietly, it causes the eyes of the dead or
living victim to become bloodshot and a dark purple
bruising forms below the eye that fades after 12 hours.
The guild’s symbol is derived from this poison, the key
Arbiters’ Bible ingredient of which is the Lily of the Valley.
Book, Rare (requires attunement)
Duration: 2 minutes.
A book capable of communication via written script. Used Anyone ingesting a single dose of the Mark of the
for bounties, marks, descriptions, and instructions. A Lily Arbiter must succeed on a DC 18 Constitution saving
of the Valley is ironed into the leather cover. throw or suffer 7 (1d10 + 2) poison damage at the start of
When attuned to this book, you can send a message to each of their turns.
any other Arbiter’s bible, by writing a message and signing
the recipient’s name. The message then appears in the
recipient’s book. Living Death
Poison, Rare
Smelling faintly of fermented fruit and having a light
golden color, this poison is designed to suspend a creature
in a faux, deathlike state, lowering the victims heart rate to
a near imperceptible level. It causes the eyes of the victim
to become bloodshot and a dark purple bruising forms
below the eye that fades after 12 hours. It is designed to
make the victim appear as if they have been poisoned by
the Mark of the Arbiter poison.
Duration: 24 hours.
Any creature given a dose of living death must succeed
on a DC 16 Constitution saving throw or gain the
unconscious condition after 2 minutes. The recipient
seems dead by all standard measures. Succeeding on
a DC 20 Wisdom (Medicine) check determines the
creature is still alive. Healing spells will not revive the
recipient as they are not actually dead. 24 hours after
ingesting the poison the bruising dissipates and the
character regains consciousness.

130 Chapter 3 | The Tales The Arbiters


Appendix C: Stat Blocks
Green Cloak River Barge
Medium Humanoid (any race), neutral Large Vehicle (40 ft. by 10 ft.)

Challenge 1 (200 XP) | Initiative: +2 | Prof. Bonus: +2 Initiative -1

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

Saving Throws Dex +4, Int +3 Creature Capacity 2 crew, 6 passengers


Skills Investigation +3, Sleight of Hand +4, Stealth +4 Cargo Capacity 1 ton
Senses passive Perception 1 Travel Pace 3.5 miles per hour (84 miles per day)
Languages Common, Thieves’ Cant Damage Immunities poison, psychic
Time to Shine. If the Green Cloak is fighting adjacent Condition Immunities blinded, charmed, deafened,
to a higher ranking Arbiter, they gain resistance to exhaustion, frightened, incapacitated, paralyzed, petrified,
bludgeoning, piercing, and slashing damage. poisoned, prone, stunned, unconscious

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.

132 Chapter 3 | The Tales The Arbiters


Cillian Clíodhna Reactions
Medium Humanoid (Human), lawful evil I Don’t Think So. Range 20 ft. When a creature declares
a melee attack against one of Cillian’s allies, Cillian may
Challenge 6 (2,000 XP) | Initiative: +2 | Prof. Bonus: +3 use his reaction to throw a hammer. On a failed DC 15
Strength saving throw the creature is disarmed, and the
armor class hit points speed weapon is tossed 5ft. away in the opposite direction to
17 82 30 ft. Cillian.
(studded leather) (11d8 + 33)
Lair Actions
str dex con int wis cha Cillian's office (8) is considered his lair. On initiative
18 (+4) 20 (+4) 16 (+3) 14 (+2) 9 (-1) 13 (+1) count 20 (losing initiative ties), Cillian takes a lair action
to cause one of the following effects; Cillian can’t use the
Saving Throws Str +7, Con +6 same effect two rounds in a row:
Skills Athletics +7, Persuasion +4 Crane Trap. If a character is within 15 ft. of the crane
Damage Resistances Poison it can attempt to restrain any creature. The target must
Senses passive Perception 9 succeed on a DC 18 Dexterity saving throw or becomes
restrained. At the beginning of their turn, they can
Languages Common, Gnomish, Dwarvish, Thieves’ Cant
attempt to break free with a successful DC 16 Strength
Actions check. The crane has 35 hit points and stops functioning if
it is destroyed.
Multiattack. Cillian makes two attacks with his
greataxe, or one greataxe attack and Tactical Positioning. One Way Out. A massive stone slab with 200 hit points
falls into place in front of the north entrance.
Tactical Positioning. Cillian attempts to shove a target
10ft. in any direction. The target must succeed on a DC 16 Flash bang. If Cillian is within 5 ft. of his desk he can hit
Strength saving throw, or be re-positioned. a button. In an instant, a compartment on the front of his
Greataxe. Melee Weapon Attack: +7 to hit, reach 5 ft., one desk opens and explodes with a brilliant flash.
target. Hit: 10 (1d12 + 4) slashing damage. Each creature within a 30 ft. cone, originating from
Throwing Hammers. Ranged Weapon Attack: +7 to hit, his desk, and facing north must succeed on a DC 15
range 20/40 ft., one target. Hit: 6 (1d8 + 2) bludgeoning Constitution saving throw, or be blinded for one round.
damage. If a creature fails the save by 5 or more, they are blinded
for two rounds. Any creatures with darkvision have
Bonus Actions disadvantage on the saving throw.

Enraged. (1/day) Cillian can enter a rage, lasting 3


rounds. While enraged, Cillian has advantage on Strength
checks, saving throws, and melee weapon attacks. While
enraged, Cillian has resistance to piercing, slashing, and
bludgeoning damage.

Chapter 3 | The Tales The Arbiters 133


134
L uciana Witherwood (She/Her)
Written by: Kailey Bray
Adventure Level: 5-6 | Players: 4-5
Content Warnings: Danger to Children, Spiders

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.

S even-year-old Luciana Witherwood has a problem. She


made a wish in the heat of the moment and now her
parents are missing! Like her favorite storybook heroes, she’s
Lucy, unaware of Kyvan’s machinations, thinks that her
parents’ disappearance is her doing; the fault of a wish she
made in the heat of an argument. After three days of sitting
headed to the tavern to find a team to help with her quest and at home and waiting for them to return, she realizes she
reverse her mistake. However, Lucy doesn’t know that her new needs some help. Taking a cue from her favorite bedtime
fairy friend, Kyvan, overheard her arguing with her parents stories, she heads over to the nearby tavern to find a party
about going to the village school. He helpfully solved her of adventurers for hire. Flip, the proprietor of A Trip Away
problem by spiriting them off to his house in the Fey Realm. Tavern, is concerned at the disappearance of the local couple,
She’ll need a sharp group of adventurers to find their way to but far too busy to drop everything for a quest. They give
the Fey Realm, brave Kyvan’s traps, and rescue her family. Lucy a seat at the bar, under their watchful eye, and offer to
help vet potential adventurers, as long as she behaves herself.

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.

Chapter 3 | The Tales Lucianna Witherwood 135


Luciana Witherwood
And that is when she realized that she’d made a terrible
mistake. The previous night, she and her parents had yet
The atmosphere in A Trip Away Tavern is as warm and another fight about her beginning classes at the village
welcoming as ever; just beginning to bustle with the school, and she had wished that they would disappear. And
evening rush. As you settle into your booth, you notice then, they did. She needs help to reverse whatever magic she
a small scuffle break out from the direction of the supply cast accidentally and bring her parents back. Just because she
closet. A colorfully dressed gnome sternly leads a young girl is mad at them for talking about school all the time, doesn’t
back into the main taproom. mean she wants them gone forever. Besides, the cookies have
Flip, the gnome, points emphatically at a stool at the bar. run out and she can’t find any more clean dresses.
They observe the girl for a moment, then set a small bowl in Lucy knows from her stories that adventurers usually need
front of her. It’s filled with Estabôn’s special ice cream. The payment for any kind of quest.
girl stabs a spoon in it dejectedly, kicks her legs against the
tall stool, and casts wide hazel eyes around the tavern. She
immediately notices you watching. Abandoning the dessert,
she marches over to your booth. “Mama and Papa have lots of stuff at our house. Fancy
stuff. They’ ll probably give it to you when they get back.
“Are you adventurers?” But not anything in my room, that’s my stuff. You
wouldn’t like it.”
At the group’s confirmation, the child introduces herself as
Lucy Witherwood. She’s seven years old and barely taller
She invites the adventurers back to her house to look
than the gnome behind the bar, but her springy brown curls
for clues. If the adventurers agree, she begins to lead them
add a few inches to her diminutive stature. She’s wearing a
toward the door. If they need more convincing, she takes
well-made dress that’s clearly been lovingly mended. There
them over to the bar to get Flip’s help to persuade them.
are still some shadows of dirt and stains on her knees and
sleeves, the marks of a bold and curious child. Whether the party just decides to go with Lucy, or she
brings in Flip, they need to convince Flip that they have
She’s been camped out at the tavern all day, trying to find
Lucy’s best interests at heart. If they can persuade them by
an adventuring party to help her, but no one will listen.
succeeding on a DC 13 Charisma (Persuasion) check of
their genuine interest in helping Lucy, Flip offers them a
favor in exchange for their help. With Flip’s blessing, Lucy
“Mama always said to be careful in the tavern, because leads the group out of the tavern toward her home.
there are warriors and thieves and dangerous people, but
If the party asks any of the staff about Lucy, they can share
sometimes they tell stories and I can listen if I’m good, any or all of the following:
and quiet, and nice. And, in the stories, they’re brave and
they find treasure and they save merchants and princesses • Lucy is a wonderful girl, but headstrong, and a little
and one time a lost rabbit. Do you find lost things?” difficult to manage if she doesn’t get her way.
• She’s extremely reluctant to go to school. Rumor has it that
she’s even made dark threats to anyone who would make
Lucy goes on to tell the group that her parents have been her go (dark being a relative term; mostly they involve
missing for three days. She woke up one morning, and they transformation into frogs or similarly slimy creatures).
were nowhere to be found. She went into the woods to play • Lately she’s been very keen on a new friend of hers. Most
like she always does. After a few hours she’d usually hear her people think he is imaginary. She won’t tell anyone their
mother or father calling for her to come home, but that day name.
the calls never came.
• Flip and a few others have attempted to track down the
Witherwoods, but they haven’t found anything. Maybe
they missed something at the house, or Lucy isn’t telling
the full story.

136 Chapter 3 | The Tales Lucianna Witherwood


Chapter 3 | The Tales Lucianna Witherwood 137
The Witherwood Home Lucy’s Bedroom 2

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.

138 Chapter 3 | The Tales Lucianna Witherwood


The chest at the foot of the bed is locked, but it is a cheap, Noticing the tension caused by the child, Elodie apologizes:
simple one. A successful DC 12 Dexterity check using
thieves’ tools opens it easily. Inside the chest is a box with
coins, neatly sorted by value (with a total value of 800 gp) “So sorry, friends. I’m afraid Lucy isn’t entirely pleased
and a velvet bag with a fine antique ruby necklace (worth with me lately. She thinks it’s my fault that her parents
200 gp), which is a reasonable amount of valuables for a want to send her to school. I haven’t quite been able to
local merchant family.
convince her otherwise. I don’t know why they would have
left her alone, it’s very unlike them. They’re good, loving,
devoted parents, truly. I can’t think of a reason for them to
have disappeared like this.”
Lucy pokes her head around the doorframe.
“Well? Did you find any stuff, you know, to pay you? To
find them?” After a moment, Elodie summons a very fat orange cat
named Chester from the back bedroom and asks Lucy to
give him some exercise. With the child occupied by the very
The party may choose to say yes and claim any of the items uncooperative feline by the fire, Elodie draws the party aside.
of value they found, or choose to wait to negotiate with the
Witherwoods when they are found (or both). After the house
has been sufficiently investigated, the party hears a knock at “Have you spoken to Lucy about her walks in the forest?
the door.
Sometimes she comes back... a little odd. She’ ll be giddy
Development and strange, with new toys and trinkets that her parents
After gathering as much information as they can from the have never seen before. If anyone asks about them, she’ ll
house itself, the adventurers need to venture further out to fill say she got them from a friend.”
in the rest of the mystery of the Witherwoods’ disappearance.
Perhaps the visitor at the door can help.
If the players ask Lucy about this friend, she immediately
becomes uncomfortable and evasive. She is not supposed to
tell grown-ups about Kyvan; he said to keep it secret or she
can’t play with him anymore. However, Kyvan is the one
who told her that sometimes wishes come true, if you really
The Search mean them. Maybe he knows where people go when they get
wished away. She offers to go find him, but it needs to be in
The person at the door is Elodie Tailor, the Witherwoods’ the morning, as she has never seen him after dark.
next-door neighbor. She saw the lights in the windows and If the party is unable to convince Lucy to tell them about
rushed over, thinking that they had finally returned. Elodie Kyvan, they notice her sneaking out early the next morning to
is a kindly-looking female half-elf of middle age, with salt- go and meet with Kyvan, to tell them about her new friends.
and-pepper hair and round glasses. After the party explains The party is easily able to follow Lucy through the woods
their presence, she introduces herself and invites them to chat with the same optional checks as described in “The Woods”.
further in her home. In either case, Elodie offers up her cozy sitting room as
a place to spend the evening. She even helps Lucy build a
Elodie Tailor blanket fort and snuggle up with Chester the cat. She also
Elodie’s home is as comfortable as the Witherwoods’. She warns the party to be careful if their search leads them into
goes straight for the cookie jar and brings treats to everyone, the woods; some people think there might be an entrance to
especially Lucy. Lucy, for her part, is uncharacteristically the Fey Realm in there somewhere.
sullen and suspicious. If the party found the letter from
Elodie in the Witherwoods’ desk, they know that she runs
the village school, which would explain Lucy’s ire. If the
party tried to enter the Witherwoods’ home without Lucy,
they now find Lucy here with Elodie who picked the girl up
from the tavern before nightfall.

Chapter 3 | The Tales Lucianna Witherwood 139


The Woods
After a night’s rest, Lucy is ready to take the party out into After some time navigating the landscape, following the
the woods to look for Kyvan (or they can follow her). If strange and frustrating trail left for them by Kyvan, the
the players would like to help Lucy search, they’re welcome party finds themselves in a small clearing. At the center of
to make DC 12 Wisdom (Perception), Intelligence the clearing is a perfect circle of red and white mushrooms
(Investigation) or Wisdom (Survival) checks to see if they and, in the center of that, three trees: an oak, an ash, and
can spot Kyvan themselves. a hawthorn. Sitting in the oak tree is what appears to be a
seven-year-old boy.
Each successful check reveals one of the following, all leading
in a meandering path towards the thickest part of the woods:
Kyvan
• Berry bushes adorned with lightly glowing blue berries.
These are delicious, but turn the consumer’s skin blue until
the next long rest. The boy (Kyvan Mak’lysdir, he/they) drops from the
• Delicate fuchsia flowers that, when touched, jingle tree onto the ground with unsettling lightness, smiling in
together like bells. welcome. His bright red hair pops against his olive skin and
• Patches of four-leaf clovers that, upon further inspection, rough barkcloth clothing. He is barefoot, and it is difficult
are the exact size and shape of small footprints. to tell the color of his eyes, as though they change a little
every time anyone takes a closer look. He seems cheerful,
but erratic, as though his moods could change at any
moment.
A successful DC 15 Intelligence/Wisdom
(Investigation/Perception/Survival) check also reveals: Lucy runs over to embrace her friend enthusiastically.
They hug her back, then step away.
Two rowan boughs intertwined overhead. If an adventurer
noticed the boughs, they can warn their fellow party
members to steer clear. If not, as soon as two adventurers
pass below it, they find themselves slamming into each other,
their hair hopelessly tangled together. It requires a successful “You’ve been gone forever! Did you like the present I got
DC 15 Dexterity (Sleight of Hand) check to free them, for you? I heard your wish! Now you can come play with
otherwise, the two party members need to be cut apart. me every day and you don’t have to go to school! But who
are these people? You promised, no grown-ups!”
He turns his attention to the party. If any of them were
affected by the fey traps in the woods (the berries, pool, or
These woods are a liminal space and littered with rowan boughs, especially), he teases them about it.
inconveniences left behind by Kyvan. The GM should feel “Did you like those games? Do you want to play more?
free to add even more pranks if they'd like the party to get Grown-ups don’t usually like the games, but Lucy likes to
an idea of the kind of creature that they’re dealing with.
play games with me. Do you want to play?”
Anything goes; from tripping over loose shoelaces and
holes appearing in pockets, to stumbling into spiderwebs or If the party chooses to go along with them and agree to
beehives. Whatever GMs think that a puckish creature like play a game, they grin and grab Lucy’s hand from within
him would find entertaining. the faerie circle.
“Hooray! Hide and Seek! You’re it!”

And with a snap of his fingers, a pool of water appears


in the center of the fairy ring, and he and Lucy sink into it
without a trace.
If the party refuses to play, or tries to question him about
the Witherwoods, Kyvan becomes angry.

140 Chapter 3 | The Tales Lucianna Witherwood


Chapter 3 | The Tales Lucianna Witherwood 141
Kyvan’s House
The Fountain Room 4
“I knew it. I knew grown-ups aren’t good at games.
Lucy never should have told you about me. You’re just
going to make her go away and go to school. Well, she’s
You’re pulled through the pool, and there’s a moment of
my friend and I say she doesn’t have to go to school if she darkness. Then you break through the surface, but find
doesn’t want to! We’re going somewhere that doesn’t have yourselves in a very different place than you were before.
any school and we can just play all day and you’re not The sky above you is now a cloudy glass ceiling, the pool
invited.” of a marble fountain, overgrown with moss. It is still filled
with water, but much shallower now; you can stand up fully
and it only reaches to your ankles or so. Even though you’ve
And with a snap of his fingers, the mushroom circle fills
just been dragged through water, you feel completely dry.
with water, and he and Lucy disappear into it with a splash.
The clearing goes quiet; all that remains is the still pool set in
the center of the mushroom circle. The pool has taken the adventurers into the Fey Realm.
Specifically, it deposits them directly into Kyvan’s home. He
The Pool has built the portal into a large stone fountain on the first floor.
Anyone who looks into the pool sees that their reflection
is moving independently from them, with a distinctly
mischievous expression. The fountain is surrounded by winding stone paths,
blooming flowers, and potted trees. The ceiling is
With a successful DC 12 Wisdom (Perception) check, a impossibly high, mostly glass, displaying a cloudless, sunny
party member can notice that the reflections in the pool seem sky above. It extends down to create a wall of windows
identical at first, but there are subtle differences: clothes worn to the east, allowing the daylight to spill into the space.
backwards, buttons misbuttoned, a missing tooth, a shaved The room itself is humid and warm, and it feels like a
eyebrow, a silly moustache, a colored streak of hair, etc. (or greenhouse or a conservatory. There are three doorways
anything that might make the characters look a little more set into the northern, western, and southeastern walls.
ridiculous; the possibilities are endless and can be tailored to The doors to the north and west walls are closed, and the
the party). doorway to the southeast is an open archway that leads to a
Once the party has discovered these differences, they sweeping staircase.
must match themselves to their reflections. After they have
made the adjustments to become identical, the reflections
reach toward them, palms open in invitation. One of them
holds a small, smooth stone (see Appendix A: Magic Items) As the adventurers step out of the fountain, they need to
with a perfectly round hole through it. As soon as one of the succeed on a DC 13 Dexterity saving throw. On a failure,
adventurers takes the stone, or takes their reflection’s hand, they step directly into a large pair of boots with squeaky
they are pulled into the pool and through a portal into the wheels attached to the soles. The boots cannot be removed
Fey Realm, following Kyvan and Lucy. by normal means, but something like dispel magic or the
After the adventurers are through to the other side, the universal solvent frees the character from them. While
identify spell or peering through the hole in the stone, allows wearing the boots, the adventurer has disadvantage on all
them to understand the stone’s powers. Otherwise, the party Dexterity checks and saving throws.
is welcome to experiment with the stone, and the GM can If anyone in the party chooses to examine the space
reveal the stone’s powers as they see fit. If no one chooses to before stepping out of the fountain, a successful DC 13
take the stone, the most perceptive party member finds it in Intelligence (Investigation) or Wisdom (Perception)
their pocket as soon as they cross into the Fey Realm. check alerts them to the presence of the trapped boots, and
they can avoid them.
Development
After a day of searching, the party has finally found the
reason for the Witherwoods’ disappearance. Unfortunately, Once the party has stepped out of the fountain, they are
the reason is a powerful fey prankster, and now they’ve taken free to investigate the rest of the room.
Lucy too. The party needs to exercise caution as they follow
him onto his home turf. There’s no guessing what surprises
Kyvan has left for them.

142 Chapter 3 | The Tales Lucianna Witherwood


The door on the western wall is sturdy, wooden, and locked. A look through the seeing stone confirms that there is much
Any player with a passive Perception of 10 or higher more to the doll than meets the eye, perhaps this is what
notices a faint warm scent of baking cookies. Should anyone Kyvan meant by “hide and seek”. Any further investigation
choose to investigate the door further, party members of the doll (either with identify, detect magic, or a successful
who succeed on a DC 15 Intelligence (Investigation) DC 15 Arcana check) reveals a quiet, steady heartbeat and
check notice that the door is trapped. A successful DC 12 the presence of powerful transmutation magic, possibly
Dexterity check using thieves' tools is enough to disarm a modified polymorph spell or a curse. Any attempts to
and unlock the door. If anyone attempts to unlock the door dispel or remove the magic on the doll are unsuccessful,
without disarming the trap, the door opens easily, but a suggesting that the effects are anchored somewhere else in
burst of fire erupts through the doorway, dealing 3d6 fire the house, either in an object or Kyvan himself.
damage to anyone within a 5 foot radius.

After the dryads and shrieker have been defeated, the


adventurers can investigate the doll further. Upon closer
The Conservatory 5 inspection, it does look remarkably like an older version of
Lucy. The woman is fair skinned and freckled, with masses
of curly brown hair. She is wearing a clay-stained apron to
The conservatory is filled with strange plants of all shapes, protect her simple dress, and her eyes seem to be moving.
sizes, and colors. As the adventurers explore the space, they There appear to be no other objects of interest than the
notice something strange. There is a huge red and white shrieker, the dryads, and the doll in this room. The party can
spotted toadstool, surrounded by a small cluster of six delicate choose to try one of the doors or go up the staircase.
looking trees. It is almost as tall as a human and noticeably
drab amidst the bold plants and flowers surrounding it.
Resting on top is what looks to be a paper doll. If the adventurers attempt to enter through the door in the
Conservatory, they need to pick the lock with a successful
DC 15 (Dexterity) check using thieves’ tools. Once the
lock is picked, the door opens to reveal a stairway leading
If an adventurer uses the power of the seeing stone to downward.
examine the doll or the toadstool, they see that both are
magical. The power and role of the doll is unclear, but the
toadstool is clearly a shrieker hidden by illusion magic. The Kitchen 6
Using the stone also reveals the dryads hidden around the
toadstool.
Inside, they find the kitchen, or rather a child’s fever
dream ideal of what a kitchen should be. Pots and wooden
spoons move about on their own, mixing together a huge
The doll looks to be an adult human woman with curly variety of sweet treats. Trays of cookies, cakes, and pies pull
brown hair just like Lucy’s. If anyone picks up the doll, themselves endlessly from the oven and deposit themselves
the shrieker begins emitting unearthly screams and howls. on a table already groaning under the weight of countless
Alerted by the chaos, the six trees surrounding the shrieker pastries. A dumbwaiter is set into the western wall by the
begin to stir and awaken into dryads, who immediately stove, the door slightly ajar.
attack the party.

In addition to the baked goods piled on the table, there


is also a small bottle of a clear liquid, smelling strongly of
alcohol. An identify spell, either cast by a player or through
the seeing stone, reveals this liquid to be universal solvent.

Chapter 3 | The Tales Lucianna Witherwood 143


Dessert Effects The Basement 7

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 they haven’t yet obtained the universal solvent, they


Down the dumbwaiter chute: If anyone inspects the can search the house for it. If the party is already in the
dumbwaiter, they find that the door opens easily, and the basement (either by dumbwaiter or the missing stair) they
inside is big enough to fit a medium sized creature. The can attempt to climb back up the dumbwaiter chute into the
floor, however, is a powerful illusion (programmed illusion). kitchen (3), which requires a successful DC 20 (Strength)
Any creature that attempts to enter the dumbwaiter Athletics or (Dexterity) Acrobatics check. If the party
immediately falls 10 feet into the basement. A successful becomes completely stuck and does not possess the universal
DC 15 Intelligence (Investigation) check or the seeing solvent, having them lose shoes or socks can be an effective
stone reveals the trap. consequence of sticking to the stairs.
Any character who investigates the tanks finds them full of
The dumbwaiter shaft is technically an available pathway ordinary creatures, but the bookshelf, oddly enough, is filled
to the 2nd floor (9) as well. If the party would like to try to with blank volumes, and the blanket on the armchair is a
climb (or fly) up or down, they absolutely can, but climbing cloaker in disguise.
requires a successful DC 20 Athletics or Acrobatics check.

144 Chapter 3 | The Tales Lucianna Witherwood


(8B)
Any character who can speak with animals can attempt The Disappearing Step. Just before the top step is an
to communicate with the creatures in the room, who illusory step. Anyone who steps on the stair finds themselves
then warn the party of the hidden threat. Otherwise, it falling down into a portal, depositing them in the basement
requires the seeing stone or a successful DC 12 Wisdom (7). The stair is easily avoided: a successful DC 8 Dexterity
(Perception) check to spot it. (Acrobatics) check allows the characters to jump over it, if
they know it is there.

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.

Chapter 3 | The Tales Lucianna Witherwood 145


146 Chapter 3 | The Tales Lucianna Witherwood
The box, when opened, reveals another paper doll. This one is There is one final paper doll in Kyvan’s hand. This one is
an adult human man, wearing glasses. His eyes are the exact very familiar. It is a seven-year-old girl with curly brown hair.
shape and color of Lucy’s: this must be her father. However, Any attempts to take the Lucy doll back by force result in
as soon as an adventurer tries to take the doll, the box Kyvan becoming aggressive. He won’t part with his friend
transforms into The Monster Under the Bed (see Appendix easily. The party can attempt to negotiate with him instead,
B: Stat Blocks). Similar to a mimic, it hides in its innocuous and he makes the following demands:
box form until someone gets within biting distance. If the
party thinks to examine the box with the seeing stone before • He and Lucy get to play games all day and she doesn’t
getting too close, it warns them of the danger. They still have to go to school.
need to defeat the monster to save the doll. • Lucy comes to live at his house instead of her house.
• The adventurers have to stay here too, so that they have
new dolls to play with.
To increase the difficulty of the encounter, the GM can
have shadows appear from beneath the bed as well and join If the party refuses any of these conditions, Kyvan’s
the fight. expression sours.

Once the monster is defeated, the party can retrieve the


doll and open the wardrobe. If the party attempts to open the “You aren’t being funny anymore, I think you need to
wardrobe first, as they open the door, a large, plain box (The leave us alone”
Monster Under the Bed) slides out from under the bed and Kyvan waves a hand at one of the lanterns hanging from the
pops open, revealing the paper doll. When someone moves to ceiling, and a glowing orb pops out of it and moves towards
retrieve the doll, the monster attacks. the adventurers. He then snaps his fingers and vanishes.

As the coin slides into place, there is an audible click, and


the doors release outward. Inside the wardrobe hang various The will-o’-wisp immediately passes through the closest
kinds of children’s clothing in bright colors and patterns, but party member, using its Incorporeal Movement to deal
there is something strange about them. After a moment, the 1d10 force damage. It then continues to defend Kyvan until
clothing rustles, as though stirred by a breeze-coming from destroyed. If Kyvan Mak’lysdir (see Appendix B: Stat
inside. You think you hear faint laughter, and singing from Blocks) is directly attacked, they shapeshift into their Giant
deep within. Clearly this wardrobe is more than it seems. Spider Form and attack the party themself.
When Kyvan is reduced below 20 hp, they attempt to
The party can use the seeing stone or a successful DC 10 bargain with the party again.
Intelligence (Investigation) or Wisdom (Perception) check
to spot the hidden pathway through the wardrobe to the secret After the encounter has ended Kyvan puts on their best
room, or they can simply venture inside to find themselves sad face, and apologizes profusely for taking the game too
walking through it. The further they move into the wardrobe, far. As a sign of good faith, he returns the Witherwoods to
the darker it gets inside, but after a few moments, they see their human forms and asks Lucy very nicely if she will still
candlelight shining through the cracks of one last door. come play with him again some time. He even offers her the
The door to the secret room is unlocked and not trapped. dollhouse to play with as a peace offering.
Kyvan is expecting them. A successful DC 13 (Wisdom) Insight check reveals that
Kyvan is being mostly honest, but there is a slight catch to the
The Secret Room 10 dollhouse. Like its life-size counterpart, it is a portal to the Fey
Realm, and gives him access to the Material Plane whenever
The final door opens into a small warm room, well-lit by
he likes. If anyone calls him out on that hidden quality, he’ll
dozens of candles. Kyvan is sitting cross-legged on the rug,
grin sheepishly, and wave a hand over it. A quick look through
playing with an elaborate dollhouse. It looks identical to the
the seeing stone or a successful DC 10 Intelligence (Arcana)
house the adventurers have been in this whole time.
check will confirm that the portal is closed.

“You’ve found me! You’re not very good at Hide and Seek
are you? It’s been forever... right Lucy?”

Chapter 3 | The Tales Lucianna Witherwood 147


Conclusion
Lucy, barely shaken by her ordeal, looks to her parents for The portal returns the party to the fairy circle in the woods.
a moment, then back to Kyvan with an impish grin. The Witherwoods, overjoyed to be home, invite everyone out
to A Trip Away Inn to celebrate their homecoming.
Depending on what the party decided about
“You’ve been bad, Kyvan. And you know what bad kids compensation earlier in the adventure, they are welcome
have to do? They have to learn how to be better...at school.” to broach the subject of payment on the way to the tavern.
If asked, the Witherwoods immediately offer their entire
savings of 800 gp as a reward for their rescue. They also
Kyvan looks appropriately scandalized, but, with a quick offer Mrs. Witherwood’s ruby necklace. It has been in her
look at the crowd around him, agrees to accompany Lucy to family for generations, and her grandmother always said it
the village school. And even to behave themself...mostly. had some kind of magical power, but if it does, they haven’t
The Witherwoods, for their part, seem to take the idea of figured it out yet. The GM can decide the magic in this
a fey student in stride. They embrace Lucy tightly, incredibly necklace that is appropriate for the party, or use it as a hook
relieved to be safe and together once again. for a future adventure.
As the tavern comes into view, Elodie Tailor rushes over from
the square, relieved to see the Witherwoods safe and sound.
If the party renders Kyvan unconscious, he shrinks down Tia, lounging just outside the entrance, smiles and beckons the
into a paper doll version of himself. Anyone holding the party inside, where they can recount their latest adventure
paper doll gains a +1 to AC and the Lucky Feat, but there over rounds of free drinks and Estabôn’s famous desserts.
will always be the chance that Kyvan figures out how to free
himself and exact his revenge. As soon as he is unconscious,
the spell on the dolls is broken, and Lucy and her parents
Appendix A: Magic Items
return to their physical forms.
Seeing Stone
Magical stone, unique
Development A small smooth stone with a hole through the center.
Once Kyvan has been defeated or bargained with, a stairway While looking through it, a creature obtains Truesight. It
appears in the center of the room, leading down to the allows them to see in normal and magical darkness, reveal
fountain room (4). The party and the Witherwoods simply invisible or illusory items or creatures, and offers a glimpse
need to descend the staircase and step into the fountain, and into the Ethereal Plane, all up to 120 feet.
they return to the Material Plane. The seeing stone also has 4 charges which can be used to
cast the identify spell. It regains 1d4 charges at dawn.

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)

Saving Throws Dex +6, Wis +6 Saving Throws Cha +6


Skills Acrobatics +5, Perception +6, Persuasion +5, Skills Deception +6, Perception +6, Stealth +3, Insight +6
Stealth +5 Damage Vulnerabilities Radiant
Senses darkvision 60ft., passive Perception 15 Damage Resistances Resistant to any nonmagical attacks
Languages Common, Sylvan Senses darkvision 60ft., passive Perception 13
Fey Ancestry. Kyvan has advantage on saving throws
against being charmed, and magic can’t put them to sleep. Actions
Multiattack. The Monster can make three attacks per
Spellcasting | Save DC: 15 | Attack Bonus: +6 round. Two Pseudopod attacks and one Bite attack.
Kyvan is a 10th-level Wisdom based spellcaster. Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Action Spells one target. Hit: 18 (2d10 +8) bludgeoning damage. On a
Cantrip (at will): guidance, mending, produce flame successful hit, target must succeed on a DC 13 Strength
saving throw or be grappled.
1st Level (1/day each): charm person, faerie fire, thunderwave
2nd Level (1/day each): spike growth, moonbeam, hold person Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
3rd Level (1/day each): dispel magic, sleet storm target. Hit: 13 (1d10 +8) piercing damage plus 3 (1d6)
psychic damage.
4th level (1/day each): polymorph, stoneskin
5th Level (1/day each): antilife shell, insect plague Nightmare Pulse. (Recharge on 5-6): The Monster
lets out a blast of psychic energy in a 30 ft. cube. Each
Bonus Action Spells creature in that area must succeed on a DC 15 Wisdom
Cantrip (at will): shillelagh saving throw. Each creature takes 28 (4d10 + 8) psychic
damage on a failed save, or half as much on a successful
Actions one. Additionally, any creature that fails the save is
Multiattack. Kyvan can make three attacks per round. frightened for 1 minute. A creature can repeat the saving
Blowdart (modified). Ranged Weapon Attack: +5 to hit, throw at the end of each of its turns, ending the effect on
Range 25/100ft., one target. Hit: 5 (1d6 + 2) piercing itself on a success.
damage. On a successful hit, the target must succeed on a
DC 18 Constitution save or take 7 (2d6) poison damage Rewards
on a failed save or half as much on a successful one.
Any trip to the Fey Realm is rife with opportunity for
Giant Spider Form. (1/day) Kyvan can polymorph treasure. In addition to the Witherwoods’ 800 gp and a favor
into a Giant Spider. While in spider form, he retains his from Flip, the adventurers also have an opportunity to claim
Wisdom, Intelligence, and Constitution, but his AC, the following magic items:
movement modes, Strength, and Dexterity are replaced
by those of a giant spider, and he gains its special senses, • The Seeing Stone
proficiencies, traits, actions, and reactions. • fey desserts
• universal solvent
• ruby necklace (200 gp, potentially magical)

Chapter 3 | The Tales Lucianna Witherwood 149


150 Chapter 3 | The Tales Arvad Quillforge
A rvad Quillforge (He/Him)
Written by: Bailey Sullivan
Adventure Level: 5-6 | Players: 3-6
Content Warnings: Murder, Home Invasion

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.

T he party finds a downtrodden dwarf, a poet named


Arvad, suffering from what appears to be a severe case
of writer’s block. Arvad informs them that his beloved
Tavern Behavior
Arvad can be found settled into a corner booth, with several
muse never arrived at the inn where she’d promised to empty glasses on his table and a pile of scrunched up balls of
meet him. He urgently needs to find her, as she’s the paper. He’s extremely agitated and fidgety; he’s clearly having
main source of his inspiration and there’s an important trouble concentrating.
performance scheduled the following week. However, the If asked, the bar staff or any of the regulars will tell
muse is not quite what she seems, and the clock is ticking, players that Arvad has spent the last week anxiously pacing
as the party gets lost in an adventure trying to recover the around the tavern, drinking heavily, and boasting loudly
muse in time for the performance. about how great his next epic saga will be. Flip, in particular,
is somewhat skeptical about Arvad’s claims, but Arvad
Background continues to purchase some of the finest meads and wines
that the tavern has to offer- and tips well, too- so they has no
To the average passerby, Arvad appears egotistical, but in complaints to make about the eccentric dwarf.
truth he’s desperately trying to hide the fact that he owes
his success to a ghostwriter. He set out from home vowing
to become the greatest poet that ever lived, but after being Hook
laughed out of several fine establishments and down to The players are brought into the adventure when Arvad begs
his last copper, he decided to team up with the ghost of one of the party members to give him feedback on a section
the high elf Eddawyn Therafyl (She/Her), who, being of his saga.
incorporeal, could not perform her own poems. Arvad
became more successful than he initially anticipated, and
now he doesn’t know how to drop the lie. He has told no
one the truth, and refers to Eddawyn as his muse.

Chapter 3 | The Tales Arvad Quillforge 151


The Poet & The Muse
The Poet Arvad goes on to explain that he has been invited to
perform the first section of his saga (currently untitled) at The
Royal Astera theater at sundown in a week from now. If the
A sea of grubby adventurers in hoods and leathers, with performance goes well, it could very likely help him find a
dried blood speckling their boots and greasy fingers ripping wealthy patron. He’s heard that the wealthy Sienna Scaldris
into roasted meats, fills the tavern. Above it all, a delicate (she/her) might be interested in his work, and he’d very much
silver plume, tucked into a hat atop the head of a 75-year- like to impress her.
old dwarven bard, Arvad Quillforge, quivers in the corner.
Brocaded purple silks drape over his stout frame, gemstones He asks that the party go to Eddawyn’s home in the woods
glitter in the braids of his long auburn beard, and a quill is to check on her, as he doesn’t want to leave the inn in case
gripped tightly in his surprisingly delicate, well manicured she sends him a message in the meantime, but he promises
hand. He sighs, forlornly, over a piece of blank parchment. the party the entirety of the profits -500 gp- from the
performance, if they manage to find her in time. Preserving
Arvad begins to write, but it’s not long before he shakes his reputation and finding his muse are more important to
his head and scrunches up the paper, adding it to the pile him than the money. He draws a rough map for them to
of rejects. This happens several more times, and Arvad’s Eddawyn’s home, about half a day’s walk away, and asks
expression begins to shift from despair to red-faced rage. them to leave the next morning at the latest.
His knuckles whiten around his quill, as he violently stabs
out words onto the page. Then, Arvad’s fury reaches a
crescendo when, in a sudden moment of a passion, he cries A Walk in the Woods
out and sweeps an avalanche of papers onto the ground. The walk to Eddawyn’s home is about half a day’s walk away
through the woods. The map that Arvad has drawn, although
“Terrible! It’s all terrible!” he cries, before breaking
rough, is clear enough. The party must travel an eastward
down into sobs.
path, then follow along a nearby river, and finally use natural
Flustered after having lost his cool, Arvad leaps out of his landmarks, including an odd rock formation and an unusual
chair and hastily collects the papers whilst wiping away tears. circle of trees, to guide them toward their goal.
“Don’t look at those! Avert thine eyes!” he snaps at As the party walks, the GM may roll as many times
anyone nearby, before reining in his emotions and settling as they’d like on the following table for potential travel
into an air of calm and polite smiles. “I apologize for my incidents that the party may encounter.
distasteful outburst…it’s just that, usually, my writing
comes so naturally to me… excuse me, would you mind d4 Potential Travel Incidents
giving me feedback on this stanza?” The party finds an overturned cart, with a human
1 skeleton and a shipment of honey from The
Neverbee Honey Company.
Something about the party caught Arvad’s eye, and he
approaches to beg them to critique his poetry, or at least help The party gets lost. Roll 1d8 to determine how many
2
him with his problem. If the party offers to listen, he clears hours they are delayed.
his throat and uncrumples a ball of paper. The party finds a set of clothing, laid meticulously
on the rocks near the river, but no one is in sight.
3 In the pockets of the pants is a letter (“Pa's Letter” )
“Listen, ye, to my tale cautionary about a dish most cursed and a recipe for “Magic Tater Soup”. See Appendix A:
and deeply foul. A soup of-” Handouts.
Arvad lets out a groan and re-crumples the paper. A bridge has collapsed over a 20 foot-deep ravine,
forcing the party to cross over a slippery fallen log
“Gods be damned, it’s already stupid! Listen, you have to instead. Adventurers crossing the log must succeed
understand, I’m usually so much better at this.” 4
on a DC 12 Dexterity (Acrobatics) check. On a
“I’m certain that you recognize me. I am the widely failed check, they take 2d6 bludgeoning damage
renowned poet, Arvad Quillforge. Alas, my beloved and must climb out of the ravine.
muse, my dear Eddawyn, has not replied to my letters
in quite some time. It’s rather unlike her, and I am If the party met no delays in their travels, they will arrive
deeply concerned about her well-being. As you can see, at the spot that Arvad had marked on the map six hours
my writing is not coming as easily to me as I would have after they set out. If the party was delayed, they may take
the opportunity to set up camp before continuing on in the
liked. My inspiration has been smothered by worries…”
morning.

152 Chapter 3 | The Tales Arvad Quillforge


A stone cottage tucked between the gnarled trunks of The chest at the foot of the bed is locked. The lock can
old oak trees. From a distance it appears quaint, even be picked by making a successful DC 15 Dexterity
downright cozy, but further investigation reveals it to have check with thieves’ tools, or using a key found in the
been long abandoned. What used to be a garden is a tangle nightstand. Inside of the chest is the skeleton of an elf and
of weeds and wildflowers, and several of the windows a bloodstained green dress.
have been shattered into threatening shards of jagged
glass. Vines of deep red roses twist up the walls of the
A successful DC 15 Intelligence (Investigation) check
cottage, climbing through the open windows and poking
reveals that, although the books bear the names of many
through holes in the thatched roof, nearly covering it in
different authors, the bindings of many of the books are
some places. An overturned wheelbarrow and some rusty
emblazoned with a tiny rose insignia. One of these books
gardening supplies are strewn about, as if whoever once
is entitled The Feast of the Wendigo by Arvad Quillforge.
cared for the house left abruptly.
Between the books scampers a little mouse, Reginald (he/him).
The door of the cottage is made of cracked and rotting
wood, and is barely hanging onto its rusting hinges. If the GM’s note: The insignia is Eddawyn’s calling card for
party attempts to open the door, they will find it unlocked. books that she had ghostwritten. The Feast of the Wendigo
was written by Eddawyn and inspired by rumors she’d
heard of the Wendigo in the woods.
The Muse After the party has taken a moment to explore, the ghost
of the high elf Eddawyn Therafyl reveals herself.
As the ghost of Eddawyn Therafyl (She/Her) hears the party
approaching, she shifts to the Ethereal Plane, sinks beneath
the floorboards, and tries to figure out why they have come. A female high-elf lifts herself through the floorboards
and appears at the table. Her dark hair floats in a curly
halo around her, and she’s dressed in a simple shawl. The
moment that she appears, Reginald darts out from the
The interior of the cottage consists of a single room, lit by bookshelf and dives into her lap, curling up comfortably.
pools of sunlight shining through the thorny, vine-tangled Eddawyn glares at the party. The mouse does too.
holes in the roof. A bed, nightstand, chest, and wardrobe
“Who are you, and why are you in my house?”
stand in one corner, and a black kettle, overhanging a cold
fireplace full of ashes, stands on the opposite wall. Near the
bed, the wood is stained a dark hue. Eddawyn has very little patience for rude and entitled
A small cupboard contains some plates and cutlery, but guests, but she holds out hope that the party might be able to
there’s not a crumb to be found in the house. It appears as help her. Depending on the party’s response, the GM might
though its inhabitant has survived off the consumption of have the party roll a DC 12 Charisma (Persuasion) check
knowledge alone, because the walls of the entire cottage are (or higher, if the party is particularly floundering) to gain her
covered with heavily laden bookshelves. trust. If the party fails, she will attempt to kick the party out
Near the door is a small table piled with papers, vials of her house unless they can explain their presence.
of ink, and several blank books waiting to be filled. One If the party explains that Arvad sent them, Eddawyn rolls
open vial drips ink down its side. Beside it rests a piece of her eyes.
parchment with a quill lying on top of it. The ink on the
parchment is still wet, and reads, “Dear Ar-” before cutting
off. Tiny rodent footprints in the ink dash across the page “I’m not his muse, like he tells everyone. I’m his ghostwriter.
and lead off the table, wandering towards the bookshelf And while I hate to keep Arvad waiting, an urgent matter
before disappearing completely. has come up that has taken the entirety of my attention.
I have no choice but to attend to this matter before I can
help him with his saga. Although, if you assist me in this,
If the party chooses to investigate the dark hued stain, a
I might be able to return to helping Arvad sooner.”
successful DC 12 Intelligence (Investigation) check reveals
that the stain is blood that’s been scrubbed off the floor.

Chapter 3 | The Tales Arvad Quillforge 153


Eddawyn explains to the party that she was murdered several years
ago. A halfling thief, wearing a cloak and a scarf over her face, broke
into her house to steal her most prized possession: a book that she
had been working on for the entirety of a decade, entitled Sword’s
Edge: Lesser Known Histories, Mysteries, and Witcheries of Melterra.
The thief was startled to see Eddawyn home, and more surprised
when Eddawyn took the opportunity to cast burning hands at the
intruder. Unfortunately, the thief was too quick, dodged out of the
way of the spell, and slipped a dagger through Eddawyn’s rib cage.
The next thing that Eddawyn knew, she was hovering over her own
body, lying in a pool of blood, and her book was missing. Her ghost
has been bound to the interior of the house ever since.
Eddawyn thought that discovering her murderer and recovering
her work would be impossible, until the thief reappeared three
weeks ago at Eddawyn’s home. Eddawyn shifted to the Ethereal
Plane and hid, watching and trying to gain more information on
the thief. The thief burst through the door [specified earlier] and
set to rifling through the bookshelves in search of something. She
looked panicked, flinging Eddawyn’s prized books to the floor in a
boorish manner that made Eddawyn shudder. It was too much for
the elf to bear, so she brought her ghostly powers to bear on the thief
(horrifying visage), frightening the thief off.
Eddawyn’s familiar, a little brown mouse, followed the thief out of
the cottage and through the woods, before the thief jumped into the
water of a large pond and vanished beneath the surface.
Eddawyn implores the party to help her. She promises that, if they
help her to recover her book, make it known to the world, and seek
vengeance on her killer, she can get back to helping Arvad with his
poem. Not only that, but they can rake in the profits from the sales
of the book in her absence if they want, and her soul can perhaps
finally be at peace.
If the party agrees to help Eddawyn, she allows her familiar,
Reginald, to lead the party to where he had last seen the thief.

154 Chapter 3 | The Tales Arvad Quillforge


Chapter 3 | The Tales Arvad Quillforge 155
156 Chapter 3 | The Tales Arvad Quillforge
Old Ghosts
The following chart should be used to determine how
many merrow are in the water.
Reginald leads the party through the woods to a curtain of
willow trees. Pulling back the vines reveals a large, slightly Party Size # of Merrow
murky pond, covered in lily pads, leading into a stone 3 1
grotto. Over the pond, two will-o-wisps flicker. The sound
of croaking toads reverberates throughout the area. 4 2
5 3
The pond has a diameter of 100 feet, and extends into a
grotto with 20 foot high stone walls. At the northern end 6 4
of the grotto, 10 feet from the wall, there are two rocks that
are 5 feet wide. The westernmost rock is protruding 1 foot
out of the water and the easternmost stone protrudes 3 feet A sunken rowboat sits at the bottom of the pond.
out of the water. Adventurers can locate the rowboat with a successful
DC 12 Intelligence (Investigation) check. Near the
rowboat is the deteriorated skull of an adult human with
Reginald waits expectantly at the edge of the pond, pacing a knife wedged into it, and a small locked chest that can
around while the party investigates. be unlocked with a successful DC 15 Dexterity check
using thieves’ tools. The chest contains a scroll in a sealed
container and the Burden Bearer's Dagger (see Appendix B:
The hatch to the thief’s den is at the far end of the grotto, Magic Items). On the hilt of the dagger is a sigil of a cracked
on the northern side of the easternmost rock. The hatch is skull with plants growing out of it.
painted grey to match the rock, but can be spotted by those
in the rear of the grotto with a successful DC 10 Wisdom
(Perception) or Intelligence (Investigation) check. The scroll is a letter dated 75 years ago (see "Margery's
Reginald can also help bring the party members to the letter" in Appendix A: Handouts). Adventurers who succeed
general area of the hatch if he is brought along. on a DC 15 Intelligence (History) check recognize the
name of the Scholars of the Awakened Mind, power-hungry
necromancers, notorious for the chaos and bloodshed
GM’s note: The thief uses Slippers of Spider Climbing to that they caused. The group was eventually eradicated by
access the hatch, sneaking along the ceiling of the grotto and dedicated adventurers and growing hostilities within the group
dropping down on top of the rock that contains the hatch. itself. They were last seen about 50 years ago.
Once the party discovers the wooden hatch, they find that
From the southern bank of the pond, a successful DC 10 it opens easily when pulled, dropping a ladder into the water.
Wisdom (Perception) check reveals that there’s something The ladder allows the party to climb into a tunnel carved into
causing unusual waves in the water. Rolling 12 or higher the rock.
reveals that the disturbance is caused by merrow.

Chapter 3 | The Tales Arvad Quillforge 157


158 Chapter 3 | The Tales Arvad Quillforge
The Den
This is the den of Leta Silverfoot (she/her), the halfling If ignored, the knocking gets louder and louder, until it’s
rogue. It was once the gathering place of a band group of banging. If the door is opened, a goblin bursts forth and begins
necromancers called the Scholars of the Awakened Mind. to run in circles around the room. This is Edgar (he/him).
Leta Silverfoot Edgar has been entrusted with the key to the rest of the
den, and it’s his job to record the names of everyone who
Leta Silverfoot is a well-regarded thief in the area. She is enters, and get permission from Leta if they’re not on the list.
heavily tattooed, heavily scarred, and wears a sort of dashing Edgar keeps the key around his neck and protects it dearly.
half-smile. She takes every opportunity to make a joke, even
if it’s not quite appropriate. It can’t quite be said that she has Leta pays Edgar well for his work and he’s content with his
swagger, as she’s much too heavy-handed for that, but there’s job, although he’s not above bribery, and can be persuaded to
something about her that is charming. She’s honest, for a allow the party through without violence.
thief, and has an air of sincerity about her. Additionally, she If the party does not immediately subdue Edgar, he calms
is almost tragically optimistic and will do anything for those down after a moment and looks the party over, glowering at
she considers to be a friend. them.
Despite being somewhat rough around the edges, Edgar is
The Slide 1 extremely excitable and frankly a bit lonely, being an outsider
to his own community. If the party is aggressive towards him,
he will try to de-escalate the situation, but he will fight as a last
The hatch opens, revealing a rocky slide, slick with mud. resort. He is particularly responsive to entreaties of friendship,
The tunnel is a bit short for any creatures medium or larger, as he’s been quite lonely, and has been down here for a while.
necessitating that they lie down in order to make it down
the tunnel. Additionally, there is also a rope that follows
the length of the tunnel. The tunnel twists and turns a few “You shall not pass without my permission!”
times, but for the adventurers who chose to slide down, the
ride is surprisingly smooth.
In one of Edgar’s pockets is a note (see "Edgar’s Reminder"
in Appendix A: Handouts). If the party befriends him, Edgar
Those who don’t use the rope for guidance going down the wants to help the party, but he does not want to fail at his
slide must succeed on a DC 15 Dexterity saving throw, or guard duties. Therefore, he dramatically fakes dropping the
crash into a wall or their comrades on the way down. note from his pocket, directing the party’s attention to it. If
the party asks what it’s about, he pretends not to know what
The Foyer 2 they’re talking about.
Edgar mutters that he’d gotten stuck inside of the tunnel
behind him, as he calmly walks to the ledger and asks the
Torches flicker around a circular stone room, about 30 party members their names, checking them against a list on
feet in diameter. The room is barren other than a horribly the cluttered desk. He shakes his head sadly in response to
cluttered desk, upon which is a ledger, scattered pieces any names that the party gives him, and tells them that they
of grease-stained paper, and a half-eaten roasted chicken have to come back after making an appointment.
sitting directly on the desk. Additionally, there is a dark
A successful DC 12 Wisdom (Perception) check reveals
green wooden door, which appears to be wedged closed by
that there are no names written in the ledger at all.
a chandelier that has fallen from the ceiling, scattering half-
burned candles across the floor. The rusty chain that held
up the chandelier has given way. From behind the door, a
light knocking can be heard.

Chapter 3 | The Tales Arvad Quillforge 159


The Catacombs 3

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.

160 Chapter 3 | The Tales Arvad Quillforge


A Patron’s Dues
Leta’s Bedroom 5
Eddawyn’s Cottage
When the party returns to Eddawyn, she’s thrilled to see
This simple bedroom shows signs of recent use. The soft glow
they’re carrying her book.
of the oil lamp on the north wall seems to have recently been
filled, and the blankets on the bed have been thrown aside If Leta has joined the party, Eddawyn is initially upset to
haphazardly. A small half filled glass of water sits on the see her there, but can be persuaded to accept Leta’s presence.
overturned crate, a makeshift nightstand. A dresser stands Eddawyn agrees to begin working on the excerpt from the
against the South wall of the room. Saga, although she makes a request of the party. She needs
them to report back to Arvad to inform him that she’ll have
the work ready for him in time for the performance, but that
Development it will be delivered to the Royal Astera Theater, as she won’t
have time to get it to A Trip Away Inn.
More importantly, she also would like either the party or
Adventurers with a passive Perception of 10 or higher Arvad to announce the book at The Royal Astera Theater,
hear footsteps approaching. After a moment, a scout after Arvad concludes his performance.
and two thugs appear at the door. The scout and thugs
She thanks the party sincerely, tells them that, because of
work for Lord Cornelius McGregor and have tracked the
them, her soul will soon be at peace, and entrusts the book
party’s footsteps from Eddawyn’s cottage to the den, after
back to them.
camping out near the cottage in an attempt to gain more
information. They’re ruthless, and have come here for the
book and to silence anyone who might know anything Back to A Trip Away
about its contents. When the party returns to A Trip Away Inn, they find Arvad in
almost the exact same spot that they’d left him in, except much
If Leta has been treated reasonably by the party, she will help more drunk. He’s slurring his words and is covered in ink.
the party to fight the attackers, otherwise she will do her best When the party reports back Eddawyn’s promise to
to protect her own life and the stolen book, Sword’s Edge. work on the saga, he cries happy tears and hugs the party
After the scout and the thugs have been taken care of, if members gratefully.
Leta’s still alive she will offer to assist the party, hoping to If the party brings it up, Arvad may admit to the party
make reparations for her past deeds. She has the key to the that he knew that Eddawyn was a ghost, but he didn’t want
door leading to the catacomb they came in, and they’re free to scare them off the journey. He does his best to keep the
to go with the book in tow. party quiet about the fact that he has a ghostwriter.
In the scout’s pocket is an intercepted letter from Arvad, If asked, Arvad will have heard of Lord Cornelius
addressed to Eddawyn (see "Arvad’s Letter" in Appendix A: McGregor. In fact, if Sienna Scaldris (his would-be patron)
Handouts). won’t have him, Arvad hoped to court Lord Cornelius as a
patron, hearing that he was wealthy and a fan of the theater.
If asked, several other people at the tavern recognize the
lord’s name, but no one seems to know much about him.
At this point, the party has the opportunity to enjoy some
time at the tavern. The performance is scheduled to occur in
the next 3 days, so they have some time for some r&r before
leaving in the morning, if they travel by horse.
Arvad asks the party if they would like to join him in his
carriage to Astera for the performance. If they take him up
on it, they’re treated to a cushy ride, although they’ll have to
stomach Arvad’s boasting for the entirety of the trip.

Chapter 3 | The Tales Arvad Quillforge 161


162 Chapter 3 | The Tales Arvad Quillforge
The Royal Astera Theater

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.

Chapter 3 | The Tales Arvad Quillforge 163


Conclusion
After the fight, the party sits in the blood-soaked theater. With a shaky voice, Arvad says that he has a confession
to make. He tells the city that he’s been working with a
ghostwriter, Eddawyn Therafyl, and that she truly deserves the
Arvad looks around, pale faced, and mutters, “well, I’m credit for all of his work. He’s embarrassed, but also appears
glad that I went with a red velvet vest. Can’t see the relieved. He says that he’ll have to take some writing lessons,
blood!” and he publicly thanks his new friends for all of their help.
Sienna thanks Arvad for his honesty and tells him that, if
he ever performs again, in an honest fashion, she’d be happy
Seeing that the commotion has died down, the curious
to give him another chance. He helped make their town a
audience filters back into the theater. The town receives
safer place, after all.
the party warmly for bringing down the dragon(s), but are
shocked at Lord Cornelius for having brought violence into
their theater in the first place. If the party explains that he’d Rewards
been using a Rod of Rulership on them, the townsfolk thank Despite Arvad’s confession, he still was paid by the Royal
them most graciously for their intervention, cheer for the Astera Theater, and gives the party their earnings in the
great poet, whom they believe has slain a dragon, and cheer amount determined by their earlier skill check.
for his friends. On Lord Cornelius McGregor, the party may find the rod
If the party chooses to, they have another chance to of rulership and an emerald ring (valued at 1000 gp).
show off Eddawyn’s book. At this point, Sienna Scaldris They’re lauded as heroes in Astera, and they’re offered free
approaches Arvad, saying that she’s very interested in his drink and a place to stay for the night.
work, and that she loved the entirety of his performance. She
intends to offer to sponsor him, but Arvad stops her.

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

Magic Tater Soup Pa’s Letter


Ingredients: Dear Timmy,
• 5 taters, peeled and chopped up into little baby tater Yer Ma told me that you were gettin’ yerself into all sorts
cubes. of trouble these days and that you’ve been ‘specially prone
• Chopped up root vegetables. Anything you want that to bad luck. First it was hemorrhoids, and then it was the
you can find whilst riflin’ through gardens will do. After ladies, and then it was the incident at the well that I dare
much experimentin’ I find that I’m partial to 1 onion, 3 not repeat. Jus’ all kindsa bad luck that you’ve been havin’.
carrots (peeled), and 1 or 2 stalks of celery. So I took it upon mineself to get to readin’ about how
• Salt. Pepper. Whatever else you have that makes things one might go about curin’ bad luck, but they don’t really
taste good. sell those kinds of books to the general public, or at least
• 1/3rd cup butter. not if you don’t have much coin to spare. So I did my
best sneakin’ and creepin’ and I tried to slither through a
• ⅓ cup flour.
window of a wizard but accidentally flopped like a fish, so I
• about 30 ounces of broth of a chicken, made from the woke the wizard and just had to grab one of the first books I
bones of a chicken slaughtered under a full moon. saw before gettin’ fireballed out of the abode.
• 2 ½ cups fresh cows’ milk. Preferably still warm from the
But yer lucky yer Pa is so smart, ‘cause even though the
cow to keep the magic nice an’ potent.
book wasn’t exactly what I was lookin’ for, I used what I
• ½ cup heavy cream. learned in the book and mine own smarts to come up with
• 2 hairs of a fey creature (I find this is more edible when this recipe, just for you. I worked real hard on it, and I
chopped extremely finely. I don’t wanna be coughin’ up know that if you jus’ tried it, things might turn around for
hairballs.) you real soon. Don’t taste too bad, neither.
Steps: In the meantime, you take care, son. Stay away from
1. Whilst walkin’ in a circle ‘round yer pot and chanting criminals and lawmen and you’ll be jus’ fine.
the words, “Magic Tater Soup,” put the taters, vegetables, Love ya kid, Pa
broth and seasonings into said pot.
2. Whilst still chanting, bring everythin’ to a boil, and leave
it cookin’ til the taters are mushy. It’ll take about twenty
minutes. But don’t stop chantin’ yet, ‘cause while the Margery’s Letter
taters are boilin’ there’s other stuff to do.
To the Esteemed Rowenna Danforth,
3. Melt the butter in a pan and add the flour. Whip it
around with whatever whisking utensil you may have. A We have received the invitation from the Scholars of the
coupla twigs oughta do. Awakened Mind with great honor. When my daughter saw
the dagger on her windowsill with your note, she wept; not
4. Add the milk to the pan and stir as it thickens a bit.
for fear, but out of relief. It has been a poor year for crops in
5. Once the taters are cooked, mix everything together in our village, and the customary donation would be a great
the pot, including the heavy cream. boon to our people. Therefore, my daughter would like to
6. Stop chanting. Close your eyes. Slowly stir in the fey humbly accept your gracious invitation.
hairs, thinking of things that warm your heart. I send this message with her to deliver to you, after I’ve
7. Open your eyes and eat the entire pot within one day. left her at the entrance that you’ve directed us to. I will
Leave not a drop in the pot. advise you that, at times, she lets her fear overcome her, and
Consuming magic tater soup causes a creature to be her emotions get confused. If she gives you any pushback, I
transformed into a frog with the lucky feat using the effects promise you that it’s not her true emotions speaking. She has
of a True Polymorph spell. The effects last for 12 hours or told me many times before that, in her heart, she wants to be
until the magic is somehow dispelled. the sacrifice, and if she says otherwise, rest assured that she
doesn’t mean it.
Once again, I must thank you. Dutifully yours,
Margery Thanfeldt

Chapter 3 | The Tales Arvad Quillforge 165


Appendix A: Handouts (continued)

Edgar’s Reminder Sword’s Edge


Dear Edgar, An Excerpt from Sword’s Edge: Lesser Known Histories,
Thank you so much for your help as my receptionist and Mysteries, and Witcheries of Melterra:
guard. You’ve always been an excellent employee, and I’m “... Another notable example is that of Lord Cornelius
sorry to hear that you’ve been having trouble remembering McGregor. While he’s always been a man of charm
the password. The incident with the skeletons was and influence in Astera as the lord of a sizeable estate, a
unfortunate, and for that I apologize. particular pattern of events has lead me to believe that
While it wouldn’t do to spell out the password in case of he has been unlawfully manipulating citizens for his
prying eyes, I wrote you a little hint below to help jog your own personal gain. I find it highly likely that he has been
memory. abusing a magical item, most likely a rod of rulership.
Many people in Astera have suffered for it, as he seems to be
Sincerely, L.S. manipulating even government heads, and it appears that
much brutality has occurred because of him.”
I built my home on corrupted grounds
left abandoned for the ages. Beneath it, in Leta’s handwriting is scrawled:
The walls you see are a bit spellbound, Employer/McGregor Connection?? Need more info. on
bones of necromancer mages. McGregor/ how to stop
Among the bones is a secret word
that I have hidden just for you.
The door through the hall will set you free- Arvad’s Letter
if you’ve the answer, you’ ll get through.
To my Dearest Eddawyn,
Below’s the riddle, and do your best, I hope that you are doing well. It concerns me greatly that
For there’s a chance that you may die. you have not provided me with the manuscript on time, as
Think carefully, for I do suggest it’s rather unlike you. This is a very big performance coming
you let sleeping skeletons lie. up at The Royal Astera Theatre and I believe that we might
“I have no shoes, but several feet. have a patron if we do well! I understand that you may be
busy, truly, but I think that you want this as much as I do.
A mouth but remain most quiet.
I have a fork but no spoon to eat Please send word to A Trip Away Inn as soon as you can.
my favorite items from my diet. Sincerely, Arvad Quillforge
What Am I?”

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.

166 Chapter 3 | The Tales Arvad Quillforge


Appendix B: Magic Items Appendix C: Stat Blocks (continued)
Burden Bearer’s Dagger Leta Silverfoot
Weapon (dagger), rare
Small humanoid (halfling), neutral neutral
The dagger is a magic item, initially intended to be used
for live sacrifices by a necromancer cult, the Scholars of the Challenge 1/8 (25 XP) | Initiative: +3 | Prof. Bonus: +2
Awakened Mind. Anyone who is injured by this dagger
must succeed on a DC 12 Wisdom saving throw, or be armor class hit points speed
charmed for one round, feeling a deep sense of calm and a 14 65 25 ft.
lack of willingness to fight back. On a successful save, the (leather armor) (10d10 + 10)
dagger will not affect the target again.
str dex con int wis cha
12 (+1) 17 (+3) 13 (+1) 8 (-1) 13 (+1) 11 (0)

Saving Throws Dex +5, Int +1


Appendix C: Stat Blocks Skills Acrobatics +5, Stealth +5, Sleight of Hand +5
Condition Resistances advantage on saving throws vs.
Arvad Quillforge being frightened
Medium humanoid (dwarf), neutral good Senses Darkvision 60ft., passive Perception 11
Challenge 1/8 (25 XP) | Initiative: +2 | Prof. Bonus: +2 Languages Common
Sneak Attack (1/round). Leta can deal an extra 4d6
armor class hit points speed damage to one creature she hits with an attack with a
12 22 25 ft. finesse or ranged weapon if she has advantage on the
(robes) (4d6 + 8) attack roll. Leta doesn’t need advantage on the attack roll
if another enemy of the target is within 5 ft. of it, or if that
str dex con int wis cha
enemy is incapacitated and you don’t have disadvantage on
the attack roll.
12 (+1) 14 (+2) 14 (+2) 13 (+1) 8 (-1) 15 (+2)
Evasion. When Leta is subjected to an effect that allows
Saving Throws Dex +4, Cha +4 her to make a Dexterity saving throw to take only half
Skills Acrobatics +4, Performance +4 damage, she instead takes no damage if she succeeds on the
saving throw, and only half damage if she fails.
Damage Resistances poison (dwarven resilience)
Senses Darkvision 60ft., passive Perception 9 Actions
Languages Common, Dwarvish
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft.,
Song of Rest. If Arvad or any friendly creatures who can Hit: 6 (1d6+3) piercing damage.
hear his performance regain hit points at the end of a
Longbow. Ranged Weapon Attack: +5 to hit, reach
short rest by spending one or more Hit Dice, each of those
150/600 ft., Hit: 7 (1d8+3) piercing damage.
creatures regains an extra 1d6 hit points.

Actions Bonus Actions


Cunning Action. Leta can take a bonus action on each of
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach
her turns to take the Dash, Disengage, or Hide action.
5 ft, or range 20/60 ft., Hit: 3 (1d4+1) piercing damage.

Bonus Actions Reactions


Uncanny Dodge. When an attacker that Leta can see hits
Bardic Inspiration. (2/day) A creature (other than Arvad)
her with an attack, she can use her reaction to halve the
within 60 ft. that can hear Arvad gains an inspiration die
attack’s damage against her.
(1d6). For 10 minutes, the creature can add it to one ability
check, attack roll, or saving throw. This can be added after
seeing the roll, but before knowing the outcome.

Chapter 3 | The Tales Arvad Quillforge 167


168 Chapter 3 | The Tales Kyra Truemoon
K yra Truemoon (She/Her)
Written by: Lynne M. Meyer
Adventure Level: 6-7 | Players: 3-5
Content Warnings: Emotional Abuse, Paranormal Activity

Human • Diviner in service to House Ardelean.


Kind and generous, always ready to help others in need. Radiates a quiet self-confidence. Adept at keeping secrets.
An attractive woman in her late 20s. Long black hair and gray eyes. Of a soft, moderate build, standing a little over
five-and-a-half feet tall.

D eep in the forest, a castle has been overtaken by evil. The


resident dowager, bitterly jealous of her daughter, has
slowly poisoned the mind of her son-in-law, turning his heart
Lady Ardelean’s death, Sir Blake remains cold and callous
towards his former beloved.
Kyra watched helplessly as Ileana was subjected to scorn,
cold as stone. Life in the castle became miserable for all who indifference, and cruelty by her mother and husband, and
lived there, including a young diviner and the steward, who her own heart broke. So, too, did the good heart of the castle
watched, heartbroken, as the warm, good-hearted daughter steward, Sir Cefin. The three of them fell in love. When the
was subjected to scorn and indifference. The trio fell in Dowager Ardelean died, it looked as though the time was
love. When the dowager died they planned their escape, but right for them at last. Sir Cefin confronted Sir Blake, but
the mother’s jealousy and bitterness proved more powerful Dowager Ardelean’s spirit came to Sir Blake’s aid; even in
than the grave. Now, two of the three are trapped inside, death refusing her daughter happiness.
imprisoned by a terrifying spirit and the man corrupted by its
influence. The diviner begs the adventurers to save her loves In the fray, Ileana disappeared from her chambers; Sir
before it’s too late, and to put the spirit to rest. Cefin was subdued and thrown in the castle dungeon, where
still he lies, injured. Kyra knows he’s alive but weakening.
Ileana is alive, but she’s not sure where. Not all of her sending
Background spells seem to make it through to her, and scrying reveals
nothing.
Nestled in the forests to the west of the tavern stands Castle
Ardelean. Five years ago, Lord Ardelean died, leaving Thanks to Kyra’s powers of divination, she knows which
behind Lady Amara Ardelean, and their daughter, Ileana. band of heroes she’s waiting to see arrive at the tavern. She
Resenting her husband’s death, and unwilling to see her believes they are the ones called to defeat the evil plaguing
daughter subsequently leave her through marriage, Lady Castle Ardelean.
Ardelean arranged for Ileana to marry one of her late
husband’s knights, Sir Blake, a man of good standing but
little fortune. All too grateful to his new mother-in-law, Sir
Tavern Behavior
Blake readily agreed to make Castle Ardelean the couple’s Clad in fine robes in shades of blue, black, and silver, Kyra
home. The marriage was happy enough at first, with Ileana sips a drink, her black hair draped over her shoulders.
and Sir Blake finding friendship and physical pleasure in She appears tired and concerned, but her gray eyes watch
each other. However, Lady Ardelean resented her daughter’s everything keenly. Her presence in the tavern is hard to
deepening contentment, her heart more consumed by envy miss, even though she sits quietly in one corner. She’s chosen
and hatred with the passage of each day. But there was more. a table large enough for many, despite being alone. When
For generations, the worthy descendants of House Ardelean patrons other than the party ask to borrow one of the chairs,
have been blessed with magical gifts, fueled by a pact made she politely declines, saying she’s awaiting friends.
between Andrei Ardelean and a clan of grateful sprites.
Consumed by jealousy, Lady Ardelean strove to suppress
Ileana’s awakening and freedom, making her son-in-law an
accomplice by corrupting his once-pure heart. Even after

Chapter 3 | The Tales Kyra Truemoon 169


In the Shadow of the Cursed
Hook
If the adventurers approach her, Kyra seems unsurprised The party learns of a haunted castle in a forest, and people
to see them. It is the first time she visibly relaxes, as in need of rescue from it. The adventurers soon discover that
if something she has been awaiting has come to pass. getting to Castle Ardelean won’t be as easy as they think.
“Greetings, friends. I’m so glad you’ve arrived. There’s no time
to waste. Sit, and I will tell you all you need to know.” The Diviner’s Plea
If they don’t approach her, Kyra taps the small red ball on
her table, and hands her server a note. A few moments later,
one of the Two Timing Twins brings the note to the party, From her bag, she pulls a round object, wrapped in soft
along with a round of drinks. Written in gracious hand, the cloth, and a metal stand which she places on the table. As
note reads: “Greetings, friends. I’m so glad you’ve arrived. There’s you watch, she unwraps the bundle to reveal a crystal ball,
no time to waste. Come and I will tell you all you need to know.” which she rests gently on the stand. She looks at you in
earnest. “My name is Kyra Truemoon. Until a few days
ago, I was in the employ of the lord and lady of Castle
Dramatis Personae Ardelean, located in the forest to the west. It was once
Dowager Amara Ardelean (CE female human ghost, she/ a beautiful place, home to an ancient and good family.
her): late wife of Lord Codrin Ardelean, and mother to But now it is in the grip of evil, and I need your help.” A
Ileana. Once the epitome of elegance, but always somewhat tear begins to form in her eye. She stiffens her resolve, and
aloof even at her best. After her husband’s death, her continues, motioning to the crystal ball before her. “I’m
loneliness, jealousy, and bitterness made her cruel. a diviner. The late Dowager Ardelean hired me because
Sir Blake Barrett (CE male human veteran, he/him): I have the ability to see what others cannot. My curse is
knight, formerly in service to Lord Codrin Ardelean, now that, although I can see, I do not have the power to save
married to Lady Ileana. In his early thirties he’s tall, lean the ones I love.”
but strong, with short black hair a thin mustache, and a
trimmed beard that frames his narrow jawline. His piercing
blue eyes bespeak the coldness of his soul. With the death In addition to the information provided in the Adventure
of the Dowager Ardelean, he and Ileana are the new lord Background, Kyra conveys the following:
and lady of Castle Ardelean. • Castle Ardelean is approximately two days away by foot.
Sir Cefin Connolly (NG male human knight, he/him): Getting there requires going deep into the forest.
steward of Castle Ardelean. Of approximate age to Sir • Ileana is descended from a long line of sorcerers on her
Blake, he’s tall, strong, and solidly built, and wears his father’s side, but only discovered this recently, when
long, auburn hair pulled into a neat ponytail. His beard she began showing signs of magical ability. Kyra found
and mustache are slightly more pronounced than Sir timeworn journals in the castle library, which told the
Blake’s. While undeniably a gentleman in appearance and story of how the first Ardelean, by defeating a green hag
demeanor, those who look upon him know, without a in the forest, earned the unending respect of a clan of
doubt, that he is more than capable in a fight. His blue eyes sprites who also made the forest their home. For his aid,
miss little. In love with Ileana Barrett and Kyra Truemoon. they granted a boon to him, as well as to all in his line to
Lady Ileana Ardelean Barrett (NG female human sprite come who were of good and pure heart. Kyra brought this
sorcerer, she/her - see included stat block): daughter of the information to Ileana.
late Lord and Lady Ardelean, and unhappy wife to Sir • Kyra also found reference to a powerful staff, passed down
Blake. Through Kyra, she recently learned of the magical through the Ardelean line, and discovered where Dowager
legacy she carries as a scion of House Ardelean. In her mid- Ardelean had hidden it. However, before she could bring
twenties, she’s slightly shorter than average in height, with it to Ileana, Kyra had to make her escape. She placed the
an athletic, medium build, curious green eyes, and platinum staff in a chest in her own chambers, guarded by an arcane
blonde hair in a bob cut, that hints at the free spirit she lock. Only a rightful scion of House Ardelean can open it.
tries desperately to retain, in spite of her circumstances. In Kyra offers each member of the party virtually all she
love with Kyra Truemoon and Cefin Connolly. has - 200 gp each, in coin and gems, as well as her services
as a diviner once in the future, at a time of their choosing
- to rescue Lady Ileana and Sir Cefin, and put the spirit of
Dowager Ardelean to rest. If the party accepts, she tells them
where to find the dungeon, as well as Lady Ileana’s chambers.
She advises them to find Ileana first, because she can help.

170 Chapter 3 | The Tales Kyra Truemoon


Into the Woods
Travel through the forested lands surrounding Castle When the last stirge falls:
Ardelean begins smoothly. However, as the party draws closer
to its destination, hidden dangers are revealed.
From among the trees, you hear the distant sound of voices.
Small lights pierce the darkness.
A day into your travel, you’re deep into the thick, verdant
forest. The trip has gone smoothly, and the heady scent of
evergreens and earth both invigorates and soothes your
spirits. But now, as you continue forward, you begin to On a successful DC 10 Wisdom (Perception) check,
notice more knobby roots underfoot. The breeze shifts, and characters hear the voices but cannot discern what is being
from somewhere - you’re not sure where - comes the smell said; on a successful DC 15 Wisdom (Perception) check,
of rotting wood; fallen branches decaying in a still pond they hear what sounds like a small party of travelers in
nearby. Night is falling soon. distress.
If the characters call out to the source of the voices, they
get no response.
GM’s note: The wendigo from Muninn/Vincent Rews’ tale Characters who succeed on a DC 15 Wisdom (Insight)
can also be found in these woods. Whether running this check realize that this is a trap. On a DC 15 Intelligence
adventure before or after that one, the creepiness of this (Arcana) or (Religion) check, characters discern they are
setting can be added to by hinting at the presence of these about to encounter will o’ wisps unless they take steps to
other beings and their activities. avoid them.
Four will o’ wisps have targeted the party, attempting
Once night falls, and the party has either made camp or - if to lure them away from the clearing and into the thick of
they choose to press on through the night - paused for a break: the trees.
Tactics: If one or more of the characters gets within range to
potentially identify the will o’ wisps as mere balls of light,
The forest, so welcoming by day, seems less so now. You’re
or if the characters refuse to go investigate the mysterious
grateful for the warmth and light of your fire (if the party
sounds and light seeming to come from amongst the
has elected to light one), though somehow the flickering of
trees, choosing instead to remain by the campfire, the will
the flames makes the night more ominous, as you think
o’ wisps use their Invisibility ability before attacking.
of your task ahead. An owl’s cry carries on the wind, as it
weaves through the trees.

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.

Chapter 3 | The Tales Kyra Truemoon 171


172 Chapter 3 | The Tales Kyra Truemoon
The Court of the Forsaken Bride

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.

Chapter 3 | The Tales Kyra Truemoon 173


174 Chapter 3 | The Tales Kyra Truemoon
Rise of the Scion
The Grand Hall 1
Banished Hearts
Colorful banners and tapestries adorn the walls of the The race is on for the party to find and free Lady Ileana and
grand hall, candles in tall stands and ornate sconces Sir Cefin, and somehow to put the Dowager Ardelean to rest,
provide illumination, and richly detailed rugs soften the before Sir Blake can stop it from happening.
stone floor beneath your feet - and yet each of you feels a Lady Ileana and Sir Blake haven’t shared a bedchamber in
chill. Ardelean history is on proud display here. Centuries- two years; though they remain on the same floor, Sir Blake
old suits of armor line both sides of the hall, for visitors made sure to move her to a room as far from his as possible.
to admire. A pair of swords belonging to the first Lord The last that Kyra or Sir Cefin saw of Lady Ileana, she had been
Ardelean are mounted high on the center of the wall to hurled into her bedchamber by Sir Blake and locked inside.
your right, along with an ornate plaque detailing his many
accomplishments. On the opposite wall is a large portrait Upstairs Hallways 2
of the late Lord Codrin Ardelean. Underneath it, you see
what appears to be a makeshift altar covered in lit votive With Kyra’s directions the room is easy to find; getting to
candles. Dowager Ardelean’s portrait is to the left. To the it is another matter. The spiral corner staircase opens into
right, where once a third portrait might have hung, you two long, narrow hallways. The two bedchambers are on
see only an empty space. Making your way into the castle, opposing corners from one another. Turning south leads to
you’re surprised to see no guards around. In fact, the entire Lady Ileana’s (6); turning north leads to Sir Blake’s (3).
building seems understaffed and quiet. The sickly scent of
perfume suddenly fills the air. From a staircase at the end of (2A)
the grand hall, you hear the echoing of footsteps followed From the top of the staircase, characters making a successful
by a bit of tense conversation, too faint to make out clearly. DC 15 Wisdom (Perception) check notice that just
outside of Lady Ileana’s bedchamber (6), a fragile glass
orb is precariously perched on a pedestal; on a successful
DC 20 Intelligence (Investigation) check, characters
The grand hall is 40 feet long by 30 feet wide. Within it there realize that strong enough vibrations can cause the orb to
are six suits of animated armor: four on the wall to the fall and shatter. Casting detect magic reveals that the orb is
west, and two flanking a pair of (loosely) mounted flying emanating a conjuration aura.
swords. A rug of smothering is in the center of the floor. Combat, running, or other activities cause the orb to fall.
From the grand hall, characters can choose to look for Shattering the orb triggers the web spell.
Lady Ileana, which means going up the staircase where they Countermeasures: casting dispel magic is the easiest way
heard the footsteps, or head below to free Sir Cefin. to disarm the trap, but a spell or other effect to protect
As soon as the party takes a step in either direction, the the orb from shattering, such as feather fall, also works.
unseen Dowager Ardelean directs the creatures to attack. Likewise, a successful DC 15 Dexterity (Sleight of
Hand) check allows a character to remove the orb
After the animated objects are defeated the Dowager
without breaking it.
Ardelean remains hidden and follows the party.

(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.

Chapter 3 | The Tales Kyra Truemoon 175


Dowager Ardelean’s Room 4 Kyra’s Bedroom 5
The Dowager Ardelean’s former bedchamber is to the west This small, well kept bedroom belonged to Kyra Truemoon.
of Sir Blake’s, away from Lady Ileana’s. Characters who
explore her chamber and succeed on a DC 15 Intelligence
(Investigation) check gain advantage on Wisdom (Insight) A large wooden treasure chest at the foot of the bed. The
checks to understand how to put her spirit to rest. arcane lock clasp glows with a gentle blue light. The chest is
under the effects of an arcane lock spell and will only open
for Kyra Truemoon or Lady Ileana.
The door to her room is worn, damaged from repeated The chest contains The Ancestral Staff of House Ardelean.
slamming. The interior shows evidence of a woman in
mourning: A once-fine dress, seemingly untouched but out
of fashion, hangs on display; on the writing desk is a locket,
opened to reveal a small portrait of a young couple on their
wedding day. The woman in the portrait wears a dress
identical to the one hanging along the wall. Also on the
desk is a journal, in which the Dowager Ardelean chronicled
her increasing loneliness and resentment. Smashed on the
floor is the missing portrait of Lady Ileana and Sir Blake.

176 Chapter 3 | The Tales Kyra Truemoon


Lady Illeana’s Bedroom 6
Characters succeeding on a DC 15 Intelligence (Arcana)
check recognize the mirror for what it is, and realize that
Entering the room, you see no sign of Lady Ileana. It’s freeing Ileana and the others from the mirror requires either
definitely her bedchamber - most of her things are still speaking the correct command word or shattering it; on a
visible in it - but the room seems unoccupied. DC 20 Intelligence (Arcana) check, a character also knows
the command word to release those trapped inside: “salvo”.
Casting detect magic on the room reveals a major source Upon inspection of the mirror, a DC 15 Intelligence
of magic is present, and it’s coming from the four-foot-tall (Investigation) check reveals the word 'salvo' written in
mirror along the far wall. elaborate script, disguised as part of the decorative border on
This is a mirror of life trapping. When characters are the mirror’s edge.
in the room, make note of who looks in the direction of - Sir Blake remains close enough to be in danger of
and especially directly at - the mirror. If Sir Blake arrives discovering the party; the characters must move quickly and
and activates it, characters looking in the mirror risk being quietly. On a successful group stealth check versus Sir Blake’s
trapped in it. DC 12 passive Perception, they remain undetected for 10
If players are at a loss as to what to do, a successful DC 15 minutes, at which point Sir Blake comes within range.
Intelligence check provides a moment of insight, based on
Kyra’s clues: Lady Ileana is probably still alive, was last seen
entering this room but not leaving it, and can sometimes If the characters take too long in Ileana’s room, or if they
be reached via sending but not scrying. She may be trapped shatter the mirror of life trapping to free Ileana, Sir Blake
on another plane! They can try calling Lady Ileana’s name (veteran) discovers them and attacks.
and see if she responds. If they do this within 5 feet of the
Tactics: Stealthy and cunning, Sir Blake’s first action
mirror, Lady Ileana appears as an image on the mirror’s is to activate the mirror by saying its command word,
surface; she and the characters can then communicate “Naeledra!” [neel-ed-ra] - the Ardelean surname
normally. Lady Ileana explains that she heard her husband backwards - to try and trap as many members of the party
speak a strange word, and the next thing she knew she was as possible, before they can do him damage.
trapped in this space. Other staff who tried to come to her
aid were trapped with her. His love for his wife long ago replaced by scorn, Sir Blake
fights to the death to keep the position and prestige
this marriage grants him; if Ileana is found alive, and
the truth about him is revealed, he knows he’ll lose
There are twelve cells in the mirror; Ileana and the staff
everything. The ring of mind shielding he wears, invisibly,
trapped with her fill ten of them. While they remain in the
has allowed his corrupted heart and thoughts to escape
mirror, there is enough room to trap up to two members
detection. However, faced with witnesses who are not
of the party. If the mirror traps a creature while all of the
beholden to him, he has become desperate.
cells are occupied, the mirror frees one trapped creature at
random to accommodate the new prisoner. Sir Blake knows The Dowager Ardelean’s ghost assists him in his fight
this, and despite the risk of freeing Ileana attempts to save as long as she can, or until he drops. If she is above 0 hit
himself by trapping as many of the characters as he can. points when Sir Blake falls dead or unconscious, she flees
to another part of the castle.
If Sir Blake traps more than two members of the party, roll
a d10 to see who is freed from the mirror:
1. Laundry maid (commoner)
GM’s note: if the characters free Lady Ileana at any time
2 - 4. Chamber maid (commoner) during this encounter, they should remember to tell her
5. Lady-in-waiting (noble) about the staff hidden in Kyra’s room. Lady Ileana is the
6. Butler (noble) only one who can open the arcane lock easily and retrieve
7. Page (commoner) the weapon. If they forget, have Lady Ileana tell the party
that Kyra (by way of sending) informed her that she left
8. Watchman (guard) something for her, and dash down the hall to get it.
9. Watchman (guard)
If the fight is going badly for the characters, Lady Ileana
10. Lady Ileana can then return and assist.

Chapter 3 | The Tales Kyra Truemoon 177


178 Chapter 3 | The Tales Kyra Truemoon
Knight Terrors
(8A)
In the lowest level of Castle Ardelean, Sir Cefin lies injured The door to Sir Cefin’s cell (10) is locked (DC 20) and
in a holding cell. trapped with a Motion Sensing Trap. When the eye sees
movement within its periphery range 5 feet on either side of
the 1 foot eye), 12 poison arrows fire from the openings in
Following Kyra’s instructions, you quickly find your way the wall.
through the winding stairways and hallways to the dungeon
On a successful DC 15 Wisdom (Perception) check
below the castle. Sir Cefin, you’re sure, is behind one of
characters see next to the door, an enchanted eyeball
these locked doors (10). There are torches on either side, and
watching the hallway in front of Sir Cefin’s Cell; on either
a small crystal above the keyhole.
side of it appear to be stone slabs of a similar height. On a
DC 20 Wisdom (Perception) check, characters also see a
series of small openings in the wall, and near the entrance
Dungeon Keeper’s Office 7 to the room a mechanism of some kind.
Effect: +5 to hit against one target, 10 (2d10) piercing
damage and 10 (2d10) poison damage.
The stone stairway leading to the dungeon opens to a small Countermeasures: casting detect magic reveals an aura of
office and processing area with a long wooden desk at the divination magic on the eye. A successful dispel magic (DC
base. The room seems to have been unused for many years 14) cast on the eye disables the trap. Plugging the arrow
and has fallen into disrepair. A locked door (7A) to the holes with cloth or other material prevents them from
South opens into the dungeon’s cell block. firing. Disengaging the mechanism without a key requires
a successful DC 20 Dexterity check using thieves’ tools;
(7A) doing so causes the stone slabs to close over the eye.

This is a Teleportation Trap. Any creature that touches the


door must succeed on a DC 10 Wisdom saving throw or be
teleported into the same dungeon and cell as Sir Cefin (10). Empty Cells 9
Casting detect magic reveals that the door is emanating
an aura of conjuration magic from its surface. Casting dispel
magic (DC 10) destroys the trap. Each of these cells shows sign of use at some point, but are
now unoccupied.
Picking the lock of this door is relatively easy with a
successful DC 15 (Thieves’ Tools) check, and for a good
reason.
Sir Cefin’s Cell 10

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

If Dowager Ardelean has not somehow already been


destroyed or forced to permanently flee, her spirit is still in
the castle and must be dealt with.

Chapter 3 | The Tales Kyra Truemoon 179


Conclusion
Sprite Sorcerer Restoration
If Ileana is free and Blake is alive, castle guards, seeing that If any members of the party aged as a consequence of
Ileana is alive and hearing her testimony, take Blake into the Dowager Ardelean’s Horrifying Visage ability, Lady
custody. While putting manacles on him, the ring of mind Ileana uses her pendant of restoration to reverse the effect
shielding is discovered. on as many characters as time and circumstances allow.
If Ileana is free and Amara is put to rest or exorcised, the This intricately detailed antique gold pendant looks like a
happy trio reunite at the now-peaceful Castle Ardelean, ready dragonfly, and is enameled in bright colors. The two large
to make new lives together. eyes of the dragonfly look like gemstones, but upon magical
inspection are revealed to be beads of favor, as would be
If Amara is still not at peace, she continues to haunt found on a necklace of prayer beads.
the castle. Ileana, if freed, re-establishes herself in a new
location until Amara is gone, making a new and happy life
with her loves. Appendix A: Stat Blocks
If Ileana has not been freed but Blake is dead, and Amara
is put to rest or exorcised, Kyra returns to Castle Ardelean
and eventually discovers the key to freeing Ileana from the Kyra Truemoon
mirror. The three lovers then live happily in Castle Ardelean. Medium humanoid (human), lawful good
If Ileana has not been freed, Blake is alive, Amara Challenge 6 (2,300 XP) | Initiative: +1 | Prof. Bonus: +3
continues to haunt the castle, but Cefin has been rescued,
Cefin and Kyra try again to mount a rescue of their love. armor class hit points speed
11 36 30 ft.
Rewards (robes) (8d8)

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.

180 Chapter 3 | The Tales Kyra Truemoon


Appendix B: Magic Items
Ileana Ardelean Barret, sprite sorcerer Ancestral Staff of House Ardelean
Medium humanoid (human), neutral good Staff, rare (requires attunement by a Bard, Cleric, Druid,
Sorcerer, Warlock, or Wizard)
Challenge 2 (450 XP) | Initiative: 0 | Prof. Bonus: +2
This staff has 10 charges and regains 1d6 + 4 expended
charges daily at dawn. If you expend the last charge, roll a
armor class hit points speed d20. On a 1 or a 2 the staff crumbles to dust.
10 65 30 ft.
(10d10 + 10) Spells. While holding the staff, you can use an action to
expend some of its charges to cast one of the following spells
from it, using your spell save DC: giant insect (4 charges)
str dex con int wis cha
insect plague (5 charges), or conjure swarm (5 charges)
10 (0) 10 (0) 13 (+1) 10 (0) 14 (+2) 11 (0)
Insect Cloud. While holding the staff, you can use an
Saving Throws Con +3, Cha +2 action and expend 1 charge to cause a swarm of harmless
Skills Insight +4, Nature +2 flying insects to spread out in a 30 foot radius from you.
The insects remain for 10 minutes, making the area heavily
Senses passive Perception 12 obscured for creatures other than you. The swarm moves
Languages Common, Sylvan with you, remaining centered on you. A wind of at least 10
miles per hour disperses the swarm and ends the effect.
Spellcasting | Save DC: 12 | Attack Bonus: +4
Ileana is a 1st-level Wisdom based spellcaster. Sprite
sorcerers share much in common with druids, though they
do not have access to the Druidic language. As a sprite
sorcerer, Ileana has the following spells prepared:
Action Spells
Cantrips (at will): druidcraft, message, poison spray, true strike
1st level (1/day each): detect evil and good, detect poison and
disease, sleep
Bonus Action Spells
Cantrips (at will): shillelagh

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.

181
182
182 The Tales3Sir
Chapter Daywin
| The Tales Sir Daywin
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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183
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.

While Daywin is alive, he will become extremely hostile if


anyone tries to wield a Yult spear, claiming it an insult to the If the half-elf is stopped, this is Lars (he/him), a clean-squire-
memory of his brothers and sisters. type in leather armor. His pride has been hurt, and he’ll say
that he’s fine.

Hook First Contact


Daywin is on the lookout for worthy supplicants to add to Sir Daywin will be highly dismissive of the group, particularly
the aboleth’s morbid congregation. If the adventurers are if they claim no knowledge of the Spears. A successful DC
visibly capable (touting magic items, large of stature, etc.), or 15 Intelligence (History or Religion) check will grant some
if they make any impressive displays of martial ability, he will background, or the patrons of the inn may be able to give the
initiate contact. If approached, he is gruff and slightly aloof. party some or all of the following information:
Whether he or the characters first show interest, he will not The Spears of Yult were created as a severe, ascetic order
take them into his confidence without a display of strength: a of warriors: a mix of fighters, monks, and paladins. Yult, the
duel with him. demi-god they venerate, was a wandering, unrelenting force
Alternatively, if the characters are in possession of the for order in the world before his godhood: a tall thin human
Grim Howl patch from Ogrel's adventure, he will recognize man from farming stock, who wielded a pitchfork to confront
it. He will tell them that they were clearly fated to help him, injustice wherever he found it. The Spears were taught that
as several creatures wearing that patch are now at the hold. In he was not a god of pity or gentleness, and therefore did not
this case, he will not require a duel. dole out holy magic or visitation. Justice should be meted
out without the need for a celestial reward. The cleric-less
Spears, therefore, served him blindly, their lack of connection
with their god raised to a point of pride. The heraldry of the
Spears is a golden ranseur head, similar to a fleur-de-lis, on a
light grey background.
If the party can get Sir Daywin talking, he gives some or
all of the following information:
• The Spears brought order to chaos and light to dark places.
• The Spears’ approach was hard and unyielding, making
gentler communities nervous.
• Yult taught that evil doesn’t hold back, so the Spears
shouldn’t either.

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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.

Emerging behind the hold, you find what appears to be an


Inside, this room is spartan, containing only a single bed abandoned vegetable garden. Neat rectangles of raked earth
roll, a single empty spear rack, and a bookcase. The books are overgrown, as unharvested vegetables begin to spread,
include weapons manuals, guerrilla tactics, books on local wither, or die. To the north you can see a modest potting
politics, and a history of Yult. There is a dried pool of blood shed made of rough planks, and standing between you and
on the floor. it is a female centaur, her long auburn hair flowing around
her, as she turns a dreamy expression to you, and begins to
stamp at the ground.

A successful DC 15 Intelligence (Investigation) check


will reveal a secret hatch in the ceiling, and a metal-capped
ladder that slides down. Up the ladders is a small oubliette, The centaur attacks, without pause for talk or compromise.
with room only for a locked chest, a stool, and a table with a
burned-down candle on it.
If investigated, the shed contains basics gardening supplies.

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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…”

If the body of the aboleth is somehow accessed (through the


use of a disintegrate spell or a +2 magical weapon): At this point, the PC has a sudden flash of memory about
The body of the aboleth has dried out, losing its mucous something valuable of the GM’s choosing. Suggestions
layer and the ability to render slaves water-breathers. include:
However, if a creature becomes charmed after touching the • The location of a buried treasure.
orb, and it has access to a volume of water (or for example, • Secret information about an NPC already known to the
the create or destroy water spell), the aboleth orders the party (secret identity, scheme etc.)
charmed individual to apply water to its body, allowing the
mucous layer to reform. If given the chance, the aboleth • Information about a religious institution or deity of
will direct a creature to create as much water as possible, interest to the party.
flooding the cavern so it can spread its mucous cloud. Its • A spell that a wizard might be able to use.
plan is to have this water in place, before pushing its slaves • Valuable history about a known location or entity.
to free it from the orb by destroying it. If the orb is destroyed, the aboleth returns to the Plane
of Water to grow a new body. If this happens during the
fight, Sir Daywin loses his will and ceases fighting, but
Bharol fights unless convinced to stop with Charisma
(Persuasion) checks, as above.

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| 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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Daywin 193
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)

Saving Throws Str +5, Dex +6


Aboleth Orb Skills Acrobatics +6, Perception +6
Wondrous item, artifact (requires attunement)
Senses darkvision 60ft., passive Perception 13
The orb that contains the mind of this ancient aboleth Languages Common, Orcish
is about 6 inches in diameter, its sides cut into strange,
irregular facets, so black as to almost give off no reflection. Actions
No matter what heat is applied to it, it is constantly cold
to the touch, and seems to weigh a good 20lb when held, Multiattack. Bharol attacks twice with his Yult spear, or
although when stowed, it seems no heavier than 3lb. once with his Yult spear and once with unarmed strike.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach
While attuned to the orb, you can use an action to try
5ft., one target. Hit: 9 (1d6 + 6) magical bludgeoning
and connect with the aboleth contained within. You must
damage.
succeed on a DC 15 Wisdom saving throw, or become
charmed by the aboleth. All the rules of the aboleth’s Yult Spear. Melee Weapon Attack: +6 to hit, reach 5ft.,
Enslave ability then apply. one target. Hit: 8 (1d10 + 3) piercing damage.
Eons’ Knowledge: Aboleths’ knowledge is genetically Bonus Actions
shared, meaning each aboleth has access to millennia of
memories and learning. While attuned to the orb, you can Flurry of Blows. (2/day) Immediately after Bharol takes
use an action to grant any Intelligence (Arcana, History, the Attack action on his turn, he can make two unarmed
Nature, Religion) checks a +15 bonus. strikes as a bonus action.
Destroying the Orb: Normal physical or magical damage Stunning Strike. (1/day) When Bharol hits another
will do no damage to the orb, but a disintegrate spell or a creature with a melee weapon attack, he can attempt a
stike from a +2 magical weapon will turn it to dust. The stunning strike. The target must succeed on a DC 14
essence of the aboleth will be returned to its plane of origin, Constitution saving throw or be stunned until the end
free to enter a new body, and perhaps seek revenge. of their next turn.
Patient Defense. (1/day) Bharol can take the Dodge
action as a bonus action on his turn.
Step of the Wind. (1/day) Bharol can take the Disengage
or Dash action as a bonus action on his turn, and his
jump distance is doubled for the turn.

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.

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| 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

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195
196
O grel Grim Howl (He/Him)
Written by: Dave Coulson
Adventure Level: 7 | Players: 3-6
Content Warnings: Bullying, Violence, Implied Cannibalism

Gnoll • Former Raider


Proud, nervous, anxious, pitiful, and prone to anger.
O grel is a cursed gnoll. He was once a member of a savage
gnoll warband, the Grim Howl Pack, but they picked
on the wrong decrepit wagon in the mountains one fateful
Ogrel has gray-green fur, long limbs, a savage countenance, night. The wagon belonged to a powerful warlock who
keeps three grisly “war trophies” on his belt, and carries no destroyed most of the gnolls. The warlock left Ogrel alive, but
weapon. cursed him: until the gnoll found “strength in forgiveness,”
he would be transformed into the image of weakness held in
the gnoll’s mind.
Ogrel needs help. The characters are drawn to the
cursed gnoll when an altercation forces Ogrel to pick up a
weapon, transforming him into a scrawny human teenager.
Alternatively, they may need information Ogrel possesses
to complete an unrelated task. In his raiding days, the gnoll
traveled a great deal and saw a lot of things, but in his current
state he has little to offer.
The cursed gnoll explains his situation in a pitiful, whining
tone. He’s given up on any chance of finding “strength in
forgiveness,” whatever that means, so the characters are going
to need to prod him a bit to get him talking. The keys to
lifting the curse are found in the gnoll’s three glory trophies;
grisly mementos from battles fought in the past. He must
make amends for each of them in order to lift the curse.
The three trophies include a drow’s severed hand, the talon
of a mighty eagle, and the beard from a dwarven berserker.
Each one requires a short journey. The drow’s hand must
be returned to its body and then buried, which requires
negotiating with undead drow in a cavern complex; the eagle
talon must be sanctified by a druid of the mountains who
watches over the area; and the beard must be given over to
the dwarven berserker’s only remaining family, his sister, an
adventurer captured by a clan of brutal ogres.
Does Ogrel find “strength in forgiveness” and lift the curse
with the help of the characters?

Chapter 3 | The Tales Ogrel Grim Howl 197


Background Tavern Behavior
Until recently, Ogrel was a proud member of the Grim Ogrel has been coming regularly to A Trip Away Inn
Howl Pack, a gang of gnolls renowned for their savagery over the past few weeks, and Flip has taken pity upon the
and butchery. They raided, pillaged, and stole at their wretched gnoll. Ogrel has done a few odd jobs for Estabôn,
leisure, though they were careful to avoid large or obviously mainly taking out the trash, and in exchange he’s earned
dangerous foes. The Grim Howl Pack were bullies of the food enough to keep him from starving. Still, the work is
worst sort, who only fought when they clearly had superior degrading, and Ogrel resents doing it, but his pride refuses
odds, and retreated in the face of strong opposition. to let him take charity. He spends his days and nights in
About a month ago, the Grim Howl Pack came upon the the back of the tavern, near the bathhouse, too afraid of
wagon of a traveler in the mountains being pulled by a pair triggering his curse in the common areas. It suits Flip as well,
of old, decrepit horses. The wagon was ancient, but there was who knows the presence of a gnoll may upset some patrons.
the smell of riches about the whole thing. The gnolls jumped Ogrel tends to do his work at night, hauling garbage out
the wagon, killed the horses, and burst inside to confront the with a heavy cloak draped over his bestial, lanky frame. When
occupant, only to learn that the owner was an aged warlock he’s not sulking around the trash, he’s sitting by himself
with his full magical faculties intact. The warlock blasted the behind the bathhouse, nervously holding a mug of cheap ale,
gnolls, destroying most of the Grim Howl Pack in an instant, while staring out from the shadowed cowl of his cloak.
and scattering the rest.
Ogrel turned to flee but the warlock’s magic stopped him.
As punishment for his atrocities, the warlock called upon
Hook
his patron to curse the gnoll. If he ever held a weapon or The characters find themselves in A Trip Away Inn, perhaps
unsheathed his claws, he would transform into the image of enjoying a rest after a long day’s travel or already on the
weakness in the gnoll’s mind: a gangly human teenager, weak lookout for adventure. The inn’s taproom sees a wide variety
and awkward. The only way to break the curse was to learn of travelers, due to its location along a popular crossroad, and
“strength in forgiveness.” Ogrel needed to atone for the three adventurers pass through regularly. Flip keeps an eye out for
grisly trophies he carried, though this detail is currently lost trouble, and they have a bad feeling tonight about the gnoll
on the gnoll. out back. Conveniently, a patron recently found a strange
Ogrel fled the warlock’s wagon. For several weeks he patch on the road to an old monastery (The Yult Hold from
tried to hunt and kill, but each time he used a weapon, or Sir Daywin's adventure), dropping it off with the gnome for
his fearsome claws the transformation took hold. He could identification.
not understand what he needed to accomplish: he had true In response to this bad feeling, Flip calls the characters
strength in his arms, in his gnoll form! Despondent and near over to the bar. They toss them a roughly constructed badge,
starving, he eventually came upon A Trip Away Inn where depicting a howling wolf’s head set against a black moon. The
Flip took pity on him. badge represents the Grim Howl Pack, and Flip thinks it has
His warband raided farms and villages in the surrounding something to do with Ogrel, the gnoll out back. They ask the
area under the cover of night, when they would encounter characters to take it over to Ogrel to see what he knows about
the least amount of resistance, and they targeted travelers in it, and to see if they can help the gnoll. Flip doesn’t know the
the more desolate stretches within a week’s journey of the details of Ogrel’s curse, but they recognize him as someone in
crossroads. Ogrel knew of Flip and the inn by reputation, and need of help.
the gnoll’s leader met up with contacts at A Trip Away Inn on When the characters arrive, Ogrel is just returning from
occasion over the years. taking out the trash, a chore he performs for Estabôn in
After his fellow gnolls were defeated and the curse befell exchange for meager scraps and drink. A drunken band
him, Ogrel felt he had nowhere else to turn. He survived for from the Black Wake, a local mercenary company, have just
a few weeks, scavenging where he could, as the question of relieved themselves and are deciding to have some “fun” with
how to lift the curse afflicting him gnawed at his soul. He has the lanky gnoll.
no idea what to do to learn “strength in forgiveness”, and his
faltering attempts at striking up conversation with others in
the taproom have been met with confused stares.

198 Chapter 3 | The Tales Ogrel Grim Howl


Gnoll’s Lament
The characters can intervene at this point by whatever
means they have at their disposal. The situation can be
Night has fallen and, during the quiet of the outside evening, calmed without violence if the characters succeed on a
Ogrel returns to his spot behind the tavern after hauling group DC 15 Charisma (Persuasion) check; any character
out the garbage. He stinks of both rubbish and destitution, attempting to placate Nails through flattery gains advantage
drawing the attention of some thugs from the Black Wake, on the check. The thugs are all bark and no bite so, if
a band of local mercenaries. Drunk and overconfident, they presented with a well-armed party of adventurers threatening
confront the gnoll, pushing him down. In a flash of instinct, violence, they back down immediately, muttering under their
Ogrel bears his claws, triggering the curse, transforming him breath about having all the fun taken out of the night.
into a scrawny human teenager.
The mercenaries laugh, and the characters have a chance to Curse of Forgiveness
intervene to help save face for the cursed gnoll. Afterwards,
Once Nails and his fellows are dealt with, Ogrel slinks over
Ogrel tells his story to the party. He swallows his pride
to the pary in his teenage form. He mutters a thank you as
and begs for help. With a little bit of knowledge and
the curse subsides, transforming him back into a gnoll. Ogrel
investigation, the characters can pick out the likely path to
is desperate for a solution, and he hopes the characters have
the gnoll’s redemption.
the means to help him. If shown the badge from Flip, Ogrel
immediately recognizes it as belonging to the Grim Howl
Pack, and he shows his own in response. He wasn’t the only
The raucous sounds of A Trip Away Inn’s taproom are
one to survive the warlock’s attack but he is still surprised to
muffled and subdued out behind the building. Stacks
see it showing up now.
of crates, empty barrels, and the bathhouse sit in quiet
solitude here; a quiet suddenly shattered by a burst of harsh, If they show any interest in hearing his story or figuring
drunken laughter. From behind the bathhouse, a lanky, out how to help, Ogrel reveals the following information:
cloaked figure staggers and collapses on the ground, where • He was part of the Grim Howl Pack, a band of gnoll
he has evidently been tripped by a band of young brawlers raiders, until he and his fellow gnolls attacked a
coming into view. Their faces are red with alcohol and ramshackle wagon in the mountains. The wagon belonged
cruelty, and the leader pulls the hood back from the fallen to a powerful warlock, who killed most of the other gnolls
figure to reveal a gnoll beneath. “What’s the matter, dog?” but spared Ogrel, putting him under a terrible curse.
the cruel man slurs, loudly, “cat got your tongue?” • Anytime Ogrel picks up a weapon or unsheathes his claws,
The gnoll’s face twist into a snarl and, before the party he transforms into a scrawny human, weak and frail. He
can take any action, he stands up with surprising speed doesn’t have the strength to hold a weapon in that form,
and spreads his hands in a menacing gesture, his claws and shortly after he drops the weapon he transforms back
extending. In that moment the curse takes over, and the into a gnoll.
gnoll is wracked with pain as his body contorts, twists, and • The warlock said that the only way to break the curse was
pops, transforming him into a scrawny human teenager, to find “strength in forgiveness.” Ogrel has no idea what
with pockmarked skin and a mop of shaggy gray-green hair. that means.
While they talk, the characters notice Ogrel
The man is Nails Jarter, a rising star in the Black Wake. absentmindedly playing with one of the grisly trophies
He and his fellows have had too much to drink, and they’ve attached to his belt (a severed drow hand, an eagle talon, or
settled on petty cruelty for entertainment. a dwarven beard braid). If asked about them, Ogrel proudly
At this point, Nails and his fellow mercenaries (5 thugs) declares that the three items are his most prized possessions,
stare in shock, before bursting out into laughter. In his trophies from great battles where he claimed victory over his
teenage form, Ogrel looks around the area frantically before opponent. His pride over the items is unabashed.
finding the party. His eyes are pleading, as Nails pushes the Anyone proficient in Arcana or Religion makes the
teenager down to the ground. connection between the trophies and the wording of the curse,
specifically around the “strength in forgiveness” caveat. Ogrel
doesn’t want to believe it if confronted, but his desire to remove
the curse is stronger. If no characters are proficient with these
skills, Flip or another inn patron can be consulted to help
make the connection between the curse and the trophies.

Chapter 3 | The Tales Ogrel Grim Howl 199


The Gnoll’s Trophies
If the characters are interested in helping Ogrel lift his curse Arvad and Flip both know Sarge has a sister, Serra
and find “strength in forgiveness,” the gnoll is grateful for Battlegut (she/her), who is much more even-tempered than
their assistance. Clerics, warlocks, and characters proficient her brother. Serra has a little cottage that she shares with an
in Arcana or Religion recognize some elements common in adventuring friend of hers, an elf illusionist named Raddle
forgiveness curses, and the best course of action is to repent (they/them), just a short distance away from A Trip Away Inn.
by laying to rest the memento of the deceased. Ogrel has Arvad knows the location and, as long as the characters are
three key trophies on him, treasured reminders of moments not looking to bring trouble, he lets them know where to find
of his own glory, but they actually represent his cruelty, spite, Serra’s cabin.
and cowardice. They must be put to rest.
He offers the following information about each of the three Development
trophies he carries. Once the characters have learned the details of the three
• The drow hand was taken when the Grim Howl Pack trophies, they can set out from A Trip Away Inn with Ogrel
ambushed a drow patrol in a series of tunnels in the forest. to help him find “strength in forgiveness.” Based on their
The tunnels are part of what’s known as the Spider Caves, current location, the closest location is the Spider Caves,
and the gnolls managed to kill all of the drow before they followed by Gray Neck Ridge, and then the cottage of Serra
could even scream for help. Ogrel and his fellows left the Battlegut, so the adventure is presented in that order.
dead because of the spiders in the area, but he can lead
them back to its location easily enough (Dead Drow Tell
No Tales).
• The eagle talon was removed from a giant eagle that Ogrel Dead Drow Tell No Tales
managed to kill single-handedly. He and his fellow gnolls
found an eagles nest full of eggs in the mountains and, About a year ago, the Grim Howl Pack picked up a tip about
when the mother returned, Ogrel defeated the beast. The a hidden treasure cache in a series of caves in the darkest part
nest was in Gray Neck Ridge (Where Eagles Dare). of a nearby forest. Greedily, the gnolls went out in search
• The dwarven beard braid is Ogrel’s most recent trophy. It of the treasure, fighting their way through many voracious
was taken from a dwarven berserker who managed to take spiders as they traveled. According to Ogrel, they eventually
down a few members of the Grim Howl Pack before Ogrel came upon a cavern, filled with skull-shaped mushrooms,
and the survivors defeated him. The gnolls fed the body to occupied by a band of armed drow. The Grim Howl Pack
a pack of wolves before moving on. Ogrel does not know attacked with surprise, killing all of the drow, and Ogrel slew
the identity of the dwarf (Beard for Sister Serra). the leader with a powerful backstab.
Two of the three destinations are known to Ogrel (the Spider In truth, these drow were tending the mushrooms to feed
Caves and Gray Neck Ridge), but the dwarven braid is going their families. The rare skull mushrooms grow near spider
to require a bit of investigation. nests close to the surface, and are highly prized as potent
resources for underground-dwelling creatures. They are
Beard of Battlegut edible, last for months without spoiling, and can be used as
currency in some areas. The drow believed their mushroom
Ogrel didn’t even get a name for the dwarven berserker who
cave a secret, until the gnolls fell upon them.
attacked the Grim Howl Pack months ago, and they carved
up the dwarf’s body for trophies, feeding the rest to wolves. Ogrel knows very little of this. He remembers there was no
To find out more about its owner, the characters are going to treasure, but the Grim Howl Pack took great pride in their
need to ask around the taproom. achievement of killing the notorious drow, who are famed for
their skill with weapons. If pressed, Ogrel recalls the skull-
The best sources of information here are Flip and Arvad
shaped mushrooms in the caves but the gnolls left them alone.
Quillforge, the dwarven poet. Both recognize the distinct
A character proficient with Nature recognizes the description
braiding on the beard as belonging to Sarge Battlegut,
as skulltop mushrooms, a rare and valuable breed of
a dwarf berserker bounty hunter. Sarge was cruel but
mushroom, known to grow around spider nests underground.
competent, and well-known for taking on targets much
larger than himself and getting away. He hasn’t been seen
around the crossroads for a few months, perfectly lining up
with Ogrel’s story in terms of timing, and he matches the
description to the letter.

200 Chapter 3 | The Tales Ogrel Grim Howl


Chapter 3 | The Tales Ogrel Grim Howl 201
Spider Caves
The journey to the heart of the forest where the caves are The interaction with the four drow ghosts is designed
located takes about two days, and can be as eventful as as a social encounter. Minstra (she/her) is the leader of the
the GM needs it to be. The forest itself is unnamed and drow ghosts and language may be a barrier to overcome, so
unremarkable, save for the number of spiders crawling the first step for the characters is to try and understand what
around its center. the ghosts are saying. If no characters speak Undercommon,
Finding the cave entrance with Ogrel’s assistance is or have the magical ability to understand, Minstra knows
straightforward, however. Spiders of all kinds crawl around enough Common to convey their basic feelings. The drow
the cavern opening, mostly small but some as large as dogs. were simple farmers who tended the mushrooms, and
Ogrel recalls the path well enough. they were only looking out for their families. They kept to
themselves, living simple lives, and did not bother anyone.
The journey through the caves is slow going, consid0ering
the number of web-choked passages blocking the path. Upon hearing this, Ogrel begins to make some
connections. The drow were not clad in armor and carried
only a handful of weapons between them, certainly not living
up to their infamous reputation as merciless killers. Ogrel
Using fire is the quickest method to make progress, though is stunned to hear the story of how the drow were simply
burning webs attracts the attention of giant spiders during mushroom farmers.
the Spiteful Dead encounter below. If they avoid fire, and
instead hack at the webs with swords and other weapons,
they arrive unmolested and giant spiders do not join the If the characters used fire to burn the webs in the tunnel on
confrontation with the drow ghosts. their way to the mushroom cave, when the drow ghosts rise
up, the characters are attacked from behind. A pack of six
giant spiders move to attack the party who burned their
Unquiet Dead webs and invaded their nests.
The cave where Ogrel and his fellow gnolls killed the drow
is a broad open area, marked by several stalagmites along the
ground. Development
Once the drow tell their story, Ogrel has a decision to make,
The web-choked tunnel opens up into a larger cave, roughly but he is still hesitant to part with his trophy. There’s no
50 feet across with a low-hanging ceiling about 10 feet ritual or spell necessary, but he must return the hand of the
high. Several stalagmites rise up from rocky patches in the slain drow to its owner in order to earn forgiveness, and then
otherwise loose soil of the ground, with some stalagmites bury the hand in the ground. He needs some convincing.
connecting up with the stone ceiling above. Around the The characters must succeed on a group DC 16 Charisma
base of each stalagmite cluster unusual pale mushrooms. (Persuasion) check to convince Ogrel to give up the item
Each mushroom is about the size of a hand and shaped willingly. Consider granting advantage on the check if the
like a grim, jawless skull, with eyes and nostrils appearing players roleplayed the scene with the drow well.
naturally on the cap. The sickly smell of death and rot Characters can make a DC 18 Intelligence (Religion)
hangs heavy in the air. check to recall basic funerary rites for drow, and performing
them puts the creatures at ease, regardless of Ogrel’s action.
As the characters look around the cave, they see no other
exits leading out. A moment later, a low moan fills the room
as the spectral forms of the murdered drow return to unlife,
due to the unjust means of their death. These drow were just
farmers, and even in their undead state they do not pose a
direct threat to the characters.

202 Chapter 3 | The Tales Ogrel Grim Howl


Where Eagles Dare
Giant eagles are majestic creatures living in remote wilderness
areas. Many serve as guardians of their territory, watching
out for wrongdoing and swiftly meting out punishment to
creatures performing evil acts. Gray Neck Ridge is a popular
nesting spot for giant eagles. They often nest in ancestral
locations, laying their eggs, watching over them, and tending
to the young before seeking further hunting grounds.
Dahlia was just such an eagle. She came to to her family’s
heritage nest in Gray Neck Ridge with her mate, and together
they had a clutch of three eggs to watch over. However, her
mate was killed when a band of raiders attacked the ridge,
hoping to claim the valuable eggs for their own. The raiders
were repelled but the eagles took heavy losses.
The Grim Howl Pack heard of the attack and snuck
in afterwards, to claim what spoils they could find. They
managed to arrive at Dahlia’s nest while she was away, and
the gnolls greedily took all three eggs. Dahlia returned and,
in the ensuing battle, Ogrel managed to kill the giant eagle
with a savage blow. They claimed the eggs and Ogrel cut off
one of the eagle’s talons as a trophy.
In the year since, Gray Neck Ridge has become home to
a peaceful halfling druid named Pruni Greenhand (she/
her). She has watched over the giant eagle nests as a silent
guardian, helping to keep marauders away from the valuable
eggs, while doing her best to remain out of sight from the
eagles themselves so as not to disturb them.
In order for Ogrel to make amends for his giant eagle talon
trophy, he must reach Dahlia’s ancestral nest in Gray Neck
Ridge and lay the talon down, while sincerely asking for
forgiveness. Along the way, they have a chance to stop a band
of poachers from killing giant eagles, and in doing so they
can earn the respect of Pruni Greenhand.

Gray Neck Ridge Trail


Ogrel remembers the location and events surrounding his
eagle talon very vividly – it was a proud moment for him
as a gnoll warrior, taking down a giant eagle in combat. He
knows the area, Gray Neck Ridge, is popular with giant
eagles and contains a large number of nests, and that he
and his fellow raiders attacked the place only after another
marauder band winnowed out the eagle ranks. The journey to
Gray Neck Ridge is roughly two days journey from the spider
caves and about three days total from A Trip Away Inn.

The ridge is a low jagged line of mountains, with a rushing


river cutting through its center. The rocky ridge juts out
from the sparsely forested landscape, with a series of trails
winding up and around the peaks above the river. Giant
eagles fly overhead regularly.

Chapter 3 | The Tales Ogrel Grim Howl 203


Ogrel recalls a secret path that skirts around the opposite During the battle, Pruni Greehand watches the characters
end of the ridge, where the eagles do not patrol regularly. from a hidden vantage point (DC 18 Wisdom (Perception)
Unfortunately, it’s also a secret because it’s treacherous. check to see her in combat). After the combat, she strides
Following Ogrel’s directions, the characters must each forward on top of an earth elemental. She is a female halfling
make two DC 15 ability checks. The ability checks can be with long mud-caked brown hair, wearing a simple faded-
anything of the following, but a character cannot roll the green tunic. Pruni wields no weapons, but it’s clear she
same ability check twice. directs the actions of the earth elemental she rides.
• Dexterity (Acrobatics), Intelligence (Nature), Strength Pruni calls out to the characters, asking them in short,
(Athletics), Wisdom (Perception) clipped sentences what business brings them to Gray Neck
On a failure, the character suffers 10 (3d6) damage of your Ridge. Her eyes are narrowed constantly on Ogrel, who
choice: falling rocks (bludgeoning damage), jagged rocks averts his gaze and shuffles nervously under her scrutiny. If
(slashing damage), or nasty thorn bushes (piercing damage). prompted by the characters, Ogrel announces he’s looking
Each check is made over the course of two hours, so it takes a to return the eagle talon to its rightful home. In response,
total of four hours for the party to approach their destination. Pruni announces she knows what the gnoll is talking about
(she refuses to call him anything other than “the gnoll” and
There is precious little shelter to be found on Ogrel’s trail, and rarely addresses him directly), and that the giant eagle Dahlia’s
the party must proceed single file or risk falling off the edge. family has been devastated since the cowardly attack. In fact,
the giant eagle being attacked by the wererats was Dahlia’s last
The Poachers and the Druid living ancestor, come to reclaim the nesting ground.
The characters are not the only ones climbing Gray Neck It’s obvious to the characters that Pruni does not trust
Ridge. Along their way, if the characters succeed on a DC the gnoll, and Ogrel has no real chance of getting past the
16 Wisdom (Survival) check to identify fresh, booted earth elemental on his own. If the characters intervene on his
humanoid tracks. The tracks belong to a band of cruel behalf, Pruni listens to the story; she witnessed Ogrel’s curse
wererat poachers intent on stealing giant eagle eggs. firsthand during the battle with the poachers.
After traveling for four hours on the trail, the characters The interaction with Pruni is designed to show how
finally catch up to the poachers. difficult Ogrel’s journey is going to be, but for his own part
the gnoll doesn’t back down. The halfling druid needs to
reconcile what she knows the gnoll did with his desire to
Six wererats stand on a broad ledge ahead of the party, the make amends and, while she sees the curse, she also senses
body of a fallen giant eagle on the ground in front of them. a deeper journey for Ogrel. Or at least she sees it with the
Two of the wererat poachers are hunched over the dead eagle, characters’ help, as Ogrel is a poor conversationalist.
preparing to quickly harvest the valuable parts, while three
Assuming the characters did not lie about Ogrel’s story and
others watch the skies and the sixth watches the trail ahead.
they stopped the wererat poachers, Pruni decides to help the
They are not paying attention to the trail behind them.
gnoll. After they leave the talon in the nest, she consecrates it,
putting them at rest.
The wererats are on high alert: they’ve just killed a giant
eagle and are wary of its mate. Development
After the confrontation with Pruni, the party and Ogrel can
continue to the giant eagle nest on Gray Neck Ridge where
The characters arrive on the scene at the same time as the the gnoll claimed the talon after the kill. The nest is about 10
giant eagle’s mate arrives. This happens to be the last living feet across and built with hundreds upon hundreds of sticks,
ancestor of Dahlia herself. She and her mate were coming to twigs, logs, and other forest detritus, mostly very old. It
reclaim their ancestral nest for the season, for the first time hasn’t been used since Dahlia was killed, however.
since Dahlia was killed by Ogrel. The giant eagle attacks
Ogrel gives up the talon by adding it to the nest. There
the poachers but it’s clear she’s outmatched and, when the
isn’t much else to do in this situation, so he eagerly agrees to
party approaches, the wererats turn their attention towards
leave the area as quickly as possible, with his eyes on the sky
them as the larger threat.
for giant eagle attacks. An hour later, when Pruni consecrates
The wererat poachers fight until reduced to 1/4 hit points, the talon, Ogrel feels a sudden surge of confidence. He stands
at which point they try to flee. When the first poacher tries up straighter, feels more pride in himself, and the majestic cry
to flee, Ogrel tries to stop them but the curse takes over, of an eagle cuts through the air from some unseen source.
transforming him into a scrawny human teenager.

204 Chapter 3 | The Tales Ogrel Grim Howl


Chapter 3 | The Tales Ogrel Grim Howl 205
Beard for Sister Serra
Ogrel’s beard braid trophy came from a dwarven berserker because of a simple illusion, but their magic was not strong
who attacked the Grim Howl Pack a few months ago, while enough to keep Serra safe. The elf begs the characters to
the gnolls were hunting in the wilderness. The dwarf had a rescue Serra before the ogres devour her!
mane of wild white hair and wore no armor, instead relying Ogrel knows about Clan Meat. They are a brutal family
on his incredibly thick skin and battle prowess. Ogrel recalls of savage ogres living in the nearby hills with a reputation
the dwarf had tattoos on his chest and back, though he for reckless, senseless violence. The gnolls always gave them a
doesn’t remember their exact pattern. wide berth, and no one really knows just how many of them
The dwarf attacked swiftly, and killed several members live up in the caves. They have a reputation for inhuman
of the Grim Howl Pack before finally falling to the blades appetites, and they are known to eat captives alive.
of the rest. Ogrel didn’t land the killing blow, but since he
partook in the battle which saw several gnolls die, he was Savage Ogres of Clan Meat
allowed by gnoll custom to claim a trophy. He cut off a braid
of the dwarf ’s beard. The ogres leave clear tracks leading away from Serra’s cottage,
and following them brings the party directly to a small camp
The dwarf was named Sarge Battlegut. He was a bounty on the edge of the forest.
hunter known for bringing in humanoid prey, and he always
worked alone. Some merchant prince put a bounty on the
Grim Howl Pack in the past and Sarge was looking to claim Sheltered by a large rock in the foothills sit seven ogres,
it. He underestimated the gnolls, however, and paid the each covered in scars. Even for ogres these are ugly brutes.
ultimate price. The only way for Ogrel to ask for forgiveness They are all members of Clan Meat, and they are currently
for this act is to verbally ask it of the dwarf’s only living kin: arguing over who gets to eat the dwarf first.
his sister, Serra Battlegut. The dwarf, Serra Battlegut, is barely conscious and tied
Serra Battlegut and her brother were both known around to a spit roasting over a fire. She is bound to the pole with
A Trip Away Inn as adventuring wanderers, though Sarge was metal chains, which grow hotter as the flames lick around
always a bit more hotheaded than Serra. Unfortunately, Serra her. Desperation, anger, and sorrow are etched on her face.
was just recently captured by a group of savage ogres, and
Ogrel and the party must move quickly to rescue her from
the ogre brutes of Clan Meat.
As soon as any of the ogres notice the adventurers they will
Shattered Cottage attack.
The journey to the small cottage from Gray Neck Ridge is
short, less than a day, but regardless of how long it takes them
the party arrives too late to stop Clan Meat from raiding the During the ensuing melee, Ogrel finds a chance to prove
place and taking Serra to their camp. himself in battle. He knows the reputation of Clan Meat,
and seeing the party face up to these brutal, cruel ogres
stirs something heroic in him. He picks up a discarded club
This simple single-storey wooden building, with a stone from the ground, transforming into a scrawny teenager
chimney and large windows, has been reduced to little more (commoner), but manages to rush forward and attack an
than a pile of shattered timber. Large boulders lie strewn ogre. This could provide a moment’s distraction if the party
about, and much of the cottage’s destruction seems to have is having a tough time with the combat, or it could simply
come from large humanoid hands – ogre hands. give advantage to the party member in most need of it. Serra
Battlegut witnesses the heroic act, and it forms the culminating
moment of Ogrel’s journey to find “strength in forgiveness.”
As the party searches the rubble, they can make a Wisdom
(Perception) check. Whoever rolls highest hears a faint
cough coming from beneath a pile of broken planks.
Development
Once the ogres are defeated, Serra can be rescued with ease.
Lifting it reveals Raddle (they/them), a bald, thin-faced
She coughs, catching her breath and thanking the characters,
elf, covered in bruises and cuts. Raddle coughs up blood and
and is quite curious about the gnoll who transformed into a
cowers for a moment, fearing the party are the ogres returned
human. If presented with Ogrel’s story honestly, and if Sarge
to pick up them up, but when the truth becomes clear they
Battlegut’s beard braid is given over with a sincere apology by
break down crying. In between sobs, Raddle explains a band
Ogrel, Serra accepts it with a nod. She sighs and then offers
of brutal ogres called Clan Meat came just a few hours ago,
her forgiveness to the gnoll.
demolished the cottage, and took Serra. Raddle was spared

206 Chapter 3 | The Tales Ogrel Grim Howl


Conclusion
Appendix A: Stat Blocks
In order to lift the curse and gain “strength in forgiveness,”
Ogrel must complete the three tasks and atone for his Ogrel grim Howl
cowardly past acts. It’s a tough road, and certainly not one Medium humanoid (gnoll), neutral
he could make without the help of the characters. Is he
successful? Has he proven himself, not only in the eyes of the Challenge 5 (1,800 xp) | Initiative: +3 | Prof. Bonus: +3
curse but in the eyes of the characters?
If he managed to complete the three atonement tasks, the armor class hit points speed
curse is lifted. He remains a gnoll but he is changed for the 15 (+2 shield) 46 30 ft.
better, and he’s seen where cowardly cruelty gets him. (hide armor) (7d8 + 14)
What’s next for Ogrel Grim Howl? Perhaps he takes up
adventuring with Serra Battlegut and Raddle. Certainly, str dex con int wis cha
Clan Meat is still out there, so that may prove an effective 16 (+3) 16 (+3) 14 (+2) 8 (-1) 10 (0) 10 (0)
challenge for the newly minted trio. They can always call
Saving Throws Dex +6, Con +5
upon the characters to help as well.
Skills Acrobatics +6, Athletics +6, Intimidation +3,
Rewards Survival +3
The best reward for the adventure is the friendship of a Senses Darkvision 60 ft., passive Perception 10
gnoll raider who has decided to turn his life around. Ogrel Languages Common, Gnoll
roamed the land for several years, and he knows many hidden Curse. If Ogrel is still under the effects of the curse, anytime
places and secret nooks in the surrounding region. The more he attempts to attack he is transformed into a human
practical reward comes from the spoils of Ogrel’s previous teenager. He must then use the Commoner stat block.
raids. He never felt he could accept it on his own after the
curse befell him, and if the curse is lifted he now feels he has Actions
a new road to travel.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
creature. Hit: 5 (1d4 + 3) piercing damage.
The Grim Howl Pack treasure is buried in a chest in the Battleaxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
forest beneath a gnarled, broken oak tree. Inside, the chest one target. Hit: 7 (1d8 + 3) slashing damage.
contains the following: 14 shards of onyx each worth 50 gp;
2,000 gp in loose coins; a chime of opening; a cloak of the Bonus Actions
manta ray; and a necklace of fireballs (5 beads). Rampage. When Ogrel reduces a creature to 0 hit points
with a melee attack on his turn, he can take a bonus action
to move up to half his speed and make a bite attack.

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!

Chapter 3 | The Tales Ogrel Grim Howl 207


208 Chapter 3 | The Tales Muninn
M uninn / Vincent rews (He/Him)
Written by: William Richardson
Adventure Level: 7-8 | Players: 3-5
Content Warnings: Birds, Gore, Murder, Nudity, Psychological Trauma

Muninn Vincent Rews


Bird • Crow Human • Baker
Friendly and inquisitive. Cowardly, yet determined.
Large black crow. Thin, tall, brown hair, large beard.

T he crow that lives in the rafters of the inn goes


unnoticed by most patrons. However, after some
investigation, the bird seems to be more than it appears. The
Sycorax retreated deep into the woods with other like-minded
sorcerers, to study and master the ability to create and control
extra dimensional spaces. His experiments went well for
bird is a polymorphed man by the name of Vincent Rews, a while, but eventually Sycorax made a mistake, trapping
who was sent out in desperation when his town was besieged himself and his apprentices in a barren extra dimensional
by a supernatural threat from its own past. space. Unable to free themselves, the group survived in
civility for many years, but eventually devolved into madness
and murder. Corrupted by cannibalism and dark magic,
Background Sycorax survived but slowly and painfully transformed, over
The crow that lives in the rafters of the inn is actually a man the course of his lengthy imprisonment, into the form of a
by the name of Vincent Rews, from the town of King’s Hold. wendigo. Finally, after 180 years, Sycorax was able to break
Vincent was turned into a crow as punishment for stealing the spell which imprisoned him, and was returned to the
food and important magical scrolls from the town, as well as forest near King’s Hold. In his corrupted state, Sycorax now
attempting to escape. As a crow, the townspeople used him to terrorizes the town he once loved. Only one person in King’s
attempt to send a message, asking for help from anyone who Hold is alive from when Sycorax disappeared: Madra the
received it. Elder holds the secrets to what is happening to the town, and
may know a way to save it.
The town is currently besieged by a wendigo (see Appendix
B: Stat Blocks) and the townspeople are on their last legs.
Anyone who attempts to leave the town, escaping through Tavern Behavior
the dense forest to the main road, is hunted down and killed.
The wendigo has the magical ability to control the weather Most adventures might miss the large crow that lives in
and trap its prey in a extra dimensional space, from which the rafters of the inn. Occasionally it will caw, but that is
there is no escape. Worse still, the wendigo can turn its prey drowned out by the noise of the guests during busy hours.
into thralls, to assist in hunting down others, as well as to act Once a day, Flip will feed worms to the bird at the bar,
as a food source, for the wendigo hungers for human flesh. usually after closing time.
The wendigo is an old sorcerer by the name of Sycorax.
Legend holds that he was a powerful magic user, who lived Hook
in King’s Hold when the town was founded. He was a
beloved figure in the town, and used his magic to help people If the players are inside the inn during a quiet hour, they may
or defend the community. One day, he decided he had to hear the crow caw from the rafters. They may also witness
leave, and bestowed powerful gifts on the elders of the town. Flip feed him after hours. Whichever way they discover the
bird, investigation will yield interesting results.

Chapter 3 | The Tales Muninn 209


The Crow in the Rafters
A Trip Away Inn sees plenty of guests. Most cycle in and out, If the characters are unable to come up with a theory on
only staying for a drink or for the night. A few call the inn what is going on with Muninn, Flip offers some advice. A
home, but one of them is a bit more secretive than others. A local druid by the name of Gromnar, happens to be drinking
crow spends most of its time perched in the rafters, unnoticed, in the tavern at the moment, and could help.
heard only when the inn is quiet. It gets fed by Flip every
night, after the bar winds down. No one claims ownership of Meeting Gromnar
it, and even Flip doesn’t know where it came from.

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.

210 Chapter 3 | The Tales Muninn


Vincent can tell the party the following information:
Roleplaying Vincent: Vincent Rews was a baker in the
town of King’s Hold. At the height of the wendigo’s siege • There is a horned creature that resembles a man in the
of the town Vincent was caught stealing food and, worse, woods outside of his town that kidnaps townsfolk.
powerful magical scrolls used to defend the town from the • Sometimes the townsfolk come back to the walls of the
wendigo. As punishment, Vincent was transformed into a town but they are changed.
crow using one of the scrolls, and set free, with a message
• When the creature is nearby, it starts to snow, regardless of
asking for help to relieve the town. Vincent will remember
the temperature.
very little of this early on but, as the players spend more
time with him, he will begin to remember more and more. • The creature has a distinctive call: a deep, guttural howl that
Vincent will remain quiet about his unusual sentence and seems to cool the air and send chills through anyone that
tell a lie, saying he volunteered to be transformed. He will hears it.
only confess if pressed by the party after a successful DC Vincent will press the party until they agree to help. He
12 Wisdom (Insight) or DC 16 Charisma (Persuasion offers a meager 100 gp as payment, but says there are treasures
or Intimidation check). Because of his transformation, in King’s Hold worth more than gold. He speaks of the
Vincent is skittish, cowardly, and quiet. His only goal is to spell scrolls left behind by Sycorax. If the party is successful,
convince the party to save his village so he may atone for Vincent is sure the town will offer them as payment.
his crimes. Once the party agrees, Vincent demands to leave at once.
The trip will take one day by horse or three days on foot.
Vincent will not pester them if they take the time to gather
Development
supplies for the trip; any other actions and he will insist that
Once Vincent is either rested or healed he asks to speak to they remain on task.
the party.

“Mmmmy...my name is Vincent. Vincent Rews. I...I...I’m


from a town called King’s Hold. In the woods. It’s a The Sea of Trees
logging town. I was there. Then I remember flying, and
the treetops and feeling the sun. It was incredible. Then
I was falling, I saw the ground rushing towards me,
The Journey to King’s Hold
and pain. Then I was above that room down there. I The journey to King’s Hold takes three days on foot.
remember hearing voices, noises, and music. I remember
GM’s note: This chapter is designed to scare the party and
the worms. Those tasty worms...do you have any worms? test Vincent’s nerve. You can choose to encounter; snow
Sorry, it’s just I haven’t eaten real food since… wait… circle, and stone cairns in any order on the journey to king’s
How long have I been here?” hold. The party should encounter the last leg just before
Either Flip or the party can tell Vincent he has spent two moving on to dusty scrolls and old stones.
months in the tavern as a crow. With this information Each evening of the journey the party will trigger the
Vincent will begin to look panicked, and continue speaking: night encounters in order.
“I remember now. My town! King’s Hold is under siege by
some...thing. You have to help! It was killing anyone who The First Night
left the village and it attacked mostly at night. It was…
Whether traveling or camping, any character awake should
taking people and doing horrible things to them. The
make a DC 12 Wisdom (Perception) check. On a success,
people sent me as a crow to send a message. It was the only the character hears an unusual howl far in the distance,
way to get past that thing. I must have been intercepted coming from the direction they intend to travel in. Vincent
somehow, lost the message, and ended up here. If it really will hear this howl, know it as the wendigo, and remain
is the date you say then I’ve been gone for three months! awake for the remainder of the night, unless pacified.
I don’t even know if anyone is still alive but you have to
help! Please!”

Chapter 3 | The Tales Muninn 211


The Second Night
This 150 foot radius circle of snow is left over from the
wendigo’s dimension of frost ability (see Appendix B: Stat
Whether camping or traveling on the second night, a Blocks). A successful DC 12 Intelligence (Investigation)
group of 5 wendigo thralls (see Appendix B: Stat Blocks) check will reveal that the snow is in a perfect circle, with a
will attempt to surround the party and watch them from a sharply defined edge. The snow covers the path, making it
distance. A character on watch who makes a successful DC difficult terrain, so the party will have to either trek through
15 Wisdom (Perception) check, or has Passive Perception it or trudge through the forest.
of 15 or higher, notices the thralls. The thralls keep their
distance if a character is left on watch but, if the party Characters exploring the snowy area find no tracks or signs
shows any sign of noticing them, or tries to interact, they of life. On a successful DC 12 Intelligence (Nature) or DC
immediately attack. 14 Wisdom (Perception) check, characters will notice the
air is deathly quiet and unnatural, and no animals are nearby.
Vincent has seen such circles in the forest and knows the
The King’s Forest wendigo creates them, but doesn’t know why or how. Vincent
is nervous while inside the circle, and insists the party
Before entering the King’s Forest, Vincent warns the party continues onward.
that this is their last chance to turn back.
Stone Cairns
The party encounters a carefully stacked cairn of large worn
The path through the King’s Forest is narrow and dark, and weathered stones. Carved on the base of the cairn are
flanked closely by dense trees on both sides. As you travel five names: Sycorax, Lithen, Jon, Tella, and Helena. If asked,
down the road Vincent grows more and more nervous, Vincent recounts what he knows of Sycorax the sorcerer, who
clutching his club ever tighter. almost 200 years ago was a protector of the village. He and
his apprentices disappeared, and this is a memorial to them.
Any character with a passive Perception of 15 or higher
will notice that the party is being followed. About ten feet The Wendigo Approaches
into the treeline, two figures resembling elves with pale blue After a second encounter with the wendigo thralls, Vincent’s
skin and tattered clothes, keep their icy blue eyes locked on nerves are totally shot. He panics and runs into the woods
the party. The figures are covered in infected wounds and towards king’s hold. If the party does not pursue him, or they
bite marks. They keep pace but make no attempt to get any fail to catch him, the wendigo captures him turning him into
closer. These creatures are wenidgo thralls (see Appendix B: a wendigo thrall. The howls of the wendigo can be heard
Stat Blocks). They follow the party until they make camp, at after Vincent runs into the woods as if it is pursuing him.
which point they disappear into the woods.
The Last Leg

The 2 wendigo thralls only attack if approached.


As you approach King’s Hold you encounter a macabre
If the characters examine the thrall bodies, a successful sight. Dismembered, frostbitten corpses lay scattered on
DC 14 Intelligence (Nature or Medicine) check, will the ground and in the trees overhead as if torn asunder by a
notice the thralls wound’s are from some kind of animal wild animal. Nearly melted patches of snow litter the area.
bite. Vincent also recognizes the bodies as townsfolk from
King’s Hold.
A successful DC 14 Intelligence (Investigation or
Medicine) check reveals the victims were attacked by a
Snow Circle creature of large size, torn apart by claws and teeth, and then
eaten. Because of their condition Vincent cannot identify
them, but he assumes they are from King’s Hold.
As you continue to travel down the road through the woods
you’re met with a section of the forest that looks as though
it has been hit by a blizzard for several hours. The snow
covering the road is nearly a foot deep and wraps around
to either side of the road in what appears to be a circle.
The snow stops abruptly at the edges of the circle leaving
anything outside of it untouched by snowfall.

212 Chapter 3 | The Tales Muninn


Dusty Scrolls and Old Stones

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.

Chapter 3 | The Tales Muninn 213


214 Chapter 3 | The Tales Muninn
The Old Fort Development
The party will not be attacked during the trip to the fort, and Once the party has Helena’s Brand and has read the journal,
they will arrive after a half day’s walk. the sky darkens rapidly and snow begins to fall. If the party
leaves the fort, they see the sky has turned a dark crimson
and night has fallen. Snow falls, building to a blizzard. A
The ancient fort has almost completely succumb to the successful DC 16 Wisdom (Perception) check reveals the
unrelenting passage of time. Most of its wooden structures wendigo sitting on the highest point of the broken wall and
have collapsed. A crumbling stone wall rings the fort and in 12 wendigo thralls scattered around the keep surrounding
its center, a large stone keep stands defiantly among the ruins. the party.

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).

If at any time during the fight if the wendigo is stamped


with Helena’s Brand, the extra dimensional space collapses,
Once the party finishes reading the journal, Helena’s Brand releasing a massive magical explosion. Everyone in the extra
(See Appendix A: Magic Items) is found easily under a stone dimensional space must make a DC 13 Dexterity saving
on the northwest wall of the keep. A successful DC 15 throw. Those failing the save will take 20 points of force
Intelligence (Arcana) check reveal sigils on the side that damage, while a success halves this damage.
act as a command word.

Sycorax’s wendigo form still has some of his possessions on


him. On his fingers are 100 gp worth of gold rings, and
around his neck is Sycorax’s opal necklace (see Appendix
A: Magic Items). The necklace allows the wearer to create a
extra dimensional space of their own, once a day.

Chapter 3 | The Tales Muninn 215


Conclusion
Appendix A: Magic Items
When the party returns, they are greeted by townsfolk. If
they managed to save some of the thralls, the townsfolk will Sycorax’s Opal Necklace
gratefully lead them to the longhouse for care. Madra also Wonderous Item, rare, (requires attunement)
approaches the party and offers her thanks. She asks about This stunning necklace features a pristine opal hung from
Sycorax, and if he was indeed the wendigo. The party may a master-crafted gold chain. The opal sits suspended in a
offer the opal necklace or the tome as proof. She will insist glass sphere.
that the party keep his necklace and rings. She will also offer
the 100 gp initially offered by Vincent, as well as the rest of When attuned to the necklace, the wearer can create
the spell scrolls left by Sycorax: a scroll of fireball, a scroll of an extra dimensional space once per day. This ability
globe of invulnerability, and a scroll of mass suggestion, all at requires concentration, a failed concentration check ends
level 6. the effect. The dimension is a mirror image of the area
that it was created in, and can be no larger than a 150
If the party managed to convince Madra that Vincent foot radius sphere. The weather and time of day inside
had changed, he will stay in King’s Hold and attempt to the extra dimensional space is of the caster’s choosing.
help them rebuild. If your party was unsuccessful, then he The landscape loops infinitely inside the sphere. Any
will request to leave with the party, saying he feels more creature(s) inside the sphere when the spell is cast will
comfortable at A Trip Away. be transported to the extra dimensional space. The
extra dimensional space lasts up to 24 hours and can be
Rewards dispelled at will by the caster.
• scroll of fireball
• scroll of globe of invulnerability Helena’s Brand
• scroll of mass suggestion Weapon (spear), artifact
• Helena’s Brand This three foot long metal spear is covered in sigils
• Sycorax’s Opal Necklace written in Elvish. The weapon has 2 charges and regains
• 100 gp and 100 gp worth of gold rings all expended charges at dawn. The command word,
'Flame', is written on the side. When spoken, the spear
expends a single charge, heating up to a glowing red
temperature, and will remain hot for 4 rounds. As an
action, a creature may attack with it. On a successful hit,
the target must succeed on a DC 16 Constitution saving
throw. On a failed save the target loses concentration on
all spells and is magically silenced for 1d4 rounds and is
stamped with Helena’s Brand.

216 Chapter 3 | The Tales Muninn


Appendix B: Stat Blocks
Wendigo Thrall Vincent Rews
Medium humanoid (human), chaotic evil Medium humanoid (human), neutral good

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)

Senses Darkvision 120ft., passive Perception 17 Saving Throws Dex +3


Languages Common Skills Acrobatics +3, Survival +2
Senses passive Perception 10
Actions
Languages Common
Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage and 4 (1d8) Actions
cold damage.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) bludgeoning damage.

Muninn the Crow


Tiny Beast, unaligned

Challenge 0 (10 XP) | Initiative: +3 | Prof. Bonus: +2

armor class hit points speed


13 3 10 ft.
(1d4 - 1) fly 60 ft.

str dex con int wis cha


5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-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.

Chapter 3 | The Tales Muninn 217


Wendigo Dimension of Frost. (1/day) The wendigo can use an action
Medium monstrosity, chaotic evil to create a 150 foot radius dome centered on the wendigo.
This dome is an extra dimensional space used to trap its prey.
Challenge: 13 (10,000xp) | Initiative: +5 | Prof. Bonus: +5 Any creature reaching the edge of the dome and walking
through will reappear on the opposite side, creating a loop
armor class hit points speed within the affected area. This dimension counts as the
15 112 60 ft. wendigo’s lair and allows the wendigo to take Lair Actions.
(natural) (15d8 + 45)
Reactions
str dex con int wis cha
Enthralling Stare (Recharge 6). When the wendigo is
18 (+4) 20 (+5) 16 (+3) 12 (+1) 12 (+1) 10 (0) attacked, but before the attack is rolled, the wendigo can
attempt to corrupt the target’s mind. The creature must
Saving Throws Dex +10, Wis +6 succeed on a DC 16 Constitution saving throw. On a
Skills Athletics +9, Intimidation +5, Perception +6 failed saved, the target becomes charmed. Any creature
Damage Immunities Cold charmed in this way can re-attempt the save at the end
of their turn or if they are attacked. Once a creature
Condition Immunities Charmed, Frightened
has passed the check, they are immune to the effects of
Damage Resistances bludgeoning, piercing, slashing Enthralling Stare for 24 hours.
damage from non-magical sources
Senses Darkvision 120 ft., passive Perception 16 The Dimension of Frost
Languages Common, Elvish Within the dimension of frost, the sky becomes dark and
Innate Spellcasting. (1/day each): invisibility, spider climb alien. The terrain quickly begins to accumulate a thick
blanket of snow, as a punishing blizzard pounds down
Natural Hunter. The wendigo has advantage on Dexterity endlessly. Only a successful attack from Helena’s Brand
(Stealth) checks when hiding in snow or dense foliage. while the magical effect is active, or the death of the
When inside its extra dimensional space, the wendigo can wendigo, can end this effect.
hide as a Bonus Action.
Supernatural Senses. The wendigo has advantage on Lair Actions
Wisdom (Perception) checks that rely on hearing or smell. On initiative 20 (losing ties) the wendigo may take 1 of the
following Lair Actions. The wendigo cannot take the same
Actions Lair Action two rounds in a row.
Multiattack. The wendigo makes three attacks, once with Ice Storm. range 40 ft., the wendigo brings down a torrent
its bite and twice with its claws. of icicles in a 10 ft. square. All creatures in the area of effect
Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. must succeed on a DC 14 Dexterity saving throw. On a
Hit: 13 (2d8 + 4) piercing damage, 3 (1d6) cold damage. failed save, the creature takes 10 (3d6) piercing damage and 3
(1d6) cold damage. The damage is halved on a successful save.
Claw Slash. Melee Weapon Attack: +9 to hit, reach 5ft.,
Vanish into the Storm. Appearing to almost vanish into
one target. Hit: 11 (2d6 + 4) slashing damage, 2 (1d4)
thin air, the wendigo may disengage from combat, move up
cold damage.
to 20 ft. away, and attempt to hide.
Psychic Roar (Recharge 6). The wendigo lets out a
bellowing roar. All creatures that are not enthralled by the Feast of Flesh. The Wendigo can attempt to feast on the
wendigo within a 50 ft. radius must succeed on a DC 16 flesh of a single creature within 20ft., leaping towards the
Constitution saving throw. On a failed save, they become target and attempting to pounce on it. Make an opposing
deafened for 1 round and gain the frightened condition. Strength check (ties go to the defender). If the wendigo
succeeds on this check, the target is knocked prone. The
wendigo may then immediately make a bite attack and gain
hit points equal to the damage of that attack.

218 Chapter 3 | The Tales Muninn


Chapter 3 | The Tales Muninn 219
Appendix C: Handouts
Helena’s Journal Helena’s Journal continued...
Day 1 – We have arrived at the ruined fort deep in the Day 115 – We are doing our best to work on the issue.
King’s Forest. Sycorax, Jon, Lithen, and Tella have made Sycorax is confident he can undo what he has done but
the main hall into a small dormitory and have made it feel Jon and Tella doubt him. Lithen hasn’t stopped in days
more like home. We are excited to get to work and master and is beginning to show signs of mental strain. Everyone
the arts that Sycorax has dreamed of for so long. is approaching their wits end.
*pages damaged or destroyed* *pages damaged or destroyed*
Day 20 – Jon has made the most wonderful stew out of the Day 365 – Normally this would be a red-letter day but
supplies the townsfolk of King’s Hold have brought us. I given the circumstances there is no cause to celebrate. 1
am delighted to have their support while we work out here year I’ve been at this fort. 10 months we’ve been stuck.
in solitude. Sycorax believes we can try to cast the first Lithen talks to no one and mumbles to himself in the
spell tomorrow. I am eager to see if we can pull it off. corner. Jon and Tella sleep outside now and Sycorax has
Day 21 – Success! We managed to duplicate our main completely taken over all attempts to free us. We are
hall into an alternate dimension! Jon remained outside almost out of food. What will we do? What will we do?
and said we completely vanished from reality! We *pages damaged or destroyed*
only remained for a minute or two, but the effect was Day 429 or 430 *who cares* - He’s done it. I thought he
unbelievable! We are thrilled and are working to try to would. Jon challenged him and He did it. Tella is still
make the effect easier to control and more permanent. screaming. She won’t stop. She won’t stop. I miss Lithen’s
*pages damaged or destroyed* jokes. I miss food.
Day 53 – A strange but amazing breakthrough. Sycorax *pages damaged or destroyed*
made the spell more substantial and managed to capture I’ve lost track of days - I refuse to give up. I know he’s
the entire fort and the surrounding area. We are ahead of done what we agreed to never do. Jon’s body disappeared
schedule and are making great strides. He did however from the main hall. And I cannot find Tella. His eyes are
attempt this in the middle of the night while we slept so darker than they were the other day. He sulks around like
no one was outside the effect as a safety measure (much to a shadow and says nothing. I know what he has done.
Jon’s anger). But nonetheless we are doing well. I know. He is not a human anymore. I won’t be next. I
Day 67 – Something happened. Sycorax cast the spell and refuse to be next.
we transported like normal but we cannot undo it. We’ve The Final Entry – I did it. I made a weapon to end this.
tried many spells to correct it but we appear to be stuck. I hid it so he would not find it. In my secret spot in the
Not to worry though. We can undo what we have done northwest corner of the main hall. It’s what Lithen was
and luckily the shipment of food and supplies from King’s working towards. I found it in his notes. I know He
Hold arrived just yesterday. ended Lithen because he figured out what he had to do
Day 90 – We remain trapped. We have tried everything. to get out of here and He wasn’t willing to do it but I am.
The forest just continues to loop. I went for a walk today I will do it tonight. If I can find him. I haven’t seen him
to clear my head. I walked the loop 100 times. I counted. in days but I can feel him near. Like he watches me and
I can’t see him. I will succeed. I will succeed. For Lithen.
For Tella, For Jon.

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

S eventy-five years ago, a methane gas leak killed all the


inhabitants of a famously wealthy gnomish mining
settlement. It is said that the mines were afterwards haunted
control the creatures. Alfor got greedy and tried to expand
the mining operation, but the resulting gas leak disabled
the containment field and killed everyone inside the mine,
by a powerful evil that brought all the dead back to life. In including Rutherford. Ever since, Alfor has been remotely
truth, a wizard named Alfor has been controlling the mines operating the Orb of Ith, which allows him to resurrect and
using an undead workforce. By using a powerful artifact control all undead in a 10-mile radius to operate the factory.
called the Orb of Ith, Alfor has controlled the activity in the Unfortunately, the orb has gone dormant and needs to be
mine remotely for seventy-five years using undead workers. manually recharged, but Alfor cannot get inside the mine.
However, he has now accidentally lost control of his way A small cave-in has ruined his teleportation circle and he
into the mines, and must find another way in. Izak Lot has must now re-enter through the front, but the undead will not
been sent by his patron to deliver a device to the depths of recognize him without the orb on his person. Recharging the
the mines, to wrest control of the orb from Alfor. Izak seeks orb requires a ritual sacrifice of living people; a clear choice
adventurers willing to aid him in this task, falsely advertising would be to find a group of people looking to loot the mine.
that this weapon will destroy the undead within the mines.
Izak Lot, a lawful evil warlock, has traveled from the
distant city of Viventum on behalf of his patron, Grikthor
Background the Grim, to test a device that Grikthor developed. The
device is meant to transfer attunement of a magic item and,
The Pebblegold mines were known in their day as the subsequently, Grikthor sent it with Izak to hijack control of
premier gold supplier of the northern hemisphere. Royalty, the Orb of Ith. As he would rather not go inside the mines
nobles, and other potential investors would come to tour himself, Izak went back to his favorite spot, A Trip Away Inn,
their underground estate and see the famous “Gilded Gates and is waiting to hire a group of adventurers to do it for him.
of Rutherford.” The former owner of the mine, Rutherford
Pebblegold, built the doors to conveniently display the Izak tells the party that his device can disrupt a
Pebblegolds’ prosperity while keeping out the uninvited. necromancy spell being sustained by an artifact called the Orb
Unknown to all but a handful of black-market investors, the of Ith, kept in the Grand Workshop. He knows the device
true wealth of the Pebblegold estate was not their gold. They does not actually do that and plans to act as if it misfired. He
owned and operated a magic item factory in the deepest wants adventurers to plant and activate the device, loot the
depths of the mine. The factory was maintained by a wizard mine, and return to him at the inn for a payment.
in the employ of the Pebblegolds, known as Alfor Everyfor.

Chapter 3 | The Tales Izak Lot 223


Tavern Behavior
Izak sits in a corner booth by himself, hunched over a table. If the party ignores Izak’s invitation, he drops his hand
The few other patrons around seem to be giving him a wide on the table and curses quietly in Goblin. He looks annoyed
berth. Raspy whispers can be faintly heard coming from but orders another drink, sits back, and waits for more
his direction. He appears to be talking to a crystal ball in adventurers to walk into A Trip Away Inn or for the party to
his hands, but further inspection reveals he is speaking to a engage with him. Should no more potential adventurers enter
doorknob. Izak seeks to invite the strongest but most naive the Inn, Izak may gesture for the party to come join him,
people in the room to come sit with him for a drink. offering food and drink for the group.

Hook Rumors about Izak


If the adventurers ask around A Trip Away Inn for
Izak invites capable-looking adventurers to join him, and information about Izak, they may hear some of the following
offers to pay them to go test his weapon and loot the gold rumors, in addition to those on the rumor table, from Flip or
mine. Izak was given a large stipend at the beginning of his other patrons around the inn:
journey, and can pay them handsomely in return for this favor.
• He once defeated some hostile cultists in the area by
throwing a large dining room table at them, during a
ritual feast.
A Drink with Izak • Common folk say that, if you stare at his cataract eye too
long, it’ll steal your sight and heal his eye.
• They say each earring he wears is filled with a different
The inn always seems to be slow when Izak shows up. Only a poison he used to kill someone.
few patrons mill about the bar as Flip absent-mindedly dries a
tankard. There are only a few muffled conversations happening • He allegedly tried to sell a bag of cursed horse teeth to a
but Izak sticks out, as he appears to be talking to himself. priest.
• It is said that he’s actually a fence for a thieves’ guild and
Izak Lot has many useful goods if you give him a password, but
nobody has been able to figure out the password.
• He has been known to send adventurer-types on
Seated in a corner booth is a stout and road-worn goblin. dangerous odd jobs, using money from his “investor.”
His enormous pointed wizard hat covers his entire head, • He once saved a bunch of puppies from a pack of gnolls.
save for the extensively pierced ears sticking out from under
the brim. He scans the room skeptically, as he whispers Izak’s Selling Inventory
into a crystal ball. His cataract-covered eye stands in stark • A large and varied collection of grubs, organized by
contrast to his other of deep crimson. If a character meets slipperiness - 50 gp each
his gaze, he flashes a toothy grin, taps the orb on his table to
summon the waitress, and motions for them to join him. • A bag of cursed horse teeth (he doesn’t mention they are
cursed. See Appendix A: Magic Items) - 30 cp
Underneath the layers of dirt accumulated from travel,
• A ring of protection +1 - 1,000 gp
the leather armor Izak wears is actually well made. The
hole-riddled cloak and broken goggles around his neck add • A grappling hook - 5 gp
to his dressed-down appearance, but the large traveling
pack next to him and the faint hum coming from his
walking stick make it clear that he is well equipped. His
outfit is cobbled together, but he carries himself like a
seasoned traveler.

A successful DC 12 Wisdom (Perception) check identifies


the crystal ball as a doorknob. On a success, Izak also notices
the characters looking and attempts to hide the doorknob in
the sleeve of his cloak.

224 Chapter 3 | The Tales Izak Lot


Izak’s Contract and Offer

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.

Chapter 3 | The Tales Izak Lot 225


The Pebblegold Mines
The Entryway 1 Alfor is cordial with the party, and claims he is looking
for a hammer at the bottom of the mine that belonged to
his uncle, Rutherford. He offers to travel with the party
The tree canopy ends with the road, at the base of a mountain through the estate to the cavern entrance, suggesting this
in a sun-kissed clearing. The day is made brighter by the light may decrease the danger posed by the undead infestation. He
reflecting off the two massive golden doors embedded in is clear that he doesn’t care what they take, as long as he can
the sheer cliff face. The likeness of Rutherford Pebblegold is have the hammer. If he travels with the party, he provides
carved into the door, along with a speech bubble containing subtle hints to lead them towards important items, such as
a riddle written in Common. Standing in front of the gates, a keys, that he needs to get through the security measures in
group of four gnomes eye you with curiosity. the mines. If the party refuses his aid, he will proceed into
the mine regardless, and use his scrolls of dimension door to
get ahead of the party.

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.

The gnomes in front of the golden doors are actually Alfor


Everyfor and his three undead minions. They detected the
parties approach as they were returning from an outing, and
quickly disguised themselves as gnomish adventurers. The
minions are under the control of a create undead spell. An
adventurer can see through the illusion with a successful DC
16 Intelligence (Investigation) check.
Seeing an opportunity to feed the Orb of Ith, Alfor
introduces himself as Salem Pebblegold, but if at any point a
character sees through the illusion, or Alfor’s identity is given
up, he uses a scroll of dimension door to escape. Consult the
Alfor's Escape Tactics table in Appendix B: Stat Blocks.

226 Chapter 3 | The Tales Izak Lot


Chapter 3 | The Tales Izak Lot 227
228 Chapter 3 | The Tales Izak Lot
The Pebblegold Estate (5A)
This cavern has 80 foot ceilings and contains buildings which The ornate dishware, candelsticks, and cutlery are worth 50
were the former business and living spaces of the Pebblegold gp for the set.
family. A gated fence, made from gold (9), stands shut at the
far end of the cavern, leading deeper into the mountain.
(5B)
The Pebblegolds’ Cavern 4 A successful DC 17 Intelligence (Investigation) check of
the clock reveals a compartment behind the clock face with
This area used to have a farm for bioluminescent fungus, a key to Rutherford’s Study (6 ).
used to light the walkways. The farm has now wildly
overgrown, and covered the buildings and cavern walls with
glowing fungus that provides the area with dim light. (5C)
The door to Rutherford’s Study (6) is magically trapped
with an alarm spell. If the door is touched without using
The cavern space outside of the buildings smells heavily the key, it emits an audible bell sound. The effect, though
of mildew and fungus. Clouds of spores fill the cavern, harmless, is meant to alert nearby inhabitants or skeletons.
which make the area lightly obscured, offering half cover to
anyone within the spores. On a successful DC 10 Wisdom
(Survival) or Intelligence (Nature) check, it is clear that
these spores are harmless. On a failure, it is unclear.
Rutherford’s Study 6

This room was once a jaw-dropping display of wealth, but is


now covered in spores and grayed with dust.
7 Fungal Growth Skeleton Mobs lie hidden in the
fungus, waiting to attack. The remains of Rutherford Pebblegold sit slumped over his
desk, a signet ring on its finger with a crest in the shape of a
gate, and a scrap of paper crumpled in its hand which reads:
The Pebblegold Mansion
(6A)
The gold that formerly covered the pillars of this enormous “Keep Alfor from the Orb of Ith.”
and lavishly decorated mansion can still be seen in spots,
between the thick layers of fungi covering their surface. A drawer in Rutherford’s desk contains a ledger of all the
Gnomish in stonework and sensibilities, the high-society names and dates of mine workers who have died, along with
lifestyle of this former economic powerhouse is still a second entry which reads:
apparent. The large gold doors to the mansion stand ajar.
(6B)
“Repurposed.” The ledger also has two notes which read
Main Living Space 5 “KingRutherford” (password to door panel in room 11), and
“Sourcemustflow” (password to console inside room 24).

A wide-open floor plan displays the dust-covered former (6C)


splendor of the Pebblegold family. Ornate dishware
and cutlery are set on a marble table, alongside gold The signet ring on Rutherford’s finger is one of two keys to
candlesticks, as if for a meal. The furniture and upholstery room (14); the other signet ring key is located in room (17).
have been ravaged by time and humid cave conditions.
There is a grandfather clock along the southern side of the (6D)
room, made entirely of gold.
A ring of keys lies next to the skeletal remains of Rutherford.
The ring contains: a platinum key (master key to the
mansion), a silver key (operates the lift down to the mines,
see area 11), and a golden key (unlocks the golden fence, 9).

Chapter 3 | The Tales Izak Lot 229


Accounting Office 7
(8B)
Skeletal remains prop open the office doorway. Inside, There is a brass key sitting on an end table. The brass key
skeletons lie slumped over desks littered with notebooks and opens a lockbox stored under the bed.
office supplies, decorated with gold filigree. A large desk sits
empty on the dais.
(8C)
A successful DC 15 Intelligence (Investigation) check is
required to find the lockbox under the bed, containing the
10 Swarm Skeletons including the one in the doorway, journal of Alfor Everyfor. In it, an artifact called the Orb of
wait in place to attack. Ith is described as being able to create a field, over ten miles
in radius, that can resurrect and control the dead. It details
how a containment barrier was made, so that the field could
operate in a smaller radius, in the deep mines. The journal
also contains entries of Alfor’s day-to-day activities running
On the largest desk, with the nameplate “Head Accountant
the source mine, as well as his growing dissatisfaction with
Tosscobble,” is a book containing the most recent
the owner’s business choices.
transactions of the gold mine, including one for a 10,000
gp diamond sold to Izak Lot. Inside a locked drawer in the
same desk are files containing sales for something called
"source." The price points of these purchases are far higher The Golden Fence 9
than those of the gold mine.

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 ).

Alfor’s Room 8 Mine Lift 10

Through a simple wooden door, you see a plain but well-


In the middle of this room is an industrial lift with gold
furnished room.
accents. Inside the elevator is a panel requiring a key.

The room once belonged to the wizard of House Pebblegold.


The key required to operate the lift is found in room (6).
(8A) Once activated, the lift descends to (11) in the gold mines.
One scroll of knock and one scroll of dimension door can be
found lying on a desk.

230 Chapter 3 | The Tales Izak Lot


Chapter 3 | The Tales Izak Lot 231
In Veins of Gold
Minecart Depot 12
The Gold Mines
The tunnels of the gold mine are in complete darkness, Through the iron door is a larger room with pickaxes,
are wet, and have pockets of methane to suffocate the helmets, chisels, and hammers hanging on the walls. On
unsuspecting, or worse, explode. the northern side of the room is a wide tunnel entrance,
with cart rails leading far into the distance. Six empty mine
carts sit on a rotating track, waiting to be deployed.
In (11-13), if any character creates fire or a spark, roll a d10.
On a 5 or lower, the spark or flame causes an explosion
from the methane gas, which has the effect of a fireball spell (12A)
cast at 3rd level (DC 16). The rotating track is operated by a lever which makes it
rotate either clockwise or anti-clockwise. Pulling the trigger
on the lever causes it to launch a cart at a movement speed
Lift Room 11 of 60 feet down the track.

The lift lands in a large room, 40 feet by 50 feet. The lift


Mine Tunnels 13
doors open, and strewn about the floor are thousands of
bones in humanoid-like piles. On the eastern wall is a
mundane, iron pair of elevator-style double doors. A glass The main mine tunnel holding the track is 1000 feet long, 6
control panel next to the door displays a gnomish script. feet tall, and 10 feet wide. There are levers along the eastern
side of the track at each tunnel junction. The walls are made
of rough-hewn stone, with faint veins that give off a soft
The screen reads, in Gnomish, “Input Password” (the
glow of source.
password can be found in the desk in room 6 ). If the party
does not have the password, the door can be pried open with Mining tunnels branch off the main tunnel every 10 feet,
a successful DC 18 Strength (Athletics) check. Prying open and are each 500 feet long, 4 feet tall, and 3 feet wide, lined
the door triggers the dart trap. with the same faint glowing veins.
The only sounds from the deep are rattling bones, as
well as the noise of heavy picks hitting wet stone in steady
There are two puppetmaster spiders hiding on the ceiling rhythm. Skeletons labor in the under-earth blackness, dimly
and enough bones on the ground to assemble twenty lit by a soft glow from the veins running along the tunnel
skeletons. walls as you move past. The heaviness of wet decay hangs in
the stale air, as the sheer gravity of earth looms above.
Tactics: The puppetmaster spiders will wait until the
players enter the room, and then use their Create Skeletal
Puppet ability to assemble as many skeletons as they can,
before attacking the party.
This area is where most skeletons present are at work in
the mine. There is a skeleton every 15 feet in the branching
tunnels, but they are pre-occupied with their work and will
not attack if they are left alone.
A successful DC 15 Wisdom (Perception) check lets any
character spot a small compartment hidden above the door.
This compartment contains a dart trap that will activate if
tampered with. (13A)
If the wrong password is entered on the door panel, Pulling one of these levers activates a brake that causes the
or the door is forced open, characters within a 20 foot cart to stop 5 feet south of the lever pulled. If the lever is
cone emanating from the door must succeed on a DC pulled after the cart has passed, the brake has no effect.
16 Dexterity saving throw or be paralyzed for (1d4
+ 1) minutes, as a spray of darts fly from the hidden
compartment above the door. At the end of each round, the
target can attempt the saving throw again.

232 Chapter 3 | The Tales Izak Lot


(13B)
At the end of the cart track is a pit, which the characters can This 20 foot by 15 foot half of the room is empty except
see coming. If they do not find a way to avoid the pit, they for the vents. These vents in the floor are activated by a red
must succeed on a DC 16 Dexterity (Acrobatics) check button and yellow button on the control panel in (15).
or take 3d6 bludgeoning damage, as they plummet into the
10 by 10 foot wide and 15 foot deep pit, the cart following Security Landing Zone 15
behind them. The walls of the pit are a smooth-cut stone;
This 20 foot by 15 foot room has one door leading to (16).
too smooth to climb without assistance.

(13C) There is a panel mounted on the center wall, with two


An illusion covers the door to room (14). Characters can buttons and two levers:
determine its nature by touching it or by succeeding on a • Green lever – opens and closes an airtight door in the
DC 16 Intelligence (Investigation) check. wall gap, keeping (15) safe from knockout gas.
This door is a solid stone barrier with two impressions in • Blue lever – raises and lowers the laser grid.
the shape of gates in the center. It is unlocked by using a • Red button – fills (14) with knockout gas, which acts as
signet ring in each impression, one belonging to Rutherford if a sleep spell (DC 16) had been cast in the center of the
and one from Tosscobble. (See rooms 6 and 7) room.
• Yellow button – activates fans to vent knockout gas
from (14).
Security Entry Zone 14
This room, unlike the estate, is spotless. There also appears to
be a notable increase in technological prowess, judging by the Deep Mine Lift 16
security measures. This room is barren except for a lift operated by a signet ring.
Running the width and height of the room is a wall. The When activated, the lift descends to the Deep Mines.
top half is magically fortified tempered glass (AC 19, 120
HP) and the bottom is polished titanium.

There is a single 5 foot gap in the wall, protected by a visible


laser grid. The laser grid takes up the entire 5 foot square of
the wall gap. Each laser acts as the spell disintegrate, cast at
6th level, except that any creature that touches the grid gets
no save.

Chapter 3 | The Tales Izak Lot 233


234 Chapter 3 | The Tales Izak Lot
Reaching the Source
(18B)
The Deep Mines The suits hanging on the walls are containment suits. These
The Deep Mines are Alfor’s main complex for research on containment suits are made of a similar textile to the one
source and the ribbon spirits. that covers the walls and doors. It comes with a helmet and
air tank. These suits repel the ribbon spirits if they try to
This area is brightly lit and the air is less stale. The surfaces pass through someone wearing it. If an adventurer’s suit is
of the rooms have a metallic appearance. compromised, and they enter a room with ribbon spirits,
At this depth underground, there are naturally occurring the spirits flock to the exposed area.
ribbon spirits. They are 1 foot long, glowing, light blue
ribbon-like strands, that float through air and stone. These
spirits swarm to unenchanted metal, minerals, and organic Scrub Room 19
matter. Every wall, floor, door, and ceiling is covered by a
thick textile material that prevents ribbon spirits from freely
traveling through high-traffic areas.
As the doors close behind you, a strange mist begins
In several rooms in the deep mines the party can find a pouring out from the vents in the floor. The mist continues
finely ground blue powder, known as source, that is mined pouring in until it limits your visibility.
and refined for use in the creation of magic items.

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.

The door to (18) is magnetically sealed and requires a key to


Containment Side 20
open (The key is found in room 25).

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.

This sterile room is empty, except for the strange suits of


Spirit Containment 21
differing sizes hanging off the walls.

(18A) Wispy, ribbon-like specters waft lazily in the air of this


This simple control panel has one lever. Pulling the lever circular chamber.
opens the northern door to (19) for 10 seconds. After 10 Long countertops line the walls with every kind of ore,
seconds, the door automatically closes, and the room fills metal, or mineral available at this depth. A notebook lies on
with mist for 30 seconds. After this the mist is sucked from the table next to the minerals.
the room in an instant and the southern door in (19) opens
for 10 seconds.
This room is used to study the ribbon spirits.

Chapter 3 | The Tales Izak Lot 235


The notebook on the table details the ribbon spirits effect on The source skeletons will continue doing their work unless
ore, metal, and minerals. someone interferes, in which case they will attack.
Any mineral or metal object coming in contact with
ribbon spirits is imbued with arcane energy.
Any contact with organic matter causes the matter to
There is both complete and incomplete jewelry in this room.
become overloaded with arcane energy until it explodes.
If anyone touches any of the jewelry, the skeletons attack.
There are 10 plain gold rings (20 gp each), 10 ruby rings (75
Source Scrub Checkpoint 22 gp each), and 10 sapphire necklaces (100 gp each).

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.

(22C) Spirit Scrub 26


The door to (24) is opened by slotting the researcher's badge
into the black box next to the door.
This empty room is filled with a constant whirling mist,
lightly obscuring the room.
Jeweler’s Workshop 23
The southern sealed door to the source mines (27) is opened
by a button on the wall next to it, and after five seconds it
This room has an assembly line of countertops, covered in automatically closes. The door will only open if the other
specialized equipment for crafting jewelry and combining door is closed.
it with source. There are six source skeletons here,
each carrying out an assigned task in endless repetition,
assembling jewelry.

236 Chapter 3 | The Tales Izak Lot


Chapter 3 | The Tales Izak Lot 237
The Source Mines 27
(29A)
These tunnels are similar to those found in the gold mines. Ritual Circle. This circle is connected to the Orb of Ith
There is one cart labeled for personnel transport and one for and takes up the entire perimeter of (29). Characters can
minerals. spot the subtle glow of runes with a successful DC 16
Wisdom (Perception) check. Creatures other than Alfor
The main mine tunnel holding the tracks continues on
that are inside the circle, when it is activated, must succeed
into the darkness. Side tunnels branch off from the main
on a DC 16 Constitution saving throw or take 1 point of
tunnel, intermittently.
exhaustion, as the Orb of Ith saps their life-force.
Orb of Ith. The green orb sits plugged into a pedestal.
Other than a faint glow, it looks like a large emerald marble.
Hundreds of source skeletons work in the mines. There
is a skeleton every 15 feet in the branching tunnels. If a
(29B)
creature approaches, attacks, or makes themselves known,
the skeletons within 30 feet attack (passive Perception 9). Vats. Vats are being filled with source to be stored. When
This area is also populated by hundreds of ribbon spirits. a vat fills, it dumps its contents into the grate in front of it.
Any creature caught in the spill (any square touching the
grate) must succeed on a DC 16 Dexterity saving throw
The Grand Workshop Entrance 28 or roll on the Source Effect Table.
Each vat can only dump once during the encounter on
initiative count 1. When each vat dumps is determined by
the GM, but only one vat can be dumped per round.
A large doorway leads to the grand workshop. A large
marble arch emits a cloud of mist at the end of the tracks.

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.

The liquid under the platform and in the vats is source.

238 Chapter 3 | The Tales Izak Lot


The Manufacturing Plant 32

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.

There are 5 platinum ingots (2500 gp, 5lbs each), 20 gold


ingots (250 gp, 5lbs each), and 20 silver ingots used for (32C)
making jewelry (25 gp, 5lbs each). The third counter holds two feather tokens (anchor).

The Forge 31 (32D)


The desk in the southwestern corner has two scrolls of
teleportation circle. One scroll describes a cave location
about a mile from the entrance of the mine, along with the
A huge open forge is equipped for all manner of smithing,
sigil sequence needed to transport there.
from horseshoes to battleaxes. Skeletons stand at each anvil
and bellows, awaiting orders.
(32E)
Underneath a pile of rubble, there is a damaged teleportation
circle. Repairing the teleportation circle here will require a
There are twenty skeletons total, waiting to attack anyone
successful DC 16 Intelligence (Arcana) check to find the
who tries to take any of the items inside the forge.
break in the runes and re-draw them.

Two racks of +1 weapons of the GM’s choice are set around


the forge, as well as two sets of full plate armor, three sets of
half-plate armor and five sets of chainmail.

Chapter 3 | The Tales Izak Lot 239


Conclusion
Izak is waiting at the inn. When the party returns, he gives
them the amount agreed upon in their contract. If characters Source Powder
figured out his scheme, he will apologize for the deceit, Wondrous Item, rare
but otherwise will be dismissive about the severity of the Source is highly unstable on its own, if it is jostled or
situation. If questioned about the effectiveness of his device, dropped roll on the “Source Effect” table.
he plays coy and acts as though it misfired, saying that he will
have to try again. Izak then finishes his drink and heads out
the door to report to Grikthor. 1d100 Source Effect Table
You are at the center of a darkness spell for 1
Appendix: A Magic Items 1-10
minute.
Plants grow around you and you are restrained for
Orb of Ith 11-20
1 minute.
Wonderous Item, legendary, (requires attunement),
Attuned to Alfor Everyfor All of your hair permanently falls out. Only a spell
21-30
such as remove curse can end this effect.
Actions
For the next minute, any creature you touch takes
Charging Circle. As an action, activate the Orb to send 31-40
2d6 lightning damage.
out a 50x50ft sphere centered on the Orb.
A fireball explodes with you at the center. You and
Drain. As an action, the attuned user can activate the each creature within 20 feet of you must succeed
Orb which pulls at a living creature’s life force. Creatures 41-50 on a DC 16 Dexterity saving throw, taking
in the radius of the Orb’s Charging Circle must succeed 5d6 fire damage on a failed save, or half as much
on a DC 16 Constitution saving throw or take 1 point damage on a successful one.
of exhaustion.
A puddle of grease appears where you are standing,
Animate Dead. As an action, the user may cast the with a 10 foot radius. You and anyone within 10
Animate Dead spell on any qualifying corpse within 10 51-60
feet of you must succeed on a DC 16 Dexterity
miles. This effect lasts until the Orb loses charge. check or fall prone.
Abilities You transform into a stone statue of yourself for
61-70 1 minute, during which time you are considered
Control the Animated. When holding this item, the
petrified.
user can actively control all undead raised with its
Animate Dead ability. Make a DC 16 Wisdom saving throw. If you
71-80 fail, you are transformed into a giant rabbit for 1
Charging Ritual. Once every 50 years, the Orb of Ith
minute, as if by the polymorph spell.
must be charged with living souls. A person must die
within the Orb’s Charging Circle for it to gather the 81-90 You are invisible for 1 minute.
soul. It takes 5 souls to fully charge.
91-99 You immediately take 2d6 psychic damage.
100 Roll again twice on this table, ignoring further 100s.
Cursed Horse Teeth
Wondrous Item, uncommon, (requires attunement)
When you first attune to the cursed horse teeth, you must
succeed on a DC 18 Wisdom saving throw or become
charmed by Grikthor the Grim as if by the geas spell cast
at 5th level and not requiring the creature to be within
sight of Grikthor.

240 Chapter 3 | The Tales Izak Lot


Appendix: B Stat Blocks

Alfor Everyfor Actions


Small gnome wizard, lawful evil Activate the Orb. (3/day) Activate the Orb of Ith’s Drain
ability.
Challenge 10 (5,900 XP) | Initiative: +1 | Prof. Bonus: +4
Shock Baton. Melee or Ranged Weapon Attack: +8 to
hit, reach 5ft., one target. Hit: 8 (1d4 + 4) bludgeoning
armor class hit points speed
damage and 8 (1d8 + 4) lightning damage.
15 91 25 ft.
(14d6 + 42)
Lair Actions
str dex con int wis cha When fighting inside the Deep Mines, Alfor can use
Lair actions. On initiative count 20 (losing initiative
11 (+4) 12 (+1) 16 (+3) 19 (+4) 17 (+3) 17 (+3)
ties), Alfor can take one lair action to cause one of the
Saving Throws Int +8, Wis +7 following effects; Alfor can’t use the same lair action two
rounds in a row.
Skills Arcana +8, Deception +7, History +8, Insight +7,
Perception +7, Stealth +5 The Jig is Up. Alfor activates a small explosive device
inside one of his 3 undead minions to suddenly and
Condition Immunites Orb of Ith Drain
violently kill them. An explosion centered on that
Senses Darkvision 60ft., passive Perception 17 creature has a 15ft. radius. Each character in that area
Languages Common, Gnomish, Elvish, Draconic, Dwarven must succeed on a DC 15 Dexterity saving throw or
take 22 (4d8 + 4) piercing damage, or half on a successful
Spellcasting | Save DC: 16 | Attack Bonus: +8 save. If characters do not save, their suit is pierced by the
exploding body and they no longer gain the benefits of
Alfor is a 12th-level Intelligence based spellcaster.
the suit’s protection.
Action Spells
Cantrips (at will): minor illusion, mage hand, Equipment
prestidigitation, acid splash, shocking grasp
Alfor has 2 scrolls of dimension door and 2 potions of
1st level (1/day each): detect magic, disguise self, magic missle
greater healing.
2nd level (1/day each): mirror image, invisibility
3rd level (1/day each): fireball, animate dead
4th level (1/day each): black tentacles, confusion
5th level (1/day each): wall of force, animate objects Alfor’s Escape Tactics
6th level (1/day each): disintegrate, create undead If Alfor’s true identity is discovered he will use his scroll of
Reaction Spells dimension door to escape to another room in the dungeon.
1st level (2/day): shield Discovered in room: Escapes to room:
3rd level (2/day): counterspell 1 - 13 15
14 - 16 25
17 - 28 29

Chapter 3 | The Tales Izak Lot 241


Ribbon Spirit Source Skeleton
Tiny Spirit, neutral Medium Undead, Lawful Evil

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)

Saving Throws Dex +5 Skills Stealth +4, Perception +1


Damage Vulnerabilities Silver Damage Vulnerabilities Bludgeoning
Damage Immunities All non-magic, non-silver sources Damage Immunities Poison, Non-magic sources of damage
Condition Immunities blinded, charmed, deafened, Condition Immunities Exhausted, Poisoned
frightened, paralyzed, petrified, poisoned Senses Darkvision 60 ft., passive Perception 9
Senses Blindsight 120 ft. (blind beyond this radius), Languages Understands all languages it spoke in life, but
passive Perception 7 cannot speak.
Arcane Imbuement. If Ribbon Spirits come into contact Imbued by Spirits. The Source Skeleton is imbued
with an object made of unenchanted metal it becomes with arcane energy by the Ribbon Spirits and therefore
a +1 magic item, if they contact organic matter, the immune to all non-magical sources of damage. All
organic matter becomes overloaded with arcane energy damage dealt by source skeletons is considered magical.
and explodes as the moisture in the impacted area rapidly
evaporates. Effected creatures must succeed on a DC Actions
16 Constitution saving throw or take 54 (12d8) force
damage, half as much damage on a successful save. Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 7 (2d6) magical piercing damage.

242 Chapter 3 | The Tales Izak Lot


Undead Minion Fungal Growth Skeleton Swarm
Small Zombie, Lawful Evil Medium Undead, Lawful Evil

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)

Saving Throws Dex +5 Skills Stealth +4, Perception +4


Skills Acrobatics +5, Perception +6 Damage Vulnerabilities Bludgeoning
Damage Vulnerabilities Fire Damage Immunities Poison
Damage Immunities Cold, Poison Condition Immunities Exhausted, Poisoned
Condition Immunities Poisoned Senses Darkvision 60 ft., passive Perception 11
Damage Resistances Piercing Languages Understands all languages it spoke in life, but
Senses Darkvision 60 ft., passive Perception 16 cannot speak.
Languages Common, Gnomish Large Swarm. This swarm occupies a 10x10 square and
consists of 5 skeletons. It can’t regain hitpoints or gain
Actions temporary hitpoints.
One With Spores. The Skeletons are covered in fungus
Multiattack. The minion makes two attacks with their axe.
that gives off poisonous spores. Any creature that starts its
Axe. Melee Weapon Attack: +5 to hit, one target. Hit: 6 turn within 5ft. of the Fungal Growth Skeleton Swarm or
(1d6 + 3) slashing damage and 3 (1d6) poison damage. enters that area for the first time must succeed on a DC
Target must succeed on a DC 13 Constitution saving 14 Constitution saving throw or take 6 (1d12) poison
throw or be poisoned. The target can re-roll the save at damage. Once you have passed the save you are immune
the end of their turn to end the condition. Any creature to the effects for 24 hours.
passive the save is immune to this effect for 24 hours.
Actions
Reactions
Multiattack. The Fungal Growth Skeleton Swarm makes
Get Down Alfor!. (1/day) If the minion is within 30 ft. three Pickaxe attacks.
of Alfor and he is being attacked with a spell or melee
Pickaxe. Melee Weapon Attack: +2 to hit, reach 5 ft., one
attack, the undead minion can move up to 30ft. without
target. Hit: 7 (2d6) piercing damage.
provoking an opportunity attack.
If the minion ends its movement adjacent to Alfor, it
receives the damage from that attack instead of Alfor.

Chapter 3 | The Tales Izak Lot 243


Puppet Master Spider Actions
Large Beast, Lawful Evil Multiattack. The Puppetmaster Spider can make two
attacks with any of its actions.
Challenge 8 (3,900 XP) | Initiative: +3 | Prof. Bonus: +3
Reel. The Puppetmaster Spider pulls a creature grappled
by a web skeleton up to 25 ft. straight toward it.
armor class hit points speed
14 84 30 ft. Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
(13d10 + 13) creature. Hit: 22 (4d8 + 4) piercing damage, and the
target must succeed on a DC 15 Constitution saving
throw, taking 20 (6d8) poison damage on a failed save,
str dex con int wis cha
or half as much damage on a successful one. If the poison
18 (+4) 16 (+3) 12 (+1) 7 (-2) 16 (+3) 5 (-3)
damage reduces the target to 0 hit points, the target is
Skills Stealth +6, Perception +6 stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way. If the
Senses Blindsight 10ft., Darkvision 60ft., passive spider bites a grappled creature it destroys the webbing
Perception 16 holding the skeleton and the skeleton itself.
Puppeteer. The Puppetmaster Spider can have up to four Create Skeletal Puppet (Recharge 3-6). The spider fires
web covered skeletons at a time. Each skeleton can be its webbing at a pile of bones creating a single web skeleton.
attacked (AC 15; 10 hit points; immunity to poison and
Web Skeletons. Melee Weapon Attack: +7 to hit, reach
psychic damage). Destroying a skeleton deals no damage
50 ft., one creature. On a hit the creature is grappled. A
to the Puppetmaster Spider.
grappled creature can escape at the start of its turn with
Spider Climb. The spider can climb difficult surfaces, successful DC 15 Strength check. Until the grapple ends,
including upside down on ceilings, without needing to the target is under the effects of the Restrained condition,
make an ability check. and the Puppetmaster Spider can't use the same Skeleton
Web Sense. While in contact with a web, the spider on another target.
knows the exact location of any other creature in contact
with the same web.
Web Walker. The spider ignores movement restrictions
caused by webbing.

Swarm Skeleton Senses Blindsight 10ft., Passive Perception 9


Medium Undead, Lawful Evil Bone Swarm. When this creature re-animates, the body
bursts apart forming a skeleton made of swarming insects.
Challenge 2 (450 XP) | Initiative: +3 | Prof. Bonus: +2 The swarm can occupy another creature’s space and vice
versa. The swarm can move through any opening large
armor class hit points speed enough for a Tiny insect. The swarm can’t regain hit
12 32 20 ft. points or gain temporary hit points.
(5d8 + 10) climb 20 ft.
Actions
str dex con int wis cha Slam. Melee Weapon Attack: +2 to hit, one target. Hit: 3
10 (0) 16 (+3) 15 (+2) 6 (-2) 8 (-1) 5 (-3) (1d6) bludgeoning damage and 6 (2d6) piercing damage.
Damage Resistances Bludgeoning, Piercing, Slashing
Condition Immunities Exhausted, Poisoned, Charmed,
Frightened, Grappled, Paralyzed, Petrified, Prone,
Restrained, Stunned

244 Chapter 3 | The Tales Izak Lot


Izak Lot Mind Servant. Izak can telepathically speak to his master
as long as they are on the same plane of existence. This
Small humanoid (goblin), lawful evil
mental link also makes him immune to effects that would
Challenge 13 (10,000 XP) | Initiative: +3 | Prof. Bonus: +5 charm, frighten, or allow a creature to read his mind.
Chosen One of Grikthor. Once per long rest, after taking
armor class hit points speed lethal damage Izak’s master resurrects him (as the spell cast
16 82 30 ft. at 7th level) once the threat that killed him is no longer
(Armor of Shadows) (15d8 + 15) present.

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.

Chapter 3 | The Tales Izak Lot 245


246 Chapter 3 | The Tales Strychnine
S trychnine’s laboratory
Written by: Makenzie De Armas
Adventure Level: 11-12 | Players: 4-6
Content Warnings: Grief, Spousal Death
(She/Her)

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.

Chapter 3 | The Tales Strychnine 247


A Small Favor
As Strychnine bustles about the outhouse of A Trip Away A successful DC 15 Wisdom (Insight) check reveals that
Inn, the characters meet the tiefling potion maker for the Strychnine’s guarded demeanor is based in honest experience;
first time. Intrigued by the party’s capabilities and cautiously she has personally seen the consequences wrought by
hopeful to find new clients, Strychnine offers the characters inexperienced adventurers attempting to handle magic items
a deal that, if accepted, would grant the characters access beyond their capabilities, and she does not wish to make that
to Strychnine’s stock, in exchange for completing a simple same mistake again.
retrieval quest.
Just Doing Business
Meeting Strychnine Should the characters express further interest in pursuing
Strychnine’s presence at A Trip Away Inn is hallmarked business relations with Strychnine, the tiefling produces a
by the faint explosions and multicolored smoke plumes crumpled map of the surrounding area from a pocket, and
emanating from the outhouse. A successful DC 15 directs the party towards the northwestern mountain ranges
Intelligence (Arcana) check deduces that this smoke is not to retrieve a special locket:
an inherently dangerous substance, but rather a common
byproduct of alchemical creation. As they approach the
outhouse, characters may also hear Strychnine quietly “See that?” she asks, pointing to the crudely drawn
muttering recipes to herself. mountains just northwest of your location on her map.
The door to the outhouse is currently locked, but “Rumor has it that a dark witch once took up residence in
Strychnine will answer if prompted: those caves. She hoarded a wealth of magic items there, but
I’m particularly interested in recovering a certain locket
of hers. At first, it merely looks like a simple heart-shaped
trinket, with a cheap opal set in its front. But inside, the
“Give me a minute!” calls a voice from within the outhouse.
locket contains a powerful arcane substance that I require for
There is a faint shuffling sound before the door swings open,
my next potion recipe. Bring me this locket intact, and I will
revealing an imposing green tiefling. Thick horns like a
gladly provide you whatever concoctions of mine you desire.”
musk ox frame her face, and faint age lines crinkle at the
corners of her misty black eyes behind half-moon glasses.
Long strands of glass bottles, filled with various colored If characters wish to examine the motives behind
substances, hang off her lean frame as she peers at you Strychnine’s request, they can make a DC 15 Wisdom
impatiently. “I’m in the middle of brewing my next batch,” (Insight) check. On a success, the characters detect no
she says, “so if you need something, make it quick.” malicious intent in Strychine’s words, but nonetheless sense
that the tiefling potion maker may be manipulating the truth
behind this locket’s importance. Any confrontation about
Strychnine fields any questions the adventurers may have in this, though, results in Strychnine threatening to rescind her
an aloof but not unkind manner. When someone asks about business offer.
her wares, however, her attitude immediately becomes much
colder. She curtly explains that, due to the powerful nature of
her creations, she deals strictly in favors rather than money:
Development
If the characters accept her quest, Strychnine gives the party
the map marking the location of the caves, and agrees to wait
at A Trip Away Inn until they return. Characters keen to
Her eyes narrow. “The things I brew are more than just
negotiate more can make a DC 15 Charisma (Persuasion)
cordials you can buy for petty coin,” she says. “They are
check. On a success, Strychnine also gives each character a
powerful. Dangerous. Deadly. And I cannot risk such
potion of greater healing as a display of her trust.
creations falling into foolish hands.” With a sigh, the tiefling
straightens to her full height and adjusts her glasses. “If
you wish to do business with me, I will need a favor in turn.
Prove to me that you are worth my time.”

248 Chapter 3 | The Tales Strychnine


Chapter 3 | The Tales Strychnine 249
Caverns Below
After following Strychnine’s map to the northwestern Two clay golems arise to attack the party. Upon their
mountains, the characters descend into the mysterious defeat, the arcane ward is dispelled, and the characters can
caverns. However, as they begin to piece together the puzzle continue their attempts to break past the door (using the
pieces of a tragedy, it soon becomes clear that Strychnine same DCs as before) without any further interruption.
hasn’t been entirely forthright with her story.
The passage beyond the door leads into the Library (2).
Entering the Caves 1
Tunnel Chute 1 B
The party can easily follow Strychnine’s map to the specified
area in the northwestern mountains. Characters surveying the area for alternate means of entry
can make either a DC 20 Intelligence (Investigation) or
Wisdom (Survival) check. On a success, the characters spot
Patches of overgrown cobblestone line your path as you trek a slightly worn trail in the nearby grass leading towards a
deeper into the mountains, cold fog lingering around your small tunnel chute into the caverns. The party can attempt to
ankles the higher you climb. Following the markings on enter either through the front door or the tunnel chute.
Strychnine’s map, you approach a weathered stone archway, This small gap in the mountainside can fit a creature of
though the path beyond seems to be blocked by a cave-in. Small size or smaller. When Strychnine and Foxglove lived
together in these caves, Foxglove used this secret passage to
(1A) surprise his wife.
The cave-in is actually the front door to the abode within If a character uses the chute, they must succeed on a DC
the caverns, cleverly disguised through illusory magic. A 15 Dexterity (Acrobatics) check or take 1d6 bludgeoning
successful DC 15 Wisdom (Perception) check spots a damage from the fall. The chute leads into the living
keyhole hidden among the crevices of the cave-in. quarters (3).
In addition to the illusory cave-in, the front door is Library 2
guarded by an arcane ward to prevent unwanted individuals
from forcing entry. The runes inscribed on the archway
that power this defense system can be found via a spell
like detect magic or with a successful DC 20 Intelligence The library serves as the primary hub of the cave system
(Investigation) check. residence. Stale air fills the room, thick layers of dust
collecting on the alternating rows of bookshelves and desks.
Attempting to pick the lock requires a successful DC An open passageway in the northwest corner of the room
18 Dexterity check using thieves’ tools, triggering the leads to the living quarters (3), and in the center of the
arcane ward’s defenses on a failure. Alternatively, characters room sits a 10 foot diameter raised dais, with four rough-
may attempt to brute force their way through, requiring a hewn purple crystals at the cardinal points.
successful DC 15 Strength (Athletics) check. However,
using brute force triggers the arcane ward’s defenses
regardless of success or failure.
Dead Magic. The purple crystals ringing the central dais
If the arcane ward’s defenses are triggered: nullify all magic within both the Library and the Living
Quarters, akin to the effects of an antimagic field. The
purpose of the crystals can be deduced with a successful
Three runes at the center of the archway suddenly explode DC 14 Intelligence (Arcana) check.
with brilliant green light. With a low growl, two misshapen Destroying all four crystals breaks their enchantments
piles of mud beside the door start to shift, growing and allows magic to return to these areas. Each crystal has
in stature until they resemble something grotesquely 20 hit points and an AC 15. If hit with a melee attack, the
humanoid, with green eyes smoldering over gaping mouths. attacker must succeed on a DC 16 Dexterity saving throw
or take 7 (2d6) force damage, as arcane energy backlashes
from the crystal.

250 Chapter 3 | The Tales Strychnine


Bookshelves Dais 2 A

On closer inspection, the stone surface of the dais is inscribed


The various shelves in the library are jam-packed with various with long strings of arcane runes. Usually, the central dais
books and scrolls. Characters looking for useful items can in the room houses a teleportation gate that transports those
make a DC 20 Intelligence (Investigation) check. On a who step through to the Laboratory on the secondary level.
success, roll 1d6 and consult the Bookshelf Discoveries Table. However, this gate is currently inactive due to the purple
crystals creating a dead magic zone. A successful DC 13
Intelligence (Arcana) check deduces the purpose of the dais.
Bookshelf Discoveries
Once the crystals have been destroyed, the dais reactivates:
d6 Discovery
1 A mimic that takes the form of a yellowing dust-
covered tome. The runes inscribed all around the edge of the dais burn
2 1d4 arcanist seminar pamphlets, signed by the with brilliant green energy, before flooding the stone with
seminar’s featured speaker, each worth 5 gp. light. In the haze now hovering over the dais, you can see
3 A first edition collection of cheesy romance novels brief flickers of what looks like another cavern.
by Magnus Victorian Albreight Erikson III worth a
total of 10d10 gp. Stepping onto the dais transports a character to the
4 A spell scroll, containing one of the following spells: Laboratory (4).
dimension door, fabricate, or private sanctum.
5 A spell scroll, containing one of the following spells:
Living Quarters 3
animate objects, modify memory, or wall of force.
6 One of the following books: a tome of clear thought,
a tome of leadership and influence, or a tome of Attached to the Library via a narrow side passage, the Living
understanding. Quarters occupy a single room. A simple double bed with
rumpled grey sheets sits on one side of the room, opposite a
small kitchen set-up coated in a thick layer of dust.
Desks
Each desk is covered in a haphazard assortment of journals
and blueprints. Characters looking to parse through these Bed
papers can make a DC 15 Intelligence (Investigation) check The bed itself is built on top of a set of drawers, with a small
or a DC 17 Wisdom (Perception) check. On a success, the nightstand to the right.
character notices at least one of the following things:

Examining this area reveals that most of the drawers’


• A leather-bound journal filled with half-finished potion contents were hastily emptied a while ago, though a
recipes, with the name “Strychnine” written in slanted successful DC 15 Intelligence (Investigation) check or
cursive on the inside cover. DC 18 Wisdom (Perception) check reveals a false bottom
• Crumpled blueprints for a specialized iron golem with in the nightstand that hides an empty ring of spell storing.
enchanted gem enhancements, the primary notations
in neat print scribbled over with panicked alterations in
slanted cursive. Kitchen
• A card made of thick yellowed paper, with neat print that
reads, “Happy Anniversary, ‘Nine! Love, Foxglove” Similar to the area around the bed, it appears as though
• Three wrinkled sketches depicting, in order: a young most of the contents of this kitchen have been emptied a
tiefling woman with horns like a musk ox sitting while ago. Various sketches dot the walls: some depict only
pensively over a cauldron; a gnomish man with wild a young tiefling woman with horns like a musk ox, sitting
curly hair on one knee in front of the same tiefling thoughtfully with flowers in her hair, while others show that
woman; the tiefling woman and gnomish man standing same tiefling with a gnomish man with lush curly hair. A
hand-in-hand beneath an archway of flowers. successful DC 12 Wisdom (Perception) check notices that
• A necromancy book titled Forever with Us, with multiple each sketch is signed in the bottom right corner with the
pages from the chapter regarding preserving the souls of words, “For my love. From, Foxglove.”
the deceased missing.

Chapter 3 | The Tales Strychnine 251


252
Soulbound
As the adventurers descend into the unsealed laboratory, Be Careful What You Wish For
they encounter the wreckage of Strychnine’s final failed
experiment, and must help make peace with a grave tragedy When attempting to bind her husband’s soul to the golem,
to lay her beloved’s soul to rest at last. Strychnine cast wish using a spell scroll (the remains of
which the characters find in the laboratory). However, the
spell went awry, warping Foxglove’s soul beyond recognition
The Laboratory 4
and corrupting the golem. This resulted in Strychnine
sealing away the laboratory, using the dead magic crystals
found in the library, to prevent the golem from doing any
When you step onto the reactivated dais, you are teleported more damage.
onto a similar dias at the edge of a secondary cavern
where the laboratory is housed. This room is slightly larger As such, the golem emits a combined aura of conjuration
than the library, with a radius of about 30 feet and sharp and transmutation magic, and if characters attempt to
stalactites hanging about 90 feet above the ground. Between release Fovglove’s soul from the golem using a spell like dispel
broken stalagmites, overturned tables and misshapen arcane magic, it should be treated as dispelling a 9th-level spell.
equipment litter the area, amidst deep scorch marks gouged
into the ground. The dais remains active even after you step
away from it. The Golems
Disassembled stone and iron golems ring the edge of the The corrupted arcanist golem (see Appendix B: Stat Blocks)
room. At the southern side of the cavern, directly opposite stands inactive at the far side of the room. As characters
of the dais, stands a particularly large golem crafted from approach, they notice a small golden heart-shaped object
dull blue metal. Its gauntleted hands, each with three rubies hanging around its neck, with a small opal—matching the
embedded in the wrist, hold a jagged longsword pointed gem in the golem’s chest—set in the front. Characters can
downwards, and a flickering iridescent opal sits embedded recognize this as the locket matching Strychnine’s description
in its chest. The golem seems inactive at the moment, as the without needing to make a check.
eyes of its fierce helm are devoid of any glow. Attempting to remove the locket from the arcanist golem’s
neck requires a DC 25 Dexterity (Sleight of Hand) check.
A successful DC 13 Wisdom (Perception) check catches a On a success, a character is able to remove the locket from
small golden object clasped around the golem's neck. the golem’s neck before it awakes. However, on a failure, the
golem awakes before the character can unclasp the locket,
gaining surprise on the characters.
Broken Equipment

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.

Chapter 3 | The Tales Strychnine 253


254
254
Throughout the encounter, Foxglove’s soul battles against The golem shudders, then lurches to a stop, and the pale
the corrupted magic binding him to the golem, which glow starts to fade from its eyes, trickling down until it
results in Foxglove’s voice breaking through the golem forms the small spectral shape of a gnome standing in front
and glitching the construct’s enchantments—for better of you. Wild curly hair halos his face, and wide round
or for worse. At the start of the arcanist golem’s turn, roll glasses sit in front of kind eyes. He smiles at you and says in
1d6 and consult the Golem Glitch Table. a soft voice, “Thank you. Thank you so much.”
If the characters have yet to retrieve the locket, add the
following:
Golem Glitch Table He then steps forward and holds out his hand. Nestled in
d6 Glitch his palm is the locket, glinting faintly in the soft light of his
1 Purple lightning crackles around the golem’s neck, form. “Tell her I forgive her.”
and Foxglove yells, “Stop—hurting—them!” For the
next round, roll 1d4 and subtract the number rolled Foxglove’s soul shimmers for a moment before fading away—
from every melee attack roll the golem makes. at peace at last.
2 For a second, Foxglove’s voice warbles in pitch,
suddenly growing more robotic. “How could you
hurt me like this?” it asks. For the next round, roll Characters may attempt to harvest some gems from the
1d4 and add the number rolled to every melee attack defeated arcanist golem. Removing the arcane opal from
roll the golem makes. the golem’s chest requires a DC 18 Dexterity (Sleight of
3 Foxglove cries out, “This isn’t me! Stop!” For the Hand) check. On a success, the opal is removed from the
next round, the golem’s movement is halved. golem with its enchantment intact (see appendix A: Magic
Items); on a failure, the gem is still lifted from the chassis
4 Foxglove’s voice stutters. “Broken. Broken. Bro-
but loses its enchantment, instead becoming a mundane
Broken.” The golem immediately recharges its
jewel worth 150 gp. The blood rubies are much smaller and
Arcane Blast.
require a DC 22 Dexterity (Sleight of Hand) check to
5 The golem jerkily lashes out. “I trusted you. Stop— remove them from the gauntlets, recovering 1d4+2 rubies
STOP!” For the next round, the golem can make on a success (see appendix A: Magic Items).
one extra melee attack.
6 Foxglove yells, “Let me out! Please!” For the next
round, the golem makes one fewer melee attacks. Strychnine’s locket is shut with a complex puzzle lock that
requires a successful DC 30 Intelligence (Investigation)
Since the dais remains active, characters may choose to check to open. Inside is a small sketch of Strychnine dancing
retreat without completing the encounter. However, if the with the same gnome that arose from the chassis of the
characters do choose to stay and defeat the corrupted golem, golem, bright smiles on both their faces.
proceed to “Letting Go.”
Letting Go
Reducing the corrupted arcanist golem to 0 hit points, or
successfully dispelling the wish spell binding the soul to the
golem, frees Foxglove and ends the encounter. When this
happens:

Chapter 3 | The Tales Strychnine 255


Conclusion
Strychnine awaits the party inside A Trip Away Inn, nursing
a small tankard of ale. Their successful retrieval of her Arcane Opal
locket is met with extreme gratitude, and the tiefling potion Wondrous item, very rare
maker gladly adds the characters to her roster of clients. This fist-sized opal flickers with iridescent arcane light.
As an action on your turn, you can release a 15 foot cone
Returning the Locket of destructive magical energy outward from you. Each
When the characters give the locket to Strychnine: creature within the affected area must make a DC 19
Dexterity saving throw, taking 45 (10d8) damage on a
failure and half as much on a success. The type of damage
Strychnine’s cold black eyes immediately soften, and she is determined by rolling 1d10 and consulting the table
takes the locket from you with trembling hands. “Thank below. The opal recharges after a long or short rest.
you,” she whispers. Her weathered fingers move in practiced d10 Damage Type
patterns along the edge of the locket, and it swings open
with a faint click. Inside, you glimpse a small sketch of a 1 Acid
much younger Strychnine dancing happily with a gnomish 2 Cold
man. And, for the first time since you’ve met her, you see 3 Fire
the tiefling smile. 4 Radiant
5 Lighting
If pressed, Strychnine admits that she did initially warp the 6 Poison
truth about the locket and the caverns, but only because she
herself still couldn’t face what she had done in her foolish 7 Psychic
attempt to keep Foxglove with her. Now that the adventurers 8 Necrotic
have retrieved her beloved’s locket, she freely shares the 9 Force
full story of Foxglove’s tragedy with them, and admits her 10 Thunder
mistake in attempting to cheat death. Informing Strychnine
of her husband’s freedom from the golem (and his forgiveness
of his wife) brings joyful tears to her eyes.
Appendix B: Stat Blocks
Rewards
For a successful retrieval of her locket, Strychnine provides Strychnine
each character with either one vial of any poison or one rare Strychnine is a chaotic neutral Tiefling Archmage, with
potion of their choice. Strychnine also allows the characters the following changes:
to keep any magic items they recovered during their
exploration of the caverns. • Strychnine has darkvision out to 60 feet.
• In addition to the archmage’s existing damage
Appendix A: Magic Items resistances, Strychnine also has resistance to fire damage
and immunity to poison damage. She is also immune to
the poisoned condition.
Blood Rubies • Once per day, Strychnine can innately cast hellish rebuke
Wondrous item, very rare
at 2nd level. Charisma is her spellcasting ability for this
You can spend a long rest affixing one of these deep trait, and the spell deals poison damage instead of fire
red gemstones to a melee weapon of your choice. After, damage.
whenever you hit with this melee weapon, you can
immediately expend the blood ruby’s charge to deal an
extra 11 (3d6) force damage. A single melee weapon can
have up to three blood rubies affixed to it. Blood rubies
regain their expended charges after a long rest.

256 Chapter 3 | The Tales Strychnine


Corrupted Arcanist Golem Reactions
Large construct, chaotic evil Arcane Absorbtion. When the golem is subjected to
damage from a spell, it can use its reaction to absorb that
Challenge: 16 (15,000xp) | Initiative: -1 | Prof. Bonus: +6
magical energy to fuel itself. The golem takes no damage,
instead regaining a number of hit points equal to the
armor class hit points speed damage dealt. Additionally, when this feature is used, the
20 210 30 ft.
golem recharges 1d6 blood rubies.
(natural armor) (20d10 + 100)
Legendary Actions
str dex con int wis cha
The golem can take 3 legendary actions, choosing from
24 (+7) 9 (-1) 20 (+5) 10 (0) 12 (+1) 16 (+3)
the options below. Only one legendary action option
Damage Immunities necrotic, poison, psychic; can be used at a time, and only at the end of another
bludgeoning, piercing, and slashing from nonmagical creature’s turn. The golem regains spent legendary actions
attacks that aren’t adamantine at the start of its turn.
Condition Immunities charmed, exhaustion, frightened, Detect. The arcanist golem makes a Wisdom (Perception)
paralyzed, petrified, poisoned check.
Slam Attack. The arcanist golem makes a slam attack.
Senses Darkvision 120 ft., passive Perception 10
Command (costs 2 Actions). If the arcanist golem has
Languages Common, Gnomish, Infernal
used a lair action to activate at least one allied golem, the
Immutable From. The golem is immune to any spell or arcanist golem can command one allied golem to make a
effect that would alter its form. single melee attack.
Magic Resistance. The golem has advantage on saving
throws against spells and other magical effects. Lair Actions
Magic Weapons. The golem’s weapon attacks are magical. On initiative count 20 (losing initiative ties), the golem
takes a lair action to cause one of the following effects.
Blood Rubies (6/day). When the golem hits a creature with
The golem can’t use the same effect two rounds in a row:
a melee weapon attack, it can automatically expend a charge
from one of its blood rubies to deal an additional 11 (3d6) Ceiling Collapse. Part of the ceiling collapses above
force damage. The golem has six blood rubies total. Each one creature that the golem can see within 120 feet of it.
ruby has one charge, and once expended, a ruby can only The creature must succeed on a DC 15 Dexterity saving
regain its charge via the golem’s arcane absorption feature. throw or take 10 (3d6) bludgeoning damage and be
knocked prone and buried. The buried target is restrained
Actions and unable to breathe or stand up. A creature can take
an action to make a DC 10 Strength check, ending the
Multiattack. The golem makes two melee attacks. buried state on a success.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one Flare. A flare of light erupts in a 20 foot-sphere centered
target. Hit: 20 (3d8 + 7) bludgeoning damage. on a point the golem can see. Each creature in that space
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one must succeed on a DC 15 Constitution saving throw or
target. Hit: 23 (3d10 + 7) slashing damage. be blinded for 1 minute. A creature can repeat the saving
Arcane Blast. The golem releases a wave of arcane energy throw at the end of each of its turns, ending the effect on
in a 15 foot cone from the opal embedded in its chest. itself on a success.
Each creature in that area must succeed on a DC 19 Lightning. Lightning arcs from the arcanist golem’s
Dexterity saving throw or take 45 (10d8) damage, half chest and strikes a stone golem at the edge of the room,
as much damage on a successful save. The damage type activating it. This golem acts on its own initiative,
is determined by rolling 1d10 (1: acid, 2: cold, 3: fire, 4: protecting the arcanist golem as best it can.
radiant, 5: lightning, 6: poison, 7: psychic, 8: necrotic, 9:
force, 10: thunder).

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.

T he adventurers are hired by the noble elf Lord Léanin


Eiriander, who is actually the doppelganger named
Mist in disguise, to help him move his massive fortune from
Tavern Behavior
Mist, in disguise as Lord Léanin, is drinking the finest wine
his forest home. Unbeknownst to Mist, Lord Léanin is the at the tavern and gambling with a lively group. They are
disguise of the local silver dragon, who is less than thrilled gambling unseemly amounts of coin, with no real regard for
to return to his home mid-robbery. Pleading their case, Mist how much they lose or gain. Mitusmons Risunix, the silver
begs the party and the dragon to assist them with their large dragon who appears as Lord Léanin, is a regular who rarely
debt to an angry rakshasa. Silver dragons are known for their gambles but does appreciate a fine wine, and is known to be
wealth and forgiveness, but Mist’s fate is ultimately in the incredibly wealthy. Only Dreet and the ghost of Eddawyn
party’s hands. know Lord Léanin and Mitusmons Risunix are the same
creature, though many are aware of Mitusmons living
somewhere in the mountains. Dreet is in awe of Mitusmons
Background Risunix, and keeps his secret close.
Mist is their own worst enemy. They are constantly in debt,
but are convinced that their next scheme is all it takes to get
them back on their feet again. They are a wanted criminal
Hook
in several towns, though no one knows their true shape and Mist, in disguise as Lord Léanin, invites the party over for
few know their name. Most recently, Mist cheated Ashira, a a game of dice. If the party refuses, Mist arranges for fine
rakshasa who wants retribution through money and blood. drinks to be sent to their table. Eventually, “Lord Léanin”
Ashira has been tracking Mist, who believes that, if they asks them to help him sell some of his priceless possessions to
can accrue enough money, she will forgive the debt entirely. cover his gambling debts. As payment, each member of the
Note that there is no real Lord Léanin Eiriander, at least not party may take a favorite piece of art or weaponry from Lord
in this part of the world. Lord Léanin is an invention of the Léanin’s home.
silver dragon, Mitusmons Risunix.

Chapter 3 | The Tales Mist 259


A Simple Job
Near the back of the tavern, an exquisitely dressed high elf If the adventurers turn down drinks, or do not join in the
diverts a group of gamblers. He calls for another round, and game, Lord Léanin approaches them directly. Reading their
one of the twins rushes over with the finest wine A Trip Away surface thoughts, he compliments them on something they
serves. are particularly proud of, or insecure about. Adventurers
must succeed on a DC 25 Wisdom (Insight) check to
Dramatis Personae realize their thoughts are being read. Failure leads them to
believe Lord Léanin is merely highly perceptive.
Mist (they, them) Chaotic Neutral, doppelganger, currently
under the guise of Lord Léanin Eiriander. They do not After attempting to ingratiate himself with the party, Lord
have Lord Léanin’s legendary resistance and can only cast Léanin asks them to assist him with a secret but important
cantrips. task: to help him quickly sell several of his prized possessions.
Lord Léanin Eiriander (he, him) Neutral Good, high elf He admits that he has several deep gambling debts and needs
sorcerer (see Appendix: Stat Blocks), a wealthy and carefree a few extra sets of hands, ideally attached to those who can
noble who lives in town, and is actually the silver dragon, maintain secrecy. Lord Léanin stresses the shame that would
Mitusmons Risunix, in disguise. befall his family if his debt was uncovered. The adventurers
must succeed on a DC 20 Wisdom (Insight) check to
Mitusmons Risunix (he, him) Neutral Good, adult silver
discern that his gambling debts are very real, but that there is
dragon (see Appendix: Stat Blocks), a kind and wealthy
more to the story.
dragon on vacation.
If pressed for more information, Lord Léanin reveals he
Ashira (she, her) Lawful Evil, rakshasa, a fiend with a
has several buyers lined up already, who have each sworn to
vendetta, assuming the form of a female human.
secrecy. Buyers include Izak Lott (magic items), Florence
Bartleby (she, her) Lawful Neutral, kobold, head servant Neverbee (jewelry), and Ciriloth Faelunn (weapons). If
of Lord Léanin’s home, knows Lord Léanin is actually adventurers choose to question any of them, all state they
Mitusmons Risunix, highly attentive to detail. have known Lord Léanin for a long time and he seems like
a kind, trustworthy elf. They’ve never known him to have
A New Friend money problems before, but they know misfortune can
The high elf introduces himself as Lord Léanin Eiriander, happen to anyone and they’ve learned not to pry. If the
and asks the party to join him for a round of drinks and a adventurers speak to other patrons, and succeed on a DC 15
game of Liar’s Dice (see Pub Games pg. 41). Lord Léanin Charisma (Persuasion) check, they learn that other patrons
is casual with his money and friendly to everyone in the suspect they were recently cheated by Lord Léanin at Liar’s
tavern. Dice and Tavern Dice. They note that this is very out of
character for him.
Lord Léanin offers that, in return for their quick service
Mist frequently utilizes Read Thoughts when speaking with and discretion, each adventurer may take their favorite item
the party, but is too anxious to use it when gambling against from his home. He offers to take them to his estate, providing
hardened adventurers. Any adventurer currently having directions if they decline the offer to accompany him, and
their thoughts read by Mist makes Charisma (Persuasion, notes that he has some unusual servants on hand to assist
Deception and Intimidation) and Wisdom (Insight and with packing up.
Perception) checks against them at disadvantage.

260 Chapter 3 | The Tales Mist


Chapter 3 | The Tales Mist 261
The Eiriander Estate
experience with immense wealth may believe this is
typical for nobility. Adventurers who succeed on a DC 18
After traveling through the woods, the path turns to a Intelligence (History) check realize the rooms are larger
winding road lined with pines, widening to reveal exquisitely than is fashionable for even the most ostentatious nobles.
manicured grounds with lush gardens and marble fountains.
Just beyond is an elegant manor, guarded by pines and Adventurers who dawdle while packing receive a stern
statuaries. Every window is brightly lit from the inside, and talking-to from Bartleby, and must succeed on a DC 20
movement is visible through the massive windows. Wisdom (Insight) check to notice Bartleby is unnerved
beneath her steely exterior. Succeeding on a DC 18
Charisma (Persuasion) check, away from Lord Léanin
convinces her to express her concern regarding Lord Léanin’s
Packing Up erratic behavior over the last several days. Succeeding on a
If the adventurers arrived with Lord Léanin, they are greeted DC 22 Charisma (Persuasion) check convinces Bartleby to
by six well-dressed kobolds wearing matching servants’ share that she contacted Lord Léanin three days ago, using
uniforms. The kobolds bow deeply to Lord Léanin as sending, to ask about his sudden return. The fact that he
Bartleby, an elegantly dressed kobold with a massive waxed hasn’t mentioned it has her concerned for his wellbeing. If
mustache, presents herself, saying everyone has been hard at pressed for further information, she reveals that, as a long-
work since Lord Léanin left. time trusted servant of Lord Léanin’s, he taught her the spell
If the adventurers arrive unescorted, they are greeted at the in case of emergencies.
door by Bartleby, who invites them in and insists they begin If the adventurers continue to press the issue, proceed
work immediately. Bartleby has no patience for dilly-dallying immediately to: Honey, I’m Home.
and hands each character a bag, instructing them to begin by The home takes several hours to pack, during which time
packing the jewelry. Lord Léanin repeats how appreciative he is for the assistance,
while reminding the adventurers that he is massively wealthy.
The entire manor with its armory, safe, art gallery, greenhouse,
The house is massive and ornately furnished, with marble and more is open to the party, as “everything must go.”
staircases, diamond chandeliers, and gilded vases holding Bartleby is close at hand, sternly overseeing the proceedings.
exotic flowers. Kobolds are scurrying everywhere throwing
jewelry, sculptures, and luxurious clothing haphazardly into Once several sacks are filled, proceed to: Honey, I’m Home.
sacks.
Honey, I’m Home
The front door opens with a bang, and a second Lord Léanin
Adventurers with Passive Perception of 15 or higher walks into the manor. He demands to know who the party is
overhear several kobolds whispering to each other. If and why they are robbing him. The Lord Léanin who hired
confronted alongside Lord Léanin, they bow and share that the party is nowhere to be found, but in the place where they
they are overjoyed to see his face. If confronted without Lord were last seen is a friendly tavern-goer of the GM’s choice,
Léanin, adventurers who succeed on a DC 15 Charisma who is familiar to the party, wearing Lord Léanin’s robes.
(Persuasion) check can convince them to share their
Mist, disguised as the tavern-goer, screams for help from
confusion regarding Lord Léanin’s sudden return. They
Lord Léanin, crying that the party kidnapped them, dressed
explain that he only recently departed for the mountains on
them up in Lord Léanin’s clothes, and planned to rob the
an extended trip.
Lord as part of a sick game. Lord Léanin is highly dubious
Lord Léanin thanks the party for their assistance and but, if the party backs Mist’s claim, he is convinced. He
happily provides them with a tour of his home, noting informs the adventurers that, if they release their captive and
several priceless paintings, sculptures, and pieces of jewelry return his treasures, he’ll forget the whole thing, as long as
he is willing to part with. He also points out several magic they leave town immediately.
items as possibilities for rewards (see Rewards section in
Adventurers who inform Lord Léanin of Mist’s deception
the conclusion). Characters who succeed on a DC 18
must succeed on a DC 10 Charisma (Persuasion) check
Intelligence (History) check realize that the information
to convince him they meant no harm and were duped.
Lord Léanin is sharing about the items in the house is
Characters who enlist Bartlebys’ assistance in convincing
generally accurate, but he is getting the details wrong for
Lord Léanin automatically succeed on this check. If she
almost every item.
hasn’t previously informed everyone, Bartleby proudly shares
The doorframes are massive and the ceilings are absurdly she used sending to message Lord Léanin, informing him
high in Lord Léanin’s home, though characters without something was wrong at home.

262 Chapter 3 | The Tales Mist


Adventurers who succeed on a DC 15 Intelligence Characters can loot a hastily scrawled note from Mist’s body
(Arcana) check know that the person who hired them is a that reads, "Ashira is coming...the inn...have the coins...
doppelganger. If they fail this check, Lord Léanin shares his TONIGHT."
suspicion that the person pretending to be a kidnapped friend
in his home is a doppelganger. He demands to know what
kind of idiot would rob a sorcerer.
Mist reveals their true name, but not their true shape, and Lord Léanin, actually Mitusmons Risunix in disguise, has
shares that they have a massive debt to a southern woman been living for centuries as a kindly high elf sorcerer. While
named Ashira. Ashira is determined to get her money in his kobold servants are aware of his true dragon form, he is
either blood or gold. Mist hoped that, by robbing a wealthy loathe to assume his draconic form in front of strangers. If
elven noble, they could either pay her off or buy enough attacked, he fights as Lord Léanin Eiriander until reduced
powerful magic to ensure they stayed hidden. Adventurers to 170 hit points, at which point he assumes his draconic
who succeed on a DC 18 Wisdom (Insight) check know form. If further reduced to 125 HP or fewer, Mitusmons
Mist is holding information back. If pressed, Mist admits Risunix disengages, casts greater invisibility, and flies away
Ashira is more powerful than most sorcerers they’ve to escape.
encountered, and they regret scamming her. Adventurers
must succeed on a DC 20 Charisma (Persuasion or
Intimidation) check for Mist to reveal Ashira is a rakshasa.
If further pressed, Mist reveals they scammed Ashira by If characters refuse to leave, Lord Léanin attacks, utilizing
reading her mind at multiple gambling games, eventually legendary actions.
bilking her out of 200,000 gp. She is less angry at the loss
of income than she is at being beaten at her own game,
as mental manipulation is a rakshasa’s prerogative. She
demanded the full amount, plus damages, for the public
humiliation this has caused her.
If Mist reveals Ashira’s true rakshasa nature, the real Lord
Léanin becomes notably angry and insists on intervening on Debt Collection
Mist’s behalf.

“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.”

He cannot be swayed from this, going so far as to reveal


his full dragon form if the party insists he stay behind. If Intimidation checks made by the party only work if they
Lord Léanin is unaware that Ashira is a rakshasa, he defers are accompanied by Lord Léanin. Due to her ability to read
to the party’s wishes as to how to handle Mist’s situation. minds, Ashira is aware Lord Léanin is a dragon in disguise
He argues that the party has been just as damaged by Mist’s and has no desire to trifle with him. Otherwise, she finds
shenanigans as he was, though he first commands the attempts to intimidate her hilarious. In case of combat, if
kobolds to begin unpacking his valuables and putting them reduced to 55 HP or fewer, Ashira uses plane shift to flee.
away. He offers to act as a mediator, but does not insist on
taking part unless Ashira is revealed to be a rakshasa.
Based on how the party decide to handle the situation, there
If the adventurers attack or kill Mist at any point, Lord are multiple ways this encounter can go. Choose from one of
Léanin demands they leave his home for acting violently. the following options: Fair Payment, A Friendly Discussion,
or Monster Fight.

Chapter 3 | The Tales Mist 263


Fair Payment (1: Hand Mist Over) The Dragon and the Fiend
(Mitusmons Risunix revealed in Part Two)
Ashira is surprised that her prey is so easy to catch, but
grateful to the party for assistance. Licking her lips, she Lord Léanin, now revealed as Mitusmons Risunix,
assures the party that Mist has whatever is coming to them, accompanies the characters and Mist to A Trip Away.
and offers them 5,000 gp (or equivalent at GM’s discretion) Mitusmons Risunix continues to wear his Lord Léanin
apiece. If asked why, she explains that she isn’t nearly so disguise and Mist disguises themself as a kobold servant.
angry about the money as she is about the damage to her Lord Léanin is openly hostile to Ashira upon meeting her,
reputation. She cannot allow someone to cheat her and live. cutting off any possibility for bargaining. He denounces her
Ashira Revealed as an evil creature and demands she leave his realm forever.
Ashira asks the party for help, stating she is a fellow injured
If Lord Léanin is present, he immediately senses Ashira’s party of Mist’s shenanigans and, once she has them, she
fiendish presence and demands she say who she truly will leave. Characters who succeed on a DC 15 Wisdom
is. Otherwise, adventurers must succeed on a DC 20 (Insight) check see she is serious, but intends deadly harm
Intelligence (Arcana) check to discern that Ashira is hiding to Mist once she has them. The adventurers must succeed
her true nature as a rakshasa. Alternatively, they may make on a DC 20 Charisma (Persuasion) check to prevent Lord
a DC 15 Wisdom (Insight) check to know there is more to Léanin from attacking Ashira. If this check fails, Lord Léanin
Ashira than meets the eye, followed by a DC 20 Charisma commands the party to protect the tavern-goers from Ashira
(Persuasion or Intimidation) check to convince Ashira and evacuate the tavern. Proceed to Option 3: Monster Fight.
to divulge her true nature. Ashira is reluctant to reveal her
true form as a rakshasa, but only because she doesn’t want to
cause a scene at the inn. She only becomes hostile in self- Monster Fight (3)
defense, utilizing her knights as protection, and attempts to
turn party members against each other.
Mitusmons Risunix and Ashira are determined to fight.
If Lord Léanin is present, he is furious at the presence The party has several options:
of a rakshasa in his territory. The party must succeed on a
DC 20 Charisma (Persuasion) check to prevent him from 1. Aid Mitusmons Risunix.
attacking Ashira immediately. If this check fails, proceed to 2. Aid Ashira.
Option 3: Monster Fight. 3. Help Mist escape in the chaos.
4. Evacuate A Trip Away Inn.
A Friendly Discussion (2: Bargain on Mist’s behalf)
Tactics: Mitusmons Risunix spends the first round of
Adventurers who agree to bargain with Ashira on Mist’s
combat in the form of Lord Léanin, in order to prevent a
behalf are accompanied by Mist in the shape of a previously
panic in the tavern.
encountered tavern patron. If characters give 10 SP to Flip,
Mist is allowed to hide behind the bar instead. Lord Léanin Ashira calls upon her knights for aid and utilizes dominate
may be present or not, depending on the result of the person to force the adventurers to fight on her behalf. She
discussion in The Eiriander Estate. reveals her true form as soon as the fight begins.
Ashira is courteous to adventurers who approach her, and Once Mitusmons Risunix and Ashira reveal their true
reads their thoughts to determine who and where Mist is. forms, all bar patrons panic and attempt to flee. Flip and
She maintains poise and composure during discussion with the staff rush to escort the patrons safely out of danger.
the characters, seeing them as the simplest route to finding Characters wishing to aid them may act as guides, to
Mist. She additionally offers the adventurers triple what Mist prevent their being crushed, frozen, or mind-controlled by
offered to keep them safe, as a reward for handing Mist over the combatants.
to her. Mist, if not restricted, changes form to blend in with the
Characters who wish Ashira to leave Mist unharmed must crowd and escape. Characters wishing to prevent their
offer Ashira something better. This could include a year of escape must identify Mist by succeeding on a DC 15
servitude, an unspoken promise to be fulfilled at a later date, Intelligence (Investigation) check at disadvantage, due
a child of great importance, royal peerage, or all happiness to the chaos.
experienced for the next five years (this can be a link to future If the adventurers let Mist escape, they offer the party an
adventures). IOU for letting them escape and promises to do them a
If Lord Léanin is present, or adventurers wish to determine favor once they’re back on their feet again.
Ashira’s true nature, refer to Ashira Revealed in Option One.

264 Chapter 3 | The Tales Mist


Conclusion
Dead Doppels Have Debts (Mist is dead)
Lord Léanin does not accompany the adventurers to A Trip Due to the events in Part Three, adventurers may have gained
Away if he witnessed them kill Mist. Despite Mist being powerful enemies or allies in both Ashira and Mitusmons
dead at the adventurer’s hands, Ashira is still determined to Risunix. Mist, if alive, may need rescuing from Ashira or
collect on Mist's debt. She deems their killers responsible. may owe a great debt to the party. Because this can end so
She is irritated Mist is dead, remarking that she had plans many ways, here are a few options:
to get her money’s worth out of them. She asks what the
adventurers can do to appease her instead. Mist owed her Mist given to ashira; everyone is alive.
1000 gp, plus additional recompense for publicly humiliating Ashira views the characters as trustworthy and hints she may
her, plus interest. Ashira is happy to take money or services call upon them in the future. Her power continues to grow.
from the adventurers or the townsfolk in repayment for this She offers the party the cape of her trusted knights, implying
debt. The adventurers must succeed on a DC 18 Charisma it, like herself, is more than it seems. Characters can identify
(Persuasion) check or roleplay exceptionally well to convince this cape as a Cape of the Mountebank.
her to accept 1500 gp or two very-rare-or-better magic items
in return. Otherwise, she demands political clout (this can be Mitusmons Risunix, if aware of the party’s actions, is
a link to future adventures). Attempting to use Intimidation disgusted at their willingness to deal with fiends. In the
on Ashira makes her laugh. She utilizes detect thoughts to future, he will be far less courteous.
ensure bargaining goes her way.
Ashira agreed to a compromise;
To discern Ashira is a rakshasa, the adventurers must
succeed on a DC 20 Intelligence (Arcana) check. everyone is alive
Succeeding on a DC 15 Wisdom (Insight) check reveals Mist gratefully offers characters an IOU for 2000 gp and a
she is hiding something important about her nature. To force promise to perform a great service, once they’re back on their
Ashira to admit she is a rakshasa, characters must succeed feet. Mitusmons Risunix is pleased to have foiled a fiend and
on a DC 20 Charisma (Persuasion) check or share their offers them each a prized object from his home (broom of
knowledge from the previously met Arcana check. flying, deck of illusions, robe of stars, folding boat, or a magic
item of the GM's choice.). In addition, characters have earned
both the favor of a dragon and a rakshasa, which is no small
thing.
If characters refuse to give Ashira anything as payment,
she turns hostile, calling upon her knights and casting Mist dies before seeing ashira;
dominate person on the adventurers. As soon as combat
begins, Ashira reverts to her true form, which starts a panic
a compromise was met
in the tavern. Characters wishing to aid tavern patrons Mitusmons Risunix is appalled at the party’s willingness to
may act as guides to prevent their being mind-controlled or resort to violence and comport so willingly with fiends. They
injured by Ashira and her knights. have earned the enmity of a dragon. Ashira finds them clever,
if rash, and may call upon them in the future for an odd job.

Development Ashira dies -or-


Whether Mist, Lord Léanin, and Ashira live or died at the
Mist escapes with the party’s help
inn, the matter of Mist’s debt has been settled in some fashion. Mist, if alive, is grateful to be free of their burden. They offer
the party an IOU for 2000 gp and a promise to perform a
great boon for them in the future. If Ashira is dead, a Pearl
of Power can be looted from her body, along with 500 gp.
The patrons of A Trip Away Inn, having seen Ashira’s
true form, either revere the party as heroes for helping them
evacuate the inn and escape a fiend, or curse the characters
for bringing a rakshasa to them. They are either granted free
room and board for a year or banned for a month.

Chapter 3 | The Tales Mist 265


Mitusmons risunix dies Rewards
1000 gp and several random gems can be looted from
Mitusmons Risunix’s body in the form of Lord Léanin.
Action XP
If killed in draconic form, silver dragon scales may be Helping Mist Escape 1000
harvested.
Killing Mist 700
If killed in service to Ashira, she views the characters as
50 per person
trustworthy and hints she may call upon them in the future. Evacuating the Inn
evacuated
She offers the party the cape of her trusted knights, implying
it, like herself, is more than it seems. Characters can identify Killing Ashira 10,000
this cape as a Cape of the Mountebank. Bargaining with Ashira 12,000
Any patrons witnessing the death of Mitusmons Risunix Killing Ashira’s Knights 700
are horrified and afraid of the party. It will take a lot of gold
and convincing to get back in their good graces. The kobolds Befriending Mitusmons Risunix 13,000
running Lord Léanin’s house are hostile to the party and Killing Mitusmons Risunix 16,000
attack them on sight.

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.

Chapter 3 | The Tales Mist 267


Mitusmons Risunix Paralyzing Breath. The dragon exhales paralyzing gas in
Huge dragon, lawful good a 60 foot cone. Each creature in that area must succeed on
a DC 20 Constitution saving throw or be paralyzed for
Challenge 15 (13,000 XP) | Initiative: 0 | Prof. Bonus: +5 1 minute. A creature can repeat the saving throw at the end
of each of its turns, ending the effect on itself on a success.
armor class hit points speed Change Shape. The dragon magically polymorphs into a
19 243 40 ft. humanoid or beast that has a challenge rating no higher
(natural armor) (18d12 + 126) fly 80 ft. than its own, or back into its true form. It reverts to its true
form if it dies. Any equipment it is wearing or carrying is
str dex con int wis cha absorbed or borne by the new form (the dragon's choice).
27 (+8) 10 (0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) In a new form, the dragon retains its alignment, Hit
Points, Hit Dice, ability to speak, Proficiencies, Legendary
Saving Throws Dex +5, Con +12, Wis +6, Cha +10 Resistance, Lair Actions, and Intelligence, Wisdom, and
Resistances Cold Charisma scores, as well as this action. Its statistics and
Skills Arcana +8, History +8, Perception +11, Stealth +5 capabilities are otherwise replaced by those of the new form,
except any class features or legendary actions of that form.
Damage Immuninties Cold
Senses Blindsight 60 ft., Darkvision 120 ft., passive Lendary Actions
Perception 21 The dragon can take 3 legendary actions, choosing from the
Languages Common, Draconic options below. Only one legendary action option can be used
Legendary Resistance (3/Day). If the dragon fails a at a time and only at the end of another creature's turn. The
saving throw, it can choose to succeed instead. dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Actions Tail Attack. The dragon makes a tail attack.
Multiattack. The dragon can use its Frightful Presence. Wing Attack (Costs 2 Actions). The dragon beats its
It then makes three attacks: one with its bite and two with wings. Each creature within 10 feet of the dragon must
its claws. succeed on a DC 21 Dexterity saving throw or take 15
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one (2d6 + 8) bludgeoning damage and be knocked prone.
target. Hit: 19 (2d10 +8) piercing damage. The dragon can then fly up to half its flying speed.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 15 (2d6 +8) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one
target. Hit: 17 (2d8 +8) piercing damage.
Frightful Presence. Each creature of the dragon's choice
that is within 120 feet of the dragon and aware of it must
succeed on a DC 18 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
itself on a success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the dragon's
Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5-6). The dragon uses one of
the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60
foot cone. Each creature in that area must make a DC 20
Constitution saving throw, taking 58 (13d8) cold damage
on a failed save, or half as much damage on a successful one.

268 Chapter 3 | The Tales Mist


Chapter 3 | The Tales Mist 269
269
Chapter 4

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.

272 Chapter 4 | Player Options: Backgrounds


Acrobat
Acrobatics are an integral part of any circus act. Whether d6 Ideal
you have mastered the trapeze, aerial silks, acro dance, or
acrobalance, your mastery over your body is unmatched. You Independence. At the end of the day, only I am in
1
have traveled with the circus far and wide, displaying this control of my fate. (chaotic)
mastery and entertaining crowds of people far and wide. You Aspiration. I yearn for mastery of any skill I
2
have learned to suppress your fear, facing dangerous stunts learn. (any)
from heights that make others’ knees buckle; a trait that People. The awe of a crowd brings me ultimate
translates well to a life of adventure. 3
joy. (neutral)
Skill Proficiencies: Acrobatics, Athletics. No Limits. Nothing can stop me from pushing
4
Languages: Two of your choice. beyond all expectations. (chaotic)
Equipment: A pouch full of chalk, a set of traveler’s clothes, Greed. I never turn down a chance to turn a profit
5
50 ft of hempen rope, and a pouch containing 10 gp. with my talents. (evil)
Inspiration. Perhaps seeing me can inspire others to
6
Feature: Fearless push their limits. (good)
As an acrobat, danger is part of the job. You often face
towering heights, death-defying stunts, and risks where one d6 Bond
small move could mean your death. Any fears you may have
I owe everything to the ringmaster who lifted me
had in the past have been numbed to a point that allows you 1
out of squalor and took me on the road with them.
to concentrate through even the deadliest of stunts. You gain
advantage on any saving throws against being frightened. I lost a loved one in a tragic accident. They are
2 remembered through our shared love of the
Suggested Characteristics acrobatic art.
Acrobats thrive on adrenaline: the greater the challenge, the Every time I perform for a crowd, I will give them
3
more intense the rush. They focus on keeping themselves in everything I have to give.
peak physical condition, as well as a devotion to continually I want to be known far and wide, no matter what it
pushing themselves to the limits of their capabilities. 4
costs me.
5 Persevering through pain only makes me stronger.
If something frightens me, I will face it and
d8 Personality Trait 6
persevere.
I have a mentor, whom I idolize and strive to be like
1
in every way possible.
d6 Flaw
I have a lust for attention; the bigger the crowd the
2 I purposely injured a fellow acrobat to further my
more impressive I can be. 1
career.
I’m following in my family’s footsteps and yearn to
3 My numbness to fear allows me to unquestioningly
impress them. 2
put others in danger.
I have to stay in peak physical condition.
4 Allowing my discipline to lapse could have grave I am weak to temptation and vices, especially a
3
consequences. night in the local tavern.
In my travels I have learned to fit in wherever I go, I obsessively pursue my goals, yearning for
5 4
adapting quickly to local cultures. perfection.
If I believe I’m capable, I will attempt any feat of I can never return home because of what I’ve done.
6 5
athleticism, especially if there is a wager involved. The circus offered me an escape.
I live life as if tomorrow will never come, because 6 I pass judgement quickly, and often unfairly.
7
the tiniest slip could end it all.
8 There is always a greater challenge for me to face.

Chapter 4 | Player Options: Backgrounds 273


Tent Master
The life of a tent master is an unforgiving one. They are a d6 Ideal
necessary part of the circus, but never get a chance to enjoy
the spotlight. It’s their job to build the tents and maintain Creativity. There is no single correct way to go
1
them, repair games and rides, and handle any of the rigging about solving a problem. (chaotic)
that needs to be done for the acrobats. They often work Tradition. There is a way things are supposed to be
2
behind the scenes, even during live events, without ever done, and that’s how I’m going to do them. (lawful)
making their presence known. They live a simple, no- Sincerity. I am, what I am and I’m comfortable
nonsense life and take great pride in their work. 3
with that. (neutral)
Skill Proficiencies: Athletics, Stealth. Respect. I respect those that have come before and
Languages: One language of your choice. 4 every person has a role to play, none greater than
another. (good)
Tool Proficiency: Artisan’s tools.
Retribution. The wealthy should be made to
Equipment: A climber’s kit, a crowbar, 50 ft. hempen rope, 5
understand how hard life can be. (evil)
100 ft. silken rope.
6 Aspiration. I deserve a life better than this one.
Feature: Behind the Scenes
You are accustomed to working in the background, whether d6 Bond
that’s checking an acrobat's harness for safety, or making The show must go on, even if I have to sacrifice to
sure that the dunk tank is functioning properly. Your work 1
make it happen.
surrounds the patrons of the circus, but is almost never
I’ve learned from those before me, and I hope to
noticed. You have advantage on Stealth checks made when a 2
continue to grow my skills.
performance is happening within 50 feet of you.
It is my duty to keep things running and my
3
Suggested Characteristics companions safe.
Tent masters are used to a rugged life. They travel far and 4 I must accept responsibility for my failings.
live hard, scarcely noticed while working, but often the life 5 I would lay down my life for my circus family.
of any party. They are hardened by the physical demands of 6 My worth is proven by how hard I’m willing to work.
their work, but secretly love to lie down for the night with
aching muscles.
d6 Flaw
d8 Personality Trait 1 Once I start drinking, I find it hard to stop.
I don’t care how others perceive me, or if they 2 I put my work before my well-being.
1
perceive me at all. 3 If I’m wronged I will never trust you again.
The only way for a job to get done right is if I do it I’m jealous of anyone that can do a job better than
2 4
myself. I can.
I have no aspiration for greatness, just a desire to I’m very slow to trust others. Trust needs to be well
3 5
keep the show going. earned.
4 I’ve seen it all before and done it all twice. Sometimes my concentration on my tasks can blind
6
If there’s a problem that needs to be solved, I’m the me to the world around me.
5
one people come to.
If something has to be done, it needs to be done
6
safely.
If I’m presented with a problem I believe I can solve,
7
I will not rest until the task is complete.
If someone notices me working, I make a display of
8
how hard my work is.

274 Chapter 4 | Player Options: Backgrounds


Clown
Clowns are an integral part of the circus experience, d6 Ideal
entertaining crowds with singing, dancing, trick riding,
juggling and more. Their job is to elicit laughs and joy from Selflessness It is my duty to spread joy to others.
1
the crowd, sometimes at their own expense. The life of a (good)
clown is not easy, and the burden of others' joy can sometimes Sincerity. I put myself on display, for better or
2
weigh heavy. The best clowns persevere, and give everything worse. I am unapologetically me. (neutral)
they have to make sure others feel the joy they lack. Self Knowledge. Understanding who I am is the
3
Skill Proficiencies: Performance, Intimidation. key to unlocking others. (any)
Languages: One language of your choice. No Limitations. A good joke can come from
4
anything, even making fun of myself. (chaotic)
Tool Proficiency: Land vehicles.
Responsibility. It is up to me to understand
Equipment: A disguise kit, a set of traveler’s clothes, a horn, 5
boundaries and never cross them. (lawful)
a set of juggling pins, 5 gp.
Community. We can all be brought together by
6
laughter. (good)
Feature: Showstopper
When wearing your clown makeup and costume, you have
advantage on Intimidation checks. You bring joy to some, d6 Bond
but when you use your appearance to cause the contrary, you I learned from the best, and I aspire to be as great as
have an almost otherworldly presence. 1
they are one day.
Suggested Characteristics No one will ever discover why I had to leave home
2
so suddenly.
It takes a certain kind of person to be a clown. These raucous
comedians need to be comfortable with being the brunt of I will learn to feel the joy I’m able to share with
3
the joke, while also being ready to fire one back. They are others.
truly the backbone of any circus, keeping the patrons dazzled 4 I will never let anyone see the real me.
and distracted enough to have even the most hardened It is my duty to stand up for those that can’t stand
individuals entertained. It should be said, though, never cross 5
up for themselves.
a clown: they can be terrifying if wronged. When I wear my clown face I can be whoever I
6
choose to be.
d8 Personality Trait
I use comedy to ease tension, both others' and my d6 Flaw
1
own. 1 I’m quick to anger if someone doesn’t find me funny.
I use humor as a way of forming relationships and I secretly find joy in the fear some people have of
2 2
gaining acceptance. me.
I am always ready with a snappy comeback to any I’m sometimes oblivious to how hurtful my humor
3 3
insult. can be.
4 I can find a funny angle to any situation. 4 I use sarcasm to mask my aggression.
What I do is an art, and it is how I express myself to I require constant admiration and acknowledgment
5 5
the world. that I’m funny.
I have expert timing, whether it be with a joke, a 6 I paint on this smile to mask my frown.
6
witty retort, or introspection.
I am an extreme extrovert; the energy of a crowd
7
inspires me.
Sharing the spotlight is often key to putting on a
8
good show.

Chapter 4 | Player Options: Backgrounds 275


Owlbear Tamer

T he Owlbear Tamer Ranger


To tame an owlbear takes a special kind of ranger.
Owlbears are considered to be one of the forest’s
most dangerous creatures, and many consider them
unnatural monstrosities. You are different, however. You see
Monstrous Ward
At 3rd level, you magically bond with an owlbear cub. The
owlbear cub uses the game statistics in the stat block below.
These stats will be improved as you level up, and you will
that this is a beast like any other, and as such you can tame always use the adjusted version of the stat block equivalent
its wild nature. The bond formed with an owlbear is one to your ranger level, even if your companion dies and
that is lifelong and nigh unbreakable. When this creature you need to find a new owlbear. The owlbear obeys your
is bonded to you, it will fight to protect you with the very commands and takes its turn before or after your initiative;
essence of its being. you choose when initiative is rolled. If you are incapacitated,
the owlbear continues to act, but will attempt to fiercely
protect the you. It regains all hit points on a long rest and
Owlbear Tamer Features can spend hit dice on a short rest. If the owlbear dies, you
must find a new owlbear cub, spending 8 hours bonding
Ranger Level Feature with the creature.

3rd Monstrous Ward, Shared Vitality


Owlbear Cub
Growth Spurt (Yearling), Infused Medium Monstrosity, neutral
7th
Attacks
Initiative +1
Growth Spurt (Adolescence), Shared
11th armor class hit points speed
Initiative
10 + PB (-) 30 ft.
Improved Shared Vitality, Growth (natural armor)
15th Spurt (Adulthood), Coordinated
Attack str dex con int wis cha
14 (+2) 12 (+1) 14 (+2) 3 (-4) 12 (+1) 14 (+2)

Hit Points = (Ranger Level) d10 + PB + (Con Bonus x


Ranger Level)
Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus
+ PB)
Skills Athletics = (2 + PB), Perception = (1 + PB)
Senses Darkvision 60 ft., passive Perception = (10 + Wis
bonus + PB)

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.

*PB = Your Proficiency Bonus

Chapter 4 | Player Options: Subclasses 277


Shared Vitality Infused Attacks
Starting at 3rd level, as an action you can choose to spend Starting at 7th level, as a bonus action you can burn a hit
any number of hit dice to heal your owlbear a number of die, infusing your owlbear’s attacks with magical energy,
hit points equal to the dice rolled, transferring your own channeling your essence into the creature through your
vitality into the creature through your touch. touch. The owlbear’s attacks are considered magical for the
next minute.

Growth Spurt (Yearling)


Growth Spurt (Adolescent)
At 7th level, your owlbear grows into a yearling, gaining
10 feet of movement, its Strength and Constitution scores At 11th level, your owlbear grows into adolescence. Its
become 16, and it gains the Pack Tactics ability: the Strength and Constitution scores become 18, and its size
owlbear has advantage on an attack roll against a creature becomes large. It also gains Multiattack.
if the owlbear’s tamer is adjacent to it. In addition, you
also gain advantage on melee attacks when your owlbear is
adjacent to you.
Owlbear Adolescent
Large Monstrosity, neutral
Owlbear Yearling Initiative +1
Medium Monstrosity, neutral

Initiative +1 armor class hit points speed


10 + PB (-) 40 ft.
(natural armor)
armor class hit points speed
10 + PB (-) 40 ft.
(natural armor) str dex con int wis cha
18 (+4) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 14 (+2)
str dex con int wis cha
Hit Points = (Ranger Level) d10 + PB + (Con Bonus x
16 (+3) 12 (+1) 16 (+3) 3 (-4) 12 (+1) 14 (+2)
Ranger Level)
Hit Points = (Ranger Level) d10 + PB + (Con Bonus x Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus
Ranger Level) + PB)
Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus Skills Athletics = (4 + PB), Perception = (1 + PB)
+ PB) Senses Darkvision 60 ft., passive Perception = (10 + Wis
Skills Athletics = (3 + PB), Perception = (1 + PB) bonus + PB)
Senses Darkvision 60 ft., passive Perception = (10 + Wis Pack Tactics. The owlbear and tamer have advantage on
bonus + PB) attack rolls against a creature if they are adjacent to one
Pack Tactics. The owlbear and tamer have advantage on another.
attack rolls against a creature if they are adjacent to one
another. Actions
Multiattack. The owlbear makes two attacks: one with its
Actions beak and one with its claws.
Beak. Melee Weapon Attack: + (3 + PB) to hit, reach 5 ft., Beak. Melee Weapon Attack: + (4 + PB) to hit, reach 5 ft.,
one target. Hit: (1d10 + PB) piercing damage. one target. Hit: (1d10 + PB) piercing damage.
Claws. Melee Weapon Attack: + (3 + PB) to hit, reach 5 ft., Claws. Melee Weapon Attack: + (4 + PB) to hit, reach 5 ft.,
one target. Hit: (2d8 + PB) slashing damage. one target. Hit: (2d8 + PB) slashing damage.

*PB = Your Proficiency Bonus *PB = Your Proficiency Bonus

278 Chapter 4 | Player Options: Subclasses


Shared Initiative
Owlbear Adult
Starting at 11th level, your bond with your owlbear Large Monstrosity, neutral
becomes so strong that you can anticipate each other’s
moves and act as one. If you choose to do so, you share the Initiative +1
same initiative and act in tandem. If you are using your
owlbear as a mount you must share movement speed for the armor class hit points speed
round. 10 + PB (-) 40 ft.
(natural armor)

Improved Shared Vitality str dex con int wis cha


At 15th level, your bond has strengthened to the point that 20 (+5) 12 (+1) 18 (+4) 3 (-4) 12 (+1) 14 (+2)
you can quickly transfer your life essence to your owlbear.
You can now use the Shared Vitality ability as a bonus Hit Points = (Ranger Level) d10 + PB + (Con Bonus x
action, and can now be cast at a range of 30 feet. Ranger Level)
Saving Throws Con = (Con Bonus + PB), Str = (Str Bonus
+ PB)
Growth Spurt (Adulthood)
Skills Athletics = (5 + PB), Perception = (1 + PB)
At 15th level, your owlbear reaches its full strength and Damage Resistances bludgeoning, piercing, slashing
durability. Its Strength score becomes 20 and it gains
Senses Darkvision 60 ft., passive Perception = (10 + Wis
resistance to bludgeoning, piercing, and slashing damage.
In addition, its claw attack is replaced with: Claws. Melee bonus + PB)
Weapon Attack: + (5 + your proficiency bonus); reach 5 ft., Pack Tactics. The owlbear and tamer have advantage on
one target. (2d8 + your proficiency bonus); slashing damage attack rolls against a creature if they are adjacent to one
and the target must succeed on a DC 14 Strength saving another.
throw or become grappled and prone. Until this grapple
ends, the creature is restrained, and the owlbear cannot Actions
attack another target. Multiattack. The owlbear makes 2 attacks: one with its
beak and one with its claws.
Coordinated Attack Beak. Melee Weapon Attack: + (5 + PB) to hit, reach 5 ft.,
one target. Hit: (1d10 + PB) piercing damage.
At 15th level, if you attack any creature that is restrained
Claws. Melee Weapon Attack: + (5 + PB) to hit, reach 5 ft.,
by your owlbear, you can use your reaction to make any hit
one target. Hit: (2d8 + PB) slashing damage and the target
from a melee or ranged attack a critical hit. You can use this
must succeed on a DC 14 Strength saving throw or become
feature a number of times equal to your wisdom modifier.
grappled and prone. Until this grapple ends, the creature is
You regain all uses of Coordinated Attack after completing
restrained, and the owlbear cannot attack another target.
a long rest.

*PB = Your Proficiency Bonus

Chapter 4 | Player Options: Subclasses 279


T he Ink Devil Warlock Your patron is a devil composed entirely of ink. It thrives on
insight into beings on the primary plane, through the self-expression manifested in tattoos or through
the words that people attempt to make permanent with ink. It thirsts for a taste of the most wicked
temptations of the living. The powers that this devil manifests in you appear as tattoos that magically form on your
skin. Your skin itself becomes your arcane focus; your tattoos ignite with arcane energy as you cast spells. Any spell
you learn manifests itself as a tattoo on your body, and any spells you may change magically shift to a new form.

Expanded Spell List Ink Devil Features


Spell Level Spells Level Feature
1st color spray, grease 1st Eyes of the Scribe, Devilish Insight

2nd enhance ability, illusory script 6th Transmutable Mark

3rd glyph of warding, phantom steed 10th Spell Leech

4th black tentacles, death ward 14th Evoke Patron

5th teleportation circle, insect plague

Expanded Spell List


The ink devil lets you choose from an expanded list of spells when you learn a warlock spell. The spells added to the
list are featured in the table above.

Eyes of the Scribe Devilish Insight


Starting at 1st level, you gain the ability to read Starting at 1st level, your connection to your patron
anything you can touch that is penned in ink, even allows you to gain insight into others. Once per long
if it is written in a language you do not understand. rest, you may touch a single creature. They must
In addition, you are able to tell the alignment of the succeed on a Charisma saving throw versus your
author at the moment it was penned. spell save DC. A willing creature can choose to fail
this check. Failing the check reveals a creature’s true
desire, even if it is unknown to them.

Chapter 4 | Player Options: Subclasses 281


Transmutable Mark
Aspect of the Ink Devil
Starting at 6th level, you gain the ability to form new Large Fiend (Devil), lawful evil
tattoos at will. These new tattoos can emulate simple,
non-mechanical items and can be no larger than 1x1 feet Challenge 8 (3,900xp) | Initiative: +3 | Prof. Bonus: +3
(for example, a knife, key, or piton). This object can be an
exact replica of any other non-mechanical object you are armor class hit points speed
touching. You can pull these tattoos off your skin and into 16 65 30 ft.
reality, forming a solid object composed of swirling black (natural armor) (10d10 + 10)
ink. The object stays solid for 1 hour, before melting away
into a non-magical black ink, losing its form. You can use str dex con int wis cha
this feature a number of times equal to your Charisma 14 (+1) 16 (+3) 12 (+1) 18 (+4) 10 (+0) 18 (+4)
modifier (minimum of 1). Any weapons created in this way
are considered magical. After a long rest, any tattoo created Proficiency Bonus +3
with this feature fades away, and all expended uses are re- Saving Throws Con +4, Wis +3, Cha +7
gained.
Damage Resistances cold, bludgeoning, piercing, and
Spell Leech slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Starting at 10th level, as an action you may permanently
Condition Immunities poison
swap one of your known spells with another spell in either
a spellbook or on a scroll, as long as it was penned in ink. Senses darkvision 120 ft., passive Perception 10
When you use this feature, all of the ink used to pen that Languages Infernal, telepathy 120 ft.
spell is drawn off the page into your skin, forming itself as Devil’s Sight. Magical darkness doesn’t impede the devil’s
a tattoo on your body. Using this ability permanently erases darkvision.
it from where it was written. The spell you consume must
be equal to or lower than the highest level warlock spell Magic Resistance. The devil has advantage on saving
slot you have. You may never swap out spells from your throws against spells and other magical effects.
expanded spell list. Once you have used this feature you Liquid Form. The ink devil can move through a space
cannot use it again until you’ve completed a long rest. as small as 1 inch wide but must spend an extra foot of
movement for every foot moved this way.
Evoke Patron Aspects Aura. Any ink devil warlock within a 20 ft. radius
of the aspect of the ink devil has their spellcasting abilities
Starting at 14th level, as an action you can call an aspect enhanced, gaining a +2 to their spell attack bonus and spell
of your patron into existence, costing you one level of save DC.
exhaustion. You touch your hands to the floor, as ink flows
out of your body to form the creature. It acts of its own Actions
accord unless given specific commands. The aspect of the
ink devil melts away into a puddle of ink after 10 minutes. Multiattack. The ink devil makes two attacks with its
You cannot use this ability again until you have taken a claws.
long rest. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 11 (2d8 +2) slashing damage plus 7 (3d4)
necrotic damage.
Spew Ink. Ranged Spell Attack: +6 to hit, range 20/60 ft.,
one target. Hit: 14 (4d6) necrotic damage, and the target
must succeed on a DC 12 Constitution saving throw or be
poisoned until the end of its next turn.

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.

Lute of the Trickster


Wonderous item, very rare (requires attunement)
This intricately designed lute is made of a smooth wood
stained in a subtle green. The rose of the lute is a carving
of eight arrows pointing in different directions in a radial
pattern. Each peg on the pegboard is a small grinning man
with horns made of gold.
The Lute has 2 charges and regains 1 charge each day
at dawn. While playing this lute you may expend a charge
and become invisible, at the same time an exact illusory
duplicate of yourself replaces you. The illusion remains
for an hour but disappears if you attack or lose your
invisibility. You can see and hear through your illusion
while it exists. Although your illusion may continue to play
music you do not have to.
You can use your bonus action to control your illusion,
including allowing it to speak or change the music it is
playing.

284 Chapter 5 | Additional Magic Items


Conch of Poseidon
Wonderous item, very rare (requires attunement)
This conch shell has been fashioned into a kind of horn instrument. The shell glows with a soft blue luminescence which
pulses along with the tune you play. When any of its charges are spent, the conch begins to crackle, with lightning crawling
across its surface as you play.
The conch has 4 charges and regains (1d4 - 1) charges at dawn. You may use your action to begin playing the horn.
While playing the horn you are considered to be concentrating; failing a concentration check interrupts your playing. Any
concentration checks made use charisma as your spellcasting modifier. You may expend a charge to cause one of the following
effects in a 150 ft. radius sphere, centered on a point up to 100 feet from you:
• Flood: You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a
shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to
the other and then crashes down. Any huge or smaller vehicles in the wave’s path are carried with it to the other side. Any
huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until
you stop playing. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
• (1 charge) Part Water: You cause water in the area to move apart and create a 5 ft. wide by 100 ft. long trench. The
trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until you stop
playing. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
• (1 charge) Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has
to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it
moves beyond the spell’s area, it resumes its flow based on the terrain conditions. The water continues to move in the
direction you chose until you stop playing.
• (3 charges) Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a
whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet
wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet
toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must succeed on a DC 14 Strength
saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell
ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex
can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics)
check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs
each round it remains in the vortex.
• (3 charges) Call Storm: You call a strong thunderstorm to manifest in the affected area. Storm clouds appear causing
the water to become violent, causing any area caught in the radius to be considered difficult terrain. As a bonus action,
you can call a lighting bolt down, striking a point within the storm. Any creature within a 5 foot radius of that point
must make a DC 14 Dexterity saving throw or take 14 (2d10 + 3) lightning damage on a failed save, and half as much
damage on a successful one.

Chapter 5 | Additional Magic Items 285


Hypnotic Viol
Wonderous item, rare
This unassuming-looking viol is imbued with the ability to
entrance those that listen to it. Carved out of a single piece
of oak, the viol is finely made but not extravagant, with
subtly inlaid runes on the fingerboard. When played, the
viol sends out waves of magical energy that can be focused
on a number of targets equal to your charisma modifier.
The Viol has 3 charges and regains (1d4 - 1) charges
daily at dawn. While performing with the Viol, you may
choose to make a performance check and expend one
charge, choosing a target or a number of targets equal to
your charisma modifier, and consult the table below.

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.

286 Chapter 5 | Additional Magic Items


Tracking Sheets

Merchant-Run Stall Sheet

Shop Name Merchant’s Name

Shop Type Shop Discount

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

Chapter 5 | Tracking Sheets 287


Player-Run Merchant Sheet

Shop Name Stall Rental Price Per Week

Shopkeeper’s Name Shopkeeper Archetype

Boon Bane Customer Die Mishap Die

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.

288 Chapter 5 | Tracking Sheets


Weekly Profit: Don’t forget to visit the shop each week to claim your profits!
Week Number of Number of Weekly Sales GP Running Total
Successful Sales Mishaps (-30 GP Shopkeeper Wages) GP
1
2
3
4
5
6
7
8
9
10
11
12

Dice Pool

Successful Sales: resulting die of 5 or 6 Mishaps: resulting die of 1

Chapter 5 | Tracking Sheets 289


A Special Thank You to our Early Bird Backers.
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Bellot, Rob Stegers ter Haar, Ze Doudou, Ryann Padilla, Sabino Padilla, Scott Moberly, Scott Olman,
Shelby Watkins, Simon Leslie, Sinja Melissa Spinger, Steffan-rene Cowan, Stephen Golubieski, Stephen
Stewart, Steve Capezza, Steve Fletcher, Steven Cairnduff, Tadek Nelson, Tamarack The Werewolf
Survivor, Terrance Marpoe, Theresa Bodach, Thimo Wilke, Thomas Dahmen, Thomas Petford,
Timothy Heller, Tom Dodson, Toni Tisch, Travis V. Tipton, Tristan Salazar, Paige Ford, Volodymyr
L. Revenok, Wade Gerald Sullivan, Weronika Dudek, William Crewe, William J. Hummel, William
Richardson, Zachary Alexander

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Original Concept Art

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This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of
that license before using this material.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards").
All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material"
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addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c)
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game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product
and product line names, logos and identifying marks including trade dress; artifacts; creatures characters;
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used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use","Used"
or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or
"Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and
in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License
except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-­‐‑free, non-­‐‑
exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are
Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's
name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another,
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to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
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12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due
to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of
becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it
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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
Arneson.

END OF LICENSE

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